Every documented way in runs through a door or a window. The official description says light keeps the creature away, but one vulnerable entrance is all it needs. He can reach doors, windows, and the second floor. If he gets inside, the house goes dark.
What you are actually guarding
On the default house, recorded runs use these openings:
| Opening | What players do with it |
|---|---|
| Front door | The named main door. Shut it the moment anyone comes back inside. |
| Side door | A working exit and entrance. Learn where it is on the first walk. |
| Sliding or glass door | Assigned its own guard in team play. |
| Downstairs and upstairs windows | He opens them and has jumped through one. |
| Top window | Used as an emergency drop: open it and go down. |
| Lower exit | A downstairs way out, distinct from the entrance doors. |
Snowbound Lodge recordings name a front door, windows with blinds, walls, and the roof. Room names on that map are not established.
He opens entrances himself. Groups hear "he's opening the upstairs main bedroom," "he's opening another window," and, against The Boiled One, that a door can be worked from the other side. Recheck after he has been in an area and after every power cut.
The scare-off
The tutorial says: when you hear him at the door or the window, go scare him off. Look right at him, shut it, and turn on a flood light.
Your cue is sound plus the on-screen state "Opening active." Knocking and footsteps come before the tamper in some runs. The sound can point at the wrong wall, so use it to choose which side to check, then answer the entrance you can see. Do not wander the yard just to look.
Leave floodlights on after a successful scare-off if the power is up. Players who survived late nights kept them burning rather than saving them. Floodlights are house fixtures. They are not the flashlight in your hand, and they do nothing while the breaker is out.
Doors
Never open a door while he is standing outside it. One player warned that he would run straight past the opener. Another group opened a door so a teammate could slip out while he was nearby, and "Breach active" followed. If someone must cross, clear that specific door first.
Windows
Windows are the entry players actually lose to:
- He jumps through a window.
- He opens windows himself.
- A window found "wide open" after a power restore already had him inside.
- A player-opened top window led to a kill in the pantry.
Do not open a window to peek. If he is pressing the ground floor, go upstairs and close those windows too. Upstairs is not a safe floor.
Power cuts expose every entrance
He cuts the power on purpose. The Locust has an on-screen line that it does not breach lit areas. The general description says light keeps it away, and other creatures do not get that same on-screen sentence. Until the breaker is back, entrance defense is manual: close what is open while someone else is on the box. One breach came through the downstairs window while the group was fixing power.
Mistakes that end the night
- Opening a window just to look.
- Opening a door with him on the step.
- Trusting a shut door to stay shut.
- Ignoring the second floor.
- Waiting on a power cut before anyone is assigned to entrances.
- Spending the whole night on silence and never walking the loop.
If the screen says "Breach active," that entrance is already lost. Switch to the breach guide. The problem is no longer the doorway.
