Infantrymen ready themselves to clear a room during a training scenario
// FIELD MANUAL · PATROLLING & TACTICS · 2026
TACTICS · BATTLE DRILLS · DOCTRINE

Enter & Clear a Room

ROOM-CLEARING TRAINING · CO A, 2-35 INF, 3BCT, 25TH INFANTRY DIVISION · FORT POLK, LA · FEB 5, 2018 · U.S. ARMY PHOTO / SGT. ARMANDO LIMON

WRITTEN BY A RANGER GRADUATE · REAL EXPERIENCE · ZERO SPONSORED OPINIONS

Clearing a room is four men, one doorway, and a flow so rehearsed it happens in two seconds. This is Enter and Clear a Room, step by step: get out of the fatal funnel, take the four points of domination, and own every sector with precision fire, with an animated top-down walkthrough of the whole drill.

BD 6 SQUAD DRILL ANIMATED WALKTHROUGH ATP 3-21.8 SOURCED ZERO SPONSORED OPINIONS
// BATTLE DRILL 6 · SQUAD
UPDATED SEP 29, 2026

Enter & Clear a Room

The doorway is the most dangerous ground in the building, so nobody stops in it. A four-man team flows through to four points of domination, each man clearing his sector on the move. Here is the room-clearing drill, step by step, the way it runs on the ground.

// STEP-BY-STEP AUTOMATION

Interactive Walkthrough

Hit play and watch the drill unfold from above, or step through it at your own pace. Gold is A Team, blue is B Team, white is the squad leader, red is the enemy. Every movement on the map matches the written steps below.

// BD 6 · ENTER AND CLEAR A ROOM · SQUAD (9 PAX) TOP-DOWN · 1 PX = 0.1 M · CONTOURS EVERY ~5 M
WOODS STREET LANE EN B TEAM: TWO ON EACH CORNER,SECURITY OUTWARD. THEY HOLD. (UNCLEARED) FATAL FUNNEL BLIND SPOT // THE SITUATIONFOOTHOLD SEIZED: THE CORRIDOR ANDTHE ENTRY DOOR ARE OURSA TEAM: CLEARING TEAM, ON THE WALLB TEAM: SECURITY, TWO PER CORNERSL: BEHIND THE STACK, OFF THE DOOR OFF THE DOOR // ENTRY ORDER#1 RIFLEMAN: FIRST THROUGH THE DOOR#2 TL: RIGHT BEHIND HIM, CONTROLS#3 GRENADIER#4 AR (SAW): LAST MAN IN, NEVER FIRSTEACH MAN TOUCHES THE MAN AHEAD FRAG FIRST ONLY IF THE ROEAND THE WALLS ALLOW IT SL SIGNAL: "CLEAR IT" #1 PIES FROM THE DOOREDGE, A SLICE AT A TIME.MIDDLE THREATS DIE FROMOUTSIDE THE ROOM// PIE THE ROOMMUZZLE ON THE DOOR EDGE, PIVOT AFEW DEGREES AT A TIMESEE A SLICE, CLEAR A SLICEKILL WHAT SHOWS, FROM OUTSIDETHE NEAR CORNER STAYS BLIND #1 (RM) HOOKS INTO THEBLIND CORNER. KILL ONENTRY, THEN UP THE SIDE WALL#2 (TL) GOES THE OTHERWAY, ALONG THE ENTRY WALL#3 GR, #4 AR TIGHT BEHIND,A METER OFF THE DOOR: THE L// ENTER: HOOK, THEN THE L#1 TURNS HARD INTO THE NEAR CORNERTHE PIE COULD NOT SEESEE, SHOOT, DEAD: INSIDE ONE STEPTHEN THE SIDE WALL, FACING IN#2 TL OPPOSITE, ALONG THE ENTRY WALL#3 AND #4 FLOW IN ON THEIR HEELS,A METER OFF THE DOOR. NOBODY STOPSIN THE DOOR THE L: #3 AND #4 A METEROFF THE DOOR ON THE ENTRYWALL, #1 ON THE SIDE WALL.EVERY MUZZLE IN, NONE ONA BUDDY // DOMINATE: GUNS SILENTTHE KILLING WAS DONE ON THE PIEAND ON ENTRY, NOT FROM THE CORNERSOWN YOUR SECTOR, SHOOT YOUR SECTORPID EVERYTHING: NONCOMBATANTSLOOK LIKE ENEMY FOR HALF A SECONDTHE L, NOT THE U: NOBODY ISDOWNRANGE OF A BUDDY, NOBODY DEEP "CLEAR!"ENTRY MARKED PER SOP// CLEAR · MARK · REPORTTL TO THE SL: "ROOM CLEAR"MARK THE ENTRY PER SOP (CHEMLIGHT, TAPE, SPRAY) SO NOBODYRE-CLEARS IT OR WALKS IN WRONGSL REPORTS TO THE PL, ASKS FORWHAT HE NEEDS. HOLD THE L. RESTACK ON THE NEXT DOOR.SAME ORDER, SAME DRILL.SL IN AFTER "CLEAR": ENTRYWALL, OFF BOTH DOORS// NEXT DOORONE ROOM IS NEVER THE MISSIONTHE TEAM FLOWS TO THE NEXT DOOR ANDSTACKS ON THE WALL BESIDE ITSAME ORDER: #1 RM, #2 TL, #3 GR, #4 ARB TEAM STAYS ON THE CORNERS:THE ROUTE BEHIND US STAYS COVERED #1 PIES THE NEXT ROOM FROMTHE DOOR EDGE. EMPTY: NOSHOTS. THEN THE STACK FLOWSIN, SAME HOOK, SAME L// ROOM TWO: PIE AND ENTERSAME DRILL, NEW DOOR: #1 RM PIESFROM THE DOOR EDGE, SLICE BY SLICENOTHING SHOWS: NO SHOTS FIREDTHEN THE STACK FLOWS IN: #1 HOOKSTHE NEAR CORNER, #2 THE FAR CORNER,#3 AND #4 THE ENTRY WALLNOBODY STOPS IN THE DOOR THE FAR SIDE OF THIS DOOR ISTWO METERS: #2 TAKES THECORNER, #3 AND #4 SIT A METERAPART ON THE NEAR SIDE. SAME L// ROOM TWO: DOMINATE · CLEARPOINTS OF DOMINATION, SECTORS IN,GUNS SILENT: THE ROOM IS EMPTYTL: "CLEAR" TO THE SL. MARK THEENTRY. SL REPORTS: TWO ROOMS CLEARHOLD THE L UNTIL THE SL SAYSWHAT COMES NEXT "CLEAR!" BOTH ROOMS CLEAR: A RM + A GR SEARCH THE DEAD AS A PAIR,ONE BODY AFTER ANOTHER. TL AND AR HOLD THE ROOMS// SPECIAL TEAMSBOTH ROOMS CLEAR: NOW THE SPECIALTEAMS, PULLED FROM A TEAM INSIDEEPW/CLEARANCE: A RM + A GR, AS APAIR, ONE DEAD MAN AFTER ANOTHER:SEARCH, COUNT EKIA + WEAPONS, 5 S'STL + AR HOLD THE CLEARED ROOMSB HOLDS THE CORNERS. TIME HACK B AR: SECURITY ON THEENTRYWAY, FACING OUT // EVERYONE INBOTH ROOMS CLEAR: B TEAM COMES OFFTHE CORNERS AND IN THE FOOTHOLDB AR: SECURITY AT THE ENTRYWAY,JUST INSIDE, FACING OUTTHE REST FORM UP INSIDE WITH A TEAMNOBODY LINGERS IN THE COURTYARD 360 IN THE CLEARED ROOM:EVERY MAN A SECTOR, SL INTHE MIDDLE. B AR ON THE ENTRYCONSOLIDATE IN THE BUILDING, NOT THE COURTYARD // CONSOLIDATESECURITY FIRST: B AR ON THE ENTRY,EVERY OTHER MAN A SECTOR, SL CENTERHEADCOUNT: ALL 9, BY TEAM LEADERACE: AMMO, CASUALTIES, EQUIPMENTCROSS-LEVEL MAGS: B GIVES TO A,THE CLEARING TEAM SHOT THE MOSTWATER, SENSITIVE ITEMS, SITREP // SITREP TO THE PLBUILDING CLEAR, 3 EKIA, ENTRYMARKED, NO FRIENDLY CASUALTIESAMMO STATUS, THEN: NEXT BUILDINGOR HOLD, ON THE PL'S CALL TL AR GR RM SL TL AR GR RM N 50 M A TEAM B TEAM SQUAD LEADER ENEMY TARGET ROOM NEXT ROOM FOOTHOLD ENTRY GATE RUBBLE BURNED TRUCK LOW WALL
// PHASE 0 OF 11

// LEADER FOCUS

// KEEP THESE TACTICS IN YOUR POCKET

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// MORE TACTICS IN DEVELOPMENT

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// THE STANDARD

Task · Conditions · Standards

// TASK

Enter and clear a room: a four-man team enters from a secured foothold, flows to four points of domination, and clears the room by killing or capturing the enemy with precision fire while minimizing friendly and noncombatant casualties and collateral damage.

// CONDITIONS

The unit is clearing a structure as part of a larger operation. Enemy personnel are believed to be in the room and noncombatants may be present and intermixed. Support and security are positioned at the foothold and outside the building.

// STANDARDS

The team clears and secures the room by killing or capturing the enemy while minimizing friendly casualties, noncombatant casualties, and collateral damage, complies with the ROE, maintains a force able to repel a counterattack, and continues operations.

// THE SEQUENCE

The Full Sequence

// REHEARSE IT FIRST

Squads that walk this drill on a terrain model before stepping off run it clean the first time live — build the objective, talk every phase.

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// TALK THE DRILL

Comms & Reports

Before the Door — Setup

The leader sets the conditions before anyone touches the handle.

  • Foothold secured · corridor and far doors covered
  • Security team on the building corners, two per corner, facing out — they hold there for the whole clear
  • Clearing team stacked in entry order (#1 RM, #2 TL, #3 GR, #4 AR — the SAW goes last, never first)
  • Leader behind the stack, on the wall, never in the doorway · his signal initiates the clear

The Entry Flow

Said in training until it needs no words in the room:

  • #1 (RM) — button-hook into the near corner the pie could not see, kill on entry, dominate along that side wall
  • #2 (TL) — opposite direction along the entry wall, opposite corner
  • #3 (GR) — opposite of #2, 1 m off the door
  • #4 (AR) — opposite of #3, 1 m off the door; the SAW is the last man through, never the first

The result is an L, not a U: complementary sectors, and no soldier facing another across the room. #1 and #2 go deeper only if necessary or on order.

“SHORT ROOM”

Called when the room is a closet, bathroom, or too small for four:

  • First or second man announces “SHORT ROOM”
  • Team leader tells #3 and #4 to hold or enter
  • Prevents bunching four men into a one-man space

Grenades & ROE

A hard call governed by the rules of engagement and the structure:

  • Cook off (2 sec max), announce “FRAG OUT”
  • Frag / concussion / stun per ROE
  • Thin walls & floors throw fragments — mind your own team and noncombatants

Discrimination

The defining skill of the drill — not volume of fire:

  • Precision aimed fire, each man in his sector
  • Positively identify noncombatants
  • Minimize collateral damage · comply with ROE

CLEAR & Report

Closing out the room so the building stays organized:

  • “CLEAR!” to the unit leader
  • Mark the entry point per SOP
  • Report the room clear · request sustainment
// WRITE IT DOWN

SALUTE, ACE, and every report above gets written, not memorized — in the all-weather leader book that’s standard issue for a reason.

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// LEARN IT HERE, NOT AT JRTC

Where Squads Fail This Drill

Stopping in the Doorway

The doorway is the fatal funnel — the one spot the enemy has pre-aimed. A soldier who hesitates in the door dies in it and blocks the men behind him. Clear the door fast and get to a corner.

Failing to Reach a Point of Domination

Soldiers who stop short and bunch in the center of the room have no cover, no clean sector, and cross each other’s fire. The whole drill is built on getting all the way to your point of domination and facing in.

Going Deep and Forming a U

Sending men to the far corners puts soldiers on opposite walls facing each other. Every shot toward the enemy is also toward a buddy, and fields of fire get cut off. Hold the L along the entry wall and one side wall; move deeper only on order, under overwatch.

Crossing Sectors / Flagging the Team

Reaching across the room to take a target that belongs to another corner muzzles your own buddies and leaves your sector uncovered. Own your sector, shoot your sector.

Spraying Instead of Discriminating

A burst into a room full of unknowns kills noncombatants and violates the ROE. Every shot is aimed and identified — the half-second of discrimination is the skill that separates a clear from a war-crime.

Grenades Through Thin Walls

A frag in a plywood-and-drywall room sends fragments back through walls and floors into your own stack and into noncombatants. The grenade is an ROE-and-structure decision, not a reflex.

Not Marking or Reporting

An unmarked, unreported room gets re-cleared by the next team or bypassed by mistake. Mark per SOP and report clear so the building stays organized and the higher map stays honest.

// SOURCES

References

ATP 3-21.8 — Infantry Rifle Platoon and Squad, Jan 2024 (Appendix E, Battle Drill 6: Enter and Clear a Room · 07-SQD-D9509) · TC 3-21.76 — Ranger Handbook · ATP 3-06 / TC 3-21.8 — Urban Operations & Collective Tasks · Personal experience: shoot-house and urban live-fire, JRTC rotations
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