Level 2.77

The tension grows, as the riddles get revealed. Solve them, and you can leave. Don't, and... well...

Survival Difficulty: ***Varied, Convergence 4***
*‣ Fairly Unsafe*
*‣ Rapid Changeovers in Approach Critical*
*‣ Area-dependent Entity Quantity*

Level Chart #4
- Level 2.77 -

'Solve to Survive,' assigned to number **2.77**, is a level with odd peculiarities. It is split into four different areas, all unfitting to each other in style and design, though vaguely following and completing, in a more faint sense, the base of **Level 2.77**, that being riddles and games that may seem easy enough. The foregoing areas are chronologically accessible, meaning that one cannot admit into the three later areas right after conducting entry. On the rough edge, every one of these areas seems to have an outside area resembling a desolate, dry field of grain, featuring a rough and wide gravel path right throughout it in every cardinal direction. Said gravel paths miss the structure **Level 2.77** is situated in by just a bit, which leads to them connecting at a black point; the junction of these paths may not be seen.

Safetywise, **Level 2.77** serves as the first early-voyage threat, as seen at its rough classification as a **four**. Two of the four areas hold massive entity danger, the third houses starvation threats, and the fourth at least mere hostile hazards; none of the yet-discovered terrain has been secured in any way, form, or sort. Due to such an early-appearing menace to most humans trapped in the endless loophole of the Backrooms, many C.E.G. officers have tried to either partly secure regions of **Level 2.77**, or to create guidance to ensure the least deaths happen.

Within all four areas, loud noises may be perceived haphazardly; neither their source nor their meaning have been disclosed. These sounds are often described as loud peeping, almost siren-blaring-like audio sounding severely damaged in terms of data, leading to noise, cut-offs, and other corruptions concerning the innumerable strings of soundness while they play throughout **Level 2.77**.

[ Sanity-Collapsing Properties ] **|** [ High Danger ] **|** [ Yet Uninhabited ]

‡ Addendum 1 - *The Storehouse*

⇹ Addendum 1 - *The Storehouse*

*An AI-generated iteration of said warehouse, using described features.*

Area 1 of **Level 2.77,** commonly denoted as 'The Storehouse,' resembles a warehouse of undetermined, though likely infinite size. Said warehouse is seemingly used by a furniture store since the packets enclose predominantly furnishings, and if not so, they hold damaged goods, which do include edible, though likely rotten food. The rows in which the cardboard boxes are stored are enumerated, starting with the number -1. This -1st shelf doesn't include any ware, which is questionable considering that every other shelf except for this one is filled to the top with intact goods.

The lighting of Area 1 appears frantically built together; its electronics aren't working quite the way imagined, causing lighting fluctuations at different locations of Area 1 or sudden flickering of said lights. Furthermore, light sources seem to outright change entirely the deeper one ventures into Area 1. Around shelves 1 to 30, fluorescent lighting decks the ceiling; thereafter, it shifts to LEDs. While the latter anomaly may not contribute to the feeling and deadliness of Area 1, it still depicts quite the weird enigmaticity.

Inset into the walls of Area 1 are heavily locked vents, serving no immediate purpose. They cannot be opened using technology that may usually work, like screwdrivers, even though they have every feature of a regular vent. What lingers behind these vents is undetermined, inasmuch as the foregoing have highly restrictive properties. The only thing that can be safely concluded is that the area exposed from the vents' slits is a narrow steel tunnel, barely able to sustain the height of kids.

The traversal of this area will reveal the scattering of randomly twisted, sometimes nonfunctional or unsolvable Rubik's Cubes throughout it. The purpose of said Rubik's Cubes is easily revealed by the note lying next to them, prompting the wanderer to solve said Rubik's Cube within a haphazard and hence indeterminable time frame. If they cease to solve the cube, a horde of thus far unrevealed entities will flood the scene from all sides. While their origin has yet to be fully determined, it is very much assured that they come from minor slits, hardly large enough to maintain these entities, in the ceiling. If whoever encountered said Rubik's Cube does solve it, they'll be sent to Area 2 promptly under yet unknown procedures, though likely no-clipping.

[ Varied Danger; Convergence Mild ]

‡ Addendum 2 - *The Mall*

⇹ Addendum 2 - *The Mall*

*A supposed picture of said mall; brightened. The wall hangs considerably low within the bottom floor.*

Area 2 is best described as a mall-like edifice enclosing only limited space. Some refer to Area 2 as 'The Mall' or 'Keyfinding Space,' the latter referring to the objectives throughout one's stay within Area 2. The stores of the mall aren't lit and look offputtingly unmaintained due to full blackness dragging itself throughout these stores, rendering most of the contents fully useless as they aren't perceivable. The other lighting present seems to malfunction similarly, if not worse, than the lighting found in Area 1, dipping the mall into silent dimness.

A bottom part, mostly occupied by a large, emptied, and destroyed food court, exists, serving as a mildly safe place amidst the constant hazards swirling around one floor above. Nonetheless, many reported instances of entities suddenly swarming the bottom floor, leading to surprise attacks and perishments quite quickly. Other than said food court, one may also recognize a few stores selling various different things, though mainly food. Spare chandeliers are hanging from support floors, which hang down from the first floor, supporting a consistent and comparably bright light flow throughout the entirety of the bottom floor. Looking out the front entrances of Area 2, one can first see the outside of **Level 2.77**. The foregoing front entrances do not work, though, and trying to break them down may result in a recoiling of the process, resetting one's position back to Area 1.

The first floor, as mentioned, teems with hostile entities, so it isn't safe to enter. Unfortunately, this area is the entry area, which could be seen as unflattering due to the first floor's perceivably bad condition and safety. Haphazard windows may be spotted, although most reveal nothing but a black void beyond their glass; causes are currently indeterminable. Some of these windows may reveal a descriptive landscape, though.
While residing in Area 2, one's objective requires the collection of a set number of keys, which vary just a little from wanderer to wanderer. Said keys must then be inserted into the lock of a door, randomly placed on the entire map of the first floor. The keys are evenly distributed throughout randomized spots in Area 2, mostly within smaller stores.

Should one finally open the door, a fully pitch-black room will be unveiled; a light switch may be accessed right beside the entrance, on the right wall. The inside of the room consists of a small couch, two seats, and many edible goods for health restoration. A door inset into the opposing site of the entryway sticks out to the eye, though, since bright light rays shine through its slits in consistent and steady manners. Said entrancement leads to Area 3, though opening it may present a challenge due to it being obstructed and appropriate equipment being missing entirely. It is best recommended to use the chairs to try and dismantle the protection. Behind the door lies an unrevealed corridor which is squashed similarly to the vents found throughout Area 1, though a bit larger and barely able to be used by humans. Crawling through the corridor takes haphazard time since its length is determined by how long it took to find the keys, though after thorough crawling, one will finally arrive at Area 3.

[ Varied Danger; Convergence Harsh ]

‡ Addendum 3 - *The Corridors*

⇹ Addendum 3 - *The Corridors*

*An image of a reasonably ravaged corridor; brightened. The lights show no ostensible damage, passing as an oddity for Area 3.*

Area 3 of **Level 2.77**, called 'The Corridors' in the colloquial, resembles an ever-expanding tangle of hallways commonly found deep into mall edifices; hence why it may be only accessed through Area 2. Most of the hallways are jumbled with utmost large amounts of waste or feces, causing these corridors to be engulfed in an incredibly repulsive odor. The exposure of this entanglement is strictly mirroring the one of Area 2's mall, the only difference being the sources, which someway work, though only very gloomily; yet, the lengthy distance splitting them renders the lighting of Area 3 nonexistent anyhow.

The stylization of Area 3's corridors is maintained amidst the totality of it; they look as if they were used as emergency exits, often even containing similar exit signs. Regardless of their inferred use, they will simply culminate in another hallway after they end; with this pattern dragging itself throughout Area 3 entirely. Due to the contorted conglomeration of these corridorways, and the unpredictable and inesssential cycles these corridors amass in, Area 3 forms more of a maze than anything else.

One's objective throughout Area 3 appears rather simple, too: find the emergency exit door. Alas, the foresaid ways of arrangement of the corridors fully demolishes the easy execution of this objective, and leads to a rather stressful seek of Area 3. Furthermore, a complete lack of nutritional objects after leaving the end room of Area 2 has lead to innumerably high sums of deaths hitherto, and will likely claim even more victims altogether. There may also be false exits profound within Area 3, leading one back into the hellhole that Area 2 is. These false exits may be identified by the sole actuality that they don't bear a concrete exit sign above them.

After ultimately surpassing the truthful exit door of Area 3, one will find oneself destined within the confines of The Arcadeworld, as expected, and will have finally left **Level 2.77** entirely. The door will be promptly replaced by a fittingly designed wall, unable to be used thenceforth, unless one somehow finds oneself back in **Level 2.77** again. One could possibly no-clip through the door, ending up in a separate area of **Level 2.77** that will not be discussed in detail.

[ Harsh Danger ]

‡ Addendum 4 - *Offices*

⇹ Addendum 4 - *Offices*

File:2office.jpg

*An image found within the ground floor of Area 2, lacking any objects expected to come alongside a sole picture. The original photographer is undetermined, and has likely died. As seen, the light shines considerably intense.*

File:2office.jpg

Area 4, for the sake of accuracy described as merely an extension of Area 2, and thus better referred to as Area 2-1, comprises a reasonous plethora of office-like spaces cloaked in comparably bright rays of light. Their havoc is usually similar to the one of Area 3, though a little more overseeable since the waste consists of small components, not quite large ones. These office spaces commonly feature a proper workspace for long-gone employees of the mall of Area 2, thus housing files, records, and possibly meaningful documents regarding **Level 2.77** as a whole.

Unfortunately, the doors obstructing entry to Area 2-1 are invariably locked, and the keys to opening them are disgregated and their pieces strewn across the totality of the mall. Moreover, the pieces, belonging to vastly different keys, aren't marked to differentiate parts of one key from those of another, which further complicates the matter of practically using an office space. Another seemingly useful route to take is to kick in the door blocking access to the office behind it, yet doing so will either result in immediate reentry to Area 1, or a spontaneous no-clip back to Level 1.

Within the office spaces, doors and respective corridorways may be found and used to transit between different office sections; these doors may be missing from the confines of some office encasements. Additionally, exiting from Area 2-1 outbound from virtually any room is effortlessly possible, since every of these rooms contains at least two keys to unlock the doors leading out of Area 2-1; after egress, though, these doors will lock from the outside again, and consequently become useless.

Practical and suggested use of these rooms is expectedly trivial. They habitually inhold scarce, though oddly fresh edibles, as well as commonly comprising entire shelves filled with sources of hydration. They also contain functional electronics, like laptops or power sockets, which can be utilized for charging or obtaining innegligible information. It is furthermore endorsed to take at least one of the present laptops along, since they queerly cannot lose their charge, resulting in them being practically usable at any time.

Nevertheless, survival in Area 2-1 cannot be considered possible to be permanent, inasmuch as it is still inhabited by a few malevolent, accidental visitors to it. While these perils present an uncommon threat overall, they shouldn't be neglected, since they pose lethal and generally surprising danger. Another possible threat is starvation, either within Area 2-1, or Area 3, since the forementioned white room is skipped if entering Area 3 from here.

Escaping Area 2-1 without returning to Area 2 is mostly easy; exemplary, at the end of certain hallways, a door leading to the main office can be found. No-clipping leads to either Area 3, Level 3, or back to Area 2, heavily depending on where the no-clip happens. Lastly, certain doors found someplace random excluding the corridors usually lead to Area 3.

[ Mellow Danger ]

‡ Log 1

⇹ Log 1

File:Coolframeimage.png
Where am I?

Yeah, I really have no clue where or what this is. I presume it is the long-lost Level 2, since, you know, I can't really explain what the hell I am in right now. The cards they dispatched to me didn't include proverbs regarding this site, and the one I got after Level 1 was the one about these arcades.

I cannot figure out the layout or purpose of this warehouse. Oddly, I've glimpsed upon a surfeit of obsolete and sullied riddle cubes, scarcely if ever even soluble. Some had notes alongside themselves, talking about their mandatory solvation. I don't know my penalties thus far, but oh well...

‡ Log 2

⇹ Log 2

**"**
Hmm... So, as I walked down Level 1, the corridors just began to shift, they transformed into this warehouse. Weird, isn't it? Whatever, there were basically Rubik's cubes scattered, which it said I needed to solve, and so I did. I don't really remember how I got there, but I ended up within the bounds of a large, unlit mall. Right beside the entry point, a note told me to collect a plethora of keys, not quantified though. At that time, I really thought that the difficulty from before would continue, but no. I saw, like, an Insanity, or a Smiler, I can't really remember which one, shuffling down the starting aisle at a good moment, and a few other creatures from there. I avoided them mostly by hiding, but the main penalty was the overly large amounts of time I had spent searching key after key after key. I somehow ascended even deeper after finding every key, into an unsalvagably dirty mess of cluttered exit hallways, of which I really had no clue what to do. I found an exit door, and driven by curiosity, I entered it, finding myself, again, trapped in the mall. And yeah, I had to do it all over again. Yet, this time, I encountered a 'real' exit door, leading me to Level 3.
After going through all this, I can safely say that Level 2 is a mess and horror, cluttered with danger really just everywhere.
**"**

Level Chart #1
- Entities, Colonies, Entrances and Exits -

[ Entities of Level 2 ]
**Level 2** is teeming with remarkable numbers of hostile dangers, dwelling everywhere save for Area 3. For all the other areas, the enumeration varies quite a bit; Area 1 and Area 2 mirror each other well, while Area 2-1 inholds vastly lower numbers of entities than the forementioned two.

Summarizing the dissimilar behavior, Area 1's entities will plummet from holes in its ceiling if one cannot solve one of the Rubik's Cubes quickly enough, shredding one to pieces thereafter. The creatures of Area 2 will messily roam around every recess of it, making up for the requirement of taking contorted paths instead of linear and straightforward ones. The ones of Area 2-1 are likely to lurk, with anybody inside the area being unaware of their presence or proximity.

As a cohesive list, the following was assessed by many visitors to **Level 2** and finalized after proper revision:
Skin-Stealers, Aggressive Facelings, Insanities, and Smilers.

[ Colonies of Level 2 ]
Expectedly, **Level 2** cannot logically bear sustained and maintained colonies; hence, only small, temporary retinues pop up every so often. Despite the reasonable unfeasibility of colonizing **Level 2**, though, some presently dissembled and nonexistent communities were formed.

[ M.E.G. Outpost π (pi) 1 ]
‡ 12 members at its highest point
‡ Located in Area 3
‡ Dissembled/Abandoned in June of 2005
‡ The Outpost π (1) was established in hopes of securing Area 3's environment and supplying lost wanderers within it. Unfortunately, this was a much harder task than anticipated as a result of the branched architecture of Area 3; the group survived no longer than eight months.

[ M.E.G. Outpost π (pi) 2 ]
‡ 54 members at its highest point
‡ Located in Area 3
‡ Dissembled/Abandoned in August of 2014
‡ The Outpost π (2) was established in similar circumstances to the first iteration of it. For this one, a wave of explorers had luckily joined the outpost, consequently pushing the member count to around 50 and increasing the overall number of supplies to a desired maximum. Regardless, starvation hit π (2) after said supplies hadn't been restocked after six months, accounting for yet another dissolution of an outpost.

[ Entrances to Level 2 ]
**Level 2** is most commonly entered through Level 1. Necessary precautions for this way of ingress are virtually null, and based on sheer luck as a replacement. The first sign of future entry to **Level 2** in this context is sudden deep slits put into the concrete walls of Level 1, and an additional, though negligible tilt of the ceiling of the latter. As time runs, the slits will enlarge, and the concrete material will transform into wood. Ultimately, the concrete walls of Level 1 will fade into the endless rows of shelves of Area 1, and any trace of Level 1 will be relinquished after definitive ingress to **Level 2**. A secondary way is conducted by accessing certain warehouse-like formations on most modern, though not future-looking city levels, like Level 11.

[ Exits from Level 2 ]
The primary way of leaving **Level 2** is by solving all three riddles unscathed, after which one'll reach aforesaid door and enter Level 3. Another possible action one can do is to no-clip through the door leading to Level 3, instead of using it. If one does so, a hitherto unveiled room with three different openings decked with ladders will be bewrayed. Going down any of these ladders will irrepealibly lead to one of these levels: Level 74, Level 1, Level 11. No-clipping once again will render Level 3 skipped, and one will be relocated to Level 4 instead. One may also exit from the office rooms, leading to Level 3 or Level 4, depending on the taken measures.

‡ Author

⇹ Author

Original Author: Khai;
Major Rewrite by: ntdll;

The 1st image was provided by Khai and generated using AI;
The 2nd image was provided by Hmmmm55555;
The 3rd image is licensed under CC BY-NC-ND 2.0;
The 4th image image is from r/Backrooms;
The 5th image is licensed under CC BY-SA 2.0;
The paper frame is licensed under CC BY 2.0.

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