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* '''[[Window]]''' - '''Window''' is a relatively harmless entity. It occasionally appears behind a window (if the room has windows), and it'll disappear once thunder strikes. |
* '''[[Window]]''' - '''Window''' is a relatively harmless entity. It occasionally appears behind a window (if the room has windows), and it'll disappear once thunder strikes. |
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* '''[[Shadow]]''' - '''Shadow''' is a relatively harmless entity. It appears once you open a new door, where the lights will flicker, it'll make a loud noise before appearing briefly. |
* '''[[Shadow]]''' - '''Shadow''' is a relatively harmless entity. It appears once you open a new door, where the lights will flicker, it'll make a loud noise before appearing briefly. |
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*Guiding Light - '''The Guiding Light''' is a helpful entity of sorts that can give you tips about each entity when you die. '''The Guiding Light''' is basically a transparent glowing blue light that sparkles. '''The Guiding Light''' also highlights keys, other items and doors when in a Dark Room, and can also emit soft glowing sounds in the Library and in Dark Rooms. |
*[[Guiding Light]] - '''The Guiding Light''' is a helpful entity of sorts that can give you tips about each entity when you die. '''The Guiding Light''' is basically a transparent glowing blue light that sparkles. '''The Guiding Light''' also highlights keys, other items and doors when in a Dark Room, and can also emit soft glowing sounds in the Library and in Dark Rooms. |
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== Floor 2 == |
== Floor 2 == |
Revision as of 22:49, 20 September 2022
"Oye... who do you think built this place? Floors, I mean. " - El Goblino (altered) Floors is currently a stub. Help the wiki by expanding it! The article will be finished soon. Content needed: N/A |
Floors are areas that players progress the story in, serving as 'chapters' for the game.
Overview
There's a total of one floor in the game, ordered from top to bottom by progression:
Floor 1 - Hotel
See Hotel
The Hotel is the first floor, accessed by riding an elevator down from the Lobby, and contains the first 100 Rooms. They can range from offices, to long, dark corridors, and even wine cellars. It takes the appearance of a run-of-the-mill hotel. Multiple drawers and spaces could contain items for progressing through the Hotel, such as gold, light sources, tools for opening locks, and much more.
However, the Hotel is inhabited by multiple entities, most of which are hostile and must be avoided. Here below is a list of hostile entities that must be avoided that are also encountered in the Hotel.
- The Figure - Taking on the appearance of a flayed humanoid, the Figure always resides in Doors 50 and 100. Due to its prominence, it is labeled as the main antagonist of the Hotel.
- Seek - Taking on the appearance of a one-eyed black-gooed humanoid, Seek will always make its victims aware of its arrival through a crescendo phase, which includes eyes appearing in rooms up until its chase sequence. Its chase sequence will always occur two times during a successful run.
- Screech - Screech inhabits any dark rooms (not counting rooms that have their light sources destroyed by Rush or Ambush, or the hallway Halt inhabits). It will make a little "psst" sound, urging players to look at Screech directly in the eyes in order to ward it off.
- Halt - Halt is an interesting entity, to say the least. Inhabiting a dark narrow hallway that is dimly lit with a moonlight blue-like light, Halt will slowly chase players, before teleporting in front of them to make them turn back, repeating this process over and over until the player reaches the end of the hallway.
- Eyes - Eyes randomly summons itself in a room, emitting a purple glow when it does so. Avoid looking at it directly in order to proceed to the next door.
- Rush - Serving as the most frequent threat in the Hotel, Rush occasionally flickers the lights in a new room you enter as a warning before rushing through multiple rooms to catch players.
- Ambush - Although it doesn't attack often, Ambush behaves similarly to Rush. It flickers the lights in a new room that you enter as a slight warning, but it searches through multiple rooms for up to six times, as well as being much more faster then Rush.
- Hide - Hide does not have a physical appearance. However, it serves as a balance feature, which it forces players to get out of beds and wardrobes if they hide for too long.
- Glitch - Despite being enigmatic and inactive for most of the time, Glitch only appears when room generation fails or you stray behind the group for too long.
- Jack - Jack is a relatively harmless entity (for most of the time). It occasionally spawns behind a new door, spooking players who open it. The room that's also behind the door will turn into a crimson-blood like color for a few seconds. However, Jack can hide in closets, scaring players and preventing them from entering.
- Timothy - Timothy is a relatively harmless entity. It occasionally spawns inside of a drawer, jumping at a player who opens the drawer with Timothy inside, dealing 5 damage.
- Window - Window is a relatively harmless entity. It occasionally appears behind a window (if the room has windows), and it'll disappear once thunder strikes.
- Shadow - Shadow is a relatively harmless entity. It appears once you open a new door, where the lights will flicker, it'll make a loud noise before appearing briefly.
- Guiding Light - The Guiding Light is a helpful entity of sorts that can give you tips about each entity when you die. The Guiding Light is basically a transparent glowing blue light that sparkles. The Guiding Light also highlights keys, other items and doors when in a Dark Room, and can also emit soft glowing sounds in the Library and in Dark Rooms.
Floor 2
While nothing concrete is known, it can be assumed that it will take place underground, inferable from the ending cutscene of the Hotel.