Action Survivor: Lance in the sequel. Surviving for nine years in the hospital takes a toll on the sanity, but is impressive nonetheless.
Afraid of Blood: Nobody wants to be near the bathtub of blood in the bathroom (except Matt but he's insane at this point) so naturally everyone wants to leave. Matt won't get away from the tub so T.C. goes over to talk some sense into him. A pale human-looking thing explodes out and drags T.C. into the tub. The group tips the tub over to save him, only to find he isn't even in there...
Alien Geometries: The hospital itself. When the team decides to bash the front door open after a few hours, they find that instead of leading outside, it just leads to another corridor. When someone suggests that they just got the layout mixed up, Sasha finds the same markings on the door as the entrance door did— proving that it WAS the same door. A staircase to the roof ends with a wall, and corridors changing as they're walking through it. Time itself is warped inside the hospital; the camera timer shows the minutes passing faster and faster, and near the end of the movie time is moving so fast the numbers are just flashing by incomprehensibly.
The sequel amps this Up to Eleven, and it's explained that the hospital is bigger than a city, and changes in complicated patterns that can be discerned if you're there long enough. There's a few of the same geometric oddities from the first film, plus a hole in a wall breaking into the ceiling of a hallway, a door blatantly opened and closed to reveal that the destination changes, and a seemingly-successful escape which ends in a hotel elevator (miles away from the hospital) opening into the underground tunnels. Holy hell.
Always Night: One of the characters realizes that the sun should have risen by 7:30am, but it's still pitch black outside. Later on, Lance checks the time again— it's 1PM, it's still pitch black. Even later again, the time is 8PM and there has been no sign of sunlight. It's also implied the hospital has it's own dimension.
Attack of the Monster Appendage: At one point the group is attacked by a series of black arms reaching out of the wall, and earlier in the movie Sasha is grabbed by an arm that busts through the glass of a door she's standing near, but the viewer never sees who these arms belong to, if anyone at all.
Black Magic: The ending strongly implies that Dr. Friedkin employed the use of such magic in his medical experiments, and may even be the reason for the hospital itself apparently existing in another dimension.
Conspicuous CGI: The first film avoids this - what little CGI is used looks pretty convincing. Grave Encounters 2, though, does have a few instances of this trope during the second half, namely the first floating camera making an almost cartoonish bulge as it falls back into the bag (the floating cameras in general might be this trope, as well), and the portal breaking though the wall at the very end.
Darkness Equals Death: Any character moving around on their own or out of shot or view is effectively doomed.
Death by Falling Over: Matt, in his insane state, looks down the elevator shaft with the camera. The camera shows him falling to his doom, and the two remaining members both rush over to find him dead having fallen over four floors to the ground and hitting solid concrete.
Downer Ending: The sole survivor, Lance, is shown having been lobotomized in the last scene.
Alex survives and is set free, but his friends have all been killed (his girlfriend by his own hand), and he finishes his film and puts out a huge piece of Shmuck Bait to get other people to go to the hospital to ensure that there will be more victims. Why? Because he'd be yanked straight back into the Dark World if he didn't do it.
Eldritch Location: The hospital. There's an increasingly strong implication that it's not even in our own dimension.
Endless Corridor: The service tunnels are supposed to have turn-offs going to various buildings, and be only about a quarter-mile long. Towards the end, there's nothing but a single, long corridor that the protagonists walk along for days.
The End... Or Is It??: The bodies of the crew are never stated to be found, and it's uncertain if the crew has become a part of the dead walking in the hospital or are gone, but it's certain that whatever is in the hospital is still there.
In the second film, Alex has escaped and completed his film, but now there's reason for other folks to get curious and seek out the hospital.
Everybody's Dead, Dave: One by one the characters die off, until even Lance is lobotomized and we never find out what happened to him when they found the camera equipment.
Face Revealing Turn: When everyone finds the bathroom, a woman is standing facing a corner. While she turns her head she appears fairly normal, but after just a few seconds her face distorts horribly as she lets out an inhuman scream.
For the Evulz: The ghosts surely have a lot of fun in doing all their stuff to the visitors. The sequel implies that their entire motivation is out of pure sadism and a love of inflicting pain on others.
Genius Loci: In the first film it's up in the air as to whether the ghosts are causing the Alien Geometries, or if the building itself is responsible. The sequel all but confirms it to be the latter, as it's the result of the spirit and living realms being smashed together in one spot, and Lance/Sean may actually be talking to the building itself at certain times. And it turns out it likes having visitors.
Ghostly Goals: Type B, the ghosts in the hospital don't seem to have any purpose beyond running around scaring everybody, causing extreme harm, and killing.
In 2, it turns out that it's both Type A and Type B. The hospital wants publicity, so that it can get more victims to torture.
Hope Spot: The crew finds a door with an EXIT sign... but it opens on yet another hospital corridor.
Prior to that, T.C. and Lance use a gurney as a battering ram to bust open the front doors of the hospital... but instead of the outside world, they find only another dark corridor.
Later, the crew finds a sign pointing towards roof access. A wall is blocking them off.
The sequel has a brutal one. The new group actually gets out of the hospital and makes it back to their hotel (minus two friends), and after gathering their stuff rides the hotel elevator down to the lobby... only for elevator to bring them right back to the hospital.
Horror Struck: Members of the cast and crew at first dismiss the stories of the hospital as garbage, and even bribe a man to make stuff up because they don't believe they'll find anything. Then, when every story they heard comes true, suddenly they're all believers.
Humanoid Abomination: The ghosts look human, but their behavior, strength, and face contortions show that if they were, they aren't anymore.
Infant Immortality: Averted in the sequel, where an infant is shown being sacrificed by the doctor's ritual.
The crew of the sequel also stumble across a childrens' room in the hospital... which is occupied by the ghost of a young girl.
Meaningful Background Event: Early on, T.C. gets a phone call from his partner and child, so puts the camera down to answer it. As he talks, the wheelchair behind him moves by itself ever so slightly just as he says "Don't worry, monsters aren't real."
The final photograph Lance snaps (see Spooky Photographs below) displays the shadow of someone's hands pressed up against the window Lance is standing in front of.
Meaningful Echo: In the room with writing all over the walls, the patient inside had written, amongst other things: "DEMONS IN THE WALLS / DEMONS IN THE HALLS / DEMONS IN MY MIND / DEMONS YOU WILL FIND". Lance later starts screaming this mantra as he completely loses it.
Medical Horror: Dr. Friedkin, the famous surgeon who did tons of unethical experiments, including lobotomies mentioned at the beginning of the film is in the hospital with the ghosts still doing lobotomies with his nurses and tools. This is especially true since the ending strongly implies that the reason for all this ghost business is that he was taking part in somekind of Black Magic.
Moving the Goalposts: In the sequel, the hospital itself changes the requirements for leaving alive.
Never Sleep Again: The crew tries to stay awake in shifts, because whenever they all fall asleep, something bad happens to remind the cast they're being toyed with. Sasha is effectively "killed" in the end when a fog envelopes her and Lance while they sleep, only to have Lance awaken unharmed but with no clue as to where Sasha remotely is: taken by the fog while they slept.
Nothing Is Scarier: Somewhat averted, unlike most of the movies in its genre, the ghosts in this film get bored of being subtle after 15 minutes. There are still some nice tense moments where the viewer is waiting to see what's around the corner.
Psychological Horror: They do have a lot of physical threats, but there are several indirect threats as well from sickness, lack of food, never ending corridors and no exits, culminating with the fact that time is passing very quickly and they have no light.
Psycho Party Member: Matt totally loses his marbles altogether and becomes insane. Luckily he doesn't hurt anyone, although he does indirectly cause T.C.'s death and also kills himself.
Room101: The hosptial in a general sense, and the operation chamber in a literal example.
Sanity Slippage: Pretty much everyone starts losing it as things get worse. It's open to interpretation if they're going insane because of the traumatic events they're experiencing, or if the hospital itself is supernaturally causing it.
Screamer Trailer: Several ghosts attack in the trailer, and at the end a bed is thrown and Sasha starts screaming.
Shadow Discretion Shot: Lance's lobotomy is not shown, you hear him plead sanity, then scream in pain before seeing the after effects.
Shmuck Bait: Invoked in the sequel. It turns out that the hospital wants more victims, and will only let one person go so that they can lure others back. Alex ensures his freedom by assuring viewers that the film is fake, but that you still shouldn't try to find the place.
T.C's death seems to be a Shout-Out to a similar scene near the end of [REC] 2 and the end is similar to the one in [REC].
Sixth Ranger Traitor: Lance in the sequel. His appearance is a Hope Spot, as he's an Action Survivor and knows more about the hospital than anyone else. Then it turns out that he's not only insane, but directly taking orders from the hospital to get rid of the others.
Spooky Photographs: After the first few scares seem to have died down, Lance frustratedly starts taking photos in an attempt to grab some more paranormal evidence. He succeeds.
Stylistic Suck: Houston is only pretending to be a psychic for the purpose of the show... and it shows in his blatantly hammy and cheesy performance. Word of God states that Houston was based on a real-life "psychic" employed for a Ghost Hunters-style show.
The sequel, meanwhile, has Alex's hilariously terrible "horror" film.
Surprisingly Sudden Death: Virtually everybody, but T.C. and Houston especially, the former grabbed and vanishes, the second thrown through the air with no warning and dies.
Sympathetic Murderer: Lance in the sequel. He's just so desperate to get out of the hospital, and killing is the only way out. Unfortunately for him, he didn't know that he had to kill more than one person.
Tongue Trauma: Lance finds a dismembered tongue on the floor. Blood dripping from the ceiling quickly alerts him to the tongue's owner...
Too Dumb to Live: At the end of the second film, Jennifer is beaten to death by Alex. The reason this is Too Dumb to Live is that she's clearly afraid of him at this point, and he's blatantly saying that only one of them can leave while advancing on her.
Torture Cellar: The basic purpose of the operating room was to test lobotomies, as history will say the methods were often very cruel and the victims did not survive very long. Lance finds this out first hand.