Level 8 : "Cave Systems" * #level-8-1#

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Information

Name: "Cave Systems"

  • #level-8-1#

Author: C-Graph
Rating: 112/116
Created at: Wed Sep 18 2024

SURVIVAL DIFFICULTY: Class 4
🔶 Unsafe
🔶 Unsecure
🔶 Medium Entity Count

Level 8 - "Cave Systems"
{$title}Languages:

— — //// — —

You emerge from a lake, soaked and shivering in the icy air. Wading to shore, your knees buckle beneath you, causing you to stumble and collapse onto dry ground. You sit for a brief moment, collecting yourself, knees huddled to your chest as you scan your surroundings.

A subterranean chamber, dark and alien, yawns before you. Haphazard, jagged spikes hang down from the ceiling and jut up from the floor, encircling you much like thick iron bars in a dungeon cell. Craggy tunnels branch out from the room on all sides, harbouring untold horrors lurking in the depths beneath and the labyrinths above. Chittering and clicking from creatures unseen bounce off the walls of the cavern and ring in your ears, along with what might just be the faintest, most distant echoes of human screams.

You are imprisoned still, in the heart of the earth.

The sinking weight of despair returns to your chest.

As you get back on your feet, you notice a sign erected several feet to your left, somewhat obscured by cobwebs. It is just barely legible, painted on with some strange concoction that glitters dimly in the inky blackness. Printed in neat lettering, alongside a familiar eagle insignia, are the words:

WELCOME TO THE 9TH ROAD
« M.E.G. OUTPOST (8.7 MILES|14 KM) »
Help is ahead! Stay strong.

M.E.G. — Bettering Humanity

And thus, the journey continues.

You trudge onward.

You emerge from a lake, soaked and shivering in the icy air. Wading to shore, your knees buckle beneath you, causing you to stumble and collapse onto dry ground. You sit for a brief moment, collecting yourself, knees huddled to your chest as you scan your surroundings.

A subterranean chamber, dark and alien, yawns before you. Haphazard, jagged spikes hang down from the ceiling and jut up from the floor, encircling you much like thick iron bars in a dungeon cell. Craggy tunnels branch out from the room on all sides, harbouring untold horrors lurking in the depths beneath and the labyrinths above. Chittering and clicking from creatures unseen bounce off the walls of the cavern and ring in your ears, along with what might just be the faintest, most distant echoes of human screams.

You are imprisoned still, in the heart of the earth.

The sinking weight of despair returns to your chest.

As you get back on your feet, you notice a sign erected several feet to your left, somewhat obscured by cobwebs. It is just barely legible, painted on with some strange concoction that glitters dimly in the inky blackness. Printed in neat lettering, alongside a familiar eagle insignia, are the words:

WELCOME TO THE 9TH ROAD
« M.E.G. OUTPOST (8.7 MILES|14 KM) »
Help is ahead! Stay strong.

M.E.G. — Bettering Humanity

And thus, the journey continues.

You trudge onward.

Environment: 4/5
Extreme Environmental Risk
Entities: 4/5
Extreme Hostile Presence

Description

A dark cave greets wanderers surfacing from the waters.

The 8th level of the Backrooms is the last of the initial twelve whose environment is wholly enclosed. A sprawling network of underground caves, its web of tunnels is interwoven into a suffocating prison. It is cold, dark, and fraught with peril, predators lurking at every turn.

Given a choice, wanderers are warned to avoid it altogether.

Structure and Layout

A rough map of Level 8's cave networks, as seen from "above".

By the standards of normal reality, the architecture of most levels prior resemble artificial constructions. Level 8, in contrast, runs wild.

Unlike other subterranean domains such as the sewers of Level 34, the mines of Level 181, or the catacombs of Level 499, Level 8 is generally free of the visage of human engineering, composed predominantly of organic karst caves. Even today, humanity's attempts to civilize this untamed space remain futile, and its natural forces reign unchecked. Its rocky passages are savage, feral, and formidable.

— — //// — —

You have been walking — rather, crawling — for hours.

The passageway has narrowed into a tight tunnel, and you have been forced to move on your hands and knees to make it through. The rocks press in against your shivering body, weighing down on your weary shoulders and squeezing the air out from your lungs.

As you push through a particularly narrow crevice, you feel something wriggle over your right shin and past your ankle. It has too many legs.

You crawl faster.

The tunnel feels like it's swirling around you as you clamber on. You are sure that you were traveling horizontally just a minute ago, but even though there have been no twists or turns, you now feel the force of gravity straining down against your body. Cold sweat starts to drip down your face, drenching your heaving chest. Your stomach lurches.

Nevertheless, you spot an end to the tunnel just ahead. Your movements become haphazard. Careless. Desperate. You gain a few additional scrapes clawing and grasping at the rocks around you. Finally, you muster the strength for a final push upward, squeezing through the opening into a large, round chamber. You lay on the floor, exhausted from the strain, and attempt to gather your bearings.

.
..

This chamber feels oddly… familiar. You could swear you've seen that rock before — the one that looks just a tad too much like a human face. You spot a marker on the ceiling; it's been a while since you last saw one. You strain your eyes, trying to make out the lettering in the gloom.

"9th Road: Marker #74"

You frown in confusion. Didn't you just pass #78 an hour ago? Or was that #73?

Where are you?

Haven't you been here before?

— — //// — —

Nonstandard Physics

Level 8 is by no means easy to traverse. The very laws governing its nature are unforgiving in every way.

Like many preceding levels, it is subject to the characteristic spatial distortions of non-Euclidian geometry. In other words, space itself functions in a non-linear fashion within its caves. An apparently straight passageway may loop back on itself. Taking the same path a second time may lead to a different chamber. Turning back may not return one to where they came from before.

The confusion of this experience is only compounded by erratic gravitational forces. Gravity fluctuates in magnitude and changes direction from cavern to cavern, sometimes even within a single cave itself. These shifts are chaotic, unpredictable, and thoroughly perplexing.

At its very worst, successful navigation through Level 8 demands military precision. One wayward step can easily confuse the senses. A missed sign may cost one their bearings. A wrong turn will almost certainly result in complete and total disorientation. Focus is essential; mistakes are lethal. Even expert cartographers have lost their way in their valiant attempts to map the tunnels, driven mad as they roam the level's webs. Their missing bodies are seldom found.

Moreover, Level 8 is known for its entropic effects. Though the flow of time itself is unaltered, the effects of time are sped up considerably. Food spoils rapidly, batteries drain quickly, and long-term residents even appear to age at an accelerated rate. Sounds echo louder and lamps shine dimmer than expected1. Entropic effects also intensify when an area is left unobserved. As a result, signposts and navigation markers degrade extremely fast, requiring consistent maintenance or replacement.

M.E.G. SURVIVAL GUIDE**?**Found yourself stuck in the caves? Fret not — this guide is here to help! Just stay calm and follow these instructions, and you'll be out in no time! (Probably. No guarantee.)

Tip #1: Stay on the 9th Road!

Our mascot Kennith says hello!

Our trusty navigation teams here at the M.E.G. have marked out a path known as The 9th Road to help you find your way around. The Road starts at the entrance pool from Level 6 and runs all the way to the exit at Level 9, so if you're making your way out, it's your best bet!

We know the caverns can be unforgiving. Thankfully, the 9th Road runs through what we call "islands of stability" — regions where space and gravity function more consistently than everywhere else on the level. This makes the Road a safe and reliable route for any wanderer to travel! If you're up for some sights, it even goes past a couple of the nicer landmarks along the way!

The Road also passes by settlements run by our very own operatives, in conjunction with our friends at the B.N.T.G. and the Harmouth Society. You can stop for a shower, a change of clothes, a hot meal, and a place to rest. If you've got things to trade, you can even hire a guide!

The Road is lined with markers about every 50 metres or so (that's 55 yards for you American folks) to keep you on track! You'll recognize 'em by the familiar M.E.G. logo printed on. Whatever you may face, BE SURE TO FOLLOW THE MARKERS — we can't stress this enough. Otherwise, who knows where you'll end up!

Stay safe!

— — //// — —

You are cold.

Moisture first began dripping from the ceiling. Then it trickled from the walls, and pooled as a stream along the floor. It was welcome at first. It quenched your thirst, almond-flavoured as it was.

The waters became a little less welcome when they rose past your ankles.

They are now at your neck.

As you wade through the rushing stream, you spot a generously large ledge, several feet above the water, at the opposite end of the cavern. You quicken your pace towards it.

The waters are at your chin, now. You pause for a moment, scanning your surroundings for any closer sign of dry land.

.
..

There is none. As you continue your desperate trudge forward, you try not to imagine what creatures might lurk under the rippling waves. You try not to imagine that the ground, with every step, might suddenly give way to a yawning chasm, hidden beneath the flood's uniform surface.

The waters have risen to your bottom lip.

The ledge is still several paces away, out of reach. You tilt your head back to stay above the waves, flailing your arms wildly as you begin to lose your balance.

The waters rise past your upper lip and continue to climb.

You have no choice. You must swim.
As the waves surge upward, you kick off the ground with your feet, propelling your face above the water for one last moment, taking one final gulp of air.

The next instant, you plunge your head into the icy depths.

— — //// — —

Environment

The environs of Level 8 are thoroughly inhospitable.

Oxygen is often limited — the air in many caverns is foul and stagnant, harboring dangerous concentrations of carbon dioxide. Some contain harmful gases such as hydrogen sulfide, chlorine, ammonia, or a raw compound similar to rixa gas.2 Deaths by asphyxiation are common — though they pale in comparison to the sheer loss of life by drowning alone.

Almond water flows freely across the caverns, ebbing and flowing chaotically under the influence of unseen tides. Many caves are partially or fully waterlogged, inaccessible to most except experienced divers. Fluctuating water levels mean that some networks are particularly prone to sudden, spontaneous flooding. Bone-dry chambers may be completely submerged in a matter of seconds.

Those who escape drowning may yet die of hypothermia. Most regions carry frigid temperatures of 50-60°F (10-15°C). Some systems, however, have been known to reach sweltering heights of 110°F (43°C) and above, owing to peculiarities in their chemical and ecological composition.

M.E.G. SURVIVAL GUIDE

Tip #2: Stay hydrated, warm, and AWAKE!

Oops… Kennith got wet.

Level 8 is full of Almond Water. You can find pools of it all around, and it's generally safe to
drink! It might taste a bit bitter, but that's just some harmless minerals that found their way in
from the rocks around. They're actually good for you!

Although it's good to hydrate, be aware that TAKING A BATH IS A REALLY BAD IDEA. It might be refreshing at first, but because of how cold the caves are, you can soon get VERY sick! Instead, avoid taking a dip, and put on some warm clothing if you can. Our friends at Harmouth can supply you proper caving suits at any of their camps. They've got warm fleece on the inside, and waterproof polyester on the outside (not to mention lots of handy pockets!). That way, if you have to wade through a puddle or a waterfall, you can stay nice and dry, and keep yourself from freezing up!

Another important tip: whatever happens, KEEP AWAKE! If you do get drenched and feel cold, know that victims of hypothermia (freezing to death, that is) tend to die because they give in to exhaustion. When they close their eyes, they can't open them again. It might be unpleasant, but if you force yourself to keep going, you might just make it to safety. Help often isn't as far as you may think!

What if you're not cold, or wet? Well, unless you're absolutely SURE you're in a place that's safe, it's still unwise to take a snooze. If you've got friends with you, sleep in shifts, and only if you absolutely must. Note that drowsiness can be a sign of dangerously low oxygen levels… all the more reason not to doze off. Besides, who knows what might happen while you nap? A spider might crawl into your mouth! Blegh!

Keep those eyes open!

— — //// — —

By some miracle, you have made it to the ledge.

You grab the rough, rocky surface with both hands and heave yourself up onto dry land. Coughing, spluttering, and sopping wet, you emerge from the waters for a second time since your arrival in the caves.

You lie on your back, shivering. You dry slowly, the moisture and the last vestiges of life within you leaching out from your skin into the frigid air. The ceiling begins to drift in and out of focus. Perhaps… perhaps you should take a rest. Perhaps sleep will bring you strength. As your eyelids start to droop, your head lolls to the left.

A human silhouette stares back at you, seated against the wall.

You now find yourself, quite remarkably, up on your feet, staring in astonishment at this new acquaintance.

He is dead.

Laid neatly at his feet is a backpack. You rummage through it, claiming for yourself a battery-powered heater and a flashlight. Somehow, your fumbling, quivering fingers manage to turn the heater on. You sit for a minute, warming yourself, as you stare curiously at your dead savior.

The cause of death is obvious. You can see the dent in his skull where his head must have hit the floor, as he attempted to scale the wall against which he is now reclining.

It is unclear, however, how he had died in such a prim and proper position. Perhaps in his last moments he had set himself aright, to find some dignity in death. Perhaps he'd had others with him, who had laid him there after his passing..

Tentatively, you reach forward to press your fingers against his wrist, and then his neck. There is no doubt about it — he is dead. Though the body is without pulse and cold to the touch, there are no spiders or moths about. Neither is there the foul stench of decay. His demise cannot have been more than a day ago, for he has not yet begun to rot.

You now eye the orange caving suit.

You hesitate, clutching the zipper between your thumb and forefinger. You stare into the body's lifeless, unseeing eyes. They stare back, expressionless.

.
..

You wonder what he would think, if he were still alive. You wonder what his friends might think, if they ever returned. You wonder — if you give him your own clothes afterwards… will what you are about to do be just a little bit less appalling?

Wincing apologetically, you close your eyes, and turn your face away in shame. With a trembling hand, you pull swiftly down on the zipper.
You undress the corpse and claim its clothes.

— — //// — —

Terrain and Speleology

A phreatic tube. Note the cavern's elliptical "eye shape".

A narrow vadose trough.

The level's cavernous terrain makes no accommodations for human comfort. Even along the 9th Road, smaller tunnels tend to be tight, low, and awkwardly shaped. The floors of larger chambers are littered with loose rocks, making it easy to slip. Vertical shafts require great physical exertion and athletic prowess to scale. Corpses are strewn along difficult passages, with shattered bones and fractured skulls.

Level 8 Report: Intriguing Intricacies!

Perilous as they are, these caves hold a remarkably diverse spectrum of rock formations. The mysterious workings of the extranormal physics here have resulted in eccentric networks which are as beautiful as they are dangerous. Among bolder and more well-equipped communities — such as ours! — they have long been the basis of much careful study.

Sir Reginald Harmouth III, Founder of the Harmouth Speleological Society

Phreatic Tubes

In regular reality, phreatic tubes take form when water and sedimentary particles erode cracks between rocks over time — particularly at the horizontal surface between two different mineral beds (known as the "bedding plane"). As they are formed by a constant flow of fluid, phreatic tubes are known for their roughly uniform "eye-shaped" structure, with the cavern ceiling arching upward and the floor arching downward from the bedding plane.

However, due to the effects of nonstandard physics and inconsistent gravity, many phreatic tubes in Level 8 form chaotically. Bedding planes are often not uniform, and not even horizontal. Phreatic tubes may form in oddly slanted directions, and often twist and loop in apparently impossible directions.

Vadose-stage caves

Vadose-stage caves form when the water level in a phreatic tube drops, such that a stream flows only along the floor. In the Frontrooms, the ceiling and walls of a phreatic tube remain unchanged, while the stream continues to erode the floor, forming a depression in the ground known as a vadose trough.

In Level 8, fluctuating gravitational forces mean that vadose troughs do not always form downward. Often, wanderers may find vadose troughs which curve and loop nonsensically, are carved across walls, or even dig 'upwards' against the ceiling. The orientation of troughs can be helpful to wanderers, indicating the general direction of gravity within a vadose-stage cavern — though this is not totally reliable.

Breakdown chambers

Breakdown chambers occur when phreatic or vadose-stage caves grow large enough that they can no longer support their own weight. The curved ceiling crumbles till it forms a flatbed, littering the floor beneath with loose rocky debris. Owing to gravitational extranormalities within Level 8, the boulders from some such collapses never reach the floor.

M.E.G. SURVIVAL GUIDE

Tip #3: Don't touch that!

Don't disturb the floating rocks!

Level 8 is full of wacky caves and rock formations! Some of the most fascinating of these are floating rocks. Yep, you read that right — 'cause of the weird gravity in Level 8, rocks can sometimes end up suspended in midair! This can range from a couple of floating pebbles to HUGE floating islands, hovering right in the middle of the largest of caverns.

We warn you: no matter how interesting these formations look, DO NOT TOUCH THEM. Though some larger formations are stable and can support considerable weight, others are flimsy enough that the slightest prod can cause them to come crashing down. These structures may be curious, but you don't want to test them out!

Don't be nosy!

Rock formations

Stalactites and stalagmites ordinarily grow top-down and bottom-up respectively. In Level 8, this is not always the case. The distinction in name between stalactites and stalagmites is no longer helpful here, and speleologists studying these formations have taken to collectively terming them "stalagspikes".

In some caverns, clusters of stalagspikes jut chaotically outward from walls at all angles, slanting erratically in every direction. Some are known to loop around, form knots, zigzag wildly, or end in multiple sharp points. Owing to their random size and shape, they act as obstacles to navigation, and pose a serious risk of laceration and impalation.

— — //// — —

You try not to look down.

This is the third vertical passage in the last hour. Your stamina has faded. The muscles in your arms and legs burn in agony. But you know that if you let go, you will more than likely be skewered on the razor-sharp spikes below.

Taking a deep breath, you count to three.

One.

Two.

Three.

You swing your right leg upward. It catches the ledge, and you hoist yourself up in triumph.

Then, your forehead smacks against something hard. It breaks off, clattering onto the floor, while you yourself fall to the ground, inches from the ledge you had just scaled. Whispered curses escape your lips into the blackness, and you massage your bruised temple as you get back up on your feet.

From your right thigh pocket, you retrieve your flashlight and shine it onto the shard of rock that had so cruelly assailed you. Its shape is strangely… recognizable. You walk over, crouch down, and pick up the object for a closer look.

Is that… a kazoo?

You hold the instrument in the palm of your hand, bewildered. Its texture is rough and jagged, like that of uncarved stone. But the shape is undeniable. You look back at the stalactite where the object appears to have originated, in disbelief.

Wherever the ridiculous object you are holding came from, surely you must have collided with something else?

You try to place the kazoo back onto the spike, convinced that it cannot fit. But the mouth of the kazoo defies your expectations, fitting into the break in the stone perfectly. You frown, and turn away.

It is only then that you begin to notice your surroundings in earnest. As you pan your torch across the cavern, your puzzlement does not subside. You are utterly dumbfounded.

The chamber is filled with musical instruments made of rock, which against all odds appear to have formed naturally. On your right are a violin, a guitar, and what looks to be a trombone, all jutting out of the wall at bizarre angles. Above you are a collection of wind chimes, tethered to the ceiling with intricate stone chain links. On your left is a toilet seat, surrounded by an assortment of bongo drums arranged in a nonsensical fashion. Several of them are upside down.

You wonder if you are going insane.

Cautiously, you reach out your hand toward the wind chimes above you, the kazoo still clutched between your fingers. You use it to prod the hanging structure ever so gently.
The chimes clink heavily in response, their gentle ring reverberating faintly through the caves.

— — //// — —

Rarely, some stalagspike clusters form highly detailed geometric, man-made, or organic shapes — such as octagonal pillars, tulip buds, staplers, or human hands (complete with unique fingerprints). Such spikes have been tested chemically, and results indicate that they are somehow composed entirely of naturally occurring minerals with no discernible difference from surrounding rocks. Traces of prior carving by humans or entities is also absent, and has been ruled out. The process that formed these curious structures remains a mystery.

Stalagspikes and similar rock constructs are recognized as an uncanny wonder unique to Level 8 and its cave systems.

Ecology

Some portions of Level 8 appear empty, devoid of entities altogether. Others, however, house entire habitats which teem with life.

Level 8 Report: Entity ecosystems?

Most people are used to seeing entities in the Backrooms as these senseless monsters. They "spawn" and "despawn" randomly. They don't need to sleep or eat. They eat people anyway.

But in Level 8, things function… differently. In my recent expeditions with the Harmouth Society, we've uncovered caverns with entire ecosystems full of life. Most shocking of all, these habitats work COHERENTLY. They've got functioning food chains and energy cycles that actually sustain what's living inside them!

In any case, this lines up well with my recent theories on the way entities actually function. Humanity's conventional understanding of them has GOT to change. We're always going to be afraid of things we don't understand. But that doesn't mean these things are impossible for us to grasp. The existence of coherent ecosystems within Level 8 proves that entities aren't always "senseless", or "illogical", or "nonsensical".

They just have a logic we don't fully understand. At least… not yet.

— Former M.E.G. Head Field Researcher Eden G██████████

— — //// — —

At the entrance to the cavern, you are arrested with awe.

Before you, an incalculable host of lights sparkle with an incredible brilliance, illuminating the gloom of the cave like bejeweled stars studded across a velvet night sky. Weaving and twirling, they frolic freely overhead, their silent dance a mesmerizing mosaic of shifting constellations.

Beneath your feet runs a stream, cold and clear. You kneel by the riverbank, cup the icy water between your hands, and lift it to your lips. It is refreshing, free of the sickening almond flavour to which you have become accustomed. Its cool flow radiates through your insides, rejuvenating your worn body. You quench your thirst, tilting your head back to gulp indulgently, and flop down on the ground for a rest.

You sit for a moment, soaking in the blissful silence, and ponder your journey thus far.

Perhaps the caves are not as malicious as you first thought.

.
..

As you ruminate in quiet wonder, one of the lights descends through the air to break your solitude. Its brilliance radiates gently off the dark, rippling waves, bathing you in its transcendent, blue-green glow. The creature pauses in its alluring dance, floating at eye-level, barely an arm's length away.

Captivated, you reach out towards it.

The light guide waits — patient, curious.

You hold your breath. Your outstretched hand edges forward, slowly, delicately, eager not to frighten the creature. Your fingers hover less than an inch away, a hair's breadth from the otherworldly orb.

Then it takes off, whizzing through the air in an elaborate, rhythmic display, beckoning you toward the opening to another cavern.

There it settles — eager, expectant.

It urges you onward.

Do you follow?

אָמְנָה חָלִילָה

— — //// — —

Hyperspace Lane

This network of twenty-three long, narrow passageways contains glowing bacteria and fungi that feed off of almond water deposits seeping through cracks in its walls. It also contains a population of native light guides, which are known to help wanderers navigate through its winding corridors.

Larger passages also contain flowing rivers of regular, non-almond water, which house several species of eyeless fish, shrimp, and newts, feeding off organic debris which flows in from other cavern systems. Xenon marbles may be found at the bottom of these streams, which serve as nesting grounds for the light guides in the region.

Rottnest Jungle

The Rottnest Jungle is a singular massive cavern. It is known for its unique habitat, which has formed due to the dual-directional gravity within its bounds.

The ceiling of the cave has a weak gravitational pull of its own, and acts as a nesting ground for native death rats. Jutting out from its surface are hundreds of ventilation pipes, apparently connected to those of Level 2. The rats may be seen scurrying in and out of these structures, perhaps using them as connecting bridges to other levels.

To maintain the cleanliness of their dwelling, death rats have been observed to 'handstand' as they discharge their excretions. Their droppings, falling out of the range of the ceiling's gravity, plummet instead towards the cavern floor.

Repulsive as this may seem, the accumulation of nutrient-rich detritus has allowed an entirely separate habitat to flourish on the ground of the cave. Sprouting from the fertile soil are a variety of multicolored bioluminescent mushrooms, many of which may grow to the size of small trees. The light allows even plants to grow, in the form of mosses and small ferns which propagate along the floor. A variety of arthropods thrive in the undergrowth also, feasting on the native flora and fungi.

M.E.G. SURVIVAL GUIDE

Tip #4: Respect the locals!

Hm… they seem a little upset.

The Rottnest Jungle is a sight to behold! The fungal forest is well-known across the Backrooms for its breathtaking appearance, though its "rainfall" is somewhat… unsanitary.

Note, however, that the cave is a holy site for the Amor Incrementum. A temple sits on a raised hill in the cavern's center, visible from all around. While the residents allow visitors to pass through, they don't seem to take kindly to anyone harming the native fungi or plant life — as tempting as a bowl of mushroom stew might be. Be respectful of local practices, and DON'T harm the mushroom trees, or enter the temple grounds without their permission!

New Movile Cave

This cave, roughly the size of a football field, was discovered by a Romanian, who named it after a similar location in his home country.

Owing to its depth and isolation from other networks, the chamber is home to a unique chemosynthetic ecosystem. The waters of the cave are full of bacteria which break down sulfur and methane gas to produce energy. This in turn releases nutrients for fungi and other bacteria, which clump together to form 'microbial mats' on the walls of the cavern and the surfaces of its lakes. The mats in turn act as food for insects, which are preyed upon by species such as spiders, deathmoths, and curabitur birds.

M.E.G. SURVIVAL GUIDE

Tip #5: Gas, Gas, Gas!

Mama Moth doesn't look too pleased. Time for Kennith to take flight!

Thrill seekers love to visit New Movile Cavern!

Apart from the challenging hike there, the cave's unique habitat is also a once-in-a-lifetime sight! It's a hotspot for scientists and researchers from all across the Backrooms, eager to catch a glimpse of its wacky wildlife!

Travellers should, however, be mindful of the cave's air quality. The air is hot, humid, and positively REEKS of rotten eggs. Be prepared for the stench! More seriously, though visitation for brief periods is possible, high concentrations of gases (such as hydrogen sulfide and methane) make the air toxic over prolonged durations. Visitors are advised not to linger for more than an hour!

Additionally, be aware that the cave contains a population of deathmoths of BOTH sexes. Those who visit are advised to stay on the marked path and out of their way, as females can get very, VERY territorial.

— — //// — —

When was the last time you saw rain?

The pearls of water cascade around you, a fine mist that cakes your surroundings in slick moisture. The crimson glow of moss pierces through, clothing the spikes which erupt from the floor in the shape of human arms. Their silhouettes stand upright and petrified, reaching desperately to the ceiling, each ending in a perfectly sculpted, outstretched hand, with five fingers evenly spread apart.

The sight is unnerving.

Trudging forward anyways and weaving through the clusters of spikes, you catch a glimpse of something moving at the corner of your eye.

You pause and turn, but nothing is there.

Frowning, you squint and peer through the dim fog. The forest of hands is silent. The arms stand tall, erect, and unmoving.

As you turn to continue, it happens again. Just out of the corner of your vision, far in the distance, you see something — something large, and possibly human-shaped — scuttling across the cavern floor.

Whatever it was, you are sure that you saw it.

And you are sure that it sees you.

The hairs on the back of your neck stand on end.

Something is following you.

— — //// — —

Handyland

Spanning several acres, Handyland is by far the largest single cave network in Level 8.

The system is so immense that it contains its own climate. Temperatures are exceptionally stable, with a narrow range between 64°F (18°C) and 73°F (23°C). Wind and rain are frequent, and thunderstorms have been observed on occasion. An electromagnetic storm constantly brews within the clouds at its ceiling, producing a faint, constant aurora that casts a dim twilight glow about the cavern.

Most significantly, the stalagspikes of Handyland are responsible for its name. Clusters of spikes in the shape of human arms and hands protrude from all over the cave's floor. Each spike is highly detailed, containing even unique fingerprints. Varying widely in size, some are as tall and thick as oak trees. Almond water, entity droppings, and the faint aurora light allows for the growth of bioluminescent moss, enveloping the stalagspikes in a blood-red glow. These "forests of hands" contain deathmoths, scits, and other arthropods which graze on the moss, as well as a sub-species of dunks.

The region is infested with predatory entities such as nguithr'xhurs, smilers, and camo crawlers, many of which feast on the grazers about the stalagspikes. As such, the system as a whole is best avoided.

The Hive

M.E.G. SURVIVAL GUIDE

Tip #6

Illustration of a male wrangler.

Pray.

— — //// — —

You try not to breathe.

Crouched in the dark, you cower in a cleft in the rock, the blind predator crawling in and out of view above you. Sniffing and clicking, it clambers over to a patch of loose rocks on the other end of the chamber, and manically burrows through.

It finds nothing.

The beast screeches with fury and grabs a boulder with all four of its arms, hurling it viciously against the floor. It smashes into pieces, the impact vibrating through your trembling body. The creature scurries frenetically around the chamber, repeating the process again and again. Its howls of frustration ring in your ears.

You are not alone in your hiding place either.

You can feel the spiders swarming — up your chest, across your arms, down your back — intrigued by your unannounced intrusion into their abode. One crawls up your neck, scuttling across your face and past your ear. You cover your mouth with a hand, suppressing a violent urge to scream.

Suddenly, the predator stops directly above you, peering down into the crack. You look down, and squeeze your eyes firmly shut.

Sucking in as much air as you can, you hold your breath as you hear the predator lifting the rock directly above you. Its grunts and snorts draw nearer, as its hideous body crawls down into the hole where you are hiding. It leans in towards you, sniffing at the air an inch from your nose.

You feel its breath on your face.

.
..

Something strange is happening.

A distant rumble travels through the rock under your feet.

The creature appears to notice it as well. Abruptly, it withdraws, scuttling back out of the crevice. Your eyes still shut fast, you hear it growling and bristling overhead.

Then, with volcanic force, something explodes into the chamber above you. Over the rumbling, you hear the predator's shriek of terror, and what sounds like the crunch of bone.

And all at once… it is over. You remain crouched where you are for almost an hour before you dare to emerge.

The chamber is empty. A single, mangled arm is strewn on the cavern floor, some distance away. You approach it, warily, with shaky, stumbling steps. The lone appendage lies unmoving on the floor. Spiders have already begun to surround it, nibbling curiously at the fresh meat.
You gaze in fascinated horror at the exposed bone. It has been snapped clean in two.

— — //// — —

In addition to the above ecosystems, some entities are prevalent all throughout the caves. The most common examples have been listed below.

Wranglers

More complete documentation on Wranglers may be found here.

Wranglers are massive serpentine predators, with adults often reaching — and even exceeding — a mile (1.6km) in length. Though their bodies are elongated and snake-like in appearance, with slimy grey skin, they possess humanoid heads, with distinctive white, glowing eyes. The faces of male wranglers are uncannily human, with mouths that perpetually sport disturbing, broad smiles. Female faces more closely resemble those of arthropods, with pincers sprouting from their jaws.

At rest, the entities lie exposed within the caves. However, to hunt, they burrow into the rock layers of Level 8, twisting and turning their bodies in a drill-like motion to generate the immense power needed to force their bodies through the ground. While younger specimens burrow physically through the rock, mature adults eventually gain the ability to travel by no-clipping through, only materializing physically when they are close to their prey.

The hunting behavior of Wranglers also contributes to the instability of the caverns. Larger wranglers can damage caves as they burrow to hunt, altering the composition of the networks significantly. The specimen responsible for the infamous Level 8 Incident created dramatic structural shifts across the level in its entirety, resulting in over five hundred confirmed casualties in total. The wrangler's body was several orders of magnitude larger than average adult specimens, and required several hundred tonnes of pyroil to burn away. Overall, it was estimated to span a colossal 70 miles (112km) in total length.

It is believed that specimens of even larger size may lay dormant further below.

Arachnids

More complete documentation on Arachnids may be found here.

Within the caves, a disproportionately large number of lifeforms fall under the Arachnida family of arthropods. The arachnids of Level 8 include scorpions, ticks, mites, and — principally — innumerably many species of spiders.

While some spiders occupy important roles within healthy ecological systems, the vast majority of them form large, single-species clusters. Entire swathes of some networks are dominated entirely by colonies of spiders. These are to be avoided at all costs. Many species found in such colonies are aggressively territorial, and will not hesitate to give chase to hapless victims who disturb their habitats.

M.E.G. SURVIVAL GUIDE

Tip #7: Creepy Crawlies

Where do these lil' guys keep coming from?

Everyone knows that Level 8 has a bit of a spider problem. No matter how much bug spray you carry, you're bound to find 'em in your hair, in your backpack, and — worst of all — in your rations. Extra protein!

While one, two, or ten spiders aren't normally a problem, some caverns have nests with literal thousands of the critters crawlin' around. The 9th Road generally avoids the areas that are a bit worse off, but new nests are known to pop up along the path from time to time. DO NOT DISTURB THESE COLONIES — they're about as territorial as your average wasp nest, and many species are HIGHLY venomous! If you do happen to stumble into a nest by accident, your best bet is probably to get to the nearest body of water. Spiders can't swim! Well… most of them can't, anyway.

There is a chance you may come across nest caverns with strange glowing emblems nearby, resembling hieroglyphs or occult markings. If you encounter such symbols, stop what you're doing, sketch or photograph what you've found, and leave the vicinity as soon as possible. Next, head back to the nearest campsite, and notify any M.E.G. personnel there immediately.

NEVER under any circumstance enter caverns with these markings.

Level 8 Report: Introduced Species?

Our recent surveys have corroborated what the Harmouth guys have been telling us. Data shows that clusters of "arachnid infestations" are centered around the old Veiled territory, and their frequency drops off dramatically outside it. This is just more evidence of our mounting suspicions that the arachnids of Level 8 by and large consist of invasive species — more than likely introduced by the Veiled.

The clusters don't fit with the other complex ecosystems we see around the caves. They're completely dysfunctional; there just shouldn't be enough food around to sustain such massive populations. I've examined a few specimens from these nests, and I can say with certainty that something just feels fundamentally wrong with these creatures.

Even if we've flushed out the Veiled, they've been here so long that their impact's left a scar on the level's ecosystems. They've been experimenting on these spiders for hundreds of years. In all that time, who knows what else they've done in this place.

M.E.G. Entity Research Specialist "Gums"

Hands of Tar

Pools of a viscous, tar-like substance4 are scattered across the caves. The temperature of the fluid varies from pool to pool but may reach heights of up to 203°F (95°C). They should be avoided — wandering too close will trigger a group of tar-covered humanoid hands to reach out from the pool, dragging their helpless victim into the boiling, acrid substance to be smothered to death.

Owing to their vicious nature, the hands of tar lurking within these pools are poorly studied. The few survivors reported losing consciousness in the pool and then finding themselves in either Level 41 or Level 91 upon waking.

— — //// — —

You'd expected your reunion with other living people to be a bit more dramatic.

You had thought that the encounter would be more emotional. Perhaps you would have shouted for joy, or embraced your fellow man, or even wept, kneeling as you kissed the boots that clad their equally aching feet.

Yet here you are, huddled unremarkably around a campfire amidst this group of sorry survivors. Spoons clink against ceramic bowls as everyone silently enjoys the bliss of steaming hot soup. You slurp the concoction down rather noisily yourself, too grateful to question what exactly the floating chunks of meat within it might be.

You plan out what to do with yourself next. A hot shower and a bed for a week, for just as many days of labour in exchange. The work would be trivial compared to the gruelling journey you've endured thus far. It would, furthermore, provide time for advantageous conversation, to glean some knowledge of the workings of this accursed catacomb, and perhaps some clue of a way out.

You can hardly believe how ordinary it all feels — as if you had always been here, surrounded by these nameless companions all your life.

The normality of it all is surreal.

As you continue to survey the bedraggled crowd, a child runs up to greet you. Though her blonde hair is matted and unkempt, her face smeared with smudges, and her dress ragged and tattered, there is a light in her eyes that you have not known yourself for quite some time.

"Hey! You're new here. What's your name?"

You smile, slightly abashed.

"I'm… not sure I remember."

It strikes you that these may be your first spoken words in months.

"I don't mind." The little girl beams, and holds out a hand.

"I'm Carla! Nice to meet you!"

A warmth spreads through your chest, one deeper and richer than even the heat radiating from the campfire. You reach for a handshake, but find yourself pausing. Your arm hovers awkwardly, half outstretched.

No, you decide. That would be too typical. Too conventional, for such a circumstance as this.

Instead, you reach into your right thigh pocket, brushing past your flashlight, to something cold, rough and jagged. You retrieve the stone kazoo, and place it into Carla's outstretched palm. Gently, you close her fingers over it, and give her fist a firm, affectionate squeeze.

The girl pauses for a moment, her bright, curious eyes locked with yours.

Then, as abruptly as she came, the child scurries off, clutching her newfound prize to her chest with glee.
You watch Carla as she returns to her mother, curling up and snuggling against her chest, her gaze affixed upon the gift in her hands. The light from the crackling flames bounce off her round, dark eyes.

Somewhere within, there is a spark of wonder.

— — //// — —

Landmarks, Settlements, and Communities

Sir Reginald Harmouth III (circa. 1855).

Contrary to expectations, larger caverns are indeed capable of supporting sizeable populations — especially those containing rivers or lakes. Apart from vitamins C and D,5 native lifeforms such as fish can provide sufficient nutrition to sustain human life. Indeed, many permanent communities are known to exist within the level's islands of stability.

Along the 9th Road in particular, several settlements and encampments have been established to provide shelter, food, and other basic necessities. For those too old, sick, injured, or otherwise unable to complete their journey out from the caves, these have become a permanent refuge in which to live out the rest of their days.

M.E.G. Outpost "Hollow Nest"

  • Established in early 2016. Initially known as Outpost "Cave Raiders".

  • Manned by twenty permanent staff members and approximately twenty-four posted operatives on rotation.

  • Initially served as a forward operating base for the M.E.G.-Argosic joint campaign against the Church of the Veiled.

  • Today, tasked to shelter and guide wanderers along the 9th Road, as well as conduct further exploration of the caves.

Harmouth Speleological Society

  • Founded and led by Sir Reginald Harmouth III, a speleologist from Victorian England.

  • Consists of approximately 100 highly experienced cavers.

  • Were instrumental in helping the M.E.G. to map out Level 8 and establish the 9th Road.

  • Base camp in proximity to M.E.G. Outpost "Hollow Nest". Contains state-of-the-art scientific laboratory.6

  • Members are spread between Outpost "Hollow Nest", their base camp, and their four other permanent campsites across the level.

The Lost

  • No permanent settlements within Level 8.

  • Hunting parties (from both the Legions and the Suns) are known to conduct expeditions within the caves.

  • Will offer aid to wanderers in dire need.

  • The same parties, however, tend to avoid contact unless necessary and prefer to be left undisturbed. Cultural and language barriers also pose communication difficulties.

Amor Incrementum

  • The temple at the center of the Rottnest Jungle has been designated a holy site of the Amor religion.

  • Pilgrimages to the Temple are common.

  • Offer aid and shelter to wanderers. Congenial as long as their customs are respected — refrain from harming Rottnest's native plant life.

However, not all residents of the caves are friendly. Mid-sized caverns along the center sections of the Road are known to house squatters who have given up hope of escape and who subsist purely off of vagrancy or thievery. Many of these chambers are not suited for prolonged human habitation due to poor air quality, stagnant water, and a lack of food sources. Without proper governance or management of any kind, these organic clusters easily deteriorate into overpopulated slums, rife with criminal activity, disease, and appalling conditions.

Wanderers are strongly advised to seek shelter in established and well-equipped settlements rather than contributing to these destructive enclaves.

B.N.T.G. Resource Extraction Facility 3

  • One of the first B.N.T.G. outposts established. Abandoned following the Level 8 Incident.

  • Conducted mining operations for minerals such as copper, G9, and rare earth metals.

  • Now houses a group of antagonistic squatters.

Cerberus Research Facility

  • Large cave network recently claimed by the U.E.C.

  • Purpose, extent, and population size remain unclear.

  • Unfriendly; does not accept visitors. Known to use lethal force at the slightest provocation.

— — //// — —

You could hear the argument well before you could see it.

"Please, sir, my daughter-"

"This facility is a restricted area. This is your last warning to leave."

From the tunnel ahead, the woman's desperate pleas ring harshly in your ears, reverberating off the walls of stone. You round a corner to find a woman you vaguely recognize, kneeling at the polished steel-capped boots of a Coalition guard. His face is cast in shadow, veiled beneath his cap. In the dim lantern light, the crimson owl emblem pinned to his chest glints with malice, as does the muzzle of his rifle.

"Please sir, we're starving-"

"We're not the M.E.G. — we don't care. Find help somewhere else."

Viciously, the guard lifts his leg and kicks forward into the woman's face. Steel and skin connect with a sickening crack, and blood splatters upon the ground. She collapses, her screaming sobs echoing through the tunnels.

The guard turns to face the crowd of survivors that has begun to stream in behind you.

"This is a restricted area."

He lifts his rifle, blinding you with the glaring beam of its torch.

"Leave."

The crowd disperses, a handful moving forward to console the weeping figure on the ground. You glance over to the nearby boulder on your left, where a little girl sits, clothed in a bloodied, tattered dress and staring blankly into the void. She is emaciated, her pallid skin white as chalk, her arms and legs bone-thin. Moved with pity, you unsling your backpack, reaching for the last of your rations. As you set them down on the rock, you spy a familiar instrument clutched between her fingers — rough and jagged, like uncarved stone.

"Hey… I think we've met before. What's your name, kid?"

She turns weakly to face you. Her dark eyes are sunken and hollow, the life within completely extinguished.

"I… don't remember," she whispers.

.
..

You are trying not to gag at the stench.

The forest of tents has thickened, clustered together in a mess of poles, hanging ropes, and sheets saturated with human waste. You do your best not to stumble as you trudge across the slum, the sludge of bodily fluids splashing under your feet with each step.

You can feel the tepid mixture seeping into your socks.

As you fumble your way through, your foot catches on something beneath you. You almost slip, stumbling over something lying half-submerged in the ooze. With your face inches from the filth, you barely manage to grab on to an adjacent tent pole, righting yourself. You turn to examine the obstacle.

A body — still alive.

The old man is lying in a fetal position, his hands over his face. His arms and legs are littered with open, gangrenous sores, rotting in the septic slurry. You wince apologetically, reaching down towards him.

"Sorry about that, sir. Are you alri-"

Upon contact with his arm, you immediately withdraw. With a mere touch, his skin has sloughed off, thick brown liquid exuding from the open wound.

The old man lifts his hands and swivels his head towards you, a horrific grin plastered across his festering jaws.

There is no skin on his face.

"Help me," the poor thing whispers.

"He" springs forward, lunging for your throat.

— — //// — —

M.E.G. SURVIVAL GUIDE

Tip #8: Wretch Infestations

A Stage 3 Wretch. Avoid these entities at all costs.

Wretches are only one more reason to avoid Level 8's unsupervised refugee encampments. Owing to the isolation and environmental stress brought on by the caves, the level is a hotspot for infestations of these zombie-like entities. Without proper medical support or infrastructure, infection can spread like wildfire in the slums, reducing them to wretch clusters in a matter of weeks, days, or merely hours.

To avoid the wretched cycle, stay out of slums and Veiled ruins, take care to hydrate regularly, and avoid over-exertion. Remember that the caves also take a toll on your mind — don't travel alone, but find people you can trust, and be vulnerable with them about your fears and struggles in your journey. Psychological health is key to avoiding the wretched cycle.

Additionally, steer clear of symptomatic strangers (especially fully transformed Stage 3s). Should symptoms manifest in any member of your party, isolate them and avoid contact with their bodily fluids, and get them to medical care quickly. As a final resort, burn the bodies and possessions of the deceased to prevent further contamination.

If scratched, bitten, or otherwise injured by a wretch, wash wounds with alcohol or copious amounts of Almond water. With such precautions taken, the risk of transmission is generally low. Even if you begin to exhibit symptoms yourself, be aware that the wretch cycle can be cured or at least treated, if care is administered in time. Seek medical support from any Harmouth or M.E.G. encampment as soon as possible.

Don't give up hope.

Third Grand Archdiocese of the Church of the Veiled

  • Governed from the Third Grand Parish, the Archdiocese was a territory that functioned as a key Veiled stronghold and the heart of their empire.

  • Dominated Level 8 for thousands of years. Their influence was exerted over the adjacent 'dark levels' (5, 6, 7, and 9), severely inhibiting travel to and fro.

  • Were known to enslave, indoctrinate, and otherwise oppress travellers attempting to traverse the level. Human experimentation with Arcane Glyph Magic has been reported, though details are uncertain.

  • Following a successful joint M.E.G. & Eyes of Argos operation, the Third Grand Parish was sacked and completely destroyed.

  • Though the Veiled have been eliminated, vestiges of their buildings still exist across Level 8. Church ruins may harbor cursed artifacts and magic-enhanced entities. Avoid at all costs.

The Town of Kavragost

  • It is believed that these derelict ruins were home to an unknown species of vaguely humanoid entities, who have long since vanished without a trace.

  • Located in a remote chamber, which was inaccessible prior to the Level 8 Incident.

  • Based on the town's modest size, generous estimates put its population at five hundred.

  • Archaeological evidence suggests mining was the town's primary industry. The community was apparently established as a means of supplying other communities with unique minerals hidden deep in the caves.

  • Some members of the group appear to have been adept hunters, regularly eliminating hostile entities roaming near the town's boundaries for both safety and sustenance.

  • It is unclear what became of these entities or this town, but there have been no signs of life within its walls since it was discovered.

History and Discovery

Level 8 has been known from antiquity. For hundreds — if not thousands — of years, the caves have been employed by the Church of the Veiled, the Lost, the Eyes of Argos, and other ancient groups, for benign and nefarious purposes alike. The successful expulsion of the Veiled in 2016 has removed many obstacles previously preventing archaeology, allowing more accurate historical reconstructions of human activity in the caves.

Brevity will not permit an adequate examination of the level's extensive past, as unearthed by recent efforts. Let it suffice for us to ponder the mystery of its original discovery and the secrets buried yet further below, concealed by the ever-shifting passage of time.

The Hypogeal Plane is a cleithral network of caves, its sprawling tunnels interwoven into a suffocating prison. It is bitterly cold, oppressively dark, and fraught with incalculable peril, predators of all kinds lurking at every turn.

Given a choice, travellers are warned to avoid it altogether.

Yet those who dare to brave its depths — or those whom fate sets upon its path — may find in its caves more than meets the eye. Its hollows hold subterranean worlds, restlessly alive with Stygian beauty, their ferocious vigor defying the shadows still.

Though the darkness lingers long, faint hope glimmers within the gloom.

— Excerpt from "Τα Διαστημικά Βιβλία" (Ta Diastimiká Vivlía), Tome VII7

Entrances And Exits

Diagram illustrating the Dark Highway.

The 9th Road is the recommended exit route from Level 8. It forms part of the Dark Highway — the most common route taken by wanderers attempting to reliably reach Level 11 from the first five levels of the Backrooms.

  • Walking through a specific dark hallway in Level 103 will lead to Level 8.

  • Wandering through the deep, dark concrete caves of Level 2.1 may eventually lead to Level 8.

  • Jumping into the well in Level 135 can lead to Level 8.

  • Small tunnels in Level 4.1 most often lead to Level 8.

  • Some of the multi-colored playground tubes in Level 283 open into the rocky tunnels of Level 8's caves. The entrance, however, will vanish as soon as one passes through, preventing them from returning whence they came.

  • Vents in the ceiling of the Rottnest Jungle are reported to lead to Level 2. However, owing to the native death rat population, climbing through is not advised.

  • Entering a tar pit may cause one to be dragged into either Level 41 or Level 91 upon waking. This is also not advised.

  • Rare, tight passageways coated in its characteristic silvery substance are known to lead to level-75.

  • No-clipping through certain cave walls has been reported to lead to Level 93.

  • A door in a cave near Harmouth Camp 4 is noted to lead to Level 203. Entering is ill-advised, since Level 203 has no exit.

  • Purposely no-clipping through the ceiling has been reported to lead to Level 205.

  • Falling through the floor has been reported to lead to Level 69.

— — //// — —

The crowds that once accompanied you on the Road have dispersed. Many have been lost to the cold, the dark, or the monsters that lurk in the shadows. Of the few who have survived these perils, most have turned aside, finding what refuge they can in the worn, scattered outposts of the M.E.G., its allies, or in the slums surrounding the colonies of the Unbound.

.
..

You are alone now.

As you trudge ever onward, you feel the rock turn to sand, and the sand to gravel, and the gravel to asphalt under your leaden, aching feet.

.
..

A dim glow looms in the distance, a speck in your vision approaching ever so slowly.

.
..

At last, the nightmare is over…

— — //// — —

... isn't it?


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