Hey everyone, I'm Brookly, the Backroom's YouTuber, and in this video I'm going to be explaining six of the safest, hospitable, and most calming levels in the backrooms. These levels have no dangers, no entities, and none of that stuff. Nothing wants to eat you. That's all I care about. I know lots of you enjoy these compilation style videos, so if you do find yourself enjoying it, I would appreciate it leaving a like. Thank you so much for watching, and let's get into the video, shall we? The level starts with a quote that reads as follows. Been walking around this countryside level some more, gets me thinking, seeing all these abandoned things. Do you ever wonder how entities see us? Like, the entities we don't talk to? I wonder if they wonder where we came from. End quote. Nice. So yeah, level 194 is classified as a class 1 difficulty, and is safe, devoid of entities, but it isn't fully secured because we don't know where the borders are. It's close enough to being safe. Okay. The level also goes by the name the Field of Forgotten Forts, and it's a very liminal and picturesque expanse of countryside with a ton of abandoned structures. The level is calm and pleasant, and it's very scenic and relaxing, and there's also a lot of natural resources and fertile ground for growing plants as well. The level is considered to be eerily peaceful, though, by most wanderers who have been here, and it gives this feeling of nostalgia but uneasiness at the same time, sort of like level 94 does. The fields of this level grow flowers and plants, just like the ones from the front rooms, and they grow and reproduce and decay, just like the real life ones as well, which makes this place seem even more real than other levels. To make it easy to understand the layout of the level, it's been split up into three distinct parts. The grain fields, the canola fields, and then the unkempt plains. The grain fields are huge expanses of wheat and barley and even rice plants in some regards. You can harvest and eat anything that grows here, and it's completely safe to do so.  Most of these old sheds and houses give off really eerie and strange, familiar feelings of a past life. Almost like you can feel the beans and things that used to live here, but you can't see them. The canola fields look very similar to the wheat ones, except this area is full of vibrant and bright canola plants. Inside of this area, there are bigger abandoned farms and old decaying farmhouses and barns as well. These old farmhouses are usually barren of anything on the inside, but some have old remnants of furniture and paintings and kitchen utensils and kitchen tables and beds and that sort of thing. Again, you kind of get the feeling of these old energies in this forgotten life when you explore these houses. You feel like you're being watched by the residents of the houses, but you can't see anybody because there's no one there. Past these canola fields, there are the unkempt plains, which are these big uncultivated unused plots of land with no crops or buildings. These places have tall grasses and soft rolling hills, and the only structures you might find here are old fences and stone walls and maybe an old rusty car or two that have been left to decay. And these places are very empty and desolate and lonely, and you could theoretically live here if you want, but it's kind of far out and there's not really anything else to speak of. Since this level is pretty safe and natural, of course there's been a few bases that have been set up here, and there are two main ones that Meg has made and they are here to harvest the grain and the canola plants. Like I said, both of them are run by Meg, but theoretically, you could live in a rural abandoned house yourself if you wanted to, or you could just wander around the fields and relax in them for as long as you need to. Cutting through this level, there are random dirt paths and random little brooks and streams that roll through the fields, and these areas help you with exploring the level and finding new places. As I said, no one has found the border of the level yet, so it's thought that it could be infinite, so just explore at your own risk. The ambience of the level is a calm sound of wind blowing through grass and the faint sound of bugs chirping and a light breeze blowing at all times. The sounds give off senses of calmness and peacefulness that isn't often felt through the back rooms, but at the same time, it makes you wonder what happened to the people that used to be here? Why did they leave and abandon their houses and homesteads, and what made them leave? Let me know what you think in the comments below. I'm pretty interested to hear what you gotta say. To enter the level, you can walk deep into another level that resembles it, so another level that has fields like level 10 or level 811, and if you wander off deep into those levels, you might find that it'll start to transition into this level. And to exit, you can find a rough dirt road and walk down it until you find a sign that directs you to level 11, follow that sign, and you'll be sent back to level 11. Or sometimes, you can even no-clip into one of the many structures that is abandoned here. But overall, this peaceful, abandoned expanse of fields and hills sounds like a paradise, if you make it here alive, that is. But I love the vibe that you get from this level. You kinda get that uneasy uncanniness, like something used to live here, and there used to be like a civilization here, but it's post-apocalyptic and abandoned, but even though there's nobody here, the stuff still grows and you can still live here for yourself. So the weather on this level is mostly pretty mild. There could be some rolling clouds and maybe a few spring showers that pop up out of nowhere, but overall, the entire place is devoid of much harmful weather. Like I said earlier, though, there is a pretty decent breeze that blows most times, and this breeze adds to the ambience of lowliness in the fields. But from people who have been to this level, they describe it as very liminal and empty and almost sad in a way. And some people even say that they feel like they have been there before, and it's like they're coming back after their home was destroyed or something. But overall, the backroom just does that to some people, and they get those weird feelings from it. So Backroom Level 422 is classified as a Class 2 difficulty, and it's moderately safe, and it's pretty secure with a low entity count. Most of the watery levels in the backrooms that I cover on the channel are dangerous, or they have monsters that are trying to attack you, or something like that. So this one is a very nice breath of fresh air. Even though there are still some dangers, it's still not as bad as like the Thalassophobia levels. So this level is an infinite ocean that's made up of a bunch of different kinds of water, depths of water, and then different weathers all around. The water itself also has different saltiness levels depending on where you go, which could be pretty useful for drinking. So far, only some of the level has been mapped out, but as I said, it's probably infinite, and there's no way you can map an infinite ocean, but I'll be going over the mapped out part right now. Just know that when you're traveling around this ocean, do not go to any of these empty islands, and I'll tell you why later, but just don't go to them. So the day-night cycle of the level is 18 hours. That's 10 hours of daylight and 8 hours of nighttime, and both the sun and the moon can be seen here. Which is pretty strange because this isn't real life, it's the back rooms, so why could our own planets be seen? The overall weather in this level is pretty inconsistent as well. It can go from a light rain shower to thunderstorms to sunshine and just random quick intervals. By far, the most common type of weather is just bright sunshine and calm water. Now the next most common besides that are rain showers, but the mapped out part so far has been split up into four main sections. They are the shallow waters, the middle waters, the deep waters, and the rough waters. So the shallow waters are pretty common, they make up over 25% of the discovered part of the level. The actual water here stays pretty warm in the mid-70s, or 21 degrees Celsius, and this is where it's all primarily fresh water. Even though it's an ocean, most of the water in these shallow regions are fresh, and you can drink it. The water here isn't deep, and you can look straight down and see the bottom of it. The deepest part is around 13 feet, or 4 meters, and the bottom of the sea itself is a soft sand that's dotted with seaweed and other ocean plants. And overall, this is just a very shallow, chill part. The next zone is the middle waters, and these make up around 30% of all the explored parts of the level. Here, the water is slightly cooler, but still a warm 15 degrees Celsius, or 60 degrees Fahrenheit. The waters are around 30 to 70 feet deep here, and they tend to be a little bit darker gray and have darker blue hues than the crystal clear shallow waters. These waters actually have a higher salt count than the other ones, and it's not recommended to drink much of it, but you still can drink a little bit. Now the weather inside of these middle waters fluctuates more than any other section, and it can go from storming to calm at pretty much any time, so be ready for that. The deep waters are next, which are obviously deeper than the middle waters. This section makes up the biggest area of the explored parts, and the water itself is unsafe to drink because it's just full of salt water. The depths in this region can range from 100 feet to almost 500 feet, so it can be pretty scary to get into. It's also a lot colder in the deeper spots, and the weather is mostly stormy here, but where the weather gets the most intense is in the last area, which is called the rough waters. It's the least common area, and it makes up the smallest amount of the explored level, but it's also the most dangerous, and you do not want to wander into these rough waters. These regions tend to be actually pretty shallow, and they're about the same depth as the middle waters are, around 30 to 70 feet, and the water itself is a cold and brisk 40 degrees Fahrenheit, or 8 degrees Celsius. The sea floor underneath these waters is made up of jagged, sharp rocks, that could hurt if you touch them, and seashells and that kind of thing, and the area is plagued by heavy storms that almost constantly rip up and tear everything away. The wind is crazy here, the water is splashing, there's lightning strikes, and everything like that. It's just an overall really dangerous place. And you should never go to these parts without a boat, if you even have a boat, but even then just try to avoid this area. Now as far as entities go, there's actually one pretty dangerous one here, and it offers mainly the biggest danger in the entire level, and it's these islands themselves. They're the entity. They're called island stalkers, and from far away, it looks just like a lush green island. They might have trees or bushes on them, but all that is just what you can see above the surface. They actually have four massive limbs that are over 200 feet long, and they're made up of moss and rocks and dirt. And the majority of these creatures' bodies are actually underground, and that little island that you can see on top, yeah, that's just the top of its head or back. The reason you should never get onto one of the islands is because the creatures have a tendency to dive underwater if they feel weight on them. And if they do that, you could get sucked underneath the water, and you'd be pretty helpless. They're also pretty dangerous when they pop back up out of the water, and because they cause huge waves to form. Not much else is known about these island creatures, why they live here, that kind of thing, but the best advice I can give is to just avoid them. There are actually several outposts that are set up across the level. There's a meg outpost, Hale Kapu, then there's Sandbar City, Captain's Craft, and Roses Garden. Those are the documented ones so far. Most of the communities take place on like rafts and that kind of thing, and they kind of just cluster together and float, and they eat fish or whatever they can catch. But fish are pretty rare on this level. But to enter this level, you can swim into the ocean on level 48, and to exit, you can find a hole at Sandbar City to be sent to level 628. But yeah, I thought this level was a nice and safe addition to the watery levels in the back rooms. There's not too many levels that are just water and islands and that kind of thing, but if you think about it, like level 7 is dangerous and it has some pretty hostile entities and effects on it, and it's the first water level that you'll get to. And then like level 711, which I just went over, is also dangerous because it's weather can turn bad in an instant, then it's water can swallow you to the ocean floor, and then level 4000, or Flacophobia, is also dangerous because of it's weather and anomalous effects and it's entities that are trying to lunge out of the water and grab you. So I think this level and level 100 maybe are really two of the only safe water levels that I've gone over. If I'm missing one, let me know. I don't think I am. You might be able to consider the pool rooms a water level, but I'm considering like outside water levels, but I'm considering ocean and outside water as the water levels. Anyways, yeah, I think it's a great addition to the lore. So Backroom Level 931, or the Leafy Corridors, has a classification of Class 0, and it's safe and stable and devoid of entities. Question mark. So it most likely is devoid of entities, but we don't really know. It's just up for debate. The beginning of the level shows itself as a long and winding concrete hallway that's huge and has really tall ceilings and big glass windows on the left side. These windows are huge rectangles that look over this beautiful sky scene and it's always the sunset time of day when you look outside. The ground of the hallway is made out of grass and flowers and it gives off this eerie but relaxing feeling, almost like you've been there before. The sun that shines through the big windows gives this entire level a bright kind of glow that has a similar healing effect and calming effect that almond water does. So just by walking through the hallways, you'll feel more alive and more comfortable and you'll start healing more and you'll just feel awesome. I mean, how can you not? This entire level gives off a feeling of comfort and peacefulness, a feeling of liminal heaven, if you will. It almost feels like an art piece in a way because it's so beautiful and eye-catching or maybe I'm just crazy and I'm looking into it too much. I think it's beautiful. The windows here actually don't have glass on them. So theoretically, you could just walk right out into the clouds to the side but whatever you do, do not do that. You need to avoid the clouds at all costs and I'll explain why later in the video. Just know that you got to trust me and I've never lied to you about anything backroom related so far. So just trust me. So those grassy corridors that I just explained, that's the start of the level. It's kind of the zone where you'll spawn in and you'll be at for a while but after you walk through it for a long time, you'll actually end up going to the second part of the level which is just called part two. I know it's a crazy name but you know. So part two of the level is a more enclosed space with less windows and less sunlight. This is the only part of the level that's considered really dangerous because it gives wanderers feelings of paranoia and uneasiness and in some cases dread. It's unknown exactly why it happens but it's probably got something to do with there being no light and the hallways being claustrophobic and not open and I don't know maybe being stuck inside the backrooms forever. That might also cause you to have dread. Anyways, it doesn't matter what you're feeling in this portion of the level because the odds are you're still safe, which is nice. Around the floor on this section are random jagged rocks that are below the flowers. So don't step on those as well but other than that, this part looks the same as the first part minus the windows. Now based on that paranoia and the dread feelings you might have that I just talked about, there's been multiple reports of people going insane while being stuck in this part two area for too long. Specifically that it somehow depletes and lowers your sanity way faster than the other section because if you remember the other section has that sunlight that gives you a healing property and kind of keeps you sane and calm. Well, this section doesn't.  But even if you drink almond water and aren't the type to go crazy these darker areas will make you paranoid and they probably will make you feel like something is right outside of the light and about to attack you. Who knows if there's something there? I hope there's not but there might be. Now after this first and then second part there's a very rare and unexplored third part of the level that can also be dangerous if you don't explore it properly. The third part looks like the first part with the big open windows and the grassy floors and the clouds outside. But this time instead of it just being clouds in the sky there's just ever so faintly a city inside the clouds just like a floating city floating in the air outside of the windows on top of the clouds. Now at this point in the level is when your mind will try very hard to get you to jump out of the tunnel and into the clouds below but you have to not do that if you want to survive and the reason that the cloud area is so dangerous is because it is a direct link to the void level and if you don't know what the void is it's pretty much just an infinite expanse of black nothingness that you're trapped into for all eternity which is not very fun and jumping out of these clouds seems to be like I said a direct link to the void so just don't do that no matter what your mind says don't. The last part of the level is the fourth part of course and it's also where the exit is eventually these grass halls will slowly start to transform into an area that's similar to an old abandoned mall and when this happens you'll know that you've successfully escaped and made it out to tell the tale. Now this mall area isn't listed as an exit or a different level so it's unknown if it's an actual level or if it's part of this level of a 931 but you can no clip through a wall to be sent out of this level to another one so I guess it is an exit but this mall area just looks like your typical abandoned mall that no one's been to for a while it's very liminal, it's very cold and damp you get the feeling but besides a very small portion of this level most of it is a beautiful, serene, safe and just glorious looking level and it's a real paradise if you're looking for a semi-infinite sunny hallway to lay down in the grass forever on now if you're not looking for that well there's like a billion other background levels that you could choose from but this one's definitely pretty cool to enter it you have to find a door on the hub level that's labeled level 931 or you can wander too far into level 1 that also seems to take people here now that could be very useful to speed run the back rooms because you could go from level 1 all the way to level 931 which is skipping 930 levels so you might want to keep that in mind to exit you can walk far enough into that fourth part which is the mall and you can no clip out or you can find a door on the right side of the hallway and go through it to be sent to level 184 if you remember the windows are on the left side of the hallway so the right side is where the concrete is you can find a door there or you could just bring a huge store of almond water and stay here forever it's pretty much up to you so back room level 588 is of course classified as a class 0 difficulty and is safe and secure with no entities the level itself manifests as a massive pink sprawl of land and structures and light the sky is always a pinkish violet color and the sun is always at a sunset positioning which kind of gives the entire level a relaxing kind of vibe the land is flat and smooth and it seems to almost be digitally created because it's so perfect like there's no scratches or holes or anything on the walls or floors that seems to be damaged it almost seems like it was just computer generated and this kind of gives it an uncanny valley kind of feeling to wanderers who find themselves here this level does actually have some plants that grow on it there's ankle length grass and some other kinds of tree plants that look like palm trees and all of these things look slightly fake as well they're also indestructible and can't be ripped up or torn out of the ground or anything like that which is pretty strange if you think about it all of the plants and structures here are violet and pink just like the sky and the entire level has that pinkish aura around it the level is also kind of like an isolation chamber because you really can't encounter any other people or entities or anything else alive except you here and on top of that the entire place is extremely quiet and the only sounds that happen are the sounds that you make so like your footsteps and your breathing and whatever other things nothing else moves or makes noise except you the buildings inside of this level are known as structs which is short for structures and there are several instances of these structs that you could run into while exploring around some of them look like houses and others have no clear design and just seem to be random walls and roofs they're made out of that same material that the ground is made out of too and they all seem to have like these holes inside of them that look like windows and sometimes they have porches and bedrooms and that sort of thing again like the rest of the level all of these structures seem computer generated or just fake in a way and it feels weird that you can touch them and even when you're inside of these houses you can see that peaceful sunset lighting that's outside but inside there's also scattered furniture inside of the houses like chairs and desks and that sort of thing but it's not like regular stuff from real life because it all seems to have different density meaning that there could be big pieces of furniture that you could pick up easily and they don't weigh anything even though they're massive but even though they're easy to pick up and they're light they're all invincible and cannot be broken just like the plants and everything else on the level so there are structures that look similar to houses and then there are also some that have pools in them and there are also some that have curtains and other rooms inside of them as well the pool ones have tiled walls and floors with water in it and it kind of gives like a pool rooms vibe except they're mainly outdoors but they give you that same liminal feeling as the pool rooms the water has no impurities at all but it's not actually almond water the temperature is perfect for the human body so you could probably just take a swim around it and relax at any time but it has been noted that drinking the water might make you feel lightheaded and weak and even give you feelings of loneliness so you might not want to try that there's been some other weird structures found too like this huge pyramid with a bed on top of it which like most of the level makes absolutely no sense because why would someone put a bed at the top of the pyramid unless you want to just roll off the pyramid in your sleep or something but this type of thing just adds to that uncanniness of the entire level speaking of beds they're actually a pretty common anomaly on the level because you might just run into a random one on the shore or inside of the building or on top of a pyramid they seem safe enough but like I said it's also random for them to be in the places they are who knows so the main land of the level which is the areas I just talked about is actually surrounded by some sort of ocean or sea and the further you go out into the sea the darker everything gets and the more glitchy and volatile and corrupt it becomes so because of this it is recommended to stay in the main land part now even though this level seems peaceful and relaxing you do end up getting strong feelings of loneliness the longer you're here and this is because you can't see any other wanderers or literally any other life at all and it sort of becomes like this isolation chamber effect which would be perfect for introverts but for people who actually want to hang out and see other real things it would be pretty scary to get stuck here and because of all this isolation and lack of natural resources there are no bases or outposts here and you probably couldn't set one up this level can be best described as a sort of dream scape place where you're the only thing that can be existing here at this exact time it seems like a paradise until you realize how isolating and lonely it becomes let me know in the comments if you could stay here forever or if you would get bored to enter the level you can be on a desert level like level 46 or 169 and find a mirror out in the middle of it and the mirror will actually be pink because of the pink sunset on this one no clip through that mirror and you'll be sent here or you might be able to be on a watery level and then swim towards a pink sunset to be sent here as well to exit you can no clip into a structure to be sent to level 48 or you can swim out into that ocean that surrounds the main land for an unknown amount of time to be sent to an unknown level I really like this level I think it encapsulates what the back rooms is as a whole because you're all alone here and there's really nothing that can outright hurt you except yourself or your own mind and that's because of how isolating it is and I feel like most people would not want to stay here for long even though it seems like paradise the loneliness probably isn't worth it unless you just hate everyone I guess so back rooms level Domus Aqua or the house of the water is classified as a class zero difficulty and it is safe and secure with absolutely no hazards at all unless you hate water or something like that the level was discovered by a wanderer in the early 2000s and there's only a handful of people that have even been here the level itself takes the appearance of a single house that's partially submerged underwater and is surrounded by an ocean of shallow water the boundaries of this entire level are not infinite because it seems after a mile or so there's kind of like an invisible border or wall that stops you from walking further out but it does look like water goes past that barrier so it could be infinite we don't know the house in the middle of the level is a two-story white house with windows on all sides the house itself seems very familiar but also very foreign to the people who have been here when you go through the door it's said that you get a sense of relaxation and calmness that rushes over you when you walk in this house as I said earlier the entire house and the level is partially flooded so you're gonna have to walk through a couple of feet of water to explore any of it and some of the rooms are deeper than the others for example the main floor and the basement are flooded more and have deeper water than the upstairs area the actual water itself in this level is not almond water which is weird because the pool room which is the level before this one has almond water as its main thing but this just seems to be regular old water from real life the water itself stays at a warm temperature throughout the entirety of the level and it actually gets warmer the deeper you go the upstairs of the level has less light that comes through because there's not as big of windows up there and it is also flooded just slightly less water there are two bedrooms and a den area up in the upstairs and these rooms once again feel very familiar there's not really any furniture to speak of in the rooms they're just rooms and it's all flooded partially the house also has a basement or downstairs floor which can only be accessed through the pantry door in the kitchen of the main floor of the house the main floor of the house itself just looks like a regular old house there's a living room a kitchen a dining room and a few closets once again all of them are flooded but once you open that pantry door to go downstairs you'll see this long winding staircase that leads into a big body of water this body of water looks like a giant pool the water is the warmest on the entire level in this downstairs area almost as warm as like a hot tub or something like that the basement has this anomalous effect that makes it way bigger than it should physically be allowed to be because the house looks normal sized on the outside but in this basement area it spans out for miles and you'll notice how big it is because just a few hundred yards from the staircase to go down you can see some exposed floor that eventually turns into this indoor downstairs play pool type area this area is very reminiscent of like an indoor water park type area from the early 2000s and it's the only part of the entire level that has floor that's not covered in water it's also the exit to the level which I will talk about in a minute in the exit portion but for now I'll explain the entire downstairs this play place area gives wanderers that same feeling of familiarity and loneliness and comfort that the upstairs does but with more feelings of nostalgia and happiness you just feel like you've been here before when you get here the ambience is a calm sound of flowing and dripping water with a soft buzz of lights from the ceiling above and this feeling of nothing bad could possibly happen as of right now the outside, the main floor, the upstairs and the basement are the only parts of the level that have been found but there could be more hidden entrances under the water in other places we don't know yet because not all the level has been explored to enter this level you have to be in the pool rooms somewhere and then you randomly get sent here it's not known how a person is chosen or why they're chosen to get sent here but it's a very rare thing to happen and if it happens to you consider yourself lucky, I guess to exit the level you have to go downstairs to this play place area and you have to find this underground pool by the dry floor jump into the pool swim to the bottom and then that'll send you back to the pool rooms where you came from and no one that's been sent here has been able to find a way back so you might want to take your time with exploring it also there could be other exits to different sub levels of this one we just don't know yet because there's so little information on it there are no entities no outposts and no dangers at all here just the calm, warm, relaxing world of water and nostalgia for you to explore so level negative 33 has a classification of class 0 and it's safe, secure and just look how chill it is dude I mean I would literally just bring me and my friends here to stay forever the level is very unique because it's an extremely safe negative level and most negative levels are corrupted and dangerous because of how unstable or deep they are in the back rooms and not this one it's like an oasis it's split up into four different parts and those parts are the pools the darkness the hallways the outside and then the ocean area the entire level is infinite but for ease of explaining those are the four parts that I'm going to split it up into the main part of the level is considered to be a massive hotel complex with a ton of hotel rooms inside I mean this thing is literally infinite and there's multiple hotels too the entire place has an eerie familiarness to it like you feel comfortable but you've never been there it's that type of thing and these hotels have a slight chlorine smell to them and a sort of salty sea air scent too and that's because scattered throughout the hotels and the rooms there are large pools everywhere these pools mostly have lights at the bottom of them that give a sort of liminal type of glow to them and the light above the pools give off this really relaxing and secure feeling pretty much it's just a giant hotel with pools everywhere the water inside of the actual pools is of course lukewarm which is where the name of the level comes from a lot of the pools themselves are inside of the bigger hotel rooms but some can be in the hallways on the roof and in small rooms it just depends and the pools can be as big as the room or just a small corner of it it just depends on where you go the pools all have tile surfaces similar to the ones that you'd find in the pool rooms except these tiles have some very different properties they seem to absorb water very quickly even if they get soaking wet so if you're in a pool and you like splash water out of it onto the tiles outside the tiles would literally just soak up the water and it would get completely dry which is pretty neat now besides those pools inside of the rooms there will also be beds and bookshelves and chairs and sofas and paintings and pretty much anything else that you'd find in like a resort hotel these rooms have a very familiar and safe feeling to them which adds to that little space and eerie vibe of the entire level you feel comfortable here in a way some pools inside of the rooms or hallways don't have any lighting or much lighting at all and these are the areas that are called the darkness they give off feelings of uneasiness and paranoia and you just feel wrong for standing in these dark areas it's almost like something is right behind you about to grab you kind of like that level in a pyrophobia the water in these areas is calm and you'll just hear dripping sounds and rippling sounds but you still get that feeling of something just wading in the darkness to try to eat you you can't shake the feeling the temperature of these dark areas is also colder than the rest of the level the rest of the level is a lukewarm temperature but here it gets really cold and the water can be frigid in both the regular pools and the dark pools the water also can be varying lengths and depths it can go from really shallow to really deep to just straight up infinite and the deeper the pools are the more unsafe that you'll typically feel getting into them since you can't see the bottom it would be terrifying like imagine getting into a pretty small pool lengthwise but then seeing that there's literally no bottom to it like it just goes down forever that'd be terrifying the hallways are another big part of the level and they're endless in length just like the hotels they're typically empty with really strange lighting and they feel very lonely and very liminal like you're not supposed to stay there for a long time it's just a passing through area but you feel like you're stuck there they twist and they turn randomly too and they give off feelings of isolation and loneliness it's also easy to get lost in the hallways because they turn so much which that's no fun they just look like big empty hotel hallways simple as that in some rare areas of the halls you might find a few sofas or vending machines or doors that lead to the next part of the level which is called the outside so the outside is just this unsettling looking empty outdoor pool area with very few street lights that give this very eerie loneliness just like the rest of the level now besides all these feelings of eeriness and loneliness you're still safe it just feels that way it just feels dangerous but it's not there are bushes and trees here too that seem out of place and there's paths that cut from the outdoor areas to other resorts and other buildings the path area has the same curvy windy feeling as the hallways do and like I said they can lead to other nearby pools and buildings and resorts as well and the other buildings that are here besides the main hotel are other smaller resorts and other stores and other storage buildings and other pool areas the stores themselves are small but they look like typical supermarkets except tiny they all look very liminal and they all have food on the shelves and water in the refrigerators the other resorts are empty and have pools just like the main resort you spawn in and the storage places look like those self storage ones from real life with all the doors and stuff all of this entire area is very lonely and comforting at the same time and it just feels like you're in this one massive liminal space it's so quiet and so empty and nothing's there except you and whoever else you bring now beyond the outside area and outside those paths and other buildings is the last area of the level which is the endless sea the endless sea is just an infinite expanse of lukewarm ocean water that has varying depths there are some buildings that are on the edge of this ocean that overlook it and there's also a beach area that goes along the coast just like the rest of the areas this area is peaceful but lonely and kind of creepy but also relaxing and it also goes out in an infinite direction just like the rest of the level I know I've said that about a billion times my bad but it just feels like these beaches are a place to sit down and just think about everything you know think life's deepest thoughts the water is lukewarm and like I said it has varying depths and I mean you can swim in it there's been no animals found yet so it's just an empty ocean now back in those hotel areas and those resort areas there are places like these small liminal pools and these zones typically tend to make people have a complete sense of comfort and hominess and safety so they never leave plus being inside of the hotel building might make you feel more comfortable than being in the other places in the back rooms but most people that get sent here have traveled for years through all of the back rooms levels and when they get here they feel like they can finally rest and that's why this level is beautiful in order to get to this heavenly back rooms level you're gonna need to find a set of sliding glass doors on level negative 18 and to exit you can no clip into a wall to be sent to the pool rooms level but I think that I like this level better let me tell you why I feel like you're trapped in the pool rooms you know I feel like you're kind of just in this one huge complex it is beautiful and serene and it's comforting but this area is just like a massive infinite row of resorts and stores that's completely empty to everybody except you everything's full of pools and liminal spaces and everything is so empty and relaxing I just feel like it's more open and expansive than the pool rooms that's just my opinion let me know what you think in the comments so level a ship to nowhere is classified as a class variable difficulty because it is kind of unstable and it also has a diverse entity count the level itself or what I'll call the st. Mary from now on takes place on an anomalous cruise ship that can be seen traveling across different levels in the back rooms the actual ship itself is thought to be its own entity or level because it seems alive in a way it's unknown if the ship travels interdimensionally through these back rooms levels on its own or if the back rooms controls where it goes let me know in the comments what you think the actual vessel itself is a Voyager class cruise ship that looks to be an old and weather ship most of the time you can even see holes and big gashes in the side of it if you look closely none of that matters though because this ship can repair itself automatically of course it does this in an unknown way but that's the back rooms for you nothing has to make sense on board of the ship she has a crew that seems to be made up of faceline entities very similar to the entities that run the apartment complex on level 13 the facelings really don't do anything because the ship drives and navigates itself but they think that they take care of the ship and serve it kind of like it's their master so like I said earlier the ship can travel through different back rooms levels seemingly with ease like normally a person would have to find an exit or no clip out of that level to get to the next one but the St. Mary can just dissolve into different levels with no problems with absolutely zero idea how this happens or why it happens but it does and you actually might be able to use it to your advantage you can do that by staying on it until it docks to a level you want to go to but more on that later on its own the ship just floats around through a foggy ocean in the back rooms it can wander in this foggy stormy ocean for days or months and people who have been on the ship say that they're kind of trapped inside of it when it goes on these adventures between levels because you can't really no clip away it doesn't work you have to wait until the ship stops moving and then get off on whatever dock you're at and when the St. Mary is docked anyone can get off but there is no time or schedule when she leaves port it just happens randomly with no reason I'm sure you're asking what's actually on the ship well for the people who are willingly staying on it they'll see cabins and rooms and casinos and theaters and spas and even swimming pools on deck as well as things like kitchens and dining rooms and bars and lounges and everything you find on like an old fancy hotel ship inside of the bars and kitchens the facelings serve a wide variety of foods and drinks if you ask for them which theoretically means you could stay on this level for as long as you'd like and kind of go on a vacation through all the backroom's levels if you want to now the St. Mary does have some interesting characteristics to say the least and they kind of make her a little strange specifically when she's docking and when she's on the open waters so when she's in port the ship is kind of in this dormant healing state where most of the power is cut and it doesn't move for days and it kind of just sits there floats she's even been seen docking inside of a large pool rooms room before which would be really weird just walking through the poor rooms and seeing a freaking boat right there but that does show you that it doesn't matter how big the level is if there's water this boat could be there but when she's out on the open water she's at her full strength and is pretty much sentient and decides wherever she's going whatever she wants to do and these open water type areas are located between the level she travels to kind of like how the blue channel is between other backroom's levels this ocean type area is between it for the St. Mary so yeah the entire level takes place on the ship and the ship itself is considered the level 2 and on top of that the area that immediately surrounds the ship is also considered to be part of the level for example when the St. Mary is docked in a place like the pool rooms the room itself is seen growing huge and huge to expand to make itself fit the St. Mary inside of it it also has this effect on the water underneath it because the pool rooms water by itself wouldn't be deep enough to have a ship so it makes the water go down to an infinite level below it and as I just said when the ship isn't in a known backroom's level and is just out on the open ocean it always looks like this endless foggy expanse of water and it's thought to be this transitional space between levels just like the blue channel is between other levels this area has its own environment and everything and it even has its own day and night cycle that seems pretty normal there's also a huge amount of water creatures and entities that live around and below the ship and I'll get into those right now the first ones are these large neon jellyfish things that light up the waters around the boat they seem to be aggressive so it's probably not smart to jump overboard or anything then there's this starfish like creature that sort of acts like a parasite in a way because they attach onto the ship and onto other entities and absorb energy from whatever they're attached to also apparently they're harvested and served as food on the ship if you want some fancy starfish come to the same Mary and eat it next are these carpet stingray type things which are just huge massive stingrays that blend into the environment very well kind of like a gecko they kind of just change their skin color based on the weather they're literally so big that they kind of look like islands off in the distance but they seem docile and nice enough but of course the ocean isn't fully safe because why would it be the next two entities are scary and watch out the colossal Leviathans and the seafarer are the two entities I'm talking about and the Leviathans are just like their name and plies there are hundreds of meters in size and they look like a giant worm whale hybrid thing sometimes one can even be seen following near the Saint Mary itself and it just gives off this really creepy thalassophobia like stalking vibe we have no idea why it's stalking the same Mary but we I just assume it wants to attack it next is the seafarer which is a large shark type entity that kind of looks like an underwater dragon this entity also seems to travel close to the Saint Mary when it's in this transitional space and it almost guides the Saint Mary and protects it from other entities that would attack it like the Leviathan of course we have no idea why it saves the Saint Mary or why it protects it but I'm glad it does because I don't want to be eaten by a giant water worm as far as colonies and outposts go the Saint Mary's can hold around 4,000 people and some of them live permanently on board so you can call that a community but there's also other groups that are stranger like the children of the sea who live on the boat and they worship the sea creatures as like gods and deities which is weird if you want to know all about them check the full article below it's pretty interesting to enter the level you have a chance to get sent to the ship on any water-based level you go to but be warned that when you get on it there is no getting off until you get to the next port so to exit you have to do what I just said and wait till the ship dock somewhere and when it fully stops you can get off so far it's been seen on level 7 37 300 130 and 155 as well as several others but also there's no exact schedule for her travels she's just always going wherever she wants


This paper proposes an adaptive observer-based method for estimating the state of charge, SoC, of a lithium-ion battery pack used in an electric vehicle, EV. The RC equivalent circuit model was applied to simulate the battery pack, and its parameters were identified and optimized using a nonlinear least squares algorithm. An adaptive Lewenberger observer was then constructed to estimate SoC from the battery's output voltage and filtered terminal voltage measurements. The observer gain was adapted using a stochastic gradient approach to minimize the error between the estimated battery output voltage and the measured terminal voltage. The validated results showed that the proposed method could accurately estimate SoC with minimal computational overhead. This article was authored by Yuan Zou, Fengchun Sun, and Xiaosong Hu.


Restaurants have started adapting their menus so that their dishes look good on phone screens, how TikTok took over the menu. My initial thought was, oh, it's TikTok.  You know, actually look at the store for what it is, and it makes sense. This is where a lot of people get their news. The TikToker's gonna be like, oh, I saw this place on TikTok, I'm gonna go, and then I'm gonna create my own TikTok video so it keeps the momentum going. Restaurants are paying money to get the influencers in. In fact, there's an agency called Mustard that will charge you $300 to send three influencers in a month to post, promising you 40,000 views. They're putting these bright LED lights on it to show what they're eating, and that's disrupting the other patrons. So again, some restaurants have banned that. I think about a food is something that everyone eats. Everyone, you know, everyone eats food. So this is a common experience for literally everybody.


Thank you very much. Thank you. Well, thank you very much. I'm delighted to have another chance to talk to Naco. Before I say anything else, I want to thank you for the solid support that you've given us during these past four years. It's been a pleasure working with Phil Elfstrom and with all of you. And congratulations on 50 years of service to America's 3,106 counties and a special welcome to the seven past presidents of your Outstanding Association who are with us here today. You stood with us when the going was rough, and I'll never forget your encouragement here in Washington and in counties all across America. Just before I came over here, I had the chance to look at your association statement on our budget proposal. As you know, last week we met with our nation's governors and with state legislative leaders. And I couldn't help thinking that if the definition of a good budget proposal is to distribute dissatisfaction evenly, ours is a real winner. Seriously, I know that you're facing tough problems and tough decisions in many of your counties. In fact, I'm reminded of a story about a local officials or local officials who were planning to build a new bridge and they discussed location and design and construction and timing and cost. And then they got around to financing. And parts should be paid by the city, part by the county, they said, and part by the suburbs and part by the state. The tough question was how much by each? And there were strong differences of opinion because no matter how it was divided up, it meant more state, county, and local taxes. And there was no solution in touch site until one eager fellow at the end of the table stood up and said, hold it, we're wasting our time. Let's just get the money from Washington then nobody will have to pay for it. And you know, because of wrong-headed thinking like that, when we met during your 1981 legislative conference, there wasn't much good news to report. Our national economy was near the breaking point and so were our local communities. We had paid a steep price for years of good intentions, badly misdirected. Families were desperate in the face of double-digit inflation, 21.5% interest rates, the prime rate, and high taxes, all of which sent the economic growth into a tailspin. And local governments didn't escape the punishment. High inflation and low growth hit your counties with a double whammy, increasing your costs and squeezing your tax base. Your cost revenue gap widened. Labor costs increased and services had to be cut. Dramatic increases in bond rates knocked many of you out of the bond market and there was no choice but to delay infrastructure projects. And as you know too well, federal programs provided no magic solution. In fact, years of compulsive spending had taken a heavy toll. It was almost as if some economic medicine man had the idea that since money could buy anything and federal programs could provide everything, then more money and more programs were the answer to all our problems. But the dramatic increase of federal participation in local government only complicated your problems. To make matters worse, the shift of power toward Washington moved us away from the very principles that had kept our country on a sound footing for most of our history. Calvin Coolidge, one of our most underrated presidents, put it well. Our country, he said, was conceived in the theory of local self-government. It has been dedicated by long practice to that wise and beneficent policy. It is the foundation principle of our system of liberty. When Cal Coolidge was president, taxes, federal, state, and local were taking a dime out of every dollar earned. And 2 thirds of that dime went to state and local government. By 1980, taxes were up to $0.35 of every dollar, and 3 fifths of that came to Washington. No wonder communities had lost control of some of the most basic decisions affecting everyday life. As the federal government grew more intrusive, you became less able to respond to community needs. And to top it off, federal oversight, a fancy term that usually means burdensome regulations and unnecessary paperwork, did a little more than put you in handcuffs. We knew that America could not move forward until local communities were back on their feet again. And that's why back in March of 1981, we asked for your support to embark on a new course. It's been four years, and we've begun well. But it's only a beginning. I believe that in lifting your communities toward a new era of a lasting prosperity and stability, there are four keys to success. First, we must continue working to return power to levels of government closer to the people. We believe that when it comes to running county government, county officials will always do better from the county seat than bureaucrats could ever do from Washington. From the first days of our administration, I heard over and over from local officials that you wanted regulatory relief and reform. We agreed and have been reducing cumbersome and unnecessary federal oversight regulations. The cut in wasteful overhead has been dramatic. 647 pages of regulations have been eliminated, and the paperwork burden at state and local levels has been cut by 90%. We estimate that local governments have been spared at least $2 billion in annual costs and between $4 and $6 billion in startup costs. And we're still looking for ways to save you more. Now, the second key is to success is a revitalized public-private partnership, pooling our resources to harness the power and creativity of the marketplace for the benefit of all Americans. No single sector of our nation, government, business, labor, or nonprofit organizations can solve our problems alone. But by working together, pooling our resources and building on our strengths, we can accomplish great things. Partnerships produce jobs. The Job Training Partnership Act gives local governments new flexibility, and by using private industry councils, it matches local needs with sensible training. Now, that's a genuine partnership for real jobs with a bright future. And there are more genuine partnerships that can be ours if only the Congress would give our enterprise zones and our youth employment opportunity wage bill a full hearing. We want hope and opportunity to reach every nook and cranny of our great land. And these initiatives deserve your support. The third key to our nation's prosperity is strengthening traditional values for a modern age, promoting a renewal of community life and reviving the social fabric of our society. Safety on the streets, excellence in education, volunteerism, and a sense of responsibility. People coming together in a spirit of community and neighborhood is what makes the smallest rural hamlet or the largest urban center worth living in. It's what keeps businesses in your counties and attracts new ones, and it's what keeps faith with the fine traditions of the past as we turn to build the future. For too many years, crime and the fear of crime robbed our communities of their vitality, threatened our sense of well-being and frightened away new investment. Well, common sense is beginning to pay off. For the first time in 20 years, the crime index has fallen for two years in a row. We've convicted 7,400 drug offenders and put them as well as leaders of organized crime behind bars in record numbers. And as you've read and seen recently, we're stepping up the pressure and we're not going to stop until we wipe out organized crime in America. In the area of education, we're seeing a strong new commitment to excellence, stressing the basics of discipline, learning, rigorous testing and homework. And that commitment too is also paying off. For 20 years, scholastic aptitude test, the scores of our high school students went down. But now they've gone up two of the last three years. And this spirit of renewal from Lincoln County, Maine to Oakland County, Michigan, on out to Orange County, California is the American spirit at its best. And we see it everywhere we look, from the record rise in corporate and private giving to thousands of exciting and important private sector initiatives. From neighborhood watch programs to increased attendance in places of worship. And from love of country, rediscovered by our young people who've led the way to the millions of Americans who in their quiet, caring way are pulling together to move us forward and upward. The fourth and most important key to success is strong and steady economic growth. A vibrant economy is our single most powerful tool for revitalizing every county in America. In fact, I believe that our economic expansion is the most important county improvement program, urban renewal program and rural recovery program in America today. The final economic figures for 1984 are in and they're even better than anticipated. The US economy grew at a rate of almost 5% in the fourth quarter and final sales increased at a rate of eight and a half percent. Overall economic growth for the calendar year measured just a shade under 7%. Inflation was under 4% for the second year in a row and that's the lowest in 17 years. And when you add it up, 1984 gave America its strongest economic performance since 1951. As our recovery enters its 28th month with more than 7 million new jobs created during the past two years, Americans have good reason to look to the future with pride and confidence. We intend to prolong and protect this wonderful expansion with a sweeping program of tax reform and with a federal budget that reflects the reality that our economic recovery is a triumph of free people and their institutions, not government. Tax reform and simplification will be a giant step toward lasting prosperity. I believe our tax system currently acts as a single biggest threat to stronger enterprise and lasting economic expansion. Many of our citizens are required to pay more than their fair share of the tax bill while others are permitted to pay far less. Today's tax code drives money needed for investment and future growth in unproductive tax shelters or into unproductive tax shelters. And hundreds of millions of dollars are wasted in needless paperwork, plain and simple, the tax code is unfair, inequitable, counterproductive and all but incomprehensible. And there's something else to keep in mind, something I told our nation's governors just last week. During the debate of our 1981 tax bill, we pointed out that the most important effects of substantially reducing tax rates just might be the intangibles, the feeling of a positive political and economic climate for enterprise and growth and the message that government wants the people and business to succeed. Well, it's time to send out another message, one of determined commitment to lasting growth and a secure future. By making the system more fair and easier to understand, so we can bring personal and corporate income tax rates further down. Now, in speaking of our fiscal 1986 federal budget, let me remind you of an observation by Thomas Jefferson. The principle of spending money to be paid by posterity under the name of funding is but some. Chairman of the Cass County Board of Commissioners in North Dakota. And one of your contemporaries said to us, we know that many political subdivisions will have to scramble to meet current program expenses if federal monies are lost. However, if these programs are important on a local level, that should be subject to the scrutiny of a local electorate. No federal program is more important than the economic security of the country. There's great wisdom in those words. Over the past 10 years, while federal tax revenues grew by $400 billion, federal spending grew by $600 billion, 50% faster. And during that same decade, government spending grew one third faster than the growth of our economy. If there's to be a secure economic future for our children, we must make sure that those days never return. The public treasury is a trust, not a gift shop. And we must move toward a budget that spends no more than government takes in. Either we move in that direction or we will never be able to pass on a legacy of economic security. We cannot and will not do this by raising taxes, period. We must ensure that the economy grows faster than the growth in federal spending. The fiscal 1986 budget stops the built-in momentum of spending increases dead in its tracks. Our proposal will freeze overall federal program spending at the fiscal 1985 level, cut $51 billion out of programs in need of restraint, and reduce spending growth by half a trillion dollars over the next five years. Now these tough but essential measures are driven by economic necessity and plain old common sense. Now I understand that every budget dollar saved is a dollar someone expected to receive. And I know that your counties face difficult problems. Less than three months ago, I met with Earl Baker, the chairman of your tax and finance committee, to discuss the unique problems facing local government. And over the past few weeks, many of you've taken the time to write to me about our plans for general revenue sharing. I appreciate your comments. And I was aware that nearly two billion of the four billion six in annual funds went directly to your counties. Indeed, I've been one of the strongest boosters for general revenue sharing, as you've been quick to point out. General revenue sharing has served us well. But the fundamental question remains, how can we afford revenue sharing when we have no revenues to share? How can the federal government justify, strapped as it is with a deficit, borrowing money to be spent by state, county, and local governments, some of which are running surpluses? I sympathize with your position on this issue, but the federal spending dollar is not magic. And it certainly isn't free. It comes straight out of your pockets. And I just have to believe that over the long haul, you'll be a lot better off with the federal government's hands out of your pockets.  Every time a passenger boards an Amtrak train, the American taxpayer pays about $35. But on the New York to Chicago train, it's much higher. In fact, on that run, it would cost the taxpayer less for the government to pass out free plane tickets. The mass transit federal subsidy is another head shaker. In Miami, the $1 billion subsidy helped build a system that serves less than 10,000 daily riders. That comes to $100,000 a passenger. It would have been a lot cheaper to buy everyone a limousine. And then there's the air carrier subsidy. Started in 1978 for communities thought to be hurt by airline deregulation. At one time, the general accounting office found that the subsidy for one round trip airline ticket from Blythe, California to Los Angeles, cost $1,096. For that money, the air traveler could have flown to Hawaii, stayed a week on the beach, and returned with money left over. And with due apologies to Los Angeles, I'll bet he or she would have had a better time. But nearly 50 years of government living beyond its means has brought us to this time, to this budget, to this day of reckoning. It's up to us to have the courage to make sure that the American taxpayer is protected from the government. And as usual, it's the people outside of Washington who are providing leadership. 32 states and as of last week, the National Governors Association as well have called for an amendment long overdue, an amendment mandating the federal government to spend no more than it takes in. It seems incredible that the chief executives of 43 states and many of your own county executives have line item veto authority. But the president of the United States does not. I've told the Congress that this is a time for political courage. We're asking for $50 billion in spending cuts by Easter. If that courage is lacking, then let them at least give me the line item veto. I'll take the responsibility. I'll make the cuts and I'll take the heat. While you're here in town and up on Capitol Hill, I'd appreciate you're reinforcing that message for me. Tell them it serves me right. Yeah. All right. But let me turn briefly to another matter, a matter of overriding importance. In a few days, American negotiators will leave for Geneva. For the most important set of arms discussions, this nation will likely conduct in this decade. As talks begin, each House of Congress will cast a vote that will directly, perhaps dramatically, affect the outcome at Geneva. Now that vote is on release of the funds for the Peacekeeper Missile, or MX, a vital component of long overdue modernization of America's deterrent, the deterrent that has kept the West free, independent and secure for nearly 40 years. Just as a strong bipartisan congressional vote to move ahead with Peacekeeper would send a signal that America comes to Geneva united in resolute, so a negative vote in either House would undercut our negotiators and send a message to Moscow that America is an irresolute and divided nation whose divisions can be exploited at Geneva. That must not happen. When it comes to standing up for a national defense that is second to none, there should be no Democrats, no Republicans, only Americans. You and I know that reaching a new era of lasting prosperity and stability would take much effort and patience and great cooperation between us. I just hope that I can count on NACO to continue to work with us in a spirit of goodwill in the months ahead. I've sought and appreciated your advice and will continue to do so. We all want what is best for the American people. We can make it happen. And with your leadership and our partnership, it will happen. And let me just say one more thing. I have felt for a long time and felt especially as a governor in one of our states that many of the problems that had come to local government had to do with that shift from two thirds of the tax dollar going to local and state government instead of almost two thirds going to the federal government. And I believe that one of the things in this partnership I've mentioned that I can do or we can do for you is continue to bring down the federal government's share of the tax burden instead of preempting and confiscating so much of the tax source that when you're faced with a problem, there's no place left for you to turn except to ask for money from the federal government. I think it'd be a lot better if we get back to only taxing what should be our fair share and leaving you tax sources out there that you can use for problems which you see at your own level and have decided to do something about. Thank you and best wishes for a most successful conference and God bless you all. Mr. President, Mr. President, thank you for being with us today. We are honored that you came to address our county officials. This certainly indicates to us your keen interest in our form of government, the government that directly serves the people of our country. We really appreciate you taking your time to visit with us and to share with us your views on the important issues facing our nation. Would everyone please remain in your seats for just a few moments? We just have one or two


This is Coach Mack. Welcome to this week's Beneath the Surface, powered by Microsoft Surface. First third down in the ball game. Watch Trevor Lawrence take the snap. He starts to look to his left, very well covered downfield, so he goes to his check down his tight end on a flat route to the outside. Great trigger by Elijah Molen. Breaks on the ball, puts his head across the bow, ball is out, Kevin Byrd, entire defense is racing through the football. Pick it up and go with it. Let the officials sort it out. The officials sorted it out correctly. Touchdown Titans. Huge way to open the ball game for the Titans defense.


10.  These are the top 10 places to take your Tefl certification course in the spring time. 1. Tokyo, Japan What better place to experience spring than in beautiful Japan? During the spring season, the entire country is painted in pastel pink cherry blossoms and the capital of Tokyo is an especially great place to see them. Take a boat ride on a blossom line stream in a traditional Japanese boat or hike up to see Mount Fuji surrounded by cherry trees.  2. Rome, Italy Most tourists visit Rome during the summer months. If you want to escape the masses and baking hot temperatures, spring is your best bet. Explore world-class attractions, such as the Coliseum, the Roman Forum or visit the Vatican during your Tefl course in Rome. Don't forget to try your way through the delicious local Italian cuisine while you're there. You won't be disappointed. 3. Shanghai, China With China being the largest market for EFL teachers in the world, it's no surprise that Shanghai is at the forefront of top teaching destinations. Spring is the ideal time to visit as it's warm but not too hot, allowing you to easily explore all the amazing attractions the city has to offer. Admire the mix of old and new in the city in the bustling Bund or the historic former French concession. Whatever you're looking for, you'll find it in Shanghai. 4. Kathmandu, Nepal Nepal is one of the most spiritual places in the world and is said to be the place where the Buddha was born in the 6th century BC. The capital of Kathmandu is the country's heart and houses some of the holiest landmarks and structures in the Buddhist belief. Spring in Nepal is a popular season to go hiking and trekking. On top of that, spring has a lot of great festivals, including holy in March and the Nepalese New Year in April. 5. Limerick, Ireland While Ireland is green year-round, springtime is really when nature comes back to life. Hiking and trekking opportunities are abundant, as are visits to its beautiful coasts. Limerick is a great place to be based while taking your TEFL course in Ireland, as it allows you to explore all parts of the country in a very short distance. Plus, celebrating St. Patrick's Day in Ireland in spring is certainly something you will remember forever. 6. Cusco, Peru Explore the ancient village of the Inca at Cusco in Peru in spring and take your TEFL course along the way. The spring months are the ideal time to visit Peru as the temperatures aren't too hot, but warm enough to enjoy the wild outdoors. Besides the ancient Inca town of Macapichu, you can also visit picturesque coastal towns and beaches, the Nazca Desert with its famous Nazca Lines, and lush tropical jungle. 7. Florence, Italy Our second Italian destination on this list is Florence. Florence is a true gem for those interested in art and culture. Spring in Florence is especially beautiful as the local flora and fauna come back to life after the cold winter. Art enthusiasts should definitely check out the aphizie galleries, one of the most important Italian museums. It is also one of the largest in the world and holds a collection of priceless works, particularly from the period of the Italian Renaissance. 8. Athens, Greece Athens is one of those destinations that is on everyone's bucket list. It's got everything travelers are looking for, culture, history, great food and amazing scenery. Spring is ideal as the weather is warm but not as hot as in the summer months. This will allow you to explore sites like the Acropolis, the Parthenon or the Panathenaic Stadium with great seas. Taking your TEFL course in Athens also allows you to visit its iconic locations nearby, such as the world-famous Delphi or the Dream Island of Santrini, where you can also take an IDTT in class TEFL course, by the way. 9. Fugit, Thailand If you are looking for a tropical destination in Asia to take your TEFL course this spring, Fugit in Thailand might be just the right location. Fugit is a popular vacation destination for people from all around the world because of its premier beaches and proximity to other laid-back islands in the Andaman Sea. Head here for fun in the sun, while taking your TEFL course in Thailand. 10. Manuel Antonio, Costa Rica While the temperatures don't change much throughout the year in Costa Rica, spring is a great time of the year to visit. Spring in Costa Rica is part of the dry season and sees more sunlight and less humidity, making it a great time for exploring. Costa Rica is home to a number of fascinating national parks, including the Manuel Antonio National Park, that encompasses rugged rainforest, white sand beaches, and coral reefs. Another popular park is the Urinal Volcano National Park. It's especially known for its hot springs, active urinal volcano, wild jaguars and tree frogs. Are you ready to teach English as a foreign language? Speak with an ITTT advisor today to put together your personal plan for teaching English abroad. Send us an email or call us tollfree at 1-800-490-0531 to speak with an ITTT advisor today.