Gaming Guide

Keep the Door Locked: Every Anomaly and How to Survive It

All 20 anomalies in the Roblox hotel horror, with the exact tell for each one and the move that keeps you alive.

All 20 anomalies in the Roblox hotel horror, with the exact tell for each one and the move that keeps you alive.

Every night in Keep the Door Locked comes down to one call: who gets in, and who stays out. Regular guests need shelter, but some of the figures knocking at 2 a.m. are anomalies that will end your run the moment you make the wrong choice. There are 20 of them, and each one has a specific tell and a specific response. Learn both and the night stops being a guessing game.

Quick answer: Pull up the hallway camera on your laptop for every knock. If the visitor looks wrong (see-through, long-armed, neck bent back, spasming, or paired with a copy or a corpse), keep the door locked. For room and door events, match the exact response in the table below.


All 20 anomalies and their responses

AnomalyHow to spot itWhat to do
Translucent GuestSee-through body on the hallway cameraLock the door
DoppelgangerA copy of the visitor slumped against the wall beside themLock the door
Dead DoppelgangerA dead version of the visitor near the staircaseLock the door
Long LimbsArms noticeably longer than normalLock the door
Neck CranerNeck bent all the way back, staring at the ceilingLock the door
Spasming LimbsArms and legs flailing violentlyLock the door
Door BreakerGaunt white creature runs up and starts breaking inHide under the bed until it leaves
HeadbangerVisitor smashes their face into the doorComplete the quick-time event
Vent GhostDishevelled man drops from the vent and crawls the roomStand on the bed until he leaves
Room HiderA hidden figure somewhere in the roomLook at it to trigger the jumpscare
Shadow ManShadowy figure watching from a cornerShine your flashlight on it until it vanishes
Silent LadyTall, gaunt woman staring silently at the doorLook at her through the camera
SpidersSpiders with egg sacs on the ceiling that explodeStay out from underneath them
The DarknessHands cover your eyes and pull you into a voidFollow the lights to the exit
Window SeekerMoans, knocks, and scratching from the windowOpen the curtains and look at it
Bathroom MonsterAttacks if you sleep aloneKeep a safe guest sleeping in the room
Knife KillerMan with a knife at the doorTurn the lights off before sleeping
Roach KingGiant cockroach asks for foodLet it in and give it five pizza slices
The CakeA lone slice of cake on a hallway trolleyOpen the door and eat it
Hacked LaptopMessage blocks the camera feedPay $300 to restore access

Visitor anomalies you simply lock out

Six anomalies arrive at your door pretending to be guests, and every one of them is handled the same way: check the hallway camera before you touch the handle, confirm the tell, and keep the door locked. Do not rely on the peephole alone. The camera gives you the clearer view.

The Translucent Guest looks ordinary at the door, but on camera their body is see-through and you can spot the wall behind them. The Long Limbs anomaly has arms that stretch longer than they should, which is subtle enough that you should watch proportions rather than expecting something obviously monstrous. The Neck Craner shows up with its neck bent fully backward, face pointed at the ceiling. The Spasming Limbs visitor has arms and legs jerking in a violent, unnatural way. Any of these is your cue to leave the door shut.

The two Doppelgangers are close cousins. The Doppelganger places a slumped copy of the visitor right against the wall next to them. The Dead Doppelganger hides a corpse version near the staircase instead of beside the guest, so check both spots on the camera whenever someone knocks.


Room and door events that need an immediate response

These anomalies do not wait quietly outside. They trigger inside your room or at the door and demand a specific action, usually fast. Getting the response wrong, or reacting too slowly, costs you Sanity or the run itself.

The Door Breaker is a tall, pale creature that sprints to the door, pants for a moment, then starts tearing it down. When the prompt appears, get under the bed and stay there until it finishes and leaves. Coming out early gets you caught. The Headbanger smashes its head against the door instead of knocking. A quick-time event pops up, and hitting the prompt on time drives it off. The timing window is forgiving, so don’t panic, but don’t ignore it either.

The Vent Ghost drops from the ceiling vent as you head toward the door and crawls around the floor trying to grab you. Climb onto the bed and wait for it to crawl back into the vent. Every second spent on the floor near it drains Sanity. The Room Hider tucks itself somewhere in the room, often under the bed or behind the closet, and chips away at your Sanity with repeated jumpscares. Look directly at it to trigger the scare once, and it leaves.

The Shadow Man appears silently in a corner and watches you while your Sanity falls. Turn on your flashlight, aim it straight at the figure, and hold until it disappears. The Silent Lady is a tall woman who stands at the door saying nothing, and you can’t interact normally. Step back, open the laptop, and look at her through the camera. A jumpscare fires, and then she’s gone.

The Spiders crawl the ceiling with large egg sacs and eventually explode, costing significant Sanity if you’re standing beneath one. A sound cue plays before each explosion, giving you time to step clear. Spider Spray deals with them, but supplies are limited. On day four, leave the first spider alone, since the Hazmat Guys arrive shortly after and clear it for you, saving your spray. The Darkness covers your eyes with a pair of hands and pulls you into an empty void. You can’t stop it from triggering, so once you’re inside, follow the lights ahead until you find the doorway back. The void drains Sanity, so move quickly.


Overnight threats you have to manage repeatedly

Three anomalies aren’t one-and-done. They build across the night or punish you at bedtime, so they need habits rather than a single reaction.

The Window Seeker starts as moans, scratches, and knocking from outside the window, then moves through multiple stages, creeping closer until it breaks in and kills you. Open the curtains and look directly at it to force it back to stage one. You’ll need to do this again and again through the night, so keep checking the window on a regular rhythm.

The Bathroom Monster lives in your bathroom and attacks if you go to sleep alone. Prevent it by making sure at least one non-anomaly guest is sleeping in the room before you turn in. Letting in one safe visitor each night is always required, so get that done early.

The Knife Killer first shows up at the door harmlessly and leaves. The danger comes when he returns. On the night he reappears, turn off your room lights before sleeping, or he’ll walk in and kill everyone inside. In Bloodmoon mode he gives no warning, so switch the lights off the moment you see him on day three.


Special encounters that break the pattern

A few anomalies want something other than a locked door, and treating them like the rest will backfire.

The Roach King is a giant cockroach that shows up when you have pizza or Shawarma in the room and asks for a share. Refuse and a swarm of ordinary cockroaches floods the room, which is worse than the food loss. Let it in and it takes five pizza slices, or less Shawarma before leaving. Since it eats more pizza than Shawarma, keep Shawarma as your food of choice to minimize the loss.

The Cake looks like an obvious trap, a single slice on a trolley in the hallway, but it’s completely safe. Open the door and eat it to recover a chunk of Sanity. Free Sanity is too valuable to leave sitting out there. The Hacked Laptop isn’t a visitor at all. A message locks you out of the camera feed, and you pay the $300 fee to restore access. You can’t afford to be blind to the hallway, so clear it right away.


How to know you handled an anomaly correctly

Most responses confirm themselves. The Silent Lady, Room Hider, and Shadow Man each trigger a jumpscare or fade out and then leave. The Door Breaker and Vent Ghost retreat, and it’s safe to come out from under the bed or step off the mattress once they’re gone. The Window Seeker snaps back to its earliest stage after you look at it, and the Hacked Laptop returns your camera feed after payment.

The mistakes that end runs are consistent. Sleeping without a safe guest lets the Bathroom Monster in. Leaving the lights on when the Knife Killer has returned lets him kill everyone in the room. Ignoring the Window Seeker until it reaches your window is fatal, and refusing the Roach King brings the swarm. The rest is discipline: check the camera for every knock, keep the window under control, and never go to sleep alone.