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Medium map

Prison

A two-story prison with two cell blocks, a cafeteria, an infirmary and offices, connected by long barred hallways. It’s huge for a medium map and has almost no hiding spots, so the nearest safe place can be far away when a hunt starts.

Size
Medium
Unlocks at
Level 11
Floors
2
Rooms
3129 can be the ghost room
Exits
3
Light limit
8
CCTV cameras
5 (2F) 6 (1F)
Faucets
6 (2F) 10 (1F)
Keys
Main Door Key

Floor plan

  • Exit door
  • Possible fuse box
  • CCTV camera
  • Cursed possession
  • Stairs
  • Can’t be the ghost room
First floor
A Block Bottom LeftA Block HallwayA Block Bottom RightCafeteriaB Block Bottom LeftB Block HallwayB Block Bottom RightCentral ControlLibraryBathroom BMain HallwayBathroom AVisitation SecurityPrisoner VisitationPublic VisitationInspectionEntranceAdmin HallwayReceptionA BlockBottom LeftA Block HallwayA BlockBottom RightCafeteriaB BlockBottom LeftB Block HallwayB BlockBottom RightCentralControlLibraryBathroom BMain HallwayBathroom AVisitationSecurityPrisonerVisitationPublicVisitationInspectionEntranceAdmin HallwayReceptionExit doorExit doorExit doorPossible fuse boxPossible fuse boxPossible fuse boxCCTV cameraCCTV cameraCCTV cameraCCTV cameraCCTV cameraCCTV cameraCCTV cameraSummoning CircleHaunted MirrorMonkey PawTarot CardsOuija BoardVoodoo DollMusic Box
Second floor
A Block Top LeftA Block Top RightB Block Top LeftB Block Top RightCafeteria SecurityWarden’s OfficeInfirmary HallwayInfirmaryOffice HallwayMain OfficeOffice ToiletChief Security OfficeA BlockTop LeftA BlockTop RightB BlockTop LeftB BlockTop RightCafeteria SecurityWarden’sOfficeInfirmaryHallwayInfirmaryOffice HallwayMain OfficeOffice ToiletChiefSecurity OfficePossible fuse boxPossible fuse boxCCTV cameraCCTV cameraCCTV cameraCCTV cameraCCTV camera

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.

  • Each cell block is five rooms. On the first floor: the left row of cells, the right row (with the small control room) and the open area in between, up to the inner steel gates. On the second floor: one row of cells per room, split down the middle.
  • The two upstairs rooms with hospital beds, separated by a single door, count as one room: the Infirmary.
  • The Infirmary Hallway covers four parts, including the small hallway that leads to Cafeteria Security and the small control room.

Hiding spots

4 official hiding spots

Where they are

  • Entrance
  • Cafeteria
  • Infirmary
  • Cafeteria Security

Available by difficulty

Amateur4
Intermediate3
Professional2
Nightmare and Insanity1

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

  • There are only four official hiding spots on the whole map: plan an escape route and run as soon as a hunt starts. In the Cafeteria it’s almost impossible to get out before the grace period ends, so bring Incense.
  • The cells are safer than they look: the ghost can’t see through their walls, and from inside you can watch how it hunts. It can still wander into your cell by chance.
  • Because the map is so big, staying in a room far from the ghost is often enough. A tier III Parabolic Microphone lets you track it and run if it gets close.
  • Unofficial spots that are always there: behind the lockers in the Infirmary Hallway, Inspection and Visitation Security; behind the big chair in the Warden’s Office and the Chief Security Office; in a corner behind the table in the Main Office; and inside the stalls of the Office Toilet.
  • On Intermediate, playing with 3 or 4 players adds just one hiding spot (on Professional and up, 3 players add one and 4 add two).

Doors open at the start

NoneLowMediumHigh
061218

Depending on the custom difficulty setting.

Cursed possessions

Where each cursed possession spawns when the contract has one.

  • Haunted Mirror

    Under a row of chairs in the Entrance.

  • Music Box

    In the black crate in the Entrance.

  • Ouija Board

    On the floor behind the table with the crates, in the Entrance.

  • Summoning Circle

    At the end of the Entrance hallway.

  • Tarot Cards

    In the blue crate in the Entrance.

  • Voodoo Doll

    On the table between the crates, in the Entrance.

  • Monkey Paw

    Next to the blue crate on the table in the Entrance.

Tips

  • At the end of each cell block there’s an exit door to the courtyard: it’s a shortcut, and being outside stops passive sanity drain.
  • Many light switches are in a nearby room, not in the room they light. When the ghost flips a switch, a different room’s light may turn on, which can be confusing.
  • In each block, the switch in the small control room at the bottom right is the main light of that block’s hallway, not the cells. The keyboards in those control rooms turn on the lights for the whole block, and the Main Hallway lights are switched from Central Control.
  • The Entrance, Main Hallway, Cafeteria and Office Hallway are dim rooms: they drain sanity at 80% even with the lights on.
  • The ghost room can end up somewhere with only one or two ways out, like the catwalks or a whole floor of cells. Keep Incense handy, especially against fast ghosts.
  • Bone: They spawn randomly anywhere the ghost can walk, inside rooms that can be its favorite room, but never in the B Block Hallway or the Infirmary Hallway.

Trivia

  • The prison is called “N. E. More Penitentiary,” as the sign above the front door says: a pun on “anymore.”
  • The map’s models come from a Unity Asset Store pack: the “Modular Prison Pack.”

Data from the article “Prison” 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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