Last updated: June 19, 2026. Covers 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 window.
You hear the rumble before you see anything.
The room lights stutter once, then again, then the whole hallway starts breathing green. You know this one. Not Rush. Too long. Too warped. Ambush.
You do the “right” thing. You dive into the nearest closet before the sound reaches full volume. The screen shakes. Ambush tears through the room like a train made of static. The whoosh fades. Your hands are already on the exit key because you have survived Rush a hundred times and your brain wants the closet gone.
You step out.
For half a second, the hallway is quiet. Then the sound comes back from behind you. Louder. Faster. Wrong direction. You try to re-enter the closet, but the prompt does not save you in time. Ambush makes its third pass and your run ends because you treated a multi-pass entity like a one-pass entity.
That death is the whole problem with DOORS entities in one moment. You knew the name. You knew the general rule. You even recognized the cue. But knowing “Ambush = hide” was not specific enough. The real rule was: Ambush = hide, count passes, fight the urge to leave early, and only move after the room has been quiet for several seconds.
This bestiary is not just a list of monsters. It is an entity-by-entity survival playbook: what you hear, what you see, what mistake kills players, and what action actually keeps you alive.
For the full game flow, floor basics, and beginner route planning, start with our DOORS Beginner Guide. Use this page when you are dying to specific entities and need the reaction pattern drilled into your head.
Why Memorizing Names Doesn’t Save You
Most DOORS players do not die because they have never heard of Rush, Ambush, Seek, or Figure. They die because the encounter happens while they are looting, panicking, typing, checking a door number, or following a teammate who is also panicking.
The gap looks like this:
- Name knowledge: “Rush means hide.”
- Run knowledge: “The lights flickered while I was two rooms behind my friend, the nearest closet is across the room, and I need to stop looting now.”
- Name knowledge: “Figure is blind.”
- Run knowledge: “Figure is blind, but my sprint key, item pickups, code lock interactions, and panic jumps are all noise.”
- Name knowledge: “Screech whispers.”
- Run knowledge: “In a dark room, I need to rotate the camera immediately without running into Eyes, Snare, or a wrong Dupe door.”
- Name knowledge: “Timothy is a spider.”
- Run knowledge: “Timothy has no meaningful pre-warning. Do not overreact to drawer scares and burn your health or position for no reason.”
The best DOORS players are not calm because they know more entity names. They are calm because they have turned each entity into a short response script.
That is how you should read this guide. Do not ask, “What is this entity?” Ask:
- What is the first cue I can trust?
- What is the fastest safe response?
- What mistake does this entity bait me into making?
- How long do I need to wait before moving again?
- What changes in multiplayer, The Mines, The Outdoors, Rush Mode, or Endless Mode?
The Counter-Intuitive Rule: Stop Reacting Instantly to Everything
Common DOORS advice says “react fast.” That is true for Rush, Seek, Screech, and falling hazards. But it is also incomplete.
A lot of deaths happen because players react too early after the first correct action:
- You hide fast from Ambush, then leave early.
- You sprint away from Figure, creating the exact sound that brings it to you.
- You hear something in a dark room and whip the camera so hard you walk into Eyes or the wrong door.
- You see multiple doors and choose quickly instead of checking the number.
- You rush through The Outdoors because the path looks clear, then step on grass in the Groundskeeper’s sightline.
The better rule is: react fast to danger, then slow down before the second decision.
Get into the closet fast. Then wait.
Start the Seek chase fast. Then read the arrows.
Crouch when Figure is active. Then choose the next book, switch, Fuse, or Anchor only when Figure is moving away.
This sounds slower, but it saves more runs. DOORS punishes blind speed as much as hesitation.
Entity Classification System
Instead of memorizing a huge table, group entities by the skill they test.
- Rush-type sweepers: Rush, Ambush, Hide, A-90, A-120. These test audio recognition, closet timing, and patience after the first pass.
- Hunters: Figure, Grumble, Groundskeeper. These test movement discipline. You survive by controlling sound, line of sight, or forbidden zones.
- Ambush and trap entities: Screech, Eyes, Snare, Dupe. These test camera control, room reading, and not autopiloting through doors.
- Environmental hazards: Timothy, Giggle, Gloombats, Mandrake, Surge. These test awareness while you are doing something else.
- Boss encounters: Seek, Figure, World Lotus. These test route execution under pressure.
- Helpers and anomalies: Guiding Light, Void, Glitch, Jack, Shadow, Sally. These are not always “threats,” but they can still cause mistakes if they startle you or distort the room.
- Minor or achievement entities: Caws, Timothy, Sally, Jack, Shadow. Usually low threat, but they can interrupt your attention at a bad time.
THE HOTEL ENTITIES (Doors 1-100)
Rush
The first real test of whether you can stop looting on command.
Rush is the most common sweep entity. The cue is simple: lights flicker and a rushing whoosh builds from the forward direction. The survival method is also simple: hide in the nearest valid hiding spot, usually a closet or bed, and wait for the sound to pass.
The part that kills players is not confusion. It is greed. They want one more drawer, one more coin pile, one more item check before hiding. Rush does not give you that extra second.
Survival script:
- The moment lights flicker, stop looting.
- Identify the closest hiding spot, not the most comfortable one.
- Enter it quickly.
- Wait for the whoosh to pass completely.
- Exit only after the room has returned to normal.
Important notes:
- Rush usually comes from the direction you are heading.
- In a room with multiple closets, choose the closest one. Running across the room for a “better” closet is how easy Rushes become deaths.
- Rush can chain with other threats, especially if teammates are moving at different speeds.
- In Rush Mode, entities can look and sound like Rush, so treat the cue seriously even if you think you know what should spawn next.
Difficulty: ★★☆☆☆. Rush is predictable, but it punishes distracted players forever.
Ambush
The entity that exposes whether you actually waited.
Ambush looks like Rush advice on paper: flicker, hide, survive. In practice, Ambush is different because it returns. It can pass multiple times, and each pass baits you into thinking the room is safe.
The reliable cue is the extended warning. The lights flicker longer, the sound is more distorted, and the whole encounter feels less clean than Rush. If you are unsure whether it is Rush or Ambush, assume Ambush. That assumption costs a few seconds. The wrong assumption costs the run.
Survival script:
- Hide as soon as the extended flicker starts.
- Count the passes if you can, but do not rely on reaching a specific number.
- Stay hidden through the first return pass.
- Stay hidden through the second return pass.
- Only exit after the sound is fully gone and the room has been calm for several seconds.
The mistake:
- Leaving immediately after the first pass.
- Re-entering the closet late after hearing the return.
- Trusting a teammate who jumps out early.
In multiplayer, Ambush becomes a discipline check. One player leaving early can cause chaos, body-blocking, or panic movement. If you are leading, call “wait” or simply stay hidden long enough that others copy you.
Difficulty: ★★★☆☆. Mechanically simple, mentally cruel.
Screech
The dark-room parasite that punishes tunnel vision.
Screech appears in dark or dim rooms and announces itself with a whispering “psst” or close ear cue. The counter is to look around quickly until you find it and stop the bite. A light source can prevent or reduce the problem, but you should still be ready to react.
Survival script:
- In dark rooms, expect Screech before it happens.
- When you hear the whisper, stop staring forward.
- Sweep your camera left, right, up, and behind you.
- Keep rotating until the cue stops or Screech is dealt with.
- Resume movement only after you know where the doors, obstacles, and other hazards are.
The Screech vs Timothy confusion:
- Screech has a clear close whisper cue and requires camera movement.
- Timothy is a drawer jumpscare with tiny damage and no reliable pre-warning.
- If you hear a cue while walking through darkness, treat it as Screech.
- If something jumps from a drawer, do not spiral. Take the small damage, keep looting if the room is safe, and move on.
Pro tip: Screech can pressure you while you are already dealing with something else. Do not spin so wildly that you walk into Eyes, choose a Dupe door, or lose your path in a dark room.
Difficulty: ★☆☆☆☆ alone, higher when stacked with darkness, Dupe, or low health.
Seek
The chase entity where hiding stops mattering.
Seek triggers a cinematic chase. Once it starts, the only correct response is movement. You follow glowing arrows and hands, jump over furniture, crouch or slide through low obstacles, and choose the indicated path when hallways split.
Survival script:
- When the cutscene ends, move immediately.
- Keep your camera centered enough to read arrows and hands.
- Do not oversteer into walls or furniture.
- Jump obstacles instead of trying to route around them.
- In rooms with multiple exits, trust the glowing indicators.
- At the final door, open the hand-covered exit and keep moving.
Seek kills players who panic-jump, look backward, or try to be clever with routes. The chase is not about improvising. It is about obeying the visual language fast enough.
Key obstacles to expect:
- Fallen furniture: jump cleanly; do not run around it.
- Wrong doors: ignore anything not marked by hands or arrows.
- Forks: follow the indicated route, not the door that “looks” closer.
- Crawl sections: crouch/slide on time.
- Mines variants: jumping sections and gaps can be more punishing, so keep momentum but do not spam jump blindly.
Difficulty: ★★★★☆ because mistakes are often instant death.
Figure (Hotel — Doors 50 & 100)
The blind hunter that turns your keyboard into a liability.
Figure is blind, but that does not mean it is harmless. It hunts by sound. Running, jumping, interacting, opening locks, grabbing books, flipping switches, and panic movement can all put you on its route.
Door 50 — The Library:
- Enter The Library and immediately switch into quiet movement.
- Search shelves for books with shape symbols.
- Find the code chart that maps shapes to numbers.
- Translate the collected symbols into the correct code.
- Approach the lock only when Figure is not close.
- Enter the code and leave without sprinting into danger.
Door 100 — The Electrical Room:
- Enter the area and listen before moving.
- Locate the circuit breaker box.
- Read the displayed switch pattern.
- Break the pattern into small chunks instead of trying to memorize everything at once.
- Flip switches when Figure is away.
- Submit and exit only when the route is clear.
Figure survival rules:
- Crouch-walk whenever Figure is active.
- Hide when it is close, but do not treat closets as permanent safety.
- Hold breath when required and do not panic-release.
- Do not sprint just because Figure is on the other side of the room.
- Time item interactions for moments when Figure is moving away.
- In multiplayer, split tasks only if everyone can stay quiet. Four loud players are worse than two disciplined ones.
For deeper boss routing, Figure sound behavior, and Seek patterns, use the DOORS Boss Attack Patterns & Weakness Guide.
Difficulty: ★★★★☆ at Door 50, ★★★★★ at Door 100 when you are low health or playing with noisy teammates.
Dupe
The fake door that punishes autopilot.
Dupe creates rooms with multiple numbered doors. Only the correct sequential number is safe. The wrong door triggers damage and a scare.
Survival script:
- Track your current door number as you move.
- When a room presents multiple doors, stop before committing.
- Read every visible number.
- Choose the next correct number, not the door that is centered, closest, or opened by another player.
- If you are unsure, backtrack mentally: “What door did we just enter?”
The mistake is moving with group momentum. If a teammate runs into a door, many players follow without checking. Dupe farms that habit.
Difficulty: ★★☆☆☆. Easy when you count, annoying when you are tired.
Halt
The hallway where forward is the trap.
Halt distorts a hallway and pressures you to keep moving forward. That instinct is wrong. The counter is to turn around and retreat until the hallway resets, then continue.
Survival script:
- Notice the glitchy, stretched, “wrong” hallway feel.
- Do not keep pushing forward just because the exit appears ahead.
- Turn around and move back the way you came.
- Once the reset happens, continue normally.
Why Halt kills: DOORS trains you to go door-to-door quickly, then Halt asks you to reverse that habit. If you treat every hallway like a speedrun corridor, Halt drains your health while you insist you are almost through.
Difficulty: ★★☆☆☆.
Eyes
The visible hazard that still catches players looking at everything except the floor.
Eyes spawns as floating eyeballs in a room. They are not complicated: avoid touching them. The problem is that they often appear while you are focused on a door, drawer, or teammate.
Survival script:
- Scan the room before sprinting through.
- Path around the eyeballs.
- Use a light source in dark rooms so you do not brush into them.
- Do not chase loot through a tight cluster unless you have enough health to risk contact.
Difficulty: ★☆☆☆☆ by itself.
Jack
The harmless jumpscare that can still make you misplay.
Jack appears randomly when opening containers, lockers, or doors. It does no damage. The danger is your reaction: jerking the camera, backing into an entity, leaving a safe spot, or making noise in a Figure room.
Survival script:
- Treat Jack as cosmetic.
- Do not sprint after the scare.
- Re-center your camera and continue the original plan.
Difficulty: ☆☆☆☆☆, unless it startles you into a real mistake.
Shadow
The rare silhouette that is atmosphere, not a command.
Shadow appears briefly as a dark figure in corners or doorways. It vanishes quickly and does not require a survival action.
Survival script:
- Notice it if you want the scare/lore moment.
- Do not change your route because of it.
- Keep listening for actual entity cues.
Difficulty: ☆☆☆☆☆.
Guiding Light (Friendly Entity)
The blue help system players forget to use.
Guiding Light highlights important items, points toward solutions, helps with puzzle clarity, and can support dead teammates in multiplayer. It is not dangerous. It is a reminder that DOORS sometimes gives you help if you stop brute-forcing.
How to use it:
- If you are stuck before a puzzle, wait instead of rushing.
- Watch for blue beams or highlighted objects.
- Use the guidance around Door 50, Door 100, keys, fuses, books, and other required items.
- In multiplayer, give slower players time to read the hints instead of dragging the group forward.
Difficulty: helpful.
Void
The rare anomaly where the room stops behaving like a room.
Void can make geometry feel broken or reveal an impossible empty space. There is no normal combat counter. The safest response is controlled movement.
Survival script:
- Stop sprinting.
- Stay near stable-looking floor and room centerlines.
- Avoid edges, missing textures, and suspicious gaps.
- Wait for the room state to resolve if possible.
Difficulty: ★★★☆☆ because unpredictability is the threat.
Sally
A small atmospheric entity with no real survival demand.
Sally appears as a small figure in some rooms. It does not interact with the player or require a counter. Treat it as environmental storytelling.
Survival script:
- Do not panic.
- Do not waste resources.
- Continue checking for real threats.
Difficulty: ☆☆☆☆☆.
Timothy
The drawer spider that hurts less than your reaction to it.
Timothy jumps from drawers and deals minor damage. You cannot reliably prevent it. The correct decision is usually to keep opening drawers anyway because items and gold matter more than the small health loss.
Survival script:
- Open drawers when the room is otherwise safe.
- If Timothy appears, accept the tiny damage.
- Do not stop looting the entire run because of one scare.
- Do not confuse Timothy with Screech: Timothy is tied to drawer interaction, not a dark-room whisper cue.
Difficulty: ☆☆☆☆☆.
Glitch
The anomaly that can skip, distort, or break normal expectations.
Glitch is rare and unpredictable. It may distort visuals, skip rooms, affect door numbering, or create strange transitions. Because the player cannot force a clean counter, the best strategy is to stabilize your decisions.
Survival script:
- Stop assuming the room number is normal after a glitch event.
- Re-check door numbers before Dupe rooms.
- Regroup in multiplayer if players were separated.
- Do not sprint blindly after a visual distortion.
Difficulty: ★★☆☆☆ most of the time, higher if it disrupts routing.
Snare
The trap door that punishes players who never inspect textures.
Snare disguises itself through subtle door distortion or texture differences. It is not a reflex test as much as a habit test.
Survival script:
- Pause for a split second before suspicious doors.
- Look for warped textures, odd colors, unusual shine, or anything that feels off.
- In dark rooms, use a light source before committing.
- If a teammate is ahead, do not blindly copy them through a suspicious door.
Difficulty: ★★☆☆☆.
THE MINES ENTITIES (Doors 101-200)
Figure (The Mines Variant)
Figure with more space, more objectives, and more ways to get greedy.
The Mines version of Figure appears in larger areas and objective-heavy rooms. It is still sound-based, but the scale makes routing harder. Alarm Clocks become important because they let you pull Figure away from your route.
The Adit (Door 101):
- Figure appears early as an introduction to Mines pressure.
- Find the required Fuses while staying quiet.
- Do not treat the first Mines Figure like a harmless tutorial. It still punishes sprinting.
Generator rooms:
- Locate Fuses or objectives before making noise-heavy interactions.
- Crouch-walk by default.
- If Figure is close, delay the interaction instead of forcing it.
The Nest (Door 200):
- Plan the route before activating objectives.
- Locate 5-6 Anchors and think in segments.
- Use Alarm Clocks away from your real path.
- Crouch-walk between Anchors.
- Activate objectives only when Figure is distracted or moving away.
- In multiplayer, assign directions instead of having everyone chase the same Anchor.
Mines Figure differs from Hotel Figure in four big ways:
- The area is larger, so you can get lost while being quiet.
- The objectives are spread out, so panic routing is costly.
- Alarm Clocks create a distraction layer that does not exist in the same way in Hotel boss rooms.
- Time pressure feels higher because Figure patrols constantly while you search.
Difficulty: ★★★★☆ to ★★★★★ depending on room and team discipline.
Giggle
The ceiling threat that attacks players who only scan forward.
Giggle is tied to falling rock hazards in The Mines. You hear a low growl, ping, or ceiling cue, then rocks can drop into your path.
Survival script:
- When you hear the cue, look up immediately.
- Move away from falling debris; do not freeze under it.
- Watch for shadows or ceiling movement.
- In Mines rooms, add ceiling checks to your normal scan pattern.
- Do not loot directly under suspicious ceiling areas if you are already low health.
Difficulty: ★★☆☆☆.
Gloombats
The darkness tax of The Mines.
Gloombats attack in dark Mines areas and are repelled by light. They are not hard if you manage resources, but they are brutal when your team burns light items too early.
Survival script:
- Keep a light source ready before entering dark Mines rooms.
- Use flashlights, glowsticks, Bulklight, or other reliable light tools.
- Move quickly through darkness if you have no light, but do not sprint into traps.
- Share light coverage in multiplayer instead of everyone wasting separate resources.
- Remember that prevention is better than reacting after the swarm starts.
Difficulty: ★★☆☆☆.
Grumble
The hunter that can actually see you.
Grumble is not Figure. It does not only care about sound. It searches and pressures you through line of sight, so hiding behind physical cover matters.
Survival script:
- Listen for wandering sounds or low growling.
- Break line of sight with walls, pillars, furniture, and corners.
- Move when Grumble is looking elsewhere.
- Do not stand in open space hoping darkness saves you.
- Avoid unnecessary running; speed is useful only if it gets you behind cover.
Difficulty: ★★★☆☆.
Hide
The Rush-like event that asks you to stay put longer.
Hide uses the same “hide now” instinct as Rush, but the danger is leaving too early. Its flicker cue is extended, though not always as obvious as Ambush for nervous players.
Survival script:
- Hide when the flicker starts.
- Assume you need to wait longer than a normal Rush.
- Count several seconds after the room seems safe.
- If unsure whether it was Rush or Hide, treat it as Hide.
Difficulty: ★★★☆☆ because the counter is patience, not speed.
Snare (Mines Variant)
The Mines version of Snare works like the Hotel version, but darkness makes inspection harder.
Survival script:
- Use a light source before questionable doors.
- Inspect texture, color, and shape.
- Slow down at door clusters and low visibility transitions.
- Do not let Mines pressure make you skip the half-second check.
Difficulty: ★★☆☆☆.
A-90
The fast Rooms-style sweeper.
A-90 gives less warning time and uses red visual distortion. Treat it as a fast multi-pass sweeper, not a normal Rush.
Survival script:
- Red distortion means react immediately.
- Hide fast.
- Expect more than one pass.
- Do not leave just because the first hitbox passed.
- Re-center before moving, because the speed of the event often leaves players disoriented.
Difficulty: ★★★☆☆.
A-120
The slower Rooms-style sweeper that wins by testing patience.
A-120 approaches slower than A-90 but can demand more waiting. The danger is that the slower rhythm makes players think the event is done.
Survival script:
- Hide on the red/audio cue.
- Expect more passes than you want to wait for.
- Do not count one or two passes and assume safety.
- Exit only after a clear quiet window.
Difficulty: ★★★☆☆.
THE OUTDOORS ENTITIES
Groundskeeper
The strictest rule in The Outdoors: grass can be death.
Groundskeeper patrols garden areas and punishes stepping on grass when it can see you. This is one of the most dangerous mechanics because the rule is simple, instant, and easy to violate while navigating.
Survival script:
- Stay on paved paths by default.
- Before crossing grass, locate the Groundskeeper.
- Use monuments and structures to block sightlines.
- Move only when its attention is elsewhere or it is far enough away.
- Do not follow another player onto grass unless you personally checked the angle.
Difficulty: ★★★★★ because the mistake can be instant death.
Mandrake
The screaming plant that turns time into damage.
Mandrake starts screaming when disturbed, and the scream becomes more dangerous the longer you ignore it. You need to return it to its hole quickly.
Survival script:
- When the scream starts, locate the Mandrake.
- Pick it up and identify the correct hole.
- Return it quickly before damage escalates.
- In multiplayer, one player handles Mandrake while others watch for pathing threats.
- Do not let everyone chase the same plant and abandon awareness.
Difficulty: ★★★☆☆.
Monument
The pillar-like threat where uncertainty is part of the danger.
Monuments can activate, glow, or interact with players in ways that are still less predictable than core Hotel entities. The safe habit is avoidance until you understand the active zone.
Survival script:
- Treat glowing or active pillars as danger zones.
- Do not stand near them while checking inventory or typing.
- Move out if possession-like effects begin.
- Use the surrounding layout to keep escape routes open.
Difficulty: ★★★☆☆.
Surge
The electrical hazard that asks you to find safety, not speedrun through damage.
Surge creates energy-based danger in The Outdoors. Bright effects and crackling sounds are your cue to stop treating the area like normal terrain.
Survival script:
- Recognize crackling and bright surge effects.
- Find safe zones or shelter.
- Do not cross open hazard areas just because the exit is visible.
- Wait out the dangerous moment if the route is unclear.
Difficulty: ★★★☆☆.
Caws
Harmless birds with an achievement hook.
Caws are not a survival threat. They can be fed Bread for the “Feed The Birds” achievement.
Survival script:
- Listen for bird sounds.
- Feed Bread if you are achievement hunting.
- Do not waste critical survival focus on them during active threats.
Difficulty: ☆☆☆☆☆.
World Lotus
The Outdoors objective boss built around exploration and completion.
World Lotus is tied to the hedge maze and Lotus Petal collection. You need 8 Lotus Petals to craft a Lotus Flower and progress the Outdoors storyline.
Survival script:
- Explore carefully and track which areas you have cleared.
- Collect all 8 Lotus Petals.
- Solve required pathing or puzzle steps instead of wandering randomly.
- Craft the Lotus Flower at the correct location.
- Keep normal entity awareness while petal hunting; objective focus can make you ignore threats.
Difficulty: ★★★★☆ because the challenge is long-form execution, not one quick dodge.
Essential Entity Stat Reference
These are the only stats worth keeping as a table: quick cue, action, and danger. For actual play, read the survival scripts above.
The Hotel Entities
| Entity | First cue to trust | Immediate action | Danger |
|---|---|---|---|
| Rush | Short light flicker + whoosh | Hide in nearest closet/bed | ★★ |
| Ambush | Extended flicker + distorted sound | Hide and wait through all passes | ★★★ |
| Screech | Close whisper/“psst” in darkness | Sweep camera fast | ★ |
| Seek | Cutscene, music, slamming doors | Run, follow arrows/hands | ★★★★ |
| Figure (Door 50) | Heavy breathing in Library | Crouch, collect books quietly | ★★★★ |
| Figure (Door 100) | Heavy breathing near breaker puzzle | Crouch, memorize switches, time interactions | ★★★★★ |
| Dupe | Multiple numbered doors | Check the correct next number | ★★ |
| Halt | Glitchy stretched hallway | Turn around and retreat | ★★ |
| Eyes | Floating eyeballs | Path around them | ★ |
| Jack / Shadow / Sally | Jumpscare or brief figure | Stay calm; no counter needed | ☆ |
| Timothy | Drawer jumpscare | Accept tiny damage, continue | ☆ |
| Snare | Distorted door texture | Inspect before entering | ★★ |
The Mines and Outdoors Entities
| Entity | First cue to trust | Immediate action | Danger |
|---|---|---|---|
| Mines Figure | Heavy breathing/footsteps | Crouch, route objectives, use Alarm Clocks | ★★★★★ |
| Giggle | Ceiling growl/ping | Look up and dodge rocks | ★★ |
| Gloombats | Buzzing in darkness | Use light source | ★★ |
| Grumble | Wandering growl/movement | Break line of sight | ★★★ |
| Hide | Extended Rush-like flicker | Hide longer than normal | ★★★ |
| A-90 | Red distortion, fast arrival | Hide immediately, expect passes | ★★★ |
| A-120 | Red distortion, slower rhythm | Hide and wait longer | ★★★ |
| Groundskeeper | Visible patrol / grass rule | Stay on paths, block sightlines | ★★★★★ |
| Mandrake | Screaming plant | Return to hole quickly | ★★★ |
| Monument | Active/glowing pillar | Avoid activation zone | ★★★ |
| Surge | Electrical crackle/effects | Find safe zone | ★★★ |
| Caws | Bird sounds | Feed Bread if needed | ☆ |
| World Lotus | Vines, hedge maze, petal objective | Collect 8 Lotus Petals | ★★★★ |
Difficulty Ranking: What Actually Ends Runs
Rank lists can be misleading because “hardest” depends on floor, health, team, and modifiers. A better way to rank entities is by the kind of mistake they punish.
Low-pressure scares and harmless entities:
- Timothy: minor damage from drawers; keep looting if safe.
- Jack: no damage, but can startle you into bad movement.
- Shadow: rare visual scare, no counter needed.
- Sally: atmospheric, no gameplay threat.
- Caws: harmless unless you are achievement hunting.
- Guiding Light: helpful, not harmful.
Awareness checks:
- Eyes: easy if you scan before moving.
- Screech: simple counter, but dangerous in dark stacked rooms.
- Dupe: easy if you count doors.
- Halt: easy if you override the instinct to push forward.
- Giggle: punishes players who never look up.
- Gloombats: solved by light, dangerous without resources.
- Snare: punishes autopilot and poor visibility.
Timing and patience checks:
- Rush: common, predictable, punishes greed.
- Hide: punishes leaving too early.
- A-90: punishes slow reaction.
- A-120: punishes impatience.
- Ambush: punishes the exact habit Rush teaches — leaving after one pass.
Hunter and boss checks:
- Grumble: line-of-sight pressure.
- Mandrake: quick objective handling under damage pressure.
- Figure (Door 50): sound control plus puzzle solving.
- Figure (Door 100): sound control plus memory under pressure.
- Figure (The Nest): large-area routing, Anchors, Alarm Clocks, and constant patrol pressure.
- Surge: environmental awareness under route pressure.
- Monument: unpredictable activation or possession risk.
- Seek: fast chase with little recovery from mistakes.
- World Lotus: long objective chain in a dangerous area.
- Groundskeeper: instant-death positional rule.
- Void: rare, unpredictable, and hard to counter reliably.
If you are trying to improve quickly, practice the middle group first. Most players lose more runs to “I left early,” “I forgot the door number,” or “I sprinted near Figure” than to rare anomalies.
Spawn Conditions You Should Prepare For
You do not need exact spawn math to survive. You need expectation windows.
The Hotel:
- Rush can appear frequently and should be expected whenever lights flicker.
- Ambush appears less predictably but often enough that extended flickers should always be treated seriously.
- Screech belongs to dark rooms. Enter darkness with your camera ready.
- Seek and Figure are fixed major encounters in the Hotel flow.
- Dupe appears in multi-door rooms, so door counting matters throughout the run.
- Halt tends to be tied to strange hallway behavior.
- Eyes is visible and avoidable, but can combine with low light or panic.
- Timothy and Jack are tied to opening containers, drawers, lockers, or doors.
- Snare is tied to suspicious doors and visibility checks.
- Guiding Light appears around help states, puzzle pressure, or waiting behavior.
The Mines:
- Figure appears in The Adit, generator-style areas, and The Nest.
- Gloombats are a dark-area resource check.
- Giggle is a ceiling-awareness check.
- Grumble appears as an active hunter and requires cover.
- A-90 and A-120 are rarer but should be treated as serious red-distortion events.
- Mines Snare is harder to see because the environment is darker.
The Outdoors:
- Groundskeeper is always a positional concern in garden areas.
- Mandrake becomes urgent once the scream starts.
- Monument and Surge require caution around active visual effects.
- Caws are harmless and achievement-related.
- World Lotus is the final hedge-maze objective chain.
Anomalies:
- Void and Glitch are rare enough that you cannot route around them consistently.
- When they happen, slow down, re-check door numbers, and stabilize the team.
Audio Cue Reference Without the Noise
Audio is the real language of DOORS. Visuals matter, but your ears often give the first reliable warning.
Rush:
- Cue: short flicker and building whoosh.
- Action: hide now.
- Do not: finish looting first.
Ambush:
- Cue: longer flicker, deeper or more distorted rush sound.
- Action: hide and wait through repeated passes.
- Do not: leave after the first pass.
Figure:
- Cue: heavy breathing, growling, footsteps.
- Action: crouch-walk, reduce interactions, hide when close.
- Do not: sprint because it is “blind.”
Screech:
- Cue: close whisper or “psst” in dark rooms.
- Action: sweep camera until handled.
- Do not: confuse it with Timothy or spin into another hazard.
Timothy:
- Cue: drawer interaction, sudden spider scare.
- Action: absorb the tiny damage and continue if safe.
- Do not: treat every drawer sound like Screech.
Gloombats:
- Cue: buzzing in darkness.
- Action: use light.
- Do not: burn all light resources separately in multiplayer.
Giggle:
- Cue: ceiling growl/ping.
- Action: look up and dodge.
- Do not: keep staring at the next door.
Grumble:
- Cue: wandering movement and growling.
- Action: break line of sight.
- Do not: hide in plain sight and hope darkness is enough.
Seek:
- Cue: cutscene music, doors slamming, chase framing.
- Action: run and read the route indicators.
- Do not: look backward.
Mandrake:
- Cue: screaming plant.
- Action: return it to its hole.
- Do not: let the whole team abandon other threats.
Caws:
- Cue: bird cawing.
- Action: feed Bread if achievement hunting.
- Do not: confuse harmless birds with urgent threats.
Entity “Drops,” Objectives, and Associated Items
Most DOORS entities do not drop loot like RPG monsters. The practical question is what item or objective the entity is tied to.
- Figure (Door 50): Books contain shape symbols that help solve the Library code.
- Figure (Door 100): The circuit breaker puzzle requires switch memory and safe timing.
- Figure (The Nest): Anchors are the real objective, and Alarm Clocks are the key distraction tool.
- Guiding Light: Highlights items, paths, and puzzle-critical objects.
- Timothy: Appears from drawers, but the drawer loot is still worth checking.
- Caws: Bread is used for the bird-feeding achievement.
- World Lotus: Requires 8 Lotus Petals to craft the Lotus Flower.
- Groundskeeper: Monument behavior and pathing are tied to navigation and sightline control.
For a broader breakdown of tools, shop priorities, and resource decisions, see the DOORS Items and Inventory Guide.
FAQ
Q: What is the deadliest entity in DOORS? A: It depends on what kills you most often. Figure at Door 200/The Nest is one of the hardest because it combines a large area, multiple objectives, sound discipline, and distraction timing. Groundskeeper is also terrifying because stepping on grass in its sightline can be instant death. For random Hotel deaths, Ambush is the classic run-ender because it punishes leaving early.
Q: Can I fight entities in DOORS? A: In normal DOORS play, survival is based on hiding, avoiding, routing, or solving mechanics. You are not meant to fight most entities directly. Rush Mode changes the feel with shooting mechanics, but the core entity lesson remains: identify the cue and execute the correct response.
Q: How do I know if an entity is Rush or Ambush? A: Treat the warning duration as the clue. Rush is shorter and cleaner. Ambush has a longer, more distorted warning and multiple passes. If you are unsure, assume Ambush. Waiting too long is safer than stepping out into a return pass.
Q: Why do I still die to Ambush even though I know how it works? A: Because Ambush does not test whether you know the name. It tests whether you can resist leaving after the first safe-looking moment. Hide, count passes if possible, and wait for a real quiet window before moving.
Q: What entities are purely cosmetic and cannot hurt me? A: Jack, Shadow, Sally, Guiding Light, and Caws are harmless in direct damage terms. Timothy deals only minor damage. The indirect danger is panic: a harmless jumpscare can still make you run, misclick, or leave cover during a real threat.
Q: Do entities change behavior in multiplayer? A: The biggest multiplayer change is not just spawn pressure; it is team noise and bad copying. Figure becomes harder when teammates run or interact at the wrong time. Dupe becomes easier to fail when everyone follows the first player. Ambush becomes harder when one person exits too early and causes panic.
Q: Are there any entities exclusive to Rush Mode? A: Rush Mode mainly alters the presentation and pressure of existing entities, including making entities look and sound like Rush and speeding up major threats like Figure or Seek. The shooting mechanic changes how the mode feels, but you still need cue recognition and clean reactions.
Q: How does Figure hunt players? A: Figure is blind and hunts by sound. Running, jumping, object interactions, lock inputs, books, switches, and panic movement can attract it. Crouch-walking and timed interactions are the foundation of surviving Figure rooms.
Q: What is the rarest entity to encounter? A: Glitch and Void are among the rarest because they are anomaly-style events rather than regular room threats. Jack is also rare compared with common run threats like Rush, Dupe, Screech, or Ambush.
Q: Can Guiding Light be summoned on demand? A: Not exactly, but waiting before difficult puzzle states can increase the chance of helpful guidance. The important part is to actually use the blue highlights and hints instead of rushing past them.
Q: What is the best strategy for The Nest (Door 200)? A: Enter with Alarm Clocks if possible, scout Anchor positions, move in planned segments, place distractions away from your true route, crouch-walk by default, and coordinate in multiplayer. Do not sprint between Anchors unless you are already forced into an emergency.
Next Steps
Ready to master DOORS? Use these next depending on what is killing your runs:
- DOORS Beginner Guide — Complete walkthrough for new players covering floors, codes, and basic survival flow.
- DOORS Items and Inventory Guide — Every item, where to find it, and how to use it effectively.
- DOORS Achievements and Secrets Guide — Achievements, secret rooms, easter eggs, and hidden content.
Disclaimer: This bestiary reflects the DOORS game state covered by this guide’s update window. DOORS can change with patches, modifiers, and floor updates, especially around event modes and new subfloors. Always verify edge-case mechanics with current in-game behavior if you are routing challenge runs.
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