Image of place where OMTF γ-2 and ψ-2 establish a temporary camp, in Valvaska (AN-40-1) before the horde approached.
AN-40: The Border of The Deads
OBJECT NUMBERATION: AN-40
ANOMALY SURNAME: The Border of The Deads
ANOMALY TYPE: Place
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
All known physical entrances to AN-40 are to remain sealed with reinforced steel and concrete. Each threshold is to be monitored 24/7 by armed personnel. Perimeter security is maintained by OMTF γ-2 and OMTF ψ-2. Posts are to have overlapping fields of fire to prevent breaches.
Protocol 40-A "Silence": All firearms used near AN-40 entrances must be equipped with suppressors. Unsuppressed gunfire will attract swarms from inside.
Protocol 40-B "Containment": Any AN-40 instance observed near or at an entrance is to be terminated immediately. Under no circumstances are instances to be allowed to make contact with the door.
Protocol 40-C "No Flame": Open flames, flares, and explosives are prohibited within 500 meters of any entrance. Fire has been confirmed to act as a dimensional beacon.
In the event of a breach, initiate Protocol Blackout and evacuate all personnel within a 2km radius. In the event of a horde, all OMTF γ-2 and ψ-2 must hold out the post. Airstrike Protocol must be made to wipe out the horde. If Airstrike comes late, firing at AN-40-4 or AN-40-7 is highly recommend for wiping out the horde.
DESCRIPTION:
NOTICE: Actual description will be explained below on AN-40-1
AN-40 was first documented on 09/01/1999. OMTF ψ-2 and OMTF γ-2 were in transit to Site-12. The convoy stopped in the ruined city of "Valvaska" to refuel and rest. Valvaska sits directly on the threshold of AN-40-1, "The Forest". Against standing orders, Agent Nelly of ψ-2 lit a campfire to dry wet equipment.
An AN-40-3 "Runner" emerged from the fog and tackled Agent Nelly. During the struggle, infection was transmitted. Agent Anto, Nelly's squadmate, was forced to put him down. Nelly died within 40 seconds. He reanimated 3 minutes later as AN-40-6-B "The Gunner" - the first confirmed case of personnel converting into "The Traitor" subclass. The revolver he carried had fused to his hand. 3 personnel injured by Agent Nelly's attack.
Current Status: Nelly is contained in the Undead Hallway, BlackSite-16. Unlike other instances, he displays fragments of memory. He recognizes former ψ-2 members. When they walk past, he presses his palm to the glass. Recovered audio logs have recorded him whispering the names of his old squad and GPS coordinates that match Valvaska.
The incident in Valvaska is why Protocol 40-C "No Flame" is now enforced at all AN-40 sites. All AN-40 instances will be described separately below.
AN-40-1: The Waste Forest
OBJECT NUMBERATION: AN-40-1
ANOMALY SURNAME: The Waste Forest
ANOMALY TYPE: Place
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-1 Containment procedures already explained.
DESCRIPTION:
AN-40-1 is a self-contained pocket dimension manifesting as an endless forest. The climate cycles match Earth: winter, spring, summer, autumn. The air carries the scent of wet soil, iron, and distant funeral bells. Visibility rarely exceeds 30 meters due to constant fog and rain.
The forest contains ruins of abandoned villages, collapsed cities, broken castles, and graveyards that predate all known human civilization. These structures are not static. They shift when unobserved, as if the forest rearranges its memories. Paths loop. Teams walking straight for an hour have returned to their own footprints. Cartography teams have declared mapping attempts "mathematically impossible".
When a human dies inside AN-40-1, the dimension makes a selection. The corpse either remains inert, or reanimates as an instance of "Empire of The Deads". Reanimation preserves fragments of the host's skills, muscle memory, and trauma. This creates specialized undead variants with tactical roles. All instances operate under a single hive directive: expand the forest by killing or converting intruders.
LIST OF LOCATIONS IN AN-40-1:
Valvaska
Tryovelenna
Scythëmp
Dúr Eì La Siá
Donostià
Dynosmanntina
Ironworks Winterland
Mossway
Xynophomantha
More cities are to be added after a new discoveries has made in AN-40-1
EMPIRE OF THE DEADS (ALL ZOMBIE LIST)
OBJECT NUMBERATION: AN-40-2
ANOMALY SURNAME: The Walker
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-2 instances are to be contained in Cell Block C-1. Cells are kept at 4°C with reinforced doors. Direct contact is prohibited. When encountered in AN-40-1, engage with melee or suppressed firearms only. Aim for the head. Use of fire and loud noises is authorized for crowd control. Minimum safe distance: 5 meters.
DESCRIPTION:
AN-40-2 "Walkers" , "Shamblers", or "Cannibals" make up the majority of AN-40-1's population. They appear as decaying civilians in tattered clothing with a slow, dragging gait. Movement speed is ∼3 km/h. They do not run, climb, speak, or sleep. In isolation they will endlessly walk and press against walls.
Individually, Walkers pose minimal threat. They are easily neutralized with head trauma, spinal damage, or fire. Threat scales exponentially with numbers. Walkers emerge from soil, grave plots, and the interiors of abandoned buildings without warning. Primary attack method is grab and hold. Prolonged physical contact of 10+ seconds transmits the AN-40 infection. If the host dies from infection, they reanimate as AN-40-2 within 5-10 minutes. Brittle bones, slow reaction time, attracted to sound and heat. They burn and do not stop burning. Flares, gunshot, or other objects or action that makes loud noise can redirect a horde.
OBJECT NUMBERATION: AN-40-3
ANOMALY SURNAME: The Runner
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-3 instances are to be contained in Cell Block C-2. Cells must be reinforced and kept at -5°C to slow movement. Running in hallways near C-2 is prohibited. Personnel must move in pairs when transiting this sector. Engagement in AN-40-1 is to be done at range. If engaged in melee, use spears, stakes, or vehicles. Do not attempt to outrun.
DESCRIPTION:
AN-40-3 "Runners" or "Wild Dogs" are undead optimized for speed and ambush. They are the physically weakest AN-40 variant but capable of short bursts exceeding 60 km/h.
Appearance: Emaciated, elongated limbs, missing skin in patches. They move on all fours and upright.
Behavior: Runners do not attack groups. They target isolated personnel. Attack pattern is tackle, infect via bite or claw, then immediately disengage to find the next target. They do not stop to feed.
Before charging, Runners emit a high-pitched screech at 3-4 kHz. This sound coordinates nearby Walkers into a swarm. Skeletal structure is brittle. Cannot survive blunt trauma, stakes through the skull, spear impact, molotov ignition, or collision with solid objects. Impact causes fatal cervical dislocation. Specimens in C-2 pace constantly. They will slam against cell doors when they hear running footsteps in the hallway.
OBJECT NUMBERATION: AN-40-4
ANOMALY SURNAME: The Bomber
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-4 must be kept in Containment Cell C-4 at all times. Cell C-4 is blast-reinforced, kept at -10°C, and has a sprinkler system.
Direct interaction is prohibited. All handling must be done with remote equipment.
If a Bomber is spotted in the field, maintain a minimum distance of 20 meters. Use long-range weapons only. Do not use explosives, fire near them, or even attack them using melee weapon.
DESCRIPTION:
AN-40-4 "Bomber" or "Haz Zombie" instances are undead wearing hazmat suit and gas tank filled with unknown substance but they do explosion impact with melee or bullets. Due to the weight, Bombers are the slowest instances in AN-40. Walking speed is roughly that of a normal person. They do not run.
Detonation Mechanics:
Bombers do not explode from any damage. Small arms fire to limbs will not trigger it. But firing on the tank will cause explosion.
When a person shoots AN-40-4, the tank start leaks. There is a 5 second delay with a loud hissing sound before detonation. This gives personnel time to retreat. Blast radius is 8 meters, not 15. Lethal radius is 5 meters. Outside 8m you will get shrapnel and burns, but it's survivable with cover.
The explosion also destroys the Bomber completely and damages other undead nearby. Walkers and Runners caught in the blast are killed. Swordsmen lose armor. Bombers do not target people. They wander toward the largest group of sound and heat. If they see fire, they walk toward it.
They do not coordinate with other undead. Other instances will avoid them once the hissing starts.
OBJECT NUMBERATION: AN-40-5
ANOMALY SURNAME: The SWAT
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-5 instances are to be contained in Cell Block C-5. Cells require electromagnetic locks, reinforced flooring, and 20cm steel plating. Direct contact is prohibited. Only anti-armor weaponry authorized for engagement in AN-40-1. Minimum squad size: 4. Do not engage in close quarters.
DESCRIPTION:
AN-40-5 "Charger" are armored undead resembling SWAT soldiers or mutated undeads with big hand as shield when charge toward survivors. They wear corroded plate armor, closed helmets, and wield hand axe, sabre, or baton. A large cross-shaped shield covers the off-hand. They are the strongest conventional AN-40 variant. A single sabre strike can bisect steel doors and reinforced concrete. Armor plating resists standard small arms fire up to 7.62mm.
Despite strength, their joints and ligaments are degraded by centuries of decay. Mobility can be disabled with grenades, molotovs, or axe trauma to the knees and hips.
Unlike other instances, Chargers exhibit tactical behavior. They guard choke points, form defensive lines, and position themselves between threats and weaker undead. This suggests retention of military training and muscle memory from their original lives. Slow turn speed, vulnerable joints, susceptible to fire and explosives. EMP bursts disrupt their balance for 3-5 seconds.
OBJECT NUMBERATION: AN-40-6
ANOMALY SURNAME: The Traitor
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-6 instances are to be contained in Cell Block C-6. Cells require Level 4 biohazard protocols and sound dampening. Direct contact and verbal communication is prohibited. All personnel who served with a converted instance must undergo psych evaluation before assignment. When encountered in AN-40-1, treat as hostile and neutralize with headshots.
DESCRIPTION:
AN-40-6 "Traitors" or "Betrayers" are not a distinct species. This is a classification for any human who dies and reanimates inside AN-40-1. Unlike Walkers, Traitors retain echoes of their original skills, memories, and personality traits.
Reanimation occurs within 3-10 minutes of death. The weapon held at time of death often fuses to the host and determines the variant. There are 3 confirmed subtypes:
AN-40-6A "Glowing Runner"
Appearance: Emaciated, glowing red eyes, enhanced reflexes.
Behavior: Fastest variant. Capable of short bursts >70 km/h and bullet dodging. Targets isolated personnel with bites and claws.
Infection time: < 60 seconds.
Weakness: Extreme fragility to headshots and bladed weapons.
Note: First observed dodging 3 consecutive shots before being terminated.
Behavior: Defensive melee specialist. Can parry melee attacks and use weapons to deflect incoming fire. Does not transmit infection.
Weakness: Slow, loud, predictable swing patterns.
Note: Agent Nelly's case was initially misclassified as this before being reclassified as Gunner.
AN-40-6-C "Gunner"
Appearance: Holds only pistols or revolvers. Riflemen convert to Runner instead. Eyes are pale gray.
Behavior: Engages at range with ∼34% accuracy. Uses bullets degraded by AN-40 biomass. Reloading is slow and violent. If out of ammo, uses the firearm as a melee weapon.
Weakness: Limited ammo, long reload, poor accuracy while moving.
Note: Agent Nelly is the archetype case. Contained in Undead Hallway, BlackSite-16. Displays partial recognition and vocalizes names/coordinates.
OBJECT NUMBERATION: AN-40-7
ANOMALY SURNAME: The Firebringer
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-7 instances are to be contained in Cell Block C-7. Cells must be lined with fireproof ceramic and equipped with high-pressure water sprinklers. Open flame, heat sources, and flammable materials are prohibited within 50 meters of C-7. Engagement in AN-40-1 requires fire-resistant gear and water-based weaponry. Do not use firearms. Kinetic impact may trigger detonation.
DESCRIPTION:
AN-40-7 "Firebringers," also known as "Igniter", "Lamplighter", "Firefighter", "Firefly", and "Burner" are undead wearing corroded firefighter suits and gear. They are exclusively found in or around burned/burning structures in AN-40-1.
Each instance perpetually carries a glass bottle filled with flammable substance in the left hand, burning torch in the right hand, and a backpack containing gunpowders. The flame inside burns deep blue-black and does not follow standard combustion. It requires no fuel and cannot be extinguished by wind or smothering. Primary attack is to throw the oil lamp at targets. Impact creates a 3-meter pool of fire that deals severe burn damage. The fire is indiscriminate and will burn both personnel and other AN-40 instances. Upon termination, AN-40-7 ruptures and explodes into a 5-meter pool of fire at ∼790°C. The fire can only be extinguished with large volumes of water. Foam and CO2 are ineffective. Slow movement, water, heavy impact to the lamp before throwing. The glass bottle is the primary weak point. When the instance runs out of bottle, they will ignite the fuse on the backpack before exploding to the crowd.
OBJECT NUMBERATION: AN-40-8
ANOMALY SURNAME: The Blunter
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
AN-40-8 instances are to be contained in Cell Block C-8. Cells require reinforced walls and impact-absorbing flooring. All blunt weapons must be removed from within 100 meters of C-8. Personnel are to maintain 10-meter distance. Engagement in AN-40-1 is to be done at range. If in melee, use spears or reach weapons. Do not attempt to parry.
DESCRIPTION:
AN-40-8 "Blunters" or "Armed Undeads" are undead entities exhibiting extreme aggression and accelerated locomotion. Movement speed is ∼15 km/h in short bursts.
Each instance is consistently observed wielding a blunt-force weapon. Documented types: spiked clubs, wooden clubs, baseball bats, police batons, metal pipes, and improvised rebar. No instance has been observed using ranged or bladed weapons.
Blunters charge the nearest target and focus on single-target elimination. They use wide, overhead swings designed to crush bone and armor. They are capable of deflecting incoming melee attacks with their weapon. They do not transmit infection.
Predictable attack patterns, poor defense against ranged fire, vulnerable to leg shots and tripping. The weapon is not fused and can be knocked away. Specimens in C-8 will destroy any loose object in their cell within 20 minutes. They stop only when no objects remain.
OBJECT NUMBERATION: AN-40-9
ANOMALY SURNAME: The Headslammer
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Unknown
SPECIAL CONTAINMENT PROCEDURES:
AN-40-9 cannot be contained due to its rare appearence on its own and several instances being killed by AN-40-4 explosions or during a horde. Containment procedures will be updated once AN-40-9 is successfully isolated from AN-40-1.
DESCRIPTION:
AN-40-9 is a distorted variant of the "Shambler" entity (AN-40-2), characterized by the absence of functional limbs and the presence of sharp, jagged bone protrusions emanating from its cranial region. All documented instances of AN-40-9 exhibit complete blindness, compensating with an acute sense of hearing capable of detecting even the faintest sounds within a considerable radius. Upon detecting potential survivors, AN-40-9 entities exhibit aggressive behavior, utilizing their head-mounted bone spikes to deliver devastating blunt force trauma and multiple stab wounds. Survivors of AN-40-9 attacks often succumb to infection and complications arising from their injuries. Notably, AN-40-9 appearances are exceedingly rare, with only a handful of documented incidents.First and second appearances recorded in Valvaska and Dúr Eì La Siá, respectively.
OBJECT NUMBERATION: AN-40-10
ANOMALY SURNAME: The Elementaller
ANOMALY TYPE: Entity
SAFETY CLASS: Dangerous
STATUS CLASS: Active
SPECIAL CONTAINMENT PROCEDURES:
All AN-40-10 instances are to be contained in separate Site-40 Elemental Wing. Each instance must be kept in a chamber designed to counteract its elemental affinity. Under no circumstances are 2 or more AN-40-10 types to be housed in the same facility.
Magmanter Containment: Chamber-10A. Reinforced concrete with active sprinkler and dehumidifier systems. Ambient temperature must be kept below 15°C. Water cannons are to be installed for emergency neutralization.
Spitter Containment: Chamber-10B. Vacuum-sealed, titanium-alloy chamber resistant to pH 0-14. Personnel must wear Class-5 Biohazard suits. All waste must be neutralized in alkaline tanks.
Drowned Containment: Chamber-10C. Sealed saltwater tank located 200m underground. No connection to natural bodies of water. Sonar must be active 24/7 to detect movement.
In the event of a containment breach, Protocol ELEMENTAL LOCKDOWN is to be initiated. OMTF Unit ε-4 is to be deployed with element-specific countermeasures.
DESCRIPTION:
AN-40-10, "The Elementaller", are a specialized sub-class of AN-40 entities first observed during Incident 40-Δ on [REDACTED]. Unlike standard AN-40, Elementaller instances are bound to a specific element and will only manifest in environments containing that element in high concentration.
All AN-40-10 instances retain basic AN-40 traits: aggression toward living humans, hive behavior, and resistance to conventional trauma. However, they possess additional anomalous properties tied to their element.
Documented Variants:
AN-40-10-1: Magmanter
AN-40-10-1 are humanoid figures completely encased in molten rock and magma. Internal organs are not visible, replaced by glowing fissures.
AN-40-10-1 radiates intense heat up to 1200°C. Can melt steel and standard ammunition on contact. Leaves a trail of cooling lava. However, direct exposure to large volumes of water causes thermal shock and immediate cessation of movement.
Spawn Conditions: Active fires, volcanic activity, industrial furnaces.
AN-40-10-2: Spitter
AN-40-10-2 are zombies in a corroded lab coats. Jaw is distended and stomach appears swollen. Green fluid constantly drips from its mouth.
AN-40-10-2 projects streams of highly corrosive acid up to 15 meters. Upon termination, the body ruptures and creates a 5-meter pool of acid that persists for 20 minutes. Howecer, AN-40-10-2 weak to long-range engagement. Acid is neutralized by base compounds.
Spawn Conditions: Laboratories, chemical plants, waste treatment facilities, any area with concentrated acids.
AN-40-10-3: Drowned
AN-40-10-3 are bloated humanoids covered in kelp, barnacles, and moss. Wears remnants of a navy uniform. Eyes are completely white.
They can remain submerged indefinitely. Moves with extreme speed in water. Capable of capsizing small boats and dragging victims underwater. However, they will become sluggish and brittle when removed from water for more than 10 minutes.
Spawn Conditions: Oceans, rivers, docks, and any vessel attempting maritime evacuation from AN-40-1 zones.
NOTICE: More undeads instances will be added once one has been discovered during a horde.
ADDENDUMS:
January 9th, 2013, Valvaska, 04:00 AM: After the containment of Agent Nelly in a temporal cage during transport to Site-12, OMTF γ-2 and ψ-2 realized that if an AN-40-3 had attacked Agent Nelly, then a horde had to be approaching. Commander Nelson activated the walkie-talkie to Site-06, requesting extraction from Valvaska. While awaiting response, the remaining units began gathering scrap to construct fortifications and a watchtower to hold the incoming horde. Around 23:00 PM, a horde consisting of AN-40-2, AN-40-3, and AN-40-6 approached the fortifications. They were followed by two AN-40-5 mounted on horses, and four AN-40-4 carrying torches and gunpowder barrels. By targeting the AN-40-4 first, the initial wave was wiped out easily. However, the explosions drew in additional hordes following AN-40-8, AN-40-7 and 5 OMTF γ-2 fallen comrades (AN-40-6-B, AN-40-6-A, and AN-40-6-C). Two hours later, Agent Afton managed to rewind the city's lighthouse clockwork and light the beacon. After another two hours, two helicopters from Site-06 and two helicopters sent as reinforcements by T Corp arrived and began the evacuation of all OMTF γ-2 and ψ-2 personnel, along with Agent Nelly in the cage, while T Corp's helicopter continue to attack all AN-40 instances. Shortly after departure, the fortifications collapsed under the weight of the second wave.
CREDITS: AN-40 made by: S. L. Alty!| OS Foundation and site by: Dudu_sama1 | OS Foundation is inspired by: SCP Foundation, Project moon and the RA Archives| Secondary project insipired by: SCP Secret Laboratory