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…"

```

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**
**Level 0** is the 1st Level of the Backrooms, and the first Level many encounter.

## Description

**Level 0** is a non-linear space, resembling the back rooms of a retail outlet. All rooms in **Level 0** appear uniform and share superficial features such as yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms within the Level are identical.

The installed lighting flickers inconsistently and hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent humming, and examination of the fixtures to determine the source has been inconclusive. The substance saturating the carpet cannot be consistently identified. It is not water, nor is it safe to consume.

Linear space in **Level 0** is altered drastically; it is possible to walk in a straight line and return to the starting point, and retracing your steps will result in a different set of rooms appearing than the ones already passed through. Due to this, and the visual similarity between rooms, consistent navigation is extremely difficult. Devices such as compasses and GPS locators fail to function within the Level, and radio communications are distorted and unreliable. No-Clipping through a red wall in **Level 0** will take you to the closest ceiling to that wall. You can practice No-Clipping in these areas.

Hallucinations are common in **Level 0**, the most common being:

* Humming from the lighting increasing to a deafening volume, then abruptly silencing.
* The appearance of doors.
* The appearance of stairs.
* Acute déjà vu.
* Human-like speech resembling no known language.
* Movement in peripheral vision resembling insects crawling underneath the wallpaper, which disappears once the wall is observed directly.
* Insect-like chittering.

According to analysis, the CO2 levels within **Level 0** are rising at a steady rate. The significance of this is unknown.

## Entities

The only known entities so far is a Lighter. There's a chance you may never see it during your journey in Level 0, as this entity is very very rare. There are also Howlers.

## Colonies and Outposts

### The Level 0 Mystery Solvers

* This group has an estimated population of 122 people.
* Most of them are scientists.

### The Lucid Group

* A population of 8 people that No-Clipped while dreaming.
* Known to no-clip to different levels and out of the Backrooms.
* This group is not confirmed to be real, as only one person has mentioned it, furthermore, the person refuses to reveal the location of the supposed group.

### Cult of the Fluorescent Lights

* Worships the fluorescent lights
* Has around 15 members
* Has no weaponry, it only worships the fluorescent lights
* Primarily made up of drunks and crackheads
* They try to ignore you unless you try to provoke them
* If you praise the Fluorescent Lights, they will welcome you to their colony

### M.B.E (Make Believe Explore)

* Creates weaponry
* Has around 70 members
* Are very friendly and welcome anyone with open arms
* Open to trade
* May act hostile if attacked

## Entrances and Exits

### Entrances

Accidental no-clipping out of the bounds of reality is the most consistent way of accessing **Level 0**, and, by extension, The Backrooms. You can also take a door that goes to Level 0 in Level -1 or fail to repent your sins in Level 999. If you No-Clip through a box in Level 1051, you will end up here.

### Exits

Exiting **Level 0** is only possible by noclipping, which will always result in entry to Level 1. As newcomers to **Level 0** are often unfamiliar with the mechanics of the Backrooms, it is necessary to keep your bearings and adapt quickly to the environment in order to exit. You can rarely find a fire exit, and end up in Level 1. You can also break through the floor to go to Level 27. If you wander long enough you can get to the Manila Room. Random cutoffs in Level 0 will lead to Level 0.1.

Author: josephdp08

<< Level -1 | **Level 0** | Level 1 >>