Room Types

## Template:Description Description

**Rooms** are the main type of location which players will encounter in the game, being what the game is named after. **Rooms** have many variations, with this amount decreasing with each *Section* the player enters.

Within the game, there are a total of 17 randomly-generated variations of **Rooms**. Most variations can be found within *Section A*, having a total of 13 variations. This amount decreases to 3 variations being found within *Section E*, and once again being decreased to 1 being found within *Section V*. If *Section U*, an *April Fools Section*, is counted, there would be a total of 20 variations, with once again only being found 3 within *Section U*, like in *Section E*, and if counting the hoax version of *Section U*, there would be a total of 24, with the hoax version of *Section U* having 4 room variations.

## Template:Notes All Room Types

* Section A
* Section E
* Section V
* April Fools 2023 Event Version Section U
* Original Version Section U

TBA

* The Lobby
* The Catwalk Room
* The Workroom
* The Kitchen
* The Hallway
* The Locker Room
* The Sub-Annex
* The Storage Unit
* The Conference Room
* The Column Room
* The W-Shaped Room
* The L-Shaped Room
* The Section A-E Intermediate Room

## Lobby Area

* Front View
* Remade

## Additional Information

### Date Added

It's just a normal lobby, what did you expect?

## Additional Information

### Date Added

Catwalk Rooms are a large, bridge-like platform composed of metal, elevated above a desk and computer, as well as two lockers found the parallel direction of the furnishing. This room can prove to be grueling to traverse, as each step the player takes upon it is loud, blocking out any audio cues, made more dangerous by the distance from lockers. It is best to leave these rooms as quick as possible, as they do not provide any benefit in general, unless it contains a Battery.

## Additional Information

### Date Added

The Workroom is a relatively empty room featuring two desks on the left hand side of the room, one of those desks with two potted plants on top of it while the other appears to be covered in several colored boxes which differ in color. There is a single potted plant in the corner of that table — it is worth noting that players cannot hide under the table. On the right-hand side of the room can be seen a single cubical which has a computer and a white, triangular name-tag on top of it. In the middle between the name-tag and computer is a cup of coffee, which can be seen emitting some steam.

## Additional Information

### Date Added

Kitchens have a large marble textured floor, accompanied by a large table at its center that can be used to hide in. An exclusive hiding spot, being a fridge, can prove to be quite helpful, as it functions similar to Grey Lockers. The small radius of these rooms, as well as the available hiding spots, makes them trivial to traverse or reside in if an entity is approaching.

## Additional Information

### Date Added

The Hallway is a room that appears much narrower than the rest, and features almost nothing. Inside of the Hallway can be seen a single table with a potted plant situated on top of it on the right side of the Hall.

## Additional Information

### Date Added

The Locker Room is a room that holds the most hiding spots out of any of the other rooms. It features 22 Blue Lockers, though not all of them work and consists of 5 other Grey Lockers that lie in between those Blue Lockers. The Locker Room has a floor with a fabric-like texture, just like most of the other rooms.

## Additional Information

### Date Added

March 6th, 2023

On the front, this room features a wooden floor with 5 grey lockers and 4 blue lockers on the left. On the right, it features 2 tables with 2 rows of crates, which is also seen in the *Crate Room*, and can accommodate batteries.

On the back, this room features a carpet floor with 2 large tables. It also contains a computer desk. This room also contains a lot of *Batteries*, which makes this the best room for batteries and hiding spots.

## Additional Information

### Date Added

This room features a carpet floor with 3 tables and 2 of them have plants on top and has 7 large crates scattered around the room. It also contains 5 rows of crates, which is also seen in the *Sub-Annex*, and can accommodate batteries.

## Additional Information

### Date Added

This room features a carpet floor with a large table with a plant and 6 chairs, it also has 2 grey lockers and tables with glass in the corners. It includes a projector facing towards a whiteboard.

## Additional Information

### Date Added

This room feautures a lot. It features a carpet floor with 1 large table and 1 small table with a plant and 2 large flipped over tables on the bottom. It also contains a row of boxes (it sometimes has a skeleton’s hand with blood) and 4 grey lockers 1 small table at the top.

## Additional Information

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This room does not feature much, it features a carpet floor with a single grey locker and 2 walls. This room is shaped like the letter 'W', hence the name.

## Additional Information

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This room does not feature much, it features a carpet floor with a single table with a plant and a path that appears to not have any door, leading on the the next room. This room is shaped like the letter 'L', hence the name.

## Additional Information

### Date Added

This room is the last room players will find in *Section A*, serving as a transition room from *Section A* to *Section E*. It features TBA.

TBA

* The Hallway Room
* The Organic Room
* The Section E-V Intermediate Room

## Sound Files

**Eye Blink Sound** File:Splat1.mp3

The Hallway Rooms (or Illumined Rooms) are one of the two contemporary kinds of rooms players will discover when exploring *Section E*. It is a room surrounded by walls with qualities similar to that of flesh along with various eyes along the walls that keep a mesmerized look on the player as they cross to the other side. On the left-hand side of the room can be seen a skull ensnared in the wall. Furthermore, there are various strands of already-mentioned presumed solidified blood, or simply arterial vessels that originate from many parts of the room. And finally and most noticeably, there is a hanging light-bulb overhead which emits a light-red glow around its vicinity. There can be seen multiple eroded lockers within the room which players can use for hiding whenever something may be present, one can be seen adhered to the ceiling.

## Additional Information

### Date Added

Organic Rooms are the second kind of room found within *Section E*, and can be best described by the primary visceral organ in the body: The Heart, which can be seen on the left-hand side of the room, beating slowly and emitting a dim sangria-red glow whenever it beats. Also within the room can be seen the same dried-blood structures/arteries that are found around the room along with various skeletal structures protruding from the wall. Like Hallway Rooms, there are various eyes on the walls which differ from those in such rooms as they do not stare at the player, rather they frantically look in five different directions. An eye can be seen on the ceiling surrounded by many bones. There also isn't some kind of light source present inside of the room, which requires the player to use a *flashlight* to navigate through the room although it isn't necessary if the player desires not to use it. There are also a multitude of eroded lockers inside of the room, as well as tables which also seem to be enveloped in the room's flesh-like texture.

## Additional Information

### Date Added

Unknown

This room is the last room players will find in *Section E*, serving as a transition room from *Section E* to *Section V*. It features TBA.

TBA

* Basic Room

## Additional Information

### Date Added

This room does not feature much, it features a singular, somewhat rectangular-shaped room. The player is given five hiding spots in this one room: two tables on the right-hand side of the room in each corner, and three lockers on the left-hand side of the room. In this room, there is a singular light placed upon the ceiling that gives off a purple light which could be of assistance to players whose flashlights have died upon reaching this section. It functions identically to light-bulbs present in some rooms in *Section E*. The floor is made of a magenta-colored fabric-like material with whitish-grey colored walls.

TBA

* The Lobby Area
* The Basic Room
* The Section U Final Room

## Additional Information

### Creator(s)

* Noonie
* RealCat

## Additional Information

### Creator(s)

* Noonie
* RealCat

### Date Added

The Basic Room is the only room found in Section U, and features a few amount of lockers.

## Additional Information

### Creator(s)

* Noonie
* RealCat

## Sound Files

**First Sign Break** File:Oh no our sign its broken.mp3

**Second Sign Reveal** File:Spooky sign.mp3

This room features a basic Section U room along with an R-1 door as a joke. It contains congratulation signs on the walls before it soon breaks off and spawns "Ghosts" and U-400.

TBA

* The Start Room
* The Laboratory Room
* The Subdivision Room
* The Deficit Room

## Additional Information

### Creator(s)

* Noonie
* RealCat

### Date Added

The **Start Room** is where **Section U** begins, and is the first room to be encountered upon the opening of the metal doors of *Section A*'s lobby. Its most notable feature from the other section's rooms is the receptionesque desk situated at the center of the room, displaying three computer screens that are covered in static, though one of the computers has a *slightly visible smile* obfuscated by said static. Regardless of the aforementioned item, the room consists of the section's mentioned characteristics like its metal-framed crates that can be seen scattered along the room, though the room noticeably lacks any form of hiding spots. This room will only be encountered once.

## Additional Information

### Creator(s)

* Noonie
* RealCat

### Date Added

The **Laboratory Room** is one of the few rooms that can be seen in **Section U**, and as it name implies, it contains some laboratory-like features inside of the room. The room contains four lockers that are situated on the left-hand side of the room and two other lockers beside the door to the next room. On the right-hand side could be seen a long desk with two computers displaying static on top of the desk. Along with the computers is a test tube filled with an unknown neon-green substance that has slightly spilled over the desk. Like the section itself, it includes various scattered crates around the room.

## Additional Information

### Creator(s)

* Noonie
* RealCat

### Date Added

The **Subdivision Room** is defined by the most noticeable feature: a singular wall that blocks the player's path. The wall is fitted with a pattern-like design on both sides with two separate desks. One of the desks have two computers on top of it, though the other desk near the door to the next room possesses nothing. Several lockers can be seen placed around the room to provide any safety from oncoming trouble. Due to the wall blocking the player's path, they are simply required to walk around it in order to continue further into the section, as it poses a very insignificant hindrance.

## Additional Information

### Creator(s)

* Noonie
* RealCat

### Date Added

The **Deficit Room** is one of the section's rooms and is the most dangerous out of all of them. Its most notable features is the several lockers parallel to each other, though all but one locker is dilapidated. Each of the dilapidated lockers have a hole blasted through its door, thus rendering the locker as useless and makes the player significantly prone to danger. As stated before, there is only a singular locker that functions properly in the room, which can prove to be hazardous if the player is paired with more players. Beside the several lockers seen in the room, the room lacks anything else.
## Template:Strategy & Tips Strategy & Tips

* In the Catwalk Room, your footsteps can be very loud and may be prone to drawing out noise. It is recommended to make the least amount of noise as possible (try jumping).
* Try to remember the layout of each room, it would be useful for dark rooms. Especially when you don't need to use the Flashlight as often. Though this could be avoided if you manage to bring a Gummy Flashlight on the way.

## Template:Trivia Trivia

* The length of the rooms in *Section E* are different from other sections and do not have the same size, with the Organic Room having a length of 87.5 studs and the Hallway Room having a length of 102.5 studs.

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