DOORS: Halt Minecraft Skin
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DOORS: Halt

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crafter1234's Avatar crafter1234
Level 26 : Expert Explorer
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Halt

"You died to Halt again... As you run, it may appear in front of you at any time."
-Guiding Light

Halt is a supporting hostile entity in DOORS, appearing in the Hotel. The room it inhabits will always be a long, narrow hallway.

Appearance


Halt takes an appearance as a large cartoony translucent blue ghost, with illuminating cyan eyes and a static aura. Its ghostly body has a waveform scale and a visible opening at the bottom.

Behavior


To warn players of Halt's presence, the lights will flicker longer than usual in comparison to Rush. When the next door is opened, all players will be teleported into a long, dark, and narrow hallway, illuminated by Halt's eyes. A dim, bluish-green glow will emanate from and within the room.

Halt's first appearance will be behind the player, slowly approaching them before teleporting in front of the player, making its presence known by flashing a blue pixelated (clockwise) rotate symbol () with the words "TURN AROUND" in the background when giving instructions, or Halt's eyes and "RUN AWAY" when the player gets too close to Halt on the entire screen. Halt will then teleport behind the player again, flashing the same message again. This behavior is looped until the player has reached the end of the hallway. If Halt makes contact with the player, they will take 60 damage.

The player can use the Crucifix on Halt, banishing it. The player is then forced out of the hallway.

In general, Halt's tactic is to disorient the player and provide a sense of claustrophobia whilst ordering them to turn around. Due to such disorientation, the player may lack a sense of direction, making Halt very deadly. To even further disorient the player, the entire encounter is in darkness, and is bathed in constant monotone static, accompanied by disturbing ambience noises that gradually raise in pitch, and gradual boosts that raise the speed of both the player and Halt. Halt needs to be dealt with as quickly as possible, as the encounter will just become harder over time.

Notes

  • The player doesn't have to turn around when Halt appears in front of them, as walking backwards can also work, and takes less time.
  • Entering Halt's hallway will close the entrance to the hallway immediately, preventing players from backing out.
  • In some situations, the player can stand still, and Halt won't be able to reach them, though it is not recommended to rely on this.
    • In multiplayer, other players can go further ahead and make Halt faster, therefore making Halt able to get the idle player.
  • In multiplayer, other players will be rendered invisible in order to remain less chaotic. This also happens during Seek's chase sequences.
  • Although the hallway has hiding spots, Halt will still catch players who try to hide.
  • Halt will despawn immediately when the player exits the hallway.
    • Halt can still go out of bounds. In that scenario, it's best to let it teleport behind the player.
  • Halt's speed was increased significantly since the Hotel+ update.
    • The closer the player is to the next door, the quicker Halt is, so timing is significant here.
  • It is not recommended to use vitamins against Halt, as the player can sometimes run into Halt when the "TURN AROUND" screen appears. They can be put to better use against Figure or Seek.

    Trivia

    • Halt is named after the fact it halts the player from going further.
    • Halt's original name was "Shade".
    • Halt's first design is a reused asset of Eyes' older model.
    • The texture for Halt's eyes in the jumpscare is called "sanseyelol".
      • This also happens to be the same texture as Guiding Light's particles and Eyes' sparks.
      • It was later renamed to "why are you guys commenting on this" with the description also changing to "bro..." And then if you press the Read More button, it says "use code SCREECHSUCKS".
        • This code is now expired, but used to give 25 Knobs.
    • Halt has its own UGC accessory, dubbed "Halt Cloak".
    • Halt can be encountered as early as Door 4.
      • Halt can be encountered as late as Door 90, However, before the Hotel+ Update, Halt could be encountered late as Door 96.
      • In the Hotel+ Update, Halt can no longer spawn in doors 90-99 because of The Greenhouse. However, it's possible that Halt can spawn on Door 90-91.
    • It is possible to finish a successful run without encountering Halt. However, if Halt never spawns, Ambush would be guaranteed to spawn in the run. However, it is possible that Halt and Ambush spawn in the same run.
    • Halt can appear multiple times per run. This is extremely rare.
    • Halt usually spawns between Doors 79-89.
    • On release, the hallways lights went off instantly with Halt being directly behind the player, confusing new players. This was changed, and the event now takes longer, making the encounter easier for new players.
    • Halt can flicker the lights in a dark room.
    • If the player decides to stay in the room with Halt active for long enough, the loud ambience slowly increases in pitch and speed before abruptly ending, resulting in silence.
    • In multiplayer, hiding in closet or under the bed in perfect timing can give the player ability to stay outside Halt's corridor.
      • Second room before Halt's corridor will disappear, and player would be able to see Halt until it teleports to the end of the hallway falling in previous room, or by getting teleported by Glitch.
    • Should a player have a bad connection to the game, it is possible for them to skip Halt and walk to the next door.
    • When entering Halt's hallway, the Dark room audio cue can be heard.
      • The Guiding Light appears in the corridor which makes the corridor a Dark room.
    • The sound that plays whenever the "TURN AROUND" warning appears on screen can be found here.
    • Prior to the Hotel+ Update, the rotate symbol was replaced with Halt's eyes on the "TURN AROUND" screen.
    • If Halt gets too close to the player, the words "RUN AWAY" will start to flash on the screen.
    • Once the player exits Halt's hallway, they can no longer go back inside.
      • Before the Hotel+ Update, players could go back inside Halt's hallway and loot through the drawers.
      • Before the Hotel+ update, when people could loot through the drawers, the developers decreased the chance of items spawning in Halt's drawers.
    • Halt is LSPLASH's least favorite entity.[2]
    • Halt's body spins in a counterclockwise direction.
    • Halt has the same ambience as Eyes but in a lower pitch.
    • Halt's Crucifix sound is the same as its ambience sound but higher pitched.
    • Prior to Hotel+, the chances of Halt spawning were 3%, or 1/33. However, after Hotel+, Halt's chances of spawning have decreased from 0.01-0.05%. However, this does not seem to be the case for Doors 79-89, where Halt almost always spawns, unless if Ambush spawns, or Halt or Ambush have spawned between Doors 2-78.

Bugs

  • There is a bug where sometimes Halt can appear at Room 89, right before The Courtyard, and it would not be a hallway but rather a regular room. Also, the shaking effects will stay after exiting the room.
  • There was a glitch where if the last door of Halt's hallway didn’t load and the player got Glitch, Halt's particles would freeze on the player's screen (which would also be blue) and Halt's sound effects would continuously play.
  • A glitch previously existed in which Halt could appear at Door 1 but has been patched.[1]
  • There is a glitch where, if the player has a candle, it will strangely remain lit while inside Halt's hallway.
  • After the Hotel+ Update, there was a glitch where players who don't immediately enter Halt's room when the door is opened, and can be locked out of it. This also happened when the player exited Halt's room, making the players stuck in the hallway (however, for the latter, Void would save the player from being softlocked). This has been patched, according to LSPLASH.
  • There's a glitch where Halt would not spawn and make the visual effect disappear.
    • Although the player would not be forced out and would have to walk to the end of the hallway.
      • The door will close after the player exits.
  • Sometimes, Halt may spawn at a normal room, rather than it's hallway. This is most likely a bug.
  • There is a bug where the door can close before the player enters the corridor making Void appear and teleport the player into the hallway. But the corridor will be without Halt, which will allow the players to explore the corridor.
GenderMale
FormatJava
ModelSteve
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