backroom level0(4)
2024-03-27 来源:百合文库
Entities:
No Entities are known to exist within the Level, including other humans. If you see, hear, or encounter what you believe to be another wanderer, it is not a human.
Entrances And Exits:
Entrances
Accidental no-clipping out of the bounds of reality is the most consistent way of accessing Level 0, and, by extension, The Backrooms. See the 'Basics of the Backrooms' guide for more information.
The Fortresses of Level 283 rarely contain wooden doors that smell of mold; entering these doors will lead to Level 0.
Exits
Exiting Level 0 is only possible by noclipping, which will always result in entry to Level 1. As newcomers to Level 0 are often unfamiliar with the mechanics of the Backrooms, it is necessary to keep your bearings and adapt quickly to the environment in order to exit.
Entrance to the Manila Room is rare, but possible by walking a great distance in any direction. Unlike Level 0, wanderers can meet freely in the Manila Room, but the room is a dead end. Rather, it functions as a rendezvous room for wanderers who survive the trek.
No Entities are known to exist within the Level, including other humans. If you see, hear, or encounter what you believe to be another wanderer, it is not a human.
Entrances And Exits:
Entrances
Accidental no-clipping out of the bounds of reality is the most consistent way of accessing Level 0, and, by extension, The Backrooms. See the 'Basics of the Backrooms' guide for more information.
The Fortresses of Level 283 rarely contain wooden doors that smell of mold; entering these doors will lead to Level 0.
Exits
Exiting Level 0 is only possible by noclipping, which will always result in entry to Level 1. As newcomers to Level 0 are often unfamiliar with the mechanics of the Backrooms, it is necessary to keep your bearings and adapt quickly to the environment in order to exit.
Entrance to the Manila Room is rare, but possible by walking a great distance in any direction. Unlike Level 0, wanderers can meet freely in the Manila Room, but the room is a dead end. Rather, it functions as a rendezvous room for wanderers who survive the trek.