[[include :backrooms-wiki:theme:meg-archive]]
[[include :backrooms-wiki:theme:liminal-legacy]]
- Preface
- The Clock Shop
- Outlets AKA Violence is Power
- Book of Vertigo
- The Garbage Patch
- The Shamblers (AKA Forever Wandering/Forever Lost)
- Nychthemeron
- Nychthemeron brainstorming/ideas
- Seventh Church of The Forgotten Plane
- Damnatio Memoriae (Entity 118)
- Visiting Friends
- All Hollow
- Raine, Eustace, and ██████
- Red Wanderer Hub
- Joke Entity 1
- Level 65 Rewrite
- Ideas
- Entity Crusher
- boilerplate wiki stuff
- Barcles 2
Welcome to my Sandbox 2! 191 revisions and 0 articles and counting!
SURVIVAL DIFFICULTY:
Class 2
- {$one}
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Level XXX is the nth level of the Backrooms
Description:
Level XXX resembles the interior of a pawn shop or similar second hand store. It consists of several rooms, all of which are filled with different varieties of clocks. More specific details about the layout of the level are impossible to gather, as the level is entirely under control of it's resident entity, The Clocksmith, who frequently alters it.
While full sized analog clocks, grandfather clocks, wall clocks, and cuckoo clocks are displayed more prominently, numerous other time keeping devices are also present. Digital alarm clocks, piles of watches, and even cellphones permanently set to the "Clock" app are common. Almost any mechanical or electrical time keeping device has been seen on the shelves or the floor of Level XXX, including novelty electronics with time-telling features, and even rhythm instruments like metronomes.
The Clocksmith appears as an elderly man with white hair draped in a cloak. He is outwardly friendly to every wanderer that enters, and serves as a guide through the level. He claims that Level XXX is his store, and although he doesn't accept money, he is amenable to trading his timepieces for ones he considers higher value, like large analog clocks. The Clocksmith will almost always offer wanderers food and drink, and usually urge them to stay overnight. However, if asked, he can provide an exit to a numerous amount of levels.
All clocks in Level XXX are always active, ticking in sync with each other and displaying identical times. Strangely, every timepiece ticks backwards, or counter-clockwise, starting from midnight on analog clocks and "24:00" on digital clocks1. This effect, combined with the constant inescapable synchronized ticking, has been known to cause anxiety and acute paranoia in wanderers, usually leading to a desire to leave the level. No wanderer has ever spent more than a day in Level XXX, something that appears to greatly disappoint The Clocksmith.
Operating Procedure:
While Level XXX has few entities or environmental threats, The Clocksmith has been seen to possess extremely dangerous levels of control over the shop. To ensure safe passage through Level XXX, all M.E.G members and volunteers should adhere to the following guidelines designed to appease and ease tensions with all-powerful sapient entities.
- Make polite small talk with the entity. Keep discussion focused on The Clocksmith himself or his collection. Answer personal questions sparingly and with vague answers, but avoid outright lying unless needed. It is currently unclear how much information The Clocksmith possesses about other levels of the Backrooms or Wanderers, but he does not appear to have very much reach outside of Level XXX itself despite claiming that he maintains all of time, nor does he appear to have telepathic or psychic abilities.
- Accept
…
Recovered Log:
The following log was retrieved off of a smartphone functioning as a clock within Level XXX. An M.E.G volunteer was able to trade his watch to The Clocksmith for several cellphones, and although all were non-functional, files were able to be extracted.
[Extraneous Footage Not Transcribed]
The view on the camera is dark and partially obscured. The cameraman, later identified as Gerald Doe, is sprinting
Screaming can be heard coming from behind Doe, followed by an unidentified voice yelling "DON'T YOU REMEMBER ME?". Doe speeds up
A chiming, similar to the sound of a clock tower, rings throughout the corridor. Doe appears to be running towards the noise
A flash of blinding white obscures the cameras vision for several minutes, the chiming can still be heard
[Chronology of the recording completely breaks down at this point, transcribers describe the next sections as lasting anywhere between a few seconds to several days]
Doe is lying on the ground in Level XXX, everything in shot appears black and white. Doe is slumped in a corner of the shop. The room is filled with floating clocks, seemingly unaffected by gravity, the camera also appears to be floating several feet in the air.
Logs:
Entrance
The First 12 Hours
At Night
Final Confrontation
Beyond
Do fancy DIV stuff to this or something:
Hello. If you are reading this, you are an official card-carrying member of the Major Explorer Group. You are someone that we have deemed worthy of protecting those who wander the Backrooms, you are someone that has demonstrated their loyalty to our organization time and time again, and you are someone that has shown they can be trusted with our secrets.
We at the M.E.G pride ourselves on the freeness and openness of our database. Our network is the single most comprehensive database of information pertaining to the Backrooms ever collected by humans, serving as an invaluable asset in the protection of humanity from the monstrous forces that call this dimension home. However, there come times where the accessibility of this database becomes its weakness rather than its strength.
The especially conniving or intelligent of this realms inhuman forces sometime conspire to undermine the integrity of our information. Certain groups and entities have, in the past, used our database to access, destroy, or tamper with their own files to further their own means. It was in one such incident that the M.E.G developed and deployed the first instance of Protocol 67, otherwise known as the "Masquerade" Protocol.
UEC Interview:
[FILE CONTEXT MISSING]
Unidentified Wanderer: H-halt! I speak on the behalf of our honorable-
The Clocksmith: I am perfectly aware of who you are.
I-I
Calm down. I'm not some mindless entity about to bash your skull in.
How do you know who I am?
I don't know exactly who you are, but I'm aware of your organization. You do some truly excellent work.
Really?
Yes, of course. You're in the business of hunting entities, correct? Truly admirable.
Our primary goal is to put the boundless resources of the Backrooms into the hands of the deserving. Exterminating the monstrosities sent to imped us is necessary.
I suppose one could say you and I aren't so different in that way. I was once like you, but through my own hard work and cunning, I was able to gain the power to manipulate time itself.
Really? Powers like that could easily crush our enemies.
They could indeed. I have no doubts that with my full power, I could easily restore humanity to its right place. I could make us like gods. Unfortunately, the vile monsters that rule this land placed bindings on me, restricting my power. Now, I am unable to even leave this workshop.
That sounds horrible
Written by Team_Elii.
« Entity XXX-1 | Book of Vertigo | Entity XXX+1 »
Fandom Articles that inspired this one:
https://backrooms.fandom.com/wiki/The_Clocksmith
https://backrooms.fandom.com/wiki/The_Great_Beyond
https://backrooms.fandom.com/wiki/Level_472
Placeholder for old article
REWRITE REQUEST FORM
Written by Team_Elii.
« Entity XXX-1 | Book of Vertigo | Entity XXX+1 »
[[footnoteblock]]
The Book of Vertigo is a small book of poetry. Print on the inner cover of the book attributes it to "The 7th Church of the Forgotten Plane".
Description:
The original copy of the Book of Vertigo is red, leather-bound, and small enough to fit in the palm of a hand. The book lacks any external identifying marks, and originally came equipped with a rudimentary locking mechanism, which has since been disabled for ease of study. The book appears to have been constructed to allow it to be easily hidden or concealed on a person, while preventing external entities from identifying or accessing its contents. Certain pages have handwritten notes in the margins.
Reading sections of the book out loud induces a variety of effects in the reader, not limited to: extreme vertigo, dizziness and light-headedness, lack of balance and loss of coordination in the legs, hypnic jerks, and spontaneous No-Clipping. Long-term use of the book can lead to effects persisting after the user stops reading. The effects still trigger if the words are whispered or otherwise barely audible, however, the words must be read directly off the page, not recited from memory.
While naively reading through the book can be a severe detriment to the reader, reading certain sections on their own can cause specific and controlled effects, some of which may be of a significant benefit.
Testing/Effect Log:
Test #
Excerpt:
Notes:
Effects:2
Test 0
Excerpt: N/A
Notes: Test represents effects of continuously reading large sections of the book. Volunteer was instructed to avoid pages with handwritten notes or any pages that seemed unusual. Volunteer read 18 pages before requesting the conclusion of the test.
Effects: After several minutes of volunteer sitting and reading with no external effects, he was instructed to get up and walk around the room while continuing to read aloud. Volunteer was seen visibly steadying himself on nearby objects several times throughout the test. Volunteer clung to the walls of the room for support, and frequently took breaks to regain balance. Volunteers legs were visibly shaking throughout.After the test, volunteer reported that during the test the air in the room became thicker, likening moving through it to moving through molasses or another slow moving liquid. This apparently caused a sharp increase in humidity and volunteer had difficulty breathing. Volunteer additionally reported a paranoid feeling that solid objects in the room, including walls, were structurally unsound and could not support his weight. None of these effects were reported by outside observers.
Volunteer reported hypnic jerks and bouts of sudden dizziness for several days after the test. Side-effects had fully ceased within 2 weeks. Volunteers were swapped out between every subsequent test to prevent long term damage.
Test 1
Excerpt:
Notes:
Effects:
Written by Team_Elii.
« Entity XXX-1 | Book of Vertigo | Entity XXX+1 »
[[footnoteblock]]
SURVIVAL DIFFICULTY:
Class deadzone
- {$one}
- {$two}
- {$three}
Level XXX is the XXXth Level of The Backrooms. It is a giant patch of garbage floating in an endless ocean.
Description:
The main mass of Level XXX is a rough circle estimated to currently be several miles in diameter. It is primarily composed of single use plastic bottles, containers, and other items. As no part of the level is able to be walked on and swimming is not recommended, the only way to traverse the level is through the use of a boat.
Most of the water in and around the main mass of Level XXX is visibly contaminated with oil and various unknown types of industrial waste. None of the water in the level is safe to consume, even when boiled.
A small white circular irregularity can be seen floating several feet above the center of the level. On occasion, it will produce more waste, which then drops down into the level. This rift cannot be entered or interacted with from inside the level, and it is unknown exactly where it leads. All the ocean and wind currents in Level XXX lead towards this central rift.
The main mass of Level XXX has been observed to grow larger, almost certainly because of the constant influx of new material from the central rift. It has been theorized that this level originally had a different, safer, form before the introduction of the rift, estimated to be no more than a year before the level was originally discovered by The M.E.G. What form this level could have previously taken is unknown.
Several months after Level XXX was originally discovered, a large amount of high level nuclear waste was dumped through the central rift, immediately contaminating most of the level. The level was shortly deemed unsuitable for human life and officially declared a deadzone by The M.E.G. There is currently no way to safely monitor the level, and all explorations or scavenging missions have been cancelled.
Bases, Outposts and Communities:
Establishment of communities in Level XXX is impossible.
Entrances And Exits:
Entrances
Level XXX can be entered by travelling far away from shore in most levels with oceans, especially levels that consist of a central island surrounded by water. Travelling far enough away that land can no longer be seen will usually result in entering Level XXX, marked by the current suddenly changing direction to draw the Wanderer towards the center of the level.
This method has been demonstrated to work in Level 48 and Level 100, as well as unconfirmed cases in several other levels. Inhabitants of Level 48 are at particular risk for accidentally entering this level, as several own small boats. These Wanderers have been warned against sailing too far offshore. All Wanderers in ocean based levels have been instructed on how to identify a Level XXX entry and to leave safely and quickly during the critical exit period.
Exits
Level XXX can be exited by travelling far enough from the central mass, at which point the currents will change direction to lead outward instead of inward. This is easiest to do by turning around as soon as you enter the level, which will usually send you back to the level you entered from. The closer you are to the center, however, the harder it is to turn around due to the wind and water currents. The large amount of plastic and waste also severely inhibits movement closer to the center. The only reliable way to exit the level is with a motor boat, which are few and far between. Exiting after fully entering the level will usually lead to you exiting into another level with an ocean, with no discernable pattern to what level is entered.
Paper recovered from Level XXX:
One of the most common pieces of waste to exit the central rift was a sheet of paper. The text on every sheet was identical, although copies were often printed in different languages. Upon hitting the surface of the water, the paper would dissolve, rendering it unreadable. An M.E.G expedition before the level was contaminated recovered a single undamaged copy of the sheet:
And that's it! If you've followed these steps correctly, you should now be in possession of an authentic Greene Personal Waste Disposal Unit*!
Anything you throw away into this unit will be safely and cleanly transported somewhere else using our patented technology!
You can rest easy knowing that your garbage isn't filling some landfill or garbage dump and harming our mother earth! Thank you for doing your part in securing a greener future!
*also consider Greene Industrial Waste Disposal Unit, Greene Portable Air Conditioning, and Greene Fluorescent Lightbulbs.
Written by Team_Elii.
"plastic2.png" by superdumpa is marked with CC BY 2.0.
« Entity XXX-1 | The Forever Lost | Entity XXX+1 »
Entity Number: Entity XXX
Habitat: Humid areas and areas with large Faceling (link) populations
Description
Entity XXX3 is a parasitic infection affecting Faceling populations, forcing constant ambulation. It also refers to a variant of the parasite, capable of infecting human hosts. In Facelings, infection is relatively harmless and can be recovered from. In humans, infection nearly universally results in death.
Behaviour
Faceling Hosts
Barnacle Facelings
Otherwise similar to regular adult Facelings, Barnacle Facelings sport several irregular openings on the tops of their heads, within which barnacle-like growths can be seen. Barnacle Facelings walk much faster than regular Facelings, and tend to wander further away from established habitats than regular Facelings. On occasion, Barnacle Facelings are known to release clouds of mist from their openings.- Excerpt from Entity 9 - "Facelings", M.E.G
The exact relationship between Faceling populations and Entity XXX is unclear. Infecting Faceling hosts and forcing them to constantly move allows Entity XXX to spread its spores longer distances
Written by Team_Elii.
« Entity XXX-1 | The Forever Lost | Entity XXX+1 »
[[footnoteblock]]
PART I: Twilight
PART II: Rhododactylos
Day 10
.
Saw another fog cloud today, just stood there. They took Ryan yesterday, was just a matter of time, The Mangled (link) don't forget a face. My ears ring all the time now, afraid I won't be able to hear something coming. I try not to think about my family anymore, afraid I won't be able to remember their faces. Maybe I never had a family, maybe that memory is fake too. If I'm lucky, I'll die before I forget Ryan, shouldn't have to wait too long.
Keep trying to follow the signs to the exit, keep getting cut off by entities. Do the signs even lead to the exit? I don't remember where the exit is, but I remember that I'm trying to follow the signs.
PART III: Fractured Cicada
(Add formatting later)
NOTICE: The following page is a rough draft describing an urgent, immediate, or otherwise ongoing event, and is thus exempt from usually quality and organizational standards. If the original author does not complete this article up to the usual M.E.G standards within -57 hours, a member of the Rewrite & Revision Team will be notified to undergo proper rewrite/deletion processes.
ONGOING EVENT
-CODENAME: FRACTURED CICADA
Preface
As of the writing of this document, it is currently 483 days and 7 hours since M.E.G Timezone Standardization Day. 4 hours ago, henceforth referred to as T hours, Wanderers in Level 11 universally reported that the sun, usually stationary at exactly midday, had begun to set. As of the writing of this document at T+4 hours, the sun is currently setting on the horizon. All M.E.G members are advised to be on standby for further unexpected behaviour. Members are encouraged to add to this document with information and questions, as long as it is done in an organized and respectful manner. At the conclusion of this event, this document will be rewritten to provide all needed information in an official format by Captain Of 11 David Machlah, the author of this document.
Discussion
Scraper.bot writes:
This article is now open to commenting by individuals with Level 2: M.E.G Member access. Go forth and discuss!
<00:04:02>
BenS.meg writes:
Is this really necessary? I understand trying to calm everyone down and answer questions, but we don't need every single member here on standby, it's just a sunset. If anything taking it so seriously is going to freak people out even more.
<00:04:13>DavidM.meg writes:
I understand that, and frankly, this could end up not being a big deal. But any significant change in a level can be potentially disastrous. Need I remind you what happened to Level 0? Base Alpha still hasn't recovered.
<00:04:13>
SalW.meg writes:
My people are getting antsy about this. What is "standby" supposed to mean? Do we need to get into position to evacuate? My people aren't used to finding their way in the dark.
<00:04:30>DavidM.meg writes:
Basic Idea: "What if the sun rose for Level 9, and set for Level 11?"
Level 10 is going to be a twilight thing
Daylight is going to make Level 9 safer, and more groups of interest will move in, and entities will move out. Nighttime is going to make Level 11 much more dangerous, comparable to Level 9
It's going to be told in several parts, each focusing on one of the three levels.
the Level 9 story will focus on two M.E.G agents who are trapped in Level 9 until they are miraculously saved by Nychthemeron. It comes from the perspective of one of the agents in first person, as they try to find the new exit and figure out what's happening outside.
the Level 11 story will be a semi-clinical M.E.G document that details many of the new threats and corruptions of the level while the M.E.G tries to evacuate people and minimize losses. The details of new threats is an open collaborative document from multiple authors, so add some character here
the Level 10 story is from the perspective of an unknown party, with some kind of deep connection to the backrooms. They foresaw the nychthemeron coming and watching the sun move through the sky on Level 10.
Brainstorm Ideas:
-it's easier to come up with ideas to make Level 11 worse than Level 9 better, so focus more on ideas for 9. However, there's a reason that Level 9 is just one perspective and 11 is a semi comprehensive list.
It starts raining in Level 11, and a layer of fog covers the area. This fog obscures the tops of buildings, and taking an elevator to the top of a building will lead to an unknown level made of clouds, that few people come back from.
Several radio and cell towers begin emitting huge amounts of audible static for periods of several hours. This causes internet outages throughout the entire backrooms when it occurs. The doors of every radio station lock during this, and Ralph mysteriously disappears, all radio devices within Level 11 and all long range radio devices in other levels constantly pick up a radio show hosted by an unknown entity named "Quinoa". The M.E.G does not recommend taking any advice from this show.
Conversely, as discovered by the Level 9 agents, landline phones have been appearing throughout the levels. Dialing specific numbers on these phones will allow you to ring another phone, with the area code corresponding to the number you dial (not a 1-1 ratio to level number though, people will get mad at me for that, Level 9 has a code of 1). A few phones have numbers written or attached somewhere on them, but most don't. The M.E.G begins the process of "cracking" these phones, by receiving a call on them and then writing the number that the dialer called, attaching it to the phone, and then adding it to a "phonebook" on their database. This eventually causes a major upset in the M.E.G. As internet outages get more frequent, the majority of the focus of wanderers goes into setting up these phones, adding to their personal phone books and attaching phonebooks to the phones, with list of helpful numbers to call for advice. Eventually they begin to just call themselves "the explorers"
The Neighborhood Watch/Argos duality
Hundreds of striking blue eyes sprout from concrete within Level 11 (buildings, sidewalks, anything concrete or asphalt), the eyes are always staring in one direction, towards a specific person. The eyes will stare and follow one person for up to several days, before an extremely tall cloaked figure will appear suddenly and drag them away into the fog. Victims describe feeling like thousands of people are always watching, and judging them. Related, the Eyes of Argos seem to have vanished completely.
On the other hand, a group of facelings have moved into Level 9. These facelings have a singular giant eye on their face, and spend their time helping wanderers by drawing with sidewalk chalk. Drawing lines between houses of different wanderers to help them find each other, and writing down phone numbers. These facelings take care not to ever be seen, and are only seen when they're just leaving somewhere, or out of the corner of your eye. These facelings can sometimes be spotted sitting around a table when looking in through a window, but are always gone when you enter.
While the elevators and staircases on Level 11 have become deadly to use, navigating through the buildings regularly has also become difficult. They remain strange and unusual, but now their internal layout frequently shifts and changes, turning people around and often sealing people within rooms with no exit, where they disappear shortly after
PART 1: Rhododactylos
PART 2: Fractured Cicada
PART 3: Twilight Fields Forever (This Is The Gloaming)
Inspiration articles to credit:
Level 9
Level 10
Level 11
Level 92
Entity 74
Entity 96
Radio Backrooms Studios
Quinoa/Object 77
Twilight Fields
EUSTACE! If you don't keep up I'm going to let you drown in one of these puddles, destiny waits for no man!
"Destiny waits for the man where the man is waiting where destiny has already arrived, no?"
Sometimes I wonder if you understand anything we're actually saying
"Understanding something is another word for not understanding everything"
Well ██████ and that angry M.E.G agent are already there, and it isn't becoming of a saviour to be late
this is good but too comedic for an intro and it will drive people away…..
SURVIVAL DIFFICULTY:
Class 1
- {$one}
- {$two}
- {$three}
Level XXX is the Nth level of the Backrooms. It is a subterranean church, with signs denoting it as "The Seventh Church of The Forgotten Plane".
*Description:*
Outdoors:
The outside of the church, where the level is entered, consists of the building and a small surrounding courtyard. Intermittent patches of grass surround the area… The entire area is encompasses by an wall of dark rock
Login
Login successful. Welcome, Agent Machlah.
Message Outpost Alpha
Please write your message. When you are ready to send, type Save. If you wish to stop, type Cancel
Hello. I've made to Traders Keep successfully. I just converted the Almond Water you sent me with into money, and booked a room in a vacant storage vault. I'll keep an eye out for anything unusual and report it back to you.
Save
Are you sure you want to save? Y/N
Y
Sending…
…
Message sent successfully.
Log Off
Are you sure you want to log off? Y/N
Y
⠀
⠀
⠀
Login
Login successful. Welcome, Agent Aria.
View file
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Machlah>Drafts>118
Opening Files…
…
Entity Number: 118
IETS: 1B
- Not harmful to humans
- High human-level intelligence
Habitat(s): Traders Keep
Description:
Entity 118 (The Melting Man) is a pale white humanoid figure with three black dots making up its eyes and mouth, and no other facial or bodily features. Entity 118 is partially attached to a wall behind it, its lower arms and legs are inside of the wall, leaving only its torso and head outside and capable of movement
The wall that Entity 118 is attached to is located near the outer border, just behind the checkpoint that separates Traders Keep from the rest of Level 1.
Behaviours:
Entity 118 has yet to be properly studied by an agent of the M.E.G, However, it has been sighted talking to several denizens of Traders Keep, indicating a level of intelligence and friendliness towards Wanderers.
Biology:
Entity 118's biology remains largely unknown. It resembles a humanoid, however its lack of facial features besides the black dots of its eyes and mouth indicate it is not a Wanderer. It is also unknown what the entity eats, since it has been seemingly trapped inside a wall since discovery.
Discovery:
Entity 118 was discovered by Agent Machlah, currently undercover as a member of The B.N.T.G inside of Traders Keep, further details forthcoming
I was just walking around the edge of The Keep and found a couple of confused denizens crowded around this creepy pale guy melted into a wall. I saw one of them talking with him, but I decided to hold back and keep my distance in case he turned out to be hostile.
Unfortunately I had to leave pretty much as soon as I saw him, but I drafted this article up as soon as I could. I'm glad he showed up, this place is terrible, and I might actually get transferred back if I find something important enough.
Entity Number: 118
IETS: 0B
- Helpful and friendly to humans
- High human-level intelligence
Habitat(s): Traders Keep
Description
Entity 118 (The Memory Eater) is a pale white humanoid figure with sunken black eyes and black discoloration where a mouth would be, and no other facial or bodily features. Entity 118 is friendly to humans, and can keep intelligent conversations, although it will usually attempt to steer any given topic towards itself.
Entity 118 is partially attached to a wall behind it, with only its torso and head capable of movement. It expresses no pain or discomfort at this arrangement, and treats it as a mild inconvenience.
Behaviours:
When approached, Entity 118 will attempt to engage in a conversation with whoever has approached it. This conversation will then invariably lead to Entity 118 offering to remove the subject's memories.
Entity 118 will only offer to remove memories developed prior to entering the backrooms, and claims to not be able to remove any other memories. It will attempt to convince the Wanderer that it is engaged with to accept its offer, although it doesn't appear to possess any persuasive qualities exceeding the average human. The Wanderer is free to decline the offer, and although Entity 188 will express disappointment, it will not attempt to force the Wanderer to accept.
Biology:
While Entity 118 appears humanoid, it lacks any human features aside from its body shape and sparse facial features. Instead, it seems to be comprised entirely of bone, with a large layer of a murky substance covering it. This substance has also pooled and soaked into the sections of wall nearest to Entity 118, obscuring the exact points where it is attached to the wall
Discovery:
Entity 118 was discovered by Agent Machlah, currently undercover as a member of The B.N.T.G inside of Traders Keep, further details forthcoming
Finally got another chance to take a look at this thing and it's better than I could have imagined! It looks creepy as all hell, but it could be my ticket out of here! I swung by as soon as I could and saw a bit wider of a crowd formed around it than yesterday, so while I waited I managed to track down a friendly Denizen who had taken the deal the day earlier.
He introduced himself as Ryan, and gave me most of the information in this article. I wasn't able to record a formal interview, I'll follow up with him as soon as possible and attach it to this article.
However, there is the elephant in the room. I bring this draft to the M.E.G, they give me a pat on the back, send some other agent down here to run tests, and tell me to run along and find some more Entities or Objects or whatever. This is only gonna be my ticket out of here if I play my cards right.
They're gonna want the first M.E.G agent to take the deal.
I don't have forever to decide; I can practically see the flock of opportunists just waiting to throw a tent over this guy and start charging admission, and I don't particularly feel like blowing all my savings on this. Not having any memories from before I clipped is preferable to spending the rest of my short life breathing the same filthy lungful of air over and over again.
Not like I had much in the way of great memories to begin with. They better give me a medal and a transfer after this is over with.
Entity Number: 118
IETS: 0B+
- Helpful and friendly to humans
- Higher than human-level intelligence
Habitat(s): Traders Keep
Description:
Entity 118 (Damnatio Memoriae) is a denizen of Traders Keep with the ability to obliterate memories. He is located inside of a wall on the outskirts of Traders Keep, surrounded by a small building made of rusted scrap metal. He is friendly, helpful, and offers his services to everyone.
Behaviours:
When approached, Entity 118 will strike up a friendly conversation, which will invariably end with him removing your memories from before the moment you entered The Backrooms. This effect is extremely useful to wanderers, rendering them immune to memory based effects as well as ordinary nostalgia. Widespread use of this process among members of The M.E.G is currently Pending
This process is confirmed to have no side effects, see Interview Log
Biology:
Entity 118 is made entirely out of non-descript bone and a mucus substance, but he indicates that he wasn't always. Entity 118 has never been human. Entity 118 is in the wall.
This is considered a side effect, see Interview Log
Discovery:
Entity 118 was discovered by Agent Machlah, currently undercover as a member of The B.N.T.G inside of Traders Keep, and should be considered the primary expert on Entity 118. Further details forthcoming
Interview Log:
Interview performed secretly with a member of The B.N.T.G who had undergone the process
Interviewer: Agent Machlah
Interviewee: Ryan, denizen of Traders Keep
Agent Machlah: Good morning Ryan
Ryan: 'Morning Mack
Agent Machlah: Any news?
Ryan: Vultures came in overnight, build a shack around him and started charging, I guess you got in at the right time.Agent Machlah: Yep,
## [[include :backrooms-wiki:theme:halloween2021]]
Notice from the DB Archives Outpost Team
The following document has recently been rewritten to minimize inaccuracies, however, many sections remain as outright falsehoods.
SURVIVAL DIFFICULTY:
Class unknown
- {$one}
- {$two}
- {$three}
Level XXX is the Nth level of the Backrooms. Level XXX is believed to be a suburban neighborhood on an autumn4 night.
Description
Level XXX has an effect that prevents it from being described accurately. The more precise information about Level XXX is conveyed, the less accurate it is. Certain information exacerbates this effect greatly, and has been removed from this document.
Present within Level XXX are a large amount of pumpkins. Pumpkins within Level XXX have been seen with carvings, hollowed out, or untouched. The process by which pumpkins are produced and the process by which they are hollowed out and/or carved are considered to be the same process.
Physical description of pumpkins within Level XXX are highly corrosive, as are images. General description of pumpkins are mildly corrosive, but have been included due to their importance.
Entrances and Exits:
Entrances:
Level XXX does not have any known permanent entrances besides brute force methods, however, reports of Level XXX entrances have been increasing. There is no known way to detect or avoid entering Level XXX.
Exits:
Corrosive section removed.
Data Log A: Pumpkins within Level XXX and Expeditions
Time | Expedition (Number of members) | Estimated number of pumpkins | Condition of pumpkins | Notes |
---|---|---|---|---|
Day 0 | Unaffiliated Wanderer (1) | 3 | Fully intact, fresh | First known contact with Level XXX. Interview with affected Wanderer taken and attached to document as Interview Log A. Later determined to be corrosive and removed. |
Day 3 | M.E.G Outpost Epsilon Team K (4) | 5 | Fully intact, signs of age | First official exploration of Level XXX. Returning team members reported extreme distress taking data on pumpkins. Interview with team members taken and attached to document as Interview Log B. Later determined to be corrosive and removed. |
Day 4 | Unaffiliated Wanderers (3) | 7 | Insufficiently described | Wanderer became hysterical part way through attempted interview, interview was not transcribed. |
Day 5 | M.E.G Outpost Epsilon Team K (2) | 9 | Signs of decay, one pumpkin had the number "5" carved into it. | Team K was hesitant to perform a follow up exploration. Interview determined to be corrosive. |
Day 9 | B.N.T.G Trading Group (4) | ~20 | Slight to advanced decomposition, several pumpkins had jagged carvings resembling the letter "V" and three parallel lines | Usual route to an unknown level containing raw material was replaced with an entrance to Level XXX. DB Archives Outpost Team contacted after original file determined to be corroded. |
Day 10 | M.E.G Outpost Epsilon Team K (1) | 26 | Older pumpkins showed signs of advanced decomposition, newer pumpkins showed no signs of decay. 3 newer pumpkins were completely hollowed out | First known appearance of a hollowed out pumpkin within Level XXX |
Day 11 | M.E.G Outpost Epsilon Team K (1) | See Interview Log C | See Interview Log C | See Interview Log C |
Day 12 | M.E.G Outpost Epsilon Team K (1) | N/A | N/A | Team K resisted follow up exploration by force, exploration mission cancelled. Interview taken by qualified member of DB Archives Outpost Team and attached to document with corrosive sections removed |
Interview Log C: Interview with Outpost Epsilon Team K
Begin Log: Day 12
Interviewer: DB Archives Outpost Team (DB)
Interviewee: Outpost Epsilon Team K (K)
DB: Hello, I need to ask you a couple questions about your recent expeditions.
K: I can't go back.
DB: You won't have to, but we need to ask you some questions.
K: You don't understand.
K: Corrosive section removed.
DB: I know. You're clearly stressed out and I think it'd be best if we talked about something else right now.
K: Fine. Ask away.
DB: How many people were you with during your last expedition?
K: It was just me. Why?
DB: Why what?
K: Why did they just send one person?
DB: I wouldn't know, I can get someone to ask the Overseer though.
K: Please do.
DB motions to an attending member of Outpost Epsilon
DB: Let's move on. How many pumpkins did you see in Level XXX during your last expedition?
K: You're joking.
DB: Even if it sounds stupid, our measurements of corrosion levels indicated that there's something significant about these pumpkins we don't understand. This data is the entire reason we're exploring in the first place. You know all this.
K: No.
K: You don't understand.
K: Corrosive section removed.
DB: Okay, this isn't working. Let's try this, walk me through your last expedition, start to finish.
K: Sure. You guys waved me through the elevator. I showed up in the level. I looked around.
K: Corrosive section removed.
K: Leaned down to take that data you wanted on the pumpkins and…
K: Corrosive section removed.
K: Staring up at me with…
K: Corrosive section removed.
K: Just withering and rotting away in piles on the sidewalks.
DB: Corrosive section removed.
K: Corrosive section removed.
Attending member of Outpost Epsilon returns and talks to DB
DB: The Overseer just got back to us. Apparently he sent the entirety of Team K on the expedition, but you happened to be the only member assigned to that team.
K: An exploration team with one person?
DB: I'm sure it's a technical issue. Just an unfortunate coincidence.
Silence.
K: Then why does the outpost feel so empty?
K: Corrosive section removed.
DB: That's alright, we're going to wrap this up soon. We have one more question for you and then we'll leave you alone. What condition were the pumpkins in when you found them?
K: …I suppose that's the worst part. They were hollow. All of them. I'd seen it before but…
K: Corrosive section removed.
Silence
DB: I think we can conclude this interview.
Conclusion: Full interview was determined to by highly corrosive. However, due to the expertise of several members of the DB Archives Outpost Team, it was able to be edited into an acceptable form and attached to this document. The failure to properly assign members to Team K was determined to be an effect of Level XXX, and all overseers and technical staff have been cleared of responsibility. Team K was officially decommissioned as a safety precaution.
Data Log B: Pumpkins within Level XXX and Expeditions (Continued)
Time | Expedition (Number of members) | Estimated number of pumpkins | Condition of pumpkins | Notes |
---|---|---|---|---|
Day 15 | Unaffiliated Wanderers (10) | ~40 | All hollow, heavy rotting. Several pumpkins carved with the word "EAST". | Wanderers entered Level XXX at the same time, and joined forces to exit together. |
Day 17 | M.E.G Outpost Epsilon Outreach Team (12) | 68 | All hollow, heavy rotting. | Lockdown order initiated for all M.E.G outposts, cross level travel prohibited. |
Day 23 | B.N.T.G Refugees (26) | ~100 | All hollow. | Corrosive section removed. |
Day 26 | Unaffiliated Wanderers (4) | ~500 | All hollow. | Corrosive section removed. |
Day 28 | M.E.G Outpost Epsilon (60) | Corrosive section removed. | Corrosive section removed. | M.E.G Outpost Epsilon was hollowed. Outpost Epsilon was officially decommissioned as a safety precaution. |
Day 31 | Corrosive section removed. | Corrosive section removed. | Corrosive section removed. | Last known appearance of Level XXX. Lockdown order rescinded. The efforts of the DB Archives Outpost Team is considered to be a failure |
[[footnoteblock]]
NAME: Feel the Raine, baby
ALIASES: Saviour of the Backrooms, Bringer of the light, The kind of guy you don't want to get on the bad side of.
KNOWN AFFILIATIONS: Righteousness
LAST KNOWN LOCATION(S): Wherever the wind takes me, Right behind you
DESCRIPTION:
Red Wanderers (note: name possibly to close to Black Nights, change it) are a GOI whose members are glimpsed wandering alone in various levels wearing red robes. They all claim to be a part of a group, and are looking for their leader. Every Red Wanderer is hunted by a Blue Wraith, a ghostly blue creature hellbent on killing the Red Wanderer. If it succeededs, it will noclip through the ground and won't be seen again
Red Wanderers are members of a small frontrooms group (around a dozen members) that discovered how to noclip one way into the backrooms through a ritual. This ritual involved the impromptu sacrifice of the blue side of their team. Their group consisted of 6 wanderers, 6 wraiths, their leader, and his wraith upon entering the backrooms. They were split upon entry, and while their leader looks to gain power, the other wanderers search for their leader relentlessly. At least one Red Wanderer has been killed since entering
The Red Wanderers are not nessasarily a cult, while its members share a dogmatic devotion to their leader, they are mainly comprised of former academics. Their leader himself believes that rituals are a form of science, and blood sacrifices and strong belief are sources of power.
Killing their corresponding Red Wanderer will allow a Blue Wraith to reanimate in their dead body back in the Frontrooms, where they can continue to act
List of possible RW articles (all working titles):
- Prelude - Frontrooms tale about the events leading up to the original clip
- Entrance - RW Leader after entering the backrooms, searching for people and doing research
- Red Wanderer - A RW ends up near a M.E.G base, seeks shelter there, explains the concept of RW to an meg agent, and is killed by his Blue Wraith. The most likely introduction tale to RW
- Blue Wraith - The BW from the previous tale is returned to his body in The Frontrooms, and begins to gather resources to re-enter and take revenge
- Coalition - The Leader finds another RW and they rendevous before being broken up by BW's. The RW that he meets then goes to find other and spread the new mission objectives, mainly being to gather power and find a way back to the Frontrooms
- Wraiths - The escaped BW continues in The Frontrooms,
Entity Number: 1
Habitat(s): Majority, Particularly levels unexplored by Wanderers
Description:
Entity 1 is an unknown number of humanoid beings who identify themselves as Wanderers, Explorers, or M.E.G agents.[[footnote]]Notably wearing the non-existent "M.E.G Tactical Uniform", and wielding firearms from [[[The Frontrooms]]]. It is unknown how any of these items are obtained [[/footnote]] Instances of Entity 1 have only ever been reported by themselves, and refuse to acknowledge the presence of each other if placed in the same room. Instances of Entity 1 will always identify themselves as a seemingly meaningless phrase preceded by "U/".
Behaviours:
Entity 1 instances will typically first be noticed while attempting to use M.E.G radio equipment to connect to communication channels of outposts. Once fully connected, the instance will identify themselves, and state that they are in a Level that has not been explored by any Wanderer, or one that has killed any previous Wanderers that entered it. It is strongly recommended that any M.E.G agent contacted by an instance transfer the connection to an available Overseer at this point.
Biology:
Entity 1
Discovery:
Entity 1
SURVIVAL DIFFICULTY:
Class 0
- {$one}
- {$two}
- {$three}
Level 65 is the 66th Level of the Backrooms. It is a series of identical connected elevator units with metal walls, wood flooring, and a larger than average size5
Description:
Upon using an elevator to enter Level 65, the rider will be released on to an elevator with an indicator light displaying "0", hereafter referred to as Unit 0. After a period of around a minute, the elevator will feel like it is moving upwards, the indicator light will change, and the doors will open to allow the rider on to another unit, which then repeats the process. Notably, the elevator units will share the same door and one wall, appearing to be connected, but will separate as soon as the door closes. This process was originally thought to be random, but a series of markings on the walls of several elevator units by an unknown wanderer established the original traversable path through Level 65
Due to the linear nature of Level 65, The M.E.G has been able to create a map of the secured portion of the level. Several copies of this map should be available to members of M.E.G Outpost "Darkness Rangers" at all times.
Level 65 can only be traversed in one direction, no elevator has ever lead back to the previous unit. An elevator "unit" is understood to be any elevator displaying a distinct number, all elevators that display the same number on their level indicator function the same, and objects placed in them will persist in any other elevator displaying the same number. Importantly, numbers preceded by a zero are distinct from numbers without6. For example, Unit 09 has different entrances and exits to Unit 9, and items placed in Unit 9 do not persist in Unit 09.
While objects placed in elevator units will persist after, and are even visible to other Wanderers that enter than same unit, they are subject to an incredibly fast rate of corrosion, decomposition, and degradation. Markings on the surfaces of an elevator are fully erased within a few days from application, while object degradation depends on the size and overall stability of the item. Written notes appear to persist for over a week before becoming illegible.
Most elevators only connect to one other unit, with several notable exceptions. For example, Unit 1 leads to both Unit 09 and Unit 25. In such cases, the exit elevator appears to be chosen at random, and can be changed by not leaving the elevator and allowing the doors to close and the unit to begin moving again. The loop of units branching from Unit 1, marked as orange diamonds, is considered Secured and is safe to traverse. However, several branches can cause Wanderers to be permanently separated from the path containing the one and only known exit to Level 65. As such, any exploring of the level is strongly advised against.
Bases, Outposts and Communities
A small group known as The Five Floors exist in a small loop of 5 elevator unit, marked as purple parallelograms. Due to the loops closed nature, Wanderers who enter it are unable to return to the rest of the level, and subsequently unable to escape.
Members of The Five Floors exhibit considerable phycological stress from isolation and other possible effects of Level 65, notably a severely warped sense of time. They also exhibit several physical symptoms of long term vertigo, including persistent dizziness, balance issues, hearing loss, and nausea.
Members of The Five Floors communicate entirely through written notes placed in Unit 27, the entrance unit to the loop.
Members of M.E.G Outpost "Darkness Rangers" are advised to travel through Level 65 once a week to read any messages left by members of The Five Floors, write replies containing detailed information about events in other levels, and place pads of paper within Unit 27. [As of time of writing, this process has been halted indefinitely]
On last count, the group consisted of 2 3 4 5 0 Wanderers.
For a record of written communication with The Five Floors, see Communication Log
Entrances And Exits:
Level 65 can be entered via a specific elevator in Level 64, the location of which is known to members of M.E.G Outpost "Darkness Rangers".
Level 65 can also be entered at random from a defective instance of Entity 81. However, this entrance is strongly advised against, as most Wanderers who use defective instances are irretrievable
The only known exit is through entering Unit 00. When a wanderer enters this elevator and rides it, it will open into a currently moving instance of Entity 81, almost always containing one or more other Wanderers. Causing any amount of structural damage to Unit 00 specifically will cause it to open up on to Level 64
Members of M.E.G Outpost "Darkness Rangers" are strongly advised to guide wanderers who travel through Level 64 to Level 65, as it has been deemed more secure than the other exits from Level 64. Members should also be reminded to provide any Wanderers with clear and extensive written instructions, failure to do so can cost lives.
Communication Log:
All written communication with the group known as The Five Floors is listed below, for the purposes of accurate timekeeping, the retrieval of written communication with members of The Five Floors is measured by the number of days since first contact.
Received: Day 0
Author: Member Blue ("Charlie")
(Written in large text on the front of a small scrap of paper) IF YOU CAN READ THIS, DO NOT ENTER THE ELEVATOR
(Written on the inverse of the paper) Please, it isn't safe here, there's no exit. Once you enter the elevator it just keeps looping the same five floors forever. I've been here for over two weeks[[footnote]]Suspected to be an inaccurate perception of time cause by
[[footnoteblock]]
Original Author: Fandom user A Backrooms traveler's alt.
Rewritten by Team_Elii
Joke Level Huh? - Level with ambigious memory erasing properties, combined with an absent minded author who only experienced the level very briefly, probably doable
Manila Room Tale - The Manila Room collapses and becomes a red room during a heated argument, losing most wanderers only hope of escaping level 0 (also functions as the level 0 apocalypse event tale)
Level 1000 - Something about generational culture drift shaping the backrooms, but lose all the cluster stuff it originally had
Level XXX - Visiting Friends
Aria Damnatio Entity - Use mnemonics as a running theme
Level 65 rewrite
Joke [UNKNOWN] 1 - They're putting chemicals in the water that turn the friggin backrooms gay
Enigmatic: Server Room - M.E.G database
Entities rated based on how easily I could crush them under my boot, and how enjoyable it would be. I am wearing heavy duty steel toe boots.
Enigmatics:
Blanche: I think she's technically a room, so I am technically treading on her with my boots whenever I enter Level 906. However, I do not do any significant damage to the library when I walk, and if I tried she would not appreciate it. I think she can go incorporeal and reflect damage, this is not optimal crushing behaviour. I would have to tread lightly on the floor to avoid making her mad. While this would not actively harm me, it would not be any different than regular walking. 3/10
The Conductor(s): I don't know about the teeth, they might crunch, but there's a lot of soft gum tissue there as well. The neon one, however, would be extremely satisfying. That helmet is a whole lot of glass in a dome, imagine kicking that thing in. They seem to be some kind of thrill seekers, I don't know how tall they are or how strong they are, or how I could access them. I don't feel like reading more because their theme hurts my eyes. Rating humanoid entities feels weird, but 6/10 for that glass helmet, Crunch!
Gods of Griots: I have no idea how to rate this one. I think the god is dead and all the people in the story are immortal and just regular humans. The only thing I could feasible crush from this story is the arrowhead, which is just a piece of iron. It wouldn't break and I would cut myself if I tried to hard. It gets a 1/10 because it's technically possible for me to step on it.
Humans: I don't want to crush a person, 0/10.
The Keymaster: A guy in a cloak. He has jangly keys, hopefully his shadow body is made of keys, that would be really fun. Stomping on a big burlap sack full of keys? Count me in. However, I can't stake my rating on something unknown, he could just be a regular guy in a burlap sack. He would also probably kill me. 2/10
The Lonely Scarecrow: YES, YES, YES! Kicking the hay out of a scarecrow would be a fun and enriching experience. This would be amazing and I would love it, crunch the straw beneath my feet! Very easy 7/10, the neon conductor may have one really good kick, but this would be a great experience from beginning to end. Also I presume a scarecrow would be stationary, I haven't read the article.
Adam: This would just be destroying an old computer. Fortunately, destroying old computers is extremely fun. He isn't active and probably doesn't even live there anymore, so I have nothing to worry about, besides maybe M.E.G security. I give this a 6/10, because I could always just grab an old computer monitor from a junkyard or something.
Nostalgi: This would be great. Not only is she already bitcrushed, but almost every descriptor in the article is extremely crunchy. I would probably have the time of my life just walking in 404 and crushing code. I imagine it to be a cross between glass and dead leaves. The only other thing she is depicted as is a vaporwave statue, which would also be pretty fun, breaking up a chunk of marble? Even if I could crush the main mass, she wouldn't be able to stop me from roughing up a lot of 404. A unique and delightful experience, 10/10.
Null-06: This is a black hole, -1/10, I would not even be able to approach it.
The Red Knight: His armor seems more like the "unwavering protective metal" kind than the fun to crush kind. He would also super kill me, 1/10.
The Terminus: I am partially to the crunchy crushing experience, but this entity seems like not a bad experience for those who enjoy the goopy crushing experience. He's got a big ol' eyeball that you could aim for, not a bad pick at all. 5/10 but I am biased.
Normal Entities:
The Windows: Not only would I love to kick a window, I am curious to see what would happen if I did? Would there be something behind it, or just wall? Similar to the conductor, maybe not as fun a shape of glass to kick, but it would be an easy stationary target, and I wouldn't feel bad for beating up a person. 7/10
Smilers: Eh. Not really sure how I'd go about this, apparently their actual bodies are invisible. Their teeth look like they wouldn't really crush. I just feel very unenthusiastic about this. 2/10
Deathmoths: Giant moth, people crush moths. I wouldn't want to though, I like moths. 1/10
Author credit:
Written by Team_Elii.
Wikiwalk:
« Entity XXX-1 | The Forever Lost | Entity XXX+1 »
Footnotes:
[[footnoteblock]]
I'm gonna try and gives barnacles another try because the idea keeps popping up in my head and I think I could pull it off. Gonna do a draft w/o formatting and then add all that jazz in later
Outline:
I want the article to revolve mainly around quote from like, psuedo-papers, and I'm not exactly sure how I want the framing device to go, so I think I'm gonna just tip tap the separate parts out and figure that out later
- Alt. Canon Faceling herd behaviour (important context)
- Barnacles type A (should set up all the horror parts in type B, while also serving as a cool worldbuilding description)
Entity XXX-A infection appears to be spread solely through skin contact with a potential host, as Facelings lack any respiratory system or other external openings. *Entity XXX-A* usually enters through the head, likely due to the skin on a Facelings head, in particular the front of the head where a face would be on a human, being unusually porous and damp.
Stage 1
After infection, the spores will quickly start consuming the epidermis and subcutaneous tissue of the host and begin to grow in size, developing into the larval stage. The larva will continue to grow and feed on the host until large, noticeable holes form in the host's body, around 6 inches in diameter and depth. During this time, larva occupying the same opening will compete with and attack each other due to the confined space until only a single larva remains. Typically just 3 or 4 spores go on to become fully formed Barnacles per host.
During this stage, the host Faceling does not engage in any outwardly unusually behaviour. Facelings lack a central nervous system, so it is unclear whether or not the host is aware of their infection or can feel it. Some Wanderers have reported that infected Facelings of this stage are unusually aggressive, but as Facelings are already highly irritable, this claim cannot be substantiated, and is likely placebo.
Stage 2
After a larva has reached a significant size and competition within the opening has ceased, it stops consuming the skin tissue around it and instead becomes stationary, developing into it's adult form.
The adult Barnacle will begin burrowing long, thin, root-like structures downwards into the hosts body. These "roots" begin to consume the internal issue of the host evenly as they spread throughout the host, delivering nutrients back to the main body of Entity XXX-A. They will continue to grow throughout the host as the main body of the Barnacle develops a hard calcium shell and closed inner "mouth" resembling that of a Frontrooms barnacle, hence the Entity's name.
The roots travel erratically through the host's internal tissue, branching in seemingly random directions and patterns. Since the entirety of a Facelings internal biology is comprised of a single sponge-like substance, the roots are able to spread freely throughout the entire body. They are able to detect the different between internal tissue and skin, and change direction when they get close to the subcutaneous layer, preventing damage to the host's skin.
The rooting process is likely intended to avoid accidentally consuming too much of one part of the host, leaving it structurally unsound or outright killing it. It also has the benefit of making the Barnacle functionally non-removable, since as long as the roots remain intact, the main body of the Barnacle can regrow from scratch if destroyed or separated. It is also speculated that the roots either replace or become the Faceling equivalent of a central nervous system, causing the behavioural changes seen in later stages, but due to a lack of the equipment necessary to examine the inside of a live host of Entity XXX (All data gathered so far has been from observation of the openings in a host and autopsies of dead hosts) and the general lack of information of how a Faceling functions normally, this cannot be tested.
Stage 3
Once a modest root network has formed, the host begins to undergo significant behavioural changes. An infected Faceling will immediately cease all herd behaviours and start travelling in one direction away from their herd. During this time, the host displays extreme anti-social behaviour, especially towards other infected Facelings. [This ensures that every colony of Entity XXX-A travels to different places so the population as a whole can cover as much ground as possible, as well as preventing the infection from destroying an entire Faceling herd at once and burning itself out.]
The host will continue to wander aimlessly indefinitely unless impeded, and Infected Facelings are often sighted several levels away from the nearest stable population in unsuitable and dangerous environments. Unsurprisingly, a large percentage of hosts are killed by predators or hazardous conditions before the Barnacle can begin its reproduction.
Stage 4
If there is only a single Barnacle present inside the host, it will continue it's Stage 3 behaviours until Stage 5, causing no further disturbances to the host except for the slow consumption of it's body. However, if there is 2 or more separate Barnacle systems co-existing in the same host, their root systems will inevitably make contact with each other, usually in the center of mass of the host. When this happens, the roots will coil around each other and grow into a distinct organ, which is responsible for producing spores. The DNA of these spores has yet to be analysed, [but it likely consists of DNA from both "parent" Barnacles, and this process is likely their equivalent of sexual reproduction.] This organ can develop more than once in different parts of the body and with different sets of parent Barnacles. [In rare cases, three or more roots from different Barnacles have met at the same point, creating spores with more than two parents.]
Spores are developed inside this organ and sent out in equal measure to the main bodies of all parent Barnacles, where they mix with the internal glucose storage {set up this existing earlier}. The spores then begin to consume the glucose, releasing gas and and a small amount of water as byproducts. this gas builds up pressure on the inner mouth of the main body, until such a large amount of pressure builds up that the mouth is suddenly forced open, causing a highly pressurized spray of aerosolized water mixed with spores and glucose to escape as a fine mist in a process similar to a steam vent. [This is just off the dome, maybe research how actual explosive spores work to make this more realistic?]
this mist spreads throughout the surrounding area, usually coalescing into a large patch. The spores are able to survive for a short time on the remaining glucose, but will quickly die out if released in an unsuitable environment. However, if released in a environment with the necessary moisture and potential food source, such as damp drywall, cardboard, or carpet, the spores will be able to spread outwards and replicate, waiting for an eligible host to come into contact with them nearly indefinitely. Due to these factors, spore patches are often seen on levels with large expanses of these materials as mysterious damp patches of ceiling or floor with no apparent source.
The spore discharge process utilizes an extremely high amount of energy on the part of the Barnacle, but with the combined energy of two fully developed root systems, it can easily recover and begin preparing for the next release. Throughout the lifespan of a Barnacle, it can easily discharge a dozen sets of spores, usually around a few weeks apart from each other.
Stage 5
In the unlikely event that the host is able to survive the environments it travels through for more than a few spore discharge cycles, the rate at which the Barnacles develop and release spores will begin to slow along with the behavioural effects of the infection. If the host Faceling survives this long, it is very likely in a level or set of levels that are very amenable to Faceling life. If a herd of Facelings already exists within the level, the host's herd instinct will take back over and it will join them. Otherwise, it will begin to create a new herd through the extremely poorly understand Faceling reproduction process.
Around this time, the root system of the Barnacles begins to approach total coverage of the body, and the inside of the host becomes increasingly more porous and sponge-like as more and more of it's internal tissue is consumed. As roots maneuver around the skin layer, it becomes impossible to roots from the same Barnacle to not collide with each other, creating dozens of malformed spore production organs throughout the body. This overflow of semi-functional organs, in addition to the increasingly complex root system causes the flow of energy and spores to break down entirely. Spores produced by the organs will often get stuck in cut-off roots and end up bursting out into the host's body, where they begin to consume the internal tissue themselves, quickly killing the host.
After the death of the host, the main body and root system of the Barnacle will die as well, leaving behind a large amount of spores within the host. The spores will continue to consume the host's body and produce gas, leading to a build-up all throughout the body. After a short time, the body will spontaneously burst, creating a spore discharge of several dozen times greater volume than usual. Since almost all Facelings that make it to this stage have since rejoined a herd, this almost always infects a large percentage of the herd, spreading the infection far more effectively than the typical spore dispersal process would.
Entity XXX-A has formed a significant ecological niche in levels that contain large Faceling populations. Since these levels are often also home to large human communities as well, and tend to contain lots of natural and technological resources, Entity XXX-A is one of the most well studied Entities in the Backrooms. Due to its relatively straightforward nature, Entity XXX-A is even more well understood than the Facelings it inhabits.
Note from Dr. Bonsteel:
While parasites can often be scary, it's important to recognize their importance to an ecosystem. Some researchers have suggested that Entity XXX-A might actually have more of a symbiotic relationship with Faceling populations. Because Facelings have no natural instinct to separate from the herd and find new territory, these Barnacles may be the only reason their population is as widespread as it is. Barnacles could also serve as population control, causing large Faceling herds to reduce in size without outright killing them. Until we figure out more about Facelings, the exact nature of their relationship will remain unknown, but what we do know is that Barnacles do not infect humans, and they're perfectly safe to come in contact with, although it isn't recommended to stay too close to a patch of spores for too long, as the fumes can cause lightheadedness if not probably ventilated.
- Barnacles Type B (short and sweet, should let the reader ruminate on the horror)
Disclaimer: The following passage describes a novel phenomenon which is currently largely unexplained. The information contained may be outdated or otherwise inaccurate.
On [Date], a new form of Entity XXX, referred to as Entity XXX-B, was reported infecting hosts in multiple locations in Level 11. Entity XXX-B is nearly completely identical to *Entity XXX-A** in appearance and function, except for the ability to infect human hosts.
Thankfully, Entity XXX-B infections are significantly less contagious when in a human host, as instead of spores being dispersed via an aerosolized water vapor, due to the unintended effects of the human internal organ system on the root system of Entity XXX, released spores are dissolved in a significant amount of blood, and therefore cannot spread effectively. The resulting spore/blood mixture is still contagious, however, and can be spread via ingestion, contact with an open wound, or prolonged contact and proximity.
Wanderers are advised to avoid puddles of blood with no apparent source, although this advice is already followed by most and isn't considered a critical point of education.
Hosts of Entity XXX-B are