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Worlds Hardest Game 1 Glitch Mario

Sometimes the best level is one the designers never made. Minus Worlds are areas of the game a player can reach only. These secret areas do not typically correspond to valid, intentional level data at all — it is only by dint of the game's programming that these 'junk data' manifest as a mostly playable level.With the advent of modern 3D games, this has mostly fallen by the wayside, as random data would never create anything remotely close to a functioning 3D mesh.

However, the collision detection in some 3D games is suspect; in some of them, you can actually leave the game world and explore a weird wasteland of partly implemented scenery and flickering polygons. In that case, the level is still there; the player has simply found a way to be where the game doesn't expect the player to be. from is entered by squeezing into the top right corner of a kennel in the town map. It's made from glitched-out copies of dungeon rooms pasted together, and it changes depending on the number of monsters you killed before entering. A similar area beneath all the dungeons is also found in. Some of the rooms in the map are glitched duplicates of normal game rooms. has a sort of minus world.

There is a glitch where in some palaces, you can jump through the ceiling and end up in a version of Parapa Palace (Level One) in the same color scheme as the palace you just left. Exiting just cause you to appear on the map where Parapa Palace is.

Another is the glitch town you land in if you jump offscreen in Darunia and use the Fairy spell. Leaving town results in Link being.

also has a glitch underworld. Shared between, Twilight Princess and (as they share a similar engine) is a glitch dubbed 'Back in Time', which allows Link to explore the map featured on each game's respective title screen by resetting the game at a specific moment during a death animation or game over screen. This trick is fairly benign in the first two games, but it turned out to be essential for Skyward Sword speedruns thanks to an array of associated glitches that allow the player to take the coordinates or memory values of the title screen's map and apply them to other maps in the game. also has a glitch world that can be accessed by using a glitch to blow Link out of bounds within the Master Trials DLC. Only half of the overworld of the is accessible. The lower half is but can be accessed through cheating. The developers used it for testing the game and never intended for it to be accessed.

The PC games were a gold mine of these, all of which were accessible with cheats of one form or another. Aiming the super-jump cheat correctly or using the teleport cheat in Philosopher's Stone can get you into areas behind the scenery or that are only used in cutscenes. These have the usual compliment of invisible walls, floating objects, misplaced textures and enemies, dead-end doorways and things that are spaced oddly so as to create gaps. Chamber of Secrets takes this further, with a 'ghost mode' cheat that allowed these kinds of areas and more to be more readily accessed via a combination of free-moving camera and teleportation to the viewed location. As in the previous game, several maps have cutscene-exclusive areas, but these are generally either duplicates of areas used for gameplay or sectioned-off areas containing NPC's that aren't currently active. Such areas my be far away in the void or just walled off. Highlights include a duplicate of the area around the Whomping Willow that is used in cutscenes, but activating an object or in one area also activates its counterpart in the other.

The cutscene-exclusive maps are also quite minus-y and can be accessed by changing the GSTATE setting (which denotes progress through the game) and selecting the respective map. The most notable of these is the 'transition.unr' map, which is used for and contains a very mashed-up version of Hogwarts Castle. There are also a few maps that one might enjoy. Finally, much like in the example below, objects placed in skyboxes appear gigantic in the sky. The only things you can do this with are Harry and/or Goyle (when you play as him) and some things you can throw, though.

Worlds Hardest Game 1 Glitch Mario

has the vast ' - a region outside the playable bounds of the game, which is accessible by putting in certain passwords. It's a glitchy region where new rooms are randomly generated and should be traversed with caution as it is entirely possible for a new room to generate without an exit. By exploiting the in and dropping down the ladder in the save room near where you battle El Gigante (With the merchant in it), you'll enter a weird wasteland that's stuffed to the gills with ammo, curative items, and even a few weapons to pick up (Which, other than the shotgun, doesn't even happen in normal gameplay). The room has been theorized to be everything from a ammo cache to an for gamers to find.

There are many interesting experiences and fights to be had if you manage to traverse beyond the boundaries of the map and can get beyond the walls of the Dimension of Death in. You can go all sorts of otherwise inaccessible places in many other worlds too using cheats to teleport. In Sherlock, the followup to 's already infamously-buggy, by repeatedly giving instructions to the NPCs it is possible to coax a hansom cab driver out of their cab and onto a train, which then departs. Having done that, returning to the abandoned hansom cab will have you driven to a bizarre location where you can pick up objects such as 'innocent, guilty, an opium den, and a Russian agent'. Using the drive on water and speed mods for 2, once can explore areas beyond the roads of London and San Francisco.

Because these areas were never meant to be explored, there are holes in the terrain, flat areas hidden from view during normal gameplay by buildings, and in the San Francisco map, part of Alcatraz and Marin can be visited using the drive on water hack. The city of Newcastle-upon-Tyne in is shown during the credits, unfinished in many places, and can only be accessed in-game by hacking. It was apparently meant to be a playable level, but due to time constraints. Falling into the skybox in the sequel normally registers as a death, but with a certain glitch, you can survive the fall and drive around in the void. The 'underworld' in and its sequels, which you can fall into by glitching off the track. The void outside the track in.

That is, assuming that the doesn't qualify. Go far enough off the track area in and you'll encounter in order: the background scenery with simple graphics; the edge where the skybox meets the ground; a black void beyond the skybox, or in the stadium environment you can fall off the edge of the map and land on the bottom of the spherical skybox. Going beyond the skybox will show the sun/moon as a sprite in the distance and a field of 3D clouds stretching to infinity. Interestingly, the sides and bottom of the stadium map terrain are actually modelled and textured just to ensure you wouldn't see any graphical glitches while falling off the world and hitting the bottom of the sky below. The outside of the skybox is even textured. With the right tricks using a third party replacement for the track editor, you can build tracks in this twilight zone. In, you could sometimes glitch through the walls and drive outside the game world, although an beyond that prevents you from going into infinity like.

Also, since the game uses, you can outrun the load with the faster cars and end up in a glitch world. In 3, you can break out of the track on some courses and drive around in the scenery (which of course, is not solid). If you have a fully-powered and properly-tuned Escudo you can cause the speedometer to overflow to mph , crashing the game. GT 2 also had a couple courses that could be found with a. 2 has a drag strip inside Laguna Seca; likely a leftover from the drag racing mode. However, if you reach the end of it, your car will jump out of the limbo, returning to the track in the Corkscrew corner. In, there are many 'out of bounds' areas that can be reached by exploiting the in-game physics (such as using mushroom turbo boosts to bounce off of shells/other players/etc., repeatedly hopping to climb up hillsides, collisions with 2-dimensional objects at strange intersections, and so on.

Usually the player will just tumble into a void beneath the course, landing in some invisible water far below it, but other times there is some sort of floor tthat can be driven on. On hillsides, it's possible in some courses (e.g. Choco Mountain) to reach 'undrivable' upper areas that cause the player to tumble automatically. This mechanism is supposed to force players back down the hillside to the racetrack again, but in certain places they're flat, so if you can get up on top of them, your character is stuck tumbling forever, unable to land or fall back down. In the Netherrealm area of, on or around the initial stairway, it is possible to fall under the landscape while engaging in aerial maneuvers.

The camera will zoom into or slightly past the ground and your character(s) will be completely hidden from view. The only indication of where you are will be a peculiar blue triangle which apparently marks your position.

While sometimes it is possible to bumble your way out of this literal minus world, most of the time the only course of action is to reset. In, one could use the invincibility cheat to run outside of the battlefield and explore the mostly featureless landscape.

Staying here for too long basically results in being told to. The monsters in are not spawned to order as you progress through a level, but teleported into position from an ordinarily unreachable room that's chock full of baddies. You can fly to the room with a noclip cheat and provoke them into for kicks. does the same, and some of the largest levels have enormous rooms filled with hundreds of monsters to teleport around. Occasionally the architecture that moves them into the teleporters glitches out, leaving a couple monsters unteleported, simply sitting there; in those instances, noclipping inside the rooms is the only way to get 100% kills.

Speaking of, in it and other 2.5D shooters noclipping out of the map will cause the Hall of Mirrors effect where everything repeats. In the games you can find each level's by using a noclip cheat. If you then use the spawn cheat to put monsters into these rooms and return to the regular level the spawned beasts will appear huge, filling the sky! However, since you and the monster are further away than it seems, you cannot affect each other.

Phew. The above can be done about the same in all games made in the, and can be helpful for ragdoll posing in.

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In: Dinosaur Hunter there's a pit in the 'beginner' area where you can squeeze into one of the corners when you fall in and get stuck. If you keep looking up and down repeatedly it will somehow propel you up above the clouds. There was a bizarre room in which was accessed by flying through the rafters in Morgan Katarn's house. There are many weird normally-inaccessible areas of levels that can nevertheless be accessed by grenade jumping, hijacking a Banshee, or other glitches, eg, (where you can find a giant soccer ball, etc.). On 'Assault on the Control Room', you can also glitch your way into one of the pulse generator rooms from 'Two Betrayals'; however, the only way out is suicide.

In the 'Delta Halo' level of, it is also possible to drive a vehicle up a particular slope to gain access to the surrounding terrain and the lakebed, while falling into the lake normally results in death. has an out-of-world example in Kairo.

When searching for the hellfire boltthrower, the player has to reach a roof and then go in to find the item. If the player now instead goes further, there comes a point where the player can stand on top of the highest roof, look into a purple void and see all the interiors from outside. While it is impossible to go into them, one can jump on them and run around in what would logically be a wall. The music is out in this region as well. The only solution to leave this space once entered is suicide by jumping to death or not jumping from the roof at all. This is also similarly possible in Lower Seattle near the lofts. When jumping on the dumpster after throwing stuff on it, it should be possible to reach the roof, and look into a purple void.

Unlike Kairo, there are no interiors, and jumping to death is not necessary. In it is possible to park vehicles very close to certain cliffs, exit the vehicle and pass through the cliff, allowing the player to run around on the expansive but fairly featureless 'background' landscape. Until finding the actual edge of the world and falling for a long, long, long time to your death. The buggy (2010) has a huge glitch that can turn an entire level into Minus World (the floors disappear), allowing you to fall into the skybox (which is a ). Allied Assault has an empty level labeled 'void', which is what its name suggests.

The game autosaves here when you access the Bazooka-Med bonus mission, and when you reload, it skips to the King Tiger level. in one particular level in treats you to the true nature of the level's skybox: specifically, that it's actually a picture of a stormy Midwest plain. The sedan the photographer drove to get there is plainly visible. allows you to fly out of the map by exploiting a glitch in the jumping function.

You never fall into the skybox, though - you just keep walking on the same (invisible) plane that the map was laid out on. Especially funny on the level with the helicopter. Shortly after you arrive at Columbia, near the location where the four barbershop quartet members are singing, it's possible to jump off Columbia. Normally when you do this you end up back where you jumped from, but if you follow the procedure in you can do it. You will fall a long distance, with Columbia shrinking in the distance above you, until you eventually hit the ground. You can't do anything when there except pause and re-boot the game. In 2, its possible to glitch trough the floor in VR training and fall into the a glitched version of the map.

If you are currently a Light Assault, you can survive the fall to freely walk around and there are even vehicles that spawn, allowing you to fly/drive around as well. As a consequence of being, has several Minus Worlds that are encountered during normal gameplay, in many cases unavoidably. If you fall down a hole in Level 5 of Cheetahmen, you end up in, which is a room with a. When you exit the room, you go to Level 10, which is a garbled mess where you fall to your death. In the second level of Thrusters, the screen starts blinking, and you can't progress any further. If you crash here, your ship scatters into a glitchy mess that can still move around. It can be avoided only with a right emulator and rom.

The 'lost levels' of Cheetahmen 2, which are from Cheetahmen 1 where the music is all glitched, and your Cheetahman is invincible for some reason. Once you play through here, the game locks up, just like at the end of Level 4. The third level of Lollipops, with its, that results from the game interpreting other game data as music.

The last level of Ninja Assault is populated by, and you're stuck in limbo at the end. Level 8 of Beeps n Blips, where the background is garbled and the level can't be completed because both the player and enemies are invincible. Extreme has several messed-up or Challenge step charts that can be found with the 'Oni glitch'. Here's how it works: every 'Oni' course features a list of songs which are each designated a difficulty level (which determines which step-chart is played).

By choosing a course right after switching from one to another, you end up with the songs from one course but the difficulty levels of the other, leading to some songdifficulty combinations that normally can't be chosen. In Winx Club, it's possible to go through a rock in the first level and walk onto the sky; if you walk far enough into the skybox, you disappear. You can get into a (small) normally-inaccessible area as well. It's also possible to jump into the air and land on it as though it was solid in one section. Exploting a certain glitch is necessary to reach the otherwise-inaccessible Minus versions of every 'NewPix', and thus to find half the Discoveries. The descriptions and images of these are intentionally drawn flipped. When the player first exploits this glitch, the badge 'Minus Worlds' is awarded.

In 2, Some walls in the tabletop maps has no collision detection and since there is nothing stopping you from keeping on driving even after you win, its possible to drive through these into a black, seemingly never-ending void. A game for the Amstrad CPC called Fantastic Voyage (named after the ), has two endings. The correct way to finish the game is to get in your submersible and fly out of the brain, along the optic nerve, and out of the eye via the tear duct. The.incorrect. end is achieved by taking your submersible back through the body to your starting point in the mouth, and out through the equally small gap between the teeth.

World's Hardest Game 1 Glitch Mario Games

This leads to a horribly garbled minus world in which you quickly become trapped between solid walls that aren't there and invisible walls that are. An Apple IIgs port of the lightcycle game allowed the AI character to — which it continued to interpret as map data, with disastrous consequences. The Arachnos Lab maps in is a 3D example of this. Though most of the holes have been closed up by now, it was possible to drop through the metal mesh surfaces and explore the pipe dream like areas that extended quite far beyond the parts of the map you are normally confined within. The original minus world from is the. The player can reach it by entering a pipe in the first after walking through a wall (thus, before the Warp Zone message appears). It consisted of the level design of the 2-2.

The glitch causes the game to think the player is in the world 5 warp zone, which has only one pipe instead of three; the other two destinations are set to world 36, as tile #36 is a blank space (so nothing would appear over the blank spaces where the other two pipes would be). On the HUD, this shows up as 'World blank space-1', hence the name 'world -1'. There are also for Super Mario Bros.

That can allow you to play seemingly random levels taken from other data in the ROM (though many of these aren't actually playable, and several more still aren't beatable). The Super Mario Bros level format is such that nearly any random string of bytes can form a valid (but likely unwinnable) level of some sort, so a huge number of 'levels' can be played by making the game load other random data from the ROM as level data. The for the Famicom Disk System replaced the Minus World with. World -1 uses the design of 1-3 with underwater tiles and different enemies, world -2 is identical to 7-3, and world -3 is 4-4 with underground tiles and underwater enemies. There is no world -4. also contained several unfinished levels, including a rising and sinking ice level. One of these was a copy of World 7-8 with a enemy.: the final cutscene takes the camera through a system of pipes leading to a room with the cake and the.

The level geometry for this is part of the final level, and it's possible, without noclipping, to reach this room AND return to the main level area with the cube, by way of a glitch where firing both portals at some surfaces would cause the second portal to bounce around to the other side of the wall, letting you glitch through the wall and out of the map. Along with the bizarre fact that all of the external walls of the map appear to conduct portals, this lets you reach the room and carry your beloved. In fact, using similar methods to glitch an extra substitute cube from Test Chamber 16 into Test Chamber 17, you can use it in place of the Companion Cube and incinerate it instead. Furthermore, you can save the Companion Cube by using the same methods with the substitute cube and carry it with you throughout the whole game.

Worlds Hardest Game 5

No noclipping or console or svcheats needed. The demo video is right.: The Flash Version: using the console cheat 'gotolevel X' where X is any number but 1-42 (here level 41 is cake and 42 is the credits), weird things happen. Level 0, marked with a '?' Mark, is a level that is nothing but surfaces, with the wall in the background saying 'zomg owned!' , and any other level makes you go through the level in which you typed in the command over and over and over again.

had a glitch with the farportal in Yiilkgur when it was first added, which transports you to a randomly generated dungeon; there would be an up-stairway on the first level, which would lead you to level 0. You could continue ascending into the negatives if you liked; enemies generated in these levels would be extremely weak. In an unrelated glitch in the same version, dying in certain areas and then resurrecting could cause the game to crash at best; the rest of the time it would corrupt the graphics and make the game. This included one arena containing a that must be fought to progress., similar to Super Meat Boy, intentionally implemented a minus world in the form of the 'I am Error' Room. It is a room that is not connected to any room on the floor and can only be rarely reached with a few teleportation items. It contains several useful items and a unique shopkeeper with a speech bubble that says 'I AM ERROR' on it. has a mix of intentional and seemingly unintentional minus worlds.

In both cases the game will become increasingly glitchy the further the player moves from the original map, eventually crashing. The East and West Worlds are additional versions of the main Noita map located beyond its boundary walls. Reaching them requires a black hole and some way to survive the damage from the Cursed Rock at the center of the wall. These worlds are obviously artifacts from world generation but they still contain the main map's biomes and, more importantly for players, additional perks, health boosts, and shops.

Intentional examples can be found both above and below the main map. A unique 'hell' version of the biomes can be found below the lava sea while a similar 'sky' version can be found directly above the mountain. Both repeat infinitely but the first version of each has a unique item relevant to the main map, an in the 'hell' biome and a hidden game-ending altar in the 'sky' biome. Area 0 in, which has a featureless gray background, uses Area 12's music, loops indefinitely, and lacks any weapon powerups.: If you get killed just as your shot kills the first boss, when you respawn, the 'stage clear' music will play and your ship will be on auto-pilot, causing you to be killed again.

Then on your next life, although you're still in Stage 1, the game will switch to Stage 2's graphics!. In the secret options menu of, setting the stage flag to '0' and then selecting 'Continue' from the menu triggers 'Stage 0'.but rather than the actual Stage 0 which is part of normal play, it's a completely empty stage that plays 'Cookin' in the Hell' (the theme) and scrolls endlessly. Since there's no 'exit to main menu' option or anything, the only thing you can do is exit the game. However, if you use this stage flag with the flag set to on, you'll instead immediately go to the Stage 5 boss and the game will continue as normal. Tony Hawk's Underground has the Slam City Jam level, where you can fall through a section of the crowd and go outside into a very underdeveloped beta area of the Vancouver level. This part was only meant to be background scenery, but nevertheless has a fully skateable ramp in it, and bizarrely has 2D cars moving across the road.

You can go back in through the normal entrance, although you have to repeat the trick if you want to go out again. The reason for this is that the game designers originally wanted the two levels to be one large level, and started doing so, but the level space wasn't available to finish it. They blocked off the exits but forgot to do so for this one small area. It wasn't until Project 8, several games later, that they managed to make a free-roaming level like this. has the 'Liberty City Underworld', a small area with buildings where the opening cinematic takes place. It's accessible through the use of the 'Dodo,' a plane that, as the name implies, had its wings cut off after being confiscated from a drug-runner. It had just enough wing area left such that it could make short hops (the game's physics engine treated this as if it were a car going off a ramp in a really weird way) and a particularly skilled player might be able to successfully 'fly' it to the Underworld.

has a glitch where you could use a helicopter to fly under Diaz's mansion (easily done once you take over the mansion and collect enough hidden packages to unlock the helicopter there) and fly beneath the sea and land. Some are more easy to find this way. There's also a glitch involving driving a golf cart into/inside the mall. If you can get it through the entrance, the mall turns into a weird Blue Negative World. Taking this a step further, there are some buildings where you can drive a golf cart in (thus bypassing the trigger that loads the building interior), get out, trigger the building load on foot, then get back in and then drive the golf cart back out.

You end up in a version of Vice City where the collision still works, but the vast majority of the graphic and object data is missing, thus leading to the player driving around in an empty void. In, there was a mission where you had to fly on a jet to Liberty City, which was really just a small area situated on the northwest corner of the map, so high up physically that there's normally no way to get there without the mission triggering it. However, there are several methods that one can use (either with glitching or by using a Game Shark) to get there.

You can even walk around in parts of the area which you never use in the mission, but are there anyway for the cutscene - just be careful, because it was never intended for use beyond the one mission, and most of the street outside isn't actually there. Unless you have a jetpack with you, coupled with the unlimited height Game Shark code, you'll fall through and end up out in the middle of the ocean back in San Andreas. San Andreas also had a whole weird, trippy section of the game world reachable by using the jetpack in a particular store, or during a sneaking-related glitch in some indoor missions. Flying around this part of the world with the jetpack, one could find things such as corridors and doors floating in the void with people walking across them, various indoor spaces and some buildings. The game uses parts of this world for the indoor missions, but not everything is used, and what isn't is apparently. In, you can either end up inside a building (by disembarking a stagecoach parked right up against the building) or get under the map by crouch-walking into the space between a potted plant and a corner in the Mexican General's mansion. There's nothing to really SEE there, except the lack of internal textures, but it's enormously advantageous since the walls (and floor) is only solid from the outside.

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That means you can shoot from inside the map, but enemies can't shoot back. Unless they bring dynamite, that is. has the normal, boring out-of-bounds areas. Glitching your way there reveals the terrain is largely finished and solid, but texture quality and foliage aren't. Most buildings are gone as well. However, what makes this interesting is that there are signs the area is actively being worked on and seems to get better in each patch, implying Rockstar has plans for the area and it's planned to become a playable area later on.

The of, the result of going far, far away from the world's center. It would take 800+ hours of walking to reach them without cheating, and things get strange when you arrive. Is that while it's possible to fix the strangeness of the Far Lands, Notch likes the idea of the world turning into an at the extreme edges.

It is mostly removed in version Beta 1.8, although there are still some strange glitches. The Bedrock edition partially brought the Farlands back, although the exact nature of the farlands depends on the version of the game played.

Additionally, there is. It is an area of complete nothingness that stretches on for infinity, and can be accessed by either going below the bottom boundaries of the maps. It is completely black and has a starry particle effect strewn throughout it. You can only reliably access it in creative mode, which allows you to destroy bedrock, or with a map editor's aid. You will take damage at 4 hearts per second, leading to a quick death and respawn. It's also possible to access this deadly area via a bug in the Survival multiplayer mode, in which stepping on glitched blocks will cause a player to fall in.Non-Video Game Examples. The second season of has a miniarc called 'Minus World.'

Interestingly enough, the first episode of the four-episode arc had barely ended before the fandom was joking that it took place in Hyrule. Given that the series is a gaming anime with references elsewhere to and (and other series in the same franchise providing huge to, 1990s virtual-reality gaming that may further have been a nod to a boss, and, among others), it would be interesting to know if the 'Minus World' name is only a result of the time-changing staffs used in that dimension. Or if it's another nod to the gamers in fandom. The original Net Slum in the series is basically a huge, Root Town-sized minus world.

The admins don't want to acknowledge it is there and basically want to keep it, but alas, our intrepid heroes manage to get there anyway. It became some sort of a hacker's as well as game enthusiast's haven since a lot of unused game sprites and data are there.

However, during the events of Quarantine, the Net Slum became an alternate Omega Server Root Town after Morganna's corruption on The World R:1 made the original Root Town of Omega Server Lia Fail so unstable it wouldn't hold out. As such, the Net Slum is inhabited solely by, usually known as Wandering AIs, some of which wanders outside and get themselves deleted by the Admins.

In the non-canon.hack//XXXX, Net Slum becomes an official Root Town. The de facto 'leader' of this place?

The enigmatic Helba. On the other hand, the Net Slum Tartarga in.hack//GU is less of a Minus World and more of an illegal server. Similar to the example above, has Obsolete Space, a creepy a version of reality with floating 2D walls that extends beyond cyberspace.

In, Minus World is analogous to this trope for in-universe reality. It's the place you go if you take too much Wonka-Vite de-aging formula and end up before you were born (thereby neatly avoiding all the implications of this you can't put in a kid's book, one presumes). It's a limbo-like place filled with bizarre, and can be accessed (somehow) by the eponymous elevator; just as well for Grandma Georgina who has met the aforementioned fate and requires rescuing. The protagonist of finds himself in a simulation of Sydney.

Exploring, partly in an attempt to escape, he finds an. After some attempts to push through he realises he wouldn't find an exit to the real world on the other side anyway, only an increasingly poorly-rendered environment.

This concept was used in the episode 'Teacher Of The Year', where the characters played called ', which had Level Zero, a glitch area with ' one way in, no way out'. They trap Technus in there, though he later escapes when Danny absentmindedly deletes the game.: In the episode 'The Test', while navigating some test chambers in, Steven encounters a boulder on a ramp designed to chase him forward - but the boulder is designed to stop short of hitting him, and outright avoids touching him. He discovers that if he walks towards it, he can push the rock all the way back to the hole it came out of, and through there to clip through the roof, where he can see some of the other chambers' props hanging from the ceiling that clip through it. While the chambers look realistic from the inside, from the outside it is clear they are constructs.