4 ›A room that indicates the end of the meat rooms roomtype. No PSS's or SS's
4 ›The first-varianted L-shaped room going to the left of Meatrooms. PSS is at 5th and 6th screenshot behind the locker in front of the start.
4 ›The first-varianted L-shaped room going to the right in Meatrooms. PSS is behind left long table at 1st screenshot.
4 ›The start room of Meat Rooms roomtype. The entire roomtype references an admin command that turns everything into flesh, making it an Easter Egg.
4 ›The first-varianted straight hall inside Meatrooms.
4 ›The second-varianted straight hall inside Meatrooms.
4 ›A variant of the MeatStraight room with an obstacle in the middle you must crouch underneath.
4 ›The fourth-varianted straight hall inside Meatrooms.
4 ›The sixth-varianted straight hall inside Meatrooms.
4 ›The seventh-varianted straight hall inside Meatrooms.
4 ›The eighth-varianted straight hall inside Meatrooms.
4 ›The second variant of narrow rooms.
9 ›An extra large octagon-shaped room with NAVI's coreroom in the middle. // SS: Anywhere in NAVI's coreroom. // PSS: Anywhere inside or outside of NAVI's coreroom, as long as away from node's view. Can be in bottom siderooms, or behind shelves, lockers or crates.
4 ›A long straight hall with crates, shelves, desks, and other furnitured clipped into the walls and floor at various angles. There is no PSS/SS in this room. (Perhaps you can no-clip into the wall as well? /j)
5 ›A long straight hallway with a window on the left. SS is at end of room by hugging the side of the locker, (image 5)
4 ›A very long hall, varianted with windows on both sides.
7 ›A very long hall with middle parts you can fall into and 2 siderooms on the right. Is always keyed and very often includes Eyefestation. // SS: Inside siderooms, away from node's range. Furthest right hugging wall near windows. // PSS: Inside siderooms, in either corner next to doorway.
4 ›A varianted room mixed with another room, indicating the end of Outskirts. // SS: Anywhere on the far corner opposite half of the doorway. // PSS: Beside either staircase opposite to doorway.
4 ›A variant room that indicates the start of Outskirts. // SS: Anywhere at the furthest left or right side. // PSS: Left or right, beside crate or locker depending on position.
4 ›Two halls stacked on each other and intercrossing, indicating the start of Outskirts. PSS: If door is downstairs, hidden behind furthest straight locker.
6 ›A V-shaped straight hall with a doorless sideroom. // PSS: Anywhere in the doorless sideroom's corners, away from the node's view.
4 ›First-varianted triangle-shaped room with a middle void you can fall into. For SS stay on the safe trisect compared to node's path. For PSS on the left side stand behind the farthest locker on the trisect, for right side crouch and look down behind the farthest table on the trisect.
7 ›A room in the Hadal Blacksite roomtype with a sideroom containing a puzzle where one must connect all the pipes correctly to drain the electric water flooding a lower bridge connecting to the exit. Inside of the sideroom is a PSS/SS one can hide in by simply staying near a corner, so that they cannot see the lower bridge, see images 4 and 5. There is another PSS/SS by hiding behind a long shelf on the other side once the puzzle has been done, as seen in images 6 and 7.
4 ›Zig-zag type of room heading towards the right.