Overview

Behavior
In The Hotel, when Rush spawns, the lights will flicker for approximately 1.5 seconds, signaling its spawn. After waiting behind the most recently closed door (doors close as players progress) for several seconds, Rush will begin to quickly dash through rooms, shattering most of the lights that it passes. When Rush reaches an unopened door, it will open that door, travel through the subsequent room, and despawn once it reaches the unopened door of that room.
In The Hotel, Rush can spawn as early as Door 3 and as late as Door 98,
with its typical first spawn being between doors 10-15. Once players pass The Library (Door 50),
Rush's spawn chance will increase slightly, and increase significantly in The Greenhouse,
where it travels at a faster pace, and Rush is able to spawn during Seek's crescendo.
In The Mines, Rush's behavior is similar to that of The Hotel, with a couple key differences.
One difference is that, in addition to flickering lights, earthquakes will also signal Rush's spawn.
When earthquakes occur, the room will shake, and an audible rumbling sound is heard.
The second difference is that Rush is able to attack from ahead of players;
it will spawn behind an unopened door,
wait for several seconds, and then open that door, traveling through rooms in reverse order.
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.
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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.
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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)
- On The Hotel 1, 2, 49, 51, 88, 90, 99.
- On The Mines 101, 102, 137, 138, 139, 140, 141, 151, 198, 199.
- Safe rooms
- The Reception, Door 0
- Jeff Shop, Door 52 - 59
- 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 Bridges, variable
- Bossfight sequences
- The Library, Door 50
- The Electrical Room, Door 100
- The Shafts, variable
- The Nest, Door 150
- The Dam, Door 200
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Rush, when spawning, will take 11-15 seconds to rush through any Greenhouse room.
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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.
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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.
- Rush is one of the many entities capable of breaking lights. Rush will break the lights of the rooms as it rushes through them.
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 and shield you have.
Retro Mode modifications
- Rush spawns way more often and when it kills, a red screen will be shown for a few seconds before of it's normal jumpscare cutscene.
Ranked Mode modifications
- Rush moves faster and can start appearing earlier.
- Rush deals 100 damage instead of 125.
Strategy
- Rush and A-60 are the only canonical entities capable to deal the highest damage (125 damage) in normal situations out of any non-instakill entity.
- As of The Content Update, In the hote, Rush (and other natural node entities) can spawn as early as Door 3 and as late as Door 98.
- In the case of The mines, Rush (and other natural node entities) can spawn as early as Door 103 and as late as Door 197.
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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.
This risk also gets greater the further you progress, as Hide gets noticeably more aggressive as the
game progresses.
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A good strategy to avoid Hide is to go to the nearest 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, is risky if you are using Afterimage modifier.
- Doing this in multiplayer might be a little bit riskier, as other players might steal the closet you choose to hide in, especially in 5+ players 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, but you are required to have a fast connection and no lagging or else Rush will kill you while hiding or without even triggering the hiding animation.
- 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.
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A good strategy to avoid Hide is to go to the nearest 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.

Bugs
- Rush can leave a chandelier lit even after breaking it, although the glitched chandelier will not emit any light.
- If the player(s) opened 4 rooms past the room that triggered Rush's spawn, Rush would stop moving and would freeze completely for a few seconds when reaching the fourth door, and eventually despawn after these seconds (This was patched in The Mines update).
- 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.
- Rush might sometimes skip the rooms path and start clipping through walls. This especially happens when opening doors while it is active.

Trivia
- 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.
- Rush is one of the 3 hostile entities in The Hotel guaranteed to spawn in every run, the others being Seek and Figure.
- Before The Mines Update, if Dupe was present, Rush would not knock off the number plaques on any of Dupe's doors when it passed through a room.
- 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.
- 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.