R.E.P.O. is a co-op horror game where you and your team collect valuables, haul them to extraction points and escape before the monsters catch you. Every run takes place on one of the game's maps, the places you explore, from an abandoned arctic research station to a manor. Each map has its own room layout, hazards and lighting, and those differences change how you play. Knowing what to expect on each one helps you plan a route, pick safer rooms and decide when a loot run is worth the risk.
Map
Items
Headman Manor
A cramped multi-floor mansion where blind corners and tight hauling routes make the return trip risky.
- Setting
- An old western-style mansion.
- Hazards
- Blind corners hide monsters, and a monster can block a narrow corridor on the way back. Later levels add concealed drops, sometimes just beyond a door.
- Getting Valuables Back
- Large valuables are difficult to maneuver through the tight rooms. Work together on the turns; the C.A.R.T. can move between floors without damaging heavy valuables.
McJannek Station
A dim arctic base with broad corridors, crowded rooms and dangerous multi-floor drops.
- Setting
- A dim arctic research station filled with machinery.
- Hazards
- The dark interior makes routes harder to read, while open rooms give monsters clear sightlines. Watch the ramps and floor pits so a player or valuable does not fall.
- Getting Valuables Back
- Check the radar or map when a valuable is not on your floor. Stairs can damage a load, so pass it to a teammate at the landing instead of dragging it down the steps.
Swiftbroom Academy
A castle-like academy where sudden stairs, dangerous floors and hard-to-escape chases complicate each haul.
- Setting
- A castle-like school with a wizarding theme.
- Hazards
- Pits and lava pools break up the floor and can send a player or cart over an edge. Monsters are hard to shake once they spot you.
- Getting Valuables Back
- Check the floor before moving the cart, especially near drops. Listen for monsters and hide before they spot you, since escape is difficult once a chase starts.
Museum of Human Art
A very dark art museum with open galleries, cluttered routes and few places to hide.
- Setting
- An abandoned art museum.
- Hazards
- This is the darkest map, with the flashlight providing most of the light. Open galleries offer few hiding places, so enemies can spot players across a room.
- Getting Valuables Back
- Walk the route before carrying large valuables. The displayed loot is easy to spot, but clutter, vents and upper floors make the trip back difficult.
How R.E.P.O. Maps Work
Each level loads one map at random, and you can't choose or swap it. That means any map can show up on any run, so it's smarter to learn how all of them feel than to hope for a favorite. The rooms are rearranged on every visit, and items and monsters are placed differently too, so memorizing a route won't get you far. What carries over is each map's overall character, and that's the part worth learning.
How R.E.P.O. Map Layouts Differ
The biggest difference between maps is how much room they give you. McJannek Station is built around very large corridors and open areas, though it has fewer places to hide than the manor. Headman Manor is the most cramped of the maps, with small maze-like rooms and narrow hallways, and those tight spaces make it hard to escape once a monster is on you. Its many hiding spots under beds, cabinets and tables give you somewhere to wait.
Swiftbroom Academy is a castle-like wizarding school where rooms and staircases can join in unexpected ways. The Museum of Human Art is a multi-floor building cluttered with exhibits and broken statues, and some of its valuables sit on high ledges that take jumps, parkour or a stack of props to reach.
R.E.P.O. Map Pits and Hazards
Pits are the hazard that matters most, and they become more dangerous as levels and quota climb. On McJannek Station, pits and narrow gaps appear as levels escalate, and high quota runs bring deadly pits and pools of liquid that you'll need parkour to cross. Headman Manor adds bottomless pits on its higher levels, and the death pits there are especially brutal.
Swiftbroom Academy's floor is broken up by pits and lava pools. Death pits can show up there even on low quota, and its high quota extraction rooms have lava pits, where a fall is basically death because you can't jump out in time. The Museum of Human Art has pits and vents scattered through it, so treat every open room as a pit risk. A pit at the edge of a large room can catch someone carrying a fragile valuable, so check the floor before you step out with loot.
How to Carry Loot Back Safely in R.E.P.O.
Hauling is where a run can fall apart fast, and the safest method depends on the map. Anything that takes more than one player to lift should go straight onto the cart rather than being carried by hand, and a solo player can only manage those heavy valuables with enough strength. Load the cart before you reach the extraction point, so you aren't hauling through a dangerous room at the last moment. Also, nobody should stand in the extractor's collection zone during the countdown.
Each map asks something different of your team. Swiftbroom Academy's huge doors make it simpler to push props around, which cuts down on the effort. Headman Manor is tough to haul through, with tiny doorways and fragile props. On McJannek Station, stairs can damage a load, so pass heavy valuables to a teammate at the landing instead of dragging them down the steps.
The Museum of Human Art has valuables up high that need jumps or stacked props to reach, and its vents are for escaping rather than hauling, since you can't carry an item through one.
Dark R.E.P.O. Maps and Your Flashlight
Light matters as much as layout, because some maps are far darker than others. The Museum of Human Art is the darkest map, and your flashlight gives most of the light there. Keep it ready before you walk into an unlit room, since that's where you'll see the least.
FAQ
Can monsters see you in the big open maps?
Yes. Wide spaces let you spot monsters coming from far off, but they can spot you too, so open rooms give you warning without much cover.
Can a door lead you straight into a pit?
On Headman Manor, it can. Later levels add hidden drops, sometimes just past a door, so slow down and look before you step through with loot.

