Level 0

Level 0 is the first level of the Backrooms.

Description
Level 0 is a non-Euclidean space, reminiscent of the backrooms of a retail outlet. All rooms in level 0 appear to be the same and share common features such as yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms are the same in a level. The installed lighting flickers inconsistently and hums at a constant frequency. This buzzing is noticeably louder and more intrusive than the usual fluorescent buzz, and investigation of the source identification instruments has been inconclusive. The substance impregnating the carpet cannot be consistently identified. It's not water, you can't drink it. Other floors can be accessed through massive steel-walled cylindrical shafts that stretch across 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 open. In the mines, warm, moist air constantly blows, ventilation holes are scattered along the walls, damp carpet pile puffs through the bars, liquid flows out. Blue light bulbs appear in the walls at regular intervals, dimly illuminating the mines. Through these shafts you can go down to the lower floors; however, the floors do not have any clear characteristics or markings that define any orientation. Explorers often descend floors and still find rooms with identification marks or items from rooms on higher floors. Climbing down the shafts with ropes or other means may be a necessary rescue in dire situations, however climbing the shafts is next to impossible due to the slippery walls and lack of ledges. Precursor checkpoint terminals typically exist inside the mines, at the center of gridded steel platforms that extend beyond the circumference of the mines. It is believed that the shafts do not have vertical ends. In addition, fluorescent ceiling lights fill Level 0 with a constant hum, filling the air with ambient noise at an alarming volume. These lanterns are often broken, glass smashed to the ground, wires dangling, and bulbs dangling. The humming sound is known to cause various psychological effects such as auditory hallucinations and stress disorientation; it is recommended to take shelter in mines where there are no fluorescent lights when you start to feel these effects. Some Level 0 sections show signs of severe damage, as if they had been partially abandoned as a result of demolition. Chunks of plaster had been torn from the walls and left on the floor, usually from a pickaxe, but claw marks were also seen. Wall beams often tear and break, showing signs of stretching, as if the level is supported from above instead of below. Some sections of the wallpaper appear to be hanging down due to water damage and/or coming off the wall. Objects do not spawn in this level very often, leading to the risk of dehydration and starvation for those who 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.