Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
DOORS Site Logo

Welcome to the Official DOORS Wiki!
Please read the Wiki Rules the Manual of Style and familiarise yourself with our Wiki Policies before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly, if you need help don't hesitate to reach out to a DOORS Wiki Staff Member.

Editing Ambush

From DOORS Wiki

All contributions must follow the Manual of Style and the Wiki Rules.

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{About|Ambush|[[AR0xMBUSH]], the glitched counterpart of Ambush}}
{{Entities
{{Entities
|title=Ambush
|title = Ambush
|image=
|image = <gallery>
CantNotFindAmbushsOldImageSo.png|Version 3 (Current)
<gallery>
Ambush2.png|Version 3 (Current)
Ambush Original.png|Version 2
AmbushUnusedOldestSprite.png|Version 2.5
AmbushReallyOld.png|Version 1
Ambush Original.png|Version 2 (Scrapped)
Morble.png|Version 1 (Mobble)
</gallery>
</gallery>
|attack = *Rushes through multiple rooms, rebounding 3-4 times, killing any player in its line of sight.
|attack = Speeds through multiple rooms before rebounding 1-6 times. Will kill anyone in its line of sight/hitbox.
|damage =
|damage = {{Icons|Instakill}} Instant Death
|date_added = August 10th, 2022
* {{Icons|Damage}} 100
|creator(s) = [[Ghostly_Wowzers]], [[Lightning_Splash]]
* {{Icons|Damage}} 75 (PARTY MODE)
|sound1 = '''Near (WARNING: LOUD)''' [[File:Ambush Near Noise.mp3]]
* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-)
|sound2 = '''Far''' [[File:AmbushScream.mp3]]
|date_added = August 10, 2022
|sound3 = '''Arrival''' [[File:Ambusharrival.mp3]]
|creator(s) =
|sound4 = '''Jumpscare (WARNING: LOUD)''' [[File:Ambushjumpscare.mp3]]
* [[Lightning_Splash]] (programming)
|sound5 = '''Crucifix (WARNING: LOUD)''' [[File:AmbushCrucifixHQ.mp3]]}}
* [[Ghostly Wowzers]] (designs)
<choose uncached>
|floors = Canon Floors
<option>{{Quote|Coming back for seconds again!|'''Rebound''' [[Achievements|Achievement]] description}}</option>
* [[The Hotel]]
<option>{{Quote|You died to who you call Ambush... It is a tricky one. Use what you have learned from [[Rush]]!|[[Guiding Light]]}}</option>
* [[The Mines]]
* [[Floor 3]] (Very Likely)
Non-Canon Floors
* [[SUPER HARD MODE!!!]]
* [[Retro Mode]]
* [[2025 April Fools Event|PARTY MODE]]
Other Floors
*HOTEL-
|sound1 = *'''Arrivals'''
Arrival
[[File:Ambusharrival.mp3]]
Earthquake (Mines)
[[File:EarthquakeSFX.ogg]]
|sound2 = *'''Ambients'''
Far
[[File:AmbushScream.mp3]]
Near
[[File:Ambush Near Noise.mp3]]
|sound3 = *'''Jumpscares'''
Jumpscare #1 (WARNING: EXTREMELY LOUD)
[[File:JumpscareAmbushScream.mp3]]
Jumpscare #2 (WARNING: LOUD)
[[File:Ambushjumpscare.mp3]]
|sound4 = *'''Lights'''
Bulb Flicker (Hotel-)
[[File:BulbFlicker.wav]]
Bulb Break [[File:BulbBreak.wav]]
|sound5 = *'''Miscellaneous'''
Crucified (WARNING: LOUD)
[[File:AmbushCrucifixHQ.mp3]]
|spawnRate = Increases as you progress through more rooms.
|type = Hostile (Lethal)
}}

<choose uncached="">
<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</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>
</choose>
</choose>
'''Ambush''' is a supporting hostile [[List of Entities|entity]] in ''DOORS'', appearing as in the [[Hotel]].

'''Ambush''' is a lethal uncommon [[List of Entities|entity]] in ''[[DOORS]]'', appearing in both [[The Hotel]] and [[The Mines]].


== {{Icons|Overview}} Appearance ==
== {{Icons|Overview}} Appearance ==
''Ambush''<nowiki/>'s appearance is a pale, shocked face with a large, gaping mouth. filled with rows of teeth on each side and a set of large black eyes with bags under them. It is slightly pixelated and emits an immense greenish-red or magenta-green aura, depending on how high the player's graphics are. Ambush takes the appearence of a ghost.
<tabber>
Version 3 (Current)=
''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.
</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.

|-|
Version 2.5=
''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.

|-|
Version 2=
''Ambush''<nowiki/>'s 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as its eyes and mouth are both blood red. It has what looks to be a red appendage sticking out the bottom, and looking like a blood-like ghost.

|-|
Version 1=
''Ambush''<nowiki/>'s oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth.

</tabber>


== {{Icons|Behavior}} Behavior ==
== {{Icons|Behavior}} Behavior ==
''Ambush'' has a small chance to replace [[Rush]] when spawning in, with said chance getting higher the further the player progresses throughout the [[Hotel]], usually past [[The Library]], and can rarely spawn in the [[The Greenhouse|Greenhouse.]] Unlike [[Rush]], however, ''Ambush'' will not flicker the lights, making players rely on sound to hear it.
''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'' plays a high-pitched, distorted sound before it speeds into the room, shattering lights along its path. However, it will backtrack through past rooms to catch any unsuspecting players who are not hiding. This cycle of going back and forth can vary from 1 to 6 times. ''Ambush'' is also significantly faster than [[Rush]]. Unlike Rush, the next door will not be opened, likely due to balancing purposes (so as to not spawn other entities by opening the door).
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 3-4 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.


=== Notes ===
=== Notes ===
* Contrary to popular belief, ''Ambush''<nowiki/>'s spawning isn't limited to later doors, as ''Ambush'' can rarely spawn as early as the second door (formerly the fifth door), with it's spawn chance increasing the further the player progresses.<ref>[https://discord.com/channels/458441314023899159/1006982064458960916/1007510110215606302 Q: "ambush came at sub ten doors and killed all of my friends but me, was that a glitch or just the new update" A: "very rare"] – Lightning_Splash, LSplash Official Discord</ref>

** In the majority of successful runs, it is almost guaranteed that ''Ambush'' will spawn at ''least'' once. However, it ''is'' possible to complete the game without encountering ''Ambush''.
* After [[The Hunt Update]], ''Ambush'' can spawn during [[Seek#Behavior|Seek's]] crescendo.
** Although ''Ambush'' will usually spawn once in each run, ''Ambush'' can sometimes spawn up to two or even three times. [https://youtu.be/k2p1Hyxd7Ck This video] shows an example of ''Ambush'' spawning twice, as well as [https://youtu.be/sRA8qpNwb4U this video] showing ''Ambush'' spawning three times.
* As of The Hunt Update, 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 [[Jug 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.
* ''Ambush''<nowiki/>'s hitbox operates off ray-casting, meaning that aside from closets and beds, players can hide anywhere that is outside of ''Ambush's'' line of sight, (i.e., There is a straight path between ''Ambush'' and the player with no obstructions) such as basements, air ducts, blocked stairwells, sub rooms in locked rooms, and behind objects.
* How early ''Ambush'' can spawn in a run has been changed twice:
** This strategy can be applied to [[Rush]] as well, although [[Rush|Rush's]] ray-casting is smaller than ''Ambush''<nowiki/>'s.
** Before [[The 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>
** Because of ''Ambush''<nowiki/>'s ray-casting, it is recommended for players to not hide in closets/beds that are facing the previous room.
** When The Hotel+ Update released on 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.
** It is also not recommended to watch ''Ambush'' approach when it is rooms away before hiding.
Ambush spawns in door 3.</ref>
* ''Ambush'' will not attack in the following rooms:
* 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 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>
** [[Seek|Seek's]] Crescendos,
* Entering [[The Dining Hall]] or [[The Bridges]] will despawn ''Ambush'' (unless the "Again & Again & Again" [[Modifiers|modifier]] is enabled).
** [[Seek|Seek's]] Chases,
* Similar to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of 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."
** [[The Library]],
* This may not work in th<nowiki/>e open as Ambush's hitbox is slightly farther then Rush's.
** [[The Courtyard]],
** Safe spots can also be applied to Rush.
** [[Hotel#Dark Rooms|Dark Rooms]] (excluding [[The Greenhouse]]),
** 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.
** [[Halt|Halt's]] Corridor,
** ''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.
** [[The Electrical Room]] (Room 99 and Room 100),
** ''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''.
** Any room lacking a [[hiding]] spot.
*** 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.
* ''Ambush'' will not rebound when encountering a blocked or locked door obstructing the exit door, it will just phase through it, unlike [[Rush]].
** 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.
* If a player dies from ''Ambush'' and it is still rebounding, the game will display a button reading: ''“Wait until it is safe”'' on top of the [[Revives|revive]] button until it despawns.
** Ambush also has a <nowiki/>mechanic that is NOT part of raycasting that Rush does not have. You cannot look at Ambush unless in a <nowiki/>hiding spot (e.g. a Closet) or you'll take 100 damage, even if you're in a safe spot.
** This also happens during the [[Seek]] chase, in [[Halt|Halt's]] corridor, and for any other approaching entities.
* ''Ambush'' '''cannot''' spaw<nowiki/>n in the following rooms:
** The 30-second timer only begins once the revive can be used.
** Rooms with insufficient hiding spots (Can spawn with certain [[Modifiers]] or if number of players exceed 4)
* When ''Ambush'' is close to the player's room, the lighting will slightly dim to signal its arrival. The same goes for [[Rush]].
** On The Hotel Doors: 1, 2, 49, 51, 62
* ''Ambush'' will also shake the screen slightly as it prepares to ambush the player.
** On The Mines Doors: 101, 102, 137, 138, 139, 140, 141, 151, 198, 199.
* Post the Hotel+ update, the lights will no longer flicker before ''Ambush's'' arrival, leaving players -for the most part- only able to easily identify ''Ambush's'' spawning by it's sound cues.
** [https://doors-game.fandom.com/wiki/The_Hotel#Dark_Rooms Dark rooms], including [[the Greenhouse]] which comprises Doors 90-99 (Can spawn with certain Modifiers)
** Safe rooms
*** [[The Reception]], Door 0
*** Hotel's Small library
*** Hotel's Skinny Hallway
*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]).
*** [[Jeff Shop]], Door 53–59, 153–162
*** [[The Rooms]]'s subfloor entrance. Door 60
*** Mega Gate Basement, Door 61
*** Pre-Infirmary room
*** [[The Infirmary]], variable
*** Pre-Courtyard room, Door 88
*** [[The Courtyard]], Door 89
*** [[The Adit]], Door 100.5
** [[Seek]]'s chases
*** The room previous from Seek intro chase room (The Hotel & The Mines).
*** The room after the seek chase (The Hotel & The Mines).
*** [[The Grand Hallway]], variable
*** [[The Caverns]], Doors 142–149
*** [[The Sewage Pipes]], Doors 169–179
** [[Halt]]'s sequences
*** The next or previous room from a [[Halt]] encounter (The Hotel & The Mines).
*** [[The Dining Hall]], variable
*** [[The Bridges]], variable
** Bossfight sequences
*** [[The Library]], Door 50 (Can spawn with certain Modifiers)
*** [[The Electrical Room]], Door 100
*** [[The Shafts]], variable
*** [[The Nest]], Door 150
*** [[The Dam]], Door 200
* In The Mines, ''Ambush'' has a lower spawn rate than in [[The Hotel]].
* The lighting will dim slightly when ''Ambush'' is close to a room a player is in. The same goes for Rush.
* ''Ambush'' will shake the screen the closer you are to it.
** Before the Hotel+ Update, the lights flickered when ''Ambush'' spawned. After the Hotel+ Update, the lights no longer flickered when ''Ambush'' spawned. In The Mines, ''Ambush'' causes an earthquake to start as a warning.
* 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 by a few seconds after a new door is opened.
* ''Ambush'' used to be one of the very entities to break the lights. However, after The Mines update, ''Ambush'' no longer breaks the lights for unknow<nowiki/>n reasons.
* ''Ambush'' can spawn twice back to back in The Mines.
** ''Ambush'' can also spawn twice in The Hotel with only one door between each encounter.

=== [[2023 April Fools Event|SUPER HARD MODE!!!]] ===
* ''Ambush'' has a greater chance of spawning earlier in the run.
* Since this happened during [[The Hotel+ Update]], ''Ambush'' still had its ability to break the lights.
* ''Ambush''<nowiki/>'s rebounding mechanic back then was different compared to now as this happened during The Hotel+ Update.
* ''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 10+ times.{{CN}}

=== [[2024 April Fools Event|RETRO MODE]] ===
* ''Ambush'' spawns more often.

=== [[2025 April Fools Event|PARTY MODE]] ===
* ''Ambush'' rebounds only two times.
* ''Ambush''<nowiki/>'s first rebound is the same mechanic as it was before the Mines update.
* ''Ambush''<nowiki/>'s second rebound is the current rebounding mechanic.

=== HOTEL- ===
* ''Ambush'' was more likely to spawn during 90-98 since Greenhouse didn't exist.
* ''Ambush'' flickered the lights as a warning.
* ''Ambush'' still had its ability to break the lights as this happened in the early stages of the game (Before [[The Mines Update]])
* ''Ambush''<nowiki/>'s rebounding mechanic was the same as in [[2023 April Fools Event|SUPER HARD MODE!!!]].
* ''Ambush'' will rebound 1 to 6 times.

=== Modifiers ===

* If the "Again & Again & Again" modifier is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways:
** It will first spawn/rebound on Door 7.
** It will only rebound one time
** If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into natural spawns again.{{CN}}
** Prior to The Mines 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's Hallway and during Seek chases. More than one ''Ambush'' was able to spawn at the same time.
** This modifier is still bugged, as Ambush will not spawn at all past the first Seek chase in the Hotel though its warning cry will still play.
* If the "Back For Seconds" modifier is enabled, ''Ambush'' will spawn more frequently.
* If the "Afterimage" modifier is enabled, ''Ambush'' will travel much faster, and its spawn rate will slightly increase.


== {{Icons|Trivia}} Strategy ==
== {{Icons|Trivia}} Strategy ==
Because ''Ambush'' will likely return multiple times,<ref>1-6 times</ref> if players linger in their [[hiding]] spot, [[Hide]] is also likely to kick the player out the space; and it is probable that that will result in death. This is made harder due to the fact that ''Ambush'' most often spawns after [[The Library|Room 50]], where the time a player can hide is much shorter. To counter this, the player should get in a hiding spot when ''Ambush'' is approaching and leave it when ''Ambush'' retreats, and then return to the spot as it approaches again, repeating this process whenever they hear Ambush returning.
* Alternatively, the player can [[Hiding|hide]] in a basement, a room with a blocked stairwell, or generally behind any objects that block the line of sight between ''Ambush'' and the player.
* It is not recommended to hide from ''Ambush'' under a bed (and to instead opt for a closet), as the exiting and entering animations are slower than the closet animations.
* When a door is opened and ''Ambush'' is spawned, a unique ambient sound is played. The player will then have around 2 to 3 seconds before ''Ambush'' begins to attack them.
* As an alternative to all the items listed above, the player could use a [[Crucifix]] against ''Ambush'', preventing it from attacking.
** This is extremely helpful, as ''Ambush'' is a difficult entity to survive. However, if the player is experienced at surviving ''Ambush'' whilst playing solo (or they have teammates who are experienced in multiplayer) it's best for the players to not use a [[Crucifix]] with that motive, as it may be put to better use in [[The Greenhouse]], against [[Rush]] or ''Ambush'' if it spawns there.
*** When doing the above in a solo run, the player should consider trying to hide while holding the [[Crucifix]]. If the player is caught while doing this the [[Crucifix]] will automatically be used, protecting the player. If the player successfully avoids ''Ambush'' while doing this the [[Crucifix]] would be kept and could be used for later.
**** Note that there is a small period lasting a few frames where the player is forced to put away the [[Crucifix]], but can still be killed when entering and exiting the hiding spot. Therefore, it is better to hide early than late.


== {{Icons|Trivia}} Trivia ==
* 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.
* Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update.
* ''Ambush'' was originally going to be classified as a "Mobble" entity, and an alternate version of [[Jack]].
* ''Ambush'' is the fastest entity in the game, followed by [[Rush]] (excluding joke entities).
** 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.
* ''Ambush'' is the only entity to have multiple attack sounds (in which the pitch is always randomly generated, equaling to infinite tones).
** If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilant for ''Ambush''<nowiki/>'s spawn cue as it'll be likely to have spawned instead of [[Rush]].
* ''Ambush''<nowiki/>'s scream comes from [https://www.roblox.com/library/8880765497 this audio].
* Hiding: It is recommended players only hide once they hear ''Ambush'' coming through. As long as they do this, they can stay in the closet long enough for ''Ambush'' to rebound once. This can make it significantly easier as it removes the unpredictability of when they will come back, as well as significantly reducing the number of times players must hop in and out of closets.
* Hide will take a little more time to kick players out of their hiding spots if Ambush is attacking.
** Players must hop out quickly afterwards as in some cases if ''Ambush'' takes a longer time to rebound [[Hide]] will be on the verge of kicking them out.
** It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer.
** 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.
*** Hiding behind or beside smaller objects will generally not protect players from ''Ambush''.
** 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 immediately run to the other hiding spot upon exiting one.
* 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''.
** 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.
*** 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.
* Although very rarely, Ambush can spawn in Doors 152 in The Mines, and it can take a very long time to rebound and arrive. This is because The Nest and The First Seek Chase Rooms are not fully despawned, so ''Ambush'' moves through the First Seek Chase Rooms and The Nest. It is recommended to have a [[Crucifix]] with you just in case.

== Jumpscare ==

=== 1st Person ===
''Ambush'' will appear from the distance and scream distortedly as it will quickly devour the screen in a small portion of time.

=== 3rd Person ===
The [[player]] will be ran over and its upper half will snap.

== {{Icons|Modifiers}} Modifiers ==
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound'|restrictedmodifiers='Again & Again & Again'|increase=10}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell'|restrictedmodifiers='Back For Seconds'|increase=25}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}}

== {{Icons|Bugs}} Bugs ==
* The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Modifiers]] Update). It is now fixed.
* If [[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.
* ''Ambush'' (as well as Rush) currently has a "path bug". This bug is where ''Ambush'' would randomly<nowiki/> deviate from its path. The developers have not stated if they are going to fix this yet.
* At one point, if a player [[Death Screen|died]] to ''Ambush'', its jumpscare sound would loop indefinitely.
** This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound ceased. It is now fixed.
* 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.
** This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back.
* 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 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.
* 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.
* 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.
* 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 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 currently a bug where if the player encounters a natural ''Ambush'' with the "Again and Again and Again" modifier, that ''Ambush'' with the modifier one will go on forever.
* There was a few bugs where if the "Again and Again and Again" modifier was activated, ''Ambush'' would rebound more than once, take a shortcut from outside the building to the next door (ignoring its path), come from the front and have no entrance sound from the second spawn and would spawn in the current room from the third spawn and would happen during every odd number spawn. All these bugs have been fixed.
* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated.
* There is a bug where ''Ambush'' can randomly kill you with no warning. There is no hint that this is patched yet.
* 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.
* There is a bug where [[Snare]] may protect players from dying to Rush, ''Ambush'', A-60 and A-120.
* 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.
* 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.
* 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.
* 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.
** This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as [[Seek]]'s.
** The same can happen with Blitz and in extremely rare cases with Rush.
* 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.
* ''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated.
* 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.
* 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.{{CN}}
* 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.
* ''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>
* 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.
* There"s a bug where if Ambush spawns past 190 in the mines its far audio will cut out after its first pass.

== {{Icons|Trivia}} Trivia ==
* ''Ambush'' rarely spawns anymore.
* ''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{CN}}
* 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.
* ''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{CN}}).
* ''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].
* ''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone.
* ''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone.
* There were reports of a bug where, if the player dies to ''Ambush'', its jumpscare sound will loop infinitely.
* ''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}}
** This was due to EchoSoundEffects being applied to ''Ambush's'' jumpscare even after the sound stopped.
** Before the [[The 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")
* The image file for ''Ambush'' is called “scarywormface”, referencing its 2nd original design.
*** After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to ''Ambush'' typically.
* Rarely, ''Ambush'' may spawn after the lights have flickered slightly. It is unknown if this is a bug or not.
** After dying to Anti-cheat ''Ambush'', 100 [[revives]] are removed from player's inventories.
* ''Ambush''<nowiki/>'s jumpscare appears for players that try to exploit the game.
** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}}
** It serves as an anti-cheat entity when attempting to exploit.
*** [[Rush]] and [[Dread]] will spawn as well.{{CN}}
** Prior to the Hotel+ update, A unique [[Guiding Light]] message would be shown, reading that ''Ambush'' has killed them infinite times, along with "bruh" repeated multiple times. After the Hotel+ Update, the message will display as if ''Ambush'' have killed the player regularly.
* Before the Hotel+ Update, ''Ambush'' could, and was likely to, spawn in Doors 90–98.
* ''Ambush'' is named after the event that it "ambushes" the player.<ref>[https://twitter.com/DoorsRoblox/status/1566604418761605121 "Ambush ambushes."] – DoorsRoblox, Twitter</ref>
** 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.
* 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>
* It is possible that a UGC item may be based off of ''Ambush''. <ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – 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>
* Should ''Ambush'' bleed, it can be killed, although 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>
* ''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>
* ''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]] combining facial features that make images scary, with what resembles a front-facing Jack, and was edited.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref>
* 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>
* ''Ambush''<nowiki/>'s design wasn't difficult 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>
* ''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{CN}}
* ''Ambush''<nowiki/>'s magenta-green glow appears if a players graphics are set under 3.{{Fact}}
* ''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{CN}}
** The red aura of ''Ambush'' is only seen if the players graphics are nearly maxed.
* Prior to the addition of [[The Greenhouse]] in the Hotel+ Update, ''Ambush'' could spawn in doors 90-98. In fact, it was very likely for it to spawn there.
** ''Ambush''<nowiki/>'s red aura is only present if a player's graphics are nearly maxed.
* Prior to the Hotel+ Update, ''Ambush''<nowiki/>'s sequence would begin immediately when the next room's door is opened. As of now, there is a significant delay before it spawns. The same applies to [[Rush]].
** ''Ambush''<nowiki/>'s red aura previously used to mistaken players to think "''A-60'' spawned with Ambush".
* After the Hotel+ Update, ''Ambush'' usually spawns between Doors 82-86 after players complete [[Seek|Seek's]] 2nd chase.
* ''Ambush'' is currently the only entity with multiple jumpscares.
* In a tweet by LSPLASH, it is said that ''Ambush'' tastes like "gree n."<ref>https://twitter.com/not_bloxx/status/1648136860680462344?s=20 Q: "what does ambush taste like" A: gree n"</ref>
* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses.
* Ambush can rarely spawn in the [[Hotel#Large_Basement|Large Basement]],
* 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.
** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking.


== {{Icons|Achievement}} Related achievements ==
== {{Icons|Achievement}} Related Achievements ==
{{Achievement|title=Rebound|image=Rebound Badge.png|text=Coming back for seconds!|text2=Survive ''Ambush''.}}
<div style="overflow-y:scroll; height:320px; width:100%;">
{{Achievement|title=Unbound|image=Unbound Badge.png|text=Shut up, thanks.|text2=Use a Crucifix against ''Ambush''.}}
{{Achievement
{{Achievement|image=In Plain Sight Badge.png|title=In Plain Sight|text=Quick, behind that conveniently shaped lamp!|text2=Hide from an entity by staying out of sight.}}
|title=Rebound
|image=Rebound Badge.png
|text=Coming back for seconds!
|text2=Survive ''Ambush''.}}
{{Achievement
|title=Unbound
|image=Unbound Badge.png
|text=Shut up, thanks.
|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
|image=In Plain Sight Badge.png
|title=In Plain Sight
|text=Quick, behind that conveniently shaped lamp!
|text2=Hide from an entity by staying out of sight.}}
</div>


== {{Icons|History}} History ==
== {{Icons|History}} History ==
{{Log|January 28th, 2023|<i>Ambush</i> no longer flickers the lights upon arrival, and <i>Ambush</i> has a small chance to appear from the upcoming door instead of the previous rooms. Players can now only rely on sound to prepare for <i>Ambush</i>. <i>Ambush</i>'s earliest possible spawn is now Door 2, used to be Door 5.}}{{Log|1=August 10th, 2022
{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following changes:<br>- It was made slower, making it as fast as Rush.<br>- Its behavior was altered due to Hide’s rework and to increase its threat to players.<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>- Its arrival cue was made quieter, making it harder to tell when it spawns. <br>- Ambush no longer breaks the lights, relying on purely sound.}}{{Log
|2=
|1=January 28, 2023
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}}


== {{Icons|Gallery}} Gallery ==
== {{Icons|Gallery}} Gallery ==
<tabber>
|-|In-game=
<gallery widths="190">
<gallery widths="190">
AmbushJump.gif|Ambush's jumpscare.
Ambush animated.gif|''Ambush's'' animation.
AmbushTowerJumpscare.gif|Ambush's jumpscare in the Tower Heroes x Doors event.
Ambush Jumpscare.gif|''Ambush's'' jumpscare.
Ambushcrucifix.png|The [[crucifix]] being used on ''Ambush''.
Ambushcrucifix.png|The Crucifix being used on ''Ambush''.
AmbushChained.png|Ditto, but in a different room.
AmbushComintoYourFace.png|''Ambush'' in a doorway.
AmbushComintoYourFace.png|''Ambush'' in a doorway.
Ambush and screech.PNG|''Ambush'' and [[Screech]].
Ambush and screech.PNG|''Ambush'' along with Screech.
Ambush Original.png|The old image in the Roblox marketplace named: “ScaryWormFace”. (Note: This image is private)
AmbushCrucifixBug.png|''Ambush'', less than a millisecond away from killing a player.
Ambush appearing when the lights flicker..webp|''Ambush''<nowiki/>'s red glow, which can only be seen with nearly maxed graphics settings.
Ambush As seen in a wardrobe.png|''Ambush'' as seen by a player [[hiding]] in a closet.
Close view of Ambush.png|A very close view of ''Ambush''.
Ambush28531.png|A far view of ''Ambush''.
AmbushOldDoor99.jpg|''Ambush'' as seen by a player [[hiding]] under a bed in Door 99, prior to [[The Hotel+ Update]].
AmbushComing.jpg|''Ambush'' about to kill a player.
AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to [[The Hotel+ Update]].
AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug."
AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during its jumpscare.
Ceilingbush.jpg|''Ambush'' stuck in a chandelier.
A120Blue.jpg|''Ambush'' attacking alongside [[A-120]].
</gallery>
|-|Assets/Animations=
<gallery widths="190">
Ambush animated.gif|''Ambush''<nowiki/>'s animation.
Scar ywormface.png|''Ambush'' without the glow effect.
Scar ywormface.png|''Ambush'' without the glow effect.
AmbushCrucifixBug.png|''Ambush'' infront of the player.
AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects.
File:AmbushReallyOld.png|Mobble, what Ambush was originally intended to be.
Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.{{CN}}
AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event.
Retro ambush.png|''Ambush''’s design in [[Retro Mode]]
AmbushFigure.png|Ambush's Phatmojo Mini Figure
</gallery>
|-|Other=
<gallery widths="190">
Rebound Badge.png|The "Rebound" [[Achievement]]s image.
Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened.
AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{CN}}
</gallery>
</gallery>
</tabber>


== {{Icons|Gallery}} References ==
== {{Icons|Gallery}} References ==
{{Scroll Box|content={{Reflist}}}}
{{Reflist}}


=={{Icons|History}} Navigation==
{{Navigation}}
{{Navigation}}
[[Category:Entities]]
[[Category:2D Entities]]
[[Category:2D Entities]]
[[Category:Hostile Entities]]
[[Category:Lethal Entities]]
[[Category:The Hotel]]
[[Category:The Mines]]
[[Category:Instakill Entities]]
[[Category:Instakill Entities]]
[[Category:Lethal Entities]]
[[Category:Hostile Entities]]


[[ru:Амбуш]]
[[ru:Амбуш]]
Please note that all contributions to DOORS Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see DOORS Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

View this template