7 ›Gauntlet room in the Oxygen Gardens. Some time after entering, p.AI.nter will interrupt you and lock the door, enraged Eyefestation will then spawn and the door will unlock only after 13 seconds. Unlike other Oxygen Gardens rooms, the room has no trees nor any DiVine in it. The room is a dead zone.
4 ›A roundabout looking bridge going around a gigantic ass tree. go to the left side of the bridge, go to the disabled door, and go behind the crate, crouch, and look down.
5 ›One of the 2 gauntlet rooms in the Default roomtype. A few seconds after entering the room, the door behind will close and p.AI.nter will appear on the next door's screen, later enraged Eyefestation will appear from the right window, you must survive for 13 seconds before the next door unlocks. No PSS/SS. Dead zone as it is a gauntlet.
4 ›The end room for Heavy Containment. A side room is to the right of the room. There is a PSS if you stand/crouch at the pillar in the third image, and in the corner.
4 ›HC room with 2 big rooms to the left and right. stay in those big rooms and hide to the corners or behind big shelfs for PSS.
4 ›A straight room in the Heavy Containment with 4 big siderooms. PSS/SS is hiding any of the siderooms.
4 ›"+" HC room. If the door is to the left, go to the right and hide to the side of the locker in 3rd image// If the door is to the right, go behind the crates straight ahead of the enterance in 4th image, crouch and look down// If the door is forward, go to the same spot in image 3.
4 ›Four-way intersection. No side rooms in this variant, with one corner damaged with rubble pile. Locker and shelf PSS/SS are present and functional if not along node path.
5 ›Four-way intersection. Four large side rooms on each corner, which are all PSS/SS away from door. Shelves and lockers all usable as PSS/SS if they are not along node path. End of hallways with inactive doors are also SS.
4 ›HC room with 3 side rooms. There is PSS in said side rooms, aswell as behind shelves and other objects outside of the side rooms.
4 ›A HUGE room that hosts the entity "Candlebrute". for pss, crouch and look down behind the box shown in image 2. (This box can be found to the left of the enterance). BE ADVISED, if your going to use that pss, watch out for Candlebrute. he will most likely combo you right there and then.
4 ›A Heavy Containment room that turns to the right. PSS is behind big shelf in the corner at 4th screenshot.
4 ›A straight HC room that appears to have scratches on the floor, and busted pipes shooting steam. PSS are behind big shelves at the start / end of the room.
4 ›Left turn room in The Hotel. Nothing notable, a few lockers in the room. No PSS/SS.
4 ›Straight room in the Hotel, which is a reference to Doors. There is no PSS/SS in this room.
4 ›A room in the Normal roomtype consisting of a hallway with multiple unmarked/fake doors with one real door. This room has a PSS/SS at the end of the hallway IF and only IF the exit does not spawn at the end of the hallway, like seen in image 4. If the exit spawns at the end of the hallway, the room has no Pandemonium Safe Spots/Safe Spots.
4 ›A big intersection with many doors, PSS and SS is in any of the intersections by staying behind either a locker or a shelf away from the real door.
4 ›Room with intersecting catwalks that is identical in layout to IsleLeft and IsleStraight, except the entry door is on the right side of the room. PSS/SS is by hugging any shelf or locker that is not in the entry or exit corridors. If the door is front or left, the two on the right become PSS in their entirety so long as you remain out of sight.
4 ›A straight Isle type room that branches off twice to the left, and twice to the right. If the real door is furthest left, go to the shelf on image 4. if the door is furthest right, go to the shelf on image 3. if the real door is on closest left or right, you can use either image 3 or 4.
6 ›A very large room with a pit in the middle, even though it is blocked off by a railing, you can still fall in so you must be careful. This room has 2 paths on the right and left that angler can go on either side for, making this room a 50/50. This room is also guarenteed to be locked. There is a PSS at the end of the room on the right by the boxes, crouch and look down behind them to be safe.
6 ›End of Mantle Extraction in Main/Endless. Catwalk leads from entry door to airlock, where upon flicking the lever the heavy doors close, the gas dissipates and the players remove their gas masks. Beyond the airlock is a regular Blacksite section with stairs up to a T junction. PSS/SS is hugging the locker to the right of the airlock stairs. Left is not SS as the nodes travel from there and not the airlock.
4 ›A room in the Default roomtype that turns left. There are a bunch of crates to the right, can be used as a SS in 3rd image. You can fit in the hole on the 4th image and use it as PSS/SS [70% body-width specific spot].
4 ›A left turning room with a sideroom across from the next door. [[PSS: Go into the corner of the sideroom.]]
4 ›An upside-down L shaped room with a side room. [[PSS: corner of the side room.]]