Last updated: May 10, 2026. Covers all entities from The Hotel (Doors 1-100), The Mines (Doors 101-200), The Outdoors, Rush Mode, and Endless Mode. Updated for The Great Outdoors permanent update, the Visions tab modifiers, and the upcoming Archives Update (expected May/June 2026).

What Are Entities in DOORS?

Entities are the monsters, anomalies, helpers, and environmental hazards you encounter while navigating through DOORS. Each entity has its own unique behavior patterns, warning signs, and survival mechanics. Some are hostile and will kill you on sight. Others are helpful and guide you to safety. A few are purely cosmetic or atmospheric.

Understanding every entity is the single most important skill for surviving DOORS. Unlike many horror games where you simply run from monsters, DOORS requires you to recognize specific audio and visual cues and respond with the correct survival action within seconds. Misidentifying a Rush as an Ambush (or vice versa) is the difference between a clean run and a game over.

This comprehensive bestiary covers every known entity across all floors, organized by location and threat level. For a general introduction to the game, see our DOORS Beginner Guide.


Entity Classification System

Before diving into individual entities, it helps to understand how they are categorized:

ClassificationDescriptionExample Entities
Rush-TypeSweeps through rooms in a straight line with audio/visual warningRush, Ambush, Hide
Hunter-TypeActively hunts players using sound or sightFigure, Grumble
Ambush-TypeAppears under specific conditions or when players look awayScreech, Eyes, Snare, Dupe
EnvironmentalHazards tied to specific rooms, objects, or areasTimothy, Giggle, Gloombats, Mandrake
BossMajor encounters with multi-stage puzzle mechanicsSeek, Figure (Doors 50/100/200), World Lotus
HelperFriendly entities that assist playersGuiding Light
AnomalyRare or glitch-like entities that warp realityVoid, Glitch, Jack, Shadow
MinorLow-threat cosmetic or nuisance entitiesSally, Timothy, Caws

THE HOTEL ENTITIES (Doors 1-100)

Rush

The first entity you meet and the most common throughout every run.

AttributeDetails
TypeRush-Type
First EncounterDoor 2-4 (tutorial area)
Spawn RateVery high – appears in nearly every run, often multiple times
Warning SignsRoom lights flicker and dim rapidly; loud whooshing sound builds
Survival MethodHide in the nearest closet or behind a bed
Damage if Caught~30 HP (can kill if already damaged)
Difficulty Rating★★☆☆☆

Detailed Behavior:

Rush moves through rooms at extremely high speed. It originates from the direction of the next door and sweeps through the current room before exiting through the previous door. The entire encounter lasts only 2-3 seconds from warning to completion.

Survival Strategy:

  1. When lights begin flickering, immediately identify the closest hiding spot – do not waste time searching for the “best” one
  2. Run to it and enter – speed matters more than perfection
  3. Wait for the whooshing sound to pass and the lights to return to normal
  4. Exit and continue

Important Notes:

  • Rush always comes from the forward direction (the direction you are heading)
  • In rooms with multiple hiding spots, pick the closest one
  • Rush can appear back-to-back with other entities or even other Rushes
  • In Rush Mode, all entities take Rush’s appearance and sound

Ambush

The multi-pass entity that kills more beginners than any other.

AttributeDetails
TypeRush-Type (variant)
First EncounterDoor ~10-20
Spawn RateHigh – appears multiple times per run
Warning SignsLights flicker for a significantly longer duration than Rush; deeper, more distorted sound
Survival MethodHide in a closet/locker and stay hidden through ALL passes
Damage if Caught~30 HP per hit
Difficulty Rating★★★☆☆

Detailed Behavior:

Ambush functions similarly to Rush but with a critical difference: it bounces back and forth multiple times before departing. The number of passes varies (typically 2-6 passes), and each pass is announced by the same flickering lights and sound cue.

Survival Strategy:

  1. On the extended light flicker, recognize this is Ambush (not Rush) and hide immediately
  2. Do not exit between passes – this is the #1 cause of death to Ambush
  3. Count the passes if possible; expect 2-6 total
  4. Only exit when lights are completely normal and no sound is heard for several seconds

Why Ambush Is So Deadly:

The extended flicker warning is the main clue that distinguishes Ambush from Rush. If you hide and then peek out after the first pass thinking it is over, Ambush will hit you on the second pass. Always assume there will be at least 2 passes. In multiplayer, coordinate so nobody exits early and draws Ambush’s attention.


Screech

The invisible parasite that lurks in dark rooms.

AttributeDetails
TypeAmbush-Type
First EncounterDark rooms throughout The Hotel
Spawn RateMedium – only in unlit or dimly lit rooms
Warning SignsDistinctive whispering/voice sound; a “shhh” noise in your ear
Survival MethodLook around rapidly by moving your camera/mouse in all directions
Damage if Caught~10 HP per bite (cumulative)
Difficulty Rating★☆☆☆☆

Detailed Behavior:

Screech attaches itself to players in dark rooms. It is invisible and cannot be seen or fought directly. When you hear the whispering sound, Screech has latched onto you and begins biting, dealing small but cumulative damage.

Survival Strategy:

  1. The moment you hear whispering, spin your camera in all directions quickly
  2. Keep moving your view until the whispering sound stops and you hear a hiss
  3. If you have a light source (flashlight, lighter), turn it on to prevent Screech from spawning

Pro Tip: Screech can attach to you while you are hiding in a closet if the room is dark. Always keep moving your camera even when hidden. Keeping a light source on at all times is the best prevention.


Seek

The chase entity that triggers a high-speed hallway sequence.

AttributeDetails
TypeBoss
First EncounterDoor 50 (The Library) and Door ~100 (The Rooms/Archives)
Spawn RateFixed – once per run at specific doors
Warning SignsCutscene triggers; doors slam shut; a massive chase begins
Survival MethodRun through the hallway; follow glowing arrows and hands; jump over furniture (Space)
Damage if CaughtInstant kill
Difficulty Rating★★★★☆

Detailed Behavior:

Seek triggers a long, cinematic chase sequence. A massive black entity pursues you through a procedurally generated series of hallways, doors, and obstacles. The chase is not about hiding – it is about movement, navigation, and quick reactions.

Survival Strategy:

  1. When the cutscene triggers, start running immediately
  2. Follow the glowing white arrows on the floor for direction
  3. Look for floating white hands pointing the correct way
  4. Press Space to jump over fallen furniture and obstacles
  5. In rooms with multiple exits, Seek’s hands will point to the correct door
  6. At the end of the chase, you will reach a room with a door covered in hands – open it to escape

Key Obstacles During the Chase:

ObstacleHow to Handle
Fallen furnitureJump (Space) – do not try to go around
Wrong doorsFollow glowing hands/arrows; ignore unmarked doors
Hand-covered doorsOpen the correct door (guided by Guiding Light)
Long corridor with debrisSprint and weave; stay centered
Fork in the pathFollow the arrows; the wrong path is a dead end
Crawling sectionsPress C to crouch and slide under obstacles
Jumping sections (Mines)Time your jumps carefully; gaps are punishing

Figure (Hotel – Doors 50 & 100)

The blind hunter boss – the most complex entity in The Hotel.

AttributeDetails
TypeHunter-Type / Boss
EncountersDoor 50 (The Library), Door 100 (Electrical Room)
Warning SignsHeavy breathing sound; low growling; environmental distortion
Survival MethodCrouch-walk (C) to stay quiet; hide in closets when it is close; hold breath (hold Space)
Damage if CaughtInstant kill (grabs and kills)
Difficulty Rating★★★★☆ (Door 50), ★★★★★ (Door 100)

Figure is blind. It hunts purely by sound. Every footstep, every interaction, every run creates noise that Figure can hear. This makes Figure the most mechanically complex entity in DOORS.

Door 50 – The Library Encounter:

StepActionSound Risk
1Enter The Library; Figure spawns and begins hunting by soundHigh
2Search the room for books with shape symbols on shelvesMedium (interaction noise)
3Find the code chart on the wall (shapes mapped to numbers)Low
4Translate the book shapes into numbersNone (mental)
5Approach the door’s code lock and enter the combinationMedium (interaction noise)
6Door opens – sprint to the exitLow

Door 100 – The Electrical Room (Final Hotel Boss):

StepActionSound Risk
1Enter the Electrical Room; Figure hunts by soundHigh
2Find the circuit breaker boxMedium
3A pattern of switches is briefly displayed in the boxNone
4Memorize the pattern – empty = OFF, filled = ONNone (mental)
5Replicate the pattern by flipping switches to matchMedium (interaction noise)
6Submit the correct pattern to open the exit doorLow

Figure Survival Tips:

  • Always crouch-walk (hold C) when Figure is active – running creates loud noise
  • Hide in closets when you hear Figure approaching
  • Hold Space to hold your breath when Figure is very close to you
  • Figure is blind – it hunts purely by sound, not sight
  • Interacting with items (picking up books, flipping switches) makes noise – time these when Figure is far away
  • If you are playing with others, coordinate to split up and find items faster
  • The Door 100 circuit breaker pattern can be broken into smaller chunks to memorize (groups of 2-3)
  • Never run in Figure rooms – even when Figure seems far away

Dupe

The fake door entity that punishes the inattentive.

AttributeDetails
TypeAmbush-Type
First EncounterDoor ~15-25
Spawn RateMedium-high – appears frequently
Warning SignsMultiple doors in a room; each displays a room number
Survival MethodOnly enter the door with the correct number matching your current door count
Damage if Caught~20 HP per wrong door
Difficulty Rating★★☆☆☆

Detailed Behavior:

Dupe creates a room with multiple doors, each displaying a different number. Only one door is correct – the one that matches your current door count (or the next sequential number). Entering the wrong door triggers damage and spawns Dupe to attack.

Survival Strategy:

  1. Count your current door number before entering the room
  2. Look at the numbers displayed on each door
  3. Only enter the door with the correct sequential number
  4. If unsure, wait a moment – the correct door sometimes has subtle visual differences (slightly brighter number)

Pro Tip: In rooms with Dupe, always check the door numbers before committing. A wrong door costs HP and wastes time. With 3+ doors, the correct number is often in the middle position, but do not rely on this – always verify.


Halt

The entity that makes you go backward to go forward.

AttributeDetails
TypeEnvironmental
First EncounterLong hallways throughout The Hotel
Spawn RateMedium
Warning SignsGlitching visuals; hallway appears to stretch infinitely; screen distortion
Survival MethodRun BACKWARD (turn around and retreat) the way you came, then the hallway resets
Damage if CaughtSlowly drains HP if you continue forward
Difficulty Rating★★☆☆☆

Detailed Behavior:

Halt traps you in a hallway that appears to stretch infinitely forward. The visual cue is that the hallway looks “wrong” – glitchy textures, impossible perspective, or a general sense that something is off. The walls may appear to pulse or the floor may look distorted.

Survival Strategy:

  1. Recognize the glitchy hallway – something feels “off” about the perspective
  2. Turn around and run backward the way you came (do not just walk – run)
  3. After retreating far enough (about halfway back), the hallway resets to normal
  4. Continue forward through the now-normal hallway

Why Halt Kills: The counterintuitive mechanic catches many players. Pushing forward in a Halt hallway slowly drains your health until you die. The instinct to keep moving forward is exactly what kills you.


Eyes

The floating eyeballs that damage on contact.

AttributeDetails
TypeAmbush-Type
First EncounterDoor 2-8 (early game)
Spawn RateLow-Medium
Warning SignsMultiple floating eyeballs visible in the room
Survival MethodWalk around them; do not touch them
Damage if Caught~10 HP per contact
Difficulty Rating★☆☆☆☆

Detailed Behavior:

Eyes spawns multiple floating eyeballs scattered throughout a room. They are stationary obstacles that damage you if you walk into them. They are clearly visible and pose no threat if you pay attention to your surroundings.

Survival Strategy:

  • Simply navigate around the eyeballs
  • They are clearly visible, so this is more about awareness than reflexes
  • In dark rooms, use a light source to see them clearly
  • Eyes can sometimes block your path to containers – plan your route

Jack

The jumpscare entity that hides in plain sight.

AttributeDetails
TypeAnomaly
First EncounterThroughout The Hotel (rare)
Spawn RateRare
Warning SignsNone – appears randomly when opening containers or lockers
Survival MethodNo action needed; it is a pure jumpscare with no damage
DamageNone – cosmetic only
Difficulty Rating☆☆☆☆☆

Detailed Behavior:

Jack is a creepy face that appears when you open certain containers, lockers, or doors. It is purely cosmetic – it startles you but causes no damage. Some players consider it an easter egg entity rather than a true threat.

Note: Jack does not affect gameplay in any way. It is simply a scare. However, the jumpscare can cause you to make mistakes (like running into the open during a Figure encounter), so stay calm.


Shadow

The mysterious silhouette that appears briefly.

AttributeDetails
TypeAnomaly
First EncounterRare, throughout The Hotel
Spawn RateVery rare
Warning SignsBrief shadow figure visible in room corners or doorways
Survival MethodNo action needed – cosmetic only
DamageNone
Difficulty Rating☆☆☆☆☆

Detailed Behavior:

Shadow appears as a brief, dark humanoid figure in corners or doorways. It vanishes almost instantly. Like Jack, it is purely cosmetic and does not affect gameplay. Some community theories suggest Shadow may be connected to the game’s lore.


Guiding Light (Friendly Entity)

The helpful blue light that guides and protects players.

AttributeDetails
TypeHelper
First EncounterCan appear at any point; most commonly around puzzle rooms
Spawn RateConditional – triggered by camping or specific conditions
AppearanceBlue light beams and glowing indicators
EffectHeals players, provides hints, highlights items, revives dead teammates
DangerNone – purely helpful
Difficulty RatingN/A (helpful)

Detailed Behavior:

Guiding Light is the only consistently friendly entity in the game. It appears as streams of blue light that point to important items, highlight the correct path, and can heal or revive players.

How to Trigger Guiding Light:

  • Camp (wait) for 3-4 minutes in a room before entering a puzzle area
  • It commonly appears before Door 50 (The Library) and Door 100 (Electrical Room)
  • In multiplayer, it can revive dead players who are lying on the ground
  • It highlights important items like keys, fuses, and books with a blue glow

Pro Tip: If you are struggling with a puzzle, camp before the room to summon Guiding Light. It will highlight the solution path and make the encounter significantly easier.


Void

The existential entity that exists between rooms.

AttributeDetails
TypeAnomaly
First EncounterBetween rooms or during transitions
Spawn RateVery rare
Warning SignsRoom textures disappear; you see an infinite void below
Survival MethodNo guaranteed method – typically transitions back to normal on its own
Damage if CaughtCan be lethal if you fall into it
Difficulty Rating★★★☆☆

Detailed Behavior:

Void is a rare anomaly where the room’s geometry seems to disappear, revealing an infinite dark void beneath. It is more of an atmospheric/horror element than a mechanical threat, but falling into the void can kill you. Stay near the center of the room and wait for it to resolve.


Sally

The environmental decoration entity.

AttributeDetails
TypeMinor
First EncounterVarious rooms in The Hotel
Spawn RateRare
Warning SignsSmall figure visible in room
Survival MethodNo action needed
DamageNone
Difficulty Rating☆☆☆☆☆

Detailed Behavior:

Sally is a small decorative entity that appears in certain rooms. It does not interact with the player and has no gameplay effect. It adds to the atmosphere and lore of The Hotel.


Timothy

The drawer spider that provides a cheap scare.

AttributeDetails
TypeMinor
First EncounterDoor 2-8 (any room with drawers)
Spawn RateLow – random chance (~5-10%) when opening drawers
Warning SignsNone – appears when opening a drawer
Survival MethodNo prevention possible
Damage~5 HP (very minor)
Difficulty Rating☆☆☆☆☆

Detailed Behavior:

Timothy is a tiny spider that jumps out of drawers when you open them. It is purely a jumpscare with minimal damage. The “Meet Timothy” achievement is earned by encountering him. Check every drawer anyway – the loot is worth the tiny risk.


Glitch

The game-breaking entity that warps reality.

AttributeDetails
TypeAnomaly
First EncounterRare, random occurrence
Spawn RateExtremely rare
Warning SignsScreen glitches, distorted textures, game behaves oddly; doors may skip numbers
Survival MethodNo player action – either triggers or does not
Damage if CaughtPotentially lethal (can skip rooms or cause soft-locks)
Difficulty Rating★★☆☆☆

Detailed Behavior:

Glitch is a rare anomaly that causes the game to behave unexpectedly. It may skip rooms, distort visuals, change door numbers, or cause other unusual effects. It is largely uncontrollable from the player’s perspective. Some players report that Glitch can be beneficial (skipping difficult rooms) or harmful (soft-locking progress).


Snare

The disguised door trap.

AttributeDetails
TypeAmbush-Type
First EncounterDoor ~10-30
Spawn RateMedium
Warning SignsA door with subtly distorted or different texture compared to normal doors
Survival MethodDo not walk through suspicious-looking doors; inspect before entering
Damage if Caught~25 HP
Difficulty Rating★★☆☆☆

Detailed Behavior:

Snare disguises itself as a normal door. When you walk through the affected door, Snare triggers and deals damage. The visual cue is subtle – the door texture may look slightly wrong, warped, or have a different color palette.

Survival Strategy:

  1. Before walking through any door, inspect it visually for a split second
  2. Look for texture distortions, unusual colors, or anything that seems “off”
  3. If a door looks suspicious, find an alternative path or wait for a teammate to check first
  4. Snare doors may have a slightly different sheen or reflection – train your eye to spot it

THE MINES ENTITIES (Doors 101-200)

Figure (The Mines Variant)

The Mines version of Figure is significantly more dangerous and appears multiple times.

AttributeDetails
TypeHunter-Type / Boss
EncountersDoor 101 (The Adit), various generator rooms, Door 200 (The Nest)
Warning SignsHeavy breathing; low growling; figure’s footsteps; environmental sounds
Survival MethodCrouch-walk; hide in closets; use Alarm Clocks to distract
Damage if CaughtInstant kill
Difficulty Rating★★★★☆ (Adit), ★★★★★ (The Nest)

The Adit (Door 101):

Figure appears immediately but is blind and less aggressive initially. You must find 2 Fuses for the generator while Figure patrols the area. This serves as an introduction to Mines Figure mechanics.

Generator Rooms:

Figure may spawn during generator room encounters. You need to find Fuses and install them while Figure hunts by sound. Crouch-walking is essential.

The Nest (Door 200) – Final Mines Boss:

StepAction
1Enter The Nest; Figure hunts by sound in a large area
2Locate and activate 5-6 Anchors scattered throughout the area
3Use Alarm Clocks to distract Figure – place them away from your position before activating
4Crouch-walk between Anchors – never run
5Plan your route before starting – memorize Anchor positions
6Activate all Anchors to defeat Figure and complete The Mines

Mines Figure vs Hotel Figure:

DifferenceHotel FigureMines Figure
Area sizeConfined roomsLarge open areas
AggressionModerateHigh – more persistent
DistractionNo items availableAlarm Clocks available
Puzzle complexityCode/MemoryMulti-objective (5-6 Anchors)
Time pressureModerateHigh – Figure patrols constantly

Giggle

The ceiling-dropping rock entity.

AttributeDetails
TypeEnvironmental
First EncounterDoor ~105-120
Spawn RateHigh – common in Mines rooms
Warning SignsLow growl or ping sound; visual cue from ceiling
Survival MethodLook up – rocks fall from the ceiling and deal damage; move away from falling debris
Damage if Caught~15 HP per rock hit
Difficulty Rating★★☆☆☆

Detailed Behavior:

Giggle causes rocks to fall from the ceiling of Mines rooms. The entity itself is not visible, but its presence is announced by audio cues. Multiple rocks can fall simultaneously, creating a hazard zone.

Survival Strategy:

  1. Listen for the low growl/ping sound
  2. Immediately look up at the ceiling
  3. Move away from falling rocks – do not stand still
  4. Keep checking the ceiling regularly in The Mines
  5. Rocks leave a brief shadow before falling – use this to dodge

Gloombats

The light-sensitive bat swarm.

AttributeDetails
TypeEnvironmental
First EncounterDark areas of The Mines
Spawn RateHigh in unlit rooms
Warning SignsBuzzing sounds in dark areas
Survival MethodUse a light source (flashlight, glowstick, Bulklight) to ward them off
Damage if Caught~10 HP per bat hit (cumulative)
Difficulty Rating★★☆☆☆

Detailed Behavior:

Gloombats are swarms of bats that attack players in dark areas of The Mines. They are repelled by any light source. The darkness of The Mines makes Gloombats significantly more threatening than their Hotel counterparts.

Survival Strategy:

  • Always keep a light source active in dark Mines rooms
  • Glowsticks are especially effective (AoE light that covers a larger area)
  • If you do not have a light source, move through dark areas quickly
  • Bulklight from Jeff’s Shop provides the strongest and longest-lasting light
  • Gloombats cannot spawn in lit rooms – prevention is the best strategy

Grumble

The wandering hunter of The Mines.

AttributeDetails
TypeHunter-Type
First EncounterDoor ~120-140
Spawn RateMedium-High
Warning SignsWandering sounds; entity moving through rooms; low growling
Survival MethodBreak line of sight; hide behind walls or objects; sneak past
Damage if Caught~25 HP
Difficulty Rating★★★☆☆

Detailed Behavior:

Grumble wanders through The Mines rooms actively searching for players. Unlike Figure, Grumble can see you, so hiding in dark spots is not enough – you need to break its line of sight by using physical obstacles.

Survival Strategy:

  1. When you hear Grumble approaching, find cover behind walls or objects
  2. Break its line of sight by moving behind obstacles
  3. Sneak past when it is looking in another direction
  4. Do not run – running attracts attention
  5. Use the environment (pillars, walls, furniture) as cover

Hide

The entity that forces you to stay in hiding longer than usual.

AttributeDetails
TypeRush-Type variant
First EncounterThroughout The Mines
Spawn RateMedium
Warning SignsLights flicker (like Rush); but the flickering is extended
Survival MethodHide in a closet and stay hidden significantly longer than a normal Rush
Damage if Caught~30 HP if caught leaving early
Difficulty Rating★★★☆☆

Detailed Behavior:

Hide functions similarly to Rush but requires players to stay hidden for an extended period. The key difference from Rush is that leaving your hiding spot too early triggers damage. The flicker warning is longer than Rush but shorter than Ambush.

Survival Strategy:

  • When lights flicker, hide as you would for Rush
  • Wait longer than you think before exiting – at least 5-10 seconds after lights return to normal
  • If you are unsure whether it was Rush or Hide, treat it as Hide and wait extra

Snare (Mines Variant)

The Mines version of the door trap entity.

AttributeDetails
TypeAmbush-Type
First EncounterThroughout The Mines
Spawn RateMedium
Warning SignsDoor with subtly distorted texture
Survival MethodInspect doors for distorted textures before walking through
Damage if Caught~25 HP
Difficulty Rating★★☆☆☆

The Mines Snare works identically to the Hotel version. Inspect doors before walking through them. The Mines’ darker environment can make Snare doors harder to spot, so keep your light source active.


A-90

The fast Rooms-style entity.

AttributeDetails
TypeRush-Type
First EncounterRare in The Mines
Spawn RateLow-Medium
Warning SignsAudio cue similar to Rush; red visual distortion; arrives very fast
Survival MethodHide in closet/locker; expect multiple passes
Damage if Caught~30-40 HP
Difficulty Rating★★★☆☆

Detailed Behavior:

A-90 is an entity inspired by the classic Roblox game Rooms. It sweeps through rooms at high speed with multi-pass mechanics similar to Ambush. The “90” indicates its approximate speed – it is fast and gives little warning time.

Survival Strategy:

  • Treat it like Ambush – hide and expect multiple passes
  • A-90 arrives faster than Ambush, giving less warning time
  • The red visual distortion is the key identifier
  • Red warning time means you need to react faster than for Ambush

A-120

The slow Rooms-style entity with more passes.

AttributeDetails
TypeRush-Type
First EncounterRare in The Mines
Spawn RateLow-Medium
Warning SignsAudio cue; red visual distortion; slower approach than A-90
Survival MethodHide in closet/locker; expect more passes than A-90
Damage if Caught~30-40 HP
Difficulty Rating★★★☆☆

Detailed Behavior:

A-120 is similar to A-90 but slower and with potentially more passes. The “120” indicates it is slower than A-90. The combination of speed and pass count makes it dangerous in a different way.

Survival Strategy:

  • Hide and expect more passes than A-90 (potentially 4-8 passes)
  • The slower approach gives more warning but the extra passes demand patience
  • Do not exit early – A-120 is known for lulling players into false security

THE OUTDOORS ENTITIES

Groundskeeper

The lawn-patrolling entity that enforces the grass rule.

AttributeDetails
TypeHunter-Type
First EncounterThe Outdoors (requires 10 Stardust to unlock)
Spawn RateAlways active in garden areas
Warning SignsEntity points at monuments; visible patrolling garden areas
Survival MethodDO NOT STEP ON GRASS – stay on paved paths at all times
Damage if CaughtInstant kill if it sees you on grass
Difficulty Rating★★★★★

Detailed Behavior:

The Groundskeeper patrols the garden areas of The Outdoors. Its primary mechanic is simple but deadly: if you step on grass while the Groundskeeper can see you, you die instantly.

Survival Strategy:

  1. Always stay on paved paths – this is the golden rule of The Outdoors
  2. If you must cross grass, wait until the Groundskeeper is looking away or is far enough
  3. Use monuments and structures for cover when crossing open areas
  4. The Groundskeeper points at monuments as its patrol behavior – use this to track its attention

Mandrake

The screaming plant that must be contained.

AttributeDetails
TypeEnvironmental
First EncounterThe Outdoors
Spawn RateMedium
Warning SignsScreaming sound from plants
Survival MethodReturn the Mandrake to its hole before the scream kills you
Damage if CaughtEscalating damage from the scream (can kill if ignored)
Difficulty Rating★★★☆☆

Detailed Behavior:

When a Mandrake is disturbed, it begins screaming. The scream deals escalating damage over time. You must find the Mandrake and return it to its designated hole to stop the screaming.

Survival Strategy:

  1. When you hear the scream, locate the Mandrake quickly
  2. Pick it up and carry it to its hole
  3. Place it back in the hole to silence the scream
  4. Act quickly – the scream’s damage escalates rapidly
  5. In multiplayer, coordinate so one player handles the Mandrake while others watch for other threats

Monument

The pillar-like entity that can possess players.

AttributeDetails
TypeHunter-Type
First EncounterThe Outdoors
Spawn RateMedium
Warning SignsPillar-like structures that may activate with a glow
Survival MethodAvoid activation zones; run if possessed state begins
Damage if CaughtVaries – possession can be lethal
Difficulty Rating★★★☆☆

Detailed Behavior:

Monuments are tall pillar structures that can activate and potentially possess or control players. The exact mechanics are still being explored by the community, but avoiding activation zones and staying alert is the best strategy.


Surge

The energy-based entity of The Outdoors.

AttributeDetails
TypeEnvironmental
First EncounterThe Outdoors
Spawn RateMedium
Warning SignsEnergy surges visible in the environment; electrical crackling
Survival MethodHide or find safe zones during surge events
Damage if CaughtSignificant – can deal heavy damage
Difficulty Rating★★★☆☆

Detailed Behavior:

Surge creates energy-based hazards in The Outdoors. When a surge event occurs, you need to find safe zones or shelter to avoid the electrical damage. The visual cues are bright energy effects and crackling sounds.


Caws

The bird entities that can be fed for achievements.

AttributeDetails
TypeMinor
First EncounterThe Outdoors
Spawn RateMedium
Warning SignsBird sounds/cawing
Survival MethodFeed Bread to them for the “Feed The Birds” achievement
DamageNone
Difficulty Rating☆☆☆☆☆

Detailed Behavior:

Caws are bird-like entities that wander The Outdoors. They are harmless and can be fed Bread for an achievement. Finding Bread in The Outdoors is part of the exploration challenge.


World Lotus

The final entity of The Outdoors hedge maze.

AttributeDetails
TypeBoss
First EncounterCenter of the Hedge Maze in The Outdoors
Spawn RateOnce per Outdoors run
Warning SignsVines cover the exit; lotus-themed environment; hedge maze
Survival MethodCollect 8 Lotus Petals scattered throughout The Outdoors to craft a Lotus Flower
Damage if CaughtVaries – vine entanglement can be lethal
Difficulty Rating★★★★☆

Detailed Behavior:

The World Lotus is the final challenge of The Outdoors. Located at the center of the hedge maze, it requires you to collect 8 Lotus Petals scattered throughout The Outdoors to craft a Lotus Flower. The Lotus Flower can be used for revival or to escape.

Survival Strategy:

  1. Explore The Outdoors thoroughly to find all 8 Lotus Petals
  2. Each petal is hidden in different locations – some require puzzle-solving
  3. Once all 8 are collected, craft the Lotus Flower at the designated location
  4. Use the Lotus Flower to complete The Outdoors storyline

ENTITY QUICK REFERENCE TABLES

The Hotel Entities

EntityWarning SignSurvival MethodDanger
RushLights flicker, whooshHide in closet/bed★★
AmbushExtended flickerHide through ALL passes★★★
ScreechWhisperingSpin camera rapidly
SeekCutscene triggerRun, follow arrows, jump★★★★
Figure (Door 50)Heavy breathingCrouch-walk, hide, hold breath★★★★
Figure (Door 100)Heavy breathingCrouch-walk, memorize circuit breaker★★★★★
DupeMultiple numbered doorsEnter correct numbered door★★
HaltGlitchy hallwayRun backward★★
EyesFloating eyeballsWalk around them
JackRandom (opening containers)No action needed (cosmetic)
ShadowBrief silhouetteNo action needed (cosmetic)
Guiding LightBlue light beamsFollow its guidanceHelpful
VoidRoom disappearsStay put, wait for reset★★
SallySmall figureNo action needed
TimothyOpening drawersNo prevention (minor damage)
GlitchScreen glitchesNo player control★★
SnareDistorted door textureInspect doors before entering★★

The Mines Entities

EntityWarning SignSurvival MethodDanger
Figure (The Adit)Heavy breathingCrouch-walk, find Fuses quietly★★★★
Figure (The Nest)Heavy breathingCrouch-walk, use Alarm Clocks, activate 5-6 Anchors★★★★★
GiggleLow growl/pingLook up, avoid falling rocks★★
GloombatsBuzzing in darkUse light source★★
GrumbleWandering soundsBreak line of sight, hide behind cover★★★
HideExtended flickerStay hidden longer than Rush★★★
SnareDistorted door textureInspect doors★★
A-90Red distortion, fast arrivalHide through multiple passes (fast)★★★
A-120Red distortion, slow arrivalHide through MORE passes (patient)★★★

The Outdoors Entities

EntityWarning SignSurvival MethodDanger
GroundskeeperPoints at monumentsNever step on grass★★★★★
MandrakeScreaming soundReturn to hole quickly★★★
MonumentPillar activationAvoid activation zones★★★
SurgeEnergy visual effectsFind safe zones★★★
CawsBird soundsFeed Bread (achievement)
World LotusVines, hedge mazeCollect 8 Lotus Petals★★★★

ENTITY DIFFICULTY RANKING

Ranked from easiest to hardest based on community consensus and mechanical complexity:

RankEntityReason
1TimothyMinor damage, purely cosmetic scare
2JackNo damage, jumpscare only
3ShadowNo damage, cosmetic only
4SallyNo interaction with player
5CawsHarmless, feed for achievement
6Guiding LightHelpful entity
7EyesEasy to avoid with awareness
8ScreechSimple counter (spin camera)
9DupeSimple counter (check numbers)
10HaltSimple counter (go backward)
11GiggleAvoidable with ceiling awareness
12GloombatsSolved with light source
13SnareRequires visual inspection
14RushPredictable, common, easy to counter
15HideLike Rush but longer wait
16A-90Fast multi-pass rush, less warning
17A-120Slower but more passes
18AmbushMultiple passes kill beginners
19GrumbleActive hunter, line-of-sight mechanics
20MandrakeRequires quick action and item handling
21Figure (Door 50 Library)Sound-based hunting + puzzle under pressure
22Figure (Door 100 Electrical)Sound hunting + memory puzzle
23Figure (The Nest)Large area, multiple objectives, constant sound hunting
24SurgeEnvironmental hazard requiring situational awareness
25MonumentPossession mechanics are unpredictable
26SeekFast chase, instant death, no room for error
27World LotusComplex petal collection + boss encounter
28GroundskeeperInstant death on grass, strict rules
29VoidUnpredictable, no reliable counter

ENTITY SPAWN CONDITIONS

Understanding when entities spawn helps you prepare mentally and positionally:

EntitySpawn ConditionsFrequency
RushRandom, very frequent; always from forward directionEvery 3-5 rooms
AmbushRandom, frequent; always from forward directionEvery 5-8 rooms
ScreechOnly in dark/unlit roomsConditional
SeekFixed – Door 50 (chase sequence)Once per run
Figure (Door 50)Fixed – The Library puzzle roomOnce per run
Figure (Door 100)Fixed – The Electrical RoomOnce per run
DupeRandom; rooms with multiple doorsEvery 5-10 rooms
HaltRandom; long hallwaysEvery 10-15 rooms
EyesRandom; appears in rooms with scattered eyeballsEvery 15-20 rooms
TimothyRandom chance when opening drawers (~5-10%)Per drawer opened
JackRandom chance when opening containers/lockers (~3-5%)Per container opened
SnareRandom; appears as a disguised doorEvery 10-15 rooms
Guiding LightConditional – camping before puzzle rooms (3-4 min wait)On demand
GloombatsDark areas in The MinesFrequent in unlit areas
GiggleRandom in The Mines roomsEvery 5-8 rooms
GrumbleRandom in The MinesEvery 10-15 rooms
A-90Rare in The MinesEvery 20-30 rooms
A-120Rare in The MinesEvery 25-35 rooms
Figure (Mines)Generator rooms, The Adit, The NestMultiple per Mines run
GroundskeeperAlways active in The Outdoors garden areasConstant
MandrakeRandom in The Outdoors when disturbing plantsEvery 5-10 rooms
VoidBetween rooms or during transitionsExtremely rare
GlitchRandom, uncontrollableExtremely rare

ENTITY AUDIO CUE REFERENCE

Learning audio cues is the most important survival skill in DOORS:

EntitySound CueWhat to Do
RushLights flicker + whooshing sound buildsHide immediately in nearest closet
AmbushLights flicker (longer) + deeper whooshingHide; expect 2-6 passes
FigureHeavy breathing + low growlingCrouch-walk; hide in closets
ScreechWhispering/“shhh” in earSpin camera rapidly
GloombatsBuzzing in dark areasUse light source immediately
GiggleLow growl/ping from ceilingLook up; dodge falling rocks
GrumbleWandering sounds + low growlingBreak line of sight; hide
SeekCutscene music + doors slammingStart running; follow arrows
HideLights flicker (extended)Hide; wait 5-10 seconds after lights return
MandrakeScreaming soundFind and return to hole
CawsBird cawingFeed Bread (optional, for achievement)

ENTITY DROP TABLE

Most entities do not “drop” items in the traditional sense. However, certain entities are associated with specific items or loot:

EntityAssociated ItemsNotes
Figure (Door 50)Safe code booksBooks contain shape-to-number translations
Figure (Door 100)Circuit breaker accessBox with switch pattern
Figure (The Nest)Anchors (5-6)Must be activated to defeat Figure
Guiding LightItem highlights, healingPoints to hidden items
TimothyDrawer contentsSpiders guard loot – open drawers anyway
CawsBread (required)Feed bread for achievement
World LotusLotus Petals (8)Collect all to craft Lotus Flower
GroundskeeperMonument interactionsPoints at monuments for navigation

FAQ

Q: What is the deadliest entity in DOORS? A: Figure at Door 200 (The Nest) is widely considered the deadliest. You must activate 5-6 Anchors in a large area while Figure actively hunts you by sound. The Groundskeeper in The Outdoors is equally dangerous due to its instant-death mechanic if you step on grass.

Q: Can I fight entities in DOORS? A: No, DOORS does not have combat mechanics. You must avoid, hide from, or solve puzzles related to entities. The only exception is the new shooting mechanic in Rush Mode, where you can shoot Rush-like entities with a gun.

Q: How do I know if an entity is Rush or Ambush? A: The warning duration is the key difference. Rush has a short flicker. Ambush has a significantly longer flicker. Always assume it is Ambush and stay hidden through multiple passes to be safe.

Q: What entities are purely cosmetic and cannot hurt me? A: Jack, Shadow, Sally, and Guiding Light are entirely harmless. Timothy deals only ~5 HP. Caws are harmless birds. All other entities can deal damage or kill.

Q: Do entities change behavior in multiplayer? A: Entity spawn rates can increase with more players. Some entities become easier with coordinated teamwork (e.g., splitting up to find Figure’s books), while others become harder due to increased noise from multiple players running and interacting.

Q: Are there any entities exclusive to Rush Mode? A: In Rush Mode, all entities look and sound like Rush, and Figure/Seek are significantly faster. The new shooting mechanic is exclusive to Rush Mode. No entirely new entities are added, but existing ones are visually and mechanically altered.

Q: How does Figure hunt players? A: Figure is blind and hunts purely by sound. Running, jumping, and interacting with objects all create noise. Crouch-walking (hold C) is silent. Holding your breath (hold Space) prevents breathing sounds when Figure is very close.

Q: What is the rarest entity to encounter? A: Glitch and Void are the rarest entities, as they are anomaly-based and trigger under very specific or random conditions. Jack is also quite rare as a container-opening jumpscare.

Q: Can Guiding Light be summoned on demand? A: Not exactly on demand, but camping (waiting) for 3-4 minutes in a room before entering a puzzle area significantly increases the chance of Guiding Light appearing. It most commonly appears before Door 50 and Door 100.

Q: What is the best strategy for The Nest (Door 200)? A: (1) Enter with multiple Alarm Clocks, (2) Plan your route and memorize Anchor positions, (3) Place Alarm Clocks away from your position before activating Anchors, (4) Always crouch-walk, (5) Coordinate with teammates to split Anchor activation, (6) Use the Barrel of Starlight as a last resort if Figure gets too close.


Next Steps

Ready to master DOORS? Explore our other comprehensive guides:


Disclaimer: This bestiary is based on the DOORS game state as of May 2026. The Archives update is expected May/June 2026 and will add significant new entities and content to The Rooms subfloor. Always verify information with official sources for the most current game state.

Sources: