Level 1

# Habitable Zone

Or **Level 1**, is the 2nd level of the **Analogue** and also where many wanderers take shelter.

**Survival: Class 1 (Safe)**
»⠀Low Level of Danger
»⠀Protected
»⠀Minimum Entity Count
## `DESCRIPTION`

   Level 1 features concrete floors and walls, exposed rebar, and an unexplained low-lying mist. The mist is constantly in a state of condensation, forming puddles on the floor in **incoherent areas.** Unlike Level 0, this level has a constant supply of water and electricity from unknown sources. It is also much more expansive, featuring staircases, elevators, isolated rooms, and corridors.
Supply crates randomly appear and disappear throughout the **phenomenon**, usually containing a mix of vital items (food, batteries, weapons, clothing, medical supplies) and nonsensical objects (random automotive parts, boxes of crayons, used syringes, burnt paper, live rats, shoelaces, lost coins, and pieces of human hair). The crates must be approached with caution due to their contents but are valuable resources. In addition to the examples above, some crates are infested with Fungus-01, which, when opened, alert all nearby Armstrong within approximately 4 kilometers. These crates are typically found near and within Moist Areas but are also moved and used as traps for other wanderers and groups.

### Moist Areas

As the name suggests, these areas have an excessive amount of condensing mist, causing the temperature to rise and the air to be extremely humid. This area is like the *Fungus Biome* of Level 0, as it can contain various Fungus-01, but not to the extent of resembling a forest like the previous level. Due to the elevated temperature in these areas, the appearance of the fungus is modified to better adapt to its habitat, with a thicker outer layer and a maximum height of 1.50 meters. Even after these modifications, this area remains one of the most dangerous in this level, primarily due to its high number of Armstrong and scarcity of resources. These areas are relatively easy to escape; you can even exit through the way you came, but it is much more difficult to realize that you are in one, mainly because the Fungi have a coloration almost identical to the walls of the level.

Additionally, grotesque paintings and drawings of apparent origin or meaning appear on the walls and floor. They are known to change their appearance and disappear when not in direct line of sight or when it is not sufficiently clear. The luminaires in the Warehouse are prone to flickering and failing at inconsistent intervals; when this happens, supplies are subject to **unexplained** disappearance.

## `ENTITIES`

Various beings wander through **Level 1**, especially in darker places. Known beings in Level 1 include: *Adult Facelings*, *Hounds*, *Skin-Stealers,* *Smilers, and Armstrong*.

## `GROUPS`

Currently, there are six known colonies and outposts in **Level 1**. It should be noted that attempting to find these colonies will be extremely difficult as the Analogue extends for millions of kilometers. Some of them may not exist now, and some may not have existed at all.

### M.E.G Base Alpha

* The first base that many encounter from M.E.G.
* Almost half of the group's members live here, mainly explorers and shared supply posts with BNTG.
* The base is located near one of the entrances to Level 1.
* Heavily protected against threats such as entity attacks and anarchist assaults.

### F.A.R Base Omega

* Heavily armed base, primarily due to receiving assistance from the outside world;
* Constantly under attack by anarchists and M.E.G, mainly due to its radio stations;
* Currently the second largest base in the level.

### Merchants' Fortress - GNATA

* It is the largest base in Level 1;
* Approximately over 400 inhabitants;
* The main supply center for Analogue drifters;
* Maintains communication and friendly relations with M.E.G and F.A.R.

### Anarchists

* Extremely dangerous and secretive group;
* Trying to enter the group without being invited is extremely difficult;
* The second base with the most melee weapons and firearms;
* Has no allies and attacks all groups that have any form of government or economic systems.

### Ordered Republic

* An extremely friendly society that even shelters anarchist members;
* Always offering shelter and residence in exchange for services rendered;
* Open to trade at all times.

### Sanction

* The exact number of members in this group is unknown;
* They are responsible for some strange symbols around the level;
* Known to be a sect, where their main purpose is unknown;
* Their bases are well scattered and well hidden, making it extremely difficult to come across one without instructions.

## `ENTRANCES AND EXITS`

### Entrances

* No-clipping through **Level 0**;
* Touching a misplaced pipe in **Level 4** will lead you to **Level 1**.

### Exits

* No-clipping in **Level 1** will take you to **Level 2**;
* Entering a gray door on the right wall relative to the entrance of a room with shelves will lead to the parking lots of **Level 14**;
* The entrance to **The Hub** is found in this level.

**<<Level 1>>**

# Habitable Zone

Or **Level 1**, is the 2nd level of the **Analogue** and also where many wanderers take shelter.

**Survival: Class 1 (Safe)**
»⠀Low Level of Danger
»⠀Protected
»⠀Minimum Entity Count
## `DESCRIPTION`

    Level 1 features concrete floors and walls, exposed rebar, and an unexplained low-lying mist. The mist is constantly in a state of condensation, forming puddles on the floor in **incoherent areas.** Unlike Level 0, this level has a constant supply of water and electricity from unknown sources. It is also much more expansive, featuring staircases, elevators, isolated rooms, and corridors.
Supply crates randomly appear and disappear throughout the **phenomenon**, usually containing a mix of vital items (food, batteries, weapons, clothing, medical supplies) and nonsensical objects (random automotive parts, boxes of crayons, used syringes, burnt paper, live rats, shoelaces, lost coins, and pieces of human hair). The crates must be approached with caution due to their contents but are valuable resources. In addition to the examples above, some crates are infested with Fungus-01, which, when opened, alert all nearby Armstrong within approximately 4 kilometers. These crates are typically found near and within Moist Areas but are also moved and used as traps for other wanderers and groups.

### Moist Areas

As the name suggests, these areas have an excessive amount of condensing mist, causing the temperature to rise and the air to be extremely humid. This area is like the *Fungus Biome* of Level 0, as it can contain various Fungus-01, but not to the extent of resembling a forest like the previous level. Due to the elevated temperature in these areas, the appearance of the fungus is modified to better adapt to its habitat, with a thicker outer layer and a maximum height of 1.50 meters. Even after these modifications, this area remains one of the most dangerous in this level, primarily due to its high number of Armstrong and scarcity of resources. These areas are relatively easy to escape; you can even exit through the way you came, but it is much more difficult to realize that you are in one, mainly because the Fungi have a coloration almost identical to the walls of the level.

Additionally, grotesque paintings and drawings of apparent origin or meaning appear on the walls and floor. They are known to change their appearance and disappear when not in direct line of sight or when it is not sufficiently clear. The luminaires in the Warehouse are prone to flickering and failing at inconsistent intervals; when this happens, supplies are subject to **unexplained** disappearance.

## `ENTITIES`

Various beings wander through **Level 1**, especially in darker places. Known beings in Level 1 include: *Adult Facelings*, *Hounds*, *Skin-Stealers,* *Smilers, and Armstrong*.

## `GROUPS`

Currently, there are six known colonies and outposts in **Level 1**. It should be noted that attempting to find these colonies will be extremely difficult as the Analogue extends for millions of kilometers. Some of them may not exist now, and some may not have existed at all.

### M.E.G Base Alpha

* The first base that many encounter from M.E.G.
* Almost half of the group's members live here, mainly explorers and shared supply posts with BNTG.
* The base is located near one of the entrances to Level 1.
* Heavily protected against threats such as entity attacks and anarchist assaults.

### F.A.R Base Omega

* Heavily armed base, primarily due to receiving assistance from the outside world;
* Constantly under attack by anarchists and M.E.G, mainly due to its radio stations;
* Currently the second largest base in the level.

### Merchants' Fortress - GNATA

* It is the largest base in Level 1;
* Approximately over 400 inhabitants;
* The main supply center for Analogue drifters;
* Maintains communication and friendly relations with M.E.G and F.A.R.

### Anarchists

* Extremely dangerous and secretive group;
* Trying to enter the group without being invited is extremely difficult;
* The second base with the most melee weapons and firearms;
* Has no allies and attacks all groups that have any form of government or economic systems.

### Ordered Republic

* An extremely friendly society that even shelters anarchist members;
* Always offering shelter and residence in exchange for services rendered;
* Open to trade at all times.

### Sanction

* The exact number of members in this group is unknown;
* They are responsible for some strange symbols around the level;
* Known to be a sect, where their main purpose is unknown;
* Their bases are well scattered and well hidden, making it extremely difficult to come across one without instructions.

## `ENTRANCES AND EXITS`

### Entrances

* No-clipping through **Level 0**;
* Touching a misplaced pipe in **Level 4** will lead you to **Level 1**.

### Exits

* No-clipping in **Level 1** will take you to **Level 2**;
* Entering a gray door on the right wall relative to the entrance of a room with shelves will lead to the parking lots of **Level 14**;
* The entrance to **The Hub** is found in this level.

**<<Level 1>>**