6 ›Easter egg room in reference to FNAF: Sister Location, the fifth game in the Five Nights at Freddy's franchise. The first section of the room features an interior identical to that of the Primary Control Module, where in FNAF: SL Ballora and Funtime Foxy can be monitored and shocked. The buttons are also present here, though non-functional. The vent in the middle leads straight into a standard vent ending room before leading to the next door. There is a locker to the right of the door. There is no PSS/SS in this room as the vent is not safe. The room may or may not be a dead zone and requires further testing.
5 ›Long straight room with a large containment cell, contained within a special "tree". SS near wrong doors in corners.
4 ›You can disable the steam on the left side, the real door is always to the right. There is PSS in this room beside the locker on the left.
4 ›4 way room. PSS is in front of valve behind locker.
7 ›A long straight room with steam that blocks the way of the player. To turn off said steam you must find a valve that is at the beginning of the room (image 2). After you can pass through to the next door, SS and PSS is at the beginning of the room right next to the steam valve and next to a large crate, (image 7)
7 ›Long room with turning to the right at steam section. SS is to the right before steam section. From SS you can get in the end of the room and skip steam section. PSS is in the end of the room behind 2 boxes.
4 ›Long straight room. Dead room, Eyefestation can spawn. No SS / PSS.
4 ›Basic default room similar to floor vents seen in the Trench Roomtype. Enter the vent on the left, and cross to the right to exit. Stay inside the vents (image 4) for PSS, middle of the vent system is only SS. Has a misspelled room name (Should be Destroyed, not Destoyed).
4 ›Standard office room with a sub area accessed by a small flight of stairs. For SS, get in the spot at 4th screenshot, crouch and look down.
4 ›Straight room. For SS, crouch and look down in position that showed in 4th screenshot.
4 ›Turn to the right with insane amount of snowballs. Couldnt test if there is SS/PSS.
7 ›PSS/SS by crouching and looking down the crate on the right of the entrance. A straight room that suspiciously resembles the office of the Game Theorists, with a familiar backdrop behind a sofa and a board filled with what is surely deep lore. But hey, that's just a theory!
8 ›Short straight room that is always dark. A sign in the middle purports this room as "the rarest room in the entire game [...] as of WtW Part 1". Next to the sign is a desk with a golden bunny figure and a splorglight in the drawer. Adorning the walls are multiple paintings of Sebastian, a Squiddle, and a cat, among others. A golden wall dweller monolith is perched in one of the armchairs; it will not spawn a real wall dweller. Everything in the room is tinted golden yellow. The door frame before entering is notably also golden yellow. No PSS/SS, but a dead zone. Notably, despite the sign saying it is the rarest room, it is 1 of the 2 candidates for the current rarest room after Worth The Wait Part 1.
10 ›First 5 images for TramEnd in the Mantle Extraction roomtype for Vault expedition. Second 5 images for TramEnd in the Default roomtype in Normal & Endless expeditions. Mantle Extraction (Vault) TramEnd: appears only at the start of the Vault expedition after entering it from The Hunted expedition, always comes right after Start that shows the Vault itself. Next room is always 1LavaLabsCrookedStart, where the show begins. In the middle of the room is a button which after activating will deactive all of the Hosts voicelines. Tram (Normal & Endless) TramEnd: the end room of the Tram roomtype, nodes come out of the Route B side so for PSS stand behind the walls on the Route A side.
6 ›A room infested with Rotten Coral that the player may come across during the path between the rooms 'TramEnd' and 'TramStart'. The platforms seen in the room are inaccessible to the player. Furthermore, there is a plushie in an area outside of the player's reach, referencing a slugcat from the game Rain World. This room is PSS/SS by default, as entities do not spawn or reach the player. (With the exception of an angered Pandemonium, which will fly towards the player regardless.)
6 ›A default trench room with a left turn, SS can be done at the 5th & 6th screenshot, hug the side of the locker either at the beginning or at the end of the room.
4 ›Turn to the left. No SS / PSS.
5 ›Turn to the right. PSS are at 4th screenshot and at 5th screenshot behind lockers.
4 ›Room with turret to the left. PSS behind the right box at 2nd screenshot.
5 ›Straight room in the Oxygen Gardens with 2 turrets on the left side and a panel to deactivate the turrets to the right of the exit door. PSS/SS behind the boxes at the start of the room, SS is behind the boxes at the end of the room.
5 ›Long straight room with 1 turret in the middle. Node path is straight from door to door. SS is on the right side. You can also do DPSS behind boxes.
4 ›Straight room. Always locked, 1 keycard in sideroom. PSS are in the middle of vent and in sideroom. There are 2 vent systems, the 1st is at 3-5 screenshots and 2nd is at 6-10 screenshots
5 ›A room in the Hadal Blacksite roomtype consisting of a straight hallway and a sideroom leading to a turbine which the player must progress through. Staying within the turbine sideroom is a PSS/SS, as long as the player is not near the entrance or exit of said sideroom.
4 ›A mostly straight room with a left turn and a window on the right. A Wall Dweller is in this room and is shown in screenshot 4.