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Medium map

Point Hope

A ten-story lighthouse, narrow and linear: nearly every floor is a single round room, and the only way between them is the spiral stairs. If the ghost lives near the top, every trip is a long one.

Size
Medium
Unlocks at
Level 15
Floors
10
Rooms
1612 can be the ghost room
Exits
1
Light limit
8
CCTV cameras
1
Faucets
3
Keys
Main Door Key, Lantern Cabinet Key

Floor plan

  • Exit door
  • Possible fuse box
  • CCTV camera
  • Cursed possession
  • Stairs
  • Can’t be the ghost room
Floor 1
Entry BathroomEntry HallwayLiving RoomEntryBathroomEntryHallwayLiving RoomExit doorCCTV cameraPossible fuse boxTarot Cards
Floor 2
KitchenKitchenPossible fuse box
Floor 3
Dining RoomDiningRoomHaunted Mirror
Floor 4
Games RoomGames RoomPossible fuse boxOuija Board
Floor 5
BathroomBathroom HallwayBathroomBathroom HallwaySummoning Circle
Floor 6
Master BedroomMaster Bedroom HallwayMasterBedroomMasterBedroom HallwayPossible fuse boxMusic Box
Floor 7
Child BedroomChild Bedroom HallwayChildBedroomChildBedroom HallwayVoodoo Doll
Floor 8
Maintenance RoomMaintenanceRoomMonkey Paw
Floor 9
Lantern Room BottomLanternRoom Bottom
Floor 10
Lantern Room TopBalconyLantern Room TopBalcony

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.

  • There’s only one route from floor to floor: no shortcuts and no alternate paths.
  • The lantern room is split into two rooms: Lantern Room Bottom (Floor 9) and Lantern Room Top (Floor 10).
  • The Balcony sits level with Lantern Room Top, but the game counts it as Floor 9, along with Lantern Room Bottom. Of its two doors, the one facing the sea is much closer to the stairs down to Lantern Room Bottom.
  • The Bathroom Hallway, the Master Bedroom Hallway and the Child Bedroom Hallway are separate rooms. Neither they nor the Balcony can be the ghost’s favorite room.
  • From almost any room the ghost can make a short roam to another floor; the exceptions are the Living Room and the Entry Bathroom.

Hiding spots

11 official hiding spots

Where they are

  • Entry Hallway
  • Entry Bathroom
  • Living Room ×3
  • Kitchen
  • Dining Room
  • Master Bedroom
  • Child Bedroom
  • Maintenance Room
  • Lantern Room Bottom

Available by difficulty

Amateur11
Intermediate8
Professional7
Nightmare and Insanity5

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

  • Almost half of the hiding spots are on the ground floor (the Living Room, the Entry Hallway and the Entry Bathroom), but hiding there is risky: because of a bug, the ghost sometimes walks into hiding spots on its own, during hunts or outside them. If it’s roaming nearby, keep Incense ready.
  • Before a hunt starts, note which floors have hiding spots and which ones you can reach without passing where the ghost usually is.

Doors open at the start

NoneLowMediumHigh
0246

Depending on the custom difficulty setting.

Where to loop the ghost

  • Some floors have a solid pillar in the middle: loop the ghost around it to recover stamina and break line of sight before you run for the stairs.
  • The spiral stairs break line of sight right away: going up or down one flight is often enough to lose it.

Cursed possessions

Where each cursed possession spawns when the contract has one.

  • Haunted Mirror

    Next to a cupboard in the Dining Room.

  • Music Box

    On the vanity table in the Master Bedroom.

  • Ouija Board

    On a shelf in the Games Room.

  • Summoning Circle

    On the Bathroom floor.

  • Tarot Cards

    On the table between the two couches in the Living Room.

  • Voodoo Doll

    On a wooden chest of drawers in the Child Bedroom.

  • Monkey Paw

    On the desk with the wooden horse in the Maintenance Room.

Tips

  • The fuse box can only spawn at the entrance, in the Kitchen, in the Games Room or in the Master Bedroom Hallway.
  • Reaching the upper floors takes a long time, sanity drains fast and, as a medium map, it allows few lights on at once. If the ghost room is near the top, use Firelights and leave the hallway lights on along the way (about six or seven, to leave some margin before the fuse box trips).
  • Lantern Room Top and the Balcony have no lights, so there’s no way to slow your sanity drain there.
  • During a hunt, changing floors is dangerous: there’s only one route, and when the ghost is on another floor its sounds are muffled.
  • There’s a box with a single match on the fireplace in the Games Room, in case you forgot the Igniter for Incense or a Firelight.
  • Bone: They spawn randomly where the ghost can walk, only in rooms that can be its favorite room, and never in Lantern Room Top. They don’t spawn in the Maintenance Room either, because it has no area for bones.

Trivia

  • It’s the first map tied to a real place: the plaque at the front door says the lighthouse was built in Massachusetts in 1802.
  • The maritime signal flags in the Child Bedroom spell “GET OUT,” and the same room has two Blåhaj shark plushies.
  • It has an easter egg that awards the “Ferryman of the Drowned” ID Card: pot three pool balls in order, put a cogwheel in the lantern cabinet, ring the bell at the entrance three times and shine a UV Light on the lighthouse lantern.

Data from the article “Point Hope” 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.

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