Read them in night order
Start with the full-night page if you already know the scare-off. Use the door page when an opening is the problem, the breaker page when the lights die, and the breach page only after Breach active. Snowbound Lodge is the same siege on a different building. Creature notes change the light rule, not the clock.
Which DON'T LET HIM IN guides are published?
Survive a Full Night Until 6 a.m.
Run one complete night on the default house: gear up, hold every entrance, restore the outside breaker, and hide or swap places if the creature gets in.
Keep Doors and Windows Shut
Hold every entrance the creature can open, including the second floor, and run the look-shut-light scare-off before a breach starts.
Restore the Breaker After a Power Cut
Wait until the creature leaves the house, flip the outside fuses until power is confirmed, then get back inside and close whatever opened in the dark.
Survive After It Gets Inside
When Breach active plays, hide without being seen or leave while the creature is indoors, then restore power only after it is back outside.
Squad Roles, Ghosts, and Revives
Split entrances before the night starts, and use a living player plus a world totem when someone goes down.
Play Snowbound Lodge
On the snowy lodge, seal the front door and windows, fix power outside, and do not count on a closet until you have seen one.
Locust, Boiled One, and Boy and the Bath
All three credited creatures run the same morning siege. Only The Locust has a documented light rule, and Boy and the Bath has no confirmed unique counter.
Mistakes That End the Night
The failures recorded nights actually show: a dark entrance, a breaker sprint, a peek out the window, and advice imported from a different game.
