4 ›The end room for Heavy Containment. A side room is to the right of the room. There is a PSS if you stand/crouch at the pillar in the third image, and in the corner.
5 ›The start to heavy containment fitted with a double purple keycard door and a checkpoint. PSS inside of the checkpoint room.
6 ›A large and rare square-shaped room with 2 siderooms, one of them being the keyslot to open and indicate the start of Heavy Containment. // SS: Either far North corner or inside either sideroom, away from node's range. // PSS: First sideroom's left corner or behind furthest straight locker, crate or shelf. Second sideroom, crouched and looking down under window.
4 ›HC room with 2 big rooms to the left and right. stay in those big rooms and hide to the corners or behind big shelfs for PSS.
4 ›A room in the Heavy Containment roomtype consisting of a hallway with a large sideroom to its left and another small sideroom to its right, housing smaller siderooms. One can hide from The Angler/Pandemonium by hiding beside a long shelf, like seen in image 3, this is PSS/SS. Otherwise, one can hide within the smaller siderooms seen in image 4.
5 ›Sideroom on the Leftside, PSS Wall & PSS Shelf on the right.
4 ›Three-way T-shaped junction with possible doors to the left and right. PSS/SS behind any shelf in front of slanted wall by crouching and looking down on the slanted section, as well as any locker or shelf PSS on either side with the wrong door.
4 ›A short T shaped HC room with 4 siderooms with rare objects. Can have Mask Of Sadness or Imaginary Friend Remote in one of the smaller siderooms. Small siderooms are SS if you're far and PSS if you crouch and look down in them. There are more PSS, shown on pictures 2 and 3, depending on which door is the real one.
4 ›A straight room in the Heavy Containment with 4 big siderooms. PSS/SS is hiding any of the siderooms.
4 ›"+" HC room. If the door is to the left, go to the right and hide to the side of the locker in 3rd image// If the door is to the right, go behind the crates straight ahead of the enterance in 4th image, crouch and look down// If the door is forward, go to the same spot in image 3.
4 ›Four-way intersection. No side rooms in this variant, with one corner damaged with rubble pile. Locker and shelf PSS/SS are present and functional if not along node path.
5 ›Four-way intersection. Four large side rooms on each corner, which are all PSS/SS away from door. Shelves and lockers all usable as PSS/SS if they are not along node path. End of hallways with inactive doors are also SS.
8 ›Large room in the Heavy Containment Zone with a large monument in the middle referencing Daemon from "Rain World." There are large pits around the room that are easy to notice. SS anywhere away from the main path as the room is large, PSS at any of the wrong way doors behind shelves, drawers or lockers.
4 ›HC room with 3 side rooms. There is PSS in said side rooms, aswell as behind shelves and other objects outside of the side rooms.
4 ›A HUGE room that hosts the entity "Candlebrute". for pss, crouch and look down behind the box shown in image 2. (This box can be found to the left of the enterance). BE ADVISED, if your going to use that pss, watch out for Candlebrute. he will most likely combo you right there and then.
6 ›A long HC room with a turn to the right and a big space to the right with a crane holding a big container and bunch of them down there. Corners on the pictures are SS and you can get behind boxes/shelves/lockers near walls to get PSS, although due to this room being long you may need to do it at the end or move in the spot to stay safe.
4 ›A large room with a dropoff floor. // SS: Dropoff // PSS: Dropoff, away from node's view.
4 ›Straight room with a large lower area, with four small side rooms and one big side room. SS is the entirety of downstairs and at the end of the top catwalk, PSS is in any of the side rooms without line of sight.
4 ›Left-turn heavy containment room. No side rooms. PSS/SS on sloped wall section behind shelf, SS in far corner of turn.
4 ›A short left turn HC room with a forklift in the way. The corner is a SS and if you're lucky with the right/front side wall having items you can get behind - they're PSS.
4 ›A standard room in heavy containment with a destroyed wall on the right. SS and PSS being behind lockers
4 ›Standard heavy containment room type with a sideroom. The sideroom is pss if you stay out of the entitys way. Also behind the box is ss make sure you don’t see the entrance door and are at the middle of the box and position yourself right. Crouch and look down your body’s avatar to the right. If done very well this can be a pss.
10 ›A rare room in the Heavy Containment roomtype housing a room on its side that is blocked off by a code breacher door. One can either use a Code Breacher or insert code "2042019" to enter it. The door opens to an observation chamber, with a secondary chamber with four large containers. PSS/SS in the observation chamber by a shelf on the left (image 5), or by crouching near the containers below the raised platform out of view from the window. Rare item/research crates may spawn in the room, such as in image 6. The node pathing in this room is a pure 50/50 between if the node will go downstairs then back up, or if it will go straight to the next door. The containers and the room name are both references to the Roblox game Isle; from right to left are artifacts A to D (yellow, red, blue, green), found throughout Isle, and which all four are needed to escape the Isle simulation. The room name, HeavyLotusChamber, is a reference to //IVORY-LOTUS//, one of the two AIs which control the Isle simulation, and attempts to protect players escaping the simulation from the other AI, //IVORY-MIND//.
7 ›A T shaped hallway with a lower section attached. The lower section leads to a sideroom where you can find painter (purple keycard needed to access his little desk). His sideroom is PSS and so are behind servers and next to the locker on picture 6. However for the locker pss to work make sure the door to the following room is right (see first picture)