DOORS entities are the monsters and characters that block your run, and the wiki’s list sorts them by floor and by how lethal they are. The ones that kill instantly are Seek, Figure, Dread and Queen Grumble’s chase, plus A-120, Haste and most of The Outdoors. Most others do set damage you can survive with enough health. Below is every entity by floor, what it does, the damage the wiki gives for it and how to survive it. We have not played the game; every number comes from the wiki pages and the game page named in the sources.
Last checked: Nov 14, 2026, 07:14 UTC. The wiki’s entity history runs through the Oct 23, 2026 Candy Vault update and it still carries a stub note about the Candy Vault, so treat the newest entities as provisional.
Table of Contents
Quick answer: how to survive DOORS entities
- Hide from Rush and Ambush, but not too early. Wait for the cue, then enter a closet. Hiding too soon, or staying about 12 seconds, brings Hide.
- Look at Screech, look away from Eyes. Both are fast to beat once you know the cue.
- Stay quiet near Figure in The Library and The Electrical Room, and never leave a closet while it inspects you.
- Keep opening doors. Dread only spawns if you stay in one room until the clock hits midnight, and each new door resets the clock to 11:00.
- Stay with your group in multiplayer so Void has no reason to pull you back.
- Need the right loot for each fight? See our DOORS items guide for Crucifix, Vitamins and light sources.
How DOORS sorts its entities
The wiki says entities are the game’s main roadblocks: many try to kill you, and audio cues or visuals such as flickering lights usually warn you first. Friendly or harmless ones include Jeff, Moonlight, El Goblino, Louie and Starlight. The wiki also lists three hostile entities that cannot kill you without modifiers: Sally, Timothy and Snare.
The game page itself tells players to enter without a guide and “use each death as a lesson”. The page shows a 93% rating from about 5.1 million ratings (its structured data, read Nov 14) and runs on PC, Mac, iOS, Android, Xbox and PlayStation. Treat this guide as a map to read before a run, not a script.

AI-generated illustration of a closet hiding spot, the main answer to Rush and Ambush
Rush and Ambush: the two run-throughs
Both charge through several rooms and hit anyone in their line of sight, and both are beaten the same way: be in a hiding spot, or out of sight behind an object. The wiki says they track you by line of sight, so standing behind an object or in a side room also works.
| Rush | Ambush | |
|---|---|---|
| Damage (wiki) | 125 | 100 |
| Cue | Lights flicker; a low rumble that turns to a high screech. In The Mines, earthquakes | A high-pitched distorted scream; the next room’s lights break |
| How often | Common, about every 10 doors (infobox) | Chance grows as you go; Doors 3 to 86 in The Hotel, 103 to 197 in The Mines |
| Special rule | Passes once, then despawns. Can spawn ahead of you in The Mines | Rebounds back through the rooms, up to 3 times |
| Best response | Hide on the high screech | Hide on approach, leave while it moves away, be ready to hide again |
Two caveats from the wiki. Flickering lights do not always mean Rush, since they can be a fakeout or another entity. And Hide punishes early or long hiding: in The Mines it also hits you for re-entering the last hiding spot you used, so switch spots between passes. Because damage is 125 and 100, extra max health or a shield from items can let you survive a hit. Our DOORS Halloween event guide covers the Candy Vault entities that appear on top of these.
Door and room entities in The Hotel
| Entity | What it does | Damage (wiki) | How to survive |
|---|---|---|---|
| Eyes | Spawns when you open a door; hurts you while you look at it | 3 to 10 per tick (more near screen centre) | Look down or away at the cue; it vanishes when the next door opens. Do not waste a Crucifix |
| Screech | A “psst” sound, then it bites if you do not look at it in time | 40 | Turn and look at it. Light sources lower its spawn chance. Hiding or climbing a ladder despawns it |
| Halt | Teleports everyone into The Dining Hall or The Bridges and tells you to turn around | 60 | Turn around or simply walk backwards; the wiki says it gets harder over time, so move fast. A Crucifix banishes it |
| Dupe | Spawns fake doors with wrong numbers and scrambles the real plates | 40 | Memorise the door number. Real doors have ambience sounds behind them; in dark rooms look for light at the real door’s seams |
| Hide | Pushes you out of a closet after about 12 seconds and blocks hiding for about 10 seconds | 40 | Leave when the red glow and “Get Out” text start. If Figure is checking your closet, play the heartbeat minigame (Q and E, or tap the sides on mobile) |
| Void | Pulls a player who fell several rooms behind back to the group | 20 to 40 | Stay with your group. A Crucifix prevents the damage but not the teleport |
| Dread | At midnight on the in-game clock, slowly chases you in near darkness | Instant death | Keep moving: each door resets the clock to 11:00. Check wall clocks or hold an Alarm Clock |
| Snare | Spiked plant traps, mostly in The Greenhouse; stuns you | 20, non-lethal | Carry a light and watch the floor; lightning flashes also reveal them |
| Sally | Breaks in through a window, kills the lights and steals items | Non-lethal | The wiki rates it uncommon and non-lethal; expect to lose an item |
| Timothy, Jack, Weirdo | Jumpscares: Timothy in drawers and chests (1 in 200), Jack in closets, Weirdo behind doors | Timothy 5; Jack and Weirdo 0 | Nothing to do. Jack makes a closet unusable for a moment, so open it again |
Dread’s timer is not fixed. The wiki’s note for standard rooms gives about 300 seconds early on, shrinking to about 50 late in the floor with no modifiers, so a slow loot sweep gets riskier the deeper you are.
Figure and Seek: the instakill set pieces
Figure (The Library and The Electrical Room)
The wiki describes the Figure as not blind, with very good hearing, patrolling The Library (Door 50) and The Electrical Room (Door 100) in The Hotel and The Shafts in The Mines. It kills instantly, and the wiki says only speed items such as Vitamins outrun it. It investigates small noises such as opening containers, charges at louder ones like walking, and smashes very loud sources such as an Alarm Clock. If you hide while it is nearby, it inspects the closet; leaving then is fatal, so wait until it walks away. Surround-sound headphones help, and so does watching your screen: it shakes more sharply as the Figure gets closer.
Seek (chases and The Dam)
Seek is guaranteed, and the wiki lists its touch as instant death in The Hotel. A Crucifix only slows it for a few seconds and does not banish it. In the last room of each Hotel chase, three fallen chandeliers burst into fire and deal 40 damage if you touch them. In The Mines the Dam fight adds goop at 5 damage per tick, hands (20 damage), and sludge and worm forms that kill outright; the red marker on the floor shows where a worm will land.

AI-generated illustration of The Mines, home to Giggles, Gloombats and the Grumbles
The Mines entities
| Entity | What it does | Damage (wiki) | How to survive |
|---|---|---|---|
| Giggle | Hangs on the ceiling and drops on your face when you walk under it; spawns from Door 101 | 10 on landing, 7 per bite, up to 3 bites (31 total) | A teammate can pull it off. Stun it with a Flashlight, Bulklight, Laser Pointer or Shakelight (not a Straplight) |
| Gloombats | A swarm that attacks anyone using a light; eggs on the floor hatch if stepped on | 10 to 14 per tick; egg bite 5 | Turn your light off, or swap to a Glowstick. Chewing noises at the next door mean they are inside. Moonlight’s glow usually drives them off |
| Grumble | Giant relative of Giggle that patrols The Nest and chases when it sees you | 50 | Run to a gate or somewhere small, since the wiki says it cannot enter small spaces; shining a bright light on it can send it the wrong way. Listen for its laugh |
| Queen Grumble | Chases you in The Nest; 50% faster than a Grumble and silent | 50 in The Nest; instant death in chases | Use maximum volume and screen shake as cues, and sprint for the open gate after the minecart. A Crucifix cannot banish her |
| Louie | Friendly: swaps a dropped item for another of equal or higher value | None | Trade spare items |
| Charles | Added Oct 10, 2026; lives in a Scanner module and bites your hand during its mini-game | 40 | Do not install the module unless you want to play it |
Screech is also at its most frequent here, since the wiki says it can spawn in any room, bright or dark, from Door 101. Rush and Ambush keep appearing too, and Halt is guaranteed. For Knobs to buy a better kit before you drop in, see our DOORS codes list.
Entities on the other floors
| Floor | Entity | What the wiki says |
|---|---|---|
| The Backdoor | Haste | A timer runs out, your screen turns red and it chases you; instant death |
| The Backdoor | Blitz, Lookman | Blitz is a Rush-style rebounder (100 damage). Lookman hurts and blurs your vision when looked at (20 damage) |
| The Rooms | A-60, A-120 | A-60 charges from behind (125 damage), so hide in a locker; A-120 is a Rush-style charge that kills instantly |
| The Rooms | A-90 | Appears on screen and attacks if you keep moving (90 damage), so stop moving |
| The Outdoors | Groundskeeper, Mandrake, Surge | Groundskeeper punishes stepping on grass (35 and 60 damage, then a stomp). An uprooted Mandrake kills after about 10 seconds unless replanted. Surge hits uncovered players for 40 per tick |
| The Outdoors | Monument, Eyestalk, Bramble | Monument moves when unobserved. Eyestalk chases and kills. Bramble patrols The Hedge Maze and attacks players it sees moving |
| The Archives | Honcho, Ransom, Bash | Honcho chases you through a box-sorting task (70). Ransom needs zero inputs to survive (75). Bash is the A-60 rework (40) |
| The Archives | Drones, Teller, Forget-Me-Not | Drones stampede when clocks hit 5:00 or 9:00 (30). Tellers hand out queue tickets (50). Forget-Me-Not is a spot-the-difference memory test (40) |
| The Archives | Scribbles, Alma, Portrait, Fih | Scribbles flings papers (10 per hit). Alma has a crying room from Sector J (15 caught). Portrait mimics you from mirrors. Fih is passive |
| The Stairwell | Creak, Noise, Hijack | Creak creeps closer when you look away and backs off when you look at it; stare too long and it charges. Noise and Hijack are listed as instant death |
| The Stairwell | Meld, Stem | Meld blocks the landing until fire clears it; Stem deals 5 per hit |
| Candy Vault | Weavelings, Socker, Lil Treat | New for the Halloween event; see our event guide above |
The Archives and Stairwell pages have the fewest details, since several infoboxes list only damage, so check the wiki’s entity pages for exact cues before you go in.
Friendly entities
- Jeff runs the shop, with El Goblino and Bob at the table in front.
- Moonlight warns you of entities and lights the way. Starlight is the messenger that speaks after you die.
- Caw and Grampy in The Outdoors are friendly; Grampy makes a Lotus from eight Lotus Petals.
- Louie in The Mines trades items.
Our beginner priority order
This ranking is ours, built from the wiki’s damage numbers and how often each entity appears, not from playing. Criteria: how soon you meet it, whether it can kill from full health, and how easy the counter is.
- Rush: common and 125 damage, but one closet solves it.
- Ambush: 100 damage, rebounds, so do not leave the closet on the first pass.
- Figure: instant death in The Library; quiet play beats it.
- Seek: guaranteed; learn the door cues before the chase.
- Screech and Eyes: small damage that adds up, with simple reactions.
FAQ
Which DOORS entities kill instantly?
Per the wiki: Seek, Figure, Dread, Queen Grumble (chases), A-120, Haste, Groundskeeper, Eyestalk, Mandrake, Monument and Bramble.
Can a Crucifix stop every entity?
No. The wiki says it banishes Rush, Halt and Screech (if you did not look at it) and Grumbles, only stuns Seek, and cannot banish Queen Grumble.
What does Dupe’s fake door look like?
It has the wrong number on its plate, and Dupe later scrambles the plates of earlier doors, so remember the number you need.
Sources: the DOORS wiki on Fandom (the List of Entities page and individual entity and floor pages, read through the wiki’s API on Nov 14, 2026) and the DOORS Roblox page by LSPLASH. Damage values, spawn rules and cues are the wiki’s and can change with updates. Also see our Roblox events this week page for what is live.
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Featured image: AI-generated illustration
