Guides

DON'T LET HIM IN Guides Hub

Task pages for one night: the full clock, entrances, the breaker, a breach, squad revives, Snowbound Lodge, and the three credited creatures.

DON'T LET HIM IN Guides Hub

Task pages for one night: the full clock, entrances, the breaker, a breach, squad revives, Snowbound Lodge, and the three credited creatures.

Read them in night order

Start with the full-night page if you already know the scare-off. Use the door page when an opening is the problem, the breaker page when the lights die, and the breach page only after Breach active. Snowbound Lodge is the same siege on a different building. Creature notes change the light rule, not the clock.

Which DON'T LET HIM IN guides are published?

Survive a Full Night Until 6 a.m.

Run one complete night on the default house: gear up, hold every entrance, restore the outside breaker, and hide or swap places if the creature gets in.

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Keep Doors and Windows Shut

Hold every entrance the creature can open, including the second floor, and run the look-shut-light scare-off before a breach starts.

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Restore the Breaker After a Power Cut

Wait until the creature leaves the house, flip the outside fuses until power is confirmed, then get back inside and close whatever opened in the dark.

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Survive After It Gets Inside

When Breach active plays, hide without being seen or leave while the creature is indoors, then restore power only after it is back outside.

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Squad Roles, Ghosts, and Revives

Split entrances before the night starts, and use a living player plus a world totem when someone goes down.

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Play Snowbound Lodge

On the snowy lodge, seal the front door and windows, fix power outside, and do not count on a closet until you have seen one.

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Locust, Boiled One, and Boy and the Bath

All three credited creatures run the same morning siege. Only The Locust has a documented light rule, and Boy and the Bath has no confirmed unique counter.

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Mistakes That End the Night

The failures recorded nights actually show: a dark entrance, a breaker sprint, a peek out the window, and advice imported from a different game.

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FAQ

DON'T LET HIM IN guide questions

What time do you have to reach to win?

The official description says to survive until morning. Recorded nights end at 6:00 a.m.: the sun comes up, the creature leaves, and the squad returns to the lobby. There is no item to turn in.

What do you do when the creature is at a door or window?

The in-game tutorial teaches one scare-off while house power is on: look right at it, shut that entrance, and turn on a floodlight. A dark entrance has lost that protection. The creature opens doors and windows itself, including upstairs, so walk the loop again after every scare-off.

Is this the burglar game where you protect a Dominus until 8 a.m.?

No. This experience is Roblox place 121165298854655 by dilly dally games. You keep floodlights powered, watch doors and windows, restore an outside breaker, and survive until morning against The Locust, Boiled One, or Boy and the Bath. A different Roblox game uses a similar title for a burglar and a Dominus. Flashing a flashlight at a window until 8 a.m. describes that other game.

Which creature is easiest?

There is no official ranking. One player called The Locust nearly impossible and called The Boiled One the weakest, then finished a hard Boiled One night and called it way too hard. Boy and the Bath is credited on the official page, but no recording confirms a unique look or counter. Use the same siege plan for every lobby pick.

Are there working codes?

No code string and no redeem button are confirmed for this place. Lists that promise batteries, floodlight upgrades, skins, or invulnerability are not backed by a developer announcement. Check the official experience page and the dilly dally games group before you type anything.

What happens if it gets inside?

The official line is that the house goes dark. Hide without letting it see you enter, turn the flashlight off, and stay quiet, or step outside until it leaves. Restore the breaker only after it is back outside. A caught player can become a ghost; a living teammate uses a world revive totem. Solo players have no self-revive.