Ready or Not: How to Clear Rooms (Standard Operating Procedures)

The following is a document detailing the Standard Operating Procedures (S.O.P.) provided in Karmakut’s “How To Clear Rooms in Ready or Not” Youtube video. For full context, please see the video linked inside this document.


Full Video

General S.O.P.

  • Do not cross in front of a doorway threshold regardless of whether it’s open or closed.
  • The 2 Man in the stack controls and commands the stack.
  • The 1 Man begins working the door by peeking and checking for a wire trap. If there is no trap, they swing the door. Otherwise the 1 Man disarms the trap, then swings. If the door does not peek due to being locked, the 1 Man picks the lock (if single stacked, if split stacked the 2 Man disarms/unlocks).
  • If the door fails to open from the swing, there is a person behind the door. If this happens, the 1 Man kicks the door and bails for the 2 Man to flashbang the doorway.
  • If there is a time crunch, execute a dynamic entry into the doorway. If there is no time crunch, pie the door, center check, then decide on entry direction.
  • On entry, each person alternates direction.
  • In large open areas, execute a strongwall.
  • Prioritize open doorways first. If there are no open doorways, work the closest doorway first.
  • If the 1 Man needs to reload a partially empty magazine, they hold position and sector until they are replaced as the 1 Man.
  • If the stack is split on either side of the doorway:
    • The person on the handle side of the doorway is the 2 Man. The 1 Man is the first person in the other stack.
    • The 2 Man peeks the door/picks the lock.
    • The 1 Man checks for a trap and indicates as such to the 2 Man.
    • The 2 Man disarms trap/swings/kicks the door.
    • The 3 Man flashbangs if needed.
    • On entry the team will not zipper. The 1 Man enters first, then the rest of the team on that same stack side. Then the other stack side enters.

Non-Verbal S.O.P.

  • A flashlight flicker on a doorway or area signals for the team to approach the indicated doorway or area next. Anyone on the team is permitted to do this.
  • A flashlight strobe on a doorway or area indicates there is danger on that strobe.
  • When stacked, the 2 Man flickers the door to indicate it is ready to be worked by the 1 Man.
  • If the 1 Man holds their flashlight constant on the doorway/threshold, the 2 Man flashbangs through the threshold (or 3 Man, if the stack is split). The audio cue of the flashbang pin being pulled indicates to the 1 Man the door is ready to be swung.
  • On a split stack, the 1 Man nods up and down to indicate to the 2 Man that the door is clear of traps, or shakes their head left and right to indicate danger. Alternately they can strobe the trap.


  • Stack – A single file line of people next to a doorway or threshold in preparedness to breach it.
  • 1 Man, 2 Man, 3 Man, etc. – Refers to the position of each person in a stack. The 1 Man is closest to the doorway and is first to enter.
  • Peek – The action of opening a closed door only partially.
  • Swing – The action of opening a door fully.
  • Bail – Retreating to a safe position.
  • Dynamic Entry – Once a breach is initiated, entering a room as quickly as possible without stopping to assess the open threshold.
  • Pie – Refers to “Slicing The Pie”, a technique where a person evaluates an open threshold by starting on one side of it and slowly edging across, assessing inside the room gradually without entering it.
  • Center Check – Assessing the center of the room from outside a threshold, the angle perpendicular to the angle of the threshold.
  • Strongwall – An entry technique where the team stays on the wall that they breached from to avoid getting too separated from each other. The team does not advance far into the room.
  • Zipper – Refers to the entry technique commonly used by a split stack. The 1 Man enters first, then the 2 Man enters (the person that is first in the other stack), then the 3 Man enters (the person that was originally lined up behind the 1 Man in the first stack), and so on until both stacks have entered the room.
  • Flicker – A relatively short flashlight signal, usually only toggled on then off once.
  • Strobe – A rapid series of flashlight signals on and off.
  • Constant – A flashlight signal that is turned on and not turned off until the signal is received.

Thanks to tRose888 for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

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Post Author: Robins Chew

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