Level 0 "The Lobby"

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》Safe》Unsecure》Devoid of Entities

Level 0 is the 1st level of the Backrooms, and the first many initially encounter.

Description

Level 0 is an expansive non-Euclidean space, resembling the back rooms of a retail outlet. All rooms in Level 0 share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently-placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical.

The fluorescent lighting present in Level 0 hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has been inconclusive thus far. Secondly, the substance lightly 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, return to the starting point, and end up in a completely different set of rooms than the ones previously passed through. Due to this phenomenon, and the visual similarity between each room, consistent navigation of Level 0 has proven very difficult. Devices such as GPS locators and compasses fail to function within the level, and radio communications are audibly distorted and often prove unreliable.

The most prominent threat in Level 0 is the stark lack of available resources. As the fluid saturating the carpet has been deemed unsafe for human consumption, most are likely to perish before managing to find an exit due to extended dehydration, starvation, and exhaustion.

Entities

Level 0 is thought to be entirely devoid of life. To date, no interactions with other wanderers and/or entities during explorations have ever been recorded in the level. Consequently, this effect leads to colonies and outposts being infeasible to create.

Entrances and Exits


Entrances 

Level 0, and by extension, the Backrooms, can be accessed by accidentally no-clipping out-of-normal reality bounds in. No-clipping out of certain levels may transport one to Level 0.


Exits

There are four currently known methods of exiting Level 0.

A variety of factors will eventually cause the hallways to fade into Level 1. No-clipping through a wall will transport one to Level -1.

 Breaking through the floor may lead to Level 27. 

It may also lead out into the void.Rarely, wandering far enough in any direction may lead one to the Manila Room. One may occasionally find doorways constructed out of glass. These doors lead to Level 13.


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