Category Archives: Furni

How to become a Marketplace pro

Habbo’s economy functions much like any other real-world economy – the trick is to buy low, and sell high. So, for example, if you bought a furni (or ten of the same furni) for ten credits each, and then a year later the price of that particular furni had increased to fifteen credits, for each one that you sold, you’d make five credits. Sounds REALLY simple, right?

It definitely sounds simple, but the real trick is to know WHEN to buy and WHEN to sell – and to know this you need to know how much furni is at any point in time. As well as knowing the right prices, you also need to know how to make the absolute most out of the Marketplace.

See the graph below and to the right – it shows the fluctuation of the price of (an unspecified) furni. You can see that the furni starts off high, but starts to fall in value. Once it’s fallen to a specific point, we’ve indicated WHEN you should buy a particular item by highlighting the area in red. The perfect time to buy is when the item is at its lowest value. To know when exactly an item is at its lowest value is something you will have to practice.

Graph showing the 'sweet spot' to buy at (in red and circled in green)

Graph showing the ‘sweet spot’ to buy at (in red and circled in green)

In every situation, you’ll have to work hard to KNOW when an item is about to go up in price. It will nearly always be due to an item becoming harder to find (suddenly or gradually) – perhaps one rich Habbo has bought a large chunk of the total number of that particular furni and is hoarding them, or perhaps someone is using them in a building project. You have to keep your ear to the ground to know!

Then, once the item has risen enough, you want to sell it while it’s high! So, simple enough when you know WHEN to sell, right?

Using the Marketplace efficiently

For the bare fundamental basics of how to use the Habbo Hotel Marketplace, see here

Dreaming of credits in HabboIt’s really important that you familiarise yourself with these basics, as it’s definitely the most useful tool for Habbo traders. Selling your goods on the Marketplace (often known simply as ‘MP’ by Habbos) is a quick and easy way to get rid of furni for standard prices.

Because of this, it’s a really brilliant way to take advantage of what are considered ‘lazy’ traders. A lot of Habbos sell large amounts of furni, often in bulk, for prices much lower than normal. It’s considered wise to check the Marketplace regularly for deals like these, as there’s often a LOT of money to be made! But, like any good deal on Habbo, you’ll need to have a good idea of what the real average price for furni is.

In some situations, if you have a medium to high value item, and you want to sell it quickly and easily without the bother of Auction Rooms, it’s better to use the Marketplace. Habbos who really, REALLY want certain furni are sometimes more likely to pay over the average price if it means they can get it right there and then. This is particularly true of the richer Habbos.

Thanks to Habbos: UnderCover. / Badge / RadMatta / Audemars / B / DJ_Shadow / Celerys

Summer School Q&A feat. notMiceElf – Part 5

It’s that time again! No, it’s not time to change your Habbo babies diapers.  Sheesh.  It’s time for another Summer School Q+A Session with notMiceElf.  We’re still glowing (aha, glow… get it… yeah, you do) from the last Q+A so this one had better draw a smile on our face… and as always, you can submit a question of your own when the question submitting articles appear. So get those questions ready!

How do you make a good GIF? (question posted by shiony)

This question looked so simple at first glance and then I started thinking about how to answer it and spiraled into animation and my brain pretty much flew out of control.  So thanks for giving me a minor headache before my morning coffee could kick in, shiony!  The idea of animation is a bit too meaty for this blog post so I’ll focus more on setting up an animation and then go over a decent way of saving gif files.

First off.  Animation as a process is going to be dependent on the program that you’re using.  Some programs don’t support creating animation so if you’re aim is to animate make sure the program you’re using has support for it!  If you’re just looking to save out a static (non animated) GIF you can skip all the way to the end.  I’ll be using Photoshop but the process is going to be mostly the same from program to program.  I would suggest finding a tutorial that breaks down the specifics for the program you’re actually using though.  General info only gets you so far :p  Ok, on we go…


Animation is all fake. Yep.  It’s an Illusion whoooo *waves hands around*.  I’m sure you’ve been told this a thousand and one times already, but, animation is a sequence of static images with slightly different content.  Each one of those static images is called a frame.  When viewed in quick succession we interpret the changes from frame to frame as motion.  The amount of frames we see in a second is called the frames per second (technical, I know) or fps (you gamer types are saying, “hey, that’s the acronym for first person shooter!”, but animators had it first, so there) but you can sort of forget this concept because with gifs the fps is more about setting a delay per frame vs a standard x frames per second.

First thing we need to do is make a new file. The size doesn’t really matter (stop laughing) as long as it fits what you’re animating, but smaller is generally better for pixel animations.  The resolution of your image, on the other hand, is something you’ll have to pay attention to.  Pixel art should be made using a resolution 72 pixels per inch.  Don’t even question it or seek an explanation for why it has to be that number.  It’s law.  Obey.



The next thing we need is an animation timeline.  In Photoshop the timeline can be found under the “Window” menu and then “Timeline”.  In older versions of Photoshop it’s listed as “Animation” instead of “Timeline”.



Once the Timeline is opened choose to make your animation frame based.  The frame method is pretty common for other pixel animation programs and is easier to understand for beginners than the newer tween type timelines.  Plus, frame based animation is classic.



In order to make an animation you’ll first need to draw (or have previously created) some animation frames so that you can string them together.  Every frame of your animation should be a new layer in your layer palette. Whether it’s pixel art or hand drawn the concepts are the same.  You’re aiming to draw images so that when linked together their motion has a good flow and reads clearly.  This explanation is so rudimentary that it’s actually making me cry a little so if you’re at all interested in real animation you should find a good book (or, yah know, youtube it) on the subject.  There’s a set of 12 principles that Disney Animators have based their work on for ages.  Well worth a look.

As a little tip, there’s a simple way to test the movement between frames using a technique called “onion skinning”  which lets you see several frames at once.  Photoshop doesn’t support this outright either. Joy.  In order to get something similar to the onion skin on Photoshop you’ll have to turn down the opacity of the layers under your current drawing so you can see them as you drawn new frames.  In traditional animation animators used a light box to see through their drawings… and this is just an emulation of that technique.



Alright, when you have your drawings ready take a look at your animation timeline.  Clicking the “new frame” icon at the bottom of the animation timeline will make frames for your animation and you’ll need one frame for each of your art layers.  With one of the animation frames selected go to the layers palette and hide all the layers but the ones you want visible for that frame.  In my example you can see that I’ve got a grey background layer and an art layer visible in the first frame.  Hiding layers can be done by clicking small eye icon on the left of the thumbnail.  Do that same process for every frame in your animation.  Nothing like good old repetition to get the blood flowing…right?



Modifying the “delay” for an animation frame will change how long, in milliseconds, the frame is shown for before going to the next frame.  You’ll need to find a delay per frame that looks smooth with your animation.  Animations that are too slow will appear less seamless and show individual frames more while those that are too fast don’t have enough emphasis and could suffer from frame skipping.  Browsers will often forgo frame delays under a certain speed too… so it’s a good idea to check your animation on a few different browsers to see that it’s working the way you want it to.



The loop feature will let your animation loop infinitely or by a set amount.  Most gifs you’ll see around the internet are infinitely looping.  And that covers the animation portion. Phew.  Are you still breathing? *poke poke*

Saving Your File:

Something to remember about the GIF format is that it’s only an 8bit format so it has a max of 256 colors.  Pixels either have color or are fully transparent (this counts as a color :p).  GIF’s don’t have the capacity for semi transparent pixels like a 24bit image does.  If you’ve ever tried to save GIF with more colors than the maximum allowed (like a photo) you’ll see a color reduction as the colors get compressed to fit into the 8bit palette.  You’ll need to be considerate of that max color count when you’re making images (this is where dithering and restricted palette pixel art excels!).  Don’t fret though because 256 colors is still pretty high.



In Photoshop you’re going to use the “Save for Web” option from the “File” menu and then select the GIF format.  The type of palette mode (Selective, Perceptual, Adaptive, Restrictive)… really doesn’t matter.  Very simply, the palette mode gives preference to certain types of colors over others when reducing the colors to fit into the restricted 8bit palette.  You can test them out and see which you like (we tend to use Selective for any gifs we make). Any kind of automatic dither options should be avoided for pixel art and aren’t all that good anyway.  If you’ve payed attention to your color count while you were drawing you’ll never need this option anyway.  Same can be said for the transparency dither. Ew.  There should be bumper stickers with the phrase “Just say no to transparency dither” inscribed on them.



If you’re using a program that forces a gif to save using the windows palette or something other than the four listed above… drop kick that program into the trash bin and get another one.  Programs that do this often auto-dither to try to approximate the look of the original palette.  You’ll get images that have really oddly color pixels in them when saving this way.  It looks horrible.  Really horrible.  As in, my eyes are bleeding horrible.



For the color amount, if you didn’t use all 256 colors you’ll only see the amount that you did use up, so don’t freak if you see a lower amount.  The matte option is a color that is added to semi-transparent pixels so that they become fully opaque and is mostly used to match those semi transparent colors to the color of a web page.  For example, if I have a shadow that is a transparent black, a white matte color will make that color a light grey in my final image.  If you choose no matte color the pixels below certain transparency will be removed while those above will be fully opaque.  Realistically though, if you’re making straight pixel art you should never have semi-transparent pixels.



Any option for web snapping means the colors in your palette will be shifted to match the standard web colors from like 1985 (which are pretty ugly).  You can avoid this option like the plague.  Please.



And, that’s it!  Not too bad right?  If you’re on another program other than Photoshop you’ll probably have a “Save As” option and a gif file format.  A lot of the features like palette type, colors amount, and dithering are pretty common across many programs so it should still be relevant.  Certainly any pixel specific program will have these options for your GIF needs!  Best of luck GIF-ing around the internet!

Summer School Q&A feat. notMiceElf – Part 2

We hope you enjoyed last weeks Habbo pixel art Q+A with notMiceElf because we’re continuing this week with another round!  We’ve fueled the guy up on coffee and swedish fish (only the red ones) so we’re hoping to get another gloriously ramble-filled response.  If you’ve got a question you’d like to pose keep an eye out for the poll in game and ask away!  Ok, Q+A time, GO! GO! GO!

How do you begin to transform your vision into pixel art… where do you start first? (question posted by Unposted)

Another great question, thanks Unposted! You’ll be receiving a years supply of marshmallow peeps for your question… huh? Oh. We aren’t giving away peeps. Probably for the better because those things are pretty gross.  Great question regardless.  The process of taking the initial idea to final pixel art can vary a little between artists but we do give gold stars to those that stick to the “certified two step method of furni making”™.  Ok that’s not really the name but the process does consist of two steps.  And it is certified… ok fine it’s not certified!  Sheesh.  Lets just move on shall we?


Step One:

Habbo artists royally freak out.  No, just kidding.  Step one starts with sketching out the idea for an item.  We always start with sketches first because they’re typically faster to produce than a full set of pixel art furni but still give us the ability to look at what the full set might look like and make design decisions early on.  This step can either be done on paper (and later scanned), or digitally.  It’s really up to the artist and what they’re most comfortable with.  The sketches are made so that they are around 2x-4x scale and can be easily utilized later in the process.  This example from the mystics line is 2x.


After the sketches are completed all the artists get together and chat about the items and what they’ll do.  At this point one or two of the artist’s color choices and/or design embellishments are selected to carry through the set (this could take us right back into the previous question about consistency! Or a discussion about obsessive compulsive artists…).  The whole sketch step is really exploratory foundation laying and prep work for step two. The pixel part.

Step Two:

The aforementioned “pixel part” can be completed a few different ways but I’ll first go through the way I prefer our artists use and then briefly talk about the other methods.  There’s not a wrong way here, just one that I believe works better for our finished products and timelines.  Plus, I like to see our artists use the same method I use. Because ego.

Alright, with sketch in hand (on… the computer) the artist can start on the outlines which are like the bone structure of a furni.  Yep. Furni has an exoskeleton.  Really though, the outlines help give a kind of rigid structural support to furni so the meaty insides sit nicely and… I can hear Hannibal Lecter licking his lips… moving on.  The sketch is often scaled to the correct furni size which is either to 50% or 25% if the sketch was at 2x or 4x scale.  Once it’s been scaled the sketch can be set to a low opacity and outlines drawn over it on a new layer (we all use Photoshop).


Or the sketch is set off to the side and used only as reference as the outlines are drawn from scratch.  You might be shouting at your screen, “Well, notMiceElf, that way sounds retarded!  The sketching phase would be pointless if you’re just going to redraw it anyway!”, but I say to you very loud doubters, “nah”.  The sketch is mostly a loose guide and redrawing gives us a very clean base to work from later.  It also gives the artist a chance to fix oddities present the sketch, so that the design falls more in line with the “Habbo look”, and works better in game. The end result has a similarity to the sketch but can also be drastically different because of the correction process.  Furni that has a lot of bits and trinkets (like a skull, book, and potion thing for example) benefits from being redrawn this way because each part can be drawn separately and then combined later for better control over the shape and readability of a design.  Imagine if you drew a table top with loads of stuff on it all in one layer and then you realize you needed to make it longer. “Oh, SHhhhhaving cream!”, you’d say. But if you have everything as separate parts you just fix the underlying table part and move on. Easy as pie. No, cake. Eh, we’ll stick with pie.04_outlines

The inner rendering for the furni is where the volume and color is added to flesh it out and give it more substance.  Artists select a small set of colors ranging from dark to light which are used to render each element within a furni.  This set of colors is called a color ramp and all those ramps together give us the overall palette.  Pixel artists often employ a technique called “dithering” to bridge multiple colors in their ramp together when they’re dealing with a restricted palette (limited amount of color).  Essentially dithering is a kind of pattern that makes the artwork appear to have more colors than it actually does.  Lots of Habbo furni uses dithering to help render volumes but with newer items we tend to use dithering more for texture rather than bridging colors together.  That’s not to say we use millions of colors per furni though.  Furni is still rendered with a relatively small palette because it’s easier to keep track of what colors are used across a line if it’s a small number.  But you might notice that we’ll opt for adding an extra color or two these days instead of jumping right into dithering.


Items get a final look-over and small edits are made before they’re sliced up (a topic for another time!) for use in the game, but essentially this is the full drawing process!  We’ve reached the end of the amazingly wordy two step process.  Phew.  As I mentioned earlier though, the second step can be done a few different ways, so I’ll briefly lay out the alternatives for you to ponder.  By the way (yes, I fully wrote that out instead of using an acronym), there are furni in the game that were made using both of these alternate methods.  Can you guess which ones?

Variation One:

The first variation starts out the same way as before with scaling the sketched art to size.  From there the artist takes the scaled sketch and uses it as is.  The volumes get cleaned up until it’s all readable and the edges are fixed with black outlines.  This method has a tendency to have random semi transparent pixels and often takes just as long to complete as fully redrawing so it’s not used all that frequently.  In addition the sketch needs to be pretty much perfect for this method to work well so when it is used it’s often used on very simple non-animated items.  You can see from my example that it will take a lot of cleaning up to reach the same level of cleanliness as the examples that used the preferred method.  Interestingly though, this method is how we make the small size furni.  Basically scale the big size, clean up, done!


Variation Two:

The second variation is a little more extreme and it’s barely ever used in Habbo (but you’ll see it used in some NDS games as well as a few other console titles).  It involves making the item in 3D and then exporting a render at size and cleaning it up *shudders*. The example image is pretty crude, but you get the idea. Definitely more work than is needed for most items we make but it’s a pretty neat process!


There’s a pretty interesting (and short) article from SNK about the 3D to 2D process used for the sprites in KOF XII which I fully recommend if you’re interested in that sort of thing.

Well, that covers it!  My swedish fish have stopped swimming around my blood stream as has the coffee so I’m calling this one done and done!  I hope you all enjoyed the answer and the small glimpse into the furni production process!  Catch you next week with another mind numbing and most likely overly longwinded Q+A!

Summer School Q&A feat. notMiceElf

Last week for the start of our Summer School Q+A we invited you all to ask one of our resident pixel pushers (that’s a pixel artist for those who didn’t know) anything you’ve ever wanted to know regarding the graphic side of Habbo and we’d force out an answer. Yes, even with red hot iron barbs if necessary and let us tell you, we were itching to use those barbs regardless (moody artsy people pffft, you know you have it coming).  Before we delve into this first Q+A though we wanted to quickly give thanks to all of you for your great questions.  So. Thanks!

Now. Lets get into that delving!  Ah, we should warn you though… this answer is coming directly from the mind of one of those artsy people so we make no claim that it actually makes sense.  Even less so considering it’s coming from notMiceElf.  Good luck dear reader.  Should you make it out consciously intact remember to submit a question of your own for the next round of the Q+A!

How do you go about designing furni so that it is consistent with other Habbo furni?  (question posted by closetspace)

Hi closetspace and thanks for the question.  Actually a pretty cool question if you delve into the historical side of things… which… could be “zzzzz” for some so for those who hate that sort of thing in essence what you’re asking about is the Habbo style and that’s really the tl;dr answer.  So. Yep.  Oh, you actually do want more? Well, grab some popcorn… this could get long winded.

The Habbo style is pretty rooted in isometric game art so the foundation for everything from furni to pets and avatars is going to be based around the rules for that kind of artwork.  For example, check out this screenshot of an old isometric Batman game from the 80s.  Sort of has a hint of Habbo in it doesn’t it? 


Those basic isometric rules dictate the point of view for everything within the Habbo rooms.  They’re really a kind of blue print which gives us a running start for keeping things consistent.  From that starting point we delve into the specifics of the Habbo style which is actually the interesting bit.

I think you can look at the Habbo style as if it were divided into three stages.  The first stage is made up of the original Habbo releases where the style was, in a lot of ways, in its infancy.  It’s this stage that gave us the foundational rules for what everything going forward would look like.  Items in this stage were much simpler.  Inner edges (like those on legs of chairs or beds) were often black, most items generally lacked texture, and the colors were also fairly simple.  It’s the kind of stuff, now, that I’d associate with someone who’s just learning the basics.  Ok, don’t misunderstand and start yelling, “You’re dissing oldskool Habbo! FOR SHAME!”, at me.  I’m just digging into the visual history to give a little context!  PUT THE TORCHES AWAY.


As Habbo made more items the pixel prowess of its designers got better (as did our internal tools for making items… thank you dev) and we left stage one and entered stage two.  There’s much better attention being payed to shape, volume and animation in this stage.  You’ll notice that vertical banding on table tops becomes pretty common place in this stage and those inner edges are starting to get color instead of being black.  Additionally the colors being selected are much more interesting from an artistic point of view which just adds to items looking like completed thoughts.  This second stage, for me, is really in full swing by the time we released Alhambra and goes on for about two years or so.


Eventually Habbo switched platforms from shockwave to flash where stage three and the real “modern” style takes over (though admittedly there was some overlap between the second and third stages as we transitioned our tools).  Stage three is characterized, in my mind, by items having more visual impact from better pixel artistry and attention to mood by way of color.  The color ramps (that’s basically a kind of controlled gradient from one color to the next) for drawing are often a bit smoother and don’t seem as abrupt as those in stage one and the first half stage two which adds to items looking a little more 3D and complex.  Items also get a lot more texture and transparency effects (stuff that wasn’t possible before. For example: water patches would never have been able to be made in stage one or two).


It’s a little more apparent if you look at how the rendering of one type of furni has changed throughout each stage.  Like. A bed.  Don’t look at theme so much but how the items are drawn.  The types of textures and complexities given to them.  It’s a pretty cool transition.


Alright. I can tell your eyes are getting droopy and your popcorn has run out which means it’s either time for me to stop with the history or plant some kind of subliminal message.  What we get from all this history though is that the Habbo style is something that’s been in a constant state of change because of individual artists and the platform Habbo was developed for changing.  There’s a core set of “rules” that were formed as we traveled those style stages to this point that we now follow. A few of those rules for example are: black outlines, light goes top left to lower right (this is an odd one… maybe someone will ask about Habbo light sometime), vertical bands for top sheen, small items being slightly larger than real life, ducks are funny.


To a certain degree that long slow change in style and the sheer volume of items (seriously, we have a ton of items) gives us a lot of leeway in keeping things appearing consistent without needing to redraw everything every few years (yeah, I’m looking at you original Area, Iced and Plastic).  In a way it’s like having a bunch of red crayons of slightly varying shades. Chances are that any new red crayon will fit somewhere in the bunch and look like it belongs.  That is, as long as we follow our style rules of course- ie: make a red crayon not a blue one.

So that’s the long way around the Habbo style reason.  But there’s actually a little more to it than “just follow the rules” (see they let me out of my cage, I’ll ramble for as long as I possibly can before I’m pulled back in).  That long history of items I mentioned before also means that, more than likely, we’ve already made something similar and we can go look to it for reference.  The trick there is to copy only what’s needed so items still look fresh.  Sometimes  you’ll see that we take outlines or bits of previous furni and tie it into new furni.  It’s an elegant way to ensure a kind of shared visual communication goes on between furni from past and present (helps keep our crayons red as it were).


So there ya have it.  Our overall Habbo Style and incorporating shared elements between new and old items help keep things looking cohesive.  There’s a whole separate topic concerning keeping items within a line cohesive too but I think I’ve probably bored you enough already :p  Plus I can hear the chains rattling which means it’s time for me to be put back in my art cage. I hope you’ve found the answer as interesting as I do!

New Year, New Blog!

Happy New Year from Habbo!

A New Year, brings a new blog! We decided to kick off 2014 by bringing this blog back to life to give you a look ‘Behind the Pixels’. We’re not going to be talking about local Habbo events or updates, instead we’ll be trying to focus on updates that are global and relevant to all of our users! Excitied? You should be. You can expect a bi-weekly update related to game development, frequent campaign updates from our designers, as well as a monthly update discussing the Habbo Economy.

A look at least year…

Pocket Habbo

As many of you know, 2013 was a pretty busy year for us. We had an overhaul of our entire client interface, based on user feedback. We also introduced Builders Club, Free Flow Chat,

Walking 2.0, and lots of new features to Pocket Habbo. In addition we created a whopping 549 pieces of furniture and 922 new badges – which now means there are over 8000 badges in Habbo.

We know there have been a few hiccups with these updates and changes, but it is because of your continued feedback that we’re able to react and make positive changes to your Habbo experience – Keep it coming!

Upcoming plans

Over the next few weeks, we have some pretty awesome stuff coming to you guys. On top of the exciting quests and events that your local managers are coordinating, we’ve got a brand new range of furni coming. This new furni is something that will finally give room builders the tools they need to make the most of their rooms.

Builders Club

We ran a poll at the beginning of the New Year asking you various questions, focusing around the different categories you all would like added to Builders Club. We received huge number of responses, and here are the global results of that poll. Interesting, hey?


This will be talked about in more detail in the monthly economy update, but we have to be very careful with what we put into the Builders Club Warehouse. We know trading is an important part of Habbo for many of you and we don’t want to ruin that. We currently have over 650 furni in there, but we certainly can see where everyone agree on what they would like to see more of, and will be looking into which of those furni could be added to the warehouse. In  addition to the furni updates for Builders Club, we are working hard on adding alternative payment options and are happy to announce that we will soon be releasing an SMS option for Builders Club!

User Interface

The UI has some more exiting changes coming its way too. Those of you with eagle eyes will have noticed the little changes that were made between different hotel builds, but we’re not done just yet! We’re hoping to have the final changes done soon, things like the navigation and friends toolbar is coming close to the final stages. Here’s what we think the final product is going to look like…what do you think?


Next Issue: In the next issue, we’ll also be discussing the upcoming number verification feature, how and why your data is safe and the upcoming Valentines Campaign!

About the Author

Dom the Developer!Hi, My names Dom and I am developer here at Sulake! You’ll often find me wandering the hotels on the avatar ‘Macklebee’. Every few weeks I will be posting a new ‘Behind the Pixels’ post, talking to you about what’s up and all the exciting stuff coming in the hotel…We will be sharing more than ever before, so make sure to tune in. This is really important to me – I hope you enjoy! I feel strongly that Habbo is a place where creativity can bloom and I really want you to feel as though you’re a part of it.

Cloudy With a Chance of New Furni!

We’re excited to introduce a whole new way to spruce up your room… by changing the infamous, black background! Now you can add a special scenery, some floating clouds, or even change the color to whatever shade and hue fits your mood.

The new backgrounds are available in the Shop right now, but you can only buy them using our celebratory currency: Clouds!

Starting today, and during next week, you will get a Cloud for free. The Clouds can be used to buy most every Furni item in the Shop, as well as the new, cool backgrounds – so basically this offer means you get double value for your money!

Some Cloudy FAQs to answer your questions: 

How many Clouds will I get?
You will get one Cloud for each Credit you buy. So in a way, you will get double value for your money if you buy Credits while this promotion lasts!

Where do I get Clouds?
You will receive Clouds when you buy Habbo Credits with whatever payment methods are available in your Hotel.

If you do the “Earn Credits” thing (aka ‘Offers’) will you get Clouds?

If I have a Credits Subscription, do I get Clouds, too?
Yes, if you receive Credits during this campaign you will also receive Clouds.

Say I have a Goldbar and I redeem it for Credits in my purse will I get Clouds, too?
The Habbo Exchange items won’t yield Clouds when redeemed during this campaign. Sorry!

How do I see how many Clouds I have?
You will see the number of Clouds available to spend in the upper right corner of the Hotel View.

What items can I buy with Clouds?
We just launched three very exclusive, never-before-seen, backgrounds for your rooms and they can only be bought with Clouds! Apart from those, you can spend your Clouds on pretty much anything in the Shop! In fact, there are only a few thing Clouds can’t buy you, like VIP membership, Habbo Groups, LTD Rares and Credit Furni.

Will Clouds expire?
Yes, Clouds will expire after this campaign is over, we will let you know when.

Can we do Quests to earn Clouds?
Unfortunately, no. You will get Clouds only when you buy or earn Credits.

Can I earn Clouds by selling stuff in the Marketplace?
No, sorry, the Marketplace will function as usual.

Go For Gold In The Habbo-lympix

It seems like the Olympics have been going on forever doesn’t it? If I had a million pounds every time someone asked me “Hey, did you watch the games yesterday?” then I would have two million pounds. I guess an Olympics without Eric Moussambani just isn’t worth watching to some people. But in Habbo we’re not so apathetic, perish the thought! We love the games, and this week the Habbo-lympix celebration and competitions continue. The Habbo-lympix quests are still ongoing, with awesome Habbo-lympix badges up for grabs- the more quests you complete, the higher level you achieve.

We’ve also got some great Habbo-lympix Rares coming on sale this week. A Limited Edition Rare, a statue of an angry-looking Habbo throwing a javelin, and a traditional (non-numbered) Rare Union Jack Sofa. Yes, now you can sit on a sofa decorated with the flag of Great Britain. A dream come true for those of you who have dreamed of sitting on a sofa decorated with the British flag. The Sofa is available only for a limited time, so get yours while you can!

Tomorrow begins our latest room building competition– Habbos will have to design a relaxing room fit for a Queen. Habbos will have from Thursday to Saturday to build their room, and then the voting will be open from Sunday to Monday. The top ten Habbos in the competition will each win a Medal case/ Trophy Furni.

Habbo-lympix 2012

Today marks the start of our campaign, celebrating the spirit of togetherness and our ability to reach for the stars and make it happen!

We just launched a quest that will take you around the Habbo world, see the sights and hopefully meet some new friends. The quest will earn you achievements and who knows, maybe even a surprise or two!

To give you the full Habbo-lympix experience, there are also some new Furni available in the Shop (and more new stuff will follow next week!) – podiums and trophies and pretty much everything you’d need to create your own awesome stadiums.

And speaking of awesome stadiums — with the help of some very talented Habbos from various Fansites, we’ve launched some really cool Habbo-lympix Villages in all the Hotels – a place to hang out, answer quizzes and maybe even take home a prize or two! If you want to be a part of it all, simply add the tag ‘Habbo-lympix‘ to your room! It’s the same tag in every Hotel.

So what are you waiting for – come on over and help us celebrate the Habbo-lympix spirit! It’s all happening in your Hotel right now :)

The Gate of Eternity

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SarcophagusAs we’re nearing the end of the Quest for the Ancients, and something exciting has happened… we’ve found the Gate of Eternity!

If you’ve gathered all the artefacts, earned all four badges (the first one was given out without an artefact), managed to wear them together in the right order, you will have received the very magical Gate of Eternity

But what are they??

I put our resident historian on the case, and after some research into the phenomenon, Neja was able to tell me this…

“A long, long time ago, when the Ancients arrived in Habbo, they decided Habbos should be able to go anywhere in the world. Habbos would get to explore and discover wonderful places: forests, seas, jungles and vast lands, full of plants, animals and other Habbos! For this purpose, the Network of the Ancients was built. The Gate of Eternity would take Habbos wherever they wanted to go!

The Ancients were very careful about who were allowed to be the gate guardians. The artefacts had to be handled with care, and the puzzle was not for all. Only those who could solve it, would be granted guardianship of a Gate of Eternity.

Years passed and the Network of the Ancients was used less and less. Some of the Gates of Eternity were shut down and some were forgotten, left in dusty corners of Habbo… Until now! With your help, the magic of the Ancients has returned and the Gates of Eternity are reactivated!

If you’ve been granted a Gate, make sure you create a wonderful place for it – you want your guests from all corners of Habbo to be in awe of the place they arrive to! And remember, this Network of the Ancients is exclusive – reachable only by entering a Gate of Eternity…”

So there you have it Habbos! Go exploring with your Gate of Eternity…

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Free Chat Is Coming Back!

Exclusive Frank TrophyWith all the new and improved safety measures that have been made, we’re finally ready to return to “Free Chat!” It will be a gradual process, starting with a pilot in the Spanish Hotel today and continuing with the French and Brazilian Hotels on Thursday. If all goes well, all the rest of the Hotels will follow as soon as they’re ready, hopefully next week!

To celebrate, we’re throwing parties in all the Hotels where you can win a BADGE, a never-before-seen TROPHY and even unlock a week of FREE VIP for everyone that attended!

Get ready, Habbos… the party starts in Spain already on Wednesday at 1pm Spanish time!

PS: You can also read what Paul had to say about returning to filtered chat here ››


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