Opening rooms
Level objective: Learn the room language and confirm how Cobb reacts before the rules stack.
Active rules: Usually one active danger at a time, centered on movement and basic pursuit.
Safe route: Start by circling the outside edge, identify the exit, then touch the objective only after you know where you will retreat.
Common mistakes: Sprinting as soon as the level begins or backing into a corner while watching Cobb.
Recovery plan: Reset to the nearest open lane, widen the loop, and let Cobb follow the long side of the room.
Spoiler note
These rooms teach the most important late-game habit: the shortest path is often the trap.
Sight and sound rooms
Level objective: Complete the required interaction while avoiding line-of-sight and noise punishment.
Active rules: Cobb Can See and Cobb Can Hear are the key search terms players struggle with.
Safe route: Use corners as checkpoints. Move from cover to cover, pause before a long crossing, then complete the interaction in one clean pass.
Common mistakes: Crossing open space because Cobb looks far away, or moving constantly after Cobb has reacted.
Recovery plan: Break visual contact first. If sound pulls Cobb, stop making direct progress and re-establish distance.
Spoiler note
Once these two rules stack, survival depends more on timing than raw movement.
Smell and reach rooms
Level objective: Touch the room objective without letting Cobb's invisible range punish a close pass.
Active rules: Cobb Can Smell and Cobb Can Reach change what counts as safe distance.
Safe route: Choose the wide loop even if it is slower. Approach objectives from the side that leaves a long escape lane.
Common mistakes: Hiding one wall away, squeezing between Cobb and furniture, or assuming the sprite edge is the danger edge.
Recovery plan: If Cobb cuts you off, rotate around the room perimeter instead of reversing through the same tight path.
Spoiler note
These rooms are why many players describe hiding itself as a risk later in the game.
Duplicate pressure
Level objective: Finish the objective while more than one Cobb can affect route safety.
Active rules: Cobb Can Duplicate makes one-exit routing fail.
Safe route: Before touching anything, name two exits. Use the first route only if the second route stays open.
Common mistakes: Waiting in a corner, using a hallway with no branch, or committing to an objective when both threats are converging.
Recovery plan: Abandon the objective, pull the threats apart, then return from the wider side.
Spoiler note
The duplicate rule is memorable because it punishes confident routes, not just slow reactions.
Late-game stack
Level objective: Complete a multi-step room while old rules return or overlap.
Active rules: Move, see, hear, smell, reach, duplicate, and restored senses can all matter.
Safe route: Treat each pickup or switch as a new mini-level. Stop, re-read the current danger, then move to the next objective.
Common mistakes: Playing from memory, assuming the previous safe route still works, or trying to finish all steps in one rush.
Recovery plan: After any mistake, rebuild distance first. Objectives can wait; a closed route cannot.
Spoiler note
The final rooms are less about a secret trick and more about remembering every lesson at once.