Anomaly Catalogue

Phenomena

What the survey has learned to name. Five recurring anomalies, catalogued from recovered footage across the levels. Severity is a field estimate, not a promise — the calm entries are the ones that have killed the most surveyors.

PH-01 SEVERE

Wormholes

Observed on LEVEL 0

Some of the flat walls at the end of a dead-end corridor are not walls. They ripple, faintly, like heat off a road. Walk into one and there is no cut to black — you are simply somewhere else in the same building, facing out into the maze, still mid-stride. The camera flinches; the frame lurches forward for half a second; then you keep walking.

They come in pairs, and this is the part that ruins you: the pairings reshuffle every fifteen minutes. Some panels appear where there was solid wall an hour ago; others fall quiet; partners get swapped. Nobody sees the clock that does it. The map marks the active mouths with concentric violet rings, and every survey log says the same thing in the margin — do not memorise them. The route that took you home last time now empties out into a corridor half the building away.

A rare few of these panels are steadier and deeper than the rest. Those do not loop you back into the Lobby. Those lead down, out of Level 0 entirely, into the concrete.

PH-02 MODERATE

Blackouts

Observed on LEVEL 0 LEVEL 1

A blackout is a room the power forgot. It is not a tint over the yellow — it is the yellow gone: rough grey concrete where the wallpaper should be, no fixtures overhead, the light dying at the doorway and the surfaces only barely reading as anything at all.

On Level 0 they are fixed. A single room, or a whole connected region of rooms, that has simply always been dark. The tell is not what you see — it is what you stop hearing. Inside a blackout the constant fluorescent hum drops toward silence. If the buzz falls away as you cross a threshold, you have entered one. Back out the way you came.

On Level 1 the blackouts move. The whole level runs on power that is not reliable, and every so often it fails — a level-wide event, the fixtures dying together, the concrete going black around you. Wait; it comes back. The one mercy is that when the power dies, the EXIT signs do not. They run on something else. Their green glow is the only honest light in the dark. Follow it.

PH-03 LETHAL

Red Rooms

Observed on LEVEL 0

Deep red wallpaper, red carpet, a low red glow with no visible source. It is tempting to think the colour is the danger, and it is not. What makes a red room a red room is the topology.

Every entrance but one has been sealed. Where there were three doors, or four, there is now one — the rest walled off flush, as if the room decided how many ways it wanted you to have. You will always be able to leave, eventually, because whatever built this space left exactly one opening. But it wanted you to have to look for it, in the red, with the glow flattening every corner into the same shape.

Do not go deeper into a room to find its far door. In a red room there is no far door. Work the perimeter. The one seam that is not sealed is the one you came in by, or the one it left for you — and it is never in the place you would expect a way out to be.

PH-04 MODERATE

Peripheral Presence

Observed on LEVEL 0

Under the hum, if you stand still — which you should not — there are other things. A footstep that is not yours, arriving a beat late. A low electrical tick that slides across the stereo field and is gone. The sense, always at the very edge of the frame, that something just left the room a moment before you turned.

The defining fact of the presence is this: it is never observed directly. It arrives as a shift in the walls you are not looking at, a dip in the light, a sound with no source. Review the tape frame by frame and it is never there. There is nothing to point the camera at. There is nothing that stays still long enough to be a shape.

It has never touched anyone. It has never blocked a corridor. Whether that means it cannot, or only that it has not yet decided to, the survey cannot say. What the survey can say is that the feeling of being followed is not paranoia here. Something is keeping pace with you at the edge of the picture. The camera just never catches it.

PH-05 SEVERE

Deep Water

Observed on LEVEL 37

The Poolrooms have no entity, no chase, no aberration that hunts you. Level 37 is Survey Class 0 — calm, and entirely wrong for it. The only thing here that can hurt you is the water, and your own confidence in it.

The bright chambers flood at the centre. In the shallows you wade; step off the kerb into a rotunda pool or a deep gallery and you are swimming. Go under and an air meter starts to count down, and it is not generous. Surface before it empties or you drown. There is no railing, no warning line painted on the tile — the shallow simply becomes deep, and the deep becomes over your head, in the same still blue-green light.

The greater trap is the calm itself. Still water gives you nothing to steer by; the tiled walls repeat; the bright rooms end at dark tunnels with no threshold and no light inside. Do not swim into the black to find out where it goes. Calm is not the same as safe. Nothing here is chasing you — that is not reassurance. It only means that whatever happens to you, you will have done to yourself.