Level 1

***Level 1 "Lurking Danger"***

Difficulty Score: 1 / Safe - Secure - Minimal Entity Count.

## Description

Level 1 looks like a warehouse with concrete floors and walls, exposed rebar, and a low-hanging fog with no discernible source, causing condensation to occur leaving puddles of almond water on the ground (this is not safe to drink as it's contaminated). The level is split up into two areas, The Parking Lot, and the Hallways. The level is also significantly more complex than other levels, featuring isolated rooms, hallways, elevators, stairs, ramps, and pillar rooms. A lot of bases have been known to set up here due to its safe nature and level structure, you may also find Storage Hall sections.

### The Parking Lot

The parking lot is a big empty concrete parking lot that seems to be in a state of disrepair, having puddles, ceiling lights, and the addition of dirty and cracking walls with a concrete ceiling. There are ramps going up and down although it is unknown how many floors there are. (It is presumed that there is an infinite number of them.) This area also has puddles forming due to the fog present across the whole level but it seems to condensate more here then anywhere else, the reason for this is unknown.

### The Hallways

The Hallways are a set of rooms and hallways which have white concrete brick on the walls, and concrete on the floors and ceiling. You can find paintings and crates in this part of the level along with occasional objects lying around such as wood poles, harpoons, and stepladders. Sometimes there are empty shelving units. There can be occasional doors and while they don't act as exits they can lead too ramps and stairs although said stairs and ramps can lead directly to dead ends or to an extremely narrow hallway.

## Properties

The Level has mysterious crates which can contain useful objects, these include but are not limited to:

* Food (Unspecified)
* Almond Water
* Batteries
* Tarps
* Weaponry (harpoons, metal poles, batons, guns?)
* Clothing
* Medicinal supplies

as well as some not so useful items including but not limited to:

* Assorted car parts
* Boxes of crayons
* Used syringes
* Partially burned paper
* Live mice
* Mice in a catatonic state that has been injected with unknown substances
* Shoelaces
* Loose change
* Bundles of human hair

The crates should be opened with caution due to their seemingly random contents but should be opened in case there is coming good in there. In addition to crates there are paintings with random drawings on them, ~~which don't seem to mean anything or have any significance,~~ also the crates and paintings will disappear if you're not looking at them. Every so often the lights will go out for around 30 minutes to 2 hours before switching back on. During this period entities will spawn, and any creates, paintings, or items on the ground will disappear. It is recommended to bring a flashlight for these occasions as the entities on this level don't like light. It is recommended that you sleep holding whatever items you do not wish to lose.

## Entities

* Dullers
* Adult Facelings
* Hounds
* Skin-Stealers
* Scratchers

## Colonies/Outposts

Note: there are no known colonies/outposts in the Parking Lot, the reason for this is unknown.

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

This base is the first base made by the M.E.G, also about half of the group's Teams live here, mainly housing wanderers and supply outposts shared with the B.N.T.G. the base is close to the entrance to Level 1 so it's easy to find and is heavily guarded from entities.

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

The Trader's Keep is a large city-like complex with around 412 inhabitants, they are non-hostile to wanderers. They possess rudimentary societal infrastructure and are the main supply hub for wanderers. The Trader's Vault is set up in the Storage Hall in Level 1 and keeps communications and friendly relations with The M.E.G. (listed above)

### Tom's Diner

A diner run by Tom, who was a chef before entering the backrooms. He has lots of food which is supplied by the B.N.T.G every few months. Tom is very optimistic and the diner acts as a hub for socialization.

## Entrances and Exits

### Entrances

* No-clipping through a darker wall in the yellow areas with an electrical outlet in Level 0.
* Opening ordinary doors in many Levels.
* Climbing one of the trees in Level 11.1.
* Reaching the end of the fifth event in Level 92.
* Completing The King's trial in Level 94.

### Exits

* Wandering down a long hallway will put you in Level 2.
* Finding holes in the walls of the Hallways area will put you in Level 19.
* Finding holes in the walls of the Parking Lot area will put you in Level 188.
* No-clipping through a painting with a balloon on it will put you in Level Fun. ~~(This is not recommended)~~ Come in for some fun =)
* Finding a secret tunnel will take you to The Hub.

## Footnotes

Original page by Reddit user u/ThePizzaEater1000, that was rewritten by etoisle.

Page by Arch2300

Level 0: **Level 1**: Level 2