Level 2

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**Regular Anomalies**

* Auditory Hallucinations
* Ringing Ears
* Pitfalls
* Deja Vu

## Entities

* Smilers (Brute, Reverent)
* Bacteria (Lighthouse Variant)
* Shadow People (Regular)
* Environmental Traps
* Observers
* Anethikas
* Fog Horns
* Hangmen

This article has a ***simplified*** version, for those that don't have time to gloss over the details.

**Level 2**, also known as **Pipe Dreams**, **Subterranean Tunnels**, **Utility Halls,** or the **Electrical Station**, is a mix of an expansive subterranean complex of service tunnels filled with copper and metal pipes as well as other small machinery, and an electrical station with various interconnected wires that serves as the power source to all of the Backrooms. Hallways inside Level 2 are made up mainly of concrete bricks, with occasional hallways that seem to be cut directly from the rock, or made simply of stone and stone bricks, suggesting that it was cut using tunnel boring machines. The majority of the complex is a network of narrow service tunnels filled with pipes that transport various gases, and liquids, the majority being inaccessible by regular means. The tunnels within Level 2 are claustrophobic and can get as narrow as 0.9 meters (91 centimeters), to as large as around 1.3 meters (134 centimeters), the larger of which often contains less piping and more machinery, and are often separated by single sets of doors or large double doors at the ends of long narrow hallways, or on the sides. The area in-between the doors is vacuum sealed, and when opening the door, air is released, escaping between the room and the door itself. This wind is strong enough to knock people back on their feet, so it is advised to only open double doors one at a time, and epically any door within Level 2.

Hallways within Level 2 have doors spaced between every 13 meters along the length of the hallway, and usually never deviating from this pattern. However on occasion doors will appear more frequently and more closely to one another. This may be hallucinatory, though the majority of cases are not, and are just the product of bizarre level generation. Most of the doors in the hallways of Level 2 are inaccessible, either due to the door being locked, not having a handle to open, or the handle of the door being incredibly hot, causing first degree burns to victims. These handles are often indistinguishable from regular handles, being below the draper point (when objects glow red from heat) with a temperature of around 120 degrees on average.

Piping along the ceiling of the level constantly cools the level down to around 18 C (65 F), however pipes along the walls can sometimes bust open, releasing toxic and incredibly hot gas, that heats the rooms up to incredibly high temperatures, that are unbearable, and eventually unlivable. Temperatures are very drastic and quick, and although being quick, highest recorded temperatures in super heated hallways is up to 1090 C (around 2000 Fahrenheit). Past 1090 C, metals such as copper melt under the extreme heat, and the rock in these rooms should turn into magma or heated at the least. However, no structural damage is experienced at all, suggesting that the hallways have some property that prevents the levels structure from melting, either this or its not made of rock or copper.

Lighting within Level 2, naturally, is quiet sparse, with lights being obscured slightly by a thin black mist, permanenting throughout the level. Though, this mist can become very thick and block light from the other side of it, this fog is dangerous to inhale or touch, the best way to get through is to wear thick clothing, and most importantly, cover your face. The mist is most likely gas leakage, however, common mist found around the level; is not toxic. For this level, flashlights, or any other light sources are a requirement, and while it may be possible to navigate through the black mist, its certainly not easy, with only dim lighting permeating through the mist without a flashlight. You will encounter areas that are pitch black. And wandering blindly through the darkness is no way to traverse a level, especially one with dangers that you may not even notice. In dark areas, doors are found more frequently. They are again often locked, however, when opened do contain useful objects 'sometimes'. However, these objects will not serve to keep you alive longer, they are often objects that are more useful for other levels, like Ometers, They are very helpful when dealing with areas with extreme heat and radioactivity (such as Level 12)

While the level is quite claustrophobic in some areas, in others it can quite large, and due to the narrowness of these hallways, encounters with an entity will often been panic inducing chases down straight hallways, and it can often be life or death if your not quick enough. It is recommended never to take another path unless you are certain that it leads into a continuing hallway and not a dead end, as there will be no other way of escaping the entity otherwise. However, instead of a typical hallway, the ceilings of these hallways can extend upward to reveal connections to catwalks and support beams suspended above the hallway, with the walkways themselves being the claustrophobic and narrow part of the level. The catwalks act similarly to Level 1, in that they lead deeper into the level, often times into mazes of pipes and boilers. Its possible to reach these catwalks without needing to scale up to them, and they can be a very useful escape from entities, however they may just contain more entities than the ground floor. Catwalks often lead into their own set of rooms and architectural styles for the level, such as the maze of pipes mentioned before. They are larger and less claustrophobic, however it can be an absolute nightmare to navigate through these hallways, and often they just lead to dead ends. Pipes line the entire hallway and sometimes jut out from the wall and connect with the other pipes, forming crisscross patterns and narrow passes throughout the hallway. Pipes inside this area are also known to burst Mariner Fluid and other toxic fluids and gasses, making the area incredibly dangerous to traverse if your not attentive and careful. And since these areas often don't even lead anywhere, there is no real point to explore or even venture into these areas of immense difficulty and headaches unless it somehow aids the user, like circumventing an entity or something along those lines. The only useful point to these mazes is that they have a possible exit to the level, though only unconfirmed notes and submissions from wanderers have stated this, and no exits have been found inside these areas.

It should be advised, before entering Level 2, no supplies can be found across the level. Whether it be useful items, weaponry, or even general aid, nothing is found inside this level. So bringing a good amount of supplies into level 2 is heavily recommended, unless you are able to somehow locate an area of the level that possesses supplies, or you enter a sub-level. Ration your supplies. One of these concealed areas is the much larger Electrical Station.

## Electrical Station

The Electrical Station covers a large area of the level, and mainly consists of large substations and areas of power, mixed in with the maintenance corridors of Level 2. The Electrical Station is theorized to be the main source of power to the entire Backrooms, and events such as Blackouts, Blood Moons, et cetera are caused by interferences in this system. The area contains a greater variety of rooms and hallways when compared to the rest of Level 2, however in return it is far more cluttered and seemingly dangerous than even the rest of the narrow hallways within the level. Not much is different layout wise when it comes to the level, hallways still usually have very little room, and even ones that are large are usually cluttered up enough that they would be hard to fit into, some hallways are actually so filled with machinery that they are impossible to cross.

The make up of the level is quiet consistent with the rest of Level 2, however it posses usually a darker color of brick, as well as more barred off hallways and dead ends than the previous area. Walls are lined with pipes and other small machinery, however in this area they are far more abundant but as a result are small and fill more space in the level. Some hallways within the level may be blocked by either iron gates, or heavy steel doors, needing to be either powered or somehow opened with a key. Level Keys often work well to open these, but sometimes they are just impassable. Further tests have demonstrated that no matter what methods were attempted, bars could never be removed or opened, nor the walls around them.

This area is filled with more environmental hazards when compared with the regular level, they often involve some kind of machine element or element of electricity, such as pools of electrically charged water, breaking machinery, exploding transformers, electrical arcs, and pumping of toxic gas and exhaust. This is often used defensively by the level, and while it may seem bizarre that a level uses parts of itself to defend against other people, Levels like Level 4 do this. As the source of all power; the area, (including the rest of the level) is critical to the existence of the Backrooms’ and it will defend itself against interlopers through malicious malfunctions. Hallways are often covered in interconnected wires, often times without insulation which in the presence of water can cause extreme electrical and fire hazards. Large pools of water as mentioned before can be found with many wires running through them electrically charging them without insulation. The machinery of the area is possibly the most dangerous aspect of it, despite all the other hazardous aspects. For one, it can get loud enough to cause impartial or complete hearing loss with prolonged exposure, it is also known to be terribly inefficient, often breaking down or malfunctioning which can cause its own slew of problems. Most heavily of which being of course Blackout periods, however these are more locally based rather than area or level wide, as the machines often only control power to that specific section of the level. However it is significant enough to worry about, as even though the area is too small for regular entities to appear, it isn't for entities such as Smilers, and Shadow People, and its not uncommon to come across large quantities of either, especially more powerful versions like Brute Smilers. The machinery when breaking can also sometimes explode, sending sharp metal objects including mechanical parts all over the room and possibly hurting the user. Its important to keep wary within the area.

The abundant machinery within the are causes temperatures within the area to be uncomfortably warm but generally bearable, with the average temperature ranging widely from 66 to 93°F (~18 to 33°C). Long-distance travel across the Electrical Station is made difficult by regions in which the temperature may rise dramatically to become entirely inhospitable, with the highest temperature ever recorded being 135°F (~57°C). Reports also exist of regions with damp, thick air, which makes the air in these areas difficult to breathe.

The Electrical Stations power grid is organized like any typical power grid, with power lines originating from substations that receive their power from electrical stations. Unlike a typical power grid, the electrical stations do not receive their power from a power plant but rather receive their power from superstations which are believed to receive it from mega-stations and so on and so on. With the entire structure organized like a fractal, and it is believe this is done so that it would be impossible to completely cut power from a level. However, if a person were able to somehow tamper with this system they could completely cut electricity from an entire level. Its theorized that the larger electrical station, nicked named the Electroscape, exists and is where the levels power originates, and as of recent developments, has indeed been found. Also near these substations are small offices, these are often decrepit, and impossible to enter due to the mass amount of entanglement, as well as the size of the rooms. These rooms often act as control rooms for most of the power, however attempting to use any of the breakers or instruments in the rooms does nothing, and no significant change is caused by them, either making them faulty or connect to some undiscovered level. They may even just connect to parts of the level, turning off specific lights inside the level. Though attempted examination has proven fruitless, as the level defensive mechanisms kicked in to stop further examination.

Dangerous as this area may be, it holds a number of important items and supplies that can be found across the area in wide abundance, directly contrasting the rest of Level 2, being completely devoid of any supplies, both to keep the user alive, as well as generally helpful or useful items. However thusly, the Electrical Station is hard to enter or even access from Level 2, often only accessible through the previously mentioned locked doors. This area is often accessed randomly by users and without intention, though if you are looking for the station, you can find it behind either rusty doors, or by crawling through the ventilation system of the level, and can be exited through the same way you entered or by passing through the office rooms into a door that is labeled "maintenance corridors", the door will become locked upon entering.

## Entities

Level 2 is more sparse when it comes to entities and often it has less variety of such, usually being the same few entities. The most common entities found in the main section of the level are Hounds, they are more numerous than other entities and often travel is larger packs than average. Though there is a greater quantity of Adult Hounds than Pup Hounds, meaning they are more hostile on this level than average. Hounds typically on this level will lurk in dark areas with their screens off to conceal themselves, so they rely on their sense of hearing to catch users off guard. Using this to your advantage is the best course of action.

However other than the wide abundance of Hounds, Level 2 is more devoid of entities than any of the main twelve levels, even more so than Level 0. This is due to the levels high amount of environmental hazards rather than entity based hazards. However, it does raise the question of why Level 3 isn't the same, as it has the same amount of environmental dangers, yet a stronger entity presence then this level. Supposedly it is due to the types of entities within the level being more resistant and aware than ones on level 2, however its hard to know for sure. Level 2 remains a bit ambiguous when it comes to entity presences. You will notably find more entities that rely on light sources, such as Lighthouse Variants of Bacteria, though you also find entities like Foghorns, which are what the name implies, large entities with foghorns for heads.

### Anethikas

However, a more prevalent entity on Level 2 than even Signal Hounds are Anethikas (Entity-030). They are incredibly hostile, tall, blind entities which rely on their sense of hearing to locate users, as well as their ability to make you make a sound to attract them. Anethikas hearing is 2x better than humans, and its possible even for them to hear your breathing from a relatively close distance. The entity is quiet harmless if you stay quiet enough, however the second you make a noise the entity will immediately peruse and attempt to kill the targeted user, and it will only follow that specific user that made that sound. However if users make further noise and the entity hears it, once the user has been killed or lost by the entity it will peruse the other sources of noise. Anethikas posses qualities that make users uncomfortable on purpose, attempting to frighten the user to a point of breaking. The entity is capable of standing still in place for hours and even days at a time, and when emerging from this state without proper sustenance, it will enter an extremely agitated and irritated state. The Entity is capable of extending its neck around 3 meters long and retracting it as well, this is used for further intimidation.

Anethikas also hunt other entities as well, notably Signal Pups, which are very playful with everything, even hostile entities such as Anethikas. The entity takes advantage of this for a quick meal when it is hungry, and often succeeds in this, however can get into an encounter with a group of adult Signal Hounds and sometimes lose. The entities main method of killing individuals is through impalement, usually through the dorsal spikes on its back, that are capable of flipping onto the front of its body and impaling the user. Since Anethikas do not posses mouths, they have to come up with methods of killing the user other than slashing or crushing users with its jaw or even claws, both of which it does not posses. Instead, the entity over time digests the user through special enzymes that break down the users body mass, making them soft and able to be absorbed into the entity over time.

## Communities

Due to the inhospitality of the level, and general lack of resources; no communities exist on Level 2.

## Survival Guide

**Level 2 Survival Guide.**
Survival Guides act as a general synopsis and bullet list of things you should and shouldn't do within the level.

This level is regarded as a very dangerous level to be on, so your stay here should be as brief as possible. If you aren't lucky enough to have brought a flashlight into Level 2, this will be your absolute last opportunity to find one, as past Level 2 there are virtually no flashlights available, except for a small handful of isolated locations within levels that may contain some electronic supplies, like Level 4. Thankfully, on this level there are many places to find flashlights, and often they can just be found lying on the ground, often times next to graffiti. Using your flashlight within this level is a good counter for the majority of the entities you will come across on this level, as many of them may be stunned or even completely halted by your flashlight, use it as a method of defense, though do note that not every entity will be effected by it. Such as already named entities such as Bacteria, and Anethika's, which are prevalent in levels other than this. Your flashlight will also hinder a lot of the black fog prevalent across the level. While its effects may still be felt, it will help you sanity-wise to bring a light source through the fog. While it is possible to see through the fog -- as most of the time dim lights are on in these specific hallways -- it is not recommended to go in without one.

When encountering an entity, for any reason, running in the opposite direction is obviously the best solution. However, make sure that before you continue through the level that you lose the entity, as this can sometimes lead into stumbling across another entity and getting yourself trapped in a narrow one way hallway. And you can tell how there isn't a way out of a situation like that. Though the chances of this happening are slim, you should still consider it when every action you take on this level is a risk. Some hallways within the level will rise to extreme temperatures, often enough to kill you instantly. However, for this to happen the hallway needs to rise in temperature to slowly; so if you feel the temperature in the hallway you are suddenly increase, or if you feel a burning sensation. Turn around and head another direction, that hallway clearly isn't for you.

You should also be careful of specific hallways you enter as well. Although brightly lit hallways are safe areas, and our brain tries to unconsciously move towards these areas of light, since it brings us a sense of safety. You shouldn't always enter these areas, as they contain the potential for some environmental hazards that can indirectly harm you. These are often just faults in the construction of the level, such as pipes breaking and blowing out steam, which can be easily avoided if already occurring, though if occurring suddenly it might be harder. Pipes from the ceiling dripping out an oily red liquid or black tar-like liquid, that burns your skin upon contact, which is avoided through wearing just normal clothing, preferably a sweater or hoodie. However, the tar like liquid is better left avoided. And finally other similar fluids and gases running through the pipes that at any moment could just burst. While this isn't to say you shouldn't enter these areas at all, you should be cautious when entering these areas, as anything could happen in between.

Rumbling machinery within this level can make your ears hurt over long periods of time, and seeing as you'll probably be in this level for weeks if not months, its a good idea to try and dampen that sound. Loud machinery usually doesn't play in the darker areas of the level (which makes up the majority of the level), so you shouldn't worry too much. But its smart to make something that will help. This can be done through the use of earplugs or similar things to earplugs. Its unlikely you will find earplugs so alternatives can be used like headphones, earbuds, or ear muffs. These objects usually aren't found easy, but can be found within side rooms within Level 2. These are accessible through unlocked doors that lead into these side rooms. Usually they will contain shelves but not always the things that your looking for. If you can't seem to find anything to dampen the noise of the level, simply covering your ears tightly is a good method as well, and may save you a headache or hearing loss.

The goal within this level is do smart things when everything you do is a risk. You wouldn't want to do something irresponsible like going down a hallway with and excruciating amount of blind turns, or traveling down the same hallway for a long period of time. The best advice to getting out of this level is to attempt to open every door you come across as they are a good and easier method of escape then randomly stumbling across an elevator. However this method takes time and can wear you down, and resources like food or water are impossible to come across here. So using the method of opening every door isn't the best idea for the level if you aren't well equipped before hand. Generally, you should try to get out of this level as quick as possible.

## Entrances and Exits

### Entrances

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**Level 1**

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(1) Finding a stairwell within Level 1 labeled as "below-ground floor" will lead you in the level, doors also labeled with a down arrow and leading into a stairwell will also lead into Level 2. Other entrances have been speculated, such as elevators, however, no proof has been found to other entrances existences.

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### Exits

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Level 3

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(1) Via large service elevators, you are able to go to the "sub-level" of Level 2, named the Blackened Sewers (Level 3). Estimated waiting times range between user though are often around 1 hour to 2 hours, however there have been longer instances.

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(2) Its possible that traversing the catwalks or even going through maze of pipes on the upper floors will lead you some how into Level 3, either through getting too lost in these areas or entering some kind of special door. The most common theory is a hole with caution tape around it that causes you to fall into the calm waters of the level.

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(3) Downward ladders, possible locked doors, or special metallic doors that have a label of Penrose stairs will lead down into the Level. It should be noted that ladders leading into the Level will often be far more dangerous when compared to other entrances into the level.

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**Level 1**

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(1) It is possible to go back the way you came and up the stairs back into Level 1. This method doesn't always work and depends on where you entered from, such as entering from the Depository.

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(2) Some doors down long hallways can have a door at the end labeled, Above-Ground Floor. These doors also lead back up to Level 1, however these methods are more guaranteed than the method mentioned above.

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All other exits are to Level 2's Sub-levels.

Return to the Level List, or descend further into the Next Level.

## Footnotes

1. ↑ Ometers have the functionality of Geiger counters (radiation), thermometers (temperature), and decibel meters. (sound).
2. ↑ Methods tried range from lock-picking and the usage of pliers to the eventual usage of homemade and industrial flamethrowers and explosives.
3. ↑ It is worth noting that this temperature was recorded within an electrical room with a boiler inside it. The room was already considerably warm due to the generator and other running machinery inside. Such occurrences have been documented only once in a while, but in all cases, the areas in which they were recorded were walled off.
4. ↑ It should be noted that despite their visors being off, Signal Hounds are capable of small amounts of sight. Their sight makes them partially blind in this state, and they will often chase the wrong thing entirely. Though never say never, and Hounds are still capable of chasing you even in this blinded state.