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Doors: Difference between revisions

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{{DISPLAYTITLE:"Doors"}}
{{Stub|Page establishment, more pics for the gallery}}
{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}}
{{Mechanics
|title = Doors
|image = Normal Door.png|Hotel Door
|type = [[Features|Features]]
|usage = Has to be opened to progress through the floors.
|sound1 = '''Hotel Doors'''
Labeled Doors
[[File:DoorHandle.wav]]
Seek Chase Labeled Doors
[[File:Figuredoorpound.mp3]]
Sub-rooms Doors
[[File:DoorOpen.mp3]]
Office Doors
[[File:OfficeRoomOpen.wav]]
Library Doors
[[File:LibraryDoor.wav]]
Greenhouse and High Voltage Doors
[[File:Courtyard Door.wav]]
Labeled Doors before Hotel+ update
[[File:OldDoorOpening.mp3]]
|sound2 = '''Mines Doors'''
Doors
[[File:DoorOpen-Mines.ogg]]
Seek Chase Labeled Doors
[[File:MinecartDoorOpen.mp3]]
Grate Doors Push
[[File:DoorSlamOne.ogg]]
Grate Doors Break
[[File:DoorSlamTwo.ogg]]
|sound3 = '''Skeleton Doors'''
[[File:SkeletonKeyOpen.mp3]]
|sound4 = '''Sub-Floor Doors'''
Backdoor Doors
[[File:Bwawgbwuwwiwing.mp3]]
Rooms Doors
[[File:RoomsCreak.wav]]
}}

'''Doors''' are [[Features]] located in all [[floors]]. They work as a essential progression mechanic for the [[player]] during all the run.

=={{Icons|Overview}} Overview==

''Doors'' have a unique appearance on each [[floors|floor]].
<tabber>
|-|The Hotel=
{{#tag:tabber|
Labeled Doors=

[[File:Doorrrrrr.png|thumb|A wooden-plated door]]
Labeled Doors are the most frequently encountered, featuring numerical labels that guide players through The Hotel. However, the introduction of [[Dupe]] adds an extra layer of challenge, as it can disguise itself behind these doors and trick players by scrambling the numbers. Players must pay close attention to their surroundings and recall the correct sequence to avoid unnecessary damage. A labeled door can also found at the end of [[The Backdoor]], with the last door labeled "0000," serving as a portal to The Hotel.
{{!}}-{{!}}
Unlabeled Doors=

[[File:SideRoom Door.png|thumb|A wooden side-room door]]
Unlabeled Wooden Doors serve as secondary doors without labels, often leading to side rooms with loot or key items. They are frequently found in locked rooms and play a supporting role in exploration. These doors have a similar sound to their labeled counterparts but with slight variations.
{{!}}-{{!}}
Office Doors=

[[File:Office Door Angle.png|thumb|An office door from an angle]]
Office Doors add realism and complexity to the environment. These doors require players to push them open rather than interacting with a handle. This subtle change affects how players move through rooms, especially when being pursued by entities. Interestingly, the "WELCOME" mat outside Office Doors mirrors the same one found in The Lobby, hinting at deeper connections within the game's setting. These doors only spawn in office rooms featuring a rolltop desk and a broken window that players must crouch through.
{{!}}-{{!}}
Library Doors=

[[File:LockedDoor49.png|alt=The library grand doors|thumb|The library grand doors (Locked with modifiers)]]
Library Doors are unique to The Library and mark important checkpoints in the game. Appearing at Doors 50 and 51, they are large, double doors that remain unlocked at Door 50 but require a passcode to proceed at Door 51. The sound effect of opening Library Grand Doors is reminiscent of the Pre-Hotel+ update sound.
{{!}}-{{!}}
Greenhouse Doors=

[[File:A-120 Greenhouse Door.png|thumb|A greenhouse door with A-120 behind it due to modifiers]]
Greenhouse Doors are a type of door that allows them to detect Dupe very easily as their transparency allows players to peek inside and anticipate Dupe. The strategic use of transparency helps skilled players progress more safely. These doors have undergone several changes throughout updates, with their placement shifting from The Courtyard to The Greenhouse.
Originally, there were only a few Greenhouse Doors located in The Courtyard and The Electrical Room. However, with the Mines Update, ten Greenhouse Doors were added exclusively to The Greenhouse section, spanning from Door 90 to Door 99. Each of these doors has a unique design featuring vertical rods and a label bar in the middle. Players can distinguish the correct door from a Dupe-occupied one by checking for visible pathways beyond the transparent door.
Greenhouse Doors make a distinct high-pitched sound when opened, which is the same sound effect used when accessing the High Voltage Door in The Electrical Room. Additionally, before the Mines Update, Greenhouse Doors lacked labels.
{{!}}-{{!}}
High Voltage Doors=

[[File:Electric door.png|thumb|The electrical door]]
The High Voltage Doors in The Electrical Room are always locked and require either a key, lockpick, or the intervention of Figure to gain access. Notably, they are a key part of the final escape sequence. The doors are gray with warning signs and are marked with "WARNING: HIGH VOLTAGE ELECTRICAL ROOM." They use the same sound effect as the Greenhouse Doors when opened.

{{!}}-{{!}}
Barricaded Doors=

[[File:Broken door in the entrance of the library..png|thumb|A barricaded door]]
Barricaded Doors are broken or obstructed doors that aren't able to be opened. They may appear scratched, damaged, or missing key components, and they sometimes replace Dupe in certain rooms. These doors resemble Unlabeled Doors but with added visual signs of damage.
{{!}}-{{!}}
Damaged Doors=
TBA
}}
|-|The Mines=
{{#tag:tabber|
Labeled Doors=

[[File:Mines-locked-door.png|thumb|A mines labeled door, but locked.]]
Labeled Mines Doors are the most frequently encountered, featuring numerical labels that guide players through The Mines. However, the introduction of Dupe adds an extra layer of challenge, as it can disguise itself behind these doors and trick players by scrambling the numbers. Players must pay close attention to their surroundings and recall the correct sequence to avoid unnecessary damage.
{{!}}-{{!}}
Unlabeled Doors=

TBA
{{!}}-{{!}}
Grate Doors=

TBA
}}
|-|The Rooms=
{{#tag:tabber|
Entrance Door (A-000)=
[[File:A-000.png|thumb|The entrance to the rooms
At Door 60 in The Hotel, there is a secret door labeled “A-000” which is the door that leads to The Rooms, this door is guarded by two chains and a skeleton key lock, requiring players to get two lockpicks and a skeleton key.

The design consists of a regular Rooms Door, but with a skeleton key lock on it, two chains requiring lockpicks to unlock, and a label labeled “A-000”. When opening the door, it makes a noise similar to that of a door creaking slowly.
{{!}}-{{!}}
Handleless Doors=

Handleless Doors are the most common type of door that a player will find in The Rooms, their design is very simple, just being a wooden door with no handle to open it and a yellow label on top of it displaying the room number. The way that a player opens these doors is by simply pushing them.

The sound that Handleless Doors make is a unique sound, that being a door creaking slowly.

There are 1,000 Handleless Doors inside of The Rooms subfloor.
{{!}}-{{!}}
Exit Doors=

Exit Doors are doors that only spawn in two locations, those being the Exit Rooms and Room A-1000, they are very similar to Handleless Doors with the only exception being that players will have to hold a button to open the door; this implies that the player has to push hard to open the door. Also, Exit Doors serve as portals to exit The Rooms.
{{!}}-{{!}}
Locked Metal Door=
The Locked Door is a door that does nothing other than to serve as a decoration. The Locked Door spawns in only one room, that being A-001.

The Locked Door has the design of a big metal door with a hallway behind it that is only accessible with exploits.
}}
|-|The Backdoor=
{{#tag:tabber|
Entrance Door=
TBA

{{!}}-{{!}}
Labeled Doors=
TBA

{{!}}-{{!}}
Unlabeled Doors=
TBA

}}
|-|Other=
{{#tag:tabber|
Skeleton Door=
[[File:SkeleDoor.png|thumb|The infirmary's skeleton door]]
The Skeleton Door is locked with a skeleton key. It can leads to a room containing valuable loot and the Herb of Viridis, which grants health regeneration, in [[The Infirmary]] or to [[The Rooms]]. Its design consists of a wooden door with a skeleton key lock.
}}
</tabber>

=={{Icons|Trivia}} Trivia==
*Before Hotel+, there would be a light on top of every door that would beep when opened. This was probably removed due to the fact that it didn't fit the hotel at all and crucifixes could spawn on the doors now.
*An extra labeled door appears in every floor floating in the void. Opening this door does nothing, and likely just exists to avoid bugs.
*Prior to The Hunt update, there was a low chance that a room would not load correctly or overlapped with another room, making [[Glitch]] appear. The door would immediately close and Glitch would unload all the previous rooms, fixing the room.
*Labeled non-locked doors can be opened by [[List of Entities|entities]], currently the only entities that can do this are [[Rush]] (and its clones), [[Gloombats]] and [[Seek]].
**[[The Rooms|A-60]] and [[2023 April Fools Event#Entities|Jeff the Killer]] used to be able to do this previously, but they can't anymore.
*If an opened room is still not fully loaded, somehow the door to the next room will appear visually as locked. However, the [[Room Key|key]] won't exist and [[Lockpick|lockpicks]] don't work. When the room is completely loaded, the padlock will disappear.
*The labeled door behind the metal gate that requires a [[generator]] to be activated (with all three [[fuses]]) can't be opened until the gate button is pressed, likely to avoid exploiters opening the door before finishing the puzzle.
*There is a door exclusive to a very rare room in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room. This door curiously has the same sound as doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref>

=={{Icons|Gallery}} Gallery==
<gallery>
File:Door -002.png|Dupe posing as a Negative Door.
File:Doorwayseekeye.jpg|A Hotel Door, but with a Seek Eye on it.
File:Door80jack.png|A Door after a Jack Attack.
File:SideRoom Door.png|A Side Room-Hotel Door.
File:Normal Door.png|A Hotel Door.
File:Locked Door.png|Ditto, but Locked.
File:First door.png|A door in The Backdoor.
File:Electric door.png|The Electric Room's Battery Input door.
File:Broken door in the entrance of the library..png|A Hotel Door that is blocked.
File:Players leave Door -01 and arrive at Door 00.png|The door in the cutsence for escaping the Backdoor.
File:Vine-covered door, Room 99.png|Pre-Mines Secret Room 99 Door.
File:Mysterious post-hunt barricaded door.png|A blocked off door in the Backdoor.
File:Gratedoor-slammed.gif|A grate door being kicked and destroyed.
File:RoomsEntranceViaPortal.webp|A Rooms Door.
File:VineDoor-2.png|A sidedoor covered by vines.
File:Door Covered in Vines but Open.png|Ditto, but unlocked.
Screenshot 2024-04-01 175952.png|A [[2024 April Fools Event|Retro Mode]] door.
File:SHM Take a Seat door.png|The exit door in the rare Take a Seat room in [[SUPER HARD MODE!!!]].
</gallery>
{{Navigation}}
[[Category:Features]]
[[Category:Miscellaneous]]

Revision as of 16:59, 31 January 2025