Every monster, helper and jumpscare you can run into in DOORS, which floor it shows up on, and the trick to surviving it.
👁️ All DOORS Entities
52 entities · tap a name for details| Entity | Floor | Type | How to survive |
|---|---|---|---|
| Rush | Hotel, Mines | Hostile | When the lights flicker and you hear a roar, hide in a closet, bed or locker until it has passed. |
| Ambush | Hotel, Mines | Hostile | Hide like you would for Rush, but it rebounds several times - hop out between passes and hide again when it comes back. |
| Screech | Hotel, Mines | Hostile | In dark rooms, when you hear a 'psst', turn around fast and look straight at it. Carrying a light helps. |
| Eyes | Hotel, Mines | Hostile | Never look at it. Point your camera at the floor and walk past while it is in the room. |
| Halt | Hotel, Mines | Hostile | Walk forward through the corridor and turn back the other way whenever the screen tells you to 'Turn Around'. |
| Dupe | Hotel, Mines | Hostile | Some doors are fakes. Remember the last door number and only open the one that comes next. |
| Hide | Hotel, Mines | Hostile | Punishes staying hidden too long. Leave your hiding spot as soon as the warning appears. |
| Dread | Hotel, Mines | Hostile | Appears if you stay in one room too long (flickering lights, whispers, a heartbeat). Open the next real door to make it go away. |
| Figure | Hotel, Mines | Hostile | Figure is blind and hunts by sound. Crouch-walk, keep your distance, and hide in a closet if it gets close. |
| Seek | Hotel, Mines | Hostile | Eyes on the walls warn you. During the chase follow the blue guiding lights, dodge obstacles and never stop. At the Mines' Dam, turn the highlighted valves. |
| Snare | Hotel, Outdoors | Hostile | A trap hidden on the ground in grassy areas. Bring a light so you can spot it and step around it. |
| Sally | Hotel | Hostile | If she chases you, drop an item - she goes for it instead of you. |
| Jack | Hotel | Harmless | Just a jumpscare when you open a door or closet. It can't hurt you. |
| Timothy | Hotel, Mines | Neutral | A spider that jumps out of drawers. Shake it off and keep looting. |
| Shadow | Hotel, Mines | Harmless | A quick jumpscare that deals no damage. Keep moving. |
| Grumble | Mines | Hostile | Lives in the Mines' Nest. Stick to narrow tunnels and safe routes and keep moving. |
| Queen Grumble | Mines | Hostile | Chases you through the Nest. Keep running on the safe path and don't stop to loot. |
| Giggle | Mines | Hostile | Hangs from ceilings. Look up before walking under, stun it with a flashlight or Bulklight, or banish it with a Crucifix. |
| Gloombats | Mines | Hostile | Normal lights make them attack. Switch your light off near them - a Glowstick or Laser Pointer is safe. |
| Louie | Mines | Friendly | Drop an item near his holes and he trades it for another item of similar value. |
| Blitz | Backdoor | Hostile | Works like Ambush. Hide in a closet and stay there until it's gone - there is no Hide in the Backdoor. |
| Lookman | Backdoor | Hostile | Works like Eyes. Keep your view on the floor or walls and don't stare at it. |
| Haste | Backdoor | Hostile | Spawns when the timer runs out. Pull Timer Levers to add time and keep moving. |
| Bash | Archives | Hostile | Formerly A-60. Hide in a locker when its warning starts - it burns anyone it passes. |
| Ransom | Archives | Hostile | Formerly A-90. Freeze when it appears. If you moved, it demands 500 Gold within 1:30 or deals 50 damage. |
| Scribbles | Archives | Hostile | Formerly A-120, fully redesigned in August 2026. — |
| Honcho | Archives | Hostile | Chases you in his executive office. Stack the boxes with the right numbers - getting caught doesn't kill you. |
| Teller | Archives | Neutral | Sits in the waiting rooms between sectors. Take a Waiting Ticket and hand it back when asked. |
| Forget-Me-Nots | Archives | Obstacle | Block doorways. Solve the spot-the-difference puzzle to get through. |
| Portrait | Archives | Hostile | Copies your movements. A Crucifix deals with it. |
| Drone | Archives | Hostile | Attacks if you get too close, so keep your distance. |
| Alma | Archives | — | — |
| Creak | Archives | — | — |
| Noise | Stairwell | — | Crawls out of a TV. — |
| Stem | Stairwell | — | Trails along behind you. — |
| Meld | Stairwell | Hostile | — |
| Cobbler | Stairwell | — | — |
| Bramble | Outdoors | Hostile | Stop moving while its light is on. |
| Eyestalk | Outdoors | Hostile | A chase - run the marked route and avoid Snares on the way. |
| Groundskeeper | Outdoors | Neutral | When its warning starts, get off the grass and onto paths or into buildings. |
| Mandrake | Outdoors | Hostile | Screams when pulled up. Replant it quickly and move away. |
| Monument | Outdoors | Hostile | Only moves when you aren't looking. Keep it in sight and check behind you. |
| Surge | Outdoors | Hostile | A storm - get into a closet, building or other shelter before it reaches you. |
| Caws | Outdoors | Neutral | A flock of birds that hints at danger nearby. Watch where they go. |
| Grampy | Outdoors | Friendly | Bring him eight Lotus Petals at The Mill and he makes a Lotus. |
| Jeff | Hotel, Mines | Friendly | Runs the mid-run shop where you spend Gold. |
| El Goblino | Hotel, Mines | Friendly | Jeff's helper - chat with him, then carry on. |
| Bob | Hotel, Mines | Friendly | Friendly character you can talk to. |
| Guiding Light | Hotel, Mines | Helper | Gives hints after you die and highlights important items. |
| Curious Light | All floors | Helper | Another guiding voice that points you toward exits and keys. |
| Glitch | All floors | Failsafe | Teleports players who fall too far behind or get stuck. |
| Void | Hotel, Mines | Failsafe | Stay with your group - Void pulls forward players who fall too far behind. |
ℹ️ Community-compiled. Entities from the Archives (Aug 2026) and Stairwell are still being documented, so some rows show '—'. Access Granted (Oct 2, 2026) entities are not included yet.