No relation to the creepypasta or psychedelic rock band.DOORS features these tropes: Achievement Mockery: Using the Crucifix on entities will unlock achievements depending on what entity you use it on. The descriptions for them are neutral or slightly humorous, but if you use it on Eyes, the related achievement will come with the description, "that probably wasn't the best use of one of those." Ambiguous Gender: Screech's "psst" sound is in a rather feminine voice. Ambiguous Situation: You're walking through a hotel with about 100 rooms infested with otherworldly monsters that want to kill you. How and why did you get there? No one knows. Anti-Frustration Features: While Ambush attacks still warrant Hide to evict you from hiding spots, it will not do this in Rooms 50 or 100. Considering hiding here is instead a QTE, it would be unfair to also have a timer over your time in the closets. For similar reasons, Hide is also not present for the Rooms, allowing you to hide for as long as you want. Is the next room not loading properly or fast enough? Glitch will act as a fail-safe and teleport you to the next room. Unlike what happens if you fall behind, this won't take off any of your health. Rush and Ambush will destroy the lights of the room they attack, but the door to the next room is opened automatically. This allows you to skip searches for keys. The Guiding Light will shine the way to the door in rooms that are naturally dark or after some time has passed without any progress. While Snare and Timothy can still do damage, it is impossible to die to them, even if the player has 1 HP left. Rush and Ambush will not attack in rooms with less than two hiding spots. Woe betide the third and fourth players, though. Arc Words: For the Hotel+ update, "The rules have changed" references the changes to make things bigger for both the player and the entities. Art Evolution: The cutscenes for Seek and Figure received massive quality upgrades in the Hotel+ update, with Seek now visibly tearing itself out of the puddle, Figure lumbering about with much more weight in the Room 50 entrance, and Figure actually running down the stairs in Room 100 instead of climbing down on the railing.note This is probably to fix the Fridge Logic of the old Electrical Room cutscene showing Figure being able to hold onto the railing and jump down to the floor below him despite being blind. Big Good: The Guiding Light, who appears throughout the game to help out the players. They mostly manifest as blue lights appearing to highlight important objects if you take a while to notice them, and they also appear after you die to give you tips on how to deal with whichever Entity you died to. They also play a critical role in escaping Seek as they'll highlight which doors to go through. Bragging Rights Reward: The Scanner, a powerful item with no limit on usage time that grants night vision and the ability to see items needed to progress such as keys and switches through obstructions, can only be obtained by reaching A-1000 in the Rooms, an extremely difficult and time-consuming task. Bright Is Not Good: Ambush appears as a bright shine when it whizzes past, and it's a more dangerous version of Rush. Brutal Bonus Level: The Rooms go on for one thousand rooms, with the first exit being nearly 200 in. While you only have to deal with three monsters, they can be daunting for a first time player. Cat Scare: Jack and Glitch will all jumpscare you, but the latter is helpful in case a room fails to generate correctly and Jack's only threat is keeping you out of a closet. Averted with Timothy, who does ten damage, and Void since, while it does teleport you back to the other players if you fall behind, it damages you and can potentially kill you if you're low on health. Cliffhanger: The game ends with this when the player uses an elevator to escape. The Figure attacks the elevator, causing it to fall. This leaves the player looking around in distress and slowly floating up before the cutscene ends just as the elevator reaches the ground. Don't Look At Me: Screech will run off, although not after an ineffective jumpscare, after being fully stared at. Eyes turns this trope on the player, as directly looking at them deals damage. Dark Is Not Evil: Jeff is the only dark-related entities who doesn't hinder you in any way, being a Friendly Shopkeeper. Dungeon Shop: Shortly after escaping the Library, you can enter Jeff Shop, a room with friendly entities and items you can purchase with coins. Elevator Escape: At the end of the Hotel, the player(s) escape from the Figure via an elevator. However, the Figure goes to the top of the elevator, attacking it. Elite Mook: Ambush spawns more rarely than Rush, but will attack multiple times in one room. Embedded Precursor: A passageway in door 60 can be opened up using a Skeleton Key and 2 lockpicks to reveal a near-exact replica of DOORS' inspiration, Rooms, complete with its own set of entities and the Shakelight and Scanner unique to the Rooms. Five-Second Foreshadowing: Rush and Ambush's attacks are forewarned with a flicker of the lights as you enter the room. This disappears after Room 90 with the lack of lights, leaving you with no warning at all unless you happen to have the candle. The room before Halt's hallway also features this light flicker, although it is longer. Prior to Seek's assault, eyes will begin appearing all over the walls. The lights may also flicker without warranting the appearance of Rush or Ambush. (Halt cannot spawn in the prelude to Seek's chase under any circumstances.) Foil: Seek and Figure are the two entities guaranteed to appear, but Seek still has an element of randomness to when it will spawn while Figure only appears in Room 50 and Room 100. Both have cutscenes upon entering their encounters, with Seek giving chase and the Figure being alerted to your location, although the latter is distracted in Room 50 by a sound elsewhere. Seek's encounters are high octane chases, while Figure's encounters have you slowly moving about the room while trying to keep a low profile as you complete a puzzle. Seek's main motif is eyes, while Figure is blind and instead uses its keen hearing to find you. Seek will chase you through multiple rooms, whilst Figure will only stay in its boss battle rooms instead of exiting them to pursue you. Gameplay Randomization: Each round of the game randomizes the rooms' layout and types you can encounter with some exceptions, meaning rarely two gameplays will be identical. Glitch Entity: The Glitch, as the name suggests. However, it is an Anti-Frustration Feature that exists to port you into the next room if there is trouble with loading it. Harmless Villain: It's more a case of Ambiguously Evil, but Jack, Timothy, and Glitch seem to fit this bill. Aside from being the Odd Names Out, Jack only gives a harmless Jump Scare when you try hiding in a closet and isn't much of a threat unless Rush, Ambush, or Figure are in play, Timothy only takes 10 health off of you if you happen to open a drawer containing him and can't kill you, and Glitch will port you to another room without damaging you if the game lags behind. Hell Hotel: The game's first area is a hotel full of creatures that all want you dead. Infinity -1 Sword: The Green Herb can be obtained by using a Skeleton Key in the Infirmary, granting a constant passive health regeneration that makes it near-impossible for entities without One-Hit Kill attacks to end your run. Unlike the Shakelight and the Scanner, the Green Herb can be used instantly in the main game after unlocking its respective door and doesn't require an additional two lockpicks and going through a lengthy gauntlet that can easily take up more than half the run to complete. Infinity +1 Sword: Having the patience to reach the A-1000 door in Rooms will reward you with the Scanner, which has night vision and can be used to locate items. It can never run out of batteries and it can be tossed into the Rift at the end so that you can use it in another playthrough. The only downsides are that it doesn't protect you from Screech and you'll obviously lose it upon dying or forgetting to toss it into the portal. In-Series Nickname: As the Guiding Light occasionally notes in the game over messages, the Entities don't have names, but our character gives them their official ones as a description of what they do and are. Jumpscare: Every entity does one when delivering the killing blow, with Screech also jumping you either way regardless of if you scare it off or not, but there are two who only exist to scare; Jack and Timothy. They hold no actual threat to your run on their own, with only Jack being a possible threat when it comes to Rush, Ambush, or Figure. Meaningful Name: Rush rushes through the room. Ambush takes unexpecting players by surprise. Hide pushes you out if you hide for too long. Screech screams at you even if you fend it off. Eyes is a bunch of eyeballs. Glitch is a living error. Halt's encounter is a "Two steps forward, one step back" type of chase, requiring the player to go back on their progress when urged to turn around. Seek's primary motif is eyes. Dupe appears as a duplicate of the door, trying to dupe the player. Snares hold you still so Rush and Ambush can catch you. The Guiding Light, as coined by the wiki, appears in dark rooms and Seek chases as a light that guides you to safety. Timothy and Jack have normal names and are both harmless. Jack has connotations of a certain British serial killer, but it's still a normal name regardless. Jack looks a great deal more dangerous than Timothy, but is even less of a threat (unless you're unfortunate enough to encounter him while Rush or Figure is closing in). Newcomer Jeff also follows this one, as he is nothing more than just a friendly shopkeeper. Figure is the odd one out, because it came from an older project. It was originally a codename and it stuck for some reason according to the devs. The monsters in the Rooms are named after the room they start appearing innote though both A-60 and A-90 can appear before their respective room number, to the point that A-200 is renamed to A-120 due to first appearing in Room A-120. This is invoked by the Curious Light, saying it'd be easy to name them after where they start to appear. Never Split the Party: Invoked. The Void is an entity that teleports players that are more than five rooms away to the rest of the party, damaging them in the process. Nightmare Face: Many of the entities you can encounter throughout the course of the game are comprised of nothing but horrific floating faces. Non-Indicative Name: Seek's encounter does not involve hiding; it's a relentless chase. Nothing Is Scarier: Just as its inspirations garner their fear, a lot of the game's fear is garnered through paranoia. It does not help that the hotel looks rather mundane for the most part. Ominous Obsidian Ooze: Seek is a humanoid made of black sludge that wants to kill you. Sense-Impaired Monster: The second boss, the Figure, is completely blind, and will frequently walk past you if you are quiet enough. Heck, crawling can allow you to even move past it. But if you dare walk by standing up, which will generate more noise, the Figure will immediately run at you and attempt to kill you. It also has long arms, allowing it to have a high chance of touching you and instantly killing you. Its hearing is even good enough to detect breathing, which will make hiding in a closet harder by forcing you to play a mini game to regulate your breathing when the Figure is in front of the closet you are hiding in. Losing will result in you being forcefully yanked out of the closet and killed. Single-Use Shield: The Crucifix, a rare item that can be either bought for 250 coins or found randomly, will instantly stop an entity's attack on you while you are holding it, though it will disappear shortly afterwards. Token Heroic Orc: The Guiding Light leads the player to safe doors in Seek's chase and dark rooms, and gives them tips on how to better avoid the entities they die to. Jeff is a friendly shopkeeper despite being a pair of ghostly white eyes in a patch of shadow. Took a Level in Badass: Figure in Room 100. Prior to the Hotel+ update, it was noticeably easier to avoid him than in Room 50. All players had to do was hide in a closet, pass the heartbeat minigame, and then it will disappear into the previous room until they finish the circuit breaker puzzle. A skilled player could even straight up run past Figure during the intro cutscene and bypass the minigame and final sprint to the elevator completely. In the update, not only is the bug fixed, but Figure will not stop searching for you until you obtain the ten circuit breakers. Trial-and-Error Gameplay: The game's description encourages players to subject themselves to this, so that they can learn about the enemies and how to survive them. The Guiding Light also gives some tips after dying. Unexpected Gameplay Change: Seek will chase the player through multiple rooms, and the final room of its encounter features hazards other than Seek itself. Figure goes the other direction, forcing the player to stealthily walk around a room looking for items (books in the library, the power breakers in the elevator room) while avoiding the lurking Figure, before returning to the exit once the player has completed an objective to open it. Room 100 also has the player enter a minigame after getting the breakers, with Figure jumping out of a window as soon as you insert them. The Walls Have Eyes: Seek's arrival is littered with eyes all about the walls. These eyes always look directly at you, by the way. Weakened by the Light: Screech will only attack in dark rooms and is less likely to attack players with lighters or flashlights. Weird Currency: One of DOORS' main currency is, well, doorknobs.
New DOORS Gui Skip Lvls, Anti Screech, More!