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Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Level 7 is the 8th level of the Backrooms.

The first known image of Level 7.

Description

Level 7 is made up of two regions. The first is The House and is a series of flooded rooms that resemble various sections from standard residential houses seen in the Frontrooms. The water that fills these rooms usually has an extremely low visibility but can vary from area to area. Some rooms are offset vertically and horizontally, as if partially sunk, resulting in seemingly varying water levels but the doors are always accessible. Occasionally you may find a room raised above the water level, these can contain large amounts of supplies. Conversely, rooms may be entirely submerged, these spaces always lack a floor and diving down provides access to an extremely deep body of water designated as "The Abyss".

The Abyss

The Abyss is the ocean that The House section of Level 7 floats upon. It has a salinity similar to that of the Frontrooms and is home to various entities. Once an abject is fully immersed in the water of The Abyss, it is no longer under the influence of either gravity or buoyancy. There are also no natural water currents, these factors lead to objects floating completely still in whatever position they were left in.

There is no natural light in this level due to The House section covering the entire surface of the ocean, and no way to access the roof of The House. The water here drastically improves in visibility from the water in The House; with the aid of a sufficiently powerful light source, a wanderer can see approximately 55 meters in every direction. No discernible sea floor or bottom to The Abyss has yet been located, but multiple objects have been discovered floating in place, at seemingly random depths. Pressure (1 atm) and temperature (19°C) are constant everywhere in The Abyss, allowing wanderers to free-dive as deep as their oxygen supply will last.

A room in The House section of Level 7.

To date, three M.E.G expeditions have been launched into The Abyss.

The first expedition

The first expedition was launched from M.E.G outpost 7-Ⅳ, and consisted of a single diver, Explorer James Alastor, callsign - "Lantern". Equipment and supplies: diving mask, wet-suit, rebreather, handheld dive light. 170m of rope was attached to a winch at one end and tied around Explorer Lantern's waist at the other

Timeline of events as constructed from the accounts of the winch team and Explorer Lantern.

16:00- Equipment is double checked and personnel are re-briefed.

16:10- Expedition start, Explorer Lantern begins the dive.

16:22- Explorer Lantern finds and recovers a sealed glass bottle.

16:29- Explorer Lantern finds a partially rotted wooden chair.

16:31- Explorer Lantern discovers that his rope has been severed and enters a state of panic.

16:32- Explorer Lantern manages to find the other piece of rope, and begins making his way back to the outpost.

16:37- Explorer Lantern

You lose it all down there. Sense of direction, any inkling of up, down, or where you came from. The blackness envelops you, claims you as its own. The to call it dark would be an understatement, to call it an oppressive, uncanny, infinite sea of nothing, would be an understatement. It is a nigh herculean effort simply to force these words out of my brain and onto the paper. It is almost as if there is a clot of the same inky water lodged in my mind, spreading it's malignant tentacles throughout my body like a mental tumour. The expedition took twenty seven minutes. At least that's what they told me - it felt like and eternity, like always I'd existed in that unnerving void and anything else was just a blurry fever dream. The expedition started out just like any other expedition, a practiced

The third and final expedition consisted of three M.E.G Explorers utilising a submarine vessel. Personnel were Explorer Robert Curfew, Explorer Lucy Dartling and Head Explorer Jason Whitehall.

Colonies and Outposts

Guide Outpost 05 (Former)

This research base previously owned by both B.A.S and T.T.G is now abandoned.

Pre-Abandonment:

  • Have 8 B.A.S scientist and 20 T.T.G Guards
  • Main purpose is to study the depth of the 'seafloor', search for exit and/or find The Thing On Level 7.
  • Set up a temporal camp near the only room.
  • After finding the 'seafloor' seemingly 'infinite' deep and eventually finding a more 'practical' exit, the team gets attacked by robe-wearing attackers (likely TPWG, see above) and retreated through the more 'practical' exit, ending up at level 4 with a sealed, water leaking fire-door.
  • Base abandoned.

Backroom Colonists

A research outpost owned by the group in question that is relatively big. It has currently 40 people guarding it and it has similar properties to The Floaters previous outpost. While it is pretty recreational, they have sea related equipment to do experiments on the ocean.

Outpost 207

  • Created by the outpost group
  • Relatively friendly
  • Open to trade
  • Base made of random furniture
  • 65 members

The Floaters

  • Had 23 people
  • Lived in a medium sized outpost with a makeshift swimming pool where they would swim for both fun and for exercise
  • Destroyed.
  • Rumored to have been taken by The Thing

Entrances and Exits

Entrances

Exits

  • A double door with a "No Exit" sign leads back to Level 4.
  • Venturing further out in the ocean of this level has a rare chance of transporting one to Level 7.2.
  • Entering deep into the ocean of this level may lead to the coast of Level 1045.
  • Interacting with a "yellow rubber ducky" may transport one to Level Fun =), although this is strongly unadvised.


Author's Notice: Please do not add to this page without asking me(SoulWithSorrowLaiden aka pastacat) first.

Description

All hope of escape from the empty hell of the Backrooms is a distant dream, a dying ember, a burning memory. Since their formation, the M.E.G was characterized by its mission to expand and prosper, bringing wanderer after wanderer into their fold and traversing the endless hallowed halls of the Backrooms, establishing order wherever they went. Those days have long passed however, and they are now spread incredibly thin, and on the brink of collapse.

Outposts are raided or destroyed by entities and rival factions on a regular basis as supplies, manpower and equipment are spread few and far between. Colonies fair little better, as although they possess better defenses and supply chains, they are also constantly under threat from siege, starvation or water shortage. The Committee has somehow kept everything ticking over, with the brink of disaster barely being pushed back just a few more days constantly. Powerful things stir in the darkness, roused by a thousand woes and sorrows echoing through the empty halls. Hope is a distant dream, a dying ember, a burning memory and many have come to believe that all who wander are lost.

The M.E.G

In this timeline, the M.E.G have grown significantly in size and scope, an act which has also led to their downfall as they struggle to maintain control of their large territory in the face of constant siege by entities and enemy factions. Technological advancements have been few and far between, with exploration teams being between two to ten people at their largest, equipped simple weapons such as fire axes, crowbars, or a firearm if they are lucky. Electrical equipment is highly sought after, with tape recorders, flashlights and other such technology being highly valued among Wanderers.

Outposts exist on most levels to guide wanderers to safer locations and colonies, with an average of fifty personnel stationed per outpost. Outposts also monitor the more unstable levels for any kind of changes and conduct rudimentary studies. Outposts are expected to be semi self-sufficient when it comes to gathering resources and recruiting lost wanderers. Relief personnel and supplies often do not come to the harder to reach levels for months. This can lead to outposts being discovered to be completely destroyed or abandoned when personnel finally arrive. All outposts are linked to a colony in a safe level from which the outposts originally spread out from into other levels or further into the same level.

The Hub is the biggest M.E.G colony and acts as their primary center of operations.

M.E.G Hierarchy

  1. The Committee - The seven leaders of the M.E.G, referred to as Alpha, Beta, Gamma, Delta, Epsilon, Zeta and Eta.
  2. Colony Warden - The leader of a colony that makes all final decisions, advised by their Head explorer, Head guard and Head scientist. - Reports to The Committee
  3. Outpost Warden - The leader of an outpost that makes all final decisions, advised by their Head explorer, Head guard and Head scientist. - Reports to the Colony Warden of the colony that set up the outpost.
  4. Head Eliminator - Oversees all Eliminators where they are stationed. - Reports to Outpost or Colony Warden.
  5. Head guard - Oversees about five to fifty guards depending on where they are stationed. - Reports to Outpost or Colony Warden.
  6. Head explorer - Oversees all exploration teams in their outpost or colony. - Reports to Outpost or Colony Warden.
  7. Eliminator - Elite guards that make up variable size Elimination Squads, which have all the responsibilities of guards but are called for when a powerful entity or person needs killing. - Reports to Head eliminator.
  8. Guard - Responsible for the protection of outposts, colonies, and personnel of higher clearance. - Reports to Head Guard.
  9. Explorer - Members of exploration teams. - Reports to Head Explorer.
  10. Head scientist - Oversees all projects currently being worked on in their outpost or colony. Although they do not have much direct authority, it is strongly recommended that all decisions made by a colony or outpost warden should take the Head scientist's advice into account. - Reports to their Outpost or Colony Warden.
  11. Scientist - Researches the properties of both levels and entities and are tasked with the ultimate goal of finding a way out of The Backrooms. - Reports to Head scientist.
  12. Citizen - Members of the M.E.G that make up the general population of colonies.

Hoppers

Hoppers are small M.E.G devices used in the transport of supplies and mid to high ranking personnel between levels.

Hoppers

Aka Inter level quantum entanglement device

This page is a part of the Soulverse canon in which there are no exits to The Frontrooms.

Description

Hoppers, as they have been nicknamed, are small electronic devices that allow a person or more commonly supplies to teleport between desired Levels. The stability of a hopper is how likely in percentage (1% being unlikely and 99% being very likely) you are to be transported to a different level than the one desired or to appear in a level in the same space as another object, which is invariably fatal. These devices were created by the M.E.G by reverse engineering devices found in [Redacted by The Committee] and have gone through several iterations with Mark 1 being created in 2012, Mark 2 in 2015, Mark 3 in 2019 and mark 4 is rumoured to be being worked on. It is noted that living organisms severely increase instability and decrease safe carry load.

Mark 1

Safely transports up to 20 kg of inorganic/dead matter, with every kilogram added, instability goes up by around 20%. Safely transports up to 10 kg of living organic matter, with every kilogram added, instability goes up by around 50%.

Mark 2

Safely transports up to 45 kg of inorganic/dead matter, with every kilogram added, instability goes up by around 15%. Safely transports up to 35 kg of living organic matter, with every kilogram added, instability goes up by around 35%.

Mark 2

Safely transports up to 110 kg of inorganic/dead matter, with every kilogram added, instability goes up by around 10%. Safely transports up to 75 kg of living organic matter, with every kilogram added, instability goes up by around 20%.

Insert Username
Epsilon
Insert Password
Password Accepted.

Welcome, Epsilon.

Mark 4

Safely transports up to 200 kg of inorganic/dead matter, with every kilogram added, instability goes up by around 1%. Safely transports up to 140 kg of living organic matter, with every kilogram added, instability goes up by around 5%. This mark is the latest and is extremely expensive and difficult to make, and are to be kept from the knowledge of everyone other than Head Eliminators, Eliminator squads, Colony Wardens and The Committee.

Soulverse pages

In chronological order of creation.

  • The Backgardens Semi-related level to set out base lore (you can skip this).
  • Wall Worms Semi-related entity to set out base lore (you can skip this).
  • Hoppers Semi-related item to set out base lore (you can skip this).
  • "Probably Nothing" Tale establishing a lore and adding a few characters,
  • The Fun Wars Brief overview of a part of the timeline.
  • Interview Continuation of "Probably Nothing" that introduces more characters.
  • Level 227 Level with attached tale to introduce lore and characters.
  • Level 56 (formerly 999) Level with attached log, tale and poem to establish major lore.
  • M.E.G operations Insight into the running of the M.E.G and more lore explanation.
  • M.E.G Directives Insight into the running of the M.E.G and more lore explanation.
  • Personnel Deepening the lore for already established characters.
  • The Committee Deepening the lore for characters and the M.E.G.
  • Level 41 Level with the introduction of a new character.
  • Memory Farms (By RayneNormal) Needed to understand some future lore (Vermis).
  • Jester Character for lore and Crimsonverse/Impressiaro crossover.
  • The Anguish Thesis Explanation for the creation and mechanics of the Backrooms.
  • A Brief Guide to Noclipping Slightly humorous explanation of noclipping.
  • Vermis Expanding on Memory Farms lore and introducing a new character.
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