4 ›Room with three levels. Players enter at the top, with a possible exit door on the second platform and another at the bottom of the room. There are two side rooms that can be used as PSS by hiding in the corner out of sight of the door, and a windowed larger side room that is a PSS by crouching and looking down under the window out of sight of the node path.
4 ›Room that has a long side hallway. PSS: If the door is down the long hallway, go to the side of the locker straight from the enterance. [[PSS: If the door is straight across from the enterance, go to the side of the shelf.]]
4 ›A room in the Normal roomtype consisting of a 3-way room containing a destroyed middle section with stairs leading to a higher floor. There is a PSS either upstairs, beside a locker, as seen in image 4, OR there is a PSS downstairs, in the lower floor, as seen in image 3. Do note that the CORRECT door could either spawn on the lower floor or the higher floor, meaning that the PSS is dependant on WHICH door is correct. If the correct door spawns on the LOWER floor, use the PSS in image 4; If the correct door spawns on the HIGHER floor, use the PSS in image 3.
5 ›Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation.
4 ›Multi-floor T-junction room. Entrance opens to top floor and balcony overlooking large window where Eyefestation can spawn. There are two doors on either side down the staircases, and there is a room on the lower floor below the balcony. PSS/SS is by whichever door is not the exit door hugging the staircase, as well as in the room under the balcony.
4 ›A straight room with a long hallway to the left, and a big window on the right wall. [[PSS: If the door is straight ahead from the enterance, go to where i am on image 3.]] [[PSS: If the door is to the left hallway, go to where i am on image 4, MAKE SURE to crouch AND look down.]]
4 ›A room in the Normal roomtype consisting of a 3-way intersection, with its center destroyed. If the correct door is to the LEFT side, then going to the right side is PSS/SS. If the correct door is to the RIGHT side, then going to the left side is PSS/SS, example seen in image 4.
4 ›Branched room with two cubbies, both PSS/SS. Exit door can be straight or to the right, window is on the left wall. There are no other PSS or SS in the room.
4 ›Junction room with downward stairs on the left. PSS/SS by crouching at bottom of stairs faceplanting into the bottom step [NOT AGAINST BACK WALL] if door is straight. If door is downstairs, there may be locker PSS/SS (variable by generation).
5 ›A 3-way room with stairs leading down. Depending on the right door, has different safe spots, some are conditional. More info provided on the pictures. For picture 5, crouch and look down at the staircase on the blue line for PSS.
4 ›A short room with a sideroom, its also guarenteed to be locked. SS and PSS being next to the shelf as seen in image 4.
4 ›T-junction with left upstairs doors. PSS/SS on top of stairs crouched against back wall if real door is straight. If locker/shelf spawns and real door is to the left, there is PSS/SS.
4 ›T-shaped room, with entry being a straight corridor being splitting two ways. If the door is on the left, standing behind the locker or crouching and looking down behind the crate or the desk closer to the exit is PSS/SS. If the door is on the right, crouching down behind the crate is PSS/SS.
5 ›A short 3 way with small stairs that lead down to a lower section of the room. A PSS is in the corners of the lower section by crouching and looking down, an example is in image 4 and 5 (PSS can work for either door)
4 ›A big 3 way with siderooms on the right and a big ramp. Siderooms can be used as PSS and SS.
4 ›A long hallway with a door to the left of the room. this door leads to a rampway down with 4 side rooms on each side. (IMPORTANT NOTE: When a node goes through this room, it WILL go through the door to the left, so make sure to hide in one of the siderooms down the rampway.) [[PSS: Go into one of the 4 siderooms and hide in the corner.]]
4 ›Four-way intersection room. Depending on furniture spawns, PSS/SS are any locker/shelf PSS in two of the three corridors that are not the exit corridor.
4 ›a 4 way room with 2 hallways connected by small stairs. each hall has a side room. enter the side room and go into a corner for pss.
4 ›Four-way intersection with four lowered corner areas downstairs, and four walkway tunnels connecting the corners. There are no PSS/SS on the upper layer, but the corners are SS and in the tunnels are PSS.
4 ›A 4 way room, 2 side rooms in both left and right hallways. Good People can spawn in here. Get in the corner of the side rooms for pss.
4 ›A 4 way room with a total of 4 side rooms. 2 on the left hall, and 2 on the right hall. Enter these side rooms for pss. Make sure to go into the corner.
4 ›A 3-Way room filled with Abstract Art. A long hallway to the right of the room. [[PSS: IF the next room is to the right hallway, go behind the drawer and do what I am in image 4.]] [[PSS: IF the next door is straight ahead from the enterance door, go to the side of the locker like I am in image 3.]]
4 ›Special variant of the Intersection rooms with Abstract Art statues throughout the room. One of the statues will be holding the document for Abstract Art. Appears to have the same entry door position as Intersection4. PSS/SS ONLY if exit door is not the furthest door, being behind any of the wall outcroppings beyond the exit door if true.
4 ›Administration room that has a destroyed hallway to the right of the room. in order to advance, you must go through 2 dual-door rooms. siderooms SHOULD be pss, This is still in need of testing though.