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:
| Classification | Description | Example Entities |
|---|---|---|
| Rush-Type | Sweeps through rooms in a straight line with audio/visual warning | Rush, Ambush, Hide |
| Hunter-Type | Actively hunts players using sound or sight | Figure, Grumble |
| Ambush-Type | Appears under specific conditions or when players look away | Screech, Eyes, Snare, Dupe |
| Environmental | Hazards tied to specific rooms, objects, or areas | Timothy, Giggle, Gloombats, Mandrake |
| Boss | Major encounters with multi-stage puzzle mechanics | Seek, Figure (Doors 50/100/200), World Lotus |
| Helper | Friendly entities that assist players | Guiding Light |
| Anomaly | Rare or glitch-like entities that warp reality | Void, Glitch, Jack, Shadow |
| Minor | Low-threat cosmetic or nuisance entities | Sally, Timothy, Caws |
THE HOTEL ENTITIES (Doors 1-100)
Rush
The first entity you meet and the most common throughout every run.
| Attribute | Details |
|---|---|
| Type | Rush-Type |
| First Encounter | Door 2-4 (tutorial area) |
| Spawn Rate | Very high – appears in nearly every run, often multiple times |
| Warning Signs | Room lights flicker and dim rapidly; loud whooshing sound builds |
| Survival Method | Hide 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:
- When lights begin flickering, immediately identify the closest hiding spot – do not waste time searching for the “best” one
- Run to it and enter – speed matters more than perfection
- Wait for the whooshing sound to pass and the lights to return to normal
- 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.
| Attribute | Details |
|---|---|
| Type | Rush-Type (variant) |
| First Encounter | Door ~10-20 |
| Spawn Rate | High – appears multiple times per run |
| Warning Signs | Lights flicker for a significantly longer duration than Rush; deeper, more distorted sound |
| Survival Method | Hide 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:
- On the extended light flicker, recognize this is Ambush (not Rush) and hide immediately
- Do not exit between passes – this is the #1 cause of death to Ambush
- Count the passes if possible; expect 2-6 total
- 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.
| Attribute | Details |
|---|---|
| Type | Ambush-Type |
| First Encounter | Dark rooms throughout The Hotel |
| Spawn Rate | Medium – only in unlit or dimly lit rooms |
| Warning Signs | Distinctive whispering/voice sound; a “shhh” noise in your ear |
| Survival Method | Look 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:
- The moment you hear whispering, spin your camera in all directions quickly
- Keep moving your view until the whispering sound stops and you hear a hiss
- 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.
| Attribute | Details |
|---|---|
| Type | Boss |
| First Encounter | Door 50 (The Library) and Door ~100 (The Rooms/Archives) |
| Spawn Rate | Fixed – once per run at specific doors |
| Warning Signs | Cutscene triggers; doors slam shut; a massive chase begins |
| Survival Method | Run through the hallway; follow glowing arrows and hands; jump over furniture (Space) |
| Damage if Caught | Instant 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:
- When the cutscene triggers, start running immediately
- Follow the glowing white arrows on the floor for direction
- Look for floating white hands pointing the correct way
- Press Space to jump over fallen furniture and obstacles
- In rooms with multiple exits, Seek’s hands will point to the correct door
- 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:
| Obstacle | How to Handle |
|---|---|
| Fallen furniture | Jump (Space) – do not try to go around |
| Wrong doors | Follow glowing hands/arrows; ignore unmarked doors |
| Hand-covered doors | Open the correct door (guided by Guiding Light) |
| Long corridor with debris | Sprint and weave; stay centered |
| Fork in the path | Follow the arrows; the wrong path is a dead end |
| Crawling sections | Press 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.
| Attribute | Details |
|---|---|
| Type | Hunter-Type / Boss |
| Encounters | Door 50 (The Library), Door 100 (Electrical Room) |
| Warning Signs | Heavy breathing sound; low growling; environmental distortion |
| Survival Method | Crouch-walk (C) to stay quiet; hide in closets when it is close; hold breath (hold Space) |
| Damage if Caught | Instant 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:
| Step | Action | Sound Risk |
|---|---|---|
| 1 | Enter The Library; Figure spawns and begins hunting by sound | High |
| 2 | Search the room for books with shape symbols on shelves | Medium (interaction noise) |
| 3 | Find the code chart on the wall (shapes mapped to numbers) | Low |
| 4 | Translate the book shapes into numbers | None (mental) |
| 5 | Approach the door’s code lock and enter the combination | Medium (interaction noise) |
| 6 | Door opens – sprint to the exit | Low |
Door 100 – The Electrical Room (Final Hotel Boss):
| Step | Action | Sound Risk |
|---|---|---|
| 1 | Enter the Electrical Room; Figure hunts by sound | High |
| 2 | Find the circuit breaker box | Medium |
| 3 | A pattern of switches is briefly displayed in the box | None |
| 4 | Memorize the pattern – empty = OFF, filled = ON | None (mental) |
| 5 | Replicate the pattern by flipping switches to match | Medium (interaction noise) |
| 6 | Submit the correct pattern to open the exit door | Low |
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.
| Attribute | Details |
|---|---|
| Type | Ambush-Type |
| First Encounter | Door ~15-25 |
| Spawn Rate | Medium-high – appears frequently |
| Warning Signs | Multiple doors in a room; each displays a room number |
| Survival Method | Only 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:
- Count your current door number before entering the room
- Look at the numbers displayed on each door
- Only enter the door with the correct sequential number
- 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.
| Attribute | Details |
|---|---|
| Type | Environmental |
| First Encounter | Long hallways throughout The Hotel |
| Spawn Rate | Medium |
| Warning Signs | Glitching visuals; hallway appears to stretch infinitely; screen distortion |
| Survival Method | Run BACKWARD (turn around and retreat) the way you came, then the hallway resets |
| Damage if Caught | Slowly 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:
- Recognize the glitchy hallway – something feels “off” about the perspective
- Turn around and run backward the way you came (do not just walk – run)
- After retreating far enough (about halfway back), the hallway resets to normal
- 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.
| Attribute | Details |
|---|---|
| Type | Ambush-Type |
| First Encounter | Door 2-8 (early game) |
| Spawn Rate | Low-Medium |
| Warning Signs | Multiple floating eyeballs visible in the room |
| Survival Method | Walk 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.
| Attribute | Details |
|---|---|
| Type | Anomaly |
| First Encounter | Throughout The Hotel (rare) |
| Spawn Rate | Rare |
| Warning Signs | None – appears randomly when opening containers or lockers |
| Survival Method | No action needed; it is a pure jumpscare with no damage |
| Damage | None – 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.
| Attribute | Details |
|---|---|
| Type | Anomaly |
| First Encounter | Rare, throughout The Hotel |
| Spawn Rate | Very rare |
| Warning Signs | Brief shadow figure visible in room corners or doorways |
| Survival Method | No action needed – cosmetic only |
| Damage | None |
| 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.
| Attribute | Details |
|---|---|
| Type | Helper |
| First Encounter | Can appear at any point; most commonly around puzzle rooms |
| Spawn Rate | Conditional – triggered by camping or specific conditions |
| Appearance | Blue light beams and glowing indicators |
| Effect | Heals players, provides hints, highlights items, revives dead teammates |
| Danger | None – purely helpful |
| Difficulty Rating | N/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.
| Attribute | Details |
|---|---|
| Type | Anomaly |
| First Encounter | Between rooms or during transitions |
| Spawn Rate | Very rare |
| Warning Signs | Room textures disappear; you see an infinite void below |
| Survival Method | No guaranteed method – typically transitions back to normal on its own |
| Damage if Caught | Can 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.
| Attribute | Details |
|---|---|
| Type | Minor |
| First Encounter | Various rooms in The Hotel |
| Spawn Rate | Rare |
| Warning Signs | Small figure visible in room |
| Survival Method | No action needed |
| Damage | None |
| 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.
| Attribute | Details |
|---|---|
| Type | Minor |
| First Encounter | Door 2-8 (any room with drawers) |
| Spawn Rate | Low – random chance (~5-10%) when opening drawers |
| Warning Signs | None – appears when opening a drawer |
| Survival Method | No 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.
| Attribute | Details |
|---|---|
| Type | Anomaly |
| First Encounter | Rare, random occurrence |
| Spawn Rate | Extremely rare |
| Warning Signs | Screen glitches, distorted textures, game behaves oddly; doors may skip numbers |
| Survival Method | No player action – either triggers or does not |
| Damage if Caught | Potentially 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.
| Attribute | Details |
|---|---|
| Type | Ambush-Type |
| First Encounter | Door ~10-30 |
| Spawn Rate | Medium |
| Warning Signs | A door with subtly distorted or different texture compared to normal doors |
| Survival Method | Do 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:
- Before walking through any door, inspect it visually for a split second
- Look for texture distortions, unusual colors, or anything that seems “off”
- If a door looks suspicious, find an alternative path or wait for a teammate to check first
- 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.
| Attribute | Details |
|---|---|
| Type | Hunter-Type / Boss |
| Encounters | Door 101 (The Adit), various generator rooms, Door 200 (The Nest) |
| Warning Signs | Heavy breathing; low growling; figure’s footsteps; environmental sounds |
| Survival Method | Crouch-walk; hide in closets; use Alarm Clocks to distract |
| Damage if Caught | Instant 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:
| Step | Action |
|---|---|
| 1 | Enter The Nest; Figure hunts by sound in a large area |
| 2 | Locate and activate 5-6 Anchors scattered throughout the area |
| 3 | Use Alarm Clocks to distract Figure – place them away from your position before activating |
| 4 | Crouch-walk between Anchors – never run |
| 5 | Plan your route before starting – memorize Anchor positions |
| 6 | Activate all Anchors to defeat Figure and complete The Mines |
Mines Figure vs Hotel Figure:
| Difference | Hotel Figure | Mines Figure |
|---|---|---|
| Area size | Confined rooms | Large open areas |
| Aggression | Moderate | High – more persistent |
| Distraction | No items available | Alarm Clocks available |
| Puzzle complexity | Code/Memory | Multi-objective (5-6 Anchors) |
| Time pressure | Moderate | High – Figure patrols constantly |
Giggle
The ceiling-dropping rock entity.
| Attribute | Details |
|---|---|
| Type | Environmental |
| First Encounter | Door ~105-120 |
| Spawn Rate | High – common in Mines rooms |
| Warning Signs | Low growl or ping sound; visual cue from ceiling |
| Survival Method | Look 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:
- Listen for the low growl/ping sound
- Immediately look up at the ceiling
- Move away from falling rocks – do not stand still
- Keep checking the ceiling regularly in The Mines
- Rocks leave a brief shadow before falling – use this to dodge
Gloombats
The light-sensitive bat swarm.
| Attribute | Details |
|---|---|
| Type | Environmental |
| First Encounter | Dark areas of The Mines |
| Spawn Rate | High in unlit rooms |
| Warning Signs | Buzzing sounds in dark areas |
| Survival Method | Use 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.
| Attribute | Details |
|---|---|
| Type | Hunter-Type |
| First Encounter | Door ~120-140 |
| Spawn Rate | Medium-High |
| Warning Signs | Wandering sounds; entity moving through rooms; low growling |
| Survival Method | Break 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:
- When you hear Grumble approaching, find cover behind walls or objects
- Break its line of sight by moving behind obstacles
- Sneak past when it is looking in another direction
- Do not run – running attracts attention
- Use the environment (pillars, walls, furniture) as cover
Hide
The entity that forces you to stay in hiding longer than usual.
| Attribute | Details |
|---|---|
| Type | Rush-Type variant |
| First Encounter | Throughout The Mines |
| Spawn Rate | Medium |
| Warning Signs | Lights flicker (like Rush); but the flickering is extended |
| Survival Method | Hide 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.
| Attribute | Details |
|---|---|
| Type | Ambush-Type |
| First Encounter | Throughout The Mines |
| Spawn Rate | Medium |
| Warning Signs | Door with subtly distorted texture |
| Survival Method | Inspect 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.
| Attribute | Details |
|---|---|
| Type | Rush-Type |
| First Encounter | Rare in The Mines |
| Spawn Rate | Low-Medium |
| Warning Signs | Audio cue similar to Rush; red visual distortion; arrives very fast |
| Survival Method | Hide 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.
| Attribute | Details |
|---|---|
| Type | Rush-Type |
| First Encounter | Rare in The Mines |
| Spawn Rate | Low-Medium |
| Warning Signs | Audio cue; red visual distortion; slower approach than A-90 |
| Survival Method | Hide 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.
| Attribute | Details |
|---|---|
| Type | Hunter-Type |
| First Encounter | The Outdoors (requires 10 Stardust to unlock) |
| Spawn Rate | Always active in garden areas |
| Warning Signs | Entity points at monuments; visible patrolling garden areas |
| Survival Method | DO NOT STEP ON GRASS – stay on paved paths at all times |
| Damage if Caught | Instant 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:
- Always stay on paved paths – this is the golden rule of The Outdoors
- If you must cross grass, wait until the Groundskeeper is looking away or is far enough
- Use monuments and structures for cover when crossing open areas
- The Groundskeeper points at monuments as its patrol behavior – use this to track its attention
Mandrake
The screaming plant that must be contained.
| Attribute | Details |
|---|---|
| Type | Environmental |
| First Encounter | The Outdoors |
| Spawn Rate | Medium |
| Warning Signs | Screaming sound from plants |
| Survival Method | Return the Mandrake to its hole before the scream kills you |
| Damage if Caught | Escalating 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:
- When you hear the scream, locate the Mandrake quickly
- Pick it up and carry it to its hole
- Place it back in the hole to silence the scream
- Act quickly – the scream’s damage escalates rapidly
- In multiplayer, coordinate so one player handles the Mandrake while others watch for other threats
Monument
The pillar-like entity that can possess players.
| Attribute | Details |
|---|---|
| Type | Hunter-Type |
| First Encounter | The Outdoors |
| Spawn Rate | Medium |
| Warning Signs | Pillar-like structures that may activate with a glow |
| Survival Method | Avoid activation zones; run if possessed state begins |
| Damage if Caught | Varies – 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.
| Attribute | Details |
|---|---|
| Type | Environmental |
| First Encounter | The Outdoors |
| Spawn Rate | Medium |
| Warning Signs | Energy surges visible in the environment; electrical crackling |
| Survival Method | Hide or find safe zones during surge events |
| Damage if Caught | Significant – 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.
| Attribute | Details |
|---|---|
| Type | Minor |
| First Encounter | The Outdoors |
| Spawn Rate | Medium |
| Warning Signs | Bird sounds/cawing |
| Survival Method | Feed Bread to them for the “Feed The Birds” achievement |
| Damage | None |
| 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.
| Attribute | Details |
|---|---|
| Type | Boss |
| First Encounter | Center of the Hedge Maze in The Outdoors |
| Spawn Rate | Once per Outdoors run |
| Warning Signs | Vines cover the exit; lotus-themed environment; hedge maze |
| Survival Method | Collect 8 Lotus Petals scattered throughout The Outdoors to craft a Lotus Flower |
| Damage if Caught | Varies – 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:
- Explore The Outdoors thoroughly to find all 8 Lotus Petals
- Each petal is hidden in different locations – some require puzzle-solving
- Once all 8 are collected, craft the Lotus Flower at the designated location
- Use the Lotus Flower to complete The Outdoors storyline
ENTITY QUICK REFERENCE TABLES
The Hotel Entities
| Entity | Warning Sign | Survival Method | Danger |
|---|---|---|---|
| Rush | Lights flicker, whoosh | Hide in closet/bed | ★★ |
| Ambush | Extended flicker | Hide through ALL passes | ★★★ |
| Screech | Whispering | Spin camera rapidly | ★ |
| Seek | Cutscene trigger | Run, follow arrows, jump | ★★★★ |
| Figure (Door 50) | Heavy breathing | Crouch-walk, hide, hold breath | ★★★★ |
| Figure (Door 100) | Heavy breathing | Crouch-walk, memorize circuit breaker | ★★★★★ |
| Dupe | Multiple numbered doors | Enter correct numbered door | ★★ |
| Halt | Glitchy hallway | Run backward | ★★ |
| Eyes | Floating eyeballs | Walk around them | ★ |
| Jack | Random (opening containers) | No action needed (cosmetic) | ☆ |
| Shadow | Brief silhouette | No action needed (cosmetic) | ☆ |
| Guiding Light | Blue light beams | Follow its guidance | Helpful |
| Void | Room disappears | Stay put, wait for reset | ★★ |
| Sally | Small figure | No action needed | ☆ |
| Timothy | Opening drawers | No prevention (minor damage) | ☆ |
| Glitch | Screen glitches | No player control | ★★ |
| Snare | Distorted door texture | Inspect doors before entering | ★★ |
The Mines Entities
| Entity | Warning Sign | Survival Method | Danger |
|---|---|---|---|
| Figure (The Adit) | Heavy breathing | Crouch-walk, find Fuses quietly | ★★★★ |
| Figure (The Nest) | Heavy breathing | Crouch-walk, use Alarm Clocks, activate 5-6 Anchors | ★★★★★ |
| Giggle | Low growl/ping | Look up, avoid falling rocks | ★★ |
| Gloombats | Buzzing in dark | Use light source | ★★ |
| Grumble | Wandering sounds | Break line of sight, hide behind cover | ★★★ |
| Hide | Extended flicker | Stay hidden longer than Rush | ★★★ |
| Snare | Distorted door texture | Inspect doors | ★★ |
| A-90 | Red distortion, fast arrival | Hide through multiple passes (fast) | ★★★ |
| A-120 | Red distortion, slow arrival | Hide through MORE passes (patient) | ★★★ |
The Outdoors Entities
| Entity | Warning Sign | Survival Method | Danger |
|---|---|---|---|
| Groundskeeper | Points at monuments | Never step on grass | ★★★★★ |
| Mandrake | Screaming sound | Return to hole quickly | ★★★ |
| Monument | Pillar activation | Avoid activation zones | ★★★ |
| Surge | Energy visual effects | Find safe zones | ★★★ |
| Caws | Bird sounds | Feed Bread (achievement) | ☆ |
| World Lotus | Vines, hedge maze | Collect 8 Lotus Petals | ★★★★ |
ENTITY DIFFICULTY RANKING
Ranked from easiest to hardest based on community consensus and mechanical complexity:
| Rank | Entity | Reason |
|---|---|---|
| 1 | Timothy | Minor damage, purely cosmetic scare |
| 2 | Jack | No damage, jumpscare only |
| 3 | Shadow | No damage, cosmetic only |
| 4 | Sally | No interaction with player |
| 5 | Caws | Harmless, feed for achievement |
| 6 | Guiding Light | Helpful entity |
| 7 | Eyes | Easy to avoid with awareness |
| 8 | Screech | Simple counter (spin camera) |
| 9 | Dupe | Simple counter (check numbers) |
| 10 | Halt | Simple counter (go backward) |
| 11 | Giggle | Avoidable with ceiling awareness |
| 12 | Gloombats | Solved with light source |
| 13 | Snare | Requires visual inspection |
| 14 | Rush | Predictable, common, easy to counter |
| 15 | Hide | Like Rush but longer wait |
| 16 | A-90 | Fast multi-pass rush, less warning |
| 17 | A-120 | Slower but more passes |
| 18 | Ambush | Multiple passes kill beginners |
| 19 | Grumble | Active hunter, line-of-sight mechanics |
| 20 | Mandrake | Requires quick action and item handling |
| 21 | Figure (Door 50 Library) | Sound-based hunting + puzzle under pressure |
| 22 | Figure (Door 100 Electrical) | Sound hunting + memory puzzle |
| 23 | Figure (The Nest) | Large area, multiple objectives, constant sound hunting |
| 24 | Surge | Environmental hazard requiring situational awareness |
| 25 | Monument | Possession mechanics are unpredictable |
| 26 | Seek | Fast chase, instant death, no room for error |
| 27 | World Lotus | Complex petal collection + boss encounter |
| 28 | Groundskeeper | Instant death on grass, strict rules |
| 29 | Void | Unpredictable, no reliable counter |
ENTITY SPAWN CONDITIONS
Understanding when entities spawn helps you prepare mentally and positionally:
| Entity | Spawn Conditions | Frequency |
|---|---|---|
| Rush | Random, very frequent; always from forward direction | Every 3-5 rooms |
| Ambush | Random, frequent; always from forward direction | Every 5-8 rooms |
| Screech | Only in dark/unlit rooms | Conditional |
| Seek | Fixed – Door 50 (chase sequence) | Once per run |
| Figure (Door 50) | Fixed – The Library puzzle room | Once per run |
| Figure (Door 100) | Fixed – The Electrical Room | Once per run |
| Dupe | Random; rooms with multiple doors | Every 5-10 rooms |
| Halt | Random; long hallways | Every 10-15 rooms |
| Eyes | Random; appears in rooms with scattered eyeballs | Every 15-20 rooms |
| Timothy | Random chance when opening drawers (~5-10%) | Per drawer opened |
| Jack | Random chance when opening containers/lockers (~3-5%) | Per container opened |
| Snare | Random; appears as a disguised door | Every 10-15 rooms |
| Guiding Light | Conditional – camping before puzzle rooms (3-4 min wait) | On demand |
| Gloombats | Dark areas in The Mines | Frequent in unlit areas |
| Giggle | Random in The Mines rooms | Every 5-8 rooms |
| Grumble | Random in The Mines | Every 10-15 rooms |
| A-90 | Rare in The Mines | Every 20-30 rooms |
| A-120 | Rare in The Mines | Every 25-35 rooms |
| Figure (Mines) | Generator rooms, The Adit, The Nest | Multiple per Mines run |
| Groundskeeper | Always active in The Outdoors garden areas | Constant |
| Mandrake | Random in The Outdoors when disturbing plants | Every 5-10 rooms |
| Void | Between rooms or during transitions | Extremely rare |
| Glitch | Random, uncontrollable | Extremely rare |
ENTITY AUDIO CUE REFERENCE
Learning audio cues is the most important survival skill in DOORS:
| Entity | Sound Cue | What to Do |
|---|---|---|
| Rush | Lights flicker + whooshing sound builds | Hide immediately in nearest closet |
| Ambush | Lights flicker (longer) + deeper whooshing | Hide; expect 2-6 passes |
| Figure | Heavy breathing + low growling | Crouch-walk; hide in closets |
| Screech | Whispering/“shhh” in ear | Spin camera rapidly |
| Gloombats | Buzzing in dark areas | Use light source immediately |
| Giggle | Low growl/ping from ceiling | Look up; dodge falling rocks |
| Grumble | Wandering sounds + low growling | Break line of sight; hide |
| Seek | Cutscene music + doors slamming | Start running; follow arrows |
| Hide | Lights flicker (extended) | Hide; wait 5-10 seconds after lights return |
| Mandrake | Screaming sound | Find and return to hole |
| Caws | Bird cawing | Feed 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:
| Entity | Associated Items | Notes |
|---|---|---|
| Figure (Door 50) | Safe code books | Books contain shape-to-number translations |
| Figure (Door 100) | Circuit breaker access | Box with switch pattern |
| Figure (The Nest) | Anchors (5-6) | Must be activated to defeat Figure |
| Guiding Light | Item highlights, healing | Points to hidden items |
| Timothy | Drawer contents | Spiders guard loot – open drawers anyway |
| Caws | Bread (required) | Feed bread for achievement |
| World Lotus | Lotus Petals (8) | Collect all to craft Lotus Flower |
| Groundskeeper | Monument interactions | Points 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:
- DOORS Beginner Guide – Complete walkthrough for new players covering all floors, codes, and basic strategies
- DOORS Items and Inventory Guide – Every item, where to find it, and how to use it effectively
- DOORS Achievements and Secrets Guide – All 87+ achievements, secret rooms, easter eggs, and hidden content
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.
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