Level XXX
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This took far too long - not because of the actual writing itself but mostly because of all the damn rules of the backrooms wikidot - IE. the discord verification process, the wait period before joining, all that sort of thing.
The main theme was originally extended angst about badly-maintained public infrastructure, as I'm not old enough to drive and have to make my way around walking most of the time and I keep seeing how little the government cares about upkeep on tunnels and paths. As time went on, I decided to put more depth into how the various hazards kill you and the MEG's attempts to allay them. I'm quite proud of the result, given this is my first page.
Created by PrismaticMoosePrismaticMoose

SURVIVAL DIFFICULTY:
4E
  • Unsafe.
  • Unsecure.
  • Moderate Non-Entity Hazards.
Missing alt text.

A digital photograph of a transition from the underpass to the roadside. Note the spores fogging the camera.

Description

Level XXX, often known as "The Plight of the Pedestrian" consists of two empty areas of roughly equal environmental hazard level.

The Underpass

The underpass is the first are of the level where most wanderers will end up when entering. It appears to be a dingy infinite underpass, with peeling paint and yellowing lights.
The main hazard in this area is the brown mould that spottily covers the walls and floor. This mould, while not individually hazardous, emits large amounts of spores into the air, which when breathed in can cause permanent lung damage within three (3) hours of constant exposure, and death within seven (7) hours. This effect can be slowed down by using a gas mask or wrapping a cloth soaked in Almond Water around your nose and mouth, as Almond Water seems to repel the spores1. Even with this extra protection, ill effects may start to occur after six (6) hours.
The mould is also thought to have hallucinogenic properties in low dosages but this has not yet been proven.

The Roadside

The roadside is the second area of the level, which can be accessed via simply finding a random exit in the Underpass. The best way to find such exits is to look for areas with less spores and head in the cleanest direction, as mould cannot grow near exits to the roadside2.
The roadside is a dirt footpath, worn by many feet, alongside a British dual-carriageway, bordered by boreal forests. The road goes along for 50 kilometers, before getting back to where it started. It uses non-euclidean geometry to achieve this, as it gets back to where it was before without curving in any three-dimensional way.
It is not recommended to try and cross over the road to the other side, as any attempts invariably result in death. Despite no cars being visible in either direction, trying to cross causes a car or other vehicle to appear outside your current view and run you over at speed, before both the vehicle and the wanderer corpse disappearing. All vehicles seen to kill wanderers have license plates which correspond with the cars belonging to missing persons. Any damage caused by hitting wanderers stays on a car if it appears again, although any parts that fall off will disappear with the rest of the car but not be re-attached the next time it appears. The vehicles are assumed to be controlled by the level itself, and not as separate entities, as they do not appear outside the level and cannot leave the dual-carriageway.

Bases, Outposts and Communities

The Cross Coders

The Cross Coders are a neutral group that lives in a ramshackle tent village on the roadside.
They believe that there is a great secret on the opposite side of the dual-carriageway. This "Secret" varies from person to person, some saying it's simply exploitable rare resources to others saying it may be exit to the backrooms. The only commonality is that this secret is extremely important and worth risking their lives for. They work together to find new and ingenious ways to outsmart the hazardous cars in this level and make their way across to the "Secret".
The majority of Cross Coders have some level of lung damage from the spores in the underpass, which may be the reason for their obsession with crossing the road.
Cross Coders can be identified by the green boiler suits they all wear, which according to early members were found in the electrical station next to their outpost.

MEG Investigations

Due to the danger this level presents, the MEG decided to study some of it's effects and how to mitigate them in 2024. The first order of business was to find out how the mould in the underpass kills people and how to mitigate it's effects. The following is a table of autopsies conducted by MEG pathologists on corpses connected with Level XXX:

After the end of the mould investigation, the MEG decided to entertain the Cross Coder's idea of their secret in case it did turn out to be an exit to the Backrooms. The Cross Coders were assigned MEG researcher M. Stewart and provided with requested materials at no cost, as long as they were not too rare or hard to transport. The following is the results of said tests.

Entrances And Exits

Entrances

This Level can be entered by taking a tunnel in an underpass that is at 90 degrees from the main passage. This can conceivably be done in any level that contains underpasses but is more common in levels with British-style architecture such as level Level 209. There are several consistent entrances near MEG Base Beta in Level 11, the locations of which are marked on a map inside the base.

Exits

Walking into a small storage room in the singular electric substation next to the Cross Coder base will lead to a set location in Level 3. This exit has been secured with signage pointing to the nearby MEG Base Gamma on the other side. This exit can also be used as an entrance.

Operating one of the emergency telephones located along the path will summon a tow truck on the road. Entering this will lead to Level 69, and is the only way to get any vehicle other than a car in that level.


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