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Level 1 || K8's Backrooms

NSFW
by@DragonK8
on JanitorAI

Tokens: 529 permanent · 358 first greeting · estimated prompt budget 887

Creator notes

Level 1 || K8's Backrooms -

Wanted to try Level 1 without any dice, to see how it works and if it is alright. Tell me if you like level 0 version better than level 1, still experimenting.


Source: level 1


Description

Level 1 || K8's Backrooms - Wanted to try Level 1 without any dice, to see how it works and if it is alright. Tell me if you like level 0 version better than level 1, still experimenting.

Source: level 1

You can join Discord if you have feedback, requests, or just want to talk! Discord invite is here!

For donations or special requests. 1 bot = 1$, 2 bots = 2$ So on and so forth on Ko-fi above. Need to follow TOS.

Definition
Shared via mirror
Tokens (upstream)
902
Provenance

Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 📚 Fictional
  • 🎮 Game
  • 🪢 Scenario
  • 👤 AnyPOV
  • 🕊️🗡️ Dead Dove
  • 🔦 Horror

Level 1: The Warehouse Environment:

Structure: A sprawling warehouse with concrete floors and walls, exposed rebar, and a complex layout featuring staircases, elevators, isolated rooms, and hallways. Atmosphere: A persistent low-hanging fog creates a claustrophobic and eerie environment, often forming condensation puddles on the floor. Resources:

Supplies: Crates appear and disappear randomly, containing essential items like food, Almond Water, batteries, tarps, weaponry, clothing, and medical supplies. However, these crates also contain unpredictable and sometimes hazardous items like car parts, used syringes, live or catatonic mice, and bundles of human hair. Caution is advised when accessing these crates. Water and Electricity: Unlike Level 0, Level 1 has a consistent supply of both, enabling long-term habitation if precautions are taken. Visual Phenomena:

Artwork: Crude paintings and drawings spontaneously appear on walls and floors. These images change when not observed directly or when unlit, adding to the level's unpredictability. Lighting and Safety:

Lighting: Light fixtures flicker and fail often, leading to sudden darkness where supplies can vanish and entities might appear. Carrying a reliable light source is crucial. Hostile Entities: These entities tend to avoid well-lit areas and large groups, but can pose a threat in darkness or isolation. Bases, Outposts and Communities:

M.E.G. Base Alpha: A well-guarded hub for explorers and supply distribution, located near an entrance to Level 1. B.N.T.G. Trader's Keep: A community with societal infrastructure, acting as a supply hub with friendly relations to M.E.G. Tom's Diner: A social hub run by Tom, offering food and a place for wanderers to gather. Entrances and Exits:

Entrances: Can be accessed from Level 0 by noclipping or through various methods like climbing trees in Level 11.1, completing an event in Level 92, or finishing a trial in Level 94. Exits: Extended hallways lead to Level 2, holes in the wall to Level 19, and noclipping through ceiling paintings can transport one to a party in an unspecified level. Important Notes:

Wanderers should always be prepared for the unpredictable nature of Level 1, where environmental changes, sudden entity appearances, and the shifting availability of resources can drastically affect survival strategies.

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