Level 15

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unsecure
»⠀Overwhelming Entity & Non-Entity Hazards

Heat from fire, fire from heat... ~ The Janitor

**Level 15** is the 16th level of the Schoolrooms.

Description

One of the many rooms that can be found in the subterranean maze of **Level 15**.

**Level 15** takes the form of an infinitely large maze made of various underground maintenance halls and boiler/furnace rooms. The level is mostly shrouded in darkness, lit only by the light of sporadically present hanging light bulbs or the occasional machine or heating appliance. The walls, floors, and ceilings of the level are made of a gray, concrete-like material; all attempts to break through them have failed.

The level contains various machines, furnaces, and boilers in its halls. They do not seem to originate from any brands from reality, and their true purpose is also unknown. They are tended to by the main entity of this level, the Custodians. Flashing LEDs adorn the constructs which line the walls of the concrete halls on this level, and can pose a serious threat to wanderers. Caution is advised when interacting with them.

The air on this level feels warm, stuffy, and uncomfortable while the temperature remains unmodified. Most wanderers will feel as if they have entered a space they should not have been in when on this level, and many will also feel a sense of looming dread while traversing these endless gray halls. **Level 15**, while at times seeming somewhat safe, has strange and different sub-layers to it. As wanderers descend, the nature of the level begins to shift...

Sub-Layers

* Sub-Layer 1
* Sub-Layer 2
* Sub-Layer 3
* Sub-Layer 4
* Sub-Layers 5+

Sub-Layer 1
Sub-Layer 1 of **Level 15** is generally the safest of all of the level's sub-layers. It is devoid of most threats and, luckily, is the only sub-layer from which wanderers can enter the level. It is devoid of boilers and most machinery and decently well lit by hanging light bulbs. Also, there is a minimal Custodian presence in this sub-layer, and they will only crowd around entrances to Sub-Layer 2. These entrances take the form of a staircase, which will connect sub-layers 1 and 2 together.

The hanging light bulbs emit a constant buzz and have a tendency to flicker, briefly casting their surroundings into darkness. Interestingly, the light bulbs will continue to function even if unscrewed from their sockets that dangle above. They make for useful light sources on this level. Unfortunately, they cease functioning when removed from this level. When thrown, they will explode on impact with a surface, and the explosion behaves like a flashbang grenade. This anomalous property also disappears when leaving **Level 15**. As a whole, this sub-layer is relatively safe compared to the rest of the level, and it is advised to find an exit on this sub-layer if possible.

Sub-Layer 2
Sub-Layer 2 is significantly more dangerous than Sub-Layer 1. First off, the entity presence in this sub-layer is magnified many times over compared to Sub-Layer 1. Custodians patrol the halls with a dual purpose. Their first objective is to keep the machinery, plumbing, and heating found in **Level 15** in order. Their second objective is to keep wanderers out. This requires any wanderer who desires to brave this sub-layer to do so with the utmost stealth.

Second, there is a high amount of machinery and wires present in this sub-layer. The machinery seems to not serve any discernible function, and will discharge electricity at wanderers who attempt to use the machines in any way. The strength of this shock can range from a strength comparable to everyday static shocks to electricity powerful enough to electrocute wanderers. These machines do not output electricity like this if Custodians are operating or repairing them. It is advised to avoid the machines, because they can pose a serious hazard to the health and safety of wanderers. Occasionally, wanderers may come across a machine covered by a curtain or sheet. Exposing these machines causes them to discharge electricity into their surroundings until they are covered again.

Third, there is a marked decrease in the quantity of hanging light bulbs on this sub-layer. This decrease in lighting is mitigated by the fact that the machinery tends to output some light thanks to various colored light bulbs that can be found plugged into them, but it is an overall net decrease in available light. Sub-Layer 3 can be entered using ladders found in the floor on this sub-layer.

Sub-Layer 3
Unlike Sub-Layer 2, Sub-Layer 3 is less dangerous than its predecessor. There is very little to speak of on this sub-layer; very few machines, boilers, or furnaces are present here. Similarly, the number of Custodians in this sub-layer is diminished compared to that in Sub-Layer 2. Custodians only use this sub-layer as a passageway between Sub-Layer 2 and Sub-Layer 4.

However, to match the trend, the number of hanging light bulbs drops to near zero. This causes this section to be constantly covered in darkness, which makes traversing it difficult for wanderers. Another effect of the darkness is that this sub-layer is currently the one with the least amount of information about it out of all the known sub-layers of **Level 15**. It is advised to remain alert, as the lack of sensory input on this sub-layer can be disorienting and isolating. To reach Sub-Layer 4, wanderers will need to find a ramp leading yet deeper into **Level 15**.

Sub-Layer 4
Sub-Layer 4 is the only sub-layer currently known to house boilers and furnaces, and there are many present within this sub-layer. This layer has no hanging light bulbs, but instead has a considerable amount of machinery and heating appliances instead. The lack of light from the absence of light bulbs is counteracted by the light output of the other furnishings.

This sub-layer is about as bright as Sub-Layer 2, but it is considerably more dangerous. The ambient temperature of this section is hot enough to cause heatstroke, especially if one approaches too close to a boiler or furnace. It is advised to have some kind of cooling mechanism in order to brave this sub-layer. Custodians tend to the boilers and furnaces, making sure that they output enough heat and are working properly. It is hypothesized that the heating from this level is what heats the rest of the indoor Schoolrooms levels, but this has not yet been confirmed. According to reports by wanderers, jumping down into a circular hole in the floor leads to Sub-Layer 5, but that is not confirmed.

Sub-Layers 5+
While it has been hypothesized that there may be more sub-layers to **Level 15**, there is no confirmed reports of any wanderer successfully making it past Sub-Layer 4. All who have tried either ended up turning back, getting captured by Custodians, or dying due to the heat. There is one log containing potential evidence in support of further sub-layers, but it is shaky at best.

Heat Waves
Heat Waves are, simply put, a period of time on this level during which the ambient temperature increases significantly. This is due to the boilers increasing their output, which causes the level to heat up. This effect gets worse as wanderers progress through the sub-layers, and can cause significant adverse effects to wanderers.

* Sub-Layer 1 does not see a significant increase in heat, with the ambient temperature merely rising a degree or two.
* Sub-Layer 2 heats up quite a bit, to the point where it is uncomfortable, but not harmful to wanderers.
* Sub-Layer 3 is hot enough to induce heatstroke and death in wanderers in about an hour.
* Finally, it takes about 10 minutes for the heat during a Heat Wave to kill a wanderer on Sub-Layer 4.

The only way to know if a Heat Wave is occurring, outside of feeling the effects, is to be on Sub-Layer 4. During a Heat Wave, wanderers can see the flames within the heating appliances flare up violently, rapidly increasing the ambient temperature. It is advised to retreat from the lower sub-layers if one notices that the temperature is rising.

Entities
Custodians
Custodians are the sole entity of **Level 15**. Despite the fact that they are usually peaceful entities on other levels of the Schoolrooms, simply keeping their surroundings clean in a wordless, undistracted manner, this level appears to alter their behavior. They will instead patrol the concrete halls of this level, searching for any intruding wanderers who may decide to show up on this off-limits level. They will neglect to keep the level clean, only periodically maintaining the various machines found throughout the level.

Interestingly, the anomalous behaviors on this level seem to indicate that Custodians are highly resistant to heat and can see in the dark, since they will not be harmed by Heat Waves and their vision is unaffected by the darkness present. When a Custodian encounters a wanderer, it will start by releasing a radio signal, and the Custodian will then begin to chase the wanderer. It is unknown as to how the Custodians manage to produce this signal given that it has no obvious source. This radio signal has been intercepted and analyzed, but it comes across as nothing but static and gibberish. Regardless, this signal seems to reach all other nearby Custodians, who join in on the chase as well.

If a wanderer is caught, the Custodian will restrain them inside of its own body and carry them off into the darkness. One may think that the Custodians may bring captured wanderers to the Principal's office, but wanderers who were caught by the Custodians on this level were never seen again, and they have been presumed forsaken, even if their true fates are unknown. Peculiarly, the Janitor has never been seen on this level. However, this does not guarantee that his presence on **Level 15** is non-existent.

Colonies & Outposts
Due to the nature of this level, colonies and outposts are unable to be established.

Logs & Files
**> OPEN FILE: AUDIO LOG**

**> CLOSE FILE: AUDIO LOG**

**<BEGIN LOG>**

The approximate location and actions of the wanderers in the recording will be provided.

**<BEGIN AUDIO>**

**SUB-LAYER 1**

**Rosa** - This is Rosa [REDACTED], beginning a recording. I'm here with Quentin [REDACTED] and I think we've found a new one.

**Quentin** - Rosa, I don't think we should be here. The door literally said to not enter.

**Rosa** - Nonsense! We'll be fine. Since when have warnings mattered in this godforsaken place anyway?

**Quentin** - If you say so...

**Rosa** - Anyway, as I was saying...I'm just making a quick documentation recording. To be safe. So...I think we've found a new level! Seems like some kind of maintenance hall or something...

**Quentin** - So, Rosa, now that we've recorded the fact that this level exists, can we leave now?

**Rosa** - But just imagine what we could find in here! It could be fun...or we could find an exit and become famous!

**Quentin** - Okay. Let's proceed with caution then.

**Rosa** - Oh! Look over there! That looks like a staircase! Maybe that can help us unravel the secrets of this level.

**SUB-LAYER 2**

**Quentin** - Look, there's a machine attached to the wall! Try powering it on, it may be able to help us.

**Rosa** - Alright...OW! It shocked me!

**Quentin** - Let's not use those anymore.

...

**Quentin** - So this has been one hell of an advent-hey!, Look over there! There's someone already here.

**Rosa** - I'll...go talk to them. Stay here. Oh, also, take my phone in case something happens to me. Everyone else needs to hear about this!

Rosa approaches the unidentified individual. Before she can speak to it, it surrounds around her and runs off. Quentin gives chase.

**Quentin** - Hey! Leave her alone! Put her down!

Quentin lost track of the individual. Rosa has not been located since and is presumed dead or forsaken.

**Quentin** - Huff...Haah...Wow, that thing was fast...I couldn't even do anything...I'm...sorry...

...

**Quentin** - Huh, there's a ladder here. Maybe this will be an exit to get me out of here.

**SUB-LAYER 3**

**Quentin** - It's real dark down here...let me use her phone for something....hmm, crazy she still has some internet connection down here...

**Quentin** - Much better, thanks flashli-Oh! There's just a ramp here! Leading...further down...again...

**Quentin** - Well, it's what Rosa would have wanted. Let's go.

**SUB-LAYER 4**

**Quentin** - It's getting pretty hot in here...wait. Is that a boiler? That's interesting...

...

**Quentin** - Status update: I'm feeling pretty beat. It's getting really hot now. Those heating thingies seem to be putting out a lot of hot air...

**Quentin** - Huh. That's weird. There's just a hole in the ground. It's...uh...it's perfectly round, almost like it's intentional. But...the battery on Rosa's phone is getting low, and the signal is weakening...

**Quentin** - ...So...I guess I'm signing off for now! If you're hearing this, that means the audio recording was successfully uploaded! Wish me luck!

**<END AUDIO>**

Quentin has not been heard from since the audio recording was posted on the database. He is also presumed dead or forsaken.

**<END LOG>**

Entrances & Exits
Entrances
* Destroying a car on Level 14 causes it to fade into this level.
* Entering a metal door on Level 0 labeled "MAINTENANCE AREA: DO NOT ENTER" leads here.
* Using maintenance hatches found in the floor on Level 1 and Level 1.4 leads here.
* Nearly drowning and passing out in a seemingly infinite depth at the bottom of a maelstrom in Level 25 leads here.

Exits
* No-clipping into a curtain on this level leads to Level 16.
* Getting caught by a Custodian leads to an unknown fate.

Metal doors on this level lead to different places depending on the sub-layer in which they are found.

* Sub-Level 1 - Level 0
* Sub-Level 2 - Level 14
* Sub-Level 3 - Level 2
* Sub-Level 4 - Level 7
* If the door is significantly cold to the touch it will lead to Level Subzero, regardless of the sub-layer it was found on.

**> Open Author & Licensing Information****> Close Author & Licensing Information****Author: Stellari.**