5 ›3-way destroyed room in the Default roomtype with a collapsed ceiling in the right side and a staircase going up at the left side. SS at any wrong way, PSS is either all the way up the stairs or behind the 2 lockers nearby the door on image 3.
4 ›Room many contain Good People. For SS, simply walk to the opposite side of the node path. For PSS, a crate can be used by crouching and looking down in both Image 3 + 4.
4 ›Room can be used as SS by going towards the doors out of the node path. For PSS, enter the small corridors in Image 3 + 4 and avoid seeing the node path. You can climb the rocks backwards first seen in Image 1 to avoid getting attacked by the Bottomfeeder.
4 ›Room has PSS at the end of the room behind left locker at 4th screenshot. The rocks shown in Image 1 upon entry can be climbed to avoid getting attacked by the Bottomfeeder.
4 ›Room can be used as SS by going onto the ledge and hugging the backwall from the node path. This same ledge can also be used to avoid getting attacked by the Bottomfeeder. There is a PSS shown in Image 3 beside the big shelf, but requires small body width to get into. Eyefestation can also spawn in the top right of Image 1 upon entry.
4 ›Room has no lockers considering it a deadzone. Can be identified early by red lighting or loud fans.
6 ›One of the many starts of Flooded Rooms. There is a SS in the 2nd image by the shelf (you must hug the shelf, not the corner), and a SS where I am in image 3. Also, there is a PSS in images 5 & 6 if positioned correctly (in the exact middle of the locker).
4 ›Room has no PSS nor SS. Nothing notable.
4 ›Room is not normally SS so no tags. Since node path can vary, there is a possible SS usable shown in Image 2 + 4 but will only work if Anglers take the farther path.
4 ›Room can be used as PSS by standing beside the locker in the left of Image 4.
6 ›Only start room of the Oxygen Gardens. Starts as normal 3-way room with both doors being dead end doors and later a catwalk leading to the Oxygen Gardens. SS near any dead end door, PSS behind a table on the left side behind a locker and preferably opening all the drawers.
4 ›Room has PSS on both sides but can vary dependent on the lockers that spawn. As seen in Image 3, there is a locker PSS but Image 4 doesn't have a PSS.
4 ›Straight room. PSS are behind big shelfs on both sides.
4 ›A mostly straight zigzag room with a window on the right. No PSS's or SS's in this room.
4 ›Cannot backtrack to previous rooms once you drop down. Can contain Good People doors. PSS can be found beside lockers on the opposite side of the node path shown on Image 3 + 4.
4 ›Room has no PSS nor SS. Nothing notable apart from Eyefestation being able to spawn in the big window in Image 1.
4 ›Nothing notable apart from the minor underwater section shown in Image 3 + 4. PSS is underwater.
4 ›End of Flooded Rooms is indicated by the opening in Image 1. Room is SS by going all the way back on the left or right of the room shown on Image 3 + 4. There is a desk PSS but is specific to use.
4 ›Room can be used as SS by simply staying in the upper floor of the room. PSS requires you to crouch beside the wall shown in Image 3 + 4.
4 ›A long straight room with some rubble scattered around and a shelf on the floor. SS is behind the right locker at 2nd screenshot.
4 ›SS can be used by simply at a distance from node path in the upper section. For PSS, crouch and look down beside the wall in Image 3 + 4.
4 ›Room has a gated-off area that doesn't require a keycard or breacher. For PSS, hug the wall and the corner on the right of the door in Image 3.
4 ›Room can contain Good People Doors and Eyefestation. PSS can be used shown in Image 3; beside the locker on the left or the big shelf on right, depending on the node path.
4 ›A room in the default roomtype containing a puzzle completed via turning pipes. The center of the room has electrified water, which deals damage upon contact. You can use the entire far left side of this room for SS, and on the near side of the puzzle there is a shelf or locker that will provide PSS.