Security Doors

Security doors are blue of color with a vertical red stripe across the door handle. They function as a zone border and travelling through one navigates to a different zone. Like normal doors, on the top left players can view to which zone it leads to and shows the zone(s) that are accessible after unlocking the door. Security doors share the SEC_DOOR_### name with the bulkhead door when using the terminal.

Description
Security doors are found in specific portions of the map, their locations never change. When found, players may interact with them, initiating a mandatory security scan (bioscans) that requires all players to be present in the designated area that appears in front of the door. The scan is complete when the progress bar reaches 100% and an option to open the door will be displayed. Nearby Scouts will extend their feelers by the sound of a security door opening. A patrolling Scout can be heard through a security door if it is close enough. Enemies cannot breach security doors while they are closed. It's preferred to eliminate all enemies in rooms containing one because when opened, they can never be closed again.

Door states
Key locked: Security doors may also require a specific colored key that is displayed when the player approaches the door. Until the right key has been inserted the door will be locked, making it unable to unlock the security door or initiate the alarm. The playable characters have a special voiceline when interacting with a key required door. When the required key has been displayed for at least one player, it will be visible for the whole team on the map, next to the locked door.

Unpowered: Security doors may come unpowered. Similar to a key locked door, an unpowered door cannot be interacted with. The door will show which generator needs to be powered in order to restore functionality to the door.

Emergency lockdown: Security doors in lockdown cannot be interacted with. The only way to lift this lockdown is to proceed with the objective. Doors in lockdown are always seen in reactor objectives, with doors lifted of lockdown when the verification code is in that zone.

Alarmed Doors
While some security doors can be opened without alerting sleepers, there are security doors that contain an alarm that are required to be opened to reach the main objective. Alarms cannot be prevented or avoided and if they are in the path to the objective; they must be done.

When the key is found, the player inserts it into the door and a warning prompt will inform the player an alarm will trigger. Alarms are classed with roman numbers, where the roman number shows how many bioscan sequences are required to be completed in order to deactivate the alarm.

When activated, the sequence of security scans must be completed while under constant attack. At this moment stealth is a non-factor and firearms may be used without consequences.

The scans are completed by standing inside them. All players are required to complete the first scan, but subsequent scans are not required for everyone to be present, however they do complete significantly faster if everyone is together. Enemies will continue to spawn until all scans are done, so it's highly recommended you finish them as soon as possible. Setting up traps and kill zones along with extensive planning will increase your chances of success.

Currently, there are 3 types of bioscan zones in the game:


 * Team scan: Large zone requiring all team members to be present for progress.
 * Large scan: Large zone that does not require all team members to progress, progress increases with more players inside.
 * Small scan: Splits up into smaller zones. All zones must be completed to progress.

Classed Alarm
Most alarms have a class range from II (2) to VIII (8). Higher classed alarms are found deeper in the complex. The alarm class shows how many scan sequences must be completed to deactivate the alarm and stop enemy waves from spawning. A class IV (4) alarm for example takes 4 scan sequences: The mandatory team scan followed by the 3 other bioscans listed above.

Surge Alarm
A surge alarm is similar to a normal alarm, however, all of the bioscans will be team scans and instead of enemy waves being staggered, all enemies (only strikers) will spawn very quickly, which can cause a team to be quickly overwhelmed. As of Rundown 4, surge alarms are typically Class III alarms.

Cluster Alarm
A cluster alarm is also similar to a normal alarm, with the noticeable change in that it replaces all bioscans with a high amount of small scan zones that scatter far away from the security door. Cluster alarms take longer to complete if a team of players is unprepared, which in turn spawns more waves of enemies.

Error Alarm
An error alarm is a special alarm which only spawns on specific expeditions. When opened it will only have one team scan. However, the alarm will not stop for the rest of the expedition, unless it is a special error alarm which may deactivate on the completion of a particular objective. The amount of enemies spawned in a wave are slightly less in comparison to a regular alarm (when faced with giant sleepers, it is possible for them to come in groups of 2-4 enemies, e.g. final parts Rundown #005, Level B1).

S1 Alarm
The S1 alarm is a special team bioscan displayed as a violet hexagon. S1 bioscans function the same as a normal team scan, requiring all team members to stand within the scan zone. The time it takes to complete the scan is significantly increased. When the scan is interrupted because a team member is missing, scan progress decreases over time.

There are multiple variations of the S1 Alarm


 * Classed S1 alarms (Class III S1 Alarm Detected) indicate that multiple S1 scans must be completed to disable the alarm. The scan speed of classed S1 alarms are very similar to normal team scans.

In Rundown 004, classed S1 scans had a decreased scan time scaling with the amount of team members in the expedition, with 4 players reducing the time to slightly longer than a standard team scan and with only one player not having a scan time reduction at all. This made expeditions in with S1 alarms very difficult with less players in the team and were nearly impossible in a solo run.

This is no longer the case in Rundown 005, when solo players start a classed S1 scan, the scan speed is equal to a 4 member team.


 * M class alarms are a indication for the final bioscan being a S1 scan. This final scan of a M alarm only has the property of losing scan progress, but is completed as fast as a normal teamscan.
 * BC class alarms indicate 3 S1 bioscan zones will appear at once, similar to small scan zones. A team must go through all three of them separately in order to disable the alarm.

Bloody Doors (Trapped Doors)


Bloody doors are special security doors which only appear in certain expeditions. They appear similar to regular security doors, however, they have an ambient sound while near them and they are coated in blood. This is due to a horde of awoken enemies behind it, slamming on the door and waiting for it to open and pass through. When a bloody door can be opened, they will have a warning (Warning: Motion Detectors triggered!) as another way to tell that enemies are behind that door.

The type of enemies that spawn at once, while not completely random, has some form of RNG, some doors will only spawn one type of enemy, while others have no limits on what can spawn. However, one enemy which is almost always seen at them is the Hybrid, this combined with a large number of strikers to act as fodder is what causes them to be dangerous. Enemies spawned may also be a few tough enemies or a single strong enemy. The bio tracker cannot scan or detect enemies behind a blood door prior to opening it.

Since bloody doors are just security doors with enemies waiting behind them, they can come in with the same varieties as the normal security doors: with an alarm, key locked or unpowered. Bloody door alarms share the same properties with normal door alarms.

Apex Doors
"Apex doors are the high-security doors that require you to solve a puzzle and/or fight several waves of monsters to get through them."

- Simon Viklund

Apex/Warden doors are special doors that require you to solve puzzles or objectives. They have a very unique appearance and a different opening animation. They are harder than normal alarmed doors and appear more likely in deeper parts of the complex.

Apex doors usually lead to a final part to the objective. Apex doors may also hold special, unknown threats behind them.