4 ›The first variant of equally-lengthed L-shaped rooms, with a lower floor in the fourth quadrant. // SS: Being on the lower floor. // PSS: Hugging the walls near the center of the room on the lower floor.
4 ›An equally-lengthed L-shaped room with a lower floor in the fourth quadrant. // SS: Being on the lower floor. // PSS: Hugging the walls near the center of the room on the lower floor.
4 ›An equally-lengthed short L-shaped room.
4 ›A room in the Normal roomtype consisting of a single hallway with a turn to the left, and a sideroom also to the left, near the entrance of the room. Hiding within the sideroom near the corners of the entrance (in such a way that one cannot see the outside when facing the door) is a PSS/SS.
7 ›Straight rare room. The room opens with a fake vent start, and players through a straight vent enter a small room with a single light bulb and a shelf, with PSS/SS in a side room to the left after the vent. This room is a reference to the game Light Bulb on Roblox, specifically its starting room.
5 ›A short room merged with a long swim path on the right. PSS is at 7th and 8th screenshots.
6 ›A long and equally-lengthed L-shape room with a sideroom on the left. // SS: Inside sideroom, out of node's range. // PSS: Inside sideroom's corners near doorway.
4 ›Long hall with a downstairs slope path. Nothing Notable.
4 ›The first variant of the long hall rooms.
4 ›A long straight room with pipes running on the floor. No PSS's or SS's.
8 ›A room in the Normal roomtype consisting of two hallways connected by a catwalk above the void. One can end up falling in the void if they are too careless. To hide from The Angler, one can stand near fake/non-marked doors, this is SS. To hide from Pandemonium, one can stand behind long shelves or lockers near the aforementioned fake/non-marked doors. Examples of fake doors in images 2 & 5.
4 ›Straight hall with a reachable catwalk. // PSS: Catwalk above on both ends, with the use of a SPR-INT.
5 ›A long straight broken hall with a submarine on the right that ascends in height. // SS: Back of submarine. // PSS: Right of submarine's entrance, hold A and S in the corner.
6 ›A guaranteedly-keyed long straight hall with 3 siderooms on the left and 1 on the right. // SS: Any sideroom, outside of node's range. // PSS: Any sideroom, in furthest corners near doorways.
4 ›One of the varianted long straight halls. SS are behind the lockers at the start / the end of the room.
4 ›Straight room in the Maintenance Tunnels. No PSS/SS. Nothing notable.
4 ›A Maintenance long straight narrow hall with a damaged pipe leaking water.
6 ›A wide pentagon-shaped room followed by a staircase on the left. // SS: Top right corner. // PSS: Head inside the flowerpot on the right.
4 ›A T-shaped room indicating the end of Maintenance. // SS: Furthest opposite of doorway in a corner. // PSS: Furthest opposite of doorway behind locker, crate or shelf.
4 ›A long straight hall with a code-breachable sideroom with loot crates. // SS: Sideroom, out of node's range. // PSS: Sideroom, in corners away from the node's view.
6 ›An L-shaped room with 2 siderooms in the right corner.
4 ›An L-shaped maintenance-varianted room. / SS: Deepest corner on the left.
5 ›A long straight narrowed keyed hall with a sideroom on the right. // SS: Inside the sideroom, out of node's range. // PSS: Hidden in corners near the sideroom's doorway.
6 ›A straight hall with a side-area for with tradeable sea bunnies. // SS: Furthest back of the left side. // PSS: Crouched and looking down near as close as possible to cylinder ramp.