- SAFETY: Unsafe
- STABILITY: Unstable
- GEOMETRY: Non-Linear
- DANGER LEVEL: Mild
- HAZARDS:
- Cognitohazards
- Structural Instability
| Surreality: 10 | Nostalgia Factor: 10 | Population: 0 |
|---|---|---|
| Chaos Integrity: 100 | ||
“If a person such as yourself is unlucky enough to be in the wrong place at the wrong time, they will seemingly fall through their own reality, and into another: The Backrooms. A hellscape of isolation, a maze of maddening mono-yellow halls and rooms accompanied by the deafening sounds of large, fluorescent humming lights cranked to the max. No one truly knows how long this land goes on for, but there is one thing for sure; Something, or someone is in there with you, and all that you can do is pray that your luck hasn't fully fallen through, because it will stop at nothing, and I mean nothing, to make sure that it finds you.” - An extract of the first known mention of the backrooms, found within the depths of the forums of 4chan.
Level 0 is the start of The Backrooms, and the gateway between the Positive and Negative Levels of The Backrooms.
Description
Level 0 is the one and only place one will fall into upon first entering The Backrooms, and has one of the highest fatality rates throughout any levels of The Backrooms due to the confusion and panic one will feel upon entering. The Level, as it currently appears, is a presumably infinite expanse of empty rooms lacking a clear intent and or origin. They appear to be completely random in shape and size and are placed in a haphazardly created layout, with the paths of the level twisting and turning in a way that is not fit for any form of building.
The rooms themselves always share the same set of features, with the walls being consistently lined with sickening, pale yellow wallpaper that has varying patterns and designs along them such as arrows, dots, or lines along with many others. The floors are covered in a beige-tan colored carpet that is lightly stained in many places, with said stains being from an anomalous liquid named 'Carpet Fluid', found exclusively within this Level, and the ceiling is comprised of tiles in a rectangular formation that seemingly blend in with the coloring of the walls in that same yellowish tint.
| Figur 1.0 |
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| The first ever image regarding Level 0's existence that gained attention. |
Along with these constants, there are many other details found throughout the Levels rooms. Mainly, there are large, tile long lights present throughout, glowing brightly white and emanating a maddening hum-buzz that is significantly louder than an average fluorescent light, implying it is something other than that. These lights are capable, and more than likely the main cause of insanity within those lost in Level 0, as its buzzing is more than enough to get in ones head given a few minutes, and further exposure proves to have both long and short term effects.
While not anywhere near as consistent as the lighting fixtures, the rooms are littered with a multitude of different decorations and objects that are seemingly dysfunctional or serve no purpose whatsoever. There are many types of trims along the walls of the Level, with some being shown in Figur. 1.0, with the most notable being brown strips of wood. These strips run along the walls usually around foot off of the ground, occasionally wrapping around walls and onto another, and some do not stay above the ground, touching both the floor and walls. Along with these, there are wall trims that are one in the same with the coloration of the walls.
On the electrical side of things littering Level 0, one can find standard American outlets along the walls of the level, once again in the same color as the majority of the level, albeit colored slightly darkened and more saturated than the walls. These outlets, as stated earlier on in the page are broken for the most part, lacking any wiring behind them and thus not working, however a rare percentage of outlets within the Level are actually functional to an extent despite their blatant lack of wires, letting out a weak but functional flow of electricity. Along with outlets, there are also cameras rarely found throughout the ceilings of the levels as seen in Figur. 1.0. These cameras are simply glossy spheres indented into the ceiling that have a lens visible within them, slowly rotating and letting out a quiet squeal as it moves. These cameras do not have a known origin point, and it is presumed that they do not have one as of now.
| Figur 2.0 |
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| Another image taken of the Level. |
Throughout the entirety of this Level, from time to time one can encounter methods of ventilation placed throughout it, with large, clunky vents occasionally jutting out of the walls and going through the length of the room before inexplicably cutting short where it should come out of the wall into whatever room it's headed towards. There is also the possibility of a large vent grate manifesting on the lower half of walls from time to time, only being present for set amounts of time before mysteriously blipping out of existence and re-appearing somewhere else. Though it takes some difficulty, it is possible to pry open these grates, allowing you to clamber inside and reappear either in a separate part of the level, one of Level 0's floors, or a new Level entirely.
Along with ventilation, there can also be metal pipes that run along the ceilings, appearing as old and rusted. These pipes can be broken, and inside it they carry carbon dioxide. It is unknown where these pipes lead and why they contain carbon dioxide in them. Sometimes these pipes can have red valves on them, but trying to rotate them ends up being redundant, as they either do not move, or are so old that they have got stuck in place.
Level 0 can occasionally contain more intricate designs to its walls and layouts from time to time, with things such as holes simulating windows and doors, pillars of many different sizes in clusters and sometimes on their own, archways, rooms with unique shapes such as circular rooms, curved rooms, tilted walls, and a variety of other designs. It is also possible for the halls and ceilings of the Level to form into a more claustrophobic or bigger area, with there being some areas where you will have to crouch to move throughout, or areas where the ceiling is far higher than usual, an on extremely rare occasions being so high up it simply cannot be seen.
Despite its generally old feel and structure, through extensive research it has actually been found that you cannot destroy or move any parts of the level under normal circumstances, the light being unbreakable, walls being unable to receive even a dent from strong forces, wallpapers can't be ripped, and the roof tiles being immovable. Despite being immovable, there are rare occasions where the tiles will be missing or have fallen out on their own, revealing a dark void above that contains things such as vent shafts and wiring.
Finally, there are some areas within Level 0 that have all of the lights within them shut off for no apparent reason. Due to this, these portions are completely pitch black, but are also devoid of the insanity inducing buzz, which means if possible, it is heavily advised to traverse through these areas if you have a light source of some kind. It has also been reported in these areas that there have been instances of an unknown mold growing along the walls and floors that leave a temporary burning effect on skin when touched. This mold is rather undocumented, so it is best to not touch it and avoid it as of now.
History
Level 0 is by far the most documented portion of The Backrooms due to the fact that it was the first to be found and remained so for quite a while. It was initially discovered in 1947 following a mass missing persons report that stretched over the span of 7 years. During this period, more and more people dropped into The Backrooms, ranging between 2-10 missing person reports nearly daily, though it is presumed that not all of these were Backrooms related incidents we believe this was the primary factor of this. Even before this happened, there has always been theories and ideas of an alternate reality somewhat similar to our own floating around, and only then was it truly confirmed.
Upon its first encounters, this place had many names before its true named was settled. It was originally code named KV-31-53-TG-42-13-76456546 due to the name of the WiFI hot-spot within it being discovered by older technology completely by accident, as Wi-Fi was non-existent in Baseline Reality at this time. Aside from its (at that point) real name, it was nicknamed 'The Complex' by some, while it was widely known as 'The Backrooms'. The research and attempts to experiment on The Backrooms was commenced by us whenever a distress call was sent on the paranormal board of 4chan, where an image of Level 0 (Figur. 1.0) was posted, with the caption being as follows:
“I don't know where I am or how I got here but I've been in here long enough to know that this isn't some prank, and i doubt that I'm starting to lose hope of ever escaping. A couple hours ago I was out on a walk, fairly late at around 9pm. I was just wandering through my usual route i take along the streets and then I'm just gone. swept away. I wake up in this new place, wherever the fuck I've landed in. I don't know what I'm expecting from calling out to 4chan of all places, but I've been posting everywhere i can and no-ones been able to help me. Please, if you know anything just tell me, I don't want to die.
Objects
The two main Objects one can find in Level 0, that being Almond Water, and Carpet Fluid. Almond Water, while being fairly uncommon, can be found within the drawers and cabinets inside the office rooms that are periodically found in Level 0, and will always be in a good, drinking condition, so it is advised to search any drawers you see in case you find a bottle.
Carpet Fluid is, as stated at the beginning of the page, found everywhere in the level within the stained parts of the carpet, and if you have a bottle of some kind it can be extracted out and utilised for however you wish to use it, however let it be known that Carpet Fluid is dangerous to drink, thus should never be used in the context of quenching your thirst.
Events
There have been several instances within Level 0 in which the lights spread across the level will flicker vividly before abruptly cutting out, known as Blackouts. It can never be truly estimated as to how long the lights stay off for, as every instance of the event results in fluctuating shut-down times, with the shortest being 5 minutes, and the longest being 16 hours and 25 minutes. During these times, unlike the areas in the Level that simply lack functioning lights, travelers in the level will experience a plethora of negative feelings such as paranoia and anxiety whether they have phobias correlating to the environment or not for currently unknown reasons as of now.
Another event known to exist that is far rarer than the frequency of Blackouts is referred to as The Shifting. The Shifting is a deadly event that can happen in any Level of The Backrooms, however it is much more common within Level 0. What this event refers to is when a Level in the backrooms begins to, as the name suggests, shift itself into another layout an formation compared to what it used to be, and generally takes about 15 minutes to complete. Once this event commences, the Levels entirety will be subject to something akin to that of a 9.5 magnitude earthquake, before the Level begins to violently tear itself apart, merge areas together, warp its walls, and overall cause complete chaos. Due to this, it is extremely dangerous to encounter, and many have had their lives taken by The Shifting.
Anomalies
Restored Rooms
Restored Rooms are an out of place section of the Level, appearing rarely behind wooden doors that are very uncommon in the Level. They resemble what Level 0 would theoretically look like if it were to retain its features it had if it was ever in use. Oddly enough, the contents of these rooms can be different from room to room, with some being office-like rooms, while others are back areas of what appears to be a retail outlet.
| Figur 3.0 |
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| An image of a computer desk in a Restored Room. |
Even if you were to remove the furniture within these areas, there are still many noticeable differences in them. Firstly is that the buzzing of the lights appear to be far weaker than usual, as if it were a normal 2000s fluorescent light. These rooms are also lined with wall trims, but unlike the main part of the level they wrap around all the walls as wall trims normally would.
These rooms also appear to be in pristine condition, with the carpet being dry and fluffy, walls being bright and shiny with no stains present, and the furniture within it lacking damage or staining on them. It has been said that the smell of these rooms are comparable to that of a new car.
The furniture of these rooms can be set to a specific theme, or simply just be thrown together with no real reason. As shown in Figur. 3.0, their can be a functioning office work room with things such as desks, boxes, standard grade office chairs and electronics such as fans and computer terminals of varying kinds. These computers always run either Windows 98 or Windows XP, having the basic applications that come with the computer but do not have an internet connection of any kind.
These rooms are generally filled with small objects of varying usefulness such as batteries, water, small snack bars, tools, and occasionally items native to The Backrooms themselves, such as Almond Water, in many different types of containers. Their will always be something to find in these rooms, and as they have a quieter hum-buzz, these places can be used as areas to rest when traversing Level 0 if you find one.
One should be careful when entering these rooms however, as there is a chance that these essentially safe havens in Level 0 can be more dangerous than the room itself, being covered in layers of the same mold present in the dark areas of the Level but at a more dangerous rate. These patches of mold spread along the walls, ceiling and floor, covering the furniture and infecting the objects in it. As the mold here is so strong, it can release spores into the air of the room which will inflict the same burning effect the mold itself does, and while it may not be lethal, breathing in these spores will essentially cause your lungs to feel as if they are on fire. You can tell if a room will be filled with mold if the door is metallic as apposed to wooden, and the mold can be somewhat seen creeping out from under the gap between the door and carpet.
DEADROOMS
The Deadrooms, otherwise known as 'Fractal Zones' are expansive portions of Level 0 that takes place possibly hundreds of miles away from where one enters the level from, thus making it a place most will not see unless they are specifically looking out for it. The Deadrooms appears similar to Level 0 but wrong, to say the least. What once was Level 0 has been distorted heavily, with the walls of the area seemingly fading in and out at random points, wallpapers being blurred and discolored, lack of detail, even more of a bizarre layout, and geometry that is anything but normal.
| Figur 4.0 |
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| One of the first ever images taken of a Deadroom, the photograph has several relics in it, though. |
These areas are usually described as 'When a video game fails to load properly', where something goes wrong and loads a specific portion of its stage wrongly or poorly with many glitches and bugs present in it, and it is believed to be what's happening within these areas of the level. It could also be that the rooms were simply not given enough time to 'Load in' and thus get frozen in a state of being unfinished.
These warped rooms may be a threat to ones safety, but if luck is on your side can be traversed through rather quickly. On a regular basis there can be darkened, somewhat transparent walls that can be walked through as if it were tissue, and some walls simply disappear upon getting close. The areas themselves can also be extremely small, sometimes only being around the size of a football pitch, but can also sometimes expand miles outwards in all directions.
Throughout these parts, there is a constant distortion on the lights buzzing, and instead of a louder fluorescent light, the sound is comparable to that of distorted white noise accompanied by the sounds of glitching and auditory bugs. The temperatures in this area also drop far lower than they usually are within the level, going from a lukewarm temperature to around 2°C, which can change from time to time.
The Deadrooms can induce some serious mental attacks on travellers, with a key symptom you get from being in the area for too long is dissociative disorders such as depersonalisation or derealisation, both of which last for varying periods of time after the leaving the area, but most are able to shake this after a few days. Just like the rest of the Level, it can also induce anxiety and paranoia but at a faster rate, and it is very common for The Deadrooms to cause panic attacks for those inside of it for long enough.
| Figur 5.0 |
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Due to its extremely glitchy characteristics, noclipping is a very common occurrence in The Deadrooms, and being there can result in suddenly disappearing and reappearing in another portion of the Level, whether that be in more of The Deadrooms, or the main portion of Level 0. It is also possible that noclipping will lead you into new places such as Level 1 or Floor 4. It is also believed that The Deadrooms are the reason that the Life-Forms exclusively found on Floor 4 exist in the first place, and it is theorised that the screaming the emanate originate those who died within The Deadrooms, and some go as far as to say that the people who die here are sent to Floor 4 as those beings.
Long-term exposure to The Deadrooms can result in actual physical distortion upon wanderers and items that enter. If a human is to be there for while, they will exit with their actual body appearing as mildly distorted, whether that be their arms being slightly transparent, eyes being slightly blurred, voice appearing as 'low quality', or more serious things such as organs starting to fail as they are so distorted that they just can't function anymore. This generally happens after a few days of exposure, so if you find yourself in The Deadrooms, get out as soon as you can.
Entering and exiting The Deadrooms is rather simple. When traversing Level 0 you may see a wall that is slightly transparent, looking into the rest of the warped area. Upon touching said wall, your body will begin to tingle and your eyes will blur out until you are no longer partially inside the wall. Once you enter however, the wall you came from will solidify, locking you inside, so you must find another way out.
Machinery
It seems that all the lights on the ceilings of the Level are all powered by an external Level which hosts an electricity supply big enough to power each and every one of Level 0's millions of lights. It is assumed that this Level that has the power source is old and can possibly fail, which is what causes the blackouts and why the downtime fluctuates so much. One can also rarely find panel doors on Level 0's walls that blend in with the colours of the Level, opening to reveal a large power generator in the wall. All of these instances appear to be broken, and it was assumed that Level 0 once ran off of these generators before changing to an external source.
The pipes that run throughout the Level appear to be connected with both Level 1 and Level 2 due to the fact that all 3 Levels contain pipeage in them that hold carbon dioxide.
Level 0 also has a Wi-Fi signal in it, though fairly weak. It does not require a password strangely enough, and the source is named 'KV-31-53-TG-42-13-76456546'. It is proven to have been stronger in the past, getting worse as time goes on, but can still be used nonetheless. What is interesting about Level 0 is that contact with Baseline Reality, unlike most other places in The Backrooms, is actually possible, but attempts at tracking users that are in The Backrooms will always result in completely random place upon Earth.
Accessibility Methods
Entrances
Level 0 has many ways of entering, most of which being through Baseline Reality itself. The entrances are as follows:
● Accidentally no-clipping out of reality.
● Touching objects that are glitched out or broken.
● Doors that are out of place.
● Ritualistic games such as 'The Elevator Game'.
Exits
The primary exits of Level 0 are via large fire exit doors, which will occasionally lead you to Level 1.
It is possible to walk into Floor 0.1 from Level 0.
In the extremely rare chance of a darkened wall appearing within the level, entering it will take you to Level -1.
After extremely long periods of traveling, one can possibly find a patch of floor without carpet, revealing an old, wooden floor. Destroying this flooring and jumping down into it will lead you to The Basement.

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