Level √2 is a secret level of the Backrooms accessed by crawling through an air duct on various levels.
Description
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Level √2 is given its name for mathematical reasons, as mathematicians have found some parabolic trend among the levels, and have concluded that this level does not fit within the trend, but rather, √2. The level is very small, consisting only of four rooms and a door with three locks. It is not recommended to enter this level for any reason other than to escape attacking entities, as it does not feature supplies that will be beneficial for future consumption.
Once a Wanderer arrives in Level √2, they will find themselves in a small room (200 square feet, or 18 square metres) with brick walls and a fountain in its center. Water from this fountain is safe to drink. There will be four doors - one will have have three locks, the others will have a statue of one of the Three Wise Monkeys next to them, and each will lead to a room that contains numerous entities. After killing all entities in one room, a Wanderer will find a key that will unlock one of the locks. The fountain will also have three weapons on its edge. It is not known if this is the same for everyone, but it is suspected that the weapons will be a sledgehammer, a combat knife and a crowbar.
The first door (going clockwise from the locked door) has a statue of Kikazaru (who hears no evil) covering his ears. Behind the door is an area resembling a contemporary luxury vessel. There will be complete and utter silence in this area, you can even try to talk and not be able to hear yourself. Travelling through the vessel you will encounter several entities, namely Hounds, Smilers and Skin Stealers (some have reported Partygoers as well). You must kill all of the entities in the area before proceeding to the lowest level of the vessel, which is waist deep in water. Here you will find a key to the door in the main room, but it is guarded by an unidentified so-called sea monster with the body of a snake and two heads, one of an alligator and one of a shark. Staying out of the water here is impossible, though there are places above water level where you can hide from the monster. It will only know where you are if your are touching the water. Safety tip: keep your back against a wall so nothing can sneak up on you.
The second door has a statue of Mizaru (who sees no evil) covering his eyes. In this room it is too dark to see anything, even with a torch or night vision goggles. Here it is much harder to defend yourself against the entities (which seem to be able to see you, even in the dark), but you can hear them, since they seem to make no effort to stay hidden. The entities found here are probably Deathmoths, Facelings and Howlers. There will be eight of them, but still exercise caution after killing this many in case the sources are unreliable. The key will be easy to find as it is the only item in the room that glows. Safety tip: do not move once you hear a sound, stay silent so you can hear the entity and try to quickly kill it once it comes within arm's reach.
The third door has a statue of Iwazaru (who speaks no evil) covering his mouth. The door leads to a stadium which contains Hounds and Smilers who, unlike normal, will not acknowledge your presence until you make a noise, at which point all entities within a radius (depending on the volume of the noise) will rush at you to try to kill you. Unfortunately, the key is still impossible to find until all entities are killed. The entities will not even react when attacked, provided no sound is made when this happens. Safety tip: to kill the entities, use the combat knife to cut their arteries open for a silent kill.
Colonies and Outposts
There are no confirmed colonies or outposts in this level as a consequence of it seeming impossible for multiple humans to be there at any one time. It is suspected, however, that there is a group of Followers of Jerry in the engine room of the vessel in the first room due to one witness suggesting they heard someone speaking from inside. Other witnesses claim to have been inside the engine room and found no one.
Entrances and Exits
Entrances
This level can be accessed by entering the air duct on many levels (confirmed not to work for level !), but the vent leading into the level will only be absent if no one else is there, according to some who have been blocked by the vent and seen someone inside. The people in the level do not seem to hear you if you make a noise from the duct. Note that an entity may follow you into the vent, so consider it a last resort if one (or many) are attacking as you may be cornered.
Exits
To exit, unlock all three locks on the door in the main room. It will lead to the main hall of level 5.
