Story so far
The Saferoom is where the chapter comes to rest. Teleported back out of the studio, Princess Donut releases Mongo into it and he starts bouncing around happily; Mordecai is there standing on a dented chair — the same one he once threw at a guy's head — working the Shop Interface. The room holds a counter he lands on, a bubbling Shrine of Emberus that Carl passes on his way through, and a bedroom with the new Refreshing Bed that has cured Carl's snoring.
It is also, tellingly, not private enough. Carl refuses to let Donut explain her smuggling even in the green room, and here he only tells her not to say a word — the saferoom is safe from monsters, not from the audience. They sleep two hours, reset everything, and go back out.
Role
The party's home base on the floor — shop, shrine, beds, and the one place they can stop moving.
Relationships
Carl — Sleeps, feeds the shrine and takes his briefings here between forays.
Mongo — Released back into it and immediately bouncing off the walls.
Shop Interface — Accessible from inside it, which is how Mordecai reads the state of the takeover.
Refreshing Bed — The upgraded beds in its bedroom, which have stopped Carl snoring.
Sources — 6 recorded facts, by chapter
Chapter 7
- Protected rooms with a Bopca inside, where crawlers rest, resupply, and enter their personal spaces.
Chapter 9
- A generated refuge whose entry door determines where a personal space occupant re-emerges.
Chapter 10
- Protected pub or shop where crawlers cannot be attacked, connected to personal space through a shared door-space.
Chapter 16
- Production's leash: the destination the showrunners push an entire chain of NPCs to steer the crawlers toward.
Chapter 17
- The party's private quarters — bedrooms, a training room, a cleaner bot, and no soundproofing whatsoever.
Chapter 20
- The only place on the floor where a crawler can release a dinosaur, feed a shrine and sleep two hours.