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Morble.png|Version 1 (Mobble) |
Morble.png|Version 1 (Mobble) |
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</gallery> |
</gallery> |
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|attack |
|attack=*Rushes through multiple rooms, rebounding 1-4 times, killing any player in its line of sight. |
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|damage |
|damage= |
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* {{Icons|Damage}} 100 |
* {{Icons|Damage}} 100 |
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* {{Icons|Damage}} 75 (PARTY MODE) |
* {{Icons|Damage}} 75 (PARTY MODE) |
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* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-) |
* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-) |
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|date_added |
|date_added=August 10, 2022 |
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|creator(s) |
|creator(s)= |
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* [[Lightning_Splash]] (programming) |
* [[Lightning_Splash]] (programming) |
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* [[Ghostly Wowzers]] (designs) |
* [[Ghostly Wowzers]] (designs) |
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|floors |
|floors=Canon Floors |
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* [[The Hotel]] |
* [[The Hotel]] |
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* [[The Mines]] |
* [[The Mines]] |
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Other Floors |
Other Floors |
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*HOTEL- |
*HOTEL- |
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|sound1 |
|sound1=*'''Arrivals''' |
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Arrival |
Arrival |
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[[File:Ambusharrival.mp3]] |
[[File:Ambusharrival.mp3]] |
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Earthquake (Mines) |
Earthquake (Mines) |
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[[File:EarthquakeSFX.ogg]] |
[[File:EarthquakeSFX.ogg]] |
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|sound2 |
|sound2=*'''Ambients''' |
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Far |
Far |
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[[File:AmbushScream.mp3]] |
[[File:AmbushScream.mp3]] |
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Near |
Near |
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[[File:Ambush Near Noise.mp3]] |
[[File:Ambush Near Noise.mp3]] |
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|sound3 |
|sound3=*'''Jumpscares''' |
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Jumpscare #1 (WARNING: EXTREMELY LOUD) |
Jumpscare #1 (WARNING: EXTREMELY LOUD) |
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[[File:JumpscareAmbushScream.mp3]] |
[[File:JumpscareAmbushScream.mp3]] |
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Jumpscare #2 (WARNING: LOUD) |
Jumpscare #2 (WARNING: LOUD) |
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[[File:Ambushjumpscare.mp3]] |
[[File:Ambushjumpscare.mp3]] |
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|sound4 |
|sound4=*'''Lights''' |
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Bulb Flicker (Hotel-) |
Bulb Flicker (Hotel-) |
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[[File:BulbFlicker.wav]] |
[[File:BulbFlicker.wav]] |
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Bulb Break [[File:BulbBreak.wav]] |
Bulb Break [[File:BulbBreak.wav]] |
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|sound5 |
|sound5=*'''Miscellaneous''' |
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Crucified (WARNING: LOUD) |
Crucified (WARNING: LOUD) |
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[[File:AmbushCrucifixHQ.mp3]] |
[[File:AmbushCrucifixHQ.mp3]] |
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|spawnRate=*Very Low (Beginning) |
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|spawnRate = Increases as you progress through more rooms. |
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*Common (When getting further in the game) |
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|type |
|type=Hostile (Fatal) |
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}} |
}} |
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<choose uncached=""> |
<choose uncached=""> |
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<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</option> |
<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> |
<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> |
</choose> |
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'''okeh ehehehhehe subscribe to naturerobloxe lol ololol''' |
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'''Ambush''' is a lethal uncommon [[List of Entities|entity]] in ''[[DOORS]]'', appearing in both [[The Hotel]] and [[The Mines]]. |
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== {{Icons|Overview}} Appearance == |
== {{Icons|Overview}} Appearance == |
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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. |
''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 expect it. |
</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 expect it. |
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|-| |
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Version 2.5= |
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''Ambush''<nowiki/>'s 2.5 version is similar to second version, although it doesn't have a red appendage and looks slightly darker, it's also has more teeth. |
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|-| |
|-| |
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Version 2= |
Version 2= |
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''Ambush'' |
''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= |
Version 1= |
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''Ambush'' |
''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> |
</tabber> |
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''Ambush'' has a minimal but growing chance to appear as the player progress. In [[The Hotel]], it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In [[The Mines]], Ambush has a lower appearance probability and can also appear in rooms that follow. |
''Ambush'' has a minimal but growing chance to appear as the player progress. In [[The Hotel]], it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In [[The Mines]], Ambush has a lower appearance probability and can also appear in rooms that follow. |
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Upon spawning, ''Ambush'' emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any players not in a hiding place or "safe spot" during its attack. When it reaches an unopened door, it passes through it (without opening) and into the next room, pausing briefly before turning around and retracing its steps through previous rooms. This behavior, known as rebounding, can occur between |
Upon spawning, ''Ambush'' emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any players not in a hiding place or "safe spot" during its attack. When it reaches an unopened door, it passes through it (without opening) and into the next room, pausing briefly before turning around and retracing its steps through previous rooms. This behavior, known as rebounding, can occur between 1-4 times (up to 12 times before the Hotel+ Update, and 6 before The Mines Update) before despawning. When it reaches a closed door (doors close as players advance), it pauses for a few seconds before either disappearing or changing direction and repeating the process. |
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=== Notes === |
=== Notes === |
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* This may not work in th<nowiki/>e open as Ambush's hitbox is slightly farther then Rush's. |
* This may not work in th<nowiki/>e open as Ambush's hitbox is slightly farther then Rush's. |
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** Safe spots can also be applied to Rush. |
** Safe spots can also be applied to Rush. |
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** Hotel - To avoid dying, count the number of times you go through the door. The round trip counts as one visit. After this visit, leave the closet and go back in as soon as you hear him return. - Mines - In the mines, it's not like in the hotel. In Ambush's case, when you hear him coming. Look for two closets; why? Because as soon as you finish hiding in a closet, you'll hear a noise: it's Hide. But Ambush comes back several times, and if you try to hide in the same closet, Hide will stop you and Ambush will kill you. |
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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. |
** ''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''. |
** ''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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== {{Icons|Trivia}} Strategy == |
== {{Icons|Trivia}} Strategy == |
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* In [[The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 87, its chances of spawning before [[The Library]] (Door 50) is 5%. It is most <nowiki/>likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[player]]s progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run. In the case of [[The Mines]], Ambush can spawn as early as Door 103 and as late as Door 197. |
* Spawning: In [[Hotel|The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 87, its chances of spawning before [[The Library]] (Door 50) is 5%. It is most <nowiki/>likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[player]]s progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run. In the case of [[The Mines]], Ambush can spawn as early as Door 103 and as late as Door 197. |
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* Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update. |
* Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update. |
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** If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s seq<nowiki/>uence, 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. |
** If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s seq<nowiki/>uence, 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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** This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back. |
** 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. |
* 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'' wouldn't break the lights after killing a player. This happened because when Ambush killed a player, it would bounce back as if it finished its first rebound. This has been fixed. |
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* |
*There is currently a bug where ''Ambush'' randomly rebounds on its path. This is likely to happen because ''Ambush'' might be entering and exiting from a different path instead of the previous door. The same bug happens with Rush, A-60 and Blitz. |
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* There was a bug where ''Ambush'' did not shatter the lights as it moved. This has a chance to have been made intentional as of The Mines update as ''Ambush'' no longer breaks the lights. |
* There was a bug where ''Ambush'' did not shatter the lights as it moved. This has a chance to have been made intentional as of The Mines update as ''Ambush'' no longer breaks the lights. |
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* There is a bug where if the player crucifies ''Ambush'' with the "Again and Again and Again" modifier, ''Ambush'' never spawns again until a natural ''Ambush'' spawns. |
* There is a bug where if the player crucifies ''Ambush'' with the "Again and Again and Again" modifier, ''Ambush'' never spawns again until a natural ''Ambush'' spawns. |
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* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated. |
* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated. |
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* There is a bug where ''Ambush'' can randomly kill you with no warning. There is no hint that this is patched yet. |
* There is a bug where ''Ambush'' can randomly kill you with no warning. There is no hint that this is patched yet. |
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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 flung 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 a 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. This was most likely patched as of the Content Update.{{Citation Needed}} |
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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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* |
*''Ambush'' may take up to one minute to rebound, likely due to a bug.<ref>Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597</ref> |
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* |
*After The Mines update, ''Ambush's'' voice has completely broke and bugged, ''Ambush'' now only makes a sound when it reaches close to a player and rebounds. |
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* |
*There"s a bug where if Ambush spawns past 190 in the mines his far audio will cut out after its first pass. |
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== {{Icons|Trivia}} Trivia == |
== {{Icons|Trivia}} Trivia == |
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* |
*''Ambush'' rarely spawns anymore. |
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* |
*''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{CN}} |
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* |
*Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]''. It used to be A-60 before ''Ambush''<nowiki/>'s speed was increased in the Haunt update. |
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* |
*''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{CN}}). |
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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]]s try to exploit the game. This version of ''Ambush'' is called "Anti Cheat Ambush."{{Exploiting Inline}} |
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** Before the [[ |
** 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. ("btw ambush killed you infinite times so all your revives are gone sorry") |
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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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** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}} |
** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}} |
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*** |
***[[Rush]] and [[Dread]] will spawn as well.{{CN}} |
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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's likely now spawns between the second [[Seek]] chase and The Greenhouse. |
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* |
*According to [[RediblesQW]], a ''DOORS'' developer, a future 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> |
* 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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* |
*According 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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* |
*''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{CN}} |
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* |
*''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{CN}} |
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** |
**''Ambush''<nowiki/>'s red aura is only present if a player's graphics are nearly maxed. |
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** |
**''Ambush''<nowiki/>'s red aura previously used to mistaken players to think "''A-60'' spawned with Ambush". |
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* |
*''Ambush''<nowiki/> is currently the only entity with multiple jumpscares. |
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* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses. |
* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses. |
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* In [[The Mines Update|The Mines update]], for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, the lights in the next room break on their own before Ambush initially attacks. |
* In [[The Mines Update|The Mines update]], for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, the lights in the next room break on their own before Ambush initially attacks. |
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** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking. |
** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking. |
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* |
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== {{Icons|Achievement}} Related achievements == |
== {{Icons|Achievement}} Related achievements == |
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|1=January 28, 2023 |
|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{{Exploiting Inline}}}}{{Log|August 10, 2022|Introduced}} |
|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{{Exploiting Inline}}}}{{Log|August 10, 2022|Introduced}} |
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== {{Icons|Gallery}} Gallery == |
== {{Icons|Gallery}} Gallery == |
||
<tabber> |
<tabber> |
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Close view of Ambush.png|A very close view of ''Ambush''. |
Close view of Ambush.png|A very close view of ''Ambush''. |
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Ambush28531.png|A far view of ''Ambush''. |
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 [[ |
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. |
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 [[ |
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." |
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 its jumpscare. |
AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during its jumpscare. |
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== {{Icons|Gallery}} References == |
== {{Icons|Gallery}} References == |
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{{Scroll Box|content={{Reflist}}}} |
{{Scroll Box|content={{Reflist}}}} |
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=={{Icons|History}} Navigation== |
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{{Navigation}} |
{{Navigation}} |
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[[Category:Entities]] |
[[Category:Entities]] |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |