UNDERWANDERERField archive
Case file L-001LevelsLevel 0Low

Level 0: yellow offices

Endless offices of damp carpet and humming fluorescents. Every wanderer wakes here, and nobody leaves by the way they came in.

Testimony

“The first thing you see is a tired yellow, and the next is a hum that never goes away.”

Level 0 is where every wanderer begins. It is an endless office building: damp carpet, dull yellow walls, fluorescent ceiling lights and a faint fog of the same color. There is no one and no usable window, only the electric hum, which never quite goes quiet.

It is the only level with populations and the only way into the world, because the wanderer always appears here and the beds where you wake after dying can only be set up here. The other levels are reached by falling, by going down, or by crossing doors that should not exist.

The first thing you see on arrival
The first thing you see on arrival

Description

Office rooms and corridors. Each zone has its own character, and some turn up more often than others:

ZoneFrequency
Normal34 %
Dense13 %
Open13 %
Low10 %
High10 %
Blackout12 %
Empty8 %

The ceiling is 3.7 m high over a little more than 70 % of the terrain. Elsewhere it varies between 3.5 and 4.0 m, so it almost never looks like the same corridor twice, even when it is similar.

Structural variations

Avenues

Wide corridors with wallpaper and a dark baseboard.

Avenue with herringbone wallpaper and a dark baseboard
Avenue with herringbone wallpaper and a dark baseboard

Cubicles

Partitions and desks with a phone and a notepad.

Cubicles with partitions
Cubicles with partitions
Cubicle up close: a desk with a phone and a notepad
Cubicle up close: a desk with a phone and a notepad

Hypostyle halls

Rooms of columns where your sight gets lost among the pillars.

Hypostyle hall: a room of columns
Hypostyle hall: a room of columns

Noises

The background ambience is an office hum. On top of it works the fluorescent hum from eight sources spread across the terrain, and now and then something sounds in the distance: a piece of furniture being dragged, a door.

Anomalies

About six per square kilometer: 2.5 m ceilings in wide offices, ceilings that drop in 10 cm steps, repeated rooms with copied furniture, and doors to nowhere. Details in Level 0 Anomalies.

Set dressing and signs

Office nameplates at 1.60 m, exit signs at 2.20 m, corkboards and stopped calendars. No real brand text. More in Signs and set dressing and Diegetic texts.

Tile ceiling and fluorescents
Tile ceiling and fluorescents
Wall with outlets
Wall with outlets

Entrances and exits

  • Entrance: the place where the wanderer wakes. It is the only one.
  • Pit: a one-meter hole with no railing. The fall leads to Level 1. See Pits.
  • Service staircase: goes down through the building toward the basements.
  • Door to nowhere: leads to Level 2.
  • Sublevels: layers of the same level, not separate levels. They are 0.0, the Vestibule, 0.1 and 0.01.

How to survive

The Watchers, the Skinstealers, the Children, the Smiler, and the Prowler and the Grille live here. They can share a single chunk, so don’t stand still listening.

Beds and shelters can only be set up here. Any chunk can be stabilized, as Stabilization by tiers and Beds and Shelters explain. What falls down a pit does not come back, so don’t throw away what you want to keep. To build, see The Space Above the Drop Ceiling and Breaking Walls and Floors.

What people say

In some zones the ceiling rises to five and a half meters, and others shrink until your head brushes the tiles. People also talk about a damask rest room with dim orange light where the tension eases, which they call the Manila Room. Nobody agrees on how to get there.

Case file images

Avenue: wide office corridor
Avenue: wide office corridor
Corridor with baseboard
Corridor with baseboard
Cubicle up close: office chair
Cubicle up close: office chair
Underwanderer sign with the arrow toward Level 0
Underwanderer sign with the arrow toward Level 0
Wall with outlets
Wall with outlets
Cubicle ceiling: tiles and grid light fixtures
Cubicle ceiling: tiles and grid light fixtures
Hall of columns in Level 0
Hall of columns in Level 0

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