Objects Not Working Independently

I have two separate ladders and Ant Hills. When I debug it says the object name is the name of the first object it interacted with not the second one. For example: Ladder 1 take you to Ant Hill 1 and Ladder 2 is suppose to take you to Ant Hill 2 and vice versa. But when I debug it says the object is Ant Hill 1 and Ladder 1 even if I’m on Ant Hill 2 or Ladder 2. Here is my script.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Teleporter : MonoBehaviour
{
    GameObject Player;
    bool Touching;

    void OnTriggerEnter2D(Collider2D obj)
    {
        if (obj.tag == "Player")
        {
            Touching = true;
            Player = obj.gameObject;
        }
    }

    private void Update()
    {
        if(this.tag == "Ant Hill")
        {
            if (Touching && Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
            {
                switch (this.name)
                {
                    case "Ant_Hill_1":
                        Player.transform.position = new Vector3(8.91f, -13.53f, 0);
                        break;
                    case "Ant_Hill_2":
                        Player.transform.position = new Vector3(84.91f, -13.53f, 0);
                        break;
                    default:
                        break;
                }
            }
        }
        else if(this.tag == "Ladder")
        {
            if (Touching && Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W))
            {
                switch (this.name)
                {
                    case "Ladder_1":
                        Player.transform.position = new Vector3(8.91f, -2.152604f, 0);
                        break;
                    case "Ladder_2":
                        Player.transform.position = new Vector3(84.91f, -2.152604f, 0);
                        break;
                    default:
                        break;
                }
            }
        }       
    }

    private void OnTriggerExit2D(Collider2D obj)
    {
        if (obj.tag == "Player")
        {
            Touching = false;
        }
    }
}

Try inserting a Debug.Log( this.name) at perhaps line 12 in your trigger enter, see if what you think is happening is happening.