Welcome to The Backrooms - Guide to Level 3 #backrooms #survivalguide
Channel: Life After Dark
Date: 31/03/2022

Guide to Level 3 - The Backrooms #survivalguide #backrooms - Enjoy!
Don't forget to Like & Subscribe.  I appreciate y'all!

All information in this video is licensed as CC-BY-SA 3.0, credit for the information to the original poster(s).  All video footage used is licensed by YouTube's standard CC-BY, I have remixed and re-edited the footage to fit this video, which I put together myself.

If you have found yourself in the Backrooms, then information is your most powerful weapon against the things that lurk in the darkness of The Backrooms, and this guide should arm you with all the basic knowledge you need to survive.  Todays entry is about the 4th level of the Backrooms, Level 3.  Be sure to take notes, you never know when they will come in handy.

Level 3, Electrical Station.
Survival Difficulty, Class 4.
Unsafe.
Unsecure.
And possessing a High Entity Count.
Level 3 is the fourth level of the Backrooms.

Level 3 is an expansive complex of thin brick hallways and electrical machinery. Countless randomly segmented rooms are present across the level in no particular pattern. In addition, pipes line the walls and ceilings of the level. These pipes are filled with contaminated Almond Water, which sometimes leaks out onto the floor. The Hallways in Level 3 are very tight and narrow; some even require Wanderers to bend, hunch, or crawl through them, and are known to cause the sensation of claustrophobia in those with weaker mental constitutions.

Although Level 3 shares some similarities with Level 2, such as the claustrophobic hallways and the pipes, the level seems to be far more well-maintained than the previous level, along with having significantly more rooms throughout the level.

Rooms containing machinery can be found in many locations in Level 3. This results in loud machinery noise being heard in certain areas of the level, it is advised that any wanderer on this level be prepared with a set of ear plugs. Some of these rooms are connected by smaller sets of hallways, twisting and turning in on each other. Most machinery in this level appears to be used to supply energy to an unknown destination, whilst others seem to sustain the steam pipes found throughout the level. Exposed wire sometimes comes out through the floors, walls, and ceilings, and on some occasions has been found to be electrified, caution is advised when dealing with these exposed wires.

Sometimes, doors in this level will slam shut and lock at random intervals. This seems to happen more often if an entity is present, and has been known to cause the death of some of the more unfortunate wanderers at the hands of the many entities that roam this level.

Entities.

The entities common to this level are, Hounds, Facelings, Skin-Stealers, Stalkers, and Male Deathmoths.  No other entities are known to populate this level, so any wanderer bound for this place should prepare for possible encounters with these five entities.

Colonies and Outposts.

Due to the nature of the level, colonies and outposts are considered unfeasible to exist.  The quantity and variety of entities on this level, combined with their hunting habits and general dispositions make colonizing this level, a fools errand.

Entrances.

A wanderer can enter Level 3 by going through a fire exit on Level 2.

Entering this level is also possible by drinking blood found in the drawers in Level 4112.

No clipping under a table in Level 521, in the 521-A section, that has the number three written on it.

Exits.

One of the few safe ways to leave Level 3 is through the elevators, which often lead to Level 4 or Level 5. However, if the elevator is marked with greenery, it will lead to Level 931.

Certain extended hallways in this level may lead to Level 273. These hallways can be consistently identified by a lack of pipes lining the walls, and a noticeable decrease in ambient temperature as one traverses the hallway.

There is a generator-controlled door that will lead you to either Level 4, or the finish zone. Ironically named, the finish zone is not an exit, and is documented as a trap by different Backrooms organizations.

Recommended Supplies and Equipment.

Wanderers bound for Level 3 should be sure to keep a first aid kit, and a secondary supply of Almond Water on them.  A quiet weapon, such as a club or a knife, is an ideal choice for this level, as the sound of gunfire will draw more entities to the wanderers location.  Be sure to bring a watch or timer, a supply of basic trail rations as well, and a flashlight.