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. The class page tells you what the badges prove and what they do not name. Creature notes add a trance and a door copy. They do not change the clock.
Which [CLASSES] DON'T LET HIM IN guides are published?
Survive a Full Night Until 6 AM
Run the default house from the lobby alert to the 6 AM clear: batteries, every entrance, the outside breaker, and a hide only after it is already inside.
Keep Every Door and Window Shut
Hold the openings the creature can use, including the second floor, and run the look-shut-floodlight scare-off before Breach active.
Restore the Breaker After a Power Cut
Wait until the creature leaves, flip the outside fuses until power is confirmed, then close whatever opened in the dark.
Survive After It Gets Inside
When Breach active plays, hide without being seen or leave while it is indoors, then restore power only after it is back outside.
Locust, Boiled One, Guilt, Skinwalker, and Boy and the Bath
The description credits three DoctorNowhere characters. Later badges add Guilt and the Skinwalker, a trance, and a copy at the door. The siege stays the same.
What the Class Badges Actually Say
Badges prove five buyable classes, a level 3 cap you can reach, and a Gem currency. They do not name the five classes or their prices.
Easy, Normal, Hard, Nightmare, and Endless
Four difficulty-clear badges and two Endless streak badges are the published mode list. What each mode changes in the night is not printed.
Squads, Revives, and the Robux Passes
Split entrances before the night starts, revive with a living player, and read the pass prices before anyone spends Robux.
Play Snowbound Lodge
Snowbound Lodge is a badge-confirmed second map. Seal the front door and blinded windows, and do not import a house closet you have not seen.
Mistakes That End the Night
The failures that show up in the badges and in recorded nights: a dark entrance, a breaker sprint, the wrong game's flashlight trick, and a borrowed class list.
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