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Stop Right There! Please do not edit The Hospital (Floor) without permission from the author, unless you're a staff of this wiki! Doing so will lead to a report to a moderator/admin. However, you can add categories to this page. |
The Hospital (Floor) is currently under construction! This article is in a state of incompletion, it will be finished soon. |
Everything on here is created by Edit Anonymous or was part of the original DOORS game. I will not be adding anybody else's ideas here, sorry! :(
The Hospital is an alternate universe to the DOORs universe. It can be entered by "no-clipping" through a wall in The Infirmary in the original DOORs game. The no-clipping is actually just walking through an oddly glitched spot in the wall. After the first no-clip, The Hospital can be chosen to be played in the lobby.
The Hospital
This floor is something you might've seen before. The infirmary was a room in the hotel floor, providing the players a safe haven where they could heal themselves with green herbs and plenty of loot. Now, though, the Hospital serves an eerie and dark purpose.
The hospital only has ten discernable rooms (12 if counting the reception and basement), but each room is large enough to spend enough time in. The hospital also has many entities, almost none from the original floors.
Rooms
The Hospital's rooms are different in the sense that you must climb to reach each one. The goal is to reach Floor 10, the roof of the hospital, in order to win.
Floor 0: The Reception.
Player enters the reception area, finding it in disarray. There are no entities here. The player uses an elevator to go to the next floor, but it falls down to the basement.
The Basement
Player meets Puppy, their personal Guiding Light. This is a replacement for Guiding Light as it can not follow the player into the Hospital.
The Player also finds Chains chained up to the wall. The player must find nine Warding Palettes and place them in the correct order in a circuit breaker to access the stairwell. However, when succeeding, Chains breaks free and chases the player up the stairs. If the player survives the chase, the player will enter Floor 1.
Floor 1: The Emergency Hall
A long, seemingly infinite hall with pale red lights overhead. There are doors off their hinges where the player can meet Eerie, the Hospital's equivalent of Hide. There are some rooms that have the doors still attached and going through them reveals empty hospital rooms where loot can be found. Beware, though, Morphine might be lurking behind these doors and ready to rush out of them. The player can also find Syringe Girl, who gives the player a free sample of her tranquilizer which can be used to stun entities. At the end of the hall, the player finds an elevator. It opens, revealing Severity who chases the player back to the end of the hall. If the player survives, they run up the stairs to Floor 2.
The Emergency Hall has about 50 rooms that can be entered and 50 that can not (due to Eerie or locked doors) making 100 rooms in total. Room 66 is Syringe Girl's room. All other rooms have a 10% chance to have Morphine spawn in them.
Floor 2: The Hospice
A seemingly small room with a glass coffin at the center. Here, Old Child is found holding a black key that opens the door behind her. If the player takes the key, Finding rushes through behind them and chases the player. The player will drop the key and must run into any of the four doors in the corner of the room. The lights shatter, submerging the player in darkness. The player must sneak up behind Finding and snatch the key from him, thus alerting him and needing to do quick work of unlocking the door and slamming it behind Finding.
The Hospice has five rooms: Old Child's resting place and the four rooms in the corners of The Hospice. There are other doors that are taken over by Eerie, making them not count as rooms. Finding can enter all of these rooms, so be careful!
Floor 3: Neurologics
This room is safe and will not harm the player. It is a small office room with a brain with glasses sitting in his own personal vat. His name is Brian. He quizzes the player on their brain skills with various things like trivia, reaction time, psych evals, and more. If the player fails three times, Puppy attacks Brian and eats him.
There are some offices that go off of the main room. These offices can be entered and looted but only if Brian's test succeeds as he can grant access to those rooms.
Floor 4: Dentistry
This room is a lot like the original Infirmary from Floor 1 in DOORS. The Dentist lives here and follows you around to make sure you do not steal loot from his office. Brace is another entity that covers chests that reveal the four-letter code to the door to exit to Floor 5. Breaking Brace correctly will open the chest but looting anything other than the code from the chest will make The Dentist become harmful and chase you away.
The Dentistry is one large room with small cubicles where patients are operated on. Chests are scattered around. The Skeleton Key can also be used here to open a special chest that contains the Herb of Viridis. Using the Herb, though, will anger The Dentist.
Floor 5: The Blood Bank
A boss room. When exiting the Dentistry, Chains runs over The Dentist and chases the player into the Blood Bank room. This room requires the player to parkour over a lake of blood and to the end of the room where Severity appears and chases the player back into Chains. Seemingly hopeless, the player cowers in fear but Puppy attacks Chains and pushes him into the blood. The player then must run from Severity but ultimately falls into the blood at the end of the room.
Floor 6: Construction Zone
After being sucked in by a vent in the Blood Bank room, the player wakes up to Miloh having saved them. Miloh is excited to see another human and invites them to play tag. If the player makes it all the way to the end of the hall without being tagged by Miloh, they win. If Miloh makes it to the end of his hall without being tagged, he wins. If Miloh wins, he gives the player a cardboard hat that limits their vision. Then, Miloh shows them the way to Floor 7.
After finishing tag, the player can enter the rooms that offshoot from the construction hall. These rooms can be looted from but have holes in the floors. Falling into these holes will activate Eerie.
Floor 7: Surgical Procedures
The player enters a small hall and is greeted by Chains in the surgical operations room. Puppy is chained to an operating table. Chains spits blood on the window thus giving the player the incentive to leave the hospital otherwise Puppy will be killed. Syringe Girl turns a corner, though, and pulls the player away from the window. She tells the player about the creature that was following them and points to Intestine, a gross-looking worm that goes up to the window and glares at Chains. She says that Intestine hates Chains and that, if the player can lure Intestine into the surgical room without being attacked, Chains could die and the player can save Puppy. When the player succeeds, Puppy is saved but is too scared to go on and cowers in a corner.
Surgical Procedures only has one room and a large rectangle-shaped hall that loops around it. The surgical room is large but has many obstacles in the way before the player can get to the surgery table, making it so Intestine can catch up to the player.
Floor 8: Nursery
The player enters another hall that curves into multiple paths, making it always have a fork in the road. The player is chased by Mother Ward, a large womanly figure that crawls through the hall slowly to get to the player. She spawns Little Babies that are much faster and, if caught up to the player, can slow them down. The player must make the correct turns without Puppy's assistance to make it out alive. The lights flicker in the wrong directions, though, hinting to the player where to turn.
There are rooms that shoot off of the Nursery but should only be visited once Mother Ward despawns.
Floor 9: Psychiatric Stairwell
A long set of stairs to Floor 10. Severity chases the player up the stairs and shoots at them at regular intervals. The player must duck to avoid getting hit and must also avoid the wires hanging from broken lights in the stairwell or else they will be electrocuted.
Floor 10: The Roof
At the roof, the player enjoys a nice serene scene of the outdoors but is ultimately pushed off the roof by Chains, falling down to who knows where.
Afterwards
After the roof, a credits scene plays with epic music in the background. A certain scene showcases FOREVER reviving the player and gifting them its powers.
The player will then enter The Cabin, the floor after the Hospital.
Entities
Entity Name | Appears in... | Description | Notes | Link |
---|---|---|---|---|
Brace | The Dentistry, rarely anywhere with chests or drawers. | Acts as a lock on drawers & chests in The Hospital. The player must do a quick-time event of pressing buttons (WASD) in order to carefully pry Brace off of the item. Failing the event will cause Brace to break and harm the player. |
|
TBA |
Brian | Neurologics | Brian is a brain secured in a glass vat that quizzes the player on their brain skills. There are quick-time events, trivia, etc. Failing will start the test over. |
|
TBA |
Chains | The Basement, Blood Bank, Surgical Procedures, The Roof | Chains is the main antagonist of The Hospital. He chases the player throughout the Basement and Blood Bank in attempt to catch them. In Surgical Procedures, he is harmless but threatens the player. |
|
Chains |
Eerie | Any with voided doorways or hiding spots | She will appear in voided doorways (rooms that can not be entered) or will act like Hide, pushing players out of their hiding spots. She deals 25 damage but will always show her face before attacking. |
|
TBA |
Finding | The Hospice | He will only spawn after obtaining Finder's Key. He will then chase the player until they are out of line of his sight and will take the key. The player must then snatch the key from his hooked leg without being seen. |
|
Finding |
FOREVER | After death | It will appear after a player dies, giving them advice on how to avoid the entity and giving them a chance to revive themselves by sacrificing an item. |
|
FOREVER |
Intestine | Surgical Procedures | It will follow the player closely, just slightly faster than the player and will strangle them if it gets close enough. It can enter hiding spots but will never instantly kill the player. The player must spam their keys in order to get Intestine free, thus stunning it for some time. |
|
TBA |
Miloh | Construction Zone | He is another human in the hospital. He will invite the player to play tag with him. If the player wins, they will be given a rare item (such as a crucifix, automatic rifle, tranquilizer gun, etc.) If the player loses, they will be given The Cardboard to wear for the rest of the game. |
|
TBA |
Morphine | Any floor with rooms that shoot off of the main room. | Morphine is a 2D entity that will rush out of a door if opened. He sometimes is in a dormant state, though, and will hide in a corner. By rushing out, he deals 25 damage to players. |
|
Morphine |
Mother Ward | The Nursery | Mother Ward is a large, humanoid woman that crawls through the intricate halls of the Nursery. She is awfully slow, but summons her children to slow down the player. |
|
TBA |
Old Child/Dementia | The Hospice | Dementia appears when the player takes too long to find Finder's Key which sits upon Old Child's corpse. Dementia will teleport around the room, trying to give the player the key. Each teleport will damage the player by 10. She will appear after 3 minutes. |
|
TBA |
Prions | Blood Bank | Prions are a type of fish that feeds off of blood. When the player falls into the blood lake, Prions will eat at them dealing about 2 ticks of damage until the player gets back on land. |
|
TBA |
Puppy | Initially spawns in The Basement, continues until Surgical Procedures. | Puppy is an entity that helps the player navigate through The Hospital. It will bark at items like keycards, chests, doors, etc. and will lead the player in the right direction during chases. |
|
Puppy |
Scaredy | Dark rooms (rarely) | Will spawn very rarely in The Hospital. Modifiers can give it it's original motive but otherwise acts as a jumpscare. |
|
TBA |
Severity | Emergency Room, Blood Bank, Psychiatric Stairwell | Severity is a secondary antagonist of The Hospital. She wields an automatic rifle that does 10 hits of damage to the player when shot at. The player must avoid her wrath. |
|
Severity |
Syringe Girl | Emergency Room, Neurologics, Surgical Procedures | Syringe Girl is a shopkeeper in the hospital. She sells items like bandaids, tranquilizers, crucifixes, and more. |
|
Syringe Girl |
The Cardboard | Construction Zone | The Cardboard is not a real entity though Miloh insists on it. The Cardboard somewhat blinds the player upon receiving it. |
|
TBA |
The Dentist | The Dentistry | The Dentist is a collector who HATES when people take his things. The player must follow The Doctor to certain chests with Brace on them and take a code from the chests and nothing else. If they take anything else, The Dentist will become violent. |
|
TBA |
Vertigo | Anywhere | Vertigo is a silly entity that is a reference to Edit Anonymous' OC. Vertigo is obtained via feeding Puppy a Dizzying Prism which has a 1 in 100 chance of spawning in The Basement. Vertigo will not aid the player but rather annoy them. |
|
TBA |
Walker | Anywhere that is dark | Walker will spawn in dark rooms and follow behind the player. If the player turns around without a light source, Walker will bite them, dealing 25 damage. Walker will run away if exposed to light. |
|
Walker |
Items
Name | Usage | Obtained by | Notes | FOREVER's Rating |
---|---|---|---|---|
Automatic Rifle | Will "kill" an entity. Obtained via crucifying or tranquilizing Severity. It will have a maximum of 3 bullets. | Crucifying or tranquilizing Severity. |
|
Helpful |
Bandages & Bandage Packs | Heals 10 health to the player. Bandage Packs will store up to 15 bandages for the player to use. | Purchasing from Syringe Girl for 50/300 gold OR found on desks or in drawers/chests. |
|
Helpful |
Batteries & Battery Packs | Charges flashlights or any light source (other than lighters and candles) | Found on desks or inside drawers/chests. | Helpful | |
Candle | Provides a small amount of light. Has a limited usage time. | On top of drawers. |
|
Basic |
Crucifix | Will stop an entity from attacking the player. | Purchasing for 500 gold from Syringe Girl or very rarely found in chests or drawers. |
|
CRUCIFIED |
Elevator Keycard | One-time use only. Will open elevators and locked doors. | Found on desks or in chests/drawers. |
|
N/A |
Finder's Key | One-time use only. Will allow the player to escape from Finding in The Hospice. | Obtained by carefully stealing it from Finding's leg hook. |
|
N/A |
Flashlight | Shines light in dark rooms. | Obtained in the Basement or very rarely in chests/drawers. |
|
Helpful |
Lighter | Shines light in dark rooms. Limited usage time. | Obtained in chests/drawers. |
|
Basic |
Lockpick | Picks locks when the player does not have a keycard. | Obtained in chests/drawers. |
|
Helpful |
Puppy Treat | Increases Puppy's movement speed and decreases waiting time for Puppy's help. | Sold by Syringe Girl for 100 gold. First purchase will always be 10 gold. |
|
Helpful |
Skeleton Key | Unlocks a skeleton chest in The Dentistry. | Sold by Syringe Girl for 300 gold. |
|
Helpful |
Smoothie | Heals 35 health | Found on top of desks or sold by Syringe Girl for 150 gold. | Basic | |
Teeth | ??? | Found in The Dentistry |
|
VERY Helpful |
Tranquilizers | Stuns entities for up to 10 seconds. Requires close contact and quick reflexes to use. | Sold by Syringe girl for 100 gold each. |
|
Basic |
Tranquilizer Gun | Uses tranquilizers as ammo. Holds up to four tranquilizers. | Sold by Syringe Girl for 1,000 gold. |
|
Helpful |
Vitamins | Speeds up the player. | Found in chests/drawers. |
|
Basic |
Warding Palettes | Helps unlock the door in the Basement and other doors with similar puzzles. | Found pretty much anywhere. |
|
N/A |
Exclusive Modifiers
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Achievements
Stop it.
|
I got help!
|
ER
|
R.I.F
|
Brain Worms
|
Smile!
|
Bloodied and Bruised
|
That Guy
|
Magical Doctor
|
Mommy! Mom! Ma!
|
Mental
|
Music
The Basement The Reception Emergency Hall The Hospice Neurologics The Dentistry The Blood BankConstruction Zone
Surgical Procedures (TBA)
The Nursery (TBA)
Psychiatric Stairwell (TBA)
The Roof
Trivia
- There is another Hospital floor idea on here. Go check it out!: Floor 3: The Hospital
- This floor was originally an original project before I realized the similarities to DOORS. However, it may still become a personal project.
- There was a story to this floor before I changed some things to fit the DOORS universe.
- The main character was seeking help at this hospital but was surprised to see it was abandoned and that they could not leave. So, they traversed this dream-like landscape to hopefully escape and also find help for their condition.
- The area after the Hospital is called The Cabin.
- Puppy is inspired by my own dog who has a split face and barks a lot.
- Chains is named after an old character of mine. He is not inspired by Chainsaw Man.
- Nobody knows where Severity found her gun.
- Syringe Girl was once the princess of The Castle before something horrible happened to it.
- Morphine has a "dormant" state that is very rare. In this state, the player will open Morphine's door and see him sleeping. If the player gets too close, Morphine will activate.
- Eerie will show its face when the player gets too close. It will smile at the player with its two eyes and the rest of its face is covered by the door frame.
- Old Child has four grandchildren. Finding is one of them.
- Finding played hide and seek with his grandmother all the time when he was a kid. He'd play so much that it was one of the only things Old Child remembered when she had dementia. He'd still play with her as an adult though was more careful due to his grandmother's state. This led to him memorizing the Hospice and its rooms.
- Brian is named after a common spelling mistake of the word "brain".
- The Dentist moves much like a penguin. He flops on his fleshy belly and uses his tongue arms to propel him forward.
- Brace is one of the few entities that did not work at the hospital originally. This is due to the fact Brace is actually a species of entities and not a singular entity.
- Prions are cannibalistic if not placed in blood. They thrive off of O positive type blood but are always hungry for more.
- Miloh, despite being completely human like the player, has never been attacked by the entities. Some speculate the entities have a reason for attacking only the player.
- The Cardboard is the stupidest entity I've ever made. Why does it exist? I have no clue.
- Intestine isn't actually made of intestine. Rather, she is made of random bits and pieces of gore (and, of course, one eyeball)
- Mother Ward was once the delivery doctor of many children. The children that she spawns are rumored to be the ones that died in the birth process. She takes care of them in her afterlife. She is also the mother to Finding, Morphine, Eerie, and the secret fourth child.
- Vertigo is an insert of my own OC who has the ability to travel through alternate universes and change his appearance. Sometimes he will be a 2D entity, other times 3D, sometimes a chibi-version, and more. He serves only to annoy the player but never hinders their ability to win.
- FOREVER is slightly inspired by the manga Uzumaki by Junji Ito.
- "Change of Scenery" changes all the entities to their similar counterparts. See the table below.
The Hospital Entity | Entity Replacement | Changes made |
---|---|---|
Chains | Seek | In Surgical Procedures, Seek will be attacking Jeff. |
Puppy | Guiding Light | None, simply visual |
Severity | Rush | Rush will not automatically kill the player. He can rebound as well. The player must hide behind objects in the way of Rush's path to survive. |
Syringe Girl | Jeff | Jeff will break through walls to offer his wares. |
Morphine | Dupe | The player can not enter Dupe's room. |
Eerie | Hide | Hide will not show itself in voided rooms. |
Dementia | Eyes | Eyes can teleport around the room to try and give the player the key but the player must not look at it for too long. |
Finding | Figure | The most obvious change is that Figure can hear but not see. The player still must grab the key from Figure. |
Brian | El Goblino | El Goblino will pay the player if they succeed in the games. |
The Dentist | Gloombats | Gloombats will attack the player if they take anything from the chests in the Dentistry AND if the player shines a light. |
Brace | Giggles | The player must pry a Giggle off of the chests by stunning it with a light. This may be dangerous with the existence of the Gloombats. |
Prions | Screech | Screeches will attach themselves to the players if they fall into the Blood Bank. The player must find Screech while running from Chains (Seek in this modifier) |
Miloh | A player | The player model is a blank model as seen in some achievements in the original DOORs. It also has no voice lines. |
The Cardboard | No change | N/A |
Intestine | Grumble | The Player must lure a Grumble with their light into the Surgical Procedures room to distract Seek from Jeff. |
Mother Ward | Queen Grumble (spawns Giggles) | Giggles will not come straight from Queen Grumble but will lurk in the ceilings of the Nursery. The player must avoid them when running through the halls. |
Vertigo | Curious Light | Curious Light will appear instead of Guiding light if the "Dizzying Prism" is picked up. |
FOREVER | Guiding Light | There will be no chance to sacrifice items to revive. |
Walker | Screech | Self explanatory. |
Scaredy | Jack | Jack acts regularly as he appears in the original DOORs game. |
- "Got Teeth?" modifier is in reference to the "got milk?" saying.
- "Chainsaw Massacre" modifier is a reference to the movie "The Texas Chain Saw Massacre".
- "Brace for It!" modifier is a pun in reference to the saying of the same words.
- "Finder's Keepers!" is another pun.
- "Pull my Finger!" is in reference to Syringe Girl's fingers that have been replaced by syringes.
- "Mister Cardboard" modifier is in reference to the song "Mr. Sandman".
- "Paint the Walls Red" modifier is in reference to the saying "paint the town red".
- "Let your Blood Boil" modifier suggests the blood vat is boiling hot, thus dealing damage.
- "Puppy Nap Time" modifier is a reference to my mother's saying whenever she sees her puppies napping.
- "Stop It" achievement is in reference to the meme.
- "I got help!"'s achievement description refers to the fact that the entities of the Hospital aren't all that good at helping patients.
- "ER"'s achievement description is in reference to the fact that the Emergency Hall is a bit too long.
- "Brain Worms"'s achievement description is a reference to the Pickle Rick meme. ("He turned himself into a pickle. Funniest sh*t I've ever seen.")
- "Smile!"'s achievement description refers to The Dentist's insane amount of teeth.
- "Magical Doctor" is in reference to the MARETU song of the same name.
- "Mental"'s achievement description is in reference to the fact that the player is likely not okay mentally after the events of DOORs.
TBA
A list of things to be added to this wiki page:
- Achievement thumbnails
- Links to entities, items (when created)
- Fix modifier formatting
- IMAGES!
- 3D Renders
- Music
- More detailing on each floor?
If anyone would like to help with the above, please let me know either in the comments or on my message wall: User:EdictDeAnonymat