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Rush: Difference between revisions

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rush anoy
{{Entities
|title=Rush
|image=Rush1.png
|attack=Charges through rooms killing any players in it's line of sight until it reaches an unopened door, shattering all the lights in the process.
|damage=
*{{Icons|Damage}} 125
|date_added=August 10, 2022
|creator(s)=*[[Ghostly_Wowzers]]
|floors=*[[Hotel|The Hotel]]
|sound1='''Far''' [[File:Rush Scream.mp3]]
|sound2='''Near''' [[File:RushNear.mp3]]
|sound3='''Jumpscare (WARNING: LOUD)''' [[File:RushScare.mp3]]
|sound4='''Crucifix/Repent (WARNING: LOUD)''' [[File:RUSHCRUCIFIX.MP3]]
|sound5='''Fakeouts (#1 and #2)''' [[File:FakeoutRushMerged.mp3]]
|sound6='''Static Used In Jumpscare''' [[File:RushJumpscareStatic.mp3]]
|sound7='''Kill''' [[File:RushKill.mp3]]
|sound8='''Arrival Tease''' [[File:AmbienceRushTease.mp3]]
'''Scream (Unused)''' [[File:2D Entities Scream.wav]]}}
<choose>
<option>{{Quote|I'm walkin' here!|'''Out Of My Way''' [[Achievement]] description}}</option>
<option>{{Quote|You died to Rush... Pay attention to any cues that may hint at its arrival.|Guiding Light}}</option>
<option>{{Quote|I'M RUSHING YOU!|Rush, [[2024 April Fools Event|2024 April Fools Event]]}}</option>
<option>{{Quote|OUTTA MY WAY!|Rush, [[2024 April Fools Event|2024 April Fools Event]]}}</option>
<option>{{Quote|CAN'T YOU SEE I'M WALKIN' HERE?!|Rush, [[2024 April Fools Event|2024 April Fools Event]]}}</option>
</choose>
'''Rush''' is a major hostile [[List of Entities|entity]] in ''[[DOORS]]'', appearing as the tertiary/central antagonist of the [[Hotel]]. It is one of the most frequent threats in the Hotel.

=={{Icons|Overview}} Appearance==
''Rush'' appears as a dark gray face shrouded in black smoke. It has a large open smile and parts of its face are distorted and hollowed out.

=={{Icons|Behavior}} Behavior==
''Rush'' has a chance to spawn after a door has been opened. It will flicker the lights for about 2 seconds to indicate its arrival. A rumbling sound can be heard to signify ''Rush's'' presence. It will finally dim the lights slightly as a final warning before quite literally, rushing through the rooms from behind, killing any players that are not hiding/out of sight.

After ''Rush'' passes through a room, all lights will shatter and the room will become dark.

[[Hiding]] while ''Rush'' is active and near will guarantee the players survival.

===Notes===

* ''Rush's'' spawn rate increase the further players progress. It usually spawns at around doors 10 - 15, although it can spawn as early as door 2. The last door ''Rush'' can spawn is Door 97 in [[The Greenhouse]].

*Although flickering lights serve as a warning of ''Rush'''<nowiki/>''s'' presence, lights may also flicker randomly without ''Rush'' spawning. The chances of this increase after [[The Library]]. Other flickering patterns may signify [[Halt]]'s spawn.
**If the lights only flicker slightly, and the flickering noise is noticeably quieter, then ''Rush'' likely won't spawn.
**''Rush's'' arrival cues (i.e. flickering lights and darkened vision) may be delayed after entering a new room.
** If a player's device has a bad connection with the game, flickering light cues may be delayed. This usually happens after the lights flicker quickly and stop after the player enters a new room.
* As of the [[Update Logs|Hotel+ update]], while ''Rush'' cannot spawn in most [[Hotel#Dark Rooms|dark rooms]], it can still traverse through them.
**This does not apply to [[The Greenhouse]] or the [[Hotel#Large Basement (Mega Gate in game files)|Large Basement]].
*''Rush'' has a 1 in 5 chance to spawn in The Greenhouse.
*[[Hide]] will become more aggravated as players progress, most notably after [[The Library]]. Thus, if a player hides from ''Rush'' too quickly, they may be pushed out of their hiding space before ''Rush'' despawns, which may result in an instant death.
**It's recommended to wait near a hiding spot and only hide when ''Rush'' is near, then quickly exit the hiding spot.
*It is possible for ''Rush'' to open a door that will cause it to spawn itself again, or to spawn another [[List of Entities|entity]]. This occurrence is most notable in The Greenhouse, and when certain [[modifiers]] are enabled.
*''Rush'' can cause void to teleport the player forward in the greenhouse if too much distance is covered.
*In multiplayer, ''Rush'' is able to spawn in a room where there are fewer hiding spots than players.
**To prevent this, players can take advantage of "safe spots", or find a hiding spot in the previous/next room.
*''Rush'' travels slower the more players there are in a game.
*''Rush'' is unable to spawn in the following areas:
**[[Seek|Seek's]] chase
**[[The Library]]
**[[The Courtyard]]
**[[Halt|Halt's]] hallway
**[[The Electrical Room]]
**Doors 90, 93, 98 and 99
**Any room without closets or beds.
***''Rush'' is able to spawn in rooms that lack a hiding space. This is thought to be a bug, unless the "Nowhere To Hide" modifier is activated.
*''Rush'''s hitbox operates off of "r<nowiki/>aycasting". This means that it is possible to hide from ''Rush'' if the player remains out of its line of "sight", such as being a far distance from it, or behind certain objects.
**The [[achievement]] 'In Plain Sight' is granted when a player dodges ''R''<nowiki/>''ush'' (or [[Ambush]]) this way for the first time.
* Players can use the [[crucifix]] against ''Rush'' to banish it.
** Despite being banished, ''Rush'' may return later in the run.
*If [[Dupe]] is present, ''Rush'' will knock off the number plaques on any of [[Dupe|Dupe's]] doors when it passes through a room.
*''Rush'' can spawn after [[Halt|Halt's]] hallway has been passed.
*If a player advances four doors from the door that caused ''Rush'' to spawn, ''Rush'' will stop at that door and will eventually despawn. If the player is far enough from this door, they can survive without hiding.
** In singleplayer mode, this can only be replicated with the use of speed [[modifiers]] (i.e. "Faster, Faster, Faster" or "MAXIMUM OVERDRIVE"), or in extremely rare cases without them.
*Fakeouts occasiona<nowiki/>lly occur, where ''Rush's'' audio plays quickly but stop right after to scare players.
*In [[The Dining Room]]<nowiki/>, ''Rush'' can open the door behind the fireplace before the [[Puzzle Painting|painting puzzle]] is solved.
*When the "MAXIMUM OVERDRIVE" [[modifiers|modifier]] is active, it is very easy to outrun ''Rush''.
**This is harder when the [[modifiers|modifier]] "I'm Runnin' Here" is enabled, as ''Rush'' is faster.
**This can also be done with the "Faster, Faster, Faster" [[modifiers|modifier]], although the use of vitamins will normally be required.
* There was a mechanic before [[The Backdoor]] update that was removed:
** In most rooms, ''Rush'' could spawn after a certain time period had passed with the modifiers "Rush Hour" (about every 30 seconds), "Really Bad Time" (about every 45 seconds) and "Worst Time Ever" (about every 50 seconds), instead of spawning only when new doors were opened.
***When this kind of ''Rush'' spawned, the lights didn't flicker.
*If ''Rush'' were to enter the [[The Electrical Room|Electrical Room]], it would continue a normal path until he reached the 2 barrels. There, it would go inside the ground to despawn (its raycasting won't disable until it goes into the ground), as any other entities are not meant to be in The Electrical Room. However, it would darken the entire room.
*''Rush'' can now spawn in [[Seek]]'s crescendo as of [[The Backdoor]] Update.
**Due to Seek's eyes constantly flickering the lights when players open the new room, it can be slightly harder to detect if ''Rush'' is spawning.
**However, it would be easy to detect when ''Rush'' spawns late, as the lights would flicker twice.
*If you use the [[Bottle of Starlight]], you can survive ''Rush'' (on full health), as it gives you 50 health points, while Rush deals 125 damage as of [[The Backdoor]] update.
===[[2023 April Fools Event|Super Hard Mode]]===
*In Super Hard Mode, ''Rush'' has a high chance of spawning with a custom decal and different sound effects, including a sped up and distorted version of its normal sound. ''Rush'' may still spawn in its "normal" state.
*Some of ''Rush'' audios are "low" and difficult to hear, such as the FNAF 2 ambience sound that can be heard from the door in the lobby.

=={{Icons|Trivia}} Strategy==
*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, hidin<nowiki/>g to<nowiki/>o early can result in [[Hide]] kicking the player out.
*
*
*''Rush'' starts having a chance to attack after passing room 10.
**A good strategy to avoid Hide is to go to the nearest closet or bed as soon as<nowiki/> the<nowiki/><nowiki/> lig<nowiki/>hts f<nowiki/>lick<nowiki/>er, and then wait f<nowiki/>or ''Rush'''s audio to get louder, indicating that ''Rush'' is getting closer. After the player has confirmed that ''Rush'' is near, they may now hide.
***This strategy can also be effectively used when facing [[Ambush]] as it is a very difficult entity to deal with, given the fact that it rebounds.
*** 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: 2-4 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 2-3 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''.
*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''.
**[[Snare]] has traps lurking around [[The Greenhouse]]. Stepping on one of these traps can cause players to get stuck in ''Rush''<nowiki/>'s path. A [[crucifix]] will not work as items cannot be held during [[Snare]]'s animation. Using a light source will help look out for these traps as well.
**The player can sometimes survive ''Rush'' after stepping on Snare, thanks to invincibility frames.
***This is very rare, as the invincibility frames in Doors are extremely short.
**When entering the Greenhouse, you should always stay close near an available closet due to ''Rush's'' unpredictable cue anytime around 91-97.
**''Rush'' cannot spawn on Door 98 or beyond.

* Using the bottle of starlight will overheal by 50 health if you are full health and Rush will deal 125 health, causing your health to be only 25%, this can be used if caught off guard by Rush in [[The Greenhouse]].
** [[Ambush]] and [[The Backdoor|Blitz]] do not need the Bottle of Starlight and only needs Vial of Starlight because both do 100 damage and the vial of starlight gives 25 overheal.

== {{Icons|Modifiers}} Modifiers ==
* '''Rush Hour''': Rush will attack more often. '''''(+10% Knobs)'''''
* '''''I'm Runnin' Here''': Rush will move quicker. '''(+10% Knobs)'''''
* '''''I'm Tip-Toein' Here''': Rush will emit no sound. '''(+10% Knobs) (Requires 'Stay Out Of My Way')'''''

== {{Icons|Puzzles}} Bugs ==
*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.
*''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.
*It is possible for ''Rush'' to spawn on Door 89, even if it has no hiding spots, or if the room is dark.
*The [[Death Screen|death screen]] may appear during ''Rush'''s jumpscare.
*<nowiki/>If a player dies to ''Rush'', their death screen may not list the door ''Rush'' attacked from, but rather the next door ''Rush'' opened.
*[[Gold|Coins]] in open drawers may protect players from dying to ''Rush,'' [[Ambush]], [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]].
*[[Snare]] may protect players from dying to ''Rush,'' Ambush, A-60 and A-120.
*Another bug exists that Rush may appear even though there are no hiding spots and the next few rooms won’t have hiding spot too.

=={{Icons|Trivia}} Trivia==
*''Rush'' is named after how it "rushes" through rooms.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Rush rushes."] – DoorsRoblox, X</ref>
*''Rush'' is seen in the [https://youtu.be/me_w3eDtYRo Teaser Trailer] for ''[[DOORS]]''.
*''Rush'''s gameplay is based on the entity A-60 from [https://www.roblox.com/games/5076734934 Rooms] by nicorocks5555. Rooms was one of the inspirations for ''DOORS''.
*''Rush'''s original design was inspired by an emoji smiling unsettlingly.{{Fact}}
**The origin of the image was from a company named "The Smiley Company". It is also seen in a terminated YouTube channel which was titled "Smiley Archive".
**''Rush''<nowiki/>'s design is likely inspired by the Hidden Trollface from a game developed by [[RediblesQW|Redibles]] called "[https://www.roblox.com/games/7768149183 Find The Trollfaces]".{{Fact}} This game was discontinued after a game-breaking Roblox update, and can no longer be played. A view of the Hidden Trollface can be seen [https://www.roblox.com/badges/2124866584/Hidden-Trollface here].
**''Rush''<nowiki/>'s design was not hard to draw, being mostly drawn in under a day.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000089547#4400000000000270713 Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day"] – Ghostly_Wowzers</ref>
*''Rush''<nowiki/>'s far [https://www.roblox.com/library/530591527 audio] was distorted and slowed down for around 47 seconds. Its nearby sound is the same audio, slowed down only for 11 seconds.
**Both audios are technically played and looped simultaneously but the nearby audio is unmuted when ''Rush'' draws closer.
**''Rush'' is quieter after the Hotel+ update, with players only being able to hear it from around two rooms before the room they are in.
***This is due to an audio change; Roblox archived/deleted the original audio file, forcing the ''DOORS'' developers to create a new version by recording two pre-modified copies, which are the far and near audio.
****The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS RUSH SOUND!!! NOOOOOOOO". It is unknown what the new recorded audio is.
***''Rush'' is one of the two [[List of Entities|entities]] to have their audio changed. The other was [[Ambush]], for the same reason.
**''Rush''<nowiki/>'s near sound is used for its clones in [[2023 April Fools Event|Super Hard Mode]].
*''Rush''<nowiki/>'s outer particles can be found [https://www.roblox.com/library/84277812 here].
**The image is originally green, however it was turned blackish dark blue to fit ''Rush''.
**The rest of ''Rush'' is actually another set of particles, which means ''Rush'' is a particle emitter rather than a static image, and ''Rush'' actually is two particle emitters, one for the outer particles, and the other for the main body.
*''Rush'' is one of the 3 entities in the [[Hotel]] guaranteed to spawn in every run, the others being Seek and Figure.
*The first ''Rush'' encounter can be as early as Door 2.
** Even after [[Ambush]] spawns late in a run, ''Rush'' can still spawn after it leaves.
***If the player passed too many doors while Ambush is active and the light activates, both ''Rush'' and Ambush will be present.
*Prior to the Hotel+ Update, ''Rush'''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 ''R''<nowiki/>''ush'' slower, and make the volume go higher, but after decrease it.
*''Rush'' will spawn 4 rooms behind, 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) is in corners that is far fr<nowiki/>om ''Rush'''s path.
*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'' appears after [[The Courtyard]], all the lights in The Courtyard will no longer work, but will not shatter.
*If ''Rush'' goes into a room with a fireplace, the fireplace will be extinguished.
*Redibles has expressed interest making a UGC item for ''Rush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949A Q: "Will you make a ugc item related to rush?" A: "maybe, i saw a really cool 3d model of rush the other day so i know its possible"] – RediblesQW, Twitter</ref>
*''Rush'' can activate [[Glitch]], and can activate [[Void]] in single-player.
*The [[Achievements|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.{{Fact}}
*''Rush''<nowiki/>'s crucifixion [[Achievements|badge]] ''"You're not that guy, pal."'' description is a reference to a [https://www.youtube.com/watch?v=5FNHSiPFtvA meme video] titled the same.
*''Rush''<nowiki/>'s In Plain Sight [[Achievements|badge]] "Quick, behind that conveniently shaped lamp!" description is a reference to one of the lines [[w:c:undertale:Sans|Sans]] from the indie game "Undertale" says when trying to hide the protagonist from his brother, [[w:c:undertale:Papyrus|Papyrus]].
*Ironically, ''Rush'' has the longest jumpscare in the game, despite being the 2nd fastest entity behind [[Ambush]].
**However in the [[Modifiers]] update, ''Rush's'' jumpscare cue can most likely be immediate.
*''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.
*When it is active, ''Rush'' moves 65 studs per second.{{Fact}}
*''Rush'' is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs).
*According to [[Lightning_Splash]], a ''DOORS'' developer, ''Rush's'' favorite food is spaghetti.<ref>[https://twitter.com/LightningSplash/status/1768702759929253893 "Q: whats rushes favorite food" A: "spaghetti"] – LightningSplash, X</ref>
*''Rush'' cannot open Door 98, Door 99 and Door 100 in The Greenhouse.

=={{Icons|Achievement}} Related achievements==
<div style="overflow-y:scroll; height:320px; width:100%;">{{Achievement
|title=Out Of My Way
|image=Out Of My Way Badge.png
|text=I'm walkin' here!
|text2=Successfully survive ''Rush''.}}
{{Achievement
|title=Stay Out Of My Way
|image=Stay Out Of My Way Badge.png
|text=You're not that guy, pal.
|text2=Use a Crucifix against ''Rush''.}}
{{Achievement
|title=In Plain Sight
|image=dripsight.png
|text=Quick, behind that conveniently shaped lamp!
|text2=Hide from an entity by staying out of sight.}}
</div>

=={{Icons|History}} History==
<div style="overflow-y:scroll; height:200px; width:100%;">{{Log|March 15, 2024|Rush can now spawn during Seek's Crescendo (When Seek's eyes are present)}}{{Log
|1=January 28, 2023
|2=Fixed spawning & pathing acting weird. Spawn can be delayed now.}}
{{Log
|1=January 11, 2023
|2=Fixed audio.}}
{{Log
|1=September 10, 2022
|2=Increased hitbox. (Undocumented)}}
{{Log
|1=August 10, 2022
|2=Introduced.}}
</div>

=={{Icons|Gallery}} Gallery==
<gallery widths="190">
Rush Moving.gif|''Rush''<nowiki/>'s in-game animation.
Rush jumpscare.gif|Rush's jumpscare
RushNEW.png|''Rush''<nowiki/>'s transparent version used in game.
RushJumpscareScream.png|''Rush'' with its mouth and eyes widened, shown in the jumpscare.
RushJumpscareBlack.png|''Rush'''s jumpscare in black.
ORIGIN RUSH.png|''Rush''<nowiki/>'s design origin.
Rush Particles.png|''Rush''<nowiki/>'s original particles [https://www.roblox.com/library/84277812 decal named Vines] by Dinotooth009.
Chained Rush.png|''Rush'' being chained by the crucifix.
DIE FATTY!.png|Rush being chained by the crucifix in the Reception.
RushRestrained.png|''Rush'' being restrained by the Crucifix, as seen in the Hotel+ Update Teaser Trailer.
RushChainV2.png|A transparent render of ''Rush'' being chained by the Crucifix.
RushInTrailer.webp|''Rush'' appearing in the game's trailer.
Rush in teaser.png|Clear image of ''Rush'' in the trailer.
RuSh.png|''Rush'' about to kill a player.
Rush7.webp|''Rush'' in front of a door during a run.
Glitched Chandelier.png|A glitched chandelier that ''Rush'' did not knock out.
Rushspawn.jpg|''Rush'' spawning in the Reception.
DANGEROUSRUSH.png|''Rush'' about to kill a player in the Reception.
GREENHOUSERUSH.png|''Rush'' being chained by the crucifix in the Greenhouse.
TIGHTROOMRUSH.png|Ditto, but it's in a thin hallway room.
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.
File:RushTowerConflict.webp|''Rush''<nowiki/>'s design in the Doors x Tower Heroes
File:RushTowerJumpscare.gif|Ditto, but the jumpscare.
File:Rushretrorender.png|Rush's design in Retro mode
File:Rush goes to ohio.png|Rush getting chained by a crucifix in a turning room.
File:RushTowerNew2.png|Rushs' render in the tower heros event.
</gallery>

=={{Icons|Gallery}} References==
{{Reflist}}
{{Navigation}}
[[Category:2D Entities]]
[[Category:2D Entities]]
[[Category:Lethal Entities]]
[[Category:Lethal Entities]]

Revision as of 14:53, 13 April 2024

rush anoy