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561 rooms · page 1 of 24
0After2004
Hadal Blacksite
0After200

Short room with normally a locker in the middle, identical to the room 1Locker. The room is not loaded as it is impossible to open the door. The room always appears only after SearchlightsEnding, but you may not normally access it as it is out of bounds, and the game always ends in SearchlightsEnding.

Dead Zone
1736
Hadal Blacksite
173

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.

Easter EggPSSRareSS
1Locker4
Hadal Blacksite
1Locker

A straight and short hall with a single locker in the middle.

Dead ZoneRare
3LongStairsUp14
Hadal Blacksite
3LongStairsUp1

Linear room, functionally and almost visually identical to LongStairsUp1 in the Main Expedition (one image from said room attached for comparison). As this is at the end of the Hunted Expedition, this room is a dead zone. PSS/SS behind the crates on the right side at the start of the room. Hunted only.

Dead ZonePSSSS
3Offices2Floors14
Hadal Blacksite
3Offices2Floors1

A large room with 2 floors, and 3 side rooms — 1 large side room and 2 small side rooms — with two sets of stairs leading up to the higher floors. Independent of the exit, hiding in the smaller side rooms is PSS/SS. (No screenshots of the side rooms have been given as they are randomly generated.) Hiding in the larger side room can be SS, however, it is way riskier than simply hiding in the smaller offices.

PSSSS
3Offices2Floors24
Hadal Blacksite
3Offices2Floors2

A room consisting of 3 side rooms —two smaller side rooms and a big one with a window— and two floors accesible by 2 groups of stairs. Hiding inside one of the smaller side rooms is PSS, while the bigger is one is simply SS, as Pandemonium can see you from the window. Do note that the layout of the smaller side rooms could be randomly generated.

PSSSS
3Offices2Floors35
Hadal Blacksite
3Offices2Floors3

There are 3 Siderooms downstairs, 1 sideroom with a Big Glass window wall. SS at 4th screenshot behind the lokcer at the start, PSS are in siderooms.

PSSSS
3Offices2Floors44
Hadal Blacksite
3Offices2Floors4

Room with three levels. Players enter at the top, with a possible exit door on the second platform and another at the bottom of the room. There are two side rooms that can be used as PSS by hiding in the corner out of sight of the door, and a windowed larger side room that is a PSS by crouching and looking down under the window out of sight of the node path.

PSSSS
3Offices2FloorsDestroyed18
Hadal Blacksite
3Offices2FloorsDestroyed1

A room in the Hadal Blacksite roomtype consisting of a ground level and 2 floors which lead to the exits of the room. Regardless of the exit, there is a PSS/SS by hiding within the small sideroom at the ground level, as seen in image 5. Other spots are shown in images 4, 6, and 7. Image 4 depends on the exit being on the first floor above ground level.

PSSSS
3WayDestroyed16
Hadal Blacksite
3WayDestroyed1

A room that splits into 3 paths. The left or right side can be SS, depending on where the correct door is. Desks with their drawers open or crates can be PSS as long as you crouch behind them. The rock formation is also solid, so if you are on the side with the fake door and pressed against it and a wall it is also PSS.

PSSSS
3WayDestroyed24
Hadal Blacksite
3WayDestroyed2

Go Forward, turn left and go to the corners for SS or use the rocks side as PSS or the locker's back as PSS.

PSSSS
3WayGatedOff4
Hadal Blacksite
3WayGatedOff

A T-shaped 3-way room with a fourth quadrant that can be breached open. - SS: Furthest back of safe trisect or breached sideroom. - PSS: Behind back left crate inside breached sideroom or locker on safe trisect.

PSSSS
3WayLeft4
Hadal Blacksite
3WayLeft

Room that has a long side hallway. PSS: If the door is down the long hallway, go to the side of the locker straight from the enterance. [[PSS: If the door is straight across from the enterance, go to the side of the shelf.]]

PSSSS
3WayLeftWindow4
Hadal Blacksite
3WayLeftWindow

A threeway that has a window to the left. Room always has PSS depending on where the real door is and is ALWAYS SS if you stay at the wrong door.

PSSSS
3WayMultiFloorGatedOffLeft6
Hadal Blacksite
3WayMultiFloorGatedOffLeft

Just like 3WayMultiFloorLeft this is a 2 floor room with a sideroom downstairs, but with a guaranteed code breacher room downstairs. Multiple SS and PSS depending on the right door, the examples of pss will be on pictures.

PSSSS
3WayMultiFloorGatedOffRight7
Hadal Blacksite
3WayMultiFloorGatedOffRight

Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform, which is locked and needs to be CB. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation. The layout is functionally identical to 3WayMultiFloorRight.

PSSSS
3WayMultiFloorLeft10
Hadal Blacksite
3WayMultiFloorLeft

if Path is "Straight" go upstairs and hide behind crates or lockers for PSS (even tho the up layer is already pss on its own), u can chill at where the stairs are at by hugging the wall in the provided screenshots for an SS, mainly used for speedrunners timesave, u can go down and hide behind the drawers for pss.

PSSSS
3WayMultiFloorLeftDestroyed4
Hadal Blacksite
3WayMultiFloorLeftDestroyed

A room in the Normal roomtype consisting of a 3-way room containing a destroyed middle section with stairs leading to a higher floor. There is a PSS either upstairs, beside a locker, as seen in image 4, OR there is a PSS downstairs, in the lower floor, as seen in image 3. Do note that the CORRECT door could either spawn on the lower floor or the higher floor, meaning that the PSS is dependant on WHICH door is correct. If the correct door spawns on the LOWER floor, use the PSS in image 4; If the correct door spawns on the HIGHER floor, use the PSS in image 3.

PSSSS
3WayMultiFloorRight5
Hadal Blacksite
3WayMultiFloorRight

Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation.

PSSSS
3WayMultiFloorStraight4
Hadal Blacksite
3WayMultiFloorStraight

Multi-floor T-junction room. Entrance opens to top floor and balcony overlooking large window where Eyefestation can spawn. There are two doors on either side down the staircases, and there is a room on the lower floor below the balcony. PSS/SS is by whichever door is not the exit door hugging the staircase, as well as in the room under the balcony.

PSSSS
3WayRight4
Hadal Blacksite
3WayRight

A 3 Way room, where the pathing goes straight, the left side has 3 PSS to use, 1 Desk PSS where you would need to crouch and look down for PSS, or use the Shelf PSS by standing next to the Shelves not visible to the other door or the nodes paths, do be warned as the shelf closes to the path will sometimes have a gap between the shelf and the wall, which you'll be forced to move slightly forward when using it to ensure you wont be killed from a small gap.

PSSSS
3WayRightWindow4
Hadal Blacksite
3WayRightWindow

A straight room with a long hallway to the left, and a big window on the right wall. [[PSS: If the door is straight ahead from the enterance, go to where i am on image 3.]] [[PSS: If the door is to the left hallway, go to where i am on image 4, MAKE SURE to crouch AND look down.]]

PSSSS
3WayShortLeft6
Hadal Blacksite
3WayShortLeft

A room in the Default roomtype with a 3-way intersection and two cubbies. Hiding in either of the cubbies are PSS/SS, regardless of which door is the correct one. [Redocumentation needed for the images. Description is fine.]

PSSSS
3WayShortStraight4
Hadal Blacksite
3WayShortStraight

A 3-way intersection in the normal roomtype. One can hide safely in the cubbies, or outside of the node path (marked with drawings in the 2nd, 3rd, and 4th images) and stay safe from The Angler (and its variants). However, ONLY the cubbies are safe from Pandemonium.

PSSSS