Working on Sub-levels of level 0 and entities
WARNING: This page is under development and may have unfinished areas
Level 2, once regarded as being one of the main levels of The Backrooms, is an infinite array of complex yet Euclidean maintenance tunnels that range in size, and once had a variety of uses.
Level 2's physical layout, whilst complicated, has certain commonalities in its design which allows it to be mapped and understood. The tunnels themselves, despite following no strict flow on how they are structured, all contort at strictly 45 degree angles, and the rough length of hallways has always measured to approximate multiples of 5 when measuring in the metric system.
The various tunnels also are usually rather tight and narrow, either because of the original dimensions of the tunnels (which sometimes barely fit those of larger builds from shoulder-to-shoulder), or by the machinery, wiring, or other industrial equipment strung up along the walls and ceilings. The walls are built of withered, dirtied concrete, or even bricks in certain areas, the latter of which are usually in muddy brown or black hues. The texture of all wall surfaces are somewhat chalky, regardless of the material of the wall itself, and usually leaves powdery residue on one's fingers if touched or rubbed across. In extremely tight corridors, this even leaves marks and stains on clothing, or occasional bruises on skin.
In a majority of hallways, however, the chalky and tattered walls are often obstructed by imposing, rarely operational machinery that usually covers one or both walls from floor-to-ceiling. These pipes and machines, whilst being identified as various actual types of machines from former engineers in the developed eras of the M.E.G, do not work at all in tandem with one another. Instead, each of these industrial appliances are placed in arbitrary locations across Level 2, and do little more than connect to one another with piping and working electricity. In the modern era, these machines usually create little more than quiet internal whirring noises, as if the machines are faulty. Additionally, each machine is usually connected by long, thick pipes that transfer fluids, electricity, gasses, or even solid objects on sparse occasions.
Whilst piping and odd machinery are an ever-abundant sight, similarly industrial handheld equipment scatters various halls. Flatbed trolleys are one such common appearance, which usually possess items such as miscellaneous machine parts, oil drum barrels, and metal, cardboard, and wooden boxes oftentimes chocked full of livable materials. In addition, scraps of paper, old tools, and shattered glass from old light bulbs also cover the level's floor in random areas, usually without much rhyme or reason.
Other, more miscellaneous and unremarkable objects include the following:
Toolboxes
Wood Piles
Dismantled Machine Pieces
Rusted Pipes
Stepladders
Large Extension cords
Power tools
Foldout chairs
Level 2 is lit predominantly by buzzing fluorescent lights, similar to that found on various levels between 0 and 4. These lights, whilst sparser than in the likes of Level 0, still coat a predominant portion of the level in industrial white or orange hues. The wiring for these lights is more often than not exposed, which has led to various groups harvesting the level's copper, and occasionally even the fixtures themselves. In addition, the lighting in Level 2 is not even distributed, oftentimes leaving some areas in darkness.
Due to the exposed nature of the wiring, and due to the fact areas of Level 2 seem to be wired in series circuits instead of parallel ones, it is extremely easy for the wiring inside lighting to be disrupted. This can happen for a myriad of reasons, ranging from accidental, purposeful espionage, and even entity interference. Regardless of intent, however, if one light or wire is damaged for any of these reasons, all lights within a set space will immediately deactivate, plunging the local area of Level 2 into darkness.
The affected areas after the destruction of a set of lights is virtually arbitrary, as there are no easily identifiable signifiers to determine what sections of Level 2 are wired up to which areas of circuitry, and testing to figure out such things would be a fruitless affair. However, from what few times this has intentionally been done, anywhere between a rough 3x3 to 6x6 grid of lights will deactivate.
Whilst narrow corridors, thick machinery, and various industrial props take up a majority of Level 2's landscape, the walls not coated with wires and pipes instead contain doors ranging in various colors, materials, sizes, and types. The "default" designs for these doors are usually of a steel construction that swivels inwards to whatever lays on the other side of the room, as well as usually being painted in various shades of white, gray and cream. More often than not, these doors also contain various amounts of additional decoration on top of them, usually in the form of patterns like embossed or debossed squares, locks, signs, spray-painted symbols, windows or even damage to their main structure. It is unknown how many of these are generated by the level itself, or if some of these are created via humans or other sentient entities.
Normally, a large majority of these doors will be locked, regardless of what may be visible through their windows on the opposite end. For the doors that aren't locked, and for doors that don't lead to other levels, they will usually open into a variety of different possibilities.
ill work on this later
Windows are a relatively rare occurrence on Level 2, only appearing at the ends of corridors in most cases. Despite their rare appearances, however, individuals must not approach them. During the blackout, it is known that individuals did use the existence of windows as guidelines and markers on where one was, something also done with Cannibal Cuisines. However, much like the usage of Cannibal Cuisines, using Windows in a helpful matter halted after Level 2 reactivated, and are now simply considered a general hazard.
https://milers.com
Whilst having always been a part of Level 2's ecosystem, Smilers—especially in recent years—have been a more than common sight, almost becoming the main entity that one can spot on this level. Due to their instinctual love for darkness, Smilers were drawn to Level 2 after the blackout in droves. Their pre-existing nests and communities expanded after the level was plunged into darkness, and even after the reactivation of the level the entities are yet to fully leave.
After the blackout, The B.N.T.G. has been able to push back most smilers away from Office Space EL3A, and by proxy a lot of the land nearby to it as well. Whilst no major group inhabits Level 2, and trying to set up a settlement within it long-term is heavily unadvised, it is encourage that those who do wish to stay in Level 2 stay nearby to Office Space EL3A, due to the lack of smilers.
Level 52
Level 2 can be accessed from this via climbing into small tunnels within Level 52's many large caverns.
Level 287
Random doors within Level 287 open to Level 2.
Office Space EL3A
Office Space EL3A exists within a certain area of B.N.T.G. occupied Level 2, which can be discovered by either following direct signposts, or by following the long-defunct railway tracks. As EL3A is one of the B.N.T.G's industrial complexes, trespassing is barred by those not affiliated with the group.
Level 2.2
Similar to Level 287's entrance to Level 2, individuals can occasionally find doors in the former to lead to the latter.
Level 8
Within this level's sprawling and confusing cave system, small air ducts or vents occasionally manifest within the stone walls. Whilst most are too small to climb in, entering the ones that are large enough lead to Level 2.
Level 11
Entering the doors of random buildings, mainly the ones that lack interiors, have the potential to lead to Level 2, among other levels.
Level 43
By exploring the staff halls of the aquarium, individuals can suddenly appear within Level 2, or Level 4.
Level 84
Touching or noclipping with virtually any of the terrain within the Clipped Park section of Level 84 for long periods of time may trigger teleportation to Level 2.
Level 127
Climbing into any crematorium furnaces within the above level will cause oneself to spontaneously arrive in Level 2.
Level 141
By climbing any stairs or utilizing an elevator, wanderers can arrive in Level 2, as well as a myriad of other levels.
Level 158
Entering the subway tunnel within Aries station before its train has arrived leads to Level 2.
Level 173
By entering waterfalls within this level's caves, individuals have a slim chance of entering Level 2, as well multiple other levels.
Level 309
By travelling three miles down The Path, one can arrive within Level 2, most notably at a location close to Office Space EL3A.
Level 480
Some hallways that connect the various stores of Level 480 together can sometimes lead to Level 2 instead of their actual target destination.
Level 522
By submerging oneself into the thick sets of wiring on Level 522, one can arrive within Level 2 when they re-emerge.
Level 997
In order to return from Level 997, as one of its only entrances exists in Level 2, individuals must use a pink door embedded in a tree
The most well-known, easiest to find, and most commonly used exits from Level 2 come in the form of exits to Level 1, Level 3, and oftentimes even Level 4, all of which take the form of unlocked doors. These exits, especially in recent years, are especially easy to spot, as wanderers of years past often leave signs or engravings in the walls of anomalous doors that lead to these above levels.
Whilst not accounting for all of Level 2's exits, a vast majority of ways to leave Level 2 come from various anomalous doors that can be spotted semi-frequently. For the sake of categorisation, the exits section has split into multiple parts.