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{{DISPLAYTITLE:Doors}} |
{{DISPLAYTITLE:Doors}} |
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{{Exploiting|Locked Metal Door}} |
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{{Stub|Page establishment, more pics for the gallery, |
{{Stub|Page establishment, more pics for the gallery, renders for more doors/variations (see comments)}} |
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{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}} |
{{About|Doors, the mechanic|[[DOORS]], the game, or [[Grate Doors]]}} |
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{{Conjecture}} |
{{Conjecture}} |
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DoorNormal.png|The Hotel |
DoorNormal.png|The Hotel |
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DoorMines.png|The Mines |
DoorMines.png|The Mines |
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Back-door.png|The Backdoor |
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RoomsDoor.png|The Rooms |
RoomsDoor.png|The Rooms |
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</gallery> |
</gallery>|Hotel Door |
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|type = [[Features]] |
|type = [[Features]] |
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|usage = Has to be opened to progress through the floors. |
|usage = Has to be opened to progress through the floors. |
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|sound1 = '''Hotel Doors''' |
|sound1 = '''Hotel Doors''' |
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Labeled Doors |
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[[File:DoorsDoorlabledopen.mp3]] |
[[File:DoorsDoorlabledopen.mp3]] |
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⚫ | |||
*Side-Door Opened |
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[[File: |
[[File:Figuredoorpound.mp3]] |
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Side-rooms Doors |
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⚫ | |||
[[File: |
[[File:DoorOpen.mp3]] |
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Office Doors |
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[[File:OfficeRoomOpen.wav]] |
[[File:OfficeRoomOpen.wav]] |
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Library Doors |
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[[File:LibraryDoor.wav]] |
[[File:LibraryDoor.wav]] |
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Greenhouse and High Voltage Doors |
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[[File:Courtyard Door.wav]] |
[[File:Courtyard Door.wav]] |
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⚫ | |||
⚫ | |||
|sound2 = '''Mines Doors''' |
|sound2 = '''Mines Doors''' |
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Labeled Doors |
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[[File:DoorOpen-Mines.ogg]] |
[[File:DoorOpen-Mines.ogg]] |
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Gate Door |
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[[File:Audio_gateOpen_(1).ogg]] |
[[File:Audio_gateOpen_(1).ogg]] |
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⚫ | |||
*Side-Door Opened |
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[[File:MinesSideRoom.wav]] |
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⚫ | |||
[[File:MinecartDoorOpen.mp3]] |
[[File:MinecartDoorOpen.mp3]] |
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Grate Doors Push |
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[[File:DoorSlamOne.ogg]] |
[[File:DoorSlamOne.ogg]] |
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Grate Doors Break |
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[[File:DoorSlamTwo.ogg]] |
[[File:DoorSlamTwo.ogg]] |
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*Wooden Boards Break |
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[[File:MinecartBreak.wav]] |
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|sound3 = '''Skeleton Doors''' |
|sound3 = '''Skeleton Doors''' |
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*Infirmary Door Opened |
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[[File:SkeletonKeyOpen.mp3]] |
[[File:SkeletonKeyOpen.mp3]] |
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|sound4 = '''Sub- |
|sound4 = '''Sub-Floor Doors''' |
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Backdoor Doors |
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*Labeled Door Opened (Backdoor) |
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[[File:Bwawgbwuwwiwing.mp3]] |
[[File:Bwawgbwuwwiwing.mp3]] |
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*Side-Door Opened (Backdoor) |
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[[File:BackdoorOpenSub.wav]] |
[[File:BackdoorOpenSub.wav]] |
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Rooms Doors |
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*Labeled Door Opened (Rooms) |
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[[File: |
[[File:RoomsCreak.wav]] |
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|caption=A door in All of The Floors.|sound5=''' |
|caption=A door in All of The Floors.|sound5='''All Floors''' |
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⚫ | |||
*Labeled Door Opened (Retro Mode) |
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[[File:VoidClosedDoor.ogg]]}}'''Doors''' are [[Features]] located in all [[floors]]. They work as an essential progression mechanic for the [[player]]. [[Dupe]] can also spawn fake Labeled ''Doors'' in [[The Hotel]] and [[The Mines]]. They are the core progression mechanic of the game, and are very important. When a Labeled Door is opened, a new room loads in. This is what makes the layout of the map different every time. There are over 1,250 doors in all of the subfloors and floors, which means, there are different types of doors for each different subfloor and floor! |
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[[File:RetroDoorSoundFixed.mp3]] |
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⚫ | |||
⚫ | |||
*Labeled Door Top Light (HOTEL-) |
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[[File:Hotel- Light.mp3]] |
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|sound6='''All Floors''' |
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⚫ | |||
[[File:VoidClosedDoor.ogg]] |
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}} |
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'''Doors''' are [[Features|features]] located on all [[floors]]. They work as an essential progression mechanic for the [[player]]. They are the core progression mechanic of the game, as they allow the player to progress deeper into their run. |
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== Types of Doors == |
== Types of Doors == |
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* Elevator/Ending - Leads to another Floor |
* Elevator/Ending - Leads to another Floor |
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== |
=={{Icons|Door}} List of Doors== |
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''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor. |
''Doors'' tend to have a unique appearance on each [[floors|floor]], below is a list of all doors organized by initial floor. |
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=== |
===The Hotel=== |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|n/a |
|n/a |
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|- |
|- |
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|[[File: |
|[[File:Office Door Angle.png|center|thumb]] |
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|Office Doors |
|Office Doors |
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|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them. |
|Office Doors are not singular doors, but rather two separate doors on each side of the wall to create one full door. Also, the Office Doors design strikingly resemble the doors of The Lobby. They do not have a handle to open, and are opened by the player pushing them. |
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|Always locked needing a Skeleton Key. |
|Always locked needing a Skeleton Key. |
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|- |
|- |
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|TBA |
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|<gallery type="slideshow" widths"300px"="" position="right"> |
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|The way to the lower part of [[The Courtyard]]. |
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CourtyardBasementDoor2.png|center|thumb|With Vines |
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⚫ | |||
CourtyardBasementDoor1.png|center|thumb|Without Vines |
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CourtyardBasementDoor3.png|center|thumb|Opened |
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</gallery><!-- Locked Firedamp Timer--> |
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|Courtyard Basement Door |
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|A wooden square door with two handles. |
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|Specific Side |
|Specific Side |
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|The Courtyard |
|The Courtyard |
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|Always covered by vines |
|Always covered by vines |
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|- |
|- |
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|TBA |
|TBA |
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|} |
|} |
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=== |
===The Mines === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|TBA |
|TBA |
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|- |
|- |
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|[[File: |
|[[File:KickDoor.png|center|thumb]] |
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|Grate Doors |
|[[Grate Doors]] |
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|TBA<!-- i hate writing descriptions can somebody else? -GloriousJ --> |
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|The design consists of a metal grate door with eight openings and two large handles. |
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|Specific Side |
| IDK if this is Main or Specific Side (or maybe even Random Side) |
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| |
|found during the [[Seek]] chase in [[The Sewage Pipes]]. |
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|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed. |
|[[Player]]s will have to continuously strike the grate in order to knock it down and keep running. It takes players three strikes to knock a grate over and proceed. |
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|- |
|- |
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|The end of [[The Mines]]. |
|The end of [[The Mines]]. |
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|n/a |
|n/a |
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|- |
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|[[File:PlanksBreatavled21.png|center|thumb]] |
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|Wooden Boards |
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⚫ | |||
|Specific Side |
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|various rooms throughout The Mines |
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|opened by minecarts instead of players |
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|} |
|} |
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=== |
===The Rooms === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|- |
|- |
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|TBA |
|TBA |
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|Locked Metal Doors |
|Locked Metal Doors |
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|The design of a big metal door with a hallway behind it that is only accessible with exploits. |
|The design of a big metal door with a hallway behind it that is only accessible with exploits. |
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|Does nothing other than to serve as a decoration. |
|Does nothing other than to serve as a decoration. |
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|} |
|} |
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=== |
===The Backdoor === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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!Location |
!Location |
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|- |
|- |
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|[[File: |
|[[File:Back-door.png|center|thumb]]<!-- Locked --> |
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|Labeled Backdoor Doors |
|Labeled Backdoor Doors |
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|Their design consists of a wooden door, with a pull handle, the timer panel above and the door number below. |
|Their design consists of a wooden door, with a pull handle, the timer panel above and the door number below. |
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|} |
|} |
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=== |
===The Lobby === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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|A wall of yellow light. |
|A wall of yellow light. |
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|Preventing players without a specific achievement from going to The Backdoor. |
|Preventing players without a specific achievement from going to The Backdoor. |
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|Outside The Lobby |
|Outside The Lobby is the player does not have the Detour achievement. |
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|- |
|- |
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|TBA |
|TBA |
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|} |
|} |
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=== |
===Modifiers === |
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{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
{| class="article-table" cellspacing="2" cellpadding="2" width="100%" |
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!Location |
!Location |
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|- |
|- |
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| TBA |
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| [[File:WeirdDoor.png|center|thumb|416x416px]] |
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| Take a Seat Doors |
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| Weird Door<ref>In-game file name is "WeirdDoor".</ref> |
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|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door. |
|Design consisting of a flat wooden door with six squares and a blocky handle, the door number's label is missing and its font changes and is located in the top right corner of the door. |
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|Functions like any other |
|Functions like any other door. |
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| |
|A secret door that is only found in one of the rare rooms in “SUPER HARD MODE!!!”, more specifically, the “Take a Seat” room. |
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|- |
|- |
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|TBA<!-- locked --> |
|TBA<!-- locked --> |
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|} |
|} |
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== |
=={{Icons|Trivia}} Trivia== |
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* |
*Before Hotel+, there would be a light on top of every door that would beep when opened. This was probably removed due to the fact that it didn't fit the hotel at all and crucifixes could spawn on the doors now. |
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* |
*An extra labeled door appears in every floor floating in the void. Opening this door does nothing, and likely just exists to avoid bugs. |
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* |
*Prior to The Hunt update, there was a low chance that a room would not load correctly or overlapped with another room, making [[Glitch]] appear. The door would immediately close and Glitch would unload all the previous rooms, fixing the room. |
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* [[The Greenhouse|The Old Greenhouse]] entrance Door was just the one we have now just without the number. |
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* |
*[[The Greenhouse|The Old Greenhouse]] entrance Door was just the one we have now just without the number. |
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*The [[The Greenhouse|Greenhouse]] Entrance used to be in The Electrical Room above the stairwell. This was removed without reason, probably due to The Figure gliching. |
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* |
*Labeled non-locked doors can be opened by [[List of Entities|entities]], currently the only entities that can do this are [[Rush]] (and its clones), [[Gloombats]] and [[Seek]]. |
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** |
**[[The Rooms|A-60]] and [[2023 April Fools Event#Entities|Jeff the Killer]] used to be able to do this previously, but they can't anymore |
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* |
*If an opened room is still not fully loaded, somehow the door to the next room will appear visually as locked. However, the [[Room Key|key]] won't exist and [[lockpick]]s don't work. When the room is completely loaded, the padlock will disappear. |
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* |
*The labeled door behind the metal gate that requires a [[generator]] to be activated (with all three [[fuses]]) can't be opened until the gate button is pressed, likely to avoid exploiters opening the door before finishing the puzzle. |
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* |
*There is a door exclusive to two very rare rooms in [[2023 April Fools Event|SUPER HARD MODE!!!]], the "Take a seat" room and the "Hedge Maze" room. This door curiously has the same sound as sub-doors from The Hotel before the Hotel+ Update.<ref>https://youtu.be/8wGQTnTi3rI?si=gqGrFPkt82ptWoF9&t=133</ref> |
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== |
=={{Icons|Gallery}} Gallery== |
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<gallery> |
<gallery> |
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</gallery> |
</gallery> |
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== |
=={{Icons|Gallery}} References== |
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{{Reflist}} |
{{Reflist}} |
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{{Navigation}} |
{{Navigation}} |
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[[Category:The Backdoor]] |
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[[Category:The Hotel]] |
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[[Category:The Rooms]] |
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[[Category:The Mines]] |
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[[Category:Features]] |
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[[Category:Game Mechanics]] |