Level 1.4

**Level 1.4** is a sub-level of Level 1 of The Schoolrooms.

  **Survival Difficulty: Class 4** »⠀Unsafe »⠀Unsecure  »⠀High Entity Count
## Description

**Level 1.4** resembles a gymnasium locker room, it consists of a series of various corridors containing lockers at every single turn, the place seems a bit run down with parts of the ceiling having holes in a deliberate fashion, as if it was manmade.

One of the many parts of **Level 1.4**.

The locker room is notably humid; the pungent stench of mold and mildew emanates from the walls and floor. Mold can be found in corners and crevices and wanderers have noted the air to be heavy. The floors are damp, and some parts areas of the floor are slightly flooded. As the floors are made of smooth tile, note that these wet floors can become quite slippery.

It is unsure how large **Level 1.4** is; wanderers have theorized the level to be infinite. The locker arrangements are maze-like twisting and turning with walls seemingly place in random patters, giving support to a ruined ceiling, seemingly on the verge of collapse at any given moment. Bathroom equipment can be found scattered about. Most sinks and toilets are busted and even fewer have running water. Mirrors can be found on the walls, but they are all most certainly busted.

**Level 1.4** is almost as dark as it is dank. There is electricity on the level and outlets can be utilized as they are found, however the level is lit by small, 100 watt light bulbs. The bulbs are found about every 20 meters, providing a weak light throughout the entire level.

## Entities

There are only two entity types in this level.

### **The Mold**

The Mold looks like a green worm-like being, which wanders through the hallways of the level.

The Mold is a very common entity within this level, they travel by slithering around and they have been found to produce a small, almost undetectable sound which they use to detect their surroundings, once they have detected another, non-mold being they will pursue them and corner them.

Once The Mold traps a wanderer, it will spew out its long probiscis. Once it comes in contact with any other non-mold entity, it will cause a large amount of pain to the body of its host; their skin will start to become green as the being gets more and more infected. They will start to act abnormal, as though possessed. The host will head to a part of the level where a Host Fungus is located, the Host Fungus will consume the being and use the sustenance to reproduce and create more of The Mold.

The Mold has been also discovered to be vulnerable to dryness, if it stays too long from wet places, it will start to dissolve into water, however, said water should not be drank under any circumstance, drinking it can cause the following symptoms: lung failure, blindness, organ shutdown, among others. the Mold can also be avoided by hiding inside the lockers commonly found in this level.

Wanderers that encounter The Mold are encouraged to hide inside lockers. The probiscis, for reasons unknown, is unable to climb the metal surfaces of the lockers. They seem repelled by the metal.

### **Host Fungus**

The Host Fungus acts as a home base for The Mold, providing it with food and moisture. A majority of Host Fungi are found in shower areas of The Lockers. The structure of this entity looks similar to an enlarged version of The Mold's probiscis, white and branching from a central mass. Extensions of this fungus usually manage to crack open the pipes of the showers, providing excess amounts of moisture.

 The Host Fungus provides nutrients to The Mold as well as spores that is transported on the probiscis of The Mold. These spores alter the mind of whatever host is infected. The infected hosts will involuntarily walk towards the nearest Host Fungus. Once the host arrives, they will fall, dead into the mass of The Host Fungus where they are consumed for their organic material. These new organic nutrients allow both The Host Fungus and The Mold to reproduce.

 It is advisable for wanderers to avoid Host Fungi at all costs as free spores are known to float in the area. If a wanderer intends on studying this entity, full respiratory PPE as well as full enveloping PPE is required.

## Colonies & Outposts

Due to the lack of resources, it is difficult, but not impossible to set up a Colony or Outpost in **Level 1.4**. As of now, there are no colonies nor outposts present.

## Entrances and Exits

### Entrances

* Touching mold rarely found in the drinking fountains of Level 0.1 will cause one to pass out and wake up here.
* Entering a door with the label "Locker Room" in Level 1 will cause one to be sent in here.

### Exits

* Noclipping in an out of place locker will send you to a locker in Level 0.
* Rarely, a locked door can be found in **Level 1.4**. Breaking through this door can lead one back to Level 1.
* Entering maintenance hatches found in the floor leads to Level 15.
* Rarely, a glass door can be found in **Level 1.4**. Going through this door can lead one to Level 17.

**> Open Author and Licensing Information****> Close Author and Licensing Information****Author:** Natserolf\_43 and TheDadams.

**Image:** https://www.reddit.com/r/LiminalSpace/comments/zspjjd/waiting\_in\_the\_locker\_room/