Level 14

What's behind that door?
Survival Difficulty: Class 4
》Unsafe
》Unstable
》Dangerous Entities and Hazards
Level 14 is the 15th level of the Backrooms.
Description:
Level 14 takes the form of a regular, well-equipped hospital comprising infinitely segmented areas that contain shadowy hallways and unsettling rooms. Once someone enters the level, they will hear the constant sound of distant footsteps and whispers, which can cause disorientation and unceasing paranoia. The air is reported to be heavy with the scent of antiseptic and decay. Throughout their journey, they will be hunted down by hostile entity known as The Hunter. 
It is theorized that a colony used to live in Level 14 as various remnants of civilization can be found in the level. It is unknown why the colony's existence withered away, but the most popular theory is that The Hunter ended up killing the inhabitants. The name of this colony was later revealed to be T.14.R.G. (The Level 14 Research Group). Its main objective was to gather as much information as possible about Level 14.
In rare cases, the old, rusty hospital equipment in Level 14 may suddenly spring to life, malfunctioning and causing harm to anybody nearby. These include faulty machinery, flying scalpels, stethoscopes, and syringes, among other things.
Certain floor tiles of Level 14 may collapse and give way unexpectedly, revealing hidden passageways or leading wanderers to plummet to their deaths. It's vital to tread carefully and pay attention to the ground. If there are any signs of instability, the best thing to do would be to run away as fast as possible away from the area.
Some of the rooms in Level 14 are contaminated and filled with toxic, radioactive substances, cuasing hallucinations, disorientation, fear, and even memory loss. It is of importance to identify and avoid these rooms to prevent becoming lost or experiencing worse effects, which typically result in death. A common tip given when discussing the level is to check through windows into the room, as it can be easier to figure the safety of it. Although, you still must keep in mind that windows can be entities in disguise.
There are a few different types of rooms in the level. Below is a list of all types of rooms.
Reception Rooms
Reception rooms, or waiting rooms, are barren, mostly empty segments in which all of Level 14's entrants will first arrive. Housing little more than an ovular reception desk, a handful of chairs, and a lamp, reception rooms are reported to emanate a sense of discomfort, setting the mood for the rest of the level. Bandages, antibiotics, and painkillers are often found at the front desk, and crumpled magazines and brochures of unusual contents lie on the seats, as well as musty soft drink bottles, some with stale contents inside. Located in the back is a large, stained glass, revolving door, depicting nothing beyond, acting as a "spawn point" of sorts. These compartments may never be entered again once left.
Surgery Rooms
The surgery rooms found in Level 14 can vary in numerous different factors; size, amount of decay, abandonment, and age. More often than not, one will find nothing but a tilted hospital bed and a surgical light. These rooms may be overrun by mold or vegetation, shelves full of old and damaged surgery equipment, or sometimes, even little kid posters. Growing moss/plants can be found growing on old test tubes containing any form of liquid, though uncommonly. Doors to these rooms will often be found closed, rarely locked, though surgery rooms are much harder to find due to the vast expansiveness of Level 14.
Inpatient Rooms
Inpatient rooms include medical, intensive care, behavior, and maternity units. Each room has unique facets, but commonalities among each include hospital beds, desks, cabinets, and various medical equipment, all a blinding white shade, apart from the sparse corrosion and moss. These segments are some of the only areas containing (shattered) windows of sorts, which exhibit nothing but blackness on the other side, just like the reception room entrance door. Equipment is situated as if while being used, in a manner insinuating that previous, theoretical inhabitants of the level abruptly disappeared due to an unknown tragedy.
Storages
There is nothing particularly significant about the storage rooms, apart from their architecture. A key differing factor is the fact that the walls appear to be asymmetrical and appear almost thrown together. Aside from the construction of the walls, the only notable thing inside these rooms is the extra supplies..
Torture Chambers
Torture Chambers consist of a corroded, threatening atmosphere, with rusted stretchers stacked atop each other, a dark substance confirmed to be blood dripping down the walls and ceiling and a lining a shattered marble floor. Metallic cabinets containing an eerie quantity of stainless knives and razor blades haphazardly line the walls. These chambers are theorized employed by The Hunter for malicious purposes. Unconfirmed reports have claimed The Hunter will drag those who wander too close to his grasp onto the beds and assassinate them through slow and wretched means. Torture Chambers indicate that The Hunter is drawing near — avoid them at all costs and under no circumstances should they be entered.
To ensure survival, it is highly recommended that when navigating through Level 14, stay alert, be cautious, and try to avoid dangerous situations.
Entities:
Additional Information:
Colonies and Outposts:
The Level 14 Research Group
 
*All members presumed deceased
* Consisted of a large team of researchers
*Their main objective was to find out as much information about Level 14 as possible
*They had a stockpile of supplies
Entrances and Exits:
Entrances
*Most wind up here by pure chance.
Exits
*Going through a rare futuristic-looking door will lead one to Level 15;
*Entering a door with an exclamation mark painted on it will lead to Run For Your Life!
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Category:Levels
Category:Class 4