Soggybicycle (talk | contribs) m (Bug 3 (jumpscare sound looping indefinitely) is patched, so I added that (correct this if it's not patched, but I just checked and it didn't happen for me)) |
(Redirected page to Rush) Tags: New redirect Reverted 2017 source edit |
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#redirect [[Rush]]]] |
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{{Entities |
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|title=Ambush |
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|image= |
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<gallery> |
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Ambush2.png|Version 3 (Current) |
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Ambush Original.png|Version 2 (Scrapped) |
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AmbushByCaptainJack.webp|Version 1 (Mobble) |
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</gallery> |
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|attack=Rushes through multiple rooms, rebounding 1-6 times, killing anyone on sight. |
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|damage= |
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*{{Icons|Damage}} 100 |
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*{{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!) |
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|date_added=August 10, 2022 |
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|creator(s)= |
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*[[Ghostly_Wowzers]] |
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|floors=Canon Floors: |
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*[[Hotel|The Hotel]] |
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*[[The Mines]] |
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*[[The Castle]] (Likely) |
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Non-Canon Floors |
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*[[SUPER HARD MODE!!!]] |
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*[[Retro Mode]] |
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|sound1='''Arrival''' [[File:Ambusharrival.mp3]] |
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|sound2='''Far''' [[File:AmbushScream.mp3]] |
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|sound3='''Near''' [[File:Ambush Near Noise.mp3]] |
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|sound4='''Jumpscare #1 (WARNING: EXTREMELY LOUD )'''[[File:JumpscareAmbushScream.mp3]] |
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|sound5='''Jumpscare #2 (WARNING: LOUD)''' [[File:Ambushjumpscare.mp3]]|sound6='''Crucifix (WARNING: LOUD)''' [[File:AmbushCrucifixHQ.mp3]]|sound7=|caption=}}<choose> |
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<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</option> |
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<option>{{Quote|You died to Ambush. You might need to hop in and out of your hiding spot a couple of times.|[[Guiding Light]]}}</option> |
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</choose> |
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'''Ambush''' is a lethal [[List of Entities|entity]] in ''[[DOORS]]'', appearing in [[Hotel|The Hotel]] and [[The Mines]]. |
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=={{Icons|Overview}} Appearance== |
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<tabber> |
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Version 3 (Current)= |
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''Ambush'' takes on the appearance of a distorted white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth<ref>[[:File:ProofThatAmbushHas3RowsOfTeeth.jpg|https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpg]]A extremely brightened version of Ambush's unused sprite (original ambush sprite currently but red and glitchless) which showed that they have 3 rows of inner teeth. |
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</ref>, a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. ''Ambush'' is much faster than [[Rush]], and will rebound in an attempt to catch and kill the player off-guard when they least suspect it. |
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|-| |
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Version 2= |
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''Ambush''’s 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as it’s eyes and mouth are both blood red. It has was looks to be a red appendage sticking out the bottom, and looking like a blood like ghost. |
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|-| |
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Version 1= |
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''Ambush''’s oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth. |
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</tabber> |
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=={{Icons|Behavior}} Behavior== |
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''Ambush'' has a small chance to spawn, which increases as players progress. In [[Hotel|The Hotel]], it can spawn as early as Door 2 and as late as Door 89, but is most prone to spawn after [[The Library]] (Door 50); especially between doors 82-88; although ''Ambush'' is somewhat rare, players should expect to encounter it at least once in a full run. In [[The Mines]], it has a lower spawn chance, and can also spawn in proceeding rooms. |
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When it spawns, ''Ambush'' emits a high-pitched distorted "scream" before speeding through rooms (after the [[Update Logs|Hotel+ Update]], the lights do not flicker when ''Ambush'' spawns), killing any players who are not inside a [[hiding]] place or a "safe spot" when it passes. When it reaches an unopened door, it phases through the door (without opening it) and into the proceeding room, pauses for a few seconds, and turns around and backtracks through previous rooms. When it reaches a closed door (preceding doors close as players progress), it will wait for a few seconds, and then either despawn or turn around and repeat. This process is known as rebounding. ''Ambush'' may rebound anywhere from 2-4 times (up to 6 times before the Hotel+ Update<ref>https://youtu.be/DpC2rUrBe5M?si=SljGoK6PAheUL3IK A player capturing [[Ambush]] at Door 91 rebounding 6 times pre-Hotel+</ref>) before despawning. |
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===Notes=== |
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*After [[Update Logs|March 15, 2024]] ("[[The Backdoor|The Hunt]] update"), ''Ambush'' can spawn during [[Seek#Behavior|Seek's crescendo]]. |
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*As of [[Update Logs|March 15, 2024]], it can be observed that ''Ambush'' deals 100 [[damage]], which means that it technically does not instantly kill players; if a player has an "over-heal" from a [[Vial of Starlight]], [[Bottle of Starlight]], or [[Barrel of Starlight]], they will be able to survive a hit from ''Ambush''. The cough drop [[candy]] can also give the player enough overheal to survive. |
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*How early ''Ambush'' can spawn in a [[Hotel]] run has been changed several times: |
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**Before the [[Update Logs|Hotel+ Update]], it could spawn as early as Door 5.<ref>https://www.speedrun.com/roblox_doorsce/runs/mro4r5dm<nowiki/>Ambush% WR before the Hotel+ update.</ref> |
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**When the [[Update Logs|Hotel+ Update]] released on [[Update Logs|January 28, 2023]], it could spawn as early as Door 2,<ref>https://www.speedrun.com/roblox_doorsce/runs/m7267j9z<nowiki/>Ambush% WR after Hotel+ but before the change. |
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Ambush spawns in door 3.</ref> but this was changed shortly after the release; |
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**By early February of 2023, it could probably spawn as early as Door 16.<ref>https://www.youtube.com/watch?v=AWsDPxQJIGk<nowiki/>''Ambush'' spawns in door 16. Run after the change and before the [[Modifiers]] update. |
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''[The earliest Ambush spawn i could find]''</ref> |
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**On [[Update Logs|August 26, 2023]] ("Modifiers update"), it could spawn as early as Door 9.<ref>https://www.speedrun.com/roblox_doorsce/runs/zg883pjy<nowiki/>Ambush% WR, before after the Modifiers update and before The Hunt: First Edition update. Ambush spawns in door 9.</ref> |
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**Currently, and since [[Update Logs|March 15, 2024]], it can spawn as early as Door 3(?).<ref>https://www.speedrun.com/roblox_doorsce/runs/yvlrgo6z |
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Ambush% WR after The Hunt: First edition update. Ambush spawns in door 3.</ref> |
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*Although it is likely that ''Ambush'' will spawn at least once in a full run, it is possible to complete the game without encountering ''Ambush'' (in which case, [[Halt]] would be almost guaranteed to spawn during that run). In contrast, ''Ambush'' can spawn up to 2, 3, or even 4 times in a single run.<ref>https://www.youtube.com/watch?v=apD6PcX_OPE</ref> |
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**It is possible for both ''Ambush'' and Halt to spawn in the same run. |
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*Entering Halt's [[The Dining Hall|Dining Hall]] or [[The Grotto]] will despawn ''Ambush'' (unless the "Again & Again & Again" [[Modifiers|modifier]] is enabled). |
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*Similar to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of [https://create.roblox.com/docs/workspace/raycasting ray-casting]. This means that aside from intended [[hiding]] places, players can "hide" from ''Ambush'' by being in an area that is outside of its line of "sight," such as basements, blocked stairwells, sub-rooms, or behind or beside certain objects, or anywhere beyond its ray-casting distance. These areas are known as "safe spots." |
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**Safe spots can also be applied to Rush. |
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**''Ambush'' (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die. |
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**''Ambush''<nowiki/>'s ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, will protect players from Rush, but not from ''Ambush''. |
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*** To reduce their chance of [[Death Screen|death]], players should crouch while using "shorter" safe spots (e.g. luggage carts) to hide from ''Ambush''. This is because crouching lowers the height of their "HumanoidRootPart", which is ''Ambush''<nowiki/>'s ray-cast destination. |
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**Previously, ''Ambush''<nowiki/>'s ray-casting distance was much larger than that of Rush. However, soon after [[The Mines]] Update, ''Ambush''<nowiki/>' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance. |
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*''Ambush'' cannot spawn in the following rooms: |
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**[[Seek]]'s chases |
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**[[The Grand Hallway]] |
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**[[The Library]] (Can spawn in the library with modifiers) |
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**[[The Courtyard]] |
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**[[Hotel#Dark Rooms|Dark Rooms]], besides rarely spawning in [[The Basement]] (Can spawn with modifiers) |
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***this includes [[The Greenhouse]] |
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**[[The Dining Hall]] |
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**[[The Electrical Room]] |
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**[[The Adit]] |
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**[[The Grotto]] |
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**[[The Caverns]] |
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**[[The Nest]] |
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**[[The Sewage Pipes]] |
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**[[The Dam]] |
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**Any room lacking a hiding place |
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*The lighting will dim slightly when ''Ambush'' is close to a room a player is in. The same goes for Rush. |
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*''Ambush'' will shake the screen the closer you are to it. |
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*Before the Hotel+ Update, the lights flickered when ''Ambush'' spawned. Prior to the Hotel+ Update, the lights will no longer flicker when ''Ambush'' spawns, and players are now only able to easily identify ''Ambush'' via its audio cues. |
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*Before the Hotel+ Update, ''Ambush'' would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timi<nowiki/>ng for Ambush (and Rush) is randomized, meaning that its spawn may be delayed after a new door is opened. |
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*''Ambush'' can spawn twice back to back in [[The Mines]].{{Fact}} |
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===[[2023 April Fools Event|Super Hard Mode]]=== |
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*''Ambush'' has a greater chance of spawning earlier in the run. |
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*''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 20+ times.{{Fact}} |
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===[[2024 April Fools Event|Retro Mode]]=== |
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*''Ambush'' spawns more often. |
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===[[Modifiers]]=== |
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*If the "Again & Again & Again" [[modifiers|modifier]] is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways: |
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**It will first spawn/rebound on Door 7. |
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**If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into Ambush spawns naturally again.{{Fact}} |
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**Prior to [[The Mines]] [[Update Logs|Update]], "Again & Again & Again" caused it to first spawn on Door 7 and rebound one time every 20-40 seconds, never fully despawning (however, auditory cues implied that it was despawning after each rebound). It could rebound in any room, except in [[Halt|Halt's]] Hallway and during [[Seek]] chases. More than one ''Ambush'' was able to spawn at the same time. |
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*If the "Back For Seconds" modifier is enabled, ''Ambush'' will spawn more frequently. |
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*If the "Afterimage" modifier is enabled, ''Ambush'' will travel much faster, and its spawn rate will slightly increase. |
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=={{Icons|Trivia}} Strategy== |
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*Spawning: In [[Hotel|The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 89, although it is most likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[Player|players]] progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run. |
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**If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s sequence, The Library, or [[Glitch]] closing a door, there will be fewer rooms between players and ''Ambush'' than there would be elsewhere. Therefore, ''Ambush'' will rebound more quickly; it is recommended that players prepare to [[Hiding|hide]] from ''Ambush'' more quickly. |
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*In [[The Mines]], ''Ambush'' has a lower spawn rate. |
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*Hiding: ''Ambush'' may rebound anywhere from 2-4 times. In The Hotel, players must enter and exit their hiding place each time ''Ambush'' passes them to survive. If they linger in a hiding place while ''Ambush'' rebounds, [[Hide]] is likely to push them out of their place, likely resulting in death. In both The Hotel and The Mines, Hide pushes players out more quickly as runs progress; ''Ambush'' usually spawns later in a run, making this factor is more significant. |
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** Players should only enter a hiding spot when they hear ''Ambush'' approaching, and then leave it immediately when ''Ambush'' retreats, repeating the process whenever they hear ''Ambush'' returning. |
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**It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer. |
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**It is recommended that players account for all visible hiding spots whenever they open a new door. This will ensure that they do not die while looking for a hiding spot if ''Ambush'' (or [[Rush]]) spawns. |
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**''Ambush'' cannot spawn in rooms where hiding spots are not present. |
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**Safe spots: Safe spots that will protect players from ''Ambush'' include the following: basements, crouching at the end of blocked stairwells, beside certain closets and bookshelves in "staircase rooms," behind certain luggage carts in bedrooms, and certain sub-rooms. |
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*** Hiding behind or beside smaller objects will generally not protect players from ''Ambush''. |
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*In The Mines, Hide prevents players from hiding in the same hiding place more than once in a row, which means that at least two reachable hiding places are necessary to survive ''Ambush''; players must switch hiding places each time ''Ambush'' passes them. |
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*Crucifying: Players can use a [[crucifix]] to "banish" ''Ambush''. Because crucifixes are a one-use [[Items|item]], it is best to only crucify Ambush when a player(s) is struggling to hide from ''Ambush''. |
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**It is recommended that players equip their crucifix while still attempting to survive ''Ambush'' by hiding or using a safe spot. By this method, players are largely protected from ''Ambush'' and may not necessarily have to use their crucifix to survive it. |
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*** There is a small period (lasting a few frames) when entering and exiting hiding places in which crucifixes will be automatically unequipped (the same goes for all other [[items]]). Therefore, players will be vulnerable to ''Ambush'' during that period. |
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=={{Icons|Modifiers}} Modifiers== |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}} |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell'|increase=25}} |
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{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}} |
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==Bugs== |
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*The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Modifiers]] Update). It is now fixed. |
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*If [[Player|players]] have a weak internet connection or are playing with low graphics settings, ''Ambush''<nowiki/>'s glow may remain in rooms for several seconds until lighting updates. |
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*If a player dies to ''Ambush'', its jump-scare sound will loop indefinitely. |
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**This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jump-scare even after the sound ceased. It is now fixed. |
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*When the Hotel+ Update was first released a bug occurred where ''Ambush'' would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse; however, this was fixed shortly after release. |
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**This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back. |
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*There was a bug where ''Ambush'' would clip through the floor of the room, causing players to only see its eyes as they watched it rebound. |
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*There was a bug where if you open more doors after ''Ambush'' has done its first rebound, ''Ambush'' will not shatter the lights in the room/s that have just been opened when going through them. ''Ambush'' was most likely only meant to shatter the lights on the first rebound. This is not the case anymore as ''Ambush'' no longer breaks the lights on the first rebound. |
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*There was a bug, where ''Ambush'' does not shatter the lights during its activity. This has been made intentional as of The Mines update. |
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*There was a bug where coins may protect players from dying to [[Rush]], ''Ambush'', [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. This has since been patched. |
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*There is a bug where [[Snare]] may protect players from dying to Rush, ''Ambush'', A-60 and A-120. |
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*There is currently a bug with the "Again & Again & Again" modifier that allows a player to select this modifier, if a player has "Hotel Hell" [[achievements|achievement]], even if a player does not have the "Unbound" achievement. |
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*There is a bug where if a player hides in a hiding spot while ''Ambush'' is near it, ''Ambush'' would still be able to kill players. |
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*There is a bug where if a player opens doors while ''Ambush'' is moving, sometimes ''Ambush'' will skip its normal path and will go in a straight line to the next unopened door. |
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*There is a very rare bug where if ''Ambush'' kills a player the next door will open. This happens because an invisible part of a player gets 'flinged' into the door, causing it to open. |
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**This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as [[Seek]]'s. |
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**The same can happen with Blitz and in extremely rare cases with Rush. |
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*There is really rare bug since The Backdoor update where ''Ambush'' randomly disappears for a few seconds and appears again where it disappeared. The same can happen with Rush and Blitz. |
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*''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated. |
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*There is a bug where if ''Ambush'' spawns and there are several opened doors, [[Void]] may manifest, teleporting all players into the latest opened room guaranteeing the death of every player. |
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*There is a bug that allows you to survive ''Ambush'' in [[The Mines]] by simply opening a drawer and crouching in its hitbox, but it's best not to rely on this as it's not guaranteed to work and will likely be patched in the future. |
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*When The Mines update first came out, the "Again & Again & Again" modifier was broken. ''Ambush'' would only spawn at Door 7 and would never come back unless of a normal encounter. This was fixed later. |
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=={{Icons|Trivia}} Trivia== |
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*''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{Fact}} |
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*Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]'', followed by Rush. |
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*''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{Fact}}). |
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*''Ambush''<nowiki/>'s "scream" originates from an audio called [https://www.roblox.com/library/8880765497 GLITCHY SCREAM LOOP] from a user called [https://www.roblox.com/users/1175346963/profile#!/about Condecadence]. |
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*''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone. |
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*''Ambush''<nowiki/>'s jump-scare appears when [[Player|players]] try to exploit the game. This version of ''Ambush'' is called "Anti Cheat Ambush." |
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**Before the [[Update Logs#January|Hotel+ Update]], a unique [[Guiding Light]] message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that ''Ambush'' has killed a player "infinite" times. |
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*** After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to ''Ambush'' typically. |
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**After dying to Anti-cheat ''Ambush'', 100 [[revives]] are removed from player's inventories. |
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**Exploiter killer ''Ambush'' spawns ∞ studs away from [[Hotel|The Hotel]].{{Fact}} |
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**Exploiter killer ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{Fact}} |
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***[[Rush]] and [[Dread]] will spawn as well.{{Fact}} |
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*Before the Hotel+ Update, ''Ambush'' could, and was likely to, spawn in Doors 90-98. |
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**After the Hotel+ Update, Doors 90-98 were replaced by [[The Greenhouse]] where Ambush cannot spawn. Because of this, Ambush often spawns between second [[Seek]] chase and The Greenhouse. |
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*According to [[RediblesQW]], a ''DOORS'' developer, a UGC item may be based on ''Ambush''. <ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref> |
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*According to RediblesQW, should ''Ambush'' bleed, it can be killed, though it is unknown if it can bleed.<ref>[https://twitter.com/RediblesQW/status/1564306280549867520 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]], a ''DOORS'' developer, combining and editing facial features that make images "scary" with what resembles a front-facing Jack.<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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*Accord<nowiki/>ing to Ghostly_Wowzers, ''Ambush'''s design was not difficult to draw and was 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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*According to Ghostly_Wowzers, ''Ambush'' may be the strongest [[List of Entities|entity]] if put in an arena with every other entity in [[Hotel|The Hotel]] and [[The Rooms]].<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000159972 Q: If everything in the Hotel and Rooms were put into a Death Arena, which one would come out of it alive? A: oh, itll probably be ambush] -Ghostly_Wowzers</ref> |
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*''Ambush'''s image file is titled “scarywormface”, referencing its 2nd original design.{{Fact}} |
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*''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{Fact}} |
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**''Ambush''<nowiki/>''<nowiki/>'''s red aura is only present if a player's graphics are nearly maxed. |
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=={{Icons|Achievement}} Related achievements== |
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<div style="overflow-y:scroll; height:320px; width:100%;"> |
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{{Achievement |
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|title=Rebound |
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|image=Rebound Badge.png |
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|text=Coming back for seconds! |
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|text2=Survive ''Ambush''.}} |
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{{Achievement |
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|title=Unbound |
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|image=Unbound Badge.png |
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|text=Shut up, thanks. |
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|text2=Use a Crucifix against ''Ambush''.}}{{Achievement|text2=Steal a hiding spot from someone right before they die.|image=Betrayal Badge.png|title=Betrayal|text=Dibs!}}{{Achievement |
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|image=In Plain Sight Badge.png |
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|title=In Plain Sight |
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|text=Quick, behind that conveniently shaped lamp! |
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|text2=Hide from an entity by staying out of sight.}} |
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</div> |
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=={{Icons|History}} History== |
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{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following nerfs:<br>- It was made slower, making it as fast as Rush.<br>- Its behavior was altered due to Hide’s Rework.<br>- Its hitbox was made significantly smaller, comparable to Rush, albeit a-bit larger. Allowing players to survive Ambush by being far enough from its path, much like Rush. <br> It also received a slight buff:<br>- Its arrival cue was made quieter, making it harder to tell when it spawns.}}{{Log |
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|1=January 28, 2023 |
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|2=''Ambush'' no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for ''Ambush''.}}{{Log|November 21, 2022|Anti-Cheat mechanic introduced}}{{Log|August 10, 2022|Introduced}} |
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==Gallery== |
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<tabber> |
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|-|In-game= |
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<gallery widths="190"> |
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Ambush Jumpscare.gif|Ambush's jumpscare. |
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AmbushTowerJumpscare.gif|Ambush's jumpscare in the Tower Heroes x Doors event. |
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Ambushcrucifix.png|The [[crucifix]] being used on ''Ambush''. |
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AmbushChained.png|Ditto, but the room is different |
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AmbushComintoYourFace.png|''Ambush'' in a doorway. |
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Ambush and screech.PNG|''Ambush'' and [[Screech]]. |
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AmbushCrucifixBug.png|''Ambush'', less than a millisecond away from killing a player. |
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Ambush appearing when the lights flicker..webp|''Ambush''<nowiki/>'s red glow, which can only be seen with nearly maxed graphics settings. |
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Ambush As seen in a wardrobe.png|''Ambush'' as seen by a player [[hiding]] in a closet. |
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Close view of Ambush.png|A very close view of ''Ambush''. |
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Ambush28531.png|A far view of ''Ambush''. |
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AmbushOldDoor99.jpg|''Ambush'' as seen by a player [[hiding]] under a bed in Door 99, prior to the [[Hotel+ Update]]. |
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AmbushComing.jpg|''Ambush'' about to kill a player. |
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AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to the [[Hotel+ Update]]. |
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AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug." |
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AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during it's jumpscare. |
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Ceilingbush.jpg|''Ambush'' stuck in a chandelier. |
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A120Blue.jpg|''Ambush'' attacking alongside [[A-120]]. |
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</gallery> |
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|-|Assets/Animations= |
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<gallery widths="190"> |
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Ambush animated.gif|''Ambush''<nowiki/>'s animation. |
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Scar ywormface.png|''Ambush'' without the glow effect. |
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AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects. |
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Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.{{Fact}} |
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AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event. |
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Retro ambush.png|''Ambush''’s design in [[Retro Mode]] |
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</gallery> |
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|-|Other= |
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<gallery widths="190"> |
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Rebound Badge.png|The "Rebound" [[achievement|Achievements]] image. |
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Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened. |
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AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{Fact}} |
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</gallery> |
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</tabber> |
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=={{Icons|Gallery}} References== |
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{{Scroll Box|content={{Reflist}}}}{{Navigation}} |
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[[ru:Амбуш]] |
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[[es:Ambush]] |
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[[pt-br:Ambush]] |
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[[Category:Entities]] |
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[[Category:2D Entities]] |
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[[Category:Hostile Entities]] |
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[[Category:Lethal Entities]] |
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[[Category:Hotel]] |
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[[Category:Instakill Entities]] |
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[[Category:The Mines]] |
Revision as of 19:59, 12 November 2024
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