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This article has been written by Praetor3005Praetor3005and DivineAtlasDivineAtlas.

The origin of Level 1 as a concept has been created by EnderMitten on this reddit post. The original author of the Level 1 article on the Backrooms Wikidot is the Reddit user u/ThePizzaEater1000, and was rewritten by etoisleetoisle before being rewritten again into this page.

The awesome ambiance tracks have been created by Dapper Husky on their Youtube channel. They made awesome backrooms music for the Main 9, but also for other levels and entities. Make sure you check their work!

Special thanks to:

  • Abdallah AmrAbdallah Amr for fixing the caroussel issues, as well as creating the initial ambiance component
  • BlueSignetBlueSignet for her feedback about overexplained parts
  • cakelord114514cakelord114514 for making the code for the background and extended blocks, as well as making them work on mobile
  • C-GraphC-Graph for their insanely helpful writing advice
  • Nikuchan Nikuchan for creating the lore of Tom's Diner
  • Mel-RaspberryMel-Raspberry for helping fix the color palette of some blocks and links
  • PoliacciPoliacci for helping brainstorm Level 1 M.E.G.
  • r a t i fr a t i f for SPAG-checking the page
  • ReyDayReyDay for the sick yarn in crates idea
  • scutoid studiosscutoid studios for coming up with a more user-friendly ambiance component
  • Spectre48Spectre48 for giving ideas on groups and characters to showcase in the level and helping on the Castellos paragraph

And finally, thank YOU for reading! This article has been a ton of fun to work on, and we hope you enjoy it as much as we did!

Level 1 — "The Habitable Zone"

LEVEL
1

SURVIVAL DIFFICULTY
CLASS 1

Exit: 1/5
Easy to Exit

Environment: 1/5
Low Environmental Risk

Entities: 1/5
Minimal Hostile Presence

As you have most likely realized by now, you have unfortunately "no-clipped" into an alternate reality known as "The Backrooms". However, if you are reading this, then you have at least made it farther than most others by successfully escaping the area designated as "Level 0" within the database.

Following this, you most likely found yourself in an area designated as Level 1 within the database, and colloquially denoted as "The Habitable Zone". It is most often the second level of The Backrooms that wanderers such as yourself may encounter after escaping Level 0.

Unlike Level 0, Level 1 is much more complex and deadly, as it is home to various creatures and phenomena that you have likely never encountered in your native reality. Fortunately, knowledge is the greatest weapon available within The Backrooms. This document contains all of the accumulated knowledge regarding Level 1 which will help you to navigate it as safely as your circumstances may permit. It has been compiled in collaboration between the The M.E.G., The B.N.T.G. and The Ariane Circle, each of which willing provide aid should you encounter them.

However, not all humans in the Backrooms are friendly, so remain wary of anything that moves, entity or otherwise.

The Halls

The halls of Level 1 are wide and open, with a consistent architecture of bland, discolored walls that stretch for miles — with the occasional concrete pillars maintaining the structure's integrity. Some wanderers have described this place as "a mix between an underground parking lot and an abandoned warehouse".

The halls of the Habitable Zone host two particular phenomena: The apparition of crates (the only means of acquiring resources in Level 1), and the frequent flickering of the lights creating small blackouts in which the anomalous wildlife present within the level tends to emerge. These two phenomena will be elaborated upon further down.

Navigation

photo-1417816491410-d61e1546e539?q=80&w=1974&auto=format&fit=crop&ixlib=rb-4.0.3&ixid=M3wxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D

Example of a landmark that can be used for navigation.

The Habitable Zone is formed of non-Euclidean geometry, meaning that one's perception of distance and direction are entirely fabricated by the senses, and the environment is not truly as it may appear. Examples of this include:

  • Walking for several-dozen seconds, yet finding oneself where the horizon was believed to reside.
  • Wandering for several minutes, only to realize that one has barely moved from the original location.

Thankfully, there is a way to navigate non-Euclidean spaces without relying on one's own fallible sense:

  • First, attempt to localize a particular landmark at a reasonable distance (a table, a colored pillar, an electric panel, a crate…).
  • Carefully approach the landmark, maintaining eye-contact with it.
  • If the landmark does not appear to become closer, this means that it is much further away from you than it appears.
    • In this case, look for another landmark and repeat the process, until you can find one which aligns with your standard perception of space.

This will allow you to always know where you are via a reference point, helping you to track your current location at all times.

Once accustomed to this anomalous environment, the need to rely on external objects will gradually lessen1. However, this does not mean that you should proceed with an abundance of confidence; negligence is the leading cause of death among new wanderers. All perceived distances remain artificial regardless of behavior.

Sectors

Deeper into the level, slight environmental changes become more apparent. Differently-formed pillars and decrepitly-colored walls indicate partitions of Level 1 into similar yet distinct zones which wanderers call "sectors". These may be likened to "sub-levels" of the Habitable Zone; still part of the overall level, yet bearing distinctions from its general features. This improves the ease of navigating the Habitable zone, with sectors serving as a point of reference for whichever part of Level 1 that a wanderer may currently reside in.

Sector Gallery




artistlivesinme.jpg

The Aquila Sector is the most recognizable and familiar part of the Habitable Zone, composed of grey walls and flooring with huge concrete pillars. More reminiscent of a parking lot than a warehouse, the blandness of the landscape is only interrupted by small pipes on the ceiling, leaking damp water on the floor that isn't safe for consumption.

It's likely you're familiar with this environment already, since new wanderers usually noclip here from the Yellow Halls. Due to this, the Major Explorer Group has set their Base Alpha in this sector, allowing for patrols to find newcomers more easily.

Said patrols are common, as they actively look for newly no-clipped wanderers to escort safely to the base. They are usually in teams of four to five people and can be recognized from afar by their bright lime yellow outfits and their eagle insignia. If you spot them, you can safely ask them for help!


Once armed with the knowledge of properly navigating Level 1, the next priority should be to search for signs of life. The aforementioned groups typically patrol the level on a periodic basis, to find and help new wanderers safely reach bases. Knowing this, you can look for signs of their presence2 to find them more easily.

How to recognize settlement landmarks

by M.E.G. Team "Compass Point"


Hello, wanderer! My name's Ale, and I'm a member of Team Compass Point M.E.G. Today, I'm going to explain to you how to easily find settlement landmarks in the wild.

This place isn't called "Habitable Zone" for nothing. It's actually hosting a lot of settlements made by people who banded together. If you find one, they will be able to help you recover from the harshness of the level and offer you a place to live in.

But getting there is the hard part. As you probably figured out by now, Level 1 is huge. Reaaaally huge. And while sectors can help figure out where you are, it's not exactly gonna indicate where the closest outpost is.

So, to circumvent this, groups such as us put down several types of landmarks to guide you. They're usually pretty simple: a colorful piece of cloth with a group logo on it, with food or Almond Water and a note tied with it.

Their vibrant colors clash with the grey walls of this landscape, so look around for those! To make it even easier to find, they're usually put down near doors or on walls, sometimes hanging from neon lights too.

Notes will often contain indications on how to find the settlement of the group that made the landmark. Use it to find them! You can also wait near it for someone to come, but as you'll learn later down this page, Flickering makes it risky to stay in the halls for too long. So I'd rather advise you to actively look for the settlement.

If you take the contents of one of those landmarks, please take down the colored cloth and put it on the floor. This will allow us to know its contents have been taken, and we will refurnish it during a future patrol. Thanks for your cooperation, and good luck down there!


The Corridors

artistdiesinme.jpg

Note the presence of a painting oddly placed on the floor, right before the doors leading to the halls. Like crates, they have a tendency to disappear when not directly observed.

Regardless of the current sector, it can be safely assumed that you will have encountered single or double push-bar doors, sometimes with an exit sign above them. While they may not serve as direct exits from Level 1, they will lead you to the second zone: The Corridors. Tight and labyrinthine by nature, they form a sprawling complex of dimly lit concrete pathways which can span several kilometers.

Unlike the previous zone, the corridors are not formed of non-Euclidean geometry, and therefore may be navigated in a more straightforward fashion. Nonetheless, caution is still advised, as this complex is convoluted and you can easily lose yourself. So don't venture too deep if you can avoid it! The usage of Ariadne's Thread, if available, is highly recommended.

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One of the many purposeless rooms that can be accessed through the corridors.

The corridors themselves are comparable to cave systems in The Frontrooms3. They are devoid of any hostile entity presence, and are a great shelter for anyone looking to set up an encampment. However, they are also barren and lack native resources. As such, thoroughly foraging the Halls zone prior to entering the Corridors zone is recommended.

Corridors are not devoid of rooms — quite the opposite, in fact. However, much like the rest of the Habitable Zone, they are devoid of any inherent purpose, sense or logic. Examples of those rooms are:

  • Small office rooms with an old computer terminal on an office table, dimly lit by a singular light bulb hanging from the ceiling.
  • Tight spaces with brick walls surrounding them. (see video below)
  • Large infirmaries with a singular hospital bed at the center and some tables on the sides.
  • Rubber rooms with a chair in the middle of them, sometimes clipped into the floor.
  • Wide rooms with paintings on the walls and floor.


Perhaps too small for a good settlement. Try another door!

In spite of their absurd layout, these rooms offer ideal spots for rest and respite. Their temperature fits human comfort, and their enclosed nature allows for a safe sleep. You can claim one of them as your own for the "night" to get some well-deserved sleep, which will allow you to look for groups more easily afterward.

Flickering

Flickering.png

A photograph of a part of the halls during a Flicker.

At random intervals of time, all light within the Habitable Zone is briefly extinguished, engulfing the level in complete darkness. Of all the Backrooms' phenomena, this is one of the deadliest to humans.

The beginning and duration of a Flicker cannot be predicted, which may prove distressing to wanderers familiar with the danger that it poses - especially those afflicted with nyctophobia4. However, the lack of light is not the true danger posed by a Flicker. Rather, it is the enablement of entities to emerge and freely prowl Level 1 on the hunt for prey.

As soon as a Flicker begins action must be taken quickly to ensure survival:

  • Locate the nearest corridor entrance by looking for a green exit light faintly illuminating the door below it.
  • Do NOT use a light source to navigate the darkness! It will attract predators. Instead, cling to the walls and feel your way around.
  • Bear in mind that many entities have evolved to hear even the faintest of sounds, so avoid performing any noise-causing actions such as running or breathing heavily.
  • Although corridors are also dark during the event, entities rarely wander there5. You can therefore find a room to stay in until the lights come back.

Crates

caisse

Some crates gathered by M.E.G. collectors back in Base Alpha. The logos and writings have been added by said agents for better sorting.

Like a true warehouse, Level 1 is host to an abundance of resources as long as one knows where to look. In your travels, you will likely find featureless wooden boxes, usually found on shelves or directly on the floor. These boxes are called "crates" by wanderers, and while they look rather unassuming, they hold your only hope at survival: resources.

Usually appearing behind your back6, or after a Flicker event, virtually anything can be found within them. In fact, their existence alone makes it possible to establish bases within this level, lending to its colloquial title of "the Habitable Zone".

It is worth noting that crates can disappear if they are not directly observed. With this in mind, make sure to take everything that you may need before looking away. A non-exhaustive list of useful objects to look for can be found in the guide below.

Crates Objects - A Guide

by Collecting Director Callum Andrews


Crates of the Habitable Zone are by nature diverse in content. In this guide, I will explain what kind of objects should be prioritized, as well as some general advice when collecting them.

Avoiding Danger


Crates hold many helpful items, but can also contain some harmful ones: chemicals, explosives, or even specific objects like glass shards or cubes of solid nitrogen. So always be prepared when opening a crate! Collectors typically wear gloves just in case, but the best tool is obviously patience. I understand you'll probably be excited to see food or Almond Water within them, but remember to always identify everything within the crate before putting your hands into it.

Beware Being Over-encumbered


Chances are you'll find many valuable objects inside crates: food, tools… However, remember to not be greedy! Trust us, you can quickly become over-encumbered if you take everything that was ever so slightly interesting. This can lead to a lack of walking progress, or in worse cases, the impossibility of escaping from an entity.

Your backpack (or whatever bag you managed to find down there) has limited space, so only take what you're sure will be useful to you. If you start thinking "But this could help me if that overly specific situation happens!", then it's a good sign you don't really need it. Only pack up the essentials, what is generally useful for survival.

Object Priority


You must now be wondering "But what should I prioritize, then?" To this I would answer, "The sooner the need, the more important it is". The Backrooms can be unforgiving, raising many challenges you will need to overcome one by one.

After answering your immediate needs (such as changing filthy clothes or drinking after a day without water), you can consider the following:

  • Food
    • Almond Water (the main drink you'll find in the Backrooms)
    • cans/bocals of food (to avoid any contamination/potential spoiling)
  • Warm, clean clothes
    • A sweatshirt, a Christmas pullover, socks, ski pants… Anything that will keep you warm and not interfere with your movements
    • An extra outfit, if yours isn't practical, or damaged
    • Proper footwear, since you'll need to walk a lot to find people
  • Medical equipment
    • Bandages (or gauze) for potential injuries
    • Antiseptics and other "cleaning" equipment, such as soap or hand sanitizer7
  • Tools
    • A knife or an axe, to help open some crates or doors8, as well as come in handy to scare some smaller entities away9
    • Fire-starting supplies, like matches or a lighter, can allow you to warm up your food and yourself (using planks from crates)
    • Headlights or flashlight, to use in the corridors (but remember to not do so in the halls!)
  • Entertainment
    • Yarn is common in crates, so crochet can be a good way to relieve stress
    • Make sure to pick up a notepad with a pen. Write down who you are and what you're trying to do. Do not lose hope.
  • Other
    • A watch can help you keep track of time10
    • A phone charger, crucial for you to be able to access the database at all times
    • A sleeping bag, although finding the right corridor room can circumvent its need
  • Backrooms objects
    • Level Keys can be used to navigate Level 1 and find hidden entrances into other levels.
    • Warpberries can serve as a way to escape certain death11

Now you should know everything you need about crates! Remember that if you need it, we at the Trader's Keep can and will keep you safe from the wilderness if you can pay for our protection. So good luck out there, and we hope to see you in the Gild Sector!



Entities

Duller.png

A Duller, one of the many humanoid entities that can be found within Level 1.

The Backrooms is not solely made up of anomalous landscapes. It is an ecosystem, filled with an assortment of creatures never before seen. Some may be neutral towards humans, or even helpful, but most are predatory. They represent an active, mobile threat that will kill you if given the opportunity.

As previously stated, entities tend to hunt prey in Level 1 during Flicker events, but this does not mean you are safe from them when the lights are on. As such, remain aware of your surroundings at all times and always stay on alert for any moving presences. This means regularly looking all around in every direction; including the ceiling, floor, as well as behind you.

Entities all have different physical appearances and behaviors. If you see a creature that you cannot identify from afar, refer to the general advice below and/or check the table for more specific advice. Keep in mind that the database has most of them documented in specific entries.

To Do:


  • Avoid panicking at all costs. Being crippled by fear is common, but remember that as long as you're far away, you're safe.
  • Silently enter the corridors to permanently lose them.
    • If you cannot see any exit, hide behind a pillar or a crate until you can no longer hear them.
  • If you need to escape quickly, retrace your steps to previous landmarks used for navigation to avoid getting lost.

To Avoid:


  • If you see or hear the entity approaching, do not run. The non-Euclidian structure of the halls might bring you closer to the creature and get their attention faster.
  • Do not use guns to harm the entity while far away! Although you might take down an entity, the noise will only bring more to you.
  • Do not pick a close-up fight with any entity either. Again, overconfidence is one of the most common death cause for newcomers.
  • Do not approach single humanoid presences if unsure of their humanity. Keep in mind that real people often wander around in groups.

Bases, Outposts and Communities

campment.PNG

The interior of a rudimentary infirmary within a small campment, using crate planks as a floor and medical beds from corridor rooms.

Settlements represent your best chance for long-term survival in the Backrooms, granting you a permanent place to eat and sleep with other people. Fortunately, Level 1 is one of the more populated levels, meaning that you will most likely find human presence eventually.

Most of them are small encampments in either the halls or corridors, usually made of tents or makeshift huts by a dozen wanderers at most. However, the immensity of the Habitable Zone did not stop humans from creating much bigger bases over time, sometimes even developing into entire factions spanning several levels.

Regardless of size, not all of these settlements will be friendly to you, however. Level 1 is so vast, and encampments so separated, that this place remains mostly lawless. Remain wary of humans as much as you would hostile entities, as our species can arguable be even more monstrous in such an environment as this.

A non-exhaustive list of relevant bases, outposts, and social points of the Habitable Zone can be found below. Keep in mind that hundreds of small to medium encampments are estimated to also exist there, although giving precise numbers is impossible.

M.E.G. Base Alpha


Base Alpha is the oldest and second biggest settlement of the Major Explorer Group, dedicated to the training of new members, as well as exploration. Present in the Aquila Sector, it can offer you a safe place to eat and sleep in, if you are interested in helping explore and study the Backrooms in return.

More akin to a town than a settlement, Base Alpha has grown so much within the corridors that it is now completely unrecognizable from the encampment it was many years ago. If you do not wish to risk yourself on deeper levels yet, this will be your best opportunity for a Frontrooms-like life.

If you are interested in adventuring, however, Base Alpha is also dedicated to exploration, often training new operatives to work in other bases or in small outposts on deeper levels. Finding and understanding these levels to one day find an exit has been the M.E.G.'s core mission since its inception. As such, they will be more than willing to give newcomers like you the keys to help them reach this goal.

To read more about Base Alpha, its history, and its structure, refer to the Base Alpha article.



Entrances and Exits

As you likely understand by now, The Backrooms is far greater than just Level 0 and Level 1. There are hundreds, likely thousands, and possibly an infinite amount of other pocket dimensions — some of which sharing thresholds with the Habitable Zone. Below can be found the list of known thresholds leading to or away from here.

Keep in mind this list isn't exhaustive, as new levels are constantly being discovered, and links between them can also appear and disappear over time. Most levels accessing or being accessible from anywhere have also been ommitted for simplicity.

Entrances

So far, the only entrance to the Habitable Zone you know of is Level 0. However, many others have been discovered over the decades.

Most of them take the form of doors from other levels. In such cases, simply opening them and going through the threshold leads to Level 1. Known examples include:

  • Some building entrances on Level 11 - "The Endless City"
  • The door on Level 12 - "Matrix" after following a specific course of action
  • Sandstone doors on Level 46 - "Arabian Desert"

Exits

Level 2, also nicknamed "Abandoned Utility Halls", is the most common exit you will come across, as it is part of the "Main Twelve"14. The threshold from Level 1 to Level 2 is a smooth one, meaning simply walking far enough in a direction with pipes and dials gradually appearing will make you enter the Abandoned Utility Halls.

Since the Habitable Zone is one of the most populated levels, a high number of other exits from it have been listed over the decades. However, not all of them can be seen with the naked eye, and some surfaces or walls can lead you to a whole different place by complete accident. To avoid being disoriented or lost after an accident noclip, remember to use the C.L.I.P.P. Protocol as soon as you enter a new level!


CLIPP.png

The C.L.I.P.P. Protocol Explained

By Team Hermes of the Ariane Circle



The Backrooms is a reckless and illogical place, and many things can happen to you as soon as you enter a new level. With noclip-able surfaces usually invisible, it's not uncommon for someone to enter a new level they've never heard of before, and be completely lost as to what to do to leave it.

As such, if you ever find yourself in a place you do not recognize, using the C.L.I.P.P. Protocol will help you avoid potential danger, and prepare yourself to explore:

  • C - Check your environment to verify the presence of potential threats, as well as identify the architecture around you.
  • L - Locate an exit, such as no-clipping back, or finding a door, window, or any other potential threshold.
  • I - Inspect the database, using all the information you collected to find which level you're in, and which potential exit is safe to take.
  • P- Prepare your equipment by taking relevant objects (like a weapon, flashlight…) or changing clothes if needed.
  • P - Perimeter your environment by setting up a temporary safe zone

If you wish to find more information about the protocol, you can find it on the Ariane Circle Database. And with that, we wish you good luck on your travels! Level 1 is merely the beginning of your journey.

With that in mind, here are the known exits from the Habitable Zone:

Like Level 1 entrances, most ways to exit it take the form of doors:

  • Wooden door in nonsensical locations will lead to Level 389 - "The Gaming Hall"
  • Specific sequence of doors and halls can take the wanderer to The Hub


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