Strange Dimension

"This house here has been given to you to aid in your late adventures across time. You can leave your possessions here, they won't get lost. You can rest here and listen to some music. Our mutual friend takes great care that you follow his hints so keep an eye out for it."

-The Home Keeper's first conversation with the player in the Safe House.

The Strange Dimension is one of the 6 variants of the Safe House that the player can choose from, including the Barrow Downs, Spider Cove, and the St. Andrey Safe House and the moon and mars. The Strange Dimension being the default version that can be changed by buying one of the other 3 by talking to Nazono. All the Safe Houses have a similar design to the Strange Dimension on the inside, but the exteriors and environments are all different. The Safe House comes with a Butler, or the Home Keeper, that can be requested to play music that is randomized.

Information
The Safe House was given to PC in order for him to have a safe place to escape to if things went downhill or to just take a break from saving the space time-continuum. The Safe House is located in time at an unusual dimension in 9999 on May 11th to be precise. When the player arrives here again, the previous versions of themself that visited the Safe House will be erased and they can roam freely without and paradoxes, but they always go there on May 11th and not any other date.

Unlocking
In order to unlock the Safe House, the player must be in the Epilogue and they have to obtain the Unknown destination chip, which can be crafted using Edward's Super Pot, A gold bar, and a Chip.

Appearance
The Safe House is a futuristic building that is attached to a large rock amidst the eddying void of the year 9999. It has two extending platforms on the eastern and western sides, with one containing a Blueprint for the Timeline Chips. It appears that the design of the building took inspiration from the building designs seen in Star Wars particularly on the planet Coruscant. It has tall roof which covers the Bedroom on the third floor, and a spiral staircase that leads up to it. It has a runway meant for the Time Machine to land on to enter along with other walkways that lead to it as well.

Interior
The first floor does not have much to offer but counters for storage, plants, a staircase to the 2nd floor, and a pathway to the Eastern platform. The walls have a neon blue design with other pillars around as well. The second floor offers the lounge area, access to the Western platform, access to the runway walkways, plants, and pillars that hold up the 3rd floor as well as a staircase leading up to it. The 3rd floor includes the bedroom for PC, bookshelves, chairs, a table, and some plants.

One Rule, don't talk about the Safe House
Description: "Don't talk about the safe house, don't ask about Mim"

Obtained by telling Edward about the Safe house in his lab.