Your First Burglin' Gnomes Heist in 5 Steps

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Burglin' Gnomes is a co-op stealth game where up to five friends play as tiny gnomes raiding human houses. Every run follows the same loop: assign roles, enter quietly, complete tasks for the High-Gnome, grab loot, and escape before you're detected. This guide walks you through each step so your first heist ends with a clean extraction instead of a crew wipe. If you want to jump straight into planning, open the Heist Planner alongside this page.

Gnomes approaching a house for their first heist

How a heist works

1
Join or host a lobby

Burglin' Gnomes supports up to 5 players in online co-op. One player hosts, others join. You can also solo with a smaller crew.

Tip: Start with 3–4 players. Fewer gnomes means fewer mistakes while you learn.

2
Pick a role before you enter

Every crew needs a scout, a hauler, a distractor, and an anchor. Decide before the heist starts — not mid-panic.

Tip: New players should try hauler first. It’s the most forgiving role with clear objectives.

3
Understand the run loop

Each heist follows a loop: enter the house, complete tasks set by the High-Gnome, steal loot, and escape before you’re caught.

Tip: Focus on tasks first, loot second. Completed tasks unlock better exits.

4
Learn the noise system

Everything you do makes noise. Running, picking up items, opening doors — all raise your detection level. If it fills, you’re caught.

Tip: Walk, don’t run. Stagger pickups so noise spikes don’t stack.

5
Extract and upgrade

After a run, you bring loot back to your gnome base. Spend it on upgrades that make the next run easier: speed, carry weight, stealth tools.

Tip: Upgrade movement and carry weight first. Stealth gear can wait until you’re comfortable.

5 mistakes that wipe new crews

Skipping role assignment

Two gnomes fighting over loot creates noise and wastes time. Assign roles in the lobby.

Running everywhere

Running is the #1 noise source. Walk unless you’re escaping.

Ignoring the retreat signal

When someone calls retreat, everyone leaves. A partial haul beats a full wipe.

Chasing novelty items

Shiny objects look tempting but rarely outvalue completing mandatory tasks.

Splitting up too early

Stay grouped until the scout confirms safe zones. Splitting multiplies detection risk.

Copy-paste: first-run checklist
FIRST RUN CHECKLIST:
[ ] Roles assigned in lobby
[ ] Retreat signal agreed
[ ] Walk, don’t run (unless escaping)
[ ] Tasks before loot
[ ] Stay grouped until scout clears

Based on first-run patterns observed in Jozzoh's demo walkthrough and SMii7Y's first session. Core mechanics from Steam.

Last updated: February 2026