Level 1

*"*artist lives in me.
artist dies in me.*"*

—A note found on **Level 1**

## ► Description

*Certain hallway of **Level 1**, with an exit sign in the distance.*
**Level 1** resembles an immense multi-floor expanse made primarily of plaster, beige concrete, and pale firebricks. While the general layout of the many spaces within the level itself remains consistent throughout all areas, that being a labyrinthine complex of rooms and hallways, the architecture and overall design fluctuates wildly from each place to the next; some may appear to be desolate office spaces, abandoned warehouses, or empty basements, though not an area completely mirrors functional building, only an approximation, an echo of what it is attempting to emulate.

As **Level 1** possesses an infinite amount of floors, the pillars and walls are assumed to bear an infinite amount of weight. It is unknown how this is possible, as they would need to be infinitely strong and possibly infinitely wide, yet the material used to build them is regular, non-anomalous concrete, plaster, or firebrick. The pipes may be attached to the ceilings of **Level 1**, carrying tar or water. The pipes are possibly connected to levels 2 and 3. Wi-Fi is rather present in **Level 1**, usually reaching 1-2 "antennas".

Most of **Level 1** are illuminated by a plethora of fluorescent lights strewn across the ceiling and walls, emitting a low, quiet hum-buzz. Removal of the lights has revealed that they do not have a definitive source of power, evident by the lack of any wires connected to the bulbs, meaning it is unclear as to how these work. The fixtures do not always function properly, frequently flickering or sometimes shutting off entirely, leaving entire stretches of rooms in complete darkness. Notably, attacks from beings become much more common when the lights are out; it is unknown whether the beings are emboldened or become more aggressive when the lights turn off, or if there are simply more beings, either from creatures coming out of 'hibernation' or simply through entering the level.

Many areas of **Level 1** have odd or out-of-place flooring choices, with examples such as grass, sand, and/or pavement; occasional puddles may also be found, thought to come from faulty piping systems strewn around the zone. Crude paintings and murals may be scrawled onto the walls, depicting natural scenes supposedly meant to match the floor; these often change and disappear when not in a direct line of sight or when unlit.

*Image of **Level 1** taken when the lights are out.*

The crates and boxes are scattered randomly through **Level 1**, most of them containing different kinds of nonsensical things (assorted car parts, boxes of crayons, used syringes, partially burned paper, live mice, mice in a catatonic state that have been injected with unknown substances, shoelaces, loose change, bundles of human hair, toothbrushes, toy plastic horseshoes, bottles of glue, etc.), though they may also contain vital items useful for survival: food, water bottles, different kinds of anomalous objects, batteries, traps, weaponry, clothing, medical supplies, flashlights, etc.

## ► Entities

Numerous entities lurk in **Level 1**, especially during the blackouts. Known entities on **Level 1** include Figures, Dullers, adult Facelings, Hounds, Skin-Stealers, and Scratchers.

## ► Discovery

**Level 1** was discovered months after Level 0 was, yet the exact date is still unknown.

## ► Thresholds

### ►► Entrances

* Although rarely, **Level 1** may be accessed by random doors within the other levels (e. g., Level -1 or Level 21).
* The most usual entrance to **Level 1** is by entering an exit door in Level 0.
* Other entrances may include entering bunkers on Level 10 or certain buildings on Level 11.

### ►► Exits

* Certain doors may lead back to Level 0; make sure to avoid such doors, as they are one-way exits.
* Finding a long hallway with pipes lining the walls and ceiling will lead to Level 2.
* A hole in the wall that shows the tight crawlspace on the other side is a gateway to Level 19.
* Finding a window will lead to Level 188.
* The Hub can be accessed from this level. From the entrance of **Level 1**, head straight down the corridor and stop at the door. Go through the door, then continue until the end of that corridor. Then, double back to the entrance of the level. There should now be a diverging path that goes left or right. Take the left. There will be another divergence. Take the right. Then, at the next one, take a left, and at the next one, take a right. As soon as the right path is taken, it will lead to two doors, labelled A and B. Take the B door. Upon going through that door, the new room will look identical to the last one. Now, take the A door. This is the door that leads to The Hub. If any of these steps are completed incorrectly, like taking the wrong turn or not doubling back, one may end up on the random area of the same floor of **Level 1**.
* Noclipping through the ceiling in a certain place will lead to The Party.

**> Open Author & Licencing Information**

**> Close Author & Licencing Information**

The original author is EnderMitten/Ground Dweller.
The first image is from here.
The second image is from here, edited by EnderMitten/Ground Dweller.
Rewritten by Mike and GreyHorn.