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{{SpoilerWarning|content=1}} |
{{SpoilerWarning|content=1}} |
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{{Disclaimer|Possible triggering content for people with motion sickness|Reason: The whirlpool swirls at the 3rd particle image for A-1000. Proceed at your own risk.}} |
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{{FloorsNav}} |
{{FloorsNav}} |
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{{Floors |
{{Floors |
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* '''Rooms Ambience (Very Quiet)''' |
* '''Rooms Ambience (Very Quiet)''' |
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[[File:The Rooms ambience.ogg]] |
[[File:The Rooms ambience.ogg]] |
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* ''' |
* '''Rooms Title''' |
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[[File:The Rooms.mp3]] |
[[File:The Rooms.mp3]] |
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* ''' |
* '''Rooms Title (Unedited)''' |
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[[File:Kerosene Explosion Whooshing Poofs Crackling (SFX).ogg]] |
[[File:Kerosene Explosion Whooshing Poofs Crackling (SFX).ogg]] |
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* '''Door Opened (Rooms)''' |
* '''Door Opened (Rooms)''' |
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<option>{{Quote|quote="Oye, stay far away from room 60, düd. Freaky stuff!"|speaker=[[El Goblino]]}}</option> |
<option>{{Quote|quote="Oye, stay far away from room 60, düd. Freaky stuff!"|speaker=[[El Goblino]]}}</option> |
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</choose> |
</choose> |
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'''The Rooms''' is a [[List of Floors|subfloor]] accessed from within [[The Hotel]] with different [[List of Entities|entities]] and layout that can be explored during gameplay. It is based on the Roblox game "Rooms" by [https://www.roblox.com/users/48501231/profile/ nicorocks5555]. It is composed of 1,000 office-like rooms (1,001 rooms including the entrance), with all entities in ''The Rooms'' being slightly modified from the original [https://r-rooms.fandom.com/wiki/Rooms?so=search Rooms]. |
'''The Rooms''' is a [[List of Floors|subfloor]] accessed from within [[The Hotel]] with different [[List of Entities|entities]] and layout that can be explored during gameplay. It is based on the Roblox game "Rooms" by [https://www.roblox.com/users/48501231/profile/ nicorocks5555]. It is composed of 1,000 office-like rooms (1,001 rooms including the entrance), with all entities in ''The Rooms'' being slightly modified from the original [https://r-rooms.fandom.com/wiki/Rooms?so=search Rooms]. |
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Entering ''The Rooms'' for the first time and receiving the "Detour" [[Achievements|achievement]] grants access to [[The Backdoor]] in the [[Lobby]]. |
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This is the only floor where [[players]] can stay active in a single room as long as they want to in Singleplayer because [[Dread]], [[Hide]] and [[The Backdoor#Haste|Haste]] do not exist here.<ref>When equipping an [[Alarm Clock]], its hands are pointing up, stating it is midnight, although [[Dread]] won’t spawn.</ref> |
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Though, if players choose to go AFK in a locker, Roblox automatically disconnects players who are not doing anything for 20 minutes. Be careful. |
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== {{Icons|Overview}} Overview == |
== {{Icons|Overview}} Overview == |
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=== {{Icons|Door}} Entry === |
=== {{Icons|Door}} Entry === |
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''The Rooms'', (unlike other [[floors]]), can only be accessed via a secret passage at or close to Door 60 in [[ |
''The Rooms'', (unlike other [[floors]]), can only be accessed via a secret passage at or close to Door 60 in [[The Hotel]]. At Door 60, [[Player|players]] will encounter a disheveled room with multiple bookshelves and a single closet, with soft tranquil music emanating faintly from the walls. Behind the closet hides a hole in the wall leading to a maze containing a passage. Traversing through the passage will lead to a small room containing a unique [[Paintings|painting]] that when interacted with reads "This painting doesn't seem to have a title" (however, the name of the painting is revealed in the game files as "Spacetime") as well as a chain-link gate, that is the same as the gates found in [https://doors-game.fandom.com/wiki/Hotel#Basements small basement] rooms. To open the gate, players will have to go through the next door to find the [[Interactables|lever]] in [[The Basement]] (Door 61) and then backtrack to the secret passage. Once there, players can use 2 [[Lockpick|Lockpicks]] and a [[Skeleton Key]] to unlock the door "A-000". Once interacted with, a 15-second intermission timer (which can be skipped) starts, eventually teleporting all group members to ''The Rooms''. Dead group members who are still spectating will be automatically revived upon entering and exiting ''The Rooms''. When the run has [[Modifiers]] activated, ''The Rooms'' will not be available for anyone who is currently in the run session as it will be blocked by a red-mist wall.Entering ''The Rooms'' for the first time and receiving the "Detour" [[Achievements|achievement]] grants access to [[The Backdoor]] in the [[Lobby]]. |
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''The Rooms'' cannot be entered when using modifiers because a shimmering red barrier appears in front of the gate, likely due to Modifiers not being supported in this floor. This is implied to be the unnamed [[Red Light]]. |
''The Rooms'' cannot be entered when using modifiers because a shimmering red barrier appears in front of the gate, likely due to Modifiers not being supported in this floor. This is implied to be the unnamed [[Red Light]]. |
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[[File:Curious Light Painting.png|thumb|Spacetime Painting]] |
[[File:Curious Light Painting.png|thumb|Spacetime Painting]] |
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The first room (A-000) contains a double door behind players and a stand where players can buy a [[Shakelight]] for {{Gold|10}}. It functions similarly to a [[Flashlight]], except the battery drains much faster, the light produced is green, and it is dimmer than a regular flashlight, just like it's Rooms counterpart the [https://r-rooms.fandom.com/wiki/Gummy_Flashlight gummy flashlight]. It does not use [[batteries]] and is instead charged by pressing the {{Key|Left Mouse}} button or the Interact Button on mobile, causing a shaking animation and a loud sound in-game. Unlike the regular flashlight, the Shakelight cannot be turned off whilst equipped, just like the [[Moonlight Candle]]. Notably, the noise made while charging the Shakelight could cause players to miss A-60's and A-90's audio cues. For this reason, it is recommended to bring a normal flashlight. |
The first room (A-000) contains a double door behind players and a stand where players can buy a [[Shakelight]] for {{Gold|10}}. It functions similarly to a [[Flashlight]], except the battery drains much faster, the light produced is green, and it is dimmer than a regular flashlight, just like it's Rooms counterpart the [https://r-rooms.fandom.com/wiki/Gummy_Flashlight gummy flashlight]. It does not use [[batteries]] and is instead charged by pressing the {{Key|Left Mouse}} button or the Interact Button on mobile, causing a shaking animation and a loud sound in-game. Unlike the regular flashlight, the Shakelight cannot be turned off whilst equipped, just like the [[Moonlight Candle]]. Notably, the noise made while charging the Shakelight could cause players to miss A-60's and A-90's audio cues. For this reason, it is recommended to bring a normal flashlight. |
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Players are then forced to explore empty, isolated, and seemingly infinite amounts of office-like rooms. These rooms slowly gets foggy as players make their way through until it is pitch black at around A-130. [[Gold]], [[Batteries]], and [[Bandages]] can be found scattered in abundance across the building. [[File:NO MORE ROOMS NOOB.png|thumb|The red barrier blocks players from entering due to |
Players are then forced to explore empty, isolated, and seemingly infinite amounts of office-like rooms. These rooms slowly gets foggy as players make their way through until it is pitch black at around A-130. [[Gold]], [[Batteries]], and [[Bandages]] can be found scattered in abundance across the building. [[File:NO MORE ROOMS NOOB.png|thumb|The red barrier blocks players from entering due to Modifiers.]] |
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[[File:Theroomstrueexit.png|thumb|One of the exit rooms that lead back to |
[[File:Theroomstrueexit.png|thumb|One of the exit rooms that lead back to The Hotel]] |
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From A-200, there are special rooms that spawn approximately every 0-100 rooms which contains an exit door. When interacted with, all group members will be teleported back to The Hotel at [[The Infirmary]]. Living players will keep all the items they had on them, including the Shakelight (and the Starlight Jug, if they made it to A-1000). Additionally, all group members (living or spectating) will receive the Back on Track [[Achievements|achievement]]. To make it to the true end of ''The Rooms'', players must ignore all of these exits and continue all the way to A-1000. |
From A-200, there are special rooms that spawn approximately every 0-100 rooms which contains an exit door. When interacted with, all group members will be teleported back to The Hotel at [[The Infirmary]]. Living players will keep all the items they had on them, including the Shakelight (and the Starlight Jug, if they made it to A-1000). Additionally, all group members (living or spectating) will receive the Back on Track [[Achievements|achievement]]. To make it to the true end of ''The Rooms'', players must ignore all of these exits and continue all the way to A-1000. |
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In A-1000, instead of a regular office space, a player will |
In A-1000, instead of a regular office space, a player will encounter the bridge previously featured in the old variation of [[Lobby|The Lobby]] (As of now, the bridge is replaced with stairs) surrounded by a dark void, with a glowing door at the end. Further ahead, lying on the bridge, is the [[Starlight Jug]], an item that functions as an upgraded [[Starlight Bottle]]. Exiting through the door will return them to The Infirmary, with the Starlight Jug coming with them (if picked up). Reaching this point will also give players a [[Achievements#Rooms|hidden achievement]]. (Sneak peek: A-1000) |
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{{AnyIcons|EntityIcon.png|Entities|mobile=Yes|format===|caption=Entities}} |
{{AnyIcons|EntityIcon.png|Entities|mobile=Yes|format===|caption=Entities}} |
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The entities that inhabit ''The Rooms'' are particularly enigmatic. Similar to the entities in [[The Hotel]], most of them only serve to hinder player's progress. There are currently five known entities: A-60, A-90, A-120, [[Curious Light]] and [[Glitch]]. |
The entities that inhabit ''The Rooms'' are particularly enigmatic. Similar to the entities in [[The Hotel]], most of them only serve to hinder player's progress. There are currently five (eight if counting [[Glitch Fragment|Glitch Fragment Entities]]) known entities: A-60, A-90, A-120, [[Curious Light]] and [[Glitch]]. |
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=== Unique Entities === |
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{{-}} |
{{-}} |
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<tabber> |
<tabber> |
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* Sometimes inside ''The Rooms'', players may hear ambient noise similar to ''A-60''<nowiki/>'s approaching sound, starting up and then fading away quickly. |
* Sometimes inside ''The Rooms'', players may hear ambient noise similar to ''A-60''<nowiki/>'s approaching sound, starting up and then fading away quickly. |
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** This does not mean ''A-60'' is coming, and it is likely there to fool players. It should be noted that ''A-60''<nowiki/>'s sound will immediately be heard upon opening a door if it spawns, so players can quickly identify the mimic sounds if they start playing without opening a door. However, the sound may also play when opening a door, so it is not a foolproof way to be certain that the noise is not ''A-60''. |
** This does not mean ''A-60'' is coming, and it is likely there to fool players. It should be noted that ''A-60''<nowiki/>'s sound will immediately be heard upon opening a door if it spawns, so players can quickly identify the mimic sounds if they start playing without opening a door. However, the sound may also play when opening a door, so it is not a foolproof way to be certain that the noise is not ''A-60''. |
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* The third particle image of ''A-60'' resembles ''A-60''<nowiki/>'s deleted face, the fourth face. |
* The third particle image of ''A-60'' resembles ''Rooms A-60''<nowiki/>'s deleted face, the fourth face. |
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* ''A-60'' can spawn as early as Room A-001, however, it is very rare. |
* ''A-60'' can spawn as early as Room A-001, however, it is very rare. |
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* ''A-60'' freezes if A-90 shows up during its arrival. |
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* The fact that the entrance to ''The Rooms'' spawns on Door 60 may be a reference to ''A-60''. However, it could just be a coincidence. |
* The fact that the entrance to ''The Rooms'' spawns on Door 60 may be a reference to ''A-60''. However, it could just be a coincidence. |
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* ''A-60''<nowiki/>'s original fourth face has been deleted by Roblox due to the appearance of blood and gore. |
* ''A-60''<nowiki/>'s original fourth face has been deleted by Roblox due to the appearance of blood and gore. |
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== {{Icons|Behavior}} Behavior == |
== {{Icons|Behavior}} Behavior == |
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''A-90'' is an entity that can spawn at any time in The Rooms (in The Mines update it mostly appears only when A-60 or A-120 spawns), but it appears most commonly starting from Room 90. After spawning, a knock sound will play and any other audios will be paused, with ''A-90'' showing its face in a random spot on a player's screen as an indication of an attack. After this brief indication, the screen will be blocked by red static and a stop sign, in which any kind of movement, including camera movement or hiding, will cause A-90 to have its face, now longer and more distorted, to appear on the screen, jumpscaring the player with a loud scream before dealing 90 damage to |
''A-90'' is an entity that can spawn at any time in The Rooms (in The Mines update it mostly appears only when A-60 or A-120 spawns), but it appears most commonly starting from Room 90. After spawning, a knock sound will play and any other audios will be paused, with ''A-90'' showing its face in a random spot on a player's screen as an indication of an attack. After this brief indication, the screen will be blocked by red static and a stop sign, in which any kind of movement, including camera movement or hiding, will cause A-90 to have its face, now longer and more distorted, to appear on the screen, jumpscaring the player with a loud scream before dealing 90 damage to them, then disappearing from the screen, returning the state back to normal. |
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A-90 freezes all other entities while on screen, so players should always prioritize A-90 over other entities. |
A-90 freezes all other entities while on screen, so players should always prioritize A-90 over other entities. |
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== {{Icons|Bugs}} Bugs == |
== {{Icons|Bugs}} Bugs == |
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* There is a bug that happens during the hiding animation, which the A-90 perceives as movement. |
* There is a bug that happens during the hiding animation, which the A-90 perceives as movement. |
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**It is more likely to happen in the hiding animations of closets in The Hotel and lockers in The Mines when A-90 spawns with the use of modifiers on those respective floors, as they have full animations for hiding rather than the player seemingly being quickly placed into hiding spots in The Rooms. |
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** There is also a bug where during the animation the A-90 may not deal damage, but the next time it appears it will deal its damage, even without players moving. After this, the next appearance of the entity will be normal again. |
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*** There is also a bug where during the animation the A-90 may not deal damage, but the next time it appears it will deal its damage, even without players moving. After this, the next appearance of the entity will be normal again. |
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== {{Icons|Trivia}} Trivia == |
== {{Icons|Trivia}} Trivia == |
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* A-90 used to be able to spawn as early as A-000. A video can be found [https://www.youtube.com/watch?v=GSQU75D5nUA&t=580s here]. |
* A-90 used to be able to spawn as early as A-000. A video can be found [https://www.youtube.com/watch?v=GSQU75D5nUA&t=580s here]. |
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{{Modifier|bordercolor=#ffdc4f|bgcolor=#564c22|textcolor=#ffdc4f|text=Room For More|textcolor2=#c0a33d|text2=All entities from The Rooms have a chance to attack.|textcolor3=#c0a33d|text3=Requires 'Back on Track'|restrictedmodifiers='Stop Right There'|increase=20}} |
{{Modifier|bordercolor=#ffdc4f|bgcolor=#564c22|textcolor=#ffdc4f|text=Room For More|textcolor2=#c0a33d|text2=All entities from The Rooms have a chance to attack.|textcolor3=#c0a33d|text3=Requires 'Back on Track'|restrictedmodifiers='Stop Right There'|increase=20}} |
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|} |
|} |
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</tabber> |
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|-|Curious Light= |
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{|class="article-table" width="100%" ! |
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|- |
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{{Conjecture}} |
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{{Main|Curious Light}} |
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{{Entities |
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|title=Curious Light |
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|image=CuriousLightRender3.png |
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|attack=* Attempts to guide a player with hints in similar mannerisms to its counterpart, [[Guiding Light]], albeit more vaguely. |
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|floors= |
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Canon Floors |
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* [[Lobby]] |
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* [[The Backdoor]] |
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* [[The Hotel]] |
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* '''The Rooms''' |
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* [[The Outdoors]] <small>(Certain)</small> |
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* [[The Mines]] |
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* [[Floor 3]] <small>(Certain)</small> |
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Non-Canon Floors |
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* [[SUPER HARD MODE!!!]] |
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* [[Retro Mode]] |
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* [[PARTY MODE]] |
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|sound1=*'''Sounds''' |
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Main Ambience |
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[[File:Audio loopsecret.ogg]] |
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Rift Ambience |
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[[File:StarlightRiftOst.mp3]] |
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Death Screen Theme |
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[[File:Curious Light MP3 Version.mp3]] |
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Item Shimmer |
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[[File:Item Shimmer.ogg]] |
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}} |
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<choose> |
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<option>{{Quote|I usually don't give hints, but I'll admit that this one is a bit confusing.|Curious Light talking about A-90}}</option> |
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<option>{{Quote|[[Bob]] told me he saw one of those sparkly-thingies, but it wasn't blue. No manches, düd! Not possible!|[[El Goblino]]}} |
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</option> |
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</choose> |
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== {{Icons|Overview}} Appearance == |
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'''Curious Light''' resembles the [[Guiding Light]], claiming the simplistic appearance of a supposed downpour of rain, the only difference being the slightly yellow hue of its color. |
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=== Non-Exclusive Entities === |
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It can be further identified by its unique soundtrack, being a much more quiet and somber version of [[Soundtrack|''Guiding Light'']], hinting at a possible affiliation between the entities. |
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* '''[[Curious Light]]''' - A death messenger to the player after dying in [[Floors|sub-floors]]. |
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* '''[[Glitch]]''' - Acts as a failsafe and attacks players that are lagging too far back from the rest of the team when in multiplayer elevator. |
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== {{Icons|Behavior}} Behavior == |
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* '''[[Glitch Fragment|Glitch Fragment Entities]]''' - Glitched variations of [[Screech]], [[Rush]] and [[Ambush]] that appear when interacting with a [[Glitch Fragment]]. |
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''Curious Light'' can only be seen after dying in ''The Rooms'' (or [[The Backdoor]]) or lighting up one of the naturally spawning exit doors, with its precursor being [[Guiding Light]], the latter being absent throughout the entirety of ''The Rooms''. It attempts to provide tips on the entities found inside but doesn't provide the same level of clarity as Guiding Light, seemingly stating the obvious or nothing substantial at all, meaning it doesn't serve much of a prominent purpose in gameplay. |
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Parallel to Guiding Light, ''Curious Light'' does not actively light up dark environments, or assist in general, being only present in a player's death or lighting up an exit door. And when it does assist a player, it is very vague. |
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It makes unhelpful comments about the entities, with the only useful tips being the spawning point and things that most players would figure out very easily themselves. Despite this, it's cheering you on to keep beating ''The Rooms'', making its motives confusing. This may also imply that the ''Curious Light'' is either not confident or unsure about ''The Rooms'', completely unlike the Guiding Light. |
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== {{Icons|Trivia}} Trivia == |
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* The ''Curious Light''<nowiki/>'s name originates from a soundtrack by LSPLASH. |
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* ''Curious Light''<nowiki/>'s color and sparkles can be seen in the entrance to ''The Rooms'', indicating that ''Curious Light'' is technically also in The Hotel. |
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** If Rush goes through the room with the entrance to ''The Rooms'', the ''Curious Light''<nowiki/>'s color will disappear. |
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* It has been confirmed that the ''Curious Light'' will play a bigger role in the overall game in the future.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000117802#4400000000000488359 Q: "Will we be getting lore behind curious and guiding light?" A: "Yes! major plans for them"] -GhostlyWowzers</ref> |
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* The ''Curious Light'' theme is pretty similar to Ultimate Custom Night OST - Last Breath and [[Guiding Light]]'s theme. |
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=={{Icons|Speech}} Death Messages== |
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{|class="mw-collapsible mw-collapsed fandom-table" style="width: 100%" |
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!Addressal |
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!Entity |
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!Advice |
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|- |
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|rowspan="3"|Oh... Hello. |
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I'm surprised you found this place... |
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It's pretty tedious just to get here, last time I checked. |
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Anyways, what'd you die to? |
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|A-60 |
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|Oh... the red one. I'm not too sure on what I would call it... |
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Well, it usually attacks around room A-60, so... |
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...you could just call it A-60. I don't know. |
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Anyways, I hope you don't mind trying again. It would be helpful. |
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|- |
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|A-90 |
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|Oh that one... |
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I hope that one isn't too confusing. |
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All I'll let you know is that it starts attacking after Room A-90. |
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So, you could call it A-90. |
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Anyways, I hope you don't mind trying again. It would be helpful. |
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|- |
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|A-120 |
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|Oh. The squiggly-face. |
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It starts attacking after A-120. |
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...which just so happens to make a perfect name for it. |
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Anyways, I hope you don't mind trying again. It would be helpful. |
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|- |
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|rowspan="3"|Welcome back. |
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The Rooms are quite empty, but the few entities inhabiting them are quite lethal. |
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Which one did you encounter this time? |
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|A-60 |
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|A-60 again... |
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I don't think this one is too hard to figure out. |
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Alright, hurry back. We're not done yet. |
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|- |
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|A-90 |
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|A-90 again? |
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I don't think I... I don't think this one is too clear. |
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Hopefully, you can figure it out. |
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Alright, hurry back. We're not done yet. |
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|- |
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|A-120 |
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|A-120 again... |
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This shouldn't be hard to figure out either. |
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Alright, hurry back. We're not done yet. |
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|- |
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|rowspan="3"|Dead again. |
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What got you this time? |
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|A-60 |
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|A-60 again... |
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Hmm... Maybe try hiding next time? |
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See you next time. |
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|- |
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|A-90 |
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|A-90 again? |
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I usually don't give hints, but I'll admit that this one is a bit confusing. |
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Let's just say that... hmm... it detects movement. |
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See you next time. |
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|- |
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|A-120 |
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|A-120 again... |
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This shouldn't be hard to figure out either. |
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See you next time. |
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|- |
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|rowspan="3"|Hmm. What was it this time? |
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|A-60 |
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|A-60 again... |
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Hmm... Maybe try hiding next time? |
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You can do this. I believe in you. |
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I'll see you next time. Right? |
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|- |
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|A-90 |
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|A-90 again? |
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I usually don't give hints, but I'll admit that this one is a bit confusing. |
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Let's just say that... hmm... it detects movement. |
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You can do this. I believe in you. |
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I'll see you next time. Right? |
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|- |
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|A-120 |
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|A-120 again... |
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This shouldn't be hard to figure out either. |
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You can do this. I believe in you. |
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I'll see you next time. Right? |
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|} |
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|} |
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|-|Glitch= |
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{|class="article-table" width="100%" ! |
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|- |
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| |
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{{Entities |
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|title=Glitch |
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|image=GlitchRenderNew.png |
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|attack=* Jumpscares and teleports players to the next room. |
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|damage=* None |
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* {{Icons|Damage}} 20-40 (HOTEL-) |
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|date_added=August 10, 2022 |
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|creator(s)=* [[RediblesQW]] |
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|sound1=* '''Jumpscares''' |
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Jumpscare |
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[[File:Glitch-Jumpscare.mp3]] |
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|sound2=* '''Miscellaneous''' |
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Jumpscare Sound #1 (WARNING: LOUD) |
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[[File:Glitch-Sound1.mp3]] |
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Jumpscare Sound #2 |
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[[File:Glitch-Sound2.mp3]] |
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}} |
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{{Main|Glitch}} |
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{{Quote|Well that just happened.|'''Error''' [[Achievement]] description}} |
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'''Glitch''' is an enigmatic [[List of Entities|entity]] that resides in the [[Hotel]], ''The Rooms'', and "The Backdoor". Its main purpose is to act as a failsafe for players when a room fails to generate correctly. In multiplayer, it also teleports players who are lagging behind the others back to their group, acting similarly to [[Void]], except with no damage. |
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== {{Icons|Behavior}} Behavior == |
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''Glitch'' isn't much different from its Pre-Hotel+ counterpart, as its use is still present in ''The Rooms'', teleporting players into the next room in case of a room generation error, or teleporting players who are lagging behind others in multiplayer. |
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Glitch Fragment Entities= |
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{|class="article-table" width="100%" ! |
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|- |
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{{Main|Glitch Fragment}} |
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Even if their normal equivalents do not appear in ''The Rooms'', one of these three glitched [[List of Entities|entities]] will appear when using a [[Glitch Fragment]]: |
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* [[RNIUSHCg==]], [[Rush]] glitched version. |
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* [[AR0xMBUSH]], [[Ambush]] glitched version. |
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* [[SCJVEREECH]], [[Screech]] glitched version. |
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</tabber> |
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== {{Icons|Door}} Doors == |
== {{Icons|Door}} Doors == |
||
The Rooms has only three main doors in its subfloor, all being very similar to one another. There is also a fourth door that purely just serves as a decoration. |
''The Rooms'' has only three main doors in its subfloor, all being very similar to one another. There is also a fourth door that purely just serves as a decoration. |
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<tabber> |
<tabber> |
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** Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room. |
** Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room. |
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*** Using this it is possible to complete the entire A-1000 without hiding. |
*** Using this it is possible to complete the entire A-1000 without hiding. |
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** The rooms are the only floor where [[players]] can stay active in a single room as long as they want to in Singleplayer because [[Dread]], [[Hide]] and [[The Backdoor#Haste|Haste]] do not exist here.<ref>When equipping an [[Alarm Clock]], its hands are pointing up, stating it is midnight, although [[Dread]] won’t spawn.</ref> |
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== {{Icons|Door}} Special Locations == |
== {{Icons|Door}} Special Locations == |
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Multiple rooms are seen throughout the 1000 doors that are different and unique to most rooms (such as regular hallways, large locker rooms, kitchens, and storage rooms). |
Multiple rooms are seen throughout the 1000 doors that are different and unique to most rooms (such as regular hallways, large locker rooms, kitchens, and storage rooms). |
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[[File:A000.png|thumb|The first room of the rooms, A-000. |
[[File:A000.png|thumb|The first room of the rooms, A-000. This room contains the [[Shakelight]] dispenser.]] |
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=== Lobby (A-000) === |
=== Lobby (A-000) === |
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The Lobby (not to be confused with [[Lobby|The Hotel's Lobby]]) is the first room in this subfloor and a room that is mandatory to appear in any run. The walls are white, like almost all rooms in this floor, and the carpet is red. On the ceiling is a large skylight, revealing it to be daytime outside. The Lobby simply contains a metallic elevator door at the front of the room, with two black couches on the side. near the one to the left is a [[Shakelight]] dispenser. In the middle of the room is a stone doorway with hints of [[Curious Light]] all over it. Lastly, at the back of the room is the door to A-001. |
The Lobby (not to be confused with [[Lobby|The Hotel's Lobby]]) is the first room in this subfloor and a room that is mandatory to appear in any run. The walls are white, like almost all rooms in this floor, and the carpet is red. On the ceiling is a large skylight, revealing it to be daytime outside. The Lobby simply contains a metallic elevator door at the front of the room, with two black couches on the side. near the one to the left is a [[Shakelight]] dispenser. In the middle of the room is a stone doorway with hints of [[Curious Light]] all over it. Lastly, at the back of the room is the door to A-001. |
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[[File:ExitRooms200.png|thumb|A generated room with an exit leading to The |
[[File:ExitRooms200.png|thumb|A generated room with an exit leading to The Hotel.]] |
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=== Exit Rooms === |
=== Exit Rooms === |
||
The Exit Rooms appear after A-200. The room has a wide pillar at the entrance to it that players can simply walk around to fully enter the room. Aside from what is in the room, everything looks normal, with white walls and a blue carpet. To the left of the room is a broken water dispenser. At the end of the room, as always, is the next door. To the right is a tipped over potted plant and a diagonal table, along with a large hole in the wall. Through the hole, it still has the white walls and blue carpet, although it is slightly darker. at the end of this extra room is a door labelled "''EXIT''", with Curious Light lighting it up (Currently, Curious Light won't actually light up these EXIT doors and the only thing players will be able to see are its sparkles; no longer the case). Entering it brings players to [[ |
The Exit Rooms appear after A-200. The room has a wide pillar at the entrance to it that players can simply walk around to fully enter the room. Aside from what is in the room, everything looks normal, with white walls and a blue carpet. To the left of the room is a broken water dispenser. At the end of the room, as always, is the next door. To the right is a tipped over potted plant and a diagonal table, along with a large hole in the wall. Through the hole, it still has the white walls and blue carpet, although it is slightly darker. at the end of this extra room is a door labelled "''EXIT''", with Curious Light lighting it up (Currently, Curious Light won't actually light up these EXIT doors and the only thing players will be able to see are its sparkles; no longer the case). Entering it brings players to [[The Hotel]]'s [[The Infirmary|Infirmary]]. |
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After [[The Mines]] update, Exit Rooms can now spawn A-60 and A-120 despite having no lockers within them. To survive A-60, players can hide in the lockers of previous rooms or hide behind the cracked wall which contain exit door. With A-120, players can also hide in plain sight but it is more difficult than with A-60. Players need to hide behind the cracked wall, but it must be without crouching. They also need to face the cracked wall (facing towards the main room) but the players need to walk straight into the wall. Alternatively, players can find [[Hiding|hiding spots]] in the previous room, but if there aren't any, using speed boosting items like [[Vitamins]], Starlight Items, or the [[Gween Soda]] is recommended in order to make it back multiple rooms. |
After [[The Mines]] update, Exit Rooms can now spawn A-60 and A-120 despite having no lockers within them. To survive A-60, players can hide in the lockers of previous rooms or hide behind the cracked wall which contain exit door. With A-120, players can also hide in plain sight but it is more difficult than with A-60. Players need to hide behind the cracked wall, but it must be without crouching. They also need to face the cracked wall (facing towards the main room) but the players need to walk straight into the wall. Alternatively, players can find [[Hiding|hiding spots]] in the previous room, but if there aren't any, using speed boosting items like [[Vitamins]], Starlight Items, or the [[Gween Soda]] is recommended in order to make it back multiple rooms. |
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* ''The Rooms'' might get a small addition in the future.<ref> [https://twitter.com/LightningSplash/status/1686112699095117824?t=iCVJ-elASgLPBjfFR0wMXw&s=19 rooms might get a small addition sometime soon but as for now it'll be the same -LSPLASH, Twitter] </ref> |
* ''The Rooms'' might get a small addition in the future.<ref> [https://twitter.com/LightningSplash/status/1686112699095117824?t=iCVJ-elASgLPBjfFR0wMXw&s=19 rooms might get a small addition sometime soon but as for now it'll be the same -LSPLASH, Twitter] </ref> |
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** [[Lightning Splash|LSplash]] would still like to do a rework of ''The Rooms'' due to the time it takes to reach A-1000, plus the rooms has very repetitive and dull gameplay, though LSPLASH is afraid that people may dislike the change as it would alter the exclusivity of the badge.<ref> [https://x.com/LightningSplash/status/1794898801905295801 <nowiki>"... [The Rooms] forces completionists to take 2h~ out of their day for very lackluster gameplay ... i wonder if people would be fine with a rework of the subfloor, since it might ruin the 'exclusivity' of the a-1000 badge" -LSPLASH, Twitter</nowiki>] </ref> |
** [[Lightning Splash|LSplash]] would still like to do a rework of ''The Rooms'' due to the time it takes to reach A-1000, plus the rooms has very repetitive and dull gameplay, though LSPLASH is afraid that people may dislike the change as it would alter the exclusivity of the badge.<ref> [https://x.com/LightningSplash/status/1794898801905295801 <nowiki>"... [The Rooms] forces completionists to take 2h~ out of their day for very lackluster gameplay ... i wonder if people would be fine with a rework of the subfloor, since it might ruin the 'exclusivity' of the a-1000 badge" -LSPLASH, Twitter</nowiki>] </ref> |
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** Additionally, the "In Plain Sight" achievement cannot be obtained by hiding from A-60 and A-120 without a hiding spot in [[ |
** Additionally, the "In Plain Sight" achievement cannot be obtained by hiding from A-60 and A-120 without a hiding spot in [[The Hotel]]. This is likely a bug, but LSplash has yet to confirm or deny this theory. |
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* The sound origin of both A-60 and A-120's near audio is [https://create.roblox.com/marketplace/asset/9114249288/Electricity-Static-18-SFX%3Fkeyword=&pageNumber=&pagePosition= this]. (Speed of 0.2) |
* The sound origin of both A-60 and A-120's near audio is [https://create.roblox.com/marketplace/asset/9114249288/Electricity-Static-18-SFX%3Fkeyword=&pageNumber=&pagePosition= this]. (Speed of 0.2) |
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** Additionally, A-120's sound sped up sounds as though it is a drum'ish instrument, revealed to be timpani sounds slowed down to 0.3. |
** Additionally, A-120's sound sped up sounds as though it is a drum'ish instrument, revealed to be timpani sounds slowed down to 0.3. |
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* After |
* After [[The Hunt Update]], the bridge and the exit door in A-1000 is much darker than before. |
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* The Rooms does not contain any [[Interactables]]. |
* The Rooms does not contain any [[Interactables]]. |
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* When exiting ''The Rooms'', it plays the same animation as when exiting [[The Backdoor]]. |
* When exiting ''The Rooms'', it plays the same animation as when exiting [[The Backdoor]]. |
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** You can still pick up the Shakelight and Starlight Jug. |
** You can still pick up the Shakelight and Starlight Jug. |
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* You can still get the Back On Track Achievement while dead. |
* You can still get the Back On Track Achievement while dead. |
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* You will be able to use the |
* You will be able to use the [[Admin Panel]] in ''The Rooms'', however before the unnamed update (now) you aren't able to use it in ''The Rooms.'' |
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* After The Mines Update, when players exit ''The Rooms'', sometimes they can't continue at Door 88 due to rooms overlapping. |
* After The Mines Update, when players exit ''The Rooms'', sometimes they can't continue at Door 88 due to rooms overlapping. |
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** This was fixed later. |
** This was fixed later. |
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* When in the intermission when exiting ''The Rooms'', if A-120 spawns, they can still kill the [[Players|player]]. When returning to the [[The Hotel|Hotel]], they will have lost any items that that they've had before exiting ''The Rooms''. Their [[health]] will be set to 0 (or 1) but they will still be able to play the game as normal. |
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** This likely applies to A-60 as well. |
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== {{Icons|Achievement}} Related achievements == |
== {{Icons|Achievement}} Related achievements == |
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== {{Icons|Gallery}} Gallery == |
== {{Icons|Gallery}} Gallery == |
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<tabber> |
<tabber> |
||
Rooms= |
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'''NOTE: Some images are here placeholders.''' |
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<gallery widths="190"> |
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Roomslob.jpg|Room A-000. |
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EShapedRoomR.jpg|E-Shaped room. |
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KitchenRoomR.jpg|The Kitchen room. |
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StorageRoomR.png|Storage room. |
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StorageRoom2R.png|Ditto. |
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CatwalkRoomR.png|Catwalk room. |
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3LockerRoomR.png|3-Lockers room. |
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4LockersRoomR.png|4-Lockers room. |
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HallwayTableRoomR.png|Hallway room with table and small potted plant. |
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LShapedRoomR.png|Flipped L-Shaped room. |
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ProjectorRoom.jpg|The Projector room. |
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ExitRoomR.png|Exit room. |
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A1000ExitRoomR.png|Room A-1000. |
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</gallery> |
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|-| |
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In-game= |
In-game= |
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<gallery widths="190"> |
<gallery widths="190"> |
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HerbOfViridisInTheRooms.png|alt=A Green Herb icon shown in The Rooms ; the photo was taken prior “The Mines” release update.|A Green Herb icon shown in The Rooms ; the photo was taken prior “The Mines” release update. |
HerbOfViridisInTheRooms.png|alt=A Green Herb icon shown in The Rooms ; the photo was taken prior “The Mines” release update.|A Green Herb icon shown in The Rooms ; the photo was taken prior “The Mines” release update. |
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Roomsentrance.png|Door frame you enter into the Rooms through |
Roomsentrance.png|Door frame you enter into the Rooms through |
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Entering Rooms Cutscene.gif|The cutscene that plays upon entering The Rooms. |
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Static-assets-upload800797031389751924.webp|Door A-1001, appearing outside the map. This door is required for the room gen to work. |
Static-assets-upload800797031389751924.webp|Door A-1001, appearing outside the map. This door is required for the room gen to work. |
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RoomsEntranceViaPortal.webp|A player entering ''The Rooms'' via portal and getting the [[Achievements|Detour]] achievement. |
RoomsEntranceViaPortal.webp|A player entering ''The Rooms'' via portal and getting the [[Achievements|Detour]] achievement. |
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RoomsDecoration7.png|Three Upside-Down Tables. |
RoomsDecoration7.png|Three Upside-Down Tables. |
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RoomsDecoration9.png|A Table And 3 Fallen Chairs. |
RoomsDecoration9.png|A Table And 3 Fallen Chairs. |
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Broken Locker.png|Broken |
Broken Locker.png|Broken Locker. |
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Rooms Boxes.png|Wood Boxes. |
Rooms Boxes.png|Wood Boxes. |
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Rooms PottedPlant.png|Potted Plant. |
Rooms PottedPlant.png|Potted Plant. |
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Rooms KitchenDecoration1.png|The Kitchens Table. |
Rooms KitchenDecoration1.png|The Kitchens Table. |
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Rooms KitchenDecoration2.png|Ditto. |
Rooms KitchenDecoration2.png|Ditto. |
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SpilledCarboy.png|Spilled Carboy. |
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RectangleBlock.png|Rectangle Block. |
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</gallery> |
</gallery> |
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|-| |
|-| |
Latest revision as of 10:29, 16 July 2025
{{#vardefine:spoilers|spoilers}}{{#vardefine:classes|class="mw-collapsible notice-template" id="mw-customcollapsible-SpoilersWarning"}}

<infobox layout="stacked"> <title source="title"><default>The Rooms</default><format>The Rooms</format></title>
<image source="image"></image> <group layout="vertical" show="complete"> <header>Floor Information</header> <label>Rooms</label> <label>Date Added</label> <label>Sound Files</label> </group> <group layout="horizontal" collapse="open"> <header>UPDATES</header> <label>← Previous</label> <label>Next →</label> </group> </infobox> <choose uncached=""> <option>
"The Rooms are quite empty, but the few entities inhabiting them are quite lethal."
- Curious Light
</option> <option>
"I think I'm lost."
- Detour Achievement description
</option> <option>
"Oye, stay far away from room 60, düd. Freaky stuff!"
- El Goblino
</option>
</choose> The Rooms is a subfloor accessed from within The Hotel with different entities and layout that can be explored during gameplay. It is based on the Roblox game "Rooms" by nicorocks5555. It is composed of 1,000 office-like rooms (1,001 rooms including the entrance), with all entities in The Rooms being slightly modified from the original Rooms.
Overview
Entry
The Rooms, (unlike other floors), can only be accessed via a secret passage at or close to Door 60 in The Hotel. At Door 60, players will encounter a disheveled room with multiple bookshelves and a single closet, with soft tranquil music emanating faintly from the walls. Behind the closet hides a hole in the wall leading to a maze containing a passage. Traversing through the passage will lead to a small room containing a unique painting that when interacted with reads "This painting doesn't seem to have a title" (however, the name of the painting is revealed in the game files as "Spacetime") as well as a chain-link gate, that is the same as the gates found in small basement rooms. To open the gate, players will have to go through the next door to find the lever in The Basement (Door 61) and then backtrack to the secret passage. Once there, players can use 2 Lockpicks and a Skeleton Key to unlock the door "A-000". Once interacted with, a 15-second intermission timer (which can be skipped) starts, eventually teleporting all group members to The Rooms. Dead group members who are still spectating will be automatically revived upon entering and exiting The Rooms. When the run has Modifiers activated, The Rooms will not be available for anyone who is currently in the run session as it will be blocked by a red-mist wall.Entering The Rooms for the first time and receiving the "Detour" achievement grants access to The Backdoor in the Lobby.
The Rooms cannot be entered when using modifiers because a shimmering red barrier appears in front of the gate, likely due to Modifiers not being supported in this floor. This is implied to be the unnamed Red Light.
Interior
The first room (A-000) contains a double door behind players and a stand where players can buy a Shakelight for 10. It functions similarly to a Flashlight, except the battery drains much faster, the light produced is green, and it is dimmer than a regular flashlight, just like it's Rooms counterpart the gummy flashlight. It does not use batteries and is instead charged by pressing the Left Mouse button or the Interact Button on mobile, causing a shaking animation and a loud sound in-game. Unlike the regular flashlight, the Shakelight cannot be turned off whilst equipped, just like the Moonlight Candle. Notably, the noise made while charging the Shakelight could cause players to miss A-60's and A-90's audio cues. For this reason, it is recommended to bring a normal flashlight.
Players are then forced to explore empty, isolated, and seemingly infinite amounts of office-like rooms. These rooms slowly gets foggy as players make their way through until it is pitch black at around A-130. Gold, Batteries, and Bandages can be found scattered in abundance across the building.
From A-200, there are special rooms that spawn approximately every 0-100 rooms which contains an exit door. When interacted with, all group members will be teleported back to The Hotel at The Infirmary. Living players will keep all the items they had on them, including the Shakelight (and the Starlight Jug, if they made it to A-1000). Additionally, all group members (living or spectating) will receive the Back on Track achievement. To make it to the true end of The Rooms, players must ignore all of these exits and continue all the way to A-1000.
In A-1000, instead of a regular office space, a player will encounter the bridge previously featured in the old variation of The Lobby (As of now, the bridge is replaced with stairs) surrounded by a dark void, with a glowing door at the end. Further ahead, lying on the bridge, is the Starlight Jug, an item that functions as an upgraded Starlight Bottle. Exiting through the door will return them to The Infirmary, with the Starlight Jug coming with them (if picked up). Reaching this point will also give players a hidden achievement. (Sneak peek: A-1000)
Entities Entities
The entities that inhabit The Rooms are particularly enigmatic. Similar to the entities in The Hotel, most of them only serve to hinder player's progress. There are currently five (eight if counting Glitch Fragment Entities) known entities: A-60, A-90, A-120, Curious Light and Glitch.
Unique Entities
<tabber> |-| A-60=
<infobox layout="stacked"> <title source="title"> <default>The Rooms</default> <format>A-60</format> </title> <image source="image"> |
Red Mist
|
Modifiers Modifier(s)
|-| A-90=
<infobox layout="stacked"> <title source="title"> <default>The Rooms</default> <format>A-90</format> </title> <image source="image"> |
Stop Right There
|
Modifiers Modifier(s)
|-| A-120=
<infobox layout="stacked"> <title source="title"> <default>The Rooms</default> <format>A-120</format> </title> <image source="image"> |
Grin Reaper
|
Modifiers Modifier(s)
</tabber>
Non-Exclusive Entities
- Curious Light - A death messenger to the player after dying in sub-floors.
- Glitch - Acts as a failsafe and attacks players that are lagging too far back from the rest of the team when in multiplayer elevator.
- Glitch Fragment Entities - Glitched variations of Screech, Rush and Ambush that appear when interacting with a Glitch Fragment.
Doors
The Rooms has only three main doors in its subfloor, all being very similar to one another. There is also a fourth door that purely just serves as a decoration.
<tabber> |-|Entrance Door (A-000)= At Door 60 in The Hotel, there is a secret door labeled “A-000” which is the door that 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 design consists of a regular Rooms Door, but with a skeleton key lock on it, two chains requiring lockpicks to unlock, and a label labeled “A-000”. When opening the door, it makes a noise similar to that of a door creaking slowly. |-|Handleless Doors= Handleless Doors are the most common type of door that a player will find in The Rooms, 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 sound that Handleless Doors make is a unique sound, that being a door creaking slowly.
There are 1,000 Handleless Doors inside of The Rooms subfloor. |-|Exit Doors= Exit Doors are doors that only spawn in two locations, those being the Exit Rooms and Room A-1000, they are very similar to Handleless Doors with the only exception being that players will have to hold a button to open the door; this implies that the player has to push hard to open the door. Also, Exit Doors serve as portals to exit The Rooms. |-|Locked Metal Door= The Locked Door is a door that does nothing other than to serve as a decoration. The Locked Door spawns in only one room, that being A-001.[exploits]
The Locked Door has the design of a big metal door with a hallway behind it that is only accessible with exploits. </tabber>
Notes
- Players can only return to the main game (or The Hotel) if they die, leave the game, or reach an exit.
- Retrying will automatically send players back to the Elevator.
- If you die with one of your teammates still alive, you will respawn upon your teammate reaching an exit.
- Alike all other times you revive for exiting and entering different floors, you will not have full health and will have to regain your health via bandages.
- Like The Greenhouse, The Electrical Room, The Backdoor and Doors 190-200, players are not able to use Revives in The Rooms, unless a player reaches a checkpoint or the end of The Rooms as players spectating in The Rooms will be revived upon exiting The Rooms and receive the "Back on Track" achievement (which is received when a player exits The Rooms).
- Players spectating will be revived upon entering or exiting The Rooms.
- Alike all other times you revive for exiting and entering different floors, you will not have full health and will have to regain your health via bandages.
- The Crucifix and Moonlight Candle are useless inside The Rooms; equipping them gives players the message "Your [item] feels lighter than normal..."
- However, as of "The Content Update", when using Modifiers for The Hotel or The Mines, the Crucifix is able to banish all three Rooms entities, and the Moonlight Candle is able to detect A-60 and A-120 if encountered outside The Rooms by using modifiers; with associated Crucifix badges also being attainable.
- The Candle will also glow more of a yellowish-orange color, hinting that Guiding Light is not present and instead Curious Light.
- The Candle will also not produce any light despite being lit. This may be a bug.
- However, as of "The Content Update", when using Modifiers for The Hotel or The Mines, the Crucifix is able to banish all three Rooms entities, and the Moonlight Candle is able to detect A-60 and A-120 if encountered outside The Rooms by using modifiers; with associated Crucifix badges also being attainable.
- Bandages can spawn at any point in The Rooms.
- If a player takes damage from A-90 without dying, then gets six bandages to get back to full health, they can survive another A-90 attack.
- It is possible to obtain the effect of the Green Herb when aiming to progress through The Rooms. But because opening the secret entrance to The Rooms and the process of obtaining a Green Herb both require a Skeleton Key, either two players will need to find a key, or to find one key after using the other.
- The herb effect used to not be able to be brought into The Rooms, but after a few videos on YouTube showed that it was possible, the developers added it back in.[citation needed]
- It can be useful entering The Rooms if players are aiming to find Gold, as it is found in larger quantities there, meaning exiting The Rooms with a supply of gold can result in a higher amount of Knobs.
- The maximum amount of Knobs players can get is from 10,000 gold to 500 Knobs max which may take players around 40 minutes of collecting gold to reach this.
- Hide is not present in The Rooms, so players can hide for as long as they wish. This is important to note when dealing with A-120 due to its ability to rush backwards occasionally, meaning that players will not have to hop in and out of lockers repeatedly, in a similar manner to how Ambush is dealt with.
- Exit doors will always play Curious Light's ambience (the same ambient sound heard coming from Door A-000), so players will always know whenever it is nearby, due to being able to hear it in the room prior to the exit.
- A-90 gives off a very subtle static noise before attacking a player, similar sounds to A-60.
- A-90 has a chance to spawn at any time, even at the lobby, or at A-1000[3]. It is recommended to use only the W-A-S-D keys to navigate through The Rooms, so when A-90 spawns, players can easily let go of their keyboard, increasing their survival rate.
- Even though the Shakelight is infinite, it is recommended to use a normal flashlight whenever possible and only use the Shakelight when out of batteries. This is because batteries are plentiful, and because the normal flashlight is brighter and doesn't need to be constantly recharged (which can provoke A-90).
- When A-120 has spawned, players seeing it in their line of sight can sometimes cause it to turn invisible as one of its usual abilities for a split second before killing players in the process.
- Activating any modifiers prevents players from accessing the Rooms, by blocking the entrance to the rooms with a red barrier.
- This is because most modifiers aren't compatible. [4]
- The red barrier is one of the only physical manifestations of the Unnamed Red Architect responsible for the creation of the modifiers.
- Attempting to enter The Rooms with the Admin Panel will push you off, activating the lever to open the gate will activate the button to enter The Rooms, but it will be defunct and will not send you there. [2]
- It's possible to survive A-60 and A-120 without hiding in lockers. However, to do this, it requires two or more players: One to avoid entities by being teleported by Glitch, the other to open doors and hide from the entities.[5]
- Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room.
- Using this it is possible to complete the entire A-1000 without hiding.
- The rooms are the only floor where players can stay active in a single room as long as they want to in Singleplayer because Dread, Hide and Haste do not exist here.[6]
- Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room.
Special Locations
Guaranteed Rooms
- Door A-000, Lobby
- Door A-1000, End of the Rooms
Multiple rooms are seen throughout the 1000 doors that are different and unique to most rooms (such as regular hallways, large locker rooms, kitchens, and storage rooms).
Lobby (A-000)
The Lobby (not to be confused with The Hotel's Lobby) is the first room in this subfloor and a room that is mandatory to appear in any run. The walls are white, like almost all rooms in this floor, and the carpet is red. On the ceiling is a large skylight, revealing it to be daytime outside. The Lobby simply contains a metallic elevator door at the front of the room, with two black couches on the side. near the one to the left is a Shakelight dispenser. In the middle of the room is a stone doorway with hints of Curious Light all over it. Lastly, at the back of the room is the door to A-001.
Exit Rooms
The Exit Rooms appear after A-200. The room has a wide pillar at the entrance to it that players can simply walk around to fully enter the room. Aside from what is in the room, everything looks normal, with white walls and a blue carpet. To the left of the room is a broken water dispenser. At the end of the room, as always, is the next door. To the right is a tipped over potted plant and a diagonal table, along with a large hole in the wall. Through the hole, it still has the white walls and blue carpet, although it is slightly darker. at the end of this extra room is a door labelled "EXIT", with Curious Light lighting it up (Currently, Curious Light won't actually light up these EXIT doors and the only thing players will be able to see are its sparkles; no longer the case). Entering it brings players to The Hotel's Infirmary.
After The Mines update, Exit Rooms can now spawn A-60 and A-120 despite having no lockers within them. To survive A-60, players can hide in the lockers of previous rooms or hide behind the cracked wall which contain exit door. With A-120, players can also hide in plain sight but it is more difficult than with A-60. Players need to hide behind the cracked wall, but it must be without crouching. They also need to face the cracked wall (facing towards the main room) but the players need to walk straight into the wall. Alternatively, players can find hiding spots in the previous room, but if there aren't any, using speed boosting items like Vitamins, Starlight Items, or the Gween Soda is recommended in order to make it back multiple rooms.
At the end of The Rooms, a large black area can be seen, with a bridge that players can walk on. The item at the middle of the bridge is the Starlight Jug. (which replaces the NVCS-3000 that previously appeared in this position, including any copies stored in Rifts). If there are multiple players, everyone can pick up the item at the end. It can also be picked up multiple times, so if the player is damaged, it is recommended to take the Starlight Jug, drink it to heal, drop it and grab a new one, so that players can re-enter the Hotel with full health and a full jug.
At the end of the bridge is an unlabeled door, highlighted by Curious Light. Around the bridge is multiple white doorways that are too far for players to reach. Entering the unlabeled door brings players to The Hotel's Infirmary. A-1000 is mandatory to appear in any run. Percentages indicate that the average time to reach room A-1000 is about 3 hours and 15 minutes.
Standard Rooms
Locker Room
The Locker Room, as the name suggests, is a room filled with several lockers, although only 5 of them are able to be entered. The rest of the Lockers are broken and cannot be entered and is the only room that features them. A-60 and A-120 can spawn when entering this room.
Three-Locker Room
The Three-Locker Room is a room with 3 lockers lined up against each other on the far side of the room. A-60 and A-120 can spawn when entering this room.
When A-60 enters this room, there is a great possibility that A-90 will appear when players walk approaching the locker. So, it's strongly advised to stop about one second before players hide inside lockers.
Catwalk Rooms
The Catwalk Rooms are larger regular rooms. The entrance to them leads players onto a metal catwalk, with two lockers on each side. There's a long path that brings a player to the next door. To the left and right of the catwalk is two flights of stairs, leading to the bottom of the room. The bottom contains another locker against a wall, and an office cubicle against the opposite wall. A-60 and A-120 can spawn when entering this room.
Projector Room
The Projector Room, also known as the Meeting Room, is a room with 2 Lockers and several fallen chairs around a table with a projector on top. There is a board hung from the wall for the projector and a whiteboard next to it. There is a glass table in front of the wallboard and glass walls surrounding the furniture. There are a couple of smaller tables to the right side of the room. One locker is to the left of the entrance while the second one is to the right of the exit. A-60 and A-120 can spawn when entering this room.
L-Shaped Room
The L-Shaped Room is shaped like an L. It has a table with a plant on it placed at the front of the room. The L can be shaped backwards sometimes. There are no lockers in this room. A-60 and A-120 cannot spawn when entering this room.
E-Shaped Room
The E-Shaped Room is shaped like the letter E, or similar to an M or W depending on players perspective. It has one locker in the middle of the "E". The room does not contain any decorations. Despite having a locker, A-60 and A-120 cannot spawn when entering this room.
Plant Room
The Plant Room is similar to the L-Shaped Room, except it is a straight path. A table and plant are to one side of the room. A-60 and A-120 cannot spawn when entering this room.
Storage Room
The Storage Room is a room with 3 pillars in the center. There are 2 Lockers that can be near the entrance or near the exit. There are a bunch of tables and shelves with plants on them. There are 3 tables upside down on the left side, and 3 tables stacked on each other on the right side. Despite having lockers, A-60 and A-120 cannot spawn when entering this room.
Box Room
The Box Room is a room with a few shelves and tables that players must pass by. There are no lockers in this room. A-60 and A-120 cannot spawn when entering this room.
Break Room
The Break Room, also known as The Kitchen, is a room with a white Locker that represents a fridge. In the far middle, there are three fallen chairs around a table. There are lots of decorations on the counters such as the toaster, coffee maker, and microwave. Despite having a locker, A-60 and A-120 cannot spawn when entering this room.
Reference Room
The Reference Room is a room with 2 tables and a cubicle. The desk in the cubicle has a monitor, a cup of hot chocolate, a purple keycard and a nameplate with a randomly selected name written on it. The table by the entrance has 2 plants, and the table by next door has 1 plant and a few colored boxes. A-60 and A-120 cannot spawn when entering this room.
Four-Locker Room
The Four-locker Room has four Lockers on all corners of the room. There is no decoration in this room. Despite having several lockers, A-60 and A-120 cannot spawn when entering this room.
Walkthrough
Entering The Rooms
Before players can enter The Rooms, they will need to get two lockpicks and a skeleton key before reaching Door 61. The players can get two lockpicks from the Pre-Run Shop for 50 Knobs and the skeleton key from Jeff's Shop for 300 Gold.
After reaching Door 61, locate the lever in The Basement and return to the previous room. Behind some broken closets is a hidden passage that leads to The Rooms entrance. The players can use the two lockpicks and skeleton key on The A-000 Door to unlock to enter The Rooms.
Preparation
For players who are going to The Rooms, either for the first time or their next, the items recommended are these:
- Flashlight
- Batteries are common, and a flashlight will provide a decent amount of light.
- Shakelight
- For when a player's Flashlight runs out of Batteries, or when they are early into the run and using the normal flashlight is currently a waste of power. Players will need at least 10 Gold for the Shakelight.
- Lighter
- For the candle, also when a player's flashlight runs out of battery, or if players want a less direct light source.
- Candle/Moonlight Candle
- For when players want a less direct light source, with more range than the Lighter. but note that the Moonlight Candle might not work in The Rooms.
- Bandage Pack
- So players can heal quickly from a A-90 attack, however this requires the Rift to use.
- Vitamins/Any Starlight Item
- For when Players need speed like when A-60 spawns and the lockers are not that close, plus starlight items will provide health or overheal if the Player's health is full.
Once players have entered The Rooms, they can get a Shakelight from the dispenser for only 10 gold as an extra light source.
Be warned that a single run of A-1000 can take 2 hours minimum to complete. The Players have the time and patience to complete this challenge before attempting it.
- If you aren't going for A-1000, going for a normal exit can take 20 minutes to complete, however you'll only earn the Back On Track badge for this. Exit Rooms start spawning after A-200.
- If you go for A-1000 but change your mind partway through, you can still locate an Exit Room and leave early.
The Rooms
Upon entering The Rooms, you should buy the Shakelight as a back-up flashlight. Until A-60 (or earlier), you can collect gold and fill up your flashlight. The Rooms get to its maximum darkness at A-150.
A-60 and A-120
Remember, A-60 and A-120 can only spawn on 4 different room types. For two of those room types, there is a locker to the right and left, and for the broken locker room there are plenty of working lockers in some spots along the walls. The only anomaly is the three lockers at the end room. For this room you will have to run across the room to one of the lockers. A-90 is difficult here, and due to A-60's speed, at least 85% of the times you will reach the lockers right before A-60 passes through this room.
Briefly describing, A-60 produces a very loud static sound. It is heard immediately upon opening a door where it spawns. Players should get to the nearest locker and stay in it until it passes through.
A-120 is quieter but still notable. It is heard immediately upon opening a door and consists of static and drumming sounds, and they take longer to arrive than A-60, allowing players to easily find a hiding place. Players should wait in the locker until the drumming completely stops as A-120 can rebound. However, unlike A-60, players should note that A-120 arrives from the front, so they should not try going forward into the next room.
A-90
A-90 is considered by most players the main threat of The Rooms, and it should be considered the top priority. A-90 freezes all other active entities, so players should attempt eluding the attack before dealing with A-60 or A-120. It most commonly spawns alongside another entity. Players should stop any inputs including camera movements, and getting inside lockers, or A-90 will attack and deal 90 damage.
Modifiers Related Modifiers
Trivia
- Behind the metal door in the first room is a dark hallway.
- Dread cannot spawn in The Rooms.
- Using an Alarm Clock in The Rooms reveals that the time is stuck at 12 o'clock, with the hands of the clock not moving.
- Each Room is about 50 studs long (this is a rough estimate); therefore, upon reaching A-1000, players are over 50,000 studs away from the origin, causing floating point issues. This results in their character shaking and overall small glitchy effects upon reaching the end.
- This makes The Rooms approximately 14 kilometers long (or 8.6 miles).
- Another thing to note is that The Rooms does not have any corner rooms that can generate, as it is all straight rooms.
- After the SUPER HARD MODE!!! Update, if a player escapes The Rooms, they will be granted 100 knobs.
- This is the first secret subfloor to have been released.
- This has been known to be the first subfloor of DOORS (second being The Backdoor).
- When exiting The Rooms, the game counts it as a floor, with a parenthesized "2" next to it.
- This has been known to be the first subfloor of DOORS (second being The Backdoor).
- Most of the random names displayed in the nameplates found in the office cubicles are most likely references:
- 'Nico' referencing Nicorocks5555, the original creator of Rooms.
- 'Bob' being a reference to one of the nameplates in the original Rooms.[7]
- 'Bob' is also a character created by Nicorocks5555. It resembles the classic Roblox default skin, but instead it has a gray torso and brown legs.
- 'Jasper' referencing jasper_creations, an animator for DOORS.
- 'Thump' referencing one of the people who helped out with DOORS, ItsThump.
- 'Look Behind You' is a reference to the hidden Developer Console and Lobby secret.
- 'Saul' may be a joke reference to the show Better Call Saul.
- The purple keycard found on some desks is possibly a reference to the one found in 'Bob is missing'.
- The Rooms is an official collaboration with Nicorocks5555.[8]
- Entering The Rooms in SUPER HARD MODE, they will get teleported instead to Survive and Kill the Killers in Area 51!!!. This is confirmed to be intentional by Redibles.[9]
- The reason this happens is because the developers had no support to blocking off subfloors.
- Each of The Rooms hostile entities names are increments of 30 with an 'A-' in front of the number. (Example: A-60, A-90 and A-120) However, there is no A-30 entity.
- Glitch is the only entity in The Rooms that debuted before The Rooms' release, unless you include the troll A-60 that was on Kreekcraft's stream
- Unlike the other Rooms Entities (excluding Curious Light), Glitch is not exclusive to The Rooms or modifiers related to The Rooms and can be found in the main game.
- When entering the The Rooms, there is the sound of wind blowing and rustling. This is a reference to the original Rooms game playing A-200's "whoosh" noise as the server starts.
- All Rooms entities were planned to be given original names rather than room numbers.
- A-60 and A-200 (A-120 in DOORS) have been officially given names by Nicorocks5555, being the Multi Monster and the Happy Scribble respectively. These names, however, are not referenced in either Rooms or DOORS. A-90 is the only entity with no known original name as this entity is exclusive to the DOORS version of The Rooms.[10]
- Though A-90 was not given an official name by nicorocks5555, the fan-made Roblox game "Rooms & Doors", a more challenging Rooms remake that also took some inspiration from DOORS, refers to its version of A-90 as "Paralysis".
- A-60 and A-200 (A-120 in DOORS) have been officially given names by Nicorocks5555, being the Multi Monster and the Happy Scribble respectively. These names, however, are not referenced in either Rooms or DOORS. A-90 is the only entity with no known original name as this entity is exclusive to the DOORS version of The Rooms.[10]
- Behind the metal doors at the lobby of The Rooms seems to be a dark hallway that leads to nowhere.[11]
- It's possible that a cutscene might have been planned sometime during development of the Hotel+ update but was eventually scrapped for unknown reasons, probably because of balancing reasons.
- This possibly scrapped cutscene was eventually replaced with the animation of breaking open the A-000 door.
- It's possible that a cutscene might have been planned sometime during development of the Hotel+ update but was eventually scrapped for unknown reasons, probably because of balancing reasons.
- A-1000 is filled with blue triangular particles and purple fog, visually similar to those found emitted by the Rift.
- These particles are called "particles2", "particles4", and "clouds"
- A-120 is the only entity that will move to every player before sweeping the hallways. This may be a reference to how the AI of the monsters in the original game works.
- Sometimes, all the hostile entities except for Glitch can have a chance of appearing before the respective room they're named after.
- All rooms (apart from A-1000) originate from the original Rooms by Nico.
- The room where the exit can be found may originate from an unused room from Rooms, titled "templateroom".
- The NVCS-3000 was originally added to The Rooms as a joke and is an unfinished item; the developers didn't expect people to actually use it or want to get it.
- The exit door in A-1000 is an unlabelled A-1001 door.
- The first exit door spawns at around A-200, and from this point an exit appears roughly every 50 - 100 rooms, all the way to A-1000.
- It takes around 1-2 hours to reach A-1000, and around 20 minutes to reach A-200 (the first exit).
- The Rooms has an ambient sound that plays throughout it, which can be described as a low hum or buzz. It's very quiet, however.
- The ambience heard in The Rooms comes from this audio. The in-game version is slowed down to a pitch of 0.1.
- If a player gets to A-000 in a group game, all of their group members will be revived upon teleportation to The Rooms.
- This can also be said the other way around, If a Player reaches a Checkpoint or A-1000.
- The Rooms might get a small addition in the future.[12]
- LSplash would still like to do a rework of The Rooms due to the time it takes to reach A-1000, plus the rooms has very repetitive and dull gameplay, though LSPLASH is afraid that people may dislike the change as it would alter the exclusivity of the badge.[13]
- Additionally, the "In Plain Sight" achievement cannot be obtained by hiding from A-60 and A-120 without a hiding spot in The Hotel. This is likely a bug, but LSplash has yet to confirm or deny this theory.
- The sound origin of both A-60 and A-120's near audio is this. (Speed of 0.2)
- Additionally, A-120's sound sped up sounds as though it is a drum'ish instrument, revealed to be timpani sounds slowed down to 0.3.
- After The Hunt Update, the bridge and the exit door in A-1000 is much darker than before.
- The Rooms does not contain any Interactables.
- When exiting The Rooms, it plays the same animation as when exiting The Backdoor.
- Before The Mines Update, bandages were extremely rare to find in The Rooms to the point where almost every single run does not spawn a single one.
- This was possibly because A-90 is the only entity that does not instantly kill players assuming they were on full HP.
- As of The Mines update, bandages spawn normally just like in The Hotel and The Mines
- After The Mines update, A-60's static sound was made louder, making it easier to know when it spawns.
- Dying while exiting The Rooms will result in being respawned normally in The Hotel, but without any items. Interestingly, you keep your gold.
- Glitch Fragments, and thus RNIUSHCg==, AROxMBUSH and SCJVEREECH can spawn in the Rooms.
- Due to this, if playing with another friend, players can force themselves to be attacked by Glitch several times by falling behind to force a high amount of Glitch Fragments to spawn. As surviving an encounter with the entity spawned by the fragment rewards the player with different buffs, some which are permanent for a run, this can be used to help make The Rooms easier to progress through.
- The achievement that you get when crucifying A-90 is likely a reference to one of Sans' lines from Undertale.
Bugs
- When exiting the rooms, either from an exit room or respawning, a bug where walking up stairs is extremely slow can occur and standing still will push you backwards slowly.
- When opening the door to an exit room, A-120 has a chance to spawn, regardless of the adjacent rooms.
- When dead players are spectating, A-90 is not shown.
- Sometimes, when exiting The Rooms for the first time, players will not receive the "Back on Track" achievement.
- Another possible quirk that happens when entering The Rooms for the first time is that players will not receive the "Detour" badge.
- If a player is playing on low graphics, A-60's glow may remain in rooms until lighting updates.
- This also applies to "Room For More" modifier.
- There is an extremely rare chance A-60 and A-120 can spawn in a room they normally don't spawn in.
- It is unknown how this occurs but it has happened in grouped runs when somebody dies in The Rooms for any reason.
- The Large Basement could spawn before the room containing the door that leads to The Rooms. This was likely a bug.
- It was also possible for the Large Basement to spawn one or more doors away, and as its lever only activates the gate if the room is adjacent to it, The Rooms may be impossible to enter in that run due to the entrance not being accessible.
- Two A-90's can spawn mere milliseconds from each other, causing visual bugs.
- This is because A-90 can spawn based on two different conditions. It can spawn at random times, and it can also spawn alongside other entities.
- The "A-1000" achievement is awarded once A-999 is opened rather than A-1000 itself.
- This is likely because the A-1000 room generates upon opening A-999.
- Sometimes when exiting a locker, a player will glitch slightly into the floor on top of the locker, which can be dangerous if A-90 spawns.
- There is a bug where sometimes the lockers, Shakelight dispenser, and possibly the Starligh Jug won't load in and have no collision, making them effectively invisible. Although you can still see and interact with the prompt.
- You can still hide in the lockers and survive A-60 and A-120, although you can't see the lockers making it much more difficult.
- You can still pick up the Shakelight and Starlight Jug.
- You can still get the Back On Track Achievement while dead.
- You will be able to use the Admin Panel in The Rooms, however before the unnamed update (now) you aren't able to use it in The Rooms.
- After The Mines Update, when players exit The Rooms, sometimes they can't continue at Door 88 due to rooms overlapping.
- This was fixed later.
- When in the intermission when exiting The Rooms, if A-120 spawns, they can still kill the player. When returning to the Hotel, they will have lost any items that that they've had before exiting The Rooms. Their health will be set to 0 (or 1) but they will still be able to play the game as normal.
- This likely applies to A-60 as well.
Related achievements
Gallery
<tabber> Rooms= NOTE: Some images are here placeholders.
- Roomslob.jpg
Room A-000.
- Error creating thumbnail: File missing
E-Shaped room.
- KitchenRoomR.jpg
The Kitchen room.
- StorageRoomR.png
Storage room.
- StorageRoom2R.png
Ditto.
- LShapedRoomR.png
Flipped L-Shaped room.
- ProjectorRoom.jpg
The Projector room.
|-| In-game=
- Theroomstrueexit.png
One of the naturally spawning exits of The Rooms.
A bandage found in The Rooms; the photo was taken prior “The Mines” release update.
- Shakelight Dispenser.png
The Shakelight dispenser at Room A-000.
- Oh noes my crucifix died.png
An example of a item not working in The Rooms, with the text saying "Your (Item) feels lighter than normal..."
- Error creating thumbnail: File missing
A player standing in front of A-1000 ; the photo was taken prior “The Mines” release update.
- Scanner Spawn.png
The NVCS-3000 lying on the bridge in room A-1000 ; the photo was taken prior “The Mines” release update.
- Overview.png
The game overview once you finish to A-1000
- NO MORE ROOMS NOOB.png
A barrier blocking the entrance to The Rooms when using Modifiers ; the photo was taken prior “The Mines” release update.
- Roomsentrance.png
Door frame you enter into the Rooms through
- Static-assets-upload800797031389751924.webp
Door A-1001, appearing outside the map. This door is required for the room gen to work.
- RoomsEntranceViaPortal.webp
A player entering The Rooms via portal and getting the Detour achievement.
- LOCKED ROOMS DOOR LMAO.png
A door in The Rooms with a Hotel Padlock, due to the game lagging while loading the room.
- R-90.jpg
A-90 attacking alongside Rush.
- Error creating thumbnail: File missing
A-60 about to kill a player in The Hotel.
- Error creating thumbnail: File missing
A-120 attacking alongside Ambush.
- Error creating thumbnail: File missing
A-90 attacking alongside Ambush.
- Error creating thumbnail: File missing
A-120 clipping under the floor.
- Error creating thumbnail: File missing
A-60 stuck in a chandelier.
- T-90.jpg
A-90 attacking alongside Timothy.
- Shakey shakey light.png
Shakelights on the floor in front of the Shakelight dispenser.
- Topoflocker.png
A player stuck on top of a locker upon trying to leave it.
- Roomdark.png
The Rooms entrance in a dark room.
- Roomdarkopen.png
Ditto, except unlocked
- Screenshot (1652).png
A screenshot of the Starlight Jug lying on the A-1000 bridge.
- Screenshot 2024-11-21 190852.png
A-60 about to kill a player in The Hotel.
- Screenshot 20241221 110638.jpg
A-60 being crucified.
- Screenshot 20241221 110727.jpg
Ditto, but without Crucifix effects.
- Screenshot 20241221 111026.jpg
A-90 being crucified.
- Screenshot 20241221 111103.jpg
Ditto, but without Crucifix effects.
- Screenshot 20241221 110858.jpg
A-120 being crucified.
- Screenshot 20241221 110922.jpg
Ditto, but without Crucifix effects.
- Screenshot 2024-12-21-16-28-19-424 com.google.android.youtube.jpg
A-120 blocks the next door. (Before The Mines Update)
|-| Miscellaneous=
- STOP.png
The possible origin of A-90's "Block" image.
- Smileyface1.png
A-120's first particle image.
- Smileyface2.png
A-120's second particle image.
- Smileyface3.png
A-120's third particle image.
- Troll A-60.png
The A-60 spawned by the devs when trolling KreekCraft.
|-| Decorations=
- Rooms Table.png
Table.
- Rooms SmallPottedPlant.png
Small Potted Plant.
- RoomsDecoration1.png
Table With A Small Potted Plant.
- RoomsDecoration2.png
An Office Desk.
- RoomsDecoration3.png
L-Shaped Table With Colorful Blocks.
- RoomsDecoration4.png
A Wide Table With 2 Small Potted Plants.
- RoomsDecoration5.png
Shelf With 2 Boxes And A Small Potted Plant.
- RoomsDecoration8.png
Ditto, but with different order.
- RoomsDecoration6.png
Three Tables Stacked.
- RoomsDecoration7.png
Three Upside-Down Tables.
- RoomsDecoration9.png
A Table And 3 Fallen Chairs.
- Rooms Boxes.png
Wood Boxes.
- Rooms PottedPlant.png
Potted Plant.
- Rooms TrashCan.png
Trash Can.
- Rooms KitchenDecoration1.png
The Kitchens Table.
- Rooms KitchenDecoration2.png
Ditto.
- SpilledCarboy.png
Spilled Carboy.
- RectangleBlock.png
Rectangle Block.
|-| nicorocks5555's Rooms=
- RoomsInspiration.jpg
Rooms by nicorocks5555, the inspiration for DOORS and The Rooms.
- OriginalShakelight.png
The original shakelight's render.
- Ogshakelight.png
The Shakelight's original appearance in Nicorocks5555's Rooms, which was the inspiration for this item.
- The Shakelight dispenser in Rooms..png
The Gummy Flashlight dispenser in the original Rooms.
- RoomsBob.png
The Bob nameplate.
</tabber>
References
- ↑ https://create.roblox.com/store/asset/11924478218/Imagesthestareman3 https://create.roblox.com/store/asset/11924266902/Imagesthestareman2
- ↑ 2.0 2.1 A-90 was originally based on the flowey monitor and the faces that appear in TLTs Drunk song
- ↑ [1]
- ↑ "almost all modifiers aren't compatible, also um.... l... lo... nevermind" -LSPLASH, Twitter
- ↑ https://www.youtube.com/watch?v=tOFnujS2ggo
- ↑ When equipping an Alarm Clock, its hands are pointing up, stating it is midnight, although Dread won’t spawn.
- ↑ "FOR THE 500TH TIME BOB (SKELETON) =/= BOB (NICOROCKS) THEY ARE DIFFERENT CHARACTERS... THE BOB NAMEPLATE IN THE ROOMS IS JUST A REFERENCE TO THAT BECAUSE IN THE ORIGINAL ROOMS THERE WAS A BOB NAMEPLATE THERE... THEY ARE DIFFERENT... CITE THAT ON THE WIKI NERD" - RediblesQW, Twitter
- ↑ "it is an official collab with nico" – RediblesQW, Twitter
- ↑ Comment
- ↑ "The multi monster (A-60 not A-50) ... The happy scribble (A-200) ..." – Nicorocks5555, pinned comment
- ↑ https://youtu.be/J-627kpW9yA?t=25
- ↑ rooms might get a small addition sometime soon but as for now it'll be the same -LSPLASH, Twitter
- ↑ "... [The Rooms] forces completionists to take 2h~ out of their day for very lackluster gameplay ... i wonder if people would be fine with a rework of the subfloor, since it might ruin the 'exclusivity' of the a-1000 badge" -LSPLASH, Twitter