Last updated: May 10, 2026. Covers The Mines (Floor 2) as of the latest update, including all entities, items, Jeff’s Shop prices, boss fight strategies, hidden areas, and survival tips. The Mines remains the most popular floor after The Hotel.
What Is The Mines?
The Mines is the second floor of DOORS, accessible as Doors 101-200. It replaced the original second floor and introduced an entirely new cave-themed environment with unique entities, mechanics, puzzles, and one of the most challenging boss fights in the game: The Nest at Door 200.
Unlike The Hotel’s claustrophobic corridors, The Mines features sprawling caverns, dark tunnels, minecart sections, generator rooms, and bramble-overgrown passages. The atmosphere shifts from hotel horror to subterranean terror, with new ambient sounds, visual design, and entity behaviors that make every run feel distinctly different from Floor 1.
How to Access The Mines
There are two ways to enter The Mines:
| Method | Requirement |
|---|---|
| From the Lobby | Earn the Rock Bottom badge by completing The Hotel (reach Door 100) |
| Direct selection | After earning the badge, select The Mines in the elevator from the Lobby |
Before you enter, make sure you understand the basics of DOORS. If you’re brand new, check our DOORS Beginner Guide first.
The Mines at a Glance
For full details on each entity mentioned below, see our DOORS Entities Bestiary. For item information, see our DOORS Items and Inventory Guide.
| Stat | Detail |
|---|---|
| Door Range | 101-200 |
| Number of Doors | 100 |
| Exclusive Entities | Giggle, Gloombats, Grumble, Snare (Mines variant), Sal, Dread, Bramble |
| Returning Entities | Rush, Seek, Figure, Ambush, Screech, Dupe, Guiding Light |
| Unique Mechanics | Generator rooms, minecart track switching, The Nest anchors |
| Jeff Shop Location | Doors 152-162 |
| Boss Fight 1 | Figure at Door 101 (The Adit) |
| Boss Fight 2 | Figure at Door 200 (The Nest) |
| Chase Sequence | Seek at Door 150 |
| Average Completion Time | 25-45 minutes (varies by skill) |
Door-by-Door Walkthrough
The Adit (Door 101): Your First Figure Encounter
Door 101 is called The Adit and it serves as the Mines’ tutorial. This is where you encounter Figure for the first time in this floor.
What happens:
- You enter a large cavern with a minecart system
- Figure is introduced as a blind entity that hunts by sound
- You need to find 2 Fuses and install them into a generator
- Once the generator is powered, the minecart breaks through the first barricade
| Step | Action | Danger |
|---|---|---|
| 1 | Enter The Adit cautiously | Listen for Figure’s breathing |
| 2 | Search nearby rooms for Fuses | Crouch-walk at all times |
| 3 | Install Fuses in the generator | Figure may be hunting you |
| 4 | Power on the generator | Figure’s hearing becomes more sensitive |
| 5 | Ride the minecart through the barricade | Safe passage once the generator runs |
Strategy tip: This is Figure’s weakest encounter because the area is small and predictable. Use Alarm Clocks if you find them to distract Figure while you search for Fuses. Always place the clock far from your actual position.
Doors 102-119: Learning the Mines
These doors introduce you to the Mines’ unique entities and mechanics. Expect to encounter most of the new entities here in a controlled manner.
| Door Range | Key Encounters | Tips |
|---|---|---|
| 102-109 | Giggle appears, Gloombats in dark rooms | Always look up when entering new rooms |
| 110-115 | First generator room, Bramble appears | Find Fuses quickly; bring Shears if available |
| 116-119 | Dupe, Screech, Rush return | Mines rooms are larger – hiding spots are harder to find |
Doors 120-149: Mid-Mines Challenges
The difficulty ramps up significantly. Generator rooms appear more frequently, and entity encounters become more aggressive.
| Door Range | Key Encounters | Tips |
|---|---|---|
| 120-129 | Grumble appears, more generator rooms | Break line of sight; Mines rooms have more hiding spots |
| 130-139 | Sal encounters, Rush/Ambush combinations | Save Crucifix for Ambush rushes |
| 140-149 | Bramble puzzles, complex generator layouts | Plan your Fuse route before grabbing items |
Door 150: The Second Seek Chase
Door 150 triggers the second Seek chase of the game, but with a critical twist: jumping sections.
The sequence works like this:
- Seek’s cutscene triggers as you approach the door
- You run through a mine tunnel with obstacles
- Jumping sections appear where you must jump over gaps in minecart tracks
- Glowing arrows and floating hands guide your path
- The chase ends and you continue to Door 151
| Phase | Challenge | Survival Tip |
|---|---|---|
| Initial chase | Standard running | Follow the glowing markers |
| Minecart section | Jump gaps in tracks | Time your jumps carefully |
| Obstacle section | Fallen carts and debris | Use sprint, watch footing |
| Final stretch | Narrow tunnel | Stay focused, don’t panic |
Pro tip: Unlike the first Seek chase in The Hotel, the Mines version has vertical movement. Watch for glowing indicators on elevated surfaces – they show safe landing zones.
Doors 151-159: Jeff’s Shop and Peak Difficulty
Doors 152-162 contain Jeff’s Shop, the Mines’ item store. This is your last chance to buy essential items before the final stretch.
| Door | What to Expect |
|---|---|
| 151 | Post-Seek cleanup; collect items |
| 152-162 | Jeff’s Shop appears with Mines items |
| 163-199 | All entities at full strength; The Nest preparation |
Doors 160-199: The Final Stretch
This is the hardest part of The Mines. Every entity can appear, generator rooms become more complex, and Dread spawns aggressively if you linger.
Key advice for this section:
- Never stop moving in open areas – Dread will spawn
- Save your best items for Door 200 (especially Alarm Clocks and Crucifix)
- Memorize the layout quickly – rooms are large and complex
- Communicate in multiplayer – share item locations and entity warnings
Door 200: The Nest (Final Boss Fight)
The Nest is the final boss encounter of The Mines and one of the most challenging fights in DOORS.
How it works:
- You enter a massive cavern with 5-6 Anchors scattered around
- Figure hunts you by sound throughout the entire encounter
- You must activate all Anchors to complete the floor
- Each Anchor activation makes a noise that attracts Figure
| Step | Action | Strategy |
|---|---|---|
| 1 | Enter The Nest and scope the area | Identify all Anchor locations from a safe spot |
| 2 | Plan your route between Anchors | Choose the shortest path that minimizes sound |
| 3 | Place Alarm Clocks as decoys | Place them away from your planned route |
| 4 | Activate Anchors one at a time | Crouch-walk between Anchors; rush each activation |
| 5 | Use Crucifix as last resort | Only if Figure corners you with no escape |
Detailed strategy:
- Before activating anything, walk around the perimeter (crouching) to locate all Anchors
- Place 1-2 Alarm Clocks at strategic points that are far from your Anchor route
- Start with the Anchor closest to your entrance to minimize travel
- Ring an Alarm Clock before activating an Anchor – Figure will investigate the clock while you hit the Anchor
- After each Anchor, relocate and place another decoy if you have more clocks
- Never run – Figure’s hearing radius is massive. Crouch-walk everywhere.
- If Figure spots you, run in the opposite direction of the next Anchor and hide
All Entities in The Mines
Mines-Exclusive Entities
Giggle
| Attribute | Detail |
|---|---|
| Warning | Low growl or pinging sound |
| Location | Ceiling of dark rooms |
| Attack | Drops rocks on players below |
| Survival | Look up immediately when you hear the sound and move away |
| Danger Level | ★★ |
Giggle is deceptively simple but catches many players off guard. The key is to never ignore sounds from above. When you hear a low growl or metallic ping, look up at the ceiling and move to a different position immediately. The rocks Giggle drops deal significant damage.
Gloombats
| Attribute | Detail |
|---|---|
| Warning | Buzzing sound in dark areas |
| Location | Dark rooms and tunnels |
| Attack | Swarms and damages players in darkness |
| Survival | Use any light source (flashlight, glowstick, lighter) to ward them off |
| Danger Level | ★★ |
Gloombats are directly tied to darkness. If you have a working light source, they cannot harm you. This makes the Flashlight and Glowstick items essential for Mines progression. Always keep a light on in dark areas.
Grumble
| Attribute | Detail |
|---|---|
| Warning | Wandering sounds; no visual warning |
| Location | Dark cavern areas |
| Attack | Hunts players who are visible or making noise |
| Survival | Break line of sight and hide; use crouch-walking to reduce sound |
| Danger Level | ★★★ |
Grumble is one of the most dangerous Mines entities because it has no clear warning sign. It simply wanders the area and hunts anything it can see or hear. Your best defense is to stay in cover and move quietly. If Grumble spots you, break line of sight immediately by ducking behind a pillar or into a hiding spot.
Sal
| Attribute | Detail |
|---|---|
| Warning | Appears in specific rooms with no audio cue |
| Location | Designated encounter rooms |
| Attack | Damages players who don’t hide in time |
| Survival | Hide immediately when Sal appears |
| Danger Level | ★★ |
Sal is a sudden-appearance entity. There is no build-up or warning – one moment you’re exploring, the next Sal is in the room. Your reaction time determines whether you survive. Always know where the nearest hiding spot is before entering any room.
Bramble
| Attribute | Detail |
|---|---|
| Warning | Vines blocking doorways and paths |
| Location | Throughout the Mines, especially mid-floors |
| Attack | None – it’s an obstacle, not an entity |
| Survival | Use Shears item to cut through vines |
| Danger Level | ☆ |
Bramble isn’t hostile, but it blocks your path. The Shears item (available at Jeff’s Shop for 250g) is required to progress. If you don’t have Shears, search the area carefully – they sometimes spawn in containers near Bramble-blocked doors.
Dread
| Attribute | Detail |
|---|---|
| Warning | Screen distortion when you linger too long |
| Location | Any room where you stay stationary |
| Attack | Drains HP if you don’t move |
| Survival | Keep moving – don’t camp in one spot |
| Danger Level | ★★ |
Dread is the Mines’ way of preventing camping. If you stay in one room for too long, Dread begins spawning and draining your health. The solution is simple: never stop moving for extended periods. Search rooms efficiently and move on.
Returning Entities in The Mines
| Entity | Mines Differences | Survival Notes |
|---|---|---|
| Figure | Blind, hunts by sound (not sight); appears at 101 and 200 | Crouch-walk ALWAYS; use Alarm Clocks to distract |
| Rush | Same as Hotel; lights flicker | Hide in nearest locker/cabinet |
| Ambush | Same as Hotel; multiple passes | Stay hidden through ALL passes |
| Screech | Same as Hotel; whispers in dark | Spin camera rapidly |
| Seek | Door 150 version has jumping sections | Follow glowing markers; time jumps |
| Dupe | Same as Hotel; fake doors | Count and verify door numbers |
| Guiding Light | Appears to help with puzzles | Follow the blue light beams |
The Mines Items and Where to Find Them
Container Spawns
Items in The Mines can be found in various containers:
| Container Type | Spawn Rate | Possible Items |
|---|---|---|
| Drawers | Common | Gold, Bandages, Lighter, Lockpick |
| Cabinets | Common | Gold, Glowstick, Vitamins |
| Shelves | Common | Gold, Alarm Clock, Straplight |
| Crates | Uncommon | Gold, Bulklight, Shears |
| Toolboxes | Uncommon | Gold, Multitool, Crowbar (3%) |
| Safes | Rare | Gold, Crucifix, NVCS-3000 |
All Mines Items
| Item | Source | Use | Survival Priority |
|---|---|---|---|
| Lighter | Jeff Shop (100g), containers | Basic illumination | High – essential for Gloombats |
| Bandages | Jeff Shop (100g), containers | Restore HP | High – always carry spares |
| Vitamins | Jeff Shop (100g), containers | Speed boost for 10 seconds | Medium – useful for Seek chases |
| Flashlight | Jeff Shop (200g), containers | Reliable handheld light | High – best general-purpose light |
| Shears | Jeff Shop (250g), containers | Cut Bramble vines | Essential – required for progression |
| Lockpick | Jeff Shop (250g), containers | Open locked drawers/crates | Medium – extra loot access |
| Bulklight | Jeff Shop (300g) | Strong flashlight, longer battery | High – upgrade from regular Flashlight |
| Straplight | Jeff Shop (~250g) | Hands-free head-mounted light | Medium – frees up item slot |
| Crucifix | Jeff Shop (500g), containers | Banish one entity encounter | High – save for emergencies |
| Multitool | Jeff Shop (500g) | Versatile tool for puzzles | Medium – situational usefulness |
| NVCS-3000 | Jeff Shop (1,000g) | Night vision goggles | Low – expensive, niche use |
| Alarm Clock | Container spawns | Distract Figure by ringing | Essential for Door 200 |
| Glowstick | Container spawns | Area-of-effect light for 2+ minutes | High – great vs Gloombats |
| Barrel of Starlight | Container spawns | Powerful entity banishment | Medium – emergency last resort |
| Crowbar | Container spawns (3%) | Skip generator rooms entirely | High – game-changing if found |
| Gold | Everywhere | Currency for Jeff’s Shop | High – collect all of it |
Item Priority Guide for The Mines
| Priority Tier | Items | Reason |
|---|---|---|
| Must Have | Shears, Alarm Clock, Light source | Required for progression and survival |
| High Value | Crucifix, Bandages, Glowstick | Save your life in dangerous situations |
| Nice to Have | Lockpick, Vitamins, Straplight | Convenience items that help but aren’t essential |
| Skip If Needed | NVCS-3000, Multitool | Expensive or situational; not worth gold in most runs |
Jeff’s Shop in The Mines: Complete Price List
Jeff’s Shop appears at Doors 152-162 in The Mines. The shop layout and items differ from The Hotel version.
| Item | Price (Gold) | Recommended? | Notes |
|---|---|---|---|
| Lighter | 100g | Yes | Essential if you don’t have one |
| Bandages | 100g | Yes | Cheap insurance; buy if below 50 HP |
| Vitamins | 100g | Situational | Only buy if you have excess gold |
| Flashlight | 200g | Yes | Best general light source |
| Shears | 250g | Mandatory | Required to cut Bramble; buy immediately |
| Lockpick | 250g | Yes | Opens locked containers for more loot |
| Bulklight | 300g | Yes | Superior to Flashlight if you can afford it |
| Straplight | ~250g | Situational | Hands-free light; useful if you need an item slot |
| Crucifix | 500g | Yes | Can save your entire run |
| Multitool | 500g | No | Skip unless you have excess gold |
| NVCS-3000 | 1,000g | No | Too expensive for limited benefit |
Jeff’s Shop Buying Strategy
| Gold Available | Recommended Purchases |
|---|---|
| Under 200g | Lighter (if needed), Bandages |
| 200-500g | Flashlight, Shears, Bandages |
| 500-800g | Shears, Flashlight/Bulklight, Crucifix, Bandages |
| 800g+ | Shears, Bulklight, Crucifix, Lockpick, Bandages, Vitamins |
Golden rule: Always buy Shears first if you don’t have one. You literally cannot progress past Bramble without them.
Hidden Areas in The Mines
The Mines contains several hidden and secret areas that most players miss:
Secret Rooms
| Hidden Area | Location | Reward |
|---|---|---|
| Guiding Light Room | Random spawn in Doors 102-149 | Healing + hints for next puzzle |
| Hidden Container Room | Behind breakable walls or alternate paths | Extra loot, rare items |
| Bramble Shortcut | Found by following hidden paths | Skips several doors |
| Secret Generator | Off the main path in generator sections | Extra Fuse for backup |
How to Find Hidden Areas
- Check every wall – some areas have subtle cracks indicating breakable walls
- Follow side passages – not every tunnel leads forward; some contain loot rooms
- Listen for sounds – Guiding Light rooms emit a faint humming sound
- Don’t rush – Hidden areas require thorough exploration, which conflicts with speed
| Exploration Strategy | Trade-off |
|---|---|
| Thorough search | More items, but higher Dread risk |
| Speed through | Safer from Dread, but miss hidden areas |
| Balanced approach | Check side rooms quickly, then move on |
Mines-Specific Puzzles
Generator Rooms
Generator rooms are the Mines’ signature puzzle mechanic. They appear multiple times throughout the floor.
| Step | Action | Detail |
|---|---|---|
| 1 | Enter the generator room | The generator is visible in the center |
| 2 | Count how many Fuses are needed | Usually 1-2 per generator |
| 3 | Search adjacent rooms for Fuses | Fuses spawn in drawers, cabinets, and shelves |
| 4 | Return to the generator and install Fuses | Interact with the generator to slot each Fuse |
| 5 | Activate the generator | Powers the next door or breaks a barricade |
With a Crowbar (3% spawn rate): You can skip the entire generator room puzzle. Simply use the Crowbar on the barricade/door and move on.
Minecart Track Switching
Minecarts are used to break through wooden barricades in The Mines.
| Step | Action | Detail |
|---|---|---|
| 1 | Find a minecart on tracks | Usually near barricades |
| 2 | Push or ride the minecart | It breaks through wooden barriers |
| 3 | Use the rail lever/dial to switch tracks | Changes which path the minecart takes |
| 4 | Direct the cart toward the correct door | Some tracks lead to dead ends |
Speedrun tip: On Door 101, you can skip adjusting the dial if the default track direction is correct. This saves 5-10 seconds.
Tips for Surviving The Mines
Core Survival Strategies
| Strategy | Why It Works | Application |
|---|---|---|
| Always crouch-walk | Figure hunts by sound; crouching is nearly silent | Every room from Door 101 onward |
| Carry a light source | Gloombats and dark rooms require illumination | Doors 102+; never enter dark without light |
| Know hiding spots | Rush and Ambush require immediate hiding | Memorize cabinet/locker locations per room |
| Collect Alarm Clocks | Essential for Door 200 Nest fight | Grab every Alarm Clock you see from Door 130+ |
| Don’t camp | Dread spawns when you stay still | Search efficiently and keep moving |
| Look up in dark rooms | Giggle drops rocks from ceilings | Every new room; train this as a habit |
| Count door numbers | Dupe still appears in the Mines | Before entering any door with a number |
Multiplayer-Specific Tips
| Tip | Benefit |
|---|---|
| Spread out to search | Find Fuses faster in generator rooms |
| One person distracts Figure | Use Alarm Clock while others find Anchors |
| Share item information | Call out Shears, Crucifix, Alarm Clock locations |
| Revive quickly | Downed teammates can be revived with sufficient HP |
| Split up for Nest fight | Different players activate different Anchors simultaneously |
Item Management
| Situation | Action |
|---|---|
| Inventory full, find better item | Drop your lowest-priority item |
| Found Alarm Clock before Door 150 | Keep it for Door 200 |
| Found Crucifix at Door 120 | Keep it for Figure at Door 200 |
| Found Crowbar | Use it immediately to skip the next generator room |
| Below 50 HP | Buy Bandages at Jeff’s Shop ASAP |
Common Mines Mistakes and How to Avoid Them
| Mistake | Consequence | Prevention |
|---|---|---|
| Running during Figure encounters | Figure hears you and attacks instantly | Crouch-walk; hold breath when Figure is very close |
| Not looking up in dark rooms | Giggle drops rocks and damages you | Check ceiling in every new room |
| Using Crucifix too early | No protection for Door 200 | Save Crucifix for Figure or emergency |
| Forgetting Shears at Jeff’s Shop | Stuck at Bramble walls with no way through | Buy Shears first, always |
| Not collecting Alarm Clocks | Door 200 becomes nearly impossible | Grab every Alarm Clock from Door 130+ |
| Camping in rooms | Dread spawns and drains HP | Search quickly and move on |
| Peeking between Ambush passes | Caught by the return pass | Stay hidden until ALL passes complete |
| Ignoring generator room Fuses | Can’t progress past barricades | Search thoroughly for all required Fuses |
| Wasting gold on NVCS-3000 | 1,000g spent on minimal benefit | Buy practical items instead |
| Not memorizing The Nest layout | Wasting time finding Anchors during the boss fight | Scope the area before activating anything |
Advanced Mines Strategies
The Figure Sound Radius
Figure’s hearing is the core mechanic of The Mines boss fights. Understanding how sound works gives you a massive advantage:
| Action | Sound Level | Figure’s Detection Range |
|---|---|---|
| Standing still | None | Cannot detect you |
| Crouch-walking | Very low | ~5-10 meters |
| Walking normally | Low | ~10-15 meters |
| Running | High | ~20-30 meters |
| Activating Anchor | Very high | Entire arena |
| Alarm Clock ringing | Very high | Entire arena |
Key insight: Alarm Clocks create a louder sound than Anchor activations. Figure always investigates the loudest sound first. This is why the clock distraction strategy works.
Resource Allocation by Door Range
| Door Range | Priority Items | Save For |
|---|---|---|
| 101-120 | Light source, Bandages | Nothing specific – early game |
| 121-150 | Shears, Alarm Clocks | Door 150 Seek chase, Door 200 |
| 151-180 | Crucifix, Alarm Clocks, Bulklight | Door 200 Nest fight |
| 181-199 | Save everything | Only use items at Door 200 |
| 200 | Alarm Clocks, Crucifix | The Nest boss fight |
FAQ
Q: How do I access The Mines? A: Complete The Hotel (reach Door 100) to earn the Rock Bottom badge. Then select The Mines from the elevator in the Lobby.
Q: What is the hardest part of The Mines? A: Door 200 (The Nest) is widely considered the hardest encounter. Figure hunts you by sound in a massive area while you must activate 5-6 Anchors. Proper Alarm Clock placement and crouch-walking are essential.
Q: Do I need Shears to complete The Mines? A: Yes. Shears are required to cut through Bramble vines that block certain paths. You can buy them at Jeff’s Shop (250g) or find them in containers.
Q: How many Fuses does each generator need? A: Generator rooms typically require 1-2 Fuses. The exact number depends on the room layout. Fuses spawn in adjacent rooms within searching distance.
Q: Can I skip generator rooms? A: Yes, if you find a Crowbar (3% spawn rate in toolboxes). Using a Crowbar on a barricade skips the entire generator puzzle.
Q: What’s the best light source in The Mines? A: The Bulklight (300g at Jeff’s Shop) has the longest battery life and brightest beam. The Glowstick is also excellent because it provides area-of-effect light and frees your hands.
Q: How many Alarm Clocks should I bring to Door 200? A: Ideally 2-3 Alarm Clocks. You’ll use them to distract Figure while activating Anchors. They spawn in containers throughout the Mines, so grab every one you see.
Q: What happens if I die in The Mines? A: You return to the Lobby. You can retry immediately. In multiplayer, teammates can revive you if they have the means.
Q: Is The Mines harder than The Hotel? A: Yes, significantly. The Mines has more entities, larger rooms (harder to navigate), sound-based hunting mechanics, and the challenging Nest boss fight. Practice in The Hotel first.
Q: Can I solo The Mines? A: Yes, but it’s much harder than multiplayer. Solo players need to manage all puzzles, find all items, and handle all entities alone. Multiplayer allows task division during the Nest fight.
Next Steps
Mastered The Mines? Continue your DOORS journey:
- DOORS Beginner Guide – Complete overview of all floors
- DOORS Entities Bestiary – Detailed stats on every entity
- DOORS Items and Inventory Guide – Every item explained
- DOORS The Outdoors Walkthrough – Floor 3 guide
- DOORS Speedrun Guide – Beat every floor as fast as possible
Disclaimer: This guide reflects The Mines as of May 2026. Game updates may change entity behavior, item locations, or mechanics. Always check the official DOORS Wiki for the latest information. The upcoming Archives update (expected May/June 2026) may add new content to The Mines floor.
Sources:
