4 ›Straight flooded room with windows on both sides, where Eyefestation may spawn. There are no PSS/SS or any notable features in this room.
4 ›Long straight room in Oxygen Gardens with grass and tree patch in the center and two side rooms. Room is always locked. The two side rooms are PSS/SS out of view from the door. Walking on the grass in the side rooms is safe as the enraged diVine only goes after players walking on the central patch, where it always spawns.
5 ›Four-way junction in the garden rooms, with paths along the walls and through the grass in the middle. SS near any incorrect doors.
5 ›Four-way junction room in Oxygen Gardens, though functionally there are only three doors as one is blocked by collapsed debris. Walking on debris above grass does not trigger the diVine. PSS by hiding in the fallen tree as in the 5th image.
4 ›Long room with large central grass patch, paths that go around either side, and large windows on both walls. SS behind the box at the end of the room.
4 ›Oxygen Gardens room with two levels. Both levels have grass patches; diVine can attack you on both. Vines cover the wall under the raised floor, and the path separates onto either side and goes up two staircases before converging at the exit. For PSS, hide on the left staircase out of line of sight against the platform wall as nodes always go right.
4 ›Straight room with two side rooms on the left, a large vegetation wall on the right, and a grass patch in the middle. PSS/SS in the corner of the side rooms. Room is always locked.
4 ›Straight room with two side rooms on the right, a large vegetation wall on the left, and a grass patch in the middle. PSS/SS in the corner of the side rooms. Room is always locked.
5 ›The transition hallway from the end of the first Bouncer chase to the start of the Skelepede Crypt. The room is a roofed hallway lined with several Candlebearer statues on either side. Despite the name, definitely not an airlock.
6 ›Guaranteed starting room of the Graveyard and the Raveyard as whole. The room is split into two floors, with a large central staircase. Bouncer waits on the right of the stairs, and becomes hostile and starts chasing the player after crossing the first steps; there is a dress code sign on the left. The room has hedges and tables with trash scattered around along the side walls.
4 ›Three-way T-shaped junction with possible doors to the left and right. PSS/SS behind any shelf in front of slanted wall by crouching and looking down on the slanted section, as well as any locker or shelf PSS on either side with the wrong door.
4 ›Four-way intersection. No side rooms in this variant, with one corner damaged with rubble pile. Locker and shelf PSS/SS are present and functional if not along node path.
5 ›Four-way intersection. Four large side rooms on each corner, which are all PSS/SS away from door. Shelves and lockers all usable as PSS/SS if they are not along node path. End of hallways with inactive doors are also SS.
4 ›Straight room with a large lower area, with four small side rooms and one big side room. SS is the entirety of downstairs and at the end of the top catwalk, PSS is in any of the side rooms without line of sight.
10 ›A rare room in the Heavy Containment roomtype housing a room on its side that is blocked off by a code breacher door. One can either use a Code Breacher or insert code "2042019" to enter it. The door opens to an observation chamber, with a secondary chamber with four large containers. PSS/SS in the observation chamber by a shelf on the left (image 5), or by crouching near the containers below the raised platform out of view from the window. Rare item/research crates may spawn in the room, such as in image 6. The node pathing in this room is a pure 50/50 between if the node will go downstairs then back up, or if it will go straight to the next door. The containers and the room name are both references to the Roblox game Isle; from right to left are artifacts A to D (yellow, red, blue, green), found throughout Isle, and which all four are needed to escape the Isle simulation. The room name, HeavyLotusChamber, is a reference to //IVORY-LOTUS//, one of the two AIs which control the Isle simulation, and attempts to protect players escaping the simulation from the other AI, //IVORY-MIND//.
6 ›T-shaped three-way junction in the Hotel roomtype. SS by the end of the hallway near the incorrect door, PSS behind lockers if any spawn in standard locker PSS (hugging the locker out of view of node path).
4 ›Four-way intersection in the Hotel. SS by any of the incorrect doors out of the node path, PSS by hugging any shelf/locker or crouched and looking down behind desks near the incorrect doors.
4 ›Small L-shaped straight room in the Hotel, with a small couch area at the start. There is no PSS/SS.
5 ›Start of the Hotel roomtype, a roomtype that references Roblox game DOORS by LSPLASH. The room itself contains a dead-end straight corridor with furniture on the right and three elevators on the left, one being functional and interactable like the elevator in Firewall. The elevator leads directly to the next room, HotelReception. No PSS/SS (unconfirmed in elevator but unlikely), but the room is a dead zone.
4 ›Straight room in the Hotel, which is a reference to Doors. There is no PSS/SS in this room.
5 ›Straight room in the Hotel; the fourth variant of HotelStraight. Though there are lockers and desks, there is no PSS/SS.
5 ›Straight room in the Hotel; the sixth variant of HotelStraight. Though there are lockers and desks, there is no PSS/SS.
7 ›A straight, intentionally unfinished room. The room is a chronological "sequel" to IntentionallyUnfinished1 - as per Zeal's note to Niko (both Pressure developers) in the aforementioned room, we can see a note on the wall from Niko to Zeal, citing the completion of the basic placements of objects. On a second note, Niko also mentions that they're mad that everyone is making fun of them. Beside the notes on the right wall, we can see Niko asleep in an armchair. The room has blank gray walls akin to untextured assets. The room is dimly lit because only a few lighting assets are placed in, and no objects can spawn on any of the desks as they are obstructed by the random generation triggers that would've normally placed data or objects before a room is opened. Lockers are present in the room, but they are non-functional, presumably due to lacking the code and animation - hence, due to this and the room being "dark" with an unlit door sign, this room is a dead zone.
5 ›Left-turn room with outcrop area. Behind the crates in the outcrop is a PSS/SS.