4 ›Straight room, no PSS/SS or notable features.
4 ›A room with a 4-way intersection, and a broken catwalk leading to the exit. There are two sides, each with a staircase leading to a lower elevation where one can hide (such as seen in images 3, and 4). Eyefestation can spawn in this room (two could spawn if Eyefestation is outraged).
5 ›A room that serves as one of the many ends to the Flooded room type. It begins with a long hallway with a hole on its ceiling, with green beacons indicating its location. SS is simply staying at the ceiling in the underwater section of the room as seen in image 2, PSS is behind the large shelf at the end of the room.
4 ›A room that begins with a straight hallway and two floors vents. Entering the vents, there are two PSS's/SS's by sitting in the corner of the vents. In the middle is a vent that leads to the end of the room. Hiding anywhere within the vents so that one cannot see the outside is a PSS/SS.
4 ›A 3-way intersection with a side room to the left (when seen from the entrance, like in image 1. See images in the following order: top to bottom, left to right), where one can hide from Pandemonium or any incoming Node Monster, making it a PSS/SS.
4 ›A room with an elevation and a ramp leading down, with a small 3-way intersection in the lower floor. There is a PSS/SS in the right side (when observed from the entrance) and standing beside a locker. (See images 3 and 4 for the SS/PSS, top to bottom, left to right.)
4 ›A T-shaped hallway with a ramp that leads upstairs on the left. Hiding either behind the locker nearby or near the wall on the ramp (whilst being crouched, preferrably) is PSS/SS (although, this could depend on where the exit is, and subsequently the path a node monster may follow)
4 ›A T-shaped intersection with a ramp leading to an elevation, with broken debris. The debris can also be climbed, leading to the upper part of the room. Depending on the exit's location, there are two Pandemonium Safe Spots/Safe Spots (images 3 and 4, left to right, top to bottom).
4 ›A room in the Trench Tunnels roomtype, with a vent that leads to Sebastian's Shop. The room itself is a deadzone (no nodes can spawn), and Sebastian's shop is a Pandemonium Safe Spot/Safe Spot. (Standing like observed in image 4 can give one the most safety from any node, though being within the shop itself is already good enough.)
5 ›A short hallway with some windows. A PSS is behind the table on the left by crouching and looking down (example in images 3 and 4), SS is next to locker at the beginning of the room (example in image 5).
4 ›T-junction to the right with turret at the end of the right hallway. Unconfirmed if guaranteed, but real door typically spawns under turret. Locker/shelf PSS/SS at end of straight hallway.
4 ›A room with multiple barricades and an Internal Defense System turret on the corner. The hallway has a 90-degree turn to the left (from the entrance), and a switch at the end to turn them off. PSS/SS is behind the boxes at the end of the room.
5 ›A room with turrets and an intersection to the right, leading to the switch where the turrets can be deactivated and therefore not pose a threat. In the same place, there are two PSS/SSs, either beside the shelf (as seen in the 4th image) or behind the boxes while crouched (5th image).
4 ›A room with an elevation and a staircase leading to a lower level. This room has a SS behind the crates used by crouching and looking down, as seen in image 3.
4 ›A room in the Normal roomtype consisting of a room that leads into a vent and two broken, inaccessible vents. There is a room inbetween vents. One can hide inside of the vents in such a way that they cannot see the exit or entrance of the vents; This is PSS/SS.
4 ›A vent room with large fan rooms between them. The room begins with 2 vents, that will both lead to the same large room. Said large room has two fans and is a Pandemonium Safe Spot/Safe Spot. Alternatively, one can be out of danger by simply being away from the exit/entraces of this room. (The entrance is the 1st image, and the exit is the 4th image, look at images in the following order: From left to right, and from top to bottom.)
4 ›Watch your step, tread carefully. A straight room, however filled with landmines that one can step on and possibly die. One must carefully walk to the other side to avoid getting blown up. You can also sprint tech it by using a sprint, jumping, and sliding just as you land such that you go fast enough to escape the landmine blast radius. There are no Pandemonium Safe Spots/Safe Spots in this room. The room is an easter egg to Regretevator.