The Lobby: Difference between revisions
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[[File:class1b.png|frameless|right|200px|link=]] | |||
<div style="background: linear-gradient(to right, #8E633D 0%, #EFCE39 40%); border:4px solid #8E633D; border-radius: 5px"> | |||
<div style="color:#FFFFFF; font-size:25px; margin-left: 10px; margin-bottom: 5px; margin-top: 5px">'''Survival Difficulty: Class 1'''</div></div> | |||
<div style="color:#8E633D; font-size:20px; margin-left: 30px; margin-top: 8px; margin-bottom: 8px">'''》Safe'''</div> | |||
<div style="color:#8E633D; font-size:20px; margin-left: 30px; margin-bottom: 8px">'''》Inconsistent'''</div> | |||
<div style="color:#8E633D; font-size:20px; margin-left: 30px; margin-bottom: 8px">'''》Low Maladjustment | |||
'''</div> | |||
{{Liminal Space|name=The Lobby|image1= | |||
<gallery mode="slideshow"> | <gallery mode="slideshow"> | ||
levelzero.png | levelzero.png | ||
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thelobby34.png | thelobby34.png | ||
</gallery> | </gallery> | ||
|aliases= | |aliases=*Dimension-Loc:4.2.001/5/144.1 | ||
*Level 0 | |||
*Dimension-Loc:4.2.001/ | *The Backrooms (semi-erroneously) | ||
*The Backrooms (erroneously)|type=Sub-Space|system=[[Backrooms]]|environment=Empty Offices|unique properties=*Non-Euclidean & Looping Layout | *The Complex | ||
*The Lobby|type=Sub-Space|system=[[Backrooms]]|environment=Empty Offices|unique properties=*Non-Euclidean & Looping Layout | |||
*Spatial Warping | *Spatial Warping | ||
*Sanity Depletion|notable hazards=Isolation and Depression|controlled by=Contested|population=210 Thousand <small>(452 Census)</small>|notable inhabitants=*[["The Director"]]|groups=*[[Backrooms Reorganized Explorer's Organization]] | *Sanity Depletion|notable hazards=Isolation, Paranoia and Depression|controlled by=Contested|population=210 Thousand <small>(452 Census)</small>|entities=[[Reconstructed Humans]]|notable inhabitants=*[["The Director"]]|groups=*[[Backrooms Reorganized Explorer's Organization]] | ||
*[[Backrooms Military Administration]] | *[[Backrooms Military Administration]] | ||
*[[Secure-Defend-Subjugate Backrooms]]|colonies=*[[Point Alpha]] | *[[Secure-Defend-Subjugate Backrooms]]|colonies=*[[Point Alpha]] | ||
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*[[Station Startpoint]]|outposts=*[[Point Gamma]] | *[[Station Startpoint]]|outposts=*[[Point Gamma]] | ||
*[[Station Null]] | *[[Station Null]] | ||
*Assorted camps across the level|entrances=*[[ | *Assorted camps across the level|entrances=*[[Baseline Reality]] | ||
*Every other Sub-Space within the [[Backrooms]]|exits=*[[Baseline Reality]] (From small specific points) | |||
*Every other Sub-Space within the [[Backrooms]]}} | |||
*[[ | |||
* | |||
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'''The Lobby''' is the 'first' [[Liminal Sub-Space]] within the [[Backrooms System]], taking the form of a infinite office building with | '''The Lobby''' is the 'first' [[Liminal Sub-Space]] within the [[Backrooms System]] (and the one nearly everyone whom accidentally enters the Backrooms end up in), taking the form of a infinite empty office building with a seemingly infinite number of segmented rooms and corridors nearly universally covered in dull-yellow wallpaper and moist tight-nit carpets whose monotony is often sufficient to cause significant psychological distress in the form of isolation, paranoia, and depression. The Lobby is particularly notable for how susceptible it is to the structural changes often caused by the [[Perception Principle]], as areas which are not actively observed or physically marked often tend to rearrange themselves given enough time unaccounted for (aside from 'stable points' where such restructurings are negated), making traversal often difficult as backtracking is not possible most of the time. The entire Backrooms System heavily revolves around the Lobby as the anchor from which all other iterations of itself (which are the other Sub-Spaces) extend from. As the Backrooms is incredibly closely tied to Baseline Reality, it can be inferred that most locations within the Backrooms are imitations of locations it is connected to within Reality alongside imitations of locations within the Backrooms itself, leading to a process of repeating abstractions which have together coalesced into what is known as The Lobby at the middle of everything. | ||
While it may seem to be rather random, the Lobby is home to a number of architectural variations which present as visually different rooms or 'segments'. Many simple segments are simply areas where the texture of the wallpaper changes up/down a staircase, where rooms of similar design repeat in a massive grid-like pattern, and areas where the layout of the Lobby changes drastically. More complex aberrations include rooms of wholly differing design such as archways elevated above the carpet, rooms full of lattice/grid-patterned pillars, groups of pits leading deep into the ground without an end in sight, areas where the otherwise loud buzzing of the lights cuts out as everything is an eerily silent darkness, rooms with deep-red wallpapers which completely enclose one within them without a method of escape, among many others. | |||
While The Lobby has likely been known of by unlucky wanderers for several millennia, its first known documentation was done in 144 by the SDSB following their entry into the Backrooms. A few years later following [[Nihilantis-Incident-149]] the nations of [[Floria]], [[Hayah]] and [[Lineland]] were sent to the Lobby. Later on they were joined by others arriving from other levels. Most of these individuals left following the reversal of the incident. In 305 [[CIS]] operatives entered The Lobby in order to locate a [[Infinitopolis|mysterious signal]]. [[UOI]] Operatives managed to create a portal that led to The Lobby in 367, although all personnel sent to explore it vanished before later returning a century later to hunt down SDS agents, briefly running into [[Point Alpha]] before withdrawing. | |||
== Demographics == | == Demographics == | ||
The Lobby is ''by far'' the most common 'natural' point of entry<ref>This typically occurs somewhat near Point Alpha, one of the primary bases of the [[SDSB]]</ref> into the Backrooms System, | The Lobby is ''by far'' the most common 'natural' point of entry<ref>This typically occurs somewhat near Point Alpha, one of the primary bases of the [[SDSB]]</ref> into the Backrooms System, thus a large population of people (likely within the hundreds of thousands if not millions) have concentrated themselves into the sub-space either within larger encampments of survivors or wandering aimlessly with no means of escape. Out of those with community, most reside within "Point Alpha" as it is build around a large stable-point near the area where most people end up, which is a large settlement governed by the [[Secure-Defend-Subjugate Backrooms]] built into a barricaded section of The Lobby housing nearly 56000 people. Many other encampments exist within the Lobby, such as the [[Backrooms Reorganized Explorer's Organization|Backrooms Reorganized Explorer's Organization's]] relatively small "[[Ordum of Null A]]" and "[[Ordum of Null B]]", the [[Backrooms Military Administration|Backrooms Military Administration's]] "Station Null" with a population of less than a hundred and "Station Startpoint" housing a population of 200, the SDSB' other base of Point Gamma mainly used for storage, and numerous other smaller unaffiliated encampments. | ||
[[ | |||
[[ | |||
== Entrances and Exits== | == Entrances and Exits== | ||
When it comes to entrances and exits within the Backrooms themselves, the Lobby is unique for being physically connected to virtually every other sub-space within the system typically seen in the form of long hallways, though additionally a number of additional points of exit via 'intersection points' (areas where two 'spaces' overlap which allow for transport). Below is a list of all known intersection-point-based entrances and exits, alongside several notable alternative methods: | |||
===Entrances=== | ===Entrances=== | ||
* You can find a hallway that leads here in the bottom of the [[Apartment Void]] | |||
* Noclipping in the barn found in the [[Back Alley]] will send you to Upstairs B. | * Noclipping in the barn found in the [[Back Alley]] will send you to Upstairs B. | ||
* You can noclip into one of the windows in the [[Courtyard]] which will have an entrance to here, or you can find The Lobby within one of the hallways next to one of the courtyards. | * You can noclip into one of the windows in the [[Courtyard]] which will have an entrance to here, or you can find The Lobby within one of the hallways next to one of the courtyards. | ||
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* In the [[Yellow Land]] swim back down the water into the main area, or noclip in one of the lakes to send you to the Errorstation Room. | * In the [[Yellow Land]] swim back down the water into the main area, or noclip in one of the lakes to send you to the Errorstation Room. | ||
=== | ===Exits=== | ||
* You can find a hallway which leads to the [[Apartment Void]] | |||
* Jumping down a hole in Upstairs B will send you to the [[Courtyard]]. You can also get there by finding a elevator in the set of rooms east of Point Alpha, accessible via a long hallway. Additionally, you can find a staircase in one of the point-alpha hallway areas which leads there. | * Jumping down a hole in Upstairs B will send you to the [[Courtyard]]. You can also get there by finding a elevator in the set of rooms east of Point Alpha, accessible via a long hallway. Additionally, you can find a staircase in one of the point-alpha hallway areas which leads there. | ||
* There is a door to a railway in Point Alpha that leads to the [[Decrepit Hospital]]. | * There is a door to a railway in Point Alpha that leads to the [[Decrepit Hospital]]. | ||
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* If you noclip past the entrance to the Decrepit Hospital you will enter the errorstation room. If you go down the railway you will eventually end up at the [[Winter Home]]. | * If you noclip past the entrance to the Decrepit Hospital you will enter the errorstation room. If you go down the railway you will eventually end up at the [[Winter Home]]. | ||
* Enter a flooded hole in the ceiling of the main area or noclip at the bottom of the elevator shaft to enter the [[Yellow Land]]. | * Enter a flooded hole in the ceiling of the main area or noclip at the bottom of the elevator shaft to enter the [[Yellow Land]]. | ||
* Various other smaller exits to various Sub-Spaces are known to exist. | |||
{{LiminalNavbox}} | {{LiminalNavbox}} | ||
[[Category:Backrooms]] | [[Category:Backrooms]] | ||
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[[Category:Locational Dimensions]] | [[Category:Locational Dimensions]] | ||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Sub-Spaces]] | [[Category:Sub-Spaces]] | ||
<references /> | |||
[[Category:Unreality Form]] | |||
Latest revision as of 00:34, 11 June 2026

| The Lobby | |
|---|---|
| Information | |
| Aliases |
|
| Type | Sub-Space |
| System | Backrooms |
| Environment | Empty Offices |
| Unique Properties |
|
| Notable Hazards | Isolation, Paranoia and Depression |
| Controlled by | Contested |
| Demographics | |
| Population | 210 Thousand (452 Census) |
| Entity Sightings | Reconstructed Humans |
| Notable Inhabitants | |
| Groups | |
| Colonies | |
| Outposts |
|
| Entrances and Exits | |
| Entrances |
|
| Exits |
|
The Lobby is the 'first' Liminal Sub-Space within the Backrooms System (and the one nearly everyone whom accidentally enters the Backrooms end up in), taking the form of a infinite empty office building with a seemingly infinite number of segmented rooms and corridors nearly universally covered in dull-yellow wallpaper and moist tight-nit carpets whose monotony is often sufficient to cause significant psychological distress in the form of isolation, paranoia, and depression. The Lobby is particularly notable for how susceptible it is to the structural changes often caused by the Perception Principle, as areas which are not actively observed or physically marked often tend to rearrange themselves given enough time unaccounted for (aside from 'stable points' where such restructurings are negated), making traversal often difficult as backtracking is not possible most of the time. The entire Backrooms System heavily revolves around the Lobby as the anchor from which all other iterations of itself (which are the other Sub-Spaces) extend from. As the Backrooms is incredibly closely tied to Baseline Reality, it can be inferred that most locations within the Backrooms are imitations of locations it is connected to within Reality alongside imitations of locations within the Backrooms itself, leading to a process of repeating abstractions which have together coalesced into what is known as The Lobby at the middle of everything.
While it may seem to be rather random, the Lobby is home to a number of architectural variations which present as visually different rooms or 'segments'. Many simple segments are simply areas where the texture of the wallpaper changes up/down a staircase, where rooms of similar design repeat in a massive grid-like pattern, and areas where the layout of the Lobby changes drastically. More complex aberrations include rooms of wholly differing design such as archways elevated above the carpet, rooms full of lattice/grid-patterned pillars, groups of pits leading deep into the ground without an end in sight, areas where the otherwise loud buzzing of the lights cuts out as everything is an eerily silent darkness, rooms with deep-red wallpapers which completely enclose one within them without a method of escape, among many others.
While The Lobby has likely been known of by unlucky wanderers for several millennia, its first known documentation was done in 144 by the SDSB following their entry into the Backrooms. A few years later following Nihilantis-Incident-149 the nations of Floria, Hayah and Lineland were sent to the Lobby. Later on they were joined by others arriving from other levels. Most of these individuals left following the reversal of the incident. In 305 CIS operatives entered The Lobby in order to locate a mysterious signal. UOI Operatives managed to create a portal that led to The Lobby in 367, although all personnel sent to explore it vanished before later returning a century later to hunt down SDS agents, briefly running into Point Alpha before withdrawing.
Demographics
The Lobby is by far the most common 'natural' point of entry[1] into the Backrooms System, thus a large population of people (likely within the hundreds of thousands if not millions) have concentrated themselves into the sub-space either within larger encampments of survivors or wandering aimlessly with no means of escape. Out of those with community, most reside within "Point Alpha" as it is build around a large stable-point near the area where most people end up, which is a large settlement governed by the Secure-Defend-Subjugate Backrooms built into a barricaded section of The Lobby housing nearly 56000 people. Many other encampments exist within the Lobby, such as the Backrooms Reorganized Explorer's Organization's relatively small "Ordum of Null A" and "Ordum of Null B", the Backrooms Military Administration's "Station Null" with a population of less than a hundred and "Station Startpoint" housing a population of 200, the SDSB' other base of Point Gamma mainly used for storage, and numerous other smaller unaffiliated encampments.
Entrances and Exits
When it comes to entrances and exits within the Backrooms themselves, the Lobby is unique for being physically connected to virtually every other sub-space within the system typically seen in the form of long hallways, though additionally a number of additional points of exit via 'intersection points' (areas where two 'spaces' overlap which allow for transport). Below is a list of all known intersection-point-based entrances and exits, alongside several notable alternative methods:
Entrances
- You can find a hallway that leads here in the bottom of the Apartment Void
- Noclipping in the barn found in the Back Alley will send you to Upstairs B.
- You can noclip into one of the windows in the Courtyard which will have an entrance to here, or you can find The Lobby within one of the hallways next to one of the courtyards.
- You can noclip through lights on the floor in Dissonance to be sent here.
- Noclip past The Chasm's entrance in the Flipped Reality to arrive here.
- You can find a tunnel off the side of the Isles of Blood that can be accessed via an invisible bridge.
- You can find a vent towards the western end of the Portal Matrix or a staircase more towards the middle of it that lead here.
- You can enter The Lobby from Reality by random chance, a clumsy mistake such as tripping or banging into something in an 'unnatural' manner has a miniscule chance of making you fall 'through' the object, falling down into The Lobby.
- You can find an entrance to here to the east of the starting platform in The Chasm.
- You can find an unusual door in one of the more decorated subsections of The Crooked House which will send noclip you to an even more fringe subsection, in which you can find a bridge in a cavern-like open space that leads here.
- Noclipping into the south end of The Gateway will send you here.
- Noclipping in the Tree Area or Magenta Brick Area in the Voidzone will send you here.
- In the Yellow Land swim back down the water into the main area, or noclip in one of the lakes to send you to the Errorstation Room.
Exits
- You can find a hallway which leads to the Apartment Void
- Jumping down a hole in Upstairs B will send you to the Courtyard. You can also get there by finding a elevator in the set of rooms east of Point Alpha, accessible via a long hallway. Additionally, you can find a staircase in one of the point-alpha hallway areas which leads there.
- There is a door to a railway in Point Alpha that leads to the Decrepit Hospital.
- You can find several missing lamps in Point Alpha which lead to Dissonance.
- At the end of the Point Alpha Hallway is a staircase to the Electrical Station.
- Noclip past the entrance to The Chasm to enter the Flipped Reality.
- Jump down a hole in the floor in the area consisting of interconnected identical rooms to enter The Basement.
- You can find a tunnel to the Isles of Blood near Point Alpha.
- Enter a door with white rubber around it in the repeating area to enter Level Boredom.
- Enter a fire exit in the repeating area to enter the Neverending Concrete.
- You can find a vent in one of the floors of the Stacked Zone which leads to the Portal Matrix or in Downstairs B, which has a staircase to the Portal Matrix.
- On the north edge you can find the former entrance to the New Frontier before it vanished, using this sends you to the Realm of the Forgotten however there is no way to return.
- You can find a staircase to an area with an entrance to The Crooked House deep within the Point Alpha Hallway areas.
- Noclip into a unusual gap in the roof in the repeating area to be sent to Timeline Island.
- If you noclip past the entrance to the Decrepit Hospital you will enter the errorstation room. If you go down the railway you will eventually end up at the Winter Home.
- Enter a flooded hole in the ceiling of the main area or noclip at the bottom of the elevator shaft to enter the Yellow Land.
- Various other smaller exits to various Sub-Spaces are known to exist.































