Rush

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Rush is a major hostile entity in DOORS, being the quaternary antagonist. It is one of the most frequent threats in The Hotel and The Mines.
== Appearance ==
Rush appears as a dark gray skull-like face shrouded in a thick dark blue/black smoke with a dense aura. It has a large open smile, and parts of its face are distorted and hollowed out. Two black holes in the center of its face depict eyes, and it has a distorted nose that also fuses itself with other holes. Its lower jaw is also fully broken with its teeth randomly aligned. 
== Behavior==
Rush has a 6.66% chance to spawn when a new door is opened, which increases as players progress through The Hotel. It can appear as early as Door 2 and as late as Door 98, with a typical first appearance between doors 10-15. The chances of Rush spawning remain low until The Library, but then increases significantly, reaching 10% (1/10) between doors 53-90 and 20% (1/5) in The Greenhouse, where it also moves at a faster pace and is quieter.
Rush can have a small chance to not spawn in a run
Rush can have a chance to not spawn when lights flicker but can still knockout lights and open the door
Proof of the above is this link to a YouTube video, the seed of this run is 2496655
In The Mines, Rush has a chance to attack ahead of the last opened door, mirroring the behavior of A-120. However, it still can come from behind, as it was an original mechanic prior to The Mines' update.
When Rush spawns, the lights will flicker for approximately 1.5 seconds, (the room will shake with an audible rumbling sound in The Mines.) As Rush approaches the next unopened door, it will emit a distinctive rumbling noise and shatter most of the lights in its path, leaving those rooms in darkness. Those rooms will then be considered dark rooms, meaning that Screech can spawn in them; this was not true before the Hotel+ Update. Additionally, after The Mines update, Rush can travel two doors ahead, making the subsequent room dark and potentially leading to unusual scenarios, such as Screech spawning during the Seek Chase or the entrance to the Library being a dark room. This is no longer the case after the Content Update. Additionaly, he can spawn in locked rooms after the Content Update, but that may be a bug. He also seems to be more common. 
As Rush approaches the room that the player(s) are in, the lighting will subtly dim, signaling its impending arrival. When it reaches an unopened door, Rush will open it (unless it is locked and/or the unopened door is in The Greenhouse) and proceed to the next room, making that room a dark room. It will then despawn. While nearby, Rush poses a significant threat, eliminating any players who are not safely hidden in a closet, under a bed, or out of its direct line of sight. 
===Notes===
*Rush's hitbox operates off of raycasting, meaning that players are able to avoid Rush by staying out of its line of sight, such as keeping a safe distance or positioning yourself behind specific objects. 
**The achievement "In Plain Sight" is granted when a player dodges Rush (or Ambush, who operates off of similar raycasting) this way for the first time.
*After the Hunt update, Rush can spawn in Seek's Crescendo.
*Rush cannot spawn in the following areas: 
**Rooms with insufficient hiding spots (Can spawn with certain Modifiers or if number of players exceed 4)
**Doors 1, 49, 51, 90, 98, 99
**Safe rooms
***The Reception, Door 0
***Jeff Shop, Around door 53
***The Infirmary, Around door 75
***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 170-180
**Halt's sequences
*** The Dining Hall, variable
***The Grotto, variable
**Bossfight sequences
***The Library, Door 50
***The Electrical Room, Door 100
***The Shafts, variable
***The Nest, Door 150
*** The Dam, Door 200
*As of The Mines Update, Rush is unable to open any doors in The Greenhouse.
**Additionally, instead of Rush being quiet when in The Greenhouse, it is now pretty loud and offers players less time to react to its oncoming attack.
* Rush, when spawning, will take 11-15 seconds to rush through any Greenhouse room.
**Given this, you know to pay attention the most around 10 seconds after opening a door, and when hearing Rush, quickly getting inside a locker.
*** There is a 3 second interval between being able to hear Rush and the entity roaming through the room you're in.
***Keep in mind that Hide has been slightly buffed in the Haunt update, and it won't let you hide any longer than 4.5 seconds in the Greenhouse.
**This wasn't the case before the Haunt update, where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller, but hiding on the 9th second from opening the door would result in guaranteed success.
*Rush has a 1 in 5 chance to spawn in any particular room in The Greenhouse.
*Rush can open a door that will spawn itself again or spawn another entity.
*Rush's ability to open doors can cause Void to "attack" players.
*Some people think that Rush is able to kill Eyes, but in reality Rush opens the next door after its attack, which despawns Eyes.
*If more than 4 players are in a run, Rush is able to spawn in rooms where there are fewer hiding spots than players (similar to the "Nowhere to Hide" Modifier).
*Rush travels slower the more players there are in a game.
*Players can use the Crucifix to "banish" Rush.
**This does not permanently stop Rush, as it can still spawn later in the run. 
***An example is in the Greenhouse, where Rush can always spawn, even if crucified.
*If Dupe is present, Rush will not knock off the number plaques on any of Dupe's doors when it passes through a room, like it used to, before The Mines Update. Now, it just leaves them unopened, not even scratching the number sign on them.
* Rush can spawn after Halt's hallway has been passed.
*If a player advances four doors from the door that caused Rush to spawn, Rush will stop at that door and will eventually despawn. If the player is far enough from this door, they can survive without hiding. 
**In singleplayer, this can only be replicated with the use of speed modifiers (i.e., "Faster, Faster, Faster" or "MAXIMUM OVERDRIVE").
* Fakeouts occasionally occur, where Rush's audio plays quickly but stops right after to scare players.
*In the Meeting Room, Rush can open the door behind the fireplace before the painting puzzle is solved. This does nothing gameplay-wise.
*When the "MAXIMUM OVERDRIVE" modifier is active, it is very easy to outrun Rush. 
**This is harder when the modifier "I'm Runnin' Here" is enabled, as Rush is faster. So you might have to use vitamins.
**This can also be done with the "Faster, Faster, Faster" modifier, although the use of vitamins will normally be required.
*If players use the Bottle of Starlight, they can survive Rush (on 76 health up to full health), as it gives extra 50 health points, while Rush deals 127 damage as of The Content Update
*Rush "modifies" the room where it is going to spawn. It also could "modify" the next two rooms, making them have hiding spots, so the player doesn't die in case Rush is delayed or if they want to risk opening doors while Rush is active.
** This was changed after The Hunt/The Backdoor update; the only room that is "modified" is the one that causes Rush to spawn, not the next ones.
**The same goes for Ambush, A-60, A-120 and Blitz.
*If the door Rush opens leads to The Dining Hall, the player will be instantly teleported to the Dining Hall as normal, regardless of whether they are hiding or not. If this were to happen, then Rush can very likely kill the player instantly due to it being relatively close to where the player would teleport to, unless they were holding a Crucifix prior to hiding or have an overheal to survive the attack.
*If Rush attempts to open the Library's door, it will not open, likely to avoid bugs.
*
===Super Hard Mode Modifications=== 
*Though it may still spawn in its "normal" state, Rush has a high chance of spawning with a custom decal and emitting alternative audio.
*Rush has a rare chance to rebound similar to Blitz; this does not occur in The Greenhouse.
*Rush's damage will be fatal, no matter how much health you have.
===Retro Mode Modifications===
*Rush spawns way more often.
==Jumpscares==
===1st Person===
The screen will be cut to a black screen with static sound playing. Rush will suddenly appear on the screen, staring at the player. Rush's face will slowly inch closer to the screen. Shortly after, Rush will widen its eyes, open its mouth, attack the screen, and the player will die.
===3rd Person===
The player will be run over by Rush and will ragdoll onto the ground.
== Strategy== 
*Rush can spawn as early as door 3, but is more commonly encountered after door 13. (More common with the "Really Bad Time", "Worst Time Ever", and "Rush Hour" Modifiers).
*When the lights flicker when first entering a room, it is a signal that Rush is close. Players are able to survive Rush's attack by hiding. However, hiding too early can result in Hide kicking the player out. (Especially if the "Rent's Due" modifier is enabled.) This risk also gets greater the further you progress, as Hide gets noticeably more aggressive as the game progresses (especially after the Library).
**A good strategy to avoid Hide is to go to the nearest closet, bed, or other hiding spot as soon as Rush's cue plays and then wait for Rush's audio to get louder, indicating that Rush is getting closer. After the player has confirmed that Rush is near, they may now hide.
***This strategy can also be effectively used when facing Ambush, as it can be difficult to deal with since it rebounds.
***Doing this in multiplayer might be a little bit riskier, as other players might steal the closet you choose to hide in, especially in 4-12 player runs.
***If the "Rent's Due" modifier is active, the player may consider waiting until the screen shakes and then hiding. Screen shaking indicates that Rush is even closer, but Rush's hitbox is quite small, so the player should have enough time to react. This is especially good with I'm Runnin' Here, where Rush just flies into the next door faster than Hide can trigger.
***Jack makes this a little risky; if it spawns in a closet, the player will be unable to hide for a few seconds. Depending on how early they tried to hide, the player may not have enough time to recover and react before Rush comes.
*Rush spawns in a specific spawn area; however, this may backfire. The spawning goes as follows: 2-4 times between The Reception and the first Seek Chase, 0-2 times between the first Seek chase and the Jeff Shop, 2-3 times between the Jeff Shop and the second Seek chase, 1-2 times between the second Seek chase and the Greenhouse, and 2-3 times in The Greenhouse.
**While this is the most likely time when the player will encounter Rush, due to how Rush's spawning is ruled by probability, it is very possible to get more or less Rush. (i.e. Good Time or Really Bad Time)
*When progressing through The Greenhouse, Rush is more difficult due to the fact that The Greenhouse has no lights to alert the appearance of Rush.
**There are multiple Snares scattered around The Greenhouse. Stepping on one of these can cause players to get stuck in Rush's path. A crucifix will not work as items cannot be held during Snare's animation. Using a light source will help look out for these traps as well.
**The player can sometimes survive Rush after stepping on Snare, thanks to invincibility frames. 
***This is very rare, as the invincibility frames in DOORS are extremely short.
**When entering the greenhouse, you should always stay close to an available closet due to Rush's unpredictable cue anytime around 91-97.
**Rush cannot spawn on Door 98 or beyond.
*Using the Bottle of Starlight will overheal by 50 health if you are full health, and Rush will deal 125 health, causing your health to be only 25%. This can be used if you are caught off-guard by Rush in The Greenhouse.
**Ambush and Blitz do not need the Bottle of Starlight and only need a Vial of Starlight because both do 100 damage and the Vial of Starlight gives 25 overheal.
*The player could tell whether if Rush is coming from ahead or behind in The Mines if they're usingh headphones. By standing and facing to the sides of between the previous door and the next door. If a side of headphone is louder than the other, Rush is coming that way.
== Modifiers==
== Bugs==
*A bug exists where in a group of players, one of them can find Rush stuck on a door; Rush eventually despawns after the door opens. However, if the players do proceed to stay in the room, Rush would eventually be unstuck and kill the players.
*Rush very rarely despawns while attacking the player and respawns in about 5 seconds.
* Rush can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light.
**Rush can also leave a light or nightstand lit if a room it passed through did not generate quickly enough.
*It was possible for Rush to spawn on Door 89, even if it had no hiding spots or if the room was dark. The same could also happen on Door 60. 
**This was fixed after the Hunt (Backdoor) update.
*The Death Screen may appear during Rush's jumpscare.
*If a player dies to Rush, their death screen may not list the door Rush attacked from, but rather the next door Rush opened.
* Gold in open drawers may protect players from dying to Rush, Ambush, A-60, A-120 and Blitz.
*Snare may protect players from dying to Rush, Ambush, A-60, A-120, and Blitz.
*Rush will not put out any fireplaces in rooms. However, it can put out Guiding Light's light.
*There is a bug when the player is experiencing lag, that sometimes causes Rush to take very long to arrive or make noise.
*As of The Mines update, Rush may suddenly stop moving and emitting audio and then suddenly start again.
**Whether this is due to lag is currently unknown.
*As of The Mines update, Rush can't spawn/has a low chance of spawning if the room ahead is locked. This has allowed players to use the modifier "Key Key Key Key" to prevent Rush from spawning almost entirely, even with other modifiers such as "Really Bad Time", “Rush Hour” and "Worst Time Ever".
* Rush can spawn right before Halt's room, pushing the door and teleporting players there, even those that are hiding, and immediately killing them as they are now in Rush's hitbox.
*Rush can stay stuck forever.https://youtu.be/54I_Buy-nMU?feature=shared
* Rush may spawn and attack in a few minutes after a door is opened, where no more doors are opened.
*Rush may spawn in a room without any place to hide.
*Rush may spawn in some rooms it isn’t supposed to spawn in, like Figure’s second and third rooms in The Mines.
*Rush, along with A-60 if the Room For More modifier is enabled, can get stuck after spawning directly after a Seek Chase in The Hotel.
*Since the Content Update, Rush will not break the lights of a room if it was opened after Rush spawned.
*Rush may instantly spawn right in front of a Player who opened the next door in The Mines [footage recorded on this video
*Rush may become invisible and it will not emit any sound. It will break the lights and slam open the next door but harmless to the player.
**This situation will happen for the entire run which can make the game easier especially in The Greenhouse.
== Trivia== 
*Rush is named after how it "Rushes" or is "Rushing" through rooms."Rush rushes." – DoorsRoblox, X
*Rush is first seen in the Teaser Trailer for DOORS.
*An old picture of Rush was uploaded on July 20, 2022 by Ghostly Wowzers with the name of "SUP".
**It is speculated that this is the old version of Rush. However, this is not true as it is used as a placeholder image for the Entities list.
**Similarly, a image with the name of "SeeYou" was uploaded even before that, with the only difference being the image's proportions.
*Rush's gameplay is based on the entity A-60 from Rooms by nicorocks5555. Rooms was one of the inspirations for DOORS.
*Rush's placeholder/origin design was inspired by an emoji smiling unsettlingly. 
**The origin of the image was from a company named "The Smiley Company". It is also seen in a terminated YouTube channel which was titled "Smiley Archive".
**Rush's design is likely inspired by the Hidden Trollface from a game developed by RediblesQW called "Find The Trollfaces". This game was discontinued after a game-breaking Roblox update, and can no longer be played. A view of the Hidden Trollface can be seen here.
**Rush's design was not hard to draw, being 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
*Rush's far audio was distorted and slowed down for around 47 seconds. Its nearby sound is the same audio, slowed down only for 11 seconds. 
**Both audios are technically played and looped simultaneously but the nearby audio is unmuted when Rush draws closer.
** Rush is quieter after the Hotel+ update, with players only being able to hear it from around two rooms before the room they are in. 
***This is due to an audio change; Roblox archived/deleted the original audio file, forcing the DOORS developers to create a new version by recording two pre-modified copies, which are the far and near audio. 
****The creator of the original audio noticed and changed its description to say: "EDIT: ROBLOX KILLED THE ORIGINAL DOORS Rush SOUND!!! NOOOOOOOO".
***Rush is one of the two entities to have their audio changed. The other was Ambush, for the same reason.
**Rush's near sound is used for its clones in Super Hard Mode.
*Rush's outer particles can be found here. 
** The image is originally green, however it was turned blackish dark blue to fit Rush.
**The rest of Rush is actually another set of particles, which means Rush is a particle emitter rather than a static image, and Rush actually is two particle emitters, one for the outer particles, and the other for the main body. (The main body can be seen by either watching it via hallway, or banishing Rush to get a close look.)
*Rush is one of the 3 entities in The Hotel guaranteed to spawn in every run, the others being Seek and Figure.
*The first Rush encounter can be as early as Door 3, since the Hunt (the Backdoor) update.
**Even after Ambush spawns late in a run, Rush can still spawn after it leaves. 
*** If the player passed too many doors while Ambush is active and the light activates, both Rush and Ambush will be present.
*Prior to the Hotel+ Update, Rush's sequence would begin immediately when the next room's door is opened. As of now, there can be a significant delay before it spawns. The same goes for Ambush. 
**Sometimes, this delay can make Rush slower, and make the volume go higher, but after decrease it.
*Rush will spawn behind the last closed door, after flickering the lights.
*Originally, the player could hide from Rush by hiding in a corner. This was unintentional and was later patched by Lightning Splash with a hitbox enlargement. 
**Players are still able to do this, if the player[s] are in corners that are far from Rush's path. (For example, the corner of the L-shaped rooms in The Greenhouse.)
*Prior to the Hotel+ Update, rooms that Rush had destroyed would not become dark rooms. This means that Screech could not spawn. They were still dark because the lights would be destroyed, but they would not have the pitch black effect that Dark Rooms have.
*If Rush appears after The Courtyard, all the lights in The Courtyard will no longer work, but will not shatter.
*Redibles has expressed interest making a UGC item for Rush.Q: "Will you make a ugc item related to rush?" A: "maybe, i saw a really cool 3d model of rush the other day so i know its possible" – RediblesQW, Twitter
*Rush can activate Glitch and/or Void in single-player.
*The badge description for successfully surviving Rush "I'm walkin' here!" is a reference to a scene in the Midnight Cowboy movie.
*Rush's crucifixion badge "You're not that guy, pal." description is a reference to a meme video titled the same.
*Rush's "In Plain Sight" badge "Quick, behind that conveniently shaped lamp!" description is a reference to one of the lines Sans from the indie game "Undertale" says when trying to hide the protagonist from his brother, Papyrus.
* Ironically, Rush has the longest jumpscare in the game, despite being the 3rd fastest entity behind A-60, and Ambush. It is faster than A-120, however. 
**However, in the Modifiers update, Rush's jumpscare cue can most likely be immediate.
*Rush makes a sound when it damages or kills a player. However, this sound is quiet and can only be heard when close or having high volume.
* When it is active, Rush moves 65 studs per second. (80 studs per second with I'm Runnin' Here)
*Rush is the tallest entity in the game because of the aura it emits at 4.48 meters (16 studs).
*According to Lightning_Splash, a DOORS developer, Rush's favorite food is spaghetti."Q: whats rushes favorite food" A: "spaghetti" – LightningSplash, X
*LSPLASH confirmed that Rush is aromantic asexual and has no reproductive organs."rush is aro ace and has no reproductive organs" – LightningSplash, X
*Sometimes, the lights may flicker, but Rush won't come. This usually happens if they flicker more quietly and less frequently than usual.
*It was confirmed by RediblesQW that some entities work together, such as Rush and Snare.
== Related Achievements==
== History==
== Gallery==
<tabber>
|-|In-game=
Rush jumpscare.gif|Rush’s jumpscare.
RushJumpscareBlack.png|Rush's jumpscare in black.
RushTowerJumpscare.gif|Ditto, but the jumpscare in Tower Heroes.
Chained Rush.png|Rush being chained by the crucifix.
DIE FATTY!.png|Rush being chained by the crucifix in the Reception.
GREENHOUSERUSH.png|Rush being chained by the crucifix in the Greenhouse.
RushRestrained.png|Rush being restrained by the Crucifix, as seen in the Hotel+ Update Teaser Trailer.
CrucifixRush.gif|Rush being crucified in the Hotel+ Trailer.
RushInTrailer.webp|Rush appearing in the game's trailer.
Rush in teaser.png|Ditto.
RushRushing.gif|Rush Rushing towards the player in the game's trailer.
RuSh.png|Rush about to kill a player.
U not completing no hiding challenge dummy.png|Ditto but with a clear aura.
Rush7.webp|Rush in front of a door during a run.
Glitched Chandelier.png|A glitched chandelier that Rush did not knock out.
Rushspawn.jpg|Rush spawning in the Reception.
RushImgSpr.png|A close-up of Rush's face in game.
RushInTheUpdateTrailer.png|Rush being crucified in one of the trailers for the Hotel + Update.
RushMines.jpg|Rush about to kill a player in The Mines.
RushMinesJumpscare.gif|Ditto, but animated.
R-90.jpg|A-90 appearing alongside Rush in it's jumpscare.
RushChair.jpg|Rush somehow stuck below a chair.
RushComing.jpg|A player accidentally exiting a wardrobe, about to die to Rush.
Rush's long lost brother rash.jpg|Rush, somehow appearing alongside another Rush.
Crucified-Rush.png|Rush being crucified, but in Jeff's shop.
|-|Assets/Animations/UGC=
Rush Moving.gif|Rush's in-game animation.
RushNEW.png|Rush's transparent version used in game.
RushJumpscareScream.png|Rush with its mouth and eyes widened, shown in the jumpscare.
RushTowerNew2.png|Rush's design in the Doors x Tower Heroes
RushTowerConflict.webp|Ditto, but with no particles.
Rushretrorender.png|Rush's design in Retro Mode.
RushChainV2.png|A transparent render of Rush being chained by the Crucifix.
RushMask.webp|Rush Mask UGC.
RushBandana.webp|Rush Bandana UGC.
|-|Other=
ORIGIN RUSH.png|Rush's design origin.
Rush Particles.png|Rush's original particles decal named Vines by Dinotooth009.
File:Rush's Particle as seen in The Crucification.png|Rush's particle used for when it's being crucified, a Decal uploaded by zedguyz named "Images/idk" (this version is the uncoloured version, It takes on a more dark bluish tint similar to the original particles.)
SUP.png|A image of Rush that was previously a placeholder for the List of entities page icons.
SeeYou.png|Ditto but cropped.
</tabber>
== References==
Category:2D Entities
Category:Lethal Entities
Category:Hostile Entities
Category:Hotel
de:Rush
pt-br:Rush
ru:Раш
es:Rush
fr:Rush
fi:Rush
Category:The Mines
Category:Instakill Entities
Category:Entities