>were their clues as to /where/ the door was?
Not particularly besides there being the statues, and the fact that there was some sense in how the layout of the tomb was structured, and due to how we play, I drew them a map as we played.
>did they /have/ to find the room to progress?
Definitely not. They were in there to rescue a prisoner held by the goblins and they did that fine.
There being one ransacked and desecrated sarcophagi room, and there also being a second hidden and untouched sarcophagi room was just to create a more interesting place, and a place to find more loot, and a roleplaying opportunity to decide whether they should tombraid the remains of a human knight.
>but you don't need to indicate it so...
I place lots of things which can reward players who are perceptive and pay attention, but they're hardly necessary or critical or anything of the sort.
I've talked to them about how I want them to do searching, I also want them to be engaged in interacting with the environment instead of just rolling dice.
I describe rooms in significant detail, (a good 4 sentences typically, including as many senses as possible), and answer any questions they have. I personally hate having misconceptions about a place as a player, and I try to avoid that as much as possible as a GM to ensure nobody loses suspension of disbelief.
>What were they frustrated about?
The statue. They never tried to rotate it until I fed them some more hints.
>who's looking, how they look
I gave the dwarf extra info about the stonework, and the thief extra info about what to expect in terms of traps and secret doors.
Nothing about the tomb was random rolled except some of the treasure items.
They never asked around the village about the local tomb, just about the local forest. They ran off almost immediately to track down the goblins and the girl.
Thanks for all the advice both of you. I'm still new to all this myself, but I'm trying to improve.