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{{Floors |
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|title=The Rooms |
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|image=The Room.png |
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|rooms=1001 (Including A-000 Spawn Room) |
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|date_added=January 29, 2023 |
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|obtainable_items=*Coins |
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*Bandages |
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*Batteries (when a player has a flashlight) |
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*Shakelight (10 coins, A-000) |
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*NVCS-3000 (A-1000) |
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|unusable_items=*Crucifix |
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*Candle |
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|exit_spawn_locations=*A-200 |
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*A-300 |
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*A-400 |
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*A-500 |
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*A-600 |
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*A-700 |
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*A-800 |
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*A-900 |
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*A-1000 |
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|entities=*A-60 |
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*A-90 |
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*A-120}} |
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<choose uncached=""> |
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<option>{{Quote|quote="The Rooms are quite empty, but the few entities inhabiting them are quite lethal."|speaker=Curious Light}}</option> |
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<option>{{Quote|quote="I think I'm lost."|speaker='''Detour''' [[Achievements|Achievement]] description}}</option> |
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<option>{{Quote|quote="Oye, stay far away from room 60, düd. Freaky stuff!"|speaker=[[El Goblino]]}}</option> |
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</choose> |
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[[File:The Rooms.mp3|thumb|The title card sound heard upon entering ''The Rooms''.[[File:Kerosene Explosion Whooshing Poofs Crackling (SFX).ogg|thumb|272x272px|The original sound of the title card sound when entering the rooms.]]|262x262px]] |
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[[File:The Rooms ambience.ogg|thumb|The ambient sound that is heard through ''The Rooms''.|262x262px]] |
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== Overview == |
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'''The Rooms''' is a different "level", separated from the [[Hotel]] that can be explored during gameplay that is based on another Roblox game "Rooms". 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]. There are two entities in ''The Rooms'' that are entirely original to Doors: A-90, which was originally created by the developers ([[Lightning Splash|LSPLASH]] & [[RediblesQW]]), and [[Glitch]], which is from ''[[DOORS]]'' itself. |
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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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==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 [[Hotel|The Hotel.]] At around Door 60, players will encounter a dishevelled room with multiple bookshelves and a single closet. This is the room containing the passage; it is located behind the closet on the right wall. 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" as well as a chain-link gate the same as the gates found in [https://doors-game.fandom.com/wiki/Hotel#Basements basement] rooms. To open the gate players will have to go through the next door to find the [[Interactables|lever]] in the [https://doors-game.fandom.com/wiki/Hotel#Large_Basement_(Mega_Gate_in_game_files) Large Basement], 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 that are still spectating will be revived upon entering and exiting ''The Rooms''.) |
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[[File:TheRoomsEntry.png|thumb|The entrance to ''The Rooms.'']] |
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The [https://doors-game.fandom.com/wiki/Hotel#Large_Basement_(Mega_Gate_in_game_files) 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 because the player has already used the lever to progress. There is also a small chance of the Large Basement spawning in Door 64 and the entrance to ''The Rooms'' spawning on Door 66, 67. When this happens, the player cannot enter ''The Rooms''. However, ''The Rooms''<nowiki/>' entrance or The [https://doors-game.fandom.com/wiki/Hotel#Large_Basement_(Mega_Gate_in_game_files) Large Basement] cannot spawn before Room 60 and 61 respectively. |
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''The Rooms'' cannot be entered when using modifiers because a shimmering red barrier appears in front of the gate. |
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== Content == |
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[[File:A000.png|thumb|The first room of the rooms, or A-000, which contains the [[Shakelight]].]] |
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The first room (A-000) contains a double door behind the player and a stand 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 it is slightly dimmer than a regular flashlight. It does not use [[batteries]], and is instead charged by pressing the {{Key|Left Mouse}} button repeatedly or the Interact Button on mobile, causing a shaking animation and sound in-game, while making a lot of noise every time it is charged. Unlike the regular flashlight, the [[Shakelight]] cannot be turned off whilst equipped, just like the [[candle]]. |
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[[File:TheRoomsOffice.png|thumb|An example of one of the rooms that spawns within ''The Rooms''.]] |
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Players are then forced to explore empty, isolated and seemingly infinite amounts of office-like rooms. These rooms slowly darkens as players make their way through, most noticeably at A-100. Piles of gold can be seen scattered across the building, but will not spawn past A-120. Batteries can also be found occasionally if any group member(s) has a flashlight. |
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[[File:Theroomstrueexit.png|thumb|One of the special rooms containing an exit door, leading back to the [[Hotel]].]] |
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After A-200, there will be special rooms every 50-100 rooms which contains an exit door. When interacted with, all group members will be teleported back to [[Hotel|The Hotel]] at [[The Infirmary]]. Living players will keep all the items they had on them, including the [[Shakelight]]. 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'', the player must ignore all of these exits and continue all the way to A-1000. |
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[[File:A1000.png|thumb|A-1000, the last room of the Rooms, and the [[NVCS-3000]] laying on the floor. ]] |
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In A-1000, instead of a regular office space, the player will enter the bridge previously featured in the [[Lobby]] surrounded by a dark void, with a glowing door at the end. Further ahead, lying on the bridge, is the [[NVCS-3000]], an item that functions as a night-vision camera and an item radar. Exiting through the door will return them to [[The Infirmary]], with the [[NVCS-3000]] coming with them (if picked up). Reaching this point will also give the player a [[Achievements#Rooms|hidden achievement]]. |
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=={{Icons|Behavior}} 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 the player's progress. There are currently five known entities: A-60, A-90, A-120, Curious Light and [[Glitch]]. |
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<tabber> |
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A-60= |
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{|class="article-table" width="100%" ! |
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|- |
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{{Entities |
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|title=A-60 |
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|image=A-60 DOORS.png |
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|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. |
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|date_added=January 28, 2023 |
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|damage={{Icons|Instakill|link=Damage}} Instant Death |
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|creator(s)=*[https://www.roblox.com/users/48501231 nicorocks5555] |
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|sound1='''Nearby (WARNING: LOUD)''' [[File:NearbyA60.mp3]] |
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|sound2='''Distant''' [[File:DistantA60.mp3]] |
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|sound3='''Rumble''' [[File:RumbleA60.mp3]] |
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|sound4='''Fakeout''' [[File:FakeoutA60.mp3]]}} |
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<choose> |
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<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> |
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</choose> |
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=={{Icons|Overview}} Appearance== |
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'''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. |
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=={{Icons|Behavior}} Behavior== |
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''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. |
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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 they have passed Room 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. |
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Due to its significantly increased speed, ''A-60'' both moves and despawns quicker when compared to A-120. Although ''A-60''<nowiki/>'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. |
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=== Notes === |
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*In the Hotel, the player can survive A-60's attack by standing away out of its path in its sight. This works well in T and plus shaped rooms. |
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*When using the "Room for More" modifier, A-60 can spawn at the same time with Eyes, making it hard to hear due to Eyes' whispers. |
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**The same goes with rain, it is too loud to hear A-60 coming. |
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*As of The Hunt update, A-60 can spawn in dark rooms of Hotel, similar to Rush. |
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*Although rare, A-60 can spawn before door A-0060. |
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=={{Icons|Gallery}} Gallery== |
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<gallery> |
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A-60Jumpscare.gif|''A-60'''s jumpscare. |
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Creepyface1.png|''A-60'''s first particle image. |
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Creepyface2.png|''A-60'''s second particle image. |
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Creepyface3.png|''A-60'''s third particle image. |
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A-60.gif|''A-60'''s animation in-game. |
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In-game a-60.png|A player quickly losing health and dying to ''A-60''. |
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Troll A-60.png|The A-60 spawned by the devs when trolling [https://www.youtube.com/c/KreekCraft KreekCraft]. |
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A-60 Troll.png|Ditto but without color, and flipped. |
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A-60 Old.png|''A-60'''s original face (unedited). |
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</gallery> |
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=={{Icons|Trivia}} Trivia== |
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*''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. |
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**This makes ''A-60'' the only entity in ''The Rooms'' to make an appearance before being added to the game. |
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*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''. |
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**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. |
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**''A-60'' might spawn in a room with no lockers, though it is very rare. |
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*''A-60'' is a direct reference to nicorocks5555's Rooms entity with the same name - ''A-60'', sharing near identical features. |
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**The only differing trait is that ''A-60'' within ''DOORS'' is a static image, meanwhile ''A-60'' in nicorocks5555's Rooms is a shifting, actively changing image. |
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**Another differing trait is that ''A-60'' in nicorocks5555's Rooms can follow the player, but stops moving entirely if the player happens to enter a locker, unlike the ''A-60'' in ''DOORS'', who will navigate The Rooms and then open the next door, just like [[Rush]]. |
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*Sometimes inside ''The Rooms'', the player 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''. |
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*The third particle image of ''A-60'' resembles ''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. |
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*''A-60'' slows down if A-90 shows up during its arrival. |
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*The fact that the entrance to ''The Rooms'' usually spawns around 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 appearances of blood and gore. This was reported by a Roblox user called ijanjatovic09. |
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|} |
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A-90= |
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{|class="article-table" width="100%" ! |
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{{Entities |
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|title=A-90 |
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|image=<gallery> |
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A-90 IDLE.png|Normal |
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Blocka90.png|Blocked |
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A-90 JUMPSCARE.png|Jumpscare |
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</gallery> |
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|attack=Shows up on the player's screen and attacks shortly thereafter if the player doesn't halt their inputs. |
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|date_added=January 28, 2023 |
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|damage={{Icons|Damage|link=Damage}} 90 |
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|creator(s)=*[https://www.roblox.com/users/17437100 NormallyAverage] |
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|sound1='''Spawn''' [[File:Glitchybefore.ogg]] |
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|sound2='''Jumpscare (WARNING: LOUD)''' [[File:Glitchyhitfaster.ogg]] |
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|sound3='''Fakeout''' [[File:FakeoutA90.mp3]]}} |
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<choose> |
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<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> |
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</choose> |
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=={{Icons|Overview}} Appearance== |
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'''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. |
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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. |
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The red stop sign that appears before the attack contains an open un-splayed hand, indicating the mechanic of ''A-90'' briefly. |
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=={{Icons|Behavior}} Behavior== |
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''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, there is a sound of a knock and ''A-90'' will show its face in a random spot on the 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 entering a locker, will cause ''A-90'' to jumpscare the player and damage them for 90 health. |
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==Bugs== |
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*if A-90 attacks the player sometimes this will cause the next A-90 attack regardless of movement by the player to kill the player |
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*There is a bug that happens during the hiding animation, which the A-90 perceives as movement. |
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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 the player moving. After this, the next appearances of the entity will be normal again. |
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=={{Icons|Trivia}} Trivia== |
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*A-90's face almost resembles Photoshop/Omega Flowey's face from Undertale. |
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*A-90 can spawn as early as A-000. |
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*Similar to Screech, ''A-90'' is a client-side entity, which spawns when a remote is fired from the server to the client. |
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**That is also the reason why albeit being a client-side entity, ''A-90'' spawns as the same time for everyone as the remote is fired to every client at the same time. |
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**This means that unlike A-60 nor A-120, latency will not give the player a disadvantage during the entity encounter. |
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**This makes ''A-90'' deletable by the use of exploits, removing the entity from the client completely. |
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***Due to ReplicatedStorage, even if A-90 is deleted from one's client using exploits, the change will not replicate to other players and they can still encounter "A-90". |
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*If ''A-90'' spawns while A-60 is attacking, A-60 will be slowed down during ''A-90''<nowiki/>'s attack. |
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**This is likely to give players more fair time to find a locker while avoiding ''A-90''<nowiki/>'s attack. |
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**A-60 will remain slowed down even after ''A-90'' performed its attack. |
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*''A-90''<nowiki/>'s jumpscare scream is the Plants vs Zombies game over scream but heavily distorted. |
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*When ''A-90'' attacks, volumes of any other playing sounds will be turned down, and then gradually up again as ''A-90'' finishes its (attempted) attack. |
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*''A-90'' is an original entity that only appears in ''DOORS''<nowiki/>' version of ''The Rooms''. |
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*''A-90'' is the only entity that has a jumpscare in ''The Rooms''. |
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*''A-90''<nowiki/>'s first glitchy sound before the game may be from "Hello Neighbor", specifically the "[https://www.youtube.com/watch?v=z4qWeS7fi_E UnrealEngineMissingScript]" sound. |
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*''A-90'' can still appear even if the player has opened and entered the door to A-1000. |
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*''A-90'' has its own [[Merchandise|UGC]] item, also named [https://www.roblox.com/catalog/13584293197/A-90 ''A-90'']. |
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**This is the only UGC item related to ''The Rooms''. |
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**With the exception of [[Timothy]], this is also the only UGC item to just be the name of the entity it resembles. |
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*Many players have reported being killed instantly by ''A-90'' while at full health. This is caused by entering ''The Rooms'' while missing 10 or more health, and as the health bar disappears upon entering ''The Rooms'', this may make the player think their health has been restored, which is not actually the case. |
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*While ''A-90'' can spawn anywhere, it tends to spawn more near lockers and hiding spots, interfering with the player's attempt to flee from A-60 and A-120. |
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=={{Icons|Gallery}} Gallery== |
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<gallery> |
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A-90.png|''A-90'' seen in-game. |
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A-90JumpscareAttempt.gif|''A-90'''s Jumpscare, but being survived. |
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A90.png|''A-90'', but with it's red static background. |
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A90attack.png|Ditto, but with the jumpscare face. |
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A90stop.webp|Ditto, but with the stop sign. |
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Static1.png|''A-90'''s static. |
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A-90 UGC.png|''A-90'''s UGC, named simply '''A-90'''. |
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</gallery> |
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|} |
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A-120= |
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{|class="article-table" width="100%" ! |
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{{Entities |
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|title=A-120 |
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|image=A-120 IDLE.png |
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|attack=Spawns randomly in a room ahead of the last opened room, charging through rooms and killing any players in its way. May sometimes rebound once or twice. Its audio cue sounds like metallic thumps. |
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|date_added=January 28, 2023 |
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|damage={{Icons|Instakill|link=Damage}} Instant Death |
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|creator(s)=*[https://www.roblox.com/users/48501231 nicorocks5555] |
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|sound1='''Nearby''' [[File:NearbyA120.mp3]] |
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|sound2='''Distant''' [[File:DistantA120.mp3]]}} |
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<choose> |
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<option>{{Quote|Oh. The squiggly-face. It starts attacking after A-120.|Curious Light}}</option> |
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</choose> |
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=={{Icons|Overview}} Appearance== |
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'''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 multicolored, pixelated aura, as well as additional distortion to its uncanny appearance. It rapidly flickers when traversing ''The Rooms'', blinking in and out of sight. |
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=={{Icons|Behavior}} Behavior== |
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''A-120'', while more consistently appearing after Room 120, has the rare capability of appearing on earlier doors. It, likened to its counterpart A-60, rushes through rooms, killing any players who are not hiding. Its sound cue is akin to a subtle, sinister metallic clanging, with this sound being much less evident in comparison to A-60, meaning one's hearing should be keen when listening for ''A-120''. The sound increases in volume as the entity progresses through the rooms. |
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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, 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 is advised before the 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. |
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Thus, players must utilize hiding spots available, and not waste time attempting to progress further. |
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=={{Icons|Gallery}} Gallery== |
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<gallery> |
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Smileyface1.png|''A-120'''s first particle image. |
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Smileyface2.png|''A-120'''s second particle image. |
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Smileyface3.png|''A-120'''s third particle image. |
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</gallery> |
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=={{Icons|Trivia}} Trivia== |
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*Curious Light initially refers to ''A-120'' as "Squiggly-Face", though it promptly renames the entity to its current, collective name. |
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*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 120 when the current room has lockers. |
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*''A-120'' can only spawn if the previous room had a locker. |
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*''A-120'' is a direct reference to Rooms' A-200, like most of the entities within ''The Rooms''. |
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**''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 120, while A-200 appears on its designated number as well. |
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*Like A-60 and A-90, ''A-120'' is a static image. |
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**In nicorocks5555's Rooms, A-200 frequently motions around in sporadic manners, as if drawn multiple times, gifting the entity a waving effect. |
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*The earlier appearance of ''A-120'' is likely to make ''The Rooms'' less repetitive, or more difficult. |
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*''A-120''<nowiki/>'s sound originates from a Roblox sound named Timpani Sounds (a) but it is slowed down. |
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*Instead of rushing through the room in a straight line like A-60, ''A-120'' will go towards the player. |
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*''A-120'''s near sound is somehow similar to A-60's. |
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|} |
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|-|Curious Light= |
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{|class="article-table" width="100%" ! |
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{{Conjecture}} |
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{{About|Curious Light in ''The Rooms''|[[The Backdoor#Curious Light|Curious Light in the other sub-floor, The Backdoor]]}} |
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{{Entities |
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|title=Curious Light |
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|image=Curious Light Icon.png |
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|attack=Attempts to guide the player with hints in similar mannerisms to its counterpart, [[Guiding Light]], albeit more vaguely. |
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|sound1='''Theme''' [[File:Curious Light.ogg]] |
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|sound2='''Ambience''' [[File:Audio loopsecret.ogg]]}} |
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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]]}}</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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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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=={{Icons|Behavior}} Behavior== |
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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 provide assistance in general, being only present in a player's death or lighting up an exit door. And when it does assist the 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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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=Glitch Icon.png |
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|attack=Jumpscares and teleports players to the next room. |
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|date_added=August 10, 2022 |
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|creator(s)=*[[RediblesQW]] |
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|sound1='''Sound 1 (WARNING: LOUD)''' [[File:Glitch-Sound1.mp3]] |
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|sound2='''Sound 2''' [[File:Glitch-Sound2.mp3]] |
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|sound3='''Jumpscare''' [[File:Glitch-Jumpscare.mp3]]}} |
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''Main Article: [[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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</tabber> |
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===Notes=== |
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*Players can only return to the main game (or The Hotel) if they die, leave the game, or reach an exit. |
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**Retrying will automatically send the player back to the [[Elevator]]. |
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* Like [[The Greenhouse]] and [[The Electrical Room]], the player is not able to use [[Revives]] in ''The Rooms'', unless the 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 the player exits ''The Rooms'' (Including A-1000). |
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** As of the Hunt update, players will no longer be revived upon exiting ''The Rooms''. |
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*Players spectating in the main game will be revived upon entering ''The Rooms.'' |
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*The crucifix and candle are useless inside ''The Rooms''; equipping them will give the player the message "Your [item] feels lighter than normal..." |
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**Even though the candle's flame is lit while equipped, it will not give any help in detecting the entities or use any durability in ''The Rooms''. |
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***The candle will also glow more of a yellowish-orange color, hinting that [[Guiding Light]] is not present and instead [[Curious Light]]. |
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*There is a small chance that [[bandages]] can spawn at any point in ''The Rooms''. |
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**If a player takes damage from A-90 without dying, then gets enough bandages to get full health (4 bandages, at extremely low odds), then they can survive another A-90 attack. |
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*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. |
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**The herb effect used to not be able to be brought into rooms, but after a few videos on YouTube showed that it was possible, the developers added it back in.{{Fact}} |
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* It can be useful entering ''The Rooms'' if the player is 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]]. |
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** As of The Hunt update, Gold will stop spawning at about A-060, making ''The Rooms'' a less viable way to get gold.<sup>[citation needed]</sup> |
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*** That said, escaping ''The Rooms'' from any exit is tied with The Backdoor for most knobs given for escaping a floor currently, at 100. |
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*There is a small chance that a flashlight can spawn in ''The Rooms''. |
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*[[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. |
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*Exit doors will always play [[Curious Light]]'s ambience (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. |
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*A-90 gives off a very subtle static noise before attacking the player, similar sounds to A-60. |
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*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. |
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*Activating any [[modifiers]] prevents the player from accessing the Rooms, by blocking the entrance to the rooms with a red barrier. |
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**This is because most modifiers aren't compatible. <ref> [https://twitter.com/LightningSplash/status/1699830533578977640?t=fZ2Kc0jXAeSRSBb1K_QIag&s=19 "almost all modifiers aren't compatible, also um.... l... lo... nevermind" -LSPLASH, Twitter] </ref> |
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**This can also be hinting at the [[Mischievous Light]] entity that alerts the figure when people enter the library in Tower heroes. Whether Mischievous Light is canon has not been confirmed or denied, but LSPLASH could have just made the gate not open, so the red barrier seems very intentional. |
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*It's possible to survive A-60 without hiding, where the player has to be in the room featuring 2 stairs leading to an office compartment and two lockers, and to be hiding between the two lockers and underneath the bridge. |
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**Be cautious about this, since A-60 hovers into the ground at a fast speed, similar to Rush and Ambush once they despawn. |
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=={{Icons|Trivia}} Trivia == |
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*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. |
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**This makes The Rooms approximately 14 kilometers long (or 8.6 miles). |
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**Another thing to note is that The Rooms does not have any corner rooms that can generate, as it is all straight rooms. |
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*After the [[2023 April Fools Event|''SUPER HARD MODE!!!'']] update, if the player escapes ''The Rooms'', they will be granted 100 [[knobs]]. |
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*This is the first secret floor to have been released. |
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** This has been known to be the first sub-floor of DOORS (second being [[The Backdoor]]). |
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***When exiting ''The Rooms'', the game counts it as a floor, with a parenthesized "2" next to it. |
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*Most of the random names displayed in the nameplates found in the office cubicles are most likely references: |
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**'Nico' referencing [https://www.roblox.com/users/48501231/profile Nicorocks5555], the original creator of Rooms. |
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**'Bob' being a reference to one of the nameplates in the original ''Rooms''.<ref>[https://twitter.com/RediblesQW/status/1684680615860297728?s=20 "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</ref> |
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***'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. |
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**'Jasper' referencing [[jasper_creations]], an animator for ''DOORS''. |
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**'Thump' referencing one of the people who helped out with ''DOORS'', [https://www.roblox.com/users/36838418/profile ItsThump]. |
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**'Look Behind You' being a reference to the hidden Developer Console and Lobby secret. |
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**'Saul' may be a joke reference to the show ''[https://en.wikipedia.org/wiki/Better_Call_Saul Better Call Saul]''. |
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*The purple keycard found on some desks is possibly a reference to the one found in 'Bob is missing'. |
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*''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> |
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*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. |
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*Glitch is the only entity in ''The Rooms'' that debuted before ''The Rooms''<nowiki/>' release. |
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**Unlike the other Rooms Entities, Glitch is not exclusive to ''The Rooms'' or modifiers related to ''The Rooms'', and can be found in the main game. |
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* 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. |
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* All Rooms entities were planned to be given original names rather than room numbers. |
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**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> |
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*Behind the metal doors at the lobby of ''The Rooms'' seems to be a dark hallway that leads to nowhere, despite the player having no access to it without exploits.<ref>https://youtu.be/J-627kpW9yA?t=25</ref> |
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** 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. |
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*A-1000 is filled with blue triangular particles and purple fog, visually similar to those found emitted by the [[Rift]]. |
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**These particles are called "[https://www.roblox.com/library/11868718459/Images-particles2 particles2]", "[https://www.roblox.com/library/11869189963/Images-particles4 particles4]", and "[https://www.roblox.com/library/6973238315/Images-clouds clouds]" |
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*A-120 is the only entity that will move to every player before sweeping the hallways similarly to Ambush, making hiding from it without the use of lockers impossible. This may be a reference to how the AI of the monsters in the original game works. |
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*Sometimes, all the hostile entities except for Glitch can have a chance of appearing before the respective room they're named after. |
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*All rooms (apart from A-1000) originate from the original Rooms by Nico. |
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**The room where the exit can be found may originate from an unused room from Rooms, titled "''templateroom''". |
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*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. |
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*The exit door in A-1000 is an unlabeled A-1001 door. This can only be seen using exploits or by looking through the game files. |
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*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. |
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*It takes around 2-3 hours to reach A-1000, and around 25 minutes to reach A-200 (the first exit). |
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*Before the modifiers update, entering the rooms in SUPER HARD MODE!!! would result in the player being teleported to [https://www.roblox.com/games/155382109/Survive-and-Kill-the-Killers-in-Area-51 Survive and Kill the Killers in Area 51!!!]. |
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*''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 is similar to the Undertale soundtrack "But Nobody Came", as both of them are low pitched and monotone. |
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* The ambience heard in ''The Rooms'' comes from [https://www.roblox.com/library/9112916126/ROBLOX-Music-Horror this audio]. The in-game version is slowed down to a pitch of 0.1. |
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*If a player gets to A-000 in a group game, all of their group members will be revived upon teleportation to ''The Rooms.'' |
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**This can also be said the other way around, If a Player reaches a Checkpoint or A-1000. |
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* The Rooms might get a small addition. <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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*If the player is using the "Room For More" modifier, the Crucifix and Candle will still remain useless against these three entities despite not being told that "Your [item] feels lighter than normal..." This is likely a bug. |
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** Additionally, the "In Plain Sight" achievement cannot be obtained by hiding from A-60 without a hiding spot in the [[Hotel]]. This is also likely a bug. |
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*The "Back On Track" achievement is a reference to the Geometry Dash level, "Back On Track". |
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*The (possible) 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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*As of The Hunt update, the room A-1000 bridge will be slightly darker than before. |
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*The Rooms does not contain any [[Interactables]]. |
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=={{Icons|Door}}Bugs== |
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*When dead players are spectating, ''A-90'' is not shown. |
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*There is a room generation glitch where the door A-1001 spawns. |
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*There is a glitch that if the player enters or exits ''The Rooms'', it doesn't show their remaining health when they get teleported, making it seem that A-90 instantly killed them, but it still only dealt 90 damage. |
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*Sometimes, when exiting The Rooms for the first time, the player will not receive the "Back on Track" achievement. |
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**This will not let the player to select either "Stop Right There" or "Room For More" ''modifiers,'' unless someone else has the "Back on Track" achievement. |
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*Another possible quirk that happens when entering The Rooms for the first time is that the player will not receive the "Detour" badge. |
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*If the player has a weak internet connection or is playing on low graphics, ''A-60'''s glow may remain in rooms until lighting updates. |
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**This also applies to "Room For More" modifier. |
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*If the modifier "Locked and Loaded" is active while inside of ''The Rooms'', there is a chance that ''The Rooms'' will either, for a split second, show bars of gold and a lock on the door in the next room before disappearing or just cut off, not loading the next room, softlocking the player. |
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*The Large Basement can spawn before the room containing the door that leads to ''The Rooms''. This is likely a bug. |
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** It is 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. |
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*Two A-90's can spawn mere milliseconds from each other, causing visual bugs. |
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=={{Icons|Achievement}} Related Achievements== |
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<div style="overflow-y:scroll; height:360px; width:100%;"> |
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{{Achievement |
|||
|image=Detour Badge.png |
|||
|title=Detour |
|||
|text=I think I'm lost. |
|||
|text2=Enter ''The Rooms''.}} |
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{{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''.}} |
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{{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.}} |
|||
</div> |
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=={{Icons|Gallery}} Gallery== |
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<gallery widths="190"> |
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A-000.png|Entrance to ''The Rooms'', in a crack on a wall. |
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Theroomstrueexit.png|One of the naturally spawning exits of ''The Rooms''. |
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Not-so-guiding light.png|Curious Light. |
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Look behind you Rooms.png|A nametag on a desk that says "Look behind you". |
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Creepyface1.png|A-60's first particle image. |
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Creepyface2.png|A-60's second particle image. |
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Creepyface3.png|A-60's third particle image. |
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A-60.gif|A-60's in-game animation. |
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In-game a-60.png|A-60 in-game. |
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A-90 GLITCHLESS.png|A-90 without the glitch effects. |
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Smileyface1.png|A-120's first particle image. |
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Smileyface2.png|A-120's second particle image. |
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Smileyface3.png|A-120's third particle image. |
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RoomsInspiration.jpg|Rooms by nicorocks5555, the inspiration for ''DOORS'' and ''The Rooms''. |
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STOP.png|The possible origin of A-90's "Block" image. |
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Bandaid.png|A [[Bandages|bandage]] found in ''The Rooms''. |
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Shaklit dispense.png|The [[Shakelight]] dispenser at Room A-000. |
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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..." |
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A-1000 Success.jpg|A player standing in front of A-1000. |
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Scanner Spawn.png|The NVCS-3000 lying on the bridge in room A-1000. |
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A1000pixels.png|The first A-1000 particle image. |
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A1000triangles.png|The second A-1000 particle image. |
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A1000clouds.png|The third A-1000 particle image. |
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Overview.png|The game overview once you finish to A-1000 |
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Troll A-60.png|The A-60 spawned by the devs when trolling [https://www.youtube.com/c/KreekCraft KreekCraft]. |
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A-60 Troll.png|Ditto but without color, and flipped. |
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A-60 Old.png|A-60's original face (unedited). |
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A-200 Old.png|A-200, the inspiration for A-120 |
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Rooms1room.png|A generated Breakroom. |
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ExitRooms200.png|A generated room with an exit leading to The [[Hotel]] |
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Largeofficeroom.png|A generated Large Office Room. |
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An example of a room.png|A randomized room in ''The Rooms''. |
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Healthbar Heal appear.gif|A glitch with a bandage after exiting ''The Rooms''. |
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A-90 UGC.png|A-90 in UGC form. |
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NO MORE ROOMS NOOB.png|A barrier blocking the entrance to The Rooms when using [[Modifiers]]. |
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HerbOfViridisInTheRooms.png|A Green Herb icon shown in The Rooms. |
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File:Roomsentrance.png|Door frame you enter into the Rooms through |
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File:Entering Rooms Cutscene.gif|The cutscene that plays upon entering The Rooms. |
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File:Static-assets-upload800797031389751924.webp|Door A-1001, a room generation glitch |
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</gallery> |
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=={{Icons|Gallery}} References== |
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{{Reflist}} |
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{{Navigation}} |
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[[Category:Lists]] |
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[[Category:Floors]] |
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[[Category:2D Entities]] |
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[[Category:Miscellaneous]] |
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[[Category:Miscellaneous Entities]] |
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[[Category:Instakill Entities]] |
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[[Category:Lethal Entities]] |
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[[Category:3D Entities]] |
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[[ru:The Rooms]] |
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[[pt-br:As Salas]] |
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[[fi:The Rooms]] |
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[[Category:Locations]] |
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[[Category:Hostile Entities]] |
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[[Category:Games]] |
Revision as of 15:50, 13 April 2024
room scary