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Speech "You died to Halt again... As you run, it may appear in front of you at any time."
- Guiding Light

Halt is a supporting hostile entity in DOORS, appearing in The Hotel and The Mines, inhabiting The Dining Hall and The Grotto, respectively.

Overview Appearance

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. Its old appearance was a tall purple ghost with glowing purple eyes, and its old appearance was from Eyes' earlier model. Its body visibly spins in a counter-clockwise direction.

Behavior Behavior

To warn players of Halt's presence, the lights will flicker longer than usual in comparison to Rush. When the next door is opened, all players will be teleported into The Dining Hall, 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 Halt's eyes and "RUN AWAY" when the player gets too close to Halt on the entire screen. Halt 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 Halt makes contact with the player, they will take 60 damage.

In The Mines, Halt's encounter will be in a much longer and more curved room, known as The Grotto.

Before the Hotel+ update, Halt's TURN AROUND screen was Halt's eyes instead of a rotate symbol (↻).

The player can use the crucifix on Halt, banishing it. Shortly after, the player will be forced out of the room.

In general, Halt's tactic is to disorient the player and provide a sense of claustrophobia whilst ordering them to turn around. Due to such disorientation, the player may lack a sense of direction, making Halt very deadly. To even further disorient the player, the entire encounter is in darkness, and is bathed in constant monotone static, accompanied by disturbing ambience noises that gradually raise in pitch, and gradual boosts that raise the speed of both the player and Halt. Halt needs to be dealt with as quickly as possible, as the encounter will just become harder over time.

DoorLocations

Main Page: The Dining Hall

Halt's room of residence, The Dining Hall, consists of a long room with tables, chairs and plants either side. Debris are scattered around, and cobwebs like the walls. At the end of the room, there is a stage, with the exit door. This room will always spawn after a room that has a longer light flicker and appears as early as Door 1 or as late as Door 90 (or Door 92 if it spawns in The Greenhouse). The room after The Dining Hall may vary, It can either spawn a normal room, a guaranteed room or a room with Dupe.

After the Mines update, Halt is almost always guaranteed to spawn after the Infirmary.

Previous Version

Prior to The Mines update, Halt's attack used to take place inside a long hallway consisting of drawers. It was a 2-part room with both rooms being identical.

Main Page: The Grotto

In The Mines, Halt will be present in a long, winding room, which currently has no (known) official name. It starts with a tunnel players have to crawl under. The player then moves around a collapsed section of rock. After moving through a small body of water, the player has to push a Minecart to break through the wooden barrier to access the final section: a snaking hallway leading to the exit door.

The Grotto contains two toolboxes that have better odds of containing better Items, such as a Bulklight.

Like with The Dining Hall, the room after The Grotto may vary, including but not limited to a room with Figure.

Notes

  • Prior to Hotel+, the chances of Halt spawning were 3%, or . However, after Hotel+, Halt's chances of spawning have increased from 0.1-0.5%. However, this does not seem to be the case for Doors that are between the second Seek chase and The Greenhouse, where Halt’s chances of spawning are increased significantly, unless if Ambush spawns, or Halt or Ambush have spawned in earlier Doors.
    • After The Mines update, Halt is almost guaranteed to appear in a run.
  • Halt can be encountered as early as Door 1.
    • Before the Hotel+ update, Halt could be encountered as early as Door 7 and as late as Door 96. Halt can no longer spawn in Doors 93-99 due to the addition of The Greenhouse. However, it is possible for Halt to spawn on Doors 90-92.
    • Halt can also spawn on Door 101 and likely 102 in The Mines, though this is probably unintended.
  • The player doesn't have to turn around when Halt appears in front of them, as walking backwards can also work, and takes less time.
    • If a player does not want to lose speed when going backwards, then they can instead turn ninety degrees to the left or right and alternate between left and right movement based on where Halt is located. Since there is no speed decrease when going sideways, this strategy is effective when the 'My Legs Are Killing Me' modifier is activated.
    • Before The Hunt update, there was also another way to beat Halt, for when it appeared in front of players, they could just hug the wall, wait for Halt to pass and then continue on normally.
  • Entering The Dining Hall or The Grotto will close the entrance to the room immediately, preventing players from backing out.
  • In some situations, the player can stand still, and Halt won't be able to reach them, though it is not recommended to rely on this.
    • In multiplayer, other players can go further ahead and make Halt faster, therefore making Halt able to get the idle player.
  • In multiplayer, other players will be rendered as ghosts.
    • Before The Mines update, players were rendered invisible.
      • This also happens during Seek's chase sequences. This is due to players being unable to see past and being distracted by the other players, resulting in decreased survival chances.
  • Halt will de-spawn when the player exits the room.
    • Halt can still go out of bounds. In that scenario, it's best to let it teleport behind the player.
  • Halt's speed was increased significantly since the Hotel+ update.
    • The closer the player is to the next door, the quicker Halt is, so timing is significant here.
  • Users can use vitamins against Halt at the very start of the room, as it will not spawn immediately, which will make the player to finish half of the room, but the player must keep an eye on "TURN AROUND" screens, but this will force them to return to a greater distance. Vitamins are riskier if the player(s) are using the "Watch Your Step", "Are Those Pancakes?", or "I Love Pancakes!" modifiers that makes Snare to appear in Halt's room, making it almost unnoticeable.
  • Entering Halt's room will instantly de-spawn any of the following entities: Rush, Ambush.
    • If Rush still hasn't started rushing, or if it's too close to the room, it won't de-spawn, and will enter the room, causing a guaranteed death as there are no closets in the room.
  • Being attacked by Halt after opening the exit door in its room will not damage the player.
    • However, if the player were to encounter Halt for a second time, they will immediately take damage with no way to avoid it.
  • In the Modifiers update, if you have unlocked "Hotel Hell" and enabled the "MAXIMUM OVERDRIVE" modifier during your run, you can use any available vitamins and run through Halt's cue without having to turn around, which makes it easy on one go if you get the right timing.
  • Halt could not spawn in Super Hard Mode.
  • As of The Mines update, Halt is almost guaranteed to spawn in Room 71 in The Hotel, usually right before the second Seek chase.
  • Halt's Cave is likely to spawn before the first Seek chase in The Mines.
  • Players can interact with anything in Halt's rooms, such as Minecarts, and have the interaction be global, which can lead to sabotaging other players by making them get hit by the minecart and Halt, which can lead to death.
  • Its possible for Eyes to appear in Halt's room. It is unknown if this is a bug or not[1]

Modifiers

  • If the "I'm Everywhere" modifier is enabled, Screech can attack alongside Halt.
  • If any of the modifiers that cause Snares to spawn are active, they can spawn alongside Halt.

Super Hard Mode!!!

  • Halt doesn't spawn in Super Hard Mode.

Bugs

  • Sometimes Halt can appear near guaranteed rooms (Room 89, Room 48...) and it would not be a hallway but rather a regular room. This has been patched.
  • There was a bug where if the last door of Halt's hallway didn’t load and the player would get Glitch, Halt's particles would freeze on the player's screen (which would also be blue) and Halt's sound effects would continuously play.
  • A bug previously existed in which Halt could appear at Door 1, but it has been patched.[2]
  • The candle does not go out when Halt spawns.
  • There's a glitch where Halt would not spawn and make the visual effect disappear.
    • Although the player would not be forced out and would have to walk to the end of the room.
      • The door will close after the player exits.
      • This may happen while holding the crucifix upon entering the room.
  • There was a bug in which Halt cannot reach the player if they move out of its way to small gaps between drawers and shelves in its hallway.
    • This was fixed in The Hunt update where players are unable to go to the side of the wall due to a invisible wall preventing this.
  • There is a bug in which reviving inside The Grotto and leaving will result in getting the Two Steps Forward achievement, despite dying to Halt.
  • There is a small chance when leaving Halt's Cave in The Mines, that the player will not be teleported correctly and get teleported back by Void. Then, the player will fall out of the map again, but get teleported by Glitch, then a second time by Glitch, and then teleported to the next room. For the duration of that room, Halt will still follow the player but deals no damage, and the player is given a speed boost.[3]
    • There is also a chance that Halt does not spawn for the player, leaving the room impossible to die to.
  • There is a bug where if a player spawns Halt while a player is climbing a ladder, Halt will immediately despawn.
    • This is only for the player that was climbing the ladder, as Halt is client-sided.
    • There's a rare chance that if The Dining Hall door closes when you're outside Halt's room, Void will teleport you into Halt's room, however, Halt does not spawn.

Trivia Trivia

  • Halt is named after the fact it "halts" the player from going further.
  • Halt's original name was "Shade".
    • It was also supposedly named "Hault" at one point.[citation needed]
  • Halt's first design is a reused asset of Eyes' older model.
  • Halt, similar to Screech, A-90, and Haste is a client-side entity, meaning every player will encounter a different Halt.
    • As a result, players who are dead and spectating the game will not see Halt and any of its effects.
  • The texture for Halt's eyes in the jump-scare is called "sanseyelol".
    • This also happens to be the same texture as Guiding Light's particles, Eyes' sparks, and the Flashlight/Shakelight's glow.
    • It was later renamed to "why are you guys commenting on this" with the description also changing to "bro..." If the "read more" button is pressed, it says "use code SCREECHSUCKS".
      • This code gives 25 Knobs.
  • Halt's model uses the "Glacier" material.
  • Like Window, Halt is not a decal but a 3D Mesh.
  • Halt has its own UGC accessory, dubbed "Halt Cloak"(legacy, see newer version)
  • On release, the hallways lights went off instantly with Halt being directly behind the player, confusing new players. This was changed, and the event now takes longer, making the encounter easier for new players.
  • Halt can still flicker the lights in a dark room.
  • If the player decides to stay in the room with Halt active for long enough, the loud ambience slowly increases in pitch and speed before abruptly ending, resulting in silence.
  • In multiplayer, hiding in a closet or under a bed with perfect timing can give the player ability to stay outside Halt's corridor.
    • If the player manages to witness Halt's corridor disappear, the player would be able to see Halt as it teleports to the end of the hallway falling into the void. This can also happen when being teleported by Glitch.
  • Should a player have a bad connection to the game, it is possible for them to skip Halt and walk to the next door.
    • However, there is a chance that Halt can pause and kill the player.
  • When entering a room with Halt, the Dark room audio cue can be heard.
  • Screech is able to spawn while entering a room with Halt, even if no modifiers are active.
  • The sound that plays whenever the "TURN AROUND" warning appears on screen can be found here.
  • If Halt gets too close to the player, the words "RUN AWAY" will start to flash on the screen.
  • Once the player exits Halt's room, they can no longer go back inside.
    • Before the Hotel+ Update, players could go back inside Halt's hallway and loot through the drawers.
    • Before the Hotel+ update, when people could loot through the drawers, the developers decreased the chance of items spawning in Halt's drawers.
  • Halt's jump-scare sound is the same as Glitch's but faster.
  • Halt is LSPLASH's least favorite entity, with him saying that it could be implemented better.[4]
  • Halt's body spins in a counterclockwise direction.
  • Halt has the same ambience as Eyes but in a lower pitch.
    • Halt's crucifix sound is the same as its ambience sound but higher pitched.
  • If one look closely at the Buddy System achievement icon, Halt's eyes can be seen. This includes achievements like Rock Bottom.
  • In The Mines, Halt can spawn as early as Door 103 (Door 101, although it's an uncommon glitch).
  • As of The Mines update, Halt is one of the three entities that can actually chase the player. Prior to the update if direction was switched, Halt would simply just go ahead and then teleport, though it could be that Halt could always chase the players but due to the structure of the old hallway it wasn't able to properly follow the player.
    • The other two entities that could chase players are Figure and A-120.
  • Despite its room in The Hotel changing in The Mines update, Halt's achievement icon still features its old hallway.

Achievement Related Achievements

Two Steps Forward

Two Steps Forward
"And one step back."
Survive Halt.

Two Steps Ahead

Two Steps Ahead
"I don't feel like dealing with you."
Use a Crucifix against Halt.

History History

August 30, 2024
Halt's Hallway was changed to look like an abandoned dining room in The Hotel.
March 15, 2024
Introduced invisible walls in Halt's chase that prevent players from standing to the side to completely avoid Halt. Batteries and coins can spawn on the containers in Halt's chase.
February 4, 2023
Fixed bug where Halt would spawn 1,000 times.
February 3, 2023
Increased Halt spawn rate and made it no longer break.
January 28, 2023
You can no longer enter Halt's hallway after you exit.
Halt's "TURN AROUND" message is replaced with a symbol. The entity has gotten significantly faster.
August 11, 2022
Increased brightness and added a slight delay to Halt's chase sequence.
August 10, 2022
Introduced.

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