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White Sand Street Asylum is a large map available in Identity V. It was originally released at the start of 2019. It's one of the largest and most detailed maps in the game, and the rarest map to appear. It can only be accessed in Quick Match and Custom Mode. There are 8 chests that spawn on this map.

Background[]

WhiteSandStreet Church Article

According to the church clinic last week, at least 12 children in the White Sand Orphanage were found to have varying degrees of mental illness. The White Sand Street Orphanage will be transformed by the church into a children's mental institution.

Warning! This page contains content that may be triggering.
Content warning(s) for this page: Graphic Child Abuse. If you are sensitive to these topic(s), please take caution while reading.

White Sand Street Asylum was formerly an orphanage founded by Kreacher Pierson, located on White Sand Street. No one knows why he was able to accept nearly 10 orphans in just a few months. Therefore, Father Duke visited the orphanage. Kreacher Pierson then consulted with Father Duke and reached an agreement that the church would purchase land for the White Sand Orphanage for refurbishment and expansion. After the expansion and transferred of ownership to the church, who turned it into an asylum. the church claimed many of the children who were initially in the orphanage had psychological problems, and so were also admitted into the asylum, including Lisa Beck (now Emma Woods).

Father Duke was soon promoted to district bishop. The night before his assignment, a famous writer visited the asylum. The night after the visit, a patient disappeared from the hospital. After Father Duke was transferred to the position of District Bishop, the administration of asylum was taken over by the Assistant Director, Sister Lorraine. Lydia Jones' (now Emily Dyer) worked there as a volunteer under Sister Lorraine. During the period of time Emily volunteered at the asylum, she offered many patients (including Emma) electroshock therapy. After growing concerns about the asylum, Emily would cease her volunteer work there and write a letter to Lorraine claiming that most of the children did not display anything abnormal mentally, asking Lorraine to evaluate them again. Before Lorraine could do anything, an incident occurred with a patient, Robbie White, being decapitated by a window while trying to visit his sister, Dolores. Lorraine would then reach out to Baron DeRoss for help with the Asylum, as she had realized Emily was right about the issues there. At some point Dolores proceeded to go on a rampage, causing multiple casualties which got the attention from news outlets.

AOMAsylum NewsClipping

Due to poor management and a number of humanitarian scandals, the White Sand Street Asylum was recently shut down by the government.

Some time later, the Asylum began releasing patients they deemed healthy. However, Lorraine seemed to doubt the health of some of these patients, writing to Bishop Duke regarding one patient with schizophrenia that he had deemed well enough to be released. Lorraine eventually re-examined the juvenile patients and considered most of them to be up to discharge standards. However, after the first patient left, Lorraine went missing, leaving her resignation in the office. Soon afterwards, the church immediately transferred the remaining patients and closed the business.[1]

Notable Locations[]


Cells[]

A large chunk of the map is devoted to tiny rooms with hard beds and prison-like doors. This section takes up the entire eastern wing of the map, and there can be 1-2 ciphers that spawn in this area. The walls separating the cells are blown through, and there are sometimes pallets located in these openings. There are a handful of notable cells throughout this area. In Cell 17, one wall is covered in a mass of blank papers, and more are found skewed on the floor. In Cell 21, cryptic drawings of blank eyes are drawn on the walls. A little box with two burning candles atop sits below the windowsill, where a crucifix will drop from. In Cell 3, bush-like swirls are drawn on the wall. Right next to it, in Cell 2, a light fixture is attached to a ceiling, a feature the other cells lack. This fixture glows red and is constantly blinking. Finally, in Cell 23, an odd fluttering noise can be heard. Although you may have to adjust your camera to see it, small papers will fly through the barred window in a gust of wind. Similarly to the rest of the map, marks can be found on the walls. This includes handprints, phrases like "Die here", tally marks, question marks, and in some cells even small eyes. The marks in the cells are much more faded than ones located in other parts of the map. In the cell hallways, the phrase "LET ME OUT" can occasionally be seen on the walls, written in what is presumably blood.

Chapel[]

Next to the reception, study rooms, and bathrooms is a small chapel with pews, a podium, and a grand piano. A cipher will commonly spawn in front of the podium. The piano plays by itself, and the sheet music turns over by itself as well. A white and red rabbit plushie sits next to the sheet music. In the back of the room, there is a collection of what is presumably children's drawings. They are all quite cryptic and unclear. One features a Dream Witch follower standing in front of a locker. Another shows an evergreen tree with some kind of square-shaped object in front of it. Another is a dead tree, with what may be a noose hanging from one of its branches. The penultimate design is a very simple cartoonish face with X eyes and a tongue sticking out. The last picture shows a messily drawn person standing on top of a red blob. One of the basement locations is here.

Courtyard[]

A large outdoor section with a round fountain is in the center of the map next to the cafeteria. A secondary smaller courtyard with a corner balcony can be found further west. Benches make up most of the obstacles here, and a cipher machine can be found in either courtyard.

Hospital Beds[]

There are two rooms (one very large and one moderately sized) which contain hospital beds and screens. The larger room connects the two courtyards and is the furthest east room, while the smaller room is next to the chapel and cells. The larger room is not nearly as cluttered as the smaller. Six cell-like rooms are located along one of the long sides in this room. The first one contains an electroshock chair with a more torturous appearance than the one in the electroshock room. In the smaller room, three electroshock chairs of the same design can be found sat against a wall.

Electroshock Chair[]

There is a single room just to the south of the smaller room of hospital beds. It is empty except for an electroshock chair with a pillow and belt straps, a boxy machine, and a small table with a teddy bear atop. On one of the walls in this room, the phrase "lydia will always stand by lisa, Forever and ever" can be read.

Central Living Areas[]

Reception[]

Next to the southernmost exit gate is a receptionist desk within a small, open room. A cipher, pallet, chest, and rocket chair are commonly found here. Like many of the corridors in the asylum, religious paintings are hung on the walls.

Cafeteria[]

In the center of the map, next to the large courtyard, is a long room with lots of long tables. There are a few plates, utensils, and cups sitting on these tables. Small candles illuminate them. An ominous altar with a torn red cloth and white followers is at the front of the room. A large, white Celtic cross is on the top of this altar, with a banner that reads "GOD IS GOOD" behind it. Above one of the doorways, a similar banner is found that says "GOD IS JUST". The other basement location is here.

Kitchen[]

On the northern end of the map is a smallish sized kitchen. The island counters are shoved out of place with rags draped over some of them. The counters in the back of the kitchen are littered and messy, similarly to the cabinets above them. Pots hang from a fixture in the ceiling and various cookware is strewn across the counters. There is a small pantry connected to one side of the kitchen.

Playroom[]

This is a small room on the northern end of the map, connected to the bathrooms. It contains art easels, small tables, and a rocking horse. The horse rocks by itself, as if a child were sitting upon it. Toys are strewn across a checkered blanket on the floor. The drawings found in the chapel can also be found here. A banner that reads "HOME SWEET HOME" is hung on the wall above the rocking horse and piano. A photograph featuring Kreacher Pierson along with a handful of disabled children was taken at this spot, in front of the banner.

Bathrooms[]

There are two bathrooms above the chapel and smaller hospital beds room, and beneath the play room. None of the stalls have doors remaining. There is also a room with showers and a bath right above the cafeteria to the west. There are many lockers located in this room, but most of them are missing a door and are not usable. Only four lockers in the corner of the room can be used by Survivors. There is another small room connected to this one, with a few broken bathroom stalls, mirrors, and a sink. One of these stall doors will bang on its own and trapped spirits will appear in the middle mirror. The only one of these rooms with pallets is the shower room.

Study Rooms[]

Right above reception and next to the chapel are four small rooms with comfy armchairs, books, and desks. Religious paintings are hung on the walls. One of the rooms is crossed with the secondary security room, as it contains both the console and working area. Due to these rooms being quite small and having lots of obstacles to run into, they are difficult for Hunters to navigate.

Other Significant Rooms[]

Storage Rooms[]

Many storage rooms can be found throughout the map. These rooms are often insignificant, with nothing but shelves containing boxes, stacks of towels, and other boring miscellaneous items. There are three of them in total, the first connected to the cafeteria behind the altar, the second is behind the laundry room, and the third behind the kitchen.

Jack Hallway[]

The Jack Hallway is connected to the primary security room, kitchen, and the room containing the northern gate. The only notable feature of the hallway, as it is rather bare otherwise, is a small Jack plushie sitting on a shelf. A long, distorted shadow is cast behind the plushie, resulting in a rather terrifying sight until you realize what the source of the shadow is. The most disproportionate part of the shadow is Jack's clawed hand, which appears as though it is reaching toward the kitchen.

Garbage Dumpsters[]

Though there isn't much to the room containing the northern gate, the few objects that are present are interesting. The main obstacles in the room are broken up wooden boxes that seem they can be opened from the top or front. Inside the three open boxes are large piles of cloth, assumed to be clothing, blankets, or sheets. In a corner of the room left from the exit gate, is an 1890s styled oven that emits a warm light. A group of mice will scurry from the open hatch when a player is nearby.

Security Rooms[]

Like many other maps, the White Sand Street Asylum has a unique, special feature. There are two security rooms located in the map, the primary one closer to the back gate and a secondary one by the study rooms. The primary security room is much like one of the storage rooms, save for the large console and a chair sat by the door. In the secondary room, another large console is present, along with a couch, coat rack, and a table similar to that of one in a neighboring study room. On both consoles sit a telephone and broken coffee cup. When the console is activated, it will briefly display a map of the arena and mark the locations of the Hunter, Survivors, ciphers, exit gates, and the two consoles. Any player can activate the console, but everyone else will receive a notification announcing its activation. Activation has a 60 second cooldown.

Exit Gates[]

There are two exit gates on this map. In the northernmost room with the garbage dumpsters and oven, and in the southernmost room in front of the reception desk.

Character Spawn Locations[]

There are 5 possible character spawn location groups on this map.

Note: The actual spawn points of Survivors will be refreshed at random within 15m of the marked positions on the map.

Basement Locations[]

As with most maps, there are two Hunter's basement locations.

  1. In the cafeteria
  2. In the chapel

Dungeon Locations[]

There are 5 possible spawn locations for the escape dungeon

  • In the larger security room, near an exit gate.
  • In the thin hallway underneath the Cafeteria towards reception.
  • In the smaller courtyard near the room with the larger hospital beds.
  • In the bathrooms
  • In one of the cells (3rd from the end of the hallway headed to reception)

Gameplay Tips[]

  • As this map can be difficult to navigate, Teleport is a good trait to bring. Peepers can also help to keep an eye on survivors.
  • Confined Space may be useful to reduce looping around the chapel window.
  • Wanted Order can help hunters find survivors to harass or patrol around while someone is chaired.
  • As it is easy to lose survivors on this map, Nostalgic may be helpful if you choose not to bring peepers to avoid having to change targets due ot losing the chaired survivor.
  • Turning on the security console can be useful for both factions, but keep in mind that the hunter will know survivors have been in one of the two security rooms.
  • As with many larger maps, Priestess, "Little Girl", and Embalmer are very useful support characters.
  • Hunters like Sculptor, Guard 26, Soul Weaver, Hermit, Hell Ember, Gamekeeper, "Disciple", Wax Artist, and Feaster may have an advantage on this map with its limited kiting paths to use their abilities.
  • Evil Reptilian may not be able to jump in many of the map spaces due to it being "indoors".
  • Stunning survivors such as Prospector, Antiquarian, and Batter may also benefit from the narrow spaces on the map.
  • Survivors should absolutely ping the location of the dungeon if they happen to come across it, as some of the potential dungeon spawns are in very inconvenient locations.

Gallery[]


Trivia[]

  • This map has connections to many different characters, and is commonly referred to in deductions.
  • Due to most of the map having ceilings, a majority of Rocket Chairs dig themselves underground similar to the basement ones instead of firing up.
  • This is arguably the map with the darkest backstory and lighting.
  • There are several child's drawings on the wall, each depicting sinister scenes. This could hint at the past.
  • In one of the hallways next to an exit gate and security room, a small Ripper pet plushie can be found on a shelf.

Links[]

  • For the original map which has pallets, ciphers, rocket chairs, etc, click here: Original map link

References[]

Navigation[]

Playable Maps
Quick Match/Rank Match
Both Modes Arms FactoryChinatownEversleeping TownLakeside VillageLeo's MemoryMoonlit River ParkRed ChurchSacred Heart Hospital
Quick Match Exclusive DarkwoodsKreiburg RacecourseWhite Sand Street Asylum
Custom Match Exclusive Golden CaveHalloween Red Church
Limited Edward's WishLeo's Memory (Dawn)
Duo Hunters
Available Eversleeping TownMoonlit River ParkLakeside Village
Custom Match Exclusive Eversleeping Town (Large)
Tarot/Crystal Ball Tarot
Available Arms FactoryRed ChurchSacred Heart Hospital
Blackjack
Available Arms FactoryRed ChurchSacred Heart Hospital
Custom Match Exclusive ChinatownEversleeping TownLakeside VillageLeo's MemoryMoonlit River Park
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