Level 774

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Level 774 is the 775th level of the Backrooms.
==Description==
Level 774, known as The Village and The Backrooms Wonderland, appears as a lively 1920s city center surrounded by expansive grain fields, seemingly endless in scope. The Village comprises a cluster of buildings with a central open-air market facilitating buying, selling, and trading of goods. Notably, the level operates on a twenty-six-hour day-night cycle, with a sixteen-hour day and a ten-hour night. The absence of observable celestial bodies raises questions about how the cycle works. Temperature variations align with the day-night transitions, maintaining a consistent seventy-five degrees during the day and dropping to forty-five degrees at night. Clocks, utilizing standard military time, adorn main buildings and half of the barracks rooms, aiding inhabitants in navigating the unique time system. Moreover, all buildings within the level are equipped with electricity, enhancing the quality of life for its residents. There is a Wi-Fi connections, detracting from the 1920s ambiance, but providing a valuable communication method. 
The level is known for its simplicity, lacking significant anomalies except for the grains, natural lighting, and mines. Grains, ready for harvest every four days, possess regenerative properties. The source of the natural lighting remains a subject of debate among Wanderers, as no celestial bodies exist to explain its existence. Mines within the level exhibit stability and a unique regenerative feature, restoring any extracted material. Explosives used in mining cause valuable materials like zinc, iron, and Keyvidium to fall as nuggets, simplifying material collection.
It is believed that an entity named the Goodfather created this level, purportedly creating it to provide Wanderers with a semblance of normalcy within the Backrooms. Beliefs persist that this Goodfather possesses the ability to no-clip individuals in and out of the level, guided by the level's needs. Instances include five journeyman miners arriving shortly after the discovery of Keyvidium, a clock-maker entering in response to a Wanderer's desire for a clock, and the arrival of Mi Kyong, a master leather-worker, prompted by a complaint about the Workshop's inability to craft leather products, such as rucksacks and weapon handles. It is unknown what the Goodfather is capable of, but it is presumed that the Goodfather created three tenets that are seemingly sacred to this level. These three tenets are as follows: Peace, Community, and Service. Many Wanderer's compare these to the beliefs of Mennonites, and many Wanderer's graciously follow these tenets in order to live among this level. 
==The Village Buildings==
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|-|The Barracks= 
The Barracks serves as the primary residence for the permanent residents of Level 774. This housing unit is designed with unique features to ensure privacy and comfort for its residents. The windows in every room are one-way, allowing those within to observe the surroundings while maintaining a shield from prying eyes outside. To secure accommodation, permanent residents must register at the front desk to be assigned a room. Each room within the Barracks is well-appointed, featuring a spacious bedroom and a fully equipped bathroom. The design prioritizes resident comfort, providing ample space for daily activities. The emphasis on privacy, coupled with the aesthetic considerations, aligns with the 1920s theme prevalent in the overall architecture of the level.
|-|The Eatery=
The Eatery, in its simplest terms, functions as a restaurant within the level. Operating on a regular schedule, it provides three main meals each day, along with a small supplementary meal between lunch and dinner. The building is designed to comfortably accommodate up to one hundred people simultaneously, although this maximum capacity has never been reached. The interior layout features ten rows of tables, with seating for five people on each side. Beneath the Eatery lies "The Cellar," having its own set of anomalous properties. Notably, the cellar exhibits the unique ability to replace any removed food item if the spot is outside a person's field of view. The cellar only stores basic foods, including raw meat from Hounds, Skin-Stealers, and Deathmoths. Additionally, tomatoes, mushrooms, and various fruits and vegetables are part of the cellar's inventory. Introducing new foods to the cellar is possible, but they must be left undisturbed on a shelf for eight hours. After this period, the cellar will either accept or reject the newly introduced item. Interestingly, attempts to introduce complete meals, such as marinated hound meat and juice ache rolls, result in instant rejection by the cellar. 
|-|The Clinic=
The Clinic functions as The Village's hospital, playing a crucial role in providing medical care to inhabitants. From addressing workplace injuries to assisting newly arrived Wanderers, the Clinic serves as a hub for administering first aid. A diverse array of salves, ointments, and lotions sourced from the Apothecary is employed to tend to various health concerns. Structured to accommodate different levels of injury severity, the hospital comprises three wards equipped for comprehensive care. The dedicated medical staff, with four members from the Backrooms Red Cross, actively encourages regular health checkups for all residents. These checkups, conducted once a month, contribute to maintaining the overall well-being of the community. The involvement of the Backrooms Red Cross underscores the commitment to ensuring the health and safety of individuals within the Level. In addition to its primary function, the Clinic serves as a training ground for new members joining the Backrooms Red Cross. This dual role enhances the Clinic's significance, fostering a culture of continuous learning and expertise development within the medical community of The Village.
|-|The Apothecary=
The Apothecary stands as the facility where a plethora of salves, ointments, and lotions are crafted. A perpetual sweet scent, often likened to cotton candy, emanates from the building, creating an aromatic ambiance. Continuous innovation and research drives the creation of new mixtures, reflecting a commitment to advancing medicinal knowledge. Notably, the Apothecary has undergone relocation to a new building following an unfortunate fire incident in the original structure. In addition to medicinal concoctions, the Apothecary extends its services to produce soaps, toothpaste, and deodorants. These essential hygiene products are distributed to Wanderers, recognizing the challenges they may face in maintaining basic cleanliness within the Backrooms. To mitigate potential risks, especially in light of the previous accident, all experiments are now conducted outside the Apothecary building. A designated stone circle, measuring seventeen feet in diameter, serves as the controlled environment for these experiments. This precautionary measure ensures the safety of both the researchers and the Apothecary's valuable resources while fostering an environment of responsible experimentation within the Backrooms community.
 
|-|The Workshop=
The Workshop stands as the epicenter for crafting a diverse range of items within the level. From knives and swords to lightweight body armor and kitchen utensils, the Workshop is a bustling hub of creativity and craftsmanship. Daily commissions are a common occurrence, with a commitment to fulfilling weapon requests within two to three days and armor requests within four to five days. Clients enjoy the unique privilege of choosing the metal for their commissioned items, with Keyvidium—a metal exclusive to Level 774—emerging as the most popular choice. Housed in a two-story building with a basement, the Workshop is organized to optimize the crafting process. The basement hosts the forge, the first floor features the main lobby, serving as a welcoming space for clients and the central hub for commission discussions, and the second story is dedicated to meticulous leatherworking, completing the crafting journey for many of the Workshop's products. This comprehensive setup allows the Workshop to cater to the diverse needs of its clientele, fostering a collaborative environment where clients actively participate in the creation of personalized, high-quality items crafted from the unique resources available in Level 774.
 
|-|The Range=
The Range serves as a designated area within Level 774 where Wanderers test and hone their combat skills. The space is dedicated to archery and swordsmanship practice, with a specific area set aside for both. The facility boasts a dynamic environment, featuring training dummies equipped with wooden swords and shields that simulate realistic combat scenarios. These dummies are unique, capable of fully regenerating any damage inflicted upon them within a matter of seconds. The dummies also move as if they are their own entity. The main building, a single-story structure, operates as a lobby, where Wanderers check in and out in order to keep track of occupants. Inside, racks display an array of weapons, including bows, short-swords, halberds, and shields, catering to the diverse preferences and styles of those who come to the Range. The facility offers a comprehensive experience for those wishing to engage in both archery and swordsmanship, creating a collaborative space where individuals can experiment with different weapons and techniques. The Range stands as a vital arena for Wanderers to test, train, and refine their combat skills within the level.
|-|The Bazaar=
The Bazaar, a bustling open-air market within the level, serves as a hub where a variety of goods from the Apothecary, Workshop, and independent traders are bought, sold, and traded. Operating exclusively during the daytime, the market transforms into a hive of activity, attracting residents eager to engage in commerce. As night falls, the Bazaar closes its stalls, preserving its energy for the following day. In addition to the lively commercial transactions, the Bazaar plays a multifaceted role by hosting active recruitment stations for organizations within the Backrooms. Wanderers can explore opportunities with M.E.G. , the B.I.F., the E.R.C., and the B.R.C. These stations offer individuals a chance to contribute to various endeavors and collaborate within the Backrooms. Beyond the conventional market and recruitment activities, the Bazaar harbors hidden treasures for those in the know. Novelty services, available to those who can navigate the intricacies of the market, provide additional services to those who pay. 
|-|The Mines=
The Mines constitute a complex network of tunnels and caverns beneath the village, extending beyond its boundaries. These tunnels are mapped as they are mined, ensuring that miners can be located if they become disoriented in the labyrinthine depths. One notable anomaly within the Mines is their unparalleled stability—they defy the conventional risks of collapse even in the face of explosive detonations. The primary resource extracted from these Mines is Keyvidium, a unique metal exclusive to the level. This metal, resembling high carbon steel but boasting greater durability, is a coveted material utilized in various applications. In addition to Keyvidium, the Mines bear other valuable materials, including zinc, bronze, tungsten, and iron. The meticulous mapping of the tunnels facilitates efficient resource extraction and ensures the safety of miners. On two separate occasions when miners reached a depth of at least seven hundred and sixty feet underground, the miners stumbled upon crystals that, upon careful examination and testing, led to a groundbreaking revelation: incorporating a tiny piece of these crystals significantly reduces the weight of crafted materials, greatly improving users' dexterity by immeasurable levels. Numerous times, a colorful glow has been seen emanating from cracks within the mines. Yet, every effort to locate these crystals has led to the mines seemingly concealing the light, as if safeguarding whatever lies within. The regenerative nature of the Mines enhances their utility. Extracted materials are seemingly replenished, proving especially beneficial for the Workshop's frequent commissions. Despite the explosive activities conducted within, the Mines remain perfectly stable, solidifying their status as a reliable source of resources within the level.
|-|The Garden=
The Garden stands as a vital resource within the level, providing a variety of non-grain foods to the residents. Cultivating a wide variety of plants, the Garden contributes significantly to the community's sustenance. The most commonly grown plants include beans, potatoes, sweet corn, zucchini, spinach, and carrots. The Garden is also home to edible Backshrooms, a bonus resource that requires minimal effort to cultivate. The Gardeners work full-time in the Garden, while others volunteer their spare time to help with its cultivation. The Garden is divided into three distinct sections, each catering to specific crops and environmental conditions. The Greenhouse section maintains temperatures twenty to thirty degrees higher than the surroundings, reaching up to one hundred degrees at its peak. Ideal for warm-weather crops, the Greenhouse grows tomatoes, sweet and spicy peppers, amaranth, melons, lettuce, zucchini, and corn. The Open Area serves as a community space, the Open Area allows villagers to grow crops of their own choosing. While not as suitable for all crops, residents take pride in growing their own produce here. The Shade House is a smaller framed building, covered with shade cloth, provides a suitable environment for colder weather crops. Maintaining a temperature of around fifty degrees Fahrenheit, the Shade House grows crops such as spinach, lettuce, radishes, onions, and cauliflower.
|-|The Cemetery=
The Cemetery, a solemn site within the level, serves as the final resting place for members of the Village who have passed away. Located at the western end of the level, away from the Village, the cemetery is positioned here to avoid any potential spread of disease from deceased bodies. The graves are marked with individual headstones, each bearing the name of the departed and a quote chosen by the individual to leave behind.
|-|The Preparation Room=
The Preparation Room, spanning seven hundred square feet, serves as a crucial space for Wanderers gearing up to travel outside of the level. Few people use this room due to the uncertainty of what level that Wanderer will appear on next. The only certainty of the next level is that it will be only a Class 4 difficulty if one is lucky. Many returning Wanderers experience levels of class 5 difficulty, with a few Wanderers reporting Class Deadzone. After a research project, it had be udentified that the level the Wanderer is sent to, directly correlates with how the Wanderer behaves inside the level. A few examples of this happening are as follows. Cedric Gorpen is a genuinely kind and considerate middle-aged man, known for assisting others within the Level despite his desire to travel, found himself sent to Level 9. His journey led him to Level 10, where he shared his experiences upon being found again. Zeph McAllister is a quiet and unremarkable man, lacking any distinctive features, he arrived from Level 9. After acquiring a new shortsword from the Workshop, he found himself sent to Level -404, via the door in the Preparation Room. Later, he was found on Level 16, recounting a sequence of travels that took him through Level -404, Level 39, Level 974, and finally back to Level 16. McKenzie Brex was an arrogant individual, generally disliked by the Villagers, who consistently boasted about their accomplishments, mentioned that the next level wouldn't provide any challenge to them. However, they ended up being sent to Level -250 and were later discovered at Level 399, inside The Neon Natatorium, bearing a severe burn on the right side of their face and missing their right hand. It is assumed she no-clipped into Level 399.1, and has not been seen since. 
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==The Fields==
The grains cultivated in the fields of Level 774 include corn, rye, and wheat, with small patches of sorghum grown for individuals with gluten allergies or intolerances. This addition allows the Eatery to craft gluten-free items, ensuring meals for all residents. Each type of grain serves specific culinary purposes, contributing to the diversity of the Village's cuisine.
Furthermore, the process is described as excruciatingly painful, emphasizing the high cost associated with the regenerative ability. The pain endured during the regeneration adds a layer of complexity to the otherwise wondrous property of the grains. Residents and Wanderers alike must weigh the potential benefits against the drawbacks of the regenerative feature.
The fields operate on a structured system-a simple and cyclical pattern for crop harvest. This system ensures a consistent and reliable rotation of crops, providing a sustainable source of food for the Village residents. The cycle occurs as follows:
Wheat: After rye, the cycle moves on to wheat, which is ready for harvest every four days. Wheat plays a crucial role in baking, soups, and as a health-conscious ingredient.
Rye: After wheat, the cycle progresses to rye. Once again, this grain is ready for harvest every four days, adding to the diversity of food options.
Corn: Following rye, comes corn which follows the same four-day harvest pattern. This versatile grain is utilized in various culinary applications within the Village. It has recently been discovered how to make popcorn, which many Wanderers happily partake in the consumption of.
Sorghum: The final stage of the cycle involves sorghum. This grain, particularly useful for gluten-free items, adds a specialized dimension to the Village's culinary offerings.
A distinctive feature of this system is the phenomenon in which any crop left unharvested on its designated day seemingly disappears overnight. In its place, a new crop grows, renewing the cycle. This applies not only to unharvested crops but also to areas where the crop was harvested. The appearance of new crops creates a perpetual cycle of growth and harvest within the fields, ensuring a continuous and renewable source of grain.
The fields, organized into squared acre parcels with sixteen-foot-wide walkways, exemplify a structured and efficient approach to the level’s agriculture. However, what sets these grains apart is their powerful regenerative ability. This property has been documented to heal injuries ranging from minor scrapes to the complete regeneration of lost limbs. An instance involved Willem DeForte, who regenerated a missing forearm and hand after consuming approximately half a pound of sorghum upon entering the level. However, the regenerative process, although effective, induced a catatonic state where he stayed for three and a half days. This temporary mental and physical shutdown suggests that the regenerative energies at play take a considerable toll on the person's overall well-being.
==Trade==
With the plethora of crafted items and goods within The Village, and blackfire powder within Level 813, inter-level trade has been established between The Village of 774 and Dún Enme of 813. Additionally, discussions are currently underway with Belber-Droh, a vital source of lumber. This trade system allows the exchange of equipment and resources among the settlements, enhancing their access to vital goods that are not found on the other level. 
The Village: The Village presents diverse offerings to Dún Enme, with very few things being refused. The Clinic supplies essential medical items, such as gauze, bandages, and even tools like scalpels.Additionally, sixteen members, led by two members of the B.R.C., are dispatched to Level 813 if there is an overflow of patients within the medical wards of 813. The Apothecary offers ointments, salves, and lotions to aid in minor injuries such as burns or scrapes. The Apothecary has also begun to offer an antibiotic that is very similar to neosporin that has proven to be useful inside 774. 
The Workshop is vital within this system, providing an indispensable amount of weapons, armor, and goods to the members of Dún Emne. The Workshop creates a steady supply of tools and weapons, ranging from pickaxes and axes to glaives and crossbows, catering to specific requests. Upon the discovery of Blackfire Powder, the Workshop has expanded its offerings to include Kalthoff rifles and ammunition. Experiments in creating blackfire powder shotguns have yet to yield significant results. Recently, a specialized team of nine members, led by Rebecca Highsmith, focuses on repairing damaged armor, weapons, and other goods.
Under the leadership of Mi Kyong, the Leatherworking Department consistently showcases its talents by crafting leather attire such as jackets, mittens, and belts for the inhabitants of Level 813. Additionally, this department also produces items such as quivers and sheaths, with some members dabbling in the creation of furniture such as ottomans. 
Operating within the Workshop, the Woodworking Department is primarily tasked with creating the wooden bodies of the rifles. Two members of this department are former sculptors, enabling them to make rather elegant wood sculptures of loved one lost in the Backrooms, a truly heartfelt gesture. Additionally, this department creates everyday household items, such as kitchen utensils, barrels, and board games. 
Dún Enme: Dún Enme primarily supplies blackfire powder to level 774, aiding in the making of the Kalthoff Rifles. This exchange enables the Workshop to test-fire both new and repaired rifles. Dún Enme is considering trading glapreseed for alternative grains and food within Level 774. Another consideration of Dún Enme is to permit the Village's use of Dún Enme's coin, streamlining trading, buying, and selling of goods between the two levels.
Belber-Droh: Currently, two Village delegates are engaged in negotiations with the Penumbra of Belber-Droh, exploring a potential trade arrangement involving goods for lumber. This trade could significantly enhance the capabilities of the Woodworking Department within the Workshop. As a goodwill gesture, the Penumbra have presented Level 774 with a small sample of Castalt. Level 774 returned this favor by presenting Belber-Droh with an equal size sample of Keyvidium. 
The System: The System operates on a straightforward schedule, with a group called The Runners making the journey to Level 813 every eight days or every other Sorghum harvest for trading goods. Comprising of 42 men and women, The Runners not only safeguard the goods, but also ensure the safety of individuals like Clinic members and those from Dún Enme. Esteemed for their responsibilities, The Runners welcome new members from both Level 813 and 774, though not all candidates pursue this role after witnessing the potential dangers and hardships faced during each trip.
The route The Runners use takes them through Level 11. They begin by no-clipping into Level 11 through the pillars of any building within Level 774. In Level 11, the group travels together, looking for a door made of rotting planks with an iron emblem of a pair of antlers above a broken sword, indicative of Level 813. Following their trade activities in 813, The Runners exit through the gate near M.E.G. Base Omicron, leading back to Level 11. Within Level 11, they once again no-clip through any pillar, which returns them to Level 774.
The Village is always looking to trade with other colonies and levels, believing that cooperation is the most important factor in surviving within the Backrooms. 
==Entities==
Facelings within the fields play a crucial role in assisting and caring for the residents, particularly when injuries or sickness occurs. The peaceful nature of the Facelings is shown by their willingness to carry wounded Wanderers to the clinic using makeshift stretchers. Moreover, Facelings actively participate in tasks within the fields and mines when someone is injured or unwell. 
Glowfolk reside on this level, however there are only two:
*Marco: A friendly Glowfolk who takes the appearance of an adult male enveloped in red flames, Marco stands out with his preferred mohawk hairstyle. Known for his friendly nature, Marco enjoys engaging in conversations with Wanderers. At night, Marco casts a beacon of fire into the air to alert the Village when he finds a Wanderer. In addition to signaling, Marco provides first aid to the best of his ability, contributing to the safety and well-being of the community.
*Maria In contrast to Marco, takes the appearance of a young teen girl with blue flames and a reserved, shy demeanor. Sporting a longer pixie cut, Maria's intelligence shines through as she assists lost Wanderers in the fields. Her valuable guidance includes directing individuals on how to reach the Village and informing Wanderers of the grain’s properties.
==Colonies and Outposts==
===The Village===
*The Village is the main colony on Level 774
*There are 1,372 members within the Village, often refereed to as The Villagers
*All members contribute to the well-being of The Village, most commonly through working
*The Village is open to new Wanderers, happily accepting new members
*Members of The Village are exiled if they refused to contribute
*Since the formation of the Village, two couples have gotten married, with one couple expecting a child
===The Disciples of the Goodfather (The D.Gs)===
*A group of 147 members that live and work within level 774 as part of the Village residents
*The Goodfather's Followers follow three strict tenets (Peace, Community, Service), and preach the importance of these daily to new Wanderers, stressing the dangers of violating these tenets
*The Goodfather's Followers gather in the Bazaar every Sunday morning, from 0800 to 0930 for a makeshift church service that anyone can join
===M.E.G. Outpost Planeswalker===
*Located in the west end of The Village
*Fourteen people reside here, with several of them stationed here on various long-term research missions, such as Keyvidium research and documenting experiences within the Keymaster's Gauntlet
*Open to trading, and encourage trading with Wanderers. This M.E.G. base has a tendency to trade items that are significantly more valuable than what they receive. 
===Entity Research Committee Outpost D'Vorak===
*The outpost is located in the South-Eastern quadrant of The Village. 
*The primary goal of outpost D'Vorak is to study the Glowfolk, Facelings, and the anomalous grain on the level
*There are nineteen people stationed at this outpost, all of which are respectful of The Villages daily happenings and offer assistance when they are not actively researching entities.
===Backrooms Red Cross Outpost Zeta===
*There are four people stationed in Level 774, all working for the Clinic. 
*They frequently supply medical equipment in a trade for many apothecary goods and grain
*There is no specific base, however it is considered an outpost due to the members stationed in the Clinic
==Entrances and Exits==
===Entrances===
*No clipping in any level with a class difficulty of four or higher has a chance to send you here.
*Entering the trapdoor underneath the Altar in Level 432 if the Wanderer entered level 432 from a level of Class 5 difficulty or higher
*No-clipping through a pillar within Level 11 guarantees entry to this level
*Passing through the trapdoor behind the altar in Level 774.5, and passing through the door marked "The End" at the end of the deepest tunnel of the mines in Level 774.5 will send a Wanderer here
===Exits===
*Staying in Level 774 for more than 3 days triggers a no-clip to a class four or harder level. The factors determining the difficulty of the subsequent level are identical to those of the preparation room. It is important to note that one can stay in the level longer than three days if certain conditions are met. These include: A declaration of residency, waiting for a commissioned piece from the Workshop, Declaration of attempting a level from the Preparation room, or an injury that is not fully healed.
*Willfully no clipping through any wall in the mines to be sent to any subterranean level.
*Reaching the boundary of the level and willfully no clipping through it will send you to a random level of Class 2 difficulty
*Willfully no-clipping through a pillar will send a Wanderer to Level 11. It has been documented that this exit places Wanderers next to the same abandoned church, with a faded sign reading "Goodfather"
Category:Cluster I
Category:Levels
Category:Safe