Archived/Level 4

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**Survival Difficulty: Class Habitable**
»⠀Safe
»⠀Sustained Communities
»⠀Devoid of Harmful Entities

## Description

**Level 4**, also known as the “Abandoned Office”, is an expansive, empty structure, with architecture resembling a modern office building. Most areas of the level are entirely devoid of furniture and other accessories one would typically expect to find in an office, although darkened indents strewn about the carpeting appear to indicate that furniture may have been present at one point in time. Due to the lack of inherent dangers, environmental or otherwise, **Level 4** is widely regarded as a “rest stop” amongst wanderers, a safe location for one to take a break during their journey. Due to this, the creation of colonies and outposts is highly recommended, and many sustained communities have begun and flourished in this level.

 File:Level4Workrooms3.png
Despite the level’s architecture suggesting the existence of multiple floors, descent by means of stairs has revealed the lack of a ground floor, and likewise, the lack of a top floor or roof. Even though the exploration of **Level 4** is limited in this aspect, wanderers can access other areas within the same floor, such as workrooms, hallways, and smaller offices. While the main areas of the level are primarily devoid of furniture, the smaller workrooms commonly have office chairs and desks containing various items. One particularly notable find was a decrepit book containing the earliest known recording of Level Keys and The Keymaster, mentioning an object called "The Key of Salvation".

As previously mentioned, it has been noted that **Level 4** follows sequential weather patterns that change gradually in three-month intervals. The seasons recorded thus far have been referred to as spring, summer, fall, and winter, which present similar characteristics to those in the Frontrooms. Spring refers to the rainiest period of **Level 4**'s weather. During this season, the level's temperature typically remains between 12°C - 18°C. Shortly afterward comes summer, typically the most intense season in **Level 4**. The temperature of the level during this period is known to oscillate between lows of 22°C - 24°C and highs of 40°C - 42°C. Next, the fall season is among the most passive of the level's weather periods. Rain and thunderstorms are still frequent, but not as long-lasting as in spring, nor as intense as in summer. During this period, favorable conditions are created for wanderers to form colonies and outposts since manifestations of the rain are minimal and the temperature primarily remains between 10°C - 15°C. Finally, rather than the storms present in other seasons, the precipitation during the winter period freezes into snowflakes. Blizzards are a common event, as the temperature can drastically drop to a negative degree (varying from 0°C to even -10°C) during this season.

The ambience of Level 4.
## Recovered Note

• Expedition Log: "Embraced by a Curse"

File:The MEG's Logo (Thanks to Egglord1).png
**Notice:**
`Data retrieval successful!`

**Fetching data...**

*20/11/2021 - Saturday, 11:06 P.M.*

Running became my way to feel a sense of control in a life where I had none to begin with, converting all my emotional suffering and agony into miles just because I had the unlucky chance of getting stuck in this endless loop of ups and downs. Others, perhaps, could have gotten the chance to pick their poison from fitting in or surrendering. But for me? What else was I supposed to do when the ground felt like crumbling just beneath my painfully-aching feet, and the walls of burnt-brown bricks narrowed ever-so-slowly around me? The electrical station's walls seemed as if they had stood for generations, keeping the interior sheltered from any signs of destruction.

The feeling of genuine and sincere fear triggered this hell of a place, with everyone in it, to be buried underground and completely forgotten as time passed by. I could feel an overwhelming suffocation making its way to my face and throat - but I knew exactly why this was happening; despite being chased by an enemy I could not see, I tried to remain calm and regain my composure, closing my eyes and taking deep, slow breaths, even if the nightmares from the deepest reaches of my mind started to corrupt the scenery in front of me.

"Get to them before they get to you." That was always my mentality to overcome my trepidations. After all, your own thoughts create your immediate reality. People's fears are triggered by real threats and by memories of threats; before anything, we must ask ourselves how real the threat is, or if we have begun to generalize fear and seek evidence to cement it rather than challenge it. That's the rational way of solving an issue... but who thinks rationally, clearly, and strategically when you feel like breathing can cause someone to die at the very same moment? When you feel as if your legs are going to betray you when you need them the most? How can you think with a clear, fresh mind about a future that seems so bright, positive, and close when the immediately crude present lies bare at your feet, clawing your legs and never letting go, no matter how hard you try?

My tired eyes dilated at the view of a generator-controlled door. I wanted to scream, cry out of happiness, call for help or at least stop for a moment to catch my breath, but I couldn't. The stark contrast of the door's light-gray and dark-blue sent shivers down my spine as my chest felt like aching. My right hand moved without thinking, wrapping my fingers around its metallic handle and pulling the heavy door toward me. In the abstraction of the moment, I found myself on the other side of the door, the loud slamming of the ponderous door behind me making my eardrums feel like they were erupting on the spot.

Oh my God. Had I finally left that confined zone? This new area was akin to a warm welcome to a house filled with peace, a portal to a brighter state of mind; the doorway stood there as if it were an invitation to a new adventure, a new challenge and a new chance to earn the merit of exploring further. Surprisingly, a musical vibration appearing to come from a small radio synchronized with a low, comfortable buzzing of unknown origin. I closed my eyes to hear it - my ears felt like capturing each note of the subtle and delicate tune, as they were long-since accustomed to fluorescent buzzing...

Beneath heavy eyelids, I let my eyes flutter open slowly again.

A mellow, melancholic amalgam of gray colors, ranging from charcoal to abalone, drowned the scenery before me. The only aspect that brought life to this empty office-like structure was the wispy, silvery sky outside the windows. The sweet music that maintained this sacred place's tranquility was suddenly replaced with the loud pattering of rain on glass; water drops bigger than prairie hailstones hit the surfaces of the windows.

Is that... rain? It's been so long since I've last seen daylight.

## Colonies and Outposts

Currently, the M.E.G. has recorded two officially documented colonies and outposts within **Level 4**:

### B.A.S. (Backrooms Analytical Squadron)

* An organization found exclusively in **Level 4** with the primary objective of focusing on the exploration of the office’s structure, secrets, and connections to the Frontrooms;
* The group consists of skilled scientists, professionals in the medical field, reporters, and architects;
* The B.A.S. is known for their several discoveries in the Backrooms;
* Known for maintaining good relations with The Maintenance Workers in Level 3;
* They are friendly and open to trade with wanderers, although a lot of them are quite reserved and do not present a welcoming sight for newcomers.

### S.R.C. (Society of the Red Cross: Natural Sciences and Medicine)

* A medicinal and pharmaceutical organization focused primarily on maintaining and providing for the health of wanderers who pass by;
* The group has a current member count of approximately 433, consisting of various divisions of doctors, nurses, physicians, and pharmacists;
* It assists vulnerable wanderers in situations of disaster/crisis by contributing in averting and alleviating suffering in all its forms, protecting health and mental wellbeing, along with cultivating respect toward human dignity;
* Known to stockpile food, medical supplies and other necessary resources in order to help wanderers have a safe time in **Level 4**;
* They are friendly and welcoming towards anyone who enters in contact with them; up for trade as long as the object the wanderer trades can serve in healing a harmed human being.

### Taggertsbane

Party Crashers outpost established to help distribute aid to wanderers and coordinate deployment of battalions throughout the Core 9 Levels. Known to regularly cooperate with the S.R.C., another colony located on the level also dedicated to lending medical help to those in need. Home to a permanent population of roughly 75, but host to as many as hundreds more passing through at any given moment.

## Entrances and Exits

### Entrances

There are ten currently known methods of entering **Level 4**:

* One may enter this level from Level 3 via a door labeled “office sector”;
* Entering a flatly-colored wooden door on Level 30 may lead one to this level;
* Some doors in Level 54's Floor 2 have a chance of leading to this level;
* Entering a double side door with a "No Exit" sign in Level 7 may lead one to this level;
* Entering a doctor medical office door in Level 16 may lead one to this level;
* Sewer grates on the ceiling of Level 34 may rarely lead one to this level through the floor;
* Extended hallways in Level 37 lacking any water may eventually lead to **Level 4**;
* Certain areas in Level 47 may seamlessly lead one to this level;
* This level may be entered via an orange door in Level 153.

### Exits

There are ten currently known methods of exiting **Level 4**:

* Coming upon an ornately-decorated door emanating disquieting classical music may lead to Level 5;
* One may enter Level 6 by chance upon the lights in the level going out;
* Forcing open a window and climbing out during a heavy thunderstorm may lead one to Level 11 or Level 37;
* Entering a room labeled "greenhouse" may lead one to Level 13;
* Entering a door labeled with a "rose-flower" symbol may lead one to Level 83 or Level 150;
* Entering a door labeled with an "ocean wave" symbol will lead one to Level 100;
* Disproportionately long descending staircases may lead to Level 153;
* Extended metallic hallways may lead to Level 192 or Level 273;
* Entering a door with a brass number “6” will lead one to Level 332.

**> Open Author Information**

**> Close Author Information**

**Original Author**: Totally Not Medeea. Currently under ownership of Egglord1.
**Collaborator (help with grammar and Wikitext)**: Egglord1.
**Old, archived version can be found here.**
**Images:** Level image/background used with permission from Liminal Archives.

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