"That sure was the beginning."
- See You Soon Achievement description
The Mines is the second floor in DOORS. It can be accessed after successfully escaping The Hotel, or creating an elevator, but it lacks the Achievements "Rock Bottom" 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 a player hasn't beaten The Hotel, but they will need to join a friend's elevator and will receive a -50% Knob skip penalty, along with being unable to get any Achievements).
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 scattered around it.
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 (Door 100.5).
You can also see next to the Elevator Shaft you and your team fell down, that there is possibly another floor beneath The Mines.
Just like in the Hotel, players will have to make their way through various randomly generated rooms, each separated by numbered doors. The goal is to reach Door 200 to reach an exit and successfully escape the Dam and go to The Castle.
The following content has spoilers for door 200 in The Castle. |
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Door 200: After defeating Seek’s blob form and powering the room’s generator, 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 to be easier with one saved item in total. At the end of the path is a castle; upon interacting with the door, a cutscene plays where players open it and look at what lies beyond, only to be startled and forced to seek shelter inside by the Queen Grumble rising from the ground behind them. Before Queen Grumble can attack players, however, a black, slimy arm latches onto her eye. The Queen Grumble screams in pain as she is enveloped in slime, and Seek’s humanoid form emerges from the goo as the castle doors close, bringing the mines to an end. Currently, the run ends immediately after this cutscene with a “To Be Continued” screen, awarding a player an achievement called See you soon..., though it will likely continue into the next floor when it releases. |
Entities[]
Main article: List of 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 players 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 around door 110 and door 120, and then one last time at the second of the floor around door 170. First in The Chasm under a bridge that players cross (harmless), second in an isolated room for a short stealth segment, and third in a room with a generator puzzle, all the while avoiding the Figure.
- Guiding Light - Guiding Light reappears on this floor. Released with this update is a new death animation/cutscene, where a player floats/swims in front of a large blue crescent moon. (Applies for both floors)
- Grumbles - Grumbles are the matured/adult version of Giggles. They guard the Queen Grumble, patrol The Nest and chase players on sight. Players can slow them down by shining a valid light source (The list are:- Flashlight, Straplight, Shakelight, Bulklight and the Laser Pointer)
- Queen Grumble - The Queen Grumble is the Queen of the Grumbles. It appears in The Nest, in the cutscenes before and after The Nest, and in the final cutscene of The Mines. It is shown to be significantly more feisty and 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 and a special minecart chase. 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 now makes earthquakes. 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. Alongside Rush, Ambush can make earthquakes now.
- 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.
- Halt - Halt reappears once on this floor, in The Grotto. It is not guaranteed that it will spawn, but VERY likely.
- Hide - Hide reappears on this floor with a physical form--it appears in the last hiding spot that a player hid in as a red creature that will deal damage to a 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. However, differently than the modifier "I'm everywhere" (that gives it the ability to spawn in any room, even boss fights), it won't spawn during the chase sequences and during and after the final boss fight (door 200).
New Entities[]
- Giggle - Giggles are entities that cling on ceilings and jump on players' faces if they walk right below it. They can be stunned by every light source except for the straplight. They can also be removed 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.
- Gloombats - Gloombats are entities that spawn in swarms. They break light sources and attack players holding them. Gloombat eggs also hatch one-two Gloombats when stepped on, dealing a small amount of damage to the player. The hatched Gloombats will proceed to attack a player, dealing 5 damage each for a brief moment.
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, although 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. However, he now sells five items.
- 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.
Hazards[]
- Firedamp - These are flammable gas leaks that can explode a player if they use a lighter in a room with these leaks. They can also cause a player to suffocate to asphyxiation from the deadly gas if they stay in the room for too long.
- Flooded Rooms - These usually have water that is only around 1 - 2 studs deep, but the claustrophobic flooded rooms can be pretty dangerous enough because in some parts, you will be completely submerged underwater. But rooms like this have multiple air pockets to let players regain oxygen. Staying underwater for too long will obviously make you drown or pass out and die.
Removed Entities[]
- Snare - Removed because of player feedback about the Snares being placed in the most unnecessary places possible such as crawlspaces, causing them to get soft-locked.
Room Mechanics[]
Guaranteed Rooms[]
- Door 100.5, The Adit (after the elevator crash)
- Door 101 - Introduction Minecart Room
- Door 110 - 114, The Chasm (1st Figure room)
- Door 120 - 124, The Meat Cave (2nd Figure room)
- Door 140, The Caverns (first Seek chase)
- Door 141, Single Jump Room
- Door 145, Minecart Transition Room
- Door 149, Pre-Nest
- Door 150, The Nest
- Door 151, Post-Nest
- Door 152, Jeff Shop
- Door 153 - 190, The Generator Cave (3rd Figure room)
- Door 153 - 194, The Railway Station
- Door 195, The Sewage Pipes (second Seek chase)
- Door 200, The Dam (final boss room)
- Door 200.5, The Woods and 1st Castle room
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 except in The Adit, but it may have a Gloombat nest.
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 and black out along with their hearing becoming muffled), or if they activate a flammable item inside it, such as a Lighter or a Candle will cause the gas to explode (There is a bug where an already lighted candle wont cause any harm), killing them instantly. Non-flammable light sources like Glowsticks, Flashlights, Bulklights, Straplights, and Laser Pointers are safe to use in Firedamp rooms, as well as the Possessed Candle, as it is powered by Guiding light and not heat energy.
Minecart Rooms[]
Minecart rooms usually require players 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, on tables, in drawers, and in chests to power up a Generator to open a blocked 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. Deep water rooms come in the form of tunnels that a player must crouch through to continue. Players are at risk of drowning if they stay underwater for too long.
Lush Rooms[]
TBA
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 except for The Grotto. There are 12 Special Locations, listed in order of appearance during a player's run.
Elevator[]
Main Article: Elevator
This is the elevator that was used in the Hotel at Room 100 and has crashed down to The Adit.
The Adit[]
Main Article: The Adit
Room 100.5, The first room players encounter when entering the mines, it contains a generator with 2 missing fuses, players must find the 2 fuses to continue. It also contains the Rift on a extended part of the dirt surrounded by water.
The Shafts[]
Main Article: The Shafts
Three rooms where players encounters the Figure, after escaping from The Hotel.
The Grotto[]
Main Article: The Grotto
The Grotto is the room where Halt resides. It is partially flooded and contains toolboxes with some useful items. It also has a minecart used to break through a wooden barricade.
The Caverns[]
Main Article: The Caverns
The Caverns appear at Rooms 140-148. A series of rooms where the first Seek chase takes place. It consists of falling rocks, cross platforms, broken bridges and some rails.
The Nest[]
Main Article: The Nest
Room 150, A vast cave with large tunnels, winding paths and rooms and cave systems, where the Grumbles reside.
Jeff's Shop[]
Main Article: Jeff Shop
Room 152, A shop run by Jeff, now located within The Sewers, where players can buy items and give Jeff tips, they can also talk to El Goblino.
The Sewers[]
Main Article: The Sewers
A series of rooms after The Nest where the Jeff Shop, The Railway Station and The Sewage Pipes are located. They usually randomly generate in chunks of about 1-10 rooms.
The Railway Station[]
Main Article: The Railway Station
A puzzle room that can spawn between Doors 153-194.
The Sewage Pipes[]
Main Article: 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 boss fight takes place.
It consists of scraps you can jump on, valves, generators, lockers, toolboxes and drawers.
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.
It contains the rift behind the ladder and is where the Queen Grumble gets infected by Seek.
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.
- Overgrown Rooms: Lush rooms that are exposed to the outside. They contain a cupboard containing Shears and/or green-vine chests that can be opened with them, giving players decent loot, like a Bulklight, a Laser pointer or even a Crucifix.
- 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.
- Steep Minecart Room: A room containing a generator that requires players to destroy wooden barriers by pushing a minecart down two adjacent steep slopes.
- 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. These rooms can spawn with slight changes in generation.
- 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.
- Large Sewer 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.
- Sewer Cells Room: An extremely rare room that spawns jail cells and a waterfall.
- Roofless Room: An extremely rare 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.
- Grumble Cave: A rare room that has two tunnels, one on the left, the other on the right. The tunnels shares a resemblance to the tunnels in The Nest. The room might be created by a Grumble. It can spawn before the The Ravine or after Jeff Shop.
- Room 199: The room between The Sewers and The Dam.
[]
- The Chasm: The room that players encounter Figure for the first time. (A part of The Shafts).
- The Meat Cave: The room that players encounter Figure for the second time. (A part of The Shafts).
- The Generator Cave: The room that players encounter Figure for the third time. (A part of The Shafts).
- 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. (A part of The Caverns and The Sewage Pipes).
In-Game Soundtrack[]
See Soundtracks for a full collection of sounds.
Bugs[]
- If two or more people align themselves with the minecart that spins in circles, they can essentially speed it up and have it do off the tracks. If a player is playing alone and wants to do this trick, they have to push the cart, push it again, and then run the other direction of the cart and when it comes back they push again. This bug may have been patched in the recent Bugfixes.
- Sometimes, when the Minecart is pushed, a bug happens where the minecart will be unable to move even in how many times a player has pushed it. It soft-locks a player immediately forcing them to restart their match if they need the cart to, for example, break a wall.
- Sometimes, when a minecart is pushed but has slow momentum, it has a chance to phase through a wall. This is most apparent in the nest where it can sometimes phase through the wood and soft-lock players.
- In the chasm, one of the minecarts can rotate in circles after being pushed by the player.
Trivia[]
- The Mines are players' first interaction with water or any other fluids, unless you count the rain in the Courtyard.
- If a player's head stays underwater (in a room where water is high enough to cover them entirely) for too long, they will eventually drown and die.
- In The Mines, players can only jump during Seek encounters with them being The Caverns, some parts of The Sewers and The Dam.
- Redibles has made several sketches of The Mines, showing off two rooms and one entity.
- Modifiers weren’t added on release, but will be added in the future,[1] though there used to be a bug that transfers any modifiers players had in The Hotel into The Mines, allowing them to play The Mines with modifiers. [2] This has been patched.
- The Mines brought multiple updates to The Hotel, one of them being the change of The Courtyard and The Infirmary appearances.
- The Rift appears at the beginning and end of The Mines, similarly to how it functions in the Hotel.[3]
- Players can visit The Mines with the Create Elevators tab and where the elevator is.
- Although players need the Rock Bottom achievement to play The Mines, meaning that they need to beat The Hotel first before they can proceed with The Mines. Players who obtained Rock Bottom before Hotel+/Mines will be allowed to make elevators.
- However, players can join someone else's elevator if they don't have the Rock Bottom badge.
- This, however, results in a -50% penalty on knobs for not beating The Hotel and won't grant any achievements in The Mines.
- However, players can join someone else's elevator if they don't have the Rock Bottom badge.
- Although players need the Rock Bottom achievement to play The Mines, meaning that they need to beat The Hotel first before they can proceed with The Mines. Players who obtained Rock Bottom before Hotel+/Mines will be allowed to make elevators.
- Rush has the ability to zoom through walls, instead of following the rooms intended path. This makes the majority of safe spots in The Hotel and The Mines now unsafe.
- Rarely, no generator fuses can spawn when needed, when it happens, you will get all of them automatically.
- Unlike The Hotel, where the main antagonist is Figure, the main antagonist of the Mines is Seek.
- On September 1st, The Mines received an overall patch that helped reduced the difficulty, after receiving many complaints from players.[4]
- Despite The Mines' increased difficulty, the base completion reward is 50 knobs, the same as The Hotel, making it a bad floor to grind knobs.
- There are 2 types of Grumbles, the normal ones and the queen. The queen has a scar on her face and deals fatal damage to players (only in minecart and chase sequence). It is the same Grumble that players sees in the end cutscene.
- The Mines share ambient sounds with The Hotel.
- The Mines has ambient music.
- Earthquakes and flickering lights can occasionally happen, tricking players into believing that Rush is about to attack. However, Rush can only attack once both an earthquake and the flickering lights happen at the same time, but this doesn't happen 100% of the time either.
- When a door closes with an antagonist entity behind it (Seek, Figure, Grumble), the Crucifix symbol can be seen in the doorframe which prevents the entity from passing. This also happens when a player enters a room with Figure in it, however the symbol appears on the door that a player entered in through.
- If continuing from The Hotel, all dead players will be revived.
Related Achievements[]
Whoever Smelt It
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Running Track
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Trespassing
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See You Soon
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Gallery[]
References[]
- ↑ Q: "Will The Mines have modifiers?" A: "not on release" -LSPLASH, Twitter "Modifiers will be added soon." -Modifiers area, when creating an elevator to the mines.
- ↑ https://www.youtube.com/watch?v=mz7HBaHTstk
- ↑ Q:"Is the rift returning in floor 2 and onwards?" A:" im not entirely sure myself but id imagine it being accessible in future floors in some way" - Ghostly_Wowzers, Doors wiki
- ↑ https://x.com/DoorsRoblox/status/1830092658053619905
- ↑ https://x.com/LightningSplash/status/1789131513646170169