6 ›Only start room of the Oxygen Gardens. Starts as normal 3-way room with both doors being dead end doors and later a catwalk leading to the Oxygen Gardens. SS near any dead end door, PSS behind a table on the left side behind a locker and preferably opening all the drawers.
8 ›3-way room in the Oxygen Gardens with a tree in the middle and destroyed circular catwalk that instead leads downstairs with 2 doors on the left and right sides. No active DiVine in the room. PSS/SS is impractical, but still there, it is on the other side of the room upstairs on image 8 which you can access only by walking on the wall all the way there, when on the other side stand behind a locker or table.
5 ›One of the 2 gauntlet rooms in the Default roomtype. A few seconds after entering the room, the door behind will close and p.AI.nter will appear on the next door's screen, later enraged Eyefestation will appear from the left window, you must survive for 13 seconds before the next door unlocks. No PSS/SS. Dead zone as it is a gauntlet.
5 ›One of the 2 gauntlet rooms in the Default roomtype. A few seconds after entering the room, the door behind will close and p.AI.nter will appear on the next door's screen, later enraged Eyefestation will appear from the right window, you must survive for 13 seconds before the next door unlocks. No PSS/SS. Dead zone as it is a gauntlet.
4 ›When you walk in the room there is a wide middle sections with 2 slanted speakers you can walk through. There is side passageways that can also lead to the middle section. Some entries through the side are dead ends
4 ›6th straight room in The Graveyard with 2 skeletons that you cannot go through dancing in front of the entrance.
10 ›Room can be used as SS by simply going to a distance towards the Guardian Angel where the control panels are. Both exit and entrance have boxes that you can crouch behind and get a PSS. Image 7 has a highlighted locker that is PSS.
6 ›A large and rare square-shaped room with 2 siderooms, one of them being the keyslot to open and indicate the start of Heavy Containment. // SS: Either far North corner or inside either sideroom, away from node's range. // PSS: First sideroom's left corner or behind furthest straight locker, crate or shelf. Second sideroom, crouched and looking down under window.
4 ›A straight room in the Heavy Containment with 4 big siderooms. PSS/SS is hiding any of the siderooms.
8 ›Large room in the Heavy Containment Zone with a large monument in the middle referencing Daemon from "Rain World." There are large pits around the room that are easy to notice. SS anywhere away from the main path as the room is large, PSS at any of the wrong way doors behind shelves, drawers or lockers.
4 ›a Massive Containment Roomtype, that houses Sebby's Shop Variant of it, a Place to trade with the Saboteur for valued items and equipments, it is also a Deadzone/Deadroom (meaning nothing will spawn during it) The Shop itself is PSS/SS
6 ›3-way room in The Hotel, starts with a long hallway and then branches out into smaller ones. SS is anywhere near the dead end door, PSS behind the pillars with lockers or tables.
4 ›The end of the Hotel roomtype. A short hallway transitioning from Hotel furnishings to regular Blacksite design, with pillars and carpet leading back into pipes and floor grates. There is no furniture, including lockers, thus making the room a dead zone with no PSS/SS.
4 ›Left turn room in The Hotel. Nothing notable, a few lockers in the room. No PSS/SS.
6 ›Straight room in The Hotel, consisting of a hallway with a turn to the right despite the name saying left turn, then a straight hallway leading to the next room. No PSS/SS.
5 ›Guaranteed room after HotelStart, a room resembling that of the reception at Room 000 in DOORS. The room is rectangular, with the door to the back right, a reception desk and back area on the left, and fireplaces and seating on the right. PSS behind shelf in the corner behind the counter.
5 ›Right turn room in The Hotel. No PSS/SS.
7 ›Sebastian Solace's shop in the Hotel Rooms. The room is a standard Hotel straight hallway that is always dark and locked, with the vent leading into the shop on the left wall. Notably, this is one of few shops without a spotlight spawning to light the vent. Sebastian's shop in this room is also the only one that has a different interior - his shop resembles that of Jeff's Shop ("JeFF ꙄHOP") that spawns in the Hotel in DOORS after the Figure Library encounter. The shop section itself is the same size as the puter corridor with two non-functional doors, and Sebastian has a unique sign stylized as "SeBasTian ZHOP" (the only shop to do so for all three). The shop itself is PSS/SS out of sight from the vent, and the room is a dead zone as it is dark.
4 ›Straight room in The Hotel with 2 pillars on each side. No PSS/SS.
4 ›A room in the Oxygen Gardens, with a catwalk that goes two ways (left and right, when seen from the entrance) and most notably, DiVine on them. A DiVine can be seen upon entering the room itself, they are not aggressive and simply out of place, not attacking the player. There is a Pandemonium Safe Spot/Safe Spot in this room by going to the catwalk on the right side, and standing beside a locker whilst looking straight ahead, as shown in the 4th image.
4 ›A regular stairway room, but with water floating from the middle to the ceiling. To begin swimming, you must go a little past visual water indicator (see images 5 and 6 for exact point). Getting back down after entering the water is difficult, as the game keeps trying to put you back into swimming (the walking hitbox is taller than the swimming hitbox. Once you start walking, the hitbox extends, and reaches the swimming trigger. This repeats infinitely). To leave the water: hug the ground, hold crouch, look down, and swim. For PSS, climb up the crates (in the middle of image 2), jump behind them and crouch while looking down. don't recommend using it, as leaving it is either incredibly difficult or straight up impossible. Images taken in plush mode, but the room can appear normally as well.
7 ›Enormous rare room in the Default roomtype, referencing the roblox game Identity Fraud by 32bitPC. Multiple Stans can be found standing still throughout the room, touching one will immediately kill you. James can be found behind a gate that is inaccessible as seen on image 6. PSS/SS behind any of the many paths that branch out from the main path. Dead zone due to lack of lockers. The room has been removed since Worth The Wait Part 1 update due to the upcoming Identity Fraud Grand Encounter.
4 ›A straight, intentionally unfinished room. The room has completely blank, untextured walls, floor and ceiling, and only one shelf and a chair is present, along with a blank dummy. A text note is placed on the wall, presumably from Zeal to Niko (both Pressure developers), asking Niko to model and texture the room into a small office type room and to add it to the roster once finished. There is no PSS/SS, but the room is a dead zone due to lacking lockers.
5 ›Another variant of the Isle rooms, with the same layout and entry doorway as IsleRight. The catwalk to the door straight across is destroyed, and parts of the railing are missing, so be careful of falling into the abyss below. PSS/SS behind lockers/shelves/desks/crates by any of the incorrect doors.