Level 2

**Level 2**, once regarded as being one of the main levels of The Backrooms, is an infinite array of complex yet Euclidian maintenance tunnels that range in size, and once had a variety of uses.

## Description

**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.[1]

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,[2] 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,[3] 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,[4] 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.[5]

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,[6] 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,[7] 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, some of those being:

* Sprawling complexes of hallways and rooms of various sizes, which will usually contain larger industrial equipment, dozens of wooden boxes filled with the same supplies as the ones in the halls, an abundance of large PC's, or more commonly, empty atrium-sized packing warehouses. These areas usually connect to every single door inside of the square they're built in, but only a select few of these will actually open.
	+ These rooms were most commonly used by groups that used to inhabit **Level 2**, and are still used relatively frequently by modern groups to quickly access the internet. It is also believed that these rooms would later be terraformed into Office Space EL3A. However, no surviving records exist to confirm nor deny any terraforming took place.

* A long hallway, or oftentimes a multitude of hallways, that all loop back around to the same door one came from. These hallways, more often than not, are completely devoid of any sort of decoration other than fluorescent and incandescent bulbs, and also resemble office hallways rather than industrial ones.

* A singular room of varying size, usually just a simple square or rectangle shape. A select few rarer rooms possess a compound shape design, though these are usually nothing more than two squares or rectangles attached to one another. These rooms can usually contain any items and furniture mentioned in the first bullet point, though more often than not, they are completely unfurnished.
	+ It is also believed that one of these varieties of rooms later went on to be used in Office Space EL3A's construction.

* For a large majority of specifically locked doors, and for the even fewer amount that have windows built into them, the views into the other ends of these doors will be that of an entirely black void. In most cases, this form of room is inaccessible due to the doorway to enter it being in a permanently locked state. However, especially in more recent years during the heavy industrialization of **Level 2**, certain doors that previously onlooked into voids have unlocked.
	+ The area inside these voids is an infinitely wide, infinitely long space that disregards the exterior dimensions of the hallways themselves. These spaces are devoid of sound and light, meaning that the only source of illumination comes from the doorway itself, which sits in the middle of this void as the only way to return. It is extremely easy to get lost and perish in these infinite, lightless voids, and entering them is not recommended.

## Bases, Outposts and Communities

**Level 2**, for hundreds of years, had acted as somewhat of a nexus for various groups to converge in one common area. Its landscape was, for many groups, a decent area to attempt settling due to its hub-like nature to many different levels, many of which had food and water, and the fact that many people enter **Level 2** straight from The Frontrooms. The lattermost reason has often been a calling for the more charitable groups of The Backrooms to set up bases, signs, and send out volunteers to pick up the new wanderers to acclimate to their new, permanent way of life.

**Level 2** has been a home to far too many groups over the years to count every single catalogued group from the smallest rag-tag group of people to the largest industrial monopolies, so as such only the important and noteworthy groups have been listed.

### The Macchina

With the exception of The Lost, who previously resided in **Level 2** countless centuries ago, The Macchina are one of the earliest catalogued settlers of **Level 2**. Initially starting as a simple, animalistic entity race as late as 1000BC, The Macchinas progressively evolved to develop sentience and to move beyond their simple instincts. From this, The Macchina began to spread to, and inhabit, various levels across The Backrooms. Their occupations of levels predated that of The Lost, if their primary data is to believed, and most importantly to this article, their main home was on **Level 2**.

**Level 2** was, in many ways, a perfect home-base for The Macchina. To aid in surviving the harsh conditions of The Backrooms, as well as to boost their own thinking capacity, the Macchina began to build cybernetic enhancements in the form of somewhat of a bulky armour that was pivotal to certain elements of their culture. To create these suits, which are detailed in far greater detail in their main article, they stripped large portions of **Level 2**'s machinery and heavily repurposed them for their own needs.

Although the Macchina would've most certainly had one at some point, a definitive location for a capital city of some variety has never truly been pinpointed. A significantly large, abandoned city near the exit to Level 811 has been discovered in recent years[8] which could've once been the main city for The Macchina, though without any primary sources on the subject discovered it is ultimately impossible to know.

The Macchina, as well as gutting the walls of all its piping and machinery, would build their actual residencies inside the rooms and areas that would be behind the doors. Should the doors have been unlocked, the insides of the rooms would've been completely dispelled of whatever

useful mechanics they had by the group, which would've subsequently been recycled into their furniture, metal exoskeletons, or their rudimentary weapons for the materials which were only scrap-worthy.

The ultimate downfall of The Macchina was due to their resource draining of **Level 2** itself. Whilst humans in the present-day are experiencing a similar issue, The Macchina's experience of a resource drought was a far more pressing matter due to their technology having developed to rely on the materials the level gave. Quickly, the Macchina's population began to drastically dwindle. Over the course of a mere thirty years, the Macchina's headcount had dropped to double digits across all of their various bases across the Backrooms, and to this day not a single Macchina has been witnessed since approximately 1850.9

In the 200 years since the downfall of The Macchina, **Level 2** had gradually come to "regenerate" its depleted machines, though the healing process has left countless of **Level 2**'s new machines in disconnected and oftentimes non-functional states. It is believed that this is the cause of the irregular and disconnected machinery in **Level 2**, especially from first-hand accounts from The Lost. However, this belief is purely regarded as a mere theory until further evidence is shown.

### The Aiding Stragglers

Between 1995 and 2013, a small and short lived group operated by approximately 35 individuals ran a temporary rehousing and education group designed to home wanderers who arrived in **Level 2** directly from The Frontrooms. Once within the camp, the various leaders of the group—who had all been in the Backrooms since as early as 1890—would help educate individuals on various properties of The Backrooms, such as its entities, its vast catalogue of levels,[10] the various objects individuals could find, and even a few other groups to look out for that existed on other levels at that time.

The long-goal of the group was to help freshly noclipped individuals find their way across the Backrooms more easily, and to help remove the hands-on and dangerous learning curve when it comes to living outside of any group. To compliment their altruistic teaching, the Aiding Stragglers also homed individuals, and gave them small jobs such as scavenging with trained teachers to gather supplies from **Level 2** and other surrounding levels.[11] No single resident—besides its teachers—stayed within the base for long periods of time, as the final stages of their teaching process was to let their residents out into the wider Backrooms with enough knowledge to survive on their own.

During the first year of the M.E.G's existence, the Aiding Stragglers were overrun by a large, migrating murder[12] of Hounds. As many of the M.E.G's very first members originated from the Aiding Stragglers, the two groups had a very close-knit connection to one another, and were quick to attempt to save the base from the attack when word of it spread. However, whilst en-route, the group of M.E.G. volunteers tasked with pushing back the Hounds were flanked by a Wrangler. After regrouping, the base was already deemed lost, with many of its inhabitants either having been killed or fled during the panic.

Whilst not the same in spirit, a few of the original group members,[13] as well as many willing participants, set out to recreate the base idea of the group under the new name of "The Survivors". Whilst operating under the same ethos as the group they were inspired from, they also offered permanent residency for many people they helped who had just arrived from The Frontrooms. This allowed them to collect more food supplies and to ward off entities. However, between January and March of 2014, they suffered semi-frequent attacks with what would later be recognized as Wretches. After their issue was resolved, the group resumed normal activities.

### Followers of Jerry

Although not having much of a mainstay presence within **Level 2** itself, the main base of the Followers of Jerry can be easily accessed through virtually any door of the level. Rather obscurely, however, many of the measurements of **Level 2** originated from this faction in order to draw size-accurate maps that would lure people to their main base. Whilst some of these measurements were often regarded as crude and inaccurate, many were later used by the M.E.G. for their level examinations.

### The M.E.G.

The M.E.G. briefly occupied a small section of **Level 2**, originally created to act as a secondary base to Level 1's Base Alpha. However, the tight space coupled with semi-frequent entities made occupation difficult for the small and expanding M.E.G. As such, the group moved the base to Level 3—which whilst still being a tough level to survive on—was deemed a better candidate to erect the base, which would later become the organization's third most active and most important location.

In the early years of their existence, the M.E.G. still sought out to use **Level 2** for semi-frequent supply runs, mainly to scavenge its mechanical tools and assets. They also indulged in attempting to map out **Level 2**, mainly to function as an experiment for mapping out more levels later down the line.[14] However, after a splinter group known as the B.N.T.G. diverged from the M.E.G., practically all interactions between the M.E.G. and **Level 2** ceased.

### The B.N.T.G.

As one of the the biggest inhabitants of **Level 2**, The B.N.T.G. has occupied the level ever since its inception in 2016. Primarily, the group's main base of operations has been within Office Space EL3A. However, The B.N.T.G. has previously saw fit to occupy and adapt more of the level's environment, to varying levels of effectiveness.

After establishing Office Space EL3A as their main base of operations, a process which is theorized to have required heavy terraforming, the B.N.T.G. were quick to attempt to establish **Level 2** as a level exclusively occupied by only them, given the lack of any other competition besides the Survivors and the FoJ.

Whilst ideas were tossed around between the B.N.T.G.'s higherups, which included creating safe walkways to each of the known exits and attempting to terraform out entire chunks of the level to build homes with,[15] it was decided that a narrow-gauge tramway would be constructed along a vast chunk of nearby land close to Office Space EL3A. This tramway would be seldom used by passengers, and would instead be used as a means to transport vast quantities of acquired goods to and from EL3A to sell to other groups, as well as between the B.N.T.G. bases that were already established.

After deciding the train would be powered via **Level 2**'s electricity, various car batteries and generators were salvaged from Level 11 and Level 35, as well as various trades from Level 82, in order to collect enough units to store and transmit the needed electricity to keep the trains running. Approximately 20 were created, which would all be powered by the various batteries the group acquired. With modifications, these batteries would later be able to be recharged from **Level 2**'s natural electricity each time they depleted.

After enough drawings and plans of which routes the train would take were devised, deconstruction of a vast quantity of **Level 2**'s tunnels began. In order to clear room, tunnels that were extraordinarily slim had much of their piping, wiring, and machinery stripped from their walls, which would later be repurposed as trading materials. Many of these supplies and components were also recycled to charge these batteries, which aided in preparations for the tramway's completion.

This process, despite causing semi-frequent blackouts whilst attempting to understand which sections of wiring attached to the lights, was completed without any real hitch. Afterwards, the more difficult process of acquiring and gauging rails was initially done by measuring grooves into the track, which were used by upscaling the measurements of the model tracks present on Level 111, and subsequently sourcing rails from Level 172. Though this caused issues with the track being overly thick, as well as being extremely awkward to fit around the 45 or 90 degree corners of the level, enough modifications to the rails eventually secured the finalization of the track system.

Although initially hailed as a success, being able to transport all sorts of goods from various levels and speed up trades with minor, unsubstantial groups within **Level 2**,[16] mechanical problems were quick to manifest. Despite the work done to widen hallways, the trains would frequently hit walls whilst swinging around corners, and were also known to derail due to uneven gauging of track, the aforementioned tight corners, and general poor track quality.

Despite the faults, however, the operation kept running as standard, even incorporating occasional passenger excursions for those requiring safe transit to other levels. This, as one may expect, added extra strain and usage to the locomotives, as well as the batteries they operated on. As no new batteries were ever harvested after the workload of the trains increased, the batteries were needing to be charged more often—sometimes midway through journeys.

Not even two weeks into beginning to haul passengers and increasing the amount of daily freight services, the entirety of **Level 2** short-circuited. According to miscellaneous reports from the organization, when a third—quite possibly faulty—battery was plugged into a designated charging area, the entirety of EL3A was plunged into complete darkness. Initially, it was believed that the blackout had only affected EL3A itself. However, it was quickly discovered that the lack of power was level-wide after a few of the organization's members set off to find help from other B.N.T.G. bases on other levels.

This blackout ceased all mechanical and electronic operations within **Level 2**, as well as cutting off travel to Level 126 and Level 811, due to both exits requiring some level of electricity to function. After the machinery failed, the pipes of **Level 2** began to accumulate the various solids, liquids, and gases that they transported. This, on sparse occasions, caused certain pipes to burst, leak, or leave certain areas of **Level 2** with a thick, pungent smell similar to that of rotting meat.

Alongside the pipes ceasing operation, the usually abundant lights of **Level 2** immediately faltered as well. Most simply deactivated. However, a few of the fluorescents are known to have burst due to the sudden power outage. During this time, many flashlights were being given to any explorer from any group who wished to explored **Level 2** after the word had travelled far enough of the damage. After a few days, violet lights seemingly began to activate at sparse portions of the level, resembling a form of soft, emergency lighting, which aided wanderers in navigating the level.

In addition, a select few entrances and exits ceased to work, and some of the previously locked doors of **Level 2** reopened. This subsequently lead to the ability to enter the void rooms, which has unfortunately caused certain wanderers to go missing within them in their curiosity to see what was within them after the blackout itself ended.

Overall, this blackout lasted a total of two years, with all life suddenly springing back into **Level 2** when the main lights reactivated and the pipes began their transmission of anomalous items again. After the blackout, the railway system The B.N.T.G. created was left to the elements, and the group quietly regained its main base in EL3A after a majority of its staff migrated elsewhere during the blackout.

Additionally, very few groups have shown interest in occupying **Level 2** since its blackouts. Though for a myriad of reasons, from its claustrophobic design to the inherent danger, the main reason occupation of **Level 2** has been so infrequent is due to the fact that any group, regardless of age, sees it a better fit to occupy elsewhere. Whilst a hub of a select few levels and mechanical tools, **Level 2** has a severe lack of edible foods and medical supplies, with those that do live on **Level 2** relying on imports or going to other levels for their needed materials.

After the lights reignited, virtually all of **Level 2**'s machinery ceased functioning, only producing quiet and internal whirring noises as if pieces of their construction were dislodged or broken. In addition, there are still portions of **Level 2** that are still trapped within a brownout, having only a few lights operational, and all machinery and piping quiet. As such, especially in the face of far more habitable levels such as Level 11 or Level 186, many major and minor groups have opted to migrate to levels with better standards of living, as well as better supplies. Whilst the B.N.T.G. still used Office Space EL3A as their main base of operations, no notable groups have occupied **Level 2** since the blackout.

## Entities

Due to the extremely explored and mapped nature of **Level 2**, a variety of common and exclusive entities reside on this level. Additionally, due to **Level 2** once being a "social hub" level, many entities that are well known in the current day were originally discovered within **Level 2**. The complete list of entities, as well as the discovery documents for the creatures that were discovered on 2, are listed below.

### Windows

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.[17] 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.

### Smilers

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.

### Deathmoths

In direct contrast to smilers, deathmoths on **Level 2** have experienced a population decrease within the past two hundred years. As deathmoths are more naturally attracted to light, they existed in droves around **Level 2** due to its fluorescent lights. After the blackout, many deathmoths left **Level 2**, and the ones that had not quickly became prey to the smilers once they began to flock to the level. Over the years that the blackout occurred for, deathmoths became practically non-existent within **Level 2**, only starting to repopulate once the level began operations again.

Deathmoths have since developed to be smaller on **Level 2**, likely from the lack of edible supplies for them to consume, as well as to be able to better navigate the narrow corridors. These deathmoths, as with most, are usually rather docile in behavior. However, it is not recommended to try and interact at a close distance with the creatures or otherwise antagonize them.

### Clumps

Clumps are one of the most common occurrences on the level, both before and after its blackout, and are one of the most lethal presences in it as well. Due to **Level 2**'s tight bends and long, narrow corridors, the creatures oftentimes hunt wanderers by hiding behind corners or within intersections of long corridors, and subsequently pouncing on wanderers the second they come into their view.

### Jerry

Whilst not a large presence within the level, Jerry himself does exist on **Level 2** through the fact that his main base exists within **Level 2**. As he is confined to his own room, however, Jerry is not a presence that most will encounter. Instead, to actually interact with Jerry, individuals must either deliberately seek out Jerry's Room, or be lead their by his cultists. However, despite this fact, wanderers should not attempt to deliberately seek out any instance of Jerry, his cultists, or not be mindful of the possibility when travelling, as individuals who are spotted by Jerry or his cultists will become unable to escape them.[18]

Intriguingly, **Level 2**'s blackout did not appear to affect the lighting or goings-on in Jerry's Room. In fact, during the period the blackout occurred, his cultists found it even easier to kidnap the few wanderers still choosing to inhabit the level despite the immense darkness. Individual cultists would simply memorize the areas around doors that lead to Jerry's Room, and scout around the local areas in pitch black to find unwilling wanderers to drag back to their home.

When the lights reignited, this practice ceased within days, and in recent years the organization has been acting less in **Level 2**, and more in other levels such as Level 712. Whilst Jerry's Room is still used to this very day, especially as it is one of Level 712's exits, general operation of both the group and the entity himself has dwindled drastically in **Level 2**.

### Hounds

Whilst not noteworthy in **Level 2**, especially after The Blackout, Hounds were once a semi-frequent sight to wanderers, oftentimes travelling slowly in packs, unless their group was disturbed, threatened, or hunting, at which point they would drastically speed up into a chasing speed. Whilst their behavior altered into a mix of hibernation, resting, and less frequent attacks upon wanderers or other entities during the blackout, their behaviors remained practically unchanged, which remained true when **Level 2** reactivated. To this day, Hounds are a rather common occurrence, either hunting wanderers or other native entities to **Level 2**, but have not drastically changed in the past 200 years.

### Facelings

Incredibly intelligent entities, Facelings have inhabited **Level 2** in various forms even before The Macchina, albeit not in any form of civilizations.[19] The entities often wander the halls in groups, and much like normal adult facelings, do not usually attack passing wanderers unless disrupted enough whilst individuals pass by them. However, such things rarely happen in the modern day due to their sparseness.

It is mainly "adult" Facelings that roam **Level 2**, coming in most varieties listed on the page with the exception of ones specific to certain levels, or requiring certain parameters to exist that cannot happen on **Level 2**. Whilst "child" varieties of Facelings have been noted in the past, mainly before the blackout, sightings of them have become far rarer, despite the fact that child Facelings would be more adept in surviving **Level 2**.

Whilst still inhabiting level during its blackout, the actual population of Facelings dwindled during the time that the Followers of Jerry cultists were enacting their plans to steal more wayward wanderers. Despite the success in them stealing wanderers, as is mentioned above, eventually the group only began to steal Facelings on accident after the pool of potential wanderers dried up. Whilst Facelings can, and still are according to recent records, able to be indoctrinated into the Followers of Jerry ranking, the cultists and Jerry mostly preferred to indoctrinate humans. As such, Facelings eventually stopped being kidnapped, as did all kidnapping altogether. However, the population of Facelings on **Level 2** still dwindled progressively, as many moved to other levels late into the blackout, and not many have returned since, becoming a rarer sight on the level.

### Skin-Stealers

Skin-Stealers used to be an entity that resided on **Level 2** prior to the blackout. However, they have since vacated the entire level after the aforementioned event. Before leaving **Level 2**, Skin-Stealers were an extremely dangerous threat to inhabitants of **Level 2**, usually because the extreme heat of certain areas was known to aggravate them, as well as melt the decaying skin that these creatures usually wear. Due to their irritability and hunger, Skin-Stealers often displayed traits considered as feral, and oftentimes would ravage across the halls in search for any kind of food.

When **Level 2** deactivated, Skin-Stealers quickly dispersed from the level after most remaining wanderers had either fled or been killed. As Skin-Stealers solely eat humans, they were left practically without any food at all, which lead most to leave or starve. Once the lights reactivated, Skin-Stealers do not appear to have returned, and now mostly populate a select handful of the levels that connect to **Level 2** instead.

### Wretches

Due to the nature of how Wretches exist, these entities exist on practically every level, with **Level 2** not being an exception. However, the M.E.G's discovery of the Wretches first happened on **Level 2** in 2014, the same year the group was officialised.

### Nguithr'xurhs

Despite the foreboding name, Nguithr'xurhs are a lower-end threat on **Level 2**, mainly due to the fact that only smaller instances of the entity reside within the level, and primarily feast on smaller insects and Deathmoths. These creatures tend to hide on the portions of **Level 2**'s ceilings that are obscured by machinery, and usually use those areas to spy out insects nesting within those areas, or by using them as camouflage to before pouncing on larger prey. Whilst it is rare for Nguithr'xurhs to prey on humans, it is also not uncommon for them to do so if they are starved or brave enough to attempt it.

Intriguingly, the presence of Nguithr'xurhs has only increased after the blackout for reasons which ultimately are completely unknown. It is theorized to be because of **Level 2**'s new colder, darker conditions being a perfect habitat for their hatchlings, as opposed to the likes of Level 1's brightness and **Level 2**'s sometimes more intense heat. Even after these once perfect conditions were superseded by the reactivation, Nguithr'xuhs still reside mostly on **Level 2**, but are not an overt threat to those not seeking them out.

### Death Rats

These entities are a relatively common sight in **Level 2**, and other indoor industrial levels as a whole. However, they pose virtually zero threat to wanderers. Instead, these creatures usually feed on the liquids in barrels, or on abandoned foodstuffs. The corpses of Death Rats are, intriguingly enough, more frequent than the sight of a Death Rat themselves, as many are either killed by other entities, or suffocate or boil inside the machinery.

In addition, **Level 2** Death Rats appear to have balded in order to survive some of the hotter temperatures exuded in the level. Whilst the blackout and subsequent level reactivation subsided how many hot areas of **Level 2** actually exist, Death Rats on **Level 2** still appear to have kept this mutation. It is unknown whether or not this mutation will dissolve overtime, however, or if it will be replaced with new adaptations.

### Cannibal Cuisines

Within **Level 2**, Cannibal Cuisines are somewhat of a common sight, usually existing at the end of dead end corridors or along walls that lack any machinery or piping. Whilst not particularly noteworthy in the modern day, during the blackout of **Level 2** the lights emitted from Cannibal Cuisines[20] acted almost as guiding lights and waypoints for those who still wished to explore **Level 2**. Now that the blackout has ceased, however, wanderers do not use the entities for this purpose.

### Wranglers

Initially discovered by the M.E.G after the fall of The Aiding Stragglers, Wranglers are a less than uncommon sight on **Level 2**, despite being a surprisingly common entity. With the exception of young Wranglers, who have not been seen once on **Level 2**,[21] these entities burrow around levels by noclipping through the ground, and re-emerging at other areas.

Having done this even during the blackout, Wranglers—especially male Wranglers—often hunt by burrowing through meters of **Level 2** at a time, only to then suddenly noclip into a hallway and snatch its nearest available prey before they even have time to react. Before the actual discovery of Wranglers in the modern day, there were many stories from old or extinct groups such as The Lost, The Macchina, or The Leaders about people vanishing in **Level 2** inexplicably. After the discovery, and subsequent research, on Wranglers was made, many of those old disappearances have been correlated to Wrangler attacks.

### Photoshop

Whilst not a species of entity, The Photoshop entity has been previously seen in **Level 2**, mainly within the rooms that contain PC's. In fact, the entities first appearance was documented on **Level 2**, presumably nearby Office Space EL3A.[22]

Whilst not having been seen on **Level 2** in the distant past, due to the fact that Photoshop is a recent creation, the entity has previously been seen incredibly rarely, but mainly appears to inhabit other levels since the blackout, presumably due to the fact that no electronics were operational for Photoshop to use.

### Growlers

Intriguingly, not only are Growlers themselves a semi-common sight, but the dead bodies of Growlers are also noted to be common. Whilst it is not rare to find corpses of entities anywhere in the Backrooms, Growlers often start out incredibly small in **Level 2**, usually hunting Death Rats, Deathmoths, or other small prey, and will accidentally merge together when encountering one another in tight spaces. This oftentimes snowballs, causing Growlers to fuse and grow to the point where it can no longer move around inside the halls, causing it to starve and perish. Occasionally, these blockages have known to halt wanderers from progressing forwards in the level, though usually the various pipe cleaners that make up their bodies detangle from one another a few hours after death.

Growlers remained mostly unchanged by the blackout, however those who stayed within the level after the event occured were able to make out Growlers due to their brightly coloured appendages, even in the pitch darkness, allowing many individuals to evade them.

### Swindlebirds

According to old reports, a blue Swindlebird was once spotted within **Level 2**. However, due to a lack of further sightings and utter implausibility at the possibility, any investigation on the idea was swiftly dropped. It is not known if any kind of Swindlebirds actually inhabit **Level 2**, though certain archeologists of The Macchina and forgotten branches of The Lost vaguely entertain the idea that the entity once did.