recursal/Fanatic-Fandom huggingface dataset:
Professor X (X-Men Evolution)

**Charles Francis Xavier**, also known as **Professor X**, is the founder of a school for mutants to learn how to control their powers to one day coexist with mankind. He is also the founder of the X-Men.

## Powers

**Telepathy:**Professor X is an unparalleled telepathic mutant. He can read and control human minds, project his thoughts, scan locations to find specific minds, influence both cognitive and motor functions in others, scan and alter memories, create powerful illusions, release psychic blasts capable of disabling opponents, and projecting his mind outside his body to travel the astral plane. Professor X can scan and manipulate the minds of dozens of people at once, as seen when he erased the memories of an entire soccer stadium full of people who witnessed the X-Men fight the Brotherhood. He is also able to hear thoughts and receive mental distress calls within miles of his location, as seen when he heard Jean Grey "call" for help from the other side of town when she was abducted by the Blob.
Thesis (Greek Mythology)

**Thesis** was the primordial goddess of creation, a divinity related to Physis. She occurs in the *Orphic Theogonies* as the first being to emerge at creation alongside Hydros and Mud. Thesis was sometimes portrayed as the female aspect of the first-born, bi-gendered god Phanes

## Powers

**Omnipresence:** As the physical embodiment of creation, Thesis is present everywhere at all times. Nothing can evade her presence, besides the actions of Chaos, one of the only other beings more powerful than him.

**Omniscience:** As the physical embodiment of creation, Thesis has seen, heard, and understood everything that has happened since creation of the universe. Thus, she is an expert in the history of the universe.

**Creation:** As the physical embodiment of creation, Thesis is able to create anything from nothing, including living beings, other deities, or objects.

**Manifestation:** As a primordial deity, Thesis is an incorporeal being who is capable of manifesting a physical form if she wishes.

**Amortality:** As a primordial deity, Thesis physically embodies an intangible concept. As such, she is essentially immortal in the fact that she has never actually been alive. Thus, she cannot be killed since she isn't truly alive.
Level 19

Level 19 is mostly unexplored. This level resembles a wooden, dusty attic. Some light bulbs hang from the celling. They hang by thin wiring. In these areas, Deathmoths fly around. It is unadvised to come here if you weigh more than 170 lbs (77 kg). If so, you will break through the floor. Due to this, move slowly throughout the level. The floor is extremely brittle and easy to fall through. The floor is made out of rotten wood.

Falling through the floor leads to either 5 levels. These levels are dangerous, being Level 20, Level 12, Level 5, Level -1, or Level -2. No bases or Outposts are on this level, and is very easy to understand.

## Entrances and Exits

There are 2 known ways to enter this level, Crawling through a hole in Level 1 which appear to disappear behind you, and climbing to the attic in Level 155.

Exits are scripted above. This level is extremely long, doesn’t mean it’s infinite. Going deep enough leads to Level 140 on the roof of the house. You know your here if you’re vision gets blurry and it gets warmer suddenly and you see a bright blue sky. It is recommended to quickly leave this area to survive, as the house has strange and unpredictable conditions, such as headache, hearing voices, growing pale and fainting.
Miss Sinister (Marvel Comics)

**Claudine Renko**, also known as **Miss Sinister**, was a woman who became one of Mister Sinister's test subjects after he created a virus containing his own DNA to be injected into a host. Claudine became that host.

## Powers

**Cellular Shapeshifting:** She has the ability to control every molecule of her body, allowing her to assume the form of anyone she wishes. She has the potential to reduce herself into a semi-liquid state.

* ***Regenerative Healing Factor:*** Miss Sinister is able to rapidly regenerate damaged or destroyed tissue with much greater speed and efficiency than an ordinary human. She can fully heal from injuries that result in massive tissue damage or loss, such as multiple gunshot wounds, slashes, puncture wounds, broken bones, and severe burns, within a matter of moments. However, there are limits to the extent of her healing abilities, as she was left severely weakened by the wounds Daken inflicted.
	+ ***Superhuman Strength:***Miss Sinister possesses superhuman strength, which may be a product of her shapeshifting abilities. She is able to press lift within the two to ten ton range.
	+ ***Superhuman Stamina:*** Her muscles produce considerably less fatigue toxins than the muscles of ordinary humans. She can exert herself at peak capacity for several hours before fatigue begins to impair her.
	+ ***Superhuman Reflexes:*** Miss Sinister's reflexes are enhanced to levels that are beyond the human body's natural limits.

**Telepathy:** She can read minds and project her own thoughts into the minds of others within a radius of 900 miles while on Earth. With extreme effort, she can greatly extend that radius.

* ***Mental Paralysis:*** She has the ability to induce temporary mental or physical paralysis.
* ***Astral Projection:*** She can project her form as if she were a ghost.
* ***Mind Control:*** She is capable of controlling the minds of others, but only one at a time and if the target is in her physical presence.
* ***Power Dilation:*** She has the ability to mentally paralyze a foe she's touching and "turn off" the superpowers of any mutant.

**Telekinesis:** Miss Sinister possesses telekinetic abilities enabling her to psionically levitate and manipulate living beings, inanimate objects, and energy to some extent. She can lift as much as ten tons of weight telekinetically and possibly more. She can also fly at great speeds.

* ***Concussive Blasts:*** She can fire blasts of concussive force from her hands or from the diamond shaped scarlet mark on her forehead.

**Immortality (*possibly; formerly*):** She is immortal but not immune to the non-lethal effects of aging, including increasingly wrinkled skin and immobility. She is immune to disease and infection. It is unclear if she still possesses this ability.
Medea (Riordan Books)

**Medea** was the Princess of Colchis, the land that held the Golden Fleece during the time of the original Jason. Medea was a powerful sorceress.

## Powers

As a powerful sorceress who was descended from Helios, the Titan fo the Sun. She possessed the abilities of:

**Mystiokinesis:** Medea had the ability to control and cast magic, which she learned from her aunt, Circe. Her magic color is magenta. Examples of powers she derived from her magic are:

* ***Amokinesis:*** Medea had the ability to control the emotions of love and desire. She once made Selene, the Titaness of the Moon, fall in love with a mortal.
* ***Magical Manufacturing:*** Medea had the ability to create objects that possess mystical properties. She concocted a specal ointment that granted Jason superhuman strength as well as immunity to heat and flame, and later used a magical dust to deepen the enchanted sleep that she induced upon the guardian dragon of the Golden Fleece.
* ***Potion Making:*** Medea is highly skilled in making potions. It was shown that she was also able to make magical potions that range from healing any disease to manipulating memories.
* ***Charmspeak:*** Medea had been trained by Circe in the ability of charmspeaking, and was therefore a skillful charmspeaker despite not being a child of Aphrodite. She used this ability to sing a song of enchantment that lulled the guardian dragon of the Golden Fleece to sleep, and later on  used it to put Jason and Leo under her influence, to the extent where it was only Piper's timely interference that prevented them from fighting each other to the death. Her charmspeak was so powerful that even Piper, who was herself a skillful charmspeaker, found it difficult to resist.
* ***Prophecy:*** Medea had the ability to see into the future, which she used to aid Gaea.
* ***Teleportation:*** Medea had the ability to instantaneously transport herself from one place to another without having to physically travel through space, which manifested itself in the form of smoke.
* ***Vitakinesis:*** As stated by Apollo, Medea had healing powers and was almost as skilled as Asclepius. Her cures tended to involve dark magic, vile ingredients, and the tears of small children.
* ***Aerokinesis:*** Medea has shown to be able to control air and wind. She summoned a fog bank so the Argonauts temporarily lost their pursuers. Medea also attacked Meg, Piper, and Apollo with gusts of wind.
* ***Summoning:*** Medea has the ability to summon other beings to aid her in battle, such as the Venti. Medea was able to summon the faded Titan Helios from the depths of Tartarus.
* ***Chlorokinesis (possibly):*** It was possible that Medea had the ability to control and manipulate plants. When the enchanted trees of the Grove of the Golden Fleece became too aggressive in their "attacks" towards Jason, Medea caused them to stop by muttering a spell.
Sebastian Von Marburg (Salem)

**Baron Sebastian Von Marburg** was a powerful cradle witch and the charming son of the Countess Von Marburg. He is also one of the few named male witches left in Salem.

## Powers

**Witchcraft:**Sebastian was a very powerful cradle witch, descending from one of the first satanic witches in history, currently known as Countess Von Marburg. It is possible that his power equated that of his half-sister, Anne Hale, though due to his advanced age, he was much more in control of his abilities than Anne.

Unlike most of the witches, Sebastian rarely resorted to magic, though when he did, he demonstrated several noteworthy abilities, including:

* ***Blooming:***He was allegedly over 250 years old, implying that Sebastian uses the same treatment of blooming as do his mother and Mercy, an Essex witch.
* ***Teleportation:*** He was capable of teleportation, as seen when he teleported George Sibley's body to an undisclosed location by sticking a needle into his forehead. He can also teleport himself from one place to another.
* ***Telekinesis and Puppetry:***He showed a mastery in both telekinesis and puppetry, being able to paralyze someone while at the same time twisting their bones, as shown when he confronted Mercy, who was rendered powerless by Sebastian's advanced abilities.
* ***Blood Kiss:***He also showed the same gift of the so-called "blood kiss" as his mother, as he was able to extract any necessary information just as easily.
* ***Glamouring:***He was also able to glamour himself to make himself look like John Alden.

**Superhuman Strength:** In addition to his magical abilities, he also demonstrated an inhuman degree of physical strength that allowed him to overpower regular human being and mash stones with his bare hands.
Level 6

**Level 6** is the 7th level of the Backrooms. It is widely considered to be the most dangerous level.

## Description

**Level 6** has been traversed by few, and survived by fewer. Many do not set out to enter **Level 6**, rather stumble upon it when traveling too far into the boiler in [level 5]. Only a small amount of documented information is currently available, and few photographs have ever emerged.

**Level 6** is entirely devoid of all-natural light. However, items that produce light such as flashlights, lighters, and lamps still give off light and can be used to investigate. Even though it's possible, not many explorers stay long enough to report notable findings.

There are rumored to be no beasts in Level 6. Many believe that the monsters on Level 6 are not physical, but rather a general atmosphere that "lets out the ones in your head". As previously mentioned, some believe that this level is an Entity itself, though this is not proven.

Apparently, bodies have been found in level 6 with notes, and you could hear screams telling you to do unspeakable things.

## Colonies and Outposts

There are no known Colonies or Outposts on this level.

## Leaving Level 6

The specific method for exiting **Level 6** and accessing [level 7] is unknown, however, it seems just traveling through **Level 6** for a prolonged period of time is the way. The only other ways are simply to turn back through the boiler once you reach the level and traveling too much to find a door that leads to Level 7, this way was found by u/mystery-wanderer.
Eli (Heroes)

**Eli** is a carny who was banished from the carnival by Joseph Sullivan. He decided to lead a new life but was found by Tracy Strauss. Upon hearing that Samuel took command of the carnival, Eli returned to be his right hand man until Matt Parkman brainwashed him into turning on Samuel.

## Powers

**Cloning:** Eli has the ability to clone himself. He seems to be referred to by his clones as the "Omega" or the "Prime" and is able to produce hundreds of clones. All of Eli's clones are hollow on the inside and share a sort of collective mind. Eli's clones are able to travel vast distances away from the Prime, but they cannot stay away for long and feel the urge to return to him after a certain amount of time.

Unlike other people with the ability, such as Harris, Eli cannot maintain his clones if unconscious and knocking out the Prime takes out all of the clones. The clones are also fairly easy to destroy with something as simple as a taser blast being capable of destroying one.

The clones possess no mind of their own, with one clone stating that they are "pretty well mindless". As a result, Eli's clones are immune to telepathic manipulation and mind reading. However, the real Eli, the only Eli with a mind of his own, is not immune to this power and can have his mind both read and manipulated.

* ***Inorganic Replication:*** When cloning himself, Eli also seems to be able to clone objects. When he cloned himself multiple times while holding a gun, all of the clones were holding the gun that the original Eli was holding.
Brenda Castillo (Charmed)

**Brenda Castillo** was a low-level witch. She was in a committed relationship with her girlfriend Carly, who was aware of her magical secret.

## Powers

**Witchcraft:** As a witch, Brenda has the ability to cast spells, perform rituals, and brew potions.

* ***Scrying:*** As a witch, she can locate objects and individuals with a map, a scrying crystal, and sometimes other tools.
* ***Mediumship:*** As a witch, she is able to see and commune with spirits of the dead.
Black Canary (DC Comics)

**Dinah Drake Lance**, also known as the **Black Canary**, is a vigilante with the distinctive sonic scream superpower known as the Canary Cry, which she uses to fight crime with the Birds of Prey and Green Arrow.

## Powers

**Canary Cry:** Black Canary possesses a metagene that allows her to produce a powerful sonic attack capable of damaging, disorienting, and stunning anyone she uses it on. According to her, the Canary Cry is powerful enough to be capable of shattering metals and a person's skull if directly used on them.

* ***Gliding:***She can use her Canary Cry to glide across great distances by manipulating sound waves.
* ***Fire Extinguishing:*** She can use her voice in a low frequency to extinguish fires.
* ***Sound Immunity:*** Black Canary's eardrums have a thick membrane which makes her immune to the effects of her own powers as well as other loud noises.

## Abilities

**Archery:** Black Canary is a skilled enough archer to briefly impersonate her partner Green Arrow and can fire arrows with precision.

**Driving:** She drives her motorcycle with great skill.

**Espionage:** She is a skilled covert operative, having worked with Team 7 and later leading the Birds of Prey.

**Firearms:** Although she prefers not to use guns, she is more than capable of using them.

**Martial Arts:** Trained by combat specialist Desmond Lamar, Black Canary is a highly skilled martial artist with her combat skills being respected by the likes of Team 7's John Lynch, Amanda Waller, Barbara Gordon, and Batman. She has been trained in boxing, escrima, jeet kune do, jujitsu, karate, krav maga, wing chun, and wrestling.

**Multilingualism:** She can speak and understand Japanese and French.

**Music:**Black Canary plays and writes songs on the guitar.

**Singing:** Black Canary is a talented singer and enjoyed a successful stint as a rock singer with her hand, Black Canary.

**Tactical Analysis:** Black Canary is also considered a strong leader and strategic thinker.

**Acrobatics**

**Investigation**
Wi-Fi and Data

For whatever reason, WiFi, Cellular data, and land line connections are available In the Backrooms. How this is possible is still a mystery.

## WiFi

The backrooms has it's very own WiFi network, which will look like a blank space in your device's list of networks. Should you be inclined to use it, the password is "itheardyou"; however, using WiFi is not advised, even though the WiFi network is strong in Level 3, because it's an area that's known for having a lot of Entities hiding within the halls. Some people have noted that the beings are actually able to track your location, and you'll have a bad time if they do find you.

## Cellular Data

Cellular Data seems to be a much safer option in the backrooms, should it be available to you. Coverage is much more sporadic than WiFi, but as such it is harder for the creatures of the backrooms to track your location using it. Despite this, it is not advised that cell data be used for longer than 10 minutes at at time, as any more usage dramatically increases your chance of detection.

## Land Line

Land Line connections exist within the Backrooms, but are pretty much unusable for modern devices such as smartphones and laptops; they're exclusively used for phones that you can occasionally find in rooms most common on Level 4

## Contacting the outside

Some groups have tried to use the WiFi and cellular data to directly contact people outside the backrooms. However, it seems that when speaking to people outside, these groups were killed by dangerous Entities. It is believed that the Entities are scared of the outside world and don't want people to find an exit. However, this is just speculation.

One thing to note is that Entities won’t become hostile towards you if you're only contacting people who themselves are already in the Backrooms.
Abraxas (Marvel Comics)

**Abraxas** presumably came into existence when the original universe that eventually branched into the Multiverse was formed, spontaneously assuming the embodiment of destruction that was the counterpart to the very act of creation embodied by Eternity.

## Powers

As antithesis to Eternity, Abraxas is a powerful intelligence representing the embodiment of the destruction of the Multiverse. As such, he is far removed from the limits of human understanding.

Presumably, Abraxas' humanoid form is a manifestation used to communicate or is merely the perception of the individual witnessing his presence.

**Omnipotence:**His powers are limitless.

* ***Reality Manipulation:*** He can manipulate the fabric of reality to accomplish his ends. It is likely that only the Living Tribunal and the One-Above-All can single-handedly overpower him.
* ***Immortality***
* ***Omniscient Intelligence***
* ***Interdimensional Travel***
Pestilence (X-Men Films)

**Pestilence** was a mutant and one of Apocalypse's original four lieutenants.

## Powers

**Superhuman Strength:** Pestilence possessed strength greater than that of any normal human which allowed him to punch through and lift up falling debris to protect [[Apocalypse (X-Men Films)|Apocalypse. However, he did not possess an equally high level of durability, which was demonstrated when he was crushed by falling debris.
Scarlet Witch (Marvel Cinematic Universe)

## Biography

Scarlet a Witch is main character of Avengers Age of Ultron and Avengers Endgame and she is the Sister of Pietro Maximoff and wife of Vision and she helps the Avengers defeat Thanos at the Dnd of Avengers Endgame she appears in Tony Stark's Funeral to renew his memories and she was so Sad that he was her enemy
Heather (The Gifted)

**Heather**  is a mutant hitman who's team is currently in the employ of the Inner Circle.

## Powers

**Teleportation:** Heather possesses the ability to move objects and people from one location to another. When Max would charge an object with a degree of explosive energy, she would teleport the object to a safe distance and their other teammate Tico would set off the explosion with his ability to create shockwaves.
The Evil Enchantress (Charmed)

**The Evil Enchantress** was an evil witch with the power of telekinesis, as well as the power to conjure the elements, before they were bound. She came into her powers late, but learned witchcraft very quickly, choosing to use it for evil. She was the most powerful witch of her time, as well as one of the most powerful evil witches in history.

## Powers

**Witchcraft:** As a witch, the Evil Enchantress had the power to cast spells, perform rituals, and brew potions. Although she came into her abilities later in life, she learned and developed her witchcraft quickly. She was particularly skilled in the fundamental ability of brewing potions, for she was able to create "potent potions to achieve her goals".

* ***Scrying:*** As a witch, the Evil Enchantress presumably was able to scry for a person or object by the use of a map and scrying crystal.
* ***Mediumship:*** She could presumably see and communicate with spirits of the dead.

**Telekinesis:** The Evil Enchantress displayed the ability to move matter with her mind when she opened and closed Lady Julia's cell.

**Conjuring the Elements:** The Enchantress possessed the power to conjure the elements. The full extent of her power was never fully explored, as she was only shown conjuring wind and lightning. Her main offensive power was to generate powerful gusts of wind from her hands.
Timothy McBride (Charmed)

**Timothy McBride** was a warlock. He caused discord among the Charmed Ones and befriended Paige Matthews to gain her trust.

## Powers

**Magic:** As with all warlocks, Timothy is capable of casting spells, performing rituals, and making potions.

* ***Scrying:*** He is able to locate other beings and objects through the use of a scrying crystal, a map, and sometimes other tools.

**Hydrokinesis:** Timothy had the ability to create and manipulate water. He was able to create a projection of his own image using water particles. He mainly adopted the form of mist to travel between places when looking for victims.

* ***Conjuration:*** Timothy could make his water particles turn solid and conjure up weapons.

**Projective Levitation:** Timothy could levitate other beings and objects without levitating himself.

**Force Field:** He could create barriers out of energy to protect himself from physical or mental harm.

**Blinking:** He could instantly teleport from one location to another by blinking his eyes.

**Immortality:** He had an infinite lifespan and arrested aging process.

**Intangibility:** Timothy could make himself untouchable by all physical contact. He was mostly intangible while in his mist form.

**Power Absorption:** He could absorb the active powers of others. As a warlock, he did this by stapping his victims with an athame.

**Death Force Augmentation:** Timothy could amplify his own power and physical state by murdering innocents and utilizing their death forces.
Level 3

**Level 3** is the fourth level in the Backrooms.

​​

## Description

In **Level 3** the rooms are smaller and hallways more claustrophobic than in lower levels. In this level, it is easy to find random objects, some of which can be very valuable, such as lighters and weapons. **Level 3** is also the level where the [WiFi] is the strongest. It's ominous, but for good reason; Level 3 is home to by far the most [Entities]. Pipes line the walls and ceilings of this level, which makes it easy to distinguish from the previous levels.

Due to the sheer number of entities inhabiting this level, it is recommended to head to the next level quickly. Skin-stealers, smilers, facelings, hounds, bursters, deathmoths, clumps, and anethikas can all be found here. However, there are lots of useful objects lying around on level 3, so it can be beneficial to stay and collect items if you're confident.

## Colonies and Outposts

Due to the nature of this level, no known confirmed colonies or outposts have formed, however there have been rumors of a group consisting of rabid people turned insane by the Backrooms.

Of course these are just rumors, no known evidence of this has surfaced.

## Leaving Level 3

The only way to leave **Level 3** is through elevators which often lead to Level 5.

like certain other levels, there is no way to access the level immediately above.
Elizabeth

*This article focuses on the Wacca navigator, **Elizabeth***

## Icons and Banners

### **Icon(s)**

**Elizabeth** (エリザベス Erizabesu) is one of the navigators from *WACCA.* She has a sister named *Lily* who she is very close to.

Elizabeth is voiced by Onishi Saori (大西沙織).

## Personality

### Character Information

Depicted as caring and charismatic.

Active at night as a very popular DJ. Enjoy campus life during the day.

The effect of the DiVE ability is "to make people who are quarrelling reconcile with each other".

Loves sweets and curry rice. I usually go to the gym to do a workout with a strength that is not inferior to that of a macho.

## Appearance

Elizabeth is a young female with catty facial features, shoulder-length blonde hair with bangs over her yellow eyes, ivory skin, and a fairly slender physique. She has a few sporadic blue/pink/purple/red/orange streaks of gradating color in her hair, as well as a hair clip above her right eye that resembles a black crown with gold trim. Her eye makeup is made up of similar colors to the streaks in her hair, with aqua on the top halves of her eyelids, and hot pink on the under halves. Her fingernails are painted individually with alternating hot pink and aqua for each finger. A pair of headphones rest around her neck, with one hot pink and one aqua earphone each. She wears a modified school uniform consisting of a grey short sleeve jacket that has a single gold button near the bottom, with dark grey lapels and rolled-up cuffs (one hot pink, one aqua), a white short sleeve dress shirt, and a skinny tie with solid red and blue diagonal stripes. She wears a short pleated grey skirt with red/black/white plaid. Her stockings are different colors, with one leg being hot pink and the other aqua. She wears knee-high black leather boots. She also wears a number of accessories, including: 1.) a tiny gold fleur-de-lis brooch on her jacket's lapel, 2.) on her left hand, a black wristband with a single silver rectangular metal clip, as well as a black/hot pink/aqua wrist scrunchie, 3.) on her right hand, two simple rubber wristbands (one white, one black), and 4.) a variety of fashion pins on the bottom right of her jacket, one of which shows a similar gold crown that she wears as a hair clip.

Additionally, she is accompanied by a white frilled-neck lizard, which clings to her arm. The lizard wears a miniature red crown on its head with a gold metal frame. It has a near-rainbow(minus green) color gradation around the edges of its frills, as well as halfway up its lengthy tail.

## Trivia

Elizabeth is a navigator in *Arcaea* and *Groove Coaster*, and seen in the stage "Candyland" from *Muse Dash*.

Elizabeth and lovable lizaed are the main protagonists of WACCA.

## Gallery

*Proceed to Elizabeth/Gallery*
GSV corporation

GSV corp has been known for taking the "eat the smaller fish" approach to its logical end whereupon GSV corp became the largest fish by far. It absorbed the next 1000 corporations into itself, becoming the only pan-galactic power with its dark tentacles in every sphere of life, from mining and shipbuilding to cloning and pizza making.

GSV corp is the main power in the game, presenting the facade, not unlike evil empires in other, less creative, works of fiction.
The Hub

The Hub is a concrete tunnel with a series of doors that go to various levels of the backrooms. Currently, one can only access levels 0, 1, and 2. Entities cannot come into The Hub under normal circumstances Y͘͝͏o̧͝ų̵͝͠ ̢͏҉c̵̨̡̛à̡͝n͏͝ ̡̧͘͝f̷́͜͜i̷̷̛̕ń̴̴d̨͝ ̸̨̢͝t̀͟͡h͢e̶̢̧͜ ̧͟H҉̨u̵̴b̶̴̨͟͝ ̸̀̀͝i͜͡n͘͢͝͠ ̸̢̨t̶̡́͢ḩ̢̕͟ȩ͘͡ ̴w̶̷̶̨̡i̶͟͝ń̸ḑ̢̀́͞o̢͜͠͏ẁ̵̀͘s̕͟͡,̵̛́ ͢͡y̶̨̧͟͟o̡̡͝u̴͢͏ ̸̛c̸̶̸͞ą̴̡͞͝n̢̡̕ ̧͘͟f̀į̀͡n͘͠d͏̶͘͡ ̢̛͟M̷̧ó͘͟t͏҉͡h̷̛͢͢é̡͟r̨̕͟ so you will find a lot of people there. Certain Entities have been known to refer to The Hub as "The Crossroads" on occasion

## **Finding The Hub**

Unlike the seemingly infinite Backrooms, there is a consistent way of navigating your way to the Hub. From the entrance of Level 1 head straight down the corridor, and stop when you get to the door. Go through the door, then continue until the end of that corridor. Then, double back to the entrance of the level. There should now be a diverging path that goes left or right. Take the left. You will come across another divergence. Take the right. Then, at the next one, take a left, and at the next one, take a right. As soon as you take the right, you will see two doors, labeled A and B. Take the B door. Upon going through that door, you will find yourself in an identical room to the last one. Now, take the A door. This is the door that leads to the hub. If you get any of these steps wrong, (like taking the wrong turn or not doubling back) you will end up somewhere completely random.

There are also some randomly occurring entrances in Level 2.

## **The Doors**

Doors 0, 1, and 2 are already pushed open, but are immovable. You cannot close them, and the symbols on them are obscured. The tunnel goes on for 6 miles, and there are only known doors to Levels 0, 1, and 2. The length between each door increases the higher the number gets. Each door has a different insignia on it, looking like a crop circle. The one thing in common between all three of the doors is that they have a metal spike on top of the symbol, and a keyhole below. The keyhole below is a polygonal shape corresponding with the number on the door.
Levels

Some levels have been explored and documented, but these logs have not yet reached the backroom historians. Please be patient while we attempt to gather the necessary information to complete each level.

## Normal Levels

* Level 0
* Level 1
* Level 2
* Level 3
* Level 4
* Level 5
* Level 6
* Level 7
* Level 8
* Level 9
* Level 10
* Level 11
* Level 12
* Level 13
* Level 14
* Level 15
* Level 16
* Level 17
* Level 18
* Level 19
* Level 20
Level 1

Level 1 is the second layer of the Backrooms. It is similar to Level 0, with a few major differences.

## Description

Level 1 is similar to the mono-yellow design of Level 0. The key differences are concrete walls instead of wallpaper, tile floors instead of carpet, and dimmer fluorescent lights. Entities typically lurk at or above Level 1, and are more common here than on Level 0. Known entities on Level 1 include dullers, adult facelings, hounds, and skin-stealers.

There are multiple ways of reaching Level 1. Like other levels, it can be reached randomly with stairs, elevators, and hallways, and one also has a small chance of landing here when no-clipping into the Backrooms. In addition, sometimes the lights begin to flicker on and off. Eventually, the lights will turn off for minutes or hours at a time. With no light, this level becomes dangerous, so bring a light source if you're exploring.

## Colonies and Outposts

There are currently two known colonies in Level 1.

### The Chaos Republic

* The largest colony in Level 1.
* Consists of mainly teenagers and young adults.
* Quite hostile and not open for trading.

### Exploration Alpha

* Group mostly comprised of older people outcast from The Chaos Republic.
* Hellbent on escaping Level 1.
* Mental health is a problem among the group.
* Normally friendly and open for trading, although the mental state of whoever you're trading with does affect this.

## Leaving Level 1

While difficult, it is possible to re-enter Level 0 from Level 1 by the same method used to get to Level 1 . Level 2 can be accessed by stairs. Sometimes you will simply find yourself in Level 2 after spending enough time in Level 1. As with the rest of the positive levels, if you no-clip through darker walls, you'll reach the Negative Levels. The Hub can also be accessed from the entrance to Level 1 by following a precise set of steps, or randomly from any point in the Level.

It is also possible to exit Level 1 via the fake windows that one may see, which will ~~l̶̀e͟a̵̡͢͞d́͏ ҉̨t̡͜o̢҉̵ ̢̕s̛̛a҉̶̸̶̶ļ̸̧͠v͏̴̢́̀á͝͞t̵͠i̢҉̶҉o͏͜҉͝n̸̡̛̛͟~~ appear to lead either to what appears to be the outside world, or to another section of the Level. However, this form of exit is extremely dangerous, because if you go through them, you'll find yourself in Level 1.5, unable to exit. Extreme caution is advised when around fake windows, and it is strongly advised that they are altogether avoided.
Level 11

Level 11 is the 12th level of the Backrooms. It is unknown who first discovered it, but u/Ilikebacon999 was the first to describe it on the subreddit.

## Description

Level 11 is essentially a tightrope maze. It consists of wide tightropes that connect various rooms together. These rooms are similar in appearance to Level 0, and have wireless charging ports in the center.

Outside of the rooms lies a blue void. If you fall into this void, you return to where you entered the level. The data signal also happens to be very strong, but you will be teleported to where you started if you call a number outside the backrooms.

Level 11 has many ways of access. One way is by playing the elevator game on some of Level 5's elevators. Another, described in a note that u/Ilikebacon999 found lying around, is to find a blue room on Level 9 and go through the door in said room.

## Exits

It's rumored that about 100-200 miles behind a room with a non-functioning elevator, you can find a door to the blue room described in the note.
Level 2

**Level 2** is the third level of the Backrooms. It can be accessed by remaining on Level 1 for too long or by going through doors in The Hub.

## Description

 File:731AE0E7-960C-4DFE-968F-2A58DE6A7EC7.jpg  **Level 2** is millions of miles of industrial hallway, gray floors and concrete walls adorned with locked doors with pitch-black windows, ventilation ducts with odd noises coming from them, and pipes that contain viscous black fluid. Most of the time the noises in the vents are caused by crawlers, one of the Entities you can find on **level 2**. Other entities here include smilers, child facelings, clumps, hounds, small deathmoths, and bursters. If you encounter any creature in the halls your only choice is to run in the opposite direction and hope that you can outrun it. The hum buzz of electric lighting is much stronger than levels 0 or 1. **Level 2** can get extremely hot, so taking water with you is advised. **Level 2** can induce extreme claustrophobia due to the tightness of the halls and can cause insanity after long periods of time. There are useful supplies on this level, so if you're prepared to fight, staying here for a bit is beneficial.

## Colonies and Outposts

There are no known Colonies or Outposts on this level.

## Leaving Level 2

There are 4 ways of leaving **Level 2**.

1. If you imagine Level 2 of the Backrooms as your home, there is a chance that an opening to Level 1 might form.
2. It is possible to find entrances that lead to, and staircases that descend to, Level 4.
3. If you manage to locate an entrance to The Hub, you can use it to access Level 0 or Level 1.
4. Sometimes walls that lead to Negative Levels can be found in **Level 2**, these are incredibly rare, and even when they spawn in, they're hard to locate due to the poor lighting in the level.
Meld (Marvel Comics)

**Jeremiah Muldoon**, also known as **Meld**, is a mutant who was found abandoned at a military base. He was raised by a couple on the base and entered into military service. However, due to being a mutant, he was never really accepted and moved from assignment to assignment until becoming part of the Sentinel Squad.

## Powers

**Metal Manipulation:** Meld is a mutant who is able to alter metallic structures on contact. A non-magnetic ability, Meld's power is truly a highly selective form of molecular manipulation. He is able to affect not only the metal he directly touches, but all metal uniformly connected to what he is in contact with. Thus, he can make things happen further down a corridor by touching a metal wall or floor in a facility and focus his power through the structure of his Sentinel mech while piloting it.

Meld can liquefy metals, reducing them to a fluid state as a means of disabling weapons, dissolving bonds, or gaining entrance through locked doors or reinforced armored walls. He can then fully restore said walls or structures to their original condition after passing through them. Meld can reshape metal structures into new forms on command, creating anything he can visualize. His power can be used for technoforming effects, psionically merging and reconfiguring circuitry to create newly operational forms of technology.

When piloting a Sentinel mech, he could conduct his power through the armor in order to alter metals that touched his suit or make them stick to him like flypaper and assimilate that new metal into his mech for additional armor plating or armaments.
R/backrooms Wiki

Welcome, traveler.

Evidently, you have found your way to a place where no man should be. How did you get here? It's simple: your body failed to clip and so you fell into another reality.

Now you are here, in the Backrooms. By now, you have surely noticed the distinct mono-yellow of the rooms, the sanity-leeching humming of the fluorescent bulbs above, the damp carpets on which you tread, and the seemingly endless halls.

This place is much larger than it seems, much, much larger. At an estimated few hundred million square miles, it is likely that you will not meet another soul, at least not for a while. In the meantime, if you hear something other than your own footsteps and breathing, if you hear screaming, a cry for help, the weeping of a young girl, then turn the other way and run like your life depends on it; it most likely does.

But don't worry too much, you're here, we will help to guide you. This wiki is but a culmination of our knowledge and understanding of the Backrooms. Use it, learn from it like the libraries of old, and you may yet survive.

Currently, you're probably on level 0. How many levels are there? We don't know, but many are exploring. There is yet much to discover about these strange halls, much to learn and investigate. Do you have what it takes to help us further our knowledge? Or will you perish like many who failed to heed the warnings of those who came before?

Good luck, explorers, investigators, hermits. May you find safety in the path you travel.

## Main Pages [Work In Progress]

Levels

Groups

Entities

Survivors & Stories

Important Information
Psylocke (X-Men Films)

**Psylocke** is a mutant who had the ability of shadow teleportation in the original timeline, but later displayed the power to create psionic weaponry after the timeline was changed by Wolverine.

## Powers

### Original Timeline

**Shadow Teleportation:** Psylocke had the ability to teleport through shadows in the original timeline.

### Revised Timeline

**Psionic Weaponry:** Psylocke is able to manifest a variety of weapons from pure magenta psionic energy, which can physically affect the environment. She appears to make her weapons resemble a katana, a chain sickle, a katari, and an urumi.

* ***Psionic Blades:*** Psylocke is capable of generating psionic blades.
* ***Psionic Katana:*** Psylocke is able to charge her katana with psionic energy, allowing it to inflict more damage and slice through more substances, such as an entire car.
* ***Psionic Whip:*** Psylocke can generate a whip made from psionic energy, as shown during her fight with Beast.

**Enhanced Agility:** Psylocke has demonstrated agility beyond that of regular humans.

## Abilities

### Revised Timeline

**Acrobatic:** She appears to be acrobatic enough to keep up with Beast and correct herself in mid air when falling from a plane.

**Expert Swordsman:** Psylocke exhibited proficiency in using a katana and a whip composed of psionic energy. She appears to be skilled in Kendo and Ninjutsu, as implied by her usage of a katana and whip. She appears to know Gatka and Kalaripayattu as suggested by her creating a psychic Katari and Urumi.

**Expert Martial Artist:** Psylocke is highly trained in martial arts and unarmed combat, making her an efficient killer.
Level 9

Level 9 is the 10th level of the Backrooms. Discovered by u/Bart0nius, Level 9 is a set of 27 different rooms of the same size, like a sort of Rubik’s cube. There’s 9 rooms in a 3x3 shape on three different sets of “floors.” Each room is different, and are entirely random on what could be inside. Several Rubik’s cubes are mounted in carious locations inside of these rooms, and act as a sort of vague map of the level. The level will noticeably shift on occasion, one room that you entered from would likely be a different room were you to try to re-enter.

## Description

As stated above, the level is a set of 27 ever changing rooms that resemble the model of a Rubik’s cube; and the rooms shift like one as well. As to what resides in these rooms, it is believed to be completely random; and constantly changing.

The Level is almost devoid of any life, the only entity being a blind humanoid monstrosity that u/Bart0nius refers to by the name Echo. The super-entity is blind, but navigates by using a sort of echolocation, hence the name. Any sound that occurs on level 9 will most definitely be heard and met by the entity; when it hears something loud it will come racing into the room at inhuman speeds, and violently thrash and tear at the sound’s location.

### Exits from Level 9

The only exit known from Level 9 leads to Floor 11. It's found in a blue room with a door.
Level 4

**Level 4** is the fifth level of the Backrooms, and the level where [Almond Water] can be found most frequently.

 File:Level4.jpg

## Description

**Level 4** resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.

**Level 4** is mostly devoid of [entities]. Hounds and dullers are the only ones to have been observed. One person claimed they saw a smiler, but no evidence exists. Because of this lack of beings, there are lots of people on **Level 4**. Scattered around this level, water coolers, vending machines, and fountains containing almond water can be found. Level 4 is very easy to escape from (and also return to).

**Level 4** is the best place to meet other people and find supplies. Before attempting to move onto the next levels, you should stock up on almond water: you'll need it, especially in [Level 5] and [Level 6]

## Colonies and Outposts

There are currently 2 known colonies and outposts in **Level 4**.

### B.A.S

(B.A.S stands for “Backrooms Analytical Sqaudrant”)

* The group consists of scientists skilled in certain areas, as well as architects.
* The group is known for their research, discovering many different things about the Backrooms.
* They are mostly friendly and open to trade, although a lot of them are quite reserved and not very open to newcomers.

### Amor incrementum

* This group is a religious cult who worships agriculture
* This group is one of the smallest groups in the Backrooms, being around 10 members
* The only plants they grew were various species of [], harvested from walls in [Level 0] and [Level 1].
* They're incredibly hostile and not normally up for trade, however

if you have religious objects such as objects depicting Jesus or other religious entities they'd (normally) be willing to trade.

## Leaving Level 4

Level 4 has occasional exits that lead to [Level 5] and [Level 6]. Most exits take the form of office-style stairways or occasional elevators that may even lead back to [Level 3]. As with almost all exits in the backrooms, once you lose a direct line of sight with it, it may disappear unexpectedly.
Riptide (X-Men Films)

**Janos Quested**, also known as **Riptide**, is a mutant and was member of the Hellfire Club before joining Magneto and the Brotherhood of Mutants.

## Powers

**Aerokinesis:** Riptide is capable of creating and manipulating powerful winds of various sizes by spinning his hands.

* ***Flight:*** Riptide showed capable of supporting and guiding himself in midair while within his tornado. He demonstrated this when he destroyed Cerebro and attacked the X-Jet.
* ***Tornado Creation:*** Riptide can create smaller tornadoes and can control their movement and intensity. He used this to hurl Colonel Hendry across a room and overturn two speedboats.

**Cyclone Spinning:** He is also capable of spinning at tremendous speeds without it affecting his balance or coordination. As a result, Riptide becomes, at best, a human tornado with enough force to toss a submarine and the X-Jet a large distance. Riptide's tornadoes can also suck up water without negatively affecting him.
Jack (Heroes)

**Jack** is Aviv's son and is also an evolved human with the ability to move objects with his mind. He has become friends with Jennie Bowman.

## Powers

**Telekinesis:** Jack has the ability to move objects with his mind. He is inexperienced but powerful with this ability, shown by his lifting a log into the air, but losing control and sending it shooting fast through the woods.
Sustenance

In the backrooms, food and water don't work the same. Due to the unusual nature of time and space in the Backrooms, it is unlikely that you will often feel hungry. One may be able to survive for what is perceived as several months without hunger or thirst, although a good snack can take your mind off other things and help you stay sane.

## Almond Water

Almond Water is the primary source of water in the Backrooms, and can be collected at various sources. Many have noted the distant taste of almond in the water. The most common method of collection is via water coolers, water fountains, vending machines, and (rarely) bottles of it found scattered throughout Level 4. Almond water can be found dripping from the ceiling on Level 5, and can also be found in some Negative Levels, though the safeness of this water is questionable.

Almond water is a healing substance. Dipping one's hand in the water can soothe and relieve the skin and silence voices inside the user's head, helping one to stay sane. Raw almond water is poisonous, and can cause convulsions and severe migraines. Boiling it makes it safe to drink, although thirst is rarely a problem in the Backrooms. Rubbing almond water on an open wound has been found to accelerate healing, but it may cause migraines. It is believed that the water's healing properties have earned it the nickname "Sacred Water" among the few sentient Entities that have acknowledged it's existence. It appears to have varying effects when applied to Backrooms-specific elements such as Entities or Objects, from beneficiary to harmful.
Noriken

DJ Noriken started his musical activities in 2007, and started his activities as DJ Noriken in 2008 after another name. While focusing on UK HARDCORE and HARDDANCE track making that interweaves the essence of various genres that hold down trends has a good reputation both in Japan and overseas. He is active in a wide range of scenes, such as appearing in large club events all over Japan, providing music for various games, and participating in official remixes of anime songs.