Most deaths in DOORS come from one thing: not knowing which monster you just heard. This doors monsters guide covers every entity on the official DOORS wiki, across The Hotel (Floor 1) and The Mines (Floor 2), with the exact counter for each.
One note first: Blitz and Lookman live in The Backdoor, the prequel sub-floor, not The Mines, even though older guides mix this up. The Rooms (A-60, A-90, A-120) is its own secret sub-floor too. Every entity in this doors monsters guide is tied to the floor where it really spawns.
Doors monsters guide basics: how entities work
Almost every monster warns you before it strikes. Learn these cues and the rest of this doors monsters guide clicks:
- Lights flicker: Rush or Ambush is coming. Hide now.
- A whispered “psst” in a dark room: Screech spawned next to you. Look at it.
- A purple glow when a door opens: Eyes showed up. Look at the floor.
- Giggling from the ceiling (Mines): a Giggle is about to drop on your face.
Counters come in three types:
- Hide in closets, lockers, or under beds (Rush, Ambush)
- Camera control: look at it (Screech) or away from it (Eyes, Lookman)
- Movement and noise: sprint chases (Seek), stay quiet (Figure), keep moving (Dread)
One catch: hiding has a limit. Stay in a closet too long (about 12 seconds) and Hide flashes “GET OUT,” shoves you out for 40 damage, and locks you out of hiding for about 10 seconds. So leave fast.
Hotel doors monsters guide: Rush, Ambush, Screech and more
The Hotel repeats the same threats, and they cause most first-run deaths. So this doors monsters guide starts here.
Rush: hide, then leave fast
The lights flicker for about a second and a half, then Rush dashes through the next few rooms and smashes every light. If it sees you, you die. It can appear as early as Door 3, usually first at Doors 10-15, and more often after Door 50. That is why this doors monsters guide leads with it.
Counter: duck into a closet or under a bed the moment lights flicker, wait for the scream to pass, then leave. Don’t linger, or Hide punishes you. Rooms Rush darkens count as dark rooms, so Screech can spawn there next.
Ambush: the one that comes back
Ambush gives a high, distorted scream, then bounces back and forth through the same rooms, usually two to three times. It deals 100 damage on contact and shows up most late in the Hotel (Doors 82-86), making it the deadliest repeat threat in this doors monsters guide’s Hotel section.
Counter: hop in and out of your hiding spot between passes. Stay inside the whole time and Hide ejects you into a pass. Step out when the scream fades, back in when it builds, until it is quiet for a few seconds.
Screech: look at it, fast
Screech spawns in dark rooms, floats near you, and gives a quiet “psst.” Miss it and it bites for 40 damage. Look at it and it shrieks and leaves, the simplest trade in this doors monsters guide.
Counter: the instant you hear “psst,” swing your camera until you spot the small black creature with glowing white eyes, and hold your look. A lit light source also lowers its spawn chance.
Eyes: look anywhere else
Eyes can spawn whenever you open a door: a cluster of purple glowing eyes that hurts you 3-10 per tick, but only while you look at it. It hurts more the closer it sits to your screen’s center.
Counter: aim your camera at the floor and walk through. It doesn’t chase in the Hotel. In the Mines it can teleport, so recheck its spot before raising your camera.
Halt: turn around when told
Halt drops you into a dark, blue-lit hallway (The Dining Hall in the Hotel, The Bridges in the Mines). A blue ghost flashes “TURN AROUND.” Touching it costs 60 damage, and it speeds up the longer it lasts.
Counter: obey right away. Turn and walk the other way each time it flashes, and keep heading for the exit between turns. A Crucifix wipes it out on the spot.
Dupe: read the door numbers
In rooms with several numbered doors, Dupe adds fakes with wrong numbers. Open one and it bites for 40 damage. It also scrambles the plaques on doors you passed, so you can’t backtrack to compare. It is the one entity in this doors monsters guide you beat with math, not reflexes.
Counter: the real door is always the next number in order. Check before you touch, especially in big rooms. Dupe can fake up to 8-9 doors at once.
Smaller threats, quickly
- Timothy: a spider in random chests and drawers. Does 5 damage and can’t normally kill you. A loot tax, nothing more.
- Jack: sometimes he blocks a closet. He deals no damage, but losing a hiding spot mid-Rush is the real risk. Re-open the closet and he is usually gone.
- Sally: she smashes in through a window after a laugh and glass-shatter sound, then chases you. Hiding doesn’t protect you here, so keep your distance until she leaves.
- Snare: a floor trap that stuns and hurts you. Watch your feet in overgrown rooms.
- Dread: spawns only if you idle in one room until the in-game clock hits midnight, then closes in. The fix matches the cause: open the next door.
- Void: teleports a player who falls several rooms behind back to the group, costing 20-40 damage. Just stick together.
- Glitch: friendly despite the look. It is the game’s safety net that warps stragglers to the newest room, dealing no damage on the main floors. Listed only for completeness.

Doors monsters guide to 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, ending in a boss fight at The Dam. Eyes sprouting from the walls are your warning, and it is the least avoidable encounter in this doors monsters guide. The chases are scripted, so you run them or die. Touching Seek or its hands in the Hotel chase is instant death.
Counter: sprint the second it starts, steer around debris and grabbing hands, and follow doorways lit by Guiding Light’s blue glow. Vitamins give a 10-second speed boost and are the pick here. At The Dam, the fight adds goop, hands, and lethal Seek worms, so keep moving and treat every red glow as a hitbox.
Figure: the stealth boss
Figure is fully blind and hunts by sound, 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, since it breaks the chains instead of getting banished. That makes it the single hardest entity in this doors monsters guide.
Counter: crouch-walk, full stop. Solve the room’s puzzle (the book-code puzzle in the Library) while keeping a room’s width between you and it. If it checks your closet, you get the heartbeat minigame: time your Q and E presses so the halves meet the heart, because failing twice makes Hide throw you out at Figure’s feet.
Doors monsters guide to The Mines (Floor 2)
The Mines section of this doors monsters guide reuses Rush, Ambush, Eyes, Screech, Dupe, Halt, and Hide, but tougher. Screech becomes the most common entity and can spawn in lit rooms from Door 101 on. Eyes can teleport. Hide can lurk in your last spot. Three new families also arrive.
Grumble and Queen Grumble
Giant tentacled creatures patrol 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. The trick: they can’t hear your footsteps. They react to sight and to lights switching on or off. The Queen is about 150% faster and, unlike the rest, doesn’t laugh while chasing, so check your corners.
Counter: break line of sight and they return to their routes. A flashlight or bulklight beam can throw one off in a pinch, but route discipline between objectives is the safe play.
Giggle
Baby Grumbles cling to ceilings and giggle softly. Walk under one and it drops on your face for 10 damage on landing, plus up to three 7-damage bites while it blocks your view. It is one of the more annoying loops in this doors monsters guide.
Counter: listen for the giggle and look up before crossing a room. A teammate can rip one off early, and a flashlight beam stuns them.
Gloombats
Neutral swarms that hate light. They ignore you 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. This flips every lighting rule this doors monsters guide has given so far.
Counter: keep lights off in their rooms. Glowsticks are the loophole: the swarm attacks the thrown glowstick instead of you.
Doors monsters guide loadout: items that counter entities
The right gear backs up every counter in this doors monsters guide, and every price and effect below is wiki-verified:
- Crucifix (500 gold at Jeff’s shop): a one-use banish for a single hostile entity: Rush, Ambush, Screech, Halt, Dupe, even a Grumble. The exception is Figure, which breaks free for 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. Also stuns a Giggle and throws off a Grumble in the Mines. The most flexible tool you can carry.
- Vitamins (100 Knobs pre-run): a 10-second speed boost that stacks up to 3 in a slot. Best for a Seek chase or Grumble escape; 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 on our Doors codes page first. If you rotate Roblox grinds, the same goes for Blox Fruits codes, Blade Ball codes, Grow a Garden codes, and Bee Swarm Simulator codes: redeem before you play, not after you wipe.
For updates and our other coverage, see the Doors hub and the wider Roblox section. For more survival walkthroughs across Roblox titles, browse our Roblox game guides.
Doors monsters guide FAQ
How many monsters does this doors monsters guide cover?
Well over 20 across the main floors: the Hotel’s core roster (Rush, Ambush, Eyes, Screech, Dupe, Halt, Seek, Figure, Hide, plus minor ones 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 like Guiding Light, Curious Light, El Goblino, Jeff, Bob, and Glitch share the floors but won’t hurt you, so they stay out of the counters.
What’s the difference between Rush and Ambush in this doors monsters guide?
Rush passes once and vanishes at the next unopened door. Ambush bounces through the same rooms two to three times and screams first. So against Rush you hide once and leave; against Ambush you hop in and out between passes so Hide doesn’t eject you.
Does this doors monsters guide put Blitz and Lookman in The Mines?
No. Both are The Backdoor entities, and any guide that puts them in the Mines is out of date. Blitz is a Rush variant that backtracks in odd ways (100 damage). Lookman hurts you for looking at it (20 per look), the opposite of Screech, so look away.
Which monster in this doors monsters guide 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 worse because it tracks every player’s noise. Master crouch-walking and the heartbeat minigame first, and keep a Revive banked from the Doors codes list in case it goes wrong.
Can you fight back against Doors monsters?
No weapons exist, so there is no attack plan. The Crucifix is the only offensive-feeling item, and it is a one-time banish (or a short stun against Figure). Every other counter is positioning, camera control, or movement, which is why the audio cues matter more than your loadout.
Does the Crucifix banish every entity in this doors monsters guide?
No. It banishes one hostile entity per use: Rush, Ambush, Screech, Halt, Dupe, even a Grumble. But Figure breaks the chains and is only stunned briefly. That Figure exception is the most important Crucifix rule.
For Roblox asymmetric horror closest to Dead by Daylight, where eight survivors outlast a single player-controlled Entity until 14:00, the PWNed BY 14:00 hub (guide) has crossed 8.2 million visits with the same read-and-hide instinct this doors monsters guide trains. For another survival-horror take, the Survive Durr In Area 51 hub (guide) hunts you with one creature called the DURR, where map routes matter more than reaction speed. And if positioning over combat is what drew you to DOORS, the 007 First Light hub covers IO Interactive’s Bond spy-stealth game, where the Q-Lens scan plays the same role as Rush’s flicker: a cue to read before you commit. For newer Roblox observation-horror in the same vein, the Spuddy’s Anomaly guide (game hub) covers the diner-shift game where you spot anomalous customers before they act — 17M visits and an 85.7% like rate since July 4 2026; the Clark Huss Rooms guide (game hub) covers the procedural Backrooms corridor horror by mothem_XD with a stalking entity, 4.85M visits and a 95.7% rating from early access.

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