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DON'T LET HIM IN Hiding Spots: Confirmed Locations and Safe Hiding Rules

Confirmed DON'T LET HIM IN hiding spots, the tutorial rules for hiding safely during a breach, and the mistakes that get players found. Snowbound Lodge spots are unverified.

Hiding is the move that keeps you alive once he is already inside. The game states the sequence itself: "If it gets inside, the house goes dark" — and in that dark, the tutorial tells you to hide in a closet without being seen, keep your flashlight off, and watch your noise. The confirmed hiding spots are listed below, together with the look-alike spots that are not shelters at all and the rules that decide whether a hide survives.

One caution before the list: hiding is cover, not immunity. The same recorded group that called the pantry "the safest spot" later watched him walk into it and kill the player hiding there.

How hiding works

He comes at night. The tutorial card sets the goal for every round: "Every night he tries to get into the house, keep him out until 6:00 a.m." While he is still outside, hiding is not the answer — when you hear him at the door or a window, you "look right at him, shut it, and turn on a flood light." That phase is covered in DON'T LET HIM IN doors and windows.

Hiding takes over the moment he wins the contest and gets in, because "if it gets inside, the house goes dark." The tutorial's rules for that phase:

  • Hide in a closet. Don't let him see you get in.
  • Turn off your flashlight. He can see it.
  • Watch your noise.

A hide that follows them has a clear success state: he searches, does not find you, and the clock reaches 6:00 a.m. — "I have to survive until 6 a.m." Players have done exactly that. One player who reached a spot in time outlived their entire lobby after everyone else was caught, and another rode out the search from a basement room: "Nice, nice, nice, man. I survived."

Confirmed hiding spots

Four spots have been used as real hides in recorded play. Only the first two are pinned to a map by name; the last two appear in recordings that never say which map they are on.

  • Closets and lockers (House map) — the furniture the tutorial itself names ("Hide in a closet"). Players find and plan around them ("closets are over here"), and one group that went looking for a legitimate spot found their closet and agreed on the trigger: when the lights go out, they hide.
  • The pantry (House map) — real house furniture that a group deliberately used as a shared hideout ("You're getting the pantry with me"). It is also the place where a recorded hide ended in a kill: "It came into the pantry and ripped me in half again." Usable, not safe.
  • A basement room with a closable door — "I'm going to hide in the basement here. Oh, I hid. I hid, I hid" — and the player survived the search. The recording does not name the map.
  • A downstairs cabinet next to the power system — one group built its whole plan around it: "let's hide in the lower cabinet that has the power system, nobody hides upstairs." See the power system for why that room matters at night. This recording does not name the map either.
The creature's masked face peering out from between half-open closet shutters in a dark room.
He searches the dark up close — get into a hide without being seen, keep the flashlight off, and stay quiet until 6 a.m.

Snowbound Lodge hiding spots

The map selector shows two current maps: "So, we got Snowbound Lodge. Okay, we're back doing the house again." The confirmed named spots above are all on the House side — see the House map.

No hiding spot on Snowbound Lodge is confirmed yet. In the recorded rounds there, one player searched and came up empty ("There's no closet. I thought that was a closet, bro."), and a group that organized a hiding plan on Snowbound was caught anyway, concluding afterward that there had been no hiding spot to take that round.

That is a gap in what has been shown, not proof the map has none. Until a Snowbound spot is confirmed, scout for closets and lockers the moment a round starts, and do not build your night around hiding on that map until you have personally found one. The Snowbound Lodge guide covers the rest of the layout.

Noise and detection while hiding

Three things decide whether he finds you in a spot:

Your flashlight. "Turn off your flashlight. He can see it" is a tutorial rule, and recorded groups kill their lights as he closes in. The battery meter sits above the hot bar — see the flashlight for managing it.

Your noise. "Watch your noise" is the confirmed rule. How far it goes is disputed between players: after one player was hunted across several rooms, a teammate blamed him — "You've been too loud, dude" — and he insisted "I was being dead silent just then." Treat noise-draws-targeting as player folklore, and staying quiet as the game's actual instruction.

His search. He checks spots. Players in the pantry expected "he's going to come and scan me," and the kill inside the pantry shows a hide lasts exactly as long as it takes him to reach it. The game does not spell out his search pattern or a safe moment to leave a spot, so treat every hide as temporary and no spot as a guaranteed bunker.

Common hiding mistakes

  • Letting him watch you get in. "Don't let him see you get in" is the tutorial's own condition on the closet rule.
  • Hiding with the flashlight on. He can see it — switch it off before he is inside.
  • Waiting for the breach to find a spot. Rooms do not all have one: "Is there a locker here? There's no locker here... There's no other lockers or closets, whatever, bro." Players caught outside in the dark run out of options fast.
  • Treating the shed as shelter. It looks like a destination, but "I can't even open the shed... I guess the shed is just for decoration."
  • Racing a teammate for the last spot. Spots are scarce and hold one player: "how come you get a hiding spot?... Get out." Agree on who takes what before night falls.
  • Trusting a "safest spot" label. The pantry was called exactly that by the group he later killed inside it.

Hiding is the last layer of a night in DON'T LET HIM IN, not the whole plan. For the complete emergency sequence — scaring him off at the door or window, floodlights, power, and what to do the moment the house goes dark — see DON'T LET HIM IN breach survival.