Introduction
The popular Roblox game Doors came out with its new floor on August 30th, 2024. The newest floor takes place in a labyrinth of mineshafts deep below the Hotel. The Mines host a multitude of strange new creatures and mechanics, but many old friends make an appearance. Here’s a guide to the big updates and changes for Doors Floor 2.
Room Generation
Going through the Mines is a much different experience than going through the Hotel. Unlike the Hotel’s linear progression with clear exits, the Mines are like a labyrinth, with tunnels criss-crossing over one another and a bunch of endless mazes all running in one room. Although the Mines retained the Hotel’s cabinets and drawers, they added item lockers and toolboxes where players can discover more loot. Due to this, much more loot can be found in the Mines than in the Hotel, most likely due to the increased difficulty of the Mines. Many new set room generations also occur and are each listed below, followed by some descriptions.
Firedamp Rooms
These rooms contain a noxious, flammable gas that poses a great threat to players. Staying too long in this room will cause the player’s vision to get blurry, and the player will eventually receive the Game Over screen. Similarly, using a lighter in this room will cause an explosion that will only affect the player with the lighter, blowing them back to the lobby. Players can leave the room to reset the effects of the gas.
Greenhouses
Greenhouses generate randomly within rooms and contain a very useful item, the Shears. Shears can be used to cut grass off of boxes in the greenhouse. These boxes usually contain powerful items, from the Bulk Light to the Crucifix. Shears can also be used to cut vines in the next room we will explore: the Nest.
The Nest
The Nest is the room in which the Door 150 boss fight plays out. After escaping Seek, the player will be thrown into the Nest, home to the Grumbles, a new entity exclusive to the Mines, which we will talk about in greater detail below. The Nest consists of many intersecting tunnels and hallways which the player has to navigate through in order to open the exit door. Some sections are blocked off by vines, which the players can use the Shears to cut. All critical objectives are accessible without the Shears, but require more exploration to complete.
Now, let’s explore some entity changes made as part of the new update, as well as visit the new entities added to the Mines.
Recurring Entities:
Ambush
Ambush shares the same mechanics as his Hotel counterpart. However, as part of an overall update, Ambush’s rebound rate has been reduced. This entity should be less annoying now!
Bob, El Goblino and Jeff
The trio resides in another one of Jeff’s shops on Door 151. El Goblino has unique dialogue for the mines, and Jeff now has idle animations, such as him flipping around a coin he obtained. Don’t mess with his radio, as his tentacles will reach across the counter to turn it back on, then give you a cold glare. (Who knows what hides behind those shadows?) Bob is nonchalantly sitting in his chair, as usual.
Dupe
Dupe is also unchanged overall in the mines, except for the fact that he now has tentacles, which he uses to grab you and smack you to the floor. Ouch!
Eyes
Eyes, for the most part, remain with the same mechanics. However, in the Mines, Eyes is granted the ability to teleport. Eyes is no longer a minor inconvenience that can be passed easily. Every few seconds, Eyes will teleport to a location near a player’s line of sight, which can be deadly when paired with other creatures. Try not to give it any attention…
Figure
Figure is no longer a boss for the Mines. Instead, the figure makes an appearance in 2 rooms, one of which is traversed easily as long as you don’t fall off the bridge. The second requires precise timing, waiting for the Figure to make his cycles before approaching the exit. Graphical changes to the figure include a light on his head, which used to only be present on Door 100. Overall, Figure is much more sensitive and more aggressive towards any noise made, like drawers opening; he will make a beeline to any noise he hears and relentlessly hunt down its source. Due to his increased aggressiveness, closets are now safe to use with the figure around and will not prompt the heartbeat minigame, making it the only option that is completely safe to use against Figure. Additionally, an alarm clock is present on door 50, which can be wound up and thrown anywhere to get the Figure to run to that location, distracting him momentarily. Who’s all figured out now?
Glitch
Glitch continues to serve the Doors gaming community by acting as a failsafe for unloaded rooms and well,… other glitches.
Halt
Halt’s mechanics remain the same for this update, but the locations in which he spawns are completely overhauled. In the Hotel, Halt no longer spawns in a long empty corridor, but in a restaurant instead. Navigation is an additional challenge, as attempting to walk through the scattered tables without losing speed is difficult. In the Mines, Halt inhabits a single curved cavern, but the winds and turns of the cavern only add to the deadliness of Halt’s chase.
Hide
Hide’s mechanics have been overhauled for this update. Now, Hide will no longer kick you out if you stay too long. Instead, the heartbeat minigame will play if you stay for too long, and the longer you stay, the faster the heartbeat plays. Unless you are a superhuman gamer, you will inevitably be kicked out of the closet and take some damage like before. With that being said, Hide is not present in the library anymore. In the Mines, Hide will prevent you from hiding in the same place twice in a row. Attempting to access the same place twice will result in damage and an inability to hide for a brief amount of time.
Jack
Jack remains unchanged for this update, still serving as an occasional jumpscare.
Rush
Our old friend Rush is still the same guy we know and love. However, in the Mines, his arrival will also be indicated by the shaking of the caverns, as well as flickering lights. Additionally, Rush can now rush in from rooms ahead of you as well, and stays two rooms ahead of you (when approaching from previous rooms).
Screech
Screech uses the mechanics as his pre-Mines counterpart, but receives a huge advantage in the Mines. For Screech to spawn, a room must be dark enough, but since the Mines are underground, all rooms are considered dark enough. This makes Screech ever-present in the Mines, so always be looking over your shoulder!
Seek
In the Hotel, Seek’s animations were changed, and the chase sequence got some slight changes. Seek is a prominent part of the Mines. At Door 150, Seek creates an epic chase sequence involving jumping over chasms and testing your driving skills in a minecart. Seek also serves as the final boss of the game, featuring a dam covered in Seek goo. Here, players have to turn valves in order to open up the dam and flush Seek from the premises, while the goo manifests into hands that progressively become more aggressive.
New Entities:
Giggle
One of the first new entities you meet on your journey through the Mines, Giggles causes a great deal of trouble. They stick to the ceilings of rooms, and if you walk under them, they will jump on your face whilst laughing and keep doing damage over time until you manage to throw it off or until someone else grabs it off your face. Sometimes, they completely block the path of a room, and must be presented with the Crucifix in order for them to be defeated and for the player to proceed. They can be temporarily disabled when hit with a glow stick or a laser pointer, both new items introduced in the Mines. Who’s laughing now?
Gloombats
Gloombats are swarms of moth-like creatures that can be found throughout the Mines. They swarm around sources of light and destroy them. If a player is holding a light, the bats will do damage to the player until the light is turned off or the player dies. They are not bound by rooms, so a swarm of them can carry over multiple rooms. Gloombat eggs also spawn on the ground, and stepping on these will release more Gloombats and will sometimes do damage to you as well. Gloombats are not dangerous by themselves, but can become dangerous when paired with other entities like Giggle.
Grumble
Grumbles are mature Giggles, being over 10 times larger than their early-stage counterparts, and can fling players around as well as consume them whole. They are the main obstacle after the Door 150 Seek chase. After Seek loses track of you in the mess of minecart tracks, there are terminals you must activate in order to open a door and proceed further into the Mines. This door is only opened when a code is imputed into 4 terminals scattered around the Nest. Grumbles can only go through major parts of the map, making smaller areas safe from their massive tentacles. If a Grumble sees you, it will attempt to fling you around before eating you whole.
Final Takeaway
The Mines is a much more difficult experience than the Hotel, posing a challenge to veteran players who find ease in navigating the Hotel. The stark contrast between the Mines and the Hotel poses a greater challenge, as players have to learn new mechanics and deal with new foes. The Mines do not feel like a continuation of the Hotel, rather a level up from the Hotel’s comparative ease. The time that the developers put into this update was not wasted, as the entire framework of the game was overhauled. That only leaves the question, what’s in store for the future of this game, and what lays beyond the Mines?