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{{Disclaimer|Possible Triggering Content|The content |
{{Disclaimer|Possible Triggering Content|The content in this page may be disturbing to people who have trypophobia. Proceed at your own risk.}}{{Entities |
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|title=Dread |
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{{About|Dread|[[Bread]]}} |
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|image=<gallery> |
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{{Entities |
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Dreadd.webp|Jumpscare |
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|title = Dread |
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DreadCrucify.png|Chase/Crucify |
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|image = Dreadd.webp |
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</gallery> |
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|attack = Spawns once the in-game clock hits 12:00. Will slowly chase the player(s) until they open the next door. |
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|attack=Attacks the player regardless of what door number after 10 Minutes |
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|damage = {{Icons|Instakill}} Instant Death |
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|damage= |
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|date_added = March 15, 2024 |
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{{Icons|Instakill}} Instant Death |
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|creator(s) = [[Ghostly Wowzers]] |
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|date_added=*First Teased: February 2, 2023 |
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|floors = |
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*Added: March 15, 2024 |
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* [[The Hotel]] |
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*Revamped August 30, 2024 |
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* [[The Mines]] |
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|creator(s)=[[Ghostly_Wowzers]] |
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|sound1 = *'''Ambiences''' |
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|floors=*[[Hotel|The Hotel]] |
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Ambience |
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*[[Mines|The Mines]] |
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[[File:Dread-Ambience-1.ogg]] |
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| |
|sound1='''Whispers 1 (Extremely quiet)''' |
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Whisper #1 (Extremely Quiet) |
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[[File:DreadPlaySound.mp3]] |
[[File:DreadPlaySound.mp3]] |
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'''Whispers 2''' |
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Whisper #2 |
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[[File:DreadFootsteps.mp3]] |
[[File:DreadFootsteps.mp3]] |
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|sound2='''Riser''' |
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[[File:FakeoutDread.mp3]] |
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Dread's Soundtrack (Loop) |
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|sound3='''Soundtrack''' |
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[[File:Audio closerFullAudio 1.mp3]] |
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[[File:Audio_closerFullAudio_1.ogg]] |
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Dread's Soundtrack (End) |
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|sound4='''Soundtrack End''' |
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[[File:Audio_closerEnd.ogg]] |
[[File:Audio_closerEnd.ogg]] |
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|sound5='''Jumpscare (WARNING: EXTREMELY LOUD)''' |
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|sound4 = *'''Jumpscares''' |
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Jumpscare (WARNING: LOUD!) |
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[[File:Dread Jumpscare.mp3]] |
[[File:Dread Jumpscare.mp3]] |
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| |
|sound6='''Clock Ticking''' |
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Riser |
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[[File:FakeoutDread.mp3]] |
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Clock Ticking #1 (Removed) |
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[[File:DreadClockTick3.mp3]] |
[[File:DreadClockTick3.mp3]] |
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|sound7='''Chime (Unused)''' |
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Clock Ticking #2 |
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[[File:ClockTick.mp3]] |
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Bulb Break |
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[[File:BulbBreak.wav]] |
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Chime (Unused) |
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[[File:DreadChime.mp3]] |
[[File:DreadChime.mp3]] |
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|sound8='''Scream [when crucified]''' |
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Crucified (WARNING: LOUD) |
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[[File: |
[[File:Dread_crucifix_scream.wav]]|caption=}} |
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Voice Acting Modification |
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[[File:Dread_reaction.ogg]] |
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type=Hostile (Lethal)}} |
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<choose> |
<choose> |
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<option>{{Quote|Tick tock goes the clock...|'''Dead Of Night |
<option>{{Quote|Tick tock goes the clock...|'''Dead Of Night'' [[Achievement]] description}}</option> |
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<option>{{Quote| |
<option>{{Quote|Try not to stall. Keep moving forwards!|[[Guiding Light]]}}</option> |
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</choose> |
</choose> |
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'''Dread''' is a minor |
'''Dread''' is a minor [[entity]] in ''[[DOORS]]'', appearing in the [[Hotel]] and [[The Mines]] |
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== |
=={{Icons|Overview}} Appearance== |
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''Dread'' appears as a white and |
''Dread'' appears as a white and light deformed blue "sponge"-shaped face with many hollowed-out spots. Its upper half has several of what look to be either holes or eyes, and its lower half has several mouths around its face, although some are commonly mistaken as also being eyes. In the bottom 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 |
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=={{Icons|Behavior}} Behavior== |
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''Dread'' only spawns when a player spends too much time in a single room without being AFK. You can tell D''read'' is about to spawn as all the lights will slowly begin to break, followed by the now audible sound of the players' breathing. |
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When Dread spawns, it will darken player's screens, causing them to 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. |
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However, when ''Dread'' is being [[Crucifix|crucified]], most of its tentacles disappears and more holes are seen in its face. |
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== {{Icons|Behavior}} Behavior == |
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''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”. |
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If ''Dread'' spawns and a player opens the door to the next room before ''Dread'' kills them, ''Dread'' will immediately de-spawn and grant the "Dead of Night" achievement. |
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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. |
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== Notes == |
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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]]. |
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*Players can keep track of time during their run by reading the Grandfather Clocks and Wall Clocks scattered throughout the [[Hotel]]. However, the most efficient way to keep track of time is to use the [[Alarm Clock]] item obtained at door 49 and [[The Library|50]], as it will always keep its hand speed no matter how far into the run one is. ''Dread'' will always spawn when the hands reach midnight. (Note that this method will not work if the player is AFK, as the hands will stop moving after no inputs are detected) |
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*Every time someone opens a door, the clock will reset, keep moving through rooms to easily avoid having ''Dread'' spawn. |
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*Players can crucify ''Dread.'' |
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**''Dread'', like [[Screech]], [[A-90]], [[Halt]], and [[Haste]], is a client-sided entity, meaning that in multiplayer, each player encounters a "different" ''Dread''. Therefore, crucifying ''Dread'' will only banish the "version” of ''Dread'' that that player encountered. |
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**''Dread'' is the only entity that can kill players during the crucifixion. |
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*[[Rush]], [[Ambush]], [[Screech]], and [[Eyes]] can spawn while ''Dread'' is active. |
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**If [[Rush]] and ''Dread'' both spawn, flickering li<nowiki/>ghts will not be visible or audible. |
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*Most sounds’ frequencies are reduced significantly while ''Dread'' is active. |
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*Every room will darken when ''Dread'' spawns, and will remain as such while it is active. |
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**This will always happen, unless the modifier "Electrical Work" is active, as the lights never break with this modifier. |
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*When ''Dread'' spawns and chases a player, it has a small shadow that can be barely seen if looked at the correct angle. |
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*The music that plays while ''Dread'' chases players lasts for roughly 2 minutes; it doesn't loop. Thus, if ''Dread'' chases a player for longer than 2 minutes, no music will play. |
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** 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> |
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*Players are able to [[Revives|revive]] after being killed by ''Dread.'' |
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*When crucifying ''Dread,'' it will scream, but it is hard to hear due to the [[Crucifix|Crucifix's]] sound effects. |
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*''Dread'' will not appear if the game detects the player as AFK at any point while waiting for ''Dread'' to spawn'''.''' |
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*You can meet ''Dread'' after [[The Library|Door 50]], also waiting 10 minutes, therefore making [[The Library|Door 50]] slightly harder. |
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* ''Dread'' can spawn more than 1 time. |
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* If you have an [[Alarm Clock|Alarm clock]], you can check the time while waiting for Dread. (The [[Alarm Clock|Alarm clock]] and the wall clock are different, but the [[Alarm Clock|Alarm clock]] is more accurate) |
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*If you crucify Dread you will not get the Dead Of Night Achievement, But you will instead get the It's Not My Time achievement |
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* The scream is the jumpscare of Duocara in Piggy, the name of the sound is [https://create.roblox.com/store/asset/9125713501/Nightmare-Yelling-Bursts-Of-Distorted-Scream-SFX?externalSource=www nightmare Yelling, Bursts of Distorted Scream] |
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== |
==Jumpscare == |
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*[[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. |
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*Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn. |
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*The speed of the passage of time of the current room depends on many factors and has a huge complexity. |
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**The passage of time accelerates as players open doors and progress through the floor. |
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**Every room has a set tier, that will make time move slower or faster. It is set depending on various factors. |
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***The Base Tier, also called Tier 1, is the one used for most rooms and is also the one used for most calculations. |
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****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. |
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*****Time limit (T1) = <math>300-(2.5*D)</math>, where D is the amount of numbered doors opened in the current floor. |
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***Extra tiers are added if the current room meets certain conditions. |
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****An extra tier is added for each one of these conditions that is met: |
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*****If the exit of the room is [[Padlocks|locked]]. |
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*****If the room is a [[generator]] room. |
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*****If the room requires a lever to be pulled (any [[The Basements|basement]]). |
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*****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]]. |
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****Each extra tier will increase the time limit, based on the time in the Base Tier at that point. |
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*****Time limit (T2) = <math>(T1+60)*1.15</math>, where T1 = Time limit (T1). |
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******Higher tiers can be added with the same equation, for example: |
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*******Time limit (T3) = <math>(T2+60)*1.15</math>, where T2 = Time limit (T2). |
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*******Time limit (T4) = <math>(T3+60)*1.15</math>, where T3 = Time limit (T3). |
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***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: |
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****[[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>. |
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***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. |
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*The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time. |
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**"Run From It" does the following modifications to the time limit<ref name=":0" />: |
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***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. |
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****Time limit (T1) = <math>105-(0.875*D)</math>, where D is the amount of numbered doors opened in the current floor. |
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***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). |
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**"Destiny Still Arrives” does the following modifications to the time limit<ref name=":0" />: |
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***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. |
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****Time limit (T1) = <math>65-(0.55*D)</math>, where D is the amount of numbered doors opened in the current floor. |
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***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). |
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**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. |
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*[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. |
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*As midnight gets closer, some sound and visual cues will appear. |
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**''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. |
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**Every room will have their lights flicker heavily and break when the clock hits 11:45 (unless the [[Modifiers|modifier]] "Electrical Work" is active). |
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**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear and all the remaining lights will totally go out. |
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*Once the time is midnight, ''Dread'' will spawn, chasing each player slowly while being audible and barely visible. |
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**If ''Dread'' reaches any player during its chase, it will immobilize them, killing them after a few seconds. |
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***Players can survive after being immobilized if ''Dread'' is despawned right before being killed. |
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**If a numbered door is opened after the chase has started, ''Dread'' will despawn succesfully and the chase will end. |
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***Crucifying ''Dread'' has the same effect, stopping the chase. |
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**''Dread'''s spawn point depends on the player's position. This can be used to know where the next door is. |
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***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 |
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</ref> It will always spawn exactly 64 studs away from the player. |
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***Vertically (axis Y), the same coordinate as the player's. |
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**During the chase, most of the sound frequencies are reduced significantly while ''Dread'' is active. |
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***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''. |
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**''Dread'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Timothy]], is a client-sided entity, meaning that each player will be chased by a "different" ''Dread''. |
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***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. |
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*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix if ''Dread'' tries to damage them while holding it. |
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**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. |
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**''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. |
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***Grabbing a Crucifix from the ground while being immobilized is possible. ''Dread'' can be crucified through this way too. |
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*''Dread'' can only spawn in the main floors ([[The Hotel]] and [[The Mines]]), it does not spawn in sub-floors ([[The Rooms]] & [[The Backdoor]]). |
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**In sub-floors, when holding an [[Alarm Clock]], it will always say it's midnight, but the time won't move at all. |
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*The time (and all clocks) will freeze if every player in the game is AFK. |
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**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. |
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**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. |
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*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. |
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*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. |
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===1st Person=== |
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=== [[2025 April Fools Event|Ranked Mode]] === |
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Dread will flash visible for 1 second in the screen before fading out. The camera will be fully frozen and so does the player. After a short time, some static screens with multiple holes will flash and the player will immediately die. |
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=== 3rd Person=== |
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* The passage of time is extremely fast from the start (excluding special tier rooms). |
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The player's animations will be frozen. The player will suddenly fall face to the ground and ragdoll. |
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** 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). |
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*** 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. |
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* 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. |
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* The following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds). |
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== |
==Trivia == |
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*''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. |
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*''Dread'' was originally a scrapped entity but was officially added after The Hunt Update. |
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**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. |
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*''Dread'' was originally teased in a sneak-peek for [[ |
*''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> |
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*''Dread'' is one of the first scrapped entities to make a comeback. |
*''Dread'' is one of the first scrapped entities to make a comeback. |
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*''Dread'' is currently the only 2D [[List of Entities|entity]] that changes its appearance while being [[Crucifix|crucified]]. |
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*Cruci<nowiki/>fying ''Dread'' gives the "It's Not My Time" [[achievements|achievement]] rather than the "Dead of Night" achievement. |
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*Playe<nowiki/>rs can be indefinitely be chased by ''Dread''. |
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**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. |
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*''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]." |
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*''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]]. |
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**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]". |
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*''Dread'' is the first |
*''Dread'' is the first and currently only entity that has a frowning mouth; all the other entities either are smiling, have a neutral expression, or don't even have a mouth. |
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*''Dread'' is the only entity that now has new death messages in the update, which [[Guiding Light]] will give any messages to the player |
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*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. |
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*During the [[2024 April Fools Event|April Fools 2024 event]] and with "Voice Acting" modifier, ''Dread'' will say "Dread's Reaction" repeatedly during the chase. |
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*''Dread'' can spawn more than once during a run. |
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*''Dread |
*''Dread''<nowiki/>'s whispers is currently the most quiet sound in the game. |
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* |
*<nowiki/>''Dread''<nowiki/> was meant to kill players when they were AFK for too long. |
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**This <nowiki/>mechanic now applies to [[The Mines]], as Dread will kill you if you take too long. |
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*''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''. |
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*Dread<nowiki/> used to appear after 45 minutes in-game, prior to its revamp, on Door 13. |
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*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. |
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*<nowiki/>''Dread''<nowiki/>''<nowiki/>'s'' behavior is similar to [[The Backdoor#Haste|Haste's]] behavior as it spawns after a specific time period. |
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**0 - 1<nowiki/>''<nowiki/>''0 seconds: 9 studs per second. |
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*If you slow down ''Dread's'' soundtrack end audio to the speed 0.55, you can hear one of the [[Halt]]'s whispers. |
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**10 - <nowiki/>''<nowiki/>''20 seconds: 11 studs per second. |
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* If you use the [[Crucifix]] on ''Dread'' while [[Rush]] is near both entities will be crucified. |
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**20+ s<nowiki/>''<nowiki/>''econds: 13 studs per second. |
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*''Dread's'' scream for being crucified is actually quite hard to hear, due to the sounds of the [[Crucifix]]. |
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**''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. |
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*The tempo of Dread's theme increases the longer you are being chased. |
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*If you slow down ''Dread'''s<nowiki/>''<nowiki/>'' soundtrack end audio to the speed 0.55, you can hear one of [[Halt]]'s whispers. |
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*Dread was revamped during the Mines update. |
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*''Dread''<nowiki/>''<nowiki/>'s'' scream for being crucified can be difficult to hear due to the sounds of the [[Crucifix]]. |
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*''Dread'' is barely able to be seen while he's chasing you. However, despite that he moves at a ''slow speed,'' which gives the players a opportunity to escape him |
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* The tempo of ''Dread<nowiki/>'s'' theme increases the longer you are being chased. |
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*It is likely that ProKameron was the first player to encounter Dread in The Mines.<ref>https://youtu.be/xPmylVsMq5U?t=2346</ref> |
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* 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]. |
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*[[El Goblino]] indirectly mentions |
* [[El Goblino]] indirectly mentions Dread in one of his dialogue, "'''We gotta be outta here by midnight'''" which can be associated with Dread |
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*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. |
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*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. |
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*''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. |
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*Contrary to popular belief, ''Dread'' can spawn in every room in main floors. Although in some rooms it takes very long. |
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*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. |
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*''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]]). |
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== {{Icons|Bugs}} Bugs == |
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* 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]].). |
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** Getting kicked out by [[Hide]] during ''Dread's'' arrival will instead invert the colors. |
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*** This doesn't apply if ''Dread'' isn't spawned naturally. |
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* 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]]. |
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* 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. |
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* 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. |
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** The [[Alarm Clock]] doesn't have this bug, being the most reliable way to know the time if this happens. |
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* 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). |
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* 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). |
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* 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. |
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* Being immobilized by ''Dread'' will make any active [[Screech]] attack the immobilized player instantly, with no jumpscare. |
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** Other ways of immobilization have the same bug with Screech ([[Glitch]], [[Void]]...). |
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== {{Icons|Modifiers}} Related modifiers == |
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{{Modifier |
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|bordercolor=#808080 |
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|bgcolor=#474747 |
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|textcolor=#808080 |
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|text=Run From It |
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|textcolor2=#808080 |
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|text2=Dread spawns in earlier. |
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|textcolor3=#808080 |
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|text3=Requires 'Dead of Night' |
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|restrictedmodifiers='Destiny Still Arrives' |
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|increase=5}} |
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{{Modifier |
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|bordercolor=#808080 |
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|bgcolor=#474747 |
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|textcolor=#808080 |
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|text=Destiny Still Arrives |
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|textcolor2=#808080 |
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|text2=Dread spawns in much earlier. |
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|textcolor3=#808080 |
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|text3=Requires 'It's Not My Time' |
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|restrictedmodifiers='Run From It' |
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|increase=10}} |
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== |
=={{Icons|Achievement}} Related achievements== |
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{{Achievement |
{{Achievement |
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|title=Dead Of Night |
|title=Dead Of Night |
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Line 215: | Line 113: | ||
|image=It's Not My Time Badge.png |
|image=It's Not My Time Badge.png |
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|text=I won't go down! |
|text=I won't go down! |
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|text2=Use a Crucifix against |
|text2=Use a Crucifix against ''Dread''.}} |
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== |
==History== |
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{{Log|February 2nd, 2023|Introduced, however, was ultimately backlogged.}}{{Log|March 15th, 2024|Officially introduced.}}{{Log|August 30th, 2024|Dread was reworked, now spawns after 10 minutes, regardless of door number, clocks can be reset by opening any door, and now it has badges.}} |
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<div style="overflow-y:scroll; height:220px; width:100%;"> |
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{{Log |
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|February 2, 2023 |
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|Introduced, however, was ultimately backlogged.}} |
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{{Log |
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|March 15, 2024 |
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|Officially introduced.}} |
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{{Log |
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|August 30, 2024 |
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|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.}} |
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{{Log |
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|December 20, 2024 |
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|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".}} |
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</div> |
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== |
=={{Icons|Gallery}} Gallery== |
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<gallery widths="190"> |
<gallery widths="190"> |
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DreadPng.webp|The |
File:DreadPng.webp|The Pre-Jumpscare version of Dread. |
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File:DreadCrucify.png|The unique sprite that replaces ''Dread's'' "regular" icon while it is being crucified or chasing the player. |
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Dreadisdisturbing.png|''Dread'', before jumpscaring players. |
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DreadJump1.png|''Dread'''s jumpscare texture 1. |
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DreadJump2.png|''Dread'''s jumpscare texture 2. |
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DreadJump3.png|''Dread'''s jumpscare texture 3. |
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DreadJump4.png|''Dread'''s jumpscare texture 4. |
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Clock.png|A clock, the main reason of ''Dread'''s existence. |
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DreadCrucify.png|''Dread''<nowiki>'</nowiki>s appearance during the crucifixion process. |
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OldDread.png|''Dread'''s old appearance seen in the game files before [[The Hunt]] event. |
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DreadCrucifyPage.png|Ditto, but on the Roblox marketplace. |
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DreadEntityLeak.jpg|The single frame showcasing ''Dread'' in the deleted Hotel + Sneak Peek 2. |
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DreadDeath.png|The Overview screen for when the player dies to ''Dread''. |
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DreadedEyes.png|[[Eyes]] spawning alongside ''Dread''. |
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Dread Is Coming.png|A brightened image of ''Dread'' chasing a player. |
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Dreadandrushbeingcrucifiedatthesametime.png|''Dread'' and [[Rush]] being crucified at the same time. |
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DarkNestAfterDread.png|[[The Nest]] being darkened due to ''Dread''. |
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Captura de pantalla 2024-09-26 185403.png|''Dread'' being crucified in [[The Dining Hall]]. |
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Dread jumpsc.gif|''Dread'''s jumpscare. |
Dread jumpsc.gif|''Dread'''s jumpscare. |
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File:Dreadisdisturbing.png|''Dread'', before jumpscaring players. |
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Crucified Dread.gif|''Dread'' being crucified in a room. |
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File:DreadDead.png|''Dread's'' death message. |
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Escaping Dread.gif|A player despawning ''Dread'' by opening a door. |
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The Crucifix Being Used On Dread.png|''Dread'' being chained by a [[Crucifix|crucifix]]. |
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DreadTransform.gif|''Dread'' shattering the lights upon entering room 13 (prior to its revamp). |
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File:Crucify dreaaaad.gif|''Dread'' being crucified. |
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Dread in cutscene.gif|A player dying to ''Dread'' during a cutscene (using [[candy|candies]]). |
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File:Crucified Dread.gif|Ditto, but with no dead players. |
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Screenshot 2024-10-25 024206.png|''Dread'' being seen through the [[Rift]]s. |
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File:Escaping Dread.gif|A player despawning ''Dread'' by opening Door 14. |
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Real Dread vs Dread.png|''Dread'' with its in-game properties next to its original sprite. |
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File:DreadTransform.gif|Dread shattering the lights upon entering room 13. |
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Light work no reaction.gif|''Dread'''<nowiki/>s chase. |
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File:DreadJumpscareTexture1.jpg|Dread's jumpscare texture 1. |
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Wtf "inverted" colors this is so cursed.gif|Color inversion due to [[Hide]] and ''Dread'''<nowiki/>s color filters. |
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File:DreadJumpscareTexture2.jpg|Dread's jumpscare texture 2. |
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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. |
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File:Clock.png|A clock, the main reason of Dread's existence. |
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File:DreadCrucifyPage.png|The Roblox Marketplace page for the sprite that replaces ''Dread'' when it is Crucified or is chasing the player. |
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OldDread.png|''Dread'''s old appearance seen in the game files before [[The Hunt]] event. |
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File:DreadEntityLeak.jpg|The single frame showcasing ''Dread'' in the deleted Hotel + Sneak Peek 2. |
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File:DreadDeath.png|The Overview screen for when the player dies to ''Dread''. |
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File:DreadedEyes.png|[[Eyes]] spawning alongside ''Dread''. |
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File:DeadOfNightRemake.png|A remake of the first leaked ''Dead Of Night'' badge. |
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File:Dread Is Coming.png|Dread while trying to chase a player. (Image is brightened up, you can see him better.) |
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</gallery> |
</gallery> |
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== |
=={{Icons|Gallery}} References== |
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<references /> |
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{{Reflist}} |
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{{Navigation}} |
{{Navigation}} |
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[[es:Dread]] |
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[[ru:Трепет]] |
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[[Category:Entities]] |
[[Category:Entities]] |
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[[Category:Hotel]] |
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[[Category:Instakill Entities]] |
[[Category:Instakill Entities]] |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
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[[Category:Lethal Entities]] |
[[Category:Lethal Entities]] |
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[[Category:Hostile Entities]] |
[[Category:Hostile Entities]] |
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[[Category:The Hotel]] |
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[[Category:The Mines]] |
[[Category:The Mines]] |
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{{DISPLAYTITLE:'''<span style="background:linear-gradient(#ccd4f6,#a0a8d8); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Dread</span>'''}} |
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[[es:Dread]] |
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[[ru:Трепет]] |
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[[tr:Dread]] |