Level 17

2
2

**Survival Difficulty: Class 2**
»⠀Unsafe
»⠀Unsecure
»⠀Non Entity Hazards

**Level 17 is the 18th level of The Schoolrooms.**

# Level 17 - The Courts

## Description

Level 17 or The Courts is a complex of seemingly infinite school basketball gymnasiums. Each gymnasium is different from one another and each door in each gym almost always leads to a separate, different gym. The gyms are empty and quiet except for the noises made by wanderers and the constant buzzing of industrial fluorescent lights high above the courts. Wanderers that go to level 17 find themselves completely alone, as there is an isolation effect on the level meaning wanderers cannot see or interact with any other wanderer.

Most gyms are hardwood, with a few exceptions of concrete or thin carpeted floors. Soft mats often line the walls of these courts, designed to absorb the impact of out-of-control athletes. More often than not, bleachers will line one or two sides of the courts. Doors can be found on any wall. Some gyms may have water fountains providing clean water.

Each door leads to another gym. Sometimes a wanderer may see a window above a door that looks to the outside; these doors will still lead to another gym, defying logic and reason. Some areas will be separated by dividers or panels instead of doors that can be opened to combine two or more basketball courts or gyms. These different gyms can exist in various states of disrepair, though most are in good shape.

Bleachers come in a few different varieties. Some bleachers are made of wood as some are metal or plastic. Most bleachers are on some sort of hydraulic mechanism, allowing them to extend or retract, though stationary and permanent bleachers are known to exist.

### Basketballs

Occasionally, basketballs can be found on the courts. Some of these basketballs are completely solid and immovable. It as though they are made of a super dense material, completely solid all the way through. Hitting the ball does not make a hollow sound that one would expect from a basketball, rather it sounds like solid concrete of infinite weight. No one has been able to move one of these special basketballs. Regular basketballs can be interacted with as normal.
## Lights Out Event

Level 17 is completely devoid of any entity. Despite being entity free, there is one hazard present that poses a significant threat to any wanderer. The Lights Out Event can only occur in a gym with wooden floors, lacking any superdense basketballs. If a wanderer is in an area without hardwood floors, they are safe from this event.

The first sign of this event is the sudden silence from the buzzing lights. After a few seconds, the lights will die, row by row until the gym is pitch black, void of any light from above. The floor will begin to creak and groan. Suddenly, audible snaps and cracks fill the area as floorboards violently dislodge themselves, curling upwards. The boards, like constricting snakes will lunge towards the wanderer with blinding speeds.

These floorboards strike the wanderer with great power, often knocking them unconscious or breaking bones in the process. The boards continue to wrap around their victims and squeeze the life from their bodies. Eventually, the wanderer is overwhelmed as the floorboards anchor the wanderer into the floor where they disappear and become part of the gym forever. They are never heard from nor seen, ever again.

Recovered footage of these events show that the gyms do reset themselves after a Lights Out Event occurs. These events are not common, but they are not rare. It is advisable that if a wanderer stops hearing the buzz from above, they need to run to the nearest door as fast as possible. Even bleachers are not safe as the wooden serpents will drag a wanderer to their death.

## Isolation Effect Implications

Wanderers that enter level 17 experience an isolation effect. This means a wander cannot sense or interact with any other wanderer. Even if wanderers travel together, they will separate upon entrance of level 17. There are no **Entities** present on level 17. There are no **colonies** nor **outposts** due to this isolation effect.
## Entrances and Exits

### Entrances

* Wanderers exploring level 0 can find sets of large double doors with the word Gymnasium in large font above, on the wall. These doors are locked but they can be broken into, or a key can usually be found somewhere in the hallway near the doors.
* Entering a glass door in Level 1.4 will lead you to level 17.
* If a wanderer completes a performance on level 16 and adjusts the PA system, they will no-clip through the console and end up in a bleacher on level 17.

### Exits

* Ripping down a padded safety mat can sometimes reveal a hole in the wall. If a wanderer goes through this hole, they will end up in level 1.
* Attempting to tear through the carpet on a rare, carpeted court will cause a wanderer to no-clip. They will end up in level 18.
* Rarely a wanderer will find a glass door leading outside. This door will lead a wanderer to level 4.

**Credits**
Author:TheDadams

Photos: Free Stock Images or AI generation.