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🗨 "I'm walkin' here!"
- Out Of My Way Achievement description

Rush is a major hostile entity in DOORS, appearing as the tertiary/central antagonist of the Hotel. It is one of the most frequent threats in the Hotel.

Overview Appearance

Rush appears as a dark gray face shrouded in black smoke. It has a large open smile and parts of its face are distorted and hollowed out, with two holes in the middle depicting as eyes.

Behavior Behavior

Rush has a chance to spawn after a door has been opened. It will flicker the lights for about 2 seconds to indicate its arrival. A rumbling sound can be heard to signify Rush's presence. It will finally dim the lights slightly as a final warning before quite literally, rushing through the rooms from behind, killing any players that are not hiding/out of sight.

After Rush passes through a room, all lights will shatter and the room will become dark.

Hiding while Rush is active and near will guarantee the players survival.

Notes

  • Rush's spawn rate will increase the further players progress. It usually spawns at around doors 10 - 15, although it can spawn as early as door 2. The last door Rush can spawn is Door 97 in The Greenhouse.
  • Although flickering lights serve as a warning of Rush's presence, lights may also flicker randomly without Rush spawning. The chances of this increase after The Library. Significantly longer flickering patterns may signify Halt's spawn in the next room.
    • If the lights only flicker slightly, and the flickering noise is noticeably quieter, then Rush likely won't spawn.
    • Rush's arrival cues (i.e. flickering lights and darkened vision) may be delayed after entering a new room.
    • If a player's device has a bad connection with the game, flickering light cues may be delayed. This usually happens after the lights flicker quickly and stop after the player enters a new room.
  • As of the Hotel+ update, while Rush cannot spawn in most dark rooms, it can still traverse through them.
  • Rush has a 1 in 5 chance to spawn in any particular room in The Greenhouse.
  • Hide will become more aggressive as players progress, most notably after the Library. Because of this, if a player hides too soon they will be pushed out of their hiding space during Rush's attack, resulting in an instant death.
    • Due to this, its recommended to wait near a hiding spot and only hide when Rush is near.
  • It is possible for Rush to open a door that will cause it to spawn itself again, or to spawn another entity. This occurrence is most notable in The Greenhouse, and when certain modifiers, such as Rush Hour, are enabled.
  • Rush's ability to open doors can cause Void to teleport the player forward.
  • In multiplayer, Rush is able to spawn in rooms where there are less hiding spots than players. This may be why the 'A Few Places To Hide' modifier was removed.
  • Rush travels slower the more players there are in a game.
  • Rush is unable to spawn in the following areas:
    • Seek's chase
    • The Library
    • The Courtyard
    • Halt's hallway
    • The Electrical Room
    • Doors 90, 93, 98 and 99
    • Any room without closets or beds.
      • As of now, Rush is able to spawn in rooms that lack a hiding space. This is thought to be a bug, unless the "Nowhere To Hide" modifier is activated.
  • Rush cannot open Door 98, Door 99 and Door 100 in The Greenhouse.
  • Rush's hitbox operates off of "raycasting". This means that it is possible to hide from Rush if the player remains out of its line of "sight", such as being far away from it, or behind certain objects.
    • The achievement 'In Plain Sight' is granted when a player dodges Rush (or Ambush) this way for the first time.
  • Players can use the crucifix against Rush to banish it.
    • This does not permanently stop Rush as it can still spawn later in the run.
  • If Dupe is present, Rush will knock off the number plaques on any of Dupe's doors when it passes through a room.
  • 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 stop right after to scare players.
  • In The Dining Room, Rush can open the door behind the fireplace before the painting puzzle is solved.
  • 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.
    • This can also be done with the "Faster, Faster, Faster" modifier, although the use of vitamins will normally be required.
  • If you use the Bottle of Starlight, you can survive Rush (on full health), as it gives you 50 health points, while Rush deals 125 damage as of The Backdoor update.

Super Hard Mode

  • In Super Hard Mode, Rush has a high chance of spawning with a custom decal and different sound effects, including a sped up and distorted version of its normal sound. Rush may still spawn in its "normal" state.
  • Some of Rush audios are "low" and difficult to hear.

Trivia Strategy

  • Rush usually starts having a chance to attack after passing room 10.
  • 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.
    • A good strategy to avoid Hide is to go to the nearest closet or bed as soon as the lights flicker, 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 is a very difficult entity to deal with, given the fact that it rebounds.
      • Doing this in multiplayer might be a little bit riskier as other players might steal the closet you chose to hide in.
      • 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.
  • Rush spawns in a specific spawn area, however this may backfire. The spawning goes as following: 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 likely 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.
  • 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.
    • Snare has traps lurking around The Greenhouse. Stepping on one of these traps 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.
    • In the L-shaped rooms, players can go to the corner of the room, as Rush cannot kill the player there.
    • 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 near 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 caught off guard by Rush in The Greenhouse.
    • Ambush and Blitz do not need the Bottle of Starlight and only needs Vial of Starlight because both do 100 damage and the vial of starlight gives 25 overheal.

Modifiers Modifiers

  • Rush Hour: Rush will attack more often. (+10% Knobs)
  • I'm Runnin' Here: Rush will move quicker. (+10% Knobs)
  • I'm Tip-Toein' Here: Rush will emit no sound. (+10% Knobs) (Requires 'Stay Out Of My Way')

Puzzles 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 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 is possible for Rush to spawn on Door 89, even if it has no hiding spots, or if the room is dark.
  • 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.
  • Coins 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 and A-120.
  • Another bug exists that Rush may appear even though there are no hiding spots and the next few rooms won’t have a hiding spot either.
  • Rush will not put out any fireplaces in rooms.
  • There is a bug when the player is experiencing lag, that sometimes causes Rush to take very long to arrive or make noise.

Trivia Trivia

  • Rush is named after how it "rushes" through rooms.[1]
  • Rush is seen in the Teaser Trailer for DOORS.
  • Rush's gameplay is based on the entity A-60 from Rooms by nicorocks5555. Rooms was one of the inspirations for DOORS.
  • Rush's original design was inspired by an emoji smiling unsettlingly.[citation needed]
    • 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 Redibles called "Find The Trollfaces".[citation needed] 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.[2]
  • 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". It is unknown what the new recorded audio is.
      • 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.
  • 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 2.
    • 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 4 rooms behind, 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) is in corners that is far from Rush's path.
  • 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.[3]
  • Rush can activate Glitch, and can activate Void in single-player.
  • The badge description for successfully surviving Rush "I'm walkin' here!" refers to the scene in the Midnight Cowboy movie.[citation needed]
  • 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 2nd fastest entity behind Ambush.
    • However in the Modifiers update, Rush's jumpscare cue can most likely be immediate.
  • Rush makes a sound when it 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.[citation needed]
  • 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.[4]

Achievement Related Achievements

Out Of My Way

Out Of My Way
"I'm walkin' here!"
Successfully survive Rush.

Stay Out Of My Way

Stay Out Of My Way
"You're not that guy, pal."
Use a Crucifix against Rush.

In Plain Sight

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

History History

March 15, 2024
Rush can now spawn during Seek's Crescendo (When Seek's eyes are present)
January 28, 2023
Fixed spawning & pathing acting weird. Spawn can be delayed now.
January 11, 2023
Fixed audio.
September 10, 2022
Increased hitbox. (Undocumented)
August 10, 2022
Introduced.

Gallery Gallery

Gallery References

vte
DOORS Wiki
Entities
The Backdoor BlitzCurious LightGlitchHasteLookman
The Lobby
Floor 0
Curious LightSeekTimothyWindow
The Hotel
Floor 1
AmbushBobCurious LightDreadDupeEl GoblinoEyesFigureGlitchGuiding LightHaltHideJackJeffRed LightRushScreechSeekShadowSnareTimothyVoidWindow
The Mines
Floor 2
Guiding LightJackJeffScreechSeekTimothy • TBA
The Rooms A-60A-90A-120Curious LightGlitch
Locations
The Backdoor Entrances (Backdoor EntranceElevator)Multi Gate RoomRoom -51Room -01The Maintenance HallwayThe Staircase RoomThe Wall RoomTwo Gates RoomVacuum
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Mechanics
General

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