Players

DONT LET HIM IN Co-op Players Guide

Roles, callouts, and teamwork habits that keep The Locust outside until dawn.

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Why co-op decides the night

DONT LET HIM IN by dilly dally games is built for lobbies that talk. Headphones and voice chat are strongly recommended on the experience page for a reason: The Locust tests multiple openings, power can fail at the worst moment, and one dark seam is enough. This hub covers multiplayer roles, communication, revive awareness, task splitting, and the mistakes that keep turning winnable nights into breaches. Pair it with the survival tier list and how to survive.

Solo queue is possible, but every habit below still applies — you simply play several roles in sequence and type shorter callouts.

Core roles that scale

You do not need rigid classes. You need owned jobs so two people do not sprint to the same window while floodlights die elsewhere.

Floodlight lead

Owns exterior light uptime. Watches which faces of the house dim first, calls battery needs early, and never leaves a known dark entrance “for one more second.” Works tightly with the battery courier. Mechanic detail: power and floodlights.

Entrance closer

Stays mobile along doors and windows. First to react when audio or silhouettes spike. Confirms seals out loud (“left window closed”). If a scare is needed, coordinates with the flashlight holder instead of both players stacking the same pane while another side opens.

Breaker runner

Pre-learns the outside path before power fails. Carries enough light discipline to survive the trip, announces departure and return, and does not drag the whole lobby outside. When power drops, this role becomes temporary A-tier priority — see the tier list.

Battery courier / flashlight float

Keeps cells moving from pickups to floodlights and to whoever holds scare duty. Prevents one player from pocketing every battery. Floats to help scares, then returns to resupply. New players should skim getting started so they recognize which interactables matter.

Hide caller (breach lead)

If The Locust enters and lights die, this voice becomes the calm one: name the hiding spots, demand silence, and stop teammates from hero-peeking. Breach lead is optional in chill lobbies and mandatory in stacked ones.

Rotate jobs between nights so everyone learns the breaker route and floodlight rhythm. Scripts that auto-close or ESP the monster create false confidence and ban risk — read scripts before you outsource teamwork to injectors.

Voice chat habits that actually help

  • Call state, not feelings. Prefer “breaker down,” “south floodlight dark,” “inside — hide,” over long panic monologues.
  • One speaker during breaches. Overlapping screams hide footstep audio the game wants you to use.
  • Confirm closes. “Closed” after a window call stops three people from double-stacking.
  • Pre-night mic check. Thirty seconds in the lobby beats discovering a muted runner mid-blackout.
  • Text backups. If voice fails, agree on short macros for power, lights, and hide.

Best experienced with voice chat does not mean constant chatter. It means high-signal chatter timed to threats.

Revives, downs, and not making it worse

When a teammate goes down near a threatened entrance, evaluate light and monster pressure before the rescue. A revive into an open dark doorway can feed a second down. Call the safer path: pull the body toward a lit interior, or wait until floodlights recover. If the house is already breached, prioritize quiet hides over cinematic saves. Your hiding spots knowledge matters as much as the revive button.

Agree in lobby whether anyone is allowed to leave the house for a revive during active window pressure. Default answer: no, unless floodlight lead confirms exterior is stable.

How to split tasks minute by minute

  1. Lobby: assign floodlight lead, closer, breaker runner, battery float.
  2. Early night: battery sweep and floodlight baseline; no sightseeing tours.
  3. First pressure: closer + flashlight float on the threatened side; lead watches the opposite face.
  4. Blackout: runner goes; everyone else seals and feeds lights the moment power returns.
  5. Breach: hide caller takes over; no unsolicited peeking.
  6. Calm windows: restock batteries, rotate who holds scare duty, review which entrance almost failed.

This cadence mirrors S and A priorities on the tier list and keeps B-tier recovery tools ready without living in panic mode.

Common team mistakes

  • Everyone stacks one window. The Locust only needs a different dark opening.
  • No breaker owner. Three people argue while time and light bleed out.
  • Battery greed. Flashlight spam for fun while floodlights starve.
  • Hero outside runs. Whole lobby escorts the runner and leaves entrances naked.
  • Talking through hides. Voice chat becomes a beacon when you should be silent.
  • Ignoring patch notes. Monster Revamp-style changes punish old habits — track updates.
  • Trusting fake codes. There are no verified freebies on the codes hub; stop mid-night to “redeem” nothing.
  • Script dependence. Auto Hide and Monster ESP collapse after patches and risk the account (scripts).

Duo, trio, and fuller lobbies

Duos combine floodlight lead with battery float on one player; the other owns closes and breaker. Trios can separate lead, closer, and runner cleanly. Larger lobbies should still keep a single floodlight lead voice — more bodies help only if they do not create contradictory calls. If your server feels chaotic, shrink the decision circle: two voices for threats, everyone else executes.

Practice plan for stacks

Run a custom night where you intentionally let one floodlight fail, then recover without scripts. Film the voice track. Count how long the dark entrance stayed open. That single metric predicts wipe rate better than flashy scare clips. Cross-train with guides until each member can cover any role.

FAQ

Frequently Asked Questions

Quick answers for surviving the night against The Locust.

Do we need voice chat to win?

It is strongly recommended. Short callouts about dark entrances, breaker status, and hide timing prevent the stacked-window mistake. Text-only lobbies can still win with pre-agreed roles and macros.

What roles should a four-player lobby use?

Floodlight lead, entrance closer, breaker runner, and battery or flashlight float. Rotate after each night so everyone learns the outside power path.

Should we all go outside when power fails?

No. Send the designated breaker runner while others seal entrances and prepare to restore floodlights the moment power returns.

What is the most common co-op wipe cause?

A dark or unlatched entrance while the lobby fixates on a single window or an unplanned outside escort. Prevention beats dramatic revives.