DON'T LET HIM IN Items: Every Verified Item and What It Does
Every verified DON'T LET HIM IN item: flashlight and batteries, paper ball, revive totems, fuses and floodlights — what each does and which guide to open next.
DON'T LET HIM IN runs on a short list of support items, all shown in actual use in the game: the flashlight and its batteries, the throwable paper ball, revive totems (found in the world and offered as paid prompts), the house's fuses and power box, and the floodlights at the entries. Every night the entity tries to break in and you have to keep him out until 6:00 a.m. — these are the tools that keep that possible, and each has a detailed guide linked below.
The items at a glance
- Flashlight – your base light source; its battery meter sits above the hotbar.
- Batteries – physical pickups you equip to keep the flashlight working.
- Paper ball – a household item you can grab and throw at the monster.
- Revive totem – returns a dead teammate to the round; found in the world or bought through revive prompts.
- Fuses / power box – the repair point for the power the monster cuts; fuses are finite.
- Floodlights – fixed entry lights that are part of the game's taught scare-off routine.
Flashlight and batteries: your light budget
The flashlight is only half the pair — the battery is the part that keeps you alive. The game displays the flashlight battery above the hotbar, and a pickup spells out how it works: "Equip a battery to use it." Batteries are physical items lying around the house — one player makes a point of "stealing mom's batteries" — and a flashlight with no battery is dead weight, as one player realized mid-blackout: "I have a flashlight, but not A BATTERY."
Treat batteries as a stockpile resource. Groups grab as many as they can before the dark phases and save the charge for emergencies, because when the monster cuts the power the house goes completely dark — "you literally can't see nothing" — and in the recorded runs a player without batteries is simply dead: "If you don't have any batteries, you just die." Flashlight beams also double as a way for separated teammates to find each other in the dark. The flashlight guide and battery guide cover the mechanics in depth.
Paper ball: the improvised throwable
Paper balls sitting around the house can be grabbed and thrown at the monster's face, and players pick them up "just in case" — including one player who threw a paper ball from inside a hiding spot. The grab-and-throw is what the recorded runs establish; what the throw actually does to him isn't shown, so treat the paper ball as a free improv tool you can try, not a proven weapon. The hiding spots guide covers the staying-unseen side of that moment.
Revive totems: the free revive you have to find
A revive totem is a world item any living player can pick up and carry. Using it brings a dead teammate back into the round — "so I could revive somebody who dies," as one holder put it after grabbing one with nobody dead yet. You can hold it in advance and pick your moment rather than scrambling after a death.
Totems are single-use: once one is spent, the group has to hunt for the next. Spawn points seen across the recorded nights include the pantry area and outside the house, and one player reported "a revive totem... in the shed outside" that his teammate couldn't open — he gave up and concluded the shed was "just for decoration," so the shed stays a reported spawn, not a confirmed one. Revives matter most once he's breached the house and the team starts dropping; the breach survival guide covers that scenario.
Paid revival prompts: what the game sells
Revival is also a purchase. Mid-run the game can show the prompt "revive all fallen teammates. Buy the totem for 24", and other revive prompts are stated to cost Robux or money — a dead player asking "Can you revive me now?" is told it costs money he doesn't have, and another greets a prompt with "another revive? Oh, no, that costs Robux." Two things stay open before you spend: the prompt never says what currency the 24 is paid in, and it doesn't show whether "revive all fallen teammates" is a bulk version of the found totem or a separate product. The revive guide compares the options, and the revive totem guide covers the found item.
Fuses and the power box: the repair run
When the monster cuts the power, restoring it means going outside: a player runs to the power box and flips the fuses back on until "power restored." Two constraints turn that into a real decision. Fuses are finite — a night with several cuts can burn through them, leaving one player stuck with "my fuses are gone, man." And the box sits in the open, so the recorded groups wait until he leaves the house before making the run: "as long as he runs out the house, I can grab the power, go back inside, and try and survive." The power system guide walks through the full loop.
Floodlights: part of the taught scare-off
Floodlights are the house's fixed lights at its entries, and the game's own how-to-play gives them a specific job: "When you hear him at the door or the window, go scare him off. So, look right at him, shut it, and turn on a flood light." Read that as a sequence — the floodlight is one step of three, alongside looking right at him and shutting the door or window, not a repellent that works on its own. Survivors also flip them on during the final stretch before dawn ("turn on, turn on, turn on the floodlights") to play out the last minutes. The floodlights guide covers the entry lights, and the doors and windows guide covers the "shut it" step.
Which detailed guide do you need?
Match what you want to do to the right page:
- Keep your light alive: the flashlight guide and battery guide.
- Bring a teammate back: the revive totem guide for found totems, or the revive guide for the paid options.
- React to a power cut: the power system guide.
- Defend an entry he's attacking: the floodlights guide and doors and windows guide.
- See how a full night fits together: the walkthrough.
Related Guides
Flashlight Guide
Equip batteries, read the charge meter, swap mid-run, and stay dark so he can't spot you.
Battery Guide
What batteries power, how they differ from house power, and where to find them around the house.
Floodlights and Scare-Offs
How the look-shut-light scare-off works and what to do when the creature cuts the lights.
Revive Options Compared
The free totem versus the paid revive: what each covers and what happens if nobody revives you.