Level 92 - "Fallout Shelter"
rating: +19+x

SURVIVAL DIFFICULTY:

Class 5

  • Active Conflict
  • Environmental Hazards
  • High Entity Count
Missing alt text.

An area outside MEG Outpost "Nuke Warriors"

Description

Level 92 is a sprawling complex of winding tunnels that connect what appears to be underground bunkers from various decades. These rooms bear a resemblance to nuclear bunkers circa 1980, as well as bomb shelters from the World War 2 era. Level 92 is vast, although its exact size is unknown due to the dangers of long-term expeditions. Countless safe paths twisting through dozens of miles have been established over many years.

Tunnels found in Level 92 vary in size: some are wide enough to fit vehicles, whereas others are so constrictive that wanderers of average size and build do not have safe passage. Similarly, the length of these can range from short hallways to dozens of miles, making some tunnels more well-known and travelled than others. Sections of the level are usually separated by towering, heavy doors which can prove difficult to open. A few of these feature scanners or locks that are accessible via unlabeled keys and blank white cards found scattered about the floor. The bunkers seem to be constructed of similar materials, dark concrete and steel. Lining the walls and ceilings are thin pipes which contain murky water that must be sanitized before useage.

The bunker has rooms that can be accessed through smaller and highly rusted metal doors. These small rooms can house devices such as stacks of radios or other communication equipment. Some of these machines have no discernable purpose and are extremely complex - while others have been identified as massive, vastly outdated computers from the mid 20th century. Deconstruction and analysis have revealed the existence of several anomalous components and non-euclidean organization of parts. Examples include: infinitely long wires, storage compartments with more volume on the inside, and sections of the computer constructed with completely alien procedures or mechanisms. Utilizing these computers for any task historically assigned to computers in the respective century usually results in a failure or vastly incorrect response, indicating they are meant for calculations not yet understood by modern mathematics.

The computers are incredibly large and heavy. In some cases, said computers have taken up hundreds of square meters worth of space, occupying massive warehouse-like rooms. They have always been recorded in the Bunker, even before the advent of computers in the Frontrooms. In this era, it was rumoured that they held the power to force noclips onto objects, or generate non-euclidean geometry in the Backrooms. Along with the computers, basic furniture such as chairs and tables are often strewn across these rooms and some rooms have small and bland beds.

Radiation Zones

There are circular regions of Level 92 that feature hazardous radiation levels, increasing the closer one gets towards their relative center. The radiation zones are known to be colossal, with caved-in central regions spreading hundreds of miles. The wider affected sections are known to be many times larger, and survivors usually spend weeks before noticeable changes begin to manifest. Wanderers are urged to stay far from such areas, as experiments have concluded that radiation levels constantly exceed the usual dosage per hour for wanderers by a large amount. Extended exposure can cause Acute Radiation Syndrome, of which symptoms include nausea, vomiting, diarrhea, and fever. In extreme cases, radiation-induced cancers and/or organ failure have been recorded. Additionally, the state of the bunker seems to deteriorate closer to the center of these radiation zones. Open pipes, cracked concrete, disabled lighting, and collapsed hallways have all been reported inside. The central regions of the radiation zones are completely covered in rubble, leaving them inaccessible. Due to the concerns associated with radiation, expeditions have not gone deeper inside the radiation zones.

Those who enter the radiation zones quickly identify their paranormal properties. These areas are notoriously difficult to escape from, as disorientation can set in even in the outskirts. Survivors may go down a tunnel that they believe leads out of the zone, only to find themselves deeper. False memories emerge creating a vision of walking from a completely different section of the bunker. It is almost as if the bunker is intentionally trying to kill wanderers. These anomalies are not limited to the mind. Video evidence has confirmed that walls may move and hallways may close off in the radiation zones when not directly observed, usually only sparing the path that travels farther towards the epicenter.

It is believed that the level of destruction present in these areas was caused by detonations from tactical "nukes", which are designed to be less powerful than standard nuclear weapons. The collapsed centers of the radiation zones and research data regarding radiation levels all support this theory. Researchers have dated these events to be at least 15 years before the foundation of the M.E.G. The two factions involved were most likely the Leaders and Emstable, as both groups were engaged in an expansive inter-level conflict with multiple fronts during the estimated detonation dates. Emstable was known to be particularly motivated to destroy the Leaders, which may have pushed them to begin exploration of the bunker with significant opposition. This has led to the belief that there are intact nuclear weapons within Level 92.

The bunker has a high number of entities, mostly consisting of clumps, hounds, and smilers. A significant proportion of these have been affected by radiation, causing cancer and mutations which manifest within their physical traits and behavior. Hounds in Level 91 tend to have smaller brains and obvious physical deformities, which make them weaker and more passive. Clumps can have a strange number of fingers or toes, and feature visible tumours. Smilers are oddly unaffected by radiation, and wanderers have not identified any differences in their appearance and behavior.

Supplies

Missing alt text.

These firearms were found in the crate below along with several clips of ammunition each.

Found very rarely throughout the halls are boxes of firearms, explosives, ammunition, and other equipment of different models and time periods. The oldest objects have been dated to World War I, and experimental weaponry, including those not reported in the present day, have also been discovered. Most of these firearms are missing a critical component or inexplicably do not function even when all factors have been handled. The ones that do fire often randomly fall apart or jam frequently, requiring regular maintenance. Ammunition contains varying levels of Firesalt, which can lead to dangerous explosions when firing. The M.E.G does not recommend survivors to use these weapons as they are too unreliable for long-term use. Despite this, a few wanderers and groups still choose to hunt down useable weapons.

Missing alt text.

Boxes of recovered armour plates being managed by BNTG personnel.

These arms exist in addition to complex devices such as night vision goggles and radios, along with equipment including helmets and Kevlar vests. These are coveted as the former devices can be useful for exploring low-population areas and levels with limited light sources. Body armour and helmets can protect wanderers from falling debris in structurally unstable regions and in territories with hostile entities. These valuable implements are coveted over the unstable firearms, commonly collected by large organizations with significant militia power and the logistics to reach the Bunker.

Over time, the armed nature of the outposts here have created the level’s image as a place for agents of opposing sides to frequently skirmish. However, the notion that the bunker is a constant battlefield is false. The large size of the bunker combined with the rarity of these items make so-called “war” extremely slow and actual firefights often occur months apart. Earlier explorers incorrectly estimated that entire groups could have access to firearms through the bunker, but this proved to be unrealistic. Due to the large number of hostile entities and the infrequency of such supplies, the exports sent out of the bunker are fewer than originally projected.

Bases, Outposts and Communities

Multiple powerful groups have outposts in the bunker, as many possess the manpower and equipment to survive in a dangerous environment. The Followers of Jerry, Eyes of Argos, and Iron Fist all send supply teams to the bunker although it is unknown if any of them possess a permanent presence here. These three groups all oppose each other due to conflicting ideological beliefs and a significant proportion of conflicts are instigated by members of opposing factions having a rare chance-encounter with each other. Despite the richness in resources, the main attraction to travel the bunker is the possibility of locating nuclear weapons. As mentioned before, the presence of collapsed hallways and lingering radiation has created the Detonation Theory. Groups active in the bunker constantly search for nuclear weapons, which could offer them the power to wipe out large colonies and negotiate extreme demands.

M.E.G analysts have theorized that the Eyes of Argos are the main instigators of the conflict and are actively seeking out members of these groups to arrest in the name of justice, who almost always resist. The Eyes of Argos were motivated to patrol the bunker and respond to the multiple organizations they deemed as criminals. While this may be their mission, their unofficial operations include confiscating any items they find during their patrols. The Followers of Jerry and Iron Fist likely travelled the bunker to increase their influence and strength, clearing out miles of territory for scavenging. The Followers of Jerry entered with industrial tools and poorly-made shotguns from Level 2, but years of collecting have transformed their squads into a formidable enemy. Unlike the followers, the Iron Fist were known to possess dangerous weaponry from their battles with deities and have always been a challenge for the Eyes of Argos in the bunker.

The first officially recorded conflict occurred on 1/22/16, when M.E.G explorers found seven dead bodies with stab wounds and some bullet holes. Four of them wore coats and jackets with a crude patch of Jerry, and the other three wore uniforms from the Eyes of Argos. Throughout the years many more dead bodies were found, including soldiers from the Iron Fist organization who were being targeted by Argos. The three tend to avoid the M.E.G, although the Eyes of Argos frequently attacks the U.E.C camp.

An altercation was video recorded dangerously close to the M.E.G outpost, which prompted explorers stationed there to increase security and set up obstacles. The firefight in particular was located twenty miles south of the outpost, and occurred on 1/7/18. M.E.G personnel stationed in the bunker and aligned B.N.T.G workers frequently refer to this event as the "Lower Hallway Battle", due to the twelve deaths it produced. The altercation started when thirteen militants associated with the Iron Fist organization fired upon nine scouts from the Followers of Jerry, seven of which were able to quickly locate an obstacle to use as cover. Within a minute, the followers had terminated four militants while losing three of their own. When the Iron Fist insurgents moved closer to their section, an unnamed follower threw an explosive into them, leaving one severely injured and the rest dead.

Below are examples of groups with confirmed permanent bases in the bunker.

M.E.G Outpost "Nuke Warriors"

The purpose of Outpost "Nuke Warriors" is to mark any radiation zones and provide refuge to wanderers in the level, along with collecting items for other M.E.G outposts in dangerous areas. The base consists of around twenty people.

U.E.C Outpost "Gunslingers"

The U.E.C has maintained a significant presence in the bunker, with a base of around thirty survivors. Outpost "Gunslingers" appears to provide some arms to other U.E.C personnel, serving as one of their main settlements. The outpost frequently sends squads of soldiers out into the level, which occasionally encounter M.E.G personnel marking off radiation zones. It is advised to avoid their encampment and any of their members.

B.N.T.G Resource Extraction Camp 92

Resource Extraction Camp 92 is an outpost of workers and traders with a supply line secured by the B.N.T.G. They stockpile equipment and barter them to other B.N.T.G members and groups, in exchange for valuable objects such as Liquid Silence and Royal Rations.

Entrances And Exits

Entrances

Exits

You can exit the way you came through, as well as;

  • Long hallways seamlessly transporting you to Level 2 or Level 3.
  • Openings along the walls of the tunnels connect to a concrete box in Level 170. These openings are easy to spot as the light of the level's sky shines through and illuminates the area around it.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License