School Map for PETAPETA School of Nightmares
Floors, classroom codes, Safe Room, courtyard padlocks, and locker clusters you actually use mid-chase.
School of Nightmares is one abandoned Japanese school, not a hotel of infinite floors. You still get lost because classroom numbers, two floors, and locker rows look alike under a red overlay. This tool page is a layout language: where to look, what the TV is saying, and which spaces are death traps. It is not a pixel-perfect CAD dump — spawns shuffle. Use it with How to Find Keys and Controls.

Two floors, one gate
The win condition is always the courtyard / exit gate with symbol padlocks. Solo needs three keys; more players add more locks. Keys can spawn on either floor: floors, tables, lockers. Your first orientation job is not “clear the whole school.” It is “find the Safe Room, read the TV, go to that classroom number.”
Floor maps exist on both floors. They mark classroom numbers and available lockers. Interact and actually read them. Players who skip maps sprint the wrong wing until PETAPETA arrives.
Safe Room
The Safe Room is the planning desk. Its television shows the next key location as a class code such as 1-A. That is a floor-and-room hint, not a world marker floating in space. After the TV, open the matching floor map, note lockers on the route, then move. Do not farm random lockers on the opposite floor while a TV hint is sitting unused.
The Safe Room is not immortal. Treat nearby lockers as your hide set if chase audio starts while you are still reading the TV. Full hide timing: How to Hide.
Classroom numbers
Codes like 1-A / 2-B are the language the game uses. Call them in co-op. “Key is 1-A” is useful. “It’s upstairs somewhere” is not. When a teleport hole on level 3 drops you from an A hole into a C room, re-orient with the map before you sprint — walkthrough.
Courtyard and padlocks
The courtyard is exposure. PETAPETA sees long lines of sight. Carry a matched key, dash, interact, hide. Do not stand at the gate testing every key. Wrong Key animations in the open are free downs. After the last lock, the extract path is still a hallway — keep stamina for that dash.
Locker geography
Lockers cluster on classroom walls and some corridor stretches. Plan two lockers per room: the one you will use now, and the next if a teammate already occupies the first. Shoe lockers in PvP can hold Remnants of PETAPETA’s Love (patch 2026-08-28). Those are contested loot, not Safe Room furniture — PvP.
Level gimmicks that rewrite the map
| Level | Layout twist |
|---|---|
| 1 | Open key hunt, maps and TV are enough |
| 2 | Glass or doors block some rooms — break, then use the same numbers |
| 3 | Teleport holes relabel space; A can dump you in C |
| 4 | Same school plus Mini PETAPETA — collapse if caught |
Super Hard does not add a new building. It makes the same corridors faster — Super Hard.
How to use this page in a live run
- Spawn, find Safe Room, watch TV.
- Match the class code on the floor map.
- Walk locker-side, not courtyard-first.
- Deliver one matched key, hide, repeat.
- After extract, spend shards on skill planner or Archives, not on wandering for “secret extra maps.”
Return to the Tools Hub for spend order, and the Guides Hub for tutorials. The school is small. Your mistakes are in sequencing, not in missing a hidden third campus.
Frequently Asked Questions
Quick answers for School of Nightmares players.
How many floors does the school have?
Two floors with maps on both. The extract is the courtyard gate, not a third tower.
What does the Safe Room TV show?
The next key’s classroom code, for example 1-A. Use the floor map to convert that code into a route.
Do key locations stay fixed?
No. Spawns shuffle. The TV and maps are the live tools; this page is the language, not a pin list.
Where are PvP remnants?
Remnants of PETAPETA's Love can appear in PvP shoe lockers after the 28 August 2026 patch.
Does Super Hard change the map?
No. Same school, faster hunter. Learn the layout on Normal first.