most of the woman's motivations get expressed through her monologue: she wants the wanderer to remain in the level so she wouldn't be alone. it could be intriguing if you showed her taking steps towards this beyond the initial illusion, like trying to knead bread out of the ash around her house or scrawl past wanderers names on the walls of the burnt house (given her shape-shifting implies she has psychic abilities). currently, the level itself has little to do with the theme of abandonment, aside from the scratched-out family pictures.
i also had a few minor nitpicks with some of the throwaway lines. firstly, how would one confuse the entity into dropping its guard? does it involve, for instance, playing dumb in response to any level of interaction? secondly, when the woman reappears, how does she offer advice to the wanderer? my first reaction to that information was that it might be a bit awkward, considering the wanderer just ejected her from their mind and made her inconsolable. some elaboration on these areas could make the clinical section clearer.
overall, the narrative sections help lay out the groundwork of the story, but the page feels like it's rushing through its clinical parts until the narrative could pick up again. nothing in the clinical section itself is anything new to the reader; we already learn the entity's goals and gimmick with the environment within the first div block. therefore, the bulk of the page drags and opens up more confusion than answers.