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Tasks First Beginner Guide | Burglin' Gnomes

New player? Your first job is not looting. Each day rolls five tasks, three are needed for extraction, and a failed timer can reset progress. Learn the entry, finish safe objectives, then decide whether loot is worth the risk.

Burglin' Gnomes entry route screenshot

Core loop: 5 tasks, 3 required to extract

Every run should be planned around the task count first. The house can contain useful loot, but the bell only matters after the team has enough task progress to leave safely.

RuleNumberWhat it means
Daily task roll5 tasksEach day gives a set of five random sabotage or theft objectives. Read them before touching loot.
Minimum extraction3 tasksComplete at least three tasks before calling extraction. Treat this as the safety line for every beginner route.
Failure penaltyProgress resetIf the timer ends before the minimum task count is complete, the run fails and progress can reset back to day one.
Gnomium rewardTasks minus deathsSuccessful days reward Gnomium from completed tasks, reduced by dead players. Finish more tasks, but do not trade deaths for one extra objective.

Beginner rule: stop chasing valuables until three tasks are done, the exit is known, and at least one player can call the route back to the bell.

Open the complete survival and camp management guide

Basic controls that actually decide runs

Burglin' Gnomes is a physics-heavy game. Right-click grab and mouse-wheel arm distance are not secondary controls; they decide whether you can climb windows, open drawers, pull heavy items, and avoid getting stuck in door frames.

InputActionWhy it matters
W / A / S / DMoveBasic movement, route control, dodging threats, and lining up window climbs.
Right mouse buttonExtend both arms and grabCore interaction for objects, windows, handles, furniture, and heavy dragging.
Mouse wheelAdjust arm distancePull heavy objects, climb, free stuck items, and control carry distance through tight doors.
EContext interactionUsed for prompts such as drain pipe entry, teammate rescue, and shutting down some hazards.

Best first route for new players

New players should not start by dragging the largest object they can find. The first run should prove that the team can enter, read the High-Gnome task list, complete a few small objectives, identify an exit, and leave without turning the house into a rescue mission.

01

Read the High-Gnome task list before touching loot

The tutorial task set teaches five fundamentals: break a TV, climb the kitchen counter, hit with Clonk-style force, open a cabinet, and open a window.

02

Leave the gnome world through a planned entry

The safest early entry is the vine-covered window. Treat it as both the way in and the mental marker for how to leave when threats move badly.

03

Open cabinets before calling a room empty

Task items and useful loot often sit behind drawers or cabinet doors. Open containers before deciding the room has nothing useful.

04

Use counters and windows as movement tests

Climbing the kitchen counter and opening a window are not side tricks; they teach how to reach human-scale surfaces and leave under pressure.

05

Use mouse wheel distance control when carrying objects

Held-object distance changes how safely you move through clutter and doorways. If a small object keeps catching on geometry, adjust the carry distance instead of forcing it.

06

Save enemy testing for throwaway runs

Human hits, cat pull range, rat health, and tool stun values are too risky to test during progression. Mark the route, leave, then test mechanics deliberately.

First task list new players should learn

The first useful route is built around five tutorial fundamentals: break a TV, climb the kitchen counter, hit a target, open a cabinet, and open a window. These are not random chores; they teach room priority, object handling, container checks, vertical movement, and when to stop looting.

TaskTargetBest roomMethod
Break TV1Living room or TV roomUse this as the first object-breaking lesson. Clear the room shape before committing to a noisy hit.
Climb Kitchen Counter1KitchenPractice vertical movement on a counter before using harder window or shelf routes.
Clonk Tutorial1Tutorial routeLearn how hitting works before using weapons in a real house run.
Open Cabinet1Kitchen, bathroom, storage roomsPull cabinet doors and drawers open before calling a room empty. Small loot and weapons can hide inside.
Open Window1Exterior wall or room windowGrab the frame, pull up, and keep the body centered. This is the safest early entry and exit skill.

Daily task pool, group limits, and difficulty by day

Normal days still roll five tasks, but they are not pulled from one flat list. Gather/Steal and Misc are the backbone groups, while toilet, explosion, violence, stun, and blowdart tasks are capped so the day does not become one repeated hazard.

GroupDaily pickWhat can appearRoute note
Gather / Steal1-2 per dayGather Random, Steal From Random Room, Steal Random Category, Steal Random SpecificThis is the only formal task group with a minimum pick count, so every normal day should route some kind of item collection.
Misc1-3 per dayGarden gnome kisses, boar tasks, water plants, sauna water, garage, Jonathan, TV, greenhouse, shed, dog, window, cabinet, bee, weapon safeMisc tasks are broad; read the verb first because these can send the team outdoors, into cabinets, or into special event routes.
Breaking0-2 per dayBreak Stealables, Blender, Window Shatter, Break Seagull EggBreak objectives can be quick, but they make noise and can ruin a clean stealth route.
Toilet / Explosion / Violence / Stun / Blowdart0-1 per groupToilet tasks, explosive tasks, weapon tasks, stun tasks, and potion-dart tasksThese groups cap at one each, so do not expect several objectives from the same dangerous category on a normal roll.

Days 0-1

5 Easy tasks

Use these days to learn entry, containers, and extraction timing.

Day 2

3 Medium + 2 Easy

Start crafting route tools before the house asks for harder objectives.

Days 3-4

1 Hard + 3 Medium + 1 Easy

Do not over-loot before the hard task is solved or skipped.

Days 5-7

2 Hard + 3 Medium

Enter with a craft plan, not just empty hands.

Days 8+

Hard-heavy task pool

Expect more dangerous verbs and recheck the exit before fighting.

Task pairs that should not roll together

Cause Explosion + Explode Random Enemy; Mine Explode + Mine Trigger; Boar Charge + Boar Tusk; Jonathan Music Box + Jonathan Spawned; Water Plants + Cut Plants; Dart Stab + Fork Stab; Enter Shed + Enter Greenhouse; Build Minicopter + Garage Door Open; Steal Dog Toy + Free Dog; Window Open + Window Shatter.

How to enter the human world safely

The human world is the task zone: lawn, exterior walls, windows, drain pipe, and rooms such as kitchen, bathroom, bedroom, living room, and hallway. The front door does not open cleanly from outside, so new players should learn three entry methods.

Vine window

Random exterior window with green vines

Grab the window with both hands, pull upward, and climb in. If the body will not pull, reset position before assuming the window is blocked.

Bad angle, heavy carried item, or weak-body bug can make the climb fail.

Drain pipe

Usually fixed near the back side of the house

Approach the pipe and press E when the prompt appears. Use it as a backup entry when windows are unsafe.

It can place the team inside without the same visual exit marker as a vine window.

Inside door setup

After at least one player is already inside

Move a low stool or chair to the door, stand on it, and use the height to reach handles or interior door controls.

Furniture is heavy for one gnome; two players are safer when moving it.

How to open doors, climb windows, and avoid getting stuck

Doors, windows, cabinets, drawers, ovens, and refrigerators are route tools, not background props. Many early runs fail because players never open the containers that actually hide task items, cigarettes, weapons, or useful small loot.

MechanicWhat to doCommon failure
Door interactionCheck normal interaction, then use a chair, stool, window, or pipe route if the door is blocked.Forcing a tool without knowing whether the door accepts it.
Window climbRight-click grab the frame, pull up, and keep the body centered before climbing through.Jumping at an angle, carrying bulky loot, or hitting the weak-body bug.
Interior door setupMove a low chair or stool to the door, stand on it, and reach the handle from inside.Trying to open human-scale doors from the floor with no height assist.

Oven and refrigerator doors

Grab the external handle and pull down or outward. Do not stand in a bad angle where the door pushes your body into clutter.

Drawers and cabinets

Pull drawers and cabinet doors open before calling a room empty. Small valuables, cigarettes, weapons, and task objects can hide inside.

Cigarettes and smoke items

House layout, object set, and item spawns are random. Some runs have several packs in drawers or cabinets; some runs may have none.

Mouse holes

Mouse holes can help escape pressure, but the exit may be awkward. Do not use them while carrying critical loot unless the route is already lost.

Death and revival mechanics: CPR, Spirit Catcher, and failed days

Revival needs separate practice because players mix up three states: being grabbed, being downed and rescued by a teammate, and using the base revival furniture. The run is still lost if the team reaches the deadline with fewer than three completed tasks.

CPR rescue

CPR-style rescue is not a guaranteed fixed timer. Treat it as a repeated chance to bring a teammate back, and stop if the body is in a lethal position or the threat still controls the room.

Spirit Catcher charges

The Medical Terminal / Spirit Catcher setup has limited charges: three in multiplayer and one in solo. Spend them on task progress, not greedy loot mistakes.

Failed-day lockout

When the day fails because the task minimum was not met, respawns are blocked briefly while the game resolves the loss and resets the run.

Muscle weakness bug, co-op lag, disconnects, and virtual memory setup

Full-release traffic can expose physics, network, and memory issues. Keep fixes direct: lower heavy graphics options, restart the lobby after severe desync, avoid testing movement gear during unstable sessions, and increase Windows virtual memory if crashes or memory errors appear during co-op.

ProblemFast fixWhen to recheck
Weak-body / muscle weaknessStop movement spam, drop carried objects, avoid spring or ragdoll tools, then re-enter or restart the lobby if control stays broken.After movement, physics, or multiplayer patches.
Co-op lag or desyncLower volumetric lighting and texture settings, reduce physics chaos, restart the lobby, and keep one host for testing.After network updates or crowded release-day sessions.
Disconnects or memory crashesClose background apps and set a larger Windows virtual memory/page file before long co-op sessions.After crashes, map loads, or repeated disconnects.

Settings and controls worth checking before the first run

Burglin' Gnomes has enough physics, camera movement, voice coordination, and small object handling that setup matters. Do this before a co-op session, not after someone is already stuck under a table with a task item.

Main menu flow

Create Game, Tutorial, Join Game, Settings, and Quit are visible entry points. New players should run Tutorial once before co-op routing.

Co-op readiness

The gnome world supports friend invite flow. Assign one task caller before entering the human world.

Comfort settings

Voice chat, invert mouse Y, 3D sickness mode, camera smoothing, FPS cap, VSync, volumetric lighting, and texture resolution are relevant before a long session.

Carry control

Mouse wheel carry-distance adjustment is an actual routing tool. Use it for doors, toilets, small clutter, and tight window entries.

Recommended room order

Start with rooms that support small task objects. Bathrooms and kitchens are useful because they often contain interactable objects, light clutter, and task-friendly items. Deeper rooms and heavy valuables are safer after you know how to get back out.

In co-op, one player should call the next objective while another watches the route. Random splitting is fast for five seconds and slow for the rest of the run.

Recommended opening

First clean-run checklist

01Check the task list immediately and call every required object out loud.
02Use the vine window or another exterior entry that you can recognize under pressure.
03Finish the tutorial fundamentals first: break, climb, hit, open a cabinet, and open a window.
04Move to the kitchen only after one player knows the exit and one player watches threat movement.
05Take small task objects before hauling valuables.
06Return to gnome-world crafting only after the first objective cluster is solved or the route becomes unsafe.
Common mistakes

What usually ruins early runs

Looting before reading tasks

Read the High-Gnome list first; task verbs decide the correct room order.

Entering without an exit marker

Use the vine window or another recognizable entry and call it to the team.

Dragging large objects through early objectives

Finish container, window, break, movement, and small-object tasks before heavy haul attempts.

Fighting in cluttered rooms

Clear space or leave. Tiny enemies and bad physics waste more time than they look.

Trusting damage rumors as final math

Treat human hit counts, rat health, and cat range as early notes until you confirm them in your current build.

Ignoring crafting after the first run

Backpack, Pickaxe, Metal Bat, and movement gear can change the whole route once the team can afford them.