Wizard101 - An Analysis of Nothing - Final Bastion (2024)

The latest world of Karamelle – or as I like to think of it, evil Candyland – was exciting in a lot of ways. And while the graphics were beautiful, the battles engaging, and the quests fun, what really stood out to me was the foundation of cosmic mysteries laid down with the start of the Fourth Arc, specifically the mysteries surrounding the Old One, the Cavities, and Nothing.

Wizard101 - An Analysis of Nothing - Final Bastion (1)

We first encounter the notion of Nothing when we talk to Sybil, the Tree of Knowledge in the Arcanum. She tells us that we have Nothing to fear. Now, notice how I keep capitalizing “Nothing.” That’s because Sybil refers to it as a noun, an unknown entity unto itself.

But the hints didn’t stop there. During the Four Horseguys side quest in Wizard City’s sewers, we overhear doomsday fanatic Salty Prepper say this:

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Flash-forward to our trek through Karamelle. During our romp around the sugar-encrusted world, we encounter multiple holes in space-time (aka “Cavities“), mysterious pockets of darkness that let out a roar only we can hear. We first encounter them when a Cavity swallows up the Old One, the mythical leader of the Cabal. Then, when we jump through a Cavity ourselves in the world’s final act, we discover their origin: The Aberrant Paradox, a mysterious being that mirrors our Divine Paradox form. The greatest mystery comes at the end, when Bartleby says that the only thing he sees is… Nothing.

All that being said, a brand-new questline has expanded upon this mystery, providing answers while simultaneously producing dozens more questions. Let’s dive into what new information we’ve learned, then form some possible theories as to what Nothing is – as well as what their relationship with the Old One is shaping out to be.

Nothing and the Old One

To kick things off, we receive a call from the Old One to find him at the Arcanum.

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He seems… off. His words are choppy at times, slurred and inconsistent at others – a far cry from the elegant, eloquent gentleman we first met at Baron von Trapp’s estate. Upon meeting up with him, he urges us to speak to Sybil about a place called “Lemuria,” but we are quickly disappointed when the Life Scholar Zander dismisses the notion of such a place as mere myth (though interestingly enough, he cites it as an explanation for the existence of primates in both Zafaria and Monquista!).

Desperately, the Old One feels called to Mirage, and he embarks there seeking proof of this mysterious world. As we follow him around, he seems almost frantic to find out more about Lemuria. In our investigation, we talk with multiple vendors across Mirage, none of whom appear to know what Lemuria even is. Eventually, we track down an ancient depiction of Lemuria’s titular inhabitants – Lemurs – finding it in the possession of a group of scaly, serpentine thieves.

Now here’s where things get weird: No one, except for us, can see the Old One. In fact, when we mention it, Mrs. Viper (a boss we battle towards the end of the quest) tells us that Nothing is there:

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The dialogue only gets weirder. The Old One starts referring to himself as Nothing. He tells us that in the beginning there was only them, existing as a singularity, a tiny dot where there was no space, no time. In this dot was the entire universe. (For those of you that know about astronomy, this sounds to me a lot like the singularity before the Big Bang.)

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Nothing talks about themself as if they were that dot. They mention that Light and Dark – a ParadoxÂ

breached them; showed them things, shapes, ideas, matter. They state that in seeing what they weren’t, they recognized themself for what they were… the Void. The emptiness between the stars. Nothing.

Wizard101 - An Analysis of Nothing - Final Bastion (9)Nothing and the Divine Paradox

At the end of Khrysalis, we are named the Child of Shadow and Light. Later, once we defeat the Aethyr Titan, we become the Divine Paradox, the embodiment of that very harmony between Shadow and Light present in the universe’s conception… the very same harmony, as we learn, that breached Nothing all those ages ago.

Now that Nothing is aware of us, the Old One explains, they began to poke around, creating holes in space-time (the Cavities) to try and find us. Searching for the Paradox, that very Paradox that started the universe. We, as the Paradox, are the only ones who can fully grasp these intrusions; we hear the roar of the Cavities, we see and hear the Old One’s return. Nothing, however, cannot fully comprehend material existence; thus, they mirror us, creating the Aberrant Paradox: an embodiment of the Void.

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Does this mean that the Old One is Nothing?

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Short answer: No, I don’t think so. Rather, I think Nothing absorbed the Old One in an attempt to understand us. They said that after the battle, the Old One was left; so, they sifted, and they became. It’s my theory that the Old One has been consumed by Nothing, and that Nothing appears as the Old One before us because it’s the only matter they seem to understand.

Further Mythos:
Cthulhu, the Great Old Ones, and Antimatter

In writing this article, I engaged in a lengthy and in-depth discussion with fellow staff member and lore aficionado James Earthwalker, from which we drew several conclusions:

  • Like Krulhu before him, the Old One is a direct reference to H.P. Lovecraft’s iconic extraplanar titan, Cthulhu.
  • The Old One’s name refers to H.P. Lovecraft’s greater pantheon of aberrant deities, the Great Old Ones.
  • The Old One’s dialogue strongly implicates Nothing as a being of antimatter.

Let’s break that all down, shall we?

Cthulhu and the Great Old Ones

Wizard101 - An Analysis of Nothing - Final Bastion (12)Within the pages of H.P. Lovecraft’s works reside a collective of unfathomable godlike creatures, cosmic horrors that exist beyond – and apart from – space and time as we know it: the Great Old Ones. And among these ancient, bizarre entities, none are quite as iconic as the octopus-headed, dragon-winged behemoth of dreams and darkness: Cthulhu, from its titular short story “The Call of Cthulhu.”

Wizard101 - An Analysis of Nothing - Final Bastion (13)

For James Earthwalker and myself, it was glitteringly apparent that the Old One looks like a dapper Cthulhu, while his name is a clear reference to the greater pantheon from which he heralds. But the similarities don’t stop there – like the Great Old Ones themselves, the Old One seemingly now resides in a space beyond reality itself: Nothing.

Am I saying that the Old One is Cthulhu? No, of course not. But I applaud Kingsisle for alluding to such an interesting and bizarre mythos regardless!

Nothing and Antimatter

One thing that stood out to both James and I was how the Old One – and by extension, Nothing – constantly references how the universe is “rejecting him.” As a void, Nothing would have no corporeal form; in order to find us, they had to form a physical avatar in the shape of the Old One. To us, this meant one thing: The avatar Nothing is using to communicate with us – and most likely Nothing themself – is comprised of antimatter.

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In the simplest terms, antimatter is the opposite of normal matter. Matter in the universe is comprised of atoms, which are themselves comprised of protons, neutrons, and electrons; inversely, antimatter is comprised of atoms that are formed using antiprotons, antineutrons, and positrons. Antimatter in our universe is extremely rare, and stable forms of it do not seem to exist; the reasoning behind this is when antimatter comes into contact with its opposite, both matter and antimatter cancel each other out in a burst of energy. This behavior perfectly coincides with that of Nothing and the condition of their avatar, the Old One; they struggle to maintain form in our universe because their very essence conflicts with reality itself.

Final Thoughts

We are finally beginning to get an idea of who and/or what Nothing is. They are the emptiness of space, the absence of all matter between the stars. The void itself. Once more, we find ourselves catching the eye of the Spiral’s primordial entities: First Grandmother Raven, our narrator; then Grandfather Spider, our contrarian; now… this.

Wizard101 - An Analysis of Nothing - Final Bastion (15)As much as we have learned, we are only left with more questions. What happened to the Old One? Is the Old One truly Nothing, or is he gone, assimilated into the unfathomable entity? What and where is Lemuria? Does it even exist? Why is Nothing so determined to find it? And perhaps most importantly… will we like the answer when we find out?

Who (or what) do you think Nothing is?
Let us know in the comments!

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Wizard101 - An Analysis of Nothing - Final Bastion (2024)


What level should you be for Azteca? ›

Players who are a minimum of level 75* and who have completed the Avalon quest "A Great Storm Coming" must speak to Cyrus Drake in Ravenwood (not Merle like you usually do). He will send you along to Marleybone for a very unique experience. Completing Cyrus' quest will give you the Spiral Key to Azteca.

How long does it take to beat Azteca in Wizard101? ›

The individual defeat and collect quests can take an hour or two, depending on how many are in the fights.

Who is the nothing in wizard101? ›

Dasein, originally referred to as the Nothing, was a mysterious sentient void originating from outside the Spiral that was brought to the Spiral when the Wizard pierced reality as the Divine Paradox. They were once studied by the Celestians, who called them Anti-Reality.

What is the best school in Wizard 101? ›

Best schools for soloing are Fire, Ice, Life and Death. Best schools for supporting others are Balance, Life, Ice and Death. Best schools for hitting hard are Storm, Fire, Myth and Life. Best schools for effective mastery of a second school are Balance and Death.

Is Azteca hard Wizard101? ›

Azteca is not hard to some, but not easy for others. You are questing with a life, fire, and storm friend! Some are questing solo or with others that don't know what they are doing and not working as a team. There are several differences, which can make game play easier or harder to your own personal experience.

What level to start dragonspyre? ›

I think I was level 42 or 43 when I entered Dragonspyre. I consider that a good number to enter Dragonspyre, especially considering you need to be level 50 to access Celestia. I had to side quest in both Dragonspyre and Mooshu to get to level 48 on my necromancer.

What is the hardest hitting school in Wizard101? ›

Strongest Schools
  • Storm (478)
  • Fire (368)
  • Myth (365)
  • Ice (359)
  • Death (333)
  • Life (323)
  • Balance (292)

What is the longest world in Wizard101? ›

Statistically, Khrysalis (world after Azteca) is currently the longest world within the entire spiral with over 100 quests to do. This is because it was the first world to be separated within two sections, with each section being released in separate updates.

What happened to Azteca in Wizard101? ›

Azteca, officially known as the Kingdom of Azteca is an ancient world in the Spiral. It was devastated by the comet Xibalba, leaving it in a "doomed" state.

What happens when you ignore someone on Wizard101? ›

If someone is bothering you and you want them to go away, you can use the Ignore option. Poof! You won't see their chat anymore and they can't send you messages. The Ignore feature is there for cases which don't necessarily violate the Terms of Service but may still cause you to want to stop interacting with someone.

Who is the old one in Wizard101? ›

The Old One, known as the Great Old One to the Cabal or most famously as the World Render, among other names, was a so-called ancient being that was the engineer of Project Lemuria, a secret project to create a new First World by piecing together the worlds of the Spiral.

What happened to mellori w101? ›

Mellori fell into a coma. While her physical body is transported back to the Arcanum, her mind is in the Astral Plane, talking to her mother.

What is the best class to solo in Wizard 101? ›

You probably already know that death is by far the easiest school to solo as. This is because of death's drain spells. They keep you alive and deal damage at the same time, so if you time your hits correctly you will almost never die. Death also has good resist, health, etc, so staying alive isn't a problem.

What is the best magic in Wizard 101? ›

Earthquake then tempest. If we are actually talking 'strongest' in terms of damage per pip, then feint is the strongest. If cast with a six pip spell that does 500 damage (say Wraith), it will have a damage/pip of 350+.

What is the most prestigious wizard school? ›

Hogwarts is the best wizarding school, proven by its great reputation and successful students.

What level should you be in khrysalis? ›

Considering standard progressions of this age, the Khrysalis main quest line can take a player from level 90 to level 106, give or take a level on each bound.

What level should you be in Wintertusk? ›

You Get Great Experience

In contrast, Wintertusk offers us something completely different: heaps of xp! Wintertusk (for level 40+) become available at approximately the same time as Celestia (level 48+). It just so happens that Celestia is also the world when the quest difficulty drastically increases.

How many quest are there in Azteca? ›

Azteca has a total of 197 quests. Of those quests, 48 contain regular mob fights, and 25 Defeat and Collect quests. There is a total of 57 bosses, with 6 of them cheaters.

What level is Darkmoor? ›

Wizards enter Castle Darkmoor during the quest Dead Leaves. The lead-in quest, Branches of Woe, is offered by Dworgyn at level 100.


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