4 ›A room in The Hotel roomtype consisting of a long hallway with a turn to the right, leading to the exit. There are no Pandemonium Safe Spots/Safe Spots in this room due to the lack of any side rooms or spots away from the node path to hide.
5 ›Start of the Hotel roomtype, a roomtype that references Roblox game DOORS by LSPLASH. The room itself contains a dead-end straight corridor with furniture on the right and three elevators on the left, one being functional and interactable like the elevator in Firewall. The elevator leads directly to the next room, HotelReception. No PSS/SS (unconfirmed in elevator but unlikely), but the room is a dead zone.
4 ›A room in The Hotel roomtype consisting of a straight hallway, with a few props (couches, and desks) but nowhere one can hide safely from node monsters. It has no Pandemonium Safe Spots/Safe Spots.
5 ›Straight room in the Hotel; the sixth variant of HotelStraight. Though there are lockers and desks, there is no PSS/SS.
4 ›A room in the Oxygen Gardens, with a catwalk that goes two ways (left and right, when seen from the entrance) and most notably, DiVine on them. A DiVine can be seen upon entering the room itself, they are not aggressive and simply out of place, not attacking the player. There is a Pandemonium Safe Spot/Safe Spot in this room by going to the catwalk on the right side, and standing beside a locker whilst looking straight ahead, as shown in the 4th image.
4 ›Huh? Is it a dead end? A room in the normal roomtype with a wall that glitches out, and a light shining towards it. The wall in question has no collision, and one must pass through it to exit the room. This room has a Pandemonium Safe Spot/Safe Spot by standing in the middle of the wall with no collision and crouching. One has to stand right in the middle (the wall should seem invisible that way) for it to work. One can also hide behind lockers (such as the one in image 4) and it will work equally as well.
4 ›A room that begins with a straight hallway, which is broken and there is a large open space, revealing a lava pit, along with some beacons guiding the player upwards, where there is also a room, now a 3-way intersection with a pit in the centre. There is enough space for one to cross, however one must watch their step, lest they fall into the lava. There is a PSS/SS in this room at the top, beside a shelf, shown in image 4, do note that the door beside the shelf is a Good People door in this image.
4 ›A room in the Lava Labs with a hallway with a 90-degree turn left (when seen from the entrance) and 2 small set of stairs leading to a space with a turbine, with a PSS/SS by hiding beside a locker (seen in the 3rd and 4th images, left to right, top to bottom) while facing the turbine, and crouching.
4 ›A room in the Lava Labs with a ramp leading upwards at the right (when seen from the entrance), no PSS/SS.
4 ›A room in the Lava Labs/Mantle Extraction roomtype with two large catwalks that serve as bridges to the exit. This room has two possible catwalks where The Angler could pass, serving as a 50/50 room. One can hide in a "Safe Spot" by hugging the wall on the opposite end of the entrance, like in image 3, but this is unreliable as The Angler could take the catwalk near the player and kill them. There are no true Pandemonium Safe Spots/Safe Spots.
4 ›A straight room with two turbines on both sides, with PSS/SS by hiding behind the turbines in a way that you cannot see the other side of the turbines.
4 ›Left-turn room. Inner corner is broken wall with a pile of stone rubble. There are no PSS/SS.
4 ›A room with a 90-degree turn with a broken hole in the wall leading to the following room. This room can spawn Good People doors. Nothing noteworthy, as there are no Pandemonium Safespots and Safe Spots.
4 ›A room with a long hallway, with a 90-degree turn halfway through to the left and a window along the right side. (Refer to directions from the perspective of the entrance, as shown in the 1st image) There is, notably, a side room where one can hide in the corners, this is PSS/SS. Do note that the picture of the side room (the 4th image) is an example, as side rooms are randomly generated on their own. Despite the large windows, Eyefestation cannot spawn in this room. (See images in the following order: From top to bottom, and from left to right)
4 ›A room with a 90-degree turn to the left, and a side-room near the exit, which can be PSS/SS if one hides in the very corners of the side room. (An example is image 4, but do note that side room generations are randomized and not guaranteed)
4 ›Let's go gambling! A room that begins with a typical hallway, however there is a destroyed hole in the wall covered by props, such as lockers, and boxes. Entering this hole in the wall will lead one to The Gambling Room, a rare sub-room in Pressure where they can spend their Research by either gambling (interacting with the chest on the Rachjumper's counter, there is also a cube worth 500 Research beside it) or the Research Shop, beside multiple boxes and a white skeleton. One can also buy an Ice's Brew for 500 Research, which will instantly be consumed upon buying and give the player 25 Artificial HP on top of their own Health. The Gambling Room itself is a PSS/SS, independent of where one is standing, as long as they are completely within the sub-room.
9 ›A room in the Outskirts roomtype with three rooms, all connected by vents. This room is a keycard room. There is a PSS/SS by hiding in a vent (preferrably the one in the location nearest to the entrance, as it's longer) and staying in a way so that one can't see outside the vent. There is also a box PSS in the second room. (image 4, and 5. Do note it is a bit body width dependent)
4 ›A hallway with an upwards ramp, there is also a staircase in the side, however it has been blocked by debris. Nothing noteworthy, as there are no safe spots in this room. Eyefestation can spawn in this room.
4 ›A room with a long ramp upwards, along with a staircase to the side of the ramp. There may be props on the way, but no Pandemonium Safe Spots/Safe Spots to hide in. Nothing noteworthy.
4 ›A long straight hallway with a collapsed floor, leading downwards. Despite this, however, one can still cross to the other side, by walking along the rocks (both on the right or left sides of the room), leading to a Safe Spot. This is not a Pandemonium Safe Spot. On another note, Good People doors can spawn in this room, such as the fake door seen in images 1 and 2 (top to right, left to bottom).
4 ›The Saboteur's shop in the Maintenance roomtype. It is a straight narrow hallway with a vent that leads to his shop. The room itself is a deadzone (can't spawn any entities), but being within his shop is a Pandemonium Safe Spot/Safe Spot (like in image 4) by standing out of sight from the exit.
4 ›A rare room known as the Mindscape. This room has no Pandemonium Safe Spots or Safe Spots. One can also fall through the holes in the floor. The room itself has many white cogs and checkered floors, overall having a monochrome colouring. Sidenote: Mindscape is a dead room, no entity will spawn when you get this room.
4 ›A warehouse with two doors and stairs leading downwards to a lower floor, with crates and inaccessible gates. There are SS's under both the staircases.
4 ›A long, straight hallway without any Pandemonium Safe Spots/Safe Spots. Notably, Eyefestation can spawn in this room, due to the lack of sea mines outside the window.