"Coming back for seconds!"
- Rebound Achievement description
Ambush is a lethal entity in DOORS, appearing in The Hotel and The Mines.
Appearance[]
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[1], 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.
Version 2[]
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.
Version 1[]
Ambush’s oldest version is similar to version 2, but with no teeth, pupils, and dark red “fire” under it.
Behavior[]
Ambush's relatively small chance to spawn increases as players progress further through The Hotel. It can spawn as early as Door 0 and as late as Door 99 and will most likely spawn one time after the second Seek chase, although it is most likely to spawn after Door 50. Players should expect to encounter Ambush at least once in a full run mostly at door 82-88. There is a slight chance that it will not spawn for the whole run. In The Mines, it behaves similarly except it has a lower chance to spawn, and can now spawn from the front. It can also charge forwards and backwards without completing a rebound. In The Mines, the entity Hide has a physical form. This prevents you from hiding in the same closet again. You need at least 2 closets to survive in The Mines.
When it spawns, Ambush emits a high-pitched distorted "scream" before speeding through rooms. When it reaches an unopened door, it will turn around and backtrack through previous rooms or de-spawn after going through that door. When it reaches a closed door (preceding doors close as players progress), it will wait, and then either de-spawn or turn around and repeat. This process is known as rebounding. Ambush may rebound anywhere from 2-4 times (6 times before the Hotel+ update)[2] before de-spawning.
After the Hotel+ Update, the lights will not flicker when Ambush spawns, only relying on the lights to break.
After The Mines update, Ambush no longer breaks the lights, only relying on sound.
Notes[]
- Ambush cannot open unopened doors but can go through them.
- As of March 30, 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 a Barrel of Starlight, they will be able to survive a hit from Ambush.
- How early in a run Ambush can spawn has been changed many times:
- Before the Hotel+ Update, it could spawn as early as Door 5.[3]
- When the Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.[4] but this was changed shortly after the release.
- After this change, by early February of 2023, it could probably be able to spawn as early as Door 16.[5]
- On August 26, 2023 (the "modifiers update"), it could spawn as early as Door 9.[6]
- Currently, and since March 15, 2024 ("The Hunt/The Backdoor update"), it can spawn as early as Door 3.[7]
- Although it is likely that Ambush will spawn at least once in every 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.[8]
- It is possible for both Ambush and Halt to spawn in the same run.
- Since the Floor 2 update Ambush has an almost guaranteed spawn at door 82.
- Similar to Rush, Ambush's hitbox operates off of ray-casting. This means that aside from closets and beds, players can hide from Ambush anywhere that is outside of its line of "sight", such as basements, blocked stairwells, sub-rooms within locked rooms, and behind or beside certain objects (these areas are known as "safe spots").
- Ambush's raycasting was nerfed on the Floor 2 update, meaning you can survive Ambush if you're far enough even if it can see you.
- 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 (therefore, any players utilizing those safe spots will die. An example is the secret room that leads to The Rooms.)
- Safe spots can also be applied to Rush.
- Ambush'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.
- To reduce their chance of 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 "HumanoidRootPart", which is Ambush's ray-cast destination.
- Ambush'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.
- Due to Ambush's large hitbox, it is recommended that players do not hide inside closets or beds that are facing previous rooms.
- Ambush cannot spawn in the following rooms:
- Seek's Crescendos
- Seek's Chases
- The Grand Hallway
- The Library (Can spawn in the library with modifiers)
- The Courtyard
- Dark Rooms, besides rarely spawning in The Basement (Can spawn with modifiers)
- this includes The Greenhouse
- The Dining Hall
- The Electrical Room
- Any room lacking a hiding spot
- The Adit
- The Grotto
- The Caverns
- The Nest
- The Sewage Pipes
- The Dam
- If a player dies while Ambush is still attacking, the text "Wait until it is safe" will display on top of their Revive button until Ambush de-spawns.
- This also occurs for any other entity that is currently approaching or attacking.
- The 30-second revive timer only begins once the revive can be used.
- Entering Halt's Hallway will de-spawn Ambush, unless the "Again & Again & Again" modifier is activated.
- 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 before it "ambushes" players.
- Before the Hotel+ Update, the lights flickered when Ambush spawned. Prior to the Hotel+ Update, the lights will no longer flicker when Ambush spawns, and players are now only able to easily identify Ambush via its audio cues.
- Before the Hotel+ Update, Ambush would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timing for Ambush (and Rush) is randomized, meaning that its spawn may be delayed after a new door is opened.
Super Hard Mode[]
- Ambush has a greater chance of spawning earlier in the run.
- Ambush is almost guaranteed to rebound more than 4 times and has the chance to rebound 20+ times.[citation needed]
Retro Mode[]
- Ambush spawns more often.
Modifiers[]
- If "Again & Again & Again" is enabled, Ambush's behavior will change in multiple ways:
- It will first spawn/rebound on Door 7.
- It will rebound once every 20-40 seconds; it never entirely de-spawns.
- Ambush still plays its warning cry in advance of each rebound.
- It can rebound in any room, except during Seek chases and in Halt's Hallway.
- More than one Ambush can spawn/attack at the same time.
- If players crucify Ambush, its spawn may be temporarily delayed.[citation needed]
- 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.
Strategy[]
- Spawning: Ambush can spawn as early as Door 3 and as late as Door 88, although it is most likely to spawn after Door 50; Ambush's chance to spawn, which increased to 6.66% as 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, Door 50, or after Glitch closing a door, there will be fewer rooms between players and Ambush than there would be elsewhere. Therefore, Ambush will rebound more quickly, and players will have much less time to react to it.
- In these situations, it is recommended that players stand near a closet and get ready to hide from Ambush more quickly.
- If Ambush spawns in Doors 2, 3, or 4, or 2-3 rooms after a Seek chase, Halt's sequence, Door 50, or after Glitch closing a door, there will be fewer rooms between players and Ambush than there would be elsewhere. Therefore, Ambush will rebound more quickly, and players will have much less time to react to it.
- Hiding: Ambush may rebound anywhere from 2-4 times, maximum 16 (as of the Hotel+ Update); if players linger in their hiding space while it rebounds, Hide is likely to push players out of their space, which will likely result in death. As runs progress, Hide will push players out of hiding spaces much more quickly; Ambush usually spawns later in the run, which makes this factor more significant.
- Players should only enter a hiding space when they hear Ambush approaching, and they leave it immediately when Ambush retreats, repeating the process whenever they hear Ambush returning.
- 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.
- Ambush cannot spawn in rooms where hiding spots are not present.
- 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 being inside sub-rooms within locked rooms.
- Hiding behind or beside smaller objects will generally not protect players from Ambush.
- Crucifying: Players can use a crucifix to "banish" Ambush. Because crucifixes are a one-use item, it is best to only use this method when the players in question, or their teammates, struggle with hiding 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 but 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 spaces in which crucifixes will be automatically unequipped (the same goes for all other items). Therefore, players will be vulnerable to Ambush during that period.
- 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 but may not necessarily have to use their crucifix to survive it.
Modifiers[]
Bugs[]
- The "Rebound" achievement was broken and unobtainable after 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's glow may remain in rooms for several seconds until lighting updates.
- If a player dies to Ambush, its jump-scare sound will loop indefinitely.
- This was due to EchoSoundEffects being applied to Ambush's jump-scare even after the sound ceased.
- 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 does not shatter the lights during its activity. This has been made intentional as of The Mines update.
- There was a bug where coins may protect players from dying to Rush, Ambush, A-60, A-120 and 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" 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 'flinged' 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 really rare bug since The Backdoor update where Ambush randomly disappears for a few seconds and appears again where he 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.
Trivia[]
- Ambush was originally going to be classified as a "Mobble" entity, an alternative version of Jack.[citation needed]
- Excluding non-canon entities, Ambush is the fastest entity in DOORS, followed by Rush.
- Ambush is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones[citation needed]).
- Ambush's "scream" originates from this audio.[citation needed]
- Ambush's scream is in the form of a Shepard's tone.
- Ambush's jump-scare appears when players try to exploit the game. That version of Ambush is called "Anti Cheat Ambush."
- Before 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.
- After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to Ambush typically.
- After dying to Anti-cheat Ambush, 100 revives are removed from player's inventories.
- Exploiter killer Ambush spawns ∞ studs away from The Hotel.[citation needed]
- Exploiter killer Ambush is used to "trick exploits" into thinking that Ambush has spawned typically.[citation needed]
- Before 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.
- Before the Hotel+ Update, Ambush could, and was likely to, spawn in Doors 90-98.
- 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.
- According to RediblesQW, a DOORS developer, a UGC item may be based on Ambush. [9]
- According to RediblesQW, should Ambush bleed, it can be killed, though it is unknown if it can bleed.[10]
- Ambush'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.[11][12]
- According to Ghostly_Wowzers, Ambush's design was not difficult to draw and was mostly drawn in under a day.[13]
- According to Ghostly_Wowzers, Ambush may be the strongest entity if put in an arena with every other entity in The Hotel and The Rooms.[14]
- Ambush's image file is titled “scarywormface”, referencing its 2nd original design.[citation needed]
- Ambush's magenta-green glow is present if a player's graphics are set under 3.[citation needed]
- Ambush's red aura is only present if a player's graphics are nearly maxed.
- You can survive Ambush by staying in its line of sight if you have a Barrel of Starlight.
- Ambush can spawn twice back to back in The Mines.
- You can survive Ambush in The Mines by simply opening a drawer and crouching in its hitbox. This prevents Ambush or Rush from killing you.
Related achievements[]
Rebound
|
Unbound
|
Betrayal
|
In Plain Sight
|
History[]
- It was made slower, making it as fast as Rush.
- Its behavior was altered due to Hide’s Rework.
- 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.
It also received a slight buff:
- Its arrival cue was made quieter, making it harder to tell when it spawns.
Gallery[]
References[]
- ↑ https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpgA 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.
- ↑ https://youtu.be/DpC2rUrBe5M?si=SljGoK6PAheUL3IK A player capturing Ambush at Door 91 rebounding 6 times pre-Hotel+
- ↑ https://www.speedrun.com/roblox_doorsce/runs/mro4r5dmAmbush% WR before the Hotel+ update.
- ↑ https://www.speedrun.com/roblox_doorsce/runs/m7267j9zAmbush% WR after Hotel+ but before the change. Ambush spawns in door 3.
- ↑ https://www.youtube.com/watch?v=AWsDPxQJIGkAmbush spawns in door 16. Run after the change and before the Modifiers update. [The earliest Ambush spawn i could find]
- ↑ https://www.speedrun.com/roblox_doorsce/runs/zg883pjyAmbush% WR, before after the Modifiers update and before The Hunt: First Edition update. Ambush spawns in door 9.
- ↑ https://www.speedrun.com/roblox_doorsce/runs/yvlrgo6z Ambush% WR after The Hunt: First edition update. Ambush spawns in door 3.
- ↑ https://www.youtube.com/watch?v=apD6PcX_OPE
- ↑ "(ambush too)" – Redibles, Twitter
- ↑ 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
- ↑ "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
- ↑ "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
- ↑ 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
- ↑ 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