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Chapter 26 - Chapter 25 - Depths of external Nothingness

If Level 2 is where beasts hunt prisoners for sport, Level 3 inaugurates a different, more insidious kind of cruelty — systematic deprivation. Known as Starvation Hell, this floor is an arid wasteland characterized by unbearable heat and unrelenting hunger. The air itself feels profoundly hostile, with scorching currents rising from the raging infernos of Level 4 below.

The stone walls radiate this suffocating heat, effectively baking prisoners alive in their cells until sweat pours endlessly from their bodies, only to instantly evaporate and leave them desiccated, cracked, and dry.

The true, profound torment here is not immediate violence but perpetual hunger and agonizing thirst. Food rations are so exceedingly scarce they can hardly be called sustenance. Thin gruel, moldy bread, or sometimes nothing at all — the guards deliberately starve the inmates, coldly watching as once-mighty pirates grow increasingly frail, their bones jutting through their pallid skin. Water is rationed drop by precious drop, with some desperate inmates reduced to frantically licking the faint dampness off mossy walls.

Prisoners in Starvation Hell fight not for dominance but for meager, discarded scraps. The weak swiftly collapse into unconsciousness, while the marginally stronger hoard minuscule crumbs like priceless treasure. This slow, inexorable erosion of vitality breaks their spirit far more effectively than blades or whips ever could. Every guttural groan of an empty stomach is a constant, grim reminder that time here is measured not in days, but in steadily dwindling strength.

Descending further, one reaches the Blazing Hell, a terrifying realm of pure fire and suffocation. Here, heat is no longer a mere byproduct but the main, deliberate weapon of torture.

Gigantic cauldrons of boiling oil bubble endlessly, the sizzling sound of popping blisters echoing throughout the chamber as guards threaten to submerge or actually dunk rebellious inmates. The ground itself is searing hot — bare feet blister immediately upon contact, forcibly compelling prisoners to hop, crawl, or simply collapse in utter agony.

The flames are so intensely concentrated that even the guards suffer, requiring specialized fireproof gear to endure their patrols. Chains glow a menacing red-hot, branding wrists and ankles with permanent, searing burns. Sweat never cools; it evaporates instantly upon exuding from the skin, leaving nothing but cracked, bleeding skin and the acrid, metallic tang of scorched flesh. Prisoners scream incessantly, their voices rendered hoarse from heat-dried throats, thereby creating a horrific chorus of suffering that ceaselessly reverberates through the volcanic halls.

Those held here are often the more formidable criminals—men and women whose physical resilience necessitates harsher, more extreme punishment. Yet even the toughest pirates eventually break under these conditions.

The ceaseless, oppressive heat gnaws insidiously at the mind, frequently inducing vivid hallucinations: torturous visions of cool rain, vast oceans, or refreshing winds that never, ever arrive. For many, a swift death in the flames becomes a merciful blessing compared to the prospect of eternal, conscious burning.

As one plunges deeper still, the raging flames abruptly give way to absolute ice. Level 5, Freezing Hell, is a profound paradox that only a place like Impel Down could manifest—a frozen wasteland buried directly beneath a sea of fire. Snow drifts accumulate in endless, howling blizzards. The air is so profoundly frigid that one's breath crystallizes instantly into a fine mist, and exposed skin burns with immediate frostbite as quickly as it once burned with actual flame on the levels above.

Here, prisoners are clothed in mere tatters, deliberately and cruelly underdressed for any chance of survival. They are callously tossed into the expansive icy plains or locked into perpetually frozen cells, their heavy chains freezing solidly to the damp stone walls.

The wind howls like a spectral beast, stripping away all remaining warmth with every punishing gust. Those who cannot withstand the intense cold soon fall silent, becoming frozen statues forever kneeling in absolute despair.

This level is sometimes grimly nicknamed the Demon's Playground, for ferocious wolves roam the blinding blizzards—massive, perpetually starving beasts with gleaming, predatory eyes that hunt the prisoners mercilessly.

Any inmate who wanders too far from their designated cell risks being torn apart, their final, agonized screams effortlessly carried away and muffled by the relentless wind. Guards occasionally toss weakened prisoners directly to the wolves for sport, an execution method that is both exceptionally cruel and chillingly efficient.

Unlike the burning, acute torment of Level 4, the agony here is a numbing and gradual decline into oblivion. Fingers blacken with gangrene, teeth chatter uncontrollably, and hearts slow to a dangerously lethargic pace. The sense of isolation is absolute; sound barely carries through the thick, swirling storms, leaving many prisoners utterly convinced they are completely alone in the entire world.

Between the utter desolation of Freezing Hell and the profound silence of Eternal Hell lies a secret chamber unknown to most: Level 5.5, Newkama Land. This hidden sanctuary, meticulously carved into the very walls of Impel Down, serves as a stark, vibrant contrast to the overwhelming misery surrounding it. Discovered and expanded by the revolutionary Emporio Ivankov, it is a place of radical freedom, uproarious laughter, and reclaimed identity.

Colorful, festive lights illuminate its spacious caverns, energetic parties seem to rage endlessly, and food is shared generously and without reservation. For the Newkama—prisoners who passionately embrace both personal strength and unwavering community—this is their true home.

They actively rescue the half-dead from the lethal snowdrifts of Level 5, bringing them back into warmth and life once again. While officially non-existent, Level 5.5 represents a defiant rebellion against total despair—irrefutable proof that even in the deepest belly of hell, joy can not only survive but thrive.

At last, the final descent ends in Level 6, Eternal Hell—a place reserved exclusively for the most infamous and dangerously powerful criminals in all of recorded history. Unlike the chaotic, environmental cruelty of the upper levels, Eternal Hell is eerily, profoundly quiet. Its cells are vast, dark caverns of shadow, their immense iron bars reinforced with seastone and multiple layers of unbreachable security. Here, prisoners are not tortured by the environment but by infinite silence, absolute isolation, and systematic erasure.

The inmates of Eternal Hell are living legends: pirates whose very names once shook the seas, deposed warlords who commanded vast armies, and killers whose crimes are truly unspeakable. The World Government dares not execute them publicly—for their martyred deaths might inadvertently inspire widespread rebellion—so instead, they are buried alive here, completely cut off from the world until time itself finally erases them.

No flames scorch them, no wolves hunt them, and no hunger drives them to madness. Instead, their profound punishment is absolute obscurity. To a pirate for whom legacy is everything, being utterly forgotten constitutes the ultimate death. The world above believes them vanished—myths gradually fading into an ambiguous silence. Within these endless, lightless cells, prisoners brood in perpetual darkness, their once-grand ambitions slowly withering away.

Some whisper incoherently in madness, others plot futile escapes endlessly, and a rare, cunning few, like Marshall D. Teach upon his entry, perceive a unique opportunity. Eternal Hell is designed as the graveyard of ambition, yet it paradoxically remains the most dangerous floor of all, for the sheer, concentrated potential power locked within these walls could topple entire empires if it were ever unleashed.

From the blistering deprivation of Level 3 to the suffocating, profound silence of Level 6, Impel Down is more than a mere prison—it is a meticulously orchestrated descent into humanity's most primal and visceral fears. Hunger, oppressive heat, biting cold, and absolute loneliness are woven together into a brutal tapestry designed to strip prisoners of everything but their despair. Only the very strongest endure, and even they inevitably emerge irrevocably broken.

Impel Down's architectural and psychological design is one of deliberate, calculated cruelty, with each successive level testing a different fundamental aspect of human survival. On the surface, it is presented as justice.

Beneath the waves, however, it is hell made terrifyingly real. And at the very bottom of it all, where names vanish and legends fade into oblivion, lies the institution's true, final punishment: eternal nothingness.

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