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{{Stub}}
{{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]]}}
{{Entities
{{Entities
|title = Dread
|title=Dread
|image = Dreadd.webp
|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.
|attack=At the 2 hour mark in the run, Dread will appear and attack the player.
|damage=
|damage = {{Icons|Instakill}} Instant Death
*{{Icons|Instakill|link=Damage}} Instant Death
|date_added = March 15, 2024
|date_added=March 15, 2024
|creator(s) = [[Ghostly Wowzers]]
|creator(s)=N/A
|floors =
* [[The Hotel]]
|floors=*[[Hotel|The Hotel]]
|sound1=
* [[The Mines]]
|sound2=
|sound1 = *'''Ambiences'''
|sound3=
Ambience
|sound4=
[[File:Dread-Ambience-1.ogg]]
|sound5=
|sound2 = *'''Whispers'''
|sound6=
Whisper #1 (Extremely Quiet)
|sound7=
[[File:DreadPlaySound.mp3]]
|sound8=|caption=Dread's appearance.}}'''Dread''' is a supporting hostile [[entity]] of ''[[DOORS]]'', appearing in the [[Hotel]], which if you take too long, will attack the player.
Whisper #2
[[File:DreadFootsteps.mp3]]
|sound3 = *'''Soundtracks'''
Dread's Soundtrack (Loop)
[[File:Audio closerFullAudio 1.mp3]]
Dread's Soundtrack (End)
[[File:Audio_closerEnd.ogg]]
|sound4 = *'''Jumpscares'''
Jumpscare (WARNING: LOUD!)
[[File:Dread Jumpscare.mp3]]
|sound5 = *'''Miscellaneous'''
Riser
[[File:FakeoutDread.mp3]]
Clock Ticking #1 (Removed)
[[File:DreadClockTick3.mp3]]
Clock Ticking #2
[[File:ClockTick.mp3]]
Bulb Break
[[File:BulbBreak.wav]]
Chime (Unused)
[[File:DreadChime.mp3]]
Crucified (WARNING: LOUD)
[[File:DreadCrucifiedFixed.wav]]
Voice Acting Modification
[[File:Dread_reaction.ogg]]
type=Hostile (Lethal)}}

<choose>
<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>
</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]].


== {{Icons|Overview}} Appearance ==
== {{Icons|Overview}} Appearance ==
''Dread'' appears as a white and blue entity, with multiple holes that appear to be mouths.
''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 [[Crucifix|crucified]], most of its tentacles disappears and more holes are seen in its face.
== {{Icons|Behavior}} Behavior ==
== {{Icons|Behavior}} Behavior ==
At approximately the 2-hour mark, Dread will make your screen darker, having a monotone tint, and then wait a few seconds before attacking the player, with an instant death.
''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]].

=== 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.
*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<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>, 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:
*****If the exit of the room is [[Padlocks|locked]].
*****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>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, 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).
******Higher tiers can be added with the same equation, for example:
*******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).
***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.
*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" />:
***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>, 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<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.
****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.
**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 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 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.
***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''.
***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.
**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. [[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.

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

* 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) =<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 following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds).

== {{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.
**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.
*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''.
**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,'' [[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]".
*''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" 8 times during the chase.
*''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 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''.
*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]].
* 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].
*[[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 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]], [[Stream Integration|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|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]]...).

== {{Icons|Modifiers}} Related 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|Achievement}} Related achievements ==
{{Achievement
|title=Dead Of Night
|image=Dead Of Night Badge.png
|text=Tick tock goes the clock...
|text2=Survive ''Dread''.}}
{{Achievement
|title=It's Not My Time
|image=It's Not My Time Badge.png
|text=I won't go down!
|text2=Use a Crucifix against "Dread".}}

== {{Icons|History}} History ==
<div style="overflow-y:scroll; height:220px; width:100%;">
{{Log
|February 2, 2023
|Introduced, however, was ultimately backlogged.}}
{{Log
|March 15, 2024
|Officially introduced.}}
{{Log
|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.}}
{{Log
|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".}}
</div>

== {{Icons|Gallery}} Gallery ==
<gallery widths="190">
DreadPng.webp|The normal sprite of ''Dread''.
Dreadisdisturbing.png|''Dread'', before jumpscaring players.
DreadJump1.png|''Dread'''s jumpscare texture 1.
DreadJump2.png|''Dread'''s jumpscare texture 2.
DreadJump3.png|''Dread'''s jumpscare texture 3.
DreadJump4.png|''Dread'''s jumpscare texture 4.
Clock.png|A clock, the main reason of ''Dread'''s existence.
DreadCrucify.png|''Dread''<nowiki>'</nowiki>s appearance during the crucifixion process.
OldDread.png|''Dread'''s old appearance seen in the game files before [[The Hunt]] event.
DreadCrucifyPage.png|Ditto, but on the Roblox marketplace.
DreadEntityLeak.jpg|The single frame showcasing ''Dread'' in the deleted Hotel + Sneak Peek 2.
DreadDeath.png|The Overview screen for when the player dies to ''Dread''.
DreadedEyes.png|[[Eyes]] spawning alongside ''Dread''.
Dread Is Coming.png|A brightened image of ''Dread'' chasing a player.
Dreadandrushbeingcrucifiedatthesametime.png|''Dread'' and [[Rush]] being crucified at the same time.
DarkNestAfterDread.png|[[The Nest]] being darkened due to ''Dread''.
Captura de pantalla 2024-09-26 185403.png|''Dread'' being crucified in [[The Dining Hall]].
Dread jumpsc.gif|''Dread'''s jumpscare.
Crucified Dread.gif|''Dread'' being crucified in a room.
Escaping Dread.gif|A player despawning ''Dread'' by opening a door.
DreadTransform.gif|''Dread'' shattering the lights upon entering room 13 (prior to its revamp).
Dread in cutscene.gif|A player dying to ''Dread'' during a cutscene (using [[candy|candies]]).
Screenshot 2024-10-25 024206.png|''Dread'' being seen through the [[Rift]]s.
Real Dread vs Dread.png|''Dread'' with its in-game properties next to its original sprite.
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.
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>


== Trivia ==
== {{Icons|Gallery}} References ==
{{Reflist}}


* Dread behaves similar to Haste from The [[The Backdoor|Backdoor]], however Dreads internal timer is unable to be altered, and cannot be stopped.
{{Navigation}}
* Keep track of the time during your run by using the Grandfather Clocks and Wall Clocks throughout the [[Hotel]].
[[Category:Entities]]
* Dread was theorized to be introduced in either Hotel+, or [[The Mines]]. However, it was basically shadow dropped with [[The Backdoor]] update.
[[Category:Instakill Entities]]
*
[[Category:2D Entities]]
* Before being added, it was originally teased in a small Sneak Peek for the [[Update Logs|Hotel+ update.]]
[[Category:Lethal Entities]]
** Before being teased, it was originally an anticheat monster which would instakill players who exploited.
[[Category:Hostile Entities]]
** This was then replaced with Anti-Cheat [[Ambush]].
[[Category:The Hotel]]
[[Category:The Mines]]


== History ==
[[es:Dread]]
{{Log|March 15, 2024|Introduced}}
[[ru:Трепет]]
[[tr:Dread]]
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