4 ›A zig-zag styled room with a long hall going up in height. // SS: Furthest back of the left hall. / PSS: Furthest back of the left hall behind shelf, locker or crate.
5 ›A T-shaped room that goes down in height followed by a 2-way zig-zag. // SS: Opposite hall of the doorway. // PSS: Opposite hall behind crate, shelf or locker.
4 ›A keyed plus-shaped room with rubbles in the middle and 2 siderooms. // SS: Furthest corner away from the node's path. // PSS: Any corner inside a sideroom, next to their doorway.
9 ›An extremely large room with 2 parallel halls on 2 different floors and some extensions. SS: Anywhere out of node's path and range (staircases). PSS: Under any ledge's extension crouched and looking down, or hidden behind shelf, crate or locker out of node's view.
6 ›A guaranteedly-keyed room, consisting of a long straight hall with 2 sideparts. // SS: Furthest left or right side of room. // PSS: Hugging shelf sideways on the right side of the room, back against the pillar.
6 ›An upwards staircase that goes back-and-forth from left to right, ending in a 2-way. // SS: Both corners at the beginning of room, and furthest top left side if node's path goes right. // PSS: Top left's furthest right locker if node's path goes right, and crate at the beginning of the room on the right, crouched and looking down.
6 ›An L-shaped room with an elevated extension in its' bottom left quadrant. // SS: Furthest corner on bottom left quadrant. // PSS: Furthest corner of top right quadrant, behind shelf. Is also safe from fish's reach.
6 ›A zig-zag hall with upper sideparts on the bottom right and top left corner. // SS: Any deep upper part corner.
4 ›The first varianted long straight hall.
4 ›A long straight hall with an upper side part on the right. // PSS: Behind the furthest locker on the right, depending on position.
8 ›A long Z-shaped hall with a lake on the right side that you can fall into. // SS: Furthest right at the start of the room. // PSS: Deepest left behind crate at the start of room.
5 ›A long downway hall with a 3-way on the lower end. // SS: Anywhere away from the door on the 3-way. // PSS: Behind shelf or locker in any 3-way away from the node's view, behind shelf, locker or crate.
4 ›Straight hall styled room with paths guiding left and right borders.
4 ›First variant of Garden bridges. // SS: Left or right side of bridge, dependant on node's path (RNG). // PSS: Back against wall next to locker, shelf or crate, left and right side.
4 ›A large room with a dropoff floor. // SS: Dropoff // PSS: Dropoff, away from node's view.
4 ›An L-shaped room inside Hotel.
4 ›An equally-lengthed L-shape room inside Hotel.
4 ›A second-varianted L-shaped short room.
4 ›An L-shaped room with a window on the left side.
4 ›The first variant of equally-lengthed L-shape rooms. // PSS: Behind crate in the right corner.
4 ›The first variant of equally-lengthed L-shaped rooms, with a lower floor in the fourth quadrant. // SS: Being on the lower floor. // PSS: Hugging the walls near the center of the room on the lower floor.
4 ›An equally-lengthed L-shaped room with a lower floor in the fourth quadrant. // SS: Being on the lower floor. // PSS: Hugging the walls near the center of the room on the lower floor.
4 ›An equally-lengthed short L-shaped room.
4 ›A room in the Normal roomtype consisting of a single hallway with a turn to the left, and a sideroom also to the left, near the entrance of the room. Hiding within the sideroom near the corners of the entrance (in such a way that one cannot see the outside when facing the door) is a PSS/SS.