Level 2 - "Abandoned Utility Halls"
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"I think Level 2 looks even better than they did before. It was easy, really. You just have to look at things objectively, see what you don't need anymore, and trim out the fat."

Originally made by u/M654z, subsequently rewritten by user 1000dumplings1000dumplings.
Current writer, and ownership, falls under Boring Talking X_X
As they are the owner Level 2's sublevel, RestarttWritesRestarttWrites has written the subsection for Level 2.2.

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SURVIVAL DIFFICULTY:

Class 3

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2first.jpg

A modern-day image of Level 2, taken by the late Overseer-C. Whilst primary source Macchina imagery predates this image, this one is one of the most well known.

Level 2, once regarded as being one of the main levels of The Backrooms, is as 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, while complicated, has certain commonalities in its design which allows it to be mapped. The tunnels themselves, despite following no format on how they are structured, contort at strictly 45 degree angles. In fact, the rough length of hallways has always come to approximate multiples of 5 when measuring in the metric system.

The tunnels are rather tight and narrow, either because of the tightness of tunnels, their machinery and wiring, or other industrial equipment. The walls are built of both withered, dirtied concrete and brick depending on area, the latter of which are usually in muddy brown or black hues. The texture of all wall surfaces have a chalky surface that leaves powdery residue on one's fingers if touched or rubbed across. When in tight corridors, it is inevitable that much of this will end up on one's skin or clothes.

2piping.jpg

A thin corridor of Level 2, made even thinner by the heavy industrial piping on the rightmost side of the image.

In most hallways, the chalky and tattered walls are obstructed by imposing yet rarely operational machinery. These pipes and machines, despite being identified by the M.E.G. as replicating real-world prototypes, do not function in tandem with one another. Instead, these 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 emit an internal whirring noises, as if they are faulty. Additionally, each machine is often connected by long, thick pipes that transfer fluids, electricity, gasses, or even solid objects.

Flatbed trolleys are a surprisingly common appearance, which usually possess items such as miscellaneous machine parts, drum barrels,1 and boxes chocked full of liveable materials. Scraps of paper, old tools, and shattered glass from old light bulbs also cover the level's floor in random areas, creating a hazard for those with inadequate footwear.


2fluorescent2.jpg

A set of two, differently coloured fluorescent lights found within a darker area of Level 2.

2door.jpg

A common door within Level 2.

Similar to level's between 0 and 4, Level 2 is lit by basic fluorescent strips and bulbs, illuminating it in white or orange hues. The wiring for these lights often exposed,2 which has led to various groups harvesting the level's copper, and even the fixtures themselves. The lighting in Level 2 is also not evenly distributed, oftentimes leaving some areas in darkness.

Due to the wiring's state, and because they are wired in series and not parallel3 it is extremely easy for the lighting to be disrupted. This can happen for a myriad of reasons, ranging from accidental, purposeful espionage, and even entity interference. Due to the kind of wiring, 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 are practically arbitrary, with no easily identifiable ways to determine what sections of Level 2 are wired up to which areas of circuitry.

The walls not coated with wires and pipes instead contain doors ranging in various colours, materials, sizes, and types. The "default" designs for these doors are usually of a steel construction, usually painted in various industrial hues. These doors also contain various amounts of additional decoration on them, usually patterns, locks, signs, spray-painted symbols, or windows. It is unknown how many of these signs are generated by the level itself, and how many have been left deliberately.

Normally, a large majority of these doors will be locked. For the doors that aren't locked, and for doors that don't lead to other levels, they open into a variety of different possibilities, some of those being:

  • Sprawling complexes of hallways and rooms of various sizes that contain larger industrial equipment, wooden boxes with supplies, PC's, or often nothing at all.
    • These rooms were often used for habitation, but now are used solely for quick internet access. 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.
  • One or multiple hallways that all loop back around to the same door one came from.
  • A singular room of varying size, usually just a simple square or rectangle shape, containing any items and furniture mentioned in the first bullet point. Like the first style of room, they are commonly 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 the majority of locked doors, and for the fewer amount that have windows, the other ends will be nothing but a black void. These rooms are usually inaccessible due to their doors being locked, but the heavy industrialisation of Level 2 in decades past has caused some to open inexplicably.
    • These voids are infinitely wide and infinitely long, disregarding the rest of Level 2 entirely. It is extremely easy to get lost and perish in these infinite, lightless voids, and entering them is not recommended.

Bases, Outposts and Communities

For hundreds of years, this level has been a nexus for various groups to converge. It was 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 people enter Level 2 straight from Earth. That fact had also spawned many charitable groups in Level 2, who used to fine new wanderers to acclimate to their new, permanent way of life.

It 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.
macchina.jpg

A hand drawn depiction of The Macchina, as in-person photo evidence is believed to be lost to time.

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. Starting as simple, animalistic creatures in approximately 1000 BCE, They evolved sentience and a way to think above simple instincts. 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.

In many ways, this was a perfect home for The Macchina. They began to build cybernetic enhancements comprised of a bulky armour, armour that became crucial to 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.

2macchinahome.jpg

An area formerly inhabited by The Macchina, pictured with various tools and various odd parts left behind by the group before their extinction.

Despite living in Level 2 for centuries, no former capital city has been found for them, though it is believed one exists. A large abandoned city near the exit to Level 811 has been discovered in recent years,4 but it is not known how instrumental to the Macchina's history it was.

The ultimate downfall of The Macchina was due to their resource draining of Level 2 itself. The Macchina's experience of a resource drought hit them hard, and quickly their numbers withered without a way to build and replenish their armour. Over the course of thirty years, their headcount had dropped to double digits across all the Backrooms, and to this day not a single Macchina has been witnessed since approximately 1850.5

In the 200 years since the downfall of The Macchina, Level 2 had gradually come to regrow its depleted machines, though the healing process caused the disjointedness the machinery is now in.

The Blackout

2dark.jpg

The state of Level 2 after its complete short-circuiting.

This blackout ceased all functioning components of Level 2, and cut off access to Level 126 and Level 811.10 The pipes of Level 2 began to clog up with their obtuse cargo within days, causing pipes to burst, leak, or leave certain areas of Level 2 with a thick, pungent smell of whatever substances had rotted within them.

Most famously, the abundant lights of Level 2 immediately shut down also, either deactivating or bursting. Flashlights were being given by groups to anyone going to Level 2 after the word had travelled far of the damage, and many entrances were boarded up. As mentioned, some exits stopped working without electricity, and some of the previously locked doors of Level 2 reopened.

The blackout only lasted two years, with all life suddenly springing back into Level 2 with a flourish. Lights reactivated, pipes began their transmission of anomalous items again, and the machinery vaguely began working again. The railway system the B.N.T.G. created was left to the elements, and the group quietly moved back into EL3A from a temporary base on Level 4.

There are still portions of Level 2 that are still trapped within a brownout, having only a few lights operational. 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 and supplies. Though 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.

Entrances And Exits

Level 2, due to how well-understood it has become over the last few decades, has had a variety of entrances and exits discovered that lead to other normal levels, sublevels, and unnumbered levels.

Entrances

Infamously, Level 2 is most easily accessible from Level 1 via traversing down any corridors that appear to go on forever. Many individuals have also noclipped into Level 2 directly from The Frontrooms, mercifully skipping the hell that is Level 0.

Exits

The most well-known exits from Level 2 are to Level 1, Level 3, and Level 4, all of which take the form of unlocked doors. These exits, especially in recent years, are easy to spot thanks to wanderers of years past leaving relevant signposting and graffiti.

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.




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