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125 rooms · page 5 of 6
RiverDamaged24
River Rooms
RiverDamaged2

Straight room, with usual river and handrails along walkway. SS behind second desk by crouching and looking down between desk and railing, no PSS.

SS
RiverDoubleSide4
River Rooms
RiverDoubleSide

Straight room in River Rooms, with two parallel walkways separated by a river in the middle. The opposite side is inaccessible due to lack of bridges. There is PSS/SS in the two side rooms on the right. Good People can spawn in this room, but the only accessible door is always the real door.

PSSSS
RiverRockCrossing5
River Rooms
RiverRockCrossing

Straight room in River Rooms, with two parallel walkways separated by a river. The two sides are connected by plank bridges, and there is a collapsed rock pillar on the right walkway. There is PSS/SS by crouching and looking down behind the desks along the handrails, as the entities do not cross the plank bridges. There is a shortcut around the rock pillar by walking up and staying along the right wall through the gap, although you cannot fall into the water.

PSSSS
RiverStart4
River Rooms
RiverStart

Starting room of River Rooms; only possible starting room apart from Dock #16. Entry door opens to a hanging catwalk and stairs that leads up to a platform into River Rooms. Waterfall adjacent to walkway leading to waterfall. There is no PSS/SS, only lockers.

RiverWallDweller5
River Rooms
RiverWallDweller

Straight room with river on the left side and wall dweller in the right wall. SS by locker to the right of entrance, HUG THE LOCKER NOT THE CORNER. No PSS.

SS
Server4Way44
Server Farms
Server4Way4

Fourth variant of the Server4Way (2 by 2) rooms, with four server blocks in the middle of a four-way intersection. PSS/SS is behind the server blocks to the left and right if node path goes straight, and behind the far corner from the exit if the node path turns.

PSSSS
Server4WayGatedOff25
Server Farms
Server4WayGatedOff2

Server room with one central server and one locked side room on the left. PSS/SS ONLY USABLE WITH CODE BREACHER. PSS is done by standing with shoulder in the small wall section, SS is in the side room in general against the back wall.

PSSSS
ServerStart5
Server Farms
ServerStart

Only possible start for Server Rooms if not Maintenance Dock #B-14 at start. Entry room is observatory-type room overlooking the first server farms, with SS on top of crate (image 2, needs SPRINT to vault). Lower room is first servers, with PSS/SS behind the further server on the right.

PSSSS
SideLounge14
Hadal Blacksite
SideLounge1

Straight room with side lounge overlooking a large slanted window. The lounge is furnished as a staff break area with sofas and vending machines, as well as a screen showing the crystal status. PSS by crouching and looking down behind the sofas, and SS by walking backwards onto the windows

PSSSS
SisterLocation6
Hadal Blacksite
SisterLocation

Easter egg room in reference to FNAF: Sister Location, the fifth game in the Five Nights at Freddy's franchise. The first section of the room features an interior identical to that of the Primary Control Module, where in FNAF: SL Ballora and Funtime Foxy can be monitored and shocked. The buttons are also present here, though non-functional. The vent in the middle leads straight into a standard vent ending room before leading to the next door. There is a locker to the right of the door. There is no PSS/SS in this room as the vent is not safe. The room may or may not be a dead zone and requires further testing.

Dead ZoneEaster EggRare
SpecialTree5
Hadal Blacksite
SpecialTree

Long straight room with a large containment cell, contained within a special "tree". SS near wrong doors in corners.

RareSS
SteamLavaLabsRightOutcropSteam4
Mantle Extraction
SteamLavaLabsRightOutcropSteam

Right-turn room in Mantle with steam puzzle. There is unavoidable steam at the exit door which can be deactivated by turning the boiler valve in the far corner of the room, as shown in image 3 and denoted by the green pipes. [Possible PSS/SS: Staying against the outer railings may be far enough from node path to be SS, and staying behind the pillar in image 2 between the shelves and stacked barrels may be PSS/SS. Requires testing.]

PSSSS
Straight34
Hadal Blacksite
Straight3

Variant of the standard Straight corridor in the Blacksite roomtype. No PSS/SS or notable features.

StraightBigOffice26
Hadal Blacksite
StraightBigOffice2

Straight room with large lowered office space, typically with a locked door. The office space has several computer desks and drawers where the keycard can spawn, along with plants and vending machines. PSS/SS is hugging the locker to the right of the entrance in the corner (image 4), or crouching and looking down while hugging the raised floor to the right of the entrance (image 5). Staying against the far wall is also SS in general.

PSSSS
StraightBrokenLeftWindow4
Hadal Blacksite
StraightBrokenLeftWindow

Straight room, no PSS/SS. Broken and leaking window on the left, can spawn Eyefestation.

StraightFloorVents25
Hadal Blacksite
StraightFloorVents2

Straight room with set of floor vents. Middle of the floor vents is SS, corners of the two entry vents are PSS.

PSSSS
StraightLowered14
Hadal Blacksite
StraightLowered1

Straight room with two raised platforms at the entrance and exit and stairs on either side down to a sunken midsection. There is no PSS/SS or notable features in this room.

StraightWindows24
Hadal Blacksite
StraightWindows2

Straight room with two windows on the left and right. No PSS/SS or notable features.

Dead Zone
StraightWindowW/RoomLeft4
Hadal Blacksite
StraightWindowW/RoomLeft

Straight corridor with a side room on the left and a window on the right. There are no PSS/SS in the corridor, but the side room is standard PSS/SS in the corners by the door. There may be no lockers, as shown in this encounter's screenshots. The side room is an example and will likely be different on each encounter.

PSSSS
SufferingLeavesSufferingLeaves6
Oxygen Gardens
SufferingLeavesSufferingLeaves

Rare room that appears in the Oxygen Gardens roomtype. The grass area in the middle is covered by red grass, and the trees are red and glowing. The DiVine here are passive, and don't attack once you step on the flesh. There is no PSS/SS in the room, but the lack of lockers makes it a dead zone. Room is also a reference to ULTRAKILL.

Dead ZoneEaster EggRare
TheyBreatheTheyMove5
Oxygen Gardens
TheyBreatheTheyMove

Straight garden room with nine diVine clustered around the entrance to startle players upon opening the door. The grass patch is empty, though an active diVine will still spawn among the nine so avoid the grass as usual. SS is behind and hugging the lockers/wide shelves by the entrance and exit. Easter egg as room name is reference to track composed by NoLongerNull of the same name. Possibly also reference to other games who have done a similar trope, but unknown which at the moment.

Easter EggRareSS
Turret3WayRight14
Hadal Blacksite
Turret3WayRight1

T-junction to the right with turret at the end of the right hallway. Unconfirmed if guaranteed, but real door typically spawns under turret. Locker/shelf PSS/SS at end of straight hallway.

PSSSS
TurretRoundabout4
Hadal Blacksite
TurretRoundabout

Roundabout room with a 360-rotating turret. The switch is on the opposite side, and there are upturned desks and lockers as shields from the bullets. The turret starts rotating left from facing away from the player, finishes a full rotation, then rotates in the opposite direction back to its starting position. The room is a 50/50 SS if the door is straight across, but not PSS; if the door is to either the left or right, one of the two further corridors' lockers/crates/desks can be used as PSS/SS by crouching and looking down behind them. Good People can spawn here.

PSSSS
Vent14
Hadal Blacksite
Vent1

Vent room with PSS/SS by hiding in the vents out of view of the entrance and exit.

Dead ZonePSSSS