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Twilight Zephyrs

Class: 2

Level 32 is quite the expansive level, featuring several sections. Also, even though this is a long one, I, Jerry, will be writing this one (Harold has gone “missing”). The main template of the level is an infinite dark, vibrant, stormy, blue ocean sustaining a water temperature around 6.6 degree celsius dotted with crested wavelets and waves. It has a sea floor commonly 30-50 meters deep for the most part. The soil of the seabed is made from the common calcareous ooze, siliceous ooze, and red clay, but here it is primarily red clay. Dotting the seafloor are clumps of kelp and seagrass, with the kelp having vibrant hot-pink coloured seed pods, along with rock formations and rock seafloor made from slate on this higher seafloor. The day-night cycle is quite odd here, with it being always night or twilight. The sun can never be seen, except for its reflection on the water near the horizon line, which always causes a beautiful sunset/sunrise (this time is called horizon hours). It can only be seen then, and it passes behind/above the open sea over 35 hour periods, so you can only see the sunset in the northwest and southeast every 35 hours. The closer the sun figuratively gets to directly above and below the plain of the sea, the darker it gets, with the midnights, called “vertex hours” being entirely pitch black with no light except for any artificial light, which will not illuminate far, and the unwavering moon that is always prominent in the sky just down from directly up, which can be seen (so you are able to see where is up) but will not illuminate any land/sea. The sun rises in the SE and sets in the NW. The moon is a yellow-cream color and gives a calming effect when looking at it. The sky is often mostly by huge, dark, billowing storm clouds, which will never completely obscure the moon. Every about 8-13 days it will lightly drizzle for 1-2 days, causing a petrichor smell to emanate across the level. There is an about 1 in 6 chance the storm will be very violent with heavy rain and thunder. Lighting strikes every minute or so and it is either single branches of scary yellow or trees of beautiful magenta-indigo lightning. In the strongest of these lightning storms, the final bolt of lightning before it all stops will be truly amazing, being the same beautiful magenta-indigo color as many other bolts, but here it is an interconnected net of branches that casts the entire sky in an ethereal glow, along with lighting up the ground as it it were a fully sunny day for a fraction of a second. Lightning will only strike water far away from anyone. It rarely rains during horizon hours, with it usually clearing up for a short while, but when it doesn’t, it creates a beautiful rainbow. The zephyrs in the level's title are quite abundant and near unwavering. The wind blows calmly most of the time, and is stronger nearing vertex hours. The wind blows calmly at around 8 kph generally (light breeze), causing a faint, soft whistling. The wind can go up to around 19 kph (gentle breeze) at the darkest of vertex hours. During light rain, the wind may reach 30 kph (fresh breeze) and prominent but not necessarily annoying whistling can be heard during this. In heavy rainstorms with lightning, wind reaches up to 43 kph (strong breeze) causing a loud, near-musical, constant whistling. Typically, this wind speed in itself would be needed, but, there are many sailboats across the level, which cause whistling from the wind on their rigging. Scarcely ever, an aurora may happen. These typically start about 4-5 hours after horizon hours, beginning as only a tiny speck. Slowly, these will burgeon into great billowing auroras that cover the sky with several layers of light. The auroras reach their peaks during the darkest of vertex hours, and will begin slowly fading from there. The auroras are always gone before 6 hours to horizon time. The auroras are always colored with a light teal or blue-green color at the bottom, which fades into a vibrant magenta towards the top before fading away into the sky. Moving on from the damn weather, and speaking of the sailboats, across the level you may see sailboats in the distance. The sailboats travel in groups of 1-3. They are unmanned yet stay in good condition and on specific yet random paths. They are made of wood and their skyscrapers are typically 1.3x as tall as the boat is long, and the boats are commonly about 9.15 to 10.6 meters. If you catch up to one, which won’t be easy as they only sail far away from people, you can use the modern steering wheel and stuff to control it. The boats are made from either yellow birch or fir wood with sails made from cotton canvas. Despite them sailing far away from people, people that have fallen in the water far from land or gotten stranded have reported the sailboats sailing erratically towards them to rescue them. The air temperature fluctuates tightly around 6 degrees celsius. Now that we are done explaining the nature of this level, it is time to finally explain the first section. The most prominent sector of the level, the one that has these aforementioned seafloors, is the Pillar Zone. The Pillar Zone takes up a great portion of the oceanic “top” of the level. The sectors in the ocean generate in rings. When I say sectors, I mean two of them; the Pillar Zone and the Shattered Coast. Around the spawn pillar, there is an approximately 34,000 kilometer circle of the pillar zone, where the pillar concentration gets less and less dense the farther you go away from the spawn pillar. Despite this, concentration stays generally the same for the first 12,000 kilometers or so. After the pillar zone is where you’ll find the Shattered Coast. Dow onto the pillar zone description itself. Here, 32-108 meter in diameter* cylindrical pillars rise from the open sea to up to 25 meters above sea level, but they have been reported to shift up and down slowly during vertex hours. Ok, one second. I paused writing this level to go have my lunch break, and when I reached my locker, my yepper pepper seasoned pag plate (with egg and glepper) was missing! I know you stole it Jeremy L. Jlorg who lives at 187 street street, Oogaboogumblur Capital Province, Oogaboogumblur, Ion. You are a demon. *Everyone will start in the same place on this level, which is a structure nearly 214 meters in diameter. There is one other unusually random-sized structure, clocking in at 149 meters, this is the entrance to another sector. These are the largest two pillars found in the level. On the larger of the pillars (71-108m) there are perfectly circular holes ranging anywhere from 4-19.2 meters in diameter. These can intersect to form larger, irregular, holes. The smaller they are, the more there are. There are typically a maximum of 6 holes per structure except for a few more on the sector platform and entrance platform. There is an 87m diameter hole near-centered on the sector platform and 3 73-76-meter ones and 2 56-57 meter ones, one of which intersects with a large 75-meter hole. The 73-meter hole intersects with the outer hole. The holes themselves stay the exact same diameter (for the most part, one exception) all the way down. The holes reach down to the seafloor and have water levels higher or at the same level as the open sea. If they are higher than the common sea level, they may have drainage pipes that lead to the sea. These will constantly be flowing, as the water level in the holes never decreases because the bottom layer of the platforms are extremely porous and water will be able to pass through it. The structures themselves are made from tuff of varying darkness that has repeating intricate patterns carved into them in separate layers. The structures are solid tuff except for 1.32 meter down of soil, with a barrier of about the same length of stone around the outside of the structure. The aforementioned soil is visually dark, loamy, slightly acidic, and has about a 24cm layer of organic materials. Patches of sphagnum moss dot the soil, typically surrounding or covering small rock formations. The soil is absolutely covered with fraser fir trees, which are randomly aligned in the soil in patches that allow for movement between the groves of trees. The trees are mostly a tad young, with their needles still a vibrant light green. The branches and trunks of the firs along with the rock formations are often covered by lichen that glows ever so softly during the night. Hanging from the larger branches of the trees you may encounter aluminium wind chimes hung by thin, strong, natural twine. These are not too large or resonating and therefore aren’t too loud or annoying, and are merely calming and beautiful-sounding. The chimes are tuned to precise C-major pentatonic tones (C D E G A C). Between the groves, there are vague paths of soil that appear more trodden and sandy compared to the surrounding soil. These trees do have a life cycle, and you may find a dead log or stump of one surrounded by MANY tufts of glittering wood moss, but this glittering wood moss isn’t any glittering wood moss, as it grows small shiny yellowish-whitish berries about the same look and proportions as a blueberry. The berries turn the yellow-white color when fully matured, and are completely white while still maturing. These are a great source of food, as each patch of wood moss can supply upwards of 200 berries, and there are generally several of these patches per structure. The berries are also quite sweet, good-tasting, and nutritious. The way these berries grow and mature is odd, with them maturing every day, and being the goldest, ripest, and best tasting during vertex hours, where from there they begin to become pale again. Once these berries are picked they will cease their cycle of becoming pale and yellow. After berries are picked, the wood moss quickly regrows the berries (takes about 6 days total to completely grow). The berries will not become gold and ripe until about 6 days after they have started regrowing. The soil is also dotted with small tufts of reddish-yellow gradient grasses, but these are a bit rare and frequently grow by the bases of the fir trees. There are also many small pebbles, sticks, and pine needles that liven up the soil. The expanses of forested ground are broken up by slightly worn cobblestone brick paths that wind and intersect. They are from about 2 to about 5 meters, with larger paths more common on larger pillar structures. The paths will always go to a hole on the side of a pillar if there is one, and at that place there will be a large plaza-like area (again, scales with pillar) of the same flat cobble path. There may be stacks of goods like warped fir wood planks, rolled up cotton canvas sails, or boxes of tuff bricks. So yeah, the items that make up this level. The goods are held together and down by ropes that connect to small metal hooks drilled into holes in the cobbles. Lining or in a grid pattern across the cobblestone paths or plazas are old metal streetlights. The lights are steel and painted black, yet slightly corroded so the paint has started to chip off. The main “stem” of the lights is merely a 45-cm diameter hollow pole about 7m tall (above surface) stuck about 2/3m into the ground. At the top sits the lamp, with the base being a small metal square with 45 cm side length. Four connected upside-down glass trapezoids sit along each edge of the square, with the same 4 right-side-up on top of those. There is no top to the lamp. The trapezoids are all glass yet there are frames with thin bezels made from the same steel that connect the panes. There is a bit of water with lots of minerals in it that pools there from the rain. If the water level in the lamp gets too high, it will drain from small slits in the glass. The water inside supplies nutrients and, well, water to help grow the glowing lichen inside the lamps. The lichen here glows a tad lighter, in a bluish-yellowish hue. There is also a presence of bioluminescent algae in the water, which emits an ethereal blue glow when the wind blows on the water (or just whenever the water moves). These lamps appear quite old, and the lichen is often growing out of the top of the lamps and even rarely onto the surrounding cobblestone ground. It is likely that this algae has escaped, as clouds of it can be seen in the water and sometimes the rain (cool). It is seen in the water especially when there are large waves (typically caused by large gusts of wind). The majority of the dark, well-saturated soil is blanketed in short, squeaky, soft, and lime-green grass. When there are two or more structures nearby each other, they are connected by rickety old bridges made from fraser fir wood and rope. These will not tilt very much and they will not break naturally, but some have been found already broken. The structures do move up and down a little bit naturally as mentioned before, but none have strayed too far from a particular range since the level’s discovery, yet, some bridges have been found ripped apart and going straight into huge expanses of water, so it is possible that they eventually stray quite far over expansive periods of time. This may just be rare very long bridges, as a few of those have been found. When they are super long, they may tilt more, so it is risky to traverse these if they are found. Randomly throughout the forests atop the tuff structures there will be .7 meter tall and 2.4 meter diameter circular pillars that are plopped right on top of the structures. They commonly are tilted slightly and partially submerged into the ground. Whether this is the result of the heavy stone sinking in over time or they were dropped into place or such is unknown. The pillars and statues are the same tuff seen everywhere in this sector. Atop the pillars there are life-sized statue depictions of the hyperboreal seals. They are always hitting a whimsical pose in the carvings. Finding these is a sign of good luck. The pillar bases have the horizontal detailing from the structures, but these seal effigies are just the normal stone. There is a bit of weathering on the statues and bases, with just a tad of moss, a little chipping, or other common weathering. There are stairways and rooms running throughout the structures, which will often connect from sea level to the surface of the structures. There can be up to 3 sea-level entrances on some of the larger common structures, with many, many more being found on the spawn and sector structures. The staircases usually have about 1.4 meter width and 2.88 meter headspace above the steps at all times (sort of like the water on level 6, but air in this case). Although there is a mirrored step sort of pattern on the ceiling, each mirrored step’s bottom face is angled up to the top of the steps at 25 degrees, so it is slanted but the steps do not connect. The walls and ceiling have the same ornate patterns as the outside of the structures, but the ceilings have 20 karat gold accents on them, yet these are very thin so they wouldn’t be worth anything (not like gold has been valuable since the motherload was discovered anyways :\ ). The steps are uniformly 19.7cm tall and 27.4cm long, although there is some weathering on a few of the steps, causing them to be a tad bit rounded. The staircases that reach the outside will only be at sea level, and the last step is always precisely half underwater (or it would be if the sea was totally calm). When the staircases exit at the top of the structures, they are always connected to a cobble path. On the structures here, the staircases are generally very streamlined, with only 1 or 2 branches for each staircase with minimal intersections in the case of several staircases. There are two things illuminating these staircases. One is the entrances at the bottom and top of the staircases, and the second is when the staircases run close to the edges of the structures, there are infinitesimally small cracks that let in light from the outside. When looking from the outside of the structures, they look like just a normal crack, and if it’s big enough you can see into the illuminated stairways just fine, but if you are looking out from inside the staircases, there is a bright, soft, warm-yellow glow being emitted which cannot be seen (the glow itself, not what it illuminates) from the outside. As mentioned previously, when a hole intersects with the side of a structure, it creates a sort of enclosed bay. When this happens, there will most likely be a large open space that follows the inside edge of the bay. Typically one side of the bay room will follow the hole all the way so that it reaches the outside edge of the structure, while the other side of the bay room will only go to the point at which there is about 0.8-1.2 meters of concrete separating the bay room from the true outside of the structure. On the edge that reaches the true outside, there is a 45 degree slope leading down to ~1/3 meter below calm sea level. The walls of the bay room cleanly align with the bay hole’s wall pattern and the staircase wall pattern. Usually about 2/3 of the staircases that lead throughout the structures will connect with a bay room. If the structures are connected by the aforementioned rope bridges, there is a low chance that there will be 0 staircases. The floors of the staircases and bay rooms are the same tuff as the majority of the structure, but here it is unpatterned and has a similar texture and weathering to common concrete, with small cracks and chips. The roofs of the bay rooms are quite similar to the floor. Along the side of the bay room, there will be two or three mooring cleats, which rarely will have one of the sailboats seen sailing far away tied to it. These sailboats are more common on larger structures, and sailboats even sometimes repeatedly return to the sector or spawn structures. Sometimes there may be fir wood shelves holding 1 or 2 nice, handcrafted wood canoes with 2 wood paddles each. You can easily lower these into or raise them out of the water using the sloped side of the bay room. Along with the slope and staircases to enter the bay room, there is typically an aluminium metal ladder that leads down a few meters as another entrance. Frequently there will also be wooden palettes that have huge (about 1 meter cube, but can get up to 2 meter) crates stacked on top. The crates will also appear off of the palettes, and in these cases the tops of the crates are ripped off. These ones are usually larger. Inside of these crates will be the same materials found in the plazas upstairs, but also here you may find glass bottles of water in milk-crate like containers stacked inside, tons of food Oogarooms or non-ogrms items (some of them may be empty), clothes in random sizes or hiking backpacks, simple tools such as crowbars or wrenches, or even bed garments such as pillows, sheets, or inflatable mattresses. It would be a nice idea to yoink any of these useful supplies, and if you find a larger crate of bed garments that is open, it would make a quite nice place to sleep. There may be smaller wood shelves with hooks that have life jackets hanging from them. These cause buoyancy due to a very porous foam material that makes up the inside of the life jackets. On top of the shelf may be the occasional metal pail, often filled near to the brim with sand, which explains why it hasn’t blown away yet. You may even find a harpoon gun hanging from the hooks, but this is a one in a krillion chance 🦐. A type of ivy resembling persian ivy grows down the walls of bay rooms, but it grows temperatura berries, which if you don’t remember, can temporarily disable temporary effects of extreme temperatures. Take a life jacket and some berries in case you take an unexpected plunge into the frigid drink. In spots far away from any structures, “crop circles” can be found on the ground, made from concentric or connecting circles and lines. Now these aren’t from some alien race before us, just the work of some cute hyperboreal seals (Entity 2)! These fuzzy white pinnipeds scrape their large snouts across the ground in hopes of digging up some ground-dwelling krill for a snack. After less than a day, these intricate patterns wash away in the swelling currents of the deep-blue sea, making these quite an ephemeral and exciting sight. The hyperboreal seals look like typical seals with white fur, with an almost cat-like black snout, and long, thick whiskers. They appear very happy and look like smiling circles head-on. These seals are quite friendly and like to hop out of the water and hang out on the plazas of low-lying tuff structures. They would not be averse to you hanging out with them. The other prominent entity here is the blue and yellow sheenfish (Entity 17). The blue ones are much more common because the yellow ones tend to stand out and get eaten. Now that we are basically done with the pillar zone, it’s time for the Glowing Labyrinth. This area can be entered through the staircases that wind throughout the tuff structures. Typically these staircases are quite streamlined, but there is a chance (about 1 in 450) chance that there will be a very steep external branch that leads only down. These are usually spiral staircases (unless on the largest of structures) because otherwise there would not be enough space for the staircase to fit. These head down into the labyrinth. About halfway down the staircases, the style of the walls and floors begins to transition into the style of the new area. The floor is large slate tiles (about 2/3 meter side length) that you can typically not see all sides of due to the fact that the halls are usually too thin. Along with- wait a sec, let’s take a moment to appreciate all that Harold has to go through to write these super long levels, like this is actually painful. I can see why the CCOEG had to make him go miss- er… I don’t think I can disclose that... uhhhhhhhh- Along with the floors, the walls are made from slate, this time of bricks of primarily rectangular pieces with skewed proportions. Before I forget, the temperature here is about 18 degrees celsius with it being ever so slightly humid, but not uncomfortable. The edges of these may be quite irregular at times with bumps and such. The front faces of these stones are a bit bumpy and still completely rough, but they don’t stick out more than 4 cm at most. The colour is mainly more or less light grey to moderately dark grey along with a bit of khaki and desaturated krill 🦐. The grout is recessed uniformly ~2mm back and is a dark grey colour. The roof is ever so slightly arched, and the same tiles as the floor. The roofs are 2.4 meters tall in the hallways and .7 meters wide. Most of the labyrinth is just these constant claustrophobic labyrinthine corridors, but every so often you may find large rooms, with ceilings reaching up to 3.1 meters tall and up to 15 1/3 (23 tiles) meter length for the walls. The floor is still these tiles, and the side length will only be along these 2/3 meter increments following the pattern of the tiles exactly. The rooms are always perfectly or very close to square, with only 1 or 2 (2/3 m to 1 1/3 meter) tiles difference on one side. These rooms are always larger than 8 tiles side length (5 1/3 meters) There is a great deal of wear on the floors of the labyrinth, with many tiles cracked or having small chips broken out of them. There are also small cracks on the wall or ceiling, but these are rarer. Before going into too much detail about the area, It’s time to explain the gimmick the labyrinth has. Every 3 horizon-to-horizon cycles (105 hrs) most of (some may not depending on the orientation cycle stage) the actual labyrinthine hallways will shuffle around. Large uniform 50 tile (33 1/3 meter) blocks of the labyrinth will swap places with other blocks within 3 blocks. This isn’t completely random, and instead there are 3 different orientations that the blocks cycle through. Everything in the blocks that move and the blocks themselves are merely teleported to the new location. The greatest danger in this area is being in-between the blocks when they teleport. This isn’t even that much of a danger, as if you are in the wrong place when the moving is happening, you will feel an unbelievably extreme tingling sensation where the edge of the blocks meet on your body about 12 seconds after the tingling starts is when the movement will happen. If you do not move, your body will be split clean in half, either killing you on the spot or causing you to bleed out and die from that. During the moving of the blocks, large rooms will not move (large rooms are never on the boundaries of blocks) and nor will the entrances to the sector. There are two floors to this sector, with the bottom floor being near-identical. The two floors are connected in the blocks, so they will not act separately. There are two ways to travel between the floors (these transitions between floors similarly do not move). The first, and more common, way to travel between floors is by finding a moderately uncommon spiral staircase. These are made from dark gray steel**, which may be ever so slightly rusted in a krill 🦐 color at the very bottom. Intervention, but I forgot to mention this earlier, even though the sector entrances are planted and unmoving, the space between the linking sector entrances in the pillar zone is not accurate to the space between them in the labyrinth. The spiral staircases have an inner supporting column about 16 cm in diameter with steps similar in dimension to the staircases winding through the tuff structures, but the steps do not connect directly, and instead are about 4.3 cm tall plates connecting only straight to the center column. **Despite the staircases being proven to be made of solely steel, they are much more durable and less brittle than steel, and none have been found broken. The second way to transition to a different floor is by finding a large room that spans between both floors. These rooms are from 12-25 tiles side length, and only have 1 tile irregularity at most. This room will be mostly open, with a 3-5 tile wide catwalk sort of platform spanning around the upper story area of the room at the common floor level of the upper floor. The catwalk is merely a grid pattern of ~3 mm horizontally spaced apart steel pieces. The steel pieces are ~1 mm thick and ~4.3 cm tall. There is a fence around the edge of the catwalk made from just a single band of the steel pieces that make up the catwalk that follows the edge of the catwalk (with rounded corners) about 2/3 m up. This is suspended by square steel beams at the corners which holds it up perfectly well. With it spanning 2 floors, there will be a ladder, no farther than 4 tiles away from an entrance to the room, made from the same steel, that leads down to the lower floor. The fence band of course stops, and there are 2 square beams on each side of the ladder to support the band. Fun fact: the reason we have so many odd measurements for every little thing is because of Juniper, our head level analyst. She just enters the level with a pencil, a meter stick, and a notebook, and comes out with much of the info we need to write these level descriptions, so props to her. CCOEG workers are insane. I am tired as hell of these measurements though, so it’ll be a bit before any more. Thankfully 🦐. There are mainly two types of large rooms. There are storage rooms, which are more common for single-floor rooms, and greenhouse rooms, which are more common for two-floor-spanning rooms. In the storage rooms, there are the same piles of material found in the plazas on the tuff structures just laying about, and a bit more scattered as these ones are not tied down. There are also near-cube cardboard boxes with about 1 meter side length (sorry). These are usually worn out around the corners a bit and the tops are taped together at the top with packing tape. There are also the palettes from earlier and likewise the crates, but these are only about 80% of the size of the original ones from the bay rooms. These crates contain the same things as the plaza ones, but also you may find ones with gardening tools and unlabeled seed packets for the plants found in this sector of the level. The palettes and crates here are a bit more warped. The cardboard boxes have lots of trinkets, thingamajigs, whatchamacallits, doodads, gadgets, apparatuses, and gizmos made from various common metals. I will not elaborate. Sometimes the cardboard boxes will be open and full of dirt, usually with a few plants sprouting out of the box. You could also rarely find a small wooden wagon in the storage rooms, but these are usually beyond disrepair. It appears before their devastation the carts were carrying lots of dirt, and after they were broken down plants eventually grew on and around them. On the lower floor of the labyrinth, there may be residual water in the chips in the ground or there may be a few larger holes filled with water. The floors and ceilings of the labyrinth are unbreakable, but the walls are breakable, but not truly as they will restore themselves in the next moving of the blocks. The walls are the only things in the labyrinth with the restoring property. If you demolish anything else, it will merely stay that way regardless. On the upper floor of the labyrinth there are 1 tile reinforced glass windows that show random spots of the pillar zone from the ocean floor. Despite the abundance of these windows in the labyrinth, they cannot be seen from the pillar zone. The windows give an accurate live window (wow) into the actual spot they are showing. The windows more commonly show areas of the sea closer to the spawn structure, and it is rarer and rarer to see windows showing certain areas as you get farther from the spawn structure. Sometimes the windows will be blocked fully or partially (usually if any is blocked, the whole thing is) by sand, but they are exposed for the most part. The windows usually show the sea a bit lighter than it really is, allowing a good amount of natural light to illuminate the labyrinth. Regardless of the labyrinth’s resemblance to a medieval dungeon, it in reality is quite the lively place, due to the plants that thrive here. The persian-like ivy or wall-thriving sphagnum mosses cover the walls, ceilings, and floors in dense but relatively flat patches, with the occasional vine or two of ivy hanging across and in the way of the thin, claustrophobic hallways. Tufts of common sphagnum moss or various common grasses may sprout out from in-between the cracks between or in the tiles on the ground. The real star of the show here is the abundance of bioluminescent mushrooms. There are a few different types of these mushrooms, with the first being white with “somewhat” circular spots on the top of the cap. These are in the glowing color (so basically glowing scales). This type could also have glowing colorful gills or rarely glowing stems. The second type has a completely colorful glowing cap, and no glowing gills or stem, which is instead white. The third type is more of a condition, with some of the mushrooms having melanism (basically opposite of albinism). This can happen to either of the other types of mushroom, and it usually appears in just a single mushroom or a patch of a few. The majority of the mushrooms are still white though. The mushrooms are more common on the bottom layer of the sector, as it is darker. They also emit more light on the bottom floor compared to the top one. It’s not just the mushrooms that are more bountiful on the lower floor, the entire floor is more overgrown due to there being more water to sustain the plants’ growth. The greatest fraction of these mushrooms glow in a ghastly light blue color. The scales and caps of the mushrooms will always be monochromatic in any of the colors, the gills can be multiple colors on the same mushroom, and the stems will always be of the blue color no matter what (if they are glowing, that is). The next most common colors are slightly tealish green, light magenta that fades into darker purple, and vibrant orange that fades into a deep crimson, which are all still quite common, but there is one kind of mushroom that is very, very rare, but more on that later. These mushrooms are quite nutritious so it’s recommended you stock up on them. They do not die or decompose, and they regrow quickly after being picked, so don’t worry about picking too many. The level is infinite anyways... so yeah it doesn’t matter at all. Occasionally the mushrooms will release small spores “about” 5 microns in diameter (how tf juniper measured this??). Despite their microscopic scale, these spores glow unusually bright. These spores are entirely benign, and stop glowing once they hit an object. It has been found that these spores have no reproductive ability. Ok, sorry for leaving you waiting but the last mushroom is so rare that if the harpoon guns are one in a krillion, these are 1 krillionth in a krillion krillion, so even about as rare as PagGel, and maybe even more sought after. When the level was first greatly explored, these krillshrooms were maybe a tad bit more common than PagGel, but due to them all being on one level and in one sector they were easier to find and quickly all got snatched. The wording here makes it sound like they used to be abundant, but no, they were still rare all the way back then. Ok, so, defining characteristics. These krillshrooms are about 20% bigger than the other mushrooms. They have black caps with glowing krill-color scales. The gills and stems are the tealish color (a bit more on the light blue side here) which fades into the light magenta. These are truly beautiful and their spores are krill colored, or they fade between the magenta and teal. Krillshrooms release spores in big billows with lots of spores at a time. Their spores also glow brighter than the common mushroom, and unlike the common mushroom they of course do not regrow. In summary, you’d know if you found one of these krillshrooms. Juniper and her team were actually lucky enough to find one of these krillshrooms on their 3rd scout of the level, as they had gone out extraordinarily far in a mostly uncharted and unscraped direction. Other than their pure rarity, these krillshrooms are sought after for their great medical purposes and taste. Consuming just about 2 grams of krillshroom is enough to cure most pathogen-based infections or diseases. This is likely due to a reaction with digestive enzymes that releases heaps upon heaps of anti-microbial spores or something of the sort. Again, circling back, the taste of these is reported to be absolutely delectable, much to the similarity of PagGel. In fact, these have a LOT in common with PagGel, and the CCOEG has been studying it and Ooger’s Orange spice (found on level 172) to try and artificially recreate PagGel. Ok now it’s time to move on from these celestial mushrooms, and to talk about another common magical-seeming ambient feature of the sector; bubbles! These iridescent bubbles are about 4.2 cm in diameter on average, but some may be a bit larger. Now, these aren’t your everyday soap bubbles, and these are quite resistant to the touch, so you could lightly play with these and they wouldn’t pop, but the moment they touch any surfaces natural to this area of the level, they pop, and leave behind ever so slight traces of pure, clean water. Now, you bubble enthusiasts such as I may be wondering “what is trapping this thin layer of water!?” Well, the answer is just... nothing. The air is the only lining the sides of these bubbles, so they should just be acting like droplets of water and falling, right? Hell naw bro, this is the Oogarooms, crazier stuff happens here than bubbles that defy the laws of physics. Yeah, so these just are all floaty and airy, so that’s fun. We have no idea where these bubbles come from, and they are just there when you go somewhere, and they seem to drift into areas from where nobody is looking. There is an amount of these bubbles that merely adds to the aesthetic, and is entirely unobtrusive. These bubbles are mostly the normal iridescent color, but may sometimes contain a bit of the bioluminescent algae seen commonly in the lamps on the tuff structures, which allows these bubbles to glow light blue in the darkness. Wow. The amount of light blue glowing stuff on this level is just wild. It’s also quite insane that the most irregular thing on the level is bubbles. Hugging tightly on the upper walls or ceiling you will discover single or twinning lines of fairly tiny copper pipes. There is going to be some black corrosion on the pipes. The pipes are seemingly always empty, and if you break or cut them open they will always be empty, but sometimes if there are miniscule holes or small cracks in the pipes they will occasionally blow out a bunch of cold steam, which quickly dissipates. Every piece of piping on the sector is naturally connected with one another. One out-of-the-ordinary yet casual element is paintings of the glowing labyrinth opening up into a vast landscape of mountains and towering trees with huge mushrooms as leaves and mushrooms blanketing the whole ground. There are also often waterfalls depicted in the paintings flowing from the tops of the bowl-shaped mushroom trees or bursting out from the cliff sides. These are either from the perspective of the inside of a hallway, opening up to the landscape, or an aerial angle from the landscape showing a huge slate brick wall with lots of holes in it, which of course is the labyrinth. In the depiction of the landscape, there are many, MANY krillshrooms. Nearly every single one of the mushrooms are of the krill variety. The landscape shown has come to be known as “the promised land”. Many have tried endlessly to find it, but none have succeeded. It seems like the paintings tell of an end to the sector, but to our knowledge it is entirely infinite, but maybe it is just nearly infinite, and this illustrated wonderland is real. The pigments that make up these pictures are water-resistant and made from natural plants. Most of them have somewhat faded away. No greater than 2 PagGel stashes have been found in this sector and this sector only. They were both in 2 or 3 small open crates lying in the center of a storage room. They appeared to be slightly torn into, but that was not much of a matter. The flavor diversity is unknown, being described merely as “mediocre” for the 2 and “actually quite good” for the 3 section stashes. There were of course ~120 and ~180 gel bars, respectively. Perhaps you may come upon a moderately splintery and warped fir wood crate of an unusual variant of the typical and common WIXater. This WIXater is always of the WIXZIZ flavour, and is stronger due to higher amounts of ooger’s orange seasoning. What really sets this WIX apart is that it is packaged in vintage glass milk bottles that would often be seen in 1920’s reality. The jugs are topped with cork seals that are shoved in quite tightly. The WIXater inside can be of several distinct colours, including but not limited to: red, orange, yellow, light or dark blue, lime green, magenta, or deep purple. None have been found in white, black, or entirely translucent colours. This WIXZIZ also bubbles violently for an atypical length of time. This WIXater has been carbonated with carbon dioxide. Another alluring occurrence you may encounter across the level is an army (yes, that is the collective noun for them) of little frogs that resemble spring peepers. These tiny creatures are only around 3.5cm in length and most are a dark greyish brown colour. They travel in armies of 4-7 typically. These peepops (pronounced peep-pops), as they are called, can be found in both the pillar zone and glowing labyrinth of the level. They eat small plants to sustain themselves, and have a very long or possibly infinite life as none have reportedly died of old age. These lil’ guys hang around and rest under large mushroom patches in the labyrinth and chill around puddles and logs on the pillars. These packs of brown peepops are quite common and actually pretty quiet, while purely within the indigo-blue sea resides a much more exotic variation. These travel in packs of 6-13 and are a deep greyish-blue color instead of the brown seen on the other variety. The front legs of this variety have evolved over time into flat webbed fins that are flat up against the body. This exotic blue variant never leaves the ocean, but it still requires air, so these peepop packs hang out at the water’s surface. This type can get up to 5 cm in length and create a much more hearty peep that is actually easy to hear. The blue type eats little krill instead of the vegetation for their land-based counterparts. In a short summary, these peepops don’t affect anything on this level all that much. While we’re on the topic of animals on the level, you could also bump into a random stray lightning beetle in the pillar zone. They are very small of course and obviously blink in a yellow color. There are countless weather features of this tranquil level, but the rarest and most bizarre of them all is called a “Great Perihelion Event” in which the entirely dark level is once lit up by the close, peregrine sun. Near always either the cloud cover is too thick, the sun is too far, or maybe just by the magic of the Oogarooms, the sun is practically invisible and casts little to no light on the level, but we of course already know this. In the great perihelion events the cloud cover is significantly thinner, but still mostly blocks out light. Even so, the clouds are not their drab rainy selves, and instead white and spaced farther apart. The sun cannot be seen directly, but between the closer alabaster fluffs a chrome iridescent amber glow shines out. The scarce and unique patches of clearer sky give a window to the seldom viewed upper atmosphere, which is a pastel baby blue color. The dark and seething veil over the pillar zone has lifted, and the light rays leave no spot unshining. The ever-dewy grasses and mosses atop the pillars glister and sparkle gorgeously. During these ephemeral occurrences, the air temperature can rise up to 12 whole degrees celsius; a very welcome change! Clearly, due to the glubalishious specific heat of water, not much will happen to the chrome sheet of blue. There will, as expected, be many rainbows as the peregrine sun lights up the continually rainy sky. The most recent of the great perihelions had an estimated 8 rainbows eclipsing the sky at its apex. Yow! That was quite the indubitably extensive sector! But now it’s time for a hopefully shorter (but possibly less whimsical D:) sector. This sector is known as the Opalescent Caves. The one and only entrance to this sector has been mentioned previously, that being the gargantuan and aptly named sector platform in the pillar zone. The opening primary chamber is the most spacious area of the cave by a long shot, except for a few rare exceptions. The primary chamber reaches just about 203 meters tall from the top of the opening circle at the surface of the sector platform to the very bottom of the vast and enchanting brook that flows at the underlying reaches of the caverns. The most voluminous portion of the sector is made from a rock that matches closely to a variation of feldspathic sandstone, but it is decently less coarse than it should be. The primary chamber is sort of shaped like a malformed boot, with it being predominantly elongated dome shape, with the more open area having periodic ridges that stick out several meters, and a grand lower area about 148 meters tall. The air temperature in this sector averages around 14.5 degrees celsius, and is surprisingly not that dry. This is likely due in part to mist from the bountiful waterfalls here. The picture here is of a more crystal-bearing side chamber off of the main primary chamber. The huge river that runs through here is right along the bottom of the protruding ridges and leads in both directions to stem out. The cave in its entirety bears much resemblance to a general solutional cave, yet it does not have too many stone stalactites or stalagmites. Instead, the majority of the stalactites and stalagmites have been replaced by large selenite crystals. These crystals are either resembling single typical stalactites or stalagmites in shape, but are instead in the shape of stacked hexagonal prisms of near-similar rotations, or are complexes of many hexagons tiled next to each other with further differentiating stacked rotations of the prisms. There is a third type of crystal formation too, resembling closer to natural kyanite growths. These are only found hanging downwards, and are found much less often. The selenite crystals are completely normal except for the unexplained blue glow (wow, like, that's totally new.) unwaveringly emanating from inside of them. The floor of this great cave system can be rock a lot of the time, usually on steeper areas, but a great majority of the cave is sand, with patchy spots of rock and large erratic-like rocks sticking out. These can be clearly seen in the photo. There are a few set designs that most chambers and tunnels of the caves follow. There are the rare super large chambers like the primary one, and I'll go over the other 4 of these chambers later. The next shape of the chambers is called a “slot chamber”. This type is depicted in the provided photo. The roofs range around 8-11 meters in height throughout. These rooms are short in height but very large in width and depth, being around 30 meters wall-to-wall on average. These rooms may have large stalagmites that double as support pillars. The crystal growths here are typically quite concentrated and especially under the small ceiling openings if there are any. Usually at the walls of these chambers the roof will curve smoothly from far away from the intersection point into where the walls meet and the floor curves sharply into the intersection point. The river’s branches do often intersect or split apart in these rooms, but don’t wind much. The next type of room is called a “worm tunnel”. These are near-cylindrical winding tube-shaped tunnels. The tunnels are most irregularly shaped at the top and bottom of the tunnels, where they tend to flatten out more than they probably should. The worm tunnels are the largest cavernous chamber types, save for the rare primary chambers. These aren’t the strangest to come across. From the definite roof to floor, these tunnels can be up to 65 meters tall (woh). The floors here tend to be a lot more smooth and rocky, and maybe even v-shaped in the case of water flowing through currently. This is most probably due to the past copious flow of the river through here, but nowadays, the river has demeaned greatly to a smaller flow just through the center of the tunnel, but uncommonly, if the slope of the tunnel is great enough, there may be waterfalls occurring. More commonly you could come across pure river tunnels flowing from up high on the walls that cause waterfalls. Maybe they should have had me name these “waterfall tunnels”. As I just mentioned, the next ‘room feature’- bro idk what to call these things- is the “river tunnels”. These are exuberantly degenerated in size compared to the scopious worm tunnels, being at most about 3 meters. Still big enough for my fat ahh uncle to go though. These are shaped like upside down teardrops and are typically about 1.3 meters up full of water. These are simple, but important. I’ll tell you more about them later. The second to last glub glub thingy is called a “large river tunnel”. These are average size and somewhat shaped like worm tunnels, but more irregular. The ground is sometimes sandy on one part but will always have a large section of the river flowing through it, usually going through a clean half of the chamber. There may be black-painted steel fencing along the riverbank. The water here is either very calm, or violently rapid. The final type of formation is ‘spaghetti winds’, which are extremely thin and winding with lots of dead ends and sharp turns, making it nearly entirely impossible to traverse through. These do lead to the next and final sector, but I’ll speak more on that later. Still, DO NOT GO THROUGH THESE TUNNELS! The second greatest majority of deaths on this entire level is due to fatties getting stuck in these winding spaghetti tubes! The greatest majority of deaths on this level is dying of hypothermia in the pillar zone’s icy water if you were wondering. While we’re still sort of on the topic of sector transitions, you can rarely find random rectangular openings in the walls that lead in a non-euclidian way to the glowing labyrinth. The boundless repository of water is entirely benign and safe to drink due to its antimicrobial properties, which is nice because it is so accessible. The most ambiguous finding on this level is a sort of skylight, seen most in worm tunnels and slot chambers. It’s also seen in 2 of the primary chambers, but of course there’s not really much data for this. The undoubtedly most enigmatic feature of this sector of this hyper-extensive level is likely the “skylights”. These are like openings to a bright and lively surface. Through the holes you can see a vibrant blue sky like what you can see through the open patches during a perihelion event. These openings supply a jumbo portion of natural light. The weird thing is, though, that if you get close to the openings the vibrant blue sky will begin to fade, and even though the light still shines through, if you are close enough, you will just see the old uninteresting tan rock. Leading up to these skylights will be either just a natural and somewhat jagged slope in or a step-like terrace area. Smoother slopes usually occur in worm tunnels and are exuberantly larger, while the terraces occur more typically in slot chambers and have smaller, closer to the ground openings but several of them. These almost never occur in the smaller river tunnels and have never once occurred in the spaghetti***** (I will explain more at the end of the sector). Both the terraced and sloped skylight forms are often found in large river tunnels. Now that we’ve covered most of the natural-like formations of the sector, we’ll- I mean I- will go over the more artificial elements found in the sector. First of all , rusty iron hooks, regularly but not always with lengths of rope or alike rusty iron chains hanging from them, jut out of the walls. You can find these the most on steep, tall walls that lead to high-up tunnels, but can always be found elsewhere. So many commas >:T. Also, just a fun fact: I think Harold ran away because the CCOEG was overworking him, so they’re deciding to give me 2 full-length breaks and a smoke break every day! W CCOEG! If there is a dried up small river tunnel that cuts high up across a worm tunnel, you may be able to find a rickety and creaking yet stable rope bridge that connects the two openings across the worm tunnel. Another case where there may be a rope bridge is if there is another dried up small river tunnel that leads into the side of a large river tunnel where the river runs or the side of a worm tunnel where the river runs. The rope bridge will of course just cut across and over the river, connecting from the side of the small river tunnel to the bank. I mentioned it earlier, but there may be black-painted steel fencing along the banks of the large river tunnels. The paint may be chipping off in some spots, but the steel is never rusty. There are frequently only a few sections of the fencing left, if any, and there are habitually lots of dints and weathered bends in the fencing. Other than the rare few mushrooms that may stick around the glowing labyrinth entrances, this sector really isn’t teeming with life. Sometimes, sparsely, you’ll come upon a chamber with a few patches of moss. These are routinely found in chambers that are a bit flooded. You will often come across typical mining supplies such as pickaxes, flashlights, helmets, backpacks, etc. The packs and flashlights are quite useful, but the helmets aren’t important as the structural integrity of the caves are top-notch. These tools would be found scattered and dotted about in close proximity to large selenite crystal groups. Around this area you could find bundled up sections of straight wrought iron piping. These are bundled up with rope formed from natural twine pieces. Along with these bundles of rope you could find crates similar to the ones in the labyrinth’s storage rooms and pillar zone’s bay areas but filled entirely up with varying size stone pieces or large selenite crystals. You’ll also likely find a few cans of yummy yummy soop. I’ll likely go over some of what I’m about to say in the final closing part of the description. Okay, so there are 5 total primary chambers including the one where you access this sector from the pillar zone. The opening cavern’s (dubbed Alpha) dimensions and shape have already been explained at the start of the sector, so I won’t talk about that now, but just know that all other primary chambers are manifold in height similarity. There is a joint outpost of the CCOEG, TOTG, and the Oogarooms Interlevel Travel Group living on the great sector transition platform and the Alpha cavern. They have around 160 cabins, a huge floating docks area, and a large radio tower-like structure on the pillar itself, and a small village of woven bridges and dug-out houses in the side of the chamber suspended over the caves. This place is a hub for all things of the level, and a quite nice place to live. The next primary chamber, Beta, is about 35 km away from the main one. It is egg-shaped and a bit squat with a huge lake going through most of it, with a myriad of waterfalls. There are only four CCOEG members that stay there permanently and tend to the secluded outpost, but many people reside there temporarily before continuing on their travels. The next chamber is Gamma, but the group that lives here calls it “The Core”. The Core is nearly a whopping and record-breaking 892 km away from Alpha. Even Juniper’s group thought it was too far and didn’t travel there. The Core also apparently intersects at the middle of 2 large worm tunnels. A group named ‘The Wanderers’ reside here. They’re nice, and if you’re shuffling about far enough into this sector you’d likely see one of them. They are quite mysterious though. We just know they have a super-expansive village here. Delta is the smallest and second closest of the primary chambers, clocking in at 52 km away from Alpha. It is a large outpost of the TOTG, and it’s predominantly used as a huge storage area, stocked near to the brim with just huge crates upon huge crates. Around 41 people live here permanently. The final chamber, Epsilon, or The Oasis is the second farthest from Alpha, being a quite modest 212 km. Approximately 2/3 of this chamber is taken up by another huge lake, but still paling in comparison to Beta’s. What makes this primary chamber unique, though, is that a grand chunk of the solid ground is taken up by the recherché moss and it has an ENORMOUS blue selenite crystal mass suspended at the top center of the chamber that is constantly dripping water. It was also only discovered through a small spaghetti wind and then later one of the thin walls were cleared to allow easy access to the oasis. Around 58 people permanently reside at the oasis in a hanging village. It's very quaint, but they don’t really like outsiders, which is indubitably a disappointment due to its figure as quite a polestar 🦐! That sector was quite the short one, but now it’s time to move on. I’ll write the great majority of this next sector in a unique way, so be warned. The final sector’s entrance can be found very infrequently in the spaghetti winds. This isn’t a very fun area, so still DO NOT GO INTO THE SPAGHETTI WINDS! While traversing the spaghetti winds, you may come across a large (by spaghetti wind standards) room with a skylight. If you remember earlier, I said that there are no real skylights in the spaghetti winds, and that’s right. This is an actual opening to the surface, and the sky isn’t blue here. It’s an ominous and depressed desaturated gray. If you climb up this skylight, you will enter the final* sector of this level. The Ruins. Cue. I was relieved after finding an exit to the winding tunnels unfit for actual obm exploration. I thought I had found some rare new entrance to the pillar zone, but that thought quickly faded. As I reached the cloudy gray expanse of air I saw the resemblance; several slightly tilted thin pillars, like from the pillar zone, jutted out from inside the water. Except for the one I was currently standing on, they were mostly crumbled and surrounded by buoyant detritus bobbing up and down in the waves. I realized quickly that it was very cold, (freezing compared to the actual pillar zone) and pulled on the shawl I had been dragging behind me. Smart decision. The grey clouds billowed across the sky with no end in sight, blocking out so much light I could seldom see. A single violet bolt of lightning voraciously split the heavens so alarmingly close my life flashed before my eyes. A single raven flew out from under the nearby remnants of an overhang (likely an old bay room) letting out three slow calls as if it were an old, tired bell ringing out its final death knell. All of the sudden, a brutal zephyr came through, and I grabbed onto a nearby stump for protection. Rotten through from the infinite rain, it broke without resistance. Another single iridescent bolt illuminated the luminous blue sea. Not so blue anymore, it’s heavily desaturated now. Through the light of the thunder, I saw an angry grey stone spire piercing the glossy surface of the sea, and beyond that the sad debris from what I can only presume to be a sailboat’s skyscraper snagged and torn on another spiky crag. I scuttled; nearly crawled; along the soggy eroded “floor” of my pillar, and I soon came across what could only be the smooth remains of a cobble path, which quickly led me to a staircase down. The torrential downpour made this nearly fully enclosed bowl of a pillar into a funnel, and this staircase where I assumed I would find refuge from the weeping heavens into a vicious waterfall. I tried unsuccessfully to find some kind of handhold as I made my way down, but only ended up half-falling half-sliding down the steps. I reached a bay room and quickly scampered off to the side, finally finding some safety and a good moment to observe my surroundings before getting harassed by the second ocean actively falling on my head. Luckily I brought some nice temperatura berries, I’d die of hypothermia if not frostbite soon without them. They brought some temporary relief, but when I plopped myself into the icy drink it still felt like that time my stupid dumbass boss accidentally locked me in the industrial freezer. It was still better than before so I was up for some exploration. I could barely see and definitely not safely swim deep enough, but I was pretty certain there was no floor to the wretched ocean. Again, lightning crackled so close it made me jump, which clearly incentivised me to move it outta here! I surfaced somewhere unfamiliar, and I for sure got turned around in the water, so it was unlikely I’d make it back to the entrance to this place. I sat just in the solely standing doorway that would have made an entrance to a staircase long ago, but now stood a decaying mass of bricks and splinters. A boundless gray air mist wooshed on by, carried by another savage wind. I got back in the water and began swimming again- well more like flopping around while being shot at mach 18 by a furious current. I flailed around and managed to surface for some much-needed air, when I was thrown rudely at the ramp of another bay room. I slipped and scrambled up the ramp and went into a little alcove made by a smaller staircase piece. This pillar wasn’t as complete as the one I entered at, but it could still manage. I wound around the gleaming brick entrails at the belly of the pillar and popped out at the top again. I’d say the pillars here are much, much taller than the real pillar zone but also quite a bit thinner. The soil on the pillar I entered at had all been carried away by the ceaseless monsoon, but this one had a few clumps of nasty old mud left. I peeked over the edge of the used-to-be-pillar wreckage, and that’s when the storm really started to pick up. Unrelenting purple trees of lightning shot everywhere around me, illuminating the pitch sky as if during a perihelion event of a sub-par caliber, emitting a shimmering glow onto the awful minefield of crumbling atrophy and dilapidation. The thin, tall remnants of past pillars began to shift up and down, and due to the sunken tilt of mine I took an unexpected, unpleasant, and unwanted plunge back into the icy ocean. I thrashed around until I annoyingly bonked my head on a piece of sailboat wreckage. I clambered aboard and made my way into the dry and shielded belly of the ship. There was an old rope strewn across the top of the chamber I was in with 2 wind chimes tied messily onto it. I was tired after all of this exploration of the opalescent caves and ruins, and I ended up drifting off to sleep in the soft and somewhat foreboding clinking and gonging of the wind chimes, afraid of what I’d have to face once I awoke. But that turned out to be a worthless fear as when I was startled awake by a sudden screeching, there was still a constant chiming; even stronger now, and a violent and quite chilly and crisp breeze, but I had ended up on the level “Bus Ride” (205). I thanked the deities, grabbed some yummy off-brand snacks from the gas station, and hopped on the bus. Cut. Okay, that was probably a lot. Quite verbose too, but hopefully not to the point of misunderstanding. That’s just the transcript of the first person to find this sector being interviewed and him giving the retelling. His name was Christopher Q. Craig, and he sadly passed away through a freak accident in oogan reality involving salad dressing and elephants. To summarize, The ruins are a depressed, dilapidated, and destroyed alteration of the pillar zone. Most of the pillars are nearly entirely destroyed, but some are somewhat well intact. The one you start on will always be in pretty good shape. The mud has all or nearly all washed away, making the more intact pillars into funnels with waterfall staircases. The trees are long dead, except maybe for a rotting splinter of fragments of a stump still miraculously rooted into the tuff. The pillars rise taller above the water and are thinner than in the normal pillar zone, and move up and down very quickly in comparison to the normal pillar zone’s pillars. The seabed is either so deep it is near-infinite or just actually infinite, but whatever’s at the bottom is quite a soft soil as the pillars can lay at slants of even up to 15 whole degrees (yow!). The weather here is tragic, no doubt. It is nearly pitch-black and when the constant life-threateningly close lightning does illuminate anything, it’s just deep sad grey clouds, grey pillars, wreckage and ruthless spikes, and the deep navy blue lifeblood of the level. The rain was very well described by Chris, that being “a second ocean actively falling on my head”. It is so torrential the larger droplets alone could knock you off your feet, not to mention how slippery the surfaces become, and OslIt forbid you get hit in the eye by a droplet; not a fun time. Evil ultramafic rock spires that look very threatening rise from the open sea. Other spires that lie just below the water’s surface are abundant, especially near the full spires, so watch out. Debris of all kinds float about in the thrashing and rapid current of the tsunami-esque waves, so best to stay out. I’m saying that like you have a choice- there’s really no way to get between anything seldom for swimming, and let’s hope you never had a target in the first place because the currents get to decide where you go in the water. Let’s hope you brought some omni-helpful little temperatura berries, or your meat will freeze right off the bone, with it being even up to 8 degrees celsius colder at times. The old shipwrecks that used to be whimsical little crafts that sailed in the distance now lie unmoving and weeping lodged between pillars or impaled straight through by spikes. These will supply the best shelter for you here, so that’s nice. There are usually wind chimes hanging about these large pieces of detritus. If you fall asleep while in earshot of these, you could wake up on level 205! This is the only known way to exit the sector, so if you see a skylight in the spaghetti winds, ignore it. NOT THAT YOU SHOULD BE IN THE SPAGHETTI WINDS IN THE FIRST PLACE!!! GET OUT OF THERE MAN!!! Overall sad area. Hey, remember when I said that the Ruins were the final sector, and there were only so many sectors, well, I LIED. I’m back quite a few months later now and we discovered a new sector up in the oceans. That’s nice, as I already made a near-thousand-word description for that area’s weather. Also, remember when Harold had to do that “experience writing” thing for level 87? Well I did something similar to that, but it wasn’t a deathtrap and I was with Juniper’s experienced team. Since the sector is so new to be discovered, this is exclusive, primary source information! Okay, for the actual description of the Shattered Coast. The shattered coast can be found as part of the ocean, outside of the 34,000 kilometer circle of slowly fading pillar zone. Right after the pillar zone officially ends, the rocks of the shattered coast slowly get more concentrated for a few kilometers, before reaching their typical concentration. The rocks scattered around typically generate in bunches and arrays, being few and far between. In areas mostly devoid of rocks, the ground remains around 20 meters deep at most, and between the more rocky areas it dips down to around 6 meters at most. The seafloor soil in these parts is, in much higher part, sand. Due to the shallowness and the rocks, sailboats aren’t seen in the shattered coast nearly as often. The high majority of rocks and outcroppings here are slabs of stone poking just above the sea, usually by a few meters at most. The rock slabs are riddled with wide, superficial cracks and surrounded by clusters of singular, smaller rocks. The edges of these sheet islands are often rounded and weathered from the sea eating away at them. In more shallow seabed areas between close sheet islands (1-4 meters) it is often entirely stone connecting them. The sheet islands are made almost exclusively of basalt. Typically, smaller sheet islands are around 4-7 meters across, and never more than around 3 meters above sea level. Larger sheet islands can reach up to 15 meters across and 6 meters high. The larger sheet islands may even have grass or some other plants on top. The grass doesn’t get above around 1/3 of a meter high, and tufts range in color from dark yellows to light and vibrant or dark greens throughout. The plants you can find are typically pink or purple flowers, known as twilight lotuses. More on these later, though. The basaltic igneous rock formations aren’t all just sheets and crags, some rock forms arrays of hexagonal pillars like seen along Ilö’s coasts and in its central moor formations. These often don’t take up larger swathes of land, and are typically found on larger sheet islands. The real interesting rock formations are the more recherché large defracture pieces. The defracture pieces are called such as they resemble smaller pieces of the Scuton and Deltoi defractures. These defracture pieces are more often found where there are less sheet islands, but are found around them just the same. The defracture pieces can be between 20-50 meters across, and 10-40 meters high at most. The tops are typically a smooth plane of soil that is tilted or sloped in many directions. The defracture pieces are found typically in groups 2 or 3, and groups are not often found near each other. Much of the verticality in these islands comes from sheer precipices and cliff faces. Surrounding the defracture pieces at sea level, though, is a flat stone bank running flat to the water level 5-15 meters out from the bluffs, which stays as such before sloping down and dropping off to the surrounding seafloor depth. These stone slabs greatly resemble the slabs of the sheet islands. The flat section closest to the walls of the fracture is often only around 1/4 of a meter above sea level. The banks still rise above the water as the slabs are covered in sand and many round, smooth rocks of varying size and composition. This usually pushes the banks to be around 2/3 of a meter above water level. The banks’ ground level slowly slopes down to the edge of the flat stone slabs, with the highest point closest to the rock walls. There are sometimes parts of the banks made of the same basalt column structures as mentioned before. Also, sometimes pieces of rock and soil fall from the edge of the cliffs above, littering the banks close to the walls. There are often jagged slate boulders scattered about the stony banks. Many of the small, round rocks and large slate boulders are formed around or are concretions, many of which contain ammonite fossils. Most are ferric, but we ended up finding a few interesting pyritic ones. The high stone walls are, too, made of basalt, just as much of the other rock in the sector. The defracture pieces are often generally round in shape, and the smooth stony banks surround 1/3 to 2/3 of the coast around them. Defracture pieces that are close together will nearly always have the same rope bridges as seen in the pillar zone. Here, they are never found broken. Now you might be asking yourself, ‘how do I get on top of the defracture pieces?” Well, The largest defracture piece in a bunch tends to have a sloped passage up to the top from the stony shore surrounding it. These slopes are quite steep and hard to get up, but it’s better than nothing. These slopes are scree slopes and rock slides made of the same varying rocks as found on the stony banks. Sadly, lone defracture pieces may not have a slide to get up, so let’s hope you’re good at rock climbing. Now for the environment atop the defracture pieces. Much of the ground cover is the yellow-green grass found on the sheet islands. Here, the grasses typically range from 2/3 to 1 meter in height. The twilight lotuses are very abundant up here, and they grow in clusters. The twilight lotuses feature long, tall, single stems with the occasional leaf branching off, ending in a large, beautiful pink and white flower that more closely resembles a lotus flower. There is another common flower that grows up here, that being Purple peepop petal plants. These purple peepop petal plants on the other hand grow in branching stem structures, with the top 15 to 30 centimeters being surrounded by little purple petal clusters. The petals range in color from extremely dark, almost black purple to medium lavender, and look objectively very cool. These are much more common than the twilight lotuses on the defracture pieces, but are not found among the grasses of the sheet islands. If you’re wondering about the name, Juniper gets to name whatever she discovers, so that’s how we got purple peepop petal plants. There is a type of tree that exists up here, but it is not abundant, having one every 5 meters or so. These trees have thin branches and trunks, with the main trunks not being more than 7 cm wide on average, and most of the branches being much thinner than that. They have needle-shaped scale-like leaves, similar to some juniper and cypress trees. These are unlike trees from reality, though, as the scales are much larger and the ‘canopies’ or leaf bunches are much more bushy. The bark of the trees is thin and white with black lenticels, similar to birch bark. These trees have boundless clusters of small, round, brown nuts. These nuts have a darker brown outer layer, but before they fall off the tree to grow, the outer layer fractures and reveals a lighter brown, almost orange inner layer. The outer layer is there for protection, and breaks so the inner layer’s seed can escape and grow. The nuts range from 3-6 centimeters wide, which means they are, funnily enough, often much larger than the branches they grow on. When ready to grow, the broken nuts somewhat resemble raw orange garnet, which is what earns these trees the name of garnet trees. The garnet nuts are eaten by some animals here, and for good reason. They taste pretty good! Now I’ll go over the animals that live here, but first, I just noticed that we’re pretty close to 200k words! Now I get to choose what it’ll be... nobody can stop me... Ethan smells bad... I LOVE SWINE GAME🦐🦐🦐!!! I hope they give me a raise. Anyways, where was I? Animals! I’ll list off each animal around these parts, their prey/food and predators, along with some other characteristics. Starting at the bottom of the food web, krill🦐! We know what these guys are, and they eat phytoplankton and are eaten by peepops (not the purple petal plants), sheenfish, and hyperboreal seals. Next is sheenfish. You should also know about these guys, and they eat just krill, mostly. They are eaten by hyperboreal seals, cawzen and sometimes rock marten. Next up is peepops, and again, you’ll know what these buddies are. They eat krill and isovanae, and are eaten by seals, rock marten, and sometimes cawzen. Now it’s time for an all-new animal, isovanae. These are little isopod-like creatures with tough exoskeletons and large antennae. They can reach up to 3 centimeters long, and are herbivorous. You can learn more about them in their entity description. They eat smaller garnet nuts and sometimes purple peepop petal plants, and are eaten by peepops, rock marten, cawzen and sometimes seals. Along with being herbivorous, they are also decomposers and cycle the nutrients of dying creatures and what little usable plant life there is. Now for another new animal, rock martens. These long weasels range in color from white to brown to black and live in small packs in burrows atop the defracture pieces or small caves among the coasts. They are eaten by just seals and rarely cawzen. They eat isovanae, peepops, and sometimes sheenfish, and they also eat small garnet nuts. Next up is cawzen. That's right, our favorite bird from level 157 is back! They eat garnet nuts and sometimes purple peepop petal plants just like isovanae do, but they also hunt sheenfish, isovanae themselves, and peepops, but predominantly sheenfish. The consumption of grounded garnet nuts by isovanae, martens, and cawzen is likely why there aren’t a whole lot of the trees. Lastly is the lovely hyperboreal seals, of which we know all about. They eat basically everything, that being krill, peepops, rock marten, sheenfish, and sometimes isovanae. The seals and cawzen are, for lack of a better term, ‘respectful’ to each other, and are both basically apex predators. One thing I forgot to mention earlier, is that on top of the defracture pieces, typically towards the edges, you can find large, stacked and assembled basalt rectangles. These are often covered in lots of moss, and don’t serve much purpose. That’s basically all of the shattered coast area. Yeah, a pretty cool environment. I’ve been writing this sector’s description on the way back from the expedition with Juniper’s team. I need to spend the time somehow, it takes quite a bit to get out of the shattered coast and into the pillar zone by ship. There’s so many hidden rocks. We’ll also have to find a new entrance to the Glowing Labyrinth. Then it’ll just be so much walking. I mean, thankfully it doesn’t match up with the above-ground, 170,000 kilometers would not be fun. It’ll still be nearly an Ion month of walking. They should make an airport in Lunar Town. That’s not actually a bad idea. When we made the trek to the shattered coast, we were accompanied by 40 or so members of Squid. They stayed in the shattered coast and made a base there. Pretty cool. We should tell them to construct an airport. Whelp, that’s it for this update to level 32. Maybe we’ll find another sector in the future, and the description will jump up another two thousand words. Farewell, and you shall return to the original description. Okay, wow. In the home stretch of the level here, so let’s keep this energy going. Here I’m going to cover new and old sector transitions, level entrances and exits, groups and bases, and maybe some other tidbits of information. Let’s go! So first of all; sector transitions. You’ll always enter the level at the so-called ‘spawn platform’ in the pillar zone. If you wander down an uncommon type of staircase that can be found uncommonly on just about any pillar, you’ll enter the Glowing Labyrinth, of which there are 2 layers. On the lower of the two glowing labyrinth layers you could rarely come across a hall that non-euclideanly leads into the Opalescent Caves sector, but a much more reliable and easy entrance to this sector is through the second abnormally large pillar in the pillar zone (along with the spawn pillar). There is a big entrance to the Opalescent Caves here. In the smallest of tunnels in the Opalescent Cave you could extremely rarely come upon the entrance to the Ruins. Past the extensive pillar zone, you’ll come across the shattered coast. It’s not likely we’ll find another sector even further out, as navigating the shattered coast is a nightmare. Groups and outposts time! First- in the pillar zone. There is a huge CCOEG-backed outpost at the spawn platform called “Whimsy World” with over 740 residents, the majority of these people being not even from the CCOEG, and they just want to live on this cool lil’- er actually quite large- level. There are many recognised and unrecognised towns on the larger of the typical pillars, with a few better known ones being “we love seals :D” (not backed by large group) (referred to as ‘walroes’), “32-I-A” or “Rainville” (CCOEG-backed), “Foxtown” or “32-F-A” (CCOEG-OITG-backed) which houses the well known ‘Helios Observatory’, “Fernland” or “32-J-A” (TOTG-backed), and “Bennle” (not backed by large group) (referred to as ‘Bennerians’). The second largest of the outposts in the pillar zone, and the largest of the groups in the opalescent caves is known as the “Ceaseless Lunar Town”. This huge outpost is a joint venture between the CCOEG, TOTG, and even the OITG, and it remains on the sector transition platform to the caves and even quite far into the Alpha cavern. They have around 260 houses, a population of nearly 310 at the moment, a huge floating docks and trading hub, and a large radio tower-like structure with the capability to transmit across a lot of the pillar zone just on the top of the pillar alone. In the cavern itself there is a smaller part of bridges woven about and dug-out areas and houses suspended over the pit. The Ceaseless Lunar Town is a hub for all things on this level and a quite nice place to live! Some pags have lived their entire lives here, quite cool! The only real reason the population here isn’t as bountiful as in Whimsy World is how far you have to travel to get here, but the non-euclidean geometry of the glowing labyrinth expedites that travel. Now fully into the opalescent caves, there is a CCOEG outpost known as 32-C-C, or “Big Fat Estuary”. There are only four permanent members that tend to the secluded outpost, but many people live there temporarily in a large building called “Waterfall Hotel”. The undoubtedly most unique outpost here is known as “The Core”. It is in a primary chamber like most others, yet this one intersects with two hawk tuahs in ohio hawk tuahs ino hi hawk tahs aw aw e e e e e e e. Sorry, my coworker stole my computer >:{. This primary chamber intersects with two worm tunnels, increasing its available area manifold. Apparently it is an expansive and whimsical village that stretches across the whole primary and nearby chambers. It is also a quite nice place to live, and the group that lives here (called ‘The Wanderers’) is open to visitors, but it is unfathomably far away so only they really live there. The Delta primary houses an outpost for the TOTG, used basically just for lots and lots of storage . Only 41 people live here permanently. The final primary, known as “The Oasis” is pretty cool, but you can see more about it when I went over the primaries at the end of the opalescent caves sector description. around 58 people live here permanently, but... they hate outsiders. Stay away. There are a number of smaller outposts, really only run by lesser tertiary groups. The largest of which has to be the “Gulperts” (that’s the group name). They have a base with a population of nearly 75. There are barely any bases in the Glowing Labyrinth, due to the ever-changing layout and thin halls. There is one notable base in the labyrinth, that being a CCOEG outpost named “32-E-B”, or “The Golden Road”. As said earlier, it exploits the somewhat non-euclidean geometry of the Glowing Labyrinth to expedite travel from the spawn platform to a pillar connected to the sector transition platform. There are a ton of little outposts made by single or very small groups of people that are just gel or krillshroom scalpers 🦐. There are no outposts in the ruins*(yet). That would be fucking stupid you beast. There is one base in the shattered coast, that being Squid’s “New World Discovery Center”. They went with us on the initial expedition, as mentioned earlier. They have a base of 34 people set up. We’re almost there now, but before I continue I’d like to explain all of the krill emojis. My goofy ahh coworker Zuhair came up with the “krill for cake” challenge, and for every krill emoji (🦐🦐🦐🦐) I put into the level description I will get one whole slice of cake! The CCOEG level inspector probably won’t be happy, but I doubt he would be anyways having to read all of this exquisitely expansive level. He isn’t good at his job anyways. Yeah, I said it Ethan. You fun-ruiner. You let all of Harold’s bs by then get angry when I make a single joke!? Absolute monster. And you’re awful at swine game. My dead fish from 3 decades ago could beat the first level before you could. Okay back to the level, Entrances and exits :D. To exit, first of all you could hurt the hyperboreal seals :(. If you do this you are a monster who deserves nothing in life and you deserve to be hung in Flyon Concert Hall to an audience of 8 billion people who proceed to boil you alive and eat your meat off of the bone and then the bones are cast into the sun along with your entire worthless family and everything and anyone you have ever loved. You will be sent to level 33 to pay for your sins, too. If you drown or die of hypothermia in the ocean you will funnily end up, not on level 1, and instead level 17 (The Bathrooms). Pretty painful though, I wouldn’t do this. If you find a normal rusty metal spiral staircase that leads solely down on the lower layer of the labyrinth, it will lead to level 80 (Missile Base). This will work both ways, but if you take the staircase from level 80 you will likely end up in a hall that winds throughout the spawn platform, and you can’t go back to the missile base from here because the staircase disappears once you look away from it. Sometimes if you find a staircase that leads up in a pillar it will be non-euclidean and lead up past the top of the pillar and into either level 42 (rainy day) or level 57 (Twilight and Snow), ending up in a house. This one you can only work from here to there. Noclip into a random and uncommon patch of purple and black gradient carpet that you can find in the darker areas of the glowing labyrinth to go to level 34 (Bowl-O-Rama). If you find a random beige plastic chair and fall asleep while sitting on it, you may wake up on level 31. You could find one of these chairs sunken to the bottom of a stretch of river in the caves. If you noclip into a crate in a bay room, you could be sent to level 19, but only if it is painted green and has branding written in an unknown language on it. You can go to level 45 (Watery Docks), 127 (Summertime Hills), or 202 (Cattails) by spending around a minute underwater, unmoving, with your eyes closed around vertex time. If it worked, when you open your eyes you’ll be in a random body of water on any of these three levels but always close to the shore. If you wander far into the ocean on level 145 (Twilight Waves) you will end up in the pillar zone. If you whistle the wind’s tune alongside the nubiates on level 188 (Wispy Cathedrals) you’ll be sent here. If you fall asleep during a thunderstorm you have a slim chance of being sent to level 123 (Office Dreams) as long as you are within a few meters of a seal statue. If you are under the influence of o-o and you are wandering in the caves, you could find a transition into the winding halls of level 87 (Floating Head Migration). The description for that level hasn’t been written at the time of me writing this, but apparently this is the only entrance (there isn’t even an entrance from the hub) and also that level isn’t very fun. Don’t do o-o kids. You could also find an intact wind chime in the ruins to get to level 205 (Bus Ride), but nobody will really be getting there. The final entrance/exit is if you meditate on level 2 (we know what this is) for several hours you could automatically noclip here, and vice versa. Recap, enter from 2, 80, 145 and 188, and exit to 2, 17, 19, 31, 33, 34, 42, 45, 57, 80, 87, 123, 127, 202 and last but not least, 205. Welp, that’s the end of the level. Damn, that's a lot of words. The next level length analysis is about to be tweaking out. Until next time! 🦐! P.S. Zuhair, I need 13 slices of cake right now. P.S Zuhair, 4 more slices of cake NOW.

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