Skip to content
  1. Maps
  2. Maple Lodge Campsite
Medium map

Maple Lodge Campsite

A campsite by a lake: tents spread over two campgrounds, restrooms, a reception building, a staff storage area and a two-story cabin. It’s almost all outdoors and the paths fork everywhere: it’s easy to get lost, but there are plenty of routes to escape the ghost.

Size
Medium
Unlocks at
Level 13
Floors
3
Rooms
2825 can be the ghost room
Exits
1
Light limit
8
CCTV cameras
2
Faucets
5
Keys
Front Door Key, Cabin Key

Floor plan

  • Exit door
  • Possible fuse box
  • CCTV camera
  • Cursed possession
  • Stairs
  • Can’t be the ghost room
Campsite
Female ToiletsClosetMale ToiletsBlack TentRed TentCampfire BBlue TentYellow TentWhite TentCampsite BGrey TentNorth East PathGames TentGreen TentCampfire ACampsite AFood TentReception BuildingEntranceStorage Tent 2Staff Storage AreaStorage Tent 1Picnic AreaPierFemale ToiletsClosetMale ToiletsBlackTentRedTentCampfireBBlueTentYellowTentWhiteTentCampsite BGreyTentNorthEast PathGames TentGreenTentCampfire ACampsite AFoodTentReceptionBuildingEntranceStorageTent 2Staff Storage AreaStorageTent 1Picnic AreaPierExit doorCCTV cameraCCTV cameraPossible fuse boxPossible fuse boxPossible fuse boxPossible fuse boxPossible fuse boxOuija BoardMusic BoxVoodoo DollHaunted MirrorMonkey PawTarot Cards
Cabin: first floor
Cabin Living RoomCabin KitchenCabinLiving RoomCabinKitchenSummoning Circle
Cabin: second floor
Cabin BedroomCabin BathroomCabin BedroomCabinBathroom

A schematic plan, without doors or windows: each shape is a room as the game counts it (the Ouija Board, Ghost Orbs and the ghost room use these boundaries). The fuse box spawns in one of the marked spots.

Misleading rooms

The game splits some rooms differently from how they look. It matters for the Ouija Board, Ghost Orbs and the ghost room.

  • The Reception Building isn’t on the same floor as the campsite: the game counts it on the cabin’s first floor.
  • The big open areas (Campsite A, Campsite B and the North East Path) count as rooms, but they can never be the ghost room.
  • From the Cabin Bedroom the ghost can make a short roam to another floor.

Hiding spots

15 official hiding spots

Where they are

  • Entrance
  • Campsite A ×5
  • Staff Storage Area ×2
  • Campsite B ×4
  • North East Path
  • Picnic Area
  • Cabin Bedroom

Available by difficulty

Amateur15
Intermediate11
Professional8
Nightmare and Insanity4

From Intermediate up, a 3-player game gets 1 more and a 4-player game, 2 more.

  • The restroom stalls make a good hiding spot: the ghost rarely walks in unless you draw its attention. Hold the stall door shut in case it tries to open it.
  • Tent flaps don’t block the ghost’s line of sight unless they’re fully closed, even if you hold them up to cover yourself.
  • From the Picnic Area the ghost can’t see players on the cabin’s balcony, even standing up.
  • There’s an invisible wall on the Pier past the first pole: from the cabin porch or behind the cabin the ghost can’t see you if you’re far enough out. Crouch behind the chair at the end: the ghost has to walk all the way out to see you.

Doors open at the start

NoneLowMediumHigh
0245

Depending on the custom difficulty setting.

Where to loop the ghost

  • You can loop the ghost around the picnic tables.
  • You can also run a big loop across much of the map: the Reception Building, Campsite B and the Staff Storage Area.
  • The paths fork a lot and almost everything connects in more than one way: use that to lose the ghost.

Cursed possessions

Where each cursed possession spawns when the contract has one.

  • Haunted Mirror

    In the Reception Building.

  • Music Box

    On a cut log in Campfire B.

  • Ouija Board

    On the shelf in the Cleaning Closet.

  • Summoning Circle

    In the Cabin Kitchen.

  • Tarot Cards

    In the Picnic Area, on a table with poker cards scattered all over it.

  • Voodoo Doll

    Leaning against a log in Campfire A.

  • Monkey Paw

    On a barrel in the Staff Storage Area.

Tips

  • Weather matters a lot: outside the cabin and the Reception Building the temperature won’t rise even with the power on, heavy rain puts out candles and other flames, and strong wind can drown out sounds like thrown items or the ghost’s voice during a hunt.
  • Finding the ghost room or fingerprints takes more work than in a house. Besides the usual surfaces, fingerprints can show up on the inside edges of tent flaps, tent windows, the base of lanterns, the string light poles and their switches, picnic benches, small tents, cooler boxes and log seats.
  • The Cabin Key is under the mat by the cabin door. The cabin doors can’t be unlocked during a hunt, but once open they never lock again.
  • You can light the campfires with a Firelight or an Igniter, but they don’t warm up the room (probably a bug).
  • Campfire A and Campfire B have no main lights, so nothing stops sanity drain there. Campsite A and the Cleaning Closet are dim rooms: they drain sanity at 80% of the rate even with the lights on.
  • In the Entrance, Staff Storage Area, Storage Tent 1, Campsite B, Picnic Area, Cabin Living Room and Cabin Bedroom you also need the small lamps on to stop sanity drain. Each restroom’s light switch (the one inside, not the one on the pole) also counts for the Cleaning Closet.
  • Bone: They spawn randomly anywhere the ghost can walk, but only in rooms that can be the ghost room. In the Black, Green, Grey, Red and White Tents they never spawn inside, only on the outside part; for the Grey and White Tents they sometimes end up in Campsite B.

Trivia

  • The name comes from Mayple, developer cjdxn’s cat.
  • Walk out to the end of the Pier and a Jason Voorhees mask floats to the surface.
  • In one out of three games, Slenderman shows up on the outskirts of the map.
  • There’s a dead body under the cabin.

Data from the article “Maple Lodge Campsite” on the Phasmophobia Wiki (CC BY-SA 3.0). The floor plan is drawn by Phasmopedia from the reference room maps by Zero Network and @fantismal published on the wiki.

All maps