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All 5 Floors in DOORS

Updated on (3 days ago)

DOORS floors are separate runs with their own hazards, entry routes, and finish lines. Compare the layout and exit before choosing an elevator, because a timed Backdoor run asks for a very different plan than The Hotel.

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Floor type

Main floors

2 items

The Hotel and The Mines are the main progression runs. The Hotel ends with the Door 100 breaker puzzle, while The Mines builds toward generators, The Dam, and the Door 200 finish.

The Hotel

The main hotel run, with numbered rooms, the Library puzzle, the Greenhouse, and the Electrical Room finale.

Type
Main floor
Room count
100/101
Door range
0–100
Floor
1
How to enter
Create or join a Hotel elevator from the Lobby.
Progression goal
Open the numbered doors, survive the Library and Greenhouse, solve the Door 100 breaker puzzle, and reach the elevator.
Where it leads
Escape through the Door 100 elevator; optional routes can enter The Rooms or The Outdoors before the run continues.
Named areas
The Reception; The Library; Jeff Shop; The Greenhouse; The Electrical Room
Notable entities
Rush; Seek; Figure; Screech; Snare
Useful items
Room Key; Lockpick; Skeleton Key; Crucifix
Status
Released permanent floor

The Mines

A cave-and-sewer main floor where generators, mine carts, Figure, The Nest, and the Door 200 Dam shape the run.

Type
Main floor
Room count
100/101
Door range
100.5–200
Floor
2
How to enter
Create or join a Mines elevator, or reach The Mines from The Hotel or The Outdoors during a run.
Progression goal
Traverse the mine progression, survive the Dam encounter at Door 200, power the final generator, and reach the forest exit.
Where it leads
After Door 200, follow The Woods and the castle path; the released run ends after the final cutscene.
Named areas
The Adit; The Nest; The Sewers; The Dam; The Woods
Notable entities
Figure; Seek; Giggle; Gloombats; Grumble
Useful items
Fuse; Shears; Glowstick; Bandage Pack
Status
Released permanent floor
ImageNameDescriptionTypeRoom countDoor rangeFloorHow to enterProgression goalWhere it leadsNamed areasNotable entitiesUseful itemsStatus
The HotelThe main hotel run, with numbered rooms, the Library puzzle, the Greenhouse, and the Electrical Room finale.Main floor100/1010–1001Create or join a Hotel elevator from the Lobby.Open the numbered doors, survive the Library and Greenhouse, solve the Door 100 breaker puzzle, and reach the elevator.Escape through the Door 100 elevator; optional routes can enter The Rooms or The Outdoors before the run continues.The Reception; The Library; Jeff Shop; The Greenhouse; The Electrical RoomRush; Seek; Figure; Screech; SnareRoom Key; Lockpick; Skeleton Key; CrucifixReleased permanent floor
The MinesA cave-and-sewer main floor where generators, mine carts, Figure, The Nest, and the Door 200 Dam shape the run.Main floor100/101100.5–2002Create or join a Mines elevator, or reach The Mines from The Hotel or The Outdoors during a run.Traverse the mine progression, survive the Dam encounter at Door 200, power the final generator, and reach the forest exit.After Door 200, follow The Woods and the castle path; the released run ends after the final cutscene.The Adit; The Nest; The Sewers; The Dam; The WoodsFigure; Seek; Giggle; Gloombats; GrumbleFuse; Shears; Glowstick; Bandage PackReleased permanent floor

Floor type

Subfloors

3 items

The Backdoor turns movement into a race against a countdown, The Rooms uses long A-door routes and dark pressure, and The Outdoors mixes vines, open paths, and a Bramble maze.

The Backdoor

A short subfloor built around a countdown, timer levers, and three threats that make every detour expensive.

Type
Subfloor
Room count
50/51
Door range
-51–-01
How to enter
Use the Lobby entrance after earning Detour, or create or join a Backdoor elevator.
Progression goal
Reach Room -01 before the countdown runs out, then open Door 0000 to return to The Hotel.
Where it leads
Open Door 0000 in Room -01 to return to The Hotel's Reception.
Named areas
Room -51; Room -01
Notable entities
Blitz; Lookman; Haste; Vacuum
Useful items
Backdoor Key; Timer Lever; Starlight Vial; Starlight Bottle
Status
Released permanent floor

The Rooms

The long hidden run of A-rooms, where darkness builds and A-60, A-90, and A-120 punish careless movement.

Type
Subfloor
Room count
1000/1001
Door range
A-000–A-1000
How to enter
Enter through the Hotel's A-000 route near Door 60/61 with two Lockpicks and a Skeleton Key, or create or join a Rooms elevator.
Progression goal
Progress from A-000 to an exit room or A-1000; the long route ends at A-1000 and returns players to The Hotel.
Where it leads
Use an Exit Room or reach A-1000; either route returns players to The Hotel's Infirmary area.
Named areas
The Waiting Room (A-000); Exit Rooms; A-1000
Notable entities
A-60; A-90; A-120
Useful items
Shakelight; Bandage; Starlight Jug
Status
Released permanent floor

The Outdoors

An outdoor subfloor with vine gates, hidden paths, the Eyestalk set piece, and a maze watched by Bramble.

Type
Subfloor
Room count
35
How to enter
Enter from The Hotel through the Greenhouse route, or create or join an Outdoors elevator.
Progression goal
Explore the outdoor route, clear the Eyestalk and maze sections, and reach the sewer exit toward The Mines; Lotus Petals and Grampy are optional run goals.
Where it leads
After the maze, enter the sewer route toward The Mines.
Named areas
The Clearing; The Mill; The Hedge Maze; The Sewers exit
Notable entities
Surge; Groundskeeper; Eyestalk; Bramble; Monument; Snare
Useful items
Shears; Lantern; Compass; Lotus Petal; Lotus
Status
Released permanent floor
ImageNameDescriptionTypeRoom countDoor rangeFloorHow to enterProgression goalWhere it leadsNamed areasNotable entitiesUseful itemsStatus
The BackdoorA short subfloor built around a countdown, timer levers, and three threats that make every detour expensive.Subfloor50/51-51–-01-Use the Lobby entrance after earning Detour, or create or join a Backdoor elevator.Reach Room -01 before the countdown runs out, then open Door 0000 to return to The Hotel.Open Door 0000 in Room -01 to return to The Hotel's Reception.Room -51; Room -01Blitz; Lookman; Haste; VacuumBackdoor Key; Timer Lever; Starlight Vial; Starlight BottleReleased permanent floor
The RoomsThe long hidden run of A-rooms, where darkness builds and A-60, A-90, and A-120 punish careless movement.Subfloor1000/1001A-000–A-1000-Enter through the Hotel's A-000 route near Door 60/61 with two Lockpicks and a Skeleton Key, or create or join a Rooms elevator.Progress from A-000 to an exit room or A-1000; the long route ends at A-1000 and returns players to The Hotel.Use an Exit Room or reach A-1000; either route returns players to The Hotel's Infirmary area.The Waiting Room (A-000); Exit Rooms; A-1000A-60; A-90; A-120Shakelight; Bandage; Starlight JugReleased permanent floor
The OutdoorsAn outdoor subfloor with vine gates, hidden paths, the Eyestalk set piece, and a maze watched by Bramble.Subfloor35--Enter from The Hotel through the Greenhouse route, or create or join an Outdoors elevator.Explore the outdoor route, clear the Eyestalk and maze sections, and reach the sewer exit toward The Mines; Lotus Petals and Grampy are optional run goals.After the maze, enter the sewer route toward The Mines.The Clearing; The Mill; The Hedge Maze; The Sewers exitSurge; Groundskeeper; Eyestalk; Bramble; Monument; SnareShears; Lantern; Compass; Lotus Petal; LotusReleased permanent floor

Choosing a route

The Hotel is the main door-by-door run, with the Library, Greenhouse, and Door 100 breaker puzzle shaping the finish. The Mines carries that progression into caves, sewers, generators, and the Dam at Door 200.

The Backdoor is built around a countdown and timer levers. The Rooms rewards careful light management across A-doors, while The Outdoors swaps hallways for vines, an Eyestalk encounter, and a Bramble maze. Those routes can be useful for different goals, so bring the gear that matches the pressure.

Room counts and door labels

A room count and a door range describe different parts of a route. The Hotel and The Mines each use a 100/101 room count in the game's floor notation, but The Mines uses door labels from 100.5 to 200. Door 200 marks the Dam finale; it does not mean The Mines has 200 rooms.

The Backdoor runs from -51 to -01, The Rooms uses A-000 through A-1000, and The Outdoors is described with 35 rooms rather than a stable numbered-door range. Keep those labels separate when planning a run, or the numbers start behaving like their own entity.

Practical preparation

  • Keep a light and healing ready before entering The Rooms or The Mines. Dark sections and long detours punish a nearly empty inventory.
  • Save Lockpicks, keys, and the Skeleton Key for routes that actually use them. The Rooms entrance near Hotel Door 60/61 is a planned route, not a door you should attack at random.
  • Treat the Backdoor timer as part of the route. Grab timer levers quickly and avoid wandering when the countdown is low.
  • In The Outdoors, Shears help with vine gates, while the maze and Bramble sections reward slow turns and a clear exit plan.
  • For The Hotel, learn the Electrical Room breaker order and leave enough health for the elevator escape.

FAQ

Q.

Is The Mines 200 rooms?

No. The floor notation gives it a 100/101 room count, while its door labels reach 200. Door 200 is the Dam finish marker, not a room total.

Q.

Which route uses a countdown?

The Backdoor. Timer levers add time, so search with a purpose and keep moving toward Room -01 and Door 0000.

Q.

How do I enter The Rooms from The Hotel?

The A-000 entrance is near Hotel Door 60/61 and requires Lockpicks plus a Skeleton Key. A dedicated Rooms elevator is another entry option.

Q.

Does The Outdoors use numbered doors?

No stable numbered-door range is used for The Outdoors. Follow its room-based route through the outdoor landmarks, then head for the sewer exit toward The Mines.

Q.

What ends The Hotel run?

Solve the Door 100 Electrical Room breaker puzzle and reach the elevator.

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