Make sure this is actually the step you are on. If an item or prompt is missing, backtrack one room and check the inventory first.
Power All Three Electrical Station Zones
Your goal in Level 3 is to find and flip 9 Circuit Breakers to power up the exit gate. The map is divided into 3 phases/areas. For a visual reference to this route, see Level 3 Map.
1. The Circuit Breaker Panel
At the start, you will see a panel with 9 red lights.
- Objective: Every time you flip a breaker in the maze, one light turns green.
- Progress: Once all 9 lights are green, the final door opens.
2. Phase 1: The First 3 Breakers
Head into the first area. Check every room carefully.
- Wall Phasing Trick: Some breaker boxes are located on walls shared with the hallway. You don't always need to open the door! Try walking into the wall and pressing E blindly—you can often flip the switch through the brick wall, saving time and avoiding entities.
- The Hound (Doggy Bro): You will encounter a dog-like entity.
- Normal Difficulty: Shine your flashlight on it to blind it. It will whimper and run away. You can do this multiple times.
- Nightmare Difficulty: WARNING: You can only blind the Hound ONCE. After that, it becomes immune to light. Do not waste your flash!
3. Phase 2: The Item & Keycard Puzzle
After lighting the first 3 lamps, a gate opens to the next area.
- Looting: Check shelves for Almond Water and Flashlight Batteries. Sanity drains fast here.
- Inventory Management: Press 1, 2, or 3 to assign items to your hotbar. You must put items in slots to use them.
- The Breaker Puzzle: You will find a breaker box with colored wires (Red, Blue, Yellow, etc.). You need to cut/connect wires based on a nearby clue or just trial and error until the light turns green.
4. Phase 3: The Hound Chase & Shortcut
The final area is the most dangerous.
- The "Invisible" Hound: In the new update, the Hound does not despawn. It roams the halls.
- Audio Cues: Listen for growling or footsteps. If you hear it, turn off your flashlight and crouch, or get ready to blind it (if you haven't used your one charge).
- The Shortcut: Once you clear the back rooms, look for a side door that loops back to the Phase 2 area. This is a safer route than walking all the way back through the main Dog-infested hallway.
5. The Exit
Return to the main panel where you started.
- Check Lights: Confirm all 9 lights are green.
- Escape: The large metal gate next to the panel will now be open. Run through the tunnel to reach Level 4: The Abandoned Office.
Hound, Breaker, and Puddle Failure Points
- Gamma is your friend: This level is extremely dark. Turn your brightness/gamma up to spot Hounds early.
- Save your Battery: Flashlight batteries are scarce. Turn off your light when you are in a safe room or running back to the start.
- Don't fight the Hound unnecessarily: If you see the Hound far away, just back off. Only shine your light if it charges at you.
- Co-op Strategy: Split up to find breakers faster, but stay in pairs to watch each other's backs against the Hound.
Read the Nine-Light Panel as Three Separate Searches
The station becomes manageable when we stop treating it as one huge maze. The nine fuse boxes are divided across the East Substation, West Substation, and Generator areas. Finish a three-light group, confirm it at the panel, and use the newly opened gate as the next route boundary. The first section is the safe place to learn the possible switch positions; the later sections reuse that search habit while adding Hounds and electrical hazards.
- Hound at a breaker: keep the flashlight ready and blind it as it commits, then use the short opening either to finish the interaction or retreat behind a closed door. Do not touch a stunned Hound.
- Difficulty matters: repeated stuns are more forgiving on Easy. On Hard or Nightmare, assume you may only get one immediate stun and choose the escape door before exposing yourself.
- Generator floor: glowing electrical puddles are not decoration. Trace the dry edge before approaching a wire puzzle and never backpedal into a puddle while watching a Hound.
A Cleaner Co-op Split
Split by adjacent rooms, not by entire zones. One player works the panel, one watches the nearest approach, and the others check the next two rooms before regrouping at the last gate. Every fuse call should include the room and the updated light count; “I got one” is not enough when the ninth light fails to turn green.
Level 3 Walkthrough Video
We use this as the quick “don’t make the same mistake twice” checklist. If your room, spawn, or prompt does not match the video, stop and check the normal route first—patches and co-op timing can make an old shortcut look tempting when it simply will not work.
Look around slowly before guessing. Props can hide chairs, switches, notes, and pickups; a second camera angle is usually faster than brute force.
Call out what was pressed, collected, or opened. It prevents the classic “we all thought somebody did it” reset.
If a skip behaves inconsistently, leave it and take the intended route. A clean run beats getting stuck in geometry.
At the Electrical Station, split the fuse search by room rather than wandering. Whoever finds a fuse calls its room, while one teammate stays near the last opened gate so the team always has a known way back.
Entities in this level
What each entity does on this route, and the move that keeps the encounter under control.
Hound
Hounds patrol the dark breaker corridors and can interrupt an interaction at the panel.
Keep the light ready, blind the eyes only when the Hound commits, then complete the breaker or retreat behind a door.


