Back 4 Blood Wiki

Saferooms are barricaded safe zones that play an essential part in Back 4 Blood. They exist exclusively in the Campaign mode and serve as a shelter for the Cleaners, where they can temporarily rest from the hardship in the battle against the Ridden and improve their arsenal by means of the KSC Vendor Crates.

Overview[]

In terms of gameplay, most of the Campaign missions begin and end with leaving or entering a Saferoom. When players start a mission certain features are available or disabled until the door of a Saferoom has been opened.

  • Friendly fire is disabled on difficulties above Recruit as long as the Saferoom exit door is shut.
  • Weapons can be unbolted for 500 Copper each until the Saferoom exit door has been opened.
  • KSC Vendor Crates will cease to offer their supplies after a certain amount of time has passed once the exit door has been unlocked.

In addition, First Aid Cabinets can spawn inside Saferooms, which give Cleaners the ability either for free or for Copper to heal their trauma damage and restore lost health.

If a Mission has the condition that a certain Saferoom must be entered, the Mission is considered successfully completed if at least one Cleaner controlled by a player has entered the Saferoom and closed the entrance door behind them. If there are any Cultists or Mutations in the Saferoom, they must be eliminated even if the Saferoom door is closed before a Mission success is declared. This can be observed in the missions To The Den of Evil and Surrounded by Devils of the Children of the Worm expansion where Cultists are in the destination Saferooms by default.

Saferooms can be entered by all Common Ridden, Cultists and Mutations. In the case of Boss Mutations, only the Abomination and the Ogre are excluded from entering them. While the Abomination is out of range of a Saferoom, the Ogre can attempt to grab a Cleaner with its arm and remove them from the Saferoom.

Cards that interact with Saferooms[]

The following lists give an overview of which cards interact with the Saferooms.

Active Cards[]

Main article: Active Cards

Card Image Card Name Effects

Card CompoundInterest Compound Interest Team EffectTEAM EFFECTS
Each Cleaner gains 5% of their total Copper in each Saferoom.

Card FreshBandage Fresh Bandage At the start of each level, recover 15 Trauma Damage, then restore any missing Health.

Card SaferoomRecovery Saferoom Recovery Your team recovers 15 Health, 7 Trauma Damage and refills 10% Ammo at the start of each level.

Burn Cards[]

Main article: Burn Cards

Card Image Card Name Effects

Card AmmoDrop Ammo Drop Team EffectTEAM EFFECTS
Each Cleaner restores and increases their maximum ammo by 25%.

Card AttachmentScavenger Attachment Scavenger Team EffectTEAM EFFECTS
Increased Attachments spawn this level.

Card DefensiveUpgrade Defensive Upgrade Team EffectTEAM EFFECTS
Improve the quality of all Bandage, First Aid and Painkiller Accessories.

Card DustysCustomsAssaultRifle Dusty's Customs: Assault Rifle Grant yourself a higher quality Assault Rifle with random attachments.

Card DustysCustomsHandgun Dusty's Customs: Handgun Grant yourself a higher quality Handgun with random attachments.

Card DustysCustomsLMG Dusty's Customs: LMG Grant yourself a higher quality LMG with random attachments.

Card DustysCustomsMeleeWeapon Dusty's Customs: Melee Weapon Grant yourself a higher quality Melee weapon.

Card DustysCustomsShotgun Dusty's Customs: Shotgun Grant yourself a higher quality Shotgun with random attachments.

Card DustysCustomsSMG Dusty's Customs: SMG Grant yourself a higher quality SMG with random attachments.

Card DustysCustomsSniperRifle Dusty's Customs: Sniper Rifle Grant yourself a higher quality Sniper Rifle with random attachments.

Card ExtraPadding Extra Padding Team EffectTEAM EFFECTS
Each Cleaner gains + 20% Trauma Resistance.

Card GroupHug Group Hug Team EffectTEAM EFFECTS
+ 1 Team Extra Life

Card HazardSuit Hazard Suit Team EffectTEAM EFFECTS
Each Cleaner gains:
+ 20% Fire Resistance
+ 20% Acid Resistance
+ 20% Explosion Resistance

Card HellCanWait Hell Can Wait Team EffectTEAM EFFECTS
Gain 1 additional Continue.

Card HiredGun Hired Gun Each kill grants 5 Copper, up to 1,000.

Card LegendaryAttachment Legendary Attachment Grants a random Legendary attachment, bolted to your primary weapon.

Card LegendaryWeapon Legendary Weapon Grants a random Legendary weapon.

Card MedicalSupplyScavenger Medical Supply Scavenger Team EffectTEAM EFFECTS
Increased Medical items spawn this level.

Card OffensiveSupplyScavenger Offensive Supply Scavenger Team EffectTEAM EFFECTS
Increased Offensive items spawn this level.

Card OffensiveUpgrade Offensive Upgrade Team EffectTEAM EFFECTS
Improves the quality of all Frag, Molotov, Pipe Bomb, Firecracker, Flashbang, Bait Jar, and Smoke Grenade accessories.

Card PrimaryWeaponUpgrade Primary Weapon Upgrade Upgrades the quality of your currently equipped primary weapons by one rarity, up to Epic.

Card QuickItemUpgrade Quick Item Upgrade Improve the quality of all Tool Kit, Stun Gun, Defibrillator, Razorwire, Bear Trap, and Ammo Pouch Accessories.

Card SecondaryWeaponUpgrade Secondary Weapon Upgrade Upgrades the quality of your currently equipped sidearm and melee weapons by one rarity, up to Epic.

Card SlipperyWhenWet Slippery When Wet Team EffectTEAM EFFECTS
Each Cleaner gains the Breakout ability and reduces its cooldown by 50%.

Card SquadArmor Squad Armor Team EffectTEAM EFFECTS
Grants the team full Armor Plates.

Card UrgentCare Urgent Care Team EffectTEAM EFFECTS
Each Cleaner restores 15 Health and Trauma.

Card Windfall Windfall Team EffectTEAM EFFECTS
Each Cleaner gains 150 Copper.

Gallery[]