The Mines

de:Die Mine
The Mines is the second floor in DOORS. It can be accessed by creating or joining an elevator in the Lobby, or after completing The Hotel.
== 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).
This Floor Can be Played by all players, even if they haven’t beaten The Hotel.
You can also see next to the Elevator Shaft you and your teammates fell down, that there is possibly another unknown 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. 
== Entities==
Main article: List of EntitiesEntities 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, helping the players escape the floor.
*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 is: Flashlight, Straplight, Shakelight, Spotlight 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 - Curious Light appears on this floor as a yellow Rift if the Bottle of Starlight was previously used. 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 reappear on this floor and are 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 almost any room, and also being unaffected by light sources. They can't spawn in Seek chases and in the Dam.
=== 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.
*Louie - Louie is a rat which you can trade your items with for food or loot etc. Even though its not hostile you can crucify it.
===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 as its hallway counterpart. But after Content Update Jack in mines can appear in closet. 
*Jeff - He returns and sells new items that are only available for purchase in his shop at Door 159 (After the content update). However, he now sells five items instead of just four.
*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.
*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, a player will be completely submerged underwater. Rooms like this have multiple air pockets to let players regain oxygen. Staying underwater for too long will cause the player to drown.
*Gloombat Eggs - TBA
*Minecarts - These are interactive objects that can be used to destroy wooden barriers blocking certain paths. With the exception of the motorized minecart in The Caverns, they cannot be ridden and can only be pushed. If a minecart runs into a player at a high enough speed will damage and knock over the player, and can be lethal. Minecarts that fall into pits are respawned at their starting location.
*Stalagmites - TBA
===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
*Doors 110 - 114, The Chasm (1st Figure room)
*Doors 120 - 124, The Meat Cave (2nd Figure room)
*Door 142, The Caverns (first Seek chase)
*Door 143, Single Jump Room
*Door 146, Minecart Transition Room
*Door 149, Pre-Nest 
*Door 150, The Nest
*Door 151, Post-Nest
*Door 154 - 162, Jeff Shop
*Doors 160 - 190, The Generator Cave (3rd Figure room)
*Doors 153 - 198, The Railway Station
*Door 170 - 180, The Sewage Pipes (second Seek chase)
*Door 200, The Dam (final boss room)
*Door 200.5a, 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 won't cause any harm), killing them instantly. Non-flammable light sources like Glowsticks, Flashlights, Spotlights, Straplights, and Laser Pointers are safe to use in Firedamp rooms, as well as the Moonlight 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.
The following rooms may spawn as Generator Rooms:
The Adit: This room will always spawn on Door 100.5 and will require two fuses. It depicts an elevator landing spot with a small minecart track. If the player has an item in the Rift, it will appear on a stone island around some shallow water.
A compact room with a small stone median and some containers. This room will almost always with 2 fuses in the generator. 
A room with a long minecart track and two wooden barricades players must break with the minecart. The button and the metal door are separated by a median. 
A corridor with eight sub-rooms, some may contain Shears or vine-covered chests. The generator may spawn in the corridor or in a sub-room.
A large room with a bridge and a pit that can be accessed by a ladder. The generator may spawn will spawn in there pit as well. This room usually spawns before The Caverns.
A sewer room with two different levels bordered by ladders, with many sub-rooms and a chance of a Dupe spawn that will not be behind the metal door. This room is usually time-consuming and may be the generator room that takes the longest.
Additionally, The Dam will spawn as a generator room, however all the fuses have been inserted.
===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 swim through to continue. Players are at risk of drowning if they stay underwater for too long. Light sources like lighters and flashlights start to malfunction, their vision will get blurry and their eyes start to close. 
=== Lush Rooms ===
Rooms that are exposed to the outside. They can spawn as either circular room that connects to a main room through a side door, or they can overgrow a standard room. They contain a cupboard containing Shears and/or green-vine chests that can be opened with them, giving players decent loot.
==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 and The Sewage Cells. There are 13 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 used to reside. It is partially flooded and contains toolboxes with some useful items. It also has a minecart used to break through a wooden barricade. It now can be encountered as a normal room at any given point in your run.
===The Bridges===
Main Article: The Bridges
The Bridges is the room where Halt resides. It consists of three sections, each with three bridges, two of which are broken. The broken bridges usually have containers and lockers in front of the broken bit.
===The Caverns===
Main Article: The Caverns
The Caverns appear at Rooms 142-149. 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 and patrol.
=== Jeff's Shop ===
Main Article: Jeff Shop
Room 152-159, 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, The Sewage Cells, The Sewage Pipes and The Dam 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 Cells ===
Main Article: The Sewage Cells
The Sewage Cells contain an extensive number of interconnected rooms that form a maze-like structure. These rooms include manholes, sewers and side rooms, and medium-long tunnels. Most significantly, cell-like structures spawn frequently throughout. The location also contains a waterfall, which is guaranteed to spawn. The Sewage Cells can spawn between rooms 170 - 185.
===The Sewage Pipes===
Main Article: The Sewage Pipes
Rooms 195-198, it was the previous 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 at the end, 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.
*Lush Rooms: Rooms that are exposed to the outside. They can spawn as either circular room that connects to a main room through a side door, or they can overgrow a standard room. They contain a cupboard containing Shears and/or green-vine chests that can be opened with them, giving players decent loot, like a Spotlight, a Laser pointer or even a Crucifix.
**Small Lush Rooms: Rooms that contain only either two green-vine chests or a cupboard with Shears. 
**Large Lush Rooms: Rooms that are rare to encounter and always contain both a cupboard with Shears and green-vine chests.
* 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 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.
*Roofless Room: A rare lush 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.
*Tunnel Room: 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 have been created by a Grumble. It can spawn before the The Ravine or after the Jeff Shop.
*Lethal Company Room: An extremely rare Sewer room that has a layout referencing that of Lethal Company, a survival game. 
*Sewer Fan Room: An extremely rare Sewer room that contains a giant fan and a metal bridge. Giggles may spawn under the bridge as a bug. 
*Room 199: The room between The Sewage Pipes and The Dam. This generates as a random sewer room, rather than a guaranteed room like in The Hotel. 
====Entity-related Rooms ==== 
*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). Ever since the content update, this room won't have a 100% chance of spawn, but it has a high chance of doing so in most runs. Prior to the nerf update, this room used to spawn in the door 130 range.
*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 will only, and is guaranteed to spawn at Door 142.
== In-Game Soundtrack==
See Soundtracks for a full collection of sounds.
==Bugs==
*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.https://www.youtube.com/watch?v=mz7HBaHTstk This has been patched.
*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.
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*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.
*The Mines didn't support Modifiers on releaseQ: "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., but support was officially added as of the Content Update.
**The Content Update also brought Modifiers to The Hotel that allow entities from The Mines to spawn.
*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.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
*Players choose to start a run from the Mines by selecting the on-screen Play button in the lobby, or by moving into an elevator labeled with the same button.
**Players used to require the Rock Bottom achievement to play The Mines, meaning that they would need to beat The Hotel first before they can proceed to or start runs in The Mines. Players who obtained Rock Bottom before The Mines were added would be allowed to start runs at The Mines.
***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.
***As of The Content Update, the Rock Bottom achievement is no longer required to play The Mines.
*If continuing from The Hotel, all dead players will be revived.
*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.https://x.com/DoorsRoblox/status/1830092658053619905
*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 stretch mark (confirmed by RediblesQW) 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.
*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.
*The Mines look somewhat similar to Mysterious Mines from FNaF World and to the cave from The Maze.
*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.
*Prior to the Content Update, the floor could have been played even if a player hasn't beaten The Hotel, but they would have needed to join a friend's elevator and would have received a -50% Knob skip penalty, along with being unable to get any Achievements. (This has been changed, anyone can play the mines, but the game strongly recommends that you play the floors in order.)
== Related Achievements==
== Gallery==
DOORS- FLOOR 2 OFFICIAL SNEAK PEEK|DOORS' The Mines Sneak Peek.
DOORS- FLOOR 2 FULL TRAILER-2|DOORS' The Mines Trailer.
THEMINES.jpg|The Mines teaser, releasing the name and what appears to be the first room of the game into the world.
3b visits.png|The 3 Billion visits message, appearing to have a new room as the background.
3b visitsbrightened.jpg|Ditto, but brightened.
Skibidifigure.png|A leak of new rooms in The Mineshttps://x.com/LightningSplash/status/1789131513646170169.
TitleMinesTransparentBackdrop.png|Background from The Mines title.
MinesGenerator.PNG|Ditto, but revamped as the current version.
SneakPeek6.png|Sneak peek #5, appearing to be another room in The Mines.
Icons ladder.png|Ladder Icon.
ShearsIcon.webp|The shears item found in the mines.
Glowstick Icon2.png|The glowstick item found in the mines.
Down The Drain Badge.png|The "Down the Drain" badge rewarded for defeating Seek in the Dam.
Teaserbyredibles1.png|A simple sketch made by RediblesQW of a room.
Teaserbyredibles2.png|Ditto, but it's a different room.
Teaserbyredibles3.png|A sketch made by Redibles of a entity. No entity that looks similar to this except Figure can be found in the Mines..
Countdown.png|The countdown timer for the Mines before it was released.
Skip penalty.png|The penalty applied for going to the Mines before beating The Hotel.
Thecastle.webp|The Woods with the Castle, at the end of The Mines
SinkholesScreenshot.png|A screenshot of a sinkhole room.
RareGreenRoom.png|A rare sinkhole room replacing a normal room
GreenRareRoomDittoYeah.png|Ditto.
Greenroom but with lights on.png|Ditto, but Lights on
Greenroom but with lights on again.png|Ditto.
Overgrown Non-sinkhole Room.png|Ditto, but in a 4 way bridge room + dark.
ToolWardrobe.png|A tool wardrobe located in a Sinkhole.
MinesFloodedRoom.PNG|A flooded room in The Mines.
Minecart Room.jpg|A room with a Minecart in The Mines.
A room in the mines.PNG|An outside room in the Mines leading to the sewers at Door 113.
File:Ditto but with Glowsticks.png|Ditto, but with Glowsticks.
File:Bunch Trash.png|A room full of trash.
Final mines frame.PNG|The final frame of The Mines ending cutscene, seen through roblox images.
MinecartRIDE.png|A player riding a Minecart.
MinesEyes1.PNG|Eyes in The Mines.
MinesEyes2.PNG|Ditto, but teleporting.
Red entity in the closet via the teaser trailer for the mines..png|Hide inside a locker.
==References==