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Level 1 -
The Habitable Zone
Survival Classification Index
Entering - 2 Class Difficulty (Easy to Enter No-Clipping)
Level Security - 1 Class Difficulty (Very Secure)
Level Safeness - 2 Class Difficulty (Very Safe)
Entity Presence - Class 0 Difficulty? (Devoid of Entities?)
Exiting - 1 Class Difficulty - (Exiting this Level is Easy.)
OVERALL - 1.5 DIFF.
Description
Level 1, ''The Habitable Zone'' is the 2nd Level in the Backrooms. It features a long, endless complex similar to a typical car park or warehouse. The Level also features wet floors, exposed wires, staircases, randomly segmented hallways, crude paintings, corrugated iron and most notably, a low-hanging fog, with no source pointing to it. Puddles of water may form in places that seem impossible, but no definitive reason has been found. The Level has been known to have flicking lights that that fail at random intervals at any given time. Entities are known to attack un-suspecting wanderers during this period. So, a flashlight or any light source could be useful on the Level. Hallways on the Level appear randomly, with no specific order or shape, these hallway always have two ends (which are about 10m long) with false door on both ends and featuring random objects on the floor including pieces of clothing, strands of human hair, random notes in any language and crude painting which look enticing to any viewer.
Underneath the floors, faint vibrations can occasionally be felt, as if something massive is shifting far below. Cracks in the walls and ceilings often seep an unidentifiable black substance that seems to evaporate when exposed to light. Some walls feature faint imprints resembling hand prints or claw marks, though their origins are unclear. In certain areas, there are odd temperature fluctuations, with sections of hallways suddenly feeling colder or warmer without any visible cause. The fog can sometimes form shapes that appear humanoid but dissipate when approached. Faint whispers have been reported in some hallways, though their source remains untraceable.Ceiling pipes, often corroded and leaking unknown fluids, hang precariously low in some regions, occasionally emitting hissing sounds or dripping onto the floor. These pipes sometimes feature markings that look like faded symbols or diagrams, written in an indecipherable language.Large, seemingly unmovable storage shelves and crates are scattered randomly, often blocking passageways. The contents of these crates, when accessible, range from mundane items like canned goods and tools to completely nonsensical objects such as broken toys, shattered mirrors, and unrecognizable mechanical components.Time behaves inconsistently on Level 1, with some wanderers reporting that hours feel like minutes or vice versa. Additionally, compasses and watches seem to malfunction, rendering traditional navigation tools useless. Far in the distance, wanderers have reported faint mechanical noises, like the hum of a generator or the grinding of gears, though approaching the source reveals nothing.
An image of Modern day Level 1.
A Hallway of Level 1, featuring false doors and crude paintings.
An Average Crate of Level 1
Creates may appear in these hallways the object can different from useful to useless. Objects may include -
Almond Water
Human Hair/Clothing
Paper
Moldy Bread
Flashlight
Level Keys
Batteries/Tapes
Weapons
Live Mice/Ants/Spiders etc.
Bases and Outposts.
M.E.G - Base Alpha
Friendly, will supply any wanderer and offer to join
Situated on the opposite end of the B.N.T.G. Traders Keep.
B.N.T.G- Trader's Keep
Entrances
Opening doors on many different levels has a small chance of leading here
Wanderers have a small chance to no-clip here from reality (the frontrooms) instead of level 0
No-cllipping from level 0
Exits
No-cliping through a wall with an outlet may lead to level 188
An unlocked door may lead to level 2