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Level 3

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Revision as of 22:52, 8 February 2024 by Sheep42 (talk | contribs) (→‎Entrances and Exits: ce)
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Survival Difficulty:            Class 3
》Unsafe
》Unsecure
》Low Entity Count

An image of Level 3, taken shortly after it was first discovered. The people that took this image never went past the door, and it has not been found ever since.

Level 3 is the fourth positive level of The Backrooms. It is the lowest level that cannot be accessed from The Frontrooms.

Description

Level 3 consists of a large connection of hallways outlined with brick or concrete, many of which have exposed rebar, wiring, and pipes. These hallways contain doors frequently, which, unlike Level 2, are generally unlocked and lead to rooms. Locked doors cannot be broken or pushed open, and it is commonly recommended that if anyone finds a way inside of them, they do not enter. The Level has very strong Wi-Fi, and some use it as a leisure spot for this reason.

Doors in this level have a tendency to slam shut at random, especially if there is an entity nearby.

Sections

Level 3 is split into two sections. Both sections do share some features, such as random items appearing within their hallways.

Factory

An image of the factory section. Taken at an unknown date. The camera that presumably took the image was found on the ground

The factory section of Level 3 contains many long hallways and rooms, with walls made of concrete. Ramps, stairs, and railing can be found throughout the section. The top of the walls in this section are usually bricks painted white or grey. This is the safest section of Level 3, with an entity count only slightly higher than Level 2, and it is also always the section in which wanderers will enter into when entering this Level from Level 2. Many wanderers were initially led to believe that it was a sublevel of Level 2, although extensive studying of the section has proven that it is indeed part of Level 3.

This section frequently contains strobe lighting, electricity panels, fire alarms, intruder alarms, and even electrical outlets, thus giving Level 3 the name “Electrical Prison”.

The temperature in this section is generally cool, ranging from 12 to 15 °C. The pipes are also almost completely silent, and are shown to have nothing in them, other than entities. For this reason, it is HIGHLY advised not to break into the pipes, since there is nothing useful in them, and you could potentially get exposed to a very dangerous entity. This makes it easy for one to notice if an entity is sneaking up on them, and allows time to react. As such, many groups suggest that you leave Level 3 before exiting this section, as the prison section is far more dangerous. The section varies in size, with some being hundreds of square kilometres, while others were only a few hundred metres. As such, it is not always possible to exit the Level without leaving this section.

Prison

The prison section of Level 3 is the most notable section of Level 3, and the one where the Level's iconic image comes from. The prison section is usually not the section wanders end up in when they first end up in Level 3, as entering from Level 2 will never result in an entry to the prison section.

The prison section has red bricks covering the walls, and concrete floors and ceilings. The ceilings also aren't as exposed as the factory section, with only a few dangling wires and pipes. As well, they also contain lights, although many of them are either blown or off with no way to turn them on. The walls often have iron bars on them.

The most notable part of the prison section are the large, immovable iron bars, which give the section its name. These iron bars are frequently peeling paint and even rusting, and are unlocked. Despite being unlocked, they cannot be opened unless they are already open. They typically guard off large sections of the Level, which made the M.E.G.'s construction of a base here challenging.

The bars are almost always found having text on a plaque on their surface, usually reading something similar to “OUT OF BOUNDS”, “DO NOT ENTER”, “STOP”, “MANAGERS ONLY”, or “EMPLOYEES MAY NOT ENTER”. No matter what they say, they always seem to be telling the wanderer to stop.

Along with the plaques, the bars sometimes have a sheet of paper attached to them. These messages sometimes contain actual instructions. However, it is more common for them to be completely blank, one letter, a person's name and nothing else, nonsense, letters seemingly written to nobody, or a coherent message which either gets cut off or becomes gibberish suddenly or gradually. These papers should be ignored, as whatever is written on them seems to be mostly meaningless, and Level 3 is a very dangerous place, where one should never let their guard down.

This section is more dangerous than the factory section, with an entity count a bit lower than Level 8. The sounds in this section are usually hissing coming from wires or entities banging on walls, but much like the factory section, it is very quiet. Pipes in this section are typically insulating wires or have small amounts of water in them, allowing for isopods to live in them. Breaking into the pipes is generally safer than in the factory section, as the creatures that live in them are typically less dangerous and less common than creatures in the pipes of the factory section. In spite of this, many people recommend not to break into the pipes, since they are still dangerous.

Rooms

Level 3's hallways contain many doors, most of which lead to rooms. Room types can typically be broken up into a few categories.

Empty rooms

The most common type of room on Level 3, making up around half of them. It typically consists of a very basic concrete design and looks like the hallway it connects to. It is almost exclusively found in the factory section of the level, although it is sometimes found in the prison section as well. Despite the name, these rooms typically aren't empty, and commonly have boxes inside with items that could be useful to wanderers. The items are left by other wanderers, and it is a tradition in many groups to leave an item behind when taking one that is of equal or higher value, unless in an unfortunate situation.

Computer rooms

Computer rooms are somewhat common and found throughout Level 3, although there are some key differences depending on where they're found. While all computer rooms have a black, stretchy, unbreakable, plastic desk with a monitor on it and a computer underneath, they share almost nothing else in common. Computer rooms blend to the section they're found in, with computer rooms in the prison section having brick walls, and computer rooms in the factory section have white brick and concrete walls.

The computers in each section are different as well. Computers in the factory section are of most usage, as they are modern and upgrade their hardware constantly. The mouse and keyboard can even be selected from the monitor. The only drawback is that these computers never have an operating system installed, and one must be taken from elsewhere, put on a USB, and installed on the computers. If a computer in the factory section has an operating system installed, it means someone else has been there before. The computers also seem to have infinite disc space.

General advice for using the computers in the factory section is to sign in without creating a password. After this, log in to whatever you need to, stay there for as long as you want to, but be aware of entities, and when you leave, purge any evidence that you were there. If this cannot be achieved, delete any personally-identifying data before leaving.

Computer rooms in the prison section are very different. All of these computers are extremely outdated, and most are broken. The ones that are not broken always run a very old operating system. No operating system has been found on these computers younger than Windows XP, with most being either Windows 98 or Windows 95. They occasionally also contain non-windows operating systems, such as old versions of Macintosh OS and PC-98. They usually have nothing installed besides system files and a browser, usually an extremely outdated version of Internet Explorer.

These computers almost always have a password, although that password is typically written on a post-it note stuck onto the monitor. The accounts seem to be admin accounts, although it is hard to tell since the monitors are often cracked or extremely dusty. These admin accounts seem to be overseeing employee computers, however, none of these exist. The M.E.G. considers these computers to be worthless.

Combined with the strong Wi-Fi connection, computer rooms in the factory section have led to Level 3 becoming a leisure spot for some wanderers. Although The M.E.G. and many other groups advise against this, it is still frequently done, with reports of some high-ranking M.E.G. officials taking part in it. Many computers have games preinstalled purely for this purpose.

Computer rooms are new to The Backrooms, having first appeared in the late 1980s. Although computers in both sections were initially continuously updated, in the late 1990s, some computers in the prison section stopped getting updates. The amount of computers in the prison section that were no longer receiving updates gradually increased, until 2003, when the last computer in the prison section stopped receiving updates. Although prison section computers acted like factory section computers prior to this point, this event made it so that prison section computers act like they do today.

Machine rooms

The rarest type of room in Level 3 are machine rooms, which always have brick walls, tiled floors, and a concrete ceiling. They are almost exclusively found in the prison section. These rooms are generally very large, with some being 100 square metres or even greater. The most defining feature of the rooms is the large machinery, which is constantly running although seems to serve no real purpose as it doesn't produce anything, although it does seem to be functional. Attempting to damage the machinery will result in a large robotic arm grabbing the person who did, and trying to throw them out of the room. If they cannot be thrown out of the room, the robotic arm will instead attempt to crush them. Any damage to the machinery will be repaired, as if the machines were alive.

Machine rooms are also very hot, reaching up to 40 °C. The reason for this is most likely because of the friction produced by the machines.

Elevator rooms

Not to be confused with the entity also called “Elevators”, the elevators in Level 3 are rusted, old elevators. They often make creaking noises. The inside of them is just an iron box, with no buttons. However, elevators are commonly used to exit the level. On the outside of an elevator, there is an “up” and “down” button. Pressing the “down” and entering the elevator will cause the door to close and immediately reopen. Whoever was inside the elevator then arrives in either Level 1 or Level 2. Doing the same thing, but pressing the “up” button instead results in whoever entered the elevator being taken to Level 4, Level 5, Level 9 inside a house, or Level 11 inside a building. Strangely, these mysterious elevators do not appear on any of the levels they lead to.

Stairwell rooms

Although slightly less common than elevators, stairwells are also found in Level 3, and are also used to exit the level. Stairwell rooms are small and resemble whatever section of Level 3 they are in (for example, brick walls in the prison section and white concrete and brick walls in the factory section) at the top. However, the design of the stairwell depends on whatever level it leads to.

  • A declining stairwell that has puddles on it leads to Level 1.
  • A declining stairwell that is either very cold or very hot and has pipes lining the walls leads to Level 2.
  • An inclining stairwell that has mouldy carpets and is designed like an office leads to Level 4.
  • An inclining stairwell that has a Victorian or Art Deco design will lead to Level 5.
  • An inclining stairwell that is either mostly or completely black and very dark will lead to Level 6.
  • An inclining stairwell that looks like it would fit inside a suburban home will lead to Level 9.
  • An inclining stairwell that doesn't change in style will lead to Level 11.

A stairwell that doesn't fit one of these designs is almost certainly a trap.

Entities

Earth Creatures

Like many levels of The Backrooms, Level 3 contains only very small creatures, such as various types of arthropods, velvet worms, and tardigrades. Although larger variants of these live inside the pipes, they are still small. Some fungi live here as well. For plants, Bryophytes live here, usually on the inside of boxes.

Backrooms Creatures

Backrooms creatures are very common here, especially in the prison section. This makes the level very dangerous for new wanderers. Windows, Smilers, Clumps, Dullers, Bursters, Insanities, Anethikas, Death rats, Camo crawlers, Lighters, Blossoming eyes, Hounds, Facelings, Skin-stealers, and Deathmoths are known to inhabit this level. Jerry is known to visit here rather frequently. Arthropods infected with The Crawler Fungus have been found on occasion. Fleshrooms have been known to appear very rarely, with only 4 confirmed sightings and 7 rumoured sightings. Lucy's Room has been rumoured to be located here, although this is unconfirmed.

Colonies and Outposts

Although outposts on Level 3 were initially considered impossible, there were many attempts to start one, some of which were very successful.

M.E.G. Imprisoned Base

History

Shapur Period

During the Shapur Period, the base didn't exist. Shapur ordered all members of The Lost not to create a base here, since he thought it would be a waste of resources. There were some attempts by rogue Lost members to establish a base, although these collapsed within a few weeks due to lack of support.

Fragmentation Period

During the Fragmentation Period, rumours started spreading of the Black Tar Base on Level 2 being either “haunted” or “cursed”, and so people started fleeing the base en masse. Although most left to the previously-established Lost bases on Level 1, Level 4, and Level 11, some decided to found a base on Level 3 in 1262. Unlike the previous attempts, there was no central authority to stop people from attempting to join, and there were a large amount of people flooding into Level 3 at the time. This was enough to sustain the base. The base was shaped irregularly, since it was set up so quickly. Although Shapur's brother, Hormozd Bolad, tried to close the base, he was assassinated before he could make any progress.

Hedonistic Period

After Hormozd's death, his successor, Naṣr Khurasani, stopped attempting to close the base, and let it run with a great amount of autonomy. The base's population during this period hovered at around 500, making it one of the smallest bases. The base, however, did manage to sustain itself, secured large amounts of Lost literature, and was one of the last bastions of “explorers” during the Hedonistic Period. However, these expeditions discovered almost nothing of note.

Early Revival Period

Zoë (surname unknown) was born in this base on Level 3, and led the residents in revolt against Khurasani. Since almost nobody knew how to fight at this point, she easily won, and assassinated Khurasani. She is often credited with starting the revival movement. The literature kept within this level played in a vital role as well, leading to the rediscoveries on Level 2. However, Zoë didn't spend much time here. She instead opted to live on Level 2, since it had greater historical importance. This caused many people that lived in the base to leave, reducing the population to around 200.

High Revival Period

The High Revival Period marked the base rapidly populating. Zoë was venerated by her successors, and as such her home level was held in high regard. Monuments to her were built here, and most members of The Lost visited the base at least once in their life. By the end of this period, the population was around 40,000.

Late Revival Period

During this period, The Backrooms Colonists sent an expedition to this level, only for them to encounter The Lost, which ran the base at this time. The Lost took them in, and they learned a lot about The Backrooms as well as The Lost during their stay. Many people think this event was a major contributor for the eventual unification of The Lost and The Backrooms Colonists into The M.E.G.

Today

Unlike bases on many other early levels, the population of the Imprisoned Base remained mostly stable until very recently. This is thought to be because many members of The M.E.G. hold the base in high esteem, and so would like to live here. However, it has been depopulating since the late 1990s, due to the foundation of the Leisure Lounge.

Leisure Lounge

Description

The Leisure Lounge is very new to Level 3, and The Backrooms in general, having only been founded in 1996. The outpost exists for leisure, and operates in the computer rooms. There are only around 50 permanent members, with the rest staying with the outpost for a few days before moving on. Although the M.E.G. base here refuses to collaborate with them and has even denounced them indirectly multiple times, they are not openly hostile towards each other. High-ranking M.E.G. officials and regular people who live among the outposts of The M.E.G. visit this base. It is assumed that over 20% of the people living in the Imprisoned Base make regular treks here, which makes census of the base difficult, leading to the supposed population reduction. Food is given to the outpost's owners via donations from visitors, who are expected to bring their own food.

The outpost does not have a leader, as power is shared by all 50 permanent residents. Most are armed to prevent entity attacks.

History

The Leisure Lounge was founded in 1996 by some retiring members of The B.M.T.G. and various other people. It quickly grew, with many people from all over The Backrooms visiting it. The first M.E.G. denunciation happened in 1999, when The M.E.G. was concerned about “leisure activities within dangerous levels”. The M.E.G. encouraged people not to take part in these activities, and instead take part in leisure activities on safe levels, such as Level 11. This was very damaging to The Leisure Lounge, which saw a drop in visits by almost 25%. The Leisure Lounge responded to this by inviting an M.E.G. overseer, to show that their defences were enough. The overseer decided their defences were “adequate”, and as such The M.E.G. took back their previous statements and apologized.

The second incident with The M.E.G. was in 2003, when all the computers in the prison section suddenly broke down. This made The Leisure Lounge fall under the category of a “leisure activity in an unstable environment”, resulting in another decline in visits. However, this time, The M.E.G. didn't respond to The Leisure Lounge's requests for a de-listing, which created major distrust between them, especially after the previous incident. Most people ignored the warning after a few months. The M.E.G. silently took down the warning in 2007 after they realized that people were taking them less seriously due to it.

The third incident was the most quickly resolved, and it was in 2020 when a new member of M.E.G. staffed wildly denounced The Leisure Lounge while drunk. He was soon sacked, and his position replaced. This incident had no real long-term effects.

Discovery

Like most low-numbered levels, Level 3's exact time of discovery remains a mystery. The first person here was someone who walked through a door on Level 2, and managed to live to tell the tale as well as take a few photos of the level. However, many outposts on low levels likely moved on to higher levels at some point, so it is likely that this person was far from the first person to be in Level 3.

Entrances and Exits

Entrances

Some unlocked doors on Level 2 lead to this level's factory section. Fire exits on Level 4 may lead to the prison section. Going down a stairwell in Level 6 will sometimes lead you here. No-clipping in Level 5's boiler rooms will sometimes lead you here. Lastly, going to a section of a prison that would not normally be publicly accessible and no-clipping there will lead you here.

Exits

There are not many ways to exit Level 3. The first and most common way is the exit via the elevators. Pressing the “down” button on the outside of an elevator and entering will cause the elevator to close, and then immediately reopen, with everything inside being magically transported to either Level 1 or Level 2. Doing the same thing, but pressing the “up” button instead will result in whatever is inside going to Level 4, Level 5, the inside of a house on Level 9, or the inside of a building on Level 11.

The other way to exit Level 3 is via the stairwells, which some wanderers prefer since they know what level they are going to.

  • A declining stairwell that has puddles on it leads to Level 1.
  • A declining stairwell that is either very cold or very hot and has pipes lining the walls leads to Level 2.
  • An inclining stairwell that has mouldy carpets and is designed like an office leads to Level 4.
  • An inclining stairwell that has a Victorian or Art Deco design will lead to Level 5.
  • An inclining stairwell that is either mostly or completely black and very dark will lead to Level 6.
  • An inclining stairwell that looks like it would fit inside a suburban home will lead to Level 9.
  • An inclining stairwell that doesn't change in style will lead to Level 11.

There's talk of an unusual stairwell that supposedly leads to a place known as “The Finish Zone”. This peculiar spot is touted as a deceptive endpoint within the context of escaping from “The Backrooms.” Here, individuals are falsely praised for successfully evading the Backrooms, but it's all a ruse. This so-called Finish Zone is, in fact, a treacherous trap from which there's no viable means of escape. Those who venture into this area are believed to meet their demise, either succumbing to starvation and dehydration due to the absence of sustenance, or falling victim to an unknown entity.

Yet, scepticism abounds regarding the veracity of this claim. Many individuals cast doubt upon the existence of the Finish Zone, speculating that a stairwell that deviates from the established criteria would merely lead to another section of Level 3 or perhaps an entity like the Fleshroom. The scarcity of these stairwells, coupled with the limited instances in which they've been discovered—albeit unexplored—contributes to the enigma surrounding their destination.