Level 0.11 Water Damage

**Survival Difficulty: Class 2e - Environmental**

»⠀Unsafe

»⠀Stable

»⠀Non-Entity Hazards

**Level 0.11** is a sub-level of Level 0, located in close proximity to **Level 0.11**. The above survival difficulty rating is dependent on a wanderer abiding by this page's travel guidelines.

## Description

Level 0.11 is a damp and rotting maze of yellow-walled carpet corridors, with an occasional but small open room scattered throughout. The level is randomly generated upon entry similarly to Level 0, but is confirmed to be of finite size. The carpet is heavily waterlogged with an unidentifiable liquid that reaches over ankle depth in some areas, and carries a moldy stench that can cause difficulty breathing. The ceiling is stained a sickly brown, bowed and sagging from the weight of more liquid, and riddled with tears and cracks that drip down into the level. The wallpaper is covered in mold and peeling away, revealing sturdy but occasionally rotting drywall underneath. The level has no visible light sources, but despite this, is always dimly lit in the vicinity of the wanderer, with the longer corridors fading into darkness in the distance. The light has never been observed going out, so wanderers can expect consistent visibility in the level and are safe to enter without a lantern or torch.

### Explorable Area

Wanderers spawn in a safe patch of carpet upon entering this level. Carpet Leeches live in all safe corridors, and will emerge when they are able to reach bare skin. These areas can be maze-like with any amount of dead ends and loops, but the level cannot softlock you - at least 2 exits are guaranteed to randomly generate in safely reachable areas on each visit, so there is never a need to venture off of these paths. The greatest hazard in these areas is the thick, moldy air that fills the entire level, which makes wanderers very ill and damages their lungs if breathed in for a prolonged period of time. If you are here for under 2 hours, you should be safe, but negative symptoms typically appear around the 2.5-6 hour mark, seemingly depending on luck.

### Unsafe Corridors

**Survival Difficulty: Class 4**

»⠀Unsafe

»⠀Unstable

»⠀Moderate Entity Count

"Unsafe" corridors are saturated with a strongly noxious liquid that becomes more corrosive by the second the further you go, along with a rapidly increasing likelihood of encountering Carpet-Moss. Wanderers theorize that the hazards continue to increase with distance, but there are no records of anyone successfully returning or reporting from more than 50 meters (~165 feet) into an Unsafe corridor. As the known exits from Level 0.11 are comparatively safe, there is absolutely no merit in attempting to explore the Unsafe corridors, and they are to be avoided at all costs.

## Entities

### Carpet Leeches

Carpet Leeches are named after leeches from The Frontrooms due to their similar appearance, and behavior of biting and latching onto wanderers' exposed skin. However, unlike Frontrooms leeches, they are a pale fleshy color, only grow to a maximum length of 5 centimeters (2 inches), and live buried in the rotting carpet of Level 0.111. They thrive in the unknown liquid that sits stagnant in the safest corridors, and recoil in pain if they come into contact with the corrosive liquid of the remainder of the level. Because of this, they can be very easily used to navigate safely through the level.

Their bites cause prolonged itching and very mild blood loss. Due to their small size, even in large numbers, they are unable to drain a noticeable amount of human blood, but will remain latched onto skin even when full for unknown reasons. The wounds left behind leave your skin more vulnerable to infections, and especially to the known hazards in Unsafe corridors, but will heal within a few days with minimal discomfort if kept clean.

Carpet-Moss inhabits a majority of Unsafe corridors, starting from at least ~15 meters (~50 feet) in, and is easily avoided by Wanderers who stick to the Carpet Leeches' habitat.

## Travel guidelines

### Do:

* Allow the Carpet Leeches to latch onto you by removing any shoes or other covering - they will quickly recoil if you step off the safe path, use this to tell which direction to travel in.
* Keep to where the leeches are liveliest, you will eventually reach a safe exit this way.
* If the leeches won't latch on to your feet, try walking on all fours to let them reach your hands. If they still won't help you navigate, try to dig some out of the carpet and hold them to the floor with each step you take, monitoring their reactions.
* In the absence of leeches, turn around and get back to where you can find some as soon as possible.
* As a last resort, if you cannot retrace your steps and find leeches, avoid touching the ground as much as possible. Find a narrow corridor where you can brace yourself between the walls, and try to break the ceiling to enter **Level 0.11**.
* Look for an exit as soon as possible.

### Don't:

* Try to avoid the Carpet Leeches. The hallways they don't inhabit will be far more unpleasant than their presence.
* Attempt to stay and rest in the level. Breathing in the moldy air for too long will damage your lungs.
* Allow your bare skin to touch the moist carpet if you accidentally end up away from the leeches.
* Explore without paying attention to the reactions of the leeches.

## Entrances and Exits

### Entrances

* With your feet uncovered, wading into a large liquid puddle in the carpet of Level 0 (which frequently generates near the rotting door leading to **Level 0.11**) will take you here, provided your skin is not under the effect of poison or rot that would dissuade the Leeches.

### Exits

* Finding a way up through the ceiling returns you to **Level 0.11**.
* If you find a section of rotting drywall, you can knock it down to get to Level 14.
* Checking a mailbox, which has a chance to generate in open spaces, will take you to Level 609.
* Breaking through a boarded-up door will lead to Level 667.

<<‏‏‎ ‎**Level 0.1**‏‏‎ ‎| Level 0.11 |‏‏‎ ‎Level 0.2‏‏‎ ‎>>