Level 14 (2024)

Difficulty Level 3

Level 14 (1)

》Completely safe if looking down.

》Takes quite some time to beat.

》Lethal entity, but with second chances.

》Medium in Solo, Easy in Duos/Trios.

Level 14 (2) Overview

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.

Level 14 (3) Description

Start[]

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. These hallways will still have the same yellow tiled walls and dark gray tiled floor as the last hallway, pipes on the ceiling, long bars on the floor, arrows pointing to a direction, and chairs and sometimes they will be stacked or lying on the floor, small bins and they will also contain yellow lights on the top of a random side on walls, going to the left after the long hallway you will find a room with a chair, a bin behind the chair, a shelf with boxes on it and this room you will be able to find on random parts of the map, they can be entered without a door, just a hole in the wall.

Lever Room[]

Going further to the left you will find a smaller hallway compared to the ones on this Level, leading you to a big room containing 5 generators, 2 having a red tint and the other 3 having a blue tint, this room also contains long bars on the floor, a ladder on the floor and chairs with some lying on the floor, fans on the walls, shelves with boxes on them, two shelves that have fallen which also had the boxes fall onto the floor, some boxes are either wooden and painted white or wooden and painted red or plastic and painted green or plastic and painted with the color of olive and all them are empty, the most important part about this room is the levers, there will be a big arrow pointing to 3 levers and they are essential to this level, the use of the levers is explained more in the Mechanics section on this page.

Rooms[]

Each room has the same yellow tiled walls, and dark gray tiled floor but no pipes on the ceiling the ceiling is gray and there will still be lights on the top of a side of the room.Some rooms can contain some chairs, some shelves with boxes on them, a table, a Computer that can be either turned off or turned on, and even if it is turned on you cannot interact with it at all and sometimes there is some text on the wall, t he text on the wall in the Electric Room seems to say "CMD = Y".

Second Part[]

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.

Exit[]

Once you figure out the puzzle and insert "y" on the Computer in the Locked Room, a gate will open up at the second part with white tiled walls, this gate will reveal a long hallway with white tiled walls, the same dark gray tiled floor, white lights on the top of the left wall and the same pipes on the ceiling, this hallway will contain a stack of boxes at the start and a ladder in the middle and then it will lead you to a big door that shows you only darkness, the darkness is your exit.

Level 14 (4) Objective

There is a locked electric door at the end of the first hallway, which has a gray electric box on the wall with black screws on each corner of the box, this box is on the right of the door and you will require a Screwdriver to remove the screws on each corner of the box, and then once you have opened the box, it will reveal 10 different colored wires which will have you need Bolt Cutters to be able to cut the right wire, cutting a wrong wire will trigger the alarm so if that happens just start cutting all of the wires, once you did cut the right wire the alarm will turn off and the electric door will open revealing a room with a turned on Computer, on this Computer you will be able to insert "y" and open the exit.

Level 14 (5) Mechanics

Alarms[]

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.

The Stalker's chances[]

The Stalker will give you two chances, if he gets you without the alarm on, he will turn the alarm on and not kill you, but if he gets you again with the alarm on, he will kill you and waste one of your lives. Each time the alarm is reset, the Stalker's chances will go back to its original number.

Level 14 (6) Entities

Stalker[]

The Stalker is the only entity in this Level, but he is quite hard.
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.

Level 14 (7) Notes (3)

1st Note[]

After the first hallway, on the wall you will find a Note, this Note shows the player thinking about a Screwdriver and Bolt Cutters, the Note indicates that the Screwdriver 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.

2nd Note[]

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.

3rd Note[]

On a random corner of the map, there will be a small thin hallway with gray walls, leading to a chair with a Camera on it, but there will be also a note on the left side of the hallway, this note shows a man (most likely named: "Clammy" as when you pick up the note the game gives you a small temporary text at the bottom of the screen saying: "CLAMMYYY") with a hat with stripes, this man is wearing a jacket with a t-shirt underneath and he is making the ok sign with his left hand, this man has a desperate tired look on his face.

Level 14 (8) Origin

Level 3[]

"Level 3, also referred to as "The Electrical Station", is an expansive complex of attenuated brick hallways with electrical machinery scattered throughout. Similarly to Level 0, the layout of Level 3 appears to be randomly segmented, shifting and warping in many directions, most of which are illogical in appearance. One constant that is seemingly universally maintained throughout Level 3 is the piping that lines the walls and ceilings of the strange labyrinth."

Level 14 (9) Tips

  • Try to memorize the corner where the start is, as the start is very close to rooms like the Lever Room, and the exit.
  • The Exit will always be to the left of the start, just keep going that way.

Level 14 (10) Trivia

  • Level 14 is based on Level 3 from the Backrooms Wiki.
  • Level 14 has a black, unanchored part in an obscure room which flops about everywhere, due to it not being anchored.
  • The "CLAMMMYYY" note is a reference to one of the owners of Apeirophobia, WarClam.

Level 14 (11) Entrance and Exit

Entrance[]

After going through the opened door in the Theater in Level 13, it will transport you to this Level.

Exit[]

After inserting "y" on the Computer in the Locked Room, a gate will open up in the second part leading you to a long hallway, going to the end of this hallway and going through the door will transport you to Level 15

Level 14 (12) Gallery

Level 14 (13)

Main Hallway

Level 14 (14)

Power Room

Level 14 (15)

Levers

Level 14 (16)

Random Room

Level 14 (17)

’NO ESCAPE’ Room

Level 14 (18)

Exit Entrance

Level 14 (19)

Exit

Level 14 (20)

First Note (1/3)

Level 14 (21)

Second Note (2/3)

Level 14 (22)

Third Note (3/3)

Level 14 (23)

Level 14 (2024)

FAQs

Is there level 15 in Clash Royale? ›

To get to Elite Level, you only need... You get this new Magic Item from extra copies of your Level 14 cards. All upgrades from level 14 to 15 will require 50,000 Elite Wild Cards. No Gold!

How to get level 14 in Clash Royale? ›

Quick Guide: Unlocking Level 14 Cards

First off, to level up your cards in Clash Royale, you need to collect duplicates of the same card and use gold. Once you have enough duplicates and sufficient gold, you can upgrade your cards to higher levels, including the sought-after level 14.

How many common cards do you need to upgrade to level 14? ›

It's a lot, I mean to level up a common card 13 → 14, you need 5k cards and 100k gold.

What is the maximum level of Clash Royale? ›

Max Level is gone, say hello to the ELITE level. Elite is the highest level that a card can reach. You could say it's the Max Level... but it doesn't sound as cool. When a card reaches Level 14, any extra cards of that type will be converted into Elite Wild Cards.

Does the book of cards work on level 14? ›

Magic Items can also be converted to Elite Wild Cards, once you have upgraded all the cards of the same rarity as the Magic Item to level 14: Book (regardless of rarity): 5,000 Elite Wild Cards. 1 Common Wild Card: 1 Elite Wild Card. 1 Rare Wild Card: 5 Elite Wild Cards.

How much does a level 14 Pekka do? ›

Statistics
LevelHitpointsDamage per second
124,136498
134,535546
144,982600
155,475660
6 more rows

How much XP does level 14 card upgrade give? ›

BlueGreenReds points out that upgrading level 14 cards to elite level grants a whopping 50k experience points each. So, if you want to level up quickly, focus on those level 14 cards and make them elite!

What level is King Tower 14? ›

Level 38 unlocks a new chest cycle. It also increases the level of your King Tower to 13. Level 42 unlocks a new chest cycle. It also increases the level of your King Tower to 14.

What does pekka stand for? ›

The name "Perfectly Enraged Knight Killer of Assassins" was the winner. The person who submitted the acronym was called Víctor in the Facebook announcement.

Is the super mini pekka real? ›

The Super Mini P.E.K.K.A was a temporary Legendary card, only available in certain Events.

Is there level 16 in Clash Royale? ›

Getting your cards to level 16 in Clash Royale involves a bit of play, strategy, and some patience. First things first, you need to collect enough cards and gold to upgrade your chosen card.

What is considered high rank in Clash Royale? ›

Community Consensus on Top Ladder

The Clash Royale community seems split on what defines a top ladder ranking. While some players believe that medals above 2000 signify top ladder status, others argue that it's more about achieving badges for finishes rather than raw rankings.

How to get level 15 King Tower in Clash Royale? ›

Level 54 unlocks an additional Evolution slot. It also increases the level of your King Tower to 15.

What is arena 15 called in Clash Royale? ›

Miner's Mine

How much XP does level 15 upgrade give in Clash Royale? ›

They advise players to focus on upgrading a single card to level 15. This strategy can yield a substantial 50k XP boost. They also mention using the Princess Tower card upgrade to gain an additional 50k XP. By prioritizing these specific card upgrades, players can make significant progress toward level 15 King Tower.

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