Level 2 - SpacePotatoee/MinecraftFoundFootage GitHub Wiki
Level 2 presents as a singular, endlessly extending linear corridor composed entirely of unpainted concrete. The floor, walls, and ceiling form a seamless, monolithic enclosure devoid of architectural variation. A continuous line of industrial piping runs parallel to the left wall throughout the entire corridor, while overhead fluorescent lighting fixtures are spaced at regular intervals along the ceiling.
Despite the apparent structural simplicity, explorers frequently report a pervasive sense of unease and spatial repetition, which may be the result of subtle environmental manipulation or psychological feedback from the sterile monotony.
Photographic documentation of the central tunnel in Level 2.
Level 2 is accessed by descending a staircase located within Level 1. The transition appears seamless, and subjects will typically emerge near the coordinate range of (2, 20, 7). There are no branching paths or discernible intersections within the level.
Exit from Level 2 is accomplished by walking a considerable distance through the corridor until a noclip event is involuntarily triggered beneath the player. This event results in spontaneous phase-shifting through the floor, transporting the individual to the next level.
Level 2 is classified as non-hostile. No known entities are native to this environment, and there have been no verified sightings or encounters with hostile phenomena. The level’s primary risks stem from psychological fatigue, disorientation due to uniformity, and the subtle influence of anomalous events.
While relatively safe in terms of physical threat, the continuous nature of the corridor—combined with minimal stimulus—can induce hallucinatory perception, especially during prolonged exposure.
Although Level 2 lacks the frequent systemic instability found in earlier levels, it is not entirely static. Two known categories of anomalous phenomena have been documented:
- Ambience Event: At random intervals, the level emits industrial and structural noises—typically resembling groaning metal or distant creaking. These sounds include:
- CREAKING1 and CREAKING2, both lasting approximately 10 seconds.
- LEVEL2_AMBIENCE, a deeper atmospheric hum that persists for over 30 seconds.
These audio emissions have no measurable source and appear to be spatially omnidirectional, contributing to disorientation and sensory confusion.
- Warp Event: This rare but significant event causes the visual geometry of the tunnel to distort in real time. Walls may bend slightly, lighting may pulse irregularly, and linear perspective may appear skewed. The effect lasts for roughly one minute before the environment reverts to its default state. While the Warp Event does not cause physical harm, subjects exposed to it report moderate vertigo and altered depth perception.