How to beat Figure in Doors
Figure is blind and hunts by sound, so crouch near it and finish each room's puzzle. In The Library (door 50) you collect books and open a five-digit lock. In The Electrical Room (door 100) you collect 10 Breaker Poles, solve a switch puzzle and run to the elevator.
This guide is built from the DOORS Wiki pages for Figure, The Library, The Electrical Room and the items involved. It is a reading of what the wiki records, not a record of our own runs, and it points out the places where the wiki contradicts itself.
What Figure hears and how fast it moves
Figure has no sight. The wiki describes three tiers of response, and the tier decides whether you get a warning or a death.
| Sound | What Figure does |
|---|---|
| Quiet noise (opening a container, using certain items) | Growls and goes to investigate |
| Moderate noise (a player walking) | Growls aggressively and charges at the source |
| Very loud noise (Alarm Clock ringing, a Giggle) | Charges and stomps the source, destroying the Alarm Clock or shattering the Giggle |
Once it reaches the spot, it searches erratically around it. If you cross its path in that state, it grabs and decapitates you. Crouching makes you quiet enough that it does not charge you, and the wiki notes that Figure checks whether you are crouched, not how fast you are moving, since The Mines Update. It also cannot hear you if it is far enough away that you can barely hear its footsteps. Its footsteps shake your screen, and the shake gets sharper the closer it is.
Speed numbers from the wiki's trivia:
- Figure's base walk speed is 10 studs per second.
- Every Library book collected adds 0.8, so 8 books reach 16.4.
- During the starting chase in the Electrical Room it gets +4, and during the final chase +6.
- When it is running, enraged, the value is multiplied by 1.75.
The default player walk speed is 15, and 10 while crouching. By these numbers a fully enraged Figure at 8 books (16.4 x 1.75 = 28.7, my arithmetic from the wiki values) is faster than a player with Vitamins (15 + 8 = 23). The wiki's strategy notes still say Vitamins always provide enough boost to outrun it, and the two statements are not reconciled anywhere on the page. Treat Vitamins as a way to reach cover, not a guaranteed escape.
Door 50: The Library, step by step
The Library is the midpoint boss room of The Hotel. You need to read books, read the Paper, enter a five-digit combination on the lock at door 51, and walk out.
- 1Take the Alarm Clock at door 49. The Library Entrance room has a reception desk with an Alarm Clock on it. The wiki says it is guaranteed. A second one sits on the table next to the sofa at the end of The Library's main walkway.
- 2Open door 50 and stay still for the cutscene. Figure roars, walks out from behind a bookshelf and stumbles toward you. Guiding Light then knocks a lamp over, Figure runs to the sound and stomps the lamp, and from then on it patrols.
- 3Pick up the Paper. It is on the large office desk. It shows five shapes, each next to a Roman numeral from I to V. The numerals mark the order of the digits in your code.
- 4Collect the books. They sit on the bottom three shelves, they are cyan or blue with Guiding Light's moon symbol, and they emit a faint shimmering sound. Reading a book makes no noise and will not attract Figure. A shape and a digit appear on the left of your screen.
- 5Count to eight. Eight books exist, but only five digits matter. The Book page says only five digits are required, and the eighth and last book you find always contains the last digit of the code. In multiplayer the digits show for everyone with a portrait of whoever collected them.
- 6Decode. Match each of the five shapes on the Paper to the digit your books gave that shape, in order I to V. The wiki's example: if Pentagon is 5, Hexagon is 2, Star is 1, Square is 0 and Circle is 3, the code is 52,103.
- 7Enter it on the combination lock at door 51. If you are missing one digit, the wiki says to guess and eliminate, which can take up to ten tries. With two digits missing, it can take up to a hundred.
- 8Leave through door 51 as soon as it opens. Guiding Light seals the door shortly afterward. Anyone left behind is teleported to door 51 by Void and takes no damage.
Each book adds 0.8 to Figure's speed, so the last few are the most dangerous. Four of the five required books can be found before the eighth, and the wiki's advice for inexperienced players is to find at least four right shapes and then step through the missing digit by trial and error rather than hunt for every last book.
Where to wait and where not to
The lock is in a spot Figure often walks past, and the wiki warns it can catch you while you are entering the code. The Mines Update removed the old safe spots, including the corner right of the exit door and the area in front of the entrance. The wiki's own strategy list still recommends waiting under the stairwell or next to the exit, and says the stair corners on the first floor are not safe. Those are older notes. Treat every spot as temporary and listen for the footsteps.
Closets are an option. Hide was re-added to The Library, so a heartbeat minigame starts when Figure is nearby: press Q and E (or tap the matching sides on mobile) as the two halves overlap the heart. Miss twice and you are kicked out. If Figure is inspecting the closet with its swaying animation, leaving kills you. Wait until it walks away.
The wiki also gives a lure: put the Alarm Clock down, step away from Figure's path to it, and the 10-second delay buys you time to reach a shelf on the other side. It destroys the clock when it arrives.
Door 100: The Electrical Room, step by step
The Electrical Room is the final boss room of The Hotel and the second Figure encounter. You enter through a storage room, where wire gates force you down a path to a lever room. There are a locked breaker room and closed gates with an exit sign above them.
- 1Open the breaker room first if you can. A Lockpick or a Skeleton Key unlocks the breaker room door before you pull the lever. The wiki says the Electrical Room Key cannot do this before Figure's opening cutscene.
- 2Let Guiding Light mark the poles. The wiki says the timer for highlighting Breaker Poles starts when you open door 100, not when Figure appears. After about a minute it intensifies the glow. Waiting a couple of minutes before pulling the lever means fewer poles to hunt for during the chase.
- 3Pull the lever. Figure appears, runs down the stairs and knows your exact position until you lose it. You get +5 speed during this starting chase. Hide yourself in a closet or somewhere it cannot reach. After it loses you it patrols the hallways.
- 4Find all 10 Breaker Poles. They are on shelves, on the floor and on top of pipe supports, and each emits a shiny sound. Ten always spawn and all are required.
- 5Get into the breaker room. Use the Lockpick, the Skeleton Key, or the Electrical Room Key, which spawns on a random shelf on the top floor.
- 6Interact with the Circuit Breaker. It places every pole you carry automatically, and a bar fills as you add them. When the tenth goes in, a cutscene plays in which Figure walks through an oil puddle that catches fire from a live wire, panics, runs into walls and jumps out a window.
- 7Solve the puzzle without a clock on you. Figure is gone, so there is no time pressure. The wiki says to take as long as you need.
- 8Run for the elevator. Figure bangs on the breaker room door three times and then breaks it down. The wiki's tip is to run straight to the elevator and not crouch.
The Circuit Breaker puzzle
The panel shows a number and then either an empty or a filled square. A filled square means flip the switch with that number; an empty square means leave it off. In the third stage, the last number is shown as "??". The wiki suggests subtracting the earlier numbers or using elimination to find it. Memory matters because you must remember which switches are on. Leaving the minigame restarts it. The "Expert Technician" achievement asks for the puzzle in under a minute.
Safe spots and the Rift
The wiki's notes say the four corners of the main hallway are barely outside Figure's path if you do not move, but as of The Mines Update Figure can enter the storage rooms without chasing anyone, so a corner is a gamble. Circling a shelf can help, since Figure does not pathfind around it. Revives are not permitted in this room, unlike The Library, where a revive teleports you to the entrance door.
A Rift sits on the lower floor. If you carry a Smoothie, put it in and take it out: you get a Moonlight Float, which highlights Figure and any Breaker Poles through walls. The staircase down to the Rift is blocked once the Circuit Breaker puzzle is complete.
Where the wiki disagrees with itself: the Hide and Heartbeat Control Minigame pages say Hide is disabled in The Electrical Room, while a note on the Figure page says Hide's heartbeat difficulty is used in the opening Electrical Room chase. Be ready for either. The Electrical Room page also says the minigame is absent in the current build.
Figure in The Mines
Figure returns in The Shafts, three locations of The Mines. It cannot be fully banished there either.
| Encounter | Where | Notes from the wiki |
|---|---|---|
| The Chasm | Doors 110 to 114 | Falls from a pipe and wanders. It cannot attack you, ignores your inputs and cannot be distracted by Glowsticks |
| The Meat Cave | About doors 120 to 125 | First real encounter. Dupe may spawn in the room |
| The Generator Cave | About doors 160 to 190 | Second real encounter, near the second Seek chase. Figure drops down on the left; fuses are in lockers and drawers |
Opening one locker usually does not trigger Figure. Opening two quickly will make it search near the second one. In the Meat Cave the wiki's fast method is to run in to wake Figure, back out so it follows you to the door, then crouch behind it and follow it to the exit, hugging the wall when it turns. In The Mines, Figure also eats Gloombats that share its room, and Hide appears in the last closet you used.
You can bring your Alarm Clock out of The Library into a Mines Figure room. There is another Alarm Clock guaranteed in the room before Jeff Shop in The Mines.
Items that help and items that do not
| Item | Effect on Figure | Detail from the wiki |
|---|---|---|
| Alarm Clock | Helps | Goes off 10 seconds after you place it. Figure rushes to it and stomps it. You can pick it up again before it rings |
| Crucifix | Stuns only | Chains turn red as Figure breaks free. The first use earns "All Figured Out" |
| Vitamins | Speed | +8 speed for 5 seconds, then a fade of about 5.5 seconds |
| Glowstick | Distracts | Figure runs to it, then goes back to listening for you |
| Moonlight Float | Tracking | Highlights Figure through walls for 5 minutes |
| Moonlight Candle | Safe light | Does not alert Figure when equipped |
| Lighter, Candle | Safe light | The wiki calls these valid light sources in The Electrical Room; the Lighter page adds that its noise can still be heard |
| Flashlight, Shakelight, Laser Pointer, Straplight, Bulklight | Risky | The wiki says Figure hears the Flashlight, Straplight and Bulklight flicker and the Shakelight shake, and the Laser Pointer attracts it |
| Lockpick, Skeleton Key | Utility | Open the breaker room door early |
| Starlight items | No help | Star Shield does not stop instant-death entities such as Figure |
| Holy Hand Grenade | Kills it | Only in Super Hard Mode, not in normal runs |
The wiki warns that a Crucifix used in a corner can leave Figure stunned in place and blocking you (the note is about Hotel- and Super Hard Mode). If that happens, you can crouch under the gap between its arm and body. It also advises bringing both a Crucifix and Vitamins to door 100, because the rooms are dark and you can bump into it. The Alarm Clock, Glowstick, Shakelight and Laser Pointer all enrage it when activated, so use them away from where Figure is.
For prices and how each item scores overall, see the Doors items tier list.
Where the wiki and other guides disagree
| Claim in other write-ups | What the DOORS Wiki says |
|---|---|
| Figure sees you if you hide in its line of sight | Figure is blind. When it is near your closet, a heartbeat minigame runs; leaving the closet while it inspects kills you |
| You need all eight books to open the lock | Five digits are needed. Eight books let you complete the code without guessing, and some guides accept brute-forcing it with six or seven |
| Figure cannot be killed except with a Holy Hand Grenade | Agreed for normal runs, with two additions: the grenade works only in Super Hard Mode, and the Gold Blaster kills Figure only in Chaos mode or the Admin Panel |
Inside the wiki itself there are four more conflicts worth knowing about:
- Breaker Pole count. The item page and room page say 10 always spawn. A gallery caption on the Breaker Pole page mentions an 11th pole added in The Content Update, and the page text does not back it up.
- Hearing at range. The Figure page says it cannot hear you if it is far enough away that you barely hear its footsteps. A trivia note on the Library page says Figure can now always detect movement.
- Hide in the Electrical Room. The Hide and Heartbeat Control Minigame pages say Hide is disabled there. A note on the Figure page says the heartbeat difficulty is used in the opening chase of that room.
- Old door 51 chase. Before The Mines Update, opening door 51 made Figure hunt every player. The Figure page says it now keeps normal behavior, and the older version remains in Super Hard Mode and HOTEL-. The wiki still lists a death message for dying after door 51 opens without saying when that happens in current runs.
Sources
- https://doors-game.fandom.com/wiki/Figure
- https://doors-game.fandom.com/wiki/The_Library
- https://doors-game.fandom.com/wiki/The_Electrical_Room
- https://doors-game.fandom.com/wiki/Book
- https://doors-game.fandom.com/wiki/Paper
- https://doors-game.fandom.com/wiki/Breaker_Pole
- https://doors-game.fandom.com/wiki/Circuit_Breaker
- https://doors-game.fandom.com/wiki/Electrical_Room_Key
- https://doors-game.fandom.com/wiki/Hide
- https://doors-game.fandom.com/wiki/Heartbeat_Control_Minigame
- https://doors-game.fandom.com/wiki/Movement_Speed
- https://doors-game.fandom.com/wiki/Alarm_Clock
- https://doors-game.fandom.com/wiki/Crucifix
- https://doors-game.fandom.com/wiki/Vitamins
- https://doors-game.fandom.com/wiki/Glowstick
- https://doors-game.fandom.com/wiki/Moonlight_Float
- https://doors-game.fandom.com/wiki/Moonlight_Candle
- https://doors-game.fandom.com/wiki/Lockpick
- https://doors-game.fandom.com/wiki/Skeleton_Key



