Level 3

Level 3 is the 4th level of the Backrooms.

Description
Level 3 is a series of long, dark, twisting hallways which work similarly to Level 0. They all consist of randomly segmented rooms, which form in no particular pattern, and are extremely loud with the noises of machinery. The hallways are very narrow and enclosed, some even requiring wanderers of average height and build to bend, hunch, crawl, or walk sideways through them. The level is filled with wiring which supplies power to the entire Backrooms via entangled batteries

The walls are all 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 ceilings being made entirely of metal.

In Level 3, the rooms are smaller and tunnels are more claustrophobic than in lower levels. In this level, it is easy to find random objects, some of which can be very valuable, such as lighters and weapons. The level is filled with wiring which supplies power to the entire Backrooms via entangled batteries. Level 3 has a very strong WiFi. As mentioned, Level 0 and Level 3 share some similarities. The rooms are of similar size and layout, and the hallways of both are long and winding. However, the levels also contain some striking differences. One such example would pertain to the rooms of Level 3 themselves, which sometimes contain objects inside of them which help differentiate them from other rooms; something which Level 0 lacks. 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 2012 (see the image attached to the right for reference regarding the appearance of the bars). Further tests have demonstrated that no matter what methods were attempted, bars could never be removed or opened, nor the walls around them. Such obstructions have made it impossible to traverse certain portions of Level 3, so the level cannot be fully mapped at present.

M.E.G. field explorers have reported that areas where prison bars are more numerous tend to instill a heightened sense of fear and extreme discomfort in wanderers. Wanderers 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 either the result of hallucinations, or merely rumors.

Level 3 shares many similarities with Level 2, such as the fact that walls are typically lined with pipes. 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.

Out-of-place electrical rooms can also be found randomly throughout the hallways of Level 3. These electrical rooms can vary greatly in every single aspect, but the majority of them are extremely dark and contain a single generator. Electrical or electronic appliances such as breaker boxes, computers, loose wires, security camera monitors, and fluorescent lights have also been reported.

Level 3, while relatively dangerous, is considered a hotspot for supply bases. This is because Level 3 is rich with resources such as Almond Water, False Outlets, Liquid Pain, Firesalt, Royal Rations, Squirt Guns, and Bottled Lightning. Along with the aforementioned items, other objects not native to The Backrooms can be found throughout the level, such as knives, lighters, bolt cutters, flashlights, and other miscellaneous weapons or supplies. Notably, Level 3 is also the level in which Wi-Fi in The Backrooms is at its strongest, sitting at a consistent three or four bars instead of fluctuating randomly like in the majority of other levels.

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 66 to 93°F (~18 to 33°C). Long-distance travel across Level 3 is made difficult by regions in which the temperature may rise dramatically to become entirely inhospitable, with the highest temperature ever recorded being 135°F (~57°C). Reports also exist of regions with damp, thick air, which makes the air in these areas difficult to breathe.

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. Wanderers may benefit from useful machinery, or tap into the 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 Wanderers 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.

This level is extremely dangerous and is home to a considerable amount of entities. Hounds, Facelings, Insanities, Female Deathmoths, Skin-Stealers, Dullers, Smilers, Clumps and Bursters all seem to inhabit this level. Pipes line the walls and ceilings of this level, which makes it easy to distinguish from the previous levels.

It is recommended to head to the next level quickly. However, there are lots of useful objects lying around on Level 3, so it can be beneficial to stay and collect items if you're confident. This is also the only confirmed Level with Smiler Exterminator.

Colonies and Outposts
Due to the difficulty of this level, permanent civilizations are unfeasible and impossible to sustain for lengthy periods of time.

Entrances
You can enter Level 3 by going through an unlocked door on Level 2. You can also enter by stepping on a wire on Level 566. Rusty pipes found inside Level 13 may lead to Level 3 should you make contact with them.

Exits
The only safe way to leave Level 3 is through the elevators, which often lead to Level 5 and, rarely, Level 4. However, if the elevator is marked with "greenery", it will take you to Level 931. Sitting in the front seat of cars that are found in the electrical rooms will cause you to fall unconscious. Upon waking up, you will be in Level 69.