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對不起！我被強迫在大庭廣眾下唱Doors的電梯音樂😭有人現場叫我抖內robux！超多觀眾送我這東西💀【誠品書店 分享會 Vlog - 有感筆電】

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全新Doors的遊戲好玩到爆炸！全部怪物的躲避方法＋破關攻略＋如何做三倍高跳躍【Roblox Grace - 有感筆電】

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Ambush

Version 3 (Current)

Version 2 (Scrapped)

Version 1 (Scrapped)

Attack

Speeds through multiple rooms, rebounding 2-4 times, killing anyone in its line of sight.

Ambush takes on the appearance of a distorted and "glitchy" white face with exaggerated proportions. It has a monstrous, vaguely oval mouth lined with a single row of inner teeth, a set of large, round, black hollow eyes with gray-green bags under them and emits an green-red aura.

Ambush has a rare chance to replace Rush when spawning in, with said chance increasing the further players progress through the Hotel. It is most likely to spawn after The Library, and cannot spawn in The Greenhouse. Ambush is significantly faster than Rush, but unlike Rush, it cannot open any unopened doors.

Once it spawns, Ambush emits a high-pitched distorted "scream" before speeding through rooms shattering any lights inside of them. When it reaches an unopened door, it will turn around and backtrack through previous rooms. When it reaches a closed door (preceding doors close as players progress), it will either despawn, 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) before despawning.

After the Hotel+ Update, Ambush's presence will not cause the lights to flicker, unless players open a new door after triggering its spawn.

As of the Backdoor update, it can be observed that Ambush deals 100 damage, instead of being classified as an instant-kill. Having any amount of overheal from Starlight found in the Backdoor will allow you to survive a hit from Ambush.

Ambush can spawn as early as Door 9 (as early as Door 5 before the Hotel+ Update, and as early as Door 2 when Hotel+ originally released).

In the majority of successful runs, it is very likely that Ambush will spawn at least once. However, it is possible to complete the game without encountering Ambush (in which case, Halt would be almost guaranteed to spawn in that run).
It is also possible, albeit rare, for both Ambush and Halt to spawn in the same run.

Although Ambush will usually spawn once each run, it can spawn up to two or three times.

Ambush's hitbox operates off ray-casting, similar to Rush. This means that aside from closets and beds, players can hide anywhere that is outside of Ambush's line of "sight", such as basements, blocked stairwells, sub-rooms in locked rooms, and behind certain objects (these areas are known as "safe spots"). This strategy is recommended for beginners, as Ambush is difficult to survive by hiding.

However, as of the Hotel + Update, Ambush is able take random "paths" when it travels (which may include passing through walls), potentially causing it to enter safe spots.

This strategy can be applied to Rush as well, although Rush's ray-casting is much smaller than Ambush's.

Another difference between Ambush's ray-casting and Rush's ray-casting is that Ambu sh'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, do not protect players from Ambush.
When using "shorter" safe spots (such as luggage carts) to "hide" from Ambush, it is recommended that players crouch to reduce their chance of death. This is because crouching lowers the height of HumanoidRootPart, which is Ambush's ray-cast destination.

Due to Ambush's ray-casting, it is recommended for players to not hide inside closets or beds that are facing the previous room.

Watching Ambush approach the room a player is in before hiding poses a greater risk of death because of its very large hitbox.

Ambush will not attack in the following rooms unless an Ambush modifier is enabled:

If a player dies while Ambush is still rebounding, the game will display text reading: "Wait until it is safe" on top of the Revive button until it despawns.

This also occurs during the Seek chase, in Halt's corridor, and for any other approaching entities.

The 30-second timer only begins once the revive can be used.

Entering Halt's hallway will despawn Ambush.

When Ambush is close to the player's room, the lighting will slightly dim to signal its arrival. The same goes for Rush.

Ambush will shake the screen slightly as it prepares to ambush the player.

Before the Hotel+ Update, Ambush flickered the lights before attacking. As of the Hotel+ Update, lights will no longer flicker prior to Ambush's arrival, leaving players only able to easily identify Ambush spawning by its sound cues.

If Ambush is to spawn in Rooms 2 or 3, or the second or third door after the Library, Halt's sequence, or a Seek chase, it would be harder to survive Ambush as it rebounds quicker due to it spawning less doors away.

The same applies to Rush, A-60, and A-120.

The same also applies later on in the run, when the rooms despawning threshold is reduced to 4 or more notably 3.

Ambush has a greater chance of spawning earlier in the run.

Ambush can and is almost guaranteed to rebound more than 4 times, and has the chance to rebound 20+ times.

If the "Again & Again & Again" modifier is enabled, Ambush's spawn will cause the lights to flicker.

If the "Afterimage" modifier is activated, Ambush will be faster.

Because Ambush will mostly rebound multiple times, if players linger in their hiding spot, Hide is likely to kick the player out of the space, which may result in death. This is made harder due to the fact that Ambush most often spawns after The Library, where the time a player can hide is shorter. To counter this, the player should get in a hiding spot when Ambush is approaching and leave it when Ambush retreats, and then return to the spot as it approaches again, repeating this process whenever they hear Ambush returning.

Since Ambush usually spawns after the second Seek Chase, when 's room despawning threshold is reduced to 3, it is not recommended for players to open the next door during Ambush's attack unless they are planning to hide in the next room, as this means the player will have much less time to react when Ambush comes.

Alternatively, the player can hide in a basement, a room with a blocked stairwell, or generally behind any objects that block the line of sight between Ambush and the player. However, do not hide behind smaller objects (plant, etc.) as Ambush can see through smaller objects, unlike Rush.

It is not recommended to hide from Ambush under a bed (and to instead opt for a closet), as the exiting and entering animations are slower than the closet animations.

A unique ambient sound is played when a door is opened and Ambush is spawned. The player will then have around 3 to 4 seconds before Ambush begins to attack them.

If the player has made it far into the run, it is recommended to open each door and run in the general direction of a closet/safe spot. This will ensure that, if Ambush spawns, they will not die looking for a closet.

As an alternative to all the items listed above, the player could use a crucifix against Ambush, preventing it from attacking.
This is extremely helpful, as Ambush is a difficult entity to survive. However, if the player is experienced at surviving Ambush whilst playing solo (or they have teammates who are experienced in multiplayer) it's best for the players to not use a crucifix with that motive, as it may be put to better use in The Greenhouse against Rush (if it catches the player off guard).
When doing the above in a solo run, the player should consider trying to hide while holding the crucifix. If the player is caught while doing this, the crucifix will automatically be used, protecting the player. However, if the player successfully avoids Ambush while doing this, the crucifix will be kept and could be used for later.
Note that there is a small period lasting a few frames where the player is forced to put away the crucifix, but can still be killed when entering and exiting the hiding spot. Therefore, it is better to hide early than later in the time he is there.

If Ambush were to spawn very close to the player, such as rooms 2, 3 or 4, or 2-3 rooms after the Seek chase, Library, after Glitch or Void closing a door, or Halt's sequence, Ambush would rebound quicker than normal, with its attack almost immediately ending due to the limited space he could rebound through.
The same could be applied to Rush.

Tip: Don't hide under a bed with Ambush since it is harder to get back under them after getting out. The best places to hide are in a closet, or even better, in plain sight.

Modifiers

Back For Seconds: Ambush will attack more. (+10% Knobs) (Requires 'Unbound')

Again & Again & Again: Ambush will endlessly attack. (+25% Knobs) (Requires 'Hotel Hell')

Afterimage: Ambush will attack faster. (+10% Knobs) (Requires 'Unbound')

For unknown reasons, the Rebound achievement was broken and unobtainable after the modifiers update, but is now fixed.

If the player has a weak internet connection or is playing on low graphics, Ambush's glow may remain in rooms until lighting updates.

There were reports of a bug where, if the player dies to Ambush, its jumpscare sound will loop infinitely.
This was due to EchoSoundEffects being applied to Ambush's jumpscare even after the sound stopped.

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 is quite similar to the entity A-120 within The Rooms, although with A-120's case it is not a bug and is how it is intended to act.

This bug can still happen if players travelled through many rooms when Ambush is at the back.

There was a bug where Ambush would clip through the floor of the room, causing the player to only see its eyes as they watched it rebound.

There is 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 is most likely only meant to shatter the lights on the first rebound.

There is a bug, where Ambush does not shatter the lights during its activity.

There is a bug where coins may protect the player from dying to Rush, Ambush, A-60, A-120 and Blitz.

There is a bug where Snare may protect the player from dying to Rush, Ambush, A-60 and A-120.

There is currently a bug with the "Again and Again and Again" modifier that allows the player to select this modifier, if the player has "Hotel Hell" achievement, even if the player does not have the "Unbound" achievement.

There is a bug where If the player hides in a hiding spot while Ambush is near it, Ambush would still be able to kill the player.

There is a bug where if the 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 extremely rare bug where if Ambush kills a player the next door will open. This possibly happens because a part of the player gets flinged into the door, causing it to open.

Ambush was originally going to be classified as a "Mobble" entity, as an alternative version of Jack.

Ambush is the fastest entity in the game, followed by Rush (excluding joke entities, such as April Fools entities and troll entities from KreekCraft's streams).

Ambush is the only entity with multiple attack sounds (in which the pitch is always randomly generated, equaling infinite tones).

Ambush's scream comes from this audio.

Ambush's scream is in the form of a Shepard's tone.

Ambush's jumpscare appears for players that try to exploit the game. That version of Ambush is called Anticheat Ambush.

Prior to the Hotel+ update, a unique Guiding Light message would be shown, reading that Ambush has killed them infinite times, along with "bruh" repeated multiple times. After the Hotel+ update, the message will display as if Ambush has killed the player regularly.

It also takes away 100 revives from the player because they tried to exploit.

Anticheat Ambush also spawns 100,000 studs away from the hotel and is used to trick exploits into thinking Ambush spawned. Rush and Dread will spawn as well.

Prior to the Hotel+ Update, Ambush's sequence would begin immediately when the next room's door is opened. As of now, there is a significant delay before it spawns. The same applies to Rush, but not as often as Ambush.
Ambush can still spawn almost immediately after the next room is opened, as since the spawning time is randomized.

Ambush can rarely spawn while the player is in the The Basement. The player will be safe if they are in the basement and therefore not within the line of sight of the entity.

Prior to the addition of The Greenhouse in the Hotel+ Update, Ambush could spawn in doors 90-98. In fact, it was very likely for it to spawn there.
After the Hotel+ Update, Ambush usually spawns between Doors 79-89 after players complete Seek's 2nd chase, if it even spawns.
Ambush cannot spawn in the Greenhouse, though it can still go in there if the player opens the Greenhouse after Ambush has spawned.

As of the Modifiers Update, If Ambush spawns in The Library, it would go through all book "corridors" every rebound.
The Figure, however, does not follow this path due to its programming that make it select certain nodes to go to, however Ambush is programmed to go to every available node.

Ambush's design was created by Ghostly Wowzers combining facial features that make images scary, with what resembles a front-facing Jack, and was edited.

The image file for Ambush is called "scarywormface" as it is, referencing its 2nd original design.

Ambush's magenta-green glow appears if a players graphics are set under 3.
The red aura on Ambush is only seen if the players graphics are nearly maxed.

In a tweet by LSPLASH, it is said that Ambush "tastes like green".

Even though it's hard to see, Ambush has 4 rows of teeth.

Related achievements

Rebound
"Coming back for seconds!"
Survive Ambush.

Unbound
"Shut up, thanks."
Use a Crucifix against Ambush.

In Plain Sight
"Quick, behind that conveniently shaped lamp!"
Hide from an entity by staying out of sight.

Ambush no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for Ambush. Ambush's earliest possible spawn is now Door 2, used to be Door 5.

Hotel+ Update Now, Ambush has a Hitbox that kills players even if they're not in Ambush's line of sight.

Introduced.

# data[].attributes.attachment_link.description
Ambush is a lethal entity in DOORS, appearing in the Hotel. Ambush takes on the appearance of a distorted and "glitchy" white face with exaggerated proportions. It has a monstrous, vaguely oval mouth lined with a single row of inner teeth, a set of large, round, black hollow eyes with gray-green bags under them and emits an green-red aura.

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【有感筆電】2025跨年直播！我特別飛去了日本！跟觀眾一起在Roblox倒數+隨便玩！【直播】

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【有感筆電】2025跨年直播！我特別飛去了日本！跟觀眾一起在Roblox倒數+隨便玩！【直播】

# data[].attributes.attachment_link.title
【有感筆電】2025跨年直播！我特別飛去了日本！跟觀眾一起在Roblox倒數+隨便玩！【直播】