Teams
Since the inception of the M.E.G., the necessity for flexible, task-oriented subdivisions became present. The scale and scope of operations across various levels, combined with the complexity of field missions, required a system capable of rapid deployment and minimal bureaucratic delay. This challenge led to the development of teams: temporary, semi-autonomous units designed to address specific objectives without requiring constant oversight from central leadership.
Initially, team formations were informal and closely tied to the M.E.G.'s founding leadership. Many early teams were named after prominent members. One of the most notable early examples was Team "Reed", a now-disbanded unit originally tasked with cartographic operations and mapping of unexplored sections within the first levels and adjacent sub-levels. Their work contributed significantly to early navigation protocols still in limited use today.
As the organization matured, so too did its operational framework. The team structure evolved into a more modular and mission-specific system. Rather than forming long-standing units with fixed personnel, modern teams are now assembled on an as-needed basis, tailored to particular missions or objectives. This contemporary model allows team leaders to recruit members with relevant expertise and dissolve the unit upon mission completion. This not only enhances efficiency and adaptability but also minimizes resource waste and personnel fatigue.
Over the years, this system has proven effective in streamlining the M.E.G.’s ability to respond to unpredictable and emergent conditions within the Backrooms. A few of the most recognized and historically impactful teams are outlined in the following sections.
Persons of Interest
"Overseer A" - Justin Zimals
Justin Zimals or "Overseer A" is the individual in the single highest authority within the M.E.G. Growing up and being raised in [blank for now], he noclipped into the Backrooms alongside Katherine and Andrew in 2011. Sometimes out of his depth on certain situations, especially when without the aid of the other two Overseers, Justin is not our primary figurehead for no reason. He is quick thinking, resourceful, and ever the optimist. As the years have gone on, primarily due to better structuring rather than age, Justin has focused his strength on group management than field assignments.
Justin has always been present at just about any point in the timelines of all important events, such as the discovery of Level 19 close to Base Alpha, and being a key figure that later rediscovered the believed to be lost history of the Leaders, in-part thanks to the accidental usage of their servers. Although all Overseers used to work within the same space, an event, and the need to spread leadership among the core bases, led all three to establish offices in different levels. Justin, however, has always remained in Level 1.
"Overseer B" - Katherine "Kat" Zimals
Katherine, or "Kat" as she prefers, is the second-most important Overseer. While Justin overlooks all, Kat's managerial speciality is with the exploration side of the M.E.G., authorising expeditions and overseeing newly created pages. She is the most in-touch with the database, having an office in office in Base Omega. She also has one in Base Alpha to have a workspace close to her brother. Kat has always taken a secluded approach to her management, letting Justin's charisma act as the representation for the M.E.G.'s leadership while she works behind the scenes. Not all projects have to pass directly through her, as that would be an impossible task with our current size, but all her subordinates are entrusted to have the exact same scrutiny and long term forethought that Kat is incredibly well known for.
Taking her work incredibly seriously, Kat can often seem stern, bored, or disinterested, but is known to have an incredibly open and willing heart when the time requires it. Though the deaths of two loved ones simultaneously has strained her, part of her still remains an optimist, or at the very least she keeps her head above the water just enough to fulfil our goals.
"Overseer C" - Andrew Donovan
Andrew is the third and final Overseer of the M.E.G., and manages a specific segment of our group's core aims: technological development and phenomena innovations. He is both the most isolated and controversial of the three Overseers, having his office in the dangerous Level 3. Many reasons have been hypothesised as to quite why this is the case, some drawing from admittedly controversial history, but the official reason is due to him preferring the level and his own isolated work space.
He is also one of the most active Overseers, running countless projects that he has a physical or managerial hand in. Two of his most controversial projects have been the exploration and potential usages of Level 174, and the Wall Mask experiments, the latter of which creating the third major M.E.G. splinter. Although these controversies have rightly landed him in hot water, he remains an incredibly important asset to the M.E.G. He is incredibly smart and a quick learner, and while he is rather impulsive, he can be a great long-term strategist. Hence his position as our top innovator.
Somalia Hanks
Somalia Hanks, in age, is our single-most oldest member of the M.E.G. leadership, originally coming to us in her late 60's in 2014. Despite coming to us out of need, she did still prove a surprisingly useful asset, having quite an amount of coding knowledge from her work with other groups that led to the creation of our own Database. Due to her advanced age, Somalia works almost exclusively behind screens, especially when she became an Underseer of the group's databanks and servers. Her current place of work is Level 4 to allow her to have close access to our servers. She does also live in Level 11, and frequently takes weekends or small holidays in Base Omega or the 11's capital.
Somalia has changed greatly during her time during the M.E.G. She is self-admitted to being rather crotchety during her initial years at the M.E.G. due to her prior life not easily lending itself to cooperation and staying in one place. The culture shock, coupled with her already distant personality and shaky group foundations, led to her being unapproachable at the worst of times. However, her slow and gradual setting in with her role, and the hasty development of the M.E.G., mellowed her into who she is now. She is still stern, but is far more open than she once was.
Melody Parker
Despite her minor role within the M.E.G., Melody Parker has been a surprising constant within the organisation's ranks, and has proved to be a useful aid despite never being in a position of leadership. Melody joined our ranks during the early days of Base Alpha's construction, and found herself doing the odd jobs Justin Zimals requested of her. This developed into a kinship between the two. As the M.E.G. began to define itself, Melody found herself doing an even mix between basic site management and field-expeditions, . Truth be told, Melody has never had a properly defined role. Even to this day, she acts as a handy and particularly friendly gopher.
Melody's lives in Level 4, but her role leads her far and wide across the M.E.G. network. Getting into contact with her is best done online, due to the fact she can often be anywhere at any time, but assuming her work doesn't have her in some far flung corner of the M.E.G.'s network she can be found in the aforementioned 4 or Level 1.
Leyland Locke
Originally joining the B.N.T.G. shortly after their creation, Leyland swapped over to the M.E.G. upon learning of their history and their splintering from us. Although starting out as a nobody, it only took a year for their leadership skills to become obvious, and during the following year (2018) they stepped higher and higher up the ladder of M.E.G. leadership until becoming an Underseer.
What stands out about Leyland's leadership is his group dynamics, able to work cooperatively with almost everyone due to a mix of deep empathy and a constant level head. Leyland oversees our intergroup relations, particularly when it comes to our splinter organisations. Originally, such a role was hardly required for us, but as we have expanded so rapidly and have touched so many other organisations, the need to have an entire division in charge of our mutual alliances became absolutely imperative. Much like Melody, Leyland doesn't really have a level he calls home due his job. It is still a job he is more than happy to do, and in-fact it is his ultimate hope to unite the splinters under the same roof once more.
PLACEHOLDER
Bases and Outposts
Bases and Outposts are the reason why the M.E.G. became such a major group. They are the way resources are harvested, information is gathered, and wanderers are helped. Unlike most other groups of interest, the M.E.G. has few Bases set up to hold large populations over centuries, so the majority of Backborn communities are away from the M.E.G.
M.E.G. Bases and Outposts are very similar. The main difference is that Outposts are reliant on Bases for supplies and resources, while Bases are reliant on trade and Overseers for their supplies. This has led to a bit of political tension, but overall the Bases agree to supply the needs of the others.
Base Alpha
Base Alpha is located in Level 1's Aquila Sector. It is M.E.G.'s oldest base, along with the Base they started in. They started in the corridors and grew further and further inwards, until the corridors themselves became nearly unrecognizable.
This base recruits the most members out of any other base. It has many comforts, albeit within the corridors, which has lead many people (around 250 as of current date) to settle before reaching deeper Levels. Notably Overseer Kat and Olivia Bellerose live here.
Base Gamma
Base Gamma is the largest base in Level 3. It is M.E.G.'s third-most important base, as Overseer Andrew has settled within. There are also nearly 300 operatives in Base Gamma.
The most impressive thing about Base Gamma is that it was made with supplies found in Level 3 (such as shredded toothbrushes and glue) to make makeshift bricks. They also were forced to defend themselves against hordes of Entities while building the Base.
Outpost "Housekeeping"
PLACEHOLDER
[Note: Unnamed bases and Destroyed bases have been left out]
Levels |
Base Name |
Canon |
Level 1 |
M.E.G. Base Alpha |
N/A |
Level 1.1 |
M.E.G. Outpost 1 (Team Corridor)
M.E.G. Outpost 2 (Team Corridor)
M.E.G. Outpost 3 (Unmanned)
M.E.G. Outpost 4 (Unmanned) |
N/A |
Level 3 |
M.E.G. Base Gamma |
N/A |
Level 3.1 |
M.E.G. Base Gamma-B |
N/A |
Level 4 |
M.E.G. Base Omega |
N/A |
Level 5 |
M.E.G. Outpost "Housekeeping" |
Terror Hotel |
Level 6.1 |
M.E.G. Level 6 Access Outpost |
N/A |
Level 8 |
M.E.G. Outpost "Hollow Nest" |
N/A |
Level 11 |
M.E.G. Base Beta |
N/A |
Level 11.2 |
M.E.G. Base Omicron |
Simulation |
Level 14 |
M.E.G. Base Rosewood |
N/A |
Level 23 |
M.E.G. Base Seedling |
N/A |
Level 42 |
M.E.G. Base-42 |
N/A |
Level 44 |
M.E.G. Outpost "De-aciders |
N/A |
Level 46 |
M.E.G. Base "Desert Rose" |
N/A |
Level 49 |
M.E.G. Outpost "Gutter Bunkers" |
N/A |
Level 55 |
M.E.G. Storage Outpost Arctic Anchor |
N/A |
Level 56 |
M.E.G. Glacial Outpost A
M.E.G. Glacial Outpost B |
N/A |
Level 64 |
M.E.G. Outpost "Darkness Rangers" |
N/A |
Level 84 |
M.E.G. Outpost "Green Market Hub"
M.E.G. Outpost "Outer Market Hub"
M.E.G. Outpost "Wanderer Resting Areas" |
N/A |
Level 89 |
M.E.G. Base "Cone Campers" |
N/A |
Level 115 |
M.E.G. Archival Base |
N/A |
Level 121 |
M.E.G. Fuchsia Embassy |
N/A |
Level 128 |
M.E.G. Outpost Bravo |
N/A |
Level 130 |
M.E.G. Research Station Black Waters |
N/A |
Level 134 |
M.E.G. Operational Outpost 51 |
Simulation |
Level 148 |
M.E.G. "Team Hellscape" |
N/A |
Level 153 |
M.E.G. Base "Bookworms" |
Masked Maidens |
Level 158 |
Aries Outpost
Pisces Outpost |
N/A |
Level 159 |
M.E.G. Outpost "Frozen City" |
N/A |
Level 162 |
M.E.G. Base "Concrete Cavaliers" |
N/A |
Level 164 |
M.E.G. Outpost "Gallery Security" |
N/A |
Level 184 |
M.E.G. Grain Harvesting Outpost
M.E.G. Canola Harvesting Outpost |
N/A |
Level 186 |
M.E.G. "Valley Embassy" |
N/A |
Level 195 |
M.E.G. Site "Forge Novus" |
N/A |
Level 197 |
M.E.G. Outpost "Good Feels" |
N/A |
Level 204 |
M.E.G. Base Alif
Several Mountain Outposts |
Masked Maidens |
Level 207 |
M.E.G. Outpost Wreck |
N/A |
Level 212 |
M.E.G. Outpost Ruins |
N/A |
Level 230 |
M.E.G. Base Delta |
N/A |
Level 234 |
M.E.G. Outpost "Sanctuary" |
Multiverse |
Level 280 |
The Café |
N/A |
Level 283 |
M.E.G. Base Epsilon |
N/A |
Level 302 |
M.E.G. Outpost "Aral" |
Antarctica |
Level 308 |
M.E.G. Outpost "Oasis Protecter" |
N/A |
Level 327 |
M.E.G Outpost: "Breakfast Club" |
N/A |
Level 374 |
M.E.G. Outpost Floral |
N/A |
Level 422 |
M.E.G. Outpost Hale Kapu |
N/A |
Level 522 |
M.E.G. Outpost LVL-522 |
Indus |
Level 563 |
M.E.G. Outpost "Forest Traders" |
N/A |
Level 807 |
M.E.G Base Cedar |
N/A |
Level 813 |
M.E.G. Base Omicron |
N/A |
Level 817 |
M.E.G. Outpost "Junkyard Dogs" |
N/A |
Level 859 |
M.E.G. Base Soda |
N/A |
Level 901 |
M.E.G. Mining Base 901 |
N/A |
Level 967 |
M.E.G. Base Echo |
N/A |
Level 979 |
M.E.G Outpost D |
Pantheon |
Level 988 |
M.E.G. Outpost "Snow Day" |
N/A |
Level 993 |
M.E.G. Outpost Paradigm |
N/A |
The Hub |
M.E.G. Outpost "Doorstep Carpet" |
Pantheon |
The Crypt Reality |
M.E.G. Base Robotic |
N/A |
Please message SquibbleZombie on Discord if you know of a Base or Outpost that isn't on the Hub; I check the new pages but I will miss a few.
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.
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.
Equipment
Equipment in the M.E.G. isn't uniform and centralized, but there are some commonalities that most bases use. First off: they prioritize food and first aid. Without being able to eat, drink, or avoid infections, you'll die more surely than any Entity, as you can be lost for weeks without support. Almond Water, Lucky O' Milk, and Star Candy are the most popular and easily assessable foods that M.E.G. Operatives will use. Most of them also have Almond Water, wound disinfectant, and bandages for first aid. [Note: We could probably add some stuff outside the main Object list in here since I know some consumables exist in other pages]
Similarly communication and defense are vital. Communication has classically been radio and babel balm, but as cell phones have become more popular, they have slowly replaced most older forms of communication.
Defense comes in two varieties, ranged and melee. Ranged weapons are preferred because they keep Entities far away, and typically include bows, Firesalt slingshots, and Squirt Guns. Melee weapons are less practical, but spears and halberds are preferred as their reach can keep Entities at bay. For some excursions where Entities are unlikely, clubs or utility knifes will be used instead.
Items of lesser need include: light sources, navigational tools, and observational tools. Most levels have natural lights and traversable terrains, and observational tools aren't needed most of the time. Navigational tools are usually ropes and a grappling hook. Observational tools are for recording observations, so a phone, notepad, or camera is preferable.
Uniforms
Orbit stuff goes here
Alternate Uniform: Clip Coats
Clip Coats are an alternate uniform system used by some bases. It tries to make quickly changing clothes easier. It uses several layers of clothes bundled around the diaphragm, which can be pulled down depending on the situation (cold, heat, water, etc.). It is the advanced version of tying a coat around your waist.
This uniform set-up is usually black but M.E.G. agents that want to be seen will wear their signature yellow or green. They either use a holster system or a backpack system for their supplies.