Level 9.1

## Level 9.1: "The Crimson Fields"

### Description:

The first-ever discovered sublevel of Level 9, **Level 9.1** is a pitch-black, repressive field of tall grass filled with brambles and tangles of weeds. A cold coating of dew covers the entirety of the sub-layer's flora, which makes passages feel chilly, damp, and harrowing.

The height of the grass is around 3ft, which provides ample cover for both entities and wanderers alike. This, together with the everlasting nighttime and hanging fog, makes visibility extremely low throughout the level, forcing wanderers to focus only on what they can see ahead.

Given this, a flashlight is recommended. However, said flashlight should not be of white light, as it can attract deadly unwanted attention from the Mangled, which appear to also be the main cause of the never-ending fog present all across the level. Red lights are the only recommended source of lighting thus far.

The cold temperatures make survivability extremely difficult, as traversing through the wet grass can provoke hypothermia and lead to death if untreated. Warm yet comfortable clothing is recommended, but it is a price to pay in turn of agility.

M.E.G. research parties, using short wave radios, have reported strange chatter and broadcasts when in **Level 9.1**. The source of this interference is presumed to come from the throbbing red flow on the horizon, which is visible from across the entirety of the sub-layer.

Every ten seconds the red glow oscillates its intensity, going from on to off, fading in and out, painting the mist in crimson. It is presumed that this red glow is a radio tower, however, no successful attempts at reaching it have yet been made, as most result in failure and death.

Another theory is that this glow, dubbed the "Gloom," is the source of The Mangled: offering a potential reason as to how they can be found in Level 9 as well.

The Gloom is to be actively avoided at all times.

Radios have been reported to pick up the following strange interference:

* Deep, growling chatter
* Distorted elevator music
* Screams of agony
* High-pitched droning hums
* Strings of numbers
* Scared pleading and terror

Together with these sounds, static, talking in reverse, and ambient howls of creatures, make shortwave radio communication relatively difficult in this sub-layer. With such, it is advised to find alternate methods of communication, and, if any radios are actively picking up these interferences, they are to be turned off **immediately**.

More than just eerie and unsettling, it is also believed that listening to this chatter can induce ill effects to its listeners, subconsciously influencing them.

### Entities:

It is recommended to remain vigilant at all times, as The Neighborhood Watch can occasionally find their way into this sublevel.

Unique to the sub-layer is a series of Clumps of limbs, which live in ditches and holes, safeguarded by the tall grass. These are extremely difficult to spot and are very hostile. Pale, dirty, and mostly repugnant, these Clumps will grab onto ankles with terrifying strength and speed, so it is highly recommended to be careful where one walks.

The Mangled are yet another infamous presence in the sub-layer, dominating in entirely. They are not to be approached or challenged at any time, and in case of spotting an instance of them, one should run away as safely as possible.

### Entrances and Exits:

#### Entrances:

Some pedestrian walkways, suburb catwalks, broken ends of roads, all can lead onto Level 9.1 for as long as they lead onto an open field. One will notice that they have reached the sub-layer once the temperatures drastically drop.

#### Exits:

Level 9.1 has been used as a way to reach both Level 2 and Level 3, which may be accessed through foxhole-like–doors that lead to underground alleys. These doors are extremely rare and unreliable, as some do not open at all; nevertheless, they are usually of a similar appearance, closely resembling abandoned fortresses and bunkers. Most commonly, they can be found on muddy hillsides and shallow grottos.

Oddly enough, these doors appear to act as one-way portals: as shutting the foxhole doors, once on Level 2 or Level 3, will leave Level 9.1 inaccessible from that point of egress.