Locations.
School | "School" | 1st Floor | 2nd Floor | 3rd Floor | 4th Floor | Basement | Campus | Dormitory | Forest | Links
The Yogen high school building consists of four stories and a basement, and is split between a left wing consisting of classrooms, and a right wing consisting of club rooms, surrounding a central courtyard. Beyond the courtyard are the sports facilities and a dormitory, which appears to be a renovated school building. The school is surrounded by forest on all sides, gently sloping upwards the further it goes, as if the school sits at the bottom of a pit.
During school hours, the building appears bustling with life, with teachers rotating between homerooms and students pouring into the club wing after classes are finished for the day. While the school seems clean and well taken care of, its age clearly shows with soft spots on the wooden floors and peeling paint in the corners of the walls. There are crawlspaces in the ceiling that can be entered by removing tiles. The crawlspaces span the entire building and are on all floors, but cannot be used to enter or leave the student council room or the counselor's office.
Each floor has four bathrooms, one at the front and end of each wing, with drinking fountains outside the doors. New characters can find pamphlets written by player characters containing basic information about the school in the classrooms and in the dormitory.
Every 6th hour, the deep ringing of the clock tower bell can be heard throughout the campus to signify the time.
During school hours, the building appears bustling with life, with teachers rotating between homerooms and students pouring into the club wing after classes are finished for the day. While the school seems clean and well taken care of, its age clearly shows with soft spots on the wooden floors and peeling paint in the corners of the walls. There are crawlspaces in the ceiling that can be entered by removing tiles. The crawlspaces span the entire building and are on all floors, but cannot be used to enter or leave the student council room or the counselor's office.
Each floor has four bathrooms, one at the front and end of each wing, with drinking fountains outside the doors. New characters can find pamphlets written by player characters containing basic information about the school in the classrooms and in the dormitory.
Every 6th hour, the deep ringing of the clock tower bell can be heard throughout the campus to signify the time.
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Main entrance
[1] Lockers: Immediately past the main entrance are rows of lockers standing one foot tall, two feet wide, and one foot deep. Each student is assigned a locker and combination to keep their belonging private, although the door to each locker has a slit in front just wide enough to slip inside a love letter, a challenge letter, or a handful of bees. The lockers at the main entrance are all assigned to transfer (i.e. named) students.
[2] Bulletin board: On the wall opposite the front door is a large bulletin board. Above the bulletin board is a wide plaque engraved with the school's name, "YOGEN HIGH SCHOOL," year of establishment "est. 1384" and the school's motto, "memento vivere," beneath. Front and center is a copy of the school rules, and tacked around it are the current class assignments and rankings, notices concerning upcoming school events, or otherwise notes left by students. Occasionally, a two-headed crow can be seen on some of the posters, suggestive of an unofficial school mascot. Please report any notes here to be mentioned in the following event log.
[3] Elevator: Next to the main entrance are double doors to an elevator, and such doors can be found on each floor with the elevator shaft replacing what used to be a stairwell to the clock tower. At the center of the elevator car is a wooden bench painted blue, and at the back hangs a clock that runs backwards. On the side panel are numerous buttons, including white buttons indicative of the four floors, the clock tower, and numbers ranging from -6 to 27, out of order and occasionally skipping numbers. There are several black buttons that cause the car to shudder but not move, and there is a single red button that causes the car to plummet and open up to a bad end version of the passenger's canon. More information on the bad end canons can be found on July's event log. Bleeding inside the elevator itself will not transform the school into its void version, but the transformation will occur if any blood seeps outside of the elevator and touches the school proper.
Left wing
[10] Faculty office: The faculty office consists of long tables, uncomfortable wooden chairs, and locked cabinets. The vice principal's desk is located in the faculty office as well. There is a supply room in the back where they keep the TVs on wheels.
[9] Principal's office: The principal is available to assist with school related manner. There is a desk toward the back of the room, along with a handful of chairs. There are bookshelves lining the walls and a sleek, modern flat-screen monitor mounted to the back wall. The two filing cabinets in the room have PDA records up until 1999 (the beginning of the game.) Pulling on the ceiling fan cord unlocks a door in the basement level below. At one time, the door would remain closed and a cold draft can be felt from underneath the door, but inside the room is sub-zero temperatures capable of freezing and killing within seconds. The room defrosted after the blue flames will extinguished.
[8] Counselor's office: While the door is kept closed and locked, the counselor will invite inside anybody who knocks. The room consists of several different types of chairs arranged in a semi-circle around the desk that doubles as the counselor's preferred seat, and there are bookshelves lining the walls and a safe near the back of the room containing the counselor's snack stash.
[7] Nurse's office: The nurse is available to treat minor illnesses and injuries during school hours, but the office is open at all times. Students may find medication and other medical supplies here, and there is a single cot in the office surrounded by privacy curtains.
[6] Cafeteria: The cafeteria is a a fairly typical high school cafeteria. There are tables for students to eat at, though most of the native students seem to prefer eating in their classroom or in the newly opened study hall, along with an empty counter where a drink dispenser, coffee machine, or condiments can be left. Unfortunately, the school does not supply these. There is no staff in the cafeteria and students are expected to either bring their own lunches, but those who can't are free to prepare one for themselves in the kitchen.
Also located in the cafeteria are four vending machines stocks snacks (nuts, dried fruit and meat, sweet bread, sandwiches) and drinks (water, flavored and unflavored milk, juice, soda, tea), with purchases made by tapping the PDA to the sensor and paying with merit points. The vending machines are always fully stocked, although it is never seen being stocked, and the machines themselves cannot be broken into. Using the vending machine can be handwaved, but players are able to report vending machine usage once a month and may receive something for their efforts.
[4] Kitchen: A modern day kitchen with more supplies than the cooking room. The appliances are surprisingly modern by the 90s standards. The room contains cabinets and a few pantry cabinets, along with a pair of refrigerators, an oven, two stoves, and a microwave. There are many dishes and cooking utensils in the cabinets. The kitchen is stocked once per week, though it's often slim pickings.
[5] Janitor's closet: Located between the faculty office and the bathroom. The closet is stocked with cleaning supplies, and there is a one-way hidden passageway leading to the basement level underneath, although it is inaccessible from this side.
Right wing
[14] Auditorium: Doubling as a gymnasium, the auditorium has a high ceiling and spans two stories, with basketball hoops set up on the walls. A stage is set in the back and used for assemblies or plays, while the rest of the room consists of wide empty space. In the void version of the school, no matter how much the void grows or shrinks, the entire auditorium is always lost in the void.
[13] Student store: Open 24/7, the student store stocks normal school supplies as well as abnormal ones. The back room inside the store is inaccessible, and anybody who steals from the store will find that one bone in the body will break for each step they take outside of the store. There is a lock on the door which administers a drug that causes unconsciousness for up to an hour if the wrong number is input; however, the store is always open. More information can be found on the bonus activity page.
[12] Library: Doubling as a study hall, bookshelves line the walls and rows of tables are set up in the center of the room. The majority of the books are textbooks, reference books, and test prep books published up until the 1990s, but scattered throughout are novels and picture books. Books must be read or copied inside the library and cannot be checked out; however, this is not enforced. There are three books which trigger in response to loud noises and will bite when activated. Located at the back of the library on a windowsill is a small handmade shrine with a wooden plaque reading "Haruka" carved onto it. There is an entrance to the basement hidden in this room.
[11] Bathrooms: This space is a typical public restroom. A pair of urinals flank the door as you enter, and across the room, a row of stalls is crowded from wall to wall, each with its own toilet. On either side of the room are several sinks, soap dispensers, paper towel dispensers, and air driers, all set relatively low--the top half of each wall is dominated by a single huge mirror.
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Left wing
Classrooms: 3-A, 3-B, 3-C, 3-D, 3-E. Class 3-B currently has a spider problem in hard to reach corners of the ceiling, with cobwebs reappearing the day after they're swept clean.
[7] Lockers: Along the wall and beneath the windows are a row of lockers a rows of lockers standing one foot tall, two feet wide, and one foot deep. Each student is assigned a locker and combination to keep their belonging private, although the door to each locker has a slit in front just wide enough to slip inside a love letter, a challenge letter, or a handful of bees. The lockers on this floor are all assigned to native students.
Right wing
[1] Elevator: Next to the stairs are double doors to an elevator, and such doors can be found on each floor with the elevator shaft.
[2] Workshop: The workshop contains various tools for hands-on projects such as woodworking and electronics, including various tools, materials, 90s storage devices, and scrap metal that are occasionally sorted into usable materials. The room has workbenches, tables, and chairs. There are two computers with speakers, a mouse, and a keyboard. There is also a workstation in the workshop consisting of what appears to be a surgical table with lights and tools. The room is brightly lit and has plenty of outlets.
[3] Programming & Gaming club room: The programming and gaming room is largely set up to look like a standard computer room. There are simple tables set out with chairs running along them with computer monitors set atop and towers beneath them. There is also a projector and a screen that can be used to demonstrate and share what is being done on the computer, perfect for teaching students interested in the computer sciences. There are two cabinets in the back, one which contains spare pairs along with a few mice and keyboards, and one which holds the gaming club’s materials.
There is an old blocky TV in this room, along with a few consoles that have been donated over time including a PlayStation 1 with two controllers, a Nintendo 64, and a brand new top of the line GameBoy Color and corresponding games. These game consoles are kept in the npc students' personal lockers outside of club hours. Other games include a normal deck of cards, board games (Risk, Sorry!, Inferno), many many many dice, and materials to play DnD including the Dungeons & Dragons Rules Cyclopedia.
[4] Gardening club room: This room is for those who wish to grow and cultivate different plants. There are two cabinets that contain several pots, small planters, and various seeds that can be used to grow different plants and vegetables. The room has a single bag of soil that is replaced weekly, and several bags of human bloodmeal. There are also a few sets of gardening tools here. Those in the home ec club are encouraged to bring their scraps over to the gardening club to see if there's anything that can be composted before throwing away. Any special fertilizer they need, they'll have to ask somebody in the science club to mix for them. The Outdoor Survival Club club is held in this room.
[5] Science Lab: This room contains hefty cabinets and boxes stacked high containing various supplies and tools needed by the clubs. Everything from gardening and sewing supplies to scrap metal to batteries can be found in this room.
[6] Bathrooms : This space is a typical public restroom. A pair of urinals flank the door as you enter, and across the room, a row of stalls is crowded from wall to wall, each with its own toilet. On either side of the room are several sinks, soap dispensers, paper towel dispensers, and air driers, all set relatively low--the top half of each wall is dominated by a single huge mirror.
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Left wing
Classrooms: 2-A, 2-B, 2-C, 2-D, 2-E.
[8] Lockers: Along the wall and beneath the windows are a row of lockers a rows of lockers standing one foot tall, two feet wide, and one foot deep. Each student is assigned a locker and combination to keep their belonging private, although the door to each locker has a slit in front just wide enough to slip inside a love letter, a challenge letter, or a handful of bees. The lockers on this floor are all assigned to native students.
Right wing
[1] Elevator: Next to the stairs are double doors to an elevator, and such doors can be found on each floor with the elevator shaft.
[2] Student Council room: Officially the PA room and unofficially the student council room, the room contains four long tables arranged in an oval with eleven chairs, a chalkboard, announcement equipment, and four filing cabinets. Along the entire back wall is a window wall that allows for ample natural lighting. Only long-term faculty and student council members (Kiyotaka Ishimaru and Miyuki Shirogane) have the key and access to this room.
[3] Music & dance club room: A grand piano stands in the middle of the room, along with cabinets that contain various other instruments. There is a bar along one wall to aid with balance. For dancers there is a small karaoke machine that doubles as a boombox, along with dance supplies such as ribbons, tape and towels.
[4] Art & photography club room: The supply closets are overflowing with paper, canvases, water and oil based paints, pastels, charcoal, and clay. There is no red. But you're an artist, you can figure out how to make it. There are no cameras in this room, but there is a small dark room in the back with all the necessary supplies for processing photographs.
[5] Handicrafts club room: This room is a rather simple room with a few work tables and various supplies. One wall of the room has a fancy industrial sewing machine sitting on a table, foot pedal and all, with a basket or two of other design, sewing, and tailoring implements accompanying it. There are cabinets in the room containing everything from fabric and buttons to ribbons to thread and needles to
[6] Cooking club room: This room is more of a kitchenette than a proper kitchen. The room contains an old-style oven with four burners, a refrigerator, a sink, and a few counters and cabinets. There are supplies for cooking and baking in the cabinets. The kitchen is restocked by the school once per week.
[7] Bathrooms: This space is a typical public restroom. A pair of urinals flank the door as you enter, and across the room, a row of stalls is crowded from wall to wall, each with its own toilet. On either side of the room are several sinks, soap dispensers, paper towel dispensers, and air driers, all set relatively low--the top half of each wall is dominated by a single huge mirror.
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Left wing
Classrooms: 1-A, 1-B, 1-C, 1-D, 1-E.
[6] Lockers: Along the wall and beneath the windows are a row of lockers a rows of lockers standing one foot tall, two feet wide, and one foot deep. Each student is assigned a locker and combination to keep their belonging private, although the door to each locker has a slit in front just wide enough to slip inside a love letter, a challenge letter, or a handful of bees. The lockers on this floor are all assigned to native students.
Right wing
[1] Elevator: Next to the stairs are double doors to an elevator, and such doors can be found on each floor with the elevator shaft.
[1] Observatory: The observatory is decorated in neutral colors. The room has comfortable chairs and couches to sit on, with the occasional table to round things out, all of which face toward the floor-to-ceiling, wall-to-wall window which gives a breathtaking view of the world outside. There is a small bookshelf with astronomy books and star charts with the newest editions dated 1998. There is a supply closet that contains one standing refractor telescope, and one handheld brass telescope. The Astronomy Club meets here. There is a single door to the rooftop next to this room.
[2-4] Offices: These rooms appear to have been intended to be offices to be used by faculty, but have since been abandoned. Each room contains a small desk with a few drawers and office supplies and a chair. There are a few empty bookshelves lined across the wall, but aside from that they’re completely barren. Characters may claim these offices and renovate them if desired.
[5] Study Hall: The study hall is a simple room with tables and chairs littered about. There is a large blackboard that spans the back area that students can use to aid with teaching each other or work out problems, along with a couple of empty cabinets. Students can often be found here, albeit it’s more often to meet up and mingle rather than to study. The Study/Tutoring Club is held in 3-A. The Gardening Club is held in this room.
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Basement
[1] Generator room: The generator powering the school is located in this room. It requires a key to use, with one copy carried by Rio Ranger and one copy carried by Kiyotaka Ishimaru. The electricity to the main school building, the dormitory, and the tennis courts can be turned on/off separately. In the corner of the room, a ladder can be found leading up to the janitor's closet way above, although this passageway is one-way and accessible only from the basement.
[2] Mirror room: The mirror room is small, with mirrors hanging on all four walls, leaning against the walls, and laying on the ground. The glass in all the mirrors are all tarnished, broken, smeared with dirt or blood or ash or grease, or otherwise in various levels of disrepair. Pulling the ceiling fan cord in the principal's office unlocks a secret door hidden behind one of the larger mirrors. Behind the door is a small room that resembles a small bedroom or a waiting room. It was previously filled with blue flames; when it was still active, bleeding and triggering the void version of the school results in being immediately and completely overrun with shadow students.
[4] Summoning room: The floor in this room is covered in blood of varying ages, with lighter splatters found on the walls and trailing a short distance out of the room. A large circle drawn in blood can be made out underneath fresher stains, filled with lines and symbols and drops of wax suggestive of a summoning circle. The smell of smoke lingers in the air, and there is a constant feeling of being watched while inside.
[5] Incinerator room: The incinerator is located in this room. It has a holding chamber large enough to fit an adult person, but the machine itself is currently shut off. Starting the incinerator requires a key, with one copy carried by Rio Ranger and one copy carried by Kiyotaka Ishimaru.
[3-6] Entrance and exit: The entrance to the basement level is hidden beneath the floor inside the library. The secret passageway consists of a steep drop that ends in a long hallway that seems to have been carved out and reinforced by hand, rather as part of the original school design. The hallway branches out into four rooms, and at the very end of the hallway, the ground slopes upwards and eventually leads out into the forest outside of school.
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School building
Clock tower: Accessible via the elevator from any floor. The actual mechanisms of the clock are kept behind thick glass and cannot be accessed, but the rest of campus can be seen past the four clock faces. The room is otherwise empty, but a loose floorboard can be found with a small hollow space underneath, acting as a dead drop. To leave items or notes inside the dead drop, leave a comment under "CONTACT" in the character's permanent AC post, with the IC date in the subject line.
Rooftop: The left and right sides are separated by the clocktower. The right side can be accessed by the stairs at the end of the fourth floor right wing hallway, and this half of the roof contains a rooftop garden and wooden railings constructed around the perimeter. The left side can be accessed by leaning out the window of any fourth floor left wing window and pulling oneself up, and this half of the roof is completely empty and has no railings.
Outside
Courtyard: There is a large blue wisteria tree at the center of the courtyard, always in full bloom, with branches reaching out almost enough to cover the entire courtyard. The wisteria flowers glow with a faint blue light, and it is common knowledge that the flowers are the souls of students who have died and are waiting to return.
Dormitory: Previously the original school building, it has been renovated into a dormitory. More information about the dormitory can be found below. Rooming assignments can be found here.
Track and field: The cinder track consists of five lanes, and students are quick to warn one another that those who stop on the track for more than two seconds will immediately drop dead. The field itself is level and grassy, but the ground feels spongy underneath.
Pool building: The building contains two changing rooms with showers and bathrooms, and a locker room with 20 small lockers. The ceiling consists of a skylight and is the only window in the building, making it pitch black after sundown with the lights shut off at 6PM. The pool is 25x25 meters, with a flimsy diving board set up at the deep end. The shallow end is 3 feet deep, while the deep end drops precipitously and continues down for thousands of meters, with light quickly disappearing and pressure becoming immense. There was once a sea monster living within its depths, but it was removed due to student efforts. The water is lukewarm and tastes strongly of saltwater.
Ball courts: Each court is surrounded by 10 feet tall chain link fences that have electricity running through all parts of the fence besides the door handles. The voltage is high enough to cause severe burns to death depending on the duration of contact, but can be turned off via the generator in the basement.
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AMENITIES
Showers: Four walk-in showers per bathroom. The water runs cold whenever anybody uses the sinks.
Laundry: Several token operated washers and dryers, and two sinks. Laundry detergent, fabric softener, and laundry tokens, etc can be purchased in the student store.
Storage: A closet with shelves lining the wall containing cleaning supplies meant for public use. The janitor does not service the dorms, so it is the students' responsibility to keep the building clean.
Study Hall: Several long tables facilitate group study sessions, and large windows provide ample natural lighting towards the back of the room. Bookshelves line the walls, but they are mostly empty.
Kitchen: A refrigerator, a fridge, a gas stove with four burners, an oven, and a microwave. Pots, pans, utensils, etc can be purchased from the student store. Food is not stocked nor replenished by the school.
Common Room: Large open space with one large dining table, several cushy armchairs and couches with side tables, and a fireplace with no kindling. Any additional entertainment for public use will depend on character contribution. Two portraits (YTTD SPOILERS) can be found hanging on either side of the fireplace, and cannot be moved or destroyed. The common room also contains a large machine connected to two coffins (DANGANRONPA SPOILERS), a third coffin capable of remote controlled cremation, and a drink machine that doubles as a charging station.
Walls: Oil paintings (CW FACE GORE) are hung up on the walls of the hallways and in the common room. They cannot be moved or destroyed, but can be covered if you don't appreciate fine art.
Bedrooms: The door of each room has either a sun, moon, or star, plus a number carved into the wood. The number of keys provided correspond to the number of beds in the room. Beds are twin sized, and come with a simple blanket and one pillow each. There are two closets in each room regardless of the number of people living in it. There is no other furniture.
SUN ROOMS
Each room has one bunkbed, with a large chalkboard spanning the northern wall and plenty of chalk to write and draw with. There is a general feeling of safety within these rooms.
MOON ROOMS
Each room has one bunkbed, with variable leftover items found in the closets. None of the items can be removed from the room. A creeping sense of anxiety takes hold of those who stay in bed past 8AM. Two succulents in pots can be found on the windowsill at the end of the hallway.
[1]: The closet contains art supplies, including crayons, markers, inks, paints, pastels, colored pencils, construction paper, etc. The only color available is red.
[2]: The closet contains instruments in need of repair including several bone flutes, a deer skin hand drum, two tortoiseshell drums, a wooden lute, and three mbiras.
[3] : The closet contains one light microscope with a box of dusty glass slides, a mechanical balance, two mortar and pestles, and a Bunsen burner.
[4]: The closet contains a thick patchwork quilt, several embroidery hoops, a handloom, two extra bedsheets, and twenty extra pillows.
STAR ROOMS
Each room has one bunkbed and two twin beds, which can be pushed together if desired. The hardwood walls and floor are much newer in these rooms than that of the rest of the building, and instead of windows on the walls, there is one large skylight spanning the ceiling. There is a vague sense of being watched when the sun is directly overhead at noon.
CABIN
Located outside the common room is a small water-damaged cabin containing a large machine (blackout text for spoilers). If you get the sense that it's not supposed to be here, you're right.
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Surrounding area
Forest: Surrounding the campus is a sprawling pine tree forest that seemingly extends indefinitely in all directions, gradually sloping upwards with the school at the bottom of the pit. The forest floor is covered with dead spider lilies, and the animals in the forest are all "wrong" in some way: the biblically accurate deer have too many antlers, eyes, and limbs; the skeletal ghost wolves suck the soul out of one's body if they come too near; and the butterflies glow faintly blue and feed off blood and decaying flesh.
River: A river runs through the forest, shallow and calm in places and wide and rushing in others, with frequent offshoots into smaller streams. Along the riverbank are little piles of stones, reminiscent of gorintos.
Tome-ishi: Throughout the forest are tome-ishi, "stop stones," which appear as large rocks tied up with rope that create a near perfect circle around the school. On the school side, the rocks show signs of scratch marks and frayed rope, while the other side appears undamaged. Stepping past this boundary, the forest appears much darker, colder, and sounds become muted.
Shrine: The shrine rumored to be in the forest can only be accessed when a person 1) has crossed the boundary denoted by the tome-ishi, 2) keeps the shrine as the destination in mind, and 3) carries with them some form of payment (money, precious stones, small items of personal or monetary value). With all three criteria met, the person will soon come across a pair of trees coated with fresh blood, the branches overhead crossing and forming what's representative of a torii. The forest appears as normal between the two torii trees from either side, but walking through it brings you to a mountain, with a sheer drop on one side and many steps carved into the mountainside from the torii to the peak. At the mountain's peak is a small shrine, with a stream trickling across one side, and an offertory box near the back which contains coins, gemstones, and plain normal boring pebbles. Characters may pull the rope hanging above the offertory box to pray to the "god," which will reveal themselves if asked. The "god" identifies themselves as "Jizo," the deity who helps souls move on through the afterlife, particularly those of children and travelers, and takes on the appearance of a middle-school aged child.
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Some information, such as homeroom and locker assignments, dormitory rooming, and PC faculty, change as the game goes on. You can use these shortcuts to navigate the comments below and find what you're looking for:
Homerooms
Dormitories
Interactables:
Homerooms
Dormitories
Interactables:
BULLETIN BOARD