
Level 712: "Neptune's Diamond" []
Level 712 is the 713th level of the Backrooms.
Description[]
"Neptune's Diamond" is a level that takes the form of a large wooden ship following euclidean space and stretching indefinitely in all directions. Despite this, people who have found themselves within the level have described hearing sounds that could only be described as outside the ship, emanating from a distant source that can never be located. These sounds include: crashing waves, wind, rain and thunder. The level also rocks from side to side in perfect rhythm with the waves, at varying degrees, causing negative reactions in those with sea sickness or motion sickness. The atmosphere in the ships has been described as cool and somewhat refreshing with a strong scent of seawater.
The ship's layout varies but is typically a vast array of claustrophobic corridors leading to rooms of various purposes, such as: dining rooms, galleys, munitions, crew quarters and other miscellaneous storage rooms and staircases. These rooms are lit by windows or oil lanterns fashioned from wrought iron. The walls, floor, ceiling and furniture of the ship are all constructed from the same light brown wood – undetermined species. Some furniture, such as tables and bars in "fancier" dining rooms are sometimes lined with bronze or brass.
Loading audio, refresh page if this doesn't go away...
Rooms:[]
Open Rooms:
Close Rooms:
Dining Rooms:[]
Dining rooms are rooms that partially resemble dining rooms. There are few (perhaps one or two) tables. The tables are often simple, circular or rectangular wooden tables. Sometimes, the tabletops are made from glass and could also be lined with either bronze or brass. These rooms are often in close proximity (or directly connected to) galleys. Food is sometimes, albeit rarely, set upon the tables when not under observation. In fancier dining rooms, candles may be placed upon tables and tablecloths may be draped over the tables as well. The tables in all dining rooms are almost always set with plates, glasses and cutlery, which gets improvements in craftsmanship and material in "fancier" dining rooms with cutlery sometimes being fashioned from silver or even gold.
In these rooms, you can usually hear a music box playing. The music box usually plays popular shanties, such as Drunken Sailor and sometimes even non-existent shanties. The music boxes have never been located. Additionally, the rooms often have a floral scent piercing through the sea smell, the source of this scent is also anomalous and no source has been found.
Galley:[]
Galleys are rooms that could be used for food preparation and storage. They consist of several barrels and a heated metal plate for cooking. Doors leading out of the room have circular, glass windows lined with brass, often leading to a dining room. Sometimes, barrels can be filled with large amounts of rotted fish or - rarely - edible food. These barrels' contents can be taken out and consumed. However, not only is the fish rotten, the food carries Hydrolitis Plague, rendering it a biohazard.
Galleys also often have a keg or similar form of alcohol storage, all storing Almond Rum. They also often have a small pantry attached to them, containing a variety of consumable goods. However, these also often carry the Hydrolitis Plague and should also not be consumed. Due to the large amounts of rotten fish, the air smells vile and has the potential of carrying the Hydrolitis Plague. Steer clear of these rooms.
Crew Quarters:[]
Crew quarters are rooms defined by the presence of several mattresses and hammocks organised in an orderly fashion. Snoring can sometimes be heard in these rooms and music boxes have also occasionally been heard playing with no discernible source. Journals in an unknown language have been found in this room. It appears to follow English grammar and uses the latin alphabet, the words themselves as well as a lack of care on the subject resulting in no translation progress.
The crew quarters also has some art decorating the room as well as a couple recreational activities: including board games and instruments. Sometimes, journals contain sheet music of sea shanties that don't have any other documentation.
The Captain's Quarters:[]
The Captain's Quarters is a large room with a singular, decorated, queen-size bed next to a hat rack and a small armoury. There is only one discovered instance of this room and it also had a logbook in a similar language to the crew quarters' journals. The logbook also has some images of the ship's deck, exterior and some encounters and events that occurred to the ship. The front of the logbook is in English, titled "Neptune's Diamond," followed by, "Lehmtok's Fut," assumedly meaning, "Captain's Log." The logbook was returned to M.E.G. bases for study.
There have been anonymous reports of someone wandering around the room but this hasn't been recorded or otherwise confirmed. Due to this and various other factors, it is suspected that spending a long time in this room can cause hallucinations and delusions and could possibly be the source of the Captains' cult and beliefs. This is also not confirmed.
The Quartermaster's Quarters:[]
The Quartermaster's Quarters is a room in similar fashion to the Captain's Quarters but less grand. It has a single, twin-sized bed in the middle of the room, a large desk filled with scattered papers, aged and covered in the same strange language as the Captain's Log and the crew's journals; seemingly detailing the earnings and ship's equipment details. Certain numbers have been picked out from these documents, from these, certain statistics about the ship can be found:
- The ship has "5 Kakts" (assumed meaning: "Masts")
- The ship has "20 Hrkdontis" (assumed meaning: "Cannons"); "10 hrkdontis kl eks sviered" (assumed meaning: "10 cannons on each side")
- The quartermaster's name is "Charlie Davidson."
- The captain's name is "Lehmtok Gerald Jackson-Fritz." ("Lehmtok" likely meaning "Captain")
Dangers:[]
Cult Presence:[]
A massive cult, labeling themselves as the "Captains" occupy this level. Using a massive area in one part of the ship as their main headquarters. They are brutal and relentless and overall, the group has been confirmed to have resulted in the deaths of >200 unaffiliated wanderers and >60 members of various factions. Due to the severity of the cult's presence within the level, the level has been quarantined. The level was removed from the database to ensure that wanderers did not stumble upon the level until all the exits were secured. As of now, the cult is content with keeping their vile practise in the level and most factions deem it to be a massive waste of resources to combat them as it would severely weaken a group's forces, making them vulnerable to attacks from other groups. Since they have no plans to spread their beliefs across the Backrooms, they do not pose a threat to non-inhabitants of the level.
The Captains all believe in a singular, immortal deity known as the Admiral that controls the cult. The Admiral has been confirmed to exist as a person but it is highly doubted that the Admiral actually is more powerful than any other person. The cult believes that the Admiral is the connection between humans and the Backrooms and can bring all believers into perfect symbiosis with the Backrooms. Because of this, they are perfectly content with residence within the level as they likely believe they could overpower the M.E.G. once they learn to harness this power. So far, there is no evidence that any of their beliefs are true in any way but, if they are, it might spell out a dimensional emergency. Thankfully, they seem to just be completely delusional.
Hydrolitis Plague:[]
Hydrolitis Plague is a problem for wanderers in this level. It is not the most prominent in this level as compared to other levels; it's still a notable hazard. It travels in most water on the level and should be avoided at all costs. The water itself is also usually translucent and dark, smelling strongly or seawater and alcohol. The water can be found flooding certain rooms of the level, seeming to become more common the further down one goes, with the Captain's Quarters as a reference. Approximately 150 metres below the Captain's Quarters, most if not all rooms are flooded; this prevents wanderers from descending without protection or contracting Hydrolitis Plague. M.E.G. members have successfully descended beyond this point.
Rot:[]
The farther you roam away from the Captain's Quarters, the level's structure will be progressively more rotten and dilapidated; this manifests in poor construction and design, damaged walls and floors, fragile areas that can break under little weight. This prevents one from straying too far laterally from the Captain's Quarters. Additionally, these rotten sections contain higher traces of Hydrolitis Plague and smell progressively strongly of methane. This has also been reported to accelerate mental deterioration and these farther areas often have roaming Wretches. These areas are also often darker and contain higher quantities of Smilers.
Colonies and Outposts:[]
Helm:[]
A massive colony within the level, estimated to have ~350 members. The colony sprawls across the level rather than functioning as a dense hub of activity. Marked by the Captains by black banners and flags, entering the colony's borders puts you at high risk of being spotted and either killed or captured and tortured. Not much information is confirmed about the location however several survivors have submitted some descriptions of the level which are shown below.
““They had a large prison fashioned of splintering, rotten wood. It smelled god-awful and the water they made us drink smelled of piss. Some of my fellow inmates died of the Hydrolitis Plague. I'm lucky to not have died there.”
““I couldn't believe my eyes when they walked me through it. Massive banners decorated a massive banquet hall. One side of the hall had a large haphazard construction of planks, spiked and worn. It looked important.”
““They'd converted one of the larger miscellaneous rooms into an 'education centre'. It was just an area where they beat you with cloth whips soaked in Liquid Pain until you joined them. Most people left in wheelchairs.”
Base "Red Sea":[]
A converted dining room attached to a galley repurposed as a barracks. Base "Red Sea" aims to control the cult presence and prevent it from leaving the level. The base is built around the Captain's Quarters and it is responsible for the control of exits as well as patrolling the level for wanderers who have accidentally entered the level and guiding them out. They usually steer clear of Helm and the Captains.
Members: ~45.
Entities:[]
- Smilers
- Wretches
- Rarely, Facelings; often mimicking "stereotypical" pirate behaviour and clothing, mostly hostile.
Entrances and Exits:[]
Entrances:[]
- A wooden corridor in Level 2 will lead you here.
- Walking towards a harbour on the horizon in Level 11.
- Heading downwards in a pirate manifestion of Our Hallowed Nest will lead you here.
- Heading upwards in Level 323.
Exits:[]
If you are lost in the level, immediately look for a M.E.G. recruit. Put your hands above your head and state that you want to leave. Because of the circumstance, you will be placed in I.I.Q. (Indirect Ideological Quarantine) for at least 2 months. You may be placed in D.I.Q. (Direct Ideological Quarantine) for a longer period of time if you exhibit any form of loyalty to the Captains. If you find any unguarded exits, report them to the M.E.G.. You may be excused from the quarantine and will be granted a large reward. Leaving without reporting an exit will result in you becoming outlawed to the M.E.G. and their allies.





