Difficulty Level 3
》Completely safe if looking down.
》Takes quite some time to beat.
》Lethal entity, but with second chances.
》Medium in Solo, Easy in Duos/Trios.
Overview
Level 14 (the fifteenth level) is gigantic, a fact which ranks it as one of the largest Levels in the game, and it is a complete headache to navigate. The Level starts inside a hallway. Walking forward and turning left will present you with another hallway, which itself divides into a few other hallways.
Description
Start[]
The start of this Level is a long hallway with yellow tiled walls, a dark gray tiled floor, yellow lights on the top of the left wall, pipes on the ceiling and at the end of this very hallway there is an opened gate that you can go through, going through will reveal a series of long hallways and rooms, but will also reveal a Locked Room which contains the Computer needed to escape, the Locked Room's door is an Electric Door that will only open once the Electric Box next to it is messed with, this is described more in the Mechanics section. These hallways will still have the same yellow tiled walls and dark gray tiled floor as the last hallway, pipes on the ceiling, long bars on the floor, arrows pointing to a direction, and chairs and sometimes they will be stacked or lying on the floor, small bins and they will also contain yellow lights on the top of a random side on walls, going to the left after the long hallway you will find a room with a chair, a bin behind the chair, a shelf with boxes on it and this room you will be able to find on random parts of the map, they can be entered without a door, just a hole in the wall.
Lever Room[]
Going further to the left you will find a smaller hallway compared to the ones on this Level, leading you to a big room containing 5 generators, 2 having a red tint and the other 3 having a blue tint, this room also contains long bars on the floor, a ladder on the floor and chairs with some lying on the floor, fans on the walls, shelves with boxes on them, two shelves that have fallen which also had the boxes fall onto the floor, some boxes are either wooden and painted white or wooden and painted red or plastic and painted green or plastic and painted with the color of olive and all them are empty, the most important part about this room is the levers, there will be a big arrow pointing to 3 levers and they are essential to this level, the use of the levers is explained more in the Mechanics section on this page.
Rooms[]
Each room has the same yellow tiled walls, and dark gray tiled floor but no pipes on the ceiling the ceiling is gray and there will still be lights on the top of a side of the room.Some rooms can contain some chairs, some shelves with boxes on them, a table, a Computer that can be either turned off or turned on, and even if it is turned on you cannot interact with it at all and sometimes there is some text on the wall, t he text on the wall in the Electric Room seems to say "CMD = Y".
Second Part[]
There is also a part in this Level that has white tiled walls, the same dark gray tiled floor and the same pipes on the ceiling but from the other part it has white lights instead, the start of this part also has the exit at the right of the part's entrance after going further the walls will go back to yellow tiled walls, the floor will stay the same and so will the pipes but the lights are now back to yellow.
Exit[]
Once you figure out the puzzle and insert "y" on the Computer in the Locked Room, a gate will open up at the second part with white tiled walls, this gate will reveal a long hallway with white tiled walls, the same dark gray tiled floor, white lights on the top of the left wall and the same pipes on the ceiling, this hallway will contain a stack of boxes at the start and a ladder in the middle and then it will lead you to a big door that shows you only darkness, the darkness is your exit.
Objective
There is a locked electric door at the end of the first hallway, which has a gray electric box on the wall with black screws on each corner of the box, this box is on the right of the door and you will require a Screwdriver to remove the screws on each corner of the box, and then once you have opened the box, it will reveal 10 different colored wires which will have you need Bolt Cutters to be able to cut the right wire, cutting a wrong wire will trigger the alarm so if that happens just start cutting all of the wires, once you did cut the right wire the alarm will turn off and the electric door will open revealing a room with a turned on Computer, on this Computer you will be able to insert "y" and open the exit.
Mechanics
Alarms[]
Every time that the entity of this Level (the Stalker) jumpscares you, the alarms will turn on and the lights will start blinking red with an annoyingly loud sound along with it, once the alarms go on you will have to make your way to the Lever Room and flip all 3 levers, if you do so on the next jumpscare you will not die, but if you do not flip the levers in time and get jump scared, you will die and get 1 life taken away.
The Stalker's chances[]
The Stalker will give you two chances, if he gets you without the alarm on, he will turn the alarm on and not kill you, but if he gets you again with the alarm on, he will kill you and waste one of your lives. Each time the alarm is reset, the Stalker's chances will go back to its original number.
Entities
Stalker[]
The Stalker is the only entity in this Level, but he is quite hard.
He will teleport in random spots hoping to have you look at it, even if you did look down while looking in the rooms if your avatar is facing the Stalker, he will still get you.
Notes (3)
1st Note[]
After the first hallway, on the wall you will find a Note, this Note shows the player thinking about a Screwdriver and Bolt Cutters, the Note indicates that the Screwdriver is used for an electric box (which means unscrewing the screws on the Electric Box) and it also indicates that the Bolt Cutters are needed to cut wires, after all of that there is an opened door labeled "Computer", meaning that inside the room there is a Computer which is your key to escape.
2nd Note[]
Going to the left further at the end of the first hallway will lead to a second Note, this Note is very messy but you can see that the player is walking in a hallway and then a monster shows up and scares the player (this monster is most likely the Stalker), after that jumpscare, the alarms go "wee woo" meaning that they have been turned on, the Note then shows that if the player flipped down 3 levers, they would be safe from dying on the second jumpscare but then the Note also shows that if the player didn't flip any levers, on the second jumpscare the player would drop dead.
3rd Note[]
On a random corner of the map, there will be a small thin hallway with gray walls, leading to a chair with a Camera on it, but there will be also a note on the left side of the hallway, this note shows a man (most likely named: "Clammy" as when you pick up the note the game gives you a small temporary text at the bottom of the screen saying: "CLAMMYYY") with a hat with stripes, this man is wearing a jacket with a t-shirt underneath and he is making the ok sign with his left hand, this man has a desperate tired look on his face.
Origin
Level 3[]
"Level 3, also referred to as "The Electrical Station", is an expansive complex of attenuated brick hallways with electrical machinery scattered throughout. Similarly to Level 0, the layout of Level 3 appears to be randomly segmented, shifting and warping in many directions, most of which are illogical in appearance. One constant that is seemingly universally maintained throughout Level 3 is the piping that lines the walls and ceilings of the strange labyrinth."
Tips
- Try to memorize the corner where the start is, as the start is very close to rooms like the Lever Room, and the exit.
- The Exit will always be to the left of the start, just keep going that way.
Trivia
- Level 14 is based on Level 3 from the Backrooms Wiki.
- Level 14 has a black, unanchored part in an obscure room which flops about everywhere, due to it not being anchored.
- The "CLAMMMYYY" note is a reference to one of the owners of Apeirophobia, WarClam.
Entrance and Exit
Entrance[]
After going through the opened door in the Theater in Level 13, it will transport you to this Level.
Exit[]
After inserting "y" on the Computer in the Locked Room, a gate will open up in the second part leading you to a long hallway, going to the end of this hallway and going through the door will transport you to Level 15
Gallery
Levels |
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Chapter 1 | Level 0 • Level 1 • Level 2 • Level 3 • Level 4 • Level 5 • Level 6 • Level 7 • Level 8 • Level 9 • Level 10 • Level 11 • Level 12 • Level 13 • Level 14 • Level 15 • Level 16 |
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Chapter 2 | Level 17 • Level 18 • Level 19 • Level 20 • Level 21 • Level 22 • Level 23 • Level 24 |
Unavailable | Level 666 • Level -66 |
Entities |
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Chapter 1 | Phantom Smiler • Lost Soul • Howler • Cameraman • Starfish • Hound • Skin Walker • Titan Smiler • Skin Stealer • Partygoer • Stalker • Kameloha • Deformed Howler • Clam |
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Chapter 2 | Watcher • Caretaker • Hoax • Keeper • Party Jelly • Phaser • Cruelest • Memory Worm |
Objects |
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Chapter 1 | Notes • Simulation Core • Valve • Cabinet • Locker • Lock • Button • Computer • Gem • Laptop • Keypad • Star Button • Lever |
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Chapter 2 | Nuke • Color Switch |
Unavailable | Abandoned Booth |
Badges |
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Titles |
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Available | Supporter • Reality • Influenced • Purgatory • Bete Noire • Cheerful • Tester |
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Unavailable | Chrono • Breakthrough • Metal • King Nothing • Developer • Staff |
Mechanics |
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General | Soundtrack • Gamepasses • Badges • Titles • Puzzles • Checkpoints • Codes |
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