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// The Beginning · Class 0 · Deadzone

Level 0

"Threshold"

The first thing most wanderers ever see. The last thing many of them see as well.

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Class0 — Deadzone SafetyEntity-Free (unconfirmed) LightingFluorescent — unreliable SizeInfinite

Description

Level 0

Level 0 is the entry point to the Backrooms for the vast majority of wanderers who noclip from the Frontrooms. It is an infinite, non-Euclidean maze of interconnected rooms and corridors, all sharing the same defining visual characteristics: moist yellow wallpaper peeling in places, a damp yellow-green carpet soaked with an unidentified fluid that is not safe to consume, and banks of fluorescent ceiling lights producing a harsh, constant buzz. The smell is one of the most consistently reported details — old carpet, damp wallpaper, and a faint odour described as resembling a cleaning product that does not quite cover something beneath it.

The geometry of Level 0 is deeply wrong. Walking in a straight line does not produce a straight path — it is entirely possible to travel in an unwavering direction and return to where you started without ever turning. Retracing your steps will not take you back through the same rooms. The layout changes. No compass, GPS, or navigation device functions reliably here. Radio communications become distorted and often useless. There is no way to map this level that remains accurate for long enough to be useful.

The lighting, while present in most areas, is not guaranteed. Blackout zones exist throughout Level 0 — entire sections stripped of all illumination, plunged into complete darkness that shifts and rearranges itself in the low visibility. The floors in these zones are often recessed, pooling with ankle-deep fluid. If you find yourself in a blackout zone, move immediately toward any visible glimmer of light, or follow the sound of fluorescent buzzing until you locate the lit section. Do not stop moving.

Level 0

A notable anomaly within Level 0 is The Manila Room — a single isolated space with distinctive manila-patterned wallpaper that differs from the rest of the level. Its overhead light is dimmer and warmer than the surrounding fluorescents. It can appear anywhere throughout the level after a great distance of travel. Unlike the rest of Level 0, wanderers can actually meet one another inside the Manila Room, making it the closest thing this level has to a safe gathering point. M.E.G. documentation has been found here. It is a dead end, but a rare place to rest.

Phenomena & Hazards

Level 0 produces hallucinations consistently and without warning. Documented experiences include: the fluorescent humming rising to a physically painful volume before cutting to total silence; the apparent appearance of doors, stairs, and other structures that vanish when approached; acute and disorienting déjà vu; sounds resembling human speech in no recognisable language; and movement in peripheral vision beneath the wallpaper, resembling insects — which disappears the moment the wall is looked at directly.

CO2 levels within Level 0 have been measured at a slowly rising rate. The significance of this is not yet understood. If you notice increasing difficulty breathing, treat it as a navigation emergency and prioritise finding an exit above all else.

The fluid on the carpet is toxic. Do not drink it regardless of desperation. It is not Almond Water and it will not keep you alive.

Entities

Level 0 is believed to be devoid of entities — at least in the conventional sense. No confirmed entity encounters have been logged within the main body of the level. However: if you see, hear, or encounter what appears to be another wanderer inside Level 0, it is not a human. No contact with other wanderers within the main level has ever been verified. Treat any apparent human presence as hostile until you are in the Manila Room.

How to Enter & Exit

↓ Entrances

  • Noclipping out of reality from the Frontrooms — the most common method of first entry
  • Wooden doors smelling of mould found in the fortresses of Level 283
  • Entering the first door in The Hub

↑ Exits

  • Noclipping through any wall — exits always lead to Level 1
  • Noclipping is the only confirmed method of exit from the main level
  • The Manila Room offers no direct exit but contains guidance on escape