UNDERWANDERERField archive
Section S26 entries

Sublevels

Layers inside a single level: corners, faults in the architecture and places that only turn up sometimes.

S-010Level 0.0

Level 0.0: out of bounds

Moderate

The seam of the Displacement: terrain that Level 0 never finished loading, or loaded halfway. You cross it without knowing.

6 sub-entries
S-025Level 0

Generation Error Vestibule

Low

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.

S-012Level 0.1

Level 0.1: danger zone

High

A degraded layer of Level 0: mold on the walls, red light and a loop of corridors with warnings from other survivors.

4 sub-entries
S-011Level 0.01

Level 0.01: the exit?

Moderate

Very long corridors, abandoned objects and, at the end, an exit that isn’t one. You think you got out and all you did was change layers.

2 sub-entries
S-005Level 0

Slits in the Wall

Low

Three to six black slits in a row on a solid wall, evenly spaced. Order without function.

S-009Level 0

Absurd Furniture

Low

An empty room with a single wrong piece of furniture: a bookcase in the middle of nowhere, a desk without drawers, two chairs back to back.

S-006Level 0

Row of Outlets

No risk

An empty wall with outlets in a row, every 45 centimeters, alternating baseboard height and desk height where there is no desk.

S-007Level 0

Green Hotel

Low

A wide old-hotel corridor in the middle of the offices. Well kept, quiet, and unsettling for exactly that reason.

S-017Level 0

Pit Field

High

About twenty-five small holes in the floor, each with a crude platform at the bottom, and a single walkable path.

S-019Level 0

“LOBBY” Reception

Moderate

A closed room with a nearly five-meter counter in the center. Nobody behind it, and still someone greets you.

S-002Level 0

“Infinnovation Outpost 1” Bunker

Moderate

A closed building with an open metal door beside its opening and a name that appears in no directory.

S-022Level 0

The Space Above the Drop Ceiling

High

Above the ceiling tiles there is a low gap with room for ducts and, some say, something else. A hatch marks it.

S-020Level 0

Breaking Walls and Floors

High

Some say a wall or floor in Level 0 can be broken, and that what is broken stays broken for everyone. Nobody has managed it.

Full index of sublevels