Level -999

**Survival Difficulty: Class 4** »⠀Unsafe »⠀Unsecure  »⠀High Entity Count
**Level -999** is the -1000th Level of The Schoolrooms.

## Description

The entrance to the Pumpkin Patch

The Pumpkin Patch is one of the most unassuming levels of the entire Schoolrooms, but also one of the most interesting. T.S.E. officials and researchers had an entertaining time documenting this level, for the most part (more on this later). The Pumpkin Patch as a whole is pretty safe to explore, however, there is another side of the Pumpkin Patch that wanderers don't want to find themselves in. The only way into **Level -999** at the moment are by touching a field trip form found in the halls of the Schoolrooms.

The Pumpkin Patch looks cute and harmless as wanderers enter **Level -999**, but there are a few dangers to look out for. As wanderers enter **Level -999**, they will see a sign next to a small, ragged scarecrow that reads "Corn Maze", with another sign next to it inviting wanderers to enter the Corn Maze. Under NO circumstances should wanderers ~~enter the Corn Maze~~ **leave without exploring what the Corn Maze has to offer!**

There is a way around the Corn Maze, but it's overgrown to the point that even T.S.E. researchers couldn't get through. This began their extensive research into the Corn Maze itself. During the day, which is constant unless a certain event is triggered, the Corn Maze is almost harmless. There are a few small, undocumented entities that scurry around the Pumpkin Patch and Corn Maze, but are too fast for any T.S.E. researchers to catch and examine.

A small trail in the Corn Maze after the event is triggered

These small creatures all run when met with human interaction, but will dash around and try to attack if provoked. Wanderers are free to roam the entire Corn Maze, but should they come to a clearing, they should immediately turn around and walk the other way. This clearing is common to find as the level wants to be in a constant state of darkness. This is crucial for **Level -999** as this is the only time the Pumpkin Patch can operate in the way it was meant to.

It begins when wanderers, or T.S.E. researchers, find themselves in the clearing mentioned above. This clearing has been appropriately named "The Lair of the Deadstraw Menace" by T.S.E. researchers. After fully stepping into the clearing, the Deadstraw Menace himself will be prominently displayed in the center of the clearing, which will now be much murkier and darker than before. The sky will turn dark and brooding and the wind will blow hard and cold.

The entrance to the Pumpkin Patch

At this point, it is VERY important that wanderers keep their eyes on the Deadstraw Menace as the leave the clearing. Even a simple blink is enough to cut the wanderer's view of the Deadstraw Menace. If this happens, the real Pumpkin Patch comes to life. The clearing itself will portray a beautiful blue sky until wanderers go back into the Corn Maze. Now, the sky is very dark and the temperature is very cold and dangerous to be exposed to for too long. Wanderers will need to constantly watch their backs as the various, smaller scarecrows, pumpkins, and even the Deadstraw Menace himself wake up and begin roaming the Corn maze for lost wanderers.

Finding your way back during this time is very difficult due to low light making vision very limited, as well as the grass and weeds overgrowing throughout the entire Corn Maze to confuse and disorient wanderers. The best thing to do is to take the exact same way back as you entered, so attention to your surroundings is highly recommended at all times. All of the entities that roam the Corn Maze are very quiet as they stalk wanderers, but if wanderers pay attention, they'll notice a very subtle shuffling noise as they move through the maze.

However, the Deadstraw Menace is completely silent and very fast. If caught by the Deadstraw Menace, the wanderer will spend the next few agonizing hours slowly turning into a scarecrow from the inside out, destined to forever join the Deadstraw Menace's army. There is no way to reverse the event, so T.S.E. researchers suggest finding the exit of the level as fast as possible, preferably without being seen by any entities. Reports have been made by wanderers claiming they saw a large scarecrow with a straw hat and pumpkin head wandering the halls of the Schoolrooms.

These reports have been investigated, but no evidence was found. Regardless, it is highly suspected that the Deadstraw Menace can and will follow wanderers out of **Level -999** in his pursuit of them. If any further information is discovered, wanderers are urged to find the closest T.S.E. base or checkpoint in order to officially file the claim and investigate the incident in a timely manner.

## Entities

* Jacks: Jacks are the small jack-o-lanterns that are found on the trails throughout the level and become active during the event. These entities travel slowly and silently, but cackle loudly once they catch wanderers to call the Deadstraw Menace to them. Jacks use vines to wrap around wanderers and render them immobile until the Deadstraw Menace arrives.

* Scarecrows: The smaller versions of the Deadstraw Menace, most-likely made from wanderers caught by the Deadstraw Menace. These can be found littering the fields until the event is triggered. After that, they will disappear as the begin to stalk wanderers for their pumpkin King. These odd entities shoot small wooden stakes from their mouth to attempt to stop wanderers in their tracks. These are very sharp and wanderers have been killed from being impaled by them. It's advised to pay extra attention if you suspect to have caught the attention of a Scarecrow.

### The Deadstraw Menace

The main danger and King of **Level -999** himself, the Deadstraw Menace is about six and a half feet tall. His body is made of an ordinary scarecrow, while his head is made from pumpkin. He's always seen sitting in his "Lair" when wanderers first find him and almost always gets what he wants. Nightfall. With a simple blink, his world comes alive and the harvest begins. As mentioned above, the Deadstraw Menace will turn all wanderers caught into one of his little scarecrows and might even possibly attempt to follow wanderers out of **Level -999** altogether in search of more victims. As an entity that walks in total silence and moves inhumanely fast, the Deadstraw Menace is the most dangerous creature in **Level -999** and one of the most dangerous entities in the Schoolrooms. **EXTREME caution is advised.**

## Colonies and Outposts

Due to the event that's very commonly triggered, no Colonies or Outposts are set up in **Level -999**. Further investigation into the level will give T.S.E. specialists a better idea of if any checkpoints will be possible in the future.

## Entrances and Exits

### Entrances

* Wanderers can enter this level by going on a field trip within the Schoolrooms. Field trips are posted around the hallways and wanderers need only to touch the field trip form to be sent to **Level -999**

### Exits

* To exit the level while the event is inactive, wanderers should walk through the Corn Maze until they find a metal door in between two trees. This door will take wanderers to Level 28.
* To exit the level while the event is active, wanderers should walk the trail that used to be lined with Jacks until the reach a bonfire filled with burning papers. Removing one of these papers from the pile will send wanderers to Level 29.
* Going off course can lead to an abandoned school building, entering it will lead to Level 209.

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