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Dread

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

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

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

Overview Appearance

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 crucified, most of its tentacles are gone and there are more holes seen in its face.

Behavior Behavior

Dread only spawns if a player stays in a single room for a long time (until in-game clock hits midnight). It's possible to tell if Dread is about to spawn if all the lights flicker for a very extended period of time, followed by the now audible sound of the player's breathing, and less contrast. If the "Electrical Work" modifier is active, the player will experience a slight blur after some time. The rate of time passage is faster with the modifier “Run From It”, and even faster with “Destiny Still Arrives”

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.

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

Dread spawns faster as players progress through the floor.

Notes

  • Players can keep track of time during their run by reading the grandfather clocks and wall clocks scattered throughout The Hotel or holding an Alarm Clock. Dread will always spawn when the hands reach midnight.
  • Every time someone opens a door, the time will reset to 11:00; keep moving through rooms to easily avoid having Dread spawn.
  • The passage of time accelerates as players open doors and progress through the floor.
  • Every room has a set tier. This usually depends on the length and complexity of the room. The higher the tier of the last opened room is, the slower the time will move.
    • The base tier (tier 1) is the one used for most rooms.
      • The time limit[1] for midnight is 300 seconds at the start and 50 seconds at the end with no modifiers: decreases 2.5 seconds every room.
        • Time limit (T1) = [2].
    • Extra tiers are added if the room meets certain conditions.
      • An extra tier is added for each one of these conditions that is met (multiple extra tiers can be added):
      • Each extra tier will increase the time limit[1] of the room as follows: [5].
        • More extra tiers will increase it even more. For example, two extra tiers: .
    • Special Tier exists for certain specific rooms. In this tier, the time limit[1] is 3600 seconds (1 actual hour) assuming no Dread modifiers are active. The rooms that use this tier are the following:
    • 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 in specific ways.
    • "Run From It" does the following modifications to the time limit[1]:
      • The time limit (for tier 1 rooms) for midnight is 105 seconds at the start and 17.5 seconds at the end: decreases 0.875 seconds every room.
        • Time limit (T1) = [2].
      • In Special Tier rooms, the time limit varies depending on the amount of alive players when the room opens. The limit will be 900 seconds with 1 player, 600 seconds with 2 players, 450[verification needed] seconds with 3 players, and 300[verification needed] seconds with 4+ players.
    • "Destiny Still Arrives” does the following modifications to the time limit[1]:
      • The time limit (for tier 1 rooms) for midnight is 65 seconds at the start and 11 seconds at the end: decreases 0.55 seconds every room.
        • Time limit (T1) = [2].
      • In special tier rooms, the time limit varies depending on the amount of alive players when the room opens. The limit will be 480 seconds with 1 player, 360 seconds with 2 players, 280[verification needed] seconds with 3 players, and 180[verification needed] seconds with 4+ players.
    • These modifiers don't have any effect in The Reception, The Adit and if Dread has been crucified in the current room. In these cases, the limit will be 3600 seconds, regardless of the modifiers.
  • This document summarizes most of the things previously said into a spreadsheet with the time limit in every possible room, containing combinations with modifiers and mentioning the main tiers (Tier 1, Tier 2, Special Tier). It is still recommended to read the previous information to understand it correctly.
  • As midnight gets closer, some sound and visual cues will appear.
    • Dread's ambience sound will start playing at 11:40, the player's breathing will become audible, and their vision will slightly lose color. Low fog will start to become visible on the floor.
    • Every room will have their lights flicker heavily and break when the clock hits 11:45 (unless the modifier "Electrical Work" is active).
    • When Dread is about to appear, Guiding Light's visual hints will disappear and all the remaining lights will totally go out.
  • Once the time is midnight, Dread will spawn, chasing each player slowly while being audible and barely visible.
    • If Dread reaches any player during its chase, it will inmobilize them, killing them after a few seconds.
    • If a numbered door is opened after the chase has started, Dread will despawn succesfully and the chase will end.
    • Dread always spawns in the spot aligned with the next unopened numbered door and the player, following the imaginary line connecting them; the exact position of Dread's spawn point is beyond the player in that same direction.[7]
      • This can be used to know where the next real door is.
    • During the chase, most of the sound frequencies are reduced significantly while Dread is active.
      • This makes it very hard to hear Screech, but still possible. Make sure to look around when trying to crucify Dread.
    • Dread, like Screech, A-90, Halt, Haste, Timothy, is a client-sided entity, meaning that each player will be chased by a "different" Dread.
      • However, if any player crucifies Dread, Dread will stop chasing every player and everyone will be able to see the Dread that the player crucified.
  • Players can crucify Dread with a Crucifix if Dread tries to damage them while holding it.
    • When this happens, the time will set to 11:00 and will move a lot slower until the next door is opened.
    • Dread won't allow players to equip or unequip items after Dread reaches them. Because of this, when crucifying Dread, make sure you equip the crucifix before being inmobilized.
      • 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.
  • Dread can only spawn in the main floors (The Hotel, The Mines), it does not spawn in sub-floors (The Rooms & The Backdoor).
    • In sub-floors, when holding an Alarm Clock, it will always say it's midnight, but the time won't move at all.
  • The time and all clocks will freeze if every player in the game is AFK.
    • Dead players that are spectating usually don't count as AFK, meaning the time won't freeze if someone is spectating.
  • Players cannot survive Dread's damage with any amount of star shield, as it is an instant kill entity. God Mode can allow players to survive its jumpscare, however.
  • In the 2024 Trick Or Treat Event, if the "Run From It" candy is eaten, the time will be set to 12:00, forcing Dread to spawn.

Ranked Mode Modifications

  • The passage of time is extremely fast from the start (excluding special tier rooms).
    • Time limit (in tier 1) is 30 seconds at the start, and decreases 0.3 seconds every door. It is capped at 10 seconds (in tier 1).
      • Time limit (T1) =[2] (if the result is below 10, it will be set to 10).
  • The formula for extra tiers for time-consuming rooms is , adding 30 seconds instead of 60 before the multiplication.
  • The following rooms are added to the Special Tier rooms: Room 0 (spawn), Old Room 99 and The Inverted Reception (3600 seconds).

Behavior Jumpscare

1st Person

Dread will flash visible around 1 second in the screen before fading out, and the jumpscare screens will be barely visible. The camera fully freezes and so does the player. After a short time, static screens with multiple holes will flash and the player immediately dies.

3rd Person

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

Modifiers Modifiers

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

Bugs Bugs

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

Trivia Trivia

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

Related Effects

Candies

Run From It - Spawns Dread, setting time to 12:00

Stream Integration

Dreadful - Spawns Dread in the current room

Achievement Related achievements

Dead Of Night

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

It's Not My Time

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

History History

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

Gallery Gallery

Gallery References

  1. 1.0 1.1 1.2 1.3 1.4 The "time limit" is the time in seconds that takes to be Midnight in the last opened room, since the moment the entrance is opened, and assuming the time never freezes due to players being AFK.
  2. 2.0 2.1 2.2 2.3 "D" is the amount of numbered doors opened in the current floor in total.
  3. This room also meets the previous requirement, meaning 2 tiers are added in total to this room.
  4. In this room, 2 tiers are added in total instead of only 1, for unknown reasons.
  5. X is the time limit of the room before the time addition of the extra tier.
  6. 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.
  7. As this is hard to explain with words, here are some visual examples: https://drive.google.com/drive/folders/1QC1IveC-4apXagqbWWrV4-h8xZKd7KuT?usp=sharing
  8. https://twitter.com/DoorsRoblox/status/1599267251223412738
  9. https://www.youtube.com/watch?v=_uUsxy0db0Y&t=94s
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