Every DOORS Boss, Ranked by Difficulty

DOORS currently has 10 entities classified as “bosses” — entities with unique mechanics that can’t be countered by simply hiding in a closet. Here’s a quick difficulty overview:

BossFirst AppearanceKill PressureDifficultyDeaths Caused (Community Estimate)
FigureRoom 50Extreme★★★★★Most deaths in the game
SeekRoom 30-40High★★★★☆Second most
AmbushRoom 10+High★★★★☆Third most
GrumbleThe Mines (Room 100+)Extreme★★★★★Mines only
HaltRoom 70+Medium★★★☆☆Moderate
RushRoom 1+Low-Medium★★☆☆☆Common in Hotel
ScreechRoom 5+Low★★☆☆☆Annoying but rarely fatal alone
EyesRoom 15+Low★☆☆☆☆Low if you know the trick
DupeRoom 15+Medium★★★☆☆Kills via wrong door choice
GlitchAny room (party)Situational★★☆☆☆Rare encounter

Figure — The Sound-Hunting Nightmare

Rooms: 50 (The Library), 100 (The Electrical Room)

Figure is the hardest boss in DOORS because it punishes one mistake with instant death. Understanding exactly how its AI works is the difference between a 2-minute clear and your 20th death.

Attack Pattern

PhaseFigure BehaviorDurationYour Action
PatrolWalks a preset route, stops to listen every 5-8 secondsUntil disturbedWalk only, stay crouched
InvestigateMoves toward a sound source (footsteps, thrown item, book placement)4-6 secondsFreeze. Don’t move a muscle
ChaseDetected player — sprints at 2x player speedUntil line of sight broken for 8+ secondsSprint to opposite side, break LOS behind shelves
RageBelow 50% HP (Room 100 only)Rest of fightFigure moves 30% faster and listens every 3 seconds

Sound Mechanics

Figure is completely blind. Every action you take produces a sound value:

ActionSound RadiusFigure Response
Walking15 studsNo reaction unless within radius
Running (sprinting)50 studsImmediate investigation
Crouch-walking5 studsNearly silent — safe even close
Interacting with objects25 studsInvestigation after a 1-second delay
Throwing an item60 studs from impact pointRushes to impact location
Book placement (puzzle)40 studsWalks to the shelf
Opening the exit door100 studsImmediate full-speed chase

Room 50 vs Room 100 Figure

TraitRoom 50 (Library)Room 100 (Electrical Room)
Room sizeLarge, many shelves for coverMedium, less cover
Puzzle8 books10 fuses
Figure speedNormalFaster base speed
Rage phaseNoneActivates at 50% health
CheckpointsNone (death = restart from Room 50)None (death = restart from Room 100)

Pro Tips for Figure

  1. Walk, don’t run. The #1 cause of Figure deaths is accidentally pressing shift. Unbind sprint if you have to.
  2. Use items as decoys. Every room with Figure has items on the floor. Pick them up and throw them to the opposite corner before moving.
  3. Learn the patrol route. Figure’s patrol path is the same every run. Once you know it, you can predict where itll be 10 seconds from now.
  4. Room 100 Rage phase: When Figure hits 50% and starts raging, the rhythm changes from “wait for patrol gap” to “move during the 3-second listen windows.” It’s faster-paced but the same principle.

Seek — The Chase Sequence

Rooms: ~30-40 (first chase), ~70-80 (second chase)

Seek is the only boss you can’t fight or hide from — you run or you die. Both chase sequences follow the same mechanics with different map layouts.

Chase Mechanics

ElementDetail
Seek’s speedSlightly faster than player sprint speed
Chase length~45-60 seconds of running
DamageSeek doesn’t damage you — touching Seek’s hands = instant death
Guiding LightBlue highlights show the correct path
Wrong path indicatorsFallen furniture, glowing red eyes in dead ends, barricaded doors
CheckpointsNone — death restarts the entire chase

First Chase (Hotel, ~Room 30-40)

The first Seek chase is shorter and more forgiving. Key segments:

  1. Hallway dash — Straightforward, follow the blue light
  2. Furniture maze — Duck under fallen bookshelves, jump over collapsed tables
  3. Door gauntlet — 4 doors in quick succession, only 2 are real
  4. Final hallway — Long straight run with collapsing ceiling, slide at the end

Second Chase (Hotel, ~Room 70-80)

Longer, more complex, with additional hazards:

  1. Extended hallway — Same as first chase but longer
  2. Furniture maze with fire — Some paths are blocked by fire (new hazard)
  3. Split paths — Two possible routes, both correct but one is faster
  4. Door gauntlet — 6 doors instead of 4
  5. Final hallway with collapsing walls — Walls close in from sides as you run

The Mines Seek Chase (New)

The Mines update added a completely new Seek chase variant with minecart segments and vertical drops. This is currently the hardest Seek sequence in the game.


Ambush — The Multi-Strike Rusher

Rooms: Any room past Room 10 (random spawn)

Ambush looks and sounds like Rush but behaves completely differently. Misidentifying it kills you.

Rush vs Ambush: Know the Difference

TraitRushAmbush
Audio cueHigh-pitched screech, getting louderDistorted, lower-pitched, “glitchy” screech
Light flickerLights flicker once, then Rush passesLights flicker, then flicker again between passes
Passes12-6
Time between passesN/A2-5 seconds
Closet strategyEnter closet, exit immediately after passStay in closet until ALL passes complete

Ambush Pass Pattern

1
2
3
4
Pass 1 → [2-5s gap] → Pass 2 → [2-5s gap] → Pass 3 → [sometimes Pass 4-6]
                                              Wait 3 seconds after last pass
                                              No screech = SAFE to exit

The fatal mistake players make: exiting after the first pass because they think it was Rush. If the lights flicker again while you’re standing in the open = dead.


Grumble — The Mines Guardian

Room: 100+ (The Mines)

Grumble is exclusive to The Mines floor. It’s a stationary boss that guards the exit with an instant-kill attack if you enter its line of sight.

Attack Pattern

PhaseGrumble BehaviorSafe Counter
IdleStationary, facing one direction, slow head turnStay behind cover, move when head turns away
AlertHead snaps toward detected movement, growlsFreeze immediately, wait 3 seconds for it to return to idle
ChargeIf you stay in LOS for 2+ seconds during Alert → charges at 3x player speedDodge behind cover. The charge has a 4-second cooldown

Halt — The Corridor Controller

Rooms: 70+

Halt appears in long corridors and forces a unique mechanic: you must walk toward it while it pushes you backward, then turn and run when the screen flashes.

PhaseScreen StateAction
ApproachBlue tint, Halt visible aheadWalk forward toward Halt
RetreatScreen flashes redTurn 180 degrees and sprint
Cycle repeats3-5 timesSame pattern each cycle

The timing is tight — the screen flash gives you about 1.5 seconds to turn and start running. Hesitate and Halt catches you.


Minor Bosses: Quick Reference

Rush

Enter the nearest closet when you hear the screech. Exit after it passes. Don’t hide in lockers on the wrong side of the room — Rush covers the entire hallway.

Screech

When the room goes dark and you hear “psst,” look around until you find Screech staring at you. Look directly at it to make it disappear. Ignore it and it deals 40 damage.

Eyes

When you enter a room with Eyes, don’t look at it. Looking at Eyes drains your health rapidly. Navigate the room by looking at the floor or walls. Use peripheral vision to find the exit.

Dupe

Behind one of the numbered doors in a hallway, there’s a Dupe — a fake door that damages you. The real door has a slightly different number font and a faint glow around the frame. When in doubt, wait for another player to open it first.


Boss Survival by Loadout

BossBest ItemBackup ItemWorst Item
FigureVitamins (for escape sprint)Lockpick (skip puzzle rooms near Figure)Flashlight (useless, Figure is blind)
SeekVitamins (speed boost)Bandages (if you take chip damage from debris)Lockpick (no locks during chase)
AmbushNothing specific
GrumbleFlashlight (see cover positions)Vitamins (emergency dodge)Lockpick
HaltBandages (heal between cycles)VitaminsLockpick

Death Counter & Learning Curve

Community data from 500+ players:

BossAverage Deaths Before First Successful Clear
Figure (Room 50)8-12
Seek (first chase)3-5
Ambush4-7
Grumble10-15
Halt4-6

The pattern is clear: bosses in DOORS aren’t about mechanical skill. They’re knowledge checks. Once you know the pattern, the difficulty drops from “unfair” to “manageable.” This guide exists to shortcut that learning curve.