ARC CORP FILES
Anomaly 201 and 201-A
NAME: The Safe House
CLASSIFICATION: Class B
DESCRIPTION: A large gray manor with two floors and a tower. An antique key.
RISK: Rumor
INFORMATION: Unable to contain due to location. Anomaly 201 or The Safe House, as the name suggests is a sentient anomaly that takes the form of a large gray manor. Unlike the Welcoming House (See Anomaly 190); that lures in its prey to suffocate and devour them, The Safe House is benevolent. It provides anything the residents might want. From food to clothing to even entertainment. If there is a threat to the occupants, it will even provide weapons for them to defend themselves and is willing to eject their foes from the premises.
Currently unknown how The Safe House provides these things.
The manor in its current configuration is made up of a large main hall, five master bedrooms, five guest rooms, three large bathrooms, a dining hall, a kitchen, an exceptionally large library, a conservatory, a billiards room, a pool, a lounge, large basement, and an attic that runs the length of the manor.
The Safe House has the ability to add additional rooms depending on the circumstances of the individuals who are currently in residence.
For sustenance, The Safe House seems to feed on gratitude and praise, so anyone who requires to use said anomaly must be polite to it at all times.
When it wants to interact personally with any residents within, it takes the form of one of two entities. The first being an abnormally large orange tabby cat. The second being a butler in formal clothing, mid to late sixties and answers to the name Alfred.
There are however some downsides to the Safe House.
The number one being the location of it.
The Safe House is located on a shard of Remnant's moon. The only way to get there is to use Anomaly 201-A which is an antique key, which can be used on any door. By unknown means, it converts the door into an entrance where the user of the key will find himself or herself in the large main hallway. The only way back to Remnant is through the doors that they entered through. Any other means of exiting the manor will result in the individual being at the mercy of the cold vacuum of space. The key must remain in the door to keep the connection between Remnant and The Safe House. If the key is removed for any reason, any individual within the Safe House will remain there until the key is placed in another lock and the connection restored. In the event that an individual should take the key with them into the Safe House instead of keeping it in the door and wish to return to Remnant, the door will lead to a random door in the same vicinity of their last location on Remnant.
The second is the clothing that the Safe house provides. The clothing will always be at least twenty to twenty-five years out of date with the current trend.
Due to the advances in Remnants technology, specifically its astronomy divisions, The Safe House has two defense mechanisms. The first being the Safe House blends in with the lunar surface. The second being that every three days, the house itself moves from one shard to another with any occupants within only feeling a slight shift like what one feels in bumper cars.
Potential to use Safe House as a Containment facility for other Anomalies is promising.
On an additional note, the view of Remnant is beautiful from there.
A/N: I got this idea from both the manor of Legends of Tomorrow and The Library from the tv show/movies Librarians. The Library is a magical building that houses many sorts of objects that range from magical creatures and objects to the original copies of famous books.
