A wide desert featuring the main road on Level 782
Level 782 is the 783rd Level of the Backrooms.
Level 782 is a large, barren desert with many prominent military structures.
Description
Level 782 is a large level consisting of a barren desert populated by military bases and convoys. The level features many military structures, such as bases, outposts, and missile silos. The desert has been recorded to reach temperatures of up to 134.7 degrees Fahrenheit. There is little to no shade when not in a structure, so wanderers should aim to reach a deserted structure by daybreak.
Convoys consisting of Entities can often be found roaming the desert. These convoys often have large amounts of supplies within them, and most often consist of up to 30 vehicles, along with 1-2 air support vehicles. These convoys often feature up to 12 supply trucks, while the rest are devoted to the defense of the transports. The convoys are often used for a variety of reasons, with the main ones being trade and the transport of units. The trade convoys often carry items to other friendly Factions' bases, and the unit ones most often carry them to friendly bases of the same faction. However, other uses have not been unheard of. VIP transport, assault units, and simple patrols are uncommon in the desert.
Entities in the level can often be dangerous and hostile, and as such require caution to be used when interacting with them. Entities posses humanoid structures, but lack all facial features besides blank, dark eye sockets. Corpses that have been investigated have revealed that no light can enter the eye sockets. . The convoys should be approached with caution, as if you show anything that could be perceived as hostility to them, they will engage.
Supplies are non-existent outside of structures, unless left by others before you. Structures are, however, a hotspot for entities and other wanderers.
Entities that are native to the backrooms, but not to level-782 can spawn here, but with much lower chances to than other levels. Entities native to the level do see these invaders as 'threats', and actively hunt them as such.
Structures
Missile Silos
- Missile silos are large, underground structures consisting of tubes containing missiles.
- Silos can contain Nuclear Warheads, Ballistic Missiles, as well as non-functional ballistics.
- These are often fairly large, but the only surface building is a hatch and possibly a sign.
- * Useful supplies such as weaponry, food, and electronics can be found here.
- The ballistic missiles can be launched at other targets in the level
- Launching a nuclear missile will cause you to transport out of the level.
Military Bases
- Military bases are the second most common structure you will be able to find.
- Often contain useful supplies, as well as a large amount of entities.
- Bases can be friendly or hostile, depending on the 'faction' commanding the base.
- If they are friendly, some bases have even been known to take in wanderers.
- Often, new 'recruit' variants of the entities can be found here, often being trained by others.
- Usually consist of multiple separate structures.
Airfields
- Contain the exit to level 36.1 (If you can find a civilian aircraft)
- Fair number of supplies here.
- Only known place that 'Refugees' can be found.
- Usually controlled by friendly factions.
- Fairly secure.
- On occasion, military aircraft will take off and after 1-3 hours will appear back at the airfield, or on another airfield of the same faction.
- Usually, tents are set up to house the Refugee entities.
Camps
- Most common structure found in the level.
- Often constructed of hastily set-up tents and makeshift structures.
- A fair amount of entities can be found here.
- Supplies are scarce here compared to other structures.
- Both sides can have control of them.
- Are often not fought over as much as the other structures.
Depots
- Large, warehouse like buildings.
- Contain the most amount of supplies on any level.
- Are not stocked as a warehouse in the frontrooms would, with a lot less, but still a large number.
- Often a main contest point between warring factions.
- A large amount of security is here, and those trying to enter without allegiance to the faction will be targeted.
Tunnels
- Poorly dug sand tunnels, providing makeshift shelter and travel between locations.
- Mainly used for stealth transport.
- Wide enough for a single file line to pass through.
- Often collapsed due to artillery strikes.
As of 27/11/2022, all tunnels' locations have gone missing, with no evidence that they all collapsed. All previous entrances to them have been unable to be located and digging has only resulted in more sand. At approximately 10:22 PM, UT, radio contact was lost with a group of 3 wanderers traveling in the tunnels. At around this time, reports of the entrances disappearing were lost. The fate of these wanderers is unknown. If you or any others in your party spot a tunnel entrance, they are advised to mark their location, alert a M.E.G officer, and vacate the area.
Bases, Outposts and Communities
Add any bases or outposts you'd like to add.
If there are no bases, outposts or communities please write:
"There are no known bases, outposts or communities on this level"
M.E.G Station Zeta
- Located near a key Airfield, controls the Airfield and the nearby Depot.
- Friendly to wanderers, and will escort them to the exit or provide them with supplies.
- Allows wanderers to take flight in order to exit to Level 36.1.
- Allied with the Green and Purple Faction.
- Houses 102 people, and 57 Refugees.
- At war with the Crimson Faction.
B.N.T.G Resource Scavenging Post Bravo
- Houses around 81 people, with 57 being scavengers.
- Neutral to outside wanderers.
- Housed at a depot, and controls 1 other depot in the area.
- Allied with the Purple Faction, the Faction allows them to take supplies form their Depots.
- At war with the Crimson and the Orange Faction.
The 'War Machines'
- A group of 12-15 people.
- Hostile to M.E.G and B.N.T.G members.
- Maintains control over a camp.
- Willing to trade for food, as they lack a sufficient supply.
Entities
A large amount of entities native to this level reside here, as they cannot be found on any others. Something to note is that the bodies will disappear after 3 hours from the point of death. Items still in contact with the body will disappear as well, but the equipment removed will not.
Refugees
- Only naturally occur at 'Airport' structures.
- Will not attack, even if being attacked.
- Will flee from threats.
- Can be children or adults.
- Often have little to no supplies.
- Receive aid from the Grey Faction.
Recruits
- Dressed in T-shirts and Combat pants/boots.
- Carry no weapons except for a knife.
- Will attack if being attacked, but not if others are being attacked.
- After 6 months of existence, they will become the 'Riflemen' variant.
- Only naturally occur at 'Base' structures.
Sharpshooters
- Equipped with combat gear and sniper-rifle type weapons.
- Will not fight enemies within 10 feet of them and will flee instead.
- Often used by factions to perform assassinations or provide covering fire.
- Work alone or in pairs.
- Highly dangerous.
- If you see a flash in the distance, run away, it likely means a Sharpshooter is aiming at you.
Pilots
- Pilot/drive all vehicles for entity factions.
- Every entity can drive/fly every vehicle, regardless of their uniform.
- Found wearing Pilot or Driver uniforms.
- Equipped with a 9mm pistol, and will defend themselves.
- Vehicles (besides attack vehicles) will always be in convoys.
- When a vehicle is found, and it is inside a structure, it will always have an accompanying Pilot.
Riflemen
- Basic members of most factions.
- Equipped with burst action, semi-automatic, bolt-action, or Automatic rifles.
- Advanced versions of the 'Recruit' entity.
- After 2 years of being a rifleman, they will become any other variant of the entity but 'Recruits'.
- Hostile to you if you are hostile to their faction.
- Will engage if they or others around them are being attacked.
- Will defend wanderers if they are aiding the faction that the Riflemen belong to.
- Have standard combat gear, accompanied with basic armor.
Gunners
- Equipped with Light and Heavy machine guns.
- Can be mounted on vehicles with machine guns or a roof hatch.
- Wear heavy armor, and hold extra ammunition.
- Will provide ammunition to allied troops if they request it.
- They can be identified by their Patrol Cap, rather than the standard Helmet.
- Highly dangerous.
- Will attack those hostile to their faction.
- Will attack if others around them or they are being attacked.
- Will defend wanderers if they are allied to the faction.
- Often posted in towers or other high-ground in order to defend structures.
Rushers
- Equipped in light armor and combat gear.
- Wear modified combat helmets with a riot visor on them.
- Equipped with shotguns or submachine guns.
- Move the fastest out of any unit.
- Will attack those hostile to them or their faction.
- Equipped with melee weapons, such as knifes, bats, machetes, or pipes.
- Upon spotting a hostile, they will open fire upon them while sprinting at them. After closing the distance, the entity will drop the firearm, grab the melee weapon, and engage in melee combat.
- Dangerous.
Medics
- Carry medical equipment and wear medium armor.
- Do not carry any weapons.
- Can be identified by the Red Plus symbol on their helmets, shoulders, and vests.
- Upon being attacked, they will flee.
- Will attempt to heal and aid all allied entities, and on occasion refugees.
- The medical kits they carry heal wounds at 50x the rate of standard healing processes.
- Upon being killed, their medical equipment loses the quick-healing ability, acting as normal equipment would.
Traders
- Carry any type of weapon and can wear ay type or armor.
- Can be aligned to a faction or not.
- Will attack if being attacked, or their allies are being attacked.
Behaviors
- Entities are known to communicate via standard speech, being fluent in English, Spanish, French and Russian, as well as a language native to entities. Each faction also possesses their own language, which allied wanderers can learn through time. Entities are very secretive of their language to outsiders.
- Entities that carry radio packs are able to communicate telepathically with all other allied entities.
- Rogue entities have yet to be discovered, entities are always loyal to their faction.
- Upon 'ranking' to a higher level of unit, the entities will enter the court room of the base nearest to their location that is aligned with them. All of the exits / entrances to the level will close, and the process further than that is unknown. Alerts will be sent out through the compound at intervals of 5 minutes, up to 30 minutes prior to the event. Wanderers still inside the court room at that time have yet to be recovered, and their location is unknown. All recording devices see the footage as static when looked over.
Factions
Several factions exist, being made up of entities and wanderers alike. There are 5 prominent ones in total, with some seeming to mimic real-world groups. They are grouped by color, and fly that as their flag.
The factions are attached in the file below.
The Green faction is formed of highly trained soldiers with future-like technology but lack manpower. They often specialize in stealth operations and focus on quality over quantity. They control several airfields and depots near them and keeping refugees and lost wanderers alive is seen as a secondary priority to them. They are mainly focused on gathering technology.
- The Green Faction is currently at war with the Crimson Faction, Orange Faction, and the Purple Faction.
The Orange faction is focused on power, and often does whatever they deem required to achieve that goal. Unlike the Green Faction, they have a large quantity of not-well trained men. They have few wanderers compared to other factions and are hostile to wanderers approaching their depots or airfields.
- The Orange Faction is currently at war with the Green Faction and the Crimson Faction.
The Grey faction is devoted to the safety and security of wanderers and refugees in their care. They are the only faction that actively escort refugees to their bases. They have a large number of medics and support personnel compared to other factions, which aligns with their main goal. They will not attack wanderers unless they attack them.
- The Grey Faction is currently at war with the Crimson Faction.
The Crimson faction is devoted to causing as much casualties as possible to other groups, regardless of the cost of their own troops. Their philosophy is summed up as 'As long as their losses exceed ours, we're good'. They utilize things such as suicide bombing, dangerous missions, and other tactics such as using the 'Refugee' entities against others. They are formed of entirely entities and actively attack wanderers.
- The Crimson Faction is currently at war with the Purple faction, Orange Faction, Green Faction, and Grey Faction.
The Purple Faction is a faction devoted to control, aiming to capture as man structures as possible. They accept large amounts of wanderers, having the most wanderers of any faction. The Purple faction holds the most structures of any group, and is neutral towards refugees. They have modern technology at their disposal.
- The Purple Faction is currently at war with the Crimson and Green Faction.
Wars between factions are common, however the origin is unknown. Some speculate that it is caused by anomalous activity native to the level, while others theorize about ideology. The current definitive answer is unknown.
Entrances And Exits
Entrances
Entering a tank vehicle in Level 3 will noclip you to Level 782.
A scavenging route established by the B.N.T.G is currently being used and provides transport from Level 1
Jumping out of an emergency door on Level 36.1 with a parachute will leave you here.
Exits
Utilizing any civilian aircraft will lead you to Level 36.1
Picking up and firing a Lee Enfield Mk III rifle will knock you unconscious, and upon awakening you will be in Level 49
Launching a missile from a missile silo's control panel will cause you to transport levels yet stay in the silo. When you next surface from the silo, you will be in Level 0, and the hatch will disappear when you look away.
Following the main road for 80 miles and it will eventually begin to transition into Level 11
Using the Scavenging route established by the B.N.T.G will lead you to Level 1
ADDENDUM
1/13/2023
A computer terminal's hard drive was successfully recovered by M.E.G Operatives from a Green Faction base.
The attached document is the uploaded version of this hard drive. Credentials for access have been uploaded already.
Due to these actions, the M.E.G is currently engaging in peace negotiations with the Green Faction, however combat between the groups is also ongoing. If you are to approach any Green Faction structures or members, show no signs of M.E.G allegiance while also avoiding communication regarding the M.E.G, its' members, or any o the M.E.G's actions..
GLUBO Corporation's Model 72 Computer System,
Copyright 8237.
Enter Credentials
Success - Loading…
Welcome, MAIXHYUEING.
The Grey faction is remaining neutral, avoid them but engage in conflict if required.
The Crimson Faction is a terror to society, destroying technology that could otherwise be used. Any signs of allegiance to the Crimson Faction should be met with extreme force, particularly lethal. Ongoing attempts at assassinations of its leaders is underway.
The Purple faction's overwhelming numbers can be a problem, however our superior technology keeps them at bay. The Orange faction keeps attempting to seize our bases, however so far our automated defense systems have held them off.
FALSE CREDENTIALS - ENTRY LOCKOUT
New travelers arrived at our base today, claiming they had come to take 'taxes'. The guards had trouble conversing, as they didn't understand their motives. Eventually one of the three reached for a blade, and was terminated by the security personnel. One of the others managed to get away, while the final is currently in our custody. The prisoner is not responding to our requests for information.
Another group of Travelers arrived at our base's gate today, claiming they were with the 'Major Explorers Group', or 'MEG' as they called it. They wore uniforms similar to ours, however they were black and lacked much of the body armor and advanced technology. They carried weapons, but made the wise decision not to reach for them. We provided them with some supplies, and a few of our riflemen chatted with them for a brief moment. They then went on their way, saying they'd 'establish a settlement nearby,' and how they'd 'inform the others of this place.' They certainly were a strange group.
Travelers are creatures that posses bodies shaped like normal beings', however, they also posses many other strange holes and extremities on their facial area. These entities are both hostile and friendly, depending on the one encountered. They seem to posses at least a limited level of sapience, however, they often make what could be considered 'foolish' decisions. They communicate in languages we speak, such as English, French, Russian, and Spanish, and also others. Some have decided to settle in one of our camps, and are attempting to teach one of our men something called 'german'. These creatures are fleshy like us, and can be emotional. They often refer to themselves as 'people' or 'humans', and enter the desert in mysterious ways. Caution is advised when approaching one.
- Note to self; Request further information from the prisoner prisoner on these creatures.
FATAL ERROR
SYSTEM FAILED TO PROCESS
CONTACT SYSTEM ADMINISTRATOR
ERROR CODE 107
EXIT MENU TO CONTINUE
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