4 ›A long maintenance room. nothing noteworthy.
7 ›An ending section of Maintenance roomtype, leading back to blacksite. Starts as a Maintenance hallway, then leads into an elevator shaft and an open room with three doors. The correct door will always be in the middle, and there's a guaranteed SS in the furthest corner from the shaft you came through. There are conditional PSS, such as lockers to the sides (pictures 6 and 7).
4 ›One of the end to the Maintenance Tunnels roomtype which is an L shaped room with the door either being straight or to the left. PSS and SS next to a locker that spawns on the left. (Image 4)
4 ›The start of maintenance door is always going to be on the left in this room. [[PSS: If there is a desk there like image 3, crouch and look down like image 4.]] [[SS: in the case that the desk isnt there, go to the corner furthest from the next door.]]
4 ›Pipe Rooms starting room. Side hallway to the right of the room. For PSS, get behind locker at 4th screenshot.
4 ›Long Pipe room with side vent. Stay in the middle of vent for PSS
4 ›A room in the Normal roomtype consisting of a straight hallway with windows on both sides, with the likelyhood of Eyefestation spawning. There is no SS and/or PSS in this room.
4 ›a meat room that turns to the left.
4 ›A right turning meat room. PSS are behind lockers in the corner.
4 ›Straight room which is noticeably narrower than the other usual corridors in the Blacksite room type, noticeable by feature such as there being only one floor grate instead of two. There is no PSS/SS.
5 ›Long straight room with a window of the left. While there are lockers along the right wall, there is no PSS/SS for lockerless.
4 ›A huge room with a window on the left and siderooms on the right, Can also spawn eyefestation. PSS's and SS's are in the siderooms on the right by just going in the corner out of sight from the door.
4 ›Starting room variation for Outskirts. Hide inside the corners of the cubbies on your right for a safe spot. Real door can be to your right or upstairs.
4 ›A T shaped room, when moving forward, go to the left, find the small drawer and crouch and put your head down
4 ›Unfinished outskirts. has ss to the right side where the unfinished part of the room is.
4 ›Outskirts four-way intersection with a dividing wall in the center. PSS/SS is any of the locker/shelf/crate PSS that may spawn in any of the corridors that do not lead to the exit or from the entrance, as well as crouching and looking down behind the alternating concrete barriers if that door is neither entry or exit.
5 ›Straight room in The Outskirts with a bridge on top of the room that is inaccessible even with a sprint. No PSS/SS.
6 ›Straight room in The Outskirts with the next door on the right side and a few crates by the wall in the middle. SS behind the crate on image 2 & 3, no PSS.
4 ›a straight outskirts room, nothing notable about this room.
4 ›A triangle shaped room with a heating element in the middle. Staying away from the right door is always SS. Depending on where the door are, there are almost always PSS that can be: Boxes at the fence near the wrong door you can get behind; Lockers/boxes close to walls you can get behind that are next to the doors(as long as you cant see either of the two doors it should be PSS.
4 ›A room in the Normal roomtype consisting of multiple hallways with turns and dead ends with unmarked/fake doors. There is a PSS/SS by hiding near one of the aforementioned dead ends, as seen in image 4, beside a pipe. This is safe from The Angler/Pandemonium. Furthermore, this room leads into PT2.
4 ›A room in the Normal roomtype following PT1, they are guaranteed to spawn together. Like PT1, one can hide near a dead end with a fake/unmarked door right beside a pipe to be safe from The Angler/Pandemonium, as seen in image 4. This is PSS/SS.
4 ›A room that leads into a long swim in a pipe and after leads out of the water. If you make a U turn at the end and go into the other pipe that leads out of sight - it's PSS. This room is also a dead zone, meaning no anglers can spawn late.
4 ›Basic room that doesn't count as a turn. Shelf at start is SS.