6 ›Two-floor room which is a reference to SCP: Containment Breach and the anomaly SCP-173 from the SCP Foundation Wiki. There is a set of heavy doors on the right of the room with a gap in the middle, showing SCP-173 looking out (he poses no actual danger). Up the stairs is a windowed side room and the exit door. The side room is PSS/SS anywhere out of view of the windows.
4 ›A straight and short hall with a single locker in the middle.
4 ›A 4-way room with a grated barrier on the center, with chains (and therefore the noise of chains). This room can spawn Good People doors. There is a PSS by hiding beside a locker and looking straight (may require climbing on the shelf and crouching to do so, as shown in the third picture).
4 ›A 3-Way room filled with Abstract Art. A long hallway to the right of the room. [[PSS: IF the next room is to the right hallway, go behind the drawer and do what I am in image 4.]] [[PSS: IF the next door is straight ahead from the enterance door, go to the side of the locker like I am in image 3.]]
4 ›Variant of 3WayMultiFloorLeft with Abstract Art. One of them holds the document. Always dark. PSS/SS is on the top platform if correct door is straight, or by the straight door below the stairs and the side room in the middle if correct door is upwards.
7 ›A hallway with a lowered section attached to it and abstract art. There is a PSS behind the stairs. Crouch and look down (picture 6)
4 ›Variant of 3WayZigZagStairsWindow with Abstract Art. One of them holds the document. Always dark. PSS is any locker/shelf/desk PSS in the incorrect corridor, SS by incorrect door.
4 ›A 4-way intersection. Notably, this room has many Abstract Art scatted around, and possibly the Abstract Art document. These papercraft-like entities will not attack the player in any way. One can hide in a PSS/SS beside a locker, like seen in image 4. (See images from top to bottom, and left to right)
4 ›Special variant of the Intersection rooms with Abstract Art statues throughout the room. One of the statues will be holding the document for Abstract Art. Appears to have the same entry door position as Intersection4. PSS/SS ONLY if exit door is not the furthest door, being behind any of the wall outcroppings beyond the exit door if true.
8 ›A room in the Blacksite Administration roomtype consisting of an office directly referencing the starting office area of the videogame "The Stanley Parable" by Crows Crows Crows, with its room name referencing said game's protagonist Stanley, also known as Employee 427. Hiding in any sideroom is PSS/SS. Notably, 1 of the 2 candidates for the current rarest room after Worth The Wait Part 1.
9 ›A large 50/50 starting room of the Blacksite Administration with 2 long bridges on the left and right sides that lead to the Blacksite Administration and a pit in the middle that you can fall into and die. The room has 2 SS, first one is right behind the table that is right in front of the start of the room by the pit that can be seen on image 2, go behind it and stand on the rocks, be careful to not fall down the pit. Second SS on the second half of the room behind the table in the center of the room which can be seen on image 6, open all the drawers on all sides, go precisely in the middle and face the chair, go backwards as much as you can and look down while still facing the chair, it is not tested if it is PSS.
9 ›One of three possible Warp Zone rooms that leads to Blacksite Administration, the other two leading to Heavy Containment and Oxygen Gardens. The furthest pipe leads to the Administration section, which resembles AdminRoundabout1/2. PSS/SS can be done by hiding behind the warp zone pipe, and behind any of the walls that are not on the node path in the roundabout.
5 ›Easter egg room referencing AltiWyre (Alex), the lead animator for Pressure. The room has two side rooms, both on the right, and there are four invalid doors in the middle larger area. The room is coloured white, purple, and red. The side rooms are PSS/SS in the corners out of view. There is also a unique trash bin prop in the room, for some reason.
10 ›A rare Easter egg room in reference to the Backrooms creepypasta and fandom. The room begins at the top of a straight downwards staircase, notably lacking a wheelchair ramp or any furniture. Although there is a door at the bottom of the stairs, it is unreachable and never the real door. Walking down the stairs will cause the player to drop, or "no-clip", into the Backrooms section, reminiscent of Floor 0 with yellow walls, carpet, and fluorescent lights. There are a number of Easter eggs around the room such as wall graffiti and a darkened hallway, and eventually you reach an exit back into the Blacksite, which resembles the entrance in Kane Pixel's Backrooms series, such as his video "The Third Test". There are two possible doors to either side of the exit, and Good People can spawn here. The room is a dead zone as there are no lockers, and the Backrooms section is PSS/SS as the nodes and Pandemonium go over the top of the stairs and do not enter the section.
7 ›A rare variant of the BigHallPit room, with an identical bridge and room layout (though reversed). The primary distance is the pit - instead of a bottomless void, it is a red glowing pit filled with the faces of damned souls, accompanied by ominous wailing noises. The room is always dark with a red glow, and thus is always a dead zone. There is a PSS/SS by crouching and looking down under the first plank, the same as the one under the last plank in BigHallPit.
7 ›Three-way T-junction with large window at end, through which we can see a large Seek eye - an easter egg referencing Seek and his large, singular eye from Doors. PSS/SS behind crates, desks, lockers or shelves (whichever spawns) near incorrect door.
4 ›Straight room containing only a single chair with a bloody cloth draped over it, appearing to be covering a figure (there is nothing actually under the sheets). This is an easter egg to "Mines", a now inaccessible game made by Zeal. What in the game it references is unknown. The room has no other furniture, including lockers, making it a dead zone. There is no PSS/SS.
4 ›A room with a very short hall leading to a main section, where there are 2/3 lockers, a tv on the right wall walking in and two speakers. The couch in the middle of the room is a PSS if you hug it, crouch, and look down. Hiding beside the locker near the TV is also a PSS.
10 ›Double-floored chalet-like room with skeleton figures and 2 cubes of 500 research currency each. Contains the Party Special purchase, also sold by Rachjumper, and is one of the methods for the Artifice badge. SS is anywhere away from node's Z-shaped path, PSS in any of the upstairs siderooms, away from node's view.
6 ›A 3-way cafeteria room in the Hadal Blacksite roomtype. Safe spots depend on where the correct door is, for SS stay anywhere on the wrong way, for PSS stand behind a locker or crouch and look down behind a table near the wrong door.
6 ›A long catwalk above the void with steam pipes. // SS: Beginning and ending of room, furthest from doorways.
6 ›A double-big-catwalk room with a forest in-between it at the bottom, guided by green lights. // PSS: Behind crates at the right of both doorways.
8 ›Easter egg room in the Maintenance Tunnels referencing Dead Seater. The main path is straight, however there is a vent that leads to the Dead Seater entrance. The Dead Seater room is locked and needs a code breacher to unlock. There are lots of dead seaters in the room which is a stage, with a microphone on the stage. PSS/SS inside the entire Dead Seater entrance and room.
5 ›Long straight room with lowered middle section. The room is devoid of any furniture save for a single desk with one Redeemer inside. The room has no PSS/SS and is dead zone; it is a reference to Decaying Winter, per the room name.