4 ›A straight hall with 2 guaranteed lockers.
4 ›The sixth-varianted straight short hall.
4 ›A semi-long straight hall, possibly combined with a fake unreachable copy on the right side. For SS, hide behind the locker at the start of the room
4 ›Straight hall with toilets on the right side. // SS & PSS: Anywhere inside the bathroom, away from the node's view.
4 ›A varianted T-shaped hall indicating the end of Trenches. // SS: Opposite side of doorway. // PSS: Behind locker, shelf or crate opposite to doorway. Behind crate at the left of the room's entrance.
4 ›An L-shaped room with a steam beam in Trenches. SS is behind locker at the start in the corner.
4 ›The first-varianted and equally-lengthed L-shape damaged room, leaking a steam beam out of a pipe. PSS are behind lockers in the start / end of the room and behind long tables.
5 ›The very first variant of TrenchStart rooms. Is T-shaped. // SS: The safe trisect of the three. // PSS: The safe trisect, hidden behind a shelf, locker or crate.
4 ›A plus-shaped room indicating the start of Trenches. // SS: Furthest left or right of the room. // PSS: Hiding beside locker, shelf or crate depending on position.
4 ›A T-shaped varianted room indicating the start of Trenches. // SS: Furthest left of the room. // PSS: Hugging sideways on locker or shelf.
4 ›Short straight varianted room inside Trenches. // SS: Hopping on the fence and hugging the furthest locker sideways on the left. // PSS: Hide behind tables on the left side.
4 ›A short and straight room with lockers on the left side. // SS: Any locker on the left, behind them and hugging them forward. // PSS: Furthest left locker upon room entrance, hugging straight.
4 ›A short and straight-lengthed room inside Trenches. // SS: Hopping on the fence and hugging the side of any locker against the wall on the furthest left.
4 ›A keycard room in the Normal roomtype consisting of a large observatory with a big telescope. One can hide from The Angler and its variants by hiding behind the telescope, as seen in image 3, as a Safe Spot. Furthermore, one can hide from The Angler/Pandemonium by climbing to the base of the telescope and then getting under it as much as possible, crouching and looking down, as shown in images 4 and 5, this is a PSS/SS. (Image 5 is what being in the PSS/SS looks like.)
5 ›T-shaped room with cornered cubbies on the right. Turrets on the left and right middle. // SS: Furthest right middle of the room. // PSS: Either cubby's corner.
4 ›A long straight hall with an undeactivateable turret, aiming at the entire room. // SS: Inside vents as long as the traps aren't opened. // PSS: Vents, away from vents' ends.
4 ›A long straight hall combined with a turret on the far right. // SS: Deep right at the beginning of the room behind the crate and slim lockers. // PSS: Deep right at the beginning of the room behind the crate and solid lockers.
5 ›A short-lengthed hall with a Wall Dweller spawner. Leaving the room allows it to be triggered. // PSS: Crouched behind the crates on the right at the beginning of the room.