The Lobby

## Description:

Level 0 is an enigmatic and non-linear expanse that serves as the entry point to the perplexing realm of the Backrooms. It evokes the appearance of the back rooms within a retail establishment, featuring a labyrinthine arrangement of interconnected rooms. While bearing resemblances to one another, no two rooms within Level 0 are identical, each displaying its unique layout, ambiance, and disheveled charm.

The lighting fixtures are a source of eerie inconsistency, their flickering and incessant humming resounding throughout the space. The buzzing emanates with an unsettling intensity, surpassing the usual hum of fluorescent lighting. Despite diligent investigation, the origins of this peculiar phenomenon remain elusive. The carpet underfoot is soaked in an unidentified substance, neither resembling water nor suitable for consumption.

Navigating the linear pathways within Level 0 is an enigma of its own. Progressing in a straight line leads to a return to the initial point, yet each retraced path ushers in a fresh array of rooms, further confounding consistent exploration. Traditional navigation tools such as compasses and GPS devices prove futile here, while radio transmissions suffer distortion and erratic reception.

Desolate and unpopulated, Level 0 exudes an eerie stillness. It serves as the principal gateway to the Backrooms, a realm typically explored solo, as interaction with fellow wanderers remains an unreported phenomenon. Many have succumbed to the level's harrowing ordeals, including dehydration, starvation, and psychological torment due to sensory deprivation. Yet, no tangible remains of these hypothetical fates have been documented. Group entry yields inevitable separation until the level is exited.

In rare instances, rooms with red wallpaper and subdued lighting manifest. These anomalous rooms are to be avoided, as venturing within their confines yields perilous consequences.

Hallucinations are commonplace within Level 0, as wanderers grapple with distorted perceptions. These phantasms manifest as:

* Intense humming crescendos to a jarring silence.
* Apparition of doors materializing within the surroundings.
* Staircases spontaneously emerging, beckoning exploration.
* Profound feelings of déjà vu, tinged with unsettling familiarity.
* Incomprehensible human-like utterances, devoid of known languages.
* Peripheral vision tricks, simulating insects beneath the wallpaper, vanishing upon direct scrutiny.
* Auditory sensations akin to insect-like chittering.

Remarkably, CO2 levels within Level 0 demonstrate a consistent ascent, though the implications of this trend remain shrouded in mystery.

Engaging with perceived wanderers should be approached with caution, as their nature remains far from human.

## **Entrances:**

While accidental no-clipping beyond the confines of reality represents the most reliable means of accessing Level 0 and the Backrooms, Level 0 can be entered from almost any level.

## **Exits:**

Departing Level 0 entails no-clipping, invariably resulting in the transition to Level 1. Navigating Level 0 demands vigilance and adaptability to swiftly escape its confines and acclimate to the challenging environment of the Backrooms.

## **Exits to Null Zones:**

In some instances, Null Zones can be located. You should not enter Null Zones without extreme caution because they contain more bacteria.

## **Entities - Bacteria and Sixarms:**

Within Level 0, spectral glimpses of two distinct entities, the Bacteria and Sixarms, occasionally materialize. The Bacteria's intelligent strands possess a curious behavior, while the elusive Sixarms entity, a harbinger of intrigue, heightens the level's mystique.

## **Occasional Faded Signs:**

Throughout Level 0, wanderers may encounter occasional signs bearing faded text. These enigmatic inscriptions offer cryptic messages, teasing at hidden truths that continue to elude comprehension.