Rooms & Doors Guide: Starting out
About
OverviewRooms & Doors (Hidden & Tactics) is a horror escape game by CJ4, designed to be more challenging than the original Rooms. You move through numbered rooms, avoid dangerous entities, and push toward the Final Room. This guide covers how to survive each threat, what to work toward, and how the game's badges point you to its biggest challenges.
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Player notes and tips
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Rooms & Doors (Hidden & Tactics)
Starting out
StepYour first playthrough is automatically set to Solo — that is by design. After you finish a run, the game drops you back at the main menu, where you can check updates and the roadmap before starting again.
- Launch the game Solo is already selected for you, so just start playing.
- Read the main menu updates and the roadmap live there.
- Expect difficulty the game is built to be harder than the original, so dying early is normal.
Entities and how to handle them
TipsA-10 sweeps up players who fall too far behind the group, so keep pace. A-60 announces itself with a burst of screen static and a falling-object sound, then rushes through rooms at speed — hiding under tables can still get you killed, so treat them as a last resort only. A-60's blue counterpart, A-60', arrives silently after any rusher attack and flickers your flashlight as its only warning. A-90 appears as a distorted face at the edge of your screen, then moves to the centre — freeze completely, including your mouse cursor, until it leaves. A-100 spawns after doors open and targets anyone who sprints or shines a flashlight near it; stop sprinting and switch your flashlight off to break its chase.
- Watch the edges of your screen for A-90 and listen for its quiet knock — then go completely still.
- When you hear static and something falling, a rusher is coming — tables are an unreliable hiding spot, treat them as a last resort.
- After a rusher hits, watch for your flashlight flickering; that is A-60' arriving in silence.
- Against A-100, turning off your flashlight and stopping your sprint is enough to end the chase.
- Past room A-100, A-60's visual cue becomes much stronger — use that extra warning time.
- Stay close to the group so A-10 does not catch you at the back.
Badges worth chasing
CheckThere are seven badges in total. Knowing what they ask for helps you play with purpose.
- 000 000 000 reach the Final Room.
- Marked evade 9 Incomprehensible Horrors.
- Charon's Fare unlock the Gummy Flashlight.
- R&D Band have 3 different items singing at the same time.
- tuumcenotaphium find your own name somewhere in the game world.
- Clock in the badge description reads 'I hope I'm not late'.
- Early Tester thanks for the help :)
Surviving the Marked badge
WarnThe Marked badge asks you to evade nine Incomprehensible Horrors across your run.
Glossary
Glossary- Incomprehensible Horrors
- The game's term for the dangerous entities players must evade, nine of which must be dodged to earn the Marked badge.
- Rusher
- An entity, specifically A-60 or A-60', that charges through rooms at high speed to kill players in its path.
- Gummy Flashlight
- An item tied to the Charon's Fare badge.
- A-60' (MultiMonster Prime)
- The blue, silent variant of A-60 that follows any rusher attack and gives only a flashlight flicker as warning.
- Final Room
- The end point of a full run; reaching it earns the 000 000 000 badge.
Common questions
FAQCan I play with friends from the start?
Your first playthrough is automatically set to Solo. After that run ends and you return to the main menu, you can choose how you want to play next.
Where do I find updates and new content?
Updates and the roadmap are inside the game menu.
How do I get the R&D Band badge?
You need three different items singing at the same time.
What should I do when A-90 appears?
Stop moving the moment you see it at the corner of your screen — that includes your mouse cursor. Any movement while it blocks your view will trigger it to deal heavy damage.
Game updates can change what is on this page. If you spot something, get in touch and let us know.

