6 ›A straight hall with a side-area for with tradeable sea bunnies. // SS: Furthest back of the left side. // PSS: Crouched and looking down near as close as possible to cylinder ramp.
4 ›A short straight room in Meat Rooms roomtype that has a Wall Dweller.
4 ›A room that indicates the end of the meat rooms roomtype. No PSS's or SS's
4 ›The first-varianted L-shaped room going to the left of Meatrooms. PSS is at 5th and 6th screenshot behind the locker in front of the start.
4 ›a meat room that turns to the left.
6 ›A left meat room type. There's a pss behind the second locker in picture 3. (To make it easier to get in there have a body of less than 80% width) crouch and look down between the table and the locker go straight until you hit the wall. Then slowly turn to the right and squeeze in the space behind that locker. You can get out of that space by going in the locker. Additionally there's another pss behind the locker in picture 5
4 ›The first-varianted L-shaped room going to the right in Meatrooms. PSS is behind left long table at 1st screenshot.
4 ›A right turning meat room. PSS are behind lockers in the corner.
5 ›Straight room. Always locked, 1 keycard. PSS is behind locker at 4th and 5th screenshots.
4 ›A short straight room with a small vent that leads to Sebastian's shop. Safespots are inside the shop away from the vent.
4 ›The start room of Meat Rooms roomtype. The entire roomtype references an admin command that turns everything into flesh, making it an Easter Egg.
4 ›The first-varianted straight hall inside Meatrooms.
4 ›The second-varianted straight hall inside Meatrooms.
4 ›A variant of the MeatStraight room with an obstacle in the middle you must crouch underneath.
4 ›The fourth-varianted straight hall inside Meatrooms.
4 ›A short straight meat room with some lockers scattered around. No PSS's or SS's
4 ›The sixth-varianted straight hall inside Meatrooms.
4 ›The seventh-varianted straight hall inside Meatrooms.
4 ›The eighth-varianted straight hall inside Meatrooms.