I love how Mason it's blamed for everything, while Ada is the way more connected with angels than any other. Finn is hunting ppl down and Madelyn is lying till the end. Carmina followed her path when she couldn't held her father being so sinked. And now, her brother is there, facing horrors being blamed for everything. Is that Condemnation? Feel like his so close but even further of her sister, in a voucher of sins. Edit: Now I finished the video. The ending, DAMN, awesomeness is rocketing!
@@AthleticGamer17 Summary The Hog Rider is a fast ground troop with medium hit points, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks. The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a Mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring. His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider. Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings. Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed. Strategy Offensive He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the Walls, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers, a Jump Spell, or Earthquake Spells in order to assist them. Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy sports weaknesses against defending Clan Castle troops, Heroes, Giant Bombs, and Skeleton Traps, a problem which only becomes more prominent at higher levels. At Town Hall 10 and above, Hog Riders can be combined with Miners in a strategy known as Hog Miner or Hybrid. Both troops are able to bypass Walls innately, but Miners do not have a preferential target, allowing them to cover for Hog Riders by dealing with defending Heroes and Skeleton Traps. The combination also has weaknesses against flying Clan Castle troops, as neither are able to target air. At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage. They work well with the Healing Spell when you group several of them together. A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, deploy them in front of the Hog Riders. This is so that the Hog Riders get the most value out of the Healing Spell, and destroy the defenses without losing too much HP. Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast. The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons. Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base. Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps. Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time. Defensive Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders. Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses. You can place Spring Traps and Giant Bombs in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps and Giant Bombs can severely hinder a Hog Rider rush. Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time. Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders. In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings. Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them. Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants. Upgrade Differences The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10. Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands. At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead. At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin. At level 6, his hammer gains three large, golden spikes and a bronze plating. At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk. At level 8, his hammer is now mostly golden. His hog also gains a headband. At level 9, the gold on his hammer is much thicker. His headband also lightens in color. At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow. At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.
Badass ending: You kill every entity you see with your bear fists, you feel unstoppable, you realised that the backrooms is impossible to escape, but you never stopped fighting for this life.
* The air smells familar, it makes you sad... * You can see something barely the chains protecting the school park... * It is a classmate, it came late, you dont remember his name, but is the familiar, crazy and handosme as always * You wish you could talk to them, but your friend really forgot you * The three are really happy in this college * You even didnt know they will talk eachother instantly, theyre having so much fun that it makes your sensation. * When you talk to it, they wont hear and they will go away but you accept that this is not their problem * You can feel your happiness being slowly killed instantly * You are powered with desolation. 9:23
(Someone on part five made a comment that shows the full story of ruby blue,so I’m trying to continue that) Ruby blue is in another condemnation,but this one takes the appearance of her house,and she remembers her old name,mason,and she finds out that her sister being missing isn’t her fault,but instead,the family’s fault,and she’s innocent,she was asleep when her sister disappeared.
@@albertalu4583 Angels are some kind of supernatural being which talks with the family when TVs, radios or phones are emitting white noise. They were shown in the video "you're white noise" as some kind of divine being for Carmina's mother (Ada) which helps family bringing answers or some kind of advices or heads up. However, they're a way more evil than it looks. In the angel ending, Mason is killed by one of this beings. In the you're white noise video, Mason also stated that talking with angels is dangerous and radio is more safe than other media. Angels tend to provoke hallucinations, to bring answers as they make you suffer and feeling bad or guilty. You can see this in the ending of the video or in Vol 5. Music of tapes events when Carmina plays them, are the same when Mason talk to the angel of TV. And in Vol 5, Carmina (Ruby Blue) is totally blamed for her actions and told that she never will escape the Backrooms. We don't have enough info, but this is what I can tell you yet. Gotta be doing a huge a matpat soon. I'm with a lot of work yet🤟
Also, many endings of death of the character aren't a real death. Mordecay is showing us consequences which helps us to fill the gaps. Mason isn't dead, but is a way to show the real nature of this kind of being
Deep ending: You've gone so far that the levels seem, corrupted? Its level 29798, and its just a house with a never ending hall It's too late, the only thing keeping you alive are the almond water scattered through this hallway
I need to know the music starting at 3:10, it's sounds so nice. I'm not kidding, I will shoot you a couple of bucks if you could upload these somewhere if some of these are creations of yours. EDIT: It appears at the end of "floating" by ursa minor*, but it just sounds pasted on at the end - so the hunt is not over.
Wait is this story a time loop? At the end it was the overslept ending and the first ending was the same ending. Also if the main character is Ruby blue does that mean they are chasing themselves?
Poison Ending: You have got enough of all these cursed places, so went on a rampage. Suddenly, a bottle of rat poison appeared in front of you. You were so thirsty at thaat moment, but your insanity doenst care anymore. Ypu drank the entire the bottle. Your patiencr has collapsed.
It _is_ sampled in "The Bayton Lockdown - Chill Vibrations", but there is obviously some janky composition plastered on top of it. That being said, tracking down the original sample might be nigh impossible with nothing to go off. Heck, some of the tracks seem to be original creations of MORDECAY.
@@noog6756 Yeah, that and AHA music is usually my starting point too when there is nothing to go off of. Might send the guy an email if I start losing sleep over it.
How is any of this cohesive enough to form any story let alone a legible timeline of events and characters who inhabit this... this... whatever this is??? I'm reading comments from people who seem to have understood what's going on here and it makes no sense. It's just limitale photos with vague, ambiguous text beneath randomly placed as if cut from multiple different stories. There is absolutely zero understandable structure to any of this. All it does is try and create a sense of unease and dread in the viewer using the same criteria and images that's in "Hype" in today's genre of horror. It's like "Gonzo Journalism" meets "Found Footage" meets "RPGs" Meets "Analog Horror" meets "Incoherent Dyslexic Asberger's & Acute Schizophrenia" And that's what we have here... "Acute Gonzo-Found Analog RPG- Schizophrenic/Oscillating Autism Spectrum Disorder" Horror
I love how Mason it's blamed for everything, while Ada is the way more connected with angels than any other. Finn is hunting ppl down and Madelyn is lying till the end. Carmina followed her path when she couldn't held her father being so sinked. And now, her brother is there, facing horrors being blamed for everything. Is that Condemnation? Feel like his so close but even further of her sister, in a voucher of sins.
Edit: Now I finished the video. The ending, DAMN, awesomeness is rocketing!
Hog rider😔
@@Thjon26 guys i really have a hard time understanding who is who because of the so many backrooms games. Anyone that can spell it out for me?
@@AthleticGamer17 Summary
The Hog Rider is a fast ground troop with medium hit points, low damage, and the ability to jump over enemy Walls. He is unlocked at level 2 Dark Barracks.
The Hog Rider (person) is a bare-chested dark-skinned man holding a hammer. He has a Mohawk, wears a brown leather loincloth, a red belt, and a pair of leather sandals, as well as two large golden wristbands and a gold earring.
His ride is a large hog, about half his height. It has a brown leather bridle looped around its tusks, which in turn is held by the Hog Rider.
Hog Riders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Hog Riders do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Hog Riders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.
Strategy
Offensive
He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the Walls, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers, a Jump Spell, or Earthquake Spells in order to assist them.
Hog Riders can be used en masse, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, such a strategy sports weaknesses against defending Clan Castle troops, Heroes, Giant Bombs, and Skeleton Traps, a problem which only becomes more prominent at higher levels.
At Town Hall 10 and above, Hog Riders can be combined with Miners in a strategy known as Hog Miner or Hybrid. Both troops are able to bypass Walls innately, but Miners do not have a preferential target, allowing them to cover for Hog Riders by dealing with defending Heroes and Skeleton Traps. The combination also has weaknesses against flying Clan Castle troops, as neither are able to target air.
At lower levels, Hog Riders are quite capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast, and do considerably more damage.
They work well with the Healing Spell when you group several of them together.
A good tactic for using Healing Spells is to place them strategically on a cluster of defenses (at least about 3 or more) and also deploy them shortly before the Hog Riders arrive in the area, deploy them in front of the Hog Riders. This is so that the Hog Riders get the most value out of the Healing Spell, and destroy the defenses without losing too much HP.
Spots where Giant Bombs or Bomb Towers are/may be should be given special attention when deploying Healing Spells. Hogs of the same level as the Giant Bomb will survive a single Giant Bomb, but they're helpless against a pair of Giant Bombs even with a Healing Spell. Heal them after they've gone through a Giant Bomb blast.
The Hog Rider is one of the best troop types for drawing out Clan Castle troops, as it can avoid Walls to penetrate deep enough to reach centrally-placed Clan Castles (and enough health to not die before it gets there). Deploy one or a few to trigger the Clan Castle troops, then lure the reinforcement troops to the corner side, and deploy multiple Archers or Wizards to slaughter them, and then deploy the remainder of your Hog Riders. This strategy is especially effective during Clan War raids. However, Skeletons from the Skeleton Trap and Heroes can also easily kill the Hog Riders, as they can only target defenses, so make sure to have some troops that target anything, such as Wizards, which can swipe out the Skeletons.
Hog Riders don't target air so flying Clan Castle troops, especially Dragons, can be a big threat. Most mass Hog Rider strategies in Clan Wars require that the Clan Castle troops be killed first by luring. Bring other troops in addition to Hog Riders, such as Wizards, to deal with enemy Clan Castle troops and clean up the base.
Poison Spells can be used to kill almost any enemy Clan Castle troop, but beware as the troops will attempt to flee the poison. If the Poison Spells are decently leveled, and you effectively keep the Clan Castle troops from escaping the Poison Spell with distracting troops, they can eliminate almost any troop. They can also be used to dispense of those pesky Skeletons risen from the Skeleton Traps.
Time is also a factor to consider. With only 3 minutes in an attack, it is essential to make sure that this whole process and the remainder of the attack is done as quickly as possible to avoid running out of time.
Defensive
Defending against Hog Riders is tricky, as their ability to bypass Walls renders them irrelevant. However, the fact that they can jump over Walls and attack defenses means that they may leave behind their ground support (such as Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders.
Another way to defend against Hog Riders is to exploit the fact that they will attack the closest defensive building. You can arrange your base in such a way so that you have high-powered defenses on the inside and lower-powered defense on the outside, with a layer of resources in between. That way, the Hogs will (in theory) complete a loop around your base before being able to attack your interior defenses (Inferno Towers, X-Bows, etc.), by which time they should have all been killed by the interior defenses.
You can place Spring Traps and Giant Bombs in between defensive buildings to take out a few Hog Riders at a time; good usage of multiple Spring Traps and Giant Bombs can severely hinder a Hog Rider rush.
Hog Riders can be easily killed using "forced pathing". Forced pathing is a strategy that manipulates the Hog Rider AI and makes them go to at least 2 defenses that cannot be prevented by surgical dropping or side clearing. Placing a set of Giant Bombs in between the two can most certainly hinder the attacker progress. They would not be able to heal the Hog Riders in time.
Clan Castle troops, Heroes, and Skeleton Traps set to Ground Mode can be an annoyance to mass Hog Rider raids, as Hog Riders will not attack them unless all defenses have been destroyed. Make sure to centralize them if you want to beat Hog Riders.
In Clan Wars, Dragons are excellent troops to place in Clan Castles against Hog Riders, especially for Town Halls 8 and 9. They have high HP, meaning they won't die easily and can kill mass quantities of Hog Riders swiftly if not properly lured. Most mass Hog Rider strategies require that the enemy Clan Castle troops be killed first, so if the attacker lures out a Dragon, but fails to kill it, then a 3-star win is next to impossible, much less a 1-star win via destroying 50% of the buildings.
Multi-target Inferno Towers can be a severe hindrance to Hog Riders, having high HP to take several hits from Hog Riders, while hitting large groups of them.
Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by Walls negates the primary advantage of the Hog Rider. Still, for the space they take they are faster and more damaging compared to Giants.
Upgrade Differences
The Hog Rider undergoes significant visual changes at levels 3, 5, 6, 7, 8, 9, and 10.
Initially, the Hog Rider is a dark-skinned man with a black mohawk and beard. He also has a gold earring in his right ear and sports two heavy golden wristbands, a red belt, and a brown loincloth. The Hog Rider's hammer has two brass bands.
At level 3, his hammer increases in size and turns black. The brass bands on the hammer's head disappear, and the hammerhead goes further down onto the stick, creating a button looking object on the top of the hammerhead.
At level 5, his mohawk turns from black to orange, making it similar to that of a level 5 Goblin.
At level 6, his hammer gains three large, golden spikes and a bronze plating.
At level 7, the edges of his hammer start to glow red, and he gains a brown headband but reverts to a black mohawk.
At level 8, his hammer is now mostly golden. His hog also gains a headband.
At level 9, the gold on his hammer is much thicker. His headband also lightens in color.
At level 10, his hammer turns a bright light blue color that resembles the look of ice. This matches the theme of Town Hall 13. It also gains a small same-colored glow.
At level 11, his hammer turns a light greenish color. This matches the theme of Town Hall 14. His hog gains gold armour on its face and muzzle.
@@AthleticGamer17 of course. Let me finish this weeks of delivering final course projects and I'll make a really huge summary of the story
Honestly, I wouldn't even call this a "backrooms" series because this could literally become its own story that's how interesting this is
Is missing documented levels and documented entities, and also the actual vibe of the backrooms.
2:37 Do you know what that place reminds you of? "I FEEEEL FANTAAAASTIC HEY HEY HEEEEY".
0:01 0:11 0:44 1:08 1:34 2:04 2:35 3:10 3:40 4:13 4:42 5:17 5:46 6:12 6:48 7:15 7:35 7:48 8:22 8:55 9:23 9:47 10:16 10:20 10:35 12:28
Badass ending: You kill every entity you see with your bear fists, you feel unstoppable, you realised that the backrooms is impossible to escape, but you never stopped fighting for this life.
You know, it's gonna be a great day when Mordecay is back!
SOON !!
mordecai (someone had to do it)
@greenguyd ok, I'll change it. Thanks
Edit: in fact no, it's his name. I thought I misspelled, but no
This is amazing! The editing, the story telling.. and damn what an ending
I can’t wait to watch more!
Glad to see this come back, keeps me up at night thinking where the story will go next
Wooohoo!
This series is back!!!
You made my day thank you!
"They're having a lovely conservation about how everything's your fault." Oof
0:00 Overslept Event
0:25 Grounded Ending
1:03 Follow the light Ending
1:42 Blackout Ending
2:08 Nobody’s Home
2:22 Failure Event
3:03 You Escaped! Ending
3:42 Angel Ending
3:59 Kitchen Ending
4:41 Always Hide.
5:06 Roadblock Event
5:42 Envy Ending
6:01 Poppy Fields
6:36 Clump Ending
7:06 1 2 3 Ending
7:40 He’s right there
8:19 Goodbye Ending 3
8:37 Yellow light event.
9:01 Execution Fields Ending
9:34 Endless Rest Ending
9:51 Unwanted memory ending
10:22 White Noise Event
10:34 ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
12:24 Overslept Event & Overslept Ending
The epic series is back!
0:45
* Everyone calls you, and you can feel an ambigous feeling that makes you beyond unnafillation...
* You feel power of dissonance
* The air smells familar, it makes you sad...
* You can see something barely the chains protecting the school park... * It is a classmate, it came late, you dont remember his name, but is the familiar, crazy and handosme as always
* You wish you could talk to them, but your friend really forgot you
* The three are really happy in this college
* You even didnt know they will talk eachother instantly, theyre having so much fun that it makes your sensation.
* When you talk to it, they wont hear and they will go away but you accept that this is not their problem
* You can feel your happiness being slowly killed instantly
* You are powered with desolation.
9:23
7:38 *careful he's close and he sees you don't make a noise*
He just want a big hug
(Someone on part five made a comment that shows the full story of ruby blue,so I’m trying to continue that)
Ruby blue is in another condemnation,but this one takes the appearance of her house,and she remembers her old name,mason,and she finds out that her sister being missing isn’t her fault,but instead,the family’s fault,and she’s innocent,she was asleep when her sister disappeared.
7:37 would you look at that? My soul is flying away to heaven!
People! Gonna be matpating this in a few days. Got an overload of work but soon it'll be fine.
(make sure to not talk with angels until then).
Who or what are the angels? I must know
@@albertalu4583 Angels are some kind of supernatural being which talks with the family when TVs, radios or phones are emitting white noise. They were shown in the video "you're white noise" as some kind of divine being for Carmina's mother (Ada) which helps family bringing answers or some kind of advices or heads up. However, they're a way more evil than it looks. In the angel ending, Mason is killed by one of this beings. In the you're white noise video, Mason also stated that talking with angels is dangerous and radio is more safe than other media. Angels tend to provoke hallucinations, to bring answers as they make you suffer and feeling bad or guilty.
You can see this in the ending of the video or in Vol 5. Music of tapes events when Carmina plays them, are the same when Mason talk to the angel of TV. And in Vol 5, Carmina (Ruby Blue) is totally blamed for her actions and told that she never will escape the Backrooms.
We don't have enough info, but this is what I can tell you yet.
Gotta be doing a huge a matpat soon. I'm with a lot of work yet🤟
Also, many endings of death of the character aren't a real death. Mordecay is showing us consequences which helps us to fill the gaps. Mason isn't dead, but is a way to show the real nature of this kind of being
@@lino_gutenpower Thanks bro now I understand!
@@albertalu4583 nice to hear that!
Deep ending: You've gone so far that the levels seem, corrupted? Its level 29798, and its just a house with a never ending hall
It's too late, the only thing keeping you alive are the almond water scattered through this hallway
I need to know the music starting at 3:10, it's sounds so nice. I'm not kidding, I will shoot you a couple of bucks if you could upload these somewhere if some of these are creations of yours.
EDIT: It appears at the end of "floating" by ursa minor*, but it just sounds pasted on at the end - so the hunt is not over.
BRO IN THE HES RIGHT THERE ENDING WHEN I BLINKED THE ENDING CHANGED
I wasnt expecting the plot twist!
:don't go ending you have to not to go because sometimes it hurt if you run but you run and didn't escape and die
I really wish someone would explain this to me because I have NO idea what’s going on but I like it anyways
I smell the Giant ( 7:38 )
Wait is this story a time loop? At the end it was the overslept ending and the first ending was the same ending. Also if the main character is Ruby blue does that mean they are chasing themselves?
Poison Ending: You have got enough of all these cursed places, so went on a rampage. Suddenly, a bottle of rat poison appeared in front of you. You were so thirsty at thaat moment, but your insanity doenst care anymore. Ypu drank the entire the bottle. Your patiencr has collapsed.
The last couple minutes really got to me 👁
Does anybody knows the song that plays on “roadblock event”. Or in “clump ending” ? PLEASEE
I like nobody is home ending cuz the dad prob left to get milk
5:12
Upload vol 7 the backrooms endings and event pls
Backrooms ending suggestion: entity transformation ending: you transformed into an entity don't worry though your not alone.
This isint like that
it isint backrooms endings its confusing but fun to figure out lore
@@ValveFanTygo ik also you spelt isn't wrong
11:40 ayo but im kinda vibing to this???
HEEESSSSS BACKK!!!!!
Grounded ending song??
It _is_ sampled in "The Bayton Lockdown - Chill Vibrations", but there is obviously some janky composition plastered on top of it. That being said, tracking down the original sample might be nigh impossible with nothing to go off. Heck, some of the tracks seem to be original creations of MORDECAY.
@@TheOutZZ I didn't know the creator makes music. Yeah I've tried shazaming that thing like 8 times
@@noog6756 Yeah, that and AHA music is usually my starting point too when there is nothing to go off of. Might send the guy an email if I start losing sleep over it.
@@TheOutZZI'm at that point now
Actualy Its Yakko World 3:00
Does this count as analog horror now
Analog horror is horror with a found footage technique
More please
Please end song
The nobody’s home ending let’s just say that…
Dad went out for the milk.
Nah,not only did dad not leave us but he also left his life 😝😆😊☺
BAHAHAHAHA
YAS
wait..
The best that there is
It'd be awesome if you had a patreon 👍
Maybe one day!
Oh damn I though this was something to do with the numbers mason, disappointed
Among us
How is any of this cohesive enough to form any story let alone a legible timeline of events and characters who inhabit this... this... whatever this is???
I'm reading comments from people who seem to have understood what's going on here and it makes no sense.
It's just limitale photos with vague, ambiguous text beneath randomly placed as if cut from multiple different stories. There is absolutely zero understandable structure to any of this. All it does is try and create a sense of unease and dread in the viewer using the same criteria and images that's in "Hype" in today's genre of horror. It's like "Gonzo Journalism" meets "Found Footage" meets "RPGs" Meets "Analog Horror" meets "Incoherent Dyslexic Asberger's & Acute Schizophrenia"
And that's what we have here...
"Acute Gonzo-Found Analog RPG- Schizophrenic/Oscillating Autism Spectrum Disorder" Horror
Check out the rest of the series ;)
5:12