Level 16

## Level 16: "J. Barry Mental Asylum"

### Description:

**Level 16** appears to be an infinite, abandoned mental asylum. From what the design of **Level 16** entails, it appears that the level was "built" in the 2000's. Surprisingly, **Level 16** used to be *outside* the Backrooms, and in Reality. During sometime in 2003, the building that contained **Level 16** had mysteriously no-clipped through the ground, and fell into the Backrooms. Most staff members were converted to hostile Facelings in the process. The building's level number was then assigned as **Level 16**.

Walls in **Level 16** appear to be white, although some walls will appear to be blue. In addition, some walls will be both blue and white, and may change color randomly when one looks away, typically without notice. Walls will also contain some form of decoration, such as crosses. Lockers can be found in the hallways of **Level 16**, which usually contain hospital equipment. However, it is also possible to get Almond Water from a locker. Hospital beds will also block off some doors of **Level 16**, rendering some areas inaccessible.

The hallways of **Level 16** behave strangely. When one blinks, the hallway will have a chance of turning upside-down. If so, all objects on the floor will fall to the ceiling, crushing any wanderer below the object. If the wanderer does not get crushed, they will most likely get cramps or broken bones unless they can manage to land on their feet. Hallways may also have a chance to teleport a wanderer to a room, and they will also occasionally disappear, reappear or be created completely with the blink of an eye. If wanderers are in the hallway that has disappeared, they will end up falling into The Void. The views of the hallways from afar will have the walls gain a texture, which appears to be a horizontally stretched photograph of **Level 16**. Similarly, if you would see an entity from afar, it is actually close to you, and if you see an entity close to you, it's actually far away.

Break Rooms and Receptionists can be found in **Level 16**, usually behind doors. While these doors are blocked by hospital beds, these types of hospital beds can easily be moved. Each of these aforementioned rooms contain free, running Wi-Fi. The name of the Wi-Fi network is called "JBarryAsylumGuest", and the password is known as "3312003", which allegedly is the date that **Level 16** fell into the Backrooms. Some wanderers have reported an unsecured network known as "JBarryAsylumStaffMember", which does not require a password. To use the network, one must factory reset their device, and log back into their account. It is advised to pick the Guest network, since the Staff Member network is highly risky, and could result in loss of documentation of levels that you have discovered.

**Level 16** contains a significant mental hazard, where one will enduce Schizophrenia-esque hazards. During the time they have the Schizophrenia hazard, they will hallucinate Reality, abliet with a high amount of anomalous properties. Humans may randomly float, entities may appear, and reality itself can become twisted in all sorts of ways. If one were to avoid doing or looking at certain things in this reality, the sanity drop will be reduced. However, it is very difficult to control oneself in this reality. After a set amount of time in these Schizophrenia hazards, one will end up in a completely random area of **Level 16**. Similarly, hallucinations are also common as well, usually taking form of movement in the peripheral vision of your eyes. Regardless of what mental hazard is taking effect, they can provoke massive sanity loss. In addition, Almond Water can only reduce the severity of the effects temporarily.

### Entities:

So far, the only known entities are Windows, hostile Facelings, and Smilers in dark areas. However, from recent researches, it has been revealed that **Level 16** is absolutely infested with Wretches.

### Colonies and Outposts:

Both of the bases in **Level 16** have adapted to the level's hazards and environment.

#### M.E.G. Base "Asylum Archivers":

* A M.E.G Outpost situated in a break room. The exact break room that M.E.G Base "Asylum Archivers" is located in varies for every wanderer.
* Somewhat guarded.
* Willing to trade. However, they usually only trade for hospital equipment.

#### The Faced Ones:

* A group of black staff members, who somehow had remained as normal people when **Level 16** fell into the Backrooms.
* Consists of 11 members. 3 have ended up dying, most likely due to entity attacks, natural cases, or suicide.
* Have set up an outpost in the cafeteria.
* They tend to hoard weapons, usually tasers, for their own personal taste.
* So far, they have ignored all attempts at interviews. As such, communication with the Faced Ones has not been done.

### Entrances and Exits:

#### Entrances:

* Travelling too far in Level 14 may lead one to **Level 16**.
* Going through a hospital door in Level 15.

#### Exits:

* Random doors may lead back to Level 14.
* Various factors may cause the hallways to fade into Level 17.
* Going through a doctor medical office door may lead to Level 4.
* No-clipping through a mixture of sand, snow and grass on the floor will lead to Level -16.