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 **"***

## Endless Hallways

* Image 1
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* Image 3

## Information

### Hazards / Anomalies

**Environmental Hazards*** Blood Moon Periods
* Blackout Periods
* Blue Moon Periods
* Non-Euclidian Geometry
* Time Jumps

**Regular Anomalies**

* Room Transfiguration
* Flickering Lights
* Hallucinations
* Auditory Hallucinations
* Appearance of Doors
* Acute déjà vu
* Pitfalls

## Demographics

### Communities

Mainly assorted communities of wanderers, friend groups, and other relatively small sized groups in secluded rooms.

## Entities

* Bacteria (T1 - T4)
* Radio Crabs (Crab - Speaker)
* Pholcidae (T1 - T2)
* Shadow People
* Carpet Bears
* Signal Hounds
* Flesh Mimics

### Level Specific

* Carpet Moss
* Sirens
* Something Wicked
* VHS
* Projectionist

## Sub-Levels

* Level 0.1 - "Pitfalls"
* Level 0.2 - "Manila Rooms
* Level 0.3 - "Train-station"
* Level 0.4 - "Never Ending Room"
* Level 0.5 - "Redrooms"
* Level 0.6 - "Carpet Fluid Ocean"
* Level 0.7 - "Its too much"

This article has a ***simplified*** version for those who don't have time to gloss over the details.

**Level 0,** known as "**The Endless Hallways**", "**The Complex**", "**The Tutorial Level**" or by other colloquial names, is the topmost floor of the Backrooms. It is a nonlinear system of randomly generated rooms following the atypical look of an office space or the back rooms of a retail outlet, with the walls, flooring, and ceiling in the level being colored a drab yellow color. The coloration is caused by a heavy rotting factor, whilst the damp carpet and inconsistently placed lights seem to be naturally part of the level. Most rooms and hallways inside Level 0 have similar aspects of chaos to them; however, over time, they may completely transform into a seemingly different area — these are still part of the level. However, inside Level 0, no two rooms are identical. The estimated size of the level, according to Threshold Theory, is around 650 million square miles in every direction; however, unlike a typical maze, the walls do not always connect to the outer boundary. While this may not seem like a very special thing, it makes it significantly harder to escape the maze as you cannot use one technique to simply get out. Instead, the level follows a disjointed format, with some parts of the maze being disconnected from other walls, and walls that you thought connected simply looping back on themselves.

Another hindrance to your travels is a very obvious one: the ceiling lamps on this level buzz louder than any typical fluorescent lamp should, (at around 60 - 65 decibels in volume) buzzing incessantly. Attempts at destroying the glass around the lights have proven fruitless as the glass is more of a translucent material than actual glass. As well as this, the lights on the level don't seem to be connected to any wires, unless the wires are inside of the drop tiles themselves. Lights in the level may switch to an eerie red color, which should signify danger to you. They can even flicker or shut off completely on occasion and then immediately start working again as if nothing had ever happened, and so on. Another fair warning, try not to look directly at the lights on this level as it can cause some temporary blindness. While this may seem like common sense, and may even seem easy to follow, the lights will annoy you enough eventually to the point you might think to look at them for an extended period. Lights don't function the same as they do in normal reality and will cause you to go temporarily blind after some time if not careful. The carpet of Level 0 is saturated with an acidic liquid that drips from the drop tile ceiling. This fluid is known as Carpet Fluid and is oily red and acidic; it causes second-degree burns to the victims upon contact with skin, and it only seems to affect humans. Carpet Fluid may coagulate into the mold on the carpet, seemingly diluting the mold's chemical properties and making it edible; you can eat the mold, though the foul taste may disgust you if you try it. Still, it should be done out of desperation rather than desire. Carpet Fluid seems to be emitted from broken pipes inside the drop ceiling and in between the floors of the level, these pipes eventually seem to self-repair themselves, which is another anomaly of the level that will be discussed further in the article.

It is important to keep your sanity high when in the Backrooms. Frequent mediation is recommended for this. Adjusting to your environment is also suggested, however succumbing to insanity is a lot different than how it works in normal reality. If you'd like an in-depth analysis on insanity in the backrooms as well as its effects, go to this page. For the time being, here's an oversimplified version. Inside the Backrooms, people who go fully insane or succumb to it are called "Insanities". They usually look like reddish-brown humanoid creatures with extreme malnourishment and typically a missing or amputated limb. Insanities are often more violent than regular humans and are considered nonhuman. Sanity in the backrooms is not like regular insanity in Normal Reality, and the Backrooms seem to try to vaguely mimic what real insanity would be, this goes for a lot of things inside the backrooms, it tries to mimic reality, yet fails all the same. You need not know what insanity will do to you, all you need to know is that going insane may be a worse fate than encountering an insane person.

However easy it may seem to simply walk through the maze and one day find the exit to the level, (and possibly the Backrooms,) keep in mind the extensive size of the level. Many people inside this level will die in their first week of exploration, and those that do survive will undoubtedly be different than they were before, in one way or another. As well as the inherent difficulty of surviving the level, many people will not be able to easily navigate. Some areas of the level may be more susceptible to 'glitches' than others; these areas, known as nullzones, are extremely dangerous areas to enter, and may cause a lot of confusion in the person traveling it. For example, you can walk in a straight line and then return to your starting point, and then retracing your steps will result in a different set of rooms appearing than the ones you had already passed through. Due to this and the visual similarities between the rooms, Level 0 — even outside of nullzones — is extremely difficult to navigate. One way to mitigate this is to alter the level in some small way, such as throwing something at the drop tile to mark your path, running a sharp object through the wallpaper to make a path, or using a kind of guide cable. However, destroying sections of the level that were not naturally there will cause the level to anomalously regenerate those broken or scarred areas within a timeframe of 3 - 4 hours from the initial damage. The reason for this is still being investigated.

Another thing that should be brought up concerning not just level 0, but the Backrooms as a whole, is time. Inside the Backrooms, time is drastically altered and fragmented, and may not even exist at all depending on your perception of things, Clocks may run backwards or even speed up, and while this has no relative meaning (as clocks do not always follow time exactly,) it shows how time is altered. For example, in a worst-case scenario, you may be in a nullzone and out of nowhere seem to glitch; while the environment may not be any different, time most certainly will. You may have jumped years or even decades into the past or future, and you may not know it for a while. This may only affect you, but it may affect other people around you. These instances are known as time waves and occur very rarely. A good example of one of these time jumps is during an exploration of the level: One of the team members strayed from the designated route to check on a strange anomaly. It sounded like distant party chatter or a large group of people chatting, but when he tried to alert his colleagues about it, they strangely disappeared. They had no recollection of his existence after the fact, but the person who had fallen victim to this became stranded and had to find his way back to the base. He eventually did, only to find that had the base changed drastically; he had been missing for over three months and presumed dead. The implications of these time jumps in the Backrooms are drastic, and the fact that they can happen at random and to anyone is a very horrifying thing to think about. However, these will only happen inside nullzones. If you pay attention, you'll find that the walls have become a lighter shade of monochrome yellow, or that the walls have changed to a different type of wallpaper, such as dotted wallpaper, stripped wallpaper, or even a solid color. Avoid these rooms and hallways as best as you can. They may encompass entire sections of the level, however, it's not worth the risk to explore them.

Though we briefly mentioned it before, this level has different floors, many of which have not been explored; though, it is assumed that the floors go upward forever and only so far downward. Both can be accessed through two methods — the main one being large cylindrical shafts, with steel-padded walls, and a slight blue glow to them. These shafts extend upwards for an indeterminate amount of distance, though are theorized to have no vertical limit to them. These shafts also have no stairs or methods of climbing up them other than the occasional ladder far from the entrance point. They can be accessed through thick steel-reinforced doors, found every couple thousand rooms; they will often have claw marks on them and a worn symbol that resembles triangular Penrose stairs. Climbing up these shafts is possible, as some parts of the walls seem to have areas for gripping. Reaching other doors and opening them is a lot more simple than opening them from the outside; while on the outside you'd need to pry them open, here you just need to press a bright yellow button and they open automatically before disappearing entirely once glanced back at. Each floor in the Backrooms is separated by around 50 meters, and it is important to keep track of what floor you've entered and exited, as every single floor is identical.

Rooms inside Level 0 will drastically get larger and more bizarre the further you go into the level, eventually becoming so massive that it's impossible to see the edge, or the lights eventually get too high for them to reach the ground and they become pitch black chasms. Generally there is more pitfalls and anomalous activities in these areas. Going far enough into these rooms may (the key word being may) result in you noclipping into Level 0.2 The Manila Rooms, which is arguably safer than the former level. These large areas occupy an area of the Backrooms known as the **Farlands**, they are encounterable on each level and exist around 10,000 miles away from the center of the level. The Farlands are no different than the average area in the backrooms. However, the Farlands contain considerably more anomalies, and nullzones. You'll know you've entered this area by noticing a slight change in the tint of the lighting (usually greener), a drastic change in the carpet such as the loss of moisture or a general change in texture and material, or a sign telling you that you are in fact, in the Farlands. The opposite effect seems to happen going more towards the center, with the rooms becoming smaller and smaller until around 5 miles in where it becomes impossible to go any further.

The other way of entering other floors is through areas known as pitfalls. Pitfalls are usually clustered together in a single room, though are known to appear randomly and singularly in some rooms. Pitfalls often have different architectural styles than their parent level and may be completely separate, however; the difference between holes and r pitfalls is that holes only go to lower floors of the level, and pitfalls enter their own completely different space. Pitfalls are also often synced with nullzones, however unlike regular nullzones, these are often protective and block other creatures inside the Backrooms from entering them. These can often be sanctuaries or safe zones for wanderers, and also often contain exits to the Level.

Since lighting inside the Backrooms is inconsistent, some parts of the level may be shrouded in either partial or total darkness. Inside these areas, the walls may be extremely damaged or partially demolished. Plaster chunks from the walls can be torn out and left on the floor; support beams can be exposed or broken, showing signs of stretching suggesting that the level is supported from above rather than below; wallpaper can droop from water damage and/or be torn off the wall completely, revealing the drywall it is on top of (which is still a monochrome yellow color); broken lights and flooring, as well as other damages. These areas would be less dangerous than the actual lighted areas, despite their apparent damage; however, there's another anomaly inside the level to make your life a living hell. Inside the Backrooms you are not entirely alone; there are other beings roaming within these halls, and are their phenomenon entirely. Not much is known about their appearance or if they are even real, many siting of such "entities" have been encountered, but what is known about them comes from frenzied chicken scratch found on people who have attempted to study them. On this level they aren't as prevalent, and there are pages on this wiki dedicated to supposed entities and their different biological features and behaviors; however, it may not be necessary to read about them. If you encounter anything out of the ordinary within the halls, you're best option is to simply turn in the opposite direction and walk away, and whatever you do, don't look at it.

**ADDENDIUM: 11/22/99 // New Explorations**

Level 0 as you move away from the center of the level, will lose many of its qualities though not in a way beneficial to the individual. Rather, deterioration in the level will drastically increase within some rooms and past a certain point may become part of the level entirely. Wallpaper will be torn off on some parts of the walls or even entirely off of the walls, the glass covering the light fixtures will become broken and exposed. Higher likelihood of light fixtures failing all together increase as well as flickering. Shrouded areas within the level become far larger and far more common, and overall the quality of the levels interior become more decrepit, though never reaching a point of ruin. One thing that is beneficial however, is the missing saturation of the carpet. While some smaller patches of wet carpet exist and are constantly being pumped with an unknow liquid; comparatively to Carpet fluid this liquid is non acidic, meaning if you were to come into contact with it accidentally, it would not be harmful. The reasoning for this is assumed to be the lack of pipes above the drop tile ceiling — or if they are present, the amount of leaks within the pipes is far more negligible when compared to the rest of Level 0 — which can make the journey through the rest of the level far more easy, though the rest of the levels inherit properties are still present here.

It has also been noted of the existence of a boundary within Level 0 in where the geometry of the level becomes far more exaggerated and distorted in appearance. Pitfalls are a far more numerous siting within this area, to the point of being practically part of every room. And on that subject, rooms within the area usually exceed the typical limit size for rooms within base level 0, being at least 46.6 meters or 51 yards. The largest found room exceeds over 100 meters in both height and size. A team was sent down into one of the pitfalls to check for other irregularities, and to see if the properties extended to the pitfalls here as well. Instead what they found was a series of smaller and smaller pitfalls finally leading into one absolutely colossal room below, the team will be appending further research into the new region named "The Mezzanine".

**ADDENDIUM: 12/03/99 // Mezzanine**

Further exploration into the deeper regions of Level 0 have brought us to possibly the largest expansive region in the Level. This area is of such large scale that it is currently immeasurable to our team. Some members of the expedition said at some points they couldn't even see the end of the room, noting the slight mist present within the space, similarly colored to the wallpaper above. The walls were very budged and irregular, with not a single completely smooth wall insight. Examination of the wallpaper showed to be saturated similarly to the carpet with carpet fluid, it was wet and had the strength of wet paper, though still kept structural integrity, noted by the large wooden block behind the wallpaper. Sections of carpet long distances apart were also found to be torn apart, most likely as part of the generation of the area as more were found strewn about the impossibly large room. Underneath the carpet curiously was a layer of white tiles, and taking apart one of the tiles proved useless. There is most likely nothing beneath the floor and it has been deemed a non essential observation. After exploring one of the hallways, distant from the entrance, further irregularities were found within the hallways. However to call them that would be misinforming as they were really hallways in a typical sense. Rather, they were thin hallways with oblong holes marking entrances into different slices of the hallway. At the end of each slide was a heavily distorted piece of both wallpaper and hallway. Some oblong entrances were lower on the wall and made indents into the flooring. Where this area goes is currently unknown as exploration ceased at a certain point because of █████████████████████,█████████████████████. Further exploration of the Undercrofts is undergoing approval.

Deeper exploration into the Mezzanine is still pending approval, for more information on the Mezzanine, view this article.

**ADDENDIUM: 02/07/2000 // New Explorations**

## Entities

Entities are a rare phenomenon on Level 0, however; when encountered they have some features that closely relate them to some confirmed beings within the Backrooms. They are the following. (Note: while the information provided here is accurate to the described entities, there is no way to tell difference between different levels, as in every level these may be different. It should also be noted that there are entities that are look-alikes to these entities described. Again, gut instinct is always the right way to deal with any entity.)

### Bacteria

Commonly described across the Backrooms, and documented as Entity 007, Bacteria are classified as a Super-Colonial Organism of a mutated strand of Hay Basalis. These colonies of bacteria form large black tendrils with occasional fungal growths that spurt out large amounts of black spores. The spores can get into the ventilation and spread across the level, damaging the lungs upon inhalation and initiating the bacteria's process of reproduction, occurring in a human host. Bacteria require a host to live, and although they don't need specifically human hosts, they produce the best result for the species. Bacteria will form inside a human body and eventually burst out, growing violently across the body and the room in which the person died. They will eventually turn into long spirally bacterial colonies that will form around two or more Bacteria instances, designated Type-1. These two bacteria (or three) will have the same consciousness as the person they now control, and temporarily the person will have full consciousness and awareness of what is going on and can communicate through the entity; however, after around 10 seconds the person will be killed by the Entity as it invades the person's brain.

Bacteria mainly hunt via sound and movement, so while it may be a terrifying thing to be around a bacteria, standing completely still will cause the Bacteria to not notice you. It senses people through vibrations in the ground and air changes; taking short breathes around the entity will not do any harm to you. Bacteria will emit a loud breathing noise as they walk as a method of intimidation. Attempting to intentionally scare the user for them to make a move and reveal their location to the entity, they will announce their presence through a loud screaming noise in the general direction of the prey to try to force a reaction out of them; however, if you stand still, they will simply ignore you. Bacteria have eyes, but their vision is often covered up by the rest of their mouth. Opening their mouth supposedly causes a great amount of pain to the entity, and they will only do it when they are about to kill a person or prey. This means that for the most part, Bacteria are blind. Bacteria can be thwarted most easily through the use of an extremely hot or cold object, such as fire or liquid nitrogen. The entity will back away from these as it detects the high temperature. ~~(Or you could just set it on fire).~~ While setting the entity on fire would sound like a good idea, the entity will expel a large amount of its bodily fluid to put the fire out, which may seem like a good idea, but will probably also enrage the Bacteria. The best course of action is to avoid the entity entirely if possible.

Entity 007 has its own page here.

### Pholcidae

Not to be confused with regular cellar spiders (Pholcidae), Pholcidae, otherwise known as Entity 31, are massive, quadrupedal arachnids with a head replaced with that of a Cervus Candensis (Elk) or a regular Cervidae Skull (deer), often with an extra row of teeth and more powerful jaw for biting down on prey and through materiel. Pholcidae are passive-aggressive and territorial creatures whose preferred habitat is the ceilings of levels, especially Level 0's drop tiles. However, they will emerge on occasion to check if anybody is coming too near their habitat or territory; if they spot someone too close to their territory they will attempt to intimidate them, if they are directly in their habitat they will give pursuit to it. Pholcidae have a considerable amount of endurance and supposedly can run for around 12 hours at speeds of around 22 meters per second (80 KPH), and they will only stop chasing the person if they die or they lose them. The entity will then need an equal amount of rest for the endurance it lost, which often ends in short to long hibernation periods which last unknown amounts of time.

Female Pholcidae have a different number of legs than male Pholcidae, having around 5 or even 6 legs. They are also often more passive towards prey, trying to gently make the person go away rather than perusing them, but will call on a male to give chase if they feel threatened or the prey won't leave. It is also possible to tame a female Pholcidae with enough Almond Water and food. This doesn't mean they won't defend themselves or try to retaliate against prey. Pholcidae will often use their momentum to kill prey rather than their claws or even their mouth, and after a successful killing, they will often drag the body back through the hole they came from and possibly consume the body. To date, no wanderer has tried to explore the holes in the ceiling for fear of there being a Pholcidae. Even so, the entity can be identified by the large metallic clanking sound it makes when it runs, as well as its very heavy breathing.

### Carpet Moss

Indistinguishable from the regular carpet of Level 0, Carpet Moss, also known as Carpet Trap, is a unique variation of Entity 026 that is only found on this level. Carpet Moss resembles a section of carpet with a thin layer of clear, gelatinous, adhesive slime on the surface of the carpet. Carpet Moss behaves similarly to that of a carnivorous plant and will remain dormant, seeping carpet fluid and moisture from the surrounding carpet, which makes the surrounding area drier than the moss itself. It will remain dormant until a person stumbles onto the carpet, where it will then act like a sticky glue trap and adhere to the user if any part of it touches the moss, usually the feet. After some time, the carpet releases psychoactive spores into the air; when inhaled, the user will get a sudden response of fear and disorientation, causing the wanderer to panic and lose their balance, falling onto the moss and getting stuck.

Strangely, when the victim has the entirety of their body caught in the moss, the moss will exude another unknown psychoactive to calm the user. Following this, some survivors who have escaped the moss immediately sprint back onto it due to an intense euphoric and even aphrodisiac state, and will refuse and even fight another that tries to pull them out. When the moss feels that the person has become immersed enough into the carpet, it will release a powerful digestive enzyme that dissolves everything except the bones of the victim, with the remaining parts of the body being absorbed into the moss. A telltale sign that there is carpet moss is if there are large amounts of mucous latent skeletons lying around.

## Introduction to Groups, Communities, and Societies

For many people accessing this database for the first time, you are not completely alone inside the Backrooms. There will be people, somewhere, somehow. They may be in small friend groups, or larger societies and communities. Communities range in levels of friendliness and cordialness with other people; they may be directly hostile toward others, may want to assimilate people into their group, or try to protect people. Every community or group has its own goals and ways to achieve those goals. For some it is as simple as surviving and finding an escape; for others, it's trying to protect as many people as possible. It may be important to familiarize yourselves with the various groups of the Backrooms. However, they can occasionally be completely different, with communities being entirely level based, and groups covering a variety of different levels.

### (1) Major Explorer Group: Outpost Kochni

Located below the ground floor of Level 0 (Floor G), the base is far smaller than its predecessor ever since the discovery of better levels for inhabitation. Ever since, Kochni has acted as a place for users who have fallen through the pitfalls to rest and recuperate as well as being a forward operating base for the Level. It is the longest-lasting official base of the MEG and the Backrooms as a whole, and it's the longest lasting base, as well as being the only one. Only around ~50 people officially live and occupy the base, and the base is rudimentary in construction and built into the side of walls that resemble buildings with small windows. The base is stockpiled for around 2 1/2 years and is restocked every 6 months.

### (2) Assorted Communities

Various other small camps and settlements can be found, often supported by the neighboring Outpost Kocnhi. These communities range in cordialness, though for the most part will accept new members wishing to stick together with someone. They will often be set up in secluded rooms or massive rooms, connected to the larger connection of rooms. It's recommended for first-time wanderers to join one of these small communities rather than the larger groups, although the former does give a more guarantee of safety than these.

## Survival Guide

**Level 0 Survival Guide.**Survival Guides act as a general synopsis and bullet list of things you should and shouldn't do within the level.
Since every room inside Level 0 is identical, a good idea would be to check your article of clothing for anything that could leave an imprint — keys, belts, et cetera. Use these to scratch or paint the walls with a trail so you know which areas you've been through or not. If you don't have anything of this sort, take off your shoe and throw it through the drop-tiles to make them fall off and leave a marking on the ceiling. If this isn't a viable option, tear off pieces of your clothes and use them like breadcrumbs to guide yourself through the rooms and mark where you've been. If you use a method that destroys part of the wall, be quick; in around 3 - 4 hours the wall will have regenerated fully and left no mark on where you have been.

Level 0, and by extension the Backrooms, is no typical maze. It will often be disorienting and confusing, with a layout that directly works against your knowledge of typical mazes. Disjoints don't connect to anything and instead serve to only confuse you further, have a solving strategy for the level. In short, by panicking, running, and moving forward without a clear plan of attack, you are only succeeding in getting yourself more and more lost inside the level. One maze-solving algorithm that works is called the
"Pledge Algorithm". It is designed to circumvent obstacles, and requires an arboreality. Choose a direction to go toward. Let's say you walk forward until you hit an obstacle. Place your right hand on the wall and walk along the wall, and count each turn you make. Clockwise turns are positive, whilst counter-clockwise turns are negative. Once the sum of your turns goes back to zero, walk in your original direction. This will get you off the disjoints and towards an exit.

If you hear something that resembles footsteps, turn in the other direction. If you hear distorted sounds or something that isn't the incessant humming of the level or naturally produced by the level, turn in the other direction. These are most likely sounds produced by something that is not human to lure you in. Resist the temptation to go and see who cried for help; they may be your undoing. Follow your gut instinct when it comes to things that are out of the ordinary, though the gut is where feces are located, so sometimes it is okay to be curious when interacting with objects. Objects such as bottles of a white semi-transparent liquid that contains Almond Water are a life-saver inside of the Backrooms. These objects, for the most part, are completely safe to interact with. However, if in the open, you should not interact with them. Most likely it will be a trap set up by an entity, as Almond water and other objects, are not found randomly in the open, and are always found in a container (crate, cabinet, shelf, et cetera.) Drinking Almond Water has also been known to mysteriously cure some ailments, and also helps with keeping you sane. Even a single drop can keep you from the brink of insanity, though there is a point where you are too far gone in insanity.

Generally try to avoid pitfalls (areas of the level that sharply extend downward,) as entering one may not lead you out of the level. However, in desperation, you may enter these areas, such as if being chased by an entity. Avoid large areas of darkness at all costs, as an entity called a Grue will appear and feed off of your corpse. Avoid large rooms with no clear area of escape, avoid hallways and rooms with dead-ends, et cetera. Don't take a one-way exit unless you have to, it may just lead to a dead end or may lead to something else entirely. Anomalies inside the level are common, and often include the following:

* Humming getting increasingly more and more deafening in volume and then abruptly stopping.
* Lights flickering or shutting off completely.
* The appearance of staircases that seem to go upward forever, or stairs in general.
* The sound of chittering or eye shadows.
* Acute déjà vu.
* Door knocking, rumbling machinery, and bizarre sounds being emitted from an unknown source.
* A banging noise coming from the walls.
* Sharp breathing or a hoarse voice coming from behind the user.
* Hallways with a bright light at the end of them.
* Whispering in an unknown and indiscernible language.
* Lights turning a different color (most often red).
* Time jumps.

The majority of these anomalies coincide with or are hallucinations, and couldn't blow the skin off a cold plate of custard. However, some of these may affect you more severely (Such as time jumps).

## Entrances and Exits

### Entrances:

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**N/A**

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(1) Accidental no-clipping out of the bounds of Reality will cause your vision to become blackened before falling through the ceiling of Level 0 and onto the damp carpet, (you will always spawn on top of a dry area). This experience is both psychologically traumatizing as well as uncomfortable, with some wanderers reporting to have vomited the whole way through the level,  though it depends on if you have a weak stomach or not. This is also simultaneously the only entrance to the Backrooms.

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### Exits:

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**Level 1**

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(1) The most common and infamous way of exit from Level 0 is through the same way you entered; no-clipping through a wall may have a small chance of clipping you further down into the Backrooms, into Level 1. However since no-clipping is an inconsistent method of traversing the Backrooms, it may just lead you back to the very beginning of the level, or to an even worse fate.

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(2) Doors labeled "Fire-Exit" may also lead into Level 1; however, it is important to note that doors labeled simply as "Exit" are not an exit and will either lead into a separate area of the level or nowhere at all.

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(3) Sometimes, pitfalls will be synced with nullzones, causing the area to become permanently no-clipped, you can tell a pitfall is no-clipped because it is brighter than average. However, this may instead lead you into The Pitfalls

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All other exits are to Level 0's Sub-levels.

Return to the Level List, or descend further into the Next Level.