Level 1 - "Habitable Zone"

## Description

**Level 1** is a large, sprawling warehouse that features concrete floors and walls, exposed rebar, and a low-hanging fog with no discernable 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.

Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry1, 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.

Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items such as food, Almond water, armor, gear and other drinks. There can also be found nonsensical objects in these crates, including 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 and other similar stuff. The crates should be approached with caution due to their contents, but are a valuable resource.

## Entities

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. Known beings on Level 1 include Dullers, adult Facelings, Hounds, Skin-Stealers, and Scratchers.

## Bases, Outposts and Communities

### 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 a friendly and optimistic person, and his diner serves as a social hub

## Entrances

* Noclipping In Level 0 will get one here
* Opening ordinary doors in many levels has a high chance of leading to Level 1.
* Climbing one of the trees in 11.1 will lead one here
* The End of the fifth event in Level 92 will transport one here
* Completing the king's trial in Level 94 has a small chance of leading one here

## Exits

* Finding an extended hallway with a pipe and entering it will result in one being transported to Level 2.
* Finding holes in the ceiling and entering them will transport one to Level 18
* If any wall has paintings on it, touching it will automatically noclip one to Level Fun