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Seek: Difference between revisions

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{{SpoilerWarning}}
{{Stub|Additional images and detailed information about hazards. The Dam Section.
A LOT of Trivia and Notes are mixed together. Many of them are irrelevant. For example: "Shadow can spawn in the Seek chase" (this is not unexpected).}}
{{Outdated|The Sewage Pipes}}
{{Entities
{{Entities
|title = Seek
|title = Seek
|image = <gallery>
|image = Seek2.png
|attack = Chases players through obstacles and uses different forms to kill the player.
Seek2.png|Version 2 (Current)
Seekotherolddesign.webp|Version 1 (Scrapped)
</gallery>
|attack =
Chases players through obstacles to kill them.
Floods [[The Dam]] and uses different forms to help it kill you.
|damage =
|damage =
* {{Icons|Instakill}} Instant Death (Jumpscare, Hotel arms, Sludge, Worm)
* {{Icons|Instakill}} Instant Death (Jumpscare, Grand Hallway Arms, Sludge, Worm)
* {{Icons|Damage}} 40 (Fire from Fallen Chandeliers)
* {{Icons|Damage}} 40 (Minecart obstacles)
* {{Icons|Damage}} 20 (Arms summoned by Dam Seek)
* {{Icons|Damage}} 20 (Arms summoned by Dam Seek)
* {{Icons|Damage}} 5 per tick (Goop from Dam Seek)
* {{Icons|Damage}} 5 per tick (Seek's Goop)
* {{Icons|Damage}} 90 (Seeking Wall in Retro Mode)
|date_added = August 10, 2022
|date_added = August 10, 2022
|creator(s) = * [[RediblesQW]]
|creator(s) = [[RediblesQW]]
|floors = * [[Lobby]] (Eyes and Slime only)
|floors =
* [[Lobby]] (Eyes and Goop only)
* [[Hotel|The Hotel]]
* [[The Hotel]]
* [[The Mines]]
* [[The Mines]]
|sound1 = * '''Screams'''
* [[The Castle]] (Floor 2 ending cutscene)
Scream [[File:SeekScream.mp3]]
* [[SUPER HARD MODE!!!]]
|sound2 = * '''Jumpscares'''
* [[Retro Mode]] (As a Decoration in Room 0 and as [[Retro Mode | SEEKING WALL!]])
Jumpscare (WARNING: LOUD!) [[File:JumpscareSeek.mp3]]
|sound1=*''Screams''
'''Scream''' [[File:SeekScream.mp3]]
Kill [[File:SeekKill.mp3]]
|sound2=*''Kills''
|sound3=* '''Footsteps'''
'''Jumpscare (WARNING: LOUD!)''' [[File:JumpscareSeek.mp3]]
Footsteps (Far) [[File:SeekFootstepsFar.mp3]]
'''Kill''' [[File:SeekKill.mp3]]
Footsteps (Close, removed) [[File:SeekFootstepsClose.mp3]]
|sound3=*''Footsteps''
|sound4=* '''Miscellaneous'''
'''Footsteps (far)''' [[File:SeekFootstepsFar.mp3]]
Far Ambience [[File:SeekPlaySound.mp3]]
'''Footsteps (close)''' [[File:SeekFootstepsClose.mp3]]
Far Ambience (Unused) [[File:AmbienceSeekOld.mp3]]
Repent (Unused) [[File:SeekRepent.mp3]]
|sound4=''Ambient/Miscellaneous''
'''Far Ambience''' [[File:SeekPlaySound.mp3]]
Roar (Unused, Warning: Somewhat Loud) [[File:Seek_Roar.mp3]]
'''Far Ambience (Unused)''' [[File:AmbienceSeekOld.mp3]]
Knocking [[File:SeekKnock.mp3]]
|spawnRate=Always
'''Repent (Unused)''' [[File:SeekRepent.mp3]]
|type = Hostile (Lethal)
'''Roar (Unused) (WARNING: EXTREMELY LOUD)''' [[File:Seek%20Roar.mp3]]
}}
'''Knocking''' [[File:SeekKnock.mp3]]}}

<choose>
<choose>
<option>{{Quote|But you can't um... uhm... uhh.... |'''You Can Run''' [[Achievement]] description}}</option>
<option>{{Quote|But you can't um... uhm... uhh.... |'''You Can Run''' [[achievement]] description}}</option>
<option>{{Quote|You seem to have gotten lost, and died to ''Seek''... Look both ways before you progress!|[[Guiding Light]]}}</option>
<option>{{Quote|You seem to have gotten lost, and died to ''Seek''... Look both ways before you progress!|[[Guiding Light]]}}</option>
</choose>
</choose>


'''Seek''' is a main [[List of Entities|entity]] in ''[[DOORS]]'', serving as the secondary antagonist of [[Hotel|The Hotel]] and the main antagonist in [[The Mines]]. ''Seek'' appears in two chase sequences in The Hotel ([[The Grand Hallway]]), two chase sequences in The Mines ([[The Caverns]] and [[The Sewers]]), a boss fight in [[The Dam]], and during the ending cutscene in [[The Woods]].
'''Seek''' is a major [[List of Entities|entity]] in ''[[DOORS]]'', serving as the secondary antagonist of [[The Hotel]] and the main antagonist in [[The Mines]]. ''Seek'' appears in two chase sequences in The Hotel ([[The Grand Hallway]]), two chase sequences in The Mines ([[The Caverns]] and [[The Sewage Pipes]]), a boss fight in [[The Dam]], and during the ending cutscene in [[The Woods]].


== {{Icons|Overview}} Appearance ==
== {{Icons|Overview}} Appearance ==
''Seek'' is an entity made of what appears to be black slime or goo with multiple eyes and can change forms at will, though it has no fixed shape<ref name=":0">[https://twitter.com/RediblesQW/status/1575182226203250688?cxt=HHwWgMDUlfP4ldwrAAAA "''seek'' is just a mound of slime that took the shape of something slightly resembling a humanoid, with one of the wall eyes stuck right on the face."] – RediblesQW, Twitter</ref><ref name=":1">[https://twitter.com/RediblesQW/status/1572713698694955010?cxt=HHwWhIDUgdixs9MrAAAA "''seek'' is not made of anything, ''seek'' IS the "goo", the goo only takes forms of things (such as a human, giant hands, eyes)"] – RediblesQW, Twitter</ref>. Its body and eye(s) emit a faint red light. For mobile players, Seek appears as a slimy humanoid figure, while console or PC players may see it with a red outline from certain angles. On low graphics settings, Seek is entirely black and does not emit any red or white light.
<tabber>
Version 2 (Current)=
Seek is an entity made of what appears to be black slime or goo with multiple eyes and can change forms at will, though it has no fixed shape. <ref name=":0">[https://twitter.com/RediblesQW/status/1575182226203250688?cxt=HHwWgMDUlfP4ldwrAAAA "''seek'' is just a mound of slime that took the shape of something slightly resembling a humanoid, with one of the wall eyes stuck right on the face."] – RediblesQW, Twitter</ref><ref name=":1">[https://twitter.com/RediblesQW/status/1572713698694955010?cxt=HHwWhIDUgdixs9MrAAAA "''seek'' is not made of anything, ''seek'' IS the "goo", the goo only takes forms of things (such as a human, giant hands, eyes)"] – RediblesQW, Twitter</ref> However, it adopts two distinct appearances during different parts of the game.
During chase sequences, Seek starts as a small puddle and transforms into a featureless humanoid figure with a single eye. Its body and eye emit a faint red light. For mobile players, Seek appears as a slimy humanoid figure, while console or PC players may see it with a red outline from certain angles. On low graphics settings, Seek is entirely black and does not emit any red or white light, which also occurs when using the "Voxel" or "ShadowMap" settings in Bloxstrap.


During chase sequences, Seek starts as a small puddle and transforms into a featureless humanoid figure with a single eye. It also takes the appearance of long arms trying to grab the player in the final room.
In [[The Dam]], a much larger amount of Seek forms a massive pool of goo, filling the reservoir at the center of the room. On its surface, a large mound of goo covered in eyes appears, along with debris and smaller, eyeless mounds. During the battle, arms, "Seek worms" (worm-like creatures made from Seek goo), and "Seek sludges" (A mound of seek with 3 eyes and scissor like arms), will form from the pool to attack.
===Arms===
In the final room of the Hotel chase, arms will suddenly burst out of the windows. Sharing the same texture, they will grab and instantly kill the player upon contact. Afterward, the arms retract back into the windows just before the door closes.
|-|
Version 1=


In [[The Dam]], a much larger amount of ''Seek'' forms a massive pool of goo, filling the reservoir at the center of the room. On its surface, a large mound of goo covered in eyes appears, along with debris and smaller, eyeless mounds. During the battle, arms, "Seek worms" (worm-like creatures made from ''Seek'' goo), and "Seek sludges" (A mound of seek with 3 eyes and scissor like arms), will form from the pool to attack.

=== {{Icons|Negative}} Scrapped version ===
''Seek'' had a more bent down and mangled form, seeming way more twisted and broken than the current one, the eye was 2D and would keep flashing red and it was slightly taller than the current ''Seek''. It also used the [https://create.roblox.com/marketplace/asset/891393356/Undead-Zombie-From-Zelda-Games Undead Zombie Mesh].
''Seek'' had a more bent down and mangled form, seeming way more twisted and broken than the current one, the eye was 2D and would keep flashing red and it was slightly taller than the current ''Seek''. It also used the [https://create.roblox.com/marketplace/asset/891393356/Undead-Zombie-From-Zelda-Games Undead Zombie Mesh].

</tabber>
=={{Icons|Behavior}} Behavior==
== {{Icons|Behavior}} Behavior ==
<tabber>
|-|Humanoid Seek=
===General ===
''Seek'' delivers a jumpscare when it kills the player. In the first-person perspective, it rushes toward the screen, quickly closing the distance until it’s directly in front of the player. The screen darkens around the edges, with a red hue surrounding Seek’s eye as it shakes in the center for a brief moment before the screen fades to red, signaling the player’s death. In the third-person perspective, it appears as though Seek crashes into the [[player]], knocking them down as their body parts rapidly turn black. Upon killing the player, Seek lets out a distinctive, unsettling scream.
''Seek'' delivers a jumpscare when it kills the player. In the first-person perspective, it rushes toward the screen, quickly closing the distance until it’s directly in front of the player. The screen darkens around the edges, with a red hue surrounding Seek’s eye as it shakes in the center for a brief moment before the screen fades to red, signaling the player’s death. In the third-person perspective, it appears as though Seek crashes into the [[player]], knocking them down as their body parts rapidly turn black. Upon killing the player, Seek lets out a distinctive, unsettling scream.


During Seek chases, players can use a [[Crucifix]] on Seek. However, the crucifix does not banish Seek; instead, it temporarily stuns it, slowing its movement for a few seconds. Once the stun wears off, Seek resumes its pursuit, killing any players who touch it or are caught behind it when entering a new room in the chase.
During Seek chases, players can use a [[Crucifix]] on Seek. However, the crucifix does not banish Seek; instead, it temporarily stuns it, slowing its movement for a few seconds. Once the stun wears off, Seek resumes its pursuit, killing any players who touch it or are caught behind it when entering a new room in the chase.


=== [[Hotel|The Hotel]]===
=== [[The Hotel]] ===
[[File:Seekpainting2.png|thumb|''Seek'''s crescendo; a room with black eyes and a "This Isn't a painting." painting.]]
"Seek's crescendo" refers to the buildup that occurs before all Seek encounters. After [[Update Logs|March 15, 2024]], this phase may also trigger the appearance of [[Rush]], [[Ambush]], or [[Halt]]. The crescendo lasts for 2-5 rooms before initiating a Seek chase.
"Seek's crescendo" refers to the buildup that occurs before all Seek encounters. After [[Update Logs|March 15, 2024]], this phase may also trigger the appearance of [[Rush]], [[Ambush]], or [[Halt]]. The crescendo lasts for 2-5 rooms before initiating a Seek chase.


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==== [[The Grand Hallway]] ====
==== [[The Grand Hallway]] ====
When a player reaches the end of The Grand Hallway, a cutscene will play. During this sequence, Seek transforms from a puddle of black goop into a humanoid form, prompting the chase. At this point, all players will be teleported to the exit of The Grand Hallway.  This allows for players to be seen by other players in the cutscene as they are not teleported until the end of the cutscene. Therefore, if a player is near the location of Seek's spawn during the cutscene, they will be in the cutscene. However, this does not affect gameplay as seek will not be able to collide with them or kill them at this point and they are teleported at the end of the cutscene. The initial chase covers a distance of 6 rooms, taking place within rooms 29-44. It consists of the following sequence: a Grand Hallway variant with two crawlspaces, an octagonal "maze" room with three potential exits (only one of which is functional), a room containing a small crawlspace, a second maze room, and a final Grand Hallway variant.
[[File:Seek in the ground.jpeg|thumb|''Seek'' rising from the floor during a Hotel chase cutscene. |left]]
When a player reaches the end of The Grand Hallway, a cutscene will play. During this sequence, Seek transforms from a puddle of black goop into a humanoid form, prompting the chase. At this point, all players will be teleported to the exit of The Grand Hallway.  The initial chase covers a distance of 6 rooms, taking place within rooms 29-44. It consists of the following sequence: a Grand Hallway variant with two crawlspaces, an octagonal "maze" room with three potential exits (only one of which is functional), a room containing a small crawlspace, a second maze room, and a final Grand Hallway variant.


During the chase, [[Guiding Light]] helps the player by illuminating the correct path during mazes and the correct location to crouch. At the last room of the chase, Seek's arms will burst out from the walls, while chandeliers that are fallen starts burning on the floor in the middle. Making contact with the hands will cause an instant death while failure to avoid the fires deals 40 damage to the player
The second chase lasts for 8 rooms, and can begin anywhere between Doors 69-76. It nsists of 7 maze rooms and ends with an alternative version of The Grand Hallway.


At the end of the chase, Guiding Light shuts the door, putting its crescent symbol on it while Seek fails to break it open by banging on the door, with the chase coming to an end.
[[File:Fallen Chandelier.png|thumb|A fallen chandelier from a Hotel ''Seek'' chase.]]
The final room of both chases features an alternate version of The Grand Hallway. In this room, three chandeliers catch fire, causing 40 damage to players who come into contact with the flames.


=== [[The Mines]] ===
Additionally, long hands made of Seek goop emerge from the windows in an attempt to grab players, resulting in instant death upon contact.

During Seek chases, [[Guiding Light]] indicates the correct crawlspaces and doors. The chase concludes when Seek reaches the end of the last Grand Hallway, at which point the exit door is closed by Guiding Light and Seek unsuccessfully attempts to continue the chase.
===[[The Mines]]===
[[File:SeekRiseMines.jpg|thumb|The ''Seek'' rise cutscene in [[The Mines]]]]
In The Mines, Seek's crescendo is significantly reduced, only occasionally spawning a small cluster of eyes in a room prior to boss fights. The chases occur over predetermined doors before the boss fights. Guiding Light takes the form of a trail of blue particles, highlighting the correct paths and doors.
In The Mines, Seek's crescendo is significantly reduced, only occasionally spawning a small cluster of eyes in a room prior to boss fights. The chases occur over predetermined doors before the boss fights. Guiding Light takes the form of a trail of blue particles, highlighting the correct paths and doors.


The first Seek chase commences in a room containing a long, flooded ravine with a pipe overhead that appears ready to leak Seek goop. When a player reaches the end of the room, the goop begins to leak from the pipe, taking the shape of Seek's humanoid body parts and falling into the water. Seek then emerges from the water and pursues the players, initiating the chase. The second Seek chase begins in a long sewer room. Once the end of it is reached, the Queen Grumble appears from the top and tries to attack, but it's way gets blocked by rocks Seek knocks out with one of its hands, then the chase starts.
The first Seek chase commences in a room containing a long, flooded ravine with a pipe overhead that appears ready to leak Seek goop. When a player reaches the end of the room, the goop begins to leak from the pipe, taking the shape of Seek's humanoid body parts and falling into the water. Seek then emerges from the water and pursues the players, initiating the chase. The second Seek chase begins in a long sewer room. Once the end of it is reached, the Queen Grumble appears from the top and tries to attack, but it's way gets blocked by rocks Seek knocks out with one of its hands, then the chase starts.


====[[The Caverns]]====
==== [[The Caverns]] ====
The first chase, which takes place in The Caverns, always begins on Door 142 and ends on Door 149. The first half of the chase (Rooms 142-146) consists of rooms with broken bridges that players must jump over. In Room 146, there is a cutscene in which the player fails to jump over a broken bridge and grabs onto a wooden plank, which breaks, causing the player to fall into a Minecart supplied by Guiding Light.
The first chase, which takes place in The Caverns, always begins on Door 142 and ends on Door 149. It can be seen as a long hallway with a pipe above. Reaching the end, a cutscene plays where Seek's goop leaks from the pipe into the flooded cavern, before goop transforms into the humanoid then starts chasing players


The first half of the chase (Rooms 142-146) consists of rooms with broken bridges that players must jump over, failure to jump over or falling into the pit causes instant death. At Room 146, a cutscene plays where the player attempts to jump over shows him/her failing to jump and grabs onto a wooden plank. It then breaks and the player falls down, saved by a [[minecart]] spawned by [[Guiding Light]]
The second half of the chase (Rooms 146-149) occurs in a mineshaft, where players ride in a constantly moving [[Minecart]] and must navigate between different tracks and duck to avoid obstacles. Tracks may split into two or three paths, and if players do not steer their cart onto the indicated correct track, the Minecart will automatically follow an incorrect track that will either crash into a wall or fall into a pit, resulting in instant death.


The second half of the chase (Rooms 146-149) occurs in a mineshaft, where players ride in a constantly moving minecart, and must navigate between different tracks and duck to avoid planks which deals damage and blurs vision if collided on. Tracks may split into two or three paths, and if players do not steer their cart onto the indicated correct track, the Minecart will automatically follow an incorrect track that will either crash into a wall or fall into a pit, resulting in instant death. Guiding Light illuminates and there are arrows shown to the right track.
The room immediately following the chase consists of a platform with lockers on each side, and a gate and buffer stop that prevents the Minecart from advancing. When Seek reaches the end of Door 148, Guiding Light closes the exit door, concluding the chase. The buffer stop then rises, and the Minecart starts moving, following a path of Guiding Light's particles.


At the end, the minecart brakes and stop, concluding the Seek chase, but then it continues to move, and that's when the player encounters the [[Queen Grumble]]
==== [[The Sewers]]====
The second chase unfolds in The Sewers, starting around Door 170-175 and ending at Door 174-179. This chase includes obstacles such as crossing sewage channels using debris, navigating sewage pipe mazes and avoiding the [[Queen Grumble]]. In the sewage pipe mazes, there will be some metal bars the player needs to kick 3 times to continue, but they stop at some point, likely due to them slowing the player a down a bit.


====[[The Dam]] ====
==== [[The Sewage Pipes]] ====
Outdated content. TBA.
The Dam (Door 200) features a boss fight with a Seek variant called "Dam Seek." Upon entering The Dam, Seek goop emerges from spillways, flooding the area. To defeat Dam Seek, players must turn valves highlighted by Guiding Light. There are three phases to this battle, and each set of valves drained reduces the Seek goop in the dam. Players must jump across debris on the surface of the Seek goop while avoiding attacks from Dam Seek. Falling into the goop results in 10 damage per tick, and a debuff slows movement speed.


==== [[The Dam]] ====
In Phase 1, Dam Seek extends hands that strike players for 20 damage. A red light indicates the incoming strike location, but attacks only occur when certain conditions are met.
TBA.


==== [[The Woods]] ====
Phase 2 adds a "sludge" version of Seek that slowly follows players across the Seek goop flood. Reaching a safe spot causes the sludge to submerge into the pool. Touching the sludge results in instant death as the player is dragged into the flood.
{{Spoiler|{{:The Woods}}|the end of The Mines}}


=== Notes ===
Phase 3 introduces large "worms" that constantly attack players, causing instant [[Death Screen|death]] upon impact. Completing all valve turns triggers a cutscene where Dam Seek is fully drained.
==== General ====

* Due to the speed boost [[Player|players]] are given during ''Seek'' chases, ''Seek'' will always run slower than players.

** Reduced speed caused by lag will not be taken into effect.
After the cutscene, players must activate a [[generator]] and ascend to the top of The Dam through a bulkhead to escape The Mines.
* All other players will be rendered invisible from a player's screen during ''Seek'' chases.

** If a player is holding an [[item]], the item will still be visible and will appear to be floating.
=== [[The Woods]] ===
* ''Seek'' does not actually "chase" players. Instead, it runs towards the next progressive door, and players behind its concurrent room are instantly killed. Seek doesn't follow players but rather follow nodes which are some sort of pathways leading to the end of the chase.
In the concluding cutscene of The Mines, Seek appears, using a black goo hand to attack and envelop the [[Queen Grumble]], who had emerged from the ground. Seek's humanoid form then rises from the goo, gazing toward the center of the screen as [[The Castle|The Castle's]] doors close.

==Notes==
===General===
* Due to the speed boost [[Player|players]] are given during ''Seek'' chases, ''Seek'' will always run slower than players. (A little less common when It Can Run Too [[Modifiers|modifier]] is active.)
*All other players will be rendered invisible from a player's screen during ''Seek'' chases.
**If a player is holding an [[item]] (e.g. [[lighter]]), the item will still be visible and will appear to be floating.
**This also applies to some extent in [[The Dining Hall]] ([[Halt|Halt's]] Room).
*''Seek'' does not actually "chase" players. Instead, it runs towards the next progressive door, and players behind its concurrent room are instantly killed. Seek doesn't follow players but rather ''SeekNode_(number)'' which are like pathways to the end of the chase instead of aiming for the players HumanoidRootPart (main control of your avatar)
** ''Seek'' will run until it reaches the end of the chase, even if all players have died.
** ''Seek'' will run until it reaches the end of the chase, even if all players have died.
**Thus, ''Seek'' can kill players through walls. Its hitbox is slightly smaller than Rush's.
* ''Seek'' screams when it is in the first and last rooms of [[The Hotel]] chases.
* ''Seek'' screams when it is in the first and last rooms of chases.
** ''Seek'' does not scream in the last room of the first chase in [[The Mines]].
* If players die during a ''Seek'' chase, they will not be able to [[Revives|revive]] until the chase concludes, preventing [[players]] from instantly dying.
**''Seek'' does not scream in the last room of the first chase in The Mines.
** ''Seek'' speeds up drastically when all players are dead, making [[players]] able to [[Revives|revive]] faster.
*If players die during a ''Seek'' chase, they will not be able to [[Revives|revive]] until the chase concludes. This is to prevent players from dying instantly when using a revive.
* ''Seek''<nowiki/>'s arms will go back into the windows and chandeliers will disappear after the chase.
**''Seek'' speeds up drastically when all players are dead. This is so players can revive faster.
* If a [[Modifiers|modifier]] that decreases movement speed is active, ''Seek''<nowiki/>'s movement speed will be reduced in order to make it possible to survive ''Seek''.
*Even when playing with game music turned off, a thunderstrike sound can be heard within the last octagon-shaped room.
** After The Hunt update, the lights do flicker when ''Seek''<nowiki/>'s Crescendo happens, but entities can spawn. This means that it is now possible for Rush to spawn during ''Seek''<nowiki/>'s Crescendo and the light flickering of both can combine which can trick players.
*''Seek''<nowiki/>''<nowiki/>'''s arms will go back into the windows and chandeliers will disappear after the chase.
* Between The Backdoor and The Mines updates, the second ''Seek'' chase used an eight-room format similar to the first chase, but with two maze rooms added before the corrupted Grand Hallway.
*If a [[Modifiers|Modifier]] that decreases movement speed is active, ''Seek'''s movement speed will be reduced in order to make it possible to survive ''Seek''.
* Players couldn't hide from ''Seek'' during its chase as the closets would kick players out during the chase. As of right now, it will not kick the player out of the closet but ''Seek'' will kill them while hiding instead.
*Prior to the Hotel+ update, ''Seek'''s second chase lasted eight rooms, using a similar format to the current one.
* ''Seek'' has a very small chance of not spawning in the Hotel. It is guaranteed to spawn in The Mines.
*Prior to The Hunt update, lights flickered during ''Seek'''s crescendo and paintings wit<nowiki/>h Seeks eyes used to appear with Rush or Ambush being unable to spawn.
** This is likely a bug.
**After the The Hunt update, the lights do flicker when ''Seek's ''Crescendo happens, but entities can spawn. This means that it is now possible for Rush to spawn duri<nowiki/>'''''<nowiki/>'''''ng ''See''<nowiki/>''k'''s Crescendo and the light flickering of both can combine which can trick players.
*Between The Backdoor and The Mines updates, the second ''Seek'' chase used an eight-room format similar to the first chase, but with two maze rooms added before the corrupted Grand Hallway.
* Prior to [[The Mines]] update, Seek's octagon room was exclusive to the chase. After said update, it can generate as a normal room outside the chase; Dupe is usually present.
* ''Seek''<nowiki/>'s final crescendo room may have a chance to be a dark room.
*You couldn't hide from ''Seek'' during its chase as the closets would kick players out during the chase. As of right now, it will not kick the player out of the closet but ''Seek'' will kill them while hiding instead.
* As of [[The Mines Update]], [[Rush]] does not stop at the next unopened door but instead goes through to the next, making it and the following one or two rooms dark. Therefore, if Rush spawns late enough during ''Seek's ''crescendo, it is possible that ''Seek''<nowiki/>'s hallway or even the rooms in the chase will be dark rooms.
*''Seek'' has a very small chance of not spawning in the Hotel. It is guaranteed to spawn in The Mines.
** This also means that it is possible (given the right circumstances) for [[Screech]] to spawn during ''Seek'''s chase.
**This is likely a bug.
* [[Jack]] can [https://www.youtube.com/watch?v=UD7OBeH8Qrk spawn during the ''Seek'' Chase] in [[The Mines]].
*Prior to [[The Mines]] update, Seek's octagon room was exclusive to the chase. After said update, it can generate as a normal room outside the chase; Dupe is usually present.
* In [[The Caverns]], it is possible to only get the 2 way intersections, therefore not going into a similar area where the Queen Grumble cutscene takes place.
*''Seek''<nowiki/>''<nowiki/>'''s final crescendo room may have a chance to be a dark room.
* If the player is next to the minecart section of the second ''Seek'' chase and have a crucifix, it will kill ''Seek'' after it goes through the ground to the minecart section.
*As of [[Update Logs|Floor 2 Update]], [[Rush]] does not stop at the next unopened door but instead goes through to the next, making it and the following one or two rooms dark. Therefore, if Rush spawns late enough during ''Seek's ''crescendo, i<nowiki/>t is possible that ''See''<nowiki/>''k's'' hallway or even the rooms in the chase will be dark rooms.
* If the player gets far enough ahead of seek in the mines, if the room immediately after the chase ends is flooded, the water will be textured to seek until seek reaches the door.
**This also means that it is possible (given the right circumstances) for [[Screech]] to spawn during ''Seek'''s chase.
* ''Seek''<nowiki/>'s hands can kill a player with God Mode.
*[[Jack]] can [https://www.youtube.com/watch?v=UD7OBeH8Qrk spawn during the ''Seek'' Chase] in [[The Mines]].
*In [[The Caverns]], it is possible to only get the 2 way intersections, therefore not going into a similar area where the Queen Grumble cutscene takes place.
*If the player is next to the minecart section of the second ''Seek'' chase and have a crucifix, it will kill ''Seek'' after it goes through the ground to the minecart section.

== Jumpscare ==

=== 1st Person ===
Seek will rush towards the player, with the camera focusing on its eye and transitioning to a pulsating red background. A large, blood-colored eye then shakes on the screen, leading to the [[Death Screen]].

=== 3rd Person ===
The player will be overrun by Seek, which charges forward and releases a guttural scream. The player's body parts will quickly transform into Seek's goop.


== {{Icons|Puzzles}} Others forms ==
<tabber>
|-|Dam Seek=
|-|Dam Seek=
{|class="article-table" style="width:100%" !
{|class="article-table" style="width:100%" !
Line 161: Line 130:
{{Entities
{{Entities
|title=Dam Seek
|title=Dam Seek
|image=Truedamseekrender.webp
|image=NewDamRender.png
|attack=Summons Seek Hands, Seek Sludges and Seek Worms to attack the player.
|attack=Summons Seek Hands, Seek Sludges and Seek Worms to attack the player.
|damage=Dam Seek: {{Icons|Damage}} 0<br>
|damage=Dam Seek:
*{{Icons|Damage}} 0<br>
Goop:
Goop:
*{{Icons|Damage}} 5 per tick
*{{Icons|Damage}} 5-10 per tick
*{{Icons|Instakill}} Instant Death (consumption)
*{{Icons|Instakill}} Instant Death (consumption)
|floors=[[The Mines]]
|floors=[[The Mines]]
|sound1=
|sound1=*'''Sounds'''
'''Dam Scream''' [[File:TrueSeekScream.ogg]]
Dam Scream [[File:TrueSeekScream.ogg]]
'''Dam Flood''' [[File:Seeksewersfxstart.ogg]]
Dam Flood #1 [[File:Seeksewersfxstart.ogg]]
'''Dam Flood 2''' [[File:Seekflooddrain.ogg]]
Dam Flood #2 [[File:Seekflooddrain.ogg]]
'''Flood Lower''' [[File:Audio_seeksewerlower.ogg]]
Flood Lower [[File:Audio_seeksewerlower.ogg]]
'''Sludge Loop''' [[File:Seeksludgeloop.ogg]]
Sludge Loop [[File:Seeksludgeloop.ogg]]
}}
}}


'''Dam Seek''' is a far larger form of ''Seek'', and it appears as the main boss in [[The Dam]].
'''Dam Seek''', is a far larger form of ''Seek'', and it appears as the main boss in [[The Dam]].


=={{Icons|Overview}}Appearance==
=={{Icons|Overview}} Appearance==
This version of ''Seek'' is a massive pool of goo created by several massive sewer pipes spraying the substance into the hole in the center of the room. Floating on the surface of this goo is some debris, a massive lump of goo with eyes all over it, and slightly smaller, eyeless lumps.
This version of ''Seek'' is a massive pool of goop created by several massive sewer pipes spraying the substance into the hole in the center of the room. Floating on the surface of this goop is some debris, a massive lump of goop with eyes all over it, and slightly smaller, eyeless lumps.


=={{Icons|Behavior}}Behavior==
=={{Icons|Behavior}} Behavior==
This version of ''Seek'' is stationary, with multiple other forms appearing from it to attack. If a player touches the goo, they take damage over time (5 damage per tick), and if they stay in the goop for too long, they will be consumed by it, resulting in instant death. Oddly enough, players can stand on Dam Seek without taking any damage. It is most likely an unintentional bug.
This version of ''Seek'' is stationary, with multiple other forms appearing from it to attack. If a player touches the goop, they take damage over time (5 damage per tick), and if they stay in the goop for too long, they will be consumed by it, resulting in instant death. Oddly enough, players can stand on Dam Seek itself without taking any damage. It is most likely an unintentional bug.

=={{Icons|Instakill}} Battle==
To defeat Dam Seek, players must turn [[valves]] highlighted by Guiding Light. There are three phases to this battle, and each set of valves drained reduces the Seek goop in the dam. Players must jump across debris on the surface of the Seek goop while avoiding attacks from Dam Seek. Falling into the goop results in 5-10 damage per tick, and a debuff slows movement speed.

In Phase 1, Dam Seek extends hands which slap and launch players for 20 damage.

Phase 2 adds a "sludge" version of Seek that slowly follows players across the Seek goop flood.

Phase 3 introduces large "worms" that constantly attack players, causing instant [[Death Screen|death]] upon impact.

Completing all valve turns triggers a cutscene where Dam Seek is fully drained. After the cutscene, players must activate a [[generator]] and ascend to the top of The Dam through a bulkhead to escape The Mines.


=={{Icons|Trivia}} Trivia==
=={{Icons|Trivia}} Trivia==
Line 191: Line 172:
SeekBlob.png.png|In-game
SeekBlob.png.png|In-game
Unloaded objects on dam.png|Another In-game Screenshot
Unloaded objects on dam.png|Another In-game Screenshot
Dam_seek_left_behind_a_little_200.png|Part of Dam-Seek left behind after being drained
Dam_seek_left_behind_a_little_200.png|Part of Dam Seek left behind after being drained
DamSeek-In-Files.png|Dam ''Seek's'' name as seen in the game files.
DamSeek-In-Files.png|Dam ''Seek's'' model name in the game files.
Damnseekgotcrucified.png|A crucifix being used on ''Dam Seek''.
Damnseekgotcrucified.png|A crucifix being used on ''Dam Seek''.
DamnSeekFailedToBanish.png|The crucifix failing to banish ''Dam Seek''.
DamnSeekFailedToBanish.png|The crucifix failing to banish ''Dam Seek''.
Line 206: Line 187:
{{Entities
{{Entities
|title=Seek Hands
|title=Seek Hands
|image=Seekhandrender.png
|image=Seekhandr.png
|attack=Tries to grab the player (The Hotel)
|attack=Tries to grab the player (The Hotel)
Tries to hit the player (The Mines)
Tries to hit the player (The Mines)
|damage={{Icons|Instakill}} Instant Death (The Hotel)
|damage=*{{Icons|Instakill}} Instant Death (Hotel - Grand Hallway)
{{Icons|Damage}}
*{{Icons|Damage}} 20 (Mines - Dam)
20 damage (The Mines)
|floors=
|floors=
Canon Floors
*[[Hotel]]
*[[The Hotel]]
*[[The Mines]]
*[[The Mines]]
Non-Canon Floors
|sound1=
*[[SUPER HARD MODE!!!]]
'''Hand Spawn (Dam)''' [[File:Seekhandspawn.ogg]]
Other Floors
'''Hand Slap (Dam)''' [[File:Seekhandslap.ogg]]
*HOTEL-
'''Break Window (Hotel)'''[[File:Seek's chase broken glass.wav]]
|sound1=*'''Sounds'''
Hand Spawn (Dam) [[File:Seekhandspawn.ogg]]
Hand Slap (Dam) [[File:Seekhandslap.ogg]]
Seek Riser [[File:SeekRiser1.ogg]]
Window Break (Grand Hallway) [[File:Seek's chase broken glass.wav]]
}}
}}


'''Seek Hands''' are different forms of ''Seek'' that appear throughout [[The Hotel]] and [[The Mines]].
'''Seek Hands''' are different forms of ''Seek'' that appear throughout [[The Hotel]] and [[The Mines]].


=={{Icons|Overview}}Appearance==
=={{Icons|Overview}} Appearance==
Their design is very simple, being large arms, seemingly missing a thumb. Made entirely out of black goo.
Their design is very simple, being large arms, seemingly missing a thumb. Made entirely out of black goo.
=={{Icons|Behavior}}Behavior==
=={{Icons|Behavior}} Behavior==
They appear at the [[Hotel]] in the windows on ''Seek's'' Chase to try to capture the player. They also appear in [[The Mines]] coming out of the flood in attempt to hit the player.
They appear at [[The Hotel]] in the windows on ''Seek's'' Chase to try to capture the player. They also appear in [[The Mines]] coming out of the flood in attempt to hit the player, a red light indicates the incoming strike location, but attacks only occur when certain conditions are met. Seek hands are one of the only entities that can still kill the player in god mode.
=={{Icons|Gallery}} Gallery==
=={{Icons|Gallery}} Gallery==
<gallery>
<gallery>
Line 241: Line 227:
{{Entities
{{Entities
|title=Seek Worm
|title=Seek Worm
|image=SeekWerm.png
|image=WormRender2.png
|attack=Leaps into the air to devour the player.
|attack=Leaps into the air to devour the player.
|damage={{Icons|Instakill}} Instant Death
|damage=*{{Icons|Instakill}} Instant Death
|floors=[[The Mines]]
|floors=*[[The Mines]]
|sound1=*'''Sounds'''
|sound2='''Worm Spawn''' [[File:Sludgeworm2.ogg]]
Worm Spawn [[File:Sludgeworm2.ogg]]
Seek Riser [[File:SeekRiser1.ogg]]
}}
}}


'''Seek Worm''' is a different form of ''Seek'' that appears in [[The Dam]].
'''Seek Worm''' is a different form of ''Seek'' that appears in [[The Dam]].


=={{Icons|Overview}}Appearance==
=={{Icons|Overview}} Appearance==
The ''Seek'' Worm appears to be a mass of black goo in the shape of an extremely large worm, covered in eyes and having a hole resembling a leech's mouth with a glowing red light inside of it.
The ''Seek'' Worm appears to be a mass of black goo in the shape of an extremely large worm, covered in eyes and having a hole resembling a leech's mouth with a glowing red light inside of it.


=={{Icons|Behavior}}Behavior==
=={{Icons|Behavior}} Behavior==
During the third phase of Dam ''Seek'', it telegraphs a red spot near the player, signifying where it will land. The spot tries to predict where the player moves. Once it is about to attack, it will slightly show its mouth, before leaping to the telegraphed spot, instantly killing any player it lands on.
During the third phase of Dam ''Seek'', it telegraphs a red spot near the player, signifying where it will land. The spot tries to predict where the player moves. Once it is about to attack, it will slightly show its mouth, before leaping to the telegraphed spot, instantly killing any player it lands on.


Line 272: Line 260:
Seek Sludge
Seek Sludge
|image=
|image=
Sludgey2.png
SludgeSeekRender.png
|attack=Attempts to "eat" and kill the player by following them.
|attack=Attempts to "eat" and kill the player by following them.
|damage={{Icons|Instakill}} Instant Death
|damage=*{{Icons|Instakill}} Instant Death
|floors=[[The Mines]]
|floors=*[[The Mines]]
|sound1='''Sludge Scream''' [[File:Sludgescream1.mp3]]
|sound1=*'''Sounds'''
'''Sludge Moving''' [[File:Sludgemoving.ogg]]
Sludge Scream [[File:Sludgescream1.mp3]]
Sludge Moving [[File:Sludgemoving.ogg]]
}}
}}


'''Seek Sludge''' is a different form of ''Seek'' that appears in [[The Dam]].
'''Seek Sludge''' is a different form of ''Seek'' that appears in [[The Dam]].


=={{Icons|Overview}}Appearance==
=={{Icons|Overview}} Appearance==
''Seek'' Sludge is a small ''Seek'' blob, similar to Dam ''Seek''. It has 2 long arms, 2 big hands with 3 fingers on each, and it has 3 ''Seek'' eyes.
''Seek'' Sludge is a small ''Seek'' blob, similar to Dam ''Seek''. It has 2 long arms, 2 big hands with 3 fingers on each, and it has 3 ''Seek'' eyes.


=={{Icons|Behavior}}Behavior==
=={{Icons|Behavior}} Behavior==
During the second phase of Dam ''Seek'', the sludge will come out of the flood, and try to grab the player. It will slowly follow the player, until they reach a safe spot, in which it will submerge back into the flood. Whenever it comes into contact with a player, it will hold the player before comsuming them whole and submerging back into the flood.
During the second phase of Dam ''Seek'', the sludge will come out of the flood, and try to grab the player. It will slowly follow the player, until they reach a safe spot, in which it will submerge back into the flood. Whenever it comes into contact with a player, it will hold the player before comsuming them whole and submerging back into the flood.
=={{Icons|Trivia}} Trivia==
=={{Icons|Trivia}} Trivia==
Line 308: Line 297:
|image=
|image=
<gallery>
<gallery>
Seek Eye.png|Version 2 (Current)
EyeRender.png|Version 3 (Current)
Seek Unused-Old eye.png|Version 1 (Before release)
Seek Eye.png|Version 2 (Old, Hotel- and S. H. M.)
Seek Unused-Old eye.png|Version 1 (Before The Release)
</gallery>
</gallery>
|floors=
|floors=Canon Floors
*[[The Hotel]]
*[[The Hotel]]
*[[The Mines]]
*[[The Mines]]
Non-Canon Floors
|sound1='''Seek's Eye Spawn''' [[File:SeekEyeSpawn.mp3]]
*[[SUPER HARD MODE!!!]]
'''Seek's Eye Blink''' [[File:SeekEyeBlink.ogg]]
Other Floors
*HOTEL-
|sound1=*'''Sounds'''
Seek's Eye Spawn [[File:SeekEyeSpawn.mp3]]
Seek's Eye Blink [[File:SeekEyeBlink.ogg]]
|sound2=*'''Miscellaneous'''
Seek's Eye Ambience [[File:SeekEyeAmbience.mp3]]
}}
}}


'''Seek Eyes''' are a different form of ''Seek'' that appear throughout [[The Hotel]] and [[The Mines]].
'''Seek Eyes''' are a different form of ''Seek'' that appear throughout [[The Hotel]] and [[The Mines]].


=={{Icons|Overview}}Appearance==
=={{Icons|Overview}} Appearance==
''Seek'' Eyes appear as small black eyes with cracks on the sides. The ''Seek'' Eyes' second version appears the same, however lacking the cracks on the sides. The original iteration appears as a black stain on the wall, with an eye in the center.
''Seek'' Eyes appear as small black eyes with cracks on the sides. The ''Seek'' Eyes' second version appears the same, however lacking the cracks on the sides. The original iteration appears as a black stain on the wall, with an eye in the center.
=={{Icons|Behavior}}Behavior==
=={{Icons|Behavior}} Behavior==
''Seek'' Eyes will not attack the player, all they do is stare and "look" at them. The eyes will form on walls during ''Seek'''s cresendo rooms and during any ''Seek'' chase.
''Seek'' Eyes will not attack the player, all they do is stare and "look" at them. The eyes will form on walls during ''Seek'''s cresendo rooms and during any ''Seek'' chase.
=={{Icons|Trivia}} Trivia==
=={{Icons|Trivia}} Trivia==
Line 337: Line 334:
Seek eye greenhouse.png|A ''Seek'' Eye in a overgrown room.
Seek eye greenhouse.png|A ''Seek'' Eye in a overgrown room.
Seek's eyes in Halt's hallway.png|''Seek'' eyes spawning inside [[Halt]]'s old hallway.
Seek's eyes in Halt's hallway.png|''Seek'' eyes spawning inside [[Halt]]'s old hallway.
Seekhallway2.png|''Seek'' Eyes during the [[Hotel]] ''Seek'' Chase.
Seekhallway2.png|''Seek'' Eyes during [[The Hotel]] ''Seek'' Chase.
Seeklight.jpeg|Another bug, making it spawn under a wall light.
Seeklight.jpeg|Another bug, making it spawn under a wall light.
Seekeyestuckscreenshot.png|Ditto.
Seekeyestuckscreenshot.png|Ditto.
Line 344: Line 341:
Seek Unused-Old eye.png|A unused version of the ''Seek'' Eyes (Before the game's initial release).
Seek Unused-Old eye.png|A unused version of the ''Seek'' Eyes (Before the game's initial release).
Seek's eyes in Courtyard.webp|''Seek'' Eyes in the old [[The Courtyard|Courtyard]].
Seek's eyes in Courtyard.webp|''Seek'' Eyes in the old [[The Courtyard|Courtyard]].
SeekEyeCave1.png|''Seek'' eyes in [[The Shafts|The Generator Cave]], with Figure nearby.
NewScarySeekEye.png|New model for the ''Seek'' eyes.
SeekEyeVeins.png|Back texture for the ''Seek'' eyes.
</gallery>
</gallery>
</tabber>
</tabber>


== {{Icons|Modifiers}} Modifiers ==
== {{Icons|Damage}} Related hazards ==
<tabber>
{{Modifier
|-|
|bordercolor=#FF6C6C
Fallen Chandeliers=
|bgcolor=#512323
{|class="article-table" style="width:100%" !
|textcolor=#FF6C6C
|-
|text=It Can Run Too
|
|textcolor2=#D85D5D
{{Conjecture}}
|text2=Seek runs unfairly faster.
{{Hazard
|increase=5
|title=Fallen Chandeliers
|image=Fallen Chandelier.png
|caption=
|main_info=* Burns players who come in contact with them, dealing 40 damage to them.
|date_added=August 10th, 2022
|damage=* {{Icons|Damage}} 40
|rooms_present= *[[The Grand Hallway]]
|sound_1=* '''Sounds'''
Fire Fall (Warning: LOUD)
[[File:Seek's chase fire.wav]]
Damage
[[File:DamageNoise.mp3]]
|floors=
*[[The Hotel]]
}}
}}
Fallen Chandeliers are the only [[List of Hazards|hazard]] present within [[The Hotel]].


=={{Icons|Overview}} Appearance==
===Notes===
''Fallen Chandeliers'' appear as Chandeliers, but have fallen from the ceiling and combusted into flames.

=={{Icons|Behavior}} Behavior==

''Fallen Chandeliers'' spawn in only both of [[The Grand Hallway|The Hotel Seek Chases']] last rooms. When [[players]] encounter the last room in either [[The Grand Hallway|Seek Chase]], three Chandeliers from the ceiling will fall down onto the floor, causing them to shatter and create three fires that the [[players]] have to avoid. Failure to avoid them will result in 40 [[damage]] dealt to the [[Players|player]].

== {{Icons|Trivia}} Trivia ==
* The fire animation used for the ''Fallen Chandeliers'' is the same one used for [[The Electrical Room]] after inputting all the [[Circuit Breaker Switches]] into the [[Circuit Breaker|Circuit Breaker Panel]].
* The fire that the ''Fallen Chandeliers'' cause; do start despawning around right when ''Seek'' would get blocked off by [[Guiding Light]].
* Interestingly, it can be seen in the game, that Seek is able to run through the fires without any injuries.

=={{Icons|History}} History==
{{-}}
{{Log|August 10, 2022|Introduced.}}


|-|Duck Boards=
{|class="article-table" style="width:100%" !
|-
|
{{Conjecture}}
{{Hazard
|title=Duck Boards
|image=WoodenBarriersBadRender.png
|caption=
|main_info=* Causes the player to lose a significant amount of health and blurs their vision, if the player does not crouch
under them.
|date_added=August 30th, 2024
|damage=* {{Icons|Damage}} 40
|rooms_present= *[[The Caverns]]
|sound_1=* '''Sounds'''
Damage
[[File:FigureKill.wav]]
|floors=
*[[The Mines]]
}}

'''Duck Boards''' are a [[List of Hazards|hazard]] present in [[The Mines]].
=={{Icons|Overview}} Appearance==
''Duck Boards'' appear to be three, slightly run down, wooden planks, that are supported by two wooden poles.
=={{Icons|Behavior}} Behavior==

''Duck Boards'' randomly spawn in [[The Caverns]] in the Minecart Chase Rooms. They serve as a roadblock that the [[Players|player]] must [[Status Effects|crouch]] under in order to not get hit by it. If the player fails to do so, it will deal 40 [[damage]] to the player, as well as blurring the player's vision for around three seconds.

== {{Icons|Trivia}} Trivia ==
* One ''Duck Board'' is guaranteed to spawn at Door 146, it is located right in front of to Door 147.
* When the player gets hit by the ''Duck Boards'', their vision gets blurred for around three seconds. This blur effect also has a red tint along with it, and it is the same one used in the [[2024 Trick Or Treat Event|2024 Trick Or Treat]], for the "Jinkies!" candy.
* In [https://www.youtube.com/watch?v=-irDHCt-bug The Mines Full Trailer], it is seen that during the [[The Caverns|Minecart Chase]], instead of ducking under ''Duck Boards'', [[players]] would have to crouch under rucks; this was most likely changed when [[Update Logs|The Mines Update]] released, due to [[players]] would most likely instantly [[Death Screen|die]] if they failed to crouch; as it is seen in the game, that when the [[Players|player]] goes on the wrong way in the [[The Caverns|Minecart Chase]], there's a chance for them to crash into rocks, causing Instant Death.

=={{Icons|History}} History==
{{-}}
{{Log|September 1, 2024|A slight red tint has been added for when the player gets hit.}}
{{Log|August 30, 2024|Introduced.}}


|-|
Falling Boulders=
{|class="article-table" style="width:100%" !
|-
|
{{Conjecture}}
{{Hazard
|title=Falling Boulders
|image=Placeholder.png
|caption=
|main_info=TBA
under them.
|date_added=August 30th, 2024
|rooms_present= *[[The Caverns]]
|floors=
*[[The Mines]]
}}

These are the boulders that fall during the first part of the first seek Chase, like before the minecart part.
== {{Icons|Overview}} Appearance ==
''Falling Boulders'' have the appearance of a real-life boulder, with various sizes.
=={{Icons|Behavior}} Behavior==
''Falling Boulders'' act as a non-lethal obstical players must avoid to continue the Mines seek chase without being killed by seek.

== {{Icons|Trivia}} Trivia ==
* Even before falling, the boulders will still have a hitbox the player must avoid.

=={{Icons|History}} History==
{{-}}
{{Log|August 30, 2024|Introduced.}}

|-|Dead Ends (Spike Pits)=
{|class="article-table" style="width:100%" !
|-
|
{{Conjecture}}
{{Hazard
|title=Dead Ends
|image=MinecartSpikepit21.png
|damage=* {{Icons|Instakill}} Instant Death
|rooms_present=*The Caverns
|sound_1= *'''Kills'''
Kill
[[File:FigureKill.wav]]
}}

Dead ends appear in [[The Caverns]] during the minecart chase. Tilt the minecart into the wrong way leaving the player either crash into a pile of rocks or fall into a pit of stalagmites, result in instant death.
|}
|-|
Dead Ends (Rocks)=
{|class="article-table" style="width:100%" !
|-
|
{{Conjecture}}
{{Hazard
|title=Dead Ends
|image=Placeholder.png
|damage=* {{Icons|Instakill}} Instant Death
|rooms_present=*The Caverns
|sound_1=* '''Sounds'''
Kill
[[File:FigureKill.wav]]}}
Dead ends appear in [[The Caverns]] during the minecart chase. Tilt the minecart into the wrong way leaving the player either crash into a pile of rocks or fall into a pit of stalagmites, result in instant death.
|}

|-|
Broken Bridges=
{|class="article-table" style="width:100%" !
|-
|
{{Conjecture}}
{{Hazard
|title=Broken Bridges
|image=1).png
|damage=* {{Icons|Instakill}} Instant Death
|rooms_present=*The Caverns
|sound_1=* '''Sounds'''
Bridge Collapse
[[File:BridgeCollapse1.ogg]]}}
A '''Broken Bridge''' is a [[List of Hazards|hazard]] that appears in [[The Mines]].

== {{Icons|Behavior}} Behavior ==
''Broken Bridge''s spawn in [[the Caverns]]. Whenever a [[Players|Player]] is in a room with a ''Broken Bridge'' it becomes possible to jump. In order to pass a ''Broken Bridge'' it must be jumped over, failing the jump results in instant death.

== {{Icons|Trivia}} Trivia ==
*''Broken Bridges'' function very similarly to [[Tales Of Tanorio Collab|ToT Seek]].
**The only difference is that ToT Seek can spawn outside of a chase sequence.
*Sometimes a ''Broken Bridge'' spawns with a small plank that can be walked across instead of requiring a jump.
**It still lets Players jump and it is still better to just jump.

=={{Icons|History}} History==
{{-}}
{{Log|August 30, 2024|Introduced.}}
|}
</tabber>

== {{Icons|Hiding}} Abilities ==
* '''Speed:''' ''Seek'' is shown to be extremely fast and adjusts its speed to not easily catch the players due to ''Seek'' wanting to play with them like a "game of cats and mouses".
* '''Shapeshifting:''' ''Seek'' can shape its mass of black goop into anything it desires and thinks that fits, with a few imperfections (gooey texture, multiple eyes and always being pitch-black).

=== [[2023 April Fools Event|SUPER HARD MODE!!!]] ===
* ''Seek'' drives a classic green ROBLOX jeep. Despite no visible model changes being present, the animation was changed to being stiff, resembling a Robloxian driving a car.
* ''Seek'' had a smaller hitbox, presumably for leniency if the player was too slow or took the wrong turn.
* ''Seek'' also had a higher speed than in the normal game.
* Both of its chase sequences were slightly longer.
* Guiding Light would not highlight the doors when approaching an intersection room but would still highlight crawl spaces.
* Its screams were replaced with the car's horn, and its muffled screams when killing a player were replaced with a louder car horn.

=== [[2024 April Fools Event|RETRO MODE]] ===
* ''Seek'' appears as a morph character in Door 0.
* ''Seek'' also appears as speeding wall in Door 12, it will go back and forth, and deals 95 damage when touched.

=== HOTEL- ===
* ''Seek'' is slightly slower.
* ''Seek''<nowiki/>'s hitbox is slightly smaller.

=={{Icons|Trivia}} Trivia ==
* If the "Power Shortage" or "Lights Out" modifier is enabled, rooms during ''Seek''<nowiki/>''<nowiki/>'''s Chase will be made significantly darker, including any blue aura emitted by Guiding Light anywhere during the chase.
* If the "Power Shortage" or "Lights Out" modifier is enabled, rooms during ''Seek''<nowiki/>''<nowiki/>'''s Chase will be made significantly darker, including any blue aura emitted by Guiding Light anywhere during the chase.
*If the "It Can Run Too" modifier is enabled, ''Seek'' will be able to run much faster, meaning you will have to be quicker, and more careful and vigilant during the chase sequence if you do not have [[Vitamins]] or a [[Crucifix]]. Lagging behind for even a split second ticks down your survivability, ensuring players always remain fluid with their movements.
*If the "It Can Run Too" modifier is enabled, ''Seek'' will be able to run much faster, meaning the player will have to be quicker, and more careful and vigilant during the chase sequence if they do not have [[Vitamins]] or a [[Crucifix]]. Lagging behind for even a split-second ticks down survivability, ensuring players always remain fluid with their movements.
*If the "Gone Fishing" modifier is enabled, Guiding Light is removed for the doors when approaching an intersection room but will still highlight crawl spaces.
*If the "Gone Fishing" modifier is enabled, Guiding Light is removed for the doors when approaching an intersection room but will still highlight crawl spaces.
*If the 'I'm Everywhere' modifier is enabled, Screech can attack during ''Seek'' chases.
*If the 'I'm Everywhere' modifier is enabled, Screech can attack during ''Seek'' chases.
Line 368: Line 555:
*If the "Bad Ventilation" modifier is enabled, ''Seek'''s chase will be harder when trying to find the right door to enter, since [[Guiding Light]] is almost unseeable with the fog unless the player is good at finding Guiding Light's hints.
*If the "Bad Ventilation" modifier is enabled, ''Seek'''s chase will be harder when trying to find the right door to enter, since [[Guiding Light]] is almost unseeable with the fog unless the player is good at finding Guiding Light's hints.
*For some reason, the modifier "It Can Run Too" doesn't have a badge requirement (e.g. Take a Breather), this essentially allows the player to use this modifier even if the player haven't used the Crucifix on ''Seek'' for the first time.
*For some reason, the modifier "It Can Run Too" doesn't have a badge requirement (e.g. Take a Breather), this essentially allows the player to use this modifier even if the player haven't used the Crucifix on ''Seek'' for the first time.

====Super Hard Mode====
*In [[2023 April Fools Event|Super Hard Mode]], ''Seek'' drove a classic green ROBLOX jeep. Despite no visible model changes being present, the animation was changed to being stiff, resembling a Robloxian driving a car.
*''Seek'' had a smaller hitbox, presumably for leniency if the player was too slow or took the wrong turn.
*''Seek'' also had a higher speed than in the normal game.
*Both of its chase sequences were slightly longer.
*Guiding Light would not highlight the doors when approaching an intersection room but would still highlight crawl spaces.
*Its screams were replaced with the car's horn, and its muffled screams when killing a player were replaced with a louder car horn.


=={{Icons|Negative}} Removed '''Content'''==
*If the modifier “You Really Can Run” was activated, ''Seek's'' Chase would have been longer (Makes the intersection rooms spawn more), and start earlier (usually door 18-21 in the first chase sequence, and door 67-70 in the second chase sequence, allowing it to occasionally spawn before [[The Infirmary]]). It was removed in The Hunt update (15th March 2024) because it made the game easier<ref>https://discord.com/channels/458441314023899159/1006982064458960916/1218248509246148608</ref>.
**This is because when the crescendo started, at the time, other entities were disabled from spawning. If modifiers such as “Rush Hour”, "Really Bad Time" or “Worst Time Ever” were activated, it would have been significantly easier.
** Additionally, ''Seek'''s Chase was longer, which gave more time where most entities could not spawn.
* The audio when opening a door in ''Seek'''s crescendo is louder than before.
** Since The Hunt update, the player can now hear the sound made when opening a door during ''Seek'''s crescendo.
*After the Hotel+ update, ''Seek's'' near footsteps sound was removed. The reason for this is unknown.
**However, players can still hear ''Seek's'' near footsteps until ''Seek'' leaves the first chase room.

=={{Icons|Door}} Bugs==
*There used to be a bug where if you were in a closet and another player triggers the chase, you would be able to go behind ''Seek'' until it goes to the next room.
*In earlier versions of the game, if a player was using low graphics, the Guiding Light would not illuminate the crawlspaces that the player(s) had to run through, which caused quite a lot of confusion amongst them. This was later patched.
*''Seek'' and its eyes on the wall may have red spots, while the correct render is pure black. This is due to the lighting in the game.
* Sometimes ''Seek''<nowiki/>''<nowiki/>'''s eyes will not load in, and the player will only be able to see them in paintings and flashing eyes around their screen.
*In the opening cutscene, when ''Seek'' starts to run, the player can hear that the audio for ''See''<nowiki/>''k'''s footsteps is not synchronized with the run animation.
* During the opening cutscene, it is possible to stand behind ''Seek'' during said cutscene with the help of other players, although the player will still be teleported to the normal position at the end of the hallway once the chase starts.
**If the player is standing on ''Seek''<nowiki/>''<nowiki/>'''s spawn point, they will hover above it in the cutscene.
***This is not the case anymore, as <nowiki/>the player will just be automatically moved to the side.
* At the end of ''Seek''<nowiki/>''<nowiki/>'''s chase sequences, if a player goes back into a corner, the door will close, but the player will be killed in the process. The only way the player can survive is with a [[crucifix]]. By sitting in the corner and holding it out, it will restrain ''Seek;'' therefore, it cannot kill the player. After ''Seek'' bangs on the door three times, it will proceed to reverse back into the previous room’s wall and despawn, along with the room after a few seconds.
**Because of this, the players are now stuck. The only way to move on is to go back to the previous room and fall into the void or wait for the [[Void]] to teleport the said players out, which will teleport players back to where they are supposed to be, but this can come with a price. The players ahead could possibly trigger Rush or Ambush; if so, they will spawn at the end of the hallway where ''Seek'' disappeared.
**If the player in question has a bad connection, the door will delay opening. By the time the door opens, it’ll be too late to avoid ''Seek''.
**The player can also do this glitch if they go back into the ending door after they go into the next room.
*''Seek'' will sometimes T-Pose when spawning if the player has a bad connection.
**This may also happen if a crucifix has been used just prior.
*There was a bug when the hands during ''Seek''<nowiki/>''<nowiki/>'''s chase sequence used to be unable to kill the player. This has now been patched.
*At the end of ''Seek'''s <nowiki/>chases, the next progression door can be opened from a far vicinity. This is due to the fact that the chase usually increases the door opening range to prevent delays from opening doors. This effect will still go in action until the door after ''Seek''<nowiki/>''<nowiki/>'' chase sequence is opened.
** This does not apply to [[Dupe]] doors.
*There was a bug after the Hotel+ update where ''Seek'' would appear late (possibly doors 78-86), and because of [[The Greenhouse]] being added, players could not progress and players would die to ''Seek''. This has been patched.
*There is a bug where the player can block ''Seek'' with the automatic door closing feature. To do this, they must use a crucifix on ''Seek'', then take vitamins and run through the doors quickly. If done on time, ''Seek'' will not be able to bang on the final door of the chase sequence due to it being stuck. This allows the player to freely explore the chase area up to the point where ''Seek'' got blocked.
**Since ''Seek'' is not able to bang on the final door of the chase sequence due to it being stuck, players will remain fast as long as they don't exit the room for a few seconds.
* There is a bug, where arms do not appear at the last corridor.
*There is also another bug where the chandeliers do not appear at the last corridor.
*There is also a bug where Seek's dittos do not spawn during Crescendos.
*When using exploits, there's a chance that ''Seek''<nowiki/>''<nowiki/>'''s animation does not play; therefore, the player does not get the speed when starting the cutscene.
*There is a bug where the crescendo can last onl<nowiki/>''<nowiki/>''y for two rooms, but when chase starts, ''Seek'' will not appear, and the player can freely explore the chase rooms. They will be considered normal rooms, and players will not get speed boosts.<ref>https://www.youtube.com/watch?v=85vchf79EcM</ref>
*''Seek'' can very rarely kill the player even when they have finished the chase. This is due to the player's and ''See''<nowiki/>''k'''s hitboxes colliding the moment before the door closes.
*There is a bug where ''Seek'' will phase through the door after it closes, stopping right in front of it. It will id<nowiki/>le while playing its running animation for a few seconds, before phasing back through the door.
* Seek's eyes can appear in [[The Grotto|Halt]]'s Hallway.
*In ''Seek'''s bossfight in [[The Dam]], there used to be a trick that allowed you to climb over the boulders and stair railings, allowing you to completely avoid taking any form of damage from ''Seek''. This has been patched as of 09/18/2024.
*When using a modifier for [[Eyes]], usually one that will have it spawn in every room, you can take damage from it during Seek's rising cutscene.
*If you reach door 145 and don't go near the bridge that will activate the minecart cutscene, ''Seek'' will go down, when you trigger the minecart cutscene, ''Seek'' will be above you and will kill you when the minecart cutscene ends.

=={{Icons|Trivia}} Trivia ==

*The official soundtrack used for ''Seek''<nowiki/>''<nowiki/>'''s chase sequence is<nowiki/> ''[https://m.youtube.com/watch?v=wd4rgoxdBXA&pp=ygULaGVyZSBpIGNvbWU%3D Here I Come.]'' ''Seek's'' second OST is named ''[https://open.spotify.com/track/2xNysP9FJS0ZsfpbrcQ2DT?si=qmokPiwrQs2G_iAtq_9i0w Ready or Not.]''
*The official soundtrack used for ''Seek''<nowiki/>''<nowiki/>'''s chase sequence is<nowiki/> ''[https://m.youtube.com/watch?v=wd4rgoxdBXA&pp=ygULaGVyZSBpIGNvbWU%3D Here I Come.]'' ''Seek's'' second OST is named ''[https://open.spotify.com/track/2xNysP9FJS0ZsfpbrcQ2DT?si=qmokPiwrQs2G_iAtq_9i0w Ready or Not.]''
** The name of the track is most likely a reference to the children's game [[wp:Hide-and-Seek|Hide-and-Seek]], where once the Seeker has finished counting, they usually shout, "Ready or not, here I come!"
** The name of the track is most likely a reference to the children's game [[wp:Hide-and-Seek|Hide-and-Seek]], where once the seeker has finished counting, they usually shout, "Ready or not, here I come!"
**There is another reference to the Hide and Seek game because [[Hide]] is an entity that pushes you out the hiding spot and if in the ''Seek'' chase Seek will instant kill if you are in a hiding spot.
**During the Dam ''Seek'' fight, its hands will play a short riser with ''Seek's'' leitmotif (a leitmotif is a short musical phrase that is associated with a person/place/thing) before they land their attack. This can only be heard if the player has game music turned off, as the sound is intended to blend with the music.
**During the Dam ''Seek'' fight, its hands will play a short riser with ''Seek's'' leitmotif (a leitmotif is a short musical phrase that is associated with a person/place/thing) before they land their attack. This can only be heard if the player has game music turned off, as the sound is intended to blend with the music.
* ''Seek is'' featured in the original thumbnail of the game. It shows multiple red eyes and arms that are coming out of a dark doorway. It was thought that it was a separate entity, but it was confirmed by the developers as ''Seek'' itself. (Maybe was an unused transformation/form of ''Seek'')
* ''Seek'' is one of the six entities that have been featured in the game’s icon. With the others being [[Dupe]], [[The_Backdoor|The Lookman]], the [[Gloombats]], [[Glitch]], and [[Rush]]. ''Seek'' is featured with multiple red eyes and arms that are coming out of a dark doorway. It was thought that it was a separate entity, but it was confirmed by the developers as ''Seek'' itself.
** Dam Seek could be a reference to the Seek's form that shown in the original thumbnail.
**The thumbnail has been changed as of the Hotel+ update, instead featuring [[Dupe]]. It was later changed to show [[The Backdoor|The Lookman]] on it. In the Floor 2 update, the thumbnail shows a swarm of [[Gloombats]]. In the Halloween update, it shows a cauldron with pumpkins and candy around it from the [[2024 Trick Or Treat Event|Trick or Treat Modifier]]. In [[Content update|The content update]], it shows [[Glitch]] along with the title of the update with a glitchy purple vignette around it.
*''Seek'' is the second ''[[DOORS]]'' plush manufactured by Makeship'','' which was released on May 11.<ref>[https://twitter.com/DoorsRoblox/status/1606357211168505880]</ref>
*''Seek'' is the second ''[[DOORS]]'' plush manufactured by Makeship'','' which was released on May 11.<ref>[https://twitter.com/DoorsRoblox/status/1606357211168505880]</ref>
**''Seek'' is also the first ''DOORS'' entity to have a Youtooz, which is based off of its [[crucifix]] achievement image.<ref>https://twitter.com/youtooz/status/1645551411315261442</ref>
**''Seek'' is also the first ''DOORS'' entity to have a Youtooz, which is based off of its [[crucifix]] achievement image.<ref>https://twitter.com/youtooz/status/1645551411315261442</ref>
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*Prio<nowiki/>r to The Hunt update, ''Seek'''s eyes can be seen in the [[Lobby]], behind a barricaded section with wooden planks near the initial spawn point. Currently they are located near fireplace opposite The Backdoor part, emitting the same sound heard in the gamerun.
*Prio<nowiki/>r to The Hunt update, ''Seek'''s eyes can be seen in the [[Lobby]], behind a barricaded section with wooden planks near the initial spawn point. Currently they are located near fireplace opposite The Backdoor part, emitting the same sound heard in the gamerun.
**They can also be seen above the [[Elevator|Mining Elevator]] in [[The Electrical Room]].
**They can also be seen above the [[Elevator|Mining Elevator]] in [[The Electrical Room]].
*Prior to The Content update, the first Seek chase in [[The Mines]] was a lot more harder and intense with more rocks falling from the ceiling and being used as obstacles.
*Prior to The Content update, the first Seek chase in [[The Mines]] was a lot harder and more intense with more rocks falling from the ceiling and being used as obstacles.
**You can still sometimes see this in action, but it is unlikely that you will encounter this now.
**The player can still sometimes see this in action, but it is unlikely that they will encounter this now.
* Prior to the Hotel+ update, ''Seek''<nowiki/>'s second chase lasted eight rooms, using a similar format to the current one.

*''Seek'' was th<nowiki/>e first entity to be added to the game and that was created specifically for ''DOORS''.
*''Seek'' was th<nowiki/>e first entity to be added to the game and that was created specifically for ''DOORS''.
*''Seek'' is one of the three entities able to escape the Crucifix, the others being Figure and [[Queen Grumble]].
*''Seek'' is one of the three entities only able to be stunned by the Crucifix, the others being Figure and [[Queen Grumble]].
** ''Seek''<nowiki/>''<nowiki/>'''s crucifix achievement image is a reference to a meme from Sparkles And Champagne.
** ''Seek''<nowiki/>''<nowiki/>'''s crucifix achievement image is a reference to a meme from Sparkles And Champagne.
** Dam <nowiki/>''<nowiki/>''Seek is the only entity for which you won't be given a badge for using Crucifix<ref>[[Crucifix]]</ref> against it, beсause there isn't relevant badge in the game.
*The achievement description for Running Track is a reference to the "cart ride" genre of games on Roblox, in which you typically ride a minecart into a giant version of a character.
*The achievement description for Running Track is a reference to the "cart ride" genre of games on Roblox, in which the player typically rides a minecart into a giant version of a character.
*''Seek's'' jumpscare sound effect is the same as [[Jack]]'s jumpscare sound effect but high pitched.
*''Seek's'' jumpscare sound effect is the same as [[Jack]]'s jumpscare sound effect but high pitched.
*''Seek'' is currently the only entity that can kill in 6 ways instead of 1, with those ways being hands, fire, slime, worms, blobs, and the entity itself.
*''Seek'' is currently the only entity that can kill in 6 ways instead of 1, with those ways being hands, fire, slime, worms, blobs, and the entity itself.
* During the first ''Seek'' Chase, the player used to play an animation of crawling through the falling bookcases. This was changed, and now the player must manually crouch through them instead due to lag killing a lot of players.
* During the first ''Seek'' Chase, the player used to play an animation of crawling through the falling bookcases. This was changed, and now the player must manually crouch through them instead due to lag killing a lot of players.
**As of the Hotel+ update, the game no longer makes the player run automatically after the cutscene, forcing them to run on their own.
**As of the Hotel+ update, the game no longer makes the player run automatically after the cutscene, forcing them to run on their own.
*''Seek'' does not have an animation for jumping over the broken bridges or crouching in small crouch spaces during The Mines chase. It simply runs over the gap, or phases through the wall. It is likely that this is because under any normal circumstances, the player would not be looking back during the chase, meaning there would be no need to add any jump, fall, or crouch animations for ''Seek''.
*''Seek'' was supposed to chase you in pitch dark due to the Guiding Light not existing at the moment{{Fact}}.
*''Seek'' was supposed to chase the player in pitch darkness due to the Guiding Light not existing at the moment{{Fact}}.
* ''Seek'''s chase sequence animations were improved in the Hotel+ Update.<ref>[https://twitter.com/RediblesQW/status/1587135940891394051 Q: "And another thing I really like is the seek chase." A: "theres a lot of improvements coming to both of those in the next update, i think you will be very pleased"] – RediblesQW, Twitter</ref>
* ''Seek'''s chase sequence animations were improved in the Hotel+ Update.<ref>[https://twitter.com/RediblesQW/status/1587135940891394051 Q: "And another thing I really like is the seek chase." A: "theres a lot of improvements coming to both of those in the next update, i think you will be very pleased"] – RediblesQW, Twitter</ref>
* The old model for ''Seek'' was changed because the mesh was not created by the DOORS developers, nor were any of the appendage's moveable or poseable. ''Seek'''s old model was actually a retextured version of a character in a game called ''The Legend of Zelda:'' ''Ocarina of Time 3D'', where its base origin was a recurring enemy called a ''ReDead,'' who is a tall zombie-like monster.
* The old model for ''Seek'' was changed because the mesh was not created by the DOORS developers, nor were any of the appendage's moveable or poseable. ''Seek'''s old model was actually a retextured version of a character in a game called ''The Legend of Zelda:'' ''Ocarina of Time 3D'', where its base origin was a recurring enemy called a ''ReDead,'' who is a tall zombie-like monster.
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**Interacting with the "painting" will show a message that reads, "This isn't a painting."
**Interacting with the "painting" will show a message that reads, "This isn't a painting."
** In The Hunt update, the "paintings" can appear after the chase.
** In The Hunt update, the "paintings" can appear after the chase.
**''Seek'' is also one of the few entities to be shown in a painting, another being Jack in the painting ''Captain Jack''.
**''Seek'' is also one of the few entities to be shown in a painting "Nothing To Do", another being Jack in the painting ''Captain Jack''.
*The player's screen will start to slightly shake while in the chase, possibly to make it harder to pass the crawlspaces easily, or to add realism.
*The player's screen will start to slightly shake while in the chase, possibly to make it harder to pass the crawlspaces easily, or to add realism.
* The dark-red aura of the chase can be a reference to the Ink Demon's chases and appearances from Bendy and The Ink Machine that is manifested through walls being filled with dark aura.
* The dark-red aura of the chase can be a reference to the Ink Demon's chases and appearances from Bendy and The Ink Machine that is manifested through walls being filled with dark aura.
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*''Seek''<nowiki/>''<nowiki/>'''s eyes' vein texture ID is [https://create.roblox.com/marketplace/asset/1935531878/Imagesveins 1935531878].
*''Seek''<nowiki/>''<nowiki/>'''s eyes' vein texture ID is [https://create.roblox.com/marketplace/asset/1935531878/Imagesveins 1935531878].
*The <nowiki/>sound of footsteps may be an edited sound of Heavy Footstep Sound Effect.
*The <nowiki/>sound of footsteps may be an edited sound of Heavy Footstep Sound Effect.
*''Seek''<nowiki/>''<nowiki/>'' could possibly even the main antagonist of ''DOORS,'' due to its major role in both floors.
*Alth<nowiki/>''<nowiki/>''ough many people believe that Seek is the humanoid figure made of goop, Seek is actually just a black goop that can transform into any shape, and it uses eyes to find the players.
*Alth<nowiki/>''<nowiki/>''ough many people believe that Seek is the humanoid figure made of goop, Seek is actually just a black goop that can transform into any shape, and it uses eyes to find the players.
**Ther<nowiki/>''<nowiki/>''e is no true form of ''Seek'' in any way, ''Seek'' is one large goop taking forms (blobs, arms, humanoid, etc) according to Redibles.
**Ther<nowiki/>''<nowiki/>''e is no true form of ''Seek'' in any way, ''Seek'' is one large goop taking forms (blobs, arms, humanoid, etc) according to Redibles.
** ''Seek''<nowiki/>''<nowiki/>'s'' "goop" is referred to as "Slime" by [[Guiding Light]].
** ''Seek''<nowiki/>''<nowiki/>'s'' "goop" is referred to as "Slime" by [[Guiding Light]].
*''Seek''<nowiki/>''<nowiki/>'''s eyes that appear before the chase make an ambient noise when they appear and blink.
*''Seek''<nowiki/>''<nowiki/>'''s eyes that appear before the chase make an ambient noise when they appear and blink.
**''Seek's eyes, the'' ''"Seek''s Eye" and "Seek Headphones" UGC items'''<ref>[https://twitter.com/RediblesQW/status/1558906659627466758 "i gave the hat an optical illusion that makes it seem as if the eyes is always looking at you"] – RediblesQW, Twitter</ref>''' and the eye on ''Seek''<nowiki/>'s head are optical illusions. The eyes are indented inwards and create the illusion that they are always looking at the player (or more precisely, the camera, since most of the time the game is in first person). For this reason, the cameo eyes in the [[Lobby]] and during the pre-chase cutscene do not follow the player but the camera instead.
***The statue in the [[The Courtyard|Courtyard]] creates the same illusion, which implies it has a connection with ''Seek''.
**During the first chase cutscene in the Mines, ''Seek''<nowiki/>'s eye is visible on one of the drops of slime.
**The bigger the eye, the louder the ambience is.
**The bigger the eye, the louder the ambience is.
**''Seek'''s eyes can sometimes overlap, making a fusion of 2 or 3 eyes.
**''Seek's eyes'' do n<nowiki/>ot bli''<nowiki/>''nk in<nowiki/> the mobile version.
**''Seek's eyes'' do n<nowiki/>ot bli''<nowiki/>''nk in<nowiki/> the mobile version.
* ''Seek'''s jumpscare<nowiki/> eye r''<nowiki/>''esemb<nowiki/>les the<nowiki/> eye on its old model.
**After the ''Seek'' c<nowiki/>hases,''<nowiki/>'' its <nowiki/>eyes' ambient sound can still be heard if standing close to the wall and eye particles can be seen.
**''Seek'''s jumpscare<nowiki/> eye r''<nowiki/>''esemb<nowiki/>les the eye on its old model.
* ''Seek's eyes, the''<nowiki/> ''"See''<nowiki/>''<nowiki/>k<nowiki/>''s<nowiki/>'''<nowiki/>''' Ey'''''<nowiki/>'''''e" and '''''<nowiki/>'''''"Seek Headphones" UGC items'''<ref>[https://twitter.com/RediblesQW/status/1558906659627466758 "i gave the hat an optical illusion that makes it seem as if the eyes is always looking at you"] – RediblesQW, Twitter</ref>''' and the eye on'' '''<nowiki/>'''''Seeks head are optical illusions. The eyes are indented inwards and create the illusion that they are always looking at the player (or more precisely, the camera, since most of the time the game is in first person). For this reason, the cameo eyes in the [[Lobby]] and during the pre-chase cutscene do not follow the player but the camera instead.
*Before the Hotel+ update, ''Seek''<nowiki/>''<nowiki/>'''s eyes rarely used to appear in [[The Courtyard]]'s walls or the middle of the room.
*Before the Hotel+ update, ''Seek''<nowiki/>''<nowiki/>'''s eyes rarely used to appear in [[The Courtyard]]'s walls or the middle of the room.
**This has now been changed, due<nowiki/> to [[The Greenhouse]] and the fact that ''Seek''<nowiki/>''<nowiki/>'''s second chase sequence cannot appear that late now.
**This has now been changed, due<nowiki/> to [[The Greenhouse]] and the fact that ''Seek''<nowiki/>''<nowiki/>'''s second chase sequence cannot appear that late now.
*''Seek''<nowiki/>''<nowiki/>'''s eyes can sometimes overlap, making a fusion of 2 or 3 eyes.
*After the ''Seek'' chases, its eyes' ambient sound can still be heard if standing close to the wall.
**Eye particles can appear after the chase.
*''Seek''<nowiki/>''<nowiki/>'''s eyes can be a navigation to avoid Dupe doors, due to them always leading to the right door.
*''Seek'' is not an anatomically correct human figure, but rather a mound of black slime that tried taking the shape of one, with one of ''Se''<nowiki/>''<nowiki/>ek'''s eyes being planted on the face.<ref name=":0" /><ref name=":1" />
*''Seek'' is not an anatomically correct human figure, but rather a mound of black slime that tried taking the shape of one, with one of ''Se''<nowiki/>''<nowiki/>ek'''s eyes being planted on the face.<ref name=":0" /><ref name=":1" />
**There is a theory, that the [[paintings]] during<nowiki/> ''Seek''<nowiki/>''<nowiki/>'''s crescendo are its shapeshiftings and not actual paintings.
**There is a theory, that the [[paintings]] during<nowiki/> ''Seek''<nowiki/>''<nowiki/>'''s crescendo are its shapeshiftings and not actual paintings.
**During the fight in the dam, it can be theor<nowiki/>ized <nowiki/>''<nowiki/>''that ''Seek'' can clone itself or create minions to get the player, or they can also be a part of ''Seek'' similar to its arms.
<nowiki/>
***The minion/clone theory for humanoid ''Seek'' th<nowiki/>eory <nowiki/>''<nowiki/>''is inforced the Sewers ''Seek'' chase cutscene in which a giant hand breaks the wall and is followed by humanoid ''Seek'', which also appears along with the arms in the Hotel chases.
*''Se''<nowiki/>''ek'' and the black slime<nowiki/> are the same model, as evidenced by the black slime peeking under ''S''<nowiki/>''eek''s feet.
**According to [[RediblesQW]], ''Seek'' would struggle<nowiki/> more<nowiki/>''<nowiki/>'' to turn into objects that are constantly affected by collisions, such as a chair (that wouldn't work, due to it being made of black slime) and a pole, that would probably just fall.<ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110151453038886984</ref><ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110151477881749525</ref>
*Re<nowiki/>diblesQW has stated th<nowiki/>at if ''Seek's'' body somehow got destroyed into pieces or if one of its body parts got cut off, ''Seek'' is able to regenerate it back if it wanted to.
*It may be the case that,<nowiki/> canonically, ''Seek'' is constantly stalking the players and their progress.
**''Seek'' and the black slime used to be the same<nowiki/> mode<nowiki/>''<nowiki/>''l, as was evidenced by the black slime peeking under ''Seek''s feet.
**RediblesQW has stated that if ''Seek's'' body so<nowiki/>mehow<nowiki/>''<nowiki/>'' got destroyed into pieces or if one of its body parts got cut off, ''Seek'' is able to regenerate it back if it wanted to.
*It may be the case that, canonically, ''Seek'' is constantly stalking the players and their progress.
*''Seek''<nowiki/>''<nowiki/>'''s arms either kill the player by strangling them or pull them out of a window. However, for the latter to be true, the Grand Hallway has to be several yards above ground for fall height to be deadly.
*''Seek''<nowiki/>''<nowiki/>'''s arms either kill the player by strangling them or pull them out of a window. However, for the latter to be true, the Grand Hallway has to be several yards above ground for fall height to be deadly.
*''Seek'' does not scream so much as letting out a guttural noise, done by manipulating itself.<ref>[https://twitter.com/RediblesQW/status/1577873934527205382 "not necessarily a scream, more just a guttural like noise that it makes probably by manipulating itself in some way"] – RediblesQW, Twitter</ref>
*''Seek'' does not scream so much as letting out a guttural noise, done by manipulating itself.<ref>[https://twitter.com/RediblesQW/status/1577873934527205382 "not necessarily a scream, more just a guttural like noise that it makes probably by manipulating itself in some way"] – RediblesQW, Twitter</ref>
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* [[Screech]] is most likely the result of a [[Giggle]] coming into contact with ''Seek’s'' slime, as the two have the same substance covering them.
* [[Screech]] is most likely the result of a [[Giggle]] coming into contact with ''Seek’s'' slime, as the two have the same substance covering them.
*''Seek'' in real life would have a height of 1.96 meters (7 studs).
*''Seek'' in real life would have a height of 1.96 meters (7 studs).
*With 1000 MAX health, it takes about ~5.9 seconds to drown in Dam Seek's slime.
*''Seek'' cannot take the commonly fan-represented form of it wearing furry ears as its goo would stain the furry accessories.<ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110140675321757817</ref>
*''Seek'' cannot take the commonly fan-represented form of it wearing furry ears as its goo would stain the furry accessories.<ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110140675321757817</ref>
*When the Player dies to the Queen Grumble in the second ''Seek'' chase, a special death message will be activated, this death message states that Seek and the [[Queen Grumble]] are fighting
*According to [[RediblesQW]], ''Seek'' would struggle more to turn into objects that are constantly affected by collisions, such as a chair (that wouldn't work, due to it being made of black slime) and a pole, that would probably just fall. <ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110151453038886984</ref><ref>https://discord.com/channels/458441314023899159/1006982064458960916/1110151477881749525</ref>
*''Seek'' does not have an animation for jumping over the broken bridges, or crouching in small crouch spaces during The Mines chase. It simply runs over the gap, or phases through the wall. It is likely that this is because under any normal circumstances, the player would not be looking back during the chase, meaning there would be no need to add any jump, fall, or crouch animations for ''Seek''.


=== {{Icons|Negative}} Removed content ===
== Abilities ==
* If the modifier "You Really Can Run" was activated, ''Seek''<nowiki/>'s Chase would have been longer (Makes the intersection rooms spawn more), and start earlier (usually door 18-21 in the first chase sequence, and door 67-70 in the second chase sequence, allowing it to occasionally spawn before [[The Infirmary]]). It was removed in The Hunt update (15th March 2024) because it made the game easier{{Cite|https://discord.com/channels/458441314023899159/1006982064458960916/1218248509246148608|Q: "LSPLASH why you delete the other seek modifier" A: "made game easier, was a bad modifier"|Lightning_Splash|Discord}}.
** This is because when the crescendo started, at the time, other entities were disabled from spawning. If modifiers such as “Rush Hour”, "Really Bad Time" or “Worst Time Ever” were activated, it would have been significantly easier.
** Additionally, ''Seek''<nowiki/>'s Chase was longer, which gave more time where most entities could not spawn.
* The audio when opening a door in ''Seek''<nowiki/>'s crescendo was louder than before.
** Since [[The Hunt Update]], the player can now hear the sound made when opening a door during ''Seek'''s crescendo.
* After [[The Hotel+ Update]], ''Seek''<nowiki/>'s near footsteps sound was removed. The reason for this is unknown.
** However, players can still hear ''Seek''<nowiki/>'s near footsteps until ''Seek'' leaves the first chase room.


== {{Icons|Bugs}} Bugs ==
* '''Speed:''' ''Seek'' is shown to be extremely fast and adjusts its speed to not easily catch the players due to ''Seek'' wanting to play with them like a "game of cats and mouses".
*There used to be a bug where if a [[player]] was in a closet and another player triggered the chase, they would be able to go behind ''Seek'' until it goes to the next room.
* '''Shapeshifting:''' ''Seek'' can shape its mass of black goop into anything it desires and thinks that fits, with a few imperfections (gooey texture, multiple eyes and always being pitch-black).
*In earlier versions of the game, if a player was using low graphics, the Guiding Light would not illuminate the crawlspaces that the player(s) had to run through, which caused quite a lot of confusion amongst them. This was later patched.
* TBA
*''Seek'' and its eyes on the wall may have red spots, while the correct render is pure black. This is due to the lighting in the game.
* Sometimes ''Seek''<nowiki/>'s eyes will not load in, and the player will only be able to see them in paintings and flashing eyes around their screen.
*In the opening cutscene, when ''Seek'' starts to run, the player can hear that the audio for ''Seek''<nowiki/>'s footsteps is not synchronized with the run animation.
* During the opening cutscene, it is possible to stand behind ''Seek'' during said cutscene with the help of other players, although the player will still be teleported to the normal position at the end of the hallway once the chase starts.
**If the player is standing on ''Seek''<nowiki/>'s spawn point, they will hover above it in the cutscene.
***This is not the case anymore, as <nowiki/>the player will just be automatically moved to the side.
* At the end of ''Seek''<nowiki/>'s chase sequences, if a player goes back into a corner, the door will close, but the player will be killed in the process. The only way the player can survive is with a [[crucifix]]. By sitting in the corner and holding it out, it will restrain ''Seek;'' therefore, it cannot kill the player. After ''Seek'' bangs on the door three times, it will proceed to reverse back into the previous room’s wall and despawn, along with the room after a few seconds.
**Because of this, the players are now stuck. The only way to move on is to go back to the previous room and fall into the void or wait for the [[Void]] to teleport the said players out, which will teleport players back to where they are supposed to be, but this can come with a price. The players ahead could possibly trigger Rush or Ambush; if so, they will spawn at the end of the hallway where ''Seek'' disappeared.
**If the player in question has bad internet, the door will delay opening. By the time the door opens, it’ll be too late to avoid ''Seek''.
**The player can also do this glitch if they go back into the ending door after they go into the next room.
*''Seek'' will sometimes T-Pose when spawning if the player has bad internet.
**This may also happen if a crucifix has been used just prior.
*There was a bug when the hands during ''Seek''<nowiki/>'s chase sequence used to be unable to kill the player. This has now been patched.
*At the end of ''Seek''<nowiki/>'s chases, the next progression door can be opened from a far vicinity. This is due to the fact that the chase usually increases the door opening range to prevent delays from opening doors. This effect will still go in action until the door after ''Seek'' chase sequence is opened.
** This does not apply to [[Dupe]] doors.
** This has been patched after The [[Update Logs|Mines update]].
*There was a bug after the Hotel+ update where ''Seek'' would appear late (possibly doors 78-86), and because of [[The Greenhouse]] being added, players could not progress and would die to ''Seek''. This has been patched.
*There is a bug where the player can block ''Seek'' with the automatic door closing feature. To do this, they must use a crucifix on ''Seek'', then take vitamins and run through the doors quickly. If done on time, ''Seek'' will not be able to bang on the final door of the chase sequence due to it being stuck. This allows the player to freely explore the chase area up to the point where ''Seek'' got blocked.
**Since ''Seek'' is not able to bang on the final door of the chase sequence due to it being stuck, players will remain fast as long as they don't exit the room for a few seconds.
* There is a bug, where arms do not appear at the last corridor.
**There is also another bug where the chandeliers do not appear at the last corridor.
*There is a possible bug where ''Seek''<nowiki/>'s eyes will not appear on the graphics less than two and will only appear in the next room when the graphics change, because the room the player is in is already loaded.
*When using exploits, there's a chance that ''Seek''<nowiki/>'s animation does not play; therefore, the player does not get the speed when starting the cutscene.
*There is a bug where the crescendo can last only for two rooms, but when chase starts, ''Seek'' will not appear, and the player can freely explore the chase rooms. They will be considered normal rooms, and players will not get speed boosts.<ref>https://www.youtube.com/watch?v=85vchf79EcM</ref>
*''Seek'' can very rarely kill the player even when they have finished the chase. This is due to the player's and ''Seek''<nowiki/>'s hitboxes colliding the moment before the door closes.
*There is a bug where ''Seek'' will phase through the door after it closes, stopping right in front of it. It will id<nowiki/>le while playing its running animation for a few seconds, before phasing back through the door.
* ''Seek''<nowiki/>'s eyes can appear in [[The Grotto|Halt]]'s Hallway.
*In ''Seek''<nowiki/>'s bossfight in [[The Dam]], there used to be a trick that allowed the player to climb over the boulders and stair railings, allowing them to completely avoid taking any form of damage from ''Seek''. This has been patched as of 09/18/2024.
*When using a modifier for [[Eyes]], usually one that will have it spawn in every room, the player can take damage from it during ''Seek''<nowiki/>'s rising cutscene.
*If the player reaches door 146 and doesn't go near the bridge that will activate the minecart cutscene, ''Seek'' will go down when they trigger the minecart cutscene, ''Seek'' will be above them and will kill them when the minecart cutscene ends.

== {{Icons|Modifier}} Related modifiers ==
{{Modifier
|bordercolor=#FF6C6C
|bgcolor=#512323
|textcolor=#FF6C6C
|text=It Can Run Too
|textcolor2=#D85D5D
|text2=Seek runs unfairly faster.
|increase=5}}


=={{Icons|Achievement}} Related Achievements==
== {{Icons|Achievement}} Related achievements ==
{{Achievement
{{Achievement
|image=You Can Run Badge.png
|image=You Can Run Badge.png
Line 525: Line 709:
|text2=Beat ''Seek'' in The Dam.}}{{Achievement|image=See You Soon Badge.png|title=See You Soon|text=That sure was the beginning.|text2=Escape The ''Mines''.}}
|text2=Beat ''Seek'' in The Dam.}}{{Achievement|image=See You Soon Badge.png|title=See You Soon|text=That sure was the beginning.|text2=Escape The ''Mines''.}}


=={{Icons|History}} History==
== {{Icons|History}} History ==
<div style="overflow-y:scroll; height:220px; width:100%;">
<div style="overflow-y:scroll; height:220px; width:100%;">{{Log|December 20, 2024|Overhauled second Seek chase in [[The Sewage Pipes]].}}{{Log|August 30, 2024|Added to [[The Mines]]}}{{Log
{{Log
|1=January 28, 2023
|1=January 28, 2023
|2=Fixed a bug where the player can auto-run the chase.}}
|2=Fixed a bug where the player can auto-run the chase.}}
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</div>
</div>


=={{Icons|Gallery}} Gallery==
== {{Icons|Gallery}} Gallery ==
<tabber>
<tabber>
|-|Current=
|-|In-game=
{{#tag:tabber|The Hotel=
{{#tag:tabber|
Current=
{{#tag:tabber|
The Hotel=
<gallery>
<gallery>
Screenshot 2023-02-05 12.18.21 AM.png|''Seek''<nowiki/>'s eyes above the exit elevator in [[The Electrical Room]].
Screenshot 2023-02-05 12.18.21 AM.png|''Seek''<nowiki/>'s eyes above the exit elevator in [[The Electrical Room]].
Line 584: Line 770:
SeekwithRush.png|[[Rush]] passing by during ''Seek's'' cutscene.
SeekwithRush.png|[[Rush]] passing by during ''Seek's'' cutscene.
SeekBush.png|Ditto but with [[Ambush]].
SeekBush.png|Ditto but with [[Ambush]].
Seek outside the door.png|''Seek'' in a non-chase room.
</gallery>
</gallery>


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The Mines=
The Mines=
<gallery>
<gallery>
SeekRunning.gif|''Seek'' seen outside of the map in [[The Mines]].
SeekMines.png|''Seek'' in [[The Mines]].
SeekMines.png|''Seek'' in [[The Mines]].
SeekMines2.png|''Seek'' in [[The Sewage Pipes]].
SeekMines2.png|''Seek'' in [[The Sewage Pipes]].
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Seekeyes-floor-mines.png|''Seek'' eyes spawning on the ground.
Seekeyes-floor-mines.png|''Seek'' eyes spawning on the ground.
</gallery>
</gallery>
}}


{{!}}-{{!}}
Old=
<gallery>
Seek Render Image.webp|''Seek''<nowiki/>'s oldest full render image.
StandingOnSeek.jpeg|A glitch that could occur when the player stands on ''Seek''<nowiki/>'s spawn point during the cutscene. Eliminated after the Hotel+ update.
Seek Rise Animation Static Old.webp|''Seek'''s oldest and static rise animation.
SeekRunnin.png|''Seek'' chasing a player.
Seek ending glitch.gif|A glitch that would occur when a player did not proceed to the next door. This glitch has been patched since the Hotel+ update.
Seek-rise-old.gif|Seek's oldest rise animation.
Seek's Crucification in Hotel-.gif|Seek's crucifix animation before the Hotel+ update through the use of exploits.
</gallery>
}}
}}

|-|Miscellaneous=
|-|Miscellaneous=
{{#tag:tabber|Promotional Images=
{{#tag:tabber|Promotional Images=
Line 614: Line 815:
Static-assets-upload16632676993209435016.webp|''Seek''<nowiki/>'s plush campaign being extended to June 16th
Static-assets-upload16632676993209435016.webp|''Seek''<nowiki/>'s plush campaign being extended to June 16th
S&SPlushies.jpg|The ''Seek'' Plushie with the [[Screech|Screech]] Plushie.
S&SPlushies.jpg|The ''Seek'' Plushie with the [[Screech|Screech]] Plushie.
OldIcon Border.png|Seek's appearance in the First DOORS icon.
DOORS 2025 Thumbnail 6.png|Seek's appearance in DOORS' Twenty-fourth Thumbnail.
</gallery>
</gallery>


{{!}}-{{!}}
{{!}}-{{!}}
Assets=
Assets=
{{#tag:tabber|
Current=
<gallery>
<gallery>
Seek Bugatti Full Body.png|''Seek'' in SUPER HARD MODE.
Seek Bugatti Full Body.png|''Seek'' in SUPER HARD MODE.
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Seek_Hands-Arms.png|One of "Seeks" giant arms.
Seek_Hands-Arms.png|One of "Seeks" giant arms.
SeekJumpscareeye.png|''Seek's'' jumpscare eye.
SeekJumpscareeye.png|''Seek's'' jumpscare eye.
Seek pupil.png|''Seek'''s pupil.
Seeksmile.png|The image for the slime used when ''Seek'' rises.
Seeksmile.png|The image for the slime used when ''Seek'' rises.
Seek_Candy.png|''Seek'' [[Candy]] which gives an effect upon consumption.
Seek_Candy.png|''Seek'' [[Candy]] which gives an effect upon consumption.
6529387545.png|An unused image titled "Vignette Seek" in the game files, implying that it would be on the screen whenever the player is getting attacked by Seek.
Seekandchampagne.jpeg|Full version of ''Seek''<nowiki/>'s ''Take a Breather'' achievement image.
Seekandchampagne.jpeg|Full version of ''Seek''<nowiki/>'s ''Take a Breather'' achievement image.
Sparklesandchampane.jpg|The inspiration for ''Seek''<nowiki/>'s ''Take a Breather'' achievement.
Sparklesandchampane.jpg|The inspiration for ''Seek''<nowiki/>'s ''Take a Breather'' achievement.
Hotel_Hell.png|''Seek''<nowiki/>'s appearance in the "Hotel Hell" [[Achievements|achievement]].
Hotel_Hell.png|''Seek''<nowiki/>'s appearance in the "Hotel Hell" [[Achievements|achievement]].
RunSeekAnim.gif|"run" animation. (Seek running)
Cruxstart.gif|"cruxstart" animation. (Start of crucifixion)
Cruxloop.gif|"cruxloop" animation. (Crucifixion)
Cruxend.gif|"cruxend" animation. (End of crucifixion)
Raise.gif|"raise" animation. (Floor 1 cutscene)
Minesintro.gif|"minesintro" animation. (Floor 2 cutscene in 1st chase)
Minesintro2.gif|"minesintro2" animation. (Floor 2 cutscene in 2nd chase)
DamSeek-In-Files.png|Dam ''Seek's'' name as seen in the game files.
DamSeek-In-Files.png|Dam ''Seek's'' name as seen in the game files.
</gallery>
</gallery>
}}


{{!}}-{{!}}
{{!}}-{{!}}
Line 646: Line 861:
Makeship Seek Plush Sitting Left.png|''Seek'' plush sitting slightly facing to the left.
Makeship Seek Plush Sitting Left.png|''Seek'' plush sitting slightly facing to the left.
Makeship Seek Plush Sitting Backwards.png|''Seek'' plush sitting facing backwards.
Makeship Seek Plush Sitting Backwards.png|''Seek'' plush sitting facing backwards.
SeekFigure.png|Seek's Phatmojo Figurine.</gallery>
</gallery>


}}
}}

|-|Old=
|-|Oldest/Prototypes=
{{#tag:tabber|Old=
<gallery>
Seek Render Image.webp|''Seek''<nowiki/>'s oldest full render image.
StandingOnSeek.jpeg|A glitch that could occur when the player stands on ''Seek''<nowiki/>'s spawn point during the cutscene. Eliminated after the Hotel+ update.
Seek Rise Animation Static Old.webp|''Seek'''s oldest and static rise animation.
SeekRunnin.png|''Seek'' chasing a player.
Seek ending glitch.gif|A glitch that would occur when a player did not proceed to the next door. This glitch has been patched since the Hotel+ update.
</gallery>
{{!}}-{{!}}
Oldest/Prototypes=
<gallery>
<gallery>
Old Seek.png|''Seek''<nowiki/>'s first prototype (note that this can be found inside ''Seek''<nowiki/>'s official model with the name of "Figure".).
Old Seek.png|''Seek''<nowiki/>'s first prototype (note that this can be found inside ''Seek''<nowiki/>'s official model with the name of "Figure".).
Line 667: Line 873:
Spoopy.png|A unused particle for ''Seek''. Colored black in-game.
Spoopy.png|A unused particle for ''Seek''. Colored black in-game.
SeekSmiles.png|Ditto, but seen in-game.
SeekSmiles.png|Ditto, but seen in-game.
Blood????.webp|A unused particle for ''Seek''. Also colored black in-game.
Blood????.webp|A unused particle for ''Seek''. Also colored black in-game, presumably also used for the original wall eye.
SeekBlood.png|Ditto, but seen in-game.
SeekBlood.png|Ditto, but seen in-game.
Seekdrop.png|''Seek''s unused droplet particle.
Seekdrop.png|''Seek''s unused droplet particle.

First Seek Appearance.png|''Seek''<nowiki/>'s first appearance in an early prototype from 2020. (Pre-release)
First Seek Appearance.png|''Seek''<nowiki/>'s first appearance in an early prototype from 2020. (Pre-release)
</gallery>
</gallery>
}}
</tabber>
</tabber>


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{{Scroll Box|{{Reflist}}}}
{{Scroll Box|{{Reflist}}}}


==Navigation==
=={{Icons|History}} Navigation==
{{Navigation}}
{{Navigation}}
[[Category:Entities]]
[[Category:3D Entities]]
[[Category:3D Entities]]
[[Category:Instakill Entities]]
[[Category:Instakill Entities]]
[[Category:Lethal Entities]]
[[Category:Lethal Entities]]
[[Category:Hostile Entities]]
[[Category:Hostile Entities]]
[[Category:Hotel]]
[[Category:Instakill Hazards]]
[[Category:The Hotel]]
[[Category:The Mines]]
[[Category:The Mines]]
[[Category:Bosses]]
[[Category:Bosses]]
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[[es:Seek]]
[[es:Seek]]
[[fr:Seek]]
[[fr:Seek]]
[[Category:Achievements]]

Latest revision as of 11:02, 18 July 2025

{{#vardefine:spoilers|spoilers}}{{#vardefine:classes|class="notice-template"}}

Cannot.png
This page contains {{#var:spoilers}}. They are hidden by default, but may be expanded.
"Oye... who do you think built this place? Seek, I mean. "
- El Goblino (altered)
Seek is currently a stub. Help the wiki by expanding it! The article will be finished soon.
Content needed: Additional images and detailed information about hazards. The Dam Section.

A LOT of Trivia and Notes are mixed together. Many of them are irrelevant. For example: "Shadow can spawn in the Seek chase" (this is not unexpected).

DAMAGE.png
"Tick tock goes the clock..."
- Dead of Night's Achievement Description
Seek is currently outdated. This page may not be entirely correct.
Outdated content: The Sewage Pipes

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Seek</format> </title>

<image source="image"></image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> <choose> <option>

"But you can't um... uhm... uhh.... "
- You Can Run achievement description

</option> <option>

"You seem to have gotten lost, and died to Seek... Look both ways before you progress!"
- Guiding Light

</option>

</choose>

Seek is a major entity in DOORS, serving as the secondary antagonist of The Hotel and the main antagonist in The Mines. Seek appears in two chase sequences in The Hotel (The Grand Hallway), two chase sequences in The Mines (The Caverns and The Sewage Pipes), a boss fight in The Dam, and during the ending cutscene in The Woods.

Overview Appearance

Seek is an entity made of what appears to be black slime or goo with multiple eyes and can change forms at will, though it has no fixed shape[1][2]. Its body and eye(s) emit a faint red light. For mobile players, Seek appears as a slimy humanoid figure, while console or PC players may see it with a red outline from certain angles. On low graphics settings, Seek is entirely black and does not emit any red or white light.

During chase sequences, Seek starts as a small puddle and transforms into a featureless humanoid figure with a single eye. It also takes the appearance of long arms trying to grab the player in the final room.

In The Dam, a much larger amount of Seek forms a massive pool of goo, filling the reservoir at the center of the room. On its surface, a large mound of goo covered in eyes appears, along with debris and smaller, eyeless mounds. During the battle, arms, "Seek worms" (worm-like creatures made from Seek goo), and "Seek sludges" (A mound of seek with 3 eyes and scissor like arms), will form from the pool to attack.

Negative Scrapped version

Seek had a more bent down and mangled form, seeming way more twisted and broken than the current one, the eye was 2D and would keep flashing red and it was slightly taller than the current Seek. It also used the Undead Zombie Mesh.

Behavior Behavior

Seek delivers a jumpscare when it kills the player. In the first-person perspective, it rushes toward the screen, quickly closing the distance until it’s directly in front of the player. The screen darkens around the edges, with a red hue surrounding Seek’s eye as it shakes in the center for a brief moment before the screen fades to red, signaling the player’s death. In the third-person perspective, it appears as though Seek crashes into the player, knocking them down as their body parts rapidly turn black. Upon killing the player, Seek lets out a distinctive, unsettling scream.

During Seek chases, players can use a Crucifix on Seek. However, the crucifix does not banish Seek; instead, it temporarily stuns it, slowing its movement for a few seconds. Once the stun wears off, Seek resumes its pursuit, killing any players who touch it or are caught behind it when entering a new room in the chase.

The Hotel

"Seek's crescendo" refers to the buildup that occurs before all Seek encounters. After March 15, 2024, this phase may also trigger the appearance of Rush, Ambush, or Halt. The crescendo lasts for 2-5 rooms before initiating a Seek chase.

When entering a room affected by Seek's crescendo, the lights will flicker (unless the room is dark) in a shorter version of Rush’s flicker. If Rush spawns during the crescendo, its flicker lasts longer. Seek eyes will appear on the walls, increasing in number as players advance toward the chase. Any paintings in the room will change to "This isn't a painting." In the final room of the crescendo, the lights will flicker for an extended period, similar to Halt’s flicker. When players reach The Grand Hallway, no eyes will appear on the walls.

The Grand Hallway

When a player reaches the end of The Grand Hallway, a cutscene will play. During this sequence, Seek transforms from a puddle of black goop into a humanoid form, prompting the chase. At this point, all players will be teleported to the exit of The Grand Hallway.  This allows for players to be seen by other players in the cutscene as they are not teleported until the end of the cutscene. Therefore, if a player is near the location of Seek's spawn during the cutscene, they will be in the cutscene. However, this does not affect gameplay as seek will not be able to collide with them or kill them at this point and they are teleported at the end of the cutscene. The initial chase covers a distance of 6 rooms, taking place within rooms 29-44. It consists of the following sequence: a Grand Hallway variant with two crawlspaces, an octagonal "maze" room with three potential exits (only one of which is functional), a room containing a small crawlspace, a second maze room, and a final Grand Hallway variant.

During the chase, Guiding Light helps the player by illuminating the correct path during mazes and the correct location to crouch. At the last room of the chase, Seek's arms will burst out from the walls, while chandeliers that are fallen starts burning on the floor in the middle. Making contact with the hands will cause an instant death while failure to avoid the fires deals 40 damage to the player

At the end of the chase, Guiding Light shuts the door, putting its crescent symbol on it while Seek fails to break it open by banging on the door, with the chase coming to an end.

The Mines

In The Mines, Seek's crescendo is significantly reduced, only occasionally spawning a small cluster of eyes in a room prior to boss fights. The chases occur over predetermined doors before the boss fights. Guiding Light takes the form of a trail of blue particles, highlighting the correct paths and doors.

The first Seek chase commences in a room containing a long, flooded ravine with a pipe overhead that appears ready to leak Seek goop. When a player reaches the end of the room, the goop begins to leak from the pipe, taking the shape of Seek's humanoid body parts and falling into the water. Seek then emerges from the water and pursues the players, initiating the chase. The second Seek chase begins in a long sewer room. Once the end of it is reached, the Queen Grumble appears from the top and tries to attack, but it's way gets blocked by rocks Seek knocks out with one of its hands, then the chase starts.

The Caverns

The first chase, which takes place in The Caverns, always begins on Door 142 and ends on Door 149. It can be seen as a long hallway with a pipe above. Reaching the end, a cutscene plays where Seek's goop leaks from the pipe into the flooded cavern, before goop transforms into the humanoid then starts chasing players

The first half of the chase (Rooms 142-146) consists of rooms with broken bridges that players must jump over, failure to jump over or falling into the pit causes instant death. At Room 146, a cutscene plays where the player attempts to jump over shows him/her failing to jump and grabs onto a wooden plank. It then breaks and the player falls down, saved by a minecart spawned by Guiding Light

The second half of the chase (Rooms 146-149) occurs in a mineshaft, where players ride in a constantly moving minecart, and must navigate between different tracks and duck to avoid planks which deals damage and blurs vision if collided on. Tracks may split into two or three paths, and if players do not steer their cart onto the indicated correct track, the Minecart will automatically follow an incorrect track that will either crash into a wall or fall into a pit, resulting in instant death. Guiding Light illuminates and there are arrows shown to the right track.

At the end, the minecart brakes and stop, concluding the Seek chase, but then it continues to move, and that's when the player encounters the Queen Grumble

The Sewage Pipes

Outdated content. TBA.

The Dam

TBA.

The Woods

{{#vardefine:spoilers|spoilers}}

Cannot.png

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After walking through the woods, players will see a castle like structure. Once they open the huge door, the cutscene plays. Queen Grumble will suddenly appear behind the player and laughs, attempting to devour the player. But before it can attack, a black hand suddenly appear behind the Queen Grumble and covers its eyes. Then, a black goo covers the Grumble whole as it screams and gets engulfed by the goo. After that, Seek emerges from the goo, with the door shutting close and the words "To be continued" seen on the screen. The player has completed The Mines.
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Notes

General

  • Due to the speed boost players are given during Seek chases, Seek will always run slower than players.
    • Reduced speed caused by lag will not be taken into effect.
  • All other players will be rendered invisible from a player's screen during Seek chases.
    • If a player is holding an item, the item will still be visible and will appear to be floating.
  • Seek does not actually "chase" players. Instead, it runs towards the next progressive door, and players behind its concurrent room are instantly killed. Seek doesn't follow players but rather follow nodes which are some sort of pathways leading to the end of the chase.
    • Seek will run until it reaches the end of the chase, even if all players have died.
  • Seek screams when it is in the first and last rooms of The Hotel chases.
    • Seek does not scream in the last room of the first chase in The Mines.
  • If players die during a Seek chase, they will not be able to revive until the chase concludes, preventing players from instantly dying.
    • Seek speeds up drastically when all players are dead, making players able to revive faster.
  • Seek's arms will go back into the windows and chandeliers will disappear after the chase.
  • If a modifier that decreases movement speed is active, Seek's movement speed will be reduced in order to make it possible to survive Seek.
    • After The Hunt update, the lights do flicker when Seek's Crescendo happens, but entities can spawn. This means that it is now possible for Rush to spawn during Seek's Crescendo and the light flickering of both can combine which can trick players.
  • Between The Backdoor and The Mines updates, the second Seek chase used an eight-room format similar to the first chase, but with two maze rooms added before the corrupted Grand Hallway.
  • Players couldn't hide from Seek during its chase as the closets would kick players out during the chase. As of right now, it will not kick the player out of the closet but Seek will kill them while hiding instead.
  • Seek has a very small chance of not spawning in the Hotel. It is guaranteed to spawn in The Mines.
    • This is likely a bug.
  • Prior to The Mines update, Seek's octagon room was exclusive to the chase. After said update, it can generate as a normal room outside the chase; Dupe is usually present.
  • Seek's final crescendo room may have a chance to be a dark room.
  • As of The Mines Update, Rush does not stop at the next unopened door but instead goes through to the next, making it and the following one or two rooms dark. Therefore, if Rush spawns late enough during Seek's crescendo, it is possible that Seek's hallway or even the rooms in the chase will be dark rooms.
    • This also means that it is possible (given the right circumstances) for Screech to spawn during Seek's chase.
  • Jack can spawn during the Seek Chase in The Mines.
  • In The Caverns, it is possible to only get the 2 way intersections, therefore not going into a similar area where the Queen Grumble cutscene takes place.
  • If the player is next to the minecart section of the second Seek chase and have a crucifix, it will kill Seek after it goes through the ground to the minecart section.
  • If the player gets far enough ahead of seek in the mines, if the room immediately after the chase ends is flooded, the water will be textured to seek until seek reaches the door.
  • Seek's hands can kill a player with God Mode.

Puzzles Others forms

<tabber> |-|Dam Seek=

The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Dam Seek</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Dam Seek, is a far larger form of Seek, and it appears as the main boss in The Dam.

Overview Appearance

This version of Seek is a massive pool of goop created by several massive sewer pipes spraying the substance into the hole in the center of the room. Floating on the surface of this goop is some debris, a massive lump of goop with eyes all over it, and slightly smaller, eyeless lumps.

Behavior Behavior

This version of Seek is stationary, with multiple other forms appearing from it to attack. If a player touches the goop, they take damage over time (5 damage per tick), and if they stay in the goop for too long, they will be consumed by it, resulting in instant death. Oddly enough, players can stand on Dam Seek itself without taking any damage. It is most likely an unintentional bug.

Instakill Battle

To defeat Dam Seek, players must turn valves highlighted by Guiding Light. There are three phases to this battle, and each set of valves drained reduces the Seek goop in the dam. Players must jump across debris on the surface of the Seek goop while avoiding attacks from Dam Seek. Falling into the goop results in 5-10 damage per tick, and a debuff slows movement speed.

In Phase 1, Dam Seek extends hands which slap and launch players for 20 damage.

Phase 2 adds a "sludge" version of Seek that slowly follows players across the Seek goop flood.

Phase 3 introduces large "worms" that constantly attack players, causing instant death upon impact.

Completing all valve turns triggers a cutscene where Dam Seek is fully drained. After the cutscene, players must activate a generator and ascend to the top of The Dam through a bulkhead to escape The Mines.

Trivia Trivia

  • Dam Seek can be a reference to the very first icon of the game when it was released.

Gallery Gallery

Seek Hands=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Seek Hands</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Seek Hands are different forms of Seek that appear throughout The Hotel and The Mines.

Overview Appearance

Their design is very simple, being large arms, seemingly missing a thumb. Made entirely out of black goo.

Behavior Behavior

They appear at The Hotel in the windows on Seek's Chase to try to capture the player. They also appear in The Mines coming out of the flood in attempt to hit the player, a red light indicates the incoming strike location, but attacks only occur when certain conditions are met. Seek hands are one of the only entities that can still kill the player in god mode.

Gallery Gallery

Seek Worm=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Seek Worm</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Seek Worm is a different form of Seek that appears in The Dam.

Overview Appearance

The Seek Worm appears to be a mass of black goo in the shape of an extremely large worm, covered in eyes and having a hole resembling a leech's mouth with a glowing red light inside of it.

Behavior Behavior

During the third phase of Dam Seek, it telegraphs a red spot near the player, signifying where it will land. The spot tries to predict where the player moves. Once it is about to attack, it will slightly show its mouth, before leaping to the telegraphed spot, instantly killing any player it lands on.

Gallery Gallery

Seek Sludge=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Seek Sludge</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Seek Sludge is a different form of Seek that appears in The Dam.

Overview Appearance

Seek Sludge is a small Seek blob, similar to Dam Seek. It has 2 long arms, 2 big hands with 3 fingers on each, and it has 3 Seek eyes.

Behavior Behavior

During the second phase of Dam Seek, the sludge will come out of the flood, and try to grab the player. It will slowly follow the player, until they reach a safe spot, in which it will submerge back into the flood. Whenever it comes into contact with a player, it will hold the player before comsuming them whole and submerging back into the flood.

Trivia Trivia

  • Seek Sludge is inspired off of Hole from the Tower Heroes event.

Gallery Gallery

Seek Eyes=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Seek Eye</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Seek Eyes are a different form of Seek that appear throughout The Hotel and The Mines.

Overview Appearance

Seek Eyes appear as small black eyes with cracks on the sides. The Seek Eyes' second version appears the same, however lacking the cracks on the sides. The original iteration appears as a black stain on the wall, with an eye in the center.

Behavior Behavior

Seek Eyes will not attack the player, all they do is stare and "look" at them. The eyes will form on walls during Seek's cresendo rooms and during any Seek chase.

Trivia Trivia

  • Seek Eyes are used on almost all forms of Seek.
  • Seek Eyes have 3 UGC Items/hats based off them.

Gallery Gallery

</tabber>

Damage Related hazards

<tabber>

Fallen Chandeliers=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Fallen Chandeliers</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Fallen Chandeliers are the only hazard present within The Hotel.

Overview Appearance

Fallen Chandeliers appear as Chandeliers, but have fallen from the ceiling and combusted into flames.

Behavior Behavior

Fallen Chandeliers spawn in only both of The Hotel Seek Chases' last rooms. When players encounter the last room in either Seek Chase, three Chandeliers from the ceiling will fall down onto the floor, causing them to shatter and create three fires that the players have to avoid. Failure to avoid them will result in 40 damage dealt to the player.

Trivia Trivia

  • The fire animation used for the Fallen Chandeliers is the same one used for The Electrical Room after inputting all the Circuit Breaker Switches into the Circuit Breaker Panel.
  • The fire that the Fallen Chandeliers cause; do start despawning around right when Seek would get blocked off by Guiding Light.
  • Interestingly, it can be seen in the game, that Seek is able to run through the fires without any injuries.

History History

August 10, 2022
Introduced.


The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Duck Boards</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Duck Boards are a hazard present in The Mines.

Overview Appearance

Duck Boards appear to be three, slightly run down, wooden planks, that are supported by two wooden poles.

Behavior Behavior

Duck Boards randomly spawn in The Caverns in the Minecart Chase Rooms. They serve as a roadblock that the player must crouch under in order to not get hit by it. If the player fails to do so, it will deal 40 damage to the player, as well as blurring the player's vision for around three seconds.

Trivia Trivia

  • One Duck Board is guaranteed to spawn at Door 146, it is located right in front of to Door 147.
  • When the player gets hit by the Duck Boards, their vision gets blurred for around three seconds. This blur effect also has a red tint along with it, and it is the same one used in the 2024 Trick Or Treat, for the "Jinkies!" candy.
  • In The Mines Full Trailer, it is seen that during the Minecart Chase, instead of ducking under Duck Boards, players would have to crouch under rucks; this was most likely changed when The Mines Update released, due to players would most likely instantly die if they failed to crouch; as it is seen in the game, that when the player goes on the wrong way in the Minecart Chase, there's a chance for them to crash into rocks, causing Instant Death.

History History

September 1, 2024
A slight red tint has been added for when the player gets hit.
August 30, 2024
Introduced.


Falling Boulders=
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Falling Boulders</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> These are the boulders that fall during the first part of the first seek Chase, like before the minecart part.

Overview Appearance

Falling Boulders have the appearance of a real-life boulder, with various sizes.

Behavior Behavior

Falling Boulders act as a non-lethal obstical players must avoid to continue the Mines seek chase without being killed by seek.

Trivia Trivia

  • Even before falling, the boulders will still have a hitbox the player must avoid.

History History

August 30, 2024
Introduced.
The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Dead Ends</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Dead ends appear in The Caverns during the minecart chase. Tilt the minecart into the wrong way leaving the player either crash into a pile of rocks or fall into a pit of stalagmites, result in instant death.

Dead Ends (Rocks)=

The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Dead Ends</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> Dead ends appear in The Caverns during the minecart chase. Tilt the minecart into the wrong way leaving the player either crash into a pile of rocks or fall into a pit of stalagmites, result in instant death.


Broken Bridges=

The subject and name of this article has no proper denomination, and is unofficially titled based on conjecture or references found in-game.

<infobox layout="stacked"> <title source="title"> <default>Seek</default> <format>Broken Bridges</format> </title>

<image source="image">
</image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Main Info</label> <label>Attack</label> <label>Floors</label> <label>Damage</label> <label>Rooms Present</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> A Broken Bridge is a hazard that appears in The Mines.

Behavior Behavior

Broken Bridges spawn in the Caverns. Whenever a Player is in a room with a Broken Bridge it becomes possible to jump. In order to pass a Broken Bridge it must be jumped over, failing the jump results in instant death.

Trivia Trivia

  • Broken Bridges function very similarly to ToT Seek.
    • The only difference is that ToT Seek can spawn outside of a chase sequence.
  • Sometimes a Broken Bridge spawns with a small plank that can be walked across instead of requiring a jump.
    • It still lets Players jump and it is still better to just jump.

History History

August 30, 2024
Introduced.

</tabber>

Hiding Abilities

  • Speed: Seek is shown to be extremely fast and adjusts its speed to not easily catch the players due to Seek wanting to play with them like a "game of cats and mouses".
  • Shapeshifting: Seek can shape its mass of black goop into anything it desires and thinks that fits, with a few imperfections (gooey texture, multiple eyes and always being pitch-black).

SUPER HARD MODE!!!

  • Seek drives a classic green ROBLOX jeep. Despite no visible model changes being present, the animation was changed to being stiff, resembling a Robloxian driving a car.
  • Seek had a smaller hitbox, presumably for leniency if the player was too slow or took the wrong turn.
  • Seek also had a higher speed than in the normal game.
  • Both of its chase sequences were slightly longer.
  • Guiding Light would not highlight the doors when approaching an intersection room but would still highlight crawl spaces.
  • Its screams were replaced with the car's horn, and its muffled screams when killing a player were replaced with a louder car horn.

RETRO MODE

  • Seek appears as a morph character in Door 0.
  • Seek also appears as speeding wall in Door 12, it will go back and forth, and deals 95 damage when touched.

HOTEL-

  • Seek is slightly slower.
  • Seek's hitbox is slightly smaller.

Trivia Trivia

  • If the "Power Shortage" or "Lights Out" modifier is enabled, rooms during Seek's Chase will be made significantly darker, including any blue aura emitted by Guiding Light anywhere during the chase.
  • If the "It Can Run Too" modifier is enabled, Seek will be able to run much faster, meaning the player will have to be quicker, and more careful and vigilant during the chase sequence if they do not have Vitamins or a Crucifix. Lagging behind for even a split-second ticks down survivability, ensuring players always remain fluid with their movements.
  • If the "Gone Fishing" modifier is enabled, Guiding Light is removed for the doors when approaching an intersection room but will still highlight crawl spaces.
  • If the 'I'm Everywhere' modifier is enabled, Screech can attack during Seek chases.
  • Seek has only 1 modifier available in the game as of The Mines update.
    • This modifier is: It Can Run Too: Seek runs unfairly fast. (+5% Knobs)
  • If the "Always Watching", "Seeing Double" or "Four Eyes" modifiers are enabled, Eyes will spawn in every room during the Seek chase.
  • If the "Bad Ventilation" modifier is enabled, Seek's chase will be harder when trying to find the right door to enter, since Guiding Light is almost unseeable with the fog unless the player is good at finding Guiding Light's hints.
  • For some reason, the modifier "It Can Run Too" doesn't have a badge requirement (e.g. Take a Breather), this essentially allows the player to use this modifier even if the player haven't used the Crucifix on Seek for the first time.
  • The official soundtrack used for Seek's chase sequence is Here I Come. Seek's second OST is named Ready or Not.
    • The name of the track is most likely a reference to the children's game Hide-and-Seek, where once the seeker has finished counting, they usually shout, "Ready or not, here I come!"
    • During the Dam Seek fight, its hands will play a short riser with Seek's leitmotif (a leitmotif is a short musical phrase that is associated with a person/place/thing) before they land their attack. This can only be heard if the player has game music turned off, as the sound is intended to blend with the music.
  • Seek is one of the six entities that have been featured in the game’s icon. With the others being Dupe, The Lookman, the Gloombats, Glitch, and Rush. Seek is featured with multiple red eyes and arms that are coming out of a dark doorway. It was thought that it was a separate entity, but it was confirmed by the developers as Seek itself.
    • Dam Seek could be a reference to the Seek's form that shown in the original thumbnail.
  • Seek is the second DOORS plush manufactured by Makeship, which was released on May 11.[3]
    • Seek is also the first DOORS entity to have a Youtooz, which is based off of its crucifix achievement image.[4]
    • Seek is also the first entity to have both Makeship and YouTooz merchandise.
    • The Seek plush can be found sitting next to the Screech plush in the lobby, as it was added during the Tower Heroes Event. It was removed in The Hunt update.
  • Seek has 5 UGC items: Seek's Eye, Seek Headphones, Seek's Eye 2.0 No Veins, Seek's Eye 2.0 With Veins, and Seek's New Whip.
    • Seek's Eye is currently the least expensive UGC item compared to other LSPLASH products.
    • Seek's New Whip is currently the only UGC item that references the 2023 April Fools Event.
    • Seek is currently the entity with the most UGC items, the second before was Figure.
  • Prior to The Hunt update, Seek's eyes can be seen in the Lobby, behind a barricaded section with wooden planks near the initial spawn point. Currently they are located near fireplace opposite The Backdoor part, emitting the same sound heard in the gamerun.
  • Prior to The Content update, the first Seek chase in The Mines was a lot harder and more intense with more rocks falling from the ceiling and being used as obstacles.
    • The player can still sometimes see this in action, but it is unlikely that they will encounter this now.
  • Prior to the Hotel+ update, Seek's second chase lasted eight rooms, using a similar format to the current one.
  • Seek was the first entity to be added to the game and that was created specifically for DOORS.
  • Seek is one of the three entities only able to be stunned by the Crucifix, the others being Figure and Queen Grumble.
    • Seek's crucifix achievement image is a reference to a meme from Sparkles And Champagne.
    • Dam Seek is the only entity for which you won't be given a badge for using Crucifix[5] against it, beсause there isn't relevant badge in the game.
  • The achievement description for Running Track is a reference to the "cart ride" genre of games on Roblox, in which the player typically rides a minecart into a giant version of a character.
  • Seek's jumpscare sound effect is the same as Jack's jumpscare sound effect but high pitched.
  • Seek is currently the only entity that can kill in 6 ways instead of 1, with those ways being hands, fire, slime, worms, blobs, and the entity itself.
  • During the first Seek Chase, the player used to play an animation of crawling through the falling bookcases. This was changed, and now the player must manually crouch through them instead due to lag killing a lot of players.
    • As of the Hotel+ update, the game no longer makes the player run automatically after the cutscene, forcing them to run on their own.
  • Seek does not have an animation for jumping over the broken bridges or crouching in small crouch spaces during The Mines chase. It simply runs over the gap, or phases through the wall. It is likely that this is because under any normal circumstances, the player would not be looking back during the chase, meaning there would be no need to add any jump, fall, or crouch animations for Seek.
  • Seek was supposed to chase the player in pitch darkness due to the Guiding Light not existing at the moment[citation needed].
  • Seek's chase sequence animations were improved in the Hotel+ Update.[6]
  • The old model for Seek was changed because the mesh was not created by the DOORS developers, nor were any of the appendage's moveable or poseable. Seek's old model was actually a retextured version of a character in a game called The Legend of Zelda: Ocarina of Time 3D, where its base origin was a recurring enemy called a ReDead, who is a tall zombie-like monster.
  • Seek is named after how it 'Seeks' the player.[7]
  • Seek is one of the few entities capable of altering a player's appearance upon death; another notable entity is Figure. The dead bodies of those killed in the chase sequence have a similar texture to Seek. Grumbles and Gloombats can also do this.
  • In the Hotel+ Update, Seek can manifest paintings by showing a painting with Seek's eyes to hint at its arrival.
    • Interacting with the "painting" will show a message that reads, "This isn't a painting."
    • In The Hunt update, the "paintings" can appear after the chase.
    • Seek is also one of the few entities to be shown in a painting "Nothing To Do", another being Jack in the painting Captain Jack.
  • The player's screen will start to slightly shake while in the chase, possibly to make it harder to pass the crawlspaces easily, or to add realism.
  • The dark-red aura of the chase can be a reference to the Ink Demon's chases and appearances from Bendy and The Ink Machine that is manifested through walls being filled with dark aura.
  • Seek may be based off by the Lost Ones in the Bendy and Ink Machine franchise. Both of have humanoid and disproportionate bodies, is aggressive to the player, and is covered with Inky substance around their body.
  • Specimen 2 from Spooky's Jumpscare Mansion may be Seek's main inspiration, as both of them appear as humanoids made of goo. Specimen 2 can also appear from the green mud in the HD Renovation of the game.
  • Seek's appearance is based off of Shambling Mass from Undertale due to their appearance on MTT Resort.
  • Seek's eyes' vein texture ID is 1935531878.
  • The sound of footsteps may be an edited sound of Heavy Footstep Sound Effect.
  • Seek could possibly even the main antagonist of DOORS, due to its major role in both floors.
  • Although many people believe that Seek is the humanoid figure made of goop, Seek is actually just a black goop that can transform into any shape, and it uses eyes to find the players.
    • There is no true form of Seek in any way, Seek is one large goop taking forms (blobs, arms, humanoid, etc) according to Redibles.
    • Seek's "goop" is referred to as "Slime" by Guiding Light.
  • Seek's eyes that appear before the chase make an ambient noise when they appear and blink.
    • Seek's eyes, the "Seeks Eye" and "Seek Headphones" UGC items[8] and the eye on Seek's head are optical illusions. The eyes are indented inwards and create the illusion that they are always looking at the player (or more precisely, the camera, since most of the time the game is in first person). For this reason, the cameo eyes in the Lobby and during the pre-chase cutscene do not follow the player but the camera instead.
      • The statue in the Courtyard creates the same illusion, which implies it has a connection with Seek.
    • During the first chase cutscene in the Mines, Seek's eye is visible on one of the drops of slime.
    • The bigger the eye, the louder the ambience is.
    • Seek's eyes can sometimes overlap, making a fusion of 2 or 3 eyes.
    • Seek's eyes do not blink in the mobile version.
    • After the Seek chases, its eyes' ambient sound can still be heard if standing close to the wall and eye particles can be seen.
    • Seek's jumpscare eye resembles the eye on its old model.
  • Before the Hotel+ update, Seek's eyes rarely used to appear in The Courtyard's walls or the middle of the room.
    • This has now been changed, due to The Greenhouse and the fact that Seek's second chase sequence cannot appear that late now.
  • Seek is not an anatomically correct human figure, but rather a mound of black slime that tried taking the shape of one, with one of Seek's eyes being planted on the face.[1][2]
    • There is a theory, that the paintings during Seek's crescendo are its shapeshiftings and not actual paintings.
    • During the fight in the dam, it can be theorized that Seek can clone itself or create minions to get the player, or they can also be a part of Seek similar to its arms.
      • The minion/clone theory for humanoid Seek theory is inforced the Sewers Seek chase cutscene in which a giant hand breaks the wall and is followed by humanoid Seek, which also appears along with the arms in the Hotel chases.
    • According to RediblesQW, Seek would struggle more to turn into objects that are constantly affected by collisions, such as a chair (that wouldn't work, due to it being made of black slime) and a pole, that would probably just fall.[9][10]
    • Seek and the black slime used to be the same model, as was evidenced by the black slime peeking under Seeks feet.
    • RediblesQW has stated that if Seek's body somehow got destroyed into pieces or if one of its body parts got cut off, Seek is able to regenerate it back if it wanted to.
  • It may be the case that, canonically, Seek is constantly stalking the players and their progress.
  • Seek's arms either kill the player by strangling them or pull them out of a window. However, for the latter to be true, the Grand Hallway has to be several yards above ground for fall height to be deadly.
  • Seek does not scream so much as letting out a guttural noise, done by manipulating itself.[11]
  • RediblesQW has also stated that Seek most likely could form a mouth if it wanted to.
  • Seek is capable of shapeshifting into virtually anything, although it will likely always be imperfect in some form.[12]
  • Seek is Wowzers' favorite major character.[13]
  • Seek is one of Redibles' favorite entities.[14]
  • Screech is most likely the result of a Giggle coming into contact with Seek’s slime, as the two have the same substance covering them.
  • Seek in real life would have a height of 1.96 meters (7 studs).
  • With 1000 MAX health, it takes about ~5.9 seconds to drown in Dam Seek's slime.
  • Seek cannot take the commonly fan-represented form of it wearing furry ears as its goo would stain the furry accessories.[15]
  • When the Player dies to the Queen Grumble in the second Seek chase, a special death message will be activated, this death message states that Seek and the Queen Grumble are fighting

Negative Removed content

  • If the modifier "You Really Can Run" was activated, Seek's Chase would have been longer (Makes the intersection rooms spawn more), and start earlier (usually door 18-21 in the first chase sequence, and door 67-70 in the second chase sequence, allowing it to occasionally spawn before The Infirmary). It was removed in The Hunt update (15th March 2024) because it made the game easier[16].
    • This is because when the crescendo started, at the time, other entities were disabled from spawning. If modifiers such as “Rush Hour”, "Really Bad Time" or “Worst Time Ever” were activated, it would have been significantly easier.
    • Additionally, Seek's Chase was longer, which gave more time where most entities could not spawn.
  • The audio when opening a door in Seek's crescendo was louder than before.
    • Since The Hunt Update, the player can now hear the sound made when opening a door during Seek's crescendo.
  • After The Hotel+ Update, Seek's near footsteps sound was removed. The reason for this is unknown.
    • However, players can still hear Seek's near footsteps until Seek leaves the first chase room.

Bugs Bugs

  • There used to be a bug where if a player was in a closet and another player triggered the chase, they would be able to go behind Seek until it goes to the next room.
  • In earlier versions of the game, if a player was using low graphics, the Guiding Light would not illuminate the crawlspaces that the player(s) had to run through, which caused quite a lot of confusion amongst them. This was later patched.
  • Seek and its eyes on the wall may have red spots, while the correct render is pure black. This is due to the lighting in the game.
  • Sometimes Seek's eyes will not load in, and the player will only be able to see them in paintings and flashing eyes around their screen.
  • In the opening cutscene, when Seek starts to run, the player can hear that the audio for Seek's footsteps is not synchronized with the run animation.
  • During the opening cutscene, it is possible to stand behind Seek during said cutscene with the help of other players, although the player will still be teleported to the normal position at the end of the hallway once the chase starts.
    • If the player is standing on Seek's spawn point, they will hover above it in the cutscene.
      • This is not the case anymore, as the player will just be automatically moved to the side.
  • At the end of Seek's chase sequences, if a player goes back into a corner, the door will close, but the player will be killed in the process. The only way the player can survive is with a crucifix. By sitting in the corner and holding it out, it will restrain Seek; therefore, it cannot kill the player. After Seek bangs on the door three times, it will proceed to reverse back into the previous room’s wall and despawn, along with the room after a few seconds.
    • Because of this, the players are now stuck. The only way to move on is to go back to the previous room and fall into the void or wait for the Void to teleport the said players out, which will teleport players back to where they are supposed to be, but this can come with a price. The players ahead could possibly trigger Rush or Ambush; if so, they will spawn at the end of the hallway where Seek disappeared.
    • If the player in question has bad internet, the door will delay opening. By the time the door opens, it’ll be too late to avoid Seek.
    • The player can also do this glitch if they go back into the ending door after they go into the next room.
  • Seek will sometimes T-Pose when spawning if the player has bad internet.
    • This may also happen if a crucifix has been used just prior.
  • There was a bug when the hands during Seek's chase sequence used to be unable to kill the player. This has now been patched.
  • At the end of Seek's chases, the next progression door can be opened from a far vicinity. This is due to the fact that the chase usually increases the door opening range to prevent delays from opening doors. This effect will still go in action until the door after Seek chase sequence is opened.
    • This does not apply to Dupe doors.
    • This has been patched after The Mines update.
  • There was a bug after the Hotel+ update where Seek would appear late (possibly doors 78-86), and because of The Greenhouse being added, players could not progress and would die to Seek. This has been patched.
  • There is a bug where the player can block Seek with the automatic door closing feature. To do this, they must use a crucifix on Seek, then take vitamins and run through the doors quickly. If done on time, Seek will not be able to bang on the final door of the chase sequence due to it being stuck. This allows the player to freely explore the chase area up to the point where Seek got blocked.
    • Since Seek is not able to bang on the final door of the chase sequence due to it being stuck, players will remain fast as long as they don't exit the room for a few seconds.
  • There is a bug, where arms do not appear at the last corridor.
    • There is also another bug where the chandeliers do not appear at the last corridor.
  • There is a possible bug where Seek's eyes will not appear on the graphics less than two and will only appear in the next room when the graphics change, because the room the player is in is already loaded.
  • When using exploits, there's a chance that Seek's animation does not play; therefore, the player does not get the speed when starting the cutscene.
  • There is a bug where the crescendo can last only for two rooms, but when chase starts, Seek will not appear, and the player can freely explore the chase rooms. They will be considered normal rooms, and players will not get speed boosts.[17]
  • Seek can very rarely kill the player even when they have finished the chase. This is due to the player's and Seek's hitboxes colliding the moment before the door closes.
  • There is a bug where Seek will phase through the door after it closes, stopping right in front of it. It will idle while playing its running animation for a few seconds, before phasing back through the door.
  • Seek's eyes can appear in Halt's Hallway.
  • In Seek's bossfight in The Dam, there used to be a trick that allowed the player to climb over the boulders and stair railings, allowing them to completely avoid taking any form of damage from Seek. This has been patched as of 09/18/2024.
  • When using a modifier for Eyes, usually one that will have it spawn in every room, the player can take damage from it during Seek's rising cutscene.
  • If the player reaches door 146 and doesn't go near the bridge that will activate the minecart cutscene, Seek will go down when they trigger the minecart cutscene, Seek will be above them and will kill them when the minecart cutscene ends.

Related modifiers

It Can Run Too
"Seek runs unfairly faster."
Floors: The Hotel, The Mines
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 +5%

Achievement Related achievements

You Can Run
"But you can't um... um... uhh..."
Successfully run from Seek.

Take a Breather
"Sit down for a moment."
Use a Crucifix against Seek.

Running Track
"Cart Ride From Seek (For Free Knobs)"
Escape Seek in the Mines.

Down The Drain

Down The Drain
"Down you go!"
Beat Seek in The Dam.

See You Soon
"That sure was the beginning."
Escape The Mines.

History History

December 20, 2024
Overhauled second Seek chase in The Sewage Pipes.
August 30, 2024
Added to The Mines
January 28, 2023
Fixed a bug where the player can auto-run the chase.
January 28, 2023
Seek's cutscene in which it rises from the ground was changed.
October 29, 2022
The game will now remove extra Seek effects if graphics are set to 4 or below. Fixed issue where Seek's eyes wouldn't appear at all outside of Seek's chase.
August 20, 2022
Changes to the Seek chase.
August 10, 2022
Introduced.

Gallery Gallery

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Gallery References

{{#vardefine:columns|1}}
  1. 1.0 1.1 "seek is just a mound of slime that took the shape of something slightly resembling a humanoid, with one of the wall eyes stuck right on the face." – RediblesQW, Twitter
  2. 2.0 2.1 "seek is not made of anything, seek IS the "goo", the goo only takes forms of things (such as a human, giant hands, eyes)" – RediblesQW, Twitter
  3. [1]
  4. https://twitter.com/youtooz/status/1645551411315261442
  5. Crucifix
  6. Q: "And another thing I really like is the seek chase." A: "theres a lot of improvements coming to both of those in the next update, i think you will be very pleased" – RediblesQW, Twitter
  7. "Seek seeks." – DoorsRoblox, Twitter
  8. "i gave the hat an optical illusion that makes it seem as if the eyes is always looking at you" – RediblesQW, Twitter
  9. https://discord.com/channels/458441314023899159/1006982064458960916/1110151453038886984
  10. https://discord.com/channels/458441314023899159/1006982064458960916/1110151477881749525
  11. "not necessarily a scream, more just a guttural like noise that it makes probably by manipulating itself in some way" – RediblesQW, Twitter
  12. "well while seek has the ability to shape itself into pretty much anything that doesnt necessarily mean its good at doing it perfectly or replicating things accurately" – RediblesQW, Twitter
  13. Q: "What is your favorite Boss Entity? (Figure, Seek)" A: "seek" - Wowzers
  14. "in no way did i think a solid black goo man with a cyclops eye would become one of my most beloved and iconic character designs lol" - RediblesQW, Twitter
  15. https://discord.com/channels/458441314023899159/1006982064458960916/1110140675321757817
  16. Q: "LSPLASH why you delete the other seek modifier" A: "made game easier, was a bad modifier" – Lightning_Splash, Discord
  17. https://www.youtube.com/watch?v=85vchf79EcM
  18. https://www.makeship.com/products/seek-plush
  19. https://twitter.com/DoorsRoblox/status/1653104571365875728
  20. https://twitter.com/DoorsRoblox/status/1654531405559525376

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