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.
7 ›(NORMAL EXPEDITION RIDGE) A 3-way intersection in The Ridge roomtype starting with a ramp leading upwards, with the room ending with a downwards ramp. To one's left, from the entrance, is a Safe Spot/Pandemonium Safe Spot (see images 2, 3, and 4) by standing near two boxes and crouching, while looking down. Do note that there is a gap between boxes and one could die if standing in the wrong spot.
4 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype consisting of two "islands" and a catwalk connecting them. On the first "island", there is some machinery(?) one can hide behind (see image 2) that serves as a Pandemonium Safe Spot/Safe Spot. There are no other such spots in this room.
6 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype with a narrow straight hallway, with a side room where one can hide as a Pandemonium Safe Spot/Safe Spot (see image 4 for reference) without need for MUCH worry.
5 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype with a straight hallway leading to a downwards ramp and the exit. There is a Pandemonium Safe Spot/Safe Spot by hiding to the left side of the room, behind a LONG shelf. (See images 2 and 3 for PSS/SS. One does not need to stay crouched.)
7 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype shaped like a S, consisting of a few turns to get to the exit. There is a PSS/SS behind a large pole and some crates in the room, as seen in images 3 and 4.
5 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype consisting of an upwards staircase leading to the exit, but also a ramp on the right side leading down to an extraction dock where the_p.AI.nter will be. There is a PSS/SS either by staying all the way down the ramp near the code-breached door (not shown in images) or behind two long shelves. (See images 3/4 for the PSS/SS.) This room is one of the many variants of RidgeSebastianDock.
6 ›(NORMAL EXPEDITION RIDGE) A variant of the SebastianDock rooms in The Ridge roomtype. It is a room that starts in a higher elevation, with a staircase leading to a lower middle area, where there is a ramp downwards, with a code breacher room housing a Pandemonium Safe Spot/Safe Spot (not shown in images) and there is also another open side room, also being a PSS/SS (see image 4). To exit the room is a staircase upwards.
4 ›(NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype with segmented hallways, starting with a narrow straight hallway with a turn to the left, and then a large hallway between, ending off with another narrow, straight hallway. In spite of the room's length, there are no Pandemonium Safe Spots/Safe Spots.
4 ›A room in the Rooms roomtype with 3 lockers and a narrow hall leading to the exit on the side. This has no Pandemonium Safe Spots or Safe Spots. (DoorsLord took the pictures. ^_^)
4 ›A room in the Rooms roomtype with 3 pillars, it has no Safe Spots or Pandemonium Safe Spots to hide in.
4 ›A room with a multiple-way intersection which many fake doors and rotten coral blocking the leftmost side. (See image 2 for reference) This room has no Safe Spots or Pandemonium Safe Spots. (See images in the following order: From top to bottom, left to right)
4 ›A room in the Normal roomtype consisting of a roundabout. This room is a "50/50 room", meaning that The Angler/Pandemonium could either take the route to left half of the room, or the right half. Therefore, there is no "true" PSS/SS in this room ("true" as in "this always works", which does not apply to this room as it relies on chance).
4 ›A roundabout room with the hallway destroyed to the left. go through the hallway to the right, and go behind the rubble for pss.
4 ›A room with a small set of stairs leading to a lower elevation with Deep Sea Bunnies to the left and a sloped window to the right (when seen from the entrance), the latter of which is SS by climbing all the way at the top and crouching. The exit to the room also has another small set of stairs.
4 ›A small room in the Server Farms with a 4-way intersection. This room has many Pandemonium Safe Spots (as well as normal node monster Safe Spots) by hiding beside the servers away from the path to the exit. Do note that Good People can spawn in this room (as shown in the second picture, which has a fake door) due to its many doors.
4 ›A room in the Server Farms consisting of a small 4-way intersection, with two vent entrances in the center of the intersection. Inside the vent is SS (but not PSS). Hiding behind a server outside of the node path (in simpler terms, not exposed to the entrance or exit of the room) is PSS.
4 ›A Zig-Zag hallway in the Lava Labs with steam blocking the exit. The steam can be disabled by interacting with a valve in a green pipe, like seen in the images. There is a PSS near the valve itself, by standing beside a locker and looking straight.
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).
4 ›A room with a big office, guarenteed to be locked with a keycard. PSS being crouching and looking down behind one of the many desks. SS just being in the corner of the room.
4 ›A room in the Normal roomtype consisting of a straight hallway with floor vents that have two entrances, one at the beginning of the room, and one at the room's end. One can hide from The Angler/Pandemonium by being within the "corner" of the floor vents, as seen in image 3, this is 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)