Skip to content

Level 3 Electrical Station

Quick Answer

To escape the Electrical Station, activate three fuse boxes in each of its three sections: East Substation, West Substation and Generator.

To escape the Electrical Station, activate three fuse boxes in each of its three sections: East Substation, West Substation and Generator. Once all nine are active, return to the gate near the start and continue into Level 4.

Fuse-box positions can vary within the sections. A map helps you search the available rooms, but it does not guarantee that a particular box is occupied in your run. Watch for the red light over an unfinished box and confirm its green state before leaving.

Read the exit panel before searching

Electrical Station panel showing nine red fuse indicators

The entrance corridor leads toward a barred exit with the fuse requirements displayed nearby. Inspect that status area first. It gives you the overall goal and a way to identify what remains when you return from a search.

The level opens in stages. Complete the first area's three boxes to open the next section, then repeat for the third. If a set of bars remains shut, check your progress in the section you are already able to enter rather than searching for a separate key.

SectionSearch objectiveMain condition
East SubstationThree fuse boxesOpening search and supplies
West SubstationThree more fuse boxesHounds become a major threat
GeneratorFinal three fuse boxesHounds, darkness and electric puddles

The exit remains near the beginning. Reaching the deepest room is not the same as reaching the end of the level, because you must return after completing the ninth box.

Clear the East Substation methodically

The first section has no hostile entities, making it the best place to organize your equipment. Check shelves and tables for a flashlight and sanity supplies as you search for its three boxes.

The normal fuse box is solved by switching on all its available switches. Complete the interaction, then check that the indicator has turned green. A box that you found but did not finish still counts as work remaining.

Use a consistent search pattern through the rooms. Remember the route back to the central connecting space, because it will serve as your return reference between sections. If a potential box location is empty, continue to the next room rather than assuming the puzzle did not spawn.

After all three are active, head back toward the connecting area and use the newly opened route. Do not stay in the first section looking for the other six; they belong to the later areas.

Prepare for Hounds in the West Substation

Flashlight aimed at a Hound in the Electrical Station

The second section introduces Hounds. Keep your flashlight accessible before you open doors or enter a long hallway. A light directed at a Hound can stun it, creating a chance to retreat or get behind a door.

Do not wait until the entity is within reach to organize your hotbar. Its response to repeated light also depends on difficulty. In particular, Hard and Nightmare should not be approached with an assumption that you can repeatedly stun the same pursuing Hound without first losing its attention.

Listen before opening a door. If a Hound is close on the other side, prepare your light and a retreat path rather than charging straight into the room. Closing doors and breaking the chase are safer objectives than trying to confront it.

Keep searching the side rooms for the three active boxes in this section. A Hound forcing you to retreat does not change the section's objective, so return to your search record after it is safe and identify what you have not yet checked.

Solve the box in front of you

Triway fuse box with a hexagon of colored connectors

The Electrical Station uses different interactions. Identify the type instead of repeating the normal switch procedure on every panel.

Normal switches

Turn on the switches until the box activates. These are the straightforward early panels. Confirm the green indicator after finishing.

Triway connectors

Rotate the connectors so neighboring ends have matching colors and the connected arrangement forms the required hexagon. Inspect the connection between two adjacent pieces, then work around the loop.

A piece matching one neighbor can still be wrong on its other side. Check the whole circuit before leaving rather than assuming that a few visible connections mean the box is finished. The indicator gives you the final confirmation.

Colored wires

Connect the wires on the left to the matching colors on the right. Match by the displayed colors rather than by a left-to-right position memorized from another box.

If a panel has not activated, inspect for an incomplete connection before walking away. It is easier to correct the panel you are standing at than to discover a missing fuse on the exit board and search the entire section again.

Watch the floor in the Generator section

Electric puddle on the dark Generator-area floor

The final section combines dark rooms, Hounds and electric puddles. Contact with an electrified puddle is lethal. Your flashlight therefore needs to reveal the floor as well as the enemy ahead.

Do not run into an unchecked room because you are looking over your shoulder at a Hound. Establish the clear ground and nearest door first, then move. Remember any puddle you pass so a later retreat does not lead you directly across it.

The puddles do not provide a useful trap for Hounds. Do not try to lure an entity into one and wait beside it for a result. Continue using the light, doors and distance to manage the pursuit.

Search small side spaces and passages that require crouching as well as the obvious rooms. The final three boxes can be easy to miss if you only follow the broad corridors. At the same time, crouching is a movement requirement for a low passage, not a universal defense against a Hound that already sees you.

In multiplayer, one person can watch an approach while another solves a panel. Agree on the room and the retreat door before starting; a vague warning is less useful when the solving player has their attention on the interface.

Return to the original exit

Once all nine indicators are active, retrace your route to the starting gate. The now-open exit leads to the Abandoned Office, Level 4.

If it is still closed, use the status panel to identify the incomplete section. Check for a missed box, an unfinished Triway connection or a panel you abandoned during a chase. You do not need a second set of nine boxes or another code.

A complete section is three activated boxes, not three empty locations inspected. Keeping that distinction throughout the search prevents most unnecessary trips through the dangerous rooms.