Level 5

3
3

**Survival Difficulty: Class 3**
»⠀Unsafe
»⠀Unsecure
»⠀Moderate Entity Count

**Level 5 is the 6th level of The Schoolrooms.**

## Description

A picture of Level 5.

Level 5 or, level Ensemble is an amalgamation of interconnecting music rooms. A majority of these rooms are band rooms with the occasional chorus room. It is undetermined how many music rooms exist on level 5 as wanderers have been unable to find an edge. Some speculate level 5 to be infinite. There are seemingly infinite variations of these rooms as some are flat, tiled, with concrete walls and sound dampening panels, others are tiered in 4 or 5 layers with carpet. Band rooms always have percussion instruments in the back, and most are connected to an office and a storage room. Nicer music rooms will have practice rooms which have mysterious properties.

Each room seems to connect with another in multiple ways. Some rooms will have two entrances and exits, some will have more. No music room has been found to only have one entrance or exit. With the exception of practice rooms, level 5 seems to behave in a Euclidian fashion. If one were diligent enough, it is potentially possible to map out level 5. Despite being music rooms, instruments are rare, with the exception of percussion instruments including pianos. Instrument cases are, however, fairly common and sometimes violently shake despite no forces being exerted on them.

* The Band Room
* The Chorus Room
* Offices
* Storage Rooms
* Practice Rooms
* The Keyboard Lab

**The band room is the most common room found on level 5. It can be a flat room with tiles, or it can be tiered with carpet and sound panels. There are seemingly infinite variations of what a band room can look like. These rooms will usually have chairs and music stands. Often these rooms will have large lockers or storage in the band room itself. Band rooms almost always have doorways leading to storage rooms. You may also find offices and practice rooms in band rooms.**

**The one thing that differentiates band rooms from chorus rooms is the presence of percussion instruments. These instruments can range from bells, marimbas, drums, timpani drums, bells, etc. These instruments have unfortunate properties. Specifically for percussion instruments, wanderers that attempt to play these instruments begin accumulating injuries. Bruises, cuts and scrapes will form on the wanderer, despite the lack of any accidental self-harm. While no one has died from these injuries, wanderers traversing level 5 are advised to leave the percussion instruments alone.**

A picture of the Chorus Room.

**Chorus rooms are visually similar to band rooms despite being a bit smaller. These rooms will usually have a single piano which is safe to play. Wanders that enter a chorus room will often experience feelings of peace, despite the possibility of entities being present. Though entities may chase a wanderer into a chorus room, most entities do not stay in chorus rooms.**
**Attached to most music rooms are offices. These rooms, unlike music rooms only have one entrance and is generally considered to just be a part of the music room. The offices will usually have a teacher entity. These entities usually sit at a computer desk. They will most likely be in the process of writing music and do not like to be disturbed. Teachers can become aggressive if they are disturbed too much. Wanderers may find filing cabinets alongside the desks and computers. The item "Homework" can be found here in a variation that looks like sheet music.**

A photo of the Storage Rooms.

**Considered to be the main connection to all of level 5, the storage rooms are also the most dangerous part of level 5. Storage rooms are usually dark, with minimal lighting. Storage rooms range greatly in size, some being just a small hallway with others being massive complexes, kilometers in size. These areas are lined with rows of shelves and occasionally lockers. Many of this shelving holds instrument cases. Due to the phenomenon of these cases shaking, be advised that cases falling from higher up shelves are a hazard.**

**Storage rooms also have the highest entity count. It is dark and there are many places for an entity to hide. Entities will chase a wanderer, even into other rooms. It is advised to bring a flashlight, a means of self-defense, and a plan of escape incase the need arises. These rooms will almost always connect to a new music room.**
**Every Practice room is identical. It is a small, rectangular space with a single door. Practice rooms are the most analogous rooms in level 5. They are completely soundproof meaning a wanderer cannot hear inside or outside of a practice room. When a wanderer enters a practice room and closes the door, they are seamlessly transported to another location in level 5. There is no indication that they have moved, but after they close the door and open it again, they will be in an entirely new music room. This is especially useful when attempting to flee an entity.**

**The keyboard lab is the safest and rarest room on level 5. It is a room full of keyboards. These keyboards all function and are safe to operate. Entities will not spawn nor enter in a keyboard lab. A door to a lab can be wide open and an entity will stop at the doorway. After a few minutes it will lose interest and leave. Wanderers are advised to rest if they find a keyboard lab.**

## Entities

Concentrations of entities vary depending on where a wanderer is on Level 5:

* There are no entities found in keyboard labs. Keyboard labs are completely entity free.
* Entities can be found in band rooms or chorus rooms.
* Teachers are common in offices.
* There is a moderately high entity count found in the storage rooms.

Entities that have been documented in Level 5:

* Teachers
* Nostalgia Parasites
* Twins
* Redeye Stalkers

## Entrances and Exits

### Entrances

* There has been instances of wanderers breaking through certain doors in Level 0 to get to level 5. These doors have usually been unmarked and a key has yet to be found for a level 5 door.
* Passing out from overexertion in Level 4 has a chance to bring a wanderer to level 5.
* Falling asleep while reading in Level 3 has a chance to bring you to level 5.

### Exits

* Entering a random door with the smell of food coming out of it will lead to Level 6, however, the smell will atract entities to that location (except if it is a keyboard lab).
* Wandering too far into a storage area a wanderer may find a door shrouded in total darkness. This will lead them to Level 2, unless they have already traversed level 2, in that case they will be transported to Level 0.
* Finding and touching an instrument which appears to be contaminated in some sort of green liquid will send you to Level 9.
* Climbing a shelf in the storage area can reveal a false ceiling. Climbing into that false ceiling will lead a wanderer to the workshop area of level 16.

**Credits**
Author:TheDadams

Photos: Free Stock Images or AI generation.