Ambush

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Ambush is a lethal uncommon entity in DOORS, appearing in both The Hotel and The Mines.
== Appearance==
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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 teethhttps://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.
, a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. Ambush is much faster than Rush, and will rebound in an attempt to catch and kill the player off-guard when they least expect it. 
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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.
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Version 1=
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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== Behavior==
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.
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 2-6 times (up to 12 times before the Hotel+ 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===
*After March 15, 2024 ("The Hunt Update"), Ambush can spawn during Seek's crescendo.
*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 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.
*How early Ambush can spawn in a run has been changed twice: 
**Before the Hotel+ Update, it could spawn as early as Door 5.https://www.speedrun.com/roblox_doorsce/runs/mro4r5dmAmbush% WR before the Hotel+ update.
**When the Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.https://www.speedrun.com/roblox_doorsce/runs/m7267j9zAmbush% WR after Hotel+ but before the change. 
Ambush spawns in door 3.
*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.https://www.youtube.com/watch?v=apD6PcX_OPE 
**It is possible for both Ambush and Halt to spawn in the same run.
*Entering Halt's Dining Hall or The Bridges will despawn Ambush (unless the "Again & Again & Again" modifier is enabled).
*Similar to Rush, Ambush'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." 
**Safe spots can also be applied to Rush.
**Ambush (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die.
**Ambush'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 their "HumanoidRootPart", which is Ambush's ray-cast destination.
**Previously, Ambush's ray-casting distance was much larger than that of Rush. However, soon after The Mines Update, Ambush' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance.
*Ambush cannot spawn in the following rooms:
**Rooms with insufficient hiding spots (Can spawn with certain Modifiers or if number of players exceed 4)
**Doors 1, 49, 51, 88
**Dark rooms, including the Greenhouse which comprises Doors 90-99 (Can spawn with certain Modifiers)
***except for the Basement, Door 61
**Safe rooms
***The Reception, Door 0
***Jeff Shop, 53-59, 153-162
***The Infirmary, variable
***The Courtyard, Door 89
***The Adit, Door 100.5
**Seek's chases
***The Grand Hallway, variable
***The Caverns, Doors 142~149
***The Sewage Pipes, Doors 169-179
**Halt's sequences
***The Dining Hall, variable 
***The Grotto, 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, the lights flicker when Ambush spawns, and an earthquake starts, similar to when Rush spawns in The Mines.
*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 by a few seconds after a new door is opened.
*Ambush can spawn twice back to back in The Mines.
===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.
===Retro Mode===
*Ambush spawns more often.
===Modifiers===
*If the "Again & Again & Again" modifier is enabled, Ambush's behavior will change in multiple ways:
**It will first spawn/rebound on Door 7.
**If players crucify Ambush, its spawn may be temporarily delayed into natural spawns again.
** 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.
* 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.
== Strategy==
*Spawning: In The Hotel, Ambush can spawn as early as Door 2 and as late as Door 87, although it is most likely to spawn after The Library (Door 50); Ambush's chance to spawn, which increases 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, 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 hide from Ambush more quickly.
**If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilent for Ambush's spawn cue as it'll be likely to have spawned instead of Rush.
*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 amount of times players must hop in and out of closets.
**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 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.
== 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 it's upper half will snap.
== 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 jumpscare sound will loop indefinitely.
**This was due to EchoSoundEffects being applied to Ambush'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 did not shatter the lights as it moved. 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 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.
*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.Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597
== Trivia== 
*Ambush was originally going to be classified as a "Mobble" entity, an alternative version of Jack.
*Excluding non-canon entities, Ambush is the second fastest entity in DOORS, followed by Rush. The fastest entity as of now is A-60, however if A-90 appears, Ambush is then faster than A-60.
*Ambush is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones).
*Ambush's "scream" originates from an audio called GLITCHY SCREAM LOOP from a user called Condecadence.
*Ambush's scream is in the form of a Shepard's tone.
*Ambush's jump-scare appears when players try to exploit the game. This 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. ("btw ambush killed you infinite times so all your revives are gone sorry") 
***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.
** Exploiter killer Ambush is used to "trick exploits" into thinking that Ambush has spawned typically.
***Rush and Dread will spawn as well.
*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 the second Seek chase and The Greenhouse.
*According to RediblesQW, a DOORS developer, a future UGC item may be based on Ambush. "(ambush too)" – Redibles, Twitter
* According to RediblesQW, should Ambush bleed, it can be killed, though it is unknown if it can bleed.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
*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."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
*According to Ghostly_Wowzers, Ambush's design was not difficult to draw and was mostly drawn in under a day.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
*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.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
*Ambush's image file is titled “scarywormface”, referencing its 2nd original design.
*Ambush's magenta-green glow is present if a player's graphics are set under 3. 
**Ambush's red aura is only present if a player's graphics are nearly maxed.
== Related achievements==
== History==
== Gallery==
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|-|In-game=
AmbushJump.gif|Ambush's jumpscare.
AmbushTowerJumpscare.gif|Ambush's jumpscare in the Tower Heroes x Doors event.
Ambushcrucifix.png|The crucifix being used on Ambush.
AmbushChained.png|Ditto, but the room is different
AmbushComintoYourFace.png|Ambush in a doorway.
Ambush and screech.PNG|Ambush and Screech.
AmbushCrucifixBug.png|Ambush, less than a millisecond away from killing a player.
Ambush appearing when the lights flicker..webp|Ambush'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 it's jumpscare.
Ceilingbush.jpg|Ambush stuck in a chandelier.
A120Blue.jpg|Ambush attacking alongside A-120.
|-|Assets/Animations=
Ambush animated.gif|Ambush's animation.
Scar ywormface.png|Ambush without the glow effect.
AmbushUnusedOldestSprite.png|The original unedited version of Ambush's current sprite, that being without the green recoloration or glitch effects.
Ambush Original.png|Ambush's old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.
AmbushTowerNew.png|Ambush's design in the Tower Heroes x Doors event.
Retro ambush.png|Ambush’s design in Retro Mode
|-|Other=
Rebound Badge.png|The "Rebound" Achievements image.
Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened.
AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.
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== References==
ru:Амбуш
es:Ambush
pt-br:Ambush
Category:Entities
Category:2D Entities
Category:Hostile Entities
Category:Lethal Entities
Category:Hotel
Category:Instakill Entities
Category:The Mines