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The Rooms: Difference between revisions

From DOORS Wiki
(Undo revision 29662 by Magnifidude7 (talk))
Tag: Undo
(Replaced content with "{{Floors |title = doors is bad |image = The Room.png |rooms = 1001 |date_added = January 28th, 2023 |obtainable_items=Coins, bandages, batteries (when a player has a flashlight), green shake light (10 coins, A-000), Scanner (A-1000) |unusable_items=Crucifix, Candle |exit_spawn_locations=A-200, A-300, A-400, A-500, A-600, A-700, A-800, A-900, A-1000 |entities=A-60, A-90, A-120}} Category:Lists Category:Floors Category:2D Entities Category:Miscellaneous...")
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{{Floors
{{Floors
|title = The Rooms
|title = doors is bad
|image = The Room.png
|image = The Room.png
|rooms = 1001
|rooms = 1001
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|exit_spawn_locations=A-200, A-300, A-400, A-500, A-600, A-700, A-800, A-900, A-1000
|exit_spawn_locations=A-200, A-300, A-400, A-500, A-600, A-700, A-800, A-900, A-1000
|entities=A-60, A-90, A-120}}
|entities=A-60, A-90, A-120}}
[[File:The Rooms ambience.ogg|thumb|The ambient sound that is heard through The Rooms.]]
'''The Rooms''' is a [[Floors|Floor]] separate from the [[Hotel]] that can be explored during gameplay. It has 1000 office-like rooms, with all entities in ''The Rooms'' being slightly modified from the game [[w:c:r-rooms|Rooms]], with the exception of A-90 being originally created, and another being [[Glitch]], which is from ''[[DOORS]]'' itself.

== {{Icons|Overview}} Overview ==
Unlike other [[floors]], ''The Rooms'' can only be accessed through a secret door that can be found around Door 60 of the [[Hotel]]. Said door is locked behind a gate which can only be opened by activating the lever in the [[Hotel#Large_Basement|Large Basement]] at Door 61, then going back and using a [[Skeleton Key]] and two [[Lockpick|Lockpicks]] to open the A-000 door. After this, the player will be prompted to open the door by holding the letter E (if the player is on PC) or the interact button (on mobile). All players need to be near the door in order to continue, and opening the door will trigger a timer. The secret pathway is behind a closet adjacent to either the left or right wall. However, the Large Basement can rarely spawn at Door 63 and the entrance to ''The Rooms'' will be at Door 64. When this happens, the gate to ''The Rooms'' will already be open. There is also a chance of the Large Basement spawning in Door 64 and the entrance to ''The Rooms'' spawning in Door 67.

The first room (A-000) contains an area where the player 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 slightly dimmer than the [[Flashlight]]. It does not use [[Batteries]], and is instead charged by pressing the {{Key|Left Mouse}} button repetitively or the Interact Button on mobile, causing a shaking animation in-game. Unlike the regular flashlight, the Shakelight cannot be turned off whilst equipped, just like the [[Candle]].

Players are forced to explore a seemingly infinite set of isolated office spaces. These rooms darken as they progress, which makes light sources essential in later gameplay. Batteries are scattered around the building, so if players have a [[Flashlight]], they will be able to get them throughout the run.

Beyond A-100, the rooms' lighting will become dimmer and dimmer until A-200, where they can hardly see anything outside of the slight light the player emits. This makes light sources almost essential to surviving.

After A-200, there will be special rooms every 50-100 rooms which will contain an exit door. When entered the player will be placed in [[The Infirmary]]. Living players will keep all the items they had on them, including the Shakelight. To get to the true end of ''The Rooms'', the player must pass all of these exits and make it to A-1000.

Starting from A-300, piles of gold become much more common, and they tend to appear as piles of 50 gold (two golden bars), 75 gold (three golden bars among two gold coins) and 100 gold (three golden bars among three gold coins and two jewels).

In A-1000, instead of a normal office space, the player will enter the bridge from the [[lobby]] surrounded by darkness with a glowing door at the end. On the bridge, they will be able to find a [[Scanner]] that functions as a night-vision camera and an item radar. Exiting through the Door will return them to The Infirmary, with the [[Scanner]] coming with them (if picked up). Reaching this point will give them a [[Achievements#Floors|hidden achievement]] as well.

== {{Icons|Behavior}} Entities ==
The entities that inhabit ''The Rooms'' are particularly enigmatic. Similar to the entities in the Hotel, they only serve to hinder the player's progress. There are currently five known entities. The [[Crucifix]] will not banish any of them, nor can the [[Candle]] detect them.
<tabber>
|-|
A-60=
{| class="article-table" width="100%" !
|-
|
{{Entities
|title = A-60
|image = A-60 DOORS.png
|attack = Spawns in a previous room, charging through rooms and killing any players in its way similarly to [[Rush]]. Emits a glitchy crackling sound when approaching.
|date_added=January 28th, 2023
|damage = {{Icons|Instakill|link=Damage}} Instant Death
|creator(s) = [https://web.roblox.com/users/48501231/profile nicorocks5555]
|sound1 = '''Nearby (WARNING: LOUD)''' [[File:NearbyA60.mp3]]
|sound2 = '''Distant''' [[File:DistantA60.mp3]]
|sound3 = '''Rumble''' [[File:RumbleA60.mp3]]
|sound4 = '''Fakeout''' [[File:FakeoutA60.mp3]]}}
<choose uncached>
<option>{{Quote|Oh... the red one. I'm not too sure on what I would call it... Well, it usually attacks around room A-60, so... you could just call it A-60. I don't know.|Curious Light}}</option>
</choose>
== {{Icons|Overview}} Appearance ==
A-60 takes on the appearance of a distorted, scarlet. face with a wide grin, ensnared in a crimson, mist-like aura. One of its mouths is covered up to some degree, possibly by the mist or its own "lip", and it has a far less visible mouth of sharp teeth hidden by its first mouth, as well as having two pairs of eyes, one pair being glaring red eyes and the secondary pair being small black dots. During its charge, it emits a bright red light, accompanied by giant smiles surrounding it.
== {{Icons|Behavior}} Behavior ==
A-60 is an entity that can spawn in any room but is most commonly encountered from Room 60 onwards, hence its name. It functions similarly to [[Rush]], speeding through ''The Rooms'' from behind and killing any player who is not inside a locker. A-60 abides by similar terms as to how [[Rush]] spawns, spawning if a door was opened. Any newly opened room that had caused A-60 to spawn will contain a locker, allowing for players to hide when it approaches.

Due to A-60 not causing the lights to flicker, knowing when A-60 will arrive is dependent on its sound cue, meaning players need to be more attentive to audio cues once having passed Door A-60. The first audio cue it makes is a distorted crackling, almost static-like sound. The second audio cue plays once A-60 is closer, A-60 will emit a high pitched, hissing sound, indicating when it is within close range.

Due to its significantly increased speed, A-60 both moves and despawns quicker when compared to A-120. Although A-60's speed can vary and is usually determined by the curvature of the rooms before or the objects in a room, in which it has to move around.

== {{Icons|Trivia}} Trivia ==
* Any room where A-60 spawns will always have lockers, meaning opening rooms without lockers are considered safe and players won't need to worry about A-60.
** A-120 is similar to A-60, though the room before opening the room with A-120 will always have lockers, and the next room may not.
* A-60 is a direct reference to rooms' entity with the same name - A-60, sharing near identical features.
** The only differing trait is that A-60 within ''DOORS'' is a static image, meanwhile A-60 in Rooms' is a shifting, actively changing image.
* Sometimes inside ''The Rooms'', the player may hear ambient noise similar to A-60's approaching sound, starting up and then fading away quickly.
** This does not mean A-60 is coming, and it is likely there to fool players. It should be noted that A-60'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.
*A-60 can spawn as early as Room A-001.
*A-60 slows down when A-90 shows up during its arrival.

|}
|-|
A-90=
{| class="article-table" width="100%" !
|-
|
{{Entities
|title = A-90
|image = <gallery>
A-90 IDLE.png|Normal
Blocka90.png|Blocked
A-90 JUMPSCARE.png|Jumpscare
</gallery>
|attack = Shows up on the player's screen and attacks shortly thereafter if the player doesn't stop moving.
|date_added=January 28th, 2023
|damage = {{Icons|Damage|link=Damage}} 90-100
|creator(s) = [https://www.roblox.com/users/17437100 Average_Chan]
|sound1 = '''Spawn''' [[File:A90SpawnSound.ogg]]
|sound2 = '''Jumpscare (WARNING: LOUD)''' [[File:A90Hit.ogg]]
|sound3 = '''Fakeout''' [[File:FakeoutA90.mp3]]}}
<choose uncached>
<option>{{Quote|Oh that one... I hope that one isn't too confusing. All I'll let you know is that it starts attacking after Room A-90. So, you could call it A-90.|Curious Light}}</option>
</choose>
== {{Icons|Overview}} Appearance ==
A-90 appears as a pixelated, monochromatic face that is heavily distorted. Its eyes are fully black, and it appears to be looking slightly upwards. It is encompassed by a red static when it appears on a player's screen.
In its jumpscare, it appears somewhat similar to [[Ambush]], appearing more glitched and pixelated, along with its eye sockets and mouth expanding into giant gaping holes. The entity gains a red hue surrounding it, with the red static covering the majority of the left side of its face.

The red stop sign that appears before the attack contains an open un-splayed hand, indicating the mechanic of A-90 briefly.
== {{Icons|Behavior}} Behavior ==
A-90 is an entity that can spawn in any room, but it appears most commonly starting from Room 90. Unlike the other entities present in ''The Rooms'', A-90 can spawn at random intervals without the player having to enter a new room. After spawning, A-90 will randomly show its face around the center of your screen as an indication of an attack. After this brief indication, your screen will be blocked by red static and a stop sign, in which any kind of movement, including camera movement or entering a locker, will enable it to enter its jumpscare form and damage the player for 90 health.

== {{Icons|Trivia}} Trivia ==
* If A-90 spawns while A-60 or A-120 are attacking, A-60 will be slowed down while A-120 is paused during A-90's attack.
** This is likely to give players more fair time to find a locker while avoiding A-90's attack.
** A-60 will remain slowed down even after A-90 performed its attack, while A-120 retains its usual speed. It's unknown if this is a bug or not.
* Its jumpscare scream is the Plants Vs Zombies Game Over scream but heavily distorted.
* When A-90 attacks, volumes of any other playing sound will be turned down, and then gradually up again as A-90 finishes its (attempted) attack.
* A-90 is an original entity that only appears in the Doors version of ''The Rooms''.
*A-90 is the only entity that has a jumpscare in ''The Rooms''.
*A-90's first glitchy sound before the game may be from "Hello Neighbor", specifically the [https://www.youtube.com/watch?v=z4qWeS7fi_E UnrealEngineMIssingScript]" sound.
*A-90 can still appear even if the player has opened and entered the door to A-1000.
*A-90 is often considered the most hated entity as of the Hotel+ update.
**This is ironic, considering that it is the only original entity in ''The Rooms''.
|}
|-|
A-120=
{| class="article-table" width="100%" !
|-
|
{{Entities
|title = A-120
|image = A-120 IDLE.png
|attack = Spawns randomly in a room ahead of the last opened room, charging through rooms and killing any players in its way and may sometimes rebound once or twice. It’s audio cue sounds like metallic thumps.
|date_added=January 28th, 2023
|damage = {{Icons|Instakill|link=Damage}} Instant Death
|creator(s) = [https://web.roblox.com/users/48501231/profile nicorocks5555]
|sound1 = '''Nearby''' [[File:NearbyA120.mp3]]
|sound2 = '''Distant''' [[File:DistantA120.mp3]]
|sound3 = '''Ambience''' [[File:AmbienceA120.mp3]]}}
<choose uncached>
<option>{{Quote|Oh. The squiggly-face. It starts attacking after A-120.|Curious Light}}</option>
</choose>
== {{Icons|Overview}} Appearance ==
A-120 obtains the aspect of a crude, purely white drawing of a smile, with it accompanied by round, oval-shaped eyes. It is encircled by a multicoloured, pixelated aura, as well as additional distortion to its uncanny appearance. It rapidly flickers when traversing throughout ''The Rooms'', blinking in and out of sight.
== {{Icons|Behavior}} Behavior ==
''A-120'', while more consistently appearing above door A-120, has the rare capability of appearing on earlier doors. It, likened to its counterpart A-60, rushes through rooms, killing any players not hiding. Its sound cue is akin to a subtle metallic clanging, with this sound being much less evident in comparison to ''A-60'', meaning ones hearing should be keen above A-120.

Unlike ''A-60'', ''A-120'' will appear within the door ahead of the player, beginning its approach. It should be noted that due to the slight delay in its appearance, as well its slower speed, means players will typically have an adequate amount of time to notice, and evade ''A-120''. ''A-120'' may also have the inconsistent chance of rebounding, similar in manners to [[Ambush]], meaning remaining in lockers are advised, before a player can conclude that ''A-120'' is absent. A-120 has a chance to spawn if there is a locker in the previous room, meaning that there is no guarantee that there will be a locker in the next room when A-120 spawns. [[Vitamins]] are useful in case the locker is far away, or if A-90 spawns.

Should a player attempt to exit the current room they are within, while A-120 is present, a string of text stating: "Something is stopping you from opening this door." will appear, prohibiting the player from progressing forward. Thus, players must utilize hiding spots available, and not waste time attempting to progress further.

== {{Icons|Trivia}} Trivia ==
*Curious Light initially refers to A-120 as "Squiggly-Face", though it promptly renames the entity to its current, collective name.
*The room where A-120 spawns has a chance of not having any lockers, meaning players should stay cautious when opening a new door after room A-120 when the current room has lockers.
*A-120 is a direct reference to rooms' A-200, like most of the entities within ''The Rooms''.
**A-120 is more distorted in appearance when compared to A-200. It additionally has a differing moniker, due to ''A-120'' appearing upon room A-120, while A-200 appears on its designated number as well.
*Like A-60 in Doors, A-120 is a static image.
**In Rooms, A-200 frequently motions around in sporadic manners, as if drawn multiple times, gifting the entity a waving effect.
*The earlier appearance of ''A-120'' is likely to make ''The Rooms'' less repetitive, or more difficult.
*A-120 sound originates from a roblox sound named Timpani Sounds (a) but it is slowed down.
*Instead of rushing through the room in a straight line like A-60, A-120 will go towards the player.
|}
|-|Curious Light=
{| class="article-table" width="100%" !
|-
|
{{Conjecture}}
{{Entities
|title = Curious Light
|image = Curious Light Icon.png
|attack = Attempts to guide the player with hints in similar mannerisms to its counterpart, [[Guiding Light]], albeit more vaguely.
|sound1 = '''Theme''' [[File:Curious Light.ogg]]}}
== {{Icons|Overview}} Appearance ==
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.

It can be further identified by its unique soundtrack, being a much more quiet and somber version of the soundtrack [[Soundtrack|Guiding Light]], hinting at a possible affiliation between the entities.
== {{Icons|Behavior}} Behavior ==
Curious Light can only be seen after dying in ''The Rooms'', 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.

Parallel to Guiding Light, Curious Light does not actively light up dark environments, or provide assistance in general, being only present in a player's death. And when it does assist the player it is very vague.

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 also may imply that the Curious Light is either not confident or unsure about The Rooms (completely unlike the Guiding Light).
== {{Icons|Speech}} '''Death Messages''' ==
{| class="mw-collapsible mw-collapsed fandom-table" style="width: 100%"
! Addressal
! Entity
! Advice
|-
| rowspan="3" | Oh... Hello.


I'm surprised you found this place.

It's pretty tedious just to get here, last time I checked.

Anyways, what'd you die to?
| A-60
| Oh... the red one. I'm not too sure on what I would call it...


Well, it usually attacks around room A-60, so...

...you could just call it A-60. I don't know.

Anyways, I hope you don't mind trying again. It would be helpful.
|-
| A-90
| Oh that one...


I hope that one isn't too confusing.

All I'll let you know is that it starts attacking after Room A-90.

So, you could call it A-90.

Anyways, I hope you don't mind trying again. It would be helpful.
|-
| A-120
| Oh. The squiggly-face.


It starts attacking after A-120.

Anyways, I hope you don't mind trying again. It would be helpful.
|-
| rowspan="3" | Welcome back.


The Rooms are quite empty, but the few entities inhabiting them are quite lethal.

Which one did you encounter this time?
| A-60
| A-60 again...


I don't think this one is too hard to figure out.

Alright, hurry back. We're not done yet.
|-
| A-90
| A-90 again?


I don't think I... I don't think this one is too clear.

Hopefully you can figure it out.

Alright, hurry back. We're not done yet.
|-
| A-120
| A-120 again...


This shouldn't be hard to figure out either.

Alright, hurry back. We're not done yet.
|-
| rowspan="3" | Dead again.


What got you this time?
| A-60
| A-60 again...


Hmm... Maybe try hiding next time?

See you next time.
|-
| A-90
| A-90 again?


I usually don't give hints, but I'll admit that this one is a bit confusing.

Let's just say that... hmm... it detects movement.

See you next time.
|-
| A-120
| A-120 again...


This shouldn't be hard to figure out either.

See you next time.
|-
| rowspan="3" | Hmm. What was it this time?
| A-60
| A-60 again...


Hmm... Maybe try hiding next time?

You can do this. I believe in you.

I'll see you next time. Right?
|-
| A-90
| A-90 again?


I usually don't give hints, but I'll admit that this one is a bit confusing.

Let's just say that... hmm... it detects movement.

You can do this. I believe in you.

I'll see you next time. Right?
|-
| A-120
| A-120 again...


This shouldn't be hard to figure out either.

You can do this. I believe in you.

I'll see you next time. Right?
|}
|}
|-|Glitch=
{| class="article-table" width="100%" !
|-
|
{{Entities
|title = Glitch
|image = GLITCH11.png
|attack = Jumpscares and teleports players to the next room.
|date_added = August 10th, 2022
|creator(s) = [[RediblesQW]]
|sound1='''Sound 1 (WARNING: LOUD)''' [[File:Glitch-Sound1.mp3]]
|sound2='''Sound 2''' [[File:Glitch-Sound2.mp3]]
|sound3='''Jumpscare''' [[File:Glitch-Jumpscare.mp3]]}}
''Main Article: [[Glitch]]''

Glitch is an enigmatic [[List of Entities|entity]] that resides in the [[Hotel]] and ''The Rooms''. 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.
== {{Icons|Behavior}} Behavior ==
Glitch isn't much different from its 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.
Please note that, unlike the other Entities on this list, Glitch is not exclusive to ''The Rooms''.
</tabber>

=== Notes ===
* Players cannot return to the main game unless they die, leave the game, or reach an exit.
** Retrying will automatically send the player back to the [[elevator]].
* Like [[The Greenhouse]] and [[The Electrical Room]], the player is not able to use [[revives]] in ''The Rooms''.
* Players spectating in ''The Rooms'' will be revived upon exiting ''The Rooms'' and receive the "Back on Track" [[achievement]].
* The [[Crucifix]] and [[Candle]] are unusable inside ''The Rooms''; equipping them will give the player the message "Your (item) feels lighter than normal..."
* There is a small chance that [[bandages]] can spawn at any point in ''The Rooms.''
* 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.
*** Additionally, the Herb's effect does not carry over to ''The Rooms'', which means that players should save any extra [[Skeleton Key|Skeleton Keys]] until exiting ''The Rooms'', due to being put into the [[The Infirmary|Infirmary]] upon exit, where the Green Herb is found.
***It can be useful entering ''The Rooms'' if the player is aiming to find [[Gold]], as it can be found commonly in ''The Rooms,'' meaning exiting the rooms with a supply of gold can result in a higher amount of [[Knobs]].
* There is a small chance that a [[Flashlight]] can spawn in ''The Rooms''.
* [[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 it's 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 always play the same ambient sound heard coming from Door A-000, so the players will always know whenever it is nearby, due to being able to hear it in the room prior to the exit.
* As players transverse ''The Rooms'', the Rooms become progressively darker.
*A-90 does have a chance to spawn at any time. Even at the lobby, or at A-1000. It is recommended to use only the W-A-S-D keys to navigate through ''The Rooms'', so when A-90 spawns, the player can easily let go of their keyboard, increasing their survival rate.

== {{Icons|Trivia}} Trivia ==
* Each Room is about 50 studs long (this is a rough estimate) - Therefore, upon reaching Room 1000, the player is 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.
* A-60 has appeared prior to ''The Rooms'' being added; as a [[Secrets|troll entity]] during one of [https://www.youtube.com/c/KreekCraft KreekCraft's] streams.
** This makes A-60 the only entity in ''The Rooms'' to make an appearance before being added to the game.
* A-90 was not present in the original Rooms.
* After the [[2023 April Fools Event|SUPER HARD MODE]] update, if you escape The Rooms, you will be granted 100 knobs.
* This is the first secret floor to have been released.
** This has been known to be the sub-floor of [[DOORS]].
* ''The Rooms'' can take anywhere between one to six hours to beat, as it has a total of 1,000 rooms.
* Most of the random names displayed in the nameplates found in the office cubicles are most likely references:
** 'Nico' referencing [https://www.roblox.com/users/48501231/profile Nicorocks5555], the original creator of Rooms.
** 'Bob' being most likely a reference to two of [https://www.roblox.com/users/48501231/profile Nicorocks555's] games, [https://www.roblox.com/games/4813102247 Bob's Coinventure] and [https://www.roblox.com/games/4929519112/ Bob is missing].
***It may also be a reference to [[Bob|Bob Skellyfriend]], found in [[Jeff Shop|Jeff's Shop]].
** 'Jasper' referencing [[jasper_creations]], an animator for ''DOORS''.
** 'Thump' referencing one of the people who helped out with ''DOORS'', [https://www.roblox.com/users/36838418/profile ItsThump].
** 'Look Behind You' being a reference to the hidden Developer Console and Lobby [[Secrets|secret]].
** 'Saul' may just 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.<ref>[https://twitter.com/RediblesQW/status/1620366693318144001 "it is an official collab with nico"] – RediblesQW, Twitter</ref>
* Each of ''The Rooms'' hostile entities names are multiples of 30 with an 'A-' in front of the number. However, there is no A-30 entity.
* [[Glitch]] is the only entity in ''The Rooms'' that debuted before ''The Rooms''<nowiki/>' release.
** Unlike the other Rooms Entities, [[Glitch]] is not exclusive to ''The Room''<nowiki/>''s'', 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.''<ref>[https://youtu.be/k7i6ZkvHzv0 "The multi monster (A-60 not A-50) ... The happy scribble (A-200) ..."] – Nicorocks5555, pinned comment</ref>
* The [[Hotel#Large_Basement|Large Basement]] can rarely spawn before the room containing the door that leads to ''The Rooms''. This is likely unintentional.
** It is also possible for the [[Hotel#Large_Basement|Large Basement]] to spawn one or more doors away, and it only activates any gates that may be in rooms in front of or behind it. This means that if ''The Rooms'' entrance does spawn one or more doors away, then it would be completely impossible to enter ''The Rooms'' in that run.
* Behind the metal doors at the Lobby of ''The Rooms'' seems to have a dark hallway that leads to nowhere, despite the player having no access to it in the first place.<ref>https://youtu.be/J-627kpW9yA?t=25</ref>
** It's possible that a cutscene might've been planned sometime during development of the Hotel+ Update but was eventually scrapped for unknown reasons.
* Reaching and exiting A-1000 will also give the player the Back On Track badge if they haven't already used an exit door.
** Using any of the exits past A-200 will also grant this badge.
* The end of ''The Rooms'' is filled with blue triangular particles, visually similar to those found emitted by the [[Rift]].
* A-120 is the only entity that can "follow" the players before killing them, making hiding from it without the use of lockers impossible. This may be a reference to how the monsters in the original games' AI works.
* Sometimes, all the hostile entities except for [[Glitch]] can have a chance of appearing before the respective room they're named after. This is likely a bug, or just rare.
* The [[Scanner]] 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.
* It has been confirmed that 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>
*Curious Light's name originates from a soundtrack by LSPLASH ([https://www.youtube.com/watch?v=hGhFETQxHiI here]).
*The exit door in A-1000 is actually unlabeled A-1001. This can be seen using exploits or going into the game files.
*The exit door can spawn at A-200, A-300, A-400, and so on all the way to A-1000.
*The ''Rooms'' can take an average of two hours if the player wants to go to A-1000, but about 15-25 minutes to A-200.
*Trying to enter ''The Rooms'' in [[2023 April Fools Event|Super Hard Mode]] will result in the player being taken to [https://www.roblox.com/games/155382109/Survive-and-Kill-the-Killers-in-Area-51 Survive and Kill the Killers in Area 51!!!], which is a completely different Roblox game.
*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. It it similar to the Undertale soundtrack "But Nobody Came", as both of them are low pitched and monotone.

== {{Icons|Achievement}} Related Achievements ==
{{Achievement|image=Detour Badge.png|title=Detour|text=I think I'm lost.|text2=Enter The Rooms.}}
{{Achievement|image=Back On Track Badge.png|title=Back On Track|text=That sucked... but hey, check out this cool flashlight!|text2=Escape The Rooms.}}
{{Achievement|image=??? Badge.png|title=A-1000|text=I can't feel my legs.|text2=Reach the end of The Rooms.}}
{{Achievement|title=Error|image=Error Badge V2.png|text=Well that just happened.|text2=Encounter the Glitch.}}
== {{Icons|Gallery}} Gallery ==
<gallery widths="190">
A-000.png|Entrance to ''The Rooms'', in a crack on a wall.
Theroomstrueexit.png|One of the naturally spawning exits of ''The Rooms''.
Not-so-guiding light.png|Curious Light.
Look behind you Rooms.png|A nametag on a desk that says "Look behind you."
Creepyface1.png|A-60's first particle image.
Creepyface2.png|A-60's second particle image.
Creepyface3.png|A-60's third particle image.
A-60.gif|A-60's in-game animation.
In-game a-60.png|A-60 in-game.
A-90 GLITCHLESS.png|A-90 without the glitch effects.
Smileyface1.png|A-120's first particle image.
Smileyface2.png|A-120's second particle image.
Smileyface3.png|A-120's third particle image.
STOP.png|The possible origin of A-90's "Block" image.
Bandaid.png|A Bandage found in ''The Rooms''.
File:Shaklit dispense.png|The [[Shakelight]] dispenser at room A-000
File:Oh noes my crucifix died.png|"Your Crucifix feels lighter than normal..."
A-1000 Success.jpg|A player standing in front of A-1000.
Scanner Spawn.png|The scanner lying on the bridge in room A-1000.
A-1000.jpg|A-1000 exit on low graphics.
A-90 JUMPSCARE.png|A-90’s Jumpscare.
A90attack.png|Ditto but with the red glitched background.
Troll A-60.png|The A-60 spawned by the devs when trolling Kreek.
File:A-60 Old.png|Old A-60 from the original Rooms.
File:A-200 Old.png|A-200 (or A-120) from the original Rooms.
</gallery>

== {{Icons|Gallery}} References ==
{{Reflist}}

{{Navigation}}
[[Category:Lists]]
[[Category:Lists]]
[[Category:Floors]]
[[Category:Floors]]

Revision as of 08:13, 23 April 2023

<infobox layout="stacked"> <title source="title"><default>The Rooms</default><format>doors is bad</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>