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[[de:Hotel]]{{FloorsNav}}
{{SpoilersWarning}}
{{FloorsNav}}
{{About|The Hotel|[[The Hotel+ Update]]}}
{{Floors
{{Floors
|title=
|title=
The Hotel
The Hotel
|image=NewHotel.png{{!}}The Reception
|image=<gallery>
Hotelunusedlogo.png{{!}}Usused Logo
NewHotel.png|The Hotel
The Hotel Logo.png|Logo
Hotelunusedlogo.png|Logo (Unused)
</gallery>
|rooms=100 (101, if counting [[The Reception]])
|rooms=100 (101, if counting [[The Reception]])
|date_added=August 10, 2022
|date_added=August 10, 2022
|caption=
|caption=|sound_files=
*'''Ambience (Hotel)'''
|sound_files=
[[File:HotelAmbience.wav]]
* '''Hotel Ambience #1 (Volume 0.2)'''
*'''Door Opened (Hotel)'''
[[File:Hotel Ambience 1.mp3]]
* '''Hotel Ambience #2 (Volume 0.3)'''
[[File:Hotel Ambience 2.mp3]]
* '''Hotel Ambience #3 (Volume 0.05)'''
[[File:Hotel Ambience 3.mp3]]
* '''Door Opened (Hotel)'''
[[File:DoorsDoorlabledopen.mp3]]
[[File:DoorsDoorlabledopen.mp3]]
* '''Side-Door Opened (Hotel)'''
*'''Door Slam (Hotel, Seek Chase)'''
[[File:DoorOpen.mp3]]
* '''Door Slam (Hotel, Seek Chase)'''
[[File:Figuredoorpound.mp3]]
[[File:Figuredoorpound.mp3]]
* '''Office Door Opened (Hotel)'''
*'''Office Door Opened (Hotel)'''
[[File:OfficeRoomOpen.wav]]
[[File:OfficeRoomOpen.wav]]
* '''Library Door Opened (Hotel)'''
*'''Library Door Opened (Hotel)'''
[[File:LibraryDoor.wav]]
[[File:LibraryDoor.wav]]
* '''Infirmary Door Opened'''
*'''Infirmary Door Opened'''
[[File:SkeletonKeyOpen.mp3]]
[[File:SkeletonKeyOpen.mp3]]
* '''Greenhouse/High Voltage Door Opened'''
*'''Greenhouse/High Voltage Door Opened'''
[[File:Courtyard Door.wav]]
[[File:Courtyard Door.wav]]
* '''Bookshelf Thud'''
*'''Bookshelf Thud'''
[[File:Bookshelf Falling Bookshelf Thud.wav]]
[[File:Bookshelf Falling Bookshelf Thud.wav]]
* '''Bookshelf Falling'''
*'''Bookshelf Falling'''
[[File:BookshelfFalling.wav]]
[[File:BookshelfFalling.wav]]
* '''Bookshelf Books Falling'''
*'''Bookshelf Books Falling'''
[[File:Bookshelf Book Falling.wav]]
[[File:Bookshelf Book Falling.wav]]
* '''Window Rain'''
*'''Window Rain'''
[[File:Rain.mp3]]
[[File:Rain.mp3]]
* '''Outside Rain'''
*'''Outside Rain'''
[[File:RainOutside.wav]]
[[File:RainOutside.wav]]}}
* '''Thunder #1 (Removed)'''
[[File:StrongThunderstorm.mp3]]
* '''Thunder #2'''
[[File:Audio-ThunderDistant1.ogg]]
* '''Thunder #3'''
[[File:ThunderStrike.ogg]]
* '''Bulb Flicker'''
[[File:BulbFlicker.wav]]
* '''Bulb Break'''
[[File:BulbBreak.wav]]
* '''Bulb Charge'''
[[File:BulbCharge.wav]]
* '''Bulb Ambience'''
[[File:BulbLoop.wav]]
* '''Dark Room Ambience'''
[[File:Dark Room.wav]]}}


<choose uncached="">
<choose uncached="">
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</choose>
</choose>


'''The Hotel''' is the first [[Floors|floor]] in ''[[DOORS]]''. It can be accessed by using one of the [[Elevator|elevators]] in the [[Lobby]], creating or joining an elevator for ''The Hotel'', or after completing [[The Backdoor]].
'''The Hotel''' (also known as the main floor of the game [[DOORS Wiki|DOORS]]) is the first [[Floors|floor]] in ''[[DOORS]]''. It can be accessed by using one of the [[Elevator|elevators]] in the [[Lobby]], creating or joining an elevator for ''The Hotel'', or after completing [[The Backdoor]].
=={{Icons|Overview}} Overview==

== {{Icons|Overview}} Overview ==
''The Hotel'' appears as a cozy, vintage-styled hotel comprised of various rooms and sections. Almost all interior spaces are made of wood, along with other amenities such as couches, beds, bookshelves, and fireplaces. A heavy storm perpetually rains on outside, shrouding ''The Hotel'' in an ambience that is particularly noticeable in rooms with windows.
''The Hotel'' appears as a cozy, vintage-styled hotel comprised of various rooms and sections. Almost all interior spaces are made of wood, along with other amenities such as couches, beds, bookshelves, and fireplaces. A heavy storm perpetually rains on outside, shrouding ''The Hotel'' in an ambience that is particularly noticeable in rooms with windows.


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Players will have to make their way through various randomly generated rooms each separated by numbered doors in the corridor. Every player's goal is to reach [[The Electrical Room|Door 100]] in order to reach the elevator and successfully escape to [[The Mines]].
Players will have to make their way through various randomly generated rooms each separated by numbered doors in the corridor. Every player's goal is to reach [[The Electrical Room|Door 100]] in order to reach the elevator and successfully escape to [[The Mines]].


During the [[2024 April Fools Event]], players and entities were given voices, later removed as the event ended, but it ended up being a modifier. {{Spoiler|Door 100:
{{Spoiler|Door 100:
Upon re-activating and entering the elevator, players will enter a cutscene.
Upon re-activating and entering the elevator, players will enter a cutscene.


The [[Figure]] attempts to corner the players, only for the elevator's doors to shut on it as the lift slowly descends. As the elevator goes down, the player(s) relax, seemingly relieved that they have escaped. Suddenly, Figure jumps down onto the top of the elevator and proceeds to rip one of the cables off the elevator, and in doing so, falls backwards into an unknown mineshaft, causing the elevator to fall down the elevator shaft, and eventually crashing. The run is then immediately continued into [[The Mines]], without opening its [[Shops#Pre-Run Shop|Pre-Run Shop]].
The [[Figure]] attempts to corner the players, only for the elevator's doors to shut on it as the lift slowly descends. As the elevator goes down, the player(s) relax, seemingly relieved that they have escaped. Suddenly, Figure jumps down onto the top of the elevator and proceeds to rip one of the cables off the elevator, and in doing so, falls backwards into an unknown mineshaft, causing the elevator to fall down the elevator shaft, and eventually crashing. The run is then immediately continued into [[The Mines]], without opening its [[Shops#Pre-Run Shop|Pre-Run Shop]].|Door 100 in ''The Hotel''}}
|Door 100 in ''The Hotel''}}


== {{Icons|Door}} Doors ==
== {{Icons|Door}}Doors ==
{{Main|Doors}}
Inside The Hotel, there are several types of doors that players may come across, all making a different noise when opening. There are eight different types of doors that all appear at several locations in the game.
Inside The Hotel, there are several types of doors that players may come across, all making a different noise when opening. There are eight different types of doors that all appear at several locations in the game.


<tabber>
{{AnyIcons|EntityIcon.png|Entities|format===|caption=Entities}}
|-|Labeled Wooden Doors=
{{Main|List of Entities}}
Labeled Wooden Doors are the most frequently encountered, featuring numerical labels that guide players through The Hotel. However, the introduction of Dupe adds an extra layer of challenge, as it can disguise itself behind these doors and trick players by scrambling the numbers. Players must pay close attention to their surroundings and recall the correct sequence to avoid unnecessary damage. Labeled Wooden Doors are also found in The Backdoor, with the last door labeled "0000," serving as a portal to The Hotel.
Entities are unnatural beings that inhabit ''The Hotel''. Most of them pose as roadblocks and threats to hinder players’ progress and usually attempt to kill or damage them in whatever ways they can. <blockquote>''See their respective pages for more information.''</blockquote>


|-|Unlabeled Wooden Doors=
=== '''Main Entities''' ===
Unlabeled Wooden Doors serve as secondary doors without labels, often leading to side rooms with loot or key items. They are frequently found in locked rooms and play a supporting role in exploration. These doors have a similar sound to their labeled counterparts but with slight variations.
* '''[[Guiding Light]]''' - A helpful entity that guides players throughout their journey. If players die, it will provide tips on how to survive the entity that killed them most of the time (not including the [[2023 April Fools Event|2023 April Fool's Event]]). Guiding Light also highlights important items and objects (such as keys and doors) after a certain amount of time has passed in a room.
* '''[[Figure]]''' - The main antagonist of ''The Hotel''. It is completely blind, and thus relies on sounds and vibrations to locate players in both [[The Library]] and [[The Electrical Room]].
* '''[[Seek]]''' - Appears twice to chase down players. It announces its presence with eyes appearing from black goo and eye paintings appearing on the walls in earlier rooms. The lights will also flicker in these rooms, even if and when there are no other [[List of Entities|entities]].


|-|Office Doors=
=== '''Recurring Entities''' ===
Office Doors add realism and complexity to the environment. These doors require players to push them open rather than interacting with a handle. This subtle change affects how players move through rooms, especially when being pursued by entities. Interestingly, the "WELCOME" mat outside Office Doors mirrors the same one found in The Lobby, hinting at deeper connections within the game's setting. These doors only spawn in office rooms featuring a rolltop desk and a broken window that players must crouch through.
* '''[[Rush]]''' - Flickers the lights before rushing through several rooms up to an unopened correctly labelled door and opens it, breaking all the lights in the process and making the room a dark room. All nearby players that aren't [[hiding]] are dealt 125 damage on sight, enough to kill without [[Starlight Bottle|overheal]].
* '''[[Ambush]]''' - A more elusive entity, which has a rare chance to replace Rush without flickering the lights, rather being announced by a loud sound. It is quicker and rebounds through the rooms 2-6 times to catch players off-guard without breaking the lights. Similarly to Rush, Ambush deals 100 damage on sight to all non-hiding nearby players.
* '''[[Screech]]''' - Can spawn in any dark rooms (including [[The Library]] and [[The Electrical Room]] with [[modifiers]]) and reveals its presence with a “''Psst!''” and a slight screen shake. Players must look around in order to spot the entity and counteract the attack, otherwise it will deal 40 damage to them.
* '''[[Dupe]]''' - Poses as a door with a number label, but the number is always out of order and wrong. Players must not enter the wrong door, or Dupe will attack them, dealing 40 damage. A fake door may be identified by listening for growls or scratching sounds near the door and the wrong door number.
* '''[[Halt]]''' - Chases down players in [[The Dining Hall]], and tries to ambush them by appearing from behind and in front, the player having to turn around repeatedly in order to get out of The Dining Hall.
* '''[[Eyes]]''' - Appears randomly upon entering a room, and are signified by a distinct sound effect and a bright blue/purple glow. The entity deals rapid damage if stared at.
* '''[[Hide]]''' - An unseen entity which becomes aggravated if a player hides for too long in a closet, after which it will push them out, damaging them. Players will be unable to hide again for a few seconds.


|-|Library Grand Doors=
=== '''Miscellaneous Entities''' ===
Library Grand Doors are unique to The Library and mark important checkpoints in the game. Appearing at Doors 50 and 51, they are large, double doors that remain unlocked at Door 50 but require a passcode to proceed at Door 51. The sound effect of opening Library Grand Doors is reminiscent of the Pre-Hotel+ update sound.
* '''[[Bob]]''' - A friendly entity that players can interact with but causes nothing to happen. It appears in Jeff's Shop.
* '''[[Dread]]''' - Attacks players when they stay for too long in one room, and can appear in any room past [[The Reception]]. After the time has passed the player's screen will begin to darken, and exhibit a monotone tint. It will slowly chase players while remaining scarcely visible.
* '''[[El Goblino]]''' - A friendly entity that players can chat with in Jeff's Shop. After a player talks to him three times, he will go silent.
* '''[[Glitch]]''' - Acts as a failsafe (The Mines and The Hotel). It will appear when the next room has failed to load. It also functions as Void in The Rooms and The Backdoor.
* '''[[Glitch Fragment|Glitch Fragment Entities]]''' - Glitched variations of [[Screech]], [[Rush]] and [[Ambush]] that appear when interacting with a [[Glitch Fragment]].
* '''[[Jack]]''' - Rarely appears behind doors (<math>\frac{1}{2000}</math>) and in closets (<math>\frac{1}{200}</math>) to jumpscare players.
* '''[[Jeff]]''' - A friendly entity that resides in its respective [[Jeff Shop|shop]], selling items to players who are interested.
* '''[[Sally]]''' - Attacks players after a lightning strike or flicker of lights, although being very rare. She won't attack if she is given an item to play with.
* '''[[Timothy]]''' - A spider that lurks in [[containers]]. When players open a container, it has a <math>\frac{1}{200}</math> chance to spawn and jump on their face and take away a small bit of health.
* '''[[Shadow]] -''' A very rare harmless ghostly entity (<math>\frac{1}{2000}</math>) that appears briefly when the lights flicker randomly after opening a new door.
* '''[[Void]]''' - Attacks players that are lagging too far back from the rest of the team when in multiplayer elevator. It will teleport them back to their team but deals a random amount of damage in the process.
* '''[[Snare]]''' - Appears in [[The Greenhouse]], stopping any player in their tracks if they step on it. Players must avoid them with some sort of light source for identifying their location.


|-|Greenhouse Doors=
=== '''Hazards''' ===
Greenhouse Doors are a type of door that allows them to detect Dupe very easily as their transparency allows players to peek inside and anticipate Dupe. The strategic use of transparency helps skilled players progress more safely. These doors have undergone several changes throughout updates, with their placement shifting from The Courtyard to The Greenhouse.
* '''[[Seek#Related Hazards|Fallen Chandeliers]]''' - Fires present in [[Seek]]'s chases.
Originally, there were only a few Greenhouse Doors located in The Courtyard and The Electrical Room. However, with the Mines Update, ten Greenhouse Doors were added exclusively to The Greenhouse section, spanning from Door 90 to Door 99. Each of these doors has a unique design featuring vertical rods and a label bar in the middle. Players can distinguish the correct door from a Dupe-occupied one by checking for visible pathways beyond the transparent door.
Greenhouse Doors make a distinct high-pitched sound when opened, which is the same sound effect used when accessing the High Voltage Door in The Electrical Room. Additionally, before the Mines Update, Greenhouse Doors lacked labels.


|-|High Voltage Doors=
{{Collapsed Section|Limited Entities|
The High Voltage Doors in The Electrical Room are always locked and require either a key, lockpick, or the intervention of Figure to gain access. Notably, they are a key part of the final escape sequence. The doors are gray with warning signs and are marked with "WARNING: HIGH VOLTAGE ELECTRICAL ROOM." They use the same sound effect as the Greenhouse Doors when opened.
=== '''Limited Entities (and Hazards)''' ===

|-|Infirmary Door=
The Infirmary Herb Door is locked with a skeleton key and leads to a room containing valuable loot and the Herb of Viridis, which grants health regeneration. Its design consists of a wooden door with a skeleton key lock.

|-|Barricaded Doors=
Barricaded Doors are broken or obstructed doors that aren't able to be opened. They may appear scratched, damaged, or missing key components, and they sometimes replace Dupe in certain rooms. These doors resemble Unlabeled Wooden Doors but with added visual signs of damage.
</tabber>

=== Trivia ===

* The secret labeled wooden door numbered "0101" at The Hotel's hundredth door is an easter egg and a placeholder most likely to make the doors work.
* Greenhouse Doors were originally located in The Courtyard before being relocated in later updates.
* Office Doors feature a "WELCOME" mat identical to the one in The Lobby, suggesting connections in the game’s environment.
* The sound of opening Library Grand Doors resembles the pre-Hotel+ update door sounds.
* Before the Mines Update, Greenhouse Doors did not have labels.
* Greenhouse Doors have undergone multiple placements in different areas before the Mines Update.

== {{Icons|Behavior}} Entities ==
<blockquote>''Main article: [[List of Entities]]''</blockquote>Entities are unnatural beings that inhabit ''The Hotel''. Most of them pose as roadblocks and threats to hinder players’ progress and usually attempt to kill or damage them in whatever ways they can. <blockquote>''See their respective pages for more information.''</blockquote>

==='''Main Entities'''===
*'''[[Guiding Light]]''' - A helpful entity that guides players throughout their journey. If players die, it will provide tips on how to survive the entity that killed them most of the time (not including the [[2023 April Fools Event|2023 April Fool's Event]]). Guiding Light also highlights important items and objects (such as keys and doors) after a certain amount of time has passed in a room.
*'''[[Figure]]''' - The main antagonist of ''The Hotel''. It is completely blind, and thus relies on sounds and vibrations to locate players in both [[The Library]] and [[The Electrical Room]].
*'''[[Seek]]''' - Appears twice to chase down players. It announces its presence with eyes appearing from black goo and eye paintings appearing on the walls in earlier rooms. The lights will also flicker in these rooms, even if and when there are no other [[List of Entities|entities]].

==='''Recurring Entities'''===
*'''[[Rush]]''' - Flickers the lights before rushing through several rooms up to an unopened correctly labelled door and opens it, breaking all the lights in the process and making the room a dark room. All nearby players that aren't [[hiding]] are dealt 125 damage on sight, enough to kill without [[Starlight Bottle|overheal]].
*'''[[Ambush]]''' - A more elusive entity, which has a rare chance to replace Rush without flickering the lights, rather being announced by a loud sound. It is quicker and rebounds through the rooms 2-6 times to catch players off-guard without breaking the lights. Similarly to Rush, Ambush deals 100 damage on sight to all non-hiding nearby players.
*'''[[Screech]]''' - Can spawn in any dark rooms (including [[The Library]] and [[The Electrical Room]] with [[modifiers]]) and reveals its presence with a “''Psst!''” and a slight screen shake. Players must look around in order to spot the entity and counteract the attack, otherwise it will deal 40 damage to them.
*'''[[Dupe]]''' - Poses as a door with a number label, but the number is always out of order and wrong. Players must not enter the wrong door, or Dupe will attack them, dealing 40 damage. A fake door may be identified by listening for growls or scratching sounds near the door and the wrong door number.
*'''[[Halt]]''' - Chases down players in [[The Dining Hall]], and tries to ambush them by appearing from behind and in front, the player having to turn around repeatedly in order to get out of The Dining Hall.
*'''[[Eyes]]''' - Appears randomly upon entering a room, and are signified by a distinct sound effect and a bright blue/purple glow. The entity deals rapid damage if stared at.
*'''[[Hide]]''' - An unseen entity which becomes aggravated if a player hides for too long in a closet, after which it will push them out, damaging them. Players will be unable to hide again for a few seconds.

==='''Miscellaneous Entities'''===
*'''[[Bob]]''' - A friendly entity that players can interact with but causes nothing to happen. It appears in Jeff's Shop.
*'''[[Dread]]''' - Attacks players when they stay for too long in one room, and can appear in any room past [[The Reception]]. After the time has passed the player's screen will begin to darken, and exhibit a monotone tint. It will slowly chase players while remaining scarcely visible.
*'''[[El Goblino]]''' - A friendly entity that players can chat with in Jeff's Shop. After a player talks to him three times, he will go silent.
*'''[[Glitch]]''' - Acts as a failsafe (The Mines and The Hotel). It will appear when the next room has failed to load. It also functions as Void in The Rooms and The Backdoor.
*'''[[Jack]]''' - Rarely appears behind doors (<math>\frac{1}{2000}</math>) and in closets (<math>\frac{1}{200}</math>) to jumpscare players.
*'''[[Jeff]]''' - A friendly entity that resides in its respective [[Jeff Shop|shop]], selling items to players who are interested.
*'''[[Sally]]''' - Attacks players after a lightning strike or flicker of lights, although being very rare. She won't attack if she is given an item to play with.
*'''[[Timothy]]''' - A spider that lurks in [[containers]]. When players open a container, it has a <math>\frac{1}{200}</math> chance to spawn and jump on their face and take away a small bit of health.
*'''[[Shadow]] -''' A very rare harmless ghostly entity (<math>\frac{1}{2000}</math>) that appears briefly when the lights flicker randomly after opening a new door.
*'''[[Void]]''' - Attacks players that are lagging too far back from the rest of the team when in multiplayer elevator. It will teleport them back to their team but deals a random amount of damage in the process.
*'''[[Snare]]''' - Appears in [[The Greenhouse]], stopping any player in their tracks if they step on it. Players must avoid them with some sort of light source for identifying their location.

==='''Limited Entities (and Hazards)'''===
''{{Main|2023 April Fools Event}}
''{{Main|2023 April Fools Event}}
* '''[[2023 April Fools Event#New Entities & Hazards|banana peel]] (Hazard)''' - Causes players to slip and fall over, which damages them.
*'''[[2023 April Fools Event#New Entities/Hazards|banana peel]] (Hazard)''' - Causes players to slip and fall over, which damages them.
* '''[[2023 April Fools Event#New Entities & Hazards|THE EVIL KEY!!!]] (Hazard)''' - Will jumpscare players that interact with it with the fake key in The Reception.
*'''[[2023 April Fools Event#New Entities/Hazards|THE EVIL KEY!!!]] (Hazard)''' - Will jumpscare players that interact with it with the fake key in The Reception.
* '''[[2023 April Fools Event#New Entities & Hazards|GREED]]''' - Will slowly grow in size when collecting too much gold.
*'''[[2023 April Fools Event#New Entities/Hazards|GREED]]''' - Will slowly grow in size when collecting too much gold.
* '''[[2023 April Fools Event#New Entities & Hazards|JEFF THE KILLER!!!]]''' - Slowly chases the nearest player to stab them to death.
*'''[[2023 April Fools Event#New Entities/Hazards|JEFF THE KILLER!!!]]''' - Slowly chases the nearest player to stab them to death.
* '''[[2023 April Fools Event#New Entities & Hazards|Subspace Tripmine]]''' - Spawns a fake door in a room, acting as dupe. If a player opens the fake door, it will explode on players, almost always killing them. Also attacks other players near the fake door.
*'''[[2023 April Fools Event#New Entities/Hazards|Subspace Tripmine]]''' - Spawns a fake door in a room, acting as dupe. If a player opens the fake door, it will explode on players, almost always killing them. Also attacks other players near the fake door.
* '''NIGHTMARE RUSH''' - A reskinned rush entity.
*'''NIGHTMARE RUSH''' - A reskinned rush entity.
* '''Rsu h''' - Ditto.
*'''Rsu h''' - Ditto.
* '''ru sh''' - Ditto.
*'''ru sh''' - Ditto.
* '''RUSH!!!''' - Ditto.
*'''RUSH!!!''' - Ditto.
* '''rushy''' - Ditto.
*'''rushy''' - Ditto.
* '''rahhh!!!''' - Ditto.
*'''rahhh!!!''' - Ditto.
* '''matcher''' - Ditto.
*'''matcher''' - Ditto.
* '''barrage''' - Ditto.
*'''barrage''' - Ditto.
* '''Scary red face''' - Ditto.
*'''Scary red face''' - Ditto.
* '''scary red face''' - Ditto.
*'''scary red face''' - Ditto.
* '''rr.r.ruhhs''' - Ditto.
*'''rr.r.ruhhs''' - Ditto.
* '''creak''' - Ditto.
*'''creak''' - Ditto.
* '''.... (or Creepy Bonnie)''' - Ditto.
*'''.... (or Creepy Bonnie)''' - Ditto.
* '''Free Robloxian Outfit''' - Ditto.
*'''Free Robloxian Outfit''' - Ditto.
* '''nacho varga''' - Ditto.
*'''nacho varga''' - Ditto.
* '''EL GOBLINO REAL''' - Ditto.
*'''EL GOBLINO REAL''' - Ditto.

* '''DEPTH''' - Uses same sound as other Rush clones, but it's sound is slightly high-pitched.
* '''Trollface''' - Uses a different sound unlike other Rush clones.
=== '''slightly different rush clones!!! (S. H. M.)''' ===
*'''DEPTH''' - Uses same sound as other Rush clones, but it's sound is slightly high-pitched.
* '''Bald Kreek''' - Ditto.
*'''Trollface''' - Uses a different sound unlike other Rush clones.
* '''steamhappy''' - Ditto.
* '''banana thump''' - Ditto.
*'''Bald Kreek''' - Ditto.
* '''Shiny Teeth''' - Ditto (uses same sound as banana thump).
*'''steamhappy''' - Ditto.
*'''banana thump''' - Ditto.
}}
*'''Shiny Teeth''' - Ditto (uses same sound as banana thump).


== {{Icons|Puzzles}} Puzzles ==
=={{Icons|Puzzles}} Puzzles==
=== {{Icons|Door}} Meeting Room ===
==={{Icons|Door}} Meeting Room===
''Main Article: [[The Meeting Room]]''
''Main Article: [[The Meeting Room]]''


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The Meeting Room is a randomly generated location where players will have to swap [[paintings]] around to match each painting's canvas shape outlined with a blue border on the walls, generated by the Guiding Light. Said canvas shapes are horizontally and vertically rectangular, square, and oval. Once all painting canvases are matching, the fireplace will descend with a click, revealing the door to the next room.
The Meeting Room is a randomly generated location where players will have to swap [[paintings]] around to match each painting's canvas shape outlined with a blue border on the walls, generated by the Guiding Light. Said canvas shapes are horizontally and vertically rectangular, square, and oval. Once all painting canvases are matching, the fireplace will descend with a click, revealing the door to the next room.


=== {{Icons|Door}} The Library ===
==={{Icons|Door}}The Library===
''Main Article: [[The Library]]''
''Main Article: [[The Library]]''
[[File:LibraryNew1.png|200x200px|A wide-view of the Library.|alt=A wide-view of the Library.|thumb]]
[[File:LibraryNew1.png|200x200px|A wide-view of the Library.|alt=A wide-view of the Library.|thumb]]
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The player's objective in the Library is acquiring the solution paper and 5-8 books that will aid them in escaping the room, having the passcode and shapes including the number, to unlock the door out of the library. The remaining players that take too long to get to the door will almost inevitably be killed by Figure as it will know exactly where they are, or they will be voided (without damage) if not eaten already.
The player's objective in the Library is acquiring the solution paper and 5-8 books that will aid them in escaping the room, having the passcode and shapes including the number, to unlock the door out of the library. The remaining players that take too long to get to the door will almost inevitably be killed by Figure as it will know exactly where they are, or they will be voided (without damage) if not eaten already.


==== Library Puzzle Notes ====
====Library Puzzle Notes====
* Players must be wary of climbing on short objects, as they might attract Figure.
*Players must be wary of climbing on short objects, as they might attract Figure.
* Books emit a sparkling sound, making it easier for players to find them.
*Books emit a sparkling sound, making it easier for players to find them.
* Some books contain symbols that do not match the code in the solution paper and are useless.
* Some books contain symbols that do not match the code in the solution paper and are useless.
* The Figure gets faster, and its detection radius increases with each book collected.
*The Figure gets faster, and its detection radius increases with each book collected.
** As of the Hotel+ Update, the Figure cannot sense a player's heartbeat in the Library. The Figure can still do so in the Electrical Room.
**As of the Hotel+ Update, the Figure cannot sense a player's heartbeat in the Library. The Figure can still do so in the Electrical Room.
** As of [[Update Logs|The Content Update]], it’s been buffed due to the Heartbeat Minigame being added back.
**As of [[Update Logs|The Content Update]], it’s been buffed due to the Heartbeat Minigame being added back.
* It is possible to guess the code. However, it is extremely inefficient to do so unless it is only the last digit being guessed.
*It is possible to guess the code. However, it is extremely inefficient to do so unless it is only the last digit being guessed.


=== {{Icons|Door}} Circuit Breaker Puzzle ===
==={{Icons|Door}} Circuit Breaker Puzzle===
[[File:BreakerPuzzle.png|200px|link=|thumb|The Circuit Breaker Puzzle.]]
[[File:BreakerPuzzle.png|200px|link=|thumb|The Circuit Breaker Puzzle.]]
The Circuit Breaker is a pre-generated puzzle, having to be solved before going down the elevator to [[The Mines|Floor 2]]. It will always spawn in Room 100, [[The Electrical Room]].
The Circuit Breaker is a pre-generated puzzle, having to be solved before going down the elevator to [[The Mines|Floor 2]]. It will always spawn in Room 100, [[The Electrical Room]].
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The circuit breaker has 10 switches that players can interact with, but they're missing in each place. Players will need to find the 10 switches scattered around the Electrical Room. After finding all of them, a player needs to find the electrical room [[Electrical Room Key|key]] (Or use a [[Lockpick]]) to unlock a corridor with the circuit breaker. They must put the switches inside the box by interacting with it. After that, a cutscene is shown where Figure will step on a wire, which sparks up catches on fire on oil, causing the [[Figure]] to jump out of the window. After that, the screen at the top of the circuit breaker will show ten different numbers with either a glowing box or an empty box. These shows which switches need to be turned on or off to power up the elevator. The bar fills by 10% for each switch correctly set, depending on what the monitor has shown. Once the bar is filled completely, the switches will reset, and the monitor will display another set of switches. When a player gets to the third bar, the last number will be shown as "???", where you will have to guess by picking a random number, or guessing the pattern. This value changes each time if players get it wrong. After a player completes the three bars, the breaker will turn on, giving power to the elevator for the next cutscene. Then, the Figure will break through a door behind the players, making players run as fast as possible to get to the elevator before they are caught.
The circuit breaker has 10 switches that players can interact with, but they're missing in each place. Players will need to find the 10 switches scattered around the Electrical Room. After finding all of them, a player needs to find the electrical room [[Electrical Room Key|key]] (Or use a [[Lockpick]]) to unlock a corridor with the circuit breaker. They must put the switches inside the box by interacting with it. After that, a cutscene is shown where Figure will step on a wire, which sparks up catches on fire on oil, causing the [[Figure]] to jump out of the window. After that, the screen at the top of the circuit breaker will show ten different numbers with either a glowing box or an empty box. These shows which switches need to be turned on or off to power up the elevator. The bar fills by 10% for each switch correctly set, depending on what the monitor has shown. Once the bar is filled completely, the switches will reset, and the monitor will display another set of switches. When a player gets to the third bar, the last number will be shown as "???", where you will have to guess by picking a random number, or guessing the pattern. This value changes each time if players get it wrong. After a player completes the three bars, the breaker will turn on, giving power to the elevator for the next cutscene. Then, the Figure will break through a door behind the players, making players run as fast as possible to get to the elevator before they are caught.


==== Circuit Breaker Puzzle Notes ====
====Circuit Breaker Puzzle Notes====
* Completing this puzzle in under a minute will grant players the Expert Technician [[Achievements|Achievement]].
*Completing this puzzle in under a minute will grant players the Expert Technician [[Achievements|Achievement]].
** An easy strategy to get this [[Achievements|achievement]] involves flickering all the switches on and turning the empty squares off at the start of the 3rd bar.
**An easy strategy to get this [[Achievements|achievement]] involves flickering all the switches on and turning the empty squares off at the start of the 3rd bar.
* If players make an error, the switches will remain on. Players should turn them off while the bar is decreasing to avoid confusion.
* If players make an error, the switches will remain on. Players should turn them off while the bar is decreasing to avoid confusion.
* There is no time limit on the puzzle, the Figure will only break down the door once it has been completed.
*There is no time limit on the puzzle, the Figure will only break down the door once it has been completed.
* After the 2nd complete bar, a "??" symbol will pop up, replacing one of the numbers in the puzzle. Players can guess it, or wait, as the number being hidden is changed each time.
*After the 2nd complete bar, a "???" symbol will pop up, replacing one of the numbers in the puzzle. Players can guess it, or wait, as the number being hidden is changed each time.


== {{Icons|Behavior}} Room Mechanics ==
=={{Icons|Behavior}} Room Mechanics==
==== Guaranteed Rooms ====
==== Guaranteed Rooms====
* Door 0, [[The Reception]]
*Door 0, [[The Reception]]
* Doors 3 - 87, [[The Dining Hall]]
*Doors 3 - 89, [[The Dining Hall]]
* Doors 29 - 46, Start of 1st [[Seek]] Chase (followed by 5 rooms of the chase)
*Doors 29 - 46, Start of 1st [[Seek]] Chase (followed by 5 rooms of the chase)
* Door 49, Library Entrance room (or the first Library Reception)
*Door 49, Library Entrance room (or the first Library Reception)
* Door 50, [[The Library]]
* Door 50, [[The Library]]
* Door 52 - 58, Jeff Shop Entrance rooms
*Door 52 - 58, Pre-Jeff Shop rooms
* Door 53 - 59, [[Jeff Shop]]
* Door 53 - 59, [[Jeff Shop]]
* Door 60, A specific ''ruined room,'' where the entrance to [[The Rooms]] is situated
* Door 60, A specific ''ruined room,'' where the entrance to [[The Rooms]] is situated
* Door 61, Dark [[The Basement|Basement]]
* Door 61, Dark [[The Basement|Basement]]
* Door 64 - 69, Pre-Infirmary rooms
*Door 64 - 69, Pre-Infirmary rooms
** It can also spawn in other places as a normal room, not only as the room previous to the Infirmary
**It can also spawn in other places as a normal room, not only as the room previous to the Infirmary
** Players always spawn in it when coming back from [[The Rooms]]
** Players always spawn in it when coming back from [[The Rooms]]
* Door 65 - 70, [[The Infirmary]]
*Door 65 - 70, [[The Infirmary]]
** Only appears between 67-68 if the players come back from [[The Rooms]]
**Only appears between 67-68 if the players come back from [[The Rooms]]
* Doors 71 - 86, Start of 2nd [[Seek]] Chase (followed by 6 rooms of the chase)
*Doors 71 - 86, Start of 2nd [[Seek]] Chase (followed by 6 rooms of the chase)
* Door 88, Courtyard Entrance
*Door 88, Pre-Courtyard
** It can also spawn in other places as a normal room, not only as the room previous to the Courtyard.
**It can also spawn in other places as a normal room, not only as the room previous to the Courtyard.
* Door 89, [[The Courtyard]], Pre-Greenhouse room
*Door 89, [[The Courtyard]], Pre-Greenhouse room
* Doors 90-98, [[The Greenhouse]]
*Doors 90-98, [[The Greenhouse]]
* Door 99, Pre-Electrical Room
*Door 99, Pre-Electrical Room
* Door 100, [[The Electrical Room]]
*Door 100, [[The Electrical Room]]


=== Locked Rooms ===
=== Locked Rooms===
Lt room. The key can spawn anywhere in the room although it will usually spawn on furniture or inside drawers. The key can rarely also spawn in an extra room, inside of a drawer. Locked Rooms can spawn as the following:
Lt room. The key can spawn anywhere in the room although it will usually spawn on furniture or inside drawers. The key can rarely also spawn in an extra room, inside of a drawer. Locked Rooms can spawn as the following:

* '''The Reception''' - One of the two fixed locked rooms. Always spawns on Door 0, and the key is on the shelf, but in the [[2023 April Fools Event]], a fake key (numbered 0002) kills players, and the real key is hidden next to a bookshelf.
*'''The Reception''' - One of the two fixed locked rooms. Always spawns on Door 0, and the key is on the shelf, but in the [[2023 April Fools Event]], a fake key (numbered 0002) kills players, and the real key is hidden next to a bookshelf.
* An L-Shaped Room, with a sub-room either as a small office or a standard hotel room. This is often said as the easiest key room other than The Reception. It is the only locked room that can spawn as a ruined room, and the only room in the hotel other than The Electrical Room and The Rooms entrance to have a broken wall, as one of the walls will be damaged by a shelf, allowing free access to the sub-room without using the door. This type of room can spawn early as Door 1.[[File:Screenshot 2022-11-11 11.32.30 AM.png|thumb|An example of a L-Shaped Hotel room with the room key on the chair.]]
*An L-Shaped Room, with a sub-room either as a small office or a standard hotel room. This is often said as the easiest key room other than The Reception. It is the only locked room that can spawn as a ruined room, and the only room in the hotel other than The Electrical Room and The Rooms entrance to have a broken wall, as one of the walls will be damaged by a shelf, allowing free access to the sub-room without using the door. This type of room can spawn early as Door 1.[[File:Screenshot 2022-11-11 11.32.30 AM.png|thumb|An example of a L-Shaped Hotel room with the room key on the chair.]]
* A corridor with a window suite on the side. It contains a large compartment with an almost guaranteed item. This room also has many crates. This type of room can spawn as early as Door 10.
* A corridor with a window suite on the side. It contains a large compartment with an almost guaranteed item. This room also has many crates. This type of room can spawn as early as Door 10.
* A plus junction, with four small hotel rooms, but many drawers. [[Dupe]] doors can spawn. This type of room can spawn as early as Door 5.
*A plus junction, with four small hotel rooms, but many drawers. [[Dupe]] doors can spawn. This type of room can spawn as early as Door 5.
* A long corridor with eight small hotel rooms. It also has many drawers. Luggage carts may be in the way. This type of room can spawn as early as Door 4.
*A long corridor with eight small hotel rooms. It also has many drawers. Luggage carts may be in the way. This type of room can spawn as early as Door 4.
* A T-Shaped junction with a blocked middle, with several rooms, some are empty, while others are hotel rooms. Either a Blocked Door, a Door with a Chest/Drawer or a Dupe door can spawn. These rooms can spawn as early as Door 18.
*A T-Shaped junction with a blocked middle, with several rooms, some are empty, while others are hotel rooms. Either a Blocked Door, a Door with a Chest/Drawer or a Dupe door can spawn. These rooms can spawn as early as Door 18.
* '''The Electrical Room''' - One of the two fixed rooms, with the Electrical Room Key spawning on some shelves. The key opens the High Voltage Door, leading to the Circuit Puzzle. Prior to Hotel+, it spawned in the Mining [[Elevator]]. Always spawns on Door 100.
*'''The Electrical Room''' - One of the two fixed rooms, with the Electrical Room Key spawning on some shelves. The key opens the High Voltage Door, leading to the Circuit Puzzle. Prior to Hotel+, it spawned in the Mining [[Elevator]]. Always spawns on Door 100.


Players can also use a [[Lockpick]] instead if they do not wish to find the key, which is helpful in locked Dark Rooms, which is an event that can also occur.
Players can also use a [[Lockpick]] instead if they do not wish to find the key, which is helpful in locked Dark Rooms, which is an event that can also occur.


=== Lever Gate Rooms ===
===Lever Gate Rooms ===
These rooms have a chain link gate blocking the exit door. In order to progress, Players must find the lever to open the gate. [[The Basement|Basements]] are Lever Gate Rooms.
These rooms have a chain link gate blocking the exit door. In order to progress, Players must find the lever to open the gate. [[The Basement|Basements]] are Lever Gate Rooms.


==== Small Basements ====
====Small Basements====
Before [[The Content Update]], ''Basements'' were known as small basements, which appeared to be very similar to the current ''Basements.'' Small basements would always spawn with the exact same room generation. As of [[The Content Update]], small basements and the large basement have been merged.
Before [[Update Logs#:~:text=December 20, 2024 (Content Update Release)|The Content Update]], ''Basements'' were known as [[Hotel|small basements]], which appeared to be very similar to the current ''Basements.'' Small basements would always spawn with the exact same room generation. As of [[Update Logs#:~:text=December 20, 2024 (Content Update Release)|The Content Update]], small basements and the large basement have been merged.


==== The Basement ====
====The Basement====
See ''[[The Basement]]'' or ''Special Locations'' below for information.
See ''[[The Basement]]'' or ''Special Locations'' below for information.


=== Dark Rooms ===
===Dark Rooms===
[[File:DarkRoomsFix.mp3]]

(The sound for entering a dark room.)

Dark Rooms are minor events in which any room can generate with the lights completely off. It can be hard to see without a light source (although difficult either way), so using one is highly recommended, as it helps players see significantly clearer and also heavily lowers the chance of [[Screech]] (an entity that can only appear in Dark Rooms) of spawning. It can be told if the room is a Dark Room from the ambience which plays when the door is opened. If a player spends too long inside a Dark Room, the Guiding Light will highlight the correct door to escape, and also a key if necessary. The Guiding Light will also highlight all the doors in a Dark Room, and always highlights the key regardless if the room is a Dark Room or not. Dark Rooms are more likely to generate the further players are in the run. Rush and Ambush cannot spawn in most Dark Rooms, except for the Large Basement and the Greenhouse (which Ambush cannot spawn in) which are rooms that are always dark. Dark Rooms can spawn as early as Door 9 (Or Door 2 if Electrical Work or Lights Out Modifier is activated). It is also guaranteed to get at least 9 Dark Rooms in a single run, due to [[The Greenhouse]] and The Basement. The buzzing sound of lamps can be heard in the Dark Rooms.<gallery>
Dark Rooms are minor events in which any room can generate with the lights completely off. It can be hard to see without a light source (although difficult either way), so using one is highly recommended, as it helps players see significantly clearer and also heavily lowers the chance of [[Screech]] (an entity that can only appear in Dark Rooms) of spawning. It can be told if the room is a Dark Room from the ambience which plays when the door is opened. If a player spends too long inside a Dark Room, the Guiding Light will highlight the correct door to escape, and also a key if necessary. The Guiding Light will also highlight all the doors in a Dark Room, and always highlights the key regardless if the room is a Dark Room or not. Dark Rooms are more likely to generate the further players are in the run. Rush and Ambush cannot spawn in most Dark Rooms, except for the Large Basement and the Greenhouse (which Ambush cannot spawn in) which are rooms that are always dark. Dark Rooms can spawn as early as Door 9 (Or Door 2 if Electrical Work or Lights Out Modifier is activated). It is also guaranteed to get at least 9 Dark Rooms in a single run, due to [[The Greenhouse]] and The Basement. The buzzing sound of lamps can be heard in the Dark Rooms.<gallery>
Screen Shot 2022-11-12 at 1.32.42 pm.png|A Dark Room with the door being illuminated by the Guiding Light.
Screen Shot 2022-11-12 at 1.32.42 pm.png|A Dark Room with the door being illuminated by the Guiding Light.
</gallery>
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=== Blood Rooms ===
===Blood Rooms===
Blood Rooms are rooms that can only generate if Jack spawns behind a door. When Jack spawns, it will jumpscare players and then disappear, and they will be left with a room that is completely red. The lights and floor will be covered with a bloody texture, similar to what is seen in [[Seek]]'s chase. Outside, the rain will be a blood red color, and if there are Seek's eyes in the room, the scleras will turn red as well. Overtime, this room will slowly fade away back to normal, but the rain will stay as it is until they proceed to the next room. Blood Rooms have the lowest chance of spawning out of all Room Mechanics (tied with [[Shadow]]), that being a 1 in 2000 chance (not counting [[2024 Trick Or Treat Event|2024 Trick or Treat Event]]). These rooms can occur as early as Door 1 and as late as Door 100.
Blood Rooms are rooms that can only generate if Jack spawns behind a door. When Jack spawns, it will jumpscare players and then disappear, and they will be left with a room that is completely red. The lights and floor will be covered with a bloody texture, similar to what is seen in [[Seek]]'s chase. Outside, the rain will be a blood red color, and if there are Seek's eyes in the room, the scleras will turn red as well. Overtime, this room will slowly fade away back to normal, but the rain will stay as it is until they proceed to the next room. Blood Rooms have the lowest chance of spawning out of all Room Mechanics (tied with [[Shadow]]), that being a 1 in 2000 chance (not counting [[2024 Trick Or Treat Event|2024 Trick or Treat Event]]). These rooms can occur as early as Door 1 and as late as Door 100.
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=== Ruined Rooms ===
===Ruined Rooms===
[[File:Ruinsroomed.png|thumb|An example of a Ruined Room, which resembles a hallway with broken windows, scratch marks on the wall, and messy furniture.]]These Rooms can be described as disheveled; walls crumbled and broken, cabinets and other objects smashed and wrecked, broken pillars, disorganized shelves, destroyed doors, scratches on the walls, fallen chandeliers and large piles of flesh. Players may need to duck under areas to progress. These types of rooms can only spawn after The Library and were added in the Hotel+ Update. It is unknown who or what destroyed these rooms and for what purpose, but it's implied that Figure went through these rooms in a speedy attempt to reach The Electrical Room before players to prevent them from escaping. They can spawn as early as Door 53.
[[File:Ruinsroomed.png|thumb|An example of a Ruined Room, which resembles a hallway with broken windows, scratch marks on the wall, and messy furniture.]]These Rooms can be described as disheveled; walls crumbled and broken, cabinets and other objects smashed and wrecked, broken pillars, disorganized shelves, destroyed doors, scratches on the walls, fallen chandeliers and large piles of flesh. Players may need to duck under areas to progress. These types of rooms can only spawn after The Library and were added in the Hotel+ Update. It is unknown who or what destroyed these rooms and for what purpose, but it's implied that Figure went through these rooms in a speedy attempt to reach The Electrical Room before players to prevent them from escaping. They can spawn as early as Door 53.
=={{Icons|Door}} Special Locations==

These are locations in the ''Hotel'' that are different and unique to most rooms (such as plain hallways, guest rooms and storage rooms). All are guaranteed locations, with the exception of [[The Meeting Room]] and [[The Dining Hall]]. '''''In order of appearance during a player's run in the Hotel.'''''
== {{Icons|Door}} Special Locations ==
===Elevator===
These are locations in The ''Hotel'' that are different and unique to most rooms (such as plain hallways, guest rooms and storage rooms). All are guaranteed locations, with the exception of [[The Meeting Room]] and [[The Dining Hall]]. '''''In order of appearance during a player's run in The Hotel.'''''
=== Elevator ===
''Main Article: [[Elevator]]''
''Main Article: [[Elevator]]''
[[File:Elevatorteqnikue.png|thumb|The Hotel Elevators]]
[[File:Elevatorteqnikue.png|thumb|The Hotel Elevators]]
[[File:ElevatorCutscene1.png|thumb|The Mining Elevator]]
[[File:ElevatorCutscene1.png|thumb|The Mining Elevator]]


''The Hotel'' Elevator is a device used to access the first floor Reception from the [[Lobby]]. It is a small, run of the mill elevator, with a metal gate, as well as two sliders. Up to fifty players can be present in one elevator. The Mining Elevator is located in Room 100. It can be operated once the circuit puzzle has been completed. It resembles a typical mining/freight elevator, and inside are lamps, crates, and The [[Electrical Room Key]]. As of The Hotel+ Update, The [[Electrical Room Key]] will not spawn in the elevator. [[File:TheReceptionRobloxDoors.png|thumb|The Reception]]
The ''Hotel'' Elevator is a device used to access the first floor Reception from the [[The Lobby|Lobby]]. It is a small, run of the mill elevator, with a metal gate, as well as two sliders. Up to fifty players can be present in one elevator. The Mining Elevator is located in Room 100. It can be operated once the circuit puzzle has been completed. It resembles a typical mining/freight elevator, and inside are lamps, crates, and the Electrical Room Key. As of the Hotel+ update, the Electrical Room Key may not spawn in the elevator. [[File:TheReceptionRobloxDoors.png|thumb|The Reception]]


=== The Reception ===
===The Reception ===
''Main Article: [[The Reception]]''
''Main Article: [[The Reception]]''


The Reception (also known as Room 0) is the first room players enters when they spawn in the elevator. It consists of a desk with an interactive bell (that breaks if rung too many times) and a few other objects scattered around the room, such as chairs and containers. The Reception will always spawn with Room Key 1, which is situated behind the desk, hung on the wall. No entities can spawn in this room other than [[Glitch]], [[Void]], and [[Timothy]]. This is also where the item stored in the [[Rift]] will appear to be collected if players have done so in a previous run.
The Reception (also known as Room 0) is the first room players enters when they spawn in the elevator. It consists of a desk with an interactive bell (that breaks if rung too many times) and a few other objects scattered around the room, such as chairs and containers. The Reception will always spawn with Room Key 1, which is situated behind the desk, hung on the wall. No entities can spawn in this room other than [[Glitch]], [[Void]], and [[Timothy]]. This is also where the item stored in the [[Rift]] will appear to be collected if players have done so in a previous run.


=== The Meeting Room ===
===The Meeting Room===
''Main Article: [[The Meeting Room]]''
''Main Article: [[The Meeting Room]]''
[[File:The Meeting Room.png|thumb|The Meeting Room]]
[[File:The Meeting Room.png|thumb|The Meeting Room]]
The Meeting Room, also referred as the Paintings Puzzle Room, is a small room that has a long, dining table in the middle, with a fireplace at the back. In this room, players must have to solve a puzzle which involves moving and placing various [[Puzzle Painting|paintings]] in the right spot. When placing all the paintings in their right frames, the fireplace will descend, revealing a fake wall in front of the doorway to the next room. In the room, there are cupboards and [[containers]], along with a few windows. There is a chance for it to be devoid of all furniture.
The Meeting Room, also referred as the Paintings Puzzle Room, is a small room that has a long, dining table in the middle, with a fireplace at the back. In this room, players must have to solve a puzzle which involves moving and placing various [[Puzzle Painting|paintings]] in the right spot. When placing all the paintings in their right frames, the fireplace will descend, revealing a fake wall in front of the doorway to the next room. In the room, there are cupboards and [[containers]], along with a few windows. There is a chance for it to be devoid of all furniture''.''
=== The Dining Hall ===
===The Dining Hall===
''Main Article: [[The Dining Hall]]''
''Main Article: [[The Dining Hall]]''
[[File:The Ballroom .png|thumb|The Dining Hall]]
[[File:The Ballroom .png|thumb|The Dining Hall]]
''Halt's'' room of residence, The Dining Hall, consists of a long room with tables, chairs and plants either side. Debris are scattered around, and cobwebs like the walls. At the end of the room, there is a stage with a grand piano, as well as the exit door. This room will always spawn after a room that has a longer light flicker and appears as early as Door 1, or as late as Door 87. The room after The Dining Hall may vary, it can either spawn a normal room, a guaranteed room or sometimes a room with [[Dupe]].
''Halt's'' room of residence, The Dining Hall, consists of a long room with tables, chairs and plants either side. Debris are scattered around, and cobwebs like the walls. At the end of the room, there is a stage with a grand piano, as well as the exit door. This room will always spawn after a room that has a longer light flicker and appears as early as Door 1, or as late as Door 87. The room after The Dining Hall may vary, it can either spawn a normal room, a guaranteed room or sometimes a room with [[Dupe]].


=== The Grand Hallway ===
===The Grand Hallway===
[[File:Thegrandesthallway.png|thumb|The Grand Hallway]]
[[File:Thegrandesthallway.png|thumb|The Grand Hallway]]
''Main Article: [[The Grand Hallway]]''
''Main Article: [[The Grand Hallway]]''
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[[File:LibraryNew3.png|thumb|The Library]]
[[File:LibraryNew3.png|thumb|The Library]]


=== The Library ===
===The Library===
''Main Article: [[The Library]]''
''Main Article: [[The Library]]''


The Library is a large room filled with bookshelves with various colored books, along with an office area and a staircase that overlooks the Library. Players will come across this room at Door 50, where they will have to avoid [[Figure]]. A grand door which is golden and white will let players know that the Library is the next room, along with Figure making noises on the other side to make its presence known. To escape the Library and Figure, players must collect [[Library Book|Library books]] and decipher the code in order to open the lock and escape. No other entities can spawn in this room besides Figure, [[Guiding Light]], [[Jack]], [[Window]], and [[Timothy]] (but you can theoretically encounter [[Shadow]] when you open the door).
The Library is a large room filled with bookshelves with various colored books, along with an office area and a staircase that overlooks the Library. Players will come across this room at Door 50, where they will have to avoid [[Figure]]. A grand door which is golden and white will let players know that the Library is the next room, along with Figure making noises on the other side to make its presence known. To escape the Library and Figure, players must collect [[Library Book|Library books]] and decipher the code in order to open the lock and escape. No other entities can spawn in this room besides Figure, [[Guiding Light]], [[Jack]], [[Window]], and [[Timothy]] (but you can theoretically encounter [[Shadow]] when you open the door).


=== Jeff Shop ===
===Jeff Shop===
''Main Article: [[Jeff Shop]]''
''Main Article: [[Jeff Shop]]''
[[File:JeffInTheHotel.png|thumb|Jeff Shop]]
[[File:JeffInTheHotel.png|thumb|Jeff Shop]]
The ''[[Jeff]] Shop'' is a room in ''The Hotel'', that occurs at a random door slightly after Doors 53-59, acting as a mid-game shop in case you need anything, this shop can prove useful on many terms. It features the entity [[Jeff]] including a desk with four [[items]] that can be bought, with a variety of seven items, and a tip jar used to tip Jeff for "college funds" as described in the "Pls Donate" [[Achievements|achievement]] you get when you fill his tip jar up. It also features a lot of crates, a partially rolled up carpet, [[El Goblino]] and [[Bob]]. It first appeared in The Hotel+ Update. These [[List of Entities|entities]] are also in a random door slightly after Doors 153-162 in [[The Mines]].
The ''[[Jeff]] Shop'' is a room in ''the Hotel,'' that occurs at a random door slightly after door 52, acting as a mid-game shop in case you need anything, this shop can prove useful on many terms. It features the entity [[Jeff]] including a desk with four [[items]] that can be bought, with a variety of seven items, and a tip jar used to tip Jeff for "college funds" as described in the "Pls Donate" [[Achievements|achievement]] you get when you fill his tip jar up. It also features a lot of crates, a partially rolled up carpet, [[El Goblino]] and [[Bob]]. It first appeared in the Hotel+ update. These [[List of Entities|Entities]] are also in a random door slightly after door 152 in [[The Mines]].


=== The Basements ===
===The Basements===
[[File:BasementNew.png|thumb|The Basements]]
[[File:BasementNew.png|thumb|The Basements]]
''Main Article: [[The Basements]]''
''Main Article: [[The Basements]]''
The Basements are randomly-generated rooms that spawn in [[The Hotel]]. They are maze-like structures with multiple gates blocking certain areas, vents that lead to other areas, and a [[Levers|lever]] that spawns on a random wall. ''Basements also'' contain barrels, pipes, cobwebs, meat substances, tables and [[Containers]]. ''Basements'' also have windows that display the rain outside, and an arched ceiling. To access a ''Basement'', players must go down a stairwell, that branches from the top floor, containing a gate blocking the door to the next room. The ''Basement'' that spawns on Door 61 always spawns as a [[The Hotel|dark room]], and is guaranteed to spawn.
The Basements are randomly-generated rooms that spawn in [[Hotel|The Hotel]]. They are maze-like structures with multiple gates blocking certain areas, vents that lead to other areas, and a [[Levers|lever]] that spawns on a random wall. ''Basements also'' contain barrels, pipes, cobwebs, meat substances, tables and [[Containers]]. ''Basements'' also have windows that display the rain outside, and an arched ceiling. To access a ''Basement'', players must go down a stairwell, that branches from the top floor, containing a gate blocking the door to the next room. The ''Basement'' that spawns on Door 61 always spawns as a [[The Hotel|dark room]], and is guaranteed to spawn.


=== The Infirmary ===
===The Infirmary===
''Main Article: [[The Infirmary]]''
''Main Article: [[The Infirmary]]''
[[File:Infirmary.png|thumb|The Infirmary]]
[[File:Infirmary.png|thumb|The Infirmary]]
The Infirmary is a moderately-large room in the Hotel, taking the appearance of a hospital area with many beds, tables, and other amenities. This room contains the [[Green Herb]], (also known as the ''Herb of Viridis''), which is a plant that is hidden behind a door that can only be unlocked with the [[Skeleton Key]]. Interacting with it heals players and grants health as doors are opened. There are also many cabinets and containers where players can find loot, most likely gold, especially {{Gold|50}} - {{Gold|100}}.
The Infirmary is a moderately-large room in the Hotel, taking the appearance of a hospital area with many beds, tables, and other amenities. This room contains the [[Green Herb]], (also known as the ''Herb of Viridis''), which is a plant that is hidden behind a door that can only be unlocked with the [[Skeleton Key]]. Interacting with it heals players and grants health as doors are opened. There are also many cabinets and containers where players can find loot, most likely gold, especially {{Gold|50}} - {{Gold|100}}.


=== The Courtyard ===
===The Courtyard===
''Main Article: [[The Courtyard]]''
''Main Article: [[The Courtyard]]''
[[File:Courtyard Interior v2.jpg|thumb|The Courtyard]]
[[File:Courtyard Interior v2.jpg|thumb|The Courtyard]]
The Courtyard is an outdoor space in ''The Hotel'' which features paths lined with lamps and hedges, with a roofed walkway through the middle. There is also a statue on one side of the pathway representing an angelic character, with the other side absent of a statue. It often occurs at Room 89. Players can enter The Courtyard by going through a black metal gate. Before the Mines update, The Courtyard currently offers nothing, other than some nice scenery. Many players use this level as a place to take a break. It is not required for a player to complete a puzzle or find a key in order to progress. The Courtyard is also currently the only place where players are allowed to step outside of ''The Hotel''. The statue located in here is ''theorized'' to be the "''Guardian of the Hotel''" or the [[Guiding Light]]. In the Mines update, the whole courtyard and the statue has been revamped and the statue has a sign next to it that says "●︎♓︎❍︎♌︎□︎". That word means "limbo" in the wing dings font. It also contains [[Shears]] and the [[The Courtyard|Courtyard Basement]] always in the bottom left of the entrance.
The Courtyard is an outdoor space in the ''Hotel'' which features paths lined with lamps and hedges, with a roofed walkway through the middle. There is also a statue on one side of the pathway representing an angelic character, with the other side absent of a statue. It often occurs at Room 89. Players can enter The Courtyard by going through a black metal gate. Before the Mines update, The Courtyard currently offers nothing, other than some nice scenery. Many players use this level as a place to take a break. It is not required for a player to complete a puzzle or find a key in order to progress. The Courtyard is also currently the only place where players are allowed to step outside of the ''Hotel''. The statue located in here is ''theorized'' to be the "''Guardian of the Hotel''" or the [[Guiding Light]]. In the Mines update, the whole courtyard and the statue has been revamped and the statue has a sign next to it that says "●︎♓︎❍︎♌︎□︎". That word means "limbo" in the wing dings font. It also contains [[Shears]] and an [[The Courtyard|Courtyard Basement]] always in the bottom left of the entrance.


=== The Greenhouse ===
===The Greenhouse===
''Main Article: [[The Greenhouse]]''
''Main Article: [[The Greenhouse]]''
[[File:DiningHall.jpg|thumb|The Greenhouse]]
[[File:DiningHall.jpg|thumb|The Greenhouse]]
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[[File:Final room (3).png|thumb|The Electrical Room]]
[[File:Final room (3).png|thumb|The Electrical Room]]


=== The Electrical Room ===
===The Electrical Room===
''Main Article: [[The Electrical Room]]''
''Main Article: [[The Electrical Room]]''


The Electrical Room are a series of rooms in which players can enter at Door 100. These rooms include the Elevator (where players can escape the floor), a staircase room which will present players the [[Rift]] when walking downstairs, corridors, small rooms, and a small room in which a small electrical wire box is situated. The electrical box is a puzzle in which players needs to solve before escaping. It requires 10 [[Circuit Breaker Switches|Breaker Switches]] which are scattered around the corridors and small rooms. These series of rooms all have shelves, electrical equipment and crates. Players must be careful of Figure when navigating these rooms, since it wanders around every single corner.
The Electrical Room are a series of rooms in which players can enter at Door 100. These rooms include the Elevator (where players can escape the floor), a staircase room which will present players the [[Rift]] when walking downstairs, corridors, small rooms, and a small room in which a small electrical wire box is situated. The electrical box is a puzzle in which players needs to solve before escaping. It requires 10 [[Circuit Breaker Switches|Breaker Switches]] which are scattered around the corridors and small rooms. These series of rooms all have shelves, electrical equipment and crates. Players must be careful of Figure when navigating these rooms, since it wanders around every single corner.


=== Secondary Locations ===
===Secondary Locations ===
Secondary Locations are rooms that are unique to most common rooms but are less noticeable and important.
Secondary Locations are rooms that are unique to most common rooms but are less noticeable and important.


==== General Rooms ====
====General Rooms====
* '''The Office''': A room with its passageway blocked by furniture. On the side, there is an entrance to an Office area. It has a container and a Rolltop Desk, where items can be found. There is a hole in the window of the area that can be crouched through to pass by the blocking furniture, allowing players to progress to the next room.
*'''The Office''': A room with its passageway blocked by furniture. On the side, there is an entrance to an Office area. It has a container and a Rolltop Desk, where items can be found. There is a hole in the window of the area that can be crouched through to pass by the blocking furniture, allowing players to progress to the next room.
* '''Window Suite''': A normal hallway with a big room on the side, leading to a large hotel suite with a large window. It always contains a Rolltop Desk with a large chance to contain an item, valuing this room very useful. A Room Key needs to be aquired to exit.
*'''Window Suite''': A normal hallway with a big room on the side, leading to a large hotel suite with a large window. It always contains a Rolltop Desk with a large chance to contain an item, valuing this room very useful. A Room Key needs to be aquired to exit.
* '''Suite''': A small room with beds and wardrobes, seemingly split into 2 sections. In the Hotel+ update [[Crucifix]]es were given a chance of spawning on the wall, between two beds.
*'''Suite''': A small room with beds and wardrobes, seemingly split into 2 sections. In the Hotel+ update [[Crucifix]]es were given a chance of spawning on the wall, between two beds.
* '''Skeleton Key Room:''' This room contains the Green Herb, (also known as the ''Herb of Viridis''), which is a plant that gives health as doors are opened and is hidden behind a door that can only be unlocked with the Skeleton Key. This room can be found within the main hallway of [[The Infirmary]].
*'''Skeleton Key Room:''' This room contains the Green Herb, (also known as the ''Herb of Viridis''), which is a plant that gives health as doors are opened and is hidden behind a door that can only be unlocked with the Skeleton Key. This room can be found within the main hallway of [[The Infirmary]].
* '''Hidden Corridor''': This room does not have the door directly in front, but players needs to take a hidden, narrow corridor to get to the next room. It also has many closets.
*'''Hidden Corridor''': This room does not have the door directly in front, but players needs to take a hidden, narrow corridor to get to the next room. It also has many closets.
* '''Door Corridor:''' This room is a winding hallway with several doors on the side.[[File:Courtyard basement.jpg|thumb|The Courtyard Basement covered in vines.]]
*'''Door Corridor:''' This room is a winding hallway with several doors on the side.[[File:Courtyard basement.jpg|thumb|The Courtyard Basement covered in vines.]]
* '''Courtyard Basement:''' The [[The Courtyard|Courtyard Basement]] can be found within The Courtyard. It contains a trapdoor covered with vines, which require the [[Shears]] to open. Once the Shears have been used, players enter down a flight of stairs, into a room that is similar to small basements. This room will contains a large amount of [[Gold]]. Although, players must be careful of Snare, who inhabits the floor and the entrance.
*'''Courtyard Basement:''' The [[The Courtyard|Courtyard Basement]] can be found within The Courtyard. It contains a trapdoor covered with vines, which require the [[Shears]] to open. Once the Shears have been used, players enter down a flight of stairs, into a room that is similar to small basements. This room will contains a large amount of [[Gold]]. Although, players must be careful of Snare, who inhabits the floor and the entrance.
* '''Lounge''': A room with many bookshelves, chairs, and paintings. It usually spawns between Doors 70-88, but may appear anytime. Crucifixes have a rare chance of spawning above the door.
*'''Lounge''': A room with many bookshelves, chairs, and paintings. It usually spawns between Doors 70-88, but may appear anytime. Crucifixes have a rare chance of spawning above the door.
* '''Room of Closets''': This room is one of the few rooms with seemingly ripped off wallpaper, and barren except for the unusual amount of closets, spawning 12 every time a player enters. This is ironic as the maximum amount of people who can play the game is 12 in a server, boding well for players challenging themselves with such game mode.
*'''Room of Closets''': This room is one of the few rooms with seemingly ripped off wallpaper, and barren except for the unusual amount of closets, spawning 12 every time a player enters. This is ironic as the maximum amount of people who can play the game is 12 in a server, boding well for players challenging themselves with such game mode.


==== Entity-Related Rooms ====
====Entity-Related Rooms====

* '''Seek's Chase Rooms:'''
*'''Seek's Chase Rooms:'''
** Chase Corridor: A normal room with fallen furniture that players must duck under.
**Chase Corridor: A normal room with fallen furniture that players must duck under.
** Intersection Corridor: A room with 3 doors, each one on the left, right and ahead. Only one of these is the correct door, as the others are barricaded, broken or lacking a doorknob.
** Intersection Corridor: A room with 3 doors, each one on the left, right and ahead. Only one of these is the correct door, as the others are barricaded, broken or lacking a doorknob.
*** There are two types of this room: one is a plus-shaped corridor, which is the intersection corridor, and one is an octagonal-shaped corridor.
***There are two types of this room: one is a plus-shaped corridor, which is the intersection corridor, and one is an octagonal-shaped corridor.
** Chase Hallway: A [[The Grand Hallway|Grand Hallway]] with fallen chandeliers and [[Seek]]'s hands coming from the windows.
**Chase Hallway: A [[The Grand Hallway|Grand Hallway]] with fallen chandeliers and [[Seek]]'s hands coming from the windows.
* '''The Dining Hall''': See ''[[The Dining Hall]]'' or ''Special Locations'' above for information.
*'''The Dining Hall''': See ''[[The Dining Hall]]'' or ''Special Locations'' above for information.


==== Entrance Rooms ====
====Entrance Rooms====
* [[The Library|'''Library''']] '''Entrance''': The room before the Library, which has a Large Office Desk and is always accessed by the right side of the room. At the front, there is a door leading to the Library. It is always at Door 49.
*[[The Library|'''Library''']] '''Entrance''': The room before the Library, which has a Large Office Desk and is always accessed by the right side of the room. At the front, there is a door leading to the Library. It is always at Door 49.
* '''The Rooms''' '''Entrance''': This room is always on Door 60 since The Hunt 2024 update. It is in bad condition, much like a Ruined Room. It always is followed by The Basement. The room contains a normal exit, but behind some furniture, there is a hole in the wall. Passing through that hole, there is a long, narrow walkway into a small room. It contains a mysterious painting, some furniture and a lever-activated door. To open it, players must pull the lever in The Basement Behind the lever-activated door is the entrance to The Rooms. It requires two lockpicks and a skeleton key to open.
*'''The Rooms''' '''Entrance''': This room is always on Door 60 since The Hunt 2024 update. It is in bad condition, much like a Ruined Room. It always is followed by The Basement. The room contains a normal exit, but behind some furniture, there is a hole in the wall. Passing through that hole, there is a long, narrow walkway into a small room. It contains a mysterious painting, some furniture and a lever-activated door. To open it, players must pull the lever in The Basement Behind the lever-activated door is the entrance to The Rooms. It requires two lockpicks and a skeleton key to open.
* [[The Electrical Room|'''Electrical Room''']] '''Entrance''': A special room in the Greenhouse that always occurs on Room 99.
*[[The Electrical Room|'''Electrical Room''']] '''Entrance''': A special room in the Greenhouse that always occurs on Room 99.
** Before [[The Hotel+ Update]]: It was a large room with drawers, several closets and a bed. Players must run here after Figure arrives in The Electrical Room.
**Before the Hotel+ Update:, it was a large room with drawers, several closets and a bed. Players must run here after Figure arrives in The Electrical Room.
** This room also contains a mysterious door, that seems to lead to nowhere.
**This room also contains a mysterious door, that seems to lead to nowhere.


== {{Icons|Door}} Lobby ==
=={{Icons|Door}} Lobby==
''Main Article: [[Lobby]]''
''Main Article: [[Lobby]]''


The '''Lobby''' is the location where players spawn when joining ''[[DOORS]]''. It's a canonical location of the game.
The '''Lobby''' is the location where players spawn when joining ''[[DOORS]]''. It's a non-canon area of the Hotel.


It's also a hub for DOORS players to communicate and strategize for an upcoming run. The Lobby contains twelve elevators, with six on each side of the room, which offer 1-4 player-sized lobbies that players can enter to start a run. There are several extra areas around the Lobby, with most of them just being minor places to explore. The most obvious one is the outdoors, showing the exterior of the Hotel, a sign that simply displays "HOTEL", a stone staircase, the water surrounding the area, and the entrance to [[The Backdoor]] (Although the Detour badge is required). Another alcove appears to the right of the entrance, with three boarded up doors and two closets. On the opposite side is a small hallway with a door at the end, and a leaderboard in the middle of the right wall. At the opposite end is a small downstairs area, with The Backdoor-styled items such as a broken and boarded up door, three closets, two tables, plenty of boxes and a locked gate. Meanwhile, at the other side of the downstairs alcove is a blocked off passageway, with Seek's eyes seen inside.
It's also a hub for DOORS players to communicate and strategize for an upcoming run. The Lobby contains twelve elevators, with six on each side of the room, which offer 1-4 player-sized lobbies that players can enter to start a run. There are several extra areas around the Lobby, with most of them just being minor places to explore. The most obvious one is the outdoors, showing the exterior of the Hotel, a sign that simply displays "HOTEL", a stone staircase, the water surrounding the area, and the entrance to [[The Backdoor]] (Although the Detour badge is required). Another alcove appears to the right of the entrance, with three boarded up doors and two closets. On the opposite side is a small hallway with a door at the end, and a leaderboard in the middle of the right wall. At the opposite end is a small downstairs area, with The Backdoor-styled items such as a broken and boarded up door, three closets, two tables, plenty of boxes and a locked gate. Meanwhile, at the other side of the downstairs alcove is a blocked off passageway, with Seek's eyes seen inside.


=== Entities (Non-Lethal) ===
===Entities (Non-Lethal)===

* [[Timothy]]
* [[Sally]]
*[[Timothy]]
* [[Seek]] (Eyes only)
*[[Seek]] (Eyes only)
*[[Curious Light]]
* [[Figure]] (Piles of rotten meat only)
* [[Curious Light]]
*[[Snare]]
*[[Sally]]

===Items===


*Currently none of the items.
=== Items ===
*[[Gold]]


== {{Icons|Door}} The Rooms ==
=={{Icons|Door}} The Rooms==
''Main Article: [[The Rooms]]''
''Main Article: [[The Rooms]]''


A hidden location similar to Roblox Rooms by nicorocks5555, the original inspiration for ''DOORS''. It contains fewer entities than the ''Hotel'', but they are capable of dealing heavy damage and there are several more rooms players have to traverse in order to complete it. Coins, batteries, and bandages will be scattered throughout the Rooms.
A hidden location similar to Roblox Rooms by nicorocks5555, the original inspiration for ''DOORS''. It contains fewer entities than the ''Hotel'', but they are capable of dealing heavy damage and there are several more rooms players have to traverse in order to complete it. Coins, batteries, and bandages will be scattered throughout the Rooms.


=== Entities ===
===Entities ===
* [[The Rooms|A-60]]: Functions similar to Rush, speeding through rooms at a high speed. It is quite audible when it spawns in, giving away its presence to alert players. To survive it, players must hide in lockers, or they will face instant death.
*[[The Rooms|A-60]]: Functions similar to Rush, speeding through rooms at a high speed. It is quite audible when it spawns in, giving away its presence to alert players. To survive it, players must hide in lockers, or they will face instant death.
* [[The Rooms|A-90]]: Will randomly appear on the screen. Players must cease all movement and interactions or else it will attack, taking away 90 health. If in conjunction with A-60 or A-120, it will slow down or stop them respectively.
*[[The Rooms|A-90]]: Will randomly appear on the screen. Players must cease all movement and interactions or else it will attack, taking away 90 health. If in conjunction with A-60 or A-120, it will slow down or stop them respectively.
* [[The Rooms|A-120]]: May appear rooms ahead of players, indicated by its soft and glitchy metal clanging. It has a delay when spawning in and is slower than A-60, giving players a chance to backtrack and hide in lockers.
*[[The Rooms|A-120]]: May appear rooms ahead of players, indicated by its soft and glitchy metal clanging. It has a delay when spawning in and is slower than A-60, giving players a chance to backtrack and hide in lockers.
* [[Curious Light]]: The sub-floor counterpart of the Guiding Light. It has a yellow color instead of a blue one, and its hints to surviving the entities are less direct and more questioning than its blue sibling.
*[[Curious Light]]: The sub-floor counterpart of the Guiding Light. It has a yellow color instead of a blue one, and its hints to surviving the entities are less direct and more questioning than its blue sibling.
* [[Glitch]]: The only entity from The Hotel to reappear in the Rooms. It acts if a person is left behind as rooms get despawned.
*[[Glitch]]: The only entity from The Hotel to reappear in the Rooms. It acts if a person is left behind as rooms get despawned.


=== Items ===
===Items===
* [[Shakelight]]: A special variant of the [[Flashlight]] that can be purchased at the start of The Rooms for 10 coins. It has a shorter battery life, and a bit dimmer than a normal flashlight, but can be recharged by shaking it, hence the name. It gives off a limey-cyan color.
*[[Shakelight]]: A special variant of the [[Flashlight]] that can be purchased at the start of The Rooms for 10 coins. It has a shorter battery life, and a bit dimmer than a normal flashlight, but can be recharged by shaking it, hence the name. It gives off a limey-cyan color.
* [[Starlight Jug]]: A larger version of the Starlight Vial and Starlight Bottle from [[The Backdoor]]. The Starlight Jug is only available at the completion of the Rooms as a temporary replacement for the [[NVCS-3000]]. It can be used 4 times and provides useful effects such as healing 100 health (including overheal) and a speed boost.
*[[Starlight Jug]]: A larger version of the Starlight Vial and Starlight Bottle from [[The Backdoor]]. The Starlight Jug is only available at the completion of the Rooms as a temporary replacement for the [[NVCS-3000]]. It can be used 4 times and provides useful effects such as healing 100 health (including overheal) and a speed boost.


== {{Icons|Door}} The Backdoor ==
=={{Icons|Door}} The Backdoor==
''Main Article: [[The Backdoor]]''
''Main Article: [[The Backdoor]]''


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''The Backdoor'' was initially released on March 15, 2024 for the 2024 Roblox event, ''The Hunt: First Edition'', where it awarded players with the "THE HUNT: First Edition" [[Achievements|achievement]] and a badge for the event, while the trailer was uploaded to YouTube the day prior. After the event concluded on March 30, 2024, the sub-floor remained in the game, although its entrance was changed.
''The Backdoor'' was initially released on March 15, 2024 for the 2024 Roblox event, ''The Hunt: First Edition'', where it awarded players with the "THE HUNT: First Edition" [[Achievements|achievement]] and a badge for the event, while the trailer was uploaded to YouTube the day prior. After the event concluded on March 30, 2024, the sub-floor remained in the game, although its entrance was changed.


=== Entities ===
===Entities===
* [[The Backdoor|Blitz]] acts similar to [[Rush]], but it can rebound, changing to its pink form.
*[[The Backdoor|Blitz]] acts similar to [[Rush]], but it can rebound, changing to its pink form.
* [[The Backdoor|Lookman]] looks like old [[Eyes]] design and has its old name.
*[[The Backdoor|Lookman]] looks like old [[Eyes]] design and has its old name.
* [[The Backdoor|Haste]] spawns when time runs out.
*[[The Backdoor|Haste]] spawns when time runs out.
* [[Curious Light]] has the same behavior that it has in [[The Rooms]].
*[[Curious Light]] has the same behavior that it has in [[The Rooms]].
* [[Glitch]] has the same behavior that it has in The Rooms.
*[[Glitch]] has the same behavior that it has in The Rooms.


=== Items ===
===Items===
* [[Room Key (The Backdoor)]]: Throughout [[The Backdoor]], players will find doors with a lock attached to them. To unlock these doors, players must hunt for the ''Room Key'', find it, and use it on the door.
* [[Vial of Starlight|Starlight Vial]]: When used, the ''Starlight Vial'' makes players glow, heals 25 health and provides a temporary speed boost.
* [[Starlight Bottle]]: The ''Starlight Bottle'', the larger counterpart of the Starlight Vial, when used, heals players by 50 health points, gives them a temporary speed boost, and creates a small circle of light around them.


*[[Room Key (The Backdoor)]]: Throughout [[The Backdoor]], players will find doors with a lock attached to them. To unlock these doors, players must hunt for the ''Room Key'', find it, and use it on the door.
== {{Icons|Modifiers}} Modifiers ==
*[[Vial of Starlight|Starlight Vial]]: When used, the ''Starlight Vial'' makes players glow, heals 25 health and provides a temporary speed boost.
{{Main|Modifiers}}
*[[Starlight Bottle]]: The ''Starlight Bottle'', the larger counterpart of the Starlight Vial, when used, heals players by 50 health points, gives them a temporary speed boost, and creates a small circle of light around them.
{{Modifier
|bordercolor=#ffa093
|bgcolor=#6b281e
|textcolor=#ffa093
|text=Wet Floor
|textcolor2=#c1786e
|text2=The floor is slippery.
|increase=10}}


=={{Icons|Modifiers}} Modifiers==
{{Modifier
<small>''Main article: [[Modifiers]]''</small>
|bordercolor=#ffa093
{{Modifier|bordercolor=#ffa093|bgcolor=#6b281e|textcolor=#ffa093|text=Wet Floor|textcolor2=#c1786e|text2=The floor is slippery.|increase=10}}
|bgcolor=#6b281e
{{Modifier|bordercolor=#ffa093|bgcolor=#6b281e|textcolor=#ffa093|text=Bad Ventilation|textcolor2=#c1786e|text2=Adds fog, significantly limiting vision.|increase=10}}
|textcolor=#ffa093
{{Modifier|bordercolor=#ff9294|bgcolor=#521d1e|textcolor=#ff9294|text=Locked And Loaded|textcolor2=#c16e6e|text2=Increases chance of locked rooms. Has a chance to lock normal rooms.|increase=10|restrictedmodifiers='Key Key Key Key'|floors=[[The Hotel]]}}
|text=Bad Ventilation
{{Modifier|bordercolor=#ff7386|bgcolor=#521f26|textcolor=#ff7386|text=Key Key Key Key|textcolor2=#c05865|text2=Almost all rooms are locked.|textcolor3=#c05865|text3=Requires 'Not Five Stars'|increase=15|restrictedmodifiers='Locked And Loaded'|floors=[[The Hotel]]}}
|textcolor2=#c1786e
|text2=Adds fog, significantly limiting vision.
|increase=10}}


=={{Icons|Player}} In-Game Soundtracks==
{{Modifier
See [[Soundtracks]] for a full collection of sounds.
|bordercolor=#ff9294
|bgcolor=#521d1e
|textcolor=#ff9294
|text=Locked And Loaded
|textcolor2=#c16e6e
|text2=Increases chance of locked rooms. Has a chance to lock normal rooms.
|increase=10|restrictedmodifiers='Key Key Key Key'
floors=[[The Hotel]]}}


=={{Icons|Trivia}} Trivia==
{{Modifier
*Players used to get soft locked when trying to crouch under certain obstacles because of their packages messing up their player height scales.
|bordercolor=#ff7386
*The last 49 doors are noticeably harder than the first 51, this is for the following reasons.
|bgcolor=#521f26
**An obvious reason is because this stretch contains The Greenhouse and The Electrical Room, which are considered by the community to be the most difficult rooms in the game. Many advanced players die here.
|textcolor=#ff7386
|text=Key Key Key Key
|textcolor2=#c05865
|text2=Almost all rooms are locked.
|textcolor3=#c05865
|text3=Requires 'Not Five Stars'
|increase=15
|restrictedmodifiers='Locked And Loaded'
|floors=[[The Hotel]]}}

{{AnyIcons|Soundtracks.png|In-game soundtrack|format===|mobile=Yes|caption=In-game soundtrack}}
{{Main|Soundtracks}}
{|class="article-table" style="font-size: smaller"
!<abbr title="Number">No.</abbr>
!Title
!Plays at
!Length
!BPM
!Key Signature
!style="min-width: 270px"|Track
|-
|1.
|"Elevator Jam"
|Inside the [[Elevator]] of ''The Hotel''.
|0:39
|146 BPM
|D♯/E♭ Minor
|[[File:Elevator Jam.ogg]]
|-
|2.
|"Here I Come"
|During [[Seek]]'s chase.
|1:52
|135 BPM
|D♯/E♭ Major
|[[File:Here I Come.ogg]]
|-
|3.
|"Unhinged"
|The [[Library]] sequence with [[Figure]].
|3:14 <small>(soundtrack)</small><br>0:18 <small>(start)</small><br>0:42 <small>(loop)</small><br>0:35 <small>(end)</small>
|180 BPM
|F♯/G♭ Minor
|[[File:Unhinged start.ogg]] <small>(start)</small><br>[[File:Unhinged.ogg]] <small>(loop)</small><br>[[File:Unhinged end.ogg]]<small>(end)</small>
|-
|4.
|"Jeff's Jingle"
|The radio at [[Jeff]]'s shop.
|2:05 <small>(soundtrack)</small><br>2:00 <small>(loop)</small>
|176 BPM
|E Minor
|[[File:Jeff's Jingle.ogg]] <small>(source)</small><br>[[File:Jeff's Jingle (in-game).ogg]] <small>(in-game)</small>
|-
|5.
|"Unhinged II"
|In [[The Electrical Room]] after opening the gate.
|3:03 <small>(soundtrack)</small><br>0:42 <small>(loop)</small>
|90 BPM
|F♯/G♭ Minor
|[[File:Unhinged II (intense).ogg]] <small>(intense)</small><br>[[File:Unhinged II (ambience).ogg]] <small>(ambience)</small>
|}

== {{Icons|Trivia}} Trivia ==
* Players used to get soft locked when trying to crouch under certain obstacles because of their packages messing up their player height scales.
* The last 49 doors are noticeably harder than the first 51, this is for the following reasons.
** An obvious reason is because this stretch contains The Greenhouse and The Electrical Room, which are considered by the community to be the most difficult rooms in the game. Many advanced players die here.
** Often Ambush and Halt spawn here.
** Often Ambush and Halt spawn here.
** Dark rooms are more common, even if one doesn't include Door 61 and the last 11 rooms of the game.
**Dark rooms are more common, even if one doesn't include Door 61 and the last 11 rooms of the game.
** Seek's second chase is arguably harder than the first.
**Seek's second chase is arguably harder than the first.
*** It also is guaranteed to spawn, unlike the first, which has a small percentage of not spawning.
***It also is guaranteed to spawn, unlike the first, which has a small percentage of not spawning.
** Hide kicks players out faster than before door 50, which can be annoying against Rush and Ambush.
**Hide kicks players out faster than before door 50, which can be annoying against Rush and Ambush.
** According to Roblox, the farther players get from a spawn point, the buggier the game will be. Although Glitch is harmless, it can make players lose their focus for a second, especially if they are in The Greenhouse, which can be fatal sometimes.
**According to Roblox, the farther players get from a spawn point, the buggier the game will be. Although Glitch is harmless, it can make players lose their focus for a second, especially if they are in the greenhouse, which can be fatal sometimes.
** There are many major and dangerous threats that not even the Crucifix can stop, like [[Snare]], which can unequip player's Crucifix while they're holding it, making them vulnerable to Rush.
**There are many major and dangerous threats that not even the Crucifix can stop, like [[Snare]], which can unequip player's crucifix while they're holding it, making them vulnerable to Rush.
** Dupe scrambles the door number faster and spawns more, which can be fatal sometimes.
**Dupe scrambles the door number faster and spawns more, which can be fatal sometimes.
*Rooms with side rooms (other than mini side rooms with chests) will always require a room key.
* During the [[2024 April Fools Event]], players and entities were given voices, later removed as the event ended, but it ended up being a modifier.
*Dark Rooms never spawn at The Library Entrance. They also do not spawn immediately after both Seek Chases are completed.
* Rooms with side rooms (other than mini side rooms with chests) will always require a room key.
* Dark Rooms never spawn at The Library Entrance. They also do not spawn immediately after both Seek Chases are completed.
**Dark Rooms also used to not spawn at Door 99 before the Hotel+ Update.
**However, Ambush can make the Library Entrance a dark room. (Before the Mines update)
** Dark Rooms also used to not spawn at Door 99 before the Hotel+ Update.
** However, Ambush can make the Library Entrance a dark room. (Before [[The Mines Update]])
* Putting the camera close to the door near the scoreboard in the lobby plays a high-pitched version of an ambience from Five Nights at Freddy's 2.
* Putting the camera close to the door near the scoreboard in the lobby plays a high-pitched version of an ambience from Five Nights at Freddy's 2.
* In the outside of the lobby, [[Sally]] will not disappear and also instead of being a bright vector, it is just a 2D bitmap.
*In the lobby, [[Window]] will not disappear and also instead of being a bright vector, it is just a 2D bitmap.
* Do note that all players will be teleported to the end of the hallway during the first and second encounter of Seek's Grand Hallway, and to the Library after Figure's cutscene.
*Do note that all players will be teleported to the end of the hallway during the first and second encounter of Seek's Grand Hallway, and to the Library after Figure's cutscene.
* The rooms with vents prior to the Hotel+ Update have been scrapped due to multiple bugs, however the vents have been repurposed,<ref>[https://twitter.com/RediblesQW/status/1602028193753489408 "the current vent room everyone knows was scrapped (mostly due to how many bugs it caused), and vents are moved to be useful somewhere else now"] – RediblesQW, Twitter</ref>specifically to rooms with gates.<ref>[https://twitter.com/RediblesQW/status/1587140904405663744 "there are still vent rooms, they are just combined with gate rooms now"] – RediblesQW, Twitter</ref> Despite this, the [[Screech]]-in-a-vent glitch can still occur.
*The rooms with vents prior to the Hotel+ Update have been scrapped due to multiple bugs, however the vents have been repurposed,<ref>[https://twitter.com/RediblesQW/status/1602028193753489408 "the current vent room everyone knows was scrapped (mostly due to how many bugs it caused), and vents are moved to be useful somewhere else now"] – RediblesQW, Twitter</ref>specifically to rooms with gates.<ref>[https://twitter.com/RediblesQW/status/1587140904405663744 "there are still vent rooms, they are just combined with gate rooms now"] – RediblesQW, Twitter</ref> Despite this, the [[Screech]]-in-a-vent glitch can still occur.
*There is a room generation glitch where the door 101 spawns without dupe.
* A Door 101 can be located outside Door 100, but you can only reach it by using exploits or noclipping with the [[Admin Panel]].
* Should the graphics quality be at maximum, extra ambient sounds will be present.<ref>[https://twitter.com/DoorsRoblox/status/1597702779631726593 "the player's graphics settings; if they are at max, then extra sounds will be present."] – DoorsRoblox, Twitter</ref>
*Should the graphics quality be at maximum, extra ambient sounds will be present.<ref>[https://twitter.com/DoorsRoblox/status/1597702779631726593 "the player's graphics settings; if they are at max, then extra sounds will be present."] – DoorsRoblox, Twitter</ref>
* As of The Hotel+ Update, Dupe can be encountered and the previous doors players has entered, the number on it will now be smudged.
*As of the Hotel+ update, Dupe can be encountered and the previous doors players has entered, the number on it will now be smudged.
** Dupe, as of The Mines Update now smudges previous doors, including Dupe doors.
**Dupe, as of the Mines update now smudges previous doors, including Dupe doors.
* Some of the [[paintings]] scattered throughout the ''Hotel'' are references to other things. It's often about modern humor, other video games or knockoffs of real life paintings.
* Some of the [[paintings]] scattered throughout the ''Hotel'' are references to other things. It's often about modern humor, other video games or knockoffs of real life paintings.
* The design of ''The Hotel'' bears similarities to the hotel from ''At Dead of Night,'' a ghost horror game which mainly takes place in a hotel.
*The design of the ''Hotel'' bears similarities to the hotel from ''At Dead of Night,'' a ghost horror game which mainly takes place in a hotel.
* The walls in the basements and the space between the door and the fireplace in the Dining Rooms may be a reference to Spooky's Jump Scare Mansion.
* The walls in the basements and the space between the door and the fireplace in the Dining Rooms may be a reference to Spooky's Jump Scare Mansion.
* Every Floor and Sub-Floor are actually extremely long and can very likely make a true fact that the entire place is as big as a City.
*Every Floor and Sub-Floor are actually extremely long and can very likely make a true fact that the entire place is as big as a City.
* Since the Backdoor update, in the ''Hotel'' there are these guaranteed rooms during a run, according to the developers:
*Since the Backdoor update, in the ''Hotel'' there are these guaranteed rooms during a run, according to the developers:
** 2 small basements.
**2 small basements.
** 1 [[The Dining Room|painting puzzle room]].
**1 [[The Dining Room|painting puzzle room]].
** Every kind of locked room once.
**Every kind of locked room once.
** 8 side-rooms locked room.
**8 side-rooms locked room.
** Plus-shaped locked room.
**Plus-shaped locked room.
** T-shaped locked room.
**T-shaped locked room.
** Side-room with big window locked room.
**Side-room with big window locked room.
** L-shaped locked room.
**L-shaped locked room.
** Ruined L-shaped locked room.
**Ruined L-shaped locked room.
** [[The Basement]]
**[[The Basement]]
*Strangely enough, the ''Hotel'' features both modern and grandfather clocks, suggesting that the events of DOORS take place in the modern day.
*Some rooms look like separate hotel rooms, which may be inspired by the rooms in Spooky's Jump Scare Mansion, which contain beds and nightstands.
* According to one of Curious Lights Backdoor dialogs, The Hotel is old.
* Strangely enough, ''The Hotel'' features both modern and grandfather clocks, suggesting that the events of DOORS take place in the modern day.
*On one of the [[achievements]], El Goblino is using a laptop that may imply possible internet connection in the ''Hotel,'' although these are not always canon.
** However ''The Hotel'' has the [[The Infirmary|Infirmary]], which acted as hospitals during the world wars to help wounded soldiers.
*The ''Hotel'' begins at night 11:00 PM.
* According to one of Curious Lights Backdoor dialogs, ''The Hotel'' is old.
**When player(s) escape each room, the time will reset. AFK players prevents the hands from ticking, if on singleplayer. Multiplayer servers require all players to be AFK to do this.
* On one of the [[achievements]], El Goblino is using a laptop that may imply possible internet connection in the ''Hotel,'' although these are not always canon.
***This is especially useful for dealing with Dread, as Dread will spawn as the clock hits 12:00 AM.
* ''The Hotel'' begins at night 11:00 PM.
***This is no longer the case, since Dread can spawn, even if all players are AFK.
** When player(s) escape each room, the time will reset. AFK players prevents the hands from ticking, if on singleplayer. Multiplayer servers require all players to be AFK to do this.
*Sometimes lights will start randomly breaking in rooms, sometimes making the room completely dark, even if Rush does not appear.
*** This is especially useful for dealing with Dread, as Dread will spawn as the clock hits 12:00 AM.
*** This is no longer the case, since Dread can spawn, even if all players are AFK.
*Sometimes players will randomly hear the "Psst" sound, even when Screech isn't present.
* Sometimes lights will start randomly breaking in rooms, sometimes making the room completely dark, even if Rush does not appear.
* Sometimes players will randomly hear the "Psst" sound, even when Screech isn't present.
** This sound is part of the ambience, as a trick.
** This sound is part of the ambience, as a trick.
* El Goblino stated that he is the one who is making some of the ambient sounds throughout the ''Hotel.''
*El Goblino stated that he is the one who is making some of the ambient sounds throughout the ''Hotel.''
* One of the ambient sounds is similar to Foxy running from Five Nights at Freddy's.
*One of the ambient sounds is similar to Foxy running from Five Nights at Freddy's.
* The brown lumps around ''The Hotel'' are a meat-like substance.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Is the brown stuff around the hotel supposed to be flesh or shit" A:"meat-like substance"] -WowzersItsMe</ref>
*The brown lumps around the ''Hotel'' are a meat-like substance.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Is the brown stuff around the hotel supposed to be flesh or shit" A:"meat-like substance"] -WowzersItsMe</ref>
*A Door 101 can be located outside Door 100, but you can only reach it by using exploits or noclipping with the [[Admin Panel]].

*The supposed time period of ''The Hotel'' is in 1939 (World War 2) because of the [[The Infirmary|Infirmary]], which acted as hospitals during the wars to help wounded soldiers.
== {{Icons|Achievement}} Related achievements ==


=={{Icons|Achievement}} Related Achievements==
{{Achievement
{{Achievement
|image=Rock Bottom Badge.png
|image=Rock Bottom Badge.png
Line 564: Line 486:
|title=Expert Technician
|title=Expert Technician
|text=I'm the one for the job.
|text=I'm the one for the job.
|text2=Complete the Circuit Breaker puzzle in under a minute.}}
|text2=Complete the Circuit Breaker puzzle in under a minute.}}{{Achievement|image=Herb Of Viridis Badge.png|title=Herb Of Viridis|text=My heart beats stronger...|text2=Find and use a green herb.}}
{{Achievement
|image=Herb Of Viridis Badge.png
|title=Herb Of Viridis
|text=My heart beats stronger...
|text2=Find and use a green herb.}}
{{Achievement
{{Achievement
|image=Sshh Badge.png
|image=Sshh Badge.png
Line 576: Line 493:
|text2=Escape from Figure in the library in the ''Hotel''}}
|text2=Escape from Figure in the library in the ''Hotel''}}


== {{Icons|Bugs}} Bugs ==
=={{Icons|Bugs}} Bugs==

*Screech can spawn in vents in dark basements, leading to situations where players can't find Screech.
*Screech can spawn in vents in dark basements, leading to situations where players can't find Screech.
*If you stand at the corner of a bed, then enter and exit it, then you can jump.
*If you stand at the corner of a bed, then enter and exit it, then you can jump.
Line 582: Line 500:
**This can also happen with rooms overlapping another rooms.
**This can also happen with rooms overlapping another rooms.
**This glitch may result in Glitch spawning and jumpscaring the players.
**This glitch may result in Glitch spawning and jumpscaring the players.
*There is a room generation glitch where the door 101 spawns without dupe.
*Falling books may already occur if the player is in another room near the next room where the hitbox triggers it.
*Falling books may already occur if the player is in another room near the next room where the hitbox triggers it.
*Rush may shatter Seek's Grand Hallway start room lights, leaving the room dark.
*Rush may shatter Seek's Grand Hallway start room lights, leaving the room dark.
**If the conditions are perfect, Rush may also open Seek's chase rooms before Seek spawns.
** If the conditions are perfect, Rush may also open Seek's chase rooms before Seek spawns.
*Ambush's render may sometimes lag, leading to its render unable to load properly for some time.
*Ambush's render may sometimes lag, leading to its render unable to load properly for some time.
*Figure has a small chance to become stuck on the Electrical Puzzle Room on Door 100.
*Figure has a small chance to become stuck on the Electrical Puzzle Room on Door 100.


== {{Icons|Gallery}} Gallery ==
=={{Icons|Gallery}} Gallery ==
'''''Note: This section is separated in two parts: Location-Related and Entity-Related.'''''
<tabber>
<tabber>
|-|Rooms=
Locations=
<gallery>
{{#tag:tabber|Rooms=
DOORS Thumbnail 2.png|The starting room of the ''Hotel''. Also found on one of the title images of the game.
{{#tag:tabber|Randomized=
HotelPrototype.png|Early prototype of the ''Hotel''.
=== Normal ===
Library.png|The Library.
<gallery widths="190">
Hotel_AltDoors1.png|Hotel_AltDoors1
Hotel_AltDoors2.png|Hotel_AltDoors2
Hotel_AltDoors3.png|Hotel_AltDoors3
Hotel_AltHallway1.png|Hotel_AltHallway1
Hotel_AltHallway1Mirrored.png|Hotel_AltHallway1Mirrored
Hotel_Backroom1 m.png|Hotel_Backroom1
Hotel_Backroom2 m.png|Hotel_Backroom2
Hotel_Backroom3.png|Hotel_Backroom3
Hotel_Backroom4.png|Hotel_Backroom4
Hotel_Backroom5.png|Hotel_Backroom5
Hotel_Backroom6.jpg|Hotel_Backroom6
Hotel_Backroom7.png|Hotel_Backroom7
Hotel_Backroom8 m.png|Hotel_Backroom8
Hotel_CellarGate1.png|Hotel_CellarGate1
Hotel_Chex1.png|Hotel_Chex1
Hotel_ChexKey.png|Hotel_ChexKey
Hotel_Circle1.png|Hotel_Circle1
Hotel_Corner_Keyroom.png|Hotel_Corner_Keyroom
Hotel_CrouchHallway1.png|Hotel_CrouchHallway1
Hotel_Downstairs1.png|Hotel_Downstairs1
Hotel_Downstairs2.png|Hotel_Downstairs2
Hotel_Hallway1.png|Hotel_Hallway1
Hotel_Hallway2.png|Hotel_Hallway2
Hotel_Hallway2 (for some reason has the same name).png|Hotel_Hallway2
Hotel_Hallway3.png|Hotel_Hallway3
Hotel_Hallway4.png|Hotel_Hallway4
Hotel_Hallway5.png|Hotel_Hallway5
Hotel_Hallway6.png|Hotel_Hallway6
Hotel_HallwayCorner1.png|Hotel_HallwayCorner1
Hotel_HallwayCorner2.png|Hotel_HallwayCorner2
Hotel_HallwayCornerOffice.png|Hotel_HallwayCornerOffice
Hotel_HallwayCornerOfficeMirrored.png|Hotel_HallwayCornerOfficeMirrored
Hotel_HallwayLong1.png|Hotel_HallwayLong1
Hotel_HallwaySideroom1.png|Hotel_HallwaySideroom1
Hotel_Key_LeftCurve3.png|Hotel_Key_LeftCurve3
Hotel_Key_LeftCurve3Mirrored.png|Hotel_Key_LeftCurve3Mirrored
Hotel_LeftCurve1.png|Hotel_LeftCurve1
Hotel_LeftCurve2.png|Hotel_LeftCurve2
Hotel_PicturePuzzle.png|Hotel_PicturePuzzle
Hotel_Puzzle_Key1.png|Hotel_Puzzle_Key1
Hotel_RightCurve1.png|Hotel_RightCurve1
Hotel_RightCurve2.png|Hotel_RightCurve2
Hotel_Room1.png|Hotel_Room1
Hotel_Room1Mirrored.png|Hotel_Room1Mirrored
Hotel_Room2.png|Hotel_Room2
Hotel_Room2Mirrored.png|Hotel_Room2Mirrored
Hotel_SkinnyHallway1.png|Hotel_SkinnyHallway1
Hotel_SkinnyHallway2.png|Hotel_SkinnyHallway2
Hotel_SmallLibrary1.png|Hotel_SmallLibrary1
Hotel_SmallLibrary1Mirrored.png|Hotel_SmallLibrary1Mirrored
Hotel_Squeeze1.png|Hotel_Squeeze1
Hotel_Squeeze2.png|Hotel_Squeeze2
Hotel_Upstairs1.png|Hotel_Upstairs1
Hotel_WardrobeRoom.png|Hotel_WardrobeRoom
Hotel_Window1.png|Hotel_Window1
</gallery>

=== Broken (50+ only) ===
<gallery widths="190">
Hotel_HallwayBroken3.png|Hotel_HallwayBroken3
Hotel_HallwayCorner1Broken.png|Hotel_HallwayCorner1Broken
Hotel_HallwayCorner2Broken.png|Hotel_HallwayCorner2Broken
Hotel_Key_LeftCurve3Broken.png|Hotel_Key_LeftCurve3Broken
Hotel_HallwayBroken4.png|Hotel_HallwayBroken4
Hotel_Key_LeftCurve3BrokenMirrored.png|Hotel_Key_LeftCurve3BrokenMirrored
</gallery>

=== Seek Chase ===
<gallery widths="190">
Hotel_SeekChaseIntersection.png|Hotel_SeekChaseIntersection
Hotel_SeekChaseIntersectionAlt.png|Hotel_SeekChaseIntersectionAlt
</gallery>

=== Greenhouse ===
<gallery widths="190">
Greenhouse_Straight.png|Greenhouse_Straight
Greenhouse_Straight (Light Room).png|Greenhouse_Straight (Light Room)
Greenhouse_Intersection.png|Greenhouse_Intersection
Greenhouse_Intersection (Light Room).png|Greenhouse_Intersection (Light Room)
</gallery>
{{!}}-{{!}}
Guaranteed=
<gallery widths="190">
Hotel_Start.png|Hotel_Start
Hotel_SeekIntro.png|Hotel_SeekIntro
Hotel_SeekChase.png|Hotel_SeekChase
Hotel_SeekChaseShort1.png|Hotel_SeekChaseShort1
Hotel_SeekChaseFinal.png|Hotel_SeekChaseFinal
Hotel_LibraryEntrance.png|Hotel_LibraryEntrance
Hotel_Library.png|Hotel_Library
Hotel_LibraryExit.png|Hotel_LibraryExit
Hotel_JeffShopEntrance.png|Hotel_JeffShopEntrance
Hotel_JeffShop.png|Hotel_JeffShop
Hotel_RoomsEntrance.png|Hotel_RoomsEntrance
Hotel_MegaGate.png|Hotel_MegaGate
Hotel_PreInfirmary.png|Hotel_PreInfirmary
Hotel_Infirmary.png|Hotel_Infirmary
Hotel_HaltHallway.png|Hotel_HaltHallway
Hotel_PreCourtyard.png|Hotel_PreCourtyard
Hotel_Courtyard.png|Hotel_Courtyard
Greenhouse_End.png|Greenhouse_End
EMain2.png|Hotel_EndNew
</gallery>

{{!}}-{{!}}
Side-Rooms=
=== Normal ===
<gallery widths="190">
Hotel_SideBedloot.png|Hotel_SideBedloot
Hotel_SideBehind (1).png|Hotel_SideBehind (1)
Hotel_SideBehind (2).png|Hotel_SideBehind (2)
Hotel_SideBehind (3).png|Hotel_SideBehind (3)
Hotel_SideBehind (4).png|Hotel_SideBehind (4)
Hotel_SideBehind (5).png|Hotel_SideBehind (5)
Hotel_SideBehind (6).png|Hotel_SideBehind (6)
Hotel_SideBehind (7).png|Hotel_SideBehind (7)
Hotel_SideBehind (8).png|Hotel_SideBehind (8)
Hotel_SideBehind (9).png|Hotel_SideBehind (9)
Hotel_SideBehind (10).png|Hotel_SideBehind (10)
Hotel_SideBehind (11).png|Hotel_SideBehind (11)
Hotel_SideChest.png|Hotel_SideChest
Hotel_SideCouch.png|Hotel_SideCouch
Hotel_SideStraight (1).png|Hotel_SideStraight (1)
Hotel_SideStraight (2).png|Hotel_SideStraight (2)
Hotel_SideStraight (3).png|Hotel_SideStraight (3)
Hotel_SideStraight (4).png|Hotel_SideStraight (4)
Hotel_SideStraight (5).png|Hotel_SideStraight (5)
Hotel_SideStraight (6).png|Hotel_SideStraight (6)
Hotel_SideStraight (7).png|Hotel_SideStraight (7)
Hotel_SideTable (1).png|Hotel_SideTable (1)
Hotel_SideTable (2).png|Hotel_SideTable (2)
Hotel_SmallBedroom.png|Hotel_SmallBedroom
Sideroom_Brand (1).png|Sideroom_Brand (1)
Sideroom_Brand (2).png|Sideroom_Brand (2)
Sideroom_Brand (3).png|Sideroom_Brand (3)
Sideroom_Brand (4).png|Sideroom_Brand (4)
Sideroom_Brand (5).png|Sideroom_Brand (5)
Sideroom_Brand (6).png|Sideroom_Brand (6)
</gallery>

=== Brightened ===
<gallery widths="190">
Brightered_Hotel SideBehind (11).png|Hotel SideBehind (11)
Brightered_Hotel SideBehind (4).png|Hotel SideBehind (4)
Brightered_Hotel SideBehind (5).png|Hotel SideBehind (5)
Brightered_Hotel SideBehind (6).png|Hotel SideBehind (6)
Brightered_Hotel SideBehind (8).png|Hotel SideBehind (8)
Brightered_Hotel SideBehind (9).png|Hotel SideBehind (9)
Brightered_Hotel SideBehind Brightered (3).png|Hotel SideBehind (3)
Brightered_Hotel SideChest.png|Hotel SideChest
Brightered_Hotel SideStraight (2).png|Hotel SideStraight (2)
Brightered_Hotel SideStraight (4).png|Hotel SideStraight (4)
Brightered_Hotel SideStraight (5).png|Hotel SideStraight (5)
Brightered_Hotel SideStraight (7).png|Hotel SideStraight (7)
Brightered_Hotel SideTable (1).png|Hotel SideTable (1)
Brightered_Hotel SideTable (2).png|Hotel SideTable (2)
Brightered_Sideroom Brand (3).png|Sideroom Brand (3)
Brightered_Sideroom Brand (4).png|Sideroom Brand (4)
</gallery>


{{!}}-{{!}}
Old=
=== Removed in [[The Hotel+ Update]] ===
<gallery widths="190">
Ventrooms.png|Hotel_DuctConnector
MiniLibraryRoom.png|Hotel_MazeGate
LibraryEntranceOLD.png|Hotel_LibraryEntrance
Room99.png|Hotel_Storage
The Electrical Room Screenshot.png|Hotel_End
</gallery>

=== Removed in [[The Hunt Update]] ===
<gallery widths="190">
TBA|Hotel_PreLibraryEntrance
TBA|Hotel_HallwayBeforeCourtyard
</gallery>

=== Removed in [[The Mines Update]] ===
<gallery widths="190">
Hotel_Backtrack.png|Hotel_Backtrack
Hotel_Chex2.png|Hotel_Chex2
Hotel_Room3.png|Hotel_Room3
TBA|Hotel_SkinnyHallway
Hotel_Upstairs2.png|Hotel_Upstairs2
Hotel_GreenhouseDefault.png|Hotel_GreenhouseDefault
Hotel_GreenhouseTurn.png|Hotel_GreenhouseTurn
Hotel_GreenhouseEnd.png|Hotel_GreenhouseEnd
</gallery>


=== Removed in [[The Content Update]] ===
<gallery widths="190">
TBA|Hotel_Basement
TBA|Hotel_BasementFlipped
</gallery>

}}

{{!}}-{{!}}
In-game Rooms=
<gallery widths="190">
HotelElevator.jpg|Elevator.
NewHotel.png|The Reception.
Square Room.jpg|A Square room.
SquareRoom w 1closetonly.jpg|Ditto, but only with 1 closet and a few [[paintings]].
StandardRoom.jpg|Ditto, but with a few mini-bookshelves.
LShaped Room.jpg|An L-Shaped room with windows.
LShapedRoom NoWindows.jpg|Ditto, but without windows.
Fireplace Room.jpg|An L-Shaped room with a fireplace.
Flipped LShaped Room.jpg|Ditto, but it's flipped.
RoomwithNoFireplace.jpg|Ditto, but without a fireplace.
Hotel+ Room lol.jpg|Bedroom Suite room.
PlusShaped Room.jpg|The plus junction room.
LoungeRoom NEW.jpg|Small library room.
2Windows Room.jpg|A room with many mini-bookshelves with 2 windows.
2Windows Room Flipped.jpg|Ditto, but it's flipped.
2Windows Room DARK.jpg|Ditto, but it's dark.
Same with this one.jpg|A room with 2 broken doors.
Idk what to call this room.jpg|Ditto, but it has 5 broken doors and [[Dupe]].
SqueezingRoom.jpg|Squeezing room.
HShapedRoom F1.jpg|H-Shaped room. (First Floor)
HShapedRoom F2.jpg|H-Shaped room. (Second Floor)
Office Room.jpg|The Office room. (Outside)
Office Room FLIPPED.jpg|Ditto, but it's flipped.
Office Room Inside.jpg|The Office room. (Inside)
LockedRoom w 1Subroom.jpg|1-bedroom locked room. (Outside)
LockedSubroom5.jpg|1-bedroom locked room. (Inside)
LockedSubroom6.jpg|Ditto, but it's different type.
LockedLRoom w 1bedroom.jpg|L-Shaped 1-bedroom locked room. (Outside)
LockedSubroom4.jpg|L-Shaped 1-bedroom locked room. (Inside)
LockedRoom w 4Subrooms.jpg|The 4-bedroom locked room.
LockedSubroom2.jpg|One of the bedrooms in 4-bedroom locked room.
LockedRoom w 8Subrooms.jpg|The 8-bedroom locked room.
LockedSubroom.jpg|One of the bedrooms in 8-bedroom locked room.
LockedRoom w ManySubrooms1.jpg|Locked room with many bedrooms. (First Half)
LockedRoom w ManySubrooms2.jpg|Locked room with many bedrooms. (Second Half)
LockedSubroom3.jpg|One of the bedrooms in locked room with many bedrooms.
TShapedRoom.jpg|An T-Shaped room.
Hotel_Circle1.png|A circular corridor room.
What to call this room??.jpg|A room with a few closets, bookshelves, luggage carts, a regal chair and a sofa.
RoomWithManyClosets Outside.jpg|A room/backroom with many closets and with a few bookshelves. (Outside)
RoomWithManyClosets Inside.jpg|A room/backroom with many closets and with a few bookshelves. (Inside)
Hotel Backroom1.jpg|A backroom.
RoomWithBunchofClosets.jpg|Ditto, but with bunch of closets.
Hotel Backroom2.jpg|Another backroom.
Hotel Backroom3.png|Ditto.
Hotel Backroom4.png|Ditto.
Hotel Backroom5.png|Ditto.
Hotel Backroom6.jpg|Ditto.
Hotel Backroom7.png|Ditto.
Hotel Backroom8.jpg|Ditto.
DarkBackroom.jpg|A backroom (Dark).
MeetingRoom.jpg|The Meeting Room.
The Grand Hallway.png|The Grand Hallway.
GrandHallway DARK.jpg|The Grand Hallway. (Dark)
SeekChaseRoom1.jpg|A ruined corridor room. (Seek Chase)
SeekChaseRoom2.jpg|A circular corridor room. (Seek Chase)
SeekChaseRoom3.jpg|A bookshelf corridor room. (Seek Chase)
SeekChaseRoomEnd.jpg|The Grand Hallway that has been destroyed by Seek Hands.
TopLoad.png|Basement Room. (Top Floor)
Base3New.png|Basement Room. (Bottom Floor)
BasementStairwellNew.png|Basement Stairwell. (Downside)
BasementStairwell2New.png|Basement Stairwell. (Upside)
Untitled399 20250121175850.png|Library Entrance.
Skibidi Library.png|The Library. (Interior)
LibraryNew1.png|The Library. (Aerial)
LibraryNew2.png|The Library. (Second Floor)
PostLibraryRoom.jpg|Post-Library room.
JeffShopEntrance.jpg|Jeff Shop Entrance.
JeffInTheHotel.png|Jeff Shop.
SlightlyRuinedRoom.jpg|A room with slightly moved carpet.
AnotherRuinedRoom.jpg|Ruined room #1.
AnotherRuinedRoom2.jpg|Ruined room #2.
AnotherRuinedRoom3.jpg|Ruined room #3.
AnotherRuinedRoom3 DARK.jpg|Ruined room #3. (Dark)
AnotherRuinedRoom4.jpg|Ruined room #4.
AnotherRuinedRoom5.jpg|Ruined room #5.
RuinedRoom1.jpg|A ruined locked room. (Outside)
RuinedRoom Inside.jpg|A ruined locked room. (Inside)
RuinedRoom1 Dark.jpg|A ruined locked room. (Dark)
Room60.jpg|A ruined room leading to [[The Rooms]] Entrance.
PreRoomsEntrance.jpg|The Rooms Entrance room with a painting.
Room61.jpg|Basement. (Dark)
BasementStairwell2New DARK.jpg|Basement Stairwell. (Dark)
4Windows Room.jpg|A room with 4 windows.
InfirmaryLeft.png|The Infirmary. (First Half)
InfirmaryRight.png|The Infirmary. (Second Half)
InfirmaryCorridor.png|Infirmary Corridor. (Sub-Room)
InfirmaryHerb.png|Infirmary's Herb Office.
HaltsDinnerFirst.png|The Dining Hall. (First Half)
HaltsDinnerSecond.png|The Dining Hall. (Second Half)
ZigZagRoom.jpg|Zig-zag room. (Courtyard Entrance)
Int.webp|The Courtyard. (Middle)
Left.webp|The Courtyard. (First Half)
Right.webp|The Courtyard. (Second Half)
Basement1.webp|Courtyard Basement.
RegularGreenhouseRoom.jpg|The Greenhouse.
PlusShaped GreenhouseRoom.jpg|The plus junction greenhouse room.
99GH.jpg|Pre-Electrical Room.
The Electrical Room.png|The Electrical Room.
The Electrical Room.png|The Electrical Room.
Electricalroom1.png|The old Electrical Room.
</gallery>
Grand Hall.png|The Grand Hallway.

Jeff's Shop.png|Jeff Shop.
{{!}}-{{!}}
TheBasementButBetterWithoutTheHandLol.png|The Basement, with [[Guiding Light]].
In-game Rooms (Old)=
InfirmarySeek2.png|The Infirmary, with [[Seek]]'s eyes.
<gallery widths="190">
The Reception.png|The Reception.
The Reception.png|The Reception.
Screenshot 2022-11-11 11.48.58 AM.png|A brick room.
Screenshot 2022-11-11 11.48.58 AM.png|A brick room.
Screenshot 2022-11-11 12.29.00 PM.png|The 8-bedroom locked room.
Screenshot 2022-11-11 12.29.00 PM.png|The eight-bedroom locked room.
Screenshot 2022-11-11 12.29.30 PM.png|One of the bedrooms.
Screenshot 2022-11-11 12.29.30 PM.png|One of the bedrooms.
Screenshot 2022-11-11 12.31.54 PM.png|The long staircase room.
Screenshot 2022-11-11 12.31.54 PM.png|The long staircase room.
Screenshot 2022-11-11 12.17.27 PM.png|The plus junction room.
Screenshot 2022-11-11 12.17.27 PM.png|The plus junction.
Screenshot 2022-11-11 12.20.04 PM.png|The lounge room.
Screenshot 2022-11-11 12.20.04 PM.png|The Lounge.
Screenshot 2022-11-11 11.57.41 AM.png|A room with many doors.
Screenshot 2022-11-11 11.57.41 AM.png|A room with many doors. Dupe usually spawns here.
Screenshot 2022-11-11 11.56.46 AM.png|A room with a few closets.
Screenshot 2022-11-11 11.56.46 AM.png|A room with a few closets.
Screenshot 2022-11-11 12.06.11 PM.png|A room with a knocked-over bookshelf.
Screenshot 2022-11-11 12.06.11 PM.png|A room with a knocked-over bookcase.
Screenshot 2022-11-11 11.47.39 AM.png|A backroom corridor with bunch of closets.
Screenshot 2022-11-11 11.47.39 AM.png|The Room of Closets.
Screenshot 2022-11-11 11.49.21 AM.png|A brick corridor.
Screenshot 2022-11-11 11.49.21 AM.png|A brick corridor.
Screenshot 2022-11-11 11.29.33 AM.png|An L-shaped room with 2 windows.
Screenshot 2022-11-11 11.29.33 AM.png|An L-shaped room.
Screenshot 2022-11-11 11.17.14 AM.png|A room with four paintings.
Screenshot 2022-11-11 11.17.14 AM.png|A very blank room.
Screenshot 2022-11-11 11.20.46 AM.png|A room with many bookshelves and with 2 windows.
Screenshot 2022-11-11 11.20.46 AM.png|A room with many small shelves.
Screenshot 2022-11-11 11.39.46 AM.png|An L-shaped room with a fireplace.
Screenshot 2022-11-11 11.39.46 AM.png|An L-shaped room with a fireplace.
Int.webp|The Courtyard
OldishBasement.png|Basement Room. (Bottom Floor)
GreenhouseRoom.png|One of the OLD Greenhouse rooms.
Ventrooms.png|Vent room.
99GH.jpg|The end of the Greenhouse
DoubleStairway.png|Double Stairway room.
PaintingPuzzle.png|The Meeting Room
MiniLibraryRoom.png|Mini-Library room.
Lobby Image.png|The Lobby.
LibraryEntranceOLD.png|Library Entrance.
Nofloortexture.jpg|A room with no floor texture.
Library Old.png|The Library.
Unloadedwall.jpg|A window on an unloaded wall.
Jeff's Shop.png|Jeff Shop.
Doorsstool.jpeg|An unused stool model. <ref> [https://x.com/lightningsplash/status/1723869472186830954?s=46&t=hADAgT99wiJZ8CV-OIhC-Q random trivia: this stool is never used if we hit 10 likes ill post more random trivia] - [[Lightning_Splash]], X </ref>
SneakPeek9.png|The Infirmary.
Door 101 no way real.png|Door 101, a secret door found in the void of [[The Electrical Room]].
Seek's eyes in Halt's hallway.png|Halt's Hallway room.
No item?.png|An [[item]] failing to spawn in the item room. Usually happens when Less Stuff or Out Of Stuff modifier is loaded, but rarely on normal gameplay.
Extended Courtyard.webp|The Courtyard.
Hotel_NoWalls.png|A sub-room without walls due to them not being loaded in yet.
GreenHouseDoorsRbx.png|The Greenhouse.
GreenhouseRoom.png|L-Shaped Greenhouse room.
GreenHouseExit.png|Pre-Electrical Room.
The Electrical Room Screenshot.png|The Electrical Room.
</gallery>
</gallery>
|-|Entities=
}}
<gallery>
|-|
RuSh.png|[[Rush]] about to kill a player.
Entities=
AmbushComintoYourFace.png|[[Ambush]] rushing into a room.
{{#tag:tabber|Current=
ScreevhBiteAttempt.jpg|[[Screech]], attacking a player with low health.
<gallery widths="190">
Getduped.jpg|[[Dupe]] tricking a player into it's room.
rush about to kill.png|[[Rush]] about to kill a player.
Ambush28531.png|[[Ambush]] seen from afar.
screech saying hi.png|[[Screech]], attacking a player with low health.
hotel dupe=-.png|[[Dupe]] tricking a player into it's room.
SeekChaseStart.jpg|[[Seek]] sprinting towards a player.
SeekChaseStart.jpg|[[Seek]] sprinting towards a player.
oh shiver me figure timbers.png|[[Figure]], walking towards a player in The Library.
FigureChase.jpg|[[Figure]], walking towards a player.
Goofy ahh pacman ghost in room.png|[[Halt]] sneaking up on a player.
oh my shiver me timbers.png|Ditto, but in [[The Electrical Room]].
Halt, in his turn arounfinh glorly.png|[[Halt]] sneaking up on a player.
Eyes hallwaynodm.jpg|[[Eyes]] watching a player.
Snare_pic.jpg|[[Snare]] being located with a [[Lighter]].
eyes staring into u.png|[[Eyes]] watching a player.
door 89 or courtyard snare.png|[[Snare]] protecting the basement in The Courtyard.
Hide's jumpscare..png|[[Hide]] taking over a player's vision.
Hide's jumpscare..png|[[Hide]] taking over a player's vision.
Glitch Out Of Bounds.png|[[Glitch]], attempting to teleport a player out of bounds.
Glitch Out Of Bounds.png|[[Glitch]], attempting to teleport a player out of bounds.
void before darkening the room.png|[[Void]] warning a left behind player.
Void, lighting comparison2.png|[[Void]] warning a left behind player.
Timothy in a drawer.webp|[[Timothy]], about to jumpscare a player while looting.
Timothy in a drawer.webp|[[Timothy]], about to jumpscare a player while looting.
Sally peaking before breaking through better.png|[[Sally]] peaking through the window from outside before breaking through.
WindowClearAppearence.jpg|[[Sally]], watching from outside.
Screenshot 2025-05-03 12.14.48 PM.png|Ditto, but she's chasing the [[Player]][[File:Hotel_HallwayBroken1.png|thumb|180px]]
Jack behind a door=D.png|[[Jack]] behind a door, causing a blood room.
Shadow.png|[[Shadow]] in a room.
Shadow.png|[[Shadow]] in a room.
Jeff putting down itemz.png|[[Jeff]] putting down the items in [[Jeff Shop]].
blahblahblahblahblah.png|[[El Goblino]] talking to the player.
Nothing happens.. yuh think?.png|[[Bob]] with the text "...Nothing happens".
dread saying boo.png|[[Dread]] with a blue tint before jumpscaring a player.
</gallery>
</gallery>
|-|Assets=

{{!}}-{{!}}
Old=
<gallery widths="190">
Rush7.webp|[[Rush]] about to kill a player. (Before The Mines Update)
ambush about to kill.png|[[Ambush]] rushing into a room. (Before The Mines Update)
DupeJumpscare.gif|[[Dupe]] before The Mines Update
JackDoorJumpscare.gif|[[Jack]] before The Mines Update
JeffShopCloseup.png|[[Jeff]] before The Mines Update
WindowsEncounter.png|[[Sally]] before The Mines Update
</gallery>
}}
|-|
Decorations=
{{#tag:tabber|Current=
<gallery widths="190">
Papers.png|Reception Papers.
Write Feather.png|Write Feather.
Lamp.png|Lamp.
Chandelier.png|Chandelier.
PlantModelNew.png|Potted Plant.
MiniBookshelfNew.png|Mini-Bookshelf.
BookshelfNew.png|Bookshelf.
Hat Stand.png|Hat Stand.
Desk Lamp.png|Desk Lamp.
TallLamp.png|Lamp Stand.
Regal Chair.png|Regal Chair.
Regal Ottoman.png|Regal Ottoman.
Regal Sofa.png|Regal Sofa.
Wooden Stool.png|Wooden Stool.
Wooden Chair.png|Wooden Chair.
Office Chair.png|Office Chair.
HotelDecoration1.png|Luggage Cart.
Hotel Table.png|Table.
The Meeting Table.png|The Meeting Table With Many Chairs.
Basement Barrel.png|Basement Barrel.
Basement Barrels.png|Basement Barrels. (Stacked on each other)
Wooden Barrier.png|Wooden Fence.
Wall Clock.png|Wall Clock.
Grandfather Clock.png|Grandfather Clock.
HotelDecoration2.png|Fireplace Tools.
Hotel LibraryLamp.png|Library Lamp.
JeffShop LightsDecoration.png|Jeff Shop Lights.
2WoodenPlanks.png|2 Wooden Planks.
BrokenWoodenPlanks.png|Broken Wooden Planks.
Humans Sign.png|"Humans" Sign.
This Way! Sign.png|"This way!" Sign.
JeffShop Arrow Sign.png|Jeff Shop Arrow Sign. (Left)
Hotel JeffShop Sign.png|"Jeff Shop" Sign.
Bucket of Black Paint.png|Bucket of Black Paint with Thick Paintbrush.
Hotel InfirmaryDecoration1.png|?
Infirmary Bed.png|Infirmary Bed.
The Dining Table.png|The Dining Table.
The Grand Piano.png|The Grand Piano.
Hotel CourtyardLamp.png|Courtyard Lamp.
Mines SinkholeLamp.png|Courtyard Lamp Stand.
Mines SinkholeStatue.png|Courtyard Mini-Statue.
Hotel CY LimboSign.png|"Limbo" Courtyard Statue's Sign.
Courtyard Statue Render.png|Courtyard Statue.
Hotel GreenhouseDecoration1.png|Greenhouse Growing Table.
ElecRoom Lamp.png|Electrical Room Lamp.
Oil Barrel.png|Oil Barrel.
Wooden Crate.png|Wooden Crate.
MinesDecoration2.png|Light Stand.
Fallen Door.png|Fallen Door.
3Doors.png|Pile of Doors.
ElecRoom Fan.png|Fan/Ventilator.
Bucket.png|Electrical Room Bucket.
ElecRoom Shelf.png|Electrical Room Shelf.
</gallery>

{{!}}-{{!}}
Variants=
=== Mini-Bookshelves ===
<gallery widths="190">
EmptyCart.png|Empty Luggage Cart.
EmptyMiniBookshelf.png|Empty Mini-Bookshelf.
AlmostEmptyMiniBookshelf.png|Almost Empty Mini-Bookshelf.
MHMiniBookshelf.png|Mini-Bookshelf. (Make Haste Modification)
</gallery>

=== Bookshelves ===
<gallery widths="190">
EmptyBookshelf.png|Empty Bookshelf.
AlmostEmptyBookshelf.png|Almost Empty Bookshelf.
</gallery>

{{!}}-{{!}}
Old=
<gallery widths="190">
PlantModelOld.png|Potted Plant.
MiniBookshelfOld.png|Mini-Bookshelf.
BookshelfOld.png|Bookshelf.
</gallery>

{{!}}-{{!}}
Unused=
<gallery widths="190">
DoorsstoolNOBG.png|Stool.<ref> [https://x.com/lightningsplash/status/1723869472186830954?s=46&t=hADAgT99wiJZ8CV-OIhC-Q random trivia: this stool is never used if we hit 10 likes ill post more random trivia] - [[Lightning_Splash]], X </ref>
</gallery>
}}

|-|
Assets=
<gallery>
<gallery>
Clock.png|Wall_Clock
The Hotel Logo.png|The logo for ''The Hotel''.
Bookbutterfly.jpg|A bookshelf that has not fully loaded.
Hotelunusedlogo.png|An unused logo for ''The Hotel''.
The Hotel Logo.png|The logo for the ''Hotel''.
Hotelunusedlogo.png|An unused logo for the ''Hotel''.
Hotel logo unused background.png|Ditto, but only the background.
Hotel logo unused background.png|Ditto, but only the background.
</gallery>
|-|
Miscellaneous=
<gallery>
Nofloortexture.jpg|A room with no floor, walls and roof texture.
DOORS Thumbnail 2.png|The removed thumbnail from DOORS.
HotelPrototype.png|Early prototype of ''The Hotel''.
First Seek Appearance.png|A even more earlier prototype of ''The Hotel'' having the old Seek.
Door 101 no way real.png|Door 101, a secret door found in the void of [[The Electrical Room]].
Hotel_NoWalls.png|A sub-room without walls due to them not being loaded in yet (Before The Content Update).
No item?.png|An [[item]] failing to spawn in the item room. Usually happens when Less Stuff or Out Of Stuff modifier is loaded, but rarely happens in normal gameplay.
Unloadedwall.jpg|A window on an unloaded wall.
Door with two knobs.png|A broken door with two knobs.
</gallery>
</gallery>
</tabber>
</tabber>
=={{Icons|Gallery}} References==

== {{Icons|Gallery}} References ==
{{Reflist}}
{{Reflist}}
{{Navigation}}
{{Navigation}}
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[[Category:Locations]]
[[Category:Locations]]
[[Category:Locations (The Hotel)]]
[[Category:Locations (The Hotel)]]
[[Category:The Hotel]]
[[es:Hotel]]
[[es:Hotel]]
[[pt-br:Hotel]]
[[pt-br:Hotel]]
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[[fr:Hôtel]]
[[fr:Hôtel]]
[[fi:Hotelli]]
[[fi:Hotelli]]
[[de:Hotel]]
[[Category:Hotel]]
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