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The Mines
- The Mines
- Logo
Floor Information
Rooms
100 (101 if counting The Adit)
Date Added
August 30, 2024
Please note that this page, along with all other pages that have info on the Mines, are still being updated accordingly. Thank you for understanding.
“That sure was the beginning.
“ |
The Mines is the second floor in DOORS. It can be accessed after successfully escaping The Hotel, either beating the hotel after the intermission or creating or joining a custom elevator for this floor in the Lobby. (It can be played even if the player hasn’t beaten The Hotel, but they will need to join a friend’s elevator and will receive a -50% skip penalty along with being unable to get any Achievements).
Contents
- 1 Overview
- 2 Entities
- 2.1 Main Entities
- 2.2 Recurring Entities
- 2.3 Miscellaneous Entities
- 2.4 Removed Entities
- 3.1 Guaranteed Rooms
- 3.2 Dark Rooms
- 3.3 Firedamp Rooms
- 3.4 Minecart Rooms
- 3.5 Generator Rooms
- 3.6 Blood Rooms
- 3.7 Flooded Rooms
- 4.1 Elevator
- 4.2 The Adit
- 4.3 The Chasm
- 4.4 The Caverns
- 4.5 The Nest
- 4.6 Jeff Shop
- 4.7 The Sewers
- 4.8 The Railway Station
- 4.9 The Sewage Pipes
- 4.10 The Dam
- 4.11 The Woods
- 4.12 Secondary Locations
- 4.12.1 General Rooms
- 4.12.2 Entity-related Rooms
- 10.1 Previous Floor
- 10.2 Next Floor
Overview [ ]
The Mines appear as a messy, abandoned, occasionally flooded mining site comprised of different rooms and sections. Interior spaces are made of various materials such as rock, steel, and wood and have amenities such as lights, ladders, lockers, minecarts, and generators.
If this floor is the beginning of a run (created in the Lobby), a Pre-Run Shop is opened, allowing players to purchase items exclusive to this floor. After all players are done or time runs out, the elevator they are in crashes into The Adit.
Like the Hotel, players will have to make their way through various randomly generated rooms, each separated by numbered doors. The players’ goal is to reach Door 200 to reach an exit and successfully escape to The Castle.
Door 200: After defeating Seek’s blob form and powering the room’s generator, the players leave The Mines through a ladder and sewer grate leading to a path in a forest. The Rift is also present here to store items for later runs.
At the end of the path is a castle; upon interacting with the door, a cutscene plays where the players open it and look at what lies beyond, only to be startled and forced to run inside by a Grumble rising from the ground behind them. This is the Queen Grumble as it has a royal marking (large scar) on its forehead.
Before the Grumble can attack the players, a black, slimy arm latches onto it. The Queen Grumble screams in pain as it is enveloped in black goo, and Seek’s humanoid form emerges from the goo as the castle doors close.
Currently, the run ends immediately after this cutscene with a “To Be Continued” screen, though it will likely continue into the next floor when it released.
Entities [ ]
Entities are unnatural beings that inhabit The Mines. Most of them pose as roadblocks and threats to hinder players’ progress and usually attempt to kill or damage them in whatever ways they can, however, a few can help the player and guide them.
See their respective pages for more information.
The following entities are in Floor 2:
Main Entities [ ]
- Figure – The Figure reappears on this Floor with a reduced importance, It appears twice in the first half of the floor, and one last time near the end of the floor. First in The Chasm under a bridge the players cross, second in an isolated room for a short stealth segment, and third in a room with a generator puzzle.
- Guiding Light – Guiding Light reappears on this Floor. Released with this update is a new animation/cutscene, where the player floats/swims in front of a large blue crescent moon.
- Grumbles – Grumbles is the matured/adult version of Giggles. They patrol The Nest and chase players on sight. Players can slow them down by shining a light in their faces.
- QueenGrumble – The Queen Grumble is the guardian of the Grumbles. She appears in The Nest after 3 anchors have been activated, in the cutscenes before and after The Nest, and in the final cutscene of The Mines. She is shown to be significantly more aggressive than the standard Grumble.
- Seek – Seek reappears on this Floor twice with an updated version of its original chase sequences, which require jumping over gaps as well as much longer rooms. It is the main antagonist for Floor 2. It also appears in a blob form during the final boss fight in The Dam.
Recurring Entities [ ]
- Rush – Rush reappears on this Floor. It appears with an altered mechanic — it can now attack from behind and ahead of players.
- Ambush – Ambush can be found on this Floor with the same mechanics as the previous floor. However, Ambush can go forward and backward twice and end without completing its rebound. Additionally, players must change hiding spots with every rebound as Hide will prevent doing otherwise.
- Curious Light – If the Bottle of Starlight was previously used, the Curious Light appears on this Floor as a yellow Rift. It will also likely reappear in a future update after The Mines in which the floor will receive its sub-floor, much like The Rooms.
- Dupe – Dupe reappears on this Floor with the same mechanic, but with new animations.
- Eyes – Eyes reappears on this Floor and is now able to teleport around the room.
- Giggle – Giggles spawn on ceilings and jumps on players’ faces, damaging them. They can be stunned by most light sources, glowsticks, and they can be removed by violently shaking your head or by another player while it’s on a player’s face. Once they fall off, they will ragdoll on the floor while laughing before fading away. They can also Mature into Grumbles.
- Gloombats – Gloombats are entities that spawn in swarms. They break light sources and attack players holding them. Gloombat eggs also hatch a single Gloombat when stepped on that will proceed to attack the player.
- Halt – Halt reappears once on this Floor, using a mineshaft with a minecart and branching paths.
- Hide – Hide reappears on this Floor with a physical form–it appears in the last hiding spot the player hid in as a red, slimy creature that will deal damage to the player if they try to hide in the same hiding spot again and will block them from hiding in them for a bit.
- Screech – Screech reappears on this Floor with the same mechanic, albeit being able to attack in any room, and also being unaffected by light sources. If a player uses a ladder after Screech spawned, it will despawn without dealing damage.
Miscellaneous Entities [ ]
- Bob – It returns with the same properties as floor 1, although with a new hat.
- Dread – It returns with the same properties as floor 1.
- El Goblino – It returns with the same properties as floor 1, altho with new Dialogues.
- Glitch – Glitch reappears on this Floor as a fail-safe.
- Jack – Jack reappears, however only its hallway counterpart is confirmed. Whether the closet counterpart is present or not is currently unconfirmed, likely not due to closets being replaced by lockers and Hide’s physical form appearing.
- Jeff – He returns and sells new items that are only available for purchase in his shop at Door 152.
- Shadow – It returns with the same properties as floor 1.
- Timothy – It returns with the same properties as floor 1, except this time it can appear in lockers and the sewer-like hiding spots.
- Void – It returns with the same properties as floor 1.
Removed Entities [ ]
- Snare – Removed because of player feedback about the huge increase in difficulty. Will probably be brought back in a future update, possibly through a modifier.
Room Mechanics [ ]
Guaranteed Rooms [ ]
- Door 100, The Adit
- Door 101, Post-Adit
- Door 140, The Caverns
- Door 149, Pre-Nest
- Door 150, The Nest
- Door 151, Post-Nest
- Door 152, Jeff Shop
- Door 195, The Sewage Pipes
- Door 200, The Dam
Dark Rooms [ ]
Dark rooms function nearly identically to the ones in the Hotel, however Screech is not exclusive to these rooms, being able to spawn anywhere in the Mines.
Firedamp Rooms [ ]
Firedamp rooms are indicated by a fire caution sign on the door and an orange mist inside the room. Players can die in this room if they stay inside it for too long and suffocate (Their vision will slowly blur), or if they activate a fire item inside it, such as a Lighter, which will cause the gas to explode, killing them instantly. Glowsticks are safe to use in Firedamp rooms. If a candle is equipped, nothing will happen.
Minecart Rooms [ ]
Minecart rooms usually require the player to push a Minecart to destroy wooden planks blocking the next door. If players are hit by a Minecart, it will damage or even kill them, depending on the Minecart’s speed. Sometimes, pushing the minecart is not required and it only serves as a decoration.
Generator Rooms [ ]
Generator rooms require finding 1-3 fuses around the room inside of item lockers or drawers to power up a Generator to open the gate to the next door.
Blood Rooms [ ]
Blood Rooms are rooms that can only generate if Jack spawns behind a door. When Jack spawns, it will jumpscare players and disappear, and they will be left with a room that is completely red. The lights and floor will be covered with a bloody texture, similar to what is seen in Seek’s chase. If there is exposure to the outside, the rain will be a blood red color, and if there are Seek’s eyes in the room, the scleras will turn red as well. Overtime, this room will slowly fade away back to normal, but the rain will stay as it is until they proceed to the next room. Blood Rooms have the lowest chance of spawning out of all Room Mechanics (tied with Shadow), that being a 1 in 2000 chance. These rooms can occur as early as Door 101 and as late as Door 200.
Flooded Rooms [ ]
Flooded rooms are rooms where the ground is covered by shallow or deep water. Players are prone to drowning if some of the rooms contain deep water.
Special Locations [ ]
These are locations in the Mines that are different and unique to most rooms located in the floor. All are guaranteed to spawn in their respective locations. There are 11 Special Locations, listed in order of appearance during a player’s run in the Mines.
Elevator [ ]
Main Article: Elevator
The Mining Elevator that crashes into The Adit.
The Adit [ ]
Main Article: The Adit
Room 100.5, the first room players encounter when entering.
The Chasm [ ]
Main Article: The Chasm
The room where the player first encounters the Figure, after escaping from the Hotel. It consists of an open area with two bridges running across it. It most commonly spawns on Room 110-113.
The Caverns [ ]
Rooms 140-148, A series of rooms where the first Seek chase takes place.
The Nest [ ]
Main Article: The Nest
Room 150, a vast cave, where the Grumbles reside.
Jeff Shop [ ]
Main Article: Jeff Shop
Room 152, A shop run by Jeff, now located within The Sewers, where players can buy items.
The Sewers [ ]
A series of rooms after The Nest where the Jeff Shop, The Railway Station and The Sewage Pipes are located.
The Railway Station [ ]
A puzzle room that can spawn between Doors 153-194.
The Sewage Pipes [ ]
Rooms 195-198, it’s the location of the second Seek chase.
The Dam [ ]
Main Article: The Dam
Room 200, where the final Seek bossfight takes place.
The Woods [ ]
Main Article: The Woods
A forest that players walk through after escaping the Mines. A castle is located nearby, where the final cutscene takes place.
Secondary Locations [ ]
Secondary Locations are rooms that are unique to most common rooms but are less noticeable and important.
General Rooms [ ]
- Room 101: The room after The Adit that contains a minecart and two rails with a rail lever.
- Sinkholes: Lush rooms that are exposed to the outside. They contain Shears and/or green vine containers that can be opened with them, giving players decent loot, like The Bulklight, or even a Laser pointer. Bridge Room: A room that usually spawns between Door 4 and Door 12, that showcases a ditch and a bridge running over it. It always spawns as a generator room.
- Pit Room: A room that contains a deep pit which can be accessed by a ladder. There are two possible ways to escape this room. The first way is to go down into the pit, and the other way is to cross a plank which runs over the pit.
- Deep Flooded Room: A room completely filled with water, that players have to navigate. There are air pockets that players can use to avoid drowning.
- Room 149: The room between The Caverns and The Nest. It contains a platform with lockers either side, and a buffer gate in the middle. This room marks the conclusion of the first Seek chase, and the beginning of Door 150.
- Room 151: The room between The Nest and the Jeff Shop, which contains a manhole that leads to The Sewers.
- Sewer Pillar Room: A room that spawns within The Sewers. It’s a room that has pillars on each side of the main walkway.
- Sewer Maintenance Room: A room that spawns within The Sewers. It’s a large room with two floors. The upper floor showcases a large, open sewer area with a generator, and four ladders either side that leads to a lower floor, with sewage water flowing through the middle and doors either side.
- Room 199: The room between The Sewers and The Dam.
- Secret Room: A secret room that players can encounter within The Sewers that is completely open to the outside. Walls line each side of the room, but there is no roof. Green-vine chests can spawn in this room.
Entity-related Rooms [ ]
- Figure’s Caves: Two rooms in which players encounter Figure after The Chasm. The first room spawns before Door 150, and the second after. The second room contains a generator that must be powered in order to escape.
- Halt’s Cave: A room where Halt spawns, where players have to move forwards and backwards accordingly.
- The Ravine: A long, flooded room, with exposure to the outside. This room is where Seek seeps out of a metal pipe and begins the chase. This room spawns at Door 140 and 195 respectively.
In-Game Soundtrack [ ]
See Soundtracks for a full collection of sounds.
Trivia [ ]
- The Mines is the players’ first interaction with water or any other fluids.
- If a player’s head stays underwater (in a room where water is high enough to cover you entirely) for too long, they will eventually drown and die.
- In other words, players can only jump during encounters with Seek.
- However, players can join someone else’s elevator if they have the Rock Bottom badge.
- This, however, results in a -50% penalty on knobs for not beating the Hotel.
- People who obtained Rock Bottom before Hotel+ will be allowed to make elevators.
Related Achievements [ ]
See You Soon
“That sure was the beginning”
Escape the MinesWhoever Smelt It
“Dealt It”
Survive a Fireswamp Leak
- This, however, results in a -50% penalty on knobs for not beating the Hotel.