A woman (Laura), a computer, an invisible interlocutor: such is the setup on which LEVEL FIVE is built. She "inherits" a task: to finish writing a video game centered on the Battle of Okinawa—a tragedy practically unknown in the West, but whose development played a decisive role in the way World War II ended, as well as in postwar times and even our present. Contrary to classical strategy games whose purpose is to turn back the tide of history, this one seems willing only to reproduce history as it happened. While working on Okinawa and meeting through a rather unusual network—parallel to Internet—informants and even eye-witnesses to the battle, Laura gathers pieces of the tragedy, until they start to interfere with her own life. Laura and her interlocutor use “levels” as a metaphor for life itself and gladly attribute levels to everything around them. Will she attain LEVEL FIVE?