5 ›A straight room in the winter gardens otherwise identical to GardenBottomStraight2, with a straight path around a central tree and grass fields on either side on the bottom floor and catwalks above. Primary difference is visual, with snowy grass, snow diVine, and Christmas decorations. No PSS/SS.
4 ›Two-floor room in Winter Gardens identical to GardenFlatRamp2 but with snow, snow diVine and Christmas decorations. Path diverges from entrance and goes down two flights of stairs along the walls, before converging at the exit. PSS/SS by crouching and hugging the wall on the right staircase.
5 ›Straight room in Winter Gardens, identical to GardenFlatW/LeftRooms with snow, snow diVine and Christmas decorations. The path diverges and follows both walls before converging at the exit, with two side rooms on the left wall. PSS/SS in side rooms in the corners.
8 ›Gauntlet room in Winter Gardens. Identical to GardenGauntlet, with two large wall-length windos for Eyefestation to appear in. The middle grass patch is blank, with the visual difference being snowy grass, as is in the rest of the Winter Gardens. The fan on the ceiling and the wals are all changed to feature Christmas ornaments as well. No PSS/SS, dead zone due to gauntlet.
6 ›Winter Gardens variant of TheyBreatheTheMove. Eight winter diVine including one hostile, plus a snowman, are clustered around the door to frighten the player upon opening; avoid the snow/grass as usual. SS is behind and hugging the lockers/wide shelves by the entrance and exit. Christmas ornaments present here as in other Winter Garden rooms. Easter egg as room name is reference to track composed by NoLongerNull of the same name. Possibly also reference to other games who have done a similar trope, but unknown which at the moment.
5 ›Winter Gardens variant of TurretGarden, with two turrets on the left, the lever to disable them at the end, and two stacked crates my the entrance on the right to provide cover, which is also PSS/SS. Avoid going all the way back against the wall as there is a gap that node raycasting can pass through. Christmas ornaments are present.
10 ›Right straight room that has multiple textures Z-fighting, meaning "a 3D rendering glitch where two or more polygons occupying nearly the same space "fight" to be displayed, causing flickering or shimmering as the graphics card can't decide which surface is on top", including the walls and floor. There is a gap along the right wall where a static entity (not actually active) called "the Looker" is watching the player through the opening; the entity resembles Mr Lankmann from the creepypasta YouTube channel Pastra. There is no PSS/SS and the room is NOT a dead zone.