Hello all you liminal space lovers, welcome back to the Brookster's channel, as always, it's always me. In this video, I'm going to be bringing you part 6 of the most distressing, unsettling, and deadliest levels in all of the back rooms. Y'all know the spiel. The other 5 parts will be down below in the description, and if you've got like 6 hours to spare, you could just binge them. Anyways, let's get into some of the worst environments, worst entities, worst properties that levels in the back rooms can have, hopefully you enjoy. And let's get into it. Shall we? So, back rooms level 668 is classified as a class liminal with this Y-looking logo next to it, and it's very unstable with no established colonnese. Now keep that IES part, that IE's part in your head for later, because it'll be useful.  But yeah, it's important to the level, because the entire place is very glitchy, volatile, and corrupted. The levels page was written by a wanderer who explored the level, and it starts off with calling level 668 scene-01.8. And it says this scene-01.8 is classified as a Y-ranked scene of the dev rooms, and was discovered on October 17th, 1989. Now pause for a second, I know that all sounds crazy and weird, like what are the dev rooms, what's all that stuff, I'm going to simplify it down right now. So this scene or reality that you first see when you get to this level as a whole is actually a sub-level of the entire dev rooms, which is just a conglomerate of the sub-levels or realities put together. I'll be explaining all the other sub-levels and realities later on this video, there'll be timestamps if you want to skip to them, but this first scene-01.8 is the first sub-level in this dev room scene. So yeah, this first specific scene, or 01.8, takes the appearance of a picture that you might see at the eye doctor.  That's what the first part of the level looks like. And this specific scene can actually be divided into two different areas itself, the road and the field of wheat surrounding the road. These areas can be fully interacted with and walked on or explored, but you probably shouldn't. And I'll explain a little bit why in a second, but for now I'll talk about the rest of this scene's layout. The road is said to be endless and it goes on forever over the horizon and there's never an end to it. And from the start of it, it looks completely straight, but as you walk on it further and get further along on your course, you actually might notice that there's curves and hills and dips and mountains like that, and that kind of stuff. But the level doesn't show it on the outside, you can only experience it once you get to it. Because from the start, it just looks straight. This effect is caused by some kind of mental hazard that this level gives you and anyone who comes here. It kind of clouds your vision, it kind of makes you uneasy and unsure. This effect hasn't been studied much, we just know that it might make you hallucinate stuff, that's all we know. The physical road itself, like the material on the road, can also change depending on where you're at in the level. For instance, at the start of the level, it could look like just a dirt road, but as you go on, there might be concrete or gravel or whole highways or bridges. That can be pretty much any combination of road that you can imagine. So not only the roads are changing material and design, the stuff on the side of the roads also changes. And some have reported seeing an ocean on both sides of the road, but the most common environment to see is a road with wheat on each side. And because of this, these have been nicknamed the field of wheat, which might be referencing level 10's name, the field of wheat, I'm not sure. But if you paid attention to the beginning of the video when I went over the level's classification, you'll notice that it didn't say anything about how dangerous this level actually is. Spoiler alert, it's really dangerous. Specifically, the left side of the road is extremely dangerous and is a huge threat to any wanderer who comes here. And all people who have walked off on that direction of the road have never been seen again and have been reported missing, except for one single person. And this person said that as soon as they stepped foot off of the road to their left, they lost their vision completely. Their eyes just went pitch black, they couldn't see anything. On top of losing the eyesight, which is horrible as it is, they say the level also gives you this irresistible urge that drags you away from the road.  But for some reason, this one wanderer was lucky enough to get back to the main part of the road by resisting that urge and finding the way back while being blind, which is impressive. Once they got back to the road, they got their eyesight back and it's safe to say they never stepped off of it again. So I've explained the roads and the stuff surrounding the road.  So most of the time, people report seeing hot air balloons or a house or a bridge or something like that off in the distance, just like in those eye doctor tests from their life. Whatever it is, it's normally a really bright color and you can really know it's there. It's very vibrant. But the only problem is, it seems that no matter how far you walk on this road and down towards the object, you never get closer to the object. It stays the same distance away. This can also mess with your head because your brain thinks you've walked miles and miles and explored forever, but in reality, you haven't technically moved any closer to that object. Nice. But on some rare occasions, there have been some reports of the object being physical and explorable. And some people have gone into the houses, but they almost never are. So don't get your hopes up. When you look around on this level, your field of vision will also have a very weird effect. It's another phenomenon that makes this level even more dangerous because it seems that your field of view is more circular like you're looking through an eye test. You can't really see out of your peripheral that well. It's just right in front of you, whatever you can see, which again makes this place even more dangerous. And the further you go down on this road, the more distorted your surroundings will get. And the more derealization effects that you'll eventually start to feel. Now on top of all this, the good news is there aren't any entities. Hooray! And there are no bases or civilizations here because it's uninhabitable and you can't sustain life.  It might make it slightly hard to set a base here. So now I'm going to talk about some other scenes that can be accessed by walking along this road for long enough. These scenes are very glitchy, very unexplored, and very unknown. And we only have a few to go over, which I'm getting into right now. The next dev room that has been discovered is seemingly made up of different types of buildings. Report A says that one of the buildings is a hospital, which is a collective term for these non-Euclidean white hallways that seem to be hospital hallways. Like I said, these areas are very glitchy and you'll find yourself not really being able to walk around because you'll constantly be stepping in different places. For instance, if you step forward, you'll actually turn around and walk backwards. It's very unexplorable because of how non-Euclidean the geometry is. The hospital also has very bright lights inside that offer this weird blurry static in the air. It also makes you very disoriented if you stare for long enough. Report B, or the metal, is actually a cavity made out of a bunch of different metal frames that you can explore.  And if you walk on one of these in-between roads, you'll eventually step out onto a completely different one and you won't be able to go back to the previous one. It's kind of like a road randomizer. If you think about it that way, it makes a little bit more sense.  It just goes like that for the foreseeable future. And that is report C, or roadception. Report D is actually a military hospital, but it's spelled like this. Hashtag, hashtag, asterix, null, 014, military hospital. Yeah, I know, it's weird. But this actually might be referring to the enigmatic level 14, or the military hospital level that's on the Wikidot and that's been found before. Maybe it's somehow crossed over with level 668. I don't know, it's a very enigmatic and glitchy level on its own, but it makes sense that it's coupled together with this really weird, glitchy and enigmatic level on its own too. Level 14 is a very weird level, it's not the normal 14 you know, it's very strange. I do have an explanation on it, but I'll link one in the description for you. All you need to know is that this area of the dev rooms is very glitchy and it's very unexplored. So if you see a military hospital, don't go walking in it. There are two more reports, F, F, F, O, F, F, F and E, both of which are null and corrupted. Cool. So to get to these scenes from the original scene, you have to find a mirror inside of a room along the first road, no clip into it, and you can have a chance to be sent to any of those areas I just talked about. To exit, you have to find a red and white walled house alongside the road. Go into it and then you'll be sent back to the very beginning of the scene to hopefully find an escape. After this, the rest of the article is full of nonsensical rambles that seem to hint at the level's danger. Some of the pages say run away or leave with these weird glitchy animations.  Now this picture right here is the last ever picture taken of the level where the grass seems to be turned purple and the sky turned neon green and everything seems to be fully corrupted and glitchy. The level has not been accessed since this picture was taken. And the final message of the wanderer who explored this level is very scary. It says the truth is in my horizon with this picture attached. Scary stuff. Let me know your theories on it down below in the comments. Backroom's level 64 is classified as a class 3 survival difficulty and is unsafe and unsecure with a very low entity count. Specifically, there is one type of entity here that I'll touch on in the Entity section. But mainly it's the level and the level's properties that are going to be dangerous to you. The level in its simplest form takes the appearance of an infinite house with very dysfunctional lighting. And that's just a fancy way of saying that it's dark. The level has many many rooms and hallways and staircases and stories to it. And it seems like a house of horror that you might go through in your dreams. No matter where you go, there's going to be another door or a staircase leading to another brand new part that you haven't seen before. It just keeps going and going. The walls of the level have decorations on them, like ones you'd see from real life, you know, paintings and portraits and that kind of thing. And everything seems like a house. Now as I said, the entire level is very dark. But it's not that there's no lights that work. I mean, there's lights in the ceiling. It's just that the darkness is like a real thing. It's an effect and it absorbs all light sources, which leaves the level in a kind of dark glow type thing. If you try to use a flashlight or your phone or something like that to light your way, it will not light up very bright. And unless you can see really well and really dim and dark situations, you're not going to be able to see much. The structure and layout of this house changes when no one is looking. And the document specifically says when no sentient being is looking. So that means that when anything that's alive is not opening their eyes or looking around, the level will change its layout like a giant Rubik's cube. And it's not just a layout, it also changes its decorations and design and everything.  And you kind of just feel like something's watching you from the darkness every time this happens. This level also often induces the feelings of nightophobia, which is the irrational fear of the dark. And even if you don't have that now, when you get to this level, it'll probably give it to you. The furniture inside of the level seems to be pretty normal compared to real life. And the only really different thing is that they're all covered in mold and rot. Everything is just decaying, it seems.   And even when the level layout changes and it shifts how it looks, there's still dust. The hallways in this level are pretty small and very strange. And they often lead to other empty, strange rooms. Some parts of the level are completely 100% dark. But in other parts, there's this kind of dark glow that lights everything up just barely. Like when you squint really hard, you'll be able to see. But most of the level is fully dark. There's also some weird anomalies with the nature of this level. And you'll start to notice them when you walk around and try to escape it. Specifically, the geometry, of course, is very non-Euclidean, as a lot of background levels are. Some of the hallways have been reported to be upside down, as well as some of the staircases upside down. And many of the fixtures have been seen on the ceiling, and everything's inverted of how it should really be. And it's just very, very confusing to be in. Nothing makes sense. And it makes even less sense that everything changes when you go in a fully dark spot and can't see, or when you blink and look away. If you physically cannot see anything, the level is changing right before your eyes. There's also sections of the hallways in this house that appear to be voids. Like the hallways themselves are voids that you can walk through. Black voids. So this entire house in general is very dangerous because you can get trapped in these dark spots and have to just feel your way around. Kind of like how level 6 is completely dark, except this level you're confined to these houses and rooms and hallways. The only entity that's been seen on this level is one that's been nicknamed the lurkers. And in an essence, these are large humanoid worm-like creatures that are around 6 feet tall. Kind of a cross between a human, a worm, and a centipede. Some of them have been reported as being 20 feet tall. Which is a little crazy, but who knows? It's the back rooms. Lurkers have a ton of little legs on the bottom of them that kind of help them walk up and down and crawl on surfaces that you wouldn't think would be possible. And they hide in the extremely dark spots in this level. The good news is that they're pretty rare to find, and they only attack if they see you. It actually seems like they cannot hear at all, like they don't have ears or anything. So they don't use sound to hunt, they use some sort of nighttime vision in their eyes, like dogs and cats have in real life, to hunt their prey. And if they see you, they will attack on sight, so just be wary of that. But yeah, that's the only entity that you might be able to see. If you avoid the pitch black areas, you should be safe, I hope. Now the levels effects of changing and shifting aren't just for you, they also are the same for these entities.  The only problem is, you will also be moved, and your entire surroundings will look different, and it's gonna be really hard to explore when you have no idea where you are. So through an unknown means, level 64 can actually transform itself back into a normal sized house that's not infinite at all anymore. And it does this completely randomly without any warning, like it just shrinks down to a regular house. And it never lasts for long, but this is the most important stage of the house's shifting because during the stage is the only opportunity you have to make your exit. As far as bases go on this level, there are actually several ruins of old-abandoned bases that are inside deep hallways and deep basement areas from previous groups that have tried to put up camp and stay here, but because of lurkers attacking and the level changing so much, they had to leave. But to be honest, I don't know why you would set a base up here. That doesn't seem like a good idea. Level 61 of the back rooms has been given the totally comforting classification of a Class 4 difficulty, which means the level is unsafe, unsecure, and explain. Also, there's a medium entity count too, which I'll go in depth about in the entity section, so just wait for that. The main level takes the appearance of a series of trains and train cars on an infinite track. The entire level is infinite, and it seems to randomly generate new data as it moves along. When you first get sent to the level, you'll be at the front of a train where the train conductor might be in real life, you know, the very front. You'll notice that the train doesn't seem to be too old. In fact, it looks clean and sleek and really fresh. And since you started here at the front, you're probably going to want to start to explore the other train cars behind you. But you should be very cautious about doing that, because crossing between train cars is extremely dangerous, and it could lead to you flying off the train and landing outside of the train. The only way to cross is this tiny little path. Just go for it at your own risk. The train itself is moving very fast, and with one wrong step, you could miss and slip off and fly into the surrounding void of the train, but more on the outside part later. But if somehow you do manage to get to the next car behind you, you can explore it. The first car you'll get to will look like a normal passenger train car. There are seats and benches and tables and bars to hang on to when you're standing, and typical train stuff. The floor is clean and sterile smelling, and everything feels empty and completely clean, almost to the point where it all feels fake, like AI generated or something. For the first few cars of this infinite train, they'll all be similar to this one. Just really clean, normal looking train cars with seats. But further back, the cars will start to turn into sleeping quarters and other rooms like dining rooms and bunk rooms. The bunk rooms have small beds on either side, and sometimes there are bunk beds too. And the dining areas typically have a bench seating style with a table in the middle. Again, in these areas, everything seems spotless and like brand new, almost like it's never been touched before. It's very clean, very empty, and very liminal. There are also less windows in these deeper places, like the bedrooms and the dining rooms, than there are at the front. After you get past those sleeping quarters and the dining rooms, the level starts to lose its clean charm. And things start to look weirder and more dangerous, and they kind of get older. In fact, the level seems to go back in time the further you walk back into the train. And what I mean by that is the actual train itself, like the decorations and all that, will slowly age to an older time period the further back you go. The front of the train where you started is new and clean and fresh and all that stuff. But the further back you go, it'll start to look older and ancient and that kind of thing. Now it's actually unknown if time itself goes back when you venture further on the train, or if the train itself just changes. Or not sure. These older areas that look almost abandoned are very rough and dark and uncomfortable to be in. They're loud and they're dirty, and you can really feel how fast the train's moving in these areas. It's also inside of these older areas where the most dangerous entity of the level lives. These entities are called camo crawlers, and these are ones that have been in the backroom's lore for, I guess, two years now. They're extremely unsettling. They take the appearance of a very vague, large humanoid shape with four spindly arms. They have the ability to blend in with any changing environment that they're on, just like an octopus or a chameleon from real life. They can change their skin color and shadows to match perfectly with their surroundings. They have massive white eyes on their face and huge ear slits that they used to hear the prey coming, and they almost rely fully on those ear slits for hunting. These camo crawlers can range anywhere from three to eight feet tall, and they really like to attach themselves to the roof of things and then drop down onto prey.  The good news is, they seem to be pretty rare, and they don't really attack that often. But if you do run into one, you're more likely to run into an occasional hound or an occasional smiler as well. Both of those are dangerous, but by this point in the back rooms, you're probably used to them, I would assume. But as I said, the train is literally infinite, so you could just walk back forever and never reach the end of it. But what happens if you fall off the train and end up outside of that train? The outside area seems to be randomly generated when you're inside of the train. Like, you'll be able to look out the window and see almost like it's loading new chunks from a video game. You know, on Minecraft, when you're loading a new part of the world and the chunks are loading? That's what it looks like when you're looking outside from the inside of the train. But when you fall off the train and are on the outside, you'll see that everything is actually black, like a void. Your entire surroundings are blacked out as far as you can see, and the only light is coming from the trains at speed past and random street lamps that are there as well. But when you're out here, you'll not only notice that black void, you'll see other trains speeding past you going the opposite direction. You'll notice that the trains don't look as big as they feel, they just look like normal-sized trains, but when you're inside of one, they go back infinitely, which is just another thing of non-Euclidean spaces in the back rooms. The floor of this void outside area seems to be some kind of black concrete that just goes out for infinity, with these railroads just inside of the concrete. It's just a black infinite void with trains running through it. Not many people actually see the level in this state though, because oftentimes when you jump off the train, it'll cause you to no-clip through the ground to another level. You have to fall off just right to be able to see it like this. But of course, I'm brugly, so I can tell you all about it. But yeah, the natural form of this outside area is just a void with trains driving for eternity in all directions. To enter this level, you need to sleep inside of the upper segment of level 60, and you can exit by jumping off an old part of the train, or you can wait for a train to stop randomly, and then you'll be sent to level 11. But the train stopping is really rare. It almost never happens. But besides the camo crawlers and falling out of the train, the real danger is just the trains themselves when you're trying to make your way around them when you fall off one. They're moving so fast, you kind of have to parkour your way around and just try to survive, I guess. But yeah, hope you enjoyed that. Backroom's level 1.618-033-988-7794-9894, or Midas's Touch, is classified as a class THIS symbol, and it's unsafe, unstable, and has body-altering hazards. You'll hear all about those later, if you're interested. The level goes by another name too, which is level Phi. Now Phi is this symbol that's in the beginning of the level, and it's actually the first letter in the real-life Greek alphabet. It often represents wave functions in quantum mechanics, like the golden ratio. I'm not going to pretend like I know what that is. But what is the golden ratio, you may ask? Well, it's the long number in the name of the level, the 1.61 that I'm not going to keep saying because it's too long. Now that Brookley's math class is over, let's talk about the level description. The level takes the appearance of a massive warehouse, with pipes running along its walls. The pipes have a soft, rushing noise coming from inside of them, and they're always warm to the touch. Windows are also a common thing to find in this warehouse, and they're always whiteed out with bright light coming through them. You can't see what's on the outside, it just seems like there's LED lights shining in on you. Alongside the warehouse area, there are a few other ones, like hallways and offices and storage areas, and they seem to be randomly generated where they are. None of them make sense, it's kind of just mumbled and jumbled together. But that's a pretty common thing inside the back rooms. Nothing crazy. What is not common in the back rooms is that everything inside this level is made out of gold. Pure, clean, gold. On top of this, the level also shares the strange non-linear layout that level zero has, where you could be walking in a straight line and you'll end up in a different set of rooms completely because of the geometry. Inside of some of the rooms, there are objects like tools and vests and hard hats and stuff like that, and just other typical warehouse stuff, but again, all of that is made out of pure gold as well. The gold on everything is very well polished and shiny, and it reflects that blinding light coming in from the windows to the point where it's pretty hard to see it sometimes. Now even though the gold is, you know, pretty to look at, it actually makes this level one of the most dangerous environments levels out there because of its properties. When you stay in this level for long enough, you yourself will begin to slowly turn into pure solid gold. You might have heard of the Midas' Touch from History or the Epic. That's on this level. That's pretty much what this level is. The process seems to have five phases in it, and it starts just days after being stuck here. So you can get all the gory details. I'm going to go over each phase right now. You're welcome. Phase one is the first 48 hours of being in this level. Now, you typically won't show any symptoms of turning yet, but just after the first day, you'll start to see small flakes of gold forming on your skin, and the strange yellow discoloration up here on your fingers. Now, once you start seeing these symptoms, you need to get out of the level fast. I'm going to talk about how to do that in the exit portion. Hold tight. Phase two is around the three-day mark, and the flakes of gold that were on your skin are bigger and thicker, almost like scales, and they're more abundant. And that yellow discoloration from your fingers has turned into some kind of golden rings encapsulating your fingertips. Your arms and legs will start to feel heavy, and it'll be harder to use them. This is your last chance to escape. Now, phase three and four are a couple of days after the previous one, about a week after. And at this point, your legs have turned into solid gold, and your hands are almost fully gold as well, and the rest of your body is becoming harder with more sheets of golden flakes. And by the end of this first week, the only thing left is your beating heart and your head. Now, phase five is the worst, of course, and you'll end up falling down in this phase because of all the weight of the gold around you.  You will then pretty much become ingrained into the floor of the level that you're laying on, you know, because you just fell over from the weight, and you'll start to melt and mend together with the floor, and you'll become a part of the rest of the gold on this level, mixed together with other poor souls who couldn't escape. So with all that fun info out of the way, let's talk about the ways you could slow down this infection and how you can escape. So the process can be slowed, but it can only be slowed, not stopped. And it's done so by pouring almond water on the affected areas where the golden flakes start to form. And this could give you long enough to reach the exit safely, but so if you see that gold forming, you literally need to run to an exit. But if you don't want to even risk anything, you could technically bring some kind of object to stand on the entire time, like a rolling office chair or a shopping cart or something. This will keep you off the ground and you'll still be able to move around, and it'll stop the direct contact with the golden floor. Now that object you bring will start to turn to gold itself, but it turning into gold is slower and better than you turning into gold.  A lot of people actually use these as like a currency that kind of collect them and use them as this really valuable thing, like a rite of passage. That's not really crazy info, I just thought you should know, it's pretty cool actually. Now if you thought this level couldn't get any weirder, you'd be wrong, of course, because across the depths of this level are strange liquid puddles of this golden substance laying on the floor. It's also dripping from the ceiling too. And this liquid is a seemingly non-Newtonian liquid, like that goo from your childhood, and if you punch, it rejects you, but if you softly touch it, you can go through it. And it's thought to be produced when this level is turning a liquid into gold. So if someone spilled water or something on the level, that would turn to liquid gold as well. So nothing is safe from this level's Midas's touch. Now further beyond the warehouse and the hallways and the offices and the storage rooms, there are even stranger indoor areas called the ruins. These look to be an ancient style of ruin that take the appearance of Roman or Greek architecture. And of course, all of this is made out of gold too. But here it's not solid gold. It's actually all golden flakes and dust. So for some reason, the ruins transform into gold way slower than everything else. That's all. Literally nothing else is known about this. It's weird that they exist. We don't know who built them. Why don't they turn into gold like you do? We don't know. Now the last warning I have for you on this level is that there might be golden dust floating around in the air.  The way to stop it is by wearing some kind of mask or shirt wrapped around your nose. Now for the question you've all been wondering this whole time, how does one escape this level before turning into a golden statue and then melting into the floor? Well, you can actually no-clip into a pipe to be sent back to level two, but this is a form of escape that's really finicky and it doesn't always work. In fact, you might just bust the pipe, which will cause spewing gold dust to be all over you. And then it'll cause you to pretty much turn very fast. So you could try that at your own risk. And there's another listed exit on the level that's hidden in the document that says, quote, phasing through the floor can occasionally take one to the true manifestation of the golden ratio. So whatever that means, I wouldn't try no-clip into the floor because I don't want to go to the true manifestation of the golden ratio, unless you're clinically insane, you probably shouldn't go either. And to enter this level for whatever reason, if you want to get some cool gold stuff, you can walk through a door with the Phi symbol on it, or you can accidentally no-clip into a golden color box on level one to be sent here. Either way, you probably shouldn't do it on purpose because the exits aren't guaranteed and you might end up being turned into gold and absorbed by the level. Good luck. So first up, the document starts with an exploration log that was found on this level. The log is between two explorers and the two people are wandering through the woods of the level when they come across an apple tree. But the apple tree just looks off to them. It's bigger than apples from real life and it's leaking some kind of strange juice. Thinking nothing is wrong, one wanderer just bites into the apple and after that, they knew that they did the wrong thing. The apple tastes off and it starts leaking that weird substance. The wanderer then starts to convulse and to purge repeatedly. She falls down and her skin starts to split apart and her bones start to shift and multiply into multiple legs and arms. Her face starts to morph and distort and she grows pincers and legs. The other wanderer that she was with watches in horror at what's happening to their friend and freaks out because their friend just turned into some kind of human centipede creature. So he drops his apple, runs away as fast as possible and he's almost in the clearing until he trips. And you can guess what the centipede does next. So yeah, that was the intro log. What a great way to start off the level. You know, I definitely want to go there now. It seems really safe. Now it's time for the level description. Level 65 of the back rooms is the 66th level and it's been classified as a class 4 difficulty being very unsafe, very insecure with a medium dangerous entity count. The level itself has been split into five specific parts. The main area, the apple trees, the mouths, the centipedes and the stump. So first I'm going to explain the main area so you can kind of get a sense of what we're dealing with. Level 65 is a constantly foggy and misty forest that has a bunch of different types of trees scattered throughout it. The trees seem to all be a reddish color and their leaves are also dark red. Across this forest landscape, a thick humid fog stagnates through the level, which makes it really hard to see out in front of you or really hard to see above you. There's no other weather besides a cool breeze that blows through the forest, which keeps the temperature at a nice chill fall-like temperature. The trees inside this level are not regular trees because they seem to be carnivorous, as in they literally eat meat. What kind of meat do they eat, you might ask? Well, it's specifically the meat of individuals who don't make it out of the level. Their corpse is being absorbed into the ground by the tree's roots. So far we have giant centipedes, weird poisonous apples and carnivorous trees. Nice! Speaking of the ground though, it's littered with red leaves and those oversized centipedes, some of which have been measured to be over six feet long, which is totally not horrific. No, it's totally fine. Anyways, that's the main part of the level, a red-colored misty forest with cannibal trees. Now I'm going to talk about the apple tree section. The blood apple trees on this level manifest themselves evenly in evenly spaced rows. Each row is approximately 15 feet apart from the other row, and from the outside perspective, they just look like an apple orchard with red trees and apples. Nothing too crazy. But it's when you start looking at the actual apples that you notice something is off. The apples on the trees are very anomalous, and like I said, they seem to leak this red, vicious liquid. The liquid is very similar to stuff that comes out of our veins, but it's not to be from animals. But just know that you should never eat any apples that you find on this level. Don't touch or bite or lick the apples, because what you saw in the log, what would happen? You'll start to turn sick, and you start convulsing, and you'll eventually crack yourself into a centipede shape, and then you'll be a person, but you'll also be a centipede. Pretty scary to think about, to be honest. But once a person eats an apple or touches an apple and starts to purge and throw up, that's when they're completely lost, and they can be saved, no matter how hard you try. Not even almond water can save them there. The next part of the level is the mouths. Yes, the mouths. These are really rare areas in the ground of the level that look like large, fleshy pits. They're around nine feet in diameter, and they're an unknown depth, and they take the appearance of a circle, and it looks like a mouth. From far off, the openings just look like cave openings, but when you get closer, you'll notice that the mouths are covered in a flesh-like material, and sometimes you can see bits of matter swirling down their esophaguses, or esophageae, if you want to be fancy. Now, it's obvious that you shouldn't go near these mouths, unless you want to fall in and never be seen again. The origin and the purpose of these fleshy pits are unknown, but there are some theories that have emerged that could explain them. One theory is that the level feeds directly through these mouths, and just like the trees that feed from the ground here, they soak in human bodies into themselves to somehow fuel the level. Others think that the level is some sort of giant super creature, and the mouths are just openings to its insides.  That is pretty terrifying. Some other weird things have happened surrounding the mouths as well. A common occurrence is to hear screaming coming from inside the mouths. Now, the screaming is either disembodied, or it could be from somebody who fell in. We don't know, but hearing echoing screams through flesh mouths in the middle of the woods is definitely nightmare fuel. So, moving on past the mouths to the next part of the level, which is the centipedes. Now, these can be normal-sized, like a few inches long, to, like I said, up to six feet long, and they are very aggressive entities.  They're also very quick, and they can climb things, so you're pretty much screwed if one sees you. In a gross twist of fate, some wanderers have actually managed to unalive a centipede in self-defense, and they've noticed that the inside of the centipede inside of the skin is a full human skeleton in the shape of a centipede that's been morphed into that shape, which is absolutely disgusting. But I guess it makes sense because it happens when you eat the apple and that red juice inside of it. Again, it is unknown how this happens, why it happens, or the biological process into how the humans transition into centipedes and how the bones crack to take the shape. We just don't know. All we know is that it's extremely dangerous to encounter these creatures. The last part of the level is known as the stump, which in and of itself is a very deep area inside the level.  For example, when you get close to said stump, you'll experience sensory issues, and things will start to look distorted and broken. You'll be really disoriented and you'll start to panic. After this, you'll begin to hear auditory hallucinations and see visual hallucinations pop in and out of your peripheral vision. And of course, literally no one knows why this happens, but some people have even reported seeing silhouettes of dark human figures crawl out of the ground near the stump when the hallucinations start. Again, it's not known if it's a hallucination or if there are actual shadow creatures there. But when these hallucinations start, everything around you begins to turn a deep crimson red. The trees become black silhouettes and everything becomes this derealization effect of this red horror. So if you encounter the stump, the best thing you can do is to instantly run the opposite way so you don't get trapped in its circumference of hallucinations. The stump itself seems to call wanderers to it and kind of lure them its way, which is why it's really hard to escape once you're there. Because of these attributes, this has led people to believe that the stump is sentient somehow, or maybe the core of the level. Other than a few theories, no one knows why this stump does this or how it does this. It's just one of those things in the back rooms that we'll never understand. To enter this level, you can walk through a pair of wooden gates on any outdoor backroom's level and to exit, you have to do the same thing and you have to find a wooden gate tucked away deep into the level. Just make sure it's not near a tree or a mouth or a stump or a centipede. Actually, just make sure it's not near anything because you probably want to make it out alive, right? This level was actually really good and it's actually one of my favorites in the long time. You know, the dark liminality of the woods mixed with the horror of the centipedes and the mouths and the apples mixed with the psychological aspects of the stump, it makes this entire thing really good. Seriously, this is a great level. Go check it out if you're interested. It gets the brugly stamp of approval, for sure. Backroom's level 4.4 is classified as a class 5B difficulty and is very unsafe for human life. And it has several environmental dangers. Now, I'm going to have to censor a lot of stuff in this part so YouTube doesn't strike me down where I stand so just bear with me and try to enjoy it. Level 4.4 is very similar to the regular level 4. It's almost like a copy, pretty much. There's open office rooms, there's hallways, there's dimly lit corridors and everything like that. Except there are two huge glaring differences that you'll notice very fast. This sub-level is way smaller and less expansive than its main counterpart of level 4. That's the first difference. The other difference is that it has a reddish hue to it. Now, what do I mean by this reddish hue that's all over the office walls and floors and ceilings and everything? I'm talking about this red juice that's just splattered everywhere. This red juice. So, level 4.4's walls and floors are coated in this juice and the entire level is trashed. The tables are flipped upside down, the chairs are thrown everywhere, there's huge scratches on the wall and everything is ripped and torn to smithereens. Even the wallpaper itself is just falling off. We have no idea how all this stuff happened and the source of this carnage is unknown. It's just a gruesome sight to see and anyone who comes here is probably going to be traumatized. Hold your traumatization because it's about to get really traumatizing. So, the levels windows here differ from regular windows because when you look outside of them, you'll just see water, just an infinite expanse of water. Not the top or bottom of it, the middle part. Almost like you're in a submarine somehow and there's just almost a more decayed feeling about this abandoned office.  You see, when a wanderer gets sent to this sub-level or when they accidentally find themselves here, they are filled after a time with an intense and uncontrollable form of red juice lust or blood lust, if you will. Hopefully, YouTube doesn't censor that. Which is pretty much where a person becomes extremely dangerous and reactive and volatile. It's self-explanatory.   They will literally just run after and pounce on any person that's there or near and they'll always want to do this. They'll always have that drive.    It's thought that only humans are infected with this lust but it's also theorized by some that entities could be trapped accidentally here as well and also get infected and kind of transform into these worse versions of themselves that are just more aggressive and bigger and more gory and stuff which is pretty freaking scary to think about. Just imagine like a wretch but bigger and more flayed open and more scary looking if that's possible. But I think it's safe to say that you just need to avoid this area at all costs. You don't want to come here. You don't want to have these effects in your mind. Past this office section of the level there's actually another strange area in this sub-level called the Locker Zone and this is an area where wanderers claim to be drawn to it. It seems like they're being lured somehow but you should avoid this and not go there. One, because the longer in the level the more you're going to get filled with the lust and craziness and two, because inside the lockers there are some unnerving sights that I can't really get into just know that there are gross things in the lockers you can pretty much guess what's in the lockers based off of what happens on this level. There are parts there inside. This level is just a really grotesque place that no one understands and it's really gritty and it seems like the back rooms is just playing this evil twisted trick on anybody they get sent here almost like it's a parkatory. Sometimes the lights at the level will flicker darker shades of red and you want to get out of here before you start turning crazy, I assume. I hope also. And especially before you run into something that's been here for a while because things that have been here for a long time are even crazier and you just want to leave as fast as possible. So if you want to do that I'm just messing up to the exit section right now. So to enter you have to interact with a body on level 4.3 just by no clipping through it but know that this normally happens accidentally when people are kneeling down to inspect a body that they see on a different level so when they're doing that they accidentally no clip here and get sent that makes it scarier to me because they don't want to come here they get sent here accidentally. To exit you have to run to the nearest window that you find and no clip through it that all costs to be sent on to level 7. And it's thought that somehow these levels levels 4.4 and 7 are connected since there is water outside of these windows here but we don't know for sure it's just a guess. But yeah, this level avoid it this might be the most dangerous and volatile level inside of all the back rooms and it's in a sub level of one of the safest levels. It just goes to show you always have to watch out where you're going always make sure to check around the corner before you go and make sure to not accidentally no clip here unless you want to end up trapped. That's a crazy thing running around clawing stuff and bashing your head around you don't want to do that trust me. So yeah, those were two sub levels of level 4 hope you enjoyed them let me know what you thought let me know which one is your favorite if your favorite was level 4.4 you're probably crazy I still thought it was pretty cool though. Level 67 is the 68th back rooms level and it was discovered when a wanderer was on level 11 and they randomly started to smell baking bread so they followed that smell they found an out-of-place door and they went inside of it and they were here this was their first mistake the level takes the appearance of a bakery from the 1980s with a very chill vibe and aura the actual level itself was pretty small at around 2000 square feet so you don't have to worry about getting lost inside you just have to worry about possibly never leaving the interior of the bakery changes colors and vibe and layout depending on who is here it can change itself in other ways also for example it'll produce pastries and smells that the wanderer who is in line enjoys so if you like croissants then the level will have croissants this is a really weird phenomenon that happens through a lot of back rooms levels and we have no idea how it knows all this stuff about us but it just does and as I said at the beginning of the video the level has been nicknamed the bakery of desire and you'll see what I mean by desire here in a second just remember to not trust any of the food here and don't eat it if you're given food the rest of the level can be explained into three different parts the waiting line the counter and then the eating area so the waiting line is the part of course where you get in line for your food now you're not going to be waiting in line behind other people you'll actually be waiting behind faceline entities which of course the main entity here now the facelines here are passive and they don't really do too much but they're obviously kind of creepy to look at and you could make them mad if you try to cut them in line or something like that so just don't do that and that's the only rule here if you do they'll return to their normal aggressive state and start to freak out and attack you so just wait your turn in line and you should be pretty good I would say once you get to the counter you'll place your order to the faceline cashier in front of you and then the cashier will actually give you the order in a second but first it will try to persuade you to get a certain pastry that they like like they'll give you their suggestion but try not to take it if you can because we don't really know what they're made out of we have an idea but we don't really know now the actual food on this level has some really strange properties that you should know about and it seemingly makes people behave weird eating food pastries, donuts whatever's on this level will cause you to start behaving erratically and you'll start to crave that food it'll make people like Squidward was when he figured out that he actually liked Krabby Patties you know when he was eating them all and stuff yeah that's what you'll be like you'll try to eat all the food and this might be because of the theory that I'm gonna say right now so you'll start to crave these pastries after you eat a bite of one and if you start to feel this craving you need to escape the level now the document of the level says quote note that occasionally the effect of the desire to indulge on those favorites may lead to fellow wanderers in the level acting erratically and make attempts to simply retrieve those pastries without waiting in line it is best not to interfere they will probably be disposed of subsequent the event I'm not really sure what disposed of means but it sounds like they get rid of people who get affected by this now how do they get rid of people you may be asking it makes me kind of think that these pastries might have a secret ingredient in them if you know what I'm saying a secret ingredient that may or may not be meat not animal meat though maybe just wanderer meat but that's just a theory a backroom's theory after you order and get whatever pastry you did ask for you'll be able to walk to the seeding area which is a liminal looking diner place with booths and chairs and calm lights and whatnot just like an old diner this area is only visible after you pay for your food and after you order and before you pay you physically just can't see it and in order to pay for your pastry you have to give almond water to the cashier so I've explained the level layout of explaining what might be inside the food but now I'm gonna talk about the possible side effects that you could get from eating the pastries with the secret ingredient inside of them the effects in this level will vary from wanderer to wanderer and before you eat anything you should know what these effects are so if you order your favorite pastry which is the pastry that the level thinks that you like the best if you order that it is the worst one you can do it is the most deadly because when you're closer than from a foot away from that pastry a nearly irresistible urge to eat the pastry will flood you you just get this huge impulse to just dig right into that delicious food you have to deny this impulse because once it's ingested certain effects will occur as follows in the first 5 minutes you'll start to inflame and you'll start to get a sore throat and in 10 minutes after you'll get gastritis 12 minutes and you'll get extreme erythroderma 20 minutes in and after you'll just pretty much go into cardiac arrest eating a doughnut can give you cardiac arrest in the back rooms heard it here first folks now it's important to note here that after a person succumbs to eating their favorite pastry one of the workers that works in this bakery will come out from behind the counter and drag the wanderer to the back room where the kitchen is and when this happens the clerk and the worker that drag the body back will vanish into the back kitchen and we don't really know what happens back there but we can assume that your body's being used for something now if you eat a neutral pastry or something that you kinda like but you don't really like then nothing really bad will happen to you you'll not feel this impulse to eat it and you won't have any negative effects if you do so try to find something that you kinda like but don't really like at the same time the only problem is these pastries are really rare cause normally the level tries to give you the ones you like but yeah then there are the least favored or hated pastries and these are actually the safest options to eat and if you want to get out of the level you have to order one of these that you don't like and then eat it because that is the only way out but it should be noted that the effects caused by the pastry that you don't like can lead the wanderer to believe that the smell and the look and the taste of the dessert is actually far worse than it seems like there's something hidden inside of it some have reported to have the smell and taste of rotten flesh when they eat these pastries it was like a really strong person to overcome these thoughts you know you're eating flesh but you have to do it to get out of the level so yeah that's kinda like the duality of decision making there but the second you eat a pastry that you don't like even though it's got some kind of rotten meat inside you will be transported to either level 11 level 31 level 57 or level 98 and you'll just be slightly sick so yeah if you see someone unalive or if you somehow unalive yourself in this bakery and a worker comes out to get you and drags you to the back room you probably know what's gonna happen because the level document pretty much confirms my theory from earlier that the things inside of these pastries might not really be pastry stuff it might be you can infer I can't really say I mean I hope this isn't the case but why else would they take wanderers to the back room where the cooking is done my full theory is that eating pastries causes you to go insane which is pretty much confirmed in the level document and it's because of the rotten flesh that is integrated inside of them it causes you to crave more and more until you eat too much and there's no going back after this the level will trap you in it and once you unalive you yourself will become part of a beautiful pastry and you'll get dragged to the back kitchen and you know you can infer I don't know though that's just my theory let me know what you think in the comments below I'm interested so the 189th level inside of the back rooms has been given a classification of class 2 and is unsafe but kind of secure with a very low entity count at the start when this level is discovered actually but what is known is that a ton of people have entered this level at least one time by complete accident and you'll learn how later in the video the level itself is made up of what seems to be an endless cluster of bathrooms the bathrooms themselves well they look like bathrooms obviously I don't know what you're expecting they look like just public bathrooms that you've seen before in like a store or like a bathroom center you know what they look like except these have a very lonely and empty feeling to them most of them have stalls and sinks and towel dispensers and that sort of thing as well just the regular old bathroom stuff and all of the things in these rooms work like they normally should you know the paper towels come out the water runs everything works and normally each of the bathrooms has two different exit doors in them and these two doors have random chances to either lead to another bathroom room or they lead to a different level and they're the exit however those doors change and you can't really map out the level because the doors are different and the bathrooms are different as well it's sort of just a randomized cluster so there's no real way to see where you're going sorry some of the bathrooms also have windows in them that allow light to come inside and on the outside of those windows most people have reported seeing some pretty strange things to say the least so in real life when you look outside of a window you'll see just a field or a road or whatever but here on this level people have said they've seen static-y blue skies with really weird clouds in them or they've simply just seen a white void and nothing else that's pretty weird and it also means that this level takes place inside of something else entirely and it's not just confined to the bathrooms there is stuff outside that you technically could explore you just can't get through the windows but I probably wouldn't jump out a window into an endless white void it's just me though the air and the ambience inside of these different bathrooms is actually pretty clean and fresh at the start and actually some people have reported smelling a faint smell of air freshener which is pretty nice there's also a very very faint and subtle sound of water flowing that's constantly happening to the pipes and the ceiling and the toilets which makes the level kind of have a chill vibe to it again, at the start and you'll understand why I'm saying at the start, soon but like I said most of the bathrooms here just look like empty and lonely public restrooms but there's actually a very rare type of bathroom that you might find if you're lucky they've been given the name Luxury Bathrooms and you'll know when you're there they're pretty obvious I mean they're gold they all have golden appliances and finishes and sinks and marble and everything it just looks like a rich person's bathroom there's also a chance for whole entire showers and bathtubs and jacuzzis to be inside of these specific luxury bathrooms as well and all of them are gold and marble and everything like that but the reason these types of bathrooms are so sought after is because instead of regular old water coming out of the drains it's actually almond water here in these luxury bathrooms so you can have a pretty big source of almond water if you're lucky enough to run into one of these bathrooms and you can just fill up a bunch of bottles and leave or if you're not lucky you're stuck with the regular almond water just in the other bathrooms now from what I've explained so far you're probably thinking Broogley you titled this video NEVER use the bathrooms in the back rooms and it seems pretty safe so far are you click baiting Broogley? uh yeah well that's where you're wrong I didn't do it for the clicks I did it because a pretty unnerving phenomenon on this level is occurring it's known as the quote increasing danger theory and it goes like this according to the information we have right now the level is seemingly safeish for the first 50 or so bathrooms that you can get to but after that it's almost impossible to find an exit door to a different level if you remember I said that each bathroom has two doors one might be an exit and the other will take you to the next bathroom yeah well eventually the exit door just doesn't exist and goes away explorers who have gone past the 50 room mark have said that they feel progressively less and less secure and they feel more and more in danger like they're being watched like something's there on top of these feelings the rooms themselves even start to decay and to break down in certain ways and they'll become more dangerous and more tumultuous to even explore one specific explorer said that he made it through 200 bathrooms before he found an exit which means he was literally there for a long time a year maybe he found that as he got stuck deeper and deeper into the maze of bathrooms the air went from smelling nice and fresh to smelling foul and rotten like a real bathroom and the toilets instead of being clean water they started to fill up with a mysterious waste material the lights also became dimmer and the bathrooms got pretty much pitch black with no light and mold grew from the walls and pipes leaked and exploded and everything like that just started to get worse and worse the deeper this guy got into it and possibly the scariest thing the dude found was behind some of the doors he said he heard weird entity noises happening back there but obviously he didn't open the door because why would you open a door if you hear like a monster behind it but there's also been reports of strange figures lurking in the shadows deeper into these bathrooms it's unknown what they are and things like that there's also some non-documented entities and speaking of those creatures here you have to get past that 50-ish room mark to even see any because up until then it's pretty safe and there's not really any places for entities but if you do get past that 50 room mark you're most likely running into smilers and hounds and facelings and the normal entities like that but then like I said there's also those weird noises that have been heard so who knows what kind of disgusting monstrosities live deep in the roof and in their stalls of these bathrooms one last really weird thing that was found deep into this level was a green door with no handle when the explorer opened this door he was greeted by an entity called Mark and then Mark led the entity to an exit door which took that person to level 4 apparently Mark lives behind this green door in a bathroom that is converted to like a mini house and he seems to think this level is a good place to live he tried to convince the other guy not to leave because this place has everything he needs who knows I had just another quirk in the back rooms I guess to enter this level you can go to a restroom on level 2 and you can open a door inside or you can sit on a toilet in level 2 and spray air freshener in the air and you'll be sent here now you actually might want to come here to get almond water from a luxury bathroom if you're lucky enough to find one but they are very rare and like I said you're also risking getting stuck and chased by weird eldritch entities deep into the bathroom so I don't know if it's worth it or not but to exit the level you do have to get pretty lucky and you have to go through a door that exits the level and not one that takes you deeper in most of the time the door just takes you back to level 2 but you can also find that mark entity to be sent to level 4 or you can be a poor unfortunate soul that gets sent too deep into the bathrooms until they become entity filled dark and corrupted and you'll never be seen again sounds like fun to me though the red rooms now judging by the name you might actually think it's a pretty simple explanation or even a repetitive level spooky red level is scary well you're actually kinda right in a sense but you're also insanely wrong you see level red rooms is located deep in the first ever back rooms level which is level 0 which as all of you know is the first level that everyone gets sent to when they no-clip to the back rooms which is the plain old level 0 it's normally a very easy level to escape and to get out of in fact it's where everybody learns how to no-clip typically and overall there usually isn't even much danger or so we thought because the red rooms has just been found a couple weeks ago and it's already been given a difficulty rating of class 5 and it's unsafe, unsecure and a dead end which is way different than the regular level 0's difficulty rating of class 1 anyways the red rooms itself looks very similar to level 0 I mean it is found deep inside of level 0 but there are some obvious differences one of them is the deep red color that absorbs every surface around you the walls, floors, carpet, ceiling and even the lights are red here the carpet is the very first huge difference and it's very very rough to the touch it's almost like you're touching steel wool on top of that it's also very sticky which contrasts the regular level 0's carpet because the carpet there is wet and slick and squishy which is the opposite of this radio waves and any form of communication don't really work here and they kinda work but the deeper you get into the red rooms they just stop the layout is winding and labyrinth-like as well just like the parent level but if you noticed in the level classification where it says the level is a dead end that is your ultimate fate if you get stuck here because there has never been any evidence of people escaping or no clipping or finding a way out of the red rooms and that is a hugely dangerous thing for level 0 and all of the back rooms because we have no idea if it's some kind of entity that takes people and eats them or if it transforms those people into the entity itself or if the level just swallows people whole people are just disappearing to never be seen again when they come here and it makes it even worse because everyone who goes to the back rooms gets to level 0 and that means that there could be thousands and thousands of people that have unknowingly wandered into the red rooms and have gotten stuck never to be seen from or heard from again you can avoid the red rooms by not following the red lights on level 0 and if you see kind of a threshold where red meets yellow don't walk into it obviously because that is the last chance of freedom that you have if you go past that red threshold it's over there's no turning back you cannot go back the way you came either you get attacked by an entity of some kind or you get swallowed by the level but also some people have apparently been sent here completely randomly and they had no say in it which is also really scary to think about I think it makes the back room so much more terrifying if you have this chance of getting sent to level 0 and never making it out of level 0 to explore the thousands of other levels especially since this was just now discovered I mean imagine how many people have fallen victim to it before it was officially catalogued so yeah this changes the lore because it makes the first level way more dangerous than it already was wow you just set through an hour long video of me talking about terrible things that could happen to you inside the back rooms if you did thank you so much I appreciate it thank you so much for always tuning into the channel you guys are the real ones everybody that watches to the end here if you are watching to the end comment the keyword bru-woogly that's right that is my role block's name as well but bru-woogly that way I know who the real ones are alright I'll always know but I'll really know now in all seriousness thank you so much for everything thank you for the support make sure to check out my second and third channels if you do want more content from myself and thank you all indefinitely forever I can't thank you enough seriously I love and appreciate you all hope your day is going fantastic get ready for some awesome content as the fall and halloween comes that's the best time of the year for this kind of stuff get ready and I'm looking forward to seeing you all then I'll see you all later peace


Okay, we're back here inside theCUBE at Oracle Open World. This is SiliconANGLE.com's flagship program. We're out to the events, extract a signal from the noise. It's a special spotlight sponsored by Fusion I.O. One of the great supporters of theCUBE that allow us to bring our great independent coverage to wall-to-wall exclusive interviews with thought leaders, experts, CEOs, alpha geeks, and we love it, and we want to thank Fusion I.O. for that. I'm John Furrier, the founder of SiliconANGLE.com. I'm joined by my co-host. I'm Dave Vellante, wikibon.org, and we're here with Brian Bulkowski, who's the founder and CTO of Aerospike, new type of database company. Brian, welcome to theCUBE. Hi, Dave, glad to be here. So, through all the action is John. Yeah, we all know each other around Silicon Valley. He's making it happen. So first, give us the update on the company, right? So Citrus Leap was the old name. Aerospike's the new name for the folks out there. Introduce them to the new company name and update on what's happening with you guys. Absolutely, so we founded the company four years ago as one of the fastest databases in the world. We focus on commodity hardware and especially on flash storage. It's a special focus of ours realizing that companies like Oracle had great technology with rotational drive and the world was going to switch to flash and DRAM and the time had come for a new database. So we've been selling our database primarily in the fastest, most scalable platforms in the world, which are mostly advertising platforms. These are folks who are doing 10 to 20 billion impressions per month. We've had no downtime with any of our customers and we can usually solve with flash storage, multi-terabyte systems, billions and billions of rows, often for user tracking and user information, personalization of advertising and experiences. So we've gone last year from a great revenue year into this year, more sales, more customers. So I got to say that I've known these guys for a couple of years since they've been working on a great company.  So I want to say congratulations, great to have you on theCUBE. So I want to ask you, what did you guys see early on that you wanted to tackle? So when you started the company citrus leaf at the time and now Aerospike, what was the big thing you wanted to focus in on for the company? Sure, John. So what I saw was companies that were being strangled by scale. I was at a Kleiner-backed company and they were trying to cover 5% of all the internet traffic in the world. They were trying to build dynamic recommendations on websites, great dream. And they were using Sharded MySQL, which was the style of scalability at the time. And they found that to be a really difficult chore. They had outages, the moments when they needed to scale most and needed to absorb the most traffic. Those were the moments that they were down. And I said, you know what? There's got to be a way for the highest levels of scale because the entire world is going to be moving to more and more scale, more and more data. And big data, Hadoop was already upon us, analytics, business intelligence. That was a train that was already had a lot of velocity and a lot of momentum. But transactions, fast transactions, that was an area where there was going to be a lot of growth in the future. And especially with Flash, frankly. I said, well, it's all about multicore and distributed systems, but how that works together with Flash is what the next revolution and databases will be. Well, it turns out it absolutely happened. So let's take us to today in terms of your current situation. How big is the company and what's the big product news? So we've had Citrusleaf, that's the old name. We've had Aerospike2o out for nearly two and a half years in production with about several dozen customers. Again, a few at the highest levels of scale in the advertising industry and also small customers. So folks with really big dreams who want to grow and don't want to fool around with some open source solutions. So we've been expanding, continuing to conquer within the advertising world. Companies such as Exolate, great customer of ours that we announced a little while ago. But especially data management platforms, the guys who are, okay, maybe it's a little creepy, but they're taking all the data about everyone on the internet and they're analyzing that and then feeding back out and syndicating all of that.  We've never had an outing. Brian, we've heard a lot this week. It's only Monday. We've heard a lot from Oracle about Flash. I always joke, like they invented it. So, but you had said you founded the company because you saw that the sort of traditional systems, disk-based systems weren't going to cut it. So as a observer, you listen to Oracle's messaging. Sounds like they've hopped right in the bandwagon. What's different than what you do? We've built our system from the ground up to be Flash-oriented. We work with main memory and we also work with Flash memory and we don't really support rotational disk at all anymore. We use it as a backup store, as a warehouse-style technology. That's where we keep things like transaction logs in the database, but we don't serve from it anymore. And that's been true for years in our product and that's why we can achieve things like recent blog posts, one million transactions per second per server out of main memory DRAM and that's for a several thousand dollar server, nothing fancy. What we showed with Fusion I.O. with their new native interface at the demo conference a few months ago was 400,000 transactions per second on a single fairly modest server with Fusion I.O. hardware and their special native interfaces. But this isn't a clustered environment. We've had, I've had customers come to me, guys in doing something new and exciting. They say, my business only works if I can do two million transactions a second, but I need to do it reliably and I need to do it with only a few servers. Can you help? Because there's no other way to do it. And I'll be interested to see what some of Oracle's claims are, but we've had that kind of technology for a few years now. And we've had it in production, it's a hardened solution. So you're essentially saying, if it's on spinning disk, you don't want to access it. Not really. This is going to be too slow. No. So every, all active data will be on flash and that's really the fundamental architecture. Exactly. And the main change is when you think of users, they behave irrationally. They're hard to predict. That's the whole point of users. They do all kinds of things. So you can't use caching technologies. You can't assume that the most recent users will be the most recent users a few minutes from now. And so, and the analytics you do, it might not be on any particular pattern. So the typical tiered storage approaches, frankly, have a lot of trouble. So we said a better technology, looking at flash and looking at distributed systems, is one where you just have one database, no cache. So our system is as fast as cache you put in front of a database, but you can build 10, 20, 100 terabyte systems with flash storage, cost-effective way, reduce the complexity of your architecture. No database caches.  Can you explain why that's such a much more pleasant world and what the drawbacks of a database cache are for our audience? Sure, cache systems, you have to warm them up. You don't know what's in them. When a cache, you have to arrange consistency between them. When you have a cache tier, well, usually you think of a cache tier and you say, well, that's okay if that's unreliable. It's okay if that goes down. Well, that's not true. Because if you didn't need it, you wouldn't have put it there in the first place. So instead of having a cache tier that you have to manage and then a database tier that you have to manage separately, just do it once, do it fast, and do it cost-effectively. So you're taking advantage of things like atomic rights and in the future roadmap, or how does that all work? So I sat down with, actually in the very early days of the company with the then CTO of Fusion IO, David Flynn, who I knew from previous company. And I said, David, I know flash storage is going to change the world databases, but I don't really know it. We had one of those 15 minute conversations where he took me through the entire internal architecture of Fusion IO, how the whole thing worked. And I said, hey, wait a minute, you have a key value store. You actually have an index database inside every single flash card. There's a little database in there. Well, heck, I got a database too. I'm doing a database and you're doing a database. That's dumb. One of the best ways to get speed and efficiency is to collapse layers sitting right next to each other. So the inside out of that was that the way that disk is optimized, storage is accessed is through sectors and blocks. There's no sectors and blocks here, right? There's chips and essentially a key value interface. So I said, well, hey, what if some number of years from now we all get together and we build an entirely new kernel interface for storage based on keys and values? And we all said, ha, ha, ha, well that's great. Let's go back to our lunch. And then they went public. And we got our fund and we went and rolled out to some great, very high-velocity customers. And time came for us to sit down when they were doing their most recent hardware rev, the Duo Drive 2s and the two solutions, and said, hey, let's build that dream. Let's actually build a key value interface for flash and let's tie it directly into the database. What new levels of efficiency can we get both in terms of, as a database developer, I can build a more atomic, more consistent solution at a higher level of performance. So there's a whole trend that Fusion IO is doing a great job with with these atomic memory operations. But we actually took a different direction. I think Fusion IO is really to be commended for this thought leadership of not just doing it one way or doing something new, but really working with multiple companies in terms of bringing out some of the efficiencies and really driving some of the benefits that can be done out of flash. Because, you know, as I said to a VC a few years ago, I said, well, you don't support rotational disk. And I said, yeah, we don't support paper tape either. So can you talk about, so that's great. Appreciate the explanation. What does that mean from a business value standpoint? Can you sort of net it out? What are your customers seeing? Faster, cheaper, faster, cheaper. Well, more reliable too, but faster, cheaper. Can you quantify that in any way? I mean, in terms of bottom line productivity? Well, what it's about in terms of a system architecture, like I said, is simplifying and doing more that you couldn't do before. For example, I was talking to a company down in the Wall Street area about particular calculations that they do that also are very random. So this particular fairly large company, I said, look, you've got every database in the world. You've got Oracle, you've got SideBase, you've got all the old IMS stuff, you've got Vertica, you've got everything. Why would you come to us and start talking about a new database? And the answer was there are random access patterns in their calculations, what's called what-if scenarios, where you don't know what's gonna happen. You need to game out various different strategies. That cannot be done with rotational disc or cash optimization strategies. You have to have a very random, very fast solution. So what that means in terms of the bottom line of a business is let's take our advertising customers. Very cutthroat business, it's all about the amount of the pennies that you shave on every transaction with a, say, 25 server cluster, we're able to serve, say, 25% of the advertising load of North America. So if you can have that kind of bottom line business impact, why won't this, or will this, technology go mainstream? It would absolutely will. It will, that's why it's kind of another round of round. What are you gonna ask me? No, it's not gonna go mainstream. Well, I don't know, I mean. It's early. It could be a nice niche. It could be a nice fringe. But what you're describing is not fringe, it's the future of- It's such a man. Well, no, he's saying it's random now because he got his legacy installed base. And what's happening is the random use case he's got is going to be the preferred architecture. Because that's going to be the color the cost drives down. That's what basically you're saying. Because right now- I talked to several companies recently that have men cashed here. So in memory DRAM, men cash tiers with, and they have four to five terabytes of DRAM. So they bought a lot of servers just in order to have a caching tier to make their database go fast. And we walk in and they say, well, we've got all these problems, I've got this whole ops team, we're supporting this. They're apps we can't build because we have to keep expanding this tier and I can't put in another, I can't double the size of that tier cost effectively. But what if I was using Flash and what if I didn't have to keep an entire database behind that? So we believe, I believe that we'll see many more applications using high velocity, fast data. And we'll see new applications because of it, whether it's mobile, where people are doing new things constantly and moving around, whether it's in the advertising space, the gaming space, we're talking about some gaming providers who need to, they need to cut new games, right? And they need to push the edge in terms of especially social, where sharding doesn't work. You can't just have some people over here and some people over here. Now everyone has to be linked together. There's a variety of places now where folks are doing things that they could never do before.  Kian, can you help us out? So Dave, let's talk about the technology, obviously scaling. So I wanted to ask him Oracle. I mean, that's some technical accomplishments we have there. In Oracle? No, Oracle is promoting massive scale and he's on the cutting edge. Well, I think the point, Brian, you were making earlier, is that essentially what Oracle's doing is saying they've taken their existing architecture and jam flash into it. And we saw that originally with storage array companies. So I opened up, put this flash into this storage array and worked okay. But it wasn't game-changing. It wasn't an order of magnitude or two orders of magnitude performance improvement. Exactly. So, I mean, part of Fusion IO's business, a great business is you take the Fusion IO card in and whether it be MySQL or Standard Oracle or Rack, and hey, your database goes two to three times faster.  Great, that's a factor of two, a factor of three, maybe a factor of four. What happens when you need to go 10 times faster, 100 times faster? What happens when you have to do multiple database lookups for every single ad served on the entire internet all out of just a few servers? So we put the fourth to premise that it's going to go mainstream, but there's got to be a tipping point, right? Because you're essentially talking about changing the way in which you write applications or maybe rewriting existing applications, right? So that doesn't happen overnight. How long do you think it's going to take? I think we're probably still two to three years minimum as it's starting to be accepted. So the leading edge is, I believe, gaming and also advertising. Those are the folks who have the highest levels of load and also in very vibrant competitive industries. Probably it will take in the order of five years for people like insurance companies who have to do fraud analysis and the companies that serve them to really start making even deeper and deeper use of this kind of technology. Brian, I wanted to ask you to comment on Oracle's statements yesterday in the keynote. Larry Ellison was talking about all this performance with Exadata. Larry who?  So once you're coming, you're in the cutting edge of really a work that's going to be the future. And he's trying to co-opt the work that everyone's kind of doing and he's overreaching. And I think there was a tweet that said you get four times the performance with Fusion I.O. Someone tweet, I think it might have been someone from Fusion I.O. So what's your comments on Larry's current positioning on the tech involved? Well, I didn't see the keynote, I got to say. What we really strive for is those 10X and 100X of performance. And that does require new interfaces. And I got to say, I do like Oracle's MySQL Cluster product. We've seen it head-to-head competitively. We beat it every single time. But it's actually a very good product and I think does show Oracle validating the NoSQL space and realizing that there's something to be had there. It's a great space, you have to do something other than throw some hardware at it. That's great for some old mainstream apps. But an Oracle Confluence for a long time has been an in-memory data store with user-defined functions that can be used for a large variety of applications. Of course, it's main memory and they've, as far as I know, never done a flash integration. Proved me wrong, but Oracle actually has, besides its main core database, a large history between times 10 coherence and MySQL Cluster with the NVV engine in NoSQL. So I welcome them to the party. Final questions, we've got a break on time. What's your plans for next year? What's the roadmap for you guys looking for over the next year? Sure, so we've done two things that we're very excited about. One is last month we introduced Aerospike Community Edition. So that's a two-server version, so folks can experience the power of flash storage as well as the interfaces we propose, the speed and also the reliability and two-server clusters. So we invite folks to be able to start their companies, start their businesses with that level of scale. We're starting to work with essentially high-speed analytics and faster queries. So we believe that there is space within the market for queries that are still happening in real time. They're on the front edge of the database or they are analytics that have to be very, very fast, such as financial services analytics where you're changing second by second the algorithms that high-frequency traders use. The very highest speed algorithms are at the low level, the chip level, but every few seconds there are analytics that are done to switch the course of the boat. There's a number of areas in there that we find fascinating that go beyond sort of the simpler key value use case and we're already in alpha looking for customers in that area pushing out some new technology. Brian Volkowskis, the CTO founder of Aerospike, part of a new generation company, congratulations. We're seeing companies like Fusion I.O.Go Public setting the agenda for the new infrastructure. You're part of that wave, congratulations. This is SiliconANGLE.com's theCUBE. We'll be right back after the short break. Thanks, John.


Scientists think they've solved the mystery of the Devil's Kettle Waterfall at a state park in northeastern Minnesota. The falls are on the Brule River at Judge C.R. Magney State Park near Grand Marais. The river splits at a rock outcropping. Visitors see how the east side falls 50 feet into a pool like other waterfalls, but the water on the west side plunges into a hole in the rock and vanishes. The DNR said Tuesday that hydrologists believe that water re-enters the river from underground not far downstream. They concluded that because the water volume flowing over the two falls is nearly identical to the flow below them, so the mystery water isn't flowing someplace else. They planned more tests this fall to confirm their findings. If you've enjoyed this segment of Lakeland News, please consider making a tax deductible contribution to Lakeland Public Television.