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DON'T LET HIM IN Monsters: Verified Roster and How to Survive Each One

The verified DON'T LET HIM IN monster list — The Locust, The Boiled One, and Boy and the Bath — with the shared 6 a.m. siege plan, documented differences, and a guide link for each threat.

DON'T LET HIM IN confirms three monsters: The Locust, The Boiled One, and Boy and the Bath — all originally created by DoctorNowhere, per the official game page. Whichever one is stalking your house, the job is the same: he comes at night, every night, and you keep him out until 6:00 a.m. Only two documented things separate them so far — an in-game tip that the Locust avoids lit areas, and one creator's experience that The Boiled One is the softer fight. Boy and the Bath has no documented cue or counter of his own yet. Here is the roster, the siege plan that works against all of them, and where to go for each threat.

The verified monster roster

The game names your opponent before the night starts — a Boiled One run opens as "now it's against The Boiled One," and groups queueing up debate the pick — so you know who's coming before the first window rattles. From there, expect the same siege either way.

MonsterHow he's confirmedDocumented differencesFull guide
The LocustThe named opponent of the original house-siege footageIn-game tip: he doesn't breach lit areas; in one night he vanished the moment the power was restored; a creator who faced him calls his night near-impossible to surviveThe Locust
The Boiled OneA selectable opponent in the same keep-him-out modeRuns the identical siege, cuts the power, and finds hidden players; the creator who failed against the Locust survived him and called him the weakestThe Boiled One
Boy and the BathCredited on the official game page and named as a possible round pickNone documented yetBoy and the Bath

Treat that as the confirmed roster, not proof the game contains nothing else. One daytime run on Snowbound Lodge flashed an unexplained "Oh, new monster" notification that was never identified, so whether a further creature waits on the newer maps stays open.

The siege every monster runs

The game's own guidance sets the goal on your first night: "he comes at night. Every night he tries to get into the house, keep him out until 6:00 a.m." The monster can reach the doors, windows, and even the second floor, and confirmed nights show him opening doors and windows all over the house, trying the upstairs door, and once jumping straight through a window to get inside. When he commits to an entry, you get a short countdown — "you have like 3 seconds before he comes inside."

Three responses carry a night:

  1. Scare him off. When you hear him at the door or the window, the game says to "look right at him, shut it, and turn on a flood light" — the core of the floodlight defense.
  2. Hide in a closet without being seen. "Hide in a closet. Don't let him see you get in." Done right, it works even when he is already inside: one player stayed put through a search and lived — "he doesn't know I'm here... I made it." More routes in the hiding spots guide.
  3. Restore the power. He cuts it mid-siege ("He cut the power"). Players grab the power box and equip batteries ("Equip a battery to use it") until "power restored" appears — or, in one Boiled One night, wait for him to leave, fix the fuse, and head back inside. The power system guide covers the wiring.

Two things trip players up while they do this. The game warns "Watch your noise," and your flashlight battery meter sits above the hot bar, with batteries needing to be equipped before they work. And don't trust his footsteps as a location tracker: as one player put it, "the sound does not match up" — "this guy could be on a whole different side of the house, but it will sound like he's like literally right beside you." Treat sound as the cue to check the nearest door or window, not as proof of where he is.

Make it to 6:00 a.m. and the siege ends — you watch the monster run away, and survivors "return back to the lobby."

How to tell The Locust and The Boiled One apart

The shared loop is where the certainty ends. For The Locust, the game itself supplies one tip: "The locust doesn't breach lit areas." That makes light his named counter, but the game drops the line without explaining how it works, so treat it as a tip rather than a settled rule. One player fixing the generator also noticed a pattern: "when I get the power, he just disappeared." And when a later creator came back to face a different monster, he rated the original opponent brutally: "the Locust was impossible to survive, dude. It was literally impossible."

The Boiled One runs the same mode — "Same thing as the Locust" — and the creator who took him on played "the hard difficulty." He performs the full survive-until-6-a.m. siege, cuts the power, works doors on both floors, and pulls hidden players out ("He found me, man. He's right in front of me"). His only documented distinction is difficulty, and even that is one creator's impression: the player who had failed against the Locust expected a soft night — "The Boiled is weak, man. The Boiled is the weakest one there is" — survived, and still called the run "way too hard." Take that as one player's comparison across separate runs, not an official difficulty rating.

Boy and the Bath: confirmed, but not yet profiled

Boy and the Bath rounds out the credited trio. The official page lists him alongside the others, and a five-player group waiting to queue discussed taking him on — the pick came through as "Locus or the boy in the bath" in a rough transcription — with the players admitting they didn't know him. That is the whole documented file: no signal, attack habit, or counter of his own has been recorded. If he is your pick, don't count on Locust tricks or Boiled softness; plan for the shared siege above and lean on the three responses that carry every night. Anything more specific belongs on his profile page.

Jumpscare moments and encounter states

A night against any of them comes with a standard set of heart-stoppers:

  • "Breach active." A breach warning can flash mid-siege; what it actually changes and how to clear it isn't currently known, so treat it as a cue to batten down — doors shut, power healthy, closet in mind. The breach survival guide has its own page.
  • Vanishing acts. He can disappear mid-search: "This guy literally just vanished... this guy has like magic powers or something."
  • Sudden "found me" jumpscares. He turns up right in front of players ("He found me, man. He's right in front of me"), scratches at the house, and forces screaming close calls — one group counted "three stages of the monster trying to kill us" in a single night.

Maps, difficulty, and squad context

Confirmed sieges take place on the house, with Snowbound Lodge confirmed as a second map. Difficulties are labeled in the lobby: one creator played "the hard difficulty," and a five-player group checked theirs was easy and "not nightmare." Squads of five are confirmed in play.

Fallen teammates can come back: the shop lists a revive totem as "revive all fallen teammates. Buy the totem for 24," and players confirm the use case — "so I could revive somebody who dies." Movement has one known limit: "there's no way to run here, right? Unless you pay with Robux." What exactly that purchase changes isn't detailed, so don't build a night plan around outrunning him.

Which monster guide do you need?

Pick the profile that matches the threat outside your window:

For the night-to-night loop itself, the monster behavior guide and the walkthrough go deeper on the shared siege.