Level 0

*Welcome to The Middlerooms...*

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**Survival Difficulty: Class 3**
**》Unsafe**
**》Unsecure**
**》Moderate Entity Count**

## Description

Template:Blurimage Level 0 is a regular-looking laboratory and has pale, metallic walls, floors, and ceilings. There are many cabinents where there are supplies such as: Hazmat suits, scapels, beackers, lab coats, scapels, masks, protective glasses, money, pencils, and sometimes there are notes about some other levels in The Main Nine. There are also many holes in the cabins that are extremely dark and too small to fit through for most people. In these holes there are flat chunks of sharp metal that are dangerous to touch in most parts of them, but it is safe to touch some parts of them. You need to be quite careful when attempting to touch them, or you may be wounded. If so, you will most likely bleed at an alarming rate and possibly chop off a part of your body, such as your fingers, for example. They could be used as weapons to harm numerous entities who reside in the middlerooms, but not at this level since this level is devoid of any entities at all. The floor is gray concrete, which is very rough and can scrape you if you are not careful enough.

### The Gas of Level 0

A pair of doors leading to sanitization rooms that, upon entry, release a specific type of hazardous gas (known as the gas of level 0) can be found at the ends of several rooms. DO NOT ENTER THESE ROOMS UNDER ANY CIRCUMSTANCES since the gas will cause you to pass out within a few seconds and you will expire without medical attention in around 30 minutes. Almond water is the only remedy for this. To be honest, it will be more humanitarian to kill the gas victim if there is no almond water available because they will be in excruciating pain when they awaken for around five minutes.

### Reflected Mesmerism

When a traveler comes into contact with any surface that is capable of producing a reflection, such as mirrors, glass walls, metal, etc., the "Reflected Mesmerism" effect takes place. The primary goal of this effect is to confuse and mentally weary those who are traveling, so they begin to wonder about their surroundings and perceive illusions of themselves in the actual world. The only function of these illusions is to taunt the visitor in a poltergeist-like manner. This occasionally lessens the individual's insane state and causes them to lose focus on the level's primary objective.

The lab as a whole is silent. No matter the location or size of the chamber, all of the traveler's sounds have a significant echo, intensifying the feeling of solitude. The lab is divided into three primary sections: practical, functional, and efficacy, but the traveler can only access the practical sector because the other two sections of the lab have collapsed due to an unidentified occurrence, and no matter how hard they try, they might not be able to pass through.

The practical sector is primarily made up of hallways and empty rooms, with only one major chamber and items as the sole entities on this level. This main room is labeled "Crafts of Life" in scuffed writing above the entrance door. The traveler is unable to exit this room once they enter it, and the timer begins. This timer starts counting down after 5 days, but the traveler is unaware of it until they reach the 3-day mark and begin hearing every tick of the clock. This timer appears on a black screen above the organisms, which are displayed in bold, white letters.

### In the front area of this main room you have any 4 of the following materials

* A Crawls’s eye
* A face’s smile
* A Sticky’s limb
* Kitty’s tears
* (F) Moths acid
* Carpet from Level 0 in The Backrooms
* Water from the Danger Zone of the Poolrooms in The Backrooms.
* A string of hair from a Doll.

### Danger

The pieces of an entity, such as the acid, are still dangerous to the traveler since they are still functional and may cause harm to the traveler until neutralized. They are still classified as entities because they are still functional elements of where they came from. There are several files on each resource and how to neutralize it, as well as information on the current dangerous sickness and common injuries that occur in the middlerooms. This includes symptoms, causes, and possible treatments. It is up to the traveler to use this information to try to exploit these entities and materials. Using these resources, the wanderer must devise a cure/remedy for any current, lethal disease or fatal injury in the middlerooms.

If you do not finish this task within the 5-day window, you will revert to the previous level but become the carrier of a new sickness that is worse than the one you were attempting to cure in the laboratory. However, if this is successfully performed, the traveler receives a pass to any level you desire to visit, as well as anybody the traveler wishes to bring with them.

## Colonies and Outpost

There may only be one wanderer present here at a time so there are no outposts.

## Entrance and Exits

### Entrances

* Have someone close to you die from one of these injuries/diseases for a 10% chance of being sent here within the next 5 minutes.
* Collect one of the items successfully in any other level (kitty’s tears for example)
* Finding a laboratory in The Backrooms, get close to it and the yellow lights shut and the wall behind you closes. Welcome to the Middlerooms.

### Exits

* Failing the mission will kill you.
* Completing the mission will send you to Level 11.
* Consuming one of the reactants may send you to Level 11. (not guaranteed)
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