Level 0.01 the exit

EDIT

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> “Alright, this is just stupid. I went through this red door with green, bold text saying “EXIT” on it in Level 0. Why did I believe that it was a real exit? I don’t know how long this dang hallway goes on for, nor do I know how many turns it has. All I know is that I just hope that there’s an end to this corridor. In fact, I hope that the end of this really does contain an exit back to my actual home. I’ve just drank my final bottle of Almond Water. I’m praying to God I don’t become one of those wretched Wretches.”
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> — *Silverio Ludwig, uploaded March 5th, 1990*
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**Survival Difficulty: Class Ψ**

»⠀Unsafe and Unsecure

»⠀Unreliable Exits

»⠀Mental Hazards

## Description

A photograph of **Level 0.01**, taken about 100 miles into the level.

**Level 0.01** is a sub-level located between Level 0 and Level 1 of the Backrooms. **Level 0.01** is frequently mistaken for being a legitimate exit back into reality. The level's physical appearance is mundane; however, its layout is highly anomalous. It consists of a seemingly infinite looping hallway, papered with the same wallpaper as Level 0. Every 50 miles, the hallway turns left into a new hallway. However, all of **Level 0.01**’s hallways are copies of each other. As a result of this repeating effect, it is possible to leave an item on the floor in one hallway, just to encounter it again when you turn into the next hallway. Just like its parent level, **Level 0.01** is entirely still and devoid of life. Strangely, one seems to be able to survive for long periods of time on relatively low amounts of food here.

**Level 0.01** contains a sanity-draining effect that begins to take its toll once one proceeds between 500 and 1,000 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…the…exit…?” Eventually, they will devolve deeper and deeper into insanity. This inevitably leads them to fall victim to the Insanity cycle. 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 500 to 1,000 miles.

If one surpasses around 2,500 miles into **Level 0.01**, they will begin to hallucinate “fake exits” every 100 miles or so. These manifest as typical fire exit doors, with a piece of text on them saying “REALITY." If one touches these "fake exits," they will disappear, revealing the turn into the next hallway. Surpassing around 5,000 miles into **Level 0.01** results in physical doors beginning to appear, as opposed to hallucinatory ones. These doors resemble the red door that was used to enter this level from Level 0. They no longer block the turn into the next hallway and are instead set into the walls. Touching these kinds of "fake exits" will send one all the way back to the starting point of Level 0.01. On July 29th, 2020, a single Wanderer traveled around 10,000 miles into **Level 0.01**. According to this Wanderer's description, the wallpaper in this part of the level appeared damaged and torn, revealing magma underneath. The floor looked to be nothing more than a pitch-black void. "Fake exit" doors began to appear everywhere; they were on the floor, on the ceiling, and at times randomly suspended in mid-air. The Wanderer stated that the mental hazard had grown far beyond incorporeal and could at this point actually cause physical pain. Future expeditions are set for November 25th, 2022; December 25th, 2022; March 12th, 2023; and August 31st, 2023.

## Entities

While **Level 0.01** is devoid of life, it is reported that the majority of Wanderers who have entered **Level 0.01** have become Wretches. However, those who have gone thousands of miles into the level, and have returned intact, have talked about some kind of hostile entity/force that has not yet been documented.

## Colonies and Outposts

Due to the isolation of **Level 0.01**, creating a colony or outpost is infeasible.

## Entrances and Exits

### Exits

* As of this time, there are no confirmed exits to Level 0.01.