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As I was going up the Stairs
I met a Man who wasn't there
He wasn't there again today
I wish, I wish he'd go away…
Description:
254 is a cluster of connected areas that are considered part of one level due to their similarities. Its full layout and nature are still unclear, despite the countless expeditions the M.E.G. has sent to explore it. Each area connects into the next, and all documented sections resemble places commonly found in offices. Electrical wiring, outdated office equipment, and monitoring devices appear across every layer, forming a network that has resisted every attempt at full mapping. As a result, internal events remain partially undocumented, and data recovered from prior expeditions is considered valuable.
254-A "The Dusty Workshop"
254-A is the first and the safest area of the level complex, due to lower entity activity.
The area resembles an outdated office complex. The air carries a faint artificial sweetness that reminds wanderers of the Frontrooms.
Several expeditions reported a persistent awareness of being evaluated.
Even as the safest area of the complex, there has been a consistently detected presence in this area, known as the CEO and his followers.
One of the earliest pictures of Level 254.
254-A is considered relatively safe since entities present are not physically aggressive and Almond Water is commonly found throughout the area.
Some corridors appear longer than they should. Measurements taken by expeditions often conflict. Lighting flickers irregularly, causing shadows to shift unexpectedly. Several office doors open into identical rooms despite being mapped as separate spaces.
Small mechanical devices hum without power, creating a sense of persistent surveillance.
The only confirmed transition to the next section occurs by following the wiring network, which leads to the next area, the Power Source.
254-B "Power Source"
An old room, filled with generators that no longer work.
254-B is composed of multiple rooms filled with Frontrooms tech and generators, frequently used by wanderers for resources and equipment.
This area is considerably more dangerous than the previous section; however, the entities have predictable behaviour.
Temperature changes abruptly in isolated zones, creating dry heat pockets.
The wires found in 254-A are directly connected to generators in 254-B, and wire bundles occasionally rearrange overnight, forming more organized clusters.
Several generators have been found running without fuel.
Certain walls exhibit visual distortion before destabilizing. Wanderers report increasing irregularities in spatial perception as they approach the walls. Physical contact with them results in teleportation into 254-C.
254-C "Unstable Mess"
254-C is a spatially unstable section where architectural geometry and temporal behaviour stop acting normally.
One of the best pictures of this area.
254-C is a place with unknown properties and entities. It is the most disorienting section of the complex.
The layout undergoes continuous changes and rooms repeat or duplicate themselves, making orientation increasingly difficult, preventing permanent settlement or accurate mapping, especially because attempts to mark walls often result in the markings appearing elsewhere in the layer.
Light bends unnaturally around corners, causing explorers to confuse distances.
Wanderers report difficulty tracking movement or estimating time within the area.
Certain corridors end in reinforced doors, extremely hard to open and lead to nowhere.
It is recommended to leave at this point, since the next layer has extremely unpredictable properties and dangerous entities.
Expedition Depths of 254-C:
An expedition was made to find out more about the deeper parts of the Unstable Mess, but almost no info could be recovered from it.
The M.E.G. sent members of the Unstable Group to explore deeper sections of 254-C.
Reports mention anomalous objects that trigger abrupt teleportation, though recovered data is incomplete. Some studies suggest transport to undiscovered levels or to The Void, but no proof exists.
The deeper sections do not simply change. They behave differently and are more dangerous, and certain distortions re-occur in identical formations across multiple corridors.
254-D "Meeting Room"
254-D is a confined room, believed to be the core of the complex. It contains a long table, several chairs, and a display that has never been activated in any expedition. Chairs sometimes shift between visits, and air moves despite the absence of vents.
Two figures are always present. Cameras struggle to capture them, photos appear static or distorted. They exhibit signs of intelligence, but interaction is strongly discouraged, their presence is hostile, and approaching them triggers unpredictable distortions.
Entities:
Despite being rare, entities can be found throughout the layers of the level. They are:
• Mimics and Wretches, found in most areas.
• Undocumented entities can be found throughout the level except in 254-A.
Screens and wires sometimes behave unusually. Wanderers occasionally report a sense of being observed, though no entity is directly seen. This presence has been nicknamed The CEO.
Dos and don'ts:
Dos
- Gather supplies, they are common in this level
- Ask for help, The M.E.G. will try their best to help you.
Don'ts
- Don't wander too deep
- Don't make too much noise
- Don't interact with undocumented entities
Colonies and Trade posts:
M.E.G. Base Unstable:
- A base established by the M.E.G located at the Unstable Mess to study its no-clips to get to desired levels, with 20 members.
- The base uses generators from 254-B to reduce spatial shifts within its perimeter.
The Brokers:
- A sub-group of the B.N.T.G. with only 6 members
- They frequently sell and buy items.
- They are friendly, but attack those who steal from them.
Children of the CEO
- This group is very similar to the Followers of Jerry, the main difference being their belief in the CEO.
- Members exhibit severe apathy, most of them can be seen starving, seemingly forgetting to eat.
- They act oddly calm around the wanderers, almost as if they can't see them.
Logs
Multiple logs were found scattered throughout the level, providing insight into conditions and wanderer experiences:
Day log: 1
I am writing these logs so info on this level can be easy to find, it is seemingly an office complex filled with almond water and cameras!!
Day log: 3
I have found a new area in this level, it seems like a generator room, it is probably the main power source of this place!
Day log: 4
You shouldn't try leaving the first area, the water supply is getting smaller, so I recommend stocking up before exploring deeper!
Day log: 5
The areas get more dangerous the deeper you go, but the exit might be in the last area so exploration is necessary.
Day log: 7
I am starting to think these cameras are keeping track of me, I suspect the cameras serve more than a security function.
Sometimes it feels like something or someone bigger is noticing everything I do.
Day log: 9
The cameras stopped turning away when I looked at them.
I feel compelled to them, and I don't know why.
I forgot to drink today. I forgot to eat. I didn’t mind.
Day log: 11
Why leave this place.
It is perfect.
It is safe.
Water is not needed.
Food is not needed.
Logs aren't needed.
After Leaving
Wanderers who exit Level 254 sometimes notice faint after effects, though these are temporary. Hallways that once seemed familiar may feel slightly altered. Occasional scents, such as Almond Water or burnt electronics, may linger briefly. These impressions fade within hours.
Entrances:
The most famous entrance to Level 254 is from Level 5. Look for a dark oak staircase hidden between the corridors. It will lead to a door that gives direct access to Level 254.
A less common entrance exists in Level 4, where entering a white door with a sign saying "Closed" may transport wanderers to Level 254. These doors are extremely rare and always change locations.
Walking too deep in Level 18 may bring you to Level 254, but no proof is available.
Exits:
No-clipping in deep 254-C has resulted in confirmed transitions to several levels, primarily between 0 and 14. The full range remains unknown.
The use of certain anomalous items in deeper sections of 254-C has been associated with teleportation to The Void. Engaging in this action is strongly discouraged.
SYSTEM STATUS: ██ABLE TO CONTINUE.
WANDERER COUNT: INCOMPLETE.
RESOURCE INPUT: DECLINING.
Seats remain reserved.
Meeting in progress.