Prison

A view from the entrance hallway.

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—Loading blurb

The Prison is a medium map in *Phasmophobia*, the second of its size type to be added to the game. The Prison bears a dilapidated, spartan environment, with long corridors subdivided with metal bars that make encounters with ghosts unnerving.

## Structure

The Prison map contains a variety of rooms, including two prison blocks containing all the jail cells, offices of various types, an infirmary room, visitation rooms, and more. Though slightly smaller than Brownstone High School, the Prison can be just as dangerous: a safe location during a hunt may be a great distance away, demanding a long run, compounded with the ghost's Favourite Room being able to be located in many areas that have only one or two routes of escape, including congested catwalks and entire cell block floors. Incense may be essential for survival in these situations, especially against ghosts with a speed advantage.

Many parts of the building have light switches located in nearby separate rooms, requiring players to head away from them to manipulate the location's lighting. This can occasionally cause confusion with the ghost manipulating switches that illuminate other rooms.

### Layout tips

* There are exit doors at the end of both prison blocks that lead into an outdoor courtyard, providing an alternative access route. This outside area also prevents passive sanity drain.
* Each cell block consists of 5 distinct rooms. The first floor consists of three rooms: the left row of prison cells, the right row of prison cells including the small control room, and the open area in between, which includes the area up to the inner steel gates. The second floor consists of two rooms, split evenly down the middle with each row of cells in one room.
* The computer keyboards in the cell block control rooms control the lights for the entire cell block.
* The two upstairs rooms with hospital beds (separated by a single door) are considered by the game as one room called "Infirmary".
* The upstairs room named "Infirmary Hallway" consists of 4 smaller "sub-rooms", including the small hallway leading to "Cafeteria Security" and the small room that may spawn a fuse box.
* The rooms called Main Hallway and Office Hallway cannot be chosen as a ghost room.
* The light switch for the Main Hallway is found in the Central Control room.

See Third-party tools for a list of detailed map viewers that players may use.

### Key hiding spots and strategies

There are 2 sets of lockers and 2 "sanctioned" furniture hiding spots in Prison. Depending on the difficulty, some of these hiding spots may be blocked by the presence of bulky items or their concealing elements removed:

* **Amateur:** None
* **Intermediate:** ≤ 1
* **Professional:** ≤ 2
* **Nightmare/Insanity:** ≤ 3
* 3 player game: +1 open hiding spot
* 4 player game: +2 open hiding spots

*Additional hiding spots on multiplayer is overriden when "Number of hiding places" is set to None*

## Bone locations

Every contract, one bone will spawn randomly in the ghost's navmesh (where the ghost is able to walk).

Examples
A bone in Visitation Security.On the cafeteria floor.On the ground next to the desk in the warden's office.
## Cursed possession locations

All cursed possessions will spawn in the entrance hallway.

The Haunted Mirror spawns under a row of chairs.The Summoning Circle spawns at the end of the hallway.The Tarot Cards spawn in the blue crate.The Music Box spawns in the black crate.The Voodoo Doll spawns on the table between the crates.The Ouija Board spawns on the floor behind the table with the crates.The Monkey Paw spawns besides the blue crate on the table.
## History

 0.6.1.0 | Added 4 additional hiding spots, including 2 in Cafeteria/upstairs deck, and 2 additional lockers in Entrance and Infirmary