Everending Rooms of Infinite Possibilities
Man, I though CCOEG would reward me or let me have a break from writing the largest levels after Whale Fall Event, but they just had to make me write a level of like the same size. Anyways I'll get into the description. Also called ERIP, this level is the result of the combination of every known level in the oogarooms and many other creations conglomerated into a single level. We think level was directly created with the power of the white crystal on level 203, crystalline rift, unrelated to the cores but still made by the deities. There are 5 main sections of this level, and each has its own subsections. The main sections are the Levelspace, Subspace, Dyson-space, and the Exospace. Let’s start with the Levelspace. The levelspace is one section, and it is class one. This area is the conglomeration of the chunks purged from the discovered levels. Each level has its own large room, which is the chunks put together randomly, so the terrain in the rooms will be weird. A weird effect is that some of the levels have small alterations. Level one is completely overgrown, level two has no vegetation and is somewhat collapsed, trees on level three are massive and there are no corridors and tons of amethlos, level four has no light and is on fire in some parts, and so on. Each room is a random size around 100m-2m on each side, but is the normal size of the level on the inside, even if it is infinite. The halls connecting the level are pure white and have architecture similar to a modern house in 2023. The halls are illuminated by long, thin, yellow florescent lights that emit a low, calming buzz that is found to have the ability to help you fall asleep faster and sleep more soundly. When near the buzzing lights, you are more likely to be sent to level 135 (lucid) similar the level 139, sleepspace. The halls are not plain and often have pictures drawn on the walls in black markers of random things from both the oogarooms and reality. You can wash the markers away, but they will slowly reappear over the course of around an hour. There are often indents into the walls that have couches with pillows of any solid color. There are also indentations into the walls that are higher and are more table-like or shelf-like. The tables usually have fresh or perishable foods, and the shelves hold canned food or food in containers. The food here is completely fine to eat at any time and will regenerate every day at midnight. The perishable foods that are out on the tables will never go bad. The level is 100% safe in the daytime, and you can sometimes find hallulights or cats. When it is nighttime, the florescent lights turn off and you cannot find the cats or hallulights, also all food disappears slowly by popping out of existence. Just sleep at this time. At this time- bro I'm going insane the CCOEG always assigns me to write the largest level descriptions and my body still hurts from writing Whale Fall Event. Anyways, during the night sometimes chunks off the hallways in the Levelspace will pop out of existence. These act like the purged chunks on all other discovered levels, but when you enter them instead of disintegrating, you pop into a random different level. The floors of the Levelspace have monochrome or bright blue carpeting. The roof and floor of this level can be broken but not the walls. The whole level is a large planet-like sphere around the size of Penut, but has the gravity of ion. The halls will eventually end because there are only so many levels actually discovered. There are around 2 or 3 repeats of each level in the levelspace. To have the level be in the levelspace it does not have to be documented or well-known, just actually been travelled on before, so the purged chunks can literally be on any level. Also, at midnight the Levelspace resets and everyone in the levelspace goes to random spot, unless you were on a couch, in which you will go to a different random couch. (Hehe this is a different writer I put this in to say we actually are intentionally giving him the longest levels. I wrote this when he collapsed from exhaustion) The next section above and below is called the Subspace. There are two subsections in the Subspace, the G-sand area and the Halls. The G-sand area is almost completely made up of a material called G-kinetic sand. G-kinetic sand is a very weird material. it is made up of tiny rocks or material similar to normal sand, but it has trace amounts of ocelight power infused into to sand, which is what is thought to make it float. Yeah, it floats. The G-kinetic sand will stay wherever you put it, but it can be easily moved around. You can also pack the sand tightly because it is usually very airy, so you can make space and move it away into itself. G-kinetic sand is a different color of either purple/magenta, blue, maroon, vibrant orange, or white. The colors of sand most commonly generate in a wavy pattern but can sometimes be random shapes. Sometimes you can find starshards in this area, but they are often smaller than the ones found on the main base level. The biggest one ever found on this level was 12.4 Lbs. It is unknown what the CCOEG did once they got their hands on it. You can also find small stones of unnatural shapes, but these stones will never have an edge and will always be completely smooth. The smooth stones also usually have markings and symbols carved into them. The stones contain trace amounts of ocelight power, just like the G-kinetic sand here. The last weird object you can find in the sand itself is the crystals from level 203 (crystalline rift). Unlike the disconnected crystals you can get from that level, these crystals still have a tiny bit of color in them, although it is dull. The dull crystals do not appear to have enough power to be useful. The only entity in the subspace is the G-sand wyrms (entity 68). They might accidentally poke you which can be fatal, so try to avoid them. The G-sand wyrms are reasonably common and leave small tunnels wherever they go in the level. They do not have organs, and only survive off of the trace amounts of ocelight power in the G-kinetic sand. Every day at 12 AM in the subspace, it does not reset, but instead it undergoes an unpacking event. As the name suggests, the sand automatically unpacks out a few centimeters (around 3-7cm). This will usually make the sand wyrm tunnels mostly go away and make any other holes carved out a bit smaller. The last important thing in the sand are the Metal-cubes. These are, as the name implies, big metal cubes. The cubes are made out of tungsten-like sheets and are very durable, but able to be punctured by the sand somehow. There arreeeeeeeeeee I need to stop falling asleep while writing. that’s the second time and I'm not even halfway through. I swear the CCOEG are intentionally torturing me with the long levels. Anyways, there are holes around 1x1 meters long and tall on all 6 sides of the cube that you can use to enter the cube. The G-kinetic sand cannot unpack into the cubes and will stay packed at the entrances to the cube. The cubes have strange neon-light-blue markings across the greenish-gray walls of the cubes. The cubes are rumored to be able to move around a few cm during the packing but this theory is unproven. When in a cube, and damage to you body is healed, and you feel fully fed. That was the G-sand area, which is class 2. the other subsection is the Halls, which is class 4. the halls are similar to the G-sand area, but the cubes are much more abundant and there is the hall structure. The hall structure is not just a single hall but instead an interconnected series of halls with the same pattern and material as the big metal-cubes, but the neon markings can be multiple different colors and not just light blue. The halls are open where they end so you can enter there. There are terminals with alien-like text flashing or scrolling on their screens. The halls do not have the same effect as the metal-boxes so damage doesn’t get healed and you still need sustenance. There is no food or water in the halls. The halls will only generate below the levelspace, above there is only the G-sand area and below there is both. There are G-sand wyrms and G-hall wyrms. (entity 69). The next section upwards (above the subspace) is the Exospace. You can enter the exospace by digging to the top of the subspace where you will find the white veil. Once passing the white veil, you cannot go back. Once you pass the veil, you will white out and wake up in on top of a layer of what clouds would look like in a cartoon, in the first subsection called the Cloud platforms. The clouds begin to dissipate once you stand on them, so move quickly or you will fall into the veil below. The clouds can be big or small and many different types. The first thing you want to do is wait until it rains, but not thunder. Something weird is that it rains upwards. Once it is raining, find a lenticular cloud (shaped like a flying saucer). Lenticular clouds will move around randomly, until you get atop them, then they will begins to shake and then a bolt of lightning will hit them, so once they begin to shake, get off and run. Once the lightning hits, you enter the next subsection called the Bloodhell. The clouds turn dark red and it constantly rains a red fluid similar to blood that is found in some entities. This subsection may have mini-dragons and is dark which makes it hard to avoid them. The clouds here disappear much faster than the ones in the Cloud Platforms, so you have to move quickly. The veil is red, run little one, run. There may be some floating islands made of stone covered in a red grass and red trees, these are usually small. The islands cannot disappear so they are safer. Find the biggest tree, the strongest island, run to the top before the forest falls. The top curses you into the Acidhell. The sky is black with no light. The clouds are a dark-greenish-gray, raining CORBOC and acid that can dissolve you instantaneously. The islands are gone, floating shards of blackened soil and green corruption, the veil is black, nowhere to go, fall and you will be gone forever. It's chaotic down there, up here too. Jump, or stay here? No matter what, you will never be seen again. The next main section below the lower subspace is the Dyson-space. The entrance to this area is hidden deep in the halls structure, so it is hard to find. There are two subsections in the Dyson-space; the Dyson and the terminal control area. We- er- I will begin with the Terminal Control Area. I am so freaking tired. I fell asleep while writing Cloud platforms, and I woke up to some ***** blasting an air horn next to my ear. At least they finished off the exospace. I probably should have read over it but I’m so tired. Anyways, the Terminal Control Area is the outer layer above the Dyson. It is made out of the same metal from the rooms but painted gray, and the paint is peeling in many spots. There is a ventilation system big enough to crawl through which you can access from vents towards the ceilings. The vents are weak and not made of the same metal as the walls and stuff. Most of the subsection has carpeting or rugs over most of the floor. The walls are covered in buttons, levers, and displays. There are large test cylindrical test tubes here that have like alien text that always faces the nearest person, so that’s weird. Some of the buttons here make odd noises and stuff, and when you press them the test tubes like scroll to a different sequence of text. If you find a big red lever, flip it to go to the Dyson. The Dyson is the center of the large planet that this level is. It is always facing one direction. Despite this being the center, this subsection is quite large. The main area in the Dyson subsection is an extremely large sphere, and the middle juts out a bit to create a ring you can walk on. In the big empty space, there is a giant structure similar a Dyson sphere. The Dyson is a bit larger than the white hex-crystal on level 203 (crystalline rift), and it is theorized the hex-crystal could fit into the Dyson and harness its power. The Dyson structure is white with a strange material lining some of the outside of the rings. The three hex crystals were put inside the Dyson and the material glowed dull with the color of the crystal that was put inside. The material also combined the color when multiple were put in, example of when red and blue were in, it would glow purple. Back to the room itself, the walkways jut out around 5 meters. At around 3.5 meters there is a yellow and black caution tape, and there is a railing at the end that goes up about a meter with red and black caution tape. Also, I forgot to say earlier that the gravity stays the same wherever you are on the level, anyways, if you cross the yellow and black tape, you will begin to slowly be pulled towards the Dyson. There is a small red unstable sphere at the center, and it can absorb living creatures, but nothing that isn’t alive. Once passing the second caution tape, you will be pulled extremely fast into the dot at the center, which once you touch it you get sent to the A-space. There is a large thingy at the top of the sphere room that looks like one of those things you control in a claw machine game. This was used to put the hex crystals in the Dyson. Also, when the hex crystals were put past the outer ring of the Dyson, the unstable dot disappeared. There are doors around the walkway of the sphere room, leading to small rooms like storage closets or control rooms. There is a control room labeled with a hand that controls the claw machine thingy. There are a few more that do minor things. Some stuff that the other ones do is control the speed of the Dyson, but this one is locked at auto. There is another one that makes some funky noises and has like on and off buttons, but this one doesn’t do anything except make the material on the rings of the Dyson glow. There is one door that when you open you get sent back to the entrance of the Dyson in the Terminal Control Area. The final section is the Aasaalata. That’s the seventh time I have fallen asleep. Did I mention I'm not allowed to stop or take any sort of break until I finish the level I am assigned to? I want to die. YO LETS GO THE CCOEG OFFICIALS APROVED ME HAVING A BREAK OF ONE HOUR AFTER I FINISH THIS LEVEL! Help. I used to love writing and also the oogarooms so I joined the team to write and now I hate writing and want to quit, in fact I want to go live inside the oogarooms. I could survive for a long time because I have read all of this stupid document. Anyways again, the final section is the A-Space. This section has an unknown amount of subsections, but we think there’s 6. with 5 being discovered, and 4 being documented. The first documented subsection is called G-Kinetic Corruption. This subsection looks like a jumble of many different terrains from different levels, all put together with dark colors across everything, and also all material is replaced with black G-kinetic sand. Unlike the sand elsewhere, this sand is very loose and powdery, so when you walk it kicks up but stays in the air. Tread lightly, or sand will get in your eyes. It is common across the level to sink into the sand a bit, but watch out for areas where it noticeably randomly dips downward. There may not be any sand under there, and you may fall through and die. The generation of levels here is only of the first hundred, and usually only ones that are made up of tons of rooms or structures and walls. The levels are always a bit more open, and they form with ruins and destruction as it something destroyed the levels before putting them here. You can leave back to the Terminal Control Area through a pulsating red-black sphere that you walk out of when you first enter the G-Kinetic Corruption. This will close after about 5 hours though, so be quick. Wait! Quick, It’s almost a monumental milestone! Almost 100,000 words! Huzzah! Huzzah to Cat! Huzzah our planet Ion! Huzzah to the Oogarooms! :D anyways, to get to the next level of the A-Space, find an area where the level generation is made of normal material and color, but some glitches. These are somewhat common, but be careful, because as soon as you enter you cannot leave. Find an odd-colored glitch that has no collision and go into it to get to the next level, called the Limbo to Finale. I know, odd name, but yeah, it’s truthful, but you won’t be passing through quickly. Actually, why do I even need to tell people this? People probably won’t make it to the oogarooms alone, not even to ERIP or all the way through to here? Maybe it’s just to tell the people who want to get tortured forever? Okay, so the tunnels in this level are stone bricks and mud. For some reason when you are on this level, you will sometimes feel random extreme pains or feel like you are being tortured. Randomly in the tunnels you will find random glitchy glowing spots that illuminate the otherwise completely dark labyrinth of claustrophobic tunnels. The glowing spots ironically lead to even darker tunnels. The farther you go out, the darker it gets, the tighter the tunnels are. There are bones and skulls on the walls. Mysterious forces begin grabbing you and pulling you deeper into the level, until you reach The Den. They pull you in, and once you are here your only escape is into the massive never-ending pit in the center of the den, before they bury you alive. The pit leads into the Zenith of Limbo. You are back in reality. Back in your bed, but it’s all an illusion. You might think that it was all just a horrible dream, but the dream isn’t over yet. Get out of bed. You may find there is nobody here. There is absolutely no sound. You can stay where you are, but eventually you’ll have to do something. There is a direct path across everything with pylons running along it. If you stray more than a mile off the path, there is absolutely nothing. The path starts where you wake up. Walk down the gravel and trodden dirt path, after a few kilometers you will find yourself walking across clouds. You won’t know when this happens, but it will. You will eventually come to your senses and fall through the clouds. No sensation, no gravity, maybe unease. Soft calming marimba music plays among the void. You cannot see anything, not as in absence, not as in darkness, you have lost the sense. The music just seems weird, not calming. A final wave of bliss washes over you as you fall. Faster and faster, you will fall, you know that at least. You will fall past your terminal velocity, faster and faster, but no adverse side effects were recorded. The person who made it here said they felt they stopped falling suddenly and felt like they had lost blood flow to their head, and like they were falling upwards and dying peacefully, and then suddenly shocked back to reality. They made it to the Zenith of Bliss. The final part of ERIP recorded. The recording cut, and they sent one picture before losing connection. Subject ‘A--EI’.2 was presumed dead.
Here is the picture:
Anyways, that’s all of the level ERIP we know. Anyways, I managed to get the CCOEG to give me a full 3-month vacation because I wrote so much and just hit 100,000 words! Last thing, there is no exit to the entirety of ERIP except death, which sends you to level 50 instead of one. You can enter by finding an irregular chunk on level 1 and spending a lot of time there. You will know that it’s irregular when you find it. Anyways, I’m off to enjoy my vacation, bye!
Later note by a CCOEG official: an exog book was found in the zenith of bliss, and it contained one poem on a page.
Never the end, Time seems to bend.
Container of bliss, Ever to miss
Every possibility, One corruptibility.
The Veil suspends, To break at end.
Cannot contain, Your window wanes.
With rift contained, May be in vain.
The crystal hex, All one effect.
All the power, Gone in hours.
To see the light, Endure most blight.
A stranded prophecy, A city’s odyssey.
The extended monody, On upper obloquy.
On upper promisee, break The Veil to contrasty.
The connections rend,
The one of core, One Creation’s Encore.