Roblox Rooms & Doors Wiki

Site-logo

Welcome to the unofficial Roblox Rooms & Doors Wiki!

Sign In or Register your Fandom account to get started on your first comment and edit!

Please read the Wiki Rules and the Manual of Style before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly.

READ MORE

Roblox Rooms & Doors Wiki
Roblox Rooms & Doors Wiki
Advertisement

Rooms are areas in Rooms & Doors that are randomly chosen and generated whenever a player/entity opens a door. There are many types of rooms, all of which are listed below. There are some rooms that are fixed to spawn at certain doors (listed below).

All rooms that are listed here will either have come from nicorocks5555's Rooms, modified versions of existing rooms, or entirely new ones created just for this section specifically.

Rooms past A-100 will look more run-down and dilapidated (click here for more info).

The music that plays at room 100 (The Abandoned A-Section) can be found here.

The first 19 rooms will have music playing throughout them (the file for the ambience can be found here).

Prelude Rooms (Pre A-020)[]

Spawn Room[]


The Spawn Room (also known as the Lobby) is the very first room players will always spawn in before their run begins (the run will begin once a player opens the exit door).

Description

The Spawn Room consists of two blue couches placed on either side of the room, one of which has a radio on top of it, constantly playing music. There is a glass window on the roof, featuring some vines that have grown into the room, showing the A Section's age and disrepair. Behind where the player spawns in is a large metal door and a machine that will dispense a Gummy Flashlight when getting close to it, assuming you have the Charon's Fare badge. A-001 has four signs on either side of it, one of which saying "DO NOT ENTER" and "STAY OUT" on them. The room has various kinds of graffiti all around, including one that represents a previous design of the avatar used by the now-removed Guests feature, and another one representing Pnevma.

Opening A-001 will cause the radio's music to heavily distort and glitch before stopping entirely.

Secrets

Getting near the metal door behind you will play a loud banging sound and make the door bulge, which shows some of The Void trying to break through it.

Interacting with the radio makes you dance and enhances the music by making it play all around you instead of just from one direction.

Power Room[]


This room requires the player to activate a switch to turn on the lights and unlock the door.

Description

The Power Room is a long room that contains some chairs on the left and an opening on the right to get behind the counter so you can activate the power. The room has stains covering the floor and a huge pile of trash near the end of the room.

Battery Locations

There is a chance of a Battery spawning on the counter, on top of one of the chairs, behind the counter, or on the second shelf.

Secrets

If the bell on top of the counter is rung more than 13 times, Kalypto will burst through the ceiling and grab the last player who rung the bell, instantly killing them regardless of if the player is hiding or not.


Random Rooms (Pre A-020)[]

Front Desk Room[]


This room is one of the many randomly generated rooms.

Description

The Front Desk Room is a fairly basic room, featuring two tables on either side of the room. The table on the left features some plants placed on top of it, and the one on the right features a computer setup with a nametag on it. The name written on the tag is randomized, though there is a chance that it may have your username on it, granting you the tuumcenotaphium badge. This applies to all other nametags in Rooms & Doors. The small doorway past the computer desk contains the door to the next room.

Battery location

U-Shaped Room[]


This room is one of the many randomly generated rooms.

Description

The room is a small room shaped like a "U" with a wall in the middle. This room can only spawn before room A-020.

Battery location

There is a chance of a battery spawning in the corner close to the next door.

Light Storage Room[]


This room is one of the many randomly generated rooms.

Description

This room contains two tables, two sets of folding chairs, and three shelves.

Battery location

There is a chance of a battery spawning on the first shelf on the right, on the left shelf, on the table.

Plant Room[]

This room is one of the many randomly generated rooms. This room was already present in the original Rooms.

Description

The plant room is a small, and long room containing one plant atop a table.

Battery location

A battery can spawn on the table behind the plant/in front of the plant.

Double Plant Room (Pre A-020)[]

This room is one of the randomly generated rooms.

This room was present in Rooms +.

Description

This room has two dried up plants in large planter boxes.

Battery locations

L-Shaped Room (Pre A-020)[]


This room is one of the randomly generated rooms. This room was already present in the original Rooms.

Description

The L-shaped room is small, containing one plant ontop of a table, which you can hide under. The door to the next room is on the side of the wall.

Battery locations


Guaranteed Rooms (A-020 and beyond)[]

"Hide" Room[]


This room is the first room that isn't randomly generated (with the exclusion of the spawn), and will always spawn at A-020.

Description

This room has a lit flashlight hanging out of a bag illuminating the word "HIDE" on the wall. The room also has some stains on the wall and on the floor. This room is technically the first room to introduce hiding as a core mechanic. The door to the next room is locked, so the player is forced to hide and wait for the Multi Monster to open the door for you.

Battery locations

Nico's Room[]

This room is guaranteed to spawn at A-060.

Description

This room is very similar in appearance to the L-Shaped room, but it also has a door leading into a room with a vent and a desk with "Nico" on the nametag. Nico is the original developer of Rooms.

A-60 Next Attack will be paused on this room until next door is opened.

Battery location

There is a chance that a battery can generate in front of the door leading to Nico’s room, on Nico's desk, or at the entrance to the vent.

Secrets

The wall above the vent has no collision, allowing players to walk into the vent. Inside, you can find a radio and a bed sheet. In the vent, players are protected against A-60 and A-60'. A ghost can also be observed in the vent part of the room if the player is dead or has the Scanner. This ghost seems to looks like the old guest avatar like the one in the ending of the game however this one is a female avatar. The ghost is also in a random place of room every time.

Trivia

  • In the early versions of the game, it was only safe against A-60 and A-60' inside the vent.
  • The secret in the vent is possibly a reference to the video game Portal.
    • In Portal, there are many secrets which can be found behind loose wall panels, broken vent covers, etc. that are very similar in appearance and theming to this secret.
    • The text on the wall may be a reference to the scrapped "templateroom" from the OG Rooms.[1]
  • The monitor in the room has a screenshot of the first room from Rooms on it.

Worn Lobby Room[]

This room is guaranteed to spawn at A-100

Description

This room is very similar in appearance to the Spawn Room, however, it lacks the graffiti sprays on the walls as seen in the original Spawn Room. This room is slightly larger than the Spawn Room, as the metal door near the entrance is now gone. Next to the entrance, there is a wall lined with 8 lockers on both sides. The radio on the couch in the Spawn Room returns here again, playing the same song it was looping, however, far more quiet and distorted as if its signal is being blocked by something.

The Entities Attack will be Paused when player reaches this room until A-101 Door is opened.

Safe Room[]

This room is guaranteed to spawn at A-300 and every 100 rooms beyond that.

Description

This room is small and has a barricade at its entrance on the left when entering the room. This room has a bunch of flashlights around the room and a few glowsticks on a table, there is also a computer behind the barricade and a water dispenser.

Entities Attacks will be paused upon reaching Safe rooms until the next door is opened. (The Darkness and A-40 Can still Attack even if the next door hasn't opened)

Battery location

There is a chance of a battery spawning on the table next to the door, the table with the radio, and on the two legs of the overturned table that slightly blocks the computer.

Game Changes[]

After room A-300, death becomes faster. And after A-500, A-120 can start appearing alongside with A-50 now able to attack during Happy Scribble, Insidæ and Insidæ Prime attacks.

Room changes[]

After opening the next door of a safe room, all the lights in the room will slowly dim down until the entire room is pitch black like all the rooms in the Abandoned A Section. (This is true; go check it out yourself)

A-666[]

This room is guaranteed to spawn at A-666.

Description

This room appears identical to the Bridge Room (Blue) that is regularly encountered, with the exception that the lower level of this room being flooded with blood that disables your ability to sprint. Interacting with the computer in this room or waiting 60 seconds without opening the next door initiates the optional A-666 encounter. The door to the next room is always located at the top level.

Upon entering, all ambience noises will be phased out. A-60, and by extent its prime variant, will no longer spawn. Any Pnevmas in the vicinity will automatically die with their remains coated in a dark substance. No Scribble can spawn in this room. Opening the door to the next room without activating A-666 will restore the game to normal.

If the door to A-666 is opened while a Multi-Monster is still present, it destroys the bridge like it does in regular Bridge Rooms but the door to A-667 does not break open. This is done to prevent the Multi-Monsters from "deactivating" A-666 before the player(s) arrive to decide if they trigger A-666 or not.

Glitches

There is currently a visual glitch when a Multi-Monster rushes through A-666 where the bridge's grime texture stays in place even when the actual bridge is sitting below.

Description

Room A-999[]

This room is guaranteed to spawn at A-999.

Description

This room is very similar to the Two Locker Room. This room contains 4 lockers and a table on both sides. The next door after entering this room will have a purplish tint to it. Almost all Entities will permanently stop spawning after player reaches this room. (The Darkness and Shell can still attack in lockers even at A-999)

Once the player opens door A-1000, they will be automatically healed to max HP.

The song of the ambience is The Deepest Space by Ocean Moon. (Music here)

A-1000[]

This room is guaranteed to spawn at A-1000.

Description

The Reset Character Button is disabled upon the player entering A-1000.

its impossible to fall in this room since you will automatically teleported back up to bridge anyway if you fall on purpose.

This room is the last room that the player will encounter during their journey through the A-Section of the rooms. When opening the door to this room, the player will be sucked in and will land on a rock platform, then the floor will slowly build itself as the player walk forward. A set of stairs will start to form leading the player to another platform with pillars and a pedestal with the Scanner on top of it, then behind this pedestal a sort of bridge will form as the player approched it the bridge will then lead the player to a door with a label : "000000000", opening that door will start the End Cutscene of the game.

It's currently the biggest room you can find.


Random Rooms (A-020 and beyond)[]

Storage Room[]


This room is one of the many randomly generated rooms. This room was already present in the original Rooms.

Description

This room has 3 pillars in the middle, leading to the door to the next room. In the left corner, there is a locker, some shelves with boxes, and 3 tables that are turned upside down (you cannot hide under these tables). In the right corner, there are 3 shelves and a table with a plant on top of it. In the middle of the last 2 pillars, there is another set of shelves.

There is a variation of this room without any pillars and a big hole in the center that will kill the player instantly if they fall into it.

However, if a player fails to die when falling into the big hole, a Red Skull will teleport them back to the last opened room due to failsafe.

Battery location

There is a chance of a battery spawning on the edge of one of the shelves, on one of the legs of the third upsidedown table from the wall, on the table, on the shelf in the middle of the room, (in front of the hole if this is the hole variation), or next to the plant that is next to 2 lockers.

Long Storage Room[]

This room is one of the many randomly generated rooms. This room was already present in the original Rooms.

Description

This room has 3 large tables (although different in appearance, can still be hidden under), one miniature table, 5 shelves on the right and a few boxes on the left.

Battery location

There is a chance of a battery spawning on the miniature table on the table, or on the (3rd bar) first, (3rd bar) second or (1st bar) last shelf on the right.

Desk Room[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms and was known as the "Bob room".

Description

This room has two tables on the side, a table in the corner, and a desk.

Battery location

There is a chance of a battery spawning on the desk, on the first table, or on the table next to the door

Bridge Room[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms.

Description

This room is the only room to have two floors. It contains a metal bridge (that can be destroyed by A-60 or A-60'), a blue carpet, a desk, and two lockers downstairs. There is also a chance for a piece of fabric to spawn that the player can vault over.

There is also a variant of this room where the carpet is red and the lockers are upstairs.

Battery location

There is a chance for a battery to spawn on the stairs (both variations), on the desk (for the blue carpet variation), on the floor next to the wall, under the bridge (both variations - between the lockers below bridge for blue variation). A battery can also spawn next to the edge of the metal platform, in front of a locker at the top of the stairs. (both variations)

Lockers Room[]

This room is one of the many randomly generated rooms. This room was already present in the original Rooms. This room is guaranteed to spawn at A-199 and A-200.

Description

This room has several lockers, most of which are destroyed.

Battery location

There is a chance of a battery spawning on the left or on the right in the small space where there is no locker

Mannequin Room[]

This room is one of the many randomly generated rooms.

This room was present in Rooms +.

Description

This is an ordinary room, similar to the Three Locker Room, however, there are mannequins all over the room. The carpet is also removed on the middle part of the floor revealing a concrete floor. One of them is on the floor, and the rest of them are standing. There are 3 lockers, however, 2 of them are broken and cannot be hidden in. Along side this, there are shelves that have mannequin heads on them. Next to the only functioning locker, there is a table that have a mannequin head on top of it.

There's a very low chance that the mannequins will move when players aren't looking at them.

Battery location

There is a chance for a battery to spawn on top of the table near the mannequin head.

Bookshelf Room[]

This room is one of the many randomly generated rooms.

This room was present in Rooms +.

Description

This room has two bookshelves, one being on the player, a large table, a few boxes, and a few office drawers.

Battery location

There is a chance of a battery spawning in the bookshelf, "on" the fallen down blue locker ("on" is in quotation because the battery is technically in the air), under the fallen blue drawers, or on the bookshelf on the left.

W-Shaped Room[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms.

Description

This room is shape like a "W" (a "M", a "E" or a "3" depends on your perspective), with one locker in the middle.

Battery location

There is a chance for a battery to spawn on the left or right of the locker, on the corner close to both doors. (The door you just opened)

Meeting Room[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms.

Description

This room has two lockers, a projector, two white boards, two tables, and a meeting table in the middle.

Battery location

There is a chance for a battery to spawn on the left side of the glass table below the whiteboard, on the middle table, or on one of the tables on the right. Although rare, a battery can also spawn in front of the glass barrier on the left.

Closet Room[]

This room is one of the many randomly generated rooms.

This room was present in Rooms +.

Description

This room has a table with a plant and some books in the middle with chairs surrounding it. On the left, there is a couch and a closet (which functions identically to that of a locker). On the right, there is a gray locker and a blue locker. Near the exit, there appears to be windows which are covered up by curtains. In the right corner, there is another locker.

Battery location

There is a chance for a battery to spawn behind, or in front of the plant on top of the center table.

Kitchen[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms.

Description

This room has a fridge you can hide in, working identically to that of a locker, two counters on each side of the room, and cabinets on the top with a table and chairs in the center.

Battery location

There is a chance of a battery spawning on the left of the coffee machine, on the middle table, on the microwave, or on the right of the heating plate.

Two Locker Room[]


This room is one of the many randomly generated rooms.

This room was already present in the original Rooms.

Description

A short hallway, with 2 or 4 (Depends if theres more than 5 players alive) lockers on each corner of the room near the exit door.

Battery location

There is a chance of a battery spawn near the locker on the left or the right.

Three Locker Room[]


This room is one of the many randomly generated rooms. It is useful for multiplayer runs. This room was already present in the original Rooms.

There is a safe spot to the right side between the right locker and the wall. However, be wary that safe spots only work with A-60 & A-60'.

Description

A short hallway, with 3 lockers on the right corner of the room near the exit door.

Battery location

There is a chance of a battery spawning in the left corner as you enter the room, on the right of the next door.

Double Plant Room (Post A-020)[]

This room is one of the randomly generated rooms.

This room was present in Rooms +.

Description

This room has two seemingly healthy plants in large planter boxes and two lockers.

Battery location

There is a chance of a battery spawning behind one of the plants, or next to a locker.

L-Shaped Room (Post A-020)[]


This room is one of the randomly generated rooms. This room was already present in the original Rooms.

Description

The L-shaped room is small, containing one plant on top of a table, which you can hide under. The door to the next room is straight ahead. Interestingly, the plant used in this room is the old version.

Battery location

There is a chance that a battery can spawn on top of the table, on any side of the plant.


A-666 Rooms (A-667 to A-699, Exclusive to A-666 Encounter)[]

All Random Rooms (Post A-020) with the exception of the Bridge Room have a chance to spawn during the A-666 encounter, specifically from A-668 to A-698, with the only noteworthy difference being that they all are flooded with blood that disables your ability to sprint or hide under tables and changes your footstep sounds for most of the sequence. Otherwise, the approach to them is more or less the same as their appearance in normal gameplay. The following room types feature more drastic changes.

Dual Staircase Room[]

This room is guaranteed to spawn at A-667 and A-699 if A-666 has been initiated, signifying the start and end of its confrontation.

Description

While this room appears almost identical to either variation of the Bridge Room that is regularly encountered, it notably lacks a bridge. A-667 will always have the player descending from the stairs to progress while A-699 has them ascending to the safe room of A-700. Due to the absence of Bridge Rooms in between, it indicates that the entire A-666 chase sequence takes place in an alternate, lower route through the Abandoned A Section.

Storage Room (A-666)[]

This room is one of the many randomly generated rooms that can only spawn during the A-666 chase sequence from A-668 to A-698.

This room is a uniquely modified version of the Storage Room.

Description

This version of the Storage Room notably features its decor rearranged to barricade sides of the room adjacent to the pillars. The layouts of the barricades are randomized between two sets, guaranteeing the route through the obstacles not always being the same each time, but simple enough to not make much of a difference.

Additionally, its hole variant also has a chance to spawn and is a lot more difficult to avoid due to the hole in the center being completely obscured by the pool of blood, but has no changes otherwise.

Double Plant Room (A-666)[]

This room is one of the many randomly generated rooms that can only spawn during the A-666 chase sequence from A-668 to A-698.

This room is a uniquely modified version of the Double Plant Room (Post A-020).

Description

This version of the Double Plant Room notably features the giant wooden plank in the middle now broken off from the four supporting wooden beams positioned on either side of the room, and floating onto the pool of blood below. The plank is a walkable surface, providing you with a very brief opportunity to sprint, albeit for a very short distance.


Removed rooms[]

Gallery Room[]


This room was one of the randomly generated rooms. This room was not present in the original Rooms.

Description[]

This room is normal sized room, with a red carpets and multiple "pillars" on each side. The room also displays two identical paintings of a snowman in a snowy landscape, and another painting of a two dark crimson objects (Similar to the "pillars") on a blue background.


Secret rooms[]

Serious Room[]


The Serious Room is a room that players get teleported to if they exploit, use cheats or otherwise trigger the anti-cheat mechanism. Read more here

Trivia[]

  • Many of the unique rooms were taken directly from Rooms +
    • This also includes the lobby radio music.
    • Concepts like Room A-60 being a readaptation of the scrapped room type from the original Rooms and the player arriving to the A-Sector via a boat may have also been taken from this game.
vteRooms & Doors Wiki
Sections
Sections A SectionAbandoned A SectionB Section (Removed)
Entities
Main Entities A-10A-40A-50A-60A-60'A-90A-90'A-100A-120A-200A-200'A-250
Miscellaneous Entities/Characters RedskullThe Guest
Secret Entities The 9 Incomprehensible Horrors (A-666)THE VOICES
Upcoming Entities A-300
Mechanics
General ModsDeath ScreenHiding SourcesInteractablesRoom TypesCheckpointsDeaf ModeCharmsGhostsSafe Spots
Player Health and Stamina
Items Battery -) iconBatteryFlash2FlashlightGummyGummy FlashlightScannerIconScanner
Upcoming Mechanics Reviving
Miscellaneous
Misc DevelopmentBadgesEaster EggsUGCUpdate LogBoykisser
Other GlitchesAdmin CommandsAmbienceCutscenes
Advertisement