Level 3 Rewrite
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SURVIVAL DIFFICULTY:

Class 4

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The M.E.G.’s first captured photo of Level 3, taken by Overseer B during Team Overseer’s first expedition of the level.

Description

Level 3 is an incredibly dangerous labyrinthine complex that resembles an antiquated, abandoned industrial facility with lots of electrical technology scattered throughout, both old and new. The exact size of Level 3 is unknown due to the fact that the majority of the level is blocked off by large metal bars that are, at the moment, considered to be indestructible through current means. Level 3 is also full of some of the most rare and valuable resources The Backrooms has to offer and where all objects that are multiple and not unique to a specific level are found in their highest quantities. Most groups of interest in the Backrooms consider Level 3 to be their highest priority when it comes to research expeditions given the rich abundance of otherwise rare objects that can be encountered on this level with relative ease. In spite of all this, exploring and/or traveling to Level 3 is extremely ill-advised due to the hyper-intelligent hostile entities that are unique to this level specifically.

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An example of one of the smaller, harder to navigate hallways in Level 3. This specific hallway is only about 5 feet tall and 14 inches wide.

Level 3 was discovered in 2008 by The M.E.G. during Team Overseer’s first expedition of the Backrooms after their initial no-clip into Level 0, and the 4th level ever discovered by The M.E.G. At this point, the overseers had still assumed the Linearity Hypothesis1 and designated this level according to the timeline in which they were discovered, which is now a long outdated practice. For matters of convenience, both colloquially and formally, this designation has not been changed and persists today. Given the fact that most expeditions into Level 3 are done with the intention of resource collection rather than general research — and the generally dangerous conditions of Level 3 as a whole making such expeditions both expensive and difficult — this initial expedition was paramount to providing The M.E.G. with several of the images and fundamental qualities regarding the level. To this day, a large portion of the data regarding the level’s environment and general layout comes from this initial exploration. As of now, The M.E.G.’s principal priority when it comes to research of the level lies in its hyper-intelligent entities and the notable abundance of resources.

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Another photo of the rusty prison bars. Pictured is an example of a set of bars which does not contain a gate and is impossible to pass.

Level 3’s hallways consist of brick walls of numerous different kinds of colors that surround dusty, concrete flooring and dim fluorescent lights on the ceiling. The infamous hum-buzz that radiates throughout Level 0 is also present here, though much less apparent. The walls are often covered with various wiring, cables, electrical boxes, and other machinery that all create an additional cacophony of whirring, buzzing, and crackling caused by the rushing electricity. Pipes filled with a mysterious black liquid also scatter across the walls in addition to the electrical equipment with sounds of the liquid rushing through them.

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One of the darker hallways in Level 3.

As mentioned earlier, exploration of Level 3 is extremely difficult, expensive, and often impractical, which is why remarkably few major research expeditions have occurred since Team Overseer’s initial exploration. The structure of the hallways is extremely inconsistent in terms of its dimensions. Many hallways throughout Level 3 have extremely thin walls and/or low ceilings that require wanderers to bend, hunch, crawl, or walk sideways in order to traverse them. Some documented hallways have been so tight, that The M.E.G. has had to send expert cave divers from the Level 8 research teams in order to explore them. In juxtaposition to this, large, open areas as big as a mall food court can also be encountered. The largest discovered area in Level 3 is where Base Gamma, the M.E.G.’s major base that exists on this level, currently operates, with the ceiling assumed to be hundreds of feet tall and the area itself several miles wide. The temperature of Level 3 can also create generally uncomfortable conditions, with typical temperatures ranging from around 66°F at their best to 93°F at their worst (~18 to 33°C) on a normal day. These hotter temperatures, combined with the stuffy air quality of the complex deter many research operatives from desiring to venture into the level in the first place.

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Some of the electrical equipment commonly found on the walls of Level 3.

Beyond all of this, the vast majority of Level 3 is considered to be impossible to explore on foot or access with current technology due to common sets of indestructible metal bars that block off many hallways or rooms in Level 3. The M.E.G. has poured a myriad of resources into attempting to pass through these bars, but all attempts have been fruitless. Attempts have consisted of the usage of chainsaws, explosives, acid, the black sludge in the pipes, Squirt Guns filled with lava, Clumpshots, and Black Bottled Lightning, but none of these experiments have so much as scratched the bars. Attempts to either noclip through the bars or through a wall that would lead someone into an area behind the bars have also been completely fruitless. Fortunately, some of the sets of metal bars contain gates with locked doors that are possible to open through lock-picking2, but these instances are quite rare compared to the sets of bars with no gate. Through a combination of the variable environments and bars blocking many of the hallways, traversing Level 3 is can become an extremely frustrating maze that quickly demotivates research teams attempting to explore new areas. Research teams have tried on three separate occasions to send drones and rovers behind the bars to explore, but on all three occasions, the machine would suddenly lose signal within about a minute after passing through the bars. This method has been put on the back burner for the time being due to the expense of drone technology and fruitless results of the previous attempts.

While not a top priority of The M.E.G., discovering exactly what is lurking behind the bars has been a very important question for the research teams on Base Gamma due to the strange anomalies and objects that are associated with the inaccessible areas of Level 3. Wanderers and researchers alike have frequently reported seeing a shadowy figure moving or running in the distance. Others often report a looming sense of dread or anxiety when staring at the areas behind the bars for too long. Some have even outright said that they felt like they were being watched. One wanderer even reported a faint sound of crying, just barely audible over the sounds of the machinery. Initially, Base Gamma researchers wrote these instances off as a combination of both hallucinations and the placebo effect, but concerns regarding the existence of a potential undocumented phenomenon, group of interest, or even entity have become much more prevalent in Base Gamma research teams. Due to the inability to explore these areas through current means, no official conclusion has been reached connecting all these instances or confirming any hypotheses.

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A picture of the sculpture captured from the rover sent behind the bars.

Through the very limited data collected through the short drone videos before disconnection, other observed anomalies include the discovery of Object 56, strange paintings and murals, frantic diary entries on worn notebook paper, skulls of various entities found on Level 3, large pools of the black sludge from inside of the pipes, miscellaneous train parts, and Greek-style sculptures of an unidentified woman — many of which are heavily worn, damaged, or weathered. Some of these anomalies will be elaborated on later.

The machinery within Level 3 is also a very dangerous aspect of Level 3 that poses threats to successful exploration. Most parts of Level 3 are riddled with antiquated electrical equipment which appears to be able to operate autonomously and without any input or maintenance. Despite this, the machinery often fails and leads to accidents, disasters, and casualties. One should be aware of common issues like fallen wires, warm and sparking outlets, flickering lights that can shatter and hurt wanderers, and exploding generators. The M.E.G. often dismantles the machinery to repurpose for technology, so much of the would-be dangers near Base Gamma have been neutralized.

Rooms

Several types of special rooms exist on Level 3 throughout the typical dusty hallways. These rooms typically contain the majority of the rare resources that those who traverse Level 3 typically seek out, especially the Assembly Lines. Notably, the resources seem to replenish themselves through unknown means, providing a very sustainable source of food, water, weaponry, general materials, and clothing for those who reside on Base Gamma, and even beyond that. There is no indicator that the resources are limited or provided by a finite source, allowing M.E.G. researchers to take as much as they need whenever they need, assuming they can survive the dangers of the level and hyper-intelligent entities. Below is a gallery and comprehensive list of the four types of rooms that have been documented thus far in the explorable parts of Level 3.

Gallery of Rooms



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Generator rooms are the most common types of rooms encountered on Level 3. These rooms are distinguished by the large, noisy generator that is present in each instance. Beyond just being overwhelmingly loud, the generators are also extremely hot, and areas surrounding generator rooms can spike as high as 135°F (~57°C). These rooms are already very dangerous due to the high heat, but these generators have also been documented to suddenly explode for no apparent reason or cause. These rooms are quite easy to avoid due to the loud sound of the generator and rising temperatures being an easy way to tell if one is approaching a generator room.

Lots of loose wiring, defunct electronic devices, and server towers are found in these rooms, which the M.E.G. has utilized for all the necessary technology needed at Base Gamma. Common objects like Almond Water and Firesalt often appear in these rooms in extreme abundance. One can expect to encounter an average of 20 bottles of Almond Water per room and at least 5 clusters of Firesalt growing on the walls. These rooms provide a consistent source of Almond Water for those permanently residing on Base Gamma.

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A close up photo of one of the gates attached to the bars.

Anomalies

Level 3 contains several unique features and anomalous events that have perplexed M.E.G. researchers since the group’s formation, hence the size of the scientific sector of Base Gamma. Some of these anomalies are unavoidable features of the level, while others are strange, unexplainable occurrences that M.E.G. researchers struggle to make sense of.

Indestructible bars

As mentioned, Level 3’s hallways are riddled with various sets of indestructible bars that render the majority of the level inaccessible. Conveniently, some of the sets of bars contain unlock-able doors which can be used to pass them, but others are completely walled off and impassible. Even simply scraping off flecks of the metal for study has proven impossible, which has made attempts to further analyze the content and biological makeup of the bars difficult.

The metal has proven to be non-magnetic, which has eliminated any potential for using powerful magnets to force the bars to bend. Attempts to bend reality with the use of Deuclidators and Reality Refresheners have also proven to have no effect, with the bars remaining unaffected in their reality stability. This method did prove, however, that the bars continue beyond what is directly visible and are clipped into the walls partially, eliminating potential strategies of going around the bars by destroying or surpassing the walls. The bars have even proven to be impenetrable to non-material substances like x-ray radiation — discovered when scientists attempted to use x-ray fluorescence to non-destructively determine the molecular composition of the bars. Likewise, no destructive techniques have worked either, as mentioned in the first few paragraphs of this article. Any successful attempts to so much as scratch the bars, much less determine their elemental and molecular composition, have all proven entirely fruitless and by current means impossible. Any successful attempts to cause damage to the bars or surpass them are to be reported to the M.E.G. immediately.

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An image of the black sludge flowing out of a pipe redirected into an older portion of Base Gamma.

Black sludge

Another common anomaly in Level 3 is the presence of a thick, viscous, dangerous black liquid that flows through the various pipes scattered throughout Level 3. The liquid is a highly dangerous and poisonous neurotoxin that should be avoided by average wanderers. The liquid is quite hot and can cause 2nd degree burns if direct contact is made with the skin. Direct inhalation with the fumes it emits can cause severe brain damage depending on length of contact. Several unprepared explorers of Level 3 have experienced severe brain damage, chemical burns, and accidental amputations from sudden exposure to the liquid. Coming into contact with the liquid and even tampering with the pipes is highly ill-advised.

Attempts to study the makeup of the sludge have proven fruitless, as the substance does not appear to resemble anything that can be found on Earth. The atom-like molecular structures that make up the liquid do not resemble standard subatomic particles in material terrestrial substances, and contain wildly different structures upon further examination. The leading theory among scientists is that this may be an instance of the hypothesized mirror matter, but much more research is required.

Purpification

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A close up image of extracted instances of “Purpified” bricks from Level 3.

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An image of a purpified skinstealer encountered in a darker area of Level 3.

Purpification is the name given to a rare phenomenon found to occur on Level 3. At times, researchers have encountered instances of dead entities being partially noclipped into the wall. Remarkably, these instances of entities and the portions of the wall immediately surrounding them are always completely purple. Scientists have extracted bricks and the carcasses of the entities from the walls to study these phenomena, determining that the instances contain quite high amounts of gamma radiation and an unknown, powerful energy that powerfully radiates the color purple. Objects and creatures that have experienced this phenomenon are referred to as “purpified” for convenience.

Only 17 instances of Purpification have been encountered since the discovery of Level 3. The exact cause of this process has yet to be documented, as the M.E.G. has only ever encountered the result, as pictured to the right, rather than the cause or process itself. To date, a human has never been discovered in this state, but concerns are still present of whether or not it is possible for a human to be purpified. The only other hint towards its origin was a mysterious inscription painted onto the wall to the right of one of the purpified carcasses of a Hound, which is attached below:

My beautiful creation, seeing you in such a perverted state deeply hurts me. I did not create you to be such a ghastly beast, and your purpose is more noble than this. If I only could see you with my real eyes and touch you with my real hand even one more time. One day, I will heal your broken body and mind. I will return you to your former glory. I promise.

This inscription, while fascinating, is unique to only one of the instances, and it is unknown whether this was planted by a malicious party to lead researchers astray or points to the origin of this process. Further research is necessary, but many have postulated that this inscription is accurate and implies that Purpification is the result of an unknown creature on Level 3. Many, however, also assert this is probably a hoax from an enemy group or random wanderer. Further research is needed to make any certain conclusions.

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A darker, more narrow hallway in Level 3 — an example of a part of Level 3 often said to cause a lot of the scopophobia and paranoia.

Scopohobia/Paranoia hotspots

Another common phenomenon in Level 3 is the existence of various “hotspots” where feelings of increased scopohobia3 and paranoia suddenly overwhelm the vast majority all wanderers that enter them. These hotspots typically are the dark, narrow sections of Level 3, such as what is pictured to the right. Psychologists in the M.E.G. have attempted to explain this as normal behavior and general fear of the dark and being alone, but wanderers who have entered these hotspots attest to auditory hallucinations which corroborate with the testimonies of other victims. Groups of people who enter these areas also consistently report to hearing these similar hallucinations at the same time.

Victims report distant sounds of a person crying, screaming, the world “help” being shouted, maniacal laughing, whispering, heavy breathing, clanking of machinery and other objects, and most interestingly, a sound which all victims have been unable to describe in detail without becoming immensely distressed and afraid. The most detailed explanation from a wanderer who had heard this inexplicable sound was that it was “the embodiment of hell itself” which was the most she was willing to give. More remarkably, some victims have even reported that they distinctly remember being spoken to by a voice in these hotspots, but are always incapable of remembering what was said or who said it. Attempts to document these phenomena on video have been made by the M.E.G., but they have all been fruitless. Whatever the source of the auditory hallucinations are appears to be selective against people who are trying to document it. All known hotspots have had signage installed by the M.E.G. to warn wanderers of the threat of these hotspots, and caution is heavily advised when one must enter into one of them.

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A typical example of a collection of Almond Water bottles on Level 3, captured in an assembly line.

Abundance of Objects

One of the most useful and famous anomalies that occurs on Level 3 is the incredible abundance of objects that can be encountered on this level. Most average wanderers know about this phenomenon and view Level 3 as the best way to acquire resources en masse. All objects that are multiple and not confined to one specific level have been encountered on Level 3 at some point in time, many of which are found in exuberantly large quantities compared to what is typically expected in other levels. More remarkably, this is in spite of the assembly lines (which already provide an enormous amount of resources in of themselves). Pictured to right is a clear example of this phenomenon, showing a naturally encountered collection of Almond Water that is unheard of on most other levels, but is extremely standard for Level 3. Wanderers are near guaranteed to encounter massive concentrations of more common objects like Almond Water and Firesalt when wandering aimlessly around the level, similar to what is pictured on the right. One is significantly more likely to encounter otherwise very rare objects such as Royal Rations and Liquid Silence than on any other level as well. Most of The M.E.G.’s stash of rare items is sourced from Level 3.

This anomaly is very well-known about Level 3, and has motivated nearly every major and minor group in the Backrooms to attempt to establish a base or outpost on Level 3 since its discovery. This is often very difficult due to the hyper-intelligent entities, which will be elaborated on later. The Oversight Council has estimated that about 70% of the M.E.G.’s resources come directly from Level 3 due to the frequency of objects and the high concentrations in which they are found. The exact reason for this anomaly is unknown and currently unseen on any other level, but it is an enormously beneficial feature of Level 3 that benefits the M.E.G. daily and allows them to maintain enough resources to support the grandeur of their group. As a result, resource collection is one of the primary goals of Base Gamma and most other known bases and outposts on Level 3.

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An example of the various works of art found throughout Level 3.

Art

The presence of various unexplained artworks throughout Level 3 has been another massive point of interest for research of Level 3. At times, the bricks will be covered by large, white, canvas-like material and contain various paintings, drawings, and other kinds of imagery which has no known origin. To the right is an example found in one of Level 3’s hallways, believed to be a depiction of the angelic deity depicted in the religious artwork in the sanctums. Notably, the face appears to have been painted over in a vigorous way, implying paint was quickly smeared across the fact in anger, or something along those lines. Similar works of art have been found scattered all throughout Level 3, more often than not beyond the bars and only visible through the brief footage provided by the rovers and drones before their destruction or with the naked eye at certain angles. These works of art have been studied and proven to be fairly recent, often within months, weeks, or even days of discovery, making the fact that they depict the ancient deities present in the imagery of the sanctums all the more interesting.

The most notable work of art ever discovered on Level 3 was The Ultimate Backrooms Cookbook, the author of which still has yet to be identified. Members of the BNTG noticed the book sitting on the ground close to the bars and were immediately interested by it. Using a long metal pipe, they reeled it closer to the bars in order to grab it and examine the contents. The book was extremely worn, and the vast majority of the pages were missing, but the contents of the book were not recognized by any of the members of the initial group who discovered it and amazed them. Whoever wrote the book clearly had immense, thorough knowledge of the Backrooms and potentially knows a way to bypass the indestructible bars. The book has yet to be proven as a hoax, and the original copy continues to be thoroughly examined for any hints relating to the author, such as fingerprints, DNA trace, and/or defining handwriting characteristics. It is still considered one of the greatest discoveries in Level 3’s history and humanity’s closest step to understanding what is being hidden behind the bars.

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A drawing of a skeleton with wings found on Level 3.

The most valuable and interesting art is the presence of various sheets of notebook paper that are present throughout Level 3. The writings are in English, but written very frantically and maniacally. Their contents appear to be diary entries complaining about the current state of Level 3, lamenting about (presumably) the increased presence of humans since its discovery. It speaks a lot about entities (presumably) and makes some fascinating claims about their origin, the meaning of which has thrown a massive wrench in attempts to study why these creatures exist and their origins. When analyzing the writing style and handwriting features, forensic handwriting analysts have noted that the styles between these notes and the writing in Object 56 are remarkably similar, but the frantic nature of the notebook papers has led to skepticism and doubt from others. It is also generally assumed that the author of these writings is the same as the one or ones responsible for the visual artwork scattered throughout Level 3, though this is mostly a guess to explain and connect all of these instances rather than strong data to support the origin of them. Attached below is a transcription of the 8 notebook papers that have been found and are generally agreed upon as authentic to the original author:

These disgusting pests. An invasive species to this already pitiful, fallen realm. They invade the one place that gives me an ounce of solace after all this time. How asenine. I suppose it serves me right. These creatures are resilient, desperately seeking answers to unknowable things. They cannot let sleeping dogs lie and wish to continue a story that has already ended. If only they would mind their business and leave me be.

All the power in the world, yet still not enough to do the one thing that would make it worthwhile.

My beautiful creations. Creatures of such wonder and beauty. What he did to me is not a fraction of the horrors that he inflicted on you. The wonderful beings I created you to be have been perverted into these sick monsters. These otherworldly pests capture and torture you for the sick pleasure of knowledge. Knowledge is useless if one does not have the power to do anything about it. Despite this, I must admit a hint of pride in watching them act so fascinated by your nature, even in such a fallen state. If only they could have seen how I truly intended you to be.

LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE LET ME DIE4

In sheer curiosity, I projected my apparition into their new complex to see what would happen. I warned them all to leave this instant and never return, but they seem to have either ignored this order or completely forgotten. I did the very same thing the next day, and they appeared to have no recollection of the previous event afterwards. I attempted this 7 more times, and nothing changed. Either these pests are quite bold, ignorant, or perhaps they are incapable of remembering me due to the feeble limitations of their mortal minds. Is this the fate I’ve been damned to? Not even the grace of a mere mortal memory to ease the pain?

The pests cannot leave me alone. It isn’t enough for them to invade my place of escape, but they insist on superseding my dominion over it. I have spent millennia upon millennia attempting to restore it to even a fraction of the former glory she intended with the creation of these plains. I have tried to help my creations return to a state reminiscent of what they once were by fixing their broken minds. Even his creations… admittedly deserve respect. Despite this, they continue to plunder, pervert, and destroy it at every given turn.

It is not enough for everything to be taken from me as I burn for all of eternity in a prison of my own creation, is it? All of my work is for naught with the invasion of the pests. I have considered killing them all, but this would only be a temporary solution. More would come after them and replace them eventually, and eternities feel like seconds to me. It would be like swatting flies with a pencil. And frankly, I simply cannot be bothered to care enough about them to do so.

It appears the pests are smarter than I initially assumed. Perhaps one of them will finally be smart enough to kill me.

These texts have fascinated M.E.G. researchers and led to many theories about the origin of Level 3 and of entities as a whole. The leading theory is that these texts are fictitious religious documents relating to the lost religion that is depicted in the Sanctums. Some, though few, argue these are modern documents written by someone or something unknown to The M.E.G. at this present moment. This is generally dismissed as unlikely, especially due to the claims regarding the entity appearing to “the pests” several times, as no data supports this having ever occurred, nor does anyone ever recall such an event occurring. The documents are quite worn and clearly damaged, making it difficult to accurately date them. Many other texts have appeared in similar nature to this, but they are often dismissed as hoaxes or proven to be written by an identifiable person or group. Nevertheless, any possible new documents should be reported to the M.E.G. for examination, along with any other unexplained works of art.

Hyper-intelligent Entities

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A massive swarm of deathmoths attempting to invade Base Gamma, captured via security camera footage.

While also considered an anomaly, this phenomenon is considered one of the most dangerous, important, and distinguishing features of Level 3. The entities on Level 3 have exhibited extraordinarily high levels of intelligence compared to that of hostile entities on other levels, even pacified entities such as the Facelings on Level 11. Hostile entities on other levels do not exhibit any noticeable intelligence beyond that of an animal hunting another to satisfy its naturalistic desire to satisfy hunger. In juxtaposition to this, the hostile entities on Level 3 have displayed human-level intelligence in how they behave, sometimes superseding even that.

Hostile entities will often attack wanderers in carefully planned military brigades showing both careful and predictive planning and extraordinary knowledge of the level’s layout. These brigades have been known to purposefully lure a wanderer to a dead end or impassible hallway through careful execution of how they attack. This behavior is extremely abnormal and unseen on any other level, where the entities do not exhibit much intelligence or planning when attacking wanderers, much less attacking in what appears to be carefully planned military bridge attacks. An example to explain this behavior is if a large group of people splits up down two separate hallways, the entities will always go after the larger group of people or the group of people which are unknowingly heading toward dead end, rather than going after whichever group is immediately within their line of sight or most convenient to them at that moment. Generally speaking, entities on Level 3 have a proclivity to travel and attack in large, organized groups rather than individually and haphazardly like in other levels. Seeing one lone entity wandering around on its own almost never occurs.

It was initially presumed that Level 3 had some kind of effect akin to the Level 11 effect which increased entity intelligence rather than pacifying them. To test this hypothesis, entities captured on Level 2 were brought to Level 3 to see if their intelligence increased, but no noticeable change was observed. The 11 effect, however, does seem to affect every entity that is transported there, which is strong evidence against it being some sort of level-specific effect in that manner. This implies the hyper-intelligence is either specific to the entities in Level 3 or the result of some unknown factor influencing them. Because of this, forming a base or outpost on Level 3 is highly ill-advised and almost impossible.

Attached below are some specific features and behaviors noted in each individual entity present on Level 3:

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A Hound hiding behind a table near a set of the indestructible bars.

Hounds on Level 3 are very good at the element of surprise. When alone, Hounds will often camouflage or hide themselves very well, surprising nearby wanderers by pouncing at them from behind and mauling them. This behavior has never been observed from Hounds on other levels and is especially intriguing as Hounds are generally not very good at camouflage or the element of surprise normally. When in groups, hounds have been noted to utilize their barks as a form of communication when pursuing a wanderer as prey — behavior which is also unseen on other levels. Their exact methods are not well documented, but survivors have noted the Hounds always barking faster and more excitedly when they would make a wrong turn towards a dead end or second group of Hounds unknowingly. When mauling their victims, Hounds also will typically aim immediately for vital veins such as the jugular or attempt to bite the back of the neck to damage the spine and paralyze the victim, rather than senselessly clawing and biting the meatiest or most easy to access parts like on other levels. When attacking Base Gamma, Hounds are known to specifically aim for the older, less structurally sound portions of the base to attempt to exploit their weaknesses for a breach.

Bases, Communities, and Outposts

Forming any kind of permanent settlement on Level 3 is impossible without a plethora of resources, finances, strong security, and careful planning. Nearly every group and organization with any kind of influence in The Backrooms has attempted to establish some kind of settlement on Level 3, and the overwhelming majority of them have failed and lost a significant amount of resources and lives in the process. The M.E.G. feels it is important to state in the strongest of possible terms that any attempt to establish a permanent settlement on Level 3 is strongly ill-advised.

Successful bases on Level 3 are subjected to near daily attacks from swarms of the hyper-intelligent entities. The entities will either attack in brigades that consist of hundreds to thousands of entities in a carefully planned and executed attack formations that are at the level of a military general or attempts to deceive members of the outpost into letting a disguised Skin-Stealer into the base. Needless to say, the majority of groups do not have the resources to pour into such a costly endeavor. As a point of reference, 20% of the M.E.G.’s entire budget goes exclusively towards defending Base Gamma from these overwhelming threats.

Only four groups have successfully established a base for a relevant period of time on Level 3, which will be documented below.

Major Explorer Group — Base Gamma

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One of the main entrances into Base Gamma.

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An example of one of the numerous cameras that The M.E.G. has set up in this radius.

Base Gamma is the 3rd most important base run by The M.E.G. and the most well-powered and well-guarded base in the entire Backrooms. It is also the largest known human-constructed structure in the entire Backrooms11. It is a massive complex constructed in the largest discovered area in Level 3, having 3 sections and a basement, each of which serves a specific purpose. Base Gamma takes full advantage of the abundance of electrical equipment present in the Assembly Lines and Generator rooms, along with the general electrical equipment over the walls. The M.E.G. has used this technology to create powerful supercomputers, state-of-the-art security systems, and the best scientific technology The M.E.G. has available. It contains the strongest Wifi signal in the entire Backrooms, and the servers that run the database as a whole are housed inside Base Gamma. The electricity and source of materials provides limitless power and resources that are one of the most important and valuable assets to The M.E.G. It is certain that without the immense benefit of a base on Level 3, The M.E.G. would be nowhere near the point where they are at today. It is managed and operated by Base Leader Minerva Muñoz, who has been in her position since March 20th, 2015.

All wanderers are welcome in Base Gamma for means of protection and provision of basic necessities for those attempting to reach Level 11 but must undergo vigorous security measures in order to access it. For starters, the surrounding 100 meter radius around Level 3 is fully covered by extensive cameras and sensors to detect suspicious activity or entity attacks. If suspicious activity is detected, guards are immediately informed of the behavior and will be aware long before the perpetrator gets anywhere near the entrance. All wanderers who pass this initial litmus test must have their finger pricked by a guard at the door to check the color of their blood. Wanderers will then pass through a metal detector and receive a full pat-down. No weapons are allowed in Base Gamma, and any weapons found at this stage will be immediately confiscated. New wanderers will have their retinas, fingerprints, footprints, and face scanned to create a biometric profile which will be referenced by Base Gamma’s security team for each following visit. Visitors are also required to provide a DNA sample such as a hair to create a DNA profile that will then be referenced after each following visit. As mentioned before, nobody, including high-ranking members of the group, receives any exception for any step of this process. Failure to comply with any step of the security process or being caught attempting to smuggle contraband into the base will result in immediate and lifelong blacklisting from entry into the base. Such steps are necessary and important to ensure the integrity of the base and prevent breaches from enemy groups or entities. Skin-Stealers who attempt to breach the base in disguise are immediately executed without prejudice upon failing the blood test.

Aside from these basic security measures, the entrance is also constantly guarded by at least 5 snipers. Should one of the guards on the ground be incapacitated, these snipers are the next line of defense. The entire base is also covered by several layers of brick and/or titanium walls, barbed wire, and electric fences — all made from materials gathered in Assembly Lines. The older parts of the base are still very well-guarded, but are slightly weaker than the more modern additions12. Several emergency systems have been constructed to quickly deal with breach attempts from entity brigades as well. The most commonly used and effective tactic are several hoses that spray a super-heated gas concentration of Liquid Pain to quickly deter and deal with these brigades of entities. Heating Liquid Pain into a gas is considered a human rights violation by The M.E.G. ethics committee, as it amplifies the effect of the substance tenfold and results in near instant death for humans. For the hyper-intelligent entities, it is a quick, easy, and cheap way to deal with the near daily attacks. Several other, far more rash contingencies exist, but are classified to preserve the base’s security and stability, as these techniques also are sometimes are used against hostile human groups attempting to breach the base.

These security systems may seem overkill to those not familiar with the typical day-to-day life of Level 3, but they are proven daily to be not only very effective but extremely necessary. Base Gamma has existed since 2014, but has only been breached 4 times since its inception despite near constant attacks. Brief incident reports are attached below for archival purposes and to serve as a reminder for the necessity of these security measures.

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One of the massive fortified walls of the exterior of Base Gamma.

Structure

Base Gamma’s complex is extremely massive. It contains 3 designated sections and contains extensive tunnels that were dug out beneath the floors. Due to its size, Base Gamma houses over 400 permanent residents and frequently sees lots of in-and-out traffic from wanderers. It is often regarded as the Fort Knox of the Backrooms due to the extensive security, and most wanderers even refer to it as the safest place in the entire Backrooms. Room, board, and meals are provided entirely for free on Base Gamma for anyone present on the base due to the essentially infinite supply of food, water, electricity, and general resources. M.E.G. operatives are sent to nearby Assembly Lines on a daily basis for the purpose of resource collection to sustain the population. Each of the floors serve a specific function, which will be elaborated on below.

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The main atrium of the Public Sector.

Public Sector

The Public Sector is the main area of Base Gamma and takes up most of the space within the base. It is a massive, multi-floored area in a very similar structure to a mall. As mentioned, this structure is entirely built by humans using the limitless resources available within Level 3 and readily accessible supply of bricks and concrete in general. Most sections of the public sector aesthetically resemble the image to the right, but some of the older sections are made of wood and makeshift bricks. When Base Gamma was first constructed, M.E.G. operatives were not aware of the Assembly Lines, nor did they have the resources to harvest the bricks from the walls — thus, wood was mostly imported from The M.E.G.’s supply on Level 11 and makeshift bricks were created using shredded toothbrushes, shoelaces, toy plastic horseshoes, and bottles of glue that were all discovered in the main hallways of Level 3 out of luck. Today, The M.E.G. has reused much of the machinery in the Generator Rooms and other miscellaneous supplied from the Assembly Lines to make construction equipment that led to the massive fortress that is the modern Base Gamma. The whole base is also very well-lit by large artificial lights that are designed to resemble sunlight, as is pictured to the right.

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An example of one of the television entertainment rooms in Base Gamma.

The Public Sector is full of shops and services all provided by The M.E.G. The abundance of and easy access to resources on Level 3 has allowed The M.E.G. to provide basic necessities to any wanderer on Base Gamma entirely for free. All residents, both permanent and temporary, are provided access to food, water, shelter, clothing, and medical care entirely for free. Residents who desire to work are compensated with rare and coveted objects like Royal Rations and space to set up their shop by The M.E.G. as an incentive. Some temporary residents will also set up tents or food trucks in the more public areas if they are intending to sell their wares but do not intend on permanently residing in Base Gamma. Base Gamma is by far the most popular trading environment in the Backrooms, surpassed perhaps only by Level 6.1. Most residents of Base Gamma are not even required to drink Almond Water for sustenance, as it’s one of the few places in The Backrooms where regular food is not only available but perhaps the only place where it is available in abundance. Other amenities such as arcades, spas, escape rooms, haunted houses, and so forth are all also available for a price, though very reasonable.

In addition to providing basic needs to all, leaders of Base Gamma prioritize not just survival, but comfort. The public sector is very frequently filled with various lounges with various forms of entertainment like video games, television, VR, and live music, just to name a few. Other larger areas such as sports stadiums and theater allow artists and athletes who entered the Backrooms to continue to have an avenue for live concerts, musical theater, sports games, drag shows, among numerous other opportunities. Base Gamma is also a popular spot for cultural exchange, and many “street performers” from all different cultures can be heard performing in areas like the main atrium. One can expect to hear anything from Mongolian throat singing or a traditional North Indian Carnatic raga only to turn the corner and hear a modern rock band performing a Rolling Stones song while traversing the complex. Despite these luxuries, many people still fear living in Base Gamma due to the daily entity brigades13. Despite this, The M.E.G. asserts that security is Base Gamma’s highest priority next to the comfort of its residents.

Residence Sector

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The faux town inside the Residence Sector of Base Gamma.

The Residence Sector is the second layer of Base Gamma, which is located above the Public Sector. This is where residents, both permanent and temporary, reside. Each resident is provided with a private hotel-style room entirely free of charge for the duration of their stay in Base Gamma. In addition to this, a large indoor faux town was constructed throughout the majority of the residence sector in order to provide residents with a sense of community, belonging, and an attempt to replicate The Frontrooms as much as possible. This town also provides necessities like food, water, and other extra amenities that are important for guest comfort. Several lounges and entertainment areas are also provided in this sector, similarly to the public sector.

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An example of one of the replications of common companies and locations one may encounter in the Frontrooms. In this specific example, a recreation of a Mobil gas station can be seen.

In addition to the free amenities, Base Gamma also provides more upscale experiences like houses for those who are willing to pay extra and contribute to the base and M.E.G. funding. The faux town also provides opportunities for traditional community opportunities and experiences, such as religious sites such as a church or mosque, community centers for street sports and support groups, libraries for research or leisure, schools for younger children, and block parties for residents of various different cultures, ethnicities, and time periods. Several common locations that exist in The Frontrooms have also been replicated in the faux town for further realism, such as McDonald’s, 7/11 mini-marts, Walmart, among many more. Of course, these are all mostly for familiarity, and are all complimentary for residents.

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The hallway of one of the apartment buildings in the Residence Sector.

Most residents choose to live in the apartments for free, which are kind of a combination of a college dorm and an apartment building. Options for single, double, or family apartments are all available for those who request them. Each apartment has all appliances and miscellaneous materials such as pots and pans all provided as a part of the package. Large quantities of almond water are used for plumbing and are provided as part of the daily resource excursions. This is to ensure residents do not have to conserve water and can live comfortably, using as much as they want14. Due to the sheer size of the area Base Gamma resides in, multiple Generator Rooms are within reasonable distance of the base, allowing for essentially limitless access to a plethora of electricity — plenty to power the entire base. Several backup options such as hydroelectric generators filled with Almond Water, man-made generators built from resources acquired in Assembly Lines, and piezoelectric tiles in high-traffic areas. All of these not only allow Base Gamma to be, without competition, the most well-powered base in the entire Backrooms, but it allows all residents to live an essentially normal life akin to what they would have had in The Frontrooms, if not even better than that in some cases.

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One of the conference rooms in the Administration Sector.

Administration Sector

The Administration Sector is the final layer of Base Gamma and is off limits to the general public. This is for the protection of both high-ranking M.E.G. officials and to ensure bad actors are not able to tamper with the integrity of the base or important equipment that is located up there, such as the computer servers that run the database. High-ranking M.E.G. operatives and the leadership team of Base Gamma both reside and work in the administration sector. All members of the Oversight Council and important, high-ranking positions like Head Field Researcher and Senior Archivists also are provided with offices and rooms in the Administration Sector for their use whenever they please. A portion of these officials actually prefer to do their work in Base Gamma over Base Beta in Level 11 due to the security of the base and better access to resources.

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One of the server rooms support The Database.

As mentioned previously, Base Gamma also houses the servers and systems that operate The M.E.G. database and its subsidiary applications like the “Backdoor” forum, “Backmail” for E-Mails, “Backdrive” for cloud services and other office applications, etc. The majority of the Administration Sector is taken up by the servers and computers used to run these applications and maintain the quality of the database. Many of the computer parts that make up these servers were repurposed from technology present in the Generator Rooms - very little of it was built by hand via materials collected in the Assembly Lines. This is also one of the primary reasons that the Administration Sector is not open to the public, as The M.E.G. does not want to prioritize the integrity of the database itself, as many malicious entities and groups have already made significant and incessant efforts to vandalize the database for a myriad of different reasons. This security was reinforced when The M.E.G. uncovered that a U.E.C. spy named “Aaron” had infiltrated Base Gamma with the intention of injecting a virus into the database servers that spread anti-entity propaganda across the entire database. Fortunately, his efforts were unsuccessful.

The Administration Sector is also where The M.E.G.’s research division on Level 3 is contained. Due to the abundance of available resources, Base Gamma is considered to have the best technology and research capabilities available to humanity at present. Much of the research on Level 3 is dedicated to the study of Entities and Objects specifically, but many other M.E.G. bases and operatives will often make a trip to Base Gamma to conduct research even when it does not have anything to do with Level 3 directly.

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The only authorized image of the tunnels that has been released by The M.E.G.

Underground Tunnels

In addition to the main three layers, The M.E.G. also dug out a complex tunnel system underneath Base Gamma that is also not open to the public, except in the event of a Contingency D or worse scenario. The tunnels were constructed after Incident GB-02 to reduce casualties in the event of another severe breach. The tunnels contain numerous security bunkers, extra emergency rations, numerous emergency weapons and security measures, and a generally confusing and counterintuitive layout as a final hope for defense should Contingency D or X ever occur. Emergency exits to the tunnels are located in all rooms in the Residence Sector and very regularly placed throughout the base’s common areas as well. Unauthorized access usually results in fines or expulsion from the base.

The tunnels are also used regularly by M.E.G. high-ranking operatives to avoid unwanted harassment or attack by the public in the common areas. Base Gamma also uses the tunnels to discreetly bury any residents who pass away during their stay at Base Gamma, acting as a set of catacombs and a way to respectfully dispose of dead bodies. They are often the subject of numerous conspiracy theories and propaganda about The M.E.G. that intend to paint them as having ulterior motives, but The M.E.G. stands by their mission statement of protection of humanity and assures the public that such rumors are just that. Underseer Tomas Verne has repeatedly stated in interviews that the tunnels are not used for any malicious activity or to cover up any crimes, but are simply a contingency for the worst case scenario and a way to provide safety for high-ranking officials. The only other notable detail of these tunnels is that Underseer Gavin Mason’s shop is located within them, allowing him solitude and privacy to practice his craft and materials, weapons, and technology for The M.E.G. While the M.E.G. has not released any statement on the matter, it is generally assumed his desire for solitude is a major factor in keeping the tunnels closed to the public.

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One of the storage units present within the base.

Backrooms Nonaligned Trade Group — Storage Unit

The B.N.T.G.’s base Storage Unit is the most important base within The B.N.T.G. It is the second largest base in Level 3, and the location The B.N.T.G. uses for both collection of its resources to import to other levels and to store the majority of its surplus. It is very busy, and many members of The B.N.T.G. come and go throughout each day to import or export goods for trading on other levels. Storage Unit is in close partnership with Base Gamma and is constructed right next to the base, acting as a subsidiary. The leader of Storage Unit, Cálida Rivera, has maintained an incredibly positive relationship with Base Leader Minerva and The M.E.G. as a whole, and is even allowed to sit in on certain leadership meetings in Base Gamma’s Administration Sector. In exchange for aiding Base Gamma with resource collection, storage, and management, Base Gamma provides The B.N.T.G. with full protection and defense from entity brigades and malicious individuals. Storage Unit can be accessed either directly or through the Public Sector of Base Gamma, and is a very popular spot for trading both for permanent residents of Base Gamma and temporary travelers.

Storage Unit was initially constructed as a part of Base Gamma prior to the B.N.T.G.’s split from The M.E.G., but was extended into its own base once this split occurred. Fortunately, The B.N.T.G. has still maintained very positive relationships with The M.E.G. since this split, which has allowed Storage Unit to persist. The base is a large warehouse of storage units constructed by The B.N.T.G. that acts almost like a warehouse for all of the resources it sells throughout The Backrooms. It has about 150 permanent residents who are all staff members of The B.N.T.G. Most of these are staff that assist The M.E.G. in daily resource collection and maintain the base itself, but the B.N.T.G. also has a portion of the base for customer service for wanderers that acts as a popular pawn shop for wanderers to buy or sell goods to The B.N.T.G.15 They also run a small museum of rare or important items that The B.N.T.G. maintains and upkeeps in Storage Unit. The most common example is the original copy of Object 56, which is one of the flagship exhibits in this museum.

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One of the few confirmed images of the inside of Blue Salvation.

Followers of Jerry – Blue Salvation

Blue Salvation is a base on Level 3 that is operated by The Followers of Jerry. It is not affiliated with Base Gamma and has had a very rocky history with the base due to repeated attempts by the F.O.J. to infiltrate Base Gamma with the intention of converting people into the cult. Base Leader Minerva Muñoz has automatically banned all members of the F.O.J. from entering Base Gamma as a result of this history, a decision which remains quite controversial, with the intention of protecting the base from Jerry’s influence.

Blue Salvation is a small lounge constructed out of a previously abandoned and now repurposed Generator Room whose generator exploded. The base only has about 15 permanent residents, all of whom are there for the purpose of taking advantage of Level 3’s myriad of resources. The bricks that once made up the room were replaced with white dry wall, leaving only the machinery and lights on the ceiling as a sign of what the room used to look like. The room is covered in artwork of Jerry and the lights have been tampered with to give the entire room a blue hue. Not much else is known about the interior base, as it is not open to trading or visitors16 Attempting to interact with the base should be avoided.

It is unknown exactly how Blue Salvation has managed to survive for as long as it has, as a base as small as this with this few people would be destroyed by the hostile entities within a matter of hours, if that, under normal circumstances. It is generally assumed by The M.E.G. that Jerry’s influence has something to do with it. Nonetheless, the base has undergone a significant amount of attacks and has teetered on the edge of destruction numerous times. The M.E.G. strongly reiterates that Blue Salvation should not be used as motivation for those seeking to establish a small outpost on Level 3, as it will certainly be destroyed by the hostile entities.

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The entrance to The U.E.C.’s Level 3 base.

Unbound Explorers Coalition — Scylla Colony

Scylla Colony17 is the only other known base on Level 3, operated by The U.E.C. It is constructed within an extremely dark area of Level 3 that is accessible through one of the Generator Rooms. While most groups attempt to establish a base on Level 3 for the primary purpose of resource collection, The U.E.C. deviates from this common goal with a primary purpose of studying and researching the hyper-intelligent entities, with no particular interest in Level 3’s resources. Make no mistake, though, their intentions are not pure, and it is well-documented that The U.E.C. purposefully chose a dark, secretive location for their base to lure entities in for inhumane experiments and research. Not much is known about the specifics of these experiments, but The U.E.C. will often release images or reports of these experiments to make clear their anti-entity agenda and beliefs. Examples of these experiments include but are not limited to forced breeding, testing their physical limits to things like burning or chemical exposure or natural causes like hunger, surgically removing or altering parts of their brains with the purpose of turning them into mindless slaves, among many more which are unknown.

Scylla Colony is extremely hostile to visitors and has been known to even kidnap, interrogate, and even torture unknowing wanderers who come within the vicinity of the base. Many people have gone missing after being kidnapped in this base. The M.E.G. believes these missing wanderers have their brains extracted to construct Hermes Devices, which has been confirmed by analyzing the DNA of the brains within the few instances of this device which have been acquired.

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One of the devices used by The U.E.C. to torture entities, captured by an M.E.G. spy in secret.

While the members of Scylla Colony generally keep to themselves, it has made a few attacks and breach attempts against Base Gamma over the years, none of which have been substantial or noteworthy, though Base Gamma leadership frequently worry about what may happen if The UEC ever becomes too powerful from their experiments. Like The F.O.J., known U.E.C. members are automatically banned from entering Base Gamma without exception, and any resident who is found to have ties to The U.E.C. is immediately expelled from the base. Attempting to contact, enter, or trade with Scylla Colony is highly ill-advised, and any suspicious activity from the base or from a member who may be affiliated with it should be immediately reported to The M.E.G.

Entrances and Exits

As is certainly obvious, Level 3 is not a level most people try to end up in on purpose. Most people only travel to Level 3 with the intention of traveling to Base Gamma and/or Storage Unit or for a well-prepared, one-time trip for resource collection. Like running a base on Level 3, traversing Level 3 is extremely ill-advised without extensive preparation, a large group, and plenty of self-defense options. Fortunately, there are not many known entrances and exits to Level 3. There is a very well-documented entrance to Level 3 from a certain building in Level 11 that always brings the wanderer within walking distance of Base Gamma and Storage Unit that is frequently used by the M.E.G., The B.N.T.G., and wanderers who are interested in traveling to the base. Wanderers who are new to The Backrooms will also often accidentally end up in Level 3 via Level 2, and The M.E.G. has attempted to put up numerous signs within the 100-mile radius of Base Gamma with the hopes of helping wanderers find their way to Base Gamma. Exact entrances and exits are documented below:

Entrances

  • Numerous doors on Level 2 lead to Level 3. Most of these doors have been barricaded or covered in signage to warn naïve wanderers of Level 3’s dangers, suggesting instead a trip to Level 4.
  • Any elevator that is not an instance Entity 81 on Level 4 or Level 5 will bring wanderers to Level 3. One of these elevators is right within Base Gamma and used by Base Omega18 and Housekeeping19 regularly.
  • Buildings on Level 11 with a brick interior will lead to Level 3. One of these leads right into Base Gamma and is used regularly to transfer resources to Level 11 and is guarded by an M.E.G. security outpost for typical Base Gamma security operations.

Example images of Entrances

Level3Entrance
An entrance to Level 3 from Level 2.

Exits

  • Elevators that are not instances of Entity 81 will lead to either Level 4 or Level 5 at random.
  • There is a door in Base Gamma that will lead one right back to the Base Gamma entry point on Level 11.
  • Occasionally, a room with a car inside may appear. Entering the car will lead the wanderer to Level 69.

Example images of Exits

Level3Elevator2
An example of an elevator on Level 3 that leads to Level 4 or 5.


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