4 ›A threeway that has a window to the left. Room always has PSS depending on where the real door is and is ALWAYS SS if you stay at the wrong door.
6 ›A 4 way room in the Admin roomtype. Has 4 siderooms and 4 ways, for PSS get to the wrong way and hide behind walls(sections on images 4 and 5).
4 ›A short zigzag room that goes to the left. No safety for you here, outside of lockers that is.
5 ›A short room with a pit to the right and a zigzag to the left. If there's a locker to the right from the entrance - it will be PSS between the locker and the wall (picture 2) ONLY FOR THIN AVATARS. You will need to walk into it backwards and stand next to locker with your back to the wall. There is also an SS down in the pit (picture 5), you should enter the pit from the furthest point and go a bit down in the abyss. There is sort of an invisible walkable floor, but it doesnt extend too far so stay close to the rock.
5 ›A right turn room with a submarine crushed into its wall. For SS climb the submarine via the piece of the roof(image4) or get behind the box at the end, crouch and look down. For PSS position yourself precisely on top of the submarine OR climb the box under the submarine and position yourself in the gap between destryoed wall and rocks.
4 ›A catwalk room with 2 small side sections and 2 siderooms. Siderooms provide PSS, small sections sometimes have lockers/boxes/shelves you can hide behind as well, although this is not needed due to siderooms.
4 ›A upper catwalk room with 2 dierooms and 2 side areas. May be locked and has 2 keys. For PSS, go in siderooms.
4 ›An observatory room with two paths. No SS/PSS, making this a 50/50 room.
7 ›A guaranteedly-keyed, double-floored room with a catwalk linking both downstairs and their doorways. // SS: Furthest back of right side. // PSS: Crouched and looking down, head pinched in between the middle of the desk and the wall.
4 ›A floor vent room that only has a way through the floor vents. The door in front of where you enter the room can be fake. There's also PSS in floor vents in the corners of ways down AND in the connected vents themselves.
4 ›A checkpoint room with destroyed doors in the middle of it and a broken locker. Usual PSS as in a normal checkpoint. The locker at the beginning is NOT safe.
5 ›A 3-way room in the dredge roomtype. For SS - get upstairs and stay in corners. Depending on the right door, multiple PSS above water: Boxes, lockers, shelves. Just make sure you can't be seen from the main path. There are also spots in the water, but be wary of bottomfeeder.
5 ›A ZigZag that goes to the right. Has broken rocks at the middle. For SS - go into corners of upstairs area. For PSS - get behind boxes at the end of the room(image 4 and 5).
4 ›A short zigzag room in the Dredge roomtype. Has two upper floor sections that you can stay in the corners of for SS.
4 ›Short straight room in the Dredge roomtype. If you have a sprint - jumping behind a locker to the left of the rooms entrance - it's PSS.
5 ›A short straight room in the Dredge roomtype. If you can climb the table on the left and then the boxes - you can make it behind the boxes for a PSS. Crouch and look down for safety, although sometimes the spot might cause bottomfeeder to go after you. If you're stuck - try to walk backwards, widdle and uncrouch at the same time, then look at the box and climb it to get out.
4 ›A short corner room with a spot of a Wall Dweller that has already emerged. There won't be a new wall dweller in there, its just a cutout. No SS.
5 ›A big storage room in the EndlessRidge roomtype. This room is always locked. For PSS and SS, get behind big containers with extra objects that will hide you from Pandemonium's vision, examples on pictures 4.
9 ›A big cave. Two PSS on the left side of it and there's no reason to go to the right. Just follow the green lights and you'll make it to the end. Its naturally dark so pictures will be dark, but i'll provide a drawing to show where safe spots are.
6 ›The last room of endless' version of Ridge, followed by a catwalk and a server-end room. You can fall into the void. // SS: Crates in the far right corner of last room. // PSS: On the catwalk's left-side extremities, you can walk onto the ledges, make your way inside the rocks and crouch and look down. Caution that you can easily fall in the void from walking too far or not balancing yourself correctly.
4 ›A staircase that goes up with two small turns. Always has lockers and has no SS/PSS.
6 ›A short server-start room followed by a catwalk transition into the start of ridge's endless version. You can fall into the void. // SS: Crates in the far left corner of the first room. // PSS: On the catwalk's right-side extremities, you can walk onto the ledges, make your way inside the rocks and crouch and look down. Caution that you can easily fall in the void from walking too far or not balancing yourself correctly.
7 ›A long 3 way room with a fake door down the long hallway. SS is just down the hallway out of the way of angler. PSS is behind the multiple drawers (images 6 and 7). (LOCKERS DO NOT WORK AS PSS's UNDERWATER)
5 ›A 4-way room that is flooded. As lockers are seethrough underwater, your only hope for a pss are tables or big shelves to hide behind, example provided.