Level 0.1

## Level 0.1: "The Danger Zone"

### Description:

Despite the general layout and structural design of **Level 0.1** being quite similar to Level 0, the level holds many distinct differences. **Level 0.1** seems to have a generally red-and-orange tint, including its decaying wallpaper and similarly decrepit carpeting. This level exhibits a unique property that makes it significantly more derelict and destroyed the further one travels. For instance, the gleaming-red fluorescent lights will, over time, begin to shatter, with glass shards lying on the carpet; certain ceiling tiles will be missing, having seemingly fallen out; and the tinted wallpaper will slowly tear, seemingly having been shredded by an unknown being. According to several documented explorations of **Level 0.1**, wanderers may begin to experience heavy onset feelings of paranoia and dread after extended periods of time spent traversing the level.

### Lights-Out Event:

Reportedly, a strange phenomenon occurs in **Level 0.1** at intermittent intervals—typically every four to five hours—during which all of the level's ceiling-bound fluorescent lights suddenly cease function and shut off. During this period of stark lightlessness, numerous entities will emerge from unseen corners, sealing one's fate unless they have otherwise secured a method of defense, shelter, or escape. The entities in question are largely unknown, only making their presence known with their low huffs of breath and glowing eyes.

### Entities:

**Level 0.1** is home to many entities, such as Skin-Stealers, Wretches, Hounds, Facelings, Deathmoths, and Aranea Membri.

In the absence of wanderers, Skin-Stealers are much more aggressive as well as hostile to entities. Since wanderers rarely reach this level, this means that in order for Skin-Stealers to survive, they must eat the entities that inhabit this level.

### Colonies and Outposts:

This level is devoid of colonies and outposts. There are numerous justifications, including, but not limited to:

In spite of reaching this level, locating distinct human beings is extremely valuable. It is estimated that there are approximately 2-5 substantial humans on the level.

The hostile climate would destroy a settlement in minutes, especially when the lights go out. Additionally, there are almost no resources available at this level.

The formation of a colony is almost impossible at **Level 0.1**, since it would mean death; however, multiple wanderers can jump into the same hole and emerge together. Yet, it is unclear whether they can build a name at this level.

### Entrances and Exits:

#### Entrances:

To enter **Level 0.1**. Find a vent in Level 0 and crawl into it. Once you enter the vent, the entrance vanishes, so now you must progress through the vent. The time it takes to crawl through the vent can vary; some wanderers claim they crawled through the vent in a matter of minutes, while some others say it took them days to exit. This can vary from time to time.

Please note that any entrances that lead to **Level 0.1** that are not mentioned above are either fake or unconfirmed.

### Exits:

Unfortunately, there have been no documented exits on entering Level 0 from **Level 0.1**, instead, the only exit in **Level 0.1** leads you to another sub-level.

* Finding a glass door will lead you to Level 1.1.

Despite the fact that there is one exit, finding it has proven to be exceedingly difficult and dangerous due to the level's abundance of hostile entities.