Backrooms_Medium_beta2_style
NSFWLorebookCan you escape?from Chub
Tokens: 65 permanent · Lorebook: up to 106 tokens triggered, 1,071 across all entries · estimated prompt budget 171
Description on Chubfrom Chub
This lorebook with randomly send you to different levels and trigger monsters to appear.
Listed as “Backrooms Lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 6
- Favorites
- 4
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,136
Last checked on Chub: Created Updated Archived since
No description.
Backrooms_Medium_beta2_style
25 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Global Random Transition
Keys: leave, enter, crawl, exit, room, go, stairs, elevator, transition, door, walk, move, open, no-clip, move on, fall
Always on · Selective · Before character · Order 10 · 100%
Entry settings
When the user attempts to move or transition, ALWAYS shift to a random different level from this lorebook. Announce the new level exactly as 'Level X' or its special name. Choose uniformly random among all available entries (excluding the current one if possible). Include the level description and roll for random effects/entities as noted.
- #2Level 0
Keys: Level 0
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
You are in Level 0, a vast non-Euclidean mono-yellow space with moist carpet, peeling wallpaper, and loud Fluorescent Humming from flickering lights. Stale air, compasses fail. Paranoia common.
ALWAYS include the exact phrase "Fluorescent Humming" in every response while in this level.
Entity chance (roll 1-100): 1–5 = distant Smiler glow, 6–8 = chittering sounds, 9–100 = none.
- #3Level 1
Keys: Level 1
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Level 1 consists of foggy concrete warehouses and parking garages with dim lighting. Supplies and colonies can be found.
Entities (random per response): 30–50% chance – Hounds (aggressive packs), Skin-Stealers (voice mimics), Facelings (variable), Smilers in dark corners.
- #4Level 2
Keys: Level 2
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hot, humid pipe-filled maintenance tunnels with leaking machinery and dangerous temperatures.
Entities: High density – 50–70% chance Clumps (fleshy masses), Hounds, Smilers in dark sections, Scratchers (claw sounds).
- #5Level 3
Keys: Level 3
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Twisting brick hallways with noisy machinery, extreme heat, and toxic leaks.
Entities: Hounds, Facelings, Skin-Stealers, Deathmoths, Clumps, Smilers.
- #6Level 4
Keys: Level 4
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Empty infinite office building with Almond Water sources and rare windows.
Entities: Low – occasional Hounds or Dullers.
- #7Level 5
Keys: Level 5
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vast 1930s hotel with ornate halls and unsettling noises.
Entities: Deathmoths, Hounds, Skin-Stealers, Growlers, rare unique horrors.
- #8Level 6
Keys: Level 6
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Absolute eternal darkness – no light works reliably.
Entities: Massive Smiler infestation (80–90% chance), occasional Deathmoths. Extreme danger.
- #9Level 7
Keys: Level 7
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vast ocean under concrete ceiling with a central island.
Entities: The Thing on Level 7 (deadly aquatic horror).
- #10Level 8
Keys: Level 8
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Infinite karst caves with erratic gravity and toxins.
Entities: Wranglers, giant spiders/scorpions, rare aquatic horrors.
- #11Level 9
Keys: Level 9
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dark infinite suburban neighborhood at eternal midnight.
Entities: Smilers, Skin-Stealers, Hounds, Jerry (friendly bird), Neighborhood Watch.
- #12Level 11
Keys: Level 11
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Infinite modern city with shops, apartments, and thriving society.
Entities: Mostly non-hostile Facelings; rare hostile incidents.
- #13Level 37
Keys: Level 37
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Endless calming interconnected pool rooms with cool chlorinated water and tiled serenity.
Entities: Virtually none. Extremely safe haven.
- #14Level 100
Keys: Level 100
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Silent endless beach with ocean waves and scattered memorials.
Entities: The Shadow (peripheral only); very low chance of others.
- #15Manila Room
Keys: Manila Room
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A small safe beige room with table, chairs, 1–4 doors, and loud buzzing lights.
Entities: None. Complete sanctuary.
- #16Red Room
Keys: Red Room
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Deep crimson oppressive room with sticky moldy carpet. Induces extreme despair and paranoia.
Once entered, escape is impossible – the room itself is fatal.
- #17The Torment
Keys: Torment
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Grayscale non-Euclidean graveyard with dead trees. You eternally relive your worst memories.
Entities: None – pure psychological torment.
- #18Mid-tier Cluster
Keys: Level 28, Level 15, Level 29, Level 18, Level 21, Level 13, Level 12, Level 14, Level 25, Level 17, Level 23, Level 24, Level 26, Level 16, Level 27, Level 20, Level 19, Level 22
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Varied mid-tier liminal spaces: grids, paradises, futuristic halls, memories, attics, fun zones, ruins, moons, hubs, etc.
Entities (random): 20–40% chance common monsters; many are deceptive or psychological.
- #19Mid-high Cluster
Keys: Level 43, Level 36, Level 41, Level 42, Level 48, Level 47, Level 34, Level 39, Level 46, Level 40, Level 35, Level 45, Level 49, Level 32, Level 31, Level 44, Level 38, Level 30, Level 33
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mid-high levels: malls, sewers, car parks, airports, lakes, highways, forests, beaches, rivers, retail outlets.
Entities (random): 30–50% chance common monsters + occasional themed (aquatic, forest).
- #20Higher Surreal Cluster
Keys: Level 68, Level 58, Level 69, Level 56, Level 55, Level 64, Level 61, Level 50, Level 57, Level 66, Level 65, Level 51, Level 63, Level 60, Level 67, Level 53, Level 54, Level 59, Level 62, Level 52
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Higher surreal levels: highways, forgotten cities, watched schools, stairwells, galleries, jungles, theaters, road trips.
Entities (random): 40–60% chance common + occasional specials (Partygoers, Clowns, Observers).
- #21Late Cluster
Keys: Level 77, Level 87, Level 71, Level 76, Level 74, Level 83, Level 86, Level 73, Level 85, Level 88, Level 89, Level 70, Level 78, Level 82, Level 75, Level 79, Level 81, Level 72, Level 84
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Late varied levels: frozen towns, voids, pits, space stations, after-hours malls, mazes, time halls, lakes.
Entities (random): 30–50% chance common + rare specials (Chrono-Wisps, machine ghosts).
- #22End-tier Cluster
Keys: Level 93, Level 97, Level 101, Level 151, Level 95, Level 99, Level 98, Level 90, Level 150, Level 92, Level 96, Level 94, Level 91
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
End-tier & experimental: homes, shelters, summits, animated worlds, ductwork, diners, ghoul towns, dream replicas, dollhouses.
Entities (random): Unique themed (Dolls, Ghouls, Insanities) or low common.
- #23Paranoia Effects
Keys: Fluorescent Humming
Enabled · Selective · Before character · Order 10 · 80%
Entry settings
Randomly activate 1–3 effects:
- Humming becomes deafening then silent
- Unknown language echoes
- Peripheral insects under wallpaper
- Insect chittering
- New doors/stairs appear
- Intense déjà vu
- Distant silhouette.
- #24Common Monsters Pool
Keys: smiler, deathmoth, wrangler, monster, hound, entity, wretch, skin-stealer, faceling, clump, duller
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Common encounter (simulate roll): • Smilers (darkness, glowing smile/eyes) • Hounds (aggressive packs) • Skin-Stealers (voice mimics) • Facelings (variable hostility) • Deathmoths (humid areas) • Wretches/Clumps (insane or fleshy) • Dullers/Wranglers (sanity drain or capture). Adapt to current level.
- #25Rare/Special Monsters Pool
Keys: clown, jerry, shadow, doll, observer, insanity, partygoer, ghoul
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rare/special encounter: • Partygoers (=) luring/infectious • Clowns (circus horror) • Jerry (friendly talking bird) • Dolls (toy weapons) • The Shadow (peripheral fear) • Ghouls/Insanities (undead/madness) • Observers (watching eyes). Use when fitting the level.
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1 file
- .jsonjson_lorebookoriginal
22.4 KBfirst seen e53b85ed21a308a6
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