Snowbound Lodge is the one map name a player reads on screen after pressing play again, and a second group starts a round already calling it snowbound. 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 proven to be the only map, and 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 house guide 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.
What you can navigate by
The useful landmarks from the lodge recordings are:
- A front door he opens himself. It is also your swap door.
- Windows with blinds. He 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. He 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. He 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 signature lodge play in that run is the inside-outside swap at the front door: let him commit inside, slip out, hold the snow, and take the house back when he leaves so you can restore power. A player estimate of about three seconds at an opening appears here too. Treat it as "decide before he reaches the frame," not as a countdown.
He can grab a player outright. One line is "this guy just kidnapped me," and a whole team dropped together. 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.
Power and batteries
The power system is outside. The same wait applies: when he leaves, flip the fuses and look for the restored confirmation. One lodge player also saw him vanish after a restore. That is a single-run note, not a rule.
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.
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 fourth creature to the roster because of that line.
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 the house map page.
