Level No. 1.1 "The Hospital"

## **Level 1.1, Survival Difficulty Class: Unsafe, Secure, Medium Entity Count**

Level 1.1, also known by it's nickname as "The Hospital" is the first sub-level of The Labyrinth. Note, Level 1.1 is not the only hospital-themed level.

## **Description:**

Level 1.1 is one of the levels people who have no-clipped out of reality have a high chance of spawning in, like Level 1, and other levels.

Level 1.1 Is a level with randomly segmented hallways and rooms, with white linoleum tile floors, occasional wooden floors in lobby/receptionist-like areas, white ceiling, with hum-buzzing LED office lights. There are many long hallways and in Level 1.1, as well as wooden doors that lead into hospital rooms, and one may find medicine and other supplies to heal themselves with. One may also find stairs and elevators in Level 1.1

## **Areas:**

There are no exit doors, meaning you cannot go outside Level 1.1. Attempting to no-clip out of Level 1.1 may lead to other levels.

### **Hallways:**

The Hallways of Level 1.1 are reminiscent of a normal hospital seen outside of The Labyrinth. The Hallways have white ceilings with buzzing office lights, white walls, and white linoleum tile floors. Sometimes objects like fire extinguishers, fire axes, and fire alarms can be found on the walls. Fire extinguishers and fire axes have a potential to be used as melee weapons, but it is more recommended to use fire axes than using fire extinguishers. The hallways are declared as the most dangerous spot in Level 1.1, because although encounters of entities are rare in this level, entities are mostly encountered in the hallways. To access fire axes, they will be mounted inside of a glass case in the wall, and the glass must be broken to be able to use the fire axe.

Obtaining fire axes may be a risk because the sound of the glass case shattering may attract the attention of nearby entities, but with the fire axe equipped, and depending on the person’s strength, terminating entities with the fire axe may be a hard task, or a piece of cake if one has enough confidence. Pulling fire alarms is not recommended, because it can attract nearby entities. Once pulled, fire alarms will sound for at least 5 minutes, until shutting off. Fire alarms will also sound if the smoke detectors detect the smell of smoke, or fire. Pulling fire alarms can be sometimes beneficial in cases where you need to get to a certain area, but there is an entity, or a group of entities in your way, you can turn on a nearby fire alarm, hide, and the entities will run away, trying to find the source of the alarm, allowing you to travel safely without encountering entities for a bit.

### **Hospital Rooms:**

The Hospital Rooms in Level 1.1 appear to be reminiscent of normal hospital rooms in the real world, they contain medical supplies such as first aid kits, medical beds, patient monitors, etc. Most Hospital Rooms in Level 1.1 contain normal pill containers, but ALWAYS avoid pill bottles with red caps that smell like blood. A very good percent of the time, Hospital Rooms are safe to stay in, and sometimes you might encounter another person in a Hospital Room, and it is always advised to help and team up with other survivors if you trust them, and they seem kind and don’t pose a threat to your safety. Very rarely, you might find an entity in a Hospital Room, and to be on the safer side, put your ear against a door and if you hear any odd noises, trust your gut and walk away.

It is not recommended to call out to try and come into contact with anyone if you think they are inside of a Hospital Room, as your voice may attract entities. Hospital Rooms have a chance of containing items like a variety of canned foods, drinks such as water or fruit juice, and sometimes soda bottles or cans. Some Medical Supplies found in Hospital Rooms can be used as improvised weapons in some cases, such as canes, crutches, scalpels, and even bonesaws.

### **Lobbies/Receptionist Areas:**

Lobbies (Or Waiting Rooms) in Level 1.1 are large rooms with furniture such as chairs , couches, and tables. Vending machines for food, snacks, and beverages, are located primarily in the lobbies, which after testing, are safe to consume, but most vending machines have their screens broken so survivors wouldn’t have to pay for their food and beverages. Also relating to food in the lobby, they all have microwaves, plastic plates, bowls, and eating utensils. One thing about lobbies is that instead of having white linoleum tile floors, they have wooden floors. Lobbies are areas where the most people are found, as they have formed colonies and most of the time, are kind and willing to help out lost travelers and provide them with food and shelter.

Colonies stationed in lobbies are known to barricade entrances to the lobby with furniture such as chairs, couches, tables, and in some cases, even broken vending machines are used to block hallways from entities. Some Lobbies will just be a pair of doors that will lead to a lobby, with some chairs, tables, coaches, vending machines, and microwaves. Any vending machine found in Level 1.1 are safe to get food from, but they have anomalous features such as being able to regenerate the food that has been taken within a period of a few hours, the method is unknown, and seems to be instant.

## **“The Bloody Pills”**

Located in Level 1.1 are what appear to be many normal pill containers, but avoid pill containers that have red caps and have a smell similar to blood. If consumed, the consumer will experience symptoms such as diarrhea, dizziness, headache, nausea, seizures, stomach pains, vague or vivid hallucinations, and in very rare cases, may become an Insanity. Also in very rare cases, these “Bloody Pills” can result in cardiac arrest, internal bleeding, or even death, whether being instant death, or death within a few days, but with the right medicine and care, the victim can be saved. Symptoms will usually occur instantly, after 12 hours, to a day, 3 days, or the longest time without symptoms experienced is a week.

They got their nickname of “Bloody Pills” because of their smell similar to blood, and their symptoms.

## **Colonies & Outposts:**

### **The Hospital Staff:**

The Hospital Staff is a group of around 50 or so medical staff members, ranging from doctors, nurses, receptionists, etc. In previous interviews, the staff members said they are unfamiliar with the layout of the hospital of Level 1.1, and they are all from different states and countries after no-clipping into The Labyrinth. Nonetheless, this large group of medical professionals are very friendly and are ready to help if someone is injured, and will provide support such as food, water, and shelter for those in need. The Hospital Staff reside on Floor 6 of the macro-sized, 7-story hospital.

### **M.A.C. Base “Clinic”:**

M.A.C. Base “Clinic” is a large group of around 500 soldiers and 200 medical professionals from the Major Adventurer Corporation (M.A.C.) that patrol Floor 7 of the hospital of Level 1.1, and are very friendly, and they go out on missions to check for survivors in need.

### **Numerous Lobby Camps:**

On some of the lobbies or waiting rooms of Level 1.1, there are groups of survivors that had decided to team up, and as of now, most of them are friendly and are willing to trade with other survivors and provide food and shelter.

## **Entities:**

Entities that are known to roam Level 1.1 are: Clumps, Dullers, Hounds, Facelings, Skin-Stealers, Bursters, Transporters, Insanities, Wretches, rarely Screamers, and many other entities that will be documented at a later time. Partygoers are also known to roam around this level, but there were less than 10 reported sightings of them, and are considered very rare. If a Partygoer is encountered, turn the other way, and run until you no longer see the Partygoer, or hide.

Despite the large variety of entities that roam Level 1.1, they are rare to come across. Survivors may also sometimes come across what appears to be Insanities that are killed, and crucified in Level 1.1. It is a bit of a "Tradition" for a group of Survivors, or rarely, even single survivor, to torture entities.