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Ambush |
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INFORMATION |
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Attack |
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Speeds through multiple rooms before rebounding 1-6 times |
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Damage |
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Instant Death |
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ADDITIONAL INFORMATION |
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Date Added |
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August 10th, 2022 |
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Creator(s) |
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Ghostly Wowzers, Lightning Splash |
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SOUND FILES |
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🗨 "Coming back for seconds!" |
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-Rebound Achievement description |
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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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Behavior |
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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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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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[[Category:2D Entities]] |
[[Category:2D Entities]] |