 Survival Difficulty, Class 1, Safe, Secure, Minimal Entity Count Level 1 is the second level of the back rooms. Description Level 1 is a large sprawling warehouse that features concrete floors and walls, exposed rebar, and a low-hanging bog with no discernable source. The fog often coalesces into condensation, warming 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. Grades 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. Lace 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 one 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 in 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 one is home to the hub. Bases, Outposts, and Communities MEG, Major Explorer Group, Base Alpha. This is the first main base of the MEG. About half of the group's team live here, mainly housing explorers and supply outposts shared with the BNTG. The base is close to one of the entrances of level one, heavily guarded against threats such as entity attacks. BNTG Traders Keep. Traders Keep is a large city-like complex. Around 412 inhabitants, non-honstyle, possesses rudimentary societal infrastructure. The main supply hub for wanderers. Traders Vault is set up in the storage hall in level one, keeps communications and friendly relations with the MEG. Tom's Diner, run by Tom, a former chef before no-clipping into the back rooms, has plenty of food and storage, resupplied by the BNTG 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 zero by no-clipping. This level has many entrances, opening ordinary doors in many levels has a good chance of leading to level one. 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 level 94 are all reliable ways of returning to level one. Exits You can leave level one by simply continuing to explore the back rooms. Over and down any extended hallway often leads to level two. Finding holes in the wall will lead you to level 19. Where the ceiling has paintings on it, no clip through and you will be at a party. Additional Material Recovered Documents The following notes have been recovered from various locations in level one. No apparent source has been found. The artist lives in me. The artist dies in me. Don't you stay for the after party. Burn my fucking body. The blue bird beckons you, soothes you, you'll feel safe here. Black Queen to H5, and that's Checkmate. Watch the clock, the final prophecy draws near.