recursal/Fanatic-Fandom huggingface dataset:
Main rules

**"Ignorance of the rules does not exempt from responsibility"**

## Trigger warnings

ROOB wiki will not contain NSFW content, however, the game itself includes trigger topics such as *Guro/Blood, Death Theme, Murder, Depression, Rape, Persecution, Retention, Drug Influence, Cannibalism, Self-harm, Paranoia, Breaking Limbs, Poisoning, Hypnosis, Vampires. etc..*

Such content is not intended for an audience under the age of 18. Keep yourself safe.

## Behavior

ㅤㅤ**Do not:**

* Humiliate, bully, harass or threaten other users;
* Share this game with minors;
* Insult authors, characters, or other users;
* Advertise yourself and your social network;
* Spam in any section;

## Pages

* Vandalism and misinformation are prohibited;
* Main information is taken from the official Tumblr;
* If you're uploading fanart, then please specify the author;
* This wiki is created by the game developers. We will try to post the latest information and monitor the site;

## Our policy

* **Avoid spoilers:** The information on this wiki only describes the characters and their relationships. Information about game materials and development progress without spoilers will be in the development section. We try to keep interest in the future game and refrain from plot spoilers, please respect that.
* **We don't romanticize our game.** The characters have *alternative* good versions in the Tumblr ask AU's, however all game content is violent and designed to thrill, there is no excuse for the characters' actions.
* **We'll be grateful** if you credit us as the creators of the ROOB. Our contacts are located in the Community>Creators section.
Rytuały i obrzędy

## Obrzędy Koła Rocznego

Obrzędy Koła Rocznego są ważnym elementem praktyk i mają związek z cyklem przyrody. Obrzędy te wyznaczają kolejne przełomy w naturze, takie jak przesilenia i równonoce, które są związane z ruchem Ziemi wokół Słońca i porami roku.

## Obrzędy Cykliczne

Obrzędy Cykliczne są odprawiane w konkretnym czasie, lecz nie wyznaczają przełomów w cyklu przyrody.

## Obrzędy Rodzinne

Obrzędy Rodzinne to praktyki związane z cyklem życia człowieka. Obrzędy te odbywają się w kręgu rodzinnym i mogą być ściśle związane z tradycją i kulturą danego regionu.

## Obrzędy Codzienne

Obrzędy codzienne to praktyki indywidualne, które odbywają się na co dzień. Obrzędy te pomagają ludziom zachować codzienny kontakt z duchowym wymiarem życia i mają na celu wprowadzenie harmonii i równowagi w życiu jednostki.
Kołowrót

## Nazwa symbolu

Opis powinien zacząć się od nazwy symbolu, aby czytelnik mógł łatwo go zidentyfikować. Można też umieścić inne warianty nazw.

## Etymologia

W sekcji etymologia warto opisać, jak powstało słowo, od którego wziął się dany symbol. W przypadku słowiańskich symboli, etymologia może być szczególnie interesująca, ponieważ wiele słów ma swoje korzenie w praindoeuropejskim języku, a ich znaczenie może różnić się w zależności od regionu i epoki. W sekcji etymologia można również omówić inne słowa związane z danym symbolem, które również mają swoje korzenie w pradawnych językach i kulturach, a które mogą być interesujące dla czytelników zainteresowanych słowiańską mitologią i językiem.

## Opis wyglądu

należy dokładnie opisać, jak symbol wygląda. W przypadku symboli, które mają konkretną formę, np. talizmany lub amulety, warto podać dokładne wymiary i opisać, z jakiego materiału zostały wykonane.

## Historia i pochodzenie

opis powinien zawierać informacje na temat historii i pochodzenia symbolu, w tym, gdzie i kiedy po raz pierwszy został użyty i jak jego znaczenie mogło ewoluować przez lata.

## Znaczenie symbolu

najważniejsza część opisu, w której powinno się opisać, co symbol oznacza w kontekście słowiańskich wierzeń. Powinno się opisać, jakie są różne interpretacje i jak symbol wpisuje się w szerszy kontekst słowiańskiej mitologii.

## Zastosowanie i znaczenie w kulturze słowiańskiej

należy opisać, jak symbol był wykorzystywany w tradycyjnej kulturze słowiańskiej, jakie funkcje pełnił i w jakich obrzędach był używany.

## Ciekawostki

warto również umieścić kilka ciekawych faktów na temat symbolu, np. jakie inne kultury również używały tego symbolu, czy jakie znaczenie miał w innych epokach.

## Źródła

Opis powinien zawierać źródła, z których czerpałeś informacje na temat symbolu, aby czytelnicy mogli się na nie powoływać i dalej zgłębiać temat.
Źródła

1. Bibliografie - lista książek, artykułów i innych publikacji związanych z tematyką religii słowiańskiej, wraz z krótkim opisem każdego źródła.
2. Opisy badaczy - informacje o badaczach, którzy poświęcili swoje życie na zgłębianie tajemnic słowiańskiej religii, wraz z krótkim opisem ich pracy i osiągnięć.
3. Zapisy źródłowe - w tym dziale przedstawiamy bezpośrednie cytaty i fragmenty z źródeł etnograficznych i religioznawczych dotyczące wierzeń i praktyk religijnych Słowian. Celem tego działu jest zapewnienie dostępu do oryginalnych źródeł dla osób zainteresowanych naukowym podejściem do tematyki słowiańskiej religii.
4. Analizy źródeł - analiza i interpretacja źródeł dotyczących religii słowiańskiej, wraz z opisem metod badawczych i narzędzi, które zostały użyte do przeprowadzenia badań.
5. Linki - odnośniki do innych stron internetowych, które zajmują się tematyką religii słowiańskiej, wraz z krótkim opisem treści zawartej na stronie.

Wszystkie te elementy mają na celu dostarczenie rzetelnych i wiarygodnych informacji na temat źródeł związanych z rodzimą religią słowiańską oraz zachęcenie czytelników do zgłębiania tej tematyki.
Level 21

**Level 21** is the 22nd Level of the Backrooms. This Level contains four long hallways with randomly placed doors.

# Description:

**Level 21** is a large Level consisting of four hallways. These hallways are all estimated to be about 26 miles long. The hallways meet in the middle of the Level. The centre of the Level is a small open square with chairs and a desk. Entities never appear in this area but, instead, appear in the hallways.

The hallways are assumed to be ever-changing. Shifting and shaping into something new every once in a while. The hallways can become impossible to navigate or be blocked off. Though these hallways are odd, there is one constant. The doors that repeat on either side of the halls are always there. These doors can lead to random places in The Backrooms, including Negative and Sub-Levels. More often than not, they will cause you to appear somewhere else in **Level 21** or put you on a wall.

+ Show known doorways

The hallways of this Level are extremely dangerous and can sometimes be filled with Entities. The amount of Entities and types is inconsistent, although Clickers are relatively common here. Unknown Entities have been spotted at this Level as well. Random objects can also be found in the halls. These include Almond Water, Level Keys, and Firesalt. Others have been spotted rarely.

If anybody is found at this Level they are not to be trusted. Avoid contact with them at all costs.

It is rumoured that there is a door at the "end" of one hallway that causes the hallway to extend for much longer than usual. This door has not been found but has been said to have valuable resources and many aggressive entities. If this door is found, do not enter it. It is to be reported to the M.E.G.

## **Discovery of "Exit" Door**

The rumoured door has been found. It is within the hallway to the right of the front desk in the middle. This door has a large neon red "Exit" sign over it. The door, when opened, leads to three dark hallways. These hallways do not shift and have many valuable resources spawn in them. Entities can appear here in droves, noted for being strangely organized. While these halls are infinite, subtle changes in each side doors designs can be observed, as repetition in the pattern of doors can increase with the instability of the halls themselves. These repeating doors do not contain resources and only lead to Sub-Levels and Enigmatic Levels. It is advised not to explore this part of **Level 21**.

# Bases, Outposts, and Communities

There are no known bases, outposts, or communities on this Level.

# Entrances And Exits:

### Entrances

Various tears in the walls of Level 13 can be entered to reach this level. These Warp Tears, while encountered occasionally on Level 11, Level 9, and Level 6, are most stable and between Level 13 and this level, notable for emitting a high-pitched whine. The link between Levels is unknown. This Level can also be entered from Level 1.5 by random chance from noclipping.
SAM CHIKN NUGGIT Wiki

**Welcome to the SAM CHIKN NUGGIT Wiki!**
SAM WATCHES ALL

sam is always watching...

## sam

sam is you god now

* sam
* sam
* sam
* sam
* sam

You can also be part of the larger Fandom family of communities. Visit sam

*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 sam
Level 20

**Level 20** is the 21st level of the Backrooms.

It is primarily accessed through a door that appears on Level 19, which has a chance of bringing you here.

# Description:

**Level 20** appears to be reminiscent of some of the earlier floors in the Backrooms. Being a warehouse-like location that is approximately 200-300 kilometres wide in total (although more may exist, but has yet to be reached). With most rooms being around 30 meters across, and corridors ranging from 10 meters to 300 meters.

When it comes to the rooms of **Level 20**, they are primarily filled with abandoned machinery of various eras. Interestingly, despite whatever condition said machinery is in, it appears to work as intended. Along with this, a sticky, oil-like substance coats most rooms, usually either being in pools on the floor or leaking from cracks in the roof.

Interspersed between rooms are corridors, filled with boxes, crates, and racks of all kinds, obscuring most, if not every wall, usually leaving a straight, but narrow path between rooms to walk through. Attempting to open items within the corridors is not recommended, as they usually contain odd or outright dangerous items. If any bottles of fluids are found, regardless of "brand", will always contain the fluid found throughout the rest of the floor.

# Bases, Outposts, and Communities

There are no known bases, outposts, or communities on this Level.

# Entrances And Exits:

Finding a rusted door on Level 19 will lead to Level 20.

The easiest way to leave **Level 20** is to locate a corridor without any lights, completely drenched in the fluid found throughout the rest of the floor, continuing for several hours, will eventually bring you to either Level 6, or Level 22.
Viorel

Leader and owner of the mansion.

## Appearance

An elegant and tall man with purple smoky-eyes is almost always smiling and grace flows from Viorel's silhouette. Vil's hair with a purple tint reaches just below the shoulder blades and one front silky curl goes forward along the chest.

This gentleman prefers 18th century shirts or clothes that emphasize his stately figure, as well as jewelry of various kinds, mainly from silver. He often walks with his chest open, and even prefers to be barefoot at home.

## Personality

Seemingly benevolent and frivolous, he maintains complete control of the house. Viorel is a dominant character who does not tolerate disobedience.

Because of his control mania, he is very attentive, so he notices any small changes in his surroundings. He likes to walk on the thin ice of rules and thereby infuriate people, but he always knows when to stop. He just wants to do things his own way.

Easily adaptable to everything. Outrageous, demonstrative and spontaneous.

## Background

Viorel's life journey could be called "from rags to riches". The boy survived as a man without a family or means of livelihood, which was common in his years. With his literacy skills, he could afford to be a scribe of texts. He survived quite well in such circumstances, striving constantly to improve his set of connections and make his way to a better life. Plans were disrupted when Vil was accidentally turned by a vampire in an alley who wanted to eat him. But instead of dying or becoming a simple vampire, Vil was given a rare vampire hypnosis ability that would be awakened centuries later. Such vampires were considered very rare and revered in their community, so the newly turned Vil was not killed and forced to join the clan.

Vil's precarious yet high position allowed him to live too freely. As a strong vampire, he possessed enough self-control not to attack humans out of thirst. He had experienced and tried many things, and after the revolution in Romania, he traveled constantly, talked to people, and studied all kinds of literature. In two centuries he was married five times.

Viorel abilities didn't show up for a long time and the heads of the clan were already preparing to eliminate him, Vil's behavior only added more fuel to the fire. However, when the vampire finally mastered hypnosis, he deliberately concealed it, planning to leave the mainland to get away from the heads' supervision. This prevented persecution for a while, but Vil now had to deal with the local vampires. Realizing that he could not avoid the clan gathering, he began to look for potential kin across the country...

## Details

* Likes: Beauty, control, drama, nostalgic things, people;
* Dislikes: Boredom, other clans, unexpected work calls, solving problems for others;
* Hobbies: Dancing (waltz, tango, lezginka), collecting antiques, attending social events, reading autobiographies/diaries;
Level 6

**Level 6** is the 7th Level of the Backrooms.

# Description:

Very little is known about the actual structure of **Level 6**, as the level is shrouded in total and complete darkness. No light permeates the level, and light sources brought into the level have no function. Navigation of **Level 6** is carried out by feeling one's way through the darkness, which has revealed that the level is comprised of a seemingly endless series of tight hallways made of a smooth, cold material (likely concrete.)

In addition to being permanently dark, **Level 6** is also eerily silent, akin to a soundproof room. To explore **Level 6**is to subject oneself to a slow journey through complete darkness, total silence, and utter isolation. As such, most people who have spent more than a few minutes in **Level 6** have reported feelings of paranoia, dread, anxiety, and rising tension due to the unknowable nature of what may lie in the darkness around them. Several witnesses have also reported occasional auditory hallucinations, such as scuttling sounds, breathing, or whispering. Those who have spent extended time in **Level 6** recall feeling as though they were the only ones unable to see.

**Level 6** is largely regarded as one of the most dangerous early levels in the Backrooms. However, investigations have shown that as of now, no entities have been found on this level. Despite this, few people seem to leave **Level 6.**The reason for this is unknown.

# Bases, Outposts, and Communities:

## **The World's Quietest Room:**

An outpost only rumoured to exist, the World's Quietest Room is supposedly an unspecified hallway in **Level 6**occupied by a single person who claims to have discovered a light switch. Any attempts to talk to this person have been unsuccessful, as they continuously beg any onlookers to flip the switch. Any wanderers who discover this outpost, if it exists, are advised not to flip the light switch.

## **Mimicry:**

A community of around four people who claim to have adapted to Level 6's darkness. Each of these four unknown individuals has proven to be able to mimic any sound they hear perfectly, including voices. This community is to be avoided as much as possible; they have become aware of the threat they pose.

# Entrances And Exits:

## **Entrances:**

**Level 6** can be accessed through the Boiler Room in Level 5. Another entrance is near Base Omega in Level 4. Any other entrances have yet to be discovered. Explorers are advised to use the Boiler Room as a base of operations and to make frequent return missions.

## **Exits:**

Exploring deep enough into **Level 6** can lead to a stairwell down to Level 7. The easiest way to find this stairwell is to listen for the faint sound of waves. Taking a wrong turn at an indeterminate point in the level may block off access to Level 7 and, indeed, the entrance back to Level 5. Finding a rare, large metal door that feels extremely cold will lead to Level 129. Additionally, accidently tripping over a wire can lead to Level 6.1.
About Errors…

This is a paragraph for editing pages.

## Error list

AC accepted/no error

FE formatting error

GE grammar error

MLE memory limit exceeded

PTL paragraph too long

PPL page pending too low

PNGE page not good enough

UKE unknown error

CDE code error

LDE loading error

TE time error

OE other errors

TME too much errors

CDGE code grammar error

CDTLE code time limit exceeded

CDMLE code memory limit exceeded

CDUKE code unknown error
Level dream

# "depravity"

🎭
🎭

**Survival Difficulty: Class DREAM**
»⠀UNSAFE
»⠀UNSURE
»⠀LOW ENTITY COUNT
»⠀E&E

```
*"IS IT REAL?" YOU MIGHT THOUGHT LIKE THAT. FOR MANY YEARS "TRAVELED" IN THE BACKROOMS, YOU MUST FOUND YOU SLEPT IN A WHITE SMALL ROOM, WAITING FOR DEATH. YOU TRIED TO KEEP CALM, BUT NOTHING HAPPENS...*

```

## Description

```
*Although you wake up some times in the backrooms, now you is still sleeping, dreaming you are mad, and so on. but now, be polite, see something, and wake up in this wide white room.Sit and have a cup of tea, feeling yourself realxed and calm'd down... You don't need and don't wan't to think. The only thing you do is relax. Forgot those memories, and forgot all of the unhapiness, you don't ever need to think here, relax, relax...*

```

## Entity

```
*It's important to be calm now. don't worry, we won't put entities here. If you still worries'bout that...*

```

## Entrances & Exits

```
*Entrances*

```

```
*have a good dream in "dream"*

```

```
*Exits*

```

```
*you will go back to the place where you came from when you get calm...*

```

.

```
***`Goodbye, dear wanderer...`***

```
Level doom 1

Level doom 1 is the second level of the cruster doom, also calls the beginning by the wanderers.

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Stable
»⠀Devoid of Entities
»⠀E&E

## D35cr1p710n

Level doom 1 known as a big city. Composed by many high buildings and cars, and it's normal as usual.

Most wanderer who entered this Level won't think it's doom. This level have a high similarity of ⅂ǝʌǝl ⥝⥝ or Level 2834. They sometimes think it's ⅂ǝʌǝl ⥝⥝ or Level 2834, but it is not.

Surprisingly, we found the differences of these levels, as we have mentioned below.

### Difference A

Phenomenon 2089 happens more frequently in this level, as the wanderer enters this level, and 2089 happens more tremendously, and as more of it happens, it becomes more magnificent, and also more unmanageable.

### Difference B

Sometimes mirage level will “noclip” in this level, and creating some mirages of fake levels.

Other difference are still under search by the M.E.G. team ‘ocelot’.

## 3n717y

Entities are not so common in here, but some facelings appears here, as the pending level H.

## Ph3n0m3n0n5

Phenomenon 2089 happens here, surprisingly. No more phenomena has founded here.

## C0mmun1ty, 84535 4nd 0u7p05t5

There’s none of any community, bases or outposts has been found.
Level 18

**Level 18** is the 19th Level of the Backrooms. It resembles a childhood memory from your past.

# Description:

**Level 18** appears different to every viewer, however, every viewer has noted it to be similar to a childhood memory. The age range of this childhood memory ranges from 2 to 5 years old. The most common appearance it can undertake is a preschool or a daycare. However, in cases where neither are present, it will resemble things such as a childhood bedroom, classroom, or playground. In very rare cases where the wanderer in question had no such memories, the room will resemble an empty void and will not affect the wanderer.

**Level 18** has numerous "voices" whispering to you whilst wandering. These voices can whisper a variety of things, however, the most common things it'll whisper are your biggest regrets or biggest mistakes. It is unknown how the room gains knowledge of these events, and as such, it is nearly impossible to suppress these voices. **Level 18** is also capable of resurfacing deep-seated memories, which are forgotten. For example, dead childhood animals can be found, and will often cause the wanderer to enter a deep emotional state, even if they have no memory of the animal. Allergies are suppressed, through unknown means.

**Level 18** has been known to be addicting to certain wanderers, and some actively choose to stay on this Level. There is no harm posed in this, and the Level provides all materials required for survival. The Level itself has no threats around and is known to "enjoy" company.

On **Level 18**, a rare Entity can be found, which helps guide wanderers throughout the floor. This Entity is called The Plush Dino and resembles a dinosaur plushie. The plushie is sapient and capable of movement. Throughout the floor, it can be seen wandering around. Due to the effects on the floor, and the fact that the plushie induces content emotions, it is unknown whether or not harm is possible to the plush. It is incredibly helpful, typically appearing with some materials such as food and water to provide to the wanderer.

# Bases, Outposts and Communities

### **The Children**

This Outpost is largely inhabited by a group of 20-25 people, all of whom spend all their time on **Level 18**, most notably referring to it as their lifestyle. They don't do much beyond staying on the Level and don't like The Plush Dino.

# Entrances And Exits:

### **Entrances:**

This Level has no consistent entryway, due to it largely being based upon the wanderer themself. Most commonly, wanderers appear whenever they experience a resurgence of memories. However, there has been noted to be a consistent entrance on Level 17, despite being rare.

### **Exits:**

Exits have been noted to be in notable places, however, the most simple method is to turn around and leave, which will take you to Level 19. If you happen to encounter The Plush Dino, you can follow him for an extended period, which will take you to the Level you desire to go to. However, this method is known for sometimes taking extended periods of time.
Untextured

```
*Untextured*.

```

Within **Level -1000**, a region was discovered. The region was nicknamed "Untextured" due to the main basis of the region having the infamous missing texture design commonly found within video games that bug out. **Untextured** was originally a level that was assigned to a blank slot. This slot was used as a placeholder before being properly assigned to another number, that being Level -7. However, the blank slot would never end up having its number being changed and have it mistakenly deleted off the database, leaving it forgotten; it wasn't until several decades later where the region would be rediscovered. There were multiple direct entrances towards **Untextured**, hence the confusion as to why it was thought to be a level.

Several human- and entity-like untextured statues can be found here; these statues were originally the bodies of living creatures, and staying here long enough would gradually slow you down until you couldn't move and transform your skin into a glitchy texture before matching the statue's missing texture design.

Not much else could be said about **Untextured** other than the information that was presented and essentially remains a barren region of **Level -1000**.
Phenomenon 2089

Phenomenon 2089 is the 2090th Phenomenon in the backrooms, and also named as levelquake by the wanderers.

## Description

Now this Phenomenon is actually increasing in the Levels…

Phenomenon 2089 is called the "levelquake", and also looks like the earthquake in the frontrooms. This phenomenon appeared in many Levels, and tragically in Level doom 1. This Phenomenon haves 4 stages.

### Stage A

Stage a is the first stage, and acts like a normally small earthquake, waning wanderers to escape.

## Levelquake stage A

### Pro or con:

Pros

The pending of stage 1 —>

### Stage B

Stage b is the second stage, and acts like a bigger earthquake.

## Levelquake stage B

### Pro or con:

Cons

The pending of stage 2 —>

#### Dos and don’t s

##### Do s

No-clip into other levels.

Stay in the level and hide like when you met earthquake in the frontrooms.

### Stage C

Stage c is the third stage, and the level which happends it shakes strongly.

## Levelquake stage C

### Pro or con:

Cons

The pending of stage 3 —>

#### Dos and don’t s

##### Do s

No-clip into other levels.

RUN FAST If you can't clip.

### Stage D

Stage d is the second stage, and acts like a bigger earthquake.

## Levelquake stage D

### Pro or con:

Cons

The pending of stage 4 —>

#### Dos and don’t s

##### Do s

RUN.

RUN FAST, BEFORE IT COMES. AND HOPE HELL HEARD YOU.

##### Don’t s

THERE IS NOTHING TO SAY, YOU DIDN'T CLIP JUST NOW. THE ONLY THING WAITING FOR YOU , IT'S **DEATH**.
Fake backrooms Wiki

### *We wish you luck in your travels.*

If you're not careful and noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you.

```
**-=<(search the database)>=-**

```

**Pages**

## Others…

If your page is deleted, you can visit this page about errors.
-={rules about this wiki - current activities - competition}=-

-={writing guide - admin... - getting a greenlight permit-Credits and Wiki Stuff}=-

##### View random pages in specific categories!

**Level ???**
**Entity ???**
**Object ???**
Rules about this wiki

```
*Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary.*

```

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
3. **Do not engage in excessive self-promotion**: The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
4. **Do not harass other users**: If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
5. **Do follow community guidelines for formatting**: When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
6. **You can write in other languages, but we will translate it in English later:** Remember, whenever other people use other languages, please keep it civil. Exceptions please see 7.
7. **While translating, moderators should read the whole paragraph**, and see if it need to(for example: lots of localization informations, or just for formatting)
Dream

# You were felt aSleEp…

## Description

```
You must dreamed about somewhere which is incredible. Level Dream is a kind of place like that. Report has showed many people who entered this Level said they they had been there before but they can't remembered what it is and when they got here. *THAT'S DREAM. It's incredible and amazing. COME HERE AND REMEMBERED...*

```

## Entity

```
You might saw people or animal you dreamed, but you can't realized what they are and where are they.

```

```
*You also can say "I" am as mysterious as an entity.*

```

## Entrances and exits

```
*Entrances*

```

```
*have a good sleep...*

```

```
*Exits*

```

```
*don't worry about this, you will finish it once...*

```

# wake up ...

The monitor's ups and downs are my destiny and my dream. It's about a person's way of life and a way of life that reconciles. When will our way of life come back? When will our way of life come back? When will our way of life come back? When will our way of life come back? When will our way of life come back, When does our way of life come back and I don't want to go? When does our way of life come back? When does our way of life come back? When does our way of life come back!
Level 2039.1

**Level 2039.1**, often referred to as **"Microphobia"** , is a sub-level between **Level 2039** and **Level 2040**.

0
0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Stable
»⠀Devoid of Entities
»⠀E&E

## Description

Level 2039.1 is a wide, large planet with very small things on it, and wanderers can clearly see a micro moon above the dark sky. From now, we still don't know why wanderers who entered this Level see things small. Some scientists think the wanderers who entered this Level have been vast some think this Level is just a micro Level with a huge place.

The small buildings are under the wanderers' feet. but no one have described, or no one can described that how far it from you. By this, there seems no distance in this Level. The scientists of backrooms now still can't say why about this. It probably in two-dimensional, or flat, but no one can prove it.There are a few stars in the sky, but the most bright one is the moon. It's tiny in the sky. Because of the "no- distance", wanderers can't say how far is it.

This is a Level with quick-changing. It sometimes changes into other places in this Level, but it's quite unsure that someone who went into this Level thinks that their place changed when the phenomenon happends.

## Phenomenon

From the wanderers, we knows the Level has an effect of wanderer getting a kind of illness, known as phenomenon 3910.

## Entity

There's only one entity in this level, and well known as the "redacted seg".

### The redacted seg

This entity appears on the moon within this level, and it may have the permission of controlling this sub-level.

>
> #### Appearence
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>
>

> this entity, however, haven't got a normal physical form.
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> #### Do and don'ts
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> **dos**
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> Keep away from it.
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> **don'ts**
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> [Redacted]
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>

## Bases, communities and outposts

There arn't any bases,communities or outposts in this level.

## Entrances and Exits

### Entrances

no-clip into a micro moon model in Level 2039.

### Exits

feel tired about those tiny things will bring you into Level 100.

other exits are still under termine by the M.E.G.
Level 4

**Level 4** is the 5th Level of the Backrooms.

It is the level where Almond Water can be found most frequently.

# Description:

**Level 4** resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.

**Level 4** is mostly devoid of entities. Hounds and Dullersare the only ones to have been observed. One person claimed they saw a Smiler, but no evidence exists. Because of this lack of beings, there are lots of people on **Level 4**. Scattered around this level, water coolers, vending machines, and fountains containing Almond Water can be found. **Level 4** is very easy to escape from (and also return to).

**Level 4** is the best place to meet other people and find supplies. Before attempting to move on to the next levels, it is recommended that you stock up on Almond Water: it will be needed, especially in Level 5 and Level 6.

# Bases, Outposts, and Communities

## M.E.G. (A.k.a The "Major Explorer Group") Base Omega:

* This is The Second Main base of The M.E.G.
* This is where the other half of the group's Teams live.
* Close to one of the Entrances of Level 5 and Level 6.
* This Base is heavily guarded.

## Amor Incrementum:

* This group is a religious cult that worships agriculture.
* This group is one of the smallest groups in the Backrooms, having only around 10 members.
* The only plants they grew were various species of mould, harvested from walls in Level 0 and Level 1.
* They're incredibly hostile and not normally up for trade (unless you have religious objects - such as objects depicting Jesus or other religious entities - in which case they most likely *would* be willing to trade).

## T.B.D. (A.k.a "To Be Determined"):

* The group likes to hoard various objects and items for themselves.
* The group is very small, with only 6 members.
* The group will ignore you unless you try to interact with them.
* They only trade for really strange objects that don't really have a function.

# Entrances And Exits:

### **Entrances:**

There are many ways to reach this level. Some of the most known ways are to No-Clip into a wall in The Hub. You can also get here from Level 3 using the elevators, or by finding a door on Level 2 that is unlocked. Falling through The Pit in Level 283 has the chance of teleporting divers through the ceiling of **Level 4**.

### **Exits:**

**Level 4** has occasional exits that lead to Level 5 and Level 6. Most exits take the form of office-style stairways or occasional elevators that may even lead back to Level 3. Rarely, stairs leading to a basement can be found, and these go to Level 71. As with almost all exits in the backrooms, once you lose a direct line of sight with it, it may disappear unexpectedly.
Level 30

**Level 30** is the 31st level of the Backrooms.

The level itself is known for its memory-altering abilities, the presence of Memory Lurkers, and its distorted nature.

## Description:

Level 30 resembles a large daytime skybox1 with clusters of islands inside. The islands are around 2,000 square miles in size and 100,000 square miles apart from each other. These islands are always flat, with a thin grass surface above, and some stone and rocks below.

An odd function within this level is its memory-altering abilities, making people imagine the entire level like a dream. How this occurs is when one interacts with a Memory Lurker. Memory Lurkers are small, squid-like entities that fly around the skybox frequently, often lurking around islands. When a wanderer interacts with a Memory Lurker, the entity will grab the wanderer's head and take full control of the brain. Then, it will turn the wanderer's surroundings into what the Memory Lurker wants them to be, which usually varies.

The entities that appear here are the exclusive Memory Lurkers, the occasional Smiler, Wormlings that roam within the dirt on most islands, and unconfirmed sightings of The Birds.

## Bases, Outposts, and Communities

There are no known Bases, Outposts, and Communities on this level anymore. Though, at one point, an outpost did exist. It is theorized that it was destroyed. Below is one of the many notes left by them:

> Hello? Can anybody hear us?
>
>
> Look, I think this is supposed to send in some type of note about us encountering an entity or something. But listen closely.
>
>
> Something is wrong here, the description is short for a reason. They don't know what is going on, therefore they can't explain too much. but we know everything something. We will try to remake this draft, okay?
>
>
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> Well, I'm out.
>
>

The outpost was destroyed by Memory Lurkers. Do not listen to them; they are under the level's many effects and trances.

## Entrances And Exits:

#### Entrances

You can end up here through Level 843 via No-Clipping.
Deathmoth

Deathmoth in Level 2.

Deathmoth is a flying entity found across The Faithful Backrooms. It is mainly annoying, and not really dangerous.

## Appearance

Deathmoth is a large moth with pale skin and large black eyes. The wings are pretty large, and the antennas are around the same size than the body itself. A Deathmoth also has 3 pairs of short legs.

## Behaviour

Deathmoth is an aggressive entity, and it usually flies around the levels, sometimes performing large thrusts making them fly dozens of blocks, if in an open area. When approached by a player, the Deathmoth starts flying slowly towards them. When close enough, the Deathmoth deals 4 damage (2 hearts) in melee.

## Drops

When killed, a Deathmoth drops a single Feather along with 10 experience points. Feathers can also be found from Crates.

A feather and experience dropped by a Deathmoth.

## Where To Find

Deathmoths infest most of the levels with entities. Currently they can be found in levels 2, 3, and 8.

## How To Kill

Deathmoth is not necessarily a threat, since they get stuck to the ceiling pretty easily and can be killed fairly easily with a Bow. It can also be killed with a sword while moving backwards to avoid its attacks.

Do not let them too close!

## Notes

* Deathmoths can get stuck above the Level, which can cause confusion of hearing the sound but not seeing them anywhere.
	+ They can also be on the other side of the wall!
* Deathmoths often hang around in the ceiling, so when entering a room, look up to find possible Deathmoths.
* The hotbox of a Deathmoth is actually not in the body, but below it, so when shooting it, shoot the air below it rather than the moth itself.
* Deathmoths make a buzzing sound when near, so if you hear a fly-like sound, it's a Deathmoth.
Level 16 - version 1

**Level 16** is the 17th Level of the Backrooms. The Level appears to be a rainforest-like ecosystem with persistent fog. Information surrounding this Level is sparse as it has just been recently discovered...?

# Description:

**Level 16** is a heavy rainforest system similar to those outside of the Backrooms. One key difference is that the gravity within this Level is greatly reduced compared to standard reality. The exact reason behind this is currently unknown at the time.

The Level does not appear to have a day-night cycle, only staying at dawn. Temperatures are a consistent 21°C/70°F throughout the Level despite having ample shading in many areas. Reduced gravity within this Level does not affect native organisms, only affecting objects and entities foreign to Level 16.

…Was our Level Key wrong?

We've been here already.

But the key changed direction.

Everything looks different than what they reported…

# Bases, Communities, and Outposts:

Establishing Bases within this Level is theoretically possible, as it provides the basic necessities for life. However, reduced gravity could have negative long-term impacts on possible inhabitants.

# Entrances And Exits:

#### Entrances

Currently, there is no known consistent way of entering Level 16. One reported entrance is through Level 75, by touching a copper-like liquid metal.

…Isn't that how we got here in the first place?

#### Exits

Finding and climbing up a tree covered in sand will lead you to Level 46.

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Something is off here. This Level has supposedly been discovered, yet we are now just finding it. I'm not certain this is the Level we were looking for anymore.

Temperatures here are dropping fast. I need to find a jacket or something.

Going to have to bring this up with the others and figure out what the hell is going on with this place. Maybe they will have some theories.

If this is Level 16… we aren't looking at the same place now.

...How do I close out the text editor?
Level 2039

## Description

Level 2039 is a small planet with very large things on it, and wanderers can clearly see a giant moon above the dark sky. From now, we still don't know why wanderers who entered this Level see things large. Some scientists think the wanderers who entered this Level have been vast some think this Level is just a micro Level with a huge place.

The small buildings are seems above the wanderer. but no one have described, or no one can described that how far it from you. By this, there seems no distance in this Level. The scientists of backrooms now still can't say why about this. It probably in four-dimensional, or flat, but no one can prove it. There are no stars in the sky, but the most bright one is the moon. It's vast in the sky. Because of the "no- distance", wanderers can't say how far is it.

This is a Level with quick-changing. It sometimes changes into other places in this Level, but it's quite unsure that someone who went into this Level thinks that their place changed when the phenomenon happends.

## Phenomenon

From the wanderers, we knows the Level has an effect of wanderer getting a kind of illness, known as phenomenon 3910.

## Entity

There's only one entity in this level, and well known as the "seg".

### The seg

This entity appears on this level, and it is friendly, but do not go near it. It may have the permission of controlling this level.

#### Appearence

this entity, however, haven't got a normal physical form.

## Bases, communities and outposts

There aren't any bases, communities or outposts in this level.

## Entrances and Exits

### Entrances

no-clip into a micro moon model in Level 2039.1.

### Exits

feel tired about those vast things will bring you into Level 7.

other exits are still under termine by the M.E.G.
Level night mare

Nightmare is a sublevel of Dream.

💥
💥

**Survival Difficulty: Class DREAM**
»⠀UNSAFE
»⠀UNSURE
»⠀LOW ENTITY COUNT
»⠀E&E

## Description

Do you often have nightmare?

before this ,

you

always

have

a

good night.

so

why

are

you

here?

Before

just now

you are in your dream,

waiting

for

wake

***up***

...

## Entity

This Level is a Entity, warning you "do not wake up"

## Entrances & Exits

### Entrances

On one day, you are felt. Your memories have became dim.

You are felling

**In your dream...**

### Exits

Don't worry, demon will protect you in the dream, have a ***good night***...
I Dated 10 Moms & Their Daughters

**I Dated 10 Moms & Their Daughters**, originally known as **10 Moms & Daughters Fight for 1 Man**, was the original fifth episode of the Dating Series. It was also a parody of the show "MILF Manor". The video was later taken down but can still be accessed through this wiki.

## Summary

The video starts with Eric introducing the Moms and Daughters to Bryce. Then Bryce had to eliminate one pair. Then the pairs had to compete to get his heart rate up. The pair that lost was eliminated. Then all of the contestants had to read out their deepest darkest secrets. After this Bryce eliminated two more pairs. In the end Bryce had to choose between a mother and a daughter. He ended up choosing the mother.

## Contestants

* 1st: Jennifer
* 2nd: Amber
* 3rd: Kristin and Georgia + Janice and Jasmine
* 7th: Christina and Evan
* 9th: Rena and Minay

## Trivia

* Link: https://www.youtube.com/watch?v=7RVm2E4LHls.
* The video could have been taken down due to inappropriate content.
What is the backroom?

### **What are The Backrooms?**

In universe, The Backrooms are an alternate dimension outside of the boundaries of baseline reality, which people can accidentally find themselves in through 'noclipping' out of it. Out of universe, The Backrooms is a site where people can write and share stories about the titular Backrooms.

### **What is noclipping/no-clipping?**

Noclipping, which is a term normally used in video game speedrunning to refer to clipping outside of the boundaries of the game, is a means of getting from place to place in The Backrooms. People enter The Backrooms via noclipping out of reality, which usually occurs via tripping, accidental collisions, and other occurrences of this nature. Wanderers of The Backrooms can also utilize noclipping to travel between levels. Some writers portray noclipping as something that anyone can master with a little practice, but many write at as something that is extremely difficult or even impossible to do at will.

### **What are levels?**

Levels are the building blocks of The Backrooms —think of them as different locations in a giant country. Levels can be many things: buildings, fields, natural structures, abstract landscapes; name it and it's probably a level somewhere.

### **What are entities?**

If levels are the locations, entities are the creatures native to them. Some are out for blood, others are out for cuddles, and some are more human than we could ever hope to be.

### **What are objects?**

Objects are… well, objects. Whether they're borne of The Backrooms themselves or made by man, they are utilized en masse for nutrition, protection, or offense in many different ways. They won't necessarily be your standard, run-of-the-mill tool, however.

### **What are sub-layers, and what's the difference between a sub-level and a room?**

Sub-layers are areas within a level that depart significantly from its typical characteristics, but not enough to make them levels of their own. They are divided into two: sub-levels and rooms. For the most part, the former may be infinite and functionally act as independent levels (while remaining heavily associated with their "parent" level), whilst the latter are specific regions with defined boundaries within the parent level.

### **When will you open Cluster 2?**

Cluster II (Levels from 1000 to 1999) will be added when we fill up Cluster I (0-999). Currently, we're about a third into completing it. There will also be a contest for Level 1000. Also, you should keep in mind that clusters are purely for categorization purposes — there are no particular differences between them.

### **Is there an exit to The Backrooms?**

Exiting The Backrooms is a touchy subject. Some works are written with the intent that there is no known way to exit them, while some imply that there is the possibility of doing so. It is completely allowed to add an exit to your own work, but you should ensure the concept is treated with care when writing.
Level 114514

# Green belt

> (Zhao M's home)
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> {\displaystyle \prod\_{i=1145}^awwshit
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WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

ahh this is a joke, but don't worry about it.

## Description

this Level is just like a green belt in the frontrooms. Everyone here call it "Zhao M's home". This Level has been here for 114514 years. 114514 years ago, everything gone, only the belt stay here...

## Entity

### Zhao M

Zhao M is a mysterious entity. It weight about 114514 kg...

## Entrances & Exits

you can rile Zhao M to enter and leave this level

## Comments

>
>  **wwowo zwo zwowowo cwo cwo cawo cawo caowo caowo cao lwo cao lewo cao lehahaha hha hha haha haha ha hha ha hhahahzzzhzhzhezhezhenzhenzhen dzhen dzhen dezhen dezhen de czhen de czhen de cazhen de cazhen de caozhen de caozhen de cao lzhen de cao lzhen de cao lezhen de cao lebbbibibi abi abi anbianbian cbian cbian chbian chbian chebian chebian chenbian chenbian chengbian chengbian cheng sbian cheng sbian cheng shbian cheng shbian cheng shibian cheng shibian cheng shi tbian cheng shi tbian cheng shi tibian cheng shi tibian cheng shi ti lbian cheng shi ti lbian cheng shi ti lebian cheng shi ti lebbddadada wda wuda wuhh hh hh h hh h hhhhaa wa waa w aawa***—— Icyclover*
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