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This page needs a fix.
Date: December 17, 2025
Reason: Outdated lore, mainly with the keymaster thing

It may need design fixes (Wikitext, CSS), have a few SPaG errors, or other more minor problems.
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Bunker-hallways

"Base Alpha / Compass Point"

Bunker-hallwaysAs the commotion of people moving around you fills your ears, you still can't help but feel a sense of apprehension.
....You're safe for now, but how long will it take for things to go downhill?

LEVEL N/A

THREAT INDEX
CLASS 1

Exit: 1/5
Easy to Exit

Environment: 1/5
Low Environmental Risk

Entities: 0/5
No Hostile Entities

Overview[]

An photograph of Base Alpha's interior.

Bunker-hallways

“Home sweet home.”

Base Alpha, also known as “Compass Point”, is the largest and one of the oldest of the Major Explorer Group’s remaining bases. Located within the Hub, the settlement serves as the M.E.G’s main base of operations, used to coordinate many of its operatives and being a prominent trade port and warehouse for the group’s resources. Over the years, Base Alpha itself has had quite a long and storied history, having had an influence spanning from the very beginning of the M.E.G’s history all the way to the contemporary era and the Flicker.

As of the present day, the premises of Base Alpha house 1,000 personnel and 8,000 wanderers, as well as serving the purpose of a common safe haven and rest stop for wanderers traveling throughout the expanse of the Backrooms. Additionally, recent developments have shown that Base Alpha has gained various anomalous properties similar to other manmade structures in the Backrooms, thus resulting in its reclassification as a sub-level of The Hub.

Structure[]

“All things considered, it's actually pretty easy to get lost here. Since the meggies are a bunch of cheap bastards, there's next to no signs around the place, and the winding maze-like halls don't exactly help with the whole navigation. A friend of mine told me once that one of his friends went for a quick 5 minute walk, and ended up in a place that would've taken at least 15 minutes to get to. If I were a paranoid man, I'd think that this place inherited whatever weird geometry shit the Lobby had.”

An anonymous wanderer

Due to the lack of space within the Hub to build structures in, Base Alpha’s architecture largely consists of a massive complex of tunnels and bunker-like rooms dug into the walls of the Hub by the M.E.G. Due to the base having been built, expanded, and renovated over the course of over a century, the architecture and decoration of the passageways and rooms vary greatly; some are decrepit, barren concrete spaces, while others are more modern rooms with various amenities. Although most of the areas within the base were only used for private M.E.G matters, the group has repurposed many rooms for civilian habitation following the Flicker's events and the fall of New London.

One of the base's older utility passages.

Captured Hallway

Additionally, as previously mentioned, linear space in the level is altered drastically, although in a different way than most non-linear areas in the Backrooms; paths that would logically intersect with areas previously gone through will lead to entirely different places, and routes that would logically take longer amounts of time to go through are abnormally short. Despite this, the anomalous geometry of the level remains somewhat consistent, with certain pathways always leading to the same destination, making consistent navigation and mapping of the space possible.

Nonetheless, the premises of Base Alpha hold a variety of rooms serving various purposes, including cafeteria rooms, living quarters for civilians and members of the group, hospital areas, market and trade sections, warehouses, and more.

Entrance Checkpoint & Intermediary Hallways[]

The Entrance Checkpoint, alternatively known simply as “The Checkpoint”, is the sole entrance to the wider locale of Base Alpha, taking the form of a long hallway with various Major Explorer Group security personnel guarding it. Although the majority of wanderers are let through the checkpoint, persons known to be members of enemy groups such as the Republic of Aurielle or Z.E.T.A will be denied access, often being detained by the security personnel in the area. If one makes it through the checkpoint, they will be free to move on to the intermediary hallways of Base Alpha's premises, and by extension the rest of the settlement’s bounds.

One of the lounges within the settlement.

Limlounge

Similar to the rooms within the base, the structural makeup of the Intermediary Hallways of the colony alter in form; one may transition from claustrophobic, crude passages barely kept stable by flimsy wooden support beams, straight to wide, open hallways adorned with bricks and polished granite.

Lounge / Recreation Area[]

The Lounge, alternatively dubbed “The Recreation Rooms”, are a series of rooms within Base Alpha equipped with various furniture and recreational amenities, open to all wanderers. The items provided vary, ranging from CRT televisions with various DVD disks containing movies, various books from the Frontrooms and Backrooms, all the way to arcade machines brought into the premises from Level 399. Although uncommon, these lounges often serve as venues for wanderers to rest after their journeys in the Backrooms and to socialize with other wanderers.

“Talking with other wanderers in the lounge can be ...interesting, to say the least. Couple weeks back, I was chatting with this weird nerd looking guy, you know the type. So anyways, we were talking about recent events, the whole Viscera incident and all. A few minutes later, he tells me he's been looking for this knight guy. The "Crimson Wanderer", I think he was called, and supposedly he's super famous in the Backrooms. Told him that I've never heard of anything like that, so he just left with this despondent expression on his face.

..I still think about that guy sometimes.”

Rainy

Public & Private Living Quarters[]

“The living quarters certainly aren't all that impressive compared to my old home back on Earth, but they certainly get the job done. after sleeping on the cold, hard floors of the Parking Zone for days on end, finally having a bed to rest on is damn near a godsend.”

An anonymous wanderer

The Living Quarters of the settlement are divided between two groups: the public quarters (which are open to all wanderers with the cost of one gallon of Almond Water) and private quarters (which are open to M.E.G members for free). Although the public quarters are quite small (only consisting of one bedroom and a bathroom) and unfurnished, one can stay within them as long as they please (given that they have paid for the room first), meaning that many people choose to remain within Base Alpha permanently. Conversely, the private living quarters are significantly more upkept, with a kitchen, larger bedroom, and a living room, as well as a rudimentary BACK-NET terminal that comes with the living quarter.

Market & Food Courts[]

A food court within Base Alpha.

Abandoned restauraunt

The markets and food courts within Base Alpha are arguably the most visited area of the locale; many wanderers and groups from all throughout the Backrooms come to here to trade for precious resources. The establishments within the space vary, but range from small cafes and grocery stores to food stands and post offices. Most establishments are required to pay rent to the M.E.G for the space they use for their business, varying from 5 - 50 gallons of Almond Water per month; this makes up a significant amount of the M.E.G's methods for collecting resources for either trade or use in the group's functioning.

“The market around this place can be busy. Tons of people going around buying for food, weapons, or whatever, and the commotion can be jarring after wandering through the Backrooms for days on end without seeing a single soul.

I always come back here once in a while, even if I don't mean to buy anything. All these people, without fear, without having to fight for our lives, and things start to feel a little closer to home.”

A picture of a warehouse.

Warehouse

Private Areas[]

Within the expanse of Base Alpha lie numerous private areas accessed through locked doors, which only M.E.G members with appropriate clearance are allowed to access. The structure and purpose of these rooms vary, including but not limited to serving as warehouses for storage of resources, laboratories, offices, meeting rooms, maintenance areas, armories, and more. Due to their value in the M.E.G's operations, these rooms are entirely closed to the public, as mentioned before.

Certain rumors state that a level door similar to those within the wider locale of The Hub exists within the deeper private rooms of Base Alpha, leading to a paradise-like habitable level where the Impresarios of the Major Explorer Group reside in and manage the group from. As these urban legends are currently unconfirmed, no detailed information can be given about this locale at the moment.

History[]

Beginnings (1900 - 1910)[]

In its early days, the M.E.G was formerly an alliance of various pre-existing colonies and smaller groups that inhabited the Main Nine at the time, having quite limited influence and being almost entirely unaware of any level beyond of Main Nine and their sublevels. This would rapidly change following the discovery of The Hub during a exploration mission in 1899, soon resulting in the establishment of a new outpost dedicated to researching the level and its various exits to other areas of the Backrooms. This base, nicknamed "The Compass" at the time, would end up spearheading an age of exploration, resulting in the discovery of hundreds of levels and the rapid expansion of the M.E.G and their personnel count.

Unfortunately however, the M.E.G would soon encounter a problem affecting their expansion. The limited tunnels of the Hub would result in the M.E.G deciding to tunnel into the walls of the level for extra space to expand the Compass, angering an anomalous entity known as The Keymaster and causing him to attack the base to stop them from "defiling my home". This would result in an incident known as the "Battle of the Crossroads", where the M.E.G and its allies would participate in various tactical engagements against the entity in order to stop him from interfering with their expansion of the Compass. Resulting in the deaths of over 100 people, this conflict would end when an M.E.G ambush using a stash of Firesalt explosives resulted in the Keymaster being severely wounded, causing him to cease his attacks on the group.

Expansion, Stagnation (1910 - 2016)[]

As the years went on, New London would steadily replace the Compass (now named "Base Alpha") as the Major Explorer Group's most important base, relegating the premises of the outpost to a mere supportive role to New London. Despite this, Base Alpha continued to steadily expand, gaining more members on active duty within the base and slowly expanding its premises into the walls of the Hub.

This would continue until the fateful incident of The Flicker, which would result in rapid changes to the M.E.G's structure and Base Alpha itself. During the early days of the Flicker, many people from New London fled to the base in search of shelter and food. Tensions rose, eventually culminating in widespread riots throughout the Hub, as people desperately searched for whatever resources were left. Eventually, upon the end of the Flicker, Base Alpha would run a massive resource supply effort with Base Omega in Level 154 to calm tensions and supply the remaining wanderers with food, performing a massive reconstruction effort to restore the M.E.G's infrastructure and supply chain.

Renovations (2016 - Present)[]

Due to the fall of New London during the Flicker, Base Alpha soon took over as the M.E.G's new base, with various rooms being modified to facilitate civilian habitation. This would also result in many new rooms being constructed over the years, with new public living quarters, an expansion of the settlement's market, and more miscellaneous improvements to the colony.

On January 2nd, 2021, numerous exits to other levels would be discovered within the expanse of Base Alpha, as well as various instances of non-euclidean geometry within the level being reported by both M.E.G employees and wanderers. Initially thought to be hoaxes and unsubstantiated rumors, deeper investigation by the Major Explorer Group's leadership would result in the anomalies within the base being confirmed by the group. After a long period of discussion by the Impresarios and Archivist teams of the M.E.G, the premises of Base Alpha were officially classified as a sub-level of The Hub, resulting in the current article that you are viewing.

Entrances & Exits[]

Entrances[]

  • Going through the Entrance checkpoint in The Hub will lead here, as will breaking into the base from the Hub via other means.
  • Every 30 minutes, the Green Line in Level 154's Neon Express has a 25% chance of leading into Base Alpha. This entrance is often used by M.E.G personnel in Base Omega to transport resources to Base Alpha, and vice versa.

Exits[]

  • Leaving through the Entrance Checkpoint will bring you back to The Hub.
  • Entering the Neon Express when it arrives at Base Alpha will lead to Level 154.
  • No-clipping into a vending machine within the base will lead to Level 610.
  • Knocking down a loose ceiling tile has a chance of revealing an entrance to The Unit.


> Open Credits <
> Close Credits <

Author/Wikitexter: Stormy


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