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{{About|Ambush|[[AR0xMBUSH]], the glitched counterpart of Ambush}} |
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{{Entities |
{{Entities |
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|title=Ambush |
|title=Ambush |
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<gallery> |
<gallery> |
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Ambush2.png|Version 3 (Current) |
Ambush2.png|Version 3 (Current) |
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Ambush Original.png|Version 2 |
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AmbushReallyOld.png|Version 1 |
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Morble.png|Version 1 (Mobble) |
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</gallery> |
</gallery> |
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|attack |
|attack=Speeds through multiple rooms, rebounding 2-4 times, killing anyone in its line of sight. |
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|damage |
|damage= |
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* |
*{{Icons|Damage}}<nowiki> 100 Damage</nowiki> |
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* |
*{{Icons|Instakill}} Instant Death ([[SUPER HARD MODE]]) |
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|date_added=August 10, 2022 |
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* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-) |
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|creator(s)= |
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|date_added = August 10, 2022 |
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*[[Ghostly_Wowzers]] |
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|creator(s) = |
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* |
*[[Lightning_Splash]] |
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|floors=Canon Floors: |
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* [[Ghostly Wowzers]] (designs) |
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*[[Hotel|The Hotel]] |
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|floors = Canon Floors |
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* |
*[[The Mines]] |
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* |
*[[The Castle]] (Probably) |
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* [[Floor 3]] (Very Likely) |
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Non-Canon Floors |
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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* [[2025 April Fools Event|PARTY MODE]] |
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|sound2='''Far''' [[File:AmbushScream.mp3]] |
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Other Floors |
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|sound3='''Near''' [[File:Ambush Near Noise.mp3]] |
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*HOTEL- |
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|sound4='''Jumpscare #1 (WARNING: LOUD)'''[[File:JumpscareAmbushScream.mp3]] |
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|sound1 = *'''Arrivals''' |
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|sound5='''Jumpscare #2 (WARNING: LOUD)''' [[File:Ambushjumpscare.mp3]]|sound6='''Crucifix (WARNING: LOUD)''' [[File:AmbushCrucifixHQ.mp3]]|sound7=|caption=}} |
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Arrival |
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<choose> |
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[[File:Ambusharrival.mp3]] |
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Earthquake (Mines) |
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[[File:EarthquakeSFX.ogg]] |
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|sound2 = *'''Ambients''' |
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Far |
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[[File:AmbushScream.mp3]] |
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Near |
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[[File:Ambush Near Noise.mp3]] |
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|sound3 = *'''Jumpscares''' |
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Jumpscare #1 (WARNING: EXTREMELY LOUD) |
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[[File:JumpscareAmbushScream.mp3]] |
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Jumpscare #2 (WARNING: LOUD) |
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[[File:Ambushjumpscare.mp3]] |
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|sound4 = *'''Lights''' |
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Bulb Flicker (Hotel-) |
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[[File:BulbFlicker.wav]] |
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Bulb Break [[File:BulbBreak.wav]] |
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|sound5 = *'''Miscellaneous''' |
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Crucified (WARNING: LOUD) |
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[[File:AmbushCrucifixHQ.mp3]] |
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|spawnRate = Increases as you progress through more rooms. |
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|type = Hostile (Lethal) |
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}} |
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<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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'''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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'''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 == |
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<tabber> |
<tabber> |
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Version 3 (Current)= |
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 |
''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. |
</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. This entity was once faster than [[Rush]] (their movement speed is now equal to one another) and unlike Rush, ''Ambush'' 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 2.5= |
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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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== |
=={{Icons|Behavior}} Behavior== |
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''Ambush'' has a |
''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 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''. |
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* |
*How early ''Ambush'' can spawn in a [[Hotel]] run has been changed several times: |
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** |
**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> |
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** |
**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. |
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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 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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* Entering [[The Dining Hall]] or [[The Bridges]] 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 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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* 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. |
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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. |
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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 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. |
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* ''Ambush'' '''cannot''' spaw<nowiki/>n in the following rooms: |
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** Rooms with insufficient hiding spots (Can spawn with certain [[Modifiers]] or if number of players exceed 4) |
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** On The Hotel Doors: 1, 2, 49, 51, 62 |
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** On The Mines Doors: 101, 102, 137, 138, 139, 140, 141, 151, 198, 199. |
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** [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) |
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** Safe rooms |
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*** [[The Reception]], Door 0 |
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*** Hotel's Small library |
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*** Hotel's Skinny Hallway |
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*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]). |
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*** [[Jeff Shop]], Door 53–59, 153–162 |
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*** [[The Rooms]]'s subfloor entrance. Door 60 |
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*** Mega Gate Basement, Door 61 |
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*** Pre-Infirmary room |
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*** [[The Infirmary]], variable |
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*** Pre-Courtyard room, Door 88 |
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*** [[The Courtyard]], Door 89 |
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*** [[The Adit]], Door 100.5 |
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** [[Seek]]'s chases |
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*** The room previous from Seek intro chase room (The Hotel & The Mines). |
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*** The room after the seek chase (The Hotel & The Mines). |
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*** [[The Grand Hallway]], variable |
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*** [[The Caverns]], Doors 142–149 |
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*** [[The Sewage Pipes]], Doors 169–179 |
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** [[Halt]]'s sequences |
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*** The next or previous room from a [[Halt]] encounter (The Hotel & The Mines). |
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*** [[The Dining Hall]], variable |
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*** [[The Bridges]], variable |
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** Bossfight sequences |
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*** [[The Library]], Door 50 (Can spawn with certain Modifiers) |
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*** [[The Electrical Room]], Door 100 |
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*** [[The Shafts]], variable |
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*** [[The Nest]], Door 150 |
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*** [[The Dam]], Door 200 |
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* In The Mines, ''Ambush'' has a lower spawn rate than in [[The Hotel]]. |
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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. After the Hotel+ Update, the lights no longer flickered when ''Ambush'' spawned. In The Mines, ''Ambush'' causes an earthquake to start as a warning. |
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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 by a few seconds after a new door is opened. |
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* ''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. |
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* ''Ambush'' can spawn twice back to back in The Mines. |
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** ''Ambush'' can also spawn twice in The Hotel with only one door between each encounter. |
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Ambush spawns in door 3.</ref> but this was changed shortly after the release; |
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=== [[2023 April Fools Event|SUPER HARD MODE!!!]] === |
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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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* ''Ambush'' has a greater chance of spawning earlier in the run. |
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* Since this happened during [[The Hotel+ Update]], ''Ambush'' still had its ability to break the lights. |
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* ''Ambush''<nowiki/>'s rebounding mechanic back then was different compared to now as this happened during The Hotel+ Update. |
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* ''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 10+ times.{{CN}} |
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''[The earliest Ambush spawn i could find]''</ref> |
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=== [[2024 April Fools Event|RETRO MODE]] === |
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**On 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. |
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* ''Ambush'' spawns more often. |
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Ambush spawns in door 9.</ref> |
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=== [[2025 April Fools Event|PARTY MODE]] === |
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**Currently, and since 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'' rebounds only two times. |
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* ''Ambush''<nowiki/>'s first rebound is the same mechanic as it was before the Mines update. |
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* ''Ambush''<nowiki/>'s second rebound is the current rebounding mechanic. |
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Ambush% WR after The Hunt: First edition update. Ambush spawns in door 3.</ref> |
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=== HOTEL- === |
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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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* ''Ambush'' was more likely to spawn during 90-98 since Greenhouse didn't exist. |
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* ''Ambush'' |
**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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* ''Ambush'' still had its ability to break the lights as this happened in the early stages of the game (Before [[The Mines Update]]) |
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*Simila<nowiki/>r to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of [https://create.roblox.com/docs/workspace/raycasting ray-casting]. This means that aside from [[Hiding#Hiding Places|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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* ''Ambush''<nowiki/>'s rebounding mechanic was the same as in [[2023 April Fools Event|SUPER HARD MODE!!!]]. |
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*Ambush<nowiki/> can Telekinetica<nowiki/>lly make The Entire Hotel Vibrate as it speeds through rooms path by path as it Rebounds. |
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* ''Ambush'' will rebound 1 to 6 times. |
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**Safe s<nowiki/>pots can also be <nowiki/>applied to Rush. |
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**''Ambush''<nowiki/> (as well as Rush<nowiki/>) 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/>''<nowiki/>'''s ray-casting or<nowiki/>igin 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 red<nowiki/>uce their chance <nowiki/>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's'' ray-cast destination. |
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**Previo<nowiki/>usly, ''Ambush's'' ra<nowiki/>y-casting distance was much larger than that of Rush. However, soon after The Mines Update, ''Ambush's'' 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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=== Modifiers === |
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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 before it "ambushes" players. |
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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'' <nowiki/>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]].<nowiki/>{{Fact}} |
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===[[2023 April Fools Event|Super Hard Mode]]=== |
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* If the "Again & Again & Again" modifier is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways: |
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*''Ambush'' has a greater chance of spawning earlier in the run. |
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** It will first spawn/rebound on Door 7. |
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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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** It will only rebound one time |
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** If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into natural spawns again.{{CN}} |
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** 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. |
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** 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. |
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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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===[[2024 April Fools Event|Retro Mode]]=== |
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== {{Icons|Trivia}} Strategy == |
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*''Ambush'' spawns more often. |
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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. |
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* 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. |
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** 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]]. |
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* 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. |
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* Hide will take a little more time to kick players out of their hiding spots if Ambush is attacking. |
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** 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. |
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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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*** 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 immediately run to the other hiding spot upon exiting one. |
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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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* 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. |
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== |
===[[Modifiers]]=== |
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*If "Again & Again & Again" is enabled, ''Ambush'''s behavior will change in multiple ways: |
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=== 1st Person === |
|||
**It will first spawn/rebound on Door 7. |
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''Ambush'' will appear from the distance and scream distortedly as it will quickly devour the screen in a small portion of time. |
|||
**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 "Back For Seconds" is enabled, ''Ambush'' will spawn more frequently. |
|||
*If "Afterimage" 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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=== 3rd Person === |
|||
The [[player]] will be ran over and its upper half will snap. |
|||
*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'''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. |
|||
**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 space 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''. |
|||
*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== |
||
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound |
{{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}} |
||
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell |
{{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}} |
||
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}} |
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}} |
||
== |
==Bugs== |
||
* |
*The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Update Logs|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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* ''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. |
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**This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jump-scare even after the sound ceased. |
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* At one point, if a player [[Death Screen|died]] to ''Ambush'', its jumpscare sound would loop indefinitely. |
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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 was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound ceased. It is now fixed. |
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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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* 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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*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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** 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 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. |
||
* |
*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" [[Modifiers|modifier]] that allows a player to select this modifier, if a player has "Hotel Hell" achievement, even if a player does not have the "Unbound" achievement. |
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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. |
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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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* 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. |
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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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* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated. |
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**The same can happen with Blitz and in extremely rare cases with Rush. |
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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. |
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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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* 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. |
|||
*''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated. |
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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 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 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 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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* 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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* |
*When The Mines update first came out, the "Again & Again & Again" modifier was broken. ''Ambush'' spawned only at the door 7 and would never come back unless of a normal encounter. This was fixed later. |
||
* 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. |
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** 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. |
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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. |
|||
* 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}} |
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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. |
|||
* There"s a bug where if Ambush spawns past 190 in the mines its far audio will cut out after its first pass. |
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== |
=={{Icons|Trivia}} Trivia== |
||
*''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{Fact}} |
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* ''Ambush'' rarely spawns anymore. |
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*Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]'', followed by Rush. |
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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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* |
*''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'' 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 is in the form of a Shepard's tone. |
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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 jump-scare appears when [[Player|players]] try to exploit the game. That version of ''Ambush'' is called "Anti Cheat Ambush." |
||
**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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* ''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 [[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") |
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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. |
*** 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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** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}} |
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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.{{CN}} |
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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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*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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**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 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]], a ''DOORS'' developer, a UGC item may be based on ''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> |
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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> |
|||
*''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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*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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* ''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{CN}} |
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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''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{CN}} |
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* |
*''Ambush'''s image file is titled “scarywormface”, referencing its 2nd original design.{{Fact}} |
||
* |
*''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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* 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. |
|||
** 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== |
||
<div style="overflow-y:scroll; height:320px; width:100%;"> |
<div style="overflow-y:scroll; height:320px; width:100%;"> |
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{{Achievement |
{{Achievement |
||
Line 292: | Line 210: | ||
</div> |
</div> |
||
== |
=={{Icons|History}} History== |
||
{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following |
{{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 |
||
|1=January 28, 2023 |
|1=January 28, 2023 |
||
|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 |
|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}} |
||
==Gallery== |
|||
== {{Icons|Gallery}} Gallery == |
|||
<tabber> |
<tabber> |
||
|-|In-game= |
|-|In-game= |
||
<gallery widths="190"> |
<gallery widths="190"> |
||
File:AmbushTowerJumpscare.gif|Ambush's jumpscare in the Tower Heroes x Doors event. |
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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''. |
Ambushcrucifix.png|The [[crucifix]] being used on ''Ambush''. |
||
AmbushChained.png|Ditto, but |
AmbushChained.png|Ditto, but the room is different |
||
AmbushComintoYourFace.png|''Ambush'' in a doorway. |
AmbushComintoYourFace.png|''Ambush'' in a doorway. |
||
Ambush and screech.PNG|''Ambush'' and [[Screech]]. |
Ambush and screech.PNG|''Ambush'' and [[Screech]]. |
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Line 312: | Line 228: | ||
Close view of Ambush.png|A very close view of ''Ambush''. |
Close view of Ambush.png|A very close view of ''Ambush''. |
||
Ambush28531.png|A far 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 [[ |
File: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. |
File:AmbushComing.jpg|''Ambush'' about to kill a player. |
||
AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to [[ |
File: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." |
File:AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug." |
||
AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during |
File:AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during it's jumpscare. |
||
Ceilingbush.jpg|''Ambush'' stuck in a chandelier. |
File:Ceilingbush.jpg|''Ambush'' stuck in a chandelier. |
||
A120Blue.jpg|''Ambush'' attacking alongside [[A-120]]. |
File:A120Blue.jpg|''Ambush'' attacking alongside [[A-120]]. |
||
</gallery> |
</gallery> |
||
|-| |
|-|Renders/Animations= |
||
<gallery widths="190"> |
<gallery widths="190"> |
||
Ambush animated.gif|''Ambush''<nowiki/>'s animation. |
Ambush animated.gif|''Ambush''<nowiki/>'s animation. |
||
Scar ywormface.png|''Ambush'' without the glow effect. |
Scar ywormface.png|''Ambush'' without the glow effect. |
||
AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects. |
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.{{ |
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. |
File: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]] |
File:Retro ambush.png|''Ambush''’s design in [[Retro Mode]] |
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AmbushFigure.png|Ambush's Phatmojo Mini Figure |
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</gallery> |
</gallery> |
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|-|Other= |
|-|Other= |
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<gallery widths="190"> |
<gallery widths="190"> |
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Rebound Badge.png|The "Rebound" [[ |
Rebound Badge.png|The "Rebound" [[achievement|Achievements]] image. |
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Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened. |
File:Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened. |
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AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{ |
AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{Fact}} |
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</gallery> |
</gallery> |
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</tabber> |
</tabber> |
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== |
=={{Icons|Gallery}} References== |
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{{Reflist}} |
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=={{Icons|History}} Navigation== |
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{{Navigation}} |
{{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]] |
[[Category:Entities]] |
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[[Category:2D Entities]] |
[[Category:2D Entities]] |
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[[Category:Hostile Entities]] |
[[Category:Hostile Entities]] |
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[[Category:Lethal Entities]] |
[[Category:Lethal Entities]] |
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[[Category: |
[[Category:Hotel]] |
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[[Category:Instakill Entities]] |
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[[Category:The Mines]] |
[[Category:The Mines]] |
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[[Category:Instakill Entities]] |
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[[ru:Амбуш]] |
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[[es:Ambush]] |
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[[pt-br:Ambush]] |