Level 16

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**Survival Difficulty: Class 1**
»⠀Safe
»⠀Secure
»⠀Minimal Entity Hazards

**Level 16 - "Encore"** is the 17th level of The Schoolrooms.

## Description

Balcony view of the stage.

Level 16 is a large auditorium that resembles one from a large, nice school found in the frontrooms. This auditorium can seat about 500 people in its rows of red cushioned folding seats. There is a balcony seated section that can hold up to 100 people. On either side of the balcony is a ladder leading into a light box, each box holding a spotlight. At the top of the main seating area is a control box that has PA equipment as well as panels to adjust the lighting for the whole auditorium. All equipment seems to be in working order.

The stage, made out of hard wood, is 9 meters deep and 12 meters wide. Light fixtures can be seen attached to metal scaffolding 10 meters above the stage. Behind the stage curtain is a workshop with various wooden structures, props, tools, and instruments. Attached to the workshop is a greenroom and two dressing rooms. Inside each of the dressing rooms are various costumes and apparel.

### The Seats

It is advisable to not sit down on any chair in the auditorium. Wanderers have noted the gravity to double as they sit. A 50kg person will suddenly feel as though they weigh 100kg. Once seated, it is very difficult to stand back up. The seats do not seem to buckle under the weight of anyone sitting. If a wanderer does find themselves stuck in a chair. It is advisable to try and bend themselves and slide off the chair, belly down to avoid injury.

### The Stage

Once a wanderer climbs onto the stage, they will quickly notice that they are unable to leave the stage area. The stage area includes the workshop and dressing rooms. The green room is always locked upon first entering the stage area. It is described that a wanderer encounters an invisible wall as they attempt to leave the stage. As long as they are on the main stage area, they will be illuminated by the level's only native entity, the spotlight.

#### Illumination

While on the main stage area, wanderers are illuminated by the two main spotlights. While these lights shine on a wanderer, their body temperatures slowly increase over time. Over a long-time exposure, note that heat related illnesses such as heat exhaustion, heat cramps, and heat stroke are a likely threat. If the wanderer faces the auditorium, they will feel the gaze of a thousand eyes watching their every move. Wanderers that have stage fright have noted being paralyzed by this feeling, despite the seats being completely empty.

If a wanderer moves backstage into the workshop area, the spotlights will turn off.

#### The Performance

The only way to leave the stage is to fully complete a performance. A wanderer may sing, dance, act, recite poetry, or play a musical instrument. There are many ways to perform on stage. While a wanderer performs, they will be illuminated by the spotlights. The spotlights deem whether or not a performance is accepted, as they will shut off if they are satisfied. Once the lights shut off, the green room unlocks as well as the front doors. The invisible barriers that prevent a wanderer from exiting the stage will also dissipate. Note that the gravity effect in the chairs is still a threat.

It is advisable to try and set up the stage with props and dress into costumes, as that seems to appease the spotlights quicker than just trying to perform on an empty stage.

### The Greenroom

The greenroom remains locked and unbreachable until a wanderer or group of wanderers complete their performance. Once unlocked, the greenroom provides a safe place for wanderers to rest. There is a large, comfy couch, tables and chairs as well as a fully stocked fridge with food and drinks. A wanderer may only enter the greenroom once while on level 16. Once they leave, the door locks behind them. It is advised to fill up on food and supplies and get a full rest while in the greenroom.

## Entities

There is only one, native entity found in level 16: The Spotlights. Found on either side of the balcony is one, large spotlight that will illuminate and follow any wanderer on stage. Wanderers cannot explain the spotlight's sentience. They just feel it. Spotlights are known to cause paranoia in performing wanderers as well as overheat them to dangerous levels. Spotlights are responsible for accepting or rejecting a wanderer's performance, unlocking different inaccessible parts of the level.

As of now, it is not possible to hurt or destroy a spotlight. Wanderers that have attempted to enter into a spotlight's box were assaulted by the spotlights. The lights will swing at full force, knocking a wanderer unconscious. They wake up in Level 13.

## Entrances and Exits

### Entrances

* No-clipping into a curtain from Level 15 will bring you to level 16.
* Climbing a shelf in Level 5 can expose a false ceiling. Climbing through that ceiling will lead a wanderer to the workshop area of level 16.
* Wanderers have not found a key in Level 0 to access level 16. However, some wanderers have found ways to break into the ticket booth found in Level 0, gaining them access to level 16.

### Exits

* If a wanderer completes a performance, they may simply walk out the front door, leading them back to Level 0.
* Attempting to enter a light box will provoke an attack by a spotlight. They will be knocked out and wake up in Level 13.
* If a wanderer completes a performance, and they attempt to adjust the PA system settings, they will no-clip through the console and find themselves in Level 17.

**Credits**
Author:TheDadams

Photos: Free Stock Images or AI generation.