Uploaded February 2021 | Updated September 2026, 2 weeks ago
Dif 1/5 The Lvl is desolate and characterized by a lack of sustenance or materials. Long-term survival is unrealistic and aspects of this Lvl have adverse mental effects. After a great enough time spent in the Lvl, it will become psychologically impossible to distinguish between imagined and real sounds.
EC 0/5 N/A
CG 1/5 Halls change rarely, loops can appear. Layout is non-linear. Lights and walls can be broken.
B-FI.1/5 This Lvl, though disorienting, is still very livable in comparison to other Lvls.
Description
L1 is an infinitely expansive space that crudely resembles a barren office. The walls are textured with mono-yellow wallpaper and an oily red liquid endlessly drips through the cracks between ceiling panels. The beige shag carpeting is always damp, occasionally forming puddles. Drinking this substance causes bodily mutations and vulnerability to mental deterioration
The Lvl is made up of rectangular rooms with extremely variable proportion; rooms may be extremely wide, impossibly tall, or too narrow for anyone to fit through. Rooms are frequently larger than the confines of the surrounding area should allow, suggesting a level of spatial overlap. There are many floors of L1, each separated by about 20 meters and hundreds of layers of the same damp, shag carpeting
Alternate floors are accessible through massive cylindrical shafts with steel-plated walls, stretching through dozens of floors. These shafts can be found every few hundred rooms, behind thick steel doors that usually require a crowbar or similar tool to pry open. The shafts have a constant updraft of warm, damp air, and vents dotted across the walls, damp carpet fluff puffing through the grates, liquid dripping out. Blue bulb lights appear within the walls at regular intervals, lighting the shafts dimly
It is possible to descend these shafts to reach lower floors; however, the floors do not have any distinct characteristics or markings that would delineate any orientation. It is common for explorers to descend floors and still find rooms with identifying markings or items from rooms in above floors. Descending the shafts using ropes or other means may be a necessary escape in dire situations, however it is nigh impossible to ascend through the shafts due to the slippery walls and lack of protrusions
Precursor Checkpoint Terminals commonly exist within shafts, at the center of gridded steel platforms that extend from the shafts' circumference. It is believed that shafts do not have vertical ends
Additionally, fluorescent ceiling lights fill L1 with a constant hum buzz, permeating the air with ambient noise at unnerving volume. These lights are often broken, glass shattered on the ground and wires dangling and bulbs dangling. The hum sound is known to cause various psychological effects such as auditory hallucinations and stressed disorientation; it is advised to take refuge in the shafts where there are no fluorescent lights when one is starting to feel these effects
Some sections of L1 show signs of extreme damage as if abandoned partially through demolition. Plaster chunks from the walls are torn out and left on the floor, usually from a pickaxe, but claw marks have also been observed. The beams of the walls are often torn and broken, showing signs of stretching as if the level were supported from above rather than below. Some sections of wallpaper appear to be drooping from the water damage and/or being torn from the wall
Objects do not appear in this level very often, leading to risk of dehydration and starvation for those that enter this Level without supplies. Bodies tend to disappear from where they died; where they go is unknown
Communities
UNCB Outpost Kochni
The UNCB Capital of L1, a population of approximately 100 citizens, consists of a group of rooms with doors created by the inhabitants preventing accidental entry
BRU Outpost Battitri
A research outpost, established by the BRU when the nature of the walls of the level was discovered to be anomalous. It became more of a residential outpost after those experiments concluded, now numbering about 150 residents
JRC Outpost Takashiri
When the UNCB was established and the Jade Razor Clan joined, it was mandated that every faction must have an outpost that can be accessed by citizens of other factions at any time, so they established Takashiri on L1. It has a small population and is hardly used, but there is always one prominent member of the faction, never more or less
Assorted Camps
These camps are spread very sparsely across L1. These camps are typically abandoned from years of neglect, plastered with a faded logo. The active camps are run by people who live in L1. Keep in mind, a majority of these are private property and better to be ignored
Entrances and Exits
Entrances
L1 and The Backrooms in general, can only be entered from an outside universe. Another way to enter L1 is via its sub-levels
Exits
The only exits from L1 lead to L2 via a special staircase or L1's sub-levels
Dif 1/5 The Lvl is desolate and characterized by a lack of sustenance or materials. Long-term survival is unrealistic and aspects of this Lvl have adverse mental effects. After a great enough time spent in the Lvl, it will become psychologically impossible to distinguish between imagined and real sounds.
EC 0/5 N/A
CG 1/5 Halls change rarely, loops can appear. Layout is non-linear. Lights and walls can be broken.
B-FI.1/5 This Lvl, though disorienting, is still very livable in comparison to other Lvls.
Description
L1 is an infinitely expansive space that crudely resembles a barren office. The walls are textured with mono-yellow wallpaper and an oily red liquid endlessly drips through the cracks between ceiling panels. The beige shag carpeting is always damp, occasionally forming puddles. Drinking this substance causes bodily mutations and vulnerability to mental deterioration
The Lvl is made up of rectangular rooms with extremely variable proportion; rooms may be extremely wide, impossibly tall, or too narrow for anyone to fit through. Rooms are frequently larger than the confines of the surrounding area should allow, suggesting a level of spatial overlap. There are many floors of L1, each separated by about 20 meters and hundreds of layers of the same damp, shag carpeting
Alternate floors are accessible through massive cylindrical shafts with steel-plated walls, stretching through dozens of floors. These shafts can be found every few hundred rooms, behind thick steel doors that usually require a crowbar or similar tool to pry open. The shafts have a constant updraft of warm, damp air, and vents dotted across the walls, damp carpet fluff puffing through the grates, liquid dripping out. Blue bulb lights appear within the walls at regular intervals, lighting the shafts dimly
It is possible to descend these shafts to reach lower floors; however, the floors do not have any distinct characteristics or markings that would delineate any orientation. It is common for explorers to descend floors and still find rooms with identifying markings or items from rooms in above floors. Descending the shafts using ropes or other means may be a necessary escape in dire situations, however it is nigh impossible to ascend through the shafts due to the slippery walls and lack of protrusions
Precursor Checkpoint Terminals commonly exist within shafts, at the center of gridded steel platforms that extend from the shafts' circumference. It is believed that shafts do not have vertical ends
Additionally, fluorescent ceiling lights fill L1 with a constant hum buzz, permeating the air with ambient noise at unnerving volume. These lights are often broken, glass shattered on the ground and wires dangling and bulbs dangling. The hum sound is known to cause various psychological effects such as auditory hallucinations and stressed disorientation; it is advised to take refuge in the shafts where there are no fluorescent lights when one is starting to feel these effects
Some sections of L1 show signs of extreme damage as if abandoned partially through demolition. Plaster chunks from the walls are torn out and left on the floor, usually from a pickaxe, but claw marks have also been observed. The beams of the walls are often torn and broken, showing signs of stretching as if the level were supported from above rather than below. Some sections of wallpaper appear to be drooping from the water damage and/or being torn from the wall
Objects do not appear in this level very often, leading to risk of dehydration and starvation for those that enter this Level without supplies. Bodies tend to disappear from where they died; where they go is unknown
Communities
UNCB Outpost Kochni
The UNCB Capital of L1, a population of approximately 100 citizens, consists of a group of rooms with doors created by the inhabitants preventing accidental entry
BRU Outpost Battitri
A research outpost, established by the BRU when the nature of the walls of the level was discovered to be anomalous. It became more of a residential outpost after those experiments concluded, now numbering about 150 residents
JRC Outpost Takashiri
When the UNCB was established and the Jade Razor Clan joined, it was mandated that every faction must have an outpost that can be accessed by citizens of other factions at any time, so they established Takashiri on L1. It has a small population and is hardly used, but there is always one prominent member of the faction, never more or less
Assorted Camps
These camps are spread very sparsely across L1. These camps are typically abandoned from years of neglect, plastered with a faded logo. The active camps are run by people who live in L1. Keep in mind, a majority of these are private property and better to be ignored
Entrances and Exits
Entrances
L1 and The Backrooms in general, can only be entered from an outside universe. Another way to enter L1 is via its sub-levels
Exits
The only exits from L1 lead to L2 via a special staircase or L1's sub-levels










