Level 0.01

It seems I'm going to break; I don't have any more Almond Water in my exploration resources.

I feel lonely and empty, just like this Level.

God bless me if I find some entity; as if this place there is such a God to bless me...

Sometimes, I feel I am close to an exit, but at the same time, far away to continue this endless **torture**.

I wonder if there is even an exit here. Or if this place is just like that place; no escape, no being, no life; it's just you and nothing more.

Is it so different here?

I just want to get home.

Why am I here?

What encouraged me to get *this* far?

I went through so many *places*.

that *pool* place, the cozy *cabin*, that  *Halloween suburb place*.

What led me to believe that I wouldn't *fall into a trap*, a *dead-end*?

What led me to think that I wasn't going to get lost sometime?

I don't even know how far away I am right now...

But why am I continuing when I know nothing is waiting for me?

I'm getting even more lost each mile I take; with each step I take, my mind is burning the more I walk and wander.

God bless you if you fall for this place because mine didn't bless me...

Furniture is what I see, but is this what I'm seeing?

I wonder if this is just my mind playing with me...

Or if it's the Level playing with me.

I'm trying to find an exit, but...

Where...

Is...

Exit?

I wonder if this place is an exit from this endless labyrinth, but I think it's much more complicated than that.

I found a broken ceiling. I wonder where it is going to lead me...

But for you...

I just hope you are at a safe Level.

I am in trouble, or better, in the same place I am always in:

 In the Backrooms.

-It is a dead end, but... Are you certain you'll make it through?

File:Image of level 0.01.webp

Alright, this is just stupid. I went through this red door with green, bold text saying “EXIT” on it in that weird area with the yellow walls. Why did I believe that it was a real exit? I am in a long corridor with walls similar to that place. Above me, the ceiling is adorned with several lights, creating an illuminated atmosphere all around me. At the end of the corridor, I see a green border that stands out against the darkness of the background. This place makes me feel like I'm in a train station. I hope that the end of this does contain an exit back to my actual home. I’ve just drank my final bottle of Almond Water. I’m praying to God that I don’t succumb to insanity. ~ Silverio Ludwig, uploaded March 5th, 1990
**Level 0.01** is a perplexing sub-level nestled between the transitional zone of Level 0 and the enigmatic expanse of Level 1 within the labyrinthine depths of the Backrooms.

## Level information

### Colors:

Yellow
Dark Yellow

## Description

This level often confuses a potential return to reality, providing a disconcerting and oppressive atmosphere characterized by uncomfortable dampness and humidity that significantly exceeds the conditions encountered on Level 0.

The physical appearance of **Level 0.01** is deceptively mundane, bearing the scars of wear and decay. However, its layout defies reason, forming an intricate enigma of corridors that stretch to the point of illusionary infinity. Each corridor is adorned with the same monotonous wallpaper as that of Level 0, casting a sense of eerie familiarity. Every fifty miles, the hallway abruptly veers left, leading to yet another seemingly identical passage. The twisted peculiarity lies in their subtle deviations: all hallways on Level 0.01 are replicas of each other, forming a continuous loop that beguilingly reverts travelers to previous points.

This looping effect forms a perplexing conundrum: items left behind in one corridor mysteriously reappear when the next turn is taken, a phenomenon that can potentially escalate into a biohazard situation as waste products are never left behind. As wanderers progress along the way, they encounter an unpleasant and fetid odor that taints the entire level, and the relentless dampness amplifies it, potentially inducing nausea even in the hardiest among them.

In contrast to its parent level, **Level 0.01** is not devoid of life, albeit a twisted semblance of it. Within the first fifty miles, there's a slight chance of encountering a Wretch or a macabre specter that likely embodies the remnants of previous wanderers. These chilling encounters are a stark reminder of the level's anomalous nature.

**Level 0.01** contains a sanity-draining effect that begins to take its toll once one proceeds between five hundred and one thousand miles into the level. Wanderers under the effects of this sanity drain have been noted to frequently mumble phrases like "Must... find... exit..." and "Where... is... exit?" Eventually, they will devolve deeper and deeper into insanity until they become a Wretch. It is advised to bring copious amounts of Almond Water before entering Level 0.01, due to the mental hazard. Depending on the distance one plans to travel, it is recommended to bring 10 to 35 bottles of Almond Water into this level before initiating expeditions deeper than approximately five hundred to one thousand miles.

 5,000 miles
 10,000 miles
 20,000 miles

## Entities

While **Level 0.01** was by default devoid of life, it is reported that the majority of Wanderers who have entered **Level 0.01** have become Wretches. The only way to avoid death by entities in this level is to kill them; due to the non-euclidian structure of this enigmatic Level, running is far from possible. It is unknown how such encounters occur despite the level's separation effect on wanderers.

The few who have gone thousands of miles into the level and returned with their sanity intact have talked about some kind of hostile entity or force that has not yet been documented. Although reports vary, many claim that said entity/force will attempt to take wanderers' belongings, including almond water, seemingly disappearing and reappearing at will. Multiple wanderers have also claimed the being will rip and tear away pieces of clothing, hair, and flesh if there are no more belongings to take. Attempting to break the walls, ceiling, or flooring has also resulted in such attacks.

## Colonies and Outposts

Due to the isolation of **Level 0.01**, its non-Euclidian nature, the level's rapid depletion of sanity, and the dangers of creating a colony or outpost is infeasible. However, wanderers - who have exited the level - have already reported small barricades made by humans, made of wood from an unknown level, although not considered either a Colony or Outpost.

## Addendum

Uploaded July 14th, 2001

Well, I’ve just reached about—oh, I don’t know, maybe 7,230 miles into this level. Why did I fall for that "fake exit" door? By this point, I’m not even trying to explore anymore. All I want to do is find a real way to exit and just leave. I’ve tried no-clipping 49 times but to no avail. The only reason I haven’t become insane is because I drank all of my Almond Water before traveling this deeply into this level.

Anyway, I’m not sure if I’m going to make it out in time. For now, peace out.

- *Silverio Ludwig*

- *M.E.G, important remarks*

Hello, traveler. With the information gathered from many wanderers and our team members, this Level is *extremely* dangerous to stay in since it contains non-euclidean, serious threats from entities, high environmental damages to Wanderers, a high sanity drain, a severe lack of essential resources for Wanderers' well-being, is extremely difficult to escape from, and extremely dangerous and endless, interconnected clusters of hallways. Once at this level, it's extremely important to emphasize that one would need to maintain calm and try to find help through communication devices. However, it's important to note that exploring this Level is a suicide attempt since this Level offers nothing for you, much less your safety. Do not fool yourself, the level can have decent exits, although extremely hard to enter and find. Our team is constantly researching to find out what this Level is. Although entering this Level is strongly discouraged, try to avoid it at all costs, I repeat, **at all costs**.

- *Sincerely, M.E.G.*

## Entrances and Exits

### Entrances

**Level 0.01** includes a bizarre phenomenon that instantly separates any Wanderers who enter it, even if they no-clip together.

* Accessing **Level 0.01** is done by entering an out-of-place fire exit door in any level. These doors are said to most commonly appear in Level 1, Level 4, the boiler room of Level 5, Level 17, and Level 20.
* **Level 0.01** can be accessed from Level 0 by finding and touching a red door that has bold, green letters on it that spell the word “EXIT." Regardless of how softly one touches it, they will be no-clipped through the door into **Level 0.01**.

### Exits

* If one were to fall into one of the holes in the floor later in the level, they would be led to the void. Of course, this exit is not ideal, as one could be trapped there forever, but it has a slight chance of bringing wanderers to a random level.
* A few wanderers have reported being able to noclip from this level starting at 3,000 miles in. This is not guaranteed to work; reports state it took the Wanderers hundreds, even thousands, of tries, but it's safer than falling through the void.
* It is thought that breaking through the ceiling or walls will lead one back to Level 0. However, this has not been confirmed due to the unknown entity.
* Molten gypsum leaking from this level will cause a collapse into Level 221.
* It's supposed that finding furniture containing a wood door leads one to Level 1000, although extremely not guaranteed and dangerous. It's also supposed that many wanderers that found a red tree lead one to Level 426, although extremely perilous too.

*> Just go any further... <*