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.”

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

rating: +11+x

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Level 0
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Original Level 0 Image

Description:

Level 0 consists of randomly segmented rooms with maddening mono-yellow walls, moist carpet and the electric buzz of the fluorescent lights. The level spans on for approximately 600-million square miles of slightly variating rooms, and hallways to be trapped in.

The floor is covered in moist, slightly wet carpet, and the lights make a distinct buzz. Rooms are often made out of thin walls of a faded yellow color, and always seem to be empty lacking any features. Many rooms appear to be nearly identical in nature, and the level keeps its theme throughout itself. When rooms are not looked at directly they appear to change layout. Along with that; walls, or even whole rooms can be seen “shifting” around in the space.

The repetitiveness of the level constantly drains sanity, slowly getting to anyone in it. Rarely on the wall outlets can be seen, and can even be functional, yet the quality of said outlets is often extremely low. While wandering on the level you may see something, something that’s not human.


Entrances And Exits:

Entrances

If you no-clip out of reality in the wrong places you may find yourself in Level 0. Other levels lead back to Level 0 those will be noted later.

Exits

Walking in Level 0 for around about 4 days can result in the lights flickering rapidly. Once the lights reactivate you will be in Level 1. Another way to exit the level is to find stairways and doors that also lead to Level 1. Rarely rips and tears in the floor can lead to The Basement.


Level 0-b non-cannon Level 0 variation



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