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.)
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 ›Straight bridge across a large chasm. A turret will spawn and sweep across the length of the bridge. Boxes and shelves are scattered along the bridge to provide cover. The lever is to the left of the end of the bridge, and SS is by any deactivated/fake door in the corners.
5 ›Straight room in the Oxygen Gardens with 2 turrets on the left side and a panel to deactivate the turrets to the right of the exit door. PSS/SS behind the boxes at the start of the room, SS is behind the boxes at the end of the room.
4 ›Straight hall with 4 small pathways on the sides, 2 on each side. Has 2 turrets all the way forward. Guaranteed to be dark. // SS: Left or right of the room, depending on door's direction. // PSS: Crate, shelf or locker on any side of the room that isn't next to the door.
4 ›A long, twisted spiralling hallway where the floor, ceiling and walls blend into one curved tube. There are no lockers thus it is a dead zone, and there is no PSS/SS.
8 ›Enormous long "Heavy Containment" cell straight room in the Default roomtype with the entire cell overtaken with the Valcula Void Mass. Valcula Void Mass document can be found on a crate within the room. PSS/SS is behind the only right locker from the perspective of first entering the room, the locker can be seen on image 3. SS is in both corners at the start and end of the room that can be seen on images 3 and 8.
5 ›Room in the Default roomtype with a large vent section leading from the entrance to the exit, both left and right vents will bring you to the end. PSS/SS inside the vents. Dead zone.
6 ›Left turn room in the Default roomtype with a staircase leading to the lower floor that is PSS. Wall dweller will appear in front of the staircase downstairs.
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.
4 ›Winter Gardens variant of WinterGardenBottomFire, with a burning tree and diVine around a circular path. There is no hostile diVine; however, touching the burning diVine will cause damage (the grass will not). SS by the entrance hugging a locker; no PSS.
4 ›<Redocumentation needed> A straight room with a large candy cane in front of the entrance door and a window on the right side that Eyefestation can spawn in. SS at the end of the room by hugging the locker.
4 ›Sebastian's shop in the Winter Gardens roomtype. Same as the regular GardenShop room, but holiday themed. The only active DiVine in the room is green, for some reason (see image 2).
7 ›Start room of the Winter Gardens. The room's layout is identical to that of GardenStart, with a downward catwalk staircase leading over a chasm to the Winter Gardens. The major difference visually are the Christmas lights and ornaments visible above the door, as consistent with the decorations in the rest of the Winter Gardens. SS by walking to either end of the side hallways, and hugging any lockers if spawned. Possible PSS if two three-drawer desks spawn on the right - one long desk along the railing, and one short desk along the wall by the locker - if all the drawers are opened and the player crouches and looks down into the small desk.
4 ›A 4 way room with winter divine everywhere and a snowman in one section with PSS's and SS's being behind lockers out of sight from the door
5 ›Winter Gardens variant of TurretGarden, with two turrets on the left, the lever to disable them at the end, and two stacked crates my the entrance on the right to provide cover, which is also PSS/SS. Avoid going all the way back against the wall as there is a gap that node raycasting can pass through. Christmas ornaments are present.
9 ›Extremely long straight room with a lava pit you can fall into, there are 4 catwalks and islands that lead through the pit to the other end of the room. The name is a reference to Pressure's creator, Zeal. PSS behind the crates at both start and end of the rooms nearby the doors, the crates can be seen on images 2 and 7.
10 ›Right straight room that has multiple textures Z-fighting, meaning "a 3D rendering glitch where two or more polygons occupying nearly the same space "fight" to be displayed, causing flickering or shimmering as the graphics card can't decide which surface is on top", including the walls and floor. There is a gap along the right wall where a static entity (not actually active) called "the Looker" is watching the player through the opening; the entity resembles Mr Lankmann from the creepypasta YouTube channel Pastra. There is no PSS/SS and the room is NOT a dead zone.