Level 23

↝
↝

**Survival Difficulty: Class Variable**
»⠀Varying Safety
»⠀Heavily Unstable
»⠀Diverse Entity Count

**Level 23** is the 24th level of The Schoolrooms.

## Description

Level 23 is a school hallway. This hallway has multiple sections.

* Section One
* Section Two
* Section Three

1
1

**Survival Difficulty: Class 1**
»⠀Safe
»⠀Unstable
»⠀Minimal Entity Count

Section One is a school hallway with light blue walls and a shiny, magenta floor. The hallway is long and stretches out as far as the eye can see, with a few doors on either side that lead to classrooms or other areas of the building.

The lighting is dim, with flickering fluorescent lights that cast an eerie glow on the walls and floor. The air is stale and musty, and there is a faint smell of decay that seems to permeate the entire level.

The hallway is unsecure, however it is possible to use the hallway as a temporary shelter, provided that one remains hidden and does not draw attention to themselves. The average temperature in this section is 65.4°F (18°C).

Navigating Section One is extremely challenging and requires extreme caution, and it is recommended to move quickly and quietly through the hallway.

The further you venture into this section, the more deprecated the hallway becomes.

* Approximately 5 miles into the hallway, voices start to emanate from the closed doors, but when wanderers check, there will be no signs of life.

* Approximately 7 miles into the hallway, the magenta floor will become slightly uneven, with small gaps and cracks that may be a tripping hazard for inattentive wanderers.

* Approximately 12 miles into the hallway, the walls get adorned with faded missing posters and notices. The earliest dates back to 1934, but most are dated 1975 - 1992.

* Approximately 14 miles in, these posters get torn or defaced.

* Approximately 23 miles in, the temperature drops to 23°F (-5°C), and a thin layer of frost forms on some surfaces. Wanderer's breath can be seen in the air, and a chill runs through their spine.

* Approximately 25 miles in, all the lights will shut off.

* Approximately 33 miles in, footsteps will be heard coming towards the wanderer. If these footsteps reach the wanderer, they will instantly die.

* Approximately 40 miles in, the footsteps will abruptly halt, and the level will change to the next section. This process will repeat until the wanderer finds an exit.

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

Section Two is a dark hallway with doors, and pictures on the walls. The floor is tiled and there are several metal objects. There is also a painting of a building in the background and a row of lights on the ceiling. The hallway is mostly black and grey. There are lights in Section Two, however, they will never cast light directly onto the wanderer, as if the wanderer is causing the darkness in this level.

It is impossible to set up any sort of base of protection on this section, since this is where Bullies and Twins flourish.

As the individual traverses the corridor, the auditory experience is dominated by the sound of their footsteps echoing on the tiled floor. The metallic objects on the ground produce a symphony of clinks and clanks. The images on the walls appear aged and blurred, making it difficult for the wanderer to discern their content.

Of all the pictures, the painting of the edifice stands out as clear and vibrant. It portrays a grand mansion with imposing columns and intricate carvings. However, an unsettling quality pervades the painting, provoking an eerie sensation in the wanderer. The building appears to be observing them.

The lights mounted on the ceiling intermittently flicker, casting peculiar shadows on the walls. The wanderer is plagued by the sensation of being pursued, as though a presence is lurking in the shadows, just out of view.

As the wanderer continues down the hallway, the obscurity grows more intense, becoming almost suffocating. The individual experiences pressure on their chest, as though the darkness is bearing down upon them.

Abruptly, a door on the left side of the hallway emits a creaking sound as it opens. The wanderer glimpses a dim light emanating from within the room, accompanied by indistinct whispering. Though the content of the murmurs is indecipherable, the wanderer is compelled to investigate.

The wanderer approaches the open door with caution, trying to discern any discernible sounds or movement from within. As they step closer to the doorway, the faint whispers grow louder, but the words remain unintelligible.

The room appears to be empty, but the source of the whispers is unclear. The wanderer takes a step into the room, but the floorboard creaks under their weight, causing the whispers to abruptly stop.

Suddenly, the faint light in the room goes out, and the wanderer finds themselves plunged into total darkness. The individual's heart rate increases as they feel a sudden gust of cold air brush past them, causing their hair to stand on end.

Feeling disoriented, the wanderer fumbles in the darkness for a source of light, but finds none. As the individual stands there, enveloped in darkness, a voice seems to whisper into their ear, but they cannot discern what is being said.

The wanderer's anxiety mounts as they struggle to find a way out of the darkness. They attempt to retrace their steps back to the hallway, but find themselves unable to locate the doorway.

Eventually, the individual's eyes adjust to the darkness, allowing them to make out faint outlines of objects in the room. However, the whispering voice continues to haunt them, and they feel a sense of foreboding that they may not be alone in the room after all.

As the wanderer's eyes adjust to the darkness, they begin to discern a strange presence in the room. It is as if there are entities present, lurking in the shadows. The wanderer's unease intensifies, as they feel a distinct sense of malevolence emanating from these entities.

Suddenly, the wanderer senses a pair of entities moving towards them, almost as if they are twins. The wanderer cannot see them clearly, but they can feel their presence, and it fills them with an overwhelming sense of dread. The twins seem to be whispering to each other, their voices low and sinister.

As the wanderer tries to back away from the twins, they suddenly stumble upon an obstacle on the floor. It is a book, and as they pick it up, they realize it is a diary belonging to a victim of the twins' bullying. The diary contains horrifying accounts of physical and emotional abuse inflicted upon the victim, leaving the wanderer with a deep sense of disgust and sadness.

The diary found by the wanderer contains disturbing accounts of physical and emotional abuse inflicted upon the victim by the twins and their group of bullies. The victim describes being repeatedly tormented, humiliated, and even physically harmed, causing significant distress and trauma.

The diary also reveals the victim's struggles to cope with the abuse, including feelings of isolation, anxiety, and fear. The victim writes about attempting to seek help from authority figures, but feeling unheard and unsupported.

As the wanderer reads the diary, they feel a deep sense of empathy and sadness for the victim's experiences. The diary's contents paint a vivid picture of the trauma inflicted by bullying, highlighting the serious and long-lasting impact it can have on individuals.

The wanderer realizes that the entities they sense in the room are likely manifestations of the trauma and pain inflicted upon the victim. The bullies and twins may have left a lasting imprint of malevolence and negative energy in the space, causing it to become haunted by the entities that the wanderer senses.

Suddenly, the entities in the room become more aggressive, and the wanderer feels as if they are being surrounded by a group of bullies. The bullies seem to be taunting and threatening the wanderer, as if they are reliving their past actions on a new victim.

The wanderer tries to flee, but finds themselves trapped in the darkness with no escape. The entities seem to be closing in, and the wanderer feels as if they are about to be consumed by the malevolent forces in the room.

As the wanderer backs away from the entities in the room, they realize with horror that the malevolent forces have multiplied and are now closing in on them from all sides. The wanderer can feel the presence of many entities surrounding them, as if they are being pursued by a horde of malevolent spirits.

With a growing sense of panic, the wanderer realizes that they must escape the room and the haunted building as quickly as possible. The entities seem to be gaining on them, and the wanderer knows that their only chance of survival is to run.

The wanderer bolts from the room, their heart pounding with fear and adrenaline. They sprint down the hallway, the sound of their footsteps echoing through the empty building. They run for what seems like an eternity, the entities pursuing them relentlessly, as if they are fueled by a deep malevolence.

As the wanderer continues to run, they realize with a growing sense of despair that the entities are not giving up. They seem to be growing stronger, their presence becoming more intense and suffocating. The wanderer knows that they must keep running, no matter the cost.

Mile after mile, the wanderer sprints, their breath coming in ragged gasps. They push themselves to the brink of exhaustion, knowing that their very survival depends on their ability to keep running. Finally, after what seems like an eternity, the wanderer sees a glimmer of light in the distance.

With a final burst of energy, the wanderer races towards the light, their heart pounding in their chest. As they burst through the door into the open air, the entities disappear into the darkness, leaving the wanderer panting and gasping for air. The wanderer collapses to the ground, exhausted but relieved to have escaped the haunted building and the malevolent entities that pursued them for 40 miles.

3
3

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

For simplicity, each set of doors will be labelled numerically. The left is A, and the right is B.

The first set of doors is in a U-Shape brick building with two blue doors. The building has several windows, on adjacent sides, some of which have black frames. There is a concrete path leading up to the entrance and grass surrounding it. There is also a cartoony blue sky with minimal white, fluffy clouds.

### 1-A

As you step through the doorway of 1-A, the musty smell of an old room greets you. The corridor before you stretches out for about 20 feet. Directly in front of you is section one, a dimly lit area with faded yellow walls and chipped baseboards. The ceiling is low, and old fluorescent lights flicker overhead. The floor is covered in orange and black tiles, which appear to have seen better days.

To your left, there is an old wooden desk that are arranged haphazardly. The desk is scratched and have seen better days, with some of the surfaces covered in graffiti. There is an old cushioned chair beside it, and it is slightly damaged on one leg. The walls of section one are bare, except for a few old posters that have faded over time.

In the center of the room, there is a door leading into section two. The door appears to be in better condition than the rest of the room, but it still looks old and worn. The doorknob is rusty and needs a good twist to open.

As you step into the room, you can hear the creaking of the floorboards under your feet. The atmosphere is eerie and oppressive, and you can't help but feel like you're being watched. The old desk and chair seems to be frozen in time, as if waiting for their occupants to return. The room is silent, except for the sound of your breathing.

Despite its outdated appearance, there is a sense of history and nostalgia in this room. It's clear that it has been abandoned for some time, but there's something intriguing about its neglected state. You can't help but wonder about the people who used to occupy this space and what they were like.

As you walk into section two, you are greeted by blue. Section two is completely blue, with the exception of the wooden door at the end. Touching this knobless door will send you back to the first set of doors. This is a dead end.

### 1-B

Door 1-B looks like a plain, beige room, with two open doors. The carpet is a putrid, musty orange, and the ceiling has evenly placed square fluorescent lights. The room is also a square.

Once you enter either door, you will be greeted by a hallway of the same interior as the first room, and the door will close. It is impossible to open the door again once it closes.

If you enter the door on the left, you will be greeted by a 150 mile long corridor. You will have to go the whole length to survive. Once you reach the end, you will be greeted with a sign on the wall. The sign says: "Wrong way. Go back.". Once you have read this and turned around, you will be transported back in the first doorway section.

If you enter the door on the right, you will be greeted with a 40 mile long corridor. Go the whole length to escape this section.

## Logs & Files

**> OPEN FILE: AUDIO LOG 1**

**> CLOSE FILE: AUDIO LOG 1****<BEGIN LOG>**
The approximate location and actions of the wanderers in the recording will be provided.

**<BEGIN AUDIO>**

**Section One**

Darren: Hi, this is Darren █████ speaking, and I'm with Alice █████, and we got here through breaking one of the fountains, on Level 21.

Alice: Uhhhh yeah, we think this level is new. This audio is going to be attached in an email once we get out of the level. The next new number is 23, so that's what we'll designate the level to.

Darren: Level 23, Hallway, that is amazing.

Alice: I know, I'm a creative genius. Anyways, we should probably walk and talk.

Darren: Okay. Level 23 is a school hallway with a shiny floor. *What color is that?*.

Alice: I think magenta.

Darren: Yeah, magenta floor. The walls are what looks like concrete, painted light blue. It goes on for... quite a while, and-

Alice (interrupts): Hey, Darren, a door! That could lead us out. [Alice Opens Door]

Darren: What's in it?

Alice: Just a classroom and a teacher. [Alice is referring to Entity 1]

Darren: Alright. Let's keep moving. [Darren is heard to continue walking]

Alice: Yeah.

[1 hour 54 minutes later]

Alice: Darren, I think someone's in there! [Alice can be heard running, and then unlocking a door]

Alice: Oh, nevermind. I thought I heard whispering. No sign of life in there.

Darren: I heard them too.

Alice: This could be our sanity dropping, or an anomaly. How far have we walked?

Darren: Probably 5-ish miles.

Alice: Let's keep walking.

Darren: Alright, let's go.

[47 minutes later]

Darren: Shit. [Darren can be heard falling over something]

Alice: Are you alright?

Darren: [Darren gets up] Yeah, the floor has a small gap that I tripped over. We need to be more careful now.

[2 hours 3 minutes pass, with Alice and Darren talking to each other.]

Darren: -agreed, it sounds like some sort of cheesy pu- hey, look at this.

Alice: A missing poster? That wasn't there before.

Darren: Yeah, and look further down, there's more of them. This one says 1984. This one says 1982.

Alice: What. The. Actual. Fuck.

Darren: [Noise of question]

Alice: It's me. It has all my details. Dated the year I found myself in this hellscape.

Darren: Woah. We should keep moving, this place is creeping me out.

Alice: Agreed.

[Alice and Darren can be heard walking at a slightly quicker pace]

[43 minutes later]

Darren: Oh god, it's getting worse. The posters are getting worse. Some have got graffiti and some are ripped.

Alice: We need to find an exit.

[2 hours 18 minutes later]

Alice: Was it always this cold?

Darren: No. It was not. And that ice layer wasn't there before.

Alice: It's so cold we can see our breath. Hang on, I have a temperature detector in my bag. Also some cold weather clothes for us.

[Alice is heard taking her bag off, and rummaging.]

Alice: Here you go. Alright it's.... 23°. That's cold.

[50 minutes later]

[Lights can be heard shutting off]

Darren: We need to go quicker. This place is creepy as hell.

[1 hour 41 minutes later]

[Footsteps can be heard in the distance, approaching slowly]

Alice: Darren, footsteps. Run.

[Alice and Darren can be heard to break out into a run.]

[1 hour 11 minutes later]

**Section Two**

Darren: [Heavily panting] Holy shit, that was the fastest I've run. I think we've outrun it. It's gone now.

Alice: [Also panting heavily] Darren, look around. This isn't the same place. Yes, it's warmer, but it's not the same place we came in.

**<END AUDIO>**

This Audio Recording was found in Level 12. Further information was later discovered.

## **<END LOG>**Entities

* Twins - Section Two.
* Teachers - Section One through Four.
* The Living Graffiti Section Two.
* Bullies - Section One through Four, particularly Section Two.
* The Walker - Section One through Four.
### The Walker

The Walker is just two feet, and it appears 33-40 miles in. Its footsteps echo, and the entity is incredibly lethal.

The Walker is a mysterious entity, which move across the ground with a steady, purposeful gait. Its movements are accompanied by a distinctive echoing sound, which can be heard from a great distance away. It is said that those who hear the sound of The Walker's footsteps should be wary, as encountering the entity is considered incredibly dangerous.

The exact nature and origin of The Walker are shrouded in mystery. Some believe it to be a vengeful spirit or other supernatural being, while others speculate that it may be a product of some sort of scientific or technological experiment gone awry.

Regardless of its origins, encountering The Walker is widely considered to be a terrifying and potentially deadly experience. Those who have claimed to have seen The Walker report feeling an overwhelming sense of dread and an instinctive urge to flee from the area.

The Walker is often associated with areas of wilderness or isolated regions, and sightings of the entity are rare. Despite this, there have been reports of The Walker appearing in various parts of Reality, leading some to speculate that it may be some sort of global phenomenon.
Some believe that The Walker is attracted to areas where people have died or suffered great tragedies. Others believe that it may be a harbinger of impending doom or disaster. There are even those who believe that encountering The Walker may be a sign of some sort of spiritual awakening or enlightenment.

Despite the many theories surrounding The Walker, there is little concrete information available about the entity. It remains one of the most enigmatic and terrifying supernatural phenomena in existence.

## Colonies and Outposts

There are no Colonies or Outposts on Level 23.

## Entrances and Exits

### Entrances

* Noclip through a door on Level 19.
* It's theorized that one may be able to enter here from Level 21 from a blue hallway or door, however, this is unconfirmed.
### Exits

* Close your eyes for 10+ minutes to reach Level 19.
* Finding a small page on the floor reading 'Help Wanted: Looking for Security Guard' and picking it up will send the wanderer to Level 24.

> Open Author and Licensing Information> Close Author and Licensing InformationRelease Date: 2023/4/23
Rewrite Release Date: 2023/4/25

Author: Dynamotor

Some Wikitexts: Stellari