A new DOORS map created by the owner just for fun.
There are a total of 26 sectors from A to Z, with each sector consisting of 50 rooms. Every sector except Z features a terminal and an elevator in its final room that transports you to a designated sector. From Sector C onwards, emergency exits are added. Using an emergency exit will immediately return you to the Hotel, while the terminal allows you to specify the next sector to enter. A-000: Starting point of The Archives B~E F~R Alma can begin to appear around here. S S-050: T~Y Z Z-050: Arrival point of The Archives 26 Sectors: Composed of 26 different sectors from A to Z, with 50 doors (zones) per sector. Elevator Travel: At the end of each sector, there is a computer-controlled elevator to assist progress, and you can skip sectors by paying Gold. Emergency Exits: Starting after Sector C-050, emergency exits (such as infirmaries) begin to appear at the end of every sector. Progression Advancing through rooms: The basic structure involves opening doors and moving forward. It is important to get into the habit of checking through the glass above or around the door in real-time to see if an entity is waiting in the next room. Sector Elevators: Upon reaching the final room of each sector (e.g., A-050, B-100, etc.), a computer-controlled elevator appears. If you are an employee, all staff members are your seniors. Therefore, they do not attack. If you are a player, all staff members act hostilely and will attack you.
Characteristics Appears in subway stations and consists of one large flower, several small flowers, and vines. A drawing appears on the wall, indicating that you should move forward if there is no anomaly (like Exit 8) and move backward if there is one. If you try to move forward when there is an anomaly, or move backward when there isn't, the vines will block the path while the flower deals damage and pushes you back.
Characteristics Takes the form of a mannequin sitting on an office chair. The face is a red electronic display showing a waiting number, and one hand is shaped like a paper hole puncher. Upon spotting a player, she hands over a waiting number ticket and continuously follows the player through the rooms. The number on the display increases by 1 for every room passed. The moment the number on the Teller's face matches the number on the player's ticket, the player must submit the ticket before the gauge on the display fills up. If the player fails to submit the ticket on time or ignores it when the numbers match, she will snatch the ticket and attack. This is a female entity.
Characteristics An entity with a depressed expression, her upper face hidden by long, disheveled black hair. She is guaranteed to appear in her unique room and will occasionally appear thereafter to attempt an attack on the player. Until you look at Alma when she appears, her crying sounds are so quiet that you might not even realize she is there.
Characteristics A doppelgänger creature made of plaster with black, cracked pupils. As the name suggests, this entity is characterized by its ability to mimic the player's actions. Portrait appears when the player enters a room with a mirror in The Archives and stares at their reflection for a few seconds; the mirror then shatters, and the entity begins to follow the player. Portrait may disappear if you are not looking at it.
A fish kept in a water tank inside The Archives. At first glance, it looks like a living creature, but as confirmed in the logs, it is closer to a plastic toy.
The first entities you can encounter in The Archives, appearing randomly scattered inside rooms. They have bodies made of a black, sticky, ink-like material, and their faces are covered by various colored Post-it notes with partial facial features drawn on them. Their build and size vary by individual, and some appear to be wearing uniforms. They are basically non-hostile entities that do not initiate attacks unless the player physically bumps into them. It is safe as long as you maintain a certain distance while passing by. When the clocks inside The Archives point to 5 or 9 o'clock, an announcement sounds, and they run in large swarms across the middle of hallways and offices.
Takes the form of an orange face with an extremely angry, grotesque expression. Flames constantly spew from the eyes, and it is characterized by baring sharp, flashing teeth. Since it makes a very noisy, wind-like sound when appearing and approaching, you must pay close attention and focus on audio cues. It has a very fast movement speed and a pattern of charging suddenly to attack. If you hear the sound of it approaching, you can pass safely without taking damage simply by hiding in a cabinet or a safe hiding spot immediately.
Example scenario
Example scenario
Example scenario
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Release Date 2026.09.05 / Last Updated 2026.10.26