4 ›A right turning room with a side room straight ahead from enterance. [[PSS: get into the corner of the sideroom.]]
4 ›A simple right turning room, SS next to the shelf in the corner
4 ›A room that turns right, and a huge hole in the wall in the corner part of the room. Do NOT fall down there otherwise you die. SS is in the corner behind table in the end of the room.
4 ›A right turning room with a ceiling window. Nothing notable in this room.
4 ›A room that turns to the right, and holds a side room on the right wall near the exit door. [[PSS: Go into the corner of the sideroom.]]
6 ›A long river room with 3 sections connected with bridges. The correct door is always the furthest one from you. The only SS in this room is behind the crate at the end, you should crouch and look towards the door (not down).
4 ›A right turning room. Image 2 is an SS. You can also hide behind the locker at the end of the room for PSS.
4 ›Room with 4 total server boxes, a leaking door and a banged up door.
4 ›a server room with a huge server box in the middle. turn right when entering, go to the side of the locker, and face forward for pss.
4 ›Server Room with 1 server box in the middle, And a vent system under it. Pss is under the vents because unlike most server vents this one is safe
4 ›A 4 way server room with 2 server boxes in the middle. there are 2 side rooms to the left and right. [[PSS: go into the corner of either sideroom.]]
4 ›Catwalk server room, Possible keycard room (in this case it is) (the 4th image is NOT ss. this room has no Ss. i
4 ›Intersection room within server rooms. Upon enterance, go left, to the wall and get behind the server boxes. DO NOT stand in between the server boxes as raycasting will hit you.
4 ›A room with 2 stairs leading down to a lower floor panel of the room, also has an inaccessable catwalk above. [[PSS: Hug the wall on one of the lower floor panels.]]
4 ›A room with a bunch of shelves and crates. requires you to crawl under crates to pass. [[PSS: crouch under the desk to the left after you go past the crates.]]
4 ›A room in the Normal roomtype consisting of a straight hall with a lower part in its center. There is no PSS/SS in this room.
5 ›A short straight-hall room with rubbles on the left.
4 ›A T shaped room that has a staircase on the right going up to a door. If the next door happens to be on the left side of the room, go to the rampway and stand behind the wall. in the case that the door is on the right, go to the shelf on the left side and stand, facing forward.
4 ›A straight hall room with 2 side rooms to each side. PSS is to the corner of each side room. make sure your body is not visible to the door/pande range.
4 ›A straight room with a sideroom on the left and right walls. Enter the side rooms for a PSS.
4 ›A room in the Normal roomtype consisting of a straight hallway with a sideroom to its right side. Going inside of the sideroom and staying in the corners next to the door, in such a way that one cannot see outside of the sideroom is PSS/SS. The image of the sideroom given in image 3 is an example, as siderooms are often generated separately and randomly from the rooms they inhabit.
6 ›The first-varianted straight room, indicating Trenches' end. // SS: Furthest back of either safe deadend. // PSS: Either safe deadend behind shelf, locker or crate, depending on position
4 ›A left turning Trench room. SS is behind shelf (or locker) at the start of the room.
4 ›a right turning trench room. go to the table on the left on enterance and crouch behind it for pss.