Security doors are blue colored doors with a vertical red stripe across the door handle. A small window is present to peer into the zone beyond. Security doors cannot be closed, once opened.

They function as a zone border, thus acting as ping border for the terminal system. Like normal doors, the top left lists which zone it leads to and shows the zone(s) accessible after unlocking the door. Bordering zone information can be optionally gathered using the query command in the terminal.

Bulkhead doors share the SEC_DOOR_### ID prefix with Security Doors in the maintenance terminal system.

Security doors are found in specific parts of the complex, their locations never change. When found, prisoners may interact with them, initiating a mandatory security scan (bioscans) that requires all prisoners 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.

Door states[]

Key locked: Security doors may also require a specific colored key that is displayed when the prisoner 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 prisoner, 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 found in the zone beyond.

Alarmed Doors[]

While some security doors can be opened without alerting sleepers, there are security doors that trigger a security alarm upon activation. The alarm sounds loud and far in the complex, alerting large groups of enemies. Alarms cannot be prevented or avoided; they must be done to open the security door.

Alarms do not activate the second a key is inserted. When a key is placed on the matching security door, prisoners can activate the the alarm separately if one is present.

When the alarm is activated, stealth is a non-factor and firearms may be used without consequences. A sequence of bioscans begins to appear as holographic circle highlights, usually starting at the door front. The scan zones are highlighted through terrain. A white holographic path leads to the (next) bioscan area, occasionally taking unusual paths to get there.

The bioscans are completed by standing inside them. All prisoners are required to complete the first team scan, but subsequent scans are not required for everyone to be present, they do complete significantly faster if everyone is together.

Enemies will continue to spawn until all scans are done, making it highly recommended to 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 prisoners inside.
  • Small scan: Splits up into smaller zones. All zones must be completed to progress.

Alarms Classes & Variations[]

What the security scan looks like

Alarms are classed with roman numerals, where the roman number indicates the bioscan sequences required to deactivate the alarm.

Alarm classes[]

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.

Class alarms often come paired with variations. Variations can change the way scans work or how enemies are spawned.

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 prisoners 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).

S Alarm + Variations[]

The S alarm is a special, single team bioscan displayed as a violet hexagon. S 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 S Alarm:

  • Classed S alarms indicate that multiple S scans must be completed to disable the alarm. The scan speed of classed S alarms are very similar to normal team scans.
  • M class alarms are an indication of a mixed bioscan, with at least one of the bioscans being a S bioscan.
  • S Cluster (Formerly BC) alarms indicate 3 S bioscan zones will appear at once, similar to small scan zones. A team must go through all three of them, together and separately in order to disable the alarm. If 2 scan zones overlap with each other they can be completed simultaneously

In Rundown 004, classed S scans had a decreased scan time scaling with the amount of team members in the expedition, with 4 prisoners reducing the time to slightly longer than a standard team scan and with only one prisoner not having a scan time reduction at all. This made expeditions with S alarms very difficult with less prisoners in the team, subsequently making solo runs impossible. This is no longer the case in Rundown 005. A solo prisoner clears a Classed S1 scan at the same speed of a full team.

Diminished Alarm[]

Diminished Alarms spawn waves differently:

  • Waves spawn severely faster.
  • Waves have less enemies inside them.

With waves spawning far more often, it often occurs that waves spawn from multiple sides. It is recommended that teams defend incoming hordes as evenly as possible.

Bloody Doors (Trapped Doors)[]

A Trapped door

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 is based on some RNG and expedition depth. One enemy which is almost always seen behind them is the Hybrid, this combined with a the usually large number of strikers to act as fodder 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, however, when the door unlocks, entries in the scanner will slowly populate behind the door.

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[]

An Apex Door

Cleanup.svg 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 on Apex Doors

Apex/Warden doors are uniquely designed security doors. They have a very unique appearance and a different opening animation. Apex doors usually lead to parts of importance, such as the reactor room or extraction scans. Apex doors may also hold special, unknown threats behind them.