Level 1

**Level 1** is the second level of the Backrooms. The most wanderers who reached Level 1 decide to stay here.

## M.E.G. Classification

* Survival Difficulty: Class 1
* Minimal Entity Count
* Devoid of Environmental Hazards
* Devoid of Mental Hazards

## Description

Level 1 can be described as a warehouse with concrete walls, fluorescent lights and long corridors. Water puddles are often found, forming from a strange fog that is just above the ground.

Unlike Level 0, this level has a constant supply of water and electricity. It also also far more unique, with some areas looking like car park, while some look like warehouses or garages.

The fluorescent lights tend to flicker a lot, sometimes even being off for multiple hours. In that time, the risk of getting harmed by an entity is much higher. Supply crates also mysteriously appear and disappear, with them containing almond water, food, weapons but also rather useless stuff. Paintings can also sometimes be found, with them containing weird messages and cursed drawings.

Encountering another wanderer in Level 1 is common. A lot of people have reported to have seen others here. In addition, many human bases are on Level 1. Most wanderers encounter a base and decide to stay there.

## Entities

Level 1 has quite some entities. The entities known to exist in this level are Facelings, Hounds, Skin-Stealers, and Scratchers.

These Entities are only known to appear during nights. They avoid large groups of humans and are therefore not that hard to escape.

## Bases

Level 1 is known to have a lot of bases. Only the biggest and most well-known ones are listed here.

### Major Explorer Group - Base Alpha

The largest base in Level 1 consisting of thousands of people. 5-10% of all backrooms wanderers are currently at this base. Has an organized system and is open for trade. Keeps the level safe.

### Backrooms Colonists - Colony Gray

A base in Level 1 consisting of approximately 200 people. Often hunts entities, open for trade.

### Tom's Diner

A diner that serves delicious food such as burgers, wraps or pizza. Run by Tom, a former chef in The Frontrooms. Has 5 employees but is visited daily by dozens of people.

### Backrooms Non-Aligned Trade Group - Mono Colony

A trade-focused group consisting of a few hundred people. Has many resources and is known to hunt entities.

## Survival Guide

This is the official survival guide made by the M.E.G. to help wanderers here. Some pamphlets of the guide are found in the level.

Credit to M.E.G. intern and wanderer ThatAssassin27 for making this guide. It was only modified it a bit by the creator of this wiki.

1. Avoid all entities. Out of all the entities, the Hounds are probably the most dangerous ones. However, be sure to also avoid all humans in this zone, as there is a high chance that they are secretly a Skin-Stealer. Be sure to also avoid any scratching noises, as those are probably Scratchers. Facelings are harmless, but it is advised to stay out of their way, as they can be pretty much a waste of time.
2. Find food. Water is not a problem in this level, but food could be. Always be on the scout for the crates for food, extra water, clothing, first aid, batteries, weaponry and more. Keep in mind that weaponry should not be used whenever. The entities in this level are really hard to kill, let alone injure, so use weaponry as a distraction or a way to slow down entities.
3. Search for an outpost in spare time. The entities in this level will, for the most part, avoid large gatherings of people.
4. Find a room and always have a source of light with you. When the lights turn off or you feel the need to sleep, find a well-lit room, and keep all belongings safe and close.
5. Find the way out. Try to open each door you find if you deem it and its surroundings safe and devoid of entities to try and advance to Level 2.
6. Try staying away from very foggy areas. Extreme fog can make it hard to see and harder to breathe. This is an optional step, especially if extreme fog is blocking a door that could be the exit to Level 2.
7. If you have any electronics with you, search for any electricity sources, plug in said electronics, and use them as a noise distraction. While some entities found in this level will wander around at all times regardless of the state they're in, Scratchers can stay still either while hibernating (rare state) or staying dormant. If a Scratcher is blocking a door or is in the middle of an area you need to progress through, make your device produce some noise, put it in a corner somewhere, and sneak by. However, be careful around a Scratcher that's in its Patrolling or Pursuing state.
8. Avoid Scratchers that are in their Patrolling state. They will usually drag a claw across pipes or rebar in this state producing a scratching sound. Avoid said sound.
9. Avoid Skin-Stealers. While they do have a state in which they do not attack any Wanderers, approaching one is still not a good idea. Additionally, Skin-Stealers can disguise themselves and you do not know if one is in either its Docile, Hunger or Rage state.

## Entrances

* Noclipping out of reality rarely leads directly to Level 1
* Noclipping out of Level 0 leads you here too

## Exits

* Some doors lead to Level 2
* In addition, long corridors could also be a way to Level 2
* Doors with "=)" on it lead to Level Fun. It is advised to avoid them at all costs.