Level 4 - "Late Shift in Office"
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Page originally created by u/M654zy on Reddit.

Rewritten by elpro1225elpro1225, and LECHE CON ATUNLECHE CON ATUN

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Well, it was three hellscapes in at that point, and… I just wasn't sure if this place had an ending to it. You do get unsure after that amount of time, and I just… exited out through one of the stairwells, and… it was this magical moment for me, because all the light that was shining on me in that stairwell was sickly yellow—I almost looked jaundiced—and I stepped out, and there were no lights on in the room I was in; it was… completely, just broad daylight from the window. I looked out, and it was—there were trees out there—and the tree was rustling in the wind, and I walked over to it, and I was just like, "This is me; I'm out."



LEVEL
4

SURVIVAL DIFFICULTY
CLASS 1

Exit: 1/5
Easy to Exit

Environment: 1/5
Low Environmental Risk

Entities: 1/5
Minimal Hostile Presence



Level-4-new

Entry point, when leaving the levels where you are sent to Level 4, mainly in the Alpha Sector, photo taken at the beginning of its discovery.

Level 4 is the fifth1 level of the backrooms, and it has several names because it is the fourth level that people know worldwide.2, discovered by the MEG. After the discovery of Level 3 MEG, people took an elevator that would take them to Level 4.

Level 4 resembles empty office building, —though it is almost completely devoid of furniture. -3. Level 4 is mostly devoid of entities; Hounds, Smilers, Windows, Skin-Stealers, and Dullers are the only ones to have been observed. Because of this lack of entities, there are lots of wanderers on Level 4.

Water coolers, vending machines, and fountains containing almond water can be found scattered across this level. Level 4 is very easy to escape from and also return to. Level 4 is the best place to meet other people and find supplies. Before attempting to move on to the next levels, it is recommended that you stock up on almond water; it will be needed, especially in Level 5 and Level 6.

See previous version.4

【𝐈. 𝗗𝗲𝘀𝗶𝗴𝗻 𝗢𝘃𝗲𝗿𝘃𝗶𝗲𝘄】

━━☽【🌨️】☾━━

hallway.jpg

A light and soft one from the gamma sector. Ornate and decorated, in a hallway leading to a group.

They're large, open spaces with uniform white-walled architecture that stretch for miles, with some balconies overlooking a temperate climate with an endless sea. This level has a seemingly infinite number of floors, and each floor is about a million kilometers long on each side.5. Each floor is accessed via centrally located stairs, which are accompanied by elevators. These elevators can generally ascend or descend between five and ten floors, making them useful for quick travel. Level 4 is nonlinear; within a room, the space appears perfectly linear, although it is impossible to return to the place you came from through doors or stairs.

Many travelers describe this place as "a complex of furniture arranged in a habitable office," a term that may sound familiar to you. With artificial decorations created by humans over time to try to decorate the level that was very empty back then, in the early years of discovery.

As with many early levels, there is little to describe when it comes to the level's physical description. Every element of every room is a near-perfect facsimile of office spaces from all four corners of the real world, all pulled from various times and places. Each room is a perfect recreation of the type of office they resemble, although adjacent offices will seldom keep the same aesthetics, often creating jarring differences between rooms that have tricked countless to believe they are crossing from one level of the Backrooms to another.

Apart from its accuracy to Earth, Level 4's infinity panders to no other rules. Rooms, doors, stairs, and elevators go on for eternity, changing in age and locale wildly with each new area walked into. Oftentimes, in the ways the Backrooms does, these spaces will enfold over each other and throw out the conventional ideas of three-dimensional geometry. Perhaps as a generational mistake, a lot of the Backrooms experiences occur, or perhaps because Level 4 rates its room accuracy above having a consistent geometry. No matter the theorized reason, however, it does make residing in Level 4 difficult. Albeit not impossible.

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The end of an undecorated hallway leading to a room in the gamma sector.

The walls of Level 4 are smooth and cleanly painted, all the same white color. The walls are often paneled, though this is not always the case. Some rooms contain planks at the base of the walls, providing a valuable source of lumber in addition to the level's wooden doors. The floors of Level 4 generally come in two varieties: carpeted and smooth. The carpeted floors often look worn, with accumulated balls of lint due to apparent previous use. That being said, they are in good condition, being much cleaner than the soggy, damp carpets of Level 0. The smooth floors also appear relatively clean, usually with no obvious dirt. Level 4 has a seeming lack of proper lighting, and most of the level is poorly lit. And since most of the light emanates from the windows, it can leave some rooms that don't have them in total darkness. Although most of the time this is not the case, as virtually every room other than a side room contains at least one window. The number of windows is seemingly random for each room, but every room, regardless of whether there is a wall leading to another room, will have a window. Some windows may be boarded up or have their shutters closed, which cannot be reversed and is a permanent feature of that window. And since it is random, there is a chance that all windows will be blocked. Surprisingly, rooms with boarded-up windows are less likely to be struck by lightning.

Level 4 also has office areas located in the interior areas of each floor. These office areas contain cubicles with furniture normally found in offices, including computers. Somehow, these computers still function despite the power being out in the building, but there is no way to access the internet or contact other people, and they are very slow. There are also tons of office supplies scattered on these desks, mostly phones. However, the phones do not work and emit mostly static. The main danger of Level 4 is the storm itself, which can occasionally become quite violent, generating hurricane-strength winds, and manganese is known to form from these conditions. The storm often destroys rooms, and opening the door to one of the destroyed rooms will reveal a section of the building torn off, exposing the interior to violent winds. Despite being a building, rooms can often be flooded without affecting connected areas. Rooms appear to regenerate when destroyed, although this process takes several days to complete.

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The center of the gamma sector and at Level 4. Recently decorated and embellished by people to make this place even more livable than usual.

Sometimes, both interior and exterior rooms have filing cabinets, depending on the floor you are on. These filing cabinets are filled with files and desks covered in papers. Corkboards, which also have paper stuck to them, are common in these rooms. There are several notable details on Level 4, some more noticeable than others. One of these details is the electrical outlets, which are found throughout the level, but none of them have power and therefore do not work. Other details include paper containing words in different languages ​​and drawings that can be found throughout Level 4.

Potted plants are present on Level 4, but due to the size of Level 4, you won't see many of them. They most commonly appear in rooms with a hole in the middle. They can also appear in urban areas and small office spaces. Ceiling speakers can often be found. There have been several announcements about these ceiling speakers, most of them weather-related, while others are less relevant.

Windows that are commonly observed near darker locations are considered safe and have no reported effects when in close proximity. All active windows in Level 4 display moving images of the frontrooms, though it can't be determined if they are precisely synchronized with reality. Attempted verbal and non-verbal communication through these windows has been unsuccessful. However, if it is distorted, it is a trap because that window is not real.

Level 4 is subject to what we call "non-Euclidean geometry." This means that the distances you perceive are distorted by your senses, and the actual layout of your surroundings cannot be perceived by conventional means. In a non-Euclidean environment, you can walk for a minute and find yourself where you thought the horizon was. Instead, you can wander for several minutes and realize that you've barely moved from your original location.

Fortunately, there is a way to avoid relying on misleading senses, and it has to do directly with your surroundings. Look around and try to locate a reference point: a sign, a campsite, a computer, a box… It can be anything, as long as it's not too far away from you. You can then walk towards it carefully, without looking away. If you don't seem to get any closer, it means your senses are deceiving you, and it's much further away than you initially thought or, worse yet, not even in the direction you're heading.

In this case, find another reference point and repeat the process. This will allow you to always know where you are by using a reference point, which will help you know where you are at all times. Level 4 features a familiar, liminal environment depending on the setting, though undocumented dangers may exist.

【𝐈. 𝟭 𝗗𝗲𝘀𝗶𝗴𝗻 𝗢𝘃𝗲𝗿𝘃𝗶𝗲𝘄: 𝗦𝗲𝗰𝘁𝗼𝗿𝘀】

As you venture deeper into the offices, you might notice some slight environmental changes. Different architectural layout, slightly more colorful walls… Those changes in the landscape correspond to an interesting division of the level into similar but distinct zones that the wanderers call "sectors." You can think of these as "sub-levels" of the Abandoned Office—they're still one office, but with some architectural differences or odd properties between each one.

Why should we care about such subtle changes? The answer is simple. Thanks to their existence, the groups managed to name and locate several key areas of the level. This makes navigating the Abandoned Office a much easier experience, as using them allows anyone to know where in Level 4 they are. Obviously, those sectors are still huge, so keep using landmarks to navigate!


aquilasector

White walls and damp blue carpet floors make up the Alpha Sector, the most well-known part of the Abandoned Office. More like an office segmented into areas and rooms from the mid-2000s, there is mostly no furniture or anything you wouldn't expect in a conventional office. In contrast to some areas that still show evidence of dark markings, suggesting they once housed office furniture, there are windows in some rooms, and there are no balconies in the Alpha Sector.

Alpha Sector has some objects scattered around, like some computers or appliances whose purpose is to communicate over long distances, or you can even find artificially created objects scattered around the place, although these objects are always beneficial, and you can find boxes.

Alpha Sector doesn't have any entity beyond some phenomena present in each sector that occur frequently, although the architecture of the Alpha Sector presents a structural change every month and you can always find water dispensers and vending machines.

You may be familiar with the Alpha Sector because it's where almost the vast majority of people end up after getting on the elevators at the Electrical Station, and almost all new people's shelters always appear here; for the most part, the settlements in the Alpha Sector don't last long because there's the Beta Sector, where the expansion is much bigger than in the Alpha Sector. Unfortunately, the Alpha Sector does not have any type of elevator or means of transportation that would make it easier for people to travel to different sectors or landmarks.

Because of this, the Major Explorer Group only takes people who are lost to the Beta Sector, which leads to the Major Explorer Group Base Omega, allowing patrols to find newcomers more easily. Such patrols are common, as they actively seek out new, out-of-uniform wanderers in order to safely escort them back to base. They are usually in teams of four to five people and can be recognized from afar by their bright lime-yellow outfits and eagle insignia. If you see them, you can safely ask them for help!



The offices of the level 4 house three specific phenomena. The appearance of boxes, being the only way to get resources, two floors unknown to people with an unusual number of injuries, disappearances, and unexplained deaths taking place in a room or rooms, with a chair structure at its center and the inability of people to memorize anything within it. And three a probabilistic anomaly surrounding the inevitable, catastrophic internal and external alteration of Maurice B., a low-grade agent of Eyes of Argos, into a domestic pig. Occurring every year on the first day of March.

Phenomenon 22 is the designation given to an unusual number of unexplained injuries, disappearances, and deaths taking place in a room or several rooms on the fourth floor of Level 4. Not much is known about the room itself other than the reported presence of a chair at its center and the inability of people to memorize anything within it other than the presence of the object. Its exact location is not precisely known, though it has been determined that a homeless man can be found in the room making four consecutive left turns when at an intersection. As of today, four deaths have been confirmed, eight people are missing, and sixteen have been slightly injured and thirty-two have been seriously injured.6. The reported deaths have always been white.

Phenomenon 25 refers to the probabilistic anomaly surrounding the inevitable and catastrophic internal and external alteration of Maurice B., a low-grade Eyes of Argos agent, into a domestic pig7, which occurs each year on the first day of March. During these events, Maurice will inescapably enter the pursuit of an unidentified teenage individual throughout the corridors of Level 4. At exactly 2:56PM, Maurice and the unidentified individual invariably enter Base Omega, during which the teenager will yell the following sentence: "You're a pig, Maurice, and you'll always be one!"8

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A photo of almond water cooler, found almost everywhere in the office.

Resources of this level are fairly common in many of these and can be found in furniture and office areas where many include resources such as food and almond water, which can be found in water dispensers, coolers, vending machines, and portable refrigerators. Which is the most abundant resource in the level, being well known for being one of the 9 levels with the most resources and almond water.

This place, although it's not Level 1, is no surprise that after wandering around for a while, you've probably come across some plain wooden crates, usually found on shelves or directly on the floor. Both Wanderers and party members modestly refer to them as "crates." While they look quite inconspicuous, they hold your only hope for survival: resources. They often appear behind your back or after a Level 4 event or phenomenon, and practically anything can be found inside. In fact, their mere existence allows for the establishment of bases on this level, which has led to groups setting up shop there. It's worth noting that crates can disappear if left unchecked. Therefore, be sure to take everything you need before leaving one behind! Below is a non-exhaustive list of useful items you can look for.

Apart from that, there are objects exclusive to Level 4. Like Office Terminals, which are basically computers from the 90s whose function is to connect to a public chat room, which allows the inhabitants of Level 4 to communicate from a distance of millions of kilometers away.

And other well-known computers are the Wayback Machines, which are old computers that have the functionality of reverting objects and living beings to previous versions within a range of 30 cm. In addition to also allowing the viewing of previous versions of websites

Level 4 does not have a day or night cycle; however, there are 4 distinct seasons with 3-month intervals before changing to another season. The level's seasons were named Spring, Summer, Autumn, and Winter for their similar characteristics to the Frontrooms. Spring is the rainiest season, typically maintaining a temperature between 20°C and 30°C throughout the season. The next season is summer, where temperatures rise to 40°C to 44°C and rain is very rare. Then comes autumn; during this season rain and storms are less frequent than in spring, and the temperature is typically between 25°C and 35°C. Finally, the last season is winter, which, unlike the other seasons, features snowfall instead of the rain that replaces it; blizzards are also quite normal in this season. The temperature during this season is 2°C to 3°C. Outside the office, you can see the sky and clouds that will change depending on the season at the time. The color of the sky and clouds in the summer season is orange, similar to that of a sunset, although the sky during autumn can also appear grey. The other two seasons retain characteristics of their counterparts in the real world.9

【𝐈. 𝟮 𝗗𝗲𝘀𝗶𝗴𝗻 𝗢𝘃𝗲𝗿𝘃𝗶𝗲𝘄: 𝗦𝗲𝗰𝘁𝗶𝗼𝗻𝘀】

Some parts of Level 4 feature rooms that don't look like the office. These are new points of interest in the office.

Some of these points of interest don't have entities at all. Others, however, do host entities in points of interest. Although it is recommended to avoid new points of interest for your safety and because it can be dangerous.

Most people have reported new areas and entrances at different levels, so we turned them into points of interest. It is recommended not to reach new areas of Level 4 because they can be dangerous for you. But we are looking for the new reported areas; please, if you find one of these areas, call us immediately.

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The only photo of the conference room. And the most famous one.

It reportedly has the appearance of a conference room. In this room there are a few hallways, with small offices in small rooms. The main conference room has rows of chairs; the amount and type are random, including the effects. Every few hours, the chairs in the room change to a different type of chair, such as wooden, soft, plastic, and others. Once the type is chosen, all the chairs in the room become the same as the rest. The computers in the offices are regular computers or Office Terminals, with various objects on the desks, suggesting that the offices are in use. The conference room itself has a stand with a working microphone and the only chair that does not change, which is a black, soft office chair.

Each chair in the room has a different anomalous effect depending on the type of chair. We have many records from various people documenting these chairs:

  • Armchair: Nothing Much is reported with this type of chair, instead of a more comfortable feeling than the usual. This chair is the most common variant to appear.
  • Dining Chair: This type of chair in this room makes you feel more hungry than normal, forcing you to want to eat a proper food source.
  • Rocking Chair: This chair seems to be dangerous, as it freezes the user in place once seated and starts slowly rocking. The only way to escape is to have another Wanderer to help you out of it.
  • Wing Chairs: This chair will have more warmth than normal chairs, as if you are next to a fireplace.
  • Club Chair: This type of chair gets the user in a more energized mood than normal. This is useful to give yourself more energy that will last for a few hours.
  • Office Chair: Only one of these chairs spawns and is currently and permanently occupied by the leader of the Zealots of the Chairs and appears to be his “throne.” This chair theoretically gives the occupant the power to rule over the Zealots through mental and physical domination.
  • Windsor Chair: This chair seems to make the user more caring and improves the attention span for conversations.
  • Easy Chair: This type of chair seems to make the user in a more relaxed state, which makes the user seem very lazy for a few hours.
  • Tulip Chair: This chair makes it so that the user is in a deep stasis for a few minutes. During this time they see visions of a home, which differs from user to user. Sitting in this chair for too long will take the user to Level 53.
  • Chaise Longue: This type makes the user feel relaxed, similar to the easy chair, although this one seems to improve the user's body features for a few hours until returning back to normal.
  • Slipper Chair: This chair, for unknown reasons, will give you the personality of a person named 'Shane Marksmen' if male or 'Kelly Ruffs' if female. It is unknown who these beings are, but they stylize a 1930's personality. This effect only works on one person at a time. The effect wears off once the user leaves the chair.
  • Fighting Chair: This chair gives users the effect as if they were on a beach, although this effect wares off once the user exits the chair.
  • Gaming Chair: This chair puts the user in a deep stasis, giving them the vision of their favorite video game; if they fail, they will wake up from their stasis. If they win, they get sent to [[25 or Level 40.
  • Chesterfield Chair: This variant of chair doesn't have any properties at first until after a random amount of time, and it will transport you to Level 5.
  • Cogswell Chair: This type of chair will put the user in a stasis and will make the user repeat "Tick, Tock" over and over in an unnatural way that sounds similar to a grandfather clock.
  • Louis Ghost Chair: This chair will make the user no-clip after a few minutes of sitting. You will end up in one of the negative begging levels.
  • Director’s Chair: Gives the user more of a creative approach to their thoughts.
  • Ladderback Chair: This user gives you the view of a random entity/wanderer, although you cannot make actions while doing this. The Wanderers that had this experience as the vessel explained that it feels very obvious when someone is watching through you.
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The Throne.

  • The Throne: It has the main characteristics of being resistant to any kind of damage and being impossible to move, but it also has other, more vague, and less understood properties. For instance, being in proximity to the object has the potential to slightly alter the human psyche. Subjects of low mental fortitude will see their memories challenged and be inclined to think that The Throne is an item precious to them that has been a part of their life for years, therefore being convinced to carry it and protect it if necessary.

There are more types of chair that can appear, although they are undocumented.

【𝗜𝐈. 𝗖𝗿𝗲𝗮𝘁𝘂𝗿𝗲𝘀】

━━☽【🌨️】☾━━

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A skin-stealer, one of the few humanoid entities that can be found on Level 4 that was taken in the Delta Sector.

The Backrooms are not only the places where there are anomalous places with mysterious properties but also the center of some entities that depend on their function, such as some entities that are good and friendly, while on the other side some can be bad or dangerous to a certain point. On the other hand, in Level 4 it presents a null amount of entities to date, and the highest record of entities was 13 entities in total.10 and that in some levels the infestation increases up to 100 thousand.

Also, if you find an entity, try not to make visual contact or much noise and hide or run away stealthily. Make sure to look in all corners of every corner of a room you cross because you will never know what they will be doing, and move stealthily because even the safest level can be deadly.

Although apart from hostile or peaceful entities, the vast majority of birds are peaceful with people and are willing to keep them company or help them in some situations in case of a small or large emergency depending on the species of bird.

Windows

Windows are a relatively rare occurrence in Level 4 and only appear in the Alpha Sector in most cases. However, despite their rare appearance, people should not approach them. Because they can cause the person to approach them and use them as bait to attract more prey to be eaten violently. This applies to any instance where the phrase is spoken by the teen in a different language, verbal or non-verbal.


Smilers

It is only theorized that there may be Smilers if a Level 4 blackout occurs, although others say it is ridiculous that a being that only lives in total darkness can live in a bright and serene place. Believe it or not, there are a large number of 5 Smilers in some specific points where the light is obscured by the darkness, although they cannot be found. If they are found, any voluntary or involuntary approach is avoided because they are very aggressive, although it is believed that in the future there will be no more of these.


Dullers

Dullers are mostly found in the more solitary locations of Level 4 or in undiscovered locations, although if you find one of them, they will quickly be willing to hunt you down and kill you for their food source in this jungle of abandoned offices. They are too rare to find and are always scattered throughout the map, although they are mostly found in nearby elevators roaming around. And it is presumed that they are completely extinct by Level 4.


Hounds

Although Hounds can be found mostly in the most abundant sectors, they are also the smallest, and their extinction in the future is 100% confirmed because there are only two living species left in Level 4, and they are very aggressive with any life that is not themselves; they are very hostile and hunt frequently and are always together to attack as a team and kill people. Be careful if you hear a dog meow because it surely heard you.


Skin-Stealer

Skin-stealers are very rare to encounter, and the majority of their species are inhabited in the Delta Sector, although there are others of their species that are in other different parts of Level 4 scattered in landmarks or sectors of the office. They also behave the same as their original species, and there are only 12 Skin-Stealers out of the 15 that were there before. Although they behave aggressively knowing that there is very little food for them, it is recommended to go stealthily so as not to arouse suspicion from the Skin-Stealers.


Aiden

Aiden is an entity in charge of monitoring the most dangerous corners of Level 4, a person with a camera head who is someone kind who is willing to help non-hostile people and is usually found in his surveillance room, where he lives in his own home and watches over the five main levels of all backrooms, and his attitude is the permanent elimination of entity infestations.

【𝐈𝐈𝐈. 𝗕𝗮𝘀𝗲𝘀 𝗮𝗻𝗱 𝗖𝗼𝗺𝗺𝘂𝗻𝗶𝘁𝗶𝗲𝘀】

━━☽【🌨️】☾━━

An attempt has been made to mention all the groups, but this would be infinitely long. Therefore, the team in charge of documenting levels only chose the most important bases or communities that changed Level 4 into what it is today.

For years, Level 4 has been home to too many groups over the years to count each listed group, and yet there are still several people and communities settled here due to its abundance of supplies and lack of Level 4 entities. As well as a refuge for people who do not risk investigating more dangerous levels and caring for their safety.

Currently, Level 4 is filled with communities, groups, and outposts with the purpose of helping or protecting newcomers, although there are other groups with other purposes than helping people.

Base Omega


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A MEOD operations center where new information about new levels is gathered.

Since Level 4 was found, Base Omega is and remains the second most populated base in The M.E.G., and it will still and always continue to help various people and give them a shelter to live in. A long time ago, when the first explorer of the M.E.G. in 2012 documented everything about this level, after a while it was inhabited by them. And they progressively evolved to develop much more technology and go further; from that, The M.E.G. expanded over the years. And the more population they had, the faster they exhausted their supplies and resources and had to reduce their population drastically.

Curiously, the base of The M.E.G. was created right from an entrance near Level 5 and Level 6. Without them realizing it, due to this, many entities from the later levels invaded the base, infesting the base and killing half of its population. [[M.E.G., upon finding out, watched the entrance and guarded it to try to prevent further incidents from occurring in the future. Currently it is still guarded and constantly monitored, although less frequently due to the lack of subsequent incidents after that one. Although there were several incidents, although not related to the Backrooms, by other rival groups of the The M.E.G., vandalizing and killing people in the process since the Amor Incrementum found out that some members of the The M.E.G. worshiped another type of religion and invaded the place, breaking one of the stalls.

Right now the population of the M.E.G. is approximately 10,000 members, although spread across several points. Although the main base is a communication station where new levels can be communicated and is in a classified location. And that's where the Overseer-D resides.

From a more advanced time since their beginnings of the B.N.T.G. when they still did not know the existence of the M.E.G. and Level 4 resided on other levels, when the B.N.T.G. found out about the existence of Level 4, they quickly brought all their resources to the infamous Level 4 because supplies could be found scattered throughout the level. And they changed the structure of **Level 4 a bit, setting it as a center for firearms, supplies, and provisions, but also as a shelter and a base.

B.N.T.G. when they found out about the The M.E.G. incident, they were afraid that the same thing would happen to them, so currently, it is also guarded and guarded out of fear. And they always exchange items and supplies for new people who come in. They have no shelter, but they plan to think about it.

【𝗜𝗩. 𝗘𝗻𝘁𝗿𝗮𝗻𝗰𝗲𝘀 𝗮𝗻𝗱 𝗘𝘅𝗶𝘁𝘀】

━━☽【🌨️】☾━━

Level 4, thanks to its extensive knowledge over the past decades, has discovered various entrances and exits leading to other normal levels, sublevels, and unnumbered levels. This list is constantly updated, and the currently known entrances and exits are as follows:

【𝗜𝗩. 𝟭 𝗘𝗻𝘁𝗿𝗮𝗻𝗰𝗲𝘀 𝗮𝗻𝗱 𝗘𝘅𝗶𝘁𝘀: 𝗘𝗻𝘁𝗿𝗮𝗻𝗰𝗲𝘀】

There are too many entrances, some with life-saving anomalies or normal entrances11 with the usual, common no-clip method, which usually leads you to the Alpha Sector. But if you access an enigmatic level, things change. These enigmatic or unnumbered levels can lead you to the Delta Sector and Beta Sector.

Entrances, with the way to enter, are through doors; they deal with situations in which entering an elevator, door, etc. is involved. In which they do not have an anomalous effect, and only upon entering the room does the door behind disappear.

  • Finding the double door on Level 7 will take you here.
  • Following the procedures in Level 12 and entering the door has a chance to lead to Level 4.
  • It is also possible that a ruin with an office door on Level 46 will take you here.
  • One of the unlocked doors on Level 54 can lead here.
  • Finding a white door in Level 859 will lead you out here.
  • Occasionally, a door in Level 81 may take you here without warning.
  • The elevators on Level 3 lead to this level.
  • If in Level 163 a visitor leaves and re-enters the elevator before the doors close, the elevator will violently descend, and the visitor can be sent here.

【𝗜𝗩. 𝟮 𝗘𝗻𝘁𝗿𝗮𝗻𝗰𝗲𝘀 𝗮𝗻𝗱 𝗘𝘅𝗶𝘁𝘀: 𝗘𝘅𝗶𝘁𝘀】

There are too many exits, with methods that are a bit more strange and anomalous than the entrances. This is because many of the levels are accessed from Level 4, and many people use this level as a kind of The Hub.

Exits in the form of exits are through doors. These are situations where entering an elevator, door, etc. on Level 4 has no anomalous effect, and only upon entering the next level does the door disappear.

  • Find a elevator to enter Level 314.
  • Find a smooth wooden door; upon entering, you will arrive at Level 21.
  • Entering a wooden door can take you to Level 427.
  • Red doors in with a picture of a hound holding a burger can lead to Level 859.
  • Located about 15 minutes north of MEOD's Base Omega, on Level 4, approaching two wooden doors on a blue-carpeted floor will tell you that you have reached the entrance to PA98. Going through the door on the left will lead to the entrance of this pending approval.15


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Welcome, esteemed guest.



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I think about my past constantly, about feeling again what I once thought about getting away from. Now I see it as a mistake that constantly haunts me. Maybe it could have been solved another way. I spend a lot of time thinking about the things I wish I had changed. I know I won't be able to change it, but deep inside it's one of the things that's still working on my mind since I got here. I remember that feeling of the first thing I felt when I arrived here: confusion and anguish. Many times I still have that feeling. Many times I wish there was something that could listen to me, but it's something I haven't felt since I've been in this place.

I know that one day my legs will give out, that at some point I will no longer be able to respond, and that my body will finally collapse from exhaustion. I have sometimes felt my legs cramp, as if they were collapsing with every step I take.

I have also felt that my lungs are about to abandon me every time I breathe, that my body has had to survive the shortage and that my mind is slowly being diminished by these strange places outside of my original dimension. Right now, I still have that anguish of not being able to know when I will end up dead because of the constant escapes I have had to make to avoid ending up dead.

I look at how the site of the power station has stood for generations without any sign of collapse, despite the poor condition it is in. I hear the walls echo with the sound of unknown creatures ready to catch me at any moment of distraction. The few opportunities I have had to rest, I have used to distract myself a little and sleep. You don't know how much I would give to find something different in this place; The monotony of my life was something I hated; I didn't know how wrong I was. I've seen the place constantly flicker before the lights go out, and the poor condition of some machines and the sounds have slowly affected my hopes of getting out.

I walk with melancholy, sharpening my senses to escape this labyrinth with the little hope I have left of getting out of here or finding something new, something different from the same old things. However, now it's time to give up; my injuries and my little remaining energy are consumed every time I have to escape. I've been marking the places I pass, but I've returned to the same place several times without realizing it, as if my sense of direction were confused, unable to remember anything that would help me get out of here. The thought of someone coming to rescue me was the first thing I lost after being attacked. At some point I know I will stop documenting without realizing it.

While running away from that dog, when the lights of the power station went out, at that moment I managed to visualize some kind of new structure. When he finally lost my trail, I was able to find him again: it was an elevator. Before my eyes, I saw how the walls of the station turned white, the floor became gray, and some windows around showed the outside.

Is that the rain? It's been a long time since my ears could hear it. I have found a new home; after so much suffering, I have found my destiny.



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