Level 93

## Level 93: "Erythrophobia"

### Description:

A vast collection of approximately 60 buildings, built within the snowed field tinted with thick red mist. All of the buildings follow brutalist or post-soviet architecture styles, with no other designs reported thus far. The buildings have a constant electricity, heat, and water supply, possibly being renewed by Level 2 and Level 3. The count of buildings' floors varies, usually from five to seven. Every floor contains approximately six apartments, filled with things one would expect to find in an ordinary apartment, despite fridges and kitchen counters containing no food at all.

All buildings have a built-in elevator that has been proven to not function anymore. Most of the light sources (approximately 70%) in the buildings shine bright red instead of the color one may suppose them to produce. **Level 93's** outdoors are stuck in the constant state of midnight, despite clocks in the level showing completely random time varying from 23:30 to 5:00 and GPS not working. **Level 93** is known to isolate any wanderer from another by spawning them in completely different buildings upon entry, making it impossible for them to somehow communicate due to the critically cold temperatures within the field. It should be noted that Wi-Fi is absent at this level, making sanity drain faster due to the absence of communication.

The buildings' condition is dirty and dusty, with floors inside the entranceways covered in trash, bottle shards, smoked sigarettes, and dried mud. The roofs of the buildings are filled with aerials and wiring connected to other buildings, handling electricity. The aerials' purpose is underdetermined, as **Level 93** is devoid of any form of internet connection. As said before, every level of the building has six apartments, with some of them being impossible to enter from inside or outside (frequent explorations have stated that they seem to be obstructed by an enormous amount of dirt and discarded furniture from the inside). More data explaining this phenomenon is needed. The number of apartments is completely shuffled, making navigation within them very difficult.

The buildings seem to be constructed out of strangely indestructible concrete, which seems to be supported by a series of rusty rebars from inside. Several buildings have basement entrances outside. The basements are the most warm part of the level due to boilers, heating machines, and other similar machinery. The basements often contain large industrial furnaces, always lit up, and strangely, it is impossible to somehow weaken or snuff out the fire, despite the usage of large amounts of water, fire exterminators, and even several explosives (neither the basement nor the building itself have suffered any destruction, strangely). The basements also act as storage for countless boxes, crates, and packages, usually containing nothing but rubbish inside; sometimes not only boxes but even larger objects appear, such as barrels with rusted Almond Water, bicycles, etc.

The snowy fields and forests surround the buildings, with the temperature going down to -20°C, capable of freezing anyone alive without proper equipment. The strange mist of crimson and pinkish shades is present constantly. The snow and ice from outside are supposed to be made of Almond Water, but with large numbers of bacteria. It is advised to boil the snow in the basement before consuming it. Hazards such as snowstorms and blizzards may happen randomly and without any warning, causing no damage to buildings, trees, or other environments.

The pylons may be placed haphazardly within the landscapes, like on Level -52. These powerlines lead to miniature "cities" composed of the aforementioned buildings. These cities sometimes contain other buildings, such as schools, groceries, and suburban households. The layout of streets and sidewalks is extremely unorthodox in these areas, occasionally denying the laws of physics. The empty cars are located on the streets, swamped in snow. The cars are devoid of most parts essential to driving or using them (controls, engines, etc.).

It should be noted that wanderers inside the level experience intense erythrophobia (the fear of red colors). The affected wanderers will start to block the windows if in buildings; if outside, they will try to seek any available shelter. If shelter isn't found, one will start to experience uncanny hallucinations and other mental effects and will soon submit to insanity. Due to this, so far, no colonies have been established at this level.

### Cognitohazard 093-CC:

**093-CC** manifests itself as a phenomena of seemingly random users occasionally posting an image of **Level 93**. The phenomena always manifests in the minds of users that were proven to lack knowlege about **Level 93's** existance before. It is unknown how **093-CC** spreads, most users recall that all information was told them by someone, although they always lack the memories about who told it to them. The main feature of this phenomena is a sudden appearance of an urge to spread a certain misinformation all across the forums. Although unconfirmed, such behavior may be the primary spread method.

All individuals affected by **093-CC** will spread a range of false information. The info itself is nearly always the same, although oftentimes told in a different ways and manners. The information includes false facts that;

* **Level 93** is perhaps a singluar complex rather then a plenthora of buildings;
* Aforementioned complex's purpose is a school or university instead of residental apartments;
* Place creates a substantial feeling of nostalgia, similarily to how **Level 18** acts;
* The outdoor area is perhaps unaccessible.

Individuals infected with **093-CC** will never listen to any facts or proofs about **Level 93's** true nature. Certain instances will even try to lead unaffected people to **Level 93**, to prove their claims.

### Entrances and Exits:

#### Entrances:

* Entering a door when on the brink of losing your sanity in Level 92 has a small chance of leading to **Level 93**.
* This level may also be reached by walking into hallways that seem to lack the end on Level Critical.

#### Exits:

* Losing one's mind due to intense erythrophobia may lead one back to Level 0.
* Finding a staircase in the outdoor area has a chance to lead to Level 998.