Level 0.2

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**Level 0.2,** known as **The Manila Rooms,** is a small sub-level of Level 0 that shares a similar layout and structure to that of its parent level, except with entirely beige manila wallpaper. It also features many of the same aspects as its parent level, such as fluorescent lamps. The level is notoriously hard to reach by normal means. It isn't typically entered via static means such as a no-clipped wall or doorway, rather, it is mainly entered by chance. This does not break any rules of the Backrooms, as you still technically noclip into the level by chance. The most common method of entry, though, is by exploring Level 0 for long enough — usually past the Farlands point in the level, which is 325 million square miles out from the center of the level.

Deviations within the level from Level 0 are the obvious removal of carpet for vinyl plank flooring and the removal of ceiling tiles in favor of a solid plaster ceiling. It is also a more appealing level in general, smelling faintly like vanilla rose — a common smell of Almond Water. Instead of buzzing lights, most of the level's ambient noise comes from air conditioning found across the entire level. These AC units keep the entire level at a cool temperature, on average around 15° Celsius . Additionally, circular wooden tables are spread out unevenly across most of the rooms on the level, which is about the only furniture or décor present throughout the level. Typically, there will be some kind of object or item found on these tables, such as almond water or telephones. Some wanderers have claimed that they have rung before, and a text-to-speech voice was on the other side of the phone. Most people who say they picked up the phone say they don't remember the conversation afterward. One wanderer was asked to write down the message that the voice was giving. The wanderer stopped writing at hearing the word "one hundred thirteen" and then proceeded to violently convulse. Due to this, it is advised not to answer any of the phones on the level.

The level also has windows pockmarked across the level, usually in isolated corners of the level or dimly lit rooms. Like many windows, they are completely white and blank, and they reveal the Void when broken. Sometimes when looking out the windows, you may see some faint images of a city landscape or even a meadow or field outside. These are apparitions and quickly disappear later when viewed, though it is intriguing that they occur on this level. This effect can be seen more clearly with the use of photography, with photos showing the outdoors more clearly when allowed to rest and let it come into view. Looking at an apparition directly with the camera has the same effect as looking at it with the naked eye, with it disappearing shortly after.

Some parts of the level may have a slightly different theme to them. Instead of wallpaper, the walls will be constructed of simple white concrete, and the floor will be made instead of ceramic floor tiles. These areas are often more pattern-based, with rooms of random size apart from ceiling height, and doors placed randomly across the room that lead into other rooms. Sometimes the wallpaper will change to a different color other than beige, including red, yellow, and green. These changes are small and have no meaning other than level inconsistency.

## Communities

### (1) Assorted Communities

There are no major groups — nor any groups for that matter — on this level; instead, there are small pockets of people make up the majority of people on this level. These are usually small friend groups rather than actual communities and are usually 3 - 5 people per group, possibly less. This level is incredibly devoid of communities due to how insignificant the level is and how easy it is to leave — many would prefer to be elsewhere than this level. Most people who were asked why they settled here cited its isolation in the first place.

## Survival Guide

**Level 0.2 Survival Guide.**
The Manila Rooms aren't that hard to get out of. If you've entered, it might be a smart idea to actually live in the level since it is relatively safe and uneventful. Almond water can be found quite in excess across the level and is in ready supply in some areas. Food may be harder to come across, with the only consistent food being granola bars and energy bars, which might get tiring after a while. There have been no sightings of any entities on this level so far, and the only possible entities are not harmful, such as  Radio Crabs. Overall, you shouldn't worry about being attacked or even encountering any danger for that matter. The level is also small enough that could it be escaped in a few weeks at best. While it might seem like a long time, it is very short for a Backrooms level, which usually takes months and months to escape from due to its size alone. The level also is estimated to not have any Farlands point and simply ends at 500 square miles from the center. Due to the level's similarities to Level 0, you should generally use the same maze-solving rules you used in that level to escape this one. You may find tables scattered across the levels, most of the time with objects or items on them, such as almond water. These tables may occasionally have telephones; do not go for these as they will commonly ring, containing a voice that causes some great distress when heard (at least according to some tests conducted.) To find the exit for the level, you should try and look for doors, elevators, staircases etc. Entrances and exits will have more information.

## Entrances and Exits

### Entrances

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**Level 0 - Endless Hallways**

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(1) You can enter this level simply by chance. Typically, this is done by going past the level's Farlands point and eventually randomly no-clipping through the floor. The chances of this are low but possible; this is because past the Farlands point, the level is very unstable as level generation breaks down.

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(2) A more conventional way of entering Level 0.2 is by entering the pitfalls of Level 0 and eventually stumbling across it. Since the pitfalls are completely random and there is no way to guess or even be guided into the level, you'll just have to hope you end up in the level this way.

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### Exits

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**Level 0.1 - Pitfalls**

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(1) While very unlikely to end up in Level 0.1, it is certainly possible, and there have been recorded instances of it happening. Most people say that they entered an elevator, or staircase, or a door. However, this is only speculative.

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**Level 0.4 - Never Ending Room**

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(1) Falling into a large hole within the level will cause you to end up in the Never Ending Room.

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**Level 0.7 - *It's Too Much***

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(1) If you discover a door labeled "Side-Room", you will find a large room filled with motionless figures that resemble Facelings sitting in a room filled with washing machines. The room will play calming jazz music, and at the end of the small room, there will be a door that leads to a flight of stairs. These stairs will lead you into the apartment on Level 0.7.

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All other exits lead back into Level 0

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## Footnotes

1. ↑ Though these lights are usually smaller in size, sometimes singular bulbs.
2. ↑ or 59 ° Fahrenheit