Level 1: "Habitable Zone"

**Survival Difficulty: Class 1**

»⠀Safe

»⠀secure

»⠀Minimal Entity Count

**Level 1** is the 2nd level of the Backrooms.

The first known image of **Level 1**.

## 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. These entities rarely attack in groups and tend to avoid light. If the lights turn off, It is strongly advised to try and navigate your steps, Try and avoid any strange noises and then find a room, Make sure to bring a light source with you.

   Another image of **Level 1**.
Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry, clothing, medical supplies) and nonsensical objects (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). The crates should be approached with caution due to their contents, but are a valuable resource.

In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are known to change in appearance and disappear when not in direct line of sight or when unlit. The light fixtures within **Level 1** are prone to flicker and fail at inconsistent intervals; when this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups, and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose.

## Entities

Beings typically lurk in **Level 1**, especially when the lights are off. Known beings on **Level 1** include Dullers, adult Facelings, Hounds, Skin-Stealers, and Scratchers.

## Colonies and Outposts

There are currently eight known colonies and outposts in **Level 1**. It should be noted that attempting to meet up with these colonies will prove extremely difficult, as the Backrooms stretch out for millions of miles. Some of them may not exist now; some might have not existed at all.

### 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.

### Base Flickers of the Backroom Colonists

* Relatively a small base.
* Owned by the main group.
* Friendly and open to trade.
* Population ranging from 25 to 200, depending on the number of people stationed there.
* Usually used for fandom or reddit posts by people there.
* Has internet access.
* Often interacts with other outposts or bases in the level (mainly The Republic of Level 153 and The Orderly Republic).

### Republic of Level 153

* Outpost of the Republic of Level 153. Has around 40 members.
* Takes in survivors.
* Existed since the creation of the Republic of Level 153.
* Has bounties on certain entities.
* Has around 60 guns and 3 machine guns.

### The Orderly Republic

* The largest outpost in **Level 1**.
* Consists of mainly young adults.
* Quite friendly, always open to trading.

### Guide Outpost 03

* 2nd outpost of The Tourism Guide and the 2nd largest group in **Level 1**.
* Heavily armed at all times due to entities.
* Normally open for trading except for during search and rescues.
* Open for staying with them (for safety) for a week or so in exchange for small amounts of supplies.

### Sanction

* Previously hidden behind a false wall roughly 98m/~321.522 feet southeast from the "exit".
* Devastated by unknown entity/entities.
* No members found but noises are common when near the false wall.
* Some still claim to see the residents and even talking to them, only people who didn't know the fate of the Sanction report seeing them.
* Strange markings on the walls.
* Claimed to have to be a cult with being reborn as their objective, considered alive by most, since people still talk to them and prove that they aren't lying, by revealing things only they would know.
* Easily recognizable as all of the documented members have a scar on their left cheek.

### Oasis Lyra of The OFSEB

* Accommodates, supplies, and recruits wanderers;
* Population is ~130;
* Supplies are dependent on supply chains;
* Not open to trade, but willing to supply travelers passing through.

## Entrances and Exits

### Entrances

* **Level 1** has many entrances; opening ordinary doors in many levels has a small chance of leading to the level.
* One is able to enter this level from Level 0.
* Noclip in Level 1.5 to enter this level.
* Unstable flooring in Level 13 indicated by visible, odd textures the floor possesses may lead to this level if one can noclip through it.

### 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. 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, the path 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 somewhere completely random.
* Noclipping through walls that have outlets may lead to Level 188.
	+ <<‏‏‎ ‎Level 0‏‏‎ ‎| Level 1 |‏‏‎ ‎Level 2‏‏‎ ‎>>