Nothing at All

Overview
Nothing at All is a peculiar amalgamation of interconnected spaces compressed within an approximate area of 10 square kilometers, characterized by perplexing architecture. Primarily resembling a predominantly vacant office building, occasional office furniture can be found scattered throughout, albeit mostly in a state of disarray or damage. Additionally, electronic devices, predominantly computers, are present within this level, haphazardly placed on desks with no discernible pattern, sometimes even in an inverted position. Deciphering the purpose of each segmented room is an arduous task due to the chaotic nature of the level. 
The geometry of this level is highly unstable, capable of shifting and morphing into any form at any given moment. Rooms can unpredictably change their layout without warning, transforming into an entirely different architectural style. One individual reported a sudden shift to a hotel-like structure reminiscent of Level 188, resulting in catastrophic destruction of the electronics and furniture. 
The temperature within this level remains relatively constant but may exhibit slight variations. However, the average temperature in Nothing at All hovers around -57 Celsius, posing a significant risk of severe frostbite within a mere five minutes without adequate protection in the form of heavily layered and thick clothing. Furthermore, reported fatalities have occurred within this level, all attributed to the frigid temperatures pervasive throughout. 
Occasionally, potted plants may be found sporadically placed in the corners of certain rooms. It is imperative not to disturb this vegetation, as doing so will trigger a transformation of the entire level into The Void. A highly repugnant odor permeates the environment, emanating from the presence of Hydrolitis Plague, a more potent variant. Symptoms of exposure can include sneezing, coughing, intense vomiting, nasal congestion, and obstructed airways, which can prove fatal if left untreated. Carrying a First Aid Kit is strongly recommended within this level due to the inherent dangers posed by this affliction.
There is a distinct departure from modern architectural norms in Nothing at All, as there are no visible signs of deterioration or any indications of wear on the walls or flooring throughout this level. Although the estimated age of the architecture is approximately 4 weeks, this is merely a rough approximation. The lights in this level emit an almost imperceptible yet audible buzzing sound, reminiscent of the buzzing experienced in Level 0. 
At this level, hallucinations are a frequent and unpredictable occurrence. These hallucinations encompass a range of experiences, including the lights' hum-buzz escalating to an overwhelming volume, the ground giving way beneath a wanderer, and various unexplained paranormal phenomena. These hallucinations can manifest at any given moment and appear to be entirely random, devoid of any discernible pattern or timing.
The Darkness Within...
The occurrence of the dark areas is an exceedingly rare yet perilous phenomenon that possesses the potential to be lethal. At any given moment, the environment will abruptly transform into a dark, decayed, and deserted version of its original state. Within this altered reality, paranormal activities manifest themselves, such as doors swaying, the ceiling collapsing onto unsuspecting wanderers, or the dirt and debris on the floor being propelled towards them. These paranormal occurrences are solely focused on causing harm or even death to those who wander within. Furthermore, an isolation effect accompanies this event, as any two wanderers are instantaneously separated and appear to generate a duplicate for one of them. 
The primary objective of this event is to escape by locating a minuscule aperture that can be crawled through, leading the wanderer back to the original version of their surroundings, known as "Nothing at All." The aforementioned hallucinations persist throughout this ordeal and gradually drive the wanderer to the brink of insanity. All sources of illumination, including the aforementioned buzzing lights, flashlights, lanterns, and other crucial light sources, immediately cease to function. Consequently, the wanderer must rely solely on their senses to locate the elusive hole. Fortunately, finding the hole is relatively straightforward; one may perceive a distinct clicking sound emanating from a particular room. This auditory cue serves as a reliable indicator that will guide them towards the desired escape route.
Insanity
I lay in a daze on the floor. My senses immediately kick in when I realize; this is not my home. Or is it? I tried to stand up, although it was hard due to the pain in my knee. Looking around; I noticed some office furniture lying around and a computer and a desk. Still in my daze, I tried to run to the computer, but I was forced to slow down to a walk. The electronic device was already booted on. A task directory was present on the small screen. I clicked on it. Wait... I hear a roar. I stop using the computer and run through all of the opened doors and windows; maybe obstacles- I don't fucking know this place. I turn. OH SHIT THAT THING IS HUGE- (END OF JOURNAL) 
Entities
No entities have ever been documented so far, although the journal depicted an entity in the level.
Entrances and Exits
===Entrances===
*Trying to noclip in Level 0 will lead here.
*Finding a crate in Level 1 and touching it has a chance to send one here.
===Exits===
*There is only one known way to exit this level. Crawling through the hole has a 40% chance of leading you back to Level 0.
Category:Levels
Category:Anomalous Levels
Category:Unconfirmed Levels