Doom Mod MyHouse.WAD Conceals Joint Obituary for Deceased Partners

MyHouse.WAD - Inside Doom's Most Terrifying Mod — Power Pak

Power Pak

Decoding the map's impossible architecture and hidden forum archives reveals that the psychological horror project is an elaborate romantic tribute to two partners who died on the same day.

AI-assisted summary of MyHouse.WAD - Inside Doom's Most Terrifying Mod — original source. Check the original for full context.

Source published:

Key ideas

  • Uploaded to Doomworld in March 2023 under the guise of a modest tribute map, MyHouse.WAD conceals a 66 MB GZDoom mod featuring non-Euclidean geometry, psychological horror, and an alternate-reality game. (0:12)
  • The mod directly adapts structural and thematic elements from Mark Z. Danielewski's novel House of Leaves, utilizing shifting domestic layouts, infinite concrete labyrinths, and multi-layered metafictional authorship. (19:17)
  • Community ARG investigation revealed that an in-game QR code links to an obituary showing both purported author Steve Nelson and his friend Thomas Allred died on the exact same day in August 2022, recontextualizing the horror experience as an elaborate romantic tribute. (85:34)
  • Across multiple branching paths and endings, progression hinges on collecting 16 artifacts tracked across portrait frames while navigating surreal environments ranging from Jared Pike-style bathhouses to the Backrooms. (44:44)

Detailed notes

## Background Published on YouTube by Power Pak on May 11, 2023, this documentary-style analysis delves into the mysterious Doom mod 'myhouse.wad'. According to the video's description, it examines a map uploaded to the Doomworld forums by an unknown user, hiding vast, surreal secrets deep inside its unassuming walls.

## TL;DR The video chronicles a comprehensive multi-part expedition through 'MyHouse.WAD', a seemingly simple domestic Doom II tribute map that rapidly unravels into an intricate, non-Euclidean psychological horror labyrinth. Power Pak breaks down the technical wizardry, mirrored alternate dimensions, and pervasive influences from Mark Z. Danielewski's novel 'House of Leaves' and modern liminal horror. Integrating the collaborative discoveries of the Doomworld community, the essay navigates the mod's multiple endings, hidden mechanics, and external Google Drive files. In doing so, it ultimately uncovers a deeply personal alternate reality game (ARG) memorializing the tragic love and shared lives of Steve Nelson and Thomas Allred.

## Atmosphere & style The presentation is haunting, contemplative, and methodical, weaving retro gaming nostalgia together with escalating psychological dread. Power Pak guides the viewer with an engrossed, low-key cadence, puncturing moments of genuine unease with dry wit and grounded vulnerability. As the investigation moves from eerie technical source-port anomalies to an emotionally raw confrontation with grief and trauma, the narrative arc transforms from a spine-chilling mystery into a poignant, bittersweet meditation on loss.

## Bulletin - [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) Uploaded to Doomworld in March 2023 under the guise of a modest tribute map, MyHouse.WAD conceals a 66 MB GZDoom mod featuring non-Euclidean geometry, psychological horror, and an alternate-reality game. - [19:17](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1157s) The mod directly adapts structural and thematic elements from Mark Z. Danielewski's novel House of Leaves, utilizing shifting domestic layouts, infinite concrete labyrinths, and multi-layered metafictional authorship. - [01:25:34](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5134s) Community ARG investigation revealed that an in-game QR code links to an obituary showing both purported author Steve Nelson and his friend Thomas Allred died on the exact same day in August 2022, recontextualizing the horror experience as an elaborate romantic tribute. - [44:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2684s) Across multiple branching paths and endings, progression hinges on collecting 16 artifacts tracked across portrait frames while navigating surreal environments ranging from Jared Pike-style bathhouses to the Backrooms.

## Key takeaways - [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) The project was posted to Doomworld by user Veddgo as a simple tribute map, but the 66 MB file size and GZDoom requirement immediately signaled unprecedented architectural complexity. - [03:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=200s) Initial playthroughs mimic standard domestic 'Doomcute' mapping before reality subtly distorts via impossible room-over-room geometry, vanishing doors, and functional mirrors. - [17:24](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1044s) Clearing early iterations of the map loops players directly into Doom II MAP02 (Underhalls), creating the illusion of a standard retro level while masking deeper secrets. - [19:17](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1157s) An accompanying Google Drive journal formats the word 'house' in blue, establishing an overt homage to Mark Z. Danielewski's novel House of Leaves. - [28:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1698s) Entering the master bathroom mirror transports the player to a reversed world featuring backward monster audio, altered weapon animations from Smooth Doom, and a decaying daycare. - [36:13](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2173s) Environmental plumbing puzzles trigger a whole-house flood, granting passage to an expansive white-tiled bathhouse inspired by digital artist Jared Pike. - [47:50](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2870s) Typing 'noclip' in the console punishes conventional cheating by exiling the player to a non-Euclidean recreation of the Backrooms hunted by an invincible entity. - [49:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2986s) Allowing the death screen to linger introduces an unannounced purgatory house mechanic where retrieving a pill bottle allows a single mid-game resurrection. - [55:17](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3317s) Placing the lost book on the library shelf opens the pitch-black Navidson Hallway, transforming the arcade shooter into non-combat atmospheric dread using subtle architecture and silence. - [01:03:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3826s) Achieving the true narrative path requires hunting down 16 personal artifacts contextualized by journal entries detailing grief, childhood memories, and sleep paralysis. - [01:15:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4544s) Ending 2 presents an artificial beach that falls apart into an eternal void, reflecting journal writings on eternity as psychological torture. - [01:21:56](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4916s) Surviving a climactic gas station battle unlocks the true ending, where the beach becomes a sunlit sanctuary accompanied by the player's rescued dog. - [01:25:34](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5134s) A decoded backyard QR code uncovers Steve Nelson's obituary, revealing shared dates, locations, and high school history that reframe the map as a profound tribute between romantic partners. - [01:35:30](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5730s) The mod honors Doom's 30th anniversary by manipulating core engine conventions—such as linedef triggers, camera height, and weapon sound subversion—to deliver modern psychological horror.

## Detailed walkthrough ### [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) The Forum Post and the Mysterious PK3 File

On March 3rd, a Doomworld user named Veddgo made a poignant post on the forums announcing the release of a tribute map crafted for *Doom II*, entitled `myhouse.wad`. In the post, Veddgo recounted a personal tragedy:

> “Last August, I lost a good childhood friend of mine and took it pretty hard. When I was visiting my hometown for his funeral, I connected with his parents, who shared with me some of his old belongings. Among them was a copy of an old map of his backed up on a 3.5-inch floppy from high school. Thomas and I were into amateur Doom mapping in the early 2000s, but I had never seen this map of his prior to uncovering it on one of the floppy discs. As a way of paying tribute to him and all the great memories we had together, I took the plunge and installed Doom Builder in order to polish up his map and add a few modern amenities just for convenience's sake.”

Veddgo went on to describe the map as having an unassuming 10-minute runtime, noting that “making maps of your house was all the rage back in the day” and that sharing it felt like a fitting memorial. However, beneath this nostalgic presentation lay immediate technical anomalies. Players following the provided Google Drive link discovered that downloading the mod did not yield a standard WAD file; instead, they received `myhouse.pk3`. While PK3 is a common, ZIP-compressed format used in modern source ports like GZDoom to organize directory structures cleanly, this specific file was roughly 66 megabytes. That is four times larger than the combined file sizes of the original *Doom* and *Doom II* put together, hinting that the seemingly tiny suburban tribute concealed an enormous volume of hidden assets.

- **Author**: Doomworld user Veddgo - **Tribute Dedication**: Dedicated to late childhood friend Thomas ("Tom") - **Source Medium**: A 3.5-inch floppy disk recovered from Thomas's parents - **Format Discrepancy**: Announced as `myhouse.wad`, distributed as `myhouse.pk3` - **File Size**: 66 MB (exceeding original *Doom* + *Doom II* combined by 4x) - **Engine Requirement**: GZDoom source port

---

[03:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=200s) Expedition 1: The Anatomy of an "Impossible" House

The narrator boots up the mod on Ultra-Violence difficulty (“because frankly, I have an ego”) and immediately encounters an uncharacteristically long load time before spawning. The classic *Doom II* MAP01 track, Bobby Prince's "Running from Evil"—frequently hailed as the unofficial national anthem of custom Doom WADs—welcomes the player. The initial layout represents a charming example of "Doomcute," an affectionate community term for real-world domestic architecture rendered using the chunky geometry and stock textures of the vintage Doom engine. The house features a spacious front yard, an exterior porch, wooden siding, a two-car garage, and interior spaces furnished with a living room TV, a tiny PlayStation 1 console, and a fully equipped kitchen.

```mermaid flowchart TD accTitle: Exploration Flow of the Initial House accDescr: Navigation through the upstairs rooms down to the impossible lower level and red keycard.

subgraph Upstairs ["Ground / Upper Floor"] Yard["Front Yard & Garage"] --> Hall["Main Hallway & Living Room"] Hall --> BedUp["Upper Bedroom (En-Suite)"] BedUp --> YellowCard["Yellow Keycard Pickup"] Hall --> Util["Utility Room (Red Key Door)"] end

subgraph Downstairs ["Basement Level"] Hall --> Stairs["Staircase Down"] Stairs --> GameRoom["Games Room (Directly under Upper Room)"] GameRoom --> BathDown["Basement Bathroom (Yellow Door)"] BathDown --> RedCard["Red Keycard Pickup"] end

YellowCard -.->|"Unlocks"| BathDown RedCard -.->|"Intended for"| Util ```

While navigating the upper floor, the player recovers the yellow keycard from a monster closet inside an en-suite bathroom. However, as the player journeys downstairs into a recreation games room, the geometry commits a structural heresy: the games room sits directly beneath the floor of the room above it.

In the classic Doom engine, map data is processed strictly as a two-dimensional sector plane extruded into pseudo-3D space; two rooms cannot natively occupy the same horizontal X/Y coordinates at different elevations. While the modern GZDoom source port allows for visual tricks and room-over-room wizardry, seeing vertical stacking executed so seamlessly within what purported to be an innocent, amateur tribute signals an uncanny level of technical mastery hiding in plain sight:

> “The innocuous map recreating a house suddenly shows serious skill with its tools, yet it does it so casually as you may not even notice.”

Continuing through the basement past a boiler room, home office, and storage areas, the player reaches a yellow-keyed bathroom. Inside the shower stall lurks a demon guarding the red keycard. Ammo is strictly rationed on Ultra-Violence, forcing the narrator to conserve shells by punching Pinky demons with bare fists. Peering through an exterior window from the lower level reveals a Soul Sphere (a +100 health power-up) balanced outside on a vent or bin—a detail that went entirely unnoticed during the initial approach from the front yard.

---

[07:09](https://www.youtube.com/watch?v=5wAo54DHDY0&t=429s) The Loop and the Shifting Architecture

Ascending back upstairs with the red keycard, the player unlocks the utility room to claim the blue keycard, ostensibly meant to open the front exit gate and conclude the map. Intrigued by the Soul Sphere spotted from the basement window, the narrator circles back to the exterior to retrieve it before leaving. Upon rounding the corner to the bin, the Soul Sphere has vanished. Looking back toward the house windows, an eerie sight emerges: monsters are roaming inside the house again. Suddenly, without player intervention, the level's music track abruptly restarts from the beginning.

The house appears to have reset, but close inspection reveals subtle, unsettling alterations:

- The standard plastic keycards have been replaced by demonic skull keys. - Heavy Chaingunners have spawned into rooms that previously held only low-tier enemies. - Interior mirrors now reflect the environment with fully functional, dynamic accuracy. - The cupboard in the utility room that once held the blue keycard has transformed into a narrow, unmapped staircase ascending into an attic.

```mermaid flowchart LR accTitle: Reality Distortion Progression accDescr: The state shifts that trap the player inside the warped house.

A["House Reset<br/>(Music Restarts)"] --> B["Attic Appears<br/>(Blue Skull Key)"] B --> C["Front Doors Vanish<br/>(Player Trapped)"] C --> D["Impossible Liminal Spaces<br/>(Fireplace Room & Negative House)"] ```

After climbing into the unannounced attic to retrieve the blue skull key, the narrator heads back toward the front entrance to escape, only to find the exterior doors have completely vanished. Solid walls have sealed the exits, trapping the player inside:

> “The doors are gone. I'm not locked inside; I am trapped inside.”

A new closet door opens into an unnatural, impossible corridor that violates both engine geometry and Euclidean reality, leading into an alien room warmed by a fireplace, furnished with bizarre decor, and containing a single interactive can of Pepsi. Stepping outside another threshold leads to a nightmarish, inverted "negative" duplicate of the house where colors are reversed and a lone milkshake rests on a table. The background rendition of "Running from Evil" begins to warp, its pitch and pacing subtly degrading as the house's stability decays.

---

[10:38](https://www.youtube.com/watch?v=5wAo54DHDY0&t=638s) Burned Remnants and the Concrete Labyrinth

Returning through the warped corridors to the primary house, the narrator finds the original doorways permanently erased. Near the threshold where the front entrance used to be, a strange hum draws attention to a movable bookcase. Shoving it aside reveals a hidden chamber containing cat litter trays and an electrical circuit breaker.

Tripping the breaker causes the reality of the map to violently shatter:

- The house is engulfed in pitch-black darkness, thick smoke, and an apocalyptic ambient rumble. - Bizarre, non-standard custom monsters—deviating sharply from the stock *Doom* roster—swarm the ground floor. - Agonized, disembodied human screams echo from the upper floor. - Ascending the stairs reveals a charred, fire-gutted wasteland open to an angry, blood-red sky. - Three symbolic, non-combat items are scattered among the wreckage: an old journal/diary, a burned-out photograph frame, and a scorched teddy bear.

Pulling up the automap interface yields only void; the map feature is completely disabled, indicating the player is now entirely untethered from normal coordinates. The automap kill-counter in the corner reveals an impossibly large tally of monsters remaining, alongside a single registered secret—confirming that the bizarre, sprawling architectural changes witnessed so far do not even register as secrets within the map's internal logic.

Descending the stairs once more, the scorched wood gives way entirely to cold, brutalist concrete. Outside the windows, all color drains away into a bleak, monochrome gray. Entering the boiler room where a door previously led to the garage, the player steps through into an endlessly sprawling, subterranean labyrinth made of rough stone. The winding halls form an unsettling architectural echo: their layout subtly mirrors the floor plan of the house itself, endlessly recurring at shifting, distorted scales. Deep within these silent, monolithic stone halls, the narrator encounters an anomalous dog. Unlike the hostile fauna of the mod, this animal bounds up excitedly, barks without attacking, and sits quietly at the player's side—a solitary, gentle presence within the suffocating labyrinth.

[14:27](https://www.youtube.com/watch?v=5wAo54DHDY0&t=867s) The Concrete Jungle, the Impossible Sky, and the Airport Gate

The navigation of this strange environment devolves into an ordeal through a maze composed of one-way doors and illogical non-Euclidean geometry. Finding a plasma gun offers a brief moment of relief, yet the player remains profoundly disoriented. Driven by overwhelming curiosity, they fling themselves off a ledge into the pitch-black abyss between the towering buildings, plummeting until they finally hit the bottom.

What follows is dead silence. At the base lies an eerie sequence of architecture: a silent staircase, a locked door set deep into a recessed passageway, and a mirror that reflects the exact same staircase back at the player. Stepping through reveals an open sky—except the sky itself can actually be walked on as if it were solid ground. Despite the existence of walls, there is no viable route forward, forcing a retreat back through the doors and down the stairs into the brutalist "concrete jungle."

After spending extensive time working along precarious ledges, grappling with spatial layouts that defy physical logic, and repeatedly falling into open pits, a new path finally emerges. Ascending upward, the player stumbles into an airport terminal. Checking the flight departures reveals that the gate's status is listed as cancelled, yet the boarding bridge is physically right there. The player presses forward into the cabin, fighting through monsters inside the aircraft to reach the rear exit.

```mermaid flowchart TD accTitle: Abyss to Airport Terminal Progression accDescr: Flowchart showing the sequence of strange locations from the concrete canyon down to the airport and plane.

subgraph AbyssAndSky["The Underworld"] A["Abyss Between Buildings"] --> B["Mirror & Locked Door Passage"] B --> C["Walkable Sky Void"] end

subgraph ConcreteJungle["The Maze"] C --> D["Return to Concrete Jungle"] D --> E["Precarious Ledges & Illogical Halls"] end

subgraph Escape["The Terminal"] E --> F["Airport Departure Gate (Cancelled)"] F --> G["Combat Aboard the Plane"] end ```

---

[17:24](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1044s) The Overgrown House, Underhalls, and Ending 1

Emerging from the back of the airplane does not return the player to the familiar map. Instead, the house has decayed into an abandoned ruin overtaken by creeping vegetation and plants. The entire structure is hollow, empty, and heavy with sadness. A strange sense of loss lingers underneath the player's movements amidst this domestic decay.

The front doors have returned to their frames. Hesitating briefly, the player steps through and hits the exit trigger. Upon clearing the level, the intermission screen displays a noticeably low kill percentage before loading straight into *Underhalls*—the iconic MAP02 of *Doom II*. It appears to simply be the standard base game resuming its intended progression, perfectly matching the original forum poster's claim that the upload was merely a single map.

The player is urged to treat this interlude as a fun cooldown: play through the map, grab the super shotgun, and push through to the normal exit switch. Yet, when expecting the exit to load MAP03 (*The Gantlet*), the mod springs its trap. A victory screen suddenly cuts in with a blunt realization:

> “Congratulations on beating ending one. You haven't even seen half of what's here.”

---

[19:17](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1157s) Chapter ii – Intermission: Steve Nelson's Drive and *House of Leaves*

Venturing deeper into the mod requires investigating the accompanying Google Drive files credited to one "Steve Nelson." The drive contains supplementary materials, most notably an open journal text document that expands upon the original Doomworld forum post. In this journal, Steve writes of his deep grief over his childhood friend's death and mentions receiving the unfinished map from the friend's parents following the funeral.

One striking visual choice jumps out immediately on the page: a single word highlighted entirely in blue font: **house**.

This formatting is an unmistakable homage to Mark Z. Danielewski’s seminal 2000 novel, *House of Leaves*. The narrator admits he is no academic expert on the book—a labyrinthine, ergodic work that fans have dissected for decades—having coincidentally finished reading it only two days before the *MyHouse.wad* thread appeared online.

The structural parallels between the mod and the novel are extensive: - **The Navidson Connection:** The "Navidson Realty" sign encountered outside the house mirrors the central narrative of the book, *The Navidson Record*, where photojournalist Will Navidson discovers his home is an impossible quarter of an inch larger on the inside than on the outside, before it spawns an expansive, pitch-black labyrinth extending for miles. - **Layered Authorship:** In the book, the *Navidson Record* is a manuscript written by an eccentric blind hermit named Zampanò; after Zampanò dies, his scattered notes are found and reconstructed by Johnny Truant, who descends into severe paranoia and madness. Steve Nelson plays the Johnny Truant role here, obsessively assembling his deceased friend's work. - **The Typographic Tell:** Every single instance of the word "house" in Danielewski's novel is printed in blue ink, regardless of context, lending an uncanny, unsettling weight to an ordinary noun—a convention Steve Nelson directly reproduces in his digital journal.

---

[22:56](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1376s) The Dream Journal and Tom's Obituary

The journal details Steve’s escalating obsession between August 2022 and the mod's launch in March 2023. As the months pass, Steve suffers from severe sleep deprivation, memory lapses, and fugue states where he discovers complex sections of the map built without any recollection of making them. There is even a frantic entry noting that the wrong file was uploaded to the forums against his intention.

A particularly telling entry—struck through with a line in the document—describes a vivid nightmare that heavily foreshadows the game's actual environments:

> “I had the strangest dream last night about my childhood friend who recently passed away. We were playing Legos in his basement like we used to do as kids, and when I turned around he was gone. The house was empty and silent; everything was so quiet and still. I started to smell smoke and hear screams from upstairs. I ran upstairs and when I got there the house was just a burned frame; smoke was getting thicker and thicker and I could barely see or breathe. I searched for my friend, but I couldn't find him anywhere. I couldn't see anything. I started to panic and then found myself outside in the fog. I was alone, but I could hear low growls in the distance.”

The Google Drive also contains an image folder holding a newspaper clipping: an obituary for Steve's friend, Tom. The clipping provides a tender, melancholic glimpse into Tom's life before his untimely passing at age 35 inside his home—noting that he had recently reconnected with his high school crush and loved spoiling his pet cat.

---

[25:03](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1503s) Chapter iii – Expedition 2: Looping Underhalls and the Smooth Doom Secret

Expedition 2 is an amalgamation of multiple exploratory runs and save files undertaken without using external walkthroughs or community guides. The primary goal is organic discovery.

This independent testing immediately reveals the ingenious structural loop designed by the author. Players are actually intended to play through *Underhalls* after finishing the first iteration of the house. Whatever health, armor, and weapons the player secures in MAP02—most crucially, the devastating **super shotgun**—carry over when the game loops the player straight back into the front yard of the house. This extra arsenal is virtually mandatory to survive the encounters ahead. Alternatively, speedrunners can sequence-break by grabbing the blue key and exiting straight to *Underhalls* immediately, bypassing the second house entirely.

Subtle architectural and mechanical oddities start revealing themselves to a watchful eye: - **The Basement Window Paradox:** When inspecting the exterior of the house from the outside, the basement has no windows whatsoever. Once the player walks downstairs into the interior, however, windows abruptly appear on the wall, taunting the player with an unreachable Soul Sphere resting on the lawn outside. Stepping back outside causes the windows to vanish once again. - **The "Smooth Doom" Weapon Tell:** Upon crossing into the altered second house during the initial expedition, the player character's weapon sprites silently change. The standard 1994 *Doom II* weapon animations are seamlessly swapped out for the higher-fidelity, multi-frame animations of the popular *Smooth Doom* mod.

> “The weapons have changed. They're still the same, but they've changed from original Doom's weapons to higher-fidelity versions from Smooth Doom, adding more animation frames than one originally had in 1994.”

This animation change is permanent; once triggered, it persists across save files and carry-overs, including the return loop from *Underhalls*. It operates as an ingenious piece of psychological subversion: an unsettling change that the player senses subconsciously long before they actively identify it.

Armed with the super shotgun from the *Underhalls* loop, the player clears out the monsters in the second house, collects the blue keycard, navigates the impossible hallway to retrieve the Pepsi and the milkshake, and returns to the living room. The house has now transformed into the true anchor point of the entire mod, serving as the central hub from which all future deviations will spring.

[28:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1698s) Cheats, Journal Warnings, and the Mirror World

Attempting to bypass the intended progression reveals that the game is actively monitoring the player's choices and trying to steer them away from catastrophic mistakes. The journal had already hinted at this by crossing out the dream of the house fire, but the game engine itself offers much more explicit pushback through classic cheat codes. Entering god mode (`iddqd`) triggers a message, but typing it again to toggle it off delivers a blunt decree: “there is no good outcome from a house fire.” Stepping through the burned-out doorway permanently locks the playthrough onto the grim ending seen previously. Conversely, turning god mode on displays a cryptic clue: “my reflection winked at me I covered the mirror in the Attic just to be safe.”

Following this clue up to the attic—a room that may or may not physically exist—reveals a draped mirror. While the glass does not reflect the player, it clearly shows an object that does not exist in the physical room: a glowing blue Christmas bauble. This directly mirrors another journal entry recounting a bizarre dream about shaving in front of a bathroom mirror, watching the reflection wink, throwing a razor into the unbroken glass, and crawling straight through the pane into a tunnel before winking back. After enduring a deliberately jarring Discord notification chime baked directly into the map’s sound design to toy with the player's real-world senses, the player investigates the bathrooms. Climbing atop the sink in one upstairs bathroom allows Doomguy to press straight through the glass pane into the mirror world.

```mermaid flowchart TD accTitle: Mirror World and Daycare Transition Path accDescr: Flowchart illustrating the path through the mirror world into the mirrored attic, daycare, and courtyard.

subgraph MirrorWorld["The Mirrored Reality"] Sink["Bathroom Mirror Sink"] --> MirrorHouse["Mirrored House\n(Reversed demon audio)"] MirrorHouse -->|"Front Doors"| Underhalls["Mirrored Underhalls (Doom II Map 02)\n(Loses all weapons)"] MirrorHouse -->|"Attic Stairs"| MirroredAttic["Mirrored Attic"] end

subgraph Discoveries["Attic & Daycare Realm"] MirroredAttic --> BlueBauble["Blue Christmas Bauble & Baby Bottle"] MirroredAttic --> Daycare["Rundown Daycare\n(Fog, car, house downstairs layout)"] Daycare --> Closets["Closet Wall Punch -> Berserk Pack"] Closets --> DaycareBoss["Masked Attacker Ambush\n(Drops Gate Key)"] end

Underhalls -.->|"Returns stripped"| MirrorHouse ```

The mirror house is an inverted reality where the entire floor plan is flipped and repopulated with demons whose vocalizations and combat audio are played backwards. Even more disorienting is that the front doors are fully intact and functional. Walking outside transports the player to a mirrored recreation of Underhalls (Doom II's MAP02), populated by inverted monsters; clearing it brings the player back to the mirrored house with a brand-new musical arrangement, though doing so strips away every weapon collected so far. Skipping that detour and heading straight to the mirrored attic allows the player to grab the blue bauble seen through the looking glass, alongside a baby crib containing a bottle—an addition absent from the standard house that strikes an immediately somber chord.

[32:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1942s) The Rundown Daycare and the Ambush

Leaving the mirrored attic drops the player into a children's daycare, an environment that feels profoundly uncomfortable. The cheerful, brightly colored play space has fallen into neglect and disrepair, surrounded outside by thick, suffocating fog and a solitary parked car. While scanning the perimeter, the narrator notes: “I thought I saw someone in the fog at one point but I look at my footage now and there's no one here.” The discomfort deepens upon realizing the daycare's interior geometry is an exact match for the downstairs layout of the house.

Navigating the space requires some environmental puzzle-solving. A berserk pack sits tantalizingly out of reach on a high shelf, accessible only by slipping into a closet and punching a cracked section of wall hidden behind the open door. Scattered across the daycare are interactive relics: a baseball, a box of crayons, and an ominous clown costume hung inside a cupboard that cannot be collected. When attempting to backtrack to the entrance, the exit simply ceases to exist. Turning around triggers an ambush by an aggressive, high-health humanoid stalker who swings violently at close range until brought down with heavy shotgun fire. The slain attacker drops a gate key, providing the only route of escape from the fog-choked yard.

[34:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2084s) The Google Drive Clues and the Overflowing Bathtub

Context for these architectural anomalies is found in the Google Drive archive linked in the original forum post. The "photos" folder contains real-world reference pictures of the author's late friend's house: the kitchen, the living room, and the game room featuring the secret doorway concealed behind a bookshelf. Most unnerving of all is a photograph depicting what appears to be the real-life counterpart to the impossible hallway.

Back in the virtual house, wandering around and pressing the use key on random fixtures leads to accidentally activating the kitchen faucet. Turning on faucets across both the standard house and its negative/mirrored counterpart steadily pumps water directly into the ensuite bathroom tub upstairs. The objective seems whimsical at first—raising the water level high enough to retrieve a small yellow rubber duck bobbing on the surface. However, collecting the duck during a Discord livestream with friends unleashed an unexpected horror: the plumbing abruptly ruptures, submerging the entire two-story house in deep water.

[36:13](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2173s) The Flooded House and the Jared Pike Bathhouse

Navigating the completely flooded residence feels sickening. Doom’s trademark snappy, lightning-fast movement mechanics are replaced by sluggish underwater physics as the player wades through the submerged rooms. With nothing left to interact with inside the drowned house, swimming outward leads through a portal into an austere, monolithic bathhouse constructed entirely of white and pastel tiles.

The architecture directly evokes the liminal, sterile pool environments popularized by digital artist Jared Pike. While dropping down holes or off ledges here merely plunges the player back into the sky room containing the endless staircase, true progression lies inside the bathhouse itself—which once again secretly replicates the layout of the primary house. Slipping into a locker room reveals a non-Euclidean maze of endless tiled corridors, bathroom stalls, and communal showers that defy physical geometry. Escaping this spatial trap requires doubling back on oneself at a specific junction within the labyrinth, eventually emerging onto an enormous indoor swimming pool.

```mermaid flowchart TD accTitle: Bathhouse to Garage Progression Flow accDescr: Diagram tracing player progression from the Jared Pike bathhouse through the underwater maze, garage bridge, and maze.

subgraph BathhouseComplex["Bathhouse & Submerged Pool"] Bathhouse["Jared Pike Bathhouse\n(House layout)"] --> NonEuclidMaze["Non-Euclidean Shower Maze\n(Double-back puzzle)"] NonEuclidMaze --> PoolRoom["Giant Indoor Pool\n(Hostile fish & D20 die)"] PoolRoom --> PoolFloor["Missing Tile -> Underwater Labyrinth"] end

subgraph UnderwaterMaze["Oxygen Mechanics"] PoolFloor --> OxygenMaze["Timed Drowning Maze"] OxygenMaze --> TrueGrate["Air Grate (Breath)"] OxygenMaze --> FalseGrate["Trap Grate (Lethal)"] TrueGrate --> GarageVoid["The Garage Void"] end

subgraph UpperAbyss["Abyss Crossing & Progression"] GarageVoid --> Bridge["Narrow Abyss Bridge\n(Homing projectile snipers)"] Bridge -->|"Cross successfully"| UnburnedMaze["Unburned Outdoor Maze\n(Cerberus evasion)"] Bridge -.->|"Fall"| SkyRoom["Sky Room Reset"] UnburnedMaze --> Airport["Liminal Airport Terminal"] end ```

[38:48](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2328s) The Fish Pool, Underwater Grate Maze, and Oxygen Mechanics

The massive pool contains an aggressive aquatic monster and a 20-sided die (D20) resting near the water. While it is possible to pump ammunition into the water to kill the creature from the dry pool deck before grabbing the die, conservation of ammo is vital. Grabbing the D20 is only the first step: hidden beneath the surface, a missing floor tile opens up into a subterranean, water-filled labyrinth.

This section introduces full-fledged swimming and oxygen management mechanics right inside the classic Doom engine. As the breath meter ticks down toward fatal drowning, navigating the flooded pipes becomes a race against time. The player must distinguish between genuine life-saving air grates and deceptive trap grates designed to kill them. Power Pak expresses genuine awe at this technical feat:

> “And sorry, can we take a step back and see that we have swimming and oxygen mechanics in Doom? In Doom? This is absolutely crazy, but only half as crazy as this.”

Surfacing through the proper escape shaft reveals "the garage"—a colossal, dark void crisscrossed by narrow bridges where snipers unleash homing projectiles across massive distances. Slipping or falling off these narrow pathways drops the player straight back down into the endless staircase sky room.

[40:06](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2406s) The Unburned Maze, Google Drive Sketches, and the Airport

Successfully crossing the treacherous bridge leads back to the outdoor hedge maze, marking a critical narrative turning point: reaching this zone without triggering the destructive house fire confirms genuine forward progress on a better route. Navigating the labyrinth while evading the lethal Cerberus yields several key items: - A decorative pumpkin tucked away in the brush. - A secluded doghouse containing a throwable frisbee. - A can of cat tuna sitting atop a high railing, reachable only via a precise strafe-run off an upper ledge (an action that inevitably alerts the barking Cerberus). A sentimental nod in the journal explains: “kitties love tuna. Tom always spoiled his kitten rotten.”

The Google Drive sketchbook contains three disturbing drawings mentioned in the journal entries: one of the house itself, one of the multi-headed Cerberus displaying far more heads than normal, and a final sketch of a blue key that seems to conceal an unsettling secondary shape within its linework.

Passing through the maze exit brings the player into a deserted, liminal airport terminal. The terminal features a functioning metal detector that sounds an alarm and awards a slight health bonus, a car parked out front in the gloom, and an airport gift shop where interacting with a display rack t-shirt instantly grants 200% mega-armor.

[42:25](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2545s) The Airport Terminal and the Moving-Out House

Continuing through the bizarre airport terminal, there appears to be little of note on the upper level or around the baggage conveyor, which proves too cramped to squeeze inside. Checking the restrooms reveals that the men’s room is impeccably spotless—frankly the cleanest public gent’s room imaginable. Just outside the women's restroom, however, sits an empty prescription pill bottle marked with a note that a refill is needed. After gathering the necessary firepower throughout the area, the bottle becomes a full container of pills granting the status of "feeling fine," which in turn causes the adjoining restroom to become accessible and fine as well.

Taking a broader look at the terminal's floor plan yields a disorienting realization: the airport terminal is architecturally identical to the house itself. The interior of the airplane remains unchanged, containing nothing new even within its compact lavatories. Taking the plunge and leaping out of the aircraft transports the player back to the residence, but its state has shifted once again. Rather than appearing charred, ruined, and abandoned, the home now looks as if the resident has simply packed up belongings and moved out. It stands completely empty and somewhat melancholic, yet no longer dilapidated, giving a distinct sense of emotional progress. Stepping through the front gate, however, triggers the exact same loop as before: the screen cuts to Navidson Realty and boots straight into Doom II's Underhalls, prompting another cycle.

- The empty pill bottle found outside the ladies' room requires a refill before granting the "feeling fine" status. - The airport terminal's layout mirrors the domestic floor plan of the suburban home. - Leaping from the airplane leads to an empty, "moved-out" version of the house rather than the charred ruins seen previously.

[44:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2684s) Expedition 3: The Doomworld Pioneers and the 16 Items

Recognizing the limits of aimless solo exploration, the journey turns to community knowledge. Rather than spoiling the experience with a sterile walkthrough from the Doom Wiki, the investigation follows the original Doomworld forum thread chronologically from its inception. When the map first dropped on March 3rd, it went largely unnoticed as an unassuming tribute until March 7th, when forum members finally grasped the true scale of what was hidden within. Power Pak reflects on this collective breakthrough: “I followed the whole thread of discovery that all the users on Doom World undertook together when they were finding out about this map for themselves when the reality of this innocent sounding level finally hit.” Crucial troubleshooting assistance also came from a community member who pointed out incorrect tone-mapping settings in GZDoom, restoring visual clarity to the mod's darkest corridors.

This third expedition establishes the underlying mechanic governing true progression: collecting specific artifacts scattered across realities. While the burned-out house contains items, they do not register toward progression. The portrait in the master bedroom tracks collected items, displaying eight slots in the primary world and a mirrored portrait with another eight slots in the mirror realm, demanding a grand total of sixteen items. Prior solo runs were stalled by missing just two specific collectibles: a wedding ring and a bottle of wine. Retrieving the wedding ring requires stepping onto a specific isolated black tile in the floating garage section to summon airborne enemies, followed by an exacting leap of faith across a void to a floating platform and a harrowing run back into the brutalist maze. The wine bottle, by contrast, had simply gone unnoticed on a counter in the mirror world's kitchen.

```mermaid flowchart TD accTitle: Item Collection and Progression Tracking accDescr: Diagram illustrating the two separate 8-item portraits across the normal and mirror worlds required for true map progression.

subgraph NormalRealm["Normal World"] A["Normal House"] --> B["Normal Portrait Frame"] B --> C["8 Normal Artifacts<br/>(e.g., Pill Bottle, Milkshake)"] end

subgraph MirrorRealm["Mirror World"] D["Mirror House"] --> E["Mirror Portrait Frame"] E --> F["8 Mirror Artifacts<br/>(e.g., Wedding Ring, Wine Bottle)"] end

C --> G["Grand Total: 16 Items Required"] F --> G ```

- Mod release date: March 3, 2023; thread engagement and secret hunting exploded around March 7, 2023. - The progression system requires tracking 16 total artifacts split evenly across two 8-item portraits in the normal and mirror realities. - Items gathered inside the burned-down variant of the house do not increment the portrait counters. - The elusive wedding ring requires triggering monster spawns on a lone black tile in the floating garage void and surviving a high-stakes leap of faith.

[47:50](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2870s) Noclipping into the Backrooms

Attempting to bypass the intended geometry using classic cheat codes yields immediate, deliberate retaliation from the map author. Typing the standard "noclip" command to bypass locked doors or wander past map boundaries triggers an ominous console warning before abruptly casting the player into a full recreation of the Backrooms. Power Pak admits: “I can't believe I never thought to use no clip until I saw that Doom World thread.” The area features sprawling, monotone beige corridors, buzzing fluorescent lights, and completely disorienting non-Euclidean geometry that loops infinitely on itself.

Navigating this expanse is agonizingly tense because the player is relentlessly hunted by an invincible entity stalking the hallways. Scattered across the carpeted maze are incidental props such as discarded computer monitors and pinned wall posters, but locating the genuine exit requires precise community-documented navigation. Taking the proper exit returns the player to the bottom of the staircase beyond the recessed locked door in the basement. Curiously, clipping out of bounds within the mirrored Underhalls transports the player to a separate mirror-world variant of the Backrooms—an inescapable iteration where no functional exit could be found.

- Noclipping out of bounds anywhere on the map immediately teleports the player into the liminal Backrooms maze. - An indestructible entity actively pursues the player throughout the repeating beige corridors. - An exit sequence documented on Doomworld returns the player directly to the bottom of the basement stairs behind the recessed door. - The mirrored version of Underhalls possesses its own distinct Backrooms pocket dimension from which escape seems impossible.

[49:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2986s) Dying Without Reloading: The Revival Sequence

A player's instinct upon dying in Doom is almost universally to hit the quick-load key immediately, but exercising patience after death reveals an astonishing hidden mechanic. Allowing the death camera to linger without input triggers an unprompted, surreal sequence that transports the player's consciousness into a silent, dreamlike twilight version of the suburban home.

Wandering through this purgatorial iteration of the house eventually allows the player to locate another prescription pill bottle. Picking up this item revives the player right where they fell in the active game world, functioning as a single-use resurrection mechanic. Power Pak notes the ambiguity of the mechanic: “You can do this a single time to revive where you stand I don't know if this serves some kind of purpose the pill bottle being there makes me wonder but I have no clue myself.”

```mermaid flowchart LR accTitle: Death and Revival Loop accDescr: Flowchart showing the sequence of events when dying without reloading immediately. A["Player Dies"] --> B["Do NOT Quick-Load"] B --> C["Teleport to Liminal House Purgatory"] C --> D["Locate Pill Bottle"] D --> E["One-Time Resurrection at Death Point"] ```

- Withholding quick-load after death transitions the player into an eerie dream-state variant of the house. - Collecting the pill bottle within this death realm resurrects the player once per run at the exact coordinates of their demise.

[52:16](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3136s) Maze Exploits, the Megasphere, and the Static Screens

Returning to the brutalist concrete maze exposes several structural exploits and one-time pathways that punish careless navigation. A hidden shortcut entrance to the maze can be utilized exactly once; attempting to access it a second time finds it permanently sealed. Navigating the perimeter of the brutalist labyrinth reveals that its towering outer walls sit closer to the boundaries of the oversized domestic architecture than they initially appear, presenting opportunities for daring players to sprint and leap across the void.

Leaping from specific perimeter ledges allows the player to land within enlarged, out-of-scale rooms of the house. One such drop rewards the player with a Megasphere, instantly providing maximum health and armor, though departing this cache requires dropping down an infinite staircase. Because entryways such as the secret shortcut and the floating garage access can only be crossed a single time, route planning must be calculated carefully. Pulling off an even more demanding platforming leap across the chasm accesses an isolated chamber; doing so causes every television set across every realm—the base house, the mirror house, and the hospital—to switch on simultaneously, broadcasting eerie, flickering static across empty rooms. Regarding the emotional impact of the anomaly, Power Pak observes: “I have no idea if this means or does something but it makes me feel very small for some reason.”

- The brutalist maze contains shortcut doors and garage access points that permanently seal shut after a single use. - Leaping off specific maze ramparts into the surrounding macro-void grants access to giant-scale house rooms, including an alcove containing a Megasphere. - Completing a difficult platforming jump activates all television screens across the normal house, mirror house, and hospital, leaving them buzzing with static.

[55:17](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3317s) The Navidson Hallway

The emotional climax of the third expedition occurs upon returning the lost book to its rightful place on the bookshelf. Placing the book strips away all background ambient drones, plunging the environment into an unnatural, suffocating silence. A narrow, pitch-black doorway opens directly into the impossible architecture of concrete and absolute darkness—an overt, harrowing recreation of the five-and-a-half-minute hallway from Mark Z. Danielewski’s novel *House of Leaves*. Power Pak describes the psychological dread of entering the threshold: “Silence overwhelms you as you step into the impossible space of concrete and darkness after the near constant noise and drones of exploring this house this utter vacuum fills my stomach with Dread.”

Presented almost entirely without voiceover commentary, the exploration of the Navidson Hallway is an agonizing descent through an impenetrable, pitch-black labyrinth constructed of raw, cold ashlar and concrete. The player's flashlight barely pierces the gloom, illuminating endless descending stairwells, yawning subterranean chasms, and architectural formations that twist logic. Even though direct combat is absent, subtle audio cues, shifting geometry, and distant structural groans instill relentless terror. Reflecting on the harrowing trek upon finally making it back to the entrance, Power Pak concludes: “It manages to inspire anxiety using only its strange architecture and occasional little prodding insinuations that I'm not alone in this house... To execute this Labyrinth here in Doom is nothing short of genius I think.” Even with this trial conquered, the automap still displays one elusive, undiscovered secret.

- Returning the book silences the entire soundscape and opens the Navidson Hallway. - The sequence draws inspiration from the shifting, windowless labyrinth in *House of Leaves*. - The hallway relies purely on darkness, spatial distortion, and minimal acoustic cues to create tension without active enemy combat.

[01:03:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3826s) Expedition 4: Deconstructing the Artifacts and Memories

With the mechanics understood and the hidden areas charted, the fourth expedition begins with the explicit goal of completing the map properly while uncovering its fragmented narrative. Steve’s accompanying journal entries suggest that the impossible spaces of the house represent emotional baggage, personal trauma, and half-remembered biographical artifacts rather than random surrealism. The environment may stretch into infinite voids, but it never feels empty; it is saturated with human memory.

The sequence begins anew at the moment the interior doors vanish from the initial house layout. Entering the newly revealed side rooms yields the vintage can of Pepsi followed by the milkshake. Notably, neither beverage appears anywhere in Steve's supplementary archival photographs. However, the distinct retro interior design of the Pepsi room—steeped in 1970s and 1980s decor, paired with an antique Pepsi logo—implies an intimate childhood memory. It evokes the nostalgic scenario of a young child answering their mother's question about what they want to drink with the colloquial phrase, "I want pop." The adjacent milkshake room appears to represent an equally sentimental snapshot of youth, setting the emotional tone for the definitive final run.

- Expedition 4 shifts focus toward synthesizing the gameplay puzzles with the psychological narrative hinted at in Steve's journal. - Power Pak notes: “This house may be bigger on the inside but it feels far from empty.” - The retro aesthetics of the Pepsi room point toward preserved memories of childhood from the late 1970s or 1980s.

[01:04:52](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3892s) The Attic Mirror and the Daycare Dream

Power Pak scrutinizes the visual aesthetic of the mod's altered rooms, considering whether the stylized color choices represent an actual in-universe remodeling or psychological trauma. In the developer’s shared pictures folder, the house clearly underwent structural renovations. The intense or monochrome palettes might simply reflect prior decor, or perhaps depict an altered state because a traumatic incident forced renovations, turning the space into an unpleasant memory. Analyzing cryptic found text like *"the kid needs a milkshake,"* Power Pak observes that it sounds far more like a detached phrase exchanged between estranged parents than the words of a child.

Returning to the mod's mechanics, the attic mirror is uncovered to establish access to the Mirror World via the bathroom. After clearing out all the Mirror World enemies just to be thorough, Power Pak collects the wine bottle (accompanied by the caption *"drunk buddy,"* linking back to Tom and Steve's shared photograph) and a bauble referenced in an entry of semi-conscious journal babble. The critical find in this sector, however, is the baby bottle resting inside a crib, which directly ties into a harrowing journal entry describing an escalating nightmare:

> “I lay in bed too afraid to move when I heard a faint ghostly cry coming from the attic. I had heard this sound before but this time it was louder and more insistent. I got out of bed and slowly crept up the stairs to the attic, my heart pounding so hard I thought it would burst. As I entered the attic I noticed a trail of children's toys leading out the window. I followed the trail feeling a strange compulsion to do so. The trail led me to an abandoned daycare center near the edge of town. I stayed back afraid to enter, but I couldn't help but feel drawn to the place. I knew something was waiting for me inside, something dark and dangerous. I took a deep breath and stepped inside. The place was dark and silent, but as I walked around I noticed the walls were covered in eerie drawings of children and babies. Then I heard the sound of a baby crying again coming from the back of the room. I followed the sound, and when I reached the back of the room I saw a crib with a stillborn baby inside. I felt a chill run down my spine as I realized what was haunting me: the stillborn baby was the one in the attic. I backed away slowly, my heart pounding in my ears. I knew I had to leave this place and I quickly ran out the door, never looking back.”

Inside the daycare area, Power Pak recovers a baseball autographed by J.J. Hardy and a box of crayons, noting that the accompanying flavor text—mentioning adult coloring books—feels entirely nonsensical. J.J. Hardy is an authentic professional baseball player drafted in 2001 who played for roughly two decades across three US franchises, making his name useless for pinpointing an exact year or location. A classroom blackboard marked with "1984" raises more questions: either someone got their dates mixed up, or the daycare maintained bizarrely advanced literacy standards for toddlers. After picking up the stuffed bear Snugs and blowing away an apparition of Shrek with no clear plot justification, it is time to return to the residence to flood the plumbing.

- Daycare collectibles: Baby bottle (inside the crib), baseball autographed by J.J. Hardy, box of crayons, and the stuffed animal Snugs. - Environmental oddities: A chalkboard reading "1984" and an inexplicable encounter with Shrek.

---

[01:08:01](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4081s) The Bathhouse Caves and the Floating Garage

Power Pak turns on the sinks back at the house to flood the layout and manifest the waterhouse, a sequence paired with another diary entry describing sleep paralysis and aquatic terror:

> “I was dreaming about taking a nice hot bath. I felt myself sinking deeper and deeper into the warm water until I couldn't breathe. I tried to scream, but no sound escaped my lips. I was drowning in my own bathtub. Suddenly I felt a jolt as if I had been pulled out of the water. When I opened my eyes I found myself in a subterranean cave illuminated by a faint, eerie blue light. I could feel a chill in the air and I could hear the echoing of demons in the distance. I tried to scream, but my voice was muffled by the darkness of the cave. I felt a chill run down my spine as I realized I was being hunted by something unseen. I heard the scraping of claws on the rocks and felt the ground shaking beneath me.”

This subterranean nightmare materializes as the flooded bathhouse maze. Before navigating through to the swimming pool filled with bloodfish, Power Pak raids a specific locker in the corridor to claim a hidden ammo backpack, an upgrade that proves crucial for the high-capacity ammunition requirements ahead.

```mermaid flowchart TD accTitle: Waterhouse and Bathhouse Progression accDescr: Sequence of actions taken to clear the bathhouse, pool, and floating garage to claim the wedding ring.

subgraph Bathhouse ["Flooded Underbelly"] A["Activate House Sinks"] --> B["Enter Bathhouse Maze"] B --> C["Loot Secret Corridor Locker (Backpack)"] C --> D["Navigate to Pool with Bloodfish"] end

subgraph Garage ["Floating Platform Challenge"] D --> E["Fish with Explosives for D20"] E --> F["Enter Floating Garage Area"] F --> G["Dodge / Trigger Ambush Lines"] G --> H["Retrieve Wedding Ring Item"] end ```

After using explosives to go "boom fishing" for a twenty-sided die (D20)—a nod suggesting Tom, Steve, or both engaged in juvenile tabletop campaigns—the route opens toward an impossible floating garage. Surviving multiple platforming attempts to claim the wedding ring, Power Pak accidentally slips past the enemy tripwire entirely, only to turn around and trigger the spawn line out of pure pity before leaving. While the journal never mentions a suspended garage or an explicit marriage ceremony, an emotional entry dated Valentine’s Day provides heavy contextual weight:

> “Happy Valentine's Day to the only person I ever loved. For a short time you brought a little happiness to this painful existence called life. I hope we can be together again one day. In the meantime I'll keep looking, looking for that other someone who can be the ray of light in my life that you turned out to be.”

Reacting to the bitter melancholy of the text, Power Pak remarks, “Boy, Steve's had it rough through the years.”

---

[01:10:04](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4204s) The Brutalist Maze and Airport Transit

Moving deep into the expansive brutalist maze, Power Pak searches for meaning within the surreal props, theorizing that the hostile dog patrolling the enlarged maze corridors may embody Tom’s childhood cynophobia, perhaps explaining why he eventually adopted a cat instead. Aside from the dog, there is little new insight to glean from the stray frisbee, the cat food, or the pumpkin. A notable map interaction is highlighted: the chamber concealing the plasma rifle remains sealed unless the player specifically grabbed the blue key back in the original version of the house, a design trap that easily catches players hunting for the Soul Sphere.

Power Pak also draws attention to a bizarre, passive entity lurking within a series of yellowed rooms strongly reminiscent of the Backrooms' Skin-Stealers, an enemy that cannot be harmed. Attempting to unplug the television in the TV room yields no new environmental shifts. After dropping down into the darkness and emerging through the stairs back inside the baseline house, all normal-world items have been gathered. However, two artifacts remain missing from the Mirror World frames.

Power Pak travels through the secret underground tunnel toward the airport terminal, noting the creeping presence of psychological collapse embedded in the architecture. Interestingly, the empty pill bottle discovered between the airport and hospital acts strictly as a narrative connector or red herring; it never slots into the wall frames and is not required for completion. In the terminal restroom, an unusual visual glitch can be manipulated: standing in a precise spot causes dynamic blood splatters to coat every surface except the doorway entrance.

Boarding the aircraft triggers a terrifying aviation nightmare recorded in the journal:

> “I was on an airplane and I was the only passenger. I looked out the window to see the ground below and noticed that the terrain was unfamiliar. I had no idea where I was or where I was going. Suddenly the plane started to shake violently and I heard a loud noise coming from the engine. In the distance I could see a huge storm cloud coming towards me. I tried to communicate with the pilot, but I couldn't hear him over the sound of the engine. The plane began to dive and suddenly I felt a huge jolt. I looked out the window again and saw that the plane was heading for some kind of structure. I closed my eyes and felt the plane crash. I felt the impact and heard the screams and cries from the people around me. I then woke up, my heart pounding and my body drenched in sweat.”

Upon surviving the crash, the player is dropped back into the central residence. Everything appears normal, but the wall painting of flowers has transformed into a bizarre new composition, and the front doors have unlocked. Escaping through the front yard is now technically an option, but turning back now would abandon the mystery: “Why would we do that when we can take this rabbit hole as far as we can go?”

---

[01:13:07](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4387s) The Highway, Gas Station, and the Mirrored Road

The unlocked perimeter fence opens onto an endless asphalt road cutting through pitch darkness. Moving along the asphalt, a crashed vehicle marks the turnout for an isolated, brightly lit American gas station. The background music echoes with eerie familiarity, prompting Power Pak to remark, “This music too reminds me of a brawl I had once.”

Inside the gas station convenience mart, Power Pak picks up the final missing collectible: an Atari 2600 joystick controller. The exterior features an illuminated signboard and a deserted bus shelter. Following a trail of wet blood across the linoleum leads into an interior doorway, which disorientingly warps the player right back into the familiar house bathroom. Power Pak groans at the sudden spatial loop: “Oh God, please don't tell me that store was the house again.”

```mermaid flowchart LR accTitle: Gas Station and Mirrored Road Loop accDescr: Spatial transitions between the baseline highway, the gas station, and its mirrored counterpart.

subgraph NormalHighway ["Baseline Dimension"] A["Open Perimeter Fence"] --> B["Long Winding Road"] B --> C["Crashed Car Turnout"] C --> D["Gas Station Convenience Store"] D -->|"Loot Atari 2600 Joystick"| E["Follow Blood Trail to Backroom"] end

subgraph ReturnLoop ["Dimensional Loop"] E -->|"Instant Warp"| F["House Bathroom"] F --> G["Inspect Updated Mirror Painting"] end

subgraph MirrorHighway ["Mirror Realm"] G --> H["Exit Through Mirrored Fence"] H --> I["Follow Small Torch (Car Missing)"] I --> J["Mirrored Gas Station"] J --> K["Loot Rocket Launcher in Storeroom"] end ```

Securing the Atari controller officially completes the item collection, causing the Mirror World's master painting to display an altered image. Stepping outside through the mirrored yard, the perimeter fence unlatches in the exact reversed position. The return journey down the dark highway is easy to bungle because the landscape geometry is inverted. The crashed car that marked the original station entrance is gone, replaced solely by a tiny, flickering handheld torch resting on the ground.

Pushing through to the mirrored gas station, the atmosphere changes drastically. Investigating the back storage room rewards the player with a rocket launcher, prompting immediate anxiety: “Why am I being given a rocket launcher?” Heavy crime-scene tape cordons off the rest of the market interior and blocks the path back to the residential bathroom, forcing the player forward toward whatever ambush awaits.

[01:15:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4544s) The Campfire, the Tree Carving, and Ending 2

Standing out near the roadside sign, smoke is visible rising above the tree line. Tucked away between the trees sits a small campsite. While players can physically walk out to this exact geographic spot in the regular, mundane version of the map, nothing is actually there. In this altered reality, however, a tree near the campsite bears a carved inscription reading `S + A`. The moment the player investigates and steps forward, the ground suddenly drops away.

Panic sets in as the player plummets into the dark void, realizing there is no path back. Down below, an eerie sight emerges: a serene, empty shore under an unmoving sky. Text suddenly prompts: "Congratulations on achieving Ending 2." As Power Pak remarks on the sudden shock of this abrupt conclusion, “No really, this is an ending; you might have some questions, but fortunately there's another dream to tell you about.”

```mermaid flowchart TD accTitle: Expedition 4 Endings and Secrets Path accDescr: Diagram illustrating the choice between Ending 2, the True Ending, and the QR code secret in MyHouse.WAD.

subgraph Choice["Backyard Gate Unlocked"] Camp["Woods Campsite / Tree Carving 'S + A'"] Burn["Burn the House Down Anyway"] end

subgraph Paths["Consequences"] FakeBeach["Fall into the Void\nEnding 2: The Fake Beach"] Chase["Flee Shadowy Arch-vile\nFight to Gas Station"] BurnRun["Brutalist Maze & Airport\nOpen Fence in Ruined House"] end

subgraph Outcomes["Final Resolutions"] TrueEnd["Ending 3: The True Beach\n(Real Peace + Rescued Dog)"] QRCode["Scannable QR Code\nSteve Nelson's Obituary"] end

Camp -->|"Step into pit"| FakeBeach Camp -->|"Escape the shadow"| Chase Chase --> TrueEnd Burn --> BurnRun BurnRun --> QRCode ```

[01:17:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4638s) Journal Entry (February 26th, 2023): The Illusion of Eternity

To explain the unsettling nature of Ending 2, Power Pak reads an entry dated February 26th, 2023, from the author's journal found in the Google Drive. The author begins by admitting that the boundaries between reality and creation have completely dissolved: they can no longer distinguish which parts of the map were made by their deceased friend, which parts they created themselves, or what the map has generated on its own. The author is no longer afraid of the map generating itself, noting that it needs them just as much as they need it.

The author then recounts a lucid dream about standing on a peaceful beach, watching gentle waves caress the sand while seagulls circled overhead. But when they attempted to dip their toes into the water, they discovered there was no water and no ocean at all—it was entirely an illusion. The entire scene was merely a one-act play, leaving them stranded like a damned fool who believed in something greater. Stepping past the set dressing, they found themselves peering into complete oblivion at the end of time itself, devoid of joy, misery, or sadness.

The dream shifted into a terrifying philosophical meditation on eternity. While religious men preach that the afterlife lasts forever, the author wonders how anyone could possibly retain their sanity for an infinite duration. In the void, days turn into months, years, centuries, and millions of years, trapped with the exact same thoughts, obsessively chewing over life's regrets and mistakes. The author envisions another version of themselves—the one that winked back in the mirror—sitting contentedly on a real beach, finding solace in the fact that life is finite, there is no afterlife, and genuine happiness must be actively earned. As the journal entry concludes, Power Pak summarizes the driving ethos of the journey: “Happiness has to be fought for.”

[01:19:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4762s) The Shadowy Arch-vile and the Final Road

To earn that genuine resolution, the player must fight for their happy ending rather than falling into the fake beach. Once the gate to the campsite is open, a shadowy, pitch-black Arch-vile manifests. This entity is essentially invincible; while it can be briefly stunned, standing your ground is futile—the only viable option is to run and never stop. The shadowy creature pursues the player relentlessly, even teleporting into the mirror house where it immediately begins resurrecting all the slaughtered monsters.

The player has to sprint out of the mirror world back into the regular house. This baseline house has now been repopulated with high-tier demons, including standard Arch-viles. Power Pak manages to take them down by peeking around doorframes to break line of sight during their ignition attacks, sheepishly acknowledging that using the BFG would have been far safer. Looking out the front door reveals that the exterior yard has devolved into complete chaos. Before abandoning the premises, a quick detour to the attic mirror reveals an ominous sight: the shadowy Arch-vile is now standing on the other side of the glass, directly occupying the exact position where the spinning Christmas bauble had previously rested.

To survive breaking out into the front yard, the strategy is to run a quick lap around the perimeter of the house to trigger infighting among the demons and scavenge supplies without getting bogged down in combat. The ultimate goal is to break out onto the paved highway once more. This road journey connects directly to another dream recorded in the supplementary files: the author describes crashing their car into a tree in the woods, hobbling through the trees on an agonizing, bleeding leg toward the beacon of a lonely, deserted gas station, only to be rescued at the last moment by an arriving taxi driver that rushes them to a hospital—waking up in a cold sweat, unsure whether to feel relief or disappointment.

[01:21:56](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4916s) The Gas Station Showdown and the True Ending

The final battle of the mod takes place at the lonely gas station along the highway. The structure is completely besieged by monsters swarming from every angle, commanded by a Spider Mastermind perched menacingly on the courtyard rooftop. Surviving the encounter requires ducking behind the pump islands, managing heavy ammunition, and dodging continuous high-caliber fire. Midway through the chaotic shootout, Power Pak even steps away for an exhausted, comedic pause to collect himself before finishing off the horde.

Pushing past the burning wreckage of the gas station unlocks the True Ending (Ending 3). The player steps through into a sunlit paradise: the beach is no longer a cardboard facade or an infinite void of oblivion, but a genuine sanctuary. If the player took the care to rescue the friendly dog trapped in the brutalist maze earlier in the run, the dog appears here as well, happily resting on the sand by the player's side. With the nightmare finally conquered, the player is left to soak in the tranquil ocean vista, confident that every trial has been conquered.

[01:24:26](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5066s) The Alternate Burnt Path and the QR Code Secret

Despite the definitive peace of the true ending, an alternate sequence of actions yields one final hidden discovery. If the player gathers all the prerequisite items to unlock the backyard passage but deliberately chooses to burn the house down instead, a whole new sequence of backtracking unfolds:

- The player must fight through the smoking, incinerated ruins of the house. - They must navigate the warped, concrete brutalist maze once again. - They must cross the surreal airport terminal—which now has no plane waiting at the gate—and drop straight through the empty void back into the charred skeleton of the residence. - Finally, leaving the ruins and circling around to the backyard gate allows the player to open the fence.

Tucked into this ruined corner of the map is an in-game QR code. Power Pak notes that their phone camera initially failed to scan the texture, but dedicated members of the Doomworld forum successfully reconstructed and decoded the image into a functioning web link. The URL leads directly back to the original Google Drive folder, opening a previously unlisted, high-resolution obituary photograph.

[01:25:34](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5134s) Steve Nelson's Obituary and the Truth Behind "S + A"

The hidden document is an obituary for a man named Steve Nelson. Astonishingly, Steve's recorded date of death is August 3rd, 2022—the exact same calendar day that Tom passed away. This shocking revelation destabilizes the entire premise of the project's authorship. Power Pak ponders whether Steve’s lingering spirit constructed the WAD from beyond the grave or whether it serves as a metatextual statement on the death of the author:

> "Does it mean that Steven's spirit made this Doom map as his last connection to the outside world? Is this meant to be some metatextual statement on the death of the author? I don't have a so definitive answer, and I'm not sure one really exists for me, but this does open up some interesting rabbit holes."

Rereading the journal with this revelation in mind casts every entry in a radically different light. Throughout the text, the writer rarely uses personal names, referring almost exclusively to "my friend" or "my childhood friend." It is not until the February 2023 entries that "Thomas" is finally named out loud as the person who started the map on the original floppy disk. Steve is never named once anywhere in the journal, strongly suggesting that Steve himself was the primary author documenting his spiral.

Furthermore, the journal makes emotional references to "the love of their life" who is no longer with them. The obituary states that Steve Nelson is survived only by immediate relatives and does not list a surviving spouse. A closer examination of the details connects the two men together:

- The initials carved into the tree outside the campsite, `S + A`, align perfectly with **S**teve Nelson and Thomas **A**llred. - Both men attended the exact same high school and were married to their high school sweethearts. - Thomas Allred's obituary similarly mentions no surviving spouse. - Both men share an identical celebration of life and joint funeral service scheduled for the exact same date, time, and location.

As Power Pak concludes, the mod is not merely an homage to a lost buddy, but an elaborate, grief-stricken romantic tribute between partners who passed away on the exact same day. While the obituaries use euphemistic language—stating Steven "passed away" while Thomas "died in his home"—the project acts as an emotional monument. Subtle autobiographical clues pepper the entire experience: the hospital sequence echoes Steve's life, as he lost his father prior to his own death, tied together by thematic motifs like discarded pill bottles and mentions of his mother having three different surnames over her lifetime.

[01:29:13](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5353s) Interpreting the Mod: Love, Loss, and Trauma

The narrator reflects on the implications of the obituary found within the mod's supplementary files, noting that its details hint at a difficult upbringing for the boy. While the level is filled with surreal set-pieces that could symbolize various real-world events or memories, the narrator chooses to emphasize a specific, poignant line from the accompanying journal: "For a short time, you brought a little happiness to this painful existence called life." To the narrator, this sentence unlocks the core meaning of the experience. It reads as a tribute to a deeply troubled life that was briefly illuminated by love, crafted from beyond the grave by a grieving partner's cursed soul.

At the same time, the project embraces ambiguity. The narrative is deliberately vague, opaque, and confusing, which the narrator argues is central to how it portrays the disorienting, fractured nature of trauma. Viewers and players are encouraged to load up the mod, explore its hidden rooms, examine the documentation, and arrive at their own conclusions: - The airport sequence could represent Tom returning home to Illinois. - The appearance of a frisbee might evoke Stephen’s fondness for frisbee golf. - Ultimately, the story hinges on the mundane yet intimate act of sharing a house on a floppy disk—raising the question of what two people bring into a shared physical and emotional space when one moves in with the other.

As the narrator quips with dry humor: “If I had a dollar for every time a horror game revealed itself to be a gay love story at the end, I'd have $2, and my local bakery still wouldn't accept them for a sausage roll.”

---

[01:30:28](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5428s) The Mystery of Veddge and the DoomWorld ARG

Turning to the real-world framing of the mod, the narrator discusses the Doomworld forum account belonging to the user Veddge. Remarkably, Veddge is an authentic user profile registered back in 2004, which fell inactive around 2006 before suddenly resurfacing in September 2022 to post about this project. Every post and update made by the account aligns seamlessly with the timeline documented in the journal, with dates matching up across platforms.

```mermaid flowchart TD accTitle: Veddge Account Timeline and Community Reaction accDescr: Chronology of the Veddge forum account on Doomworld and the community investigation into the author's identity.

subgraph Timeline ["Veddge Forum Activity"] A["2004: Account created on Doomworld"] --> B["2006: Account goes dormant"] B --> C["Sept 2022: Account reactivates"] C --> D["Posts mirror mod journal dates perfectly"] end

subgraph Community ["Doomworld Forum Reaction"] E["Community searches anagrams & metadata"] F["Theories emerge on author identities"] G["Narrator focuses on the gameplay experience"] end

Timeline --> Community ```

Throughout the entire rollout, the poster never broke character. While the Doomworld community engaged in significant debate, searching for clues, anagrams, and metadata to uncover the author's true identity, the narrator declines to chase those threads: “Either the creators come forward or they don't; what matters to me is the time I had playing this.”

What stood out most was the sheer impact of the work itself. Entering 2023, the narrator never expected one of their favorite gaming experiences of the year to be a *Doom* map. Playing `MyHouse.wad` felt like having an intoxicating spell cast over them, obsessively driving them to uncover every secret. Despite having a core loop of just 10 minutes, the map demands hours of exploration and days of lingering contemplation regarding its narrative and game design.

---

[01:32:04](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5524s) Subverting the Mechanics and Language of Classic Doom

The narrator notes that extensive technical breakdowns already exist in the Doomworld thread by longtime modding veterans, but highlights how masterfully the mod functions as authentic *Doom* horror rather than just a generic horror game forced into an old engine. Every layer of its terror relies directly on the established rules of *Doom* (1993) and *Doom II*: - Traversing labyrinthine layouts and solving mazes. - Crossing invisible linedefs to trigger map changes and open hidden passages. - Circling back through earlier architecture to collect colored keys, or in this case, manipulating the environment so doors materialize where walls used to be.

Because these mechanics speak the native language of *Doom*, twisting them generates an overwhelming sense of uncanny dread. The mod strips away the player's hardwired expectations of safety.

A notable nuance lies in the Google Drive files: alongside the complex `.pk3` package sits the actual, raw `myhouse.wad`. Running this standard WAD presents a stripped-down, mundane version of the house with no supernatural phenomena, where finishing the house simply sends the player to *Doom II*'s MAP02 (*Underhalls*), followed by MAP03 (*The Gantlet*). However, a crucial technical discrepancy separates the two formats:

| Format / Version | Player Camera Height | Level Progression | Environmental Tone | |:--- |:--- |:--- |:--- | | **Standard `myhouse.wad`** | Default *Doom* marine height | House $\rightarrow$ *Underhalls* $\rightarrow$ *The Gantlet* | Vanilla, completely normal | | **Complete `.pk3` mod** | Modded taller perspective | House $\rightarrow$ Glitched, escalating loops | Unsettling, subtly distorted |

In the `.pk3`, the camera is placed higher, aligning the viewpoint with realistic human eye levels relative to household furniture. Yet when the player enters *Underhalls* at this altered height, the familiar layout feels subtly, deeply wrong to veteran players who have run the level hundreds of times. Even the iconic, comforting sound effect of a standard *Doom* door opening is subverted, producing profound alienation inside an engine that players have relied on as safe and predictable for decades.

---

[01:35:30](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5730s) Internet Culture, Liminal Spaces, and 30 Years of Doom Modding

The mod incorporates widespread modern internet phenomena, ranging from the Backrooms and the broader liminal space movement to an unexpected cameo by Shrek. While some players might roll their eyes at these inclusions, the narrator argues that their presence is deliberate and clever: “It's a small piece of personal expression, not unlike someone putting Shrek inside their horror work.”

```mermaid flowchart LR accTitle: Internet Aesthetics and Doom Modding Convergence accDescr: How modern online internet subcultures converge with classic Doom modding traditions.

subgraph ModernAesthetics ["Modern Digital Subcultures"] A["Liminal Spaces"] B["The Backrooms"] C["Shrek Internet Memes"] end

subgraph DoomCulture ["Classic Modding Traditions"] D["Engine adaptation"] E["Personal inside jokes"] F["Custom mapping tricks"] end

subgraph Synthesis ["MyHouse.pk3"] G["Atmospheric psychological horror"] H["Breaks fourth wall to acknowledge the author"] end

ModernAesthetics --> Synthesis DoomCulture --> Synthesis ```

Online horror communities continually iterate on collective concepts like the Backrooms across games, digital art, and video. Concurrently, *Doom* authors have placed obscure, out-of-place inside jokes and personal artifacts into custom levels for decades. Seeing Shrek instantly shatters immersion, reminding the player that this environment is an artificial, authored construction—forcing them to think directly about the creator behind the screen.

More than anything, the project serves as a monumental celebration of *Doom*'s longevity on its 30th anniversary: - Across three decades of radical shifts in gaming technology, internet culture, and world events, the *Doom* modding scene has persisted uninterrupted. - The engine effortlessly slips on modern online aesthetics like a glove without losing its identity. - The map demonstrates that *Doom* can pivot from a frantic arcade shooter to an avant-garde psychological horror piece, proving that the game is truly eternal.

---

[01:38:09](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5889s) The "231" Clue and Creator Reflections

The narrator examines one final, elusive detail found within the text of the mod's journal: three isolated numbers highlighted in red—**2**, **3**, and **1**. The numbers do not clearly correlate to the entries they accompany, nor do they function as an obvious in-game puzzle code.

Curious, the narrator searched the web for "Doom 231" and discovered track #231 on the website OverClocked Re-Mix (OC ReMix): a track titled *"Doomed"* by artist Rimco. Because OC ReMix catalogs its submissions sequentially by number, the narrator found it remarkable that track 231 happened to be an arrangement of *Doom*'s classic track, "Sign of Evil." The narrator speculates that this melancholy track may have served as a creative spark for the level design, concluding fondly: “Even if I'm wrong and it wasn't that big an inspiration, it's a nice song anyway; really makes me feel happy.”

Transitioning into the credits, the narrator reflects candidly on the arduous production process of the video itself: - The video suffered multiple delays because the narrator was dealing with ongoing poor health, made worse by playing through the unsettling, claustrophobic map repeatedly. - Illness struck again during production, slowing down editing. - To build the video's custom ambient audio, the narrator took original *Doom* music tracks, stretched their waveforms, and layered different iterations over one another. - The narrator wraps up by expressing gratitude for the community's patience and offering special thanks to their Patreon supporters for backing the project through its setbacks.

[01:40:10](https://www.youtube.com/watch?v=5wAo54DHDY0&t=6010s) Q&A: Reading *House of Leaves* and Ergodic Literature

Transitioning into the viewer questions, Power Pak addresses an inquiry regarding his personal experience with Mark Z. Danielewski’s novel *House of Leaves* and whether he approached reading it in any particular way. He expresses immense admiration for the work, noting how unusual it is for him to immediately want to re-read a book right after finishing it. Explaining his personal reading method, he reveals that he chose to tackle the entire core narrative first—finishing the main text of *The Navidson Record* before turning to the appendices, making an odd exception only for the Pelican Poems for reasons he cannot quite explain. Because he initially took the words on the page entirely at face value without external appendix context, he is eager to return to the novel to see how his understanding of the narrative shifts now that the background material has been digested.

Power Pak offers an earnest recommendation for anyone in the audience to pick up the novel for themselves, reassuring prospective readers that its intimidating reputation does not reflect how accessible it actually feels once begun. As Power Pak puts it: “Despite its reputation, it's quite an approachable book and you can get in the swing of its layout and style very naturally.” While he admits it took him two attempts to finish, he clarifies that this was simply due to his poor choice of reading it while traveling. Given that the physical text demands constant flipping, rotating, and cross-referencing between pages, it is not suited for transit and is far better experienced in the comfort of one's own home.

To conclude, Power Pak points viewers toward an insightful video essay by the channel Cloud Cuckoo Country covering *House of Leaves* and the wider genre of ergodic literature. He highlights this video as a virtually spoiler-free primer for newcomers, noting that it inspired him to order several other ergodic novels mentioned in the piece. After promising to link the essay in the video description, Power Pak closes the video with a final expression of gratitude to the viewers before signing off.

- **Reading Order Strategy:** Read the entirety of *The Navidson Record* straight through first, leaving the appendices until the conclusion, save for an impromptu detour into the Pelican Poems. - **Reading Environment Advice:** Strongly discourages attempting to read *House of Leaves* while traveling due to the physical ergonomics of rotating, turning, and flipping through the labyrinthine formatting; reading at home is recommended. - **Resource Recommendation:** Points viewers to Cloud Cuckoo Country's overview of ergodic literature as an ideal spoiler-free introduction to the genre and related works.

## Notable quotes > [01:17:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4638s) Happiness has to be fought for. — Power Pak

## Mentioned Arch-vile, Atari 2600, Bobby Prince, Cloud Cuckoo Country, Discord, Doom (1993), Doom II, Doomworld, Google Drive, GZDoom, House of Leaves, J.J. Hardy, Jared Pike, Johnny Truant, Mark Z. Danielewski, MyHouse.WAD, Navidson Realty, OC ReMix, Patreon, Pelican Poems, Pepsi, PlayStation 1, Power Pak, Rimco, Running from Evil, Shrek, Sign of Evil, Smooth Doom, Spider Mastermind, Steve Nelson, The Backrooms, The Gantlet, The Navidson Record, Thomas Allred, Underhalls, Veddgo, Will Navidson, Zampanò

## Video description A map uploaded by an unknown user, with secrets hidden deep inside its walls...

Doomworld Link - https://www.doomworld.com/forum/topic/134292-myhousewad/

Support me on Patreon - https://www.patreon.com/powerpak Donate to my Ko-Fi - https://ko-fi.com/powerpak Follow me on BlueSky - https://bsky.app/profile/jackwnicholls.bsky.social

-- @supereyepatchwolf0's "Horror in Impossible Places: Liminal Spaces and The Backrooms" - https://www.youtube.com/watch?v=gp-2M_3HwFU -- "Doomed" by Rimco on OCRemix - https://ocremix.org/remix/OCR00231 -- @CloudCuckooCountry's "Ergodic Literature: The Weirdest Book Genre" - https://www.youtube.com/watch?v=tKX90LbnYd4

Chapters: 00:00:00 Introduction 00:03:06 i - Expedition 1 00:19:17 ii - Intermission 00:24:55 iii - Expedition 2 00:44:37 iv - Expedition 3 00:56:05 v? _____________ 01:03:46 v - Expedition 4 01:30:21 vi - Conclusion 01:39:25 Credits and Q/A 01:41:57 The Truth Behind The Mystery

ATTRIBUTION:

Old Film Leader Clip - https://www.videvo.net/video/old-film-leader/4028/

Film Rewind Clip - https://www.videvo.net/video/film-rewind/4025/

JJ Hardy Photo - By Keith Allison on Flickr - Originally posted to Flickr as &quot;J.J. Hardy&quot;, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=14821678

my house / in the middle of my doom / my house...

[Source](https://www.youtube.com/watch?v=5wAo54DHDY0)

中文简报

《毁灭战士》模组MyHouse.WAD暗藏离世伴侣联合讣告 解读该地图不可能存在的空间架构与隐蔽论坛档案后发现,这一心理恐怖项目实为献给同日离世两位伴侣的精心设计的浪漫致敬。 视频记录了一场对“MyHouse.WAD”展开的全面、分阶段的探索历程。该模组表面上是一个向《毁灭战士II》致敬的朴素居家地图,随后却迅速演变为一座错综复杂、非欧几里得式的心理恐怖迷宫。Power Pak剖析了其背后的技术奇迹、镜像交替维度,以及马克·Z·丹尼列夫斯基的小说《叶之屋》和现代阈限恐怖对其产生的深远影响。结合Doomworld社区的共同发现,该解说梳理了该模组的多个结局、隐藏机制和外部Google Drive文件,最终揭示出一个高度个性化的侵入式虚拟现实游戏(ARG),以此悼念史蒂夫·纳尔逊(Steve Nelson)与托马斯·奥尔雷德(Thomas Allred)的悲情之爱与共同生活。 MyHouse.WAD于2023年3月以普通致敬地图的名义上传至Doomworld,内部暗藏一个大小为66 MB的GZDoom模组,包含非欧几里得几何、心理恐怖以及侵入式虚拟现实游戏元素。 (0:12) 该模组直接借鉴了马克·Z·丹尼列夫斯基小说《叶之屋》的结构与主题元素,运用了不断变换的居室布局、无限延伸的混凝土迷宫,以及多层嵌套的元虚构作者身份设定。 (19:17) 社区对ARG的调查显示,游戏内的一个二维码链接至一份讣告,内容表明据称是作者的史蒂夫·纳尔逊及其好友托马斯·奥尔雷德均于2022年8月的同一天去世,从而使这一恐怖体验被重新解读为一场精巧的浪漫致敬。 (85:34) 在多条分支路径与多重结局中,推进流程的关键在于收集通过画像框追踪的16件神器,同时穿行于从贾里德·派克风格的澡堂到后室(Backrooms)等一系列超现实环境中。 (44:44)

Reading summary

Power Pak analyzes MyHouse.pk3, an ostensibly modest tribute map released on Doomworld that conceals an intricate psychological horror experience. Through non-Euclidean engine manipulation, alternate-reality documentation, and motifs drawn from Mark Z. Danielewski’s House of Leaves, the mod transforms classic Doom mechanics into an interactive meditation on trauma, memory, and grief. Subverting Classic Doom Engine Mechanics (92:04) The mod systematically destabilizes the traditional mechanical safety nets of Doom. Where players expect static geometry and reliable navigation, MyHouse.pk3 employs shifting architecture and impossible non-Euclidean layouts, such as basement windows that appear only from the interior. Attempting to bypass these obstacles using classic cheat codes triggers direct retaliation: typing "noclip" immediately teleports the player into an infinite Backrooms maze stalked by an invincible entity, while god mode commands trigger cryptic textual rebukes. The project further subverts engine conventions by introducing swimming and oxygen meters, sluggish underwater physics in a liminal bathhouse, and a covert resurrection mechanic. Rather than quick-loading after death, allowing the camera to linger transports the player to a twilight house purgatory; picking up a prescription pill bottle there grants a single resurrection at the exact point of demise. By weaponizing familiar engine triggers and retro aesthetics, the map turns long-standing community expectations into instruments of dread. Labyrinthine Spaces and House of Leaves (19:17) MyHouse.pk3 borrows structural and thematic motifs directly from Danielewski’s novel House of Leaves. The connection is signaled through an exterior "Navidson Realty" sign, text files rendering the word "house" in blue, and the recreation of the novel's pitch-black ashlar hallway when a lost book is replaced on a bookshelf. Navigating this impossible corridor strips away all ambient audio, subjecting the player to suffocating silence, yawning subterranean chasms, and subtle groans of shifting architecture. The physical environments also manifest as surreal, emotionally charged spaces that secretly duplicate the original home's floor plan. A neglected daycare, a monolithic white-tiled bathhouse evoking digital artist Jared Pike, and a deserted airport terminal all replicate the layout of the primary house. Power Pak observes that these distorted settings function not merely as uncanny set pieces, but as psychological projections of childhood memory, emotional trauma, and domestic estrangement. Artifact Progression and Branching Endings (44:44) True progression requires collecting sixteen symbolic artifacts divided equally between the primary house and its mirrored counterpart. Items such as a toy baseball, a baby bottle, a can of cat tuna, and an Atari 2600 joystick do not merely solve mechanical puzzles; they reconstruct the fragmented biographical memories of the house's inhabitants. The mod also integrates Doom II’s MAP02 (Underhalls) into an intentional structural loop, allowing players to carry vital armaments like the super shotgun back into the domestic space. The mod offers sharply divergent narrative resolutions. Unlocking the backyard gate and approaching a carved campsite inscription triggers Ending 2, where the ground collapses into an artificial, cardboard-like beach that Steve's journal characterizes as the terrifying illusion of eternity. Achieving the True Ending requires evading a relentless shadowy Arch-vile, fighting through a monster-swarmed highway gas station, and reaching a genuine sunlit ocean sanctuary. Alternatively, burning the house down opens a path to an in-game QR code linking to hidden archival files. The Obituary Paradox and Fractured Authorship (85:34) The narrative mystery is anchored by an external Google Drive archive provided by the Doomworld user 'Veddge'—an authentic profile registered in 2004 that sat dormant for sixteen years before resurfacing to post the mod. While the initial forum post presented the map as an homage to a deceased childhood friend named Tom, decoding the secret QR code reveals an obituary for Steve Nelson showing that Steve died on August 3, 2022—the exact same date as Tom's passing. This contradiction destabilizes the assumption of a surviving friend assembling a memorial. Power Pak explores several interpretations, from a metaphysical premise of a spirit constructing the map from beyond the grave to a deliberate metatextual statement on the death of the author. Accompanying journal entries detailing memory lapses and automated mapping sessions suggest that the boundary between creator, subject, and software dissolved, leaving the project as an ambiguous monument to grief and shared domestic space. Power Pak concludes that MyHouse.pk3 succeeds because its horror emerges organically from the foundational grammar of Doom rather than superimposed mechanics. While the true identity of the author and the biographical reality behind Steve and Tom remain unresolved, the mod stands as an innovative work where digital architecture embodies loss, intimacy, and trauma.

精炼阅读摘要

Power Pak 的分析指出,《Doom II》模组《MyHouse.wad》表面上是一篇纪念逝去友人的质朴地图,实则借助《叶之屋》式的非欧几里得空间、错综复杂的元叙事与多重现实,将复古射击游戏重构为一场探讨悲痛、创伤与执念的心理恐怖体验。 欺骗性开局与非欧几里得现实 (0:12) 模组最初由用户 Veddgo 于 2023 年 3 月 3 日发布在 Doomworld 论坛,声称是为了纪念 2022 年 8 月去世的高中好友 Thomas,将一张 3.5 英寸软盘里的旧地图做了便利性重制。然而玩家下载到的并非普通 WAD 文件,而是功能复杂的 `myhouse.pk3`。初次游玩时,关卡呈现经典的“Doomcute”风格,以普通住宅、前院和车库为核心,伴随 Bobby Prince 的《Running from Evil》配乐。一旦玩家拿到红钥匙与蓝钥匙并准备通关,地图会突兀重启:钥匙换成恶魔头骨、镜子出现完全动态的反射、楼梯凭空延伸入阁楼,原本熟悉的家宅结构彻底瓦解。 从表层迷宫到多重结局分支 (10:38) 探索过程中,玩家会在不同状态的屋宅与异空间之间穿梭。若触动隐藏断路器,房屋会被大火焚毁,天空中只留血红异象与非标准怪物,通向充满野兽派风格的水泥迷宫、静止天际线与废弃机场候机楼;若按常规穿过飞机后门通关,玩家会被送入《Doom II》的 MAP02《Underhalls》,随后遭遇“达成结局 1,但内容未及半数”的冷酷提示。相反,在地图里打开双重世界的全部水龙头会淹没整座房子,引向致敬艺术家 Jared Pike 的超现实白瓷砖澡堂与水下迷宫;该区域甚至硬核实现了在经典《Doom》引擎中难以想象的水下游泳与氧气管理系统。 《叶之屋》映射与多层元叙事 (19:17) 附带的 Google Drive 档案以 Steve Nelson 之名展开,包含被划除的日记记录、梦境细节以及蓝字标出的单词“house”,无误地向 Mark Z. Danielewski 2000 年的小说《叶之屋》(House of Leaves)致敬。游戏中的“Navidson Realty”标牌呼应了小说核心;当玩家把遗失的书本放回书架,周围环境音骤停,直通由无光粗石与水泥构建的狭窄通道,极具压迫感地还原了小说中知名的“五分半钟走廊”。此外,模组还在作弊码上布设对抗机制:试图输入 `noclip` 穿墙会被强行传送到后室(The Backrooms)并遭受无敌怪物追击;关闭无敌状态则会触发嘲弄文本,严厉告诫玩家“火灾绝无好下场”。 十六件遗物与真实的救赎之战 (44:44) 要彻底解开深层叙事,玩家必须在主世界与镜像世界的主卧画像中各集齐 8 件、共计 16 件纪念遗物(如 2600 摇杆、葡萄酒、牛奶冰激凌等),这些道具无不指涉 Tom 与 Steve 的成长创伤、饮酒记忆与家庭琐事。若在未烧毁房屋的前提下通过后院露营地的“S + A”刻字树木跳入虚空,只会进入“结局 2”的虚假平静海滩;唯有逃脱追杀并沿暗夜公路拼杀至被怪物与蜘蛛首脑围攻的加油站,才能在清晨抵达真正的阳光海滩(结局 3)。若救出了迷宫中的友善小狗,它还会在此陪伴玩家,达成真正的情感解脱。 悼文真相与重构的作者身份 (84:26) 在另一条故意烧毁房屋并迂回开启后院通道的隐藏路径中,玩家能扫描一枚二维码,链接回 Google Drive 中的高分辨率未公开讣告。令人震惊的是,讣告显示 Steve Nelson 本人同样卒于 2022 年 8 月 3 日——与 Tom 离世是同一天。叙述者由此推想,整个作品究竟是 Steve 留存于世的亡魂寄托,还是针对“作者之死”的后设文本隐喻。日记中“在名为生活的痛苦存在中,你短暂地带来了少许快乐”这句断语,点明了模组用 30 年《Doom》底层语法与互联网潜文化(如利米诺空间)包裹的核心:那是一份面对失落爱情、心理创伤与无法挽回之过去的沉痛纪念祭文。 Power Pak 强调,尽管社区对真实创作者的身份与加密线索有诸多猜测,但《MyHouse.wad》的伟大之处恰恰在于其含混与破损;它并非披着恐怖外皮的寻常解谜,而是将悲伤与创伤的不可言说性深植于经典引擎架构中的杰作。

Detailed notes — zh

## Background 该视频由 YouTube 频道 Power Pak 于 2023 年 5 月 11 日发布。视频围绕 Doomworld 论坛上一位未知用户上传的自制地图《MyHouse.WAD》展开,深入探寻隐藏在其看似普通的房屋墙壁深处的恐怖秘密与超现实谜团。 ## TL;DR 视频记录了叙述者对《毁灭战士 2》神秘模组《MyHouse.WAD》长达数轮的沉浸式实况解密与文本挖掘。起初该地图被包装为作者纪念已故高中挚友的日常民宅关卡,但其高达 66MB 的容量背后却隐藏着大量突破引擎底层限制的非欧几里得空间、重重虚空迷宫以及与现实交错的诡异维度。叙述者结合随附 Google Drive 网盘中的日记、照片与讣告,指引观众剥离出其致敬悬疑奇书《叶之屋》的形式外壳,并最终揭示出隐藏在无尽循环与火海废墟之下,一段关于创伤、永恒虚无以及两位早逝爱人之间凄美而沉痛的爱情挽歌。 ## Atmosphere & style 全片弥漫着压抑、冰冷且难以言喻的心理恐慌感,叙述者以极其沉稳、专注且略带神经质克制的语调,将观众一步步拽入这栋“内里远比外表要大”的数字深渊。视频刻意保留了大量长镜头式的幽闭长廊探索与拉伸环境音,摒弃廉价的跳吓,单凭建筑的几何畸变与虚实倒错来制造无孔不入的幽闭窒息感。随着层层解密从技术奇观转向日记与讣告中的现实创伤,整个叙事的情绪曲线最终从彻骨的惊悚异化为一种无声而悲凉的哀悼与心碎。 ## Bulletin - [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) Doomworld 论坛用户 Vedd 于 2023 年 3 月发布的致敬已故挚友地图《MyHouse.WAD》,实际下载为体积高达 66 MB 的 PK3 文件,其容量甚至超过原版《毁灭战士 1》与《毁灭战士 2》总和的四倍。 - [03:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=200s) 模组借助 GZDoom 突破了经典引擎中二维线段拉伸无法实现“上下跃层(Room-over-room)”的底层限制,构建出大量违背物理直觉的非欧几何与不可能空间。 - [18:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1102s) 作品在叙事与排版结构上深度致敬了奇想小说《叶之屋》(House of Leaves),并构建了多重虚假结局与表里世界总计 16 件收集品的深层解谜机制。 - [01:25:16](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5116s) 隐藏二维码与讣告考据揭示,原帖作者 Steve 与挚友 Tom 死于同一天并合办葬礼,整个恐怖模组实质是一段以元叙事写就的凄美同性爱情悼亡诗。 ## Key takeaways - [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) 发布于 Doomworld 的地图声称发掘自一张 3.5 英寸软盘,表面上是日常洋房地图,实则蕴藏着庞大的多层异常空间。 - [03:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=200s) 初次探险即展现了非同寻常的技术力,打破经典引擎限制实现上下跃层,同时通过极度匮乏的弹药营造逼仄压抑感。 - [06:54](https://www.youtube.com/watch?v=5wAo54DHDY0&t=414s) 游戏通过音乐突兀重启、门扉被墙壁封死、阁楼与负片空间的凭空生成,打破现实认知并将玩家引向断路器开关。 - [11:01](https://www.youtube.com/watch?v=5wAo54DHDY0&t=661s) 合上电闸将房屋化为大火废墟,地下迷宫的冰冷混凝土墙面拓扑结构实则按比例复刻并变形了最初房屋的格局。 - [18:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1102s) 通关原版关卡 Underhalls 仅会触发虚假结局一并强行将玩家扔回起点,提示更深层秘密的存在。 - [18:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1102s) Google Drive 日记将单词“House”标为蓝色,并设置 Navidson Realty 地产标牌,全方位呼应悬疑小说《叶之屋》的核心概念。 - [28:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1698s) 通过作弊码提示和浴室镜子,玩家可穿梭至左右对称、怪物音效完全倒放的镜像世界以收集专属物品。 - [36:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2206s) 模组在 GZDoom 中实现了包含 Jared Pike“泳池室(Poolrooms)”美学的公共浴室,并实装了水下物理效果与溺水窒息机制。 - [47:54](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2874s) 试图使用 noclip 控制台指令穿墙会被系统戏弄并强制传送至无限循环且有无敌怪物追击的“后室(The Backrooms)”。 - [54:52](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3292s) 纳维森走廊(The Navidson Hallway)去除了所有解说与怪物跳脸,仅依靠绝对寂静与怪诞压抑的非欧几何结构引发强烈的心理焦虑。 - [01:15:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4544s) 树干刻字“S + A”引向平静却无法涉水的虚假海滩(结局二),伴随的日记直面了受困于虚妄与对永恒虚无的无尽折磨。 - [01:19:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4760s) 践行“幸福是必须去争取的”箴言,玩家需从无敌暗影怪物追击下狂奔并在加油站历经血战,才能达成小狗陪伴的真实海滩真结局。 - [01:25:16](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5116s) 隐藏二维码揭示 Steve 与 Tom 的死亡日期完全一致,日记与联合葬礼等证据印证了这是一段死者献给已故伴侣的同性悼亡挽歌。 - [01:31:41](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5501s) 模组暗中拔高了玩家的第一人称视角,配合 Smooth Doom 高帧率武器与走调音乐,巧妙剥夺老玩家在熟悉《毁灭战士》语汇中的安全感。 - [01:35:30](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5730s) 史莱克迷因与后室元素的加入不仅未破坏恐怖气氛,反而通过“间离效果”提醒人工构筑感,展现了《毁灭战士》历经 30 年接纳现代互联网文化的顽强生命力。 ## Detailed walkthrough ### [00:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=12s) 论坛贴文与神秘的 66MB 软盘地图 2023 年 3 月 3 日,Doomworld 论坛用户 Vedd 发帖称,自己完成了一张为《毁灭战士 2》(Doom II)制作的致敬地图,名为 `myhouse.wad`。作者在帖中讲述了一个令人伤感的故事:去年 8 月,他失去了一位童年挚友,并在回乡参加葬礼期间见到了朋友的父母。对方交给他一些挚友的遗物,其中便有一张高中时代的 3.5 英寸软盘,里面备份着一张旧地图。作者回忆道,他和好友 Thomas 在 2000 年代初曾是业余的《毁灭战士》制作者,但他此前从未见过软盘里的这张作品。为了缅怀挚友以及两人共同的美好回忆,他重新安装了地图编辑器 Doom Builder,给朋友的原作进行了打磨抛光,并添加了一些现代便利特性。帖子声称这是一张流程仅约 10 分钟的日常房屋地图,文末写道:“在过去,制作自家房屋地图非常流行,我觉得这是一份送给朋友既可爱又细致的致敬,也是与我们热爱的社区分享关于他的记忆的绝佳方式。想你,Tom。” 叙述者 Power Pak 强烈建议对本作感兴趣的玩家在完全不被剧透的情况下亲自尝试。该地图运行于增强型开源《毁灭战士》引擎 GZDoom。然而,奇怪的事情随之出现:如果玩家在帖子发布的第一周点击下载链接,得到的并非标题所写的 `.wad` 文件,而是一个名为 `myhouse.pk3` 的文件,后来更演变出一个包含大量额外文件的 Google Drive 网盘目录。PK3 格式本质上是一个 zip 压缩包,能提供更清晰的目录结构和更高的压缩率。令人起疑的是,这个压缩文件体积竟高达 66 MB——作为对比,这比《毁灭战士 1》与《毁灭战士 2》两款原版游戏容量总和还要大上整整四倍。带着这份疑惑,Power Pak 开启了深入该地图的多次探险旅程。 - **发帖人与时间**:Doomworld 用户 Vedd 于 2023 年 3 月 3 日发帖 - **背景故事**:纪念 2022 年 8 月去世的高中挚友 Thomas,地图发掘自一张 3.5 英寸软盘 - **文件异常**:标称 `.wad`,实际下载为 `myhouse.pk3`,文件体积高达 66 MB,远超正常单张关卡规格 --- ### [03:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=200s) 探险一:原版重现与不可能的物理空间 探险正式开始,Power Pak 选择以最高常规难度“极致暴力”(Ultra-Violence)进行游玩,随后便迎来了令人不安的长久黑屏加载时间。加载完毕后,熟悉的《毁灭战士 2》开场曲《Running from Evil》在耳边响起。眼前呈现的是一栋非常温馨可爱的独栋房屋,周围分布着木质墙壁、窗户、开阔的前院、门廊以及与室内相连的大车库。房间内四处散布着恶魔,但布局尽显生活气息——客厅里摆放着电视和小巧的初代 PlayStation 主机,完美体现了社区俗称的“Doom-cute”(指使用《毁灭战士》的底层方块纹理构建还原现实日常物品的设计风格)。紧邻的厨房配备齐全,走廊通往两间卧室(其中一间带储物间,另一间带套内浴室,浴室内能拿到黄色钥匙卡),楼上还设有普通浴室和带红门洗衣/杂物间。 ```mermaid flowchart TD accTitle: 房屋核心房间与跃层矛盾 accDescr: 展示主角从一楼和楼上探索,深入地下室并发现上下重叠的引擎空间矛盾 subgraph Floor1["上层建筑 (原版房间)"] A["客厅 / PlayStation 1"] B["套内浴室 (黄色钥匙卡)"] C["洗衣房 (红色门)"] end subgraph Basement["地下空间 (空间违规)"] D["娱乐室"] E["地下浴室 (黄色门 / 红色钥匙卡)"] F["锅炉房 (通往车库)"] end Floor1 -->|"沿楼梯向下走"| Basement D -.->|"垂直正下方覆盖 (引擎不可能)"| Floor1 ``` 穿过楼梯向下探索,便来到了地下娱乐室。然而,熟知游戏底层的玩家此时会察觉到一处惊人的反常现象:这间地下室直接位于楼上房间的正下方。在原版《毁灭战士》引擎中,三维空间实质上是由纯二维平面的地图线条高度拉伸生成的,这意味着空间在二维平面上绝不能重叠,“楼上有房”在经典引擎中是不可能实现的绝对禁忌;即使到了使用新技术的 GZDoom 端口,引擎通常也必须遵守底层规则,除非动用复杂的高级空间遮盖戏法。关卡继续推进,地下室包含一处藏有怪物的壁橱、通往车库的锅炉房、连接储物间的工作间,以及一间用黄门锁住的浴室。在浴室的淋浴喷头下干掉恶魔后,玩家拿到了红色钥匙卡。 关于这次探索中显现的诡异细节与惊人技术,叙述者 Power Pak 评价道: > “这看起来只是一个还原真实住宅的普通地图,却突然展现出了极其高超的工具运用技术,而且它做得如此漫不经心,你甚至可能完全没有察觉。” - **Doom-cute 细节**:电视配初代 PlayStation、带厨具的生活化厨房、淋浴房里藏着的怪物 - **引擎空间突破**:打破原版 Doom 二维射线无法支持“房间正下方有房间”(Room-over-room)的底层限制 - **资源限制**:在 Ultra-Violence 难度下弹药极为匮乏,促使玩家使用拳套手撕粉红魔(Pinky) --- ### [06:54](https://www.youtube.com/watch?v=5wAo54DHDY0&t=414s) 倒带的现实、消失的门与负片空间 搜刮完地下浴室并拿到红钥匙后,朝窗外看去,通风口顶上赫然放着一颗能够立刻提供 100 生命值的灵魂球(Soul Sphere)。但当玩家回到楼上洗衣房拿到原本以为能开启院子铁门的蓝钥匙、再绕回室外去捡这颗灵魂球时,通风口上却空无一物。不仅如此,透过窗户向室内张望,整座屋子竟然空无一怪。紧接着,令人毛骨悚然的一幕发生了:背景音乐《Running from Evil》在没有任何人工操作的情况下突兀地强行重置,房间内的敌人被瞬间重新刷新填充。 再度踏入屋内,房屋细节已被微调:掉落的卡片变成了头骨钥匙(Skull Key),原本不存在的机枪哥(Chaingunner)开始游荡。更诡异的是,曾经摆放蓝色钥匙卡的杂物间如今变成了一截向上通往未知阁楼的木楼梯。拿到蓝骷髅钥匙准备离开房屋时,玩家惊骇地发现:所有的出口大门彻底消失了,整栋房子的门洞全被实心墙壁封死。原先的衣帽间向外延伸出一段在物理维度上绝对不可能存在的走廊,走廊尽头是一间有着奇怪壁炉的全新客厅,桌上甚至放着一罐可拾取的百事可乐。原路返回后,走廊也消失不见;推开另一扇门,玩家竟跌入了一片万物全黑、家具如剪影般的“负片空间”(Negative Space),里面唯一存在的可互动物品仅仅是一杯漂浮的奶昔。 当玩家再次回到房屋原址,原有的门板彻底荡然无存。来到前门被封死的位置时,耳边传来了细碎诡异的杂音。推开客厅的一排书架,后方隐匿着一间摆放着猫砂盆的小房间。房间深处立着一个断路器电闸,在无路可走之下,玩家合上了电闸。 - **音乐重启**:BGM 自行动摇重置,象征现实发生暗中翻转 - **钥匙质变**:标准科技钥匙卡全面替换为地狱风格的头骨钥匙 - **不可能的空间扩展**:阁楼凭空生成、延伸出带百事可乐的壁炉房间、黑白反转的负片奶昔空间 --- ### [11:01](https://www.youtube.com/watch?v=5wAo54DHDY0&t=661s) 废墟火海与无尽的混凝土迷宫 按下电闸的一瞬间,刺耳的警报与爆炸轰鸣打破了死寂。整栋屋子瞬间被浓烈的黑烟与烈火吞噬,原版恶魔全数消失,取而代之的是全身焦黑、面目扭曲、从未在原版游戏中见过的奇异新生物。在火灾肆虐的残垣断壁中清空下层后,耳畔回荡起人类撕心裂肺的惨叫声。踏上被烧毁的楼梯,天花板已被烧塌,头顶显露出怒色翻滚的天空。在焦黑废墟里游荡战斗时,玩家在废墟间拾取到三样极具生活隐喻的小物件:一本未被完全烧毁的日记、一个被烧焦的相框,以及一只陈旧的泰迪熊。 ```mermaid flowchart LR accTitle: 房屋阶段异变流程 accDescr: 展现从正常房屋逐步演变成迷宫的状态迁移 A["正常洋房<br>(收集钥匙)"] -->|"音乐重置 / 负片空间"| B["封闭囚笼<br>(门扉消失)"] B -->|"按下书架后断路器"| C["大火焚毁的废墟<br>(惨叫与烧焦遗物)"] C -->|"进入地下锅炉房"| D["无尽混凝土迷宫<br>(冷灰色循环走廊)"] ``` 此时不仅无法原路返回阁楼,而且没有任何可以通往室外的通道。尝试敲打所有墙壁无果后,按下地图键(Automap),屏幕上却只显示一片虚无——整张地图没有小地图数据,系统指示玩家正身处“虚无之地”(Nowhere)。屏幕角落的数据赫然显示着成百上千的敌人数量以及仅有的“1 个隐藏秘密”,此前经历的一切空间异变竟然连一个秘密都不算。 走下楼梯,房屋的材质在不知不觉中悄然退化剥落,彻底变成了单调冰冷的纯灰色混凝土。窗外的世界也化为一片彻底的灰度单色调。走进地下锅炉房,原本通往车库的门背后,变成了一个由厚重水泥高墙构成的无尽石室迷宫。走在空旷死寂的水泥走廊中,令人脊背发凉的是:这些看似随机的水泥长廊与房间,其整体平面拓扑结构,竟然一直在以忽大忽小的比例,机械性地精准重组复刻着最初那栋房屋的轮廓格局。更出人意料的是,在这座冰冷的石窟迷宫深处,游荡着一只金毛猎犬;它不仅不会咬人,反而会在跑向玩家时欢快地吠叫,接着乖巧地坐在玩家脚边。 面对迷宫中这条忠诚的小狗及其残忍的暗藏机制,叙述者 Power Pak 语带压抑地反思道: > “这并不是我发现只要好狗死了坏狗就会死掉的方式;我根本没有经历过为了杀掉坏狗而艰难挣扎、最终却连好狗也一起害死这种事——这些事情统统都没有发生过,绝对没有。” - **灾后收集品**:日记本、烧焦相框、旧泰迪熊 - **迷宫拓扑映射**:混凝土墙面的排布比例虽然被放大缩小,但核心房间格局全部复刻自主屋 - **双生犬谜团**:迷宫中坐着一只无害的温顺好狗,但它的生命似乎与某种致命机制被残酷地绑定在一起 ### [14:27](https://www.youtube.com/watch?v=5wAo54DHDY0&t=867s) 混凝土迷宫与空中的登机口 穿过房子的异化通道后,旁白置身于一个充斥着单向门和非欧几里得几何结构的庞大迷宫之中。在这个完全违背物理直觉的空间里,他幸运地捡到了一把等离子枪(Plasma Gun),虽然火力得到了补强,但复杂的路线依然让人极度头疼。出于无法抑制的好奇心,旁白纵身跃入两栋建筑物之间的深渊,重重地砸向最底部。 ```mermaid flowchart TD accTitle: 异化空间探索流程 accDescr: 从坠入深渊到踏上被遗弃客机的逃离路径 subgraph SG1["空间异化探索"] A["跃入建筑物深渊"] --> B["发现通向天空的镜面楼梯"] B --> C["漫步于空中道路"] C --> D["折返重回混凝土迷宫"] end subgraph SG2["逃离与回归"] D --> E["发现废弃机场登机口"] E --> F["穿过取消航班的客机舱体"] F --> G["返回荒废并被植被吞噬的房子"] end ``` 坠入深渊后,周围陷入一片死寂。经过一番探寻,旁白发现了一处昏暗的楼梯间、凹陷通道中的锁闭门扉,以及宛如镜面映射的重复楼梯。更诡异的是,推开其中一扇门后,眼前竟是一片开阔的“天空”,而玩家甚至可以直接行走在天空之上。在试探无果后,他只能返回下层,重新投身于那片充满危险边缘与扭曲维度的“混凝土丛林”。在穿过无数违背物理规律的走廊并多次跌落孔洞后,他最终找到了一条通往高处的出路。 路的尽头赫然出现了一座现代化的机场登机口。航班信息显示牌上写着一班状态为“已取消”(Cancelled)的航班,终点则是“主线/家”(Home)。尽管航班取消,但登机通道敞开在眼前,旁白别无选择只能登机。在机舱内与怪物一路激战穿行至飞机尾部后,舱门将他吐回了最初的起点。然而眼前的房子早已面目全非:整座建筑彻底荒废,杂草与藤蔓侵蚀了墙体与地板,四周空无一人、寂静荒凉。跨过重现的房门,旁白最终触碰了关卡出口。 - 迷宫区域内部充斥着无法原路返回的单向门与非欧几何构造。 - 天空区域虽然视觉上是虚空与云层,但脚下具有实体碰撞体,可以直接行走。 - 机场信息牌上的航班虽然标注为取消,但玩家依然能进入客机并战斗穿行。 - 最终返回的房子被植被严重附生,处于彻底遗弃的荒芜状态。 --- ### [18:22](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1102s) 假结局与来自《叶之屋》的蓝色印记 离开关卡后,结算界面显示击杀率极低,紧接着游戏直接载入了《毁灭战士2》(Doom 2)的第二关“Underhalls”。这并非模组原创的内容,而是毫无改动的官方经典关卡。原帖作者曾声称这只是一个单张地图的模组,这让旁白一度以为这只是通关后的余兴节目。然而,当他一路端着超级霰弹枪(Super Shotgun)通关 Underhalls,准备进入第三关“The Gauntlet”时,游戏画面却骤然一转,将他强行抛回了起点。旁白对此直言: > “祝贺你通关了结局一,可你甚至还没见到这里不到一半的真相。” ```mermaid flowchart LR accTitle: 文学与现实线索交织图 accDescr: 展示模组与叶之屋及现实日志的对应关系 subgraph SL["《叶之屋》对应元素"] H1["蓝色高亮单词:House"] H2["纳维森家族与异化房屋"] H3["记录者桑帕诺与整理者约翰尼"] end subgraph SD["Google Drive 现实线索"] D1["日志作者:Steve Nelson"] D2["去世的好友:Tom(享年35岁)"] D3["被划掉的噩梦段落:火灾与迷雾"] end H1 -.->|"形式借鉴"| D1 H2 -.->|"剧情隐喻"| D2 H3 -.->|"叙事结构"| D1 ``` 为了寻找真正的秘密,旁白开始仔细调查作者随地图附带的 Google Drive 云端硬盘。该网盘归属于一位名叫 Steve Nelson 的用户,里面包含了大量的附加文件,其中最引人注目的是一份公开的日记文本(Journal)。这份日记进一步补充了 Doomworld 论坛帖子的背景:作者在好友去世后,从其父母手中继承了好友生前未完成的地图。然而,整篇文档中最突兀、最令人不适的细节,是文中唯一一个被标上醒目蓝色的单词——“House”。 这一格式直接指向了马克·Z·丹尼埃莱夫斯基(Mark Z. Danielewski)于 2000 年出版的奇想小说《叶之屋》(*House of Leaves*)。该书以极为繁杂的非线性叙事、嵌套结构和奇特排版闻名,书中每一次出现“House”一词,都会被机械性地印刷为蓝色。巧合的是,旁白自己在该模组发布的两天前刚刚读完这本长篇巨著。模组在诸多地方向《叶之屋》致敬: - 房前立着的地产告示牌“Navidson Realty”,致敬了书中的主角摄影师威尔·纳维森(Will Navidson)。 - 《叶之屋》中房屋内部空间比外部大出四分之一英寸,并随之生成延伸数英里的漆黑走廊,与模组中的不可能空间完全呼应。 - 模组制作者 Steve Nelson 逐渐陷入制图狂热并精神崩溃的过程,深刻映射了《叶之屋》中沉沦于研究旧手稿而与现实脱节的约翰尼·特鲁安特(Johnny Truant)。 翻看 Steve 的日志可以发现,他自 2022 年 8 月断断续续制作这张地图直到 2023 年 3 月发布。在此期间,他开始失眠、记忆断层,仿佛在身不由己地被某种力量驱使着完成这栋“房子”。日志中一段被删除线划掉的文字描绘了一场诡异的噩梦:他梦见自己与已故好友在地下室玩乐高,转身好友便消失不见;随后楼上起火,房子化为燃烧的焦架,当他逃出屋外时,周围只有浓重的大雾与远处的低吼。而在云端相册中,还包含一张好友 Tom 的讣告剪报——Tom 享年 35 岁,死于家中,生前刚刚与高中暗恋对象重聚,深爱着自己的宠物猫。 --- ### [25:03](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1503s) 远征二:武器的平滑化与核心锚点 “远征二”实际上是旁白多轮探索与大量存档反复回溯的结合体。他的核心原则是不借助任何攻略,完全依靠自己的肉眼观察和试错来摸索地图机制。在重返第一栋房子后,他在庭院草丛中意外拾取了一把先前从未见过的霰弹枪——在第一次探险中,当房屋异化后,这个位置仅仅留下一道虚幻的剪影,正是这个剪影促使他回头找到了实体武器。 在这一轮游戏逻辑中,穿越 Underhalls 获得全套武装(尤其是超级霰弹枪)被证实是作者精心设计的意图流程。如果玩家拿到蓝钥匙后直接从大门离开,就能跳过后续的整座二号房子,直接进入 Underhalls 刷取补给;而在打穿 Underhalls 被扔回起点时,玩家身上的护甲、弹药和强力军火都会被完美继承,这极大缓解了后续探索的生存压力。旁白还指出了一处极易被忽视的建筑视觉悖论:当玩家站在屋外观察地下室外墙时,根本看不到任何窗户;但一旦踏入地下室,墙上却赫然开着窗户,窗外甚至能清晰看到那个触碰不到的灵魂之球(Soul Sphere)。 ```mermaid flowchart TD accTitle: 远征二主线流程与核心循环 accDescr: 展示二号房探索与武器状态永久改变的因果逻辑 A["利用 Underhalls 刷取超级霰弹枪与满状态"] --> B["重返起点并进入二号房子"] B --> C["系统暗中切换为 Smooth Doom 高帧率武器模型"] C --> D["击杀怪物并夺取蓝钥匙卡"] D --> E["穿过不可能走廊拾取百事可乐与奶昔"] E --> F["回到房子:确立永久核心锚点"] ``` 更耐人寻味的是玩家自身的悄然变化。旁白对比了“远征一”与“远征二”的实机画面,揭示了一个隐蔽的细节:当玩家初次跨入第二栋房子时,主角手中的武器模型在无声无息中发生了替换——原本 1994 年原版《毁灭战士》的低帧率粗糙贴图,被替换成了知名模组“Smooth Doom”的高帧率平滑动画。对于这种润物细无声的诡异感,旁白评价道: > “这是你在第一次游玩时很可能不会察觉的微小细节,但它加剧了那种怪诞感——事情不对劲,你感觉到了,但你也许根本没意识到问题出在哪。” 一旦武器模型完成替换,这个改变就会永久生效,即使打穿 Underhalls 重生回起点也不会复原。随着熟悉流程的推进,旁白再次清理了二号房子中的敌人,夺回蓝色钥匙卡,并目睹前后门再度消失。穿过那条不可能存在的无尽走廊,拿到百事可乐和另一侧房间的奶昔后,他重新折返回主厅。此时,这座看似普通的房子正式确立为连接一切诡异空间的核心锚点,所有更深层的秘密,都将由此拉开序幕。 - 在二号房子阶段,地下室窗户在室外不可见、室内可见,构成空间矛盾。 - 武器动画替换采用的是“Smooth Doom”资源,提升了开火与换弹帧率,且该状态在后续存档与循环中永久保留。 - 击穿 Underhalls 带回超级霰弹枪是模组内部暗含的官方破局策略,用以应对后续急剧上升的战斗难度。 - 拿到百事可乐与奶昔后的二号房被定义为探索枢纽,后续多条支线均需在此进行空间重置或触发。 ### [28:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1698s) 阁楼镜子与穿越镜面的梦境暗示 游戏本身实际上在不断暗示玩家不要引发火灾。日记中被划掉的火灾梦境是一个线索,但更直白的提示隐藏在作弊码中。当玩家输入无敌秘籍 `iddqd`(God Mode)时,系统会弹出一系列耐人寻味的文字提示;关闭它时,游戏甚至会明确警告:“关闭无敌模式时特别告诉你,房屋起火绝不会有好下场。”(“turning it off specifically tells you there is no good outcome from a house fire”)一旦任由房屋烧毁,玩家就会被锁死在之前经历过的结局中。相反,如果重新开启无敌模式,屏幕上则浮现出另一段文字:“我的倒影对我眨了眨眼,为了以防万一,我把阁楼上的镜子盖住了。” 顺着这个线索来到那间可能存在也可能不存在的阁楼,果然能找到一面被布盖住的镜子。镜中虽然映不出玩家自身,却映出了一个悬挂着的蓝色小饰物,而这个物品在玩家身处的现实空间里根本不存在。此时翻看日志,能看到一段诡异的梦境记录:讲述者站在浴室镜子前刮胡子,镜中的倒影忽然对他眨眼;震惊之下他把剃须刀扔向镜子,镜面非但没有碎裂,反而像通道一样容许他将手甚至整个身体钻了进去;钻入镜子隧道后再回头,镜中的自己也向现实回眨了眼睛。此外,在大约游玩到第 10 分钟时,地图会突然播放一声极其逼真的 Discord 提示音来干扰玩家的现实感。在排查了屋内的多面镜子后,玩家终于跳上其中一间浴室的洗手台,一头穿进了镜面之中。 - 开启 `iddqd` 获得的日志提示:“My reflection winked at me. I covered the mirror in the Attic just to be safe.” - 地图在 10 分钟左右会冷不防播放 Discord 提示音,刻意模糊现实与游戏界限。 ### [30:18](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1818s) 镜像世界与倒转的 Underhalls 穿过镜面后,玩家踏入了一个完全对称颠倒的“镜像世界”(Mirrored World)。整个房子的空间结构完全左右反转,恶魔们再度现身,令人毛骨悚然的是,怪物们发出的所有音效全部变成了倒放。在这一片不安的氛围中,一个至关重要的细节极易被忽略——在正常世界中消失的大门,在这个镜像现实中竟然完好无损地回来了。 如果玩家按捺不住直接从正门离开,游戏会强行将玩家传送进倒转版的经典关卡“Underhalls”。这里的一切同样被完全镜像倒置,并布满了反转音效的怪物。通关倒转的 Underhalls 后,玩家会带着一首全新编曲的背景音乐回到镜像房子中,但这绝不是明智的探索路线,因为进入倒转关卡会没收玩家的所有武器。回到正轨,来到镜像世界的阁楼,原本只在镜中可见的蓝色圣诞饰品终于可以拾取。不仅如此,镜像阁楼里还凭空出现了一张现实世界中从未有过的婴儿床,床边放着一个奶瓶。捡起奶瓶时屏幕上闪过的黑色幽默让人不寒而栗,但探索至此,玩家已别无选择,只能转身离开。 ```mermaid flowchart TD accTitle: 镜面世界分支与探索流向 accDescr: 展示从浴室镜面进入镜像世界后的不同探索分支及后果 A["穿过浴室镜面"] --> B["进入镜像房屋(左右倒置/怪物音效倒放)"] B --> C{"选择行动"} C -->|"直接推正门离开"| D["进入倒转 Underhalls"] D -->|"武器全部丢失"| E["重返镜像房屋(曲风变换)"] C -->|"前往镜像阁楼"| F["拾取蓝色饰物与婴儿奶瓶"] F --> G["寻找下一处现实裂隙"] ``` ### [32:31](https://www.youtube.com/watch?v=5wAo54DHDY0&t=1951s) 压抑的日托中心与潜行的小丑怪 接下来展现的空间是一座儿童日托中心(Daycare)。这种本该洋溢着欢声笑语的明快场所,在此刻却显得破败不堪,窗外则是漆黑冰冷的重重浓雾。浓雾里停着一辆轿车,甚至一度让人隐约瞥见迷雾中有可疑的人影晃动,但仔细查看录像却又空无一人。更令人脊背发凉的是,这座日托中心的室内平面布局,竟然与主屋的一楼结构如出一辙。 在这个压抑的空间里,墙上高处的置物架上放着一个够不着的狂暴包(Berserk pack)。玩家需要走进其中一间壁橱,挥拳打碎隐藏在门后的裂纹墙壁才能拿到它。这种在儿童保育机构里解谜、砸墙的诡异违和感时刻刺激着人的神经。一番搜寻后,房间里能找到一个棒球和一盒蜡笔,壁橱里还挂着一套无法互动拾取的小丑服装。然而,当玩家想要原路返回时,来时的入口却已经完全消失。紧接着,一个血量极厚的小丑怪突然现身,如果被它近身就会遭到致命痛击。用霰弹枪将其轰杀后,怪物掉落了开启大门的钥匙,玩家这才得以脱身离开。 - 日托中心的平面轮廓完全复刻了现实主屋的一楼空间。 - 空间内可拾取道具包含狂暴包、棒球、一盒蜡笔,击杀小丑后拾得大门钥匙。 ### [34:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2084s) 现实照片线索与注满全屋的浴缸 在随模组附带的 Google Drive“Photos”文件夹中,存放着大量建图原型的真实房屋照片,忠实记录了那位朋友生前的家:厨房、客厅、游戏室,以及那扇隐藏在书架后面的暗门。其中甚至还有一张照片拍下了游戏里那条“不可能存在的走廊”,这种虚实重合的感觉令人极为不适。在随后的盲目摸索中, narrator 开始对屋里所有可互动的物件挨个尝试按下使用键,无意间拧开了厨房的水龙头。 这一举动引发了一连串荒谬的连锁反应:随着全屋各个水槽被逐一打开蓄水,主卧套房浴室里的浴缸水位竟然同步上涨。为了拿到漂浮在水上的黄色橡皮鸭, narrator 找遍了所有水龙头,甚至包括负空间房屋里的水龙头,终于将浴缸彻底灌满并拿到了鸭子。然而更离奇的是,在后来通过 Discord 向朋友直播展示这张地图时,当再次试图去捡那只鸭子,整个屋子瞬间彻底被大水淹没。原本在《毁灭战士》中无比迅捷灵敏的身法,在深水中变得极其缓慢凝滞,不管是楼上、楼下还是各个房间,目光所及之处尽是一片汪洋。 - Google Drive 的照片文件夹展示了真实的房屋结构,与模组内的几何空间形成对照。 - 开启房屋内所有水槽(包括负空间)可抬高浴缸水位以获取小黄鸭。 ### [36:46](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2206s) Jared Pike 风格的泳池迷宫与水下机制 穿过水流后,玩家进入了一个巨大的后室风格公共浴室(Bathhouse)。这一场景极度贴合 Jared Pike 著名的泳池(Poolrooms)阈限空间艺术风格。正如 narrator 所引用的:“如果你不熟悉,Super Eyepatch Wolf 做过一期关于阈限空间的出色视频,那是了解更多的绝佳起点;他在里面还聊到了《叶之屋》。”(“If you're not familiar, Super Eyepatch Wolf did a great video on liminal spaces which is a great place to learn more. He talks about House of Leaves in it too, check it out.”)如果在这座澡堂中贸然跳下深坑或水池边缘,并不会到达新区域,而是会直接掉落回此前那座无尽楼梯上方的天空房间。 实际上,浴室内部的结构再次暗合了主屋的平面布局。更衣室旁的一条走廊连向一座违背三维空间常理的无限淋浴迷宫,四周充斥着无数重复的隔间。玩家必须在迷宫的某一处故意走回头路,才能打破死循环来到一个巨大的室内游泳池。泳池中央漂浮着一颗二十面骰子(D20),但水中潜伏着极具攻击性的怪鱼。拿到骰子后,泳池底部的某块瓷砖其实是一个向下延伸的暗道迷宫。令人惊叹的是,该模组竟然在古老的《毁灭战士》引擎里实装了完整的游泳物理效果与氧气窒息机制。水下设置了可以换气的铁栅栏,但其中一个是致命的陷阱气孔。从险象环生的水下暗道浮出水面后,玩家来到了一片悬崖车库,远处怪物的跟踪飞弹不断轰击而来;通过一段狭窄且稍有不慎就会跌落回天空房间的桥梁后,前方的通道赫然连通了那座熟悉的无尽灌木迷宫。 - 场景视觉风格致敬了 Jared Pike 的“Poolrooms”系列摄影与阈限空间美学。 - 泳池水底藏有 D20 骰子,底部瓷砖暗道要求玩家在氧气耗尽前快速解开迷宫并避开假换气孔。 ### [40:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2444s) 未起火的迷宫重访与机场商店 这一次成功抵达迷宫具有重大意义,因为 narrator 强调:“这实际上非常重要:我们设法在没有引发火灾的情况下再次进入了迷宫,这感觉像是一种真正的进展。”(“This is actually pretty important: we managed to get to the maze again without starting the house fire. That's good, that feels like progress.”)在避开巡逻恶犬的同时,玩家在迷宫各处搜集到了数样关键道具:一个刻着笑脸的南瓜、落入隐藏狗窝旁拾得的飞盘,以及利用侧身疾跑跳上一处遮雨棚顶端取得的金枪鱼罐头。尽管跳上棚顶会不可避免地惊动地狱三头犬,但拿到猫罐头依然物有所值,正如日记所写:“汤姆总是把他的小猫宠得无法无天。” 此时回看 Google Drive 里的写生本(Sketchbook),日记曾将里面的三幅画描述为“令人不安的涂鸦”。第一幅画正是那栋房子,第二幅则是长着多颗头颅的恶犬,而最后一幅仅仅是一把蓝色的钥匙——然而盯着那把钥匙看久了,它的轮廓仿佛暗藏着某种不属于房子的诡异象征。穿过迷宫的尽头后,场景切换到了现代机场。这里有一道会发出警报的金属探测门,走过安检可以获得少量生命值加成;门外停着另一辆轿车,而在候机厅的商店里,对着一件售卖的 T 恤按下互动键,可以瞬间获得 200% 的满额护甲。 - 在未触发火灾梦境的前提下探索迷宫,解锁了包括南瓜、飞盘与金枪鱼罐头在内的道具。 - Google Drive 涂鸦本仅包含三张图画:房子、多头恶犬,以及充满视觉谜团的蓝色钥匙。 - 机场商店中的 T 恤互动可直接补满 200% 护甲。 ### [42:25](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2545s) 机场幻象与空置之屋 在这一轮探索的尾声,主角穿过了一处古怪的机场区域。二楼和行李传送带并没有什么特殊之处,由于角色体积太大,甚至无法挤进传送带内部。男洗手间显得异常整洁——“坦白讲,这是我这辈子见过的最干净的男厕所”。然而,在女洗手间门外,地上静静躺着一个药瓶,上面赫然写着“需要续药”(refill needed)。 随着剧情推进,原先所急需的火力支援转化为了一整瓶药物,状态随之转为“感觉良好”(feeling fine);回到洗手间后,那种诡异的紧绷感也消失了。更令人头痛的是,仔细端详就会发现,这座机场在结构上**又**是那座房子的变体。飞机内部空空荡荡,就连机上厕所也毫无线索,只剩下跳机离开这一条路。 ```mermaid flowchart TD accTitle: 房子形态转变流程 accDescr: 展示主角从机场跳下后房子状态的演变及最终走向关底的循环 subgraph Airport ["异常空间:机场"] A["机场航站楼与客机<br/>(本质仍是房屋变体)"] -->|"跳下飞机"| B["现实房屋"] end subgraph HouseEvolution ["房屋状态演变"] B --> C["不再是烧焦废墟<br/>变为人去楼空的搬迁状态"] C --> D["走向房屋出口"] end subgraph LoopEnd ["重回循环"] D --> E["纳维森地产标牌<br/>(Navidson Realty)"] E --> F["切入 Underhalls<br/>提示重头再来"] end ``` 跳下飞机后,房子再次发生了肉眼可见的转变:它不再是之前那副焦黑破败的废弃废墟,而是变得像原住户刚刚搬空了一样。尽管屋里空无一物、透着一丝凄凉,但房子至少不再处于残破崩塌的边缘,这似乎暗示着某种心理状态的“进展”。遗憾的是,一旦迈出房屋大门,结局依然原形毕露:纳维森地产(Navidson Realty)的标牌赫然在目,画面径直切入《Doom II》的第二关“Underhalls”,冷酷地要求玩家调头重新来过。 --- ### [44:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2684s) 寻求外援:Doomworld 论坛的先驱者们 单凭一人在地图里盲目游荡,能够挖掘的内容终究是有极限的。在开启下一轮远征前,作者决定寻求外界的帮助。然而,直接去查阅如同标准答案般的 Doom Wiki 攻略显得索然无味,这完全违背了探索这张地图的冒险精神。 于是,作者回溯到了 Doomworld 论坛上那个最初的发布帖子,顺着时间线完整阅读了所有玩家当年合力抽丝剥茧的探索记录: - 观察社区成员如何在面对这看似人畜无害的自制关卡时,逐渐被其背后的庞大深渊所震撼; - 一步步验证玩家们相互留下的提示,学习如何应对游戏中那些极其晦涩、超现实的机关序列; - 该地图于 3 月 3 日发布,但直到 3 月 7 日,论坛上的玩家才真正意识到冰山之下的恐怖,开始全力攻关; - 特别鸣谢了论坛上一位指出其 GZDoom 色调映射(Tone Map)设置错误的网友,若非这个修正,后续最惊艳的视觉内容将无法完整呈现。 在这个阶段,作者终于弄清了这张地图的核心推进机制:玩家的目标确实是在各处搜集物品,但**烧焦房屋中的物品是不作数的**,它们不会被记录进那幅至关重要的画作里。这幅画作相当于一个物品追踪器,表世界总共需要收集 8 门道具;而在镜像世界(Mirror World)中,还挂着另一幅独立的画,记录着另外 8 门道具,两者相加共计整整 **16 件物品**。 在此前的自我摸索中,作者仅仅因为漏掉了两件关键道具而屡屡卡关: 1. **结婚戒指**:位于悬浮车库区域。玩家必须踩上一块特定的黑砖触发浮空怪物(类似 Cacodemon 的变体),随后进行一次“信仰之跃”,跳向一座悬浮平台拾取戒指,再原路折返回迷宫,极易失足坠亡; 2. **红酒瓶**:隐藏在镜像世界的厨房中,此前从未被肉眼察觉。 集齐物品后,通关之路虽然已经明朗,但作者决定将最终的通关留到最后一轮远征,因为地图里还埋藏着数个令人毛骨悚然的隐秘空间。 --- ### [47:54](https://www.youtube.com/watch?v=5wAo54DHDY0&t=2874s) 越界惩罚:无尽的后室与死亡回魂 在受论坛讨论启发后,作者尝试在控制台输入无穿墙碰撞指令(`noclip`)。原以为能够轻松逃离房屋、直奔终点,现实却给出了无情的一击:一旦在本地图的任何区域尝试穿墙出界,系统便会将玩家直接传送到名副其实的**后室**(The Backrooms)之中。 这里的后室堪称全模组中最令人头痛欲裂的迷宫。米黄色的无尽走廊无限循环,墙壁上偶尔突兀地挂着一台电脑或一张海报。更可怕的是,在辨别方位的过程中,你会发现自己绝非独身一人——身后正紧跟着一只完全无法杀死的恐怖怪物。若非对照 Doomworld 论坛上极其精确的步进指引,几乎不可能找到逃生出口。穿过出口后,玩家会被直接传送回凹陷锁孔门后楼梯的尽头,乖乖被送回房子里。奇怪的是,镜像版 Underhalls 同样存在一个专属的镜像后室,且似乎根本找不到出路。 后室本质上是对试图破坏游戏规则者的戏弄与惩罚,但它却引出了另一个令人不寒而栗的疑问:如果玩家在游戏里死亡,且刻意**不去按重载键**,会发生什么? 屏幕在一片死寂中陷入漫长的黑暗与怪异回响。随之而来的画面令人屏息:镜头穿过层层虚空,玩家再次回到了这座房子的某种奇异变体之中。只要静静等待并完成特定的交互,玩家竟然能够获得**仅此一次的就地复活**机会。这里同样出现了一个药瓶,它的存在是否承载着某种深层隐喻,至今仍是个未解之谜。 --- ### [52:19](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3139s) 粗野主义迷宫中的隐秘跳跃与电视异象 为了探寻更零碎的隐藏秘密,视线必须重回那座由冰冷混凝土构筑的粗野主义迷宫(Brutalist Maze)。通过利用一次性开启的秘密通道,玩家可以省去大段绕路的折磨,但这扇门一旦闭合便再也无法开启。 迷宫边缘与外墙的间距在某些方位非常狭窄。作者尝试直接从迷宫顶边缘纵身跃出: - 第一次起跳,成功落入了巨大化房屋的另一个密室中; - 紧接着的另一次跳跃,使玩家获取了能将生命值与护甲直接拉满的超级护球(Megasphere); - 获取后唯一的离开方式是跳入下方的无尽阶梯,这极其考验玩家对迷宫入口使用次数的精密计算(因为秘密通道与浮空车库入口均仅限通行一次)。 而在迷宫某处,还存在着一个操作难度极高、需要反复尝试多次的跳跃点。一旦成功跃入那处极其隐蔽的偏僻房间,外部世界便会发生细思极恐的异变: “这本身就已经够诡异了,更诡异的是回到房子里,发现所有的电视机现在都全部开着——甚至在镜像世界里,甚至在医院里也是如此。我完全不知道这代表着什么或者能触发什么,但不知为何,这让我感到自己无比渺小。” --- ### [54:52](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3292s) 纳维森走廊:致敬《叶之屋》的极致压抑 在展示完所有零碎秘密后,终于来到了本段落最震撼的压轴部分。 书本再次重现,周围陷入了极度反常的绝对寂静。在经历了漫长探索中无休止的嗡鸣与机械杂音轰炸后,这种骤然降临的真空感令人胃部痉挛、不寒而栗。眼前展开的是一条完全由冰冷混凝土与深邃黑暗构筑的极限空间——**纳维森走廊**(The Navidson Hallway)。 作者在此处隐去了全部的人声解说,仅保留极简的剪辑,将这段压抑绝望的黑暗迷宫完整呈现给观众。没有jump scare,也没有直接跳脸的怪物,唯有非欧几里得的几何异化与黑暗中偶尔传来的细微声响: > “哪怕你可以争辩说其实我什么危险都没碰上,但仅仅依靠怪诞的建筑结构,以及时不时隐晦戳刺过来的、‘你在这座房子里并不孤单’的暗示,它就成功激发出了无孔不入的焦虑。” 整整耗费数分钟在伸手不见五指的幽闭长廊中穿梭摸索后,玩家终于活着逃离了这段梦魇。这种对经典悬疑小说《叶之屋》(*House of Leaves*)的致敬与提炼,在《Doom》这一古老引擎中的工程实现堪称天才手笔。而更令人战栗的是,即便探索至此,关卡结算界面上的最终隐藏秘密(Secret)计数依然没有被找齐。 --- ### [01:03:54](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3834s) 开启最终征程:记忆碎片的拼凑 不能再拖延下去了,所有的准备工作均已就绪,作者正式吹响了终局远征的号角。这一次将按部就班、严谨地推进所有机制与隐藏技巧,彻底攻克《MyHouse.WAD》。 与此同时,作者决定放慢节奏,对照随地图附带的神秘日志进行深入解读: - 尽管这座房子的物理构造“内里远比外表要大”,但在情绪和符号层面上,它绝非空虚冰冷,而是充斥着某种可以被复原的叙事残片; - 从房门凭空消失的起点开始,玩家会先后取得百事可乐(Pepsi)与奶昔; - 这些物品在周遭的现实材料或家庭老照片中毫无对应,但细看其环境:百事可乐房间的室内装潢具有强烈的 70 年代至 80 年代复古风格,可乐罐本身的拉环与图案也是几十年前的早期版本; - 这极有可能是作者在复刻一段深埋心底的童年记忆,仿佛孩提时代被母亲温柔询问想喝什么时,脱口而出的那句“我想喝汽水”(I want pop);而随后的奶昔房间,大抵亦是同一类温存而感伤的记忆切片。 ### [01:04:52](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3892s) 镜中世界与废弃日托所的秘密 在探索这个充满诡异色彩的房子时,玩家会发现一个呈现单色调(黑白)的房间。这或许并不是什么可怕的负面维度,因为从照片文件夹中可以看出,这个房间显然经历过翻修。这种强烈的单色调可能只是它翻修前的样子,又或者是因为这里曾发生过某些变故,迫使人们不得不对其进行翻修,从而让这段记忆变得令人不快。房间里留有一句“这孩子需要一杯奶昔”(The kid needs a milkshake),这听起来不像是孩子会说的话,更像是两位父母在用一种冷冰冰的语气谈论他们的孩子。虽然这些背景纯属解说主的个人推测,但随着探索的深入,真相正一步步揭开。 为了进入镜中世界,玩家必须先揭开阁楼上的镜子,然后通过浴室进入镜中世界。在镜中世界里,解说主选择消灭所有的怪物——虽然不确定这是否为硬性要求,但为了保险起见还是照做了。在这里,玩家可以收集到一瓶红酒,这显然暗示了照片中出现的“醉酒死党”汤姆(Tom)和史蒂夫(Steve)。此外,还能找到一本圣经,这对应了日记中那段半梦半醒、胡言乱语的记录。然而,更重要的道具是婴儿床里的奶瓶。伴随这个奶瓶的是一段令人毛骨悚然的日记: > “我躺在床上,害怕得不敢动弹,因为我听到阁楼里传来微弱而诡异的哭声。我以前听过这个声音,但这一次它更响亮、更急切。我爬下床,悄悄走上通往阁楼的楼梯,心跳快得仿佛要炸开。当我进入阁楼时,我注意到一串儿童玩具一直延伸到窗外。在某种强烈冲动的驱使下,我顺着这串玩具走了过去。这串玩具把我引到了镇子边缘的一家废弃日托所。我站在后面,不敢进去,但又忍不住被那个地方吸引。我知道里面有什么东西在等着我,某些黑暗而危险的东西。我深吸了一口气,走了进去。里面漆黑一片,寂静无声,但当我四处走动时,我发现墙上画满了婴儿和儿童的诡异画像。接着,我又听到了婴儿的哭声,是从房间后面传来的。我循着声音走过去,当我到达房间后面时,我看到一个婴儿床,里面躺着一个死胎。当我知道一直在阁楼里纠缠我的是什么时,一股寒意直冲脊梁。那个死胎就是阁楼里的那个。我慢慢后退,心跳在耳边轰鸣。我知道我必须离开这个地方,于是我迅速跑出门,再也没有回头。” - **关键道具**:镜中世界的红酒瓶(暗示汤姆与史蒂夫的友情/酗酒问题)与圣经。 - **核心线索**:婴儿床中的奶瓶,触发了关于废弃日托所和死胎的恐怖日记。 --- ### [01:07:10](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4030s) 棒球、J.J. Hardy 与水之馆的溺水梦境 在废弃日托所里,玩家还可以捡到棒球和蜡笔。目前还不清楚这些物品背后是否有更深层的谜团,它们相关的文本读起来就像是无厘头的胡言乱语,比如“成人涂色书”以及“J.J. Hardy 的亲笔签名”。J.J. Hardy 确实是一位真实的职业棒球运动员,但他已经在赛场上活跃了大约20年,曾效力于美国的三支不同球队,因此这并不能帮我们确定这个日托所的具体年代或地点。他是在2001年被选入联盟的,而那一年刚好也是电影《怪物史莱克》(Shrek)上映的年份。解说主调侃道,这种联想实在太有“YouTube理论频道”的风格了。此外,日托所里还有一块写着“1984”的黑板,要么是有人记错了日期,要么是这家日托所对这些孩子的阅读能力有着极高的期望。在这里,玩家还可以捡到毛绒玩具(Snugs),并开枪射击乱入的怪物史莱克——至于史莱克为什么会出现在这里,实在找不到任何剧情上的解释。 回到主房子后,是时候打开水龙头,放水进入“水之馆”(Waterhouse)了。这对应了另一段关于溺水的梦境: > “我梦见自己在洗一个舒服的热水澡。我感觉自己越陷越深,沉入温暖的水中,直到无法呼吸。我试图尖叫,但喉咙里发不出任何声音。我在自己的浴缸里溺水了。突然,我感到一阵剧烈的震动,仿佛被人从水里拉了出来。当我睁开眼睛时,我发现自己置身于一个被微弱而诡异的蓝色光芒照亮的地下洞穴中。我能感觉到空气中的寒意,还能听到远处恶魔的回声。我试图尖叫,但我的声音被洞穴的黑暗吞噬了。当我意识到自己正被某种看不见的东西猎杀时,一股寒意直冲脊梁。我听到爪子在岩石上摩擦的声音,感到脚下的地面在震动。” 这个“水之馆”显然就是梦境中所说的洞穴。玩家需要解开迷宫,来到一个充满血水的游泳池。在进入走廊之前,一定要从一个特定的储物柜里拿到隐藏的背包,因为接下来的战斗需要极大的弹药容量。 ```mermaid flowchart TD accTitle: 物品收集与场景解锁流程 accDescr: 展示玩家在正常世界与镜中世界收集关键物品,最终解锁漫长公路与加油站的流程。 subgraph NormalWorld ["正常世界"] A["收集常规物品"] --> B["解锁地下通道"] end subgraph MirrorWorld ["镜中世界"] C["阁楼镜子"] --> D["收集镜中物品<br>(圣经、奶瓶、婚戒等)"] end B --> E{"收集齐所有物品?"} D --> E E -->|是| F["花朵画作改变<br>栅栏门打开"] F --> G["漫长公路与加油站"] G --> H["获取雅达利2600控制器"] ``` --- ### [01:09:01](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4141s) 漂浮车库、婚戒与野兽派迷宫 在水之馆的区域,玩家可以进行“炸鱼”并获得一颗二十面骰子(D20)。这除了代表汤姆、史蒂夫或他们两人曾经玩过《龙与地下城》(D&D)之外,似乎没有更深的含义。而且从文本来看,当年的游戏过程可能相当幼稚。接着,玩家需要穿过漂浮车库,多次尝试获取婚礼戒指并从出口离开。虽然可以通过秘密通道回到迷宫,但解说主并不想走回头路。在成功通关的那次尝试中,解说主甚至意外跳过了触发敌人刷新的触发线,但出于某种“怜悯”,他在离开前又主动重新激活了它。 关于这枚婚礼戒指,日记里并没有关于漂浮车库或婚礼的梦境,但有一篇情人节的日记: > “情人节快乐,致我唯一爱过的人。在短暂的时间里,你给这被称为生活的痛苦存在带来了一丝幸福。我希望有一天我们能再次在一起。与此同时,我会继续寻找另一个人,那个能像你一样成为我生命中光芒的人。” 看完这段话,解说主不禁感叹:“天哪,这些年来史蒂夫过得可真不容易。”(Boy, Steve's had it rough through the years.) 随后玩家进入了野兽派风格的迷宫。说实话,这里没有太多可说的。在更大的迷宫版本中会出现一只“坏狗”(Bad Dog),这或许代表了汤姆小时候对狗的恐惧,这也能解释为什么他后来选择养猫。至于飞盘、猫粮和那个愚蠢的南瓜,解说主表示没有什么可补充的。顺带一提,只有在第一栋房子里拿到了蓝色钥匙,才能打开获取等离子步枪(Plasma Rifle)的房间,想要拿到灵魂球(Soul Sphere)的玩家很容易错过这一点。此外,如果仔细观察,玩家还会遇到一个无法被攻击的神秘人,他游荡的房间让人联想到“后室”(The Backrooms),甚至有点像“窃皮者”(Skin-Stealer)。解说主再次拔掉了电视机房的插头,希望能触发一些未曾见过的全新事件,但可惜什么也没发生。掉入深渊并穿过楼梯回到房子后,玩家会发现正常世界的所有物品都已收集完毕。 --- ### [01:11:03](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4263s) 机场、空药瓶与坠机梦境 虽然正常世界的物品已经集齐,并解锁了下一步的去向,但镜中世界的画作里还缺少两件物品。玩家需要穿过秘密通道进入机场。除了能感受到某种潜藏的精神病症状外,这里同样没有太多多余的线索。一个有趣的冷知识是:空药瓶并不是推进剧情的必要道具,无论是在机场还是在医院拿到它,它都不会被放入照片墙的相框中。它要么是一个红鲱鱼(误导线索),要么是一个用来连接这两个地点的叙事工具。 在机场的浴室里,如果玩家调整好站位,可以让血迹覆盖除入口以外的所有地方。清理完战场后,就该登机了。随之而来的是一段坠机梦境: > “我坐在一架飞机上,我是唯一的乘客。我望向窗外,看着下方的地面,注意到地形非常陌生。我不知道自己身在何处,要去往何方。突然,飞机开始剧烈摇晃,我听到远处的发动机传来巨大的噪音。在远处,我能看到一团巨大的暴风雨云正朝我逼近。我试图与飞行员沟通,但在发动机的轰鸣声中我根本听不到他的声音。飞机开始俯冲,突然间,我感到一阵剧烈的震动。我再次望向窗外,看到飞机正朝着某种建筑物撞去。我闭上眼睛,感受到了飞机的坠毁。我感受到了撞击,听到了周围人的尖叫和哭喊。然后我醒了过来,心跳加速,浑身湿透。” - **机场探索**:空药瓶是红鲱鱼道具,不影响相框的收集进度。 - **坠机梦境**:暗示了主角内心的失控感与毁灭性的焦虑。 --- ### [01:12:42](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4362s) 漫长公路、加油站与最后的雅达利手柄 经历了一连串的梦境与折腾,玩家终于回到了最初的房子。此时的房子看起来和往常一样,表明玩家终于完成了所有的收集任务——唯一的例外是,那幅花朵画作现在变成了一幅非常有趣的图案。房子的门也重新出现了,玩家随时可以离开。但在这种时候选择离开显然太傻了,既然已经来到了这里,当然要顺着这个兔子洞一探究竟。 需要注意的是,只有在收集齐所有物品后,这扇通往外界的栅栏门才会打开。 走出栅栏,外面是一条漫长而蜿蜒的公路,除了顺着路走别无选择。在路边,玩家会看到一辆坠毁的轿车,它通向一家美式加油站。伴随着令人怀旧的背景音乐(这音乐让解说主想起了自己曾经在店里参与过的一场群殴),玩家可以在加油站商店内找到最后一件道具:一个雅达利 2600 控制器(Atari 2600 controller)。除了这个控制器、一个公交车站和亮起的招牌外,这里没有别的东西。玩家唯一能做的就是沿着血迹走到最后一个房间。 然而,当玩家推开门时,会震惊地发现:这个商店的内部居然又是那栋熟悉的房子。 不过没关系,因为现在所有的物品都已经集齐了。此时,镜中世界的画作也展示了新的内容。当玩家离开时,镜中世界的栅栏门在同样(但镜像对称)的地方打开了。由于地图被镜像翻转了,而且那辆坠毁的车也不见了(取而代之的是一个微弱的手电筒光),返回加油站的路变得有些容易迷失。但它最终还是把玩家引向了镜中世界的加油站。在这里仔细搜寻,可以在储藏室里找到一把火箭发射器。虽然不知道为什么游戏会在这里给玩家一把火箭发射器,而且黄色的警戒线也封锁了通往商店其余部分和房子浴室的道路,但玩家别无选择,只能继续向唯一的去路前进。 ### [01:15:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4544s) 营地与虚假海滩结局(Ending 2) 沿着加油站路牌向外眺望,树梢上方赫然升起缕缕青烟。穿过密林,深处隐藏着一个小小的露营地。在正常世界的同一坐标下玩家同样能找到这处地点,但那里空无一物,唯独在此处,树干上刻着一行令人在意的字样:“S + A”。就在仔细观察这行刻字时,异象骤然降临:一道不可阻挡的神秘力量将玩家强行吸入,屏幕一阵剧烈震颤,回头之路被彻底封死。视野一转,玩家发现自己被传送到了一片宁静的海滩,平静的海水无边无际,海鸥在空中盘旋,轻柔的浪花抚弄着沙滩。 然而,这片看似惬意的风景却是一个彻头彻尾的陷阱。当玩家试图踏入海水中时,根本触碰不到任何液体——这里的树木、飞鸟、沙滩全都是虚假的幻象,周围唯有一片死寂与无尽的虚无。画面随即打出讽刺的祝贺:“恭喜达成结局二(Ending 2)”。 ```mermaid flowchart TD accTitle: 假海滩结局流程 accDescr: 展示从营地刻字触发假海滩结局到日记独白的走向 subgraph Forest["树林探索"] A["加油站树梢青烟"] --> B["林中隐秘露营地"] B --> C["树干刻字:S + A"] end subgraph Oblivion["虚无牢笼"] C -->|"强行传送并封锁退路"| D["看似宁静的无垠海滩"] D -->|"触碰海水发现全是幻象"| E["达成结局二:无尽虚无"] end E --> F["日记解锁:2023年2月26日的永恒折磨"] ``` 伴随着这个虚假结局,Google Drive 日记中 2023 年 2 月 26 日的篇章被揭示出来。日记作者写道,自己已经分不清地图中哪些属于逝去的朋友、哪些属于自己、哪些又是地图自行孕育出来的造物,但他不再害怕地图的自我构建,“它需要我,就像我需要它一样”。他记录了自己做过的一个无比清晰的梦:同样是在海滩上,试图涉水却发现大海只是幻影,现实是一场单幕剧,而自己成了相信虚妄美好的受骗者。在日记中,作者陷入了对永恒虚无的极度恐惧: > “信仰之人告诉我们死后的世界是永恒的,但一个人真的能在永恒中保持理智吗?虚空度过一天、一月、一年、两年、五年、十年……这算永恒吗?二十年、一百年、一千年。我坐在这个房间里已经一百万年了,翻来覆去想着相同的念头,琢磨着相同的问题,反复咀嚼人生中的每一个错误,为此痛苦煎熬了几个世纪。十亿年了,再翻倍,再翻一倍。我离永恒的终点依然遥不可及。我祈求死亡,但死亡从未降临,剩下的只有我和我的念头、我的过错、我的不安、我的悔恨,以及我的孤独。” 作者在日记末尾写道,在另一个梦境里,那个曾经对自己眨眼的另一个自我正坐在一片真实的海滩上,因为明白生命的有限、没有来世、幸福只能在身边能够掌控的微小事物中去追寻而感到知足与平静。“幸福是必须去争取的(Happiness has to be fought for)”,这句箴言成为了逃脱虚妄、争取真正救赎的指引。 --- ### [01:19:20](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4760s) 夺命狂奔与血战加油站 明白必须为真正的幸福而战后,玩家不能在假海滩的机关前坐以待毙。一旦降下通往假海滩的入口,必须立刻拔腿狂奔。此时身后会出现一个黑影构成的全黑 Arch-vile,它几乎是无法杀死的无敌存在;虽然可以用重火力暂时将其打出硬直,但最稳妥的策略是绝不回头、一路冲刺。这个暗影怪物不仅会持续瞬移追踪,甚至能穿过空间追进镜像房屋(Mirror House),并开始疯狂复活所有先前被杀死的怪物。 玩家必须以最快速度逃回正常世界。此时的正常世界同样已经重新刷满了敌人,甚至潜伏着正常的 Arch-vile。在狭小的房间内依靠视野盲区反复探身射击、惊险击杀怪物后,玩家若以为安全就大错特错了——推开大门的瞬间,门外的庭院早已陷入由大量高阶恶魔构成的恐怖重围。 在离开房子之前,如果折返跑上阁楼并看向那面镜子,会发现令人不寒而栗的一幕:那个追杀玩家的暗影 Arch-vile 正静静伫立在镜子深处,取代了原本挂在那里的圣诞饰球的位置。为了穿过前院,玩家需要绕着房子外围绕圈拉怪,诱导怪物互相内讧削减数量,顺手捡拾补给,但绝不恋战,因为最终的战场不在这里。玩家必须重回公路,直奔加油站。 此时对应了日记中记载的最后一场梦境:作者梦见自己在林间公路上驱车失控撞树,苏醒时双腿重伤流血、头晕目眩;他艰难爬出车辆,在树林中一瘸一拐地寻找救援,终于在林间看到了亮着灯光的孤零零加油站;然而加油站空无一人,四周树林传来诡异的怪响;就在极度绝望之时,一辆途经的出租车将他送往了医院,他在冷汗中惊醒。 正如梦境所预示,加油站成为了最后的决战舞台: - 整个加油站外围被四面八方涌来的怪物群重重包围。 - 加油站院落的屋顶上赫然盘踞着一只体型庞大的 Spider Mastermind。 - 战斗强度极高、空间狭窄,弹药与走位稍有不慎便会被撕成碎片。 - “幸福是必须去争取的”,经历了一场九死一生的殊死搏杀后,盘踞的恶魔终于被彻底肃清。 --- ### [01:23:55](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5035s) 真实海滩结局与焚屋暗道 战斗平息,伴随着终极秘密的解开,玩家终于达成了本作的真结局(True Ending)。与先前那片无法触碰的虚无幻境截然不同,展现在眼前的是一片真实的海滩。柔和的阳光洒在海面上,浪花切实拍打着岸边,真正的平静降临。尤为动人的是,如果在先前的粗野主义迷宫中成功护送并让小狗活了下来,这只忠诚的小狗也会出现在这片真实的海滩上,陪伴在玩家身边。噩梦至此彻底终结,看似整个《MyHouse.WAD》的秘密已经尘埃落定。 然而,这并非模组作者留下的全部。如果在集齐全部关键道具、解开院子里的秘密通道机关之后,玩家并没有选择直接通关,而是选择返回并将整座房屋付之一炬,故事便会走向一条隐藏极深的支线: - 玩家穿过被彻底烧毁的焦黑废墟房屋,重走粗野主义迷宫。 - 经过那个没有飞机停靠的荒芜机场,再次坠落回已成焦土的房子。 - 逃离废墟,走向院子外围被打开的铁丝网通道。 在那条穿过围栏的隐秘通道尽头,没有常规的游戏结局画面,而是一堵贴着巨幅 QR 码的墙壁。 ```mermaid flowchart LR accTitle: 隐藏讣告探索路径 accDescr: 展示集齐道具后烧毁房屋以发现隐藏二维码的步骤 subgraph TrueEndingPath["常规真结局路线"] A["集齐道具解锁机关"] --> B["肃清加油站怪物"] B --> C["抵达真实海滩与小狗团聚"] end subgraph SecretObituaryPath["烧屋隐藏探索"] A --> D["点燃房屋重回火灾废墟"] D --> E["穿过荒芜机场与焦土"] E --> F["穿过院落围栏通道"] F --> G["墙面神秘 QR 码"] end ``` --- ### [01:25:16](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5116s) 墓碑与讣告:Steve 与 Tom 的真实羁绊 虽然手机摄像头很难直接识别墙上粗糙的像素 QR 码,但 Doomworld 论坛上的硬核玩家们很快将图案转译还原。扫描该二维码后,玩家会被引导至那个神秘 Google Drive 中一张全新解锁的隐藏图片——一份属于 Steve Nelson 的正式讣告。 令人震惊的是,讣告显示 Steve 的去世日期是 2022 年 8 月 3 日,这与论坛原帖中声称因病去世、留下软盘遗产的朋友 Tom(Thomas)的忌日完全是同一天。这一发现让原先的叙事框架轰然坍塌: - 究竟是谁在现实中制作了这张地图?难道原帖作者 Steve 本人也早已不在人世? - 这是作者灵魂留在人间的数字投影,还是一场借用游戏形式展开的“作者之死”(Death of the Author)元叙事探讨? 带着这个重磅炸弹重新审视整篇日记,维系叙事的语言细节露出了端倪。在全篇日记中,作者极少提及具体姓名,绝大多数时候都含糊地称呼为“我的儿时好友”或“我的朋友”,直到 2023 年 2 月的篇章中,Thomas 的名字才第一次被正面提及并确认是最初在软盘上画地图的人。相反,“Steve”这个名字自始至终从未在日记正文中出现过,这有力地佐证了日记的执笔者其实正是 Steve 本人。 深入比对两人的讣告与日记中的蛛丝马迹,一段更加隐秘的情感线索浮出水面: - 日记中作者曾深情地提到自己此生的至爱(the love of their life),且暗示挚爱已不在人世。 - 讣告明确写道 Steve 曾经结婚,但他去世时身边仅有近亲在世,并无配偶幸存(survived by no spouse)——这意味着他的伴侣要么离异,要么早已先行离世。 - 树干上刻着的“S + A”中的“A”,正是 Tom 的姓氏缩写(Thomas Alled)。两人不仅是挚友,更是彼此从学生时代便相恋的伴侣。 - 双方的讣告存在大量不可思议的重合:两人就读于同一所高中,各自娶/嫁给了自己学生时代倾慕的恋人(old school crush),Thomas 后来特意搬回老家小镇与爱人相伴;Thomas 去世时同样没有留下幸存的配偶。 - 最决定性的证据在于,两份讣告注记着他们将在同一地点、同一日期、同一时间共同举行人生庆典(Celebration of Life)与联合葬礼。 两位主人公在同一天离世,讣告中对死因语焉不详,仅分别用“离世(passed away)”和“在家中去世(died in his home)”等带有委婉语色彩的词汇一笔带过。整部模组的终极反转,展现出它不仅是一部悼念故友的纪念碑,更是一段死者为另一位死者筑起的凄美爱情挽歌。地图与梦境中反复出现的艰难童年阴影、医院回廊、药瓶,以及 Steve 母亲频繁变更的三次不同姓氏,无不映射出主角生前所承受的现实伤痛与沉重过往。 ### [01:29:13](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5353s) 创伤的隐喻与论坛现实的交织 解说者通过分析讣告内容指出,字里行间暗示了男孩有着艰难的成长经历。整张地图中充斥着各类可能映射其他真实事件或个人记忆的瞬间。解说者特意重温了日记中最动人的一句话:“for a short time you brought a little happiness to this painful existence called life”(在短暂的时光里,你给这痛苦的、被称为生命的存在带来了一丝幸福)。在他看来,这个模组的本质正是如此:“a tribute to a difficult life which love briefly illuminated made from Beyond the Grave by a grieving partner's cursed Soul”(一份献给曾被爱短暂照亮的艰难人生的祭奠,由一位悲恸伴侣那被诅咒的灵魂从坟墓彼岸铸成)。整部作品故意保持语焉不详与晦涩混乱,这本身就是为了精准呈现创伤与痛苦的心理状态。机场场景或许隐喻着汤姆(Tom)重返伊利诺伊州,飞盘则可能源于史蒂文(Steven)对飞盘高尔夫(frisbee golf)的热爱。两人的羁绊始于一张装在软盘里的房屋地图,当两个人决定搬到一起同住时,彼此带进这个屋子的究竟是怎样的过去与回忆。 解说者调侃道:“if I had a dollar for every time a horror game revealed itself to be a gay love story at the end I'd have $2 and my local bakery still wouldn't accept them for a sausage roll”(如果每次恐怖游戏到最后揭晓是一段同性爱情故事我都能拿到一美元,我现在就有两块钱了,但我常去的那家面包店还是不会让我拿它换一个香肠卷)。关于在 Doomworld 论坛上发帖的账号 Veddge,惊人的是这确实是一个真实存在的账号——注册于 2004 年,在 2006 年后沉寂,直到 2022 年 9 月突然重新活跃。该账号在论坛发布的更新日志与日记文本中的日期和内容完全吻合,且从始至终从未出戏或打破角色设定。尽管论坛里围绕作者或幕后团队的真实身份掀起了巨大波澜(即所谓用“hoopla”形容的技术性骚动),甚至有人试图通过字谜和回帖线索进行人肉挖掘,但解说者坦言自己毫无深挖真实身份的兴趣,作者是否走到台前无关紧要,真正有价值的是游玩这段作品本身带来的沉浸体验。 - 账号历史:Veddge 的账号于 2004 年创建,2006 年停更,2022 年 9 月重新发帖,所有发帖时间与设定日记完全同步。 - 社区考据:社区试图通过论坛线索和易位构词(anagrams)推断作者真身,但解说者选择聚焦于游戏本身的叙事与艺术价值。 --- ### [01:31:41](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5501s) 熟悉的《毁灭战士》语言与诡异的不安感 这部原本流程仅需 10 分钟的小地图,彻底像施了咒语般抓住了叙述者,让他花费了数小时反复挖掘其中的秘密并陷入沉思。该模组最为天才之处在于,它给人的感受并非“仅仅是借用 Doom 引擎跑起来的恐怖模组”,而是一张地地道道的“Doom 纯正恐怖地图”。它所有的底层逻辑都严格遵循《毁灭战士 1》和《毁灭战士 2》的核心规则:在迷宫中穿行、越过特定线条触发地图机关(如开启暗道)、在循环往复的地图中搜集钥匙开门(或者在此处让门凭空出现)。这种基于经典规则的变体扭曲了玩家最熟悉的语汇,既完全符合逻辑,又令人毛骨悚然。 ```mermaid flowchart TD accTitle: Uncanny Subversion of Doom Mechanics accDescr: Diagram showing how familiar Doom mechanics are subtly altered in MyHouse to induce unease and horror. subgraph Core["经典 Doom 机制语言"] A["迷宫探索与跑图"] B["触碰划线触发机关"] C["收集钥匙以解锁通路"] D["标志性的开门音效与经典关卡"] end subgraph Twist["MyHouse 的心理异化手法"] E["视线错觉与不可能空间"] F["暗中变更玩家视角高度"] G["武器动画与音乐调性抽离"] H["熟悉环境中的微小异化感"] end A --> E B --> F C --> G D --> H ``` 解说者对比了 Google Drive 压缩包内附带的原版 `myhouse.wad` 与实际游玩的 `myhouse.pk3` 文件。原版 WAD 文件非常微小,仅包含最基础的房子循环结构,毫无超自然异象,通关“地下大厅”(Underhalls)后便直接进入常规的第二关“十字路口”(The Gauntlet)。然而两者存在一个隐蔽至极的核心差异:玩家视角的摄像机高度不同。PK3 版本将玩家的身高悄悄拉高,使其在房屋家具面前符合正常人类体格,而原版 WAD 则保持着经典的默认视角。由于这种高度变化在通关民宅进入原版复刻的 Underhalls 关卡后依然生效,对于那些将 Underhalls 刷了成百上千次的老玩家而言,会不可避免地涌起一股难以名状、无法言说的不协调感与不适感。从视点高度的微调、武器换弹动画的更替、熟悉的背景音乐走调,再到那个最为经典的开门音效被颠覆,模组剥夺了老玩家在这个最熟悉、最安全的游戏空间里的全部安全感。 --- ### [01:35:30](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5730s) 怪物史莱克、阈限空间与《毁灭战士》三十年长青 针对模组中出现的史莱克(Shrek)、后室(The Backrooms)以及网络流行的阈限空间(Liminal Space)元素,解说者反驳了部分玩家将其视为烂梗的看法,认为这反而是极具智慧的设计。长期以来,Doom 模组制作者一直保持着在地图中埋藏个人彩蛋的传统,那些看似不合时宜的物件往往对作者本人有着特殊含义,是一种极为私密的个人表达。史莱克作为互联网历史上最具代表性的迷因符号,出现在恐怖解构环境中时,会瞬间刺破沉浸感,时刻提醒玩家:“眼前所体验的世界完全是人工构建出来的”。这种设计强迫玩家在游玩过程中不断联想到背后的“作者”,形成了独特的元叙事距离感。 更重要的是,解说者将该模组视为对 Doom 模组社区诞生 30 周年的一场宏大礼赞。自 1993 年发布以来整整 30 年,《毁灭战士》不仅从未被游戏技术的演进与文化浪潮所淘汰,反而在社区支持下不断吸收时代新潮: “Doom can adapt itself to these modern internet trends like putting on a new glove and still make an impact when it does so” 它如同一副贴合的手套,轻而易举地接纳了现代互联网的迷因与怪谈文化,证明了该游戏历久弥新的生命力,并用最真实的形式诠释了何谓“Doom 永恒”(Doom is Eternal)。 - 迷因机制:史莱克彩蛋的作用在于“间离效果”(alienation effect),提醒玩家这是一场人为构筑的游戏体验,引导思考创作者意图。 - 30 年进化:在跨越 30 年的游戏史中,Doom 模组生态从最初简陋的打怪射击关卡,演化成如今能够承载复杂心理恐惧与元叙事的先锋艺术载体。 --- ### [01:38:12](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5892s) 隐藏数字 231 的彩蛋与制作幕后致谢 解说者分享了在日记中捕捉到的一个微小细节:文本中有三个被标红的高亮数字,按顺序排列为“2”、“3”、“1”。尽管这三个数字在日记表面上毫无关联,在地图结构中也无对应密码,但通过搜索“Doom 231”,解说者在知名游戏混音网站 OverClocked ReMix(OC ReMix)上找到了编号为 231 的音乐音轨。由于 OC ReMix 上的作品都是按顺序连续编号的,恰好在第 231 号是一首《毁灭战士》的同人音乐,这一巧合极不寻常。这首曲目是初代《毁灭战士》经典曲目《邪恶之兆》(Sign of Evil)的重混版本。解说者推测,这首曲目极有可能是作者构思并创作整张《MyHouse.WAD》地图的情感灵感源泉。 ```mermaid flowchart LR accTitle: Diary Number 231 Discovery Flow accDescr: Sequence of finding red numbers in the text leading to the OC ReMix Doom music track. A["日记标红数字<br/>'2' - '3' - '1'"] --> B["检索关键词<br/>'Doom 231'"] B --> C["OC ReMix #231 音乐条目"] C --> D["《Sign of Evil》重混曲目<br/>(全模组潜在灵感来源)"] ``` 在随后的幕后花絮中,解说者向耐心等待更新的观众致歉。他透露在制作这期漫长视频的过程中,自己的身心健康状况一度十分糟糕,反复深入游玩《MyHouse.WAD》这一压抑诡异的模组更是加重了精神负担。雪上加霜的是,中途他又患上了一场重病,导致视频的剪辑与产出大幅延期。为了烘托视频各段落的独特压抑感,解说者特意将多首原版 Doom 音轨进行了音频拉伸并叠轨混音,制作成了专属的环境背景音。尽管制作流程极其痛苦煎熬,但他很高兴最终能将这份成果呈现在观众面前,并在最后向长期支持并保持耐心的 Patreon 赞助者表达了由衷的感激。 - 编号考据:OC ReMix 网站收录的第 231 号音乐是由 Rimco 创作的《Doomed》(原曲为 Doom 1 的《Sign of Evil》)。 - 音频自制:视频中多处氛围背景音(Ambience)是解说者将经典 Doom 音轨降速拉伸、多重叠加调校后制作而成的原创音效。 ### [01:40:10](https://www.youtube.com/watch?v=5wAo54DHDY0&t=6010s) 关于《叶之屋》的阅读体验与阅读方式 在进入问答环节后,Power Pak 针对观众提出关于小说《叶之屋》(House of Leaves)的看法以及具体的阅读方式做出了详细解答。他毫不掩饰对这部作品的喜爱,并直言:“I adore House of leaves it's not often I think about rereading a book that I've just finished reading.”(我太爱《叶之屋》了,我很少会在刚读完一本书后就立刻想着重读一遍。)在谈到自己的阅读方法时,他透露自己并没有频繁在正文与后面的补充材料之间来回跳转,而是先一口气读完了整个核心主线故事,直到把《奈维森纪事》(The Navidson Record)全部读完之后,才开始翻阅书末的附录部分。不过,他也提到唯一的例外是中途读了《鹈鹕诗集》(The Pelican Poems),虽然他自己也说不清当时为什么会先读那一部分。这种先读主线再看附录的做法,让他最初完全是根据文字的表面意思去理解故事,未夹杂其他背景背景脉络;而在读完全部附录之后,他非常渴望能重新翻开这本书,看看在获得所有补充背景后,自己对书中叙事方式的理解会发生怎样的转变。 随后,Power Pak 向所有坚持看到最后的观众极力推荐《叶之屋》。他解释道,尽管这本书在外界有着晦涩怪异、极度复杂的名声,但它其实是一本相当平易近人的小说,读者很快就能非常自然地适应其奇特的排版与行文风格。观众千万不要被它反常的外观或者关于“附录”的讨论给吓退。他坦承自己确实读了两次才成功读完,但这纯粹是因为第一次尝试阅读时正处于旅途中,而对于一本需要不断翻页、倒转、来回对照查阅的“遍历文学”(ergodic literature)来说,在旅途上翻阅显然是个糟糕透顶的主意;坐在自己舒适的家中阅读才是打开它的最佳方式。 最后,Power Pak 补充表示,如果大家觉得他的推荐还不足以打动人,可以去观看频道 Cloud Cuckoo Country 制作的一期关于《叶之屋》以及整个遍历文学类型的优秀视频。那个视频提供了一份基本不含剧透的评测与入门指南,同时还介绍了其他几本风格类似的奇书,Power Pak 甚至表示自己看完后已经下单订购了其中的两本。在将该视频链接放入简介栏后,他向所有支持他的观众致以最后的感谢,并告别道期待下次再见。 - 推荐阅读环境:避免在旅途中阅读,最适合在舒适的家中静心翻看,以便随时前后翻阅和倒转书本。 - 阅读策略:先通读《奈维森纪事》(The Navidson Record)主线叙事,再阅读书末附录,有助于在二刷时获得全新视角。 - 衍生资源:推荐 Cloud Cuckoo Country 制作的遍历文学入门指南视频,作为零剧透的阅读指引。 ## Notable quotes > [01:15:44](https://www.youtube.com/watch?v=5wAo54DHDY0&t=4544s) Happiness has to be fought for — Steve Nelson > [01:29:13](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5353s) for a short time you brought a little happiness to this painful existence called life — Steve Nelson > [01:40:10](https://www.youtube.com/watch?v=5wAo54DHDY0&t=6010s) I adore House of leaves it's not often I think about rereading a book that I've just finished reading. — Power Pak > [01:35:30](https://www.youtube.com/watch?v=5wAo54DHDY0&t=5730s) Doom can adapt itself to these modern internet trends like putting on a new glove and still make an impact when it does so — Power Pak > [54:52](https://www.youtube.com/watch?v=5wAo54DHDY0&t=3292s) 哪怕你可以争辩说其实我什么危险都没碰上,但仅仅依靠怪诞的建筑结构,以及时不时隐晦戳刺过来的、‘你在这座房子里并不孤单’的暗示,它就成功激发出了无孔不入的焦虑。 — Power Pak ## Mentioned MyHouse.WAD, Doom II, GZDoom, Doom Builder, Doomworld, Power Pak, Veddge, Steve Nelson, Thomas Alled, 马克·Z·丹尼埃莱夫斯基, 《叶之屋》, Jared Pike, Super Eyepatch Wolf, J.J. Hardy, OverClocked ReMix, Cloud Cuckoo Country, Smooth Doom, PlayStation ## Video description A map uploaded by an unknown user, with secrets hidden deep inside its walls... Doomworld Link - https://www.doomworld.com/forum/topic/134292-myhousewad/ Support me on Patreon - https://www.patreon.com/powerpak Donate to my Ko-Fi - https://ko-fi.com/powerpak Follow me on BlueSky - https://bsky.app/profile/jackwnicholls.bsky.social -- @supereyepatchwolf0's "Horror in Impossible Places: Liminal Spaces and The Backrooms" - https://www.youtube.com/watch?v=gp-2M_3HwFU -- "Doomed" by Rimco on OCRemix - https://ocremix.org/remix/OCR00231 -- @CloudCuckooCountry's "Ergodic Literature: The Weirdest Book Genre" - https://www.youtube.com/watch?v=tKX90LbnYd4 Chapters: 00:00:00 Introduction 00:03:06 i - Expedition 1 00:19:17 ii - Intermission 00:24:55 iii - Expedition 2 00:44:37 iv - Expedition 3 00:56:05 v? _____________ 01:03:46 v - Expedition 4 01:30:21 vi - Conclusion 01:39:25 Credits and Q/A 01:41:57 The Truth Behind The Mystery ATTRIBUTION: Old Film Leader Clip - https://www.videvo.net/video/old-film-leader/4028/ Film Rewind Clip - https://www.videvo.net/video/film-rewind/4025/ JJ Hardy Photo - By Keith Allison on Flickr - Originally posted to Flickr as &quot;J.J. Hardy&quot;, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=14821678 my house / in the middle of my doom / my house... [Source](https://www.youtube.com/watch?v=5wAo54DHDY0)

Source quotes

[75:44] Steve Nelson: Happiness has to be fought for [89:13] Steve Nelson: for a short time you brought a little happiness to this painful existence called life [100:10] Power Pak: I adore House of leaves it's not often I think about rereading a book that I've just finished reading. [95:30] Power Pak: Doom can adapt itself to these modern internet trends like putting on a new glove and still make an impact when it does so [54:52] Power Pak: 哪怕你可以争辩说其实我什么危险都没碰上,但仅仅依靠怪诞的建筑结构,以及时不时隐晦戳刺过来的、‘你在这座房子里并不孤单’的暗示,它就成功激发出了无孔不入的焦虑。

Source quotes

[77:18] Power Pak: Happiness has to be fought for.

Original transcript

[0:12] on March 3rd Doom World user veg posted [0:17] on the forums he had finished a tribute [0:19] map that he had made for Doom 2 called [0:24] my [0:25] house. [0:27] wad last August I lost a good childhood [0:30] friend of mine and took it pretty hard [0:33] when I was visiting my hometown for his [0:35] funeral I connected with his parents who [0:38] shared with me some of his old [0:40] belongings among them was a copy of an [0:42] old map of his backed up on a 3.5 in [0:45] floppy from high school Thomas and I [0:48] were into amateur Doom mapping in the [0:49] early 2000s but I had never seen this [0:52] map of his prior to uncovering it on one [0:55] of the floppy discs as a way of paying [0:57] tribute to him and all the great [0:59] memories have together I took the plunge [1:02] and installed Doom builder in order to [1:04] polish up his map and add a few modern [1:07] amenities just for convenience [1:09] sake described with a 10-minute runtime [1:12] my house. wad wad being the file format [1:15] for Doom maps and mods was ready to [1:17] download for anyone to play for [1:20] themselves making maps of your house was [1:22] all the rage back in the day but I feel [1:24] like this is a pretty adorable and [1:26] detailed tribute to my friend and a [1:28] great way to share something of him with [1:30] a community we loved miss you [1:37] Tom if you're at all into doom and it's [1:40] extensive modding scene then I highly [1:43] recommend playing this map for yourself [1:46] completely blind I'll put a link to the [1:48] Doom World Post in the description it [1:50] requires gz Doom an enhanced open source [1:53] Port of Doom to run simply click on the [1:55] link ignore everything else in the [1:57] Google drive but the files folder and [1:59] down down load my house. [2:02] pk3 [2:05] pk3 [2:07] notw see if you hit that download link [2:11] in the first week of this post appearing [2:13] you would immediately get the pk3 file [2:16] instead of the wad that was stated in [2:18] the title of the post this whole Drive [2:21] of files also appeared later pk3 is [2:24] another format used by Doom moders that [2:26] functions like a wad but it's [2:28] essentially a zip fold [2:30] offering the benefits of a more [2:32] organized file structure and also better [2:34] compression curious then that this pk3 [2:38] file is 66 MB for reference this is [2:43] larger than Doom 1 and 2's original file [2:46] size combined four times over this was [2:50] all the knowledge I had as I downloaded [2:52] the file and fired it up for myself I'll [2:55] be taking you through this map through [2:56] several numbered Expeditions each one [2:59] chronic in what I saw as I attempted to [3:02] journey through this innocent [3:14] [Music] [3:20] map that's cute so I started this [3:24] journey picking Ultraviolence difficulty [3:26] because frankly I have an ego the first [3:29] thing I noticed is a discomforting long [3:32] load [3:39] time that's not normal but we're here [3:43] classic Doom 2 opening song Running From [3:46] Evil playing in the background national [3:48] anthem of Doom wads everywhere the house [3:51] is rendered adorably big wooden walls [3:53] and windows dotted around featuring a [3:56] spacious yard a front porch area and a [3:59] large garage which leads into the house [4:02] itself the house is populated by demons [4:05] but this is Doom we can handle that the [4:07] main hallway leads to a living room with [4:10] a TV and a tiny PlayStation one bringing [4:12] the Doom cute Doom cute being a [4:15] community term for real life objects and [4:17] spaces recreated in the Doom engine [4:20] you'll see more in the attached kitchen [4:22] with all its amenities and to the side [4:25] are various rooms two bedrooms one [4:27] containing an extra storage closet and [4:29] another with an on Suite bathroom where [4:31] you'll find the yellow key [4:33] [Music] [4:37] card talk about a monster closet also [4:40] upstairs is a regular bathroom and a [4:42] washing or utility room complete with a [4:45] red key door better find the key then [4:49] moving downstairs takes us to more [4:50] Demons Inside a gamees room but to [4:54] interrupt this tour for a second you may [4:56] have noticed we did something here this [4:58] room is underneath the room upstairs if [5:02] you don't know what I mean that might [5:04] sound like nothing but that's an [5:06] impossible thing in Doom Doom's engine [5:09] takes two-dimensional map data and makes [5:11] a 3D space around it I'm more or less [5:15] simplifying here but that means you [5:17] can't have a room on top of another room [5:20] in the engine a separate story whether [5:23] upstairs or downstairs is always in a [5:26] separate space to the original floor [5:28] splintering off to another part of the [5:30] building now I did say this was gz Doom [5:32] but gz Doom alone does not remove this [5:35] limitation it updates the technology to [5:37] benefit from newer hardware and provides [5:39] enhancements suited for more modern [5:41] gaming sensibilities but it more or less [5:44] still has to obey the laws of Doom's [5:47] reality gz Doom does open the [5:49] possibility to some tricks to make this [5:51] feat appear possible one's not uncommon [5:54] in Doom modding and games similar to [5:56] Doom but we should probably move on [5:59] already [6:00] it seems strange to talk about such a [6:02] detail at such length but if you're [6:05] familiar with doom it's just something [6:07] you might notice that will make you [6:09] pause for a moment the innocuous map [6:12] recreating a House suddenly shows [6:14] serious skill with its tools yet it does [6:17] it so casually as you may not even [6:19] notice carrying on downstairs we have [6:22] more demons holding the fort in a closet [6:24] a boiler room which leads to the garage [6:27] an office with some attached storage [6:29] another bedroom complete with another [6:31] closet and lastly another bathroom [6:34] locked with a yellow door for which we [6:35] already have the key I like the detail [6:37] of putting the guy inside the shower you [6:39] get the red key card here and even some [6:42] health in a Cupboard if you need it [6:43] equipment is actually pretty scarce on [6:45] this map and playing on Ultraviolence [6:47] offers some challenge hence why you can [6:49] see me saving ammo by punching pinkies [6:51] you might rush upstairs to the red door [6:54] now or you might look outside and notice [6:58] something there's a Soul sphere instant [7:01] 100 Health boost just sitting on that [7:04] thing out there I didn't see that [7:06] earlier did it spawn in while I was in [7:09] here you go back upstairs grab the blue [7:11] key card from the utility room door [7:13] which seemingly should be for the front [7:15] gate which leads to the level exit but [7:18] while I could leave I should probably [7:20] grab that Soul sphere first it should be [7:23] right over here it was definitely on top [7:26] of this bin or vent thing here when I [7:28] looked from that window over [7:30] there wait why can't I see monsters [7:34] inside all around [7:37] inside what's going [7:41] on wait that's not [7:44] [Music] [7:52] right the music just reset that wasn't [7:55] me that was the game the level seems the [7:58] same now rep populated but is it [8:02] really I don't think that it is the keys [8:06] I'm picking up are now skull keys and [8:09] now there are chain Gunners in the level [8:11] there weren't any here before does Net [8:14] me their gun though so that's nice I [8:17] progressed through the level noticing [8:19] differences such as seemingly functional [8:21] mirrors and different item [8:24] placements you might think to just leave [8:28] already finish the L [8:30] but no you now need the blue skull key [8:34] to exit but then the cupboard to get the [8:36] blue key is now a Stairway to an attic I [8:40] didn't even know there was an attic to [8:42] this house but that's fine with the blue [8:45] key acquired there's nothing else to [8:46] stop me from [8:50] exiting the doors are gone I'm not [8:53] locked inside I am trapped inside this [8:59] closet too has appeared I think it [9:02] seemingly goes nowhere I can't help but [9:05] notice also the classic Doom 2 running [9:08] from evil song does it sound wrong [9:17] somehow okay maybe if I look around [9:20] there's some other way [9:25] outside [9:27] what this can't exist not just in Doom's [9:30] reality but reality's reality the [9:33] corridor takes me to some new room never [9:36] seen before featuring a fireplace and [9:39] strange different decor and a can of [9:41] Pepsi that I pick [9:44] up I want pop but no way out so I leave [9:50] the doors still aren't there I turn back [9:53] and [10:06] this space like some negative version of [10:10] the house the only object of note is a [10:13] milkshake yeah still nothing to help me [10:17] though I come back to the house and the [10:19] first door is now gone but also when I [10:22] go to the front door or where it used to [10:25] be I hear a noise now [10:29] [Music] [10:38] was this always behind here I pushed the [10:41] bookcase aside and find an odd room [10:43] hidden away back here are those cat [10:46] litter [10:48] trays anyway I guess I'll press the [10:52] breaker [11:01] [Music] [11:15] monsters but not the monsters that we [11:17] know flood the dark smokey house [11:32] all Corners all transformed and looking [11:35] like nothing that what you've seen [11:38] clearing downstairs of all Terrors you [11:41] might try to go upstairs where all the [11:44] people are [11:49] screaming the house is a wreck more [11:52] creatures haunt the upstairs but it's [11:55] clear that this fire has been and gone [11:59] and amidst fighting underneath an angry [12:01] Sky small objects lit of the upstairs [12:03] that you collect a diary of some kind a [12:07] burned out picture frame and an old [12:10] teddy bear we're still not free though [12:13] we can't even go back to the attic but [12:16] how was there an attic anyway how can we [12:19] escape there are no doors I try every [12:23] wall hoping that they give way and fall [12:25] down to let you out press the mat button [12:28] and realize there is no map we are [12:32] nowhere we can also spy the map details [12:35] in the corner that's a lot of monsters [12:38] and just one secret none of this counts [12:43] as a secret then you might venture back [12:46] downstairs things look different [12:50] everything is concrete now in fact [12:52] outside looks gray monochrome for some [12:56] reason you go into the Boiler Room [12:58] perhaps s wasn't there a door here that [13:01] led to the [13:02] [Music] [13:23] garage it's at this point in my journey [13:27] I begin to feel some somewhat weak it's [13:31] not just the layers and layers of [13:33] concrete the rooms on rooms that [13:36] surround all sides but as I explore [13:40] around I can't help but notice that the [13:42] layout of these Stone Halls resemble the [13:46] layout of the [13:47] house sometimes bigger sometimes [13:51] smaller except in here there's at least [13:55] no [13:56] [Music] [14:01] there's a good dog in here too who [14:02] doesn't attack you he does bark [14:04] excitedly when he comes up to you but he [14:07] just sits down beside you because he's a [14:09] good dog he didn't startle me the first [14:12] time he did this he didn't he's a good [14:14] dog this isn't how I found out that the [14:16] bad dog dies if the good dog dies I [14:19] didn't find out at all that struggling [14:21] through him killing the bad dog will [14:22] kill the good dog as well either none of [14:25] these things happened none of these [14:27] things had to happen the the area is a [14:29] maze of one-way doors and The Logical [14:32] geometry I find a plasma gun at one [14:34] point which is appreciated though I'm [14:38] still almost at a loss navigating this [14:40] place I feel curiosity overtake me and I [14:43] throw myself into the abyss between [14:46] buildings and hit the [14:57] bottom Dead Silence passes as I explore [15:00] the staircase a locked door in a [15:03] recessed passageway a mirror to the same [15:07] staircase and then [15:10] Sky I can even walk on [15:13] it there are walls here but I can walk [15:17] on it nowhere to go though so I try [15:20] another door [15:34] we return but there's still nowhere to [15:37] go here the only thing we can do is go [15:40] back downstairs and enter the concrete [15:43] jungle again I spend a long time here [15:47] working out precarious Ledges and head- [15:50] hurting concepts of physical space [15:53] eventually after passing through [15:55] hallways that don't make sense and [15:57] falling so many times down into [16:00] holes I find something [16:11] [Music] [16:18] new I guess there's nowhere to go but up [16:23] [Music] [16:33] I don't even know what I can say [16:35] anymore I checked the gate information [16:38] and I would like to go home yes it says [16:43] cancelled sorder but the gate's right [16:46] here so let's just get on board [16:59] so what do [17:03] I oh [17:05] no oh no I fight through the plane [17:09] reaching the end [17:12] and okay I [17:24] guess this isn't the same as [17:27] before the house is now seemingly [17:30] abandoned and plants have started to [17:32] take over the structure the whole place [17:35] is empty wherever you look it's sad [17:39] after all this I feel this strange [17:42] holess underneath me even amidst all [17:45] that's happened here the doors are back [17:48] and I'm almost hesitant to step through [17:51] but I guess we've earned this [17:55] [Music] [18:18] [Music] [18:22] I finally exit the level don't worry [18:25] about that low kill percentage if we [18:27] move on we come into under Halls Doom [18:30] 2's second mission this isn't part of [18:32] the mod it's just level two same as it [18:34] ever was they did say it was just the [18:36] one map what a fun little come down it [18:38] is to play this after all that and you [18:41] should play it you should play through [18:43] all of under Halls get that super [18:45] shotgun and have yourself a Time play it [18:48] through to the end because when you're [18:51] done with that level expecting to go [18:53] through to map three The Gauntlet or [18:56] gantlet [19:00] [Music] [19:10] congratulations on beating ending one [19:13] you haven't even seen half of what's [19:24] here we need some preparation before [19:27] going forward into to the next section [19:29] and it's probably best we start with [19:32] looking at that Google Drive all the [19:34] files are credited to one Steve Nelson [19:37] there are a lot of extra things inside [19:39] here for you to look at including a [19:42] journal text document prominently [19:44] displayed for anyone to read this [19:47] document expands the thoughts of the [19:49] author from that initial Doom World post [19:51] talking about how sad they were that [19:53] their friend passed away and talks about [19:55] him inheriting his friend's map after [19:57] the funeral from his parents [19:59] but glaringly on this page is something [20:03] else a single word highlighted in [20:06] blue [20:08] house I've seen this [20:15] before House of leaves is a book by Mark [20:18] Z danieli released in the year 2000 the [20:22] book has no small amount of reputation [20:24] for its winding Rabbit Hole narrative [20:27] and bizarre involved structure and this [20:31] map this Doom mod takes clear [20:35] inspiration from House of leaves never [20:38] thought I'd ever say a sentence like [20:40] that I should point out I am not an [20:42] expert with this book it's been [20:44] deconstructed analyzed and theorycrafted [20:47] about for decades and I only finished [20:49] reading it this year in fact 2 days [20:54] before this map was posted is this [20:57] coincidence or [21:01] Providence some of you familiar with the [21:03] book may have noticed connections [21:04] already most prominently with the sign [21:07] at the end being a very cheeky and overt [21:09] nod to the story navidson realy navidson [21:13] is the name of the family in the book's [21:15] main story the navidson record which [21:18] Chronicles the journey photojournalist [21:20] will navidson and his family takes when [21:22] they begin to notice the space inside [21:24] their house is Shifting first by being a [21:27] qu of an inch bigger on the inside than [21:29] it is the out but then forming new Doors [21:32] and Rooms inside the structure including [21:35] a jet black Corridor that impossibly [21:38] stretches forth for miles into space [21:41] that doesn't [21:42] exist I hope those not familiar can see [21:45] the connection here if you're thinking [21:48] about Lial space as being an inspiration [21:50] too yeah keep that in mind we'll talk [21:52] about that later it's worth noting too [21:54] that the navidson record is actually a [21:56] story within the story of House of [21:58] leaves the niden record is originally [22:00] written by an eccentric old recluse [22:02] named zampano who passes away and the [22:05] story is discovered by a man named [22:07] Johnny truand Johnny reconstructs the [22:09] writing but slowly bit by bit he begins [22:13] to become undone feeling his grip on [22:15] reality slip this journal takes most [22:18] inspiration from those sections of the [22:20] book though with thankfully less [22:22] hallucinatory sexual [22:24] experiences don't ask but there's one [22:27] other Quirk of the books formatting each [22:30] utterance of the word house is [22:33] highlighted in blue it isn't really [22:35] talked about in the book or really ever [22:37] explained but it creates an uncanny [22:40] emphasis on even the most innocuous of [22:42] sentences something that is emulated [22:45] here in the Google Drive document which [22:47] we should probably return to this is a [22:49] video about a doom mod after all not a [22:51] book review the book will return I hope [22:54] you're ready for that the journal [22:56] doesn't get as crazy as House of leaves [22:58] in content or structure but what's [23:00] written here does tie into my house to [23:03] Briefly summarize Steve works for months [23:05] on this map from August 2022 until March [23:08] 2023 when it's launched there's even a [23:11] note about the wrong file being uploaded [23:13] seemingly against his will he begins an [23:16] obsession with making this map that [23:18] begins to sap at his energy and his [23:21] sanity he forgets making sections loses [23:24] sleep spends more and more time in his [23:26] days and nights map building he also [23:29] describes in detail some vivid dreams [23:31] that he has and the first in this struck [23:34] through paragraph might seem familiar I [23:37] had the strangest dream last night about [23:39] my childhood friend who recently passed [23:42] away we were playing Legos in his [23:44] basement like we used to do as kids and [23:47] when I turned around he was gone the [23:49] house was empty and Silent everything [23:52] was so quiet and still I started to [23:55] smell smoke and hear screams from [23:57] upstairs I ran upstairs and when I got [24:00] there the house was just a burned frame [24:02] smoke was getting thicker and thicker [24:04] and I could barely see or breathe I [24:06] searched for my friend but I couldn't [24:08] find him anywhere I couldn't see [24:10] anything I started to panic and then [24:12] found myself outside in the fog I was [24:15] alone but I could hear low growls in the [24:18] distance we could spend ages analyzing [24:21] the words in here but there's much more [24:23] to be done so while we referring to [24:24] elements from the journal and other [24:26] features from the Google drive as of [24:28] when they are relevant there is one last [24:31] thing to look at here though a newspaper [24:34] clipping from the photos folder of an [24:36] obituary for Tom it gives us a small [24:39] look into his life and who he was before [24:42] he died in his home at age 35 he [24:45] seemingly lived well reconnected with [24:47] his high school crush and spoiled his [24:50] pet cat I don't know I just thought this [24:52] should be mentioned before we enter [25:03] Expedition 2 actually consists of an [25:06] amalgamation of multiple trips jumping [25:08] back and forth through many save files [25:11] with one major aim connecting all of [25:13] them explore and experiment as much as I [25:16] can without looking anything up [25:19] whatsoever everything we find we work [25:22] out for ourselves including this first [25:25] of all [25:30] didn't realize that was there the first [25:32] time if you tried to get it after the [25:34] first house there's only a strange [25:36] silhouette of where it should be which [25:38] is how I became aware of it this would [25:40] have helped slightly in the earlier [25:42] areas where ammo is scarce though now [25:45] it's perhaps less necessary because of [25:47] the run through under Halls yes this is [25:50] still the start of my house even after [25:52] running through under Halls getting all [25:55] the health armor and ammunition that you [25:57] can bring back but most most important [25:58] is the super shotgun this feels like [26:00] intended progression like you're meant [26:02] to do at least one Loop of under halls [26:04] and back to here before finding all the [26:07] game's tricks the extra Firepower is [26:10] needed you can actually go to underhall [26:12] straight away skipping the second house [26:14] entirely by just leaving with the blue [26:16] key card certainly an efficient way [26:18] forward there isn't anything new about [26:20] the first trip around the house though I [26:22] will ask how many of you noticed that [26:25] there weren't any windows for the [26:26] downstairs area when working on the [26:28] outside of the house but then they [26:30] appear when you're on the inside here [26:33] and ready to taunt you with that Soul [26:35] sphere you can't get then of course [26:37] they're back to mess with you some more [26:38] when you try to go get it and walk all [26:41] the way around to enter the second house [26:43] where the business all [26:49] begins let me ask you something else did [26:51] you notice anything change with you the [26:54] first time around not the house with you [26:58] let me replay you the second house in [27:00] Expedition [27:11] one would it help if I give you a [27:13] comparison between the first [27:21] house the weapons have changed they're [27:24] still the same but they've changed from [27:26] original Dooms weapons to higher [27:28] Fidelity versions from smooth Doom [27:30] adding more animation frames than one [27:32] originally had in 1994 this happens once [27:35] you enter the second house and once the [27:38] change happens it sticks forever hence [27:41] why it was still smooth on this run [27:43] after under Halls it's a little thing [27:45] that you might not have noticed your [27:46] first time around but it adds to the [27:49] uncanniness it's wrong you feel it but [27:53] maybe you don't quite realize it a [27:56] recurring pattern in this mod anyway [27:58] clear the new house the same as normal [28:01] grab the blue key and now the doors are [28:02] gone enter The Impossible hallway grab [28:05] the Pepsi and then enter the other room [28:07] to get the milkshake return to the house [28:10] this is now the central Anchor Point [28:12] everything in this game will come up [28:14] from here we won't be triggering the [28:15] house fire anytime soon after all the [28:18] game tells you not to I think this is [28:21] hinted at by the house fire dream in the [28:23] journal being crossed out but there are [28:25] more blatant suggestions using G mode or [28:29] iddqd you'll trigger a message from the [28:31] game ignore that first message for now [28:34] turning it off specifically tells you [28:37] there is no good outcome from a house [28:39] fire going through that burned out house [28:42] will lock you onto the ending that we [28:44] received however enabling god mode gives [28:47] a different message my reflection winked [28:50] at me I covered the mirror in the Attic [28:53] just to be safe interesting sure enough [28:56] in the Attic that or may not exist is a [28:59] covered mirror we can't see ourself but [29:02] we can see something else a blue bble of [29:05] some kind it's not here next to me and I [29:08] can't seem to get to it I wonder what I [29:10] meant to do I was in the bathroom [29:13] standing in front of the mirror shaving [29:15] as I looked at my reflection I noticed [29:17] it winked at me it was so strange and [29:19] unexpected that I threw my Razor at the [29:21] mirror I was so scared that I expected [29:23] the mirror to shatter but instead it [29:25] stayed intact I was even more surprised [29:27] when I po my hand through the mirror and [29:29] I could feel the glass I kept going and [29:31] I was able to climb all the way into the [29:33] mirror it was like a tunnel when I [29:35] looked back I saw myself in the mirror [29:38] and this time I winked back I still [29:41] can't believe it was just a [29:42] dream there's many mirrors in this house [29:45] to [29:46] check oh sorry the game plays a Discord [29:49] notification sound about 10 minutes into [29:51] the map I didn't want to call attention [29:53] to it before but yeah just another way [29:57] the map kind of messes with you I don't [29:59] have notification sounds turned on so [30:02] can't get me after checking all the [30:04] other mirrors in this one bathroom I can [30:07] climb up on the sink and [30:15] [Music] [30:18] then welcome to the new house well maybe [30:22] the [30:24] SWAT this whole place is mirrored and [30:27] it's populated by demons again whose [30:30] sounds are all [30:32] reversed a change so disconcerting that [30:35] you might fail to notice that while [30:37] everything is ostensibly the same as the [30:40] uh regular World in this reality the [30:44] front doors have returned you can just [30:47] leave right now however doing so will [30:50] take you to under Halls that wait no [30:54] that's not [30:57] [Music] [30:59] even [31:05] here the whole level completely flipped [31:09] and populated by mirrored monsters [31:11] beating the mirrored under hols takes [31:14] you back to the house in the mirrored [31:15] world complete with a new song rendition [31:18] too but I'd say it's wise not to do this [31:21] at all as you lose all your weapons [31:24] going into the mirrored under Halls [31:26] there's a few other reasons for for [31:28] progression sake we should do what we [31:30] came here for though head up to the [31:32] attic where we saw that [31:35] bble ah Christmas makes me happy too [31:39] it's weird seeing through the Looking [31:41] Glass and into the normal World more [31:43] normal anyway hey is that a baby's crib [31:46] over there I don't recall there being [31:48] one in the real world can I take that [31:51] bottle oh [31:54] that's [31:56] dark well don't really know what else [31:59] I'm doing so can I go [32:01] back yes I [32:08] can [32:09] [Music] [32:22] huh h [32:31] [Music] [32:37] huh this children's daycare is [32:41] uncomfortable to be around the fact the [32:45] happy cheery place is a little rundown [32:48] and outside is dark and foggy there's a [32:51] car parked here too is there someone [32:54] else here I thought I saw someone in the [32:57] fog it one point but I look at my [32:59] footage now and there's no one here this [33:02] is all starting to get to me I think [33:05] maybe most of all because I recognize [33:08] the layout of this place as being the [33:10] same as the house the downstairs area to [33:13] be precise there's a berserk pack on the [33:15] shelf above me which I can't reach but [33:19] if you go into one of the closets and [33:21] punch the cracked wall hidden behind the [33:23] door you can get it this might seem like [33:26] a fun puzzle but I don't know something [33:29] about how you do all this happening here [33:32] in a children's daycare just plays on my [33:35] nerves you can find a baseball and a box [33:38] of crayons but that seems to be [33:40] everything there's no way to pick up [33:42] this clown costume in the cupboard [33:45] anyway I walk back but there doesn't [33:47] appear to be a way out from where I came [33:50] there's nothing here okay so I guess [33:53] I'll turn around and go back [33:57] [Music] [34:13] oh you've got to be kidding me he has so [34:16] much health oh my God he'll take a swing [34:20] at you if he gets too close so yeah he [34:23] deserves The [34:24] Buckshot he drops the key to the gate [34:27] and there doesn't appear to be anything [34:29] else here so we'll [34:33] [Music] [34:44] leave okay you know it's interesting in [34:48] the photos folder of the Google Drive [34:50] you can see pictures of what the real [34:52] house looked like yeah remember this was [34:54] based off the friend's house in this [34:57] particular photo you can see the kitchen [34:58] in the living room this one shows the [35:00] games room and the secret doorway that [35:03] was hidden behind the bookcase we won't [35:05] be going there again there's also one [35:08] that seemingly shows off the impossible [35:10] hallway which makes me feel uneasy I [35:14] moved through the house experimenting by [35:17] which I mean hitting use on anything [35:18] that I think looks funny and end up [35:20] accidentally turning on the kitchen sink [35:23] so I begin filling up all the other [35:25] sinks in the house without any clear [35:28] idea why I'm doing this until I come to [35:30] the onsuite bathroom where I realize [35:33] I've been filling up this bathtub with [35:35] every sink [35:36] filled somehow I guess I want the duck [35:40] after hunting all sinks down including [35:43] one inside the negative house I fill the [35:46] bathtub up enough to get the duck that's [35:49] all I got the [35:51] duck [35:53] except when I was showing my friends [35:56] this map on a Discord stream this [35:58] happened when I went to get the [36:00] [Music] [36:07] [Music] [36:13] duck I'm feeling unwell again it's [36:17] actually difficult to move around the [36:19] flooded house your movement usually so [36:22] Snappy and responsive in Doom has turned [36:25] difficult and sluggish as you fight [36:27] against the water everywhere is flooded [36:30] Upstairs Downstairs all rooms but it [36:34] doesn't look like there's anything in [36:36] here [36:46] [Music] [37:05] [Applause] [37:20] [Music] [37:25] you might be familiar with the kind of [37:26] Lial space places this game has been [37:28] drawing from this place in particular [37:31] being reminiscent of Jared Pike's [37:32] swimming pool pieces there have been [37:35] others around too I don't want to point [37:37] out all Inspirations as not to bog down [37:40] these Explorations in extraneous [37:41] information if you're not familiar super [37:44] I patch wolf did a great video on linal [37:46] Spaces which is a great place to learn [37:49] more he talks about House of leaves in [37:50] it too check it out back inside the bath [37:54] house you might be forgiven for thinking [37:56] you're meant to jump off the side or [37:58] down this hole doing so has us fall into [38:01] the sky room of the endless staircase we [38:03] saw earlier but this isn't where we want [38:07] to be what we want is inside the bath [38:10] house which by the way resembles the [38:14] house in its layout once again off to [38:18] the side is a locker room that has a [38:20] corridor that will take you to an [38:22] impossible Maze of endless showers [38:25] bathrooms stalls rooms of on rooms [38:28] forever in nonsensical Notions of 3D [38:30] space but there is a way forward to what [38:33] we need it actually involves double [38:35] backing on yourself at one point in the [38:38] Maze to reach somewhere new there is [38:41] another way if you approach the starting [38:43] locker room from a certain angle and [38:44] Direction but I only found that out [38:46] later we come out to a great swimming [38:49] pool I don't think I want to go in there [38:52] yet obviously the fish attacks you if [38:54] you go in and we want to go in because [38:57] there's another another item there so [38:59] you might think to be clever and just [39:00] shoot the fish bloody from the surface [39:03] not a bad plan but you might want to be [39:05] quick when grabbing that item which is a [39:08] D20 by the [39:10] [Music] [39:15] way you can kill these but it will take [39:19] a lot of ammo to do so and I recommend [39:23] saving it so take the dice but don't [39:26] leave the pool because one of the tiles [39:28] is actually a passage down into another [39:31] maze you have to be quick to solve this [39:33] because you will eventually drown [39:36] there's a grate you can go up to for air [39:38] but there's also a second one which is a [39:40] trick and meant to kill you and sorry [39:42] can we take a step back and see that we [39:44] have swimming and oxygen mechanics in [39:48] Doom in Doom this is absolutely crazy [39:53] but only half as crazy as this [40:01] [Music] [40:06] I guess we found the garage these [40:08] monsters are pinging you from across the [40:10] map and the huge distance makes me now [40:12] see that their projectiles have some [40:15] annoying homing to them I want to cross [40:18] this bridge but if you fall off you go [40:22] back to the sky room and we don't want [40:24] to go back to the sky room but once [40:27] you're halfway [40:32] across you want to make it across though [40:35] because once you manage to clear [40:39] [Music] [40:44] it welcome back this is actually pretty [40:48] important we managed to get to the maze [40:50] again without starting the house fire [40:52] that's good that feels like progress [40:54] there's several items in here to collect [40:56] as well as we try sneaking around the [40:59] bad dog the first being a pumpkin [41:02] pumpkin Rick I no and after doing some [41:05] interesting maneuvering we can drop down [41:08] and uncover a new door to find a dog [41:11] house and a frisbee there's one last [41:14] item in here to get which involves [41:15] strafe running off the side to reach the [41:18] top of this railing roof thing this [41:21] unavoidably alerts the serverus but at [41:24] least you can get this tuna kitties love [41:27] Huna Tom always spoiled his kitten [41:30] rotten you know there's a Sketchbook [41:32] amidst that Google Drive where you can [41:34] see some sketches that the Journal [41:36] called disturbing there's only three of [41:39] them in here one being the house which [41:42] yes I do find disturbing now the other [41:44] being of the bad dog does he have more [41:47] heads than usual the final drawing [41:49] though is just of a blue key which I [41:52] don't want to say is scary but I can't [41:54] help but keep staring at it longer and [41:56] longer like I'm beginning to see some [41:58] kind of hidden meaning behind the [42:01] drawing that's not the house is [42:05] it anyway we move through this as normal [42:08] and come out to the airport there's not [42:10] a whole lot to see here you can set off [42:13] the metal detector and move through all [42:16] of this to get a little Health bonus [42:18] another car out the front as well [42:21] there's also a shop where using one of [42:22] the t-shirts will give you 200% armor [42:25] which is very nice nothing really the [42:27] upstairs or with this baggage conveyor [42:30] I'm too big to fit inside two bathrooms [42:33] and the men's seems fine cleanest gents [42:36] I've ever seen in my life frankly [42:38] there's a pill bottle outside the lady's [42:40] room though refill needed okay well I [42:44] guess that was one of the items we [42:46] needed is there anything else here [42:54] [Music] [43:04] [Music] [43:12] [Applause] [43:17] I said we needed the Firepower now we [43:20] get a full bottle of pills feeling [43:24] fine and if we go back to the bathroom [43:27] room it's feeling fine [43:30] too oh by the way this airport it's the [43:34] house again of course it's the house [43:38] again ah my head hurts the airplane is [43:42] the same though there's nothing else on [43:43] here not even in its bathrooms so we're [43:47] jumping [43:55] off the house is different again rather [43:59] than burned out and abandoned it now [44:02] seems like whoever lived here has moved [44:05] out it's empty still a little sad but [44:09] it's not dilapidated anymore which again [44:14] feels like progress however once we step [44:17] out the end plays out the same as before [44:20] nids and Realty and straight on to [44:22] underhalls asking us to go around and [44:25] try again this is a compilation of [44:29] everything I was able to discover on my [44:31] own but we're going back in and this [44:34] time we're taking some [44:44] help there's only so much I feel I can [44:48] do by just wandering around by [44:52] myself so for the next Expedition I went [44:55] and got some online help help I didn't [44:57] want to just follow a walk through on [45:00] what to do here as it felt against the [45:02] spirit of exploring this map so I [45:06] avoided the Doom Wiki page for my house [45:08] which has just that and instead I went [45:11] back to that original post on Doom world [45:16] I followed the whole thread of discovery [45:19] that all the users on Doom World [45:21] undertook together when they were [45:23] finding out about this map for [45:25] themselves when the reality of this [45:27] innocent sounding level finally hit I [45:31] chronologically followed tips they left [45:33] to one another as well as just direct [45:36] guidance on what to do with the game's [45:37] more esoteric sequences really I just [45:40] want to spend a moment thanking the [45:42] original Pioneers inside that thread who [45:44] went in and spent hours exploring all [45:47] facets inside this map testing [45:50] experimenting and finding all kinds of [45:53] Secrets and sharing them with everyone [45:56] also the map was released on March 3rd [45:58] but it wasn't until March 7th on the [46:00] forums that people really started [46:03] exploring this map like you could maybe [46:05] forgive someone for thinking that [46:07] expedition one was the whole level thank [46:10] you to those users who kept the fire [46:12] burning and didn't let this get buried [46:14] and forgotten and a special thank you to [46:17] the one person who helped me find out I [46:19] had my tone map settings wrong in gz [46:21] Doom they really helped out if not for [46:24] them we wouldn't get to see the best [46:26] thing in this section this Expedition is [46:28] not the last but it is where we learn [46:31] our purpose our objective in this map is [46:33] indeed to be collecting these items but [46:36] not the items in the burned out house [46:38] they don't count they don't get added to [46:40] the picture this picture tracks what [46:44] items we have gotten for a total of [46:46] eight in all you can see it at the end [46:48] of the last Expedition and how close I [46:51] was but how close was I really because [46:54] in the mirror world is a separate [46:56] picture with a different set of items [46:58] for a grand total of 16 items to collect [47:02] across the entire map annoyingly I was [47:05] only missing two that prevented me from [47:07] progressing in all my attempts one being [47:09] a wedding ring that you can find in the [47:10] floating garage section where you step [47:12] onto the one black tile that spawns [47:14] those weird Koo demon things and then [47:17] make a run of Faith over to this [47:18] floating platform to get a wedding ring [47:21] then you have to run back and into the [47:22] maze without falling off and it's [47:24] probably where I ended up reloading the [47:26] most out of anywhere in this level the [47:29] other item I missed was a wine bottle in [47:31] the mirror World [47:33] kitchen that's it I just never saw it [47:38] there okay then with all the items and a [47:41] clear path to progress through we have [47:43] everything we need to finish this map [47:46] but we're not going to do that until the [47:47] final Expedition because there's still [47:50] quite a few hidden places left to see [47:54] for one I can't believe I never thought [47:56] to use no clip until I saw that Doom [47:58] World thread that's an ominous and yet [48:01] familiar message still who cares look I [48:04] escaped the house I did it early I can [48:07] go anywhere I can even go straight to [48:09] the [48:14] exit [ __ ] yeah if you try to go out of [48:18] bounds anywhere on this map you end up [48:21] in the back rooms literally and it is [48:24] the most head- hurting mze [48:27] in the whole game which I guess you [48:30] might expect worse is that while you're [48:33] trying to work out how to orient [48:36] yourself you'll discover you're not [48:44] alone there is a few other things here [48:47] amidst the beige walls you might find a [48:50] computer or a poster hanging on a wall [48:53] but really you want the exit an exit I [48:57] could only find with specific [48:59] instructions from the Doom World thread [49:01] because good God navigating this place [49:04] is a nightmare endless corridors that [49:06] repeat on themselves forever especially [49:09] disheartening when you're being followed [49:11] by an indestructible [49:14] monster through the exit you get taken [49:17] back to the end of the stairway from the [49:19] recess locked door and it's back to the [49:21] house for you bizarrely there is also a [49:25] back rooms to the Mirror under Halls not [49:28] to the regular one just the mirrored one [49:31] it might be the same but it might be [49:34] different I couldn't seem to find the [49:36] exit to this one regardless the back [49:39] rooms was meant to be a diversion anyway [49:41] there's nothing here for you it's just a [49:42] means to punish those looking to break [49:44] the game but it does give me the [49:46] opportunity to show you something [49:48] else what if we were to die and what if [49:54] for some reason I I did not hit reload [49:59] immediately what would happen then [50:55] this is the house again [51:01] again this isn't [51:42] is [51:55] [Music] [52:05] you can do this a single time to revive [52:07] where you stand I don't know if this [52:10] serves some kind of purpose the pill [52:13] bottle being there makes me wonder but I [52:16] have no clue myself there are some [52:19] smaller secrets too but to see them [52:21] we're going to have to go back to the [52:23] brutalist maze fortunately there is this [52:30] [Music] [52:40] you can only take this once it won't [52:43] open a second time but it's very useful [52:46] for our run speaking of running the [52:48] outside walls are closer on some sides [52:50] of the maze compared to others so what [52:53] would happen if I were to run off here [52:57] interesting but there's another room in [53:00] the bigger version of the house we can [53:02] run to as [53:05] well a megasphere for Max health and [53:08] armor that's cool right Nifty little [53:11] secret you have to fall down the endless [53:14] staircase from here though which is [53:15] where the tricky business of using [53:17] entrances to this maze needs to be [53:19] considered remember you can only use the [53:22] secret entrance and the floating garage [53:24] entrance once each think carefully about [53:28] what you're doing now nothing good can [53:30] come from a house fire but these aren't [53:33] the only rooms you can go into here [53:36] there's this much much more difficult [53:38] jump you can take it'll take you a few [53:41] tries but [53:43] [Music] [53:57] [Music] [54:07] [Music] [54:17] this by itself is [54:21] weird what's weirder is going back [54:24] around to the house and finding all the [54:27] TVs are now switched [54:30] on even in the mirror [54:33] world even in the [54:37] hospital I have no idea if this means or [54:42] does something but it makes me feel very [54:46] small for some [54:49] reason okay I've saved the best thing [54:52] till last I hope you're ready [54:56] [Music] [55:17] the book has [55:19] returned silence overwhelms you as you [55:23] step into the impossible space of con [55:26] concrete and darkness after the near [55:29] constant noise and drones of exploring [55:32] this house this utter vacuum fills my [55:36] stomach with Dread it's time for one [55:39] last maze a very dark maze I've done [55:44] what I can for it in post to make sure [55:46] it's visible on the screens I've tested [55:48] but if you still can't see because [55:50] you're watching on your phone in bed [55:52] with auto brightness or if there's [55:54] sunlight shining on your display [55:56] I'm sorry maybe just skip to the next [55:58] chapter I now present to you with no [56:02] commentary and only occasional editing [56:04] for time the navidson [56:25] hallway [56:55] e e [57:55] I for [58:56] e [59:12] [Music] [59:35] d [60:54] e [61:24] e [61:54] e e [62:29] [Music] [62:43] we did [62:45] it to my knowledge there's nothing to [62:47] find in there it's just a horribly tense [62:50] diversion to take here in this house [62:55] this part of the game drives my nerves [62:56] on end even though you could argue [62:59] nothing happened to me it manages to [63:01] inspire anxiety using only its strange [63:05] architecture and occasional little [63:07] prodding insinuations that I'm not alone [63:10] in this house I can only hope that I was [63:13] able to convey that through this chapter [63:15] it borrows liberally from House of [63:17] leaves most of the time but to do this [63:21] to execute this Labyrinth here in Doom [63:24] is nothing short of genius I think now I [63:27] wish to point out that even after all [63:30] we've done all we've seen here we still [63:34] haven't managed to discover that final [63:36] secret on the map screen so then without [63:40] any further delay it's time to finish my [63:54] house we're going to to go through [63:56] everything in order one at a time with a [63:59] few extra hidden tricks that'll help me [64:01] get through this nightmare I'm also [64:03] going to be slowing down a bit referring [64:04] to the journal as we go as I think there [64:07] is something of a narrative that can be [64:08] constructed from this mod that we've [64:10] only been brushing past so far as vague [64:14] and fragmentary as it may be this house [64:16] may be bigger on the inside but it feels [64:19] far from empty so starting from when the [64:23] doors disappear we get the Pepsi and [64:25] then the milk Shake there's nothing [64:27] relevant about them in any of the [64:29] materials not even a Pepsi and shot of [64:32] these pictures but I noticed The Deco in [64:34] the Pepsi room is older like 80s or 70s [64:38] the Pepsi can itself is an older version [64:40] too so I wonder if this is a recreation [64:43] of a childhood memory I want pop like [64:46] what you'd maybe say if your mother [64:48] asked you what you wanted to drink the [64:50] milkshake room might also be a memory [64:52] rather than a horrible negative [64:54] Dimension we can see the pictures folder [64:56] that the room did appear to get some [64:59] Renovations so maybe an intense color [65:01] palette is simply what it had before or [65:05] maybe it's depicted in monochrome [65:08] because something happened that [65:10] necessitated the renovations that make [65:12] this an unpleasant [65:14] memory the kid needs a milkshake is [65:18] probably not said by a child and it [65:20] reads as a cold way that two parents [65:22] might talk about their kid the context [65:25] for all of this is just my own [65:26] speculation but let's keep going and see [65:29] where things end up uncover the mirror [65:31] in the attic to be able to access the [65:33] mirror World from the bathroom whose [65:35] dream we've already covered I kill [65:36] everything in the mirror world I don't [65:38] think I have to but I decide to just in [65:41] case in the mirror World grab the wine [65:43] bottle drunk buddy yeah Tom and Steve [65:46] did appear to be in that photo also grab [65:48] the bble which is referenced in this [65:50] half asleep babbling entry of the [65:52] journal but I'd say more important is [65:55] the baby bottle from the crib I lay in [65:58] bed too afraid to move when I heard a [66:00] faint ghostly cry coming from the attic [66:03] I had heard this sound before but this [66:05] time it was louder and more insistent I [66:08] got out of bed and slowly crept up the [66:10] stairs to the attic my heart pounding so [66:13] hard I thought it would burst as I [66:15] entered the attic I noticed a trail of [66:17] children's toys leading out the window I [66:20] followed the trail feeling a strange [66:21] compulsion to do so the trail led me to [66:24] an abandoned daycare center near the [66:26] edge of town I stayed back afraid to [66:28] enter but I couldn't help but feel drawn [66:30] to the place I knew something was [66:32] waiting for me inside Something Dark and [66:35] Dangerous I took a deep breath and [66:37] stepped inside the place was dark and [66:39] silent but as I walked around I noticed [66:42] the walls were covered in Eerie drawings [66:44] of children and babies then I heard the [66:46] sound of a baby crying again coming from [66:49] the back of the room I followed the [66:51] sound and when I reached the back of the [66:53] room I saw a crib with a stillborn baby [66:55] inside I felt a chill run down my spine [66:58] as I realized what was Haunting me the [67:00] stillborn baby was the one in the attic [67:03] I backed away slowly my heart pounding [67:05] in my ears I knew I had to leave this [67:07] place and I quickly ran out the door [67:10] never looking back get the baseball and [67:13] the Crayons I don't know if there's any [67:15] deeper mystery to them and their [67:16] Associated text feels like nonsense [67:19] adult coloring books and autographed by [67:22] JJ Hardy JJ Hardy is a real player but [67:26] it doesn't help us date or place this [67:28] daycare as he's been playing for about [67:30] 20 years and has been part of three [67:32] different teams across the USA I mean he [67:35] was drafted in 2001 and that's also the [67:38] year Shrek came out but that's two [67:40] YouTube Theory channel for me you might [67:42] also have to deal with the Blackboard [67:44] that says 1984 on it either someone has [67:47] their dates wrong or this daycare has [67:49] high expectations for these kids reading [67:51] ability pick up snugs and Blast Away [67:53] Shrek no I don't have plot reason for [67:56] why Shrek is here go back to the house [67:58] and it's time to turn on the sinks for [68:00] the [68:01] waterhous I was dreaming about taking a [68:03] nice hot bath I felt myself sinking [68:06] deeper and deeper into the warm water [68:08] until I couldn't breathe I tried to [68:10] scream but no sound escaped my lips I [68:12] was drowning in my own bathtub suddenly [68:15] I felt a jolt as if i' had been pulled [68:17] out of the water when I opened my eyes I [68:19] found myself in a Subterranean cave [68:22] illuminated by a faint Eerie blue light [68:25] I could feel a chill in the air and I [68:27] could hear the echoing of demons in the [68:29] distance I tried to scream but my voice [68:31] was muffled by the darkness of the cave [68:33] I felt a chill run down my spine as I [68:35] realized I was being hunted by something [68:37] unseen I heard the scraping of claws on [68:40] the rocks and felt the ground shaking [68:42] beneath [68:43] me I guess the bath house is meant to be [68:46] the cave I don't know solve the maze to [68:49] come to the swimming pool with the [68:50] bloodish but not before taking this [68:52] hidden backpack from this one specific [68:55] Pacific Locker in the hallway before we [68:58] will need the extra ammo capacity go [69:01] boom fishing and get the D20 I don't [69:03] know what significance this has Beyond [69:06] Tom Steve or maybe both maybe once [69:08] played d and d and judging by the text [69:10] it got pretty Juvenile and we make our [69:12] way through to the floating garage [69:14] making numerous attempts to get the ring [69:16] and leave through the exit I could just [69:18] take the secret entrance back to the [69:20] maze but I don't want to on my winning [69:23] attempt I actually skipped over the line [69:25] that spawns the enemies somehow I [69:28] reactivated it before leaving out of [69:31] pity the wedding ring though there's no [69:34] dream about a floating garage nor about [69:36] a specific wedding but there is this [69:39] Valentine's Day entry Happy Valentine's [69:43] Day to the only person I ever loved for [69:45] a short time you brought a little [69:48] happiness to this painful existence [69:50] called life I hope we can be together [69:52] again one day in the meantime I'll keep [69:55] looking looking for that other someone [69:56] who can be the ray of light in my life [69:59] that you turned out to [70:00] be boy Steve's had it rough through the [70:04] years into the brutalist maze now where [70:06] I have very little to add honestly I [70:09] wonder if the bad dog appearing in the [70:11] bigger version of the maze maybe [70:12] represents a fear of dogs when Tom was a [70:15] small child is that why he went to [70:17] having a cat instead hard to say but [70:19] that's the best I've got for you I've [70:21] have nothing more to add to the Frisbee [70:23] the cat food and that stupid pumpkin by [70:26] the way the room where you get the [70:27] plasma rifle only opens if you picked up [70:29] the blue key in the first house [70:31] something someone may have missed if [70:32] they wanted that Soul sphere I also [70:34] included this earlier but if you look [70:36] around you might find this guy you can't [70:39] attack him I don't know what his deal is [70:41] but the room he around sort of reminds [70:43] me of the back rooms right is that the [70:46] Skin Stealer I unplugged the TV room [70:48] again hoping this would trigger [70:49] something new and not seen before but [70:52] alas it did not dropping down into the [70:54] abyss and through the staircase into the [70:56] house again we can actually see we have [70:58] all the items in the normal world now [71:00] which does unlock where to go next but [71:03] we're still missing two from the mirror [71:04] World paintings so let's Square those [71:06] away first go through the secret tunnel [71:08] and into the airport I also have little [71:11] to add here besides the undercurrent of [71:14] psychosis that someone may be suffering [71:17] from fun fact the empty pill bottle is [71:20] not an item you need to progress not [71:22] from here or the hospital it doesn't get [71:24] added to the picture frame red hairing [71:26] them or a narrative device to connect [71:29] these two [71:30] locations once again I don't know [71:33] actually one thing you can do here if [71:35] you position yourself just right in the [71:38] bathroom so that the blood covers [71:40] everywhere except the [71:45] [Applause] [71:51] entrance Amen to that okay let's just [71:54] clear up and board our plane [71:56] already I was on an airplane and I was [71:59] the only passenger I looked out the [72:01] window to see the ground below and [72:03] noticed that the terrain was unfamiliar [72:06] I had no idea where I was or where I was [72:08] going suddenly the plane started to [72:10] shake violently and I heard a loud noise [72:13] coming from the engine in the distance I [72:15] could see a huge storm crowd coming [72:17] towards me I tried to communicate with [72:19] the pilot but I couldn't hear him over [72:20] the sound of the engine the plane began [72:22] to dive and suddenly I felt a huge jolt [72:26] I looked out the window again and saw [72:27] that the plane was heading for some kind [72:29] of structure I closed my eyes and felt [72:31] the plane crash I felt the impact and [72:33] heard the screams and cries from the [72:35] people around me I then woke up my heart [72:38] pounding and my body drenched in sweat [72:42] congratulations we finally caught up the [72:45] house is now just the same as it ever [72:47] was showing we finally did it except [72:50] that flower painting Now isn't what an [72:54] interesting picture and the doors are [72:57] back so you could leave which at this [73:00] point would be silly why would we do [73:03] that when we can take this Rabbit Hole [73:05] as far as we can [73:07] [Music] [73:11] go before you ask no this doesn't open [73:15] until you get all the [73:20] items somewhere new at long last [73:27] nowhere to go but the road I [73:31] suppose the long [73:34] Winding [73:39] Road what's that over [73:45] [Music] [73:52] there this song of [73:56] course and this crashed car seems to [73:58] lead to an American Gas Station got a [74:01] good feeling about [74:10] this this music too reminds me of a [74:14] brawl I had once inside the store you [74:17] can find the final item an Atari 2600 [74:20] controller there's not much else here to [74:23] see a bus stop and lit up sign so the [74:26] only thing we can do now is follow this [74:28] trail of blood to this last [74:32] room [74:37] oh oh [74:39] God please don't tell me that store was [74:41] the house again you know what it's fine [74:44] because now we have all the items and [74:47] now the mirror World painting has [74:49] something to show us as [74:50] well very [74:53] interesting so we leave and sure enough [74:56] the fence opens in the same if mirrored [74:58] place and in we [75:02] go it's a long road back to the station [75:06] and you could miss it being the map is [75:08] flipped around and because the car isn't [75:10] here anymore there's a tiny torch [75:13] instead but it leads to the gas station [75:15] all the same [75:23] [Music] [75:25] maybe not all the same I try and poke [75:29] around a bit and there is a rocket [75:31] launcher in the store room oh very nice [75:35] why am I being given a rocket launcher [75:37] there's no way pass the tape into the [75:39] rest of the store or into the house [75:41] bathroom so we'll go where we need to [75:44] sure enough standing out by the sign we [75:46] can see the smoke above the trees and [75:49] hidden between all of them is a little [75:51] camp area you can actually go here in [75:54] the regular world [75:55] but there's nothing here meanwhile we [75:57] have some carving on the tree s+ [76:04] a what [76:06] the get out of here [76:13] no what the [76:22] hell I can't go back [76:27] huh [76:30] wait what is that [77:08] congratulations on achieving ending to [77:12] no really this is an ending you might [77:15] have some questions but fortunately [77:17] there's another dream to tell you [77:19] about February 26th 2023 I can no longer [77:24] tell what of this map are my friends [77:26] which are mine and what the map has [77:28] created I am no longer afraid that the [77:31] map is creating itself it needs me as [77:33] much as I need it which reminds me of a [77:35] dream I had the other night I'm not [77:37] sleeping much but I recall this one with [77:39] surprising Clarity I was standing on a [77:42] beach staring out at the Placid water [77:44] the ocean stretching out as far as the [77:46] eye could see seagulls crawled over head [77:49] in the gentle caress of water wraps the [77:51] sand in front of me I dipped my toes [77:53] into the water at least I tried there [77:56] was no water no ocean it was an illusion [78:00] I realized everything around me was fake [78:02] the trees the birds the sand it was all [78:05] a one act prey and I was really Lan a [78:08] damned fool who believed in something [78:10] greater but there was no happiness to be [78:12] found I wanted the set only to find [78:14] myself staring into Oblivion it was the [78:17] end of time itself no joy no misery no [78:20] sadness only emptiness men of Faith tell [78:23] us the afterlife is for eternity but is [78:25] it possible to keep your sanity for [78:27] eternity a day passes in the void a [78:29] month a year 2 5 10 is this an eternity [78:34] 20 years 100 years a thousand years I've [78:37] sat in this room for a million years now [78:40] entertaining the same thoughts pondering [78:42] the same questions and ruminated on [78:44] every mistake in my life anguishing over [78:47] them for centuries a billion years now [78:49] double that now double it again I'm [78:52] still nowhere close to the end of [78:53] Eternity I pray for death but it never [78:55] comes just me and my thoughts and my [78:58] mistakes and my insecurities and my [79:00] regrets and my loneliness somewhere in [79:02] another dream the version of myself that [79:04] winked back is sitting on the real beach [79:07] happy and content knowing that life is [79:10] finite there is no afterlife and [79:12] happiness is found in the small things [79:14] around us that we can control happiness [79:17] has to be fought [79:20] for time to fight for your happy ending [79:23] once you lower the entrance to the fake [79:25] Beach it's time to get running escape [79:27] from the shadowy arch file who is [79:29] basically unkillable you can stun them [79:32] pretty easily but it's easier to just [79:34] run and never stop they will teleport [79:37] and chase you even into the mirror house [79:40] where they'll start resurrecting the [79:42] dead monsters so we're going to have to [79:44] flee to the regular world pronto which [79:46] is now repopulated too and has Arch [79:49] files as well but fortunately normal [79:52] ones that we can kill by carefully [79:54] peeking in and out of sight of their [79:56] attacks I probably should have just bfgd [79:58] them but I felt proud when I did it [80:01] until I saw [80:04] outside it's worse when you open the [80:06] door [80:08] [Music] [80:24] [Music] [80:28] ow before we leave go back up to the [80:31] attic and look into the mirror the [80:33] shadowy arch file has taken the spot [80:36] where the Christmas bble used to be how [80:41] ominous getting out of the house is [80:43] tricky I like to do a lap around the [80:45] house to get them in fighting and thin [80:47] their number a little I also want to [80:49] stock up slightly with these items but [80:51] not really fight them our battle is [80:54] isn't here we need to hit the road again [80:57] which by the way has one last dream to [81:00] mention I was driving along a road in [81:02] the woods when all of a sudden my car [81:05] veered off the road and crashed into a [81:07] tree I woke up to find myself in the [81:09] driver's seat with an injured and [81:11] bleeding leg my head was spinning and I [81:13] felt disoriented I dragged myself out of [81:15] the car and hobbled my way through the [81:17] woods in hopes of finding help my leg [81:20] was in agony and I felt like I was going [81:22] to faint through the trees I Saw the [81:24] Light from a lonely gas station I was [81:26] relieved to find it open but then I [81:28] realized there was nobody there I had no [81:30] idea where everybody had gone as I was [81:32] standing there I heard some strange [81:34] noises coming from the woods around me I [81:36] was too scared to investigate so I just [81:38] stood there feeling scared and alone [81:41] suddenly I heard a car in the distance [81:43] and I limped towards it thank goodness [81:45] it was a taxi driver who was able to [81:47] take me to the hospital I eventually [81:49] woke up in a cold sweat not sure if I [81:52] was relieved or disappointed but it was [81:54] just a [81:56] dream and with that there's only one [81:59] last fight left for us the gas station [82:02] is surrounded by monsters from all sides [82:04] and a spider Mastermind sitting at top [82:06] the courtyard roof it's a tough fight [82:10] but happiness has to be fought for [82:14] [Applause] [82:14] [Music] [82:33] [Music] [82:43] hold on a second guys I just I just need [82:46] a quick [82:48] [Music] [82:52] break oh [82:54] very nice [82:56] [Music] [83:34] out [83:51] [Music] [83:55] and here is the true ending the one [83:58] secret finally discovered to tell you [84:01] that this is the end this beach is real [84:04] actual peace is here for you and if the [84:07] dog in the Maze survives then they join [84:09] you on this beach as well to cap [84:11] everything off the nightmare is finally [84:13] over you've completed my house and can [84:17] relax knowing there's nothing else left [84:20] to [84:22] see well [84:26] actually what if you collected all the [84:29] items unlocking the secret passage in [84:32] the yard but then burn the house down [84:42] anyway what if you fought your way [84:44] through the burned out house again the [84:46] brutalist maze went through the airport [84:49] that has no plane but you still fall [84:52] back down into the now destroyed house [84:54] what if you did all of that left the [84:57] house and then opened the fence [85:12] passage this isn't an ending but it is a [85:16] little secret for you my phone couldn't [85:19] read this QR code but fortunately [85:21] someone very kind and clever in the Doom [85:23] World forum transcribe the code into [85:26] something readable which takes you to a [85:28] new hidden photo in that Google Drive an [85:32] obituary for Steve [85:34] Nelson Steve died on the exact same day [85:39] that Tom died August 3rd [85:43] 2022 what does this mean does it mean [85:46] that Steven's Spirit made this Doom map [85:48] as his last connection to the outside [85:50] world is this meant to be some [85:52] metatextual statement on the death of [85:55] the author I don't have a so definitive [85:58] answer and I'm not sure one really [86:01] exists for me but this does open up some [86:04] interesting rabbit holes was it actually [86:07] Steve who wrote the journal rereading [86:10] the journal after discovering this it [86:12] suddenly struck me how rarely names are [86:14] used instead using my childhood friend [86:17] or just my friend when referring to who [86:21] I presumed to be Tom it's only in Fe [86:24] 2023 where Thomas is finally named and [86:28] positively identified as the person who [86:30] started the map on the floppy disc which [86:32] I guess the foreign post also confirmed [86:35] Steve isn't named anywhere in here which [86:37] might support the idea that he's the one [86:39] writing it at first though I wondered if [86:42] the vagueness of the journal meant there [86:43] was a third person who wrote it who [86:46] would that be a of course the journal [86:50] mentions the love of their life and the [86:52] obituary confirms Steve did indeed TI [86:54] the not at some point the journal [86:56] implies that their love is no longer [86:58] with them too could the journal be by a [87:01] talking about Steve this might be an [87:03] answer for those wanting to reject an [87:05] ethereal origin for this mod however [87:08] this is leaving out an important detail [87:10] from the obituary Steve is survived only [87:13] by his closest relatives and not by any [87:17] spouse so either they had separated or [87:20] their partner had already passed away [87:23] you might be able to see where I'm going [87:25] here I think a might be Tom his last [87:29] name is alled a for alled perhaps if [87:32] they were close even as friends it [87:34] wouldn't be hard to see them having [87:36] nicknames for one another the obituaries [87:38] further support this too the fact that [87:40] both of them married their old school [87:41] Crushers and that they went to the same [87:43] High School the fact Thomas moved back [87:45] to the same town to be with the person [87:47] they married Tom too is also not [87:49] survived by a spouse despite being [87:51] married and the fact they're both [87:53] sharing a celebration of life and [87:56] funeral service at the same place date [87:59] and time so yeah I think they're [88:03] together the obituaries don't mention [88:05] how either died merely that Steven [88:08] passed away and that Thomas died in his [88:10] home I've heard there's an entire [88:12] lexicon of euphemisms that obituaries [88:14] use to talk about the recently deceased [88:17] but I don't know if I'm privy to such [88:18] things anything I could derive further [88:21] than I already have would merely be a [88:23] baseless assumption from here or in the [88:26] map but you might wonder then what this [88:28] whole mod was about if at the end our [88:30] big twist was our author too was dead [88:32] and this was a tribute made for romantic [88:34] love rather than just friendship well [88:37] I'm sure I don't need to point out the [88:38] signs of a potentially difficult [88:41] childhood that appear throughout this [88:42] map and its supplemental material it's [88:45] hard to know exactly who owns what here [88:48] however I'd say some things feel [88:50] particular to Steven for instance [88:53] there's the Hospital Thomas still has [88:55] all of his close relatives together but [88:57] Steven apparently lost his father [88:59] sometime before his death so are we [89:02] reliving his father's death here no idea [89:05] why he died though I remember the pill [89:08] bottle curious his mother also has three [89:11] different last names mentioned within [89:13] the obituary which might imply a [89:16] difficult upbringing for the boy the [89:18] level itself is full of moments that [89:20] could represent other events or memories [89:23] but I'd like to repeat one last bit from [89:25] the journal instead for a short time you [89:28] brought a little happiness to this [89:31] painful existence called life that's my [89:34] read on things a tribute to a difficult [89:37] life which love briefly illuminated made [89:40] from Beyond the Grave by a grieving [89:42] partner's cursed Soul you might disagree [89:46] it's intentionally vague and I think [89:47] it's opaque and confusing nature is part [89:50] of the point to illustrate trauma so why [89:52] not play it for yourself explore its [89:54] many corners read these documents and [89:57] see what conclusions you draw maybe the [89:59] airport is Tom coming back home to [90:02] Illinois maybe the frisbee is Steven's [90:04] love of frisbee golf for me though it's [90:07] interesting this all started with [90:09] sharing a house on a floppy disc when [90:12] two people begin to share a house when [90:14] one moves in with another what did each [90:17] of them bring into it [90:28] if I had a dollar for every time a [90:30] horror game revealed itself to be a gay [90:32] love story at the end I'd have $2 and my [90:35] local bakery still wouldn't accept them [90:36] for a sausage roll some of you may be [90:39] wondering about the account of veg on [90:41] Doom world and it may shock you to know [90:43] that veg is a real user real in the [90:47] sense that this account has been open [90:49] since 2004 then seemingly left in 2006 [90:53] before coming back in September of 2022 [90:56] their posts and updates on Doom World [90:58] mirror what's said in the journal [91:00] perfectly with dates ling up and [91:02] everything veg never dropped their [91:04] character even for a second I can say [91:07] character now right we all understand [91:10] the healthy lines between fiction and [91:12] reality correct there is actually a bit [91:15] of to use a technical term hooa in the [91:18] forums about the identity of the author [91:21] or authors where the clues of have been [91:24] left in places like anagrams or even in [91:27] the thread itself however to be totally [91:29] blunt I don't care to chase up on such [91:32] things either the creators come forward [91:34] or they don't what matters to me is the [91:37] time I had playing this I did not expect [91:41] one of my favorite gaming experiences of [91:44] 2023 to be a doom map playing through my [91:48] house has been like I've had a spell [91:50] cast on me utterly entrancing me and [91:52] convincing me to keep playing keep [91:55] digging into its Secrets I've spent [91:58] hours in this little map of 10 minutes [92:01] of playtime and longer still just [92:04] thinking about it not only the details [92:06] of its narrative but how genius its [92:09] design is a lot of this has already been [92:12] discussed at length by people inside the [92:13] Doom World thread which I highly [92:15] recommend you read for yourself those [92:17] people in there know do much better than [92:18] I do but I want to bounce off the pages [92:21] and pages of discussion that's already [92:22] there and say how incredible it is that [92:25] this feels like a full Doom horror map [92:28] rather than just a horror mod that [92:30] happens to run in Doom all elements of [92:32] its design are rooted in rules very [92:35] familiar to fans of Doom 1 and 2 solving [92:38] mazes running past lines which trigger [92:40] new things in the map such as opening [92:42] new passageways even the effect of [92:44] running in circles around a map [92:46] collecting keys to open doors or in this [92:49] case making the door appear once again [92:52] this is the language of Doom and this [92:54] mod takes it and twists the familiar [92:57] words to be understandable but also [92:59] terrifying it is that uncanniness that [93:02] stems from that familiarity that makes [93:04] it work so well with the presentation of [93:07] the entire game one thing I haven't [93:10] mentioned that's inside the Google Drive [93:13] is the actual my [93:16] house. wad a much smaller map that if [93:20] you play it's just the basic Loop of the [93:22] regular house although first house I [93:24] suppose no weirdness and even beating [93:27] under Halls takes you forward to the [93:29] gantlet although there is actually one [93:32] key difference you're a different height [93:35] actually it'd be more accurate to say [93:37] that in the pk3 version of the game [93:40] you're taller the wad doesn't change [93:42] your height from the default you might [93:44] not notice it in the context of the [93:46] house you feel it a regular human height [93:48] for these objects maybe the reason why [93:51] this change was made but you don't end [93:53] at the house do you you're still a [93:57] different height when you go through [93:59] under Halls given how many times a doom [94:02] player may have gone through under Halls [94:04] over the years especially a community [94:06] dedicated to Doom that uncomfortable [94:09] feeling of something not being right [94:12] might be hard to shake and even harder [94:14] to pin down I didn't even know where [94:16] else to mention this but is it any [94:18] coincidence that the game takes you into [94:20] under Halls an early Doom 2 level [94:24] featuring a house there's nothing off [94:26] about it but after going through all you [94:29] saw in Expedition one can you really [94:32] feel for sure that that is the case [94:35] everything about this map Works to get [94:37] itself under the skin by being just a [94:40] little bit off that subtle change of the [94:43] player height the weapons animations [94:46] swapping out playing with the music that [94:49] people expect to hear in these Maps even [94:52] the doors [94:54] how iconic is the doomed door opening [94:56] sound and this game even manages to flip [94:59] that on its head it takes the ultimate [95:02] familiar and reliable space that is doom [95:06] and creates points of alienation to [95:08] remove feelings of security when playing [95:11] it playing a simple mod based on a [95:14] player's house even if you've never [95:16] played classic Doom before I think this [95:18] can have an effect on you after all you [95:21] do one Loop of the house before anything [95:23] weird happens and then your Loops to [95:25] grab Keys become wider and stretch into [95:28] the impossible then there's also the [95:30] extraneous references in the game Shrek [95:34] the back rooms and the many Inspirations [95:36] from the Lial space online movement some [95:39] of you may have rolled your eyes when [95:40] you saw them but what if I told you they [95:43] were actually very smart see doomers had [95:45] maps and mods made for a very long time [95:48] and in a manner not this similar to how [95:50] online communities in these horror [95:52] spaces continue to make make their own [95:54] spins on the core elements of their [95:56] chosen movement multiple online versions [95:59] of the back rooms and Lial spaces exist [96:01] with all kinds of ways to experience [96:03] them from art to video to game Shrek [96:08] existing in here as crazy and [96:11] pretentious as this will sound draws a [96:13] connection between these movements and [96:16] do modding he is a meme he's everywhere [96:19] has been for an ungodly amount of time [96:22] and chances are if New Meme or online [96:24] movement comes along Shrek will be put [96:26] inside it at some point but Doom moders [96:29] have been putting personal Easter eggs [96:31] inside their maps for years it's never [96:35] been uncommon to see something out of [96:37] place in someone's map something that [96:39] probably meant something to the map [96:41] author it's a small piece of personal [96:43] expression not unlike Someone putting [96:46] Shrek inside their horror work it might [96:48] sound like I'm stretching but when you [96:51] see Shrek you know it's artificial your [96:54] mind immediately knows that what you're [96:55] playing is constructed and you'll think [96:58] of the author something that this map is [97:01] asking you to do constantly okay I might [97:04] be focusing a bit too much on this but [97:06] bear with me for this last Point what I [97:09] like most about this connection is that [97:10] it feels like a celebration of Doom [97:13] modding this year Doom turns 30 years [97:16] old and 30 years on this game is still [97:20] getting community support and the set [97:22] rules of this game are still changing in [97:25] radical ways people never thought of but [97:28] it's also adapting changing with the [97:30] times even amidst all the changes in [97:33] gaming technology and even The Wider [97:35] cultural and political landscape there [97:38] has always been Doom moding happening [97:40] alongside it and while being influenced [97:43] by what's happening around it it's never [97:45] been slowed or discarded or abandoned [97:48] Doom can adapt itself to these modern [97:50] internet trends like putting on a new [97:52] glove and still make an impact when it [97:55] does so Doom can be anything from the [97:58] simplest shooter maps to strange new [98:00] experiences that people haven't seen [98:02] before in the truest sense of the word [98:05] this map shows that Doom really is [98:09] eternal there's one more detail from the [98:12] journal I'd like to close on it's a [98:14] flimsy observation but bear with me [98:16] anyway in the text are three numbers [98:19] highlighted in red in order they are 2 3 [98:23] one I don't see any connections between [98:26] the journal entries they are attached to [98:28] and the number means nothing in the [98:29] context of the map so I Googled Doom 231 [98:34] and found a music track from OC remix OC [98:37] remix numbers its tracks sequentially so [98:39] the fact it's a doom song specifically [98:42] at number 231 feels like a pretty [98:45] extraordinary coincidence the song [98:47] itself is a remix of sign of evil from [98:49] Doom one and I can't help but think when [98:52] listening to it that it may have been an [98:54] inspiration for the creation of the [98:56] whole map even if I'm wrong and it [99:00] wasn't that big an [99:02] inspiration it's a nice song anyway [99:05] really makes me [99:06] feel happy [99:09] [Music] [99:26] thank you for watching this long delayed [99:30] video I've been in not the best shape [99:34] while working on this and to be honest [99:36] playing through this map over and over [99:39] again wasn't helping matters then I got [99:42] sick on top of that again I know which [99:45] delayed things further production was [99:47] pretty difficult anyway I made some of [99:50] the ambience for sections of this video [99:53] by stretching some of Doom's songs and [99:55] layering different versions together it [99:58] was a lot but I had fun and I'm glad [100:00] it's now here for everyone and an extra [100:03] special thank you to all my patrons your [100:07] support and your patience humbles me so [100:10] now let's get into questions what were [100:13] your thoughts on House of leaves in [100:15] particular did you read it in any [100:17] specific manner I adore House of leaves [100:22] it's not often I think about rereading a [100:24] book that I've just finished reading I [100:27] personally read the entire main story [100:30] first and only read the appendices once [100:32] I finished the niton record with the [100:35] exception of the Pelican poems for some [100:38] reason I couldn't even tell you I think [100:40] this is why I'm curious to go back as I [100:43] took the words written at their face [100:44] value without any other context but now [100:47] I have read the appendices I want to see [100:49] how I now view the narrative as [100:52] presented let me take this moment to [100:53] give a heartfelt recommendation to read [100:56] House of leaves for anyone who's still [100:58] watching despite its reputation it's [101:00] quite an approachable book and you can [101:02] get in the swing of its layout and style [101:05] very naturally don't be put off by the [101:07] look of it or me talking about [101:10] appendixes it may have taken me two [101:12] attempts to read through it but that's [101:14] only because I first Tried reading it [101:17] while traveling and that's a bad idea [101:20] for a book you need to flip and turn and [101:22] read back and forth reading in the [101:25] comfort of your own home is best if my [101:28] honeyed words aren't enough for you [101:30] there is an excellent video by Cloud [101:33] Cuckoo country on House of leaves and a [101:35] godic literature as a whole and he can [101:38] give you a basically spoiler-free review [101:40] and primer to read this book yourself he [101:43] also talks about other books like House [101:44] of leaves which I actually have a couple [101:47] of on order right now I'll put a link to [101:49] his video in the description below one [101:52] last thank you to you all and I'll see [101:55] you next time