Level 14.6 is the 6th level between Level 14 and Level 15 of the backrooms.
Contents
Description
A photo of the level, with the floor boards caving in.
Level 14.6 resembles a old abandoned military hospital, in a advanced decaying state. It has white walls, windows with white light shining out that are whited out, with the wallpaper tearing off and mold growing on it. The floor is made of concrete and has a excessive amount of cracks, and has the occasional pit of caved in concrete leading to a dark pit where light isnt observeable. The roof is made out of decaying wood, with lighting fixtures that occasionally flicker. There are objects that are out of place of the date of Level 14.6's design, that seem to be "futuristic". The presence of these objects indicating the level is Level 14 transitioning to Level 15. The main property of this level is its state of disrepair. Serveral holes in the wall lead to cave-like levels, more specifically Level 8. The damaged parts lead to many different parts of the level, and other levels. Another aspect is its futuristic technology, mostly found deep into the level. It serves as a threat, and many other things. The level has futuristic security measures, such as lasers. This level has pad locked doors, which lead to rooms with valuable supplies. A code for a door near the level's starting point is "4769" which opens to a room with a metal floor and walls, with supposedly restocking Almond Water and occasionally the more rarer Neon Water, with roughly a 1 - 1000 chance, which is usually in a corner of the room, left to the door; supposedly to make it seem hidden. Most pad locked rooms have properties like these. There are hidden rooms, usually found by hitting a object like a button or doing a specific action to reveal the room. A common way to find a hidden room is pulling books on bookshelves, which usually flip the bookshelf and reveal the room. The hidden rooms are simillar to padded lock rooms, and have worse or better items depending on how hidden it was, with bookshelf hidden rooms being in the middle of hidden room access dificultly.
A bookshelf hidden room enterance, with a specific red book being the button to enter.
Colonies and Outposts
The outposts in this level are varying in hostility so be aware.
Remodeling Outpost Omega
- Group will mostly trade if giving remodeling supplies, as they are low in those objects.
- Very friendly, and will ask if anyone can help.
- Will almost instantly recuit new members, due to the extreme lack of members, being only around 5.
- Has a large supply of non-remodeling items, due to mostly the lack of use; which makes this a good area to gain supplies.
- This outpost is most likely apart of the Backrooms Remodeling Co. , because of the same behaviors as it.
M.E.G. Base Iota
- This outpost is like many others created by the M.E.G. , being friendly to wanderers.
- This outpost has many supplies, which came from shipments and other ways.
- This base is very large, with 75 - 100 members, despite the hazards of this level.
- Its defenses are mainly from deeper within the level, which make it almost a safe haven from entities.
- Is willing to trade, mostly because of the amount of supplies overfilling the base.
Entities
There is almost none, aside from Hounds, and other common entities aside from SWAT variants of Counter Entities attempting to break in from windows and seal the level, using caution tape to transform it as a area under construction. Counter entities are only minor annoyances, because they will take wanderers out of the level into Level 11, which is horrible if you want to stay at Level 14.6.
Entrances and Exits
Entrances
- There is a 1 - 100% chance of Level 14.1 taking you here instead of the usual enterance to Level 14.
- Destroying the floor of Level 14 and going into the resulting pit will noclip you to the ceiling of Level 14.6.
- Going into military hospitals covered in caution tape will lead to Level 14.6.
Exits
- Going through the windows a Counter Entity has went through in roughly a timespan of 1 hour, you will be transported to Level 11 in a police station.
- Going into doors that say "Base Teleporter" will lead you to Level 15.
- Going into holes into the wall will noclip you to Level 8, or Level 9, Level 5, Level 873, Level 3890, and more.
- Some pad locked doors lead to levels that are mostly safe.
- Going into darkness pits will noclip you into Level 6.
- Hidden rooms that are entered by bookshelves sometimes lead to Level 5.