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Chapter 3 - the games

THE TUNNELS OF THE OBJECT

Recovered Orientation Logs — Distribution Prohibited

GENERAL NOTICE

If you are reading this, you have entered The Tunnel System.

There is no known entrance. There is no verified exit.

The Entity known as The Object controls progression.

Breaking rules does not cause punishment.

It causes reclassification.

LEVEL 0 — THE ENTRY VEINS

Description:

Tight cave-like tunnels. Walls are stone but unnaturally smooth. Light sources flicker even when turned off. Whispering is common.

Purpose: Observation & memory sampling.

Rules:

Do not speak your full name.

Do not follow voices that know personal details.

If the tunnel widens suddenly, stop moving immediately.

Do not look behind you for longer than 3 seconds.

Notes:

Most entrants feel watched. This is accurate.

Failure results in looping paths until compliance is learned.

LEVEL 1 — THE GAME HALLS

Description:

Massive chambers the size of gymnasiums. Floors painted with faded children's games. Symbols appear rearranged each visit.

Purpose: Compatibility testing.

Games Observed:

Memory Matching (incorrect matches alter real memories)

Follow-the-Leader (leader is not human)

"Don't Blink" (cameras always fail)

Rules:

Never complete a game perfectly.

Losing is safer than winning.

If a game asks you to remember something you don't recognize, lie.

If the room applauds, leave immediately.

Notes:

Those who "win" too often are marked.

LEVEL 2 — THE WIDE TUNNELS

Description:

Enormous corridors, hundreds of feet tall. You cannot see the ceiling. Structures drift slowly through the air.

Purpose: Transport.

Rules:

Walk in the center of the tunnel.

Never enter moving structures.

If gravity feels optional, sit down.

Do not acknowledge figures waving from above.

Notes:

Time distortion begins here. Days may pass unnoticed.

LEVEL 3 — THE ARCHIVE ROOMS

Description:

Endless rooms filled with doors, shelves, and screens. Each room smells familiar to the visitor.

Purpose: Memory storage.

Rules:

Do not open doors labeled with your name.

Do not read more than one log written in your handwriting.

If a screen shows your face, turn it off.

Never correct inaccuracies about your past.

Notes:

This level is where most people are lost.

LEVEL 4 — THE DESCENT TUNNELS

Description:

Slanted tunnels leading downward forever. Walls pulse slowly, like breathing.

Purpose: Transition.

Rules:

Never run.

Never stop.

Do not sit down even if exhausted.

If you hear someone crying, it is already too late.

Notes:

The Entity becomes more active here.

LEVEL 5 — THE ROOM

Description:

A vast settlement made of stitched-together places: houses, schools, basements, hallways. Everything feels lived in.

Purpose: Permanent storage.

Rules:

Do not ask how long anyone has lived here.

Do not mention the outside world.

Choose a room and stay in it.

If you feel happy, remain where you are.

Population:

Former entrants who believe this is where they belong.

They are wrong.

ENTITY PROFILE — THE OBJECT

Classification: Memory-Architect Entity

Behavior:

Observes first

Tests second

Repurposes third

Truth:

The Entity does not trap people.

It uses them to expand itself.

Every memory becomes a hallway.

Every identity becomes a rule.

Every failure becomes a guide.

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