6 ›Straight room in The Ridge that is identical copy of RidgeStraight1. The room is a failsafe room that will appear if the room generation is bugged. PSS/SS behind the crate on the left side of the room on images 5 and 6. Notably, the former rarest room before Worth The Wait Part 1.
6 ›Heavy Containment airlock used to separate SearchlightsEndingP & SchoolhouseFinale, sometimes nodes can still spawn while you're here, you need to make it past this airlock to despawn spawns. PSS/SS are behind the wide shelves.
6 ›The end of The Ridge. All entities will despawn in the middle of the ramp, so inside the airlock is PSS/SS. Front Anglers will always come out of the left door and then go down the ramp. To progress you must go inside the airlock and pull the lever, once you do if you have completed the challenges "We Didn’t Playtest To Make Sure This Was Possible," "Glutton For Punishment" and "We Die In The Dark," then the badges of the completed challenges will be awarded to you, and then the airlock will open leading to SearchlightsEnding, being the Searchlights Ending Encounter.
6 ›The "Stick To The Script" varient of The Ridge end room. The room appears at the end of The Ridge instead of RidgeEnd only if you have "rescued" p.AI.nter. Nodes despawn in the middle of the ramp, so inside the airlock is pss. Front Anglers will come out from the door on the left side of the room and then go down the ramp. The game ends in this room, you must pull the lever to then activate the ending cutscene, you will later be awarded with "Stick To The Script" badge, and then your death is guaranteed, after which the game ends with Lopee talking to you, he will say something different the more you do this ending, at 4th "win" and beyond he will say nothing except "..." Notably, if you have completed any of the "Reach the end of the ridge" challenges, such as "We Didn’t Playtest To Make Sure This Was Possible," "We Die In The Dark" and "Glutton For Punishment," you will then not be awarded with the badges. Any badges that require beating the game also become impossible to achieve.
6 ›Right-turn room in The Ridge. The room is a right turn corridor with a smaller side turn behind a pillar on its inner corner. SS is 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. The pillar is a DPSS by standing behind the pillar out of sight from the entrance, then as Pandemonium reaches the corner of the main corridor moving to the left to the other side of the pillar out of sight from the exit, though it is precise.
5 ›Short room in the ridge with 3 staircases leading to the next door. No PSS/SS.
6 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype consisting of zig zags around stones. There are 2 50/50s in the room. PSS/SS is crouching behind the pillar in between 2 lockers on the right side which can be seen on image 3, works no matter where the angler goes.
8 ›A large room in the Rivers Rooms with a long staircase that goes up to the upper floor where the next door is located. PSS at 3rd image, hug the corner and stand the same, 70% width preferred. SS at 5th image, hug the corner and stand the same, 70% width preferred. SS at the end of the room by the locker as seen on images 7 & 8, hug the locker and stand the same.
4 ›Straight hallway with a destroyed wall. No PSS/SS. Around the locker is DPSS, around the right desk is a DSS.
4 ›Sebastian Solace's shop in the River Rooms. The vent to access the shop is to the right, and the shop itself is PSS/SS out of line of sight from the node path. The shop itself is the same as most others. To the left is the river with sections of broken railings. This room is always locked.
8 ›The guaranteed start room of The Ridge at room 000. Players enter a large control room overlooking The Ridge's entrance, with two floors of office space and control panels before leading down to a staircase into an airlock, where you must pull the lever to proceed onto the bridge that connects to the crystal room with main reactor shaft containing the crystal, and beyond are three possible corridors that leads to the first Ridge checkpoint. The whole room is a dead zone, and if a node follows up into the room it will not go through the airlock, instead it will go into the left dead end door beneath the left staircase and then go through the distant catwalk on the left side and then proceed into the crystal room. On the same catwalk an Angler is guaranteed to spawn while crossing the main bridge as a "cutscene" however this specific Angler is unable to kill you even if you catch up to it in the crystal room. After extracting the crystal, all lights will go out and the correct corridor of the 3 available will light up with green lights. The next room is always 1RidgeStart.
5 ›Straight room in The Rooms. No PSS/SS. Wall dweller spawns inside the right wall.
5 ›Short straight room in The Rooms with 3 tables throughout the room, lots of large shelves on the right side and 3 rooms-like crates on the left side. Dead zone as the room lacks any lockers.
4 ›Straight room in The Rooms with a cubicle on the right side and a large shelf wth a few small crates on the far left side. No PSS/SS. Dead zone as the rooms lacks any lockers.
4 ›End room of The Rooms. Short straight room with a red floor unlike most of The Rooms. No PSS/SS. The room is an identical copy of RoomsStart. Dead zone as the room lacks lockers.
4 ›Straight room in The Rooms with a plant growing through the table. No PSS/SS. Dead zone as the room lacks lockers.
4 ›A short hallway with many lockers (No PSS's and SS's)
5 ›Sebastian Solace's shop in the Rooms. The room is a standard Room straight hallway that is always dark and locked, with the vent leading into the shop on the left wall. Along with HotelShop, this shop lacks a spotlight on the vent. The shop is Sebastian's regular shop; the shop is PSS/SS as usual, and is also dead zone.
5 ›Starting room of The Rooms roomtype. Short and straight hall with a red floor unlike most of The Rooms, references the Roblox game "Rooms" made by nicorocks555. Deadzone because of lack of lockers. The room can be identified before entering it due to the yellow doorframe of the door leading to the room as shown in image 2. No PSS/SS.
4 ›Rot room with a wall dweller. Standing with your back to the inactive door covered by rot is SS (not Chain-safe, though)
5 ›A room with a small side hallway to the right, infected with rotten coral. [[SS: Go to the back of the rotten coral.]]
4 ›A roundabout room in the normal roomtype. Depending on the right door its either a 50/50 or a guaranteed PSS room. If the right door is across the room - its a 50/50. If the right door is to the left or right from you, standing between two incorrect doors is PSS.
4 ›Roundabout room with middle path. SS is in the middle of middle path and works no matter where the next door is. PSS is anywhere on the opposite side if the next door is on the left or right sides.
4 ›A short roundabout 4 way with electrical water on the right side of the room. An SS is present in the middle of the shortcut as seen in image 3. PSS depends on where the next door is, if it is left or right then hide on the opposite side of the room, if straight then no PSS is present.