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Dread: Difference between revisions

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{{Disclaimer|Possible Triggering Content|The content on this page may trigger those with trypophobia. Proceed at your own risk.}}
{{Disclaimer|Possible Triggering Content|The content on this page may trigger those with trypophobia. Proceed at your own risk.}}{{Stub|Better GIF of Hide and Dread combo.}}
{{About|Dread|[[Bread]]}}
{{Stub|Equations for the time Dread takes to spawn while progressing, and a better GIF for the Dread and Hide combo.}}
{{Entities
{{Entities
|title=Dread
|title = Dread
|image=<gallery>
|image = Dreadd.webp
|attack = Spawns once the in-game clock hits 12:00. Will slowly chase the player(s) until they open the next door.
Dreadd.webp
|damage = {{Icons|Instakill}} Instant Death
Dread crucify.png
|date_added = March 15, 2024
</gallery>
|creator(s) = [[Ghostly Wowzers]]
|attack=*Spawns once the in-game clock hits 12:00. Will slowly chase the player(s) until they open the next door.
|floors =
|damage=*{{Icons|Instakill}} Instant Death
* [[The Hotel]]
|date_added=March 15, 2024
* [[The Mines]]
Intended to be added January 28, 2023
|sound1 = *'''Ambiences'''
|creator(s)=[[Ghostly Wowzers]]
|floors=Canon Floors
*[[Hotel|The Hotel]]
*[[Mines|The Mines]]
*[[Castle|Floor 3]] (Certain)
Non-Canon Floors
*[[2025 April Fools Event|RANKED MODE]]
|sound1=*'''Ambiences'''
Ambience
Ambience
[[File:Dread-Ambience-1.ogg]]
[[File:Dread-Ambience-1.ogg]]
|sound2=*'''Whispers'''
|sound2 = *'''Whispers'''
Whisper #1 (Extremely Quiet)
Whisper #1 (Extremely Quiet)
[[File:DreadPlaySound.mp3]]
[[File:DreadPlaySound.mp3]]
Whisper #2
Whisper #2
[[File:DreadFootsteps.mp3]]
[[File:DreadFootsteps.mp3]]
|sound3=*'''Soundtracks'''
|sound3 = *'''Soundtracks'''
Dread's Soundtrack (Loop)
Dread's Soundtrack (Loop)
[[File:Audio closerFullAudio 1.mp3]]
[[File:Audio closerFullAudio 1.mp3]]
Dread's Soundtrack (End)
Dread's Soundtrack (End)
[[File:Audio_closerEnd.ogg]]
[[File:Audio_closerEnd.ogg]]
|sound4=*'''Jumpscares'''
|sound4 = *'''Jumpscares'''
Jumpscare (WARNING: LOUD!)
Jumpscare (WARNING: LOUD!)
[[File:Dread Jumpscare.mp3]]
[[File:Dread Jumpscare.mp3]]
|sound5=*'''Miscellaneous'''
|sound5 = *'''Miscellaneous'''
Riser
Fakeout
[[File:FakeoutDread.mp3]]
[[File:FakeoutDread.mp3]]
Clock Ticking #1 (Removed)
Clock Ticking #1 (Removed)
Line 46: Line 39:
[[File:DreadChime.mp3]]
[[File:DreadChime.mp3]]
Crucified (WARNING: LOUD)
Crucified (WARNING: LOUD)
[[File:Dread_crucifix_scream.wav]]
[[File:DreadCrucifiedFixed.wav]]
Voice Acting Modification
Voice Acting Modification
[[File:Dread_reaction.ogg]]
[[File:Dread_reaction.ogg]]
type=Hostile (Lethal)}}
|sound6=

|sound7=
|sound8=
|size=Big|type=Hostile (Fatal)}}
<choose>
<choose>
<option>{{Quote|Try not to stall. Keep moving forwards!|[[Guiding Light]]}}</option>
<option>{{Quote|Tick tock goes the clock...|'''Dead Of Night''' [[Achievement]] description}}</option>
<option>{{Quote|Tick tock goes the clock...|'''Dead Of Night''' [[Achievement]] description}}</option>
<option>{{Quote|Dread strikes at midnight. Check clocks to see the time.|[[Guiding Light]]}}</option>
<option>{{Quote|Dread strikes at midnight. Check clocks to see the time.|[[Guiding Light]]}}</option>
</choose>
</choose>'''Dread''' is a minor hostile [[entity]] in ''[[DOORS]]'', appearing in [[The Hotel]] and [[The Mines]]. It was intended to be added in the [[Update Logs|Hotel+]] update but backlogged. It was added in [[The Backdoor|The Hunt]] update as a secret entity, then fully added in the Mines update.


'''Dread''' is a minor hostile [[entity]] in ''[[DOORS]]'', appearing in [[The Hotel]] and [[The Mines]]. It was intended to be added in [[The Hotel+ Update]] but backlogged. It was added in [[The Hunt Update]] as a secret entity, then fully added in [[The Mines Update]].
=={{Icons|Overview}} Appearance==
''Dread'' appears as a white and lightly deformed blue sponge-shaped face with many hollowed-out hole-spots. Its upper half has many of what looks like eyes. In the lower-middle of its face is a bigger mouth. Wispy blue-gray tentacles protrude from all sides, fading out at the ends. Sometimes ''Dread'' can appear with an inverted texture.


== {{Icons|Overview}} Appearance ==
However, when ''Dread'' is being [[Crucifix|crucified]], most of its tentacles are gone and there are more holes seen in its face.
''Dread'' appears as a white and lightly deformed blue sponge-shaped face with many hollowed-out hole-spots. Its upper half has many of what looks like eyes. In the lower-middle of its face is a bigger mouth. Wispy blue-gray tentacles protrude from all sides, fading out towards the end. Sometimes, ''Dread'' appears with an inverted texture.
=={{Icons|Behavior}} Behavior==
''Dread'' only spawns if a [[player]] stays in a single room for a long time (until in-game clock hits midnight). It's possible to tell if ''Dread'' is about to spawn if all the lights flicker for a very extended period of time, followed by the now audible sound of the player's breathing, and less contrast. If the "Electrical Work" [[Modifiers|modifier]] is active, the player will experience a slight blur after some time. The rate of time passage is faster with the modifier “Run From It”, and even faster with “Destiny Still Arrives”


However, when ''Dread'' is being [[Crucifix|crucified]], most of its tentacles disappears and more holes are seen in its face.
When ''Dread'' spawns, all lights will turn off, it will darken players' screens, and it'll exhibit a grayscale tint. Afterwards, it will slowly chase players while remaining nearly invisible. If ''Dread'' reaches a player, it will immobilize them, emit a static-like texture, and instantly kill the player. ''Dread'' has small whispers, and they get louder as ''Dread'' gets closer to the player.
== {{Icons|Behavior}} Behavior ==
''Dread'' can only spawn if a [[player]] stays in a single room until in-game clock hits midnight. Before ''Dread'' spawns, the lights in the room flicker for a longer period of time than usual, followed by the now audible sound of the player's breathing, and less contrast on the player's screen. If the "Electrical Work" [[Modifiers|modifier]] is active, the player will experience a slight blur after some time. The rate of time passage is faster as players progress through the floor. It is also faster with the modifier “Run From It”, and even faster with “Destiny Still Arrives”.


When ''Dread'' spawns, all lights will turn off as players' screens start to darken and starts exhibit a grayscale tint. Afterwards, it will slowly chase players while remaining nearly invisible. When ''Dread'' reaches a player, it will immobilize them and emit a static-like texture then instantly kill the player. ''Dread'' has small whispers, and they get louder as ''Dread'' gets closer to the player.
If ''Dread'' spawns and a player opens the door to the next room before ''Dread'' kills them, ''Dread'' will immediately despawn and grant the player the "Dead of Night" [[Achievements|achievement]].


If ''Dread'' spawns and a player opens the door to the next room before ''Dread'' kills them, ''Dread'' will immediately despawn and grant the player the "Dead of Night" [[Achievements|achievement]].
''Dread'' spawns faster as players progress through the floor.


=== Notes ===
=== Notes ===
*[[Player]]s can keep track of time during their run by reading the grandfather clocks and wall clocks scattered throughout [[Hotel|The Hotel]] or holding an [[Alarm Clock]]. ''Dread'' will always spawn when the hands reach midnight.
*[[Player]]s can keep track of time during their run by reading the grandfather clocks and wall clocks scattered throughout [[The Hotel]] or holding an [[Alarm Clock]]. ''Dread'' will always spawn when the hands reach midnight.
*Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn.
*Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn.
*The passage of time accelerates as players open doors and progress through the floor.
*The speed of the passage of time of the current room depends on many factors and has a huge complexity.
**The passage of time accelerates as players open doors and progress through the floor.
*Every room has a set tier. This usually depends on the length and complexity of the room. The higher the tier of the last opened room is, the slower the time will move.
**Every room has a set tier, that will make time move slower or faster. It is set depending on various factors.
**The base tier (tier 1) is the one used for most rooms.
***The Base Tier, also called Tier 1, is the one used for most rooms and is also the one used for most calculations.
***The time limit<ref name=":0">The "time limit" is the time in seconds that takes to be Midnight in the last opened room, since the moment the entrance is opened, and assuming the time never freezes due to players being AFK.</ref> for midnight is 300 seconds at the start and 50 seconds at the end with no modifiers: decreases 2.5 seconds every room.
****The time limit<ref name=":0">The "time limit" is the time in seconds that takes to be Midnight in the last opened room, since the moment the entrance is opened, and assuming the time never freezes due to players being AFK.</ref> for midnight is 300 seconds at the start and 50 seconds at the end with no modifiers: decreases 2.5 seconds every room.
****Time limit (T1) = <math>300-(2.5*D)</math><ref name=":1">"D" is the amount of numbered doors opened in the current floor in total.</ref>.
*****Time limit (T1) = <math>300-(2.5*D)</math>, where D is the amount of numbered doors opened in the current floor.
**Extra tiers are added if the room meets certain conditions.
***An extra tier is added for each one of these conditions that is met (multiple extra tiers can be added):
***Extra tiers are added if the current room meets certain conditions.
****An extra tier is added for each one of these conditions that is met:
****If the exit of the room is [[Padlocks|locked]].
****If the room is a [[generator]] room.
*****If the exit of the room is [[Padlocks|locked]].
****If the room requires a lever to be pulled (any [[The Basements|basement]]).
*****If the room is a [[generator]] room.
*****If the room requires a lever to be pulled (any [[The Basements|basement]]).
****If the room is one of the following specific rooms: [[The Basements#Accessing The Rooms|The Basement]] (61)<ref>This room also meets the previous requirement, meaning 2 tiers are added in total to this room.</ref>, [[The Railway Station]]<ref>In this room, 2 tiers are added in total instead of only 1, for unknown reasons.</ref>, [[The Shafts|The Chasm]], [[The Shafts|The Festering Meat Cave]] or [[The Shafts|The Generator Cave]].
*****If the room is one of the following specific rooms: [[The Basements#Accessing The Rooms|The Basement]] (61)<ref>As this room also always meets the previous requirement, at least 2 tiers are always added to this room.</ref>, [[The Railway Station]]<ref>In this room, 2 tiers are added in total instead of only 1, for unknown reasons.</ref>, [[The Shafts|The Chasm]], [[The Shafts|The Festering Meat Cave]] or [[The Shafts|The Generator Cave]].
***Each extra tier will increase the time limit<ref name=":0" /> of the room as follows: <math>(X+60)*1.15</math><ref>'''X''' is the time limit of the room before the time addition of the extra tier.</ref>.
****More extra tiers will increase it even more. For example, two extra tiers: <math>\Bigl(\bigl((X+60)*1.15\bigr)+60\Bigr)*1.15</math>.
****Each extra tier will increase the time limit, based on the time in the Base Tier at that point.
*****Time limit (T2) = <math>(T1+60)*1.15</math>, where T1 = Time limit (T1).
**Special Tier exists for certain specific rooms. In this tier, the time limit<ref name=":0" /> is 3600 seconds (1 actual hour) assuming no ''Dread'' modifiers are active. The rooms that use this tier are the following:
******Higher tiers can be added with the same equation, for example:
***[[The Reception]] (0), Pre-Library (49), [[The Library]] (50), Post-Library (51), Pre-Jeff Shop, [[Jeff Shop]], [[The Rooms]] entrance (60), [[The Infirmary]], [[The Courtyard]] (89), [[The Electrical Room]] (100), [[The Dining Hall]], [[The Adit]] (100.5), [[The Nest]] (150), Post-Nest (151), [[The Dam]] (200) and "SewerMinesTransition1"<ref>This room can appear multiple times in a run but for some reason it is part of the special tier. It is possible this room was planned to be a special transition between the Mines and the Sewers that only appeared once.
*******Time limit (T3) = <math>(T2+60)*1.15</math>, where T2 = Time limit (T2).

*******Time limit (T4) = <math>(T3+60)*1.15</math>, where T3 = Time limit (T3).
This is the room with the bottom part being the Sewers and the top part being the Mines, with a ladder in the middle that connects both parts.</ref>.
**There is also an uncommon tier below Tier 1 that gives a little less time and is used for some specific rooms. This tier isn't too important as the time difference is barely noticeable and it only happens in a few rooms.
***Special Tier exists for certain specific rooms. In this tier, the time limit<ref name=":0" /> is 3600 seconds (1 actual hour). The rooms within this tier are:
****[[The Reception]] (0), Pre-Library (49), [[The Library]] (50), Post-Library (51), Pre-Jeff Shop, [[Jeff Shop]], [[The Rooms]] entrance (60), [[The Infirmary]], [[The Courtyard]] (89), [[The Electrical Room]] (100), [[The Dining Hall]], [[The Adit]] (100.5), [[The Nest]] (150), Post-Nest (151), [[The Dam]] (200) and "SewerMinesTransition1"<ref>This room can appear multiple times in a run but for some reason it is part of the special tier. It is possible this room was planned to be a special transition between the Mines and the Sewers that only appeared once. This is the room with the bottom part being the Sewers and the top part being the Mines, with a ladder in the middle that connects both parts.</ref>.
*The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time in specific ways.
***There is also an uncommon tier below Tier 1 that gives a little less time and is used for some specific rooms. This tier isn't too important as the time difference is barely noticeable and it only happens in a few rooms.
*The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time.
**"Run From It" does the following modifications to the time limit<ref name=":0" />:
**"Run From It" does the following modifications to the time limit<ref name=":0" />:
***The time limit (for tier 1 rooms) for midnight is 105 seconds at the start and 17.5 seconds at the end: decreases 0.875 seconds every room.
***The time limit (for tier 1 rooms) for midnight is 105 seconds at the start and 17.5 seconds at the end: decreases 0.875 seconds every room.
****Time limit (T1) = <math>105-(0.875*D)</math><ref name=":1" />.
****Time limit (T1) = <math>105-(0.875*D)</math>, where D is the amount of numbered doors opened in the current floor.
***In Special Tier rooms, the time limit varies depending on the amount of alive players when the room opens. The limit will be 900 seconds with 1 player, 600 seconds with 2 players, 450<sup>[verification needed]</sup> seconds with 3 players, and 300<sup>[verification needed]</sup> seconds with 4+ players.
***In special tier rooms, the time limit will be 900 seconds if 1 player is alive or 600 if 2 or more players are (when the door opens).
**"Destiny Still Arrives” does the following modifications to the time limit<ref name=":0" />:
**"Destiny Still Arrives” does the following modifications to the time limit<ref name=":0" />:
***The time limit (for tier 1 rooms) for midnight is 65 seconds at the start and 11 seconds at the end: decreases 0.55 seconds every room.
***The time limit (for tier 1 rooms) for midnight is 65 seconds at the start and 11 seconds at the end: decreases 0.55 seconds every room.
****Time limit (T1) = <math>65-(0.55*D)</math><ref name=":1" />.
****Time limit (T1) = <math>65-(0.55*D)</math>, where D is the amount of numbered doors opened in the current floor.
***In special tier rooms, the time limit varies depending on the amount of alive players when the room opens. The limit will be 480 seconds with 1 player, 360 seconds with 2 players, 280<sup>[verification needed]</sup> seconds with 3 players, and 180<sup>[verification needed]</sup> seconds with 4+ players.
***In special tier rooms, the time limit will be 480 seconds if 1 player is alive or 360 if 2 or more players are (when the door opens).
**These modifiers don't have any effect in [[The Reception]], [[The Adit]] and if ''Dread'' has been crucified in the current room. In these cases, the limit will be 3600 seconds, regardless of the modifiers.
**These modifiers don't have any effect in [[The Reception]], [[The Adit]] and if ''Dread'' has been crucified in the current room. In these cases, the limit will be 3600 seconds, regardless of the modifiers.
*[https://docs.google.com/spreadsheets/d/1WgaHnrgSZXK-H8430Ph47_no-q2F4q7eL_f1SvgGBLM/edit?usp=sharing This document] summarizes most of the things previously said into a spreadsheet with the time limit in every possible room, containing combinations with modifiers and mentioning the main tiers (Tier 1, Tier 2, Special Tier). It is still recommended to read the previous information to understand it correctly.
*[https://docs.google.com/spreadsheets/d/1WgaHnrgSZXK-H8430Ph47_no-q2F4q7eL_f1SvgGBLM/edit?usp=sharing This document] summarizes most of the things previously said into a spreadsheet with the time limit in every possible room, containing combinations with modifiers and mentioning the main tiers (Tier 1, Tier 2, Special Tier). It is still recommended to read the previous information to understand it correctly.
Line 109: Line 101:
**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear and all the remaining lights will totally go out.
**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear and all the remaining lights will totally go out.
*Once the time is midnight, ''Dread'' will spawn, chasing each player slowly while being audible and barely visible.
*Once the time is midnight, ''Dread'' will spawn, chasing each player slowly while being audible and barely visible.
**If ''Dread'' reaches any player during its chase, it will inmobilize them, killing them after a few seconds.
**If ''Dread'' reaches any player during its chase, it will immobilize them, killing them after a few seconds.
***Players can survive after being immobilized if ''Dread'' is despawned right before being killed.
**If a numbered door is opened after the chase has started, ''Dread'' will despawn succesfully and the chase will end.
**If a numbered door is opened after the chase has started, ''Dread'' will despawn succesfully and the chase will end.
***Crucifying ''Dread'' has the same effect, stopping the chase.
**''Dread'' always spawns in the spot aligned with the next unopened numbered door and the player, following the imaginary line connecting them; the exact position of ''Dread'''<nowiki/>s spawn point is beyond the player in that same direction.<ref>As this is hard to explain with words, here are some visual examples: https://drive.google.com/drive/folders/1QC1IveC-4apXagqbWWrV4-h8xZKd7KuT?usp=sharing
**''Dread'''s spawn point depends on the player's position. This can be used to know where the next door is.
</ref>
***Horizontally (axes X and Z), in the spot aligned with the nex<nowiki/>t unopened numbered door and the player, following the imaginary line connecting them; beyond the player i<nowiki/>n that same direction.<ref>As this is hard to explain with words, here are some visual examples: https://drive.google.com/drive/folders/1QC1IveC-4apXagqbWWrV4-h8xZKd7KuT?usp=sharing
***This can be used to know where the next real door is.
</ref> It will always spawn exactly 64 studs away from the player.
***Vertically (axis Y), the same coordinate as the player's.
**During the chase, most of the sound frequencies are reduced significantly while ''Dread'' is active.
**During the chase, most of the sound frequencies are reduced significantly while ''Dread'' is active.
***This makes it very hard to hear [[Screech]], but still possible. Make sure to look around when trying to crucify ''Dread''.
***This<nowiki/> makes it very hard to hear other entities, like [[Screech]], but still possible. Make sure to look around when trying to crucify ''Dread''.
**''Dread'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Timothy]], is a client-sided entity, meaning that each player will be chased by a "different" ''Dread''.
**''Dread'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Timothy]], is a client-sided entity, meaning that each player will be chased by a "different" ''Dread''.
***However, if any player crucifies ''Dread'', ''Dread'' will stop chasing every player and everyone will be able to see the ''Dread'' that the player crucified.
***However, if any player crucifies ''Dread'', ''Dread'' will stop chasing every player and everyone will be able to see the ''Dread'' that the player crucified.
*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix if ''Dread'' tries to damage them while holding it.
*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix if ''Dread'' tries to damage them while holding it.
**When this happens, the time will set to 11:00 and will move a lot slower until the next door is opened.
**When this happens, the time will set to 11:00 and will move a lot slower, taking 1 real hour to spawn, until the next door is opened.
**''Dread'' won't allow players to equip or unequip items after ''Dread'' reaches them. Because of this, when crucifying ''Dread'', make sure you equip the crucifix before being inmobilized.
**''Dread'' won't allow players to equip or unequip items after immobilizing them. Because of this, when crucifying ''Dread'', make sure you equip the Crucifix before being immobilized.
***If you grab a crucifix on the ground when you are in ''Dread's'' jumpscare, it will still act like you had the crucifix equipped and it will be crucified.
***Grabbing a Crucifix from the ground while being immobilized is possible. ''Dread'' can be crucified through this way too.
*''Dread'' can only spawn in the main floors ([[Hotel|The Hotel]], [[The Mines]]), it does not spawn in sub-floors ([[The Rooms]] & [[The Backdoor]]).
*''Dread'' can only spawn in the main floors ([[The Hotel]] and [[The Mines]]), it does not spawn in sub-floors ([[The Rooms]] & [[The Backdoor]]).
**In sub-floors, when holding an [[Alarm Clock]], it will always say it's midnight, but the time won't move at all.
**In sub-floors, when holding an [[Alarm Clock]], it will always say it's midnight, but the time won't move at all.
*The time and all clocks will freeze if every player in the game is AFK.
*The time (and all clocks) will freeze if every player in the game is AFK.
**Dead players that are spectating usually don't count as AFK, meaning the time won't freeze if someone is spectating.
**Dead players that are spectating don't count as AFK (unless they died while being AFK), meaning the time won't freeze if someone is spectating. This is likely not intentional.
**There is currently a bug where clocks will continue to move (not visually) while everyone is AFK, but will only become visible once a player is active again. This is only a visual bug with clocks, as the actual time doesn't really move.
*Players cannot survive ''Dread'''s damage with any amount of star shield, as it is an instant kill entity. [[Status Effects#Positive|God Mode]] can allow players to survive its jumpscare, however.
*Players cannot survive ''Dread'''s damage with any amount of star shield, as it is an instant kill entity. [[Status Effects#Positive|God Mode]] can allow players to survive its jumpscare, however.
*In the [[2024 Trick Or Treat Event]], if the "Run From It" [[candy]] is eaten, the time will be set to 12:00, forcing ''Dread'' to spawn.
*In the [[2024 Trick Or Treat Event]], if the "Run From It" [[candy]] is eaten, the time will be set to 12:00, forcing ''Dread'' to spawn.


=== [[2025 April Fools Event|Ranked Mode]] Modifications ===
=== [[2025 April Fools Event|Ranked Mode]] ===


* The passage of time is extremely fast from the start (excluding special tier rooms).
* The passage of time is extremely fast from the start (excluding special tier rooms).
** Time limit (in tier 1) is 30 seconds at the start, and decreases 0.3 seconds every door. It is capped at 10 seconds (in tier 1).
** Time limit (in tier 1) is 30 seconds at the start, and decreases 0.3 seconds every door. It is capped at 10 seconds (in tier 1).
*** Time limit (T1) =<math>30-(0.3*D)</math><ref name=":1" /> (if the result is below 10, it will be set to 10).
*** Time limit (T1) =<math>30-(0.3*D)</math> (if the result is below 10, it will be set to 10), where D is the amount of numbered doors opened in the current floor.
* The formula for extra tiers for time-consuming rooms is <math>(X+30)*1.15</math>, adding 30 seconds instead of 60 before the multiplication.
* The formula for extra tiers for time-consuming rooms is <math>(X+30)*1.15</math>, adding 30 seconds instead of 60 before the multiplication.
* The following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds).
* The following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds).


=={{Icons|Behavior}} Jumpscare==
== {{Icons|Trivia}} Trivia ==
*''Dread'' was originally a scrapped entity for [[The Hotel+ Update]] but was officially added after [[The Hunt Update]], altough only as a secret. It received a major revamp in [[The Mines Update]], where it became an actual entity, and not only an easter egg.
===1st Person===
**When ''Dread'' was only a secret entity, it could only spawn in Door 13, time didn't reset to 11:00 when opening doors, being AFK didn't freeze the time, and the time moved at a normal speed always, taking 1 real hour for it to spawn.
''Dread'' will flash visible around 1 second in the screen before fading out, and the jumpscare screens will be barely visible. The camera fully freezes and so does the [[player]]. After a short time, static screens with multiple holes will flash and the player immediately dies.
*''Dread'' was originally teased in a sneak-peek for [[The Hotel+ Update]].<ref>[https://vxtwitter.com/DoorsRoblox/status/1599267251223412738 https://twitter.com/DoorsRoblox/status/1599267251223412738]</ref>

===3rd Person===
The players' animations freezes shortly before they fall face down to the ground and ragdoll.

=={{Icons|Modifiers}} Modifiers==
{{Modifier|bordercolor=#808080|bgcolor=#474747|textcolor=#808080|text=Run From It|textcolor2=#808080|text2=Dread spawns in earlier.|textcolor3=#808080|text3=Requires 'Dead of Night'|restrictedmodifiers='Destiny Still Arrives'|increase=5}}
{{Modifier|bordercolor=#808080|bgcolor=#474747|textcolor=#808080|text=Destiny Still Arrives|textcolor2=#808080|text2=Dread spawns in much earlier.|textcolor3=#808080|text3=Requires 'It's Not My Time'|restrictedmodifiers='Run From It'|increase=10}}

== {{Icons|Bugs}} Bugs ==
* The grayscale color effect will not be applied if Dread isn’t spawned naturally (i.e, isn’t spawned from the "Run From It" [[Candy]], [[Modifiers|Chat Control]], or the [[Admin Panel]].).
** Getting kicked out by [[Hide]] during ''Dread's'' arrival will instead invert the colors.
*** This doesn't apply if ''Dread'' isn't spawned naturally.
* There's a glitch that muffles most sounds if the player dies to ''Dread'' before opening the first door (in [[the Reception]] or in [[the Adit]]) and is auto-[[Revives|revived]]. The easiest way to replicate this is with a "Run From It" candy or with the [[Admin Panel]].
* If the player enters a hiding spot while holding any movement key, ''Dread'' will only reach the location where the player started the entering animation, standing in place next to the hiding spot until the player gets out of it.
* When the time unfreezes after being AFK, wall and grandfather clocks will show the time it would be if the time never froze. This is only visual.
** The [[Alarm Clock]] doesn't have this bug.

=={{Icons|Trivia}} Trivia==
*''Dread'' was originally a scrapped entity for the Hotel+ update but was officially added after The Hunt update.
*''Dread'' was originally teased in a sneak-peek for the [[Update Logs|Hotel+ Update]].<ref>[https://vxtwitter.com/DoorsRoblox/status/1599267251223412738 https://twitter.com/DoorsRoblox/status/1599267251223412738]</ref>
*''Dread'' is one of the first scrapped entities to make a comeback.
*''Dread'' is one of the first scrapped entities to make a comeback.
*''Dread'' was added in the game in [[The Backdoor|The Hunt]] Update, but only as a secret. It received a major revamp in [[The Mines Update]], where it became an actual entity, and not only an easter egg.
**During this period, ''Dread'' could only spawn in Door 13, time didn't reset to 11:00 when opening doors, being AFK didn't freeze the time, and the time moved at a normal speed always, taking 1 real hour for it to spawn.
*Cruci<nowiki/>fying ''Dread'' gives the "It's Not My Time" [[achievements|achievement]] rather than the "Dead of Night" achievement.
*Cruci<nowiki/>fying ''Dread'' gives the "It's Not My Time" [[achievements|achievement]] rather than the "Dead of Night" achievement.
*Playe<nowiki/>rs can be indefinitely be chased by ''Dread''.
*Playe<nowiki/>rs can be indefinitely be chased by ''Dread''.
**Its s<nowiki/>oundtrack will end after roughly 2 minutes; it doesn't loop.<ref>https://www.youtube.com/watch?v=_uUsxy0db0Y&t=94s</ref>
**Its s<nowiki/>oundtrack will end after roughly 2 minutes; it doesn't loop, <ref>https://www.youtube.com/watch?v=_uUsxy0db0Y&t=94s</ref> similar to [[Halt]] and its theme.
*''Dread''<nowiki/>''<nowiki/>'s'' scream is also used in the jumpscare of Duocara from Piggy, the name of the sound being "[https://create.roblox.com/store/asset/9125713501/Nightmare-Yelling-Bursts-Of-Distorted-Scream-SFX?externalSource=www Nightmare Yelling, Bursts of Distorted Scream]."
*''Dread''<nowiki/>''<nowiki/>'s'' scream is also used in the jumpscare of Duocara from Piggy, the name of the sound being "[https://create.roblox.com/store/asset/9125713501/Nightmare-Yelling-Bursts-Of-Distorted-Scream-SFX?externalSource=www Nightmare Yelling, Bursts of Distorted Scream]."
*''Dread,'' [[Eyes]]'','' [[The Rooms|A-60]], [[The Rooms|A-90]], [[The Rooms|A-120]], [[The Backdoor|Blitz]], [[The Backdoor|Lookman]], and [[The Backdoor|Haste]] are the only [[List of Entities|entities]] who change their appearance while being [[Crucifix|crucified]].
*''Dread,'' [[Eyes]]'','' [[The Rooms|A-60]], [[The Rooms|A-90]], [[The Rooms|A-120]], [[The Backdoor|Blitz]], [[The Backdoor|Lookman]], and [[The Backdoor|Haste]] are the only [[List of Entities|entities]] who change their appearance while being [[Crucifix|crucified]].
**The asset for the image of ''Dread'' getting banished by the crucifix is called "[https://www.roblox.com/library/16529167874/Images-guys-this-might-be-scary guys this might be scary]".
**The asset for the image of ''Dread'' getting banished by the crucifix is called "[https://www.roblox.com/library/16529167874/Images-guys-this-might-be-scary guys this might be scary]".
*''Dread'' is the first entity introduced in the game that has a frowning expression, the only other entities that are frowning are [[RNIUSHCg==]] (and [[The Rooms|A-120]], but only while being [[Crucifix|crucified]]), besides the two all the other entities either are smiling, have a neutral expression, or don't have a mouth.
*''Dread'' is the first entity introduced in the game that has a frowning expression, the only other entities that are frowning are [[RNIUSHCg==]] (and [[The Rooms|A-120]], but only while being [[Crucifix|crucified]]), besides the two all the other entities either are smiling, have a neutral expression, or don't have a mouth.
*During the [[2024 April Fools Event|April Fools 2024 event]] and with "Voice Acting" modifier, ''Dread'' will say "''Dread''<nowiki/>'s Reaction" repeatedly during the chase.
*During the [[2024 April Fools Event|April Fools 2024 event]] and with "Voice Acting" modifier, ''Dread'' will say "''Dread''<nowiki/>'s Reaction" 8 times during the chase.
*''Dread'' can spawn more than once during a run.
*''Dread'' can spawn more than once during a run.
*''Dread''<nowiki/>''<nowiki/>'s'' whispers are currently the quie<nowiki/>test sound in the game.
*''Dread''<nowiki/>''<nowiki/>'s'' whispers are currently the quie<nowiki/>test sound in the game.
**''Dread''<nowiki/>''<nowiki/>'s'' whispers resemble a heavily distorted audio CAPTCHA.
**''Dread''<nowiki/>''<nowiki/>'s'' whispers resemble a heavily distorted audio CAPTCHA.
*''Dread''<nowiki/>''<nowiki/>'s'' behavior is similar to [[The Backdoor#Haste|Haste]]'s behavior, as it spawns after a specific time period, more similar to old Haste that spawned when you took too long in a single room and could also spawn in [[Hotel|The Hotel]] like ''Dread''.
*''Dread''<nowiki/>''<nowiki/>'s'' behavior is similar to [[The Backdoor#Haste|Haste]]'s behavior, as it spawns after a specific time period, more similar to old Haste that spawned when you took too long in a single room and could also spawn in [[The Hotel]] like ''Dread''.
*When <nowiki/>''<nowiki/>Dread'' is active and chasing the player, it has a set [[Movement Speed|movement speed]]. When it spawns, its speed is set to 9 studs per second. It increases 2 studs per second every 10 seconds, until it reaches 13 studs per second after 20 seconds.
**0 - 1<nowiki/>''<nowiki/>''0 seconds: 9 studs per second.
**10 - <nowiki/>''<nowiki/>''20 seconds: 11 studs per second.
**20+ s<nowiki/>''<nowiki/>''econds: 13 studs per second.
**''Dread''<nowiki/>''<nowiki/>'' will vibrate if it is too close to the player, being still possible to outrun it while being technically a little slower than it.
*If you slow down ''Dread'''s<nowiki/>''<nowiki/>'' soundtrack end audio to the speed 0.55, you can hear one of [[Halt]]'s whispers.
*If you slow down ''Dread'''s<nowiki/>''<nowiki/>'' soundtrack end audio to the speed 0.55, you can hear one of [[Halt]]'s whispers.
*''Dread''<nowiki/>''<nowiki/>'s'' scream for being crucified can be difficult to hear due to the sounds of the [[Crucifix]].
*''Dread''<nowiki/>''<nowiki/>'s'' scream for being crucified can be difficult to hear due to the sounds of the [[Crucifix]].
* The tempo of ''Dread<nowiki/>'s'' theme increases the longer you are being chased.
* The tempo of ''Dread<nowiki/>'s'' theme increases the longer you are being chased.
* When Dread spawns, it will print "erm.. hello bro" into the console, the same as [https://doors-game.fandom.com/wiki/The_Backdoor#Haste Haste].
* When ''Dread'' spawns, it will print "erm.. hello bro" into the console, the same as [https://doors-game.fandom.com/wiki/The_Backdoor#Haste Haste].
*[[El Goblino]] indirectly mentions ''Dread'' in one of his dialogues, "We gotta be outta here by midnight", which can be associated with ''Dread.''
*[[El Goblino]] indirectly mentions ''Dread'' in one of his dialogues, "We gotta be outta here by midnight", which can be associated with ''Dread.''
*If you crucify ''Dread'' (or [[The Backdoor|Haste]], with the Make Haste [[Modifiers|modifier]]) while in the elevator cutscene ([[The Hotel]] ending) you get to see the cutscene in first person, albeit with your accessories and body parts blocking some of your view.
*If you crucify ''Dread'' (or [[The Backdoor|Haste]], with the Make Haste [[Modifiers|modifier]]) while in the elevator cutscene ([[The Hotel]] ending) you get to see the cutscene in first person, albeit with your accessories and body parts blocking some of your view.
Line 186: Line 166:
*The "Dead Of Night" badge that's awarded for surviving ''Dread'' cannot be obtained via the "Run From It" candy, even when doing the requirements for it. Despite this, you can still obtain the "It's Not My Time" badge if the player crucifies it after it spawns from this candy.
*The "Dead Of Night" badge that's awarded for surviving ''Dread'' cannot be obtained via the "Run From It" candy, even when doing the requirements for it. Despite this, you can still obtain the "It's Not My Time" badge if the player crucifies it after it spawns from this candy.
*''Dread'' is one of many entities capable of following you. The others are [[Figure]], [[Halt|Halt,]] [[Hide|A-120]], [[The Backdoor|Haste]] and [[Sally]] (and [[2023 April Fools Event|Jeff The Killer]] and [[2024 April Fools Event|Drakobloxxers]]).
*''Dread'' is one of many entities capable of following you. The others are [[Figure]], [[Halt|Halt,]] [[Hide|A-120]], [[The Backdoor|Haste]] and [[Sally]] (and [[2023 April Fools Event|Jeff The Killer]] and [[2024 April Fools Event|Drakobloxxers]]).
==Related Effects==


== {{Icons|Bugs}} Bugs ==
===Candies===
* The grayscale color effect will not be applied if ''Dread'' isn’t spawned naturally (i.e, isn’t spawned from the "Run From It" [[Candy]], [[Modifiers|Chat Control]], or the [[Admin Panel]].).
Run From It - Spawns Dread, setting time to 12:00
** Getting kicked out by [[Hide]] during ''Dread's'' arrival will instead invert the colors.
*** This doesn't apply if ''Dread'' isn't spawned naturally.
* There's a glitch that muffles most sounds if the player dies to ''Dread'' before opening the first door (in [[The Reception]] or in [[The Adit]]) and is auto-[[Revives|revived]].
* If the player enters a hiding spot while holding any movement key (or moving the movement joystick), ''Dread'' will only reach the location where the player started the entering animation, standing in place next to the hiding spot until the player gets out of it.
* When the time unfreezes after being AFK, wall and grandfather clocks will show the time it would be if the time never froze. This is only visual.
** The [[Alarm Clock]] doesn't have this bug, being the most reliable way to know the time if this happens.
* The game doesn't change the AFK state of spectating or dead players in the game, which will cause the time to never freeze if anyone is dead and doesn't leave or disconnect (unless they died while being AFK).
* Entering or exiting a hiding spot or ladder while being immobilized by ''Dread'' will allow that player to move and equip, unequip and use items freely (although will still die after the random delay unless ''Dread'' is despawned before dying).
* As the music from the "Jammin'" modifier is disabled when being immobilized instead of when dying, if ''Dread'' is despawned (or crucified) after being immobilized, the music won't be heard anymore and the sounds won't be muffled, making the modifier have no effect.
* Being immobilized by ''Dread'' will make any active [[Screech]] attack the immobilized player instantly, with no jumpscare.
** Other ways of immobilization have the same bug with Screech ([[Glitch]], [[Void]]...).


== {{Icons|Modifiers}} Related modifiers ==
===Stream Integration===
{{Modifier
Dreadful - Spawns Dread in the current room
|bordercolor=#808080
|bgcolor=#474747
|textcolor=#808080
|text=Run From It
|textcolor2=#808080
|text2=Dread spawns in earlier.
|textcolor3=#808080
|text3=Requires 'Dead of Night'
|restrictedmodifiers='Destiny Still Arrives'
|increase=5}}
{{Modifier
|bordercolor=#808080
|bgcolor=#474747
|textcolor=#808080
|text=Destiny Still Arrives
|textcolor2=#808080
|text2=Dread spawns in much earlier.
|textcolor3=#808080
|text3=Requires 'It's Not My Time'
|restrictedmodifiers='Run From It'
|increase=10}}


=={{Icons|Achievement}} Related achievements==
== {{Icons|Achievement}} Related achievements ==
{{Achievement
{{Achievement
|title=Dead Of Night
|title=Dead Of Night
Line 206: Line 217:
|text2=Use a Crucifix against "Dread".}}
|text2=Use a Crucifix against "Dread".}}


=={{Icons|History}} History==
== {{Icons|History}} History ==
<div style="overflow-y:scroll; height:220px; width:100%;">
<div style="overflow-y:scroll; height:220px; width:100%;">
{{Log
{{Log
Line 222: Line 233:
</div>
</div>


=={{Icons|Gallery}} Gallery==
== {{Icons|Gallery}} Gallery ==
<gallery widths="190">
<gallery widths="190">
DreadPng.webp|The normal sprite of ''Dread''.
DreadPng.webp|The normal sprite of ''Dread''.
Line 250: Line 261:
Light work no reaction.gif|''Dread'''<nowiki/>s chase.
Light work no reaction.gif|''Dread'''<nowiki/>s chase.
Wtf "inverted" colors this is so cursed.gif|Color inversion due to [[Hide]] and ''Dread'''<nowiki/>s color filters.
Wtf "inverted" colors this is so cursed.gif|Color inversion due to [[Hide]] and ''Dread'''<nowiki/>s color filters.
16492673033.png|The image that appears on the screen whenever the ''Player'' is getting attacked by [[Dread]]. In-game, it is colored Black whenever getting attacked from it. ID Number is 1649267033.
16492673033.png|The vignette used for ''Dread''’s chase sequence. In-game, it is colored Black whenever getting attacked from it. ID Number is 1649267033.
</gallery>
</gallery>


=={{Icons|Gallery}} References==
== {{Icons|Gallery}} References ==
{{Reflist}}
<references />

{{Navigation}}
{{Navigation}}
[[Category:Entities]]
[[Category:Entities]]
[[Category:Hotel]]
[[Category:Instakill Entities]]
[[Category:Instakill Entities]]
[[Category:2D Entities]]
[[Category:2D Entities]]
[[Category:Lethal Entities]]
[[Category:Lethal Entities]]
[[Category:Hostile Entities]]
[[Category:Hostile Entities]]
[[Category:The Hotel]]
[[Category:The Mines]]
[[Category:The Mines]]



Latest revision as of 13:58, 17 July 2025

Deathicon.png "Oye, hombre... I had the weirdest dream. I was m- muy pequeño, and I was fighting dat macho-meat-düd! Weird, right? Eheehee!"
- El Goblino
Disclaimer: Possible Triggering Content!
The content on this page may trigger those with trypophobia. Proceed at your own risk.
"Oye... who do you think built this place? Dread, I mean. "
- El Goblino (altered)
Dread is currently a stub. Help the wiki by expanding it! The article will be finished soon.
Content needed: Better GIF of Hide and Dread combo.
This article is about Dread. You may be looking for Bread.

<infobox layout="stacked"> <title source="title"> <default>Dread</default> <format>Dread</format> </title>

<image source="image"></image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> <choose> <option>

"Tick tock goes the clock..."
- Dead Of Night Achievement description

</option> <option>

"Dread strikes at midnight. Check clocks to see the time."
- Guiding Light

</option>

</choose>

Dread is a minor hostile entity in DOORS, appearing in The Hotel and The Mines. It was intended to be added in The Hotel+ Update but backlogged. It was added in The Hunt Update as a secret entity, then fully added in The Mines Update.

Overview Appearance[edit | edit source]

Dread appears as a white and lightly deformed blue sponge-shaped face with many hollowed-out hole-spots. Its upper half has many of what looks like eyes. In the lower-middle of its face is a bigger mouth. Wispy blue-gray tentacles protrude from all sides, fading out towards the end. Sometimes, Dread appears with an inverted texture.

However, when Dread is being crucified, most of its tentacles disappears and more holes are seen in its face.

Behavior Behavior[edit | edit source]

Dread can only spawn if a player stays in a single room until in-game clock hits midnight. Before Dread spawns, the lights in the room flicker for a longer period of time than usual, followed by the now audible sound of the player's breathing, and less contrast on the player's screen. If the "Electrical Work" modifier is active, the player will experience a slight blur after some time. The rate of time passage is faster as players progress through the floor. It is also faster with the modifier “Run From It”, and even faster with “Destiny Still Arrives”.

When Dread spawns, all lights will turn off as players' screens start to darken and starts exhibit a grayscale tint. Afterwards, it will slowly chase players while remaining nearly invisible. When Dread reaches a player, it will immobilize them and emit a static-like texture then instantly kill the player. Dread has small whispers, and they get louder as Dread gets closer to the player.

If Dread spawns and a player opens the door to the next room before Dread kills them, Dread will immediately despawn and grant the player the "Dead of Night" achievement.

Notes[edit | edit source]

  • Players can keep track of time during their run by reading the grandfather clocks and wall clocks scattered throughout The Hotel or holding an Alarm Clock. Dread will always spawn when the hands reach midnight.
  • Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having Dread spawn.
  • The speed of the passage of time of the current room depends on many factors and has a huge complexity.
    • The passage of time accelerates as players open doors and progress through the floor.
    • Every room has a set tier, that will make time move slower or faster. It is set depending on various factors.
      • The Base Tier, also called Tier 1, is the one used for most rooms and is also the one used for most calculations.
        • The time limit[1] for midnight is 300 seconds at the start and 50 seconds at the end with no modifiers: decreases 2.5 seconds every room.
          • Time limit (T1) = , where D is the amount of numbered doors opened in the current floor.
      • Extra tiers are added if the current room meets certain conditions.
        • An extra tier is added for each one of these conditions that is met:
        • Each extra tier will increase the time limit, based on the time in the Base Tier at that point.
          • Time limit (T2) = , where T1 = Time limit (T1).
            • Higher tiers can be added with the same equation, for example:
              • Time limit (T3) = , where T2 = Time limit (T2).
              • Time limit (T4) = , where T3 = Time limit (T3).
      • Special Tier exists for certain specific rooms. In this tier, the time limit[1] is 3600 seconds (1 actual hour). The rooms within this tier are:
      • There is also an uncommon tier below Tier 1 that gives a little less time and is used for some specific rooms. This tier isn't too important as the time difference is barely noticeable and it only happens in a few rooms.
  • The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time.
    • "Run From It" does the following modifications to the time limit[1]:
      • The time limit (for tier 1 rooms) for midnight is 105 seconds at the start and 17.5 seconds at the end: decreases 0.875 seconds every room.
        • Time limit (T1) = , where D is the amount of numbered doors opened in the current floor.
      • In special tier rooms, the time limit will be 900 seconds if 1 player is alive or 600 if 2 or more players are (when the door opens).
    • "Destiny Still Arrives” does the following modifications to the time limit[1]:
      • The time limit (for tier 1 rooms) for midnight is 65 seconds at the start and 11 seconds at the end: decreases 0.55 seconds every room.
        • Time limit (T1) = , where D is the amount of numbered doors opened in the current floor.
      • In special tier rooms, the time limit will be 480 seconds if 1 player is alive or 360 if 2 or more players are (when the door opens).
    • These modifiers don't have any effect in The Reception, The Adit and if Dread has been crucified in the current room. In these cases, the limit will be 3600 seconds, regardless of the modifiers.
  • This document summarizes most of the things previously said into a spreadsheet with the time limit in every possible room, containing combinations with modifiers and mentioning the main tiers (Tier 1, Tier 2, Special Tier). It is still recommended to read the previous information to understand it correctly.
  • As midnight gets closer, some sound and visual cues will appear.
    • Dread's ambience sound will start playing at 11:40, the player's breathing will become audible, and their vision will slightly lose color. Low fog will start to become visible on the floor.
    • Every room will have their lights flicker heavily and break when the clock hits 11:45 (unless the modifier "Electrical Work" is active).
    • When Dread is about to appear, Guiding Light's visual hints will disappear and all the remaining lights will totally go out.
  • Once the time is midnight, Dread will spawn, chasing each player slowly while being audible and barely visible.
    • If Dread reaches any player during its chase, it will immobilize them, killing them after a few seconds.
      • Players can survive after being immobilized if Dread is despawned right before being killed.
    • If a numbered door is opened after the chase has started, Dread will despawn succesfully and the chase will end.
      • Crucifying Dread has the same effect, stopping the chase.
    • Dread's spawn point depends on the player's position. This can be used to know where the next door is.
      • Horizontally (axes X and Z), in the spot aligned with the next unopened numbered door and the player, following the imaginary line connecting them; beyond the player in that same direction.[5] It will always spawn exactly 64 studs away from the player.
      • Vertically (axis Y), the same coordinate as the player's.
    • During the chase, most of the sound frequencies are reduced significantly while Dread is active.
      • This makes it very hard to hear other entities, like Screech, but still possible. Make sure to look around when trying to crucify Dread.
    • Dread, like Screech, A-90, Halt, Haste, Timothy, is a client-sided entity, meaning that each player will be chased by a "different" Dread.
      • However, if any player crucifies Dread, Dread will stop chasing every player and everyone will be able to see the Dread that the player crucified.
  • Players can crucify Dread with a Crucifix if Dread tries to damage them while holding it.
    • When this happens, the time will set to 11:00 and will move a lot slower, taking 1 real hour to spawn, until the next door is opened.
    • Dread won't allow players to equip or unequip items after immobilizing them. Because of this, when crucifying Dread, make sure you equip the Crucifix before being immobilized.
      • Grabbing a Crucifix from the ground while being immobilized is possible. Dread can be crucified through this way too.
  • Dread can only spawn in the main floors (The Hotel and The Mines), it does not spawn in sub-floors (The Rooms & The Backdoor).
    • In sub-floors, when holding an Alarm Clock, it will always say it's midnight, but the time won't move at all.
  • The time (and all clocks) will freeze if every player in the game is AFK.
    • Dead players that are spectating don't count as AFK (unless they died while being AFK), meaning the time won't freeze if someone is spectating. This is likely not intentional.
    • There is currently a bug where clocks will continue to move (not visually) while everyone is AFK, but will only become visible once a player is active again. This is only a visual bug with clocks, as the actual time doesn't really move.
  • Players cannot survive Dread's damage with any amount of star shield, as it is an instant kill entity. God Mode can allow players to survive its jumpscare, however.
  • In the 2024 Trick Or Treat Event, if the "Run From It" candy is eaten, the time will be set to 12:00, forcing Dread to spawn.

Ranked Mode[edit | edit source]

  • The passage of time is extremely fast from the start (excluding special tier rooms).
    • Time limit (in tier 1) is 30 seconds at the start, and decreases 0.3 seconds every door. It is capped at 10 seconds (in tier 1).
      • Time limit (T1) = (if the result is below 10, it will be set to 10), where D is the amount of numbered doors opened in the current floor.
  • The formula for extra tiers for time-consuming rooms is , adding 30 seconds instead of 60 before the multiplication.
  • The following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds).

Trivia Trivia[edit | edit source]

  • Dread was originally a scrapped entity for The Hotel+ Update but was officially added after The Hunt Update, altough only as a secret. It received a major revamp in The Mines Update, where it became an actual entity, and not only an easter egg.
    • When Dread was only a secret entity, it could only spawn in Door 13, time didn't reset to 11:00 when opening doors, being AFK didn't freeze the time, and the time moved at a normal speed always, taking 1 real hour for it to spawn.
  • Dread was originally teased in a sneak-peek for The Hotel+ Update.[6]
  • Dread is one of the first scrapped entities to make a comeback.
  • Crucifying Dread gives the "It's Not My Time" achievement rather than the "Dead of Night" achievement.
  • Players can be indefinitely be chased by Dread.
    • Its soundtrack will end after roughly 2 minutes; it doesn't loop, [7] similar to Halt and its theme.
  • Dread's scream is also used in the jumpscare of Duocara from Piggy, the name of the sound being "Nightmare Yelling, Bursts of Distorted Scream."
  • Dread, Eyes, A-60, A-90, A-120, Blitz, Lookman, and Haste are the only entities who change their appearance while being crucified.
  • Dread is the first entity introduced in the game that has a frowning expression, the only other entities that are frowning are RNIUSHCg== (and A-120, but only while being crucified), besides the two all the other entities either are smiling, have a neutral expression, or don't have a mouth.
  • During the April Fools 2024 event and with "Voice Acting" modifier, Dread will say "Dread's Reaction" 8 times during the chase.
  • Dread can spawn more than once during a run.
  • Dread's whispers are currently the quietest sound in the game.
    • Dread's whispers resemble a heavily distorted audio CAPTCHA.
  • Dread's behavior is similar to Haste's behavior, as it spawns after a specific time period, more similar to old Haste that spawned when you took too long in a single room and could also spawn in The Hotel like Dread.
  • When Dread is active and chasing the player, it has a set movement speed. When it spawns, its speed is set to 9 studs per second. It increases 2 studs per second every 10 seconds, until it reaches 13 studs per second after 20 seconds.
    • 0 - 10 seconds: 9 studs per second.
    • 10 - 20 seconds: 11 studs per second.
    • 20+ seconds: 13 studs per second.
    • Dread will vibrate if it is too close to the player, being still possible to outrun it while being technically a little slower than it.
  • If you slow down Dread's soundtrack end audio to the speed 0.55, you can hear one of Halt's whispers.
  • Dread's scream for being crucified can be difficult to hear due to the sounds of the Crucifix.
  • The tempo of Dread's theme increases the longer you are being chased.
  • When Dread spawns, it will print "erm.. hello bro" into the console, the same as Haste.
  • El Goblino indirectly mentions Dread in one of his dialogues, "We gotta be outta here by midnight", which can be associated with Dread.
  • If you crucify Dread (or Haste, with the Make Haste modifier) while in the elevator cutscene (The Hotel ending) you get to see the cutscene in first person, albeit with your accessories and body parts blocking some of your view.
  • If the player has the "It’s Not My Time" achievement but not the "Dead of Night" achievement, the description for the modifier "Destiny Still Arrives" will simply say "???" as opposed to its normal description, which refers to Dread itself.
  • Dread can be forced to spawn with Admin Panel, Chat Control or Candy. However, this will not work if time is currently past midnight or if the time can't move for some reason.
  • Contrary to popular belief, Dread can spawn in every room in main floors. Although in some rooms it takes very long.
  • The "Dead Of Night" badge that's awarded for surviving Dread cannot be obtained via the "Run From It" candy, even when doing the requirements for it. Despite this, you can still obtain the "It's Not My Time" badge if the player crucifies it after it spawns from this candy.
  • Dread is one of many entities capable of following you. The others are Figure, Halt, A-120, Haste and Sally (and Jeff The Killer and Drakobloxxers).

Bugs Bugs[edit | edit source]

  • The grayscale color effect will not be applied if Dread isn’t spawned naturally (i.e, isn’t spawned from the "Run From It" Candy, Chat Control, or the Admin Panel.).
    • Getting kicked out by Hide during Dread's arrival will instead invert the colors.
      • This doesn't apply if Dread isn't spawned naturally.
  • There's a glitch that muffles most sounds if the player dies to Dread before opening the first door (in The Reception or in The Adit) and is auto-revived.
  • If the player enters a hiding spot while holding any movement key (or moving the movement joystick), Dread will only reach the location where the player started the entering animation, standing in place next to the hiding spot until the player gets out of it.
  • When the time unfreezes after being AFK, wall and grandfather clocks will show the time it would be if the time never froze. This is only visual.
    • The Alarm Clock doesn't have this bug, being the most reliable way to know the time if this happens.
  • The game doesn't change the AFK state of spectating or dead players in the game, which will cause the time to never freeze if anyone is dead and doesn't leave or disconnect (unless they died while being AFK).
  • Entering or exiting a hiding spot or ladder while being immobilized by Dread will allow that player to move and equip, unequip and use items freely (although will still die after the random delay unless Dread is despawned before dying).
  • As the music from the "Jammin'" modifier is disabled when being immobilized instead of when dying, if Dread is despawned (or crucified) after being immobilized, the music won't be heard anymore and the sounds won't be muffled, making the modifier have no effect.
  • Being immobilized by Dread will make any active Screech attack the immobilized player instantly, with no jumpscare.
    • Other ways of immobilization have the same bug with Screech (Glitch, Void...).

Modifiers Related modifiers[edit | edit source]

Run From It
"Dread spawns in earlier."
Requires 'Dead of Night'
Cannot be used with: 'Destiny Still Arrives'
Floors: The Hotel, The Mines
Error creating thumbnail: File missing
 +5%
Destiny Still Arrives
"Dread spawns in much earlier."
Requires 'It's Not My Time'
Cannot be used with: 'Run From It'
Floors: The Hotel, The Mines
Error creating thumbnail: File missing
 +10%

Achievement Related achievements[edit | edit source]

Dead Of Night

Dead Of Night
"Tick tock goes the clock..."
Survive Dread.

It's Not My Time

It's Not My Time
"I won't go down!"
Use a Crucifix against "Dread".

History History[edit | edit source]

February 2, 2023
Introduced, however, was ultimately backlogged.
March 15, 2024
Officially introduced.
August 30, 2024
Reworked, now clocks move faster in most cases, and can spawn regardless of door number, clocks can be reset by opening any door. Added 2 new badges related to Dread: Dead Of Night and It's Not My Time. Dread's opacity has also been increased.
December 20, 2024
Reworked, now the in-game clock for spawning Dread moves faster as you progress through the hotel. Specifics are unknown. Two new modifiers added related to Dread: "Run From It" and "Destiny Still Arrives".

Gallery Gallery[edit | edit source]

Gallery References[edit | edit source]

{{#vardefine:columns|1}}

  1. 1.0 1.1 1.2 1.3 The "time limit" is the time in seconds that takes to be Midnight in the last opened room, since the moment the entrance is opened, and assuming the time never freezes due to players being AFK.
  2. As this room also always meets the previous requirement, at least 2 tiers are always added to this room.
  3. In this room, 2 tiers are added in total instead of only 1, for unknown reasons.
  4. This room can appear multiple times in a run but for some reason it is part of the special tier. It is possible this room was planned to be a special transition between the Mines and the Sewers that only appeared once. This is the room with the bottom part being the Sewers and the top part being the Mines, with a ladder in the middle that connects both parts.
  5. As this is hard to explain with words, here are some visual examples: https://drive.google.com/drive/folders/1QC1IveC-4apXagqbWWrV4-h8xZKd7KuT?usp=sharing
  6. https://twitter.com/DoorsRoblox/status/1599267251223412738
  7. https://www.youtube.com/watch?v=_uUsxy0db0Y&t=94s
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