Official information: Exit #1 in A-200+ room. There is also one more, the final exit is the A-1000! Madness. Small update on my channel: A-200 (Complete) here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dRCnHD4dQ4Y.html A-1000 (Complete) here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-S4pMTRwP7uw.html
Fun fact: the place where he teleport called room is actually a real game and at the description of DOORS it says they are inspired by rooms Edit: dont look at the reply theres a war happening down there 💀
You're right Though it also took inspiration from another roblox game called rooms, but that took inspiration from SJM too They're all unique in the end, which is pretty nice
Just wanted to say that flashlights that you shake to turn on actually exists. So, until you have literal proof that it is a reference to tattletale. It’s not.
To avoid taking damage in an encounter with A-90 (You'll know when it's about to attack when you see its face on your screen briefly), you need to be completely still and basically not touch your device, as even moving your mouse will trigger A-90. Also, HOW DID YOU GET A-90 BEFORE ROOM 90
To avoid that monster, you need to stay still when he appears. Edit: i found that out because of the stop sign what appearred for 1 millisecond Edit 2: why this is so popular
The reason why I believe is because both Rush and Ambush throw out Raycasting beams instead of an actual hitbox, Ambush's beams are a little longer. If the beams touch an object they disappear, allowing you to hide behind one without being killed
Doors is essentially a fleshed-out, polished version of Rooms. I remember playing rooms and enjoying it, and I'm glad the devs of doors made a callback to it.
How nostalgic, i used to play the rooms before trying so hard finding a srver with ppl in it that havent started the game yet, and remembering that i have to put my phone speakers to my ears so i can hear a60 appearing or not
@@bzthefirst A-90 doesnt exist in the original. A-60 does tho, just looked and sounded different. Im not sure about A-120, i havent gone far in the original Rooms to encounter anymore entities
@@squelz_roblox well it was added as an easter egg and doors is very inspired by rooms, it even says in the description of the game is inspired by it and this also explains why the update took so long
Giltch hit us today at 30 minutes from the release from the update, maybe we were lucky, maybe it should have been like that, maybe it was like always when the room didn’t load - and we were teleported, but we were transferred to a room where there is no entrance, only a long , winding corridor
@@nathanmoore5491 i feel like they should either give you more time to react or make him not instantly kill you, but that could just be me sucking at the video game
When you open a door theres an A-60 icon on the top left corner. Thats how you know when he's coming. There is also a stop warning when you open a door when he's (A-60) inside there
oh ok so you need a guide, well you've came to the right place. So the person this guy died to is A-90. I'm just gonna put in the wiki's stuff cuz im lazy. A-90 appears as a pixelated, monochromatic face that is heavily distorted. Its eyes are fully black, and it appears to be looking slightly upwards. It is encompassed by a red static when it appears on a players screen. In its jumpscare, it appears somewhat similar to Ambush, appearing as more glitched and pixelated, along with its eye sockets and mouth expanding into giant gaping holes. The entity gains a red hue surrounding it, with the red static covering the majority of the right side of its face. A sign, with a hand indicating to halt can appear in front of it, indicating the mechanic of A-90 briefly. A-90 is an entity that should spawn after passing Door A-090. Upon entering a room that it has spawned in, A-90 will randomly show its face around the center of your screen as an indication of an attack. After this brief indication, your screen will be blocked by red static and a stop sign, in which any movement will enable it to enter its jumpscare form and damage the player for 90 health. Note that A-90 can hit you several times during the same attack if you keep moving, so take your time. Attack Shows up in the player's screen and attacks shortly thereafter if the player doesn't stop moving. Damage 90 Trivia A-90 can spawn before the room A-090. This is fairly uncommon but likely to happen to most players. It's jumpscare scream is the Plants Vs Zombies Game Over scream but heavily distorted. A-90 can appear in the same room as another entity, in which getting in a locker as it attacks will kill the player. A-60: Appearance A-60 takes on the appearance of a distorted, scarlet face with a wide grin, ensnared in a crimson, mist-like aura. Its mouth is covered up to some degree, possibly by the mist or its own "lip", as well as having two glaring red eyes. During it's charge, it emits a bright red light, accompanied by static-like particles surrounding it. Behavior A-60 is an entity that should spawn after passing Door A-060. It functions similarly to Rush, speeding through the rooms behind a player and killing any not inside a locker. A-60 abides to similar terms as to how Rush spawns, spawning if a door was opened. Any newly opened room that had caused A-60 to spawn will contain a locker, allowing for players to hide when it approaches. Due to A-60 not causing the lights to flicker, knowing when A-60 will arrive is dependent on its sound cue, meaning players need to be more attentive to audio cues once having passed door A-060. The audio cue it makes is a crackling, almost static-like sound. Once closer, A-60 will emit a high pitched, hissing sound, indicating when it is within close range. Due to its much more quicker speed, A-60 despawns quicker when compared to A-120, with A-120 being much slower in comparison. Trivia A-60 is a direct reference to rooms' entity with the same name - A-60, sharing nigh identical features. The only differing trait is that A-60 within Doors is a static image, meanwhile A-60 in Rooms' is a shifting, actively changing image. Damage Instant Death Attack Spawns in a previous room, charging through rooms and killing any players in it's way in similar manners to Rush. Emits a glitchy crackling sound when approaching. A-120 (a-200 but scuffed): Appearance A-120 takes on the appearance of a crudely-drawn smiley face, with two dot eyes and a wide grin. It rapidly flickers when traversing throughout the rooms. A-120 is also mildly pixelated. Behavior A-120 is an entity that can spawn after passing Door A-120. It functions similarly to A-60, rushing through your room with the only hint toward this being a sound cue, with the sound alike to a subtle metallic clanging. It's sound cue is quiet when compared to A-60, meaning a player should be carefully listening when passing Door A-120. A-120, unlike A-60, will appear in the room ahead of the player, having a mild delay, giving the player time to hide. In addition; it is much more slow when compared to A-60, taking usually only a second to pass a room. It may also have a chance to rush back, meaning players are advised to remain in the hiding spot until A-120 can be confirmed to be gone. Once having spawned, the player cannot progress further if A-120 is present, with the text stating if you attempt to open the door ahead: "Something is stopping you from opening this door.", meaning the player will need to either backtrack or hide in present hiding spots. Also it is worthy of note that it can do a fake out like how the lights flicker but no entity comes. It can only spawn if certain conditions are met similar to A-60. Any new opened room can cause it to spawn, as long as the room before the new one contained a locker. Trivia A-120 is a direct reference to rooms' A-200 (THAT'S WHAT IM SAYIN), like most of the entities within The Rooms. A-120 is mildly more distorted in appearance when compared to A-200, as well as having a differing name. Like A-60 in Doors, A-120 is a static image. In Rooms' it changes, but keeps the main attributes such as its smile and crude, drawing-like features. Damage Instant Death Attack Spawns randomly in a room ahead of the last opened room, charging through rooms and killing any players in it's way. Its audio cue sounds like metallic thumps. Lost Light / Curious Light: Appearance Lost Light, alias Curious Light, resembles the Guiding Light, the only difference being the slightly yellow hue for its color. Behavior Lost Light can only be seen after dying in The Rooms. It attempts to provide tips on the entities found inside but doesn't provide the same level of clarity as Guiding Light, seemingly stating the obvious. Attack Attempts to guide the player with unclear hints Death Messages: Addressal Entity Advice Oh... Hello. I'm surprised you found this place. It's pretty tedious just to get here, last time I checked. Anyways, what'd you die to? A-60: Oh... the red one. I'm not too sure on what I would call it... Well, it usually attacks around room A-60, so... you could just call it A-60. I don't know. Anyways, I hope you don't mind trying again. it would be helpful. A-90: Oh that one... I hope that one isn't too confusing. All I'll let you know is that it starts attacking after Room A-90. So, you could call it A-90. Anyways, I hope you don't mind trying again. it would be helpful. A-120: Oh. The squiggly-face. It starts attacking after A-120. You can do this. I believe in you. I'll see you next time right? Welcome back. The Rooms are quite empty, but the few entities inhabiting them are quite lethal. Which one did you encounter this time? A-60: A-60 again... I don't think this one is too hard to figure out. Alright, hurry back. We're not done yet. A-90: A-90 again? I don't think I... I don't think this one is too clear. Hopefully you can figure it out. Alright, hurry back. We're not done yet. A-120: A-120 again... This shouldn't be hard to figure out either. Alright, hurry back. We're not done yet. Dead again. What got you this time? A-60: A-60 again... Hmm... Maybe try hiding next time? See you next time. A-90: A-90 again? I usually don't give hints, but I'll admit that this one is a bit confusing. Let's just say that... hmm... it detects movement. See you next time. A-120: [TBA] / Unknown currently
How to avoid the monsters: Reminder: A-60 and A-90 can spawn early of you are lucky, dont let your guard down. A-60: Its basically like rush, if you hear a static noise, find a locker as soon as possible. Spawning rate increases after room 60. A-90: If you see a face on your screen, DO NOT MOVE, even your mouse. You need fast reflexes, you have to stop moving after the stop sign, but beware, he can spawn with A-60 and A-120. Spawning rate increases after room 90. A-120: Its similar to ambush, it comes back and forth and its almost silent, you can stay in the closet for as long as you like, hide is not here. Spawning rate increases after room 120. (Edit) Fun fact: There are 1000 rooms. To get the Back On Track badge, there should be an exit door after room 200, if you cant find the exit, keep proceeding. You will find it.
btw if rush runs by when you're in one of those rooms with the gate, lever, and stairs, you will be safe as soon as you get halfway down the stairs. I know from experience, so many close calls with those stairs.
Welp, I guess the Doors creators RUSHED too much and AMBUSHED the beauty. FIGURES that I was SEEKING for a bit more design. It's okay, no need to SCREECH about it.