Level 1.1

## Level 1.1: "Lurking Danger"

### Description:

**Level 1.1** is a sublevel in-between Level 1 and Level 2. It shows a greater connection to its closest level, that being Level 1, however there are key differences.

#### Appearance:

**Level 1.1** is composed of various building types but mainly around its parent level's architectural design of being a warehouse. However, variability is very noticeable within the infinite regions found in this level. Parts of the level can appear as a clean office-like appearance with carpeted floors, unfinished with noticeable presence of plywood and fiberglass insulation, industrious appearance of Level 1, or the maintenance spaces like in Level 2.

The sizes of the rooms one can traverse in **Level 1.1** vary extremely. They can be seen as extremely small, tight, and generally claustrophobic in nature but they can also be massive spaces with no determinable end. Mainly in these large spaces there is a high chance that the flooring is instead replaced with live organic grass, somehow surviving in these artificial environments without any active source of irrigation or solar light. Some floors in **Level 1.1** can also be found made of plain dirt, sand, or asphalt but usually they are made of concrete or carpet.

Within the aforementioned gargantuan spaces, there are no visible light sources but are typically illuminated by an unknown source of a dim yellow light. In smaller spaces where one can find and locate a ceiling, various light fixtures can be seen in various states of integrity. Some can be found broken or some functional. Some lights are permanently broken.

#### Resources:

Like Level 1, resources and supplies can be found and used in this sub-level, but the problem that is present is the fact that most of these resources are either laced with poisonous materials (such as Liquid Pain) or are just expired food. It is still possible to find useful resources, however you will have better luck finding them in Level 1 instead of within the sublevel.

Like in a warehouse various crates, boxes, and storage containers can be found filled to the brim with textiles, food, appliances, devices, and rarely even *weaponry* of various kinds. A source of electricity is present and many types of electrical outlets can be found. Corridors full of self-storage units are also present throughout the level and lead to singular rooms filled with supplies, or sometimes leading to more doors and parts of the sublevel.

#### Dead Silence:

Dead silence is a anomaly that can be encountered when exploring level 1.1. Randomly, all noise will suddenly stop except for noise made by the wanderer such as footsteps. All sound including, the buzzing lights, air vents, and general ambient sound will suddenly go quiet. It is unknown what causes this anomaly. During dead silence, you will slowly lose your sanity and begin to go insane. Drinking almond water and running to a area that is not affected by the anomaly should be your main focus. The area affected by the anomaly can range from 1km-100km (0.621 miles - 62.137 miles). Therefore, its important to stay moving if you find yourself in the affected area to prevent yourself from going insane.

### Entities:

The entity count can fluctuate within this level. Although, it generally remains consistent to the entity count within Level 1 but sometimes the number of entities could be higher or lower. Entities within this level include, Skin-Stealers, Hounds, Facelings, and Smilers. More may be present but have yet to be documented.

No known colonies or outposts have been documented in this sublevel, but it is clear that some have said that some at one point existed but no longer as a due to the properties of **Level 1.1**.

### Entrances and Exits:

#### Entrances:

* Walking through sharp turns of Level 1 whilst in the dark can lead you to a part of **Level 1.1**. To exit **Level 1.1** the fast way, you must also traverse in the dark to go back to where you came from in Level 1.

#### Exits:

* Through a fire-exit you may stumble upon a worn and corroded stairwell that only descends. Descending downwards and entering a maintenance door will lead you to Level 2.
* The safer albeit longer way to return back to Level 1 is to find a metal push-door, which already has a chance of instead leading to another room instead.
* A damp and soaked staircase may lead gradually transition into Level -2 the more a wanderer goes down the staircase.
* No-clipping into the floor during the "Dead Silence" will lead to Level 427.