All Doors Entities Wheel
Forty-three entities across every area of the game, and a quarter of them are not hostile. SpinyWheel's All Doors Entities Wheel spins the full list at 2.3 percent each, for quiz rounds, art prompts, roleplay, and challenge runs.
Not everything on this wheel is a threat
The list mixes several kinds of thing that share only the word "entity," and a spin treats them identically:
| Kind | Roughly | What a landing means |
|---|---|---|
| Chase and instant-kill | 15 | The ones that end a run |
| Room-based hazards | 12 | Avoidable if you know the tell |
| Helpful or neutral | 8 | Guides, shopkeepers, harmless |
| Rooms-specific | 8 | A separate area with its own rules |
That third row is the one people forget exists. Several entries are guides or vendors rather than dangers, and one of them is the reason a new player survives the first ten doors at all. A wheel returning one of those is not a light result, it is a different category of thing.
For a quiz or a study run that mix is ideal, since knowing which entities are harmless is exactly as useful as knowing which are not. For a challenge run built on danger, trim to the hostile entries first: cut to fifteen and each carries 6.7 percent.
The list spans four areas
Doors is not one location, and the entities sort by where they appear. The Hotel carries the entries most players know. The Mines introduced a second wave with different behaviours, including a variant of one Hotel entity that works differently underground.
The Rooms is a separate mode entirely, and its entities follow their own naming pattern rather than the descriptive names used elsewhere. Those eight entries are recognisably from a different system, and a spin landing on one during a Hotel-focused quiz will sit oddly.
Sorting by area is worth doing before a themed session. Use Shuffle wheel before spinning, since grouped entries put similar names adjacent and make a landing harder to read on a 43-slice wheel, and Sort wheel when you want to check the list is complete.
Using it for quiz rounds and drills
The wheel supplies the entity and your question supplies the difficulty. Which area does it appear in? Is it hostile? What is the correct response when it shows up? That last one is the genuinely useful drill, since the right answer differs completely between entities that look similar in the moment.
Knowing what to do is worth more than knowing what something is, and a randomised quiz tests that better than working through a list in order. Working in order lets you predict what is coming; spinning does not.
For a group, spin per person and have each explain their entity's tell, which surfaces the gaps fast. The entries nobody can describe are the ones costing people runs.
Art prompts and roleplay casting
Forty-three designs built on a consistent visual language make a decent study set, and the obscure entries are the productive ones. Nobody chooses to draw a minor room hazard, so the wheel is the only realistic route to attempting several of these.
For roleplay, spinning removes the pull toward the same handful of popular entities. SpinyWheel's Dual Wheel returns two results in one landing, so an entity and a scenario, or two entities, arrive together: 43 entries produce 903 possible pairings, which is more than any group works through by suggestion.
Take each entity off the list once used and 43 prompts cover the full set with nothing repeated. The 100 Drawing Ideas Wheel supplies subjects outside this game, and browse the wheel library for other gaming wheels.
FAQ
This wheel holds 43 across the Hotel, the Mines, the Backdoor, and the Rooms. The total in the game depends on what you count, since some entries are hazards rather than creatures and some appear only in specific modes or events. New entities arrive with updates, so any list is a snapshot rather than a final count.
No, and that is worth knowing. Several are helpful, neutral, or merely inconvenient, including guides and vendors that assist rather than hunt you. Roughly a quarter of this list falls outside the hostile category, so a random spin frequently returns something that is not a threat at all.
They are separate areas with separate rosters, and the Mines introduced a wave of entities with different behaviours, including a variant of a Hotel entity that works differently there. Knowing which area an entity belongs to is one of the more useful things to drill, since the correct response differs between areas.
Spin an entity and say out loud what the correct response is before checking. That tests the thing that actually matters during a run, rather than recognition. Working through a list in order lets you predict what is coming next; spinning removes that, which is why it surfaces gaps faster.