Level 0

# Introductory Rooms

Or **Level 0**, is the first level of the **Analogue**, and the first one many wanderers have encountered, which is why this level is commonly referred to as "The Starting Rooms".

**Survival: Class 1 (Safe)**
»⠀Low Level of Danger
»⠀Protected
»⠀Minimum Entity Count
## `DESCRIPTION`

**Level 0** is a non-linear space, resembling a 1990s office. All rooms in the level are uniform and share superficial features such as yellow wallpaper (the shade may vary depending on its distance from a **Fungal Biome**), moist carpet, and randomly placed fluorescent lights. However, even though the level is speculated to have infinite territory, no room in the Phenomenon is identical.

The installed lights flicker inconsistently and hum at a constant frequency. The **KAS-35 substance** found in the carpet has not been identified. It is not water, and it is not safe to drink.

One of the biggest dangers of this level is the lack of resources. Since the liquid found in the carpet is not safe to drink, many wanderers end up succumbing to hunger or thirst.

Some areas of Level 0 are completely covered in fungi, which occurred due to the **Armstrong Experiment**, which also caused the widespread Armstrong infestation throughout the Analogue. This area is called the Fungal Biome.

### Fungus Biomes

These areas of **Level 0** are extremely dangerous, mainly due to their large quantities of **Fungus-0** and Armstrong. If you see even a single fungus in the level, turn around and walk in the opposite direction, and under no circumstances attempt to interact with it. If you continue in the direction you were originally walking, you will likely come across a Fungal Biome, where as you approach, fungi will block the entrance you came from, leaving you with the option of venturing deeper into the biome. In this area of the level, fungi can reach heights of up to 8 meters, and encounters with Armstrong become much more common. Consequently, escaping becomes more difficult. Due to its strong ties to fungi, Armstrong can hear through them and partially control them at will. If you hear footsteps or voices that are not your own, slowly turn back without making any noise and try to find another path. To leave the biome, it is a simple task—walk until you find an exit to return to the common Level 0.

### Manila Room

The **Manila Room** is a small room that can rarely be found in **Level 0** and often serves as a safe meeting point for travelers. This region or room is rarely encountered on some occasions while wandering the level, so be alert while walking here.

Note that this room is square and isolated with thick walls inside, named after the unique beige color of its wallpaper. It has minimal furniture that varies slightly in appearance, usually no more than a table and chair, as well as 1 to 4 entrances.

The lighting in the "Manila Room" is nearly identical to that of "Level 0" and produces the same irritating noise. However, the brightness of these lights varies greatly and is known to fluctuate over time, causing occasional periods of total darkness.

Entities have never been observed in the "Manila Room"; however, confirmed knocking and banging noises emanate from within the walls, leading some to believe that one or more entities may be present inside them. These noises have been reported to be louder during periods when the lights are off.

The Manila Room is used to store M.E.G. documentation that explains the Analogue and provides essential information for new travelers, of whom about 36% reported that the documentation was crucial for escaping Level 0.

All the documentation is stored in folders stamped with the M.E.G. insignia and placed on the table if it is present, although these documents occasionally disappear with the normal changes in the room, requiring them to be replaced when deemed missing.

The documents stored here cover a variety of topics, primarily No-Clipping, a field guide to the most common and dangerous entities, and a guide to important levels.

## `EVENTS`

Level 0 is almost completely stagnant and, despite being the main entry point to the Analogue, under no circumstances should one enter the level alone and without proper equipment. Some events can occur while you are within the Phenomenon, all of which have been reported so far:

* The sound of the luminaires increasing to a higher volume, then returning to the usual volume;
* The appearance of doors and staircases;
* Constant déjà vu;
* Hallucinations of unintelligible human speech.

## ENTITIES

There are reports of only one entity encountered in Level 0, known as the "Armstrong." Armstrong Snapshots as we know them very well can be found in areas that have at least one specimen of Fungus-0.

## `ENTRANCES AND EXITS`

### Entrances

* Crossing the boundaries of reality can lead you to the Analogue, consequently, Level 0.
* No-clipping in certain levels can take you to Level 0.

### Exits

* Various factors can lead you to Level 1. One of these ways is through no-clipping. the same method that brings the wanderer to the Analogue.

**Level 0>>**

# Introductory Rooms

Or **Level 0**, is the first level of the **Analogue**, and the first one many wanderers have encountered, which is why this level is commonly referred to as "The Starting Rooms".

**Survival: Class 1 (Safe)**
»⠀Low Level of Danger
»⠀Protected
»⠀Minimum Entity Count
## `DESCRIPTION`

**Level 0** is a non-linear space, resembling a 1990s office. All rooms in the level are uniform and share superficial features such as yellow wallpaper (the shade may vary depending on its distance from a **Fungal Biome**), moist carpet, and randomly placed fluorescent lights. However, even though the level is speculated to have infinite territory, no room in the Phenomenon is identical.

The installed lights flicker inconsistently and hum at a constant frequency. The **KAS-35 substance** found in the carpet has not been identified. It is not water, and it is not safe to drink.

One of the biggest dangers of this level is the lack of resources. Since the liquid found in the carpet is not safe to drink, many wanderers end up succumbing to hunger or thirst.

Some areas of Level 0 are completely covered in fungi, which occurred due to the **Armstrong Experiment**, which also caused the widespread Armstrong infestation throughout the Analogue. This area is called the Fungal Biome.

### Fungus Biomes

These areas of **Level 0** are extremely dangerous, mainly due to their large quantities of **Fungus-0** and Armstrong. If you see even a single fungus in the level, turn around and walk in the opposite direction, and under no circumstances attempt to interact with it. If you continue in the direction you were originally walking, you will likely come across a Fungal Biome, where as you approach, fungi will block the entrance you came from, leaving you with the option of venturing deeper into the biome. In this area of the level, fungi can reach heights of up to 8 meters, and encounters with Armstrong become much more common. Consequently, escaping becomes more difficult. Due to its strong ties to fungi, Armstrong can hear through them and partially control them at will. If you hear footsteps or voices that are not your own, slowly turn back without making any noise and try to find another path. To leave the biome, it is a simple task—walk until you find an exit to return to the common Level 0.

### Manila Room

The **Manila Room** is a small room that can rarely be found in **Level 0** and often serves as a safe meeting point for travelers. This region or room is rarely encountered on some occasions while wandering the level, so be alert while walking here.

Note that this room is square and isolated with thick walls inside, named after the unique beige color of its wallpaper. It has minimal furniture that varies slightly in appearance, usually no more than a table and chair, as well as 1 to 4 entrances.

The lighting in the "Manila Room" is nearly identical to that of "Level 0" and produces the same irritating noise. However, the brightness of these lights varies greatly and is known to fluctuate over time, causing occasional periods of total darkness.

Entities have never been observed in the "Manila Room"; however, confirmed knocking and banging noises emanate from within the walls, leading some to believe that one or more entities may be present inside them. These noises have been reported to be louder during periods when the lights are off.

The Manila Room is used to store M.E.G. documentation that explains the Analogue and provides essential information for new travelers, of whom about 36% reported that the documentation was crucial for escaping Level 0.

All the documentation is stored in folders stamped with the M.E.G. insignia and placed on the table if it is present, although these documents occasionally disappear with the normal changes in the room, requiring them to be replaced when deemed missing.

The documents stored here cover a variety of topics, primarily No-Clipping, a field guide to the most common and dangerous entities, and a guide to important levels.

## `EVENTS`

Level 0 is almost completely stagnant and, despite being the main entry point to the Analogue, under no circumstances should one enter the level alone and without proper equipment. Some events can occur while you are within the Phenomenon, all of which have been reported so far:

* The sound of the luminaires increasing to a higher volume, then returning to the usual volume;
* The appearance of doors and staircases;
* Constant déjà vu;
* Hallucinations of unintelligible human speech.

## `ENTITIES`

There are reports of only one entity encountered in Level 0, known as the "Armstrong." Armstrong Snapshots as we know them very well can be found in areas that have at least one specimen of Fungus-0.

## `ENTRANCES AND EXITS`

### Entrances

* Crossing the boundaries of reality can lead you to the Analogue, consequently, Level 0.
* No-clipping in certain levels can take you to Level 0.

### Exits

* Various factors can lead you to Level 1. One of these ways is through no-clipping.

**Level 0>>**