M.E.G. Rewrite in 2025 trust us bro
Notes
(To remove when posting)
To-do List
- Add rest of the so-called bases in the tables
- Add Postal Delivery (reyday)
- Tweak Melody/Leyland to show their uniqueness more directly + Base Beta blurb (boring)
- Base Gamma blurb + the last 3 underseers blurbs (nate)
- Credits + special thanks
- Removing the placeholders and to-do-list
Welcome to the M.E.G. group hub!
This hub aims to be a collection of most of the information an author would need to write about the M.E.G., whether it is their relation with other groups, the people in their ranks, or how the system operates, it is designed for you to be able to get the gist of everything without needing to go through backlinks or CROM search. Nevertheless, you can always (and are encouraged to) search the wiki if you need more information or find anything unclear. Feel free to ask the authors in Wikidot DMs or Discord too! This is a community writing site after all.
Special thanks to
BlueSignet,
C-Graph,
DrAkimoto,
Endrew1,
halo3rodent,
InspectingCritters,
jan Jejasa,
Light_Nate,
LiminalDoctor,
MC_Crafter_24_7,
Nikuchan ,
scutoid studios and so many other we couldn't name for helping revamp the M.E.G. lore, answering many questions and making this hub the most complete it could be and proofreading the draft. This is what collaborative writing is all about!
Want more information? Here's what you can do!
- Check page backlinks for more references of the article somewhere else
- Use CROM search for mentions of elements that don't have a page
- Check the tag list for character, setting or class use
- Ask authors on the discord server, whether the writer of a specific page or the whole community
The following canons are used for the wider M.E.G. lore:
How to sort the M.E.G. Hub:
- Teams, POIs and relations are sorted alphabetically
- Links in the history section are sorted in this order: levels/unnumbered levels/entities/unnumbered entities/objects/phenomena/tales/POIs/groups
To appear in the list, a character needs to have enough pages to create a tag. See more information here.
To appear on the list, a team needs to be used in at least three pages. Sub-teams, however, can be added in their respective lists as soon as they get a page.
Groups can be added into the relations section if they have a group hub or a tag so that information can be accessed more easily. Level-specific groups like Slam City can use their level page as the group hub link, however.
Generalities
The Major Explorer Group is currently the most widespread faction in the Backrooms, whose goal since its inception has been to explore and document this reality in order to protect the people living there, and ultimately find an exit.
A M.E.G. propaganda poster from Base Alpha.
Since 2012, the group has discovered many new levels, entities and objects, as well as studying known ones in detail. The broadness of their mission led them to grow rapidly, as they recruit most of the newcomers leaving Level 0 thanks to the noble and hopeful nature of their goals. With the presence of many veterans in their ranks, the group trains most of their members to exploration and documentation, but also to create and maintain sustainable communities to protect as many people as possible. Naturally, this led the group to create one of the largest public databases, which comprises the bulk of the General Public Database.
Hegemonic Mess
While their size and generic goals are a benefit for their growth, this also means the M.E.G. has a loose and convoluted structure, with many leading figures having many different visions of the group and their mission. This, over time, made the M.E.G. struggle to work cohesively, with the physical distances between settlements gradually creating many subcultures depending on their location, members, and available material.
Furthermore, the geographical nature of the Backrooms also exemplifies this feature. While main settlements are in or near the Main 12 benefits from close supervision and collaboration with the Oversight Council, settlements with fewer links with the rest of the Backrooms will eventually evolve. Adapting to their environment and their general culture, many of these settlements can adopt widely different philosophies about the group and their goals. For example, an outpost deep inside the Backrooms in an entity-heavy ecosystem can eventually become more military-based, reflected in their vision of duty or even their vocabulary.
This can be seen in the M.E.G.'s bureaucracy, which is a complex yet messy environment reminiscent of their very database. Despite the archivists' best attempts, the group remains a gigantic mess of dozens of settlements scattered around just as many pocket dimensions.
As such, while the M.E.G. has no difficulty attracting new members, many veterans have left the group over the years, as they have become bitter about the naive hope of the faction or even turned against them due to mistreatment. Despite many splinters and wars created by a lack of a constant direction, the M.E.G. has still nonetheless managed to heal every time, growing stronger than ever as they live and learn about the Backrooms and the many factions living there.
Everlasting Hope
Despite all these struggles, the M.E.G. isn't a hegemonic group for nothing. While their size has been a source of issues many times in their history, they remain a group unified by hope. The initial message of the original overseers still holds strong, with the goal of finding an exit sparking zeal and willpower inside the group's ranks.
Many times in the past, the M.E.G. has proven other factions wrong by doing the impossible, from vanquishing ancient powers to elucidating anomalous mysteries. Since its inception, the M.E.G. has been known to push the limits of humanity in the Backrooms. Despite the fact members all have different visions on how their goals can be reached, they all remain unified by the willpower to help others and work together for the greater good.
The M.E.G.'s history shows their relentless work better than anything else. Despite going through many struggles, losing members and bases, and sometimes even having their motives called into question, the group always managed to learn from their mistakes, focus on their initial mission, and never give up.
Organization
The M.E.G.'s mission has led them to create countless bases and outposts all over the Backrooms, but not all of them are linked together through the group's trade routes. As such, with each level being its own dimension, cut away from everything else, each settlement slowly but surely adapted to their environment by changing their structure.
As such, jobs and the overall chain of command can vary from settlement to settlement, with many of them handling survival and development differently from each other. Despite this, however, the M.E.G. still recognizes some jobs universally in all locations in order to facilitate order transmissions and exchanges of members when needed.
The Oversight Council
Established in 2014 due to the Overseer's work overload, the Oversight Council is the highest power of the M.E.G. Unlike most leadership councils in the Backrooms, its members and positions depend on the current need of the group, meaning the members and their purpose can vary depending on the time.
- Overseers are the oldest leaders in terms of rank. While they have the same effective grip on the group as underseers, they have a right to veto any decision of the council, effectively acting as a security council.
- Underseers are members of high skill who joined the council thanks to their leadership capacities for M.E.G. activities requiring development or management at the time. While consisting of only six members in 2014 it quickly diversified over the years, with more M.E.G. domains requiring a centralized or branched leadership from the three major wings
Base Leaders
While the Oversight Council focuses on the overall M.E.G. activities, Base Leaders oversee the development and well-being of their respective base and outpost.
Their nature and mission can vary depending on the settlement size: a small research outpost will only have a head researcher as the Base Leader, while bases (such as Base Alpha or Gamma) and other major settlements (such as Housekeeping or Hollow Nest) will have a leader coordinating all wings of the settlement.
Base Leaders' choice methods can vary, ranging from election in highly populated bases to selection during a mission creation for smaller outposts. In specific cases, such as when a new settlement aimed to grow and house citizens, the leader can initially be chosen by the Oversight Council themselves. Demotions are far rarer and can only be performed by the Oversight Council after enough complaints and evidence have been collected.
M.E.G. Positions
The most widespread jobs at the M.E.G. are versatile job types tied to the three main purposes of the group, with each specializing depending on the needs of the base:
- Operatives handle exploration, with specialization such as indoor, non-Euclidean, arctic, or forested exploration. Each operative work in a different team depending on said specialization.
- Researchers handle research, with specialization such as anomalous entity biology, technology retro-engineering, or esoteric research.
- Archivists handle archiving, with specialization depending on the information type or format.
Base-specific jobs also exist; some of them are similar to Frontrooms jobs, and are necessary to run a working society (such as cooks, librarians, and teachers…), while others are supports of the group activities, such as radio operatives or System Engineers.
Civilians
Also called townsfolk, citizens are wanderers who are sheltered by the M.E.G. in major bases, such as Base Alpha, Omega or Beta. In exchange for being fed and protected, they contribute to helping maintain their community through their Frontrooms job experience. Children and teens who sometimes fall into the Backrooms are offered to keep their education going inside a M.E.G. school or with the Cygnus Order, and can eventually become full M.E.G. agents.
Despite a lot of people being temporary residents, eventually leaving to explore the Backrooms, many choose to stay, founding a family and raising backborn children. These people can stay within the Citizen Sectors but can also be sent to other settlements depending on the needs of the group.
History
Although still somewhat young when compared to other groups such as the Ariane Circle or the I.M.B.H., the M.E.G.'s existence has already had a lot of ups and downs, juggling between phases of huge development and rough times when agent morale was put to the test.
Despite their unstable history, the M.E.G.'s status as a hegemonic group allowed them to grow without stopping over the years, managing to complete major discoveries even during times of war or doubt.
Most of the M.E.G.'s geopolitical history takes place within the Main 12 and its connected levels, due to most factions and wanderers residing in safer and more populated areas. This doesn't mean deeper areas of the Backrooms never influenced the fate of the group as the anomalous nature of this world created challenges for the group many times in the past.
Despite their struggles, the M.E.G. keeps the glimmer of hope alive. With each struggle, they come out stronger, slowly but surely learning from their mistakes and lack of experience in order to make the Backrooms a better place and eventually find a way out of it.
1997 to 2007: Power Vacuum
This period, often nicknamed the Drought by wanderers, is marked by a large power vacuum following the destruction of the Leaders, leaving wanderers without reliable help. While some minor factions like Camp Amber or the Ariane Circle tried to fill the gap to help wanderers, they lacked the vision and numbers to become their true successor. It is in this situation that these three communities were either created or prospered:
- Station 01.3: A former research settlement of the Leaders now run by newer researchers trying to refill the wounded database of the destroyed group.
- The Early Home: A small encampment offering rest and food to needy wanderers, using their logistics skills to save many wanderers by sheltering them temporarely.
- The Nomadic Coalition: A nomadic faction of explorers regularely coming back to Level 1 to save and recruit newly noclipped wanderers
Relevant Database Entries:
2008: Overseers No-Clip
The Beginning of the M.E.G. is sometimes using the year 2008 as a reference point, as it was the year when the three future overseers no-clipped into the Backrooms, losing each other, then ending up in one of the three settlements not long after:
- Justin Zimals joined the Nomadic Coalition at 19, finding their friend Reed there and falling in love with the local botanist Olivia Bellerose.
- Katherine Zimals joined Station 01.3 at 18, befriending both Asher River and Eden G.
- Andrew Donovan joined the Early Home at 23, where he met Somalia Hanks and started developing his "ends justify the means" mindset further.
During their time split apart, the three of them grew up and learned about the Backrooms, remaining hopeful that the other two were still alive somewhere in the level.
While the Drought was still present, the seeds to what would become the new hegemonic group started to bloom.
Relevant Database Entries:
2009 - 2011: Start and Devlopment of Cross-Settlement Collaboration
Station 01.3 and the Nomadic Coalition started working more closely starting in 2009, following the reunion of Justin and Katherine, with the two factions trading resources and personnel more heavily. The alliance with the Early Home happened later on, in 2010, due to their sedentary nature.
Over time, the three settlements gradually worked closer together until late 2011, when the M.E.G coalition project was initiated. First aimed at being a more official bond between the three groups, it quickly evolved into a complete fusion of all three settlements into an entire faction, aiming to finally have enough people and resources to become a rightful replacement of the Leaders.
Relevant Database Entries:
2012: Group Creation
The official creation of the M.E.G. as a group takes place in 2012 with the inauguration of Base Alpha. While explorers and researchers worked on understanding the Habitable Zone's geography and phenomena better, Base Alpha started gathering newly no-clipped wanderers very quickly due to the open and optimistic nature of the group. Thanks to their organization and the skill level of most of the initial members, it wasn't long until they started documenting what existed beyod the Habitable Zone
Relevant Database Entries:
2013: Limited Growth
This growth, albeit allowing for quicker devlopment, also started creating organizational issues. As the M.E.G. started exploring the Backrooms more, setting bases in the Main 12, outposts in research locations, and amalgamating smaller settlements to their coalition, the lack of clear hierarchy and protocols severely lowered their efficiency. Most bases had different visions and motives, which made cohesion touger.
The influence of the Church of the Veiled also became a growing issue for the M.E.G., making the securing of the entire main 12 far harder due to the heavy presence of the cult in Levels 6 to 9. Fearing the M.E.G. could one day replace the Leaders, this ancient group multiplied their attacks on many settlements of the group, attempting to break the roots of their coalition to keep their power in check.
Relevant Database Entries:
2014: Restructuration
The growth of the M.E.G. led it to operate a huge restructuring in 2014, leading to the creation of the Oversight council, the underseers, as well as a clearer internal structure and managment. It is also around that time that collaboration with other groups, such as the Eyes or Argos, the Ariane Circle or the I.M.B.H., became more common, as they started being seen as more worthy and capable by these much older groups.
Relevant Database Entries:
2015: Conflict
In the first year following the M.E.G.'s restructuration, the group faced a much more cunning Church of the Veiled as they multiplied terrorist attacks on the group settlements. One of them in particular, in the Crimson Forest on November 3rd, paralyzes the higher chain of command, who cannot agree on what to do against the Church.
Despite these challenges, the M.E.G. keeps on developing its exploration and research, led by the new underdeers. This allowed the group to make many discoveries, some of which even benefited the war efforts against the Church of the Veiled, although the council already starts showing signs of collaborations difficulties.
Relevant Database Entries:
2016: Pyrric Victory
Following the group mismanagement that led to the catastrophe in the Crimson Forest, the B.N.T.G. is created on on Feb 23th. This marks the first true schism of the M.E.G, one that was followed by the creation of a second splinter, the U.E.C., for similar reasons.
Despite this, the M.E.G. managed to forge unlikely alliances with the Eyes of Argos to fight against the Church of the Veiled. Other prominent groups, such as the Ariane Circle and the I.M.B.H. also joined the cause, giving the M.E.G. a newfound acknowledgment from older groups. This, slowly but surely, led the coalition to vanquish the Church in Level 8 in December of 2016, disorganizing the cult beyond recovery.
2016 was also the theatre of the tragic loss of the archivist Asher River, who discovered and later fused with one of the most powerful reality warpers the M.E.G. ever encountered. Hir close personal ties with most of the oversight council heavily impacted the morale of the group, eventually leading the group to more heavily research powerful beings in order to avoid a similar catastrophe in the future.
Relevant Database Entries:
2017-2018: Golden Age
With the Church of the Veiled gone and the prestige of purging the Backrooms of one of its most ancient threat, the M.E.G. entered its golden age. Progressively got back closer to the B.N.T.G., they initiated further collaboration such as the setting of The Office Market. The group also diversified its activity, establishing many new resarch outposts or sheltering bases, as well as trading routes between said settlements
However, it is also around this date that the M.E.G. started to gradually lean towards more secretive or ethics-breaking experiments, such as risking the lives of operatives, or hiding information they deemed as "too sensitive".
The death of the entity researcher Tournesol in 2018, due to M.E.G. negligence, marks the end of this era, as the loss of yet another long-term member shook the M.E.G.'s foundations again, making a lot of operatives question the leadership's capacities.
Relevant Database Entries:
2019-2020: Doubt
This period is a continuation of the internal doubt that started at the end of 2018, now widespread in the entire Backrooms. While the M.E.G. still worked on helping wanderers, lots of shady projects and hidden secrets started getting leaked, rattling people's trust in the group. Internally, the Oversight Council gets torn as overseer C's questionable actions start creating further disagreements. Justin Zimal himself starts doubting their purpose inside the M.E.G., as they grew tired of their responsibilities and the anxiety they created.
This culminated in 2020 when a survivor of the Wall Masks Experiment, Evangeline Holmes, founded the the Masked Maidens, a group whose goal was to destroy the very corruption that killed so many people. This created yet another enemy for the M.E.G., as they themselves were trying to resolve their newfound internal issues.
Relevant Database Entries:
2021-2022: Forward
Not without difficulties, the M.E.G. starts to gradually redeem themselve from the public and GOIs' eyes by showing their good faith, such as through the 2021 Transparency Agreements.
Despite their attempts at coming back to their hopeful roots, the fight against the Masked Maidens becomes more and more present, with most of their major bases being regularely attacked or infiltrated.
Relevant Database Entries:
Additional Information
Teams
Teams are small batches of operatives with similar skill sets, specializing in a precise type of mission. Unlike other M.E.G. agents, they usually aren’t working for a specific settlement, instead being called in a level when their exploration skills are the most needed, and staying there until they are called elsewhere.
Initially very plentiful and disjointed, the overhaul of the group in 2014 led to drastic structural change. Nowadays, most small teams with similar missions now work together in one of the 6 main teams, with each of these sub-teams working with their specializations.
Nowaways, few teams have purposes that are unique enough to work outside of the complex bureaucratic structures that are major teams. Called minor teams, their work is nonetheless important enough for the group to have warranted their creation, but also their maintaining and liberty of action over the years.
New teams are constantly being created and disbanded depending on the needs, such as to handle a particular group or entity, an environment type that is becoming more and more frequent, or to respond to a geopolitical change in the wider Backrooms, such as during the Veiled Conflict. Teams can also sometimes be assigned to specific levels or settlements to carry their duty, whether temporarely or parmanently if they have been created for this purpose.
Major Teams
Major Teams are six in numbers, and present all over the Backrooms. They are gatherings of dozens of smaller sub-teams operating with the same mission in mind, with each of these sub-teams specializing in a more specific part of the wider major team's purpose.
Team "Compass Point" - The Explorers
When the M.E.G. was founded, its priority was to refill the information gaps in the remnants of the Leaders Database, the most important ones being maps of levels of the Main 12. These duties have been conducted by many small exploration teams with different terrain specialties, which eventually merged into Team Compass Point after 2014.
Nowadays, Compass Point acts as the heart of M.E.G. operations, scouting newly discovered levels to note down the thresholds, dangers, and safe zones for wanderers. Due to its nature, Base Alpha acts both as their center of operation and living quarters for them, with missions and training being supervised there before the operatives are sent to various locations through the M.E.G. trade routes.
Compass Point is without a doubt the biggest team of the M.E.G. and the most popular one among new operatives, who wish to maintain the glimmer of hope and eventually find an exit. The reality can sometimes be disappointing, however, as exploration of unknown levels can prove dangerous or fatal in many cases. Still, the terrain specialization of the Compass Point sub-teams, as well as their motivation to understand the Backrooms, has led the M.E.G. to eventually grow the biggest level database since the destruction of the Leaders' Archway OS.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Elise" |
N/A |
Forest exploration |
Active |
| Team "Looking Glass" |
N/A |
Level 365 exploration |
Active |
| team "Mari" |
N/A |
Furtive exploration |
Active |
| Team "The Misfits" |
Team "Megan" |
Early level exploration |
Disbanded |
| Team "Owl-Eyes" |
N/A |
Indoor level exploration |
Active |
| Team "Peak" |
Team "09-3" |
Steep environments |
KIA |
| Team "Psychic Storm" |
Fusion between "Psi-11" and “Cytokine Storm” |
Deadzone exploration |
MIA |
| Team "Sacrosanct Searchers" |
N/A |
Wilderness exploration |
Active |
| Team "Thorns" |
N/A |
Artic level exploration |
| Team "Understudies" |
N/A |
Inhabited level exploration, whether by entities or humans |
Active |
Related Documents:
Team "Life Line" - The Saviors
Life Line is a mobile medical corps responsible for emergency treatment and humanitarian aid, being deployed alongside other teams to rescue wanderers and provide medical help for injured operatives.
Due to the nature of their mission, Life Line is often working alongside other teams during missions, whether from the M.E.G. or other allied groups, but can also work alongside field research teams in some situations. Similarely to Quick Match, their operatives are trained to act quickly and improvize with the available material, which make the two teams working together often during support or extraction missions.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Searchlight" |
N/A |
Operative support |
Active |
| Team "Mossy Medics" |
Team "Venessa" |
Wanderer safety |
Active |
Related Documents:
Team "Quick Match" - The Improvizers
Quick Match is the M.E.G.'s first-response and tactical support team, and the result of a fusion between Team "First Response" and "Quick Match". Together, they handle emergency rescues, rapid reconnaissance, and critical data retrieval. Members of this unit are trained to assess and respond to threats with minimal backup and often under extreme time constraints during small windows of opportunity.
Sub-teams of Quick Match can be found in all major bases and outposts, allowing for fast deployment in as many places as possible. Members of the team not only benefit from extensive training to maximize their improvisation skills in every situation but also work with emergency M.E.G. equipment, composed of rare Backrooms items, weapons, or tools to be used only in dire situations.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Genesis" |
N/A |
General extraction |
Active |
| Team "Leapfrogs" |
Team "Harry", formerly a part of "First response" |
M.E.G. settlement support |
Active |
| Team "Fireflies" |
Team "Michael" |
Raids |
Active |
| Team "Moles" |
N/A |
Cave extraction |
Active |
| Team "Wonderland" |
N/A |
Deadzone extraction |
Active |
Related Documents:
Team "Track Mappers" - The Gatherers
Unlike most teams, which travel from settlement to settlement depending on the missing, Track Mappers are assigned to a level of interest as soon as a Type A settlement (whether a base or an outpost) or trade route is being set up, with the task of mapping the surroundings, set up routes and note down threats and ressources.
As a result, Track Mappers operatives often reside in the same level for far longer than agents from other teams, either setting up encampments as they map a future trade route or residing in and assisting a new settlement by providing invaluable information about the level. After their mission is done, the members can sometimes permanently enter the new settlement, or be sent to another level to, depending on the situation.recovering Object 6 (The Mirror).
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Corridor" |
N/A |
N/A |
Permanently assigned to Level 1.1 |
| Team "Harbinger" |
N/A |
N/A |
Permanently assigned to Level 710 |
| Team "Junkyard Dogs" |
N/A |
N/A |
Permanently assigned to Level 817 |
| Team "Patch" |
N/A |
Diplomatic relations |
KIA |
| Team "The Plastic Colony" |
N/A |
N/A |
Permanently assigned to Level ES-10 |
| Team "Polaris" |
Team "Harper" |
Level mapping |
Active |
| Team "Trailblazers" |
N/A |
Trade route setup |
Currently assigned to Level 128 |
| Team "Troglodyte" |
Team "Cave Raiders" |
Cave mapping |
Currently assigned to Level 8 |
Related Documents:
Team "Trial Testers" - The Researchers
Trial Testers is a team tasked with assisting researchers during missions through their knowledge in field experimentation. They specialize in first-hand testing of anomalous objects, phenomena, and level behaviors outside of settlement safety, often placing themselves in danger to obtain results.
Trial Testers either count operative-researchers in their ranks or are deployed alongside base researchers, following discoveries made by exploration teams such as Compass Point or Quick Match. Thanks to this, team members are often much more careful and controlled, relying on the established theories and research in order to act accordingly, preparing for each possible scenaria before starting the field tests.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "After Sketch" |
N/A |
Phenomenon 8 study |
Temporarely assigned to Base Gamma |
| Team "Coolguy" |
N/A |
Terror Hotel Research |
Permanently assigned in Housekeeping |
| Team "Hellscape" |
N/A |
Deadzone reearch |
Permanently assigned to Level 148 |
| Team "Lazarus" |
N/A |
Level research |
Currently assigned to Level 128 |
| Team "Mystery" |
N/A |
Cryptic research |
Active |
| Team "Veracity Visionaries" |
Team "Petrovic" |
Object research |
Assigned to Base Gamma |
| Team "Ricochet" |
N/A |
Entity and phenomenon research |
Active |
Related Documents:
Team "Wild Warriors" - The Protectors
Team Wild Warriors is the offensive wing of the M.E.G., usually involved in fights against aggressive groups or entities. Mostly made up of people with Frontrooms or Backrooms military knowledge, the team is known for their violent tactics, as well as their zeal to confront, which has been frequently criticized by other teams due to the possible collateral damage.
Although their involvement in missions has peaked during the Veiled Conflict, they still act as a major tool of the M.E.G. when the time demands it. While they possess the highest casualty rate out of all teams, they are still a popular one to join, with many people entering to protect their loved ones by any means necessary.
Related Sub-Teams:
| Team Name |
Former Name |
Specializations |
Current Status |
| Team "Saber Tooth" |
Team "Karl" |
Entity extermination |
Active |
| Team "Blooming Blossoms" |
Team "Nari" |
Level 3 defense |
Permanently assigned to Base Gamma |
| Team "Party Over" |
N/A |
Partygoer study and extermination |
Disbanded |
| Team "Secure Security" |
N/A |
Outpost defense |
Permanently assigned to Level 6.1 |
| Team "Volunteer Squad" |
N/A |
Group neutralization |
Active |
| Team "Watchdogs" |
N/A |
B.N.T.G. surveillance |
Temporarely assigned to Level 248 |
Related Documents:
Minor Teams
Minor Teams are smaller, more specialized operative teams whose mission is unique enough for them to not be part of a main team. They are charged with more specific yet still vital missions, often created when the situation demands it. Although their skills are more narrow than members of major teams, they still play a vital role in M.E.G. devlopment, by expanding the M.E.G.'s Backrooms knowledge in many ways.
Team "Overseer" - The Leaders
The term "Team Overseer" is a vestige of the early days of the M.E.G., when the triumvirate was leading the diplomacy between the three different settlements that merged into the coalition within the newly created Base Alpha. However, having only three people acting as the cement between three different sub-factions with different mindsets proved to be a difficult task.
With the creation of the Oversight Council in 2014, the concept of a leadership team similar in structure to the operative teams faded away. Despite this, the term is still sometimes used nowadays to describe the inner circle of the council made out of the three original leaders, who brought the three original settlements together.
Team "Epiphany"
Created by Dr. Rhinehart in 2016, Team Epiphany is one of the smallest teams, the two other members being Anne Dune and Amy Cochrane. Their work revolves around experimental science and metaphysical fieldwork. The research methods of Team Epiphany are as esoteric as the phenomena they work on.
Despite the cryptic nature of their research, the information gathered has been of colossal help for the M.E.G., allowing the group to adapt to the ever-changing anomalous reality they live in.
Team "The Fist Discovery"
Formed by Justin Zimals in 2009, The First Discovery was originally an exploration team for the Nomadic Coalition. In 2012, they were made the first official team of the newly formed Major Explorer Group. During the merge, Justin left them to take on an Overseer position in the M.E.G.
The First Discovery is known for being the main team that proficiently mapped out the Main 12, and for taking only the highest risk assignments. In 2022, they were selected by the Oversight Council to work with them directly, and only follow their orders.
Team "New Horizons"
Team New Horizons started life as a dedicated exploration team, focused on exploring the deep reaches of the Backrooms. Their current flagship assignment revolves around the Cygnus Archive, being responsible for database entries pertaining to it, its keeper, Lady Blanche, and her protégés Tom and Dolly, as well as the establishment of the Blanche.net chatroom.
The team is composed of four members: Dawn Marchesa, Axel Lowe, Faith Silversong and Killian Teles. Despite its small size, New Horizons still performs expeditions, provides support for other M.E.G. teams, has played an important role in the cataloguing of Level 811’s relics, and has seen some involvements with the Masked Maidens.
Settlements
With the huge growth of the group since its creation, many settlements have been created to fulfill the M.E.G.'s mission efficiently, with the goal of having one close to as many levels as possible.
Bases are the main settlements of the M.E.G., often present in densely populated levels or near common no-clipping points. They are bigger than outposts, and usually have multiple duties.
Outposts are settlements primarily focused on research, almost entirely made out of researchers and operatives trained to study the terrain, wildlife, or resources of their respective levels.
Both bases and outposts can be sorted into two types:
- Major settlements (also named type A settlements) are densely populated bases or outposts, usually located in or near the Main 12. Most of them were founded early in the group's history and are vital to the group's functioning. Examples include Base Alpha, which trains operatives, and Housekeeping, an outpost which researches the reaches of Liminal Echo in non-shifting environments.
- Minor settlements (also named type B settlements) aren't as vital for the group. They are often smaller and more recent but benefit from a bigger autonomy due to being further from the Main 12 or the M.E.G. trade routes. Most of them are dependant on one or multiple Type A bases for personnel traning, ressource packages and mission briefings.
| Simplified Definition Table |
Base |
Outpost |
| Type A |
The first few bases which oversee everything |
Big outposts whose personnel count can rival with Type B Bases, but whose missions are too specific to be classified as such |
| Type B |
Other bases housing people and working in multiple fields at once |
The smallest M.E.G. settlements, small and hyperspecialized depending on the level it's on |
Major M.E.G. Bases
The M.E.G. Type A bases are as follow:
Base Alpha is the second biggest major base of the M.E.G., acting as a safe haven for any newly no-clipped wanderer looking for a place to start a new life. Since its inception in 2012, the settlement has focused on two major missions; the training of newly recruited operatives in the fiend of explroration, but also the protection of newly no-clipped wanderers.
Exploration
Although all M.E.G. settlements initially undergo a deep exploration process before permanently settling, only a few outposts conduct regular exploration missions, usually due to the level's size or shifting nature.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 1.1 |
M.E.G. Outpost 1 to 4 (Team Corridor) |
~20 |
Explore and research Level 1.1 |
| Level 8 |
M.E.G. Outpost "Hollow Nest", formerly "Cave Raiders" |
44 |
Formerly a base of operation for the Veiled Conflict, now explores the level and guide wanderers alongside the Ninth Road |
| Level 49 |
M.E.G. Outpost "Gutter Bunkers" |
9 |
Sheltering operatives during exploration misions. |
| Level 128 |
M.E.G. Outpost Bravo |
N/A |
Hosts Team "Trailblazers" and "Lazarus" |
Rescue and Temporary Wanderer Sheltering
Base Alpha partially or completely monitors all outposts focusing on exploration or wanderer rescue. Although all outposts can offer help to wanderers, only a selected few were originally designed to do so, usually on levels where wanderers often no-clip onto.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 8 |
M.E.G. Outpost "Hollow Nest", formerly "Cave Raiders" |
44 |
Formerly a base of operation for the Veiled Conflict, now explores the level and guide wanderers alongside the Ninth Road |
| Level 44 |
M.E.G. Outpost "De-aciders |
20 |
Reduce level corrosion and exterminate entities for better level safety |
| Level 56 |
M.E.G. Glacial Outpost A and B |
No permanent resident |
Settlements temporary used by Quick Match sub-teams during missions. |
| Level 56 |
M.E.G. Glacial Outpost B |
No permanent resident |
Settlements temporary used by Quick Match sub-teams during missions. |
| Level 64 |
M.E.G. Outpost "Darkness Rangers" |
23 |
Help people in the level |
| Level 84 |
M.E.G. Outpost "Wanderer Resting Areas" |
N/A |
Temporary resting points for wanderers |
| Level 92 |
M.E.G. Outpost "Nuke Warriors" |
20 |
mark any radiation zones and provide refuge to wanderers in the level, along with collecting items for other M.E.G outposts in dangerous areas. |
| Level 148 |
M.E.G. "Team Hellscape" |
10 |
Research Level 148 and regularely check up on other settlements in the level |
| Level 153 |
M.E.G. Outpost "Bookworms" |
8 |
stop wanderers from going deeper in the level |
| Level 207 |
M.E.G. Outpost Wreck |
4 |
Helping wanderers who pass by |
| Level 212 |
M.E.G. Outpost Ruins |
Currently unused |
Maintaining the level ruins for better wanderer safety |
| Level 234 |
M.E.G. Outpost "Sanctuary" |
9 |
Providing lost wanderers with help |
| Level 280 |
The Café |
10 |
Provide assistance to wanderers |
| Level 308 |
M.E.G. Outpost "Oasis Protecter" |
N/A |
Study the level and help wanderers leave |
| Level 422 |
M.E.G. Outpost Hale Kapu |
150 |
Rescuing wanderers |
| Level 979 |
M.E.G Outpost D |
7 |
Monitor dangerous areas and provide help for wanderers in need |
Base Gamma is the largest base in Level 3, and has provided a safe space within the Level for 300 people. It was made with makeshift bricks and had to defend against hordes of Clumps, Death Rats, Hounds, and Smilers. They are ran by Overseer Andrew, yet remain always on edge, waiting for the next attack.
Research
Base Gamma is the main mission provider for M.E.G. research, deciding the creation of research outpost and their focus depending on the level, the available personnel as well as the current needs of the group.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 1.1 |
M.E.G. Outpost 1 to 4 (Team Corridor) |
~20 |
Explore and research Level 1.1 |
| Level 5 |
M.E.G. Outpost "Housekeeping" |
100 |
Research evolution of non-shifting spaces |
| Level 6.1 |
M.E.G. Level 6 Access Outpost |
9 (4 guards + 5 members of Secure Security?) |
research and exploration purposes |
| Level 128 |
M.E.G. Outpost Bravo |
N/A |
Hosts Team "Trailblazers" and "Lazarus" |
| Level 130 |
M.E.G. Research Station Black Waters |
6 |
Study the level phenomena |
| Level 148 |
M.E.G. "Team Hellscape" |
10 |
Research Level 148 and regularely check up on other settlements in the level |
| Level 158 |
Aries Outpost "Aries" |
N/A |
Training and research hostile entities |
| Level 158 |
Aries Outpost "Pisces" |
N/A |
M.E.G. communication and level research |
| Level 195 |
M.E.G. Site "Forge Novus" |
164 |
Study the level's ecosystem |
| Level 308 |
M.E.G. Outpost "Oasis Protecter" |
N/A |
Study the level and help wanderers leave |
| Level 374 |
M.E.G. Outpost Floral |
30 |
Study the plant life |
| Level 993 |
M.E.G. Outpost Paradigm |
5 |
Research Zone 3 |
Ressource Gathering
Base Gamma trains workers for many outposts producing or uncovering ressources for the M.E.G. They, however, do not cover the process of dispatching said ressources to other M.E.G. settlements, as Base beta handles such logistics.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 3.1 |
M.E.G. Base Gamma-B |
31 |
Base only by name, as it is an outpost acting as an extension of Base Gamma |
| Level 184 |
M.E.G. Grain Harvesting Outpost |
7 |
Food production |
| Level 184 |
M.E.G. Canola Harvesting Outpost |
8 |
Food production |
| Level 197 |
M.E.G. Outpost "Good Feels" |
53 |
Mining turquoise crystals for other M.E.G. settlements |
| Level 817 |
M.E.G. Outpost "Junkyard Dogs" |
6 |
Repair machines of potential use to the M.E.G. |
Base Omega is the third largest major base of the M.E.G. While dedicated to article creation and archiving, the base is most well-known for its anomalous nature.
Indeed, the weird nature of Level 4 is also present within the settlement, which led to many reality-altering events such as contradicting records, time dilation, an everlasting anomalous department, and even the complete destruction of the base once in its infancy.
Despite these anomalies, Base Omega remains one of the most peaceful and sad settlements, accomplishing a vital work for the M.E.G., allowing for their exploration and research to be written down for the public to read.
Archiving
While all M.E.G. bases have areas dedicated to archiving, Base Omega is the main location for the paper archives of the group. To help in its mission, the settlement also oversees outposts serving as secondary archiving sites in levels allowing it, such as settlements operaring within server rooms that are being used by the M.E.G., or with conditions allowing for optimal document safekeeping.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 115 |
M.E.G. Archival Outpost |
20 |
Overseering the M.E.G. archives in the level |
Diplomacy
Although diplomacy is often carried upon by bases in the Main 12, due to their proximity with other factions, the presence of micronations or smaller groups deeper in the Backrooms has led the M.E.G. to create diplomatic settlements near them, in attempt to forge friendly relations with them. Base Omega, due to its placement in a safe level and its relatively medium population count, has been granted the mission to oversee said diplomatic relations, while other bigger major bases focus on ressource collection and wanderer sheltering.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 121 |
M.E.G. Fuchsia Embassy |
5 |
Manage diplomatic relations between instances of Entity 147 and humans |
| Level 186 |
M.E.G. "Valley Embassy" |
6 |
Manage diplomatic relations with The Republic of the Valley and shelter M.E.G. members in the level |
| Level 226 |
M.E.G. Trading Outpost |
Manage trades with Slam City |
Base Beta is a base in Level 11, which is used as a hub to explore new levels and collect resources from factories. Despite it's favorable outdoor conditions, most buildings cannot be entered, so much of Base Beta is urban sprawl. Over [???] people live here. Base Beta has a sister group named Camp Amber, whom train newcomers to deal with the Backrooms.
Permanent Wanderer Sheltering
Few outposts permanently shelter wanderers, as their small nature usually doesn't allow for it. This mission is usually given to Type B bases, who are built with the required infrastructive from the start. Despite this, a few M.E.G. outpost offer permanent housing to wanderers in levels where settlement growth is possible.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 186 |
M.E.G. "Valley Embassy" |
6 |
Manage diplomatic relations with The Republic of the Valley and shelter M.E.G. members in the level |
Logistics
Base Beta leads logistical operations through small outposts scattered around the M.E.G trading routes. Each act as a relay where ressources are collected, traded, sorted and sent to the settlements in need.
| Level |
Base Name |
Number of M.E.G. Personnel |
Missions |
| Level 159 |
M.E.G. Outpost "Frozen City" |
~10 |
Food managment |
| Level 84 |
M.E.G. Outpost "Green Market Hub |
N/A |
Trading hubs for wanderers |
| Level 84 |
M.E.G. Outpost "Outer Market Hub" |
N/A |
Trading hubs for wanderers |
| Level 327 |
M.E.G Outpost: "Breakfast Club" |
20 |
Supply depot |
| The Hub |
M.E.G. Outpost "Doorstep Carpet" |
N/A |
Store and dispatch Level Keys |
Minor M.E.G. Bases
The M.E.G. Type B bases are as follow:
With the Archway OS having been mostly destroyed by Emstable, decades of priceless Backrooms research and exploration have been lost to time. Thanks to the known former presence of The Leaders in Level 11.2, however, the hopes of recovering this data through the study of the former hegemonic group, which led the M.E.G. to create a new base in this area of Level 11.
The personnel of Base Omicron are focusing their work towards uncovering the former occupation of The Leaders through the story of the remaining documents and logs scattered around, as well as the exploration of neighboring levels where the faction could have worked as well.
Despite being in Level 11, Base Omicron is closer to a threshold to Level 283 than to the main areas of The City That Never Sleeps. As such, this led the base to work more closely with Base Epsilon, who supplies most of the food to them, than with Base Beta.
Despite dangerous, Level 230 has historically been seen as an unclaimed territory , with the potential to host a flourishing civilization thanks to its ressources. Due to this, the M.E.G. has set up Base Delta in order to cleanse entity presence and repair the falling infrastructures.
Through word of mouth, wanderers started making settlements around Base Delta, and it wasn't long before the level started to host a rich economy supported by the new inhabitants.
Although not officially housing any wanderer, Base Delta ensures security across the sector, as well as helping the growing population. In addition, the settlement also ensures the exportation of wood, wood products and seafood to other M.E.G. bases who cannot find such ressources easily otherwise.
Despite being a dangerous place, Level 283 has proven to be a valuable asset for M.E.G. ressource gathering. The food there, although unhealthy, is plentiful and often send to levels connected to 283 thanks to its many exits to the Main 12.
Base Epsilon has been set primarily for food gathering, a common Type B base purpose due to how many M.E.G. settlements depend on trade routes. However, its proximity with B.N.T.G. "White Caste" extraction camp has also led them to work closely over time, using Level 283 as a trading platform between the two groups.
Base Omicron is one of the biggest bases of the M.E.G., with 2,200 residents, most of them being citizen sheltered by the group. The settlement's main purpose revolves around the culture of the level-specific glapreseed, which harvest is then dispatched to other M.E.G. settlements through the M.E.G. trade routes, where they are used as the base of many of the group's dishes.
However, Base Omicron is best known for one of the biggest administrative messes of the group, where both the base on Level 11.2 and Level 813 took the name of the destroyed Base Omicron on Level 235 at roughly the same time after it was made available again. Due to both of them being fully self-functional, it took weeks for Base Omega to find out about this double-name case and deemed the time too late to change either. Although both bases now officially use the same name, most M.E.G. archivists and Level 813 inhabitants refer to this one as "Base Omacron", due to its unusually large size for a M.E.G. settlement.
After the fall of Base Cedar on Level 807, Mining Base 901 became the sole main provider of various metals for the M.E.G. Thankfully for the settlement, its size of almost 3000 people, mostly composed of M.E.G. personnel, allowed the base to meet the colossal demand of the group.
Mining Base 901 is home to many miners, toolsmiths, and engineers who help extract coal, iron, copper, tin, and gold and process them into goods for all M.E.G. activities, ranging from weapons to research tools and even daily life objects.
Although this settlement has been crucial in the M.E.G.'s devlopment since its creation, criticism has surfaced regarding the environmental impact of the many facilities. Due to the crucial economical nature of the base for the group's development, however, measures have yet to be taken to address the issue.
Despite the cryptic nature of Entity 100, its status as a reality warper capable of either creating or repurposing dimensions outside of the confines of the Blue Channel led the M.E.G. to believe such a place could be the key to one day leaving the Backrooms.
However, even if more stable than the Broken, this out-of-bounds area is currently inaccessible to humans due to its first core having exploded before its discovery. To ensure its second one doesn't make the level completely unusable, the M.E.G. has worked alongside Backrooms Robotics to create an entirely automated base working on stabilizing said core.
Although the toxic nature of the level made the base difficult to both set up and maintain, the robots stationed there have been carrying out their duty ever since, allowing the group to keep exploring the level using the few drones they still have at their disposal.
Relations
As the largest group in the Backrooms, the M.E.G. has been led to interact with countless other parties. While some of these interactions bore fruit, gaining valuable allies for the M.E.G., others were disastrous and resulted in strained relations. The levels of trust towards each group are as follows:
- ● — The group is friendly and is affiliated with the M.E.G. Often, missions are held with the group, and certain members of the group have free access to M.E.G. bases.
- ● — The group has relations with the M.E.G., but these remain distant and strictly professional. Most members of the group require permits to be allowed access to M.E.G. bases and vice versa.
- ● — While the group does have a few ties with the M.E.G., they are mostly seen as a potential risk. Any meetings should be done sparingly in order to avoid any conflict.
- ● — The group is in open conflict with the M.E.G. for one reason or another. Any members of the group found are to be detained if possible.
- ● — The has not come into official contact with the M.E.G. Any interactions must immediately be escalated to higher authorities.
Due to overlapping goals and objectives, the M.E.G. has close ties with the Ariane Circle, allowing access of its database and limited access of equipment for the Circle, in exchange for the Circle's expertise or support in missions. Such examples most notably include the cases of Phenomenon 25 as well as the logging of Level 248.
The M.E.G. has rarely interacted with the Backrooms Remodeling Co, as both parties have vastly different objectives and goals. However, their "remodeling" attempts often result in the levels being remodeled in question being far more dangerous to traverse. Despite this, attempts to stop them from doing so have ceased for now to maintain peace with their military.
While the Backrooms Robotics claims to have noble intentions, producing several products that have proven useful in multiple situations, their end goals are far too suspicious for them to have close ties with the M.E.G. This, along with several of their products malfunctioning, have resulted in the M.E.G. approaching them with caution.
The The Backrooms Nonaligned Trade Group, abbreviated as B.N.T.G., was a faction initially part of the M.E.G. that later split off from the main group. While initial relations between the two were strained, later incidents have made them one of the M.E.G.'s closest allies. Through cooperation with the B.N.T.G., multiple settlements were constructed with resources from their inventory.
The Completionists rarely interact with the M.E.G. due to far different goals, but usually treat them with distrust and disdain. Likewise, the M.E.G. cautions other wanderers from ever interacting with the Group as their main objectives are highly dangerous. This is not to say that the M.E.G. has completely no interactions with the group, with the investigation of Ironsoul as well as field tests with The Cross Coders, an offshoot of the group, in Level 380 serving as examples.
The Eternal Repository has historically been of great help to the M.E.G., particularly during research of Entity 404 and The Serpent's Void. Numerous other trade deals were established as well, however, as the Repository has also dealt with other parties hostile to the M.E.G., they cannot be counted on as allies.
The most divisive out of all the groups regarding relations, The Eyes hold a unique relationship with the M.E.G. For one, the Eyes made significant contributions in expulsing the Church of the Veiled from Levels 6, 7 and 8. On the other hand, their omission of information during the Spiderposting and Phenomenon 25 cases have earned them some ire from certain members in the M.E.G.
The fanaticism and hostility of members in the Followers towards other wanderers instantly marks them as enemies towards the M.E.G. Terrorist attacks by the group in M.E.G. bases have also worsened relations significantly.
The Interdimensional Museum of Backrooms History, abbreviated as "I.M.B.H.", are close allies with the M.E.G. They have provided the M.E.G. with great knowledge and information, particularly during the research of Firesalt as well as Phenomenon 27.
The Kalag Institute maintains decent ties with the M.E.G., as their objectives, while not aligned with the M.E.G., are still helpful towards overall wanderer safety. Despite occasional fallouts such as the Whisperers debacle, relations remain mostly positive.
The Lost, being one of the oldest groups in all of the Backrooms, have a rather divisive relationship with the M.E.G. While providing useful assistance during the research of Firesalt, the group's somewhat isolationist nature makes it difficult to establish proper relations.
One of the M.E.G.'s splinter factions, the Masked Maidens were on bad terms with the M.E.G. since the start of their formation. With the leader of the Maidens, Evangeline Holmes, killing several individuals involved in the Wall Mask experiments, including her adoptive father, Lorenzo Holmes, and twin sister, Rosaline Holmes. They have not stopped in their habits of disrupting operations in the M.E.G., most notable of which was an attempt to impersonate Overseer B through one of their members, Kimiko.
Despite its rather young age, the Republic of Boveta has been a close ally of the M.E.G., someting assisting them in project such as for Level 595. However, the tendency of the nation to work with other groups who are in difficult terms with the M.E.G. is making the group caution about potential diplomatic struggles.
The Slam City Administrative Council, abbreviated as S.C.A.S., has decent relations with the M.E.G. The M.E.G. have established a base and trading outpost in their home level, providing a mutually beneficial relationship for both parties. However, relations go no further than trade, though there are considerations of research between the two.
Another splinter of the M.E.G., the Unbound Explorers Coalition, abbreviated as U.E.C., initially had decent relations with the M.E.G., as the goals of both parties aligned at the time. However, upon departure of Diana Stewards, the founder of the group, ties worsened significantly. The development of objects which violate the safety of wanderers, such as Rixa Gas and the Hermes Device further cemented this. Soon, the M.E.G. gave authorization to neutralize Coalition bases all across the Backrooms.
Database
Levels discovered
Entities discovered
Objects discovered
Phenomena discovered
Persons of Interest
Archives
Other Pages
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"M.E.G. Rewrite in 2025 trust us bro" by Greggita Mahayfaio, Natethegreat, Orb1t41, Poliacci, Positive123, Praetor3005, Robert Goerman, Snomwriting and Squibblezombie, from the Backrooms Wiki. Source: https://backrooms-wiki.wikidot.com/collab:meg-rewrite-for-real. Licensed under CC-BY-SA-3.0.
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