4 ›An E-shaped room with a guaranteed locker in its' middle.
4 ›A straight hall with 2 guaranteed lockers.
5 ›Short straight room in The Rooms with 3 tables throughout the room, lots of large shelves on the right side and 3 rooms-like crates on the left side. Dead zone as the room lacks any lockers.
5 ›A straight 2-floored hall with a catwalk at the top. SS & PSS: Bottom of room under the bridge.
4 ›End room of The Rooms. Short straight room with a red floor unlike most of The Rooms. No PSS/SS. The room is an identical copy of RoomsStart. Dead zone as the room lacks lockers.
4 ›A short and straight hall, with a single desk and plant. Is a deadzone if has no lockers.
5 ›Starting room of The Rooms roomtype. Short and straight hall with a red floor unlike most of The Rooms, references the Roblox game "Rooms" made by nicorocks555. Deadzone because of lack of lockers. The room can be identified before entering it due to the yellow doorframe of the door leading to the room as shown in image 2. No PSS/SS.
5 ›A T-shaped room in the default roomtype. To the right is a dead-end guaranteed fake door engulfed by Rotten Coral. Standing in the back of this room in the coral provides SS, and standing with your right shoulder hugging shelf seen in Image 5 provides PSS.
4 ›A big 4 way with a huge hole in the middle, make sure to be careful as you could fall in. SS is dependant on where the door is, if the door is on the left then the SS would be on the right, if the door is right then the SS is on the left. If its straight then the SS is 50/50.
4 ›The sixth-varianted straight short hall.
4 ›A semi-long straight hall, possibly combined with a fake unreachable copy on the right side. For SS, hide behind the locker at the start of the room
4 ›A short straight hall with a wide water-filled low path in the middle.
5 ›Straight room in the Default roomtype with a rocky ceiling. No PSS/SS. Nothing else notable.
4 ›Straight hall with toilets on the right side. // SS & PSS: Anywhere inside the bathroom, away from the node's view.
4 ›A short-lengthed room with windows on both sides.
4 ›A varianted short hall with windows. You can go behind the box in the start of the room which is PSS.
4 ›A varianted T-shaped hall indicating the end of Trenches. // SS: Opposite side of doorway. // PSS: Behind locker, shelf or crate opposite to doorway. Behind crate at the left of the room's entrance.
4 ›An L-shaped room with a steam beam in Trenches. SS is behind locker at the start in the corner.
4 ›A long straight hall inside the Trench Tunnels. For SS stand behind a locker at the start of the room, for PSS crouch and look down behind the tables on the left side of the room.
4 ›The first-varianted and equally-lengthed L-shape damaged room, leaking a steam beam out of a pipe. PSS are behind lockers in the start / end of the room and behind long tables.
5 ›The very first variant of TrenchStart rooms. Is T-shaped. // SS: The safe trisect of the three. // PSS: The safe trisect, hidden behind a shelf, locker or crate.
4 ›A plus-shaped room indicating the start of Trenches. // SS: Furthest left or right of the room. // PSS: Hiding beside locker, shelf or crate depending on position.
4 ›A T-shaped varianted room indicating the start of Trenches. // SS: Furthest left of the room. // PSS: Hugging sideways on locker or shelf.
4 ›Short straight varianted room inside Trenches. // SS: Hopping on the fence and hugging the furthest locker sideways on the left. // PSS: Hide behind tables on the left side.