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Level 3 - "Electrical Station"
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A rusty white gate that is slightly open which leads into a dark hallway with brown brick walls and concrete tile floors. The paint is incredibly torn, and a black sign reading “out of bounds” is to the left of the gate.

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

Description

Level 3 is an extremely dangerous old electrical facility. It possesses some of the rarest and most valuable resources the Backrooms has to offer, while being the easiest way to acquire them. As such, a large majority of groups of interest consider Level 3 their highest priority when it comes to research expeditions. In spite of all this, exploring and/or traveling there is extremely ill-advised due to the hyper-intelligent hostile entities that are unique to this level specifically.

A very small and dark cylindrical room with reddish brick walls and one small fluorescent light barely illuminating it.

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’s hallways consist of brick walls, the color of which are inconsistent, 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 are also scattered across the walls in addition to the electrical equipment with sounds of the liquid rushing through them.

A room that is very similar to the first photo is blocked off by white, rusty bars. A bright window illuminates the room behind.

Pictured is an example of a set of bars that does not contain a gate and is impossible to pass.

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 is 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Hypothesis1 and designated this level according to the timeline in which they were discovered, which is now a long-outdated practice.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 its notable abundance of resources.

An extremely dark hallway with the iconic brown bricks and concrete floors. Various machinery can be faintly seen on the walls. One small lightbulb faintly illuminates a distant area of the hallway.

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.

A long electrical box is attached to one of the brick walls with numerous pieces of wiring leading out of it and running along the ceiling.

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 of its hallways and rooms. The exact size of the level is unknown due to this. Traversing it can become an extremely frustrating maze that quickly demotivates research teams attempting to explore new areas. These 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. This method has been put on indefinite hold 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 lurks behind the bars has been a very important question for research teams due to the strange anomalies and objects associated with these inaccessible areas. 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.

A mysterious Greek-style statue of a woman is pictured with a brick wall behind it. It is heavily worn, missing her arms and a part of her head. Another disembodied head is attached to her side near her thigh.

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, a few other notable anomalies have been observed. These 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 an extremely dangerous aspect of Level 3 that poses threats to successful exploration. Most parts of Level 3 are riddled with antiquated electrical equipment that 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 it 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 of the four types of rooms that have been documented thus far in the explorable parts of Level 3.

Gallery of Rooms



A dark area of Level 3 with large, grey bricks. Machinery is scattered throughout, and the threshold to a faintly lit room can be seen.
A large piece of machinery with numerous pieces of wiring is pictured. The room is fairly dark, and brick walls can be seen.

Generator Rooms are large rooms that are riddled with lots of electrical equipment (including, of course, the generator). They are often gutted by The M.E.G. and B.N.T.G. for repurposing in their respective bases. Almond Water and Firesalt also appear in here abundantly.

"A very zoomed in photo of one of the bars with a brick wall behind it."

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. The M.E.G. has poured a myriad of resources into attempting to pass through them, 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 them. Attempts to either noclip through them or through a wall that would lead someone into an area behind the bars have also been completely fruitless. Fortunately, some of them contain gates with locked doors that are possible to open through lock-picking, but these instances are quite rare compared to the sets of bars with no gate.

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. Any successful attempts to cause damage to the bars or surpass them are to be reported to the M.E.G. immediately.

A pipe with black liquid flowing out of it is pouring said liquid into four kegs. The entire room is made of wood and is very rustic.

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, and highly toxic 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. It is scalding 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 the 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 yielded very peculiar results, 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. Typical structures like protons, neutrons, and electrons seem entirely absent, and attempts to document and better understand this sludge are ongoing.

Purpification

A brick with several purple streaks in the interior placed on a table.

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

A human-esque body is partially no-clipped into the brick wall with purple energy emanating out of it and all over the walls. The room is very dark.

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 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 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.

A dark and narrow hallway with several pieces of machinery and sets of piping is pictured. One dim light points at the camera, spreading out in a starburst.

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 scopohobia2 and paranoia suddenly overwhelm the vast majority of 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 none have successfully captured these sounds or experiences. Whatever the source of the auditory hallucinations is 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.

A massive amount of colorful water bottles are scattered on the concrete floor near a corner that has dark, grey, brick walls.

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 the 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 typical for Level 3. Most of The M.E.G.’s stash of rare items is sourced from Level 3.

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.

A drawing of an angel on a white canvas that heavily resembles the statue in the sanctum is pictured. The face is scribbled out vigorously.

An example of the various works of art found throughout Level 3. Note that the face appears to have been vigorously scribbled out, seemingly in anger.

Art

The presence of various unexplained artworks throughout Level 3 has been another massive point of interest for ongoing research projects. At times, the bricks will be covered by large, white, canvas-like material and contain various paintings, drawings, and other kinds of imagery that have 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. 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 traces, 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.

A drawing of a black skeleton with angel wings sitting on a table and holding a paper with what appears to be a drawing of a human body.

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. Additionally, they appear to often discuss the state of entities on Level 3, making some fascinating claims about their origins and history. The meaning behind these writings has sowed much confusion among M.E.G. entity researchers and historians. 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 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 a 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

A massive swarm of moths covering a wall.

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

The hyper-intelligent entities on Level 3 are considered one of the most dangerous, important, and distinguishing features of this level. The entities here 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. Elsewhere, hostile entities usually do not display much intelligence beyond an animal attempting to satisfy its hunger. In juxtaposition to this, the hostile entities on Level 3 have displayed human-level intelligence in their behavior, sometimes superseding even that.

Hostile entities will often attack wanderers with military-esque 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. Seeing one entity wandering by itself almost never happens on Level 3.

It was initially presumed that Level 3 had some kind of effect akin to the Level 11 effect that 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.

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

A black hound is partially hidden behind a desk in a room with the typical level 3 aesthetic. The room is a dead end, blocked off by metal bars.

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

Hounds on Level 3 have mastered 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. Such behavior has never been observed outside of Level 3 and juxtaposes Hounds’ typical lack of patience or subtlety. When in groups, hounds have been noted to utilize their barks as a form of communication when pursuing a wanderer as prey — behavior that is also unseen elsewhere. 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 are known to make it as slow and painful for the victim as possible. Rather than immediately aiming for vital veins such as the jugular, they will do things like attempt to bite the back of the neck to damage the spine just enough to paralyze the victim but not kill them, bite limbs off to prevent escape, or rip out a victim’s vocal cords so they cannot scream for help. This juxtaposes the behavior of most regular Hounds who generally claw and bite the meatiest or most easy-to-access parts. 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 due to the daily military brigades from the hyper-intelligent entities. Bluntly, 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. 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.

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

A large, rusty, white door with peeling paint is pictured.

One of the main entrances into Base Gamma.

A security camera is attached to the ceiling of a hallway with Level 3’s typical aesthetic.

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 Backrooms10. It is a massive complex constructed in the largest discovered area in Level 3, having 3 sections and a set of underground tunnels, 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 to power and provide resources for the base. 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 provide 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. As an example, the surrounding 100-meter radius around Base Gamma is covered extensively by 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 hair strands, 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 numerous 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 can be slightly weaker than the more modern additions11. Base Gamma construction projects have slowed since the base began housing permanent residents, but efforts to improve security of these older sections are an ongoing battle. Some members of leadership desire to preserve the older sections for historical purposes and respect for the members who died making it, while others argue that the security vulnerabilities create an extreme danger for the base as a whole.

A dark tunnel resembling a mineshaft is pictured.

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

Several emergency systems have been constructed to quickly deal with breach attempts from entity brigades as well. The most commonly used and effective tactic is several hoses that spray a super-heated gas concentration of Liquid Pain to quickly deter and deal with these brigades of entities. Under normal circumstances, heating Liquid Pain into a gas is generally considered a last resort by The M.E.G. Human and Entity Rights Committee, as it amplifies the effect of the substance tenfold and results in an extremely painful death for anything that comes into contact with it. For the hyper-intelligent entities, however, it is a quick, easy, and cheap way to deal with the near-daily attacks. It allows the security team to ensure the entities cannot breach the walls during a large brigade. Underground tunnels with secure bunkers have also been dug out beneath Base Gamma as a last resort, but these are not open to the public outside of emergencies.12 Several other far more rash contingencies exist but are classified to preserve the base’s security and stability, as these techniques also are sometimes 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. Brief incident reports are attached below for archival purposes and to serve as a reminder for the necessity of these security measures.

A massive fortress with brown and yellow bricks is pictured.

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

Structure

Base Gamma is split into 3 designated sections and contains extensive tunnels that were dug out beneath the floors. Due to its size, Base Gamma houses thousands of 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. Each of the floors serves a specific function, which will be elaborated on below.

A well-lit low hallway leads into a very large, open area.

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 large mall. 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. Eventually, The M.E.G. reused much of the machinery in the Generator Rooms and other miscellaneous supplies 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.

A colorful room with several chairs and TVs is pictured. Several stars from the Mario games are pictured on the walls.

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

The Public Sector is full of shops and services that are all provided by The M.E.G. 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 theaters allow artists, musicians, 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 attacks13. Despite this, The M.E.G. asserts that security is Base Gamma’s highest priority next to the comfort of its residents.

Residence Sector

Colorful houses that are encased in a massive, open building are pictured. The room is very dark due to the nature of it.

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 that provides all the basic necessities. 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 and belonging, along with acting as 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.

A large hodgepodge signs and logos plastered all over a building, also encased inside the larger Base Gamma. A dim red light illuminates the area.

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 like 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, and Walmart, among many more. Of course, these are all mostly for familiarity and not profit.

A dim and narrow hallway in an apartment building. The walls are grey.

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.

A well lit conference room with brick walls.

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 are also 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.

A long hallway with numerous towers of computer servers is pictured.

One of the server rooms that supports 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. 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 jeopardize 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 in 2017, 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. 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 and specialized around 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.

A storage unit attached to the brick walls with Level 3’s typical aesthetic is pictured.

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 the 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 for both 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. 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.

A lounge with white walls and couches is pictured with blue lights illuminating the entire room. Numerous depictions of Jerry are plastered all over the walls.

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 due to a very rocky history with the base over repeated attempts by its members to infiltrate it and convert 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 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.

A dusty generator room is pictured which leads into a dark hallway. A bench is present in the room.

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. Unlike most groups, The U.E.C. holds little to no interest in the abundance of objects, but are on Level 3 to research the hyper-intelligent entities. 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 proudly 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; and many more that 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.

A chair covered in spikes is lit by a small desk lamp.

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, they have 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 U.E.C. 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 here, traversing the level 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 one very well-known entrance from a certain building in Level 11 that always brings the wanderer within walking distance of Base Gamma and Storage Unit, which 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 here 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 the base. 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 of 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

A white door leads into a hallway with Level 3’s typical aesthetic.
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

An elevator inside of a wall with light brown bricks.
An example of an elevator on Level 3 that leads to Level 4 or 5.


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