Info Re-written by DrAkimoto. The original author of this entry is an anonymous Fandom user, the creator of the original concept is from Reddit user u/glassydude101.
Critique by: |
Habitat: Multilevel | IETS |
Properties: Itemic; Spectrous; Metaphysical | 4C |
Description
Entity 2, colloquially known as "Windows", are physical manifestations of a predatory thoughtspace1 composed of sustained, cognitive thought.
These Windows are capable of manifesting on any surface, though they typically follow rudimentary architectural rules in regard to location, preferring walls to roofs or ceilings. Instances of Entity 2 often occupy the space of pre-existing mundane windows where present. They have been documented taking on a wide variety of shapes and styles, though they will usually manifest in a design suited for the level they appear in. Since these entities are immobile, once one has formed, it will remain in place until it reaches a "dying" state.
Each Window will display a different landscape that typically bears no resemblance to the actual exterior of the wall when one is known to exist. These "images" are not intrinsic to the Entity 2 instances themselves and are instead conjured through human perception, to the extent that each individual viewing a Window will perceive a different landscape. Though they appear blurred and distorted, witnesses claim to have a feeling of familiarity with the location. It is theorized that this aspect of the entity is a form of visual hallucination brought on by the mind's inability to process a foreign thoughtspace.
Occupied Windows
An instances of Entity 2 on Level 13.
Occupied Windows feature a dark, indistinct human silhouette within them. Survivors of Window encounters have claimed that the silhouette shared the appearance of someone they know, and in some cases, multiple people. It is believed that this, much like the landscape, is merely the perception of the witness. All photographic evidence shows a humanoid silhouette with few identifiable physical features.
Newly created Occupied Windows have been reported to have a similar body shape and height to the individual who entered. Despite this fact, it is unknown whether the silhouettes still possess a physical body within the thoughtspace. Photographic evidence and witness testimony suggest that the silhouette may only be a visual representation of the individual who entered the entity while vacant.
These silhouettes will slowly fade over time as they lose definition and opacity, eventually becoming unrecognizable from their previous appearance. Alternatively, instances will gain visual density after consuming a sentient victim2. This has led to the theory that these entities can only maintain physical permanence by acquiring new victims.
WARNING — If you believe you have encountered a vacant Entity 2 instance, please repeat any of the following phrases in your mind as you remove yourself from the area:
- "I am here, and there is nothing I would do to change that."
- "I am content with my existence and my place within reality."
- "There is no way out, and I accept that."
Vacant Windows
Unoccupied Entity 2 instances have two distinct variants, "Newborn" Windows and "Dying" Windows, both of which pose a significant risk to wanderers.
"Newborn" Windows
"Newborn" Window; Level 172.
These instances of Entity 2 have the typical characteristic of displaying a blurred, familiar landscape. Research and witness testimony propose that they are created at the instant of perception, formed by a deep desire to remove oneself from the reality of their current situation. Usually such an event occurs during times of great emotional instability, when longing for home, or when fleeing a threat. Once a Window has been manifested by an individual, they will feel a compulsory effect to enter their own thoughtspace. If you see one of these Windows it is important to stop and leave the area while reaffirming your existence. If successful, the manifestation will disappear over the course of several hours.
Researcher Jack Locke successfully created a vacant instance of Entity 2 while conducting research in Level 881. He did so by consuming a blend of sympathomimetic drugs to artificially stimulate his sympathetic nervous system3, while looking at a mundane window and thinking of escaping the Backrooms.
"Dying" Windows
"Dying" Window; Level 881
Once the figure within a Window fully dissipates, the entity will grow increasingly unstable as it loses permanence and begins to collapse in on itself. While in a "dying" state, the area around the entity is extremely volatile; any human within a five to eight-meter radius has a significant chance of being violently displaced from reality. This process can occur over several hours up to a week after the initiation of the event before eventually vanishing entirely. Due to the rarity of finding a "dying" instance of Entity 2 and the danger posed by the encounter, information regarding the process is scarce.
Behavior
When a human is in the presence of a Window, the entity will attempt to communicate with the individual, both through vocalizations and hand gestures. The sounds associated with Entity 2 instances are not an observable phenomenon but more akin to telepathy and often perceived as comforting whispers by witnesses. It is assumed that these communications are employed by the entity as a means of luring the victim into closer proximity to the window. Once within a range of one to two meters, the Window will manifest a physical representation of an arm to grasp and pull the victim into itself.
Researcher Cúán S. being dragged into a Window during a research accident.
M.E.G. security personnel being grabbed by an instance of Entity 2 during an exploratory mission.
Safety Protocols
• When possible, avoid areas with excessive windows. Outdoor levels, or levels lacking walls, are significantly less likely to contain instances of Entity 2. There are typically fewer instances in areas with established bases or safe zones due to the majority of organizations covering windows in these locations.
• Report any windows that appear to have anomalous properties to the nearest base or outpost. If deemed necessary, signage should be installed to warn wanderers to avoid the area.
• Resist taking compulsive actions when observing a Window.
• If you experience mental dissociation or a desire for it, then it is recommended to avoid locations with excessive windows while seeking mental health support from a professional or trusted individual until the feelings subside. Help is available through the M.E.G.'s Internal Support Program (I.S.P.) at several major bases4.
How long have I been standing here?
Hours? Weeks? Years? I'm not sure.
I don't know how I got here anymore.
I can't even recall who or what I was before this.
I just know I need to get away before I completely forget it all.
It's erasing everything.
But even after all I have lost
I still remember that feeling.
I wanted to leave that place so badly.
Now I'd do anything to go back.
It's peeling away my existence; we're becoming one.
I don't know how much longer I can hold on. Someone needs to help me.
If they can see me, then at least I know I'm not gone; that there's still hope.
I always can tell when people wander the nearby halls.
I can see their thoughts; they're so vibrant, so alive, I can almost taste them. I crave it.
If they would just notice me, that could be enough.
It has to be enough.
I can feel one now; they yearn to escape.
We should help each other.
If I could just get them a little closer.
I can make them help.