OPENING, STEP BACK...
The message displayed underneath each Hatch exit when opening
Saferooms are the checkpoints between each section of the area. They act as resting points for players who either need a break or to prepare for continuing the run. Saferooms, within the lobby, also serve as the teleporter from the Lobby to the Maze.
Background[]
Saferooms serve as checkpoints between each Hatch, and entities cannot spawn while inside. Saferooms only spawn at the end of a Hatch. Notes can also be found within them that shows players how to avoid the majority of the entities' attacks.
Functionality[]
As the name implies, it is a safe spot from all entities. However, reaching it can also revive teammates that have been killed. To leave the saferoom and continue the run, every player must be on the plate in front of the door for it to open. Once opened, the timer will reset back to 2:30 and the run will continue.
The first few saferooms have a different numbers of rooms one has to go through before reaching them. The first saferoom can only be reached after 20 rooms, the second one after 30,and every saferoom after that can be reached every 40 rooms.
The first saferoom appears In room 20, the second saferoom in room 50, then the third in room 90. Afterwards, every Saferoom will be after every 40 rooms.
In modifier runs, you get the option to vote for modifiers in saferooms. You get the option to choose between four modifiers, reroll, or simply not choose any modifiers.
Trivia[]
- Carnation's note, the note for Tampered Doors, and modifier entity notes when activated from the start in custom servers are the only notes that do not appear within saferooms.
- Dozer used to be able to attack you in saferooms. However, this was changed, and now Dozer disappears when you enter a saferoom.
- Doombringer takes its place instead. If Doombringer is screaming before you enter a saferoom, it can still kill you, making Doombringer one of the three entities able to affect you in a saferoom.
- Drain is also able to kill you inside a saferoom if it spawns close enough to one. Dying to Drain while inside a saferoom awards the Badge "shame to His name."
- Zomber can also affect you or even kill you in a saferoom if you're not careful enough, since they can enter to a saferoom with you, if you don't notice it is falling towards you and you have a little amount of life, it still can kill you.
- Carnation does not stop upon all players reaching the saferoom, instead it just clips into the room after the saferoom, meaning it is still possible to get killed by Carnation by leaving the saferoom fast enough.
- There are several words and sentences written on the wall and the floor of the saferoom. The texts are as follow:
- ALWAYS THERE
- DO IN LOVE
- DO NOT BE AFRAID
- FAITH WITHOUT WORKS IS DEAD
- FORGIVE
- GLORIA
- HE IS LOVE
- HE KNOWS
- I SHALL NOT WANT
- SPIRIT
- THE LIGHT GUIDES US
- THE SOUL IS MINE
- THE TRUTH WILL GET YOU FREE
- THINK
- TOTUS TUUS
- TRUST IN THE LORD
- WE WALK BY FAITH, NOT BY SIGHT
- Amen
- Ave Maria
- Halleluja
- IHS
- Is it for good?
- It could be tomorrow
- Jo 2:26
- Jo 3:16
- Kyrie Eleison
- There is a chance for the word "FORGIVE" and a drawing of Rue's eyes to appear somewhere in the saferoom.
- In multiplayer, if one out of many people doesn't stand on the pressure plate while the others did, the saferoom would open on it's own after a few seconds.
- This was very likely done to prevent people who plays with an AFK player from softlocking themselves.
- Using techs such as corner clipping or Rosary clipping, it's possible to clip through the saferoom door. This makes some entities unable to spawn, such as Sorrow, Goatman and Doombringers. (There's probably more but idk who)
- Doombringers can still spawn, however they can't scream without the presence of a timer.
Gallery[]
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