Level 1

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**Survivability: Class 1**

>> Safe

>> Secure

>> Minimal Entities

>> **Level 1** "Lurking Danger" is the 2nd positive level of the Backrooms.

## > Description:

>> **Level 1** is described as a large warehouse with expansive parking garages, white concrete hallways, and dull-blue metal doors. Additionally, **Level 1** also has exposed rebar, metal shelving which sometimes has objects such as Almond Water, batteries and more. Within each section one my find anomalous paintings painted on wood boards. These paintings seem to have nothing of interest on them and serve absolutely no known purpose, and when someone is not looking at them they will disappear or move to a new location. Occasionally there can be puddles formed on the floors due to condensation coming from a strange low-hanging fog which does not seem to have a source. This level is also much bigger and more expansive, possessing stairs, elevators, crossing hallways, dead ending isolated rooms, etc.

>> The parking garages in **Level 1** are one of the many ways to go up and down the many floors within **Level 1**. This part of the level also seems to be in a much worse state compared to the other areas, with lots of puddles, dirty walls and floors, exposed piping, and faulty lighting. These rooms often contain the greatest number of shelves, meaning it can be easy to gather supplies. It also seems that there are more puddles in this part of the level than in any other part of the level, the reason for this is unknown. Each floor here is connected by concrete ramps, however, sometimes one may find a hole somewhere guarded by only a concrete railing. Looking into these holes reveals a potentially infinite number of floors. It is unknown if a true bottom floor as no one has been able to reach that point.

>> The other section of the level consists of barren white concrete hallways and rooms connected by doors. This section is home to the aforementioned paintings as well as mysterious crates that seem to have random things inside of them. These things can range from useful objects such as Almond Water, batteries, flashlights, various utility items, etc., to bundles of string, assorted car parts, boxes of markers or crayons, dead flashlights with broken battery slots, etc. Much like the crates these seem to disappear when you are not looking. Within this part of the level, you may find stairs which can lead up and down the floors, as well as elevators. One may also find isolated rooms, which can be either completely empty, or be filled with objects such as shelves or stepladders. Some parts of this area of **Level 1** also can have a lack of lighting or have strange miscellaneous objects propped against the walls. These objects seem to be the same miscellaneous objects found in the isolated rooms. Randomly, supplies can inexplicably appear and disappear in the hallways with no apparent pattern, although if you see any supplies make sure to grab it before it disappears, as the supplies do not seem to vanish if one is carrying them, or simply just keeping them.

>> The start of the level is an entrance room, which strangely can only be accessed if one enters from Level 0. This room appears to be a small room with a stepladder and two doors with one of them being locked. There are also strange bins which remain empty even if one were to throw something in them. The door you can enter is labeled exit and leads to the parking garage in the level. However, when one walks through the door and steps on the other side, the door will slam shut and lock restricting access to Level 0 once more. This door will vanish once whoever entered using it is no longer looking at it. Breaking down the door or walls surrounding it will not allow you to go back and will only reveal more of the level.

## > Entities:

>> Occasionally, one may find entities such as Dullers, Hounds, Adult Facelings, and Clumps, and rarely Smilers. These entities should be avoided at all costs as they are hostile on first sight.

## > Bases, Community Groups, Outposts, etc.:

### > M.E.G. Base Alpha:

-- First primary base of the M.E.G.

-- Contains around 450 people.

-- Safe and friendly to newcomers.

-- Willing to guide those who are confused.

-- Guarded from entity attacks.

### > B.N.T.G. Trader's Keep:

-- Trader's Keep is a large city-like complex.

-- Contains around 450 people.

-- Possesses rudimentary societal infrastructure.

-- The main supply hub for wanderers.

-- Conatins Trader's Vault, which is set up in the Storage Hall in **Level 1**.

-- Keeps communications and friendly relation with the M.E.G.

## > Entrances and Exits:

### > Entrances:

-- You can enter this level by no-clipping into a strange looking wall on Level 0."

### > Exits:

-- One can exit by simply continuing to explore the Backrooms, by finding and walking down long hallway one may find a door, this will lead to Level 2.

-- You can also find holes in the wall big enough to fit in, slipping through these walls will take you to Level 19.

**>> Level 0 : Level 1 : Level 2 <<**

Page written by user Arch2300; image sourced from here: https://www.flickr.com/photos/trondheim\_byarkiv/10998312184/, and third image was taken by author Arch2300.