Break In by Cracky4 is a co-op survival story where you and your lobby defend a house from The Purge — a gang of villains led by Scary Larry — across five days and five nights. It looks chaotic on your first run, and most new players die somewhere around Night 3 because they spent Day 2 doing the wrong things.
This guide walks you through what to do on every day, the mechanics that actually keep you alive, the mistakes that get rookies killed, and exactly how to take Scary Larry's three hearts on Day 5.
The clock starts the second you spawn into The House on Day 1. Movement is plain WASD, you press E to interact with drawers, doors, and objects, and you right-click to look around. Nothing fancy — the difficulty is all in what you choose to do with the time.
Spend Day 1 looting. Open every drawer for food and money, because food restores your energy and health and you'll need a stockpile before the nights get rough. While you're searching, grab the Basement Key, which usually spawns somewhere downstairs and unlocks the weapons you'll need later.
There's also a safe hidden behind the paintings. Click each painting four times to reveal it, then keep it in mind for Day 2 when you find the code. Before Night 1 begins, pick a bedroom — the safest one is whichever has the most other players in it, since villains only attack two of the three bedrooms.
Break In runs on a simple day-night loop. Each day you prep — loot, build, buy — and each night The Purge attacks the house. You win by surviving all five and beating Scary Larry. Dying isn't a respawn; it kicks you out and you start a fresh lobby from Day 1, so every mistake is expensive.
Your survival stats are energy and health, and food feeds both. Let them run low and you move slower and stop regenerating, which is how a single villain turns into a death. Keep eating between fights.
Here's roughly what the common items give you, so you can prioritize what to carry:
| Item | Effect | Notes |
|---|---|---|
| Sleeping | +20 energy per night | Free, do it every night you can |
| Bloxy Cola | +15 energy | Also gives a short speed boost |
| Pizza slice | Restores over time | Five charges each — best value |
| Medkit | +50 energy | Buy from the grocery store on Day 4 |
| Super Heal | +75 energy | Strongest heal, save for the boss |
Weapons are the other half of the loop. They spawn in the basement and attic, and you'll use them to kill villains during night attacks. Defeated villains drop money, so fighting back isn't just defense — it funds your Day 4 shopping trip.
The last mechanic to know is boarding up. On Day 2 you collect wooden planks and nail them over windows. Every window you board is one less entry point for villains on later nights, which directly lowers how many enemies you face. It's the closest thing the game has to a difficulty slider, and it's in your control.
Each day has a clear checklist. Hit these and you'll reach the boss with weapons, heals, and a house that isn't wide open.
Search drawers for food and money, find the Basement Key, reveal the safe behind the paintings (four clicks each), and pick the bedroom with the most players. Watch the emergency broadcast about Scary Larry, then sleep for 20 energy. On Night 1, two of the three bedrooms get attacked — if you have a weapon, kill the villains for their money.
This is the most important prep day. Gather wooden planks and board up as many windows as you can. Then do the laptop minigame in a bedroom: find and click nine light switches hidden in a dark picture of the basement. Grab weapons from the basement, find the safe code (it spawns under basement objects), and open the safe for money or a Bloxy Cola. Finally, get the ladder and climb into the attic for extra weapons and food.
A cutscene triggers with Scary Larry emerging from the basement. Hide behind drawers, in the kitchen closet, or in the living room closet until it's safe. The plan is to run down to the basement and shut the door behind you — fewer villains can follow you in. Defeat them, and the last one drops a padlock to lock the door for good. Night 3 has no attack, but only three players get bedrolls.
Head to the grocery store and spend the money you've banked. A Medkit runs $40–60, Super Heal is $70, Bloxy Cola is $30, and snacks like chips and cookies are cheaper. Stock heals for the boss. Crossing the destroyed neighborhood, avoid the ice — touching it makes you fall and take 15 damage. Night 4 has a villain disguised as a pizza delivery; he eventually goes dizzy and freezes, which is your window to attack.
Cross the sewer platforms without dropping into the water, then face Larry in the big room. He has three hearts and three moves: he conjures minions, summons spikes marked by red warning circles, and does a spin attack. The spin leaves him stunned — that's when you wind the key on his back to knock off one heart. Do it three times and you've cleared the game.
Almost every early death traces back to a few habits. Fix these and your survival rate jumps.
| # | Mistake | Do This Instead |
|---|---|---|
| 1 | Skipping window boards on Day 2 | Board up first — it cuts later attacks |
| 2 | Hoarding food and starving anyway | Eat before energy drops and slows you |
| 3 | Sleeping in a solo bedroom | Pick the room with the most players |
| 4 | Skipping the Basement Key | Grab it Day 1 to reach the weapons |
| 5 | Fighting in the open on Day 3 | Run to the basement and shut the door |
| 6 | Spending all money before Day 4 | Save it for Medkits and Super Heal |
| 7 | Stepping on the ice on Day 4 | Walk around it to dodge 15 damage |
| 8 | Rushing the pizza villain on Night 4 | Wait until he goes dizzy, then hit |
| 9 | Attacking Larry while he's active | Only strike the key after his spin |
| 10 | Going solo the whole match | Heal teammates so they cover you back |
If you fix only one thing, make it number one. Boarding up windows on Day 2 quietly decides how brutal Nights 3 and 4 feel — players who skip it spend the back half of the match overwhelmed, while players who finish it get clean, manageable fights.
The cleanest path is to treat the early days as setup and the late days as execution. Days 1 and 2 are pure prep: loot food, grab the key, arm up from the basement and attic, and board every window you can reach.
By Day 3, switch into defensive mode — use the basement choke point, lock it with the padlock drop, and let the house do the work you set up earlier. Then Day 4 is a money dump on heals, and Day 5 is patience against Larry's pattern.
Co-op matters more here than in most Roblox games. Reviving and healing teammates keeps more weapons in the fight, and a fuller house means fewer villains per person. Selfish players in Break In tend to die alone on Night 4. The grocery store also runs on the money your whole team collects from villain drops, so fighting back on every night pays for the heals that win Day 5.
Want optional gear or cosmetics for Break In without spending your own cash? Earnaldo lets you earn free Robux by completing simple tasks — no surveys, no shady downloads, just real rewards you can spend however you want.
Break In is fully beatable for free. Nothing about surviving the five days or beating Scary Larry is locked behind a purchase — the whole challenge is knowledge and resource management, and this guide covers both.
Robux in Break In goes toward optional extras and convenience rather than power. None of it makes the boss easier, so there's no need to spend before you've even cleared the game once. Beat it the free way first.
If you fall in love with the game and want to support the developer or grab cosmetics, that's a fine reason to spend — just do it after a full clear, not on your first nervous run. And if you'd rather not spend your own money, earning Robux for free covers the same purchases. For more game-by-game tips, the Break In free Robux guide goes deeper, and the Break In codes page is worth a bookmark for any freebies.
Five days, each followed by a night attack from The Purge. Day 5 is the final boss fight against Scary Larry. If you die at any point, you leave and join a fresh lobby to restart from Day 1, so survival is the entire game.
Search drawers for food and money, find the Basement Key, and reveal the safe behind the paintings by clicking each one four times. Pick the bedroom with the most other players for safety, then sleep to recover 20 energy before Night 1.
On Day 5 you cross sewer platforms without falling in the water, then fight Larry. He has three hearts and uses minions, spike attacks marked by red circles, and a spin attack. After his spin he's stunned, so wind the key on his back to remove a heart. Do that three times to win.
On Day 2 you gather wooden planks and board up windows. The more you board up, the fewer villains break in on later nights. It's one of the highest-value tasks in the game, so make it a priority before anything optional.
Food restores energy and health, and running low slows you down. Sleeping gives 20 energy per night, Bloxy Cola gives 15 plus a speed boost, a Medkit restores 50, and Super Heal restores 75. Pizza slices carry five charges each, so they stretch the furthest.
No. You can beat Break In for free by gathering resources, boarding up the house, and learning the boss pattern. Robux only buys optional extras, so spend it after you've cleared the game once. Earnaldo lets you earn that Robux for free if you do want it.