A-200

The first and sixth frames of A-200 overlayed.

## Description

**A-200** is the final **entity** of **Section A** and is also the last of the two **entities** of the **Original Rooms**. **A-200** spawns in the next room and after a few seconds, will slowly rush in a backwards motion. However, **A-200** is able to reverse at any time and rebound, even when they haven't reached a door. Additionally, **A-200** will chase any unhidden players. Upon spawning, a short series of bangs will be emitted, followed by a much more subtle, but longer thumping. After a moment, a significantly louder banging will be heard from the door, and after a few hits, the door will be knocked down and **A-200** will begin to backtrack upon the rooms, reversing direction at random. Interestingly, **A-200** will chase any unhidden players until they hide or have died.

**A-200** is the last and second entity originating from the **original Rooms**, the first being **A-60**. Both are usually an entity prevalent in most **Rooms** fangames and are both an icon to **Rooms**.

### Mechanics

**A-200**, upon spawning, will produce an audio cue reminiscent of a series of thumps followed by a much quieter, but lengthier banging. Subsequently, a louder banging emitted from the door will be audible, and after a few bangs the latter will be knocked off its hinges and **A-200**, as stated before, will begin to rush backwards, but will reverse its direction at random every few seconds. Additionally, **A-200** is also able to unbind small objects, such as a table or a potted plant based on its size and distance. If such object is not in **A-200**'s "fling hitbox," it will be completely unaffected by **A-200**. After a few moments, the entity will degenerate with a distorted audio cue reminscent of that of a gust of wind.

**A-200** is an aggressive **entity** and will immediately kill any player in a small radius. Additionally, objects flung by **A-200**, such as a table, the door upon being knocked down, and even a pot will severely injure (deplete two thirds of your health bar) players upon impact. **A-200**, as stated before, will progress in the direction of any unhidden players, and will directly follow them upon sight.

## Appearance

**A-200** takes the visage of a smeared, crudely scribbled face rapidly distorting into different forms, but upon second glance is actually two faces rapidly switching frames overlayed upon each other, rapidly shaking. Additionally, **A-200** will also emit circular scribbles with strokes shooting out of it, which rapidly expand and fade out of view before being deleted entirely. These particles trail out behind **A-200** and are reminiscent of shockwaves, or even a hurricane, of which **A-200** is partially inspired by. All of **A-200**'s sprites are smeared around severely, as well as its particles, which rapidly spin. Lastly, **A-200** produces a dim, white light which rapidly flickers slightly.

## Strategy & Tips

Similarly to its predecessors, most danger from **A-200** can simply be negated by hiding in a ***locker*** but *only* a **locker** as **A-200** is able to check **tables**.

* Audio cues are necessary in the process of avoiding **A-200** because, as stated earlier, **A-200**'s presence is initially indicated by a banging audio. Additionally, **A-200**'s departure is also marked by an audio cue, of which being a distorted gust.
	+ However, a series of *three* sudden spikes in screen shaking, caused from its banging on its door right before physically spawning, though is less reliable because of how it occurs just before **A-200** spawns.
	+ **A-200**'s exit can indirectly also be indicated after twelve seconds.
		- This is because **A-200** departures after *exactly* four to twelve seconds, and after which is *forced* to depart after such.
* Avoid **tables**, as mentioned earlier, **A-200** will kill you upon sight, though, this may work as a substitute for a **locker** if the **table** in question is out of **A-200**'s sight range since **A-200** will chase you *no matter* where you are *unless* you are hidden.

## Notes

* **A-200** is unable to spawn with **A-60** as the latter's spawn cue possibly could be blocked out by the former's.
* **A-200** only spawns with functioning *hiding spots*, not just lockers.
* **A-200** will *refuse* to despawn if it is chasing any player(s) and will only do so until it isn't, extending its lifetime to potentially even forever if somehow done correctly.
* **A-200** has a low chance of, rather than taking *three* bangs on the door, takes *either two or four*.
* This indicates that, rather than **A-200**, spawning, **A-200-A** will replace it instead.

## Trivia

* If the player is out of bounds while **A-200** is chasing them, it'll just stop at the closest point to them, though **⌛︎📂︎⌛︎♏︎⌛︎♐︎🖮︎🗐︎⌛︎🖰︎⌛︎🗄︎🖮︎📄︎📄︎📁︎⌛︎🖰︎⌛︎🖲︎⌛︎♎︎📄︎📂︎** is supposed to catch them in this kind of scenario.
* **A-200** is the slowest **entity** in game, excluding **A-130**.
	+ You still cannot outrun **A-200**.