Level 92

**This page needs a rewrite.**

**Reason:**  Not enough information about the physical nature of the level, like what it looks like.

It may need more detail, elaboration, or a few grammar fixes.

*Remember to check the page history and what links here before rewriting.*

T**his page is open for user participation!** Create your colonies, groups, entrances, exits, etc! Do not edit the description or entities. I will revert anyone that does that.

**Survival Difficulty: Class Undetermined**
**》Mysterious Properties**
**》Unknown Information**
**》Undocumented Entities**
## Description

Level 92's floor is moldy carpet. The walls are tan with brown stripes. The walls look ugly to you. The rooms are big. In the room you are standing in, there is one chair. It seems strange to you. You also notice the doorways are very short. There is a nasty smell in the air. Then you look behind you. There is a giant, pure white entity there with no eyes. You are used to this from levels 1 to 6. You run away, throwing a litter box you find in front of you at it. It backs off, then melts into red dust. You keep on moving.

### The Cold Forest

Although most people believe the forests of Level 92 to be secure, there is a sense of uneasiness that is reinforced by the sporadic appearance of an unfamiliar entity that is hiding among the trees. This figure only ever appears from a distance; it follows anybody it comes across for miles at a time, never getting near enough to make out its true nature. It is strongly urged to avoid the figure for one's own safety because, as far as is currently known, it cannot be linked to any particular person or entity, making it a new hazard.

## Entities

### Paler's Son

There is a giant, pure black entity there with no eyes. You are used to this from levels 1 to 6. You run away, throwing a chair you find in front of you at it. It backs off, then melts into black dust. You keep on moving. This place gives you the creeps.

### Gibb

There is another dog-like, pure black entity there with no eyes. You are used to this from levels 7 to 10. You run away, throwing a filing cabinet you find in front of you at it. It backs off, then melts into gray dust.

### Yeilders

The only place where Yeilders may be found on Level 92 are the level's flat, snowy plains. They are enormous, closely packed snow monsters who torment all life on the planet. The creature eats everything in sight from its black, cavernous mouth laced with tooth-shaped icicles to its enormous rock eyes that jut out from its face. Aside from Palers, an Abomination may tower above any living thing that manages to make its way onto the level due to their typical height of about 4 meters.

### Palers

The only way any wanderer alive has ever seen these enormous monsters up close is from a distance. Palers tower over everything on the level. Their estimated height is well over 100 meters, and their imprints are greater than the combined footprints of three persons. The creature occasionally lets forth screams that pierce the eardrums of anybody near enough with a low-pitched, savage blast that ends whenever they deem appropriate. Since Palers' qualities are unknown and their sheer size makes them potentially dangerous to human life, the prevailing view is to avoid them at all costs. All instances of the creature are always plodding across the level plain, unless otherwise demonstrated.

## Colonies and Outpost

### The Executors

-A newly created group with an anticipated membership of 68;
They will shoot down members of certain organizations, although they are generally amicable and eager to trade with ordinary tourists;

-They're not particularly powerful right now;

-They say that bringing politics or corruption to the Middlerooms would make them even worse, therefore their major goal appears to be eliminating every significant organization there. By robbing and conquering colonies and outposts, they want to become larger and larger.

### Medicians Exploration Group

-an organization located only on Level 92 whose main goal is to investigate the layout, mysteries, and links between the office and the Frontrooms;

-The team includes accomplished scientists, medical experts, journalists, and architects;

-The Medicians. is well-known for its numerous backroom discoveries;

-renowned for preserving cordial ties with Level 3 Maintenance Workers;

-Though many are fairly reticent and do not make a pleasant impression on visitors, they are kind and willing to trade with vagrants.

## Entrances and Exits

### Entry Points

* Finding a cold forest with a shack in the middle in any open levels will lead you here.
* Finding a odd/different looking room in any unopen levels will lead you here.
* Noclipping through a sign advertising mold removal on Level 95 will take you here.

### Exits

* Currently, only one exit exists. On one of the trees, there is a branch shaped exactly like a pawn from chess. Noclipping through this tree leads to Level 93.