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…*"*

—Unknown

**Level 0** is the 1st discovered level of The Backrooms, which is widely referred to as "The Lobby", "Tutorial Level", or simply "The Halls". This level is also infamous for being roughly in the middle of Positive and Negative clusters.

## ► Description

*The first image of **Level 0** and The Backrooms itself by extension, captured by anonymous 4chan user.*
**Level 0** ubicates an expansive array of randomly generated rooms, corridors, and open, yet still desolate areas spanning entirely for an approximate of 600,000,000 square miles in size, mostly lacking any clear intent or origin, while bearing significent similarities to commercial buildings, offices, and even art galleries. **Level 0** mostly follows a common setting; brown moist carpeted floors, neglected yellow vintage wallpaper, and drop ceilings with flouresecent lighting, emmiting a neverending hum-buzz.

The spaces of **Level 0** are always devoid of any furniture or any distinguishing decorations, though no two rooms are *fully* the same. TYPE-B elecrical outlets are installed in strange and haphazard positions on the walls. These outlets are dysfunctional, incapable of charge due to an abundance of Carpet Fluid leaking from them, slightly corroding the wires.

The air of **Level 0** is very dustly and stale, with CO² rising with no known significence. The Wi-Fi is present on **Level 0**, yet with extremely low level, mostly fully absent. The CCTV cameras are sometimes installed in the corners, constantly watching over wanderers. All atempts to break any camera will lead to its complete teleportation to the other room.

The layout of **Level 0's** monoyellow labyrinth is strange and illogical, often inefficent for any buildings' interior. The array of **Level 0** is assumed to be constantly altering, forming non-Euclidian positions and architecture. For instance, it is possible to wander in a straight line and then end up in a completely diverse position of the level. Due to non-Euclidian layout of **Level 0** is is completely unclear what ends its plain. The same non-Euclidian anomalies make it impossible to eccounter any wanderer, entity, or even their corpse at level, despite its finite size.

The main hazard that **Level 0** poses is a constant threat to one's sanity, due to monotonous envrionment, sensory deprivation, and neverending humming ambience. The risk of becoming an Insanity is very high at this level, being the most common case of death on **Level 0**, along with dehydration, starvation, exaustion, or suicide due to aforementioned insanity. Due to carpet fully saturated with Carpet Fluid, suggesting that some may have also died by trying to consume the fluid or the mold, which is known to overgrown the walls in dark areas.

Above the limitless array of **Level 0's** ceiling is the dust-laden space lined with countless pipes, rebar, wiring, and ductwork. The ductwork can be accessed from **Level 0**, yet most of the vents require enourmous force to enter them. The navigation in such plain is impractical, as the ceiling tiles may easily collapse under the wanderer, while wires are electrocuted and the fans inside vents may significently harm wanderer. Below **Level 0's** carpet, there is presumembly nothing but more carpet. The carpet is mysteriosly impossible to break, due to it being significently hardened by dired Carpet Fluid.

Some sections of **Level 0** show signs of extreme damage, as if abandoned partially through demolition. Plaster chunks from the walls are torn out and left on the floor, usually from a pickaxe, but claw marks have also been observed. The beams of the walls are torn and broken, showing signs of stretching as if the level were supported from above rather than below. Some sections of wallpaper appear to be drooping from the water damage and/or being torn from the wall. These sections are usually darker than most of the level due to most of the lights being broken. The mold's growth is also progressing in damaged areas. Despite immerse darkness and notable damage signs, these sections are safer than the rest of the level, mainly due to absence of hum, thus providing a temporary shelter from the insanity. In these sections wanderer feels being "watched". It is unknown what causes this.

### ►► The Manila Room

*A corner of **The Manila Room**.*
**The Manila Room** is a spatial anomaly, found randomly through **Level 0**. It depicts a small, desolate square room, containing nothing but a table and a couple of chairs. The walls are covered in the vintage wallpaper, similar in color to the Manila paper, thus obtaining it's name. The room usually acts as a safespot, as the lighting in this room isn't buzzing, while the rest of the room insulates any sounds from outside. The **The Manila Room** itself is lit up by nothing but a light bulb, hanging right in the middle of the room. The bulb sometimes turns off, resulting in darkness covering **The Manila Room**. During thos periods many sounds are heard: distant screams, knocking on the surfaces, and machinery sounds. If one will exit the room at this period, the sounds will slowly fade out.

The manila room has no fixed location and may generate anywhere in **Level 0**. The location is not arbitrary however, as the manila room appears to generate near isolated, lonely wanderers who it subconsciously attracts. If an individual travels alone for long enough, their susceptibility to the manila room increases. Over time, they may report a dulling of the senses, this indicates that they have been unknowingly approaching the **Manila Room**. Even if there is an exit, individuals will feel strongly inclined to stay; they may also anomalously suggest that there is no way of leaving.

**Manila Room** is often used by wanderers as an exit to Level 1; strangely the noclipping inside **Manila Room** has higher chances of leading to Level 1.

## ► Entities

As of now, no entities were discovered in **Level 0**, due to isolating effect.

## ► Discovery

The first explorations of **Level 0**, and the Backrooms as a whole dated back to 1948, when groups of travellers were finding unstable reality spots, going missing. Yet, some people noclipped to the Backrooms, mainly due to different disarsters, such as 1912 sinking of Titanic.

## ► Thresholds

### ►► Entrances

* Noclipping out of bounds in normal reality may lead to **Level 0**. Other methods are random reality-breaking spots. This method also works in the most of other Backrooms' levels.

### ►► Exits

* Noclipping through anything has a small chance of leading to Level 1. It should be noted, that this chance is oddly higher, if one is located inside **Manila Room**. Another way of entry to Level 1 is simply by finding an exit door.
* Holes appearing on **Level 0's** carpet lead to Level 27 or Level 156 through the layer of carpet.
* Noclipping through any wall that seem to be significently darker than the others may lead to Level -1.

## ► Footnotes

1. ↑ ~1,553,992,866 square kilometers
2. ↑ The wallpaper appears to be decorated with haphazard dots, shevrons, and random lines
3. ↑ The aforementioned hum-buzz is slightly louder then the hum of typical flourescent lights
4. ↑ Such outlets are normally found in Mexico, Central America, "northern" south America, former or current USA possessions or occupied places, Liberia, Japan, and Taiwan.
5. ↑ Most popular speculations include a descent into the void, transistion to another level (e. g. Level 1), or just a wall

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Original Backrooms concept, quote, and image from the well-known 4chan post.
Adapted by Fandom User Deveyerr.
Rewritten by Mike.