ROOM 13 Night 1–6 Full Walkthrough
Strategies for Quiet, Restless, Uneasy, Hunted, Relentless, and Last Shift.
Clearing all six nights in ROOM 13 [HORROR] by CCU Zone is a routing problem wrapped in a stealth problem. You answer call bells before they ring out, restore the generator when power fails, and stay off Her senses—light and running noise. Miss three bells on any night and that shift ends. Badge win rates show the climb: Night 1 Quiet near forty-seven percent, Night 2 Restless near twenty-six, Night 3 Uneasy near fifteen, Night 4 Hunted near ten, Night 5 Relentless near seven, and Last Shift near three percent. This walkthrough gives a night-by-night plan so each step raises pressure on purpose instead of by surprise.
Before you climb, skim Getting Started and Controls. Keep How to Answer Bells and How to Hide open for mechanic detail. Bring a group? Assign roles with the Co-op Guide.
Shared rules for every night
Watch for the red lamp over a room door when a bell rings. Open the map and take the shortest safe path. Clear clustered bells in the same hall before you leave the wing. When She appears, turn around, remap, and hide in a nearby room locker if she closes in—hold breath until she passes. Do not tunnel on one failed room while a second bell dies across the hospital. Generator duty belongs to whoever is closest or, in co-op, to the assigned watch.
Those rules do not change from Quiet to Last Shift. What changes is density, how often She forces remaps, and how little slack you have after a mistake.
Night 1 — Quiet
Quiet is the teaching night. Bell volume is learnable if you respect lamps and the map. Use this night to memorize two or three locker rooms on your favorite loop and to practice dark walking between interacts. Keep the flashlight off in open junctions. Sprint only for a bell that is about to expire.
Success on Quiet means finishing with strikes to spare and a mental map of which halls share rooms. Failure usually comes from ignoring the map or leaving the light on. Treat a Quiet clear as proof that your input habits work, then move on.
Night 2 — Restless
Restless raises the pace. Expect more overlapping bells and less time to admire empty corridors. Your Quiet routes still work, but you must cut hesitation: lamp → map → path → clear → next lamp. If two bells share a hall, sweep them as a pair. If the generator drops, restore it quickly so you are not answering later bells in the dark with a panicked beam.
She will interrupt more often than on Quiet. Practice the abort: cancel the long sprint, enter the nearest locker, hold breath, then remap. Players who refuse to abort burn Restless by chaining noise into a chase.
Night 3 — Uneasy
Uneasy punishes greedy loops. Long scenic routes that worked when bells were sparse now cost strikes. Shorten every path. Pre-plan which wing you cover first when two lamps blink far apart—choose the tighter timer if you can read urgency, otherwise choose the cluster that lets you clear two rooms in one pass.
Sound discipline matters more. Walk when you are unsure. Keep light pulses short at panels only. If you play co-op, Uneasy is where a dedicated map caller starts saving runs by announcing Her wing and the next priority door.
Night 4 — Hunted
Hunted is where badge rates fall near ten percent for a reason. She pressures open space harder. Assume that a lit sprint across a long hall is a death wish. Break line of sight early, use lockers as planned tools rather than last resorts, and accept that some bells require a hide-first delay before you finish the route.
Multi-bell halls become traps if the whole squad stacks on one door. Spread coverage, then collapse on the critical room. Solo players must sequence ruthlessly: never leave two critical lamps behind you while chasing a distant easy clear.
Night 5 — Relentless
Relentless removes comfort mistakes. Every leftover Quiet habit—wandering with the light on, sprinting to “save time,” ignoring generator until the wing goes black—gets punished. Keep the shared rules strict. Remap the instant a path is compromised. Hold breath in lockers without peeking early. Clear generator hits as priority interrupts so bell routing stays visible.
If you wipe here, review whether the cause was bells, power, or Her. Open the matching mechanic page, then retry. Relentless clears are usually clean fundamentals under faster timers, not secret skips.
Night 6 — Last Shift
Last Shift is the endgame badge night near three percent win rate. Play it like Relentless with zero ego. Solo runners need perfect map checks and pre-known locker rooms on every wing. Groups should lock roles before the night starts: one primary bell runner, one generator watch, one map caller, and a flexible fourth who covers overflow bells. Do not argue mid-hall.
Expect stacked lamps, forced hides, and at least one power crisis. Survive by aborting bad chases, protecting the three-strike budget, and treating every red lamp as a shared timer. When She appears, turn around and remap—do not invent a hero path through her line of sight.
Mid-run recovery template
Any night can be saved with the same template: stop sprinting, kill the flashlight if you are exposed, break into the nearest safe room, locker plus hold breath if she is close, open the map, pick the highest-urgency remaining bell that does not require crossing her current wing, clear it, then reassess. This template matters more than memorizing a single speed route, because She and generator events invalidate static paths.
After the clear
Once Last Shift falls, review which nights still feel unstable and drill them. Use How to Answer Bells for routing and generator timing, How to Hide for locker exits, and Co-op Guide if your group’s role confusion caused the wipe. The video embedded mid-article shows a full Night 1–6 perspective you can pause beside this text.
Climb one named night at a time. Quiet builds habits. Restless and Uneasy tighten routing. Hunted and Relentless enforce stealth. Last Shift demands both without spare strikes. Follow that ladder and the hospital becomes readable.
Frequently Asked Questions
Quick answers for night-shift survivors.
What are the six ROOM 13 night names?
Quiet, Restless, Uneasy, Hunted, Relentless, and Last Shift. Each night raises pressure through denser bells and harder hunts.
What should I do when She appears mid-route?
Turn around, remap, and hide in a nearby locker if she is close. Hold breath until she passes, then take a safer path.
Which night is best for learning routes?
Night 1 Quiet. Use it to learn lamps, map loops, and locker rooms before Restless increases overlap.
Why do so few players finish Last Shift?
Badge data sits near three percent. Stacked bells, generator failures, and Her pressure leave almost no room for loud mistakes.
Should co-op teams change strategy by night?
Keep the same roles, but tighten calls on Hunted through Last Shift. Assign generator watch early and trust the map caller.
Where do I learn locker and breath timing?
Read How to Hide for locker and hold-breath detail, then return here for when each night forces more hides.