recursal/Fanatic-Fandom huggingface dataset:
Entity 7

**Entity Number: 7**

## Behaviours

Entity 7 also known as "The Stalker" seems to be a tall humanoid-pale figure. The behaviour of this entity is strange, the first thing the entity will do when it spots a wanderer, it will stalk it for a temporarily time. If the wanderer is with a group or in a outpost, the entity will wait until the Wanderer is alone, and when the wanderer does, the entity will sneak up behind the wanderer and kill it by cracking the wanderers neck so hard that it instantly kills the wanderer.

The Stalker also seems to kill when a wanderer is sleeping or in a unresponsive state, which gives a advantage to the entity. If the wanderer spots The Stalker watching him, the wanderer will start to feel extreme paranoia and will start to even hyperventillate, and at one point The Stalker will come out and kill The Wanderer.

## Biology

The entity seems to be a tall white humanoid lacking no facial structure. The Stalker also seems to have long nails and a soft skin that wanderers reported to be "plastic", this entity seems to be 190 or 180cm. The Stalker also seems to have big and boney hands to crack the persons neck and kill them, their nails are also extremely sharp with it being able to break wood.

## Do's and Don'ts

**Do:**

* If you feel like you are being watched, get out of the area.
* If you spot The Stalker in your eyesight, immediately find a group of people or shelter.
* If you can run out of the area.
* If you hear breathing near you when you are alone, get out of the area immediately.

**Don't:**

* Ignore the feeling of being watched.
* Walk alone.
* Dont run.
* Get closer to the entity.
Level 15

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

Photograph of the level taken from a roof of a skyscraper.

**Level 15** takes the appearance of an expansive cityscape. The entire level is covered with a purple tint. The sky is completely covered by clouds, and the time on this level is stuck at midnight. Despite it being night, the lights coming from the buildings of the city lit up the entire level. The level possesses anything that a normal city would have, such as office skyscrapers, apartment buildings, tons of restaurants, coffee shops, plazas, malls, stores, and even a metro system. The metro is commonly used as the main source of transportation, as no cars, taxis, or buses seem to appear on the roads.

Different styles of music are heard throughout the town. People have attempted to find the origin of the music but have failed. The music plays non-stop, which can drive people insane over time, but it can also make them extremely relaxed and make them conform. It seems that the effects of this music depend on whether or not the person likes the genre of music. There is only one type of entity that appears on this level, and those are Puddles. They appear rarely around the city, but never inside the buildings. It is recommended to traverse this level carefully and to stay inside if a large group is spotted.

Each building is fully furnished. Food and water supplies can be found inside coffee shops and restaurants. The coffee shops serve plenty of coffee drinks, along with some tea and milkshakes. Vending machines and water coolers are also present in curtain buildings. Overall, the level is considered to be relatively safe. Aside from entities, a few strange things can happen on the level. Certain objects might clip into one another or appear glitchy, just like the TV that brought you to this level. There have also been a couple reports of two buildings clipping into each other, which should not be possible.

The interior of the buildings might look different after you reenter them, and sometimes you can see objects placed on the ceiling. Along with this, while exploring the level, the gravity might become weaker in some areas. In some areas, the gravity is so low that if you were to jump out of the top floor, you would be able to survive. A never-ending river is also present on this level. Parts of the city are connected by large bridges that are used to get across the river. The water, just like everything else on this level, is purple. Despite this, no effects seem to apply to the human body if the liquid is consumed.

## Entrances

* Apparently, no-clipping through a glitched TV on Level 14 will bring you here.

## Exits

* Accidentally tripping and no-clipping through the road will transport you to Level 16.

## Author and Image Credit

This level was written by FullCraft99.

Original Author Clousure

Image: https://www.flickr.com/photos/iip-photo-archive/47167614751 licensed under CC BY-SA 2.0 and Edited by FullCraft99.
Level 7

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

* Prison
* Cafeteria

A image taken by a wanderer in the start of the level.

A image taken in the cafeteria.

Level 7, also known as "Underwater Prison", is the 8th level of The Emptyrooms. Level 7 takes the appearence of an prison that seems to be located in the 19th century. This prison seems to be underwater, as there are few windows here and you can see the entire prison is underwater. This prison doenst seem to have a start or end point at all, making the prison endless. Strangely the ocean where the prison is doenst seem to have any life at all. There seems to be a day/night cycle, one day seems to be only 18 hours.

You will always spawn in this level when its day, meaning no one can enter this level at night. When night reaches entities will start spawning such as Barkers, Puddlers and even Vermobats, and all the lights will turn off and the sea will turn almost pitch black.

Some parts of the level seem to be heavely flooded, from the floor to being a little wet to the flood being heavely big. There seems to be an exclusive entity on this level called Prison Keeper, the entity seems to be passive and is not aggressive at all, he seems to be the manager of the prison and will answer all your questions exepct things related to The Emptyrooms. The temperature on this level seems to be a chilly 21°C and the lowest temperature recorded was 16°C. There have been 9 reports of people seeing fish on the sea, however this is still unconfirmed.

Some of the cells also seem to contain some devices of torture, such as the bamboo torture and more, asking the Prison Keeper about this will only make him ignore you like you do not exist. Many of the times for unknown reasons cell glasses and furniture seem to break on their own, almost like a force of gravity.

On this level you will feel more gravity on you, since this level is located 20 meters below the ocean, your body will feel more dense and heavier on this level. There seems to be an big cafeteria in the center of this level, where a lot of wanderers meet up and trade supplies and food, this is the safest part of the level, even at night. Finding supplies and crates in this level seems to be very hard, as very low quantities of supplies seem to spawn in this level, and if they do they spawn in prison cells, the cafeteria, and more.

## Entrances and Exits

**Entrances**

* Climbing a ladder on Level 6 will lead you here.

**Exits**

* Finding a strangely different cell that contains a long dark hall and walking towards it will lead you to Level 8.
* Noclipping through the windows will lead you to Level 7.1.

## Author(s)

This level was written by Clousure.

Prison Image licensed as CC BY 2.0.

Cafeteria Image
Level 21

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

An Image of level 21.

**Level 21** usually appears as a 19th-century dining hall. The halls range in size from 20 x 30 to 50 × 50. The halls have wooden flooring that groan as you walk on them. The floors are frequently splattered with wine and blood. The white concrete or brick walls are accented with numerous ornamentation and artworks. The paintings include works by well-known artists such as Leonardo da Vinci, Vincent van Gogh, and, on occasion, pop artists such as Andy Warhol and Roy Lichtenstein.

Some paintings in **Level 21** are scratched or broken into pieces. The level's ceiling is high and arched, with artwork of former American presidents adorning it. Broken bronze or silver chandeliers dangle from it, producing little to no illumination. Circular tables with white tablecloths and cutlery line the floor. The chairs are coated in velvet and leather, and the legs and backs have elaborate carvings.

**Level 21's** halls are cluttered with decomposing food that has been left on tables unattended. The meal ranges from opulent European delicacies to the most repulsive and inhumane things imaginable, such as human flesh and faeces. Fungus and maggots cover the food, which is crowded by flies that buzz around ceaselessly. The stink is awful, and anyone who walks the halls may become ill and vomit.

The level appears entirely dark, making it ideal for Watchers and Vermobats. The Stalker lurks in this level as well, taking advantage of the gloomy lighting. Entities are more common in this level because of the fact that hardwood floors groan noisily if you walk in **level 21.** Barkers and Puddlers are uncommon in this level, but they are present.

## Entrances and exits

### Entrances

* There are mutable ways of entry from Level 20 to **Level 21.**

### Exits

* Finding a fire entrance would lead you to Level 0 .
* Following functional chandeliers would lead you to Level 5.
* Finding a mall like Entrance would lead you to Level 22.

## Author

This level was written by Scugcat111

https://www.pinterest.co.uk/pin/582582901789875724/ - image
Level 17

**Survival Difficulty: Class 3**
**》Heavily Unsafe**
**》Unsecure**
**》Moderate Environmental Danger**
## Description

The only known photo of Level 17. I can't believe I risked my life for this shit?!

**Level 17** takes on the appearance of a suburban rental area, and it is well known for its chaotic weather. The houses look like typical American suburban homes, and their interiors are completely empty. However, these houses appear to be much stronger as they are made out of strong materials such as concrete and bricks. They seem to be exclusively made to handle these situations, which isn't usual for these types of homes, and are considered to be the only shelter of this level.

As expected, this level has no electricity. The streetlamps and the palm trees are barely managing to hold on due to the intense wind. The speed of the wind at this level cannot be measured correctly due to its circumstances, but it is theorized to be at least 150 km/h. It is said that the speed of the wind can increase or decrease as time moves on. The white fog surrounds the entire level making it impossible to the skybox. Multiple things and forms of plant life such as grass, traffic signs, and palm leaves can be seen all around the dry asphalted roads.

The level appears to have no day/night cycle, and it is unknown at what period of the day the time is stuck, but it is said to be somewhere early in the morning. Unfortunately, the wind isn't the only type of danger on this level. Occasional rains and thunderstorms will happen on this level, and just like wind, they are extremely strong. It is also worth mentioning that the water isn't the only thing that can rain at this level. Ice cubes, which are relatively small but extremely fast, can damage and break windows. If a person happens to get hit by this storm, there is a moderate chance that they will end up with severe injuries. Luckily, death is rare.

No entities appear to inhabit this level. The geography of the level appears to be entirely flat. Actual natural disasters such as hurricanes and tornadoes have been proven impossible to happen at this level. If one manages to get deep into the level, they will find a grass field with metal electricity pylons. The weather in this area appears to be somewhat less chaotic than the rest of the country, but no one is certain why. It could be due to the fact that the exit is located within this area, as these locations are usually devoid of any sort of danger. In conclusion, traversing this level is extremely difficult and should not be done with the right equipment and supplies.

## Entrances and Exits

### Entrances

* Exiting Level 16 by using certain methods such as no clipping will bring you to this level.

### Exits

* Finding the remains of a wooden shack within the fields with pylons will bring you to Level 18.

## Author(s)

This level was written by FullCraft99.

https://pxhere.com/en/photo/1354257 is licensed as CC0 Public Domain
The Emptyrooms Wiki

# **The Emptyrooms**

The Emptyrooms is a re-imagined backrooms inspired by, The Liminal Archives, The Backrooms Wikidot.

*If you're not careful and you glitch out of reality in the wrong areas, you'll end up in The Emptyrooms, where its nothing but the complex of office rooms, the endless background noise of fluorescent lights at minimum hum-buzz, and millions of square miles of randomly segmented rooms to be in.*

We really reccomend you checking out The Backrooms Wikidot and Liminal Archives, as this wiki is heavily inspired upon it.

Backrooms Wikidot: http://backrooms-wiki.wikidot.com/start

Liminal Archives: http://liminal-archives.wikidot.com/

NOTE: Please read the Wiki Guidelines before doing anything, Thank you.

# **The Emptyrooms Navigation**

Levels are spaces that you will encounter throughout the journey of The Emptyrooms. All levels can vary from closed office spaces and even city-like places.

Sublevels are levels between one level and another, most of these sublevels tend to be small and less than 10 kilometers, with most of them having a good safety and no danger at all.

Entities are paranormal creatures that tend to be agressive and hostile, most of them being completely different from a normal human body. These entities can vary from, pitch black creatures, dog-like creatures and more.

You can now read The Emptyrooms Wiki with all this knowledge, if you want to support us you can revamp pages (with permission) and make new pages, just put effort into them. Good luck reading!
Level 6.5

**Survival Difficulty: .. Whats the point of this?**
**》Of course its not safe..**
**》You think its secure here?**
**》No entities. Just a endless void.**
## Description

The beauty of emptiness.

**Level 6.5** takes the appearance of a pitch-black, inky, empty void that stretches out endlessly. The level is said to be located exactly at the point between Level 6 and Level 7. Because of this, the level's original form failed to exist, which resulted in the entire level turning into a void with presumably no way out. There is no floor on this level; however, instead of falling forever, one simply floats in the void, unable to see or hear anything.

*But is there really anything to see? After all, this is just an eternal void filled with complete darkness. You are trapped, you are lost, you are hungry, you are in pain. But, after all, this is your fault. This was your decision, wasn't it? Are you truly proud of this? This was the choice you made. This is what you wanted, right? You are scared. Could this be your end? You are all alone here; no one can hear you scream. Think about many different things you have done. Are you sure you followed the right path?*

However, after spending a certain amount of time, wanderers may start to hear something talking to them. It is unknown if their own consciousness is talking to them. This could also be just a hallucination or an entity. It could also be the level itself directly talking to wanderers. Regardless, the voice seems to really be interested in the person's actions. It seems to judge them for every decision they've ever made. It manipulates them and punishes them with death.

*Who knows how long you are going to be stuck here? Hours, days, weeks, maybe even months, or perhaps a year? It really depends on you. Do you think that you can escape? You are stuck here, at the exact point in between the two levels. You don't have to worry about starving or getting dehydrated. I'm the one choosing your death. You can't tell that you are innocent; no one is. There is a reason you are here. So, tell me. What have you done?*

## Entrances

* *You came here from Level 6, didn't you? Don't lie to me, I know everything.*

## Exits

* Once you see the light, it is time to goodbye. No one is escaping this level alive. It's only a matter of time, before I die...

## Author and Image Credit

This level was written by FullCraft99.

https://en.wikipedia.org/wiki/File:Very\_Black\_screen.jpg is licensed under CC BY-SA 4.0, a bit modified by me.
Level 9.1

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

The tunnel of Level 9.1.

**Level 9.1** takes on the appearance of a circular road tunnel that stretches out endlessly. The floor consists of a two-lane road with sidewalks on each side, while the walls are made of precast concrete and large fluorescent lights are placed on the ceiling, which gives off a weird orange hue and never flickers. Some lights appear to be turned off temporarily. Doorways leading to metal doors can be found along the level. Unfortunately, these doors are locked and seem to serve no purpose.

The tunnel appears to be completely straight, as it has no turns. Rare sightings of entities such as Barkers and Puddlers have been reported. As you go deeper into the level, you might see different signs and signals hanging from the ceiling. They appear to be pointless, as no vehicles appear on this level. If one continues to explore this level for a long period of time, they will start to suddenly feel exhausted, nauseous, and dizzy as the levels of CO2 in certain areas of the level suddenly begin to rise. Because of this, if one suddenly feels exhausted, they should leave the area immediately.

Several notes left by other wanderers can be found laying on the sidewalks. These notes serve as survival tips, as most of them remind wanderers to take breaks and avoid hostile entities. One interesting thing to note is that only a certain number of people are allowed to be on this level at the time. Unlike other levels that usually prevent wanderers from meeting each other by simply creating copies of themselves, this level appears to be doing something completely different. It seems to make its entrance disappear when it happens to have too many people. Though it is unknown how many people can be at this level at one time before the entrance to Level 9 disappears. The entrance will reappear only once all the people leave the level.

## Entrances and Exits

### Exits

* At any given point, all the lights in the tunnel might turn off and wanderers will instantly be transported to Level 10 while it's nighttime.

## Author(s)

This level was written by FullCraft99.

https://www.pickpik.com/tunnel-asphalt-light-ribbon-concrete-transportation-11683 licensed under Pickpik's Terms of Service.
Level 9

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

A photo of Level 9 taken by a wanderer on a balcony of an house.

Level 9, also known as "Foggy Neighbourhood", is the 10th level of The Emptyrooms. Level 9 takes the appearance of a foggy suburban neighborhood that is identical to the ones in The Frontrooms. This level does not seem to have a start or end point similar to Level 7. As implied by the name of the level, the entire neighborhood seems to be covered in a strong white fog that does not seem to change or disappear.

The strange part of this level is that you will always spawn on a part of the level that seems to be similar to your street or city that you lived in before you entered The Emptyrooms, the majority of the wanderers that entered this level reported getting deja-vu from this level. This level doesn't seem to have a day/night cycle as the fog covers the entire sky.

Strangely all street lights here seem to not work and are always turned off, but the weird part is that the level seems to have a source of light coming directly from the sky. Every car here seems to not function and does not seem to have any gasoline whatsoever. Houses can contain supplies and even shelter, all houses do not share the same layout or furniture. The only entities that habit on this level are Puddlers and Barkers. Strangely rain here can occur rarely, the strange part is that the rain here seems to have the taste of salt water, the rain here is also very cold and can reach 3°C. The temperature of this level seems to be around 17°C to 19°C, with the highest temperature recorded ever being 22°C.

## Entrances and Exits

**Entrances**

* Jumping out of a window on Level 8 will lead you here.

**Exits**

* Finding an cemetary and entering it will lead you to Level 10.
* Entering a tunnel will lead you to Level 9.1.

## Author(s)

This level was written by Clousure.

Image The image is located in the video.
Level 0.2

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

An image of Level 0.2 on the 2KM mark.

Level 0.2 also known as "Laundry Rooms", is a Sub-Level of Level 0. Level 0.2 takes the appearence of a abandoned office, with gray carpet and yellow manila walls. Laundry machines are always present on rooms, some wanderers said that they even found rooms full of laundry machines. There can be found clothes and supplies inside the laundry machines, however this is rare.

There also can be malfunctioning laundry machines, do not approach them as wanderers confirmed that they explode if anyone touches them. The lights on this level emit more hum-buzzing sound than Level 0, some wanderers also reported that they went insane because of the lights. If you see a laundry machine that seems to have white skin, do not open it, its a trap as a Barker is inside the laundry machine, and if you open it will attack you.

This level seems to have a end unlike other normal levels, this level is only 500km long, this has been proven by many wanderers who explored the entire level. The deeper you go on the level, the more abandoned it will be, for example at 15km mark laundry machines will start to malfunction, at 50km the paint of the walls will melt, and at the 150km mark rooms will be mostly empty and lights will also mostly not work and will flicker.

You can also find Fungus here, however this is rare. Most of the washing machines seem to function, with some of the washing machines randomly turning off and on.

## Entrances and Exits

**Entrances**

* Noclipping into a laundry machine in Level 0 will lead you here.

**Exits**

* Once you reach the 250km mark, you will find an area which is similar to Level 0, entering that area will lead you back to Level 0.

## Author(s)

This level was written by Clousure.

Laundry Rooms Image has been credited for CC-BY-SA reasons.
Level 22

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**

* The Mall
* The Airways

A image of the hallways in Airways..

Level 22 takes the appearance of a complex mall with restaurants, cinemas, bars and more. This level proposes a minimal threat, as this level can be seen as safe, with the only danger being Barkers and Fungus. This level has many sections and areas which all take a different appearance according to the one you are in, with infinite sections existing all around this level. Heavy supplies can be found in the restaurants, such as food, weapons, firearms and more. Some christmas decorations can be found in this level aswell, with some areas even having huge christmas trees similar to the ones in Level 20.

In this level you can also find food courts, arcades, joy rides and multiple more according to the area you are in. A soft but hearable mall-ikea sound is played in this level at all times, which can be heard the same anywhere and can be heard anywhere. There are areas in this level which are way darker and more abandoned, with these ones being the most dangerous and propose a more serious threat than the earlier areas, with these darker areas containing more entities and more threats.

In the dark area, you can find a room which leads to a section called "The Airways" which is listed below

### **The Airways**

The Airways are a section of Level 22. This section takes the appearance of small claustrophobic hallways with brick walls, concrete floor and a smooth ceilling with low and non-bright lights hanging out from it. In this section you will find rooms, with pipes and undecorated furniture with mirrors, paintings, tables and much more. After spending more than 20 minutes in this area, alarms in this section will start to blare throughout the entire section, and after that happens The Stalker will appear somewhere in the area trying to look for you.

When the alarms are blaring you will need to find a locked door with wooden barriers on it, with the only way to unlock it is by finding a heavy metal weapon or any metal object that could be used as a weapon, to break the wooden barriers and leave the area which will then exit you out of this level.

The Stalker in this level will act way more hostile, with it trying to kill you at all times. The only way to escape the entity or run from it, is to throw any heavy object such as: Barrels, Tables, Mirrors to its face, that will cause the entity to get distracted and stunged for a small period of time which is enough for you to escape.

This area is not reccomended to enter, with it being the only way to enter Level 23, however there are more exits in the earlier areas.

## Entrances and Exits

**Entrances**

* Entering a mall-like exit in Level 21 will lead you here.
* Touching a christmas tree in Level 20 has a small chance of leading you here.

**Exits**

* Entering the locked door will lead you to Level 23.
* Playing on the arcades might take you to Level 5.

## Author(s)

This level was written by Clousure.

First Image

Second Image
Level 10

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

* Daytime
* Nighttime

No image of the nighttime has ever been taken.

Level 10, also known as "Abandoned Cemetary", is the 11th level of The Emptyrooms. Level 10 takes the appearance of a seemingly abandoned cemetery. Like in The Frontrooms, the cemetery seems to have graves with the names of everybody that died in The Frontrooms, and even in The Emptyrooms, you can see their birth date and death date on their gravestone and even the cause of their death. Strangely when somebody dies, a grave will generate out of thin air with their birth date, etc.

Strangely these graveyards don't seem to have the dead bodies of the person that died. This level seems to have a day/night cycle, with the day seemingly being 14 hours and the night being 11. You will spawn in the center of the level with a giant statue of an unknown person with a shield and sword. The day here seems to be very much peaceful, with entities rarely spawning, and if they do you will probably never find one. Strangely this level doesn't seem to be endless, it has been proven that this level is round as 4 wanderers embarked on a journey to try finding the exit out of this level but only walked across the entire level and went back to the center. Level 10 also seems to have weather times, so it could be fog, rain even storms.

### The Night

When night comes over, entities will spawn and the level will start to become more unstable, graveyards will start to fall over, and all the leaves of trees that are located on this level will fall. Entities that spawn here at night are: Vermobats, Barkers and Puddlers. Entities here seem to be 2x more hostile on this level at night and it even has been proven that Barkers here can sprint faster.

If you look closely into the sky, you will notice an oddly strange recreation of the moon, with it being closer and bigger. It has also been proven that red moons happen every month, this red moon seems to make the entities 10x more agile, strong, hostile and even stamina, this red moon is the most dangerous event of the entire level with only 17 wanderers, surviving it making it almost impossible to survive. Once the night ends everything will reverse back as if nothing ever happened.

## Entrances and Exits

**Entrances**

* Entering a cemetary on Level 9 will lead you here.

**Exits**

* Entering a skyscraper will lead you to Level 11.

## Author(s)

This level was written by Clousure.

Graveyard Image is licensed under CC BY 2.0.

The second image on nighttime is mine, I created it on photopea so I wont have to credit myself.
Level 1

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

An image of the deeper floors in this level.

Level 1 also known as "Parking Lot" is the 2nd level of The Emptyrooms. This level takes the appearance of an dimly lit abandoned parking lot, with the floor being gray concrete and the ceilling being gray and tiled. This level is known for its darkness, with the majority of the level being consumed by darkness with the only light source being small dimly lights. There are approximately 150 floors in this level, which can be accesed by an staircase or an elevator.

You will start in the highest floor, with it being the less abandoned floor having multiple cars parked and clean structure, but if you go down an staircase or by elevator to another deeper floor, the parking lot will seem more abandoned and dirty so it is not recommended to navigate through deep floors instead focusing on finding the exit is an better choice.

Crates can be found around this level, which will spawn at any given time and can be more commonly found in the higher floors. Cars on this level do not seem to have any motor function, making you unable to start it or drive it. The only entities found in this level are fungus which seem to appear due to the humidity of the level.

More entities will spawn each floor you climb up, but the amount of entities is always low. Firearms and weapons can also be found in this level, which usually appear in the higher floors. There have been some reports of entities inside the cars but they are not yet to be confirmed, and they have described the entities to be hostile in some way, with only 12 sightings it is yet to be confirmed.

In the higher floors of this level, the smell of gasoline is so strong that it might be able to toxic you to death and kill you, which is why masks usually appear in the crates or supply boxes. There seems to be small rooms in this level, which contain medkits, flashlights and more. The lights in this level seem to flicker or even turn off for hours, when this happens more funguses will appear with them being 2x stronger and 3x bigger.

## Entrances and Exits

**Entrances**

* Entering an fire exit on Level 0 will lead you here.

**Exits**

* Noclipping on this level may lead you to Level 2 or Level 3.

## Author(s)

This level was written by 20Tom07.

Rewrite by Clousure.

Image by u/Max-the-dragon called "Parking lot".
Level 5

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

A image of one of the rooms.

Level 5 also known as "Hotel Complex", is the 6th level of The Emptyrooms. Level 5 takes the appearance of a fancy hotel located somewhere in the 80s, the hotel itself has a lot of furniture. You cant break objects on this level, they seem to be unbreakable, as wanderers confirmed that no one has ever broken them. The hotel seems to have 350 floors, as there are elevators and all of them seem to have 350 buttons, however, elevators are only located in Lobbies. All hotel rooms seem to be unlocked, and each of these rooms seems to have different furniture from one another.

The hotel itself becomes more abandoned the higher you go on the floors, if you go on Floor 350 the hotel will become destroyed, hotel rooms will become unstable, for example, objects or lights might even fall on this floor, the hallways are also an unstable part of the floor, the carpet seems to be destroyed, the ceiling looks like it's about to collapse, the walls painting melting and much more.

Entities can also be found on higher floors, Barkers are common past Floor 150. There seems to be background music that has no place that is coming from, for example, all the sound of Level 5's music is the same in all locations. The music seems to trigger a calming sensation, some wanderers even said that the music made them fall to the floor because it was too relaxing. If you go to the balcony, you will see 350 floors from the bottom to the ceiling. Paintings on rooms can be found, they seem to be pictures of the hotel itself, and no other painting that is not an image of Level 5 has been found.

## Entrances and Exits

**Entrances**

* Entering a hotel apartment in Level 4, will lead you here.
* If you enter Section 3's tunnel on Level 4.4, it will lead you here.

**Exits**

* Entering a pitch-black room will lead you to Level 6.

## Author(s)

This level was written by Clousure.

Hotel Room is licensed under CC BY-SA 2.0.
Entity 4

## Behaviours

Entity 4 also known as "Puddlers", is the 4th entity of The Emptyrooms. Puddlers take the appearence of a medium-sized puddle, the strange part is the puddle does not seem to be water, instead a unknown black liquid. Going near, or touching the puddles seams to alert a black tall figure, this figure will try to kill you by ripping your neck off, puddlers seem to be stronger than regular humans, they also seem to me fast making it hard to escape them. The small puddles seem to be their "Home", as that might be the reason for Puddlers acting agressive.

Once you touch the puddle, the figure will come out of the puddle trying to kill you as much as possible, however Puddlers take some time to get out of the puddle so if you ever touch one, run as fast as you can. The only way to escape Puddlers is to mislead them or going to far away, Puddlers once you go to far or mislead will just come back to the Puddle as if nothing happened and they will stop being agressive.

## Biology

Puddlers seem to be tall black humanoid figures, they seem to have the whole body colored pure black, even the hair is black. The height of these humanoids seem to be 187cm, strangely all the humanoids seem to be the same height. All Puddlers seem to be different, for example they dont share the same hair, strength and even agility. The only part of Puddlers that are not black are their eyes, their eyes also seem to be very bright being able to even blind you.

## Discovery

Puddlers were first discovered on Level 6, when a group of 3 wanderers were exploring Level 6, one of the wanderers touched the puddle and died as he didnt ran, the other 2 wanderers have survived and are living on Level 5.

## Do's and Don'ts

### Do:

* Avoid Puddlers.
* Mislead, or run far away if you are getting chased by one.

### **Don't:**

* Go near Puddles.
* Approach the Figure.

## Author(s)

This entity was written by Clousure.

Entity Image This image has been credited.
Level 11

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

An image taken on the rooftops.

Level 11 also known as "Rooftops", is the 12th level of The Emptyrooms. Level 11 takes the appearance of endless collided buildings to eachother, making no space for there to be ground. All of the buildings vary, with all of them being different in shape and height. This level does not seem to have a day/night cycle with it always being extremely sunny with the temperature being 28°C. You can enter the buildings if they have an emergency exit on their rooftop, entering it will lead you to an apartment with everything a regular one would have.

Navigating through this level may be rough sometimes as you might have to jump through tall heights, some even fatal. The wanderers that have been into this level, have described feeling nostalgic upon entering this level, they also described the feeling that they have been here in real life, similar to Liminal Spaces. Entities here are rarely found, with the only entities being Barkers.

The rooftops on this level are usually very dirty, some even being corroded and mud or mold. This level also seems to smell bad, with wanderers describing the smell as mutated dog poop with even some wanderers saying that they gagged or vomited due to the extremely bad smell.

Useful supplies can be found in the apartments, the majority of them are scattered around the buildings making it sort of treasure hunting, but instead being supplies. These apartments are the safest areas on the level, having almost no entities and being cleaned instead of having an extreme smell and having an old fancy style to them.

## Entrances and Exits

**Entrances**

* Finding an apartment on Level 10, and entering it will lead you here.

**Exits**

* You can use windows of the apartments to enter other levels, much of them show a level's scenery. Opening the window and entering it will lead you to whatever level shows up on the window.
* Noclipping is possible, it will always lead you to Level 12. But this is hard and exiting through the windows is more recommended.

## Author(s)

This level was written by Clousure

Rooftop Image is licensed under CC BY-NC-SA 2.0.
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Level 18

**Survival Difficulty: Class 0**
**》Perplexing Safety**
**》Secure**
**》Friendly Entities**
## Description

The trees outshine the entire sky.

**Level 18** takes on the appearance of a perplexing forest with drinkable rivers, wooden shacks, supplies and incredible waterfalls. Everything you need to survive is here, everything that your imagination can contain is here. Entities in this level exist, but seem to sucumb to a effect making them friendly and intelligent. Safety and security in this level is unlimited, with every corner of this level protecting you no matter what and if you are on a group even better.

Tropical rain in this level will cause your body to fall into a deep relaxation state where your mind will leave your inner consciousness and travel through dimensions your brain cant comprehend. The sound of insects, butterflies and the birds chirping all seem to sing as you explore this amazing level.

The friendly entities will guide you through this level, which will show you the beautiful landmarks, stones, shacks and will help you throughout your entire journey of a amazing state in this level. Your brain will see beautiful hallucinations that writing it is impossible to the human mind.

## Entrances and Exits

### Entrances

* Get here by leaving your inner consciouness to travel somewhere.

### Exits

* Why leave?

**> Open Additional File?**   **> Close File**
 **Please enter Login information.**  Insert Username   N/A      Insert Password   Password Autofilled.

**Survival Difficulty: Class 5**
**》Unsafe**
**》Unsecure**
**》Entity Infestation** Everything in this fucking level is pure lies, everything.. THIS IS ALL LIES JUST TO DECEIVE YOUR TINY BRAIN.. MY FUCKING FRIENDS GOT RIPPED AND TORN APART IN THIS LEVEL AND I HAD TO WATCH IT.

# **...**

You know what, let me calm down and explain what the truth of this level really is, because soon I will probally be killed by them. Me and my friends were scavenging for supplies in Level 17 when we suddendly fell through somenthing and ended up in this shithole, we at first thought this was safe, a resting level, but no, it was all lies made up by them. We saw things that ruined our entire mental health, some of us died while others got scarred for life, while I just watched in horror. Well, it all wont matter soon, as they are gonna hack this page and change everything up so you cant know the truth.

It's pointless forever.

It was not worth it to go there.

I'm sorry.

## Author(s)

This level was written by Clousure.

Main Image Credit (Edited by Me)

Second Image

Third Image
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Level 4

**Survival Difficulty: Class 2**
**》Relatively Safe**
**》Secure**
**》Low Entity Count**
## Description

An image of Level 4's playground with the buildings in the background.

Level 4 also known as "Quiet Playground" is the 5th Level of the Emptyrooms. Level 4 takes the appearance of a Playground with 2 rows of buildings next to each other. It seems as both the playground as well as the row of buildings expands for infinity. This whole level is shrouded in a dim fog and doesn't seem to have a day and night cycle. This level also doesn't have a sun, it is unknown why it remains daytime.

### The Playground

The Playground is an area which stretches infinitely in both directions. Despite its name being "The Playground" only sometimes things like
slides, sandboxes and other Frontrooms playground appliances. Most of these have rusted, almost beyond use. The floor consists of mostly mossy grass and rarely a bit of sand. Sandboxes in this area also often have grass growing inside of them.

### The Buildings

The Buildings are also an area which stretches infinitely in both directions. While not all buildings are the same, they share similar features such as: the walls consisting of bricks and stone, having windows on every floor, and often sharing a red brick color. The inside looks like a normal apartment building. There are non-working lights in the buildings asw ell, but as the level stays in daytime, it isn't dark. Although there are some rooms that have no windows and are shrouded in darkness, there is a high chance a Barker is lurking there. These rooms are also the only place to meet entities on this level.

## Entrances and Exits

**Entrances**

* Pushing the B button on an elevator in Level 2 will lead here.
* Entering a fire exit door in Level 3 may also lead here.

**Exits**

* There is a low chance that one of the buildings, instead of being a normal apartment building, has the looks of a hotel. Entering it will lead to Level 5.

## Author(s)

This level was written by 20Tom07.

Image by u/Thrasssshhhher called "Red Road Flats, Scotland"
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Level 4.4

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

* Section 1
* Section 2
* Section 3

Level 4.4 also known as "The Red Sky" is a sublevel between Level 4 and Level 5. Level 4.4 is split between many different sections.

## Section 1

Section 1 of Level 4.4 consists of an apartment building stretching around 30-50 km in length (size may vary). This apartment building shares similar features to a normal apartment building. This building also has many windows. The outside looks like a small park with trees and grass. The main difference is that the sky is lightly red. This section is the only section that does not contain any entities. It is recommended to try and take as many supplies as possible in this section. Walking 30-50 km in any direction will lead you to Section 2. On your way there, the building will start to deteriorate until you reach Section 2.

## Section 2

Section 2 of Level 4.4 is a forest on fire. While this fire doesn't appear to spread fast, all attempts to extinguish it have failed. Many other things have appeared on this section as well, for example a zip line. Taking this zip line is the safest way to travel through this section, as it avoids most entities and fires. The only danger might be that the zip line catches on fire. The only entities found on this level are Barkers and Fungi. This section is about 20-30 km long, so try and find the zip line as fast as possible. You can exit this section by walking in one direction till you find a small town.

## Section 3

Section 3 of Level 4.4 appears to be a small town. The sky has gotten significantly more burning red than in the other 2 sections. Looking at the sky for a few seconds is often enough to make a wanderer blind. The houses in this section all look like normal houses, however, all furniture on this level seems to knock down or damaged similarly. Entities appear very often in this section, it's advised to leave as quickly as possible due to this. The exit is a few kilometers away from the entrance of section 3. The exit appears to be a stone tunnel.

## Entrances and Exits

**Entrances**

* Finding a red glowing light in Level 4 will lead here.

**Exits**

* Entering the tunnel in section 3 will lead to Level 5.

## Author(s)

This level was written by 20Tom07.

Image 1 by u/underexpressing called "San Francisco apartment building during wildfire season"

Image 2 by Photos: The Battle Against Caldor Fire at Lake Tahoe Ski Resort (gizmodo.com) slide 8

Image 3 by u/fuzzz6 called "My Kitchen"
Beanos

### IQ

10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

## Biographical information

### Age

Unknown, yet likely vigintillions of years old.

## About

**Beanos** (been-os) refers to a colloquial name given to the children's TV series *Numberjacks* character One which gained popularity in shitposts on Instagram in July 2019. The name is a portmanteau of words the "Thanos" and "bean," and is a reference to the Marvel Comics villain Thanos. In edits, Beanos' unexpected appearance, accompanied by the ear rape version of Spongebob Chase Freestyle, is used as a punchline.

## Origin

On October 20th, 2006, episode five "One More Time" of the season one of the British children's TV series *Numberjacks* premiered.[1] In one scene of the episode, the Numbers track One on their screen, who is shown standing near a brick wall.

### Trivia

Beanos is often portrayed as male in the memes which they are shown in, but in the Numberjacks show, they are referred to as a 'she.'

(please add more trivia about Beanos if you find any)
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