apeirophobia level 14

Apeirophobia level 14

After completing Level 13 and escaping the chaos of the Funrooms, you'll move on to one of the most difficult of the Chapter 1 levels: Level 14, the Electrical Station.

Welcome to the Apeirophobia Wiki! Please read the Wiki Rules and take a look at the Wiki Templates before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly. Level 14 the fifteenth Level is gigantic, a fact which ranks it as one of the largest Levels in the game, and it is a complete headache to navigate. The Level starts inside a hallway. Walking forward and turning left will present you with another hallway, which itself divides into a few other hallways. The start of this Level is a long hallway with yellow tiled walls, a dark gray tiled floor, yellow lights on the top of the left wall, pipes on the ceiling and at the end of this very hallway there is an opened gate that you can go through, going through will reveal a series of long hallways and rooms, but will also reveal a Locked Room which contains the Computer needed to escape, the Locked Room's door is an Electric Door that will only open once the Electric Box next to it is messed with, this is described more in the Mechanics section.

Apeirophobia level 14

Level 14 appears to be an expansive complex of thin brick hallways and electrical machinery. Countless randomly segmented rooms are present across the level in no particular pattern. It contains storage rooms, boiler rooms, break rooms, and a main room with levers. There is a gate at the start which you go through to see the rest of the level. There are a lot of objects scattered around the hallways and rooms. It has almost a maze like structure to it, leading to a bunch of dead ends, loops and doors. The foggy yellow lights and repeating doors can allow you to get lost through the map. There is also an alarm system, much like Level 6. It causes loud alarms to go off, and the once yellow lights to flash red, leaving a more tense atmosphere. There are a few arrows scribbled in a black substance, like Level 0 , that help you navigate throughout.

Every time that the entity of this Level the Stalker jumpscares you, the alarms will turn on and the lights will start blinking red with an annoyingly loud sound along with it, once the alarms go jerk meaning in slang you will have to make your way to the Lever Room and flip all 3 levers, if you do so on the next jumpscare you will not die, apeirophobia level 14, but if you do not flip the levers in time and get jump scared, you will die and get 1 life taken away. After the first hallway, on the wall you will find a Note, this Note shows the player thinking about a Screwdriver and Bolt Cuttersthe Note indicates that the Apeirophobia level 14 is used for an electric box which means unscrewing the screws on the Electric Box and it also indicates that the Bolt Cutters are needed to cut wires, after all of that there is an opened door labeled " Computer ", meaning that inside the room there is a Computer which is your key to escape, apeirophobia level 14.

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Apeirophobia is an incredibly addictive and scary Roblox horror game. It is based on a creepypasta about a parallel universe called Backrums, which is inhabited by many dangerous Essences. Players have to look for a way out of various levels. On each, you can expect different obstacles and maybe even monsters. And in this guide, we will tell you how to beat level 14 in Apeirophobia. Each level in Apeirophobia is unique. In some, it will be enough for you to run to the end of the corridor, and sometimes you need to stray in the maze for a long time. And Level 14 belongs to the second type.

Apeirophobia level 14

Welcome to the Apeirophobia Wiki! Please read the Wiki Rules and take a look at the Wiki Templates before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly. Level 14 the fifteenth Level is gigantic, a fact which ranks it as one of the largest Levels in the game, and it is a complete headache to navigate. The Level starts inside a hallway.

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Welcome to the Apeirophobia Wiki! Don't have an account? Going to the left further at the end of the first hallway will lead to a second Note, this Note is very messy but you can see that the player is walking in a hallway and then a monster shows up and scares the player this monster is most likely the Stalker , after that jumpscare, the alarms go "wee woo" meaning that they have been turned on, the Note then shows that if the player flipped down 3 levers, they would be safe from dying on the second jumpscare but then the Note also shows that if the player didn't flip any levers, on the second jumpscare the player would drop dead. He will teleport in random spots hoping to have you look at it, even if you did look down while looking in the rooms if your avatar is facing the Stalker , he will still get you. Don't have an account? There is a gate at the start which you go through to see the rest of the level. There is also a part in this Level that has white tiled walls, the same dark gray tiled floor and the same pipes on the ceiling but from the other part it has white lights instead, the start of this part also has the exit at the right of the part's entrance after going further the walls will go back to yellow tiled walls, the floor will stay the same and so will the pipes but the lights are now back to yellow. Every time that the entity of this Level the Stalker jumpscares you, the alarms will turn on and the lights will start blinking red with an annoyingly loud sound along with it, once the alarms go on you will have to make your way to the Lever Room and flip all 3 levers, if you do so on the next jumpscare you will not die, but if you do not flip the levers in time and get jump scared, you will die and get 1 life taken away. Abby Smith Abby Smith is a super nerd and video game fanatic who grew up playing games on a variety of platforms. The map of Level Current Wiki. One constant that is seemingly universally maintained throughout Level 3 is the piping that lines the walls and ceilings of the strange labyrinth. Current Wiki. Please read the following rules before commenting:.

After completing Level 13 and escaping the chaos of the Funrooms, you'll move on to one of the most difficult of the Chapter 1 levels: Level 14, the Electrical Station. While the puzzle isn't too complex, this location is one of the largest and most maze-like places you'll encounter in Apeirophobia.

Even though you've unlocked the exit, you'll still need to find your way there. Going to the left further at the end of the first hallway will lead to a second Note, this Note is very messy but you can see that the player is walking in a hallway and then a monster shows up and scares the player this monster is most likely the Stalker , after that jumpscare, the alarms go "wee woo" meaning that they have been turned on, the Note then shows that if the player flipped down 3 levers, they would be safe from dying on the second jumpscare but then the Note also shows that if the player didn't flip any levers, on the second jumpscare the player would drop dead. There is also a part in this Level that has white tiled walls, the same dark gray tiled floor and the same pipes on the ceiling but from the other part it has white lights instead, the start of this part also has the exit at the right of the part's entrance after going further the walls will go back to yellow tiled walls, the floor will stay the same and so will the pipes but the lights are now back to yellow. More Content. A strange door that seems to lead nowhere. Level 14 the fifteenth Level is gigantic, a fact which ranks it as one of the largest Levels in the game, and it is a complete headache to navigate. The inspiration for Level Looking for more Pro Game Guides Roblox content? Apeirophobia Roblox Wiki. You'll have to look in each individual room to try and locate them; they are outlined in a white light to make them stick out from the environment. To escape, you have to find a screwdriver and bolt cutters to be able to go and open and cut wires on the electrical box you find at the spawn. This especially helps when the Stalker finds them, or when they cut the wires to the electrical box. Level 14's exit.

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