Guides

Dog! Maps & Locations

Community-known spaces across the chapter ladder — House, Radio Station, Lab, Tom's House, Carnival, and Prison.

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Maps Guide

Maps and locations in Dog!

Dog! (formerly Ben!) spreads its Book-style chapter ladder across themed spaces players call out by shorthand. This page is a map overview, not a fabricated lore bible. Names like House, Radio Station, Lab, Tom’s House, Carnival, and Prison come from how lobbies, tools, and creators refer to playable layouts. For objective order and finale habits, keep the chapter walkthrough open beside this guide.

Prep with getting started, survive with how to survive, and spend Coins via codes before you invent a trap plan for a map you have never walked.

How to use this overview

  1. Learn the shape of each space (stairs, noise, width).
  2. Pick one plant philosophy per map (door lip vs open choke).
  3. Agree on callout words with your squad.
  4. Re-test after patches — layouts can shift; see updates.

This page embeds one verified House-focused escape reference for Part 1 energy. Sibling chapter clears exist elsewhere on the internet; we do not stack multiple video IDs here.

House (Part 1 energy)

The House layout is the classic early teaching map: tight rooms, kitchen-adjacent doors, short peeks, and stair lines that punish panic sprints. Perfect for first taser reps and first bear trap plants.

Survivor priorities:

  • Clear ground-floor interacts before vanity upstairs looting.
  • Plant on doorframes Dog must cross, not in the middle of empty halls.
  • Call kitchen, stairs, or front door consistently.

Dog priorities:

  • Cut the stair early.
  • Listen for key noise in small rooms.
  • Do not over-chase into pre-aimed doorway tasers.

Radio Station (Part 2)

Radio Station shorthand points at booth hallways, longer sightlines down corridors, and noisy devices that advertise progress. Survivors who AFK mid-click get free Dog rotations onto their audio.

Tips:

  • Finish interacts fast; split only if you have a trap covering the retreat.
  • Use hall corners for peeks — wide booth rooms favor Dog shoulder checks.
  • Mobility items rise in value when rotates between consoles feel long.

Lab (Chapter 3)

Lab spaces lean into corridors, glass-adjacent rooms, and cleaner sightlines that make bad crossfires obvious. Community clears treat Chapter 3 Lab energy as a systems chapter: more structure, less “one closet solves everything.”

Tips:

  • Pre-aim traps on door lips before entering glass halls.
  • Key carriers walk middle-safe routes; scouts check corners.
  • Dog should deny the long hallway that links objective clusters.

Read survivor and Dog role pages if your squad still soft-ints role jobs here.

Tom’s House (Part 4)

Tom’s House is a community-famous shorthand — tight residential verticality, stairs tax, and kitchen/door plant heaven. It rhymes with early House lessons but usually demands stricter teamwork because mid-ladder Dogs know the common loops.

Tips:

  • Assign a carrier; do not bounce the key down stairs for meme drops.
  • Stair-head tasers are premium; ego mid-living-room stuns are not.
  • Dark stealth skins help slightly; unreadably grey fits hurt ally callouts (skins).

Carnival (Part 7)

Carnival-associated layouts play wider: more open paths, longer rotates, and less forgiveness for a single doorway plant. Historic community talk ties Part 7 energy to carnival-scale movement.

Tips:

  • Pre-plant chokes between attractions or lane merges, not open floor vanity.
  • Neon C-tier flex skins glow for Dog — save them for lobby photos if you are learning routes.
  • Dog should abandon far chase tunnels and hold the lane that leads to the exit ritual.

Wider maps punish solo heroes. Use voice or short text callouts.

Prison finale (Chapter 8)

Prison is widely treated as the chapter 8 finale space: layered gates, wing stairs, cell-adjacent routes, and exit discipline. Deep finale habits live in the chapter walkthrough; this section is spatial only.

Priorities:

  1. Control stairs between wings.
  2. Protect keys through multi-gate progress.
  3. Save tasers for escort moments.
  4. Leave when the finale unlock exists — montage greed feeds Dog Wins.
  5. Killer mains hold the route that matters, not decorative tunnels.

Badge hunters chasing Escape Dog or Dog Wins should dedicate a block of nights here after House fundamentals feel boring.

Cross-map skills that always transfer

SkillWhy it maps everywhere
Doorway plantsHouse, Tom’s House, Lab lips
Noise disciplineRadio Station devices, any machine click
Stair taxTom’s House, Prison, many House variants
Exit escortEvery chapter clear
Fair movementNo script ESP on any layout — see Scripts

Candified-style or other Piggy-like escape habits — pre-clear rooms, call Dog, never vault attention with useless noise — apply here too. We will not invent extra video IDs in the body; use the single House reference on this page, then practice.

Callout lexicon

Agree on words before ready-up:

  • house stairs / kitchen
  • radio hall / booth
  • lab door / glass
  • tom stairs / tom kitchen
  • carnival open / carnival choke
  • prison stairs / cell wing / finale gate

Consistency beats officiality. If your friend says Tom’s house, answer in that dialect.

Loadout notes by map width

  • Tight (House, Tom’s House): bear trap + taser angles.
  • Noisy mid (Radio, Lab): trap + faster finish discipline; consider mobility.
  • Wide (Carnival): choke plants; do not waste Coins on glow skins first.
  • Finale (Prison): full kit, key discipline, stair denial.

Redeem codes before the block: Codes. Flex later via how to get skins.

Walk the space. Name the rooms. Plant the choke. Leave through the gate. That is the whole maps guide distilled for Dog!.

FAQ

Frequently Asked Questions

Quick answers for survivors and players hunting as Dog.

What maps are in Dog!?

Community callouts commonly reference House, Radio Station, Lab, Tom’s House, Carnival-associated layouts, and the Prison finale across the chapter ladder. Treat names as practical shorthands.

Is Tom’s House an official title?

It is a widely used community shorthand for a residential-style layout. Use it for callouts unless Retro Horror publishes different formal labels.

Which map should beginners learn first?

Start with House-style rounds for doors, stairs, and first traps, then move into Radio Station and Lab noise management before Prison finale attempts.

Where is the full chapter order explained?

Use the Chapter Walkthrough for ladder structure and finale habits. This Maps guide focuses on spatial callouts and plant philosophy.

Why only one video on this page?

The wiki embeds at most one verified YouTube ID per page. This Maps page uses a House Part 1 reference; practice other layouts in-game with the walkthrough.