Level 00.5

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↝

**Survival Difficulty: Class Variable**
»⠀Stable
»⠀Unsecure
»⠀Changes with "Face"

**Level 00.5** is the 6th sub-level of the Outrooms.

## Description

**Level 00.5**'s structures are clinging to a vertically stretched wall separating the two parts of this floor, which is considered to be endless. The two parts of this floor are called "Light Side" and "Dark Side". The two sides of **Level 00.5** are connected by doors. Apart from this, no other means have been found to enable the wanderer to reach the other side of the side he is on. Also, walls are considered indestructible, like many other structures on this sub-level (see separate descriptions for "light side" and "dark side" below).

The sound effects of **Level 00.5** and Level 00.0 are similar, but the amplification effect of **Level 00.5** is not as obvious as that of Level 00.0. When the wanderer enters **Level 00.5**, the wanderer will wake up on a ladder with guardrails on the bright side of **Level 00.5**.

## The Bright Side

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0

**Survival Difficulty: Class 0**
»⠀Safe
»⠀Stable
»⠀Devoid of Entities

The bright side of **Level 00.5** is a white wall, which cannot be destroyed. It is made of a white smooth substance, and in some places, the number "5" is printed in a huge liquid crystal style font. Occasionally, the words "Zone 5" or "Bright Side" appear in the same style, both of which seem to describe the bright side of the floor, and most contain the number "5".

The bright side of **Level 00.5** has plenty of light, similar to 12:00 noon in the frontrooms. Unlike the frontrooms, the sky on the bright side of **Level 00.5** is pure white, and trying to stare at it for too long may irritate the wanderer's eyes.

The breeze blows from time to time, but the wind speed is not strong, and it will not affect the wanderer. The following structures are attached to the shiny walls of **Level 00.5**:

* Metal stairs with guardrails, indestructible
* Stairs with the same material as the wall without guardrails cannot be destroyed
* Unknown vines, the probability of appearing is extremely low
* Water pipes that cannot be broken or moved
* Bright, but off
* Covered or exposed wires
* Air conditioner outdoor unit, blowing out hot air

There are doors on the bright side of **Level 00.5**. After approaching these doors, wanderers will be affected by the "00.5 effect", which is specifically manifested as a strong curiosity about the dark side and a desire to go to the dark side. Wanderers often liken this desire to the feeling of "wanting to taste black water". The study found that the stronger the wanderer is affected by the "00.5 effect" of this layer, the more likely the door will appear. When the impact is extreme, there may even be a situation where the doors are next to each other.

Due to the extreme danger of the dark side, wanderers are strongly advised not to approach the door, let alone attempt to enter the dark side.

## The Dark Side

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5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

The dark side of **Level 00.5** is a black wall, which seems to have the same material as the bright side, and is also indestructible. On the dark side of the wall, there will be a rusted metal structure showing the words "5" or "Dark Side". The lettering is noticeably less than the bright side. At the same time, there are phenomena such as paint falling and peeling off in these fonts.

The dark side of **Level 00.5** is extremely poorly lit, provided only by turned-on lights on the walls and a faint dim red glow in the background, as well as white light from entity "searchlights". The latter is extremely harmful to wanderers and is recommended to be avoided.

The sky on the dark side of **Level 00.5** is dark red, and there are a lot of inhalable particulate matter, which will cause harm to the wanderer. Unlike the bright side, the dark side of **Level 00.5** is completely windless. The wall on the dark side of Level 00.5 also has different structures attached to it:

* The metal stairs with incomplete guardrails and metal roofs have been rusted to varying degrees, and some are still broken in the middle. The wanderer may step on the air and fall.
* Stairs with the same material as the wall without guardrails are extremely dangerous due to the entity on the dark side
* Vines of unknown species, growing around
* Water pipe with rusted surface and mercury dripping inside and outside the room
* Lights, some are on with a strobe, others are off
* Bare mess of wires
* Rusty or broken air conditioner outdoor units, some are still turning slowly and making noise, most are already damaged

There are also doors on the dark side of **Level 00.5**, but from the dark side, these doors are more aged and dilapidated, and the distribution is even rarer. After approaching these doors, the wanderer will have the idea to stay away from these doors. It is worth noting that although the doors on the bright side are close to each other, the doors on the dark side are still separated by a certain distance, and with the density of doors on the bright side, the doors on the dark side will become more and more dense. Rare until about 30km between the two gates. When entering the light side again through these doors, the doors on both sides will return to normal.

If a wanderer finds a door, it is strongly recommended to return to the bright side through the door.

## Entities

The danger of the dark side of **Level 00.5** is also the entity. The following entities have been confirmed to exist on the dark side:

### Whisperers

This entity is in the shape of a person with limbs and a curved back. Although it will not actively attack the wanderer, it will speak sentences that make the wanderer feel decadent, fearful, or even desperate when wandering around the homeless. If a wanderer attacks such an entity, the entity will go berserk and attack the wanderer frantically.

### Giant Wall Spiders

This entity resembles a spider in appearance and is approximately 5m in size. This spider actively grabs and kills strays and is attracted to loud noises. It is recommended that wanderers leave quickly when they see such an entity in the distance, and avoid making sounds greater than 90dB.

### Rust Blobs

Rust Blobs appear as moving rust piles on stairs, actively seeking out and enveloping the wanderer. Once the wanderer is encased, it will not be able to move the encased part, and will slowly transform into that entity. Attempting to block or attack the entity with a tool will cause the tool to become encased and transformed, at which point it is recommended that wanderers quickly stop using the tool and leave the location.

### Searchlights

The specific form of the Searchlight is unknown, but it will wander in the "air" on the dark side of **Level 00.5**, emitting a white light similar to that of a searchlight. When the light shines on the wanderer, the wanderer will feel itching and tingling on the irradiated part, and finally, while bringing pain to the wanderer, the wanderer will gradually be transformed into a red spherical substance with a diameter of about 0.05-0.1mm . If you are irradiated by a physical "searchlight", please leave the irradiation area immediately, and try to drink almond water or apply external mercury to the lesion area.

## Resources and Objects

Resources in this layer are extremely scarce, with only a small amount of mercury and rusty metal in the Outrooms.

## Colonies, Outposts and Bases

There are neither colonies nor outposts nor bases on this sub-level.

## Entrances and Exits

### Entrances

* At Level 00.4, hold a certain amount of mercury in the Outrooms and make a wish: "I want to go to **Level 00.5**" will bring you to **Level 00.5**.
* At Level 00.14, swallowing a piece of metal with rust will take you to **Level 00.5**.

### Exits

* Staying on the bright side for 10 days will take you to Level 00.7.
* Falling on both sides will take you to The Void.

Author: BackroomsGlitches

**Document has been opened**

Content written on a piece of paper, found on 20██/██/██
finally, I understand.

We are on the bright side

Rumors come from the dark side, attracting us

The passage to the dark side seems close at hand

When we can't help but look at the dark side

It will be difficult to return

There wants to keep us

And rot us from the deepest, disintegrate

and grow there

Forget those temptations to leave

Otherwise

We end up being the beings that kill us

All because of our DSR (sic).