Seek

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Seek is a main entity in DOORS, serving as the secondary antagonist of The Hotel and the main antagonist in The Mines. Seek appears in two chase sequences in The Hotel (The Grand Hallway), two chase sequences in The Mines (The Caverns and The Sewers), a boss fight in The Dam, and during the ending cutscene in The Woods.
== Appearance ==
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Version 2 (Current)=
Seek is an entity made of what appears to be black slime or goo with multiple eyes and can change forms at will, though it has no fixed shape. "seek is just a mound of slime that took the shape of something slightly resembling a humanoid, with one of the wall eyes stuck right on the face." – RediblesQW, Twitter"seek is not made of anything, seek IS the "goo", the goo only takes forms of things (such as a human, giant hands, eyes)" – RediblesQW, Twitter However, it adopts two distinct appearances during different parts of the game.
During chase sequences, Seek starts as a small puddle and transforms into a featureless humanoid figure with a single eye. Its body and eye emit a faint red light. For mobile players, Seek appears as a slimy humanoid figure, while console or PC players may see it with a red outline from certain angles. On low graphics settings, Seek is entirely black and does not emit any red or white light, which also occurs when using the "Voxel" or "ShadowMap" settings in Bloxstrap.
In The Dam, a much larger amount of Seek forms a massive pool of goo, filling the reservoir at the center of the room. On its surface, a large mound of goo covered in eyes appears, along with debris and smaller, eyeless mounds. During the battle, arms, "Seek worms" (worm-like creatures made from Seek goo), and "Seek sludges" (A mound of seek with 3 eyes and scissor like arms), will form from the pool to attack.
===Arms===
In the final room of the Hotel chase, arms will suddenly burst out of the windows. Sharing the same texture, they will grab and instantly kill the player upon contact. Afterward, the arms retract back into the windows just before the door closes.
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Version 1=
Seek had a more bent down and mangled form, seeming way more twisted and broken than the current one, the eye was 2D and would keep flashing red and it was slightly taller than the current Seek. It also used the Undead Zombie Mesh.
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== Behavior==
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|-|Humanoid Seek=
===General ===
Seek delivers a jumpscare when it kills the player. In the first-person perspective, it rushes toward the screen, quickly closing the distance until it’s directly in front of the player. The screen darkens around the edges, with a red hue surrounding Seek’s eye as it shakes in the center for a brief moment before the screen fades to red, signaling the player’s death. In the third-person perspective, it appears as though Seek crashes into the player, knocking them down as their body parts rapidly turn black. Upon killing the player, Seek lets out a distinctive, unsettling scream.
During Seek chases, players can use a Crucifix on Seek. However, the crucifix does not banish Seek; instead, it temporarily stuns it, slowing its movement for a few seconds. Once the stun wears off, Seek resumes its pursuit, killing any players who touch it or are caught behind it when entering a new room in the chase.
=== The Hotel===
"Seek's crescendo" refers to the buildup that occurs before all Seek encounters. After March 15, 2024, this phase may also trigger the appearance of Rush, Ambush, or Halt. The crescendo lasts for 2-5 rooms before initiating a Seek chase. 
When entering a room affected by Seek's crescendo, the lights will flicker (unless the room is dark) in a shorter version of Rush’s flicker. If Rush spawns during the crescendo, its flicker lasts longer. Seek eyes will appear on the walls, increasing in number as players advance toward the chase. Any paintings in the room will change to "This isn't a painting." In the final room of the crescendo, the lights will flicker for an extended period, similar to Halt’s flicker. When players reach The Grand Hallway, no eyes will appear on the walls. 
==== The Grand Hallway ====
When a player reaches the end of The Grand Hallway, a cutscene will play. During this sequence, Seek transforms from a puddle of black goop into a humanoid form, prompting the chase. At this point, all players will be teleported to the exit of The Grand Hallway.  The initial chase covers a distance of 6 rooms, taking place within rooms 29-44. It consists of the following sequence: a Grand Hallway variant with two crawlspaces, an octagonal "maze" room with three potential exits (only one of which is functional), a room containing a small crawlspace, a second maze room, and a final Grand Hallway variant.
The second chase lasts for 8 rooms, and can begin anywhere between Doors 69-76. It nsists of 7 maze rooms and ends with an alternative version of The Grand Hallway. 
 
The final room of both chases features an alternate version of The Grand Hallway. In this room, three chandeliers catch fire, causing 40 damage to players who come into contact with the flames. 
Additionally, long hands made of Seek goop emerge from the windows in an attempt to grab players, resulting in instant death upon contact. 
During Seek chases, Guiding Light indicates the correct crawlspaces and doors. The chase concludes when Seek reaches the end of the last Grand Hallway, at which point the exit door is closed by Guiding Light and Seek unsuccessfully attempts to continue the chase. 
===The Mines===
In The Mines, Seek's crescendo is significantly reduced, only occasionally spawning a small cluster of eyes in a room prior to boss fights. The chases occur over predetermined doors before the boss fights. Guiding Light takes the form of a trail of blue particles, highlighting the correct paths and doors.
The first Seek chase commences in a room containing a long, flooded ravine with a pipe overhead that appears ready to leak Seek goop. When a player reaches the end of the room, the goop begins to leak from the pipe, taking the shape of Seek's humanoid body parts and falling into the water. Seek then emerges from the water and pursues the players, initiating the chase. The second Seek chase begins in a long sewer room. Once the end of it is reached, the Queen Grumble appears from the top and tries to attack, but it's way gets blocked by rocks Seek knocks out with one of its hands, then the chase starts.
====The Caverns====
The first chase, which takes place in The Caverns, always begins on Door 142 and ends on Door 149. The first half of the chase (Rooms 142-146) consists of rooms with broken bridges that players must jump over. In Room 146, there is a cutscene in which the player fails to jump over a broken bridge and grabs onto a wooden plank, which breaks, causing the player to fall into a Minecart supplied by Guiding Light. 
The second half of the chase (Rooms 146-149) occurs in a mineshaft, where players ride in a constantly moving Minecart and must navigate between different tracks and duck to avoid obstacles. Tracks may split into two or three paths, and if players do not steer their cart onto the indicated correct track, the Minecart will automatically follow an incorrect track that will either crash into a wall or fall into a pit, resulting in instant death.
The room immediately following the chase consists of a platform with lockers on each side, and a gate and buffer stop that prevents the Minecart from advancing. When Seek reaches the end of Door 148, Guiding Light closes the exit door, concluding the chase. The buffer stop then rises, and the Minecart starts moving, following a path of Guiding Light's particles. 
==== The Sewers====
The second chase unfolds in The Sewers, starting around Door 170-175 and ending at Door 174-179. This chase includes obstacles such as crossing sewage channels using debris, navigating sewage pipe mazes and avoiding the Queen Grumble. In the sewage pipe mazes, there will be some metal bars the player needs to kick 3 times to continue, but they stop at some point, likely due to them slowing the player a down a bit.
====The Dam ====
The Dam (Door 200) features a boss fight with a Seek variant called "Dam Seek." Upon entering The Dam, Seek goop emerges from spillways, flooding the area. To defeat Dam Seek, players must turn valves highlighted by Guiding Light. There are three phases to this battle, and each set of valves drained reduces the Seek goop in the dam. Players must jump across debris on the surface of the Seek goop while avoiding attacks from Dam Seek. Falling into the goop results in 10 damage per tick, and a debuff slows movement speed. 
In Phase 1, Dam Seek extends hands that strike players for 20 damage. A red light indicates the incoming strike location, but attacks only occur when certain conditions are met. 
Phase 2 adds a "sludge" version of Seek that slowly follows players across the Seek goop flood. Reaching a safe spot causes the sludge to submerge into the pool. Touching the sludge results in instant death as the player is dragged into the flood.
Phase 3 introduces large "worms" that constantly attack players, causing instant death upon impact. Completing all valve turns triggers a cutscene where Dam Seek is fully drained.
After the cutscene, players must activate a generator and ascend to the top of The Dam through a bulkhead to escape The Mines.
=== The Woods ===
In the concluding cutscene of The Mines, Seek appears, using a black goo hand to attack and envelop the Queen Grumble, who had emerged from the ground. Seek's humanoid form then rises from the goo, gazing toward the center of the screen as The Castle's doors close.
==Notes==
===General===
* Due to the speed boost players are given during Seek chases, Seek will always run slower than players. (A little less common when It Can Run Too modifier is active.)
*All other players will be rendered invisible from a player's screen during Seek chases. 
**If a player is holding an item (e.g. lighter), the item will still be visible and will appear to be floating.
**This also applies to some extent in The Dining Hall (Halt's Room).
*Seek does not actually "chase" players. Instead, it runs towards the next progressive door, and players behind its concurrent room are instantly killed. Seek doesn't follow players but rather SeekNode_(number) which are like pathways to the end of the chase instead of aiming for the players HumanoidRootPart (main control of your avatar) 
** Seek will run until it reaches the end of the chase, even if all players have died.
**Thus, Seek can kill players through walls. Its hitbox is slightly smaller than Rush's.
* Seek screams when it is in the first and last rooms of chases.
**Seek does not scream in the last room of the first chase in The Mines.
*If players die during a Seek chase, they will not be able to revive until the chase concludes. This is to prevent players from dying instantly when using a revive.
**Seek speeds up drastically when all players are dead. This is so players can revive faster.
*Even when playing with game music turned off, a thunderstrike sound can be heard within the last octagon-shaped room.
*Seek's arms will go back into the windows and chandeliers will disappear after the chase.
*If a Modifier that decreases movement speed is active, Seek's movement speed will be reduced in order to make it possible to survive Seek.
*Prior to the Hotel+ update, Seek's second chase lasted eight rooms, using a similar format to the current one.
*Prior to The Hunt update, lights flickered during Seek's crescendo and paintings with Seeks eyes used to appear with Rush or Ambush being unable to spawn.
**After the The Hunt update, the lights do flicker when Seek's Crescendo happens, but entities can spawn. This means that it is now possible for Rush to spawn during Seek's Crescendo and the light flickering of both can combine which can trick players.
*Between The Backdoor and The Mines updates, the second Seek chase used an eight-room format similar to the first chase, but with two maze rooms added before the corrupted Grand Hallway.
*You couldn't hide from Seek during its chase as the closets would kick players out during the chase. As of right now, it will not kick the player out of the closet but Seek will kill them while hiding instead. 
*Seek has a very small chance of not spawning in the Hotel. It is guaranteed to spawn in The Mines.
**This is likely a bug.
*Prior to The Mines update, Seek's octagon room was exclusive to the chase. After said update, it can generate as a normal room outside the chase; Dupe is usually present.
*Seek's final crescendo room may have a chance to be a dark room.
*As of Floor 2 Update, Rush does not stop at the next unopened door but instead goes through to the next, making it and the following one or two rooms dark. Therefore, if Rush spawns late enough during Seek's crescendo, it is possible that Seek's hallway or even the rooms in the chase will be dark rooms.
**This also means that it is possible (given the right circumstances) for Screech to spawn during Seek's chase.
*Jack can spawn during the Seek Chase in The Mines.
*In The Caverns, it is possible to only get the 2 way intersections, therefore not going into a similar area where the Queen Grumble cutscene takes place.
*If the player is next to the minecart section of the second Seek chase and have a crucifix, it will kill Seek after it goes through the ground to the minecart section.
*If the player gets far enough ahead of seek in the mines, if the room immediately after the chase ends is flooded, the water will be textured to seek until seek reaches the door.
== Jumpscare ==
=== 1st Person ===
Seek will rush towards the player, with the camera focusing on its eye and transitioning to a pulsating red background. A large, blood-colored eye then shakes on the screen, leading to the Death Screen.
=== 3rd Person ===
The player will be overrun by Seek, which charges forward and releases a guttural scream. The player's body parts will quickly transform into Seek's goop.
|-|Dam Seek=
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Dam Seek is a far larger form of Seek, and it appears as the main boss in The Dam.
==Appearance==
This version of Seek is a massive pool of goo created by several massive sewer pipes spraying the substance into the hole in the center of the room. Floating on the surface of this goo is some debris, a massive lump of goo with eyes all over it, and slightly smaller, eyeless lumps.
==Behavior==
This version of Seek is stationary, with multiple other forms appearing from it to attack. If a player touches the goo, they take damage over time (5 damage per tick), and if they stay in the goop for too long, they will be consumed by it, resulting in instant death. Oddly enough, players can stand on Dam Seek without taking any damage. It is most likely an unintentional bug.
== Trivia==
*Dam Seek can be a reference to the very first icon of the game when it was released.
== Gallery==
SeekBlob.png.png|In-game
Unloaded objects on dam.png|Another In-game Screenshot
Dam_seek_left_behind_a_little_200.png|Part of Dam-Seek left behind after being drained
DamSeek-In-Files.png|Dam Seek's name as seen in the game files.
Damnseekgotcrucified.png|A crucifix being used on Dam Seek.
DamnSeekFailedToBanish.png|The crucifix failing to banish Dam Seek.
SeekCrucifixBlob.png|Ditto but at a different angle.
DamnSeekGif.gif|Ditto but animated.
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Seek Hands=
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Seek Hands are different forms of Seek that appear throughout The Hotel and The Mines.
==Appearance==
Their design is very simple, being large arms, seemingly missing a thumb. Made entirely out of black goo.
==Behavior==
They appear at the Hotel in the windows on Seek's Chase to try to capture the player. They also appear in The Mines coming out of the flood in attempt to hit the player.
== Gallery==
SeekHandKill3rdPerson.gif|A bug that shows a player clipping through a wall instead of getting dragged by the hands
Seek Hands Jumpscare Hotel +.gif|Normal Jumpscare
Seek Hands.jpg|In-game (Hotel)
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Seek Worm=
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Seek Worm is a different form of Seek that appears in The Dam.
==Appearance==
The Seek Worm appears to be a mass of black goo in the shape of an extremely large worm, covered in eyes and having a hole resembling a leech's mouth with a glowing red light inside of it.
==Behavior==
During the third phase of Dam Seek, it telegraphs a red spot near the player, signifying where it will land. The spot tries to predict where the player moves. Once it is about to attack, it will slightly show its mouth, before leaping to the telegraphed spot, instantly killing any player it lands on.
== Gallery==
Seek Worm.png|The Seek Worm attacking.
Wormseek.png|Ditto.
Seek-wormy.gif|Ditto, but animated.
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Seek Sludge=
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Seek Sludge is a different form of Seek that appears in The Dam.
==Appearance==
Seek Sludge is a small Seek blob, similar to Dam Seek. It has 2 long arms, 2 big hands with 3 fingers on each, and it has 3 Seek eyes.
==Behavior==
During the second phase of Dam Seek, the sludge will come out of the flood, and try to grab the player. It will slowly follow the player, until they reach a safe spot, in which it will submerge back into the flood. Whenever it comes into contact with a player, it will hold the player before comsuming them whole and submerging back into the flood.
== Trivia==
*Seek Sludge is inspired off of Hole from the Tower Heroes event.
== Gallery==
Seek Sludge Render.png|A cropped image of a Seek Sludge
Seek Sludge Close-up.jpeg|Ditto, but clearer.
Sludge-emerge.gif|The animation for the Seek Sludge emerging.
Sludge-move.gif|The animation for the Seek Sludge moving around.
Sludge-kill.gif|The animation for the Seek Sludge killing a player.
Sludge-submerge.gif|The animation for the Seek Sludge submerging.
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Seek Eyes=
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Seek Eyes are a different form of Seek that appear throughout The Hotel and The Mines.
==Appearance==
Seek Eyes appear as small black eyes with cracks on the sides. The Seek Eyes' second version appears the same, however lacking the cracks on the sides. The original iteration appears as a black stain on the wall, with an eye in the center.
==Behavior==
Seek Eyes will not attack the player, all they do is stare and "look" at them. The eyes will form on walls during Seek's cresendo rooms and during any Seek chase.
== Trivia==
*Seek Eyes are used on almost all forms of Seek.
*Seek Eyes have 3 UGC Items/hats based off them.
== Gallery==
Seek eyes.png|Seek Eyes in a room.
Seek's eye in a concave shape.webp|A bug that makes one of Seek's eyes clip through a wall.
Seekeyealmostoutofbounds.jpg|Ditto.
Seekeyeonseekeye.png|Multiple SeekEyes stacked on eachother.
Seek Eye On a Plane Avatar.jpg|"Seek Eye 1.0" UGC.
Seek UGC.png|Ditto, but not on a player's head.
Seek eye greenhouse.png|A Seek Eye in a overgrown room.
Seek's eyes in Halt's hallway.png|Seek eyes spawning inside Halt's old hallway.
Seekhallway2.png|Seek Eyes during the Hotel Seek Chase.
Seeklight.jpeg|Another bug, making it spawn under a wall light.
Seekeyestuckscreenshot.png|Ditto.
Seekpuzzle.png|Seek eyes inside the The Meeting Room.
Infirmary SeekEyes.png|Seek Eyes in the old Infirmary.
Seek Unused-Old eye.png|A unused version of the Seek Eyes (Before the game's initial release).
Seek's eyes in Courtyard.webp|Seek Eyes in the old Courtyard.
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== Modifiers ==
===Notes===
* If the "Power Shortage" or "Lights Out" modifier is enabled, rooms during Seek's Chase will be made significantly darker, including any blue aura emitted by Guiding Light anywhere during the chase.
*If the "It Can Run Too" modifier is enabled, Seek will be able to run much faster, meaning you will have to be quicker, and more careful and vigilant during the chase sequence if you do not have Vitamins or a Crucifix. Lagging behind for even a split second ticks down your survivability, ensuring players always remain fluid with their movements.
*If the "Gone Fishing" modifier is enabled, Guiding Light is removed for the doors when approaching an intersection room but will still highlight crawl spaces.
*If the 'I'm Everywhere' modifier is enabled, Screech can attack during Seek chases.
*Seek has only 1 modifier available in the game as of The Mines update.
**This modifier is: It Can Run Too: Seek runs unfairly fast. (+5% Knobs)
*If the "Always Watching", "Seeing Double" or "Four Eyes" modifiers are enabled, Eyes will spawn in every room during the Seek chase.
*If the "Bad Ventilation" modifier is enabled, Seek's chase will be harder when trying to find the right door to enter, since Guiding Light is almost unseeable with the fog unless the player is good at finding Guiding Light's hints.
*For some reason, the modifier "It Can Run Too" doesn't have a badge requirement (e.g. Take a Breather), this essentially allows the player to use this modifier even if the player haven't used the Crucifix on Seek for the first time.
====Super Hard Mode==== 
*In Super Hard Mode, Seek drove a classic green ROBLOX jeep. Despite no visible model changes being present, the animation was changed to being stiff, resembling a Robloxian driving a car.
*Seek had a smaller hitbox, presumably for leniency if the player was too slow or took the wrong turn.
*Seek also had a higher speed than in the normal game.
*Both of its chase sequences were slightly longer.
*Guiding Light would not highlight the doors when approaching an intersection room but would still highlight crawl spaces.
*Its screams were replaced with the car's horn, and its muffled screams when killing a player were replaced with a louder car horn.
== Removed Content== 
*If the modifier “You Really Can Run” was activated, Seek's Chase would have been longer (Makes the intersection rooms spawn more), and start earlier (usually door 18-21 in the first chase sequence, and door 67-70 in the second chase sequence, allowing it to occasionally spawn before The Infirmary). It was removed in The Hunt update (15th March 2024) because it made the game easierhttps://discord.com/channels/458441314023899159/1006982064458960916/1218248509246148608. 
**This is because when the crescendo started, at the time, other entities were disabled from spawning. If modifiers such as “Rush Hour”, "Really Bad Time" or “Worst Time Ever” were activated, it would have been significantly easier.
** Additionally, Seek's Chase was longer, which gave more time where most entities could not spawn.
* The audio when opening a door in Seek's crescendo is louder than before.
** Since The Hunt update, the player can now hear the sound made when opening a door during Seek's crescendo.
*After the Hotel+ update, Seek's near footsteps sound was removed. The reason for this is unknown. 
**However, players can still hear Seek's near footsteps until Seek leaves the first chase room.
== Bugs== 
*There used to be a bug where if you were in a closet and another player triggers the chase, you would be able to go behind Seek until it goes to the next room.
*In earlier versions of the game, if a player was using low graphics, the Guiding Light would not illuminate the crawlspaces that the player(s) had to run through, which caused quite a lot of confusion amongst them. This was later patched.
*Seek and its eyes on the wall may have red spots, while the correct render is pure black. This is due to the lighting in the game.
* Sometimes Seek's eyes will not load in, and the player will only be able to see them in paintings and flashing eyes around their screen.
*In the opening cutscene, when Seek starts to run, the player can hear that the audio for Seek's footsteps is not synchronized with the run animation.
* During the opening cutscene, it is possible to stand behind Seek during said cutscene with the help of other players, although the player will still be teleported to the normal position at the end of the hallway once the chase starts. 
**If the player is standing on Seek's spawn point, they will hover above it in the cutscene. 
***This is not the case anymore, as the player will just be automatically moved to the side.
* At the end of Seek's chase sequences, if a player goes back into a corner, the door will close, but the player will be killed in the process. The only way the player can survive is with a crucifix. By sitting in the corner and holding it out, it will restrain Seek; therefore, it cannot kill the player. After Seek bangs on the door three times, it will proceed to reverse back into the previous room’s wall and despawn, along with the room after a few seconds. 
**Because of this, the players are now stuck. The only way to move on is to go back to the previous room and fall into the void or wait for the Void to teleport the said players out, which will teleport players back to where they are supposed to be, but this can come with a price. The players ahead could possibly trigger Rush or Ambush; if so, they will spawn at the end of the hallway where Seek disappeared.
**If the player in question has a bad connection, the door will delay opening. By the time the door opens, it’ll be too late to avoid Seek.
**The player can also do this glitch if they go back into the ending door after they go into the next room.
*Seek will sometimes T-Pose when spawning if the player has a bad connection. 
**This may also happen if a crucifix has been used just prior.
*There was a bug when the hands during Seek's chase sequence used to be unable to kill the player. This has now been patched.
*At the end of Seek's chases, the next progression door can be opened from a far vicinity. This is due to the fact that the chase usually increases the door opening range to prevent delays from opening doors. This effect will still go in action until the door after Seek chase sequence is opened.
** This does not apply to Dupe doors.
*There was a bug after the Hotel+ update where Seek would appear late (possibly doors 78-86), and because of The Greenhouse being added, players could not progress and players would die to Seek. This has been patched.
*There is a bug where the player can block Seek with the automatic door closing feature. To do this, they must use a crucifix on Seek, then take vitamins and run through the doors quickly. If done on time, Seek will not be able to bang on the final door of the chase sequence due to it being stuck. This allows the player to freely explore the chase area up to the point where Seek got blocked. 
**Since Seek is not able to bang on the final door of the chase sequence due to it being stuck, players will remain fast as long as they don't exit the room for a few seconds.
* There is a bug, where arms do not appear at the last corridor.
*There is also another bug where the chandeliers do not appear at the last corridor.
*There is also a bug where Seek's dittos do not spawn during Crescendos.
*When using exploits, there's a chance that Seek's animation does not play; therefore, the player does not get the speed when starting the cutscene.
*There is a bug where the crescendo can last only for two rooms, but when chase starts, Seek will not appear, and the player can freely explore the chase rooms. They will be considered normal rooms, and players will not get speed boosts.https://www.youtube.com/watch?v=85vchf79EcM
*Seek can very rarely kill the player even when they have finished the chase. This is due to the player's and Seek's hitboxes colliding the moment before the door closes.
*There is a bug where Seek will phase through the door after it closes, stopping right in front of it. It will idle while playing its running animation for a few seconds, before phasing back through the door.
* Seek's eyes can appear in Halt's Hallway.
*In Seek's bossfight in The Dam, there used to be a trick that allowed you to climb over the boulders and stair railings, allowing you to completely avoid taking any form of damage from Seek. This has been patched as of 09/18/2024.
*When using a modifier for Eyes, usually one that will have it spawn in every room, you can take damage from it during Seek's rising cutscene.
*If you reach door 145 and don't go near the bridge that will activate the minecart cutscene, Seek will go down, when you trigger the minecart cutscene, Seek will be above you and will kill you when the minecart cutscene ends.
== Trivia ==
*The official soundtrack used for Seek's chase sequence is Here I Come. Seek's second OST is named Ready or Not. 
** The name of the track is most likely a reference to the children's game Hide-and-Seek, where once the Seeker has finished counting, they usually shout, "Ready or not, here I come!"
**There is another reference to the Hide and Seek game because Hide is an entity that pushes you out the hiding spot and if in the Seek chase Seek will instant kill if you are in a hiding spot.
**During the Dam Seek fight, its hands will play a short riser with Seek's leitmotif (a leitmotif is a short musical phrase that is associated with a person/place/thing) before they land their attack. This can only be heard if the player has game music turned off, as the sound is intended to blend with the music.
* Seek is featured in the original thumbnail of the game. It shows multiple red eyes and arms that are coming out of a dark doorway. It was thought that it was a separate entity, but it was confirmed by the developers as Seek itself. (Maybe was an unused transformation/form of Seek) 
**The thumbnail has been changed as of the Hotel+ update, instead featuring Dupe. It was later changed to show The Lookman on it. In the Floor 2 update, the thumbnail shows a swarm of Gloombats. In the Halloween update, it shows a cauldron with pumpkins and candy around it from the Trick or Treat Modifier. In The content update, it shows Glitch along with the title of the update with a glitchy purple vignette around it.
*Seek is the second DOORS plush manufactured by Makeship, which was released on May 11. 
**Seek is also the first DOORS entity to have a Youtooz, which is based off of its crucifix achievement image.https://twitter.com/youtooz/status/1645551411315261442
**Seek is also the first entity to have both Makeship and YouTooz merchandise.
**The Seek plush can be found sitting next to the Screech plush in the lobby, as it was added during the Tower Heroes Event. It was removed in The Hunt update.
* Seek has 5 UGC items: Seek's Eye, Seek Headphones, Seek's Eye 2.0 No Veins, Seek's Eye 2.0 With Veins, and Seek's New Whip.
**Seek's Eye is currently the least expensive UGC item compared to other LSPLASH products.
**Seek's New Whip is currently the only UGC item that references the 2023 April Fools Event.
**Seek is currently the entity with the most UGC items, the second before was Figure.
*Prior to The Hunt update, Seek's eyes can be seen in the Lobby, behind a barricaded section with wooden planks near the initial spawn point. Currently they are located near fireplace opposite The Backdoor part, emitting the same sound heard in the gamerun. 
**They can also be seen above the Mining Elevator in The Electrical Room.
*Prior to The Content update, the first Seek chase in The Mines was a lot more harder and intense with more rocks falling from the ceiling and being used as obstacles.
**You can still sometimes see this in action, but it is unlikely that you will encounter this now.
*Seek was the first entity to be added to the game and that was created specifically for DOORS.
*Seek is one of the three entities able to escape the Crucifix, the others being Figure and Queen Grumble. 
** Seek's crucifix achievement image is a reference to a meme from Sparkles And Champagne.
*The achievement description for Running Track is a reference to the "cart ride" genre of games on Roblox, in which you typically ride a minecart into a giant version of a character.
*Seek's jumpscare sound effect is the same as Jack's jumpscare sound effect but high pitched.
*Seek is currently the only entity that can kill in 6 ways instead of 1, with those ways being hands, fire, slime, worms, blobs, and the entity itself.
* During the first Seek Chase, the player used to play an animation of crawling through the falling bookcases. This was changed, and now the player must manually crouch through them instead due to lag killing a lot of players. 
**As of the Hotel+ update, the game no longer makes the player run automatically after the cutscene, forcing them to run on their own.
*Seek was supposed to chase you in pitch dark due to the Guiding Light not existing at the moment.
* Seek's chase sequence animations were improved in the Hotel+ Update.Q: "And another thing I really like is the seek chase." A: "theres a lot of improvements coming to both of those in the next update, i think you will be very pleased" – RediblesQW, Twitter
* The old model for Seek was changed because the mesh was not created by the DOORS developers, nor were any of the appendage's moveable or poseable. Seek's old model was actually a retextured version of a character in a game called The Legend of Zelda: Ocarina of Time 3D, where its base origin was a recurring enemy called a ReDead, who is a tall zombie-like monster.
*Seek is named after how it 'Seeks' the player."Seek seeks." – DoorsRoblox, Twitter
* Seek is one of the few entities capable of altering a player's appearance upon death; another notable entity is Figure. The dead bodies of those killed in the chase sequence have a similar texture to Seek. Grumbles and Gloombats can also do this.
*In the Hotel+ Update, Seek can manifest paintings by showing a painting with Seek's eyes to hint at its arrival. 
**Interacting with the "painting" will show a message that reads, "This isn't a painting."
** In The Hunt update, the "paintings" can appear after the chase.
**Seek is also one of the few entities to be shown in a painting, another being Jack in the painting Captain Jack.
*The player's screen will start to slightly shake while in the chase, possibly to make it harder to pass the crawlspaces easily, or to add realism.
* The dark-red aura of the chase can be a reference to the Ink Demon's chases and appearances from Bendy and The Ink Machine that is manifested through walls being filled with dark aura.
*Seek may be based off by the Lost Ones in the Bendy and Ink Machine franchise. Both of have humanoid and disproportionate bodies, is aggressive to the player, and is covered with Inky substance around their body.
*Specimen 2 from Spooky's Jumpscare Mansion may be Seek's main inspiration, as both of them appear as humanoids made of goo. Specimen 2 can also appear from the green mud in the HD Renovation of the game.
*Seek's appearance is based off of Shambling Mass from Undertale due to their appearance on MTT Resort.
*Seek's eyes' vein texture ID is 1935531878.
*The sound of footsteps may be an edited sound of Heavy Footstep Sound Effect.
*Although many people believe that Seek is the humanoid figure made of goop, Seek is actually just a black goop that can transform into any shape, and it uses eyes to find the players.
**There is no true form of Seek in any way, Seek is one large goop taking forms (blobs, arms, humanoid, etc) according to Redibles.
** Seek's "goop" is referred to as "Slime" by Guiding Light.
*Seek's eyes that appear before the chase make an ambient noise when they appear and blink. 
**The bigger the eye, the louder the ambience is.
**Seek's eyes do not blink in the mobile version.
* Seek's jumpscare eye resembles the eye on its old model.
* Seek's eyes, the "Seeks Eye" and "Seek Headphones" UGC items"i gave the hat an optical illusion that makes it seem as if the eyes is always looking at you" – RediblesQW, Twitter and the eye on Seeks head are optical illusions. The eyes are indented inwards and create the illusion that they are always looking at the player (or more precisely, the camera, since most of the time the game is in first person). For this reason, the cameo eyes in the Lobby and during the pre-chase cutscene do not follow the player but the camera instead.
*Before the Hotel+ update, Seek's eyes rarely used to appear in The Courtyard's walls or the middle of the room. 
**This has now been changed, due to The Greenhouse and the fact that Seek's second chase sequence cannot appear that late now.
*Seek's eyes can sometimes overlap, making a fusion of 2 or 3 eyes.
*After the Seek chases, its eyes' ambient sound can still be heard if standing close to the wall. 
**Eye particles can appear after the chase.
*Seek's eyes can be a navigation to avoid Dupe doors, due to them always leading to the right door.
*Seek is not an anatomically correct human figure, but rather a mound of black slime that tried taking the shape of one, with one of Seek's eyes being planted on the face. 
**There is a theory, that the paintings during Seek's crescendo are its shapeshiftings and not actual paintings.
 
*Seek and the black slime are the same model, as evidenced by the black slime peeking under Seeks feet.
*RediblesQW has stated that if Seek's body somehow got destroyed into pieces or if one of its body parts got cut off, Seek is able to regenerate it back if it wanted to.
*It may be the case that, canonically, Seek is constantly stalking the players and their progress.
*Seek's arms either kill the player by strangling them or pull them out of a window. However, for the latter to be true, the Grand Hallway has to be several yards above ground for fall height to be deadly.
*Seek does not scream so much as letting out a guttural noise, done by manipulating itself."not necessarily a scream, more just a guttural like noise that it makes probably by manipulating itself in some way" – RediblesQW, Twitter
* RediblesQW has also stated that Seek most likely could form a mouth if it wanted to.
*Seek is capable of shapeshifting into virtually anything, although it will likely always be imperfect in some form."well while seek has the ability to shape itself into pretty much anything that doesnt necessarily mean its good at doing it perfectly or replicating things accurately" – RediblesQW, Twitter
*Seek is Wowzers' favorite major character.Q: "What is your favorite Boss Entity? (Figure, Seek)" A: "seek" - Wowzers
*Seek is one of Redibles' favorite entities."in no way did i think a solid black goo man with a cyclops eye would become one of my most beloved and iconic character designs lol" - RediblesQW, Twitter
* Screech is most likely the result of a Giggle coming into contact with Seek’s slime, as the two have the same substance covering them.
*Seek in real life would have a height of 1.96 meters (7 studs).
*Seek cannot take the commonly fan-represented form of it wearing furry ears as its goo would stain the furry accessories.https://discord.com/channels/458441314023899159/1006982064458960916/1110140675321757817
*According to RediblesQW, Seek would struggle more to turn into objects that are constantly affected by collisions, such as a chair (that wouldn't work, due to it being made of black slime) and a pole, that would probably just fall. https://discord.com/channels/458441314023899159/1006982064458960916/1110151453038886984https://discord.com/channels/458441314023899159/1006982064458960916/1110151477881749525
*Seek does not have an animation for jumping over the broken bridges, or crouching in small crouch spaces during The Mines chase. It simply runs over the gap, or phases through the wall. It is likely that this is because under any normal circumstances, the player would not be looking back during the chase, meaning there would be no need to add any jump, fall, or crouch animations for Seek.
*Seek's Mines chase's achievement description reads "Cart Ride From Seek" which might be a reference to a type of game on ROBLOX with the title "Cart Ride into ..." Which are almost identical to each other except the model of the character being ridden into being different.
== Abilities ==
* Speed: Seek is shown to be extremely fast and adjusts its speed to not easily catch the players due to Seek wanting to play with them like a "game of cats and mouses". 
* Shapeshifting: Seek can shape its mass of black goop into anything it desires and thinks that fits, with a few imperfections (gooey texture, multiple eyes and always being pitch-black).
* TBA
== Related Achievements==
== History==
== Gallery==
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== References==
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