7 Days as a Pet House Map
Room landmarks for chores, diary pages, lamps, and Update 4 Garage & Yard routes.
This House Map Guide teaches the landmarks inside 7 Days as a Pet so you stop getting lost between chores, diary sweeps, and Day 6 lamps. ZipNil’s Roblox house grows after dark: you play as the pet under Marnie (or Not Marnie), clear six daily tasks, and survive with three hearts. Rooms matter because the chore board can move food, water, and sunbeams — and because Update 3–4 opened the Attic, Garage, and Yard.
Use this page beside Daily Tasks, Controls, Dear Diary, and Update 4. Ending props still resolve on All Endings.
Quick room table
| Room | Landmarks | What sends you here |
|---|---|---|
| Living room | Sofa, telephone | Evening owner call when the board names this room; common sleep furniture |
| Kitchen | Fridge (top is a sleep spot), food/water bowls | Meals; 3AM treat bag lure you should ignore on safe weeks |
| Bathroom | Toilet, litter area | Litter chore; Day 4 breakfast/water moves; toilet endings |
| Laundry | Dryer, washing machine | Night roll call on some days; Day 4 sunbeam; Fluff Cycle dryer nap risk |
| Bedroom | Beds, closet | Safe sleeps; Follow The Dot closet trap |
| Hallways | Long sight lines | Intro hall watcher; chase breaks |
| Attic (Update 3) | Vertical shelves, crates, lamps | Diary pages, Day 6 lamp lines, cat jump expression |
| Garage (Update 4) | Interior props, hiding lines | Comedy endings, extra diary/prop access |
| Yard (Update 4) | Outdoor loop | Dog sprints, outdoor objectives, open-area runs |
Living room
The living room anchors social beats. The telephone hosts the evening call when the board points here. Sofas double as Pet Pile meeting furniture and Best Friends lap adjacent space — always sneeze-test Marnie before you commit (Marnie). Noise Complaint spam is loudest here; warn co-op teammates first.
Kitchen
Food and water bowls live here most mornings. Inspect every meal before you eat: eyes, bricks, or Wrong Food can kill or push Mystery Meat. Tip cursed bowls on survival weeks. The fridge top is a known sleep spot. At 3AM, a treat bag may rustle — stay in bed unless you want Treat Time. Great Escape starts at the front door nearby; do not “just peek” outdoors on a Good Pet finale.
Bathroom
Litter box credit belongs here (remove a shopping bag cover first if present). The toilet is a different interact: flushing after use can yield Toilet Trained; drinking yields Toilet Sommelier; careless Day 7 toilet play has ended runs in death. Never confuse toilet E-prompts with the litter chore (Controls).
Laundry room
Dryer and washer landmarks mark night roll call destinations and some sunbeam moves (notably Day 4). Napping inside the dryer is Fluff Cycle, not the board sunbeam nap. Call this out in co-op so a joke nap does not wipe a shared prestige week.
Bedroom and hall
Beds teach pretend sleep on Day 0 and host safe nights later. The closet is the Follow The Dot failure state — if a mysterious floor dot leads here, only follow when that ending is the plan. Hall watchers appear on the intro night; pretend sleep with E, then treat morning as “nothing happened” and resume chores.
Attic (Update 3)
The attic adds vertical gameplay: lamp lines for Day 6, diary page shelves for Dear Diary, and cat jump expression (Cat vs Dog). Assign one attic cat in co-op during lamp hunts. Do not start long diary detours in total blackout before lamps are back on (Survive the Week).
Garage and Yard (Update 4)
Update 4 opened Garage and Yard so more of the map is usable in a single run. Garage props support comedy endings and hiding lines. Yard loops favor dog sprint kits for rotating litter, phone, and outdoor objectives. Diary hunters should add garage/yard sweeps after main rooms and attic. Patch detail: Update 4. Event framing around those doors: Events.
How chores move between rooms
The six tasks stay the same verbs — eat, drink, scratch post, sunbeam nap, litter, evening call — but locations can shift on later days. Examples players report: breakfast/water in the bathroom on Day 4, sunbeam in laundry, evening call or night roll call naming laundry instead of living room. Always read the chore board instead of muscle-memorying Day 1 paths (Daily Tasks).
Suggested sweep orders
Beginner Day 1 loop
Kitchen bowls → scratch post → sunbeam → litter → living-room call → safe bed. Skip attic/garage tourism until hearts feel stable (Getting Started).
Dear Diary collector loop
Attic shelves → main rooms (living, kitchen, hall, bedroom, laundry) → garage → yard. Share finds in multiplayer. Finish the week after the set is complete.
Day 6 lamp split
One player attic, one main floor, one garage/yard if lights exist there. Hides last only seconds — keep moving and relight.
Comedy prop night (throwaway run)
Kitchen stove / microwave / fridge chicken → laundry dryer → bathroom toilet → front door escape. Do not mix with Good Pet.
Co-op map etiquette
Servers hold up to 18 pets. Call room claims early. Do not steal Best Friends laps. Do not Meow-spam the living room unless Noise Complaint is agreed. Disable teleport scripts that dump teammates into the yard mid-sleep (Scripts Hub).
Related pages
- Inputs: Controls
- Impostor fights in rooms: Not Marnie
- Ending props by room: All Endings, Ending Checklist
- Hub: Guides Hub
- Official place: Links Hub
Learn the landmarks once and every later week gets quieter. The board still moves — your mental map should move with it.
Frequently Asked Questions
Quick answers for chores, Not Marnie, endings, and survival.
Where is the evening call?
Usually the living-room telephone when the board names that room. Later days can send roll call to laundry — always read the board (Daily Tasks).
What did Update 4 add to the map?
Garage and Yard, with more areas openable in one run. Details on Update 4.
Where should I look for diary pages?
Attic, main rooms, then garage and yard after Update 4. Full route: Dear Diary.
Is the dryer a safe nap?
No. Dryer naps trigger Fluff Cycle. Use the sunbeam mat for the board chore.
Should I follow the kitchen treat bag at 3AM?
Stay in bed on safe weeks. Following it is the Treat Time ending path (All Endings).
Which pet is better for attic routes?
Cats jump higher for attic shelves and lamps. Dogs shine on yard loops — compare both in Cat vs Dog.