C-001 is a section that players would encounter if they managed to get through door B-100
remember this is just an idea for Rooms & Doors.
But since section B banned, this can never be added.
|-|Entities=
Entity name | Appears in rooms | Behavior | Strategy/How to avoid |
---|---|---|---|
The Void (A-10) | C-9 and beyond and also At A-9 | Moves up one room when the player enters a new one. | Don't fall behind. |
Shell (A-40) | A-21 and beyond. | Spawns in a random locker and denies entry to anybody who tries to enter its spot. | Do not interact with it's locker, unless you need it. |
The Darkness (A-50) | A-21 and beyond. | Attacks players who have been hiding in lockers for too long (The Darkness cannot appear under tables). | Do not hide for too long, and time your hiding with the rushing entities. |
The Multimonster (A-60) | A-20 and beyond. | Rushes towards the most recently opened room, killing anybody within its line of sight. | Hide when you hear it. |
Multimonster Prime (A-60') | A-50 and beyond. | Disrupts the player's flashlight when it spawns. Behaves exactly like A-60. | Exit and reenter your hiding spot when your light becomes disrupted. |
Paralysis (A-90) | A-190 and beyond. | Heavily injures players who don't stop moving when it appears on their screen. | Stop moving when it appears. |
Paralysis Prime (A-90') | A-190 and beyond. | Appears after Paralysis and Heavily injures players who don't stop moving when it appears on their screen. | Stop moving when your flashlight flickers after Paralysis. |
Pnevma (A-100) | A-101 and beyond. | Attacks players who emit too much sound and/or light. | Do not run and/or have your light on while near it. |
Happy Scribble (A-120) | A-120 and beyond. Stops spawning past A-200, but starts spawning again after A-500. | Spawns in-front of the most recently opened room, and moves towards alive players. Emits metallic banging sounds. Behaves similarly to A-60. | Hide in a locker until it goes away. The Darkness cannot appear for A-120, but when A-120 makes a return for rooms 500-998, then The Darkness can start appearing for it. |
Insidæ (A-200) | A-200 and beyond. | Silent variation of A-120. Stops all ambience when it spawns, along with producing a bang sound and making your entire screen gray. | Same strategy for A-120, but The Darkness will start appearing again after room 500 for A-200 and A-200', so be careful. |
Insidæ Prime (A-200') | A-200 and beyond. | Blue variation of A-200, disrupts flashlights. Only spawns after an attack from A-120 or A-200. | Refer to "A-200". |
Kalypto (A-250) | A-250 and beyond. | Attacks players who aren't hiding under a table, and if you hide in a locker, blocks people from exiting the locker for long enough so The Darkness can get them. | Hide under a table if one is available to you. Recommended to hide in a locker as late as you can so you can exit before The Darkness can get you. |
|-|Misc Entites=
Entity name | Appears in rooms | Behavior | Strategy/How to avoid |
---|---|---|---|
Red Skull | Anytime. | Failsafe for when room generation fails/player goes out of bounds. Transports exploiters to The Serious Room. | Cannot be avoided, as it acts as a failsafe. |