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I told them! I warned everyone that they were coming! Black, twisted creatures of the night.

Old Man

Nightmares are the main antagonists of Feel The Snow.

Behavior[]

Nightmares are aggressive mobs that will pursue the player until they are defeated, the player is defeated or they despawn. Most nightmares move faster than the player's walking speed, and only slightly slower than the player’s running speed. The only exceptions are the slime nightmares and flying nightmares, both of which are faster than the player's running speed. Nightmares cannot open doors but are able to enter doors the player leaves open. Nightmares attack the player only and ignore other NPCs or mobs.

Spawn[]

  • Nightmares will begin spawning at night, which starts at the in-game time 0:00. They will stop spawning and despawn at 6:00. 
  • Nightmares will also spawn in Dark Zones: small, randomly-generated biomes where a higher number of nightmares can spawn at any time. Nightmares that spawn inside the Dark Zone can travel a maximum of two tiles outside the Dark Zone before they despawn.
  • Nightmares will not spawn inside houses.
  • Nightmares do not spawn naturally in Sunglade or on the Island of the Damned.

Tips[]

  • Nightmares are very useful in the early game as they often drop wood-tier Recipes.
  • Walking diagonally makes it very difficult for big and small nightmares to land hits on the player.
  • Nightmares are easy to outrun while riding a Cloud.

Common nightmares[]

Common nightmares spawn at night or in Dark Zones.

Small nightmares[]

Small nightmares are the first and most common nightmare in Feel The Snow. Once the player has defeated Queen Knigness, they will stop spawning: dog nightmares spawn instead.

Big nightmares[]

Big nightmares are faster and stronger than small nightmares. They move faster than the player's walking speed and only slightly slower than the player's running speed. Big nightmares will start spawning at night after Joe has been rescued.

Dog nightmares[]

Dog nightmares are the final common nightmare the player can encounter. They are stronger and have more HP than big nightmares. Dog nightmares spawn at night after Joe has been rescued.

Dark Zone Nightmares[]

These nightmares will spawn exclusively in the Dark Zone at any time of day.

Slime nightmares[]

Slime nightmares move at the same speed the player walks and attack by jumping a short distance at the player. This jump attack has a range of 3 tiles horizontally or 4 tiles vertically.

Flying nightmares[]

Flying nightmares move at the same speed the player walks, and attack by quickly charging a long distance toward the player. This charge attack has a range of 5 tiles horizontally, or 10 tiles vertically. While fast, this charge attack has a very clear wind up and can be dodged fairly easily.

Flying nightmares can charge up to their maximum range outside of Dark Zones before they despawn.

Story[]

This section contains spoilers for the main story line of Feel The Snow.

Nightmares are responsible for destroying Snowville and stealing the Frozen Hearts from its residents (except for the Old Man and the player). Defeating the nightmares is the main objective of Feel The Snow, second only to saving the residents of Snowville.

The following Quests directly involve nightmares:

Prepare For The Night
To advance past the quest “Prepare for the Night,” The player must defeat small nightmares until they drop the Note (quest Item), which will begin the next quest step, “Read The Mysterious Note.”
Find The Ancient Machine
Once the player finds and defeats the Ancient Machine, a cutscene is triggered in which the player speaks with the Ancient Machine. After the player makes a decision, the two are interrupted by nightmare shamans who scold the player for interfering with their plans before teleporting them to Sunglade.
Wagons and food
On the Island of the Damned, the player is asked to investigate why food deliveries have stopped being sent down the local railroad tracks. When the player goes to check on the issue, they encounter six nightmares (three dog nightmares and three big nightmares) blocking the tracks. The player has to defeat them to complete the quest.
Sacred Source
At the edge of the Sacred Source, the player encounters nightmare shamans again. This time, they are threatening Ashley into poisoning the Sacred Source. When the three notice the player, they attempt to teleport the player away again. However, the player is protected by the pendant Ashley gave them before leaving Sunglade. Enraged by this, the shamans trap Ashley in a nearby cage and attack the player themselves.
The Last Fight!
The player returns to Death, holy weapon in hand. Here, Death reveals that mortal beings cannot enter the Abyss. To face the final nightmare, the player must become one- sacrificing their life in the process. The player, upon agreeing, is transported to the Abyss and the final boss fight against the leading nightmare begins.

Image Gallery[]

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