- Maps
- Prison
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
Restricted (first floor)
- Only the front part of the first floor is open: the Entrance, a stretch of the Main Hallway, Central Control, the visitation rooms, Inspection, Reception and the Admin Hallway. The cell blocks and the Cafeteria are off-limits.
- It has 9 rooms, and 8 can be the ghost room (not the Main Hallway). There’s a single exit, 4 cameras and no faucets.
- The only official hiding spot is in the Entrance, and it’s only guaranteed on Amateur; on other difficulties it depends on having 3 or 4 players.
- The Entrance and the Main Hallway are dim rooms: they drain sanity at 80% even with the lights on.
Restricted (second floor)
- Downstairs, only the Entrance, the Admin Hallway and the stretch of the Main Hallway that leads to the stairs are open. Upstairs, the Infirmary, the offices and the Warden’s Office are open.
- It has 10 rooms, and 8 can be the ghost room (not the Main Hallway or the Office Hallway). There’s a single exit.
- There are two official hiding spots, in the Entrance and the Infirmary: both on Amateur, one on Intermediate and none on Professional and up unless you have 3 or 4 players.
- The Main Hallway has no main room light, so there’s no way to stop sanity drain there. The Entrance, Admin Hallway and Office Hallway are dim rooms.
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
| Amateur | 4 |
|---|---|
| Intermediate | 3 |
| Professional | 2 |
| Nightmare and Insanity | 1 |
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
| None | Low | Medium | High |
|---|---|---|---|
| 0 | 6 | 12 | 18 |
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.