recursal/Fanatic-Fandom huggingface dataset:
Littlebird

### Siblings

Lightningtwig, Stormcloud, Vinestalk, Frogfish, Crowflight, Rattail (brothers), Missingsoul, Breezesong, Sprucestrike, Frostwater, Earfluff, Sheepfur (sisters)

Littlebird, known currently as Littlekit, is one of Maplestar and Rockmist's many kits. Along with his littermates, he lives in PineClan, and is currently a kit.

## Looks

Littlebird is a gray-blue with blue eyes. He has fur on his neck, although this disappears on some panels, and is more plentiful on others. His ears are pointed and triangle-shaped, and as his name suggests, he is the smallest out of Rockmist's litter (In other words, a runt).

## Appearances

### Chapter 1

Littlekit appears towards the end, saying that he needs to tell Moonkit something important.

### Chapter 2

Littlekit explains why and how he got to CloudClan, saying that he rode a large eagle that smelled like fish. Then, before he can say anything else, the Apprentice ceremony begins, and Moonkit has to go. But, before leaving, the two agree to meet at the gathering, to which Littlekit warns her to be careful around Maplestar.
Moonheart

Moonheart is a genderfluid CloudClan cat. She is the daughter of Coppereye and Amberwing's sister. After her mother's death, Moonkit because shy, and she and Amberkit drew a negative bond.

## Appearance

Moonheart is black with a blue right eye and a gold left eye. She has a moon-shaped marking on her forehead.

## Appearances

### Chapter 1

Moonkit introduces herself, her clan, and her family. However, a strange kit appears, catching her attention.

## Relations

### Amberkit

She is afraid of Amberkit, who shows his dislike of her often.

### Tornfang

Moonheart finds Tornfang scary, mostly from his appearance.

## Trivia

* She is based on WarriorsIsTerrible's OC.
* Although she uses any pronouns, she prefers she/her, which makes writing this article a lot easier.
Lang

Mój kiciuś <3

**Lang** - postać pojawiająca w piątej części. Syn GL i Anyana.

## Wygląd

Włosy odziedziczył po GL, ale jego kolor po Anyanie. Oczy odziedziczył po Anyanie. Jest ubrany w białą bluzkę z czarnymi rękawami, czarne spodnie i białe trampki. Ma białe, kocie uszka.

## Ciekawostki

* Jest to postać stworzona przez dziewczynę i używa go w swojej serii - YeosM.
* Nie wiemy czy odziedziczył magię po Anyanie.
* *MEOW~*
Wiki

Orcs are the easiest race to play and have the highest winrate in the game. They are easy to play and hard to counter. Orcs has the highest winrate because they tend to get fed by beginners which causes them to snowball their way to victory. The few players that know how to counter will have difficulty countering an orc with a much bigger army due to being fed by beginners.

Orcs usually have high hp and armor units. They are basically quality over quantity race. This gives them a good resistance to splash.
Scuttler

## Drops

**Scuttlers** are a rare enemy that spawns during the Solar Eclipse event.

The Scuttler has a special ability that allows it to leap into the air and fire webs at nearby players.

## Behaviour

Upon spawning, the Scuttler creates a cobweb at its location.

The Scuttler wanders around and attacks players, dealing significant damage. Its attacks inflict Poison I (0:10).

Upon taking damage, the Scuttler has a 33.3% chance to leap into the air and fire a cobweb at its attacker. The Scuttler may also use this ability at random, targeting the nearest player.

## Tips

* There is no limit to how many cobwebs the Scuttler can create, meaning players can use it as a way to farm string.
* Because of how dangerous the Scuttler is, it is recommended to prioritise them over other enemies during a Solar Eclipse.
* If too many Scuttlers are alive at once, they can quickly create large fields of cobwebs, slowing players down.
* The Scuttler's webs will not spawn in water or lava, meaning water buckets are an effective way of dealing with this enemy.

## Trivia

* The Webbing Bow mirrors the Scuttler's ability to fire webs at its enemies.
* If the Scuttler takes damage while there are no nearby players, it will create a cobweb at its current location.
Solar Sigil

The **Solar Sigil** is an event summoning item that drops rarely from Corrupted Zombies, Watchers, and Scuttlers, and always drops from Wandering Watchers. Upon use, it summons a Solar Eclipse.

## Trivia

* The Solar Sigil's texture is a reference to the Eclipse Mirror from Terraria's Calamity Mod.
* The term "sigil" commonly refers to the symbol used to represent a deity or god. Despite this, the item bears no resemblance to an actual sigil.
THE ATTOROOMS Wiki

PROJECT ATTOROOMS [COMMENCE]
Welcome. Welcome to The Attorooms Official Wiki. Here, all the levels, entities, factions, etc...

The Attorooms are an infinite generated levels that were discovered the 08/07/1997 by B-CELL. A scientific faction that dedicates to explore, study and contains dangerous anomalies to prevent any mortal events.

## Important articles

* Rules of this wiki
Discord

*Community Founders*:

Atto:

"What if the backrooms was more ominous. The dissaperances were major. And even a possibility for human extincion?" There were everything started.
Watcher

## Drops

**Watchers** are an uncommon enemy that spawns during the Solar Eclipse (link) event (link).

Initially, the Watcher spawns with a Watcher Eye on its head. Both the eye and the zombie are considered separate entities, and both must be killed separately.

## Behaviour

Upon spawning, the Watcher releases a burst of water particles. These particles are purely visual and do not affect players.

While the Watcher Eye and the Watcher are alive, the zombie will wander towards players and attack whilst also firing lasers from its eye.

If the Watcher Eye is killed first, the Watcher receives a damage boost. If the Watcher is killed first, the Watcher Eye is inflicted with permanent Glowing.

## Tips

* Because the Watcher receives a damage boost if the Watcher Eye is killed, it can be easier to kill the zombie first and deal with the eye afterwards.
* The Watcher Eye's lasers cannot pass through blocks, making hiding behind walls an effective strategy for dealing with this enemy.
* Due to the Watcher's incredibly long range, it can often pose quite a threat, and should be taken out quickly during a Solar Eclipse (link).

## Trivia

* Both the Watcher Eye and the Watcher have a 5.5% chance to drop the Solar Sigil. This effectively adds up to a 11% drop chance.
* The Watcher is inspired by the Eyezor from Terraria.
	+ This enemy is unique in that it also spawns during a Solar Eclipse.
Super Cookie

The **Super Cookie** is a rare consumable given to a random player during the Cookie event. It has the appearance of a regular cookie, with a shiny golden halo.

Upon consumption, it grants the player the same effects as an Enchanted Golden Apple, but with slightly more regeneration. The cookie also grants +4 maximum health for 15 minutes, and plays the "ding!" sound effect.

## Tips

* This item is essentially a combination of a regular cookie, an Enchanted Golden Apple, a potion of regeneration, and a Forbidden Golden Apple.
	+ As such, it is an incredibly useful item for use in combat.

## Trivia

* Originally, there was a second item similar to this one, called the Super Fish. It functioned exactly the same, granting the same effects. The only difference was that it restored more hunger points.
Corrupted Zombie

## Drops

**Corrupted Zombies** are a common enemy that spawns during the Solar Eclipse event.

Initially, the Corrupted Zombie spawns with a Corrupted Slime on its head. Both the slime and the zombie are considered separate entities, and both must be killed separately.

## Behaviour

Upon spawning, the Corrupted Zombie releases a burst of slime particles. These particles are purely visual and do not affect players.

While the Corrupted Slime and the Corrupted Zombie are alive, the zombie will wander towards players and attack, inflicting Poison I (0:05).

If the Corrupted Slime is killed first, the Corrupted Zombie receives a speed boost, becoming much faster and harder to hit. If the Corrupted Zombie is killed first, the slime is inflicted with permanent Glowing.

## Tips

* Because the Corrupted Zombie receives a speed boost if the Corrupted Slime is killed, it can be easier to kill the zombie first and deal with the relatively weak slime afterwards.

## Trivia

* Both the Corrupted Slime and the Corrupted Zombie have a 2.5% chance to drop the Solar Sigil. This effectively adds up to a 5% drop chance.
* The Corrupted Zombie does not inflict Poison on passive mobs, only players.
Solar Eclipse

*"A solar eclipse is occurring!"*

The **Solar Eclipse** is an event in which hordes of strange monsters spawn and attack players across the Overworld. It is considered one of the more challenging events, and provides some powerful items.

## Tiers

The event has several tiers of mobs, which spawn based on the armor players are currently wearing.

* By default, only Corrupted Zombies can spawn.
* If the player is wearing iron armor, Watchers are eligible to spawn.
* If the player is wearing diamond armor, Scuttlers can spawn.
* If the player is wearing netherite armor, Gemini will spawn once the player has killed 50 mobs.

## Unique Loot

There are several unique items dropped infrequently by mobs during this event:

* Solar Sigils from Corrupted Zombies, Watchers, and Scuttlers.
* Webbing Bows from Scuttlers.
* Icicle Blades, Frost Sickles, Churning Blizzards, Liquifiers, Geysers, and Infinite Lava Buckets from Gemini.
Geyser

The **Geyser** is a rare magic weapon that drops from Ignis during a Solar Eclipse. Upon use, it fires a jet of flame in front of the user, lighting enemies ablaze and dealing some damage.

## Trivia

* A geyser is a hot spring that frequently spurts water and steam.
* The Geyser is the flaming counterpart to the Churning Blizzard.
Toxic Snow

### Tooltip

"Mom always said, "Don't eat the yellow snow!" I wonder what she'd have to say about green snow?"

## Toxic Snow

**Toxic Snow** is a material used to craft several acid-themed items. It is dropped by snow when exposed to the sky, during the Acid Rain event.

Toxic Snow can also be thrown, inflicting targets with three seconds of Wither I. [1]
Liquifier

The **Liquifier** is a rare magic weapon that drops from Ignis during a Solar Eclipse. It has similar damage to a diamond sickle.

When used to kill an entity, they will explode into fire and light all nearby entities ablaze.

## Trivia

* Despite being a sickle, the Liquifier does not gain a damage boost at night.
FractelSMP Official Wiki

**Welcome to the FractelSMP Official Wiki!**
FractelSMP is a Minecraft survival multiplayer server with a focus on combat and worldbuilding.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Common Mitran Calendar

The **Common Mitran Calendar** is the calendar used by most kingdoms of Mitra. A year on Hendar lasts 360 days, with 12 months of 30 days. In the Mitran Calendar, solstices occur on the 180th and 360th days (30 Senegad and 30 Duregad), while equinoxes occur on the 90th and 270th days (30 Yngad and 30 Mærgad). The months are based on an apparent lunar cycle of 30 days, as months are measured between full moons. However, to account for Hendar's revolution around the Sun, a full moon occurs after 1 and 1/12 true cycles. Thus, 13 true lunar cycles occur during a year.
Hendar Wiki

**Welcome to the Hendar Wiki!**
Database for the people, lands, and history of Hendar.

The characters, lands, languages, stories, and artwork featured on this wiki represent copyrighted intellectual property (CC BY-SA). Any unauthorized use, reproduction, or distribution of this content is strictly prohibited and may result in legal action.

## Characters

Éthir RíkviskarCéabire CænningAkki RíkviskarYurganyrys KinteAscegæd WéadanlacHirem AregalWéallon CænningRóna RíkviskarMyndi RíkviskarHwesengal Gamning
## Concepts

BimalSpirit

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
LEVEL 82

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**

### DESCRIPTION

Level 82 A.K.A (Green Stairs) Is a level of stairs and is full of green rooms and whitish green hallways. This level is has no windows and only has one way to go. Every door that you'll enter will be a green whitish bathroom with a paste of sort tint in the walls. If the wander goes up the stairs the walls will get smaller and smaller and if you reach the top you will find a door to a hallway, when you enter it will turn into a long maze with only one exit. The exit of this maze is found in a hole shaped as a circle and when you enter it you'll find smaller stairs leading you to a bathroom and when you enter it the exit will be blocked of and you'll be trapped and you will starve to death. If you decide to go down the stairs you'll be found with stairs that go down for miles and if you reach the bottom you'll be met with several doors leading to bathrooms, if you choose the right bathroom you will enter another room with more doors and you'll have to choose the right door 5 more times. If you enter the wrong door you'll be trapped forever and the entity's in this level will find you and kill you. The bathrooms found in this level act as safe rooms for wanders.

#### ENTITY'S

01. the crazed

02. Smileys

03. Hunters

04. Spines

05. Angles

#### ENTERING

01. Leaving level 81.

02. Entering a green elevator will send you here.

03. Finding a glowing green pillar or floor segment in Level 10 will send you here

#### EXITS

01. Entering the right door 6 times will send you to level 83.

02. Jumping down the stairs while praying will send you to level G.O.
Séodan

Þéhaldar Sjódan tum

**Séodan** (/ˈseɪoʊˌdæn/, Séod: *Sjódan* [ˈs̠joudɐn]) is a kingdom in northeastern Mitra. It is one of the northernmost inhabited regions in Hendar, along with Éandan, though its proximity to the ocean affords it a climate more mild than other northern regions.

## Name

The name *Séodan* is derived from the word *séoð* (Séod), and *-dan*, a suffix that pairs with names of people groups to form place names (cf. *Éandan*: *Éand* + *-dan*). The demonym *séoð* is a shortening of the earlier term *séoðna* meaning 'oar-folk', in reference to the arhis, the time-honored sail and oar-driven longship.
Ríkviskars

The **Ríkviskars** (Séod: [ˈriːhkvis̠kɐr]), meaning "The Green Hill Folk", are a minor clan of Séodan. Their name is a reference to the region of grassy hills northwest of Ísmag, where the clan originates. The majority of the Ríkviskars live in and around Ísmag, while a few families live in Kest. The Ríkviskars are mostly *húgdan* or "town-folk", while some, particularly those northwest of Ísmag, are farmers and ranchers.
Ay Arakand

**Ay Arakand** (/a͡ɪ ˈɑɹəkænd/, Kandut pronunciation: [ɑɪ ˈʔɑɾəˌkɑnt]) is a country in northern Kader. It borders Yoltire to the northeast, Erad to the southeast, Khavat to the northwest, . Nûnray is the capital and largest city in the country, as well as the largest city in the world.

Ay Arakand is known for the quality of its steel and weaponry, produced by traditional Kandun techniques.

## Name

The name of Ay Arakand can be analyzed as three parts in Kandut: *ay*, meaning "great", *ara*, meaning "kingdom/sovereignty", and *Kand*, the name of the Kand people. The name therefore means "(The) Great Kand Kingdom". Names of the country in other languages tend to be based on the Kandut name, such as *(Ai) Arakanda* in Yoltese. Notably, the name in Khavatli, *Tsakhartli*, is based on the name of the Kandun city Sakhar.
Myndi Ríkviskar

**Myndi Ríkviskar Ennanist** [ˈmynti ˈrikvis̠kɐr ˈɛnːɐˌnis̠t] is a Séod weaver.

## Name

Myndi's given name comes from the adjective *mynd* "beloved" and the name-marking suffix *-i*. Her family name, *Ríkviskar* is from the adjective *rík* "green", the noun *visk* "hill(s)", and the family name-marking suffix *-ar*, thus meaning "of the green hills". As is custom among Séods, she has a matronym *Ennanist*, which means "daughter of Enna".
Level 14

## Description

Level 14 a.k.a The Modded Mall is an infinite 2000's industrial supermall that is somewhere different to other malls. This mall plays 90's retro music, and what many thinks is a calm place is notwhat many can observe.

This levels is mostly composed by many types of stores, like clothing, furniture, what most is expected but for some reason no food vandors have been seen.

Wisps: Faded shadows that are very common and will act aggressive if seen. Are the only entities in this level.

Somtimes the structure can have generated fails. Making suructures in this level inescapable. In electronic stors TV's can play real life commercials. Also including that many objects in this level come from reality.And wi-fi is somewhat kind of strong, but sometimes it can improve.

## Settlements and Landmarks

### Settlement 1: The Server

* Settlement composed of 13 members and dedicates to use the technology to improve and establish connections and communications to reality.

## Entrances and Exits

### Entrances

* Climbing 609 stairs and then going 13 down in Level 9999.89

### Exits

* There are some green vending machines. Typing the number 125401 and paying exactly 2.80~dollars can send you to The Promised Land
Level 5089

## Description

Level 5089 a.k.a "The Lonely Street Lights" is a 50km long street that appears to be part of a sub-urban part of america. The rest of the level is nothing but dark trees and one single road with nothing for miles. The building that can spawn in this level is the only building in this level and when you enter its an empty room with a ladder and a hole but the hole leads no where.

This level is always night, clocks, watches and any utility that gives time always has 22:36.

Wolfs and Crabs ara most commonly known here.

Many items can be found here. And the houses can be habitable. Some humans report having a type of calm sensation by looking at the street lights for a while but it is not advised to look at the light as it will blind you.

## Settlements and Landmarks

### Settlement 1: The Treehouse

* This settlement dedicates to make a town community in trees.

* There are 46 estimated members here.

### Landmark 1: Atomic Liquors

* Bar made of 56 members.

* Also used to meet people. And they have a drink that is not seen anywhere in The Attorooms nither the Frontrooms.

## Entrances and Exits

### Entrances

* Enter by sitting a yellow chair and waiting 2 hours in Level 333

* Entering a Picture of Napoleon in Level -7893
Webbing Bow

The **Webbing Bow** is a rare weapon that drops rarely from Scuttlers during a Solar Eclipse. It reduces mana by 10 while in the player's inventory, and costs 3 mana to fire.

Upon firing, the bow's arrows are trailed by white particles. Upon impact, the arrows create a single cobweb. If the arrow strikes an entity, the cobweb will be created at the entity's feet.

## Tips

* The bow will not create cobwebs in water or lava. This makes this weapon effectively useless underwater.
* If there is already a cobweb where the arrow lands, it will spawn the cobweb one block up. If this space is also occupied, nothing will happen.
* This weapon can be used to update floating sand or gravel blocks at a distance.
* This weapon can save players from fall damage by shooting it directly at a falling player's feet.

## Trivia

* The Webbing Bow's ability is very similar to the ability Scuttlers have.
	+ When combined with a potion of leaping, players can essentially mimic the ability of a Scuttler.
LEVEL 16

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**

## DESCRIPTION

Level 16 is a level full of modern, walls, lights, and more this level is mostly safe but the layout of this level is a modern house but it acts like a maze, almost everything is the same but if you go down a ladder or if you find an attic "Wolfs" will attack since it is there home. The place you enter if you go down a ladder or go into the attic will be a very old room either being a basement or a attic, these rooms are really old and make alot of noises so be careful. GRIA wants nothing to do with this level since this level is usless to them and the SOSI. The main parts of this maze are simple, you walk through a door you end up in the same room but trust me your in a diffrent room, you walk up the stairs youll find the same hallway but its not, go up a ladder youll find an attic, go down some stairs youll find the basement, its simple. The walls are white, the wood here is dark brown wood, and the floor can be tiles or carpet. The rest of this level is boring and unknown since the rest is the same.

#### EXITS

01. going through a white door can send you to level 17.

02. going into a hach in the basement in this level can send you to level 85.

03. walking into a dark light will send you to level 5105.

#### ENTERING

01. Finding a black wood door saying "Home" will send you here.

02. Staying in a white room that is 5 feet wide for more then 5 says can send you to this level.\

##### ENTITYS

01. WOLFS

02. GOTHS
LEVEL 10

**Survival Difficulty: Class Variable**
**》Varying Safety**
**》Heavily Unstable**
**》Diverse Entity Count**

**Level 10 is the tenth level of the Attorooms. The difficulty depends.**

## DESCRIPTION

This level is a fairly open space with white pillars and a white tiled floors and a brownish carpet, many shelves and also many halls, the rooms of this level are pretty straight forward, the hallways are dark with a different colored floor made of carpet, a side piece of this level is a big open hallway with tan like walls and middle pillars in the hallway this hallway is called the Forgotten Space, this side piece is entered when you go up some stairs the stairs will lead you to the attic of this level and in the attic is where you can find the forgotten space. Many wanders build little forts to live at since this level is mostly safe from entity's. GRIA has tried to set up bases here but sadly the IRON Party has full control of this level and doesn't want any forces to intervene. The only bad entity in this level is the reaper and he roams the halls when the lights go out. There is another room here and it is a sort of power room located in a random metal door, this room has a power switch that control's this levels power but it doesn't work if a wander uses it or if anyone else uses it, when the lights are turned of it turns night mode and the lights will be out for a bit till day comes. Theres a room the IRON Party control's and they call it the Entrance and they build there main base there holding high security at the doors and having cameras every-wear, there base is big with a iron cross on the top, there is barbed wire around the base and the room and wanders also build huts around it cause the IRON Party protects them and helps them if they need help, The Entrance might look like an exit but its not, the doors are painted on, This room is very wide and tall and only has 1 door you can enter it at and its the main hall, the main hall is 1 hall with a exit sign introducing you to the Entrance.

#### EXITS

01. If you enter a elevator you'll be sent to level 2

02. If your fall asleep in a restroom during night you'll be sent to level 6

03. Walking down some stairs sends you to level 11

04. looking at the sun out of a window will send you to level "HAPPY LAND"

05. Finding a glowing green pillar or floor segment will send you to LEVEL 82

#### ENTERING

01. Nocliping into a small tree in level 104 sends you here.

02. Running through door in a long hallway in level 9 can send you to level 10.

03. If you enter a door wrong in level 1 you could be sent here.

##### ENTITY'S

01. Shadows

02. GOTH's

03. White People

04. REAPERS
The BLACK SPIDER

**Entity Hazard: Class 2**

**》Entity Number: 9**

**》Habitat: Common**(this huge spider can be found in darker areas in the attorooms, the quieter it is the more peaceful it is. it can get up too imaginable speeds going up to 60 miles per hour if anything enrages it. it also has a body of a man with a chest and a head but its hands are spikes and its legs are spider like, but its head has a huge frowny face, theses spiders can appear in black white gray or a very very dark red color with spikes. this beast is angered by red lights. it can be killed but every encounter has failed. it doesn't waste time when killing but as long as you dont make it mad you should be fine, unless its hungry, you'll know if its hungry if it sees u as its pray cause when it hunts food it stalks the host. the origin of this monstrous deadly beast was found and created by a Top Secret SOSI officials and was going to be used for war but sadly failed when the main project broke lose, now they roam the halls looking for revenge against the SOSI.)
Level 6

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**

## Description:

Level 6 a.k.a Warm Isolation is a small gasoline station that appears from the 90's but looks well conserved since actually abandoned. The place has no cars and it is always night, so the level does not have natural light.

The inside of the gasoline has a variety of items from the frontrooms and the attorooms.

The only entity in this level is called the frost. It is the snowstorm that if staying outside for much time the human may suffer hypothermia.

## Landmarks and Settlements

There are no known settlements neither landmarks due to the small the level is.

## Entrances and Exits

### Entrances

Turning on a refrigerator in Level 5

Breaking a blue floor in Level 101

### Exits

Passing 100 days in the level

Finding a key to open the gasoline stash door
LEVEL 31

### DESCRIPTION

Level 31 is a old abandoned Nazi structure made of stone and wood. This level has only 3 sections to it; The Main section, the lower section, and the Piped section. The main section is a house of sort with gold like wood, red carpet, and big rooms. This area is badly destroyed with wood, chairs, stone, dust, and more could be covering pathways or entire rooms could be broken down and destroyed. Wanders can find art on the walls like paintings of Hitler or other things, things like flags with a swastikas could be ripped or torn apart and also other things like notes, gold, guns, helmets, and other Nazi things could be scattered around this level. The lower section is an area under the ground and is in better shape then the top part, this place is full of fancy things and is layered well, here is where you can find Nazi bases, Nazi camps, Nazi storage, and more but one this to be careful of is the booby-traps cause they are littered almost everywhere. Not much else is to be said cause this part of the lever is just the same as the hop half. The lower section is full of things like pipes, water, bunkers, protected rooms, and more. This part looks to be a bunker or a sort of sewer cause the entire area is made of stone and brick.

#### FACTIONS

01. The holocaust

02. The IRON Party

##### ENTITYS

01. The BLACK SPIDER

02. BOX TV's

03. Angles

04. The Crazeds

###### ENTERING

01. Leaving level 30.

02. Picking up an old Stahlhelm helmet in the attorooms.

03. Doing the Nazi salute in the attorooms.

###### EXITS

01. Entering a door that says Hitlers room will take you to Level 32.
Videos-Fan made

(These videos where made by wanders, they are supposed to show the sad and loneliness of the attorooms. The videos here have been recorded from different attoroom levels and some of the videos have videos of levels that have not been documented yet. Feel free to add your own.)

### (Depressing videos)

https://clipchamp.com/watch/ZjnmcMNvvdj

https://clipchamp.com/watch/beNVb5NpyTk
Level 19

## Description

Level 19 appears to be an infinite random-generated platforms, facilities and structures all with pool tiles covering it. Water appears in many zones in this level. Drinking the water does relive any stress, sickness, etc.. but drinking more then 4.1 Litres could result in death due to to a reaction of many chemicals inside. The water also acts like in the real world you can drown if you swim in a zone with no access to air. Dark areas are not reccomended to stay because entities are where they habit.

Light appears in very zones and is very reccomended to stay in those zones. To scare entities from waderers.

Scaleskulls are the only known entities that appear here. And only in dark areas.

Sometimes, as told this level is pool tile generated structures. It has been reported to shift and change structures. Sometimes structures can shift and not fill up, opening to an white void. Sometimes music can be heard when coming close to the void. The water soemtimes can have a bit warm temperature in places with light. But in dark places the water can reach to -2 degrees.

## Settlements and Landmarks

### Settlement 1: Milo and Jawed Fishing.Co

* 155 member settlement

* Dedicates to hunt Skullscales to sell the entity skin and meat

* Habits normally in strategic places close to dark zones.

* Could protect from Skullscales while in duty

### Landmark 1: The House

* Random house furniure appears in this section.

## Entrances and Exits

### Entrances

* Enter by any pool in Level B-7

* Turning on a waterpipe in Level 670

### Exits

* Swimming in the light water for 30 minutes can take you too Level 89, Level 100.1 or Level Ñ

* Drinking water in the dark zone and swiming there for 2 hours can lead you to Level -7990 or Level ℼ.
LEVEL 730

### DESCRIPTION

Level 730 A.K.A (RED Room) Starts out to be a room with red walls and some random stuff can appear such as barrels paintings and ect. This level has red walls and old furniture, this level also has grayish carpet and white wood. Every room looks almost the same but with small miner changes, every time you enter a door you will end up in a different color room or a bigger red room. You can exit a room from entering a chimney, crawling into a vent, entering a door or closet, and exiting through a hole. The rooms you can enter could be another red room, a white kitchen, a purple room, a big hole, a dark closet, a dark garage, a dark shed, and a tunnel system under the level. Every hallway in this level is black or red.

There is a frig that can spawn anywhere in the level and it spawns koo-aid. No one knows why or who does it but it just happens.

##### ENTERING

01. Falling in a hole hole in level 480 will take you here.

02. Leaving level 729 will bring you here.

03. Drinking red Koo-Aid in a bathroom can take you here.

###### EXITS

01. Entering a hole in the shed will take you to level 731.

02. Leaving a random front door will bring you to level HAPPY LAND.
Seer

A **seer** is a spiritual leader who performs healing, herbalism, divination, and counseling. Divination is by far the most important of these responsibilities, as seers are particularly occupied with the interpretation of spiritual activity. As such, many seers in highly populated areas will delegate duties less critical than divination to their apprentices. Many people are innately sensitive to spiritual activity and may become seers, but a seer is not necessarily gifted in detecting spirits. Seership is a highly exclusive, specialized, and revered profession.

## Across Hendar

### In Séodan

A Séod seer is called a *faahal* [ˈfɒːhɐl].

### In Agneas

In Agnish, a seer is called a *feagel* [ˈfeəgəl].
Level 420

## Description

Level 420 is a hallway that seems to go in a loop, dont be fooled by this level, if your walking through this level your not going in circles this level is just very confusing and random. The roof is wood and the walls are iron bares. This level is very peaceful and the only way to leave this level is to do a cheat code, up, down, up, up, drop, jump, enter a door and close it at the same time. Doors are rarely found in this level. You can do the cheat code in any level to enter here or leave this level.
Level 906

**Survival Difficulty: Class 0**
**》Safe**
**》Secure**
**》Devoid of Entities**

## Description

Level 906 a.k.a "Middle Highway" is a infinite road surrounded by forest. And mist. With having a light amount of rain often each day.

This is one of the most safe levels in The Attorooms, and this place has many items to use. With the road as the forest being safe. This level is considered a Social Level, a level that can be used to meet people, settle, start a community. Since no harmful entity habits here nobody is dangerous.

No harmful entity habits here.

This level does have a day-cycle, having 10 hours of daylight and 8 of night. But neither time has entities. And rain is drinkable.And Wi-Fi is very strong through the whole level, so in general this level is a good place to stack up in resources, socialize and contact.

## Settlements and Landmarks

### Settlement 1: Core

* Settlement inhabited by 109 members.

* Can be seen close to the entrance.

* Open to trade and meet.

### Landmark 1: Common Area

This landmark is a campsite owned by the Core. This is a place to meet and socialize. This place is completely friendly to non-hostile humans.

## Entrances and Exits

### Entrances

* You can enter by no-clipping in a white charger.

* Being randomly teleported here in other level similar to Level RUN

* Stand in the middle of the road for 30 minutes in Level 665

* Find an exit in 905 or find a strangely colored tree

### Exits

* Finding a yellow hut in the forest

* No-clipping in a crack in the road.
SOSI Logs

{These Logs are SOSI Files. GRIA and SOSI viewing only, If viewed by anyone else will result in a MEI.}

### [SOSI Log 86: The Man in Black]

(DOCTOR L Smith)

"I came looking for my property... b-but when i saw him- That thing!.. something clicked in my head, i \*ont w\*nt to \*O d\* Th\*\* A\*y\*\*\*r... the look in his eyes where dead, the way he moved was strange and the way he talked scared me.. If you see him. ovoid him, I've seen inside of his mind.. i know how he works, so trust me... You dont want too be involved with him..." [END OF LOG]

### [SOSI Log 53: The IRON Army]

(OFFICER K Sherman)

[Sherman] "Ive been in the SOSI for a bit now, I think D Smith is losing his mind, first he sends SOSF teams into several unrecorded levels, then he started testing entitys in level 2021 witch is extremely unsafe and the worst of them all is D Smith ki-" \*STOMPING\* "Wait what was that? Who ever you are come out... Now! ..... Hello? It might have been the my mind... But D Smith is going cr-" \*GUNFIRE\* "..." [UNKNOWN] "Alright, take there files and burn them, take all the useful stuff, burn this base when your done... Its not here... Whats this? Oh a Log, Hey Smith you'll never fin-!" [END OF LOG]

### [SOSI Log 68: REAPER Sighting]

(Wander ???)

[Wander ???] "Ugh, I found a hole and i jumped down it and it seems ive found a new level.. it looks to be a sewer of sort, theirs water but its only a foot deep, i can barely see a thing.. Im going to explore and see what i can find." \*TAPE CUTS\* "Ive been in here for a bit but i think somethings following me, i dont know, i cant see anything i just got a feeling you know?" \*TAPE CUTS\* "Ugh, This water is getting on my nerves, and i can hear fans blowing. I haven't found a way out yet but im pretty sure that thi- wait a minute, where is it, it seems the thing has left i cant find it an- \*AGGRESSIVE SCREAMS\* "Ah-" [END OF TAPE]
"MEMORIES"

## DESCRIPTION

This level does not have a designated Level number but they call it memories because of its feel that it gives off, GRIA has made this level a sort of check point as this level spans for miles. This level is sometimes clear of entity's but the Wanderer is seen roaming this level most of the time. white lights tan rooms and hallways. things can be found in this level such as mirrors, tables, picture frames and lime water.

Floors can be missing in random rooms in the level, it is advised to stay away since the missing floor leads to a void. The SOSI have been pondering if the void is the same as the void from level 5105 since it is very similar to that levels Void.

The IRON Party and GRIA are the only factions on this level and they have many territorial wars fighting over land in this level.

[So far the entry of this level is Classified for research purposes]
The Levels

***What are the levels?***

The levels are stages common for its infiniteless and each one different for their own properties; Dfficulty, Entities, Settlements, Objects, etc... Since thare are so much levels, they are grouped into *CELLS.* Where there from one level to the another.

**CELLS**

CELL 1: 1-999
LEVEL 25

### DESCRIPTION

Level 25 A.K.A (Black Heaven) is a black a smooth level, its hallways are slippery and very shinny, it has small lights and can change color depending on how far you are in the level. The walls of this level is black and is made of a sort of metal/stone and everything is layered in tiles. Pillars will be scattered everywhere throughout this level and they could be a problem if its blocking a path. This level can get small or it could grow wide, the generation of this level is random and sometimes it is impossible to escape because of how small or tiny the level could get. This level is purposely made to split wanders away from other people and will make them lost for a long time. Black box's with cans of "Black Top" can be found though out this level. GRIA and the SOSI have put outposts/bases around this level and if your granted accesses you will be sent to a room where youll be taken to level 2021.

The SOSI has created a small base with only 5 rooms can be found here.

GRIA has made outposts around the level.

#### ENTITY'S

01. Spines

02. Hunters

03. Ravagers

04. Angles

##### ENTERING

01. Entering a glass door at the end of level 24 will take you here.

02. Having a "Wet Dream" will take you here.

###### EXITS

01. Finding a small vent will lead you to a room and if you leave the room you'll be sent to level 55.

02. Entering a metal door will lead you to level 26.

03. Getting into a outpost or a base will lead you to level 2021.
LEVEL -1

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**

**Level -1 is the first negative level of the Attorooms.**

## DESCRIPTION

Level -1 is a level that looks to be a underground hallway, there are lights but for every light there split up a half mile away from another light. This level is highly dangerous since there are entity's that are unknown for now. The halls of this level are made of brick, some of the floors could have planks or trash in the middle of them. The layout of this level is just a big maze with dark halls and weird pipelines. Not much else is known since this level was just found. This level can get really hot in areas though so make sure to keep moving.

Finding a hallway with double doors that says Main hall is a room that is empty and has one chair, and its a safe zone before continuing on your journey...

#### EXITS

01. Finding a stone stair case could take you to level -2

02. Finding doable doors in Main hall A. can take you to level 77

#### ENTERING

01. Jumping into a hole in level 1 can take you here.

##### ENTITY'S

01. REAPERS

02. Faceless

03. WOLFS

04. Smileys
Level 7

**Survival Difficulty: Class 4**
**》Unsafe**
**》Unsecure**
**》High Entity Count**

## General Information:

Level 7 is a 1950's infinite abandoned office hallways that has moist carpets and fawn-color walls. The carpets have a similar small to coffee. The level does have some windows that if entered would teleport to a random level. The level also plays old music though the place.

Some parts lead to some office rooms that can contain office objects and even lime-water fountains.

Ravagers, Punishers and Flesh Seekers are the only entities that can be found in this level.

Staying much time in the level can give hallucinates, dementia and a rapid rate of sanity drain.

## Settlements and Landmarks

Settlement 1: Holocaust

The settlement dedicates to secure Level 7.

Members can be commonly be found in this level

## Entrances and Exits

### Entrances

No-Clipping in a black door in Level 1339

Overheating a boiler in Level 909

Passing 100 days on Level 6

### Exits

Breaking a radio.

Breaking a grey wall in the level.

Entering a window
Level G.O

**Survival Difficulty: Class Undetermined**
**》Mysterious Properties**
**》Unknown Information**
**》Undocumented Entities**

Level G.0 (Ground #0)

## Description:

This level is a hard level with no known methods of reaching other than "death" from a giant eye with wings spotted in Level RUN, when you see one you'll pass out and you'll end up in G.0, this level has clouds and eyes floating around. There's 1 exit and only 3 entities here: the Eye Keepers, the Followers, and the Judgementer. This level is simple, if you die or if you're found by either the Eye Keepers or a Follower, the Judgementer will see if you are ready for the after life or not. If he says that your worthy of immortality, then you'll be turned into a Follower and will spend the rest of your life there with everything that makes you happy. If he doesn't think your worthy, you'll fall through the clouds and be sent right back to Level RUN. Otherwise, a very slim chance of being sent back to the Frontrooms.
Attoroom tails

(These story's are from wanders or people that search the attorooms, these story's are strange, creepy, and weird. The story's are just myths from the attorooms and these story's are left a mystery and have been abandoned till now. If you know of a tail of yours feel free to share in this page...)

## Story's

### Story 1: "The followers"

Ive been stuck in the attorooms for a short time and my mind is starting to play tricks on me. Ive been seeing these people that have no faces and they all seem to be wearing a suit and tie with some part of there body missing. When I first saw it I thought it was just my mind playing tricks but after everything ive seen I dont think its a joke. I fell asleep inside of a CMMA base in level 1 but when i woke up everyone was gone and this weird green fog was flowing around my feet on the ground and everything had a green tint to it but when i left the room I was in, everything looked different, the floor ripped and the tables and chairs were broken with nothing left except a single chair sitting alone in a corner. When I moved closer to the chair I noticed a man rocking in the chair. I ran over to wake him up but when I touched him the body went cold and pail, but the head looked at me dead in the face and I saw its face missing entirely. I ran away but every day im here I still feel like something or someone is following me... Waiting, watching...
CELL 1

LEVEL 1: The Lobby

LEVEL 2: Vacations

LEVEL 3: Your Sins

LEVEL 4: The Academy

--THIS IS THE MAIN FOUR OF THE ATTOROOMS THESE ARE THE NEXT--

Level 5: Alert

Level 6: Warm Isolation

Level 7: The Fawn Hallways

Level 8: Mimical Trap

Level 9: Mall of Insanity

Level 10: Left Behind

Level 11: Car Trip

Level 12: Technical Issues

Level 13: Buzzing Lunatics

Level 14: Camp Bravery

Level 15: Abyssal Caverns

--These are the known levels, The next are Special levels--

level "Run.."

Level "Happy Land"

Level 5105 (The reason this is here is cause this level is dangerous in several ways...)
LEVEL "HAPPY LAND"

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation**

## Description

Happy land is a level that looks like the old Teletubbie show but this level has no entity's except the happy face entity. This level should be left alone because the SOSI has tried to gather info about it but all they can get is Recorded Logs or tapes, every attempt has failed as the happy faces have killed or taken the SOSF soldiers and have left no survivors, the ones that lived died 20 minuets after being recovered. In this level it'll appear as the Teletubbie land but if you try to leave the main area you'll be terminated, if you enter the small house in the middle you'll see a wide space with beds and ext the one thing that is changed about this room is a stair case it leads to the basement of this level, it can look like your house or it'll look like something you remember. everything in this level act weird with things sometimes missing and other things that don't make since. There is one exit and its inside of a hole in the basement.

### The Play Room

If by chance you can make it to the boundary youll find a Wind Mill you can find a special exit. It kind of looks like a day care if you can make it there. You will extremely safe in here just listen to what *HE* tells you and you'll be fine. If you make him mad he will change his appearance and attack any wanderers. He is a teddy bear form entity but we are unaware of what his other form looks like because when we someone see it they go unresponsive. All we know is it gets much larger than his normal form. Inside you will find that there are also other "*stuffed animal*" entities. DO NOT interact with these creatures or else *HE* will kill you. Don't interact no matter what happens. These entities are here by classified as "The Stuffed Ones".

#### ENTITY'S

01. Happy faces

02. The Stuffed Ones

##### EXITS

01. The hole

02. T

##### ENTERINGS

01. being knocked out by a happy face in the attorooms will send you here.

02. Listening to teletubbie music will send you here

###### OBJECTS

01. The hat. In this level there is a white and black hat that can be found in this level, it looks like a top hat and if you put it on you'll be sent to the level you were taken on. This happens rarely though so its highly unlikely that it would happen.

O2. Bread. It is found underneath the windmill. There are all kinds of varieties and they are only there to distract wanderers into eating it. If you are to consume this bread you will pass out a few minutes afterwards. You will then be carried into another room by the stuffed ones and will be stuffed yourself.
LEVEL 2

## Description

Level 2

Level 2 is an infinite hotel hallway which there are speakers that continiusley plays 2000's music. In the hallway there are multiple doors that you can acess.

The only entity is a 3 meter tall ghost with hotel service unifrom that will chase you if made eye contact. If in contact with the entity drink immediately Lime-Water before you die of a brain concussion.

Most of the doors are bad, sending you back to the entrance, some other than sending you back. They lead to a bedroom with objects.

## Settlements and Landmarks

There are no Settlements nither Landmarks because the nature from this level does not let so.

## Entrances and Exits

### Entrances

* The only known entrance is from finding the "Exit" door in LEVEL 1.
Attorooms Exporters

***THE ATTOROOMS EXPORTERS***
"The Attorooms have nice, warm welcomings, sometimes... thats why we are here so that the populations can experience them!"

Information

TAE is an organitzation that exports healthy and util objects to the outer frontrooms for civilians to experience. The faction was founded the 4/12/1999 they operate inall habitable levels that ave many objects.

Weponry

This faction does not acually interfere in arms and they rather wear an industry company uniform a bullet-proof jacket.

Behaviour

This faction is never hostile against humans and rather they offer help even utilities.

ALLIES

- THE G.R.I.A
- I.A.P.P

ENEMIES

- Rodeo