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 ›Room with three levels. Players enter at the top, with a possible exit door on the second platform and another at the bottom of the room. There are two side rooms that can be used as PSS by hiding in the corner out of sight of the door, and a windowed larger side room that is a PSS by crouching and looking down under the window out of sight of the node path.
7 ›Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform, which is locked and needs to be CB. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation. The layout is functionally identical to 3WayMultiFloorRight.
5 ›Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation.
4 ›Multi-floor T-junction room. Entrance opens to top floor and balcony overlooking large window where Eyefestation can spawn. There are two doors on either side down the staircases, and there is a room on the lower floor below the balcony. PSS/SS is by whichever door is not the exit door hugging the staircase, as well as in the room under the balcony.
4 ›Branched room with two cubbies, both PSS/SS. Exit door can be straight or to the right, window is on the left wall. There are no other PSS or SS in the room.
5 ›Room with T-junction and two side rooms, one locked on the right and one straight. Don't use a code breacher on the locked room as there is a vent leading into it around the right corner. The room is always locked and the keycard can spawn in either of the rooms. Notably, this locked side room is one of the examples where a red lock door does not lead to a loot stash. Good People can spawn on the invalid door. PSS/SS by hiding in the side room straight ahead, in the vent if the correct door is to the left, and in the corners out of sight from the window in the locked side room.
5 ›Room with T-junction and two side rooms, one locked on the right and one straight. The locked side room is now destroyed, with the red code door remaining irrelevant. The vent in the intact variant of the room is now the only way to access the next door, as a debris pile now obstructs the straight corridor. The room is always locked and the keycard can spawn in either of the rooms. Good People can spawn on the invalid door. PSS/SS by hiding in the side room straight ahead only.
4 ›Contrary to what the name suggests, the room is a T-junction that starts with an upwards staircase. There are two possible doors, and Good People can spawn on the invalid one. PSS/SS by crouching and looking down behind desks or hugging lockers/shelves along the wall closer to the stairs on the side with the wrong door.
4 ›Junction room with downward stairs on the left. PSS/SS by crouching at bottom of stairs faceplanting into the bottom step [NOT AGAINST BACK WALL] if door is straight. If door is downstairs, there may be locker PSS/SS (variable by generation).
4 ›T-junction with left upstairs doors. PSS/SS on top of stairs crouched against back wall if real door is straight. If locker/shelf spawns and real door is to the left, there is PSS/SS.
4 ›T-shaped room, with entry being a straight corridor being splitting two ways. If the door is on the left, standing behind the locker or crouching and looking down behind the crate or the desk closer to the exit is PSS/SS. If the door is on the right, crouching down behind the crate is PSS/SS.
4 ›Straight room with large side area downstairs with four side rooms. PSS/SS are in the side rooms - note that nodes and Pandemonium go downstairs so the middle large area is not safe.
4 ›Four-way intersection room. Depending on furniture spawns, PSS/SS are any locker/shelf PSS in two of the three corridors that are not the exit corridor.
4 ›Four-way room with stairs down to door on the right and walkways to the left and straight doors. There are three side rooms, all of which are PSS/SS. The stairs are SS if the correct door is one of the two up top.
4 ›Four-way room with stairs down to door on the left and walkways to the right and straight doors. There are three side rooms, all of which are PSS/SS. The stairs are SS if the correct door is one of the two up top. Room is mirrored to 4Way2FloorW/Rooms1.
4 ›Four-way room with stairs down to door on the right and walkways to the left and straight doors. There are three side rooms, all of which are PSS/SS. The stairs are SS if the correct door is one of the two up top. Room enters from the balcony walkway.
4 ›Four-way room with stairs down to door on the left and walkways to the right and straight doors. There are three side rooms, all of which are PSS/SS. The stairs are SS if the correct door is one of the two up top. Room enters from the balcony walkway.
4 ›Four-way junction with two floors and two side rooms. PSS/SS in the side rooms in the corners out of view from the windows. Two sets of stairs in the middle separate the two "floors".
4 ›Four-way intersection with four lowered corner areas downstairs, and four walkway tunnels connecting the corners. There are no PSS/SS on the upper layer, but the corners are SS and in the tunnels are PSS.
4 ›Four-way junction with 4 side rooms. PSS/SS in side rooms in corners, and any locker/shelf PSS in the corridors that are not the entry or exit.
6 ›One of three possible starts to Admin (other being AdminWarpZoneStart and AdministrationCaveStart). Room entrance leads to two red doors into starting area of Administration, with two straight corridors and two large side areas, each with one possible door. PSS/SS in both corridors behind lockers/shelves if corridor is not real door, possible locker/shelf PSS/SS spawns in side areas by random generation (not guaranteed). Any of the four branches that is not real door is SS.
4 ›Left-turn room with side rooms. Node path follows outer corner turn, so inner corner corridor is SS in the very corner. There is one central side room and one "side" side room, both are PSS/SS in the corners.
4 ›Left-turn looped room with one central side room that is SS in corners and two side rooms (one straight and left of entrance, one straight and left of exit) that is PSS/SS in corners. PSS in central room requires more testing, one of two side rooms can spawn as damaged door, whether both can spawn damaged requires more testing.