Level 14

## Level 14: "The Military Hospital"

### Description:

**Level 14** resembles a derelict, long-abandoned military hospital seemingly from the first or second world war. The blue, tiled walls of its unending rooms are covered in dirt and reek of blood and vomit. The wood ceiling is rotten and even caves in at some places, but no escape can be found through that avenue. Much of the floor is wet, even flooding some rooms, and an unending emergency alarm can be heard loudly blaring at all times. Occasionally, cabinets with syringes and first-aid kits can be found. It is not recommended you use these first-aid kits, as they have exhibited unusual results. Many section of the walls in **Level 14** are covered with graffiti. Most of this graffiti is either indecipherable or completely nonsensical and is believed to be a natural feature of the level rather than anything left by wanderers.

The only entities on the level are a series of ghost-like figures who resemble patients and hospital staff. Many of these exihibit extreme deformities in ways that cannot exist naturally in humans. Apart from that, the only other entity that can be spotted roaming around **Level 14** takes the appearance of an old school nurse, zombie-like in appearance. Her legs have seemingly been amputated at some timeframe, with the functions replaced with an old antique balacing scooter.

Though both of these figures occasionally seem to be aware of the presence of wanderers, there is no way to interact with them, as any attempts will cause you to simply these through them.

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.

### Colonies and Outposts:

#### The Hospital Society:

Due to the difficulty in exiting **Level 14**, the Hospital Society was founded by a wanderer who insists on being called "Hugor" to help wanderers find their way out. The Society currently hs 12 members who all entered the Backrooms between 1940 and 2006. They also often gather medical supplies and give them to passing wanderers.

### Entrances and Exits:

#### Entrances:

* A glowing blue wall in Level 13.
* Staircases on Level -2 may bring you here.
* Knock down a section of rotting drywall in Level 0.1.

#### Exits:

* To leave **Level 14**, you must follow some arrows on the floor pointing to the main hospital exit. Exiting this way leads you back to Level -2.
* Going through a rare futuristic-looking door will lead one to Level 15.
* Traveling too far into the hospital may lead one to Level 16.