4 ›A 3 Way room, where the pathing goes straight, the left side has 3 PSS to use, 1 Desk PSS where you would need to crouch and look down for PSS, or use the Shelf PSS by standing next to the Shelves not visible to the other door or the nodes paths, do be warned as the shelf closes to the path will sometimes have a gap between the shelf and the wall, which you'll be forced to move slightly forward when using it to ensure you wont be killed from a small gap.
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.
4 ›A short room with a sideroom, its also guarenteed to be locked. SS and PSS being next to the shelf as seen in image 4.
5 ›The room is a T junction. You always enter this room from the top and if the real door is left the entire sideroom along with the rock is PSS if you hide yourself from the window. If the real door is right, you can either hop behind the crates or crouch and look down besides the desk, in the corner. always a keycard door.
5 ›A short 3 way with small stairs that lead down to a lower section of the room. A PSS is in the corners of the lower section by crouching and looking down, an example is in image 4 and 5 (PSS can work for either door)
4 ›A big 3 way room with a ramp, siderooms on the left can be used as PSS and SS.
4 ›A big 3 way with siderooms on the right and a big ramp. Siderooms can be used as PSS and SS.
4 ›A long hallway with a door to the left of the room. this door leads to a rampway down with 4 side rooms on each side. (IMPORTANT NOTE: When a node goes through this room, it WILL go through the door to the left, so make sure to hide in one of the siderooms down the rampway.) [[PSS: Go into one of the 4 siderooms and hide in the corner.]]
8 ›A regular 4 way room, PSS and SS dependant on where the door is. Some spots are pointed to in various images.
5 ›A straight room with either the straight or left sides being the only way to progress. WARNING: THE STRAIGHT SIDEROOM IS NOT SAFE TO HIDE IN AS ANGLER WILL PASS THROUGH. There are other siderooms to hide in on the right and left side once entering the room.
4 ›An admin room with many corridors and hallways with a huge window that has a chance to spawn Eyefestation. There are also a sideroom that can be hidden in for PSS/SS.
8 ›A somewhat large admin room, the side rooms that are apart of the middle section of the area are to be treated as unsafe, best to go to the siderooms on the edge of the room. Which is a PSS, to get to the exit just follow the main path all the way down the left or right corridor of the room.
5 ›Administration room with a ton of rotten coral to the right. there are 2 side rooms along the left wall of the room, can be used as PSS.
4 ›A big dome filled with mainly safespots as the shelves aren't the right kind to be pandemonium detterent. Eyefestation may have a chance of spawning on top of the dome.
6 ›A straight admin type room with a "chill" area straight ahead with many siderooms scattered across the room. PSS's and SS's are present by just hiding in the siderooms out of sight from angler.
4 ›a bent room that leads to the left. 4th image is ss. get to the side of crate at the start of room, crouch, and look down
4 ›Large, long hallway with no PSS/SS. Lockers, shelves and desks run along its length below the parallel pipes.
4 ›Long straight hallway with high ceiling and a pair of catwalks across the top of the room. The catwalks are identical to those in BigHallCatwalksTop, and the room itself is the counterpart to the lower part of the room. In this room, the catwalks are inaccessible, and thus there are no functional PSS/SS.
4 ›A big room that turns left. Usually a keycard room. It has a few side rooms along the left wall. hide in these side rooms for PSS.
4 ›A large right-turn room with a sideroom halfway down, which is PSS/SS if you go in the corner. Eyefestation has a chance to spawn in the window on the left.
4 ›One of the flooded ends in the Flooded Rooms. Image 2 is at the end of the room, SS and PSS is behind a pipe in the underwater part in the corner as seen in image 4.
4 ›A medium sized room that turns left before turning right making this room something like zig zag
5 ›A large room with a Candlebrute inside. Has two exit doors, one fake one real. Fake door will always be lit (Good People). Will usually need a keycard / password to proceed, but not always.
5 ›A big room that takes place at the very end of the dredge roomtype. The locker in image 4 is a PSS and SS just having to tilt your head back so you dont see the door through the window.