The Poolrooms level 2.2 Harder by kira9999. Third level of the Strange Gauntlet, it follows Odd and precedes b spr9s0. The level is geared on a well-known fan-made level of The Backrooms, Level 37, most usually known as The Poolrooms.
Action in games
0–13%: Starting in monochrome, the player—in the robot game mode—downhill a slope from a humming corridor to reach The Poolrooms. Then the level flashes in color. In the backdrop is visible a city. The player has to hop between "islands," which have lampposts, avoiding the sea.
13–17% then the athlete walks inside a structure made only of swimming pool tiles. The player has to initially negotiate a small and dark ship segment. One can observe a dark material pouring from a point on the ceiling. Furthermore visible in one of the backdrop entrances shortly before the finish of this segment is a smiler.
18–34% then the player transforms into a robot; this part resembles the previous portion even now the player is inside and the illumination is stronger. The player "noclips" through the floor and the words "THE POOLROOMS by kira9999" at 31% before the following section.
35–48% The player turns into a little UFO after noclipping into Level 37.1. Water is seen pouring from the roof, and bricks float mid-air. There are also spikes, which drove the player to remain mid-air. The area is filled with water at 41% and the player has to avoid dark, misty things floating in it.
49–56%: Once again the player is a ship and the level veers toward a black portion. Mounted on different buildings, siren lights signal different directions for the player to avoid running into them. At 52%, the gravity inverts.
56–62% later the gravity returns to normal and one must dodge slow-moving, luminous cubes. Background openings reveal ladders in a predictable way.
Player has exited the water 63–70%. First, there's a straightforward, repeating cube section including pink orbs. The part on robots then calls for the player to jump on spider pads.
71–76% The player then has to fly across an area contaminated with black, stick figure entities. The player then exits the structure and must leap over the sea like a robot. The section finishes with a leap across five differently sized spikes. There are several cameras positioned all over this entire part.
The last component of this level is a very rapid swingcopter segment housed in a tunnel, ranging between 77–100%. Water is shown flowing behind the player and massive circular windows displaying turbines and water. The level eventually goes sideways and the water probably drowns the player totally. The screen blackens then fades to display running water. The level culminates with a lower-pitched finishing sound.
User Values
This level only has one user coin. The player must first leap from the ramp then over a triple-spike to get it. The player phases across the floor and a light switch is triggered. The first 34% of the level is also modified as follows:
0-13%: If the player touches the pad at 11%, the geometry dash lite screen will flash red and the level will revert back to normal. There is a drawing on a teal pillar that tells the player not to jump on the pad. Short, yet accurate jumps are required to continue the currency course. The last lamppost of this segment will likewise explode.
13-17%: There are more spikes put on the obstacles, making this segment substantially tighter.
18-34%: The gravity is then reversed. A mix of little and massive jumps are necessary to overcome the pillars and floating blocks. The coin sits at 26% and the player has to hop between two pillars to get off-screen. They will then resurfaced at 29% with wind particle revealing where the player would land. The player may then often complete the level properly.
Qu trivia
One may replicate this level free-willingly.
One minute and thirty-three seconds defines this level.
This level has 30 sound effects and 38696 objects.
The first (and so far only) 2.2 level to be seen in a gauntlet is this one.
Originally, the finale of this level saw the player leaving the level via a white, radiant portal.
Should the player pass away in the level, the level will become grayscale and the music will slow down.
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