Level 9

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Secure
»⠀Non Entity Hazards

**Level 9 - "Bio Hazard"** is the 10th level of The Schoolrooms.

## Description

A picture of Bio Hazard.

Level 9, or Bio Hazard is a collection of 4, reasonably large, high school biology labs. These labs are stocked with standard bio instruments such as microscopes with slides and solutions, incubation areas, fume hoods, UV stations, crucibles, centrifuges, etc. These labs are fully stocked with gloves, lab coats, goggles, tools and chemicals. Lights and gasses are fully functional as well as fume hoods and all other instruments and equipment. Everything is clean and tidy.

At the back edge and inner side edge of each room is a door, connecting each of the 4 labs together. There are no windows or doors in any of the rooms leading outside of the labs. Each of the four labs look almost identical to each other in layout. Up to four wanderers can spawn in level 9 at a given time, one wanderer per room. Though there are no entities present in level 9 it is inherently dangerous.

Each of the 4 rooms have a critical issue that the wanderers must find and fix. The issue and location of each issue will differ each time a wanderer or set of wanderers enter into level 9. If there is only 1 wanderer arriving in level 9, there will still be 4 critical issues, one in each lab. The following are examples that wanderers have recorded while traversing level 9 (note that there are potentially infinite possibilities of issues that could be present in the labs):

Incident A
A mop bucket containing presumably bleach was found near a table. On top of the table was a bottle of hydrogen peroxide that had tipped over and was dripping into the bucket. The longer the chemical dripped, the hotter the bleach solution in the bucket got. Eventually the solution ignited and caught fire to the table and eventually the lab.

Incident B
An uncontained agar was found in a petri dish inside of a cabinet. This agar had a culture of bacteria that had grown out of control. This culture had spread throughout the cabinet and was off-gassing. The wanderer contracted a bacterial infection that lasted for weeks. The wanderer was in critical condition at one point.
Incident C
One wanderer noticed a foul smell of burnt plastic in one of the labs. They eventually found a hidden outlet inside of one of the cabinets that was starting to burn. The wanderers were able to cut power to the outlet before it caught fire. This outlet was not present in any of the other labs.
Incident D
An instance of a wanderer struggling to breath occurred and the wanderers discovered preserved animals intended for dissection in the fume hoods. These animals were present in every lab, but one of the labs had a malfunctioning fume hood and formaldehyde gasses were filling the area.
Incident E
Another wanderer discovered a drawer full of old, vintage, busted thermometers. The bottom of the drawer had filled with liquid mercury.
Incident F
Curious by a foul stench in one of the labs, a wanderer investigated and found a swarm of fruit flies over a drain. Upon further investigation, the wanderer discovered a glob of agar in the sink full of bacteria cultures.
Incident G
In one lab, a wanderer noticed themselves having a difficulty breathing. After resting in another lab and ventilating the first lab, the wanderers in their group discovered a broken nitrogen pipe, continually pumping out large volumes of nitrogen into the closed room.

## Fixing Level 9

Fixing Level 9.

The only discovered ways to leave level 9 is by fixing the issues found in each lab. In a corner of each of the labs is a black metal cabinet. In each cabinet respectively, contains tools or supplies related to the issue present in its particular lab. Each cabinet is specialized for their lab's issue. It is advisable when entering level 9 to investigate this black cabinet as soon as possible as it will contain possible clues on where to find this lab's issue.

Once all four issues have been resolved, the lab will lose power and wanderers will experience pitch black darkness. After a minute or so, wanderers will feel a rush of wind and the floor will seemingly disappear from beneath their feet. They will free fall for a bit and will then be transported to another level.

## Entrances and Exits

### Entrances

* Painting anything biological in nature in Level 8 will lead a wanderer to level 9 when class ends after 1 hour.
* Touching an instrument covered in a green liquid in Level 5 will cause the wanderer to pass out. They will wake up in level 9.
* Wanderers can no-clip through a biology text book found on Level 3 to get to level 9.

### Exits

Though level 9 lacks any entities, some consider level 9 to be an entity itself. Somehow, level 9 is able to determine the effort of a wanderer in fixing the level. Depending on the wanderer's effort they will be sent to corresponding levels:

* Wanderers that display high amounts of effort are sent to a class 1 or lower level.
* Wanderers that display the lowest amounts of effort are sent to class 4 or higher levels.
* Wanderers that perform at an average capacity, neither best nor worst in comparison to other wanderers, are transported to a class 2 or class 3 level.
* Wanderers may also drink a mysterious green solution to be sent to Level 192.

**Credits**
Author:TheDadams

Photos: Free Stock Images or AI generation.