Level 0

*"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in. God save you if you hear something wandering around nearby, because it sure as hell has heard you…"*

***Level 0 "The Lobby"***

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Level 0 is the 1st positive level of the Backrooms.

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**Survival Difficulty Score: 1**

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> Safe
> Secure
> Minimal Entity Count

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Description:

> Level 0 of the Backrooms seems to resemble the backroom of a retail outlet possessing many features such as dull yellow wallpaper, damp carpeting, and a slightly worn out office-styled drop ceiling. Additionally, one may find wooden wall strips and/or electrical outlets on some of the walls, it is noted that the outlets don't seems to do anything or serve any purpose.

> Level 0 has a non-linear layout, meaning you could walk in one direction and end up back where you started, and going back only ending up leading you to another completely different set of rooms. It seems the basic structure of Level 0 consists of many segmented rooms and hallways, it is known that no two rooms in Level 0 are the same. The lights in the level emit a humming noise at a constant frequency, notably much louder than normal lights, it is unknown what is causing the increased volume. Additionally, the carpets as mentioned before are saturated with some liquid, it is unknown what this liquid is but it is known that the substance is not safe to consume and is not water.

> No resources can be found in the level, which has led to many deaths from starvation and dehydration, some being from insanity. Despite the presumably large number of bodies, none have been found.

Properties:
 > This Level 0 has an effect known as "Isolation Effect," which means no two wanderers can interact with each other at once, even if they are standing in the same place. This can cause isolation-driven insanity which can lead to horrid consequences. Occasionally, some lights will flicker, but do not shut off, and also ceiling tiles can become misplaced or even lie on the floor but both occurrences are rare and can happen at any time.
 > Due to the horrible nature of this level hallucinations are quite common, currently reported hallucinations include:
 >> The volume of the light's hum increasing to a deafening volume before abruptly silencing.
 >> The appearance of doors.
 >> The appearance of stairs.
 >> Acute déjà vu.
 >> Human-like speech resembling no known language.
 >> Movement in peripheral vision resembling insects crawling underneath the wallpaper, which disappears once the wall is observed directly.
 >> Insect-like chittering.

Entities:
 > No entities have been reported within Level 0 or humans for that matter. If you hear something that you believe to be human, it is not human, and most likely an effect of insanity.
Bases, Communities, Colonies, and Outposts:
 > There are no colonies or outposts due to the absence of life.

Entrances and Exits:
> Entrances
>> One of the main ways of accessing Level 0 is directly from reality, through No-clipping.
>> In the fortresses on Level 283 a door with the smell of mold can be found, entering this will take you to level 0
Sometimes in the fortresses on Level 283 you can find a door reeking with the smell of mold, this door will lead here.

> Exits
>> Exiting Level 0 can be done by no-clipping through any surface, this will always result in entry to Level 1
>> You may also find a white door, commonly found in areas where the carpets become less damp and the buzzing of the lights quiets, which upon entering will bring you to Level 0.2.

>> Wander far enough and you might reach the Manila Room.

Credits/Page Author(s)
Original page by Reddit user u/Deveyerr, and then rewritten by etoisle.

Page by Arch2300

**Level -0 : Level 0 : Level 1**