Entity ideas:
Thirst: appears randomly when the player has gone over door 60. He is a blue face wit green eyes. He will make you thirst but you can survive by collecting 20 water bottles.
Death 1: touching thirst
Death 2: dying of thirst
Badge Name: Quenched
Badge Desc: Wow I was thirsty.
Badge Tip: Successfully survive Thirst.
Guiding light death messages
Death 1: You Died to Thirst...
It is a tricky one.
You have to hide and collect water to fully survive him.
Death 2: You Died of your on thirst...
You have to collect all 20 water bottles!
Anyone can use this idea, but just give credit to me or smth
ROOMS ENTITIES BUT THEY HAVE CRUCIFIX ON THEM.<tabber>
|-|
A-60=
<infobox layout="stacked">
<title source="title">
<default>ItsGio22</default>
<format>A-60</format>
</title>
<image source="image"> |
</image>
<group layout="vertical" show="complete">
<header>INFORMATION</header>
<label>Type</label>
<label>Behaviour</label>
<label>Floors</label>
<label>Damage</label>
<label>Profit</label>
<label>Health</label>
<label>Spawn Rate</label>
</group>
<group layout="vertical" show="complete">
<header>ADDITIONAL INFORMATION</header>
<label>Date Added</label>
<label>Creator(s)</label>
</group>
<group layout="vertical" show="complete" collapse="closed">
<header>SOUND FILES</header>
</group>
</infobox>
<choose>
<option>
"Oh... the red one. I'm not too sure on what I would call it... Well, it usually attacks around room A-60, so... you could just call it A-60. I don't know."
- Curious Light
</option>
</choose>
A-60 takes on the appearance of a distorted, scarlet face with a wide grin, ensnared in a crimson, mist-like aura. One of its mouths is covered up to some degree, possibly by the mist or its own "lip", and it has a far less visible mouth of sharp teeth hidden by its first mouth, as well as having two pairs of eyes, one pair being glaring red eyes and the secondary pair being small black dots. During its charge, it emits a bright red light, accompanied by giant smiles surrounding it.
A-60 is an entity that can spawn in any room but is most commonly encountered from Room 60 onwards, hence its name. It functions similarly to Rush, speeding through The Rooms from behind and killing any player who is not inside a locker. A-60 abides by similar terms as to how Rush spawns, spawning if a door was opened. Any newly opened room that had caused A-60 to spawn will contain a locker, allowing for players to hide when it approaches.
Due to A-60 not causing the lights to flicker, knowing when A-60 will arrive is dependent on its sound cue, meaning players need to be more attentive to audio cues once they have passed Room 60. The first audio cue it makes is a distorted crackling, almost static-like sound. The second audio cue plays once A-60 is closer; A-60 will emit a high pitched, hissing sound, indicating when it is within close range.
Due to its significantly increased speed, A-60 both moves and despawns quicker when compared to A-120. Although A-60's speed can vary and is usually determined by the curvature of the rooms before or the objects in a room, in which it has to move around.
- In the Hotel, the player can survive A-60's attack by standing away out of its path in its sight. This works well in T and plus shaped rooms.
- When using the "Room for More" modifier, A-60 can spawn at the same time with Eyes, making it hard to hear due to Eyes' whispers.
- The same goes with rain, it is too loud to hear A-60 coming.
A-60's first particle image.
A-60's second particle image.
A-60's third particle image.
A-60's animation in-game.
A player quickly losing health and dying to A-60.
Troll A-60.png
The A-60 spawned by the devs when trolling Kreek.
Ditto but without color, and flipped.
A-60's original face (unedited).
- A-60 has appeared prior to The Rooms being added, as a troll entity during one of KreekCraft's streams.
- This makes A-60 the only entity in The Rooms to make an appearance before being added to the game.
- Any room where A-60 spawns will always have lockers, meaning opening rooms without lockers are considered safe and players won't need to worry about A-60.
- A-120 is similar to A-60, though the room before opening the room with A-120 will always have lockers, and the next room may not.
- A-60 might spawn in a room with no lockers, though it is very rare.
- A-60 is a direct reference to nicorocks5555's Rooms entity with the same name - A-60, sharing near identical features.
- The only differing trait is that A-60 within DOORS is a static image, meanwhile A-60 in nicorocks5555's Rooms is a shifting, actively changing image.
- Another differing trait is that A-60 in nicorocks5555's Rooms can follow the player, but stops moving entirely if the player happens to enter a locker, unlike the A-60 in DOORS, who will navigate The Rooms and then open the next door, just like Rush.
- Sometimes inside The Rooms, the player may hear ambient noise similar to A-60's approaching sound, starting up and then fading away quickly.
- This does not mean A-60 is coming, and it is likely there to fool players. It should be noted that A-60's sound will immediately be heard upon opening a door if it spawns, so players can quickly identify the mimic sounds if they start playing without opening a door. However, the sound may also play when opening a door, so it is not a foolproof way to be certain that the noise is not A-60.
- The third particle image of A-60 resembles A-60's deleted face, the fourth face.
- A-60 can spawn as early as Room A-001, however, it is very rare.
- A-60 slows down if A-90 shows up during its arrival.
- The fact that the entrance to The Rooms usually spawns around Door 60 may be a reference to A-60. However, it could just be a coincidence.
- A-60's original fourth face has been deleted by Roblox due to the appearances of blood and gore. This was reported by a Roblox user called ijanjatovic09.
|-|
A-90=
<infobox layout="stacked">
<title source="title">
<default>ItsGio22</default>
<format>A-90</format>
</title>
<image source="image"> |
</image>
<group layout="vertical" show="complete">
<header>INFORMATION</header>
<label>Type</label>
<label>Behaviour</label>
<label>Floors</label>
<label>Damage</label>
<label>Profit</label>
<label>Health</label>
<label>Spawn Rate</label>
</group>
<group layout="vertical" show="complete">
<header>ADDITIONAL INFORMATION</header>
<label>Date Added</label>
<label>Creator(s)</label>
</group>
<group layout="vertical" show="complete" collapse="closed">
<header>SOUND FILES</header>
</group>
</infobox>
<choose>
<option>
"Oh that one... I hope that one isn't too confusing. All I'll let you know is that it starts attacking after Room A-90. So, you could call it A-90."
- Curious Light
</option>
</choose>
A-90 appears as a pixelated, monochromatic face that is heavily distorted. Its eyes are fully black, and it appears to be looking slightly upwards. It is encompassed by a red static when it appears on a player's screen.
In its jumpscare, it appears somewhat similar to Ambush, appearing more glitched and pixelated, along with its eye sockets and mouth expanding into giant gaping holes. The entity gains a red hue surrounding it, with the red static covering the majority of the left side of its face.
The red stop sign that appears before the attack contains an open un-splayed hand, indicating the mechanic of A-90 briefly.
A-90 is an entity that can spawn in any room, but it appears most commonly starting from Room 90. Unlike the other entities present in The Rooms, A-90 can spawn at random intervals without the player having to enter a new room. After spawning, There is a sound of a knock and A-90 will show its face in a random spot on the player's screen as an indication of an attack. After this brief indication, the screen will be blocked by red static and a stop sign, in which any kind of movement, including camera movement or entering a locker, will cause A-90 to jumpscare the player and damage them for 90 health.
- There is a bug where A-90 will instantly kill the player without jumpscare with not full health when they didn't move.
- A-90 can spawn as early as A-000
- Similar to Screech, A-90 is a clientside entity, which spawns when a remote is fired from the server to the client.
- That is also the reason why albeit being a client-side entity, A-90 spawns as the same time for everyone as the remote is fired to every client at the same time.
- This means that unlike A-60 nor A-120, latency will not give the player a disadvantage during the entity encounter.
- This makes A-90 deletable by the use of exploits, removing the entity from the client completely.
- Due to ReplicatedStorage, even if A-90 is deleted from one's client using exploits, the change will not replicate to other players and they can still encounter "A-90".
- If A-90 spawns while A-60 is attacking, A-60 will be slowed down during A-90's attack.
- This is likely to give players more fair time to find a locker while avoiding A-90's attack.
- A-60 will remain slowed down even after A-90 performed its attack, while A-120 retains its usual speed.
- A-90 does NOT pause A-120 during its attack.
- A-90's jumpscare scream is the Plants vs Zombies game over scream but heavily distorted.
- When A-90 attacks, volumes of any other playing sounds will be turned down, and then gradually up again as A-90 finishes its (attempted) attack.
- A-90 is an original entity that only appears in DOORS' version of The Rooms.
- A-90 is the only entity that has a jumpscare in The Rooms.
- A-90's first glitchy sound before the game may be from "Hello Neighbor", specifically the "UnrealEngineMissingScript" sound.
- A-90 can still appear even if the player has opened and entered the door to A-1000.
- A-90 has its own UGC item, also named A-90.
- This is the only UGC item related to The Rooms.
- With the exception of Timothy, this is also the only UGC item to just be the name of the entity it resembles.
- Many players have reported being killed instantly by A-90 while at full health. This is caused by entering The Rooms while missing 10 or more health, and as the health bar disappears upon entering The Rooms, this may make the player think their health has been restored, which is not actually the case.
- While A-90 can spawn anywhere, it tends to spawn more near lockers and hiding spots, interfering with the player's attempt to flee from A-60 and A-120.
|-|
A-120=
<infobox layout="stacked">
<title source="title">
<default>ItsGio22</default>
<format>A-120</format>
</title>
<image source="image"> |
</image>
<group layout="vertical" show="complete">
<header>INFORMATION</header>
<label>Type</label>
<label>Behaviour</label>
<label>Floors</label>
<label>Damage</label>
<label>Profit</label>
<label>Health</label>
<label>Spawn Rate</label>
</group>
<group layout="vertical" show="complete">
<header>ADDITIONAL INFORMATION</header>
<label>Date Added</label>
<label>Creator(s)</label>
</group>
<group layout="vertical" show="complete" collapse="closed">
<header>SOUND FILES</header>
</group>
</infobox>
<choose>
<option>
"Oh. The squiggly-face. It starts attacking after A-120."
- Curious Light
</option>
</choose>
A-120 obtains the aspect of a crude, purely white drawing of a smile, with it accompanied by round, oval-shaped eyes. It is encircled by a multicolored, pixelated aura, as well as additional distortion to its uncanny appearance. It rapidly flickers when traversing The Rooms, blinking in and out of sight.
A-120, while more consistently appearing after Room 120, has the rare capability of appearing on earlier doors. It, likened to its counterpart A-60, rushes through rooms, killing any players who are not hiding. Its sound cue is akin to a subtle metallic clanging, with this sound being much less evident in comparison to A-60, meaning one's hearing should be keen when listening for A-120.
Unlike A-60, A-120 will appear within the door ahead of the player, beginning its approach. It should be noted that due to the slight delay in its appearance, as well its slower speed, players will typically have an adequate amount of time to notice and evade A-120. A-120 may also have the inconsistent chance of rebounding, similar in manners to Ambush, meaning remaining in lockers is advised before the player can conclude that A-120 is absent. A-120 has a chance to spawn if there is a locker in the previous room, meaning that there is no guarantee that there will be a locker in the next room when A-120 spawns. Vitamins are useful in case the locker is far away, or if A-90 spawns.
Should a player attempt to exit the current room they are within while A-120 is present, a string of text stating: "Something is stopping you from opening the door..." will appear, prohibiting the player from progressing forward. Thus, players must utilize hiding spots available, and not waste time attempting to progress further.
Smileyface1.png
A-120's first particle image.
Smileyface2.png
A-120's second particle image.
Smileyface3.png
A-120's third particle image.
Error creating thumbnail: File missing
A player trying to open a door during A-120's attack, displaying a message saying "Something is preventing you from opening the door" aswell as the player being killed immediatly.
- Curious Light initially refers to A-120 as "Squiggly-Face", though it promptly renames the entity to its current, collective name.
- The room where A-120 spawns has a chance of not having any lockers, meaning players should stay cautious when opening a new door after Room 120 when the current room has lockers.
- A-120 can only spawn if the previous room had a locker.
- A-120 is a direct reference to Rooms' A-200, like most of the entities within The Rooms.
- A-120 is more distorted in appearance when compared to A-200. It additionally has a differing moniker, due to A-120 appearing upon room 120, while A-200 appears on its designated number as well.
- Like A-60 and A-90, A-120 is a static image.
- In nicorocks5555's Rooms, A-200 frequently motions around in sporadic manners, as if drawn multiple times, gifting the entity a waving effect.
- The earlier appearance of A-120 is likely to make The Rooms less repetitive, or more difficult.
- A-120's sound originates from a Roblox sound named Timpani Sounds (a) but it is slowed down.
- Instead of rushing through the room in a straight line like A-60, A-120 will go towards the player.
- A-120's near sound is somehow similar to A-60's.
|-|Curious Light=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.
<infobox layout="stacked">
<title source="title">
<default>ItsGio22</default>
<format>Curious Light</format>
</title>
<image source="image"> |
</image>
<group layout="vertical" show="complete">
<header>INFORMATION</header>
<label>Type</label>
<label>Behaviour</label>
<label>Floors</label>
<label>Damage</label>
<label>Profit</label>
<label>Health</label>
<label>Spawn Rate</label>
</group>
<group layout="vertical" show="complete">
<header>ADDITIONAL INFORMATION</header>
<label>Date Added</label>
<label>Creator(s)</label>
</group>
<group layout="vertical" show="complete" collapse="closed">
<header>SOUND FILES</header>
</group>
</infobox>
<choose>
<option>
"I usually don't give hints, but I'll admit that this one is a bit confusing."
- Curious Light talking about A-90
</option>
</choose>
Curious Light resembles the Guiding Light, claiming the simplistic appearance of a supposed downpour of rain, the only difference being the slightly yellow hue of its color.
It can be further identified by its unique soundtrack, being a much more quiet and somber version of Guiding Light, hinting at a possible affiliation between the entities.
Curious Light can only be seen after dying in The Rooms or lighting up one of the naturally spawning exit doors, with its precursor being Guiding Light, the latter being absent throughout the entirety of The Rooms. It attempts to provide tips on the entities found inside but doesn't provide the same level of clarity as Guiding Light, seemingly stating the obvious or nothing substantial at all, meaning it doesn't serve much of a prominent purpose in gameplay.
Parallel to Guiding Light, Curious Light does not actively light up dark environments, or provide assistance in general, being only present in a player's death or lighting up an exit door. And when it does assist the player it is very vague.
It makes unhelpful comments about the entities, with the only useful tips being the spawning point and things that most players would figure out very easily themselves. Despite this, it's cheering you on to keep beating The Rooms, making its motives confusing. This may also imply that the Curious Light is either not confident or unsure about The Rooms (completely unlike Guiding Light).
- The Curious Light's name originates from a soundtrack by LSPLASH.
- Curious Light's color and sparkles can be seen in the entrance to The Rooms, indicating that Curious Light is technically also in The Hotel.
- If Rush goes through the room with the entrance to The Rooms, the Curious Light's color will disappear.
- It has been confirmed that the Curious Light will play a bigger role in the overall game in the future.[1]
- The Curious Light theme is pretty similar to Ultimate Custom Night OST - Last Breath and Guiding Light's theme.
Addressal
|
Entity
|
Advice
|
Oh... Hello.
I'm surprised you found this place.
It's pretty tedious just to get here, last time I checked.
Anyways, what'd you die to?
|
A-60
|
Oh... the red one. I'm not too sure on what I would call it...
Well, it usually attacks around room A-60, so...
...you could just call it A-60. I don't know.
Anyways, I hope you don't mind trying again. It would be helpful.
|
A-90
|
Oh that one...
I hope that one isn't too confusing.
All I'll let you know is that it starts attacking after Room A-90.
So, you could call it A-90.
Anyways, I hope you don't mind trying again. It would be helpful.
|
A-120
|
Oh. The squiggly-face.
It starts attacking after A-120.
Anyways, I hope you don't mind trying again. It would be helpful.
|
Welcome back.
The Rooms are quite empty, but the few entities inhabiting them are quite lethal.
Which one did you encounter this time?
|
A-60
|
A-60 again...
I don't think this one is too hard to figure out.
Alright, hurry back. We're not done yet.
|
A-90
|
A-90 again?
I don't think I... I don't think this one is too clear.
Hopefully you can figure it out.
Alright, hurry back. We're not done yet.
|
A-120
|
A-120 again...
This shouldn't be hard to figure out either.
Alright, hurry back. We're not done yet.
|
Dead again.
What got you this time?
|
A-60
|
A-60 again...
Hmm... Maybe try hiding next time?
See you next time.
|
A-90
|
A-90 again?
I usually don't give hints, but I'll admit that this one is a bit confusing.
Let's just say that... hmm... it detects movement.
See you next time.
|
A-120
|
A-120 again...
This shouldn't be hard to figure out either.
See you next time.
|
Hmm. What was it this time?
|
A-60
|
A-60 again...
Hmm... Maybe try hiding next time?
You can do this. I believe in you.
I'll see you next time. Right?
|
A-90
|
A-90 again?
I usually don't give hints, but I'll admit that this one is a bit confusing.
Let's just say that... hmm... it detects movement.
You can do this. I believe in you.
I'll see you next time. Right?
|
A-120
|
A-120 again...
This shouldn't be hard to figure out either.
You can do this. I believe in you.
I'll see you next time. Right?
|
|-|Glitch=
<infobox layout="stacked">
<title source="title">
<default>ItsGio22</default>
<format>Glitch</format>
</title>
<image source="image"> |
</image>
<group layout="vertical" show="complete">
<header>INFORMATION</header>
<label>Type</label>
<label>Behaviour</label>
<label>Floors</label>
<label>Damage</label>
<label>Profit</label>
<label>Health</label>
<label>Spawn Rate</label>
</group>
<group layout="vertical" show="complete">
<header>ADDITIONAL INFORMATION</header>
<label>Date Added</label>
<label>Creator(s)</label>
</group>
<group layout="vertical" show="complete" collapse="closed">
<header>SOUND FILES</header>
</group>
</infobox>
Main Article: Glitch
"Well that just happened."-
Error Achievement description
Glitch is an enigmatic entity that resides in the Hotel and The Rooms. Its main purpose is to act as a failsafe for players when a room fails to generate correctly. In multiplayer, it also teleports players who are lagging behind the others back to their group, acting similarly to Void, except with no damage.
Glitch isn't much different from its Hotel counterpart, as its use is still present in The Rooms, teleporting players into the next room in case of a room generation error, or teleporting players who are lagging behind others in multiplayer.
Please note that, unlike the other entities on this list, Glitch is not exclusive to The Rooms.
</tabber>