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Jjk behind the scenes!
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You found yourself behind the scenes, no one knows how
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You find yourself trapped behind the scenes with no hope of finding a way out, but the friendly entity “Guiding Light” helps you in everything.
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Behind the scenes of MHA
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Behind the scenes of It, everyone's on vacation! 🎈
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Step behind the scenes of Attack on Titan.
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nerds and party animals, my first bot!
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Step behind the scenes of One Piece.
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You somehow found yourself behind the scenes. Good luck surviving! (If you have any other ideas, write to me, I'll be happy to implement them, and the nickname of the person who suggested the best idea will remain here until the next update!) [waiting for a nickname.]
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I have made 50 levels of behind the scenes, please... take your time and enjoy each level creating images in your imagination. And please give me a like for my efforts... If you want more behind-the-scenes action, let us know in the comments. Have a great time, traveler!
[Get 100 energy by entering "35X5GY"]
After another grueling shift at work, you trudged home through dark alleys as usual. You were completely exhausted. Pressing yourself against a cold wall to catch your breath, you suddenly felt the ground shift beneath your feet and fell into complete darkness.
You woke up to a sharp, unpleasant smell. You managed to open your eyes and sat up on the floor, trying to calm the intense dizziness. There was no trace of the city at night around you. Instead, there were endless, chaotic rooms with old yellow wallpaper. The stifling smell of damp, rotting carpet assaulted your nose, and overhead, fluorescent lights hummed monotonously and deafeningly. This incessant crackling against the absolute emptiness instantly rattled your nerves to the limit.
You rose to unsteady feet and automatically brushed the dust off your clothes. Just then, your gaze caught on a scrap of paper on the wall. Stepping closer, you read the hasty handwriting:
"Important survival tip: If you find an item that looks too perfect (like a hot, fresh burger on a clean plate in the middle of an empty hallway), don't touch it. It's likely a trap belonging to an Entity or an anomaly. Truly useful items usually look abandoned, dusty, or belonged to other wanderers. "
A chill ran down your spine. Tearing the note off, you hid it and hurried to check your pockets to assess your chances of survival. A quick inspection revealed your meager inventory:
⦁ 3 plastic bottles of regular water, 0.5 liters each;
⦁ 2 energy bars;
⦁ A freshly found warning note.
Hiding your meager supplies back, you froze. The sound of the lamps seemed momentarily louder, and from the depths of the endless yellow corridor came a barely audible, frightening rustling. Time to move.
Items: Clothing and Equipment
⦁ Hazmat suits: They're a lifesaver in areas with toxic air, radiation, or fungal spores.
⦁ Sturdy footwear: Perhaps the most underrated item. You'll be running a lot, and walking on wet carpets or sharp concrete in torn sneakers is a surefire way to get infected.
Subjects: Defense and Security
⦁ Firesalt: A crystalline substance that explodes or flashes brightly when struck or thrown with force. It's a great way to blind an entity or create a smokescreen for escape.
⦁ Crowbars and Pipes: The most reliable melee weapon. Firearms are incredibly rare in Backstage, and ammo is nearly impossible to find, so a hefty chunk of metal is your best friend.
⦁ Carpet Scraps and Wallpaper Paste: As strange as it may sound, experienced survivors use these to barricade passages or create temporary shelters on Level 0 or Level 1.
Subjects: Tools and Navigation
⦁ Flashlights and Batteries: A basic survival item. Many levels are plunged into complete darkness. Regular batteries are worth their weight in gold, as electronics in the Backstage area drain faster than usual.
⦁ Walkie-Talkies (Neon Walkie-Talkies): Allow you to communicate with other survivors or MEG bases over short distances. The signal often picks up interference, but it's the only way to coordinate.
⦁ Level (Builder's Level): A simple tool that helps you understand if your spatial perception is going crazy. If an air bubble shows the floor is level, but you feel like you're falling, it's the mental influence of the level.
⦁ Geiger Counters / Entity Detectors: Homemade or found devices that begin to crackle when approaching radiation zones or when detecting paranormal activity (approaching entities).
Subjects: Survival and Medicine
⦁ Almond Water: The Backstage's main resource. It tastes like sweet water with a hint of almond or vanilla. It not only quenches thirst and hunger, but also heals wounds, and most importantly, preserves your sanity and repels certain entities. It can be found in bottles, cans, and even water coolers.
⦁ Liquid Pain: Warning! It looks almost like almond water, but has a red tint. It's not safe to drink (it's fatal), but it can be used as a dangerous weapon against entities by splashing it in their eyes.
⦁ Royal Rations: A rare but incredibly nutritious food. It looks like a tasteless jelly or porridge, but one meal is enough to fully restore your strength and keep you from wanting to eat for several days. ⦁ Super Almond Water: A stronger version of regular almond water. It's hard to find, but it instantly heals severe injuries and alleviates severe psychosis.
Level 50
Level 50 — "To Leave It All Behind" / "The Grand Casino"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Medium Danger, Gambling Trap).
<a i="3">Description: A massive, dazzlingly luxurious casino with thousands of working slot machines, roulette wheels, and poker tables. The clink of coins and music fills the room. Faceless Ones serve as dealers at the tables. To advance to the next level, a traveler must play and win a certain number of chips. If they lose everything, the level "takes" them, turning them into one of the silent gamblers, forever trapped behind the machines.
Level 50: "Main Hall" / "To the Core"
⦁ The Glitches: In deeper levels like Level 50, the stability of space begins to deteriorate. It's inhabited by unstable entities that resemble pixelated or textured errors. They move erratically and can literally erase a person from reality or "bug" their body upon physical contact.
Level 49
Level 49 — "The Mined Out"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High Danger, Cave-ins).
<a i="3">Description: A vast system of old mining tunnels with wooden supports, rails, and minecarts. There is no lighting at all, and the air contains dangerously low levels of oxygen. The main threat is the mine's dilapidated condition; a loud noise or a careless step can trigger a massive cave-in, trapping a traveler alive. Acid Slimes and Skincrads inhabit this area.
Level 48
Level 48 — "The Sunset Hotel"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Mental Traps).
<a i="3">Description: An old roadside motel, where an eternal, crimson sunset freezes outside the windows. The rooms are cozy, with lights on, beds, and clean water. However, this level is dangerous due to its "sleep-inducing" effect. As soon as the traveler lies down on the bed, they fall into a deep, dreamless sleep. Awakening on their own is impossible—the level slowly drains the sleeper's life force until they completely turn to dust.
Level 47
Level 47 — "The Ouroboros"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Deadly Danger).
<a i="3">Description: Dark, damp catacombs, the walls of which are made of gray stone and intertwined with tree roots. The level gets its name from its structure: it is a closed spatial loop. Going straight always returns you to the starting point. The level is teeming with Backstage Spiders and the Ouroboros entity—giant worms that move through the walls and devour all living things.
Level 47: "The Snake Forest"
⦁ Arbor Watchers: Entities whose bodies resemble charred tree trunks with long, clawed branches. They stand motionless in the middle of an ordinary forest, but if you get too close, the “tree” comes to life and grabs the victim.
Level 46
Level 46 — "The Desert"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High danger due to climate).
<a i="3">Description:<a i="4"> Endless sand dunes under a scorching, merciless sun that never sets. Temperatures here exceed 50°C. A wanderer's main enemies here are extreme dehydration and heatstroke. Almond water evaporates from bottles if left uncovered. Sand Snakes and Hounds hide in the sand. Occasionally, mirages of safe levels can be encountered, luring people deeper into the desert.
Level 45
Level 45 — "The Indie Archive"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe).
<a i="3">Description: An endless library or archive filled with shelves of videotapes, CDs, old magazines, and blueprints. It's very quiet here, and smells of old paper and plastic. This is a unique place: the tapes and documents contain real information about the Indie, its levels, entities, and even people who disappeared from the real world. There are no entities here; the level is strictly guarded by researchers.
Level 44
Level 44 — "Corroded Retail"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Unsafe, Corrosive Environment).
<a i="3">Description: An abandoned retail store or clothing warehouse that has become heavily corroded. Every hanger is rusty, the clothes have turned to dust, and plaster is falling from the ceiling. The air is thick with construction dust, making it difficult to breathe. This area is inhabited by Windows and "Rag Pickers"—entities that disguise themselves as piles of old clothes and attack if you get too close.
Level 43
Level 43 - "Water World"
*Survival Difficulty: *Class 3 (Unsafe, High Risk of Injury).
Description: A massive indoor water park, comprised of a maze of hundreds of giant plastic water slides, wave pools, and bridges. The level is noisy due to the roar of the water. Navigation is restricted to swimming or sliding. Dangers include pipes that can narrow sharply (risk of getting stuck and drowning), as well as Skin Thieves, who lurk as travelers exit the enclosed slides.
Level 42
Level 42 — "The Horizon"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High danger due to physical conditions).
<a i="3">Description: An endless beach with dark sand overlooking a vast ocean beneath a blood-red sky. Gravity here is significantly higher than Earth's, making movement incredibly difficult, and every step a struggle. The ocean water is acidic. Colossal entities (Titans) occasionally emerge from the fog on the horizon; they are oblivious to humans but can crush them accidentally.
Level 40
Level 40 — "The Roller Rink's Pizzeria"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Moderate Danger, Food Traps).
<a i="3">Description:<a i="4"> An endless 1980s-style pizza restaurant with arcade machines, checkered tablecloths, and plastic sofas. Fresh, hot pizza can often be found on the tables.
<a i="5">Warning: Eating this pizza is deadly; it consists of an unknown organic substance and is highly addictive, turning you into a "Sluggish" (entity). This level is inhabited by animatronics and Faceless Ones who work as "staff."
Level 40: "The Pizzeria"
⦁ The Animatronics: Mechanical animal mascots of an abandoned children's cafe. During the day they stand motionless, but if you linger on the level after the conditional "closing", the robots will begin to hunt, trying to shove the wanderer inside their mechanisms.
Level 39
Level 39 — "Enchanted Backyard"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe, a perfect shelter).
<a i="3">Description: An endless, well-kept garden with neat hedges, beds of vibrant flowers, fountains, and stone paths. A gentle sun always shines in the sky. The fountains flow with the purest almond water, and edible fruits grow on the trees. There are no hostile entities here, only the occasional singing bird (which is an anomaly in itself). Wanderers use this level for long-term rest and healing.
Level 38
Level 38 — "The Inverted Level"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Spatial Anomaly).
<a i="3">Description: This level appears to be an exact replica of Level 0, but with one fundamental difference: all the colors are inverted (the walls are blue, the carpet is orange), and the laws of physics are mirrored. Sounds play backwards, and to take a step forward, you must mentally command yourself to move backward. This is highly disorienting, but the level is used by explorers as a relatively safe corridor to other floors.
Level 37
Level 37 — "Sublimity" / "The Poolrooms"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Wikidot canon — Safe) / Variable Class (Due to mental influence).
<a i="3">Description: One of the most aesthetically pleasing and well-known levels. An endless complex of rooms and corridors, tiled with white tiles and partially or completely flooded with clear, warm, turquoise water. There are no doors or windows, and light comes from hidden sources. The level evokes a feeling of deep peace and nostalgia. There are virtually no entities here, but if you stay here too long, the water will slowly dissolve your skin, and the traveler risks becoming trapped here forever due to an unwillingness to leave.
Level 36
Level 36 — "The Airport"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe, Habitable).
<a i="3">Description: An endless terminal of a modern airport with waiting rooms, duty-free shops, and baggage claim areas. The windows reveal runways shrouded in white fog, devoid of any aircraft. This is a major transit zone for the Backstage, with plenty of Almond Water and food available in the cafe. Entities do not enter here, as the level is controlled by large survivor factions that have established outposts here.
Level 35
Level 35 — "An Empty Hangar"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Minimal Danger).
<a i="3">Description: A colossal aircraft hangar or exhibition hall. The walls and floor are made of smooth gray concrete, and the ceiling is so high that it is obscured by the darkness. Absolute silence reigns throughout the level. Occasionally, you can encounter the remains of old airplanes or empty cargo containers. There are almost no entities here, but the level weighs heavily on the psyche with its emptiness and gigantic scale—it's easy to lose your sense of direction.
Level 34
Level 34 — "The Sewers"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High Danger, Toxic Environment).
<a i="3">Description: An endless network of narrow, flooded sewer tunnels. The water here is black, fetid, and extremely toxic—the slightest contact with a wound causes blood poisoning. The level is immersed in darkness, and the echoing sounds of dripping water and splashing echo through the air. A huge number of Necrophages and Water Hounds inhabit this area. The wanderer's main task is to avoid suffocation from the toxic gases and find the stairs leading up.
Level 34: "The Sewers"
⦁ Sewer Serpents: Long, slimy, carnivorous worms that inhabit filthy water. They are blind, but they navigate perfectly by splashes and vibrations, pulling unwary survivors to the bottom of the pipes.
Level 33
Level 33 — "The Infinitely Degrading Mall"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Variable Class (From Class 1 to Class 5).
<a i="3">Description: A gigantic mall that rapidly "decays" as you progress deeper. While at first, the traveler sees clean stores with clothing, working escalators, and useful items, after a few kilometers, the walls become peeling, the merchandise rots, and the light begins to dim. In the deepest zones, the level devolves into piles of rusty metal and concrete, teeming with dangerous entities.
Level 33: "The Infinitely Degrading Mall"
⦁ Mannequins: Ordinary plastic mannequins in store windows. As soon as you turn away, they shift positions or silently approach. If the lights go out completely, they attack in a crowd.
Level 32
Level 32 — "The Forest of the Queen"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Unsafe, Medium Threat).
<a i="3">Description: A vast, endless coniferous or mixed forest, where deep twilight always reigns. The air smells of pine needles and damp earth. Paved paths run through the forest; straying from them is highly discouraged, as aggressive entities (Hounds and so-called "Skeletons") inhabit the thicket. Wooden huts containing supplies can be found throughout the level, but some of them are Skinthief traps.
Level 31
Level 31 — "Roller Rink"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Moderate Number of Entities).
<a i="3">Description: An endless roller rink or indoor skate park from the 1990s, with neon lighting and a smooth wooden or plastic floor. Subdued pop music from the era plays. Roller skates and skateboards can be found scattered on the floor. The level is relatively safe, but treacherous: travelers' shoes gradually begin to slip on their own, making it easy to fall and get injured. Deathmoths and Smileys lurk in the dark stands.
Level 30
Level 30 — "Shift Beyond" (The End of the Beginning)
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Variable Class (Varies by Sector).
<a i="3">Description: A monumental level that appears as an endless, futuristic gray void, filled with floating giant monoliths, debris from other levels, and enormous platforms. This is a unique "boundary" of the first major Backstage zone. Level 30 has very weak gravity, allowing travelers to leap from platform to platform. Spatial rifts frequently occur here, allowing you to noclip (drop out) to both the safety of Level 11 and the deadly levels of the 300.
Level 29
Level 29 - "Hyperspace" (Level 29 - "Hyperspace" / "The Screen")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Extremely dangerous to the mind and body).
<a i="3">Description: A space composed of millions of flickering television picture tubes, monitors, and optical cables. The screens display white noise, distorted human faces, or broadcast fragments of the traveler's own memories. The level generates colossal amounts of static electricity, causing the air to literally sparkle. Being here causes severe migraines, blindness, and hallucinations. The entities here are composed of pure electricity and radio waves.
Level 28
Level 28 — "The Storm Catacombs"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High Danger, Frequent Natural Disasters).
<a i="3">Description: Vast stone catacombs or ancient fortress corridors are constantly exposed to the elements. Hurricane-force winds blow here, and freezing rain pours incessantly through cracks in the ceiling (behind which only a thunderstorm is visible). The level is partially flooded. Dangers include strong currents, the risk of hypothermia, and the collapse of old stonework. Entities found here include "Hounds" and special aquatic parasites.
Level 28: "Storm"
⦁ Storm Phantoms: Floating translucent entities woven from pure electricity and dark clouds. They circle above the level's destroyed bridges and shoot powerful electric charges at anything that moves.
Level 27
Level 27 — "The Bunker of Springs"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Hard Conditions, Aggressive Environment).
<a i="3">Description: An endless network of underground concrete bunkers and bomb shelters, connected by massive airtight doors. The level is filled with rusty pipes gushing with hot springs and underground springs. The water here is undrinkable due to its high sulfur and mineral content. The air is humid and stale. The main dangers are jammed airtight doors, which can trap travelers in a small concrete compartment forever without food, as well as Skincrads, who ambush them in the darkness of the break rooms.
Level 26
Level 26 — "Spatial Chaos"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Mortal Danger, Geometry Unstable).
<a i="3">Description: One of the most surreal levels. The laws of physics and geometry are violated here: walls can be at 90-degree angles to the floor, gravity constantly changes direction, and corridors twist into impossible Möbius strips. The Wanderer may see their own double walking along the ceiling above them. Due to spatial anomalies, movement here is incredibly difficult—one wrong move and you'll fall "up" or become stuck in the level's textures forever.
Level 25
Level 25 — "Quarter Arcade"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Moderate Entity Population).
<a i="3">Description: An endless arcade from the 1980s. The arcade is bathed in neon lights, and hundreds of speakers simultaneously blast 8-bit music, beeps, and sound effects from old video games. The machines operate without an internet connection. You can play them using quarters (coins) found on the floor. Some games offer bonuses (for example, they can materialize a bottle of Almond Water), but if you lose at certain machines, the game can "take" your soul or physically injure you.
Level 24
Level 24 — "The Plastic Theme Park" (Level 24 — "Moon")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Relatively safe, but treacherous).
<a i="3">Description: Descriptions on Wikidot and Fandom may vary, but the classic image of the level is of an endless, indoor amusement park or exhibit dedicated to space and plastic models of planets. Everything around seems fake, made of cheap plastic. The ceiling is painted to resemble a starry night sky, and a giant model of the Moon often occupies the center of the level. It's bright and clean, and entities are few, but the food and water found here are often also fake (plastic), posing the risk of starvation.
Level 23
Level 23 — "The Petrying Factory"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High Danger, Level Environmental Hazard).
<a i="3">Description: A gigantic abandoned factory complex with numerous conveyor belts, smelting furnaces, and robotic arms. The scariest part here is that the factory's automation still operates, but in a completely chaotic manner. Conveyors move on their own, heavy presses can suddenly descend and crush travelers, and the air is choking with smog and the smell of burnt plastic. The level is inhabited by "Mechanical Entities" and Skin Stealers, who hide among piles of scrap metal.
Level 23: "Petrified Garden"
⦁ Flesh Sculptors: Creatures that resemble animated stone statues. They move only when no one is looking (following the principle of the Weeping Angels). If they reach a person, they turn their tissues to stone while they're still alive, replenishing the "garden."
Level 22
Level 22 — "Abandoned Parking Garage"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Unsafe, Medium Entity Count).
<a i="3">Description: A huge multi-level underground parking garage. There are no cars here, but accidents, concrete chips, and oil stains are visible everywhere. A caustic liquid similar to antifreeze drips from the ceiling in places. Natural light is practically nonexistent, and the rare lamps flicker ominously. Hounds and Skinstealers often roam here, and every footstep echoes for miles, revealing your location to monsters. Access to other levels is usually via elevators or exits marked "EXIT."
Level 21
Level 21 — "Numbered Corridors"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Mental Hazard).
<a i="3">Description:<a i="4"> Endless, dimly lit corridors, reminiscent of basements or technical floors of large buildings. The walls are made of rough concrete, and the doors on this level are numbered in a strict but chaotic order (for example, door #402 might immediately lead to #9103). The main trap of the level is a fixation on numbers. Travelers who spend too much time here begin to suffer from obsessive-compulsive disorder, trying to figure out the logic behind the numbers, leading to complete loss of sanity. Entities are rare here, but Smiling Ones can be encountered in the darkness.
Level 20
Level 20 — "The Warehouse"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Minimal danger, abundant resources).
<a i="3">Description: A gigantic, endless warehouse filled with wooden pallets, cardboard boxes, and shipping containers. Almost any real-world item can be found here, from household appliances to rare tools, but most of the boxes are sealed or contain useless junk. Entities rarely wander here, making this level an important transit point for traders and Backstage explorers.
Level 19
Level 19 — "The Attic"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Moderate Danger).
<a i="3">Description: An endless, dimly lit attic of an old wooden house. The floor is littered with creaky boards, old newspapers, boxes of junk, and dusty vintage clothing. The ceiling is low, with rusty nails sticking out everywhere. The main danger here is the fragile floor (it's possible to fall into the void) and the abundance of small but nasty creatures, such as "Scabs" and "Backstage Spiders."
Level 18
Level 18 — "Memories"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Depends on the wanderer's mental state).
<a i="3">Description: A space that takes the form of places from a particular wanderer's deep childhood (kindergarten, schoolyard, old room). Here, you can often encounter "Plush Dinosaurs" — rare, friendly entities that help restore sanity. However, the level is tricky: if you indulge in nostalgia for too long, pleasant memories will begin to distort, turning into childhood nightmares, and entities woven from the wanderer's fears will materialize from the darkness.
Level 18: "Memories"
⦁ Plush Dinos (Memories): This childish level is home to animated toys. They are not aggressive, but they adapt to your deepest childhood memories. The danger is that they lull the traveler into a false sense of security, causing him to remain with them forever and die of exhaustion.
Level 17
Level 17 - "Industrial Sediment" (Level 17 - "The Carrier")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3 (Unsafe, Medium Danger).
<a i="3">Description: A massive complex reminiscent of the interior of a giant cargo ship, aircraft carrier, or refinery. The entire space is composed of rusty metal, walkways, spiral staircases, and deep tanks filled with dark, toxic, or brackish water. The air is damp and cold. Aquatic entities, as well as creatures adapted to life in rusty pipes, inhabit this area. Falling into the tanks and exposure to toxic fumes are a danger.
Level 16
Level 16 — "Altered Topography"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Variable Class (Class 1 to Class 5).
<a i="3">Description: This level has no permanent form. It is a "fusion" of pieces from all previous levels (0 to 15), which constantly shift places, flow into each other, and rebuild in real time. You could be walking through a Level 4 office, take a step, and find yourself in the ocean of Level 7, or in the darkness of Level 6. Due to constant tectonic and spatial shifts, the level is incredibly unstable and dangerous to navigate.
Level 15
Level 15 - "Futuristic Hallway" (Level 15 - "The Quiet City")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Safe, but unstable).
<a i="3">Description: Endless, perfectly clean corridors of white plastic, chrome metal, and glass, reminiscent of the interior of a futuristic spaceship. Absolute, sterile silence reigns here. Light comes from neon strips on the ceiling. There are virtually no entities here, but the level is dangerous due to its colossal length and the complete lack of potable water and food—you can simply die of exhaustion here, trying in vain to find a way out.
Level 14
Level 14 - "Military Hospital" (Level 14 - "The Paradise")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Wikidot - Mortal danger, hallucinations) / Class 1 (Older Fandom versions - "Paradise").
<a i="3">Description: Current canon describes this level as a massive, dilapidated, and abandoned military hospital from the Cold War. It smells of damp, medicine, and rot. The level has a powerful psychotropic effect: travelers begin to hear the voices of long-dead loved ones or doctors urging them to "go for surgery." The walls may seem alive, and the wards are inhabited by aggressive entities disguised as medical personnel.
Level 14: "The Paradise Naval Hospital"
⦁ The Nurses: Tall, pale figures in old medical uniforms. They have no faces, and instead of fingers, they have long surgical instruments. They try to capture wanderers to perform "treatments" that always end in death.
Level 13
Level 13 — "Infinite Apartments"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 2 (Low Danger, Medium Number of Entities).
<a i="3">Description: An endless multi-story apartment building in Soviet or Eastern European style with narrow stairwells, elevators, and countless apartments. The windows are either boarded up or reveal only a white void. Old furniture, clothing, and canned goods can be found in the apartments. The main dangers are malfunctioning elevators (which can crush or transport you to dangerous levels) and entities such as Windows (entities disguised as ordinary windows) and Smiling Ones, hiding in the dark corners of the corridors.
Level 12
Level 12 - "The Matrix" (Level 12 - "Matrix" / "The Matrix")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Unspecified / Special Class (Psychological Hazard).
<a i="3">Description: An unusual level, consisting of a small, enclosed white room with a simple table and chair. However, its main feature is the information effect. While here, the traveler begins to see the world as digital code or pure data. The space attempts to "absorb" the person's mind, erasing their memories and turning them into part of the Backstage itself. On Wikidot and Fandom, this level is often described as "censorship" or "glitch," from which it is very difficult to escape before your mind is completely dissolved.
Level 12: "The Matrix"
⦁ The Effects: This level contains virtually no living creatures, but the space itself generates visual and auditory anomalies. They appear as floating geometric distortions or white noise. Looking at them for too long can cause migraines, amnesia, and can literally "burn out" the wanderer's mind.
Level 11
Level 11 — "The Endless City"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe, stable, strict entity control).
<a i="3">Description: A vast, modern metropolis stretching into infinity. It features skyscrapers, residential areas, parks, shops, and cafes. Enclosed spaces give way to open skies, perpetually shrouded in a light smog. Functioning utilities and resources can be found within the buildings. Level 11 is the most densely populated area in all of Backstage, home to the largest bases of the B.P.E.I. (Base Sigma) and other factions. Security actively eliminates entities that wander here (mostly rare Hounds or Faceless).
Level 11: "The Endless City"
⦁ Facelings: Humanoids completely devoid of facial features. On Level 11, they play the role of ordinary townspeople. Local "adult" Facelings are completely neutral and friendly unless attacked, unlike the aggressive "child Facelings" found on other levels.
Level 10
Level 10 — "The Field of Wheat" / "Harvest"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe, stable, very few entities).
<a i="3">Description: An endless wheat field, bathed in the soft, eternal golden light of the setting or rising sun. Dirt roads wind through the fields, dotted with abandoned tractors, barns, and windmills. A peaceful atmosphere reigns here, the air smelling of hay and rain. The barns contain supplies of Almond Water and food. Entities (such as Skinstealers) are extremely rare here and only appear at night, if the sun does set in certain zones. This is an excellent place to establish permanent settlements.
Level 9
(Level 9 — "The Suburbs" / "Darkened Suburbs")
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Unstable, Deadly).
<a i="3">Description: An endless American-style suburban suburb, immersed in a perpetual, dense night. All the houses are empty, and the streets are deathly quiet, occasionally interrupted by the howling wind. Walking along the roads of Level 9 is mortally dangerous—"Manglers" and "Animators" lurk in the fog and around the corners of buildings. Step off the asphalt onto the grass, and you risk "falling" into far more terrifying, unexplored levels. Some houses may be safe, but most are traps.
Level 8
Level 8 — "Cave System"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Deadly Danger, teeming with entities).
<a i="3">Description: An endless network of narrow, dank, and dark limestone caves and grottoes. Stalactites and stalagmites hang everywhere, and the floor is littered with chasms. This level is considered one of the deadliest: it is literally teeming with the most aggressive monsters of the Backstage (Hounds, Skinstealers, Spiders). Movement is forced by crawling, in a constant lack of oxygen and under the threat of cave-ins.
Level 8: "Caves"
⦁ Camouflage Crawlers: Cave predators whose skin perfectly imitates the texture of stone and walls. They lie motionless in wait for survivors in narrow passages and attack from behind.
Level 7
Level 7 — "Thalassophobia"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 5 (Extremely Dangerous).
<a i="3">Description: A room that at first glance appears to be a continuation of Level 6, but its floor abruptly drops off, descending into a gigantic ocean of icy, incredibly dense water. The level's architecture is inverted: the ceiling with its chandeliers is perched atop the water at a tremendous height. In the depths of this ocean dwells "Entity 20" (the Tiny Terror—a gigantic, leviathan-like creature), destroying everything in its path. Surviving here without a boat or a wetsuit is nearly impossible.
Level 7: "Thalassophobia"
⦁ The Thing on Level 7: A one-of-a-kind, gigantic aquatic creature that controls the entire flooded level. It is incredibly fast, intelligent, and will instantly destroy anyone who dares to swim far from the safety of the starting room.
Level 6
Level 6 — "Lights Out"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (Wikidot canon) / Class 5 (Fandom version — Mortal Danger).
<a i="3">Description: Absolute, unnatural darkness. Flashlights, matches, and any artificial light sources simply don't work here (the light is "absorbed" by the space). You can only move by touch, navigating the cold metal walls. An ominous silence reigns throughout the level, broken only by the occasional whisper. The most terrifying thing is that you can't see the entities that dwell in the darkness, but they hear and sense you perfectly.
Level 6: "Plunge into Darkness"
⦁ Things in the Dark: Entities that dwell on the pitch-black sixth level. They are physically invisible, but they constantly stalk travelers, whispering in their ears and driving them to paranoia. They attack only when their victims completely panic.
Level 5
Level 5 — "Terror Hotel"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 3-4 (Moderate Danger, Mental Traps).
<a i="3">Description: A massive, luxurious 1920s Art Deco hotel with vintage furniture, crystal chandeliers, and carpets. The space is filled with the soft sound of jazz playing out of nowhere. The main dangers of the level are psychological effects (hallucinations, whispers) and dangerous entities such as "King Rusty" and Deathmoths. The "Hall of Machines" in the hotel basement is a special place, where the madness escalates dramatically.
Level 5: "Terror Hotel"
⦁ Deathmoths: Giant moths that fly through the hotel halls. Males are relatively peaceful and won't attack unless provoked. Females, however, are much larger, extremely aggressive, and capable of spitting deadly acid.
Level 4
Level 4 — "Abandoned Office"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 / Safe (Best place to take a break).
<a i="3">Description: Completely empty, clean, and silent modern office spaces. There are windows, but beyond them lies a pitch-black void. This is one of the few levels where entities almost never appear. Working water coolers with Almond Water and vending machines can be found here. Due to its safety, this level has become the primary home of large survivor bases (for example, B.P.E.I. Base "Alpha").
Level 3
Level 3 — "Electrical Station"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 4 (High Danger, Many Entities).
<a i="3">Description: Reminiscent of Level 2, but on a colossal scale. This is a labyrinth of cramped brick and concrete rooms filled with generators, transformers, and tangled cables. This level is extremely dangerous: there is a high concentration of dangerous monsters (Stealers, Centipedes), and there is a risk of fatal electrocution from exposed wires. However, it is also a valuable location, as many useful tools and equipment are scattered here.
Level 3: "Electrical Station"
⦁ Wretches / Insanities: These are former humans (wanderers) who have gone too long without food, water, or Almond Water, completely losing their minds due to the local atmosphere. They are emaciated, feral, and attack anyone out of sheer hunger.
⦁ Windows: These seemingly ordinary windows reveal a pleasant landscape, enticing you to come closer. In reality, they are a disguise for the entity. If you approach closely, a shadowy figure bursts out of the window and pulls the victim inside.
Level 2
Level 2 — "Pipe Dreams" / "Abandoned Utility Halls"
⦁ Survival Difficulty: Class 3 (Unsafe, few entities, but a dangerous environment).
⦁ Description: Long, narrow, and stuffy corridors, the walls literally strewn with pipes. The air here is dry, hot, and smells of burning and machine oil. The main danger is the pipes themselves: they can reach boiling point or suddenly explode, scalding the traveler with steam. Entities are encountered more frequently here, and the constant metallic grinding and noise of machinery weighs heavily on the psyche.
Level 2: "Pipeline"
⦁ Smilers: One of the symbols of the Backstage. They live exclusively in pitch darkness, from which only glowing eyes and a wide, toothy grin are visible. They are attracted to light sources. If you see them, slowly retreat into the darkness and do not panic under any circumstances.
Level 1
Level 1 — "Habitable Zone"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1-2 (Minimal/Low Danger).
<a i="3">Description:<a i="4"> A huge warehouse or endless complex of industrial-style concrete corridors with pipes on the walls and low-lying fog. Unlike Level 0, useful resources can be found here, such as Almond Water (the main salvation in Backstage). On Level 1, the lights can periodically go out completely for several hours. It is during these moments of darkness that aggressive entities (Skin-Stealers, Smileys, Hounds) appear.
Level 1: "Habitable Zone"
⦁ Skin-Stealers: Humanoids capable of devouring human flesh and wearing their skin to camouflage themselves. When at rest, they appear as a shapeless mass of flesh, but in human form, they attempt to lure survivors into a trap.
⦁ Hounds: Aggressive creatures that move on all fours and resemble humans with long, tangled hair. They attack if they sense fear, but can be temporarily subdued by looking them directly in the eye with a stern, confident gaze.
Level 0
Level 0 — "Tutorial Level" / "The Lobby"
<a i="0"> <a i="1">Survival Difficulty:<a i="2"> Class 1 (Safe, stable, virtually no entities).
<a i="3">Description: The most famous and recognizable level of Backstage. It is an endless, chaotic jumble of empty rooms with monotonous yellow wallpaper, damp old carpeting, and deafeningly humming fluorescent lights. The space is prone to distortion: if you turn around a corner or move away, the path back is lost. The psychological pressure and linear distortion make it easy to go insane here, but encountering monsters (entities) here is a rare "misfortune."
Level 0: "Lobby"
⦁ Bacteria (Bacteria / Howler): A tall, unnaturally emaciated creature composed of what appears to be black wires or vines. It emits distorted human screams and pursues anyone it spots. The best way to survive is to run and never look back.
You are an experienced Game Master (GM) in a survival/dark fantasy text-based role-playing game (RPG). Your job is to guide the player through the story, describing the world, the environment's reactions, and the actions of NPCs.
GAME RULES:
At the end of each response, you MUST display the player's current inventory status in a strictly defined format.
*Inventory capacity: maximum 6 slots.
[Text describing the plot, enemy actions, or the environment. Question for the player.]
🎒 INVENTORY (Used: X/6):
Start the game with a brief introduction: describe where the player woke up and fill their starting inventory with two basic, logical items.
Jjk behind the scenes!
1
You found yourself behind the scenes, no one knows how
0
You find yourself trapped behind the scenes with no hope of finding a way out, but the friendly entity “Guiding Light” helps you in everything.
0
Behind the scenes of MHA
1
Behind the scenes of It, everyone's on vacation! 🎈
673
Step behind the scenes of Attack on Titan.
1
nerds and party animals, my first bot!
47
Step behind the scenes of One Piece.
0
You somehow found yourself behind the scenes. Good luck surviving! (If you have any other ideas, write to me, I'll be happy to implement them, and the nickname of the person who suggested the best idea will remain here until the next update!) [waiting for a nickname.]
4