A secure third-floor chamber uses five soul crystals to control four protected ballrooms and the shared interactive overlay.
Edgar's map places the control center in the exact middle of the castle. Four small soul crystals independently govern Ballroom A, hunter Ballroom B, and the two attendant ballrooms. A fifth larger crystal maintains the goodwill overlay that lets occupants see and lightly interact across distant rooms.
The room can disable muting and inventory locks without shutting down the overlay, but a visible warning light flashes when the system state changes. Carl's original plan requires an infiltrator to restore crawler abilities while leaving all rooms visually connected and concealing the change until the attack begins.
A fortified chamber containing four small soul crystals around one larger glowing overlay crystal.
The chamber is the technical target that can turn the ballroom from prison into battlefield.