Level 0: The Lobby

1. Environmental Hazards
While Level 0 is generally considered “Safe” (in terms of physical entities compared to deeper levels), its environment is a slow-acting poison for the human mind. *The “Hum-Buzz” : The absolute silence of the level is broken only by the constant, high-frequency buzzing of its outdated fluorescent lights. Long-term exposure leads to auditory hallucinations and severe irritability. *The Almond Water : Experienced explorers claim that the liquid found in the moist carpet is toxic and should never be consumed. However, “Almond Water” (a rare, sweet liquid found in certain crates) is the only reliable source of hydration in the complex. *Non-Euclidean Architecture : The layout of Level 0 does not follow the laws of physics. Turning around may reveal a wall where there was a door, and two people walking in a straight line may never find each other even if they are in the “same” room.
2. Survival Log: The First Hour
If you find yourself in Level 0, the following steps are prioritized by veteran “Randonauts” and Async researchers:
Check your surroundings : Level 0 is exceptionally quiet. If you hear anything—scratching, breathing, or the sound of footsteps— move away immediately .
Mark your path : Use a pen or a sharp object to mark the walls. However, be warned that these marks may move or disappear when you are not looking.
Stay calm : Panicking increases the metabolic rate, leading to faster dehydration. The “Lobby” is designed to feed on your anxiety.

3. The Entities of the Lobby
Official reports state that Level 0 is “devoid of life.” However, unofficial “found footage” and survivor leaks suggest otherwise. *The Hounds : Humanoid creatures with long black hair that move on all fours. They are rare in Level 0 but have been sighted in the transition zones. *The Bacteria (Async-Type) : Tall, spindly wire-like entities that mimic the sounds of humans. They are territorial and highly aggressive hunters.
4. The Exit: Finding Level 1
Leaving Level 0 is not a matter of distance, but of Opportunity .
Most exits occur by accidentally “noclipping” through a wall that appears slightly darker or through a malfunctioning elevator. The transition is usually seamless—you turn a corner, and the yellow wallpaper is gone, replaced by the cold concrete and iron pipes of Level 1 .
Remember: in the Lobby, your biggest enemy is not the monster in the dark, but the yellow walls that tell you that you will never leave.