Level 3

# Electrical Station

> "Where electricity flows, and shadows hide unspeakable dangers."
>
>

**Survival: Class 3 (Dangerous)**
»⠀High Danger Level
»⠀Unprotected
»⠀High Count of Entities
## `DESCRIPTION`

Entering **Level 3** of **Analogue**, you are faced with a complex of thin brick corridors that seem to never end. The walls and ceilings are lined with a web of dark tubes, filled with contaminated almond water, which sometimes leaks onto the floor. Hallways are claustrophobic, narrow, and disorienting, some so tight you have to bend over, palpitate, or even crawl to get through.

While some similarities to **Level 2** can be found, **Level 3** appears to be better maintained and even more dangerous, with electrical machinery running all over the place. The constant loud sound of these machines can be heard in certain areas of the level, making it even scarier.

As you explore the randomly segmented rooms found in **Level 3**, some containing strange machinery and others with giant steam pipes, you may notice that they are connected by smaller sets of corridors. It looks like most of the machines are being used to deliver power to an unknown destination, while others keep the tubes running.

However, be careful when walking through **Level 3** corridors, as the automated doors close and lock at random intervals. This seems to happen more often if any entities are present. Exposed wires stretch across the floor, walls and ceilings, creating a sense of chaos and disarray.

## `ENTITIES`

Wanderers need to be aware, because at any moment they can find *Hounds*, beings that seem to have come out of hell, with their sharp fangs ready to attack. Or else, they may come across *Facelings*, creatures with human faces, but with something wrong with their eyes. The *Skin Stealers*, in turn, are creatures that camouflage themselves on the wall, ready to attack when someone passes by.

*Stalkers* are dark creatures that hide in the shadows and attack when least expected. The *Deathmoths* are butterflies that can drain the life energy of walkers, leaving them weak and vulnerable. And finally, the *Shadows*, creatures with humanoid shapes, but without faces, that seem to be always looking for something to destroy.

## `ENTRANCES AND EXITS`

### Entrances

There are a few ways to enter Level 3.

* One is through an unlocked door in Level 2, which leads directly to the hallways on this level.
* By the **Level 14**, using elevators in the Sheds area you enter here
* Entering a door in the halls of **Level 14** enter here.

### Exits

Finding a safe Level 3 source can be difficult, but not impossible.

* One of the few ways out is using the elevators, which usually lead to Level 4 or Level 5. However, you need to pay attention to the color of the elevator, because if it is marked with the color "green", it can take you to Level 50.
* Lastly, there is a generator-controlled door that can lead to either the finish zone or Level 4, but be careful as this is not an end zone, but a trapdoor.

**<<Nível 3>>**

# Electrical Station

> "Where electricity flows, and shadows hide unspeakable dangers."
>
>

**Survival: Class 3 (Dangerous)**
»⠀High Danger Level
»⠀Unprotected
»⠀High Count of Entities
## `DESCRIPTION`

Entering **Level 3** of **Analogue**, you are faced with a complex of thin brick corridors that seem to never end. The walls and ceilings are lined with a web of dark tubes, filled with contaminated almond water, which sometimes leaks onto the floor. Hallways are claustrophobic, narrow, and disorienting, some so tight you have to bend over, palpitate, or even crawl to get through.

While some similarities to **Level 2** can be found, **Level 3** appears to be better maintained and even more dangerous, with electrical machinery running all over the place. The constant loud sound of these machines can be heard in certain areas of the level, making it even scarier.

As you explore the randomly segmented rooms found in **Level 3**, some containing strange machinery and others with giant steam pipes, you may notice that they are connected by smaller sets of corridors. It looks like most of the machines are being used to deliver power to an unknown destination, while others keep the tubes running.

However, be careful when walking through **Level 3** corridors, as the automated doors close and lock at random intervals. This seems to happen more often if any entities are present. Exposed wires stretch across the floor, walls and ceilings, creating a sense of chaos and disarray.

## `ENTITIES`

Wanderers need to be aware, because at any moment they can find *Hounds*, beings that seem to have come out of hell, with their sharp fangs ready to attack. Or else, they may come across *Facelings*, creatures with human faces, but with something wrong with their eyes. The *Skin Stealers*, in turn, are creatures that camouflage themselves on the wall, ready to attack when someone passes by.

*Stalkers* are dark creatures that hide in the shadows and attack when least expected. The *Deathmoths* are butterflies that can drain the life energy of walkers, leaving them weak and vulnerable. And finally, the *Shadows*, creatures with humanoid shapes, but without faces, that seem to be always looking for something to destroy.

## `ENTRANCES AND EXITS`

### Entrances

There are a few ways to enter Level 3.

* One is through an unlocked door in Level 2, which leads directly to the hallways on this level.
* By the **Level 14**, using elevators in the Sheds area you enter here
* Entering a door in the halls of **Level 14** enter here.

### Exits

Finding a safe Level 3 source can be difficult, but not impossible.

* One of the few ways out is using the elevators, which usually lead to Level 4 or Level 5. However, you need to pay attention to the color of the elevator, because if it is marked with the color "green", it can take you to Level 50.
* Lastly, there is a generator-controlled door that can lead to either the finish zone or Level 4, but be careful as this is not an end zone, but a trapdoor.

**<<Level 3>>**