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{{Stub|Page establishment, more pics for the gallery, universals renders for more doors/variations (see comments)}}
{{DISPLAYTITLE:Doors}}
{{Stub|Page establishment, more pics for the gallery, unviversals renders for doors/variations and better description. (whole overhaul)}}
{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}}
{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}}
{{Conjecture}}
{{Conjecture}}
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BackdoorDoor.png|The Backdoor
BackdoorDoor.png|The Backdoor
RoomsDoor.png|The Rooms
RoomsDoor.png|The Rooms
</gallery>
</gallery>|type = [[Features]]
|type = [[Features]]
|usage = Has to be opened to progress through the floors.
|usage = Has to be opened to progress through the floors.
|sound1 = '''Hotel Doors'''
|sound1 = '''Hotel Doors'''
*Labeled Door Opened
*Door Opened (Hotel)
[[File:DoorsDoorlabledopen.mp3]]
[[File:DoorsDoorlabledopen.mp3]]
*Side-Door Opened
*Side-Door Opened (Hotel)
[[File:DoorOpen.mp3]]
[[File:DoorOpen.mp3]]
*Labeled Door Slam (Seek Chase)
*Door Unlocked (Hotel)
[[File:Figuredoorpound.mp3]]
[[File:DoorKeyUnlock.wav]]
*Door Unlocked (Hotel, Unused)
*Office Door Opened
[[File:DoorKeyUnlockUnused.wav]]
*Door Slam (Hotel, Seek Chase)
[[File:Figuredoorpound.mp3]]
*Office Door Opened (Hotel)
[[File:OfficeRoomOpen.wav]]
[[File:OfficeRoomOpen.wav]]
*Library Door Opened
*Library Door Opened (Hotel)
[[File:LibraryDoor.wav]]
[[File:LibraryDoor.wav]]
*Greenhouse/High Voltage Door Opened
*Greenhouse/High Voltage Door Opened
[[File:Courtyard Door.wav]]
[[File:Courtyard Door.wav]]
|sound2 = '''Mines Doors'''
|sound2 = '''Mines Doors'''
*Labeled Door Opened
*Door Opened (Mines)
[[File:DoorOpen-Mines.ogg]]
[[File:DoorOpen-Mines.ogg]]
*Generator Gate Opened
*Generator Gate Opened
[[File:Audio_gateOpen_(1).ogg]]
[[File:Audio_gateOpen_(1).ogg]]
*Door Slam (Mines, Seek Chase)
*Side-Door Opened
[[File:MinesSideRoom.wav]]
*Labeled Door Slam (Seek Chase)
[[File:MinecartDoorOpen.mp3]]
[[File:MinecartDoorOpen.mp3]]
*Grate Door Push
*Grate Door Pushing
[[File:DoorSlamOne.ogg]]
[[File:DoorSlamOne.ogg]]
*Grate Door Break
*Grate Door Break
[[File:DoorSlamTwo.ogg]]
[[File:DoorSlamTwo.ogg]]
|sound3 = '''Skeleton/Skull Doors'''
*Wooden Boards Break
[[File:MinecartBreak.wav]]
|sound3 = '''Skeleton Doors'''
*Infirmary Door Opened
*Infirmary Door Opened
[[File:SkeletonKeyOpen.mp3]]
[[File:SkeletonKeyOpen.mp3]]
|sound4 = '''Sub-Floors Doors'''
|sound4 = '''Sub-Floors Doors'''
*Labeled Door Opened (Backdoor)
*Door Opened (Backdoor)
[[File:Bwawgbwuwwiwing.mp3]]
[[File:Bwawgbwuwwiwing.mp3]]
*Side-Door Opened (Backdoor)
*Side-Door Opened (Backdoor)
[[File:BackdoorOpenSub.wav]]
[[File:BackdoorOpenSub.wav]]
*Labeled Door Opened (Rooms)
*Door Opened (Rooms)
[[File:RoomsDoorOpen.mp3]]
[[File:RoomsDoorOpen.mp3]]
|caption=A door in All of The Floors.|sound5='''Other Floors Doors'''
|caption=A Door in All of The Floors.|sound5='''Other Floors Doors'''
*Labeled Door Opened (Retro Mode)
*Door Opened (Retro Mode)
[[File:RetroDoorSoundFixed.mp3]]
[[File:RetroDoorSoundFixed.mp3]]
*Labeled Door Opened (HOTEL-)
*Door Opened (HOTEL-)
[[File:Hotel- door.mp3]]
[[File:OldDoorOpening.mp3]]|sound6='''All Floors'''
*Labeled Door Top Light (HOTEL-)
[[File:Hotel- Light.mp3]]
|sound6='''All Floors'''
*Door Closed
*Door Closed
[[File:DoorCloseRoomUnload.wav]]|sound7=}}'''Doors''' are [[Features]] located in all [[floors]]. They work as an essential progression mechanic for the [[player]]. [[Dupe]] can also spawn fake Labeled ''Doors'' in [[The Hotel]] and [[The Mines]]. They are the core progression mechanic of the game, and are very important. When a Labeled Door is opened, a new room loads in. This is what makes the layout of the map different every time. There are over 1,250 doors in all of the subfloors and floors, which means, there are different types of doors for each different subfloor and floor!
[[File:VoidClosedDoor.ogg]]
}}
'''Doors''' are [[Features|features]] located on all [[floors]]. They work as an essential progression mechanic for the [[player]]. They are the core progression mechanic of the game, as they allow the player to progress deeper into their run.


== Types of Doors ==
== Types of Doors ==
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* Elevator/Ending - Leads to another Floor
* Elevator/Ending - Leads to another Floor


== {{Icons|Door}} List of Doors ==
=={{Icons|Door}} List of Doors==
''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor.
''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor.
=== The Hotel ===
===The Hotel===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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|Side
|Side
|Unlabeled Hotel Doors are secondary doors that appear in several types of rooms.
|Unlabeled Hotel Doors are secondary doors that appear in several types of rooms.
|Is able to spawn with Vines in [[2025 April Fools Event|RANKED Mode]]
|n/a
|-
|-
|[[File:HotelOfficeDoors.png|center|thumb|300x300px]]
|[[File:Office Door Angle.png|center|thumb]]
|Office Doors
|Office Doors
|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them.
|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them.
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|Always locked needing a Skeleton Key.
|Always locked needing a Skeleton Key.
|-
|-
|TBA
|<gallery type="slideshow" widths"300px"="" position="right">
|The way to the lower part of [[The Courtyard]].
CourtyardBasementDoor2.png|center|thumb|With Vines
|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ -->
CourtyardBasementDoor1.png|center|thumb|Without Vines
CourtyardBasementDoor3.png|center|thumb|Opened
</gallery><!-- Locked Firedamp Timer-->
|Courtyard Basement Door
|A wooden square door with two handles.
|Specific Side
|Specific Side
|The Courtyard
|The Courtyard
|Always covered by vines.
|Always covered by vines
|-
|-
|TBA
|TBA
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|}
|}


=== The Mines ===
===The Mines ===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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|TBA
|TBA
|-
|-
|[[File:GrateDoorRender.png|center|thumb]]
|[[File:KickDoor.png|center|thumb]]
|Grate Doors
|[[Grate Doors]]
|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ -->
|The design consists of a metal grate door with eight openings and two large handles.
| TBA
|Specific Side
|The are found during the [[Seek]] chase in [[The Sewage Pipes]].
|found during the [[Seek]] chase in [[The Sewage Pipes]].
|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed.
|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed.
|-
|-
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| Replaces Unlabeled Sewer Doors
| Replaces Unlabeled Sewer Doors
|-
|-
|[[File:CastleDoors TheCastle.png|center|thumb]]
|TBA
|Castle Entrance
|Castle Entrance
|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ -->
|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ -->
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|The end of [[The Mines]].
|The end of [[The Mines]].
|n/a
|n/a
|-
|[[File:PlanksBreatavled21.png|center|thumb]]
|Wooden Boards
|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ -->
|Specific Side
|various rooms throughout The Mines
|opened by minecarts instead of players
|}
|}


=== The Rooms ===
===The Rooms ===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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|}
|}


=== The Backdoor ===
===The Backdoor ===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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|}
|}


=== The Lobby ===
===The Lobby ===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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|A wall of yellow light.
|A wall of yellow light.
|Preventing players without a specific achievement from going to The Backdoor.
|Preventing players without a specific achievement from going to The Backdoor.
|Outside The Lobby if the player does not have the Detour achievement.
|Outside The Lobby is the player does not have the Detour achievement.
|-
|-
|TBA
|TBA
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|In the lobby.
|In the lobby.
|-
|-
|[[File:UnNumberedDoor.png|center|thumb|307x307px]]
|TBA
|FNaF Door
|FNaF Door
|Looks identical to Unlabeled Hotel Door but emits ambient sounds from FNaF 2.
|Looks identical to Unlabeled Hotel Door but emits ambient sounds from FNaF 2.
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|}
|}


=== Modifiers ===
===Modifiers ===


{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
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!Location
!Location
|-
|-
| TBA
| [[File:WeirdDoor.png|center|thumb|416x416px]]
| Take a Seat Doors
| Weird Door<ref>In-game file name is "WeirdDoor".</ref>
|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door.
|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door.
|Functions like any other labeled door.
|Functions like any other door.
|Door only found in the two [[SUPER HARD MODE!!!]] rare excusive rooms: the "Hedge Maze" and the "Take a Seat" room.
|A secret door that is only found in one of the rare rooms in “SUPER HARD MODE!!!”, more specifically, the “Take a Seat” room.
|-
|-
|TBA<!-- locked -->
|TBA<!-- locked -->
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|TBA
|TBA
|Labeled Hotel- Door
|Labeled Hotel- Door
|A wooden door with a pull handle and a label on it displaying the number of the door.
|TBA
|Used to enter the next room. Can spawn with a Lock.
|Labeled Hotel- Doors appear in most of the rooms in The HOTEL- Modifier
|}

=== The Garden(Upcoming sub-floor) ===
{| class="article-table" cellspacing="2" cellpadding="2" width="100%"
!Image
!Name
!Design
!Function
!Location
|-
| [[File:GDoor.png|center|thumb]]
| Garden Door
|Flat wooden door in shape half-circle with four knobs
|Used to enter the first room.
|Greenhouse - Shape L
|-
|TBA<!-- locked -->
|Labeled Door
|TBA
|Used to enter the next room.
|Used to enter the next room.
|Greenhouse
|HOTEL-
|-
|TBA
|Unlabeled Door
|TBA
|Used to enter the sub-
room.
|Greenhouse
|}
|}



== {{Icons|Trivia}} Trivia ==
=={{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.
*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.
*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.
*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.
* [[The Greenhouse|The Old Greenhouse]] entrance Door was just the one we have now just without the number.
* The [[The Greenhouse|Greenhouse]] Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure glitching.
*[[The Greenhouse|The Old Greenhouse]] entrance Door was just the one we have now just without the number.
*The [[The Greenhouse|Greenhouse]] Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure glitching.
* 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]].
*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
**[[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]]s don't work. When the room is completely loaded, the padlock will disappear.
*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]]s 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.
*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 two very rare rooms in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref>
*There is a door exclusive to two very rare rooms in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref>
== {{Icons|Gallery}} Gallery ==
=={{Icons|Gallery}} Gallery==


<gallery>
<gallery>
Door -002.png|[[Dupe]] posing as a door with a negative door number.
File:Door -002.png|[[Dupe]] posing as a door with a negative door number.
Doorwayseekeye.jpg|A door in The Hotel, but with one of Seek's eyes on it.
File:Doorwayseekeye.jpg|A door in The Hotel, but with one of Seek's eyes on it.
Door80jack.png|A door after a [[Jack]] Attack.
File:Door80jack.png|A door after a [[Jack]] Attack.
SideRoom Door.png|An Unlabeled Hotel Door.
File:SideRoom Door.png|An Unlabeled Hotel Door.
Normal Door.png|A Hotel Door.
File:Normal Door.png|A Hotel Door.
Locked Door.png|Ditto, but Locked.
File:Locked Door.png|Ditto, but Locked.
First door.png|A door in [[The Backdoor]].
File:First door.png|A door in [[The Backdoor]].
Electric door.png|The [[The Electrical Room]]'s Battery Input door.
File:Electric door.png|The [[The Electrical Room]]'s Battery Input door.
Vine-covered door, Room 99.png|Pre-[[Mines]] Secret Room 99 Door.
File:Vine-covered door, Room 99.png|Pre-[[Mines]] Secret Room 99 Door.
LobbyDoorCurrent.png|The current ''Doors'' in [[Lobby|The Lobby]].
File:LobbyDoorCurrent.png|The current ''Doors'' in [[Lobby|The Lobby]].
Mysterious post-hunt barricaded door.png|A blocked off door in [[The Backdoor]].
File:Mysterious post-hunt barricaded door.png|A blocked off door in [[The Backdoor]].
Gratedoor-slammed.gif|A [[Grate Doors]] being kicked and destroyed.
File:Gratedoor-slammed.gif|A [[Grate Doors]] being kicked and destroyed.
RoomsEntranceViaPortal.webp|A Rooms Door.
File:RoomsEntranceViaPortal.webp|A Rooms Door.
VineDoor-2.png|A sidedoor covered by vines.
File:VineDoor-2.png|A sidedoor covered by vines.
Door Covered in Vines but Open.png|Ditto, but cut.
File:Door Covered in Vines but Open.png|Ditto, but cut.
Screenshot 2024-04-01 175952.png|A locked [[2024 April Fools Event|Retro Mode]] door.
File:Screenshot 2024-04-01 175952.png|A locked [[2024 April Fools Event|Retro Mode]] door.
SHM Take a Seat door.png|The exit door in the rare Take a Seat room in [[SUPER HARD MODE!!!]].
File:SHM Take a Seat door.png|The exit door in the rare Take a Seat room in [[SUPER HARD MODE!!!]].
Reception door.png|Door 0000 at The Backdoor.
File:Reception door.png|Door 0000 at The Backdoor.
SewerTimer.png|A [[The Sewers|sewer]] door in [[The Mines]] with a timer on it due to a [[Players|Player]] choosing a random modifier and the [[DOORS|game]] selecting 'Make Haste'.
File:SewerTimer.png|A [[The Sewers|sewer]] door in [[The Mines]] with a timer on it due to a [[Players|Player]] choosing a random modifier and the [[DOORS|game]] selecting 'Make Haste'.
File:GDoor.png|The door that will lead to [[The Garden]]
File:Knob.webp|Knob UGC
File:Door Plate 1000.webp|Door Plate (1000) UGC
File:Door Plate 0013.webp|Door Plate (0013) UGC
File:Door Plate 0001.webp|Door Plate (0001) UGC
</gallery>
</gallery>


== {{Icons|Gallery}} References ==
=={{Icons|Gallery}} References==
{{Reflist}}
{{Reflist}}

{{Navigation}}
{{Navigation}}
[[Category:The Backdoor]]
[[Category:The Hotel]]
[[Category:The Rooms]]
[[Category:The Rooms]]
[[Category:The Mines]]
[[Category:Features]]
[[Category:Game Mechanics]]
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