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(Replaced content with "I am back. * YOU CANNOT GET RID OF ME! Category:2D Entities Category:Instakill Entities Category:Lethal Entities ru:Амбуш es:Ambush pt-br:Ambush") Tags: Replaced Reverted Visual edit |
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I am back. |
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{{Entities |
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* YOU CANNOT GET RID OF ME! |
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|title = Ambush |
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|image = <gallery> |
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Scar_ywormface.png|Version 3 (Current) |
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Ambush Original.png|Version 2 |
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AmbushReallyOld.png|Version 1 |
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</gallery> |
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|attack = Speeds through multiple rooms before rebounding 1-6 times. Will kill anyone in its line of sight/hitbox. |
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|damage = {{Icons|Instakill}} Instant Death |
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|date_added = August 10th, 2022 |
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|creator(s) = [[Ghostly_Wowzers]], [[Lightning_Splash]] |
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|sound1 = '''Static (WARNING: LOUD)''' [[File:Ambush Static Noise.mp3]] |
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|sound2='''Scream''' [[File:AmbushScream.mp3]] |
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|sound3='''Arrival''' [[File:Ambusharrival.mp3]] |
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|sound4='''Jumpscare''' [[File:Ambushjumpscare.mp3]] |
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|sound5='''Crucifix''' [[File:AmbushCrucifixHQ.mp3]]}} |
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<choose uncached> |
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<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievements|Achievement]] description}}</option> |
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<option>{{Quote|You died to who you call Ambush... It is a tricky one. Use what you have learned from Rush!|[[Guiding Light]]}}</option> |
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</choose> |
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'''Ambush''' is an [[List of Entities|entity]] that can spawn in the [[Hotel]]. |
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== {{Icons|Overview}} Appearance == |
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''Ambush''<nowiki/>'s appearance is a pale, shocked face with a large, gaping mouth. filled with rows of teeth on each side and a set of large black eyes with bags under them. It is slightly pixelated and emits an immense greenish-red or magenta-green aura, depending on your graphics. |
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== {{Icons|Behavior}} Behavior == |
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<!-- Please provide a source before changing the value of Ambush's rebound count. --> |
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''Ambush'' has a small chance to replace [[Rush]] when spawning in, with said chance getting higher the further the player progresses throughout the [[Hotel]] usually past [[The Library]], excluding the [[The Greenhouse|Greenhouse.]] Unlike Rush, however, ''Ambush'' will not flicker the lights (players must rely on sound). |
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''Ambush'' plays a low-pitched, distorted sound before it rushes into the room, shattering lights along its path. 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 1 to 6 times. ''Ambush'' is also significantly faster than [[Rush]]. Unlike Rush, the next door will not be opened, likely due to balancing purposes (so as to not spawn other entities by opening the door). |
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=== Notes === |
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*Contrary to popular belief, ''Ambush''<nowiki/>'s spawning isn't limited to later doors, as ''Ambush'' can rarely spawn as early as the second door, with it only getting more common the further the player goes.<ref>[https://discord.com/channels/458441314023899159/1006982064458960916/1007510110215606302 Q: "ambush came at sub ten doors and killed all of my friends but me, was that a glitch or just the new update" A: "very rare"] – Lightning_Splash, LSplash Official Discord</ref> |
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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''. |
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**Although ''Ambush'' will usually spawn once in each run, ''Ambush'' can sometimes spawn at least two or even three times. [https://www.youtube.com/watch?v=k2p1Hyxd7Ck&ab_channel=Synapsium This video (language warning)] shows an example of ''Ambush'' spawning twice, as well as [https://www.youtube.com/watch?v=sRA8qpNwb4U&ab_channel=lamp this video] showing ''Ambush'' spawning three times. |
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* ''Ambush''<nowiki/>'s hitbox operates off ray-casting, meaning that aside from closets and beds, players can hide anywhere that is outside of ''Ambush'''s line of sight, (i.e., There is a straight path between ''Ambush'' and the player with no obstructions) such as basements, air ducts, blocked stairwells, sub rooms in key rooms, and behind objects. |
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** This strategy can be applied to [[Rush]] as well, although [[Rush|Rush's]] ray-casting is smaller than ''Ambush''<nowiki/>'s. |
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**Because <nowiki/>of ''Ambush''<nowiki/>'s ray-casting, it is recommended for players to not hide in closets/beds that are facing the <nowiki/>previous room. |
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**It is also not recommended to watch ''Ambush'' when it is rooms away before hiding. |
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* ''Ambush'' will not attack<nowiki/> in dark rooms, the last<nowiki/> ten doors, during [[Seek]]'s crescendo, [[The Library]] and [[The Electrical Room]]. |
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*''Ambush'' will<nowiki/> not rebound when encountering a blocked or locked door obstructing the exit door, it will just phase through it, unlike [[Rush]]. It'<nowiki/>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 a lot smaller. |
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* If a player 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|Halt']]<nowiki/>s hallway and for any approaching entities. |
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**The 30-second timer only begins once the revive can be u<nowiki/>sed. |
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*When ''Ambush'' is close enough to the player's room, the lighting will slightly dim to signal its arrival (the same goes for [[Rush]]). |
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== {{Icons|Trivia}} Strategy == |
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Since ''Ambush'' will come back multiple times,<ref>1-6 times</ref> [[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 [[The Library|50]], where the time a player can hide is way shorter. To counter 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 [[Hiding|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 closet animation. |
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*When a door is opened and ''Ambush'' is spawned, a unique ambient sound is played. You will then have around 2 to 3 seconds before ''Ambush'' ambushes the room. |
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* As an alternative to all the items listed above, the player could use a [[Crucifix]] against ''Ambush'', stopping it from attacking. |
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**When doing the above in a solo run, the player should consider trying to hide while holding the [[crucifix]]. If the player gets caught while doing this the crucifix would be used, automatically protecting the player. If the player successfully avoids ''Ambush'' while doing this the crucifix would be kept and could be used for later. |
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***Note that there is a small period lasting a few frames where the player is forced to put away the [[crucifix]] but can still be killed when entering and exiting the hiding spot. So, it is better to hide early than later. |
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== {{Icons|Trivia}} 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'' is the fastest entity in the game, followed by [[Rush]] (excluding joke entities). |
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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''<nowiki/>'s scream comes from [https://www.roblox.com/library/8880765497 this audio]. |
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* ''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone. |
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* There were reports of a bug where if the player dies to ''Ambush'', its jumpscare sound will loop infinitely. |
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** This was due to EchoSoundEffects being applied to ''Ambush'''s jumpscare even after the sound stopped. |
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* The image file for ''Ambush'' is called “scarywormface”, referencing its 2nd original design. |
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* ''Ambush''<nowiki/>'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, along with "bruh" repeated many times. |
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***The game will also make reviving in any run during and past the one the player exploited in near impossible due to the revive counter being set to -400, as punishment.<ref>https://www.youtube.com/watch?v=uCMx8mInZs0 (2:01)</ref> |
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* ''Ambush'' is named after the fact that it ambushes the player.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Ambush ambushes."] – DoorsRoblox, Twitter</ref> |
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*It is possible that ''Ambush'' will get its own UGC. <ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref> |
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*Should ''Ambush'' bleed, it can be killed, although it is unknown if it can bleed. <ref>[https://twitter.com/RediblesQW/status/1564306280549867520?cxt=HHwWgICzwcWRxLUrAAAA Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed"] – Redibles, Twitter</ref> |
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* ''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]] combining facial features that make images scary, with what resembles a front-facing ''Jack'', and was edited.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref> |
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* ''Ambush''<nowiki/>'s design wasn't 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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*Because ''Ambush'' can spawn as early as Door 2, theoretically ''Ambush'' can spawn before [[Rush]]. |
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**It has always been like that before the Hotel+ update when ''Ambush'' previously could spawn as early as Door 5. If this happens, then ''Ambush'' would be the first chase entity before [[Rush]]. |
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*''Ambush''<nowiki/>'s magenta-green glow appears if your graphics are set under 3.{{Fact}} |
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**The red aura of ''Ambush'' is only seen if your graphics are nearly maxed. |
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*Prior to the Hotel+ Update, the lights flickered before ''Ambush'' arrived, albeit a bit longer than the lights do for [[Rush]]. Currently, the lights no longer flicker before ''Ambush''<nowiki/>'s arrival, and players can now only rely on the sounds to prepare for ''Ambush''. |
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*Prior to the Hotel+ Update (before [[The Greenhouse]] was added) ''Ambush'' could spawn in Doors 90-98. In fact, it was incredibly likely for it to spawn there. |
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*Prior to the Hotel+ Update, ''Ambush''<nowiki>'</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 [[Rush]].) |
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== {{Icons|Achievement}} Related achievements == |
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{{Achievement|title=Rebound|image=Rebound Badge.png|text=Coming back for seconds!|text2=Survive Ambush.}} |
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{{Achievement|title=Unbound|image=Unbound Badge.png|text=Shut up, thanks.|text2=Use a Crucifix against Ambush.}} |
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{{Achievement|image=In Plain Sight Badge.png|title=In Plain Sight|text=Quick, behind that conveniently shaped lamp!|text2=Hide from an entity by staying out of sight.}} |
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== {{Icons|History}} History == |
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{{Log|January 28th, 2023|<i>Ambush</i> no longer flickers the lights upon arrival, and <i>Ambush</i> has a small chance to appear from the upcoming door instead of the previous rooms. Players can now only rely on sound to prepare for <i>Ambush</i>. <i>Ambush</i>'s earliest possible spawn is now Door 2, used to be Door 5.}}{{Log|1=August 10th, 2022 |
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|2= |
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Introduced.}} |
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== {{Icons|Gallery}} Gallery == |
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<gallery widths="190"> |
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Ambush animated.gif|''Ambush<nowiki/>'s'' animation. |
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Ambush Jumpscare.gif|''Ambush''<nowiki/>'s jumpscare. |
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Ambushcrucifix.png|The Crucifix being used on ''Ambush''. |
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File:AmbushComintoYourFace.png|''Ambush'' in a doorway. |
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</gallery> |
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== {{Icons|Gallery}} References == |
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{{Reflist}} |
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{{Navigation}} |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
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[[Category:Instakill Entities]] |
[[Category:Instakill Entities]] |
Revision as of 02:14, 9 March 2023
I am back.
- YOU CANNOT GET RID OF ME!