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Level 1

From The Backrooms Wiki
Survival Difficulty:            Class 1
》Safe
》Secure
》Minimal Entity Count

Level 1 is the second positive level of The Backrooms. It is assumed to be the basement of level 0.

Description

An image of Level 1
A dark area in Level 1

Level 1 constitutes an expansive and ceaseless subterranean parking facility. The environment is characterized by dim luminescence, emanating from fluorescent lighting sources that cast a yellow-infused radiance. Notably, these luminaires exhibit increased instability compared to those on Level 0, rendering them susceptible to intermittent flickering. This erratic luminosity contributes to the generation of multiple dark zones across Level 1. These obscurations are augmented by the sporadic presence of Deathmoths, which exhibit an affinity for the upper light fixtures and generally disregard human presence. The flooring is composed of concrete and exhibits evidence of sporadic oil contamination, the origin of which remains undetermined.

Structural elements within Level 1 comprise brick and concrete walls interspersed with intermittent instances of graffiti and posters. Of particular rarity, these visual elements manifest irregularly. Further architectural support is derived from an arrangement of columns and beams, buttressing the concrete ceiling. This uppermost surface hosts a network of conduits and pipes, which correspond to diverse utilities within the subterranean complex.

A recurrent theme within Level 1 pertains to the prevalence of traffic signage. However, the utility of these navigational aids is subject to considerable skepticism, as they frequently channel occupants towards cul-de-sacs or zones fraught with peril. Remarkably, instances have been documented wherein these navigational markers exhibit anomalous behaviors, passing through solid boundaries or the ceiling plane in a manner inconsistent with conventional physical laws. Cameras with random and irregular placements are also evident within Level 1. However, their operational status appears to be non-functional, and they pose no discernible threat.

The intrinsic instability of Level 1's illuminative apparatus engenders sectors enveloped in inky obscurity. These light-deprived domains harbor an array of hazards, including unexplained supply disappearance phenomena and the unanticipated manifestation of antagonistic entities. Among these entities, the taxonomy predominantly includes Hounds, Skin-Stealers, Death Rates, and sporadic appearances of Smilers. These entities exhibit a tendency to engage in solitary or limited-group aggressions and evince a proclivity for light evasion and the avoidance of densely congregated human assemblages.

It is advised to maintain possession of a reliable luminous source at all times and to adopt the practice of securing possessions during periods of rest. This precautionary approach minimizes potential losses due to environmental hazards and ensures personal safety within the Level 1 subterranean environment.

Crates

This level contains wooden boxes found in the corners of rooms that have items inside of them. They seem to adapt to the wanderer who finds them, as wanderers with a nut allergy are less likely to find almond water and more likely to find lucky o' milk. This also works the other way around, as people with a soy allergy are more likely to find almond water and will rarely find lucky o' milk. There are many other things that the crates adapt to, but these are the most common. A list of items in crates can be found below.

Item Probability of finding Other info
Almond water Very common Rare if a wanderer is allergic to almonds.
Lucky o' milk Very common Rare if a wanderer is allergic to soy.
Water Very common Warm but perfectly safe to drink.
Bread Very common Rare if a wanderer is allergic to wheat or has celiac disease. Even if the wanderer can eat bread, a large amount of bread is moist, mouldy, or otherwise inedible. Also, may contain a virus.
Biscuit Common Has the same issues as bread.
Tire Common
Banana Common Unsafe to eat and attracts entities.
Sharp rock Common Can be used as a weapon, but not particularly effective. Mainly used as ammunition. Chemical analysis shows that the rock is made out of steel and contains trace amounts of astatine, so many groups are working on breaking down the rock into its raw components.
String Common Basic supply for covering wounds, although it often needs to be held in place.
Pencil Common Used for writing on paper and seems to last forever. Pencils and paper are usually found together.
Paper Common Found alongside pencils.
Hair Common May be from a human, animal, or entity.
Shoelace Common Not from any identifiable brand.
Bandage Uncommon Similar to string, but sticky. Almond water is commonly dumped on bandages to help wounds heal faster.
Crayon box Uncommon Can be used for writing like a pencil, although is a sign of desperation due to how common pencils are.
Coins Uncommon Useless in The Backrooms and mainly made out of gold. These coins typically have no face.
Battery Uncommon Used for charging laptops, usually contains a few hours of charge, but may have none or far more. A battery containing 29 days of electricity was found once. The B.M.T.G. have made a supercomputer out of these.
Syringes Rare Extremely dangerous, may contain prions, liquid pain, cashew water, or other substances. A single prick from one of these needles will cause a wanderer to meet an agonizing death.
Dead mice Rare Often found alongside syringes, and contain the same materials that the syringes do. Thankfully, they smell abhorrent, so it is easy to stay away from them.
Swords Rare Very useful and can be traded for large amounts of almond water.
Clothes Rare Usually wet but useful nonetheless.
Clumps of steel Rare Cannot be moulded into anything.
Squirt guns Rare One of the most useful weapons, and many societies hold these weapons in high esteem, especially militaristic ones.
Written paper Very rare This item has only been found on 5 occasions, and if you find this item, report it to the M.E.G. immediately.

Origin of crates

It was thought that friendly facelings placed these crates, however, this wouldn't explain why these items are inside the crates. Child facelings have been found stealing from crates, giving more reason as to why facelings did not place the crates. Another theory is that the crates appear randomly with items already inside. This would explain why child facelings steal from said crates and were believed for thousands of years.

However, more recently, a new theory has risen stating that the crates are traps placed by facelings. According to this theory, these crates give off a gas that doesn't affect wanderers but affects other creatures, forcing them to place items inside of crates, and facelings to steal them after a few hours. It is believed that the crates found throughout level 1 are simply crates that the facelings forgot about.

Written paper

The messages found on the 5 papers are listed below.

  1. the artist lives in me, the artist dies in me. (Dec 7, 2005)
  2. Burn my fucking body. (Jul 19, 2007)
  3. The bluebird beckons you, soothes you. You'll feel safe here. (May 13, 2013)
  4. The M.E.G. are poisoning you. Go, to me, pure order is anarchism. (June 1, 2019)
  5. Watch the clock. The final prophecy draws near. (Aug 15, 2021)

While the text printed on the paper was very clear, the meanings aren't so obvious. While entry 3 and entry 4 are most likely referencing Jerry and entity 100, the others are very milky. Entry 1 likely references the level or an entity that has never been seen, nicknamed “The Child”, who puts paintings all around level 1. Entry 2 seems to be meaningless, and if it does mean something, it most likely isn't important. However, entry 5 cannot be ignored.

There are three main hypotheses for the note. The first and most believed is that it was written by an entity to make it seem more powerful than it is. The likely culprit is entity 100, although it could be another intelligent entity like facelings or Jerry, although this is unlikely as facelings are friendly towards wanderers on this level and Jerry doesn't appear to be able to write.

The second hypothesis is that the note was written by an M.E.G. rival to distract them. Due to this hypothesis, many M.E.G. staff do not want to research this note, and instead want to focus on defeating rivals. This hypothesis is widely believed in the military wing of the M.E.G., although officials in all ranks of the M.E.G. support this theory.

The least likely but by far the most terrifying is that the note is a warning written by a man being chased by entities after capturing important information. This hypothesis is unpopular among high-ranking M.E.G. members, although newcomers are deathly afraid of this hypothesis, and many want the M.E.G. to put as many resources as possible into research. This directly conflicts with the previous hypothesis, to the point in which the bigger problem is creating discord in The M.E.G. Several officials have suggested that a vote be held, however, other officials think that this will speed up the conflict instead of stopping it. Either way, this event will have an impact on M.E.G. politics for years to come. The effect may extend to ancient groups in distant levels who have never even heard of the M.E.G.

Paintings

An example of a drawing on a painting. Taken in early 2020 by a high-ranking M.E.G. official.
Where paintings can be found. Taken in late 2020.

Paintings facing toward a wall with crude drawings on it are occasionally found in this level. Although these paintings appear to have no origin, the entity that makes these paintings has been nicknamed “The Child”. It is unknown if these paintings are entities, since they seem to disappear the instant a wanderer looks away from them. They will also disappear after 5 minutes no matter where it is taken, so they are also useless for wood gathering.

Environmental composition

This level's environmental properties are similar to that of Earth's, although the air is quite humid due to all the puddles, making the level feel hot.

Much like level 0 and many other levels, this level does not have wind and has a very consistent temperature of 19.5 °C to 20.3 °C, a slightly higher range than Level 0.

Entities

Various entities are found in Level 1, although most of them are very rare.

Light Zones

In the zones where there are lights (which takes up most of the level), entities are rather common, although most are harmless. Deathmoths can be found here, but are mainly attracted to the lights. For plants, many types of bryophytes, both from reality and The Backrooms, are found, mostly in moist corners. Although these are the only entities that can reproduce here, entities may wander in from the dark zones.

Dark Zones

You can encounter Smilers, Frowners, Hounds, Skin-Stealers, and Death Rats in dark areas of the level. The entities (except Frowners) are all hostile and rarely attack in group.

Colonies and outposts

Since Level 1 is one of the first levels wanderers can enter, many large bases have been founded here. Level 1 was the most populated Level for a very long time due to its safety and ease of access. However, in recent times, Level 1 has been slowly depopulating as many experienced wanderers leave for levels that have a higher living quality. Most of the people still living here are just here to guide new wanderers or to take in the memories of when they first entered. Bandits are also common here due to its large size and low population.

M.E.G. Basement Complex

  • The oldest base on this level, and one of the oldest in the entire Backrooms.
  • Founded in 1212 as a base of The Lost before reforming into The M.E.G.
  • Base is shaped like a plus.
  • Hundreds of smaller M.E.G. bases surround this one, in which they will escort you to the main base if asked.
  • Main hub for exploration in level 0.
  • Sends a task force to level 0 every 20 hours to rescue wanderers in the Manila room.
  • Has a population of around 30,000, although had a much higher population around 100 years ago, with the outpost reaching its peak of 76,000 in 1955 and dropping off ever since.
  • Living here is free, and anyone who lives here gets a room with a bed, as well as a kerosene lamp and a laptop. The room is also fully furnished, having a carpet and a window out into the hallway.
  • Because 30,000 people live here, and the base is entirely bounded to the ground, it is around 225 square kilometres, only around 60 of which are inhabited. The rest are still maintained, and emergency almond water is stored in them.
  • The colony sustains itself by trade only, and thus officials have created emergency evacuation measures.
  • These measures involve sending a scout down Trader's Road. If the speakers are not buzzing, then the B.M.T.G. outpost is down. If the B.M.T.G. outpost is down, the operators take out giant trucks, and wanderers are instructed to put all essential items in them. This usually takes multiple hours or even days. Afterwards, the group walks down a hallway into level 2. They then go down the fastest route possible to get to level 10. The B.M.T.G. is then notified about the disappearance of their outpost, and the level 1 outpost temporarily merges with the level 10 outpost. Thankfully, such an event has never happened.

B.M.T.G. Trader's Keep

  • First outpost of The B.M.T.G.
  • The outpost consists of numerous crates containing almost every Backrooms item, and these crates stretch on for about half a kilometre.
  • Has a permanent population of only 12, although thousands of people live here temporarily.
  • Delivers items to The M.E.G. in exchange for protection.
  • Items produced on level 10 are stockpiled here, as storing items on level 10 would require them to build a large vault as well as protect the items from raids, so it is inefficient.
  • Connected to The M.E.G. outpost by a 2-kilometre-long and heavily guarded road, and travels there in case of an emergency.
  • Not open to new members, although they will trade for almost any item, even useless ones.
  • The base has a massive bedroom with enough beds for 200 people. M.E.G. soldiers rest here, as well as the 12 inhabitants.
  • Base contains a supercomputer used to conduct complex tasks.
  • Base also has a science lab, used to create substances and conduct experiments.
  • Stealing from the base is punishable by death. If you manage to escape, you will be put on The M.E.G.'s “Kill on Sight” list. This isn't all bad, however, as being put on the Kill on Sight list is a rite of passage for some groups opposing The M.E.G.

Tom's Diner

  • Run by Tom Berg, a former chef, before noclipping into The Backrooms.
  • Tom is over 150 years old, although it only looks like he is around 50.
  • Located along trader's road, as Tom is a member of both the B.M.T.G. and M.E.G.
  • Tom is used as a peacekeeper between the two groups.
  • Resources delivered by The B.M.T.G.
  • Tom serves food for free, as The M.E.G. made a deal with The B.M.T.G. to deliver food to him for “bettering humanity”.
  • The diner itself resembles a 1950s diner, although is unfurnished. Only the bar and the tables resemble this.
  • Tom is quite friendly and will talk with wanderers and occasionally even teach them how to cook.
  • A chandelier is found in the centre of the diner.

Trader's road

  • A 2-kilometre-long hallway connecting the main M.E.G. outpost and Trader's Keep.
  • All hallways connecting to this road are boarded up, except for the one connecting to Tom's Diner.
  • Banners of both the B.M.T.G. and M.E.G. outline the hall as a symbol of peace between the two groups.
  • Speakers can also be found frequently.
  • A microphone exists at the beginning of the hallway for quick communication.
  • Around 200 M.E.G. soldiers patrol the hallway at all times.
  • Must pass the skin-stealer test before going through the hallway.

Discovery

This level's discovery date is unknown, although translated lost documents from the early 13th-century report a basement-like area. The first known outpost was founded in 1212, although an older outpost may exist in another part of the level. In the end, the discovery date is unknown. It could have been hundreds of years ago or billions.

Entrances and exits

The entrance of a room that leads to Level 0. Photo taken in 2015.

Entrances

Level 1 is one of very few levels that can be no-clipped into from The Frontrooms. As well as that, no-clipping in a wet part of level 0 will lead you here. Walking into a concrete basement in Level 11 or Level 9 will send you to the M.E.G. outpost. The second door in The Hub places you near the hub entrance. Noclipping through the floor of the lounges in Level 283 will lead to Level 1, although this entrance is largely unknown.

Exits

No-clipping through a puddle will send you back to Level 0. Alternatively, specific rooms marked by exit signs, resembling the picture on the right, might contain doors or elevators that can also send you back to Level 0, occasionally Level 2. Prolonged walking in any direction causes the corridors to gradually transition to Level 2. Discovery of breaches in the walls serves as a path to Level 19. Employing no-clip through walls featuring outlets might lead to Level 188. A door labelled “B” will send you to an intersection, and taking the door labelled “A” will send you to The Hub. Taking the door labelled “B” will lead you to The Smiling Room. Lastly, Lucy's Room can be found in the light section of the level.

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Article originally written by Sheep42, but rewritten by Josephdapro08. First two images and the fifth image took by Josephdapro08.
Dora 1 - Interiør på bakkenivå (2013) by Municipal Archives of Trondheim is licensed under CC BY 2.0