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{{About|Rush|[[RNIUSHCg==]], the glitched counterpart of Rush}} |
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{{Entities |
{{Entities |
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|title=Rush |
|title = Rush |
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|image= |
|image = Rush1.png |
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|attack = Rushes through multiple rooms, killing anyone who is not hiding and in its sight. |
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Rush_Icon.png |
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|damage = {{Icons|Damage}} 125 |
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</gallery> |
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|date_added = August 10, 2022 |
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|attack=Charges through rooms killing any players that are too close and visible until it reaches an unopened door, shattering all the lights in the process. |
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|creator(s) = [[Ghostly_Wowzers]] |
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|damage= |
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|floors = |
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*{{Icons|Instakill|link=Damage}} Instant Death |
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* [[The Hotel]] |
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|date_added=August 10, 2022 |
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* [[The Mines]] |
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|creator(s)=*[[Ghostly_Wowzers]] |
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|sound1 = *'''Ambients''' |
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|floors=*[[Hotel|The Hotel]] |
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Far [[File:RushFarSound.mp3]] |
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Near [[File:RushSoundNear.mp3]] |
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|sound2 = *'''Jumpscares''' |
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|sound3='''Jumpscare (WARNING: LOUD)''' [[File:RushScare.mp3]] |
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Static Used In Jumpscare |
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|sound4='''Crucifix/Repent (WARNING: LOUD)''' [[File:RUSHCRUCIFIX.MP3]] |
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[[File:RushJumpscareStatic.mp3]] |
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|sound5='''Fakeouts (#1 and #2)''' [[File:FakeoutRushMerged.mp3]] |
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Jumpscare (WARNING: EXTREMELY LOUD!) |
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|sound6='''Static Used In Jumpscare''' [[File:RushJumpscareStatic.mp3]] |
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[[File:RushScare.mp3]] |
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Kill |
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|sound8='''Arrival Tease''' [[File:AmbienceRushTease.mp3]] |
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[[File:RushKill.mp3]] |
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'''Scream (Unused)''' [[File:2D Entities Scream.wav]]}} |
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|sound3 = *'''Miscellaneous''' |
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Crucified (WARNING: LOUD!) [[File:RUSHCRUCIFIX.MP3]] |
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Fakeouts [[File:FakeoutRushMerged.mp3]] |
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Arrival Tease [[File:AmbienceRushTease.mp3]] |
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Scream (Unused, Warning: Somewhat Loud) |
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[[File:2D Entities Scream.wav]] |
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Earthquake (Mines) [[File:EarthquakeSFX.ogg]] |
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|sound4 = *'''Lights''' |
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Bulb Flicker |
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[[File:BulbFlicker.wav]] |
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Bulb Break [[File:BulbBreak.wav]] |
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|type = Hostile (Lethal) |
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|spawnRate = <!--TBA--> |
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}} |
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<choose> |
<choose> |
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<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> |
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<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> |
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</choose> |
</choose> |
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'''Rush''' is a major hostile [[List of Entities|entity]] in ''[[DOORS]]'', appearing as the tertiary/central antagonist of the [[Hotel]]. It serves as one of the most frequent threats in the aforementioned area, as well as being a prominent entity in [[The Greenhouse]]. ''Rush'' appears nearly the same in the [[Tower Heroes Event]]. |
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'''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]]. |
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=={{Icons|Overview}} Appearance== |
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''Rush'' takes on the appearance of a dark gray face encompassed by smoke and particles. Parts of its face are distorted and with holes. It expresses a large open smile, showing rows of its white and gray distorted teeth. |
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=={{Icons| |
== {{Icons|Overview}} Appearance == |
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''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. |
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''Rush'' flickers the lights as a warning before speeding through multiple rooms and disappearing when it hits an unopened door. ''Rush'' creates a deep static-like sound as an audio cue to alert to its arrival. Rooms that ''Rush'' has passed through will have their lights shattered and the room will fall dark, and these dim rooms will be considered [[Hotel#Dark Rooms|Dark Rooms]] (i.e. [[Screech]] can spawn), despite not playing the sound that plays when entering a dark room. If there are no objects between the player and ''Rush'', then it will kill players if close enough (via its raycasting). [[Hiding]] while ''Rush'' is traveling through rooms will let the player survive. ''Rush'' will automatically open the door of the following room upon reaching the end of its route (only if the door does not require a key). |
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== {{Icons|Behavior}} Behavior == |
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===Notes=== |
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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. |
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*While the flickering lights serve as a warning of ''Rush''<nowiki/>'s arrival, lights may also flicker randomly without an attack. The chances of this usually increase after [[The Library]]. |
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** If the lights flicker slightly and the flickering noise is much quieter, or if only some of the lights flicker, ''Rush'' likely won't spawn. |
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**''Rush'' can have delayed arrival cues after opening the door to the next room (i.e. lights flickering and darkened vision). |
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** If the lights flicker significantly longer than usual, ''Rush'' will not spawn, and the next room will likely spawn [[Halt]]. |
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**''Rush'' will not spawn if [[Seek]]'s eyes are present. |
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**If a player has bad connection, the lights flicker might be delayed. This usually happens after the lights flicker quickly and then stop upon entering a room. |
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*As of the [[Update Logs|Hotel+ update]], while ''Rush'' can't spawn in most dark rooms, it can still traverse through dark rooms. |
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**There are also a few rooms that this rule does not apply to, like [[The Greenhouse]] and [[Hotel#Large Basement|The Large Basement]], which can be extremely lethal. In these cases, the player must rely on ''Rush''<nowiki>'</nowiki>s sound. |
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***Alternatively in the Large Basement, players can rely on the lights' flickering noise, or seeing the dark lights flash. |
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*As of the [[Modifiers]] update, ''Rush'' will not emit outer particles on mobile on lower graphics. |
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*''Rush'' can go four doors ahead counting from the next door from the room ''Rush'' appeared on. |
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*''Rush'' appears more frequently as the players progress. |
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*''Rush'' spawns very frequently in The Greenhouse, though in these rooms there are many closets to hide inside. |
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*[[Hide]] will become more easily aggravated as the player progresses (most notably after the Library). As such, if a player hides too early, it is possible to be kicked out right when ''Rush'' arrives in the room. |
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**This can be prevented from happening by standing in front of the hiding spot instead and only hiding once ''Rush'' can be heard drawing near. However, [[Jack]] may appear if the player goes into the preceding or following rooms, and prevent this strategy. |
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***However, Jack is extremely rare. |
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*When in multiplayer, ''Rush'' can sometimes spawn in a room where there are fewer hiding spots than players. This is thought to be a bug. |
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*The more players there are in a game, the slower ''Rush'' will travel. This is most likely to give players a chance to find a hiding spot. |
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**However, this can be a disadvantage as well, since players that hid too early may be pushed out by Hide, thus dying to ''Rush''. |
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*''Rush'' is unable to spawn in the following areas: |
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** Seek's crescendo (first and second) |
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**Seek's chase |
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**The Library |
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**[[The Courtyard]] |
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**Halt's hallway |
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**Doors 98 to 99 |
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**[[The Electrical Room]] |
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**Any room lacking a hiding spot (no closets or beds). Getting Rush in rooms without hiding spots is likely a bug, unless if you have the ‘Nowhere To Hide’ modifier activated. |
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*Contrary to popular belief, ''Rush''<nowiki/>'s hitbox operates off of raycasting. This means it is possible to hide from ''Rush'' if the player remains out of its line of sight, such as in a long narrow hallway with hotel rooms. The same is true for [[Ambush]], however, the raycasting is much larger, so this may not work when Ambush is near. |
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**The [[achievement]] "In Plain Sight" is granted when avoiding ''Rush'' (or<nowiki/> Ambush) this way for the first time. |
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** There has been a bug fix to attempt to rectify this by making ''Rush'''s hitbox larger, however, it is still possible to bypass ''Rush'' without hiding. |
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*As of the Hotel+ Update, players can use the [[Crucifix]] against ''Rush'' to banish it. |
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*''Rush'' will go through locked doors without opening them. |
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*Since ''Rush'' will open the next door for the player(s), it can be useful to avoid [[Dupe]]. |
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**''Rush'' will also knock off the number plates on all the Dupe doors in the room. |
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*It's possible for ''Rush'' to open a door to an [[List of Entities|entity]] or a dark room. |
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**''Rush'' may open a door to a room that causes it to spawn again, notably in The Greenhouse or with certain modifiers enabled. |
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*''Rush'' can spawn right after Halt's hallway. |
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*Entering Halt's hallway will despawn ''Rush.'' |
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*''Rush'' can spawn as early as Door 3, but it usually spawns around Door 14. |
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*It is possible for the lights to bug, and not flicker to signal an encounter with ''Rush''. |
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*When ''Rush'' is close enough to the player's room, the lighting will slightly dim to signal its arrival (the same goes for Ambush). |
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*If the player uses [[vitamins]] and advances four doors from the door that caused ''Rush'' to spawn, ''Rush'' will stop at the door and will eventually disappear. If the player is far enough from this door they can survive without hiding. This is nearly impossible to replicate in singleplayer, because ''Rush'' is much faster. |
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*Occasionally, fake<nowiki/>outs occur when ''Rush'''s sound effect can play randomly, however it is very quiet and quick, and ''Rush'' will not actually spawn. |
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*''Rush'' can open the <nowiki/>door behind the fireplace when the painting puzzle is not solved. |
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*''Rush'' can kill the <nowiki/>player while staying out of the side if standing to close to the door frame. It is recommended to stay close to the wall and far from the door frame. The same goes with Ambush and A-60. |
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*Using the "MAXIMUM OVERDRIVE" modifier, it is very easy to outrun ''Rush.'' Use vitamins for extra speed. |
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**This may not work on the modifier "'''I'm Runnin' Here'''" as ''Rush'' is faster. This forces the player to find a hiding spot instead of outrunning a ''Rush'' encounter when said modifier is equipped. |
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*''Rush'' can spawn with a "timer" with the modifiers: "Rush Hour" (about every 30 seconds), "Really Bad Time" (about every 45 seconds) and "Worst Time Ever" (about every 50 seconds) in most rooms, instead of ''Rush'' being set to spawn when you open doors. |
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**The "timer" restarts when you open a new door, so just make sure you don't take too long to open the next door. |
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**This type of ''Rush'' with a "timer" won't make the lights flicker. |
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**This timer can also randomly spawn rooms entities with the "Room for more" modifier. |
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*If ''Rush'' were to occur in Room 100, it would darken the entire room including the maze, main floor, etc. making a huge disadvantage to properly see when finding all hidden [[The Electrical Room#Breaker%20Switch|breaker switches]]. |
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*It is possible to outrun ''Rush'' when using the "MAXIMUM OVERDRIVE" modifier along with using vitamins, ''Rush'' could've either despawned prior to the room where it's cue would happen, or ''Rush'' would've fallen down into the void. |
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===Super Hard Mode=== |
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*''Rush'' has a high chance of spawning with a custom decal and different ambient noise, including a sped up and more distorted version of its normal sound. ''Rush'', however, can still spawn in its normal state. |
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*''Rush'' has a chance of rebounding prior to the Greenhouse. |
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*''Rush'' has an extremely rare chance of killing the player, even if hiding in a closet. |
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*In the April Fools: Super Hard Mode update, some ''Rush'' audios are low and cannot be heard as easily as the normal ''Rush'''s, one example being the FNAF: 2 ambience sound that can be heard from the door in the lobby. This encourages players to listen closely for the noise, and/or listening to the breaking of many lights when the ''Rush'' variant comes through. |
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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). |
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=={{Icons|Puzzles}} Bugs== |
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*A bug exists where in a group of players, one of them can find ''Rush'' stuck on a door; ''Rush'' eventually despawns after the door opens. However, if the players do proceed to stay in the room, ''Rush'' would eventually be unstuck and kill the players. |
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*There was a previous batch of bugs where the player could hide from ''Rush'' by crouching in a corner or standing out of its line of sight. Most of these have been fixed, but some bugs are still available. |
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**This is likely an intentional feature now after the Hotel+ Update, due to the "In Plain Sight" badge being introduced. |
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*There was a bug where if the player hid in a closet in the middle of a room, ''Rush'' could still get them. |
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*There was a bug where ''Rush''<nowiki/>'s audio would not be present, this is due to the fact that ''Rush''<nowiki/>'s original audio was deleted/archived. This has been fixed now by the developers by recording the two pre-modified copies of ''Rush''<nowiki/>'s audio. |
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*''Rush'' can sometimes leave a chandelier lit even after knocking it out, but the glitched chandelier will not emit any light. |
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**''Rush'' can also leave a light or nightstand lit if the room didn't generate quick enough. |
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*There is a bug where ''Rush'' can't open Door 98, Door 99 and Door 100 in the Greenhouse. |
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*It is possible for the lights to flicker and ''Rush'' to spawn in [[Hotel#Large Basement|The Large Basement]] room, despite it having no lights. |
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*It is possible for ''Rush'' to spawn in Door 89 with no hiding spots or even if the room is dark, as Door 89 is likely considered to be a part of The Greenhouse. |
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*There is a bug where the [[Death Screen|death screen]] appears during ''Rush''<nowiki/>'s jumpscare. |
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*There is a bug were if a player died to ''Rush'', their death screen will not say the door ''Rush'' attacked in, but rather the next door which ''Rush'' opened. |
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*There is a bug where coins can protect you from dying to ''Rush'' and Ambush. |
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*There is a bug where [[Snare]] may protect the player from dying to ''Rush'' and Ambush. |
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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. |
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=={{Icons|Trivia}} Trivia== |
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*''Rush'' is named after how it rushes through hallways.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Rush rushes."] – DoorsRoblox, Twitter</ref> |
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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. |
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*''Rush'' can be seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for the game. |
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*''Rush'' is possibly the tertiary/central antagonist of the Hotel, due to its constant spawning, it is a major entity in The Greenhouse rooms, as it is almost guaranteed to spawn there. |
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=== Notes === |
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**[[Figure]] is the main antagonist, and Seek is the secondary antagonist, although this is only for the Hotel. |
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* ''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. |
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**All the three above are all guaranteed to spawn in every run. |
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** 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. |
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*''Rush'''s gameplay is based on the entity A-60 from [https://www.roblox.com/games/5076734934 Rooms] by nicorocks5555, one of the inspirations for ''DOORS''. |
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* After [[The Hunt Update]], ''Rush'' can spawn in [[Seek|Seek's]] Crescendo. |
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*''Rush'''s original design was inspired by an emoji smiling unsettlingly. |
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* ''Rush'' cannot spawn in the following areas: |
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**The origin of the image was actually from a company named "The Smiley Company". It is also seen in a YouTube channel named Smiley Archive, a channel archiving a discontinued ARG that is about revenge and mass killing. The image that was used to making ''Rush'' is seen in Tape 7 of Smiley Archive, where its original unedited image appears along with a text caption, "Something bad will happen soon", whilst having a variation of a PAC-MAN song playing in this part. |
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** Rooms without hiding spots (Can spawn with certain [[Modifiers]]) |
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***As of now, the channel was terminated by YouTube, however there is a reupload channel that is archiving these tapes. |
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** On [[The Hotel]] 1, 2, 49, 51, 62, 90, 99. |
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**''Rush''<nowiki/>'s design is also probably inspired by the Hidden Trollface from a older game also developed by [[RediblesQW|Redibles]], called [https://www.roblox.com/games/7768149183 Find The Trollfaces]. 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]. |
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** On [[The Mines]] 101, 102, 137, 138, 139, 140, 141, 151, 198, 199. |
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**''Rush''<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> |
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** Safe rooms: |
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*''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 but slowed down for 11 seconds. |
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*** [[The Reception]], Door 0 |
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**Both audios are technically played and looped simultaneously but the nearby audio is unmuted when ''Rush'' gets closer. |
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*** Hotel's Small library room |
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**''Rush'' is much quieter now after Hotel+, with players only being able to hear it from around two rooms before their own room. |
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*** Hotel's Skinny Hallway |
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***This is because of an audio change due to Roblox archiving/deleting the original audio file, forcing the developers to make a new version by recording two pre-modified copies which are the far and near audio. |
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*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]). |
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**** The creator of the original sound noticed and changed the description to say "EDIT: ROBLOX KILLED THE ORIGINAL DOORS RUSH SOUND!!! NOOOOOOOO" It is unknown what the new recorded audio by LSPLASH is. |
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*** [[Jeff Shop]], Door 53 - 59. 153-162 |
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***''Rush'' is one of the two entities to have their audio changed. The other one was [[Ambush]] for the same reason. |
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*** [[The Rooms]]'s subfloor entrance. Door 60 |
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**''Rush''<nowiki/>'s near sound is used for its clones on [[2023 April Fools Event|SUPER HARD MODE]]. |
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*** Mega Gate Basement, Door 61 |
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*''Rush''<nowiki/>'s outer particles can be found [https://www.roblox.com/library/84277812 here]. |
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*** Pre-Infirmary room |
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**The image is originally green, however it was turned blackish dark blue to fit ''Rush''. |
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*** [[The Infirmary]], Around door 67 |
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**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. |
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*** Pre-Courtyard room, Door 88 |
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*''Rush'' is one of the 3 entities in the Hotel guaranteed to spawn in every run, the others being Seek and Figure. |
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*** [[The Courtyard]], Door 89 |
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*The first ''Rush'' encounter can be as early as Door 2. |
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*** [[The Adit]], Door 100.5 |
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**Even after [[Ambush]] spawns late in a run, ''Rush'' can still spawn after it leaves. |
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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 170-180 |
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** [[Halt]]'s sequences |
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*** The next and 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 |
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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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* 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]]. |
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* ''Rush'', when spawning, will take 11-15 seconds to rush through any [[The Greenhouse|Greenhouse]] room. |
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** 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. |
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*** There is a 3 second interval between being able to hear ''Rush'' and the entity roaming through the room you're in. |
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*** 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. |
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** 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. |
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*Sometimes, the lights will flicker but ''Rush'' wouldn't spawn, likely to startle players or it is Seek's eyes that blink |
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* ''Rush'' is one of the many entities capable of breaking lights. ''Rush'' will break the lights of the rooms as it rushes through them. |
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** 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]]. |
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* ''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. |
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** However, ''Rush'' can't open locked doors, the [[The Library|Library]] entrance, [[The Greenhouse|Greenhouse]] doors, [[The Electrical Room]] Door, and generator rooms in [[The Mines]]. |
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*** ''Rush'' could open the entrance to The Library before The Mines Update (and therefore, in Super Hard Mode and with the Hotel- modifier). |
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*** ''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. |
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* ''Rush'' travels slower the more players there are in a game. |
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* Players can use the [[Crucifix]] to "banish" ''Rush''. |
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** This does not permanently stop ''Rush,'' as it can still spawn later in the run. |
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* Rush deals 125 [[damage]], meaning it is possible to survive ''Rush'' having enough [[health]] and/or star shield while still being in its sight. |
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* ''Rush'' "modifies" the room where it spawn, making it capable of having hiding spots, and therefore, having hiding spots. |
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** The same applies to other node entities. |
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** 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. |
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*** 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. |
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*** 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. |
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*** This still happens in Super Hard Mode and with the Hotel- modifier. |
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* Fakeouts occasionally occur, where ''Rush's'' audio plays quickly but stops right after to scare players. |
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* 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. |
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=== [[2023 April Fools Event|SUPER HARD MODE!!!]] === |
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* Though it may still spawn in its "normal" state, ''Rush'' has a high chance of spawning with a custom decal and emitting alternative audio. |
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* ''Rush'' has a rare chance to rebound similar to [[The Backdoor|Blitz]]; this does not occur in [[The Greenhouse]]. |
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* ''Rush''<nowiki/>'s damage will be fatal, no matter how much health and shield you have. |
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=== [[2024 April Fools Event|RETRO MODE]] === |
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* ''Rush'' spawns way more often and when it kills, a red screen will be shown for a few seconds before its normal jumpscare cutscene. |
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* ''Rush'' can still instantly jumpscare the player on this mode. |
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=== [[2025 April Fools Event|PARTY MODE]] === |
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* ''Rush'' moves faster and can start appearing earlier. |
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* ''Rush'' deals 100 damage instead of 125. |
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=== HOTEL- === |
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* ''Rush''<nowiki/>'s ambient sounds are slightly quieter. |
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* ''Rush'' moves faster. |
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* If ''Rush'' passed in a room and broke the lights, [[Screech]] won't spawn. |
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== {{Icons|Trivia}} Strategy == |
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* As of [[The Content Update]], in [[The Hotel]], ''Rush'' can spawn as early as Door 3 and as late as Door 98. |
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** In [[The Mines]], ''Rush'' (and other natural node entities) can spawn as early as Door 103 and as late as Door 197. |
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** Although the most common first spawn is (around) the 13th door of the floor. |
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* 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. |
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** 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]]. |
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*** 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. |
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*** Doing this in multiplayer might be a little bit riskier, as other [[players]] might steal the closet you choose to hide in. |
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*** 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. |
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*** [[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. |
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* ''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]]. |
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* 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''. |
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** 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. |
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** When entering the Greenhouse, you should always stay close to an available closet due to ''Rush'''s unpredictable cue anytime around Doors 91–98. |
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* 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. |
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* 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. |
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** 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. |
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* ''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. |
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== {{Icons|Trivia}} Trivia == |
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* ''Rush'' is named after how it "Rushes" or is "Rushing" through rooms.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Rush rushes."] – DoorsRoblox, X</ref> |
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* ''Rush'' is first seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for ''[[DOORS]]''. |
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* 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]". |
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** 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. |
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** 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. |
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* ''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''. |
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* ''Rush''<nowiki/>'s placeholder/origin design was inspired by an emoji smiling unsettlingly.{{Fact}} |
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** 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". |
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** ''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]. |
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** ''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> |
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* ''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. |
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** Both audios are technically played and looped simultaneously but the nearby audio is unmuted when ''Rush'' draws closer. |
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** ''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. |
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*** 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. |
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**** The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS ''Rush'' SOUND!!! NOOOOOOOO". |
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*** ''Rush'' is one of the two [[List of Entities|entities]] to have their audio changed. The other was [[Ambush]], for the same reason. |
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** ''Rush''<nowiki/>'s near sound is used for its clones in [[2023 April Fools Event|Super Hard Mode]]. |
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* ''Rush''<nowiki/>'s outer particles can be found [https://www.roblox.com/library/84277812 here]. |
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** The image is originally green, however it was turned blackish dark blue to fit ''Rush''. |
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** 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.) |
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* ''Rush'' is one of the 3 hostile entities in [[The Hotel]] guaranteed to spawn in every run, the others being [[Seek]] and [[Figure]]. |
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* 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. |
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** Now, it just leaves them unopened, not even scratching the number sign on them. |
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* The first ''Rush'' encounter can be as early as Door 3, since The Hunt Update. |
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** Even after Ambush spawns late in a run, ''Rush'' can still spawn after it leaves. |
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*** If the player passed too many doors while Ambush is active and the light activates, both ''Rush'' and Ambush will be present. |
*** If the player passed too many doors while Ambush is active and the light activates, both ''Rush'' and Ambush will be present. |
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*Prior to |
* 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. |
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**Sometimes, this delay can make '' |
** Sometimes, this delay can make ''Rush'' slower, and make the volume go higher, but after decrease it. |
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*''Rush'' will spawn |
* ''Rush'' will spawn behind the last closed door, after flickering the lights. |
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*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. |
* 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. |
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**Players are still able to do this, if the player |
** 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.) |
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*Prior to |
* 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. |
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*If ''Rush'' |
* If ''Rush'' rushes through [[The Courtyard]], all the lights in The Courtyard will no longer work, but will not shatter. |
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* 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> |
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*If ''Rush'' goes into a room with a fireplace, the fireplace will be extinguished. |
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* ''Rush'' can activate [[Glitch]] and/or [[Void]] in single-player. |
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**However, if it rushes through the [[The Dining Room]], it will not be extinguished. This is most likely a bug. |
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* 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. |
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*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> |
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* ''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. |
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*''Rush'' can activate [[Glitch]] or single-player [[Void]]. |
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* ''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]]. |
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*The badge description for successfully surviving Rush "I'm walkin' here!" refers to the scene in the [https://www.youtube.com/watch?v=_Z-tCU-sULA Midnight Cowboy] movie. |
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* 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. |
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*''Rush''<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. |
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** However, in [[The Modifiers Update]], ''Rush'''s jumpscare cue can most likely be immediate. |
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*''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]]. |
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* ''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. |
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*Ironically, ''Rush'' has the longest jumpscare in the game, despite being the 2nd fastest entity behind Ambush. |
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* When it is active, ''Rush'' moves at 70 studs per second (or at 120 studs per second with I'm Runnin' Here).{{Fact}} |
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**However in the [[Modifiers]] update, ''Rush's'' jumpscare cue can most likely be immediate. |
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* ''Rush'' is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs). |
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*''Rush'' makes a sound when it kills a player. However, this sound is quiet and can only be heard when close or having high volume. |
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* |
* 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> |
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*''Rush'' is |
* 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> |
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* Sometimes, the lights may flicker, but ''Rush'' won't come. This usually happens if they flicker more quietly and less frequently than usual. |
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*''Rush'' goes 65 studs per second. |
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* It was confirmed by [[RediblesQW]] that some entities work together, such as ''Rush'' and [[Snare]]. |
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*Rush is the highest entity in doors because of the aura who measures 4.48 meters (16 studs). |
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* 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> |
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*[[LSPLASH]] had to change the image for the "In Plain Sight" achievement due to Roblox giving them a warning about it. |
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* 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. |
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== {{Icons|Bugs}} Bugs == |
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* ''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. |
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** [[2023 April Fools Event|Subspace Tripmine]] deals 190 damage, however, it isn't canon. |
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** [[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. |
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* ''Rush'' can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light. |
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** ''Rush'' can also leave a light or nightstand lit if a room it passed through did not generate quickly enough. |
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* 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. |
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** This was patched in [[The Mines Update]]. |
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*** The bug still works in Super Hard Mode and with the Hotel- modifier. |
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** This bug still affects [[The Backdoor#Blitz|Blitz]] in a very similar way, but instead of freezing and then despawning, it just despawns instantly once it reaches the door. |
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* 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. |
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** The same applied to other node entities. |
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** This bug started happening in [[The Hotel+ Update]] and was patched in [[The Hunt Update]]. |
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*** The bug still happens in Super Hard Mode. |
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* The [[Death Screen]] may appear during ''Rush''<nowiki/>'s jumpscare. |
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* If a player dies to ''Rush'', their death screen may not list the door ''Rush'' attacked from, but rather the next door ''Rush'' opened. |
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* ''Rush'' won't open the next numbered door if an odd amount of doors (1, 3, 5...) were opened after its spawn. |
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** This bug started happening in The Mines Update. |
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*** The bug doesn't happen in Super Hard Mode or with the Hotel- modifier. |
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* 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. |
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** [[Gold]] in open drawers could protect players from dying to ''Rush'' and other ray-casting entities. |
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*** This was patched in [[The Mines Update]]. |
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**** The bug still works in Super Hard Mode and with the Hotel- modifier. |
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** Certain [[Containers|drawers]] could protect players from dying to ''Rush'' and other ray-casting entities. |
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*** Only drawers in [[The Backdoor]] and in [[The Mines]] were capable of doing this. |
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*** This was patched in [[The Content Update]]. |
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** Standing on a [[Snare]] after it attacked a player could protect players from dying to ''Rush'' and other ray-casting entities. |
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*** This was patched in [[The Mines Update]]. |
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**** The bug still works in Super Hard Mode. |
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** [[Items]] in open containers or naturally on the floor could protect players from dying to ''Rush'' and other ray-casting entities. |
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*** This bug started working in [[The Mines Update]], but was patched in [[The Content Update]]. |
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** In [[2025 April Fools Event|Ranked Mode]], ray-casting from node entities can be blocked just by holding a Hiding Box or a Throwable Prop. |
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*** The Hiding Box is able to block ray-casting from both the front and the back of the player, but not their sides. |
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*** Throwable Props are able to block ray-casting only from the front of the player, being vulnerable from every other direction. |
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*** Being ragdolled might sometimes break the item's hitbox causing it to not block the ray-casting correctly. |
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* There is a bug when the player is experiencing lag, that sometimes causes ''Rush'' to take very long to arrive or make noise. |
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* ''Rush'' may suddenly disappear and then suddenly appear again, especially in The Mines. This can also affect other node entities. |
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** This is most likely due to Roblox path-finding bugs. |
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* If the room ahead was locked, ''Rush'' became extremely less likely to spawn. |
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** This started happening in [[The Mines Update]] and was patched in [[The Content Update]]. |
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** 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. |
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* If ''Rush'' opens the door into [[Halt]]'s room, the player(s) will normally get teleported into it and die instantly to ''Rush''. |
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** This started happening in [[The Mines Update]]. |
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*** 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. |
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* ''Rush'' could stay stuck forever if it was triggered just a few doors right after a [[Seek]] chase in The Hotel. |
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** 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. |
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** This was fixed on a patch that released on 12/27/2024: some days after The Content Update. |
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** This also could affect other node entities (except [[The Backdoor|Blitz]] and [[The Rooms|A-120]]). |
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* Since [[The Content Update]], ''Rush'' does not break the lights of rooms that were opened after its spawn. |
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* 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. |
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** This was very likely caused by a temporal Roblox issue. |
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* ''Rush'' might sometimes skip the rooms path and start clipping through walls. This especially happens when opening doors while it is active. |
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** The same can sometimes happen to [[Ambush]]. |
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** This started happening in [[The Mines Update]]. |
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*** The bug doesn't happen in Super Hard Mode and with the Hotel- modifier. |
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* ''Rush'' is capable of opening the next door the moment it is crucified, even if it hasn't reached it. |
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=={{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]]}} |
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*When the lights flicker when first entering a room, and Seek's eyes are not on the wall, this is a signal that ''Rush'' is close. Players are able to survive <nowiki/>''Rush''<nowiki/>'s attack by hiding in closets. However, hiding too early can result in Hide kicking the player out. |
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{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=Rush Hour|textcolor2=#ABA7BC|text2=Rush will attack more often.|increase=10}} |
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**A good strategy to avoid Hide is to go to the nearest closet as soon as the lights flicker, and then wait for ''Rush''<nowiki/>'s audio to get louder, indicating that ''Rush'' is getting closer. After the player has confirmed that ''Rush'' is near, they may now hide in the closet. |
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{{Modifier|bordercolor=#BFBBD4|bgcolor=#434349|textcolor=#BFBBD4|text=I'm Runnin' Here|textcolor2=#ABA7BC|text2=Rush will move quicker.|increase=10}} |
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*** This strategy can also be effectively used when facing Ambush as it is a very difficult entity to deal with, given the fact that it rebounds. |
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{{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}} |
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*** Doing this in multiplayer might be a little bit riskier as other players might steal the closet you chose 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. |
|||
*''Rush'' spawns in a specific spawn area, however this may backfire. The spawning goes as following: 2-3 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 2-3 times in The Greenhouse. |
|||
** While this is the likely 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''. |
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*When progressing through The Greenhouse, ''Rush'' can randomly be triggered due to the fact that The Greenhouse has no lights to alert the appearance of ''Rush''. |
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**[[Snare]] has traps lurking around The Greenhouse. Stepping on one of these traps can cause players to get stuck in ''Rush''<nowiki/>'s path. However, this can be survived by using a [[crucifix]]. Using a light source will help look out for these traps as well. |
|||
**The player can sometimes survive ''Rush'' after stepping on Snare, thanks to invincibility frames. |
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***This is very rare, as the invincibility frames in Doors are extremely short. |
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**When entering the Greenhouse, you should always stay close near an available toolshed due to ''Rush's'' unpredictable cue anytime around 90-99. |
|||
**''Rush'' will almost always spawn on Door 97. After opening the door, get to a closet and listen for ''Rush.'' |
|||
=={{Icons|Achievement}} Related achievements== |
=={{Icons|Achievement}} Related achievements== |
||
<div style="overflow-y:scroll; height:320px; width:100%;"> |
<div style="overflow-y:scroll; height:320px; width:100%;"> |
||
|title=Out Of My Way |
|||
|image=Out Of My Way Badge.png |
|||
|text=I'm walkin' here! |
|||
|text2=Successfully survive ''Rush''.}} |
|||
{{Achievement |
{{Achievement |
||
|title= |
|title = Out Of My Way |
||
|image= |
|image = Out Of My Way Badge.png |
||
|text |
|text = I'm walkin' here! |
||
|text2 |
|text2 = Successfully survive ''Rush''. |
||
}} |
|||
{{Achievement |
{{Achievement |
||
|title= |
|title = Stay Out Of My Way |
||
|image= |
|image = Stay Out Of My Way Badge.png |
||
|text= |
|text = You're not that guy, pal. |
||
|text2 = Use a Crucifix against ''Rush''. |
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|text2=Hide from an entity by staying out of sight.}} |
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}} |
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{{Achievement |
|||
|title = In Plain Sight |
|||
|image = In Plain Sight Badge.png |
|||
|text = Quick, behind that conveniently shaped lamp! |
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|text2 = Hide from an entity by staying out of sight.}}{{Achievement|image=Betrayal Badge.png|title=Betrayal|text=Dibs!|text2=Steal a hiding spot from someone right before they die. |
|||
}} |
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</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| |
|||
Rush can start attacking ahead of the current room. (The Mines only) <br> Rush can now damage players in idle mode (when spawning) and is not collidable anymore.}} |
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{{Log|March 15, 2024|Rush can now attack during Seek's Crescendo (When Seek's eyes are present)}} |
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{{Log |
{{Log |
||
|1=January 28, 2023 |
|1 = January 28, 2023 |
||
|2=Fixed spawning & pathing acting weird. Spawn can be delayed now. |
|2 = Fixed spawning & pathing acting weird. Spawn can be delayed now. |
||
}} |
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{{Log |
{{Log |
||
|1=January 11, 2023 |
|1 = January 11, 2023 |
||
|2=Fixed audio. |
|2 = Fixed audio. |
||
}} |
|||
{{Log |
{{Log |
||
|1=September 10, 2022 |
|1 = September 10, 2022 |
||
|2=Increased hitbox. (Undocumented) |
|2 = Increased hitbox. (Undocumented) |
||
}} |
|||
{{Log |
{{Log |
||
|1=August 10, 2022 |
|1 = August 10, 2022 |
||
|2=Introduced. |
|2 = Introduced. |
||
}} |
|||
</div> |
</div> |
||
=={{Icons|Gallery}} Gallery== |
=={{Icons|Gallery}} Gallery== |
||
<tabber> |
|||
|-|In-game= |
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<gallery widths="190"> |
<gallery widths="190"> |
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Rush |
Rush jumpscare.gif|Rush’s jumpscare. |
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Rush jumpscare.gif|Rush's jumpscare |
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RushNEW.png|''Rush''<nowiki/>'s transparent version used in game. |
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RushJumpscareScream.png|''Rush'' with its mouth and eyes widened, shown in the jumpscare. |
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RushJumpscareBlack.png|''Rush'''s jumpscare in black. |
RushJumpscareBlack.png|''Rush'''s jumpscare in black. |
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RushTowerJumpscare.gif|Ditto, but the jumpscare in Tower Heroes. |
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ORIGIN RUSH.png|''Rush''<nowiki/>'s design origin. |
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Rush Particles.png|''Rush''<nowiki/>'s original particles [https://www.roblox.com/library/84277812 decal named Vines] by Dinotooth009. |
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SIXTYACCURATE.png|A-60, the inspiration for ''Rush''. |
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Chained Rush.png|''Rush'' being chained by the crucifix. |
Chained Rush.png|''Rush'' being chained by the crucifix. |
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DIE FATTY!.png|Rush being chained by the crucifix in the Reception. |
DIE FATTY!.png|Rush being chained by the crucifix in the Reception. |
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GREENHOUSERUSH.png|''Rush'' being chained by the crucifix in the Greenhouse. |
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RushRestrained.png|''Rush'' being restrained by the Crucifix, as seen in the Hotel+ Update Teaser Trailer. |
RushRestrained.png|''Rush'' being restrained by the Crucifix, as seen in the Hotel+ Update Teaser Trailer. |
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CrucifixRush.gif|''Rush'' being crucified in the Hotel+ Trailer. |
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RushInTrailer.webp|''Rush'' appearing in the game's trailer. |
RushInTrailer.webp|''Rush'' appearing in the game's trailer. |
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Rush in teaser.png| |
Rush in teaser.png|Ditto. |
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RushRushing.gif|''Rush'' Rushing towards the player in the game's trailer. |
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RuSh.png|''Rush'' about to kill a player. |
RuSh.png|''Rush'' about to kill a player. |
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U not completing no hiding challenge dummy.png|Ditto but with a clear aura. |
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Rush7.webp|''Rush'' in front of a door during a run. |
Rush7.webp|''Rush'' in front of a door during a run. |
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Glitched Chandelier.png|A glitched chandelier that ''Rush'' did not knock out. |
Glitched Chandelier.png|A glitched chandelier that ''Rush'' did not knock out. |
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Rushspawn.jpg|''Rush'' spawning in the Reception. |
Rushspawn.jpg|''Rush'' spawning in the Reception. |
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RushImgSpr.png|A close-up of ''Rush'''s face in game. |
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RushInTheUpdateTrailer.png|''Rush'' being crucified in one of the trailers for the Hotel + Update. |
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RushMines.jpg|''Rush'' about to kill a player in [[The Mines]]. |
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TIGHTROOMRUSH.png|Ditto, but it's in a thin hallway room. |
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RushMinesJumpscare.gif|Ditto, but animated. |
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SUP.png|A strange image of ''Rush'' created by [[User:WowzersItsMe|Ghostly_Wowzers]], also was seen as a template in the [[List of Entities]] page. |
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R-90.jpg|[[A-90]] appearing alongside ''Rush'' in it's jumpscare. |
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RushChair.jpg|''Rush'' somehow stuck below a chair. |
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RushComing.jpg|A player accidentally exiting a wardrobe, about to die to ''Rush''. |
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Rush's long lost brother rash.jpg|''Rush'', somehow appearing alongside another ''Rush''. |
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Crucified-Rush.png|Rush being crucified, but in [[Jeff Shop|Jeff's shop]]. |
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Rush unbroken light.png|A glitched light fixture in a multiplayer game that ''Rush'' strangely did not break. Only visible to this specific player. |
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</gallery> |
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|-|Assets/Animations/UGC= |
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<gallery widths="190"> |
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Rush Moving.gif|''Rush''<nowiki/>'s in-game animation. |
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RushCrucifyRemasterSped.gif|Ditto, but being crucified. |
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RushNEW.png|''Rush''<nowiki/>'s transparent version used in game. |
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RushJumpscareScream.png|''Rush'' with its mouth and eyes widened, shown in the jumpscare. |
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RushTowerNew2.png|''Rush''<nowiki/>'s design in the Doors x Tower Heroes |
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RushTowerConflict.webp|Ditto, but with no particles. |
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Rushretrorender.png|''Rush'''s design in Retro Mode. |
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RushChainV2.png|A transparent render of ''Rush'' being chained by the Crucifix. |
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RushMask.webp|''Rush'' Mask UGC. |
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RushBandana.webp|''Rush'' Bandana UGC. |
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RushFigure.png|''Rush'''s Phatmojo Mini Figure |
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RNIUSHCg== HD.png|''Rush'''s Glitch Fragment Counterpart |
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</gallery> |
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|-|Other= |
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<gallery> |
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ORIGIN RUSH.png|''Rush''<nowiki/>'s design origin. |
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Rush Particles.png|''Rush''<nowiki/>'s original particles [https://www.roblox.com/library/84277812 decal named Vines] by Dinotooth009. |
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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]. |
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11517183096.png| ''Rush'''s current particle used for when it's being crucified [a Decal uploaded by LSPLASH with the ID being: 11517183096]. |
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SUP.png|An image of ''Rush'' that was previously a placeholder for the List of entities page icons. |
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SeeYou.png|Ditto but cropped. |
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DOORS 2025 Icon.png|''Rush''<nowiki/>'s appearance in the Post-Content Update Icon |
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DOORS 2025 Icon 2.png|''Rush''<nowiki/>'s appearance in the second Post-Content Update Icon |
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DOORS Thumbnail 1.png|''Rush''<nowiki/>'s appearance in DOORS' First Thumbnail. |
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Game Thumbnail.png|Ditto, but with device compatibility. |
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DOORS 2025 Thumbnail 1.png|''Rush''<nowiki/>'s appearance in DOORS' Nineteenth Thumbnail. |
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DOORS 2025 Thumbnail 5.png|''Rush''<nowiki/>'s appearance in DOORS' Twenty-third Thumbnail. |
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DailyTeaser33.jpeg|''Rush'' shown in the 33rd daily teaser. |
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</gallery> |
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|-| |
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Clones= |
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{{#tag:tabber|April Fools= |
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<gallery> |
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....better.png|.... Clone |
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Bald man.png|Bald Kreek Clone |
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Banana thump.png|banana thump Clone |
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Barrage.png|barrage Clone |
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CreakAprilFools.png|creak Clone |
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Depth.png|DEPTH Clone |
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GoblinoJumpscare.png|El Goblino Real Clone |
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Free Robloxian Outfit.png|Free Robloxian Outfit Clone |
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Matcher.png|matcher Clone |
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Nachovarga temp.png|nacho varga Clone |
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NIGHTMARE RUSH.png|NIGHTMARE RUSH Clone |
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Rahhh!!!.png|rahhh!!! Clone |
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Rsu h better.png|Rsu h Clone |
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Glitch rush.png|ru sh Clone |
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RUSHOREOFUNNY.png|RUSH!!! Clone |
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Screenshot 20221211 114502.png|rushy Clone |
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Rushaprilfoolsfunny.png|rr.r.ruhhs Clone |
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Scary red face.png|Scary red face Clone |
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Another rush clone.png|scary red face Clone |
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Shiny Teeth.png|Shiny Teeth Clone |
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SteamHappyRush.png |steamhappy Clone |
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Trollface.png|Trollface Clone |
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</gallery> |
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{{!}}-{{!}} |
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Stream Integration= |
|||
<gallery> |
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HORSE.webp|STUPID HORSE Clone |
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Rush + Ambush.png|The symbiote Clone |
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Ao Oni.png|ao oni Clone |
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Steeth.png|steeth Clone |
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Ambush V1 Og.png|is... is that ambush? Clone |
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Grabber.png|grabber Clone |
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Clayguy.webp|Klayman Clone |
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Boiled rush clone.webp|boiled Clone |
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</gallery> |
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{{!}}-{{!}} |
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Other= |
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<gallery> |
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RNIUSHCg== HD.png|RNIUSHCg== Glitch Fragment Clone |
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Rushretrorender.png|Retro Clone |
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RushTowerNew2.png|Tower Heroes Clone |
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</gallery> |
</gallery> |
||
}} |
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</tabber> |
|||
=={{Icons|Gallery}} References== |
=={{Icons|Gallery}} References== |
||
{{Reflist}} |
{{Scroll Box|{{Reflist}}}} |
||
=={{Icons|History}} Navigation== |
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{{Navigation}} |
{{Navigation}} |
||
[[Category:Entities]] |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
||
[[Category:Instakill Entities]] |
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[[Category:Lethal Entities]] |
[[Category:Lethal Entities]] |
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[[Category:Hostile Entities]] |
[[Category:Hostile Entities]] |
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[[Category: |
[[Category:Instakill Entities]] |
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[[Category:The Hotel]] |
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[[Category:The Mines]] |
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[[de:Rush]] |
[[de:Rush]] |
||
[[pt-br:Rush]] |
[[pt-br:Rush]] |
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