5 ›A short room merged with a long swim path on the right. PSS is at 7th and 8th screenshots.
6 ›A long and equally-lengthed L-shape room with a sideroom on the left. // SS: Inside sideroom, out of node's range. // PSS: Inside sideroom's corners near doorway.
4 ›Long hall with a downstairs slope path. Nothing Notable.
4 ›The first variant of the long hall rooms.
8 ›A room in the Normal roomtype consisting of two hallways connected by a catwalk above the void. One can end up falling in the void if they are too careless. To hide from The Angler, one can stand near fake/non-marked doors, this is SS. To hide from Pandemonium, one can stand behind long shelves or lockers near the aforementioned fake/non-marked doors. Examples of fake doors in images 2 & 5.
5 ›A long straight broken hall with a submarine on the right that ascends in height. // SS: Back of submarine. // PSS: Right of submarine's entrance, hold A and S in the corner.
6 ›A guaranteedly-keyed long straight hall with 3 siderooms on the left and 1 on the right. // SS: Any sideroom, outside of node's range. // PSS: Any sideroom, in furthest corners near doorways.
4 ›One of the varianted long straight halls. SS are behind the lockers at the start / the end of the room.
4 ›A Maintenance long straight narrow hall with a damaged pipe leaking water.
6 ›A wide pentagon-shaped room followed by a staircase on the left. // SS: Top right corner. // PSS: Head inside the flowerpot on the right.
4 ›A T-shaped room indicating the end of Maintenance. // SS: Furthest opposite of doorway in a corner. // PSS: Furthest opposite of doorway behind locker, crate or shelf.
4 ›A long straight hall with a code-breachable sideroom with loot crates. // SS: Sideroom, out of node's range. // PSS: Sideroom, in corners away from the node's view.
6 ›An L-shaped room with 2 siderooms in the right corner.
4 ›An L-shaped maintenance-varianted room. / SS: Deepest corner on the left.
5 ›A long straight narrowed keyed hall with a sideroom on the right. // SS: Inside the sideroom, out of node's range. // PSS: Hidden in corners near the sideroom's doorway.
4 ›The second variant of narrow rooms.
4 ›A very long hall, varianted with windows on both sides.
7 ›A very long hall with middle parts you can fall into and 2 siderooms on the right. Is always keyed and very often includes Eyefestation. // SS: Inside siderooms, away from node's range. Furthest right hugging wall near windows. // PSS: Inside siderooms, in either corner next to doorway.
4 ›A varianted room mixed with another room, indicating the end of Outskirts. // SS: Anywhere on the far corner opposite half of the doorway. // PSS: Beside either staircase opposite to doorway.
4 ›A variant room that indicates the start of Outskirts. // SS: Anywhere at the furthest left or right side. // PSS: Left or right, beside crate or locker depending on position.
4 ›Two halls stacked on each other and intercrossing, indicating the start of Outskirts. PSS: If door is downstairs, hidden behind furthest straight locker.
6 ›A V-shaped straight hall with a doorless sideroom. // PSS: Anywhere in the doorless sideroom's corners, away from the node's view.
4 ›Zig-zag type of room heading towards the right.
4 ›An E-shaped room with a guaranteed locker in its' middle.