Most deaths in DOORS come down to one thing: not knowing which entity you just heard. This doors monsters guide covers every entity confirmed on the official DOORS wiki across The Hotel (Floor 1) and The Mines (Floor 2), with the specific counter for each — when to hide, when to look, when to look away, and when to just keep moving.
A quick scope note before the breakdown: Blitz and Lookman belong to The Backdoor (the prequel sub-floor), not The Mines — a common mix-up in older guides. The Rooms (A-60, A-90, A-120) is its own secret sub-floor too. This doors monsters guide attributes every entity to the floor it actually spawns on.
How entities work in Doors
Almost every entity telegraphs its arrival before it can hurt you. Learning the cues is the whole game:
- Lights flicker → Rush or Ambush is coming. Find a hiding spot now.
- A whispered “psst” in a dark room → Screech has spawned next to you. Spin your camera and look at it.
- A purple glow when a door opens → Eyes spawned. Look at the floor.
- Giggling from the ceiling (Mines) → a Giggle is waiting to drop on your face.
Counters fall into three buckets, and this doors monsters guide tags each entity with one:
- Hide — closets, lockers, under beds (Rush, Ambush)
- Camera control — look at it (Screech) or away from it (Eyes, Lookman)
- Movement and noise — sprint through chases (Seek), stay silent (Figure), keep moving (Dread)
One more system to internalize: hiding itself has a limit. Stay in a closet too long (roughly 12 seconds) and Hide flashes “GET OUT” on your screen, shoves you out for 40 damage, and blocks you from hiding again for about 10 seconds. Every hide-based counter below assumes you exit promptly.
Hotel entities: Rush, Ambush, Screech and more
The Hotel’s recurring threats are the ones this doors monsters guide expects you to die to most — they account for the bulk of first-run deaths.
Rush — hide, then leave quickly
The lights flicker for about a second and a half, then Rush dashes through the next several rooms, shattering lights as it goes. Being in its line of sight is death. It can show up as early as Door 3 (typical first spawn is Doors 10–15) and appears more often after Door 50.
Counter: get into a closet or under a bed the moment lights flicker, wait for the scream to pass, then exit. Don’t linger — Hide punishes that. Bonus warning: rooms Rush darkens count as dark rooms, which means Screech can spawn there right after.
Ambush — the one that comes back
Ambush announces itself with a high-pitched distorted scream instead of just a flicker, then rebounds back and forth through the same rooms — usually two to three passes, per the wiki. It deals 100 damage on contact and is most likely late in the Hotel (Doors 82–86).
Counter: hop in and out of your hiding spot between passes. Staying inside the whole time gets you ejected by Hide directly into a pass. Listen: when the scream fades, step out; when it builds again, step back in. Repeat until it’s been silent for a few seconds.
Screech — look at it, fast
Screech spawns in dark rooms, floats near you, and gives a quiet “psst.” If you don’t look directly at it in time, it bites for 40 damage. If you do, it shrieks and despawns.
Counter: the instant you hear “psst,” whip your camera around until you see the small black creature with glowing white eyes, and hold your look. Carrying an active light source lowers its spawn chance in the first place.
Eyes — look anywhere else
Eyes has a chance to spawn whenever you open a door: a cluster of purple-glowing eyes that damages you 3–10 per tick only while you look at it — more damage the closer it sits to the center of your screen.
Counter: point your camera at the floor and walk through. It doesn’t chase in the Hotel. In the Mines it gained the ability to teleport, so re-check its position before raising your camera.
Halt — turn around when told
Halt’s encounter is a teleport into a dark, blue-lit hallway (The Dining Hall in the Hotel, The Bridges in the Mines). The blue ghost appears in front of you and flashes “TURN AROUND” across your screen; touching it costs 60 damage, and the encounter speeds up the longer it lasts.
Counter: obey the prompt immediately — turn and walk the other way each time it flashes, and keep progressing toward the exit between reversals. A Crucifix banishes it outright.
Dupe — read the door numbers
In rooms with multiple numbered doors, Dupe spawns fakes with wrong numbers. Open one and it bites you for 40 damage. It also scrambles the number plaques of doors you’ve already passed, so you can’t just backtrack to compare.
Counter: the real door is always the next number in sequence. Check before you touch, especially in large multi-door rooms — Dupe can fake up to 8–9 doors in one room.
Smaller Hotel threats, quickly
- Timothy — a spider in roughly random chests and drawers; 5 damage, can’t normally kill you. A loot tax, nothing more.
- Jack — occasionally occupies a closet and refuses to let you in. It deals no damage; the real danger is being denied a hiding spot mid-Rush. Re-open the closet and it’s usually gone.
- Sally — breaks in through a window after a laugh and glass-shatter cue, chases you, and hiding does not protect you. Keep your distance until she despawns.
- Snare — a floor trap that stuns and damages when stepped on. Watch your feet in overgrown rooms.
- Dread — spawns only if you idle in one room until the in-game clock hits midnight, then slowly closes in. The counter is the same as the cause: open the next door.
- Void — teleports a player who falls several rooms behind back to the group, at the cost of 20–40 damage. Stick together.
- Glitch — friendly, despite the look. It’s the game’s failsafe that warps left-behind players to the most recent room, dealing no damage on the main floors. Not a threat, so don’t waste a hiding spot on it.
Seek and Figure: the chase and stealth setpieces
Seek — the chase
Seek runs scripted chases: The Grand Hallway in the Hotel, plus The Caverns and The Sewage Pipes in the Mines, capped by a boss fight at The Dam. Eyes sprouting from the walls are your pre-chase warning. In the Hotel chase, contact with Seek or its hands is instant death.
Counter: sprint the moment the chase starts, steer around debris and grabbing hands, and follow the doorways lit by Guiding Light’s blue glow. Vitamins (a 10-second speed boost) are genuinely useful here. At The Dam, the fight adds goop, hands, and lethal Seek worms — keep moving between objectives and treat every red glow as a hitbox.
Figure — the stealth boss
Figure is completely blind and hunts by hearing, patrolling The Library (Door 50) and The Electrical Room (Door 100) in the Hotel, plus The Shafts in the Mines. Contact is instant death, and a Crucifix only stuns it briefly — it breaks the chains rather than banishing.
Counter: crouch-walk, full stop. Solve the room’s objective (the book-code puzzle in the Library) while keeping a room’s width between you and it. If it checks the closet you’re hiding in, you get the heartbeat minigame — time your Q/E presses with the halves meeting the heart, because failing twice means Hide throws you out at Figure’s feet.
The Mines entities (Floor 2)
Everything in the Hotel half of this doors monsters guide carries over: the Mines re-uses Rush, Ambush, Eyes, Screech, Dupe, Halt, and Hide — with upgrades. Screech becomes the most frequent entity on the floor and can spawn in lit rooms from Door 101 onward; Eyes can teleport; Hide can lurk in the last hiding spot you used. On top of that, three new families arrive:
Grumble and Queen Grumble
Giant tentacled creatures patrolling The Nest after the first Mines Seek chase — five in total, including the Queen. They chase on sight with a deep laugh and fling you for 50 damage on contact. They can’t hear your footsteps; they react to sight and to light sources switching on or off. The Queen is roughly 150% faster than the rest and — unlike standard Grumbles — doesn’t laugh while chasing, so check your corners.
Counter: break line of sight and they return to their patrol routes. A flashlight or bulklight beam can disorient one in a pinch, but the reliable play is route discipline between anchor objectives.
Giggle
Baby Grumbles that cling to ceilings and giggle softly. Walk underneath one and it drops onto your face — 10 damage on landing plus up to three 7-damage bites while it blocks your vision.
Counter: listen for the giggle and look up before crossing a room. A teammate can rip one off your face early, and a flashlight beam stuns them.
Gloombats
Neutral swarms that hate light. They ignore you completely until someone turns on a flashlight, lighter, or bulklight nearby — then the whole swarm attacks for 10–14 damage per tick until the light goes off.
Counter: lights off in their rooms. Glowsticks are the loophole: the swarm attacks the thrown glowstick instead of you.
Survival loadout: items that counter entities
No doors monsters guide is complete without the items that back the counters up. All prices and effects below are wiki-verified:
- Crucifix (500 gold at Jeff’s shop) — single-use banish for one hostile entity: Rush, Ambush, Screech, Halt, Dupe, even a Grumble. The exception is Figure, which breaks free — you get a stun, not a banish. Save it for the late Hotel or The Nest.
- Lighter (50 Knobs pre-run) — 60 seconds of basic light, lowers Screech spawn odds, lights candles. Turn it OFF around Gloombats.
- Flashlight (100 Knobs pre-run) — about 2 minutes of light, rechargeable with batteries. Doubles as a Giggle stun and Grumble disorient in the Mines.
- Vitamins (100 Knobs pre-run) — 10-second speed boost, stacks up to 3 in a slot. The single best Seek-chase and Grumble-escape item; effects don’t chain, so space them out.
Knobs fund your pre-run shop, and Revives undo a Figure mistake — both come free from active codes, so stock up via our Doors codes page before a serious run. If you rotate between Roblox grinds, the same logic applies to Blox Fruits codes, Blade Ball codes, Grow a Garden codes, and Bee Swarm Simulator codes — redeem before you play, not after you wipe.
For everything else on the game — updates, our other coverage — see the Doors hub and the wider Roblox section. For survival and strategy walkthroughs across other Roblox titles, browse our Roblox game guides.
Doors monsters guide FAQ
How many monsters are in Doors?
The wiki’s entity list confirms well over 20 across the main floors: the Hotel’s core roster (Rush, Ambush, Eyes, Screech, Dupe, Halt, Seek, Figure, Hide, plus minor entities like Timothy, Jack, Sally, Snare, Dread, and Void), the Mines additions (Grumble, Queen Grumble, Giggle, Gloombats), and sub-floor exclusives like Blitz and Lookman in The Backdoor and A-60/A-90/A-120 in The Rooms. Friendly entities — Guiding Light, Curious Light, El Goblino, Jeff, Bob, Glitch — share the floors but won’t hurt you.
What’s the difference between Rush and Ambush?
Rush passes once and despawns at the next unopened door; Ambush rebounds through the same rooms two to three times and screams before arriving. Practical difference: against Rush you hide once and leave; against Ambush you hop in and out of the hiding spot between passes so Hide doesn’t eject you.
Do Blitz and Lookman appear in The Mines?
No — both are The Backdoor entities, and any doors monsters guide that places them in the Mines is outdated. Blitz is a Rush variant that backtracks unpredictably (100 damage), and Lookman damages you for looking at it (20 per look) — the inverse of Screech, so look away.
Which Doors monster is hardest to survive?
Figure, by consensus. Both Hotel encounters (Door 50 and Door 100) are instant death on contact, the Crucifix only stuns it, and group play makes it harder because it tracks every player’s noise. Master crouch-walking and the heartbeat minigame before you worry about anything else — and keep a Revive banked from the Doors codes list in case it goes wrong.
Can you fight back against Doors monsters?
There are no weapons. The Crucifix is the only offensive-feeling item, and it’s a one-time banish (or a brief stun, against Figure). Every other counter in this doors monsters guide is positioning, camera control, or movement — which is exactly why learning the audio cues matters more than your loadout.
For another Roblox survival-horror game built on the same read-before-commit instinct, Survive Durr In Area 51 hub (guide) puts you in an Area 51 facility hunted by a single creature called the DURR — knowing the map routes and weapon locations matters more than reaction speed, just as knowing Rush’s flicker window beats any reflex in DOORS. If the no-weapons, read-the-room-before-you-commit approach is what drew you to DOORS in the first place, the 007 First Light hub covers IO Interactive’s Bond spy-stealth game — the same positioning-over-combat philosophy in a full PS5/Xbox/PC release, where the Q-Lens environmental scan plays the same role as listening for Rush’s flicker before you dive into a closet.




