Level 3

Level 3 is the 3rd Level of The Backrooms.

## Description

**Level 3** is a collection of long, dark, twisting hallways consisting of random rooms, which generate in no particular pattern, and are extremely loud with the noises of machinery. The hallways are very narrow and enclosed, some even requiring to bend, hunch, crawl, or walk sideways through them.

The walls are made of dusty, brown bricks, usually covered in segments of copper pipes and mechanical components. The floors are made of an even dustier grey-tiled floor, whilst the ceiling is made entirely from metal with pipes carrying Carbon Dioxide.

**Level 3** is one of the larger levels of The Backrooms, estimated at around ~563 million square kilometers. It is recommended that you enter **Level 3** only if you are properly equipped with supplies, as it is highly likely that accidents will happen and you'll need medical material in that moment due to unstable structure.

Level 0 and **Level 3** share some similarities, the rooms are of similar size and layouts and never repeat themselves, yet **Level 3** has a completely different theme. One of the more notable examples of this is that of a set of rusty prison bars, captured in image form by the M.E.G in the initial exploration of the Level in 1995. Further tests have demonstrated that no matter what methods were attempted, bars could never be removed or opened, nor the walls around them.

Field explorers have reported that areas, where prison bars are more numerous, tend to instill a heightened sense of fear and extreme. Our men often claim to feel as if they are being watched, and have even claimed to see strange figures lurking beyond the bars. The M.E.G. has concluded that such phenomena are the result of hallucinations from Carbon Dioxide.

**Level 3** shares many similarities with Level 2, such as the fact that walls are typically lined with pipes as mentioned before. The pipes are far less abundant than those of Level 2, but can still be found lining the corners of most hallways. The echo of the viscous, black sludge that flows through these pipes is one of the main sources of noise within the level. The sludge in question is highly toxic and emits deadly fumes that cause damage to the body’s nervous system if inhaled, as well as 2nd/3rd-degree burns upon direct contact with skin. All studies attempting to analyze the chemical composition of the sludge have yielded inconclusive results. This in itself poses an obstacle to research on the substance’s properties and potential functions.

    **Level 3** is considered a hotspot for supply bases, because **Level 3** is rich with resources such as Almond Water, False Outlets, Firesalt and Food, other objects not native to The Backrooms can be found throughout the level, such as knives, lighters, flashlights, and other miscellaneous weapons or supplies.
Notably, **Level 3** is also the Leve that has the stronges WiFi in the Main Nine, sitting at a consistent three or four bars instead of fluctuating randomly like in the majority of other Levels.

The concrete halls have a ceiling lined with fluorescent lights, although it is difficult to see under the mass of wires and conduits. The walls often boast banks of entangled batteries, transmitting power to devices all across The Backrooms. As the source of all power, the level is critical to The Backrooms’ existence and will defend itself against interlopers through malicious malfunctions.

Some the hallways are covered in what would be considered highly dangerous electrical and fire hazards. Large pools of water that are electrified can be found. Many of the wires running through the level are exposed and without insulation.

The power grid is organized much like a typical power grid, with power lines originating from substations that receive their power from electrical stations. Unlike a typical power grid, the electrical stations do not receive their power from a power plant but rather receive it from superstations which are believed to receive it from mega-stations and so on, although this is only speculated. The power grid is fractally organized, and the fractal is believed to continue infinitely outwards, with indefinite layers of larger and larger power stations, each powered by the next like an infinite Ponzi scheme. By taking out a large enough station, entire levels could be deprived of power. Exploring this level is ill-advised and can lead to death.

## Details

Pipes in this Level is a recurring theme from all the past levels, it is always carring Carbon Dioxide, Tar or a coolant.

Broken tiles can be found in old hallways throught this level, also with broken lights with hanging wires, Graffiti and dead mice.

## Entrances

**Level 3** can be accessed from Level 2 either through a service door in the drill shifts or No-Clipping through steaming hot pipes, which is not recommended.

## Exits

Elevators on **Level 3** can usually lead to Level 4, also staying in one of the offices for 24 hours lead to Level 4.

## Objects

Objects such as Almond Water and Food are found in offices or in crates throught the level, the most common item to be found in offices are Almond Water and flashlights, which are always best to take with you.

## Events

There is only one event in **Level 3** which is only triggered if one tries to tinker with this Level's Machinery, the Level will try to defend itself using its own machines and wiring to kill the Traveler, once it succeeds it will go back to normal.

## Rooms

Offices

* Offices can be found around **Level 3** containing highly valuable food and electronics. These offices are spread out quite sparsely and are typically traps, some of these rooms are connected by smaller sets of hallways.

## Machinery

The machinery of **Level 3** is quite possibly the most dangerous aspect of its ambient environment. The machines found throughout the level operate autonomously without the need for external intervention. Travelers may benefit from apparently infinite extranormal supply of electricity powering them. However, the autonomy of these machines also makes them hazardously volatile. Machines often break down and require regular maintenance, which is dangerous since their power supply cannot be turned off by any means. Furthermore, the machines have been known to spontaneously combust or explode on several occasions, causing grievous injury to the unfortunate enough to be in the vicinity. Despite this, the danger of machinery can be easily avoided if one does not act rashly while traversing the Level, and instead scouts out a safe route.

The abundant machinery within the level causes temperatures within **Level 3** to be uncomfortably warm but generally bearable, with the average temperature ranging widely from ~18 to 33°C. Long-distance travel across **Level 3** is made difficult by regions in which the temperature may rise to become entirely inhospitable, with the highest temperature ever recorded being ~57°C2, reports also exist of regions with damp, thick air, which makes the air in these areas difficult to breathe.

### Ambience

« Level 2 | Level 3 | Level 4 »

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Author: Lxnar\_Whrxd

Original Authors: Natedagreat563, jononono

Original Page: Wikidot, Fandom, Liminal Archives.

Images: Level 3 images by Liminal Archives, the wikidot and the fandom.