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Closing Shift Map and Locations: The Restaurant Areas You Move Between While Searching

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A working map of Closing Shift's two levels: the B-2 safe room, the SERVICE HATCH B-2 stairs into the restaurant corridor, and the named rooms where the four keys and the code notes turn up.

Quick answer

All of your searching happens on one floor above the room the elevator drops you in. From the B-2 security/safe room you open SERVICE HATCH B-2 by holding E on its crank, climb the stairs into the restaurant corridor, and work through the labelled rooms from there. The four keys and the code notes are spread across those rooms, and the terminal you need at the very end is back down in that same B-2 room.

  • Elevator: ground level down to B-2. The safe room holds the gift box that brings out the Puppet's Q&A help menu and the security terminal that switches camera feeds.
  • SERVICE HATCH B-2: hold E on the crank until HATCH SEALER reaches 100%; the opened hatch leads to stairs up into the restaurant corridor.
  • Restaurant floor: EMPLOYEES ONLY break room, BEST DAY EVER party room, party room 3, kitchen, janitor corridor with dry storage, SERVICE DUCT 1, bathroom stalls, freezer, a vent into a duct and a locked storage locker.
  • HUD: watch KEYS (3/4, then 4/4) and the CODE field to know which half of the objective is still open.
  • Exit: return to the B-2 terminal room, enter the code at EXIT CONTROL, press CALL, ride up, then unlock the chained front doors with the last key.

Two levels, one connecting route

Closing Shift takes place in a family restaurant that closed in 1974, and you arrive by an elevator that seals shut behind you. That single detail gives the map its shape: the elevator brings you in, and the same elevator is how you get out. Everything between those two moments serves one objective — find four keys and the four-digit code that calls the elevator back — while the Puppet at the security desk can answer questions and the cameras show what is moving through the building.

The elevator runs from the ground level down to B-2, and you step out into a security/safe room. Two fixtures there are worth learning by sight, because together they mark the start and the end of every run. The gift box, once opened, brings the Puppet out and opens a question-and-answer help menu. The security terminal in the same room is what you use to switch camera feeds.

SERVICE HATCH B-2 is the door between the two halves of the map. Walk up to the crank, hold E until the HATCH SEALER progress reaches 100%, and the hatch opens onto stairs up into the restaurant corridor. The corridor is the junction: it is what puts the restaurant's searchable rooms within reach, and it is the way back once your key and code count is complete.

Treat the B-2 room and the hatch as fixed reference points. When you are deep in the restaurant and lose track of an unfamiliar room, the question that helps is not "which room is this" but "how far am I from the stairs down to B-2", because that is the only line back to the terminal.

The restaurant rooms you can name on sight

Rooms do not need a minimap to be recognised. They carry on-screen labels and readable notes, and their contents hint at what they are for — several rooms are stocked with chairs, which is what you barricade a door with.

Restaurant areas you pass while searching

Area
EMPLOYEES ONLY break room
How you recognise it
Door labelled EMPLOYEES ONLY; chairs inside for barricading
Where it turned up in one run
A code-digit clue
Area
BEST DAY EVER party room
How you recognise it
Named party room with chairs for barricading
Where it turned up in one run
A room to barricade on the way through the party rooms
Area
Party room 3
How you recognise it
The second party room, separate from BEST DAY EVER
Where it turned up in one run
The key for this room was found over in SERVICE DUCT 1
Area
Kitchen
How you recognise it
Kitchen area with a door that takes a chair barricade
Where it turned up in one run
The room Chica pulls players into in player-shared clips
Area
Janitor corridor and dry storage
How you recognise it
Corridor running past dry storage shelving
Where it turned up in one run
Key 3 of 4
Area
SERVICE DUCT 1 maintenance/power room
How you recognise it
Labelled SERVICE DUCT 1; maintenance and power fittings
Where it turned up in one run
Notes holding the 3rd and 4th code digits
Area
Bathroom stalls
How you recognise it
Stall doors off the bathroom
Where it turned up in one run
Cover to break line of sight from Bonnie
Area
Freezer
How you recognise it
Cold-storage door
Where it turned up in one run
Key 4 of 4
Area
Vent leading into a duct
How you recognise it
Low vent opening you crawl into
Where it turned up in one run
A duct route through the floor
Area
Locked storage locker
How you recognise it
A storage locker that is locked when you find it
Where it turned up in one run
Key 2

The labels carry most of the identification work. A door marked EMPLOYEES ONLY is the break room; the party rooms are named, one as BEST DAY EVER and the other as party room 3; the maintenance room announces itself as SERVICE DUCT 1; the janitor corridor runs past dry storage. Smaller features are just as telling — bathroom stalls, a freezer door, a vent that drops you into a duct, and a storage locker that will not open when you first reach it.

These rooms are not all equally available to you on sight, and that pattern is worth noticing. The storage locker starts locked, and the same playthrough that opened it also found a key for party room 3 somewhere completely different — in the SERVICE DUCT 1 room. Expect the barrier and the thing that removes it to sit in two separate places rather than side by side.

How the keys and digits spread across that layout

In one playthrough the four exit keys were scattered across the floor instead of stacked in a single wing. Key 1 was sitting on a shelf, key 2 came out of the locked storage locker, key 3 was picked up in the janitor corridor and dry storage, and key 4 was inside the freezer. The code was spread out the same way: a clue in the break room, a floor note reading "the 1st digit is 7", and notes in SERVICE DUCT 1 carrying the 3rd and 4th digits.

That spread is what turns a room list into a route. Because keys and digit notes land in different areas, a sweep that only covers one part of the restaurant usually comes up short on one half of the objective — keys without digits, or digits without the keys to finish. The HUD is the honest read-out: it tracks KEYS as a fraction (3/4, then 4/4) and keeps a CODE field alongside it. When KEYS reaches 4/4 the remaining work is notes, and when the code is complete your task becomes getting back out.

Three kinds of find behave differently while you move, and mixing them up is the usual reason a search feels stuck:

  • A key is a pickup: it moves the KEYS count.
  • A readable note is information: it gives you a digit and leaves the counter where it was.
  • A locked container or locked room is a barrier: it needs something else before it gives anything up.

So if the KEYS count has not moved after a few rooms, you are not finding pickups yet; if it sits at 4/4 while the code field stays short, you are looking for paper rather than keys.

What changes between nights

Two limits are worth carrying with you. First, key placements can differ between nights, so the list above is an example of where these objects hide rather than a fixed set of coordinates — search the rooms instead of re-walking to one remembered shelf. Second, the room list is what one run passed through; it is not a guaranteed complete floor plan, so a room you find that is not named here is simply more searchable space, not a sign you went the wrong way.

The kitchen deserves its own note for a different reason. Player-shared clips are captioned "Chica lures you into the kitchen", which puts the kitchen among the rooms associated with animatronic encounters. The clip shows the lure itself, not the conditions that trigger it, so read it as a reason to keep your guard up in the kitchen rather than as a rule about when Chica appears. For how each animatronic behaves across the rooms, the animatronic behaviour guide is the companion read.

Retracing the route to the terminal room

Once the digits are in hand, the map works in reverse. Head back to the terminal room at SERVICE HATCH B-2 — the stairs and the hatch you climbed are the way down — and use the EXIT CONTROL keypad in that room. A correct code drops the cover and makes the CALL button live; pressing CALL summons the elevator to the ground floor. Ride it up, and at the front of the building the glass doors are chained from the inside with a padlock that the last key unlocks, so hold E with that key and push the door out to the lot.

The code comes from the notes you collected rather than from a number worth memorising. The playthrough that mapped this route entered 7825 and was answered with "THE COVER DROPS. THE CALL BUTTON IS LIVE.", but those digits were assembled from in-game notes, so gather the notes and read the answer off what you found. The four-digit code page covers assembling the digits, and the elevator page covers the keypad and CALL step in more detail.

Putting the map to work

The compact version: make the B-2 room and the hatch your base, sweep the labelled rooms outward from the corridor, and let the KEYS and CODE read-outs tell you when to turn back. If a room looks familiar but you cannot name it, check its door label and its notes before deciding whether you have already searched it.

For the rest of the run: the four keys locations page handles the key side, the vents guide covers the duct route, how to hide in closets covers breaking line of sight, the camera guide covers reading feeds from the terminal, and the full walkthrough puts the whole sequence in order. If a door is what stands between you and a room, how to barricade doors covers the chair method those rooms are stocked for.