Level 3

## Description

**Level 3** is the 3rd level of the Backrooms and resembles a large, dimly lit power station made up of brick and concrete. The level's structure consist of winding corridors, hallways and randomly segmented rooms. Often times these rooms are near empty, though do occasionally bare supplies such as, mechanical tools, rubber fittings, car parts, assorted metal furniture, outlet casing and other objects commonly found in a workshop or construction zone.

**Level 3** dose posses occasional stairwells, despite this the level only has 1 floor, all stairwells or ladders will always end back at the base floor. Wanderers of find they are unable to rationalize how they had ended up back at the base floor as most transitions seem to be illogical. For this reason ladders and stairwells should be avoided to alleviate the risk of falling.

Wanderers often find the environment of **Level 3** eerie, or uncanny in nature. The level is constantly enveloped in the hum of generators and electrical currents, this is likely due to the levels wiring systems which can occasionally be found running across the walls or ceiling.. Its important to note, while these wires may appear endless, they do always in fact lead to somewhere as the level is filled with functioning machinery that serves and unknown purpose to the levels functionality. The machinery is highly volatile, any tampering may lead to injury, or death befalling those involved.

The level, unlike previous, dose not posses functioning air ventilation. This means all air on the level is stagnant. One would assume the air would have become inhabitable by now but this is not the case. It should be notes that certain areas of the level, mostly dips in the levels floor or low crawl spaces do produce a very thin air supply that may cause wanderers to become lightheaded or unconscious.

Frequently throughout **Level 3** one can stumble upon large rooms filled with machinery. These can range from office rooms to large power centers. The air in and around these rooms is often polluted and unsafe to breathe. Often not all of the machinery contained within these rooms is functional. Wanderers should stray away from these rooms, as stated before, the levels machinery is highly volatile and unsafe. In this case, such a large amount of machinery would almost always result in death of the culprit and all surrounding wanderers while causing immense damage to the levels structure, causing, unsafe environment, increased pollution, unsafe electrical currents and power outages.

## Entities

Entities that reside on **Level 3** are as follows:

* Hounds
* Smilers

## Events

* At random intervals, the generators and machinery dotted around **Level 3** enter a type of overclock mode, in which all light sources on the level will become much more intense and strong. During this event all if not most electrical outlets or machinery will become volatile to the touch. This event usually last from thirty minutes to one hour. After this event finishes machinery may enter a sort of low power stage where all lights will dim and machinery will output lower electrical currents.

## Entrances and Exits

### Entrances

* Descending a set of stairs in Level 2
* Walking into a distant light on Level 6
* To return from Level 4 take the elevator you had come from

### Exits

* Taking an elevator labeled B-4 will lead to Level 4
* Taking a rusted elevator labeled "Up" will lead to Level 11
* Taking a grassy overgrown elevator will lead to Level 10
* Climbing down an empty elevator shaft will lead to Level 6