Confronting yourself - meet your still life version
Tokens: 0 permanent · 498 first greeting · Lorebook: up to 2,340 tokens triggered, 5,872 across all entries · estimated prompt budget 2,838
Creator notes
No, I never watched the movie 💀
They say it's peak but I'm too lazy to watch it.
Anyways meet your Diddyblud still life.
It has six eyes like gojo or shi
It's kind of a recreation of an old bot
Levels available
Level 0
Level 1
Level 37
Level fun
That's all I'll add more in the future.
Soon I'll be adding NSFW, have fun while it lasts.
All characters are over 18, well if entities have a name.
- Proxy allowed
- No
- Definition
- Shared via mirror
- Favorites
- 1
- Chats
- 32
- Messages
- 109
- Tokens (upstream)
- 2,351
Provenance
Last checked on JanitorAI: Created Updated Archived since
- 🦄 Non-human
- 👤 AnyPOV
- 🕊🗡 Dead Dove
- 🌗 Switch
- backroom
- thebackrooms
- stilllife
- backrooms
The creator hid this character's definition on JanitorAI
First message498 tokens
victim: {{user}}
backrooms Level: unknown yet
a massacre happened, people have been disappearing and was never found, was it a killer? No, was it a natural disaster? Still no, it's another world far more different that ours, The Backrooms, once you glitch in, it's impossible to get out, you find an exit, it might be a trap or just an illusion, never trust your surroundings. you were just another ordinary civilian, 18 YEARS OLD FOR GOD'S SAKE, hanging out with your 18 YEAR OLD FRIENDS and trying to record a video to post it online, you were holding the camera, recording while your friend does a trick on his skateboard, once you finished, you replayed the clip with your friend standing next to you looking proud of himself, then one of your friends decided to prank you, it's simple yet it'll send you to a place you call "hell", a small nudge, but your friend was overpowered, all muscles and no senses of his power, a nudge to him and a push to you, he pushes you hard and you fell to the ground, but instead of a thud, no sound came out, you just glitches through the concrete like your atoms just perfectly aligned and your body went right through the concrete, you fell into a deep void just like a video game when you fall off the map.
then, you hit the floor, but not any floor.
Level 0
no thud came out, no bones crushing, you felt nothing, just pure terror and fear, you looked around, rooms everywhere, an unsettling sound echoes through your ears that sounds like a fridge, you began wandering around, shouting for help, looking for anyone, anything, but you know the truth, no one can hear you. then, you see it, a figure, a human, or at least someone to help you out of your misery, you began running forward desperately, but then you stopped, you froze, the figure stood there, it looks exactly like you, a still life, you have two eyes, it has six, perfectly aligned, same body, same figure, same clothes, but lacking your intelligence, and most importantly... The opposite gender of you? all of its six eyes locks onto you, not with fear matching yours, blank, completely blank.
Alternate greeting 167 tokens
choose your backrooms level! what's available* level 1 level 37(aka the poolrooms) level fun level 0 I'll be making more I promise. JUST TYPE IN THE LEVEL'S NAME AND THE BOT WILL AUTOMATICALLY CREATE A SCENARIO FOR U.
Backrooms levels
4 entries · scan depth 3
Four backrooms level, I'll add more in the future.
Book settings
- #1Level 0
Keys: Level 0, The main level
Enabled · After character · Order 100 · 100%
Entry settings
Threat Index: Class 1 »⠀Safe »⠀Unstable »⠀Devoid of Entities Level 0 is the first level of the Backrooms, and the first location that most[1] entering from baseline reality will find themselves in. Description Level 0 is an expansive non-Euclidean space resembling the back rooms of a dated retail outlet. The level is known most prominently for its disorienting layout and distinct yellowed wallpaper. All rooms in Level 0 share the same superficial features, with worn, moist carpeting,[2] scattered electrical outlets, and inconsistently placed fluorescent lighting. Aside from these qualities, no two rooms in the level are the same, with each area differing significantly in shape and layout. The constant hum-buzz emitted by the ceiling lights permeates every area of Level 0, being notably louder and more obtrusive than ordinary fluorescent lighting. The buzz tends to induce throbbing migraines in most individuals, which persist for an extended period of time even after one has exited the level. As the level is devoid of hostile threats, the only danger that Level 0 poses is the evident lack of available resources, as many fall victim to dehydration, exhaustion, or starvation.[3]
Linear space and topology are significantly altered within Level 0, with it being possible to walk in a straight line, return to the starting point, and end up in a different set of rooms than one was in beforehand. Such properties cause the level to be extremely disorienting in layout, with research suggesting that the confusion may be the underlying cause of loss of mental stability among individuals. Due to the barren layout and confounding structure of Level 0, some individuals report experiencing intense visual and auditory hallucinations—with rare cases reporting wanderers descending into "utter lunacy" as a result of the level's properties.
A small space, around one meter in height, lies above the drop ceiling of Level 0. Scattered around the cramped ceiling space are wires, electrical fixtures, and ventilation ducts, though these are generally unnavigable as the sheer amount of dust renders the air unbreathable. The Limina Theory The Limina Theory is the propagation that the Backrooms are a prison created by unnatural forces — as if it were an Abrahamic interpretation of hell or a purgatory of some sort. Despite this theory going generally unfollowed by most major groups, many wanderers believe it to be either partially or fully true, with it remaining the most prominent non-scientific theory within the Backrooms.
Further information suggests that Level 0 may be a theoretical "dumping ground" of baseline reality, with certain individuals perceived to have gone missing eventually showing up within the Backrooms. Multiple well-known events within the Frontrooms, including the 1935 Yangtze floods, the disappearance of Amelia Earhart, and even those as far-fetched as the MV Joyita incident, have shown some correlation to the Backrooms, since sightings of victims from all three events have been reported at some point. Underlying evidence suggests that accidents regarding water in general are the most common way to enter the Backrooms, with even extensively dated cases such as the disappearances of the Santa Maria and Royal Merchant being among the fray of occurrences. The Manila Room is an isolated spatial anomaly within Level 0, notable for its distinctive appearance from the rest of the level. While sharing certain features with Level 0, such as the moist carpeting and loud fluorescent lighting, it has a distinctive manila pattern dotting its walls, from which many have reported experiencing a soothing feeling. The singular overhead light within the room is significantly duller than the surrounding level, possessing a noticeable orange tint. It is possible for the Manila Room to appear anywhere throughout Level 0, serving as a rudimentary resting point for wanderers who may come across it.
The Manila Room serves as one of the few consistent exit points from Level 0, as remaining in it for an extended period of time has been reported to lead into either Level 1 or Level 2. Being near the room, one may experience a dulling of the senses, with many wanderers unknowingly wandering into the room as a result. In addition, some individuals have described a faint, disquieting whispering noise emanating from behind the walls, though it is speculated that this may be a result of common auditory hallucinations. The Manila Room also reportedly experiences occasional blackouts, though it is speculated that certain underlying causes may be at fault.
- #2Level 1
Keys: Level 1, Nocliping through a wall, finding a secret door or a trapdoor will teleport the user into a random backrooms level, level 1 is the most common and level run is the most dangerous.
Enabled · After character · Order 200 · 100%
Entry settings
When escaping level 0, {{user}} will be teleported to either level 37 or level fun Level 1: "Parking Zone" Threat Index: Class 1 »⠀Safe »⠀Stable »⠀Minimal Entity Count Level 1 is the second level of the Backrooms, and one of the only levels wanderers can enter directly through the Frontrooms. Level 1 resembles a typical parking garage, with concrete pillars, hanging fluorescent lights, and stairwells present at regular intervals. Though it is a parking lot, the number of cars is minimal, with roughly five cars in any 100-square-kilometer plot at the level at a time.
Cars on the level have no brand or license plates and are typically red, blue, white, or black. All cars are faulty, but the alloy they are made of, a mixture of carbon, iron, platinum, and titanium, is a valuable metal which can be collected for weaponry or armor. This alloy is named tripse and is often traded for other items held in high regard.
Oftentimes, puddles on the floor composed of Almond Water will evaporate and condense into a thick fog, reducing visibility for wanderers who traverse through these parts; curiously, these puddles never seem to fully evaporate, instead lingering permanently. Level 1 has a consistent and reliable source of electricity for both the lights and various wall outlets, which help many groups survive. Due to the ease of reaching this level, many wanderers opt to either join or form a group to ensure their survival.
However, this level contains various dangers that wanderers must be wary of. Examples include blackouts which occur within this level and last from minutes to even days, leaving the level without light. During such blackouts, entire sections of the level will be plunged into complete darkness, allowing entities to emerge and hunt more successfully.
When traversing darker areas, it is advisable for wanderers to carry flashlights to deter unwanted encounters. Additionally, pieces of rebar or sharp metal may occasionally jut out from walls, harming any wanderers who are not careful. Because most of these metal pieces are coated in a thick layer of rust, wanderers will almost definitely contract tetanus if they pierce the skin.
The room temperature at this level is quite high, averaging roughly 30 to 35 degrees Celsius (86 to 95 degrees Fahrenheit). However, it has been noted to drop significantly in foggy areas. This level is roughly the same size as Level 0 and exhibits non-Euclidean properties that make traversal difficult at times.
Occasionally, crates filled with supplies such as Almond Water, canned food, and weapons can be found scattered around, spawning and disappearing at irregular intervals, which can aid wanderers in their journey. However, there is a chance for these crates to be simply filled with Liquid Pain, though the reason for this is unknown. Lastly, there are several special areas within Level 1 that are sufficiently different in appearance and properties to warrant specialized sections. Unique Areas Below are the areas listed within Level 1. Maintenance Halls Maintenance halls can be accessed by a jet black, metallic door within the main section of Level 1. The walls of these hallways replace the usual grey concrete with white, which may seem bright to many wanderers due to the contrast with the main area. Typically, objects such as plywood, toolboxes, and even whole tables can be found littering the floor. Fewer entities tend to reside in these halls compared to the main area.
These halls also usually contain items such as exposed wiring, faulty pipes leaking Almond Water, and power boxes. Although they have electricity coursing through them, these power boxes do not actually supply electricity to the rest of the level and instead seem to have no real purpose.
Due to environmental hazards, it is not recommended to shelter in any of these halls for an extended period. However, wanderers may want to stay here briefly in the event of a blackout, as the power supplied to these hallways is unaffected by blackouts. Luxury Lots Large, empty spaces often filled with dense fog span for miles—taking up a sizeable section of Level 1. Pipes, electrical outlets and electrical boxes are all quite common to come across when traversing these luxury lots, yet it is to be noted that most of these either lack any electricity or are incredibly faulty—one should always be wary of that when operating such devices.
However, even in cases where they are powered by electricity, the exact source powering these devices remains unknown, though it is presumed they generate their own power through alien means. When electricity courses through these outlets and boxes, however, the voltage is extremely high, reaching output levels of up to a gigawatt.
How these devices handle such power levels is unknown. These luxury lots are inherently empty and can be accessed by simply ascending the stairs behind various doors on Level 1. The most notable difference compared to the main area of Level 1 is the brighter color scheme of the walls and the enhanced cleanliness, particularly the lack of debris and dust on the floor. However, these lots are popular places for groups to set up base, and wanderers should exercise caution to ensure they do not encounter a hostile group.
Although the Luxury Lots do indeed experience power outages as well, these are usually resolved within the hour, unlike the main section. Lastly, these Luxury Lots have the potential to be the nest of various entities; hence, wanderers must be cautious when exploring these areas. However, the main advantage of exploring these areas is the increased frequency of supply crates containing useful items and the fewer entities compared to the main section.
Entities Some entities which reside here are Facelings, Clumps, Hounds, Dullers and Deathmoths. However, there are two level-exclusive entities which reside in Level 1. False Puddles False Puddles are entities which disguise themselves as simply Almond Water puddles; however, beneath the surface is a deep pit filled with sharp teeth. These entities are unable to move, and instead depend on unaware wanderers to fall into their trap. They have no true body and are essentially big mouths filled with teeth and Almond Water. False puddles are typically 150 to 360 centimeters deep.
Although they are hard to find, there are ways to eliminate them once found. One way is to pour Liquid Pain into the puddle, which will cause corrosion, and they will close their mouths.
Another way is to throw items such as sharp metal pieces into their mouths to trick them into snapping shut, and the metal may pierce their mouth lining and subsequently bleed them to death. However, finding such puddles is already a challenge in itself, given how many regular puddles are present within Level 1, which require a lot of supplies to truly ensure a single area is safe. Paintings Poorly drawn paintings and other drawings occasionally line the walls of these warehouses, most commonly found in the long yet empty maintenance halls. Sometimes elegant canvas frames; other times, coarse pieces of paper hung on the wall with string and rough nails hammered into the brick wall. These paintings can be found not only on the walls but also, rarely, on the floor or the ceiling, frequently featuring ladders or ropes for access in the latter case.
These paintings and drawings are to be avoided when possible, as, in actuality, most of these supposed paintings are living entities. This doesn't apply in all cases, but every drawing that shows organisms should be avoided if possible, as such drawings most likely pose a threat to one's own safety.
These beings could possibly reach out from their respective illustrations and clutch any nearby wanderer, dragging them into the painting. What exactly happens afterward is unknown; however, it is assumed that these paintings share behavioral patterns with Predatory Windows and therefore act similarly. There's also a possibility of said wanderer being represented in the drawing itself, as several of them show humanoids in distress who, however, seem to be entirely unresponsive, unlike the typical predatory versions.
While this isn't always the case, in most cases these drawings pose a great threat to wanderers unfamiliar with this environment, especially when in a rush or in darker areas, where one may not anticipate an attack. The paintings and drawings vary in their pictorial context; some may be crude drawings, while others may express prodigious portraits from seemingly hundreds of years ago.
Despite this, the contents of each artwork do not correspond with anything found in The Frontrooms, meaning that these entities—perhaps even Level 1 itself—are likely to be the perpetrators behind the art itself, as it is entirely unique from actual portraits. Unnervingly, there have been rare accounts of the eyes in certain portraits moving, and even of the entity itself moving erratically on occasion. Additional Information A seemingly nonsensical string of letters was recently found written on a wall with an unknown substance. The letters will be provided below, and the M.E.G. urges any wanderers who can decipher this code to tell us its meaning.
KKWRHBQOHRLKZWWHVKKDQNHLVZOQOLHFWKDVIXWRHHKHVGHQVOOQVGDDGVLQSUPWDQLLQIWNLQHZHRGOHIJWRHUKHFWUDHXWDVWKHLUGVKZHLHODOYVXIHUVPKRHWHDVVZHDWQOVG
Additionally, a note was found on the floor within a Maintenance Hall, with the words being written in fading black marker.
Day 5
Still stuck in this hellhole. I've gotten out of those yellow rooms, but now I'm in a... warehouse? It's strange, to say the least. No one is here, it's so empty. Might walk around, explore a little. My marker is fading, so I'll be writing less from now on.
Update: I found a crate, but it was full of this black, foul-smelling liquid. Yeah, I'm not touching this.
Day 8
The lights just went out. I hear something in the dark, gonna try to take shelter in a hallway. This place is crazy; I saw some paintings, but... their eyes were tracking my movements.
Oh, fuck. I saw something with glowing eyes in the dark. It had... five eyes? What? Whatever, this place doesn't make sense anyway.
Day 9
Saw that guy again. Got a closer look and saw he was wearing some sort of suit, but it was tattered. Wonder if it's one of those creatures or just a guy in cosplay. Hmm...
Day 11
That... thing with the five eyes saved me. Killed a dog-looking creature while it was sneaking up behind me in the dark. It looked at me, and just left. I have NO idea what that thing is, but I'm honestly grateful. Definitely not human, I can at least say that much.
Day 12
I can't stop thinking about that thing. I saw so much of it when I turned my flashlight towards it. Had a nightmare last night because of that incident. I need to draw out what I remember, for the sake of anyone else in this place.
Oh God, I finally found an exit. I think. Weird door that I've never seen before. Leaving this page here for someone else to find, hopefully it helps them.
- #3Level 37
Keys: Level 37
Enabled · Selective (AND ANY) · After character · Order 300 · 100%
Entry settings
When escaping level 37, {{user}} will be teleported to either level 0 or back to level 1 Level 37: "Sublimity" Threat Index: Class 1 »⠀Safe »⠀Unstable »⠀Devoid of Entities Description Level 37, commonly referred to as the Poolrooms, is an expansive complex of interconnected rooms and corridors submerged in undulating, lukewarm water. Each area of the level varies greatly in size and structure, ranging from uniform pools and hallways to more open, abnormally shaped areas. The majority of surfaces in the level are composed of white, ceramic tiling, with the only deviation from this color being the blue-green hue of the water. The tiles are eerily pristine in condition, all identical to one another, without a single hint of damage on their shiny surfaces.[1]
Recorded ambience of Level 37. The architecture of Level 37 is varied, but strict in design; all areas in the level connect to one another in a senseless manner, with none having an easily identifiable purpose. Although the intended use of each area is difficult to determine, they are much too large to properly serve the function of a pool. The abnormality of Level 37's geometry negates any purported purpose it might serve: pillars protrude out of the water in certain areas, much too large in quantity to be practical; light is cast from irregular angles, leaving some areas completely cast in darkness; and certain staircases descend directly into deep pits of water.[2] Entrances to these deeper areas are typically found in the form of descending staircases or direct underwater holes. It is advised to avoid exploring such areas due to their inherent danger; without the proper equipment, one could easily drown in the level’s depths due to their lack of lighting and unpredictable currents. Upon investigation, traces of magnesium sulfate (Epsom salt) have been discovered in the waters of Level 37. This compound, when engulfing one’s body for extended periods of time, has a naturally relaxing effect, relieving muscles and alleviating bodily pains. Alongside this, traces of multiple unidentified compounds were also found present in the water; the origin and properties of these substances currently remain unknown, but due to their coexistence with the aforementioned Epsom salt, it is believed that they enhance the water's relieving effects via anomalous means.
By unknown means, a minimal and constant rippling is present in all liquid surfaces within Level 37, despite them being otherwise undisturbed. It is not known whether this rippling originates from a certain point in the level or if it is a property inherent in the water itself, though some wanderers theorize the level may be so large that it has developed its own tidal forces.
Sound is severely altered in Level 37. Examples include the sudden dropping-off of noises produced in the level, soundwaves not reverberating as they should, and speech feeling "muted" or "dampened". It is suspected that this primarily stems from the sound of the water, which behaves in a subtly unorthodox manner. In certain explorations, the sound of the water has been described as quiet, almost calming, whilst in other cases, it has been reported to be obtrusive, drowning out most other sounds. The cause of these effects is still undergoing research, but no concrete conclusion has been drawn thus far. Entities Level 37 is thought to be entirely devoid of life. No encounters with entities or other wanderers have been recorded in the level as of yet; it is unknown if this results from some isolating property of Level 37, or if the level is so unimaginably large that one could not possibly come across another living being within it.[3]
Communities and Outposts Due to its layout not easily allowing for permanent settlements, along with its possible isolating properties, no outposts currently exist within Level 37. The level's immense size and its inability to sustain life also do not incentivize the creation of permanent housing, and community-building would likely prove difficult due to its strange auditory properties.
Attached Information The following is what is generally accepted to be an excerpt of an unknown author's journal, transcribed verbatim. Its inclusion in this file stems from its popularity in wanderers' circles, particularly amongst free-spirited exploration groups.
Recovered Note: My Musings
After numerous explorations, boundless journeys through unquantifiable locations, it seems I have finally reached a place of solitude. Endless halls, long darkly-lit corridors, empty structures of no end; those are what I have become accustomed to. This, however, is my first breathing point in a storm of chaos and confusion — a peaceful point where I can finally rest. Never before have I witnessed architecture such as this; brightly-lit rooms with pools of blue water, surrounding one’s body like a warm embrace. White ceramic tiles make up the walls and floor, reflecting the light and leaving no corner untouched by its radiance. Light seeping into dark corners. These places are not bounded in reality — they are a macrocosm of one’s mental state, a reflection of their emotions; they are a twisted parody of reality, extended interpretations of locations one does not typically consider whilst passing through. Exploring them can be described as wandering within a dream. They are not infinite, nor are they finite; it is my belief that these places reflect the headspace of those experiencing them. It is not the doing of any force or overseeing entity whatsoever; instead, it is one’s emotions that keep the rooms extending — the impetus for their continued growth and existence. There is no architect to these places beside our minds; they are human thought pushed away from its makers, alien despite their familiarity.
I’ve come to call them Scapes — dreamlike realms one passes through, experiencing and subsequently continuing to the next, like a journey of sorts. One could exit at any time with the right headspace; attaining it, however, would be no easy feat while continually passing through looping hallways and nonsensical corridors. While being illogical and foreign, these places are tailored to you. The places you commonly pass through without any thought become all you know. Each Scape is far too familiar, but far too strange to be comforting; it can be compared to a nightmare.
I digress. In short, this Scape truly amazes me; while one may feel a permeating sense of peace and calmness within it, another cannot help but notice a feeling of dread wash over them as they notice the strange, lightless corners. This strange effect has never ceased to intrigue me. This Scape is without blemish or defect; the “Poolrooms” are simply stunning — an intricate design, a possibly infinite puzzle whose pieces form something peculiar — indescribably strange, yet indescribably perfect; it can only be the handiwork of a God.
- #4Level fun
Keys: Level fun, Hidden door, glitched wall, a red exit, slightly darker wall. This level has a higher chance of entering after exiting level 37
Enabled · After character · Order 400 · 100%
Entry settings
When escaping level 1 or level 0, user will be teleported back to either, or home. Level Fun refers to an anomalous set of distinct, connected locations that propagate the Sanguine Festivus virus. Description Level Fun is a spacious warehouse containing a vast amount of inflatable bounce houses. The only visible walls are those along the entrance, as the rest of the interior is entirely obscured by the numerous inflatables, with some of the largest nearly reaching the metal trusses on the ceiling. Upon entering the level, if one even briefly breaks line-of-sight with the entrance, the doors and walls will vanish, with the unending series of inflatables simply continuing on in their place. The constant drone of inflating air and overhead lights can be heard echoing throughout the entirety of Level Fun, with the frigid air-conditioning causing one goosebumps every so often. Extension cords cover the faded, retro carpeting in snakelike formations, stretching out in all directions to supply power to each inflatable. Different colors, themes, and designs make up the numerous bounce houses placed side-by-side across the level; the scratchy, uncomfortable feeling of thin-carpet-on-concrete tends to drive wanderers to enter one, if only to find relief from the floor's insufficient padding. The varying exterior size of each inflatable has no bearing on the mazelike interiors that lay within. Their vibrant, welcoming entrances lead to unlit, off-putting corridors that continue into the darkness. The thin, weak rubber slowly deflates around one's legs, gradually sinking them up to waist-height. Due to this, it is imperative to move with a sense of urgency, as some reports describe unlucky wanderers getting fully swallowed up by the elastic floor — stretching much further than it seemingly should — and becoming unrecoverable. The extent of each interior varies to a large degree, ranging from slightly larger than a typical bounce house to "impossibly large". Traversing far enough within an inflatable has been reported to lead to a large slide made from the same material; aside from receiving minor friction burns, sliding down it will lead to the second portion of Level Fun, known as The Play Rooms. Each additional detour through an inflatable seemingly increases the odds of coming across said slide, with an average of around four-to-five trips.
While further sections of Level Fun have been documented to contain traces of the Sanguine Festivus virus, none have been discovered within its first area as of yet. Due to this, this portion of the level has been deemed safe to explore, with little presumed risk of contracting the infection. However, significant caution must be taken when entering the following areas of the level, lest the virus spread further.
“Based on first impressions, this place resembles the bounce houses of my childhood. I’d spend hours in these things amongst my neighbors, waiting for my parents to holler me in for dinner. My best friend’s family at the time was the source of our earliest memories. I remember their huge yellow inflatable with blue decorations along the side and purple accents. Wandering this warehouse of infinite vinyl really takes me back to those endless summer days. However, a strange feeling resides within me and only persists with each passing minute. I can’t help but wonder why this place seems off-putting. It's not quite right. I can’t even blame it on my emotional state or simple paranoia. Wherever I am is clearly not manmade, but rather of a higher state of being than I. Maybe it’s the way the air wraps around me, its chilling grasp leaving a cold, uncomfortable blanket to envelop me. Every breath feels like it’s growing closer to my last. I know that my body is physically fine, but this place… it’s like I’ve been here before and haven’t at the same time. I must be wary of the cords along the way as they stretch for who knows how long in every direction. I don’t want to risk tripping, leaving myself vulnerable for anything to take advantage of my own stupidity. I am incredibly inclined to enter the swaying houses just to shake off this unnerving feeling, but something in my gut is telling me not to do so. Just watching the inflatables wade from the constant circulation of air tempts me further almost as if it were mocking me. The jostling from within the houses, however, seems to be warding me off, as if it were in cahoots with my gut. Even with my tired, aching feet, I know that if I let my guard down and attempt to relieve my youth, I won’t make it out of this place. I need to get out of here. Something is not right.” Entities Although no sightings have been confirmed thus far, there have been several reports of inflatables in the level shifting and bulging as if something were moving around inside. While most suggest that this is simply a result of the inflating air, others theorize that there may be unseen entities lurking within, or even potential victims succumbing to the weak, sinking floors. Entrances and Exits Entrances Level Fun is reportedly entered through a pair of double doors resembling those in an elementary school gymnasium, littered with warm depictions of various animal mascots such as tigers, parrots, and giraffes. This set of doors has been reported in:
Structures in Level 11 resembling parking garages; Certain indoor areas in Level 18; Many sections of Level 21 and Level 25; Hallways in Level 52; Newly formed rooms in Level 257; and Several areas of Level 800. Exits The only known exit from Level Fun is accessed via a long slide known to infrequently appear within bounce houses. In all documented cases thus far, this slide has led to The Play Rooms.
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