Experienced farmers leave Gifts. New farmers take them. Open someone’s Gift and that farmer becomes your Mentor.
Find it on your Neighbors Bar.
Levels 1 to 19: you are a Seedling
The Greenhouse has three pages.
- Page 1. Wrapped Gifts holding Coins or Fertilizer. The game pays for them.
- Page 2. Clover and Wheat out of a farmer’s own Barn.
- Page 3. Gifts your own Mentors addressed to you by name.
How taking works:
- Take 3 Gifts a day in all. Page 1 and page 2 share the same three.
- Page 3 has no daily limit. Open those Gifts any time.
- A Gift shows who left it when you open it. That farmer becomes your Mentor.
- Up to 3 new Mentors a day, and 15 in all.
- The shelf offers you 15 Gifts for your whole time as a Seedling, not 15 a day. Once you have 15 Mentors the shelf is done, and every Gift after that arrives on page 3.
- A Gift opened within a day is worth double.
- Send a Thank-You Gift back for each one you open: Energy, Power or Fuel. The game pays. Nothing leaves your Barn.
- Your Mentors can send you a Gift by name, 1 each per day.
- Some Gifts come from the Greenhouse Keeper. Those say so, and they do not give you a Mentor.
Level 20: you graduate
- You are a full farmer now. The Greenhouse shelf closes.
- Claim your Graduation Barrel. It is stuffed with valuable Gifts and a Capybara statue for your farm.
- You need to have had at least one Mentor to qualify for it.
- Your pairings end here. Both sides get their place back.
- The same window offers to ask your Mentors to be Neighbors. That is how you keep them.
- For 7 days after, you can still visit each other, so there is time to say yes.
Levels 21 to 49: in between
- There are no new Gifts to take, and no more Thank-You Gifts to send.
- Nothing already sent to you is lost.
- You can still open the Mentor Program window and read the whole offer.
- Enroll is greyed out until Level 50. The window tells you how many levels are left.
Level 50 and up: you are a Mentor
- Join the Mentor Program. One button: Enroll.
- Leave 3 Gifts a day, and keep up to 3 waiting at once.
- Coins and Fertilizer, which the game pays for; or Clover and Wheat from your own Barn, which really leave it.
- Take on up to 5 Seedlings. Send each of them a Gift by name, 1 a day.
- You are told when a Gift is opened: “Maria, level 7, opened your Gift.”
- They can send you a Thank-You Gift: Energy, Power or Fuel. Up to 15 wait for you.
- A Gift nobody takes in 7 days comes back. Clover and Wheat go back to your Barn.
Graduation Totems
- Every Seedling of yours who reaches Level 20 is a graduate.
- Earn a Totem to place on your farm: Bronze at 1 graduate, Silver at 3, Gold at 10, Laurel at 25.
- They add up. You keep every one you earn.
- Your My Graduates list names everybody you helped.
Stopping
- Part ways with one Seedling at any time. If you are Neighbors, you stay Neighbors.
- Opt out at any time. It is a pause, not a goodbye: your Seedlings stay with you and can still be helped, you stop appearing in the Greenhouse so no new ones find you, and anything waiting on your shelf comes back to your Barn.
- You keep the credit for any Seedling who graduates.
Notes
- A day here is 20 hours, counted from your own last reset, not from midnight.
- If somebody takes a Gift before you do, the box says so and you open another.
