Guides

Lori's Nightmare Hide and Juke the Nightmare

E for closets, Ctrl for vents, and movement that makes the killer miss.

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How to Hide and Juke

Most first-hour deaths in Lori’s Nightmare are not TV skill issues. They are panic sprints in a Hotel hallway after the screen goes grainy. This page is the movement and hide playbook for Children. Pair it with controls for the binds and how to play as Children for which kit you should even be holding.

The Nightmare is one player, not a horde. If you stop running in a straight line, look at the swing, and take a closet or a prone gap, you waste their cooldown. If you hold W into a dead end, you donate a heart timer to the killer and subtract about ten seconds from the team if nobody saves you.

The three hide tools you already have

Closets (E). The same interact that starts a CRT also stuffs you in a locker. Use it when the grainy overlay is already on you and you have no corner. Do not live in the closet. A patient Nightmare checks the same three lockers on Hotel. Leave after they commit to another wing, then walk back to a white TV.

Prone (Ctrl). Children fit vents and low gaps the killer pathing hates. Nobita’s Worm passive makes this faster; everyone else still has the button. Prone is for transitions, not for AFK under a bed while the last TV idles.

Camera and jump. Short-form guides keep repeating the same juke: watch the Nightmare’s attack, step behind them, and keep the camera rotating so you see the next swing. Jumping while you strafe makes the hitbox easier to miss than a flat W-key run. That is movement, not a shop kit. Free Lori can do it with Speedy as a two-second burst when you leave the locker.

The grainy overlay is your proximity alarm. It is not a jumpscare to ignore. Drop the TV the frame it starts. Three missed orb clicks already ping you; standing still in static is how combos die. The TV restore guide covers when to abandon a CRT. This page covers where your feet go after.

Anti-camp: do not give a free stand-over

Camping is penalized on the killer side. Community clips also show a bar when the Nightmare lingers on a downed Child: the bar fills, the prompt turns, and the downed player can get up and sprint if the killer refuses to leave. Treat that as a real anti-camp tool, not as a guaranteed second life. If your team sees the killer parked on a heart, someone should either save from a safe angle or keep restoring TVs so the camp costs the clock.

Do not ego-save into a Hotel corridor while the killer is still on the body. Gus doubles revive speed, but a dead Support is worse than a late revive. Ricci can pull a random downed teammate if you already bought that kit. Everyone else uses the heart prompt when the grainy overlay is gone.

If you are the Nightmare, read how to play as Nightmare instead of testing how long you can stand on a body. The penalty and the get-up bar both exist to stop that habit.

Kit tools that fake a hide

You do not need a 1,000,000$ Child to juke. Cheap information and decoys beat cosmetics.

  • Pincat (500$) clones a runner the other way. Pop it as you enter a closet so the killer chases the fake.
  • Peri (400$) and Dani (700$) go invisible for a burst. Use it to break line of sight, not to stand in the open.
  • Maggi (700$) drops a slow puddle. Place it on a doorway you just left.
  • Spy (50$) does not hide you. It tells you whether hiding is even the right call.
  • Luna (3000$) ghosts through doors for ten seconds. That is a map skip, not a locker.

Buy order still lives on the coin farm and the Children tier list. Hide first, shop second.

Map habits that keep you alive

Hotel is the common spawn. Learn one stair, one closet cluster, and one prone gap before you worry about School, Daycare, Hospital, or Orphanage. Orphanage has secret spots; they are for losing a chase, not for skipping TVs. The maps guide is the layout half of this page.

Never hide on the last TV. If the lobby needs one more CRT, someone has to click orbs. A full locker team loses to the eight-minute clock even if nobody dies. Pair hides with restores, then walk the escape when it opens.

Ghost form after a real death lasts about thirty seconds. Use it to call which closet the killer checked, then stop typing. The living team still has to finish TVs.

There are no live promo codes as of September 2026 that grant a hide kit. Movement is free. Closets are free. The codes hub will not save a panic sprint. Play two Hotel rounds where your only goal is “do not die in a straight hallway,” then go back to the Guides Hub and pick a role page.

FAQ

Frequently Asked Questions

Quick answers for Children, Nightmares, codes, and maps.

How do I hide in Lori's Nightmare?

Press E on closets and Ctrl to prone through tight gaps. Full binds are on the controls guide.

What does the grainy screen mean?

The Nightmare is close. Drop the TV and juke or hide. Do not finish a red CRT in static. See how to restore TVs.

Can I get up if the killer camps me?

Camping is penalized, and community clips show a get-up bar if they linger. Still call a save from a safe angle. Killer notes are on how to play as Nightmare.

Which Child is best for juking?

Free Lori teaches movement. Pincat's decoy and Peri's invis are the first paid hide tools. Compare kits on the Children roster.

Should the whole team hide?

No. Hides buy time for TVs. A locker lobby still loses the eight-minute clock. Split between restores and chases.