4 ›Turn to the right with insane amount of snowballs. Couldnt test if there is SS/PSS.
6 ›Four-way intersection room in Winter Gardens identical to Garden4Way1 with snow, snow diVine and Christmas decorations. SS by any of the incorrect doors, PSS by crouching and looking down behind any desks or hugging any lockers by the incorrect doors out of view from the node path.
5 ›A 4-way room with a patch of snowy DiVine in the middle. There are small side rooms on both sides. PSS in the siderooms, out of view. Note: emergency lights were turned on in some of the photos.
4 ›Winter Gardens variant of WinterGardenBottomFire, with a burning tree and diVine around a circular path. There is no hostile diVine; however, touching the burning diVine will cause damage (the grass will not). SS by the entrance hugging a locker; no PSS.
4 ›Winter Gardens variant of GardenBottomStraight1, with a straight path from entry to exit through a grass patch with a circular patch with a tree in the middle of a circular section of the path. There is no SS like the regular Gardens counterpart.
5 ›A straight room in the winter gardens otherwise identical to GardenBottomStraight2, with a straight path around a central tree and grass fields on either side on the bottom floor and catwalks above. Primary difference is visual, with snowy grass, snow diVine, and Christmas decorations. No PSS/SS.
4 ›Two-floor room in Winter Gardens identical to GardenFlatRamp2 but with snow, snow diVine and Christmas decorations. Path diverges from entrance and goes down two flights of stairs along the walls, before converging at the exit. PSS/SS by crouching and hugging the wall on the right staircase.
4 ›<Redocumentation needed> A straight room with a large candy cane in front of the entrance door and a window on the right side that Eyefestation can spawn in. SS at the end of the room by hugging the locker.
5 ›Straight room in Winter Gardens, identical to GardenFlatW/LeftRooms with snow, snow diVine and Christmas decorations. The path diverges and follows both walls before converging at the exit, with two side rooms on the left wall. PSS/SS in side rooms in the corners.
8 ›Gauntlet room in Winter Gardens. Identical to GardenGauntlet, with two large wall-length windos for Eyefestation to appear in. The middle grass patch is blank, with the visual difference being snowy grass, as is in the rest of the Winter Gardens. The fan on the ceiling and the wals are all changed to feature Christmas ornaments as well. No PSS/SS, dead zone due to gauntlet.
4 ›Sebastian's shop in the Winter Gardens roomtype. Same as the regular GardenShop room, but holiday themed. The only active DiVine in the room is green, for some reason (see image 2).
7 ›Start room of the Winter Gardens. The room's layout is identical to that of GardenStart, with a downward catwalk staircase leading over a chasm to the Winter Gardens. The major difference visually are the Christmas lights and ornaments visible above the door, as consistent with the decorations in the rest of the Winter Gardens. SS by walking to either end of the side hallways, and hugging any lockers if spawned. Possible PSS if two three-drawer desks spawn on the right - one long desk along the railing, and one short desk along the wall by the locker - if all the drawers are opened and the player crouches and looks down into the small desk.
4 ›A 4 way room with winter divine everywhere and a snowman in one section with PSS's and SS's being behind lockers out of sight from the door
6 ›Winter Gardens variant of TheyBreatheTheMove. Eight winter diVine including one hostile, plus a snowman, are clustered around the door to frighten the player upon opening; avoid the snow/grass as usual. SS is behind and hugging the lockers/wide shelves by the entrance and exit. Christmas ornaments present here as in other Winter Garden rooms. Easter egg as room name is reference to track composed by NoLongerNull of the same name. Possibly also reference to other games who have done a similar trope, but unknown which at the moment.
5 ›Winter Gardens variant of TurretGarden, with two turrets on the left, the lever to disable them at the end, and two stacked crates my the entrance on the right to provide cover, which is also PSS/SS. Avoid going all the way back against the wall as there is a gap that node raycasting can pass through. Christmas ornaments are present.