4 ›A room with a big office, guarenteed to be locked with a keycard. PSS being crouching and looking down behind one of the many desks. SS just being in the corner of the room.
6 ›Straight room with large lowered office space, typically with a locked door. The office space has several computer desks and drawers where the keycard can spawn, along with plants and vending machines. PSS/SS is hugging the locker to the right of the entrance in the corner (image 4), or crouching and looking down while hugging the raised floor to the right of the entrance (image 5). Staying against the far wall is also SS in general.
4 ›Straight room, no PSS/SS. Broken and leaking window on the left, can spawn Eyefestation.
4 ›Straight room with a collapsed roof and rock debris forming a large boulder in the middle. There is no PSS/SS in this room, however is a 50/50.
4 ›A room with a bunch of shelves and crates. requires you to crawl under crates to pass. [[PSS: crouch under the desk to the left after you go past the crates.]]
4 ›A room in the Normal roomtype consisting of a straight hallway with floor vents that have two entrances, one at the beginning of the room, and one at the room's end. One can hide from The Angler/Pandemonium by being within the "corner" of the floor vents, as seen in image 3, this is PSS/SS.
5 ›Straight room with set of floor vents. Middle of the floor vents is SS, corners of the two entry vents are PSS.
4 ›A straight room with a window to the left, and 1 potted plant in each corner.
4 ›Straight room with two raised platforms at the entrance and exit and stairs on either side down to a sunken midsection. There is no PSS/SS or notable features in this room.
4 ›A room in the Normal roomtype consisting of a straight hall with a lower part in its center. There is no PSS/SS in this room.
5 ›A short straight-hall room with rubbles on the left.
4 ›A room in the default roomtype. This room can go left or straight. If the real door is straight, then there is a PSS if you crouch behind the desk seen in image 3. If the real door is left, then there is PSS if you position yourself at the locker seen in image 4.
5 ›A short straight room with a window on the right side. PSS and SS is behind the crate at the very beginning of the room, NOTE: It may be difficult to get behind.
4 ›A straight room with a rocky ceiling. 2 parallel pipes run across the roof, with some metal support beams running above them. There is no SS or PSS in this room.
4 ›Straight room in the Default roomtype, Eyefestation may spawn on top of the room. No PSS/SS. Nothing else notable.
4 ›A T shaped room that has a staircase on the right going up to a door. If the next door happens to be on the left side of the room, go to the rampway and stand behind the wall. in the case that the door is on the right, go to the shelf on the left side and stand, facing forward.
4 ›A straight hall room with 2 side rooms to each side. PSS is to the corner of each side room. make sure your body is not visible to the door/pande range.
4 ›A straight room with a sideroom on the left and right walls. Enter the side rooms for a PSS.
4 ›Straight room with two windows on the left and right. No PSS/SS or notable features.
4 ›Straight corridor with a side room on the left and a window on the right. There are no PSS/SS in the corridor, but the side room is standard PSS/SS in the corners by the door. There may be no lockers, as shown in this encounter's screenshots. The side room is an example and will likely be different on each encounter.
4 ›A short straight room with a window on the left and a sideroom to the right. PSS and SS is being hidden in the sideroom out of sight from angler.
4 ›A straight room with a side room to the left. [[PSS: Go into the corner of the side room]]
4 ›A room in the Normal roomtype consisting of a straight hallway with a sideroom to its right side. Going inside of the sideroom and staying in the corners next to the door, in such a way that one cannot see outside of the sideroom is PSS/SS. The image of the sideroom given in image 3 is an example, as siderooms are often generated separately and randomly from the rooms they inhabit.
5 ›Straight garden room with nine diVine clustered around the entrance to startle players upon opening the door. The grass patch is empty, though an active diVine will still spawn among the nine so avoid the grass as usual. SS is behind and hugging the lockers/wide shelves by the entrance and exit. 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.