Level 310 - "Anapoda City"

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- Warning! Pretty loud.


SURVIVAL DIFFICULTY:

Class 5

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  • Dangerous Environment
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Security Classification: PUBLIC

Attention!


Being inside Level 310 presents significant risks due to its unpredictable nature and lack of natural resources. Prioritize safety by wearing a mask or covering your mouth with clothing while traveling. Without the proper equipment and provisions, navigating this level can be extremely difficult.


Take necessary caution!









Description:

Level 310 appears to be a series of repetitive urban areas that extend across two facing platforms and follow a layout similar to Level 11. These platforms are separated by approximately three kilometers, and wanderers can appear on either side. However, determining precisely on which one will appear on upon entry — especially when entering as a group — proves difficult, with probably an equal chance.


Illustration

An illustration showcasing the two facing planes.


The entire expanse of the level is covered in an abundant amount of dust particles and smog that bears a noticeably warm hue. As a result, it heavily obstructs wanderers' view of their surroundings — as well as imparting a distinctive color to the atmosphere. However, under no circumstances should any light-producing object be used, as this will almost certainly result in death. This is especially important given that the entities observed on Level 310 have a strong attraction to light, as explained further in the 'Entities' section.


* The Phenomenon *

Each plane appears to manifest gravity, demonstrating a constant and strongly opposing gravitational pull. This creates a never-ending cycle in which one side gradually gains strength while the other concurrently weakens. The gravity of a platform can appear to peak at maximum strength before gradually shifting to the opposite side, resulting in a constantly fluctuating balance similar to that of a weighing scale. The significant amount of waste accumulated over time forms a persistent layer, implying that the anomaly has existed since the beginning of Level 310. This layer is constantly lifted into the air and propelled back down on the opposite platform, causing the destruction of multiple structures and further increasing its density.

Level310

Image taken by a M.E.G. operative of a collapsed building within Level 310.

The phenomenon attracts a significant amount of debris towards the stronger side, posing a high risk of getting wanderers caught on flying rubble or crushing them under the accumulating mass; signs of an impending shift include changes in the environment, rapid vibrations emitted by objects, and abrupt shifts in the direction of falling debris. These occurrences seem to happen at random and exhibit observed variations in frequency, necessitating constant attention. Despite its effects on objects, wanderers and entities appear unaffected by it, experiencing standard gravitational conditions comparable to those found on Earth.

Urban areas of Level 310 interconnect through a series of branching streets that exhibit a non-Euclidian nature and overall layout. These streets are predominantly open to the sky and littered with debris, most of which comes from deteriorating buildings or falls to the ground in showers caused by the phenomenon's effects. Despite the destructive environment, there are surprisingly intact objects hidden among the debris. These can include more personal items such as purses and bags, as well as blank road signs, benches, bins, and other items specific to the cities of The Frontrooms.


* The Buildings *

The buildings on Level 310 vary in style and form, as one would expect in a typical urban landscape. However, the constant deluge of waste from the sky raises the possibility of a collapse, burying some structures beneath thick layers of debris. If one finds themselves trapped, it is critical to maintain calm. Wait for a new gravitational shift to occur; this may either lift the debris or create visible openings leading to an exit. Otherwise, attempting to force an escape could prove fatal.


Rubble

The scene one will be presented with upon entering.


It is recommended that you only move within buildings, as having a temporary shelter is preferable to being directly exposed — particularly at night. As a result, we've created a short guide to provide wanderers with common knowledge on how to navigate within them; available below:

General Precautions:

  • The buildings on Level 310 are prone to collapse; find a location that offers a stable structure.
  • Look for areas of the building that appear to be more reinforced, such as corners or rooms with sturdy construction.
  • When taking cover, only seek alternative shelter if the area becomes compromised due to debris accumulation.


Nighttime Precautions:

  • When seeking refuge at night, make sure that there are no visible light sources.
  • Do not be exposed to open areas where entities may roam. Be aware that the buildings will be occupied by various violent entities.


* The Day/Night Cycle *

The level has a day/night cycle lasting approximately 12 hours; nighttime — the more dangerous of the two — being the longest, extending over 8 hours. Try to exit the level during the daytime, as this provides a safer environment. However, if one finds themselves inside the level as night falls, prioritize according to the previous instructions.

A large object that acts as the sun — resembling an enlarged incandescent light bulb — will appear floating between the two planes, illuminating the level and increasing visibility. Regardless of how far a wanderer travels, the object appears to remain in the same position, as it always presents itself as being in the center of Level 310. The object's luminosity gradually weakens as the night approaches, and completely dims when it sets — leading to a complete state of darkness.

Entities:

Numerous entities have been encountered within Level 310, including Smilers, Clumps, Hounds, Death Rats, and Wretches. The majority of observable life found within is compromised by a group of highly aggressive entities, known as "Lamp Heads".




Entity ID: 310-A
Habitat(s): Level 310


IETS: 4C


Anthropoid - AGR, MCH



* Description *

Entity310B

An very clear image of a Lamp Head at night.

Lamp Heads are tall humanoid entities inhabiting Level 310 that typically stand between 6-8 feet in height. Their entire body is protected by a thick layer of rusted metal on the outside. This protective shell is extremely hard to penetrate, with blunt force being the only effective method of causing damage. In addition to their tall stature, they appear extremely emaciated - having their skeletal structure visible beneath the skin. They appear to be extremely heavy, and their movements are characterized by an unnatural shaking of their legs, as if they are struggling under their own weight.

Lamp Heads have a protrusion on the end of their neck that resembles a lampshade or lantern, rather than a conventional head. Within this structure resides a single light bulb, whose appearance varies from entity to entity; male Death Moths can be found circling these light bulbs.


* Behaviours *

Lamp Heads behave differently based on the time of day within the level. During the day, the bright light emitted by the sun appears to attract these entities onto the streets, with only a few reports of them roaming inside buildings. They appear to stare at the luminous source in a stationary position for extended periods of time or move in small groups through the urban environments. It is hypothesized that they engage in this behavior to gain energy that allows them to continue their activity throughout the night, when they are most active. They will ignore any sight of wanderers unless there is direct contact or physical interaction, as they are completely entranced; a Lamp Head is in this entranced state when the light bulb inside their head appears dim or completely extinguished.

Lamp Heads exhibit a significant behavioral shift as the day transitions to nighttime on Level 310. The light bulb on the entities will briefly flicker before gradually brightening as they become more active. Previously passive, they will now infiltrate the entire level. With heightened aggression and an apparent unyielding pursuit, they relentlessly seek out any available light sources that aren't their own. This frequently results in violent competition among themselves, leading to lethal conflicts. Furthermore, observations reveal that the entities take extreme measures, such as attempting to break down walls or climbing to unimaginable heights to gain access to light. This behavior continues until the sun reappears in the sky, at which point their activity stops.


* Do's and Don'ts *

Do:

  • Refrain from making contact and flee immediately.

Don't:

  • Have any visible light sources.
  • Draw attention to yourself.


Entrances and Exits:

Entrances:

Level 310 can be accessed by no-clipping through a wall on Level 44 or through the floor in sections of Level 11 obscured by dense smog.

Exits:

The most efficient and reliable method of exiting the level is to identify and exploit unstable areas that allow for no-clipping through, which leads directly to Level 255. However, if this option is unavailable, navigating through a sewer hatch provides an alternative exit route to levels such as Level 34 and Level 76.











Notices


- Deciding on entering despite our prior warnings?


If you do, we hope to see a change in your viewpoint once you are crushed under the decay of Level 310. Remember, we won't be able to reach out to you, and if we happen to, no help will be sent. The outcome will result in you dying.








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