Section A

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## Sector A

### Inhabitants

A-5
A-15

A-30

A-50

A-60

A-90

A-100

A-130

A-150

A-170

A-190

A-200

A-222

A-260

A-280

## Description

**Section A**, also referred to as the Apartment-Section or the "A-Section", is one of the three current *sections* in Indefinite Rooms, with a total of 400 rooms before leading into the next section, *Section B*.

This section is heavily reminiscent of the office setting that the original *Rooms*takes place in, as both areas span to magnitude that makes it seemingly infinite with no definitive end. Each consists of rooms that contain lockers and tables, sometimes containing cubicles with computers that display names on desks, or large metal catwalks with two sets of staircases leading down into another area with a singular cubicle and two lockers.

**Section A** and it's rooms are defined by their red-colored fabric floors and white walls with a wooden texture, along with it's brown wooden doors with a golden nameplate displaying the next room that creak whenever opened. Occasionally, the floor may change from it's usual fabric to metal or wood depending on the current room.

Players must know that they aren't alone in this section, as they will eventually encounter *entities* that will hinder their goal to proceed further into the rooms, as these entities will bring the players back to square one.

For more clearer detail, the following categorization has been constructed.

## Room Types

### Basic Rooms

Basic Rooms are as the name implies, basic. These rooms are typically square shaped but varies at times, usually containing 1-3 lockers within them or a singular table. They are the most common, but usually one of the more dangerous rooms, considering the distance between lockers and the lack of hiding spots in multiplayer runs. They also can contain batteries, making them quite important for survival. One of these basic rooms provide enough lockers to sustain any amount of players.

### Catwalks

Catwalks 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*.

### Kitchen

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.

### Crate Rooms

These rooms are more cramped compared to the typical basic one, containing large shelves of wooden crates as well as tables scattered around it, providing a large amount of hiding spots. Certain crates can be opened, infrequently containing at least 2 Batteries. These rooms, like the Kitchen, are trivial to traverse and generally beneficial, as they provide a large amount of hiding spots and resources.

### Office Rooms

Office Rooms are rooms defined by the furniture within them reminiscent of an office, featuring numerous tables and lockers and occasionally chairs. These kinds of rooms also tend to have a high quantity of hiding spots which prove to be very useful in a run with two or more players. These rooms are decently cramped, which may make it somewhat difficult to pass through (e.g. columns, larger tables) but shouldn't be too much of a threat anyway. *Batteries* may appear here as well.

One attribute of **Section A** that should be noted are its hiding spots, used to evade entities. These can include the following: Lockers, Blue Lockers (if functional), tables and fridges (within the kitchen). These are used to fend off against most of the variety of entities that inhabit the section, which will be briefly described and linked below.

## Entities

### Currently Existing Entities

**A-5:** First entity that will be encountered, and the most basic. It will begin its journey from the front, slowly making its way towards the lobby. Hiding in any hiding spots prevents it from dealing to damage/killing the player.

**A-15:** Second entity players will encounter. It will begin at the lobby, before reaching the current room and despawning. Hide in a locker to prevent it from killing the player.

**A-30:** Third entity players will encounter. It will begin at the lobby, before reaching the current room and rebounding back to the lobby to despawn. Hide in a locker to prevent it from killing the player.

**A-50:** Fourth Entity players will encounter. It will begin from the lobby and run to the current room and rebound off the door. It will then repeat the process and rebound again before despawning. Hide in a locker to evade it.

**A-60:** Fifth entity players will encounter, and is a carryover from the original *Rooms*. It is moderately quicker than *A-50*, starting from the lobby and heading towards the latest room where it will linger by the door for a few seconds.