Level 667 - "Forecity B-29"
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A photo of City-α.

Documents about the early discovery of Level 667:


Class Ψ

  • Unsafe
  • Mental Hazard
  • High Entity Count


Structure Overview

Level 667 consists of an unknown amount of gigantic PMMA (Polymethyl Methacrylate) hollow spheres1 and their contents, as well as the heavy water sea with an extremely high content of deuterium and tritium. The level features a 24-hour day and night cycle with an equal duration of day and night. The climate is pleasant, but thunderstorms and heavy water rain frequently occur.

The PMMA spheres contain a remarkably wide range of contents, including but not limited to, microcities, non-Tokamak2 nuclear fusion power plants, abnormally large amusement parks, and wastes. The contents of each sphere are categorised in accordance with their general common characteristics as the styles and specific impacts of each sphere are not entirely consistent. See below for more details.

The heavy water sea is the only supply of raw materials for the aforementioned non-Tokamak nuclear fusion power plants since, as its name suggests, it includes a significant volume of heavy water that cannot be consumed and contains deuterium and tritium atoms. There are no other significant structures in the heavy water sea that are large enough to be seen with the naked eye from a distance except for the PMMA spheres. Other floating buildings, including little rafts, sailboats, and miniature cruise shipwrecks, are visible at times, though. The evaporation of heavy water sea is minimal, but it is sufficient to combine with freshwater to create rainfall. The sea is the only source of the level's radiation hazards, but due to the level’s abnormal nature, the radiation hazards have been reduced to a level that can only result in nausea, headache, and other symptoms during first-time entry. As yet, there have been no reports of wanderers dying of these diseases.

Mental Hazard

Level 667 contains a fully covered mental hazard. This mental hazard undergoes periodic changes, and the following actions can be taken to promote its development:

  • Drinking any amount of heavy water in the level.
  • Being injured by a special entity in the level.
  • Hearing a noise at a particular frequency (the noise frequency varies according to the location).
  • Seizing others' M.T.S.G. devices.
  • Killing a certain amount of fore-keepers.
  • Inhaling heavy water vapor long-termly or contacting the any surface with heavy water.
  • Long-term exposure to a special PMMA dome3.

The stage promotion effect of the mental hazard is typically not enhancive, but it rather directly turns the performance of the affected to those with a comparable effect, including but not limited to:

  • α: Regarding other entities and wanderers in the level as hostile targets and having a non-fatal predatory inclination.
  • β: Showing an unusual desire for the water in the heavy water sea. The purpose of this desire is to simply fill the stomach.
  • γ: Robbing the M.T.S.G. of others and destroying their existing blueprints.
  • τ: Destroying the normal vegetation accompanying the PMMA spheres' contents4.
  • θ: Having a strong desire to approach an unknown coordinate. Dozens of wanderers carrying lethal weapons with unknown purposes are currently reported missing.

Matter Transmission & Synthesis Gun (M.T.S.G.)

In Level 667, the M.T.S.G. is a special processing tool that will be unusable in other levels. Although the M.T.S.G. looks like a white, streamlined "welding gun," it has far more uses. It has a side ionic fluid thruster and an embedded LCD in the rear. The M.T.S.G. can process materials (such as crushing, melting, splicing, etc.) on a solid surface according to a blueprint to manufacture different items in addition to general welding and melting operations. It should be noted that the M.T.S.G. can carry out relevant operations regardless of the various physical characteristics of the materials or the phenomena in the Backrooms. Self-controlled processing does not require manual operations, but the M.T.S.G. relies on the ionic fluid thruster to change its pattern. Since its interior precise structure is readily broken during disassembly, all current attempts to reproduce the M.T.S.G. have failed. Although having a precise structure, the M.T.S.G. performs relatively solid and reliable under normal conditions.

When wanderers no-clip into the level, the M.T.S.G. will appear inside a circle of about 3 yards from their current location. The M.T.S.G. can be replaced by taking other wanderers' M.T.S.G., however doing so will alter the stage of the aforementioned mental hazard. The M.T.S.G. is the main and most valuable survival tool in the level, and whether to pick it up depends on the wanderer's situation. For information on using the M.T.S.G., please read the following documents. The technical grades mentioned below are classified according to the M.T.S.G.'s unique identification system. Similarly, material consumption is also defined according to the original text.

The only way to charge the M.T.S.G. is to find specific buildings with charging interfaces. The use of ultracapacitors allows the empty battery to be fully charged in around 8 hours. The fully charged battery can maintain a hover state for a maximum of 20 hours. The non-Tokamak nuclear fusion power plants in the level are the source of all currently known energy resources.

Spatial Anomalies

The environmental stability in Level 667 change at all times, and these changes usually have disastrous effects. Spatial anomalies known from the summary report are as below:

Falling Curves
The "sky" in the level abruptly collapses in the form of concave triangles and convex triangles in non-Euclidean geometry. Perfectly straight-cut fragments of buildings will roll down from the edges of convex triangles and injure wanderers and PMMA spheres. The PMMA spheres are vulnerable to attacks from ultraviolent falling objects.

Sphere Drifting
Rarely, PMMA spheres floating in heavy water will drift due to strong underwater disturbance, which will easily result in the disconnection of PMMA corridors connecting the spheres or the collision of two or more PMMA spheres, directly leading to the full disintegration of the dome. After that, the heavy water may flood into originally enclosed spheres, contaminating sources of drinking water and preventing normal vegetation from surviving. Long-term investigation has confirmed that this anomaly is related to the overuse of non-Tokamak nuclear fusion power plants.

Transmission Corridor Blast
When the aforementioned occurrences take place close to the PMMA spheres that contain nuclear fusion power plants, the wireless substations connected to them may be damaged, causing transmission corridors to form arcs and allowing the current to flow outside of areas with danger signs, posing a high-voltage electric shock threat to wanderers.



  • Process-29 is a unique entity in Level 667 as a result of the spatial instability. When there are falling curves, some of the fragments that come from convex triangles will be imposed with an unknown angular momentum, begin rotating quickly, and continuously destroy the objects until they are totally worn. Process-29 is classified as an entity for its preference to destroy organic life and its target appearing to have a distinct direction after rotating at a high speed. We discovered the report files of this entity, named "Process-29", while investigating the Unknown Coordinate.

Fore-keeper is a unique, highly intelligent mechanical organism in the level. Its advanced motor nerve center appears to be very viscous suspensions of brain tissue as compared to complete robots, meaning that powerful shocks won't impair its thinking or actions. Yet as soon as the suspension leaks, all of its essential actions will be completely paralyzed. According to anatomical studies, the tissue cells of the suspension in the cranial cavity of fore-keepers communicate through plasmodesmata, which discharge at various frequencies to enable the communication. The body of the fore-keeper appears to be a dark-green robot, and its body is very solid except for its cranial cavity and connecting parts. The general work of the fore-keeper is to take care of plants in PMMA spheres; if a sphere is slightly damaged, the fore-keeper can restore it by itself. When a significant damage is discovered, a group of fore-keepers can also assemble timely and use specialized machinery to restore the dome. The tools and weapons carried by fore-keepers include PMMA hot-melt guns, gardening tool kits, and stun air rifles. Fore-keepers are friendly to wanderers and are hostile to Sharkopards. They cannot attack Processes-29, however, when attacked by humans, they will use a non-lethal stun air rifle to strike back. Sometimes they will seek the help of wanderers when they need to start the underlying components of specialized machinery. The reward for this help is generally a special blueprint that is difficult to find in other parts of the level.

Sharkopards are the only organic and highly intelligent animals in the level that is inferior to humans. They reside on barriers formed by fragments in the heavy water sea and in submarine bases. The upper part of their body appears to be the front end of the shark, and their legs, which have the appearance of shark leather, is legs of a leopard. Sharkopard can't use the M.T.S.G. but can acquire weapons with a technology level slightly lower than the M.T.S.G. products from submarine bases. They have a potent short-range explosive force, are amphibious, and hostile to wanderers and fore-keepers. Sharkopards have a strong predatory propensity and are open to allowing wanderers suffering from long-term stage τ and β mental hazards to join their predatory groups. They have even been known to attack nuclear fusion power plants5, occasionally causing heavy water to pour into PMMA spheres, polluting the source of drinking water. With the aid of their special lasso, Sharkopards can also bind Processes-29, making them a lethal weapon for destroying the dome, but it also gives us a new way to avoid falling curves. Sharkopard strongholds have been observed frequently recently; we need to pay closer attention to them and continue reporting on their trends.

Plasmaniacs, whose bodies exist in a highly unstable plasma state and whose movement speed varies from one another6, will appear next to leaky substations. Despite not having a physical body, they project a fuzzy human shape made of current that is capable of paralyzing all nearby electronic devices. The physical hazards of Plasmaniacs have various effects because of various relative positions between wanderers and them, with them as the center: wanderers within the radius of 12 meters will experience a strong tingling sensation; within the radius of 7 meters, wanderers completely lose their sense of touch but can still use weapons; within the radius of 4 meters, wanderers will directly faint; within the radius of 2 meters, wanderers will be instantly vaporized and turn into new and weaker instances of Plasmaniac. S1 (Scale 1), S2, S3, etc. are used as the names for these new instances, up to S6. A native Plasmaniac won't exist for more than two hours, but Plasmaniacs invading in densely populated areas still pose a serious threat to the locals. Without effective counterattack strategies, the entire community - including wanderers and fore-keepers - will be devastated.

Steel Bustards
Steel Bustards are the most enigmatic mechanical beings of unknown origin in this level. They resemble birds in appearance and can carry resources. Resources carried by Steel Bustards are various materials from fragments on the heavy water sea, as shown by the use of specific isotopes other than deuterium and tritium to trace them. The process of gathering resources at the heavy water sea typically takes 48 hours, and each Steel Bustard has its own operation route. After gathering resources, they will go back to their own route and stay for two hours at the berth of each PMMA sphere. At this point, wanderers are free to take the supplies brought by the Steel Bustard or to place their own supplies.

Bases, Outposts and Communities


One of the entrances to the M.E.O.D. Base Network "Fore-guard".

M.E.O.D. Moderate Base Network "Fore-guard"

A base network under the control of the M.E.O.D. that is used to receive wanderers that entered this level and produce weaponry to be exported to other levels. Now, the network occupies 24 PMMA spheres and 27 heavy water sea structures. Although there are more than 6,000 people living here, the population is distributed very unevenly. The largest city, City-β, accommodates more than 1,000 residents.

M.E.O.D. Base "Squadron Shark-hunter"

Another large-scale M.E.O.D. base, established to resist large-scale Sharkopard attacks. At present, the base occupies 12 PMMA spheres and 49 heavy water sea structures.

The F.O.J. Outpost

In this level, the Followers of Jerry actively spread their beliefs and use Steel Bustards to distribute leaflets about Jerry. Under the influence of Jerry, the mental hazards to those followers have been reduced a lot. Their passionate missionary activities even prevented the M.E.O.D.'s "Parachute Project" to rescue wanderers from being put into operation. After a small-scale conflict with the M.E.O.D., the F.O.J. agreed to do missionary work by painting the Steel Bustards that land on the ground blue and putting the slogans on them. At the same time, the M.E.O.D. will place life rafts on such blue Steel Bustards to rescue wanderers in danger. It is suggested that wanderers do not believe the slogans on blue Steel Bustards.

P.R.I. (Pallas Research Institute) Scientific Outpost PLS-SO-FC

The majority of the level's laboratories are occupied by this outpost, which conducts entity research and tries to interact with Sharkopards in order to come up with workable solutions for innocuitizing them. Currently, the "Blueprint Project", which strives to develop more complex blueprints and quickly produce more advanced equipment, is receiving the majority of the outpost's scientific research resources.

Other bases and outposts' personnel are classified as residents.

Entrances And Exits


  • Finding a leaflet on "Forecity B-29" with a "Corporate" logo in a wreck in Level 711 and no-clipping into it will lead to this level.
  • By finding an M.T.S.G. model in Level 207 and smashing it, one will be led to a glass door by a fluorescent pellet that jumps out of the model. Entering the door leads to this level.
  • Follow the cat to find a fore-keeper's corpse in Level 911. No-clipping into the floor under the corpse will lead to this level.
  • Find a Sharkopard's skull in Level 206. After taking it out, the wall on one side of the hallway will collapse, and an elevator will show up. Entering the elevator will lead to this level.


  • Find a steakhouse in the mall. There is a blood-painted wall in the kitchen of the steakhouse; no-clipping into it will lead to Level 611.
  • Breaking a blue-marked coating and no-clipping into the underlying periwinkle sand will lead to Level 628.
  • Finding a staff restroom with the number "277" written on the door in the Quadruplet Tower, carrying a mobile phone or other communication devices, and locking and re-opening the door will lead to Level 277.

Survival Guide——Level 667

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Acting as one on the behalf of many

Reading the following documents will help you survive in Level 667.

FILE-1——First-time Entry:

Almond Water × 20L (At Least)

Used to meet the basic hydration requirements before finding the communities.

Xenon Marbles × 5

Used to quickly locate and find nearby resources.

Reality Freshener × 1

Used to limit the movement of hostile entities in a short distance.

Hyrum Lantern × 1

Used for self-defense and lighting at night.

Firesalt × 40g

Used to repulse hostile entities.

Locked Information 1 - Overview of PMMA Sphere Structures:

This is a thorough introduction based on the various properties of each PMMA sphere's contents, to help you quickly adapt to various situations and make correct decisions in the level. In fact, the so-called "city" is much smaller than a real city; the average radius of the PMMA spheres is only about 300 meters.


As mentioned earlier, the semispherical domes are made of seamless PMMA doped with titanium dioxide microcrystals. The maintenance of the dome is essential because it serves as the main safety net for the creatures inside. After various disasters or attacks, the dome needs to be repaired as soon as possible, and when wanderers are unable to repair certain sections themselves, they should contact fore-keepers to use specialized machinery for repair. There are a small number of steel skylights above the dome for Steel Bustards to berth.


Roads in the PMMA spheres have little use because there is little transportation in the level, but they are suitable for arranging defense when trying to stall invasions. triple-layer paving technology is employed for the road. Periwinkle sand makes up the bottom layer, followed by a wood coating made of Brazilian mahoganies and sycamores in the middle, and delustered PMMA plates on top that allow wanderers to vaguely see the strange patterns reflected by the coating below.

Habitation Units

The habitation unit is a collection of large buildings with living facilities in the level. The habitation unit has a uniform appearance, with a futuristic, streamlined architectural outline. It employs minimal indoor and outdoor design and is fitted with high-quality glass with seamless connections.

A single suite of habitation units has a kitchen, bedroom, and bathroom. It also shares a living room, storeroom, and a small interior garden with other suites. This arrangement creates a smaller community around the interior garden, which strengthens the sense of community among the wanderers residing in the unit.

There are M.T.S.G. charging interfaces in the kitchen and bedroom that guarantees the long-term use of the M.T.S.G. The interior garden has a delivery point nearby that appears to be ductwork and is where supplies are periodically dropped. The duct's measured depth is 15.12 meters. Although the origin of these supplies is unknown, it can be determined that the ductwork is separate and has a dead end.

When the PMMA sphere is not seriously damaged, and the transmission corridors continue to work normally, the habitation unit have a sustainable supply of water and power, both of which come from non-Tokamak nuclear fusion power plants. However, the corresponding relationship between habitation units and power plants is unknown.

In the habitation unit, there is an empty underground area that is connected to the other underground facilities.

Overall, the living space of the habitation unit is adequate, but due to its relatively hollow interior, it is not a suitable place to defend against attacks from Sharkopards. When pillaging occurs, wanderers should retreat to the underground area in time. As per the instruction of the M.E.O.D.'s defense standards, the underground space has been stored with enough supplies for 200 people to survive for 2 months and employed with modified M.T.S.G. charging interfaces, so all defenses should be deployed in the underground area.

The Mall

The mall is actually a large shopping and entertainment complex, but the majority of its entertainment installations have vanished, leaving only a few smaller, single-person entertainment facilities like individual KTV rooms, massage chairs, VR exercise equipment, etc. The mall's shopping area is relatively well-reserved, with a few useful instrument supplies on the shelves.

The M.T.S.G. charging interfaces are easiest to find in the mall, with a charging rate that is 130% faster than the civilian charging interface in the habitation unit. Additionally, the mall's hidden corners contain many advanced blueprints.

The architectural design of the mall is extremely complex, with passages relying on elevators. There are fewer entrances and exits on higher floors, making it easier to defend against attacks and more challenging to attack. Therefore, during the period of defending pillaging, the mall is frequently used as the living center.

Locked Information 2 - Overview of Heavy Water Sea Structures:

Generally speaking, wanderers who no-clip into this level will appear inside the PMMA spheres, but there are also a few unlucky ones appearing in the heavy water sea structures. This often results in a significant increase in the survival difficulty during the early entry period, but understanding the characteristics of these structures and the distribution of supplies can help you evacuate to the safe zone inside the PMMA sphere in time.

Sharkobay is the only open structure on the heavy water sea that has an actual ground. The main body of Sharkobay is a heavily weathered reef with a large gap at the larger end, forming a natural deepwater port. The reef has a layer of fine sand paved on the bay mouth due to the high degree of weathering. Sharkopards often converge here and use it as a transfer station, setting up material storage points. When Sharkopards cannot be observed on the reef, a small amount of food supplies and ammunition for their shotguns can be found in the iron plate boxes they use to store materials.

A stranded yacht may be found in the southeast corner of Sharkoay, and some parts can be found in the storage box at the rear engine. One can repair the yacht according to a specific blueprint with the M.T.S.G. and quickly escape from Sharkobay. In addition to the parts, a pistol can be found in the storage box. The model of the pistol is unknown, but its firing method indicates that it was designed after the 1960s. The magazine of the pistol is half full and the safety catch is not on.

If you are in a bad situation and cannot find the yacht, just try to find a shabby tin hut at the end of a trail in the jungle of the reef, where you can find extra food supplies. After settling down, do not approach the Sharkopard’s camp and stay inside the hut until the Steel Bustard lands on the reef. The M.E.O.D.'s “Parachute Project” has been implemented for about half a year. We use blue Steel Bustards to drop life rafts to heavy water sea structures such as Sharkobay, and you can use the maps on the rafts to go to the PMMA spheres where the M.E.O.D. and cooperative groups are located.

The Estimated Survival Difficulty of The Sharkobay

Hazard Degree——4

Supplies Adequacy——2

Escape Difficulty——3

Open document - Archives and Backups of M.T.S.G. Blueprints

Wanderers are free to edit this document, but malicious editors will be held accountable and dealt with seriously. At present, most of the blueprints found in the level have been included in this document and have been digitally archived.

Blueprint 1-1: Steel-handled knife


  • Steel Plate - 1 Consumption
  • High-quality Glass - 2 Consumptions

Description: A small knife with a round handle, with a strength similar to that of an aerospace ceramic knife, and can be used for quick cutting of objects and basic self-defense.
Power Consumption: 10%

Blueprint1-2: Emergency Hammer


  • Wood Plate - 2 Consumptions
  • Steel Plate - 3 Consumptions

Description: A long-wooden-handled hammer that can easily shatter high-quality glass and other objects, making it more convenient to collect various materials. It can also be used for breaking doors.
Power Consumption: 20%

Blueprint 1-3: Basic Parts


  • Steel Plate - 0.5 Consumption

Description: Used to randomly produce a small bag of parts such as screws, nuts, and gears.
Power Consumption: 2%

Blueprint 1-4: Passing Point


  • Coin with a "Corporate" Logo - 0.2 Consumption

Description: Used to activate vending machines and amusement facilities in the level.
Power Consumption: 20%

Blueprint 1-5: Pike


  • Steel Plate - 3 Consumptions

Description: A steel weapon with the same length as the Sharkopard's harpoon. Used to attack Sharkopards when ammunition runs out.
Power Consumption: 20%

Blueprint 1-6: Canned Explosive


  • Firesalt - 1.5 Consumptions
  • Steel Plate - 1 Consumption
  • Cloth - 0.3 Consumption

Description: A simple bomb with a cloth strip, in which the power of the firesalt is greatly weakened, but the stability is greatly increased. The upper part of the cloth strip is easily torn off, while the lower part acts as a detonator, which will trigger a delayed explosion of the explosive after the upper part is torn off. Currently, it is regarded as a feasible method for storing firesalt.
Power Consumption: 12%

Blueprint 1-7: Elastic Bandage


  • Baobab Fruit - 0.5 Consumption
  • Cloth - 0.5 Consumption
  • Alcohol - 0.1 Consumption

Description: A disinfection bandage infused with special ingredients from the Baobab fruit, which greatly enhances its elasticity, can be stretched to 210% of its original length. The special ingredient of the Baobab fruit can eliminate the anxiety of the wounded and has a calming effect.
Power Consumption: 8%

Blueprint 1-8: Compressed Bread


  • Baobab Fruit - 2 Consumptions
  • Almond Water - 1 Consumption
  • Syrup - 0.3 Consumption

Description: A 4cm cube-shaped compressed bread with a light-yellow appearance and a soft texture even after compression. Eating one-sixteenth of a compressed bread is enough to satisfy an adult’s breakfast needs. Personnel on duty on the heavy water sea often consume such food, which is also a part of the M.E.O.D.'s "Parachute Project" on transporting supplies.
Power Consumption: 25%

Blueprint 1-9: Resistive Glass


  • High-quality Glass - 5 Consumptions
  • Sharkobay Fine Sand - 2.5 Consumptions

Description: A double-layered glass panel of door frame size, easily cut by the M.T.S.G. It contains fine sand from the Sharkobay and can block high voltage current, playing an important role in defending against Plasmaniacs. Such glass panels have been installed in the main offices of all groups.
Power Consumption: 10%

Blueprint 1-10: Glass Shell


  • PMMA Plate - 2 Consumptions
  • High-quality Glass - 1 Consumption

Description: A shell made of PMMA as the main body and relatively fragile high-quality glass as the cone-shaped head. It can be filled with ammunition and the caliber is compatible with the Sharkopard's shotguns and homemade shotguns.
Power Consumption: 5%

Data pending update… Waiting for the M.E.O.D. to update the terminal…

Welcome to the M.E.O.D. media transcription archives.

You have accessed the latest summary of emergency reports of Level 667.

during: 08/10/2049-30/12/2049


The Main Extended Organisation Database holds the privacy and data of all of its inhabitants in the upmost regard, and does all it can to protect said data from any sort of threat, whether they be in-house or otherwise. These recordings, and later hand-translated write-ups, are not intended to act as a breach of privacy. Whilst every submitted video, audio recording, and even other written material is re-written into the M.E.G. Standard Format, this is only for the ease of potential investigation into illegal matters, documentation, and a general standard of clarity and uniformity with how media is documented.

At no point will the M.E.O.D. leak, or threaten to leak, any confidential information about its inhabitants, and nor will its audio and visual transcribes be accessible to those without express authorisation.

Acting as one on the behalf of many

FILE——001——Email from Dr. Havoc of the P.R.I.:

From: moc.liamkcab|covah-rd-ilp#moc.liamkcab|covah-rd-ilp
To: moc.liamkcab|21-licnuocemod#moc.liamkcab|21-licnuocemod
Subject: New Discovery on Measures for Sharkopard Innocuitization

To our honorable Dome Governance Committee:

This is Dr. Havoc. We have made proper arrangements for the innocuitized Sharkopards found by your committee and conducted comparative study on the components inside their bodies with those of ordinary Sharkopards. Four months ago, we made a list of suspicious components and compared the analysis data of the samples of captured Sharkopards with the components of innocuitized ones, from which we discovered a new compound called Manicormone. This compound can affect the Sharkopard's behavior, giving them strong pillaging, even hunting desires even without an established social structure or sufficient resources

After conducting a thorough investigation on the source of the innocuitized Sharkopards, we have identified a substance that is almost abiotic and has innocuitization capacity - blockers. Yes, when we discovered this group of non-aggressive Sharkopards, they were covered with this kind of dark green liquid. After several experiments, the P.R.I. finally proved that blockers can accelerate the degradation of Manicormone in the Sharkopard's body. However, we still need to find out where the Manicormone comes from.

At the same time, I will show you a new plan to deal with these Sharkopards in the appendix: in brief, we can try to use blocker aerogel to decrease their aggression. In order to speed up the extraction of blockers, we need more equipment. We hope to request more laboratories from the D.G.C., and we promise to keep you updated on the latest research results.

Dr. Welf Havoc

FILE——002——Invasion Report from the Blocking Squad "Astronomers":

Sharkopard Invasion Report

Abstract: Recently, Sharkopards are witnessed remarkably more frequently on the sea, and the number of yachts has also increased. Some Sharkopards' weapons are now equipped with universal optical sights, and some Shotgun Sharkopards have learned to use canned explosives. The defensive pressure on the observatory has increased, and we request that the headquarter increase our supplies.

Invasion #1: Small-scale invasion. The weapons and tools used by the invading Sharkopards have been significantly upgraded, and all the Sharkopards take yachts to approach the coastline of the PMMA sphere. Fortunately enough, we destroyed all of them in time. Four yachts were destroyed in total, and the observatory was hit in explosion, but no real damage was caused.
Invasion #2: Small-scale invasion. Sharkopards tried to use yachts to tow a sea operation watchtower. We tried to puncture its riveted joint, but the joint was incredibly solid. After the battle, we found the wreckage of the yacht and the watchtower embedded in the foundation of the observatory, and the trace of jointing matched the trace of the steel plate processed by the M.T.S.G. One yacht was destroyed, two Sharkopards were shot dead, and one yacht escaped. Now we've got evidence to suspect that there are humans colluding with these Sharkopards.
Invasion #3: Medium-scale invasion. They used the same jointing technology to construct a new type of operation platform towed by four yachts, carrying Bombing Sharkopards. We took pains to destory this platform. However, several detachments of Sharkopards seized the opportunity to bypass the occupied platform, but they are annihilated by the coast defense forces.
Invasion #4: Large-scale invasion. We don't know how their quantity of equipment have grown this fast during this period, even their yachts also seem to have become more solid. However, we have not seen any humans joining them. We assumed that these traitors are hiding behind the background and providing them with weapons and technical support! Two observatories have fallen by now, but no Sharkopards can control the turret, which is truly a lucky miss. We will soon get them all back. We are in an emergency situation; we cannot report any details of the battle for the time being.

Note from the D.G.C.: The “Astronomers” squad was encircled by a large number of Sharkopards and completely destroyed during the fifth large-scale invasion. Eventually, the coast defense forces made efforts to resist their operation. We hope these brave souls can rest in peace.

FILE——003——Emergency Status Activation Announcement:

Emergency Status Activation Announcement:

To all residents under the protect of the domes:

Considering the increasing rampant activities of the Sharkopards recently, the frequent loss of turret defense forces, and the fact that some Sharkopards have even started to attack our cities, all PMMA spheres governed by the D.G.C. will be blockaded in two days, during which we will set up checkpoints and blockade devices in each corridor connecting the PMMA spheres. Please stay calm and receive your supplies in order. We will inform you about the specific evacuation location later.

The D.G.C.

FILE——004——D.G.C.'s Resolution on Dispatch of Special Investigation Team:

Voting Result of the 14th Emergency Conference
After comparing with previous proposals: large-scale use of blocker aerogel and mobile forces to eliminate Sharkopards, large stock of explosives, and even level transfer, we found that the success rate of the above proposals is not optimistic. Most of the exits in the level have been invalidated, and we have lost 34 PMMA sphere stations in the heavy battles, while the total number of evacuees by now accounts for only 7%. We cannot afford any more losses. We need tough medicine to immediately eliminate the flooding Sharkopardical invasion, and the only feasible solution is to destroy the source of Manicormone.

Dr. Havoc’s latest findings show that the unknown coordinate is the source of Manicormone. If we can destroy the source, the aggression of the Sharkopards will completely falter in 3 to 4 days. After several debates, we decided to transfer some combatants, volunteers, and researchers into the “Argonaut” investigation team, and use our last few large yachts to send them to the unknown coordinate.

The voting result:
41 1 38

In the next few days, we will recruit a total of 20 members for the investigation team, dividing them into teams α, β, γ, and δ to head to the unknown coordinate from different directions, and the equipment will be distributed correspondingly to ensure that each team can handle specific events independently.

FILE——005——Log Summary from Team Argonaut-α:



Captain of Team Argonaut-α reports.

We successfully bypassed the blockades of the observatory taken over by the Bombing Sharkopards. The other four members are in good condition. We saw an operation platform cruising at around 9 a.m, but fortunately we did not run into it.

Our speed is too slow, and the aerogel in the rear seriously hindered our maintenance work on the engine. I’m thinking about getting rid of them.


Captain of Team Argonaut-α reports.

We seem to be heading towards the central zone of a large PMMA sphere containing a large number of deactivated nuclear fusion power plants. There are lookout Sharkopards shooting at us on occasion, and several domes have been blasted. I don't know where the fuck they got those powerful explosives.

A City-β we passed by seemed to be sinking because the Pit Hotel has been taking in water. The fore-keepers were still having a tough battle with the Sharkopards, but I don't think they can hold on much longer.

Mission in hand, gotta move on.


Malena died.

Early in the morning, we found a group of Sharkopards attacking us with new explosives. Despite the strength of the hull, we didn't expect that the explosive didn't aim at our yacht at all, but instead sputtered yellow-green phosphors after the explosion, and we were all covered in the phosphors, becoming sitting ducks in the dark.

We set up covers in time, but Malena was unable to dodge and got shot. We tried to save her life, but all we could do was watch her bleed to death.

After we repulsed those Sharkopards, we sorted through Malena’s relics- one of which was a photo of her daughter. I'm just an ecologist, to be honest, and being appointed in this crisis did sound honorable, but it actually made me realize that I am a terrible leader. I should have arranged her in a safer location, moreover, she has gone through less training than I have.

We cannot afford to lose anyone else.


We have been through a tough battle during the day, and Rick was seriously injured, but no life threat. I am writing down this log during a short break at night.

We have been encircled by the Sharkopard's yachts, but we quickly shook them off. However, our yacht crashed into the sea stronghold while we were dodging their bullets. Their firepower grew even stronger, however, thanks to the blocker aerogel, we were able to escape the stronghold in panic under the cover of cluster bombs and the dark green smoke.

The windshield of the yacht was destroyed by the explosion, and we need to find something to repair it, otherwise the heavy water rain will madden us all! Besides that, we need to vacate an area for Rick's recovery.


The visibility on the sea was really poor, but at least the Sharkopards did not come for us.

We experienced the heavy water rain at noon, and I finally understand the wonder of heavy water. The sound of it hitting the metal foil is like pearls of various sizes hitting a jade plate, clear and melodious. We lit a fire next to Rick to keep him warm, then I roasted some Baobab fruits for lunch. Ivan was beside me, still leafing through his beloved botanical dictionary. C'mon, we're in the Backrooms, for fuck's sake.

As an ecologist, I have never seen such tough battle. In my initial opinion, any technology should exist for the purpose of building a peaceful and tranquil homeland, and now I understand it's also for wars.

I hate violence, but when it comes to necessary evils, I will…

If this is the only way to achieve peace and coexist with these entities…

I will do it, even if it puts me in a dilemma of morality.


The fog on the sea has not lifted. I am a little delirious, maybe because the fog contains heavy water and Manicormone, or maybe because I have been thinking too much in the past few days and haven’t been able to have a good rest.

Rick is feeling better and can hold his gun now, but he still can’t walk on his own, so we arranged for him to do logistics. He has always been with that pile of plastic boxes. The problem worrying me most now is that although our direction is correct, we cannot make sure whether we will encounter another ambush of Sharkopards on our way.


The number of Sharkobays and observatories around us has been growing, but fortunately no Sharkopards were there. We have found some shells from multiple observatories, but we don’t know how to use them yet. It is surprising that we do not even have the technology to easily modify the detonator of the shells like the Bombing Sharkopard does.

Rick can walk carefully on the deck now, but still cannot take any drastic action.


We can vaguely see what is at the unknown coordinate through the thick fog. I will get the yacht closer for further observation, but I have been sure that it should be a non-Tokamak nuclear fusion power plant, with thick fog covered with a light pink PMMA sphere. If the thing we have to deal with is really here, the situation may become thornier. Nevertheless, we have prepared for the worst.

We have reached the shore, and I plan to leave Rick and Ivan on board, while Sterling and I enter the power plant to investigate separately. Wish me luck, I'm masked now, and we will go deep into the fog.

FILE——006——Log Summary from Team Argonaut-γ:

After Team-α departed, Beta, Team-β,γ, and δ departed simultaneously from the command’s south coast to investigate the unknown coordinate. Two days after departure, the three teams were ambushed by the Sharkopard's sea platform. After a tough battle, all personnel in Team-β and δ died, while three members of Team-γ died. According to subsequent documents, the survivors finally arrived the unknown coordinate, but no audio logs were sent to the headquarter from Team-γ after the battle.



Penrose, lieutenant of the M.E.O.D. "Astronomer" reserve team, reports.

As scheduled, we will depart together with Team-β and δ, and after arriving at the supply center of City-δ-27, we will head toward our respective directions. Everything's fine now, we are all good. We are grabbing our minutes checking our equipment at hand now, and given the path we are currently on, I think we can arrive at the unknown coordinate before Team-α as expected. The formed preparation plans we have include detonation, suspension, and calling for reinforcements, and I have backed up all the plans on my laptop.

48 knots, downwind. We set the flying jib and went full speed in the afternoon.


Team-β arrived two days later than expected, seriously dragging our feet. Despite this, we finally found a large amount of fuel stored in the fuel bank in City-δ-27, and now we are able to move on.

Nothing abnormal happened at noon. The cook of Team-δ boarded our yacht under my permission, asking to exchange some blockers for our compressed drinks. Considering the surplus of compressed drinks and the need to reduce the weight of the yacht, we accepted this exchange.

A placid night. I saw through the binoculars that the members of Team-β were playing poker with the lights on. My intuition implied me this was not a good habit.


We were attacked by the Sharkopards' yachts! I knew those guys from Team-β would drag us down!

The bow of their yachts was equipped with some kind of cannon, and all of the teams' boats were hit several times. I was puzzled as there was no signs of shaking or leakage. However, we soon realized we were hit by yellow-green phosphors, and our location was completely exposed! Their firepower was times stronger than ours.

The battle was over, but I am still hiding in my own cabin. I couldn't contact members of other teams on my phone. The signals from β and δ have completely gone; they… probably have been destroyed.


The food in my cabin has run out, so I have to return to the deck. Hope I can escape this time.

The deck was empty. No signs of battle except for the shells, bloodstains and phosphors. It seems that β and δ blocked most of the firepower for us. I need to check whether there are survivors.

Found him! Exley's here! He has been hiding in the cab.

Exley was shot in the right leg, fortunately the injury was not that serious, but it still needed dressing. We'll go on our way; hope these residents can hold on.


My head is… spinning… feel like someone is grabbing it. Have I been affected by the mental hazards?…

Exley said he could hold on for some minutes and urged me to rest. I think I really needed it, so I went back to my cabin under the deck to have a nap.

…Where am I? Uh, the cabin. We need to go to the Shrine at full speed.


The Shrine is calling me. I can see its pink light from afar, so dazzling, like a raging pink inferno.

I paced around on the deck and saw another person pacing there - Exley, a mediocrity ignorant of his destiny. But soon, the Shrine will grant him evolution.

A voice in my head has been implying me about the key to return to the Frontrooms stored in the Shrine. Well, a great mission has been given to me, so I will become a prophet with alacrity, guiding everyone back home, ha!


Exley started to look at me with a strange look in his eyes, but I won't blame him. His brain structure is far different from that of the faithful followers of the Santuary like me. I will try to explain the existence of the Shrine to him.

I displayed my skills a bit in the evening. I haven’t tried a punching bag for a long time, but Exley fitted right into it. I sacrificed this betrayer’s blood to our sacred heavy water sea - the Mother Sea, causing a slight ripple. It seems that the guide of the Shrine really enjoyed it.

I feel the guide has an imperial edict to convey to me. I can’t wait to meet him in my dream.


I still clearly remember the inspiration given by the guide in my dream. I understand that I must find the K’awiil Jar in the Easter Sanctuary in the Shrine, and the black slurry inside can tear open the gate of homecoming in the Shrine.

I will I will I will I will I will I will I will, my supreme home guide.

[*Log Interrupts*]

FILE——007——Messages from The Leader of Team Argonaut-α:

The Final Log

> Network drive damaged, enable hard link?
> Recovering data in the safe disk…
/Compile and output.
> All content in the safe disk has been displayed.

This is gonna be my last time recording this fucking niggling audio log, so there's no need to be formal.

I’m sorry, Rick. Sorry, Sterling. And Malena ahead of me - I've promised you to keep out of this.

When we boarded this sphere covering thepower plants, I somehow had a sense of my fate. It’s interesting how human beings always see their own fate as it is and calmly face it.

We found another yacht at the landing point, and when I entered the reactor first, I saw another person - Lieutenant Penrose of Team-γ. When I wanted to call him over to help me investigate, he suddenly fired several shots at my feet, with a mad, twisted smile on his face. He seemed to have suffered severe mental hazards, maybe so have me, as I had a headache then.

He was yelling that he would get my blood as a sacrifice to the Sanctuary. After a while of playing cat and mouse, he knocked me down, tied me up, and then threw me into the lounge.

When I woke up, I found that my abdomen had been tied to the chair in the lounge. In front of me was a chess set from that most useless blueprint. He wanted me to have a game with him, and if he won, he would cut my belly open to take my blood; if I won, he would find another part of my body to take my blood. He fucking maniac.

I found no difference between the two ways, but I thought the second one had a higher chance of survival. So I chose to play this fucking absurd game of chess with him.

When I had his king surrounded, before I could yell out “you lose,” he gave a scornful smile and said, “Checkmate.” Then he grabbed his combat knife and slashed my wrist. I could only watch as the blood sprayed into that plastic box.

He poured my blood into the spittoon at the doorway, and the wall of the lounge slid open, exposing a sign with a colored light ring said “Easter Egg Room”. I almost laughed out. Was this the so-called - Easter Sanctuary?

Then he brought out a jar of black slurry - the K’awiil Jar he mentioned. This maniac said that it could open the door back to the Frontrooms. Didn't he realize that it was just a jar of Russian black caviar? A fucking absolute maniac. He took a little bit and wiped it on the wall, and then a hint of fishy smell made him realized the truth.

Thanks to this prank, he raged up and kicked me and the chair out. Then, in a deep growl, he shot himself in the mouth, and the chair also fell apart. I couldn’t waste a single second. I found a bunch of files marked “processes” in the control room, and the last process was the activation of the "Mania State". In short, I have to destroy this power plant.

It's possible to destroy it following the method in section 12, but we need something to block the chain explosion within a certain range, or the whole level would be fucked up. I preseted the meltdown device according to the operational regulations and told the three members outside to hang the blocker aerogel behind the yacht, take a loop around the sphere, and then evacuate I also told them I would leave on another yacht.

Then it came to my own curtain call. As I activated the Easter Egg Room, the self-destruct system of the center was broken, and I had to keep repeating the combination of keystrokes there.

There's no way out for me.

Uh, the meltdown degree is 92% now. Time to say goodbye.


At least I didn’t let down "Argonaut", the team's name, ha.


I didn't get the Golden Fleece like Jason did, but I don't care.


To have the “Sun” buried with me, how glorious.


Farewell, fellas…

FILE——008——D.G.C.'s Resolution on Establishment of Monument for Team Argonaut:

For Our Alliance
During the defense battle, Team Argonaut has made huge sacrifices. However, after destroying the power plant producing Manicormone, the Sharkopard’s offensive completely disintegrated within 4 days. We were left with only 14 cities in our remaining bases, and only 3 members of the Argonaut investigation team survived.

We honor the team for taking on all the risks, especially Captain Carlos of Team-α, who perished with the Manicormone generator. His spirit will become a bond that connects us to confront all sorts of challenges. Here we propose to establish a monument in honor of the heroes who participated in this operation.

The voting result:
38 4 0

Proposal approved.

Acting as one on the behalf of many

Documents about the later discovery of Level 667:

Submitting the document modification request. The survival difficulty will be amended to 3E.


Class 3E

  • Unsafe
  • Unsecure
  • Non-Entity Hazards

After the explosion of the Manicormone generator, the overall environment of the level underwent a significant change. The external temperature of the PMMA spheres dropped, with an average temperature of -29°C, and the surface of the heavy water sea iced. The frequency of the appearance of Processes-29 increased, but with a lower threat. The mental hazards of the level have completely disappeared, and now we can have effective communication with Sharkopards.


Iced heavy water sea.

According to the data sent back by Carlos who sacrificed himself, the complete destruction of the Manicormone generator activated a new emergency process, causing changes in the level's ecology, and decrease of the overall amount of supplies in the level, but it is still enough to maintain the lives of the residents under the dome at present.

Due to the freeze of the heavy water sea, Sharkopards can no longer return to their submarine bases to obtain supplies, and their numbers are sharply decreasing. With the help of the P.R.I., we have successfully conducted meetings with some Lead Sharkopards and planned to relocate all Sharkopards to several vacant cities for refuge.

Despite the continuous controversy in the committee, we have still made it. After all, this is his last wish…

As an ecologist, I have never seen such tough battle. In my initial opinion, any technology should exist for the purpose of building a peaceful and tranquil homeland, and now I understand it's also for wars.

I hate violence, but when it comes to necessary evils, I will…

If this is the only way to achieve peace and coexist with these entities…

I will do it, even if it puts me in a dilemma of morality.

But when everything is settled down, I am willing to reconcile with them, as they are also struggling with their hands tied…

The first snow starts to fall slowly, covering the dome of City-α, where the headquarter is located.

Threads of sunlight converge together, projecting a dazzling beam on a newly established statue of the deceased. On the square next to it, visiting the statue are the Sharkopards recently arrived and the surviving residents after the disaster.

Redemption is not over; we must combine as one.

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