(→Notes) |
|||
(27 intermediate revisions by 15 users not shown) | |||
Line 1: | Line 1: | ||
{{About|Rush|[[RNIUSHCg==]], the glitched counterpart of Rush}} |
{{About|Rush|[[RNIUSHCg==]], the glitched counterpart of Rush}} |
||
{{Entities |
{{Entities |
||
|title= Rush |
|title = Rush |
||
|image=Rush1.png |
|image = Rush1.png |
||
|attack= |
|attack = Rushes through multiple rooms, killing anyone who is not hiding and in its sight. |
||
|damage= |
|damage = {{Icons|Damage}} 125 |
||
|date_added = August 10, 2022 |
|||
*{{Icons|Damage}} 125 |
|||
|creator(s) = [[Ghostly_Wowzers]] |
|||
*{{Icons|Damage}} 100 (PARTY MODE) |
|||
|floors = |
|||
*{{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-) |
|||
|date_added= August 10, 2022 |
|||
|creator(s)= *[[Ghostly_Wowzers]] |
|||
|floors= Canon Floors |
|||
* [[The Hotel]] |
* [[The Hotel]] |
||
* [[The Mines]] |
* [[The Mines]] |
||
|sound1 = *'''Ambients''' |
|||
* [[Floor 3]] (Very Likely) |
|||
Non-Canon Floors |
|||
* [[SUPER HARD MODE!!!]] (In clone forms/normal form) |
|||
* [[Retro Mode]] |
|||
*[[2025 April Fools Event|PARTY MODE]] |
|||
Other Floors |
|||
*HOTEL- |
|||
|sound1= *'''Ambients''' |
|||
Far [[File:RushFarSound.mp3]] |
Far [[File:RushFarSound.mp3]] |
||
Near [[File:RushSoundNear.mp3]] |
Near [[File:RushSoundNear.mp3]] |
||
|sound2= *'''Jumpscares''' |
|sound2 = *'''Jumpscares''' |
||
Static Used In Jumpscare |
Static Used In Jumpscare |
||
[[File:RushJumpscareStatic.mp3]] |
[[File:RushJumpscareStatic.mp3]] |
||
Line 30: | Line 20: | ||
Kill |
Kill |
||
[[File:RushKill.mp3]] |
[[File:RushKill.mp3]] |
||
|sound3= *'''Miscellaneous''' |
|sound3 = *'''Miscellaneous''' |
||
Crucified (WARNING: LOUD!) [[File:RUSHCRUCIFIX.MP3]] |
Crucified (WARNING: LOUD!) [[File:RUSHCRUCIFIX.MP3]] |
||
Fakeouts [[File:FakeoutRushMerged.mp3]] |
Fakeouts [[File:FakeoutRushMerged.mp3]] |
||
Line 37: | Line 27: | ||
[[File:2D Entities Scream.wav]] |
[[File:2D Entities Scream.wav]] |
||
Earthquake (Mines) [[File:EarthquakeSFX.ogg]] |
Earthquake (Mines) [[File:EarthquakeSFX.ogg]] |
||
|sound4= *'''Lights''' |
|sound4 = *'''Lights''' |
||
Bulb Flicker |
Bulb Flicker |
||
[[File:BulbFlicker.wav]] |
[[File:BulbFlicker.wav]] |
||
Bulb Break [[File:BulbBreak.wav]] |
Bulb Break [[File:BulbBreak.wav]] |
||
|type=Hostile ( |
|type = Hostile (Lethal) |
||
|spawnRate = <!--TBA--> |
|||
}} |
|||
<choose> |
<choose> |
||
<option>{{Quote|I'm walkin' here!|'''Out Of My Way''' [[Achievement]] description}}</option> |
<option>{{Quote|I'm walkin' here!|'''Out Of My Way''' [[Achievement]] description}}</option> |
||
<option>{{Quote|You died to Rush... Pay attention to any cues that may hint at its |
<option>{{Quote|You died to who you call Rush... Pay attention to any cues that may hint at its attack.|[[Guiding Light]]}}</option> |
||
</choose> |
</choose> |
||
'''Rush''' is a major hostile [[List of Entities|entity]] in ''[[DOORS]]''. It is one of the most frequent threats in both [[The Hotel]] and [[The Mines]]. |
'''Rush''' is a major hostile [[List of Entities|entity]] in ''[[DOORS]]''. It is one of the most frequent threats in both [[The Hotel]] and [[The Mines]]. |
||
== {{Icons|Overview}} Appearance == |
== {{Icons|Overview}} Appearance == |
||
''Rush'' appears as a dark gray skull-like face shrouded in a thick dark blue/black smoke with a dense aura. It has a large open smile, and parts of its face are distorted and hollowed out. Two black holes in the center of its face depict eyes, and it has a distorted nose that also fuses itself with other holes. Its lower jaw is also fully broken with its teeth randomly aligned. |
''Rush'' appears as a dark gray skull-like face shrouded in a thick dark blue/black smoke with a dense aura. It has a large open smile, and parts of its face are distorted and hollowed out. Two black holes in the center of its face depict eyes, and it has a distorted nose that also fuses itself with other holes. Its lower jaw is also fully broken with its teeth randomly aligned. |
||
=={{Icons|Behavior}} Behavior== |
== {{Icons|Behavior}} Behavior == |
||
In |
In The Hotel, ''Rush''<nowiki/>'s spawn is signaled by the lights flickering for approximately 1.5 seconds. After a few seconds, ''Rush'' will begin to quickly dash through rooms, shattering most of the lights that it passes (rooms ''Rush'' darkens are considered dark rooms, meaning that Screech can spawn in them) while emitting a unique scream/audio, which progressively increases in volume as it approaches a player. When ''Rush'' is near a room that a player is in, the lighting will dim slightly. A player entering ''Rush's'' "line of sight" at any point will result in an instant [[Death Screen|death]]<ref>Formerly, in main game gameplay</ref>; the intended and guaranteed method to survive ''Rush'' is for players to be [[hiding]] when it passes them. |
||
When ''Rush'' reaches an unopened door, it will open that door, travel through the subsequent room, and despawn once it reaches the unopened door of that room (in [[The Greenhouse]] ( |
When ''Rush'' reaches an unopened door, it will open that door, travel through the subsequent room, and despawn once it reaches the unopened door of that room (in [[The Greenhouse]] (Doors 90-98) or locked rooms, ''Rush'' does not despawn like this; instead, it immediately despawns upon reaching an unopened door). |
||
In The Hotel, ''Rush'' can spawn as early as Door 3 and as late as Door 98,{{Fact}} with its typical first spawn being between doors 10-15. Once players pass [[The Library]] (Door 50), ''Rush''<nowiki/>'s spawn chance will increase slighty, and increase significantly in [[The Greenhouse]], where it travels at a faster pace |
In The Hotel, ''Rush'' can spawn as early as Door 3 and as late as Door 98,{{Fact}} with its typical first spawn being between doors 10-15. Once players pass [[The Library]] (Door 50), ''Rush''<nowiki/>'s spawn chance will increase slighty, and increase significantly in [[The Greenhouse]], where it travels at a faster pace.<ref>3 rooms will remain unclosed until being closed off.</ref> ''Rush'' is able to spawn during [[Seek|Seek's]] crescendo. |
||
In [[The Mines]], ''Rush's'' behavior is similar to that of The Hotel, with |
In [[The Mines]], ''Rush's'' behavior is similar to that of The Hotel, with some key differences. For example, in addition to flickering lights, earthquakes will also signal ''Rush's'' spawn. When an earthquake occurs, the room will shake, and an audible rumbling sound can be heard. The another difference is that ''Rush'' is able to attack from ahead of players; it will spawn behind an unopened door, wait for several seconds, and then open that door, traveling through rooms in reverse order. |
||
===Notes=== |
=== Notes === |
||
* ''Rush'''s hitbox operates off of [https://create.roblox.com/docs/workspace/raycasting raycasting], meaning that players are able to avoid Rush by staying out of its line of sight, such as keeping a safe distance or positioning yourself behind specific objects. |
* ''Rush''<nowiki/>'s hitbox operates off of [https://create.roblox.com/docs/workspace/raycasting raycasting], meaning that players are able to avoid ''Rush'' by staying out of its line of sight, such as keeping a safe distance or positioning yourself behind specific objects. |
||
** The [[achievement]] "In Plain Sight" is granted when a player dodges ''Rush'' (or [[Ambush]], who operates off of similar raycasting) this way for the first time. |
** The [[achievement]] "In Plain Sight" is granted when a player dodges ''Rush'' (or [[Ambush]], who operates off of similar raycasting) this way for the first time. |
||
* After [[ |
* After [[The Hunt Update]], ''Rush'' can spawn in [[Seek|Seek's]] Crescendo. |
||
* ''Rush'' cannot spawn in the following areas: |
* ''Rush'' cannot spawn in the following areas: |
||
** Rooms |
** Rooms without hiding spots (Can spawn with certain [[Modifiers]]) |
||
** On [[The Hotel]] 1, 2, 49, 51, 62, 90, 99. |
** On [[The Hotel]] 1, 2, 49, 51, 62, 90, 99. |
||
** On [[The Mines]] 101, 102, 137, 138, 139, 140, 141, 151, 198, 199. |
** On [[The Mines]] 101, 102, 137, 138, 139, 140, 141, 151, 198, 199. |
||
Line 73: | Line 67: | ||
*** Hotel's Skinny Hallway |
*** Hotel's Skinny Hallway |
||
*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]). |
*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]). |
||
*** [[Jeff Shop]], Door 53 - 59 |
*** [[Jeff Shop]], Door 53 - 59. 153-162 |
||
*** [[The Rooms]]'s subfloor entrance. Door 60 |
*** [[The Rooms]]'s subfloor entrance. Door 60 |
||
*** Mega Gate Basement, Door 61 |
*** Mega Gate Basement, Door 61 |
||
Line 83: | Line 77: | ||
** [[Seek]]'s chases |
** [[Seek]]'s chases |
||
*** The room previous from Seek intro chase room (The Hotel & The Mines). |
*** The room previous from Seek intro chase room (The Hotel & The Mines). |
||
*** The room after the Seek chase |
*** The room after the Seek chase (The Hotel & The Mines). |
||
*** [[The Grand Hallway]], variable |
*** [[The Grand Hallway]], variable |
||
*** [[The Caverns]], Doors 142-149 |
*** [[The Caverns]], Doors 142-149 |
||
*** [[The Sewage Pipes]], Doors 170-180 |
*** [[The Sewage Pipes]], Doors 170-180 |
||
** [[Halt]]'s sequences |
** [[Halt]]'s sequences |
||
*** The next |
*** The next and previous room from a [[Halt]] encounter. (The Hotel & The Mines). |
||
*** [[The Dining Hall]], variable |
*** [[The Dining Hall]], variable |
||
*** [[The Bridges]], variable |
*** [[The Bridges]], variable |
||
Line 97: | Line 91: | ||
*** [[The Nest]], Door 150 |
*** [[The Nest]], Door 150 |
||
*** [[The Dam]], Door 200 |
*** [[The Dam]], Door 200 |
||
*It is recommended to hide when hearing Rush's scream, so that the player can have enough time to wait for ''Rush'' to pass and do not have to worry about [[Hide]]. |
* It is recommended to hide when hearing ''Rush's'' scream, so that the player can have enough time to wait for ''Rush'' to pass and do not have to worry about [[Hide]]. |
||
* ''Rush'', when spawning, will take 11-15 seconds to rush through any [[The Greenhouse|Greenhouse]] room. |
* ''Rush'', when spawning, will take 11-15 seconds to rush through any [[The Greenhouse|Greenhouse]] room. |
||
** Given this, you know to pay attention the most around 10 seconds after opening a door, and when hearing ''Rush'', quickly getting inside a locker. |
** Given this, you know to pay attention the most around 10 seconds after opening a door, and when hearing ''Rush'', quickly getting inside a locker. |
||
Line 104: | Line 97: | ||
*** Keep in mind that [[Hide]] has been slightly buffed in [[2024 Trick Or Treat Event|the Haunt update]], and it won't let you hide any longer than 4.5 seconds in the Greenhouse. |
*** Keep in mind that [[Hide]] has been slightly buffed in [[2024 Trick Or Treat Event|the Haunt update]], and it won't let you hide any longer than 4.5 seconds in the Greenhouse. |
||
** This wasn't the case before the Haunt update, where ''Rush'' would take exactly 10 seconds from opening a door to attack. The time window between hearing ''Rush'' and it attacking used to be significantly smaller, but hiding on the 9th second from opening the door would result in guaranteed success. |
** This wasn't the case before the Haunt update, where ''Rush'' would take exactly 10 seconds from opening a door to attack. The time window between hearing ''Rush'' and it attacking used to be significantly smaller, but hiding on the 9th second from opening the door would result in guaranteed success. |
||
*Sometimes, the lights will flicker but Rush wouldn't spawn, likely to startle players or it is Seek's eyes that blink |
*Sometimes, the lights will flicker but ''Rush'' wouldn't spawn, likely to startle players or it is Seek's eyes that blink |
||
* ''Rush'' is one of the many entities capable of breaking lights. ''Rush'' will break the lights of the rooms as it rushes through them. |
* ''Rush'' is one of the many entities capable of breaking lights. ''Rush'' will break the lights of the rooms as it rushes through them. |
||
** There are a few exceptions where ''Rush'' is uncapable of breaking the lights. Some of them are [[The Reception]], [[The Library]] and [[The Electrical Room]]. |
** There are a few exceptions where ''Rush'' is uncapable of breaking the lights. Some of them are [[The Reception]], [[The Library]] and [[The Electrical Room]]. |
||
Line 111: | Line 104: | ||
*** ''Rush'' could open the entrance to The Library before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier). |
*** ''Rush'' could open the entrance to The Library before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier). |
||
*** ''Rush'' could open Greenhouse doors before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier), as they had the same appearance as other Hotel doors. |
*** ''Rush'' could open Greenhouse doors before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier), as they had the same appearance as other Hotel doors. |
||
* The room where ''Rush'' spawns will always have enough hiding spots for the players to hide in.<ref>If with 1-2 players, the room can contain 3-5 hiding spots, 2-3+ for 1 player.</ref> |
|||
** However, this is not the case if more than 4 players are in the run.<ref>Sometimes, there can be 5 hiding spots in the room even if 4+ players are in the run.</ref> This is why it is not recommended to play with that many players. |
|||
* ''Rush'' travels slower the more players there are in a game. |
* ''Rush'' travels slower the more players there are in a game. |
||
* Players can use the [[Crucifix]] to "banish" ''Rush''. |
* Players can use the [[Crucifix]] to "banish" ''Rush''. |
||
Line 119: | Line 110: | ||
* ''Rush'' "modifies" the room where it spawn, making it capable of having hiding spots, and therefore, having hiding spots. |
* ''Rush'' "modifies" the room where it spawn, making it capable of having hiding spots, and therefore, having hiding spots. |
||
** The same applies to other node entities. |
** The same applies to other node entities. |
||
** Before [[ |
** Before [[The Hunt Update]], the next two rooms after the room that caused it to spawn were additionally "modified" in a very similar way, making them extremely likely to contain hiding spots too. |
||
*** This was made so the players could keep walking into next rooms with a practically almost guaranteed survival instead of having to wait for ''Rush'' to come. It also made delayed ''Rushes'' less unfair. |
*** This was made so the players could keep walking into next rooms with a practically almost guaranteed survival instead of having to wait for ''Rush'' to come. It also made delayed ''Rushes'' less unfair. |
||
*** However, this caused some bugs, like delaying certain guaranteed rooms or making them just not spawn. This might be the reason why it was changed. |
*** However, this caused some bugs, like delaying certain guaranteed rooms or making them just not spawn. This might be the reason why it was changed. |
||
*** This still happens in Super Hard Mode and with the Hotel- modifier. |
*** This still happens in Super Hard Mode and with the Hotel- modifier. |
||
* Fakeouts occasionally occur, where ''Rush's'' audio plays quickly but stops right after to scare players. |
* Fakeouts occasionally occur, where ''Rush's'' audio plays quickly but stops right after to scare players. |
||
* When Sally spawns with ''Rush'', Sally will flicker and break all the lights in every room, sometimes making ''Rush'' harder to detect since the lights have broke and it can be delayed sometimes. |
|||
===[[2023 April Fools Event| |
=== [[2023 April Fools Event|SUPER HARD MODE!!!]] === |
||
* Though it may still spawn in its "normal" state, ''Rush'' has a high chance of spawning with a custom decal and emitting alternative audio. |
* Though it may still spawn in its "normal" state, ''Rush'' has a high chance of spawning with a custom decal and emitting alternative audio. |
||
* Rush has a rare chance to rebound similar to [[The Backdoor|Blitz]]; this does not occur in [[The Greenhouse]]. |
* ''Rush'' has a rare chance to rebound similar to [[The Backdoor|Blitz]]; this does not occur in [[The Greenhouse]]. |
||
* Rush's damage will be fatal, no matter how much health and shield you have. |
* ''Rush''<nowiki/>'s damage will be fatal, no matter how much health and shield you have. |
||
===[[2024 April Fools Event| |
=== [[2024 April Fools Event|RETRO MODE]] === |
||
* Rush spawns way more often and when it kills, a red screen will be shown for a few seconds before |
* ''Rush'' spawns way more often and when it kills, a red screen will be shown for a few seconds before its normal jumpscare cutscene. |
||
* Rush can still |
* ''Rush'' can still instantly jumpscare the player on this mode. |
||
=== [[2025 April Fools Event|PARTY |
=== [[2025 April Fools Event|PARTY MODE]] === |
||
* ''Rush'' moves faster and can start appearing earlier. |
|||
* ''Rush'' deals 100 damage instead of 125. |
|||
=== HOTEL- === |
|||
* Rush moves faster and can start appearing earlier. |
|||
* ''Rush''<nowiki/>'s ambient sounds are slightly quieter. |
|||
* Rush deals 100 damage instead of 125. |
|||
* ''Rush'' moves faster. |
|||
* If ''Rush'' passed in a room and broke the lights, [[Screech]] won't spawn. |
|||
== {{Icons|Trivia}} Strategy == |
|||
==Jumpscares== |
|||
* As of [[The Content Update]], in [[The Hotel]], ''Rush'' can spawn as early as Door 3 and as late as Door 98. |
|||
===1st Person=== |
|||
** In [[The Mines]], ''Rush'' (and other natural node entities) can spawn as early as Door 103 and as late as Door 197. |
|||
The screen will be cut to a black screen with static sound playing. Rush will suddenly appear on the screen, staring at the player. Rush's face will slowly inch closer to the screen. Shortly after, Rush will widen its eyes, open its mouth, attack the screen, and the player will die. |
|||
** Although the most common first spawn is (around) the 13th door of the floor. |
|||
* When the lights flicker when first entering a room, it is a signal that ''Rush'' is close. Players are able to survive ''Rush'''s attack by [[hiding]]. However, hiding too early can result in [[Hide]] kicking the [[player]] out. This risk also increases the further you progress, as [[Hide]] becomes noticeably more aggressive as the game progresses. |
|||
** A good strategy to avoid Hide is to go to the nearest hiding spot as soon as ''Rush'' spawns and wait for ''Rush''<nowiki/>'s audio to get louder, indicating that ''Rush'' is getting closer, to [[hiding|hide]]. |
|||
*** This strategy can also be effectively used when facing [[Ambush]], as it can be difficult to deal with since it rebounds, and is risky if you are using the Afterimage modifier. |
|||
*** Doing this in multiplayer might be a little bit riskier, as other [[players]] might steal the closet you choose to hide in. |
|||
*** If the "Rent's Due" modifier is active, the player may consider waiting until the screen shakes and then hiding. Screen shaking indicates that ''Rush'' is even closer, but ''Rush''<nowiki/>'s hitbox is quite small, so the player should have enough time to react. This is especially useful with I'm Runnin' Here, where ''Rush'' just flies into the next door faster than Hide can trigger, but you are required to have a fast connection and no lag, or else ''Rush'' will kill you while hiding or without even triggering the hiding animation. |
|||
*** [[Jack]] makes this a little risky; if it spawns in a closet, the player will be unable to hide for a few seconds. Depending on how early they tried to hide, the player may not have enough time to recover and react before ''Rush'' comes. |
|||
* ''Rush'' spawns in a specific spawn area; however, this may backfire. The spawning goes as follows: 2–4 times between [[The Reception]] and the first Seek chase, 0–2 times between the first Seek chase and the [[Jeff Shop]], 2–3 times between the Jeff Shop and the second Seek chase, 1–2 times between the second Seek chase and the Greenhouse, and 2–4 times in [[The Greenhouse]]. |
|||
* When progressing through The Greenhouse, ''Rush'' is more difficult due to the fact that The Greenhouse has no lights to alert the appearance of ''Rush''. |
|||
** There are multiple [[Snare|Snares]] scattered around [[The Greenhouse]]. Stepping on one of these can cause players to get stuck in ''Rush'''s path. A [[crucifix]] will not work as items cannot be held during Snare's animation. Using a light source will help detect these traps as well. |
|||
** When entering the Greenhouse, you should always stay close to an available closet due to ''Rush'''s unpredictable cue anytime around Doors 91–98. |
|||
* If you can't find a [[Hiding|hiding spot]] before ''Rush'' arrives, you should consider using a [[Starlight Bottle]] or a [[Starlight Jug]] as this [[items]] could overheal you and makes you survive a ''Rush'' attach which deals 125 damage. |
|||
* After The Hunt Update, and also applying for [[The Content Update]], ''Rush'' and [[Ambush]] can only appear between each other or themselves (not including [[The Rooms]] or [[The Backdoor]] node entities) every time at least 2 doors are opened, most often between the last encounter spawn and the next encounter, if players are using timer spawn rate modifiers such as Worst Time Ever, Rush Hour, and Back for Seconds, with all previous modifiers enabled at the same time. |
|||
** This does not apply for [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. In this case, there is a chance of having another node entity spawn, or even the same entity again after opening the next door from the last encounter spawn. This can also trigger [[Ambush]] and ''Rush'' to spawn if the Worst Time Ever, Room for More, and Blitz, Oh modifiers are enabled at the same time. |
|||
* ''Rush'' will never use a delayed attack in [[The Greenhouse]], which means that ''Rush'' will attack the player at a certain and predictable period of time even if the "Rush Around" modifier is used. This can be a great advantage if the player is using the "I'm Tip-Toein' Here" or/and "I'm Runnin' Here" modifiers. |
|||
== {{Icons|Trivia}} Trivia == |
|||
===3rd Person=== |
|||
* ''Rush'' is named after how it "Rushes" or is "Rushing" through rooms.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Rush rushes."] – DoorsRoblox, X</ref> |
|||
The player will be run over by Rush and will ragdoll onto the ground. |
|||
* ''Rush'' is first seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for ''[[DOORS]]''. |
|||
* An old picture of ''Rush'' was uploaded on July 20, 2022 by [[Ghostly Wowzers]] with the name of "[https://doors-game.fandom.com/wiki/File:SUP.png SUP]". |
|||
** It is speculated that this is the old version of ''Rush''. However, this is not true as it is used as a placeholder image for the Entities list. |
|||
** Similarly, a image with the name of "[https://doors-game.fandom.com/wiki/File:SeeYou.png SeeYou]" was uploaded even before that, with the only difference being the image's proportions. |
|||
* ''Rush'''s gameplay is based on the entity A-60 from [https://www.roblox.com/games/5076734934 Rooms] by nicorocks5555. Rooms was one of the inspirations for ''DOORS''. |
|||
* ''Rush''<nowiki/>'s placeholder/origin design was inspired by an emoji smiling unsettlingly.{{Fact}} |
|||
** The origin of the image was from a company named "The Smiley Company". It is also seen in a terminated YouTube channel which was titled "Smiley Archive". |
|||
** ''Rush''<nowiki/>'s design is likely inspired by the Hidden Trollface from a game developed by [[RediblesQW]] called "[https://www.roblox.com/games/7768149183 Find The Trollfaces]".{{Fact}} This game was discontinued after a game-breaking Roblox update, and can no longer be played. A view of the Hidden Trollface can be seen [https://www.roblox.com/badges/2124866584/Hidden-Trollface here]. |
|||
** ''Rush''<nowiki/>''<nowiki/>'''s design was not hard 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> |
|||
* ''Rush''<nowiki/>'s far [https://www.roblox.com/library/530591527 audio] was distorted and slowed down for around 47 seconds. Its nearby sound is the same audio, slowed down only for 11 seconds. |
|||
** Both audios are technically played and looped simultaneously but the nearby audio is unmuted when ''Rush'' draws closer. |
|||
** ''Rush'' is quieter after [[The Hotel+ Update]], with players only being able to hear it from around two rooms before the room they are in. |
|||
*** This is due to an audio change; Roblox archived/deleted the original audio file, forcing the ''DOORS'' developers to create a new version by recording two pre-modified copies, which are the far and near audio. |
|||
**** The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS ''Rush'' SOUND!!! NOOOOOOOO". |
|||
*** ''Rush'' is one of the two [[List of Entities|entities]] to have their audio changed. The other was [[Ambush]], for the same reason. |
|||
** ''Rush''<nowiki/>'s near sound is used for its clones in [[2023 April Fools Event|Super Hard Mode]]. |
|||
* ''Rush''<nowiki/>'s outer particles can be found [https://www.roblox.com/library/84277812 here]. |
|||
** The image is originally green, however it was turned blackish dark blue to fit ''Rush''. |
|||
** The rest of ''Rush'' is actually another set of particles, which means ''Rush'' is a particle emitter rather than a static image, and ''Rush'' actually is two particle emitters, one for the outer particles, and the other for the main body. (The main body can be seen by either watching it via hallway, or banishing ''Rush'' to get a close look.) |
|||
* ''Rush'' is one of the 3 hostile entities in [[The Hotel]] guaranteed to spawn in every run, the others being [[Seek]] and [[Figure]]. |
|||
* Before The Mines Update, if [[Dupe]] was present, ''Rush'' would not knock off the number plaques on any of Dupe's doors when it passed through a room. |
|||
** Now, it just leaves them unopened, not even scratching the number sign on them. |
|||
* The first ''Rush'' encounter can be as early as Door 3, since The Hunt Update. |
|||
** Even after Ambush spawns late in a run, ''Rush'' can still spawn after it leaves. |
|||
*** If the player passed too many doors while Ambush is active and the light activates, both ''Rush'' and Ambush will be present. |
|||
* Prior to The Hotel+ Update, ''Rush''<nowiki/>'s sequence would begin immediately when the next room's door is opened. As of now, there can be a significant delay before it spawns. The same goes for Ambush. |
|||
** Sometimes, this delay can make ''Rush'' slower, and make the volume go higher, but after decrease it. |
|||
* ''Rush'' will spawn behind the last closed door, after flickering the lights. |
|||
* Originally, the player could hide from ''Rush'' by hiding in a corner. This was unintentional and was later patched by [[Lightning Splash]] with a hitbox enlargement. |
|||
** Players are still able to do this, if the player[s] are in corners that are far <nowiki/>from ''Rush'''s path. (For example, the corner of the L-shaped rooms in The Greenhouse.) |
|||
* Prior to The Hotel+ Update, rooms that ''Rush'' had destroyed would not become dark rooms. This means that [[Screech]] could not spawn. They were still dark because the lights would be destroyed, but they would not have the pitch black effect that Dark Rooms have. |
|||
* If ''Rush'' rushes through [[The Courtyard]], all the lights in The Courtyard will no longer work, but will not shatter. |
|||
* Redibles has expressed interest making a UGC item for ''Rush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949A Q: "Will you make a ugc item related to rush?" A: "maybe, i saw a really cool 3d model of rush the other day so i know its possible"] – RediblesQW, Twitter</ref> |
|||
* ''Rush'' can activate [[Glitch]] and/or [[Void]] in single-player. |
|||
* The [[Achievements|badge]] description for successfully surviving ''Rush'' "I'm walkin' here!" is a reference to a scene in the [https://www.youtube.com/watch?v=_Z-tCU-sULA Midnight Cowboy] movie. |
|||
* ''Rush''<nowiki/>''<nowiki/>'''s crucifixion badge ''"You're not that guy, pal."'' description is a reference to a [https://www.youtube.com/watch?v=5FNHSiPFtvA meme video] titled the same. |
|||
* ''Rush''<nowiki/>'s "In Plain Sight" badge "Quick, behind that conveniently shaped lamp!" description is a reference to one of the lines [[w:c:undertale:Sans|Sans]] from the indie game "Undertale" says when trying to hide the protagonist from his brother, [[w:c:undertale:Papyrus|Papyrus]]. |
|||
* Ironically, ''Rush'' has the longest jumpscare in the game, despite being the 3rd fastest entity behind A-60, and Ambush. It is faster than A-120, however. |
|||
** However, in [[The Modifiers Update]], ''Rush'''s jumpscare cue can most likely be immediate. |
|||
* ''Rush'' makes a sound when it damages or kills a player. However, this sound is quiet and can only be heard when close or having high volume. |
|||
* When it is active, ''Rush'' moves at 70 studs per second (or at 120 studs per second with I'm Runnin' Here).{{Fact}} |
|||
* ''Rush'' is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs). |
|||
* According to Lightning_Splash, a ''DOORS'' developer, ''Rush'''s favorite food is spaghetti.<ref>[https://twitter.com/LightningSplash/status/1768702759929253893 "Q: whats rushes favorite food" A: "spaghetti"] – LightningSplash, X</ref> |
|||
* LSPLASH confirmed that ''Rush'' is aromantic asexual and has no reproductive organs.<ref>[https://x.com/LightningSplash/status/1799320015872971125 "rush is aro ace and has no reproductive organs"] – LightningSplash, X</ref> |
|||
* Sometimes, the lights may flicker, but ''Rush'' won't come. This usually happens if they flicker more quietly and less frequently than usual. |
|||
* It was confirmed by [[RediblesQW]] that some entities work together, such as ''Rush'' and [[Snare]]. |
|||
* As of March 18 2025, ''Rush'' is in the game icon and a certain preview image.<ref>https://www.roblox.com/games/6516141723/DOORS</ref> |
|||
* After The Mines update, ''Rush'' can travel two doors ahead, making the subsequent room dark and potentially leading to unusual scenarios, such as Screech spawning during the Seek Chase or the entrance to the Library being a dark room. This is no longer the case after The Content Update. |
|||
== {{Icons| |
== {{Icons|Bugs}} Bugs == |
||
* ''Rush'' and [[The Rooms|A-60]] are the only canonical entities capable to deal the highest damage (125 damage) in normal situations out of any non-instakill entity. |
* ''Rush'' and [[The Rooms|A-60]] are the only canonical entities capable to deal the highest damage (125 damage) in normal situations out of any non-instakill entity. |
||
** [[2023 April Fools Event|Subspace Tripmine]] deals 190 damage, however, it isn't canon. |
** [[2023 April Fools Event|Subspace Tripmine]] deals 190 damage, however, it isn't canon. |
||
** [[Sally]] can deal a higher amount of damage in very specific conditions, and very likely the [[minecart]] at a insanely high speed. However the [[minecart]] is not considered as an entity. |
** [[Sally]] can deal a higher amount of damage in very specific conditions, and very likely the [[minecart]] at a insanely high speed. However the [[minecart]] is not considered as an entity. |
||
* As of [[The Content Update]], In the hotel, can spawn as early as Door 3 and as late as Door 98, and for the other nodes entites, the lastest spawn is on door 87. |
|||
* Ambush can attack on The Greenhouse and on The Electrical Room, if Again & Again & Again modifier is used. (This modifier is currently broke). |
|||
* In the case of The Mines, Rush (and other natural node entities) can spawn as early as Door 103 and as late as Door 197. |
|||
** Although the most common first spawn is (around) Door X13. |
|||
* When the lights flicker when first entering a room, it is a signal that ''Rush'' is close. Players are able to survive ''Rush''<nowiki/>'s attack by [[hiding]]. However, hiding too early can result in [[Hide]] kicking the [[player]] out. This risk also gets greater the further you progress, as [[Hide]] gets noticeably more aggressive as the game progresses. |
|||
** A good strategy to avoid Hide is to go to the nearest hiding spot as soon as ''Rush'''s cue plays and then'''''<nowiki/>''''' wait for ''Rush''<nowiki/>'s<nowiki/> audio to get loud<nowiki/>er, indicating that ''Rush'' is getting closer. After the player has confirmed that ''Rush'' is near, they may now hide. |
|||
*** This strategy can also be effectively used when facing [[Ambush]], as it can be difficult to deal with since it rebounds, is risky if you are using Afterimage modifier. |
|||
*** Doing this in multiplayer might be a little bit riskier, as other players might steal the closet you choose to hide in, especially in 5+ players runs. |
|||
*** If the "Rent's Due" modifier is active, the player may consider waiting until the screen shakes and then hiding. Screen shaking indicates that ''Rush'' is even closer, but ''Rush''<nowiki/>'s hitbox is quite small, so the player should have enough time to react. This is especially good with I'm Runnin' Here, where ''Rush'' just flies into the next door faster than Hide can trigger, but you are required to have a fast connection and no lagging or else ''Rush'' will kill you while hiding or without even triggering the hiding animation. |
|||
*** [[Jack]] makes this a little risky; if it spawns in a closet, the player will be unable to hide for a few seconds. Depending on how early they tried to hide, the player may not<nowiki/> have enough time to recover and react before ''Rush'' comes. |
|||
* ''Rush'' spawns in a specific spawn area; however, this may backfire. The spawning goes as follows: 2-4 times between [[The Reception]] and the first Seek Chase, 0-2 times between the first Seek chase and the [[Jeff Shop]], 2-3 times between the Jeff Shop and the second Seek chase, 1-2 times between the second Seek chase and the Greenhouse, and 2-4 times in The Greenhouse. |
|||
** While this is the most likely time when the player will encounter ''Rush'', due to how ''Rush''<nowiki/>'s spawning is ruled by probability, it is very possible to get more or less ''Rush''. (i.e. Bad Time, Really Bad Time and Worst time ever). |
|||
* When progressing through The Greenhouse, ''Rush'' is more difficult due to the fact that The Greenhouse has no lights to alert the appearance of ''Rush''. |
|||
** There are multiple [[Snare|Snares]] scattered around [[The Greenhouse]]. Stepping on one of these can cause players to get stuck in ''Rush''<nowiki/>'s path. A [[crucifix]] will not work as items cannot be held during Snare's animation. Using a light source will help look out for these traps as well. |
|||
** When entering the greenhouse, you should always stay close to an available closet due to ''Rush's'' unpredictable cue anytime around 91-98. |
|||
* Using the [[Bottle of Starlight]] will overheal by 50 health if you are full health, and ''Rush'' will deal 125 health, causing your health to be only 25% in the best situation. This can be used if you are caught off-guard by ''Rush'' in The Greenhouse. |
|||
* After The Hunt Update and also applying for The Content Update. ''Rush'' and [[Ambush]] can only appear between eacher other or itself (Not including [[The Rooms]] or [[The Backdoor]] node entities) every time at least 2 doors are opened as oftnest between the the last encounter spawn with and next encounter if players are using timer spawn rate modifers such as, Worst Time Ever, Rush Hour and Back for Seconds, all previous modfiiers enabled at the same time. |
|||
** This not applies for [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]], in this case there is a chance of having another node entity to spawn or even the same entity after you open next door from the last encounter spawn, and also can trigger [[Ambush]] and ''Rush'' to spawn, if Worst time ever, Room for More and Blitz, Oh modifiers are enabled at the same time. |
|||
* The player could tell whether if ''Rush'' is coming from ahead or behind in [[The Mines]] if they're using headphones. If ''Rush''<nowiki/>'s sound is louder on a side of headphones, it's coming that way. |
|||
* ''Rush'' will never use a delayed attack in [[The Greenhouse]], which means that ''Rush'' will attack the player at a certain and predictable period of time even if the Rush Around modifier is used and also this can be a great advantage if the player is using the I'm Tip-Toein' Here or/and I'm Runnin' Here modifiers. |
|||
=={{Icons|Modifiers}} Modifiers== |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=Rush Around|textcolor2=#ABA7BC|text2=Rush can attack from the door ahead, instead of the last door.|textcolor3=#ABA7BC|text3=Requires 'See You Soon'|increase=5|floors=[[The Hotel]]}} |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=Rush Hour|textcolor2=#ABA7BC|text2=Rush will attack more often.|increase=10}} |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=I'm Runnin' Here|textcolor2=#ABA7BC|text2=Rush will move quicker.|increase=10}} |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=I'm Tip-Toein' Here|textcolor2=#ABA7BC|text2=Rush will emit no sound.|textcolor3=#ABA7BC|text3=Requires 'Stay Out Of My Way'|increase=10}} |
|||
== {{Icons|Bugs}} Bugs == |
|||
* ''Rush'' can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light. |
* ''Rush'' can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light. |
||
** ''Rush'' can also leave a light or nightstand lit if a room it passed through did not generate quickly enough. |
** ''Rush'' can also leave a light or nightstand lit if a room it passed through did not generate quickly enough. |
||
Line 186: | Line 217: | ||
* It was possible for ''Rush'' to spawn on Door 89, even if it had no hiding spots or if the room was dark. The same could also happen on Door 60. |
* It was possible for ''Rush'' to spawn on Door 89, even if it had no hiding spots or if the room was dark. The same could also happen on Door 60. |
||
** The same applied to other node entities. |
** The same applied to other node entities. |
||
** This bug started happening in |
** This bug started happening in [[The Hotel+ Update]] and was patched in [[The Hunt Update]]. |
||
*** The bug still happens in Super Hard Mode. |
*** The bug still happens in Super Hard Mode. |
||
* The [[Death Screen]] may appear during ''Rush''<nowiki/>'s jumpscare. |
* The [[Death Screen]] may appear during ''Rush''<nowiki/>'s jumpscare. |
||
* If a player dies to ''Rush'', their death screen may not list the door ''Rush'' attacked from, but rather the next door ''Rush'' opened. |
* If a player dies to ''Rush'', their death screen may not list the door ''Rush'' attacked from, but rather the next door ''Rush'' opened. |
||
* ''Rush'' won't open the next numbered door if an odd amount of doors (1, 3, 5...) were opened after its spawn. |
* ''Rush'' won't open the next numbered door if an odd amount of doors (1, 3, 5...) were opened after its spawn. |
||
** This bug started happening in The Mines |
** This bug started happening in The Mines Update. |
||
*** The bug doesn't happen in Super Hard Mode or with the Hotel- modifier. |
*** The bug doesn't happen in Super Hard Mode or with the Hotel- modifier. |
||
* There have been multiple non-intentional ways to avoid ''Rush''<nowiki/>'s ray-casting, most of them are currently patched on the current version of the game and also worked against every other node ray-casting entity. |
* There have been multiple non-intentional ways to avoid ''Rush''<nowiki/>'s ray-casting, most of them are currently patched on the current version of the game and also worked against every other node ray-casting entity. |
||
Line 227: | Line 258: | ||
* ''Rush'' might sometimes skip the rooms path and start clipping through walls. This especially happens when opening doors while it is active. |
* ''Rush'' might sometimes skip the rooms path and start clipping through walls. This especially happens when opening doors while it is active. |
||
** The same can sometimes happen to [[Ambush]]. |
** The same can sometimes happen to [[Ambush]]. |
||
** This started happening in [[The Mines Update |
** This started happening in [[The Mines Update]]. |
||
*** The bug doesn't happen in Super Hard Mode and with the Hotel- modifier. |
*** The bug doesn't happen in Super Hard Mode and with the Hotel- modifier. |
||
* ''Rush'' is capable of opening the next door the moment it is crucified, even if it hasn't reached it. |
* ''Rush'' is capable of opening the next door the moment it is crucified, even if it hasn't reached it. |
||
=={{Icons| |
== {{Icons|Modifiers}} Related modifiers == |
||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=Rush Around|textcolor2=#ABA7BC|text2=Rush can attack from the door ahead, instead of the last door.|textcolor3=#ABA7BC|text3=Requires 'See You Soon'|increase=5|floors=[[The Hotel]]}} |
|||
* ''Rush'' is named after how it "Rushes" or is "Rushing" through rooms.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Rush rushes."] – DoorsRoblox, X</ref> |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=Rush Hour|textcolor2=#ABA7BC|text2=Rush will attack more often.|increase=10}} |
|||
* ''Rush'' is first seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for ''[[DOORS]]''. |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=I'm Runnin' Here|textcolor2=#ABA7BC|text2=Rush will move quicker.|increase=10}} |
|||
* An old picture of ''Rush'' was uploaded on July 20, 2022 by [[Ghostly Wowzers]] with the name of "[https://doors-game.fandom.com/wiki/File:SUP.png SUP]". |
|||
{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=I'm Tip-Toein' Here|textcolor2=#ABA7BC|text2=Rush will emit no sound.|textcolor3=#ABA7BC|text3=Requires 'Stay Out Of My Way'|increase=10}} |
|||
** It is speculated that this is the old version of ''Rush''. However, this is not true as it is used as a placeholder image for the Entities list. |
|||
** Similarly, a image with the name of "[https://doors-game.fandom.com/wiki/File:SeeYou.png SeeYou]" was uploaded even before that, with the only difference being the image's proportions. |
|||
* ''Rush'''s gameplay is based on the entity A-60 from [https://www.roblox.com/games/5076734934 Rooms] by nicorocks5555. Rooms was one of the inspirations for ''DOORS''. |
|||
* ''Rush''<nowiki/>'s placeholder/origin design was inspired by an emoji smiling unsettlingly.{{Fact}} |
|||
** The origin of the image was from a company named "The Smiley Company". It is also seen in a terminated YouTube channel which was titled "Smiley Archive". |
|||
** ''Rush''<nowiki/>'s design is likely inspired by the Hidden Trollface from a game developed by [[RediblesQW]] called "[https://www.roblox.com/games/7768149183 Find The Trollfaces]".{{Fact}} This game was discontinued after a game-breaking Roblox update, and can no longer be played. A view of the Hidden Trollface can be seen [https://www.roblox.com/badges/2124866584/Hidden-Trollface here]. |
|||
** ''Rush''<nowiki/>''<nowiki/>'''s design was not hard 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> |
|||
* ''Rush''<nowiki/>'s far [https://www.roblox.com/library/530591527 audio] was distorted and slowed down for around 47 seconds. Its nearby sound is the same audio, slowed down only for 11 seconds. |
|||
** Both audios are technically played and looped simultaneously but the nearby audio is unmuted when ''Rush'' draws closer. |
|||
** ''Rush'' is quieter after the [[Update Logs|Hotel+ update]], with players only being able to hear it from around two rooms before the room they are in. |
|||
*** This is due to an audio change; Roblox archived/deleted the original audio file, forcing the ''DOORS'' developers to create a new version by recording two pre-modified copies, which are the far and near audio. |
|||
**** The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS ''Rush'' SOUND!!! NOOOOOOOO". |
|||
*** ''Rush'' is one of the two [[List of Entities|entities]] to have their audio changed. The other was [[Ambush]], for the same reason. |
|||
** ''Rush''<nowiki/>'s near sound is used for its clones in [[2023 April Fools Event|Super Hard Mode]]. |
|||
* ''Rush''<nowiki/>'s outer particles can be found [https://www.roblox.com/library/84277812 here]. |
|||
** The image is originally green, however it was turned blackish dark blue to fit ''Rush''. |
|||
** The rest of ''Rush'' is actually another set of particles, which means ''Rush'' is a particle emitter rather than a static image, and ''Rush'' actually is two particle emitters, one for the outer particles, and the other for the main body. (The main body can be seen by either watching it via hallway, or banishing ''Rush'' to get a close look.) |
|||
* ''Rush'' is one of the 3 hostile entities in [[Hotel|The Hotel]] guaranteed to spawn in every run, the others being [[Seek]] and [[Figure]]. |
|||
* Before The Mines Update, if [[Dupe]] was present, ''Rush'' would not knock off the number plaques on any of Dupe's doors when it passed through a room. |
|||
** Now, it just leaves them unopened, not even scratching the number sign on them. |
|||
* The first ''Rush'' encounter can be as early as Door 3, since The Hunt (The Backdoor) update. |
|||
** Even after Ambush spawns late in a run, ''Rush'' can still spawn after it leaves. |
|||
*** If the player passed too many doors while Ambush is active and the light activates, both ''Rush'' and Ambush will be present. |
|||
* Prior to the Hotel+ Update, ''Rush''<nowiki/>'s sequence would begin immediately when the next room's door is opened. As of now, there can be a significant delay before it spawns. The same goes for Ambush. |
|||
** Sometimes, this delay can make ''Rush'' slower, and make the volume go higher, but after decrease it. |
|||
* ''Rush'' will spawn behind the last closed door, after flickering the lights. |
|||
* Originally, the player could hide from ''Rush'' by hiding in a corner. This was unintentional and was later patched by [[Lightning Splash]] with a hitbox enlargement. |
|||
** Players are still able to do this, if the player[s] are in corners that are far <nowiki/>from ''Rush'''s path. (For example, the corner of the L-shaped rooms in The Greenhouse.) |
|||
* Prior to the Hotel+ Update, rooms that ''Rush'' had destroyed would not become dark rooms. This means that [[Screech]] could not spawn. They were still dark because the lights would be destroyed, but they would not have the pitch black effect that Dark Rooms have. |
|||
* If ''Rush'' rushes through [[The Courtyard]], all the lights in The Courtyard will no longer work, but will not shatter. |
|||
* Redibles has expressed interest making a UGC item for ''Rush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949A Q: "Will you make a ugc item related to rush?" A: "maybe, i saw a really cool 3d model of rush the other day so i know its possible"] – RediblesQW, Twitter</ref> |
|||
* ''Rush'' can activate [[Glitch]] and/or [[Void]] in single-player. |
|||
* The [[Achievements|badge]] description for successfully surviving ''Rush'' "I'm walkin' here!" is a reference to a scene in the [https://www.youtube.com/watch?v=_Z-tCU-sULA Midnight Cowboy] movie. |
|||
* ''Rush''<nowiki/>''<nowiki/>'''s crucifixion badge ''"You're not that guy, pal."'' description is a reference to a [https://www.youtube.com/watch?v=5FNHSiPFtvA meme video] titled the same. |
|||
* ''Rush''<nowiki/>'s "In Plain Sight" badge "Quick, behind that conveniently shaped lamp!" description is a reference to one of the lines [[w:c:undertale:Sans|Sans]] from the indie game "Undertale" says when trying to hide the protagonist from his brother, [[w:c:undertale:Papyrus|Papyrus]]. |
|||
* Ironically, ''Rush'' has the longest jumpscare in the game, despite being the 3rd fastest entity behind A-60, and Ambush. It is faster than A-120, however. |
|||
** However, in the [[Modifiers]] [[Update Logs|update]], ''Rush'''s jumpscare cue can most likely be immediate. |
|||
* ''Rush'' makes a sound when it damages or kills a player. However, this sound is quiet and can only be heard when close or having high volume. |
|||
* When it is active, ''Rush'' moves at 70 studs per second (or at 120 studs per second with I'm Runnin' Here).{{Fact}} |
|||
* ''Rush'' is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs). |
|||
* According to Lightning_Splash, a ''DOORS'' developer, ''Rush'''s favorite food is spaghetti.<ref>[https://twitter.com/LightningSplash/status/1768702759929253893 "Q: whats rushes favorite food" A: "spaghetti"] – LightningSplash, X</ref> |
|||
* LSPLASH confirmed that ''Rush'' is aromantic asexual and has no reproductive organs.<ref>[https://x.com/LightningSplash/status/1799320015872971125 "rush is aro ace and has no reproductive organs"] – LightningSplash, X</ref> |
|||
* Sometimes, the lights may flicker, but ''Rush'' won't come. This usually happens if they flicker more quietly and less frequently than usual. |
|||
* It was confirmed by [[RediblesQW]] that some entities work together, such as ''Rush'' and [[Snare]]. |
|||
* As of March 18 2025, ''Rush'' is in the game icon and a certain preview image.<ref>https://www.roblox.com/games/6516141723/DOORS</ref> |
|||
* After The Mines update, ''Rush'' can travel two doors ahead, making the subsequent room dark and potentially leading to unusual scenarios, such as Screech spawning during the Seek Chase or the entrance to the Library being a dark room. This is no longer the case after the Content Update. |
|||
=={{Icons|Achievement}} Related achievements== |
=={{Icons|Achievement}} Related achievements== |
||
Line 304: | Line 290: | ||
</div> |
</div> |
||
=={{Icons|History}} History== |
== {{Icons|History}} History == |
||
<div style="overflow-y:scroll; height:200px; width:100%;"> |
<div style="overflow-y:scroll; height:200px; width:100%;"> |
||
{{Log|August 30, 2024| |
{{Log|August 30, 2024| |
||
Line 387: | Line 373: | ||
DOORS 2025 Thumbnail 1.png|''Rush''<nowiki/>'s appearance in DOORS' Nineteenth Thumbnail. |
DOORS 2025 Thumbnail 1.png|''Rush''<nowiki/>'s appearance in DOORS' Nineteenth Thumbnail. |
||
DOORS 2025 Thumbnail 5.png|''Rush''<nowiki/>'s appearance in DOORS' Twenty-third Thumbnail. |
DOORS 2025 Thumbnail 5.png|''Rush''<nowiki/>'s appearance in DOORS' Twenty-third Thumbnail. |
||
DailyTeaser33.jpeg|''Rush'' shown in the 33rd daily teaser. |
|||
</gallery>|-|Clones= |
|||
</gallery> |
|||
|-| |
|||
Clones= |
|||
{{#tag:tabber|April Fools= |
{{#tag:tabber|April Fools= |
||
<gallery> |
<gallery> |
||
Line 436: | Line 425: | ||
=={{Icons|Gallery}} References== |
=={{Icons|Gallery}} References== |
||
{{Reflist}} |
{{Scroll Box|{{Reflist}}}} |
||
=={{Icons|History}} Navigation== |
|||
{{Navigation}} |
{{Navigation}} |
||
[[Category:Entities]] |
[[Category:Entities]] |
||
[[Category:2D Entities]] |
[[Category:2D Entities]] |
Latest revision as of 10:53, 18 July 2025
<infobox layout="stacked"> <title source="title"> <default>Rush</default> <format>Rush</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> <option>
"I'm walkin' here!"
- Out Of My Way Achievement description
</option> <option>
"You died to who you call Rush... Pay attention to any cues that may hint at its attack."
- Guiding Light
</option>
</choose>
Rush is a major hostile entity in DOORS. It is one of the most frequent threats in both The Hotel and The Mines.
Appearance
Rush appears as a dark gray skull-like face shrouded in a thick dark blue/black smoke with a dense aura. It has a large open smile, and parts of its face are distorted and hollowed out. Two black holes in the center of its face depict eyes, and it has a distorted nose that also fuses itself with other holes. Its lower jaw is also fully broken with its teeth randomly aligned.
Behavior
In The Hotel, Rush's spawn is signaled by the lights flickering for approximately 1.5 seconds. After a few seconds, Rush will begin to quickly dash through rooms, shattering most of the lights that it passes (rooms Rush darkens are considered dark rooms, meaning that Screech can spawn in them) while emitting a unique scream/audio, which progressively increases in volume as it approaches a player. When Rush is near a room that a player is in, the lighting will dim slightly. A player entering Rush's "line of sight" at any point will result in an instant death[1]; the intended and guaranteed method to survive Rush is for players to be hiding when it passes them.
When Rush reaches an unopened door, it will open that door, travel through the subsequent room, and despawn once it reaches the unopened door of that room (in The Greenhouse (Doors 90-98) or locked rooms, Rush does not despawn like this; instead, it immediately despawns upon reaching an unopened door).
In The Hotel, Rush can spawn as early as Door 3 and as late as Door 98,[citation needed] with its typical first spawn being between doors 10-15. Once players pass The Library (Door 50), Rush's spawn chance will increase slighty, and increase significantly in The Greenhouse, where it travels at a faster pace.[2] Rush is able to spawn during Seek's crescendo.
In The Mines, Rush's behavior is similar to that of The Hotel, with some key differences. For example, in addition to flickering lights, earthquakes will also signal Rush's spawn. When an earthquake occurs, the room will shake, and an audible rumbling sound can be heard. The another difference is that Rush is able to attack from ahead of players; it will spawn behind an unopened door, wait for several seconds, and then open that door, traveling through rooms in reverse order.
Notes
- Rush's hitbox operates off of raycasting, meaning that players are able to avoid Rush by staying out of its line of sight, such as keeping a safe distance or positioning yourself behind specific objects.
- The achievement "In Plain Sight" is granted when a player dodges Rush (or Ambush, who operates off of similar raycasting) this way for the first time.
- After The Hunt Update, Rush can spawn in Seek's Crescendo.
- Rush cannot spawn in the following areas:
- Rooms without hiding spots (Can spawn with certain Modifiers)
- On The Hotel 1, 2, 49, 51, 62, 90, 99.
- On The Mines 101, 102, 137, 138, 139, 140, 141, 151, 198, 199.
- Safe rooms:
- The Reception, Door 0
- Hotel's Small library room
- 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, Around door 67
- 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 170-180
- Halt's sequences
- The next and previous room from a Halt encounter. (The Hotel & The Mines).
- The Dining Hall, variable
- The Bridges, variable
- Bossfight sequences
- The Library, Door 50
- The Electrical Room, Door 100
- The Shafts, variable
- The Nest, Door 150
- The Dam, Door 200
- It is recommended to hide when hearing Rush's scream, so that the player can have enough time to wait for Rush to pass and do not have to worry about Hide.
- Rush, when spawning, will take 11-15 seconds to rush through any Greenhouse room.
- Given this, you know to pay attention the most around 10 seconds after opening a door, and when hearing Rush, quickly getting inside a locker.
- There is a 3 second interval between being able to hear Rush and the entity roaming through the room you're in.
- Keep in mind that Hide has been slightly buffed in the Haunt update, and it won't let you hide any longer than 4.5 seconds in the Greenhouse.
- This wasn't the case before the Haunt update, where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller, but hiding on the 9th second from opening the door would result in guaranteed success.
- Given this, you know to pay attention the most around 10 seconds after opening a door, and when hearing Rush, quickly getting inside a locker.
- Sometimes, the lights will flicker but Rush wouldn't spawn, likely to startle players or it is Seek's eyes that blink
- Rush is one of the many entities capable of breaking lights. Rush will break the lights of the rooms as it rushes through them.
- There are a few exceptions where Rush is uncapable of breaking the lights. Some of them are The Reception, The Library and The Electrical Room.
- Rush is one of the few entities capable of opening doors, this can sometimes cause other entities to spawn and/or despawn or certain events to trigger.
- However, Rush can't open locked doors, the Library entrance, Greenhouse doors, The Electrical Room Door, and generator rooms in The Mines.
- Rush could open the entrance to The Library before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier).
- Rush could open Greenhouse doors before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier), as they had the same appearance as other Hotel doors.
- However, Rush can't open locked doors, the Library entrance, Greenhouse doors, The Electrical Room Door, and generator rooms in The Mines.
- Rush travels slower the more players there are in a game.
- Players can use the Crucifix to "banish" Rush.
- This does not permanently stop Rush, as it can still spawn later in the run.
- Rush deals 125 damage, meaning it is possible to survive Rush having enough health and/or star shield while still being in its sight.
- Rush "modifies" the room where it spawn, making it capable of having hiding spots, and therefore, having hiding spots.
- The same applies to other node entities.
- Before The Hunt Update, the next two rooms after the room that caused it to spawn were additionally "modified" in a very similar way, making them extremely likely to contain hiding spots too.
- This was made so the players could keep walking into next rooms with a practically almost guaranteed survival instead of having to wait for Rush to come. It also made delayed Rushes less unfair.
- However, this caused some bugs, like delaying certain guaranteed rooms or making them just not spawn. This might be the reason why it was changed.
- This still happens in Super Hard Mode and with the Hotel- modifier.
- Fakeouts occasionally occur, where Rush's audio plays quickly but stops right after to scare players.
- When Sally spawns with Rush, Sally will flicker and break all the lights in every room, sometimes making Rush harder to detect since the lights have broke and it can be delayed sometimes.
SUPER HARD MODE!!!
- Though it may still spawn in its "normal" state, Rush has a high chance of spawning with a custom decal and emitting alternative audio.
- Rush has a rare chance to rebound similar to Blitz; this does not occur in The Greenhouse.
- Rush's damage will be fatal, no matter how much health and shield you have.
RETRO MODE
- Rush spawns way more often and when it kills, a red screen will be shown for a few seconds before its normal jumpscare cutscene.
- Rush can still instantly jumpscare the player on this mode.
PARTY MODE
- Rush moves faster and can start appearing earlier.
- Rush deals 100 damage instead of 125.
HOTEL-
- Rush's ambient sounds are slightly quieter.
- Rush moves faster.
- If Rush passed in a room and broke the lights, Screech won't spawn.
Strategy
- As of The Content Update, in The Hotel, Rush can spawn as early as Door 3 and as late as Door 98.
- In The Mines, Rush (and other natural node entities) can spawn as early as Door 103 and as late as Door 197.
- Although the most common first spawn is (around) the 13th door of the floor.
- When the lights flicker when first entering a room, it is a signal that Rush is close. Players are able to survive Rush's attack by hiding. However, hiding too early can result in Hide kicking the player out. This risk also increases the further you progress, as Hide becomes noticeably more aggressive as the game progresses.
- A good strategy to avoid Hide is to go to the nearest hiding spot as soon as Rush spawns and wait for Rush's audio to get louder, indicating that Rush is getting closer, to hide.
- This strategy can also be effectively used when facing Ambush, as it can be difficult to deal with since it rebounds, and is risky if you are using the Afterimage modifier.
- Doing this in multiplayer might be a little bit riskier, as other players might steal the closet you choose to hide in.
- If the "Rent's Due" modifier is active, the player may consider waiting until the screen shakes and then hiding. Screen shaking indicates that Rush is even closer, but Rush's hitbox is quite small, so the player should have enough time to react. This is especially useful with I'm Runnin' Here, where Rush just flies into the next door faster than Hide can trigger, but you are required to have a fast connection and no lag, or else Rush will kill you while hiding or without even triggering the hiding animation.
- Jack makes this a little risky; if it spawns in a closet, the player will be unable to hide for a few seconds. Depending on how early they tried to hide, the player may not have enough time to recover and react before Rush comes.
- A good strategy to avoid Hide is to go to the nearest hiding spot as soon as Rush spawns and wait for Rush's audio to get louder, indicating that Rush is getting closer, to hide.
- Rush spawns in a specific spawn area; however, this may backfire. The spawning goes as follows: 2–4 times between The Reception and the first Seek chase, 0–2 times between the first Seek chase and the Jeff Shop, 2–3 times between the Jeff Shop and the second Seek chase, 1–2 times between the second Seek chase and the Greenhouse, and 2–4 times in The Greenhouse.
- When progressing through The Greenhouse, Rush is more difficult due to the fact that The Greenhouse has no lights to alert the appearance of Rush.
- There are multiple Snares scattered around The Greenhouse. Stepping on one of these can cause players to get stuck in Rush's path. A crucifix will not work as items cannot be held during Snare's animation. Using a light source will help detect these traps as well.
- When entering the Greenhouse, you should always stay close to an available closet due to Rush's unpredictable cue anytime around Doors 91–98.
- If you can't find a hiding spot before Rush arrives, you should consider using a Starlight Bottle or a Starlight Jug as this items could overheal you and makes you survive a Rush attach which deals 125 damage.
- After The Hunt Update, and also applying for The Content Update, Rush and Ambush can only appear between each other or themselves (not including The Rooms or The Backdoor node entities) every time at least 2 doors are opened, most often between the last encounter spawn and the next encounter, if players are using timer spawn rate modifiers such as Worst Time Ever, Rush Hour, and Back for Seconds, with all previous modifiers enabled at the same time.
- This does not apply for A-60, A-120 and Blitz. In this case, there is a chance of having another node entity spawn, or even the same entity again after opening the next door from the last encounter spawn. This can also trigger Ambush and Rush to spawn if the Worst Time Ever, Room for More, and Blitz, Oh modifiers are enabled at the same time.
- Rush will never use a delayed attack in The Greenhouse, which means that Rush will attack the player at a certain and predictable period of time even if the "Rush Around" modifier is used. This can be a great advantage if the player is using the "I'm Tip-Toein' Here" or/and "I'm Runnin' Here" modifiers.
Trivia
- Rush is named after how it "Rushes" or is "Rushing" through rooms.[3]
- Rush is first seen in the Teaser Trailer for DOORS.
- An old picture of Rush was uploaded on July 20, 2022 by Ghostly Wowzers with the name of "SUP".
- It is speculated that this is the old version of Rush. However, this is not true as it is used as a placeholder image for the Entities list.
- Similarly, a image with the name of "SeeYou" was uploaded even before that, with the only difference being the image's proportions.
- Rush's gameplay is based on the entity A-60 from Rooms by nicorocks5555. Rooms was one of the inspirations for DOORS.
- Rush's placeholder/origin design was inspired by an emoji smiling unsettlingly.[citation needed]
- The origin of the image was from a company named "The Smiley Company". It is also seen in a terminated YouTube channel which was titled "Smiley Archive".
- Rush's design is likely inspired by the Hidden Trollface from a game developed by RediblesQW called "Find The Trollfaces".[citation needed] This game was discontinued after a game-breaking Roblox update, and can no longer be played. A view of the Hidden Trollface can be seen here.
- Rush's design was not hard to draw, being mostly drawn in under a day.[4]
- Rush's far audio was distorted and slowed down for around 47 seconds. Its nearby sound is the same audio, slowed down only for 11 seconds.
- Both audios are technically played and looped simultaneously but the nearby audio is unmuted when Rush draws closer.
- Rush is quieter after The Hotel+ Update, with players only being able to hear it from around two rooms before the room they are in.
- This is due to an audio change; Roblox archived/deleted the original audio file, forcing the DOORS developers to create a new version by recording two pre-modified copies, which are the far and near audio.
- The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS Rush SOUND!!! NOOOOOOOO".
- Rush is one of the two entities to have their audio changed. The other was Ambush, for the same reason.
- This is due to an audio change; Roblox archived/deleted the original audio file, forcing the DOORS developers to create a new version by recording two pre-modified copies, which are the far and near audio.
- Rush's near sound is used for its clones in Super Hard Mode.
- Rush's outer particles can be found here.
- The image is originally green, however it was turned blackish dark blue to fit Rush.
- The rest of Rush is actually another set of particles, which means Rush is a particle emitter rather than a static image, and Rush actually is two particle emitters, one for the outer particles, and the other for the main body. (The main body can be seen by either watching it via hallway, or banishing Rush to get a close look.)
- Rush is one of the 3 hostile entities in The Hotel guaranteed to spawn in every run, the others being Seek and Figure.
- Before The Mines Update, if Dupe was present, Rush would not knock off the number plaques on any of Dupe's doors when it passed through a room.
- Now, it just leaves them unopened, not even scratching the number sign on them.
- The first Rush encounter can be as early as Door 3, since The Hunt Update.
- Even after Ambush spawns late in a run, Rush can still spawn after it leaves.
- If the player passed too many doors while Ambush is active and the light activates, both Rush and Ambush will be present.
- Even after Ambush spawns late in a run, Rush can still spawn after it leaves.
- Prior to The Hotel+ Update, Rush's sequence would begin immediately when the next room's door is opened. As of now, there can be a significant delay before it spawns. The same goes for Ambush.
- Sometimes, this delay can make Rush slower, and make the volume go higher, but after decrease it.
- Rush will spawn behind the last closed door, after flickering the lights.
- Originally, the player could hide from Rush by hiding in a corner. This was unintentional and was later patched by Lightning Splash with a hitbox enlargement.
- Players are still able to do this, if the player[s] are in corners that are far from Rush's path. (For example, the corner of the L-shaped rooms in The Greenhouse.)
- Prior to The Hotel+ Update, rooms that Rush had destroyed would not become dark rooms. This means that Screech could not spawn. They were still dark because the lights would be destroyed, but they would not have the pitch black effect that Dark Rooms have.
- If Rush rushes through The Courtyard, all the lights in The Courtyard will no longer work, but will not shatter.
- Redibles has expressed interest making a UGC item for Rush.[5]
- Rush can activate Glitch and/or Void in single-player.
- The badge description for successfully surviving Rush "I'm walkin' here!" is a reference to a scene in the Midnight Cowboy movie.
- Rush's crucifixion badge "You're not that guy, pal." description is a reference to a meme video titled the same.
- Rush's "In Plain Sight" badge "Quick, behind that conveniently shaped lamp!" description is a reference to one of the lines Sans from the indie game "Undertale" says when trying to hide the protagonist from his brother, Papyrus.
- Ironically, Rush has the longest jumpscare in the game, despite being the 3rd fastest entity behind A-60, and Ambush. It is faster than A-120, however.
- However, in The Modifiers Update, Rush's jumpscare cue can most likely be immediate.
- Rush makes a sound when it damages or kills a player. However, this sound is quiet and can only be heard when close or having high volume.
- When it is active, Rush moves at 70 studs per second (or at 120 studs per second with I'm Runnin' Here).[citation needed]
- Rush is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs).
- According to Lightning_Splash, a DOORS developer, Rush's favorite food is spaghetti.[6]
- LSPLASH confirmed that Rush is aromantic asexual and has no reproductive organs.[7]
- Sometimes, the lights may flicker, but Rush won't come. This usually happens if they flicker more quietly and less frequently than usual.
- It was confirmed by RediblesQW that some entities work together, such as Rush and Snare.
- As of March 18 2025, Rush is in the game icon and a certain preview image.[8]
- After The Mines update, Rush can travel two doors ahead, making the subsequent room dark and potentially leading to unusual scenarios, such as Screech spawning during the Seek Chase or the entrance to the Library being a dark room. This is no longer the case after The Content Update.
Bugs
- Rush and A-60 are the only canonical entities capable to deal the highest damage (125 damage) in normal situations out of any non-instakill entity.
- Subspace Tripmine deals 190 damage, however, it isn't canon.
- Sally can deal a higher amount of damage in very specific conditions, and very likely the minecart at a insanely high speed. However the minecart is not considered as an entity.
- Rush can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light.
- Rush can also leave a light or nightstand lit if a room it passed through did not generate quickly enough.
- If the player(s) opened 4 rooms past the room that triggered Rush's spawn, Rush would stop moving and would freeze completely for a few seconds when reaching the fourth door, and eventually despawn after these seconds.
- This was patched in The Mines Update.
- The bug still works in Super Hard Mode and with the Hotel- modifier.
- This bug still affects Blitz in a very similar way, but instead of freezing and then despawning, it just despawns instantly once it reaches the door.
- This was patched in The Mines Update.
- It was possible for Rush to spawn on Door 89, even if it had no hiding spots or if the room was dark. The same could also happen on Door 60.
- The same applied to other node entities.
- This bug started happening in The Hotel+ Update and was patched in The Hunt Update.
- The bug still happens in Super Hard Mode.
- The Death Screen may appear during Rush's jumpscare.
- If a player dies to Rush, their death screen may not list the door Rush attacked from, but rather the next door Rush opened.
- Rush won't open the next numbered door if an odd amount of doors (1, 3, 5...) were opened after its spawn.
- This bug started happening in The Mines Update.
- The bug doesn't happen in Super Hard Mode or with the Hotel- modifier.
- This bug started happening in The Mines Update.
- There have been multiple non-intentional ways to avoid Rush's ray-casting, most of them are currently patched on the current version of the game and also worked against every other node ray-casting entity.
- Gold in open drawers could protect players from dying to Rush and other ray-casting entities.
- This was patched in The Mines Update.
- The bug still works in Super Hard Mode and with the Hotel- modifier.
- This was patched in The Mines Update.
- Certain drawers could protect players from dying to Rush and other ray-casting entities.
- Only drawers in The Backdoor and in The Mines were capable of doing this.
- This was patched in The Content Update.
- Standing on a Snare after it attacked a player could protect players from dying to Rush and other ray-casting entities.
- This was patched in The Mines Update.
- The bug still works in Super Hard Mode.
- This was patched in The Mines Update.
- Items in open containers or naturally on the floor could protect players from dying to Rush and other ray-casting entities.
- This bug started working in The Mines Update, but was patched in The Content Update.
- In Ranked Mode, ray-casting from node entities can be blocked just by holding a Hiding Box or a Throwable Prop.
- The Hiding Box is able to block ray-casting from both the front and the back of the player, but not their sides.
- Throwable Props are able to block ray-casting only from the front of the player, being vulnerable from every other direction.
- Being ragdolled might sometimes break the item's hitbox causing it to not block the ray-casting correctly.
- Gold in open drawers could protect players from dying to Rush and other ray-casting entities.
- There is a bug when the player is experiencing lag, that sometimes causes Rush to take very long to arrive or make noise.
- Rush may suddenly disappear and then suddenly appear again, especially in The Mines. This can also affect other node entities.
- This is most likely due to Roblox path-finding bugs.
- If the room ahead was locked, Rush became extremely less likely to spawn.
- This started happening in The Mines Update and was patched in The Content Update.
- Because of this bug, using modifiers like "Key Key Key Key" decreased the amount of Rushes per run heavily, even with modifiers that increased its spawn rate.
- If Rush opens the door into Halt's room, the player(s) will normally get teleported into it and die instantly to Rush.
- This started happening in The Mines Update.
- The bug doesn't happen in Super Hard Mode and with the Hotel- modifier, as Rush despawns instantly once he opens a door in these versions.
- This started happening in The Mines Update.
- Rush could stay stuck forever if it was triggered just a few doors right after a Seek chase in The Hotel.
- This bug started happening in The Mines Update, but became much more common in The Content Update due to changes in node entities spawn rates.
- This was fixed on a patch that released on 12/27/2024: some days after The Content Update.
- This also could affect other node entities (except Blitz and A-120).
- Since The Content Update, Rush does not break the lights of rooms that were opened after its spawn.
- There was a temporal bug where Rush became invisible, didn't emit any sound and couldn't damage nor kill players. However, it could still break lights and open the next door.
- This was very likely caused by a temporal Roblox issue.
- Rush might sometimes skip the rooms path and start clipping through walls. This especially happens when opening doors while it is active.
- The same can sometimes happen to Ambush.
- This started happening in The Mines Update.
- The bug doesn't happen in Super Hard Mode and with the Hotel- modifier.
- Rush is capable of opening the next door the moment it is crucified, even if it hasn't reached it.
Modifiers Related modifiers
"Rush can attack from the door ahead, instead of the last door."
Requires 'See You Soon'
Floors: The Hotel
"Rush will attack more often."
Floors: The Hotel, The Mines
Related achievements
Out Of My Way
|
Stay Out Of My Way
|
In Plain Sight
|
Betrayal
|
History
Rush can now damage players in idle mode (when spawning) and is not collidable anymore.
Gallery
<tabber> |-|In-game=
- Rush jumpscare.gif
Rush’s jumpscare.
- RushJumpscareBlack.png
Rush's jumpscare in black.
- RushTowerJumpscare.gif
Ditto, but the jumpscare in Tower Heroes.
- RushRestrained.png
Rush being restrained by the Crucifix, as seen in the Hotel+ Update Teaser Trailer.
- Rush in teaser.png
Ditto.
- RushRushing.gif
Rush Rushing towards the player in the game's trailer.
- RuSh.png
Rush about to kill a player.
- U not completing no hiding challenge dummy.png
Ditto but with a clear aura.
- Rushspawn.jpg
Rush spawning in the Reception.
- RushImgSpr.png
A close-up of Rush's face in game.
- RushInTheUpdateTrailer.png
Rush being crucified in one of the trailers for the Hotel + Update.
- RushMines.jpg
Rush about to kill a player in The Mines.
- RushMinesJumpscare.gif
Ditto, but animated.
- R-90.jpg
A-90 appearing alongside Rush in it's jumpscare.
- RushChair.jpg
Rush somehow stuck below a chair.
- RushComing.jpg
A player accidentally exiting a wardrobe, about to die to Rush.
- Rush's long lost brother rash.jpg
Rush, somehow appearing alongside another Rush.
- Error creating thumbnail: File missing
Rush being crucified, but in Jeff's shop.
- Rush unbroken light.png
A glitched light fixture in a multiplayer game that Rush strangely did not break. Only visible to this specific player.
|-|Assets/Animations/UGC=
- RushCrucifyRemasterSped.gif
Ditto, but being crucified.
- RushTowerNew2.png
Rush's design in the Doors x Tower Heroes
- RushTowerConflict.webp
Ditto, but with no particles.
- Rushretrorender.png
Rush's design in Retro Mode.
- RushChainV2.png
A transparent render of Rush being chained by the Crucifix.
- RushMask.webp
Rush Mask UGC.
- RushBandana.webp
Rush Bandana UGC.
- RushFigure.png
Rush's Phatmojo Mini Figure
- RNIUSHCg== HD.png
Rush's Glitch Fragment Counterpart
|-|Other=
Rush's original particles decal named Vines by Dinotooth009.
- Rush's Particle as seen in The Crucification.png
Rush's original particle used for when it's being crucified [a Decal uploaded by zedguyz named "idk", in-game, it takes on a more dark bluish tint].
- Error creating thumbnail: File missing
Rush shown in the 33rd daily teaser.
|-| Clones= <tabber>April Fools=
- Matcher.png
matcher Clone
- Nachovarga temp.png
nacho varga Clone
- NIGHTMARE RUSH.png
NIGHTMARE RUSH Clone
- Rahhh!!!.png
rahhh!!! Clone
- Rsu h better.png
Rsu h Clone
- RUSHOREOFUNNY.png
RUSH!!! Clone
- Screenshot 20221211 114502.png
rushy Clone
- Rushaprilfoolsfunny.png
rr.r.ruhhs Clone
- Scary red face.png
Scary red face Clone
- Shiny Teeth.png
Shiny Teeth Clone
- SteamHappyRush.png
steamhappy Clone
- Trollface.png
Trollface Clone
|-| Stream Integration=
- Rush + Ambush.png
The symbiote Clone
- Steeth.png
steeth Clone
- Error creating thumbnail: File missing
grabber Clone
|-| Other=
- RNIUSHCg== HD.png
RNIUSHCg== Glitch Fragment Clone
- Rushretrorender.png
Retro Clone
- RushTowerNew2.png
Tower Heroes Clone
</tabber> </tabber>
References
- ↑ Formerly, in main game gameplay
- ↑ 3 rooms will remain unclosed until being closed off.
- ↑ "Rush rushes." – DoorsRoblox, X
- ↑ 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
- ↑ Q: "Will you make a ugc item related to rush?" A: "maybe, i saw a really cool 3d model of rush the other day so i know its possible" – RediblesQW, Twitter
- ↑ "Q: whats rushes favorite food" A: "spaghetti" – LightningSplash, X
- ↑ "rush is aro ace and has no reproductive organs" – LightningSplash, X
- ↑ https://www.roblox.com/games/6516141723/DOORS