It Wants In Walkthrough – All Night Guide, Tips, Puzzle

Welcome to ourIt Wants In Walkthrough guide for surviving every shift in Roblox’s tense retro-horror experience. Surviving Hollow Pine County requires fast reflexes, keen situational awareness, and total discipline when following emergency radio instructions. This complete walkthrough breaks down every mechanic and task you need to make it through 6:00 AM across all five nights.

In It Wants In, survival relies on routine maintenance and threat deterrence inside an isolated house. You must manage a roaring fireplace, board broken windowpanes, replace shattered incandescent bulbs, and run down to the basement to reset circuit breakers whenever the electricity trips. Faltering on any single household chore allows the prowling forest entity to close the distance and strike before sunrise.

Set during a harrowing Halloween night in October 1986, the game places you inside a rural residence under emergency civil defense lockdown orders. As an unsettling mimic entity stalks the perimeter, local emergency broadcasts transmit changing rules directly through the living room television screen. Staying alive means balancing vital tasks against strict curfew directives while keeping the house secure.

Quick Answer: To beat It Wants In All Nights, establish a constant circuit between the Living Room fireplace, the Kitchen exterior door, and the Basement. Keep logs stocked in the hearth to ward off the creature, carry spare wooden planks and lightbulbs at all times, lock every exterior door, and immediately flip the utility breaker whenever power drops.

Night Subtitle Key Mechanic Introduced Primary Hazard
Night 1 It Watches Fireplace tending, closing curtains, breaker reset Creature stalking exterior treeline
Night 2 It Knocks Boarding windows with lumber planks, telephone calls Door pounding & window taps
Night 3 It Climbs Ceiling checks, ceiling ambush awareness, fake rules Ceiling crawlers & mimic knocks
Night 4 It Hunts Deceptive broadcasts, aggressive door breaches Face-wearing entity sprint attacks
Night 5 It Comes Inside Full interior breaches, fire management under pressure Multiple coordinated assaults

Core Survival Mechanics and Household Management

Surviving in Hollow Pine County requires understanding the house layout and your character’s utility items before dusk settles. You’ll spend your time navigating between the central Foyer, Living Room, Kitchen, Dining Room, upstairs bedrooms, and the dingy unfinished Basement. Each room contains interactive objects that keep the entity at bay or leave you vulnerable if neglected.

       [ Upstairs: Master Bedroom / Kid's Room / Hall Bathroom ]
                                 ▲
                              [ Stairs ]
                                 ▼
[ Kitchen / Dining ] ◄──► [ Central Foyer ] ◄──► [ Living Room / Study ]
         │                       │                         │
  (Back Door Lock)         (Front Door)               (Fireplace)
                                 │
                            [ Basement ] ──► (Breaker Box & Lumber)

Managing your inventory slots is critical to handling emergencies without running across the house in the dark. Your hotbar holds up to five items, including firewood logs, wooden planks, replacement light bulbs, matches, and your trusty flashlight. Keep your flashlight battery charged by picking up stray yellow batteries scattered across dressers, rugs, and side tables.

Essential Interaction Prompts and Hotbar Items

  1. Firewood Logs: Retrieved from wooden crates in the Basement or firewood racks next to the hearth; used on the Living Room hearth with the prompt Add Firewood [E].
  2. Wooden Planks: Found sitting atop basement worktables; used to seal cracked windows via the Board Up [Hold E] prompt.
  3. Replacement Light Bulbs: Stored on industrial shelving units in the basement storage room; installed by looking at dark fixtures and pressing Replace Bulb [Hold E].
  4. Flashlight and Batteries: Toggled on to deter intruders; batteries restore the green power bar when you pick up loose cells.
  5. Exterior Door Locks: The Front Door in the foyer and the Back Door in the kitchen feature dual prompts: Open [E] and Lock [Hold E]. Always keep them bolted.

Night 1: It Watches (12:00 AM – 6:00 AM)

Night 1 introduces the baseline maintenance loop and the initial Civil Defense advisory broadcast on the television. The Emergency Broadcast System issues strict orders: stay indoors, close all curtains across the ground floor and upper rooms, and never look directly at the treeline. The creature prowls outside, testing your diligence while the broadcast reminds you: “Keep your fireplace lit. It will not approach the flame.”

Start the night by touring every window in the Dining Room, Kitchen, Living Room, Foyer, and upstairs Master Bedroom to pull the blinds shut. Collect loose batteries from the floor and head down the basement steps to locate the utility room where the main circuit breaker sits.

It Wants In All Nights player interacting with the basement utility electrical breaker

Inspecting the basement breaker panel with the red trip light illuminated

Step-by-Step Walkthrough for Night 1

  1. Gather Starting Supplies: Grab the flashlight, check the kitchen counters for matches, and head downstairs to stock your inventory with at least two wooden planks and two light bulbs.
  2. Close All Curtains: Walk up to every window showing open glass and interact with Close Curtains [E] until the screen counter shows zero open blinds remaining.
  3. Stoke the Fireplace: Approach the stone hearth in the Living Room and press Add Firewood [E] whenever the flame height drops to medium.
  4. Respond to Blown Bulbs: When you hear an audible pop and see the task Replace the burnt-out bulb (Kid's room), head upstairs immediately, aim at the dark ceiling fixture, and hold [E] to screw in a fresh bulb.
  5. Reset Tripped Breakers: If the house plunges into darkness with the text POWER LOST - THE BREAKER HAS TRIPPED, walk to the basement utility room, face the glowing red switch box, and press Reset Breaker [Hold E].

Keep your flashlight turned off during calm stretches to conserve battery power for unexpected encounters in the hallways.

Night 2: It Knocks (12:00 AM – 6:00 AM)

Night 2 escalates the threat as the entity begins physically testing the home’s perimeter with aggressive window taps and heavy footsteps. The TV broadcast updates the curfew: curtains alone are no longer enough, and you must board up cracked glass using salvaged lumber from the basement. The broadcast warns: “If you hear knocking, do not answer. No one from this office will visit your home tonight.”

Shortly past 1:00 AM, the rotary phone on the kitchen wall begins to ring with desperate dialogue from a neighbor named Carol. Let the messages play out without leaving doors unlocked, and keep an ear open for distinct wood-creaking sounds around the dining room and kitchen.

Step-by-Step Walkthrough for Night 2

  1. Pre-stage Lumber Planks: Carry two planks from the basement worktable into the main living area before midnight strikes so you don’t need to backtrack in the dark.
  2. Seal Window Taps: When you hear frantic tapping on glass or see window panes shatter, locate the compromised room, face the window frame, and execute Board Up [Hold E].
  3. Brace Against Door Strikes: If heavy pounding rattles the exterior doors, rush to the door handle prompt and hold down Hold Shut [Hold E] while your character strains against the door frame.
  4. Answer the Rotary Phone: At 3:00 AM, interact with the ringing kitchen telephone to receive the neighbor warning, but ignore any plea asking you to unlock the back door.
  5. Feed the Flame Constantly: Maintain a tall flame in the living room hearth; the creature moves aggressively through shadowed halls if the hearth fire dies down.

Watching the top-left objective box ensures you don’t miss sudden bulb blowouts while fixing broken window boards.

Night 3: It Climbs (12:00 AM – 6:00 AM)

Night 3 introduces vertical movement mechanics that force you to inspect room ceilings before walking through doorways. The emergency bulletin advises: “It has learned the shape of your house. It can climb. It can cross the ceiling. Rule 7: Look up before entering a room.” The broadcast also attempts to deceive you by claiming previous rules are rescinded—disregard conflicting messages and stick to established defenses.

The creature now drops down from ceiling corners or crawls silently along upper floor beams. Moving too fast without checking above your head results in instant ambush attacks, particularly in the narrow upstairs hallway and master bedroom.

It Wants In All Nights showing the tall creature crawling across the ceiling

The tall, pale entity perched on the ceiling beams above the living room couch

Step-by-Step Walkthrough for Night 3

  1. Scan Ceilings at Every Threshold: Before stepping into the Foyer, Kitchen, or Master Bedroom, tilt your camera straight up to verify the ceiling rafters are clear of dark, clinging limbs.
  2. Defend with the Flashlight Beam: If the creature stares down at you from a wall or ceiling, train your active flashlight beam directly on its face until it shrieks and recoils into the shadows.
  3. Counter Fake Broadcast Advice: When the TV displays Rule 3 is rescinded. You may look at the treeline, do not open curtains or stare into the yard; continue keeping all blinds tightly drawn.
  4. Maintain Fast Breaker Trips: Breakers trip twice as frequently on Night 3, requiring swift basement sprints with a ready flashlight.
  5. Hold the Bedroom Door: If the entity scratches at the bedroom entryway, back up toward the lit lamp and keep light trained on the doorway until footsteps recede.

Always retreat toward active light sources—the entity hates high-luminance zones and retreats when confronted with illuminated rooms.

Night 4: It Hunts (12:00 AM – 6:00 AM)

Night 4 turns the house into an active hunting ground as broadcast transmissions begin breaking up with static and false warnings. The television warns that the local civil defense transmitter is failing and displays ominous text: “It has been seen wearing the faces of the taken. It moves faster now. It does not need to see to find you.”

The monster moves with sudden sprinting bursts, actively attempting to kick down exterior entrances and darting through unlit hallways. You cannot afford to let any light bulb remain burnt out for more than ten seconds, as darkness empowers the creature’s charges.

[Breaker Trips] ──► Sprint to Basement ──► Flip Utility Breaker
                            ▲                     │
                            │                     ▼
                     Shine Flashlight ◄── Check Stairs / Hallways

Step-by-Step Walkthrough for Night 4

  1. Pre-stock Every Light Bulb: Ensure you have spare bulbs in your hotbar; fixtures across the Porch, Upstairs Hall, and Living Room pop in rapid succession.
  2. Handle Rapid Breaker Failures: When the lights drop, immediately pull out your flashlight, walk down the stairs checking corners, and flip the utility breaker back on.
  3. Resist Mimic Door Calls: The phone and front doors produce deceptive voices pleading for entry; keep both the Front Door and Kitchen Back Door bolted shut with the lock interaction.
  4. Flashlight Defense on Stairs: When you hear rapid footsteps rushing up the central staircase, stand at the landing and hold your flashlight steady on the creature’s face until it flees.
  5. Stock Logs in the Hearth: Throw two logs onto the living room fire before 4:00 AM to guarantee the hearth stays ablaze during the final aggressive push before dawn.

Stay near the living room sofa between tasks so you can check both the front door and the fireplace without wasting stamina.

Night 5: It Comes Inside (12:00 AM – 6:00 AM)

Night 5 removes all pretenses of exterior safety as the final broadcast announces that all previous protective protocols have failed: “There is no treeline tonight. Every window. Every door. Every light. Every one of you.” The creature gains full entry into the home’s interior corridors, forcing you to fight for every inch of illuminated space until 6:00 AM arrives.

You’ll face constant door pounding, flickering lamps, rapid-fire bulb blowouts, and direct corridor charges. The hearth is your ultimate anchor point; if the fire goes out on Night 5, the creature overwhelms the living room within seconds.

It Wants In All Nights player surviving inside the lit living room near the fireplace

Surviving inside the lit Living Room as the creature peers through the hallway doorway

Step-by-Step Walkthrough for Night 5

  1. Create an Unbreakable Fire Loop: Place fresh firewood onto the hearth every ninety seconds to maintain maximum flame intensity throughout the night.
  2. Repair Broken Windows Instantly: Rush to any window that shatters with wooden planks ready in hand, sealing the breach before the entity climbs through.
  3. Double-Team Door Breaches: When the front door strains violently against its frame, hold [E] continuously on the lock prompt to prevent the door from bursting open.
  4. Clear Hallway Ambushers: Keep your flashlight toggled in hand whenever leaving the living room; shine the beam directly at the creature whenever it rounds a corner.
  5. Hold the Final Minute (5:00 AM – 6:00 AM): During the intense final hour, stay glued to the living room hearth, maintain bulb illumination in the surrounding lamps, and hold off any doorway approaches with steady flashlight beams until the 6:00 AM victory chime plays.

It Wants In All Nights FAQ

What happens if the living room fireplace goes out?

If the fireplace burns out, the house temperature drops and the creature loses its primary deterrent. It will enter the living room directly through doorways or drop from the rafters to eliminate you within seconds. Always keep spare logs nearby and refill the hearth before the flame dies.

How do I stop the monster when it crawls on the ceiling?

Look up at the rafters before passing through any doorway. If the creature is clinging to the ceiling, do not walk beneath it. Aim your active flashlight beam directly at its face and hold it steady until the monster screeches and retreats into an adjacent room.

Where can I find more wooden planks and light bulbs?

Wooden planks are stacked on top of workbenches and tables in the basement utility room. Replacement light bulbs sit inside cardboard boxes and metal shelves located along the basement walls and pantry storage. Restock your hotbar during calm intervals between hourly broadcasts.

Should I answer the telephone when it rings on Night 2 and Night 4?

You can safely interact with the kitchen rotary telephone to hear lore warnings and atmospheric dialogue from neighbors or the local sheriff’s department. However, never follow phone instructions that tell you to unlock doors or look outside, as the mimic frequently imitates familiar voices to trick you.

Conquering all five nights in It Wants In comes down to keeping your cool when sirens wail and lights flicker out. By prioritizing the living room hearth, keeping exterior doors bolted, and maintaining a steady supply of basement planks and bulbs, you can outlast every trick the entity throws at you. Stay vigilant, trust the emergency broadcasts, keep your flashlight charged, and you’ll see the sunrise at 6:00 AM every time.