A new Doors map created by the owner just because they felt like it.
There are a total of 26 sectors from A to Z, with each sector consisting of 50 rooms. In the final room of every sector except Sector Z, there is a terminal and an elevator that transports you to a designated sector. From Sector C onwards, emergency exits are added. Using an emergency exit will immediately return you to the Hotel, and the terminal allows you to specify the next sector to enter. A-000: The Archives Starting Point B~E F~R Alma can begin to appear around here. S S-050: T~Y Z Z-050: The Archives Arrival Point 26 Sectors: Composed of 26 different sectors from A to Z, with 50 doors (zones) per sector. Elevator Movement: At the end of each sector, there is a computer-controlled elevator to assist further progress. You can skip sectors by paying Gold. Emergency Exits: Starting after sector C-050, emergency exits (such as infirmaries) begin to appear at the end of every sector. Progression Advancing through rooms: The basic structure involves opening doors to advance. It is important to develop the habit of checking in real-time through the top of the door or surrounding glass to see if an entity is waiting in the next room. Sector Elevators: Upon reaching the final room of each sector (e.g., A-050, B-100, etc.), a computer-controlled elevator appears. If you are an employee, all employees are your seniors. Therefore, they do not attack. If you are a player, all employees act hostilely and will attack.
Characteristics Appears in the subway station and consists of one large flower, several small flowers, and vines. Subsequently, a drawing appears on the wall, instructing to move forward if there is no anomaly (like Exit 8) and to move backward if there is one. If you try to advance when there is an anomaly or retreat when there isn't, the vines block the path while the flower deals damage and pushes you back.
Characteristics Takes the form of a mannequin placed on an office chair. The face is a red electronic display showing a waiting number, and one hand is shaped like a hole puncher. Upon spotting a player, she hands over a waiting ticket with a number and continuously follows the player through the rooms. The number on the display increases by 1 for each room passed. The moment the number on the Teller's face display matches the number on the player's ticket, the player must submit the ticket to the Teller before the gauge on the display fills up. If the ticket is not submitted in time or is ignored despite the numbers matching, she snatches the ticket and attacks. This is a female entity.
Characteristics An entity with a depressed expression, her upper face hidden by long, disheveled black hair. She is a guaranteed spawn in her unique room and will occasionally appear thereafter to attempt an attack on the player. Until you look at Alma when she appears, the sound of her crying is quite faint, so you might not even realize she has arrived.
Characteristics A doppelganger creature made of plaster-like material with black cracked pupils. The entity's name refers to a portrait. As the name suggests, it is characterized by mimicking the player's actions. Portrait appears in The Archives when you enter a room with a mirror and stare at your reflection for a few seconds; the mirror then shatters, and the entity begins to follow you. Portrait may disappear if you are not looking at it.
A fish contained in a water tank inside The Archives. At first glance, it looks like a living creature, but as confirmed in the logs, it is closer to a plastic toy.
The first entities you encounter in The Archives, appearing randomly scattered inside rooms. They have bodies made of a black, sticky, ink-like material, and their faces are covered by various colored sticky notes with partial facial features drawn on them. Their build and size vary by individual, and some appear to be wearing uniforms. They are basically non-hostile entities that do not initiate attacks unless the player directly bumps into them. It is safe as long as you maintain a certain distance while passing by. When the clock inside The Archives points to 5 or 9 o'clock, a broadcast announcement sounds, and they run in large groups across the middle of hallways and offices.
Takes the form of an orange face with an extremely angry, bizarre expression. Flames constantly erupt from the eye sockets, and it is characterized by baring sharp, flashing teeth. Since it makes a very noisy wind sound when appearing and approaching, you must pay close attention and focus on sound cues. It has a very fast movement speed and a pattern of charging to attack in an instant. If you hear the sound of it approaching, you can pass safely without damage simply by immediately finding a cabinet or a safe place to hide.
Example scenario
Example scenario
Example scenario
Did Guest join this company? Or... are you a player?
Release Date 2026.09.05 / Last Updated 2026.09.05