Level 0

Level 0 is the first level of the Backrooms.

Description
Level 0 is a non-euclidean space, resembling the back rooms of a retail outlet. All rooms in Level 0 appear uniform and share superficial features such as yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms within the Level are identical.

The installed lighting flickers inconsistently and hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent humming, and examination of the fixtures to determine the source has been inconclusive. The substance saturating the carpet cannot be consistently identified. It is not water, not is it safe to consume.

Alternate floors are accessible through massive cylindrical shafts with steel-plated walls, stretching through dozens of floors. These shafts can be found every few hundred rooms, behind thick steel doors that usually require a crowbar or similar tool to pry open. The shafts have a constant updraft of warm, damp air, and vents dotted across the walls, damp carpet fluff puffing through the grates, liquid dripping out. Blue bulb lights appear within the walls at regular intervals, lighting the shafts dimly.

It is possible to descend these shafts to reach lower floors; however, the floors do not have any distinct characteristics or markings that would delineate any orientation. It is common for explorers to descend floors and still find rooms with identifying markings or items from rooms in above floors. Descending the shafts using ropes or other means may be a necessary escape in dire situations, however, it is nigh impossible to ascend through the shafts due to the slippery walls and lack of protrusions.

Precursor Checkpoint Terminals commonly exist within shafts, at the center of gridded steel platforms that extend from the shafts' circumference. It is believed that shafts do not have vertical ends.

Additionally, fluorescent ceiling lights fill Level 0 with a constant hum buzz, permeating the air with ambient noise at unnerving volume. These lights are often broken, glass shattered on the ground and wires dangling and bulbs dangling. The humming sound is known to cause various psychological effects such as auditory hallucinations and stressed disorientation; it is advised to take refuge in the shafts where there are no fluorescent lights when one is starting to feel these effects.

Some sections of Level 0 show signs of extreme damage as if abandoned partially through demolition. Plaster chunks from the walls are torn out and left on the floor, usually from a pickaxe, but claw marks have also been observed. The beams of the walls are often torn and broken, showing signs of stretching as if the level were supported from above rather than below. Some sections of wallpaper appear to be drooping from the water damage and/or being torn from the wall.

Objects do not appear in this level very often, leading to the risk of dehydration and starvation for those that enter this Level without supplies. Bodies tend to disappear from where they died; where they go is unknown.

Entities are rare to find. But if you ever counter one, you may encounter Hounds, Dullers, Lighters, or Zade. Mold can also be occasionally found too, but still relatively rare here.

Camp Amber

 * Has around 50 citizens.
 * Close to Level 1's entrance to The Hub.
 * Has a small defense force.
 * Friendly and open to trade and new citizens.

Wilfrod Colony

 * A population of 40~ members.
 * Mostly friendly, but hostile if necessary.
 * Has heavily armed security guarding the colony against entities. The reason behind this is unknown.
 * Led by John, who acts as the Mayor.
 * Security is led by Jake, who acts as the colony’s Sheriff.
 * Has a transportation system traveling to The Hub.
 * Trades survival equipment and other stuff (ex.: Almond Water, Flashlight/Lantern, Medical Supplies, etc.).
 * Has a small hospital, police force, and fire department.

The Cult of the Fluorescent Lights

 * Worships the fluorescent lights of Level 0.
 * Consists of possibly 20 people.

The Lucid Group

 * A population of 8 people that no-clipped while dreaming.
 * Known to no-clip to different levels and out of the Backrooms.
 * This group is not confirmed to be real, as only one person has mentioned it, furthermore, the person refuses to reveal the location of the supposed group.

Guide Outpost 01

 * The biggest remote outpost of The Tourism Guide.
 * A general population of 80~86 (travelers and by-passers not included).
 * Always moving, and relocate every few weeks.
 * Allows new people or by-passers to have a rest inside, or trading.
 * Good defense and weaponry.
 * Can recruit new members inside.
 * Have search and rescue teams ready on standby in case of an emergency.

Base Mahogany of the Backroom Colonists

 * Group is willing to trade.
 * Has 15-20 members, depending on the amount of people stationed there.
 * Friendly to Wanderers exploring the level.
 * Group possesses a reliable supply of Almond Water.
 * Recently started stocking up on medical supplies and construction materials for further creation of outposts.

Libertarian Insurrectionist Militia

 * Consists of 13 anarcho-capitalists who separated from Wilfrod Colony
 * They live northwest of said colony
 * Hostile and will attack on sight
 * Armed with weapons

Entrances and Exits
To enter, accidental No-Clipping out of reality and send you to Level 0, and, obviously, The Backrooms.

The Fortresses of Level 283 rarely contain wooden doors that smell of mold; entering these doors will lead to Level 0.

To exit, You can enter Level 1 via a special staircase, a rare fire exit, no-clipping, or Level 0's sub-levels.

Breaking through the floor will result in you waking up in Level 27.

Wandering long enough may seend you to The Manila Room, Level 0.1 (and other sub-levels), The Steelrooms, and very rarely Level 1.1.

Going through a red corridor will eventually send you to the RedRooms.