Immediately upon no-clipping into this gloomy forest by mistake, an overpowering stench almost made me faint. Animal eyes and fangs appeared in the foliage before me. The brawny form of a werewolf stepped forward, its fur losing the chameleonic appearance and returning to natural gray. I envisioned my demise. The living flesh ripped from my bones. Eviscerated. Without warning, the beast fell to the ground as if under a great weight, and I passed out, waking safe and sound in the M.E.G. outpost "Sanctuary."
Hanna Kaminski, aspiring writer, freelance messenger and delivery service
WARNING! WARNING! WARNING!
Level 234 escape portal
M.E.G. Archives
This is a top priority message. Glitches in no-clipping have resulted in a disproportionate number being sent to a particular location on Level 234. Wanderers that find themselves along this desolate trail in a dark forest must head quickly and quietly toward the visible outline of the luminous square. The portal will blink red as they approach. When the square glows green again, they can hurry through it and follow the lighted tunnel to a safer place on the surface level.
The friendly and courteous staff at the Major Explorer Group outpost "Sanctuary" are waiting for lost wanderers there. They will perform first-aid (if necessary), make supplies available, and direct the travelers to safety.
This Is a Newly Discovered Level
Preliminary findings are not positive.
Wanderers describe Level 234 as "a jigsaw puzzle of ecosystems glued together with liminal overload" or an "emotional minefield." Even experienced Backrooms travelers call this place "horribly wrong." The paranoia of "being watched" is crippling. A few missteps can set off a powerful explosion of negativity and helplessness, instantly surpassing the trauma caused by the Sightless Seers of Level 365. Feelings "BOOM!" in the mind like mental ordnance. The eruption of emotional magma contains toxic levels of fear, sadness, guilt, disgust, and loneliness. Other states of mind defy description and treatment.
In addition to these mental assaults, a number of bodies that were clearly victims of nonhuman attacks and damaged beyond recognition have been recovered.
Topographically speaking, the terrain is relatively flat, with thorny fields, deserts, ruined forests, and very shallow lakes (less than three meters deep) taking turns ruling the surface. Landscapes are painted with both an angelic and a demonic brush, sometimes overlapping.
There are also scattered domes, tens of meters in diameter, made of heavy glass with movement barely visible on the inside. The glass is impossibly thick and wickedly unclear. Something is moving in there, but that is all that can be determined. According to one wanderer, striking the dome brings "instant karma." He was escorted to the ground by an invisible force and could not move until released.
- Hidden Documentation
- Protected Information
- Hazardous Energies
This is the information given to the M.E.G. by the Mur:
Planes of existence were created beyond space and time to confine the most dangerous criminals and beings across the multiverse. Diabolical sabotage during a failed escape attempt sent one such penal colony crashing into the spatiotemporal reality and linear time known to us as the "Backrooms."
Given the circumstances, there are no plans or proposals to attempt unrealizable repairs and return this detention dimension to its original state. The prison population here is secure, and their housing is self-sufficient.
Level 234 is comprised of an external layer and three subterranean layers. The surface layer includes the living quarters for the many prisoners, and is secured by an energy field. Creatures with different atmospheric needs are kept safe in the airtight domes.
Upper Cavern
M.E.G. Archives
The Upper Cavern controls life support and security systems for the surface, and it has tunnels leading outside of the energy field for maintenance. In this illustration, we see the lighted tunnel that leads to the surface layer and Major Explorer Group outpost "Sanctuary."
Middle Cavern
M.E.G. Archives
This Middle Cavern creates all nourishment and necessities for the inmates.
Lower Cavern
M.E.G. Archives
The Lower Cavern generates the vast amounts of gravitational, electromagnetic, and psychic energies needed to power all systems.
Three "mysteries" on this level have been solved:
#1) The suffocating sensation of "being watched" is very real. It is caused by the Mur constantly monitoring the surface with visual, sonic, and astral surveillance.
#2) Malfunctioning teleportation targeting lenses are responsible for hijacking the large number of no-clips. Attempts are being made to isolate and disengage the damaged mechanisms.
#3) Various localized energy fields (including gravitons) are produced and focused at the surface layer for reasons of security, behavioral control, and conditioning. These energies have varying negative effects on the mental and physical health and wellness of humans. Efforts in this regard are underway to minimize the use of such fields in specific locations.
Recommendations
The Mur, as stewards of this penal colony, are adamant that their presence here remain hidden. The multiverse is teeming with lifeforms. Not all life is advanced. Not all advanced life possesses moral virtue. These Mur recognize Anne Dunne as an enlightened being and trust her. She trusts them.
I trust Anne's instincts and judgement.
As displaced citizens from the Frontrooms who flounder in our efforts to understand the nature of these Backrooms, we are now confronted by intelligences with detailed knowledge of, and interaction with, innumerable worlds and realities over countless eons.
The Mur, no longer concealed beyond space and time, are vulnerable. They are concerned that any threat to them would also be a threat to us.
We therefore recommend that access to information remain limited to the inherent danger of Level 234 and the tactics necessary to avoid peril. The truth about the nature of this level shall be divulged on a strict need-to-know basis.
(Signed)
Dr. John Rhinehart, PhD
M.E.G. Team "Epiphany"
Bases, Outposts, and Communities
The Major Explorer Group operates outpost "Sanctuary" on Level 234 outside of the dangerous region. Nine specialists, working rotating shifts, can provide lost wanderers with food and provisions, minor medical treatment, temporary rest, and relative safety.
Exclusive Entities
The entities documented thus far are unique and seem exclusive to this level. They include a canid with incredible powers of camouflage, a razor-toothed avian carnivore, and a timid amphibious humanoid. Wanderers are advised to avoid entities here at all costs. Until more information becomes available, wanderers are also warned not to engage other wanderers discovered on this level until further notice.
There are ninety-six species imprisoned on this penal colony. All are serving life sentences. Unless they are hungry or bored, many inmates may ignore wanderers to avoid punishment.
More information about the Mur and the four species that frequently visit the area where almost all wanderers end up after no-clipping to this level is provided below.
The names given to these entities are approximations of phonetic spellings. Anne Dunne received this knowledge telepathically from the Mur. Certain liberties are used here since some words cannot be accurately reconstructed using human language and pronunciation.
Mur are the jailers of Level 234
M.E.G. Archives
The plural of Mur is Mur. They were created in another realm long before our universe, Big Bang or otherwise, came into being. Crafted from purest gold, they are about one meter (40 inches) in diameter and weigh more than two tons. When levitating, Mur weigh as much as a soap bubble. In addition to levitation, they are also quite adept at telepathy, ergokinesis, materialization, and psychokinesis.
Mur have mastered control of gravity. They can increase the gravity experienced by one or more inmates. The intensity of the localized gravitational field can be employed to immobilize prisoners or discipline tham.
"We are not talking about robotics and artificial intelligence here," says Anne Dunne. "Mur are fractal beings composed of living metal. They are both sentient and spiritual. Only nine Mur supervise this entire level."
Vrags are common on many worlds and realities across the multiverse, thanks to relentless exploration and martial occupation. Although they can stand fully erect at an average of 243 centimeters (8 feet), their posture betrays their stature. They are astute and ferocious warriors, while their fur provides the best non-technical camouflage in existence. Most of the Vrags imprisoned here are war criminals.
The name of this creature can never be spoken using human language. All attempts to speak the word result in debilitating, choking fits and temporary delirium, as if the name itself is cursed. For this reason, the phonetics of the word have been replaced by the generic term "demon."
Demons are the same size as California condors in the Frontrooms, standing 138 cm (4 and a half feet) tall with a wingspan of 276 cm (9 feet). They can become invisible for short periods, with an aura that paralyzes prey. Victims can be "possessed" and controlled.
Tattatts are meter-tall amphibious assassins whose poisonous skin is toxic to most biological lifeforms across the multiverse. They are masters at collecting and concentrating the toxins from their glands to craft specific lethalities for hire.
Aelok (transforming to human)
M.E.G. Archives
Aeloks are true "shapeshifters," capable of replicating human beings and humanoids. (This is why wanderers are scanned before the Level 234 portals can be opened.) They will attempt to befriend wanderers to the detriment of the humans. Aeloks are not biological entities as we understand them. They feed differently.
Do's and Don'ts:
Do:
- Escape this level immediately to stay alive.
- Move quickly and quietly. Stealth is your friend.
- Find the nearest portal. They appear as luminous squares.
- Wait for the portal to blink red and glow green again before entering.
Don't:
- Stand still without good reason. Keep moving!
- Make unnecessary noise.
- Try to explore the level.
- Befriend other wanderers found here.
Entrances and Exits
Entrances
Wanderers can only enter the dangerous region of this level by no-clipping.
Exits
Portals provide the only escape from the dangerous section of this level. Once outside of the hazardous region, lost wanderers can be directed to physical exits to other levels by the staff at outpost "Sanctuary." The perimeter of Level 234 is encompassed by a thick, but harmless, mist.
Among the physical exits, there are four rope constructions:
Climbing up a rope connected to the top of a tree will no-clip you to Level 369.
Climb down the long rope ladder and drop to Level 710. You should be able to see the community at Harbinger Lake in the distance. The ladder will disappear when you let go.
Follow the shaky rope bridge through the fog and emerge on Level 414. Seek out the Everspring Atrium. Like the ladder, the bridge will vanish when you step off.
Use the rope ferry and pull yourself along across the water on a small, floating platform to Level 422. There is a pattern developing here. Step off the platform and it is gone.
Wanderers are strongly encouraged to report any other exits that they might discover.