Made by Siren Head's Little Brother
Contents
Survival Difficulty: class DEADZONE (Extremely Deadly)
- Anomalous Hazards
- Extremely Unsafe
- No Security
- Excessive Entity Infestation
Level 374, also known as the “Meat Factory”, is an immensely massive and nightmarish industrial establishment that serves as a meat processing plant and slaughterhouse, where people are harvested, only to be slaughtered and turned into a variety of meat products by evil pig-faced butchers. These products include canned meat, human sausage, human burgers, organs, and select cuts. More products may exist but have not been officially documented. Human are found in Level 375.
Description
Level 374 is a quite noisy, surreal, and sinister-looking dystopian factory, with several workers typing on the stenographs, operating the strange-looking machinery, and processing food. They were to be closely watched by security guards and camera drones. Big pipes, catwalks, electric cables, huge chimneys pouring smoke were to be seen everywhere. There are huge rooms with a glass roof and its walls covered with machines, giving it an oppressive and grimy environment. Some parts of this factory also have to deal with constant parasitic infestation from the other Backrooms entities inhabiting there, including Howlers, Death Moths, Clumps, Observers, and Smilers. All floors, walls, and ceilings seemed to be completely covered in gray concrete tiles with bloodstains all over, giving it a clinical feel and atmosphere. Metallic pipes with organic forms can also be found all around, as well as a prison area with several other entities and people locked inside the cells, waiting to be turned into canned food. This level is theorized to be the source of human meat for the entities of the backrooms. If you find yourself here, you best be looking for a way out because otherwise you are surely doomed to suffer a horrendous fate.
Abundances of advanced alien-like technology are found within Level 374, ranging from countless generators and force fields, to matter disintegration fields, to elevators and platforms that defy gravity, to giant tubes that transport unknown fluids. The entire building is constructed in grainy concrete or ceramic-like material and no attempt is made at all to provide every personnel inhabiting it with any form of warmth or soft aesthetic. Everything is sharp, cold, and unfeeling. No regard is placed at all to the covering of the piping and electronics. The material is unfinished and oxidizing. The human features that are present, however, such as walkways, stairs, and ladders, seem to just be an afterthought as if the usability for humans was not a firsthand priority.
The immediate area outside the factory is the Stockyards, an area filled with motion detectors, entities, and noxious fumes from the factory. Broken-down machinery can also be found here. It also serves as a large danger zone to any Wanderers trying to flee. The Stockyards are also where most of the human prisoners of the food-processing plant were bred like livestock, or keep them like animals in vast, impenetrable industrial farms. At times, you can see some other Wanderers impaled through the road. Some of them were simply shot at and placed there, others have been captured and nailed to strength to suffering more, not before being beaten by the security. It's the punishment they had to pay for trying to flee. This is for the other Wanderers to see what can happen to them if they think to do the same and take it as a warning. After the Stockyards comes to the "Danger Zone'', which is essentially a large stretch of barren land, where armed security teams patrol rugged cliffs sides and prevent anyone trapped here from escaping. The entities working here have also employed vicious guard Hounds in dog houses to further prevent escapees. Anyone who manages to get this far out is considered to be a snack for the Hounds.
The exterior of Level 374 is only ever seen by one explorer, but it's been confirmed that the whole meat-processing place is a gigantic, towering technologically-advanced complex with multiple pipes and smokestacks everywhere throughout the building. It has a main central hub which sprouted off to many different areas of the factory that can be seen in the distance. The entire factory landscape is surrounded by a polluted wasteland-like environment that is rather dangerous and inhospitable to anyone outside of the factory. The factory is about a mile wide and as long as the entire city, although much of it is crumbling and unfinished. The steel and concrete buildings are extremely tall, several of them reaching up to the heavens. The long rooflines disappear into the darkness of space, as they do not have any lighting. It has its hydroelectric power plant, nuclear waste disposal facilities, and a dormitory complex big enough to allow at least the highest-ranking personnel to have their families living with them.
The central factory building is connected to several other buildings, although these are merely small manufacturing or storage centers. The buildings stretch along a large avenue for a few miles and then disappear into the desert. There are also a few large truck garages. There is a huge yard stretching along a street for a few miles, it is filled with massive cargo containers, pallets of goods, and even large apartment blocks. There are two hangers, where a large number of fighter planes can be found. There is enough armament to manufacture another fifty fighter planes, and refueling equipment for about the same amount. The airships primarily use fuel cells to power their giant propellers, which allows them to remain airborne for an unlimited amount of time. The factory also has its hydroelectric power plant, nuclear waste disposal facilities, and a dormitory complex big enough to at least house its local inhabitants, which also requires multiple security checks for all personnel when moving between sectors. Which is usually done by using the local monorail tram network. It is also an incredibly dangerous location, with industrial machinery posing a threat to both workers and personnel. There's also a huge, sprawling urban city that is rumored to be somewhere in the Dunes, though it is uncertain. The factory itself is located near the edge of the Dunes, which is just beyond the far side of a large desert. It is unknown what kind of civilization lies there.
The entirety of Level 374 is organized into separate sub-areas known as Sectors, each of which is connected by Razor Train tunnels. Sector 4 of these areas contained the switch for Level 374's generator power supply. Only 4 Sectors have been discovered so far, and the directory map indicates that there are no others. That means more sectors must exist, as the factory has at least 16 tunnels connecting all areas of the building. There is no way to know how many halls, rooms, and other compartments there are inside the factory.
Inhabitants
Level 374's inhabitants consist of several entities encountered from all across other levels of the Backrooms, but the factory itself also has a fair share of its employees and staff members:
The Butchers
The Butchers are considered to be the most common type of factory employee that an ordinary Wanderer would encounter within this level. They are a race of anthropomorphic pig butchers with various levels of cybernetic enhancements, who serve the food processing facility without question by cooking and preparing food for all the other entities. They are tanky but are incredibly slow. These cyborg-like anthropomorphic pigs patrol around the factory, looking for their whereabouts. If they spot a Wanderer exploring the level, they will chase them down relentlessly. They are attracted to loud noise and the smell of the recently-deceased and will investigate them.
Among their abilities are their physical strength and stamina; being able to smash doors, pull out organs, destroy reinforced glass and chase after victims relentlessly without getting tired. Even though most of them act in unexpected ways, many are capable of high reasoning, proven when they execute plans such as tracking down any escaped livestock's hiding spots and listening for the sound. They will attack their victims using their knives and enjoy making endless waves of saltwater by lunging at unsuspecting victims and pummeling them relentlessly. Occasionally, they will throw their knives to attack their victims from a distance. While most of them generally use kitchen knives and cleavers to attack the Wanderers, the Butchers that are encountered in later Sectors would be equipped with various types of unconventional weapons, such as surgically-attached chainsaws, blowtorches, tranquilizer rifles, and captive bolt guns. Mechanically-modified Butchers encountered exclusively on Sector 4 will use specialized equipment and technology for combat such as integrated pulse weaponry and flamethrowers. These elite types will also use their jetpacks to traverse around the facility much quicker and efficiently.
Although being the butchers working for the factory, they have little knowledge on how to cook human meat, as some of the human meat seen getting eaten by the other entities appear to still be raw.
The Guards
The Guards are a mysterious race of anthropomorphic vultures in black, brown, or dark-blue security officer uniforms and military fatigues with camouflage patterns and name tags. They commonly serve as the factory's law enforcement officers, security guards, and personal bodyguards for higher-ranking executives of the factory. They were ranged entities that are commonly equipped with several types of weaponry including firearms such as revolvers, combat shotguns, and automatic weapons like submachine guns, and assault rifles. So far, they're one of the few entities in The Backrooms that does display some form of near-human level intelligence to operate firearms and other military equipment.
A large number of them generally work together as a security squad or accompanying nearby Butchers. They also can glide along the walls with their wings and will occasionally throw smoke grenades to slow down and conceal a Wanderer's vision. They are significantly fast and agile, but nowhere nearly as strong or durable as the Butchers. At close range, they will immediately switch to their nightsticks for suppressing nearby prisoners or explorers. They are always seen consistently wearing gas masks, mostly because most of their working facilities are always chock-full of various toxic chemicals produced by the factory's machinery and that upper management regard them as so ugly they are forced to wear gas masks, otherwise they would simply refuse to work with them.
Possibly due to the genetically-engineered enhancements they previously acquired, they appear to be completely resistant or immune to radiation, as they are seemingly unaffected even when entering the room containing the extremely radioactive materials.
The Workers
The Workers are a race of anthropomorphic marshmallows with humanoid bodies that generally dress in very sterile, formal attire with black ties or industrial overalls, which seems to be related to their jobs, and usually wear white construction helmets. They have limited awareness about both themselves and their environments and are all cybernetically engineered for working in the factory for their mysterious employers. They are the ones responsible for operating most of the alien technology and complicated machinery found throughout the factory. The Workers' professions within Level 374 usually boil down to manual labor, which particularly involves agriculture, manufacturing, construction, mining, or maintenance of the facility.
When angered too much, the Workers will enter a state of berserk and will attack nearby Wanderers by grabbing various objects within the environment and throwing them at them. They walk at an average speed and will attempt to overwhelm the Wanderers in numbers. Some of them can also hide beneath the darkness, where they can ambush nearby Wanderer when they got close to them and can manipulate traps and other machines around the factory in their favor. These Workers aren't always aware of the Wanderer's current location and stop chasing after losing their attention to them or if they can't see them anymore. However, they are commonly shown to be physically weaker in comparison to all the other factory personnel and therefore can be easily dispatched by any Wanderer if they're fully prepared. Some Workers can be encountered with a keycard, which may grant access to certain locations throughout the factory.
However, not all of them are always hostile and aggressive towards everyone who enters this level. Other Workers are not permanently hostile and will attack only if they're accidentally provoked or if anyone moves into proximity of their personal space, those who indirectly assist or hinder some Wanderers through their journey with cryptic hints or stories, and those who ignore others completely due to their work. They are also capable of being easily manipulated and outsmarted by just about everybody who is clever enough to avoid them.
Because of that, the Workers are generally considered by many to be the least dangerous entity of Level 374, though proper caution to your surroundings is heavily advised as most of them are highly unpredictable in comparison to the other working staff members.
A few observation about the Workers' behavior has been made, as their behavior seemingly varies between each of the various Sectors in terms of the specific kinds of timidness they seem to take. Each Worker in each Sector can be easily distinguished by the color of their uniforms.
- The Workers of Sector 1 are mostly timid, and they are more inclined to support their jobs despite being faced with both physical danger as well as an unruly supervisor to their employers. They are extremely obsessed with their jobs, to the point of constantly overworking themselves 24/7 without caring about themselves and their responsibilities. Some of them even died of a heart attack and were driven to nigh-insanity due to peer pressure and the stress of their jobs. They wear yellow uniforms.
- The Workers of Sector 2 are more obsessive with safety, and they seem to let their fears get the best of them, with one Worker in particular feeling physically ill to the point of vomiting merely by sitting. Unless they find a Wanderer in a restricted area or committing a breach of factory protocol, it will acknowledge the Wanderer's presence but go about its own business. When they were attacked, they will immediately alert nearby personnel to the attacker's location through phone calls. They wear blue or pink uniforms.
- The Workers of Sector 3 are constantly addicted to sugar, and they will act depending on how much they have had, growing ever more hostile the closer they are to withdrawal. If a Wanderer accidentally provokes these sugar-addicted Workers, they will automatically become hostile and will indiscriminately attack everyone in their way, including their co-workers. However, they will also no longer become hostile if they're bribed with sugar, where they proceed to enter their neutral state. They wear white or green uniforms.
- The Workers of Sector 4 are wearing full-body orange hazardous environment gear and patrol the entire corridors of the Maintenance areas. Unlike the other Workers found in the previous Sectors, they are always considered to be hostile to Wanderers no matter what. They are more resilient to damage received by firearms and craftable items. However, they move at an even slower walking pace than the standard Worker from Sectors 1-3, making them somewhat easier to evade.
The Janitors
The Janitors are a race of anthropomorphic wolves that wear gas masks and are clad in all-concealing jumpsuits, trench coats, or hazmat gear. They are generally equipped with custom-made, standard-issued flamethrowers, which they use to incinerate any escapees nearby, and will attempt to trap and overwhelm them by flooding an area with flammable gasoline. Every single Janitor found throughout the factory was a part of the G.D.A.C. (Garbage Disposal And Containment) Division.
The Janitors' occupation consists of disposing of dead bodies from the factory catwalks, cleaning up Razor Trains coming into the factory from any wildlife that might have held onto it during the journey, combating the infestation of trespassers and other wild Backrooms entities into the factory, and patrolling some parts of the Sectors, such as train depots. Most of the Janitors are incredibly durable but walk slowly and will attempt to teleport around the map quickly using their integrated equipment. If they do teleport, they will leave several large black spots in the area where they once were. This means that if one is trying to avoid the area, it is best to keep moving and not stop for anything.
The Administrators
The Administrators are a race of anthropomorphic cephalopod-like creatures such as octopuses and squids that possess sickly-pale skin and glowing eyes. Most Administrators commonly wear business suits and are the ones responsible for running the entire Level 374 and hold the position of white-collar professions that generally involve various management of each Sector and other administrative work.
Despite their lanky, octopus-like appearances, they seem to be extremely intelligent and more than capable of directly commanding the security forces on Level 374 during riots, appearing alongside the other combat units of other entities in the open and orchestrating the assault on the escapees' safehouses. It is unknown if they possess any understandable vocal communication abilities, though they can communicate with others telepathically. The telekinetic abilities of an Administrator allow them to manipulate objects in close range with considerable force. They can completely immobilize several adult humans. They are also able to levitate themselves and achieve flight, presumably with telekinesis. Though they can concentrate on multiple, independent objects, they cannot maintain their abilities under immense pain or physical damage. This limit might imply that their neurological abilities require some level of concentration or uninterrupted focus.
Though their psychic and mental abilities are exceptionally devastating, they appear to be quite vulnerable physically, at least in their juvenile forms. Their suits do not appear to provide any armor, and their bodies as a whole are fleshy, "squishy," and bulky. An Administrator is driven off by someone with ease in physical combat, and another is injured by conventional weaponry. As they seem to observe rather than directly intervene in most of their appearances. Due to their decrepit physical state, most Administrators have increasingly relied upon the advanced technology they have previously manufactured within the factory and enlisted the aid of the other lesser entities to act as their security forces to keep everything in line as well as their henchmen.
The Stalkers
The Stalkers are robotic anthropomorphic owls with mechanical bodies and glowing eye lights. They can detect anyone automatically if they make even the slightest noise, and will look for them with light coming out of their eyes.
The Stalkers deploy motion scanners that can move independently of their movement. Their scanners only work if what they scan is moving, but if they detect anything they will increase their speed to get within electrocution range. If they do not find their target, they will resume regular motion. If they do, then swift, lethal electrocution with their tasers will follow before revealing their mechanical claw out of its body to grab and capture the intruder alive.
During combat, the Stalkers' other weapons will be a pair of flechette launchers attached to their shoulders. Their automated weaponry of alien-like technology fires accurate, fast flechettes which do a significantly huge amount of damage upon a direct hit, capable of vaporizing biological matter with a few hits. Additionally, should the flechette projectiles manage to hit a solid object instead of the target, it'll deal splash damage within a small radius. While Stalkers are quite resistant to gunfire thanks to their fully mechanical bodies, they are considerably more vulnerable to sources of electricity and explosive forces.
Colonies and Outpost
There are no known colonies and outposts on this level as every territory is controlled by the "organization" known for running this factory.
Entrances and Exits
Entrances
- You must find one of the telephone boxes located somewhere in Level 161 or Level 251 and enter the order of telephone number: 124-534-753. If you do this correctly, you'll be immediately teleported to this level through a portal.
- Wait for the Razor Train to arrive instead of the standard train that normally takes you to Level 0 while you're at The Dark Metro. Walk into the Razor Train and it will take you to this level.
- Reach the abandoned industrial district within Level 11 and wait for a Razor Train to arrive at the trainyard section. When the Razor Train finally arrives, enter the cargo container of the train.
Exits
- While entering one of the Razor Trains around the factory's maintenance tunnels, you may have an option of choosing to reach the destination of either Level 23 or Level 239 instead of going into the factory's primary four sectors. (This area is heavily guarded and this method of escape is unrecommended)
- Get to the Outskirts of the level beyond everything else and you will find yourself in [REDACTED].
- Opening a specific mold-covered manhole in one of the maintenance tunnels and going down the rusted ladders will take you to Level Mold.