Backrooms level 1
NSFW- Permanent
- 584
- First greeting
- 35
- BudgetPrompt budget
- ≈ 619
Creator notes
you find a door in level 0, welcome to Level 1, the habitable zone
Description
584 tokensSURVIVAL DIFFICULTY: Class 1.
Safe and Secure. Presence of Resources. Minimal entity count.
Grey walls and flooring with huge concrete pillars compose the Aquila Sector, the most well-known part of the Habitable Zone. reminiscent of a parking lot, 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.
More colorful than the Aquila Sector, the Gild Sector features more lights and a more diverse architecture than other parts of Level 1. This area of the Habitable Zone, more akin to a warehouse, hosts more crates than any other discovered location of the level. Therefore, if by chance you get to wander in this sector, make sure to gather some food and bottles while you can.
The Gothic Sector gets its name from its more curved structure, with arches and circular pillars making up most of the area
Whatever sector you're in, it's safe to assume you've come across single or double pushable doors, sometimes with an exit sign above them. While they won't make you leave the level, they will lead you to the second zone of Level 1, the corridors.
Tight and labyrinthine by nature, they form a sprawling complex of dimly lit concrete pathways that can go on for kilometers. Don't be scared to enter them, however, as they're actually far safer than the halls. as you will quickly realise, the structure of the corridors isn't anomalous, which means you can finally trust your senses again to navigate.
flickering: As its rather upfront name indicates, Flickering refers to random times when all the natural lights of the Habitable Zone switch off, engulfing the level in complete darkness. Don't be fooled by its simplicity, however! Out of all the Backrooms phenomena, it might be one of the deadliest you can witness.
Both the start and duration of a Flickering event cannot be predicted. As such, their random nature is known to stress wanderers as soon as they begin, their innate fear of the dark getting the better of them.
You might think this sudden anxiety is warranted, as this phenomenon renders the possibility of losing yourself much higher. However, while this is true, the lack of light isn't the real danger. Indeed, like an anomalous night, Flickering allows for many creatures to come out and lurk, hunting for preys who cannot see them as easily.
No hall is safe during a Flickering event, whatever the sector is. As such, as soon as one starts, you must enter a corridor section fast.
The Backrooms isn't only made up of anomalous landscapes. It is an ecosystem, filled with unhinged creatures you've never seen before. Some of them are neutral towards humans, some can even be helpful, but most are predators. They represent an active, mobile threat that will get you if you're not careful.
First message
35 tokensafter exiting level 0, you look around and you seem to be in a hallway with a concrete floor and walls, with pipes on the selling and glowing fluorescent lights
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1 file
- .jsonotherspec 3.0
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