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{{About|Ambush|[[AR0xMBUSH]], the glitched counterpart of Ambush}} |
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{{Entities |
{{Entities |
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|title=Ambush |
|title=Ambush |
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|image= |
|image= |
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<gallery> |
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Ambush2.png|Version 3 (Current) |
Ambush2.png|Version 3 (Current) |
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AmbushUnusedOldestSprite.png|Version 2.5 |
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Ambush Original.png|Version 2 (Scrapped) |
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Morble.png|Version 1 (Mobble) |
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</gallery> |
</gallery> |
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|attack= |
|attack = *Rushes through multiple rooms, rebounding 3-4 times, killing any player in its line of sight. |
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|damage= |
|damage = |
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*{{Icons| |
* {{Icons|Damage}} 100 |
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* {{Icons|Damage}} 75 (PARTY MODE) |
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|date_added=August 10, 2022 |
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* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-) |
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|creator(s)= |
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|date_added = August 10, 2022 |
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*[[Ghostly_Wowzers]] |
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|creator(s) = |
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*[[Lightning_Splash]] |
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* [[Lightning_Splash]] (programming) |
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|floors=*[[Hotel|The Hotel]] |
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* [[Ghostly Wowzers]] (designs) |
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|sound1='''Near''' [[File:Ambush Near Noise.mp3]] |
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|floors = Canon Floors |
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|sound2='''Far''' [[File:AmbushScream.mp3]] |
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* [[The Hotel]] |
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|sound3='''Arrival''' [[File:Ambusharrival.mp3]] |
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* [[The Mines]] |
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|sound4='''Jumpscare #1 (WARNING: LOUD)'''[[File:JumpscareAmbushScream.mp3]] |
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* [[Floor 3]] (Very Likely) |
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|sound5='''Jumpscare #2 (WARNING: LOUD)''' [[File:Ambushjumpscare.mp3]]|sound6='''Crucifix (WARNING: LOUD)''' [[File:AmbushCrucifixHQ.mp3]]|sound7=|caption=}} |
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Non-Canon Floors |
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<choose> |
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* [[SUPER HARD MODE!!!]] |
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<option>{{Quote|quote=It gets you when you least suspect it! It has a unique scream. Once you hear it, be prepared!|speaker=[[Guiding Light]]}}</option> |
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* [[Retro Mode]] |
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<option>{{Quote|quote=Coming back for seconds!|speaker='''Rebound''' [[Achievements|Achievement]] description}}</option> |
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* [[2025 April Fools Event|PARTY MODE]] |
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Other Floors |
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*HOTEL- |
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|sound1 = *'''Arrivals''' |
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Arrival |
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[[File:Ambusharrival.mp3]] |
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Earthquake (Mines) |
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[[File:EarthquakeSFX.ogg]] |
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|sound2 = *'''Ambients''' |
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Far |
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[[File:AmbushScream.mp3]] |
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Near |
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[[File:Ambush Near Noise.mp3]] |
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|sound3 = *'''Jumpscares''' |
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Jumpscare #1 (WARNING: EXTREMELY LOUD) |
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[[File:JumpscareAmbushScream.mp3]] |
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Jumpscare #2 (WARNING: LOUD) |
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[[File:Ambushjumpscare.mp3]] |
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|sound4 = *'''Lights''' |
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Bulb Flicker (Hotel-) |
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[[File:BulbFlicker.wav]] |
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Bulb Break [[File:BulbBreak.wav]] |
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|sound5 = *'''Miscellaneous''' |
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Crucified (WARNING: LOUD) |
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[[File:AmbushCrucifixHQ.mp3]] |
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|spawnRate = Increases as you progress through more rooms. |
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|type = Hostile (Lethal) |
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}} |
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<choose uncached=""> |
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<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</option> |
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<option>{{Quote|You died to Ambush. You might need to hop in and out of your hiding spot a couple of times.|[[Guiding Light]]}}</option> |
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</choose> |
</choose> |
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'''Ambush''' is a lethal [[List of Entities|entity]] in ''[[DOORS]]'', appearing in the [[Hotel]]. |
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'''Ambush''' is a lethal uncommon [[List of Entities|entity]] in ''[[DOORS]]'', appearing in both [[The Hotel]] and [[The Mines]]. |
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=={{Icons|Overview}} Appearance== |
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''Ambush'' takes on the appearance of a distorted and "glitchy" white face with exaggerated proportions. It has a monstrous, vaguely oval mouth lined with a multiple rows of inner teeth, a set of large, round, black hollow eyes with gray-green bags under them and emits an green-orange aura. |
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=={{Icons| |
== {{Icons|Overview}} Appearance == |
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<tabber> |
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''Ambush'' has a rare chance to replace [[Rush]] when spawning in, with said chance increasing the further players progress through the [[Hotel]]. It is most likely to spawn after [[The Library]], and cannot spawn in [[The Greenhouse]]. ''Ambush'' is significantly faster than Rush, but unlike Rush, it cannot open any unopened doors. |
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Version 3 (Current)= |
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''Ambush'' takes on the appearance of a distorted white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth,<ref>[[:File:ProofThatAmbushHas3RowsOfTeeth.jpg|https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpg]]A extremely brightened version of Ambush's unused sprite (original ambush sprite currently but red and glitchless) which showed that they have 3 rows of inner teeth. |
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</ref> a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. ''Ambush'' is much faster than [[Rush]], and will rebound in an attempt to catch and kill the player off-guard when they least expect it. |
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|-| |
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Once it spawns, ''Ambush'' emits a high-pitched distorted "scream" before speeding through rooms shattering any lights inside of them. When it reaches an unopened door, it will turn around and backtrack through previous rooms. When it reaches a closed door (preceding doors close as players progress), it will either despawn, or turn around and repeat. This process is known as rebounding. ''Ambush'' may rebound anywhere from 2~4 times (6 times before the Hotel+ update){{Fact}} before despawning. |
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Version 2.5= |
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''Ambush''<nowiki/>'s 2.5 version is similar to second version, although it doesn't have a red appendage and looks slightly darker, it's also has more teeth. |
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|-| |
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After the [[Update Logs|Hotel+ Update]], ''Ambush's'' presence will not cause the lights to flicker. |
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Version 2= |
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''Ambush''<nowiki/>'s 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as its eyes and mouth are both blood red. It has what looks to be a red appendage sticking out the bottom, and looking like a blood-like ghost. |
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|-| |
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=== Notes=== |
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Version 1= |
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''Ambush''<nowiki/>'s oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth. |
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</tabber> |
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* As of the Backdoor update, it can be observed that Ambush deals 100 damage, instead of being classified as an instant-kill. Having any amount of overheal from [[Starlight]] found in the Backdoor will allow you to survive a hit from ''Ambush''. |
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* Ambush has received many changes related to how early it can spawn: |
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** Before Hotel+ it could spawn as early as door 5<ref>https://www.speedrun.com/roblox_doorsce/runs/mro4r5dm<nowiki/>Ambush% WR before the Hotel+ update.</ref>. |
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** When Hotel+ released, it could spawn as early as door 2<ref>https://www.speedrun.com/roblox_doorsce/runs/m7267j9z<nowiki/>Ambush% WR after Hotel+ but before the change. |
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== {{Icons|Behavior}} Behavior == |
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Ambush spawns in door 3.</ref>. but this was changed shortly after (in early February). |
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''Ambush'' has a minimal but growing chance to appear as the player progress. In [[The Hotel]], it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In [[The Mines]], Ambush has a lower appearance probability and can also appear in rooms that follow. |
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** After this fast change (early February 2023), it could probably spawn as early as door 16<ref>https://www.youtube.com/watch?v=AWsDPxQJIGk<nowiki/>Ambush spawns in door 16. Run after the change and before the Modifiers update. |
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Upon spawning, ''Ambush'' emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any players not in a hiding place or "safe spot" during its attack. When it reaches an unopened door, it passes through it (without opening) and into the next room, pausing briefly before turning around and retracing its steps through previous rooms. This behavior, known as rebounding, can occur between 3-4 times (up to 12 times before the Hotel+ Update, and 6 before The Mines Update) before despawning. When it reaches a closed door (doors close as players advance), it pauses for a few seconds before either disappearing or changing direction and repeating the process. |
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''[The earliest Ambush spawn i could find]''</ref>.<!-- Maybe it was possible even earlier. |
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If someone has a video after March 2023 and before Modifiers update where Ambush spawns before door 16, please add it. --> |
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** Since the Modifiers update, it could spawn as early as door 9.<ref>https://www.speedrun.com/roblox_doorsce/runs/zg883pjy<nowiki/>Ambush% WR, before after the Modifiers update and before The Hunt: First Edition update. |
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=== Notes === |
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Ambush spawns in door 9.</ref> |
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** '''Currently''', and since the Backdoor update (The Hunt 2024), it can spawn as early as door 3<ref>https://www.speedrun.com/roblox_doorsce/runs/yvlrgo6z |
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* After [[The Hunt Update]], ''Ambush'' can spawn during [[Seek#Behavior|Seek's]] crescendo. |
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Ambush% WR after The Hunt: First edition update. Ambush spawns in door 3.</ref>. |
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* As of The Hunt Update, it can be observed that ''Ambush'' deals 100 [[damage]], which means that it technically does not instantly kill players; if a player has an "over-heal" from a [[Vial of Starlight]], [[Bottle of Starlight]], or [[Jug of Starlight]], they will be able to survive a hit from ''Ambush''. The "Cough Drop" [[candy]] can also give the player enough overheal to survive. |
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* In the majority of successful runs, it is very likely that ''Ambush'' will spawn at least once. However, it is possible to complete the game without encountering ''Ambush'' (in which case, [[Halt]] would be almost guaranteed to spawn in that run). |
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* How early ''Ambush'' can spawn in a run has been changed twice: |
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** Before [[The Hotel+ Update]], it could spawn as early as Door 5.<ref>https://www.speedrun.com/roblox_doorsce/runs/mro4r5dm<nowiki/>Ambush% WR before the Hotel+ update.</ref> |
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***Although ''Ambush'' will usually spawn once each run, it can spawn up to two or three times. |
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** When The Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.<ref>https://www.speedrun.com/roblox_doorsce/runs/m7267j9z<nowiki/>Ambush% WR after Hotel+ but before the change. |
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*''Ambush''<nowiki/>'s hitbox operates off [https://create.roblox.com/docs/workspace/raycasting ray-casting], similar to [[Rush]]. This means that aside from closets and beds, players can hide anywhere that is outside of ''Ambush'''s line of "sight", such as basements, blocked stairwells, sub-rooms in locked rooms, and behind certain objects (these areas are known as "safe spots"). This strategy is recommended for beginners, as ''Ambush'' is difficult to survive by [[hiding]]. |
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Ambush spawns in door 3.</ref> |
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** However, as of the [[Update Logs|Hotel+ Update]], ''Ambush'' is able take random "paths" when it travels (which may inclu<nowiki/>de passing through walls), potentially causing it to enter safe spots. |
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* Although it is likely that ''Ambush'' will spawn at least once in a full run, it is possible to complete the game without encountering ''Ambush''. In contrast, ''Ambush'' can spawn up to 2, 3, or even 4 times in a single run.<ref>https://www.youtube.com/watch?v=apD6PcX_OPE</ref> |
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** This strategy can be applied to Rush as well, although Rush's [https://create.roblox.com/docs/workspace/raycasting ray-casting] is much smaller than ''Ambush''<nowiki/>'s. |
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* Entering [[The Dining Hall]] or [[The Bridges]] will despawn ''Ambush'' (unless the "Again & Again & Again" [[Modifiers|modifier]] is enabled). |
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**Another difference between ''Ambush''<nowiki/>'s ray-casting and Rush's ray-casting is that ''Ambu''<nowiki/>''sh'''s ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, do not protect players from ''Ambush''. |
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* Similar to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of ray-casting. This means that aside from intended [[hiding]] places, players can "hide" from ''Ambush'' by being in an area that is outside of its line of "sight," such as basements, blocked stairwells, sub-rooms, or behind or beside certain objects, or anywhere beyond its ray-casting distance. These areas are known as "safe spots." |
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***When using "shorter" safe spots (such as luggage carts) to "hide" from ''Ambush'', it is recommended that players crouch to reduce their chance of death. This is because crouching lowers the height of Humanoid<nowiki/>RootPart, which is ''Ambush's'' ray-cast destination. |
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* This may not work in th<nowiki/>e open as Ambush's hitbox is slightly farther then Rush's. |
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**Due to ''Ambush''<nowiki/>'s ray-casting, it is recommended for players to not hide inside closets or beds that are facing the previous room. |
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** Safe spots can also be applied to Rush. |
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**Watching ''Ambush'' approach the room a player is in before hiding poses a greater risk of death because of its very large hitbox. |
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** Hotel - To avoid dying, count the number of times you go through the door. The round trip counts as one visit. After this visit, leave the closet and go back in as soon as you hear him return. - Mines - In the mines, it's not like in the hotel. In Ambush's case, when you hear him coming. Look for two closets; why? Because as soon as you finish hiding in a closet, you'll hear a noise: it's Hide. But Ambush comes back several times, and if you try to hide in the same closet, Hide will stop you and Ambush will kill you. |
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*''Ambush'' will not attack in the following rooms unless an ''Ambush'' [[Modifiers|modifier]] is enabled: |
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** ''Ambush'' (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die. |
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**[[The Reception]] |
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** ''Ambush''<nowiki/>'s ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, will protect players from Rush, but not from ''Ambush''. |
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**[[Seek|Seek's]] Crescendos |
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*** To reduce their chance of [[Death Screen|death]], players should crouch while using "shorter" safe spots (e.g. luggage carts) to hide from ''Ambush''. This is because crouching lowers the height of their "HumanoidRootPart", which is ''Ambush''<nowiki/>'s ray-cast destination. |
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**[[Seek|Seek's]] Chases |
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** Previously, ''Ambush''<nowiki/>'s ray-casting distance was much larger than that of Rush. However, soon after [[The Mines]] Update, ''Ambush''<nowiki/>' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance. |
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**[[The Grand Hallway]] |
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** Ambush also has a <nowiki/>mechanic that is NOT part of raycasting that Rush does not have. You cannot look at Ambush unless in a <nowiki/>hiding spot (e.g. a Closet) or you'll take 100 damage, even if you're in a safe spot. |
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**[[The Library]] |
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* ''Ambush'' '''cannot''' spaw<nowiki/>n in the following rooms: |
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**[[The Courtyard]] (it can still pass through it if spawned in a previous door) |
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** Rooms with insufficient hiding spots (Can spawn with certain [[Modifiers]] or if number of players exceed 4) |
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**[[Hotel#Dark Rooms|Dark Rooms]], including [[The Greenhouse]], but not [[The Basement]] |
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** On The Hotel Doors: 1, 2, 49, 51, 62 |
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**[[Halt|Halt's]] Hallway |
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** On The Mines Doors: 101, 102, 137, 138, 139, 140, 141, 151, 198, 199. |
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**[[The Electrical Room]] |
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** [https://doors-game.fandom.com/wiki/The_Hotel#Dark_Rooms Dark rooms], including [[the Greenhouse]] which comprises Doors 90-99 (Can spawn with certain Modifiers) |
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**Any room lacking a [[hiding]] spot |
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** Safe rooms |
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*If a player dies while ''Ambush'' is still rebounding, the game will display text reading: ''"Wait until it is safe"'' on top of the [[Revive]] button until it despawns. |
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*** [[The Reception]], Door 0 |
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**This also occurs during the Seek chase, in Halt's corridor, and for any other approaching entities. |
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*** Hotel's Small library |
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**The 30-second timer only begins once the revive can be used. |
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*** Hotel's Skinny Hallway |
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*Entering Halt's hallway will normally despawn ''Ambush.'' |
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*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]). |
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*When ''Ambush'' is close to the player's room, the lighting will slightly dim to signal its arrival. The same goes for [[Rush]]. |
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*** [[Jeff Shop]], Door 53–59, 153–162 |
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*''Ambush'' will shake the screen slightly as it prepares to ambush the player. |
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*** [[The Rooms]]'s subfloor entrance. Door 60 |
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*Before the Hotel+ Update, ''Ambush'' flickered the lights before attacking. As of the Hotel+ Update, lights will no longer flicker prior to ''Ambush''<nowiki/>'s arrival, leaving players only able to easily identify ''Ambush'' spawning by its sound cues. |
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*** Mega Gate Basement, Door 61 |
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*If ''Ambush'' is to spawn in Rooms 2 or 3, or the second or third door after the Library, Halt's sequence, or a Seek chase, it would be harder to survive ''Ambush'' as it rebounds quicker due to it spawning less doors away. |
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*** Pre-Infirmary room |
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**The same applies to Rush, [[The Rooms#Entities|A-60]], and [[The Rooms#Entities|A-120]]. |
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*** [[The Infirmary]], variable |
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**The same also applies later on in the run, when the rooms despawning threshold is reduced to 4 or more notably 3. |
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*** Pre-Courtyard room, Door 88 |
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*** [[The Courtyard]], Door 89 |
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*** [[The Adit]], Door 100.5 |
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** [[Seek]]'s chases |
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*** The room previous from Seek intro chase room (The Hotel & The Mines). |
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*** The room after the seek chase (The Hotel & The Mines). |
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*** [[The Grand Hallway]], variable |
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*** [[The Caverns]], Doors 142–149 |
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*** [[The Sewage Pipes]], Doors 169–179 |
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** [[Halt]]'s sequences |
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*** The next or previous room from a [[Halt]] encounter (The Hotel & The Mines). |
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*** [[The Dining Hall]], variable |
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*** [[The Bridges]], variable |
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** Bossfight sequences |
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*** [[The Library]], Door 50 (Can spawn with certain Modifiers) |
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*** [[The Electrical Room]], Door 100 |
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*** [[The Shafts]], variable |
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*** [[The Nest]], Door 150 |
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*** [[The Dam]], Door 200 |
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* In The Mines, ''Ambush'' has a lower spawn rate than in [[The Hotel]]. |
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* The lighting will dim slightly when ''Ambush'' is close to a room a player is in. The same goes for Rush. |
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* ''Ambush'' will shake the screen the closer you are to it. |
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** Before the Hotel+ Update, the lights flickered when ''Ambush'' spawned. After the Hotel+ Update, the lights no longer flickered when ''Ambush'' spawned. In The Mines, ''Ambush'' causes an earthquake to start as a warning. |
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* Before the Hotel+ Update, ''Ambush'' would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timi<nowiki/>ng for Ambush (and Rush) is randomized, meaning that its spawn may be delayed by a few seconds after a new door is opened. |
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* ''Ambush'' used to be one of the very entities to break the lights. However, after The Mines update, ''Ambush'' no longer breaks the lights for unknow<nowiki/>n reasons. |
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* ''Ambush'' can spawn twice back to back in The Mines. |
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** ''Ambush'' can also spawn twice in The Hotel with only one door between each encounter. |
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===[[2023 April Fools Event| |
=== [[2023 April Fools Event|SUPER HARD MODE!!!]] === |
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*''Ambush'' has a greater chance of spawning earlier in the run. |
* ''Ambush'' has a greater chance of spawning earlier in the run. |
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* Since this happened during [[The Hotel+ Update]], ''Ambush'' still had its ability to break the lights. |
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*''Ambush'' can and is almost guaranteed to rebound more than 4 times, and has the chance to rebound 20+ times.{{Fact}} |
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* ''Ambush''<nowiki/>'s rebounding mechanic back then was different compared to now as this happened during The Hotel+ Update. |
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*In the [[2023 April Fools Event]], Ambush lasts longer than usual, this also applies for the "Back for Seconds" [[Modifiers|Modifier]]. |
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* ''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 10+ times.{{CN}} |
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=== [[ |
=== [[2024 April Fools Event|RETRO MODE]] === |
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* ''Ambush'' spawns more often. |
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=== [[2025 April Fools Event|PARTY MODE]] === |
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* If the "Again & Again & Again" modifier is enabled, ''Ambush'' will behave differently: |
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* ''Ambush'' rebounds only two times. |
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* ''Ambush''<nowiki/>'s first rebound is the same mechanic as it was before the Mines update. |
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** ''Ambush'' will only rebound once, always with its arrival sound cue previously. It will repeat this every 20-40 seconds. And can do it in every room (except during Seek chases and Halt encounters). |
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* ''Ambush''<nowiki/>'s second rebound is the current rebounding mechanic. |
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** ''Ambush'' will never despawn. |
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** Every ''Ambush'' that spawns will behave this way. And there can be more than once at the same time. |
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* If the "Afterimage" modifier is activated, ''Ambush'' will be faster. This modifier also secretly increases Ambush's spawn rate a little. |
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* If the "Back For Seconds" ambush always have a chance to spawn. His first appearance will likely be at between doors 30-40. However, he usually appears 1-2 times so it is a good modifier to add if you are trying to obtain “Not Five Stars” and “Hotel Hell”. |
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=== HOTEL- === |
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=={{Icons|Trivia}} Strategy== |
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* ''Ambush'' was more likely to spawn during 90-98 since Greenhouse didn't exist. |
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Because ''Ambush'' will mostly rebound multiple times,<ref>2-4 times</ref> if players linger in their hiding spot, [[Hide]] is likely to kick the player out of the space, which may result in death. This is made harder due to the fact that ''Ambush'' most often spawns after [[The Library]], where the time a player can hide is shorter. To counter this, the player should get in a hiding spot when ''Ambush'' is approaching and leave it when ''Ambush'' retreats, and then return to the spot as it approaches again, repeating this process whenever they hear ''Ambush'' returning. |
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* ''Ambush'' flickered the lights as a warning. |
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*Since ''Ambush'' usually spawns after the second Seek Chase, when ''[[Void]]''<nowiki/>[[Void|'s]] room despawning threshold is reduced to 3, it is not recommended for players to open the next door during ''Ambush''<nowiki/>'s attack unless they are planning to hide in the next room, as this means the player will have much less time to react when ''Ambush'' comes. |
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* ''Ambush'' still had its ability to break the lights as this happened in the early stages of the game (Before [[The Mines Update]]) |
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*Alternatively, the player can hide in a basement, a room with a blocked stairwell, or generally behind any objects that block the line of sight between ''Ambush'' and the player. However, do not hide behind smaller objects (plant, etc.) as Ambush can see through smaller objects, unlike [[Rush]]. |
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* ''Ambush''<nowiki/>'s rebounding mechanic was the same as in [[2023 April Fools Event|SUPER HARD MODE!!!]]. |
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* It is not recommended to hide from ''Ambush'' under a bed (and to instead opt for a closet), as the exiting and entering animations are slower than the closet animations. |
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* ''Ambush'' will rebound 1 to 6 times. |
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*A unique ambient sound is played when a door is opened and ''Ambush'' is spawned. The player will then have around 3 to 4 seconds before ''Ambush'' begins to attack them. |
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*If the player has made it far into the run, it is recommended to open each door and run in the general direction of a closet/safe spot. This will ensure that, if ''Ambush'' spawns, they will not die looking for a closet. |
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* As an alternative to all the items listed above, the player could use a [[crucifix]] against ''Ambush'', preventing it from attacking. |
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**This is extremely helpful, as ''Ambush'' is a difficult entity to survive. However, if the player is experienced at surviving ''Ambush'' whilst playing solo (or they have teammates who are experienced in multiplayer) it's best for the players to not use a crucifix with that motive, as it may be put to better use in The Greenhouse against [[Rush]] (if it catches the player off guard). |
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***When doing the above in a solo run, the player should consider trying to hide while holding the crucifix. If the player is caught while doing this, the crucifix will automatically be used, protecting the player. However, if the player successfully avoids ''Ambush'' while doing this, the crucifix will be kept and could be used for later. |
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**** Note that there is a small period lasting a few frames where the player is forced to put away the crucifix, but can still be killed when entering and exiting the hiding spot. Therefore, it is better to hide early than later in the time he is there. |
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*If ''Ambush'' were to spawn very close to the player, such as rooms 2, 3 or 4, or 2-3 rooms after the [[Seek]] chase, [[Library]], after [[Glitch]] or [[Void]] closing a door, or [[Halt]]'s sequence, ''Ambush'' would rebound quicker than normal, with its attack almost immediately ending due to the limited space he could rebound through. |
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**The same could be applied to Rush. |
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'''Tip:''' ''Don't hide under a bed with Ambush since it is harder to get back under them after getting out. The best places to hide are in a closet, or even better, in plain sight.'' |
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== |
=== Modifiers === |
||
* If the "Again & Again & Again" modifier is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways: |
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* '''Back For Seconds''': Ambush will attack more. '''''(+10% Knobs) (Requires 'Unbound')''''' |
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** It will first spawn/rebound on Door 7. |
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* '''Again & Again & Again''': Ambush will endlessly attack. '''''(+25% Knobs) (Requires 'Hotel Hell')''''' |
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** It will only rebound one time |
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* '''Afterimage''': Ambush will attack faster. '''''(+10% Knobs) (Requires 'Unbound')''''' |
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** If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into natural spawns again.{{CN}} |
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** Prior to The Mines Update, "Again & Again & Again" caused it to first spawn on Door 7 and rebound one time every 20–40 seconds, never fully despawning (however, auditory cues implied that it was despawning after each rebound). It could rebound in any room, except in Halt's Hallway and during Seek chases. More than one ''Ambush'' was able to spawn at the same time. |
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** This modifier is still bugged, as Ambush will not spawn at all past the first Seek chase in the Hotel though its warning cry will still play. |
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* If the "Back For Seconds" modifier is enabled, ''Ambush'' will spawn more frequently. |
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* If the "Afterimage" modifier is enabled, ''Ambush'' will travel much faster, and its spawn rate will slightly increase. |
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== {{Icons|Trivia}} Strategy == |
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==Bugs== |
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*For unknown reasons, the Rebound [[achievement]] was broken and unobtainable after the [[modifiers]] [[Update Logs|update]], but is now fixed. |
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*If the player has a weak internet connection or is playing on low graphics, ''Ambush'''s glow may remain in rooms until lighting updates. |
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*There were reports of a bug where, if the player dies to ''Ambush'', its jumpscare sound will loop infinitely. |
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**This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound stopped. |
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*When the Hotel+ Update was first released a bug occurred where ''Ambush'' would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse, however this was fixed shortly after release. |
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** This bug can still happen if players travelled through many rooms when ''Ambush'' is at the back. |
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*There was a bug where ''Ambush'' would clip through the floor of the room, causing the player to only see its eyes as they watched it rebound. |
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*There is a bug where if you open more doors after ''Ambush'' has done its first rebound, ''Ambush'' will not shatter the lights in the room/s that have just been opened when going through them. ''Ambush'' is most likely only meant to shatter the lights on the first rebound. |
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*There is a bug, where ''Ambush'' does not shatter the lights during its activity. |
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*There is a bug where coins may protect the player from dying to [[Rush]], ''Ambush'', [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. |
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*There is a bug where [[Snare]] may protect the player from dying to Rush, ''Ambush'', A-60 and A-120. |
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* There is currently a bug with the "Again & Again & Again" modifier that allows the player to select this modifier, if the player has "Hotel Hell" achievement, even if the player does not have the "Unbound" achievement. |
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* There is a bug where If the player hides in a hiding spot while ''Ambush'' is near it, ''Ambush'' would still be able to kill the player. |
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* There is a bug where if the player opens doors while ''Ambush'' is moving, sometimes Ambush will skip its normal path and will go in a straight line to the next unopened door. |
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* There is a extremely rare bug where if ''Ambush'' kills a player the next door will open. This possibly happens because a part of the player gets flinged into the door, causing it to open. |
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* There is really rare bug since The Backdoor update where ''Ambush'' randomly disappears for a few seconds and appears again where he disappeared. The same can happen with Rush and Blitz. |
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* In [[The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 87, its chances of spawning before [[The Library]] (Door 50) is 5%. It is most <nowiki/>likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[player]]s progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run. In the case of [[The Mines]], Ambush can spawn as early as Door 103 and as late as Door 197. |
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=={{Icons|Trivia}} Trivia== |
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* Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update. |
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*''Ambush'' is named after the fact that it "ambushes" the player.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Ambush ambushes."] – DoorsRoblox, Twitter</ref> |
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** If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s seq<nowiki/>uence, The Library, or [[Glitch]] closing a door, there will be fewer rooms between players and ''Ambush'' than there would be elsewhere. Therefore, ''Ambush'' will rebound more quickly; it is recommended that players prepare to [[Hiding|hide]] from ''Ambush'' more quickly. |
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*''Ambush'' was originally going to be classified as a "Mobble" entity, as an alternative version of [[Jack]]. |
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** If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilant for ''Ambush''<nowiki/>'s spawn cue as it'll be likely to have spawned instead of [[Rush]]. |
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*''Ambush'' is the fastest entity in the game, followed by Rush (excluding joke entities, such as [[2023 April Fools Event|April Fools]] entities and troll entities from KreekCraft's streams). |
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* Hiding: It is recommended players only hide once they hear ''Ambush'' coming through. As long as they do this, they can stay in the closet long enough for ''Ambush'' to rebound once. This can make it significantly easier as it removes the unpredictability of when they will come back, as well as significantly reducing the number of times players must hop in and out of closets. |
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*''Ambush'' is the only entity with multiple attack sounds (in which the pitch is always randomly generated, equaling infinite tones). |
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* Hide will take a little more time to kick players out of their hiding spots if Ambush is attacking. |
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*''Ambush''<nowiki/>'s scream comes from [https://www.roblox.com/library/8880765497 this audio]. |
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** Players must hop out quickly afterwards as in some cases if ''Ambush'' takes a longer time to rebound [[Hide]] will be on the verge of kicking them out. |
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*''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone. |
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** It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer. |
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*''Ambush''<nowiki/>'s jumpscare appears for players that try to exploit the game. That version of ''Ambush'' is called Anticheat ''Ambush''. |
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** It is recommended that players account for all visible hiding spots whenever they open a new door. This will ensure that they do not die while looking for a hiding spot if ''Ambush'' (or Rush) spawns. |
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** Prior to the [[Update Logs|Hotel+ update]], a unique [[Guiding Light]] message would be shown, reading that ''Ambush'' has killed them infinite times, along with "bruh" repeated multiple times. After the Hotel+ update, the message will display as if ''Ambush'' has killed the player regularly. |
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*** Hiding behind or beside smaller objects will generally not protect players from ''Ambush''. |
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** It also takes away 100 revives from the player because they tried to exploit. |
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** In [[The Mines]], Hide prevents players from hiding in the same hiding place more than once in a row, which means that at least two reachable hiding places are necessary to survive ''Ambush''; players must immediately run to the other hiding spot upon exiting one. |
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**Anticheat ''Ambush'' also spawns 100,000 studs away from the hotel and is used to trick exploits into thinking Ambush spawned. [[Rush]] and [[Removed Content|Dread]] will spawn as well.{{Fact}} |
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* Crucifying: Players can use a [[crucifix]] to "banish" ''Ambush''. Because crucifixes are a one-use [[Items|item]], it is best to only crucify ''Ambush'' when a player(s) is struggling to hide from ''Ambush''. |
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*Prior to the Hotel+ Update, ''Ambush'''s sequence would begin immediately when the next room's door is opened. As of now, there is a significant delay before it spawns. The same applies to [[Rush]], but not as often as ''Ambush''. |
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** It is recommended that players equip their crucifix while still attempting to survive ''Ambush'' by hiding or using a safe spot. By this method, players are largely protected from ''Ambush'' and may not necessarily have to use their crucifix to survive it. |
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**''Ambush'' can still spawn almost immediately after the next room is opened, as since the spawning time is randomized. |
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*** There is a small period (lasting a few frames) when entering and exiting hiding places in which crucifixes will be automatically unequipped (the same goes for all other items). Therefore, players will be vulnerable to ''Ambush'' during that period. |
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*''Ambush'' can rarely spawn while the player is in the [[The Basement]]. The player will be safe if they are in the basement and therefore not within the line of sight of the entity. |
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* Although very rarely, Ambush can spawn in Doors 152 in The Mines, and it can take a very long time to rebound and arrive. This is because The Nest and The First Seek Chase Rooms are not fully despawned, so ''Ambush'' moves through the First Seek Chase Rooms and The Nest. It is recommended to have a [[Crucifix]] with you just in case. |
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*''Ambush'' can also spawn in a room with no hiding spots, although the chances of this are probably very low.<ref>https://youtu.be/2twGxHHi8TI?t=1211</ref> |
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* Prior to the addition of [[The Greenhouse]] in the Hotel+ Update, ''Ambush'' could spawn in doors 90-98. In fact, it was very likely for it to spawn there. |
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**After the Hotel+ Update, ''Ambush'' usually spawns between Doors 79-89 after players complete Seek's 2nd chase, if it even spawns. |
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***''Ambush'' cannot spawn in the Greenhouse, though it can still go in there if the player opens the Greenhouse after ''Ambush'' has spawned. |
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* As of the [[Modifiers]] Update, If ''Ambush'' spawns in [[The Library]], it would go through all book "corridors" every rebound. |
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**[[Figure|The Figure]], however, does not follow this path due to its programming that make it select certain nodes to go to, however ''Ambush'' is programmed to go to every available node. |
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*It is possible that a UGC item may be based on ''Ambush''. <ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref> |
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*''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]] combining facial features that make images scary, with what resembles a front-facing Jack, and was edited.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref> |
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*''Ambush''<nowiki/>'s design wasn't difficult to draw, being mostly drawn in under a day.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000089547#4400000000000270713 Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day"] – Ghostly_Wowzers</ref> |
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*The image file for ''Ambush'' is called “scarywormface” as it is, referencing its 2nd original design. |
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*''Ambush''<nowiki/>'s magenta-green glow appears if a players graphics are set under 3.{{Fact}} |
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**The red aura on ''Ambush'' is only seen if the players graphics are nearly maxed. |
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* Should ''Ambush'' bleed, it can be killed, although it is unknown if it can bleed.<ref>[https://twitter.com/RediblesQW/status/1564306280549867520 Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed"] – Redibles, Twitter</ref> |
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*In a tweet by [[Lightning Splash|LSPLASH]], it is said that ''Ambush'' "tastes like green".<ref>[https://twitter.com/LightningSplash/status/1648140044857757696 Q: "what does ambush taste like" A: gree n"] – LSPLASH, Twitter</ref> |
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*''Ambush'' could be the strongest entity, if put in an arena with every other entity.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000159972 Q: If everything in the Hotel and Rooms were put into a Death Arena, which one would come out of it alive? A: oh, itll probably be ambush] -Ghostly_Wowzers</ref> |
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*Even though it's hard to see, Ambush has 4 rows of teeth. |
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== Jumpscare == |
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=={{Icons|Achievement}} Related achievements== |
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=== 1st Person === |
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''Ambush'' will appear from the distance and scream distortedly as it will quickly devour the screen in a small portion of time. |
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=== 3rd Person === |
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The [[player]] will be ran over and its upper half will snap. |
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== {{Icons|Modifiers}} Modifiers == |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound'|restrictedmodifiers='Again & Again & Again'|increase=10}} |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell'|restrictedmodifiers='Back For Seconds'|increase=25}} |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}} |
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== {{Icons|Bugs}} Bugs == |
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* The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Modifiers]] Update). It is now fixed. |
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* If [[players]] have a weak internet connection or are playing with low graphics settings, ''Ambush''<nowiki/>'s glow may remain in rooms for several seconds until lighting updates. |
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* ''Ambush'' (as well as Rush) currently has a "path bug". This bug is where ''Ambush'' would randomly<nowiki/> deviate from its path. The developers have not stated if they are going to fix this yet. |
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* At one point, if a player [[Death Screen|died]] to ''Ambush'', its jumpscare sound would loop indefinitely. |
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** This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound ceased. It is now fixed. |
|||
* When the Hotel+ Update was first released a bug occurred where ''Ambush'' would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse; however, this was fixed shortly after release. |
|||
** This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back. |
|||
* There was a bug where ''Ambush'' would clip through the floor of the room, causing players to only see its eyes as they watched it rebound. |
|||
* There was a bug where if you open more doors after ''Ambush'' has done its first rebound, ''Ambush'' will not shatter the lights in the room/s that have just been opened when going through them. ''Ambush'' was most likely only meant to shatter the lights on the first rebound. This is not the case anymore as ''Ambush'' no longer breaks the lights on the first rebound. |
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* There was a bug where ''Ambush'' wouldn't break the lights after killing a player. This happened because when Ambush killed a player, it would bounce back as if it finished its first rebound. This has been fixed. |
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* There is currently a bug where ''Ambush'' randomly rebounds on its path. This is likely to happen because ''Ambush'' might be entering and exiting from a different path instead of the previous door. The same bug happens with Rush, A-60 and Blitz. |
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* There was a bug where ''Ambush'' did not shatter the lights as it moved. This has a chance to have been made intentional as of The Mines update as ''Ambush'' no longer breaks the lights. |
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* There is a bug where if the player crucifies ''Ambush'' with the "Again and Again and Again" modifier, ''Ambush'' never spawns again until a natural ''Ambush'' spawns. |
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* There is currently a bug where if the player encounters a natural ''Ambush'' with the "Again and Again and Again" modifier, that ''Ambush'' with the modifier one will go on forever. |
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* There was a few bugs where if the "Again and Again and Again" modifier was activated, ''Ambush'' would rebound more than once, take a shortcut from outside the building to the next door (ignoring its path), come from the front and have no entrance sound from the second spawn and would spawn in the current room from the third spawn and would happen during every odd number spawn. All these bugs have been fixed. |
|||
* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated. |
|||
* There is a bug where ''Ambush'' can randomly kill you with no warning. There is no hint that this is patched yet. |
|||
* There was a bug where coins may protect players from dying to [[Rush]], ''Ambush'', [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. This has since been patched. |
|||
* There is a bug where [[Snare]] may protect players from dying to Rush, ''Ambush'', A-60 and A-120. |
|||
* There is currently a bug with the "Again & Again & Again" modifier that allows a player to select this modifier, if a player has "Hotel Hell" [[achievements|achievement]], even if a player does not have the "Unbound" achievement. |
|||
* There is a bug where if a player hides in a hiding spot while ''Ambush'' is near it, ''Ambush'' would still be able to kill players. |
|||
* There is a bug where if a player opens doors while ''Ambush'' is moving, sometimes ''Ambush'' will skip its normal path and will go in a straight line to the next unopened door. |
|||
* There is a very rare bug where if ''Ambush'' kills a player the next door will open. This happens because an invisible part of a player gets flung into the door, causing it to open. |
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** This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as [[Seek]]'s. |
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** The same can happen with Blitz and in extremely rare cases with Rush. |
|||
* There is a really rare bug since The Backdoor update where ''Ambush'' randomly disappears for a few seconds and appears again where it disappeared. The same can happen with Rush and Blitz. |
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* ''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated. |
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* There is a bug where if ''Ambush'' spawns and there are several opened doors, [[Void]] may manifest, teleporting all players into the latest opened room guaranteeing the death of every player. |
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* There is a bug that allows you to survive ''Ambush'' in [[The Mines]] by simply opening a drawer and crouching in its hitbox, but it's best not to rely on this as it's not guaranteed to work and will likely be patched in the future. This was most likely patched as of the Content Update.{{CN}} |
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* When The Mines update first came out, the "Again & Again & Again" modifier was broken. ''Ambush'' would only spawn at Door 7 and would never come back unless of a normal encounter. This was fixed later. |
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* ''Ambush'' may take up to one minute to rebound, likely due to a bug.<ref>Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597</ref> |
|||
* After The Mines update, ''Ambush's'' voice has completely broke and bugged, ''Ambush'' now only makes a sound when it reaches close to a player and rebounds. |
|||
* There"s a bug where if Ambush spawns past 190 in the mines its far audio will cut out after its first pass. |
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== {{Icons|Trivia}} Trivia == |
|||
* ''Ambush'' rarely spawns anymore. |
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* ''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{CN}} |
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* Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]''. It used to be A-60 before ''Ambush''<nowiki/>'s speed was increased in the Haunt update. |
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* ''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{CN}}). |
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* ''Ambush''<nowiki/>'s "scream" originates from an audio called [https://www.roblox.com/library/8880765497 GLITCHY SCREAM LOOP] from a user called [https://www.roblox.com/users/1175346963/profile#!/about Condecadence]. |
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* ''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone. |
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* ''Ambush''<nowiki/>'s jump-scare appears when [[player]]s try to exploit the game. This version of ''Ambush'' is called "Anti Cheat Ambush."{{Exploiting Inline}} |
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** Before the [[The Hotel+ Update]], a unique [[Guiding Light]] message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that ''Ambush'' has killed a player "infinite" times. ("btw ambush killed you infinite times so all your revives are gone sorry") |
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*** After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to ''Ambush'' typically. |
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** After dying to Anti-cheat ''Ambush'', 100 [[revives]] are removed from player's inventories. |
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** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}} |
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*** [[Rush]] and [[Dread]] will spawn as well.{{CN}} |
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* Before the Hotel+ Update, ''Ambush'' could, and was likely to, spawn in Doors 90–98. |
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** After the Hotel+ Update, Doors 90-98 were replaced by [[The Greenhouse]] where Ambush cannot spawn. Because of this, Ambush's likely now spawns between the second [[Seek]] chase and The Greenhouse. |
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* According to [[RediblesQW]], a ''DOORS'' developer, a future UGC item may be based on ''Ambush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref> |
|||
* According to RediblesQW, should ''Ambush'' bleed, it can be killed, though it is unknown if it can bleed.<ref>[https://twitter.com/RediblesQW/status/1564306280549867520 Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed"] – Redibles, Twitter</ref> |
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* ''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]], a ''DOORS'' developer, combining and editing facial features that make images "scary" with what resembles a front-facing [[Jack]].<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref> |
|||
* According to Ghostly Wowzers, ''Ambush'''s design was not difficult to draw and was mostly drawn in under a day.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000089547#4400000000000270713 Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day"] – Ghostly_Wowzers</ref> |
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* ''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{CN}} |
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* ''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{CN}} |
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** ''Ambush''<nowiki/>'s red aura is only present if a player's graphics are nearly maxed. |
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** ''Ambush''<nowiki/>'s red aura previously used to mistaken players to think "''A-60'' spawned with Ambush". |
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* ''Ambush'' is currently the only entity with multiple jumpscares. |
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* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses. |
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* In [[The Mines Update|The Mines update]], for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, the lights in the next room break on their own before Ambush initially attacks. |
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** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking. |
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== {{Icons|Achievement}} Related achievements == |
|||
<div style="overflow-y:scroll; height:320px; width:100%;"> |
<div style="overflow-y:scroll; height:320px; width:100%;"> |
||
{{Achievement |
{{Achievement |
||
Line 181: | Line 285: | ||
|image=Unbound Badge.png |
|image=Unbound Badge.png |
||
|text=Shut up, thanks. |
|text=Shut up, thanks. |
||
|text2=Use a Crucifix against ''Ambush''.}} |
|text2=Use a Crucifix against ''Ambush''.}}{{Achievement|text2=Steal a hiding spot from someone right before they die.|image=Betrayal Badge.png|title=Betrayal|text=Dibs!}}{{Achievement |
||
|image=In Plain Sight Badge.png |
|||
{{Achievement |
|||
|image=dripsight.png |
|||
|title=In Plain Sight |
|title=In Plain Sight |
||
|text=Quick, behind that conveniently shaped lamp! |
|text=Quick, behind that conveniently shaped lamp! |
||
Line 189: | Line 292: | ||
</div> |
</div> |
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=={{Icons|History}} History== |
== {{Icons|History}} History == |
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{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following changes:<br>- It was made slower, making it as fast as Rush.<br>- Its behavior was altered due to Hide’s rework and to increase its threat to players.<br>- Its hitbox was made significantly smaller, comparable to Rush, albeit a bit larger, allowing players to survive Ambush by being far enough from its path, much like Rush. <br>- Its arrival cue was made quieter, making it harder to tell when it spawns. <br>- Ambush no longer breaks the lights, relying on purely sound.}}{{Log |
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{{Log|March 30,2024|Ambush has a new modifier. The probability of Ambush generation is increased, and the probability of Ambush generation is higher. Ambush can be generated on Seek' Crescendo.Ambush starts checking for bug points, and as more and more bug points are checked, the probability of checking increases.}}{{Log|August 27,2023|Ambush has two modifiers,The round-trip interval is shorter and the generation probability is much lower.}}{{Log|April 1,2023|When the SUPER HARD MORE was updated, Ambush reverted to the traditional attack mode with shorter attack intervals.The build probability is reduced a little.}}{{Log |
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|1=January 28, 2023 |
|1=January 28, 2023 |
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|2=''Ambush'' no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for ''Ambush'' |
|2=''Ambush'' no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for ''Ambush''.}}{{Log|November 21, 2022|Anti-Cheat mechanic introduced{{Exploiting Inline}}}}{{Log|August 10, 2022|Introduced}} |
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|1=August 10, 2022 |
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|2=Introduced.}} |
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==Gallery== |
== {{Icons|Gallery}} Gallery == |
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<tabber> |
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|-|In-game= |
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<gallery widths="190"> |
<gallery widths="190"> |
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AmbushJump.gif|Ambush's jumpscare. |
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AmbushTowerJumpscare.gif|Ambush's jumpscare in the Tower Heroes x Doors event. |
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Ambushcrucifix.png|The [[crucifix]] being used on ''Ambush''. |
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File:AmbushUnusedOldestSprite.png|Ambush's unused sprite. |
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AmbushChained.png|Ditto, but in a different room. |
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Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace named "ScaryWormFace". (Note: This image is private) |
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AmbushReallyOld.png|Mobble, what ''Ambush'' was originally intended to be, also ''Ambush'' oldest design. |
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File:AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event. |
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File:Amblush.png|''Ambush''’s design in [[2024 April Fools Event]] |
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AmbushJump.gif|''Ambush''<nowiki/>'s jumpscare. |
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File:AmbushTowerJumpscare.gif|Ditto, but its Tower Heroes. |
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Ambushcrucifix.png|The [[Crucifix]] being used on ''Ambush''. |
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AmbushChained.png|''Ambush'' being chained by the Crucifix. |
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Rebound Badge.png|''Ambush''<nowiki/>'s badge image, Rebound. |
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AmbushComintoYourFace.png|''Ambush'' in a doorway. |
AmbushComintoYourFace.png|''Ambush'' in a doorway. |
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Ambush and screech.PNG|''Ambush'' |
Ambush and screech.PNG|''Ambush'' and [[Screech]]. |
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AmbushCrucifixBug.png|''Ambush'' |
AmbushCrucifixBug.png|''Ambush'', less than a millisecond away from killing a player. |
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Ambush appearing when the lights flicker..webp|''Ambush''<nowiki/>'s red glow |
Ambush appearing when the lights flicker..webp|''Ambush''<nowiki/>'s red glow, which can only be seen with nearly maxed graphics settings. |
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Ambush As seen in a wardrobe.png|''Ambush'' as seen in a |
Ambush As seen in a wardrobe.png|''Ambush'' as seen by a player [[hiding]] in a closet. |
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Close view of Ambush.png|A very close view of ''Ambush''. |
Close view of Ambush.png|A very close view of ''Ambush''. |
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Ambush28531.png|A far view of ''Ambush''. |
Ambush28531.png|A far view of ''Ambush''. |
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AmbushOldDoor99.jpg|''Ambush'' as seen by a player [[hiding]] under a bed in Door 99, prior to [[The Hotel+ Update]]. |
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AmbushComing.jpg|''Ambush'' about to kill a player. |
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AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to [[The Hotel+ Update]]. |
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AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug." |
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AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during its jumpscare. |
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Ceilingbush.jpg|''Ambush'' stuck in a chandelier. |
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A120Blue.jpg|''Ambush'' attacking alongside [[A-120]]. |
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</gallery> |
</gallery> |
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|-|Assets/Animations= |
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<gallery widths="190"> |
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Ambush animated.gif|''Ambush''<nowiki/>'s animation. |
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Scar ywormface.png|''Ambush'' without the glow effect. |
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AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects. |
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Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.{{CN}} |
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AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event. |
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Retro ambush.png|''Ambush''’s design in [[Retro Mode]] |
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AmbushFigure.png|Ambush's Phatmojo Mini Figure |
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</gallery> |
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|-|Other= |
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<gallery widths="190"> |
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Rebound Badge.png|The "Rebound" [[Achievement]]s image. |
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Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened. |
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AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{CN}} |
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</gallery> |
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</tabber> |
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=={{Icons|Gallery}} References== |
== {{Icons|Gallery}} References == |
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{{Reflist}} |
{{Scroll Box|content={{Reflist}}}} |
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=={{Icons|History}} Navigation== |
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{{Navigation}} |
{{Navigation}} |
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[[ru:Амбуш]] |
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[[es:Ambush]] |
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[[pt-br:Ambush]] |
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[[Category:Entities]] |
[[Category:Entities]] |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
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[[Category:Hostile Entities]] |
[[Category:Hostile Entities]] |
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[[Category:Lethal Entities]] |
[[Category:Lethal Entities]] |
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[[Category:Hotel]] |
[[Category:The Hotel]] |
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[[Category:The Mines]] |
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[[Category:Instakill Entities]] |
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[[ru:Амбуш]] |
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[[es:Ambush]] |
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[[pt-br:Ambush]] |
Latest revision as of 23:42, 17 July 2025
<infobox layout="stacked"> <title source="title"> <default>Ambush</default> <format>Ambush</format> </title>
<image source="image"></image> <group layout="vertical" show="complete"> <header>INFORMATION</header> <label>Type</label> <label>Behaviour</label> <label>Floors</label> <label>Damage</label> <label>Profit</label> <label>Health</label> <label>Spawn Rate</label> </group> <group layout="vertical" show="complete"> <header>ADDITIONAL INFORMATION</header> <label>Date Added</label> <label>Creator(s)</label> </group> <group layout="vertical" show="complete" collapse="closed"> <header>SOUND FILES</header> </group> </infobox> <choose uncached=""> <option>
"Coming back for seconds!"
- Rebound Achievement description
</option> <option>
"You died to Ambush. You might need to hop in and out of your hiding spot a couple of times."
- Guiding Light
</option>
</choose>
Ambush is a lethal uncommon entity in DOORS, appearing in both The Hotel and The Mines.
Appearance[edit | edit source]
<tabber> Version 3 (Current)= Ambush takes on the appearance of a distorted white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth,[1] a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. Ambush is much faster than Rush, and will rebound in an attempt to catch and kill the player off-guard when they least expect it.
|-| Version 2.5= Ambush's 2.5 version is similar to second version, although it doesn't have a red appendage and looks slightly darker, it's also has more teeth.
|-| Version 2= Ambush's 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as its eyes and mouth are both blood red. It has what looks to be a red appendage sticking out the bottom, and looking like a blood-like ghost.
|-| Version 1= Ambush's oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth.
</tabber>
Behavior[edit | edit source]
Ambush has a minimal but growing chance to appear as the player progress. In The Hotel, it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In The Mines, Ambush has a lower appearance probability and can also appear in rooms that follow.
Upon spawning, Ambush emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any players not in a hiding place or "safe spot" during its attack. When it reaches an unopened door, it passes through it (without opening) and into the next room, pausing briefly before turning around and retracing its steps through previous rooms. This behavior, known as rebounding, can occur between 3-4 times (up to 12 times before the Hotel+ Update, and 6 before The Mines Update) before despawning. When it reaches a closed door (doors close as players advance), it pauses for a few seconds before either disappearing or changing direction and repeating the process.
Notes[edit | edit source]
- After The Hunt Update, Ambush can spawn during Seek's crescendo.
- As of The Hunt Update, it can be observed that Ambush deals 100 damage, which means that it technically does not instantly kill players; if a player has an "over-heal" from a Vial of Starlight, Bottle of Starlight, or Jug of Starlight, they will be able to survive a hit from Ambush. The "Cough Drop" candy can also give the player enough overheal to survive.
- How early Ambush can spawn in a run has been changed twice:
- Before The Hotel+ Update, it could spawn as early as Door 5.[2]
- When The Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.[3]
- Although it is likely that Ambush will spawn at least once in a full run, it is possible to complete the game without encountering Ambush. In contrast, Ambush can spawn up to 2, 3, or even 4 times in a single run.[4]
- Entering The Dining Hall or The Bridges will despawn Ambush (unless the "Again & Again & Again" modifier is enabled).
- Similar to Rush, Ambush's hitbox operates off of ray-casting. This means that aside from intended hiding places, players can "hide" from Ambush by being in an area that is outside of its line of "sight," such as basements, blocked stairwells, sub-rooms, or behind or beside certain objects, or anywhere beyond its ray-casting distance. These areas are known as "safe spots."
- This may not work in the open as Ambush's hitbox is slightly farther then Rush's.
- Safe spots can also be applied to Rush.
- Hotel - To avoid dying, count the number of times you go through the door. The round trip counts as one visit. After this visit, leave the closet and go back in as soon as you hear him return. - Mines - In the mines, it's not like in the hotel. In Ambush's case, when you hear him coming. Look for two closets; why? Because as soon as you finish hiding in a closet, you'll hear a noise: it's Hide. But Ambush comes back several times, and if you try to hide in the same closet, Hide will stop you and Ambush will kill you.
- Ambush (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die.
- Ambush's ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, will protect players from Rush, but not from Ambush.
- To reduce their chance of death, players should crouch while using "shorter" safe spots (e.g. luggage carts) to hide from Ambush. This is because crouching lowers the height of their "HumanoidRootPart", which is Ambush's ray-cast destination.
- Previously, Ambush's ray-casting distance was much larger than that of Rush. However, soon after The Mines Update, Ambush' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance.
- Ambush also has a mechanic that is NOT part of raycasting that Rush does not have. You cannot look at Ambush unless in a hiding spot (e.g. a Closet) or you'll take 100 damage, even if you're in a safe spot.
- Ambush cannot spawn in the following rooms:
- Rooms with insufficient hiding spots (Can spawn with certain Modifiers or if number of players exceed 4)
- On The Hotel Doors: 1, 2, 49, 51, 62
- On The Mines Doors: 101, 102, 137, 138, 139, 140, 141, 151, 198, 199.
- Dark rooms, including the Greenhouse which comprises Doors 90-99 (Can spawn with certain Modifiers)
- Safe rooms
- The Reception, Door 0
- Hotel's Small library
- Hotel's Skinny Hallway
- Pre-Jeff shop room hallway (The Hotel & The Mines).
- Jeff Shop, Door 53–59, 153–162
- The Rooms's subfloor entrance. Door 60
- Mega Gate Basement, Door 61
- Pre-Infirmary room
- The Infirmary, variable
- Pre-Courtyard room, Door 88
- The Courtyard, Door 89
- The Adit, Door 100.5
- Seek's chases
- The room previous from Seek intro chase room (The Hotel & The Mines).
- The room after the seek chase (The Hotel & The Mines).
- The Grand Hallway, variable
- The Caverns, Doors 142–149
- The Sewage Pipes, Doors 169–179
- Halt's sequences
- The next or previous room from a Halt encounter (The Hotel & The Mines).
- The Dining Hall, variable
- The Bridges, variable
- Bossfight sequences
- The Library, Door 50 (Can spawn with certain Modifiers)
- The Electrical Room, Door 100
- The Shafts, variable
- The Nest, Door 150
- The Dam, Door 200
- In The Mines, Ambush has a lower spawn rate than in The Hotel.
- The lighting will dim slightly when Ambush is close to a room a player is in. The same goes for Rush.
- Ambush will shake the screen the closer you are to it.
- Before the Hotel+ Update, the lights flickered when Ambush spawned. After the Hotel+ Update, the lights no longer flickered when Ambush spawned. In The Mines, Ambush causes an earthquake to start as a warning.
- Before the Hotel+ Update, Ambush would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timing for Ambush (and Rush) is randomized, meaning that its spawn may be delayed by a few seconds after a new door is opened.
- Ambush used to be one of the very entities to break the lights. However, after The Mines update, Ambush no longer breaks the lights for unknown reasons.
- Ambush can spawn twice back to back in The Mines.
- Ambush can also spawn twice in The Hotel with only one door between each encounter.
SUPER HARD MODE!!![edit | edit source]
- Ambush has a greater chance of spawning earlier in the run.
- Since this happened during The Hotel+ Update, Ambush still had its ability to break the lights.
- Ambush's rebounding mechanic back then was different compared to now as this happened during The Hotel+ Update.
- Ambush is almost guaranteed to rebound more than 4 times and has the chance to rebound 10+ times.[citation needed]
RETRO MODE[edit | edit source]
- Ambush spawns more often.
PARTY MODE[edit | edit source]
- Ambush rebounds only two times.
- Ambush's first rebound is the same mechanic as it was before the Mines update.
- Ambush's second rebound is the current rebounding mechanic.
HOTEL-[edit | edit source]
- Ambush was more likely to spawn during 90-98 since Greenhouse didn't exist.
- Ambush flickered the lights as a warning.
- Ambush still had its ability to break the lights as this happened in the early stages of the game (Before The Mines Update)
- Ambush's rebounding mechanic was the same as in SUPER HARD MODE!!!.
- Ambush will rebound 1 to 6 times.
Modifiers[edit | edit source]
- If the "Again & Again & Again" modifier is enabled, Ambush's behavior will change in multiple ways:
- It will first spawn/rebound on Door 7.
- It will only rebound one time
- If players crucify Ambush, its spawn may be temporarily delayed into natural spawns again.[citation needed]
- Prior to The Mines Update, "Again & Again & Again" caused it to first spawn on Door 7 and rebound one time every 20–40 seconds, never fully despawning (however, auditory cues implied that it was despawning after each rebound). It could rebound in any room, except in Halt's Hallway and during Seek chases. More than one Ambush was able to spawn at the same time.
- This modifier is still bugged, as Ambush will not spawn at all past the first Seek chase in the Hotel though its warning cry will still play.
- If the "Back For Seconds" modifier is enabled, Ambush will spawn more frequently.
- If the "Afterimage" modifier is enabled, Ambush will travel much faster, and its spawn rate will slightly increase.
Strategy[edit | edit source]
- In The Hotel, Ambush can spawn as early as Door 2 and as late as Door 87, its chances of spawning before The Library (Door 50) is 5%. It is most likely to spawn after The Library (Door 50); Ambush's chance to spawn, which increases to 6.66% as players progress, is somewhat small. Ambush is likely to spawn at least once in a full run. In the case of The Mines, Ambush can spawn as early as Door 103 and as late as Door 197.
- Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update.
- If Ambush spawns in Doors 2, 3, or 4, or 2-3 rooms after a Seek chase, Halt's sequence, The Library, or Glitch closing a door, there will be fewer rooms between players and Ambush than there would be elsewhere. Therefore, Ambush will rebound more quickly; it is recommended that players prepare to hide from Ambush more quickly.
- If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilant for Ambush's spawn cue as it'll be likely to have spawned instead of Rush.
- Hiding: It is recommended players only hide once they hear Ambush coming through. As long as they do this, they can stay in the closet long enough for Ambush to rebound once. This can make it significantly easier as it removes the unpredictability of when they will come back, as well as significantly reducing the number of times players must hop in and out of closets.
- Hide will take a little more time to kick players out of their hiding spots if Ambush is attacking.
- Players must hop out quickly afterwards as in some cases if Ambush takes a longer time to rebound Hide will be on the verge of kicking them out.
- It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer.
- It is recommended that players account for all visible hiding spots whenever they open a new door. This will ensure that they do not die while looking for a hiding spot if Ambush (or Rush) spawns.
- Hiding behind or beside smaller objects will generally not protect players from Ambush.
- In The Mines, Hide prevents players from hiding in the same hiding place more than once in a row, which means that at least two reachable hiding places are necessary to survive Ambush; players must immediately run to the other hiding spot upon exiting one.
- Crucifying: Players can use a crucifix to "banish" Ambush. Because crucifixes are a one-use item, it is best to only crucify Ambush when a player(s) is struggling to hide from Ambush.
- It is recommended that players equip their crucifix while still attempting to survive Ambush by hiding or using a safe spot. By this method, players are largely protected from Ambush and may not necessarily have to use their crucifix to survive it.
- There is a small period (lasting a few frames) when entering and exiting hiding places in which crucifixes will be automatically unequipped (the same goes for all other items). Therefore, players will be vulnerable to Ambush during that period.
- It is recommended that players equip their crucifix while still attempting to survive Ambush by hiding or using a safe spot. By this method, players are largely protected from Ambush and may not necessarily have to use their crucifix to survive it.
- Although very rarely, Ambush can spawn in Doors 152 in The Mines, and it can take a very long time to rebound and arrive. This is because The Nest and The First Seek Chase Rooms are not fully despawned, so Ambush moves through the First Seek Chase Rooms and The Nest. It is recommended to have a Crucifix with you just in case.
Jumpscare[edit | edit source]
1st Person[edit | edit source]
Ambush will appear from the distance and scream distortedly as it will quickly devour the screen in a small portion of time.
3rd Person[edit | edit source]
The player will be ran over and its upper half will snap.
Modifiers Modifiers[edit | edit source]
"Ambush will attack more."
Requires 'Unbound'
Cannot be used with: 'Again & Again & Again'
Floors: The Hotel, The Mines
Bugs[edit | edit source]
- The "Rebound" achievement was broken and unobtainable after August 26, 2023 (the Modifiers Update). It is now fixed.
- If players have a weak internet connection or are playing with low graphics settings, Ambush's glow may remain in rooms for several seconds until lighting updates.
- Ambush (as well as Rush) currently has a "path bug". This bug is where Ambush would randomly deviate from its path. The developers have not stated if they are going to fix this yet.
- At one point, if a player died to Ambush, its jumpscare sound would loop indefinitely.
- This was due to EchoSoundEffects being applied to Ambush's jumpscare even after the sound ceased. It is now fixed.
- When the Hotel+ Update was first released a bug occurred where Ambush would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse; however, this was fixed shortly after release.
- This bug can still happen if players traveled through many rooms when Ambush is at the back.
- There was a bug where Ambush would clip through the floor of the room, causing players to only see its eyes as they watched it rebound.
- There was a bug where if you open more doors after Ambush has done its first rebound, Ambush will not shatter the lights in the room/s that have just been opened when going through them. Ambush was most likely only meant to shatter the lights on the first rebound. This is not the case anymore as Ambush no longer breaks the lights on the first rebound.
- There was a bug where Ambush wouldn't break the lights after killing a player. This happened because when Ambush killed a player, it would bounce back as if it finished its first rebound. This has been fixed.
- There is currently a bug where Ambush randomly rebounds on its path. This is likely to happen because Ambush might be entering and exiting from a different path instead of the previous door. The same bug happens with Rush, A-60 and Blitz.
- There was a bug where Ambush did not shatter the lights as it moved. This has a chance to have been made intentional as of The Mines update as Ambush no longer breaks the lights.
- There is a bug where if the player crucifies Ambush with the "Again and Again and Again" modifier, Ambush never spawns again until a natural Ambush spawns.
- There is currently a bug where if the player encounters a natural Ambush with the "Again and Again and Again" modifier, that Ambush with the modifier one will go on forever.
- There was a few bugs where if the "Again and Again and Again" modifier was activated, Ambush would rebound more than once, take a shortcut from outside the building to the next door (ignoring its path), come from the front and have no entrance sound from the second spawn and would spawn in the current room from the third spawn and would happen during every odd number spawn. All these bugs have been fixed.
- There is a bug where you can void Ambush if the "Again and Again and Again" modifier was activated.
- There is a bug where Ambush can randomly kill you with no warning. There is no hint that this is patched yet.
- There was a bug where coins may protect players from dying to Rush, Ambush, A-60, A-120 and Blitz. This has since been patched.
- There is a bug where Snare may protect players from dying to Rush, Ambush, A-60 and A-120.
- There is currently a bug with the "Again & Again & Again" modifier that allows a player to select this modifier, if a player has "Hotel Hell" achievement, even if a player does not have the "Unbound" achievement.
- There is a bug where if a player hides in a hiding spot while Ambush is near it, Ambush would still be able to kill players.
- There is a bug where if a player opens doors while Ambush is moving, sometimes Ambush will skip its normal path and will go in a straight line to the next unopened door.
- There is a very rare bug where if Ambush kills a player the next door will open. This happens because an invisible part of a player gets flung into the door, causing it to open.
- This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as Seek's.
- The same can happen with Blitz and in extremely rare cases with Rush.
- There is a really rare bug since The Backdoor update where Ambush randomly disappears for a few seconds and appears again where it disappeared. The same can happen with Rush and Blitz.
- Ambush can be delayed when crucified when the "Again & Again & Again" Modifier is activated.
- There is a bug where if Ambush spawns and there are several opened doors, Void may manifest, teleporting all players into the latest opened room guaranteeing the death of every player.
- There is a bug that allows you to survive Ambush in The Mines by simply opening a drawer and crouching in its hitbox, but it's best not to rely on this as it's not guaranteed to work and will likely be patched in the future. This was most likely patched as of the Content Update.[citation needed]
- When The Mines update first came out, the "Again & Again & Again" modifier was broken. Ambush would only spawn at Door 7 and would never come back unless of a normal encounter. This was fixed later.
- Ambush may take up to one minute to rebound, likely due to a bug.[5]
- After The Mines update, Ambush's voice has completely broke and bugged, Ambush now only makes a sound when it reaches close to a player and rebounds.
- There"s a bug where if Ambush spawns past 190 in the mines its far audio will cut out after its first pass.
Trivia[edit | edit source]
- Ambush rarely spawns anymore.
- Ambush was originally going to be classified as a "Mobble" entity, an alternative version of Jack.[citation needed]
- Excluding non-canon entities, Ambush is the fastest entity in DOORS. It used to be A-60 before Ambush's speed was increased in the Haunt update.
- Ambush is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones[citation needed]).
- Ambush's "scream" originates from an audio called GLITCHY SCREAM LOOP from a user called Condecadence.
- Ambush's scream is in the form of a Shepard's tone.
- Ambush's jump-scare appears when players try to exploit the game. This version of Ambush is called "Anti Cheat Ambush."[exploits]
- Before the The Hotel+ Update, a unique Guiding Light message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that Ambush has killed a player "infinite" times. ("btw ambush killed you infinite times so all your revives are gone sorry")
- After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to Ambush typically.
- After dying to Anti-cheat Ambush, 100 revives are removed from player's inventories.
- Anti-cheat Ambush is used to "trick exploits" into thinking that Ambush has spawned typically.[citation needed]
- Before the The Hotel+ Update, a unique Guiding Light message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that Ambush has killed a player "infinite" times. ("btw ambush killed you infinite times so all your revives are gone sorry")
- Before the Hotel+ Update, Ambush could, and was likely to, spawn in Doors 90–98.
- After the Hotel+ Update, Doors 90-98 were replaced by The Greenhouse where Ambush cannot spawn. Because of this, Ambush's likely now spawns between the second Seek chase and The Greenhouse.
- According to RediblesQW, a DOORS developer, a future UGC item may be based on Ambush.[6]
- According to RediblesQW, should Ambush bleed, it can be killed, though it is unknown if it can bleed.[7]
- Ambush's design was created by Ghostly Wowzers, a DOORS developer, combining and editing facial features that make images "scary" with what resembles a front-facing Jack.[8][9]
- According to Ghostly Wowzers, Ambush's design was not difficult to draw and was mostly drawn in under a day.[10]
- Ambush's image file is titled “scarywormface”, referencing its 2nd original design.[citation needed]
- Ambush's magenta-green glow is present if a player's graphics are set under 3.[citation needed]
- Ambush's red aura is only present if a player's graphics are nearly maxed.
- Ambush's red aura previously used to mistaken players to think "A-60 spawned with Ambush".
- Ambush is currently the only entity with multiple jumpscares.
- Ambush and Glitch could be connected, as they both share the glitchy effect that Glitch possesses.
- In The Mines update, for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, the lights in the next room break on their own before Ambush initially attacks.
- If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking.
Related achievements[edit | edit source]
Rebound
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Unbound
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Betrayal
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In Plain Sight
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History[edit | edit source]
- It was made slower, making it as fast as Rush.
- Its behavior was altered due to Hide’s rework and to increase its threat to players.
- Its hitbox was made significantly smaller, comparable to Rush, albeit a bit larger, allowing players to survive Ambush by being far enough from its path, much like Rush.
- Its arrival cue was made quieter, making it harder to tell when it spawns.
- Ambush no longer breaks the lights, relying on purely sound.
Gallery[edit | edit source]
<tabber> |-|In-game=
The crucifix being used on Ambush.
Ambush and Screech.
Ambush as seen by a player hiding in a closet.
- Error creating thumbnail: File missing
Ambush as seen by a player hiding under a bed in Door 99, prior to The Hotel+ Update.
- Error creating thumbnail: File missing
Ambush about to kill a player.
- Error creating thumbnail: File missing
Ambush as seen by a player "hiding" inside of a vent prior to The Hotel+ Update.
- Error creating thumbnail: File missing
Ambush outside of a hallway's window; experiencing a "path bug."
- Error creating thumbnail: File missing
Ambush's face engulfing the entire screen during its jumpscare.
- Error creating thumbnail: File missing
Ambush stuck in a chandelier.
- Error creating thumbnail: File missing
Ambush attacking alongside A-120.
|-|Assets/Animations=
- Scar ywormface.png
Ambush without the glow effect.
- Retro ambush.png
Ambush’s design in Retro Mode
|-|Other=
The "Rebound" Achievements image.
</tabber>
References[edit | edit source]
- ↑ https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpgA extremely brightened version of Ambush's unused sprite (original ambush sprite currently but red and glitchless) which showed that they have 3 rows of inner teeth.
- ↑ https://www.speedrun.com/roblox_doorsce/runs/mro4r5dmAmbush% WR before the Hotel+ update.
- ↑ https://www.speedrun.com/roblox_doorsce/runs/m7267j9zAmbush% WR after Hotel+ but before the change. Ambush spawns in door 3.
- ↑ https://www.youtube.com/watch?v=apD6PcX_OPE
- ↑ Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597
- ↑ "(ambush too)" – Redibles, Twitter
- ↑ Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed" – Redibles, Twitter
- ↑ "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush." – Ghostly_Wowzers
- ↑ "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick" – Ghostly_Wowzers
- ↑ Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day" – Ghostly_Wowzers