Level 42

* Section A
* Section A-B
* Section B

Queen to F8, AND THAT'S MATE! ~ Unknown

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**Survival Difficulty: Class 0**
»⠀Unsafe
»⠀Unstable
»⠀Devoid of Entities

General Description

The only image of Section A.

Section A is an abandoned chess club, with dust and spider webs covering the walls and the broken windows with the silence ambiance that the level gives you. The room is dimly lit, with only a few flickering candles casting a dim glow over the chessboards and pieces. The walls are covered in peeling wallpaper, with faded images of chess pieces barely visible through the grime and decay.

The chessboards and pieces are old and worn, with chipped and scratched surfaces. The pieces are scattered haphazardly across the boards, as if the players had suddenly abandoned their game. The air is thick with the smell of must and decay, and the sound of creaking floorboards fills the room.

As you explore the room, you can't help but feel a sense of unease. The abandoned chess club feels like a forgotten memory, a place that was once filled with life and activity but is now left to decay in The Schoolrooms. The silence is deafening, broken only by the occasional creak of the floorboards or the flutter of moth wings.

Despite the unsettling atmosphere, there is a strange sense of beauty in the abandoned chess club. The flickering candles cast a warm glow over the room, highlighting the intricate designs of the chessboards and the delicate details of the pieces. As you take in the scene, you can almost imagine the players sitting across from each other, deep in thought as they plan their next move. It's as if time has stood still in this forgotten corner of The Schoolrooms, preserving the memory of the chess club for all eternity. But as you turn to leave, the feeling of unease lingers, and you can't help but wonder what happened to the players and why they abandoned their game.

Investigations
**> OPEN FILE: AUDIO LOG**

**> CLOSE FILE: AUDIO LOG**
Date: 2023-05-10
Time: 23:00 UTC

<LOG STARTS>
Smith: "This place gives me the creeps. How did we end up here again?"

Johnson: "Intel suggests that this was a popular meeting spot for the chess club. There might be some clues left behind that could help us with our investigation."

Smith: "Right. Let's split up and search the room. Be careful, this place is falling apart."

Johnson: "Got it. I'll start with the chessboards on the left side of the room."

Smith: "I'll check the ones on the right. Keep your eyes peeled for anything suspicious

<After a few minutes of searching, Johnson calls out to Smith.>

Johnson: "Hey, Smith. I found something."

<Smith walks over to Johnson, who is holding a small notebook.>

Smith: "What is it?"

Johnson: "It looks like a journal. The last entry is from a few weeks ago. It mentions something about a secret meeting happening tonight."

Smith: "That's our lead."

<Johnson nods and flips through the pages, looking for any other useful information.>

Johnson: "There's also a list of names here. It looks like the members of the chess club."

Smith: "Let's take a closer look at that list. Maybe we can cross-reference it with our database and see if any of these people have any ties to our case."

<As they continue to search the room, they find a few more clues, including a torn piece of paper with an address written on it.>

Smith: "We need to follow up on this lead. Let's head to that address and see if we can catch whoever was supposed to be at that secret meeting."

Johnson: "Agreed. Let's move out."

<LOG CUTS>
Smith: "It's been 2 hours already, and it's getting darker the further we go."

Johnson: "Can we just go back? I'm getting tired."

Smith: "No, we need to see who planned a "secret" meeting at this hellish place."

<As they continued to go down the hall, the smell starts to get poisonous.>

Smith: "I'm getting headaches. Do we have our food?"

Johnson: "Unfortunately, we used it all up after the last 2 hours."

Smith: "It's too late to turn back..."

Johnson: "So let's continue! But we've got nowhere to go... I might as well end the log."

<LOG ENDED>

No reports of them has been heared from since. They are presumably deceased.

Entities
No entities have been reported at this level, but their existent on the level is still on the TSE's watch.

Colonies/Outposts
No colonies or outposts has been established since the discovery of the **Section**.

The further you go, **the darker it gets.** ~ Note

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**Survival Difficulty: Class Undetermined**
»⠀Mysterious Properties
»⠀Unknown Information
»⠀Undocumented Entities

General Description

An image of Section A-B.

Section A-B is the second part of Level 42, which seemingly resembles a long, dark, and luxurious hallway. The only light comes from a few flickering fluorescent bulbs, casting an eerie glow on the peeling paint and scuffed linoleum floor. The air is thick with the musty smell of old books and dusty chalkboards. The walls are filled with torches that seemed like it has been burning for centuries ago. The sound of your footsteps echoes loudly, bouncing off the walls and making you feel small and insignificant in the vast expanse of the hallway. As you walk, you can't help but feel like you're being watched, like there's something lurking in the shadows just out of sight. The darkness seems to press in on you, making it hard to breathe. You can't wait to reach the end of the hallway and escape into the light.

Traps are also commonly seen on this part of the level, they are also, listed below.

Spikes, arrows, and falling spears are all the traps discovered by The T.S.E, for now.
Turns are also commonly founded after 5-10 miles. But this hallway is non-euclidian, and it's hard - to navigate through the shadows of Level 42. After that, it will split into 3, or even 5 turns, of which 4 are traps and only 1 turn is the correct way to get to **Section B**.

The only way to get to **Section B** is to find a huge, old, and dusty door. You have to find a key throughout the level to open the door. After opening the door, you have to complete a puzzle in order to get to Section B.

The puzzle is simple: Use the chess pieces from 10 different chess boards to balance each button, but, you have to dash through the door in a split second - after that, the door will close immediately.

Entities
As you go further, the air would get toxified, but The TSE has been detected as a Entity, which seems to get more poisonous every second.

Colonies/Outposts
Just like in **Section A**, there are no colonies or outposts established throughout this **Section**.

Going through that dark hallway was worth it, **isn't it?** ~ Unknown

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**Survival Difficulty: Class Habitable**
»⠀Safe
»⠀Sustained Communities
»⠀Devoid of Harmful Entities

General Description

Worth the effort, don't you agree?

As you step into **Section B**, you feel like you've been transported to another world. The air is thick with the scent of blooming flowers and fresh pine, and the sunlight filters through the dense canopy of trees, casting dappled shadows on the forest floor. The ground is soft and spongy underfoot, covered in a thick layer of moss and fallen leaves. The trees themselves are massive, their trunks stretching up towards the ceiling like pillars of ancient stone. The branches are twisted and gnarled, covered in vines and hanging moss. As you wander deeper into the forest, you begin to hear the soft rustling of leaves and the chirping of birds and insects. The forest seems to go on forever, with no end in sight. **But, do you trust this place? I mean,** ***nothing is worth the risk.***

Entities
Due to this level being safe, there is no entity that roams around the level.

Colonies/Outposts
Due to this section being newly discovered, there is also no colonies or outposts that has been established in this section.

Entrances/Exits
Entrances
* No-clipping into an old chess board at Level 41 sends you here.
* Finding checkered halls and walking through it will (rarely) lead you here.

Exits
* No-clipping into the same chess board that you no-clipped from Level 41 at **Section A** will send you back to Level 41 or with a small chance, Level 43.
* No-clipping into the ceiling at **Section B** would lead to Level 448

Checkmate! Oh, you are here for the credits?Fine.**Author:**TH3 0N3 WH0'5 DR34M1NG
**Image:**A.I generated.