Tier List

DONT LET HIM IN Survival Action Tier List

Priority ranking of what keeps The Locust out — not character tiers.

Last updated:

How this list is ranked

This is an action priority tier list for DONT LET HIM IN (Monster Revamp) by dilly dally games. It ranks survival jobs — not skins, not characters. Criteria: how often the action prevents a wipe, how hard it is to recover if you skip it, and how well it scales in co-op with voice chat. Pair it with how to survive, power and floodlights, and players role splits.

Tiers refresh after major patches; check updates when the creature behavior or lighting rules shift.

S tier — do these first, every night

Keep floodlights and lit entrances alive

The Locust does not casually stroll through brightly defended openings. Floodlight uptime is the spine of the win condition. Assign at least one player to watch exterior lights, batteries feeding those lights, and any brownout that creates a dark seam. A single dark door or window is enough. Treat light as a shared resource, not a background decoration. Deep dive: power and floodlights.

Close doors and windows under pressure

Audio spikes, silhouettes, and entrance ESP-style awareness (the fair kind: looking and listening) mean someone must seal the threatened opening immediately. Delayed closes turn a scare moment into a breach. In co-op, the closest player closes while another holds light or flashlight ready. Never leave a half-latched window “for later.”

A tier — high value, slightly more situational

Restore breaker / power fast

When the house dies, floodlights and interior vision collapse together. Time pressure rises and The Locust gains options. A designated runner should already know the outside path, carry light discipline, and call status on voice chat. Auto-piloting this with scripts is a ban risk — practice the route instead (scripts explains why). Power restoration sits just under continuous floodlight uptime because you only need it when something already went wrong — but when you need it, nothing else matters.

Battery management for lights and flashlight

Batteries feed both the house’s defense grid and your personal scare tool. Hoarding every cell in one inventory while floodlights starve is a classic wipe seed. Pool batteries mid-house, announce counts, and prioritize exterior light over exploratory flashlight spam. New lobbies: skim getting started before your first night so you know what consumes charge.

Flashlight scare at the right window

A well-timed scare buys the close team seconds. A panic spam drains batteries and teaches nothing. Watch the threatened pane, flash with intent, then reseal. This is A tier because perfect scares still lose if floodlights are already dark — light infrastructure outranks individual hero flashes.

B tier — important recoveries and coordination

Hide quietly after a breach

If The Locust is inside and the house goes dark, stop sprinting through open rooms. Move to known hiding spots, cut noise, and wait for a reset window. Bad hides (moving props, talking loudly on voice, leaving legs visible) convert a recoverable breach into a chain down. Hiding is B rather than S because the best nights never need it — prevention still wins.

Clear voice-chat callouts

Short calls beat essays: “Window left dark,” “Breaker down,” “Inside — hide.” Mute music if it buries footsteps. Solo queue players should use text macros or pre-agreed pings. Callouts do not replace physical actions, but they multiply every S and A play. Full habits live on the players hub.

Pre-assign roles before first contact

Floodlight lead, entrance closer, breaker runner, battery courier. Even a 10-second huddle in the lobby reduces panic collisions. Role cards matter more as lobby size grows; random pubs that skip this fall to B-tier chaos even with good aim on the flashlight.

C tier — useful but easy to overvalue

Going outside for the breaker without a plan

Outside runs are mandatory when power fails, yet unplanned trips are how lobbies feed the creature. C tier does not mean “never go out” — it means “do not glorify the run.” Stack light, confirm who watches entrances behind you, and go. Romance of the brave solo dash belongs below disciplined interior defense.

Exploring every room for loot mid-pressure

Curiosity kills floodlight rotations. Save sightseeing for calm minutes after lights stabilize. Early nights can spare a battery sweep; mid-siege tourism cannot.

Relying on scripts or fake codes

ESP stacks and auto-close macros look like free S-tier power until detection or a broken toggle after Monster Revamp-style patches. There are also no verified codes that replace skill. Treat both as C-tier traps for account health and learning speed.

Quick reference table

TierActionWhy it sits here
SFloodlights / lit entrancesBlocks breaches at the source
SClose doors/windows on threatInstant denial of entry
ARestore breaker/powerRecovers the whole defense grid
ABattery disciplineFuels lights and scare tool
ATimed flashlight scareBuys seconds at the right pane
BQuiet hide after breachRecovery when prevention failed
BVoice callouts + rolesMultiplies every other action
CUnplanned outside runsNecessary but high variance
CMid-fight sightseeing / scripts / fake codesDistraction or account risk

How to practice the list

  1. Run two nights focusing only on S-tier habits — no greedy exploration.
  2. Add A-tier breaker and battery rituals with a fixed runner.
  3. Drill one intentional breach recovery using hiding spots so B-tier muscle memory exists.
  4. Review wipe VODs: most losses start as an S-tier miss (dark entrance) mislabeled as “bad RNG.”

For official play links and name disambiguation (burglar don’t let him in, Don’t Let Her In, House of The Locust), see wiki links. Stay patch-aware via updates.

FAQ

Frequently Asked Questions

Quick answers for surviving the night against The Locust.

Is this a character or unit tier list?

No. DONT LET HIM IN is scored here by survival actions — floodlights, closing entrances, power, batteries, scare flashes, hiding, and callouts — not by roster characters.

Why are floodlights ranked S tier?

The Locust struggles to breach well-lit openings. Keeping floodlights and entrances lit prevents the failure state that hiding and flashlight scares only partially recover.

When should we go outside for the breaker?

As soon as power is confirmed down, with a designated runner and someone covering entrances behind them. Unplanned solo dashes are ranked C because they create avoidable deaths even though the repair itself is A-tier important.

Does this tier list change after updates?

Yes. Creature behavior and lighting rules can shift with patches like Monster Revamp. Recheck the updates hub and adjust priorities if breach rules or power flow change.