10 ›A big room with 3 ways and a way down. There's always an SS downstairs and a DPSS at the pillar(picture 4), as much as a 70% PSS behind boxes downstairs(correct positioning on screenshots 6-8). There's also a locker downstairs, which if you stand next to and crouch on a table, its PSS. (picture 9 and 10) If the correct door is the one to the right, a shelf on image 3 is PSS. Can have a speaker at the furthest door, but the PSS near shelf is unaffected (at least at 70%).
8 ›A long Z-shaped hall with a lake on the right side that you can fall into. // SS: Furthest right at the start of the room. // PSS: Deepest left behind crate at the start of room.
5 ›A long downway hall with a 3-way on the lower end. // SS: Anywhere away from the door on the 3-way. // PSS: Behind shelf or locker in any 3-way away from the node's view, behind shelf, locker or crate.
5 ›A long wobbly-narrow hall with a right extension at the end. // SS: Backwards climbing the rock on the right extension.
6 ›A big hallway with a window and some boxes, has a chance to spawn eyefestation. SS is next to the shelf seen in image 4, [[ONLY 70% BODY WIDTH]] PSS is crouching and looking behind some boxes nearest to the window. Make sure to face the rocks bordering the window so pandemonium doesn't see you through the cracks in the boxes, An example is in images 5 and 6.
4 ›Elevator from FirewallStart leading to the Firewall Grand Encounter, after this a "nil room" error will occurr for the entirety of Firewall Grand Encounter until FirewallEnd. No PSS/SS, as the elevator is see-through. Dead zone.
6 ›End of the Firewall Grand Encounter. Upon entrance you will lose your jetsuit's abilities, and then must deposit the jetsuit into any of the lockers, failure to do so will result in termination. In the elevator shaft section there is a guaranteed medkit. PSS/SS inside the firewall section before the Default roomtype.
10 ›Start room of the Firewall Grand Encounter, upon entrance there will be 2 doors with red doorframes, that lead to a spectator-like area with red carpet floor, sofas, panels, a view on the Jetsuit Evaluation Course, and more. To proceed you must go into one of the opened elevators on the left side and activate it, the next room is always FirewallElevator. The node path goes to the right dead end door which can be seen on image 2, so anywhere on the left side of the room is SS, and behind the locker or walls seen on image 6 is PSS.
6 ›End room of the Oxygen Gardens. Starts with a catwalk that goes up into the Default roomtype. DiVine document is located on the right table near the catwalk. SS near any dead end door, PSS behind a table on the left side behind a locker and preferably opening all the drawers.
4 ›Straight hall styled room with grass patches on the sides. Walking on grass triggers entities. safespot next to the lockers at the start and end doors
4 ›Straight hall styled room with paths guiding left and right borders.
4 ›Double-bridged room with trees emitting fire particles and sound. No SS or PSS, the room is 50/50.
4 ›First variant of Garden bridges. // SS: Left or right side of bridge, dependant on node's path (RNG). // PSS: Back against wall next to locker, shelf or crate, left and right side.
6 ›A large and rare square-shaped room with 2 siderooms, one of them being the keyslot to open and indicate the start of Heavy Containment. // SS: Either far North corner or inside either sideroom, away from node's range. // PSS: First sideroom's left corner or behind furthest straight locker, crate or shelf. Second sideroom, crouched and looking down under window.
4 ›An extremely large octagon-shaped room notably made of a beating heart inside the middle, above a void pit you can fall into. // SS: Furthest back of any deadend that isn't in the node's path. // PSS: Any deadend that isn't a doorway, hidden behind a locker, crate or shelf.
4 ›A large room with a dropoff floor. // SS: Dropoff // PSS: Dropoff, away from node's view.
4 ›Four-way intersection in the Hotel. SS by any of the incorrect doors out of the node path, PSS by hugging any shelf/locker or crouched and looking down behind desks near the incorrect doors.
4 ›The end of the Hotel roomtype. A short hallway transitioning from Hotel furnishings to regular Blacksite design, with pillars and carpet leading back into pipes and floor grates. There is no furniture, including lockers, thus making the room a dead zone with no PSS/SS.
4 ›An L-shaped room inside Hotel.
5 ›Guaranteed room after HotelStart, a room resembling that of the reception at Room 000 in DOORS. The room is rectangular, with the door to the back right, a reception desk and back area on the left, and fireplaces and seating on the right. PSS behind shelf in the corner behind the counter.
4 ›An equally-lengthed L-shape room inside Hotel.
4 ›A second-varianted L-shaped short room.
4 ›An L-shaped room with a window on the left side.
4 ›The first variant of equally-lengthed L-shape rooms. // PSS: Behind crate in the right corner.