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DON'T LET HIM IN Walkthrough — Survive a Full Night From the Opening Alert to 6 A.M.

A full DON'T LET HIM IN walkthrough for one complete night: battery gear-up, door and window watch, floodlight scare-offs, breaker restores, breach survival, and the automatic 6 a.m. win.

A run of DON'T LET HIM IN is one full night, and the whole game is the official summary: hide, stay quiet, survive until morning. The monster circles the house, studies your mistakes, and searches for a way in — you win the moment the clock reaches 6:00 a.m. with him still outside. The loop that gets you there never changes: watch every door and window, scare him off when he shows, restore the breaker when he cuts the power, and hide or step outside if he gets in. Your first priorities in the opening minute are simple: find a flashlight, grab every battery you see, and learn where your entrances are.

This full walkthrough follows one complete night in the order you'll actually play it — the emergency-alert start, the gear-up, the entrance watch, the scare-off, power recovery, breach response, picking up fallen teammates, and the automatic sunrise win — as played in full-night runs on the base house map.

How a run works: objective and win condition

Every run opens indoors with an emergency-alert broadcast: an unidentified entity is believed to be at large, residents are urged to remain indoors until sunrise, and you are told not to investigate unusual sounds outside your home. That instruction is your job description for the night — stay in, keep him out.

The finish is automatic. There is no turn-in NPC, no hand-in, and no reward to claim anywhere in the house. When the in-game clock hits 6:00 a.m., the sun comes up, the monster gives up and runs away, the run is called as a win ("Did we really need that guy? We won."), and you're returned to the lobby. Surviving to the clock is the completion, so every decision should be measured against one question: does this keep me alive and the entrances shut until 6?

Before the night starts, the lobby lets your group set up the run. Players choose between creatures — the Locust or The Boiled One — and between difficulties that range from easy up to nightmare in squad runs. How brutal each creature is gets judged very differently by different players: one called the Locust "impossible to survive," predicted The Boiled One was "the weakest one there is," and then finished that same hard-mode run calling it "way too hard." Treat creature tier-talk as opinion, not a stat, and expect the night to play out with the same loop regardless of which monster is circling the house.

Opening setup: batteries before anything else

Spend your first quiet minutes preparing, because the pressure starts fast:

  1. Find a flashlight. It becomes your only vision the moment he cuts the power.
  2. Sweep for batteries. They're scattered through the house on floors and shelves — players loot them as they go ("I'm stealing mom's batteries").
  3. Equip a battery to use it. The game prompts this directly, and your flashlight battery meter sits above the hotbar.
  4. Conserve from minute one. Players deliberately ration the light ("I got to save my battery just in case") and treat a blackout with no batteries as a death sentence — one put it plainly: "If you don't have any batteries, you just die."

An early tip also reads "Watch your noise," and that's not decoration — he reacts to sound. If you're playing with a group, split the floors: one squad on camera assigned separate guards upstairs and downstairs so no entrance goes unwatched.

The main loop: entrances, light, and the scare-off

He can reach the doors, the windows, and even the second floor, and players watch him climb walls and the roof to get there. Worse, he opens entrances himself — mid-run you'll hear "He's opening upstairs main bedroom" or "He's opening another window," so an entrance you shut ten minutes ago is not guaranteed to still be shut. Your routine is a constant circuit: listen for footsteps and scratching, find what's open, shut it, and recheck the rest. The doors and windows guide breaks down the per-entrance details if one keeps tripping you up.

When you hear him at a door or window, the game's own tutorial gives you the exact scare-off, and it works in this order:

  1. Go to that entrance.
  2. Look right at him.
  3. Shut the door or window.
  4. Turn on a floodlight.

The official rule underneath it: "Keep the floodlights powered. Watch the doors and windows. Restore the breaker when the power fails. Light keeps it away, but one vulnerable entrance is all it needs." A player running against the Locust confirmed it in practice, watching him refuse a lit approach: "The locust doesn't breach lit areas." The floodlights page covers the lighting system in depth.

One more habit from the runs: after any trip outside — a power run, an escape — get back inside and shut the door immediately. The players who hesitated with the door open ("Get inside. Get inside. Get inside. Shut the door.") were the ones who survived the close call.

Handling a power failure

Sooner or later the lights die — "He cut the power" is the tell. This is the most dangerous errand of the night because it forces you outside with him:

  1. Recognize the cue. The house goes dark mid-night. Don't wander — that's the moment to move with purpose.
  2. Get to the breaker. The power box sits outside the house. Take your flashlight, watch your sprint, and assume he's nearby.
  3. Flip the fuses in order. Restoration is a fuse mini-game; one player talked through it as "grab this one. Uh, two and then three. Okay, we got the power restored."
  4. Wait him out if he's camping the box. A patient player put it perfectly: "Once he leaves, I'll fix the fuse and then I'll head back into the house." Chasing the box while he's on it gets you caught.
  5. Remember fuses are finite. "I have no more fuses" is a real game-over threat — but not an instant one. A player who burned through his supply survived by simply staying out of the house until morning; a player who couldn't reach the box in time did not.

Once power is back, get inside and shut the door behind you, then sweep the entrances — dark minutes are when windows mysteriously end up open. The power system guide goes deeper on the breaker and fuse mechanics.

Responding to a breach

"Breach active" — or the house going dark with him inside — means he got in. It feels run-ending. It isn't. Two recoveries are proven in full runs:

  • Hide. Get into a closet or the pantry, and do it cleanly: "Hide in a closet. Don't let him see you get in." Once inside, go completely silent — noise is how hiding players get found ("You've been too loud, dude"). One group rode out an entire breach in the pantry: "Let's just stay in here. >> Be quiet, YEAH."
  • Swap outside. If he's in, the outside is temporarily safe. A solo survivor's rule: "If he enters, I leave... He enters, I leave. That's it. Oh, it worked, it worked." A four-player squad ran the identical play — when he's inside, you go out — then re-entered after he left.

Pick whichever exit or closet is closest and unobserved; both paths end with you back in the game and the night still winnable. The breach survival guide and the hiding spots list cover the details.

When a teammate goes down

A caught player is killed on the spot, but the run continues for everyone else. The dead become ghosts who can move around and scout — one immediately started hunting for a revival: "I can be a ghost. Wait, I can try to look for one for you guys."

The comeback tool is the revive totem, used by a living teammate: free totems spawn around the map, and one squad found one inside the house mid-run ("There's one right here. Look, there's a totem right here") before bringing their friend back. There's also an in-game purchase prompt — "revive all fallen teammates. Buy the totem for 24" — which players read as a Robux price. The revive guide walks through the totem system, and the revive totem page covers the item itself.

Two cautions from the runs themselves: one ghost reported a totem "in the shed outside," but that group couldn't open the shed and gave up on it, so don't build your comeback plan around the shed. And every revival shown requires a living teammate holding or fetching the totem — if you're the last one alive and you get caught, the runs show no way back from that (one fallen player wasn't even sure sunrise would revive them: "When then does it revive me? >> It has to be."). In solo play especially, avoidance is your only recovery.

The final stretch to 6 a.m.

The in-game clock is your scoreboard, and it moves in real checkpoints through the night — players call out "2 AM," "He was here at 4:52," and then the relief of "It's five already. One hour left. Just one little hour." From five onward, nothing new happens; the same loop just has to hold:

  • Keep the circuit: entrances → scare-offs → breaker after every cut.
  • Hoard what's left of your battery and your silence — late-night mistakes are the ones you can't replace.
  • If he's inside near morning, hide or swap exactly as before; one survivor spent the last stretch locked in a waiting game outside until the monster finally left the house.

At 6:00 a.m. it ends on its own: the sky lightens ("It's getting light out. 8 minutes left, man"), the sun rises, he bolts, and the lobby welcomes you back. No interaction is needed — reaching the clock is the win.

Quick recovery reference

Every derailment in a run has a cue and a proven answer:

What you see or hearWhat it meansWhat to do
Lights die ("He cut the power")The power is out and floodlights are downGo to the breaker outside, flip the fuses in order; wait him out if he's near the box
"Breach active" / house goes dark with him inHe is inside the houseHide in a closet or pantry in total silence, or step outside until he leaves, then re-enter
Footsteps or scratching at an entrance, or you find one openHe is working an entry pointRun the scare-off: look right at him, shut it, turn on a floodlight
Flashlight meter empty during a blackoutYour equipped battery is spentEquip a spare battery from what you've looted
"You've been too loud."He heard you and is investigatingGo dead silent and hide where he can't see you enter
A teammate gets caught and killedThe run continues without themA living teammate grabs a revive totem and brings them back

Which map this route is for

Every step above is the house route — the full nights this walkthrough is built from all play out in the base house, and the house map page lays out that layout. Other maps like Snowbound Lodge exist in the game, but their night-to-night differences aren't part of this route; check the maps hub for what's known about them before queuing one.

Where to go next, by problem

If one part of the night keeps killing you, jump straight to its guide:

Learn the loop once — watch, scare, restore, hide — and every night between now and 6 a.m. is just repetition. Stay quiet, keep the lights on, and don't let him in.