The PETAPETA event map is the part of The Hollow that trips up most players, because the hotel looks like a simple corridor until the rooms start rearranging behind you. This PETAPETA Hotel guide maps every floor, explains which doors actually matter, and gives you a clean route to the ending so you stop circling the lobby.
How the Hollow hotel map is structured
The hotel is a vertical maze rather than a flat dungeon. You enter through the lobby, climb three guest floors, and finish in a service wing that only opens once you have cleared the rooms above it. What makes the PETAPETA event map confusing is that the elevator is not a shortcut — it is a gate. Each floor has to be completed in order before the lift will carry you higher, and the game never tells you that outright.
Community reports describe the layout as four stacked zones plus a basement, with the basement acting as the final stretch. The floors are visually distinct, which helps: the lobby is warm and carpeted, the guest floors are dim and repetitive, and the service wing switches to bare concrete and flickering strip lights. If you can read those cues, you always know roughly where you are.
Here is the zone breakdown that most walkthroughs agree on, and it maps cleanly onto the four-zone-plus-basement structure above: the Lobby opens unconditionally but hides a locked front desk and routes out through Stairwell A, Guest Floor 1 demands the lobby keycard and punishes anyone who ignores the Room 104 ambush, Guest Floor 2 needs the Floor 1 fuse and swaps stairwells for the elevator while adding a hallway patrol, and Guest Floor 3 gates on the Floor 2 valve, introduces the collapsing ceiling, and exits via the service door. The Service Wing and Basement only unlock once all three fuses are collected, then close the run with the chase sequence into the ending room.
| Zone | Access condition | Main hazard | Exit |
|---|---|---|---|
| Lobby | Always open | Locked front desk | Stairwell A |
| Guest Floor 1 | Lobby keycard | Room 104 ambush | Stairwell A |
| Guest Floor 2 | Floor 1 fuse | Hallway patrol | Elevator |
| Guest Floor 3 | Floor 2 valve | Collapsing ceiling | Service door |
| Service Wing / Basement | All three fuses | Chase sequence | Ending room |
The single most useful habit on the PETAPETA event map is to clear a floor completely before touching its exit. Doors that seal behind you are common, and backtracking costs far more time than a thorough sweep. If you are still learning the event's overall rhythm, the full Hollow event guide explains the objectives and timing that sit on top of this layout.
PETAPETA Hotel walkthrough, floor by floor
This section is the core of the PETAPETA Hotel walkthrough. Work through it in order and you will never need to guess which corridor leads where. Each floor is keyed to a fixed PETAPETA event map layout, so the room sequence — lobby, service stairwell, guest-floor loop, then the rooftop exit — repeats identically across runs. Treat the floor order as a checklist: clear every marked room on a level before taking the stairs, because backtracking past a locked service door costs you a full loop and risks the roaming hazard catching you mid-corridor.
Lobby and the front desk keycard
Start by ignoring the main staircase. The lobby's front desk has a drawer that opens only after you interact with the guest ledger on the counter, and the keycard inside unlocks every guest room door on Floor 1. Players who run straight upstairs usually end up stuck at the first locked door and have to walk back down.
Two things to grab before you leave the lobby: the keycard from the front desk drawer and the floor plan plaque off the east wall. The plaque matters more than it looks — it is the only in-game map reference the PETAPETA Hotel gives you, so once you are inside the guest-room corridor on Floor 1 there is no minimap overlay to fall back on. Skipping it means navigating the corridor loop by memory, and the dead-end rooms on the north side will cost you a full backtrack each time you guess wrong.
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The maintenance note pinned behind the desk, which names the three fuse locations.
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The spare battery in the coat closet, needed later for the flashlight in the basement.
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The floor plan plaque on the east wall, which is the only in-game map reference you get.
Once you have the keycard, take Stairwell A up. Do not use the elevator yet — it is unpowered and pressing the button only wastes a few seconds of animation, and worse, the call-panel interaction can lock your character into the button-press prompt if you spam it while the power grid is still offline. Stairwell A also drops you directly beside the Floor 1 guest-room corridor entrance, which saves the detour the elevator would force through the east service hall. Keep the keycard equipped in the quick slot — the corridor doors on Floor 1 read it automatically, but the two dead-end rooms on the north side require a manual swipe prompt that only appears if the card is active.
Guest Floor 1 and the Room 104 ambush
Floor 1 is a ring corridor with eight rooms. Only three matter: Room 101 holds the first fuse, Room 104 triggers a scripted ambush when you open the door, and Room 108 contains the stairwell key for the next flight. The other five rooms are optional loot.
The Room 104 ambush is survivable if you back into the corridor immediately after opening the door rather than stepping inside. The encounter spawns behind the bed, so standing in the doorway gives you a clear line and an escape route. According to community reports, this is the single most common death on the PETAPETA event map, and it is entirely avoidable.
| Room | Contents | Required? |
|---|---|---|
| 101 | Fuse #1 | Yes |
| 104 | Ambush encounter | Yes (blocks corridor) |
| 106 | Health item | Optional |
| 108 | Stairwell key | Yes |
| 102, 103, 105, 107 | Loot / lore notes | Optional |
Clear Room 101 and Room 108 first, then deal with Room 104 last so you are not carrying an active threat while searching rooms. This order matters because the Room 104 ambush blocks the corridor connecting the other seven rooms — triggering it early means every subsequent detour past the doorway risks re-aggroing the encounter while your hands are full of fuse and key pickups. Grabbing Fuse #1 and the stairwell key first also means that once the ambush is cleared, you can walk straight to the stairwell without backtracking through the ring corridor, cutting the floor's traversal to a single loop.
Guest Floor 2, the fuse and the patrol
Floor 2 introduces a moving patrol that walks a fixed loop around the central atrium. The second fuse sits in the housekeeping closet at the north end, but the closet is locked until you flip the breaker in the staff room on the south side. That means you must cross the patrol's path twice.
The patrol has a predictable rhythm: it passes the atrium every twelve to fifteen seconds based on player timing tests, and it always turns left at the corner. Use the alcoves between rooms 204 and 206 to wait it out. Sprinting through the atrium works, but it pulls the patrol into a chase that follows you up the stairs and complicates Floor 3.
Grab the valve handle from Room 210 while you are here. You will need it on the next floor, and there is no second copy. Skipping it is the most common reason players get stuck at the Floor 3 service door and have to descend again.
Guest Floor 3 and the collapsing ceiling
Floor 3 is where the PETAPETA Hotel guide earns its keep, because the ceiling collapse is on a timer rather than triggered by a switch. The moment you step off the stairs, a ninety-second countdown starts. You need to reach the service door at the far end, use the valve handle, and get through before the corridor caves in.
The route is short but not straight. From the stairwell landing, go right, cut through Room 302, drop into the maintenance crawlspace, and come up beside the service door. The crawlspace bypasses the long corridor entirely and saves roughly thirty seconds. If you are running low on time, the crawlspace is the only safe shortcut.
Three fuses must be inserted into the panel beside the service door — one from each guest floor. If you missed any, the door will not open and the collapse will reset the floor, forcing a full re-clear. Double-check your inventory before stepping onto Floor 3.
Key doors, locks, and what opens them
Most of the frustration on the PETAPETA event map comes from doors, not enemies. The game gives you very little feedback when a door refuses to open — no red prompt, no rattle sound, just a dead interact button — so players waste minutes re-checking the same handle. The real cause is that every locked door on the PETAPETA Hotel route is gated by a progression item, not a hidden switch, which is why the complete lock table below maps each barrier to its exact opener.
| Door | Location | Opens with |
|---|---|---|
| Front desk drawer | Lobby | Guest ledger interaction |
| Guest rooms 101-108 | Floor 1 | Lobby keycard |
| Stairwell B | Floor 1 | Room 108 key |
| Housekeeping closet | Floor 2 | Staff room breaker |
| Service door | Floor 3 | Valve handle + 3 fuses |
| Basement gate | Service wing | Automatic after chase start |
Two rules cover almost every case. First, no door on the PETAPETA event map opens with a key you find on the same floor — the item is always one zone behind or ahead. Second, if a door has a visible panel beside it, the panel is the actual lock and the door is just scenery.
The basement gate is the exception. It opens on its own the moment the chase begins, and it seals behind you. There is no way back up once you pass it, so finish all optional loot on the guest floors before you commit.
The basement route and the ending
The basement is a single looping corridor with the ending room at its center, and it is the only part of the PETAPETA Hotel walkthrough that is genuinely time-pressured. A pursuer spawns when you enter and does not stop, so the basement is a movement puzzle rather than a fight.
The loop has four junctions. At each one, take the passage that is lit rather than the one that is dark — the lighting is not atmospheric, it is a signpost. Following the lit path takes you through all four junctions and into the ending room in under two minutes. Taking a dark passage sends you back to the previous junction, which is survivable but wastes the lead you have on the pursuer.
Use the spare battery from the lobby here. The flashlight dies roughly ninety seconds into the basement, and the lit-path rule becomes much harder to read in near-total darkness. Players who skip the coat closet in the lobby consistently describe the basement as the hardest section of the event, and the battery is the reason.
If you want to see the basement route executed rather than described, the PETAPETA walkthrough video collection includes no-commentary runs of the full event, which are easier to follow than text for the chase section.
Common mistakes on the PETAPETA event map
Even experienced players lose time on the PETAPETA event map, and the failures cluster around a handful of habits rather than raw skill gaps. Most of these mistakes share one root cause: the event's progression gates are one-way, so a missed item in an early zone cannot be recovered later without a full restart. The five habits below account for the majority of stalled runs, and each is cheap to fix once you know it exists — a single detour in Room 210 or the basement saves far more time than it costs.
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Riding the elevator early. It only works after Floor 2 is powered, and the animation lock can drop you into a patrol.
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Skipping the valve handle in Room 210. There is no replacement, and the Floor 3 door will not open without it.
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Opening Room 104 from inside the doorway. Step back into the corridor first.
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Leaving the basement battery behind. The dark passages are far more punishing without it.
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Treating the collapse timer as generous. Ninety seconds is enough only if you use the crawlspace.
The pattern behind all five is the same: the PETAPETA event map rewards preparation over speed. Every item you pick up in an earlier zone removes a wall in a later one, and the game is designed so that a careful first run is faster than three rushed ones. Players who have cleared the event multiple times generally report that a full sweep takes about twenty-five to thirty minutes, while a rushed run that gets stuck typically runs past forty.
If you are comparing this event against the base game's pacing, the level 1-3 walkthrough covers the movement and interaction basics that carry directly into the hotel, and it is worth a look if the door and key logic here felt unfamiliar.
Frequently Asked Questions
How long does the PETAPETA Hotel take to complete?
A thorough first run takes roughly twenty-five to thirty minutes, including optional loot on the guest floors. Players who already know the layout can finish in under fifteen by skipping side rooms and using the Floor 3 crawlspace shortcut.
Do I need all three fuses to finish the PETAPETA event map?
Yes. The service door on Floor 3 has a three-slot panel, and it will not open with fewer than three fuses. Each guest floor holds exactly one, so a missed fuse means descending and re-clearing that floor before the collapse timer resets it.
Can I go back upstairs after entering the basement?
No. The basement gate seals behind you the moment the chase starts, and there is no return path to the guest floors — the stairwell door locks, the elevator stays dark, and the only exit is forward through the boiler corridor. Because the Floor 3 service door is a one-way checkpoint, collect every optional item and lore note before you pass through it; a missed fuse or key item cannot be retrieved once the gate drops.
What happens if the ceiling collapses on Floor 3?
The floor resets and you are returned to the stairwell landing with your fuses intact, but the timer restarts from ninety seconds. Repeated collapses do not cost resources, only time, so there is no penalty for retrying the crawlspace route.
Is the elevator faster than the stairs?
Not on a first run. The elevator only powers on after Floor 2, and using it skips rooms that hold required items. Stairwell A is the reliable route until you have every key item in hand, at which point the elevator saves a short climb.