Level 10

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 File:Meg.png  **M.E.G. Notice:**Due to this level's extremely cold temperature, it isn't recommended to commit entry to it until the temperature was artificially inflated. If one wishes to contribute to researching and information collecting, they shall only do their research using electronic gadgets, like drones or rovers, and under no circumstances with physical life. Other hazards may also be seen haphazardly exploring **Level 10**, which is another reason to not enter this level physically.LEVEL**010**SURVIVAL DIFFICULTYClass 4E | ↻SAFETY UnsafeENV UnsecuredHAZARDS ThermalOVERVIEW

File:Level 10 3.png

A photograph of **Level 10**, revealing an eternal maze of nothing but pillars.

**Level 10**, colloquially called ‘Thermal Cold,’ represents an empty and long-abandoned thermal bath, roamed by excessively cold temperatures. The different pool areas are both spatially as well as decorationally haphazard, in that the area surrounding the pools may extend larger than the previous and could contain different furnishings. Despite such mayhem regarding the core parts, the compartmentalizing pillars and arches are assigned to an easily fathomable pattern, inasmuch as they surround these pools in equal distance, without exemptions. The only haphazardy formed through pillars is the moderate amount of such pillars that have broken down throughout **Level 10**'s existence, though aforementioned attribute is an infrequent encounter.
Wide spread is the assumption that **Level 10** extends infinitely. While such theory may sound plausible when seeing and venturing through **Level 10** firstly, it breaks down rapidly after finding many scattered spots where the very walls of the level give in, just to reveal a prompt egress leading to Level 11. The latter feature can, obviously, not simply disprove the lack of infinite space **Level 10** may have, though considering the ease of reaching such spots, it occurs very implausible that **Level 10** is infinite.

The lighting of **Level 10** is starkly below the supposed average; a very tiny amount of sites have proper illumination, the other spots mainly profit from being near alight areas. It seems likely that **Level 10** is situated in a scenery having an at least partially lit sky, given the exit spots leading off to Level 11; yet, a very stout ceiling blocks off every sun ray that could've lit **Level 10**. Combining every one of these factual features results in a harsh traversal of **Level 10** without apt equipment, like a flashlight or an enclosed candle. As such, M.E.G. operatives have scattered several of such equipment around accessible areas.

Yet another obstacle hindering the egress from **Level 10** is the total lack of critical supplies; only chlorine-infested water may be found in the discussed pools, though even such water may act out lethal as a result of its temperature. Only scarce remnants of wanderers' supplies can be encountered in infrequent intervals, such presenting the only edible supplies throughout this level. Beware, though, that the lifeguards inhabiting **Level 10** often lurk proximate of such supplies, thence, it is recommended to quickly grab every good possible and swiftly build a reasonable distance.HOSTILE PRESENCEWhile **Level 10** is mostly devoid of hostility, a central hostile oversight in the form of lifeguards, that are likely brainwashed humans, can be glimpsed upon. While these beings are extensively rare to stumble upon, if one does, they’ll likely dump them into a close-by pool, and keep pressure on the head until the victim dies of drownage.
It is undetermined how or why these people are adapting such psychopathic behavior, considering no reported case had been affected from this effect in the first place. About the forementioned fact, many people vigorously believe that these creatures may not be brainwashed humans in the first place. That directly contradicts, though, that these affected roamers can be 'healed' through excessive manipulation and by attempting to change the mind of theirs, which returns them to normal-thinking and -acting human individuals.

A notable amount of victims of such beings have perished from them, likely due to the insurmountable pressure applied while drowned by them. While the manner of how they drown their victims isn't much understood, since one cannot see what is going on above the water, it is assessed that they swing themselves on top of the victims to apply the full amount of body pressure. After that, they likely search for grip to not slip down. Overall, attacks from these treacherous creatures act like a death sentence, with slim survival chance. It is best to make a run, so that they may slip and recoil from it thereafter, just to forget about the incident.HUMAN ADMINISTRATIONS**M.E.G. Base τ (Tau):**› Able to trade, though unlikely to accept
› Fourteen members
› Welcoming wanderers after ample validation
› Located semi-far into **Level 10**, exact location may not be given

› M.E.G. Base τ was founded shortly after **Level 10** had been unraveled. After its establishment, it grew to over a hundred members, but after a mass death, it shrank vastly. Most members fled thereafter, escaping to other levels to not die. Ever since then, the base acts as more of an emergency center for wounded or starving wanderers. While plans to dissect the base had been conducted multiple times, it hasn’t been disassembled so far.ACCESS AND EGRESSACCESS› Entering a seemly intact spa on Level 7 will lead here
› Entering a frozen door on Level 9 leads hereEGRESS› After extensive exploration, the walls will flake, leading to a river connecting **Level 10** to Level 11

› Level 11 can also be reached by locating pools without a ground; they will result in a free fall from extreme heights to Level 11, so it isn't particularly recommended to enter these

› Throwing a clock in a pool will result in entry to Level 9