Level 1

**Survival Difficulty: Class 1****》Safe****》Secure****》Minimal Entity Count**
**Level 1** is 2nd level of the Backrooms.

## 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, avoid any strange noises, find a room, and to make sure to bring a light source with you. 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.

**Level 1** also serves as the entrance to The Hub.

## 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

**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 to one of the entrances of Level 1.
* Heavily guarded against threats such as entity attacks.

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

* Trader'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 serves as a small social hub.

## 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 by noclipping in Level 0.
* Noclip in Level 1.5 to enter this level.
* One can enter this level by switching a lever given by The Younging in Level 995.
* One can also enter this level by entering the correct number on the number pad in Level 1051.

### 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.
* If you somehow encountered Entity 126 and got caught, there will be a small chance for you to not be killed and be dragged by it to Level 6
* Noclipping through walls that have outlets may lead to either Level 229 or Level 188.
* Rarely, falling asleep in this level may lead one to one of the bedrooms in Level 1950.
* Finding and interacting with a black doll may lead one to Level 7453.
* Noclipping through the other side of the walls without falling to the void will lead to Level ½.