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The Dining Hall: Difference between revisions

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|image=
|image=
<gallery>
<gallery>
HaltsDinnerFirst.png| First Room
HaltsDinnerFirst.png|First Half
HaltsDinnerSecond.png| Second Room
HaltsDinnerSecond.png|Second Half
DiningHallT.png| The Dining Hall
DiningHallT.png|The Dining Hall
</gallery>
</gallery>
|floors_present=Canon Floors
|floors_present=Canon Floors
*[[The Hotel]]
*[[The Hotel]]
Non-Canon Floors
Non-Canon Floors
*[[2025 April Fools Event|RANKED MODE]]
*[[2025 April Fools Event|PARTY MODE]]
|entities=
|entities=
*[[Halt]] (guaranteed)
*[[Halt]] (guaranteed)
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*54-87
*54-87
|sound_files=
|sound_files=
*'''Window Rain''' [[File:Rain.mp3]]
*'''Window Rain''' [[File:Rain.mp3]]
*'''Bulb Flicker'''[[File:BulbFlicker.wav]]
*'''Bulb Flicker''' [[File:BulbFlicker.wav]]
*'''Bulb Break'''[[File:BulbBreak.wav]]
*'''Bulb Break''' [[File:BulbBreak.wav]]
*'''Bulb Charge'''[[File:BulbCharge.wav]]
*'''Bulb Charge''' [[File:BulbCharge.wav]]
*'''Bulb Ambience'''[[File:BulbLoop.wav]]
*'''Bulb Ambience''' [[File:BulbLoop.wav]]
*'''Dark Room''' [[File:Dark Room.wav]]
*'''Dark Room Ambience''' [[File:Dark Room.wav]]
|containers=*Drawers
|containers=*Drawers
}}
}}
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=== Notes ===
=== Notes ===


* Prior to Hotel+, the chances of ''Halt'' spawning were 3%. However, after Hotel+, ''Halt'''s chances of spawning have decreased from 0.1-0.5%. However, this does not seem to be the case for doors that are between the second [[Seek]] chase and the The Greenhouse, where ''Halt''’s chances of spawning are increased significantly, unless if [[Ambush]] spawns, or ''Halt'' or Ambush have spawned in earlier doors. After [[The Mines]] update [[Halt]] became guaranteed and cannot spawn more than once in a run.
* Prior to Hotel+, the chances of [[Halt]] spawning were 3%. However, after Hotel+, Halt's chances of spawning have decreased from 0.1-0.5%. However, this does not seem to be the case for doors that are between the second [[Seek]] chase and the The Greenhouse, where Halt’s chances of spawning are increased significantly, unless if [[Ambush]] spawns, or Halt or Ambush have spawned in earlier doors. After [[The Mines]] update Halt became guaranteed and cannot spawn more than once in a run.
* ''Halt'' can be encountered as early as Door 1, as of the Mines update.
* [[Halt]] can be encountered as early as Door 1, as of the Mines update.
** Before the Hotel+ update, ''Halt'' could be encountered as early as Door 7 and as late as Door 96. ''Halt'' can no longer spawn in Doors 89-99 due to the addition of [[The Courtyard]] and [[The Greenhouse]].
** Before the Hotel+ update, [[Halt]] could be encountered as early as Door 7 and as late as Door 96. [[Halt]] can no longer spawn in Doors 89-99 due to the addition of [[The Courtyard]] and [[The Greenhouse]].
*** However, during the early times of the Hotel+ update, ''Halt'' could spawn during the first few rooms of the Greenhouse. This was a bug and it has been patched.
*** However, during the early times of the Hotel+ update, [[Halt]] could spawn during the first few rooms of the Greenhouse. This was a bug and it has been patched.
** ''Halt'' can also spawn on Door 101 and likely 102 in The Mines, though this is probably unintended.
** [[Halt]] can also spawn on Door 101 and likely 102 in The Mines, though this is probably unintended.
* The player doesn't have to turn around when ''Halt'' appears in front of them, as walking backwards can also work, and takes less time.
* The player doesn't have to turn around when [[Halt]] appears in front of them, as walking backwards can also work, and takes less time.
** If a player does not want to lose speed when going backwards, then they can instead turn ninety degrees to the left or right and alternate between left and right movement based on where ''Halt'' is located. Since there is no speed decrease when going sideways, this strategy is effective when the 'My Legs Are Killing Me' modifier is activated.
** If a player does not want to lose speed when going backwards, then they can instead turn ninety degrees to the left or right and alternate between left and right movement based on where Halt is located. Since there is no speed decrease when going sideways, this strategy is effective when the 'My Legs Are Killing Me' modifier is activated.
** Before The Hunt update, there was also another way to beat ''Halt'', for when it appeared in front of players, they could just hug the wall, wait for ''Halt'' to pass and then continue on normally. This has been patched.
** Before The Hunt update, there was also another way to beat [[Halt]], for when it appeared in front of players, they could just hug the wall, wait for Halt to pass and then continue on normally. This has been patched.


* Entering ''The Dining Hall'' will close the entrance to the hallway immediately, preventing players from backing out.
* Entering ''The Dining Hall'' will close the entrance to the hallway immediately, preventing players from backing out.
* In some situations, the player can stand still, and ''Halt'' won't be able to reach them, though it is not recommended to rely on this.
* In some situations, the player can stand still, and [[Halt]] won't be able to reach them, though it is not recommended to rely on this.
** In multiplayer, other players can go further ahead and make ''Halt'' faster, therefore making ''Halt'' able to get the idle player.
** In multiplayer, other players can go further ahead and make Halt faster, therefore making Halt able to get the idle player.
* In multiplayer, other players will be rendered mostly transparent. A similar thing happens during Seek's chase sequences except other players will be fully invisible. This is due to players not able to see and get distracted by the other players. Resulting in decreased survival chances.
* In multiplayer, other players will be rendered mostly transparent. A similar thing happens during Seek's chase sequences except other players will be fully invisible. This is due to players being distracted by other players, resulting in decreased survival chances.
* ''Halt'' will despawn when the player exits the hallway.
* [[Halt]] will despawn when the player exits the hallway.
** ''Halt'' can still go out of bounds. In that scenario, it's best to let it teleport behind the player.
** [[Halt]] can still go out of bounds. In that scenario, it's best to let it teleport behind the player.
* ''Halt''<nowiki/>'s speed was increased significantly since the Hotel+ update.
* [[Halt]]<nowiki/>'s speed was increased significantly since the Hotel+ update.
** The closer the player is to the next door, the quicker ''Halt'' is, so timing is significant here.
** The closer the player is to the next door, the quicker [[Halt]] is, so timing is significant here.
* Users can use [[vitamins]] against ''Halt'' at the very start of the hallway, as it will not spawn immediately, which will make the player to finish half of the hallway, but the player must keep an eye on "TURN AROUND" screens, but this will force them to return to a greater distance. Vitamins can also be quite risky if a player is using the "Watch Your Step" modifier that makes [[Snare]] to appear in ''Halt'''s hallway, making it almost unnoticeable.
* Users can use [[vitamins]] against [[Halt]] at the very start of the hallway, as it will not spawn immediately, which will make the player to finish half of the hallway, but the player must keep an eye on "TURN AROUND" screens, but this will force them to return to a greater distance. Vitamins can also be quite risky if a player is using the "Watch Your Step" modifier that makes [[Snare]] to appear in [[Halt]]'s hallway, making it almost unnoticeable.
* The player can obtain gold, and, in some rare occasions, [[items]], from the top of the tables.
* The player can obtain gold, and, in some rare occasions, [[items]], from the top of the tables.
* Entering ''Halt's'' hallway will instantly despawn any of the following entities: [[Rush]], [[Ambush]].
* Entering ''Halt's'' hallway will instantly despawn any of the following entities: [[Rush]], [[Ambush]].
** If Rush still hasn't started rushing, or if it's too close to the hallway, it won't despawn, and will enter the hallway, causing a guaranteed death as there are no closets in the hallway.
** If Rush still hasn't started rushing, or if it's too close to the hallway, it won't despawn, and will enter the hallway, causing a guaranteed death as there are no closets in the hallway.
* Being attacked by ''Halt'' after opening the exit door in its hallway will not damage the player.
* Being attacked by Halt after opening the exit door in its hallway will not damage the player.
** However, if the player were to encounter ''Halt'' for a second time, they will immediately take damage with no way to avoid it.
** However, if the player were to encounter Halt for a second time, they will immediately take damage with no way to avoid it.
* In the [[Modifiers]] update, if you have unlocked "Hotel Hell" and enabled the "MAXIMUM OVERDRIVE" modifier during your run, you can use any available [[Vitamins]] and run through ''Halt's'' cue without having to turn around, which makes it easy on one go if you get the right timing. (But still watch out for possible [[Snare|snares]])
* In the [[Modifiers]] update, if you have unlocked "Hotel Hell" and enabled the "MAXIMUM OVERDRIVE" modifier during your run, you can use any available [[Vitamins]] and run through Halt's cue without having to turn around, which makes it easy on one go if you get the right timing. (But still watch out for possible [[Snare|snares]])
* ''Halt'' could not spawn in [[2023 April Fools Event|Super Hard Mode]].
* [[Dread]] can still spawn in this room<ref>https://youtu.be/HlSJscsZ0Eo?si=FiEsnRPMRDUBDD_c&t=452</ref>, however, it will take 1 hour instead of 10 minutes.
* [[Dread]] can still spawn in this room<ref>https://youtu.be/HlSJscsZ0Eo?si=FiEsnRPMRDUBDD_c&t=452</ref>, however, it will take 1 hour instead of 10 minutes.
* When entering the Dining Hall with the "Make Haste" modifier, a lever adding 1 minute to Haste's timer is guaranteed to spawn on a bookshelf to the right of the entrance.


== {{Icons|Trivia}} Trivia ==
== {{Icons|Trivia}} Trivia ==
* The Dining Hall '''<u>could</u>''' be based on the Concept MissLunaArts made on Twitter, in which players would be in a Dining Hall trying to evade line of sight with a Ghost-like entity<ref>A video of Captain Jack Attack explaining how entity would have worked: [https://www.youtube.com/watch?v=LnYJ2jnfuAs#3:00 https://www.youtube.com/watch?v=LnYJ2jnfuAs]</ref>.
* ''The Dining Hall'' could be based on the Concept MissLunaArts made on Twitter, in which players would be in a Dining Hall trying to evade line of sight with a Ghost-like entity<ref>A video of Captain Jack Attack explaining how entity would have worked: [https://www.youtube.com/watch?v=LnYJ2jnfuAs#3:00 https://www.youtube.com/watch?v=LnYJ2jnfuAs]</ref>.
* The name of ''The Dining Hall'' in the game files (and as shown in the [[Admin Panel]]) is "Hotel_HaltHallway".


== {{Icons|Achievement}} Related achievements ==
== {{Icons|Achievement}} Related achievements ==
{{Achievement|image=Two Steps Forward Badge.png|title=Two Steps Forward|text=And one step back.|text2=Survive ''Halt''.}}
{{Achievement|image=Two Steps Forward Badge.png|title=Two Steps Forward|text=And one step back.|text2=Survive Halt.}}




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|-|In-game=
|-|In-game=
<gallery>
<gallery>
File:Ditto 1 but without halt effects.png|The interior of ''The Dining Hall'' entrance.
Ditto 1 but without halt effects.png|The interior of ''The Dining Hall'' entrance.
File:Ditto 2 But without halt effect.png|Some dining tables located in ''The Dining Hall''.
Ditto 2 But without halt effect.png|Some dining tables located in ''The Dining Hall''.
File:Ditto 4 But without halt effect.png|The halfway point of ''The Dining Hall''.
Ditto 4 But without halt effect.png|The halfway point of ''The Dining Hall''.
File:Ditto 5 But without halt effect.png|The start/end of ''The Dining Hall''.
Ditto 5 But without halt effect.png|The start/end of ''The Dining Hall''.
File:Ditto 3 But without halt effect.png|Ditto.
Ditto 3 But without halt effect.png|Ditto.
File:dining hall jack.png|''The Dining Hall'' after Jack spawned in it.
dining hall jack.png|''The Dining Hall'' after Jack spawned in it.
</gallery>
</gallery>
|-|Alternate images=
|-|Alternate images=
<gallery>
<gallery>
File:DiningHallRoom.jpg|An alternate image of ''The Dining Hall''.
DiningHallRoom.jpg|An alternate image of ''The Dining Hall''.
File:DiningHallFullbrightNoBlueFilter.png|Ditto but brighter.
DiningHallFullbrightNoBlueFilter.png|Ditto but brighter.
File:HaltHallwayNew.jpg|Ditto but with the blue filter.
HaltHallwayNew.jpg|Ditto but with the blue filter.
File:The Ballroom .png|Ditto but higher quality.
The Ballroom .png|Ditto but higher quality.
</gallery>
</gallery>
</tabber>
</tabber>

Latest revision as of 00:36, 12 July 2025

<infobox layout="stacked"> <title source="title"><default>The Dining Hall</default><format>The Dining Hall</format></title>

<image source="image"></image> <label>Floors Present</label> <label>Rooms Present</label> <label>Containers</label> <label>Entities</label> <label>Hazards</label> <label>Sound Files</label> </infobox>

"And one step back."
- Two Steps Forward Achievement description

The Dining Hall is a Special Location in the Hotel. It's where Halt attempts to attack the Player in the Hotel. It was added in The Mines update to replace Halt's previous hallway, The Corridor.

Overview Overview[edit | edit source]

Halt's room of residence, The Dining Hall, consists of a long room with tables, chairs and plants either side. Debris scattered around, and cobwebs lining the walls. At the end of the room, there is a stage with a grand piano, as well as the exit door. This room appears as early as Door 1 or as late as Door 87. The room after The Dining Hall may vary, it can either spawn a normal room, a guaranteed room or sometimes a room with Dupe.

Older Version[edit | edit source]

Prior to The Mines update, Halt's attack used to take place inside a long hallway consisting of drawers. It was a 2-part room with both rooms being identical to each other.

Notes[edit | edit source]

  • Prior to Hotel+, the chances of Halt spawning were 3%. However, after Hotel+, Halt's chances of spawning have decreased from 0.1-0.5%. However, this does not seem to be the case for doors that are between the second Seek chase and the The Greenhouse, where Halt’s chances of spawning are increased significantly, unless if Ambush spawns, or Halt or Ambush have spawned in earlier doors. After The Mines update Halt became guaranteed and cannot spawn more than once in a run.
  • Halt can be encountered as early as Door 1, as of the Mines update.
    • Before the Hotel+ update, Halt could be encountered as early as Door 7 and as late as Door 96. Halt can no longer spawn in Doors 89-99 due to the addition of The Courtyard and The Greenhouse.
      • However, during the early times of the Hotel+ update, Halt could spawn during the first few rooms of the Greenhouse. This was a bug and it has been patched.
    • Halt can also spawn on Door 101 and likely 102 in The Mines, though this is probably unintended.
  • The player doesn't have to turn around when Halt appears in front of them, as walking backwards can also work, and takes less time.
    • If a player does not want to lose speed when going backwards, then they can instead turn ninety degrees to the left or right and alternate between left and right movement based on where Halt is located. Since there is no speed decrease when going sideways, this strategy is effective when the 'My Legs Are Killing Me' modifier is activated.
    • Before The Hunt update, there was also another way to beat Halt, for when it appeared in front of players, they could just hug the wall, wait for Halt to pass and then continue on normally. This has been patched.
  • Entering The Dining Hall will close the entrance to the hallway immediately, preventing players from backing out.
  • In some situations, the player can stand still, and Halt won't be able to reach them, though it is not recommended to rely on this.
    • In multiplayer, other players can go further ahead and make Halt faster, therefore making Halt able to get the idle player.
  • In multiplayer, other players will be rendered mostly transparent. A similar thing happens during Seek's chase sequences except other players will be fully invisible. This is due to players being distracted by other players, resulting in decreased survival chances.
  • Halt will despawn when the player exits the hallway.
    • Halt can still go out of bounds. In that scenario, it's best to let it teleport behind the player.
  • Halt's speed was increased significantly since the Hotel+ update.
    • The closer the player is to the next door, the quicker Halt is, so timing is significant here.
  • Users can use vitamins against Halt at the very start of the hallway, as it will not spawn immediately, which will make the player to finish half of the hallway, but the player must keep an eye on "TURN AROUND" screens, but this will force them to return to a greater distance. Vitamins can also be quite risky if a player is using the "Watch Your Step" modifier that makes Snare to appear in Halt's hallway, making it almost unnoticeable.
  • The player can obtain gold, and, in some rare occasions, items, from the top of the tables.
  • Entering Halt's hallway will instantly despawn any of the following entities: Rush, Ambush.
    • If Rush still hasn't started rushing, or if it's too close to the hallway, it won't despawn, and will enter the hallway, causing a guaranteed death as there are no closets in the hallway.
  • Being attacked by Halt after opening the exit door in its hallway will not damage the player.
    • However, if the player were to encounter Halt for a second time, they will immediately take damage with no way to avoid it.
  • In the Modifiers update, if you have unlocked "Hotel Hell" and enabled the "MAXIMUM OVERDRIVE" modifier during your run, you can use any available Vitamins and run through Halt's cue without having to turn around, which makes it easy on one go if you get the right timing. (But still watch out for possible snares)
  • Dread can still spawn in this room[1], however, it will take 1 hour instead of 10 minutes.

Trivia Trivia[edit | edit source]

  • The Dining Hall could be based on the Concept MissLunaArts made on Twitter, in which players would be in a Dining Hall trying to evade line of sight with a Ghost-like entity[2].
  • The name of The Dining Hall in the game files (and as shown in the Admin Panel) is "Hotel_HaltHallway".

Achievement Related achievements[edit | edit source]

Two Steps Forward

Two Steps Forward
"And one step back."
Survive Halt.


Gallery Gallery[edit | edit source]

<tabber> |-|In-game=

|-|Alternate images=

</tabber>

Gallery References[edit | edit source]

{{#vardefine:columns|1}}

  1. https://youtu.be/HlSJscsZ0Eo?si=FiEsnRPMRDUBDD_c&t=452
  2. A video of Captain Jack Attack explaining how entity would have worked: https://www.youtube.com/watch?v=LnYJ2jnfuAs
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