Safe Places

==Description:==
Safe Places are a phenomenon that manifests within any open levels that have some form of entity-related danger. Safe Places are incredibly rare, with there being at most 3 in each level where they manifest. This has led to Safe Places gaining a near-mythical status among wanderers.
The phenomenon manifests as a grassy area typically 10-15 meters across and surrounded by pavement. This area is known as a Safe Place. In the center of the grassy area is a lamppost around 4 meters tall, with a yellow sign reading "SAFE PLACE". 
Around the lamppost is an invisible field, similar in shape to one caused by electromagnetism. This field has around the same diameter as the grass and pavement. Any entity that attempts to enter a Safe Place, regardless of its hostility, will be unable to enter the field, with it acting as an invisible barrier. Even entities that are not inherently hostile and possess human-like intelligence such as certain Facelings and Glowfolk are repelled by the field. Reports claim that other dangerous properties a level may possess such as harsh environmental conditions and mental effects will be weakened, although this effect was reported as too weak to be confirmed.
==The Cycle==
Safe Places operate on a 12-hour clock known as The Cycle. The Cycle begins with the manifestation of a Safe Place within a level. 12 hours after a Safe Place's initial manifestation, The Cycle will end. At this time a "disappearance" event will occur in a given Safe Place. 
This event warps reality around the central lamppost, eventually causing the Safe Place to collapse in on itself into nothing, being replaced by the terrain present before its manifestation, and then reappearing in another part of the level, after which The Cycle resets. It is currently unknown if the locations of appearances and reappearances of Safe Places follow a pattern or are random, due to the rarity of Safe Places.
If a wanderer is within a Safe Place during a disappearance, they will be caught within the instability, being forcibly noclipped to The Void. Luckily for those within Safe Places, visual distortions begin to appear one hour before the Cycle's reset, acting as a warning sign for wanderers.
==False Safe Places==
During the first Euphoric War, a group of Sanguine Festivus erected fake Safe Place signs within levels, ambushing wanderers who enter the decoys. This quickly led to a mistrust of Safe Places among wanderers that lasted for years after the first war. Since then, various groups and entities have attempted doing this with varying degrees of success. Currently, groups of wanderers in levels where Safe Places are present carry tamed entities such as male Deathmoths or Kats in order to test if there is a boundary around a potentially false Safe Place.
Some ways to identify decoy Safe Places include:
*Not being surrounded with grass or concrete, or with an irregular amount of the two.
*The lamppost being slanted to the side.
*The sign being at a different location on the lamppost than the lower half.
*The light on the lamppost being unlit or flickering.
*The presence of any form of entity within the Safe Place. 
Category:Phenomena
Category:Safe
zh:安全地带