Level 160

Level 160 is the 161st level.
==Descripton==
Level 160, also referred to as the "Soviet Bunker," is a spacious complex often likened to the renowned Soviet bunkers of the 1980s. The overall structure of the level is dirty and the paint on the walls seems to be coming off over time, the corridors are wide and it is common to find pictures with instructions from the bunker and photographs of people as if they were communist historical figures, however none of them exist or have existed in The Frontrooms. 
Despite the energy level being operational, the lights are currently out due to multiple bulbs being burnt out. It may take a few hours to replace all the burnt-out bulbs and restore proper lighting. Additionally, the faucets in the bathrooms are currently not functioning, which has resulted in a lack of running water in the entire bathroom area, including the showers. 
The level encompasses numerous rooms of varying purposes, some of which are repeated, while others are believed to be one-of-a-kind. The main chambers of the level include:
===Supply Room===
The supply room is the lifeline of this level. It is the most important area to visit as it holds several rectangular wooden crates that are filled with essential items necessary for survival. These items include water, canned food, gas masks, and other objects that are relevant to the current situation. 
The water stored in the crates will help you stay hydrated and the canned food will provide you with the necessary nutrients to keep you going. The gas masks will protect you from any hazardous gases, and all the other objects in the crates might come in handy at some point during your journey. It is highly recommended that you explore this room and collect as many supplies as possible to increase your chances of survival in this challenging level.
===Garage===
The garage, which is a bit larger than the other rooms, is used to store a few cars from the past decade. These cars are generally cheap Chevrolet Buicks and sedans, and most of them appear to be dirty and somewhat rusty. Upon closer inspection, it's evident that the engines and radios of most of these cars are not functional. However, there were a few cars that were found with their tanks almost full, which is a bit surprising given the condition of the cars. Despite their broken engines and radios, the cars in the garage seem to have a story to tell. It's almost as though they have been abandoned and forgotten, left to collect dust and rust over the years.
===Communication Room===
The communication room is a rather small space with a wooden floor that lends it a warm and inviting feel. At the center of the room are several tables, each housing transmission machines that are about a meter high. These machines are connected to a vast network of cables that snake along the walls and floor, disappearing into the ceiling. The tables themselves are liberally strewn with various tools and equipment, including soldering irons, spare parts, and multimeters. Behind the machines, there is an office desk which is cluttered with an assortment of items, such as a telephone, documents in Russian, a pen holder, and a few scattered sheets of paper. 
The desk itself seems to have seen better days, with scuffs and scratches marring its surface. A microphone communicator is also connected to the machines, enabling easy communication with other stations on the network. Despite the seemingly chaotic appearance of the room, everything is well-organized and purposeful, with each piece of equipment and cable serving a critical role in maintaining the communication network. It also has a communicator that would be for the bunker speakers, which is also found in the administration room.
==Entities==
On the level, entities can mostly be found in dirty and dimly lit places. Small vibrations were detected with the seismograph in places of this type, which may be a signal for walkers to keep their distance or the other way around. The entities are: Smilers, Hounds, Spines, Hallucinations, The Phone and Delusions.
==Colonies and Outposts==
Due to the circumstances, no colonies or outposts were established at the level.
==Entrances and Exists==
===Entrances===
*Noclip on Level 113 bar objects can take you here
*Some areas of Level -15 bring you here inexplicably
*Some room in the hospital at Level 435 will take you to a ward from here
===Exits===
*Anomalous snowy areas get you to Level 161
*More modern hallways, with glass doors and with clean carpets on the floor are a transition to Level 0.22
*Noclip on tables in a cafeteria can get you to Level 201
Category:Levels
Category:Cluster I
Category:Neutral