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The Lost Room/The Objects

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Something happened in Room 10 of the Sunshine Motel in Gallup, NM, on May 4, 1961, at 1:20pm. The room and everything in it was officially wiped from reality. However, the objects in the room survived and they each have a specific reality-warping ability.

Outside of the Lost Room the objects are indestructible and do not age. When inside the Lost Room the Objects don't work. When an Object is placed in the Lost Room and the Room is 'reset' (by closing the door the re-opening it with The Key) the Object will appear in the room where it is 'supposed' to be, presumably where it was when the incident occurred.

List of known Objects and their properties

There are an estimated 100 Objects, though not all appeared in or were mentioned in the mini-series.

Below is a list of The Objects that appeared in or were mentioned in the mini-series, along with their properties (when known). Most (though not all) Objects must be used in their proper way for their abilities to work.

  • The Ashtray -
  • The Bus Ticket - Whatever it touches is instantly teleported to an isolated road in Gallup, near the Sunshine Motel
  • The Chewing Gum -
  • The Cigarettes -
  • The Cleanser -
  • The Clock - Sublimates brass when wound
  • The Coat Hanger -
  • The Comb - Stops time for 10 seconds when run through one's hair
  • The Cuff Link - Lowers blood pressure when worn
  • The Deodorant -
  • The Dress Shirt -
  • The Drinking Glass -
  • The Flask - Stops a person from breathing when opened
  • The Glass Eye - Repairs or destroys all flesh when in one's eye socket
  • The Glasses - Inhibit combustion within a 20' radius when worn
  • The Iron -
  • The Jacket -
  • The Key - Opens any door into the Lost Room
  • The Kleenex -
  • The Left Shoe -
  • The Left Sock -
  • The Liquor Bottle -
  • The Matchbook -
  • The Nail Clipper -
  • The Nail File - Causes anyone who looks at light that reflects from its surface to fall unconscious
  • The Newspaper
  • The Occupant - (Eddie McCleister, the man who was in the Lost Room at the time of the incident)
  • The Overcoat -
  • The Pack of Cigarettes -
  • The Pen - Causes spontaneous combustion of whatever it is thrust into
  • The Pencil -
  • The Phone -
  • The Photograph - (of The Occupant and his wife)
  • The Playing Cards - Show visions related to the Lost Room and cause temporary madness
  • The Pliers -
  • The Polaroid - Opens a viewing portal to the Lost Room as it existed at the time of the incident, when held up to where the room should be at the Sunshine Motel
  • The Quarter - Brings memories to life when swallowed (they end when The Quarter 'passes', i.e. 2-3 days)
  • The Radio - unknown
  • The Scissors - Rotate objects in three dimensions
  • The Shoehorn -
  • The Shoelace -
  • The Shot Glass -
  • The Suitcase -
  • The Toothbrush -
  • The Watch Box - Dampens entropy in a limited radius
  • The Wire Clippers -
  • The Wristwatch - Boils eggs placed in its circumference