Level -101

Level -101 is the 101st negative level of the Backrooms.
==Description==
The environment of Level -101 is an unwelcoming sight at first, resembling an endless tulip field covered in an iridescent, mercury-like substance. This level is estimated to be near infinite in size and maintains consistent geometry across its expanse. The blades of windmills spin slowly despite strong winds and the infectious shine of chrome. Heavy rain pours down, creating puddles, while the metallic tulips sway gently in the storm. Chromified towns, canals, and rivers are sparsely scattered around Level -101, shining brightly in the occasional rays of light that poke through the tempestuous weather. Among this ominous environment, the echoes of wanderers can be heard attempting to aid fellow wanderers in navigating through this metallic hellscape.
Towns can be found in Level -101, but they are few and far between. They typically resemble the idyllic towns in the countryside of northern Holland, enveloped in the chromatic coating that covers most of Level -101. Common structures include town halls, houses, shops, windmills, harbors, churches, and small museums. Canals and rivers are also frequently found in towns, though they are sometimes in solitary. The towns are devoid of life, along with most of the level.
The town hall is a prominent structure in towns. It is typically a three-story brick building, and its entrance consists of a heavy, double door with sandstone surrounds in a Louis XIV style. The doors of the town halls are consistently locked, and the windows, alongside most transparent objects, are nearly opaque due to the chrome, making it impossible to view the interior. The roofs of town halls usually have dormers with sandstone surrounds, while the flat, mansard roofs feature two brick chimneys on each side. The roof of a town hall is traditionally tiled with clay tiles, adding to the classic style of the architecture. 
Churches can be located in a row with other buildings, but aren't common in towns. They usually resemble brick-built churches that were constructed in the 19th century. The neoclassical facade of the church has a turret on the roof, with black clay tiles lining it. The front door is a heavy black double door with a transom window and a white neoclassical surround with a fanlight about a foot above. The interior is relatively simple, with only pew benches, an organ, and a few paintings as decoration. The church is divided into semi-even thirds by four white arch columns on both sides, with the middle being the widest. The interior roof is a semi-circle in the middle, while the left and right sides of the room's roof have a pointed arch. There are four stained glass windows on both the left and right sides of the building. At the end of the church, a sanctuary with a decorated altar lies. Occasionally, a crucifix, bible, and prayer candles, and Liquid Iridescence can be found on the altar. Interestingly, the church is immune to the chrome infection, making it a safe haven.
Chrome shorelines are found scarcely throughout the environment. These areas have a steady drizzle and are rougher in texture compared to the smoothness of the rest of the level. Many of The level's beaches are rocky, so chrome rocks and rock formations of many sizes litter the shoreline. The chrome shorelines are relatively safe compared to the rest of Level -101 because of their unique ability. People who have found themselves in chrome beaches have reported feeling calmer and having a feeling of hope. The morale boost from the chrome shorelines has helped with traversing the expanse. The water of Chrome beaches isn't liquid chrome, unlike the canals and rivers. The ocean water is clear, which allows you to see the chrome sea floor underneath. Chrome beaches and churches are areas where the Chromaunter can't linger.
A feeling of paranoia lingers in the air, only subsiding in a select few areas. Although paranoia is a constant, its presence is small, despite this, wanderers have reported that they have a feeling of being watched at all times, especially in safe havens. Reports of loud, metallic scrapping sounds, whispers, and clangs are frequent in Level -101, most commonly while in buildings.
The day-night cycle in Level -101 is quite different from the Frontrooms. The day lasts approximately 20 hours, while the night lasts approximately 15. The weather in Level -101, as stated before, is a constant thunderstorm. The storm grows at night, producing winds up to 30 miles an hour. Wind gusts can reach up to 60 miles an hour. Rainfall in Level -101 is 0.3 inches during the day, while at night it reaches up to an inch of rain. The temperature of this level stays at a cool 60° F at all times.
==Chrome Zero==
Chrome Zero is where Level -101's chrome came from due to the large amounts of reports from years before 2016 stating that Level -101 was listed as a habitable level before the discovery of The Chrome Haunting at Chrome Zero. According to wanderers, Chrome Zero is a highly volatile area estimated to have a diameter of 200 miles and is located 250 miles north of where the wanderer entered. This area and the surrounding area mostly halts The Chrome Haunting up until 180 miles into Chrome Zero, despite this, a wanderer can still move, although not quickly. Chrome Zero is described as a chrome, titanic wire frame pyramid surrounded by an unstable iridescent void with chrome causeways leading toward the center of the void. At the center, a golden platform hovers above the void. Upon reaching the platform, the Chrome Process flakes off. Once a wanderer does reach here, there's a chance they'll be sent to a random level or be dropped to the iridescent void below the platform. It's unknown what happens when someone falls into the void.
==The Chrome Haunting==
The chrome that enfolds the level is a highly infectious material that is referred to as The Chrome Haunting. This material is proven to be immune to all forms of damage and has a similar density of chromium. Its mental hazard poses a significant threat. A wanderer can only be consumed once their will has been broken and their hope is lost. By itself it can't accomplish such task, however, with the help of an entity, it can slowly consume an individual, slowing their movement and causing them to lose hope until they eventually become one with the environment. The chromification process is slow but painful, starting at the feet and taking approximately eight days to fully encase an individual in chrome.
*Stage 1: During the first five hours of wandering Level -101, an individual may notice small spots and flakes of chrome covering their heel. Depending on the individual's mental state, they may also hear quiet voices echoing throughout the expanse.
*Stage 2: After five days of wandering Level -101, The Chrome Haunting will have consumed a person's legs, making movement difficult across most of the environment due to individuals slowly sinking into the metallic domain. Individuals may notice a change in weight, causing movement to be more difficult in non-chrome areas. After this stage, it is recommended to quickly attempt to leave because of the exponential spread of chrome.
*Stage 3: Approximately two days after Stage 2, an individual's torso and most of their arms will be covered by The Chrome Haunting. At this stage, individuals may find it hard to breathe and should notice an increase in weight. It is not advised to stay still for too long to prevent individuals from sinking into the environment. At this stage, hearing voices is commonplace; they attempt to aid individuals through the level. Chromaunter attacks are more frequent after Stage 2.
*Stage 4: After a period of ten hours, Stage 4 begins. The weight of an individual's chrome-covered body will be immense, but manageable. Breathing has gotten easier, you'll need it. At Stage 4, individuals will be completely enfolded by The Chrome Haunting. Individuals can only move if they have the will and hope to go on. Hunger and thirst are no longer felt on Stage 4, allowing individuals to only worry about their mental state. The voices in their head will be louder and clearer. Chrome tendrils and eldritch claw-like appendages will form at this stage, but will only appear if another person is near. If this happens, the appendages will begin to viciously attack them, heavily bruising and cutting them, and rarely, killing them. It is advised to keep away from other people to prevent such scenarios from happening.
*Stage 5: Stage 5 can only be reached once one has lost all hope and their will is broken. Upon entering this stage, the chrome that has covered your body will start to harden. After this, a lifeless statue will remain. After 5 hours have passed, your metallic husk will be absorbed into the hellscape.
Once The Chrome Haunting has latched onto a host, it's not possible to remove it. Reports state that Liquid Iridescence chrome removal effect, strikingly, doesn't affect the chrome on a wanderer. Almond Water doesn't have any positive effects on The Chrome Haunting in its entirety, but rather, seems to cause The Chrome Haunting to spread more aggressively. 
The Chrome Haunting's presence was significantly lower before The Flicker, and would spread less efficiently. This allowed colonies and bases to be in the hundreds. During the pre-Flicker period, The Chrome Haunting had only spread approximately a mile from Chrome Zero. Post-Flicker, The Chrome Haunting had gained immense ground in Level -101. The once sunny level had fallen into an eternal storm. The following days, the chrome had overtaken most of the level, causing most colonies and outposts to fall as they were consumed by the unsuspected threat. In the present day, The Chrome Haunting has calmed significantly since, but it still retains some of its ferocity from its past.
==Objects ==
 Liquid Iridescence
Aurum Crucifix
Liquid Iridescence is a substance that may be found in various glass containers located throughout the level. These containers come in various sizes, ranging from 4 ounces to 5 gallons, with rarity increasing proportionally to its size. The substance is often described as having an iridescent glow, resembling that of a holy water cocktail. It can be found in churches, shops, and partially buried in shorelines. The taste of Liquid Iridescence is often described as fruity, with a blue coconut flavor or a sweet pineapple and coconut taste. The temperature of Liquid Iridescence varies depending on the environment it is found in. At its natural level, it has a temperature of approximately 85°F. In colder environments, the temperature increases by 15-25°F, while in hotter environments, its temperature is around 48°F. Notably, the flavor of Liquid Iridescence remains consistent regardless of temperature changes. However, its container cannot be opened or broken at its natural level, limiting its usefulness in most containers.
Researchers have discovered that Liquid Iridescence contains a rich source of adrenaline and endorphins, making it useful in emergencies to facilitate a quick escape. Additionally, it has been noted that it can help to calm an individual and create a sense of well-being, as well as provide hope and strengthen the will of a wanderer. Small wounds can be healed quickly using Liquid Iridescence, but larger wounds cannot be fully healed. In the event that it is unable to heal a wound sufficiently, it will attempt to close the wound with a thick scab. 
The last use of Liquid Iridescence includes the warding of entities, more specifically, the Chromaunter. The use of Liquid Iridescence against chrome-related hazards is yet to be understood. Available information states that the effects of Liquid Iridescence on chrome hazards include, the warding and hurting of the Chromaunter, temporarily clearing areas of The Chrome Haunting, and strikingly, the promotion of growth of The Chrome Haunting. It was only recently discovered that once Liquid Iridescence is cooled to 24° F, it will cause accelerated growth of The Chrome Haunting in a 2-meter radius. If The Chrome Haunting isn't present in the area of Liquid Iridescence, the liquid in the container will start to glow dimmer. Next, it will begin to bubble as it slowly turns into chrome, eventually shattering the container and spreading The Chrome Haunting. Luckily, personnel present at the outpost were in possession of a Aurum Crucifix and spare containers of Liquid Iridescence, which were used to exterminate The Chrome Haunting from the outpost. Since the incident, any known MEG personnel with Liquid Iridescence outside Level -101 are under strict order to keep Liquid Iridescence above 24° F at all costs. Known wanderers that are in possession of Liquid Iridescence outside Level -101 frequently have Liquid Iridescence confiscated to prevent The Chrome Haunting from spreading to other levels.
The Aurum Crucifix is a rare, golden crucifix that is 10 inches tall, 5 inches wide, and 1 inch thick. The Aurum Crucifix weighs approximately 35 lbs, and can be rarely found on the altar of churches. The Aurum Crucifix along with Liquid Iridescence, are immune to The Chrome Haunting's effects, mostly due to their chrome nullifying properties. The first recorded appearence of a Aurum Crucifix was in 2005, unlike Liquid Iridescence which existed since Level -101's discovery on July 24th, 1995. Since then, appearances of Aurum Crucifixes have been growing exponentially, but their use wasn't as needed as Level -101's environment was calmer and The Chrome Haunting's presence was significantly less. After the events of The Flicker, sightings of Aurum Crucifixes have waned drastically. 
The first use of an Aurum Crucifix is the deterring of most entities. The warding effect of an Aurum Crucifx works in a 10 foot radius around it. Entities will commonly retreat when faced with a Aurum Crucifix, however, stronger entities will typically linger outside its area of effect while pacing around the holder. If an entity decides to enter the area of effect, it will start receiving heavy burns and will be slowed down significantly. If the entity isn't made of organic materials, it will start to heavily corrode, and will perish if exposed for too long. The second use of an Aurum Crucifix is the temporary removal of The Chrome Haunting. The chrome removal effect is notably smaller than the warding effect area, only having a 5 foot diameter. Removal takes approximately 10 seconds of exposure until it finally burns up and flakes away into the environment. Unfortunately, similar to Liquid Iridescence, it can't remove chrome that has latched onto a host, but a Aurum Crucifix does give a wanderer a slight morale boost while held. 
==Entities==
===Chromaunter===
The Chromaunter is a singular entity whose only goal is to psychologically break a wanderer. Their appearances consist of chrome tentacle-like appendages, chrome raptorials, chrome pincers, and chrome bone-like appendages that will always originate from an infected surface. Its true form is known little about. One account of its true appearance describes it as a 15-30 foot axial skeleton. Its skull is approximately 1.5-2 times as large as a normal human skull. A dim, red light will be radiating from its eye sockets. Its spine makes up most of its length, as stated previously, being around 15-30 feet long, with its spine protruding from a chrome infected surface. A rib cage lines a 1/4th of its spine at most and seems to be missing its sternum. Unlike its appendages, the Chromaunter's skeleton is not chrome, but rather, its skeleton is sparsely covered in dried blood and decayed muscle tissue.
Unlike most entities, the Chromaunter doesn't hunt and kill its prey, but instead, will mentally torture their victims for The Chrome Haunting. The Chromaunter's preferred ways of torment include paranoia induction, distorted reflections, temporal distortion, gaslighting, appearing in a wanderer's peripheral vision and disappearing shortly after, and symbolic manipulation. 
*Paranoia induction: Common ways of paranoia induction consist of causing intense scraping or clanging sounds near its target. According to the former prey of the Chromaunter, it will feed into your deepest fears and insecurities, causing doubt to fill one's mind. Another way of paranoia induction is appearing in the distance or in a wanderer's peripheral vision and disappearing shortly after one notices its presence. The Chromaunter will cause a sense of being watched in a wanderer. This feeling grows stronger when not being tormented by the Chromaunter.
*Distorted reflections: The Chromaunter can cause distorted and unsettling reflections to appear in the metallic environment. Reflections often include mutilated versions of the wander, fears, and a blank reflection. These reflections can can mild mental anguish if stared or thought about for short periods of time. Drops in will and sanity occur if one ponders or stares at a reflection for approximately 3 minutes. Often these distorted reflections will attempt to reach out to you. If one attempts to reach out to the reflection, one of the Chromaunter's appendages will latch onto the wanderer and attempt to pull them in. Since a wanderer can't freely move through chrome, the Chromaunter will continuously slam the wanderer into the surface the reflection was on. This frequently causes heavy bruising and sprains across one's body.
*Temporal distortion: Rarely, the Chromaunter will cause its prey to experience shifts in time perception. Wanderers affected by temporal distortion have described it as feeling as minutes were days, or feel like they're in a time loop, having the same event happen continuously. In reality, the effect is estimated to last 5 minutes in most cases, however, the mental harm done can be significant depending on the will of the wanderer. During temporal distortion, the Chromaunter will usually mildy, physically torture them or force them to experience a twisted, haunted house-like event. Hallucinations are commonly associated with haunted house-like events.
*Gaslighting: Methods of gaslighting are listed as closing or opening doors when one is not looking, knocking over objects or removing objects and placing them back when line of sight is broken to the object, causing a wanderer to hallucinate a cut or small woulds and removing them shortly after, causing shadows of itself in front of its victim, and making a wanderer to think they misplaced an item they've never had, and similar methods. This often leads to victims doubting their sanity and senses.
*Symbolic manipulation: The Chromaunter will often manifest objects related to a wanderer's trauma. These objects will evoke a sense of anxiety even if the target is not aware of its existence. The objects typically appear for 2 hours and will mysteriously move to one's new location if they move away from its location. If one interacts with the object it will invoke periodic flashbacks of their trauma for several hours. Occasionally, victims will receive injuries from their trauma for a few minutes. If the Chromaunter's target doesn't have an effective trauma to exploit, it will implant a fake memory of a traumatizing event. Artificial traumas are reported to produce a significantly higher amount of anxiety and distress.
Studies have shown that the Chromaunter commonly targets a singular person or will rarely target a group of people. It will torment them for a week at most. It preys on mentally weak wanderers and ones who have entered Stage 3-5 of The Chrome Haunting. 
The durability of the Chromaunter's true body is unknown, but researchers are certain that it must have the same durability as The Chrome Haunting. The termination of the Chromaunter isn't possible due its durability and it is widely agreed that it would most likely materialize again if termination was successful. Reasons for this include that the Chromaunter is able to appear instantaneously wherever The Chrome Haunting is present. Further proof for this theory comes from the Iridescence Incident. A few seconds after The Chrome Haunting manifested from the 24° bottle of Liquid Iridescence, the Chromaunter emerged from The Chrome Haunting. The affected outpost was located outside of Level -101.
==Colonies & Outposts==
Colonies and outposts are no longer in operation due to conditions.
== Entrances & Exits==
===Entrances===
*Eating a flower in Level 13 has a chance to send one here.
*Touching an object with chromium or mercury has a rare chance to send one here.
===Exits===
*Reaching the gold platform located at the center of Chrome Zero can take one to a random level .
*No-clipping in a windmill can take one to Level 894.
*Rarely, small patches of the tulip fields will be replaced by lilacs. Stepping into the lilacs has a chance to send one to Level -212.
Category:Mental Hazards
Category:Negative Levels
Category:Cluster -I
Category:Dangerous
Category:Unconfirmed Levels