The Lobby
The Lobby | |
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Information | |
Aliases |
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Type | Sub-Space |
System | Backrooms |
Environment | Empty Offices |
Unique Properties |
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Notable Hazards | Isolation and Depression |
Controlled by | Contested |
Demographics | |
Population | 210 Thousand (452 Census) |
Notable Inhabitants | |
Groups | |
Colonies | |
Outposts |
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Entrances and Exits | |
Entrances | |
Exits |
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.
History
- 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.
- 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.
Demographics
The Lobby is by far the most common 'natural' point of entry[1] into the Backrooms System. 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.
Despite its low entity count the level is often frequented by entities classified as 'Majority' or 'Many in the entity distribution system. As of now no unique entities have been discovered within the limspace.
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. It holds many of their teams so Point Alpha has a approximate population of up to 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
- Reality: You can enter The Lobby from reality by random chance, a clumsy mistake such as tripping or banging into something has a currently estimated 0.01% chance of making you fall 'through' the object, falling down into The Lobby.
- Yellow Land: Swim back down the water in the main area, or noclip in one of the lakes to send you to the Errorstation Room.
- The Chasm: There is an entrance left of the starting platform.
- The Crooked House: Cross the broken bridge in the Secret Mansion
- Back Alley: Noclipping in the barn will send you to Upstairs B.
- Timeline Island: You can find a lamp in one of the houses with a empty space above it, you can then noclip into the lamp to enter.
- The Gateway: The south end of the tunnel has a entrance to here.
- Dissonance: You can go back from where you came.
- Isles of Blood: You can go back from where you came.
- Courtyard: You can noclip into one of the windows which will have an entrance to here, or you can find The Lobby within one of the hallways next to one of the courtyards.
- Flipped Lobby: Noclip past The Chasm's entrance.
- Portal Matrix: You can find some vents or staircases which lead to The Lobby.
- Voidzone: Noclipping in the Tree Area or Magenta Brick Area will send you here.
Exits
- Flipped Reality Noclip past the Level 1 door.
- Decrepit Hospital: There is a door to a railway in Point Alpha.
- Yellow Land: Enter a flooded hole in the ceiling of the main area or noclip at the bottom of the elevator shaft.
- Neverending Concrete: Enter a fire exit.
- Timeline Island: Noclip into a gap in the roof in the main level area, the gap is a roof light with no blocks above it.
- Dissonance: You can find a missing lamp in Point Alpha which leads there
- Flooded Basement: Jump down a hole in the floor in the main part of the level.
- Portal Matrix: You can find a vent in one of the floors of the Stacked Zone which leads there or a Downstairs B, which has a staircase to the Portal Matrix.
- Electrical Station: At the end of the Point Alpha Hallway is a staircase to there.
- Isles of Blood: You can find a tunnel to there.
- Courtyard: Jumping down a hole in Upstairs B will send you there. You can also get there by finding a elevator in the set of rooms East of Point Alpha, accessible via the long hallway. Additionally, you can find a staircase in one of the point-alpha hallway areas which leads there.
- Winter Home: If you noclip past the Entrance to Level 3 you will enter the errorstation room. If you go down the railway you will eventually end up at Level 420.
- Level Boredom: Enter a door with white rubber around it
- Realm of the Forgotten: On the north edge you can find the former enterance to Level 0.1 before it was destroyed, using this sends you to the Realm of the Forgotten however there is no way to return.
- The Crooked House: A obscure door in the Subsections of The Crooked House leads here.