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Non-Canon Floors |
Non-Canon Floors |
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*[[SUPER HARD MODE!!!]] |
*[[SUPER HARD MODE!!!]] |
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*[[2025 April Fools Event| |
*[[2025 April Fools Event|RANKED MODE]] |
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|rooms_present= |
|rooms_present= |
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*90-99 |
*90-99 |
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*[[Sally]] (previous rooms) |
*[[Sally]] (previous rooms) |
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*[[Guiding Light]] |
*[[Guiding Light]] |
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*[[Curious Light]] ([[ |
*[[Curious Light]] ([[Upcoming Subfloor]] entrance) |
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*[[Dread]] |
*[[Dread]] |
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*[[Ambush]] (previous rooms, modifiers) |
*[[Ambush]] (previous rooms, modifiers) |
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*'''Rain''' |
*'''Rain''' |
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[[File:Rain.mp3]] |
[[File:Rain.mp3]] |
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*'''Thunder |
*'''Thunder 1 (Removed)''' |
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[[File:StrongThunderstorm.mp3]] |
[[File:StrongThunderstorm.mp3]] |
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*'''Thunder |
*'''Thunder 2''' |
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[[File:Audio-ThunderDistant1.ogg]] |
[[File:Audio-ThunderDistant1.ogg]] |
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*'''Thunder |
*'''Thunder 3''' |
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[[File:ThunderStrike.ogg]] |
[[File:ThunderStrike.ogg]] |
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*'''Dark Room |
*'''Dark Room''' |
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[[File:Dark Room.wav]] |
[[File:Dark Room.wav]] |
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}} |
}} |
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*** It's still useful when there's a Snare near the next door. |
*** It's still useful when there's a Snare near the next door. |
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*** Eyes can also act like the light source. |
*** Eyes can also act like the light source. |
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* [[Rush]], when spawning, will take 11-15 seconds to rush through any ''Greenhouse'' room and 8 to 10 if I<nowiki>'m Runnin' Here modifier is enabled, this also applies if you are using 'Rush |
* [[Rush]], when spawning, will take 11-15 seconds to rush through any ''Greenhouse'' room and 8 to 10 if I<nowiki>'m Runnin' Here modifier is enabled, this also applies if you are using 'Rush Arround''</nowiki> modifier. |
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** Given this, the player(s) need to pay the most attention around 10 seconds after opening a door. |
** Given this, the player(s) need to pay the most attention around 10 seconds after opening a door. |
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** This wasn't the case before [[2024 Trick Or Treat Event|the Haunt update]], where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller but hiding on the 9th second from opening the door would result in guaranteed success. |
** This wasn't the case before [[2024 Trick Or Treat Event|the Haunt update]], where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller but hiding on the 9th second from opening the door would result in guaranteed success. |
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*** This is no longer the case. |
*** This is no longer the case. |
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*** There was a bug prior to the [[The Mines|Mines]] update where the key would spawn in [[Snare]]. |
*** There was a bug prior to the [[The Mines|Mines]] update where the key would spawn in [[Snare]]. |
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* Despite being one of the hardest sections of the Hotel, ''the Greenhouse currently'' only has two layouts. One is the standard square room and the plus shaped rooms. There has been another room, the L |
* Despite being one of the hardest sections of the Hotel, ''the Greenhouse currently'' only has two layouts. One is the standard square room and the plus shaped rooms. There has been another room, the L Shape Room, but that was replaced with the plus shaped rooms with [[The Mines]] update. |
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* The best strategy for |
* The best strategy for evading Rush is to quickly go to a closet once the player enters the room. They must pause next to the closet; if they hear Rush, get in, and once it is safe after waiting long enough, they may proceed to the next room. If [[Rush]] spawns in a second time, they must repeat the process, and if not, go to the next room. The player may need to hold a light source to ward off Screech during the process. |
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** Rush in The Greenhouse can spawn since door 91 and until door 98 in the current build of the game. |
** Rush in The Greenhouse can spawn since door 91 and until door 98 in the current build of the game. |
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** Rush can spawn between 2 to 4 times in The Greenhouse in the current build of the game, with an |
** Rush can spawn between 2 to 4 times in The Greenhouse in the current build of the game, with an avarage of 3 times. |
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** Rush is only able to spawn again each 2 opened doors by the player from the room where Rush's last spawn has |
** Rush is only able to spawn again each 2 opened doors by the player from the room where Rush's last spawn has ocurred as the oftenest spawnrate. (Example: Rush last spawn was on door 93, so its next spawn would be on door 95 in the worst scenario). |
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* It is usually recommended to enter ''The Greenhouse'' with low graphics (usually best is 1 graphic quality) due to lightning lasting longer than on high graphics. This trick may also help with avoiding [[Snare|Snare.]] |
* It is usually recommended to enter ''The Greenhouse'' with low graphics (usually best is 1 graphic quality) due to lightning lasting longer than on high graphics. This trick may also help with avoiding [[Snare|Snare.]] |
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* Stick to the walls, as it will be harder to get caught by Snare, and there is often easy access to closets in the case players get caught off guard by [[Rush]]. |
* Stick to the walls, as it will be harder to get caught by Snare, and there is often easy access to closets in the case players get caught off guard by [[Rush]]. |
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* One effective strategy is to utilize both the flashlight and the candle; the flashlight can be used when next to a closet, to scan the area for snares and other closets, and the candle can be used when players are traversing ''The Greenhouse'' and moving between closets. With proper usage, it becomes easy to spot closets and make short trips to each one, and players are given a small safety net when their attention is not focused on a closet. |
* One effective strategy is to utilize both the flashlight and the candle; the flashlight can be used when next to a closet, to scan the area for snares and other closets, and the candle can be used when players are traversing ''The Greenhouse'' and moving between closets. With proper usage, it becomes easy to spot closets and make short trips to each one, and players are given a small safety net when their attention is not focused on a closet. |
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** Note that the Candle no longer has this functionality as of The Mines update; in order to detect entities, it must be transformed into a [[Moonlight Candle]] in a [[Rift]] first. |
** Note that the Candle no longer has this functionality as of The Mines update; in order to detect entities, it must be transformed into a [[Moonlight Candle|Posessed Candle]] in a [[Rift]] first. |
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** Screech can set off false alarms for the candle, and in the worst-case scenario, Screech will spawn in alongside Rush while players are in the middle of two closets. With careful play, Screech can be dealt with, and the candle will stay unlit, tipping off a player that Rush/another Screech is coming. |
** Screech can set off false alarms for the candle, and in the worst-case scenario, Screech will spawn in alongside Rush while players are in the middle of two closets. With careful play, Screech can be dealt with, and the candle will stay unlit, tipping off a player that Rush/another Screech is coming. |
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** A crucifix can be used instead of a candle, but it will only save players once, unlike the candle, which can be used every time a player is on the move (provided it has enough durability). |
** A crucifix can be used instead of a candle, but it will only save players once, unlike the candle, which can be used every time a player is on the move (provided it has enough durability). |
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** There is a room with a chair and a floating sign saying, "take a seat." |
** There is a room with a chair and a floating sign saying, "take a seat." |
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** Both of these rooms have an exit door that is made of very low and poor quality. |
** Both of these rooms have an exit door that is made of very low and poor quality. |
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** [[Rush]] and it's variants could spawn in the next room it opens, due to the higher rate of spawning. Due to this, players may still have to stay cautious. |
** '''[[Rush|R]]'''[[Rush|ush]] and it's variants could spawn in the next room it opens, due to the higher rate of spawning. Due to this, players may still have to stay cautious. |
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** Rush and it's variants can spawn between 1 to 5 times. with an average of 3 times. |
** Rush and it's variants can spawn between 1 to 5 times. with an average of 3 times. |
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** Snare safe spot still working on this mode. |
** Snare safe spot still working on this mode. |
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* During the release of the [[Update Logs|Hotel+ update]], a bug was commonly present where the Courtyard would not spawn, which is the entrance to ''the Greenhouse''. This would lead to a softlock, which was fixed shortly after. |
* During the release of the [[Update Logs|Hotel+ update]], a bug was commonly present where the Courtyard would not spawn, which is the entrance to ''the Greenhouse''. This would lead to a softlock, which was fixed shortly after. |
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* There was a rare glitch where [[Halt]] would spawn in ''the Greenhouse,'' however, this bug has been fixed. |
* There was a rare glitch where [[Halt]] would spawn in ''the Greenhouse,'' however, this bug has been fixed. |
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** The room, however, wouldn't be Halt's hallway; instead, players have to avoid Halt in a ''Greenhouse'' room until the next door is open. This room bug also had a high chance to spawn whenever encountering Halt, but in ''the Greenhouse'', the rooms have been set to be ''Greenhouse'' rooms |
** The room, however, wouldn't be Halt's hallway; instead, players have to avoid Halt in a ''Greenhouse'' room until the next door is open. This room bug also had a high chance to spawn whenever encountering Halt, but in ''the Greenhouse'', the rooms have been set to be ''Greenhouse'' rooms. |
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*** Rush and Eyes could spawn along Halt's presence, which can be lethal. |
*** Rush and Eyes could spawn along Halt's presence, which can be lethal. |
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* There was a rare chance that one or more ''Greenhouse'' rooms would load before entering the Courtyard, around Room 88. This has since been patched. |
* There was a rare chance that one or more ''Greenhouse'' rooms would load before entering the Courtyard, around Room 88. This has since been patched. |
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== {{Icons|Trivia}} Trivia == |
== {{Icons|Trivia}} Trivia == |
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* After [[The Mines Update]], the ''Greenhouse'' has been made slightly easier due to the removal of the ambience. Before [[The Mines|The Mines Update]], the ''Greenhouse'' had spooky ambience that played only in the ''Greenhouse'', this made it slightly harder to hear [[Rush]] and also kept [[players]] nervous due to the ambience being pretty scary. Not only that, but [[Rush]] has been made significantly louder in ''The Greenhouse'' and the noise from the [[Sally|rain]] has been made slightly quieter. |
* After [[The Mines|The Mines Update]], the ''Greenhouse'' has been made slightly easier due to the removal of the ambience. Before [[The Mines|The Mines Update]], the ''Greenhouse'' had spooky ambience that played only in the ''Greenhouse'', this made it slightly harder to hear [[Rush]] and also kept [[players]] nervous due to the ambience being pretty scary. Not only that, but [[Rush]] has been made significantly louder in ''The Greenhouse'' and the noise from the [[Sally|rain]] has been made slightly quieter. |
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* ''The Greenhouse'' will always start at Door 90 and end at Door 99, with [[The Courtyard]] beforehand at Door 89. |
* ''The Greenhouse'' will always start at Door 90 and end at Door 99, with [[The Courtyard]] beforehand at Door 89. |
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** However, before the Backdoor Update, in rare cases, one or two ''Greenhouse'' rooms could spawn before entering the Courtyard. They would mostly appear at Door 89, forcing the Courtyard to spawn in a later door, appearing in between the rooms.Technically, two instances of Rush can be present for a brief moment, though can't be seen together, as one is about to despawn after reaching the door while the latter only just spawned, though this will not most likely be the case if the next Rush spawns late. |
** However, before the Backdoor Update, in rare cases, one or two ''Greenhouse'' rooms could spawn before entering the Courtyard. They would mostly appear at Door 89, forcing the Courtyard to spawn in a later door, appearing in between the rooms.Technically, two instances of Rush can be present for a brief moment, though can't be seen together, as one is about to despawn after reaching the door while the latter only just spawned, though this will not most likely be the case if the next Rush spawns late. |
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** However, after The Mines update, the Shears have been re added, but vine-covered chests only appear in ''The Mines.'' |
** However, after The Mines update, the Shears have been re added, but vine-covered chests only appear in ''The Mines.'' |
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* Players won't be able to [[revive]] once the door to the first ''Greenhouse'' room is opened, unless a player uses the [[Admin Panel]]. |
* Players won't be able to [[revive]] once the door to the first ''Greenhouse'' room is opened, unless a player uses the [[Admin Panel]]. |
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* The closets that spawn in this area are noticeably different from those throughout the Hotel, having a rural design; this is because that all closets after [[The Courtyard]] are replaced with |
* The closets that spawn in this area are noticeably different from those throughout the Hotel, having a rural design; this is because that all closets after [[The Courtyard]] are replaced with Toolsheds. |
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* ''The Greenhouse'' is Ghostly Wowzers' favorite location.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Favorite location in doors " A:"greenhouse]</ref> |
* ''The Greenhouse'' is Ghostly Wowzers' favorite location.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Favorite location in doors " A:"greenhouse]</ref> |
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* There is a way to avoid [[Screech]] in ''the Greenhouse'', which is going into a [[Hiding|closet]] after hearing its sound cue, despawning the entity. This is a feature added in with the Hotel+ update. |
* There is a way to avoid [[Screech]] in ''the Greenhouse'', which is going into a [[Hiding|closet]] after hearing its sound cue, despawning the entity. This is a feature added in with the Hotel+ update. |
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* It's currently unknown why [[A-60]] and [[A-120]] can't spawn in the Greenhouse if the "Room For More" modifier is activated. |
* It's currently unknown why [[A-60]] and [[A-120]] can't spawn in the Greenhouse if the "Room For More" modifier is activated. |
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** It is possible that this is because the only entities that are able to spawn are Eyes, Snare, and Rush, and A-60/A-120 haven't been added to this list. |
** It is possible that this is because the only entities that are able to spawn are Eyes, Snare, and Rush, and A-60/A-120 haven't been added to this list. |
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* The big door (previously known as the |
* The big door (previously known as the vined covered door) seen at door 99 of the Greenhouse actually has a room inside, the reason why is unknown currently. |
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* When crucifying [[Dupe]] |
* When crucifying [[Dupe]] its arms model can be seen through the other side of the door due to the aspect of the door |
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=== {{Icons|Negative}} Removed Content === |
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* After [[The Mines Update]], The Greenhouse no longer has locked rooms when having "Locked and Loaded" or "Key Key Key Key" [[modifiers]]. |
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== {{Icons|Gallery}} Gallery == |
== {{Icons|Gallery}} Gallery == |
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RobloxScreenShot20241020 012243409.png|Ditto, but a plus shaped room. |
RobloxScreenShot20241020 012243409.png|Ditto, but a plus shaped room. |
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Cupboard.webp|A tool cupboard hiding spot in ''The Greenhouse''. |
Cupboard.webp|A tool cupboard hiding spot in ''The Greenhouse''. |
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RobloxScreenShot20241020 012415437.png|A big door seen at Door |
RobloxScreenShot20241020 012415437.png|A big door seen at Door 99. |
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HedgeMaze.png|A hedge maze in the April fools 2023 version of ''The Greenhouse''. |
HedgeMaze.png|A hedge maze in the April fools 2023 version of ''The Greenhouse''. |
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HedgeMazeDitto.png|Ditto. |
HedgeMazeDitto.png|Ditto. |
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[[Category:The Hotel]] |
[[Category:The Hotel]] |
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[[Category:Locations (The Hotel)]] |
[[Category:Locations (The Hotel)]] |
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[[Category:The Outdoors]] |
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[[Category:Miscellaneous]] |
[[Category:Miscellaneous]] |
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