4 ›A straight and short hall with a single locker in the middle.
6 ›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.]
6 ›Basic Room where the door can be either Right or Left. Cubbies are PSS
7 ›Multiple SS/PSS Depending on the door's location. iI theres a locker and you see the path look up for it to be Pande safe. Basic Room with the door either being Straight, RIght or Left. The Boxes are sometimes the safest option.
5 ›PSS if you go up the stairs behind the shelf. You can just stand behind as shown in the picture.
5 ›PSS in the middle and at end (Both Work 100% of times. Dredge Room that makes you walk in water and for a small part go out of the water.
6 ›Multiple PSS at the start of dredge behind the farthest big box on the left, and the left big box next to the door. Positioning is kinda important in the one nearer to the door but not that big of a deal. Nodes always go through right side.
6 ›Basic Room, where the door can be either Straight Or right. Also depending on the doors location there are other Safe Spots on the right as in the picture the tables and the box are all PSS (Make sure on the closest to path table that you dont see the locker if pande is coming) when it is straight the table is PSS. (Furniture RNG is Possible either way)
4 ›SS behind the table, if done as in the photo. This room doesnt count as a turn.
4 ›Basic Straight Room, Guaranteed PSS behind the middle box if positioned correctly, (Most front box is also PSS if positioned correctly)
6 ›In this Version of the sideroom you can (the same with all flooded siderooms) swim up to the door frame, or in this sideroom close to the end of the sideroom before it hits the outside (you should not be beeping). Basic Straight Room that is an almost guaranteed keycard.
4 ›No "specific" spot in this one, just a straight room.
4 ›Straight room. No notable safespots.
6 ›PSS on the left between 2 tables, next to the right server next to the way down, and the box next to the way down. After pulling the lever in the Airlock the door can either be Straight, Right or Left.
4 ›Basic Room, doesn't count as a turn.
8 ›Basic Room where the door can be either Straight, Right or Left, Theres a SS at the start when you vault on the table next to the locker. What also depends on the doors location is if a PSS works, on each side there should be a locker (if not a slim shelf) Which if done correctly are PSS.
4 ›Basic straight Outskirts room. PSS on the left side behind the wall if you crouch and look down.
6 ›One of the start rooms of The Outskirts. First starting as the Default roomtype, later tranisitions into The Outskirts with a ramp going straight down to the next door. PSS/SS is crouching and looking down behind the first crate to the right of the door which can be seen on image 2.
4 ›This Room is always a keycard room. It counts as a turn. The safest PSS is next to the locker in the corner.
6 ›3 Main SS and PSS, Down the stairs is ss behind the lokcer or in the corner by the stairs after going down is PSS, Same with the boxes in the corner of the room. Basic room that turns right.
4 ›A short straight room with a left turn. There are 2 siderooms, get in the corner of either one for PSS and SS.
4 ›A short straight river room with a small river on the left and siderooms on the right. Siderooms can be hidden in for PSS and SS out of sight from angler.
7 ›Crouching in the Middle part of the Server and looking down on the right near the end after walking to the end is PSS, and also the box at the end is ss
4 ›Basic Straight Room, Eyefest can spawn on the right.