Roblox Interminable Rooms Wiki

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Roblox Interminable Rooms Wiki
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Description Description

Rooms are the main type of location which players will encounter in the game, being what the game is named after. Rooms have many variations, with this amount decreasing with each Section the player enters.

Within the game, there are a total of 17 randomly-generated variations of Rooms. Most variations can be found within Section A, having a total of 13 variations. This amount decreases to 3 variations being found within Section E, and once again being decreased to 1 being found within Section V. If Section U, an April Fools Section, is counted, there would be a total of 20 variations, with once again only being found 3 within Section U, like in Section E, and if counting the hoax version of Section U, there would be a total of 24, with the hoax version of Section U having 4 room variations.

Notes All Room Types

TBA

Description Description

This is the first room in the game. It has a red carpet, a skylight, two couches, and a note on the left wall about reporting glitches and exploiters. A large metal door with a keycard slot leads to Section U, accessible only to developers. There is also a dispenser for Gummy Flashlights, available via a gamepass from nicorocks5555's Rooms for Robux icon 10 providing unlimited Gummy Flashlights but allowing only one to be used at a time. The front door leads to A-001, starting the game.

In a private server, the lobby room features a red portal in front that teleports you to THE HISTORY, where you can play old versions of the game. Players can use checkpoints in private servers before the door is open.

If a Section E Checkpoint is used, the A-001 door is replaced with the E-001 door which has a red light, the game becomes instantly dark and a sound plays. If a Section V Checkpoint is used, the same happens, but the door is instead replaced with the V-001 door which has a purple light and a different sound plays.


April Fools 2023 Event

In April Fools 2023 Event, the lobby now features dozens of couches, scattered notes saying 'ZOMG this is such a cool update,' a plush Freddy Fazbear playing a gray computer with a gentleman face, a tiny Mickey Mouse, and a Freddy Fazbear prism. At the back is a Gummy Flashlight dispenser with a Freddy Fazbear figure on top. At the front is a tower of machines with two buttons, one displaying an old X-60 face and a note saying 'OUT OF ORDER GO HOME,' and a deformed surprised Freddy Fazbear. The door displays different images with each new server.


Interminable Rooms but it's 200 players

In Interminable Rooms but it's 200 players, the lobby now includes thousands of meme notes and cube memes, plus secret Easter eggs. At the front, there's an update changelog note with a turkey emoji and a small couch. At the back, you'll find an empty Gummy Flashlight dispenser, a strange bird in the skylight, and a red arrow leading outside. Outside, there are Gummy Flashlight and Explosive Gummy Flashlight dispensers, and a short obby ending with an OMG SUPER GUMMY FLASHLIGHT dispenser.

When the player uses the Keycard to open the large metal door, the game will display 'omg you escapa' The area outside will then change: the massive red kill zone below the lobby will disappear, a short obstacle course will be destroyed, and a huge green baseplate with a Deluxe Gummy Flashlight dispenser will appear


April Fools 2024 Event

In April Fools 2024 Event, the lobby now features a red carpet with a subtle texture, a destroyed skylight, numerous couches, a broken Gummy Flashlight dispenser, and meme-filled notes. A large note displays random nonsensical sentences each time a new server starts. There's a cheerful Signardo and Scary Mode selection which only disappears when a door is opened. Behind a large metal door is a long couch-filled hall with an invisible wall and floor leading to the Couchin Calamity minigame, a Signardo 2, four transparent trusses for reaching the map's top, and a tall platform with Bob.

This is the list of random non-sensical sentences in a big note everytime the new server has been created:

  1. womp womp womp
  2. welcome to the rooms community where everyone acts like a wild deer on the road watching a car drive towards them at full speed
  3. skill issue honestly
  4. why are you playing this game anyways
  5. too bad better luck next time
  6. keep it yourself

Gallery Map


Notes Notes

  • There used to be another note that showed the rules of the game on the right side of the lobby wall. However, it was removed after Entity Extravaganza Part 1 Update for unknown reasons.
  • The lobby room used to contain a metal machine with a note saying "WORK IN PROGRESS" and had 6 buttons, however, it was removed due to unknown reasons. It is theorized that it would be an entity spawner or a gamemodes selection.
  • This is one of the few rooms without any hiding spots, the others being the Section A-E and Section E-V Intermediate Rooms.
    • These are also the only rooms that are guaranteed to spawn at a certain point, with the Lobby always spawning at A-000.
  • In Interminable Rooms but it's 200 players, if the player has opened a big metal door in the lobby and spawned a very massive green baseplate, it will block the catwalk room below floor in the early rooms.
  • If the player looks at the sky in the lobby, they can see birds flying above. These birds no longer appear after room A-020.
    • Once the player reaches room A-020, a black wall slides above the lobby, destroying any remaining birds.
      • This wall was jokingly referred to as "Bird Destroyer 5000".

Gallery Gallery

Description Description

This room is 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.

April Fools 2024 Event

In April Fools 2024 Event, this room has become more annoying to traverse now, there is a random chance you will get flinged if you walk/run to top of the stairs. Even though, the room itself features the same thing as original, however, its room sign is too wide, its desk nametag is changed to "rob" and there is rob's image on a computer screen, which appears to be Bob but has a rotting yellow skin and is happy.

Gallery Map


Gallery Gallery

Description Description

The Workroom is a relatively empty room featuring two desks on the left hand side of the room, one of those desks with two potted plants on top of it while the other appears to be covered in several colored boxes which differ in color. There is a single potted plant in the corner of that table — it is worth noting that players cannot hide under the table. On the right-hand side of the room can be seen a single cubical which has a computer and a white, triangular name-tag on top of it. In the middle between the name-tag and computer is a cup of coffee, which can be seen emitting some steam. There is a pink keycard on the desk.

This room has a rare chance of having eyes appear in the computer screen, which disappears after 20 seconds.

Gallery Gallery

Description Description

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.

April Fools 2024 Event

In April Fools 2024 Event, the kitchen features the same thing as original, but it now features, one of the wooden kitchen cabinets being broken and is showing Golden Freddy's head image from inside, a sad yellow emoji head in the microwave, interactable coffee mechanic that explodes and flings you when you use it.

Gallery Map


Gallery Gallery


The Hallway is a room that appears much narrower than the rest, and features almost nothing. Inside of the Hallway can be seen a single table with a potted plant situated on top of it on the right side of the Hall.

Gallery Map


The Locker Room is a room that holds the most hiding spots out of any of the other rooms. It features 23 Blue Lockers, though not all of them work, and consists of 5 other Grey Lockers that lie inbetween. The room has a floor with a fabric-like texture, just like most of the other rooms.

Gallery Map


The Two-Locker Room is a pretty empty room compared to others. It consists of only 2 lockers on each side of the room, located next to the exit door.


On the front, this room features a wooden floor with 5 grey lockers and 4 blue lockers on the left. On the right, it features 2 tables with 2 rows of crates, which is also seen in the Crate Room, and can accommodate batteries.

On the back, this room features a carpet floor with 2 large tables. It also contains a cubicle with a computer and nametag on it. There is a green keycard on the desk. This room also contains a lot of Batteries, which makes this the best room for batteries and hiding spots.

Gallery Map


Notes Notes

  • The Sub-Annex can have up to 49 batteries; 22 can be found normally and 27 can be found in crates, making it the room with the second most batteries, only being beat by the Intermediate Room.


This room features a carpet floor with 3 tables and 2 of them have plants on top and has 7 large crates scattered around the room. It also contains 5 rows of crates that can accommodate batteries.


This room features a carpet floor with a large table with a plant and 6 chairs, it also has 2 grey lockers and tables with glass in the corners. It includes a projector facing towards a whiteboard.


This room features a lot. It has a carpet floor with 1 large table and 1 small table with a plant and 2 large flipped over tables on the bottom. It also contains a row of boxes and 4 grey lockers 1 small table at the top.

This room has a rare chance of one of the boxes having a skeleton inside, with blood dripping out of it.

Gallery Map


Gallery Gallery


This room does not feature much, it features a carpet floor with a single grey locker and 2 walls. This room is shaped like the letter 'W', hence the name.

Gallery Map


This room does not feature much, it features a carpet floor with a single table with a plant and a path that appears to not have any door, leading on the the next room. This room is shaped like the letter 'L', hence the name.

This room is shaped like a spiral, having lockers and blue lockers on the right, and a door to the exit on the left. The player can easily glitch through the wall to get to the lockers.

Gallery Map


This room is the last room players will find in Section A, serving as a transition room from Section A to Section E. It features a floor similar to the kitchen room, and many batteries on the floor, this is because Section E has no batteries inside of it. The next room will always be E-001.

Notes Notes

  • The E Hallway Room can have up to 320 batteries, making it the room with the most batteries; although each battery only has an 1/10 chance of spawning, so the player will normally encounter around 32 batteries on average.
  • This is one of the few rooms without any hiding spots, the others being the Lobby and Section E-V Intermediate Room.
    • These are also the only rooms that are guaranteed to spawn at a certain point, with the Intermediate Room always spawning at A-399.

Gallery Map


Gallery Gallery

<gallery>

File:EHallwayBatteries.png

TBA


The Hallway Rooms (or Illumined Rooms) are one of the two contemporary kinds of rooms players will discover when exploring Section E. It is a room surrounded by walls with qualities similar to that of flesh along with various eyes along the walls that keep a mesmerized look on the player as they cross to the other side. On the left-hand side of the room can be seen a skull ensnared in the wall. Furthermore, there are various strands of already-mentioned presumed solidified blood, or simply arterial vessels that originate from many parts of the room. And finally and most noticeably, there is a hanging light-bulb overhead which emits a light-red glow around its vicinity. There can be seen multiple eroded lockers within the room which players can use for hiding whenever something may be present, one can be seen adhered to the ceiling.

Gallery Map


Organic Rooms are the second kind of room found within Section E, and can be best described by the primary visceral organ in the body: The Heart, which can be seen on the left-hand side of the room, beating slowly and emitting a dim sangria-red glow whenever it beats. Also within the room can be seen the same dried-blood structures/arteries that are found around the room along with various skeletal structures protruding from the wall. Like Hallway Rooms, there are various eyes on the walls which differ from those in such rooms as they do not stare at the player, rather they frantically look in five different directions. An eye can be seen on the ceiling surrounded by many bones. There also isn't some kind of light source present inside of the room, which requires the player to use a flashlight to navigate through the room although it isn't necessary if the player desires not to use it. There are also a multitude of eroded lockers inside of the room, as well as tables which also seem to be enveloped in the room's flesh-like texture.

Gallery Map


This room is the last room players will find in Section E, serving as a transition room from Section E to Section V. It features TBA.

Notes Notes

  • This is one of the few rooms without any hiding spots, the others being the Lobby and Section A-E Intermediate Room.
    • These are also the only rooms that are guaranteed to spawn at a certain point, with the Intermediate Room always spawning at E-399.

TBA


This room does not feature much, it features a singular, somewhat rectangular-shaped room. The player is given five hiding spots in this one room: two tables on the right-hand side of the room in each corner, and three lockers on the left-hand side of the room. In this room, there is a singular light placed upon the ceiling that gives off a purple light which could be of assistance to players whose flashlights have died upon reaching this section. It functions identically to light-bulbs present in some rooms in Section E. The floor is made of a magenta-colored fabric-like material with whitish-grey colored walls.

Gallery Map

TBA


This room features TBA.


The Basic Room is the only room found in Section U, and features a few amount of lockers.


This room features a basic Section U room along with an R-1 door as a joke. It contains congratulation signs on the walls before it soon breaks off and spawns "Ghosts" and U-400.

TBA


The Start Room is where Section U begins, and is the first room to be encountered upon the opening of the metal doors of Section A's lobby. Its most notable feature from the other section's rooms is the receptionesque desk situated at the center of the room, displaying three computer screens that are covered in static, though one of the computers has a slightly visible smile obfuscated by said static. Regardless of the aforementioned item, the room consists of the section's mentioned characteristics like its metal-framed crates that can be seen scattered along the room, though the room noticeably lacks any form of hiding spots. This room will only be encountered once.


The Laboratory Room is one of the few rooms that can be seen in Section U, and as it name implies, it contains some laboratory-like features inside of the room. The room contains four lockers that are situated on the left-hand side of the room and two other lockers beside the door to the next room. On the right-hand side could be seen a long desk with two computers displaying static on top of the desk. Along with the computers is a test tube filled with an unknown neon-green substance that has slightly spilled over the desk. Like the section itself, it includes various scattered crates around the room.


The Subdivision Room is defined by the most noticeable feature: a singular wall that blocks the player's path. The wall is fitted with a pattern-like design on both sides with two separate desks. One of the desks have two computers on top of it, though the other desk near the door to the next room possesses nothing. Several lockers can be seen placed around the room to provide any safety from oncoming trouble. Due to the wall blocking the player's path, they are simply required to walk around it in order to continue further into the section, as it poses a very insignificant hindrance.


The Deficit Room is one of the section's rooms and is the most dangerous out of all of them. Its most notable features is the several lockers parallel to each other, though all but one locker is dilapidated. Each of the dilapidated lockers have a hole blasted through its door, thus rendering the locker as useless and makes the player significantly prone to danger. As stated before, there is only a singular locker that functions properly in the room, which can prove to be hazardous if the player is paired with more players. Beside the several lockers seen in the room, the room lacks anything else.

Strategy Strategy & Tips

  • In the Catwalk Room, your footsteps can be very loud and may be prone to drawing out noise. It is recommended to make the least amount of noise as possible (try jumping).
  • Try to remember the layout of each room, it would be useful for dark rooms. Especially when you don't need to use the Flashlight as often. Though this could be avoided if you manage to bring a Gummy Flashlight on the way.

UnknownIcon2 Trivia

  • The length of the rooms in Section E are different from other sections and do not have the same size, with the Organic Room having a length of 87.5 studs and the Hallway Room having a length of 102.5 studs.
  • The rooms in both Section A and Section V are exactly 67 studs long.
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