Survival Difficulty: Class 1
»⠀Safe
»⠀Unstable
»⠀Devoid of Entities
Level 0 is the 1st level of the Backrooms, being the first location that most wanderers will initially find themselves in.
Level 0 is an expansive non-Euclidean space, resembling the back rooms of a commercial building. All rooms in Level 0 share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical in layout. The fluorescent lighting in Level 0 hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has proven inconclusive. Additionally, the fluid saturating the carpet cannot be consistently identified; it is not water, nor should it be consumed. Linear space in Level 0 is altered drastically; it is possible to walk in a straight line, return to the starting point, and end up in a completely different set of rooms than the ones previously traversed. Due to this phenomenon, and the visual similarity between each room, consistent navigation of Level 0 has proven very difficult. Devices such as GPS locators and compasses fail to function within the level, and radio communications are audibly distorted and often prove unreliable. Above the ceiling tiles in Level 0 lies a cramped, dark space, roughly one meter in height. The air in this area is stale and thick with dust, making it difficult to breathe, and electrical wires line the ceiling in all directions. Attempting to use this space as a means of navigation is impractical, as the ceiling tiles easily give way under pressure. The most prominent threat in Level 0 is the stark lack of available resources; as the fluid saturating the carpet has been deemed unsafe for human consumption, most are likely to perish before managing to find an exit due to extended dehydration, starvation, and exhaustion.
As reports are inconsistent and difficult to verify, it is unknown whether entities exist within Level 0. In addition, no interactions with other wanderers have ever been reported during explorations, as the individual wanderer is isolated at all times.
Level 0, and by extension, the Backrooms, can be accessed by accidentally noclipping out-of-bounds in normal reality.
In addition, many levels can lead one to Level 0.
There are five currently known methods of exiting Level 0.
A variety of factors will eventually cause the hallways to fade into Level 1.
Breaking a wall will lead one to Level -1.
Breaking through the floor may lead to Level 27. It may also lead out into The Void.
Rarely, wandering far enough in any direction may lead one to the Manila Room.
One may occasionally find doorways constructed out of glass. These doors lead to Level 13.
Level µ takes the form of a giant nuclear power plant that appears to have been functional at one point, but has since been abandoned. The landscape around it is barren with no signs of life, aside from a few mutated entities (see "Entities") inhabiting it. There are hardly any significant geological features about Level µ, aside from a giant crater that one can find after wandering 1000 miles in. It reaches 500 miles down, and spans 200 feet in diameter. There are many cave systems and houses built into the sides, leading researchers to believe there was once a civilization here. It was discovered that this place also serves as a home for The Scribe of Mu (see "Entities").
The insides of the caves in the crater house gold through and through, though it becomes more plentiful the deeper it goes. The caves have since become a living place for malformed Smilers. They use them mainly to lure out wanderers with the promise of gold, but they also use it as a place to breed and reproduce. Precautions have been taken to help wanderers avoid the caves. Despite this, however, the entities have the ability to whisper things in wanderers' heads. It seems they can only do it to those in a close vicinity and only know how to say "You know you want to. After all, nothing is stopping you." It is advised that one does not walk close to the caves at all unless granted permission to.
The power plant is the source of all radioactivity in Level µ. Due to the extreme amount of radioactivity, there are no available logs documenting it. The Scribe of Mu is the only one who can freely walk around inside it and come out unphased. The entities, however cannot survive the extreme radiation and will eventually die soon after being exposed. The Scribe of Mu can usually keep clouds of radiation contained, but since he did not create them, he can't hold them for very long and will eventually run out of energy. Also due to all the radioactivity, cameras and other electronic devices cannot function properly and will break down.
Despite the extreme nature of this level, there is one base that has successfully been set up.
The Uninhabitants are a group consisting of 20 wanderers who have arrived in Level µ. Their purpose was to make The Scribe Of Mu feel at home before The Disaster took place. They live in the caves in the crater and are currently working on rebuilding the cliffside houses. The first member of this group met The Scribe of Mu when he noclipped into Level µ from Level 0.41. They would soon become close friends and build a new civilization. More wanderers would join the group soon later.
They are open to trade as well as accepting new members, though they have conditions if you would like to do any of these. These conditions can include but are not limited to: Being a known member of any GOI excluding M.E.G. and The Backrooms Colonists, must have a reasonable explanation to live here if one has a notorious background or is a POI. If one wants to trade, that person must state what they are willing to trade, one cannot bargain for items that would put either side in danger.
The only entities that reside in Level µ are mutated versions of common entities found in the Backrooms like Smilers or Hounds. They have mutated due to the event referred to as "The Disaster." During this event, the power plant leaked large amounts of nuclear energy and radioactivity. This triggered severe genetic transformations to entities that would include things like, but aren't limited to: Smilers starting to grow bodies, Skin-Stealers growing multiple arms, Clumps becoming exponentially larger in size. This eventually wiped out the civilization that lived in the crater. The wanderers living inside it couldn't handle the extreme radioactivity and eventually died out, leaving only The Scribe of Mu behind.
Entity No. S-Mu
Threat: 3
Habitat: Level µ
Aggression: 1/5 - Attacks if threatened.
Intellect: 4/5 - Human-level intellect
Danger: 3/5 - Injuries fairly common
The Scribe of Mu is the scribe and ruler of Level µ. He claims to have been around ever since he can remember and that he did not always look the way he did now, as his appearance changed after The Disaster took place. He states that he used to look like a normal human beforehand, but has always been known as The Scribe of Mu. Only one interview session has taken place so far. More are currently being arranged, but they are difficult due to the extreme environment. Below are some visual characteristics as well as some of his abilities.
It should be noted that due to the high amounts of radioactivity, cameras, cells phones and other electronic devices do not work here, and thus we have not been able to take any pictures of The Scribe of Mu.
- He is a humanoid creature with four wings on his back.
- He wears torn-up pitch-black pants, only going down to knee length.
- He wears a torn-up shirt with the lowercase letter for Mu on the front.
- He has glowing green eyes that can see through most anything.
He usually carries around an odd-looking stone, that, when held by any sentient being beside himself, will allow them to survive any amount of radiation they are exposed to. He claims that so far, he has not given it to anybody since The Disaster.
- Flying.
- Being able to shift his appearance.
- Creating radioactive waste in any state.
- Being able to stand any amount of radioactivity.
- The ability to manipulate anybody who has come into contact with the radioactive waste he creates.
Going up to a power plant with the Greek letter µ on it in Level 41.
Asking The Scribe of Omicron about Level µ.
Being exposed to radiation in Level 0.41 can lead here.
Noclipping through the power plant can lead to Level 41.
Wandering too far into a cave leads to Level 8.
Going into a house overstuffed with furniture will lead to either Level -45 or Level -51.
Survival Difficulty: Class 4
»⠀Extreme Environmental Hazard
»⠀Unstable
»⠀Entities Have Been Seen
This level often confuses a potential return to reality, providing a disconcerting and oppressive atmosphere characterized by uncomfortable dampness and humidity that significantly exceeds the conditions encountered on Level 0. The physical appearance of Level 0.01 is deceptively mundane, bearing the scars of wear and decay. However, its layout defies reason, forming an intricate enigma of corridors that stretch to the point of illusionary infinity. Each corridor is adorned with the same monotonous wallpaper as that of Level 0, casting a sense of eerie familiarity. Every fifty miles, the hallway abruptly veers left, leading to yet another seemingly identical passage. The twisted peculiarity lies in their subtle deviations: all hallways on Level 0.01 are replicas of each other, forming a continuous loop that beguilingly reverts travelers to previous points. This looping effect forms a perplexing conundrum: items left behind in one corridor mysteriously reappear when the next turn is taken, a phenomenon that can potentially escalate into a biohazard situation as waste products are never left behind. As wanderers progress along the way, they encounter an unpleasant and fetid odor that taints the entire level, and the relentless dampness amplifies it, potentially inducing nausea even in the hardiest among them. In contrast to its parent level, Level 0.01 is not devoid of life, albeit a twisted semblance of it. Within the first fifty miles, there's a slight chance of encountering a Wretch or a macabre specter that likely embodies the remnants of previous wanderers. These chilling encounters are a stark reminder of the level's anomalous nature. Level 0.01 contains a sanity-draining effect that begins to take its toll once one proceeds between five hundred and one thousand 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... exit?" Eventually, they will devolve deeper and deeper into insanity until they become a Wretch. 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 five hundred to one thousand miles.
After 2,500 miles, the hallway's appearance does not change much; however, the brightness of the room changes significantly. They will begin to hallucinate “fake exits” every hundred 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. After 5,000 miles, physical doors are beginning to appear. These doors resemble the red door that was used to enter this level from Level 0. Once touched, the door will send one back from the start of the Level. After 10,000 miles, 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. Holes in the floor revealed 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 cause physical pain. Eventually, the level became too damaged to continue without falling into the void. After 20,000 miles, the environment undergoes a profound and surreal transformation. The wallpaper, already tattered and worn, seems to come alive with spectral, shifting patterns that pulse with an eerie, otherworldly light. The walls themselves appear to throb with a faint. The "fake exits" take on a new level of deception. Instead of mere doors, they now manifest as entire rooms, complete with furnishings and details that seem to belong to a real-world location. As you progress deeper into this level, the corridors no longer maintain their linear structure. Instead, they twist and coil, creating an increasingly convoluted labyrinth. The flickering, dim lighting casts long, distorted shadows. A supposed hallucination of a Wanderer, representing an entire room in one part of the endless hallway. If the Wanderer somehow managed to get past 10,000 miles, then fate is here. Hallucinations become more frequent and vivid, blurring the line between reality and illusion. Wanderers may see ghostly apparitions of their past, spectral versions of themselves, or even surreal landscapes that seem to exist beyond the Backrooms. Stepping into one of the rooms does not lead to a space but instead plunges you into a disorienting and dreamlike experience. Time and space become increasingly distorted, making it challenging to keep track of your journey's duration. Wanderers may find themselves inexplicably drawn to strange, surreal visions and may struggle to differentiate between the real and the imagined. The mental and emotional challenges grow more intense as you delve deeper into this hallucinatory and surreal Level, with the possibility of encountering beings or entities that challenge your very perception of reality. Attempting to progress to this point is strongly discouraged, however impossible.
While Level 0.01 was by default devoid of life, it is reported that the majority of Wanderers who have entered Level 0.01 have become Wretches. The only way to avoid death by entities in this level is to kill them; due to the non-Euclidian structure of this enigmatic Level, running is far from possible. It is unknown how such encounters occur despite the level's separation effect on wanderers. The few who have gone thousands of miles into the level and returned with their sanity intact have talked about some kind of hostile entity or force that has not yet been documented. Although reports vary, many claim that said entity/force will attempt to take wanderers' belongings, including almond water, seemingly disappearing and reappearing at will. Multiple wanderers have also claimed the being will rip and tear away pieces of clothing, hair, and flesh if there are no more belongings to take. Attempting to break the walls, ceiling, or flooring has also resulted in such attacks.
Level 0.01 includes a bizarre phenomenon that instantly separates any Wanderers who enter it, even if they no-clip together.
Accessing Level 0.01 is done by entering an out-of-place fire exit door in any level. These doors are said to most commonly appear in Level 1, Level 4, the boiler room of Level 5, Level 17, and Level 20. Level 0.01 can be accessed from Level 0 by finding and touching a red door that has bold, green letters on it that spell the word “EXIT." Regardless of how softly one touches it, they will be no clipped through the door into Level 0.01.
A rare fire exit door in Level 0.02 may bring one here as well.
If one were to fall into one of the holes in the floor later in the level, they would be led to the void. Of course, this exit is not ideal, as one could be trapped there forever, but it has a slight chance of bringing wanderers to a random level.
A few wanderers have reported being able to noclip from this level starting at 3,000 miles in. This is not guaranteed to work; reports state it took the Wanderers hundreds, even thousands, of tries, but it's safer than falling through the void.
It is thought that breaking through the ceiling or walls will lead one back to Level 0. However, this has not been confirmed due to the unknown entity.
Molten gypsum leaking from this level will cause a collapse into Level 221.
It's supposed that finding furniture containing a wood door leads one to Level 1000, although extremely not guaranteed and dangerous.
It's also supposed that many wanderers that found a red tree lead one to Level 426, although extremely perilous too.
Rumors say that wandering an indescribably long distance may lead to Level 20.6. However, none have been confirmed.
Walking 500, 000 to 1, 000, 000 miles was said to have a chance of transitioning into Level 0.02, also this method of getting out is extremely perilous as well, due to how dangerous Level 0.02 is.
Survival Difficulty: Class 6/Class Deadzone
»⠀Unstable
»⠀Extreme Environmental Risks
»⠀Extreme Entity Infestation
Level 0.02 is a sublevel between Level 0 and Level 1.
Level 0.02 is considered one of the most dangerous levels in the Backrooms, as its general layout is the same monotone walls as Level 0, although it is much smaller, about the same size as Level 0.1. It is considered hard to breath in, as the ceiling of the whole level is covered in smoke. The air is also polluted with nuclear gas from Level -6. The level is incredibly unstable; you may fall into Level -2 through the walls, and you may fall to The Hive through the floor. This non-Euclidean level is extremely dangerous, as not even the most skilled wanderers can survive more than 1 minute, as most wanderers will perish before even escaping the level, due to the lack of easy-to-find exits. The lights are mostly off, as there is a rare phenomenon where the lights turn on, and neon red.
This is a rare phenomenon where the lights turn on, as when they do, they are neon red. During this time, entities in a 60-156k meters away from you will track you and are extremely hostile. This phenomenon may last around 10 minutes to a year. This is the only time there is light but seek shelter; the entities are extremely hostile.
Many entities roam in Level 0.02, including Smilers, Death Moths, Clumps, Hounds, Facelings, Skin-Stealers, and Wretches.
Due to how Level 0.02 is structured, and how dangerous it is, no colonies or outposts are able to be formed.
Getting less than -41 karma in Level 999; Karmaland may teleport you here.
Walking 500, 000 to 1, 000, 000 miles in Level 0.01 may fade into Level 0.02.
Finding a vent and no-clipping though it may lead to Level 0.1 or Level 0.08.
Finding a rare door with a φ symbol on it may lead to Level φ.
Finding a glass door that leads to the outdoors will transition to Level -6.
Finding a fire exit door may bring one to Level 0.01 or Level 0.22.
Survival Difficulty: Class 5
»⠀Unsafe
»⠀Unstable
»⠀Multiple Hostile Entities Presented
Level 0.08 is a sublevel between Level 0 and Level 1.
Survival Difficulty: Class 5
»⠀Unsafe
»⠀Extreme Environmental Risks
»⠀Entity Infestation
Level 0.1 is a sublevel between Level 0 and Level 1.
Despite Level 0.1's general layout and structural architecture appearing almost identical to Level 0, the level has several distinguishing features that discriminate it from its parent level. The entirety of the level has a reddish-orange tint, including the deteriorating wallpaper and dirty, decrepit carpet. This level is also known for possessing a peculiar property that makes it significantly more derelict and destroys the further and longer one explores. For instance, the gleaming neon-red fluorescent lights will begin to unexpectedly flicker and shatter, bestrewing numerous jagged glass fragments across the carpet. Certain unstable ceiling tiles will disappear, having seemingly fallen out. The tinted wallpaper will gradually tear, supposedly being destroyed by an unknown entity. According to several documented explorations of Level 0.1, wanderers have reported experiencing a significant increase in paranoia and dread after spending an extended period exploring the level. It might be due to the buzzing sound heard while traversing Level 0.1. The sound is nearly identical to the one in Level 0, albeit significantly louder.
The level has a limited supply of electricity known to be unstable. Internet connection within Level 0.1 is terrible, although it is good enough for texting. If one sends a voice message, it will unknowingly sound distorted and scarcely audible. Weirdly enough, if one uses an internet connection, websites will get blocked; these websites are primarily the ones that are in some way related to the backrooms. An unknown entity or person seemingly has done this to make wanderers less aware of Level 0.1's dangerous properties. GPS locators, compasses, and similar devices fail to function within this level.
If enough of the roof's tiles shatter, a considerably darker space above the main rooms of Level 0.1 uncovers. The area is shrouded in dust and other unpleasant odors, making breathing more difficult. Even if one can hold breath for a long time, never explore this location without the tools necessary to defend oneself, given that entities use the area as a hideout to prevent wanderers from seeing them and as a quick way to kill them by jumping on their heads from above.
Reportedly, a strange phenomenon happens in Level 0.1 at intermittent intervals, typically every seven to ten hours-during which all of the level's ceiling-bound neon-red fluorescent lights will start to flicker for a few seconds, then randomly halt operating and completely shut off. Everything powered by electricity will also fail to function. During this, entities emerge from all directions and attack every living being. Use guns or hide in small air vents as a prevention. Wanderers will seldom know when they are getting chased due to every single part of the level being in darkness, with entities making their presence known by their ominous breathing noises and luminous eyes. The lights and electricity usually turn on again after thirty minutes to one hour. The entities will become less hostile, and everything will go to usual.
Level 0.1 is home to many of the most known entities, such as Skin-Stealers, Wretches, Hounds, Facelings, Death Moths, Aranea Membri, Smilers and Clumps. The absence of humans encourages Skin-Stealers to attack the other entities. If one spots a Skin-Stealer in Level 0.1, they should be prudent, given that humans are seldom for them, thus making them more hostile to wanderers.
Level 0.1 is devoid of Colonies and Outposts. There are numerous justifications, including, but not limited to: The Absence of Humans: This level is rigorous to enter; therefore, the absence of wanderers is usual. The Hostile Climate: Level 0.1, especially during the Lights Out Phenomenon, is highly injurious. Any Colonies and Outposts would get destroyed in mere minutes or even less. There are barely any resources within Level 0.1, making it thus more harder.
To enter Level 0.1, find a small empty vent within Level 0 or Level 0.02 and crawl into it, in the vents of Level 0.02, you must no-clip through the vent first, and you will fall into another vent. Once found, the entrance will disappear, forcing the wanderer to escape. The size of the vent varies from person to person. Some say taking them a few minutes to crawl out, and some say it took them even a few days to crawl out.
Getting -41 to -60 karma in Level 999 might lead one here.
Journeying approximately 𝟿000 kilometers from the vicinity of Gehori Island in Level 771 may lead to here.
Mysterious circumstances in Level -561 will take you here.
Finding a rare glass door will lead one to Level 1.1.
By extraordinary chances, noclipping into a pale-colored corner of a pillar will teleport wanderers into Level -80.
Noclipping into pipes will lead to Level 2.
Going down staircases leads to several levels, such as Level 1, Level 37.88, and Level 771.
Going to distant areas leads to Level 131.
Knock down a section of rotting drywall on here to get sent to Level 14.
Despite the level being almost identical to Level 0 in the general structure, Level 0.1 is much smaller. The level has no confirmed date of discovery, though the first few documented sightings were around early 2009.
Survival Difficulty: Class 1
»⠀Safe
»⠀Some Environmental Risks
»⠀No Hostile Entities Seen
Level 0.22, commonly referred to as "Fully Remodeled" or "Renovations”, is an empty industrial building. It consists of fluorescent lights, a basic white ceiling, yellowish-green walls, and gray carpets, with the typical appearance of light metal heaters, vents, and modernized office doors. The architecture of the level is an odd fusion of Level 0 and man-made methods. The construction efforts at this level are very poor, and can result in environmental hazards. These said environmental hazards mainly consists of electrical hazards, these environmental hazards include;
Heaters spontaneously combusting.
Ceiling lights randomly falling.
Rooms becoming extremely hot or extremely cold.
The level also possesses the same non-Euclidean nature from Level 0. To add onto this, the level is diverse in size, wanderers have reported Level 0.22 being as small as a single room, while others reported to be exponentially large. It is currently unknown if Level 0.22 generates completely differently for each person, or it is the same level trapping itself.
Despite the lack of any furniture, Level 0.22 can feature modern-day construction equipment, such as hammers, paint buckets, or even forklifts. The objects seem to have appeared to be "used" in some way. The objects in question show signs of rust and breakage, which leads to a theory that suggests a group or person somehow "created" Level 0.22 in some way. However, there is a large amount of evidence that oppose to this theory so it's likely it isn't the case.
Level 0.22 is completely devoid of life, and has an isolation effect similar to Level 0 and Level 27. Because of this, nobody has ever encountered an entity, or a person. Attempts to create outposts and colonies have failed due to the reasons stated above.
Due to the level's structure; 2 wanderers can't meet in this level during the same time, thus, no colonies or outposts.
Rarely, finding a door on Level 0 labeled "Under Renovations" will lead you here.
Entering a building that is under construction on Level 11 or Level 111 will bring one to this level.
Going through an exit door will lead you to Level 27 or back to Level 0.
Survival Difficulty: Class Deadzone
»⠀Unstable
»⠀Extreme Environmental Risks
»⠀No Hostile Entities Seen
Level 0.41 is another one of those unfortunate cases—a level whose structure cannot handle itself. The general appearance of this case is relatively similar to Level 0 but the typical mono-yellow walls are darkened and replaced with a smudged green-yellow color. The walls of what once was Level 0 have since decayed from their time in life and now seem to be cracked and misshapen, bending and twisting. The monotone wall paper is now ripped and smeared with a poorly rendered version of Liquid Pain that is easy to identify as the once red liquid now looks like a puddle or splotch of decayed and glitched fuzz clinging to walls or pooled on the bare floor.
The ugly gray carpet here is torn up in some places, leaving bare patches of moist concrete exposed to the damp air. Similarly to its present state in Level 0, the carpet is also wet with what appears to be broken and poorly rendered Liquid Pain, and this just makes the carpet glow a little with the light that the glitched fluid produces. Above, the lights that once were set at max hum-buzz are now just flickering every so often in a red color, replacing the yellow-tinted florescent glow. Sometimes the lights will just stop working, setting the surrounding area into darkness.
Unlike other unfortunate cases, the level does recognize that there is life inside of it, but it seems to have given up on trying to save it. It will occasionally generate rotten or heavily glitched food or beverage items on small wooden tables. Trying to survive here is impossible. The sickness of the level can be felt as one moves about. Breathing will trouble your immune and respiratory systems with black mold and other unknown diseases. Sanity here truly is not a problem; you cannot turn into insanity; you cannot lose that. The level seems to respect you for that, for your ability to remain hopeful.
Chunks of the level will occasionally collapse upon the weight of the void, sending the matter to The Void, and it will deconstruct that matter into its basic particles, cleansing it, making it healthy if you will, and sending it to make other levels. Though the level refuses to send that matter back to Level 0, it knows that it is just to suffer the same fate all over again. Many have witnessed all of this, running as fast as they can to make it to a healthier part of the level.
Entities appear to be just glitches, poor representations of what they should be. They look real; they are real, but they cannot hurt you. Maybe, at best, they could scare you a little. Maybe they could even be your friends here. They want to escape just as much as you do. They just cannot.
No colonies could exist or have existed here. No one can even do as much as meet another human. The level forbids it.
This was truly an unfortunate case, and it always will be.
Entrances are scattered around Level 0 but the most common way to enter is to find a glitched patch of the level and fall backwards. If you are unlucky, you could enter here by mistake in a no-clipping attempt. What we do know about entering is that it should not be done. It is not worth it. Death would be more pleasant.
If you want to know more, there is not much more. All the information pertaining to this level was sent to us to be made into a formal report by the select few people who miraculously made it out. They say they exited through a large pipe situated in a wall, that they came across it, and that it always leads to Level 1.
All of our reporters have claimed to have been here for months on end, surviving on the food that the level has provided and making masks out of rare patches of healthy wallpaper. They watched the level deconstruct itself, and upon testing by our teams, we found some of that matter in other levels, usually sub-levels of Level 0. These survivors have seen this level for what it is, they know almost all there is to know about it, and the level also knows about them, more than they could ever imagine...
Survival Difficulty: Class 3
»⠀Unsafe
»⠀Unstable
»⠀Significant Entity Threat