Bloxodes

All 26 Locations in DOORS

Updated on (3 days ago)

Named locations in DOORS are where a run asks you to do something specific: solve a lock, cross a chase room, buy supplies, or find the next route. Learn what each stop is for before you spend health, keys, or time exploring it.

View

Route section

The Hotel

8 items

The Hotel moves from the starting lobby to the Library, late garden rooms, and the Door 100 Electrical Room. Use the named stops to plan keys, light, hiding space, and short searches without treating every side room as a separate landmark.

The Reception

The Hotel starting room. Grab early supplies here, then open Door 1 and begin the main route.

Type
Starting room
Route
Door 0
Floor
The Hotel
Access
The starting room of a Hotel run.
Purpose
Gives the run its first safe-looking stop before the numbered doors begin.
Puzzle or loot
Search the room's drawers and furniture for ordinary early-run supplies.
Hazards or entities
No named set-piece encounter is tied to the starting room.
Survival tip
Collect the first useful supplies, then move on instead of spending too long in the lobby.
Related items
Drawers and ordinary run items

The Library

The first major Hotel puzzle. Find the books, stay quiet around Figure, and use the symbols to open the lock.

Type
Puzzle room
Route
Doors 50 and 51
Floor
The Hotel
Access
Reach the middle of the Hotel route and open the Library entrance.
Purpose
Solve the book puzzle and unlock the next door while Figure patrols the room.
Puzzle or loot
Find the books and solution information, then use their symbols to solve the lock.
Hazards or entities
Figure is the main threat. Rush, Ambush, Dread, and other encounters can add pressure depending on the run.
Survival tip
Crouch and keep your movement quiet. Use the room's furniture to route around Figure while you finish the code.
Related items
Library books, solution paper, hiding spots, Crucifix

Jeff Shop (The Hotel)

The Hotel's mid-run supply stop. Spend Gold on the one utility item your run is missing most.

Type
Shop
Route
Shortly after The Library, commonly around Doors 53-59
Floor
The Hotel
Access
Continue past The Library during a Hotel run.
Purpose
A mid-run shop where Jeff sells utility items and accepts tips.
Puzzle or loot
Spend Gold on useful healing, light, and survival items before the late Hotel rooms.
Hazards or entities
Jeff, El Goblino, and Bob are friendly shop residents. Normal run threats can still matter before or after the stop.
Survival tip
Use the shop to cover the weakness in your current loadout instead of buying duplicates you already have.
Related items
Gold, Flashlight, Lighter, Vitamins, Lockpick, Skeleton Key, Crucifix

The Rooms Entrance

The hidden Door 60 route into The Rooms. Bring the keys first, then search the Basement for the lever.

Type
Secret route
Route
Door 60 side route
Floor
The Hotel
Access
Find the Basement lever, then unlock the chained A-000 entrance with two Lockpicks and a Skeleton Key.
Purpose
Connects the Hotel to The Rooms subfloor.
Puzzle or loot
The Basement lever opens the gate, while Lockpicks and a Skeleton Key open the final entrance.
Hazards or entities
The route passes through a dark Basement where time and navigation can become the real problem.
Survival tip
Only commit when you have the required keys and enough light to search the Basement for its lever.
Related items
Lockpick, Skeleton Key, Basement lever

The Infirmary

A useful Hotel checkpoint for healing and the skull-lock side route. Search quickly, then keep the run moving.

Type
Healing room
Route
Around Doors 65-70
Floor
The Hotel
Access
Reach the mid-to-late Hotel route, or return from a Rooms exit.
Purpose
Provides a named medical stop and an optional Skeleton Key side route.
Puzzle or loot
Check the room for healing supplies and the skull-locked route connected to the Herb of Viridis.
Hazards or entities
The room is part of the active Hotel route, so passing entities can still make a slow search dangerous.
Survival tip
Search with a purpose, then leave. Do not burn a Skeleton Key here unless the side-room reward fits the run.
Related items
Skeleton Key, Herb of Viridis, healing items

The Courtyard

The Hotel's outdoor transition. Check the toolshed for Shears before the route pushes you toward the Greenhouse.

Type
Route transition
Route
Late Hotel route before The Greenhouse
Floor
The Hotel
Access
Reach the late Hotel rooms and follow the route toward the garden section.
Purpose
Moves the run through an outdoor Hotel area and provides the useful Shears route.
Puzzle or loot
A small toolshed can provide Shears, which are useful for vine-covered chests and passages.
Hazards or entities
Rain and the open layout make it easier to lose time while searching for the next entrance.
Survival tip
If you plan to enter The Outdoors, check the Courtyard toolshed for Shears before moving on.
Related items
Shears, Skeleton Key, Multitool

The Greenhouse

The Hotel's dark garden stretch. Keep a light ready and listen for Rush when the usual warning flicker disappears.

Type
Dark route section
Route
Doors 90-99
Floor
The Hotel
Access
Reach the final Hotel section through the Courtyard route.
Purpose
Carries the run through a dark garden section before the Electrical Room and the late-game routes.
Puzzle or loot
Advance through the numbered rooms while checking the dark garden for supplies and vine-covered paths.
Hazards or entities
Rush, Snare, Eyes, Screech, Hide, and other threats are harder to read when the lights are out. Lightning can also mask audio cues.
Survival tip
Carry a light source and listen carefully. In the dark rooms, Rush's approach sound matters more than a light flicker.
Related items
Flashlight, Shears, Multitool, Crucifix

The Electrical Room

The Hotel finale. Find the switches, finish the breaker puzzle, and escape Figure before taking the elevator.

Type
Final puzzle room
Route
Door 100
Floor
The Hotel
Access
Reach the end of The Hotel and open the gated room with its lever and Electrical Room Key route.
Purpose
Solve the breaker puzzle, survive Figure's chase, and finish the Hotel.
Puzzle or loot
Find the breaker switches, restore power, and use the lower-floor Rift before taking the elevator out.
Hazards or entities
Figure patrols the tall room while the gates and multiple levels make navigation slow.
Survival tip
Search every level for switches and the Electrical Room Key, then leave as soon as the breaker puzzle is complete.
Related items
Electrical Room Key, Rift, Lockpick, Crucifix
ImageNameDescriptionTypeRouteFloorAccessPurposePuzzle or lootHazards or entitiesSurvival tipRelated items
The ReceptionThe Hotel starting room. Grab early supplies here, then open Door 1 and begin the main route.Starting roomDoor 0The HotelThe starting room of a Hotel run.Gives the run its first safe-looking stop before the numbered doors begin.Search the room's drawers and furniture for ordinary early-run supplies.No named set-piece encounter is tied to the starting room.Collect the first useful supplies, then move on instead of spending too long in the lobby.Drawers and ordinary run items
The LibraryThe first major Hotel puzzle. Find the books, stay quiet around Figure, and use the symbols to open the lock.Puzzle roomDoors 50 and 51The HotelReach the middle of the Hotel route and open the Library entrance.Solve the book puzzle and unlock the next door while Figure patrols the room.Find the books and solution information, then use their symbols to solve the lock.Figure is the main threat. Rush, Ambush, Dread, and other encounters can add pressure depending on the run.Crouch and keep your movement quiet. Use the room's furniture to route around Figure while you finish the code.Library books, solution paper, hiding spots, Crucifix
Jeff Shop (The Hotel)The Hotel's mid-run supply stop. Spend Gold on the one utility item your run is missing most.ShopShortly after The Library, commonly around Doors 53-59The HotelContinue past The Library during a Hotel run.A mid-run shop where Jeff sells utility items and accepts tips.Spend Gold on useful healing, light, and survival items before the late Hotel rooms.Jeff, El Goblino, and Bob are friendly shop residents. Normal run threats can still matter before or after the stop.Use the shop to cover the weakness in your current loadout instead of buying duplicates you already have.Gold, Flashlight, Lighter, Vitamins, Lockpick, Skeleton Key, Crucifix
The Rooms EntranceThe hidden Door 60 route into The Rooms. Bring the keys first, then search the Basement for the lever.Secret routeDoor 60 side routeThe HotelFind the Basement lever, then unlock the chained A-000 entrance with two Lockpicks and a Skeleton Key.Connects the Hotel to The Rooms subfloor.The Basement lever opens the gate, while Lockpicks and a Skeleton Key open the final entrance.The route passes through a dark Basement where time and navigation can become the real problem.Only commit when you have the required keys and enough light to search the Basement for its lever.Lockpick, Skeleton Key, Basement lever
The InfirmaryA useful Hotel checkpoint for healing and the skull-lock side route. Search quickly, then keep the run moving.Healing roomAround Doors 65-70The HotelReach the mid-to-late Hotel route, or return from a Rooms exit.Provides a named medical stop and an optional Skeleton Key side route.Check the room for healing supplies and the skull-locked route connected to the Herb of Viridis.The room is part of the active Hotel route, so passing entities can still make a slow search dangerous.Search with a purpose, then leave. Do not burn a Skeleton Key here unless the side-room reward fits the run.Skeleton Key, Herb of Viridis, healing items
The CourtyardThe Hotel's outdoor transition. Check the toolshed for Shears before the route pushes you toward the Greenhouse.Route transitionLate Hotel route before The GreenhouseThe HotelReach the late Hotel rooms and follow the route toward the garden section.Moves the run through an outdoor Hotel area and provides the useful Shears route.A small toolshed can provide Shears, which are useful for vine-covered chests and passages.Rain and the open layout make it easier to lose time while searching for the next entrance.If you plan to enter The Outdoors, check the Courtyard toolshed for Shears before moving on.Shears, Skeleton Key, Multitool
The GreenhouseThe Hotel's dark garden stretch. Keep a light ready and listen for Rush when the usual warning flicker disappears.Dark route sectionDoors 90-99The HotelReach the final Hotel section through the Courtyard route.Carries the run through a dark garden section before the Electrical Room and the late-game routes.Advance through the numbered rooms while checking the dark garden for supplies and vine-covered paths.Rush, Snare, Eyes, Screech, Hide, and other threats are harder to read when the lights are out. Lightning can also mask audio cues.Carry a light source and listen carefully. In the dark rooms, Rush's approach sound matters more than a light flicker.Flashlight, Shears, Multitool, Crucifix
The Electrical RoomThe Hotel finale. Find the switches, finish the breaker puzzle, and escape Figure before taking the elevator.Final puzzle roomDoor 100The HotelReach the end of The Hotel and open the gated room with its lever and Electrical Room Key route.Solve the breaker puzzle, survive Figure's chase, and finish the Hotel.Find the breaker switches, restore power, and use the lower-floor Rift before taking the elevator out.Figure patrols the tall room while the gates and multiple levels make navigation slow.Search every level for switches and the Electrical Room Key, then leave as soon as the breaker puzzle is complete.Electrical Room Key, Rift, Lockpick, Crucifix

Route section

The Mines

9 items

The Mines strings together cave set pieces, The Nest, Sewers, and the Dam. The Railway Station can appear as a named minecart puzzle in the Sewers, but it is not a guaranteed stop, so keep your route plan flexible.

The Adit

The first named stop in The Mines. Use it to reset your bearings and prepare for the darker route ahead.

Type
Starting transition
Route
Immediately after the Hotel elevator crash, around Door 100.5
Floor
The Mines
Access
Enter The Mines from the Hotel elevator route.
Purpose
Introduces the Mines route and sends the run into its minecart and cave sections.
Puzzle or loot
Follow the entry path and collect early Mines supplies before the route opens into larger rooms.
Hazards or entities
The Mines introduce darker rooms, water, minecart routes, and new encounter patterns.
Survival tip
Treat the Adit as a resupply point. Keep a light source ready before the Mines rooms become harder to read.
Related items
Flashlight, Bulklight, Batteries, Minecart lever

The Bridges

A three-part bridge puzzle in The Mines. Keep a light on and check the drawers beside the safe path.

Type
Halt set piece
Route
Mines mid-route, before The Caverns
Floor
The Mines
Access
Progress through the ordinary Mines rooms until the bridge encounter appears.
Purpose
Cross three bridge sections while Halt and the broken paths pressure the player.
Puzzle or loot
Choose the one usable bridge in each section and reach the staircase at the far end.
Hazards or entities
Halt, broken bridges, darkness, and falls into the lower area.
Survival tip
Bring a light source. The correct bridge has a set of drawers on the right side of the walkway.
Related items
Flashlight, Bulklight, item lockers

The Caverns

The first Mines Seek chase. Follow the blue route, clear the jumps, and steer the minecart into The Nest.

Type
Seek chase
Route
Doors 142-149
Floor
The Mines
Access
Reach the first Mines Seek chase after the earlier cave rooms.
Purpose
Runs the player through broken bridges and a minecart chase into The Nest.
Puzzle or loot
Jump the broken bridges, then steer the minecart through the correct tracks and obstacles.
Hazards or entities
Seek, falling boulders, Stalagmite pits, minecart barriers, and wrong-track dead ends.
Survival tip
Follow Guiding Light's path. Steer only when the tracks split and crouch for low barriers.
Related items
Guiding Light and the minecart route

The Nest

The Mines' nest puzzle and chase. Find the Anchors quickly, then escape the Grumbles through the correct route.

Type
Boss puzzle room
Route
Doors 150 and 151
Floor
The Mines
Access
Complete The Caverns and enter the Grumble nest.
Purpose
Power the Anchors and escape the nest while Grumbles patrol the tunnels.
Puzzle or loot
Find the Anchors, enter their number sequences, and open the exit before the room closes in.
Hazards or entities
Grumble, Queen Grumble, darkness, and narrow routes around the nest.
Survival tip
Learn the layout, keep a light ready, and use tight corners or hiding spots when a Grumble gets close.
Related items
Anchors, Flashlight, Bulklight, Batteries

Jeff Shop (The Mines)

The Mines' supply stop. Its route placement differs from the Hotel shop, so use the Mine-specific stock to prepare for the Sewers.

Type
Shop
Route
After The Nest, in the Sewers around the 152-162 range
Floor
The Mines
Access
Continue through the early Sewers after escaping The Nest.
Purpose
Provides a second floor-specific shop stop for light, healing, and Mines utility items.
Puzzle or loot
Spend Gold on items that help with the dark Sewers, minecart puzzles, and later boss rooms.
Hazards or entities
Jeff, El Goblino, and Bob are friendly. The surrounding Sewers still contain ordinary Mines hazards.
Survival tip
Treat this as a loadout check. Buy light or healing support before committing to the long Sewer stretch.
Related items
Gold, Bulklight, Bandage Pack, Battery Pack, Shears, Multitool, Crucifix

The Railway Station

A high-chance but non-guaranteed Sewer puzzle room. Move the minecarts carefully and use the barred exit as your landmark.

Type
Minecart puzzle room
Route
The Sewers, commonly somewhere in the 153-199 range, but not guaranteed
Floor
The Mines
Access
Encounter the named station room during the Sewer route.
Purpose
Uses minecarts and tracks to open the blocked exit from a two-level station.
Puzzle or loot
Move the carts, pull the distant lever, and use the cart to break the wooden barrier at the exit.
Hazards or entities
Minecart timing, floods, and a possible Dupe door on the wrong platform.
Survival tip
The real exit is behind the wooden barrier. Check the door number before entering a platform door.
Related items
Minecarts, lever, item lockers

The Sewage Pipes

The second Mines Seek chase. Follow the blue current, break the grates, and do not stop in the flooded tunnels.

Type
Seek chase
Route
Around Doors 170-180
Floor
The Mines
Access
Reach the second Mines Seek chase in the Sewers.
Purpose
Carries the run through flooded corridors, split paths, and grate tunnels toward The Dam.
Puzzle or loot
Follow Guiding Light and break through the grate doors to stay ahead of the chase.
Hazards or entities
Seek, Queen Grumble, floods, boulders, and blocked sewer grates.
Survival tip
Stay with the blue current and interact repeatedly at grate doors so the chase does not catch you.
Related items
Guiding Light and light sources

The Dam

The Mines finale. Lower the reservoir in phases, avoid the Seek attacks, and open the gate to The Woods.

Type
Final boss room
Route
Door 200
Floor
The Mines
Access
Reach the end of the Mines after the Sewer route.
Purpose
Defeat Dam Seek and open the route into The Woods.
Puzzle or loot
Turn the valves through three phases, lower the liquid, and activate the generator gate.
Hazards or entities
Dam Seek, Seek Hands, Seek Sludge, Seek Worm, rising liquid, and exposed platforms.
Survival tip
Stay on solid ground, turn valves between attacks, and never treat the black liquid as a shortcut.
Related items
Valves, generator, Crucifix

The Woods

The released endpoint after The Dam. Walk the forest transition, then stop at the current route boundary.

Type
Ending transition
Route
After The Dam, around Door 200.5
Floor
The Mines
Access
Complete The Dam and climb into the outdoor transition.
Purpose
Closes the current Mines run and leads to the castle door beyond the released route.
Puzzle or loot
Follow the path to the ending door and use the Rifts found along the transition when available.
Hazards or entities
The ending sequence features Queen Grumble and Seek. The castle door beyond the woods is outside this collection.
Survival tip
Keep moving along the path and treat the castle door as the current endpoint rather than a playable route in this collection.
Related items
Moonlight Rift, Starlight Rift
ImageNameDescriptionTypeRouteFloorAccessPurposePuzzle or lootHazards or entitiesSurvival tipRelated items
The AditThe first named stop in The Mines. Use it to reset your bearings and prepare for the darker route ahead.Starting transitionImmediately after the Hotel elevator crash, around Door 100.5The MinesEnter The Mines from the Hotel elevator route.Introduces the Mines route and sends the run into its minecart and cave sections.Follow the entry path and collect early Mines supplies before the route opens into larger rooms.The Mines introduce darker rooms, water, minecart routes, and new encounter patterns.Treat the Adit as a resupply point. Keep a light source ready before the Mines rooms become harder to read.Flashlight, Bulklight, Batteries, Minecart lever
The BridgesA three-part bridge puzzle in The Mines. Keep a light on and check the drawers beside the safe path.Halt set pieceMines mid-route, before The CavernsThe MinesProgress through the ordinary Mines rooms until the bridge encounter appears.Cross three bridge sections while Halt and the broken paths pressure the player.Choose the one usable bridge in each section and reach the staircase at the far end.Halt, broken bridges, darkness, and falls into the lower area.Bring a light source. The correct bridge has a set of drawers on the right side of the walkway.Flashlight, Bulklight, item lockers
The CavernsThe first Mines Seek chase. Follow the blue route, clear the jumps, and steer the minecart into The Nest.Seek chaseDoors 142-149The MinesReach the first Mines Seek chase after the earlier cave rooms.Runs the player through broken bridges and a minecart chase into The Nest.Jump the broken bridges, then steer the minecart through the correct tracks and obstacles.Seek, falling boulders, Stalagmite pits, minecart barriers, and wrong-track dead ends.Follow Guiding Light's path. Steer only when the tracks split and crouch for low barriers.Guiding Light and the minecart route
The NestThe Mines' nest puzzle and chase. Find the Anchors quickly, then escape the Grumbles through the correct route.Boss puzzle roomDoors 150 and 151The MinesComplete The Caverns and enter the Grumble nest.Power the Anchors and escape the nest while Grumbles patrol the tunnels.Find the Anchors, enter their number sequences, and open the exit before the room closes in.Grumble, Queen Grumble, darkness, and narrow routes around the nest.Learn the layout, keep a light ready, and use tight corners or hiding spots when a Grumble gets close.Anchors, Flashlight, Bulklight, Batteries
Jeff Shop (The Mines)The Mines' supply stop. Its route placement differs from the Hotel shop, so use the Mine-specific stock to prepare for the Sewers.ShopAfter The Nest, in the Sewers around the 152-162 rangeThe MinesContinue through the early Sewers after escaping The Nest.Provides a second floor-specific shop stop for light, healing, and Mines utility items.Spend Gold on items that help with the dark Sewers, minecart puzzles, and later boss rooms.Jeff, El Goblino, and Bob are friendly. The surrounding Sewers still contain ordinary Mines hazards.Treat this as a loadout check. Buy light or healing support before committing to the long Sewer stretch.Gold, Bulklight, Bandage Pack, Battery Pack, Shears, Multitool, Crucifix
The Railway StationA high-chance but non-guaranteed Sewer puzzle room. Move the minecarts carefully and use the barred exit as your landmark.Minecart puzzle roomThe Sewers, commonly somewhere in the 153-199 range, but not guaranteedThe MinesEncounter the named station room during the Sewer route.Uses minecarts and tracks to open the blocked exit from a two-level station.Move the carts, pull the distant lever, and use the cart to break the wooden barrier at the exit.Minecart timing, floods, and a possible Dupe door on the wrong platform.The real exit is behind the wooden barrier. Check the door number before entering a platform door.Minecarts, lever, item lockers
The Sewage PipesThe second Mines Seek chase. Follow the blue current, break the grates, and do not stop in the flooded tunnels.Seek chaseAround Doors 170-180The MinesReach the second Mines Seek chase in the Sewers.Carries the run through flooded corridors, split paths, and grate tunnels toward The Dam.Follow Guiding Light and break through the grate doors to stay ahead of the chase.Seek, Queen Grumble, floods, boulders, and blocked sewer grates.Stay with the blue current and interact repeatedly at grate doors so the chase does not catch you.Guiding Light and light sources
The DamThe Mines finale. Lower the reservoir in phases, avoid the Seek attacks, and open the gate to The Woods.Final boss roomDoor 200The MinesReach the end of the Mines after the Sewer route.Defeat Dam Seek and open the route into The Woods.Turn the valves through three phases, lower the liquid, and activate the generator gate.Dam Seek, Seek Hands, Seek Sludge, Seek Worm, rising liquid, and exposed platforms.Stay on solid ground, turn valves between attacks, and never treat the black liquid as a shortcut.Valves, generator, Crucifix
The WoodsThe released endpoint after The Dam. Walk the forest transition, then stop at the current route boundary.Ending transitionAfter The Dam, around Door 200.5The MinesComplete The Dam and climb into the outdoor transition.Closes the current Mines run and leads to the castle door beyond the released route.Follow the path to the ending door and use the Rifts found along the transition when available.The ending sequence features Queen Grumble and Seek. The castle door beyond the woods is outside this collection.Keep moving along the path and treat the castle door as the current endpoint rather than a playable route in this collection.Moonlight Rift, Starlight Rift

Route section

The Backdoor

2 items

The Backdoor turns route knowledge into a timer race. Room -51 starts the search for keys and Timer Levers, while Room -01 is the final pressure point before the exit.

The Rear Entryway

The Backdoor starting room. Find the key behind the fence before the timer pressure begins.

Type
Starting room
Route
Room -51
Floor
The Backdoor
Access
Enter The Backdoor through its current Lobby route.
Purpose
Starts the Backdoor run and gives the player time to find the first key.
Puzzle or loot
Crouch behind the fenced corner and collect the Room Key that opens the path to Room -50.
Hazards or entities
The timer does not start until the door to Room -50 opens, making this the calmest Backdoor search room.
Survival tip
Search carefully before opening the next door. Use the free time to find the key and orient yourself.
Related items
Room Key, drawers, closets

The Vestibule

The Backdoor finish line. Check the timer lever, collect what you need, and leave through the final door.

Type
Final room
Route
Room -01
Floor
The Backdoor
Access
Reach the final Backdoor room before the exit.
Purpose
Provides the final timer lever, Starlight purchase, and exit route.
Puzzle or loot
Pull the Timer Lever when needed and use Gold to buy the Bottle of Starlight on its pedestal.
Hazards or entities
The Backdoor timer and its Haste/Blitz pressure make the route outside the room time-sensitive.
Survival tip
Handle the lever and exit without wandering. Buy Starlight only when it helps the next run or escape.
Related items
Bottle of Starlight, Gold, Timer Lever
ImageNameDescriptionTypeRouteFloorAccessPurposePuzzle or lootHazards or entitiesSurvival tipRelated items
The Rear EntrywayThe Backdoor starting room. Find the key behind the fence before the timer pressure begins.Starting roomRoom -51The BackdoorEnter The Backdoor through its current Lobby route.Starts the Backdoor run and gives the player time to find the first key.Crouch behind the fenced corner and collect the Room Key that opens the path to Room -50.The timer does not start until the door to Room -50 opens, making this the calmest Backdoor search room.Search carefully before opening the next door. Use the free time to find the key and orient yourself.Room Key, drawers, closets
The VestibuleThe Backdoor finish line. Check the timer lever, collect what you need, and leave through the final door.Final roomRoom -01The BackdoorReach the final Backdoor room before the exit.Provides the final timer lever, Starlight purchase, and exit route.Pull the Timer Lever when needed and use Gold to buy the Bottle of Starlight on its pedestal.The Backdoor timer and its Haste/Blitz pressure make the route outside the room time-sensitive.Handle the lever and exit without wandering. Buy Starlight only when it helps the next run or escape.Bottle of Starlight, Gold, Timer Lever

Route section

The Rooms

3 items

The Rooms begins at A-000, includes optional Exit Rooms after A-200, and leads toward A-1000. Save enough light and key support for the long route instead of treating the entrance as a quick detour.

The Waiting Room (A-000)

The Rooms entry room. Spend a little Gold on a Shakelight before the long dark run begins.

Type
Starting room
Route
A-000
Floor
The Rooms
Access
Unlock the A-000 entrance from The Hotel's Rooms Entrance.
Purpose
Begins the Rooms run and gives the player a light-source purchase before the dark office rooms.
Puzzle or loot
Buy a Shakelight from the dispenser for Gold, then enter the first numbered room.
Hazards or entities
The main threat begins deeper in The Rooms, where visibility falls and the specialist entities appear.
Survival tip
Buy the backup light before leaving. The Rooms becomes much less forgiving once the office rooms turn dark.
Related items
Shakelight, Gold, Lockpick, Skeleton Key

Exit Rooms

The Rooms' optional escape hatch. It can save a run after A-200, but A-60 and A-120 may still pressure the exit.

Type
Optional exit room
Route
Begins appearing after A-200 at intervals through The Rooms
Floor
The Rooms
Access
Continue deep enough into The Rooms for an exit room to generate.
Purpose
Offers an optional return to The Hotel before A-1000.
Puzzle or loot
Find the EXIT door inside the room and hold it open to return to the Hotel Infirmary.
Hazards or entities
A-60 and A-120 can appear even though an Exit Room may not have a locker.
Survival tip
Use hiding spots in the previous room or a speed boost when an A-entity arrives. Leave if the run has already done its job.
Related items
Vitamins, Starlight items, EXIT door

A-1000

The true end of The Rooms. Cross the Void Bridge, take the Starlight Jug, and return to the Hotel.

Type
Final room
Route
A-1000
Floor
The Rooms
Access
Reach the end of The Rooms instead of taking an earlier Exit Room.
Purpose
Completes the long Rooms route and returns the group to The Hotel with the Starlight Jug.
Puzzle or loot
Cross the Void Bridge, collect the Starlight Jug, and open the unlabelled exit door.
Hazards or entities
A-90 and the darkness of the final Rooms route can make the bridge approach dangerous.
Survival tip
Bring a reliable light and keep your inputs controlled when A-90 appears near the final stretch.
Related items
Starlight Jug, exit door
ImageNameDescriptionTypeRouteFloorAccessPurposePuzzle or lootHazards or entitiesSurvival tipRelated items
The Waiting Room (A-000)The Rooms entry room. Spend a little Gold on a Shakelight before the long dark run begins.Starting roomA-000The RoomsUnlock the A-000 entrance from The Hotel's Rooms Entrance.Begins the Rooms run and gives the player a light-source purchase before the dark office rooms.Buy a Shakelight from the dispenser for Gold, then enter the first numbered room.The main threat begins deeper in The Rooms, where visibility falls and the specialist entities appear.Buy the backup light before leaving. The Rooms becomes much less forgiving once the office rooms turn dark.Shakelight, Gold, Lockpick, Skeleton Key
Exit RoomsThe Rooms' optional escape hatch. It can save a run after A-200, but A-60 and A-120 may still pressure the exit.Optional exit roomBegins appearing after A-200 at intervals through The RoomsThe RoomsContinue deep enough into The Rooms for an exit room to generate.Offers an optional return to The Hotel before A-1000.Find the EXIT door inside the room and hold it open to return to the Hotel Infirmary.A-60 and A-120 can appear even though an Exit Room may not have a locker.Use hiding spots in the previous room or a speed boost when an A-entity arrives. Leave if the run has already done its job.Vitamins, Starlight items, EXIT door
A-1000The true end of The Rooms. Cross the Void Bridge, take the Starlight Jug, and return to the Hotel.Final roomA-1000The RoomsReach the end of The Rooms instead of taking an earlier Exit Room.Completes the long Rooms route and returns the group to The Hotel with the Starlight Jug.Cross the Void Bridge, collect the Starlight Jug, and open the unlabelled exit door.A-90 and the darkness of the final Rooms route can make the bridge approach dangerous.Bring a reliable light and keep your inputs controlled when A-90 appears near the final stretch.Starlight Jug, exit door

Route section

The Outdoors

4 items

The Outdoors is read through meters, signs, terrain, and named landmarks. Move from the courtyards through the Clearing and Mill, then slow down for the Hedge Maze and its route puzzle.

The Small Courtyard

The Outdoors starting area. Grab the toolshed's Shears and use the signs to find the first gate.

Type
Starting area
Route
Outdoors start, tracked by meters and signs rather than numbered doors
Floor
The Outdoors
Access
Enter The Outdoors through the released Hotel route and its locked, vine-covered entrance.
Purpose
Starts the Outdoors run and supplies the tools needed for the first gates and vines.
Puzzle or loot
Open the gate, check the toolshed for Shears, and search the fountain area for the route forward.
Hazards or entities
Caws are associated with the fountain. Grass, vines, and open paths can expose the player to Outdoors hazards.
Survival tip
Take the Shears if they appear and use the signs to track progress instead of looking for fake door numbers.
Related items
Shears, Multitool, Lantern, Skeleton Key

The Clearing

The Outdoors chase trigger. Once Eyestalk forms, follow the route and keep moving through the trees and bridges.

Type
Chase start
Route
Around the middle of The Outdoors, tracked by meters and signs
Floor
The Outdoors
Access
Follow the gates and paths from The Small Courtyard.
Purpose
Starts the Eyestalk chase and changes the route from open garden exploration to a forced escape.
Puzzle or loot
Open the gate, follow the correct path through the clearing, and cross the outdoor obstacles.
Hazards or entities
Eyestalk, Groundskeeper, Snare, rivers, bridges, and blocked paths.
Survival tip
Keep a light ready and move decisively once Eyestalk forms. Use the route markers instead of stopping in open ground.
Related items
Flashlight, Vitamins, Lantern, Compass

The Mill

The Outdoors' late service stop. Visit Grampy for a Lotus and stock up before the final maze.

Type
Service stop
Route
Late Outdoors route, before The Hedge Maze
Floor
The Outdoors
Access
Reach the late garden path after The Clearing and its chase sequence.
Purpose
Provides Grampy's Lotus service and another chance to collect tools before the final maze.
Puzzle or loot
Give Grampy eight Lotus Petals to create a Lotus, and check the mill and toolshed for useful supplies.
Hazards or entities
The late Outdoors route can still include Monument, Surge, Snare, and other terrain hazards.
Survival tip
Search the mill before leaving, but do not linger if the route is active. Keep enough light for the maze ahead.
Related items
Lotus Petals, Lotus, Shears, Lantern, Compass

The Hedge Maze

The Outdoors finale. Find three guillotines, avoid Bramble, and cut through the World Lotus roots.

Type
Final puzzle area
Route
Last 250m of The Outdoors, tracked by meters and signs
Floor
The Outdoors
Access
Reach the final Outdoors gate after The Mill.
Purpose
Ends The Outdoors with a maze, Bramble chase, and World Lotus root puzzle.
Puzzle or loot
Find and activate three guillotines to cut the roots blocking the exit.
Hazards or entities
Bramble, World Lotus roots, Snare, and the maze's limited sightlines.
Survival tip
Use the lamps and closets as landmarks. Stop moving when Bramble's light is on and keep a route back to safety.
Related items
Compass, Lantern, Shears, guillotines
ImageNameDescriptionTypeRouteFloorAccessPurposePuzzle or lootHazards or entitiesSurvival tipRelated items
The Small CourtyardThe Outdoors starting area. Grab the toolshed's Shears and use the signs to find the first gate.Starting areaOutdoors start, tracked by meters and signs rather than numbered doorsThe OutdoorsEnter The Outdoors through the released Hotel route and its locked, vine-covered entrance.Starts the Outdoors run and supplies the tools needed for the first gates and vines.Open the gate, check the toolshed for Shears, and search the fountain area for the route forward.Caws are associated with the fountain. Grass, vines, and open paths can expose the player to Outdoors hazards.Take the Shears if they appear and use the signs to track progress instead of looking for fake door numbers.Shears, Multitool, Lantern, Skeleton Key
The ClearingThe Outdoors chase trigger. Once Eyestalk forms, follow the route and keep moving through the trees and bridges.Chase startAround the middle of The Outdoors, tracked by meters and signsThe OutdoorsFollow the gates and paths from The Small Courtyard.Starts the Eyestalk chase and changes the route from open garden exploration to a forced escape.Open the gate, follow the correct path through the clearing, and cross the outdoor obstacles.Eyestalk, Groundskeeper, Snare, rivers, bridges, and blocked paths.Keep a light ready and move decisively once Eyestalk forms. Use the route markers instead of stopping in open ground.Flashlight, Vitamins, Lantern, Compass
The MillThe Outdoors' late service stop. Visit Grampy for a Lotus and stock up before the final maze.Service stopLate Outdoors route, before The Hedge MazeThe OutdoorsReach the late garden path after The Clearing and its chase sequence.Provides Grampy's Lotus service and another chance to collect tools before the final maze.Give Grampy eight Lotus Petals to create a Lotus, and check the mill and toolshed for useful supplies.The late Outdoors route can still include Monument, Surge, Snare, and other terrain hazards.Search the mill before leaving, but do not linger if the route is active. Keep enough light for the maze ahead.Lotus Petals, Lotus, Shears, Lantern, Compass
The Hedge MazeThe Outdoors finale. Find three guillotines, avoid Bramble, and cut through the World Lotus roots.Final puzzle areaLast 250m of The Outdoors, tracked by meters and signsThe OutdoorsReach the final Outdoors gate after The Mill.Ends The Outdoors with a maze, Bramble chase, and World Lotus root puzzle.Find and activate three guillotines to cut the roots blocking the exit.Bramble, World Lotus roots, Snare, and the maze's limited sightlines.Use the lamps and closets as landmarks. Stop moving when Bramble's light is on and keep a route back to safety.Compass, Lantern, Shears, guillotines

Read the route before the room

A named location can be a shop, puzzle, chase, transition, or exit. Check its access condition and route first, then decide whether to search, sprint, hide, or save your supplies for the next room. The useful question is usually not "What is this place?" but "What does this place want from me?"

The Hotel starts simply, then adds the Library code, the hidden Rooms entrance, the Greenhouse, and the Door 100 Electrical Room. The Reception is a quick supply stop, while The Infirmary and The Courtyard reward a focused search instead of a full furniture inspection.

Hotel and Mines landmarks

The two Jeff Shops are separate stops. The Hotel shop comes after The Library and is a mid-run loadout check. The Mines shop comes after The Nest in the Sewers, so its light and healing choices need to cover the longer cave route ahead. Treating them as one generic shop makes both route positions less useful.

The Mines moves from The Adit into bridges, caves, The Nest, Sewers, and the Dam. The Railway Station is a named minecart puzzle room that can appear in the Sewers, but it is not guaranteed. If it does appear, check the platform doors and use the carts to open the real exit instead of trusting the first number you see.

The Woods is the released transition after The Dam and marks the end of the Mines route covered here. It is a route landmark, not a reason to invent extra rooms beyond the released path.

Alternate routes and meter signs

The Backdoor begins at Room -51 and ends at Room -01. Timer Levers are the whole argument: find the next one quickly, keep the key route in mind, and do not turn a short search into a sightseeing tour.

The Rooms starts at A-000, offers optional Exit Rooms after A-200, and ends at A-1000. Bring the keys and light needed for the entrance, then treat every exit as a route choice rather than a surprise shortcut.

The Outdoors does not use ordinary numbered doors. Follow its distance meters, signs, and landmarks from The Small Courtyard through The Clearing and The Mill to The Hedge Maze. Shears, a Compass, and a clear mental map help more than trying to force hallway habits onto a forest.

Common route mistakes

  • Searching a shop without checking what the next floor section demands.
  • Treating The Railway Station as a guaranteed stop.
  • Using Hotel or Mines door numbers to describe The Outdoors.
  • Entering the Rooms route without the keys or light needed to find its entrance.
  • Treating every dark room as a place to stop and loot when the route is asking you to move.

Named rooms give you landmarks, not permission to relax. Learn the purpose, make the needed move, and leave before the room gets a second opinion.

FAQ

Q.

Where does Jeff Shop appear in DOORS?

The Hotel Jeff Shop appears shortly after The Library. The Mines Jeff Shop appears after The Nest in the Sewers. They are separate floor-specific stops, so use the route and stock for the floor you are actually running.

Q.

Is The Railway Station guaranteed to appear?

No. It is a named minecart puzzle room with a high chance of appearing in the Sewers, but the route can continue without it. When it appears, move the carts and check the platform doors before committing to one.

Q.

How do I enter The Rooms from The Hotel?

Find the Basement lever near the Door 60 side route, then use two Lockpicks and a Skeleton Key on the chained A-000 entrance. Only make the detour when you have the keys and enough light to search safely.

Q.

How do I follow The Outdoors route?

Use the distance meters, signs, and named landmarks instead of looking for numbered doors. Move from The Small Courtyard to The Clearing, then The Mill and The Hedge Maze, checking toolsheds and safe landmarks as you go.

Q.

What is The Woods in the Mines route?

The Woods is the released transition after The Dam. It marks the end of the Mines route covered here, so use it as your final route landmark rather than searching for another numbered Mines set piece.

Q.

What should I do when I reach a named puzzle room?

Identify the room's job before looting. Check the route, find the required lever, code, cart, valve, or guillotine, and keep an exit path open while the room's entity or timer is active.

Comments
0 total

Checking your account...

0/1000
No comments yet. Be the first to share a tip.

Check out other catalogs from DOORS

View all