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Most videogames give the player a third-person perspective, but a second-person story. "You" is directed at both the player and character. Considering the Heroic Mime status and The Stoic character type, keep examples to sounds that occur while an enemy is offscreen, alerting you to their presence. Or another character mentions their fear. You'll forget you're safe behind your screen when you hear these

Games with their own pages:
Examples:
  • 7 Days to Die
  • Afraid of Monsters has the hissing, gurgling noise that means a Twitcher is near. You can hear it through doors and around walls in many, many sections of the game. And they never come alone...
  • Alien: Isolation:
    • The sounds of vents rattling above your head, indicating that the alien is nearby. A short series of louder clatters followed by a hissing growl is even worse, because it's gotten down to prowl the hallways, and then there are the thumping footsteps growing closer...
    • The Working Joes's deadpan robotic voices imploring you to stay calm and not to panic while they're bashing your skull in or doing their best to break your neck.
    • The semi-quiet hiss of a facehugger that just detected you.
    • In a sense, your own gunfire. This being a Survival Horror/Stealth-Based Game, you being forced to shoot usually means that something went very wrong. Besides, loud noises attract the alien, which 9 outta 10 times is a worse foe than what you had to fill with lead, and not only because it's Immune to Bullets either.
    • For the first two or so hours of the game, the alien is a complete no-show. Every now and then during this time, you'll hear a spine-chilling screech off in the distance. This continues when you're waiting for what seems like forever for a tram after getting a quick glimpse of its tail impaling someone, and the music builds and builds and the alien continues shrieking...somewhere.
  • Alone in the Dark (1992):
    • The thumping footfalls of the "Zombie Chickens", likely the first enemy encountered in the game, as well as one of the more deadly when the player is unarmed.
    • The demonic chanting when you disturb a ghost and it relentlessly pursues you in the form of a spinning vortex of multicolored spheres, basically telling you "you're screwed".
  • Amnesia: The Dark Descent: The terror meter, which signifies that a monster is chasing you. Apart from being very bad news whenever it happens, the sound itself is terrifying, sounding like someone screaming bloody murder.
    • The game is full of these. Namely the sounds when the Grunts and Brutes make when they first spawn or when the latter is searching for you, battering down doors.
  • AMC Squad:
    • The unsettling "oooooooooo" sound that sounds like wind blowing down a tunnel, which indicates a Lost has appeared and is tracking you down. Followed by a loud scream that deals psychic damage and, if the player doesn't have Spirit Armor, white noise as the scream distorts their perception of reality.
    • The soul-rending screech of a Beyonder, which deals even more psychic damage to the player and has the same effects as a Lost's scream.
  • Arknights has various sounds from boss Either accompanied with their most devastating moves, their transition to next phase, or both
    • Essence of Evolution: "di...di...di...di...di...di di di di didididididididiiiiii...Boom!"
    • Patriot: his dry Skyward Scream as he resumes his rampage and a monstrous scream as he impales one of your teammates no matter how far his target is.
    • Deathless Black snake: their high pitched slash through the sound barrier, the otherworldly "detonation" and Deathless Inferno with sound that achieves similar effect to that of nuclear alarm as the parade of Hellfire marches across the battlefield.
  • Armored Core: The biological weapons from the first game. Large, pink, ant-looking creatures with a wolf-like snout which they fire bullets from. A handful of missions require you to eradicate them from a location, either a poorly-lit abandoned facility or, worse, their nest. These missions feature no sound, so you can hear the weapons' needle-like legs scratching against the floor whenever they are near. Early in the game when you likely don't have a radar with a bio sensor, this is the only way you can find them. Even worse are the queens; the only sound they make are the twin, back-mounted chain guns firing once you wander into sight.
    • Also from the first game, a couple of the abandoned facilities feature a recurring transmission that sounds like an automated message, but the message is incoherent due to the recording glitching and restarting at random. While enemies in these areas tend to be weak, the fact that the only thing you hear for long stretches is just this message makes the facility very creepy. Something must have gone extremely bad if the message has been playing so long that the replay is malfunctioning.
    • For most games, if you hear a hostile pilot talking to you on the radio, you're about to get locked in a room with them and their much bigger, much meaner mecha. This can manage a cheap scare if you've just been wandering for a long time and the radio suddenly cracks to life.
  • Armorines: Project S.W.A.R.M. has quite a few of these. Perhaps the most frightening of them has to be that long high-pitched screech that Guardian Bugs make whenever they detect you. When you hear that noise, you just know you're in for one hell of a fight. And their size, strength, and speed don't make it any better…
  • Banjo-Kazooie: Welcome to Treasure Trove Cove, a lovely Palmtree Panic-esque tropical island region. Just be wary of the water: go in too deep, and Snacker the Shark will come for you, accompanied by his Jaws-inspired Leitmotif!
  • Batman: Arkham Asylum and its sequels have an in-universe example with the thugs in the Predator rooms. They start calm and become nervous, then terrified as you take them out one by one. When they become nervous they start to jump at every noise. When they're terrified they scream and fire their weapons at the drop of a hat. Disable every mook but the last one, and listen to him treat every sound as this for as long as you want.
  • The Iron Legion flamethrower veteran in Battalion Wars has a weapon that screams like a lost soul. In-Universe, the sound of the weapon would drive its user crazy. This is before they all died.
  • In the opening of Battlefield: Bad Company 2 when you're in WWII, half way through the mission, you hear this odd sound. The sound repeats a few times. Once you find the scientist you came to save, you hear it again. This time, the scientist FLIPS OUT at the sound. He begins saying how you're all doomed etc. At the end of the level, the secret weapon that was making that sound completely DESTROYS you, the boat you're on, and sends a huge tidal wave crashing down on you and your squad. Cue time skip to present day. Towards the end of the game, you start hearing it again. Your squad is commenting on it, and this time you know exactly what it is, and as far as you're aware, there's nothing you can do about it but watch your squad die again. Yes, the weapon goes off and practically LEVELS the city, but your team is Made of Iron, so they survive.
  • BioShock: The many creaks and groans of Rapture, coupled with the sound of the ocean outside and the leaking water makes for an unsettling atmosphere. There's also the banter of the Splicers, the moans of the Big Daddies (and the cheery calls of their Little Sisters) along with the constant groaning of industrial machinery in Hephaestus.
  • BioShock 2: The scream of the Big Sisters. They're scripted to only attack once the player has saved/harvested enough Little Sisters, but the first time it happens, it's completely out of nowhere. Even worse, you don't know which direction she's coming from. All you know is that she's headed for you, and she's pissed.
  • Bioshock Infinite:
  • Bloodborne:
    • The Carrion Crows will always punctuate their attacks with a beastly scream that should belong to something much bigger, pretty much ensuring a Jump Scare and a scramble for the attack button. Doesn't help they're sneaky otherwise.
    • Vicar Amelia and the Cleric Beast will both punctuate their (highly-damaging) attacks with loud shrieks and roars, and in the latter's case their highly distinctive scream is the very first indication there's something dangerous ahead. Certainly helps that they also sound utterly tortured.
    • After defeating Rom there is one sound that carries all across the city. It's a baby crying.
  • Hearing the firing sound of the Scorpio turret in Borderlands when there is no turret out, be it from Roland or a Lance soldier, and especially when it fires faster than a Scorpio. This means an enemy, frequently a badass, is packing a Mauler, a machine gun that due to the prefix's attribute hurts like the devil. The only saving grace is that when he's dead, you can filch the Mauler for yourself.
  • Chicory: A Colorful Tale:
    • Music noticeably distorts around the darkness, adding to its creepiness.
    • Chicory's screams during her boss fight startles Pizza as they try confronting her.
  • Chrono Trigger: Lavos' scream, a sound that gave an entire generation of gamers nightmares.
  • Cry of Fear: While there are many screams from both enemies and ambiance noises in the soundtrack, none of them even come close to the agonized and ungodly loud scream of the Upper.
  • Cuphead: The sound Captain Brineybeard's ship makes during his final phase, when the ship goes all One-Winged Angel.
  • Darkest Dungeon:
    • The mind-rending sound of an ally being permanently eradicated by Come Unto Your Maker in the final boss fight. Lovecraft wished he could create something that unearthly.
    • The ambient sounds that gradually grow louder as your torch dims (and take over the music when it goes out) also count; depending on the dungeon, you'll get to bask in the clattering and shuffling of restless skeletons, the squealing and grunting of bloodthirsty pig men, the howling of wolves and shifting of murderous foliage, the gurgling and slobbering of drowned corpses and pelagic abominations, or the maddening buzz of endless mosquitoes and mocking laughter of vampiric nobles.
  • Dark Souls is positively crawling with enemies that let out incredibly horrible sound effects. Some of this is to actually reduce the infamous difficulty by giving you a fair warning of what's nearby, but it would be difficult to argue that hearing any of these sounds would help the player feel better.
  • Dead by Daylight: The "Terror Radius" is your character's heartbeat growing disturbingly loud as the killer hones in on your location. It shifts to action horror music during the chase scene while you can still hear that damn heartbeat, and a bright red light glows nearby as the heartbeat grows louder and faster. Each killer also has their own sounds that identify them as just plain dreaded.
    • The sound of a bell chiming when you're playing as a survivor, as it's an indicator that the Wraith had either cloaked or uncloaked. This becomes nerve-wracking because you can't hear the warning heartbeat when he approaches you until he uncloaks.
    • The Hillbilly's chainsaw. Not only is the revving noise extremely unnerving on its own, it means the killer is about to do a straight charge far faster than you can run, sometimes too fast to get out of the way even when you think two-dimensionally and try to sidestep its path. It can cause some serious freakouts.
  • The zombie sounds in Dead Island are all very disturbing, but special mention goes to the screams of Infected, Rams and Butchers.
  • Late in Dead Rising 2, a new kind of zombie give off a distinctive rattling growl that you will learn to fear in short order.
    • Dead Rising 2: Off the Record introduces "scare zombies"; zombies that either play dead or wait around corners and ambush you. That freakin' Scare Chord, man…
  • The Dead Space series will give you nightmares about this trope. With each game set on a nightmare filled Standard Human Spaceship, City Planet, or Dead Colony with enough damage to render most of the safety devices non functional every clank, rattle, moan, clatter, howl, and squeal you hear could be just the normal ambient sounds of the devices around you going lethally haywire…or it could be a necromorph stalking you through the airways or sneaking up on you while you're using a vending machine, upgrade bench, or accessing your inventory menu. All of which they actually do. Did we mention there's no Menu Time Lockout?
    • In Dead Space 2, a particularly memorable enemy will give you a temporary phobia of chirping and whistling, as it signals the arrival of a pack of a particularly lethal and hard to kill strain of necromorph.
  • Deep Rock Galactic uses unique sound effects to clue players in that they're about to have problems, and the worst are unique in their own way:
    • The soft, sinister hiss of the Cave Leech before it grabs your head and lifts you to god-knows-where in the ceiling.
    • The high-pitched screech of a Mactera Grabber coming in to grab you and drag you off to horrible unknown places in the cave.
    • The pained screeching and omnious thumping footfalls of a Bulk Detonator, a living bunker-buster bomb more dangerous than most Dreadnoughts.
    • The distant, ominous sound of Dwarves calling out for help in the dark of the caves... this one's particularly tricky as these sound like normal callouts, except distorted and glitchy. This heralds the approch of a Nemesis drone, a floating robot that is tailor-made by your corporate rivals to mangle an entire team of Dwarves by itself.
  • Depth; the only notification that sharks are near is a low heartbeat that gets louder and faster before they attack.
  • Descent has the shrieks and cries of the robots. Most aren't too bad, but the Class 1 Drillers make an extremely shrill noise like a badly damaged car starter, and given their status as Demonic Spiders, it just enhances the dread you feel when you hear it. There's also the "ZRRN!" noise that Mook Makers make when they activate; hearing that sounds almost always means you're going to quickly have a nasty fight on your hands. There's also the humming and ticking noises the bosses make which indicates they are nearby.
  • Destiny:
    • The Vault of Glass is home to Gorgons, among other things. The Gorgon is essentially a Vex harpy, but instead of its trademark Slap Rifles, it has something MUCH WORSE. An ontological weapon, whose accompanying sound is a shit-your-pants NIGHTMARISH ROAR. You have good reason to fear it, as that is the sound of the Gorgon deciding your entire raid party doesn't even exist.
    • The funeral-bell-like sound of an Oracle will also ensure a state of Hard-Mode flashbacks due to what they could do to you.
    • Also, when you enter an area in a mission, you will hear an alarm-like sound that alerts the enemies in that area. For the Fallen and Cabal, it's a siren and the Hive have a chorus of roars. For the Vex(notably the Black Garden? What can only be described as the roar of thousands of mechanical demons.
  • Diablo III has the drum and horn that heralds the arrival of a Nemesis, a monster that has killed one (or more) of your online friends and is now coming for you. The more characters it has killed, the stronger it becomes. On Master difficulty and higher, you will learn to fear it, as there is a good chance it will kill you too. Listen to it here (you can hear it during the first twenty seconds of the video).
  • All of the True Final Boss themes for Hibachi in the DoDonPachi series from Dai-ou-jou onwards are a blisteringly-fast cacophony of hellish noise, fitting with the absurd amounts of Bullet Hell he puts you through. Each game ups the ante, too, going harder and harder.
  • Don't Starve is chock-full of "the hell was that?" sounds, especially when you start to go insane. A creepy music box chime symbols that the darkness is about to get rather unfriendly. Even the player character gets unnerved and remarks at the sound of Hounds or the Deerclops coming near. ("That sounded big!")
  • Doom 64 is a lot more Survival Horror-y than the previous games in the series (this was before Doom³ outdid it) and part of the reason for that is replacing almost all the music with extremely creepy ambiance.
  • The Shrieks of Dragon Age: Origins are fast, vicious, travel in packs, can stun and "overwhelm" (pin to the ground and maul until dead) your PC—and you can tell they're in the area by their ear-splitting screams.
  • The little ditty that plays in the Dragon Quest series whenever you equip a cursed item. It immediately overrides the overworld music, comes completely out of nowhere, and hits you so suddenly you're likely to jump at it because it's so damn spooky. What's worse, it can be heard in plenty of things that seem fairly innocuous at first glance, making it all the more unnerving when you come across it.
  • The Elder Scrolls:
    • The Elder Scrolls II: Daggerfall: If you're in a Dungeon and hear a Bobcat stock growl and don't have any Resist Lightning spells or potions at hand, run, because it's an Ancient Vampire that will kill you instantly when he walks up on you.
    • The Elder Scrolls III: Morrowind: What can only be described as "Bleating" can be heard anywhere within sight of the Ghost Fence. There are no goats in the game, and nothing else makes that noise.
    • The Elder Scrolls V: Skyrim Skyrim:
      • The flapping of wings informs you of any imminent dragon attacks. Brought up in the prologue, where soldiers comment on wondering what that noise was.
      • The weird echo/thunder like sound you hear when a dragon is nearby.
      • The creepy shuffling noise of a frostbite spider walking around, especially when you can't see it, is horrific, especially if you already have a fear of spiders.
  • Elite Dangerous:
    • Artefacts of unknown origins as well as Thargoid vessels all make similar unnerving sounds, which sometimes resemble a low, slow animal growl, sometimes the creaking of a large metal structure, and sometimes something between the two.
    • Thargoids will sometimes attack stations. In some cases, this leaves the station's fusion reactor exposed. Flying close to the reactor exposes you in turn to a hellacious cacophany that sounds like a broken buzzsaw cranked up to 11, and your HUD begins to glitch out from the radiation streaming through the hull breaches, through which you can see the bright, blue glowing plasma surging violently within the reactor chamber. It makes Chernobyl look like a candleflame by comparison.
    • "Warning: Capital-Class Signature Detected" is already a reason to be wary. The thunderous, otherworldly rumble of shorn spacetime and rattling metal that follows right after is a reason to get the hell out of Dodge, because it means the Mile-Long Ship that just crashed your party is about to obliterate everything in sight.
  • Enemy Zero is a game full of Demonic Spiders: Invisible aliens that will kill you in one hit, and your only weapon requires charging to use (but not too much charging or it shorts out and you have to wait to use it again) and can only be used at point blank range. Your only method of staying alive is a radar that tells you when an alien is nearby with audio pings. Thus, hearing that "Ping ping ping ping ping" get faster and faster is the scariest damn thing in the game.
  • The roars the monsters let out when evolving in Evolve are this to the hunters. Given that hearing it means one of the universe's most perfect killing machines is now on its way to kill you and devour your corpse, their reaction is understandable.
  • In Fairune 1, the background "music" in the Grave is a mishmash of TV static, radio static and electronic, modulated screeching.
  • Fallout 4:
    • Super Mutant Suiciders, who attempt to bum-rush you with a beeping miniature nuclear bomb in their hands. Better hope you have a good ranged weapon, a steady aim or a lot of AP, and a wide berth, or you're gonna get wrecked!
    • If you hear a Bomb Whistle sound, run, because that's the sound of someone firing a Mini Nuke at you.
  • Fallout 76: "Attention, citizens. Nuclear strike imminent. Please exit the area at your earliest convenience. Thank you for your cooperation." Once you hear this announcement, the wise course of action is to check the map for the imminent blast zone. If you're in it, drop everything, run, and do not stop!
  • Fatal Frame Whenever a ghost is about to attack the normal music changes to really scary music accompanied by the noises of said ghosts. The scariest is Blind maiden whose music is accompanied by horrific screaming
  • In Fe, the shriek/roar of the Silent Ones when they spot you, which means you have mere seconds to get out of sight before they capture you.
  • Final Fantasy VI: Whenever you hear Kefka's laugh, it's a good bet that something horrific is about to happen.
  • The alarm sound in Final Legacy can play at any moment, including during battle with an enemy ship. It means the enemies are firing their missiles that can destroy your cities and end the game! What's worse, the entire game is in real-time despite its varied elements, so you might have to back out of whatever you were doing, even enemy combat, to stop those missiles.
  • First Encounter Assault Recon:
    • There's something that sounds like a wheezing, whispery voice, or a heart stopping screechy sound whenever Alma is nearby. Then there's Alma's music box, (listen to it here). That horrible, sad, upbeat, painful, tear-inducing, pants-browningly chilling tune. It's like someone scientifically formulated the perfect theme song to emphasize every single aspect of Alma, and then used it in the most disturbing manner imaginable.
    • Child Alma's trademark deranged little giggle.
    • In the locker rooms of Wade Elementary you are attacked by ghosts that are hard to see and they make this horrific noise. Plus the horrible rapid-fire slamming sounds of the double doors, making it hard to hear anything coming at you, and they steadily grow louder and louder as you get closer. The noise itself is just plain disturbing....
    • The game also pulls off a few audio stings when certain scary elements come into the field of vision. It's also used — in slightly less dramatic fashion - to alert the player to a crisp packet on the floor, letting them know that Norton Mapes is still alive.
    • The Scare Chord played when the automated gun turrets pop out of the ceiling.
    • Rattling objects. In the first game they can be ignored safely, because it's possibly a malfunction of the collisions engine, and it's only things like soda cans, chemical flasks and other small gadgets. Doesn't detract any from the scary factor, especially if you remember the common aspect of ghost stories that they lightly disturb objects whith their presence alone. And then you go through the Vivendi sequels... Where the rattlers are much larger objects, and it often means a pack of the mostly invisible Shades is out to get you. Don't be surprised if you shoot a steel drum you're walking on top of just because it scraped on the floor, especially after the nuclear explosion in Perseus Mandate. It doesn't help that you have to go through an area of the Perseus Project's cloning facility where all the automatic doors produce a sound similar to the cackle/laugh that was the only hint those near invisible shades gave you before attacking.
    • The sound the Phase Commanders make.
  • Throughout Fishing Vacation, there will be several instances where you can hear Sedna's creepy whispering, indicating that she is nearby:
    • The first time is when your friend recounts his dream to you, which turns out to have not been a dream at all.
    • The second time is when you spot Sedna running through the forest on the other side of the lake on Day 2.
    • The third time is when you go night fishing, and the whispers become louder and louder as Sedna swims closer to your location before going underwater when you look at her.
  • Five Nights at Freddy's:
    • When Freddy changes position, you'll hear a deep laugh. It's actually a little girl's giggle slowed down, and the unchanged version is even worse, since it means Golden Freddy is in your office.
    • When you lose power, all the lights go out and Freddy will approach the left doors and play a Ominous Music Box Tune rendition of Les Toreadors. At this point your only option left is to wait and really hope that one, he decides to play the whole song, or two, that 6 AM is around the corner.
    • Sometimes you'll hear painfully labored breathing/moaning noises while looking at the camera. That means that you were either too late or too distracted to close the doors, and Bonnie or Chica have made it into the office. At that point, death is almost an inevitability.
    • The animatronics' scream when they catch you. It's the greatest Jump Scare inducer you'll ever find.
    • The garbled gibberish that replaces Phone Guy's call on the fifth night (which can also sometimes be heard when Bonnie and Chica are at the ends of the hallway).
  • Five Nights at Freddy's 2 continues the trend:
    • "Pop Goes the Weasel". Once you hear it, you'll know it's time to make peace with your maker, because the Marionette is on the loose, and there's nothing you can do except hope for 6 AM.
    • The ominous static noises Mangle makes.
    • Balloon Boy's Dissonant Laughter. It will play continuously when he's in the office, at which point there's no way to get him out and you can no longer ward off Foxy.
    • The animatronics' new scream, which makes for an arguably worse Jump Scare than the previous title.
  • Similarly, Five Nights at Freddy's 3:
    • Phantom Balloon Boy's laughter returns. However this time around, hearing this is not a direct indicator that he is in the office. Ironically enough, the regular Balloon Boy voice clips are a good thing now, since they draw Springtrap away from your office.
    • Phantom Mangle signifies its appearance by suddenly playing noises that sound uncomfortably like distorted screaming. It can and will act as a Jump Scare.
    • When they Jump Scare you, each of the phantom animatronics will make a noise that can only be described with the words wet, rattling, and breathy.
    • At the start of each night, there's some disorienting industrial noises that reverberate briefly and fade out, but they're still unsettling.
    • The grating buzz that plays when The Puppet infiltrates the office.
    • The awful sound, reminiscent of a dial-up modem, that assaults your ears every time the Purple Man destroys an animatronic in the end-of-night minigames.
    • This list couldn't be complete without Springtrap's new scream. The first game had a high-pitched screech akin to a child's scream, the second was a mechanical roar, but this game has a zombie-like hiss. When you realize that Springtrap has the rotting, mutilated, mummified corpse of the Purple Man inside it, it makes more sense.
  • Five Nights at Freddy's 4 as well:
    • Once more, the animatronic scream. While the first three games had a child's scream, a mechanical yell, and a zombie-esque hiss, what does this game have? The first and the third combined to make a demonic roar.
    • The nightmares' breathing at the door.
    • Nightmare himself gets a unique sound for his Jump Scare: a static sound which is actually a distorted ambulance siren. Thankfully, it's not nearly as ear-breaking as the previous Jump Scare sounds, but it's still not that fun to listen to, and likely to startle you, at least the first few times.
  • In Friday the 13th: The Game, the music changes from chilling ambiance to fast-paced and frantic screeching violins whenever Jason starts honing in on counselors. Players controlling counselors know that once the music starts ramping up, you'd be prepare to either fight for your life or run like hell. Just as bad, if not worse, is when the ambiance goes completely silent: that's the result of Jason's "Stalk" ability, and without the musical cues, there's no telling where and when he'll strike.
  • In Frogger II: Threeedeep!, the "running out of time" noise is not only annoying but loud, louder than the rest of the game's sounds. When it starts, if you're not watching the clock, it catches you completely by surprise. It only gets scarier the more you activate it during a gaming session (likely while trying for that last life raft on the surface of Level 5). And it always ends as suddenly as it starts, as the clock is literally at zero for a few seconds and then Frogger suddenly dies.
  • The Game Boy Player has a surprisingly creepy "piano-smashing" sound that plays when it detects an error.
  • God Hand: While the game itself is not horror themed (nor does it have any seriously scary moments), there's one thing that can (and will) catch anyone by surprise: anytime, at random, one of the mooks you just finished beating up can suddenly get back up in demon form. When this happens, the music will suddenly shift completely, starting with a Scare Chord and then playing a sort of distorted hip-hop like song. The demon itself is also quite hard to put down too, so it makes for quite an impact.
  • Half-Life 2:
    • Developer interviews have noted that, upon hearing the poison headcrab hiss, playtesters would often completely ignore anything and everything else in order to find the poison headcrab, even going so far as to throw all their grenades and empty entire weapons' worth of ammo.
    • Fast Zombies.
    • The basic sounds of headcrab zombies aren't so bad, but the points where the host starts begging for help and oh god it's on fire...
  • In Halo, from Halo 2 onward, the damnable howl of an approaching horde of Flood.
  • A Hat in Time:
  • In Hell Night, there is no background music except for certain scenes. As a result, a player will have to listen for the monster announcing that it is near, meaning it is either a good time to check the map if they have Naomi (who can sense the monster) and/or get ready to bolt (if they don't have Naomi).
  • Hollow Knight has some… interesting sound design for a couple of monster types, which conveniently inhabit dark, maze-like locations, and constantly make noises even when offscreen:
    • Flukemons emit disgusting slurping sounds, which crescendo if they notice and start chasing you. When killed, they split into two parts - one which continues with the slurping, and another which adds loud, rabid screeching to the mix.
    • Entombed Husks, who are essentially buried and half-decayed bodies that were reanimated by The Plague, make horrifying groans that sound like a person in pain gasping for air. Fortunately, they only appear in one small area. Unfortunately, they are heard, but not seen, immediately on entry to that area.
    • The belfly shrieking when they divebomb you is also nasty, but at least you can generally get out of the way by dashing whenever you hear it...
    • Deepnest has too many of these noises to count, to the point that the background music can qualify as this, but special honors go to the sound of the Corpse Creepers, which burst out of enemies you just killed whenever you're not looking.
  • Kid Icarus:
  • Kirby:
  • In The Last of Us, you will grow to be wary of the sound the infected make. That goes double for the Clickers: infected that have lost their eyesight, but compensate with very keen hearing that they use in conjunction with echolocation. When you hear their distinctive clicks and growls, that's your cue to start taking things very slow and methodical to avoid drawing their attention; and if you hear them scream, get ready to either fight, run, or die.
  • League of Legends:
    • Fiddlesticks' ultimate — one of the strongest ambush attacks in the game — is accompanied by a loud crash and the yelling of several Creepy Crows. If you hear this suddenly in what you thought was an easy walk through the jungle, you're about to eat pain and it's your own stinking fault for getting jumped.
    • Its voice is also the stuff of nightmares. An eerily raspy mimicry of speech that is implied to be the Last Words of its victims. That's the signal that it's coming for you.
    • Little Devil Teemo has two animations that make him go from 'cute little demon' to 'scary demon with a nightmare Game Face' (his recall and death animation). Both of these slowly turn his normal squeaky voice into a slow, monstrous tone. The recall is particularly creepy.
  • Every single type of Infected in Left 4 Dead and its sequel has their own distinct sound to warn you of their arrival, including a few who will switch from low growls to all-out screams or roars as soon as it has one of the Survivors in its line of sight. Each of them even has their own accompanying theme music/musical cues whenever one of them is coming or doing something bad to you or one of your teammates, and because the Survivors can be overrun very quickly on just about any difficulty if they aren't attentive, listening for them is so essential that you almost can't play it without the sound up to a reasonably high level, which doesn't help a whole lot with the Jump Scares.
  • Let It Die: Early on, you're introduced to three mysterious persons called the Jackals, one of which shrugs off a shot that would be near fatal to you and makes the gunman run with a single look. Thereafter, if you stay on a floor too long after clearing it of enemies, you'll hear a siren of one spawning in just for you.
  • Live A Live:
  • The Legend of Zelda:
  • Mass Effect:
    • Mass Effect 2: The titular character of the Overlord DLC frequently breaks out in sudden and extremely loud electronic screaming. Counts double if you know what he's actually trying to say.
    • Mass Effect 3:The mechanical, ear-splitting, spine-chilling '''BWOOOOOOORRRRRNNNGH''' that the Reapers make. It's mentioned in the game, and supplementary materials reveal the Reaper horns are specifically tuned to produce a panic response in many organics, and indeed there's a good reason for this. Low-pitched, loud sounds (like the growls and roars of many animals) and jarring, irregular sounds (like a scream), incite a fight-or-flight reaction. The sound of the Reapers combines these two qualities just to make you shit yourself. The audio team deserves a goddamn medal for this, as they actually did research what kinds of sounds are instinctively frightening to human beings and combined them for the horn. It's basically a compilation of some of the scariest sounds known to man. And let's not forget that In-Universe, just hearing the sound contributes towards indoctrination.
    • The Banshee scream whenever one enters the battlefield. Also to some players, the sound of their teleports can be even scarier, as the nigh-unkillable Banshees steadily advance towards you.
  • A few examples of Medal of Honor. Underground has this one level which has you infiltrating Himmler's private castle and being attacked by Nazi knights. The knights can be heard from several rooms away by the sound of their chattering armour, growing ever louder as they charge to try and chop up your Action Girl protagonist with their swords! In Airborne, get close enough to a destroyed Tiger tank and you can faintly hear the sounds of the crew inside, screaming in agony as they burn to death in their wrecked vehicle.
  • Metroid:
  • Minecraft: The cave noises. They're all absolutely terrifying. Now that resource packs can add new sounds, OzoCraft gives even more ambient cave noises to soil or wet yourself to.
    • The Nether sounds. Those are absolutely terrifying.
    • In the 1.8 update, Minecraft added the Elder Guardian, who casts an effect of mining fatigue on you. The effect is heralded by a ghostly apparition of its face, which is accompanied with an ungodly combination of a cry for help and a bell.
    • In multiplayer, the sound of the Enderdragon dying is audible to everyone who happens to be logged in at the time. If you can imagine the sound of a tree that is somehow also a robot being felled, you're pretty close. Now imagine suddenly hearing that out of nowhere and having no clue what it could possibly be or where it could be coming from.
    • The long, drawn-out, unholy staticky rumbling, snarling sound an Enderman makes when aggro'ed.
    • Ghasts have eerie, infantile screeches and moans that are equally loud no matter how far they are from you.
  • Monster Hunter:
    • Monster Hunter 3 (Tri): The first quest that introduces the Deviljho is one which has you hunt the Qurupeco, a small wyvern which serves as a Wake-Up Call Boss. The Qurupeco has the ability to call other monsters by imitating their calls, and this one will call the Deviljho by making a noise which sounds less like a Mighty Roar and more like a bomb going off. Not long after, you'll come face-to-face which a colossal Tyrannousaurus-like creature with jutting out all over its jaw, which will probably turn on the Qurupeco and eat it alive before it turns on you.
    • Monster Hunter: World:
      • Bazelgeuse's theme definitely counts, due to its nature. You're minding your own business delivering a beatdown to something, when suddenly...BUM-BUM, BA-BA-BA-BA-BA-BA-BA-BA-baaa...BUM-BUM-BUM-BUM!
      • The boss fight with Alatreon in Iceborne has an Inversion: when the battle goes completely silent, Alatreon is priming up its most powerful attack. If you managed to break its horns first, it's your cue to get all of your defense buffs and healing items ready. If you did not break its horns first, on the other hand, it's your cue to give up.
  • Neverwinter Nights 2: Mask of the Betrayer: In one area, an insane hag is making loud screeching noises and rambling on about killing and eating people. Other characters in your party occasionally comment that they would like to either kill the noisemaker or cast Silence on her.
  • Night in the Woods features a bassy screeching sound which appears whenever the "ghost" shows up. At one point, Mae acknowledges that she's been hearing it in her head. In a GDD conference, one of the developers noted that the sound was deliberately played in a way that made it feel like it was coming from Mae herself.
  • Out Last has too many to count. Every unique variant you run into throughout the game has a unique sound and their own theme to go along with them hunting your ass down through dark corridors and bloody halls. It's impossible to not have a mini heart attack or start sweating profusely after hearing on of these:
    • The infamous Chris Walker, the very first variant you run across has its trademark growling, snorting and chain rattling going on while he slowly shambles through the corridors looking for you.
    • Dr. Trager snips his giant pair of rusty bone shears while hunting down Miles
    • Frank Manera will rev up his circular saw all the while looking for his "dinner"
    • Even the music can function as this, as each character will have a distinct sound in their theme while they're searching for the player. This can range from instruments, such as french horn blarings or quick violin rattles, to full-blown Scare Chord territory when the player is spotted.
  • Anytime you're playing Overwatch and hear any language other than the one you're currently playing in, or hear one of a select few lines in the language that you are playing in. That means that an enemy has activated their ultimate and that you are likely going to die in the near future.
  • Players of Papers, Please, will more often than not have their heart stopped momentarily by one sound. *Vwrrrrrr-KCHRRRRR-KCHRRRRR-KCHRRRRR*. One citation, hold the onions! Made worse if it's your third citation or more, because not only will you not be paid for that entrant, but you'll actually lose some of your cash. And if your funds are tight (which they may well be), this is made worse, since this denotes a Game Over creeping closer and closer...
  • PAYDAY 2 has a couple of examples from the Special Forces:
    • Perhaps the most infamous comes from the Cloaker. When one is going in for the kill, they emit a high-pitched electronic screeching noise as they run up to the player. To most, this is the only indication that a Cloaker is running in to knock you on your ass. The moment you hear it, run for your life.
    • The Taser will emit an electric charging noise when its just about to fire. Bear in mind that if it hits you, you'll be left helpless and it'll down you if you're stunned for too long. And it could be coming from anywhere... ready to shoot at anyone...
    • A constant sound of gunfire hitting the wooden crate you're hiding behind... it can only be the Nigh-Invulnerable SWAT Van Turret.
  • Persona:
    • Persona 3: While you're exploring Tartarus, if you spend too much time on any given floor, Death (a Superboss that's powerful enough to be a Hopeless Boss Fight for the vast majority of the game) will spawn. And start chasing you. When Death spawns — and for as long as it's following you — it makes the very distinctive noise of rattling chains. When you hear that noise, it's time to run.
    • The Updated Re-release of Persona 4, Golden, made this worse. In the original game, The Reaper was confined to a New Game Plus encounter that would hide in a regular treasure chest, but mercifully the game would give a warning if you went to open it. Golden made it so he could appear on the very first cycle; however his appearance is tied to the number of treasure boxes you open. After 20 boxes total are opened, number 21 triggers his appearance on that floor, which is heralded not just by the sound of rattling chains, but also deep, animalistic roars. Hearing those in the early dungeons will give anyone the chills. Oh, and should you find the box he's lurking in and go to open it? A Scare Chord plays, sounding like metal striking metal.
    • Persona 5 has the Reaper show up in Mementos if you spend too much time on any floor that isn't a rest stop or entrance to a new sector. Once again his rattling chains sound will play, getting subtly louder as he zeroes in on your location.
  • Phoenix Wright: Ace Attorney:
    • Manfred von Karma's scream is so terrifying that it manages to hold its scare factor even when it's just rendered as text, and in-universe, it traumatized Edgeworth for fifteen years.
    • The "Objection!" sound clip for Manfred Von Karma sounds almost demonic.
  • Plantasia has multiple sounds to alert you that something bad is about to happen (or has already happened) to your flowers: an ominous musical sting when a Zerg Rush of pests and/or weeds is about to besiege the garden, a chomping sound heard when a pest successfully devours a flower, and a squealing noise indicating that a flower has died of thirst.
  • Pokémon Mystery Dungeon: Explorers:
  • Pokémon Red and Blue: Hoo boy, Lavender Town. Some sounds in the original version of the song were also outside an adult hearing range, but inside a child's, which has caused some Wild Mass Guessing about what the effects were.
  • Pokémon Ruby and Sapphire: The Drought theme in the original Ruby was creepy in a way. Omega Ruby's Drought theme sounds more like everything is going to die and there is nothing you can do to stop it.
  • Power Drill Massacre has the player chased by a drill-wielding murderer. His presence is accompanied by an utterly terrifying combination of an '80s-style synth loop and a loud, wailing scream. Often accompanied by your character shrieking as she's stabbed to death, which just adds to the effect.
  • Prey (2017): All of Typhon make creepy noises, the garbled speech of the phantoms, the drone of Technopaths, the chittering noise that means a mimic is in the room somewhere. Special mention has to go to the poltergeist, an invisible monster that screeches and can kill you in one hit. Then, there's the nightmare...
  • Psybadek: The Game Over Woman's bloodcurdling scream.
  • Rayman M: When someone gets a Buzz Rocket — which instantly kills whoever it hits — and sets it loose in the arena, it makes a loud buzzing noise to warn other players of its presence that gets louder the closer you are to it. Needless to say, you'll want to stay out of its way or knock out the player controlling it ASAP.
  • Resident Evil:
    • Resident Evil has the ear-piercing scream that the Hunters emit, typically right before they're about to lop your head off. A fan parody describes it best:
      "Just imagine the sounds of nails on a chalkboard, a Category 5 hurricane, and 1000 babies dying, and that should give you an idea."
    • In Resident Evil 2 (Remake), the sounds of heavy boots against the floor means that Mr. X is somewhere nearby, and likely to home in on you as soon as he confirms you're there. You only have a few seconds to flee quietly before he shows up and starts chasing you again.
    • Resident Evil 3: Nemesis: "S.T.A.R.S...." The very first and only actual words of the dreaded Nemesis along with his unforgettable roar(s) gave nightmares to an entire generation and a half or more for gamers nearly-worldwide, and for damn good reason, since, while most breathe a sigh of relief after passing through a door away from monsters they evaded, Nemesis doesn't stop when you enter another room that easily. In fact, if you still hear his infamous "lurking" theme, then he is still after you, no doors can stop him for long, and even if you manage to take him down, he'll eventually show up later to haunt you.
  • In Runescape, the original Ice Barrage sound effect causes a lot of players to react badly on Old School servers during PVP battles or minigames. For people who played the game back in the mid-2000s, they have a tendency to panic at the sound of it. Ice Barrage was, and still is, one of the most powerful spells in the game that can prevent the target from moving for 19.2 (OSRS)/9.6 (RS3) seconds. Teleport Block is another spell with an iconic sound to be feared.
  • Secret of Mana has the hollow, freaky ghost-whale sounds of the approaching Mana Fortress. Spine-chilling when you first hear them at the start, when you don't know what they are…even more so when they show up again near the game's climax, and you now realize what they are!
  • Senran Kagura has Orochi ear-piercing roar, which is just as horrifying as its appearance. Asuka herself describes the blood-freezing screech it makes as being like "the first cry of a baby... born into hell."
  • Silent Hill:
  • Sir, You Are Being Hunted has the unkillable final boss The Landowner (who appears very early into runs!). Constantly making strange almost animalistic sounds, you'll hear him before you see him, and if he sees you...
  • Slender:
    • The ominous drumming sound heard upon collecting page one.
    • The Ominous Pipe Organ heard upon collecting page three.
    • The loud wind heard upon collecting page five.
    • The mysterious and unnerving beeping sound heard upon collecting page seven.
    • The loud piano notes heard whenever Slenderman suddenly teleports onto your screen.
      • The aforementioned noises all can startle you, but the latter-most aforementioned noise takes the cake because it's a definitive indicator of Slenderman being no more than several feet away from you.
  • Slime Rancher has the dark "Those Awful, Ravenous Rainbows", which replaces the tranquil, cheerful background music whenever a slime-/rancher-hungry Tarr is nearby.
  • The Sonic the Hedgehog drowning music.
  • Spectre (1991): PINGinginginging PINGinginginging
  • S.T.A.L.K.E.R.: The dreaded droning noise an Emission makes a minute or so before it fully hits is a literal internal alarm in that, if you don't find adequate cover soon or have a spare anabiotic to use to survive it or have the "Marked by the Zone" achievement to survive it with enough health, you will die, period.
  • Star Trek Online: In one of the missions of the "Specters" arc, you and your crew must go into the bowels of the rundown Drozana Station. Partway through, strange things happen, ultimately leading to a mysterious voice singing a song
    Bonnie-kin, Bonnie-kin, all dressed in red
    Bonnie-kin, Bonnie-kin, soon you will be dead.
    • What makes this even scarier is that this was the game's first vocal recording.
  • Shadows of the Empire: The fight with IG-88 is full of nightmarish sounds. Particularly his inhuman, warbling voice and the grinding sound he makes while moving. And with the amount of cover in the level, there's a good chance that once you hear him, he'll round a corner and start bombarding you with a pulse cannon.
  • Sonar pings in the Silent Hunter Series, as those are a clear indicator that someone is hunting for you and it is about to rain depth charges.
    • Also the creaking sounds produced by water pressure squeezing your sub when you're close to crush depth.
  • In The Spectrum Retreat, the sound of Maddie's Inelegant Blubbering, which starts when Robin dies, and carries on, loud and haunting, until you finish the puzzle, which, given the event happens at the start of it, can take quite a while.
  • State of Decay has a few examples, generally the warning sounds of incoming Freaks.
    • The scream that gives the Screamer its name, which will summon hordes of regular zombies from half a town away.
    • The Feral's roar, which spells doom for any survivor without a vehicle, and sometimes a survivor with a vehicle if they come from the right angle.
    • The Juggernaut's roar, which basically just spells doom, since Juggernauts will stop vehicles in their tracks, can only be knocked down for a few seconds, and shrug off multiple headshots from shotguns like raindrops.
    • A slightly different case than the others in that it's not a zombie's roar and doesn't signal an incoming Freak, but the musical track that plays when a Horde has been alerted can qualify as this as well, especially if the player is on foot.
  • The main enemy in Stray are The Zurks, small creatures that attack in swarms and make a squeaking sound when they're nearby.
  • Stella Glow has the Angels, whose creepy seraphic screech when they move, attack, or are hit is nervewracking.
  • In Subnautica, this is a common occurrence. It's particularly bone-chilling when you're deep beneath the surface and the sound of a distant creature resonates around you, making it hard to tell where it is... And sometimes, what it is. Specific examples include:
    • The Reaper Leviathan roar. It's used for echolocation, so you can constantly hear it if one is around, which means you should vacate the premises immediately before it catches you.
    • The Ghost Leviathan scream. They usually screech like that only when they want an intruder out of their territory, and this includes you and any of your machines.
    • The Sea Dragon roar, apparently built from the real sounds of a bull, an elephant, and a tiger. Just as hungry as a Reaper, with extra size and magma-spitting on top.
    • The Crabsnake shriek, which you'll only hear about five seconds before it bites you.
    • The Crabsquid... rattle. It's mostly just echolocation, but Crabsquids are horrendously aggressive and pack an EMP wave, so you should be wary at all times if you're hearing this.
    • The various Warper noises.note 
    • The Crashfish growling/snarling is lower in profile, since they're found earlier in the game and are tiny, but hearing their little snarls essentially means you have five seconds to GTFO before they go off, taking most of your health with them.
    • From Below Zero, it's subverted with the growls and roars of the Cryptosuchus. They sound scary and horrifying, but they're actually cowardly creatures who rely on intimidation tactics, and will flee at top speed if the player causes the slightest damage to them.
  • Sundered: The sudden ringing of a gong or klaxon indicates that the player is about to get swarmed by a horde of monstrous enemies. New enemies will continuously spawn and attack until the ringing stops.
  • Sunless Sea:
    • Going under the zee with a zubmarine at the Tides of Appetite allows you to see and hear the zeefloor screaming and roaring up close and personal. Fortunately it's harmless, but that doesn't stop it from being any less disturbing.
    • Pass 70 Terror underwater, and you will soon hear what sounds like meaty, chitinous crawling, followed by a horrific, high-pitched screech. This will then be followed by the Constant Companion chasing you out of the zeefloor or tearing your vessel apart.
  • System Shock 2
    • Nearly every noise that foreshadows an enemy's presence, but the weird humming of the eggs of The Many take the cake, since they're hidden EVERYWHERE once you get the elevator working, and that humming is usually the only warning you get before they hatch some monstrosity to chip away at your precious health meter.
    • The quick high-pitched peeping of an alerted security camera. Few sounds can make a player go "oh shit" and sprint out of sight as fast, because if you don't...
    • ... then the alarm sounds, and it's a terrifying sound. Not only does it bring down a massive incursion of The Many on your sorry ass, it's tailored to make an intruder panic with the extremely loud initial burst of noise and the loud klaxons spread out just far enough to be hard to predict subconsciously. Someone even made a home alarm out of it.
    • In both games, SHODAN's voice. Not just her Electronic Speech Impediment, but the ambience behind it is a cacophany of random syllables and what sounds like SHODAN screaming the entire time, each message punctuated by a blast of low, distorted static. And the second game implies she sounds like this on purpose.
  • Team Fortress 2 The growl that the tanks make in Mann vs. Machine mode definitely counts. It is a deep, guttural noise that, the moment you hear it, you just know that this is going to be one of those levels.
    • Also in MVM, Sentry Busters. Especially hellish if you're an Engineer.
  • Terranigma has Mysterious Portal, which plays near the portal and in various ruins.
  • Terraria:
    • The noise that the giant worms make when approaching you while you're alone mining can be particularly creepy, especially if you're using headphones.
    • And the mummies, which have a much deeper, more ominous groan than almost any enemy in the game, despite being very easy to kill. Even the light mummies with the ^^ expression on their face.
    • The growls that Pigrons make before attacking are half of the reason why they're surprisingly scary (the other half being their ability to turn invisible).
    • Face Monsters make a horrific screech, which can startle players who haven't fully explored the world yet.
    • The sound that the Wall of Flesh makes when it is summoned can catch new players by surprise.
    • But the scariest noise in the whole game? Absolutely nothing. Literally - because Terraria has a constantly evolving background score for each individual area in the game, no matter how creepy it is, which changes depending on where you go but never, ever, ever stops playing. So when the background music goes completely silent, all remaining monsters flee the area, and the words "Impending doom approaches" appear on the screen, it means you have only a few precious moments of safety left before the Moon Lord arrives.
  • Players of Tomb Raider I will come to dread the low, slow, groaning noises the Atlantean mummies make, as it means one of those vicious bastards is lurking nearby. They'll come to fear the high-pitched screech they make, as that means one of them has spotted you and is sprinting toward you to rend you limb from limb.
  • The Night phase music of Town of Salem starts slow and creepy, but as time runs out it gets more intense as you wait to see if you live or die.
  • TRI: Of Friendship and Madness has some strange sounds you'll occasionally hear.
    • In Chapter 8, Wings in the Void, you'll start off in a seemingly unassuming room - but if you get too close to the sides, you'll be greeted by loud wooden creaking and winds gusting. This is the sound of a massive windmill blade on the other side of the wall.
    • Chapter 11, Red Means Dangerous, has two particularly disconcerting sounds... Near the beginning you'll end up hearing a nigh indescribable sound, almost like electric whips constantly lashing through the air. This is the noise the red light rays make, and it's a sound to watch out for.
    • Upon reaching the central room in the same chapter, some horrific animal snarls start to sound from a platform in the middle of the room. They sound very real, and are quite unnerving even once you know they're coming from the fox.
  • Undertale:
    • Flowey's laugh. It's extremely high-pitched, psychotic laughter.
      • It gets worse (and by worse, it means distorted and slowed down) when you fight him at the end of a Neutral route and he transforms into Photoshop Flowey, a creature of pure nightmares.
    • Throughout the genocide route, as you ruthlessly slaughter monsters, the normal background music of each area is replaced with a slow, droning, bass track named Too Much within the games files plays. It's bound to creep someone out upon hearing it for the first time along with the but nobody came screen the accompanies it.
    • At the end of a Genocide playthrough, the Fallen Child appears before you and thanks you for the rampage in the Underground, assuming a pursuit for power is their new purpose in life. This scene is set to an eerie high-pitched droning noise and heartbeats, plus the subtle sound of the child's footsteps. If you refuse their offer, not only it does not matter, but they also zoom towards the screen with a wicked distorted laughter before your game closes.
      • If you reopen the game, go through with the Fallen Child's offer to let you reset, and complete a True Pacifist Run, the Post-Credits scene becomes corrupted in what's become known as the "Soulless Pacifist Ending". If you choose "I want to stay with you." when asked by Toriel if you want to stay with her or if you have someplace else to be, the end credits scene of her bringing you a slice of pie as you sleep ends with the Fallen Child sitting up in the bed after Toriel leaves, followed by an even more demonic version of Flowey's laugh. If you choose "I have places to go.", then the photo of you and all your monster friends is replaced by one with the Fallen Child in your place and all of your friends' faces crossed out in red, followed by "The End" appearing as as the soundtrack “anticipation" plays…at x0.20 speed. Either way, the message is clear: You are not above consequences.
    • Another example is mus_smile, the... "music" playing when the game shows you True Lab's missing entry number 17: along with Gaster's Voice Grunting and wingding text, you have this beautiful song. It sounds like many eletronic sounds playing at various speeds and volumes, giving the impression that someone is trapped screaming in pain inside your computer. It actually is Muffet's laugh, but slowed down then reversed.
      • It comes back in Deltarune, along with Gaster's lore: this time, you can hear it in game every time you try to phone in the Dark World (the game says you're hearing "garbage noise"). While the entry number 17 came as a Giant Space Flea from Nowhere, this sound seems to work like a Brown Note to everyone who hears it for long enough, giving them a strong desire of freedom after they realized they are prisoners of artificial worlds.
  • In Vanquish, Gorgies make a high-pitched alarm-like sound when they go Action Bomb on you. The Romanov-G's instant-kill homing missile has a distinctive droning sound; if you hear it and don't have time to shoot it down or take cover, you're toast.
  • Wadanohara: Wadanohara's scream when either she accidentally goes to a path filled with Tosatsu soldiers or Sal catches up to her in a chase.
  • In Warframe, The last mission in the Stolen Dreams quest sends you on a mission to an abandoned Orokin Derelict, which, like all of them is overrun with Infested in order to upload the Arcane Codices you've collected into a machine that can make sense of them. A short while before you reach the machine, you hear a creepy, cryptic message about… something.
  • Wick features both snoring and digging. Both of which are ever present in the woods in later hours.
  • You're going to be hearing a lot of creepy ambience as you explore the woods in Witch Hunt, but if you can hear an eerie wailing in the distance? Run for your life. That sound means that the Witch is closing in on you and preparing to unleash a hellish scream before killing you on the spot.
  • World of Warcraft, the sound a Fel Reaver makes is like some demented, hellish fog horn, followed by the screen shaking, and a gigantic mountain sized monstrosity that's usually 10 levels higher than you and an elite on top of it all charging you down.
    • The ambient sounds of Naxxramas are pretty horrific as well. Notable are the echoing cries of Thaddius's…"components"…
    • For many players, nothing will make them panic faster than the stealth sound (best described as a low whooshing) because it means something they can't see is nearby. Doubly so in pvp areas if they don't have a spammable Area of Effect attack.
  • Xenoblade Chronicles 1's "You Will Know Our Names" might be an absurdly cool song, but if you hear it and don't see the enemy you've engaged when it starts playing, you'll very quickly learn to fear it, as it means you've just been ambushed by a boss-level monster, and some of them can be upwards of 70 levels higher than you at the point in the game when you encounter them.
  • Yoshi's Story. The sound effect that plays when you fall to minimum health will make you jump, and when you die, you hear a loud grinding noise that sounds like it belongs in a horror game.
  • The loud noise that blares when a GameCube, Wii or Wii U game freezes up. Unfortunately, the only thing you can do if that happens is to unplug and replug the console and then turn it all on again.
  • The "Personified Fear" error on PlayStation 1 consoles can occur when your console's BIOS is corrupted (or when you put a damaged/dirty disk into your console). It starts off with the normal startup screen, but a few seconds later, the screen suddenly goes black and then a screeching sound and several creepy chimes are played after.


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