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Description:
Level 402 is an enormous indoor complex dominated by a vast plastic-and-clay-brick settlement called the Plastic City. The whole level is reported to span thousands of miles; the Plastic City itself is estimated at roughly 500 miles across. The City is a dense, maze-like urban area of small-scale buildings (roughly 10 ft tall), narrow alleys (~2 ft) and narrow roads (~5 ft), all built from plastic and dark-red clay bricks. A central circular Main Plaza of dark-red bricks links the City and a smaller Village area and hosts the M.E.G. outpost “Plastic Center.” Scattered throughout the city are detailed plastic statues depicting humans and entities (deathmoths, dullers, hounds, facelings); some statues are intact, others decay, and the statues are associated with a persistent burning-plastic odor. Notable structures include numerous hospitals that are larger on the inside than their exteriors and supply bottles labeled “Miracle Serum” (which heal wounds but induce severe paranoia), sparsely-detailed police stations and convenience stores whose stocked items replicate themselves when removed. The Belltower at the city center is deceptively tall inside, filled with nonfunctional gears and a stair leading to an unbreakable sealed door at its top. The level lacks natural light, is disorienting to navigate, and contains hazardous psychological and environmental phenomena.
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Dec 19, 2025, 11:18 PM
User request: Level 402 - "Plastic City" SURVIVAL DIFFICULTY: Class 2 Unsafe Unsecure Devoid Of Entities Missing alt text. Picture of Level 402's village section Description: Level 402 is an enormous indoor structure predominantly constructed from plastic and clay bricks, estimated to be 9802mi. A giant plastic city dubbed "The City" by wanderers takes up a majority of Level 402's area; buildings and roads in the City are smaller than their Frontrooms counterparts. However, due to the size of the indoor structure, this level has been considered incredibly difficult to navigate properly. Most wanderers no-clip into what is known as the "Main Plaza," which is the most straightforward part of Level 402's city and connects both the City and the road to a smaller portion of the structure called the Village. Physically, the Main Plaza is a giant circle assembled from dark-red clay bricks with two openings in opposite directions leading to the two sections of the level. Additionally, this is the area where the M.E.G. base "Plastic Center" has been built. Wanderers note plastic statues of entities, such as humans, deathmoths, dullers, hounds, and facelings, which can be found throughout the plastic city, creating scenes of a what would be normal Frontrooms life.1 Some statues have been noted to have been slowly falling apart, while others are of perfect quality. City: The City takes up a majority of Level 402, estimated to be 500.12mi in size by M.E.G. researchers. At first glance, the physical measurements of the buildings appear to be around 10 feet tall, with smaller, 2-foot gaps in between making up alleyways, while the roads themselves have been measured to be around 5 feet in size. Some wanderers comment that the lack of any natural light source makes it hard to navigate the large, maze-like city. Additionally, the City is noted to have a strong odor, similar to that of burning plastic, creating what has been described as an uncomfortable sensation. The cause of the odor was later found to be the plastic statues; currently, theories are being made to describe this phenomenon. While most of the buildings have completely empty rooms, some buildings contain a staggering amount of detail, looking more akin to buildings found in the Frontrooms; these buildings can be found listed below. Police Stations: The police stations are the least common and least interesting of the known structures. They contain plastic statues detailing humans doing their jobs. Policemen can be found everywhere, from standing at the front desk to sitting at tables with plastic cups of coffee in hand. Other notable details about the police stations include the presence of plastic guns, fake police uniforms, a play basketball court, and fake prisoners who appear to be screaming in some fashion. Hospitals: Hospitals are, unlike police stations, the most common of the known constructions. Hospitals appear to be bigger on the inside than on the outside—while only appearing on the outside to be 18x8x8ft, the inside measurements are more akin to a Frontrooms hospital. While most items in this setting mostly contain items typically found in a hospital, one item stands out one item stands out: bottles with the attached name "Miracle Serum." Wanderers, after drinking the substance, found themselves to be cured of any ailments, as well as healed from previous injuries such as bite wounds. Due to this, many wanderer settlements have been attempted. However, despite these properties, wanderers who drink the Miracle Serum note severe paranoia, specifically in regard to Level 402. Convenience Stores: Convenience stores in the City are similar to those found in the Frontrooms, with cashiers being replaced with plastic, frozen facelings. A notable characteristic of the convenience stores is their possession of edible Frontrooms fruits, grain items, and beverages. When an item is taken from its original spot, the empty space will be filled with an identical copy of the object that was there. This phenomenon has led many wanderers to regard this level as attractive to stay in, despite hazardous phenomena being present within the level. The Belltower: The plastic Belltower is the final of the notable structures that can be found. Unlike other detailed buildings, the Belltower is a singular structure located at the centermost point of the City. Similarly to the hospitals, the Belltower appears to be bigger on the inside than the outside, being estimated to be over a hundred feet tall. While mostly filled with non-working plastic cogs and gears, the Belltower also possesses a staircase leading to a door at the top of the Belltower. All attempts to break down the door by physical means by wanders or the M.E.G. have failed; this, in turn, has led to many theories as to what the other side of the door may contain.
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