Survival Difficulty
Class 1
Safe secure minimal entity count
Level 1 is the 2nd Level of the Backrooms.
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, 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 has 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 a 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 is home to The Hub.
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 an amiable and optimistic person, and his diner serves as a small social hub.
Entrances And Exits: Entrances
Get here from Level 0 by noclipping. This Level has many entrances; opening ordinary
doors in many Levels has a good chance of leading to Level 1. Additionally, climbing
one of the trees in Level 11.1, the end of the fifth event in Level 92, and completing
The King's trial in Level 94 are all reliable ways of returning to Level 1.
Exits You can leave Level 1 by simply continuing
to explore the Backrooms. Wandering down any extended hallway often leads to Level 2. Finding
holes in the wall will lead you to Level 19. Where the ceiling has paintings on it, noclip
through and you will be at a party!
Additional Material: Recovered Documents The following notes have been recovered from
various locations in Level 1. No apparent source has been found.
the artist lives in me the artist dies in me
Won't you stay for the afterparty? =)
Burn my fucking body.
The bluebird beckons you, soothes you. You'll feel safe here.
Black queen to h5, and thaaaaat's checkmate~
𝐖𝐚𝐭𝐜𝐡 𝐭𝐡𝐞 𝐜𝐥𝐨𝐜𝐤. 𝐓𝐡𝐞 𝐟𝐢𝐧𝐚𝐥 𝐩𝐫𝐨𝐩𝐡𝐞𝐜𝐲
𝐝𝐫𝐚𝐰𝐬 𝐧𝐞𝐚𝐫.