Level 0

## Level 0: "The Lobby"

### Description:

**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.

Hallucinations are common in **Level 0**, the most common being:

* Humming from the lighting increasing to a deafening volume, then 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.

According to analysis, the CO2 levels within Level 0 are rising at a steady rate. The significance of this is unknown.

### Entities:

No entities are known to exist within **Level 0**, including other humans. However, if you see, hear, or encounter what you believe to be another wanderer, it is not a human.

### Entrances and Exits:

#### Entrances:

**Level 0**, and by extension, the Backrooms, can be accessed by accidentally noclipping out-of-bounds in reality. In addition, many levels can lead one to **Level 0**.

#### Exits:

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 427. 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.