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No, I’m Not Human Beginner Guide & Advanced Mechanics

Aaron by Aaron
October 1, 2025
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This is a spoiler‑heavy, efficiency‑focused No I’m Not Human Beginner Guide for players who’ve already finished at least one run and want cleaner decision rules, night‑by‑night structure, and practical tricks that actually save attempts. I’ll keep this a living document as new findings roll in.

Watching TV daily is non‑negotiable. It unlocks new test methods and phone numbers that massively widen your options. Radio is optional.

Nights are semi‑random but anchored by fixed events. Knowing when FEMA, Vigilante, and special visitors arrive lets you prep traits and inventory ahead of time.

Visitors are lethal when you allow two or more inside. Even a guaranteed human can die if you break that rule.

Use For Rest on cooldown. If you get the number on Day 2 and order immediately, your next window opens on Day 5, then Day 8, etc.

Contents hide
1 No I’m Not Human Beginner Guide And Advanced Mechanics
1.1 1) Visitor Kill Rule (the one that wipes good runs)
1.2 2) TV > Radio
1.3 3) Calendar Awareness
2 Guests You Can Treat as Fixed
2.1 Always Humans
2.2 Always Visitors
2.3 Bribes (Observed)
2.4 Aggressive Guests
2.5 Achievement‑Linked Guests
2.6 Night‑By‑Night Structure (Fixed Events)
2.7 For Rest Delivery — What to Buy and When
2.8 FEMA, Vigilante, and Trait Management
2.9 Save Strategy (Yes, Save‑Scumming Done Right)

No I’m Not Human Beginner Guide And Advanced Mechanics

1) Visitor Kill Rule (the one that wipes good runs)

If two or more Visitors are in your home overnight, human guests are at risk of being killed. Example: Tall/Bar Man (human) + Cat Lady (Visitor). If you invite another Visitor later that night, Tall/Bar Man can die. The Cat Lady does not always immediately kill; normal lethal rules still apply.

Operational rule:
Never end a night with two Visitors. If you must, kick one out or use cat protection (see For Rest → Cat Food) to shield humans for the next night.

2) TV > Radio

TV advances your toolkit: more test methods, more phone numbers, and the entire For Rest progression. You can ignore the radio without blocking critical unlocks.

3) Calendar Awareness

You need to know:

  • FEMA nights (who gets taken, how many)
  • Vigilante check nights and which human traits he accepts
  • Cat Lady/Tall Man/Little Girl timing for routing early nights

Treat the day counter as a resource. You’ll time trait prep, FEMA Notices, and supplies around it.

Guests You Can Treat as Fixed

These specific roles have been consistent across runs:

Always Humans

  • Tall/Bar Man (arrives Night 1)
  • Little Girl (arrives Night 4 per event list; see timeline)
  • Widowed Woman
  • Disfigured Guy (Fireman / Firefighter)*
  • Wireface
  • Cultists

* Firefighter gives a FEMA Notice if you let him in (even if you didn’t deny him first).

Always Visitors

  • Cashier Lady (arrives Night 1)
  • Coat Guy
  • Cat Lady (arrives Night 4)
  • Big Momma
  • Old Lady

Use these anchors to keep your home’s composition safe on the lethal nights.

Bribes (Observed)

Some guests may offer bribes if you deny them. Not guaranteed and not exhaustive:

  • Stoner Guy → Kombucha
  • Gravedigger → Cat Food / EnerJeka / Coffee
  • Husband & Wife → Cigarettes
  • Blinded Man → FEMA Notice

Note: Firefighter gives FEMA Notice on admission (no denial required).

Aggressive Guests

A small set can harm others even when they’re human. Confirmed: Suit Guy. There may be more—treat unknowns with caution when your house is crowded.

Achievement‑Linked Guests

Some visitors are tied to character‑specific achievements. If you’re achievement‑hunting, track them separately and plan saves around their windows. I’ll add a dedicated table once I’ve mapped every chain reliably.

Night‑By‑Night Structure (Fixed Events)

Random guests fill the gaps, but this backbone repeats and should drive your planning:

Night 0

  • Neighbor (if you’ve already completed the game and unlocked the intro skip)

Night 1

  • Tall/Bar Man
  • Cashier Lady
  • 1× Random

Night 2

  • 3× Random

Night 3

  • Pale Visitor (Intruder)
  • Random
  • Bald Man

Night 4

  • FEMA takes 1 person
  • Random
  • Little Girl
  • Cat Lady

Night 5

  • FEMA takes 1 person and gives 1× FEMA Notice
  • Pale Visitor
  • Bald Man
  • 2× Random

Night 6

  • Mushroom Man (if you’ve finished the game at least once)
    • Accepting his deal adds a new ending path with a to‑do note on your bedside table.

Night 7

  • 2× Random
  • Firefighter (gives 1× FEMA Notice)

Night 8

  • FEMA takes 2 people
  • Cultist Leader (3 cultists join; keep all alive until his return for an ending option)
  • Vigilante (no check tonight)
  • Random

Night 9

  • Mushroom Man
  • Pale Visitor
  • Bald Man
  • 3× Random

Night 10

  • FEMA takes 2 people
  • Cultist Leader
  • Vigilante check (human signs accepted: non‑red eyes, clean hands, yellow teeth)

Night 11

  • Random
  • Pale Visitor
  • Cultist Leader returns (if all 3 cultists survived, you can leave with them for the cult ending)
  • 2× Random

Night 12

  • Vigilante check again—must present a different non‑Visitor trait than Night 10
  • 2× Random

Night 13

  • No guests

Day 14

  • Game ends

Planning notes

  • Use FEMA Notices to control who gets taken on Nights 4, 5, 8, 10. If you hand a Notice to someone, FEMA will take that person with 100% certainty.
  • Keep the cultists alive between Nights 8–11 if you’re chasing their ending.
  • Prepare two distinct “human traits” for Vigilante checks (e.g., manage red eyes/hand cleanliness/teeth color via items and rest timing).

For Rest Delivery — What to Buy and When

You get the For Rest number from TV on Day 2. Orders refresh every 3 days after each purchase. Items unlock gradually by watching TV.

Day 2 unlocks

  • Coffee: +1 energy slot for 4 days. The extra slot starts empty on the day you drink. Gives red eyes for 1 day.
  • EnerJeka (2 cans): Refill 1 energy slot. Gives red eyes.

Day 4 unlocks

  • Kombucha: Enables saving. This lets you Continue even after hitting an ending. Essential for routing.

Day 5 unlocks

  • Cat Food: If you have the cat, feeding it protects your guests from dying the following night even with multiple Visitors inside. Click the cat to feed.

Day 7 unlocks

  • Cigarettes (1): Fully refills energy bar. Next day: −1 energy slot and yellow teeth for 1 day.

Best practices

  • Order on Day 2 immediately → next slot opens Day 5 → then Day 8, etc.
  • Use Coffee to stretch action economy before heavy event nights, but avoid stacking red eyes near Vigilante checks.
  • Cat Food is a safety valve: if you must hold two Visitors overnight, feed the cat the day before.
  • Cigarettes are a panic button for turns with too many actions, but plan around the energy slot penalty and the cosmetic trait (yellow teeth can help with Vigilante acceptance on Night 10).

FEMA, Vigilante, and Trait Management

  • FEMA: Without Notices, targets can feel random. If you’re pursuing character achievements, force outcomes with Notices.
  • Vigilante: Night 10 and Night 12 checks require different visible human traits.
    • Night 10 accepted: non‑red eyes, clean hands, yellow teeth.
    • For Night 12, show a different valid trait than you used on Night 10. Manage with Coffee/EnerJeka (red eyes), Cigarettes (yellow teeth), hygiene actions (clean hands).

Save Strategy (Yes, Save‑Scumming Done Right)

If you’re chasing character achievements or perfect routing, saving smartly is part of the run.

Save at the end of the day, before bed. The upcoming night’s RNG (outside fixed events) is determined on load, so this is the pivot point that lets you reroll visitors/flags while keeping the day’s prep.

FEMA targeting feels random unless Notices are in play. If a key NPC must survive, place a Notice elsewhere and save before bed.

For chains like the cultist ending, set a save before their entry night, then checkpoint again before Night 11.

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