Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
DOORS Site Logo

Welcome to the Official DOORS Wiki!
Please read the Wiki Rules the Manual of Style and familiarise yourself with our Wiki Policies before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly, if you need help don't hesitate to reach out to a DOORS Wiki Staff Member.

The Mines

From DOORS Wiki
(Redirected from Mines)

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

Cannot.png
This page contains {{#var:spoilers}}. They are hidden by default, but may be expanded.
This article is about The Mines. You may be looking for The Mines Update.

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

<image source="image"></image> <group layout="vertical" show="complete"> <header>Floor Information</header> <label>Rooms</label> <label>Date Added</label> <label>Sound Files</label> </group> <group layout="horizontal" collapse="open"> <header>UPDATES</header> <label>← Previous</label> <label>Next →</label> </group> </infobox>

"This is only the beginning."
- Rock Bottom Achievement description

The Mines is the second floor in DOORS. It can be accessed by creating or joining an elevator in the Lobby, or after completing The Hotel.

Overview Overview[edit | edit source]

The Mines appear as a messy, abandoned, occasionally flooded mining site comprised of different rooms and sections. Interior spaces are made of various materials such as rock, steel, and wood and have amenities such as lights, ladders, lockers, minecarts, and generators scattered around it. As in The Hotel, the players's goal is to escape The Mines by traversing 100 randomly generated rooms, including special locations.

Story-wise, The Mines picks up where The Hotel left off; players are in a free falling elevator. If a run is started from The Mines, the Pre-Run Shop is opened, allowing players to purchase items exclusive to this floor. After all players are done or the Pre-Run timer runs out, the elevator they are in crashes into The Adit.

Prior to the Content Update, players were not able to join a Mines run unless they had already beaten The Hotel or enter another players The Mines elevator; however, players who have not beaten The Hotel will be given a "skip penalty" of -50% knobs. After the update, all players can join a Mines run.

{{#vardefine:spoilers|spoilers}}

Cannot.png

This content has {{#var:spoilers}} for the end of The Mines. To view it, click the button below.

View
Door 200:

After defeating Seek’s blob form and powering the room’s generator, players leave The Mines through a ladder and sewer grate leading to a path in a forest. The Rift is also present here to store items for later runs to be easier with one saved item in total.

At the end of the path is a castle; upon interacting with the door, a cutscene plays where players open it and look at what lies beyond, only to be startled and forced to seek shelter inside by the Queen Grumble rising from the ground behind them.

Before Queen Grumble can attack players, however, a black, slimy arm latches onto its eye. The Queen Grumble screams in pain as it is enveloped in slime, and Seek’s humanoid form emerges from the slime as the castle doors close, bringing The Mines to an end.

Currently, the run ends immediately after this cutscene with a “To Be Continued” screen, awarding the player an achievement called "See You Soon", though it will likely continue into the next floor when it releases.
Hide

Entities Entities

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Entities are unnatural beings that inhabit The Mines. Most of them pose as roadblocks and threats to hinder player's progress and usually attempt to kill or damage them in whatever ways they can.

See their respective pages for more information.

Main Entities[edit | edit source]

  • Guiding Light - A helpful entity that guides players throughout their journey. If players die, it will provide tips on how to survive the entity that killed them most of the time (not including the 2023 April Fool's Event). Guiding Light also highlights important items and objects (such as keys and doors) after a certain amount of time has passed in a room.
  • Seek - The main antagonist of The Mines. It announces its presence with eyes appearing from black goo and eye paintings appearing on the walls before chasing players twice and a boss fight in The Dam.
  • Queen Grumble - The Queen of the Grumbles. It appears chasing players at the end of The Caverns, before crawling through tunnels to hunt players in The Nest. Appears a second time in The Sewage Cells to chase players.
  • Grumbles - Patrols The Nest and guards the Queen Grumble. They crawl through tunnels and chase players on sight.
  • Figure - It is completely blind and thus relies on sounds and vibrations to locate players three times inside The Shafts. Despite this, it is not the main threat for players in the mines. It is also the entity responsible for the players' entrance to The Mines.

Recurring Entities[edit | edit source]

  • Rush - Flickers the lights and shakes the ground before rushing through several rooms, behind or in front of the player, up to an unopened correctly labelled door and opens it, breaking all the lights in the process and making the room a dark room. Deals 125 damage to players within range on sight.
  • Ambush - A more elusive entity, which has a rare chance to replace Rush, shakes the ground before rebounding 2–6 times through several rooms to catch players off-guard. Deals 100 damage to players within range on sight.
  • Screech - Can spawn in almost any room (excluding The Caverns, The Sewage Cells and The Dam) and reveals its presence with a “Psst!” and a slight screen shake. Players must look around in order to spot the entity and counteract the attack, otherwise it will deal 40 damage to them.
  • Giggle - Drops down from a ceiling onto the player's face and starts biting it. Players must attempt to dislodge the entity and counteract the attack, otherwise it will deal 10 damage per tick.
  • Dupe - Poses as a door with a number label, but the number is always out of order and wrong. Players must not enter the wrong door, or Dupe will attack them, dealing 40 damage. A fake door may be identified by listening for growls or scratching sounds near the door and the wrong door number.
  • Gloombats - Small batmoth-like creatures that swarm in groups. They won't directly attack players unless they are stepped on before hatching or the player is using any type of light emitting item.
  • Halt - Chases down players in The Bridges, and tries to ambush them by appearing from behind and in front, the player having to turn around repeatedly in order to get out of The Bridges.
  • Eyes - Appears randomly upon entering a room, and are signified by a distinct sound effect and a bright blue/purple glow. The entity deals rapid damage if stared at and is able to teleport around the room.
  • Hide - Becomes aggravated if a player hides for too long in a hiding spot, after which it will push them out and appear in the last spot a player hid in, damaging them. Players will be unable to hide in the same hiding spot again and will block them from hiding in them for a bit.

Miscellaneous Entities[edit | edit source]

  • Dread - Attacks players when they stay for too long in one room, and can appear in any room. After the time has passed the player's screen will begin to darken, and exhibit a monotone tint. It will slowly chase players while remaining scarcely visible.
  • El Goblino - A friendly entity that players can chat with in Jeff's Shop. After a player talks to him three times, he will go silent.
  • Glitch - Acts as a failsafe (The Mines and The Hotel). It will appear when the next room has failed to load. It also functions as Void in The Rooms and The Backdoor.
  • Glitch Fragment Entities - Glitched variations of Screech, Rush and Ambush that appear when interacting with a Glitch Fragment.
  • Jack - Rarely appears behind doors () and in hiding spots () to jumpscare players.
  • Jeff - A friendly entity that resides in its respective shop, selling items to players who are interested.
  • Timothy - A spider that lurks in containers. When players open a container, it has a chance to spawn and jump on their face and take away a small bit of health.
  • Shadow - A very rare harmless ghostly entity () that appears briefly when the lights flicker randomly after opening a new door.
  • Void - Attacks players that are lagging too far back from the rest of the team when in multiplayer elevator. It will teleport them back to their team but deals a random amount of damage in the process.
  • Louie - Appears in small tunnel-like holes. If a player drops an item near its hole, the rat entity will come out and trade the item for food or loot.
  • Curious Light - Appears as a yellow rift if the Bottle of Starlight was previously used.

Hazards[edit | edit source]

  • Firedamp - Flammable gas leaks that can explode if a player uses a lighter. They can also cause players to suffocate from asphyxiation if they stay in the room for too long.
  • Flooded Rooms - Shallow water in which staying underwater for too long will cause the player to drown.
  • Gloombat Eggs - Large eggs that hatch a Gloombat if stepped on.
  • Minecarts - Used to destroy wooden barriers blocking certain paths. If a minecart runs into a player at a high enough speed, it will damage and knock over the player.
  • Stalagmites - A lethal rock-formation that will brutally impale the player if fallen into its spikes.

Removed Entities[edit | edit source]

  • Snare - Removed due to player feedback about the entity being placed in the worst places possible such as crawlspaces, as well as having the entity appear more than once, forcing the player to restart if run into.

Behavior Room Mechanics[edit | edit source]

Guaranteed Rooms[edit | edit source]

Dark Rooms[edit | edit source]

Dark rooms function nearly identically to the ones in The Hotel, however Screech is not exclusive to these rooms, being able to spawn anywhere in The Mines except in a few rooms, but it may have a Gloombat nest.

Firedamp Rooms[edit | edit source]

Error creating thumbnail: File missing
A firedamp room.

Firedamp rooms are indicated by a fire caution sign on the door and an orange mist inside the room. Players can die in this room if they stay inside it for too long and suffocate (their vision will slowly blur and black out along with their hearing becoming muffled), or if they activate a flammable item inside it, such as a Lighter or a Candle will cause the gas to explode (There is a bug where an already lighted candle won't cause any harm), killing them instantly. Non-flammable light sources like Glowsticks, Flashlights, Spotlights, Straplights, and Laser Pointers are safe to use in Firedamp rooms, as well as the Moonlight Candle, as it is powered by Guiding light and not heat energy.

Minecart Rooms[edit | edit source]

Minecart rooms usually require players to push a minecart to destroy wooden planks blocking the next door. If players are hit by a Minecart, it will damage or even kill them, depending on the Minecart's speed. Sometimes, pushing the Minecart is not required, and it only serves as a decoration.

Generator Rooms[edit | edit source]

Generator rooms require finding 1-3 Fuses around the room inside of item lockers, on tables, in drawers, and in chests to power up a Generator to open a blocked gate to the next door.

The following rooms may spawn as Generator Rooms:

  • The Adit: This room will always spawn on Door 100.5 and will require two fuses. It depicts an elevator landing spot with a small minecart track. If the player has an item in the Rift, it will appear on a stone island around some shallow water.
  • A compact room with a small stone median and some containers. This Generator spawns with 2 Fuses in it in this room.
  • A room with a long minecart track and two wooden barricades players must break with the minecart. The button and the metal door are separated by a median. The Generator in this room always spawns with 1 Fuse in it.
  • A corridor with eight sub-rooms, some may contain Shears or vine-covered chests. The Generator, always with no Fuses in it at the start, may spawn in the corridor or in a sub-room.
  • A large room with a bridge and a pit that can be accessed by a ladder. The Generator will spawn in the pit as well. This room usually spawns before The Caverns. This room's Generator spawns with 1 Fuse in it.
  • A sewer room with two different levels bordered by ladders, with many sub-rooms and a chance of a Dupe spawn that will not be behind the metal door. This room is usually time-consuming and may be the generator room that takes the longest. It also is pretty rare since The Content Update.
  • Additionally, The Dam will spawn as a generator room, however all the fuses have been inserted, players only need to pull its lever.

Blood Rooms[edit | edit source]

Blood Rooms are rooms that can only generate if Jack spawns behind a door. When Jack spawns, it will jumpscare players and disappear, and they will be left with a room that is completely red. The lights and floor will be covered with a bloody texture, similar to what is seen in Seek's chase. If there is exposure to the outside, the rain will be a blood red color, and if there are Seek's eyes in the room, the scleras will turn red as well. Overtime, this room will slowly fade away back to normal, but the rain will stay as it is until they proceed to the next room. Blood Rooms have the lowest chance of spawning out of all Room Mechanics (tied with Shadow), that being a 1 in 2000 chance. These rooms can occur as early as Door 101 and as late as Door 200.

Flooded Rooms[edit | edit source]

Flooded rooms are rooms where the ground is covered by shallow or deep water. Deep water rooms come in the form of tunnels that a player must swim through to continue. Players are at risk of drowning if they stay underwater for too long. Their vision will begin to blur and their eyes will gradually close. Light sources like lighters and flashlights also start to malfunction.

Lush Rooms[edit | edit source]

Rooms that are exposed to the outside. They can spawn as either circular room that connects to a main room through a side door, or they can overgrow a standard room. They can contain a cupboard containing Shears and/or green-vine chests that can be opened with them, giving players rare loot.

Door Special Locations[edit | edit source]

These are locations in the Mines that are different and unique to most rooms located in the floor. All are guaranteed to spawn except for The Grotto, The Bridges, and The Sewage Cells. There are 13 Special Locations, listed in order of appearance during a player's run.

Elevator[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

This is the elevator that was used in the Hotel at Room 100 and has crashed down to The Adit. It appears as a mining elevator with wooden boxes and a mining light in them.

The Adit[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Room 100.5, The first room players encounter when entering the mines, it contains a generator with 2 missing Fuses, players must find the 2 Fuses to continue. It also contains the Rift on an extended part of the dirt surrounded by water.

The Shafts[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Three rooms where players encounters the Figure, after escaping from The Hotel.

The Bridges[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

The Bridges is the room where Halt resides. It consists of three sections, each with three bridges, two of which are broken. The broken bridges usually have containers and lockers in front of the broken bit.

The Caverns[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

The Caverns appear at Rooms 142-149. A series of rooms where the first Seek chase takes place. It consists of falling rocks, cross platforms, broken bridges and some rails.

The Nest[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Room 150, A vast cave with large tunnels, winding paths, rooms and cave systems, where the Grumbles reside and patrol.

Jeff Shop[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Room 152-159, A shop run by Jeff, now located within The Sewers, where players can buy items and give Jeff tips, they can also talk to El Goblino.

The Sewers[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

A series of rooms after The Nest where the Jeff Shop, The Railway Station, The Sewage Cells, The Sewage Pipes and The Dam are located. They usually randomly generate in chunks of about 1-10 rooms.

The Railway Station[edit | edit source]

Main Article: The Railway Station

A puzzle room that can spawn between Doors 153-199.

The Sewage Cells[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

The Sewage Cells contain an extensive number of interconnected rooms that form a maze-like structure. These rooms include manholes, sewers and side rooms, and medium-long tunnels. Most significantly, cell-like structures spawn frequently throughout. The location also contains a waterfall, which is guaranteed to spawn.

The Sewage Pipes[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Rooms 195-198, it was the previous location of the second Seek chase.

The Dam[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

Room 200, where the final Seek boss fight takes place.

It consists of scraps you can jump on, valves, generators, lockers, toolboxes and drawers.

The Woods[edit | edit source]

Lua error in package.lua at line 80: module 'Dev:Hatnote' not found.

A forest that players walk through after escaping The Mines. A castle is located at the end, where the final cutscene, where the Queen Grumble gets infected by Seek, takes place. It always contains the Rift behind the ladder.

Secondary Locations[edit | edit source]

Secondary Locations are rooms that are unique to most common rooms but are less noticeable and important.

General Rooms[edit | edit source]

  • Room 101: The room after The Adit that contains a minecart and two rails with a rail lever.
  • Lush Rooms: Rooms that are exposed to the outside. They can spawn as either circular room that connects to a main room through a side door, or they can overgrow a standard room. They can contain a cupboard containing Shears and/or green-vine chests that can be opened with them, giving players decent loot, like a Spotlight, a Laser Pointer, or even a Crucifix. Additionally, some lush rooms require Shears to access.
    • Small Lush Rooms: Rooms that contain only either two green-vine chests or a cupboard with Shears.
    • Large Lush Rooms: Rooms that are rare to encounter and always contain both a cupboard with Shears and green-vine chests.
  • The Grotto: The room where Halt used to reside before The Content Update. It's a large cave with winding paths and minecarts. It now spawns as a standalone room.
  • Pit Room: A room that contains a deep pit which can be accessed by a ladder. There are two possible ways to escape this room. The first way is to go down into the pit, and the other way is to cross a plank which runs over the pit.
  • Steep Minecart Room: A room containing a Generator that requires players to destroy wooden barriers by pushing a minecart down two adjacent slopes.
  • Deep Flooded Room: A room completely filled with water, that players have to navigate. There are air pockets that players can use to avoid drowning. These rooms can spawn with slight changes in generation.
  • Room 149: The room between The Caverns and The Nest. It contains a platform with lockers either side, and a buffer gate in the middle. This room marks the conclusion of the first Seek chase, and the beginning of Door 150.
  • Sewer Pillar Room: A room that spawns within The Sewers. It's a room that has pillars on each side of the main walkway.
  • Large Sewer Room: A room that spawns within The Sewers. It's a large room with two floors. The upper floor showcases a large, open sewer area with a generator, and four ladders either side that leads to a lower floor, with sewage water flowing through the middle and doors either side.
  • Roofless Room: A lush room that players can encounter within The Sewers that is completely open to the outside. Walls line each side of the room, but there is no roof. Green-vine chests can spawn in this room.
  • Tunnel Room: A rare room that has two tunnels, one on the left, the other on the right. The tunnels shares a resemblance to the tunnels in The Nest. The room might have been created by a Grumble. It can spawn before the The Ravine or after the Jeff Shop.
  • Lethal Company Room: An extremely rare Sewer room that has a layout referencing that of Lethal Company, a survival game.
  • Sewer Fan Room: An extremely rare Sewer room that contains a giant fan and a metal bridge. Giggles may spawn under the bridge as a bug.
  • Room 199: The room before The Dam. This generates as a random sewer room, rather than a guaranteed room like in The Hotel.

Entity-related Rooms[edit | edit source]

  • The Chasm: The room that players encounter Figure for the first time. (A part of The Shafts).
  • The Festering Meat Cave: The room that players encounter Figure for the second time. (A part of The Shafts).
  • The Generator Cave: The room that players encounter Figure for the third time. (A part of The Shafts). Ever since the content update, this room won't have a 100% chance of spawn, but it has a high chance of doing so in most runs. Prior to the nerf update, this room used to spawn in the door 130 range.
  • The Ravine: A long, flooded room, with exposure to the outside. This room is where Seek seeps out of a metal pipe and begins its chase. This room will only, and is guaranteed, to spawn at Door 142. (A part of The Caverns).
  • The Sewer Corridor: A long corridor, this is the location of the beginning of The Sewage Pipes Seek chase. There is a hole in the ceiling, where the Queen Grumble emerges. It can only spawn once and is guaranteed. (A part of The Sewage Pipes).

In-game soundtrack In-game soundtrack

See Soundtracks for a full collection of sounds.

Bugs Bugs[edit | edit source]

  • There used to be a bug that transfers any modifiers players had in The Hotel into The Mines, allowing them to play The Mines with modifiers.[1] This has been patched.
  • If two or more people align themselves with the minecart that spins in circles, they can essentially speed it up and have it fly off the tracks. If a player is playing alone and wants to do this trick, they have to push the cart, push it again, and then run the other direction of the cart and when it comes back, they push again. This bug may have been patched in the recent Bugfixes.
  • Sometimes, when the Minecart is pushed, a bug happens where the minecart will be unable to move even in how many times a player has pushed it. It soft-locks a player immediately forcing them to restart their match if they need the cart to, for example, break a wall.
  • Sometimes, when a minecart is pushed but has slow momentum, it has a chance to phase through a wall. This is most apparent in the nest where it can sometimes phase through the wood and soft-lock players.
  • In the chasm, one of the right sided minecarts can rotate in circles after being pushed near the exit by the player.

Trivia Trivia[edit | edit source]

  • The Mines are players' first interaction with water or any other fluids, unless you count the rain in the Courtyard and the Lobby.
    • If a player's head stays underwater (in a room where water is high enough to cover them entirely) for too long, they will eventually drown and die.
  • In The Mines, players can only jump during 2 Seek encounters, those being The Caverns, and The Dam.
  • Redibles has made several sketches of The Mines, showing off two rooms and one entity.
  • The Mines didn't support Modifiers on release[2], but support was officially added as of The Content Update.
    • The Content Update also brought Modifiers to The Hotel that allow entities from The Mines to spawn.
  • The Mines brought multiple updates to The Hotel, one of them being the change of The Courtyard and The Infirmary appearances.
  • The Rift appears at the beginning and at the end of The Mines, similarly to how it functions in the Hotel.[3]
  • Players choose to start a run from the Mines by selecting the on-screen Play button in the lobby, or by moving into an elevator labeled with the same button.
    • Players used to require the Rock Bottom achievement to play The Mines, meaning that they would need to beat The Hotel first before they can proceed to or start runs in The Mines. Players who obtained Rock Bottom before The Mines were added would be allowed to start runs at The Mines.
      • However, players can join someone else's elevator if they don't have the Rock Bottom badge.
        • This, however, results in a -50% penalty on knobs for not beating The Hotel and won't grant any achievements in The Mines.
      • As of The Content Update, the Rock Bottom achievement is no longer required to play The Mines.
  • If continuing from The Hotel, all dead players will be revived.
  • Prior to The Content Update, the floor could have been played even if a player hasn't beaten The Hotel, but they would have needed to join a friend's elevator and would have received a -50% Knob skip penalty, along with being unable to get any Achievements. (This has been changed, anyone can play the mines, but the game strongly recommends that you play the floors in order.)
  • Rush has the ability to zoom through walls, instead of following the rooms intended path. This makes the majority of safe spots in The Hotel and The Mines now unsafe.
  • Unlike The Hotel, where the main antagonist is Figure, the main antagonist of The Mines is Seek.
  • On September 1st, The Mines received an overall patch that helped reduced the difficulty, after receiving feedback from players.[4]
    • Despite The Mines' increased difficulty, the base completion reward is 50 knobs, the same as The Hotel, making it a bad floor to grind knobs.
  • There are 2 types of Grumbles, the normal ones and the queen. The queen has a stretch mark (according to RediblesQW's concept[5]) on its face and deals fatal damage to players (only in minecart and chase sequences). It is the same Grumble that players see right before The Nest, during chase sequences, in The Sewage Pipes, and in the end cutscene of The Woods.
  • When a door closes with an antagonist entity behind it (Seek, Figure, Grumble), the Crucifix symbol can be seen in the doorframe which prevents the entity from passing. This also happens when a player enters a room with Figure in it, however the symbol appears on the door that a player entered in through.
  • The Mines look somewhat similar to Mysterious Mines from FNaF World and to the cave from The Maze.
  • The crawlspaces in the Mines may be inspired my the crawlspaces in the cave from Roblox horror game The Maze.
  • The Mines share a few ambient sounds with The Hotel.
  • Earthquakes and flickering lights can occasionally happen, tricking players into believing that Rush is about to attack. However, Rush can only attack once both an earthquake and the flickering lights happen at the same time, but this doesn't happen 100% of the time either.
  • The Mines is more than likely a coal mine.
  • On release, The Mines was much harder than it currently was, The developers have said reason of this was because "We were so used too it we made it more difficult for us".
  • The rarest room is actually a sub room, in which, is incredibly tall that the player must use a incredibly long ladder to reach to the top of the sub room, in which, has much many items, and Gold.[6]

Achievement Related Achievements[edit | edit source]

Whoever Smelt It
"...Dealt it."
Survive a Firedamp leak.

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

Trespassing
"Sorry, sorry!"
Escape The Nest.

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

Rocky Road
"I think I'm good with vanilla."
Escape The Mines with at least a 50% bonus using modifiers.

A Hard Place

A Hard Place
"And a rock!"
Escape The Mines with at least a 150% bonus using modifiers.

Gallery Gallery[edit | edit source]

<tabber> |-|In-game=

|-|Rooms (Randomized)= NOTE: Work is in progress

Mines[edit | edit source]

Sewers[edit | edit source]

|-|Rooms (Special)= NOTE: Work is in progress

Mines[edit | edit source]

Sewers[edit | edit source]

|-|Assets=

|-| Decorations=

|-|Other=

</tabber>

Gallery References[edit | edit source]

{{#vardefine:columns|1}}

vte
DOORS Wiki
Behavior Entities
Overview
The Lobby
Curious LightSeekTimothySally
Hiding
The Hotel
Floor 1
Guiding LightCurious LightAmbushBobDreadDupeEl GoblinoEyesFigureHaltHideJackJeffRushSallyScreechSeekShadowSnareTimothyVoid
Usage
The Mines
Floor 2
Guiding LightCurious LightAmbushBobDreadDupeEl GoblinoEyesFigureGiggleGloombatsGrumbleHaltHideJackJeffLouieQueen GrumbleRushScreechSeekShadowTimothyVoid
Door
The Backdoor
Curious LightBlitzHasteLookman
Puzzles
The Rooms
Curious LightA-60A-90A-120
Trivia
Miscellaneous
The Three ArchitectsGlitch (AR0xMBUSHRNIUSHCgSCJVEREECH)
Door Locations
Overview
The Lobby
InteriorExterior
Hiding
The Hotel
Floor 1
ElevatorThe ReceptionThe Meeting RoomThe Grand HallwayThe LibraryJeff ShopThe BasementsThe Dining HallThe InfirmaryThe CourtyardThe GreenhouseThe Electrical Room
Usage
The Mines
Floor 2
ElevatorThe AditThe ShaftsThe BridgesThe CavernsThe NestJeff ShopThe SewersThe Railway StationThe Sewage CellsThe Sewage PipesThe DamThe Woods
Achievement
Floor 3, Upcoming
Elevator
Door
The Backdoor
Room -51Two Gates RoomRoom -01
Puzzles
The Rooms
A-0000Exit RoomsA-1000
Health
The Outdoors
Upcoming
Unknown
Usage Mechanics
Interact
General

Achievement.png Achievements

Error creating thumbnail: File missing
Admin Panel

File:Laddre.png ClimbingDresser.png ContainersFile:Xbox Button X.png ControlsDeathicon.png Death ScreenFile:Speech.png DialogueDoors Info.png DoorsFile:STAIR.png FloorsHEARTBEAT CONTROL MINIGAME.png Heartbeat Control MinigameHIDING.png HidingINTERACTED.png InteractablesIgnite Button.svg ItemsINTERACT.png LootingFile:MODIFIERS.png ModifiersReviveicon.png RevivesFile:RiftIcon.svg RiftFile:LockiconSVG.svg Room MechanicsSeed.png SeedsCURRENCY.png Shops

Player
Player

DAMAGE.png DamageHEALTH.png HealthBetterInventorySVG.svg InventoryFile:Speedboosticonicon.png Movement SpeedFile:StatusEffectNewIcon.png Status Effects

Currency
Currencies
File:KnobBoost.png BoostsCodes.png CodesGold.png Gold
Error creating thumbnail: File missing
KnobsFile:Stardust.png Stardust
Usage
Items

File:Stopi.webp A-90's Stop SignALARMCLOCK.png Alarm ClockHDBandage.png BandagesImages-icon bandagepack.png Bandage PackHDBattery.png BatteriesBatteryPackORIGINAL.png Battery PackBigbombi.webp Big BombBombi.webp BombBreadIcon.webp BreadCandleimage.png CandleFile:PlaceholderUnofficialCandyCornItem.png CandyCheese.png CheeseBreakerSwitch.png Circuit Breaker SwitchesCrucifiximage.png CrucifixElectrical Room Key.png Electrical Room KeyFlashlight backdoor update.png FlashlightFuse icon.png FusesGFRender.png Glitch FragmentGlowstick Icon2.png GlowstickGoldguni.webp Golden BlasterGween Soda.png Gween SodaBoxi.webp Hiding BoxCrucifixApril.webp Holy Hand GrenadeFile:Knockbombi.webp KnockbombFile:LaserPointerIcon.webp Laser PointerLibrary Book.png Library BookIcon lighter2.png LighterIcon lockpick2.png LockpickFile:Mini shield icon real.png Mini Shield PotionFile:MoonlightCandleIcon.webp Moonlight CandleFile:Moonlight Float.png Moonlight FloatFile:Nanai.webp NannerFile:The peel.png Nanner PeelFile:Scanner Icon.png NVCS-3000Puzzle Painting.png Puzzle PaintingFile:Keyimage.png Room KeyIcon Shakelight.png ShakelightFile:ShearsIcon.webp ShearsBig sheild pot.png Shield PotionFile:Skeletonkeyimage.png Skeleton KeyFile:SmoothieTransparent.png SmoothieSolution Paper.png Solution PaperIcon Handheld Flashlight.png SpotlightBottleStarLightNew.png Starlight BottleChug Jug of Starlight Icon.png Starlight JugFile:Star Vial.png Starlight VialAnglehead Icon.png StraplightChair item.png Throwable PropHackers Favorite Items.png Tip JarIcon vitamins.png Vitamins

Puzzles Miscellaneous
History
Events
2023 April Fools Event2024 April Fools EventTHE HUNT - First Edition2024 Trick Or Treat Event2025 April Fools Event
Gallery
Lists
AchievementsCodesContainersDamageFeaturesFloorsGame MechanicsGame SettingsHealthHidingInteractablesItemsLeversList of EntitiesList of HazardsList of LocationsList of Room MechanicsMerchandiseModifiersPadlocksPaintingsRemoved ContentSecretsSoundtracksStatus EffectsUpcoming ContentUpdate Logs
Trivia
Game Development
DOORSEchidenpaiGhostly Wowzersjasper_creationsLightning_SplashLSPLASH (Group)NormallyAverageRediblesQW
Gallery
Game Updates
The Hotel+ UpdateThe Modifiers UpdateThe Hunt UpdateThe Mines UpdateThe Content Update
Overview
Collaborations
MakeshipThe RoomsPLS DONATEYoutoozTower Heroes CollabUntitled Tag Game CollabTales Of Tanorio Collab