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{{DISPLAYTITLE:Doors}} |
{{DISPLAYTITLE:Doors}} |
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{{Stub|Page establishment, more pics for the gallery, renders for |
{{Stub|Page establishment, more pics for the gallery, unviversals renders for doors/variations and better description. (whole overhaul)}} |
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{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}} |
{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}} |
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{{Conjecture}} |
{{Conjecture}} |
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BackdoorDoor.png|The Backdoor |
BackdoorDoor.png|The Backdoor |
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RoomsDoor.png|The Rooms |
RoomsDoor.png|The Rooms |
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</gallery> |
</gallery> |
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|type = [[Features]] |
|type = [[Features]] |
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|usage = Has to be opened to progress through the floors. |
|usage = Has to be opened to progress through the floors. |
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|sound1 = '''Hotel Doors''' |
|sound1 = '''Hotel Doors''' |
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Labeled |
*Labeled Door Opened |
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[[File:DoorsDoorlabledopen.mp3]] |
[[File:DoorsDoorlabledopen.mp3]] |
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*Side-Door Opened |
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[[File: |
[[File:DoorOpen.mp3]] |
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Side-rooms Doors |
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[[File: |
[[File:Figuredoorpound.mp3]] |
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Office |
*Office Door Opened |
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[[File:OfficeRoomOpen.wav]] |
[[File:OfficeRoomOpen.wav]] |
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Library |
*Library Door Opened |
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[[File:LibraryDoor.wav]] |
[[File:LibraryDoor.wav]] |
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Greenhouse |
*Greenhouse/High Voltage Door Opened |
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[[File:Courtyard Door.wav]] |
[[File:Courtyard Door.wav]] |
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⚫ | |||
⚫ | |||
|sound2 = '''Mines Doors''' |
|sound2 = '''Mines Doors''' |
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Labeled |
*Labeled Door Opened |
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[[File:DoorOpen-Mines.ogg]] |
[[File:DoorOpen-Mines.ogg]] |
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Gate |
*Generator Gate Opened |
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[[File:Audio_gateOpen_(1).ogg]] |
[[File:Audio_gateOpen_(1).ogg]] |
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*Side-Door Opened |
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[[File:MinesSideRoom.wav]] |
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⚫ | |||
[[File:MinecartDoorOpen.mp3]] |
[[File:MinecartDoorOpen.mp3]] |
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Grate |
*Grate Door Push |
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[[File:DoorSlamOne.ogg]] |
[[File:DoorSlamOne.ogg]] |
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Grate |
*Grate Door Break |
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[[File:DoorSlamTwo.ogg]] |
[[File:DoorSlamTwo.ogg]] |
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*Wooden Boards Break |
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[[File:MinecartBreak.wav]] |
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|sound3 = '''Skeleton Doors''' |
|sound3 = '''Skeleton Doors''' |
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*Infirmary Door Opened |
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[[File:SkeletonKeyOpen.mp3]] |
[[File:SkeletonKeyOpen.mp3]] |
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|sound4 = '''Sub- |
|sound4 = '''Sub-Floors Doors''' |
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*Labeled Door Opened (Backdoor) |
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Backdoor Doors |
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[[File:Bwawgbwuwwiwing.mp3]] |
[[File:Bwawgbwuwwiwing.mp3]] |
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*Side-Door Opened (Backdoor) |
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[[File:BackdoorOpenSub.wav]] |
[[File:BackdoorOpenSub.wav]] |
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*Labeled Door Opened (Rooms) |
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Rooms Doors |
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[[File:RoomsDoorOpen.mp3]] |
[[File:RoomsDoorOpen.mp3]] |
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|caption=A door in All of The Floors.|sound5=''' |
|caption=A door in All of The Floors.|sound5='''Other Floors Doors''' |
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*Labeled Door Opened (Retro Mode) |
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⚫ | |||
[[File:RetroDoorSoundFixed.mp3]] |
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[[File:VoidClosedDoor.ogg]]}}'''Doors''' are [[Features]] located in all [[floors]]. They work as an essential progression mechanic for the [[player]]. [[Dupe]] can also spawn fake Labeled ''Doors'' in [[The Hotel]] and [[The Mines]]. They are the core progression mechanic of the game, and are very important. When a Labeled Door is opened, a new room loads in. This is what makes the layout of the map different every time. There are over 1,250 doors in all of the subfloors and floors, which means, there are different types of doors for each different subfloor and floor! |
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*Labeled Door Top Light (HOTEL-) |
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[[File:Hotel- Light.mp3]] |
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|sound6='''All Floors''' |
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⚫ | |||
[[File:VoidClosedDoor.ogg]] |
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}} |
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'''Doors''' are [[Features|features]] located on all [[floors]]. They work as an essential progression mechanic for the [[player]]. They are the core progression mechanic of the game, as they allow the player to progress deeper into their run. |
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== Types of Doors == |
== Types of Doors == |
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* Elevator/Ending - Leads to another Floor |
* Elevator/Ending - Leads to another Floor |
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=={{Icons|Door}} List of Doors== |
== {{Icons|Door}} List of Doors == |
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''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor. |
''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor. |
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===The Hotel=== |
=== The Hotel === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|n/a |
|n/a |
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|- |
|- |
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|[[File: |
|[[File:HotelOfficeDoors.png|center|thumb|300x300px]] |
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|Office Doors |
|Office Doors |
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|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them. |
|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them. |
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|Always locked needing a Skeleton Key. |
|Always locked needing a Skeleton Key. |
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|- |
|- |
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|<gallery type="slideshow" widths"300px"="" position="right"> |
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|TBA |
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CourtyardBasementDoor2.png|center|thumb|With Vines |
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|The way to the lower part of [[The Courtyard]]. |
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CourtyardBasementDoor1.png|center|thumb|Without Vines |
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CourtyardBasementDoor3.png|center|thumb|Opened |
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</gallery><!-- Locked Firedamp Timer--> |
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|Courtyard Basement Door |
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|A wooden square door with two handles. |
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|Specific Side |
|Specific Side |
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|The Courtyard |
|The Courtyard |
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|Always covered by vines |
|Always covered by vines. |
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|- |
|- |
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|TBA |
|TBA |
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|} |
|} |
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===The Mines === |
=== The Mines === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|TBA |
|TBA |
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|- |
|- |
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|[[File: |
|[[File:GrateDoorRender.png|center|thumb]] |
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| |
|Grate Doors |
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|The design consists of a metal grate door with eight openings and two large handles. |
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|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ --> |
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|Specific Side |
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|found during the [[Seek]] chase in [[The Sewage Pipes]]. |
|The are found during the [[Seek]] chase in [[The Sewage Pipes]]. |
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|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed. |
|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed. |
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|- |
|- |
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|The end of [[The Mines]]. |
|The end of [[The Mines]]. |
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|n/a |
|n/a |
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|- |
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|[[File:PlanksBreatavled21.png|center|thumb]] |
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|Wooden Boards |
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|Specific Side |
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|various rooms throughout The Mines |
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|opened by minecarts instead of players |
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|} |
|} |
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===The Rooms === |
=== The Rooms === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|} |
|} |
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===The Backdoor === |
=== The Backdoor === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|} |
|} |
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===The Lobby === |
=== The Lobby === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|A wall of yellow light. |
|A wall of yellow light. |
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|Preventing players without a specific achievement from going to The Backdoor. |
|Preventing players without a specific achievement from going to The Backdoor. |
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|Outside The Lobby |
|Outside The Lobby if the player does not have the Detour achievement. |
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|- |
|- |
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|TBA |
|TBA |
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|} |
|} |
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===Modifiers === |
=== Modifiers === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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!Location |
!Location |
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|- |
|- |
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| [[File:WeirdDoor.png|center|thumb|416x416px]] |
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| TBA |
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| Weird Door<ref>In-game file name is "WeirdDoor".</ref> |
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| Take a Seat Doors |
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|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door. |
|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door. |
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|Functions like any other door. |
|Functions like any other labeled door. |
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| |
|Door only found in the two [[SUPER HARD MODE!!!]] rare excusive rooms: the "Hedge Maze" and the "Take a Seat" room. |
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|- |
|- |
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|TBA<!-- locked --> |
|TBA<!-- locked --> |
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|} |
|} |
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* [[The Greenhouse|The Old Greenhouse]] entrance Door was just the one we have now just without the number. |
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*[[The Greenhouse| |
* The [[The Greenhouse|Greenhouse]] Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure glitching. |
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⚫ | |||
*The [[The Greenhouse|Greenhouse]] Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure glitching. |
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⚫ | * There is a door exclusive to two very rare rooms in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref> |
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⚫ | |||
⚫ | |||
⚫ | *There is a door exclusive to two very rare rooms in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref> |
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⚫ | |||
<gallery> |
<gallery> |
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</gallery> |
</gallery> |
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=={{Icons|Gallery}} References== |
== {{Icons|Gallery}} References == |
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{{Reflist}} |
{{Reflist}} |
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{{Navigation}} |
{{Navigation}} |
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⚫ | |||
⚫ | |||
[[Category:The Rooms]] |
[[Category:The Rooms]] |
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[[Category:The Mines]] |
[[Category:The Mines]] |
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[[Category:Features]] |
[[Category:Features]] |
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[[Category:Game Mechanics]] |
[[Category:Game Mechanics]] |
Latest revision as of 17:24, 13 July 2025
"Oye... who do you think built this place? Doors, I mean. " - El Goblino (altered) Doors is currently a stub. Help the wiki by expanding it! The article will be finished soon. Content needed: Page establishment, more pics for the gallery, unviversals renders for doors/variations and better description. (whole overhaul) |
<infobox layout="stacked"> <title source="title"><default>Doors</default><format>Doors</format></title>
<image source="image"></image> <group layout="vertical" show="completed"> <header>INFORMATION</header> <label>Type</label> <label>Time</label> <label>Essential</label> <label>Price</label> <label>Usage</label> </group> <group layout="vertical" show="completed" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Doors are features located on all floors. They work as an essential progression mechanic for the player. They are the core progression mechanic of the game, as they allow the player to progress deeper into their run.
Types of Doors[edit | edit source]
- Main/Labeled - Leads to the next room, there's one of these in every room (even without a number such a door is still "Labeled"), all labeled doors can spawn with a timer if on a main floor
- Side/Unlabeled - can either lead to another section of the current room or a random side room depending on where it is
- Specific Side - Leads to another section of the current room
- Random Side - Leads to a random side room (or into the vacuum), sometimes replaced by Damaged doors
- Decorative - Does nothing
- Damaged/Blocked - replaces Random Side doors sometimes
- Elevator/Ending - Leads to another Floor
List of Doors[edit | edit source]
Doors tend to have a unique appearance on each floor, below is a list of all doors organized by initial floor.
The Hotel[edit | edit source]
Image | Name | Design | Type | Location | More Info |
---|---|---|---|---|---|
|
Labeled Hotel Doors | A wooden door with a pull handle and a label on it displaying the number of the door. | Main | Labeled Wooden Doors appear in most of the rooms in The Hotel, the first forty-six doors of The Mines and in several rooms after The Nest, and in the last room of The Backdoor. | can spawn locked/firedamp |
Unlabeled Hotel Doors | They appear as a wooden door with no label attached to them along with a pull handle. | Side | Unlabeled Hotel Doors are secondary doors that appear in several types of rooms. | n/a | |
Office Doors | Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them. | Specific Side | Office Doors only spawn in one room type, which is the room that has an office inside of it, a rolltop desk next to a lamp, a guaranteed item, and a broken window that the player has to crouch through to get to the next room. | n/a | |
|
Library Doors | Library Grand Doors appear to be two big doors with both having pull handles. | Main | Library Grand Doors only spawn in The Library; where Figure first spawns in The Hotel; they appear at door number fifty and door number fifty-one. | when spawning at room 49 it can only be locked with Modifiers but at room 50 it'll always have a combination lock |
|
Greenhouse Doors | They resemble a design of an all black and transparent door with several vertical rods coming down from the top to bottom, as well as a black bar in the middle containing the door number and the pull handle. | Main | Greenhouse Doors; hence their name, only spawn in The Greenhouse | can spawn with a firedamp behind it |
High Voltage Doors | The design of the High Voltage Doors are gray doors that have a dark gray bar at the bottom and have two locks, with only one of them able to be interactable, there is also a white square at the top that has text that says: WARNING: HIGH VOLTAGE; ELECTRICAL ROOM. Also, High Voltage Doors do not have handles on them, which is why when a player inserts a Lockpick or the Electrical Room Key, they do not open until the player pushes it. | Specific Side | High Voltage Doors are only found in the Electrical Room. | always locked needing an Electrical Room Key (or Lockpick) but can also be opened by Figure bashing on it. | |
Variations TBA | Barricaded Doors | These types of doors take on the appearance of an Unlabeled Wooden Door, but with barricades, scratches, or broken or missing parts. | Damaged | Barricaded Doors appear in several types of rooms and three of them are guaranteed in the Lobby. | Replaces Unlabeled Hotel Doors. |
Infirmary Doors | Infirmary Doors consist of a design of wooden door with a skeleton key lock on it. | Specific Side | This door is only found in The Infirmary in a corridor. | Always locked needing a Skeleton Key. | |
|
Courtyard Basement Door | A wooden square door with two handles. | Specific Side | The Courtyard | Always covered by vines. |
TBA | Lever Doors | TBA | Specific Side | Basement Rooms in The Hotel and Mini Libraries in Hotel-. Also appears decoratively in the Lobby. | Can only be opened by levers. |
The Rooms Entrance | The design consists of a regular Rooms Door, but with a skeleton key lock on it, two chains requiring lockpicks to unlock, and a label labelled “A-000”. | Elevator | At Door 60 in The Hotel. | Leads to The Rooms, this door is guarded by two chains and a skeleton key lock, requiring players to get two lockpicks and a skeleton key. |
The Mines[edit | edit source]
Image | Name | Design | Type | Location | More Info |
---|---|---|---|---|---|
Labeled Wooden Doors | A door made out of vertical wooden planks, two horizontal wooden bars with one having a label on it displaying the number of the door, and a circular flush pull handle to open it. | Main | They are only found in one floor, The Mines, in The Mines, these doors appear from the very start of the game and start appearing a lot less after Door 151, however, there are still some Labeled Wooden Doors in the Sewers, albielty, a lot less. | can spawn locked/firedamp | |
Labeled Minecart Doors | Two separate doors made out of vertical wooden planks with both having two horizontal wooden bars and a circular flush handle, on the left side of the door, is where the label of the door number goes. | Main | They only appear in some locations inside of The Mines. In one playthrough of The Mines, the player is guaranteed to only see five Minecart Labeled Wooden Doors, with three of them being in the first Seek Chase (147, 148, 149), and the other two being in the Nest (150, 151). | opened via ramming into it while riding in a minecart | |
Unlabeled Wooden Doors | They appear of a door made out of vertical wooden planks, two horizontal wooden bars and a circular flush pull handle to open it. | Side | Several types of rooms within The Mines. | can spawn covered in vines | |
Generator Doors | TBA | Specific Side | TBA | Can only be opened via a Generator button. | |
Sewer Doors | The design consists of a metal door, with a darker outer layer containing the pull handle and a lighter inner layer with the door label, the door also has one vertical bar on the left side of the lighter layer and three horizontal bars on the right side of the door. | Main | They are the most common type of door that a player will encounter after they have escaped The Nest. | TBA | |
Grate Doors | The design consists of a metal grate door with eight openings and two large handles. | Specific Side | The are found during the Seek chase in The Sewage Pipes. | Players will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed. | |
variations TBA | Damaged Wooden Doors | These doors resemble Unlabeled Doors but with added visual signs of damage, they may appear scratched, damaged, or missing key components | Damaged | They sometimes replace Unlabeled Wooden Doors in certain rooms. | Replaces Unlabeled Wooden Doors. |
variations TBA | Damaged Sewer Door | TBA | Damaged | They sometimes replace Dupe in certain rooms. | Replaces Unlabeled Sewer Doors |
TBA | Castle Entrance | TBA | Decorative | The end of The Mines. | n/a |
Wooden Boards | TBA | Specific Side | various rooms throughout The Mines | opened by minecarts instead of players |
The Rooms[edit | edit source]
Image | Name | Design | Function | Location |
---|---|---|---|---|
TBA | Handleless Doors | Their design is very simple, just being a wooden door with no handle to open it and a yellow label on top of it displaying the room number. | The way that a player opens these doors is by simply pushing them. | The most common type of door that a player will find in The Rooms. |
TBA | Exit Doors | TBA | Exit Doors serve as portals to exit The Rooms. | the Exit Rooms |
TBA | Locked Metal Doors[exploits] | The design of a big metal door with a hallway behind it that is only accessible with exploits. | Does nothing other than to serve as a decoration. | Spawns in only one room, that being A-001. |
TBA | Curious Gateways | TBA | A portal from subfloor to main floor and vice versa. | Appears when entering The Rooms or exiting The Backdoor. |
TBA | The Rooms Ending Doors (placeholder name) | Just a Wooden rectangle. | Teleports the player back to The Hotel. | Spawns in the last room of The Rooms. |
The Backdoor[edit | edit source]
Image | Name | Design | Function | Location |
---|---|---|---|---|
Labeled Backdoor Doors | Their design consists of a wooden door, with a pull handle, the timer panel above and the door number below. | Used to enter the next room. | The most common type of doors that a player will encounter in The Backdoor. | |
TBA | Unlabeled Backdoor Doors | They appear as a wooden door with no timer or label attached to them along with a pull handle. | They can lead into side-rooms which are rooms that most of the time lack decoration but have some form of loot and have a container/closet in them. | Appears in several types of rooms. |
TBA | Damaged Backdoor Doors | TBA | Sometimes replaces Unlabeled Backdoor Doors. | The Backdoor. |
TBA | Hotel Portal Door | Their design consists of a normal door in The Hotel, but with several sparkles of Curious Light's light and the label being numbered as “0000”. | The Hotel Portal Door is the last door in The Backdoor and serves as a portal to The Hotel. The Hotel Portal Door is opened by holding the Interact button, suggesting that the player is pushing to open the door. | This door will only spawn in Door -01 of The Backdoor. |
The Lobby[edit | edit source]
Image | Name | Design | Function | Location |
---|---|---|---|---|
TBA | Lobby Entrance Doors | Very similar to the Office Doors found in The Hotel because of both designs looking very similar, both doors being split into two to make one full door, both having a “WELCOME” mat next to them, and they also open just from the players pushing them. However, unlike Office Doors, they have handles and have different windows. | TBA | Directly behind spawn in The Lobby. |
TBA | Elevator Doors | TBA | Used to start a run from The Hotel. | TBA |
Backdoor Entrance Doors | The Backdoor Entrance Door has a design of a dark brown door with a panic-bar to open the door, as well as a yellow exit sign above the door; this implies that the door was used for emergency exits, as the door has a panic bar to quickly push the door and enter The Backdoor, to further prove this, it also has an exit sign, meaning that this was an exit or an emergency one. | Functions like the elevator to the Backdoor subfloor. In order to access it, players must have the “Detour” badge to enter the elevator. | outside of the Lobby. | |
TBA | PLAY Doors. | TBA | Used to start a run from The Backdoor, The Hotel, or The Mines (also can use modifiers) | TBA |
TBA | Curious Barrier | A wall of yellow light. | Preventing players without a specific achievement from going to The Backdoor. | Outside The Lobby if the player does not have the Detour achievement. |
TBA | Broken Timer Doors | TBA | Decoration. | In the lobby. |
TBA | FNaF Door | Looks identical to Unlabeled Hotel Door but emits ambient sounds from FNaF 2. | Cannot be opened. | The left of spawn in The Lobby. |
Modifiers[edit | edit source]
Image | Name | Design | Function | Location |
---|---|---|---|---|
Weird Door[1] | Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door. | Functions like any other labeled door. | Door only found in the two SUPER HARD MODE!!! rare excusive rooms: the "Hedge Maze" and the "Take a Seat" room. | |
TBA | Retro Labeled Doors | Their design consists of a brown rectangle with several squares on them, a basic yellow knob and the label of the door number made of white squares. | Used to enter the next room. | The only type of doors that a player will encounter in Retro Mode. |
TBA | Labeled Hotel- Door | TBA | Used to enter the next room. | HOTEL- |
Trivia[edit | edit source]
- Before Hotel+, there would be a light on top of every door that would beep when opened. This was probably removed due to the fact that it didn't fit the hotel at all and crucifixes could spawn on the doors now.
- An extra labeled door appears in every floor floating in the void. Opening this door does nothing, and likely just exists to avoid bugs.
- Prior to The Hunt update, there was a low chance that a room would not load correctly or overlapped with another room, making Glitch appear. The door would immediately close and Glitch would unload all the previous rooms, fixing the room.
- The Old Greenhouse entrance Door was just the one we have now just without the number.
- The Greenhouse Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure glitching.
- Labeled non-locked doors can be opened by entities, currently the only entities that can do this are Rush (and its clones), Gloombats and Seek.
- A-60 and Jeff the Killer used to be able to do this previously, but they can't anymore
- If an opened room is still not fully loaded, somehow the door to the next room will appear visually as locked. However, the key won't exist and lockpicks don't work. When the room is completely loaded, the padlock will disappear.
- The labeled door behind the metal gate that requires a generator to be activated (with all three fuses) can't be opened until the gate button is pressed, likely to avoid exploiters opening the door before finishing the puzzle.
- There is a door exclusive to two very rare rooms in SUPER HARD MODE!!!, the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.[2]
Gallery[edit | edit source]
Dupe posing as a door with a negative door number.
- Error creating thumbnail: File missing
A door in The Hotel, but with one of Seek's eyes on it.
A door after a Jack Attack.
- SideRoom Door.png
An Unlabeled Hotel Door.
- Normal Door.png
A Hotel Door.
- Locked Door.png
Ditto, but Locked.
A door in The Backdoor.
The The Electrical Room's Battery Input door.
- Vine-covered door, Room 99.png
Pre-Mines Secret Room 99 Door.
- LobbyDoorCurrent.png
The current Doors in The Lobby.
- Mysterious post-hunt barricaded door.png
A blocked off door in The Backdoor.
A Grate Doors being kicked and destroyed.
- RoomsEntranceViaPortal.webp
A Rooms Door.
- VineDoor-2.png
A sidedoor covered by vines.
- Screenshot 2024-04-01 175952.png
A locked Retro Mode door.
- SHM Take a Seat door.png
The exit door in the rare Take a Seat room in SUPER HARD MODE!!!.
- Reception door.png
Door 0000 at The Backdoor.
References[edit | edit source]
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- ↑ In-game file name is "WeirdDoor".
- ↑ https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133