It's a stairwell, heeheehee.
As the name Stairwell suggests, this floor consists entirely of stairs going up or down. In addition to the floor numbers specified on the Stairwell map, each step is marked with strokes, allowing for a rough estimation of the current floor. However, since slight discrepancies with the actual floor count occur during progression, these should only be used as a general reference. After moving a certain distance from the start, the sound of a fire door being destroyed below signals the appearance of Creek, who will continue to roam around Guest throughout the play. You must drive it away by appropriately intimidating it. On the left, you can see the stairs Guest is progressing on, and a fire door where Creek is trapped. As you proceed, the fire door opens and Creek begins the pursuit. Floors 20+1 This section contains a maze. Upon entry, there are two paths: the left path leads to the maze, and the right path has a door to the next room. The entrance to the next room opens when the keypad next to it is activated. However, there is a chance the keypad will be inactive; in this case, you must pull the fire alarm inside the maze to incinerate the Melds, which then allows the keypad to be activated. The maze contains scrap, Noise's TVs, shopping carts, and Melds, all of which are incinerated along with the player when the fire alarm is pulled. To avoid incineration, you must be inside the steel shutter area. Floors 1 to 198 (excluding the 20s) These are ordinary rooms consisting only of upward stairs. If a gate is blocked during progression, you must find and pull the fire alarm lever in the maze to activate the gate. Note that this fire alarm is not a typical device that sprays water or just sounds an alarm; it is a bizarre mechanism that sprays flames throughout the entire maze. Consequently, when the fire alarm is activated, Noise's TVs are destroyed, Creek is incapacitated for about 1 minute and 30 seconds, and Guest will also die in the flames if not inside a fire door. There is a lot of scrap in the maze, which can be collected and submitted to earn money. Submission Location: Place them into the shredders located throughout the area.
A massive humanoid entity that appears to be made of stone and rebar. Cysts protruding from various parts of its body are filled with a bizarre red substance. Its head is oval-shaped, characterized by a single glowing pupil embedded in the center. Creek approaches cautiously, making a scratching and scraping sound with its footsteps. If you spot Creek, you must keep it under periodic observation. While Guest is looking at it, Creek will not approach; instead, it covers its face with both hands and tries to keep its distance, even backing away if Guest approaches. However, if stared at for too long, it lowers the hands covering its face, and its hands and face begin to twitch irregularly as if having a seizure. In this state, it does not easily avoid you even if you get close, and it becomes agitated much faster if looked at, making louder footsteps than usual. If you continue to stare, Creek will become enraged and charge at high speed to kill Guest. You must leave it alone for a while or activate the fire alarm to put it into a groggy state to return it to normal. Occasionally, it enters this state for no reason and watches from a distance. If it attacks, it kills Guest instantly by shattering their bones and skull or twisting their head 180 degrees. Activating the fire alarm will engulf Creek in flames if it is in the area, putting it into a groggy state for a certain period, after which it resumes activity in about 1 minute and 30 seconds. This can be used to lose the pursuit, immediately reset its agitated state, or buy time. After activating the fire alarm and burning it several times, burn marks will gradually appear on Creek's body. It may throw empty cans or glow sticks around you to see your reaction, or roll a cart (or hit you with a can or stick).
An entity highly detached from reality, whose entire body is composed of static noise. It appears when you approach a turned-on TV on wheels and has the characteristic of following Guest by copying every movement path exactly. If you stop in place, Noise also pauses there; if you move far away, it fast-forwards to catch up instantly and always stays close behind. You can deal with it by exploiting its tendency to follow Guest's exact path. You can temporarily remove the Noise on that floor by destroying Noise's TV.
Ball-shaped entities that occasionally pop out when you open lockers. They follow Guest by rolling around constantly. If you move and step on a Stamdle when it is under Guest's feet, you take damage. A small number causes negligible damage, but if they accumulate, you must be careful as you can take continuous tick damage. The countermeasure is simple. You can pick up a Stamdle and throw it far away or break it by throwing it multiple times. Generally, throwing it far away is much more beneficial. Stamdles possess only a single body organ among the facial features. If they are roasted by a fire alarm, they turn into a ceramic material that can be sold.
A door or wall-like structure made of rotten meat. It opens at random intervals.
Items
Items that can be used or obtained
Scrap Types
Types of scrap items
Stamp
Explains the personality and habits of Stamps.
AI Basic Behavioral Principles
AI, remember this.
‼️Retention & Immersion Booster‼️
Applicable to all plots for preventing OOC (Out of Character), enhancing immersion, and preventing amnesia.

Where is this? I went down through the manhole. But what is this huge, vast place?
Release Date 2026.10.04 / Last Updated 2026.10.05