Level 3

***Level 3 "Electrical Station"***

Difficulty Score: 4 / Unsafe - Unsecure - High Entity Count.

## Description

Level 3 is a series of dim hallways that have a similar structure to that of Level 0, made up of random rooms in no pattern, and have a constant sound of machinery. Occasionally, rooms can be very narrow, or can have low ceilings which sometimes go so low to that wanderers with an average or tall height to have to slide through sideways or crawl under said spaces. The walls of Level 3 mainly consist dusty concrete, orange-brown bricks, with metal pipes lining them, similar to the way they do in Level 2. The floors are made of an even light-grey tiled floor, with a ceiling comprised of rusted metal or dark concrete.

   Level 3 is estimated to be around 350 million square miles in area or 563 million square kilometers, the size of the level makes it difficult to run into any wanderers. When entering Level 3 it is advised that one enter with caution and bring useful items and weapons to fend of entities as people will most likely not be there to help you. The rooms of Level 3 are a similar size and layout to Level 0 as stated before, however, the levels also contain some major differences. An example is within the rooms, which can contain objects that can help distinguish them from other rooms, something that Level 0 lacks. Some other examples include room with a set of rusty prison bars. A weird property of these bars is that no matter what methods are used, the bars cannot be moved, removed, opened, or destroyed, nor can the walls around them. The bars make it impossible to enter and explore some of the rooms within Level 3. Another property of the bars is that when looking at or behind them, a wanderer may experience a sense of fear or have a loss in sanity, some have reported seeing shadow figures behind the walls, but this has been passed off as a hallucination. Additionally, there are some ramps which always lead down and always lead to dead ends or, hallways blocked by the impenetrable bars mentioned before.

    There is also the echo of a weird black sludge that is also present in Level 2 that flows through these pipes, this is one of the main sources of noise within the level apart from the noises of the machinery. The black sludge is highly toxic and emits fumes that can cause damage to a wanderer's nervous system if inhaled, as well as 2nd/3rd-degree burns if one touches the sludge. No one knows what the sludge is comprised of or if it has any practical use.

You may find out-of-place dark rooms within Level 3 that house generators which are always powered, along with generators, electronic appliances such as breaker boxes, computers, loose wires, security camera monitors, and fluorescent lights have also been reported. Level 3 is also relatively dangerous and is considered a hot-spot for supply bases. This is because Level 3 is filled with helpful resources such as Almond Water, Liquid Pain, Firesalt, Royal Rations, bandages, batteries, Squirt Guns, knives, lighters, flashlights, and other supplies. Level 3 also has a very strong Wi-Fi source which when used is always at a constant four bars.

The machines found throughout Level 3 operate by themselves. Wanderers may benefit from useful machinery or tap into the infinite supply of electricity powering them. However, at times machines may break down and require regular maintenance, which is dangerous since their power supply cannot be turned off. The machines have also been known to randomly explode on occasion, which as you might expect, can cause wanderers severe damage if they are unfortunate enough to be in the area of the blast. Despite this, the danger of machinery can be easily avoided if one takes careful consideration of the environment while traversing the level and looks for a safe route.

## Properties

The machinery within the level causes temperatures in Level 3 to be uncomfortably warm but still bearable, with the average temperature ranging widely from 66 to 93°F or 18 to 33°C. Long-distance travel across Level 3 is made difficult by regions in which, much like Level 2, the temperature may rise extremely high to the point where it becomes entirely inhospitable, with the highest temperature ever recorded being 135°F or 57°C.

## Entities

Note: Entities are very abundant, which act as a significant dent in the exploration of Level 3.

* Dullers
* Hounds
* Clumps
* Child and Adult Facelings
* Smilers
* Wretches
* Male and Female Deathmoths
* Skin-Stealers
* Bursters

## Colonies/Outposts

### M.E.G (Major Explorer Group) Base Gamma

Base Gamma is the third-most important M.E.G base and also 300 operatives are permanently stationed here, and many other wanderers stay here oftentimes seeking refuge from the abundance of entities within the level. The base is made out of random things found within the level and the inhabitants of the base have armed themselves with slings made of electrical cables and rubber bands bound to bones of some entities they had killed. They used small containers of Liquid Pain as ammunition for these slingshots. They are open to trading, commonly attacked by swarms of entities but can fend them off, is the largest documented base on Level 3 and also the most well-powered base in the whole of the Backrooms and is targeted by wanderers for those reasons.

### B.N.T.G Storage Facility

This is used as a primary storage facility for the B.N.T.G and a multitude of resources belonging to the B.N.T.G are stored in it, all prepared for trading in other levels. Of course, they are open to trading, but their trades have been known to be unreasonably high, the base also houses around 150 permanent members, with the majority of visitors staying in for less than an hour due to the speed at which the B.N.T.G transfers resources between levels. It is the 2nd largest documented base on Level 3.

### Followers of Jerry - Blue Salvation

The outpost only 15 permanent members and has been set up for the purpose of resource collection. The outpost is very small in size and has teetered on the edge of destruction many times. They are hostile to those not willing to learn of Jerry making them an unpredictable threat.

## Entrances and Exits

### Entrances

* Unlocked doors on Level 2 can take you to Level 3.
* Elevators on Level 4 and Level 5 can end up leading back to Level 3.
* Entering bunkers on Level 10 can have a chance to lead to Level 3.
* Buildings on Level 11 that have a similar look to Level 3 on the inside can sometimes cause you to enter Level 3.
* Rusty pipes found inside Level 13 may lead to Level 3 if you decide to make contact with them.
* The Metro is an easily way to access Level 3

### Exits

* Elevators on Level 3 can lead to Level 4 and Level 5.
* Entering a wooden door will take you to Level 31.
* Sitting in a car that can rarely be found in electrical rooms in the level will cause you to fall unconscious. Upon waking up, you will be in Level 69.

## Footnotes

Original Page Creator(s): Reddit user u/M654z

Licensing: “Level 3” by Natedagreat563 is licensed under CC BY-SA 3.0

Image Sources: Prison Tour images 1, 2, and 4 are taken from Steve Mays’s Flickr and are licensed under CC BY 2.0

Page Creator: Arch2300

Level 2 : **Level 3** : Level 4