Info
Re-written by Derrick770. Originally written by
UnforseenDrop.
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An example of one of the many Docks in Level 230. Captured by an unknown wanderer. It is unclear if this picture was truly captured on the docks due to the extreme danger posed by the entities present there.
The Trade Sector during waking hours. Residents can be seen happily heading to their jobs or one of the many fantastic shopping destinations. Captured by a B.N.T.G. photographer.
A particularly dark alley in The Shanty Lands. Photographer unknown.
Description:
Level 230, or “The Port of Misgivings”, is a very large island that has several decaying shanty towns dotting its marshy expanse. The majority of the level is a water-logged bog that makes traversal a struggle for even the most adept wanderers. Wading through waist deep water is a common occurrence, and deeper pockets concealed by the brackish water can be an unaware wanderer’s grave. Occasionally, resources can be found in the dilapidated shanty houses, but it is usually not worth the risk to scavenge them. As such, it is recommended to stay within the populated areas of the level that have been developed for human habitation. The two most populated areas are the Trading Sector and the Shanty Lands.
The edge of the island is entirely made up of a series of docks which vary in size and make. Most of the docks resemble those found in modern shipping yards, but some resemble docks constructed before the 20th century. Beyond the docks is a vast ocean that stretches out into the horizon. The ocean is as brackish as the water in the rest of the level and is tumultuous at all times, threatening to drag any ship into a watery demise. Due to the dangers present in the Docks and the ocean’s violent nature, the M.E.G. and B.N.T.G. have deemed any exploration of the ocean to be too dangerous.
The level is in perpetual overcast and is always in the late evening. This makes the level seem like it is night at all times. Additionally, rain is fairly common within this level, making visibility even worse. The rain, unlike the watery marshes and ocean, is potable, providing a source of fresh water for the residents of the level. The temperature in the level is mild, strictly ranging from 16-21 degrees celsius (60-70 degrees fahrenheit).
Sectors:
The Trading Sector
The Trading Sector is the safest and most civilized area within the level, harboring clean streets and well maintained buildings. The M.E.G.1 and B.N.T.G. have set their main bases of operation within this sector. As such, trade is regulated by both of these groups in a fruitful alliance. Most of the shops and restaurants can be found here, offering unique offerings to any wanderers passing through. When the level was less developed, most of the establishments operated strictly on a system of barter and trade. However, they now have adopted the B.N.T.G. currency of choice, presses. The M.E.G. and B.N.T.G. both discourage barter within the reputable establishments of the sector, imposing moderate fines for businesses engaging in unlicensed non-currency backed deals. This has kept the trading sector safe from any disreputable traders that may deal in dangerous objects and substances. Unfortunately, this more strict control of trade has strained relationships with the denizens of the Shanty Lands, who thrived in making seedy deals with unscrupulous wanderers residing in the level. The M.E.G. and B.N.T.G. have tried to mend relations with these unlicensed traders but have thus far failed to make any inroads.
“Mend relations”, my ass. These fuckers are trying to ruin the Shanty Lands just like they ruined the Trading Sector. We used to get along just fine before these capitalist assholes muscled their way in. The M.E.G. were a bit uptight, but at least they cleaned up most of the entities, but now they think they have some sort of claim to this place when WE WERE HERE FIRST! As far as I’m concerned, they can both piss off! -LN
The Shanty Lands
The Shanty Lands are adjacent to the Trading Sector and harbor all sorts of less than reputable individuals. The buildings are mostly shoddy wooden structures similar to the shanty houses dotting the island. It is not uncommon to be scammed, mugged, or worse when spending any extended period of time within the Shanty Lands. Additionally, entity activity is still present within the Shanty Lands, making it even more dangerous. The merchandise peddled by the inhabitants have little value and can often be dangerous. For these reasons, the M.E.G. and B.N.T.G. recommend that wanderers avoid this sector and stick to the more upstanding Trading Sector.
What a crock of shit! Has anyone ever heard more obvious propaganda in their life? They think we are a bunch of low lifes when all we are trying to do is make an honest living! Most of us are just trading for what we need to get by, not scamming people out of what they need to live. We all share the Backrooms and we all deserve a good life, but it seems like the M.E.G. and the B.N.T.G. don’t agree. -TR
The Docks
The Docks is an area that entirely encircles the island. These docks vary in size and appearance, but all of them are dangerous to be on or around due to the presence of the entity that is exclusively found on them, the Porter.These entities emerge from large, decaying cargo ships that make port in one of the many docks that surround the island. An ominous fog portends the arrival of a ship within a certain locality. When a ship arrives, Porter activity increases substantially, making it inadvisable to be anywhere near the docks when fog starts rolling in. Crates are a common sight on the docks, similar in appearance to the ones found in Level 1 and Level 3. However, these crates are of little value, as most are empty or filled with garbage. As such, the M.E.G. have decided to set up a checkpoint between the trading sector and the docks to stop wanderers from unwittingly entering this area.
M.E.G. Public Notice
This is Henry Asarov, head of the M.E.G. defense team within Level 230. It has come to our attention that some wanderers have tried to enter the docks without any M.E.G. supervision. This is strictly forbidden due to the dangers within that sector. The Docks are riddled with entities that can kill at a moment's notice. I have personally seen a man ripped apart by one of these monstrosities. Trying to fight back, trying to run, trying to hide, these entities will kill you all the same. There is nothing to be gained from going here because, despite rumors, the crates on the docks are empty or filled with junk. You won’t be finding any royal rations or level keys in them, just garbage. So please, for your own safety, stay within the Trading Sector. The M.E.G. is here to keep you safe and comfortable within an otherwise dangerous level. If you have any questions, please feel free to ask the nearest M.E.G. operative.
Entities
Level 230 has a variety of entities that range from benign to deadly. There are several entities that are found largely or only within Level 230, these being the Porters, the Baggers, and the Drowners.
The Porters are the large, gas mask wearing humanoid entities found within the docks. They are roughly 6ft tall on average, sporting large fur lined coats that accentuate their already imposing figure. They are usually seen moving boxes from the docks to their ships and vice versa using their immense strength and carrying hook. Once their work is done at some indeterminate time, they will return to their boats to sail to parts unknown. They usually do not deviate from their habits unless they notice something that rouses them. If they spot or hear something out of the ordinary, they have been known to investigate the disturbance. If they are spurred, they move with frightening speed and purpose. They will use their immense strength and size to bludgeon interlopers and tear them limb from limb. Trying to fight these entities is completely futile, as no known force or weapon has affected them in any meaningful way. These entities can only be found on the docks, so the best way to avoid them is to stay away.
The Baggers are humanoid entities that at first glance look entirely human, though distinctive features betray their true nature. They are always wearing hoodies/cloaks and carry a large sack, making identification possible for the discerning wanderer. Unfortunately, many do not heed the warning signs before it is too late due to their greed or desperation. The Baggers act in a shady manner while trying to conduct deals with unsuspecting wanderers. Often, these deals seem almost too good to be true, but their treachery is found in short order, as the products they peddle are defective or mixed up, leading to the wanderer being injured or killed. Worse still, sometimes Baggers will try to coax wanderers to another location with the promise of more merchandise, but following them to this location is certain doom, as the Bagger has arranged an ambush with other entities to kill the wanderer. Baggers are found mostly within the Shanty Lands of Level 230, though they have been spotted in other high traffic trading areas within other levels. Their presence in the Shanty Lands has caused great pain to the inhabitants, and the M.E.G. has urged the denizens to cooperate in rooting them out via identification cards and reporting systems, but the Shanty Lands residents have been un-cooperative. The best way to avoid this entity is to stay away from the Shanty Lands, and to report any suspicious individual to the nearest M.E.G. operative.
The Drowners are yellow raincoat wearing humanoid entities that are rarely seen by the inhabitants of Level 230 due to their unique habits. Unlike the other entities of this level, they are not commonly found within any of the sectors of the level but within the expansive island portion. They lie in ambush in the many shallow marshes waiting to strike at an unsuspecting wanderer. Once in their clutches, a wanderer’s lungs fill with water, leading to death by asphyxiation. These entities can reside in the water seemingly forever, so they are an ever present danger in Level 230. Unlike its brethren, this entity seems to be entirely unintelligent and driven by instinct alone. As such, certain precautions can be taken to avoid them. Many wanderers have taken to carrying a large stick or rod to prod at any water that they need to cross. If a body is felt in the water, avoidance is the best option, as Drowners can move unimpeded in water but move at a shambling pace on land. If their ambush fails it is trivial to simply run away from them in the open environment of Level 230, assuming no other body of water is blocking egress.
Lastly, a handful of other entities can be found in Level 230 that are commonly found in other levels. Deathmoths are the most common of these, often nesting in abandoned shanty buildings. Smilers can also be found in dark areas within the level, usually within abandoned buildings, but sometimes within the dark alleys of the Shanty Lands. Hounds have rarely been seen in this level, as the marshy environment does not suit them compared to the dry interiors of many other levels. Skin Stealers have been in the level at one point, as locals have documented sightings of them. However, it is thought, though not entirely confirmed, that the Baggers have out competed the Skin Stealers in their niche of trickery. In fact, some theorize that the Baggers hunted the Skin Stealers so that their ruse would be more likely to succeed due to a higher level of trust among wanderers.
Establishments:
B.N.T.G. and M.E.G. cooperation has brought a bevy of fine establishments to Level 230. The Trading Sector has all that you could ever need or want, including the opportunity to make an honest living through steady employment. Most of this development can be attributed to Joseph Langstrom, a B.N.T.G. entrepreneur and visionary who saw the potential in Level 230, transforming it from a run down and dangerous level into a thriving trading hub within the Backrooms. He is the CEO and biggest shareholder of The Level 230 Trade and Extraction Unit. Given the great success of Mr. Langstrom, many others with an entrepreneurial spirit decided to throw their hat into the ring. As such, this section will go over just some of the shops and restaurants that can be found within the Trading Sector of Level 230
The Level 230 Trade and Extraction Unit
Hello, this is Joseph Langstrom, the CEO of The Level 230 Trade and Extraction Unit. I came to Level 230 with one goal in mind: bring prosperity and freedom to the level. Before I entered the Backrooms, I was from a place that stifled businesses with crushing taxes and horrible regulations. But with the B.N.T.G., I was able to bring my business to life, unfettered by some government trying to dim my light. At The Level 230 Trade and Extraction Unit, we have everything you could ever want. Here is just a small selection of the goods and services that we provide:
- A Collection Deal: Our extraction teams are experts at traversal and appropriation in Level 230. For a nominal fee, one can purchase the right to a percentage of resources collected from a specific team. This can be a one time deal or a recurring payment. This deal is for people who want a variety of resources on a regular basis. The price of this deal varies based on a team’s size and expertise and upon the length of the deal. Please contact your nearest B.N.T.G. representative for information and the current going rates.
- Fashion and Clothing: The Backrooms can be a dreary and dank place most of the time, and one can neglect their sense of self and style. At the Level 230 Trade and Extraction unit, this is not so. We have a wide selection of garments to enhance your wardrobe. We have stunning suits and glamorous dresses, expertly fitted by the finest tailors. For the more practical minded, we have a selection of hardy jackets and shirts, fitted for any body style. Additionally, we have fantastic shoemakers and cobblers who can provide a wide variety of footwear and repairs.
- Objects: Some objects are found in abundance and some are rarer than gold. Either way, they have anomalous properties that are invaluable in the Backrooms. Because of the rarity of many of these objects, availability and price are in constant flux. Almond Water, the most ubiquitous of all the objects within the Backrooms, is always available, though red and blue variants often run low due to their medical uses. We often have Bottled Lightning2 in stock for those looking for a weapon against entities or a portable power source. Firesalt is available in small quantities to individuals for self defense purposes. Larger quantities are available for licensed individuals with a verifiable use per M.E.G. laws. Star Candy is available semi-regularly for those that need energy and stress recovery. Level Keys are available very rarely, as the B.N.T.G. and M.E.G. often keep keys for logistical purposes. Sometimes a key that is possessed by both groups is discovered and is available for sale on the open market. These keys are quite expensive and are often snatched up quickly, so if you see one for sale time is limited.
- Materials: Beyond the anomalous objects, we have a wide variety of mundane materials that can help with many projects. We have wood for construction and furniture making. We have some metal for sale, mostly iron, steel, and aluminum. Metals like silver and gold are sometimes for sale, but they are harder to procure. Plastics are also for sale, usually used for the siding of buildings and a variety of containers. Additionally, we have ropes, lights, and other gear that makes exploration easier.
Tony’s Catch of the Day
This dining establishment is a frequent stop for those traveling through Level 230. The establishment’s owner, Tony, is an eccentric man who prides himself on the recipes that he has cooked up. The menu changes every day due to the strange items that are often on offer. How Tony procures his ingredients is a bit of a mystery, but the safety and taste of his food is unquestionably impeccable. The most common menu item on offer is Hound Fillet, which may sound questionable given the Hound’s similarity to humans, but it is surprisingly like a combination of fish and venison in terms of texture and taste. Fried Deathmoth is a staple as well, though it has come under some scrutiny in the past due to the dimorphism found in Deathmoths. The meat of the male Deathmoths is entirely safe due to their non-toxic nature. Conversely, the meat of the female Deathmoths is dangerous unless properly prepared, cooked, and served. However, the female Deathmoth’s meat has been described as a delicacy and is therefore often sought out. While there have never been any deaths related to improper preparation of Deathmoth meat in Level 230, the M.E.G. has advised Tony to not serve female Deathmoths. A surprising dish that Tony rarely serves is Skin-Stealer Flank, given the current lack of Skin-Stealers in Level 230. Tony is tight lipped about where he sources his product, but the authenticity of the meat is undeniable. Lastly, Tony’s most controversial dish is Smiler Stew. This dish is so rare that its existence is only known due to rumors spread around Level 230. Tony, when questioned, says that the dish is real. This meal seems almost impossible given the ineffable and ethereal nature of the Smilers. Many have gotten into animated arguments and debates on the existence and authenticity of this dish.
Flying Deathmoth Pub
Greetings, traveler. This is Larson Smith, owner and purveyor of the Flying Deathmoth Pub. If you are stressed or hungry after a long day of traipsing through the Backrooms, we are here to sate your thirst. We have a variety of spirits, cocktails, and ales to satisfy any craving. Of course, many come to see the pub’s namesake, Larry the Deathmoth. Many are afraid of these little fellows, but Larry is anything but scary. He has been trained extensively and will often rest on people's shoulders. We ask that you be kind to Larry, as he is a good little fella. We are always ready to serve you, so come on down and see us at the Flying Deathmoth Pub!
The Watchman’s Lantern
On the border of the Trading Sector and the Shanty Lands lies the Watchman’s Lantern. A relative dive bar compared to most Trading Sector establishments, this shabby pub is the regular haunt of many off duty M.E.G. operatives and B.N.T.G. extraction agents. Surprisingly, the head of the M.E.G. defense team in Level 230, Henry Asarov, is a frequent purveyor of this establishment. The culture of this bar is known to be quite raucous and rough. This is likely due to it being a clash of cultures between the Trading Sector and the Shanty Lands. The owners of this establishment have not been as cooperative as other more reputable business owners. They have refused to cease bartering much to the dismay of the B.N.T.G. and M.E.G. However, they have accepted presses as a currency, meaning that they have not entirely rebuked the Trading Sector’s dealings. For new visitors of Level 230, it is recommended to avoid this establishment unless one is looking for a rowdy time.
The Level 230 Hospital and Pharmacy
Injury and illness are an all too common occurrence in the Backrooms, but The Level 230 Hospital and Pharmacy was set up to counteract this reality. When it was established, the B.N.T.G. and the M.E.G. had disputes about how it would operate. The M.E.G. argued that the hospital should be ran as a humanitarian pursuit to help residents of Level 230 and any wanderers who may be passing through. This would, in theory, bring more people to Level 230 and make the economy prosper. The B.N.T.G. on the other hand believed that the hospital needed to be ran like a business, charging for services rendered. The B.N.T.G. thought that the people who worked in the hospital needed to be compensated for their stressful and important work, lest they leave for other avenues of employment. Eventually, a compromise was reached. The hospital would treat immediate life threatening injuries and illnesses without any compensation necessary, but more long term care and optional services would need to be paid for. With this compromise, the hospital has been able to provide vital care for those most in need while turning a profit to invest in ever greater medical services.
Entrances And Exits:
Entrances
- Level 230 can be entered with certainty by pressing the coin return button on any vending machine within Level 6.1.
- Entering a store with a closed sign on most discovered levels has a chance to send the wanderer to a building within Level 230. These are most often seen within urban levels, though they have also been seen in rural and mall levels with some regularity.
- No-clipping into a crate found in Level 902 can send one to the docks of Level 230. This is a dangerous entrance as not only are the docks dangerous, it is possible to appear next to a crate carried by a Porter.
Exits
- Going through a door labeled “Salty Sal’s Cave Spelunking” will no-clip wanderers to Level 8. Due to the many businesses in Level 230, this door has been marked and guarded by M.E.G. personnel to prevent unaware wanderers from going into this dangerous level.
- Going through a door labeled “Rusty Rick’s Room Remodeling” will no-clip wanderers to Level 90. Contact with the Backrooms Remodeling Company has been established, and plans to use the level as a meeting area for high ranking B.N.T.G. and M.E.G. members have been discussed, though no resolution has yet been made.