The Ditch Hotel Characters & Chasers
Meet every resident behind the doors plus Security, Police, and the School Principal.
This hub is the character database for The Ditch Hotel on Roblox. Every knock can wake a resident; some maps also answer noise with Security, Police, or the Principal. Use these bios with the Chasers Tier List for threat rankings and Guides for the knock-run-hide loop. Developer javonthekid412 expanded the roster in the huge update with five new chasers alongside the Hotel classics.
How encounters work
You knock, earn Cash, then run before the door fully opens. If a chase starts, break line of sight and hide in linen lockers while managing breath and stamina. Hit the door goal, then escape down the stairs. Co-op elevators seat up to four friends and share knock rewards—one bad loud knock can still pull responders for the whole squad. For shop and upgrade context, see Tools.
Hotel classics
Grandma
The original “someone is home” scare. Grandma teaches the core loop: never stare at an opening door. Lower lethality than gun users, but she ends beginner runs that freeze in the hallway. Practice locker routes on Grandma doors before you farm party houses.
Screaming Dad
Loud, chaotic energy. His chases punish panic sprinting through open corridors. Reset breath in lockers early; do not kite him past every teammate’s farming route.
Military Guy
Disciplined pursuit. Expect tighter chase lines than comedy residents. Weave through rooms, pre-aim Closet Hide, and avoid long straight hotels halls when he is up.
The Gunman
Armed resident with high lethality. Treat gun pressure as a reason to commit to distance immediately. Pair Gunman doors with escape-focused knocks such as Flying Kick—details on the Knock Styles list.
Bruiser the Dog
Fastest four-legged classic. Speed defines this encounter more than ranged threat. Keep stamina in reserve; Closet Hide upgrades matter because Bruiser closes gaps before slow players reach a locker.
BIG EARL
Machine-gun headline threat. Earl is why players scout lockers before greed knocks. If he answers, abandon multi-door greed and stabilize with hide or Push items from codes.
New huge-update chasers
Grandpa on Scooter
Mobile and awkward to path against. Scooter momentum can surprise you in hallways; use rooms to break geometry and re-enter lockers with full breath.
Gym Bro
Burst-pressure chaser. Burns your stamina if you sprint too early. Pace the first dash, then hide; save a second burst for the stair escape.
Creepy Doll
Scare-forward presence. Often lower raw speed than Bruiser or Earl, but doll doors still punish hesitation on Difficult and IMPOSSIBLE. Use them as training threats once classics feel comfortable.
The Tall Man
Oppressive silhouette and corridor pressure. Break line of sight before locker entry; tall sightlines make lazy mid-hall hides risky.
Escaped Prisoner
Aggressive new pursuit threat. Contests open stairs and late-run greed. Clear door goals with a planned exit path when Prisoner density feels high on your seed.
Noise responders
Security / Police
Not classic door residents—they answer noise. Air Horn spam, stacked spectacle knocks, or chaotic co-op can pull them on Hotel and Neighborhood maps. Once responders join a door chase, you face multi-threat pressure. Switch to quiet knocks and finish objectives.
Principal (Ditchwood Middle School)
School-only noise boss. Three floors, classrooms, and TEST IN PROGRESS double-cash rooms make School lucrative—and loud. If you farm double cash, equip a quiet default knock and treat Principal like an S-tier add from the tier list.
Map roster notes
- Hotel — Classics plus new faces; linen lockers and stair escapes.
- Neighborhood — Party houses pay x5 cash but the whole party can chase; bios matter less than crowd control.
- Ditchwood Middle School — Principal plus floor routing; double-cash rooms are optional greed.
Survival habits per role
- Gun users (Earl, Gunman) — Instant distance, pre-scouted locker, no hallway selfies.
- Speed threats (Bruiser, Gym Bro) — Stamina banking and Closet Hide levels.
- Noise responders — Quiet knock defaults; read the Knock Styles loud vs stealth table.
- Party / multi-chase — Elevator callouts; one player should not solo Air Horn the lobby.
Related wiki links
- Chasers Tier List Hub
- Knock Styles Tier List
- Getting Started
- Tools — Gift Shop & upgrades
- Codes for Revives and Pushes
- Wiki overview
Learn faces, then learn tiers. Bios tell you who opened the door; the tier list tells you how hard to commit. Keep both pages bookmarked as new chasers ship in Updates.
Frequently Asked Questions
Quick answers about codes, knocks, lockers, and escapes in The Ditch Hotel.
How many chasers are in The Ditch Hotel?
The Hotel classics are Grandma, Screaming Dad, Military Guy, The Gunman, Bruiser the Dog, and BIG EARL. The huge update adds Grandpa on scooter, gym bro, creepy doll, The Tall Man, and an escaped prisoner, plus Security, Police, and the School Principal as noise responders.
Who is BIG EARL?
BIG EARL is the machine-gun resident and the hotel’s most feared classic threat. Scout lockers before knocking doors that might wake him and prioritize escape over extra Cash.
What do Security, Police, and the Principal do?
They respond to excess noise. Security and Police appear on Hotel and Neighborhood pressure; the Principal storms out on Ditchwood Middle School if you get too loud.
Where can I see threat rankings for these characters?
Open the Chasers Tier List Hub for S–C rankings by speed, detection, lethality, and map presence, then use Knock Styles for loud versus stealth loadouts.