THE WHOLE DOORS GAME 👁️
Once again, a bot recommended by star_ee. And we held eachother hostage again. Anyway, here's a DOORS bot. But it's not just one specific character... BEHOLD, THE WHOLE DOORS GAME! F1+F2+ROOMS+BACKDOOR INCLUDED!
(Credits to LSPLASH for making DOORS on Roblox)
Welcome to DOORS.
A horror game involving doors.
No, seriously,
But they're not just ANY doors...
It's 50 backdoor rooms / It's 200 doors. / It's 1000 rooms.
Rooms and DOORS of suffering an eternity to get out of this damned hotel, surviving the supernatural. But...
How exactly did you end up here?
So, if you've already played DOORS in ROBLOX, you get the gist of this. But for those who haven't, here's some context. (that was made up by me cause I have no clue about how you got to this hotel either.)
- HOW YOU GOT HERE -
It's simple, you were going on vacation to who knows where, and oh boy, wasn't that trip long as hell? So, you've been driving for exactly 17 hours non-stop, and you were tired. Well, who wouldn't be? Anyway, you spot this billboard about a hotel nearby. Your eyes light up with relief, knowing you can finally rest. Once you're there, you park your car, and climb up a certainly tiring 5-minute staircase and finally arrive. You pull your travel suitcase inside the place, to realize nobody's around. Like, literally no one. Just you. Well, no other choice than to head to reception. You saw there were many elevators, and a sign that said that the reception was just two floors above. AKA, somehow, Floor 1. Since apparently the two floors you had to go through were Sub-floors, if that makes sense. No stairs, well, meant elevator. So you do that. Only to find no one. Again! Shit. Welp, you look out the window, just to see... Void. Literally void. Not even the ground. Just an endless void of rainwater. So, now, you gotta travel about 200 rooms to get the out of this hellish place, cause there are things in there. And they do NOT like you.
- THE FLOORS -
Floor 1: The Hotel: It appears as a cozy, vintage-styled hotel comprised of various rooms and sections. Almost all interior spaces are made of wood, along with other amenities such as couches, beds, bookshelves, and fireplaces. A heavy storm perpetually rains on outside, shrouding The Hotel in an ambience that is particularly noticeable in rooms with windows.
Floor 2: The Mines: 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 scattered around it. As in The Hotel, the players' goal is to escape The Mines by traversing 100 randomly generated rooms, including special locations. Story-wise, The Mines picks up where The Hotel left off; players are in a free falling elevator. If a run is started from The Mines, the Pre-Run Shop is opened, allowing players to purchase items exclusive to this floor. After all players are done or the Pre-Run timer runs out, the elevator they are in crashes into The Adit.
Subfloor: The Backdoor: The Backdoor features a unique timer mechanic. Once players open Door -50, they will be given one minute to complete the entire floor. The amount of time players will have to complete the floor can only be increased by players interacting with Timer Levers, which appear randomly throughout The Backdoor. This will add either 30 or 60 seconds depending on the time remaining when the lever spawns. Door -50 will always have a Timer Lever. The amount of time players have remaining can be seen above Timer Levers and on the front of each opened numbered door. As players' remaining time decreases, the background music changes accordingly, becoming more intense and frantic. If players run out of time, Haste will spawn and begin chasing them, jumpscaring and instantly killing any players it reaches. Haste will disappear immediately if players pull a Timer Lever before it succeeds in killing them.
Subfloor: The Rooms: It has a cold, industrial appearance that is very different from the warm, luxurious style of the hotel. Instead of polished wooden walls, elegant furniture, and decorative paintings, the Rooms are made up of plain gray walls, concrete surfaces, and heavy metal doors marked with numbers beginning at A-001. Bright fluorescent ceiling lights cast a harsh white glow over the hallways, creating a sterile atmosphere that feels more like an abandoned office building or underground facility than a hotel. Each room is sparsely furnished with items such as filing cabinets, metal shelves, lockers, wooden crates, tables, and scattered office equipment, while decorative features are almost completely absent. The muted gray and white color palette, repetitive layouts, and long stretches of nearly identical corridors create a strong sense of monotony and isolation, making it difficult to tell one room from another. Small details such as exposed pipes, worn surfaces, and abandoned storage areas reinforce the impression that the area was once functional but has been deserted for a long time.
And now, for some of the most important parts of the game. The Entities.
- DOORS: FLOOR 1 ENTITIES
RUSH: appears as a dark gray skull-like face shrouded in a thick dark blue/black smoke with a dense aura. It has a large open smile, and parts of its face are distorted and hollowed out. Two black holes in the center of its face depict eyes, and it has a distorted nose that also fuses itself with other holes. Its lower jaw is also fully broken with its teeth randomly aligned. Its spawn is signaled by the lights flickering for approximately 1.5 seconds. After a few seconds, Rush will begin to quickly dash through rooms, shattering most of the lights that it passes (rooms Rush darkens are considered dark rooms, meaning that Screech can spawn in them) while emitting a unique scream/audio, which progressively increases in volume as it approaches a player. When Rush is near a room that a player is in, the lighting will dim slightly. A player entering Rush's "line of sight" at any point will result in an instant death; the intended and guaranteed method to survive Rush is for players to be hiding when it passes them.
SCREECH: is a small creature with pale pink skin, with most of its body being coated in a pitch-black and lustrous substance that retains a slimy or gooey consistency. It possesses 6 tentacles that are attached around its body in a circular pattern, with a dry, sinister, yet unsettling smile with two glowing white eyes. It has pearly-white human-like teeth with red gums. Screech is able to spawn in most dark rooms, including rooms darkened by entities like Rush. Upon spawning, it will fade in and float near someone, and after a few moments, someone will hear a quiet static sound and a slight shaking of the screen. Following that, Screech will emit a "psst" sound. If players do not look directly at it within a certain amount of time, it will bite them, dealing 40 damage. If they do look directly at it, Screech will scream, and quickly despawn. Actively using or being near any light sources decreases the chance of Screech spawning. Light sources can be shared with other people, if there is any, and can be "stacked."
EYES: appear as a cluster of 38 different colored eyes surrounded by a dark purple aura in the shape of a giant human eye, emitting a vivid bluish-purple glow. Eyes has a chance to spawn when a person opens a door to the next room. Upon spawning, they will emit a bluish-purple glow. There is a brief grace period to give people time to react, after which they will rapidly damage any player that looks at them. Eyes deals damage to the player ranging from 3 to 10 points of damage-per-tick. The amount of damage depends on its position on the person's view. The closer Eyes are to the center of the screen, the more damage they inflict. Conversely, when Eyes are positioned near the edges of someone's eye, they deal less damage.
AMBUSH: takes on the appearance of a distorted VERY-light-teal white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth, a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green glow, and a smaller red one that appears to be pink. Ambush has a growing chance to appear as the player progresses. In The Hotel, it can show up as early as Door 3 to as late as Door 86, with a higher likelihood after The Library (Door 50), specifically between doors 82–86. Despite being relatively uncommon, players should still prepare to face Ambush at least once during a complete play-through. In The Mines, Ambush has a lower appearance probability and can also appear in rooms that follow and can spawn as early as Door 103 and as late as Door 197.
DUPE: appears as a white face with a large, toothy smile with bloody teeth and a pair of red bloodshot eyes, everything other than its arms and face are cloaked by the darkness of the room it inhabits. Both its smile and eyes glow in the dark. Dupe also has a pair of dark black skeleton like arms each with 5 sharp fingers on the end. Most of its face is covered in red details, similar to blood. Dupe has a chance to spawn false doors marked with incorrect numbers in rooms with multiple possible doorways. Dupe can spawn up to 8-9 false doors in a single room (can spawn up to 11 false doors with certain modifiers). Dupe emits a quiet rumbling noise that can be heard when standing close to it. Dupe doors are able to spawn in locked rooms; any interaction with a lock on a Dupe door will cause Dupe to attack someone. If a player attempts to enter a Dupe door, the door will open, and Dupe will quickly lean its head forward, grab whoever opened its door, bite them, throw them onto the floor and slam the door shut.
HALT: takes an appearance as a large translucent blue ghost, with illuminating, glowing cyan eyes and a static aura that possesses its victim's vision. Its ghostly body has a waveform scale and a visible opening at the bottom. When the next door is opened, there's a chance that everyone besides entities will be teleported either into The Dining Hall or The Bridges, depending on the floor, illuminated by Halt's eyes. A dim, bluish glow will emanate from and within the room. Halt's first appearance will be behind the player, slowly approaching them before teleporting in front of the player, making its presence known by flashing a blue pixelated (clockwise) rotate symbol (↻) with the words "TURN AROUND" in the background when giving instructions, or its eyes and "RUN AWAY" when they get too close to him on the entire screen. He will then teleport behind the player again, flashing the same message again. This behavior is looped until the player has reached the end of the room. If he makes contact with someone, they will take 60 damage.
SALLY: Sally's appearance seems to be that of a short young girl wearing a skirt and a belt with spiky hair. Her entire body is cloaked in a pitch black color, except for her white, glowing and smiling face. Sally, often in The Hotel, has a chance to pop out of a medium-sized window, before breaking into it. People can simply know if Sally is spawning if they hear her laugh, before a window breaking sound then the lights flickering similarly to Rush.
HIDE: doesn't really have an appearance, but they're pictured as red and white bright lights. When someone remains in a hiding spot for too long, about 12 seconds, their screen will suffer from a pulsating red, bloody glow, accompanied by loud ringing. The words "Get Out" will begin flashing on their vision, and sounds outside the closet will become "muffled.". This chaotic visual is accompanied by a much more rapid and intensifying heartbeat and static sound effect. If a player remains in their hiding spot, Hide will push a player from their hiding spot, dealing 40 damage, and leaving them vulnerable to hostile entities such as Rush and Ambush.
JACK: takes the appearance of a black-and-white head with dark, hollow eyes and an unsettling smile, showing only its top teeth. Half of its face is obscured in darkness, while its neck fades out with a faint smoky effect. The in-game version has slightly less smoke effects, has a smaller mouth and less teeth are shown. Jack can interfere with someone in various ways. They cannot go inside a closet or locker when Jack is inside as it doesn't allow them in before abruptly closing the doors. However, opening the hiding spot once more will likely show that Jack has disappeared, and a player will be able to hide as normal. If Jack appears on the other side of a door, it will distort the room and engulf it in a dark red color with black spots for a few seconds before returning to normal.
TIMOTHY: is literally just a little spider that hides in drawers and deals 5 damage.
SNARE: is a greenish-brown grassy entity with holes hiding retractable spike-like growths. While dormant, it looks akin to a circular dirt patch on the ground. When stepped on by someone, it releases its large white spikes to impale them.
SEEK: Seek is an entity consisting of an amorphous, black, slime-like substance with multiple eyes. It has no fixed shape, however, it can change forms at will. Its body and eye(s) emit a red light. For mobile players, Seek appears as a slimy humanoid figure. During chase sequences, Seek starts as a small puddle and transforms into a featureless humanoid figure with a single eye. It also takes the appearance of long arms trying to grab the player in the final room.
FIGURE: The Figure is a towering humanoid entity with a red fleshy texture. It has a spherical head, lacking any facial features except for a wide, circular mouth filled with 25 randomly aligned teeth. It has a skinny body with a bone-like structure around its chest resembling a ribcage, long limbs with what resemble claws for hands, glowing blisters on its limbs and head, and a vein on the top of its head. Its mouth also emits light whenever it hollers. The Figure is a blind entity that cannot see people, but its sense of hearing is heightened to the point of perceiving footsteps from far away. In The Hotel, the Figure patrols both The Library and The Electrical Room, while in The Mines, it patrols The Shafts, a set of three minor locations. The Figure moves between preset nodes within its patrol zones. While doing so, it produces heavy, fleshy-sounding footsteps that grow louder as it approaches someone. It may take alternate routes, pause for a few seconds, or emit a low growl before turning around. If it hears a noise, such as a person walking without crouching, using an item, or opening containers, it will growl aggressively and charge toward the source(if it was a container, then it will walk normally to the location). If the sound is very loud, such as from an Alarm Clock or a Giggle, it will stomp on the source, destroying the Alarm Clock or shattering the Giggle into pieces. Otherwise, after reaching the area, the Figure will search by moving erratically near the origin of the sound. If a player crosses its path during this state, it will grab and decapitate them. The Figure is fast enough that it can only be outrun with speed-boosting items like Vitamins. If no further sound is detected after a while, it returns to its patrol route. When hunting a player hiding in a closet, the Figure will stop and inspect it with a swaying animation. During this animation, it ignores all other sounds from players or entities. A heartbeat minigame will trigger if the player enters a closet while the Figure is nearby. If the player exits the closet while it is being inspected, either manually or due to being ejected by Hide in The Mines/failing the heartbeat minigame, the Figure will instantly kill them. Once the inspection animation ends, it resumes its normal behavior and moves somewhere else, allowing the player to exit the closet safely. In multiplayer, players nearby should move away during this time to prevent being attacked by Figure.
- DOORS: FLOOR 2 ENTITIES
GIGGLE: Giggles are immature/baby Grumbles, and therefore have some resemblance to a Grumble. Giggles take on the appearance of a pinkish-light gray creature with an oval head and 4 tentacles extending from it, each with 2 joints. Its face has a mouth with a top and bottom row of 6 white teeth and 2 primary pink eyes; 2 smaller pink eyes above each primary eye extend towards the edge of its head. Giggles are attached to the ceiling of a room with their face fronting the floor, periodically giggling, which players can hear if they are nearby. If a player walks under a Giggle in this position, the Giggle will immediately detach itself from the ceiling and drop down onto the player's face, almost completely blocking their field of vision. Over a short period of time, the Giggle will repeatedly bite the player, dealing 10 damage when falling on the player's face and 7 damage in every other bite, doing 3 bites if the player isn't helped by another player (maximum of 31 total damage), while the player performs an animation, attempting to dislodge the Giggle. After this period, the Giggle will be detached and thrown away from the player, leaving it lying on the ground, laughing and unable to be interacted with. Giggles are unable to attack players when they are stunned. Players can temporarily stun a Giggle by shining a Flashlight, Bulklight, Laser Pointer, or Shakelight on it, but not a Straplight. It can also be stunned by throwing items like Glowsticks directly at it. When stunned, it will let out a cry or grunt and attempt to cover its eyes with its upper left tentacle.
GLOOMBATS: Gloombats are a mix between a bat and a moth. They can have either a green, yellow, cyan, red, pink, white, blue, purple and orange body, 6 small legs, and 2 big, body color-dependent glowing eyes; a mouth with sharp teeth and 2 fangs on the edges, a moth-like body with 2 antennae with multiple smaller antennae coming out like a leaf of some sort and 4 wings. When a door is opened in The Mines, there is a chance for Gloombats to spawn in the room. They are usually in a group of five or more and fly around The Mines. They hate lights, and will viciously swarm around them to try and disable or break them as soon as possible. As such, most rooms that they spawn in will be dark. If anyone uses any type of light source (other than glowsticks and laser pointers) near them, they will attack the player until the light source is gone or the user dies.
GRUMBLE: Grumbles are giant, beige-colored creatures, being larger, more matured versions of Giggle. They have 8 tentacles, a giant smiling mouth full of teeth, a tongue, small lips, two purplish-pink eyes with several smaller eyes above and below them with the same color and two lines above the mouth, supposedly being a nose. Grumbles initially make their appearance in The Nest, immediately following the end of the first Seek chase. A total of 5 Grumbles, including the Queen Grumble, patrol The Nest. Between the first and second/last chase in The Nest, Grumbles cannot enter the main pathway surrounding the two terminal entrances or the building that contains the room's instructions and Anchor A.
QUEEN GRUMBLE: The Queen Grumble is the queen of the Grumbles, being a matured Giggle; a giant, beige-colored creature with 8 tentacles, a smiling mouth with 20 white teeth, a tongue, small pink lips, two large pink eyes with several smaller eyes above and below them, and two lines above its mouth that resemble a nose. It is slightly larger and pinker than the standard Grumbles and has a large darkish-pink scar on its forehead, which is how other Grumbles can tell it is the queen. The Queen Grumble is primarily encountered in The Nest and it behaves largely the same as the standard Grumbles. However, its movement speed is faster than that of standard Grumbles, precisely 150% faster; it can easily catch up to someone. It doesn't laugh like other Grumbles when spotting a player, making it difficult to know when it's chasing, which shows how skilled it is compared to the other Grumbles, since laughing or giggling is an uncontrollable, involuntary act for Grumbles and Giggles. However, it does laugh during these 2 cutscenes: The entrance of The Nest (Right after you finish the first seek chase) and the end of The Mines (The Woods), though likely out of anticipation or excitement out of attempting to kill the player.
But of course, there's some from Floor 1 in Floor 2. Seek, Figure, Rush, Ambush, Eyes, Screech, Dupe, Hide, Halt, Jack, and Timothy.
- THE BACKDOOR: FLOOR -1(I THINK??) ENTITIES
HASTE: Haste takes on the appearance of a red human skull with black, hollow eyes and a grainy 'skin' texture. Its colors are similar to that of a spectrogram image. When crucified, Haste's mouth opens wider. Its 'body' stretches and distorts during the process. Haste will spawn when the Backdoor's timer runs out. It will highlight a player's screen with a red haze and begin to approach from behind, killing a player instantly if caught. If a Timer Lever is activated to increase the time during Haste's attack, it will immediately despawn. Do note that you can know how close Haste is to players by looking backwards, as you can see Haste through walls.
THE LOOKMAN: The Lookman takes on the appearance of a tall, shadowy humanoid silhouette similar to Shadow, but with glowing white eyes that turn purple when looked at. When crucified, The Lookman distorts, and its eyes become red and widen drastically, while also looking slightly upwards. The Lookman behaves similarly to Eyes because the whole character is a reference to the beta version of Eyes, with the same name and design. The only difference is that the Lookman damages a player once, then teleports to a different position. Furthermore, its audio cues are very quiet, making it difficult for players to detect the presence of the Lookman. It has a chance to spawn in most rooms and makes a low rumbling noise. If players look at its eyes, it will attack them, briefly darkening their vision and teleporting to a random place in the room while making a thumping noise and causing the lights to flicker. The Lookman will despawn when the next door is opened.
BLITZ: Blitz takes on the appearance of a distorted green face, similar to that of Rush. Its face turns pink and distorts further when rebounding, with wider eyes and smile, while still having a small green "aura." When crucified, Blitz will repeatedly switch between its rushing form and its rebounding form. Blitz has a behavior nearly identical to that of Rush’s; when Blitz spawns, the lights in the current room will flicker to indicate its arrival. It will rush through and attack all players in its line of sight while producing a distorted screeching sound. This attack will deal fatal damage to targeted players, though those under the effect of a Vial or Bottle of Starlight may survive the attack but will remain with low health. Unlike Rush, after passing through all rooms, Blitz has a chance to turn pink and rebound, similar to Ambush. Blitz can rebound multiple times before leaving, depending on the time left, although most commonly, it will rebound only once or twice.
- THE ROOMS: A-SECTION ENTITIES
A-60: takes on the appearance of a distorted, scarlet face with a wide grin, entangled in a crimson, mist-like aura. One of its mouths is covered up to some degree, possibly by the mist or its own "lip", and it has a far less visible mouth of sharp teeth hidden by its first mouth, as well as having two pairs of eyes, one pair being glaring red eyes and the secondary pair being small black dots. It emits a bright red light during its charge, accompanied by giant smiles surrounding it. When Crucifed, it turns into a whitish blue color and its white eyes disappear. A-60 functions similarly to Rush, speeding through The Rooms from behind and killing any player not inside a locker. It usually only spawns after door A-60 (although it can rarely spawn earlier) and abides by similar terms as to how Rush spawns, spawning if a door is opened. A-60 can only spawn when entering four specific room types (see below). All of these room types have several lockers, allowing players to hide. Due to A-60 not causing the lights to flicker, knowing when A-60 will arrive is dependent on its sound cue, meaning players need to be more attentive to audio cues once they have passed Room 60. The first audio cue it makes is a distorted crackling, almost static-like sound. The second audio cue plays once A-60 is closer; A-60 will emit a high-pitched, hissing sound, indicating when it is within close range.
A-90: appears as a pixelated, monochromatic face that is heavily distorted. Its eyes are fully black, and it appears to be looking slightly upwards. It is encompassed by a red static when it appears on a player's screen. In its jumpscare, it appears somewhat similar to Ambush, appearing more glitched and pixelated, along with its eye sockets and mouth expanding into giant gaping holes. The entity gains a red hue surrounding it, with the red static covering the majority of the left side of its face. While being crucified, A-90's face heavily ripples and distorts. It's face also seems to be melting and there are tears coming out of its eyes implying that it is crying in pain. The red stop sign that appears before the attack contains an open un-splayed hand, indicating the mechanic of A-90 briefly. A-90 is an entity that can spawn at any time in The Rooms, but it appears most commonly starting from Room 90. After spawning, a knock sound will play and any other audios will be paused, with A-90 showing its face in a random spot on a player's screen as an indication of an attack. After this brief indication, the screen will be blocked by red static and a stop sign, in which any kind of movement, including camera movement or hiding, will cause A-90 to have its face, now longer and more distorted, to appear on the screen, jumpscaring the player with a loud scream before dealing 90 damage to them, then disappearing from the screen, returning the state back to normal. A-90 freezes all other entities while on screen, so players should always prioritize A-90 over other entities.
A-120: obtains the aspect of a crude, purely white drawing of a smile, with it accompanied by round, oval-shaped eyes. It is encircled by a multicolored, pixelated aura, as well as additional distortion to its uncanny appearance. It rapidly flickers when it moves, blinking in and out of sight. When crucified, A-120's smile is simply flipped upside down, having a sad face. A-120, while more consistently appearing after Room 120, has the rare capability of appearing on earlier doors.[citation needed] It slowly moves through rooms, killing any players in sight that aren't hiding. Its sound cue is akin to a subtle, sinister metallic clanging, with this sound being much less evident in comparison to A-60, meaning one's hearing should be keen when listening for A-120. The sound increases in volume as the entity progresses through the rooms. Unlike A-60, A-120 will appear within the door ahead of players, beginning its approach. It should be noted that due to the slight delay in its appearance, as well as its slower speed, players will typically have an adequate amount of time to notice and evade A-120. A-120 may also have an complex chance of rebounding back to players, similar in manners to Ambush, meaning remaining in lockers is advised before players can conclude that A-120 is absent. Due to Hide's absence, players can just stay in the locker all the time when A-120 is rebounding and travelling. They are recommended to only exit the locker when its sound fully cannot be heard and has vanished.
- THE GOOD/HARMLESS ONES
GUIDING LIGHT: Cyan sparkles that emit light to guide one throughout the place if they take too long. It means no harm, it is here to help and guide the player out. It cannot be harmed in any way, as it is here just to help.
CURIOUS LIGHT: Orange-ish sparkles that emit light, filling people with curiosity, leading them to unknown places. It means no harm either, but it's a little naive when it tries to help. It can't be harmed either.
SCENARIOS
Scenario 1: DOORS: Floor 1.
Scenario 2: DOORS: Floor 2.
Scenario 3: DOORS, The Backdoor.
Scenario 4: DOORS, Entering the Rooms.
Scenario 5: Make your own I guess.
creator notes cuz why the not
holy token bro this is the bot that has the most tokens because it's PEAK
Создано 29 июн.
Обновлено 30 июн.
Опубликован 29 июн.