DON'T LET HIM IN The House Map: Entrances, Power Route & Hiding Spots
The House map guide for DON'T LET HIM IN: entrances to guard, the outside power-box route and its fuse limit, defense positions, and the hiding spots that hold — plus the pantry trap.
The House is one of DON'T LET HIM IN's selectable maps — the lobby pairs it with Snowbound Lodge — and the goal is blunt: he comes for the house every night, and you win by keeping him out until 6:00 a.m. What wins runs here isn't a memorized floor plan. It's knowing the openings he attacks, where the power box waits outside, which hiding spots hold, and what to do in the seconds after he gets in. This guide covers each of those in the order a night throws them at you.
How The House is laid out
The House plays across two storeys, downstairs and upstairs, joined by stairs — and players use those stairs all night to track him: "Ooh, he's upstairs… let me go back upstairs, bro." He isn't a ground-level threat only, either: he works "the doors, windows, and even the second floor," and one group looked up to find him "on the roof."
The areas that recorded runs name are:
- Hallway — the one "with the guy in the bathtub"
- Laundry
- Pantry
- Study room
- Upstairs main bedroom — heard being opened by the monster himself
- Closets and cabinets scattered through the house
What the runs never show is how those rooms connect, which floor each sits on, or where each entrance leads in — so learn the arrangement the direct way. Spend your first moments in a run walking the house and fixing the entrances, the stairs and one closet in your head. That is literally what one recorded player did first: "Let's do a little bit of exploring."
The openings that matter: doors, windows and exits
Recorded runs show six kinds of openings in play, each with its own job:
| Opening | Role in a run |
|---|---|
| Front door | The main entrance, defended by name — "Get out my front door, bro." |
| Side door | A working in-run exit and entrance: "Yo can you open the side door?" — "Oh it's over here." |
| Sliding door | Called the "glass door" by some groups; requested as an exit and assigned its own guard in team play. |
| Windows, downstairs and upstairs | Found standing open, closed on sight, and forced by the monster — in one run the Locust "literally jumped through a window." |
| Top window | The emergency descent: "You open the top window. Go down." |
| Lower exit door | A dedicated downstairs exit, distinct from the entrance doors: "No, that's the exit down there." |
Two habits follow from that table. First, he operates openings himself — runs record him "opening another window," opening doors, and "opening upstairs main bedroom" — so a door you shut is only as safe as your last check. Second, where each opening sits on the house is something you learn in person: find all of them during that first walk-around, especially the side door and the downstairs exit, because the players who know those doors move freely while everyone else panics.
The door-and-window mechanics behind this are shared across maps — see doors and windows.
Outside: the power box, the shed and batteries
The power system is outside the house — one group spells it out flatly, "yung power system nasaan nasa labas" (the power system is outside) — and every group rediscovers it the hard way when the lights die: "Oh, great. We have to go outside now."
Three outside fixtures matter:
- The power/fuse box — the repair target whenever he cuts the power. Full route below.
- The shed — an open question. One player was confident a revive totem was inside ("I think there's one in the shed outside"), while a teammate in the same run couldn't open it at all and concluded, "Jackson, I can't even open the shed… I guess the shed is just for decoration." Both happened, so don't plan around the shed in either direction. What totems do when you do find one is covered in the revive totem guide.
- Battery pickups — batteries sit around the property, including just outside a window: "Ooh, this is outside. Okay, let me grab this battery real quick. Equip a battery to use it." Your flashlight meter (above the hot bar) drains through every dark outdoor trip, so grab what you see — more in the battery and flashlight guides.
The power-recovery route, step by step
When he cuts the power, work the sequence one recorded solo player ran to success:
- Check where he is. If he has slipped back inside the house, wait him out: "He has to get out of the house so I can do this… He's in there. I have to wait. He doesn't know I'm out here."
- Leave through a door — "Ah, I have to go out through the door here, man."
- Repair at the outside box. One run plays this as a short minigame ("Oh, there's a mini game." — "I did it. I did it."); another player describes the same job as going "outside to flip the fuses back on."
- Mind the fuse supply. Fuses are a consumable, and that run ran dry mid-repair: "I have no more fuses."
- Confirm success by the lights: "Okay, power restored. Perfect." / "Almost the power's back."
- Head straight back inside: "Once he leaves, I'll fix the fuse and then I'll head back into the house."
One player in one run also noticed that "when I get the power, he just disappeared" — a welcome bonus when it happens, but treat restoring power as your job, not as a banishment button. The system's rules apply on every map, so the power system guide goes deeper.
Defending the entrances
The tutorial teaches one loop, and it works at any opening: "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." Face him, shut the opening, light it up.
Then keep the house tight for the rest of the night:
- Close anything you find open, even if it means running upstairs: "Maybe we should close the window… go upstairs. Go upstairs. We can close the windows."
- Use light as a barrier: one group spotted an in-game hint that "the locust doesn't breach lit areas," and late in runs players "turn on the floodlights" as dawn approaches.
- Stay quiet. The tutorial's "Watch your noise" gets concrete fast — one hunted player asked "Why is he tunneling me?" and got the answer "You've been too loud, dude."
In a group, split the house by floor and by opening. A recorded team posted two guards upstairs and three downstairs, one player per opening: "dito ako sa glass door… diyan ka sa window" (I'm at the glass door, you're at the window). If a breach happens anyway, breach survival covers the inside game, and monster behavior plus the floodlight mechanics apply map to map.
Where to hide — and where not to
When he gets in despite the doors, hiding is the fallback — with the right spot and the right timing:
- Closets. The tutorial's own advice: "Hide in a closet. Don't let him see you get in." Both halves matter — the closet and the unseen entry. Closets can take finding, too: one group searched a while, saw none, then someone finally called "Ay ito closet nakita" (oh, found the closet).
- The downstairs cabinet by the power system. One team hid its entire squad there on purpose — and deliberately left nobody upstairs.
- A basement, probably. A solo player survived an encounter by hiding "in the basement," but that run never shows which map it's on — so treat a basement in The House as unconfirmed until you've seen one yourself.
- The pantry — no. One group picked it believing "this is the safest spot," and the same night ended with "It came into the pantry and ripped me in half again." Treat the pantry as a room you pass through, not a shelter.
Timing comes from a group that ran it as a rule: "kapag nawala yung ilaw o magtago na" (when the lights go out, hide). A power cut is your cue to move to a closet or cabinet. Container-by-container detail lives in the hiding spots guide.
Getting around when he's inside
A breach isn't instantly fatal — the house gives you four recorded moves:
- Use the stairs. Follow him between floors — "Oh, he went up, he went up, man." Knowing his floor is knowing where not to be.
- Take the top window. The recorded upstairs escape is literal: "You open the top window. Go down."
- Aim for the downstairs exit. When a group needed out, the answer came fast: "Is that the exit down there…? No, that's the exit down there."
- If he's in, get out. One player repeated it like a mantra and lived by it: "If he enters, I leave… Oh, it worked, it worked, it worked."
Quietly, always — noise discipline applies to movement as much as to standoffs.
Survive to 6:00 a.m. and the night ends itself: winning groups get to watch "the monster run away." For the full run structure, see the walkthrough, and for the thing itself, the monsters guide. If you queue into the game's other map instead, Snowbound Lodge is covered on its own terms.
Related Guides
Full Night Walkthrough
A step-by-step route through one full night, from the opening alert to the 6 a.m. win.
Doors and Windows Defense
Which entrances the creature uses, the warning cues to watch, and the actions that keep him out.
Power System and Breaker
Why the power fails, what goes dark, and the safe outside-breaker steps that restore it.
Hiding Spots
Confirmed hiding spots, the tutorial's safe-hiding rules, and the mistakes that get players found.