All contributions must follow the Manual of Style and the Wiki Rules.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{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|Equations for the time Dread takes to spawn while progressing, and a better GIF for the Dread and Hide combo.}} |
|||
{{About|Dread|[[Bread]]}} |
|||
{{Entities |
{{Entities |
||
|title |
|title=Dread |
||
|image |
|image=<gallery> |
||
Dreadd.webp |
|||
|attack = Spawns once the in-game clock hits 12:00. Will slowly chase the player(s) until they open the next door. |
|||
Dread crucify.png |
|||
|damage = {{Icons|Instakill}} Instant Death |
|||
</gallery> |
|||
|date_added = March 15, 2024 |
|||
|attack=Spawns once the in-game clock hits 12:00. Will slowly chase the player(s) until they open the next door. |
|||
|creator(s) = [[Ghostly Wowzers]] |
|||
|damage={{Icons|Instakill}} Instant Death |
|||
|floors = |
|||
|date_added=March 15, 2024 |
|||
* [[The Hotel]] |
|||
Intended to be added January 28, 2023 |
|||
* [[The Mines]] |
|||
|creator(s)=[[Ghostly Wowzers]] |
|||
|sound1 = *'''Ambiences''' |
|||
|floors=Canon Floors |
|||
Ambience |
|||
*[[Hotel|The Hotel]] |
|||
[[File:Dread-Ambience-1.ogg]] |
|||
*[[Mines|The Mines]] |
|||
|sound2 = *'''Whispers''' |
|||
*[[Castle|The Castle]] (Most likely) |
|||
Whisper #1 (Extremely Quiet) |
|||
Non-Canon Floors |
|||
*[[2025 April Fools Event|RANKED MODE]] |
|||
|sound1='''Dread Ambience''' |
|||
[[File:Dread-Ambience-1.ogg]] '''Bulb Break''' [[File:BulbBreak.wav]] |
|||
'''Whispers 1 (Extremely quiet)''' |
|||
[[File:DreadPlaySound.mp3]] |
[[File:DreadPlaySound.mp3]] |
||
'''Whispers 2''' |
|||
Whisper #2 |
|||
[[File:DreadFootsteps.mp3]] |
[[File:DreadFootsteps.mp3]] |
||
| |
|sound2='''Riser''' |
||
[[File:FakeoutDread.mp3]] |
|||
Dread's Soundtrack (Loop) |
|||
|sound3='''Soundtrack''' |
|||
[[File:Audio closerFullAudio 1.mp3]] |
[[File:Audio closerFullAudio 1.mp3]] |
||
|sound4='''Soundtrack End''' |
|||
[[File:Audio_closerEnd.ogg]] |
[[File:Audio_closerEnd.ogg]] |
||
|sound5='''Jumpscare (WARNING: LOUD!)''' |
|||
|sound4 = *'''Jumpscares''' |
|||
Jumpscare (WARNING: LOUD!) |
|||
[[File:Dread Jumpscare.mp3]] |
[[File:Dread Jumpscare.mp3]] |
||
|sound6='''Clock Ticking #1 (Removed)''' |
|||
|sound5 = *'''Miscellaneous''' |
|||
Riser |
|||
[[File:FakeoutDread.mp3]] |
|||
Clock Ticking #1 (Removed) |
|||
[[File:DreadClockTick3.mp3]] |
[[File:DreadClockTick3.mp3]] |
||
Clock Ticking #2 |
'''Clock Ticking #2''' |
||
[[File:ClockTick.mp3]] |
[[File:ClockTick.mp3]] |
||
|sound7='''Chime (Unused)''' |
|||
Bulb Break |
|||
[[File:BulbBreak.wav]] |
|||
Chime (Unused) |
|||
[[File:DreadChime.mp3]] |
[[File:DreadChime.mp3]] |
||
Crucified (WARNING: LOUD) |
|sound8='''Crucified (WARNING: LOUD)''' |
||
[[File: |
[[File:Dread_crucifix_scream.wav]] |
||
Voice Acting |
'''Dreads Voice Acting''' |
||
[[File: |
[[File:Dreads Reaction.mp3]] |
||
|size=Big}} |
|||
type=Hostile (Lethal)}} |
|||
<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>'''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. |
|||
</choose> |
|||
=={{Icons|Overview}} Appearance== |
|||
'''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]]. |
|||
''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. |
|||
However, when ''Dread'' is being [[Crucifix|crucified]], most of its tentacles are gone and there are more holes seen in its face. |
|||
== {{Icons|Overview}} Appearance == |
|||
=={{Icons|Behavior}} Behavior== |
|||
''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. |
|||
''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 faster with “Destiny Still Arrives” |
|||
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. |
|||
However, when ''Dread'' is being [[Crucifix|crucified]], most of its tentacles disappears and more holes are seen in its face. |
|||
== {{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”. |
|||
If D''read'' spawns and a player opens the door to the next room before D''read'' kills them, D''read'' will immediately despawn and grant the player the "Dead of Night" [[Achievements|achievement]]. |
|||
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. |
|||
''Dread'' spawns faster as players progress through the floor. |
|||
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]]. |
|||
=== Notes === |
=== Notes === |
||
*[[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. |
*[[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. |
||
*Every time someone opens a door, the |
*Every time someone opens a door, the clock will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn. |
||
*The speed of the time has a huge complexity. '''[https://docs.google.com/spreadsheets/d/1WgaHnrgSZXK-H8430Ph47_no-q2F4q7eL_f1SvgGBLM/edit?usp=sharing This document]''' summarizes the time in every room including combinations with [[modifiers]]. |
|||
*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. |
**The passage of time accelerates as players open doors and progress through the floor. |
||
**Every room has a set tier |
**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. |
||
***The |
***The base tier (tier 1) is the one used for most rooms. |
||
****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 |
****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. |
||
***Extra tiers are added if the room meets certain conditions. |
|||
*****Time limit (T1) = <math>300-(2.5*D)</math>, where D is the amount of numbered doors opened in the current floor. |
|||
*** |
****An extra tier is added for each one of these conditions that is met (multiple extra tiers can be added): |
||
****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 exit of the room is [[Padlocks|locked]]. |
||
*****If the room is a [[generator]] room. |
*****If the room is a [[generator]] room. |
||
*****If the room requires a lever to be pulled (any [[The Basements|basement]]). |
*****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) |
*****If the room is one of the following specific rooms: [[The Basements#Accessing The Rooms|The Basement]] (61), [[The Railway Station]]<ref>This one actually adds 2 tiers instead of 1 tier, for some reason.</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 |
****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.</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>. |
|||
*****Time limit (T2) = <math>(T1+60)*1.15</math>, where T1 = Time limit (T1). |
|||
***A 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>. |
|||
***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>. |
|||
***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. |
***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. |
**The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time. |
||
**"Run From It" |
***With "Run From It", the time limit<ref name=":0" /> (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. |
||
****Additionally, 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> with 3 players, and 300<sup>[verification needed]</sup> with 4 players. |
|||
***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. |
|||
***With “Destiny Still Arrives”, the time limit<ref name=":0" /> (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>105-(0.875*D)</math>, where D is the amount of numbered doors opened in the current floor. |
|||
*** |
****Additionally, 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> with 3 players, and 180<sup>[verification needed]</sup> with 4 players. |
||
***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. |
|||
**"Destiny Still Arrives” does the following modifications to the time limit<ref name=":0" />: |
|||
*As Midnight gets closer, some sound and visual cues will appear. |
|||
***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>, 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. |
|||
*[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. |
|||
*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. |
**''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 |
**Every room will have their lights flicker heavily and break when the clock hits 11:45 unless the [[Modifiers|modifier]] "Electrical Work" is active. |
||
**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear |
**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear. |
||
*Once the time is |
*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 |
**If ''Dread'' reaches any player during its chase, it will inmobilize them, killing them after a few seconds. |
||
** |
**Opening a door after the chase has started will despawn ''Dread'' succesfully and stop the chase. |
||
**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 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 |
|||
</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 |
***This makes it very hard to hear [[Screech]], but still possible. Make sure to look around when trying to crucify ''Dread''. |
||
*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix if ''Dread'' inmobilizes them while holding it. |
|||
**''Dread'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Timothy]], is a client-sided entity, meaning that each player will be chased by a "different" ''Dread''. |
|||
**When this happens, the time will set to 11:00 and will move a lot slower until the next door is opened. |
|||
***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. |
|||
**''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 it immobilizes you. |
|||
*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix if ''Dread'' tries to damage them while holding it. |
|||
***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. |
|||
**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'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Timothy]], [[Jack]], is a client-sided entity, meaning that each player encounters a "different" ''Dread''. |
|||
**''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. |
|||
**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. |
|||
***Grabbing a Crucifix from the ground while being immobilized is possible. ''Dread'' can be crucified through this way too. |
|||
*In the [[2024 Trick Or Treat Event]], if the "Run From It" candy is eaten, ''Dread'' will spawn. However, the "Dead Of Night" badge that's awarded for surviving ''Dread'' cannot be obtained, 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'' can only spawn in the main floors ([[The Hotel]] and [[The Mines]]), it does not spawn in sub-floors ([[The Rooms]] & [[The Backdoor]]). |
|||
*''Dread'' can only spawn in the main floors ([[Hotel|The Hotel]], [[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. |
||
*''Dread'' always appears in the spot aligned with the exit door and the player, following the imaginary line connecting them; the exact position of the entity spawn is beyond the player in that same direction.<ref>As this is hard to explain with words, here are some visual examples: |
|||
*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. [[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. |
|||
https://drive.google.com/drive/folders/1QC1IveC-4apXagqbWWrV4-h8xZKd7KuT?usp=sharing |
|||
=== [[2025 April Fools Event|Ranked Mode]] === |
|||
</ref> |
|||
**This can be used to know where the next real door is. |
|||
*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. |
|||
*Players cannot survive ''Dread'''s damage with any amount of star shield, as it is an instant kill entity. |
|||
=== [[2025 April Fools Event|Ranked Mode]] Modifications === |
|||
* 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). |
||
* 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). |
|||
*** 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. |
|||
* Old Room 99 (the room from Hotel-) is a special tier room (3600 seconds). |
|||
* 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). |
|||
=={{Icons|Behavior}} Jumpscare== |
|||
===1st Person=== |
|||
''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. |
|||
===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}} |
|||
== 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 |
*''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> |
|||
**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]].<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. |
||
*Prior to its revamp in the Mines [[Update Logs|update]], ''Dread'' could only appear at Door 13 after 60 minutes in-game. ''Dread's'' opacity and whispers volume were increased in the Mines [[Update Logs|update]]. |
|||
**Time <nowiki/>also didn't freeze if the players were AFK. |
|||
*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. |
||
*The s<nowiki/>ound that plays while ''Dread'' chases players lasts for roughly 2 minutes; it doesn't loop. Thus, if ''Dread'' chases the players for longer than 2 minutes, no sound will play. This means that players can indefinitely be chased by ''Dread'', due to being able to be chased after the soundtrack ends.<ref>https://www.youtube.com/watch?v=_uUsxy0db0Y&t=94s</ref> |
|||
*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> 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" |
*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. |
||
*''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 [[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 [[Hotel|The Hotel]] like ''Dread''. |
||
*If you slow down ''Dread'' s<nowiki/>''<nowiki/>''oundtrack end audio to the speed 0.55, you can hear one of [[Halt]]'s whispers. |
|||
*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. |
|||
*''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 |
* 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. |
||
*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 |
*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'' |
*''Dread'' spawns in the starting rooms of main floors ([[The Reception]] and [[The Adit]]), however, it will always take 1 hour, even with modifiers (unless it is forced to spawn via [[Admin Panel]], [[Stream Integration|Chat Control]] or [[Candy]]).<ref>https://youtu.be/-LkEqm-Qxn0 - A player spawning Dread in The Reception naturally moving for 1 hour.</ref> |
||
*Contrary to popular belief, ''Dread'' can spawn in every room in main floors. Although in some rooms it takes very long. |
*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|Halt,]] [[Hide|A-120]], [[The Backdoor|Haste]] and [[Sally]] (and [[2023 April Fools Event|Jeff The Killer]] and [[2024 April Fools Event|Drakobloxxers]]). |
|||
== {{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]]. |
|||
* 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]]...). |
|||
== |
==Related Effects== |
||
{{Modifier |
|||
===Candies=== |
|||
|bordercolor=#808080 |
|||
Run From It - Spawns Dread, setting time to 12:00 |
|||
|bgcolor=#474747 |
|||
|textcolor=#808080 |
|||
===Stream Integration=== |
|||
|text=Run From It |
|||
Dreadful - Spawns Dread in the current room |
|||
|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== |
||
{{Achievement |
{{Achievement |
||
|title=Dead Of Night |
|title=Dead Of Night |
||
Line 217: | Line 191: | ||
|text2=Use a Crucifix against "Dread".}} |
|text2=Use a Crucifix against "Dread".}} |
||
== |
=={{Icons|History}} History== |
||
<div style="overflow-y:scroll; height:220px; width:100%;"> |
<div style="overflow-y:scroll; height:220px; width:100%;"> |
||
{{Log |
{{Log |
||
Line 233: | Line 207: | ||
</div> |
</div> |
||
== |
=={{Icons|Gallery}} Gallery<nowiki/>== |
||
<gallery widths="190"> |
<gallery widths="190"> |
||
DreadPng.webp|The normal sprite of ''Dread''. |
DreadPng.webp|The normal sprite of ''Dread''. |
||
Line 261: | Line 235: | ||
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 |
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. |
||
</gallery> |
</gallery> |
||
== |
=={{Icons|Gallery}} References== |
||
<references /> |
|||
{{Reflist}} |
|||
{{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]] |
||