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{{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.}}
{{Disclaimer|Possible Triggering Content|The content on this page may trigger those with trypophobia. Proceed at your own risk.}}

{{About|Dread|[[Bread]]}}
{{Stub|Information on the calculations that occur to make dread spawn faster as you progress through the hotel. (Door two: 10 min Door 90: 3 min)
{{Entities
Also missing jumpscare texture 2.}}
|title = Dread
|image = Dreadd.webp
{{Entities|title=Dread|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=Spawns once the in-game clock hits 12:00, unless the player has gone AFK. Will slowly chase the player until they open the next door.
|damage = {{Icons|Instakill}} Instant Death
|damage={{Icons|Instakill}} Instant Death
|date_added = March 15, 2024
|date_added=March 15, 2024
|creator(s) = [[Ghostly Wowzers]]
|creator(s)=[[Ghostly_Wowzers]]
|floors =
|floors=*[[Hotel|The Hotel]]
* [[The Hotel]]
*[[Mines|The Mines]]
* [[The Mines]]
*[[Castle|The Castle]] (Most likely)
|sound1 = *'''Ambiences'''
|sound1='''Dread Ambience'''
Ambience
[[File:Dread-Ambience-1.ogg]]
[[File:Dread-Ambience-1.ogg]]
|sound2 = *'''Whispers'''
'''Whispers 1 (Extremely quiet)'''
Whisper #1 (Extremely Quiet)
[[File:DreadPlaySound.mp3]]
[[File:DreadPlaySound.mp3]]
'''Whispers 2'''
Whisper #2
[[File:DreadFootsteps.mp3]]
[[File:DreadFootsteps.mp3]]
|sound3 = *'''Soundtracks'''
|sound2='''Riser'''
[[File:FakeoutDread.mp3]]
Dread's Soundtrack (Loop)
|sound3='''Soundtrack'''
[[File:Audio closerFullAudio 1.mp3]]
[[File:Audio_closerFullAudio_1.mp3]]
Dread's Soundtrack (End)
|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:DreadCrucifiedFixed.wav]]
[[File:Dread_crucifix_scream.wav]]}}
Voice Acting Modification
[[File:Dread_reaction.ogg]]
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 [[Hotel|The Hotel]] and [[The Mines]]. It was intended to be added in the [[Update Logs|Hotel+]] update but backlogged. It was fully added in [[The Backdoor|The Hunt]] 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 in its sponge-shaped 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 without being AFK (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 x4 and x7.5 with the modifiers “Run From It” and “Destiny Still Arrives”, respectively.


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”.

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


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


''Dread'' spawns faster as players progress through the floor.
=== Notes ===

*[[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.
==Notes==
*Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn.
*Every room has a set "tier", there are 3 tiers. This usually depends on the length of the room. Time will move slower or faster depending on the tier of the last opened room.
*The speed of the passage of time of the current room depends on many factors and has a huge complexity.
**Tier 1 is used for most rooms.
**The passage of time accelerates as players open doors and progress through the floor.
***In this tier, time isn't slowed down and moves as normal.
**Every room has a set tier, that will make time move slower or faster. It is set depending on various factors.
**Tier 2 is used mainly for [[Room Key|locked]] rooms, [[The Basement|basements]] and [[generator]] rooms.
***The Base Tier, also called Tier 1, is the one used for most rooms and is also the one used for most calculations.
***In this tier, time moves at ~60% speed of tier 1.
****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.
**Tier 3 is used for certain special rooms. Most of them are: [[The Reception]] (0), Pre-Library (49), [[The Library]] (50), 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) and [[The Dam]] (200).
*****Time limit (T1) = <math>300-(2.5*D)</math>, where D is the amount of numbered doors opened in the current floor.
***In this tier, time always moves at 1 second every second, taking 3600 seconds (1 hour) for ''Dread'' to spawn without modifiers.
***Extra tiers are added if the current room meets certain conditions.
*The passage of time accelerates as players open doors and progress through the floor.
****An extra tier is added for each one of these conditions that is met:
**These are the estimated times for rooms in "tier 1" rooms, supossing players aren't AFK:
*****If the exit of the room is [[Padlocks|locked]].
***Near Door 0, ''Dread'' takes around 5 minutes to spawn.
*****If the room is a [[generator]] room.
***Near Door 25, ''Dread'' takes around 4 minutes to spawn.
*****If the room requires a lever to be pulled (any [[The Basements|basement]]).
***Near Door 50, ''Dread'' takes around 3 minutes to spawn.
*****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]].
***Near Door 75, ''Dread'' takes around 2 minutes to spawn.
****Each extra tier will increase the time limit, based on the time in the Base Tier at that point.
***Near Door 100, ''Dread'' takes around 1 minute to spawn.
*****Time limit (T2) = <math>(T1+60)*1.15</math>, where T1 = Time limit (T1).
**This doesn't affect "tier 3" rooms.
******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.
*The modifiers “Run From It” and “Destiny Still Arrives” accelerate the passage of time.
**"Run From It" does the following modifications to the time limit<ref name=":0" />:
**"Run From It" makes the time move at x4 speed (400%).
**“Destiny Still Arrives” makes the time move at x7.5 speed (750%).
***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.
**These modifiers don't have any effect in [[the Reception]], [[the Adit]] and after ''Dread'' has spawned in a room (until the next door is opened).
****Time limit (T1) = <math>105-(0.875*D)</math>, where D is the amount of numbered doors opened in the current floor.
*Time will freeze if the game detects every player is AFK. All clocks will stop moving when this happens, until at least 1 player is not AFK again.
***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).
*[[Player|Players]] 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.
**"Destiny Still Arrives” does the following modifications to the time limit<ref name=":0" />:
*Every time someone opens a door, the clock will reset to 11:00; keep moving through rooms to easily avoid having ''Dread'' spawn.
***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.
*When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear.
****Time limit (T1) = <math>65-(0.55*D)</math>, where D is the amount of numbered doors opened in the current floor.
*''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.
***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).
*Players can [[Crucifix|crucify]] ''Dread'' with a Crucifix. When this happens, the time will set to 11:00 and will move a lot slower until the next door is opened.
**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.
*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, as of now this is only possible with the [[Admin Panel]].
*[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.
*Players cannot survive ''Dread'' with any amount of overheal, as it is an instant kill entity.
*As midnight gets closer, some sound and visual cues will appear.
*''Dread'', like [[Screech]], [[A-90]], [[Halt]], [[Haste]], [[Sally]], [[Timothy]], [[Jack]], is a client-sided entity, meaning that in multiplayer, each player encounters a "different" ''Dread''.
**''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.
**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.
**Every room will have their lights flicker heavily and break when the clock hits 11:45 (unless the [[Modifiers|modifier]] "Electrical Work" is active).
*Most of the sound frequencies are reduced significantly while ''Dread'' is active. This makes it very hard to hear Screech, but still possible.
**When ''Dread'' is about to appear, [[Guiding Light]]'s visual hints will disappear and all the remaining lights will totally go out.
*Every room will have their lights flicker heavily when the clock hits 11:45 unless the [[Modifiers|modifier]] "Electrical Work" is active.
*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.
*When ''Dread'' spawns and chases a player, it has a small shadow that can be barely seen if looked at the correct angle.
*The sound 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>
***Players can survive after being immobilized if ''Dread'' is despawned right before being killed.
* ''Dread'' can spawn more than once during a run.
**If a numbered door is opened after the chase has started, ''Dread'' will despawn succesfully and the chase will end.
*While trying to crucify ''Dread'', [[Screech]] may spawn causing the player to crucify it instead and subsequently die to ''Dread''. Therefore, it is advised to look around at all times while ''Dread'' is attacking as to avoid Screech's attack.<ref>https://youtu.be/GKi4d8qQkx0?si=nIFDlsfDqNHF5c_-</ref>
***Crucifying ''Dread'' has the same effect, stopping the chase.
*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'''s spawn point depends on the player's position. This can be used to know where the next door is.
*If ''Dread'' spawns in a [[Climbing|ladder]] room in [[The Mines]], instead of going through the floor to chase after the player that is on the ladder, ''Dread'' first goes to the ladder then goes up (or down) after the player.
***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
*''Dread'' can only spawn in the main floors ([[Hotel|Floor 1]], [[The Mines|Floor 2]], [[The Castle|Floor 3]]...), it does not spawn in subfloors ([[The Rooms]] & [[The Backdoor]]).
</ref> It will always spawn exactly 64 studs away from the player.
*In The Rooms (and theoretically in the Backdoor) [subfloors], when holding an [[Alarm Clock]], it will always say it's midnight, but the time won't move at all.
***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.


=={{Icons|Behavior}} Jumpscare==
=== [[2025 April Fools Event|Ranked Mode]] ===
===1st Person===
''Dread'' will flash visible around 1 second in the screen before fading out. 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 passage of time is extremely fast from the start (excluding special tier rooms).
The players' animations freezes shortly before they fall face down to the ground and ragdoll.
** 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 ==
=={{Icons|Modifiers}} Modifiers==
{{Modifier|bordercolor=#474747|bgcolor=#808080|textcolor=#474747|text=Run From It|textcolor2=#474747|text2=Dread spawns in earlier.|textcolor3=#474747|text3=Requires 'Dead of Night'|restrictedmodifiers='Destiny Still Arrives'|increase=5}}
*''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.
{{Modifier|bordercolor=#474747|bgcolor=#808080|textcolor=#474747|text=Destiny Still Arrives|textcolor2=#474747|text2=Dread spawns in much earlier.|textcolor3=#474747|text3=Requires 'It's Not My Time'|restrictedmodifiers='Run From It'|increase=10}}
**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>
== Bugs ==

* There's also 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]].

=={{Icons|Trivia}} Trivia==
*''Dread'' was originally a scrapped entity but was officially added after The Hunt update.
*''Dread'' was originally teased in a sneak-peek for the [[Update Logs|Hotel+ Update]].<ref>[https://vxtwitter.com/DoorsRoblox/status/1599267251223412738 https://twitter.com/DoorsRoblox/status/1599267251223412738]</ref>
*''Dread'' is one of the first scrapped entities to make a comeback.
*''Dread'' is one of the first scrapped entities to make a comeback.
*It is likely that ProKameron was the first player to encounter ''Dread'' in [[The Mines]].<ref>https://youtu.be/xPmylVsMq5U?t=2346</ref>
*Cruci<nowiki/>fying ''Dread'' gives the "It's Not My Time" [[achievements|achievement]] rather than the "Dead of Night" achievement.
*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 was increased in the Mines [[Update Logs|update]].
*Playe<nowiki/>rs can be indefinitely be chased by ''Dread''.
**Time <nowiki/>also didn't freeze if the players were AFK.
**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.
*Crucifying ''Dread'' gives the "It's Not My Time" [[achievements|achievement]] rather than the "Dead of Night" achievement.
*''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" 8 times during the chase.
*During the [[2024 April Fools Event|April Fools 2024 event]] and with "Voice Acting" modifier, ''Dread'' will say "''Dread''<nowiki/>'s Reaction" repeatedly during the chase.
*''Dread'' can spawn more than once during a run.
*''Dread''<nowiki/>''<nowiki/>'s'' whispers are currently the quietest 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'' behavior is similar to [[The Backdoor#Haste|Haste]]'s behavior, as it spawns after a specific time period, more similar to old Haste that spawned when you took too long in a single room and could also spawn in [[Hotel|The Hotel]] like ''Dread''.
**''Dread''<nowiki/>''<nowiki/>'s'' whispers resemble a heavily distorted audio CAPTCHA.
*If you slow down ''Dread'' s<nowiki/>''<nowiki/>''oundtrack end audio to the speed 0.55, you can hear one of [[Halt]]'s whispers.
*''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]].
*''Dread''<nowiki/>''<nowiki/>'s'' scream for being crucified can be difficult to hear due to the sounds of the [[Crucifix]].
* The tempo of ''Dread<nowiki/>'s'' theme increases the longer you are being chased.
* The tempo of ''Dread<nowiki/>'s'' theme increases the longer you are being chased.
* When ''Dread'' spawns, it will print "erm.. hello bro" into the console, the same as [https://doors-game.fandom.com/wiki/The_Backdoor#Haste Haste].
* When Dread spawns, it will print "erm.. hello bro" into the console, the same as [https://doors-game.fandom.com/wiki/The_Backdoor#Haste Haste].
*[[El Goblino]] indirectly mentions ''Dread'' in one of his dialogues, "We gotta be outta here by midnight", which can be associated with ''Dread.''
*[[El Goblino]] indirectly mentions ''Dread'' in one of his dialogues, "We gotta be outta here by midnight", which can be associated with ''Dread.''
*If you crucify ''Dread'' (or [[The Backdoor|Haste]], with the Make Haste [[Modifiers|modifier]]) while in the elevator cutscene ([[The Hotel]] ending) you get to see the cutscene in first person, albeit with your accessories and body parts blocking some of your view.
*If you crucify ''Dread'' (or [[The Backdoor|Haste]], with the Make Haste [[Modifiers|modifier]]) while in the elevator cutscene ([[The Hotel]] ending) you get to see the cutscene in first person, albeit with your accessories and body parts blocking some of your view.
*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 ==
=={{Icons|Achievement}} Related achievements==
* 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
{{Achievement
|title=Dead Of Night
|title=Dead Of Night
Line 217: Line 144:
|text2=Use a Crucifix against "Dread".}}
|text2=Use a Crucifix against "Dread".}}


== {{Icons|History}} History ==
=={{Icons|History}} History==
<div style="overflow-y:scroll; height:220px; width:100%;">
<div style="overflow-y:scroll; height:220px; width:100%;">
{{Log
{{Log
Line 233: Line 160:
</div>
</div>


== {{Icons|Gallery}} Gallery ==
=={{Icons|Gallery}} Gallery<nowiki/>==
<gallery widths="190">
<gallery widths="190">
DreadPng.webp|The normal sprite of ''Dread''.
DreadPng.webp|The normal sprite of ''Dread''.
Dreadisdisturbing.png|''Dread'', before jumpscaring players.
Dreadisdisturbing.png|''Dread'', before jumpscaring players.
DreadJump1.png|''Dread'''s jumpscare texture 1.
DreadJumpscareTexture1.jpg|''Dread'''s jumpscare texture 1.
DreadJump2.png|''Dread'''s jumpscare texture 2.
DreadJumpscareTexture2.jpg|''Dread'''s jumpscare texture 3.
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.
Clock.png|A clock, the main reason of ''Dread'''s existence.
DreadCrucify.png|''Dread''<nowiki>'</nowiki>s appearance during the crucifixion process.
DreadCrucify.png|''Dread''s appearance during the crucifixion process.
OldDread.png|''Dread'''s old appearance seen in the game files before [[The Hunt]] event.
OldDread.png|''Dread'''s old appearance seen in the game files before [[The Hunt]] event.
DreadCrucifyPage.png|Ditto, but on the Roblox marketplace.
DreadCrucifyPage.png|Ditto, but on the Roblox marketplace.
Line 257: Line 182:
DreadTransform.gif|''Dread'' shattering the lights upon entering room 13 (prior to its revamp).
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]]).
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.
Screenshot 2024-10-25 024206.png|''Dread'' being seen through the [[Rift|Rifts]].
Real Dread vs Dread.png|''Dread'' with its in-game properties next to its original sprite.
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.
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>
</gallery>


== {{Icons|Gallery}} References ==
=={{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]]


[[es:Dread]]
[[es:Dread]]
[[ru:Трепет]]
[[ru:Трепет]]
[[tr:Dread]]
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