Level 45.23: "Glitchy Exodus"

**Survival Difficulty: Class Undetermined...?**
**>> ~~Mysterious Properties~~ ESCAPE NOW**
**>> ~~Unknown Information~~ Run if You Have the Chance**
**>> ~~Unknown Entities~~ You Can't Hide**

Remaining as one of the least understood and least well-known levels of the Backrooms, entry to **Level 777** is highly unadvised, due to the survivability rate for those who enter being astronomically low.

## Available Description

Don't look behind you

Run.

File:Scopophobia.webp

**Level 777** is described as a desolate city situated at night, spanning for an indefinite amount of length. The majority of the level is a monochromatic grey, albeit some parts such as lights deviate from the dominating color. The architectural design of the structures is not yet precisely determined, though the structures are blockier than as opposed to the urban western architecture, somewhat resembling a soviet architectural design. In addition, the layout of the buildings and streets seem to repeat in the same pattern, occasionally alternating the layout. Parks, empty train stations and inaccessible underground metro stations are seen, but are fenced off from entry. Any attempts to do so will result in the wanderer being forced off the fence. Vehicles, and any other signs of human life are absent, aside from inconsistent and non-uniform appearing road tracks and footprints. Ambience of mysteriousness
The geography of **Level 777** is flat, bearing no hills, valleys, mountains, nor fluctuations in the elevation of the landscape, as well as lacking any other natural formations, including rivers, lakes, etc. Signs of plant life are limited to only dead patches of grass found usually next to sidewalks. The cityscape is always shrouded in dense fog, obscuring vision and the sky. Because of this, the actual appearance of the sky is yet to be mapped out. Technological devices brought to the level are severely downgraded; compasses won't point anywhere and will now move based on tilt, GPS devices and mobile devices aren't able to activate, and any transmission devices will degrade in quality to the user, regardless of the initial quality of them before arrival.

As flashlights are also anomalously nullified, the only reliable light sources in the level are streetlights that dot the streets, albeit many of them will begin to flicker spontaneously the further one stays in **Level 777**. One can hear eerie ambience, with faint radio music playing if listening closely enough. The music's origin is undetermined, but what is known is that the type of music that is playing depends on the national identity of the wanderer.

No more than one person can be in **Level 777** at a time, as each copy of the level is created for each wanderer who enters it. Anyone who decides to stay for a prolonged amount of time will start to have the feeling of being watched or followed by someone. This causes them to inevitably have the urge to enter one of the buildings. One cannot prevent it from happening besides exiting the level early, although if hard enough, one can resist the urge. Interestingly, the buildings are inaccessible when the wanderer enters the level at first, but will become accessible when they get the feeling of being watched/followed. Once this phenomenon occurs, 2 scenarios can possibly occur.

Ambience of mysteriousness

* Scenario 1
* Scenario 2

Your demise is near

*IT* is coming

File:Scopophobia3.jpg

The first scenario is when the wanderer enters any of buildings, which strangely, all buildings entered will lead to the same grey interior, despite the interior massively contradicting the outside dimensions and appearance of all of the structures seen in the level. Right after entry, all exits out of the building will be instantly blocked off, unable to be open nor destroyed. Likewise, the windows will be blacked out. The interior itself consists of an infinite spanning series of small rooms connected by networks of thin, long hallways and cramped stairwells. Occasionally, one may have to crouch down when travelling through claustrophobic and tight stairwells or hallways.

The inside is barely lit up by small circular faint lights, which don't emit buzzing. The architecture of the interior is unspecified, though it best resembles a stretched attic of the sort. Greyscale paintings depicting nature are common throughout the walls of the structure. The rooms typically consist of random furniture, ranging from static TVs that aren't able to be interacted with to random stacks of mattresses. The floor is coated by a grey carpet, and is reported to contain the same carpet fluid from Level 0. The structure can't be damaged in anyway, nor be no-clipped through.

As the longer one is trapped in the structure, a series of events will begin to unfold, representing if someone were to have severe scopophobia.

### Commencement

Immediately after entry, the wanderer will feel an eerie vibe. The ambience from the outside will stop playing, only leaving the radio music.

### Anomaly 1 - 5 Minutes in

The radio music will abruptly pause, silencing the entire level. From here, the lights will begin slowly dimming until they're off. The feeling of scopophobia will likewise intensify, reportedly making individuals uneasy and more cautious.

### Anomaly 2 - 15 Minutes in

Knocking on the doors, walls and windows will be continuously repeated. As one is unable to view outside, whoever is knocking has yet to be identified.

### Anomaly 3 - 20 Minutes in

The knocking will stop. However, a door creaking sound will follow afterwards with undetermined origin. Wanderers during anomaly 3 will reportedly have the inclination to hide, commonly in rooms with doors.

### Anomaly 4 - 30 Minutes in

Footsteps, and furniture rattling will be audible. If one was using a device that can communicate outside of the level up to this point, the radio signals will become distorted once anomaly 4 starts.

### Anomaly 5 - 40 Minutes in

The paintings will temporarily display static for roughly a minute. The paintings as well as the TVs will henceforth suddenly manifest into images of you from the perspective of the object. At this point, the lights should be dim to the point that visibility is reduced to almost complete darkness.

### Anomaly 6 - 45 Minutes in

All doors will be widely opened by themselves, and remain in their open position permanently, unable to be closed. Footsteps will get progressively louder, like if *something* was approaching. If someone looks at the mirrors of the level, they will see either a black figure at the corner of the room, or 2 white eyes in the reflection, even though they are physically not there.

File:Knocks.mp3

Find an exit, do not look back

Hide quick, there's not much time.

File:Scopophobia2.webp

It's possible to resist the urge to enter any of the buildings, which causes scenario 2 to occur. This scenario has similar anomalies to the first, though are slightly altered because of the location it is occurring in.

### Commencement

Only once after the wanderer no longer has the feeling to enter any of the buildings shall the scenario commence. Besides the wanderer feeling like they're being watched and/or followed, nothing notable occurs during the first few initial minutes.

### Anomaly 1 - 5 Minutes in

The radio music, including the ambience will begin to gradually fade away. The fog will become denser, hindering one's vision. Furthermore, the lights will flicker more frequently.

### Anomaly 2 - 15 Minutes in

Footsteps and repeated door opening and slamming can be heard throughout the level, and due to the lack of other noises, they will seem louder. Thereby, many up to this point will become paranoid and anxious.

### Anomaly 3 - 20 Minutes in

One will experience auditory hallucinations of incoherent voices whispering to them.

### Anomaly 4 - 30 Minutes in

Black figures will appear in one's far peripheral vision; attempting to gaze at it yields no results other than the disappearance of said figures. Footsteps will be repeated in a faster face, akin to if *something* was running.

### Anomaly 5 - 40 Minutes in

The fog will become dense to the point one can see no more than 5 feet ahead from themselves. The lights will begin to shut off one by one. Moreover, the black figures will appear more rapidly in one's far peripheral vision.

### Anomaly 6 - 45 Minutes in

During this anomaly, every auditory hallucination will suddenly stop, resulting in an uncomfortable silence. However, the wanderer will suddenly hear an extremely loud scream at a random point of this anomaly. After that jumpscare, the previous sounds will be back, but at a much lower rate, leaving room for a bit of silence.

### Anomaly 7 - 50 Minutes in

The entire level will immediately completely blackout, ceasing all light sources and visibility. One will hear and sense heavy breathing behind their necks. Under any costs and circumstances, do *not* look behind. Doing so will *result in a fate worse than death.*

Any more information regarding this anomaly is scarce, nor what happens onwards; alleged survivors have stated that one is able to exit if they can persist long enough. But, as the number of survivors is minuscule, these claims have yet to be proven.

## Entities...?

Despite the evidence of entities being abundant, it is also plausible that these entities are either anomalies created by the level, or hallucinations of the wanderer- *Silence.*

## Entrances and Exits

### Entrances

Entering **Level 777** is highly unadvised, and entrances are only listed for the sake of those avoiding entry to the level.

* Reaching the end of the rollercoaster with a Karma Rating of -61 to -80 in Level 999;
* Intentionally slaughtering an animal despite having access to resources in Level 92;
* Going through a white door in Level 666.1;
* Asking the Housekeeper in Level 730 to progress to the next level;
* The end of the dreadxit in Level 455;
* No-clipping through infrequently manifested dark-tinted glass windows in Level -560;
* No-clipping through a blocked road tunnel in Level 603;
* Seeing the landscape shift to a monochromatic cityscape after voyaging out of Level -9.

### Exits

Those who have allegedly survived the level have stated their exit point was by persisting through the last anomaly for an unspecified amount of time. However, this is unconfirmed and unadvised to attempt. There are only 2 confirmed exits out of **Level 777** one should immediately search for—it is reported that both of these exits will mysteriously be inevitably sealed off after the commencement of anomaly 6 in both scenarios.

* Entering a tunnel will eventually bring you to Level -69;
* Jumping down into a dark, descending spiral stairway hidden behind a closet door will safely land one in Level -45.
	+ It is noted that taking stairs down the stairway does not trigger the exit.

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