UNDERWANDERERField archive
Case file P-017PhenomenaAll levels

The Wanderer’s Glossary

The words wanderers repeat until they stop explaining them, with the entry where each one is told.

Testimony

“We say them so often we don't even explain them anymore.”

These are the words wanderers use to understand each other. Whoever goes down learns them in the first few hours, almost always the hard way. Each entry points to the page where it is told in detail.

The place

  • Anomaly: an oddity of Level 0's space, such as a room that scales wrong, a ceiling that drops or a door to nowhere. Anomalies
  • Chunk: each block of terrain that shifts. Its change of place is what moves the world. Displacement
  • Stabilize, anchor: to hold a chunk with scrap and time so it stops moving. Stabilization
  • Environmental event: a lamp that pops, a flicker wave, a zone blackout. Environmental Events
  • Hide: a single word on a note in the degraded zone. Arrows and “hide”
  • Landmark: whatever breaks the corridor, be it a hall of columns, a void or a staircase. Great Halls
  • Level 0: yellow offices with damp carpet and fluorescents. Level 0
  • Pit: a one-meter hole with a dark chamber at the bottom, and the way out to Level 1. Pits
  • Pitfall: a small variant of the pit, with a crude platform. Pit Field
  • Sublevel: a layer of Level 0 reached through the labyrinth itself, such as 0.0, 0.01 or 0.1. How the levels connect

What stalks you

  • Stalker: the third creature of the group that patrols. Stalker
  • Prowler, Grille and Stalker: the three creatures of the group. The three
  • Faceling: a creature in two ages, with the Children as the young one and the Adult Faceling, which does not run.
  • Lurker, Crawler and Shadow: legacy records of creatures no longer sighted. Legacy Records
  • Pulse: the rhythm the place seems to set, between calm, tension, peak and lull. The Pulse
  • Watcher: an adult sitting in an office chair who follows you with its head. Watcher

What you carry

  • Almond Water: the only consumable that restores sanity (+35). Almond Water
  • Sanity: the bar that drops because of creatures, solitude and unstabilized chunks. Sanity
  • Floor note: paper with text lying on the floor of Level 0. Floor Notes
  • Shelter: a place raised by survivors, with the bed where you wake after dying. Beds and Shelters
  • The Fastenings: screws, nails and cable ties, the bottleneck of building. The Fastenings

How to use the glossary

If a word isn't here, nobody uses it twice. When two survivors use one differently, the archive records both.