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Welcome back to Two Crows Podcast. I'm your host Tylar Holmes and today we're talking about
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urban legends
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One of my favorite urban legends is that of the back room
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One that I have had similar dreams to since I was young in
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2019 an anonymous user started a thread on 4chan
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with a paranormal themed board
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They had asked users to post images that felt off
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One of the posts was the original photo of the back rooms a picture of a large
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Carpeted open room with yellow paper and fluorescent lighting on a Dutch angle
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It is not known where the photo was taken, but it appeared in an earlier thread April 21st
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2018 one user replied the following day if
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You're not careful and you know clip out of reality in the wrong areas. You'll end up in the back rooms
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Where it's nothing but the stink of old moist carpet the madness of mono yellow
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the endless background noise of fluorescent lights at a maximum hum buzz and
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approximately
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600 million square miles of randomly segmented empty rooms to be trapped in
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God save you if you hear something wandering around nearby because it sure as hell has heard you
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anonymous on 4chan May 13th
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2019 pretty soon after the original creepypasta was posted 4chan and reddit were
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Bombarded with other people's tales of the back rooms
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their own
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Experiences and accounts through dreams or some even claimed awake
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There have been lists made of the different levels to the back rooms
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It is claimed that there are 34 main levels along with 20 secret levels to stumble across
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These levels take place in various settings ranges from claustrophobic tunnels to infinite cities
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On each level you can encounter areas with distinct properties known as
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sublevels the world in which you encounter the back rooms looks similar to our world an
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office perhaps
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But it's different off
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wrong
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They call level zero the lobby. This is where we talked about that
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hum buzz and the mono yellow
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It's the most commonly seen level of the back room as most unwitting back room travelers land here first
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level one is the habitable zone a
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massive warehouse with concrete floors and walls exposed rhubarb
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Dymphorescent lights placed on the walls in a low hanging fog with no discernible source in this realm
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You are relatively safe
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There's not a lot that will jump scare you or come out, but there's noises that you can hear
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level two
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pipe dreams is what we call it a
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Set of long straight maintenance tunnels accompanied by pipes and vents on the walls spanning large
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Distances with turns and intersections being incredibly rare
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It seems to go on forever
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You can't really see an end in either direction
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You do come across the rare turn, but again, it just leads to a straight nothing
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Again, you hear a lot of noises here and possibly see something out of the corner of your eye
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level three the electrical station an
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expansive of narrow corridors and electrical machinery
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Similar to level two but better maintained and with more electrical machinery around
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Many believe that the whole back room is powered by level three. It has a very loud hum
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It's one of the noisier levels
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But it has an off feeling to it and again seems to go on forever
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level four is the abandoned office an
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Empty office building to void of furniture except the occasional water fountain or abandoned chair
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level four also has vending machines containing snack bars and
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almond water
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Very often is the almond water mentioned by a lot of different reddit users and 4chan users for this level
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You may find
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Colonies of humans living on level four as well. However be warned many
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Windows on this level are in fact window entities
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These are treacherous
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Although not hostile level five is known as terror hotel
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It's unsafe
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unsecure
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unconfirmed
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Entity sightings have been discovered here. This level is a lot more difficult to survive
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So I hope you grabbed your almond water and a snack
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Level five is presumably an infinite ever expanding hotel complex
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Complete with all the luxuries of a hotel
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Such as lounges ballrooms guest rooms restaurants hallways gyms swimming pools and maintenance halls
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The level however does not follow euclidean
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Geometry which makes many wanderers lose track of where they are
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Never to be found again some places on this level are also randomly segmented
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With some doors leading to nowhere or cut off rooms or stairs
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Due to how large the level encompasses it is also rare for wanderers to gather together despite this
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A few obscure outposts are clinging to survival where you will find
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Small sections of humanity where they've tried to remain close
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So that they don't lose each other, but they do dwindle because
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As one or two decide to go off on their own and
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Are often never seen again the ambiance of this floor seems to cater to the early 1930s or late 1920s
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It appears to be more of a
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1920s it appears to be more of an oriental style hotel
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But the age and aesthetic as well as the appearance of this level can vary greatly
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Opening a door seemingly to another room would lead to a complex with a completely different aesthetic
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Though this occurrence is rare despite shifts in the level's appearance the overall lonely
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Only liminal eerie feeling never fades away. There's often an overwhelming feeling of anxiety and paranoia when on this level
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This level is infamous for its mysterious whispering and unseen presence
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People report something whispering incoherently behind them
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Tapping on their shoulder, but when you turn around you see nothing or
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even worse
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a silhouette
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As it dashes around a corner
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Some people believe that these sightings sounds and feelings are hallucinations caused by the level itself
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Possibly even the paranoia bringing it on
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Yet others claim that it's real that this level does have entities
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In the dining area on this level if you can find it you will find that same almond water and some snacks again
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Despite this many people still go insane on this level. They can't reach any others
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They can't go on
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They get a sort of illness caused by level five
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Many also speculate that this level fosters the transformation of wretches
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Wretches are wanderers who have been deformed by the toll that the back room has taken on them
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They can vary widely in appearance and many specimens commonly produce oral gags or snarls
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with little known purposes
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It almost appears as if their skin is inside out. They have very wide smiles
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Although it's unclear if they're just missing their lips and that's why it appears that they're smiling or if they're actually smiling at you
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There are many paintings on the walls that seem to follow you with their eyes
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wallpaper with faces seen within them
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Patterns on the ceilings seem to feel like you're being watched all the time and it increases the paranoia
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The portraits are sort of gruesome usually depicting petrified faces and
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Eldritch deities the hotel rooms are luxurious but always slightly cramped and claustrophobic in arrangement
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Despite the varying sizes of the rooms
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Furniture is placed irregularly and sometimes found in the hallways. There also seems to be a lack of windows
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You only find them every once in a while
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Furthermore windows are all unbreakable aside from one variant
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Very rarely a window in the modern variation of level five would display
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Level 188 behind it. These windows are rumored to be breakable and may transport wanderers to level 188
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Rumors also say that some windows may be predatory windows in disguise
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But no conclusive evidence is enough to provide their existence
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The consistent jazz-like ambience plays in the room
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The consistent jazz-like ambience plays through the level though. It may sound farther or nearer at random intervals
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A constant buzz of the iridescent can also be heard along with reports of distant party chatter
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Which makes you want to wander around and look for the people that it might belong to
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According to Mitch the wanderer
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The terror hotel gives off an unsettling feeling a little too quiet
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As if the place is dead
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No
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More like the level is holding its breath
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The furniture here is pristine and beautiful yet
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seemingly immovable
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Giving off a deathly feel
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I can feel my anxiety building up slowly
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but steadily
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It's as if the feeling grows the longer one stays here a haunted level. No doubt about it
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This leads us to some of the people that live here called the originals
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There are a group of people trapped in the back rooms throughout the passing of human history
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Many famous historical figures who disappeared have ended up in the back rooms and are now part of this group
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This group consists of nearly 50 members. They are nomadic traveling through level five
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at random intervals
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Notable members include Amelia Earhart, John White, Dorothy Arnold
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Solomon Northup, John Jacob, Aster the fourth
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Captain Edward Smith and Jimmy Hoffa
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The originals work as a team and do not have an official leader
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But people like Earhart, White and Smith are well respected and take the role of unofficial leaders when needed
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Though they are suspicious of anyone from later or earlier periods. They are willing to trade goods with passers-by
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But reluctant to interact with other colonies like the ERC and the backroom colonists
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Many newer members were no clipped during the 1906 San Francisco earthquake
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The 1912 sinking of the Titanic and the 1931
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Yanks floods
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A diary entry found from A. Watson reads
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Something has been on my mind for a long time. I will submit this page directly to
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Imperasario S
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It will hopefully end up in the database
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The eerie landscape of the level is unnerving
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Some may write it off as a strange effect, but I know there is a deeper explanation for this
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All the rumors of skittish entities the constant increase of unexplainable deaths
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All these things point to something. I did not think much of it before
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Although it has always been in the back of my mind
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I don't know where to start on this topic, but if there are any inconsistencies in my reports
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You can ask Mitch or Rain as they were with me during this joint exploration
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During an expedition we changed upon a set of portraits in a hotel area with modern furnishings
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The drawings depicted horrified faces and octopus-like gods
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Perhaps out of sheer coincidence
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Mitch recognized one of the portraits it bore a near identical similarity to a friend. He lost contact with long ago
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Though we later found out his corpse was found by Bace DeMoss
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Rain then noticed the uncanny similarity between the portraits depicting the gods
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It is almost as if they're the same deity or at least closely related
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Their eyes seemed to follow us like they were watching
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waiting
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What followed may be a hallucination
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A sudden sound started to emanate from all the directions
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It was deep and inhuman
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Like a bass drum
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Although it sounded far away
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What followed was a lot of scraping and clanging
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I couldn't recognize all the sounds
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But it was getting louder by the second
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As if something was nearing us at extreme speeds
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As a noise grew the portrait started melting
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Then so did our surroundings a sense of extreme panic took over us and we ran
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The following memories are foggy. I'm not sure what happened, but before I knew it
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We no clipped into level 5.5
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While in the sub level I didn't know why
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No one recognized the detail of the portraits before us
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But thinking back many might have
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We were just the one, only ones that lived to tell the tale
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So there are also sub categories to the levels
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So you'll see there's like 0.1, 0.5
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And so I'm only focusing on the main levels right now
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Which there are a lot of so I will not get to all of them
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If you would like I could continue on
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I'm gonna go through 0 through 10 with this episode
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But there are hundreds so if you want me to continue on to further levels
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Please let me know when I will make another episode of 11 through 20
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The only entrances to this level are the main entrance
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Which takes you from level 4 to level 5
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Or random no clipping from reality or from another level
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So that's when your body just kind of disappears from where you're at
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And reappears somewhere else
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They call that no clipping
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There are several exits though
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There's the main exit which takes you to level 6
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There's a random no clipping which may take wanderers to level 5.5
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And exit 2, this is exit 2 sorry
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An unnaturally extensive hallway may transition to the environments of the sub level
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Which would lead one to level 13
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It is rumored that some windows which this is on several levels will take you to level 188
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Rarely entering certain rooms that have the number 5 on them
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May transfer one to level 666
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No clipping through the walls in a hallway decorated with Chinese decorations
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Will lead one to level 909
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This leads us to level 6
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And this level is called lights out
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Level 6 is an expansive complex of indeterminate size
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Consisting of metallic walls, concrete floors, and a complex system of pipes
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Strangely, the entirety of the level is shrouded in a complete profound darkness
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With an artificial source of light
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This light is immediately extinguished upon your entry
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So you only get a glimpse of it
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The absolute absence of light in level 6 makes it nearly impossible to accurately navigate through the intricate maze of corridors and rooms
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Auditory hallucinations are frequently experienced here
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Ranging from rushing water to voices ringing through the complex
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It is believed that level 6 may be able to influence one's perception of reality
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Resulting in symptoms of paranoia
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This level does not have any actual tangible threats in it
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Although the absence of light leads to our fear
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Our fear of what is unknown, our fear of what could be
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When you cannot see anything and your fear kicks in
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You end up having a lack of time
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The conception of it
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You end up having lack of sleep, lack of the ability to rest
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And this leads to the mental breakdown
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If you already have existing mental health conditions, they will be exasperated by this level
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After extended periods of time in this level
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Further exploration becomes difficult
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Both from fatigue and from constant bursts of rest
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Known as micro sleep
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I don't know if you've ever experienced having to micro sleep
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But when I was in labor for 7 days
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I would sleep those few minutes between contractions for days
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And it was exhausting
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I did start hallucinating
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It was absolutely wild and something I had never experienced before
243
00:19:10,200 --> 00:19:14,200
A sense of exhaustion that I never knew that I had
244
00:19:14,200 --> 00:19:16,200
I couldn't help but sleep
245
00:19:16,200 --> 00:19:19,200
Your brain wants to shut down when you're that exhausted
246
00:19:19,200 --> 00:19:23,200
This has multiple psychological effects on you
247
00:19:23,200 --> 00:19:30,200
Your brain ends up having little toxins and things that it only washes away while you sleep
248
00:19:30,200 --> 00:19:32,200
This is what leads to you being drowsy
249
00:19:32,200 --> 00:19:36,200
You not remembering things correctly when you're really tired
250
00:19:36,200 --> 00:19:40,200
Leading to you feeling that sense of tiredness
251
00:19:40,200 --> 00:19:42,200
Like what is that?
252
00:19:42,200 --> 00:19:48,200
There seem to be no colonies on this level and as stated, no entities either
253
00:19:48,200 --> 00:19:53,200
The entrances are going through a boiler located on level 5
254
00:19:53,200 --> 00:19:57,200
Or a rusted door located on level 6.1
255
00:19:57,200 --> 00:20:00,200
Which leads directly to level 6
256
00:20:00,200 --> 00:20:05,200
Exits include tripping on wire leads to level 6.1
257
00:20:05,200 --> 00:20:09,200
Entering a hole will lead you to level 8
258
00:20:09,200 --> 00:20:13,200
Wandering far enough will bring you to level 7
259
00:20:13,200 --> 00:20:18,200
There have been rumors of being able to no clip to and from this level
260
00:20:18,200 --> 00:20:24,200
But there are no strong substantial evidence of this
261
00:20:24,200 --> 00:20:27,200
This leads us to level 7
262
00:20:27,200 --> 00:20:32,200
The one where if you just continue going on your path you'll eventually get to
263
00:20:32,200 --> 00:20:35,200
It's known as the thalassophobia level
264
00:20:35,200 --> 00:20:41,200
It's known for its vast infinite sea that stretches indefinitely
265
00:20:41,200 --> 00:20:45,200
This level, covered in a moderately dense fog
266
00:20:45,200 --> 00:20:50,200
As it only allows vision for no more than a few hundred meters
267
00:20:50,200 --> 00:20:52,200
The water is extremely cold
268
00:20:52,200 --> 00:20:57,200
Measuring 20 degrees Fahrenheit, roughly negative 7 degrees Celsius
269
00:20:57,200 --> 00:21:00,200
The depth of the ocean is unknown
270
00:21:00,200 --> 00:21:05,200
As it extends far beyond the surface into the abyss of unknown deepness
271
00:21:05,200 --> 00:21:09,200
This is also fresh water and it is safe to drink
272
00:21:09,200 --> 00:21:14,200
Under the condition that one heats it up for an extended period of time before drinking it
273
00:21:14,200 --> 00:21:20,200
No wanderer has greatly explored level 7 due to its treacherous conditions
274
00:21:20,200 --> 00:21:25,200
And none shall ever venture far enough to sufficiently document the level's boundless oceans
275
00:21:25,200 --> 00:21:28,200
The winds on this level are strong
276
00:21:28,200 --> 00:21:35,200
Measuring about 200 miles per hour, approximately 322 kilometers per hour
277
00:21:35,200 --> 00:21:41,200
And are theorized to be what drives the ocean to such reckless conditions
278
00:21:41,200 --> 00:21:44,200
Strangely in this level there is no rain
279
00:21:44,200 --> 00:21:50,200
But many theorize it to be due to the indeterminate level-wide source of illumination
280
00:21:50,200 --> 00:21:54,200
The gravity of level 7 appears to be moderately low
281
00:21:54,200 --> 00:22:00,200
As the waves can reach abnormally great heights measuring almost a few miles at most
282
00:22:00,200 --> 00:22:04,200
Additionally the sea never appears to be at ease
283
00:22:04,200 --> 00:22:08,200
As its waves constantly rage in a destructive manner
284
00:22:08,200 --> 00:22:16,200
Consequently the entirety of the level echoes with eternal noise due to the chaotic state of the ocean
285
00:22:16,200 --> 00:22:19,200
When you first appear in this level
286
00:22:19,200 --> 00:22:23,200
You'll be in a small claustrophobic room devoid of furniture
287
00:22:23,200 --> 00:22:31,200
The space is flooded by a calm layer of water approximately 5 inches or 12.7 centimeters tall
288
00:22:31,200 --> 00:22:35,200
This water however is much warmer than the level's sea
289
00:22:35,200 --> 00:22:42,200
And can be drunk to refresh wanderers due to its self-cleaning properties
290
00:22:42,200 --> 00:22:45,200
The room has significantly lower gravity than the main level
291
00:22:45,200 --> 00:22:49,200
As bits of water can be seen floating in the room
292
00:22:49,200 --> 00:22:58,200
Opposite from the wanderer's starting position will be a corridor that extends for a few meters before ending in a regular door
293
00:22:58,200 --> 00:23:04,200
Once one opens the gate between safety and the unknown they will be greeted with the ocean's mania
294
00:23:04,200 --> 00:23:07,200
Written by an unknown wanderer
295
00:23:07,200 --> 00:23:10,200
The Thing on Level 7
296
00:23:10,200 --> 00:23:14,200
I remember how I arrived onto the infinite sea
297
00:23:14,200 --> 00:23:17,200
At first I thought it was just another regular level
298
00:23:17,200 --> 00:23:22,200
Simple, infinite, interconnection of segmented rooms
299
00:23:22,200 --> 00:23:26,200
But as I walked past the door I almost fell into the sea below
300
00:23:26,200 --> 00:23:31,200
I was simply dazed as the cold mist started to gather on my face
301
00:23:31,200 --> 00:23:34,200
As I stared out into the oblivion
302
00:23:34,200 --> 00:23:39,200
All that stared back at me was a dense, lifeless fog
303
00:23:39,200 --> 00:23:43,200
The ocean beckoned me to swim within its cold waters
304
00:23:43,200 --> 00:23:45,200
And my will almost crumbled
305
00:23:45,200 --> 00:23:51,200
I fell forward but a spray from the frigid ocean jolted me back to my senses
306
00:23:51,200 --> 00:23:54,200
I grabbed the wall but I reacted far too late
307
00:23:54,200 --> 00:23:57,200
My hand slipped and I fell into the ocean below
308
00:23:57,200 --> 00:24:03,200
I could feel the stings of the wind wrapping and coiling around me as I plummeted below
309
00:24:03,200 --> 00:24:07,200
The fall itself was another scale of cold on its own
310
00:24:07,200 --> 00:24:13,200
The air snaked around me and it brushed against my skin freezing my sweat in the process
311
00:24:13,200 --> 00:24:17,200
I dove in the sea, sinking far below the surface
312
00:24:17,200 --> 00:24:21,200
My blood ran cold, my eyes froze with tears
313
00:24:21,200 --> 00:24:24,200
My mouth became rigid from the water
314
00:24:24,200 --> 00:24:28,200
The ocean is simply a purgatorial abyss
315
00:24:28,200 --> 00:24:36,200
Staring down it seemed to extend infinitely, shapeless, unbounded and depthless
316
00:24:36,200 --> 00:24:42,200
The light blue of the ocean's surface soon faded into a dark blue void
317
00:24:42,200 --> 00:24:46,200
And went down, for the god knows how long
318
00:24:46,200 --> 00:24:51,200
Around in the water some debris of the house had fallen in with me
319
00:24:51,200 --> 00:24:57,200
They sank into the chasm and I, too, was forced to follow them down
320
00:24:57,200 --> 00:25:01,200
Oh, the coldness, how unbearable it was
321
00:25:01,200 --> 00:25:05,200
The waters were just utterly unendurable
322
00:25:05,200 --> 00:25:13,200
In every way, it almost appeared to restrain you as it pulls you down to the nonexistent bottom
323
00:25:13,200 --> 00:25:20,200
It was then that I understood Thalassophobia, the fear of deep water
324
00:25:20,200 --> 00:25:27,200
I thought I was ultimately fated to become a frozen corpse in the dead sea
325
00:25:27,200 --> 00:25:30,200
But then I saw light
326
00:25:30,200 --> 00:25:37,200
For many years, Level 7 was believed to have only one entity, the infamous Thing on Level 7
327
00:25:37,200 --> 00:25:45,200
As of April 8th, 2019, Level 7 is now inhabited by another entity, who goes by the name Tiny
328
00:25:45,200 --> 00:25:54,200
The combined ferocity and physical prowess of both entities have left the entire rest of the ocean completely uninhabited
329
00:25:54,200 --> 00:25:58,200
Making them the primary source of danger within the level
330
00:25:58,200 --> 00:26:05,200
Both entities appear to be matched only by one another in terms of speed, strength, and detection
331
00:26:05,200 --> 00:26:08,200
And are to be avoided by all means necessary
332
00:26:08,200 --> 00:26:16,200
As of now Tiny has been shown to limit himself to the daylight and twilight zones
333
00:26:16,200 --> 00:26:21,200
Whereas the Thing makes its home in the midnight zone and upper abyss
334
00:26:21,200 --> 00:26:27,200
It is unknown how or why, but the two appear to have an agreement of mutuality
335
00:26:27,200 --> 00:26:33,200
Assured destruction preventing one another from hunting outside their designated territories
336
00:26:33,200 --> 00:26:42,200
The only known entrance to Level 7 is through the staircase down from Level 6, which leads directly into the entrance room
337
00:26:42,200 --> 00:26:47,200
There are rumors of a possible entrance through a puddle on the floor of Level 8
338
00:26:47,200 --> 00:26:58,200
The exits, the most well known exit of Level 7 can be found in an underwater cave on the side of a particularly tall mountain towards the bottom of the midnight zone
339
00:26:58,200 --> 00:27:06,200
The mountain is almost directly below the entrance room creating a straightforward, albeit lengthy, route to Level 8
340
00:27:06,200 --> 00:27:15,200
Though it is strongly discouraged, diving into the abyss and going unconsciously leads directly to Level 83
341
00:27:15,200 --> 00:27:27,200
As of 6-28-22, a new exit has been discovered roughly 150 meters west of the entrance from that leads directly to Level 9
342
00:27:27,200 --> 00:27:35,200
The exit is approximately 150 meters below the surface and is marked by a collection of massive underwater pipes
343
00:27:35,200 --> 00:27:48,200
And the platform, judging by the high quantity of skeletons and loose bone in the area, it is safe to assume that is where Tiny resides most of the time
344
00:27:48,200 --> 00:27:51,200
So approach this area with extreme caution
345
00:27:51,200 --> 00:27:58,200
Recent speculation suggests that Level 7 may be connected in some way to other ocean levels
346
00:27:58,200 --> 00:28:07,200
As several people have claimed to have traveled by boat to Level 880 by sailing extremely far to the west of the entrance room
347
00:28:07,200 --> 00:28:14,200
This exit is unproven but is being looked into as a possible safer exit to the level
348
00:28:14,200 --> 00:28:24,200
Level 8 is made of huge caverns and small cave systems that twist and turn like normal underground systems
349
00:28:24,200 --> 00:28:29,200
Level 8 is very damp with almond water flowing from the walls and ceiling
350
00:28:29,200 --> 00:28:36,200
Stalactites and stalagmites appear to be very common in this level
351
00:28:36,200 --> 00:28:46,200
Sounds echo through the level as it is relatively easy to listen for potential danger or possibly even attracted if not careful
352
00:28:46,200 --> 00:28:57,200
Level 8 is normally devoid of natural light but light sources from an unknown origin shine on the damp walls making the level slightly glow in areas
353
00:28:57,200 --> 00:29:00,200
Vegetation appears rarely on Level 8
354
00:29:00,200 --> 00:29:12,200
In the form of dried vines and small shrubs, large pools of almond water can be found around the level, which is not safe for consumption due to large amounts of minerals
355
00:29:12,200 --> 00:29:16,200
Small veins of ore exist within Level 8
356
00:29:16,200 --> 00:29:23,200
This level includes many types of ore minerals such as iron, copper, gold, and more
357
00:29:23,200 --> 00:29:33,200
The MEG have created public travel routes in the safe area of Level 8 for safe travel for the wanderers
358
00:29:33,200 --> 00:29:36,200
The MEG stands for Major Explorer Group
359
00:29:36,200 --> 00:29:40,200
It's a group created by the people of the back rooms
360
00:29:40,200 --> 00:29:49,200
The group started out as an exploration outpost in 2012, but it grew to become a military government of sorts by 2014
361
00:29:49,200 --> 00:29:56,200
The MEG tries to keep wanderers safe from entities, traps, and other groups such as the Insurrection
362
00:29:56,200 --> 00:30:04,200
which they are at war with the territory of the levels like Level 3 to ensure the safety of the wanderers
363
00:30:04,200 --> 00:30:08,200
The MEG maintains multiple teams for different purposes
364
00:30:08,200 --> 00:30:19,200
This faction is extremely friendly and will allow new members into a team known as Team Volunteer Squad until they are ready to be in a team of their own
365
00:30:19,200 --> 00:30:24,200
They exist here because there are many dangerous entities that reside in this level
366
00:30:24,200 --> 00:30:46,200
That being Smilers, Skinstealers, Wretches, Camo Crawlers, Transporters, Male and Female, Death Moths, Hostile Facelings, Hens, Hounds, Death Rats, Paralyzed, Clumps, Roviokes, Wranglers, and Rare Sightings of Stalkers
367
00:30:46,200 --> 00:30:52,200
Crawlers have been reported due to the vents of the Level 2 connection to Level 8
368
00:30:52,200 --> 00:31:00,200
Windows have been reported to appear in Level 8's walls, however this claim has not been corroborated
369
00:31:00,200 --> 00:31:12,200
Due to the danger presented by the entity known as Wranglers, it is highly advised to be aware of their ability before traveling this level above all
370
00:31:12,200 --> 00:31:18,200
If any rumblings are heard or felt, evacuate the area immediately
371
00:31:18,200 --> 00:31:28,200
Wranglers are snake-like entities that use their bodies to distract and confuse their prey in an almost hypnotic-like state
372
00:31:28,200 --> 00:31:34,200
These entities usually appear in cave areas like Level 6, Level 52, and Level 8
373
00:31:34,200 --> 00:31:40,200
Wranglers can also appear in Zamp areas like Level 2, Level 2.1, and Level 14
374
00:31:40,200 --> 00:31:44,200
Reports show that Wranglers have been spotted in Level 9
375
00:31:44,200 --> 00:31:50,200
These entities are dangerous and it is advised to stay away from them at all costs
376
00:31:50,200 --> 00:31:57,200
Wranglers are massive creatures that use their bodies to burrow through the ground for fast travel
377
00:31:57,200 --> 00:32:04,200
Their bodies twist and turn in a drill-like motion to cut through the hard materials of the level
378
00:32:04,200 --> 00:32:09,200
Their bodies can cause hypnotic effects to wanderers to lure them in
379
00:32:09,200 --> 00:32:14,200
They can use this ability to their advantage as a hunting tactic
380
00:32:14,200 --> 00:32:20,200
When physically burrowing Wranglers are very loud, one can hear them approaching
381
00:32:20,200 --> 00:32:27,200
The appetite of a Wrangler is very large, as they will eat anything in sight, including wanderers
382
00:32:27,200 --> 00:32:31,200
The ability of a Wrangler vary depending on its sex and age
383
00:32:31,200 --> 00:32:36,200
Males usually attack to eat and will consume anything in its path
384
00:32:36,200 --> 00:32:41,200
Females do not attack wanderers and will usually retreat when noticed
385
00:32:41,200 --> 00:32:44,200
They will instead eat vegetation or rock minerals
386
00:32:44,200 --> 00:32:49,200
The females will however eat wanderers when pregnant to feed their young
387
00:32:49,200 --> 00:32:53,200
These eggs are seeds that grow on the female's body
388
00:32:53,200 --> 00:32:58,200
Once the female lays eggs, they are implanted in the ground or the walls as a seed
389
00:32:58,200 --> 00:33:04,200
These seeds will then sprout into a branch holding many different offspring
390
00:33:04,200 --> 00:33:09,200
During this phase, the female will return regularly to deliver food
391
00:33:09,200 --> 00:33:19,200
Once the offspring outgrow their branch, they will break off from it and travel with the mother until they are old enough to live independently
392
00:33:19,200 --> 00:33:22,200
Young Wranglers use their body to physically burrow
393
00:33:22,200 --> 00:33:30,200
This tactic is abandoned once they get older, as a Wrangler starts to no clip to burrow
394
00:33:30,200 --> 00:33:33,200
They will eat anything their mother gives them
395
00:33:33,200 --> 00:33:39,200
I don't think I want to come into contact with one of these things, even though I drive a Wrangler
396
00:33:39,200 --> 00:33:42,200
The entrances to level 8
397
00:33:42,200 --> 00:33:49,200
Finding the cave entrance in level 7, walking through a dark hallway in level 103
398
00:33:49,200 --> 00:34:02,200
As of yet, undocumented exit in level 64, jumping through the well in level 135, small tunnels in level 52, crawling through the tubes in level 283
399
00:34:02,200 --> 00:34:04,200
Exits
400
00:34:04,200 --> 00:34:09,200
To exit, you can randomly fall through the floor of level 8 and enter level 9
401
00:34:09,200 --> 00:34:15,200
Rare, tiny silvery passages of level 8 that lead to level 75
402
00:34:15,200 --> 00:34:19,200
Vents can be found in some areas that can lead to level 2
403
00:34:19,200 --> 00:34:24,200
Entering the distilled water pools has been rumored to drag you back to level 7
404
00:34:24,200 --> 00:34:31,200
Entering the tar pits in level 8 will cause you to be dragged into level 91 if you're lucky enough to survive
405
00:34:31,200 --> 00:34:33,200
Not advised
406
00:34:33,200 --> 00:34:40,200
No clipping through a corner of level 8 or a rare chance through exiting level 8 will bring you to level 93
407
00:34:40,200 --> 00:34:46,200
No clipping through level 8's ceiling has a small chance to bring you to level 205
408
00:34:46,200 --> 00:34:52,200
Finding random sets of old televisions and no clipping through them will lead you to 104
409
00:34:52,200 --> 00:34:58,200
And falling through the floor randomly can also rarely lead you to level 69
410
00:34:58,200 --> 00:35:05,200
Level 9 is an infinite suburban area where it's always midnight
411
00:35:05,200 --> 00:35:11,200
The level has darkness similar to that of level 6, although not as dangerous
412
00:35:11,200 --> 00:35:22,200
The houses vary in design and size, and each are completely different, although there are reports of spotting two houses near each other that are the same
413
00:35:22,200 --> 00:35:30,200
The houses of level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function
414
00:35:30,200 --> 00:35:33,200
Some houses have a chance of being empty
415
00:35:33,200 --> 00:35:40,200
Many useful objects such as pockets can be found inside the houses in similar areas
416
00:35:40,200 --> 00:35:49,200
The furniture of these houses is what a person would expect from a normal house, such as sofas, televisions, beds, refrigerators, etc.
417
00:35:49,200 --> 00:35:53,200
Items that require a power source are not functional
418
00:35:53,200 --> 00:35:58,200
Some of these houses have fully furnished yards at the back of the house
419
00:35:58,200 --> 00:36:10,200
Another anomalous property of this level is that you can find two houses weirdly clipped inside of each other when traveling too far, which is physically impossible
420
00:36:10,200 --> 00:36:15,200
The streets of level 9 are a more dangerous area of the level
421
00:36:15,200 --> 00:36:21,200
The wet asphalt roads are unpainted and are covered with leaves in some areas
422
00:36:21,200 --> 00:36:27,200
The puddles in some spots of the road indicate that the level had once rained before
423
00:36:27,200 --> 00:36:32,200
The stone sidewalks are normal and don't seem to have any abnormalities
424
00:36:32,200 --> 00:36:37,200
Any walkways that lead to grass fields will lead to level 9.1
425
00:36:37,200 --> 00:36:44,200
Wandering off the walkway into the fields will, for some reason, lead to level 10
426
00:36:44,200 --> 00:36:52,200
The street lamps are usually powered off and are inactive, although some flicker off and on and are sometimes even powered
427
00:36:52,200 --> 00:36:55,200
It is unknown where the power originates
428
00:36:55,200 --> 00:37:03,200
Be aware of the foggy mist that can appear due to the fog being the spawning mechanism of the mangled
429
00:37:03,200 --> 00:37:10,200
The mangled is a large and very tall entity that roams the streets of level 9
430
00:37:10,200 --> 00:37:17,200
These creatures have long limbs and are very spider-like, with a more human-like head and face
431
00:37:17,200 --> 00:37:23,200
These entities are extremely dangerous, but are also very rare to encounter
432
00:37:23,200 --> 00:37:29,200
These entities will typically be seen alone, among the trees and crawling over houses
433
00:37:29,200 --> 00:37:36,200
They are very hostile and will attack on sight, but they can only appear during a special event
434
00:37:36,200 --> 00:37:41,200
These entities only appear when a wanderer has been inside level 9 for a few days
435
00:37:41,200 --> 00:37:47,200
During these days, the wanderer would see large sections of fog randomly in level 9
436
00:37:47,200 --> 00:37:52,200
The fog is not harmful, but can damage hearing for a short amount of time
437
00:37:52,200 --> 00:37:58,200
due to the large amount of distorted wind noise emitted from the fog
438
00:37:58,200 --> 00:38:05,200
This fog can also bring down temperatures to 0 degrees Celsius
439
00:38:05,200 --> 00:38:07,200
So it's freezing cold
440
00:38:07,200 --> 00:38:14,200
After the wanderer has encountered these fog clouds enough, the mangled will start to appear
441
00:38:14,200 --> 00:38:20,200
They hunt via crawling around large structures in almost impossible ways
442
00:38:20,200 --> 00:38:26,200
When the entity spots you, they will emit the same distorted wind sound from their mouths
443
00:38:26,200 --> 00:38:30,200
and this sound can be heard from miles away
444
00:38:30,200 --> 00:38:37,200
This wind effect can erase one's memories randomly and can even give false memories
445
00:38:37,200 --> 00:38:40,200
But this seems to be temporary
446
00:38:40,200 --> 00:38:45,200
The wind effects can also drive one insane, so please use almond water when possible
447
00:38:45,200 --> 00:38:52,200
When close up, you can hear low-pitched screaming and sobbing coming from the entity when close
448
00:38:52,200 --> 00:38:57,200
They attack by stepping on you and attempting to lift you off the ground
449
00:38:57,200 --> 00:39:05,200
They can no clip through the structures on command and can attack you very easily while inside a structure
450
00:39:05,200 --> 00:39:13,200
These entities hunt alone, and according to witnesses, they will even attack each other if the entity is next to one another
451
00:39:13,200 --> 00:39:18,200
The entity's eyesight seems to be very minimal, so try not to get too close
452
00:39:18,200 --> 00:39:26,200
These entities are usually around 30 to 50 feet tall via their long leg structures and are very easy to spot
453
00:39:26,200 --> 00:39:33,200
Although, these entities seem to be able to change their size and thickness of their limbs on command
454
00:39:33,200 --> 00:39:39,200
These entities have four limbs that walk in a strange manner and in unnatural ways
455
00:39:39,200 --> 00:39:46,200
Their joints can be bent in many ways and they seem to be able to create new joints if needed
456
00:39:46,200 --> 00:39:53,200
Their body is very bone-like and old sagging skin seems to drip off of it
457
00:39:53,200 --> 00:40:01,200
Their head is the size of an average human. The entity also has a large mouth that always seems to be open
458
00:40:01,200 --> 00:40:09,200
These entities can crawl across large structures in impossible ways, even to the point where their joints seem mangled
459
00:40:09,200 --> 00:40:16,200
These entities are very fast for their size and can easily catch up to wanderers running from it
460
00:40:16,200 --> 00:40:28,200
The entities that appear in level 9 are the Deathmoths, Smilers, Skinstealers, Jerry, Hounds, Transporters, Deathrats, Warning Kites, and many Wretches
461
00:40:28,200 --> 00:40:36,200
Sightings of the Frayed and the Arachnids have been reported, but it seems that they have wandered into level 9 from level 8
462
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Level 9 also includes some of its own special entities, the most notable ones including the Neighborhood Watch, the Observer, and the Mangled
463
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If you want me to go over any of the actual entities specifically in an episode, let me know and I will try to get through as many of the entities as I can and describe them
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One explorer says, I fell through the floor. I sunk and landed in an unfamiliar place. There were no spiders, but I still felt like I was being watched
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Around me there was the street, houses, and dead trees everywhere. My head felt, and still feels, fuzzy, like TV static in my brain
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I lost consciousness, but apparently had an outburst, according to Centurion. I was talking about death, pain, weakness, all kinds of awful things
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Level 9 is level 6 on crack. I can tell there are going to be things, but the effect on my mind are bad. Almost, almost as bad as level 6
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This explorer was lost after publishing this post. Entrances to this level include entering by falling through the floor randomly in level 8
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Crawling up the sewer grate in level 34, one of the many doors inside of 92, the revolving door in level 40, the yellow arcade cabinet in level 25, entering one of the doors in level 54, the animated houses of level 94
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Breaking the window in level 87, the backyard of level 104. The exits include following the arrow street signs will soon lead you to level 11
471
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After 100 to 200 miles, although this will only be the case when following the signs. Walkways that lead to the grass fields will lead you to either 9.1 or 10. Level 60 can be accessed by no clipping through the street floor in level 9. Entering a house will have a chance of randomly transporting you to level 53
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Following the electric power lines has a chance to bring you to level 113. An airport can be found while following the signs to level 11. Enter the airport to be transported to level 36. No clipping will lead to the first few negative levels
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Finding a playground and crawling through any kind of tube structure with white glowing interior windows will commonly teleport you to level 283
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So the last one I will talk about today is level 10, but again I will go through 11 through 20 in a episode in the future if you would like to hear about more
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Level 10 is an expansive pasture of wheat and barley fields stretching endlessly in all directions divided into plots by lines of trees and shrubbery
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The climate of the level never appears to shift from an overcast leaden sky with brief and infrequent spells of light, rain, and fog. The dreary atmosphere of level 10 coupled with its unchanging state of daylight makes it somewhat difficult to keep track of time
477
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Only the occasional gust of wind will break up the uniformity. Bodies of water are present through level 10 below one consistent elevation, which likely occurs due to the level soil possessing slightly hydrophobic properties, preventing the irrigation of the water into the ground
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The water from these pits has been deemed safe for human consumption, although it tastes has been reported to have an earthy undertone
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Upon inspection it appears to be free of algae and other organisms, only containing various microbes and a type of benign fungi
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The water is believed to be highly oxygenated, which likely contributes to its clear seemingly uncontaminated appearance. Areas surrounding these lakes often have a less cultivated appearance, including patches of dirt and grass
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A diverse range of structures may be found intermittently in this level, such as small wooden sheds and outbuildings, as well as large barns and stables. These structures appear to be largely empty on the inside, aside from often housing certain useful resources, namely wood and nails
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These resources, along with the structural elements of the buildings themselves, may be of interest for various purposes, such as construction
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While the potential for establishing permanent settlements in level 10 appear promising, further analysis is needed before final decisions can be reached
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The lines of shrubbery that separate the pasture of level 10 into plots are of varying species, and do not appear to have any unusual properties, aside from the fact that they do not seem to outgrow one another
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Rather, they consistently remain at the same height. The trees, in particular, are of an average hardness and can be used as a source of wood, although it has proven more practical to obtain wood from the empty structures throughout the level
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Further investigation of the plants may yield additional insights into the potential uses of the characteristics, as well as insights into the general ecology of level 10. Dirt paths are often present throughout level 10, distinguished by two strips of tire tracks, separated by a strip of grass suggesting that the paths are frequently used by vehicles such as cars or tractors
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However, despite this evidence of regular usage, no such vehicles have ever been observed in level 10. These dirt tracks do not appear to regrow, and in addition, attempts to cultivate plants on these roads have failed
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With sown seeds failing to germinate additionally, it has been observed that following these roads for a prolonged distance can often lead to level 11. There are very few entities in level 10, except for the small worm-like entities that inhabit the soil beneath the surface
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These worms have been observed through the use of shovels to dig into the soil, which is only one meter deep before giving way to the mass of worms writhing in the darkness below
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It is currently unknown how far down the worms extend or where they originate, and further exploration beneath the one meter depth has been deemed unfeasible due to logistics and safety concerns
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It is advised to proceed with caution if excavating the soil in level 10, as it has been observed that digging a hole deeper than one meter may result in the rapid emergence of worms from the soil
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This can present several hazards, including the potential for slipping or falling injuries, damage to clothing, and even the risk of physical harm from the worms attempting to burrow into the skin
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00:48:20,200 --> 00:48:29,200
If one wishes to collect them for any purpose, it is recommended to limit excavation to a small hole rather than a deep trench to minimize risk
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00:48:29,200 --> 00:48:38,200
Entrances include a walkway in level 9 that leads to a grass field and may lead one to this level
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In certain streets in level 11, you can find a back road that leads back to 10. As far as the exits go, finding a road and following it for the prolonged period may eventually lead one to level 11
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Finding a patch of canola among the wheat and entering it will lead one to level 184
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Swimming into a lake can lead one to a number of aquatic levels. It is unknown how to choose which aquatic level that you are going to, but there is research underway
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There is so much lore and twisty-turny things within the back rooms that lead to other amazing stories that include staircases that lead to nowhere as well as doors and buildings that seem to have no origin in our real world that possibly lead us to the back room
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If you want me to research more and bring you more of the back room stories or other lore that are similar, please let me know
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00:49:44,200 --> 00:50:04,200
As always, I thank you for being here with me and I will be back. Crow out.
00:00:00,000 --> 00:00:07,840
Welcome back to Two Crows Podcast. I'm your host Tylar Holmes and today we're talking about
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urban legends
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One of my favorite urban legends is that of the back room
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One that I have had similar dreams to since I was young in
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2019 an anonymous user started a thread on 4chan
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with a paranormal themed board
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They had asked users to post images that felt off
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One of the posts was the original photo of the back rooms a picture of a large
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Carpeted open room with yellow paper and fluorescent lighting on a Dutch angle
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It is not known where the photo was taken, but it appeared in an earlier thread April 21st
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2018 one user replied the following day if
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You're not careful and you know clip out of reality in the wrong areas. You'll end up in the back rooms
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Where it's nothing but the stink of old moist carpet the madness of mono yellow
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the endless background noise of fluorescent lights at a maximum hum buzz and
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approximately
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600 million square miles of randomly segmented empty rooms to be trapped in
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God save you if you hear something wandering around nearby because it sure as hell has heard you
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anonymous on 4chan May 13th
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2019 pretty soon after the original creepypasta was posted 4chan and reddit were
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Bombarded with other people's tales of the back rooms
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their own
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Experiences and accounts through dreams or some even claimed awake
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There have been lists made of the different levels to the back rooms
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It is claimed that there are 34 main levels along with 20 secret levels to stumble across
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These levels take place in various settings ranges from claustrophobic tunnels to infinite cities
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On each level you can encounter areas with distinct properties known as
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sublevels the world in which you encounter the back rooms looks similar to our world an
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office perhaps
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But it's different off
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wrong
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They call level zero the lobby. This is where we talked about that
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hum buzz and the mono yellow
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It's the most commonly seen level of the back room as most unwitting back room travelers land here first
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level one is the habitable zone a
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massive warehouse with concrete floors and walls exposed rhubarb
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Dymphorescent lights placed on the walls in a low hanging fog with no discernible source in this realm
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You are relatively safe
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There's not a lot that will jump scare you or come out, but there's noises that you can hear
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level two
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pipe dreams is what we call it a
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Set of long straight maintenance tunnels accompanied by pipes and vents on the walls spanning large
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Distances with turns and intersections being incredibly rare
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It seems to go on forever
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You can't really see an end in either direction
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You do come across the rare turn, but again, it just leads to a straight nothing
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Again, you hear a lot of noises here and possibly see something out of the corner of your eye
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level three the electrical station an
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expansive of narrow corridors and electrical machinery
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Similar to level two but better maintained and with more electrical machinery around
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Many believe that the whole back room is powered by level three. It has a very loud hum
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It's one of the noisier levels
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But it has an off feeling to it and again seems to go on forever
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level four is the abandoned office an
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Empty office building to void of furniture except the occasional water fountain or abandoned chair
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level four also has vending machines containing snack bars and
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almond water
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Very often is the almond water mentioned by a lot of different reddit users and 4chan users for this level
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You may find
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Colonies of humans living on level four as well. However be warned many
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Windows on this level are in fact window entities
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These are treacherous
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Although not hostile level five is known as terror hotel
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It's unsafe
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unsecure
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unconfirmed
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Entity sightings have been discovered here. This level is a lot more difficult to survive
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So I hope you grabbed your almond water and a snack
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Level five is presumably an infinite ever expanding hotel complex
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Complete with all the luxuries of a hotel
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Such as lounges ballrooms guest rooms restaurants hallways gyms swimming pools and maintenance halls
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The level however does not follow euclidean
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Geometry which makes many wanderers lose track of where they are
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Never to be found again some places on this level are also randomly segmented
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With some doors leading to nowhere or cut off rooms or stairs
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Due to how large the level encompasses it is also rare for wanderers to gather together despite this
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A few obscure outposts are clinging to survival where you will find
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Small sections of humanity where they've tried to remain close
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So that they don't lose each other, but they do dwindle because
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As one or two decide to go off on their own and
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Are often never seen again the ambiance of this floor seems to cater to the early 1930s or late 1920s
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It appears to be more of a
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1920s it appears to be more of an oriental style hotel
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But the age and aesthetic as well as the appearance of this level can vary greatly
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Opening a door seemingly to another room would lead to a complex with a completely different aesthetic
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Though this occurrence is rare despite shifts in the level's appearance the overall lonely
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Only liminal eerie feeling never fades away. There's often an overwhelming feeling of anxiety and paranoia when on this level
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This level is infamous for its mysterious whispering and unseen presence
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People report something whispering incoherently behind them
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Tapping on their shoulder, but when you turn around you see nothing or
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even worse
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a silhouette
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As it dashes around a corner
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Some people believe that these sightings sounds and feelings are hallucinations caused by the level itself
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Possibly even the paranoia bringing it on
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Yet others claim that it's real that this level does have entities
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In the dining area on this level if you can find it you will find that same almond water and some snacks again
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Despite this many people still go insane on this level. They can't reach any others
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They can't go on
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They get a sort of illness caused by level five
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Many also speculate that this level fosters the transformation of wretches
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Wretches are wanderers who have been deformed by the toll that the back room has taken on them
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They can vary widely in appearance and many specimens commonly produce oral gags or snarls
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with little known purposes
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It almost appears as if their skin is inside out. They have very wide smiles
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Although it's unclear if they're just missing their lips and that's why it appears that they're smiling or if they're actually smiling at you
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There are many paintings on the walls that seem to follow you with their eyes
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wallpaper with faces seen within them
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Patterns on the ceilings seem to feel like you're being watched all the time and it increases the paranoia
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The portraits are sort of gruesome usually depicting petrified faces and
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Eldritch deities the hotel rooms are luxurious but always slightly cramped and claustrophobic in arrangement
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Despite the varying sizes of the rooms
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Furniture is placed irregularly and sometimes found in the hallways. There also seems to be a lack of windows
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You only find them every once in a while
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Furthermore windows are all unbreakable aside from one variant
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Very rarely a window in the modern variation of level five would display
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Level 188 behind it. These windows are rumored to be breakable and may transport wanderers to level 188
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Rumors also say that some windows may be predatory windows in disguise
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But no conclusive evidence is enough to provide their existence
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The consistent jazz-like ambience plays in the room
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The consistent jazz-like ambience plays through the level though. It may sound farther or nearer at random intervals
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A constant buzz of the iridescent can also be heard along with reports of distant party chatter
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Which makes you want to wander around and look for the people that it might belong to
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According to Mitch the wanderer
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The terror hotel gives off an unsettling feeling a little too quiet
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As if the place is dead
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No
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More like the level is holding its breath
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The furniture here is pristine and beautiful yet
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seemingly immovable
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Giving off a deathly feel
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I can feel my anxiety building up slowly
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but steadily
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It's as if the feeling grows the longer one stays here a haunted level. No doubt about it
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This leads us to some of the people that live here called the originals
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There are a group of people trapped in the back rooms throughout the passing of human history
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Many famous historical figures who disappeared have ended up in the back rooms and are now part of this group
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This group consists of nearly 50 members. They are nomadic traveling through level five
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at random intervals
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00:11:35,660 --> 00:11:40,780
Notable members include Amelia Earhart, John White, Dorothy Arnold
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Solomon Northup, John Jacob, Aster the fourth
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Captain Edward Smith and Jimmy Hoffa
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The originals work as a team and do not have an official leader
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But people like Earhart, White and Smith are well respected and take the role of unofficial leaders when needed
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Though they are suspicious of anyone from later or earlier periods. They are willing to trade goods with passers-by
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But reluctant to interact with other colonies like the ERC and the backroom colonists
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Many newer members were no clipped during the 1906 San Francisco earthquake
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The 1912 sinking of the Titanic and the 1931
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00:12:30,060 --> 00:12:32,060
Yanks floods
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00:12:32,380 --> 00:12:36,060
A diary entry found from A. Watson reads
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00:12:36,860 --> 00:12:42,620
Something has been on my mind for a long time. I will submit this page directly to
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Imperasario S
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It will hopefully end up in the database
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The eerie landscape of the level is unnerving
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Some may write it off as a strange effect, but I know there is a deeper explanation for this
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All the rumors of skittish entities the constant increase of unexplainable deaths
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All these things point to something. I did not think much of it before
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Although it has always been in the back of my mind
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I don't know where to start on this topic, but if there are any inconsistencies in my reports
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You can ask Mitch or Rain as they were with me during this joint exploration
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During an expedition we changed upon a set of portraits in a hotel area with modern furnishings
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The drawings depicted horrified faces and octopus-like gods
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Perhaps out of sheer coincidence
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Mitch recognized one of the portraits it bore a near identical similarity to a friend. He lost contact with long ago
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Though we later found out his corpse was found by Bace DeMoss
165
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Rain then noticed the uncanny similarity between the portraits depicting the gods
166
00:14:02,760 --> 00:14:07,400
It is almost as if they're the same deity or at least closely related
167
00:14:07,400 --> 00:14:10,600
Their eyes seemed to follow us like they were watching
168
00:14:11,560 --> 00:14:12,600
waiting
169
00:14:12,600 --> 00:14:15,400
What followed may be a hallucination
170
00:14:15,400 --> 00:14:19,880
A sudden sound started to emanate from all the directions
171
00:14:19,880 --> 00:14:22,360
It was deep and inhuman
172
00:14:22,360 --> 00:14:24,360
Like a bass drum
173
00:14:24,360 --> 00:14:26,360
Although it sounded far away
174
00:14:26,360 --> 00:14:30,360
What followed was a lot of scraping and clanging
175
00:14:30,360 --> 00:14:32,360
I couldn't recognize all the sounds
176
00:14:32,360 --> 00:14:36,360
But it was getting louder by the second
177
00:14:36,360 --> 00:14:41,240
As if something was nearing us at extreme speeds
178
00:14:41,800 --> 00:14:44,840
As a noise grew the portrait started melting
179
00:14:45,320 --> 00:14:50,760
Then so did our surroundings a sense of extreme panic took over us and we ran
180
00:14:51,320 --> 00:14:55,800
The following memories are foggy. I'm not sure what happened, but before I knew it
181
00:14:56,200 --> 00:14:58,200
We no clipped into level 5.5
182
00:14:59,400 --> 00:15:02,200
While in the sub level I didn't know why
183
00:15:02,200 --> 00:15:06,200
No one recognized the detail of the portraits before us
184
00:15:06,200 --> 00:15:08,200
But thinking back many might have
185
00:15:08,200 --> 00:15:12,200
We were just the one, only ones that lived to tell the tale
186
00:15:12,200 --> 00:15:16,200
So there are also sub categories to the levels
187
00:15:16,200 --> 00:15:20,200
So you'll see there's like 0.1, 0.5
188
00:15:20,200 --> 00:15:24,200
And so I'm only focusing on the main levels right now
189
00:15:24,200 --> 00:15:28,200
Which there are a lot of so I will not get to all of them
190
00:15:28,200 --> 00:15:32,200
If you would like I could continue on
191
00:15:32,200 --> 00:15:36,200
I'm gonna go through 0 through 10 with this episode
192
00:15:36,200 --> 00:15:40,200
But there are hundreds so if you want me to continue on to further levels
193
00:15:40,200 --> 00:15:46,200
Please let me know when I will make another episode of 11 through 20
194
00:15:46,200 --> 00:15:50,200
The only entrances to this level are the main entrance
195
00:15:50,200 --> 00:15:52,200
Which takes you from level 4 to level 5
196
00:15:52,200 --> 00:15:56,200
Or random no clipping from reality or from another level
197
00:15:56,200 --> 00:16:00,200
So that's when your body just kind of disappears from where you're at
198
00:16:00,200 --> 00:16:02,200
And reappears somewhere else
199
00:16:02,200 --> 00:16:04,200
They call that no clipping
200
00:16:04,200 --> 00:16:06,200
There are several exits though
201
00:16:06,200 --> 00:16:08,200
There's the main exit which takes you to level 6
202
00:16:08,200 --> 00:16:14,200
There's a random no clipping which may take wanderers to level 5.5
203
00:16:14,200 --> 00:16:18,200
And exit 2, this is exit 2 sorry
204
00:16:18,200 --> 00:16:24,200
An unnaturally extensive hallway may transition to the environments of the sub level
205
00:16:24,200 --> 00:16:30,200
Which would lead one to level 13
206
00:16:30,200 --> 00:16:36,200
It is rumored that some windows which this is on several levels will take you to level 188
207
00:16:36,200 --> 00:16:42,200
Rarely entering certain rooms that have the number 5 on them
208
00:16:42,200 --> 00:16:46,200
May transfer one to level 666
209
00:16:46,200 --> 00:16:52,200
No clipping through the walls in a hallway decorated with Chinese decorations
210
00:16:52,200 --> 00:16:56,200
Will lead one to level 909
211
00:16:56,200 --> 00:16:58,200
This leads us to level 6
212
00:16:58,200 --> 00:17:02,200
And this level is called lights out
213
00:17:02,200 --> 00:17:07,200
Level 6 is an expansive complex of indeterminate size
214
00:17:07,200 --> 00:17:13,200
Consisting of metallic walls, concrete floors, and a complex system of pipes
215
00:17:13,200 --> 00:17:21,200
Strangely, the entirety of the level is shrouded in a complete profound darkness
216
00:17:21,200 --> 00:17:23,200
With an artificial source of light
217
00:17:23,200 --> 00:17:27,200
This light is immediately extinguished upon your entry
218
00:17:27,200 --> 00:17:29,200
So you only get a glimpse of it
219
00:17:29,200 --> 00:17:39,200
The absolute absence of light in level 6 makes it nearly impossible to accurately navigate through the intricate maze of corridors and rooms
220
00:17:39,200 --> 00:17:43,200
Auditory hallucinations are frequently experienced here
221
00:17:43,200 --> 00:17:49,200
Ranging from rushing water to voices ringing through the complex
222
00:17:49,200 --> 00:17:54,200
It is believed that level 6 may be able to influence one's perception of reality
223
00:17:54,200 --> 00:17:57,200
Resulting in symptoms of paranoia
224
00:17:57,200 --> 00:18:01,200
This level does not have any actual tangible threats in it
225
00:18:01,200 --> 00:18:06,200
Although the absence of light leads to our fear
226
00:18:06,200 --> 00:18:10,200
Our fear of what is unknown, our fear of what could be
227
00:18:10,200 --> 00:18:15,200
When you cannot see anything and your fear kicks in
228
00:18:15,200 --> 00:18:18,200
You end up having a lack of time
229
00:18:18,200 --> 00:18:20,200
The conception of it
230
00:18:20,200 --> 00:18:25,200
You end up having lack of sleep, lack of the ability to rest
231
00:18:25,200 --> 00:18:29,200
And this leads to the mental breakdown
232
00:18:29,200 --> 00:18:35,200
If you already have existing mental health conditions, they will be exasperated by this level
233
00:18:35,200 --> 00:18:39,200
After extended periods of time in this level
234
00:18:39,200 --> 00:18:42,200
Further exploration becomes difficult
235
00:18:42,200 --> 00:18:45,200
Both from fatigue and from constant bursts of rest
236
00:18:45,200 --> 00:18:49,200
Known as micro sleep
237
00:18:49,200 --> 00:18:52,200
I don't know if you've ever experienced having to micro sleep
238
00:18:52,200 --> 00:18:55,200
But when I was in labor for 7 days
239
00:18:55,200 --> 00:19:00,200
I would sleep those few minutes between contractions for days
240
00:19:00,200 --> 00:19:03,200
And it was exhausting
241
00:19:03,200 --> 00:19:05,200
I did start hallucinating
242
00:19:05,200 --> 00:19:10,200
It was absolutely wild and something I had never experienced before
243
00:19:10,200 --> 00:19:14,200
A sense of exhaustion that I never knew that I had
244
00:19:14,200 --> 00:19:16,200
I couldn't help but sleep
245
00:19:16,200 --> 00:19:19,200
Your brain wants to shut down when you're that exhausted
246
00:19:19,200 --> 00:19:23,200
This has multiple psychological effects on you
247
00:19:23,200 --> 00:19:30,200
Your brain ends up having little toxins and things that it only washes away while you sleep
248
00:19:30,200 --> 00:19:32,200
This is what leads to you being drowsy
249
00:19:32,200 --> 00:19:36,200
You not remembering things correctly when you're really tired
250
00:19:36,200 --> 00:19:40,200
Leading to you feeling that sense of tiredness
251
00:19:40,200 --> 00:19:42,200
Like what is that?
252
00:19:42,200 --> 00:19:48,200
There seem to be no colonies on this level and as stated, no entities either
253
00:19:48,200 --> 00:19:53,200
The entrances are going through a boiler located on level 5
254
00:19:53,200 --> 00:19:57,200
Or a rusted door located on level 6.1
255
00:19:57,200 --> 00:20:00,200
Which leads directly to level 6
256
00:20:00,200 --> 00:20:05,200
Exits include tripping on wire leads to level 6.1
257
00:20:05,200 --> 00:20:09,200
Entering a hole will lead you to level 8
258
00:20:09,200 --> 00:20:13,200
Wandering far enough will bring you to level 7
259
00:20:13,200 --> 00:20:18,200
There have been rumors of being able to no clip to and from this level
260
00:20:18,200 --> 00:20:24,200
But there are no strong substantial evidence of this
261
00:20:24,200 --> 00:20:27,200
This leads us to level 7
262
00:20:27,200 --> 00:20:32,200
The one where if you just continue going on your path you'll eventually get to
263
00:20:32,200 --> 00:20:35,200
It's known as the thalassophobia level
264
00:20:35,200 --> 00:20:41,200
It's known for its vast infinite sea that stretches indefinitely
265
00:20:41,200 --> 00:20:45,200
This level, covered in a moderately dense fog
266
00:20:45,200 --> 00:20:50,200
As it only allows vision for no more than a few hundred meters
267
00:20:50,200 --> 00:20:52,200
The water is extremely cold
268
00:20:52,200 --> 00:20:57,200
Measuring 20 degrees Fahrenheit, roughly negative 7 degrees Celsius
269
00:20:57,200 --> 00:21:00,200
The depth of the ocean is unknown
270
00:21:00,200 --> 00:21:05,200
As it extends far beyond the surface into the abyss of unknown deepness
271
00:21:05,200 --> 00:21:09,200
This is also fresh water and it is safe to drink
272
00:21:09,200 --> 00:21:14,200
Under the condition that one heats it up for an extended period of time before drinking it
273
00:21:14,200 --> 00:21:20,200
No wanderer has greatly explored level 7 due to its treacherous conditions
274
00:21:20,200 --> 00:21:25,200
And none shall ever venture far enough to sufficiently document the level's boundless oceans
275
00:21:25,200 --> 00:21:28,200
The winds on this level are strong
276
00:21:28,200 --> 00:21:35,200
Measuring about 200 miles per hour, approximately 322 kilometers per hour
277
00:21:35,200 --> 00:21:41,200
And are theorized to be what drives the ocean to such reckless conditions
278
00:21:41,200 --> 00:21:44,200
Strangely in this level there is no rain
279
00:21:44,200 --> 00:21:50,200
But many theorize it to be due to the indeterminate level-wide source of illumination
280
00:21:50,200 --> 00:21:54,200
The gravity of level 7 appears to be moderately low
281
00:21:54,200 --> 00:22:00,200
As the waves can reach abnormally great heights measuring almost a few miles at most
282
00:22:00,200 --> 00:22:04,200
Additionally the sea never appears to be at ease
283
00:22:04,200 --> 00:22:08,200
As its waves constantly rage in a destructive manner
284
00:22:08,200 --> 00:22:16,200
Consequently the entirety of the level echoes with eternal noise due to the chaotic state of the ocean
285
00:22:16,200 --> 00:22:19,200
When you first appear in this level
286
00:22:19,200 --> 00:22:23,200
You'll be in a small claustrophobic room devoid of furniture
287
00:22:23,200 --> 00:22:31,200
The space is flooded by a calm layer of water approximately 5 inches or 12.7 centimeters tall
288
00:22:31,200 --> 00:22:35,200
This water however is much warmer than the level's sea
289
00:22:35,200 --> 00:22:42,200
And can be drunk to refresh wanderers due to its self-cleaning properties
290
00:22:42,200 --> 00:22:45,200
The room has significantly lower gravity than the main level
291
00:22:45,200 --> 00:22:49,200
As bits of water can be seen floating in the room
292
00:22:49,200 --> 00:22:58,200
Opposite from the wanderer's starting position will be a corridor that extends for a few meters before ending in a regular door
293
00:22:58,200 --> 00:23:04,200
Once one opens the gate between safety and the unknown they will be greeted with the ocean's mania
294
00:23:04,200 --> 00:23:07,200
Written by an unknown wanderer
295
00:23:07,200 --> 00:23:10,200
The Thing on Level 7
296
00:23:10,200 --> 00:23:14,200
I remember how I arrived onto the infinite sea
297
00:23:14,200 --> 00:23:17,200
At first I thought it was just another regular level
298
00:23:17,200 --> 00:23:22,200
Simple, infinite, interconnection of segmented rooms
299
00:23:22,200 --> 00:23:26,200
But as I walked past the door I almost fell into the sea below
300
00:23:26,200 --> 00:23:31,200
I was simply dazed as the cold mist started to gather on my face
301
00:23:31,200 --> 00:23:34,200
As I stared out into the oblivion
302
00:23:34,200 --> 00:23:39,200
All that stared back at me was a dense, lifeless fog
303
00:23:39,200 --> 00:23:43,200
The ocean beckoned me to swim within its cold waters
304
00:23:43,200 --> 00:23:45,200
And my will almost crumbled
305
00:23:45,200 --> 00:23:51,200
I fell forward but a spray from the frigid ocean jolted me back to my senses
306
00:23:51,200 --> 00:23:54,200
I grabbed the wall but I reacted far too late
307
00:23:54,200 --> 00:23:57,200
My hand slipped and I fell into the ocean below
308
00:23:57,200 --> 00:24:03,200
I could feel the stings of the wind wrapping and coiling around me as I plummeted below
309
00:24:03,200 --> 00:24:07,200
The fall itself was another scale of cold on its own
310
00:24:07,200 --> 00:24:13,200
The air snaked around me and it brushed against my skin freezing my sweat in the process
311
00:24:13,200 --> 00:24:17,200
I dove in the sea, sinking far below the surface
312
00:24:17,200 --> 00:24:21,200
My blood ran cold, my eyes froze with tears
313
00:24:21,200 --> 00:24:24,200
My mouth became rigid from the water
314
00:24:24,200 --> 00:24:28,200
The ocean is simply a purgatorial abyss
315
00:24:28,200 --> 00:24:36,200
Staring down it seemed to extend infinitely, shapeless, unbounded and depthless
316
00:24:36,200 --> 00:24:42,200
The light blue of the ocean's surface soon faded into a dark blue void
317
00:24:42,200 --> 00:24:46,200
And went down, for the god knows how long
318
00:24:46,200 --> 00:24:51,200
Around in the water some debris of the house had fallen in with me
319
00:24:51,200 --> 00:24:57,200
They sank into the chasm and I, too, was forced to follow them down
320
00:24:57,200 --> 00:25:01,200
Oh, the coldness, how unbearable it was
321
00:25:01,200 --> 00:25:05,200
The waters were just utterly unendurable
322
00:25:05,200 --> 00:25:13,200
In every way, it almost appeared to restrain you as it pulls you down to the nonexistent bottom
323
00:25:13,200 --> 00:25:20,200
It was then that I understood Thalassophobia, the fear of deep water
324
00:25:20,200 --> 00:25:27,200
I thought I was ultimately fated to become a frozen corpse in the dead sea
325
00:25:27,200 --> 00:25:30,200
But then I saw light
326
00:25:30,200 --> 00:25:37,200
For many years, Level 7 was believed to have only one entity, the infamous Thing on Level 7
327
00:25:37,200 --> 00:25:45,200
As of April 8th, 2019, Level 7 is now inhabited by another entity, who goes by the name Tiny
328
00:25:45,200 --> 00:25:54,200
The combined ferocity and physical prowess of both entities have left the entire rest of the ocean completely uninhabited
329
00:25:54,200 --> 00:25:58,200
Making them the primary source of danger within the level
330
00:25:58,200 --> 00:26:05,200
Both entities appear to be matched only by one another in terms of speed, strength, and detection
331
00:26:05,200 --> 00:26:08,200
And are to be avoided by all means necessary
332
00:26:08,200 --> 00:26:16,200
As of now Tiny has been shown to limit himself to the daylight and twilight zones
333
00:26:16,200 --> 00:26:21,200
Whereas the Thing makes its home in the midnight zone and upper abyss
334
00:26:21,200 --> 00:26:27,200
It is unknown how or why, but the two appear to have an agreement of mutuality
335
00:26:27,200 --> 00:26:33,200
Assured destruction preventing one another from hunting outside their designated territories
336
00:26:33,200 --> 00:26:42,200
The only known entrance to Level 7 is through the staircase down from Level 6, which leads directly into the entrance room
337
00:26:42,200 --> 00:26:47,200
There are rumors of a possible entrance through a puddle on the floor of Level 8
338
00:26:47,200 --> 00:26:58,200
The exits, the most well known exit of Level 7 can be found in an underwater cave on the side of a particularly tall mountain towards the bottom of the midnight zone
339
00:26:58,200 --> 00:27:06,200
The mountain is almost directly below the entrance room creating a straightforward, albeit lengthy, route to Level 8
340
00:27:06,200 --> 00:27:15,200
Though it is strongly discouraged, diving into the abyss and going unconsciously leads directly to Level 83
341
00:27:15,200 --> 00:27:27,200
As of 6-28-22, a new exit has been discovered roughly 150 meters west of the entrance from that leads directly to Level 9
342
00:27:27,200 --> 00:27:35,200
The exit is approximately 150 meters below the surface and is marked by a collection of massive underwater pipes
343
00:27:35,200 --> 00:27:48,200
And the platform, judging by the high quantity of skeletons and loose bone in the area, it is safe to assume that is where Tiny resides most of the time
344
00:27:48,200 --> 00:27:51,200
So approach this area with extreme caution
345
00:27:51,200 --> 00:27:58,200
Recent speculation suggests that Level 7 may be connected in some way to other ocean levels
346
00:27:58,200 --> 00:28:07,200
As several people have claimed to have traveled by boat to Level 880 by sailing extremely far to the west of the entrance room
347
00:28:07,200 --> 00:28:14,200
This exit is unproven but is being looked into as a possible safer exit to the level
348
00:28:14,200 --> 00:28:24,200
Level 8 is made of huge caverns and small cave systems that twist and turn like normal underground systems
349
00:28:24,200 --> 00:28:29,200
Level 8 is very damp with almond water flowing from the walls and ceiling
350
00:28:29,200 --> 00:28:36,200
Stalactites and stalagmites appear to be very common in this level
351
00:28:36,200 --> 00:28:46,200
Sounds echo through the level as it is relatively easy to listen for potential danger or possibly even attracted if not careful
352
00:28:46,200 --> 00:28:57,200
Level 8 is normally devoid of natural light but light sources from an unknown origin shine on the damp walls making the level slightly glow in areas
353
00:28:57,200 --> 00:29:00,200
Vegetation appears rarely on Level 8
354
00:29:00,200 --> 00:29:12,200
In the form of dried vines and small shrubs, large pools of almond water can be found around the level, which is not safe for consumption due to large amounts of minerals
355
00:29:12,200 --> 00:29:16,200
Small veins of ore exist within Level 8
356
00:29:16,200 --> 00:29:23,200
This level includes many types of ore minerals such as iron, copper, gold, and more
357
00:29:23,200 --> 00:29:33,200
The MEG have created public travel routes in the safe area of Level 8 for safe travel for the wanderers
358
00:29:33,200 --> 00:29:36,200
The MEG stands for Major Explorer Group
359
00:29:36,200 --> 00:29:40,200
It's a group created by the people of the back rooms
360
00:29:40,200 --> 00:29:49,200
The group started out as an exploration outpost in 2012, but it grew to become a military government of sorts by 2014
361
00:29:49,200 --> 00:29:56,200
The MEG tries to keep wanderers safe from entities, traps, and other groups such as the Insurrection
362
00:29:56,200 --> 00:30:04,200
which they are at war with the territory of the levels like Level 3 to ensure the safety of the wanderers
363
00:30:04,200 --> 00:30:08,200
The MEG maintains multiple teams for different purposes
364
00:30:08,200 --> 00:30:19,200
This faction is extremely friendly and will allow new members into a team known as Team Volunteer Squad until they are ready to be in a team of their own
365
00:30:19,200 --> 00:30:24,200
They exist here because there are many dangerous entities that reside in this level
366
00:30:24,200 --> 00:30:46,200
That being Smilers, Skinstealers, Wretches, Camo Crawlers, Transporters, Male and Female, Death Moths, Hostile Facelings, Hens, Hounds, Death Rats, Paralyzed, Clumps, Roviokes, Wranglers, and Rare Sightings of Stalkers
367
00:30:46,200 --> 00:30:52,200
Crawlers have been reported due to the vents of the Level 2 connection to Level 8
368
00:30:52,200 --> 00:31:00,200
Windows have been reported to appear in Level 8's walls, however this claim has not been corroborated
369
00:31:00,200 --> 00:31:12,200
Due to the danger presented by the entity known as Wranglers, it is highly advised to be aware of their ability before traveling this level above all
370
00:31:12,200 --> 00:31:18,200
If any rumblings are heard or felt, evacuate the area immediately
371
00:31:18,200 --> 00:31:28,200
Wranglers are snake-like entities that use their bodies to distract and confuse their prey in an almost hypnotic-like state
372
00:31:28,200 --> 00:31:34,200
These entities usually appear in cave areas like Level 6, Level 52, and Level 8
373
00:31:34,200 --> 00:31:40,200
Wranglers can also appear in Zamp areas like Level 2, Level 2.1, and Level 14
374
00:31:40,200 --> 00:31:44,200
Reports show that Wranglers have been spotted in Level 9
375
00:31:44,200 --> 00:31:50,200
These entities are dangerous and it is advised to stay away from them at all costs
376
00:31:50,200 --> 00:31:57,200
Wranglers are massive creatures that use their bodies to burrow through the ground for fast travel
377
00:31:57,200 --> 00:32:04,200
Their bodies twist and turn in a drill-like motion to cut through the hard materials of the level
378
00:32:04,200 --> 00:32:09,200
Their bodies can cause hypnotic effects to wanderers to lure them in
379
00:32:09,200 --> 00:32:14,200
They can use this ability to their advantage as a hunting tactic
380
00:32:14,200 --> 00:32:20,200
When physically burrowing Wranglers are very loud, one can hear them approaching
381
00:32:20,200 --> 00:32:27,200
The appetite of a Wrangler is very large, as they will eat anything in sight, including wanderers
382
00:32:27,200 --> 00:32:31,200
The ability of a Wrangler vary depending on its sex and age
383
00:32:31,200 --> 00:32:36,200
Males usually attack to eat and will consume anything in its path
384
00:32:36,200 --> 00:32:41,200
Females do not attack wanderers and will usually retreat when noticed
385
00:32:41,200 --> 00:32:44,200
They will instead eat vegetation or rock minerals
386
00:32:44,200 --> 00:32:49,200
The females will however eat wanderers when pregnant to feed their young
387
00:32:49,200 --> 00:32:53,200
These eggs are seeds that grow on the female's body
388
00:32:53,200 --> 00:32:58,200
Once the female lays eggs, they are implanted in the ground or the walls as a seed
389
00:32:58,200 --> 00:33:04,200
These seeds will then sprout into a branch holding many different offspring
390
00:33:04,200 --> 00:33:09,200
During this phase, the female will return regularly to deliver food
391
00:33:09,200 --> 00:33:19,200
Once the offspring outgrow their branch, they will break off from it and travel with the mother until they are old enough to live independently
392
00:33:19,200 --> 00:33:22,200
Young Wranglers use their body to physically burrow
393
00:33:22,200 --> 00:33:30,200
This tactic is abandoned once they get older, as a Wrangler starts to no clip to burrow
394
00:33:30,200 --> 00:33:33,200
They will eat anything their mother gives them
395
00:33:33,200 --> 00:33:39,200
I don't think I want to come into contact with one of these things, even though I drive a Wrangler
396
00:33:39,200 --> 00:33:42,200
The entrances to level 8
397
00:33:42,200 --> 00:33:49,200
Finding the cave entrance in level 7, walking through a dark hallway in level 103
398
00:33:49,200 --> 00:34:02,200
As of yet, undocumented exit in level 64, jumping through the well in level 135, small tunnels in level 52, crawling through the tubes in level 283
399
00:34:02,200 --> 00:34:04,200
Exits
400
00:34:04,200 --> 00:34:09,200
To exit, you can randomly fall through the floor of level 8 and enter level 9
401
00:34:09,200 --> 00:34:15,200
Rare, tiny silvery passages of level 8 that lead to level 75
402
00:34:15,200 --> 00:34:19,200
Vents can be found in some areas that can lead to level 2
403
00:34:19,200 --> 00:34:24,200
Entering the distilled water pools has been rumored to drag you back to level 7
404
00:34:24,200 --> 00:34:31,200
Entering the tar pits in level 8 will cause you to be dragged into level 91 if you're lucky enough to survive
405
00:34:31,200 --> 00:34:33,200
Not advised
406
00:34:33,200 --> 00:34:40,200
No clipping through a corner of level 8 or a rare chance through exiting level 8 will bring you to level 93
407
00:34:40,200 --> 00:34:46,200
No clipping through level 8's ceiling has a small chance to bring you to level 205
408
00:34:46,200 --> 00:34:52,200
Finding random sets of old televisions and no clipping through them will lead you to 104
409
00:34:52,200 --> 00:34:58,200
And falling through the floor randomly can also rarely lead you to level 69
410
00:34:58,200 --> 00:35:05,200
Level 9 is an infinite suburban area where it's always midnight
411
00:35:05,200 --> 00:35:11,200
The level has darkness similar to that of level 6, although not as dangerous
412
00:35:11,200 --> 00:35:22,200
The houses vary in design and size, and each are completely different, although there are reports of spotting two houses near each other that are the same
413
00:35:22,200 --> 00:35:30,200
The houses of level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function
414
00:35:30,200 --> 00:35:33,200
Some houses have a chance of being empty
415
00:35:33,200 --> 00:35:40,200
Many useful objects such as pockets can be found inside the houses in similar areas
416
00:35:40,200 --> 00:35:49,200
The furniture of these houses is what a person would expect from a normal house, such as sofas, televisions, beds, refrigerators, etc.
417
00:35:49,200 --> 00:35:53,200
Items that require a power source are not functional
418
00:35:53,200 --> 00:35:58,200
Some of these houses have fully furnished yards at the back of the house
419
00:35:58,200 --> 00:36:10,200
Another anomalous property of this level is that you can find two houses weirdly clipped inside of each other when traveling too far, which is physically impossible
420
00:36:10,200 --> 00:36:15,200
The streets of level 9 are a more dangerous area of the level
421
00:36:15,200 --> 00:36:21,200
The wet asphalt roads are unpainted and are covered with leaves in some areas
422
00:36:21,200 --> 00:36:27,200
The puddles in some spots of the road indicate that the level had once rained before
423
00:36:27,200 --> 00:36:32,200
The stone sidewalks are normal and don't seem to have any abnormalities
424
00:36:32,200 --> 00:36:37,200
Any walkways that lead to grass fields will lead to level 9.1
425
00:36:37,200 --> 00:36:44,200
Wandering off the walkway into the fields will, for some reason, lead to level 10
426
00:36:44,200 --> 00:36:52,200
The street lamps are usually powered off and are inactive, although some flicker off and on and are sometimes even powered
427
00:36:52,200 --> 00:36:55,200
It is unknown where the power originates
428
00:36:55,200 --> 00:37:03,200
Be aware of the foggy mist that can appear due to the fog being the spawning mechanism of the mangled
429
00:37:03,200 --> 00:37:10,200
The mangled is a large and very tall entity that roams the streets of level 9
430
00:37:10,200 --> 00:37:17,200
These creatures have long limbs and are very spider-like, with a more human-like head and face
431
00:37:17,200 --> 00:37:23,200
These entities are extremely dangerous, but are also very rare to encounter
432
00:37:23,200 --> 00:37:29,200
These entities will typically be seen alone, among the trees and crawling over houses
433
00:37:29,200 --> 00:37:36,200
They are very hostile and will attack on sight, but they can only appear during a special event
434
00:37:36,200 --> 00:37:41,200
These entities only appear when a wanderer has been inside level 9 for a few days
435
00:37:41,200 --> 00:37:47,200
During these days, the wanderer would see large sections of fog randomly in level 9
436
00:37:47,200 --> 00:37:52,200
The fog is not harmful, but can damage hearing for a short amount of time
437
00:37:52,200 --> 00:37:58,200
due to the large amount of distorted wind noise emitted from the fog
438
00:37:58,200 --> 00:38:05,200
This fog can also bring down temperatures to 0 degrees Celsius
439
00:38:05,200 --> 00:38:07,200
So it's freezing cold
440
00:38:07,200 --> 00:38:14,200
After the wanderer has encountered these fog clouds enough, the mangled will start to appear
441
00:38:14,200 --> 00:38:20,200
They hunt via crawling around large structures in almost impossible ways
442
00:38:20,200 --> 00:38:26,200
When the entity spots you, they will emit the same distorted wind sound from their mouths
443
00:38:26,200 --> 00:38:30,200
and this sound can be heard from miles away
444
00:38:30,200 --> 00:38:37,200
This wind effect can erase one's memories randomly and can even give false memories
445
00:38:37,200 --> 00:38:40,200
But this seems to be temporary
446
00:38:40,200 --> 00:38:45,200
The wind effects can also drive one insane, so please use almond water when possible
447
00:38:45,200 --> 00:38:52,200
When close up, you can hear low-pitched screaming and sobbing coming from the entity when close
448
00:38:52,200 --> 00:38:57,200
They attack by stepping on you and attempting to lift you off the ground
449
00:38:57,200 --> 00:39:05,200
They can no clip through the structures on command and can attack you very easily while inside a structure
450
00:39:05,200 --> 00:39:13,200
These entities hunt alone, and according to witnesses, they will even attack each other if the entity is next to one another
451
00:39:13,200 --> 00:39:18,200
The entity's eyesight seems to be very minimal, so try not to get too close
452
00:39:18,200 --> 00:39:26,200
These entities are usually around 30 to 50 feet tall via their long leg structures and are very easy to spot
453
00:39:26,200 --> 00:39:33,200
Although, these entities seem to be able to change their size and thickness of their limbs on command
454
00:39:33,200 --> 00:39:39,200
These entities have four limbs that walk in a strange manner and in unnatural ways
455
00:39:39,200 --> 00:39:46,200
Their joints can be bent in many ways and they seem to be able to create new joints if needed
456
00:39:46,200 --> 00:39:53,200
Their body is very bone-like and old sagging skin seems to drip off of it
457
00:39:53,200 --> 00:40:01,200
Their head is the size of an average human. The entity also has a large mouth that always seems to be open
458
00:40:01,200 --> 00:40:09,200
These entities can crawl across large structures in impossible ways, even to the point where their joints seem mangled
459
00:40:09,200 --> 00:40:16,200
These entities are very fast for their size and can easily catch up to wanderers running from it
460
00:40:16,200 --> 00:40:28,200
The entities that appear in level 9 are the Deathmoths, Smilers, Skinstealers, Jerry, Hounds, Transporters, Deathrats, Warning Kites, and many Wretches
461
00:40:28,200 --> 00:40:36,200
Sightings of the Frayed and the Arachnids have been reported, but it seems that they have wandered into level 9 from level 8
462
00:40:36,200 --> 00:40:46,200
Level 9 also includes some of its own special entities, the most notable ones including the Neighborhood Watch, the Observer, and the Mangled
463
00:40:46,200 --> 00:40:57,200
If you want me to go over any of the actual entities specifically in an episode, let me know and I will try to get through as many of the entities as I can and describe them
464
00:40:57,200 --> 00:41:08,200
One explorer says, I fell through the floor. I sunk and landed in an unfamiliar place. There were no spiders, but I still felt like I was being watched
465
00:41:08,200 --> 00:41:20,200
Around me there was the street, houses, and dead trees everywhere. My head felt, and still feels, fuzzy, like TV static in my brain
466
00:41:20,200 --> 00:41:31,200
I lost consciousness, but apparently had an outburst, according to Centurion. I was talking about death, pain, weakness, all kinds of awful things
467
00:41:31,200 --> 00:41:43,200
Level 9 is level 6 on crack. I can tell there are going to be things, but the effect on my mind are bad. Almost, almost as bad as level 6
468
00:41:43,200 --> 00:41:56,200
This explorer was lost after publishing this post. Entrances to this level include entering by falling through the floor randomly in level 8
469
00:41:56,200 --> 00:42:17,200
Crawling up the sewer grate in level 34, one of the many doors inside of 92, the revolving door in level 40, the yellow arcade cabinet in level 25, entering one of the doors in level 54, the animated houses of level 94
470
00:42:17,200 --> 00:42:32,200
Breaking the window in level 87, the backyard of level 104. The exits include following the arrow street signs will soon lead you to level 11
471
00:42:32,200 --> 00:42:57,200
After 100 to 200 miles, although this will only be the case when following the signs. Walkways that lead to the grass fields will lead you to either 9.1 or 10. Level 60 can be accessed by no clipping through the street floor in level 9. Entering a house will have a chance of randomly transporting you to level 53
472
00:42:57,200 --> 00:43:17,200
Following the electric power lines has a chance to bring you to level 113. An airport can be found while following the signs to level 11. Enter the airport to be transported to level 36. No clipping will lead to the first few negative levels
473
00:43:17,200 --> 00:43:27,200
Finding a playground and crawling through any kind of tube structure with white glowing interior windows will commonly teleport you to level 283
474
00:43:27,200 --> 00:43:38,200
So the last one I will talk about today is level 10, but again I will go through 11 through 20 in a episode in the future if you would like to hear about more
475
00:43:38,200 --> 00:43:50,200
Level 10 is an expansive pasture of wheat and barley fields stretching endlessly in all directions divided into plots by lines of trees and shrubbery
476
00:43:50,200 --> 00:44:10,200
The climate of the level never appears to shift from an overcast leaden sky with brief and infrequent spells of light, rain, and fog. The dreary atmosphere of level 10 coupled with its unchanging state of daylight makes it somewhat difficult to keep track of time
477
00:44:10,200 --> 00:44:33,200
Only the occasional gust of wind will break up the uniformity. Bodies of water are present through level 10 below one consistent elevation, which likely occurs due to the level soil possessing slightly hydrophobic properties, preventing the irrigation of the water into the ground
478
00:44:33,200 --> 00:44:43,200
The water from these pits has been deemed safe for human consumption, although it tastes has been reported to have an earthy undertone
479
00:44:43,200 --> 00:44:53,200
Upon inspection it appears to be free of algae and other organisms, only containing various microbes and a type of benign fungi
480
00:44:53,200 --> 00:45:09,200
The water is believed to be highly oxygenated, which likely contributes to its clear seemingly uncontaminated appearance. Areas surrounding these lakes often have a less cultivated appearance, including patches of dirt and grass
481
00:45:09,200 --> 00:45:32,200
A diverse range of structures may be found intermittently in this level, such as small wooden sheds and outbuildings, as well as large barns and stables. These structures appear to be largely empty on the inside, aside from often housing certain useful resources, namely wood and nails
482
00:45:32,200 --> 00:45:41,200
These resources, along with the structural elements of the buildings themselves, may be of interest for various purposes, such as construction
483
00:45:41,200 --> 00:45:52,200
While the potential for establishing permanent settlements in level 10 appear promising, further analysis is needed before final decisions can be reached
484
00:45:52,200 --> 00:46:07,200
The lines of shrubbery that separate the pasture of level 10 into plots are of varying species, and do not appear to have any unusual properties, aside from the fact that they do not seem to outgrow one another
485
00:46:07,200 --> 00:46:23,200
Rather, they consistently remain at the same height. The trees, in particular, are of an average hardness and can be used as a source of wood, although it has proven more practical to obtain wood from the empty structures throughout the level
486
00:46:23,200 --> 00:46:49,200
Further investigation of the plants may yield additional insights into the potential uses of the characteristics, as well as insights into the general ecology of level 10. Dirt paths are often present throughout level 10, distinguished by two strips of tire tracks, separated by a strip of grass suggesting that the paths are frequently used by vehicles such as cars or tractors
487
00:46:49,200 --> 00:47:05,200
However, despite this evidence of regular usage, no such vehicles have ever been observed in level 10. These dirt tracks do not appear to regrow, and in addition, attempts to cultivate plants on these roads have failed
488
00:47:05,200 --> 00:47:24,200
With sown seeds failing to germinate additionally, it has been observed that following these roads for a prolonged distance can often lead to level 11. There are very few entities in level 10, except for the small worm-like entities that inhabit the soil beneath the surface
489
00:47:24,200 --> 00:47:37,200
These worms have been observed through the use of shovels to dig into the soil, which is only one meter deep before giving way to the mass of worms writhing in the darkness below
490
00:47:37,200 --> 00:47:54,200
It is currently unknown how far down the worms extend or where they originate, and further exploration beneath the one meter depth has been deemed unfeasible due to logistics and safety concerns
491
00:47:54,200 --> 00:48:07,200
It is advised to proceed with caution if excavating the soil in level 10, as it has been observed that digging a hole deeper than one meter may result in the rapid emergence of worms from the soil
492
00:48:07,200 --> 00:48:20,200
This can present several hazards, including the potential for slipping or falling injuries, damage to clothing, and even the risk of physical harm from the worms attempting to burrow into the skin
493
00:48:20,200 --> 00:48:29,200
If one wishes to collect them for any purpose, it is recommended to limit excavation to a small hole rather than a deep trench to minimize risk
494
00:48:29,200 --> 00:48:38,200
Entrances include a walkway in level 9 that leads to a grass field and may lead one to this level
495
00:48:38,200 --> 00:48:52,200
In certain streets in level 11, you can find a back road that leads back to 10. As far as the exits go, finding a road and following it for the prolonged period may eventually lead one to level 11
496
00:48:52,200 --> 00:49:00,200
Finding a patch of canola among the wheat and entering it will lead one to level 184
497
00:49:00,200 --> 00:49:10,200
Swimming into a lake can lead one to a number of aquatic levels. It is unknown how to choose which aquatic level that you are going to, but there is research underway
498
00:49:10,200 --> 00:49:34,200
There is so much lore and twisty-turny things within the back rooms that lead to other amazing stories that include staircases that lead to nowhere as well as doors and buildings that seem to have no origin in our real world that possibly lead us to the back room
499
00:49:34,200 --> 00:49:44,200
If you want me to research more and bring you more of the back room stories or other lore that are similar, please let me know
500
00:49:44,200 --> 00:50:04,200
As always, I thank you for being here with me and I will be back. Crow out.