Doors are entrances that lead to different expedition's zones.
Description[ | ]
Doors are found in specific portions of the map with their assigned areas on the top left, indicating what section lies beyond. The locations of these doors never change. They can be opened and closed without limit as long as they are not destroyed or reinforced by c-foam.
Sleepers in rooms which have none of its doors open, will not click or glow, nor will Scouts extend their feelers. This may make it difficult to tell if any are behind them, unless a Bio Tracker is being used. A patrolling Scout can be heard through a door if it is close enough.
Locks[ | ]
Like containers, doors can sometimes be locked by either a physical or an electrical lock. These locks are put on both sides of a door. You can find more info about locks in this page.
Reinforcement[ | ]
A door can be reinforced by throwing one C-Foam Grenade on it, or by firing 9 units of ammo from the C-Foam Launcher. Reinforced doors are still destructible but they will stand longer, requiring an additional 14 hits (large door) to break compared to a non reinforced door.
C-Foam can be re-applied on the door after the previous reinforcement has been destroyed, or continuously to maintain the reinforcement.
The C-Foam used to reinforce a door will not fade out with time, unlike the C-Foam thrown on the ground. The reinforced doors will stay reinforced the entire expedition's duration.
Damaging[ | ]
Doors are damageable by sleepers and melee weapons. Doors are not damaged by bullets.
Small doors have 7 health, while large doors have 12 health. C-foaming a door adds 13.5 health to the door.
Sleepers deal 1 damage every time they hit the door. So small doors will take 7 hits (21 while foamed) and large doors will take 12 hits (26 while foamed). The amount and the type of sleepers attacking the door does not matter, they will still require the same amount of hits (and time) to break the door.
Additionally, enemies have a global cool-down (shared by all enemies) after damaging a door before any are allowed to damage a door again. This means that a large number of enemies all trying to damage a door won't damage it any faster than a small number of enemies trying to damage the same door. This also means that if enemies are trying to break multiple doors at once, they'll split their hits between the doors, and take much longer than usual to break any of the given doors. (When they are attempting to break multiple doors at once, in general, they are more likely to damage the one with more enemies on it.)
A single mine is enough to completely destroy a door, so players should be careful with the mine's placement.
Melee[ | ]
When hitting a door with a melee weapon, the following criteria is used to determine how much damage the door takes:
If the damage of the hit is greater than 15:
- The hit deals 4 damage to the door.
Otherwise, if the environmental multiplier of the hit is less than 1:
- The hit deals 0.5 damage to the door.
Otherwise:
- The hit deals 1.5 damage to the door.
Since the damage done to the door by the melee hit does not vary gradually, but instead jumps between values, there are certain key breakpoints for the various melee weapons:
For the Sledgehammer:
- <90% charge deals 1.5 damage
- >90% charge deals 4 damage
For the Knife:
- <66% charge deals 0.5
- >66% charge deals 1.5
For the Spear:
- <95% charge deals 1.5 damage
- >95% charge deals 4 damage
For the Bat, the environmental multiplier is always bigger than 1, while the damage never exceeds 15, so it always deals 1.5 damage, regardless of the charge amount.
The number of hits required to break doors is summarized below:
Light no cfoam | Charged no cfoam | Light w/ cfoam | Charged w/ cfoam | |
Sledgehammer | 8 | 3 | 17 | 7 |
Spear | 8 | 3 | 17 | 7 |
Knife | 24 | 8 | 51 | 17 |
Bat | 8 | 8 | 17 | 17 |
Light no cfoam | Charged no cfoam | Light w/ cfoam | Charged w/ cfoam | |
Sledgehammer | 5 | 2 | 14 | 6 |
Spear | 5 | 2 | 14 | 6 |
Knife | 14 | 5 | 41 | 14 |
Bat | 5 | 5 | 14 | 14 |