Level 1

## Level 1: "The Habitable Zone"

### Description:

**Level 1** is a massive warehouse with concrete floors and walls, exposed rebar, dim fluorescent lights placed on the walls, and a low-hanging fog with no discernible source. The fog often coalesces into condensation, forming puddles on the floor in inconsistent areas. Unlike Level 0, this level possesses a consistent supply of water and electricity, which allows indefinite habitation by wanderers providing that appropriate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways.

The fluorescent lights at any time can flicker and turn off for minutes or even hours. When this occurs, hostile entities may appear, and supplies may even vanish inexplicably. These entities rarely attack in groups, tend to avoid light, and large gatherings of people. If the lights turn off, it is strongly advised to try and navigate more carefully by avoiding any strange noises and find secure rooms to seek shelter in. It is also recommended to bring a light source if this occurs.

Crates of supplies appear and disappear randomly within the level, often containing a mixture of vital items (e.g. food, Almond Water, batteries, tarps, weaponry, clothing, and medical supplies) as well as nonsensical objects such as 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, and bundles of human hair. Consequently, these crates should be approached with caution due to their contents' unpredictability, but they can contain valuable resources.

In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are also known to change in appearance and disappear when not in direct line of sight or when unlit, since light fixtures in **Level 1** are prone to flicker and fail at inconsistent intervals, as aforementioned.

### Entities:

Numerous entities lurk in **Level 1**, especially in dark areas. Known entities on **Level 1** include Adult Facelings, Hounds and Skin-Stealers.

### Colonies and Outposts:

#### M.E.G. (Major Explorer Group) Base Alpha:

* This is the first main base of the M.E.G.
* About half of the group's Teams live here, mainly housing explorers and supply outposts shared with the B.N.T.G.
* The base is close is close to one of the entrances of **Level 1**.
* Heavily guarded against threats such as entity attacks.

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

* Treader's Keep is a large city-like complex.
* Around 412 inhabitants, non-hostile.
* Possesses rudimentary societal infrastructure.
* The main supply hub for wanderers.
* Trader's Vault is set up in the Storage Hall in **Level 1**.
* Keeps communications and friendly relations with the M.E.G.

#### Tom's Diner:

* Run by Tom, a former chef before noclipping into the Backrooms.
* Has plenty of food in storage, resupplied by the B.N.T.G. every few months.
* Tom is an amiable and optimistic person, and his diner servers as a small social hub.

#### The Raiders:

* Recently discovered group, with a expected number of 68 members;
* They are mostly friendly with regular travelers and are willing to trade, but will shoot down members of certain groups;
* Currently, they're not very strong;
* Apparently, their main objective is to eradicate every big group in the backrooms, claiming that adding corruption or politics into the backrooms would make it a even worse place. They plan to get bigger and bigger by stealing and taking over colonies and outposts.

### Entrances and Exits:

#### Entrances:

Get here from Level 0 by noclipping. This level has many entrances; opening ordinary doors in many levels has a good chance of leading to **Level 1**. Additionally, the end of the fifth event in Level 92 and completing The King's trial in Level 94 are all reliable ways of returning to **Level 1**.

#### Exits:

One can exit **Level 1** by simply continuing to explore the Backrooms. **Level 1** usually leads to Level 2 or back to Level 0. Other methods of exiting the level are as follows:

* An unlocked door may lead to Level 2.
* The Hub can be accessed from this level by following a certain sequence of turns. If the sequence is completed incorrectly, like taking the wrong turn or not doubling back, one may end up somewhere completely random.
* Finding holes in the wall will lead you to Level 19.
* Noclipping through walls that have outlets may lead to Level 188.
* Where the ceiling has paintings on it, noclip through and you will be in Level Fun =). (Do not attempt this due to dangers of the Partygoers.)