I'm looking at it from a psychology aspect, a safe area, which isn't as safe as first thought, adds distress to the player, and forces them into quick decisions, which generally aren't the brightest ones.

Mitch also unwittingly gave me an idea, perhaps a generator near the building, with a switch to turn lights on or off, IRIS turn them on and go inside, then Hidden turns the lights off, and everyone cacks themselves x3