Level 987

**Clearing Level Hardness: Class 0**
**》Extremely Dangerous to Wander the Level**
**》No security**
**》No Entities Terminated**

## Description

Level 987 is a level in the **Farooms** with a direct link to Level 789 in the Backrooms. This level is one of the Insurgents' outposts and is where reinforcements come from to support the war effort in Level 789(BR). The level is quite cold, being 5**°**c, and fits well with the factory conditions of the Insurgents.

## Appearance

This level is a desolate landscape, which resembles that of a nuclear wasteland. The only structures present are the large factories and gateways owned by the Insurgents. Gateways are structures used to transport troops into Level 789(BR), it is unknown if they can lead to any other locations or levels. Factories are simply production buildings creating armored vehicles, weapons, and other utilities. Other structures include forts, bunkers, barracks, and other militant operational structures. There are many holes, pits, caves, craters and cliffs in the landscape, many of which are presumed to be nests and homes of some entities. There are also many elevations in the land, such as hills, mountains, and occasionally debris of some unknown structures.

## Entities

There are a number of spotted entities in the level, but are usually gunned down by the Insurgents, who seem to have no remorse or interest in studying them. Because of this, it is significantly harder to study and observe said entities. Otherwise, the Insurgents are the only entities in the level. Any wanderers that are spotted are normally killed, and in some rare cases, captured. Wanderers are usually taken into one of the forts or bunkers, but there are many others who have managed to hide and survive, some even creating communities.

### Insurgents

#### Appearance

Insurgents are humanoid entities that generally wear armor that covers their entire build, although there are a few design changes varying from Insurgents that may signify their rank or their duty. The armor is not destructible and most soldiers carry an advanced rifle with an under-barrel grenade launcher.

#### Behavior

Insurgents are monotonous, and they don't display any sign of humanity when on the battlefield. They will still help their teammates, they talk normally, and they do not joke around. They often use the meta when it comes to a battle, but they can be outsmarted. They also seem vulnerable to certain environmental hazards, like suffocation and drowning, although it takes a very long time until one drowns. They never go alone and will alert other Insurgents if they spot something or if they need fire support.

### Trappers

Trappers have recently been discovered by an F.E.T expedition team when an Insurgent patrol got dragged under the ground by one. Many more have been discovered after this time. They are dangerous creatures that roam underground.

#### Appearance

So far, the only parts that have been seen are its pincers, its large tail, and occasionally, its shiny smooth back. They are mostly the color of the environment around them (Color black around volcanic areas, paste yellow around deserts, brown around soil, etc.).

#### Biology

Based on the already observed parts of the entity, it can be assumed that it is some variant of, or at least similar to, a giant scorpion. Its estimated length is about 40 meters long, 30 meter wide, and 10 meters tall. Its tail usually appears idle, resembling something that would look like a bare tree from a distance. Much closer however, and it springs into action. It will appear poised, as if it were to stab its target, however this has only been observed in the first encounter. Its stinger is capable of shooting some kind of acid or venom, destroying anything it comes in contact with. Strangely, the pincers resemble that of a crab more than a regular scorpion. The pincers function like grabber arms, encasing anything inside and dragging it down. The smooth back is much rarer to see, but has been observed once or twice.

#### Behavior

Only three attacks have been witnessed, and all of them seem to use the same strategy.

1. Deceive prey by poising its tail straight up, looking like a tree.
2. Wait for prey to approach.
3. When prey get within 20 meters of the tail, expose pincers and surround the prey.
4. Depending on the nature of the prey, either use tail and pincers for destroying armor or shells, or grab them with giant pincers and sink under the ground.

They have always been spotted hunting alone, but there have been instances where they were travelling in a group. They are attracted to vibrations in the ground, but their other senses work just fine, except for sight, which is significantly nullified. What they do to the prey is unknown, but it is presumed that they either eat them, or keep them. Because they bring down inedible objects in their hunting trips, it is possible that they take some interest with tinkering and they might be more creative than originally thought.

Capture attempts have not been made, but once the F.E.T gains enough information, capturing will be authorized.

## Log Entries

### Jason (3 entries)

#### Entry 1

Jason: What... What the *fuck*? Where the hell am I? I-I was in a gunfight with some thug, and I ended up here...

*Several metallic footsteps can be heard in the background*

Jason: What was that? I think I should stay quiet...

*The footsteps recede*

Jason: I think it's time I find somewhere to stay, or even better, an exit.

(End Log)

#### Entry 2

Jason: I'm on the run. They nearly caught me twice. I don't know how much longer I can keep this up. I keep trying to no-clip, but it's impossible! I'll make another log when something important happens.

(End Log)

#### Entry 3

Jason: Is that... I think I see an exit! I can't believe it! I'm finally going to esca--

*Static*

(End Log)

It is assumed that the "exit" Jason saw was an Insurgent trap. His fate is unknown, but he is presumed dead.

### Unknown-Wanderer-1 (5 entries)

These are video logs, there is no audio in any of the entries, but there was static when trying to retrieve them.

#### Entry 1

The wanderer is seen wielding a Desert Eagle with exposed gloves. They proceed to look around, and the camera points down for a bit. It retains its normal position after a few minutes. Then the wanderer starts moving.

## Colonies and Outposts

A large issue with creating colonies and outposts in this level is the Insurgents themselves. With advanced-military weapons, they can easily destroy any civilization that pops up on the map. Sometimes however, there are safe and hidden places to create colonies, and even rarer, a friendly entity might take you into its shelter. Beware that not all entities are friendly, and some might be taking you into a trap. Generally however, they seem to go by the "the enemy of my enemy is my friend" logic. There are two known colonies here, and one outpost.

### Base Willow

This is an F.E.T outpost that has been established to research the level, they take drastic measures to ensure that they remain hidden and that they do not get attacked by the Insurgents or hostile entities. The base itself was named after a heroine of the same name, who sacrificed herself to get captured by the Insurgents so that her unit could retreat with new equipment and intelligence.

* Not initially friendly. Very paranoid.
* Not open to trading.
* Will take in survivors with caution.
* Have befriended some entities.
* Far from any Insurgent bases or camps.

### N.O.M.A.D.S

This colony is speculated to be an outpost, or an Insurgent camp in disguise.

### JckHdoVIes

This is speculated to be a massive colony of entities banding together to destroy the Insurgents.

## Entrances and Exits

### Entrances

There are only 3 notable entrances into this level.

* Finding a Desert Eagle in Level 0 will teleport you here, unconscious. You will keep the Desert Eagle.
* The other side of one of the Gateways in the level.
* Use a portal in Level 789 (Backrooms) to be teleported here.

### Exits

Beware that the Insurgents are aware of wanderer activity, and have placed traps all over the level that may resemble an exit. Watch out for this and be advised.

* A small hatch in the ground will lead you back to Level 0.
* Being in a state of peace of mind will teleport you to Level 789(Backrooms). You must have full sanity to achieve this.
* Finding an infected tree and no-clipping through it will lead you to Level 5678.
* Entering a cave in a volcano in this level will lead you to Level Eruption.
* Entering an abandoned lighthouse leads you to Level 142.
* No-clipping through a healthy tree(which is incredibly rare in this desolate wasteland) will lead you to Level 342.

Trap exits will try to resemble all of these except for the healthy and infected tree. They may also take the form of a door labeled "EXIT".

## Additional Information

Context on the Insurgents and the War can be found if you read the information on Level 789 in the Backrooms Wiki.

DISCLAIMER: I'm the one who created Level 789(BR). This is already confirmed not to count as rule-breaking.

”I know it’s not rule-breaking, so I won’t delete it.” -HortonIsEpic, creator of the wiki