
"How gloomy"
- "Roomy" Achievement description
The Rooms is a subfloor accessed from within The Hotel with different entities and layout that can be explored during gameplay. It is based on the Roblox game "Rooms" by nicorocks5555. It is composed of 1000 office-like rooms (1001 rooms including A-000), with all entities in The Rooms being slightly modified from the original Rooms.
Overview
Entry
The Rooms can be accessed via a secret passage at Door 60 in The Hotel or by entering through the Lobby, costing 10 Stardust (or for free if using the Admin Panel). At Door 60, players will encounter a disheveled room with multiple bookshelves and a single closet, accompanied by soft, tranquil music emanating faintly from the walls. Behind the closet is a hole in the wall that leads to a maze containing a passage. Traversing the passage leads to a small room with a unique painting. When interacted with, the painting reads "This painting doesn't seem to have a title" (though its name is revealed in the game files as "Spacetime.") The room also contains a chain-link gate similar to those found in basement rooms. To open the gate, players must proceed through the next door to find the lever in The Basement (Door 61), then backtrack to the secret passage. Once there, players can use 2 Lockpicks and a Skeleton Key to unlock the door labeled "A-000." Interacting with this door starts a 15-second intermission timer (which can be skipped), after which all group members are teleported to The Rooms. Any dead group members still spectating will be automatically revived upon entering and exiting The Rooms. Entering The Rooms for the first time will give players the "Roomy" badge and, if it is the first time the player(s) enter a sub-floor, also the "Detour" badge, which grants access to The Backdoor from the Lobby.
The Rooms cannot be entered when using modifiers because a shimmering red barrier appears in front of the gate, likely due to Modifiers not being supported in this floor. This is implied to be the unnamed Red Architect.
Interior
Spacetime Painting
The first room (A-000) contains a double door behind players and a stand where players can buy a Shakelight for
10 Gold.
Players are then forced to explore empty, isolated, and seemingly infinite amounts of office-like rooms. These rooms slowly gets foggy as players make their way through until it is pitch black at around A-150. Gold, Batteries, and Bandages can be found scattered in abundance across the building.
The red barrier blocks players from entering due to Modifiers.
One of the exit rooms that lead back to The Hotel
From A-200, there are special rooms that spawn approximately every 0-100 rooms which contains an exit door. When interacted with, all group members will be teleported back to The Hotel at The Infirmary. Living players will keep all the items they had on them, including the Shakelight (and the Starlight Jug, if they made it to A-1000). Additionally, all group members (living or spectating) will receive the Back on Track achievement. To make it to the true end of The Rooms, players must ignore all of these exits and continue all the way to A-1000.
The True End of The Rooms
In A-1000, instead of a regular office space, a player will encounter the bridge previously featured in the old version of The Lobby (As of now, the bridge is replaced with stairs) surrounded by a dark void, with a glowing door at the end. Further ahead, lying on the bridge, is the Starlight Jug, an item that functions as an upgraded Starlight Bottle. Exiting through the door will return them to The Infirmary, with the Starlight Jug coming with them (if picked up). Reaching this point will also give players a hidden achievement. (Sneak peek: A-1000)
Entities
Similar to the entities in The Hotel, most of them only serve to hinder player's progress. There are currently six (nine if counting Glitch Fragment Entities) known entities: A-60, A-90, A-120, Curious Light, Glitch and the World Lotus.
Unique Entities
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Red Mist
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Modifier(s)
"All entities from The Rooms have a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Stop Right There'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
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Stop Right There
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Modifier(s)
"A-90 from The Rooms has a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Room For More'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
"All entities from The Rooms have a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Stop Right There'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
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Grin Reaper
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Modifier(s)
"All entities from The Rooms have a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Stop Right There'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
Non-Exclusive Entities
- Curious Light - A death messenger to the player after dying in sub-floors.
- Glitch - Acts as a failsafe and attacks players that are lagging too far back from the rest of the team when in multiplayer elevator.
- Glitch Fragment Entities - Glitched variations of Screech, Rush and Ambush that appear when interacting with a Glitch Fragment.
- World Lotus - Appears in a special room if players are reborn with a Lotus.
Doors
The Rooms has only three main doors in its subfloor, all being very similar to one another. There is also a fourth door that only serves as a decoration.
At Door 60 in The Hotel, there is a secret door labeled “A-000” which is the door that leads to The Rooms, this door is guarded by two chains and a skeleton key lock, requiring players to get two lockpicks and a skeleton key.
The design consists of a regular Rooms Door, but with a skeleton key lock on it, two chains requiring lockpicks to unlock, and a label labeled “A-000”. When opening the door, it makes a noise similar to that of a door creaking slowly.
Handleless Doors are the most common type of door that a player will find in The Rooms, their design is very simple, just being a wooden door with no handle to open it and a yellow label on top of it displaying the room number. The way that a player opens these doors is by simply pushing them.
The sound that Handleless Doors make is a unique sound, that being a door creaking slowly.
There are 1000 Handleless Doors inside of The Rooms subfloor.Exit Doors are doors that only spawn in two locations, those being the Exit Rooms and Room A-1000, they are very similar to Handleless Doors with the only exception being that players will have to hold a button to open the door; this implies that the player has to push hard to open the door. Also, Exit Doors serve as portals to exit The Rooms.
The Locked Door is a door that does nothing other than to serve as a decoration. The Locked Door spawns in only one room, that being A-001.[exploits]
The Locked Door has the design of a big metal door with a hallway behind it that is only accessible with exploits.Notes
- Players can only return to the main game (or The Hotel) if they die, leave the game, or reach an exit.
- Retrying will automatically send players back to the Elevator.
- If you die with one of your teammates still alive, you will respawn upon your teammate reaching an exit.
- Alike all other times you revive for exiting and entering different floors, you will not have full health and will have to regain your health via bandages.
- Like The Greenhouse, The Electrical Room, The Backdoor, The Outdoors and Doors 190-200, players are not able to use Revives in The Rooms, unless a player reaches a checkpoint or the end of The Rooms as players spectating in will be revived upon exiting The Rooms and receive the "Back on Track" achievement.
- Players spectating will be revived upon entering or exiting The Rooms.
- Alike all other times you revive for exiting and entering different floors, you will not have full health and will have to regain your health via bandages.
- The Crucifix and Moonlight Candle are useless inside The Rooms; equipping them gives players the message "Your [item] feels lighter than normal..."
- However, as of "The Content Update", when using Modifiers for The Hotel or The Mines, the Crucifix is able to banish all three Rooms entities, and the Moonlight Candle is able to detect A-60 and A-120 if encountered outside The Rooms by using modifiers; with associated Crucifix badges also being attainable.
- The Candle will also glow more of a yellowish-orange color, hinting that Guiding Light is not present and instead Curious Light.
- The Candle will also not produce any light despite being lit. This may be a bug.
- However, as of "The Content Update", when using Modifiers for The Hotel or The Mines, the Crucifix is able to banish all three Rooms entities, and the Moonlight Candle is able to detect A-60 and A-120 if encountered outside The Rooms by using modifiers; with associated Crucifix badges also being attainable.
- Bandages can spawn at any point in The Rooms.
- If a player takes damage from A-90 without dying, then gets six bandages to get back to full health, they can survive another A-90 attack.
- It is possible to obtain the effect of the Green Herb when aiming to progress through The Rooms. Since opening the secret entrance to The Rooms and the process of obtaining a Green Herb both require a Skeleton Key, you need at least 1 Skeleton Key with full durability to unlock both Skeleton Doors.
- The herb effect used to not be able to be brought into The Rooms, but after a few videos on YouTube showed that it was possible, the developers added it back in.[citation needed]
- It can be useful entering The Rooms if players are aiming to find Gold, as it is found in larger quantities there, meaning exiting The Rooms with a supply of gold can result in a higher amount of Knobs.
- The maximum amount of Knobs players can get is from 10,000 gold to 500 Knobs max which may take players around 40 minutes of collecting gold to reach this.
- Hide is not present in The Rooms, so players can hide for as long as they wish. This is important to note when dealing with A-120 due to its ability to rush backwards occasionally, meaning that players will not have to hop in and out of lockers repeatedly, in a similar manner to how Ambush is dealt with.
- Exit doors will always play Curious Light's ambience (the same ambient sound heard coming from Door A-000), so players will always know whenever it is nearby, due to being able to hear it in the room prior to the exit.
- A-90 gives off a very subtle static noise before attacking a player, similar sounds to A-60.
- A-90 has a chance to spawn at any time, even at the lobby, or at A-1000[3]. It is recommended to use only the W-A-S-D keys to navigate through The Rooms, so when A-90 spawns, players can easily let go of their keyboard, increasing their survival rate.
- Even though the Shakelight is infinite, it is recommended to use a normal flashlight whenever possible and only use the Shakelight when out of batteries. This is because batteries are plentiful, and because the normal flashlight is brighter and doesn't need to be constantly recharged (which can provoke A-90).
- When A-120 has spawned, players seeing it in their line of sight can sometimes cause it to turn invisible as one of its usual abilities for a split second before killing players in the process.
- Activating any modifiers prevents players from accessing the Rooms, by blocking the entrance to the rooms with a red barrier.
- This is because most modifiers aren't compatible.[4]
- The red barrier is one of the only physical manifestations of the Unnamed Red Architect responsible for the creation of the modifiers.
- Attempting to enter The Rooms with the Admin Panel will push you off, activating the lever to open the gate will activate the button to enter The Rooms, but it will be defunct and will not send you there.[5]
- It's possible to survive A-60 and A-120 without hiding in lockers. However, to do this, it requires two or more players: One to avoid entities by being teleported by Glitch, the other to open doors and hide from the entities.[6]
- Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room.
- Using this it is possible to complete the entire A-1000 without hiding.
- Glitch is not required to survive A-60 without hiding if a player goes quickly in the next room.
- The Rooms are one of the floors where players can stay active in a single room as long as they want to in Singleplayer because Dread, Hide and Haste do not exist here.[7]
Special Locations
Guaranteed Rooms
- A-000, Lobby
- A-1000, The End of the Rooms
Multiple rooms are seen throughout the 1000 doors that are different and unique to most rooms (such as regular hallways, large locker rooms, kitchens, and storage rooms).
The first room of the rooms, A-000. This room contains the Shakelight dispenser.
Lobby (A-000)
The Lobby (not to be confused with The Hotel's Lobby) is the first room in this subfloor and a room that is mandatory to appear in any run. The walls are white, like almost all rooms in this floor, and the carpet is red. On the ceiling is a large skylight, revealing it to be daytime outside. The Lobby simply contains a metallic elevator door at the front of the room, with two black couches on the side. near the one to the left is a Shakelight dispenser. In the middle of the room is a stone doorway with hints of Curious Light all over it. Lastly, at the back of the room is the door to A-001.
A generated room with an exit leading to The Hotel.
Exit Rooms
The Exit Rooms appear after A-200. The room has a wide pillar at the entrance to it that players can simply walk around to fully enter the room. Aside from what is in the room, everything looks normal, with white walls and a blue carpet. To the left of the room is a broken water dispenser. At the end of the room, as always, is the next door. To the right is a tipped over potted plant and a diagonal table, along with a large hole in the wall. Through the hole, it still has the white walls and blue carpet, although it is slightly darker. at the end of this extra room is a door labelled "EXIT", with Curious Light lighting it up (Currently, Curious Light won't actually light up these EXIT doors and the only thing players will be able to see are its sparkles; no longer the case). Entering it brings players to The Hotel's Infirmary.
After The Mines update, Exit Rooms can now spawn A-60 and A-120 despite having no lockers within them. To survive A-60, players can hide in the lockers of previous rooms or hide behind the cracked wall which contain exit door. With A-120, players can also hide in plain sight but it is more difficult than with A-60. Players need to hide behind the cracked wall, but it must be without crouching. They also need to face the cracked wall (facing towards the main room) but the players need to walk straight into the wall. Alternatively, players can find hiding spots in the previous room, but if there aren't any, using speed boosting items like Vitamins, Starlight Items, or the Gween Soda is recommended in order to make it back multiple rooms.
A-1000
At the end of The Rooms, a large black area can be seen, with a bridge that players can walk on. The item at the middle of the bridge is the Starlight Jug. (which replaces the NVCS-3000 that previously appeared in this position, including any copies stored in Rifts). If there are multiple players, everyone can pick up the item at the end. It can also be picked up multiple times, so if the player is damaged, it is recommended to take the Starlight Jug, drink it to heal, drop it and grab a new one, so that players can re-enter the Hotel with full health and a full jug.
At the end of the bridge there is an unlabeled door, highlighted by Curious Light. Around the bridge there are multiple white doorways that are too far for players to reach. Entering the unlabeled door brings players to The Hotel's Infirmary. A-1000 is mandatory to appear in any run. Percentages indicate that the average time to reach A-1000 is about 3 hours and 15 minutes.
Standard Rooms
- Locker Room: a room filled with several lockers, although only 5 of them are able to be entered. The rest of the Lockers are broken and cannot be entered and is the only room that features them. A-60 and A-120 can spawn when entering this room.
- Three-Locker Room: a room with 3 lockers lined up against each other on the far side of the room. A-60 and A-120 cannot spawn when entering this room.
- Catwalk Rooms: larger regular rooms. The entrance to them leads players onto a metal catwalk, with two lockers on each side. There's a long path that brings a player to the next door. To the left and right of the catwalk is two flights of stairs, leading to the bottom of the room. The bottom contains another locker against a wall, and an office cubicle against the opposite wall. A-60 and A-120 can spawn when entering this room.
- Projector Room, also known as Meeting Room: a room with 2 Lockers and several fallen chairs around a table with a projector on top. There is a board hung from the wall for the projector and a whiteboard next to it. There is a glass table in front of the wallboard and glass walls surrounding the furniture. There are a couple of smaller tables to the right side of the room. One locker is to the left of the entrance while the second one is to the right of the exit. A-60 and A-120 can spawn when entering this room.
- L-Shaped Room: a room shaped like an L, It has a table with a plant on it placed at the front of the room. The L can be shaped backwards sometimes. There are no lockers in this room. A-60 and A-120 cannot spawn when entering this room.
- E-Shaped Room: a room shaped like the letter E, or similar to an M or W depending on players perspective. It has one locker in the middle of the "E". The room does not contain any decorations. Despite having a locker, A-60 and A-120 cannot spawn when entering this room.
- Plant Room: a room that is a straight path. A table and plant are to one side of the room. A-60 and A-120 cannot spawn when entering this room.
- Storage Room: a room with 3 pillars in the center. There are 2 Lockers that can be near the entrance or near the exit. There are a bunch of tables and shelves with plants on them. There are 3 tables upside down on the left side, and 3 tables stacked on each other on the right side. Despite having lockers, A-60 and A-120 cannot spawn when entering this room.
- Box Room a room with a few shelves and tables that players must pass by. There are no lockers in this room. A-60 and A-120 cannot spawn when entering this room.
- Break Room, also known as Kitchen: a room with a white Locker that represents a fridge. In the far middle, there are three fallen chairs around a table. There are lots of decorations on the counters such as the toaster, coffee maker, and microwave. Despite having a locker, A-60 and A-120 cannot spawn when entering this room.
- Reference Room: a room with 2 tables and a cubicle. The desk in the cubicle has a monitor, a cup of hot chocolate, a purple keycard and a nameplate with a randomly selected name written on it. The table by the entrance has 2 plants, and the table by next door has 1 plant and a few colored boxes. A-60 and A-120 cannot spawn when entering this room.
- Four-locker Room: a room that has four Lockers on all corners. There is no decoration in this room. Despite having several lockers A-60 and A-120 cannot spawn when entering this room.
Walkthrough
Entering The Rooms
In order for players to enter The Rooms, they will need to get two lockpicks and a skeleton key before reaching Door 61. The players can find two lockpicks during their run or from the Pre-Run Shop for 50 Knobs, and the skeleton key from Jeff's Shop for 300 gold. Alternatively, you can spend 10 stardust in the Lobby to create an elevator that leads directly to The Rooms. Be warned that you will not be able to bring anything from The Hotel if you use this method.
If players choose to enter through The Hotel, then once you reach Door 61, locate the lever in The Basement and return to the previous room. Behind some broken furniture is a hidden passageway that leads to The Rooms entrance. The players can then use the two lockpicks and skeleton key on the door to unlock and enter The Rooms.
Preparation
For players who are heading to The Rooms, either for the first time or their next, these items are strongly recommended:
- Flashlight
- Batteries commonly spawn in The Rooms, and a flashlight will provide a decent amount of light. You can bring other variants of the flashlight (such as the bulklight), but they require the Rift. You can also bring the Battery Pack as a battery container, but this too requires the Rift.
- Shakelight
- Useful for when a player's flashlight runs out of batteries, or when they are early into the run and want to conserve their flashlight. Players will need at least 10 Gold to buy the Shakelight in the starting room.
- Lighter
- Can be used as an emergency light source for when your flashlight is out of batteries, or to use the candle.
- Candle/Moonlight Candle
- Has more range than the lighter, but requires it to be used. Note that the Moonlight Candle may not work at all in The Rooms.
- Bandage Pack
- Can be used to store any bandages found during the run, and useful for when A-90 is triggered and attacks. While bandages naturally spawn in The Rooms, the bandage pack requires the Rift.
- Vitamins/Any Starlight Item
- Grants a speed boost when used, allowing players to potentially survive an A-60 or A-120 encounter if there are no lockers nearby. Starlight will heal you if damaged and will grant overheal if at max health, allowing you to survive an A-60 encounter without hiding (granted that you used a Starlight Bottle or Jug). This method will not work on A-120.
Exiting The Rooms
There are two ways to exit The Rooms. The first method is to enter an Exit Room and go through the door labelled "EXIT". Exit Rooms will begin to generate after reaching A-200, which can take about 20 minutes to do. Leaving using an Exit Room will reward the Back On Track achievement.
The other method to escape is to reach the very end of The Rooms all the way at A-1000. This is possible, but a successful run can take at least 2 hours to complete, so be sure that you are well equipped and you have the time and patience to complete this challenge. Exiting The Rooms at A-1000 will reward both Back On Track (if not earned already) and the A-1000 secret achievement. Note that if you go for A-1000 but change your mind partway through, you can always locate an Exit Room and leave.
Regardless of how you exit, you will always be teleported to just before The Infirmary in The Hotel. Any dead players will be automatically revived for free, albeit with less than max health and no items.
Inside The Rooms
Upon entering The Rooms, you should buy the Shakelight as a back-up flashlight. You shouldn't encounter an entity attack until A-060, so you can focus on collecting gold and finding supplies. The Rooms will progressively get darked until it becomes pitch-black at A-150. Each of the three entities will become "truly" active at A-060, A-090, and A-120 respectively.
A-60 and A-120
Remember, A-60 and A-120 can only spawn in certain room types. For two of those room types, there is a locker to the right and left, and for the broken locker room there are still plenty of usable lockers in some spots along the room. The only anomaly is the three lockers at the end room. For this room you will have to run across the room to reach the lockers. A-90 is difficult here, and due to A-60's speed, most of the time you will reach the lockers right before A-60 passes through this room.
Briefly describing, A-60 produces an audible static sound. If static is heard upon opening a door, Players should get to the nearest locker and stay in it until it passes through.
A-120 is quieter but still notable. It is heard immediately upon opening a door and consists of static and drumming sounds, They take longer to arrive than A-60, giving players more time to find a hiding place. Players should wait in the locker until the drumming completely stops as it's possible for A-120 to rebound. However, unlike A-60, A-120 arrives from the room ahead, so players should not attempt going forward into the next room as this will almost guarentee your death.
A-90
A-90 is mostly considered the biggest threat to players in The Rooms, and it should be considered the highest priority entity to deal with. A-90 will force all other active entities to freeze, so players can focus on dealing with it before dealing with A-60 or A-120. It most commonly spawns alongside another entity encounter. Players should immediately stop any and all inputs including camera movements, using items, and entering lockers, as these will trigger A-90 and deal 90 damage.
Related Modifiers
"A-90 from The Rooms has a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Room For More'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
"All entities from The Rooms have a chance to attack."
Requires 'Back on Track'
Cannot be used with: 'Stop Right There'
Floors: The Hotel, The Mines, The Backdoor (With Admin Panel), The Rooms (With Admin Panel), The Outdoors (With Admin Panel)
Trivia
- Behind the metal door in the first room is a dark hallway.
- Dread cannot spawn in The Rooms.
- Using an Alarm Clock in The Rooms reveals that the time is stuck at 12 o'clock, with the hands of the clock not moving.
- Each Room is about 50 studs long (this is a rough estimate); therefore, upon reaching A-1000, players are over 50,000 studs away from the origin, causing floating point issues. This results in their character shaking and overall small glitchy effects upon reaching the end.
- This makes The Rooms approximately 14 kilometers long (or 8.6 miles).
- Another thing to note is that The Rooms does not have any corner rooms that can generate, as it is all straight rooms.
- After the SUPER HARD MODE!!! Update, if a player escapes The Rooms, they will be granted 100 knobs on top of any knobs earned through gold collected.
- This is the first secret subfloor to have been released.
- This has been known to be the first subfloor of DOORS (second being The Backdoor).
- When exiting The Rooms, the game counts it as a floor, with a parenthesized "2" next to it.
- This has been known to be the first subfloor of DOORS (second being The Backdoor).
- Most of the random names displayed in the nameplates found in the office cubicles are most likely references:
- 'Nico' referencing Nicorocks5555, the original creator of Rooms.
- 'Bob' being a reference to one of the nameplates in the original Rooms.[8]
- 'Bob' is also a character created by Nicorocks5555. It resembles the classic Roblox default skin, but instead it has a gray torso and brown legs.
- 'Bob' is also the name of the skeleton in Jeff's Shop
- 'Jasper' referencing jasper_creations, an animator for DOORS.
- 'Thump' referencing one of the people who helped out with DOORS, ItsThump.
- 'Look Behind You' is a reference to the hidden Developer Console and Lobby secret.
- 'Saul' may be a joke reference to the show Better Call Saul.
- The purple keycard found on some desks is possibly a reference to the one found in 'Bob is missing'.
- The Rooms is an official collaboration with Nicorocks5555.[9]
- Entering The Rooms in SUPER HARD MODE, they will get teleported instead to Survive and Kill the Killers in Area 51!!!. This is confirmed to be intentional by Redibles.[10]
- The reason this happens is because the developers had no support to blocking off subfloors.
- Each of The Rooms hostile entities names are increments of 30 with an 'A-' in front of the number (for example: A-60; A-90; and A-120). However, there is no A-30 entity.
- Glitch is the only entity in The Rooms that debuted before The Rooms' release, unless you include the troll A-60 that was on Kreekcraft's stream
- Unlike the other Rooms Entities (excluding Curious Light), Glitch is not exclusive to The Rooms or modifiers related to The Rooms and can be found in the main game.
- When entering the The Rooms, there is the sound of wind blowing and rustling. This is a reference to the original Rooms game playing A-200's "whoosh" noise as the server starts.
- All Rooms entities were planned to be given original names rather than room numbers.
- A-60 and A-200 (A-120 in DOORS) have been officially given names by Nicorocks5555, being the Multi Monster and the Happy Scribble respectively. These names, however, are not referenced in either Rooms or DOORS. A-90 is the only entity with no known original name as this entity is exclusive to the DOORS version of The Rooms.[11]
- Though A-90 was not given an official name by nicorocks5555, the fan-made Roblox game "Rooms & Doors", a more challenging Rooms remake that also took some inspiration from DOORS, refers to its own version of A-90 as "Paralysis".
- A-60 and A-200 (A-120 in DOORS) have been officially given names by Nicorocks5555, being the Multi Monster and the Happy Scribble respectively. These names, however, are not referenced in either Rooms or DOORS. A-90 is the only entity with no known original name as this entity is exclusive to the DOORS version of The Rooms.[11]
- Behind the metal doors at the lobby of The Rooms seems to be a dark hallway that leads to nowhere.[12]
- It's possible that a cutscene might have been planned sometime during development of the Hotel+ update but was eventually scrapped for unknown reasons, probably because of balancing reasons.
- This possibly scrapped cutscene was eventually replaced with the animation of breaking open the A-000 door.
- It's possible that a cutscene might have been planned sometime during development of the Hotel+ update but was eventually scrapped for unknown reasons, probably because of balancing reasons.
- A-1000 is filled with blue triangular particles and purple fog, visually similar to those found emitted by the Rift.
- These particles are called "particles2", "particles4", and "clouds"
- A-120 is the only entity that will move to every player before sweeping the hallways. This may be a reference to how the AI of the monsters in the original game works.
- Sometimes, all the hostile entities except for Glitch can have a chance of appearing before the respective room they're named after.
- All rooms (apart from A-1000) originate from the original Rooms by Nico.
- The room where the exit can be found may originate from an unused room from Rooms, titled "templateroom".
- The NVCS-3000 was originally added to The Rooms as a joke and is an unfinished item; the developers didn't expect people to actually use it or want to get it. It got replaced by the Starlight Jug.
- The exit door in A-1000 is an unlabelled A-1001 door.
- The first exit door spawns at around A-200, and from this point an exit appears roughly every 50 - 100 rooms, all the way to A-1000.
- It takes around 1-2 hours to reach A-1000, and around 20 minutes to reach A-200 (the first exit).
- The Rooms has an ambient sound that plays throughout it, which can be described as a low hum or buzz. It's very quiet, however.
- The ambience heard in The Rooms comes from this audio. The in-game version is slowed down to a pitch of 0.1.
- If a player gets to A-000 in a group game, all of their group members will be revived upon teleportation to The Rooms.
- This can also be said the other way around, If a Player reaches a Checkpoint or A-1000.
- The Rooms might get a small addition in the future.[13]
- LSplash would still like to do an overhaul of The Rooms due to the time it takes to reach A-1000, plus the rooms has very repetitive and dull gameplay, though LSPLASH is afraid that people may dislike the change as it would alter the exclusivity of the badge.[14][15]
- Additionally, the "In Plain Sight" achievement cannot be obtained by hiding from A-60 and A-120 without a hiding spot in The Hotel. This is likely a bug, but LSplash has yet to confirm or deny this theory.
- The sound origin of both A-60 and A-120's near audio is this. (Speed of 0.2)
- Additionally, A-120's sound sped up sounds as though it is a drum'ish instrument, revealed to be timpani sounds slowed down to 0.3.
- After The Hunt Update, the bridge and the exit door in A-1000 is much darker than before.
- The Rooms does not contain any Interactables.
- When exiting The Rooms, it plays the same animation as when exiting The Backdoor.
- Before The Mines Update, bandages were extremely rare to find in The Rooms to the point where almost every single run does not spawn a single one.
- This was possibly because A-90 is the only entity that does not instantly kill players assuming they were on full HP.
- As of The Mines update, bandages spawn normally just like in The Hotel and The Mines
- After The Mines update, A-60's static sound was made louder, making it easier to know when it spawns.
- Dying while exiting The Rooms will result in being respawned normally in The Hotel, but without any items. Interestingly, you keep your gold.
- Glitch Fragments, and thus RNIUSHCg==, AR0xMBUSH and SCJVEREECH can spawn in the Rooms.
- Due to this, if playing with another friend, players can force themselves to be attacked by Glitch several times by falling behind to force a high amount of Glitch Fragments to spawn. As surviving an encounter with the entity spawned by the fragment rewards the player with different buffs, some which are permanent for a run, this can be used to help make The Rooms easier to progress through.
- The achievement that you get when crucifying A-90 is likely a reference to one of Sans' lines from Undertale.
- In The Rooms, as of The Great Outdoors Update, Gold appears to have a higher chance to spawn the further you are in the rooms, the first spawn chance increase happening after door A-60.
Bugs
- When exiting the Rooms, either from an exit room or respawning, a bug where walking up stairs is extremely slow can occur and standing still will push you backwards slowly.
- When opening the door to an exit room, A-60 or A-120 has a chance to spawn, regardless of the adjacent rooms.
- Sometimes, when exiting The Rooms for the first time, players will not receive the "Back on Track" achievement.
- Another possible quirk that happens when entering The Rooms for the first time is that players will not receive the "Roomy" badge.
- If a player is playing on low graphics, A-60's glow may remain in rooms until lighting updates.
- This also applies to "Room For More" modifier.
- There is an extremely rare chance A-60 and A-120 can spawn in a room they normally don't spawn in.
- It is unknown how this occurs but it has happened in grouped runs when somebody dies in The Rooms for any reason.
- The Large Basement could spawn before the room containing the door that leads to The Rooms. This was likely a bug.
- It was also possible for the Large Basement to spawn one or more doors away, and as its lever only activates the gate if the room is adjacent to it, The Rooms may be impossible to enter in that run due to the entrance not being accessible.
- Two A-90's can spawn mere milliseconds from each other, causing visual bugs.
- This is because A-90 can spawn based on two different conditions. It can spawn at random times, and it can also spawn alongside other entities.
- The "A-1000" achievement is awarded once A-999 is opened rather than A-1000 itself.
- This is likely because the A-1000 room generates upon opening A-999.
- Sometimes when exiting a locker, a player will glitch slightly into the floor on top of the locker, which can be dangerous if A-90 spawns.
- There is a bug where sometimes the lockers, Shakelight dispenser, and possibly the Starlight Jug won't load in and have no collision, making them effectively invisible. Although you can still see and interact with the prompt.
- You can still hide in the lockers and survive A-60 and A-120, although you can't see the lockers making it much more difficult.
- You can still pick up the Shakelight and Starlight Jug.
- You will be able to use the Admin Panel in The Rooms, however before The Great Outdoors Update you weren't able to use it in The Rooms.
- After The Mines Update, when players exit The Rooms, sometimes they can't continue at Door 88 due to rooms overlapping.
- This was fixed later.
- When in the intermission when exiting The Rooms, if A-120 spawns, they can still kill the player. When returning to the Hotel, they will have lost any items that that they've had before exiting The Rooms. Their health will be set to 0 (or 1) but they will still be able to play the game as normal.
- This likely applies to A-60 as well.
Related achievements
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Roomy
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Back On Track
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??? (A-1000)
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Error
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Detour
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Gallery
References
- ↑ https://create.roblox.com/store/asset/11924478218/Imagesthestareman3 https://create.roblox.com/store/asset/11924266902/Imagesthestareman2
- ↑ 2.0 2.1 A-90 was originally based on the flowey monitor and the faces that appear in TLTs Drunk song
- ↑ [1]
- ↑ "almost all modifiers aren't compatible, also um.... l... lo... nevermind" -LSPLASH, Twitter
- ↑ https://www.youtube.com/watch?v=opze5usdOmk
- ↑ https://www.youtube.com/watch?v=tOFnujS2ggo
- ↑ When equipping an Alarm Clock, its hands are pointing up, stating it is midnight, although Dread won’t spawn.
- ↑ "FOR THE 500TH TIME BOB (SKELETON) =/= BOB (NICOROCKS) THEY ARE DIFFERENT CHARACTERS... THE BOB NAMEPLATE IN THE ROOMS IS JUST A REFERENCE TO THAT BECAUSE IN THE ORIGINAL ROOMS THERE WAS A BOB NAMEPLATE THERE... THEY ARE DIFFERENT... CITE THAT ON THE WIKI NERD" - RediblesQW, Twitter
- ↑ "it is an official collab with nico" – RediblesQW, Twitter
- ↑ Comment
- ↑ "The multi monster (A-60 not A-50) ... The happy scribble (A-200) ..." – Nicorocks5555, pinned comment
- ↑ https://youtu.be/J-627kpW9yA?t=25
- ↑ rooms might get a small addition sometime soon but as for now it'll be the same -LSPLASH, Twitter
- ↑ "... [The Rooms] forces completionists to take 2h~ out of their day for very lackluster gameplay ... i wonder if people would be fine with a rework of the subfloor, since it might ruin the 'exclusivity' of the a-1000 badge" -LSPLASH, Twitter
- ↑ https://discord.com/channels/458441314023899159/1017506791413780492/1421845084294479952



























































































































































