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Nightmare Fuel / Doors (Roblox)

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IN A RUSH

Per wiki policy, Spoilers Off applies here and all spoilers are unmarked. You Have Been Warned.

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Roblox Horror games can be a mixed bag. Perhaps that's why Doors is such a big deal - it shows that with enough elbow grease, you can make something great using limited tools. As a horror game, to say that there is no Nightmare Fuel is just Blatant Lies.

  • To some, the concept of being stuck in a hotel that is ever-changing with 100 (at least) rooms with various entities that are actively hostile is a terrifying concept on its own.
  • Many rooms will be dark, there are claw marks, falling bookshelves, creaking, whispering, and in some areas, what could be seen as flesh. Some of it becomes Nightmare Retardant once you find out some of it is just El Goblino being a goblin, but not all of it.
    • More advanced players aren't immune to this either- one of the ambient noises is a lower version of Screech's "psssst" noise, which can throw even the best players off in tense situations.
    • Since the ambient noises get worse the more doors you progress, you could see this as the player character starting to lose their mind.
  • Some of the regular rooms in the Hotel are this, too. Abandoned Wine Cellar? Check! Long hallways? Check! Huge Rooms with multiple rooms inside them while you have limited light? Yep!
    • And of course, there are a few room setups that are granted to spawn. One of these is an infirmary room, with empty hospital beds and equipment. What's worse is that this is something that actually did happen during wars and pandemics, where hotels would basically have to function as makeshift hospitals, which brings up a lot of questions.
    • The hallway entrance to the Greenhouse can be this on your first time-expecting something to jump out at you, only to realize that the next rooms are the real terror.
  • Speaking of the Greenhouse, it's scare factor becomes ten times worse because of how close you are to the end. Entities have an increased spawn rate, Hide is incredibly angry whenever you hop in a closet, and unlike the rest of the game, the game still spawns entities like Rush in these rooms while you’re just in it. That's right, you can barely relax in here. Oh, and did we mention the spikes that can't kill you, and since the Greenhouse is always lights out, are very hard to see?
  • The crucifix is perhaps the most powerful item you can get your hands on, allowing you to outright eliminate any Entity that you desire with it. But if you use it against Seek or Figure, you'll learn very quickly that even it has limits. The crucifix will trap these Entities, but only at first. Suddenly, the holy blue light that you're used to will turn red, before the chains binding the Entity fade away into nothing. You're still provided with precious seconds to run away from either of them, so it's not entirely wasteful, but knowing that not even the crucifix will save you only emphasizes how powerful these Entities are compared to the rest.
  • Seek, being one of two Entities guaranteed to spawn at certain points of the Hotel, earns such a privilege by behaving very differently from the rest.
    • When you near an encounter with Seek, you will begin noticing ink-black spots of goo seemingly growing on the walls, with each one sporting a single eye to stare back at you. The frequency of these eyes begins to increase with each numbered room you enter, starting with as little as one to more than dozen right before Seek's room. They even infiltrate the paintings on the walls and your own vision. These communicate to even unfamiliar players that whatever they're about to encounter is significantly worse than the entities they've faced before.
    • Once you finally enter Seek's room, it's nothing more than an empty hallway; one that the player may have even encountered earlier as one of the many randomly-generated rooms. All of the eyes abruptly stop showing up at this point, as if they were never there to begin with. But as soon as you approach the next door, a cutscene plays, showing a giant pool of familiar-looking goo emerging from behind the player. From there, a one-eyed, humanoid-shaped figure can be seen ripping itself free from this puddle... before immediately engaging in a death sprint towards you. You'll be spending the next minute or so running like hell through rooms littered with more eyes than ever, all while this thing attempts to chase you down. While every other entity in the Hotel is dealt with by exploiting a weakness in it's behavior, there's only one way to survive Seek: Run or Die.
    • When running from Seek, you'll occasionally bust into a room that splits into three different doors. Out of the three, only one of them will lead into the next room. If you don't have any vitamins or a crucifix, missing the correct door is almost always a death sentence. Players that are unlucky enough to make this mistake will most likely spend the next few seconds panicking as Seek's footsteps close in on them, before a very nasty jumpscare ends their run. Oh, and during your second encounter with Seek, every single room barring the first and last ones are guaranteed to be this room! You better not get lost easily...
    • The final room in Seek's chase is far more overt in sheer terror than the previous. It's entirely on fire for starters, seemingly for no reason other than to emphasize how badly you need to get the hell out of there. But the real problems are the giant hands that burst through the windows, flailing around in hopes that you'll run into one of them. And if you do just that, you'll get dragged outside of the Hotel for a One-Hit Kill.
    • Special mention goes to the music for this chase sequence, "Here I Come", for perfectly encapsulating how direct Seek is with it's way of attacking the player. Once it gets going, the song simply does not stop blaring into your ears in any way until you've successfully escaped Seek. Hearing it for the first time is bound to throw players into fight-or-flight mode, and rightfully so.
  • Room 50. Reaching the room, you hear loud growling from inside, and when you enter, you suddenly get jumpscared by this faceless entity running towards you, only for it to get distracted by a lamp falling (implied to be Guiding Light saving your skin by pushing it over). Now the usual formula you have been used to is replaced with trying to look for books spread across the library while a very angry monster slowly builds up speed and is running across the library by the time you get the last book. And the cherry on top? It’s blind and relies on hearing, so running for your life is out of the question. Getting the books is the first half, as the second is getting a piece of paper from the desk in the middle of the room and booking it to the exit without Figure catching you, and by the time you get to the locked door while Figure is on the lower floor, you’ll discover that most of the books are useless, so it’ll be stress-inducing trying to put the numbers in the right order before Figure comes back.
  • Where to start on the other Entities?
    • Rush is the most common one, and you'll probably get used to it after a while. But to new players? The lights suddenly flickering, and just a little bit after it, hearing its distorted scream while having no idea what's going on or how to deal with it is a terrifying first experience to the entities in this game. Even if a player that's new knows about it, there's still the tension of getting in a closet before it gets you.
    • Getting farther into the game (or even early on, if you're unlucky), you will encounter Ambush, who is a more difficult version of Rush. Why, you ask? The reason is that it rebounds back into the room to catch unsuspecting players. Even worse, unlike Rush, Ambush doesn't cause the lights to flicker to alert you to its presence. So not only do you have to make sure nothing gets you without any warning, when Ambush is there you have to juggle between avoiding Hide’s wrath by exiting the closet when Ambush is out of the room and not getting killed by Ambush by going back into the closet. And the farther you go into the game, the faster Ambush and Hide become. Throwing Jack into the mix (thus wasting precious seconds as you get jumpscared) might amp up the stress a lot.
    • Players will be alerted to Halt’s presence by the longer-than-usual flicker of lights in the current room. Overcoming the brief heartjump thinking that Rush is coming, newer players will probably be confused by the presence of no monsters. But when they enter the next room, the lights suddenly go out and the player is teleported to a long hallway where they have to keep walking to evade a blue ghostly creature, only for it to suddenly teleport to in front of them and flash “TURN AROUND” on the screen, necessitating that the players turn the other way before Halt catches up. Combine this with the ever increasing-in-volume soundtrack that sounds like a tornado siren, perfectly capturing the player’s ever-growing desperation to get out of that hallway!
  • The Backdoor. A sub-floor created as an official Roblox event, where you race against the clock while a more distorted Rush (called Blitz) actively torments and stalls you, until either you run out of time and die to a twisted red image of a skull, or escape back to room 0 of The Hotel.

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