Photo of one of the level's atriums.
Level STAYPO is an enigmatic Level made from plastic blocks. It is known to redirect doors throughout the Backrooms.
Description
STAYPO is a level constructed entirely out of oversized, plastic bricks with studs, with the brand name “STAYPO” labeling the studs.
The STAYPO logo present on all bricks.
The color scheme of each room is most commonly white and primary colors. The walls and ceiling pallet often mismatch with clashing coloration. Most of the bricks are faded or yellowed with age, some of which contain dust, scratches, grime, or other signs of wear and tear.
Wanderers report an uneasy familiarity with the aesthetic. This may be due to childhood experiences with certain brands of construction toys, or the generic and stark nature of the Level architecture. Some have reported the scent is nostalgic, but cannot place the aroma. Some have compared the aroma in the more enclosed spaces to oily plastic, faint tobacco, “old person”, or stale water.
Although unlikely, non-STAYPO items can be found here if left by another wanderer. No non-STAYPO items are native to the level, with the exception of STAYPO instruction manuals, found sporadically. Everything is made out of plastic, and nothing depicted from STAYPO bricks or its plastic props will function. There is no water, no food, and no power. It is highly encouraged to start creating the advised exit at the moment of arrival.
The level’s layout is a network of rooms, stairways, and corridors that transition between four distinct styles.
The Atrium Zones
The atriums are a collection of stark halls. These halls are well illuminated by large skylights into a white void. They contain pillars, bridges, catwalks, slopes, and stairways and are characterized by being vast open spaces. Entities are the least common here.
The Corridor Zones
These are usually small and transitory areas between the other zones. The corridors are characterized by long, empty, arched passages. Light is provided by translucent bricks containing fluorescent bulb filaments, or by the aforementioned skylights within junctions. Some areas are poorly or completely unlit.
The Room Zones
The rooms are less uniform than the above. They contain corridors and rooms that are more comparable to a residential, commercial, or institutional property. These may contain furniture and objects made of micro-bricks. Plastic doors and windows are present here and lead into other rooms, but there is no conformity to its layout. For example, a room laid out like a library may have a window leading into a family dining room. A corridor will have any number of doors leading to unrelated buildings. This area is where the highest concentration of entities can be found. There are no skylights, only fluorescent bulbs.
The Pits
The pits are the final distinct style. Most notably, whereas the atriums, corridors, and rooms may make up multiple, repeating themes throughout Level STAYPO, the pits are only present once. The pits are characterized as short corridors, stairwells, and brutalist architecture. The ceilings can often be low and the passages are sometimes too narrow for larger people to squeeze through. The color scheme is erratic. Although some walls, floors, or ceilings may be made up of a single brick color, most of the time bricks are a mix of black, white, green, yellow, red, or blue. Multicolored walls become more frequent in other surrounding zones the closer they are to the pits. The pits are a zone that occupies a relatively small footprint on the x and y-axis. The pits are a central vertical zone within STAYPO, and contain the exit known as the “Plastic Abyss”.
Entities
Although Level STAYPO has a Class 4 designation, it is drastically more survivable than other levels of the same class, providing the wanderer is aware of the level's properties.
The most likely entities to encounter are STAYPO “Inhabitants” known as “The Molded”, which are for the most part harmless; but can present significant survival challenges if wanderers are unaware of how to deal with them.
- The Molded are only found on this level, found almost entirely within the "room" zones.
- “Brick Mimics” are an uncommon threat, and this level is most likely their level of origin. Avoid anything that looks like a human made from micro-bricks. They are found mostly in the "room" zones, but are found sporadically throughout the level.
- Vanderbuilt is an enigmatic level-spanning entity that; although dangerous, can be kept in a passive state.
- There has been one reported occurrence of a Partygoer.
Entrances And Exits
Entrances
No tangible and reliable entrances have been found. A few factors make a door more likely to “link” to Level STAYPO.
- The wanderer has childhood memories of playing with plastic-brick construction toys.
- The wanderer is particularly creative.
- The wanderer has been using creative methods to stay sane, such as drawing or making up games.
- The door itself is entirely white, yellow, blue, or red.
- The door is made from PVC.
- The wanderer has previously been to Level STAYPO and is on “good terms” with Vanderbuilt.
- Learning of STAYPO's existence.
Exits
There are 3 known ways of exiting Level STAYPO.
Advised Exit
Constructing an exit sign from green and white micro-bricks. The recreation must include a man running, an arrow, and the words “Fire Exit”. Placing it above any door will cause that door to open onto the floor the wanderer originally entered Level STAYPO from. The accuracy of the sign is important and incorrect renditions have led to sub and negative versions of the floor the wanderer originally entered from, as well as the void.
BE AWARE: Green STAYPO bricks are hard to find. Look for house plants, fruit bowls, and books.
Exit Doors
Finding a door with a “Fire Exit” sign above it, these doors lead to the floor the wanderer originally entered Level STAYPO from.
A naturally occurring exit door, and the sign that must be recreated for the advised exit.
There has been an occurrence of a sign above a door saying “Level Fun” made of STAYPO bricks, but the door was not tested. It’s advised to be aware there may be exits to other levels less favorable than STAYPO.
The Plastic Abyss
The "Abyss" is located in the pits. The Abyss is considered to be located considerably deep within the pits comparable to the height at which most wanderers arrive in the Level. In theory, someone could arrive in Level STAYPO beneath the level in which the Abyss is present. However, beneath the Abyss fluorescent lights begin to become unreliable and less and less common. This is the only guide to suggest a wanderer is ‘too deep’.
The Abyss itself is located in a large hall made from black bricks; the floor is multicolored. It is well illuminated, as the lattice of beams that make up the ceiling all contain many fluorescent lights. The Abyss itself is a curved funnel, where the floor begins to lower with greater steepness the closer it gets to the center of the room. The approximate outer diameter of the hole is 50m. It appears as if the floor has melted, sagging downwards indefinitely, creating a smooth slope of plastic, with some irregular stretching and mixing of the plastic colors.
Sliding down this “Abyss” will drop the wanderer into a dark space above the roof tiles in Level 0.
This tab is a draft WIP and provided to give context to the entities mentioned in level STAYPO.
The TLDR: Living Lego-people made from wanderers mutated in a similar way to the wretched cycle. The theme is based around "social anxiety", creating a sense of unease, awkwardness, and the pressure to conform (or die).
Entity Number: 103
Found exclusively in level STAYPO these entities fulfill the role of “civilians” on a more abstract and conceptual level.
Description & Biology:
The STAYPO Inhabitants, or “The Molded” are yellow, shagreen-skinned humanoids with hairless, bloated heads, and diminished sensory organs; the most noticeable of which being smooth skin where a nose and ears should be. Their eyes however are bulbous and black, devoid of eyelids, brows, or lashes. Their mouth is lipless, toothless, and is a perpetually agape “slot” in the face; resembling a permanent smile. Their hands are deformed; resembling flesh-“claws”.
They can exhibit surprising strength, but show advanced arthritis of all joins; making their movements slow. They are tough-skinned and lack internal organs, instead being composed entirely of a rubbery yellow-like material. They do not show any signs of pain even when injured.
Behaviors:
Despite their unsettling appearance, Molded are not usually hostile. Their behavior is dependent on where they are found within level STAYPO. They perform repetitive and mundane tasks stereotypical of modern living. For example, if one is dressed in a suit, it may act out filing reports at a desk.
They are able to communicate; showing an imitation of sapience hampered by dementia-like symptoms. They are likely to lose track of They attempt to speak English, but clear communication is limited as they do not have lips, and their “mouth” seems incapable of closing.
It’s important to understand that the scenario they are acting out does not stop, and the Molded rarely, if ever leave the room they are in. They will continue the routine forever; with the exceptions being social roles such as “Wandering Salesman”, “Patrolling Police Officer” and other similar jobs that necessitate travel. These are uncommon.
This behavioral state will change abruptly if their social routine is interrupted, which (unfortunately) is almost exclusively due to a wanderer entering the room or “scene”. At which point they will all stop and look at the disturbance. If the social continuity is not rectified after a long pause, all Molded in the immediate area will become hostile. In simple terms, social continuity means the wanderer must integrate their appearance into the scene. Hostile states seem to include any Molded in the locality, through walls and floors. In this hostile state Molded act as a hivemind. Although they are not fast, they can and will be able to block off escape routes given time.
These entities are under the illusion that what they are acting out is reality. Picture that you are reading a newspaper in front of the TV when a scruffy, backpack-wearing girl enters from your bedroom. There is a microsecond before your brain has had time to process the information where she could be your daughter coming home from school, your fiancé leaving for the night shift, or a murderer bursting in to cut your life short. For a Molded this momentary and transient lack of information is stretched. To shatter their illusion awakens a desperation to cull that which reminds them they are eternally trapped in an infinite repetition of the mundane in a forgotten corner of a folded slice of world. So, for your sake, play into the illusion.
Discovery:
Level STAYPO had long been talked about; as long as there have been wanderers, there have been stories about the toy-brick architects dream filled with plastic-people from a nightmare. Given the Molded’s fairly frequent appearance in the “room” like parts of Level STAYPO it’s likely they were discovered at the same time as anyone that travels for more than a few hours inside STAYPO is likely to come across at least one occurrence.
The Molded Cycle:
There have been several instances of Molded having violent, panicked, or depressive episodes where they indicate a sudden awareness of being trapped or changed. These episodes of lucidity are always ignored by other present Molded; but sometimes do trigger a chain reaction. They pass in time, and Molded will eventually return to their routine.
There are no Wretches in Level STAYPO despite fact that the level is devoid of food, water, and most supplies
It’s highly likely that much like STAYPO hijacks doors across the Backrooms, it is also capable of commandeering the Wretched Cycle for its own ends. However, as the Molded Cycle is unique to Level STAYPO, the ability to observe and document the transformation itself is diminished.
Do's and Don'ts:
Do:
- Keep out of line of sight and avoid the entities if possible. Sometimes even if you are spotted, running or briskly walking away is not enough to trigger a hostile state.
- Identify the situation being acted out.
- If you are spotted, play along. You do not have to be a good actor. Just say or do enough to explain your presence in the scene. Your life depends on it.
Below are some examples of ways to handle situations.
Apologize for being late, and that you’re glad to see your nephew and niece again. Take a seat and “partake” in the family meal. Do not leave too early or suddenly. Pretend you understand the conversation and laugh, joke or talk about “your work”. After some time has passed, state you’re glad you could make the meal and thank the parents for their invitation before departing for your “important business flight”. In these situations, the Molded will likely attempt physical affection. Unless you can act out a convincing reason not to, it is best to go along with it.
Do not take a seat at one of the empty desks. If you take the role of a pupil, then it will become socially unacceptable for you to get up and leave. Remember, the Molded do not ever reach the end of their act. Instead head to the front of the class and thank the teacher for having you. State you are a dentist and instruct the students on how best to clean their teeth, and the importance of dental hygiene. Make sure to ask for any questions as reinforcing the authenticity of your chosen role is more important than the quality of your acting.
One of the students starts screaming and looking at their hands, you can make out the words “let me go”
Ignore them.
Once you are done answering questions. Ask the teacher “If that’s all”, and leave.
Don't:
- Run, unless you have already triggered a hostile state, or running is something that would be socially acceptable in the situation the Molded are acting out. If a hostile state has been triggered, avoid long hallways and try to break line-of-sight. Try to cover as much distance as possible in a chosen direction. Your chances are better trying to slip or push past one or two Molded, than turning back and hoping to find a clear path.
- Attack or harm a Molded unless you absolutely have to, even if they are hostile.
This tab is a draft WIP and provided to give context to the entities mentioned in level STAYPO.
The TLDR: Weird unknown entities that seem to live inside analogs of humans made from individual micro-bricks bricks. Playing on themes of uncanny valley and juxtaposing the concept of something seemingly innocent wanting to break your bones and do something unknown and utterly terrifying to you.
A Brick Mimic concealed in the darkness of Level STAYPO.
Entity Number: Pending
Habitat(s): Level STAYPO but have been spotted with scarcity on other Levels.
Found exclusively in level STAYPO these entities fulfil the role of “civilians” on a more abstract and conceptual level.
Description:
Brick Mimics are hostile and identifiable by the fact they are humanoid “statues” made by individual STAYPO bricks (toy-like plastic interlocking bricks, in a variety of colours). They can resemble any clothed human, young or old. Although their eyes are unsettlingly real, as if the bricks are a shell for the entity inside. Even from afar they have a sense of uncanny valley, as if created by someone who does not fully understand human anatomy. Despite their inanimate and clunky appearance, they can move at the same speed as a normal human, although this will always elicit the noise of creaking plastic bricks. They have above average strength compared to a human; able to use their plastic brick-hands to cause significant damage to their targets with ease.
Behavior
They exhibit elevated intelligence, but cannot seem to speak. They hunt humans by sight and sound, but are adept at differentiating human foosteps from that of The Molded.
When they detect a human, they will stalk them at a distance. They are exceptionally good at understanding human visual perception in order to prevent detection, but cannot conceal the plastic creaking sound they make while in motion. Some have been described as bringing a lingering smell of rotting flesh which can betray their presence, even if they’re not moving. They can stalk a target indefinitely, but look for a moment of weakness to exhibit a sudden burst of speed to close the distance; whereby they will attempt to break the target's limbs to prevent retaliation or escape.
Their main hunting strategy relies on setting traps, or waiting until their target is asleep.
In many instances they will use the gear and equipment of previous victims and place them in places where their target must reach into small gaps or crouch down, giving them ample time to sprint across the room while the target is facing away from them. They understand the worth of food and water, and its rarity in Level STAYPO. They’re also known for stealing and collecting the green bricks needed for the primary and most convenient escape from the level, often using them as bait.
If they are approached, or find themselves in their target's path, they will pre-emptively occupy a seat or position to make themselves look as if they are a “natural” decorative addition to the STAYPO environment. They will stay motionless until the target leaves, or if the target turns their back within sprinting distance.
It’s very important not to let a Brick Mimic know that you are aware of what they are, or that you are about to escape the level. The moment they believe that you’re not going to let your guard down, they will rush you. Their objective is always to break the arms and legs of their target first.
It’s not known what Brick Mimics do to their victims specifically. Or if they actually gain any sustenance from wanderers. These entities have been found lying, beside, against, or atop a corpse, their own face always resting within a caved-in repression in the victims face. They seem docile in this state unless disturbed, but leave the corpse after a few weeks and resume normal hunting behavior. Sometimes the feint and muffled sounds of the victim’s voice from underneath the Brick Mimic; it is worth mentioning that the victim is always clinically deceased, and due to the extensive damage to the maxilla and teeth, the victim would not be capable of any vocalization. Any cries for help you hear are to be ignored.
Biology
Like the artist renditions of people made from plastic modeling toys, Brick Mimics are made up of many interlocking bricks of different colours to resemble a human. These bricks can be dislodged with enough force, but the Brick Mimic does not show signs of pain, and even if it loses multiple limbs will continue predatory tendencies. No anomalous properties are present in any dislodged limbs or bricks and are considered safe and inert. However, when disabled by the removal of limbs, they will rearrange their structure in localised areas to re-enable motion, and the disabling of their target. This isn’t a rapid process, but if left unattended will allow even just a head to regain motion.
Found footage shows that a girl was able to fight off a brick mimic by use of a wooden chair leg. In the fight the camera was dropped. The head, upper left shoulder and chest were all that remained. Its teeth became insectile legs and a rudimentary arm was formed emerging from its chest cavity. It spent the next two hours using this arm to reasemmble bricks onto its body; using its previous body and other decorative objects in the room. It left the room after this time roughly resembling a humanoid. Its limbs and waist were thin. All reconstituted bricks were added without concern of colour scheme, making the skeletal Brick-Mimic a multicoloured humanoid shape, as opposed to reembling a human analog. The location of the girl is unknown.
It’s unknown if there is an entity inside the bricks, or if the bricks are anomalous themselves when part of the greater structure, but smashing the head is the only known way to kill a Brick Mimic. Breaking open the head will cause the release of many simultaneous human screams.
Brief episodes of blurry vision and/or deafness from this noise are not uncommon.
Although Brick Mimic’s are solitary hunters, and competitive if multiple find one target, the screams they release on their head being broken are that of many distinct humans, and attract all Brick Mimics in the local area.
The head is hollow and no eyes or any other biological material is found post-mortem.
Discovery
Brick Mimics have been known to occasionally appear in other levels. This is understood to be an opportunistic behaviour when finding an open door, or stalking a wanderer who leaves through an exit door. It’s unknown if Brick Mimics actively try to leave Level STAYPO.
Do's and Don'ts:
Do:
If you believe you are being stalked by a Brick Mimic there are two strategies. The first less ideal scenario is only recommended if you do not have access to a weapon capable of dislodging or breaking apart the bricks that make up a Brick Mimic.
I don’t have a weapon.
It’s unlikely you will find an effective weapon inside Level STAYPO, as a result you must keep moving. When entering rooms, try to close doors and keep entrances such as windows and doors in your peripheral vision. If you enter a room containing supplies of any kind that are laid out, do not investigate. If there is a Brick Mimic (A human statue made of microbricks) in the room, pretend that you haven’t seen, or do not require the supplies. It’s advised to use your initiative in these situations, as avoiding water when you’re clearly dehydrated is likely to cause the Brick Mimic to realise you are aware of it, and attack. In situations where you enter a room with a posing Brick Mimic, it is usually better to immediately leave under the guise that you were merely surveying the room. When stopping to eat or sleep; make sure you do so in an area that is hard to reach. A Brick Mimic’s are comprised of hard plastic and thus unable to fit though gaps a limber human can squeeze through. However, do not choose to sleep in these narrow locations as given enough time a Brick Mimic would be able to restructure its body in order to slot into the gap. Instead use them as potential escape routes, making camp nearby. If you’re unable to set up camp in a difficult to reach location, remember that STAYPO is made of bricks, and plates, walls and furniture can all be dismantled, moved and restructured to create defensive fortifications. This is a time consuming and exerting process, but a Brick Mimic would not risk making its presence known by violently breaking in. They may however scratch and pick at the exterior; either to keep you awake and deprive you of sleep, or manage to create an opening big enough to sneak in.
I have a weapon.
Given how these entities will not tire and only need a window of opportunity your objective must be to disable the entity without damaging the head. Move towards the source of the noise or smell. Avoid poorly lit areas. The Brick Mimic will generally try to find a room in order to pose in the hopes of catching you. You may find supplies, folded clothes, or backpacks laid out under tables or on top of hard-to-reach places. You must ignore these no matter how attractive they seem. Locate the Brick Mimic and approach slowly; remember Brick Mimics will attack if they believe you are aware of their true nature. Destroy or dislocated the arms as soon as you are close enough to do so; moving behind the entity if possible. After the first hit the Brick Mimic will become hostile and make destruction of the limbs more difficult. Continue to remove the arms and legs as possible. Once disabled, escape the area and create as much distance as possible. Avoid the head if you can, but this is a viable last resort. If you break the head, run from the area; preferably as far as you are able for as long as you are able to, taking short breaks and making as little noise as possible. If you find yourself being stalked again, repeat the instructions from the beginning.
Don't:
Regardless of whether you believe you are being stalked or not, do not sleep in an accessible location when in Level STAYPO. Under catwalks or atop rafters are ideal.
If you believe you are being stalked, do not confront the entity about its presence or true nature.
Never talk about the existence of Brick Mimics in any way, shape or form.
Look a Brick Mimic in the eyes, as they are aware this is a betraying feature of their disguise. If you do, use your body language to suggest you did not notice.
Approach supplies that are not beside a corpse. Or supplies that are on or beside a corpse with a caved-in face. Theses supplies may be as innocuous as a pair of boots in a corner, to a table piled high with food and water. Generally, these traps are ones that would require a wanderer to reach somewhere, or crouch down; providing a window of opportunity. If you feel that you are as good as dead without the supplies presented, barricade the entrances and any cupboards capable of hiding a Brick Mimic before investigating. If the Brick Mimic is present your only chance is to attempt to remove the head before it can become hostile.
Break open a Brick Mimics head. This includes pushing them off high structures.
Disturb a Brick Mimic if it is currently resting its face inside the face of human corpse even if they sound as if they are gasping for help. If you believe the corpse has essential supplies, know that it’s difficult to disturb a Brick Mimic in this state, but motion to its body will cause a waking-response.
This tab is a draft WIP and provided to give context to the entities mentioned in level STAYPO.
The TLDR: A cartoon face on a wall that watches you. This entity is meant to expand on the overall concept of STAYPO by giving it some form of intelligence and allowing users to connect the dots on "its" motivations. Every lego set has somebody building it, playing with it, and "watching". Vanderbuilt is that theme translated into the level.
Vanderbuilt appearing on a wall of Level STAYPO.
Description
Vanderbuilt manifests on the walls of level STAYPO as a cartoon caricature of a smiling face. Vanderbuilt's movement seems limited to looking in various directions on a 2-dimension plane, and moving between vertical surfaces. Vanderbuilt has been observed sliding across the surface, but seems to prefer disappearing and reappearing based on whether or not it is being observed. They seem to lack either the ability or desire to communicate by any means.
Behaviour
Vanderbuilt’s behaviour towards most is entirely that of an observer and seems to be a singular entity present across the entirety of Level STAYPO. It’s not clear if Vanderbuilt is part of the level itself or merely inhabiting it.
Vanderbuilt has seemingly no limit to how far they can move and will “flick” between watching wanderers currently inside Level STAYPO. Given how expansive the level is, and how many unknown wanderers may be inside it at any one time, hours or days may go by before Vanderbuilt makes another appearance. They will try to pick areas up and out of the way, as if attempting to avoid detection; but if a secluded wall-space is not present they seem to have no qualms about appearing somewhere immediately noticeable. Nor do they have any
People have described the feeling of being watched as “intense”, even before they were aware of Vanderbuilt’s presence.
It takes some time for Vanderbuild to “notice” newcomers to the level. This timeframe can range from 2 hours, to multiple days. It suggests some kind of level-spanning perception as Vanderbuilt moves seemingly instantaneously between points of interest (Wanderers).
Vanderbuilt will spend more time watching certain people of interest. There are key actions and events that draw Vanderbuilt’s “favour” in terms of who it decides to watch, and how long he spends watching someone before switching targets. Be aware that none of these are guaranteed to cause a switch in its attention.
- Interacting with a Molded in any way; especially when the wanderer is forced to act a part within the social confines of a Molded’s routine.
- Being malnourished or dehydrated.
- Arriving in Level STAYPO after having been before.
- Using STAYPO microbricks to construct something.
- Saying Vanderbuilt’s name (Any volume).
It’s observed that certain actions cause Vanderbuilt to have a rapport with individuals, increasing the chance that it will choose to watch this individual. As well as increasing the chance that doors outside the level may be hijacked to lead instead to Level STAYPO. It is highly advised to “upset” Vanderbuilt if it is showing too much favour and attention, as this may cause a “Door Convergence Event”, whereby all doors within the backrooms lead to Level STAYPO for the affected individual.
- Using STAYPO microbricks to construct something.
- Taking part in a Molded routine. Willing or otherwise.
- Spending time in Level STAYPO without upsetting Vanderbuilt.
In addition, a number of actions cause the opposite and “upset” Vanderbuilt. Be aware however, Vanderbuilt has a hostile state triggered when its opinion of an individual lowers too far. Actions that upset Vanderbuilt are as follows.
- Breaking apart microbrick models and furniture and not building anything out of at least some of the components.
- Damaging the bricks that build up Level STAYPO.
- Harming a Molded while Vanderbuilt is currently observing.
- Killing a Molded while Vanderbuilt is currently observing will immediately trigger Vanderbuilt’s hostile state.
Vanderbuilt will show its only other expression when it is close to becoming hostile; a frown. At this point is essential to attempt to appease Vanderbuilt or exit the level if possible. When it enters a frowning state, an attack is imminent unless the wanderer manages to improve their standing with Vanderbuilt in the next few minutes.
Vanderbuilt’s hostile state is prefaced by it disappearing as if it has moved target. Be aware that if Vanderbuilt is frowning when it disappears it has not moved target, it has entered a hostile state and it is essential the Wanderer find a stairway or narrow passage as soon as possible.
After disappearing in this state Vanderbuilt will manifest on a particular type of structure within Level STAYPO. These structures are located across the level, and block tower-like construction made of STAYPO bricks in varying colours. These structures vary in size but are often around 2-3 meters square at the base, and vary from 3-4 meters tall. These structures differ from most STAYPO walls as these structures are not connected to the floor, instead the studs are facing down, with smooth tiles attached. When Vanderbuilt inhabits one of these structures it can move the entire structure cardinally by sliding across the studded floor.
Once the nearest “inverted block” structure is inhabited a happy, childish, but distorted melody will play from the entity, and it will begin sliding through the corridors and rooms towards its target. Vanderbuilt will always know where the target is within the level and is capable of accelerating to speeds far in excess of a human. Once the target is caught, they will simply be pushed into the closest wall at high speeds. This will happen repeatedly even after the target is deceased, with Vanderbuilt backing up and ramming the target continuously.
Abilities
Other than existing as a two-dimensional layer of plastic enamel-paint, Vanderbuilt does not exhibit.