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Level 0

From The Backrooms Wiki
Survival Difficulty:            Class 0
》Safe
》Secure
》Devoid of Entities

Level 0 is the first positive level and the first negative level of The Backrooms. It is thought to be a split point between the positive and negative levels, technically making it the 0th level, but it is considered the first level for all practical purposes. It was discovered at an unknown time (probably hundreds of years ago), but the level's first known image was taken some time in the 1200s.

Description

The first and most famous image of level 0.

Level 0 is a seemingly infinite collection of non-euclidean rooms, meaning that direction loops and retracing your steps will take you to a different point from where you started. These rooms have yellow wallpaper, bright yellow lights that flicker on and off, vents that buzz seemingly only to annoy the wanderer in question, and damp yellow carpet. The fluid on the carpet is not water or almond water, nor is it safe to drink. There may also be outlets on the walls, but these don't always appear and only appear for the first time you enter the level. (Several factors come into play when determining whether these outlets appear, the most notable being wealth. Wanderers who were middle-class before no-clipping are more likely to find these outlets than rich or poor wanderers. People that grew up from 1990 to 2010 are also more likely to find the outlets. Not all factors are known.)

Despite being classified as class 0, this level is anything but safe. Although it contains no entities, the initial shock from entering this level may cause a heart attack for older wanderers, as well as causing younger wanderers to go insane. This sanity loss can be fatal, as the wanderer may wander in circles, or walk into walls that resemble The Frontrooms due to the effects of insanity combined with the level intentionally tricking wanderers. Even if the wanderer survives this initial insanity, they may attempt to drink the liquid on the carpet, which will poison them, killing them in a few hours. Even if they survive, they will usually die of dehydration before they can find an exit. It is estimated that 85% of people who no-clip into The Backrooms never make it past level 0.

There are supposedly over 100,000 dead bodies on this level, ranging from the people who first discovered The Backrooms to people who died mere hours ago. However, none of these bodies have ever been found.

There are two main theories for why this happened. The first theory believed by most people until late 2019 was that the level was so big that the deaths occurred thousands of kilometres apart. However, recent data seems to suggest that everyone and everything (Yes, this includes entities and items) enter a different version of level 0, and only one person may access each manifestation ever. If someone leaves an object in their manifestation of level 0 and goes to another level, it is lost forever.

Manila room

The Manila room is a room in Level 0 that can be found by walking for a long distance in any direction. Unlike most of this level, the Manila room can have multiple wanderers in it at the same time. A skin-stealer has supposedly been found in this room at one point by a man named Edward, although this is unconfirmed because M.E.G. task forces entering this level often wear protective gear that can resemble a skin-stealer.

The room itself has wooden floors and is completely dry, with no buzzing sounds, unlike the rest of level 0. The walls are covered in Manila wallpaper without a pattern on it, unlike the rest of level 0. There is a table with a chandelier above it in the centre of the room, with two chairs on either side of it. The purpose of the table is unknown.

Unlike the buzzing of level 0, this room has a completely different ambiance, consisting of growling and banging noises. These noises are thought to have come from other levels, despite not being physically connected in any way.

Although nobody has attempted to create an outpost, small M.E.G. task forces that consist of about 5 men come here every 20 hours to rescue wanderers from level 0. Prior to The M.E.G. being founded, task forces from The Backrooms Colonists came here as well. This measure is not particularly effective, although it has saved hundreds of lives and is not particularly costly.

Deadrooms

One of the first ever images of a Deadroom.

The Deadrooms are mysterious expanses within Level 0, which appear distorted and glitchy. These areas are hidden, often located far from the entry point, making them a rare encounter in this level. The Deadrooms operate like a video game that fails to load, with walls that flicker in and out, distorted visuals, and unpredictable geometry. They are characterized by their eerie, glitch-filled atmosphere, with buzzing lights that emit unsettling sounds and a significant drop in temperature.

Navigating the Deadrooms can be perilous, but lucky travellers may find passages through semi-transparent walls or experience walls that vanish upon approach. These areas vary in size, from as small as a football field to expanses stretching for miles. However, spending too much time in the Deadrooms can induce serious mental challenges, including dissociative disorders, anxiety, and paranoia. Panic attacks are not uncommon for those inside for an extended period.

To enter the Deadrooms, one must touch a slightly transparent wall within Level 0, triggering a sensation of tingling and blurred vision until they are fully inside. However, once inside, the exit is not straightforward, as the entry point solidifies, necessitating the discovery of an alternative way out. The Deadrooms' glitchy nature often leads to no-clipping, where individuals may suddenly find themselves in different parts of Level 0 or even other levels within this enigmatic realm.

Environmental composition

This level's atmosphere is similar to earth, although all argon is replaced with CO2, with the amount slowly increasing. Oxygen levels are significantly lower, and all other gases except for nitrogen are missing. This makes breathing here a challenge and running for long distances almost impossible. Carpet fluid can also be found in the atmosphere, causing paranoia when inhaled. Although most of this is just a minor inconvenience, the rising CO2 levels could make the level inhospitable in around 300 years. The M.E.G. is working to reduce the CO2 level, however.

The temperature is slightly below room temperature, with it always being between 19.93 °C and 19.99 °C. The way that the temperature is almost the same throughout the whole level is unknown, although it is possible that the Level merely breaks thermometers and other devices used for checking the temperature. The Level also lacks wind, like many other Levels.

All other materials on this Level are the same as they would be in The Frontrooms.

Practical uses

As mentioned above, M.E.G. task forces come here once every 20 hours to rescue wanderers trapped in the Manila room, this level is also used as a rendezvous point due to its abundance of entrances and easily available exits.

Entities

There are no entities in a human's manifestation, but it is thought that there are entities on this level in separate manifestations.

Colonies and outposts

Due to the effect of the separate manifestations and the fact that there are no resources on this Level, it is considered impossible to set up an outpost. All outposts that people tried to make on this level were instead moved to Level 1.

Entrances and exits

Entrances

This level is most commonly accessed by no-clipping from The Frontrooms, although it can also be accessed by entering the basement of a yellow house on levels 9 or 11. As well, entering the first door in The Hub will lead to this level. A large, out of place wooden door in the fortresses of Level 283 that smells of mould will also lead to this level. Entering a dilapidated wooden door in the bathrooms of Level 40 will lead to this level. Noclipping into the floor of Level 57 will lead wanderers here.

Exits

No-clipping through the walls of this level in the wet section will lead to Level 1. This typically works if you notice a wall that seems darker than the rest. Breaking the walls with a tool like a hammer will lead to Level -1, while breaking the floor will lead to Level 27, although in rare cases it will instead lead one to Level N/A. Finding vents and crawling through them will lead to Level 0.1. You can rarely find windows that lead to Level 188, though keep in mind that this is extremely dangerous.