Level 1

# Level 1:”Lurking Danger”

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count**
## Description

**Level 1** is made up of groups of rooms and hallways that are typically built of concrete block walls painted a pale beige color, giving the area a painty fragrance. The floor is composed of a variety of materials, but is typically made of concrete, grass, sand, pavement, etc. The level frequently experiences wet mists; it is unknown where they originate from or what they are, although they are frequently gray in color, possibly a dull or transparent gray. This mist might be difficult to spot and can be very light when it does. It can sometimes group together, forming water puddles in odd locations.

The **level 1** construction appears haphazard, with a number of unstable spots and strange abnormalities, including:

* Image Corruption; In unstable areas, image corruption is very frequent, with images being distorted, inverted or different coloring, the image may delete itself or become dark.
* Texture Errors: If you noclip in these places, you might be able to halt at a level that is unstable or, more frequently, you might end up in **The Void**. Similar to image corruption, it's fairly common in dangerous places. They include experiencing varied colors, having certain colors flash or be transparent, or only seeing blackness.

This might be the result of holding to the assumption that the level generates on its own, leaving the components glitchy and unstable. This theory is founded on the idea that the level can have a random structure, and he can mimic levels, but it only stays in the main nine, primarily in **The Lobby**, replicating the structure or everything, occasionally leaving it to be simply darker.

**Level 1** can be reached in a variety of methods at random, most frequently in the first levels of internal levels, including by stairs, elevators, or noclip. This makes entering the level quite simple. Additionally, the lights may flash for little more than five seconds before abruptly going out, leaving you in total darkness with nothing to see. Therefore, if you plan to explore or survive in the level, it is essential that you carry a source of light. Several remain in the level as the number of entities rises, where they remain for a few minutes or hours. The **level 1** requires you to locate a number of items, some of which may be strewn about the ground or concealed in cardboard or wooden boxes. These items can be helpful, dangerous, or both. They include water, food, clothing from the 1990s to 2010, pieces of wood or metal that, depending on their size, can be used as weapons, light bulbs, and electrical wires.

**Level 1** is home to **The Hub**.

Entities

When the lights are off, the entities are much more visible than when they are on. **Insanities**, **Hounds**, **Skin-Stealers**, **Hostile Facelings**, are these entities.

Colonies and Outposts

### **U.A.E** (United Azeutian Empire) - Colonial Territory of Haajie:

* The largest colony is at this level.
* Friendly
* Willing to Trade
* 30,000 people live there.
* With a ton of Equipment Supplied
* Possesses WiFi

#### Azeutia's Base Oaal-Wiek:

* Partners with the U.A.E.
* Base of Medium Size
* 2,000 people live there.
* Owned by The Outlanders Republic, a colonial organization.
* Friendly
* Open for Trading
* Accepting new Members

#### Base Aat of the Azeutia:

* Base of Medium Size
* 1,000 people live there.
* owned by the Backroomians, a colonial organization.
* Friendly
* Open for Trading

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

* **Major Explorer Group**'s primary base is located here.
* The majority of the Teams in the group, who share these outposts with the B.N.T.G., make up about half of the population.
* The base is near to one of **level 1**'s exits.
* Heavily protected against dangers like entity attacks.

### **B.N.T.G.** (Backrooms Nonaligned Trade Group) - 'Trader's Keep':

* Trader's Keep is an huge compound resembling a city.
* There are 412 residents who are not antagonistic.
* Possesses a basic infrastructure for society.
* The primary supply center for travelers.
* Trader's Vault is set up in the Storage Hall in **level 1**.
* Maintains contact and cordial ties with the **Major Explorer Group**.

### Tom's Diner:

* Before entering The Backrooms, run by Tom, a former chef.
* Has lots of food in store, with regular resupplies from the **Backrooms Nonaligned Trade Group**.
* Tom is a friendly and upbeat individual, and his cafe acts as a small community center.

### The Mkhedrioni ~~Mafia~~ State of Azeutia (Akerin ~~Mafia~~ State)

* There are estimated to be 2.500 participants in this group;
* They are not friendly and are made up of mafia members; they will shoot down members of specific groups;
* Right now, they're incredibly powerful.
* According to them, getting rid of every significant entity operating in the shadows is their main goal because doing so would bring corruption or politics into the shadows
* Would worsen the situation there. By robbing and seizing colonies and outposts, they intend to grow larger and larger. After they, this was successful.
* Tried to raid the Outpost Funtime. Despite tales to the contrary, camera footage has been discovered. The incident only resulted in the deaths of 4 Raiders. M.E.G was persuaded to believe that they were forming an alliance with the Partygoers as a result of their recent victory in the Battle of Midtown because of this.

Entrances and Exits

### Entrances

* In **The Lobby**, the that leads to this level.
* If you enter a building on **Concrete Jungle**, you can find yourself here.

### Exits

* Simply continue to explore the Backrooms to exit **level 1**.
* **Level 1** usually leads to Level 2 or back to **The Lobby**.
* A warped environment or image may unintentionally transport you to a negative, unstable level or to **The Void**.
* This level provides access to **The Hub**. From the **level 1** entrance, proceed straight down the corridor until you reach the door. Enter the door, then walk down the corridor until you reach the end. Then turn around and return to the level's entrance. Ideally, a left- or right-turning path will now diverge. veer to the left. There will be yet another split. veer to the right. Next, turn left at the next intersection, then turn right at the next. If the correct route is completed, it will eventually lead to two doors marked A and B. Select door B. The moment you enter that chamber, it will resemble the previous one exactly. Take the a door now. The entrance to **The Hub** is through this door. One might arrive somewhere utterly random if any of these stages are performed incorrectly, for as by choosing the wrong turn or failing to go back.