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{{Stub|Need more Entities in the "Entities" category in Gallery.}} |
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{{SpoilersWarning}} |
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[[de:Hotel]] |
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{{FloorsNav}} |
{{FloorsNav}} |
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{{About|The Hotel|[[The Hotel+ Update]]}} |
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{{Floors |
{{Floors |
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|title= |
|title= |
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|caption= |
|caption= |
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|sound_files= |
|sound_files= |
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* |
*'''Hotel Ambience''' |
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[[File: |
[[File:HotelAmbience.wav]] |
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* |
*'''Door Opened (Hotel)''' |
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[[File:Hotel Ambience 2.mp3]] |
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* '''Hotel Ambience #3 (Volume 0.05)''' |
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[[File:Hotel Ambience 3.mp3]] |
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* '''Door Opened (Hotel)''' |
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[[File:DoorsDoorlabledopen.mp3]] |
[[File:DoorsDoorlabledopen.mp3]] |
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* |
*'''Side-Door Opened (Hotel)''' |
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[[File:DoorOpen.mp3]] |
[[File:DoorOpen.mp3]] |
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* |
*'''Door Slam (Hotel, Seek Chase)''' |
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[[File:Figuredoorpound.mp3]] |
[[File:Figuredoorpound.mp3]] |
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* |
*'''Office Door Opened (Hotel)''' |
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[[File:OfficeRoomOpen.wav]] |
[[File:OfficeRoomOpen.wav]] |
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* |
*'''Library Door Opened (Hotel)''' |
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[[File:LibraryDoor.wav]] |
[[File:LibraryDoor.wav]] |
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* |
*'''Infirmary Door Opened''' |
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[[File:SkeletonKeyOpen.mp3]] |
[[File:SkeletonKeyOpen.mp3]] |
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* |
*'''Greenhouse/High Voltage Door Opened''' |
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[[File:Courtyard Door.wav]] |
[[File:Courtyard Door.wav]] |
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* |
*'''Bookshelf Thud''' |
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[[File:Bookshelf Falling Bookshelf Thud.wav]] |
[[File:Bookshelf Falling Bookshelf Thud.wav]] |
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* |
*'''Bookshelf Falling''' |
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[[File:BookshelfFalling.wav]] |
[[File:BookshelfFalling.wav]] |
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* |
*'''Bookshelf Books Falling''' |
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[[File:Bookshelf Book Falling.wav]] |
[[File:Bookshelf Book Falling.wav]] |
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* |
*'''Window Rain''' |
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[[File:Rain.mp3]] |
[[File:Rain.mp3]] |
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* |
*'''Outside Rain''' |
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[[File:RainOutside.wav]] |
[[File:RainOutside.wav]] |
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* |
*'''Thunder 1 (Removed)''' |
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[[File:StrongThunderstorm.mp3]] |
[[File:StrongThunderstorm.mp3]] |
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* |
*'''Thunder 2''' |
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[[File:Audio-ThunderDistant1.ogg]] |
[[File:Audio-ThunderDistant1.ogg]] |
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* |
*'''Thunder 3''' |
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[[File:ThunderStrike.ogg]] |
[[File:ThunderStrike.ogg]] |
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* |
*'''Bulb Flicker''' |
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[[File:BulbFlicker.wav]] |
[[File:BulbFlicker.wav]] |
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* |
*'''Bulb Break''' |
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[[File:BulbBreak.wav]] |
[[File:BulbBreak.wav]] |
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* |
*'''Bulb Charge''' |
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[[File:BulbCharge.wav]] |
[[File:BulbCharge.wav]] |
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* |
*'''Bulb Ambience''' |
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[[File:BulbLoop.wav]] |
[[File:BulbLoop.wav]] |
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* |
*'''Dark Room''' |
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[[File:Dark Room.wav]]}} |
[[File:Dark Room.wav]]}} |
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</choose> |
</choose> |
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'''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]]. |
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== {{Icons|Overview}} Overview == |
== {{Icons|Overview}} Overview == |
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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]]. |
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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. |
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{{Spoiler|Door 100: |
{{Spoiler|Door 100: |
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Upon re-activating and entering the elevator, players will enter a cutscene. |
Upon re-activating and entering the elevator, players will enter a cutscene. |
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== {{Icons|Door}} Doors == |
== {{Icons|Door}} Doors == |
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{{Main|Doors}} |
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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. |
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<tabber> |
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Labeled Wooden Doors= |
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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. |
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|-| |
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Unlabeled Wooden Doors= |
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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. |
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|-| |
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Office Doors= |
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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. |
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|-| |
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Library Grand Doors= |
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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. |
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|-| |
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Greenhouse Doors= |
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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. |
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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. |
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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. |
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|-| |
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High Voltage Doors= |
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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. |
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|-| |
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Infirmary Door= |
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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. |
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|-| |
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Barricaded Doors= |
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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. |
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</tabber> |
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=== {{Icons|Trivia}} Trivia === |
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*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. |
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*Greenhouse Doors were originally located in The Courtyard and at Door 100 before being relocated in later updates. |
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*Office Doors feature a "WELCOME" mat identical to the one in The Lobby, suggesting connections in the game’s environment. |
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*The sound of opening Library Grand Doors resembles the pre-Hotel+ update door sounds. |
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*Before the Mines Update, Greenhouse Doors did not have labels. |
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*Greenhouse Doors have undergone multiple placements in different areas before the Mines Update. |
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{{AnyIcons|EntityIcon.png|Entities|format===|caption=Entities}} |
{{AnyIcons|EntityIcon.png|Entities|format===|caption=Entities}} |
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<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> |
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{{Main|List of Entities}} |
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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> |
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=== '''Main Entities''' === |
=== '''Main Entities''' === |
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* '''[[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. |
* '''[[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. |
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* '''[[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]]''' - 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. |
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* '''[[Glitch Fragment|Glitch Fragment Entities]]''' - Glitched variations of [[Screech]], [[Rush]] and [[Ambush]] that appear when interacting with a [[Glitch Fragment]]. |
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* '''[[Jack]]''' - Rarely appears behind doors (<math>\frac{1}{2000}</math>) and in closets (<math>\frac{1}{200}</math>) to jumpscare players. |
* '''[[Jack]]''' - Rarely appears behind doors (<math>\frac{1}{2000}</math>) and in closets (<math>\frac{1}{200}</math>) to jumpscare players. |
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* '''[[Jeff]]''' - A friendly entity that resides in its respective [[Jeff Shop|shop]], selling items to players who are interested. |
* '''[[Jeff]]''' - A friendly entity that resides in its respective [[Jeff Shop|shop]], selling items to players who are interested. |
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* '''[[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. |
* '''[[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. |
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=== '''Hazards''' === |
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* '''[[Seek#Related Hazards|Fallen Chandeliers]]''' - Fires present in [[Seek]]'s chases. |
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{{Collapsed Section|Limited Entities| |
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=== '''Limited Entities (and Hazards)''' === |
=== '''Limited Entities (and Hazards)''' === |
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''{{Main|2023 April Fools Event}} |
''{{Main|2023 April Fools Event}} |
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* '''nacho varga''' - Ditto. |
* '''nacho varga''' - Ditto. |
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* '''EL GOBLINO REAL''' - Ditto. |
* '''EL GOBLINO REAL''' - Ditto. |
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=== '''slightly different rush clones!!! (S. H. M.)''' === |
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* '''DEPTH''' - Uses same sound as other Rush clones, but it's sound is slightly high-pitched. |
* '''DEPTH''' - Uses same sound as other Rush clones, but it's sound is slightly high-pitched. |
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* '''Trollface''' - Uses a different sound unlike other Rush clones. |
* '''Trollface''' - Uses a different sound unlike other Rush clones. |
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* '''banana thump''' - Ditto. |
* '''banana thump''' - Ditto. |
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* '''Shiny Teeth''' - Ditto (uses same sound as banana thump). |
* '''Shiny Teeth''' - Ditto (uses same sound as banana thump). |
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}} |
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== {{Icons|Puzzles}} Puzzles == |
== {{Icons|Puzzles}} Puzzles == |
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==== Small Basements ==== |
==== Small Basements ==== |
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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. |
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==== The Basement ==== |
==== The Basement ==== |
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=== Dark Rooms === |
=== Dark Rooms === |
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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> |
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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. |
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=== Ruined Rooms === |
=== Ruined Rooms === |
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[[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. |
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== {{Icons|Door}} Special Locations == |
== {{Icons|Door}} Special Locations == |
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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.''''' |
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.''''' |
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[[File:ElevatorCutscene1.png|thumb|The Mining Elevator]] |
[[File:ElevatorCutscene1.png|thumb|The Mining Elevator]] |
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''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 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]] |
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=== The Reception === |
=== The Reception === |
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''Main Article: [[Jeff Shop]]'' |
''Main Article: [[Jeff Shop]]'' |
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[[File:JeffInTheHotel.png|thumb|Jeff Shop]] |
[[File:JeffInTheHotel.png|thumb|Jeff Shop]] |
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The ''[[Jeff]] Shop'' is a room in ''The Hotel'', that occurs at a random door slightly after |
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]]. |
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=== The Basements === |
=== The Basements === |
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* '''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. |
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* [[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. |
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** Before |
** 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. |
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** 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. |
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''Main Article: [[Lobby]]'' |
''Main Article: [[Lobby]]'' |
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The '''Lobby''' is the location where players spawn when joining ''[[DOORS]]''. It's a |
The '''Lobby''' is the location where players spawn when joining ''[[DOORS]]''. It's a non-canon area of the Hotel. |
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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. |
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=== Entities (Non-Lethal) === |
=== Entities (Non-Lethal) === |
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* [[Timothy]] |
* [[Timothy]] |
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* [[Jack]] |
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* [[Shadow]] |
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* [[Sally]] |
* [[Sally]] |
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* [[Seek]] (Eyes only) |
* [[Seek]] (Eyes only) |
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* [[Guiding Light]] |
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* [[Figure]] (Piles of rotten meat only) |
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* [[Curious Light]] |
* [[Curious Light]] |
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* [[Snare]] |
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=== Items === |
=== Items === |
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*Currently none of the items. |
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*[[Gold]] |
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== {{Icons|Door}} The Rooms == |
== {{Icons|Door}} The Rooms == |
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== {{Icons|Modifiers}} Modifiers == |
== {{Icons|Modifiers}} Modifiers == |
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<small>''Main article: [[Modifiers]]''</small> |
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{{Modifier |
{{Modifier |
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|bordercolor=#ffa093 |
|bordercolor=#ffa093 |
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|text2=The floor is slippery. |
|text2=The floor is slippery. |
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|increase=10}} |
|increase=10}} |
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{{Modifier |
{{Modifier |
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|bordercolor=#ffa093 |
|bordercolor=#ffa093 |
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|text2=Adds fog, significantly limiting vision. |
|text2=Adds fog, significantly limiting vision. |
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|increase=10}} |
|increase=10}} |
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{{Modifier |
{{Modifier |
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|bordercolor=#ff9294 |
|bordercolor=#ff9294 |
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|increase=10|restrictedmodifiers='Key Key Key Key' |
|increase=10|restrictedmodifiers='Key Key Key Key' |
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floors=[[The Hotel]]}} |
floors=[[The Hotel]]}} |
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{{Modifier |
{{Modifier |
||
|bordercolor=#ff7386 |
|bordercolor=#ff7386 |
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Line 446: | Line 474: | ||
{{AnyIcons|Soundtracks.png|In-game soundtrack|format===|mobile=Yes|caption=In-game soundtrack}} |
{{AnyIcons|Soundtracks.png|In-game soundtrack|format===|mobile=Yes|caption=In-game soundtrack}} |
||
See [[Soundtracks]] for a full collection of sounds. |
|||
{|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 == |
== {{Icons|Trivia}} Trivia == |
||
Line 509: | Line 488: | ||
** 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. |
||
* 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. |
|||
* Rooms with side rooms (other than mini side rooms with chests) will always require a room key. |
* 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 never spawn at The Library Entrance. They also do not spawn immediately after both Seek Chases are completed. |
||
Line 554: | Line 532: | ||
== {{Icons|Achievement}} Related achievements == |
== {{Icons|Achievement}} Related achievements == |
||
{{Achievement |
{{Achievement |
||
|image=Rock Bottom Badge.png |
|image=Rock Bottom Badge.png |
||
Line 591: | Line 568: | ||
== {{Icons|Gallery}} Gallery == |
== {{Icons|Gallery}} Gallery == |
||
<tabber> |
<tabber> |
||
Rooms= |
|||
Locations= |
|||
<gallery> |
|||
{{#tag:tabber|Rooms= |
|||
DOORS Thumbnail 2.png|The removed thumbnail from DOORS. |
|||
{{#tag:tabber|Randomized= |
|||
HotelPrototype.png|Early prototype of the ''Hotel''. |
|||
=== Normal === |
|||
First Seek Appearance.png|A even more earlier prototype of the ''Hotel'' containing the old Seek. |
|||
<gallery widths="190"> |
|||
Library.png|The Library. |
|||
Hotel_AltDoors1.png|Hotel_AltDoors1 |
|||
The Electrical Room.png|The Electrical Room. |
|||
Hotel_AltDoors2.png|Hotel_AltDoors2 |
|||
Electricalroom1.png|Old Electrical Room. |
|||
Hotel_AltDoors3.png|Hotel_AltDoors3 |
|||
Grand Hall.png|The Grand Hallway. |
|||
Hotel_AltHallway1.png|Hotel_AltHallway1 |
|||
Jeff Shop from the content update =D.png|Jeff Shop. |
|||
Hotel_AltHallway1Mirrored.png|Hotel_AltHallway1Mirrored |
|||
basement type.png|A randomly generated Basement. |
|||
Hotel_Backroom1 m.png|Hotel_Backroom1 |
|||
Bumbumbumbumbumbumbumbumbum.png|The Infirmary. |
|||
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. |
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. |
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The Electrical Room.png|The Electrical Room. |
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</gallery> |
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{{!}}-{{!}} |
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In-game Rooms (Old)= |
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<gallery widths="190"> |
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The Reception.png|The Reception. |
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Screenshot 2022-11-11 11.48.58 AM.png|A brick room. |
Screenshot 2022-11-11 11.48.58 AM.png|A brick room. |
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Screenshot 2022-11-11 12.29.00 PM.png|The |
Screenshot 2022-11-11 12.29.00 PM.png|The eight-bedroom locked room. |
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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. |
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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. |
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Screenshot 2022-11-11 12.17.27 PM.png|The plus junction |
Screenshot 2022-11-11 12.17.27 PM.png|The plus junction. |
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Screenshot 2022-11-11 12.20.04 PM.png|The |
Screenshot 2022-11-11 12.20.04 PM.png|The Lounge. |
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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. |
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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. |
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Screenshot 2022-11-11 12.06.11 PM.png|A room with a knocked-over |
Screenshot 2022-11-11 12.06.11 PM.png|A room with a knocked-over bookcase (Before The Content Update). |
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Screenshot 2022-11-11 11.47.39 AM.png| |
Screenshot 2022-11-11 11.47.39 AM.png|The Room of Closets (Before The Hunt/Backdoor Update). |
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Screenshot 2022-11-11 11.49.21 AM.png|A brick corridor. |
Screenshot 2022-11-11 11.49.21 AM.png|A brick corridor. |
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Screenshot 2022-11-11 11.29.33 AM.png|An L-shaped room |
Screenshot 2022-11-11 11.29.33 AM.png|An L-shaped room. |
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Screenshot 2022-11-11 11.17.14 AM.png|A room with four paintings. |
Screenshot 2022-11-11 11.17.14 AM.png|A room with four paintings. |
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Screenshot 2022-11-11 11.20.46 AM.png|A room with many |
Screenshot 2022-11-11 11.20.46 AM.png|A room with many small shelves (Before The Content Update). |
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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. |
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Int.webp|The Courtyard |
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OldishBasement.png|Basement Room. (Bottom Floor) |
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GreenhouseRoom.png|One of the OLD Greenhouse rooms. |
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Ventrooms.png|Vent room. |
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99GH.jpg|Pre-Electrical Room |
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DoubleStairway.png|Double Stairway room. |
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PaintingPuzzle.png|The Meeting Room |
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MiniLibraryRoom.png|Mini-Library room. |
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Lobby Image.png|The Lobby. |
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LibraryEntranceOLD.png|Library Entrance. |
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Nofloortexture.jpg|A room with no floor texture (Before The Mines Update). |
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Library Old.png|The Library. |
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Unloadedwall.jpg|A window on an unloaded wall. |
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Jeff's Shop.png|Jeff Shop. |
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Door 101 no way real.png|Door 101, a secret door found in the void of [[The Electrical Room]]. |
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SneakPeek9.png|The Infirmary. |
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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. |
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Seek's eyes in Halt's hallway.png|Halt's Hallway room. |
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Hotel_NoWalls.png|A sub-room without walls due to them not being loaded in yet (Before The Content Update). |
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Extended Courtyard.webp|The Courtyard. |
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Door with two knobs.png|A door with two knobs. |
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GreenHouseDoorsRbx.png|The Greenhouse. |
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GreenhouseRoom.png|L-Shaped Greenhouse room. |
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GreenHouseExit.png|Pre-Electrical Room. |
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The Electrical Room Screenshot.png|The Electrical Room. |
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</gallery> |
</gallery> |
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}} |
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|-| |
|-| |
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Entities= |
Entities= |
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<gallery> |
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{{#tag:tabber|Current= |
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rush about to kill.png|[[Rush]] about to kill a player (Before The Mines Update). |
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<gallery widths="190"> |
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ambush about to kill.png|[[Ambush]] rushing into a room. (Before The Mines Update) |
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Ambush28531.png|[[Ambush]] seen from afar. |
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screech saying hi.png|[[Screech]], attacking a player with low health. |
screech saying hi.png|[[Screech]], attacking a player with low health. |
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hotel dupe=-.png|[[Dupe]] tricking a player into it's room. |
hotel dupe=-.png|[[Dupe]] tricking a player into it's room. |
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Line 950: | Line 623: | ||
Hide's jumpscare..png|[[Hide]] taking over a player's vision. |
Hide's jumpscare..png|[[Hide]] taking over a player's vision. |
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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. |
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void before darkening the room.png|[[Void]] warning a left behind player. |
void before darkening the room.png|[[Void]] warning a left behind player (Before The Mines Update). |
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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. |
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Sally peaking before breaking through better.png|[[Sally]] peaking through the window from outside before breaking through. |
Sally peaking before breaking through better.png|[[Sally]] peaking through the window from outside before breaking through. |
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Screenshot 2025-05-03 12.14.48 PM.png|Ditto, but she's chasing the [[Player |
Screenshot 2025-05-03 12.14.48 PM.png|Ditto, but she's chasing the [[Player]] |
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Jack behind a door=D.png|[[Jack]] behind a door, causing a blood room. |
Jack behind a door=D.png|[[Jack]] behind a door, causing a blood room. |
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Shadow.png|[[Shadow]] in a room. |
Shadow.png|[[Shadow]] in a room. |
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Line 961: | Line 634: | ||
dread saying boo.png|[[Dread]] with a blue tint before jumpscaring a player. |
dread saying boo.png|[[Dread]] with a blue tint before jumpscaring a player. |
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</gallery> |
</gallery> |
||
{{!}}-{{!}} |
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Old= |
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<gallery widths="190"> |
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Rush7.webp|[[Rush]] about to kill a player. (Before The Mines Update) |
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ambush about to kill.png|[[Ambush]] rushing into a room. (Before The Mines Update) |
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DupeJumpscare.gif|[[Dupe]] before The Mines Update |
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JackDoorJumpscare.gif|[[Jack]] before The Mines Update |
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JeffShopCloseup.png|[[Jeff]] before The Mines Update |
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WindowsEncounter.png|[[Sally]] before The Mines Update |
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</gallery> |
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}} |
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|-| |
|-| |
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Decorations= |
Decorations= |
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<gallery> |
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{{#tag:tabber|Current= |
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<gallery widths="190"> |
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Papers.png|Reception Papers. |
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Write Feather.png|Write Feather. |
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Lamp.png|Lamp. |
Lamp.png|Lamp. |
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Chandelier.png|Chandelier. |
Chandelier.png|Chandelier. |
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PlantModelOld.png|Potted Plant. (V1, Old) |
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PlantModelNew.png|Potted Plant. (V2, New) |
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MiniBookshelfNew.png|Mini-Bookshelf. |
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MiniBookshelfOld.png|Mini-Bookshelf. (V1, Old) |
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MiniBookshelfNew.png|Mini-Bookshelf. (V2, New) |
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EmptyMiniBookshelf.png|Empty Mini-Bookshelf. |
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AlmostEmptyMiniBookshelf.png|Almost Empty Mini-Bookshelf. |
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MHMiniBookshelf.png|Mini-Bookshelf. (Make Haste Modification) |
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BookshelfOld.png|Bookshelf. (V1, Old) |
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BookshelfNew.png|Bookshelf. (V2, New) |
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EmptyBookshelf.png|Empty Bookshelf. |
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AlmostEmptyBookshelf.png|Almost Empty Bookshelf. |
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Hat Stand.png|Hat Stand. |
Hat Stand.png|Hat Stand. |
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Desk Lamp.png|Desk Lamp. |
Desk Lamp.png|Desk Lamp. |
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Line 998: | Line 664: | ||
Basement Barrel.png|Basement Barrel. |
Basement Barrel.png|Basement Barrel. |
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Basement Barrels.png|Basement Barrels. (Stacked on each other) |
Basement Barrels.png|Basement Barrels. (Stacked on each other) |
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Wooden Barrier.png|Wooden |
Wooden Barrier.png|Wooden Barrier. |
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Wall Clock.png|Wall Clock. |
Wall Clock.png|Wall Clock. |
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Grandfather Clock.png|Grandfather Clock. |
Grandfather Clock.png|Grandfather Clock. |
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HotelDecoration2.png|Fireplace Tools. |
HotelDecoration2.png|Fireplace Tools. |
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Hotel LibraryLamp.png|Library Lamp. |
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JeffShop LightsDecoration.png|Jeff Shop Lights. |
JeffShop LightsDecoration.png|Jeff Shop Lights. |
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2WoodenPlanks.png|2 Wooden Planks. |
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BrokenWoodenPlanks.png|Broken Wooden Planks. |
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Humans Sign.png|"Humans" Sign. |
Humans Sign.png|"Humans" Sign. |
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This Way! Sign.png|"This way!" Sign. |
This Way! Sign.png|"This way!" Sign. |
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Line 1,017: | Line 680: | ||
Hotel CourtyardLamp.png|Courtyard Lamp. |
Hotel CourtyardLamp.png|Courtyard Lamp. |
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Mines SinkholeLamp.png|Courtyard Lamp Stand. |
Mines SinkholeLamp.png|Courtyard Lamp Stand. |
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Mines SinkholeStatue.png|Courtyard Mini-Statue. |
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Hotel CY LimboSign.png|"Limbo" Courtyard Statue's Sign. |
Hotel CY LimboSign.png|"Limbo" Courtyard Statue's Sign. |
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Courtyard Statue Render.png|Courtyard Statue. |
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Hotel GreenhouseDecoration1.png|Greenhouse Growing Table. |
Hotel GreenhouseDecoration1.png|Greenhouse Growing Table. |
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ElecRoom Lamp.png|Electrical Room Lamp. |
ElecRoom Lamp.png|Electrical Room Lamp. |
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Oil Barrel.png|Oil Barrel. |
Oil Barrel.png|Oil Barrel. |
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Wooden Crate.png|Wooden Crate. |
Wooden Crate.png|Wooden Crate. |
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MinesDecoration2.png| |
MinesDecoration2.png|? |
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Fallen Door.png|Fallen Door. |
Fallen Door.png|Fallen Door. |
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3Doors.png|Pile of Doors. |
3Doors.png|Pile of Doors. |
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Line 1,030: | Line 691: | ||
Bucket.png|Electrical Room Bucket. |
Bucket.png|Electrical Room Bucket. |
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ElecRoom Shelf.png|Electrical Room Shelf. |
ElecRoom Shelf.png|Electrical Room Shelf. |
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Doorsstool.jpeg|Stool (Unused).<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> |
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DoorsstoolNOBG.png|Ditto, but without the background. |
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</gallery> |
</gallery> |
||
{{!}}-{{!}} |
|||
Variants= |
|||
=== Mini-Bookshelves === |
|||
<gallery widths="190"> |
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EmptyCart.png|Empty Luggage Cart. |
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EmptyMiniBookshelf.png|Empty Mini-Bookshelf. |
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AlmostEmptyMiniBookshelf.png|Almost Empty Mini-Bookshelf. |
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MHMiniBookshelf.png|Mini-Bookshelf. (Make Haste Modification) |
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</gallery> |
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=== Bookshelves === |
|||
<gallery widths="190"> |
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EmptyBookshelf.png|Empty Bookshelf. |
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AlmostEmptyBookshelf.png|Almost Empty Bookshelf. |
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</gallery> |
|||
{{!}}-{{!}} |
|||
Old= |
|||
<gallery widths="190"> |
|||
PlantModelOld.png|Potted Plant. |
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MiniBookshelfOld.png|Mini-Bookshelf. |
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BookshelfOld.png|Bookshelf. |
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</gallery> |
|||
{{!}}-{{!}} |
|||
Unused= |
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<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= |
Assets= |
||
<gallery> |
<gallery> |
||
Clock.png|A wall clock |
|||
The Hotel Logo.png|The logo for ''The Hotel''. |
|||
Bookbutterfly.jpg|A Bookshelf that has not fully loaded (Before [[The Content Update]]). |
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Hotelunusedlogo.png|An unused logo for ''The Hotel''. |
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The Hotel Logo.png|The logo for the ''Hotel''. |
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Hotelunusedlogo.png|An unused logo for the ''Hotel''. |
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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> |
||
Line 1,091: | Line 711: | ||
[[Category:Locations]] |
[[Category:Locations]] |
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[[Category:Locations (The Hotel)]] |
[[Category:Locations (The Hotel)]] |
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[[Category:The Hotel]] |
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[[es:Hotel]] |
[[es:Hotel]] |
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[[pt-br:Hotel]] |
[[pt-br:Hotel]] |
||
Line 1,097: | Line 716: | ||
[[fr:Hôtel]] |
[[fr:Hôtel]] |
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[[fi:Hotelli]] |
[[fi:Hotelli]] |
||
[[ |
[[Category:Hotel]] |