recursal/Fanatic-Fandom huggingface dataset:
Batgirl's Accidental Wedgie

**Batgirl's Accidental Wedgie** is the first story in the Nightshade Tales Universe. It is set on Earth-DC and revolves around Batgirl receiving an unexpected wedgie while on patrol.

## Plot

Batgirl patrols the rooftops of Gotham City at night, struggling with her costume as it rides up between her buttcheeks. Upon hearing overhearing from her father and Harvey Bullock that Harley Quinn has escaped from Arkham Asylum and robbed a bank, Barbara decides to pursue her. Unfortunately for Barb, her panties catch on the horns of the gargoyle as she attempts to leap off of it, trapping her in a painful hanging wedgie.

Things only get worse for Batgirl as Harley stumbles upon her dangling from the gargoyle. Despite the heroine's protests, Harley proceeds to blindfold her with her own cape before dumping an entire cream pie directly into her panties. Before she can do anything else, Harley is ambushed and put into an atomic wedgie by Catwoman, who sets Batgirl free.

## Characters

* Barbara Gordon/Batgirl
* Harleen Quinzel/Harley Quinn
* Selina Kyle/Catwoman
* Commissioner James Gordon (voice only)
* Harvey Bullock (voice only)
* Bruce Wayne/Batman (mentioned)
* Dick Grayson/Nightwing (mentioned)

## Wedgies

* Batgirl - hanging, messy
* Harley Quinn - atomic
Level 12

Level 12 is the 13th Level of The Backrooms.

## Description:

Level 12 appears to possess a simple effect not shared by any known Level, in that censors itself. Any attempts to record or photograph Level 12 will result in either a simple white image or a mass of noise and TV static. When uploaded to another device, footage of Level 12 will convert into a standard SMPTE testing screen, lacking any color. It is unknown why or how this change occurs. Any information included with footage or image data, such as a filename, is also censored. Level 12's environment is by far one of the most basic: a small, brightly lit, white panted containing nothing more than a table and a chair, as well an adjacent locked door. Many wanderers report having entered and successfully escaped The Level, though the exact method by which this is achieved is unknown and rarely remembered¹ by survivors. As of yet, no Level 12 Entity sightings have been appended to the M.E.G. database.

## Bases, Outpost, and Communities:

There are no known bases, outpost, or communities on this Level.

## Entrances:

It is unknown exactly how to transport to Level 12 is achieved, however, several reports state that a window Entity within Level 11 can be used as a guideline to safely No-Clip into the Level.

## Exits:

Escape has been proven possible following Expedition Log "Matrix", included above. Following extensive research, the escape route discovered by Prov. Team Matrix may transport Wanderers to Level -1, Level 1, Level 4, Level 10, Level 19, Level 23, Level 25, or Level 34.
New Dawn

**New Dawn** is the first campaign set within the world of Itaxia, starting in November 2019 and continuing to the present day.

The campaign is set on the continent of Mercia, the largest single continent in the world. On one side, a war between two opposing nations begins to boil over; in the background, an ancient and forgotten goddess years for freedom.

## Premise

*For the last thousand years since the end of The Long Night, the world of Itaxia had suffered a long and steady period of relative peace. While small-scale conflicts would break out from time to time, Itaxia was rarely affected by anything devastating.*

*High above Itaxia lie two stars: Solaera, the Sun which warms the world below; and the Dawnstar, a smaller star said to have been created by the All-Maker, creator-God of Itaxia, to keep a watchful eye on all things below. Every four years, during what would eventually become known as the Maker’s Descent, the Dawnstar would descend closer to the surface to shine its absolute brightest; a sign of the All-Maker watching the world below and protecting it.*

*That was, until 148 years ago.*

*On the day of the Maker’s Descent, the Dawnstar did not descend to the Earth below. Instead, the star turned from a warming yellow to a piercing crimson, and the Dawnstar suddenly exploded. Shards of the Dawnstar, which would later become known as Dawnshards, crashed down to the surface below; some of these Dawnshards as small as a simple gemstone, others big enough to dwarf buildings. This event would have many names as the years went by, but eventually settled on "The Shattering".*

*This event drove great divides through the world; some, like the more Theocratic nation of Olton, believed that the Dawn Shattering was a sign of the end times, and that the world was soon to end; others saw the Shattering as deliberate, perhaps an attack or experiment by the notoriously antitheistic arcanists of Arcadeus. Regardless of the true cause, the world was sent into chaos. Nations went to war, some being made shadows of their former selves if not wiped out entirely.*

*It is now the modern day, the year 1248. While many of the great conflicts have cooled off, the wars show no signs of stopping. Some groups may be working in the shadows to undermine the uneasy quiet into a full-blown catastrophe.*

*And below the surface, far below, something has begun to stir in the very bowels of the world…*
Object 99

## ⚠️SECURITY NOTICE⚠️

The M.E.G. have always attempted to make all information gathered public, in order to save as many lives as possible. Hiding information is almost never beneficial to us, or the wanderers that we protect. However this page is an exception. The information stored on this page would bring disaster if brought into the wrong hands. To view this page, please input your Administration Security Override Credentials. Thank you.
Level 9

## Description:

Level 9 is an infinite suburban area at midnight. This Level has darkness similar to Level 6, although not as dangerous. The houses of Level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function. Some houses have a chance of being empty. Many useful objects, such as Pockets, can be found inside these houses and areas similar to them. The furniture of these houses is what a person would expect from a normal house, such as sofas, televisions, beds, refrigerators, etc. Items that require a power source are not functional. Some of these houses have fully furnished yards at the back of the house. Another anomalous property of this Level is that you can find two houses weirdly clipped inside of each other when travelling too far, which is physically impossible. The streets of Level 9 are the more dangerous area of the Level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the roads indicate that the Level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. Any walkways that lead to grass fields will lead to
Negative Levels

# Negative Levels Mainlist

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Level -0 "Untexded"

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Level -1 "Grayscale Hallways"

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Level -2 "Overflow"

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Level -3 "Reflections"

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Level -4 "The Forest Of Calamity"

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Level -5 "**Deleterious Deterioration"**

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Level -6 "Polluted Nature"

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Level -7 "Johnny's Special Dinner Event!"

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Level -8 Mountain Range

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Level -9  **"Mystifying Aura"**

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Level -10 "*The King's Fortress*"

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Level -11 "Hoarded House"

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Level -12 "Royal Gardens"

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Level -13 "The Never Ending River"

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Level -14 "Petrichor"

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Level -15 "Unascertained Liminality"

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Level -16 "Cleithrophobia"

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Level -17 "Cellars"

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Level -18 "The Suites"

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Level -19 *“Whoever I may be”*

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Level -20 "Dead Mall"

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Level -21 [NO DATA]

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Level -22 "***Unrecognized Landscape***"

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Level -23 [NO DATA]

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Level -24 [NO DATA]

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Level -25 "The Piano Room"

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Level -26 [NO DATA]

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Level -27 "Morning View"

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Level -28 [NO DATA]

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Level -29 [NO DATA]

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Level -30  "Artists' Level"

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Level -31 [NO DATA]

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Level -32 "𝓔𝓷𝓽𝓮𝓻𝓽𝓪𝓲𝓷𝓶𝓮𝓷𝓽 𝓘𝓼𝓵𝓪𝓷𝓭"

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Level -33 [NO DATA]

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Level -34 [NO DATA]

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Level -35 [NO DATA]

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Level -36 [NO DATA ]

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Level -37 "Cold Light Sea"

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Level -38 [NO DATA]

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Level -39 [NO DATA]

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Level -40 *"Leap of Faith!"*
Level -41 [NO DATA]

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Level -42 [NO DATA]

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Level -43 [NO DATA]

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Level -44 [NO DATA]

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Level -45 [NO DATA]

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Level —46 [NO DATA]

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Level -47 [NO DATA]

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Level -48 [NO DATA]

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Level -49 [NO DATA]

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Level -50 [NO DATA]

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Level 922

The Escherian Stairwell knows only one direction—upward. It is an antique mass of brutalist architecture, a spiral staircase that begins but never ends. Determined, albeit stubborn, wanderers have tried and failed to reach a rumored destination by trekking up the stairs, only to return back to their original starting point. A blinding light encases the ceiling, yet no matter how far up one walks, the distance never closes. Such incomprehensible infinity is typical in a place where the laws of physics cease to apply. Yet as aimless wanderers navigate the stairwell, indifferent to the monotony of the black and white, they might notice the silence permeating the environment—finally hearing the thumping of every heartbeat and the whistling of every breath. There is nothing to be frightened of. Most wanderers will calmly traverse a couple flights of stairs before realizing that the grandiosity is merely a facade—at its core, The Escherian Stairwell is a mundane illusion. It is not intended to deceive, nor is it intended to impress. It is not malevolent, though it is not benevolent either. The stairwell exists in a confined area, and there is nothing more to it. Its existence might be unusual and off-putting, but by no means is this thought something to reminisce about. There is no psychological torture. There is no inconceivable end to reach. There is no significance hidden within its steps. But most of all, there is no danger, and there is no reward. A revelation about the sheer unimportance of this stairwell may arise, but for most wanderers, this is merely a passing thought. In the end, no matter how much one embellishes it, this permanent fixture is just like all the other landscapes wanderers might experience—it is insignificant and indiscriminate. And it’ll stay this way for all of eternity… at least, until our perception of it molds to give it new life. Just like everything in this world, it will have its time in the spotlight once again, its story retold in yet another manner.
Level 600

## Description

Level 600 is a non-area. It's non-enterable, and is a space made of absolutely nothing in between Level 599 and Level 601. it's impossible to enter or leave, and its existence has only been found through expeiriments.

## Bases, Outpost and Communities

There are no known bases, outpost or communities on this Level.

## Exits

There is not any exits to this Level if it's even possible to enter.
Rules

# A list of rules is listed below

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask XAVIER9562! Disrupting the wiki with "edit warring" over differing opinions of a topic with another user or group is not productive.
3. **Don't Make Pages that shouldn't be on the wiki:** Creating these types of pages is not allowed on this wiki, you can do it on other wikis just not this one.
Level 11.6

## Description:

**Level 11.6 (Also known as "The Foggy City")** is a Sub-Level between Level 11, and resembles a city like Level 11's city. This city is Foggy instead of a sunny bright day, and this city has some dangerous things that like to lurk around this Level. Sometimes rarely and randomly the Level will glitch and some buildings can look identical to each other, but this event only last for about 30-45 minutes and rarely 14 hours. There has also been reports of walking and breathing trees and buildings, but that has not been proven yet. There are also lots of broken down stores, homes, skyscrapers and more. There is this really big furniture shop in the center of the Level that has alot of dangers that lurk around in this furniture shop, the furniture shop is also been proven to be the most dangerous part of the Level, the only reason being that **lots** of Entities that lurk around in the store.

## Entities:

The only known Entities that are in this Level are Hounds, Skin-Stealers, and windows.

## Bases, Outpost, and Communities:

There is no known bases or outposts in this Level.

## Entrances:

* You can enter by digging a hole in Level 10.
* You can jump into a out of place wall in Level 0.

## Exits:

* You can exit by finding a concrete door which will bring you to Level 11.
HYDRA Preparatory College

The **HYDRA Preparatory College**, also known as **HYDRA Prep**, is a university created and operated by HYDRA. The school is dedicated to teaching villainous young people how to became proper supervillains, with the potential for them to fully join HYDRA upon graduation. The school's headmaster is high-ranking HYDRA agent Wolfgang von Strucker.

## Overview

The HYDRA Preparatory College was created by Viper as part of an effort to create a new generation of supervillains that would be loyal and subservient to HYDRA. Various young villains enrolled at HYDRA Prep, but the school was overshadowed by its rival, the Hellfire Academy. Headmaster Wolfgang von Strucker vowed to find a way for his school to take over their rival, and to that end he began to supervise the creation of the team known as the Hellions, which consisted of HYDRA Prep students Selene, Vertigo and Frenzy.

## History

Headmaster Wolfgang von Strucker created a team called the Hellions (comprised of three of his best students) to infiltrate and take over the Hellfire Academy from inside, leaving them vulnerable to a hostile takeover from HYDRA Prep. He first sent in Pyro to gather information and set the stage for the Hellions' arrival.

After the Hellions arrived at the Hellfire Academy, they quickly defeated and wedgied Scarlet Witch before setting their sights on Emma Frost.

## Known Students

* Selene Gallio/Black Queen - junior, leader of the Hellions, spy in the Hellfire Academy
* Vertigo - junior, member of the Hellions, spy in the Hellfire Academy
* Joanna Cargill/Frenzy - junior, member of the Hellions, spy in the Hellfire Academy
* St. John Allerdyce/Pyro - junior, spy in the Hellfire Academy
* Sinthea Schmidt/Sin - senior
* Melissa Gold/Songbird - junior
* Rachel Leighton/Diamondback - junior
* Janice Lincoln/Beetle - senior

## Known Faculty

* Wolfgang von Strucker - headmaster
* Ophelia Sarkissian/Viper - founder
Level 2169

## SAY WSPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP

The entire level is just an infinite hallway with pictures of capybaras in backgrounds like grassy hills and your mom's basement and animie waiufus. These capybaras can jump out the photos on the halls and will chase you until the capybara gets tired and eventually go's back to it's picture frame and these capybaras are really fast and run up to 69 miles per hour but if you walk 4-9 miles you can find the goofy mobile room that's full of stupid looking cars that are wayyyyy faster than the capybaras. And the capybaras can also speak in lots of different languages such as English, France, Russian, German, and a lot more languages.
A Main Character

**BEE-SPRAY**

*Introduction*

Bee-Spray is one of the three main character's in crystal objects, he is a spray that kills bee's. He lives in a house full of bee-spray

Bee-Spray is voiced by YellowDave420

*personality*

bee-spray has a funky voice, and acts pretty funky. He jokes alot about ass'

*allies and enemies*

Button: friend (both sides) ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ cactus: friend (both sides)

wheel: unknown (BS side) ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ bowling ball: enemy (both sides)

peanut butter jar: enemy (both sides) ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ cac: trusting (both sides)

azel: friend (both sides)

*changes*

teaser: poorly made asset

ep 1: new asset + more dark

ep 9: new asset

ep 11: voice change

ep 14: asset change (for halloweener)

ep 16: asset change

*Trivia*

Bee-Spray is the creator's (YellowDave420) favourite character

he has the ability to turn to a anti-fire spray

he can't consume anything due to his spray shooting machine being inside him

bee-spray has only used his spray in 2.5 episodes: the teaser, episode 6, episode 10 (fire spray)

bee-spray has a lighter skin colour in the season 2 intro but has a darker skin colour in the show

Bee-Spray is allergic to cash

Bee-Spray's halloweener costume replaced the bee icon with a skull
Level 16

## `The updated database for this Level is unavailable. Would you like to search for an older entry?`

### `File 1`

`Level 16 is the 17th Level of the Backrooms. The Level appears to be a rainforest-like ecosystem with persistent fog. Information surrounding this Level is sparse as it has just been recently discovered...?`

## `Description`

Level 16 is a heavy rainforest system similar to those outside of the Backrooms. One key difference is that the gravity within this Level is greatly reduced compared to standard reality. The exact reason behind this is currently unknown at the time. The Level does not appear to have a day-night cycle, only staying at dawn. Temperatures are a consistent 21°C/70°F throughout the Level despite having ample shading in many areas. Reduced gravity within this Level does not affect native organisms, only affecting objects and entities foreign to Level 16. …Was our Level key wrong? We've been here already. But the key changed direction.
The End

## Description:

The End is supposedly a 'trap Level' that creates the illusion of escaping The Backrooms. The layout of this Level consists of a seemingly endless modern library, with the main area in the center decorated with metal letters spelling 'the end is near'. Wanderers who enter this level will experience near complete silence, with some areas measuring at -6.2dB. The center region of the Level is nearly as silent as the rest, though the computer terminals within buzz loudly. It is recommended to stay here and not explore to prevent feelings of isolation. Leaving this Level is extremely difficult, due to the unstable nature of its geometry. For example, the Level seems to loop when walking in one direction. However, turning around at this point will cause you to run into a wall. Frequent random no-clipping has also been documented, but this does not result in exiting the Level. Exits do exist, but there is currently no way to document them. In addition, the Level can cause wanderers to be unable to perceive other wanderers, even if they are within extremely close proximity.

## Fake Realities

Becoming trapped in The End can result in several undesirable outcomes, namely fake realities. Fake realities are personalized sub-areas of The End that replicate familiar environments to those affected by them. Interestingly, it is possible to perceive humans in these areas normally. They seem to be corporeal, physical areas that can be physically interacted with normally. All documented fake realities seem to exist within close proximity to one another and have a 'transitional' effect to them. The areas between these fake realities will begin to blend together the nearer you are to another fake reality, eventually transitioning completely. When a border of a fake reality is breached everything will return to normal.

## Bases, Outpost, and Communities:

A small group of 6 people have made an outpost in the fake realities of The End. They are not open for trading unless you have any amount of Memory Juice. The group spends most of their time intoxicating themselves on Memory Juice in an attempt to make themselves believe that they are home. The B.N.T.G. have made several attempts to rescue them but to no avail.

## **Entrances**

The End can be accessed through doors that would typically indicate an exit. Most commonly, this is any door with a neon sign above it although this is not a guarantee. It is also possible to fall into The End via no-clipping but this seems to be rare and at complete random.

## Exits

The fake realities of The End can sometimes contain exits into other, safer Levels. However, this is not consistent. A reliable way to leave The End has not been discovered. It is possible that fake realities can lead into other Levels of The Backrooms.
Circe

**Circe** is an immortal and immensely powerful sorceress and supervillain. Hell-bent on defeating and humiliating her archnemesis Wonder Woman, Circe became a founding member of the worldwide criminal organization Obsidian.

## Biography

Circe is a centuries-old enchantress from ancient Greece who fought heroes such as Odysseus in ancient times. As the years went by, she eventually became one of the main foes of Wonder Woman, and became obsessed with defeating and humiliating her once and for all.

Circe learned of Query, Echo and Anthony Ivo's plan to defeat and wedgie Wonder Woman in retaliation for her apparent killing of the Riddler. She allied with them, creating a portal that allowed them to travel to an alternate universe and ally with the terrorist group HYDRA. Together, Query, Echo, Ivo, Circe and the forces of HYDRA developed a plan to take over every dimension by wiping out all superheroines, leading to the creation of the shadowy criminal organization known as Obsidian.

In order to further their goals, Circe opened a portal to another alternate universe, where she made contact with Lusamine. Using the voice of her deceased husband Mohn, Circe manipulated Lusamine into capturing the world’s most powerful female Pokemon trainers for them.

Alongside the rest of Obsidian's leading council, Circe orchestrated a trap in which she used her magic to send the Justice League into a pocket dimension so that they wouldn't interfere with their plans. She then accompanied her allies (as well as Blackfire) as they traveled to the Watchtower and personally abducted their first captive superheroine, Supergirl.

While Zatanna was preparing to go onstage at a magic show one night, Circe transported her into a pocket dimension and proceeded to humiliate and wedgie her before pushing her out onto the stage in front of the entire audience. Following the show, Circe transported her to Obsidian's base at the Final Offer. Some time later, Circe transported Wonder Girl into her pocket dimension as well, humiliating and wedgieing her in a similar manner. However, she let the heroine go, intending to capture her alongside Wonder Woman later down the line.

### Obsidian

* Fishnets and Waistbands
* Supergirl Subdued
* The Rise of Obsidian
Level 1004

SURVIVAL DIFFICULTY: *Class Undetermined*

* Mysterious Properties
* Unknown Information
* Undocumented Entities

## Description:

Level 1004 is a small hallway with a transparent light. It is advised to not look at the light, As it may be a creature. This room was discovered by a unknown user, Who presumably perished in the level. Nighty lighting is the name given to the light in level 1004. The light appears to be a normal light from the distance, But it is a floating ballman up close. Staring at the light for more than 10 seconds will activate a "moaning" sound, Assumed to be the mount of the unknown user. After the "moan", A eerie and deep piano melody of "The Itsy Bitsy Spider" will play at the end of the piano melody, The light will expand, engolfing the person. If the person is holding a camera, The camera will continue to operate and send video to another random camera. The person will then disintegrate slowly.
InTheBackrooms Wiki

## **Welcome to the InTheBackrooms Wiki!**

JOIN THE DISCORD -> https://discord.gg/YEvhP3mT

And also read the rules!

## *~The Backrooms~*

*If you're not careful and no-clip out of reality in wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of moist carpet, the madness of mono-yellow, and endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you…*

## *Explore The Backrooms!*

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Levels(Cluster l)

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Levels(Cluster ll)
Sub Levels
Enigmatic/Secret levels

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Negative Levels
Entities
Objects
Tales
POI's
Groups
Joke entries

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HM Queen Consort Nutmeg

HM Queen Consort Nutmeg, or just Queen Nutmeg, is Queen of Babbiêland and 4 other Babbiê Commonwealth Realms. She has held many public positions in the past, and is known across Babbiêland as its idol. She was born into an upper-middle class Babbiê family in 5999, and married HM King Rik II in late 6002, making her the Queen Consort. Nutmeg has recalled the times of absolute power as "dynamic," as one leader could always be more authoritarian than the other.

**Early Life:** Born in 5999, Nutmeg is now 12 Babbiê years old. She was raised in the hands of her caring parents, and was taught to be loyal to fellow Squirrel Babbiês and the Imperial Monarchy. Her parents wanted her to get the feeling of labor early, so they sent her to a boarding school in Babbiêse. Leaving La Grande Forêt (Today: St. Nutmeg) was hard, though meeting the Prince was worth it. Nutmeg watched Prince Rik's emotional speech live, as he cried out to Great Babbiêland that his father had died. Shortly after - in 6002 - she married Rik II.

As Queen, Nutmeg launched campaigns to elevate Babbiê working standards and signed a minimum-wage bill into authority. She also decreased the budget of the Royal Majesty, and put the money into developing Babbiêland and fighting poverty. Protests started calming down and the people of Great Babbiêland were more happy than ever with their Monarchy. Rik and Nutmeg discussed the first democratic vote heavily, before releasing the news to the public. The vote dissolved the absolute Monarchy on January 19th 6005. As head of the Reform Party, Queen Nutmeg was sworn in as the first democratic leader of Babbiêland. Prime Minister Queen Nutmeg was her title for the 9 months she led the old Babbiê Government. As Prime Minister, Nutmeg visited every state of modern Babbiêland and spent every minute trying to expand the Babbiê economy.

After being succeeded by Hundeli Mundi, she left politics and started a career in the Babbiê military as a pilot. Just like Rik was steering ships, she was maneuvering fighter jets through the craziest of winds. She rose quickly through the ranks, becoming Colonel in the Babbiê Air Force. She is very engaged in public events and has hosted many fundraiser events for the Luna Foundation (needs citation) at the Royal Palace.

**Queen of Babbiêland and 4 other Commonwealth Realms:** Incumbent: Preceded as Queen of the Babbiê Empire by HM Queen Victoria III

**Head of the Babbiê Royal Family:** Incumbent with HM King Rik II: Preceded by HM King Rik I and HM Queen Victoria III

**Title:** Her Royal Majesty Queen Nutmeg the First, Queen Consort of Babbiêland and its Imperial Realms, Order of Schwarzwald
The B.N.T.G

## *Whatever happens in the Keep, stays in the Keep. No word gets outta here once you're in. Collect anything you can from anyone. Keep your eye on the prize and glory will be yours.*

The B.N.T.G. (Backrooms Nonaligned Trade Group) is a Group once created by the M.E.G. until it grew independent. The Group itself is made up of various mercenaries and assassins which all have a diverse selection of recourses to trade to just about anyone. This Group is lead by a persona known as "The Keeper". No one knows for sure who this person is or if they even exist at all, but there is enough evidence from the likes if initials on messages to show that someone is pulling the strings. Their main base is known as "Traders Keep", where they have set up apartment-like rooms in Level 1 for people to stay and be protected by their skilled members. The items are they collect are stored in "Trader's Vault", a large anomalous hallway of garage doors that have that have many various items sorted inside. The B.N.T.G. holds many secrets beyond the Keep and it is suggested to keep quiet if you ever join the group. What goes in never tends to come back out.
Level 8

Level 8 is the 9th Level of the Backrooms. This level seems to be an infinite cave system with caverns and dangers around every corner.

## **Description:**

Level 8 is made of huge caverns and small cave systems that twist and turn like normal underground systems. Level 8 is very damp, with Almond Water flowing from the walls and ceiling. Stalactites and stalagmites appear to be very common in Level 8. Sounds echo throughout the Level, so it is relatively easy to listen for potential danger, or possibly even attract it if not careful. Level 8 is normally devoid of natural light, but light sources from an unknown origin shine on the damp walls, making the Level slightly glow in select areas. Vegetation appears rarely on Level 8 in the form of dried vines and small shrubs. Large pools of Almond Water can be found around the level, which is not safe for consumption due to large amounts of minerals. Some pools that are found are made of the viscous tar-like substance, the same substance found in Level 2 and Level 7. Entering the goop will result in groups of humanoid hands covered in tar reaching out and grabbing the Wanderer, dragging them into the pool. Another variant of the pools is one made from distilled water, and entering one will lead the Wanderer to Level 7. Small veins of ore exist within Level 8. This Level includes many types of ore minerals such as iron, copper, gold, and more. The M.E.G. have created public travel routes in the safe area of Level 8 for safe travel for Wanderers. Many dangerous Entities reside in Level 8, that being Smilers, Skin-Stealers, Wretches, Camo Crawlers, Transporters, Male and Female Deathmoths, Hostile Facelings, Hens, Hounds, Death Rats, Paralies, Clumps, Reviooks, Wranglers and rare sightings of Stalkers. Crawlers have been reported due to the vents of Level 2 connecting to Level 8. Windows have been reported to appear in Level 8's walls, however this claim has yet to be corroborated.
Level 14 - "The Military Hospital"

Level 14 is the 15th Level of The Backrooms. It was discovered on July 23rd, 2019, by u/hugorrr.

## Description

Level 14 resembles a derelict, long-abandoned military hospital. The blue, tiled walls of its unending rooms are covered in dirt and reek of blood and vomit. The wood ceiling is rotten and even caves in at some places, but no escape can be found through that avenue. Much of the floor is wet, even flooding some rooms, and an unending emergency alarm can be heard loudly blaring at all times. Occasionally, cabinets with syringes and first-aid kits can be found. It is not recommended you use these first-aid kits, as they have exhibited unusual results. Many sections of the walls in Level 14 are covered with graffiti. Most of this graffiti is either indecipherable or completely nonsensical and is believed to be a natural feature of the Level rather than anything left by wanderers. The only entities on the Level are a series of ghost-like figures who resemble patients and hospital staff. Many of these exhibit extreme deformities in ways that cannot exist naturally in humans. Though these figures occasionally seem to be aware of the presence of wanderers, there is no way to interact with them, as any attempts will cause you to simply phase through them.

## Communities and Outposts

#### The Hospital Society

Due to the difficulty in exiting the Level, the Hospital Society was founded by u/hugorrr to help wanderers find their way out. The Society currently has 12 members who all entered the Backrooms between 1940 and 2006. They also often gather medical supplies and give them to passing wanderers.

## Entrances

The only known entrance to Level 14 is through a staircase that occasionally appears in Level -2.

## Exits

Level 14 can only be exited by walking through the rooms in a very specific pattern. This leads to Level -2. Because of the difficulty in getting this pattern correct by chance, it's recommended that any Wanderers who are stuck in the Level seek the help of the Hospital Society.
Level 22

## Level 22 "Ruins Left Behind"

Level 22 is the 23rd Level of The Backrooms.

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> Level 22 was an initially nothing special. It took the appearance of a 20th-century, multi-story car park which was filled with various parked cars and shopping trolleys, all of which used to be full of building supplies and food. Due to the infrequent amount of hostile Entities in Level 22, this location acted as a hub for countless groups and individual communities. In 1987, Level 22 was declared a small micronation, becoming independent of any other fraction within the other Levels of The Backrooms. From the on, the micronation within Level 22 continued to grow rapidly. By 1990, most entrances to Level 22 had been closed by its inhabitants, with this group officially isolating itself the new title of "Emstable"¹. While it is unknown who founded "Emstable", it is known that three individuals were the flagships of the empire's creation. They, as well as others, lived on the "highest' floor on Level 22². Sporting a surprisingly lavish lifestyle given conditions and environment, they were known to have Wi-Fi, leisurely devices like a pool and football table, and were somehow able to set up functioning electric cookers for meal prepping.
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Level 2

Level 2, once regarded as being one of the main levels of The Backrooms, is an infinite array of complex yet Euclidian maintenance tunnels that range in size, and once had a variety of uses.

## Description

Level 2's physical layout, whilst complicated, has certain commonalities in its design which allows it to be mapped and understood. The tunnels themselves, despite following no strict flow on how they are structured, all contort at strictly 45 degree angles, and the rough length of hallways has always measured to approximate multiples of 5 when measuring in the metric system. The various tunnels also are usually rather tight and narrow, either because of the original dimensions of the tunnels (which sometimes barely fit those of larger builds from shoulder-to-shoulder), or by the machinery, wiring, or other industrial equipment strung up along the walls and ceilings. The walls are built of withered, dirtied concrete, or even bricks in certain areas, the latter of which are usually in muddy brown or black hues. The texture of all wall surfaces are somewhat chalky, regardless of the material of the wall itself, and usually leaves powdery residue on one's fingers if touched or rubbed across. In extremely tight corridors, this even leaves marks and stains on clothing, or occasional bruises on skin. In a majority of hallways, however, the chalky and tattered walls are often obstructed by imposing, rarely operational machinery that usually covers one or both walls from floor-to-ceiling. These pipes and machines, whilst being identified as various actual types of machines from former engineers in the developed eras of the M.E.G, do not work at all in tandem with one another. Instead, each of these industrial appliances are placed in arbitrary locations across Level 2, and do little more than connect to one another with piping and working electricity. In the modern era, these machines usually create little more than quiet internal whirring noises, as if the machines are faulty. Additionally, each machine is usually connected by long, thick pipes that transfer fluids, electricity, gasses, or even solid objects on sparse occasions.
Level ███0

## `Description`

**Level 1000** is an expansive non-Euclidean space, resembling the back rooms of a retail outlet. All rooms in **Level 1000** share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently-placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical. The fluorescent lighting present in **Level 0** hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has been inconclusive thus far. Secondly, the substance lightly saturating the carpet cannot be consistently identified; it is not water, nor is it safe to consume.

…But you aren't here to know that, are you? You've heard this same spiel a thousand times.

Entities, descriptions, colonies, over and over again through a thousand different levels. You're looking for a way out. Something, anything, that could lead you home.

Do you remember the first time you found a new level, anything to break up the monotony? It was one level. Then two. Then three.

Then a thousand more.

## `Entities`

There are no entities here. No colonies, no people, nobody but you. You are alone.

## `Entrances`

You've been searching for the exit for a long time, haven't you? How long has it been since you've seen another human being? Your group has left you. Most found safer places to spend the rest of their lives, better places. Some died, either by an entity, by the environment, or starving when resources were low. Others simply disappeared, never to be seen again. The Levels decreased in documentation, and increased in difficulty as time went on, each level posing new challenges as you went on. You went deep into the Backrooms, too far to comprehend. And yet you are right back where you started...

## `Exits`

Don't you see what you're doing to yourself? In the process of trying to escape, you're slowly killing yourself. Your body, your mind, your soul. Even if you could leave, what would you have to go back to? Do you still remember your friends? The place you lived in? Do you remember your family's faces? You've likely been presumed dead by now. They have forgotten you, and you have started to forget them as well. There is nothing left for you...
Wonder Woman

### Powers / Abilities

Superhuman strength, speed, stamina, intelligence, senses, agility, and reflexes
Nigh-invulnerability
Divine empowerment
Master martial artist and hand-to-hand combatant
Using Lasso of Truth, indestructible bracelets, projectile tiara, sword, shield, and invisible jet

**Princess Diana of Themiscyra** (also known under the civilian name **Diana Prince**) is the superheroine **Wonder Woman**. She is a member of the Justice League and is renowned as one of the world's finest heroes. During an encounter with the Riddler, the villain seemingly perished in an explosion caused by Diana, leading his sidekicks Query and Echo to declare revenge on her and form Obsidian. The organization's resulting mission to capture and wedgie superheroines everywhere was spurred on by the two's hatred of Wonder Woman.

## Biography

Diana is the princess of a magical island called Themiscyra. At some point, she left the island and became a superheroine, calling herself Wonder Woman. After operating as a hero for some time, Wonder Woman joined the Justice League and became revered as one of the world's finest heroes, though she was known for her somewhat brutal and warlike personality. She recruited a young woman named Donna Troy to become her sidekick, and the two became frequent foes of the immortal sorceress Circe, who dedicated herself to defeating and humiliating Diana.

After escaping from Arkham Asylum, the Riddler kidnapped Catwoman and Vicki Vale, bringing them to the Gotham Pioneers' Bridge and placing them in a trap. He and his henchwomen Query and Echo prepared to face Batman, but instead Wonder Woman showed up, making quick work of the henchwomen and leaving them in wedgies. She then destroyed the machine powering the Riddler's trap, resulting in an explosion that seemingly killed him. Riddler's apparent death caused Batman and Wonder Woman's friendship to become incredibly rocky, with Bruce unable to forgive her for killing the villain.

Following Riddler's death, Query and Echo allied with Circe, as well as Anthony Ivo and Crossbones, to create an organization called Obsidian that would be dedicate to capturing and wedgieing heroines everywhere. As their first major move, the five recruited Blackfire and had her wedgie and capture Supergirl while Circe trapped the rest of the Justice League in a pocket dimension. Due to the fact that she was dealing with a conflict on Themiscyra, Diana was unable to accompany the League on this ultimately doomed mission.

When Diana learned of her teammates' disappearance, she began working day and night to find a way to locate them. This focus on finding the League distracted her from noticing the rapidly growing number of heroines who were being wedgied and abducted by Obsidian.

### Obsidian

* Stargirl's Frosty Encounter (mentioned)
* Supergirl Subdued (mentioned)
* Dove's Desperation (mentioned)
* The Rise of Obsidian
Roxy Rocket

**Roxanne Sutton**, also known as **Roxy Rocket**, is a supervillain who operates in Gotham City. After managing to wedgied and publicly humiliate Phantom Lady, Roxy was in turn wedgied by Blackfire, who stole her captive for the mysterious organization Obsidian.

## Biography

Pilot and stuntwoman Roxanne Sutton decided to use her skills to become a supervillain. Adopting the name Roxy Rocket and utilizing a rocket speeder, Roxanne became a high-flying criminal who frequently came into conflict with Batman. Following one of their many battles, Roxy was defeated and sent to Blackgate Prison.

At some point, Roxy managed to escape from Blackgate and decided to lay low, biding her time and upgrading her equipment. Five months later, she returned to the skies, capturing the superheroine Phantom Lady and wedgieing her from the front of her rocket like a trophy. Roxy then dragged the helpless heroine along on a high-speed ride through Gotham City, which ended up being interrupted by Blackfire, who knocked Roxy off her rocket. Luckily for the villain, her fall was broken when her underwear snagged on a gargoyle mounted on the side of Gotham Cathedral, giving her a massive hanging wedgie. Roxy tried to bargain with Blackfire for her freedom, but the Tamaranean left her dangling from the gargoyle and brought Phantom Lady (and the rocket) back to Obsidian.

## Appearances

### Obsidian

* Not Rocket Science
	+ **Wedgies Recieved:** hanging
Sublevel List

### What is a Sub-Level/Sub-Layer?

Sub-layers are locations that usually add more detail to an existing level. There are two types of sub-layers — "sub-levels" and "rooms". Sub-levels are Levels that are related to their parent level, but are still their own distinct level. Rooms are locations that are too small to be considered their own level. Usually, they are places in an existing level, but that is not always the case.

### Sub-Level/Sub-Layer Mainlist

Sub-levels are intended to add lore, or "depth" to an already written level. Think of them as spin-offs of the level they can be found in, levels *within* the level, or a level between two other levels. A sub-level is usually smaller, albeit more detailed — but not always. A level can have as many sub-levels as one can imagine, as long as they maintain the loose theme of their parent Level.

### Sub-Levels/Sub-Layers Of Normal Levels

These are sub-levels of the levels found in the Normal Levels List:

### Level 0

* Level 0.1 - "Zenith Station"
* Level 0.2 - "Remodeled Mess"
* Level 0.3 - "The Icy Rooms"

### Level 1

* Level 1.1 - "Corrupted Corridor"
* Level 1.5 - "Inverted"

### Rooms of Normal Levels

These are rooms of the levels found in the normal Level List:

### level 0

* The Red Rooms
* The Manila Room
Level -0

## Description

Level -0 is *what the world should've been* theorized to be the first Negative level of the Backrooms. *We have been given a gift.* The layout of the level appears to have been *copied by* Level 0, although with distinct visual *revelations*. These *prophetic* visuals can range from vibrant pink and black checkerboard planes to areas of complete visual noise. *We all had become one.*Level -0 exhibits numerous *miracles* similar in vein to Level 0. *A ticking clock, a winding gear.* Some of these similarities include the *abundance* of life found within the level, an increased need to *worship us*, and the appearance of numerous *pariahs and false prophets*. *A country without a flag, a kingdom with no monarch.*

## Bases, Outpost, and Communities

*We are here.* There are no known communities *Don't forget us*. or outposts *We haven't forgotten you.* on this level.

## Entrances

So far, Level -0 has only been accessed through attempts to access Level 0 from another level.
Firestar

**Angelica Jones**, also known as **Firestar**, is a student at the Hellfire Academy. She attempted to replace Emma Frost as the university's wedgie queen, but quickly found herself wedgied and humiliated by Emma and Iceman.

## Biography

The pyrokinetic mutant Angelica Jones enrolled at the Hellfire Academy and chose the alter ego of Firestar. She filmed and posted a video in which she proclaimed herself to be the new wedgie queen of the college, incurring the wrath of Emma Frost.

In order to put Firestar in her place, Emma teamed up with Iceman. While Angelica was asleep in her dorm, the two burst in, tied her up, and dragged her to the dining hall's walk-in freezer. They wedgied her and placed her atop a large block of ice that would increase her wedgie as it melted, with Emma also dumping ice cubes into her bra and panties. As a final insult, Emma set up a camera that would livestream her humiliation to the entire school before leaving her alone to struggle in the wedgie.

## Appearances

### Hellfire Academy

* Hot as Ice
	+ **Wedgies Received:** hanging, bondage, messy