"The Rooms are quite empty, but the few entities inhabiting them are quite lethal."
- Curious Light
The Rooms is a sub-floor accessed from within The Hotel with different entities and layout that can be explored during gameplay. It is based on another Roblox game "Rooms" by nicorocks5555. It is composed of 1,000 office-like rooms (1,001 rooms including the entrance), with all entities in The Rooms being slightly modified from the original Rooms. There are three entities in The Rooms that are entirely original to DOORS: A-90, which was created by the developers (LSPLASH & RediblesQW), Curious Light, and Glitch, which is from DOORS itself.
Entering The Rooms for the first time and receiving the "Detour" achievement grants access to The Backdoor in the Lobby.
It is one of the only floors where players can stay active in a single room as long as a player wants to in singleplayer because Dread and Hide do not exist here.
Overview
Entry
The Rooms, (unlike other floors), can only be accessed via a secret passage at or close to Door 60 in The Hotel. At Door 60, players will encounter a disheveled room with multiple bookshelves and a single closet, with soft tranquil music emanating faintly from the walls. This is the room containing the passage; it is located behind the closet on the right wall. Traversing through the passage will lead to a small room containing a unique painting that when interacted with reads "This painting doesn't seem to have a title" as well as a chain-link gate, that is the same as the gates found in small basement rooms. To open the gate, players will have to go through the next door to find the lever in The Basement (Door 61) and then backtrack to the secret passage. Once there, players can use 2 Lockpicks and a Skeleton Key to unlock the door "A-000". Once interacted with, a 15-second intermission timer (which can be skipped) starts, eventually teleporting all group members to The Rooms. Dead group members who are still spectating will be automatically revived upon entering and exiting The Rooms. When the run has Modifiers activated, The Rooms will not be available for everyone who is currently in the run session.
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, which is also rumoured to be called Mischievous Light.
Interior
The first room (A-000) contains a double door behind players and a stand where players can buy a Shakelight for 10. It functions similarly to a Flashlight, except the battery drains much faster, the light produced is green, and it is dimmer than a regular flashlight. It does not use batteries and is instead charged by pressing the Left Mouse button or the Interact Button on mobile, causing a shaking animation and a loud sound in-game. Unlike the regular flashlight, the Shakelight cannot be turned off whilst equipped, just like the Possessed Candle. Notably, the noise made while charging the Shakelight could cause players to miss A-60's and A-90's audio cues. For this reason, it is recommended to bring a normal flashlight. 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-130. Gold, Batteries, and Bandages can be found scattered in abundance across the building.
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 (a 1 room before). Living players will keep all the items they had on them, including the Shakelight (and the Barrel of Starlight, 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.
In A-1000, instead of a regular office space, a player will enter the bridge previously featured in the old variation 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 Barrel of Starlight, an item that functions as an upgraded Bottle of Starlight. Exiting through the door will return them to The Infirmary, with the Barrel of Starlight coming with them (if picked up). Reaching this point will also give players a hidden achievement. (Sneak peek: A-1000)
Entities
The entities that inhabit The Rooms are particularly enigmatic. Similar to the entities in The Hotel, most of them only serve to hinder player's progress. There are currently five known entities: A-60, A-90, A-120, Curious Light and Glitch.
AppearanceA-60 takes on the appearance of a distorted, scarlet face with a wide grin, entangled 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. It emits a bright red light during its charge, accompanied by giant smiles surrounding it. BehaviorA-60 functions similarly to Rush, speeding through The Rooms from behind and killing any player not inside a locker. It usually only spawns after door A-60 (although it can rarely spawn earlier) and abides by similar terms as to how Rush spawns, spawning if a door is opened. A-60 can only spawn when entering four specific room types (see below). All of these room types have several lockers, allowing players to hide. 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. Notes
GalleryTrivia
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AppearanceA-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. BehaviorA-90 is an entity that can spawn at any time in The Rooms (in The Mines update it mostly appears only when a-60 or a-120 spawns), but it appears most commonly starting from Room 90. After spawning, a knock sound will play and any other audios will be paused, with A-90 showing its face in a random spot on a 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 a player and damage them for 90 health. After this, A-90 despawns and any other audios will be replayed. A-90 freezes all other entities while on screen, so players should always prioritize A-90 over other entities. Bugs
Trivia
Gallery |
AppearanceA-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. BehaviorA-120, while more consistently appearing after Room 120, has the rare capability of appearing on earlier doors. It slowly moves through rooms, killing any players who are not hiding. Its sound cue is akin to a subtle, sinister metallic clanging, with this sound being much less evident in comparison to A-60, meaning one's hearing should be keen when listening for A-120. The sound increases in volume as the entity progresses through the rooms. Unlike A-60, A-120 will appear within the door ahead of players, beginning its approach. It should be noted that due to the slight delay in its appearance, as well as its slower speed, players will typically have an adequate amount of time to notice and evade A-120. A-120 may also have an inconsistent chance of rebounding, similar in manners to Ambush, meaning remaining in lockers is advised before players can conclude that A-120 is absent. 'Like A-60, A-120 can only spawn when entering four specific room types (see below). All of these room types have several lockers, allowing players to hide. GalleryTrivia
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AppearanceCurious 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. BehaviorCurious Light can only be seen after dying in The Rooms (or The Backdoor) or lighting up one of the naturally spawning exit doors, with its precursor being Guiding Light, the latter being absent throughout the entirety of The Rooms. It attempts to provide tips on the entities found inside but doesn't provide the same level of clarity as Guiding Light, seemingly stating the obvious or nothing substantial at all, meaning it doesn't serve much of a prominent purpose in gameplay. Parallel to Guiding Light, Curious Light does not actively light up dark environments, or assist in general, being only present in a player's death or lighting up an exit door. And when it does assist a 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 the Guiding Light. Trivia
Death Messages
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Main Article: Glitch Glitch is an enigmatic entity that resides in the Hotel, The Rooms, and "The Backdoor". Its main purpose is to act as a failsafe for players when a room fails to generate correctly. In multiplayer, it also teleports players who are lagging behind the others back to their group, acting similarly to Void, except with no damage. BehaviorGlitch isn't much different from its pre-Hotel+ counterpart, as its use is still present in The Rooms, teleporting players into the next room in case of a room generation error, or teleporting players who are lagging behind others in multiplayer. |
Notes
- It is possible to be attacked by two entities at the same time, one of them always being A-90 and the other one either being A-60 or A-120.
- This means A-60 and A-120 can't both attack at the same time, although their attacks can happen consecutively between rooms.
- It's also worth noting that the A-90 attack happening with an A-60 or A-120 attack doesn't seem to count as a separate A-90 attack as it's possible to be attacked in the following manner (this sequence can be in any order): A-90 attacks alone, A-90 attacks with A-60, and A-90 attacks with A-120, all within 2-3 rooms if players are unlucky.
- 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.
- Like The Greenhouse, The Electrical Room, The Backdoor 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 The Rooms will be revived upon exiting The Rooms and receive the "Back on Track" achievement (which is received when a player exits The Rooms).
- Players spectating in the main game will be revived upon entering The Rooms.
- The Crucifix and Possessed Candle are useless inside The Rooms; equipping them will give players a message "Your [item] feels lighter than normal..."
- Even though the Possessed Candle's flame is lit while equipped, it will not give any help in detecting the entities or use any durability in The Rooms.
- 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.
- Even though the Possessed Candle's flame is lit while equipped, it will not give any help in detecting the entities or use any durability in The Rooms.
- 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. But because opening the secret entrance to The Rooms and the process of obtaining a Green Herb both require a skeleton key, either two players will need to find a key, or to find one key after using the other.
- 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.
- There is a small chance that a flashlight can spawn in The Rooms.[citation needed]
- 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]
- This is also hinting at the Mischievous Light entity that alerts the figure when people enter the library in Tower heroes. Whether Mischievous Light is canon has not been confirmed or denied, but LSPLASH could have just made the gate not open, so the red barrier seems very intentional.
- The red barrier is one of the only physical manifestations of the Unnamed Red Architect responsible for the creation of the modifiers.
- 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.[5]
- 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.
- 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.
Special Locations
Guaranteed Rooms
- Door A-000, Lobby
- Door A-1000, End of the Rooms
There are multiple rooms seen throughout the 1000 doors that are different and unique to most rooms (such as regular hallways, large locker rooms, kitchens, and storage rooms).
Lobby (A-000)
The Lobby (not to be confused with The Hotel's Lobby) is the first room in this sub-floor 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.
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. A-120 requires players to find lockers in a previous room, however occasionally A-120 will spawn despite no lockers being around in which case players must run back possibly several rooms in order to be safe. In such cases Vitamins can be extremely useful.
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 Barrel of Starlight. (which replaces the NVCS-3000 that previously appeared in this position, including any copies stored in Rifts). At the end of the bridge is an unlabeled door, highlighted by Curious Light. Around the bridge is 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 room A-1000 is about 3 hours and 15 minutes.
Standard Rooms
Locker Room
The Locker Room, as the name suggests, is a room filled with several lockers, although only 4 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
The Three-Locker Room is a room with 3 lockers lined up against each other on the far side of the room. A-60 and A-120 can spawn when entering this room.
When A-60 enters this room, there is a great possibility that A-90 will appear when players walk approaching the locker. So, it's strongly advised to stop about one second before players hide inside lockers.
Catwalk Rooms
The Catwalk Rooms are larger regular rooms. The entrance to them leads players onto a 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
The Projector Room, also known as the Meeting Room, is 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
The L-Shaped Room is 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
The E-Shaped Room is 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
The Plant Room is similar to the L-Shaped Room, except it 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
The Storage Room is 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
The Box Room is 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
The Break Room, also known as The Kitchen, is 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
The Reference Room is 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
The Four-locker Room has four Lockers on all corners of the room. 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
Before players can enter The Rooms, they will need to get two lockpicks and a skeleton key before reaching Door 61. The players can get two lockpicks from the Pre-Run Shop for 50 Knobs and the skeleton key from Jeff's Shop for 300 Gold.
After reaching Door 61, locate the lever in The Basement and return to the previous room. Behind some broken closets is a hidden passage that leads to The Rooms entrance. The players can use the two lockpicks and skeleton key on The A-000 Door to unlock to enter The Rooms.
Preparation
For players who are going to the rooms, either for the first time or their 100th, the items recommended are these:
- Flashlight
- Batteries are common, and a flashlight will provide a decent amount of light
- Shakelight
- For when a player's flashlight runs out of batteries, or when they are early into the run and using the normal flashlight is currently a waste of power. Players will need at least 10 Gold for the Shakelight.
- Lighter
- For the candle, also when a player's flashlight runs out of battery, or if players want a less direct light source.
- Candle/Possessed Candle
- For when players want a less direct light source, with more range than the Lighter. but note that the Possessed Candle might not work in The Rooms.
- Bandage Pack
- So players can heal quickly from a A-90 attack, however this requires the Rift to use.
- Vitamins/Any Starlight Item
- For when Players need speed like when A-60 spawns and the lockers are not that close, plus starlight items will provide health or overheal if the Player's health is full.
Once players have entered The Rooms, they can get a Shakelight from the dispenser for only 10 gold as an extra light source.
Be warned that a single run of A-1000 can take 2 hours minimum to complete. The Players have the time and patience to complete this challenge before attempting it.
- If you aren't going for A-1000, going for a normal exit can take 20 minutes to complete, however you'll only earn the Back On Track badge for this. Exit Rooms start spawning after A-200.
- If you go for A-1000 but change your mind partway through, you can still locate an Exit Room and leave early.
The Rooms
Upon entering the rooms, you should buy the Shakelight as a back-up flashlight. Until A-60 (Or earlier) you can collect gold and fill up your flashlight. The rooms get to its maximum darkness at A-150.
A-60 and A-120
Remember, A-60 and A-120 can only spawn on 4 different 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 plenty of working lockers in some spots along the walls. The only anomaly is the three lockers at the end room. For this room you will have to run across the room to one of the lockers. A-90 is difficult here. You can barely survive A-60 is this room.
A-60 produces a very loud static sound. It is heard immediately upon opening a door where it spawns. Players should get to the nearest locker and stay in it until it passes
A-120 is quieter but still notable. It is heard immediately upon opening a door and consists of static and drumming sounds. It takes longer to come then A-60 allowing players to easily find a hiding place. Players should wait in the locker until the drumming completely stops as A-120 can rebound.
A-90
A-90 is the main threat of the rooms and should be considered the top priority. A-90 freezes all other entities so players should worry about it above A-60 and A-120. It most commonly spawns along side another entity. Getting in a locker can trigger it. Players should stop any inputs including camera or else they will recieve 90 damage.
Associated Modifiers
Trivia
- Behind the metal door in the first room is a dark hallway.
- Dread cannot spawn in The Rooms, due to no clocks existing.
- 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.
- 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.
- This is the first secret floor to have been released.
- This has been known to be the first sub-floor 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 sub-floor 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.[6]
- '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.
- 'Jasper' referencing jasper_creations, an animator for DOORS.
- 'Thump' referencing one of the people who helped out with DOORS, ItsThump.
- 'Look Behind You' being 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.[7]
- Entering The Rooms in SUPER HARD MODE, they will get teleported instead to Survive and Kill the Killers in Area 51!!!. It's currently unknown whether this was intentional or not, but it was likely done for comedic purposes.
- Each of The Rooms hostile entities names are increments of 30 with an 'A-' in front of the number. (Example: A-60, A-90 and A-120) However, there is no A-30 entity.
- 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.[8]
- 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 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.[8]
- Behind the metal doors at the lobby of The Rooms seems to be a dark hallway that leads to nowhere.[9]
- 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 similarly to Ambush. 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.
- 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 2-3 hours to reach A-1000, and around 25 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.[10]
- If players are using the "Room For More" modifier, the Crucifix and Possessed Candle will still remain useless against these three entities despite not being told that "Your [item] feels lighter than normal..." This is possibly a bug.
- 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 (possible) 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.
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-120 has a chance to spawn, regardless of the adjacent rooms.
- When dead players are spectating, A-90 is not shown.
- 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 "Detour" badge.
- If a player has a weak internet connection or 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.
- If the modifier "Locked and Loaded" is active while inside of The Rooms, there is a chance that The Rooms will either, for a split second, show bars of gold and a lock on the door in the next room before disappearing or just cut off, not loading the next room, softlocking players.
- The Large Basement can spawn before the room containing the door that leads to The Rooms. This is likely a bug.
- It is also possible for the Large Basement to spawn one or more doors away, and as its lever only activates the gate if the room is adjacent to it, The Rooms may be impossible to enter in that run due to the entrance not being accessible.
- 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 after room 90.
- 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 Barrel of Starlight 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 Barrel of Starlight.
- You can still get the Back On Track Achievement while dead.
- After the mines update, when players exit The Rooms, sometimes they can't continue at Door 88 due to rooms colliding. It can also cause softlock.
Related Achievements
Detour
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Back On Track
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??? (A-1000)
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Error
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Gallery
References
- ↑ https://create.roblox.com/store/asset/11924478218/Imagesthestareman3 https://create.roblox.com/store/asset/11924266902/Imagesthestareman2
- ↑ Q: "Will we be getting lore behind curious and guiding light?" A: "Yes! major plans for them" -GhostlyWowzers
- ↑ [1]
- ↑ "almost all modifiers aren't compatible, also um.... l... lo... nevermind" -LSPLASH, Twitter
- ↑ https://www.youtube.com/watch?v=tOFnujS2ggo
- ↑ "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
- ↑ "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