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Maps and Investigation Locations Guide

Tactical Quick Answer

Phasmophobia has 14 maps across small, medium, and large size tiers, from the 10-room 13 Willow Street up to Sunny Meadows Mental Institution at 69 rooms. Small maps give the fastest contracts and the best farming efficiency thanks to short van trips and compact hiding spots, while large maps demand sensor coverage across multiple wings. Fuse box spawns, light limits, and vertical layouts like Point Hope change how you sweep each location.

Phasmophobia offers a variety of maps ranging from single-story suburban houses and vertical lighthouses to sprawling psychiatric institutions. Understanding map layouts, vertical corridors, breaker locations, and weekly challenge rewards is essential for efficient investigations.

This guide details all map tiers, Point Hope mechanics, breaker limits, Weekly Challenge farming, and custom difficulty setups.


Map Size Tiers Overviewโ€‹

Fourteen maps are live, split across three size tiers.

Size TierMaps IncludedRoomsRecommended Players
Small6 Tanglewood Drive, 42 Edgefield Road, 10 Ridgeview Court, 13 Willow Street, Grafton Farmhouse, Nell's Diner, Camp Woodwind10-161-4 players
MediumPoint Hope, Bleasdale Farmhouse, Maple Lodge Campsite, Prison, Sunny Meadows Restricted16-312-4 players
LargeBrownstone High School, Sunny Meadows Mental Institution64-693-4 players

Fuse box spawn counts do not follow the size tier. Camp Woodwind has only one possible location, Point Hope has four, and Sunny Meadows has five, so learn them per map and not by tier.

note

Grafton and Bleasdale are often listed together because they are both farmhouses, but they sit in different size tiers. Grafton is small and Bleasdale is medium.


Small Maps (Fast Setup & High Farming Efficiency)โ€‹

Small maps provide fast investigation times due to short walking distances to the van and compact hiding spots.

1. 6 Tanglewood Driveโ€‹

  • Rooms: 12 across two floor levels (11 on the ground floor plus the basement).
  • Fuse Box Spawns: Basement or Garage.
  • Hiding Spots: Six sanctioned spots. Two closets in the Foyer, the Hobby Room closet, the Ensuite closet, the Garage lockers, and behind the blue tool cart in the basement. There is no nursery closet, and the child's room is Nancy's Room.
  • Key Strategy: Still the fastest map for contract speedruns. The v0.16.0.0 rework (March 2026) was a visual overhaul that substantially changed the basement and kitchen layouts and deliberately removed the kitchen looping spot, so pre-2026 looping routes no longer apply. The room count did not change.

2. Point Hope Lighthouse (Vertical Investigation Map)โ€‹

  • Size Tier: Medium, not small. It launched as a small map with the Eventide update (v0.10.0, June 2024) and was reclassified in v0.12.0.1.
  • Structure: 16 rooms over 10 floors. An extended ground floor sits beneath nine roughly evenly sized single-room floors, connected by a central spiral staircase. Not every floor is circular.
  • Fuse Box Spawns: Four possible locations.
  • Vertical Tactics: Horizontal furniture looping is impossible on narrow circular floors. Break line of sight between floor levels during chases. There are 11 hiding spots.
  • Sanity Corridor Strategy: Spiral staircases plunge players into darkness quickly. Activate the fuse box early and illuminate consecutive landings up the central spine to prevent passive sanity loss.
  • Ghost Events: v0.18.0.0 fixed several medium to large rooms where ghost events could not fire at all, the Maintenance Room here among them. A handful of large rooms still cannot host one, and Kinetic named the Sunny Meadows hallways as an example.
  • Restricted Variant: v0.19.0.0 added a Restricted variant of Point Hope, reclassified from medium down to a small map. Kinetic Games states it opens only as far as the Dining Room, and unlike Prison and Brownstone High School Restricted, it runs a single fixed layout rather than randomly assigned variants.

3. 42 Edgefield Roadโ€‹

  • Rooms: 16 (Two-story house with basement).
  • Fuse Box Spawns: Basement, Garage, or Upstairs hallway storage.

4. 10 Ridgeview Courtโ€‹

  • Rooms: 16 (Two-story house with basement and garage).
  • Fuse Box Spawns: Garage, Basement, or Top floor hallway.

5. 13 Willow Streetโ€‹

  • Rooms: 10 (7 on the ground floor plus 3 in the basement, no upstairs). This is the smallest set of possible ghost rooms in the game, which makes it the quickest map to sweep.
  • Layout Note: Willow Street has no garage.
  • Recent Rework: v0.18.0.0 (July 2026) gave it a full visual overhaul. Kinetic kept the original layout but repurposed several rooms and changed the flow between them, so pre-rework screenshots will not match what you walk into. The follow-up hotfix v0.18.0.1 closed several spots where ghosts could reach players inside hiding places, and the same fix covered 6 Tanglewood Drive, 42 Edgefield Road and 10 Ridgeview Court.
  • Hiding Spots: Eight sanctioned spots.

6. Grafton Farmhouseโ€‹

  • Structure: Multi-story rustic wooden farmhouse with workshop and attic zones, 14 rooms. Reworked in v0.14.0.0 (August 2025). Bleasdale, its sister farmhouse, is a medium map and is covered below.

7. Nell's Dinerโ€‹

  • Rooms: 14, with 13 of them able to hold the ghost. Added in v0.15.0.0 (November 2025). Since v0.15.1.0 (December 2025) it unlocks at account Level 5.
  • Hiding Spots: Four.
  • The Cooler Trap: The Cooler Room is the one place in the game where turning the fuse box on drives the temperature down, to around 1 degree C. A thermometer sweep will flag it as a freezing room whether or not the ghost has ever been there, so confirm the Cooler with a second piece of evidence before committing.

8. Camp Woodwindโ€‹

  • Rooms: 11 across a single open outdoor layout of tents. Ideal for zero-evidence looping, with seven sanctioned hiding spots.
  • Fuse Box Spawns: Only one possible location, which is unusual and worth knowing before you start searching.

Medium and Large Mapsโ€‹

Bleasdale Farmhouse (Medium)โ€‹

  • Structure: 21 rooms. Reworked in v0.12.0.1 (March 2025).

Maple Lodge Campsite and Prison (Medium)โ€‹

  • Structure: Maple Lodge runs to 28 rooms and Prison to 31, the largest of the medium tier.
  • Prison Restricted Variant: v0.19.0.0 added a Restricted variant of Prison, reclassified from medium down to a small map. Kinetic Games did not publish which wings or floors the variant includes, only that the game randomly assigns one of several layouts each time you load in. Known issues flag reduced ghost interactions at the Prison Entrance and a Fusebox that may spawn in the Visitation Security Room when only the upper floor is accessible, both signs the variant locks the map down to select areas.
  • Truck Position: v0.19.0.0 moved the Truck closer to the main entrance on Prison, shortening the walk back to swap gear.

Brownstone High School (Large)โ€‹

  • Structure: 64 rooms across two floors, 34 downstairs and 30 up, of which 58 can hold the ghost. Roughly three dozen numbered classrooms plus four science rooms, a library, a gymnasium, a cafeteria, and a Lecture Hall. Five exit doors.
  • Restricted Variant: v0.19.0.0 added a Restricted variant, reclassified from large down to a medium map, with four separate layouts assigned at random on load. Kinetic Games marks each with its own piece of environmental decor outside so you can tell which one you loaded into, but has not published which rooms or wings any of the four opens. A known issue warns the Bone may spawn in one of its hiding spots and become inaccessible if that spot is locked, the only detail Kinetic's notes give about the variant's layout.
  • Truck Position: v0.19.0.0 moved the Truck closer to the main entrance on Brownstone High School.
  • Parabolic Sweep: Walk the central corridor with a Parabolic Microphone. Tier I has no screen at all, and Tiers II and III display a summed decibel figure with minimum and peak values. Tier I and II only pick up sounds on your own floor, so on a two-story map you have to sweep both. Ranges run 20 meters at Tier I and 30 at Tiers II and III.
note

There is no documented "1.5 dB" threshold for a distant interaction. Read the meter against the ambient level in the corridor you are standing in instead of chasing a fixed number.

Sunny Meadows Mental Institution (Large)โ€‹

  • Structure: 69 rooms across two floors in five wings: Courtyard, Male, Female, Hospital, and Restricted. The Chapel and the Morgue are individual rooms, not wings.
  • Fuse Box Spawns: Five possible locations: Foyer, Utility, Courtyard, Boiler House, Basement Corridor.
  • Restricted Variant: Opens the entrance area, including the Chapel where every cursed possession spawns, plus one randomly chosen wing. It is classed as a medium map and pays medium-map rewards, so it does not combine large-map payouts with short walks.
  • Door Locking: Since v0.18.0.0 the ghost only locks a wing's doors when both it and a player are inside that wing.

Fuse Box (Breaker) Management Rulesโ€‹

The breaker powers map lighting and climate systems.

  • Light Limit: Turning on too many light switches simultaneously trips the fuse box. Small maps allow 9 lights, Medium maps allow 8 lights, and Large maps allow 7 lights before tripping. Going over instantly trips the breaker and resets every switch on the map to off.
  • Temperature Warm-Up: When the fuse box is turned ON, indoor rooms climb toward 20ยฐC. This makes the ghost room drop out starkly on thermometer sweeps.
  • Freezing Breaker Effect: With the fuse box OFF, rooms settle into whatever band the weather sets and not a fixed value. Snow bottoms out at 3ยฐC to 5ยฐC, wind and rain sit at 5ยฐC to 8ยฐC, clear and foggy nights at 8ยฐC to 13ยฐC, and sunrise at 10ยฐC to 16ยฐC. Cold weather with the power off is what makes a freezing room hardest to pick out.

Weekly Challenge Mode Economy ($5,000 Payout)โ€‹

Weekly Challenges rotate every Monday at Midnight UTC across 26 predefined themes (e.g., "Lights Out!", "Speed Demons", "Hide and Seek"). Each one hands you a pre-selected free loadout and pays out once you log 3 correct ghost identifications.

  • Zero Financial Risk: Equipment is provided free by the truck loadout, and you cannot bring your own, so dying carries no money penalty.
  • Death Exemption: You do NOT need to survive the contract. Correctly identify the ghost in your journal, allow the ghost to kill you to end the contract fast, and you still receive progress credit toward the 3-ID requirement.
  • Map Requirement: The weekly task names a specific map, and only runs on that map count. Sunny Meadows and Sunny Meadows Restricted do not credit each other.
  • Where the Money Comes From: The $5,000 and 5,000 XP are the weekly task reward. The contract itself pays at a 1x multiplier no matter how punishing that week's challenge is.

Custom Difficulty Configurations for Farmingโ€‹

The game computes the reward multiplier from your settings, so a high multiplier has to be earned setting by setting. Three of them do most of the work: zero evidence adds 4.00x on its own, starting sanity 0% adds 1.00x, and sanity pill restoration 0% adds 0.50x.

SettingValue
Starting Sanity0%
Sanity Pill Restoration0%
Evidence Count0 Evidence
Sanity Drain Speed200%
Player Speed50%
SprintingOff
Ghost Speed150%
Grace Period0 seconds
Hiding Places0
FlashlightsOff
Fuse BoxBroken
Doors Starting OpenHigh
Cursed PossessionRandom
Reward Multiplierabout 15.0x
warning

Two settings silently destroy a farming build. Naming a specific cursed possession is the single largest penalty in the table, and picking the Monkey Paw alone subtracts 5.00x, which is enough to drag a 6.50x configuration down to 1.50x. Leave it on Random. Separately, rewards clamp to 0.00x if Friendly Ghost is on, if Sprinting is set to Infinite, if Sanity Drain Speed is 0%, or if "Lose items and consumables" is off. Player speed and ghost speed at 100% are the baseline values and contribute nothing at all.

tip

For fast solo farming, small maps like Camp Woodwind or 13 Willow Street keep the walk times down. Be realistic about the pace though. Starting sanity at 0% means the ghost can hunt from the moment you open the door, and a zero-evidence identification means reading behavior through a hunt you are also trying to survive. Budget several minutes, not two.

note

The Monkey Paw is a poor farming tool, whatever its reputation. At any multiplier of 2.01x or above it grants only three wishes, and "I wish to see the ghost" locks every exit door and guarantees a cursed hunt five seconds later while blinding you. Getting a wrong identification also rounds your multiplier down to the next preset tier, so a botched guess on a 15x run does not pay 15x.

Frequently Asked Questionsโ€‹

What is the best map for farming money in Phasmophobia?

A small map on a high Custom multiplier, so Camp Woodwind or 13 Willow Street for solo runs. The multiplier comes mostly from zero evidence, which alone adds 4.00x, plus starting sanity and pill restoration at zero. Leave Cursed Possession on Random, because naming a specific one is the biggest single penalty in the table.

How many lights can you turn on before the breaker trips?

Small maps allow 9 lights, medium maps allow 8, and large maps allow 7 before the fuse box trips. Going over that number plunges the building into darkness and resets every switch on the map to off.

Should you turn the fuse box on or leave it off?

Turn it on. Powered rooms climb toward 20 degrees C, which makes the ghost room stand out sharply on a thermometer sweep. With the breaker off, rooms settle into the weather band instead, anywhere from 3 degrees C in snow to 16 degrees C at sunrise, and cold readings blur together.

Do you have to survive the Weekly Challenge to get paid?

No. Identify the ghost correctly in your journal and you still get credit toward the 3-ID requirement even if the ghost kills you. Equipment is provided free by the truck loadout and dying carries no money penalty. The runs do have to be on that week's named map.

How do you handle hunts on Point Hope?

Horizontal furniture looping does not work on the narrow circular floors, so break line of sight between floor levels during a chase. Activate the fuse box early and light consecutive landings up the central spine to stop the spiral staircase from draining your sanity.