4 ›A long straight room in the Hadal Blacksite roomtype with a destroyed floor and a large pit, the main path is the wooden planks that lead through the room. PSS/SS by crouching and looking down under the last plank in the room.
4 ›Long straight hallway with high ceiling and a pair of catwalks across the top of the room. The catwalks are identical to those in BigHallCatwalksTop, and the room itself is the counterpart to the lower part of the room. In this room, the catwalks are inaccessible, and thus there are no functional PSS/SS.
4 ›Long straight catwalk above an inaccessible room near identical to BigHall1. There are two side areas to the left; the first one has a locker PSS/SS (or possibly shelf if random) by standing with your arm in the locker against the side wall, while the second one does not have PSS/SS.
4 ›A large hallway with an inaccessable catwalk up high. Nothing notable about this room.
4 ›A long hall with a destroyed catwalk going downwards and a top sidepart. // PSS: Left sidepart behind furthest locker.
4 ›A big room that turns left. Usually a keycard room. It has a few side rooms along the left wall. hide in these side rooms for PSS.
5 ›A 3-way room in the normal roomtype with an office section and a big window to the right, as much as an area to the left. For PSS - get behind a locker in the left area OR behind a shelf/locker on the front area, depending on the door. Eyefestation can spawn. Can be locked.
4 ›A large right-turn room with a sideroom halfway down, which is PSS/SS if you go in the corner. Eyefestation has a chance to spawn in the window on the left.
4 ›A room in the Normal roomtype consisting of a catwalk leading towards the exit door (always locked by a keycard) and a set of stairs leading to a lower elevation. To hide from The Angler/Pandemonium, one can stand beside a long shelf, looking straight ahead, this is PSS/SS.
6 ›Large cavernous room with pool of water between two platforms and large fan above. PSS behind crate at both starting and end platforms, when swimming across follow green lights to avoid parasites/PDG.
6 ›A room that leads into a vent, locked behind a purple keycard. SS are at 2nd screenshot and behind right locker at the same screenshot. POSS in the vent. Vent layout is at 6th screenshot.
8 ›Easter egg room in the Maintenance Tunnels referencing Dead Seater. The main path is straight, however there is a vent that leads to the Dead Seater entrance. The Dead Seater room is locked and needs a code breacher to unlock. There are lots of dead seaters in the room which is a stage, with a microphone on the stage. PSS/SS inside the entire Dead Seater entrance and room.
9 ›3-way room with a turret at the far end of the room and crates stacked in front of the entrance door. The wall behind the turret is destroyed, the cave is leading to a Heavy Containment sideroom where p.AI.nter is housed. The door to p.AI.nter can be opened with a purple keycard found in the sideroom. p.AI.nter can be "rescued" which will award you will the "Salvation" badge and then all turrets will no longer shoot you and gauntlets will not occurr anymore. p.AI.nter's document can be found on a chair inside the sideroom. PSS/SS is inside p.AI.nter's sideroom or in the diagonal pathways to the next doors.
6 ›Sebastian's Shop in the Hadal Blacksite roomtype. Node monsters cannot spawn in this room, as it is dark. The keycard-locked door is straight ahead, and a vent leading to the Shop appears in the middle of the room. There is a pit on the right side of the room. The whole shop is PSS, so long as the player is not crouched in front of the vent. The keycard is located on a desk in the left area of Sebastian's Shop. The player can also trade research with Sebastian for useful items that can aid them in their run.
6 ›Junction room with doors to the left and straight. There are raised platforms to avoid Bottomfeeder. If node path is straight, staying against back wall on platforms is SS, hugging locker/shelf (images 3 & 5), or crouching behind crates (image 2) or rubble pile closer to left door (image 5) is PSS. If node path goes left, PSS behind rubble pile closer to straight door.
5 ›A big room that takes place at the very end of the dredge roomtype. The locker in image 4 is a PSS and SS just having to tilt your head back so you dont see the door through the window.
4 ›Straight room with side area. Straight corridor is blocked by irremovable electrified water puddle and rock debris, bypassed by crawling into the wall hole on the left wall. The side area beyond the wall hole is PSS/SS out of sight of both the entry hole and the exit door.
6 ›Straight room with maintenance side room. Side room has electrical water puzzle where you cross the water on planks and crates to flip off the switch and remove the electricity blocking the exit door. The entirety of the side room is PSS/SS out of view from the door.
5 ›A huge room in the endless ridge room type with speakers and side rooms which can be used as PSS's and SS's (make sure to stay in the corners)
4 ›A fairly decent sized ridge room with a large window to the left wall. [[PSS: Go behind the crates under the speaker shown in image 3, and crouch and look down in the spot shown in image 4. (YOU are able to fit in the spot, i just was on a time limit and would've exploded if i stayed any longer.]]
4 ›An endless ridge room with a small ramp going down leading to the real door (Image 3 being ss behind locker) (Image 4 possibly being PSS behind shelf)
4 ›An endless ridge round-about room. nodes can go either way around. [[PSS: Go to the locker shown on image 3 to the left side of the room, and hide like I am in image 4.]]
4 ›An endless ridge room with a gated off door to the right, only accessable with a code breacher. [[PSS: Important note you need a cb to enter it. Go into the corner of the cb room.]]
4 ›A Ridge room with a door to the right that requires a codebreacher. The CB room ALWAYS includes 4 batteries and a random item. [[PSS: Note first, you must have a CB for this pss. Get into the CB room and hide in the corner to the right on enterance.]]