Doors: Entity Guide and Tricks [Hotel] [Original]
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Doors: Entity Guide and Tricks [Hotel] [Original]
Updated 1 year ago by SirSins

Hi! Welcome to the Doors Hotel, thanks for checking in, but before you step to the plate and take a run through our luxurious grounds, it'd probably be best if you learned about the various guests in the building, alongside some helpful little tips against them to get through faster than usual.

-= RUSH =- When opening doors, the lights may flicker momentarily. When this happens, you may hear a sound rapidly approaching from behind, alongside the sound of shattering lights. You need to hide in a closet or bed to avoid Rush as he comes through. Make sure to be aware of Hide when doing this.

  • Rush will always go away once he hits a closed door - You'll know when the sound he makes goes away.
  • If Rush hits the blocked door in a room with a vent, Rush will turn around and go back the way he came.
  • Rush can be dodged without hiding if you can find an area to dodge his range, such as a side room - Remember that he will always take the most direct route through a room.
  • Early game, if you get a small room when the lights flicker, you may be able to run into the next room and hide there before Rush arrives.
  • When playing with more than one person, remember that you may occasionally have to run into a previous room to find a closet so everyone can hide.
  • Other sources of light flicker that are not Rush include Ambush, the eyes of Seek leading up to his chase, lightning strikes, the extremely rare shadow man event and Halt haunting the room before his hallway. Don't be fooled, keep moving.

-= AMBUSH =- The same deal as Rush, but way faster and will return constantly after leaving. Makes a distinctly different sound than Rush, alongside emitting a green light when around. Because of Hide, you must get out of and then get back in the closet between Ambush's attacks.

  • Ambush can return up to six times (as far as we currently know).
  • Like Rush, you can tell when Ambush has left when the sound he makes abruptly cuts off.
  • Contrary to popular belief, Ambush can appear as early as the 5th room, though it's extremely rare.

-= SCREECH =- Appears around you when in natural dark rooms, waiting for a while before making a "Psst" sound to announce it's presence. It'll attack you shortly after if you don't find it and stare it down.

  • Natural dark rooms are rooms that cloud your vision in darkness while in them - Rooms that are dark due to the presence of other entities, such as Rush smashing the lights or Halt's hallway will not spawn Screech.
  • Screech can follow you out of dark rooms so long as he spawns while you're in the dark room.
  • Screech always appears behind your back, but can be above or below you too. When you hear a "Psst", do a 180, then look up and down to find Screech easily.
  • Hiding puts you in a very bad position against Screech, as you can't turn around in a closet - As Rush or Ambush will rarely attack while Screech is following you, you shouldn't get into this situation.
  • While the presence of Seek's eyes makes the lights flicker a lot without ever summoning Rush, dark rooms with Seek's eyes still spawn Screech, so stay on guard.

-= HIDE =- Will throw you out of hiding places if you remain there too long. Gets faster in ejecting you the more rooms you've cleared, doing so in only a couple seconds as you near 100.

  • Because of Hide, you must time getting into a closet against Rush and Ambush better as you near 100.
  • If Hide throws you out of a closet, you won't be able to get in any closet for a short period of time. Do not let this happen while Ambush is attacking or you won't be able to avoid your death.
  • When possible, abuse side rooms and hallways to dodge Rush and Ambush without hiding.
  • The time it takes for Hide to throw you out your hiding place takes a drastic penalty from whatever the time currently is in relation to how far you are in room count whenever Rush or Ambush are currently on the run.

-= EYES =- Harms you over time when you look at it. Disappears instantly as soon as the next door's room has been opened.

  • Eyes announces it's presence in a room with a distinct sound and a purple light as soon as you open the door.
  • While you may feel like turning around to avoid Eyes, you'll move slower doing so. Instead, look down and walk forward to maintain your speed.
  • When playing with more than one person, make sure to tell your friends when you've opened the door so they can look up and find their way to it faster.

-= HALT =- Haunts a dark blue corridor, chasing you down. Switches from being in front of you to behind you periodically.

  • Halt announces his presence by making the lights in the room before flicker for an unnaturally long amount of time.
  • When entering Halt's hallway, it will always appear behind you first, so keep moving.
  • A screen of text, reading "TURN AROUND" will appear briefly on screen to announce when Halt is switching from behind to in front and vice versa.
  • So long as you react quickly, you can hold S without turning around to avoid Halt when he appears in front of you.
  • Halt changes the speed he comes at you every time he switches the side he's coming from.
  • The more you deal with Halt, the more you'll understand the timing of his side switches. Get good enough at it, and when Halt approaches from the front, you can intentionally stand still a little and let Halt get closer so that you lose less ground.

-= GLITCH =- Fall too far behind your group in a multiplayer run and you will be caught by Glitch. He'll damage you and teleport you back to your group, but who cares about this guy when you're all moving so fast?

  • Due to a patch, Glitch will now appear whenever room generation fails, taking you to the next room in order to avoid possible softlocks. This is completely random and unavoidable, but he won't damage you, so it's only a minor inconvenience.

-= SEEK =- Chases you through a line of rooms, covered to the brim in eyes staring right back at you. Always shows up twice per run.

  • Seek always shows up roughly at room 30 and room 80, give or take around 10 rooms.
  • Seek announces his presence by covering the rooms preceding his chase in eyes. While these eyes are around, other entities typically go completely absent.
  • The chase itself will always start in a long hallway and end in the same hallway, now with fire and hands.
  • During the chase, the Guiding Light will light up the correct doors and areas to crawl under in a blue light.
  • At any intersection, marked by either a pile of furniture or two splitting hallways, you must look both ways to find the correct door. If neither left nor right are correct, the door will be ahead, around whatever obstruction is in the room.
  • When playing with more than one person, other nearby players will be dragged to the chase when one person triggers it.

-= THE FIGURE =- Can't see, but can hear sound and sense vibrations. Always appears at room 50 and room 100.

  • To escape the Library, you must find the 8 books and the page which is always on the desk next to the window. A distinct noise plays when you're near a book, and correct books will peek out their shelves slightly. Substitute the numbers with the corresponding shapes on the page from left to right to get your code, then enter it into the Library padlock to leave.
  • The Figure can sense all sound made, including but not limited to walking, running, picking up books or the page, messing with the Library's lock and entering a closet.
  • The Figure can also sense vibrations, the main one being that of your heart. If you get too close to him, he'll detect it and come for you. Should you get into this situation, get into a closet.
  • The Figure will become faster as you pick up more books.
  • The Figure will roar when it plans to switch from patrolling the upper floor near the door to the lower floor and vice versa.
  • Should you enter a closet with the Figure nearby, you'll have to control your heartbeat by playing a mini game.
  • When playing with more than one person, you must make sure that your team is at the door when the padlock is opened, as when it is, the Figure will charge to the door to close it, and anyone still in the Library when this happens will instantly die.
  • When you reach Room 100, you must survive the heartbeat minigame once more, then wait for the Figure to leave the room and get trapped outside. Do not try to hide outside a closet from the Figure, as the small room will make it hear your heartbeat and come to kill you.
  • It is possible to walk straight past the Figure at room 100 as its hanging on the stairs and into the elevator room to avoid the minigame entirely, however, this definitely counts as a glitch, so be careful what run you're using it on [Edit: This has been considered a minor glitch and is allowed in no major glitch runs]

-= JACK =- Has a rare chance to spawn in a closet near you. Opening it will cause a jumpscare, and not allow you to enter the closet for a brief moment.

  • You can see Jack inside the closet through the crack in the door before you open it to see him coming.
  • While the entity may be harmless, it can get you killed if Rush or Ambush are coming, so be aware of it.
  • Jack appears as part of an extremely rare event known as the Red Room, where he will jumpscare you upon opening the door, the room itself will be tinted red and the rain outside will be crimson. Proceed as normal, this doesn't effect gameplay.

-= TIMOTHY =- Has a rare chance to jump at your screen when opening drawers for loot. Damages you very slightly, but otherwise harmless.

-= SHADOW =- An extremely rare shadow man that appears when you open a door and flickers the lights. Harmless.

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