Level 156

## Level 156: "Complex of Smog"

### Description:

**Level 156** resembles an enigmatically large sprawl of suburban, British-style neighbourhoods. The imposing infrastructures that swarm the region are plagued by a subtle erosion, incurred by their ancient age. Most commonly, these structures take the appearance of residences or corner shops. The layout of these buildings are quite crude and basic, additionally lacking any form of furnishing, nor gifting much resources, at best giving subpar rations. From where the buildings do not intrude, leafless shrubbery and gargantuan oak trees take place, extruding from the surface in conglomerations of dark, crooked limbs.

The vast sprawl is, for the majority, interlaced with asphalt roads. These twisting, discordant trails, frequently splice into a variety of intersections, aiding in traversal. Though this quality can make the scape feel more complex-like, due to the prominent impairment of ones vision, and variable directions. In addition, each area is prone to repetition, further adding on to confusion.

Straying from the asphalt roads, and entering the quiet avenues yield no better results. Frequently, ominous structures are most company you will gain, taking the form of vast sprawling churches, labyrinthine cathedrals, and vast networks of mansion halls, all of which share the previously declared qualities of the formerly mentioned buildings. The only differing quality, excluding their much more imposing design and size, are their more prominent degradation, identified to be much more feeble in structure when compared to the typical buildings, which are lined beside the asphalt roads. Travelling more carefully should be taken into consideration when entering such eroded areas.

A unique, inexplicable quality each structure shares are the sourceless, ready-made meals oftentimes placed upon dining tables neatly. This food consists of an array of eggs, toast, bacon, sausages, and other plentiful, yet to be depicted options. What incurs the presence of these oddities is unknown, but it is alleged to stem from an unknown phenomenon, or orchestrated by an unseen creature. However, all collective accounts have stated an "insatiable hunger filling the bottom of their stomach".

While an enticing decision, at first glance being ones benefactor, the true nature of the food seems to be concealed via an unknown force, hiding its true age. If studied more carefully, it can be determined that the age of these meals linger around 5-10 years at a time, surely being rotten. Should one consume the aging food, this can result in the afflicted individual being susceptible to the variety of bacterial colonies residing within it, or them being poisoned due to the volatile qualities of the object, rendering these consumables a biohazard. Therefore, no food sources are to be digested, unless sourced from something worthy of trust.

Geologically, the level, while oftentimes flat, can conform to sloping hills, as well as additionally loamy terrain. These odd, stark shifts in terrain teem with buildings and floral life in similar manners to the surface, however, it achieves this in much more unconventional manners. With the Backrooms blooming with structural abnormalities, it is not of much shock that **Level 156** shares this collective phenomenon, which transfers into other levels in a variety of manners. Whether it be poorly positioned, upside-down objects, defiant hovering buildings, or simple impressions formed upon the ground, caused by previous buildings, **Level 156** shares a variety of unique, and odd characteristics. All of which, while not posing a defined danger, can amplify to the uncanny aura of the level.

What defines the region, as well as the main source of most peril, lies within the dense, pale smog that ensnares the landscape within its influence. The exact origin of this smog is unknown, nor what incurs the unique properties pertaining to it, though it serves as the most major, prominent hazard, due to the variety of phenomena stemming from it. The variety of unique qualities provokes the addition of an entirely separate, "Anomalies" section, which describes the unique qualities the fog depicts, as well as possible dangers it poses. However, at its most basic form, the fog that encompasses the level serves as a prominent impairment to sight, as it conceals possible danger, or general exits.

### Phenomena:

Any unique qualities the dense fog possesses. Due to how poorly explored **Level 156** is, accompanied by the flux of false reports, means this section is susceptible to change.

#### Pained Smog:

The Pained Smog is the moniker for a hostile, biohazardous event which can occur at haphazard intervals.

The main identifiable quality of the phenomenon is the dense fog, which encompasses the entirety of **Level 156**, turning a radiant, threatening crimson hue. The air grows colder in this anomalies presence, warning any interloper of its presence, and the oncoming wrath descending upon them.

The dense crimson smog will begin to gift any who are within its presence adverse effects, including mildly acidic properties to any exposed. This subtle decay in skin becomes present should one remain in the fog for an extended amount of time, eventually rendering anyone who doesn't take shelter as burnt corpses. The only feasible way to evade this hazardous, lethal property is via entering structures, typically ones that are closer to the surface. This factor is applicable to any other property that the Pained Smog carries along with it, making shelter a generally integral part to survival.

Additional, more instantaneous qualities of the dense red fog include:

* Acute fever.
* Mild swelling around the legs.
* Weakening of cognitive functions.

More severe symptoms begin to creep in as the wanderer persists.

* A influential, stabbing sensation in the abdominal region of those affected.
* Gradual damage to the brain.

Should one still traverse, foolhardy enough to be ignorant of these severe cases, they will succumb to a fatal death, as rupturing of ones eyes, stomach, and other integral organs to survival occur. The brain will, likened to the other organs, rupture as well, though this oddly occurs a few minutes after death.

A unique quality is attributed to these symptoms, with many linking them to Liquid Pain. Many suppose this to be a variant of Liquid Pain that had, under unknown circumstances, condensed and formed into smog. Though, a more collective theory is that the phenomenon that engages enables the conversion of molecules into Liquid Pain. Though, these theories still are highly flawed, and unconfirmed, as analysis of the molecules is infeasible due to lack of effective technology, accompanied by the rarity and danger of this phenomenon.

Generally, this event exceeds a length no larger than 1 hour, meaning while dangerous, it is brief.

#### The Complex:

The Complex is the ominous term for an additional phenomenon present in **Level 156**. While not as actively dangerous, it can induce prominent confusion and stress upon those afflicted. It is highly influential on the constructed moniker of **Level 156**.

The Complex takes form when the ominous fog, which encompasses **Level 156** predominantly, becomes more dense and prominent. While not instantly identifiable, the subtle approach of the fog can be somewhat discernible, typically a handful of minutes after being engaged. This enhances the obstructive nature of the fog, swelling the already obnoxious fog to a prevalent danger. Any audible sounds aren't to be trusted, as entities frequently take advantage of the smoggy environment.

What characterises the phenomenon is its unique effects upon the human mind, serving to further confuse any interloper present. Generally, the most prominent trait are the acute losses of memory, whom of which typically extract memories that include integral mapping of the level, key information, and other, more insignificant losses of memory. This quality seems to be overtly malevolent, as the precise pieces of memory lost seem to be entirely related to the level, or entities that are harboured within it, meaning documentation, as well as exploration, is quite gruelling.

In addition to this quality, excess exhaustion and an unending sensation of starvation can lead to wanderers losing focus, or contributing to the frequent loss of memory, leaving whoever is unfortunate enough to be afflicted susceptible to entity attacks, or frequent environmental hazards. Ones focus should be at its apex, as strong wills can only survive such conditions.

Certain unconfirmed characteristics of the level consistently circulate the database, meaning concrete information on the phenomenon is scare, and discovering truthful attributes is confusing. Unless one can effectively reinforce evidence or claims, elusive and previously unknown qualities should be denoted as alleged or false.

The phenomenon precisely lasts around 10 hours, proving to be an exceedingly dangerous and lengthy challenge. Escaping the level should be a high priority.

### Entities:

Certain Deathmoth hives have been identified to congregate scarcely throughout certain regions of the level. While they commonly do not pose major threat, due to a vast majority of their populace consisting of males, female Deathmoths pose a much more prominent hazard, due to being exceedingly territorial.

Smilers, while not as outwardly hostile as other entities, reside in compact amounts, typically within enclosed spaces, such as shacks or dim rooms. Agitating packs of Smilers are uncomfortably easy, due to the inherent darkness of the level, therefore illuminating dim rooms are to be done with excess caution.

Windows can be rarely encountered in higher altitude areas. Keep your distance from any ajar windows, as a Window can pounce at any moment.

The entity count notably declines rapidly, should any phenomenon (as of currently documented) be enabled.

### Colonies and Outposts:

Due to various qualities of **Level 156**, construction of outposts provides no benefits without major loss of manpower. Only nomadic communities reside here.

### Entrances and Exits:

#### Entrances:

The only three known entrances for **Level 156** are:

* Certain areas of Level 11 can gain a grey, lingering fog. Attempting to no-clip in these areas will result in transportation to this level.
* Finding a British style station in Level 59 will also result in transportation to **Level 156**.
* Awaiting 3 hours on the orange line of Level 154 and boarding the train will result in entry. The transportation can be prejudged by the vehicle growing subtly decrepit, as the neon lights deactivate, seamlessly transitioning the individual, with this entrance being somewhat frequent.

#### Exits:

Entering a house that highly exceeds the standard height for a suburban structure and entering it will redirect one to Level 11.