Level 0

*If you're not careful and no-clip out if reality in wrong areas, you'll end up in the backrooms, where it's nothing but the stink of moist carpet, the madness of mono-yellow, and 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 hear something wandering around nearby, because it sure as hell has heard you…*

**Survival Difficulty: Class 1**
**》Safe**
**》Stable**
**》Cognito and Mental Hazard**
**Level 0** is the 1st level of the Backrooms, and is most likely the first one you will encounter on your journey.

## > Description:

"It's almost as if the level existed to spite one's sense of reality."

**Level 0** is an irregular, non-Euclidean space, resembling either an office building, or the back rooms of a retail outlet. Each room in **Level 0** is unique from each-other, although all appear uniform and share a few key similarities; smelly, old most carpet, mono-yellow wallpaper, and inconsistently placed fluorescent lighting. Aside from the aforementioned key features, no rooms within **Level 0** are identical.

The wallpaper within the rooms vary, although the most common is the titular repeating arrow wallpaper. The other kinds of wallpaper that can be found in **Level 0** include dotted wallpaper, lined wallpaper (horizontally and vertically), and wallpaper with flowers on it. There are also a few rooms *without* wallpaper, revealing yellow, concrete walls. Cracks can also occasionally be found on the walls, in which wanderers have managed to link these to failed no-clip attempts.

**Level 0**’s fluorescent lighting buzzes at a constant frequency; this buzzing is notably louder than average fluorescent lights. The buzzing sound may also change, either changing the pitch, or changing how it sounds. The buzzing may also change volumes, sometimes becoming deafeningly loud, then going completely silent, before the hum-buzz resumes.

The carpet of **Level 0** is covered with moist, which is unsafe for consumption. Drinking the moist will result in symptoms such as nausea, occasional vomiting, and rarely memory loss. Should it come in contact with any other parts of the body, the most will burn off the body part’s skin. Traces of pleural fluid have also been found in analysis.

The size of **Level 0** is massive, yet finite, being approximately 6,000,000 (6 Million) square miles, or approximately 15,539,928 square kilometers. **Level 0**’s layout is also randomly generated for every wanderer. This, along with the size of **Level 0**, results in any wanderer within the level being completely isolated from society.

Linear Space within **Level 0** is altered drastically: it is possible to walk in a straight line, just to end up back at your starting area, with a completely new set of rooms. Due to this phenomenon, along with the unique layout for each wanderer, and the visual similarity within each room, consistent navigation of **Level 0** is difficult. Devices such as GPS locators and compasses will also fail to work within **Level 0**, and radio transmissions become heavily garbled and distorted. Phones, on the other hand, will still work in **Level 0**.

The most prominent threat within **Level 0** is the sheer lack of resources, and the possibility of going insane due to the buzzing and sheer isolation. As the moist on the carpet is unsafe for consumption, wanderers are most likely to perish before successfully exiting **Level 0**. Finding Almond Water or Energy Bars is extremely rare, and they are only hidden in file cabinets or drawers.

## > Details:

Outlets may occasionally be found on the walls, and occasionally even ceiling and floors of **Level 0**. These outlets contain an anomalous property which varies: they’ll either speedily charge devices, slowly charge them, or leave the percentage stagnant. It is also possible for the chargers to charge devices beyond 100%, although reaching 150% results in the device overheating, and later exploding.

Doorframes can be found in **Level 0**, either leading to a small room, or more parts of **Level 0**. The possibility of finding an actual door is rare.

Various objects, such as chairs, crashed cars, kitchen cabinets, and plants, can be found within **Level 0**. Upon investigation, it appears that these objects have also no-clipped through the Backrooms by unknown means. For now, it is theorized that anything isn’t safe from no-clipping into the Backrooms.

Security cameras can also be found on the walls and ceiling. These currently do not serve a known purpose, since there are no known monitors that allow watching the security cameras. Cameras are also documented to clip into each-other.

## > Entrances & Exits:

### >> Entrances:

* Making sudden movements into walls, ceilings, or floors within baseline reality in the “wrong areas” will result in one entering **Level 0**, and by extension, the Backrooms, if one is fast enough. There are also many other ways to access **Level 0** from baseline reality, including:
	+ Staying in a mall restroom for 10 minutes and closing your eyes.
	+ Standing on a manhole cover for long enough; this will result in the cover falling, taking you with it. You will then be knocked unconscious, before waking up in **Level 0**, with no traces of the cover.
	+ Entering out-of-place Doors, or going up Staircases that give an “off” feeling.
	+ Playing the elevator game.
	+ Summoning Lady Spades and asking her for one desired wish: “I wish I lived in an infinite liminal space, with fluorescent hum-buzz lights with wet carpets.” If you don’t provoke her, your wish will be granted, and the next time you sleep, you will wake up in **Level 0**.
* Several other levels have exits that lead wanderers all the way back to **Level 0**.

### >> Exits:

* After wandering for 4 days, one can come across a fire exit door. Entering this door leads wanderers to Level 1.
* No-clipping through discolored walls will send you to Level -0, and by extension, the Negative Levels. There is also a rare chance of entering Level -1 via this method. Keep in mind, however, that you could also be sent to another area of **Level 0** via attempting this.
* Breaking the floor will lead you to Level 19. It also has a chance of sending wanderers to The Void.
* Wandering for a great distance in any direction will eventually result in encountering an orange wall. No-clipping through this wall will result in entry to The Manila Room. Achieving this is somewhat rare due to the non-Euclidean geometry.

## > Rooms:

### >> The Manila Room:

* After wandering for a great distances, wanderers can encounter an Orange wall. No-clipping through this wall will send wanderers to the Manila Room. The Manila Room is a small room with a different type of wallpaper not seen anywhere in **Level 0**, a table, 2 chairs, a set of notes, and a tape recorder. Compared to the rest of **Level 0**, wanderers can meet freely in The Manila Room. The notes also display guides to survive in various levels, which are shown below.

* **Level 0:** This is the level you are currently within. A unique property of this level is its isolating effect, and it’s unique layout for Ever wanderer, that prevents any two wanderers from seeing or interacting with each other, as well as its shifting, non-Euclidean nature. It is recommended to settle in an office-esque room if you happen to ever find one. Going through a fire exit that spawns after 4 days, or no-clipping through discolored walls, as described earlier, is the only safe, documented way to exit this level.
* Level 1: Reaching this level should be your next goal. Our primary base, which is one of the safest locations for you, is located here. Level 1 takes the appearance of a darker, and far more dangerous version of Level 0, in which while the layout is still different for every wanderer, is not isolated, meaning that you can freely meet with wanderers in Level 1.
* Level 2: Level 2 is more dangerous than the previous two levels and has much tighter spaces to traverse. It takes the form of a labyrinth of maintenance tunnels and piping, often maintaining an uncomfortably hot temperature that will most likely result in you burning to your demise.
* Level 3: This level is exceptionally dangerous, often the most perilous level one encounters before settling down in a community somewhere safer. Level 3 takes the form of an electrical station with many machines and barred-off areas. Its halls often have no working lights, many entities that lurk within them, and unstable machinery that may explode and kill you at any moment. It is heavily contested for its valuable resources and location close to safer levels such as Level 4. Many of the factions contesting it are hostile to the M.E.G. and to you.
* Level 4: Level 4 is one of the safest and most inhabited levels of The Backrooms, having the form of an endless, abandoned office. It has a plentiful supply of Almond Water and is completely devoid of hostile entities, and by extension danger, apart from a few mildly dangerous thunderstorms. It is a popular place for people to rest and take refuge or settle down and live permanently in.
* The End: This level is often described as a trap. It initially appears as an empty library with computer terminals and a sign in large letters that states, "The end is near." This level creates fake realities intended to trick you into believing you have left The Backrooms, which only keeps you still and makes it easier for the entities that wander the level to find you. The exits to this level are undocumented. If you choose to leave the main area, keep moving and search for an exit. If you do find an exit, remember what is was and report it to the M.E.G.

For a better documentation, please see The Manila Room page.

### >> Office Rooms:

* Occasionally, wanderers may come across rooms with Office-esque architecture (see 1st image). These rooms share the carpet and lights of **Level 0**, although the wallpaper within these rooms are absent. Water coolers within these areas will emit the moist from **Level 0**’s carpet. Windows in these rooms are also completely blacked out. These rooms contain more Almond Water and Energy Bars than the regular rooms of **Level 0**, which results in these offices being safer than the rest of **Level 0**.

### >> House Rooms:

Going through white doors may have a chance of sending you to areas with house-like architecture (see 3rd image). These rooms contain only a few parts of moist on the carpet, along with furniture, and even a television. These rooms are relatively safe, apart from the fridge having carpet moist in water bottles. Food is also easy to encounter in these rooms.

« Level -0 | Level 0 | Level 1 »

**The M.E.G.**
**Exploring and Documenting the Backrooms since 1909.**

**Open Author & Licensing Information**

**Close Author & Licensing Information**

Author: NightmareFreddybear

Original Authors: etoisle, Knafflad

Original Page: Wikidot, Fandom, Liminal Archives

Images: Unknown.