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113 rooms · page 2 of 5
BigTree4
Hadal Blacksite
BigTree

A 4-way intersection with a large tree in the centre, one cannot approach the tree closely due to it being blocked off by glass. There are two Pandemonium Safe Spots/Safe Spots, either beside a locker or behind a crate while crouched and looking down. (images 3 and 4, green marker points to where safe spots are. Pink marker is fake doors) One can also be safe from node monsters by simply staying beside the fake doors, outside of the monsters' path.

PSSSS
BrokenFloorWaterfallFloodedStart4
Flooded Rooms
BrokenFloorWaterfallFloodedStart

A flooded room that begins with a broken floor and many rocks blocking the way. At the end, there is SS by staying in a corner near a fake door, away from the node monster's path. Do note that lockers have no hitbox underwater and that one cannot hide beside them.

SS
DooringOutRn5
Hadal Blacksite
DooringOutRn

Straight room furnished like a Doors room, from the game "DOORS" by LSPLASH. Not to be confused with the Hotel roomtype, this is a single room that is furnished like a regular Pressure room with the colour scheme and wood/carpet texturing from DOORS, unlike the Hotel rooms which maintains the same blue-black colour scheme as the regular Blacksite while being designed like Floor 1 from DOORS. All the furniture is also coloured brown. There is no PSS/SS in this room.

Easter EggRare
Dredge3WayRight5
The Dredge
Dredge3WayRight

A 3-way intersection room in The Dredge roomtype. There is a Safe Spot/Pandemonium Safe Spot by hiding near a crate, crouching, and looking down. (See image 4 for the crate's location, and image 5 for how it should like)

PSSSS
DredgeRightZigzagW/Rooms4
The Dredge
DredgeRightZigzagW/Rooms

A room in The Dredge roomtype with two platforms (accessible by staircases) and a hall shaped in a zig-zag manner. On each platform, there are side rooms where one can hide, serving as either a Safe Spot, or Pandemonium Safe Spot.

PSSSS
DredgeTurretLeft4
The Dredge
DredgeTurretLeft

A room in The Dredge with turrets. This room has two different paths, one completely straight from the entrance (see image 1), and another diverging to the left, with turrets on both paths. There are boxes and lockers one can hide in to not be seen by either turret, and a switch at the end to turn them off. SS is hiding behind the boxes. (such as in image 3, although other boxes can be used) PSS is hiding inside the sideroom on the right side of the room.

PSSSS
DredgeTurretRight5
The Dredge
DredgeTurretRight

A room in the dredge with two paths: 1. A straight hallway with a turret in the center; 2. A large room to the left with another turret. Notably, the second path has cover to hide from the turret. On the other side of the room, near the exit, is the switch to turn off the turrets. A PSS and SS can be used in the sideroom on the left once in the room and seen in image 5.

PSSSS
ElectricityPuzzle14
Hadal Blacksite
ElectricityPuzzle1

A room with a small "puzzle", involving a puddle of electrified water in the exit, where you must find a switch and flip it off to disable the power, allowing you to cross without being shocked but will turn off the ligths entirely. The side room is labeled "MAINTENANCE" and is PSS as long as you are not visible to the outside (in simpler terms, not near the entrance)

Dead ZonePSSSS
Flooded3WayLeft4
Flooded Rooms
Flooded3WayLeft

A flooded 3-way intersection, with many props scattered over the place due to the room's flooded nature. There is a long shelf one can stand behind, away from the node path — a Pandemonium Safe Spot/Safe Spot — as shown in the images. (More specifically, the 3rd image, and 2nd image showing where the shelf in question is) Another Safe Spot is simply staying out of the node path. However, staying out of the node path without hiding behind the long shelf is not a Pandemonium Safe Spot. (See images from top to bottom, and left to right)

PSSSS
Flooded3WayStairsUpRight4
Flooded Rooms
Flooded3WayStairsUpRight

A flooded room consisting of a 3-way intersection, with a staircase leading up to an elevation in the right (when seen from the entrance). It is SS by default, but can be PSS if one looks up and stays close to the floor underwater.

PSSSS
Flooded3WayStraightWindow4
Flooded Rooms
Flooded3WayStraightWindow

A flooded room consisting of a 3-way intersection with a large window. Staying away from the node path (that is, the "linear" path from the entrance to the exit) will serve as a Safe Spot (like done in the second image). There is no Pandemonium Safe Spots in this room. Eyefestation can spawn in this room. (See images from left to right, and top to bottom)

SS
FloodedGauntlet4
Flooded Rooms
FloodedGauntlet

A flooded room with a broken window(?) on the top. This room will always have an eyefestation gauntlet, where the player must survive it, enraged for 12 seconds. In image 3 you can avoid being spotted by eyefestation without the penalty of "hiding." The crate on the left of the exit door is PSS, if you can fit.

Dead ZonePSSSS
FloodedLeftStraightWindow14
Flooded Rooms
FloodedLeftStraightWindow1

A flooded room with a 90-degree turn to the left (when seen from the entrance, refer to first image), a small window, and props floating around. Hiding behind the shelf (as seen in the third image) is a Pandemonium Safe Spot/Safe Spot. (See images in the following order: From left to right, and from top to bottom)

PSSSS
GardenBottomFire6
Oxygen Gardens
GardenBottomFire

Straight room in the Oxygen Gardens that is all set on fire. There is no active DiVine, however touching the grass will damage you because of the fire. SS at the start of the room by standing beside the locker.

SS
GardenBottomStraight24
Oxygen Gardens
GardenBottomStraight2

A room in the Oxygen gardens with two diverging paths in the middle, where a tree is. The path connects back into one at the end. No PSS, or SS. Nothing noteworthy.

GardenFlatMiddleStraight16
Oxygen Gardens
GardenFlatMiddleStraight1

Straight room in the Oxygen Gardens with 2 trees on each side with the DiVine near them. SS behind the locker at the end of the room, there is an active DiVine in the room.

SS
GardenFlatStraightLeftWindow4
Oxygen Gardens
GardenFlatStraightLeftWindow

A room in the Oxygen Gardens with two paths that diverge left and right, with DiVine and grass in the centre of the room. Notably, upon entering the room (as shown in image 1, left to right, top to bottom), there is a window on the left where Eyefestation can spawn. Also on the same side, there is a locker next to a wall, which is a Safe Spot, like shown in image 4.

SS
GardenShop8
Oxygen Gardens
GardenShop

Sebastian's shop in the Oxygen Gardens. Always dark and locked with a keycard, there is a vent on the left side of the room that is lit up by the lights that lead to Sebastian's shop, where the keycard to open the next door is guaranteed to spawn, as long as the shop where you can buy various items for research. PSS/SS inside the shop. Dead zone as it is a dark room.

Dead ZoneEaster EggHas DocumentPSSSSShop
Graveyard4Way26
The Graveyard
Graveyard4Way2

A room in The Graveyard roomtype which can feature as part of the Bouncer chase. It is a 4-way intersection with multiple props and turns scattered around. To continue forwards, one must simply locate the exit, whilst avoiding the Bouncer chasing them.

Heavy3RoomsSideoff14
Heavy Containment
Heavy3RoomsSideoff1

A room in the Heavy Containment roomtype consisting of a hallway with a large sideroom to its left and another small sideroom to its right, housing smaller siderooms. One can hide from The Angler/Pandemonium by hiding beside a long shelf, like seen in image 3, this is PSS/SS. Otherwise, one can hide within the smaller siderooms seen in image 4.

PSSSS
HeavyLotusChamber10
Heavy Containment
HeavyLotusChamber

A rare room in the Heavy Containment roomtype housing a room on its side that is blocked off by a code breacher door. One can either use a Code Breacher or insert code "2042019" to enter it. The door opens to an observation chamber, with a secondary chamber with four large containers. PSS/SS in the observation chamber by a shelf on the left (image 5), or by crouching near the containers below the raised platform out of view from the window. Rare item/research crates may spawn in the room, such as in image 6. The node pathing in this room is a pure 50/50 between if the node will go downstairs then back up, or if it will go straight to the next door. The containers and the room name are both references to the Roblox game Isle; from right to left are artifacts A to D (yellow, red, blue, green), found throughout Isle, and which all four are needed to escape the Isle simulation. The room name, HeavyLotusChamber, is a reference to //IVORY-LOTUS//, one of the two AIs which control the Isle simulation, and attempts to protect players escaping the simulation from the other AI, //IVORY-MIND//.

Easter EggPSSRareSS
HeavyStairChamber4
Heavy Containment
HeavyStairChamber

A room in Heavy Containment housing Stairwell 87, which doesn't exist. Downstairs are many Pandemonium Safe Spots/Safe Spots alongside the stairwell itself. Notably, however, entering Stairwell 87 will kill the player, therefore it is not advised to hide there. One can hide in the corner of the chamber's room, like seen in image 4; this is PSS/SS. Furthermore, the player can get a document by dying to Stairwell 87. Stairwell 87 does not exist.

Easter EggHas DocumentPSSRareSS
HeavyWarpZoneStart4
Heavy Containment
HeavyWarpZoneStart

A room divided into two parts: The Urbanwarp Zone and Heavy Containment itself. The Urbanwarp Zone is a large room with three catwalks, that lead to three pipes. Only one of the three pipes will lead you to a place within the Hadal Blacksite, in this case, the leftmost pipe, which will be lit. This pipe will lead you to the Heavy Containment Zone room type. The room in Heavy Containment has multiple Pandemonium Safe Spots/Safe Spots, such as the ones seen in images 3 and 4.

Dead ZoneEaster EggPSSRareSS
HotelLeftStraight26
Hotel Rooms
HotelLeftStraight2

Straight room in The Hotel, consisting of a hallway with a turn to the right despite the name saying left turn, then a straight hallway leading to the next room. No PSS/SS.

Easter EggRare