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{{Class1}}{{Liminal Space|name=The Lobby|image1=
[[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=*Level 0
|aliases=*Dimension-Loc:4.2.001/5/144.1
*The Lobby
*Level 0
*Dimension-Loc:4.2.001/3/144.1
*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=*[[Back Alley]]
*Assorted camps across the level|entrances=*[[Baseline Reality]]
*[[Courtyard]]
*Every other Sub-Space within the [[Backrooms]]|exits=*[[Baseline Reality]] (From small specific points)
*[[Dissonance]]
*Every other Sub-Space within the [[Backrooms]]}}
*[[Flipped Lobby]]
*[[Isles of Blood]]
*[[The Chasm]]
*[[The Crooked House]]
*[[The Gateway]]
*[[Timeline Island]]
*[[Yellow Land]]
*[[Timeline-002|Reality]]|exits=*[[Courtyard]]
*[[Decrepit Hospital]]
*[[Dissonance]]
*[[Electrical Station]]
*[[Flipped Lobby]]
*[[Flooded Basement]]
*[[Isles of Blood]]
*[[Level Boredom]]
*[[Neverending Concrete]]
*[[Portal Matrix]]
*[[Realm of the Forgotten]]
*[[Timeline Island]]
*[[Winter Home]]
*[[Yellow Land]]}}




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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 an unknown number of segmented rooms. The Lobby is is very humid, causing most if not all of the carpet on the floor to be slightly moist, this has also lead to sections of the level to be infested with various kinds of mold originating from both the Backrooms themselves and spores carried into it by unfortunate humans. Several different "segments" can be found throughout the level, often with slightly varying layouts and styles, as of now 30 of these have been discovered. Most segments are uninhabited due to their undocumented and distant nature, however some house small camps belonging to various groups. The most notable of these sections due to its proximity to major inhabited areas is the 'Repeating Area', home to countless nearly identical square-shaped rooms with 4 entrances on each side to other iterations. Towards the east of this area such rooms end, with a more random varying layout beginning. A hallway can be found in Point Alpha to access a vast array of additional more uniquely designed rooms known as the Point Alpha Hallway areas. To the south of the repeating area you can find a hallway that leads to an unusual 'stacked' area quite identical to the repeating area connected via staircases and a broken elevator. There are several 'Upstairs' and 'Downstairs' areas that can be accessed by various locations, typically from the repeating area.
'''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.      


=== History ===
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 limspace. Later on they were joined by others arriving from other levels. Most of these individuals left following the reversal of the incident.
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.    
* 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.
* WIP


== 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.
Other settlements include bases such as the Stacked Zone Camps, Station Startpoint and the Ordem of Null bases. Exiting a human settlement will make the wanderer subject to drastic mental effects, such as perpetual feelings of isolation and scopophobia.
===Assorted Camps===
While the more populated settlements within The Lobby are part of established factions or administrations, there are also countless small camps established by the unlucky few that have managed to end up in The Lobby. A majority of these camps are likely completely undocumented.
===Ordum of Null A & B===
[[Ordum of Null A]] and [[Ordum of Null B]] are two close by camps built into a fringe section of The Lobby that are administered by the [[Backrooms Reorganized Explorer's Organization]]. While neither of them are one of BREO's most populated bases, their position in The Lobby has allowed BREO to be at the forefront of exploration in the subspace.
===Point Alpha ===
[[Point Alpha]] is the [[SDSB]]'s primary base, as well as being one of the most populated settlements in the entire Backrooms. Point Alpha is built into a barricaded section of The Lobby near a place where several of those whom accidentally noclip into The Lobby end up. Thanks to this strategic position, Point Alpha has an approximated population of nearly 56000 people.
===Point Gamma===
[[Point Gamma]] is a smaller SDSB outpost located in a more isolated section of The Lobby. This outpost is primarily used for the storage of weaponry and extra supplies.
===Station Null===
[[Station Null]] is a outpost of the [[Backrooms Military Administration]] built deep into The Lobby. The outpost is only capable of housing less than a hundred people, although most of its permanent population is military officials somewhat negating its low capacity. Station Null is utilised for the development of military technologies.
 
===Station Startpoint===
[[Station Startpoint]] is a colony of the [[Backrooms Military Administration]] built into The Lobby. The colony is among one of their larger settlements, housing a permanent population of roughly 200 individuals, of whom roughly 2/3 are civilians, with the rest being military units. Station Startpoint is heavily defended due to its proximity to Point Alpha.


== 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.


===<big>Exits</big>===
===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:Space-Time Dimensions]]
[[Category:Sub-Spaces]]
[[Category:Sub-Spaces]]
<references />
[[Category:Unreality Form]]

Latest revision as of 00:34, 11 June 2026

Survival Difficulty: Class 1
》Safe
》Inconsistent
》Low Maladjustment
The Lobby
Information
Aliases
  • Dimension-Loc:4.2.001/5/144.1
  • Level 0
  • The Backrooms (semi-erroneously)
  • The Complex
  • The Lobby
TypeSub-Space
SystemBackrooms
EnvironmentEmpty Offices
Unique Properties
  • Non-Euclidean & Looping Layout
  • Spatial Warping
  • Sanity Depletion
Notable HazardsIsolation, Paranoia and Depression
Controlled byContested
Demographics
Population210 Thousand (452 Census)
Entity SightingsReconstructed 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.
Sub-Spaces
Backrooms System AntarcticaApartment VoidArchiveBasalt CavernBlue DreamsBorderzoneBrick StairsCold IslandiaConstructCorrupted PassagesCourtyardCreepspawnCrimson TunnelsCrush DepthDead ChurchDecrepit HospitalDisparityDissonanceDoorwayDrowned School (Blue Forest) • Electrical StationFlooded BasementFolded ForestFractured Sea (Fractured Forest) • French SquareGardenroomsGargantuansGoliathHeartacheHeavenHollow IcebergHoneycomb InsulationHotel Backrooms (Back Alley) • Hotel FrightIn BetweenInfinitopolis (FieldportThe Outskirts) • Interconnected AsylumInverted Reality (Four Dimensions) • Isles of BloodLabyrinthLatina Nuclear PlantLevel FunLibrary of Wan Shi TongLonely RoadMisty CavesNeverending Concrete (The Pizzeria) • Neverending StaircaseOrphanageOvergrown ReactorPillarsPortal MatrixPuddlePylonsSchool HallsShipwreckSubmarine HallsSuburb StreetSwimming PoolThe CanyonThe CaveThe Chasm (A Room with nothing in it) • The ConventionThe Crooked HouseThe CruiseThe Dark ForestThe Dark WorldThe DarknessThe DesertThe Edge (The Train) • The EndThe FacilityThe ForgottenThe Fountain of Youth (The Fountain of Death) • The GatewayThe LighthousesThe Lobby (Flipped RealityLevel BoredomYellow Land) • The Maple ForestThe MetroThe MistThe OfficeThe ParkadeThe PillarsThe PoolroomsThe RailwayThe SeaThe SewerThe Space OceanTimeline IslandTruffle CavernVertigo (the backroom) • VoidzoneWalled CityWheat FieldWinter HomeYour Room
The Deeproom System
Living Rooms System The DinerThe GardenThe HallwaysThe Modern LoungeThe Penthouse
The Outer Rooms System Damp HallwayDoorwayNew Frontier
Solitary Liminal Spaces Realm of the Forgotten*
Other
Groups Backrooms Reorganized Explorer's OrganizationBackrooms Military AdministrationBackrooms Transport AgencyChasmic Urban Development OrganizationCity State of InfinitopolisDiner StaffEducation UnitedFurry SquadGoliathInfinity CollegeInsurgencySecure-Defend-Subjugate BackroomsSilvanusSwim TeamThe DarkenedThe Student's UnionThe WonderlandTruffle DiarchyYetian Corecent Rediscovery Squad
Entity Sightings Black GooBroodlingCrewGravitesKnowledge GathererLatina RavagerMaintenanceMimicsMiragesNeighborNuntiusPuritiesThe CreepUltorWan Shi Tong
Objects Brood RepellentFracture WeldGolden SyrupMaple SyrupNoclipperRift Projector
Other Backrooms ForumBrithaEvent-496BExit PortalsFractureNihilantis EffectSDSB-ANNOUNCEMENTSThe BarrierBackrooms FlowchartMilitant Survivalism
  1. This typically occurs somewhat near Point Alpha, one of the primary bases of the SDSB