For the rest of the floor, kills fill a retroactive meter that grants at most ten hours inside safe areas and bars entry when empty.
Quest failure applies safe-room rules normally associated with the tenth floor and below to every hunter and crawler. A full Blood Bar grants ten Earth hours in any safe room, personal space, guildhall, or pub that doubles as sanctuary. Time drains immediately upon entry.
If the meter reaches zero inside, the occupant is randomly teleported outside. A crawler or hunter with an empty meter cannot enter protected space at all. Killing creatures refills it, and the initial value is retroactive across the entire floor. Anyone who has killed nothing begins empty and may be ejected instantly.
A new crimson meter beneath health and mana, full on active combatants and empty on idle participants.
The Blood Bar forces all participants out of indefinite shelter and turns continued killing into the price of sanctuary.