Level 0.2

4
4

**Survival Difficulty: Class 4**
»⠀Unsafe Environmental Conditions
»⠀Unstable
»⠀Moderate Entity Count

Hallway found in Level 0.2.

A classroom in Level 0.2.

## Description

It would be easy to confuse Level 0.2 with its parent level, but this illusion would be short lived. Level 0.2 is a 16 story, Japanese high school with both Euclidian and non-Euclidian dimensions. Like many Japanese schools, the structure of this building is a "U" shape with a large courtyard in the middle. This design prioritizes airflow, also evident by the large windows that line each of the walls. Each wing designated as the East and West wings expand for an undetermined distance and is possibly infinite. The walls are mostly grey, inside and out, with beige and white interior walls occasionally breaking up the monotony of grey.

The layout is typical of any Japanese school with an entrance area leading into a transition hall filled with cubbies meant for exchanging of outdoor shoes to indoor shoes. Sinks are found immediately adjacent to the transition hall and can be commonly found in many halls and rooms throughout the level. The water is clean and safe for consumption. Common facilities such as libraries, laboratories, gymnasiums, home economics classrooms, music halls, and everyday homerooms are found lining the halls. There are no lockers found on Level 0.2, rather classrooms will have cubbies in the back for students to keep personal belongings for the day. These classrooms notably will only be found on one side of the hall as the other side is always brightly lit with large windows.

Level 0.2 does not have a day/night cycle and due to the consistent fog that clouds the outer edges of the level, it is undetermined the exact time of day Level 0.2 resides. It is always daytime on Level 0.2 and the temperature of the outside instantly fluctuates between a hot 40C to a freezing -20C with no transitory temperature in between. Inside the school remains a comfortable 20C unless a window randomly opens, which is often the case, and produces a strong gust of wind in the immediate vicinity.

Windows will indeed open and close autonomously at any point in time or place. This includes both hallways and rooms throughout the building. Note that these windows can be manually opened or closed at any time. Bridges and stairwells do not have windows, rather they are exposed to the outdoor elements with the exception of a roof that protects wanderers from the rain if that could ever happen. Bridges rarely exist connecting the East and West wings of the school building. These bridges span the width of the courtyard which is about 50 meters and are also open to the element with the exception of the roof.

* The East and West Wings
* The Basement
* Outside

The library in Level 0.2.

It is possible and likely that these wings extend for an infinite distance. No wanderer, however, can fully explore this expansive collection of halls as somewhere around 5-10km in, a wanderer will be seamlessly transported to the adjacent wing. There is no identified pattern of where, when, or how a wanderer is transported to the opposite wing, but they are always walking away from the main entrance, i.e. the bend, and they always end up reappearing, walking back towards the bend. There is no point that would indicate that the two wings ever connect with the exception of the occasional bridge or the main bend.

The layout of the wings has the classrooms facing the courtyard while the outer walls face a foggy, endless void. Occasionally a facility such as a library or bathroom can be found on the outer walls with an extra hallway leading adjacent to those facilities. At the end of each of these auxiliary hallways are a staircase spanning the entire height of the school. There are also, at random intervals, emergency exits that have fire escapes.

Vending machines can also be occasionally found scattered throughout each floor. These machines contain water, Stamina Sodas, and Energy Bars. It is also possible to find carts with School Lunch on them, however these are special lunches that have no ill effects and are very tasty. These carts are very rare but provide a good food source for wanderers that inhabit the level. This is especially important as there are no cafeterias to be found on Level 0.2.
The Basement is considered the most dangerous place outside of this level's "Events". The basement acts as a utility area for the whole school with furnaces, water heaters, electrical boxes, supply closets, server rooms etc. The entire basement is dark and damp with single light bulbs illuminating each corridor and room. There are nests of Wall Moths and Redeye Stalkers. The basement is also non-Euclidian similarly to Level 0 as one hallway may connect to random spaces, causing wanderers to become disoriented and lost. There is no food nor clean water to be found in the basement section of Level 0.2.

The courtyard facing the main bend.

There are multiple places where a wanderer may feel fresh air outside of the main building on Level 0.2. The most notable location is the courtyard. Similarly to the East and West wings, it is uncertain the actual depth of the courtyard. The width is on average, around 50 meters. There are paths, trees, bushes, benches, and tables found throughout the entire courtyard. Once a wanderer explores around 5-10km away from the main bend, they will suddenly be surrounded by fog. This fog impairs vision to less than half a meter in front of them. When the fog clears, wanderers will find themselves at a completely different location within the courtyard.

The school also has numerous balconies and access to rooftops. Rooftops have spaces provided for studying and breaks with tables and chairs. There are often potted plants and other works of art decorating the spaces. The balconies oversee the outer sides of the school which look into a void of dense fog. Nothing can be seen past the cloud of mist. Fire escapes also look into the foggy void and the staircases descend infinitely, despite the school only being 16 floors and a basement. If a wanderer exits a fire escape, back into the school, they will find themselves on a random level. Even if the wanderer immediately returns through the door they used to enter the escape, they will return onto a completely different floor.

## Events

Though there are moderate amounts of entities on Level 0.2, what gives this sub level its class 4 difficulty are the environmental events that regularly occur. It is important to have contingency plans in place to mitigate the risks involved during these events. Preluding every event, the intercom will play a melody throughout the entire school. This can be heard in the courtyard and rooftop as well. There are no announcements or indicators of what event may follow said melody, but if the song is heard, it is important to prepare yourself for a potential disaster. At the end of each event, the entire level will black out. There is zero visibility during this brief time. The blackout lasts only about 3 seconds. When the light returns, the entire level will have completely reset.

The jingle that plays on the intercom before an event occurs.

* The Earthquake Event
* The Fire Event
* The Flood Event

Earthquake intensities can rage between 5 to 9.5 on the Richter Scale. These are the most common events on Level 0.2 as they occur on average at least once every 24 hours. The entire level will intensely shake while fixtures and furniture may topple over. On stronger quakes, entire sections of floors and classrooms have been known to collapse. If you are on said floor or underneath said floor when this occurs, you risk severe injury or death. It has been determined that the safest place to be during this event is on the ground floor in either doorways or underneath desks. These quakes can last anywhere from a few seconds up to an hour.
Usually fires will start in kitchen areas or in laboratories throughout the school. It is possible however, that they start at any electrical junction, outlet or appliance. Fires spread rapidly on Level 0.2, and it is very important to have fire routes planned wherever you are. Fires will not spread to the courtyards, bridges, or fire escapes. Note that fires will consume rooftops. Inhaling the smoke and toxic fumes pose a great hazard to the wanderer as they may pass out and/or suffocate if the gasses and particles are inhaled. It is advised to cover one's nose with a wet cloth as they attempt to escape the building.

Floor 16 during a flood.

Potentially the most extreme and dangerous event on Level 0.2 are the floods. The floods are initiated by a wave that approaches from the far side of the courtyard. The wave is roughly 1 meter in size and travels approximately 2.7 meters per second. The water is dark and muddy, carrying debris such as trash and wood. Once the wave crashes into the side of the main bend of the school, the water will begin to rise. The water will continue to rise at a speed of about 2 meters per hour. The water will rise until it reaches about ankle deep on the 16th floor. Wanderers that do not escape the lower levels in time will drown in the murky depths. Floods can last anywhere from 8 to 31 hours at a time.

## Entities

* Teachers can be found throughout Level 0.2. They are standard teachers, but the majority only speak Japanese.
* Bullies unfortunately roam the halls in Level 0.2.
* School Nurses can also be found in the halls as well as a few medical facilities that can be found in Level 0.2.
* Wall Moths and Redeye Stalker can be found in nests and roaming the corridors of the basement section of Level 0.2.

## Colonies Outposts

Though there is potential for many sustainable colonies on Level 0.2, due to the danger of the level, only one has been sustained. They call themselves **Kamihashinda**. It is a group of Japanese speaking wanderers of an undetermined size. It is theorized that there could be up to 100 wanderers in this group. They are not friendly, but they are not violent either, unless provoked. Though it is notable that they will help a wanderer outside of their group in an emergency circumstance.

The **Kamihashinda** organize themselves into labor groups. **Cooks** will work in the home economics kitchens, preparing meat provided by the guardians. They also will scout the halls, ransacking vending machines and food carts. The Guardians arm themselves with crude weapons crafted from shops and other supplies. They guard the colony from outsiders and entities that would do them harm. Guardians also travel in groups into the basement where they will hunt for Wall Moth and Redeye Stalker meat.

**Administration** is in charge of keeping inventory, revising contingency plans, and keeping role as floor wardens for the case of dangerous events. The **Kamihashinda** are headquartered on the first floor just inside the main bend from the courtyard. Though most of them will outright ignore a passing wanderer, it is advised to leave this group alone unless under extreme circumstances.

## Entrances and Exits

### Entrances

* It is possible to no-clip into Level 0.2 from Reality instead of Level 0.
* If a wanderer enters into a Japanese Language class in Level 0, upon exit, they will be transported to a classroom in Level 0.2.
* Refusing to take the exam a second time after initially failing in Level 40 will send a wanderer to Level 0.2.
* Falling asleep on the bleachers in Level 17 has a chance to bring a wanderer to Level 0.2 when they wake up.

### Exits

* No-clipping through lab equipment will send a wanderer to Level 9.
* No-clipping through a hallway will send a wanderer back to Level 0.
* Jumping off into the fog from the outer edges of the school will land a wanderer in Level 777.
* Escaping the fire through the basement can lead a wanderer to Level 15.
* It is possible to no-clip during the 3 second blackout which brings a wanderer to Level 2.5.

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**Rewrite by:** **TheDadams**
**Original Article by: Dynamotor 2023/4/26**