6 ›Two-floor room which is a reference to SCP: Containment Breach and the anomaly SCP-173 from the SCP Foundation Wiki. There is a set of heavy doors on the right of the room with a gap in the middle, showing SCP-173 looking out (he poses no actual danger). Up the stairs is a windowed side room and the exit door. The side room is PSS/SS anywhere out of view of the windows.
4 ›A T-shaped 3-way room with a fourth quadrant that can be breached open. - SS: Furthest back of safe trisect or breached sideroom. - PSS: Behind back left crate inside breached sideroom or locker on safe trisect.
5 ›A T-shaped room with a single cubby, the other being filled with rubbles. // SS: Any deepest trisect that isn't in the node's path. // PSS: Cubby's inside corner. Behind crate. Can spawn with Eyefestation.
5 ›A T-shaped room with staircases that go slightly up in height. // SS: Furthest opposite of end doorway. // PSS: Furthest locker, shelf or crate at the opposite of end doorway.
4 ›A zig-zag styled room with a long hall going up in height. // SS: Furthest back of the left hall. / PSS: Furthest back of the left hall behind shelf, locker or crate.
5 ›A T-shaped room that goes down in height followed by a 2-way zig-zag. // SS: Opposite hall of the doorway. // PSS: Opposite hall behind crate, shelf or locker.
4 ›A keyed plus-shaped room with rubbles in the middle and 2 siderooms. // SS: Furthest corner away from the node's path. // PSS: Any corner inside a sideroom, next to their doorway.
9 ›A large 50/50 starting room of the Blacksite Administration with 2 long bridges on the left and right sides that lead to the Blacksite Administration and a pit in the middle that you can fall into and die. The room has 2 SS, first one is right behind the table that is right in front of the start of the room by the pit that can be seen on image 2, go behind it and stand on the rocks, be careful to not fall down the pit. Second SS on the second half of the room behind the table in the center of the room which can be seen on image 6, open all the drawers on all sides, go precisely in the middle and face the chair, go backwards as much as you can and look down while still facing the chair, it is not tested if it is PSS.
4 ›Room that deflects to the right. There is no PSS/SS.
9 ›An extremely large room with 2 parallel halls on 2 different floors and some extensions. SS: Anywhere out of node's path and range (staircases). PSS: Under any ledge's extension crouched and looking down, or hidden behind shelf, crate or locker out of node's view.
8 ›Large room with a few blast doors around the room, lots of enormous shelves and large crates including a few N.O.S.T. crates. A catwalk that leads to the next door crosses through a large spinning fan that will damage if you touch it. SS in any corner of the room, PSS behind the lockers on the left after entering the room that can be seen on image 3.
7 ›A rare variant of the BigHallPit room, with an identical bridge and room layout (though reversed). The primary distance is the pit - instead of a bottomless void, it is a red glowing pit filled with the faces of damned souls, accompanied by ominous wailing noises. The room is always dark with a red glow, and thus is always a dead zone. There is a PSS/SS by crouching and looking down under the first plank, the same as the one under the last plank in BigHallPit.
6 ›A guaranteedly-keyed room, consisting of a long straight hall with 2 sideparts. // SS: Furthest left or right side of room. // PSS: Hugging shelf sideways on the right side of the room, back against the pillar.
6 ›An upwards staircase that goes back-and-forth from left to right, ending in a 2-way. // SS: Both corners at the beginning of room, and furthest top left side if node's path goes right. // PSS: Top left's furthest right locker if node's path goes right, and crate at the beginning of the room on the right, crouched and looking down.
10 ›Double-floored chalet-like room with skeleton figures and 2 cubes of 500 research currency each. Contains the Party Special purchase, also sold by Rachjumper, and is one of the methods for the Artifice badge. SS is anywhere away from node's Z-shaped path, PSS in any of the upstairs siderooms, away from node's view.
6 ›A long catwalk above the void with steam pipes. // SS: Beginning and ending of room, furthest from doorways.
6 ›A double-big-catwalk room with a forest in-between it at the bottom, guided by green lights. // PSS: Behind crates at the right of both doorways.
5 ›Long straight room with lowered middle section. The room is devoid of any furniture save for a single desk with one Redeemer inside. The room has no PSS/SS and is dead zone; it is a reference to Decaying Winter, per the room name.
6 ›Dock room identical to starting Dock 13 (in Start and 4HuntedEnd), except the numbering on the wall being changed accordingly, the water in the submarine bay being drained, and the flood gates closed. SS is anywhere outside of the node's path, PSS is by the shelf on the back right upon entering the room, and behind the storage containers by the exit door after crossing the catwalk.
6 ›A large octagonal room in the default roomtype. Around the perimeter are potential exits and entryways into the room, and any of these that are NOT the real door can be used for a locker, shelf, or crate PSS. In the middle is a pit you can fall into by vaulting over the railing.
6 ›An L-shaped room with an elevated extension in its' bottom left quadrant. // SS: Furthest corner on bottom left quadrant. // PSS: Furthest corner of top right quadrant, behind shelf. Is also safe from fish's reach.
6 ›A zig-zag hall with upper sideparts on the bottom right and top left corner. // SS: Any deep upper part corner.
4 ›The first varianted long straight hall.
4 ›A long straight hall with an upper side part on the right. // PSS: Behind the furthest locker on the right, depending on position.