【 Level -001 〈〈 〔 Level 000 〕 〉〉 Level 001 】
- SAFETY: Unsafe
- STABILITY: Unstable
- GEOMETRY: Non-Linear
- DANGER LEVEL: Mild
- HAZARDS:
- Cognitohazards
- Structural Instability
- Allergy Hazards
| Surreality: 10 | Nostalgia Factor: 10 | Population: 0 |
|---|---|---|
| Chaos Integrity: 100 | ||
Level 000 is the start of the Complex, and the gateway between the Positive and Negative Levels of the Complex.
Overview
Level 000 strongly resembles an empty office or the back rooms of a retail outlet, which can best be described as uncanny, weird, and out of place. In each room, there are loud and buzzing fluorescent lights, along with different wallpaper patterns all bearing the same mono-yellow colors, which match the drop ceilings and carpet. Despite these traits, there may be some occasional changes in the environment described, such as some of the tiles of the ceiling being missing, revealing a system of pipes and wires, or some lights being missing entirely. Many changes to Level 000's environment have been recorded, and while it would be too long to put them all in one file, there are special cases where the environment itself can be seen changing while you are still present in the room, which will all be listed at the end of the Level's overview.
The rooms themselves inside Level 000 all seem to be arranged in a haphazard manner and thus appear completely out of place when viewed as a whole. All of these rooms end up extending into each other and create an even larger, composite room, and this chaotic floorplan forms the basis for the Complex's maze-like environment and confusing nature; if one could even call it a "nature" to begin with. Another factor in the Level's randomness is the fact that you can come across randomly placed walls and/or pillars of varying width; they could be as big as a room or as thin as a wire, yet somehow maintain the properties of their mundane counterparts, such as durability.
Staircases and ramps can rarely be found within Level 000, and they allow access to different floors within the Level. The stairs and ramps are made of the same carpet that can be found in the rest of the Level and can rarely be seen missing a step, so it's best to be attentive when going upstairs. These floors appear exactly the same in comparison to other floors within the Level. Due to the strange and random environmental distortion within this Level, it is possible to lose count of which room you're currently in, and attempting to backtrack to a previous floor is made impossible.
These separate floors are not at equal distance from each other, which means that floors can also rarely intersect with another room on a separate floor. This ends up creating strangely structured rooms with balconies that overlook another floor entirely. These balconies aren't at a set height and may also lack railings, which could pose a threat to travelers who aren't paying attention. Attempting to jump off these railings onto lower floors isn't recommended, as injuries are probable due to the heights involved.
Windows, while scarce within this Level, can be found randomly throughout its rooms and seem to reveal nothing but the inside of the Level itself; there have consequently been absolutely no reports of seeing any sort of outdoor area through said windows. However, there have been two unique circumstances where other Levels had been seen from Level 000, but ever since these two cases were documented, we haven't seen something like this occur again.
Level 000, despite its random and oftentimes nonsensical nature, has fairly furnished office rooms that can be seen behind windows. While they can often be accessed through normal doors, some of these rooms are either locked or filled with mold which, when entered, may cause severe reactions such as sneezing, itching, coughing, wheezing, difficulty breathing, headaches, and fatigue. Normal office rooms often have a computer, a desk, a single cup, and a few cabinets containing nothing but documents with either nothing written on them at all, or gibberish.
Though normally mold is only present in locked office rooms, some of the mold's spores can be found in the air. While the spores are generally harmless, they may be the cause of several hallucinations that have been reported. Most common is the sound of buzzing lights which become louder and louder until your ears start to ring, with the noise then abruptly stopping. As you recover your hearing after the event, it will gradually return to its original volume. Interestingly though, some of the hallucinations that we have knowledge of have been proven to be linked to actual physical occurrences inside Level 000.
Some examples of said visual distortions are doors opening by themselves, rooms changing after you look away, and various other, often stranger occurrences. Despite this section focusing on the existence of physically manifesting hallucinations, there is a phenomenon that propagates through a uniquely different medium. Sometimes while traveling in the Complex, if you are holding a camera, you may come across a mass of static and grain, and this seems to affect only a certain portion of the area you may be looking at using the camera. Upon looking away the distortion on the viewfinder should disappear. Interestingly enough, however, as you walk, it seems to be actively following you. The cause of this phenomenon is still unknown, and more research is being conducted.
Within the structure of the Complex, small vents can be found everywhere, and are known to keep the level at a consistent temperature, not being too hot or too cold; despite this, it's almost as if the air's climate will come to match your exact skin temperature, making the atmosphere feel uncannily still. Electrical sockets of varying shapes can also be found on the walls of Level 000. Some are functional while others aren't, and they also seem to be misplaced very often, such as being located near the ceiling or on a wall that's impossibly thin for any wires to pass through. Using these electrical sockets is not advised and should only be used as a last resort, as it could fry a battery or irreparably damage whatever device you're using.
Compasses, radars, electronic maps, and other navigation tools seem to malfunction within the Level. The reasons why these devices stop working are unknown, but attempted use of any of them will cause them to malfunction and in many cases even cease functioning permanently. Compasses malfunctioning isn't just a phenomenon within Level 000 but across the entirety of the Complex.
Despite Level 000's energy generation seems to be completely untampered with, blackouts can unexpectedly happen and leave everything in complete darkness for between 30 minutes and 3 hours. A few outcomes can come from this: either the environment you're standing in changes slightly or even drastically, the lights turn back on and everything appears normal, or lastly, the lights come back a very bright red. During a short period of about five minutes, once the lights become red, one should close their eyes and wait until everything becomes normal again. This phenomenon occurs seemingly because the Level itself couldn't reset the electricity properly. This is completely normal, and there is nothing to fear.
Another phenomenon is the fact that some rooms can be found to be non-uniform and diverse, which contrasts with the consistent design that the Level traditionally presents. Some examples may be features such as fuzzier carpets, much quieter buzzing from the lights overhead, and even different types of wallpaper. The linear space of the Level can sometimes become warped substantially, and trying to retrace your steps will most of the time result in different sets of rooms if you attempt to turn around.
Remnant noises are sounds that pass through walls and even travel to entirely different areas within the Level, and these sounds can take months or even years to reach certain, more distant areas. The most common sounds are doors opening, nearby footsteps, people yelling, glass shattering, and many more, often stranger noises. These sounds can also become distorted over time, which can make them more audibly grainy. The distance these sounds came from is seemingly impossible to measure.
Repeating rooms are another strange phenomenon that occurs within this Level, and they are best defined as rooms that seem to repeat over and over in a set area. These rooms look identical to each other, and if one room is altered, the others nearby will be as well. These repeating rooms can range from just two similar rooms to thousands of interconnected and identical spaces. Traveling through these repeated areas can cause you to easily become lost and forget where you had come from.
Accessibility Methods
Entrances
A proper entry to the Complex is completely randomized, although the most common way to get here is by noclipping.
Exits
An exit from Level 000 is about as random as getting to enter the Complex, you either fall through the floor or find a door that should lead you to Level 001.
〔 Floor 0 〕 〉〉 Floor 1 】

Spatial Records
Exploring Familiar Spaces since 1954