- ambush and rush can be avoided with actual hiding, but did you know you can also avoid the two by hiding in the vents? or (more likely rush, but) the stair hallways at the side of some rooms? rush can also very rarely be avoided in the corners of some rooms, since its hitbox is a straight-ahead one. keep this in mind when your friends steal closets.
- there is a safe corner in the library figure encounter as well -- on the left-side of the door, that small nook. it only rarely lets me down.
- the figure also has a pre-set pattern it will follow when not able to sense any players. if you memorize it, you can use it to your advantage.
- if a player gets left behind during multiplayer, it is sometimes better to just wait for glitch to throw them up with the rest, espessially inside dark rooms.
- save your lighter/flashlight energy for truly dark rooms, rather than those weird half-way dark rooms.
- in room 100, after the initial figure cutscene, you can literally just run ahead and upstairs to avoid figure instead of having to deal with hiding. speedrun!
- rush and ambush will not spawn in any room with seek's eyes in them.
- it is easier during a halt encounter, when halt comes from the front, to just walk backwards while still facing forward. less time is taken with turning and it will also take less time to exit the room overall.
- there are some hidden codes for knobs in the lobby. LOOKBEHINDYOU gives ten knobs, while PSST and SCREECHSUCKS give 50.
- it is rarely possible to complete a run without an ambush encounter. is is also possible to complete a run without encountering either eyes, halt, jack, or timothy.
- the desks with the half-cylinder part on top will always contain an item in them.
- reminder that you can hide in the beds.
- light sources can be shared with other players.
- you can ring the bell on the desk in the reception room, but only a few times.
- the UGC items you can buy on the site from the doors devs will grant some knobs and a free revive if you buy them.