Level 3

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## Blackened Sewers

* Image 1
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* Image 3

## Information

### Hazards / Anomalies

**Environmental Hazards*** Acidic Water
* Deadly Gasses
* Steam
* Disease Infested
* Sudden Drops
* Hidden Drops

**Regular Anomalies**

* Confusing Architecture
* Breaking Lights
* Inconsistent Level Theme
* Sudden Appearance of Objects

### Current Level State

Stable

**Level 3**, known as the **Blackened Sewers**, is the final possible level you could enter from baseline reality, and features a heavily worn down, brick-built sewer system and water treatment facility. Whilst this level shares various aspects of a sewer system, it is notable for being a level with a very inconsistent level theme, switching in between sections of the level or rooms. However, the general makeup of the level is the same and present throughout the entire level regardless of theme. Tunnels within the sewer system run parallel to one another, rarely deviating though sometimes forming right angles to connect with one another. It can be seen as a pretty uneven pattern in some way. These tunnels are connected by smaller service tunnels or simple side tunnels usually with large amounts of graffiti and vandalism. These tunnels are shut off by large wooden doors on the side of the tunnel, connected by catwalks above the water, usually, these doors are rotten and nearly to the point of breaking, so they shouldn't be hard to break through if the door is locked or simply won't open.

Water is ever-present across the entirety of the level, usually, you will be suspended above it via catwalks above the sewer water, however, sometimes you may have to traverse through the water. Interacting with it when clothed is not an issue, however, exposure to any skin will cause significant burns. The water has a pH scale of around 5, which makes it the equivalent of acid rain or an acidic lake. Generally, you should stay out of the water of the level as much as possible, as this is the same across all of Level 3 regardless of the type of water. Even almond water has a chance of being acidic water, though this does not mean that all Almond water is unsafe to drink. The water may be stronger in pH levels in some more infested areas of the level, with the highest ever recorded being about 1.1 or near sulfuric acid. This was in an area of the level that held a large pool of sewage water.

Other than being a sewer system, Level 3 has various other themes that while different do resemble the main theme of the level. These differently themed areas include many aspects of what other main theme contains, such as the brown brick walls and the appearance of water across the level, themes include catacombs, brick mazes, underground tunnels, cellars, tombs, and basements. Many of these are singular areas, most likely not found anywhere else across the level instead of being widespread secondary themes, however, it is not confirmed if they reside elsewhere in the level. The most common type of secondary theme is the aforementioned catacombs, these areas have a completely different atmosphere to the rest of Level 3, partially because they have some less stark resemblances to the level. As well as this, human and human-like bones are scattered throughout the entirety of the area, as well as a heavy smell of rot and decay within the area. In some parts of this area, the stench can be enough to kill you; however, this effect is only ever seen after frequent exposure and attempting to cover up the smell by breathing as little as possible, which can cause you to burst a blood vessel amongst other things. Not much is known about these secondary areas, as they reside on lower floors of the level, which are very inaccessible and require some maneuvering to enter, these areas are also often very tricky to navigate on their own, and represent more of a challenge for wanderers who are stuck in them. Try your best to avoid differently themed areas within this level, as they are very easy to get stuck in and very hard to get out of. properly.

Most areas of Level 3 are dimly lit, infrequently containing some industrial ceiling lights, these are known to fail quite frequently and are usually never even on in the first place. Level 3 is noted as being the poorest in light frequency, meaning for the majority of the level it will be pitch black except for possibly some holes in the ceiling appearing to lead to a brighter outside part of the level. However, these light shafts do not lead to any rumored outside part of the level, instead following a similar trick in Levels like Level 9, which has a fake sky. Most likely these are just lamps projecting light at a similar brightness to outside light. This can similarly be seen in some larger areas of Level 3, which contain incredibly high grated ceilings leading up to some kind of outside area. These areas often are large cylindrical chambers, containing at least three large pathways that lead outward into the level. Moss-like structures cover part of these areas and tend to reach out towards the light and have smaller roots leading down into the sewage water, where the moss drinks it to keep some nutrition. This area, amongst some other possible moss-covered areas, is one of the only places in Level 3 that has some life. Interestingly, going back the way you came inside of these shafts will show a different hallway than the one you were in before, sometimes this hallway can be shorter or even go on for a seemingly infinite distance. Often when the way is shorter, the end of it will contain a door leading into one of the sub hallways of the level. This same effect can be seen in the other hallways in the room, either short or long hallways. It is possible to climb up towards this fake sky, however, this has not been properly attempted again and is not advised, as one experiment pointed out to us that these areas radiate extreme heat up close and dissipate going downwards to mimic warm sunlight. You can probably guess that going close to this mimic of sunlight isn't the best idea, as the person who attempted to climb up to it was severely burned and died shortly after completely breaking his spine and falling down from the light.

Level 3 has a large amount of graffiti and miscellaneous artwork across the level, with no real correlation to any known graffiti artwork in normal reality. However, it does still show some of the basic fundamentals of graffiti art and does mimic it pretty well, however, some artworks appear more to be messages than actual signatures or works of art. These messages don't really correlate to anything and just create sentences that don't mean anything. Examples of this would be: "My Greatest Feeling", and "Short Bleed". Perhaps these have something to do with the level, though most likely it is just a result of the Backrooms imperfect mimicry of reality. They are often generic, and often redundant statements rather than actual art or graffiti, though not to say that actual art doesn't exist at the level, it is simply flushed out by the immense amount of similar works of *"art"*

Side-tunnels are different from regular side rooms within the level due to them being more adequately formed within the level. You can't just open a door and then end up in these areas, it does require a fair bit of exploration and effort to actually find and enter these areas. Especially with some willpower, as some of these areas may require you to go head first into some sewage, which is already difficult as it is. This isn't to say you can't just enter through a door and end up in these areas, but it is pretty rare to do so. These side-tunnels often have a unique theme appropriated to them, but not so distinct they fall completely short of the level's original theme. More or less they are a merger of two themes. For example; the most common form of side tunnel is that of a mostly industrial-looking hallway mixed in with the original theme of the level. What you get is a mix between industrial corridors and sewer tunnels. Generally, side-tunnels are safer than the actual level in terms of environmental hazards, but not entity hazards, and often contain the most amounts of entities within the level due to its secluded-ness from danger. Ironic given that is actually more dangerous than the rest of Level 3. The industrial-themed hallways contain usually small sections that have grated walls, that contain large rotating fans with light behind them. This for the most part is the only light coming into these hallways, aside from occasional holes in the ceiling that have tiny, barely luminescent light sources.

Also scattered through the hallways are barricades. These usually have no significance to the level however can turn that on its head sometimes and actually show that there is a present danger. This is often environmental though can inadvertently show entity danger as well. These environmental dangers often include bottomless pits that lead into even deeper parts of the level. More often than not however they just lead into large, open, rectangular rooms overflowing with sewage from various sources. These areas are where most sewage is filtered out into semi-drinkable water. The pH level of the water is still too high for regular consumption, however, if you somehow manage to end up in the room anyway. If you do there aren't many ways to get out of the area successfully. Supposedly there may be some ladders that lead out and back into another tunnel, but this is unknown. In short try your best to not fall into these holes.

## Treatment Facility

The treatment facility is a part of the level which isn't easily accessed, however despite saying this there are numerous ways of entry. The most common way is to simply find appropriate keys to enter the area, or simply use Level Keys. The facility is locked behind numerous steel doors labeled with a waterfall symbol on it. They are only really accessible by this method. This area the least explored part of the level due to its secluded and difficult nature . Most of what is known about this area, however, is that it is a far more dangerous area of the Level, you will encounter frequent periods of environmental hazards, mostly invisible to you. It is heavily recommended to bring some kind of gasmask or air filtrating device into this area, as the air can become toxic at any moment. However, despite its dangers, this area is resource-rich, and home to probably some of the most valuable items in the Backrooms, at least according to reports. This area has large stockpiles of supplies and general commodities and much of the technology found within the Backrooms comes from this area. This is usually what drives people to enter this area in the first place. But other than this, you really shouldn't even think about entering the area to begin with, as it will almost certainly lead to your death.

Mainly this area just consists of narrow-railed catwalks, over incredibly toxic water. This water often steams and causes rooms to be completely filled with fog, making it hard to navigate. The water can also occasionally spit up from the pools and onto the platforms, causing some significant damage to the structure and personnel caught in it. Unlike the regular sewage found within the level, this acid is impervious to any protection, and contact will always result in burning. However, if sections of the catwalks are cut off by acid, then they will not fall into the acid, rather they will seem to just float mid-air. However, it should be noted that any contact applied to these floating catwalks will result in them regaining their gravity and falling into the pool below, so you should be wary of these areas.

This area is also filled with a considerable amount of machinery and tech and has a very stark contrast to the rest of the level, instead being made up mainly of concrete and similar materials. Some areas can even resemble the Electrical Station of Level 2, with walls lined up with rows of machinery, however instead of being dedicated to power, they are instead dedicated to filtration. These machines can often completely malfunction and break; however, these hallways where there are no pools of water or catwalks, are said to be very ripe for accidents. Electrical arcing is also common with some of the light fixtures and machinery.

Overall, your visit to this area should be brief as it is not well explored and can fester numerous unknown dangers. You should only ever enter this area if you are looking for an exit, or trying to find resources. Make a mental note of where the entrance to this area was, as exits from this section of the level are very hard to come across normally since there are so few entrances to this area, and in terms, of few exits.

## Entities

Similar to its previous counterpart, Level 2; this level is similarly devoid of most entities, simply due to the general make of the level being more friendly to environmental hazards, rather than physical entity hazards. Spiritual-type entities seem to have no problem traversing and wandering the level, as they aren't able to be affected by the level or its dangers in anyway. However, they are few and far between. Surprisingly, or perhaps unsurprisingly, this level is home to a large amount of Bacteria (Entity-007). It isn't surprising because of the nature of the entity. It seems to be very resistant to most forms of plague, acid, and various hazards that would be life-threatening to other entities. It actually seems to thrive a lot within this level, unlike some others. You can find various incredibly hazardous instances of the entity within this level, such as Stalkers, Lighthouses, and Blighthouses. A few reports also mention that a Bacterial Heart has been found within the level, which also can explain the large number of Bacteria within the level.

Other than Bacteria, some other entities can be found in small numbers such as Hounds, Fog Horns, Insanities, Reality Ticks, et cetera. More often than not; however, these have been isolated incidents and are far outweighed by the number of Bacteria found within the Level. However, one entity has been found that a lot more unique than some others.

### **Liminality Disease**

More prevalent than even Bacteria is the appearance of Liminality Disease (Entity-063). This disease originates heavily from this level, often from entities carrying the pathogen. While they seem completely immune to the disease (apart from a few), when coming into contact with humans it has detrimental effects on their immune system as well as cardiovascular and gastrointestinal. Where this disease affects the most is your skeletal system. This section will be brief with its coverage of the disease, but it is quiet paramount that you understand this disease and all its possible symptoms and effects on you, as they are quite gruesome if not handled properly.

You'll first know you have it when you notice marks on your skin, most likely around your forearm or any previously exposed skin in the last 48 hours. These marks will have a burning sensation when touched and sometimes can have some small indentations into the skin and even into the flesh. This can cause bleeding which may have been how you found out about it. Do not touch these marks as it can cause further damage to the skin as well as the markings possibly spreading to your hand. After a while these markings can expand and have deeper depressions in them that can reach down to the bone. Once the markings have reached the bones the disease will begin to further spread across the body through the skeletal system. It will expand into the blood, into major organs, and the skin. Pigmentation in the skin will turn darker and flake off, intense body cramping, blood clots, et cetera. After some time, the disease will take on symptoms atypical of normal diseases on Earth. Users' bodies may spontaneously noclip into the floor, wall, or ceiling. After some time the user may become completely fused and melted into the wall with some extreme pain involved. After the body has been fully or partially incorporated into the wall, the disease will euthanize the user by infecting the brain of the user and rendering the victim brain dead.

The disease is not incurable, and users who have gotten it and overcome it have never had it again afterward. If you ever encounter spots along your body, deep punctures going down into the flesh, and if entirely necessary, a burning sensation upon contact with these spots, you have liminality disease and should seek medical aid immediately if possible. If you cannot find medical help and have no supplies, amputation is a last resort to solve this. Hopefully, it should be only on a small part of your body rather than somewhere more vital such as your chest. Almond water helps slow the spread of the disease and can curb it temporarily if given enough time, just try not to get addicted. Overall, read the hazard listings for levels to see if the disease is premiant around the level. Where clothes cover your entire body, preferably in two layers as they can eat through clothes on rare occasions.

## Communities

Though quite sparse because of its drastic and extreme environment, some communities from large and equipped groups exist here, to both their benefit and lack thereof.

### (1) Major Explorer Group (MEG) / Docuventurers - Outpost Floodgate.

This base is solely for gathering, research, and exploration and is jointly owned by both the MEG and Docuventurers for both groups benefit. There isn't much special about the outpost itself, and it resides in a small corner of the level near one of the entrances to the Treatment facility, with part of it expanding into the area itself. Despite its quiet secluded location and low population count, this base is quite formidable with its defenses, which are even better than the one in the upcoming FOB. Esmar. Researching here is mainly on various viral diseases such as before mentioned Liminality Disease as well as the Rapid Evolutionary Disease, RED. Due to the levels inherit natures, transferred personnel who are stationed here are usually stationed as a punishment for disciplinary reasons. The base is regarded for having the worst living conditions of any of the major MEG Outposts, while efforts have been made to improve living conditions these have been mostly futile due to its position as a disciplinary research instillment. Most people who work there are very social however, with it being a very tight knit community for the people that work there. For others however, this base is mainly used as a safe haven from the various dangers of the level, though due to its small size, the intake of personnel is limited to around 15 people at a time, with people who exceed the base population, usually camp around the outposts southern and western entrances in an attempt to still reap the benefits of safety the outpost still provides. Make no mistake it is a hard endeavor.

### (2) Unwoven Acclimates - Teyanno Dispatchians

This base was the supposed founding base of the Unwoven Acclimates and most likely the start of the rivalry between the MEG. The core values of the group are seen the most here, bloated corpses and skeletons litter the ground surrounding the past, all bodies showing positive signs of R.E.D. and Liminality Disease, as well some other unknown illnesses within the bodies. Efforts to examine these bodies have proven fruitless as the area, named by the Acclimates as "The Graveyard" is highly protected by Acclimate members with machetes and bows. However in terms of getting to the outpost itself, they are more open to strangers than some other outposts from the group. They provide a safe haven to any visitors with no limit to how many may take residence, a fact that has attracted a lot of visitors to the base. However, despite the amenities it is still the Unwoven Acclimates and the practices of the organization are in full swing. If you wish to take advantage of the amenities it is best to keep to yourself and speak only to people who trust. DO NOT, interact with street vendors, people in black coats, or any suspicious individuals trying to sell you on something, try a product, or make you do something you know nothing about. All of these individuals are attempting to sedate you and involuntarily experiment on you. However, they cannot cause a scene or force you to come with them unless you are a registered citizen. Be cautious when inside of an UA outpost.

## Entrances and Exits

### Entrances

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**Level 2**

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(1) Large freight elevators are capable of bringing you down into Level 3. There is a considerable waiting time however, estimated 1 - 2 hours at best, though longer occurrences have been experienced. These are often experienced as tremors or delays in the motion of the Elevator.

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(2) Traversing the catwalks of the level has a possibility of taking you to this level, most likely through doors found within the region of the catwalks. Getting lost within the area may also lead you here but there is no concrete method of reaching this level through the catwalks.

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(3) Ladders that lead down, some locked rooms accessed with level keys, special metallic doors (usually with caution tape or labeled as "Latrine System"), doors with a symbol with Penrose stairs, or a door with a symbol stating "Drop hazard!" will all lead down into Level 3 as well, and while being the most dangerous methods of entrance are the most common.

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**Level 5**

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(1) Its possible though incredibly uncommon, its possible for wanderers to find certain ladders within the basement of Level 5 that instead of leading into the next level, lead back into Level 3. The ladders often a thin layer of rust accumulated on the surface, which may not be a good way of differentiating as it could be a random factor.

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### Exits

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**Level 4**

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(1) Similar to one of the main methods of entrance, ladders than instead go upward are a very common method of exit from Level 3. They will usually be locked behind doors or in highly secluded or barred off rooms. Climbing up the ladder will lead you directly into a room filled with pipes, walking through a door labeled "Reception Room" and transitioning into the office.

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(2) There is only one access point into the Treatment Facility, so any exits, beside the door you came from, will automatically leave the level. These are similar to the ones mentioned previously, though some may instead be a stairway, or an elevator or any other kind of exit. Regardless of the methods, all other exits within the region lead out of Level 3.

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All other exits are to Level 3's Sub-level's

Return to the Level List, or descend further into the Next Level.

## Footnotes

1. ↑ While not previously mentioned before, Levels 0 - 3 are all accessible through normal reality. This is most likely due to them being widely abundant spaces within reality, or it is just an arbitrary number. Regardless this level is the final one that is accessible, though with very low odds of doing so.
2. ↑ Level 0 has the highest odds out of the bunch, with Level 1 having around a 26.5% chance of entry. Level 2 having roughly 11.22%, and Level 3 having lower than 5%.
3. ↑ The pH Scale measures acidic-ness and alkaline levels within substances like liquids. Generally the higher the number the lower the acid and more alkaline the substance is. And the opposite going down. pH of 5 - 7 is generally safe.
4. ↑ https://en.wikipedia.org/wiki/PH
5. ↑ Themes within levels relate to the general makeup of the level. You may be thinking that is obvious, but its important to note this as levels may not have a clear and concise theme to them, and may even switch between two or multiple different related or unrelated themes.
6. ↑ As with most areas that are "outside" these areas are completely fake. Oftentimes made out of a collection of panels emitting a blinding white light to imitate the light from outside. Attempting to reach this "outside" will not lead you anywhere.
7. ↑ These chambers can also be found in a reverse order, with a large cylindrical pit leading into a deeper drainage system through a funnel at the bottom of the chamber. Sewage often times runs through this area and down through the funnel sporadically. For more of a visual on this, check the gallery.
8. ↑ Levels of sewage in these areas is drastically lower than in the rest of Level 3, making it more consistent to normal water with a hazy coloration to it. While it isn't safe to drink, it is nominally safer than the rest of Level 3.
9. ↑ Which doesn't say much, as Level 3 on its own is difficult to explore. As well as this, most of the dangerous aspects of this area are similarly present throughout the level.
10. ↑ The PH scale within this area is abnormally higher than in the rest of Level 3, despite whatever liquid present at here being similar in consistency and overall make up to the sewage of this level. Its overall PH scale is similar to Carborane with a scale of -18.
11. ↑ The effects of the disease are amplified greatly when introduced to humid or otherwise warm areas.