Level 0.7

# Level 0.7: "Claustrophobia"

EDIT

**Survival Difficulty: Class Deadzone**

»⠀Numerous Hazards

»⠀Strictly Uninhabitable

»⠀Presence of Lethal Entities

## Description

An image of an average hallway in Level 0.7.

**Level 0.7**, colloquially known as “Claustrophobia,” “Distorted Halls,” or “The Dark Lobby,” is a sub-level of Level 0. It is largely similar to Level 0, but differs from it in many aspects. The most notable difference is the lack of lighting in the majority of areas in this level. The walls appear identical to the ones found in Level 0, except with a large accumulation of grime and mold (biological assessments have revealed the mold to be identical to several types of mold found in The Frontrooms). Another notable difference from Level 0 is the average height of the walls. They appear to be around 1.85 times taller than the ones found in Level 0.

The most common type of structure in Level 0.7 is a hallway. These hallways are around twice as narrow as the ones found in Level 0. The less common type of structure in Level 0.7 is an averagely sized room, similar to the ones found in Level 0. Their apparent purpose is to connect multiple hallways together.

Damaged furniture is commonly found in larger rooms; it appears to be a natural part of the level. The furniture appears to have no unusual properties associated with it. Uncommonly, useful objects such as Almond Water or flashlights can be found in these rooms. The likelihood of these objects appearing in rooms has been documented to vary on yet unknown factors.

## Events

Two events have been observed to occur in **Level 0.7**:

### The Flickering

The Flickering event occurs erratically. It is a fairly common event in Level 0.7. When the event begins, lightbulbs will appear hanging from the ceiling, illuminating the area. It is recommended to leave the area immediately after this happens or seek cover if leaving isn't possible. After roughly 10 minutes, all functioning light sources in the level (including artificial sources such as flashlights or camera flashes) will start to consistently flicker at a decreasing interval, starting from 10 seconds down to an unrecordably small interval (due to the speed of the flickering, this interval may cause light sources to appear not to be flickering at all).

The constant turn-on and turn-off cycle at such a rapid rate will cause the lightbulb in any light source to overheat and burst with a small explosive force. The bursting of lightbulbs suspended from the ceiling could result in many fatal injuries for a wanderer.

### Do:

* Leave the affected area immediately.
* If leaving the area is impossible, find cover before the lights start flickering at dangerous rates.
* Remove all power sources from your artificial light sources if possible.

### Don't:

* Cover in such a way where your vital organs could be damaged.
* Look into the lights.
* Destroy your artifical light sources unless absolutely necessary. They are vital for navigating the level.

### The Doorpocalypse

A door falsely marked as an exit that appeared during a Doorpocalypse event.

The Doorpocalypse is an event based on the level's Door entities that occurs at random times. Should the event begin, the doors within the level will start to appear in random walls or ceilings as trapdoors. Entering in those doors/trapdoors will kill you or transport to a random level/sub-layer or the start of Level 0. Don't trust doors with exit signs either, as they can lead to a worse fate than death.

### Do:

* Avoid doors at all costs.
* if you see a door, walk in the opposite direction.
* Avoid any sounds coming from them.

### Don't:

* Enter any door.
* Listen to the sounds that come from the doors.
* Break them, it's useless.

## Entities

An image of a Lurker in a hallway.

**Level 0.7** consists of a variety of entities, including but not limited to Doors, Lurkers, Skin-Stealers, Clumps, and Hounds.

### Note

**Doors** are the most common entity that inhabits **Level 0.7**. Despite appearing as typical doors, they may lead either to large rooms that can be mildly to fully furnished, or to a pitch black void that kills wanderers upon entry (the chance of a door containing either is currently undocumented.) It is advised to avoid these doors, except for doors labeled as "Restart" and "Hotel 0.6", as they lead to Level 0 and Level 5 respectively.

## Colonies and Outposts

### Guide Outpost (Abandoned)

* Belonged to some sort of colony, but has since been abandoned.
* Has rotten food that should not be consumed.
* You can find it by following a path made out of random objects such as ripped pieces of paper, empty plastic bottles or cans.
* Only useful things there are the sleeping bags scattered around.
* Their population has decreased over time and they due to the nature of the level, most of the former members got killed off by the entities on this level.

## Entrances and Exits

### Entrances

* Finding a claustrophobic corridor in Level 0.1 and proceeding to go in it will bring you to a black door after walking for approximately 400 meters; going through it will lead you here.
* Find a completely black wall in Level 0 and no-clipping through it will teleport you here
* Finding a completely black door in Level 1 and entering it will take you here.
* Find a door labeled "Restart" in Level 399.1 will bring you here. You don't have to enter through it, you simply just have to look at it.

### Exits

* Finding a door labeled "Restart" and entering it will lead you back to Level 0.
* Similarly, entering a door labeled “Hotel 0.6” will take you to Level 5.

<<‏‏‎ ‎Level 0‏‏‎ ‎| Level 0.7 |‏‏‎ ‎Level 1‏‏‎ ‎>>