You pass through a wall, the color is no longer the same, and a reception of absurd furniture, a bunker from 1989 and pits that invite you to fall appear.
Testimony
“I crossed a wall and the tone was different, I can’t explain it. It’s the same place, but with a chunk that doesn’t belong.”
The Generation Error Vestibule is a stretch of Level 0 where the color is shifted, a sign that the chunk was loaded with another mold. The wanderers who have crossed it say you notice it before you understand why. The walls are the same yellow but a different shade.
How you get in
A wall you can pass through drops the survivor in a room with the tone changed. There is no warning mark. Usually you find it by leaning on it.
What is inside
A reception with “LOBBY” lettering, round lights, wood moldings, outlets, slits and absurd furniture. The Receptionist tends it.
Furniture that doesn’t belong in the place: armchairs in the middle of the corridor, a table one and a half times the scale of the room. See Absurd Furniture.
Wall features: slits and recesses in regular patterns (Slits in the Wall) and rows of outlets at different heights (Row of Outlets).
About twenty-five small pits, with a short fall, and a crude platform next to each one (pit field).
A bunker, Infinnovation Outpost 1, with a door that asks for a code. A shelter with a history, not one built by anyone you know. See “Infinnovation Outpost 1” Bunker and the reception.
How to survive
Walk the walls before trusting the floor, because the short fall of a pit is more dangerous if your group doesn’t know where you are.
Don’t sit in the armchairs in the corridor.
If the zone disorients you, go back through the wall you crossed and look for a bed outside it.
What people say
Several survivors claim the bunker code is a date from 1989 and that there is a floor note that says only that. Nobody has come back with a photo of the note. Some talk of whole zones with the shifted tone beyond the reception, but nobody has drawn their extent.