4 ›A T-junction room with two doors at the ends of the room. The right side of the room has a cutout of a Wall Dweller that has already emerged from the wall. PSS/SS if you hide besides the locker or crate (Depending on which door is a dead end one).
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.
4 ›Right-turn room with a wall dweller cutout on the wall. No wall dweller actually spawns. SS in 4th screenshot, hugging a shelf on the corner.
4 ›A short hall with a dweller outcut on the walls. PSS: Crouched and looking down behind crates on close right.
4 ›4 way room. SS are near wrong doors, PSS behind tanker at 4th screenshot if not straight.
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.
4 ›Turn to the right. SS is at 4th screenshot in the smaller side turn, stay in the corner. For PSS you must crouch and walk backwards into the crate in the far left corner while looking upwards so you cannot see the next door. You can do DPSS around rocks in the middle and fall down to void lopee through wall under the vent in front of the start.
6 ›Straight room in Endless Ridge with a guaranteed wall dweller in the left wall. PSS/SS is climbing inside the wall on image 5 beneath the vent as it has no collision. Dead zone room.
4 ›Short straight room in Endless Ridge which has the node path go around the central pillar by left or right sides. PSS/SS behind the locker that can be seen on image 1, climb the wall beside it and then go behind the locker.
9 ›Endless Ridge room with three sub-sections. Player enters through an indoor room, exits a door on the right to emerge onto an outdoor balcony, and reenters a third indoor room. PSS in outdoor section crouched behind crate next to cargo containers, and possibly in indoor section crouched behind shelf. SS on left side of entry indoor section. Possible PSS/SS behind pillar near door leading to balcony, likely requires sprint to enter. No PSS/SS in exit indoor section.
4 ›Elevator from FirewallStart leading to the Firewall Grand Encounter, after this a "nil room" error will occurr for the entirety of Firewall Grand Encounter until FirewallEnd. No PSS/SS, as the elevator is see-through. Dead zone.
6 ›End of the Firewall Grand Encounter. Upon entrance you will lose your jetsuit's abilities, and then must deposit the jetsuit into any of the lockers, failure to do so will result in termination. In the elevator shaft section there is a guaranteed medkit. PSS/SS inside the firewall section before the Default roomtype.
10 ›Start room of the Firewall Grand Encounter, upon entrance there will be 2 doors with red doorframes, that lead to a spectator-like area with red carpet floor, sofas, panels, a view on the Jetsuit Evaluation Course, and more. To proceed you must go into one of the opened elevators on the left side and activate it, the next room is always FirewallElevator. The node path goes to the right dead end door which can be seen on image 2, so anywhere on the left side of the room is SS, and behind the locker or walls seen on image 6 is PSS.
7 ›Hybrid easter egg as reference to both Doors and ULTRAKILL. The room is a large curved hallway overlooking a gigantic containment chamber containing a revolving locker-like organism (locker is reference to closets found in Doors) with a large fleshy mouth within, resembling the Flesh Prison from ULTRAKILL. SS by the two invalid doors in the corner in 2nd and 6th images.
4 ›An instance of the Sebastian shop in the Flooded roomtype. Instead of entering in the vent, there's a hole in the ground. Swim up and get away from LOS to get PSS. Keycard is on the table as usual.
4 ›A frontal assault room, the Angler will first pass on the catwalk, then come out from the front door. PSS/SS up the catwalk, requires a sprint, jump on top of the locker and then on the catwalk to get up.
6 ›Straight room in the Oxygen Gardens that is all set on fire. There is no active DiVine, however touching the grass will damage you because of the fire. SS at the start of the room by standing beside the locker.
4 ›Long straight room with a Candlebrute and a door straight across that may be locked. There are two unopenable heavy containment doors on either side, SS is next to either of these doors. Dead zone as this room is always dark.
6 ›End room of the Oxygen Gardens. Starts with a catwalk that goes up into the Default roomtype. DiVine document is located on the right table near the catwalk. SS near any dead end door, PSS behind a table on the left side behind a locker and preferably opening all the drawers.
6 ›A large L-shaped room in the Oxygen Gardens. Large grass area in the middle of the room, with 3 trees and a few DiVine there. PSS/SS behind the locker at the end of the room, SS at the furthest right corner of the room. There is an active DiVine in the room.
6 ›Straight room in the Oxygen Gardens with 2 trees on each side with the DiVine near them. SS behind the locker at the end of the room, there is an active DiVine in the room.
6 ›Frontal Assault room in the Oxygen Gardens. Almost identical to GardenBottomStraight1, the Angler will pass on the catwalks on top of the room before later coming out of the front. There is an active DiVine in the room. 50/50 room, SS behind the locker if Angler goes the opposite way around the middle area.
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.
8 ›Sebastian's shop in the Oxygen Gardens. Always dark and locked with a keycard, there is a vent on the left side of the room that is lit up by the lights that lead to Sebastian's shop, where the keycard to open the next door is guaranteed to spawn, as long as the shop where you can buy various items for research. PSS/SS inside the shop. Dead zone as it is a dark room.