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Ambush |
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{{Entities |
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|title = Rush |
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|image = Rush1.png |
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|attack = Spawns in a previous room and speeds through multiple rooms only once until it reaches an unopened door, opening it and despawning. |
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|damage = {{Icons|Instakill|link=Damage}} Instant Death |
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|date_added = August 10th, 2022 |
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|creator(s) = [[Ghostly Wowzers]]|sound1='''Scream Far''' [[File:Rush Scream.mp3]]|sound2='''Scream Near''' [[File:RushNear.mp3]]|sound3=}} |
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{{Quote|I'm walkin' here!|'''Out Of My Way''' [[Achievements|Achievement]] description}} |
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'''Rush''' is an [[List of Entities|entity]] that resides in the [[Hotel]]. It serves as a frequent threat in the Hotel. |
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INFORMATION |
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== {{Icons|Behavior}} Behavior == |
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''Rush'' will flicker the lights as a warning before speeding through multiple rooms and disappearing. Rooms that ''Rush'' has passed through will have their lights shattered and the room will fall dark, but it won't be as dim as [[Hotel#Dark_Room|dark rooms]] (i.e [[Screech|Screech]] cannot spawn) and will not play the sound that plays when you enter a dark room. ''Rush'' will kill players when detected by its raycasting. [[Hiding]] while ''Rush'' is rushing through rooms will let the player survive. ''Rush'' will automatically open the door of the following room upon reaching the end of its route. |
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Attack |
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=== Notes === |
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* While the flickering lights serve as a warning of ''Rush''<nowiki/>'s arrival, the lights may also flicker randomly without an attack. |
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** If the lights flicker a little longer than usual, then [[Ambush]] will spawn instead. If the lights flicker a ''lot'' longer than usual, the next room will spawn [[Halt]]. |
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** This will not be the case for said entities if [[Seek]]'s eyes start appearing. |
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* ''Rush'' appears more frequently the more the player has progressed. |
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*[[Hide]] will get aggravated more easily the further the player has progressed (most noticeable after door 50) As such, if a player hides too early, it is possible to be kicked out ''just'' as ''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 getting closer. |
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*** Despite this being a good tip, [[Jack]] could appear and prevent you from entering the hiding spot. However, this only happens in a room that Rush spawns in or has a very very low chance of happening in the same room as Rush spawns in. |
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* If ''Rush'' appears in a room with a ventilation shaft, it will go back after reaching the locked door. |
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** However, there is a chance that ''Rush'' will bypass the door. |
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**''Rush'' will appear on both sides of the vents while rushing through the room. |
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* ''Rush'' will never attack in Dark Rooms or during Seek's crescendo. However, ''Rush can still enter Dark Rooms.'' |
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* When in multiplayer, ''Rush'' can sometimes spawn in a room where there are fewer hiding spots than players. |
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** This is thought to be a bug. |
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** This allows players who have hid to get the [[Achievements#Betrayal|Betrayal]] achievement, but only when the other player interacts with the full closet. |
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* ''Rush'' will travel at a slower speed the more players there are. |
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** This is most likely to give players a chance to find a hiding spot if all others are taken. |
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**For example: If there are 4 players in a run, ''Rush'' will go across the map very slowly, meanwhile if there is 1 person in a run, ''Rush'' will go across the map at its normal speed. |
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* ''Rush'' can spawn in any room in the hotel besides dark rooms, Seek's first and second crescendo and chase, [[The Library]], [[The Courtyard]], Halt's corridor, [[The Electrical Room]], and [[The Dining Room]]. |
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*If there is a locked door at the end of the next room, ''Rush'' will cross the door but will not open the door. |
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* Cont<nowiki/>rary to popular belief, ''Rush'''s hitbox operates off of ray casting. 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. |
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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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Speeds through multiple rooms before rebounding 1-6 times |
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== {{Icons|Puzzles}} Bugs == |
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* A bug exists where out of a group a player can find ''Rush'' stuck on a door, ''Rush'' eventually de-spawns 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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Damage |
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== {{Icons|Trivia}} Trivia == |
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* ''Rush'' can be seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for the game. |
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*The first Rush encounter could be encountered as early as Door 6. |
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**After [[Ambush]] spawns late game, it is possible that Rush will spawn before you reach Door 99. Even if [[Ambush]] spawns at Doors 90-97, it is still possible for Rush to spawn before Door 99. |
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* There was a bug where if the player hid in a closet in the middle of the room, ''Rush'' could still get them. |
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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. |
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* ''Rush''<nowiki/>'s full [https://www.roblox.com/library/530591527 audio] was distorted and slowed down for forty-seven seconds. |
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**Rush<nowiki/>'s nearby audio is the same audio but slowed down for around 20 seconds. |
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* ''Rush''<nowiki/>'s original design was inspired by an emoji smiling unsettlingly. |
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**The <nowiki/>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. As of now, the channel was terminated by YouTube, however there is a reupload channel that is archiving these tapes. |
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* ''Rush''<nowiki/>'s particles can be found [https://www.roblox.com/library/84277812 here]. |
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**The <nowiki/>image is originally green, however it was turned black to fit Rush. |
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* If ''Rush'' appears after the [[The Courtyard|Courtyard]], all the lights in The Courtyard will no longer work, but will not shatter. |
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**The [[The Courtyard|Courtyard]] will then become completely dark and look quite strange. |
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* It's<nowiki/> possible for ''Rush'' to cause an entity or a dark room by opening the next door. |
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* ''Rush''<nowiki/> can enter dark rooms, even though it cannot spawn in one. Hiding in a closet or bed when in a dark room can lead to getting comboed by both ''Rush'' and Screech. |
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* ''Rush''<nowiki/>'s gameplay is based on the entity A-60 from [https://www.roblox.com/games/5076734934 Rooms] by nicorocks5555 which was also the inspiration for doors. |
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*If ''Rush'' goes into a room with a fireplace, the fireplace will burn out. |
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*''Rush''<nowiki/> can be seen chained up when the [[Crucifix]] is used in the Hotel Update Teaser Trailer. |
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*Both<nowiki/> Rush and [[Ambush]] use a rarity system that their chances of appearing becomes more common but resets when activated. Rush's chance increase is higher each door compared to Ambush. After door 50, Rush rarity only becomes even higher. |
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**Rush<nowiki/> is able to reach 100% chance before door 50 while Ambush never reaches 100% since it's possible to beat the game without encountering Ambush. |
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Instant Death |
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== {{Icons|Trivia}} Strategy == |
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* |
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* When the lights flicker for a short amount of time, and Seek's eyes are not on the wall, find a closet and hide in it. You may traverse to the next room and use the closet in that room, however it is very risky as the room may not have closets and you may not be able to get to one in the previous room in time, and you can run the risk of encountering [[Jack]], who will prevent you from entering the closet for a short while. |
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ADDITIONAL INFORMATION |
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== {{Icons|Achievement}} Related Achievements == |
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{{Achievement|title=Out Of My Way|image=Out Of My Way Badge.png|text=I'm walkin' here!|text2=Successfully survive Rush.}} |
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Date Added |
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== {{Icons|History}} History == |
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<div style="overflow-y:scroll; height:150px; width:100%;"> |
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{{Log|1=September 10th, 2022 |
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|2= |
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Increased hitbox. (Undocumented)}} |
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August 10th, 2022 |
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|2= |
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Introduced.}} |
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</div> |
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Creator(s) |
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== {{Icons|Gallery}} Gallery == |
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<gallery widths="190"> |
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Ghostly Wowzers, Lightning Splash |
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RushJumpscare.gif|Rush's jumpscare. |
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ORIGIN RUSH.png|Rush's design origin. |
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SOUND FILES |
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RushNEW.png|Transparent version. |
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RushJumpscareScream.png|Rush with its mouth and eyes widened, shown in the jumpscare. |
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🗨 "Coming back for seconds!" |
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Rush Moving.gif|Rush in-game animation. |
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Rush Particles.png|Rush's original particles [https://www.roblox.com/library/84277812 decal named Vines] by Dinotooth009. |
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-Rebound Achievement description |
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Rush7.webp|Rush in front of a door during a run. |
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RushInTrailer.webp|Rush appearing in the game's trailer. |
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Ambush is an entity that can spawn in the Hotel. It has a small chance to replace Rush when spawning in, with said chance getting higher the further the player progresses and reaching its peak during the last ten doors (given that Ambush has not already appeared in the game). |
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Rush in teaser.png|Clear image of Rush in the trailer. |
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RushImgSpr.png|Rush in-game sprite. |
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Behavior |
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RuSh.png|Rush about to kill a player. |
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Rushbeforedespawning.png|Rush before it despawns. |
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A room after rush passed by.png|A room after Rush passed by. |
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Ambush plays a low-pitched, distorted sound before it rushes into the room, screaming and shattering all the lights. However, it will backtrack through past rooms to catch any unsuspecting players who are not hiding. This cycle of going back and forth can vary from 2 to 6 times. Ambush is also significantly faster than Rush. Unlike Rush, the next door will not be opened, likely due to balancing purposes (as to not spawn other entities by opening the door, such as Rush) |
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Chained Rush.png|Rush being chained by the Crucifix in the Hotel Update Teaser Trailer. |
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</gallery> |
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Notes |
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Contrary to popular belief, Ambush's spawning isn't limited to later doors; as Ambush can rarely spawn as early as the fifth door, with it only getting more common the further the player goes. |
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In each successful run, it is almost guaranteed that Ambush will spawn at least once. However, it is possible to complete the game without encountering Ambush, but it is unlikely. |
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Although Ambush will usually spawn once in each run, Ambush can sometimes spawn at least two or even three times. This video (language warning) shows an example of Ambush spawning twice, as well as this video showing Ambush spawning thrice. |
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Aside from lockers and beds, players can hide anywhere that is outside of Ambush's line of sight/ray-casting, such as basements, air ducts, blocked stairwells, and behind objects that are not in the entity's path. |
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This strategy can be applied to Rush as well. However, the difference between these two entities is that Ambush's hitbox is much bigger than Rush's. That means when Rush is present, players can also hide in spots far away from Rush's path and survive, whereas the player would most likely die to Ambush if the said strategy was applied unless they are away from Ambush's line of sight. |
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Ambush will never attack in a dark room, during Seek's crescendo and in Figure’s rooms 50 and 100, the same applies to Rush. |
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Unlike Rush, Ambush is able to jumpscare the player as long as the player is within Ambush's line of sight (i.e., There is a straight path between Ambush and the player with no obstructions). |
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Ambush's hitbox operates off of ray-casting. This means it is possible to hide from Ambush if the player remains out of its line of sight. The same is true for Rush, but the hitbox is way smaller. |
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This is how Ambush is able to jumpscare players while still in the previous room. Therefore, the player should try to find a closet that does not face the previous room in order to not die, in order to stay out of its line of sight as much as possible. |
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Additionally, it is not recommended for the player to watch Ambush when it is rooms away before hiding. Even though this is achievable under the right circumstance, doing it might risk dying, especially if Ambush rebound earlier than expected. |
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This also means that a few hiding spots that work for Rush do not work for Ambush (ex. the basement if the player is seen). |
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Before Ambush comes, the lights will flicker a bit more than usual, likely not noticeable to the untrained eye. |
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In addition, shortly after the lights flicker, the player will hear a distant distorted screaming sound, which indicates that it is indeed Ambush. |
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If the lights are flickering a lot longer than usual, then Halt is guaranteed to appear in the next room as opposed to Rush or Ambush. |
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If any player (solo or multiplayer) dies from Ambush, the game will display a button reading. “Wait until it is safe” on top of the revive button until Ambush leaves. |
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This also happens during the Seek chase and in the Halt's hallway and also any approaching entities. |
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Unlike Rush, if Ambush appears in a room with a ventilation shaft, it will rebound twice in the same room before going back to its original spawnpoint. |
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Trivia |
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Ambush was originally going to be a jumpscare entity known as "Mobble", and an alternate version of Jack. |
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Ambush was one of two Mobble entities in DOORS’ development, the other being Jack. |
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Ambush is the fastest entity in the game, followed by Rush. |
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Ambush is the only entity to have multiple attack sounds (in which the pitch is always randomly generated, equaling to infinite tones). |
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Ambush's scream comes from this audio. |
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Ambush's scream is in the form of Shepard's tone. |
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There have been reports of a bug where if the player die to Ambush, its jumpscare sound will loop infinitely. |
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The image file for Ambush is called “scarywormface”, referencing its 2nd original design. |
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Ambush's jumpscare appears for players that try to exploit the game. |
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It serves as an anti-cheat entity when attempting to exploit. |
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A unique Guiding Light message will also be shown saying that Ambush has killed them infinite times (400 revives are also lost). |
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Strategy |
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Since Ambush will come back multiple times, Hide is more than likely to kick the player out of any hiding spots they are in, which will likely result in death. This is made harder due to the fact that Ambush most likely spawns after room 50, where the time a player can hide is way shorter. To avoid this, the player should get in a hiding spot when Ambush is approaching and leave it when Ambush retreats. The player should repeat this process every time the player can hear Ambush returning. |
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Alternatively, the player can hide in a basement, air duct, a room with a blocked stairwell, or generally behind any objects that block the line of sight between Ambush and the player. |
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It is not recommended to hide from Ambush under a bed since the exiting and entering animations are slower than the closets. |
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Related Achievements |
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Rebound |
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"Coming back for seconds!" |
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Survive Ambush. |
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History |
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August 10th, 2022 |
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Introduced. |
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Gallery |
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Animation. |
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Ambush Jumpscare. |
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References |
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1-6 times |
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Entities |
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Hotel |
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Floor 1 Ambush • Eyes • Figure • Glitch • Guiding Light • Halt • Hide • Jack • Rush • Screech • Seek • Shadow • Timothy • Window |
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Locations |
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Hotel |
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Floor 1 Elevator • The Courtyard • The Dining Room • The Electrical Room • The Grand Hallway • The Library • The Reception |
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Mechanics |
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General |
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Codes • Containers • Controls • Death Screen • Hiding • Lobby • Looting • Paintings • Revives • Shops |
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Player |
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Damage • Health • Movement Speed |
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Currencies Gold • Knobs |
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Items |
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Bandages • Batteries • Electrical Room Key • Flashlight • Library Book • Lighter • Lockpick • Lock Puzzle Solution Paper • Puzzle Painting • Room Key • Vitamins |
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Miscellaneous |
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Lists Achievements • Game Mechanics • Items • List of Entities • Removed Content • Secrets • Soundtrack • Upcoming Content • Update Logs |
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Game Studio DOORS • Ghostly_Wowzers • Lightning_Splash • LSPLASH • RediblesQW |
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{{Navigation}} |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
Revision as of 18:45, 1 December 2022
Ambush
INFORMATION
Attack
Speeds through multiple rooms before rebounding 1-6 times
Damage
Instant Death
ADDITIONAL INFORMATION
Date Added
August 10th, 2022
Creator(s)
Ghostly Wowzers, Lightning Splash
SOUND FILES
🗨 "Coming back for seconds!"
-Rebound Achievement description
Ambush is an entity that can spawn in the Hotel. It has a small chance to replace Rush when spawning in, with said chance getting higher the further the player progresses and reaching its peak during the last ten doors (given that Ambush has not already appeared in the game).
Behavior
Ambush plays a low-pitched, distorted sound before it rushes into the room, screaming and shattering all the lights. However, it will backtrack through past rooms to catch any unsuspecting players who are not hiding. This cycle of going back and forth can vary from 2 to 6 times. Ambush is also significantly faster than Rush. Unlike Rush, the next door will not be opened, likely due to balancing purposes (as to not spawn other entities by opening the door, such as Rush)
Notes
Contrary to popular belief, Ambush's spawning isn't limited to later doors; as Ambush can rarely spawn as early as the fifth door, with it only getting more common the further the player goes.
In each successful run, it is almost guaranteed that Ambush will spawn at least once. However, it is possible to complete the game without encountering Ambush, but it is unlikely.
Although Ambush will usually spawn once in each run, Ambush can sometimes spawn at least two or even three times. This video (language warning) shows an example of Ambush spawning twice, as well as this video showing Ambush spawning thrice.
Aside from lockers and beds, players can hide anywhere that is outside of Ambush's line of sight/ray-casting, such as basements, air ducts, blocked stairwells, and behind objects that are not in the entity's path.
This strategy can be applied to Rush as well. However, the difference between these two entities is that Ambush's hitbox is much bigger than Rush's. That means when Rush is present, players can also hide in spots far away from Rush's path and survive, whereas the player would most likely die to Ambush if the said strategy was applied unless they are away from Ambush's line of sight.
Ambush will never attack in a dark room, during Seek's crescendo and in Figure’s rooms 50 and 100, the same applies to Rush.
Unlike Rush, Ambush is able to jumpscare the player as long as the player is within Ambush's line of sight (i.e., There is a straight path between Ambush and the player with no obstructions).
Ambush's hitbox operates off of ray-casting. This means it is possible to hide from Ambush if the player remains out of its line of sight. The same is true for Rush, but the hitbox is way smaller.
This is how Ambush is able to jumpscare players while still in the previous room. Therefore, the player should try to find a closet that does not face the previous room in order to not die, in order to stay out of its line of sight as much as possible.
Additionally, it is not recommended for the player to watch Ambush when it is rooms away before hiding. Even though this is achievable under the right circumstance, doing it might risk dying, especially if Ambush rebound earlier than expected.
This also means that a few hiding spots that work for Rush do not work for Ambush (ex. the basement if the player is seen).
Before Ambush comes, the lights will flicker a bit more than usual, likely not noticeable to the untrained eye.
In addition, shortly after the lights flicker, the player will hear a distant distorted screaming sound, which indicates that it is indeed Ambush.
If the lights are flickering a lot longer than usual, then Halt is guaranteed to appear in the next room as opposed to Rush or Ambush.
If any player (solo or multiplayer) dies from Ambush, the game will display a button reading. “Wait until it is safe” on top of the revive button until Ambush leaves.
This also happens during the Seek chase and in the Halt's hallway and also any approaching entities.
Unlike Rush, if Ambush appears in a room with a ventilation shaft, it will rebound twice in the same room before going back to its original spawnpoint.
Trivia
Ambush was originally going to be a jumpscare entity known as "Mobble", and an alternate version of Jack.
Ambush was one of two Mobble entities in DOORS’ development, the other being Jack.
Ambush is the fastest entity in the game, followed by Rush.
Ambush is the only entity to have multiple attack sounds (in which the pitch is always randomly generated, equaling to infinite tones).
Ambush's scream comes from this audio.
Ambush's scream is in the form of Shepard's tone.
There have been reports of a bug where if the player die to Ambush, its jumpscare sound will loop infinitely.
The image file for Ambush is called “scarywormface”, referencing its 2nd original design.
Ambush's jumpscare appears for players that try to exploit the game.
It serves as an anti-cheat entity when attempting to exploit.
A unique Guiding Light message will also be shown saying that Ambush has killed them infinite times (400 revives are also lost).
Strategy
Since Ambush will come back multiple times, Hide is more than likely to kick the player out of any hiding spots they are in, which will likely result in death. This is made harder due to the fact that Ambush most likely spawns after room 50, where the time a player can hide is way shorter. To avoid this, the player should get in a hiding spot when Ambush is approaching and leave it when Ambush retreats. The player should repeat this process every time the player can hear Ambush returning.
Alternatively, the player can hide in a basement, air duct, a room with a blocked stairwell, or generally behind any objects that block the line of sight between Ambush and the player.
It is not recommended to hide from Ambush under a bed since the exiting and entering animations are slower than the closets.
Related Achievements
Rebound
"Coming back for seconds!"
Survive Ambush.
History
August 10th, 2022
Introduced.
Gallery
Animation.
Ambush Jumpscare.
References
1-6 times
Entities
Hotel
Floor 1 Ambush • Eyes • Figure • Glitch • Guiding Light • Halt • Hide • Jack • Rush • Screech • Seek • Shadow • Timothy • Window
Locations
Hotel
Floor 1 Elevator • The Courtyard • The Dining Room • The Electrical Room • The Grand Hallway • The Library • The Reception
Mechanics
General
Codes • Containers • Controls • Death Screen • Hiding • Lobby • Looting • Paintings • Revives • Shops
Player
Damage • Health • Movement Speed
Currencies Gold • Knobs
Items
Bandages • Batteries • Electrical Room Key • Flashlight • Library Book • Lighter • Lockpick • Lock Puzzle Solution Paper • Puzzle Painting • Room Key • Vitamins
Miscellaneous
Lists Achievements • Game Mechanics • Items • List of Entities • Removed Content • Secrets • Soundtrack • Upcoming Content • Update Logs
Game Studio DOORS • Ghostly_Wowzers • Lightning_Splash • LSPLASH • RediblesQW