// MAP 01 · KILLER-FAVORED · PATCH 2.4

MOST DANGEROUSSURVIVOR DIFFICULTY ★★★★☆SPRINGTRAP S TIER HERE

ThePizzeria

The most Killer-favored map in the game. Tight corridors, low lighting, and dead ends turn every chase into a death sentence. Survivors must communicate perfectly or die.

THE PIZZERIA — FLOOR PLAN

┌─────────────────────────────────────┐
│  [STORAGE ③]    │  [BACK OFFICE]   │
│  ★ GEN C        │  (dead end)      │
├─────────────────┤                  │
│  [SERVICE       │──────────────────┤
│   CORRIDOR]     │  [BACK ROOM ②]  │
│  (main artery)  │  ★ GEN B        │
├─────────────────┴──────────────────┤
│         [KITCHEN ①]               │
│         ★ GEN A                   │
├────────────────────────────────────┤
│         [DINING AREA]             │
│         (open zone)               │
├────────────────────────────────────┤
│  [ENTRANCE]     │  [EXIT GATE ★]  │
└─────────────────┴──────────────────┘

★ = Generator / Exit Gate location
Numbers = Recommended Technician route order
Dead ends marked — avoid as Survivor

KILLER SPAWN: Near entrance (south)
SURVIVOR SPAWN: Near storage (north)

Springtrap

S Tier Here

// Strengths On This Map

  • Lunge Strike is nearly unavoidable in the service corridor — the corridor width is less than the lunge range, making dodging geometrically impossible.
  • Dead ends in the back office and storage room create guaranteed kill zones. Survivors who enter these rooms without an exit plan will not leave.
  • Low lighting reduces Survivor reaction time to Lunge wind-up animation. The already-tight 0.3s read window shrinks further in dark conditions.

// Watch Out For

  • The dining area is your weakest zone — open space allows directional dodging. Avoid extended chases in the dining area and funnel Survivors back into corridors.
  • Survivor spawn is in the north (storage area). They will complete the kitchen generator first. Patrol the kitchen in the first 60 seconds.

The Mimic

B Tier Here

// Strengths On This Map

  • Low lighting makes Copy Cat shimmer detection harder. The 8% shimmer chance is even less visible in the kitchen and back room.
  • False Signal is highly effective in enclosed maps — the audio bounces off walls, making it harder for Survivors to locate the source.
  • Multiple dead ends create ambush opportunities for Copy Cat setups — disguise near a hook and intercept the rescue attempt.

// Watch Out For

  • The Pizzeria's bright kitchen lighting partially counteracts Copy Cat's effectiveness in that zone. Avoid Copy Cat activations in the kitchen.
  • This is your weakest map. Springtrap and Ennard outperform you here significantly. Play conservatively and rely on False Signal more than Copy Cat.

Ennard

S Tier Here

// Strengths On This Map

  • Wire Whip through the kitchen walls reaches every generator in the back room and storage simultaneously. Survivors cannot determine which wall the Whip will come from.
  • Skin Suit in the service corridor is almost undetectable — the low lighting and tight space make the stand-up animation harder to spot at distance.
  • The back office dead end is a guaranteed Wire Whip trap: enter the corridor, fire Wire Whip through the wall from the service corridor, interrupt any repair, then advance.

// Watch Out For

  • The dining area reduces Wire Whip value — no walls to penetrate. If Survivors cluster in the dining area, switch to melee pressure.
  • Skin Suit requires a downed Survivor to be convincing. If no Survivor is down, do not activate Skin Suit in the service corridor — it will be immediately suspicious.

Corridor Control Guide

// THE PIZZERIA IS WON OR LOST IN THE CORRIDORS

Service Corridor Dominance

The service corridor is the map's central artery — every Survivor must pass through it to reach any generator. Position yourself at the corridor's midpoint and you control access to three of the four generators simultaneously. Do not chase Survivors out of the corridor into the dining area. Let them come to you. Every generator repair requires passing through your zone.

Dead End Exploitation

The back office has one entrance and no exit. Any Survivor who enters the back office is trapped. Do not follow them in immediately — wait at the entrance. They must come out through you. Use Wire Whip (Ennard) or Lunge Strike (Springtrap) the moment they attempt to exit. The back office is a free down if you control the entrance.

Hook Placement Priority

Always hook Survivors in the service corridor or kitchen — never in the dining area. A hook in the corridor forces the rescue team to enter your control zone. A hook in the dining area gives Survivors open terrain for the rescue. The corridor hook forces the Medic and Fighter into your strongest zone for the rescue attempt.

// 0:00 — 1:30

Early Game

Complete the kitchen generator first — it has the most wall cover and is furthest from the Killer's spawn point. Technician should use Overclock immediately. Security Guard deploys first camera at the kitchen entrance before the Killer arrives. Medic stays within 10 meters of the team cluster. Do not split across all generators simultaneously — the corridors make isolated Survivors easy targets.

// 1:30 — 3:00

Mid Game

The Killer has established corridor control. Every generator repair now requires entering their zone. Use Security Guard ALERT to time repairs between Killer patrol cycles. Fighter should engage the Killer in the dining area — not the corridors — to create safe repair windows. Technician uses V.A.N.N.I. on the storage generator — the most exposed position. Never send a lone Survivor into the back office.

// 3:00 — END

Late Game

With one generator remaining, the Killer will camp the exit gate. Do not approach the gate without Security Guard confirmation. Technician's V.A.N.N.I. on the exit gate is the cleanest escape — activate it only when Fighter has just landed a Parry stun. If V.A.N.N.I. is on cooldown, Fighter holds the gate with Parry while the rest of the team sprints through. Customer uses BLEND IN at the gate entrance.

1

Kitchen Generator (Gen A)

Kitchen — North section

Most protected generator on the map. Three walls provide cover from all approach directions except the main kitchen doorway. Complete first with Overclock. Security Guard camera at the doorway covers the approach.

Safe
2

Back Room Generator (Gen B)

Back Room — Northeast section

Moderate risk. The back room has two entrances — the service corridor and the back office passage. Security Guard camera at the service corridor entrance gives advance warning. Technician should use Overclock here. Avoid if Killer is in the service corridor.

Moderate
3

Storage Generator (Gen C)

Storage Room — Northwest section

Most dangerous generator on the map. Single entrance, no cover from Wire Whip through the adjacent wall. Technician should use V.A.N.N.I. here — manual repair is high risk. Do not attempt without Fighter cover or Security Guard ALERT confirmation.

Dangerous