Level 0.01

Appearance
A photograph of Level 0.01, depicting a corridor.
Level 0.01, more commonly known as the "Ceaseless Halls," is a sublevel of Level 0 appearing as a presumably endless labyrinth of long, mundane hallways; every corridor is superficially consistent, adorned with dull yellow wallpaper, moist carpet, and spaced fluorescent lights. Though retaining a common theme, each corridor is subtly unique (i.e., a slight change in the atmosphere, sudden protuberances from the wall, minuscule changes in the floor's angle, and so forth). Navigation is strictly limited by chance, as hallways seemingly change once a wanderer breaks eye contactTheories suggest that the cause is non-Euclidean geometry. However, it is very unlikely..
The lighting system of Level 0.01 is relatively poor, habitually flickering and sometimes shutting off entirelyBlackouts are preceded by a very rapid succession of flickering.. Furthermore, these panels negatively impact one's mental health; staring into the light for extended periods may cause mental disorientationThe effect happens regardless of the viewer's position; staring from an angle will trigger the effect much more slowly., deterioration of rationalization, et cetera. The panels' hum has been reported to cause a nullification of one's sensory organs; this effect can be temporarily negated with Almond Water.
Throughout Level 0.01, random objects can be found, such as empty bottles, tattered shoes, broken flashlights, and so forth. However, currently, no two living beings have directly come into contactIt is possible that these items entered Level 0.01.. Furthermore, all lines of contact immediately cut off upon entry, inconveniencing documentation of the level's properties.
Numerous accounts have described a gradual deterioration in the level's quality as they wander farther into the ceaseless depths, depicting a consistent increase in lighting failures, broken walls, and a metallic odor. Additionally, visual and auditory hallucinations begin to increase as one's mental health falters over time. This includes the manifestation of false exits, misplaced doors, nonexistent figures, et cetera. After a certain point, exploring further into Level 0.01 may become infeasible for a variety of reasons.
Environment
Aside from physical hazards, Level 0.01 also possesses a variety of environmental hazards. The air is extremely damp and humid, resulting in uncomfortably hot temperatures. A low fog—composed of water vapor and faint traces of Almond Water—drags across the wet carpet, obscuring a wanderer's vision as they traverse Level 0.01Flashlights and other illuminary devices can easily pierce this fog.. As one journeys further into the level, conditions will worsen as the air gets more muggy and visibility decreases. The following table provides Level 0.01's environmental statistics.
Anomalous Properties
Level 0.01's properties are anything but beneficial. Wanderers who enter Level 0.01 are separated from all other lifeformsEntity sightings are caused by hallucinations., and they are incapable of dying from starvation and terminal dehydration. Matter brought into the level will have their colors slowly fade to match the level's dull yellows. However, if Almond Water is applied to the affected areas, it can reverse the effects.
Addendum
Entrances & Exits
Entrances
*A concrete door labeled with "EXIT" in green neon letters leads to Level 0.01.
*Extremely long hallways in Level 0 with flickering lights often lead here.
Exits
*Holes in the floor lead to The Void.
*Some lights have crawlspaces above them. Entering this area leads to Level 28. Once a person climbs into the crawlspace, they cannot return to Level 0.01.
*Due to the level's stability deteriorating as one goes further in, it is theoretically possible to noclip out after a certain distanceThis has yet to be confirmed, as temperatures are too high to properly noclip..
Footnotes
Category:Sub-Levels
Category:Dangerous
Category:Unconfirmed Levels