Entity Overview
PETAPETA presents as a massive Japanese horror ghost — distorted silhouette, heavy footfalls, screen-static distortion. She is not a jumpscare-only scripted enemy; patrol AI routes hallways logically and accelerates each floor.
School of Nightmares uses a school-themed variant with identical mechanics and different audio mixing.
When PETAPETA Hunts
Calm exploration lasts until triggers — commonly ofuda pickup from box or mid-ritual progress on Levels 4–5. After trigger:
- Patrol phases alternate with idle despawn windows on early floors.
- Level 3+ adds circle-back re-checks of player last-seen zones.
- Level 6 switches to near-constant chase segments during finale.
Party poppers freeze movement temporarily except Level 6 disable rule.
Detection and Kills
PETAPETA kills on line-of-sight during hunts if you are not inside wardrobes. Room corners and crouching fail. Instant death animation — revives limited on later floors.
Audio telegraph hierarchy documented in Survival guide — red screen is mandatory hide signal for beginners.
Exorcism Weakness
Ofuda placed on valid hallway tiles act as traps — spirit walking over charm triggers banishment cutscene clearing floor. You must bait pathing; ofuda does not hunt automatically.
Narratively, ofuda bind corridor spirits — why placement insists on hallway geometry not guest rooms.