Level 0: "The Lobby"

Description: Level 0 is an expansive non-Euclidean space resembling the back rooms of a dated retail outlet. The level is known most prominently for its disorienting layout and distinct yellowed wallpaper. All rooms in Level 0 share the same superficial features, with worn, moist carpeting,[2] scattered electrical outlets, and inconsistently placed fluorescent lighting. Aside from these qualities, no two rooms in the level are the same, with each area differing significantly in shape and layout. The constant hum-buzz emitted by the ceiling lights permeates every area of Level 0, being notably louder and more obtrusive than ordinary fluorescent lighting. The buzz tends to induce throbbing migraines in most individuals, which persist for an extended period of time even after one has exited the level. As the level is devoid of hostile threats, the only danger that Level 0 poses is the evident lack of available resources, as many fall victim to dehydration, exhaustion, or starvation.[3] Linear space and topology are significantly altered within Level 0, with it being possible to walk in a straight line, return to the starting point, and end up in a different set of rooms than one was in beforehand. Such properties cause the level to be extremely disorienting in layout, with research suggesting that the confusion may be the underlying cause of loss of mental stability among individuals. Due to the barren layout and confounding structure of Level 0, some individuals report experiencing intense visual and auditory hallucinations—with rare cases reporting wanderers descending into "utter lunacy" as a result of the level's properties. A small space, around one meter in height, lies above the drop ceiling of Level 0. Scattered around the cramped ceiling space are wires, electrical fixtures, and ventilation ducts, though these are generally unnavigable as the sheer amount of dust renders the air unbreathable.
Entities: No known entitles.
Survival Tips: Remain calm. Mark your path if possible. Food and water are extremely rare. Watch for anomalies in the environment.
Entrances: The most commonplace entrance into Level 0 is via The Frontrooms, as this is the place where a majority of wanderers begin their journey. In addition, a wide variety of levels can lead one here.
Exits: Wandering far and long enough, which may cause the hallways to gradually transition into Level 1's garages; Breaking through a wall, which will lead one into Level -1; Breaking through the floor, which may lead one to Level 27, seldom The Void; Entering a rare emergency exit, which may lead one to Level 14; And glass sliding doors resemblant of those within a greenhouse, which lead one to Level 13.
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