4 ›A big square shaped room with two catwalks on top of a lavafall. One of them is (or might) be broken, so watch your step. The boxes (picture 2) will be PSS, as long as you cant see the path of the entity from behind them. The box on the other side of the bridge on picture 4 should also be PSS if you get behind it.
4 ›A straight room with a little way around on the left in the LavaLabs roomtype. There is a PSS behind boxes to the left (1st image).
4 ›A straight room with an open space to the left. May be locked, 1 keycard. PSS is behind right tanker at 2nd screenshot.
4 ›A short right turn room in the LavaLabs roomtype with a small area in front of you. Has boxes that provide PSS(picture 3)
6 ›The LavaLabs roomtype Sebastian shop. Looks like a V room in this roomtype, only having 2 doors and a vent to the shop. The keycard may/will be outside of the shop and not inside. You can breathe in the shop indefinitely, as long as all players are inside. Get in the shop for PSS.
4 ›A short straight room in LavaLabs. The lava section doesn't have an invisible wall and lava killboxes, so you can easily walk down and hide from LOS of the nodes. To get out - climb back or fall into the void through gaps in the lava.
5 ›A + shaped room with two sections that both have PSS. Go to the wings and stay far for SS. Get behind the box/shelf and position in a way that hides you from both exits and its PSS.
4 ›A short ZigZag room in the lava labs roomtype. Can be locked, 1 keycard. Has no safe spots in it, only lockers.
4 ›A zigzag room that shifts to the right. Has no safe spots.
4 ›A short corner shaped room with a sideroom. Enter the sideroom and hide from nodes path for PSS.
4 ›A staircase down with a window to the left. Can have eyefestation. No safe spots.
4 ›A top side of a catwalk room. Can't go downstairs, so no SS/PSS here.
4 ›A long straight room without safe spots and a window to the left. Can have Eyefestation.
5 ›A short straight room with no safe spots.. Oh, hey, look up. There's another short straight room without safe spots up there.
7 ›A 3-way room in the Maintenance roomtype with a big turbine in the middle path between the halls. Multiple SS and PSS, SS are wrong doors and PSS are behind turbines or just downstairs in their section.
4 ›A hallway in the Maintenance roomtype with a long sideroom to the right with two entrance points. There are PSS in two corners of the sideroom, position is shown on screenshots.
4 ›A short straight room in Meat Rooms roomtype that has a Wall Dweller.
7 ›Long straight corridor with windows of both sides. The room is tinted a shade of blood-red/orange, and both the name and room are references to the game Iron Lung developed by David Szymanski, which Pressure quotes as one of its major inspirations. Multiple objects are visible out of both windows that are references to points of interest within Iron Lung - a large skeleton (X: 613, Y: 197, A: 055) and an anomalous source of light (X: 180, Y: 576, A: 184) out the right window, and a bone monolith (X: 322, Y: 186, A: 033) and several arched coral-like objects (X: 259, Y: 406, A: 296) out the left window. The room is a dead zone as there are no lockers; similarly, there are no desks or other furniture in the room.
5 ›A long straight room with big windows to both sides. Can't have eyefestation due to seamines. No possible safe spots either.
6 ›An almost straight room in the Outskirts roomtype. If you go to the right behind boxes and go deeper(70% needed) you can fit in for a PSS.
5 ›A short room with a small turn to the right and a pit, covered by multiple fences. To the left there are boxes that provide a PSS(Picture 3), and to the right theres a far corner that is SS(picture 5)
4 ›A short right turn room in the Outskirts roomtype. Has no safe spots.
4 ›A short room with an area to the right. Crouch and look down behind the wall for PSS, preferrably be sideways to the wall.
7 ›One of the end rooms of The Outskirts, starts off with a ramp going straight up and later transitioning into the Default roomtype. PSS/SS by crouching and looking down behind the farthest crate at the end of the room to the left of the exit door.