- Maps
- Sunny Meadows Mental Institution
Sunny Meadows Mental Institution
A run-down, two-story asylum and the map with the most rooms in the game. It has five wings: the Courtyard, Male and Female wings on the first floor, and the Hospital Wing and Restricted Area in the basement. It also comes in a Restricted version, with only the entrance and one wing open.
- Size
- Large
- Unlocks at
- Level 17
- Floors
- 2
- Rooms
- 6953 can be the ghost room
- Exits
- 1
- Light limit
- 7
- CCTV cameras
- 8
- Faucets
- 22
- Keys
- Main Door Key
Floor plan
- Exit door
- Possible fuse box
- CCTV camera
- Cursed possession
- Stairs
- Can’t be the ghost room
Restricted: Courtyard Wing
- The entrance with the Chapel and the Courtyard Wing are open. Of the service area only the Laundry Room opens: the Kitchen and the rooms around it stay closed.
- The Connecting Corridor and the Courtyard Corridor can’t be the favorite room. Those two and the Class Room are dim; the Chapel and the Courtyard have no lights.
- Hiding spots: 6 on Amateur, 4 on Intermediate, 3 on Professional and 1 on Nightmare/Insanity, in the Manager’s Office, Infirmary, West Visitors’ Room, Class Room, Utility Room and Servants’ Room 2.
Restricted: Male Wing
- The entrance with the Chapel, the Infirmary and the Male Wing are open. Only the stretch of the Courtyard Corridor between the wing and the Entrance Corridor opens.
- The Connecting Corridor, the Courtyard Corridor and the Male Wing can’t be the favorite room, and all three are dim. The Chapel and Male Room 5 have no lights.
- Hiding spots: 8 on Amateur, 6 on Intermediate, 5 on Professional and 3 on Nightmare/Insanity, in the Manager’s Office, Infirmary, Male Room 1, Male Wing (three), Male Day Room and Male Dorm Room.
Restricted: Female Wing
- The entrance with the Chapel and the Female Wing are open. Only the stretch of the Courtyard Corridor between the wing and the Entrance Corridor opens.
- The Connecting Corridor, the Courtyard Corridor and the Female Wing can’t be the favorite room, and all three are dim. The Chapel has no lights.
- Hiding spots: 6 on Amateur, 4 on Intermediate, 3 on Professional and 1 on Nightmare/Insanity, in the Manager’s Office, Female Room 4, Female Wing (two), Female Day Room and Female Dorm Room.
Restricted: Hospital Wing
- The entrance with the Chapel is open and, down the Left Entrance Stairwell, the Basement Corridor, the Matron Office and the Hospital Wing.
- The Foyer, Connecting Corridor, Left Entrance Stairwell, Basement Corridor, Basement West Corridor, Padded Room 1 and Hospital Wing can’t be the favorite room. The corridors, the stairwell and the Morgue are dim.
- Hiding spots: 8 on Amateur, 6 on Intermediate, 5 on Professional and 3 on Nightmare/Insanity, in the Manager’s Office, Basement Corridor, Matron Office, Basement Storage, Hospital Room 2, Operating Room and Morgue (two).
Restricted: Restricted Wing
- The entrance with the Chapel is open and, down the Left Entrance Stairwell, the Basement Corridor, the Matron Office and the Restricted Area.
- The Connecting Corridor, Left Entrance Stairwell, Basement Corridor, Basement East Corridor, Padded Room 2 and Restricted Area can’t be the favorite room. The Chapel and Restricted Room 2 have no lights.
- Hiding spots: 5 on Amateur, 3 on Intermediate, 2 on Professional and 1 on Nightmare/Insanity, in the Manager’s Office, Basement Corridor, Matron Office, Basement East Corridor and Restricted Area.
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.
- On the map hanging in the Entrance Corridor, the names of Servant Room 1 and Servant Room 2 are swapped.
- The Courtyard can be the favorite room, but the corridor around it can’t.
- Only 53 of the 69 rooms can be the favorite room. The wing and basement corridors, the Courtyard Corridor, the Connecting Corridor, all four stairwells, the Foyer and both Padded Rooms can’t; the Entrance Corridor can.
Hiding spots
28 official hiding spots
Where they are
- Manager’s Office
- Infirmary
- West Visitors’ Room
- Class Room
- Utility Room
- Servants’ Room 2
- Servant Dining Room
- Boiler House
- Male Room 1
- Male Wing ×3
- Male Day Room
- Male Dorm Room
- Female Room 4
- Female Wing ×2
- Female Day Room
- Female Dorm Room
- Basement Corridor
- Matron Office
- Basement Storage
- Hospital Room 2
- Operating Room
- Morgue ×2
- Basement East Corridor
- Restricted Area
Available by difficulty
| Amateur | 28 |
|---|---|
| Intermediate | 26 |
| Professional | 25 |
| Nightmare and Insanity | 23 |
From Intermediate up, a 3-player game gets 1 more and a 4-player game, 2 more.
- If a hunt starts while you’re in the same wing as the ghost, the doors leading out of that wing lock: you’re stuck there and may get split up from your team. The ghost can still pass through those doors.
- Find hiding spots near where you’re investigating and in the wings you cross to reach the favorite room, since you may not be able to run to the ones you already know. Many are at the start or end of a hallway.
Doors open at the start
| None | Low | Medium | High |
|---|---|---|---|
| 0 | 5 | 9 | 13 |
Depending on the custom difficulty setting.
Where to loop the ghost
- The hallways are full of dividers and cabinets: use them to break the ghost’s line of sight again and again while you reach a hiding spot, or until you lose it.
Cursed possessions
Where each cursed possession spawns when the contract has one.
Haunted Mirror
In the Chapel, around the Summoning Circle.
Music Box
In the Chapel, around the Summoning Circle.
Ouija Board
In the Chapel, around the Summoning Circle.
Summoning Circle
In the middle of the Chapel.
Tarot Cards
In the Chapel, around the Summoning Circle.
Voodoo Doll
In the Chapel, around the Summoning Circle.
Monkey Paw
In the Chapel, at the foot of the large crucifix.
Tips
- All the cursed possessions are in the Chapel, which is also open in the Restricted versions.
- Crosses hang all over the building. The ghost can flip them upside down with a loud scratching sound, and they can’t be turned back. An upside-down cross outside the Chapel means the ghost is nearby.
- Some rooms have bell alarm clocks and metronomes the ghost can interact with.
- The hallways, stairwells, Classroom, Kitchen and Morgue are dim: they drain sanity at 80% even with the lights on. The Chapel, Courtyard, Male Room 5 and Restricted Room 2 have no lights.
- The Male and Female Day Rooms and the West Visitors’ Room have a standing lamp: turn it on as well as the room light so you don’t lose sanity.
- The ghost can’t do ghost events on anyone standing in the Courtyard Corridor, Male Wing, Female Wing, Basement West Corridor or Restricted Area.
- The ghost can blow out some of the candles in the Chapel; with an Onryo that can lead to an early hunt.
- Bone: They spawn randomly anywhere the ghost can walk, only in rooms that can be the favorite room, and never in the Manager’s Office or the Waiting Room. In the Restricted versions (except the Hospital Wing one) the Foyer counts as a room, but the bone can’t spawn there.
Trivia
- It replaced the old Asylum map. Even though it has more rooms than any other map, its investigation area is smaller than Prison’s or Brownstone High School’s.
- The map tells the story of “Patient 07”: Padded Room 1 has 7,560 tally marks that show up under UV light, and her corpse lies in the Morgue.
- On custom difficulty with six or more cursed possessions, every candle the Summoning Circle lights flips a crucifix; the last one sets the Chapel’s large cross on fire, and the thermometer reads 666.
- There’s a potato in the Bake House, inside the second oven from the left on the top row.
Data from the article “Sunny Meadows Mental Institution” 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.