Place · Book 4, The Gate of the Feral Gods
Safe rooms
Restaurants, bus stations and storm shelters lifted whole from the surface and set into the maze, where no violence is possible, food is served by surly Bopca Protectors, and three screens count down the collapse, the next episode, and the living. Mobs that attack inside one are teleported out — a rule that cuts both ways.
Segment appearances
- Chapter 1 — Hump Town
- Chapter 2 — The Wasteland through a telescope
- Chapter 3 — A goose from the sky
- Chapter 4 — The Royal Chariot; Ifechi
- Chapter 6 — City hall
- Chapter 7 — The frog con
- Chapter 9 — Ruckus
- Chapter 10 — Squeeze out the Juice Box
- Chapter 11 — The Vahana
- Chapter 13 — Gerbils
- Chapter 14 — Maggie
- Chapter 15 — The Gate of the Feral Gods
- Chapter 17 — Jennifer and Dale's house
- Chapter 18 — One
- Chapter 20 — Gwendolyn Duet
- Chapter 23 — The winding box explained
- Chapter 24 — Samantha
- Chapter 26 — Lusca
- Chapter 27 — Leatherface
- Chapter 28 — Emberus
- Chapter 29 — Where the Red God Glows
- Chapter 30 — Get Orthrus
- Chapter 31 — Emberus, summoned
- Chapter 32 — Acolyte of Emberus
- Chapter 34 — Seeding the pond
Arc
Not every bar is one — the Toe is not (ch. 4), the A.O. in Weird Shit Alley is (ch. 7, ch. 9) — and a saferoom protects Borant's NPCs only while a crawler is inside, which is why Growler Gary died (ch. 4). The personal space is the only real shelter for forty children (ch. 10). A pub in Pandinus; a hatch called the All-Seeing Spleen (ch. 32). The saferoom's shrine appears when Carl takes a god (ch. 32). Monkey soup and crackers for the rest of the floor (ch. 31). Access closes an hour before collapse (ch. 34).