How you know you are here
Snowbound Lodge is the one map name a player reads on screen, and the Snowed In badge says survive a full night at the Snowbound Lodge. House and Lodge says survive a full night on both maps. Players describe a snowy, Canada-themed cabin, slush outside, and a blizzard. It is a real location in the normal play flow. It is not the same layout as the default house.
How you get it is unsettled. One recording shows no map menu: the lodge is simply dealt when play starts. Another account treats the house and the lodge as a lobby pair. Nightmare and Medium, spoken during setup, are difficulty labels, not places. Queue in, then learn the building you actually spawned in. The house route is Survive a Full Night Until 6 AM.
If the building you spawned in has a pantry, an upstairs main bedroom, and a bathtub hallway, you are on the house route instead. Use Default House.
The 10 October 2026 listing update put [NEW MAP] in the title and an event card titled HALLOWEEN MAP. That card does not name rooms. The House and Lodge badge text still says both maps and was not replaced by a third-map badge. Do not invent a layout for the card. Details are on What the New Map Title Confirms.
What you can navigate by
The useful landmarks from the lodge recordings are:
- A front door the creature opens itself. It is also your swap door.
- Windows with blinds. It opens them from outside and jumps through. Close the blinds when a window is in your path.
- At least two floors. Groups split upstairs and downstairs. A throwaway third-floor line is not enough to confirm a third storey.
- A small study, mentioned once.
- Walls and the roof. The creature climbs both. Being away from the door is not safety.
- The snow outside, which you can loop around and re-enter from.
No recording names every room, shows the staircase, or pins battery pickups to a shelf. Navigate by the door you shut and the windows you have sealed.
Defense on this cabin
The siege is the same clock. The creature works openings, cuts power, and keeps coming until daytime. In one lodge run the clock read 5:41 shortly before daytime, and the player counted about three pushes in that night. Three stages is that player's impression, not a mode list. The Snowed In badge says a full night, not 6 AM.
The signature lodge play in that run is the inside-outside swap at the front door: let it commit inside, slip out, hold the snow, and take the house back when it leaves so you can restore power. A player estimate of about three seconds at an opening appears here too. Treat it as decide before it reaches the frame, not as a countdown.
The creature can grab a player outright. A death still does not automatically lose the round if someone living remains or a revive lands. In that lodge run the totem errand fell through and the team still won. Revive rules are on Squads, Revives, and Passes.
Power and batteries
The power system is outside. The same wait applies: when the creature leaves, flip the fuses and look for the restored confirmation. One lodge player also saw it vanish after a restore. That is a single-run note, not a rule. Breaker steps are on Restore the Breaker.
Batteries are mandatory in the blackout, and one pickup simply did not work, so carry more than one. Where they lie is only inside. Sweep while the lights are on. A paper ball can be picked up. The throw's effect is never shown. It is not a weapon. See Paper Ball.
Hiding
Do not import the house closet plan. On Snowbound, one hunted player found no closet, and a group that tried to hide was caught and concluded there had been no spot that round. A downstairs cabinet is something another group planned to use. Lockers are unreliable in the search that failed. Until you personally find an enclosed spot, your plan is seal, swap, and batteries.
An unexplained new-monster notice flashed on one daytime lodge moment and was never identified. Do not add a creature to the roster because of that line. The credited names and the badge opponents are on Creatures.
