Level 0.7

Level 0.7 is a sub-level between The Lobby and The Habitable Zone.
==Description==
Level 0.7, colloquially referred to as the “Dark Lobby” or "The Squeeze" is a sub-level of Level 0. While it shares many similarities with Level 0, such as its non-euclidean geometry and general appearance, it differs from it in many aspects. A notable difference is the lack of isolating effects present in Level 0, making travel in groups possible, although not recommended.
The most noticeable difference is the lack of lighting in the majority of areas in Level 0.7. While ceiling lights reminiscent of those found in Level 0 are present in Level 0.7, they rarely function, leaving most areas requiring an artificial light source to navigate.
The walls and carpet have a noticeable accumulation of grime and mold, as opposed to Level 0's, which are in mostly pristine condition.Biological assessments have revealed the mold to be identical to several types of mold found in The Frontrooms, and precautions should therefore be taken to avoid extended exposure to it. Due to this, the smell of the level has been described by wanderers as an "unbearable stench," adding to Level 0.7's uninhabitable conditions.
Another notable difference from Level 0's walls is their average height. They appear to be approximately two times taller than the ones found in Level 0.
Level 0.7 mainly consists of noticeably narrow hallways -- approximately half the width of the ones found in Level 0. Being the most common structure, wanderers may frequently encounter interconnected hallways spanning kilometers.
The less common type of structure in Level 0.7 is a room, similar to the ones found in Level 0. They serve as intersections of sorts, connecting multiple hallways. Doors commonly found in rooms lead either to further hallways or infrequently, exits (see Entrances and Exits.)
Derelict furniture can frequently be found in larger rooms, appearing to be a natural part of the level, although not serving any obvious purpose.
There is a seemingly random chance for useful objects in low amounts such as Almond Water, cellphones, flashlights, or various industrial objectsSome of which may be used as weapons, should there be a need. to be found in rooms, although harmful objects, mainly Cashew Water, may also be found.
== The Flickering==
The Flickering is an uncommon event that occurs erratically in Level 0.7. The event usually affects an area of roughly one football pitch, according to wanderers' accounts.
When the event begins, lightbulbs will appear hanging from the ceiling, illuminating the area. It is recommended to leave the area immediately after this happens or seek cover, under the derelict furniture for example, if leaving isn't possible. After approximately three minutes, all functioning light sources in the area, including artificial ones such as flashlights, will start to consistently flicker at an increasing speed, starting from 10 seconds down to an unrecordably small interval.Due to the speed of the flickering, this interval may cause light sources to appear not to be flickering at all.
The constant turn-on and turn-off cycle at such rapid rates will cause the lightbulb in any light source to overheat and burst with a small explosive force. The glass of the bulb, propelled by the explosion of the lightbulbs suspended from the ceiling, can result in debilitating injuries, which could ultimately lead to death.
===Do: === 
*Leave the affected area immediately.
*If leaving the area is impossible, take cover before the lights start flickering at dangerous rates.
*Remove all power sources from your artificial light sources if possible.
===Don't:=== 
* Take cover in a position where your vital areas could be damaged.
* Destroy your artificial light sources unless necessary. They are vital for navigating the level.
Note
Due to the absence of glass shards in a mass majority of areas, the following speculations have emerged: 
#The Flickering only occurs in areas with wanderers present.
#Debris left over from The Flickering disappears by some means.
↳ Further examination is necessary.
==Entities==
The confirmed entities in Level 0.7 are the following: 
*Smilers - Primarily around larger rooms, as they tend to contain more functional ceiling lights.
*Clumps - Primarily in halls, due to their width.
*Hounds - Majority of the level.
*Howlers - Majority of the level.
Claims for further entities to be present at the level have been made, although these claims do not correlate with other wanderers' reports. Regardless, wanderers should be prepared to face any given common entity, as this list is almost definitely incomplete.
==Colonies and Outposts==
There have been no successful attempts at establishing a colony or outpost on Level 0.7. 
===M.E.G. - 0.7 Temporary Research Outpost=== 
*A team of three M.E.G. researchers and one security guard deployed to research the aforementioned theorized disappearing effects of Flickering debris.
*Deployed with improvised protective equipment against the dangers posed by The Flickering,Equipment was reminiscent of tents made with thick rubber sheets. as well as construction materials used to seal off a designated area to create a secure home base.
*The team established the outpost in a room containing a door reportedly leading to Level 1, where it planned to access The Hub, handing off the collected data at the M.E.G. base in Level 4, which the head researcher was deployed with a key to.
*Contact with the team ceased at the final stages of the mission, around the time when the team should have attempted to exit the level.
*Theories regarding what happened to the team have arisen,One states the possibility of the level to which exit doors lead to erratically changing, the team's having changed at an unknown point during the mission, forcing the team to enter Level 0, consequently separating it. however, nothing definite has been proven.
===Unknown Group - Territory Garrison===
* A defunct permanent outpost, active for around two weeks.
*Served as a "garrison" for the first territory of an unnamed "empire that will soon rival the size of the M.E.G." based in Level 20,Quotes, time active and primary base location sourced from a debrief document found in the outpost, on the back of which tally marks have been drawn. although no primary base for this group has ever been found.
* Members established the outpost equipped with day-to-day essentials and a small arsenal of improvised weaponry.
*Outpost situated around a medium-sized room and the neighboring hallways, "claim" outlined by black tape.
* Housed three people, implied by the sleeping bag count.
*Outpost theorized to have dissolved following one of its members entering the reconstruction stages of the Hound Virus, implied by blood and teeth found on the room's floor.
==Entrances and Exits==
===Entrances===
*A "Y" shaped, dimly lit corridor in Level 0 will lead to Level 0.7.
*Certain areas of Level 28 may lead to Level 0.7.
*Doors in Level -7 may lead to Level 0.7.
*Unconfirmed reports of wanderers rarely entering Level 0.7 via sleeping on cabin floors in Level -4 have emerged, do so at your own risk.
===Exits=== 
*Entering a door may lead to Level -7, Level 0, Level 1, Level 2.21 or Level 27.
*A staircase in a room will lead to a house basement in Level 9.
*Entering a hallway with progressively fewer ceiling lights may lead to Level 6. (Note fading light source effectiveness.)
*No-clipping will lead to Level 19.
__NOTOC__
Category:Levels
Category:Sub-Levels
Category:Cluster I
Category:Unconfirmed Levels
Category:Dangerous
zh:Level 0.7