recursal/Fanatic-Fandom huggingface dataset:
Titan Smilers

## Description

Titan Smilers, also known as Titanic Smilers, are insanely large humanoid smilers with a smilar to the regular Smiler face and a black colored body. Unlike regular Smilers, they are not afraid to show their body. Their body appears to be a giganticially proportioned humanoid body with long claws and stump-like feet that is extremely lanky in shape.

## Behavior

Titan smilers will watch their prey from afar before going on the hunt. They will chase their target down with long and heavy strides and will break down nearly whatever is in their path with their extreme strength to get to them. Their only confirmed habitats are Level 9, Level 10 and Level 11 at nighttime. Their eyes are like large spotlights and they see through these spotlights restrictively.

## Biology

The Biology of a Titan Smiler is quite unknown due to their restricted presence on levels and the fact that they are extremely dangerous, however it is known that they have extremely impressive strength, around triple that of a Skin-Stealer's. They also have insane endurance and can hunt their target for a long time before having to stop, up to nine hours maximum. Their final and most dangerous factor is that it is near impossible to kill them, with explosions barely effecting them and bullets not even making them flinch.

## Discovery

The First titan smiler was discovered on Level 9 by a group of M.E.G agents. Over half the team was killed, there were only 2 survivors.
The Great Rift

### Event

On August 22, 2122, a catastrophic event characterized by a chaotic, highly fragmenting period of Spedland. It can be defined as the destruction of massive swathes of land spanning mostly the entirety of Sped land.

### Federal Ecclesiarchy of the Empire of Tyler

What is now the F.E.E.T. was once a collection of city states filled with unique cultures prior to the Great Rift. However, when the Great Rift devastaed the world, the small city states could not fend off the ambitions of larger country. This left a vacuum of power sitting idly by, waiting to be filled. The city state of Otaru would soon see the opportunity that laid before them, going on to annex the other devastated cities, converting them to Ramlethality and ruling them with an iron fist.

### Republic of Chilledia

Similar to the rest of Spedland, the Republic was also affected, but the resilience of its capital, Newport, ensured the survival and continuation of the Republic and its people. Its current ruler, President Padyn, reunited the country and steered the country towards its prosperous future.
Game Overview

*Knowledge is free, but wisdom comes from learning and learning is what you do between... I'm not sure where I was going with that. Look kid, do you want to buy the book or not?"*

## /\_//Game\_Overview.txt

**What is NeoCitySAGA**

NeoCitySAGA is a futuristic Sci-fi/fantasy role playing game played real time via IRC on the server Moyind. Inside the Rules and Guidelines link, you will find directions how to reach this server, as well as the channel names that are used to play this game.

**How do I get started ?**

We recommend before anyone registers a character that they read through the following links first:

Gaming System

Rules, Guidelines, and Regulations

Races

Classes

Once you have read through the above, simple click the link "Character Generator", follow the guidelines there and make your character.

Taking a tour through the "Lands" link will also be helpful for you to decide a background for your character, since some races and some classes are land specific (ie- Centaurs are based in the WildLands, Necromancers are based in Ragener, etc.) This does not mean your character HAS to be from where it's race/class has been developed, but it is required that your character is from somewhere stated inside the game. (See FAQ link inside Gaming System and Rules & Regulations for more information on this subject.)

**Pub? InterCity Description? Jenjara? Jenearth? Groups? Lands? What the heck?**

You will notice on the game page these links. These links tell the history and background of the birth of the city, InterCity gaming wise, not the real life making of. Lands and Groups are also part of the game and it's background and history.

The setting of the main chat channel for the game is a pub called InterCity Pub, located in the city, InterCity.

**Blackmarket? InterCity Stores? Market Arcana?**

These are stores from which your character can buy items, spells, weapons, and armor. The Lands also have their own stores.

**Character Sheets?**

Once you have generated a character, within three days of receipt, barring technical diffculties, this is where it will appear. If your character has joined a gang, simply click the appropriate gang name to find your sheet. If your character has not joined a gang, you will be placed in Freelance. Simply click on the letter your name begins with and you will find your character sheet which will list your name, description, stats, level, money, items, and a brief background.

**I still have questions..**

The most frequently asked questions and their answers and some miscellaneous rules can be found under the FAQ link inside both the Gaming System and Rules & Guidelines links. The most common email addresses you will need to know are found under the Contact List link.

I hope this brief summary helps you in your journey through InterCity.

### /\_/NCS Survival Guide

```
A reference guide for all you need to know to roleplay here at NCS.

```

```
Need to know what you can and cannot do?  Every wonder what money means in this world?  What dangers to be aware of?

```

```
The **NCS Survival Guide** is like a pocket bible..  except it's not worthless.

```
Federal Ecclesiarchy of the Empire of Tyler

The Federal Ecclesiarchy of the Empire of Tyler otherwise known as the F.E.E.T. is the largest country in spedland and religious capitol for the followers of Ramlethality. It is an Empire consisting of multiple once free city-states now under the rule of an unforgiving emperor.

## History

#### Founding

* The F.E.E.T. traces its founding to the year of the Great Rift in 2122. Otaru found itself in turmoil after the catastrophic destruction of the Great Rift. The lawlessness allowed a totalitarian religious group to usurp the monarch which led Otaru to victory in the past against Brandonia. The usurpers Ecclesiarch was Tyler Fartsbridge, who claimed himself ruler of the city-state in which he promised a greater future to the Tylerics, leading Otaru to develop a new sense of vigor, transforming itself into an imperialistic nation looking to expand its borders and religion.

### Formation of the Empire

* The formation of what could be described as an empire began in 2125 with the conversion and annexation of its first city state, Shirakawa. The F.E.E.T. then annexed other weakened city states, most notably Jin, consolidating their manpower and resources into the empire. Only stopping when reaching the borders of the other countries of Spedland.

## Geography

### Cities and Towns

* Otaru
* Jin
* Shirakawa
* Fukui

### Provinces

* Otaru
* Sebajun
* Hitorie
* Pillows
* Fukui
* Hiroto
* Jin

### Land

* The F.E.E.T. border 5 nations; The Republic of Chilledia, Brandonia, Ehwehwehweh, Kingdom of Dalton, and the International Zone.
* The entirety of the F.E.E.T. consists of Savannah plains.

## Flag of F.E.E.T.

* Heimdall Dispute with the Republic
* Over the Free Savannah Village with Brandonia

#### World Wonders

* Great Wall of Shart
* The Red Throne
Otaru

### Description

Otaru is the home of the Tylerics and their religion Ramlethality. It's the capitol and largest city of F.E.E.T and it sits on the Otaru river in the Western savanna of F.E.E.T.

## Otaru

### History

Otaru can be first documented in the year 700 ADD (anno domini dandy) where, from its favorable geographical position, grew to be a prosperous and powerful city-state.

##### The 1st Brando-Tyleric war

The Kingdom of Brandonia however saw the economic potential of the city and wanted to reap its profits for their kingdom. In 1166, the king Tyler Ballsfart VIII was assassinated, leaving his heir Tyler Ballsfart IX the throne. Now with an excuse to invade Otaru with alleged allegations that it was the city behind his father's murder, he successfully invaded the city in 1677, then crowning himself king of Brandonia and the Trallshsisites with the acquisition of Otaru.

##### Otaru under Brandonia

in the years 1167-2107 ADD Otaru had little sovereignty in its jurisdiction and was completely annexed into the Brandonian kingdom. While Otaru had lost the war and its sovereignty, Tyleric culture endured through the Brandonian assimilation through Ramlethality, retaining their identity through the years.

### Interesting Information

* Otaru was the birthplace of the current Ecclesiarch, Tyler Fartsbridge.
* The roofs in Otaru are red :3
* Statues of Asiankung and Fugeneration
War of Twins

Map of the Kingdoms after the split, right before the War of Twins.

### Description

A war fought from 1732 to 1737 between the Kingdom of Blomste and the Kingdom of Svolder, over the throne of Chilledia. The namesake of the war coming from the twin princes Erik I of Svolder and Adam III of Blomste.

This war would go on to shape the future of the Chilledian Continent.
Best Practice Guidelines

When considering medical record keeping within the athletic training room, the clinician should be aware of various best practice guidelines. For example, in terms of paper-form medical records, it is best practice to store these records in a locked cabinet that is not easily accessible to the general public. As with all methods of medical record keeping, there are specific guidelines to consider when using a web-based, electronic medical record (EMR) system. In the following pages, best practice guidelines related to EMR use are identified and described. It is recommended that the athletic trainer review and follow these guidelines and incorporate any additional standards set forth by your school, school district, and/or state that is related to the use of an EMR system within your athletic training facility.

* Family Educational Rights and Privacy Act (FERPA) release form – All information entered into the EMR is uploaded and transmitted to secure, redundant servers in real-time and never stored on local computers. While this process provides added security to the storage of the entered information, the transmission of this information is regulated under FERPA. Just as the athletic trainer would be required to have the patient/parent/legal guardian to sign a FERPA release form to transmit information (eg, fax, email) to a team/family physician, it is recommended that the athletic trainer obtain formal approval from the patient/parent/legal guardian prior to registering the patient into the EMR system. To facilitate this process, we have included a generic FERPA release form that the athletic trainer may use for your practice. To expedite this process, it is recommended that the athletic trainer include a similar form in pre-participation examination packets.

* Computer access and security – While the EMR is designed to provide a high-level of security, it is recommended that the athletic trainer take additional steps to limit computer access to non-healthcare professionals and ensure the privacy of all medical records and information. It is recommended that the athletic trainer change their computer settings so that the computer hibernates/sleeps/switches to a screensaver within a minute of idling and then require a password in order to re-access the computer. This will limit the ability for a person, other than the athletic trainer, to access the computer and view personal health information that has been entered into the system.
Treaty of Riverwood

### Information

In 2159, representatives from the Republic of Chilledia and the F.E.E.T. met in Riverwood to discuss the issue of their southern borders. Both sides came to an agreement and signed the treaty into law.

### The Treaty of Riverwood

* The border between the Republic of Chilledia and the Federal Ecclesiarchy of the Empire of Tyler shall be marked by the Okeechobee River.
* The border will go directly south when 40 paces west of the city of Svolder.
* A bridge shall be built between the town of Riverwood and Fukui.
* The bridge must include railways for both passenger and cargo.
The Big Four

The Big Four is comprised of Ehwehwehweh, the Queendom of Roselia, The F.E.E.T. and the Republic of Chilledia.

### Purpose

The purpose of The Big Four is to promote peace and trade between the largest, most powerful nations.

### Watchpoint

The micronation of Watchpoint is jointly run by a council of representatives from the Big 4.
Republic of Chilledia

## History

### Founding

In 1605 the then ruler of the Svolder Kingdom, King Olaf II, announced his ambitions to unify the states of the Chilledian sub-continent. Olaf II would then go on to make an alliance with Prince Adam of Blomste. Together, they would pressure, by peace or not, the other states to join them. By 1608, the two were successful in uniting the continent under one name: The Kingdom of Svolder-Blomste.

### Fall of the Kingdom; War of Twins

The Dual-Monarchy would begin to collapse in 1732, after the death of King Leif III of Newport. After his passing, Leif's twin sons Adam III of Blomste and Erik I of Svolder both claimed heir to the throne. The two brothers waged war against one another, and was the bloodiest war fought since the kingdoms founding. After 5 long years of fighting, Erik I would emerge victorious. In his victory, Erik would exile his brother, Adam III, to the Kingdom of Dalton.

### The Rule of Erik the Great

Erik I, now known as Erik the Great, ascended to the throne in 1737 after his victory in the War of Twins. Erik is best known for moving the capital from Svolder to city of the east, Newport. Erik would go on to stabilize and grow the newly named Kingdom of Chilledia. Expanding its borders northward towards the (Placeholder for Swampland). Erik would reign as the king of Chilledia until his death in 1771. A statue in his honor now stands just off the coast of Svolder.

## Flag of Chilledia

A light blue background with a white stripe and diamod.

### Era of Chaos

After the Great Rift of 2122, the Federation of Chilledian States fell under immense political and economic turmoil. In which the states all seceded from the Federation.

## Present

#### Political Problems

* Troubling relations with the F.E.E.T. due to its aggression and reluctance to adhere to trade agreements.
* Heimdall Dispute / Treaty of Riverwood
* Prosecution and distrust of Lucasians

#### Big Four

* The Republic is part of, the founder of and the biggest contributor to the Big Four.

#### Flag

* The design of the Republic's flag is based on the pattern of Erik the Greats shield (The Diamond Stripe).
* The blue represents Chilledia's long coast and its reliance on its waterways.
* The white represents peace and prosperity for the nation.

## Information

### **Jurisdiction**

#### **Towns and Cities**

* Newport
* Svolder
* Virbank
* Riverwood
* Solgard
* Blomste
* Norgrad
* Sorfjell
* Arsene
* Havisden
* Grotsvamp

### National Anthem

* Both of you, Dance like you want to win! - Shiro Sagisu

## Geography

### Land

#### Regions

The Republic is split into 4 geographical regions.

* Nordslette in the northwest (Orange)
* the Savannah in the south (Light Blue)
* The Mountains in the center (Pink)
* Gresskeldd in the Northeast. (Red)

#### Borders

The Republic borders 4 nations: Federal Ecclesiarchy of the Empire of Tyler, Ehwehwehweh, Flush Federation, and the Queendom of Roselia.

##### Disputed Territory

* The west bank of Svolder, across the Heimdall Canal is disputed between the Republic and the F.E.E.T. This is known as the Heimdall Dispute.
Svolder

### Information

* Svolder, the Old Capital, is a port town located in the Southwest of the Republic of Chilledia.
* It is was the birthplace of the famous Erik the Great.
* It is also the birthplace of the Republic's current president, Padyn.

### Disputed Territory

* The west bank of Svolder, across the Heimdall Canal is disputed between the Republic and the F.E.E.T. This is known as the Heimdall Dispute.
Double Chance Wiki

**Welcome to the Double Chance Wiki!**
Double Change is a Minecraft Series Based on the double life format.

We're a collaborative community website about Double Chance that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Members

Powder

Lykos

Six.Bow

Fleur

Linical

CoolNikkiSneak

advkiller11

Moth

Frog

45yr

Azu

amcurious1

Arthur

Eden

*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.
Growlers

## Description

Growlers are dangerous entities found within the backrooms that take the form of amalgamous constructs of multicolored pipe cleaners, mainly being yellow, white, black, red, blue and green shaped crudely into the distorted figure of a hound.

## Behavior

Growlers are extremely hostile and will attempt to absorb any prey that they come across, mainly being small animals and Wanderers. They make a growling sound similar to white noise to confuse the brain of their victims to make an easier target for themselves.

## Biology

Growlers are completely blind and require echolocation to find their way around, and their size seems to vary immensely with the largest recorded sample being 15 feet tall and 9 feet wide. It has no organs aside from a central nervous system located in the middle of their body but they seem to survive just fine.

## Discovery

The first recorded sighting of a Growler was in Level 6, where a wanderer reported a "wire monster" to the M.E.G.
Level 12

"Stay in the Light"

Class 4

>Unsafe

>Unsecure

>High Entity Count

Level 12 is the 13th level of the backrooms

## Description

Level 12 appears to be a large, infinitely expanding flat concrete plane blanketed in a thick, black fog. Small "buildings" can be found dotted around the level, that are usually made out of yellow and white concrete material with sand floors. These buildings don't often have enclosed rooms however, and they don't have any doors. What the buildings do have though is that they have bright lights that penetrate the fog, making it a safer place to stay. On a few rare occasions, there have been upstairs to these buildings as well.

The fog is seemingly everywhere on the level, and it cannot be removed. Entities lurk within this fog - beware of them as they will use it to their advantage as they can see through it however are aware of its presence. The only way to somewhat safely travel through the fog to the next building/safezone is to bring a light and a weapon with you and quickly make your way through the fog and pray that you make it to a building, as the lights cannot even be seen through the fog. The fog seems to simply swallow whatever goes into it whole in a way, making the fog extremely dangerous to be inside as you can easily get lost and be killed off.

## Entities

Tons of Stalkers, Scratchers, Wretches and Smilers can all be found lurking within the fog.

## Communities

### The Fogwatch

A group stationed in a large building, has 12 members. Will help people traverse through the fog to safety.

## Entrances and Exits

### Entrances

* On Level 11, entering a small, square shaped building with yellow walls and a pitch black interior takes you here

### Exits

* Finding an elevator and using it will cause it to descend and drop you off at Level 13 (Although keep in mind this is a one way trip)
* If you find a suburban house, enter it and you will be sent to Level 9
* Finding a manhole and entering it takes you to Level 7
Almond Water

## Description

Almond Water is a substance found across the majority of the levels of the backrooms. It has a sweet almond vanilla taste, and is a critical source of hydration. It can usually be found in branded cans lying around, on shelves, in vending machines, in drinking fountains, etc. Almond Water will also raise sanity, so in some levels it may be necessary for not going insane and becoming a Wretch.
Иксляндия Вики

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Это онлайн-энциклопедия об истории и политике Иксляндии, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

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Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
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Посетите Вики Сообщества и задайте любой вопрос на форуме.
Level 6

"Blackout Boiler"

Class 3

>Unsafe

>Unsecure

>Moderate Entity Count

Level 6 is the 7th level of the backrooms

## Description

Level 6 appears to be an infinite complex of boiler rooms of presumably infinite size with pipes and machinery being found everywhere. The level seems to be in a state of disrepair, with machinery often being damaged and rubble being found everywhere. The level is completely dark, with no sources of light so make sure to bring something like a flashlight or something in order to find your way around. Lots of entities can be found on the level, so be careful when exploring.

## Entities

Smilers, Stalkers, Skin-Stealers, Hounds, Clumps, Wretches, Scratchers, Growlers and Child Facelings have all been found here before.

## Communities

### The Boiler Survivors

A group of 20 people surviving in this level, are willing to supply wanderers with items for their journey through here and beyond.

## Entrances and Exits

### Entrances

* Wandering further out in Level 5's boiler room for long enough as it gets darker and darker will eventually transport you here

### Exits

* Finding and entering a wooden door takes you to Level 7
* Entering a hole in the wall takes you to Level 8
Windows

## Description

Windows appear to be regular old windows however they have a bright white glow behind them. Do not approach these however, as they are actually hostile and dangerous entities

## Behavior

Although Windows are stationary, they can still pose a threat to unexperienced backrooms wanderers. Approaching a Window will cause a black, shadowy hand to reach out and attempt to strangle you. These can be easily fought off with enough effort however but they still are dangerous.

## Biology

Entity Windows are extremely strong and hard to break, however breaking them will cause the entity to be killed and a wall to be revealed behind them, with the white glow and the glass shattering everywhere. The rest of their biology is unknown, and all attempts to harvest the hands from them causes the hands to shrivel up and become frail and useless.

## Discovery

The first finding of a Window was on Level 4.
Smilers

## Description

A Smiler's body (or at least the seen part) takes the form of a reflective, glowing smile with ring shaped eyes and a white coloring. At one time, a Smiler's full body was unknown, however it has been confirmed by researchers that it's full body looks like a spider-like monster with ten legs and a snake like body. They make clicking noises when they move.

## Behavior

Smilers stay inside dark areas, never showing their body and barely do so when attacking. They will stalk their prey, draining their sanity and making them vulnerable before striking quickly and formidably, snatching them into the darkness and killing them.

They have a rivalry with Frowners, and attempt to kill them on sight.

Recovered audio of a smiler attacking an unknown individual and presumably killing them.

## Biology

The biology and life cycle of a Smiler is very unknown, however it is confirmed that they are actually birthed from the darkness of the Backrooms itself strangely enough.

## Discovery

The first Smiler was encountered on Level 2, near a wanderer that it had previously killed.
Level 18

"Void Streets"

Class 5

>Unsafe

>Unsecure

>Entity Infestation

Level 18 is the 19th level of the backrooms, and is one of the least documented due to its danger

## Description

Level 18 is an infinite suburban neighborhood constantly set seemingly at night similar to Level 9, however it is more comparable to Level 12. A thick black fog encases the entire level, and the level is eerily silent at all times. Sometimes it can get so quiet, all that can be heard is your own heartbeat or the ticking of a click. No moon or any clouds seem to be present in the sky, although this mains unconfirmed as it could be obscured by the fog.

All of the buildings are identical with their lights non-working and constantly off, taking the form of white box-shaped brick buildings with windows looking inside. The only thing that is not identical is the furniture inside, as it tends to vary. Although this level seems safe off the bat, as soon as you step one foot outside all hell breaks loose. Tons and tons of entities will rush the house you are in from all sides, and enevitibelybreak in and kill you if you do not somehow leave the level.

## Entities

Scratchers, Hounds, Growlers, Skin-Stealers, child Facelings, female Deathmoths, Stalkers, and Aranea Membri will do anything in their power to break in to the house they spotted you in and kill you, differentiating from their usual behaviors to do so.

## Communities

Due to the harsh and dangerous nature of the level, it is nearly entirely inhabitable for human life so no human settlements have been created.

## Entrances and Exits

### Entrances

* Walking through an archway with seemingly a black void behind it in **Level 18**
* No-clipping in a house in Level 9

### Exits

* Entering a manhole on the streets takes you to Level 7 (THIS IS NOT RECOMMENDED)
* No-clipping takes you to Level 19
* Shattering a window takes you to Level 188
Level 19

"Lonely Road"

Class 2

>Safe

>Unsecure

>Low Entity Count

Level 19 is the 20th level of the backrooms

## Description

Level 19 is a very lonely and expansive level, that seems to stretch on infinitely. It looks like an endless asphalt road going northwards, surrounded by a field of green grass with power lines on the side of the road, miniature forests being present on the level and structures like small suburban homes being occasionally present as well. Traveling too far away from the road loops you back to it, so you are forced to go down it. Despite how isolating and lonely this level can feel, it is mostly safe from danger. Just be wary when it storms.

Occasionally, it will Storm on this level. Gray clouds will quickly cover the skies. and will begin pouring sheets of rain for hours on end. Entities lurk during storms, so it is best to hide in a house, board up all windows and entrances, and wait out the storm there.

## Entities

No entities are found normally, but during storms, Scratchers, Hunters, Hounds, Skin-Stealers, and Female Deathmoths can be found.

## Communities

### Arnold's Village

A small village of around 26 members, has been surviving here for a while. Their leader is named Arnold, and they will help wanderers get through the level as well as shelter them from rain.

## Entrances and Exits

### Exits

* Finding a suburban town, seemingly "shadowed" in midnight seperated from the rest of the level and entering it takes you to Level 9
* No-clipping in a forest takes you to Level 9.2
* Running twoards a city on the horizon has a 25% chance to bring you to Level 11
* Walking for 1km on the road takes you to Level 20
* Following a dirt path off of the main road into a wheat field takes you to Level 10
* Entering an office takes you to Level 4
* Entering a bunker takes you to Level 15
* Entering a mall takes you to Level 33
* Entering a natural heavily water-damaged house takes you to Level 7
Skin-Stealers

## Description

Skin-Stealers are large and bulky creatures with white colored eyes without pupils, a gaping mouth, and yellowish-tan colored skin. They have the ability to mimic human speech and wear their victims skins as a disguise for hunting. They have impressive physical abilities, however they have rather poor intelligence.

## Behaviors

Skin-Stealers usually aimlessly roam if they are not hungry, however if they become hungry they will actively seek out and kill wanderers, wearing their skins as a disguise and to eat their skins. They kill their victims via tearing them apart with their hands and generally absolutely mutilating them.

## Biology

A Skin-Stealers skin is rough and bumpy, with suction like that of an octopus's tentacles. They use this suction to stick human skin to them, and use it as a disguise for unfortunate wanderers that trust them thinking they are real humans. After a few hours, the skin dissolves into the Skin-Stealer, feeding it. This makes them re-enter their non-hunger state until they enter it again.

## Discovery

Skin-Stealers have lived in the backrooms for a long time, and are one of the most populous. Their exact discovery is unknown, however.
Wretch

## Description

Wretches are created when wanderers in the backrooms go insane, and is a process that happens over multiple stages that will be explained on this page below.

### Stage 1

The afflicted individual will begin rotting, revealing bloody flesh beneath their skin. Muscle spasms and extreme pain is common at this stage of development. This stage can be cured via lots of Almond Water.

### Stage 2

At this stage, there is no turning back. The skin of the individual almost fully melt off, bones start falling out and eyes begin falling out of their sockets, and so do teeth and other organs. Pain subsides as Stage 3 goes into effect.

### Stage 3

The final stage of a Wretch is horrifying. All of the skin has melted off, and new teeth and eyes have usually grown in however in strange places. The final appearance can vary, and sometimes is barely human at all.

## Behavior

Exact behavior various throughout the Stages, however they all seem to be the same roughly: extremely hostile and dangerous and will become more and more hostile as the stages progress.

## Biology

Wretches are once-humans, turned into formidable monsters. The biology of Wretches was mainly described in the Stages.

## Discovery

The exact discovery of the first Wretch was unknown, however it is confirmed that it was the first of many and many people have been going insane in the backrooms even before the M.E.G existed.
Level 14

"Resting Space"

Class 0

>Safe

>Secure

>Devoid of Hostile Entities

Level 14 is the 15th level of the backrooms

## Description

Level 14 takes the appearance of a large peaceful home surrounded by grassy hills. The walls and ceiling of the building consist of drywall whilst the floor is hardwood in the indoor sections. The house is often well-lit and is fully furnished. Wanderers who enter this level will always begin here.

The grassy hills of the level seem to expand infinitely and have sparse trees scattered about them. The daylight on this level works differently than most levels; as it always seems to be sunset or sunrise. For example, it could be the middle of the day and it would appear to be sunset, or in the middle of the night and it could appear to be sunrise.

## Entities

The only entities sighted on this level are the occasional Smiler at nighttime within the house, however these have been reported to be friendly to wanderers.

## Communities

### Backrooms Colonists

A Backrooms Colonists base set up on a hill near the house. Has around 50 members, friendly and willing to trade.

## Entrances and Exits

### Entrances

* Entering a door with a potted plant by it in Level 13

### Exits

* Entering a fire exit in the basement of the house takes you to Level 6
* Finding a Hi-Tech control panel with a red button on it and pressing said button takes you to Level 15
Level 1

"Habitable Zone"

Class 1

>Safe

>Secure

>Minimal Entity Count

Level 1 is the 2nd level of the backrooms

## Description

Level 1 is a gigantic warehouse with concrete floors and walls, a low hanging fog, dim florescent lights placed on the ceiling and exposed rebar and rubble. The fog often coalesces into condensation, creating puddles. Unlike Level 0, this level provides consistent WIFI, electricity, water, and supplies allowing wanderers to live indefinitely here if proper precautions are taken. This level is also far more expansive, containing things like elevators, isolated rooms, and hallways. The Mentioned supplies can be found in crates and usually consist of things such as Almond Water, Moth Jelly, or other things like boxes of Crayons, Burnt Paper, Human Hair, Car Batteries and Tires, and live mice injected with a catatonic substance.

The lights on the level are prone to flickering, and will occasionally shut off. This can last for up to multiple hours, and hostile entities can be found during it. Make sure you hide yourself well, attract no attention to yourself, and keep light with you. (but make sure to keep it off if an entity is near)

## Entities

When the lights shut off, many entities can be found such as: Hounds, Scratchers, Stalkers, Skin-Stealers, Wretches, Dullers, Hunters and Smilers.

## Communities

### M.E.G Base Alpha

A large M.E.G base with around 40 members. Friendly and willing to trade.

### Backrooms Colonists

A Backrooms Colonist base with 26 members, friendly and willing to trade as well as accept new members.

## Entrances and Exits

### Entrances

* Level 1 can be accessed by entering a metal door on Level 0
* Finding a concrete staircase descending down behind a door on Level 2 and opening the door at the bottom

### Exits

* Enter a fire exit to take you to Level 2
Hounds

## Description

Hounds are quadrupedal, naked humanoid entities with long claws, sharp teeth like knives and messy black hair on their head. Their limbs are twisted and mangled looking, however are still very much able to run extremely fast and strike with power. They also have a great sense of smell like a regular dog would

## Behavior

Hounds are extremely hostile, and will attack you on sight. They will sprint towards you at extreme speeds and maul you to death and devour your corpse if they manage to catch you, which is likely if you do not somehow slow it down. Hiding from them doesn't do much as they can smell you, and staying put will just put you at more risk.

## Biology

Hounds are once-humans infected with something called "The Hound Virus". It is passed on when you are bitten by one, and will eventually cause effects similar to rabies and extreme deformation until one becomes a hound fully. This is confirmed by multiple confirmed reports of people turning in front of others.

## Discovery

The first hound was discovered on Level 0, and was the second ever entity to be discovered.
Level 9

"Darkened Suburbs"

Class 5

>Unsafe

>Unsecure

>Entity Infestation

Level 9 is the 10th level of the backrooms

## Description

Level 9 appears to be an infinite suburban landscape with its time constantly locked to midnight. The houses in the level vary in design and size however they all appear to be somewhat modern and there are reports of houses being near each other that look identical. The most light you will get on the streets of this level is the light of the streetlamps.

The houses of Level 9 appear to be furnished and fairly new, containing items present in typical houses, such as sofas, televisions, beds, refrigerators, and vast yards containing a wide amount of vegetation, however sometimes houses can come up completely barren. The electronic devices in the houses do not function.

While wandering this level, wanderers have reported glowing white eyes watching them from the darkness. These occurrences became more and more frequent the longer time they spent in the level and they began encroaching on them. The eyes always vanished when they got close. It is unknown if this is an entity or a hallucination, as no two wanderers can see the same eyes.

## Entities

Smilers, Dullers, Hounds, Skin-Stealers, level-exclusives known as The Neighborhood Watch, Male Deathmoths crowding around streetlamps and rarely Titan Smilers may all be found on the level.

## Communities

### Backrooms Colonists

A backrooms colonists base with around 20 armed members living in a large house on the west side of the level. They are willing to trade and their main purpose is to scout out and explore various Levels.

## Entrances and Exits

### Exits

* Finding and going down a dirt path departing from the roads leading into what appears to be a wheat field will take you to Level 10
* Find a tunnel and enter it to be taken to Level 11
* No-clip in a house to be taken to Level 18
* Break a streetlight to be taken to Level 12
* Entering a manhole takes you to Level 7
* If you manage to find a car and enter it, you will have hallucinations and pass out with you waking up in the same car in Level 69
* Entering a forest takes you to Level 9.3
Level 3

"Electrical Station"

Class 4

>Unsafe

>Unsecure

>High Entity Count

Level 3 is the 4th level of the backrooms

## Description

Level 3 is an expansive complex of randomly segmented claustrophobic brick hallways and rooms with concrete floors and ceilings separated by (mostly) unlocked metal gates. Pipes can be found on the walls and ceilings of the level, these contain Almond Water however it is contaminated and it is advised to not drink it.

Both complex and simple machinery can also be found around the level in the various rooms, however it is unknown what it does as it usually seems to not lead anywhere. Tons of supplies can be found in this level that range from Almond Water and Lighters to even things like Guns and other extremely valuable items.

## Entities

This level has tons and tons of entities, so be careful rounding every corner in this level. Recorded entity sightings mainly consist of Hounds, Stalkers, Skin-Stealers, Growlers, Wretches, Facelings, Clumps, Male Deathmoths and Smilers.

## Communities

To date, no bases have been established on this level due to its extreme danger. Any previous attempts have failed and ended in several casualties.

## Entrances and Exits

### Entrances

* Enter a fire exit on Level 2
* Touch a glitchy, darkly colored brick wall in Level 15

### Exits

* Go down a super long, dark hallway like those in Level 2 to be sent to Level 2
* Use an office-styled elevator to be sent to Level 4
* If you happen to find a car in a larger room and enter it, you will begin experiencing hallucinations before passing out, with you waking up in the same car on Level 69
Deathmoths

## Descriptions

Deathmoths are large moth creatures with brown, bristly fur, a pair of antennas, beady black eyes, 6 legs tipped with small hairy feet and have a large wingspan. Smaller deathmoths can mainly be found on Level 2, Level 3, and Level 4 however larger ones can almost exclusively be found on Level 5 as that is their main nest where the King and Queen deathmoths live. Female deathmoths create a substance to feed young known as Moth Jelly.

## Behavior

Male Deathmoths are not hostile and are rather docile, however female ones can spit acid and are extremely dangerous and attack on sight. They are attracted to light like regular moths.

## Biology

The Deathmoths are giant moths, although they do not share many similarities with "Normal" moths. The majority of their lifespan, birth, and death, are completely unknown.

## Discovery

The First Deathmoths were found on Level 3.
Aranea Membri

## Description

Aranea Membri, also known as Spider Legs are dangerous and hostile entities infamous for the clanking sound that they make when chasing wanderers. They are said to measure around 7 ft in height and 8 ft in length, though their exact size remains unknown as they are too fast to be observed closely. They are quadrupedal, so they run on four legs with speeds of up to around 50 mph. Their skin seems to almost "meld into the darkness" and it is so shadowy in dark, making them a nearly invisible threat in dark areas. An animal skull of some kind seems to present over their head, sort of deer-like without antlers.

## Behavior

Aranea will descend from the ceilings of indoors levels and chase their target down at extreme speeds rather recklessly and persistently, however they can only remember their target for up to 3 minutes at a time however this is usually of no issue as they often manage to trample their targets or lose them before that time. After successfully killing their prey usually via trampling their target to death, they will drag the lifeless corpse out of view into the ceiling. No wanderer has ever dared to see what resides up there, although all signs point to more Aranea lurking up there in the darkness.

## Biology

After a successful capture of an Aranea Membri seen here demonstrated by anonymous researchers, much more light has been shed on the hard-to-explain nature of the Aranea's biology, it is recommended to watch there to learn more on this dangerous creature.

## Discovery

The exact first discovery of an Aranea Membri is unknown, however they seem to have not been documented until recently.
Level 17

"Halls of Tires"

Class 2

>Unsafe

>Unsecure

>Low Entity Count

Level 17 is the 18th level of the backrooms

## Description

Level 17 is a labyrinth with walls of metal shelves with tires on them, a floor of polished concrete and a ceiling of various machinery and pipes. This level is extremely claustrophobic and similar to Level 2, however is more brightly illuminated. Supplies can be found scattered around this level like Almond Water, usually found on their own or sometimes in vending machines. Office-style doors can be found leading in and between rooms sometimes, and similar to Level 1 the lights in this level are faulty and will occasionally turn off, allowing for more entities to lurk compared to when the lights are on. (they can still be found, just not as common)

## Entities

Dullers, Stalkers, Hounds, Growlers, Male Deathmoths and Skin-Stealers can all be found lurking in this level. More of them can be found and they are less rare when the lights go out.

## Communities

### Backrooms Colonists

A base with around 36 members, gets lots of supplies from the vending machines present in this level. Wards off entities, will allow wanderers passing through to stock up on supplies.

## Entrances and Exits

### Entrances

* Finding an elevator in Level 16, pressing any one of the buttons and taking it takes you to Level 17 with an arrival time of about 30 seconds to 2 minutes.
* Entering a fire exit in Level 15

### Exits

* Walking through an arch-shaped gap with a black void on the other side of it takes you to Level 18
Dullers

## Description

Dullers are strange, shadow creatures that take the form of vaguely humanoid, twisted black mass that vary in structure however it always retains the slightly humanoid shape and black color. They will usually levitate just off the floor as well, and have the ability to slightly clip into walls although not fully. Dullers are considered one of the most common entities to inhabit the backrooms, however should be avoided as they are very hostile and will not hesitate to give chase and attempt to kill wanderers.

## Behavior

Dullers are extremely hostile, and can sense wanderers nearby. If they do, they will begin to give chase, moving towards them while levitating at a moderate pace. If a duller catches their target, they will leap onto them and attempt to kill them via beating or strangulation.

## Biology

The Dullers body form is quite unknown, as it has been identified to not be flesh but something of darkness itself. It has also been confirmed that they have slight shapeshifting abilities although their main body shape when born is always retained infinitely until they die. Dullers live for around 50 years before perishing, and when they do will fade away, giving birth to a new Duller elsewhere.

## Discovery

The first Dullers were first found on Level 1 after the lights went out, however it has been confirmed past then that it lives elsewhere.
Level 15

"Futuristic Halls"

Class 1

>Safe

>Secure

>Minimal Entity Count

Level 15 is the 16th level of the backrooms

## Description

Level 15 is an expansive complex of wide metal hallways, with the level itself having an undetermined size. Seemingly "windows" of bright white light that illuminate the level can be seen on the sides of the hallways however these are not the entities, so you can get as close as you like to them.

Audible whirring machinery can be heard in the background of the level at all times, and so can a flowing sound. This flowing sound is thought to come from the seemingly indestructible pipes that can be found on the middle of the roof in the hallways. It is unknown what substance resides in these pipes, if any.

Rooms may be found in this level, with sparse furniture and always a large number on the wall. These appear to be in some sort of order, and it is unknown what it means if anything at all however it is often used to get around easier by following the numbers as a sort of mapping system for this extremely winding and confusing level. These rooms always connect to more halls.

## Entities

Rarely, Hounds and Stalkers may be found here but no other entities have been documented.

## Communities

### Backrooms Colonists

A medium sized group with a decent amount of supplies, a rather small base with only 40 members. Acts more as a pit stop for wanderers than anything else.

### Enric's Colony

A very small colony with around 28 members that has existed on this level for around 2 years and lives within a medium-sized room, labeled "23".

### Abandoned Outposts

Several abandoned outposts seemingly once inhabited by several unknown individuals have been found, with no trace of their previous members.

## Entrances and Exits

### Entrances

* Pressing a big red button on a HI-Tech control panel on Level 14

### Exits

* Finding a light switch and flipping it off takes you to Level 16
* Touching a glitchy, out of place darkly colored brick wall takes you to Level 3
* Descending down an office staircase takes you to Level 4
* Breaking a "Window" takes you to Level 11
* Entering a fire exit takes you to Level 17
Facelings

## Description

Facelings are general term for faceless people found within the backrooms. There are multiple types, but the most common are Child and Adult facelings. They are one of the most populous entities, and are usually one of the first that wanderers encounter.

## Behavior

Different types of facelings have different hostility levels and behavior.

### Adult Facelings

The most common of the facelings, they are neutral to wanderers and are usually very friendly.

### Child Facelings

Slightly more uncommon facelings that act usually very hostile and usually weild sharp objects like glass shards or knives.

### Old Man Facelings

Elderly looking facelings that will poke and prod at you. Give them a wave and walk away for them to stop, they will not pursue.

## Biology

The Facelings biology seems to be that of a regular human being, with nearly no differences. They also seem to be able to see despite their lack of eyes, and also do not need to eat or drink water to survive.

## Discovery

Facelings were one of the very first entities discovered in the backrooms by the M.E.G, and have seemingly lived there for a long time. The first recorded instance of a faceling encounter was on Level 1.