8 ›Guaranteed checkpoint room right after Room100 in The Ridge. Small room with purple keycard and a pair of doors, the door to the next room on the other side, and a checkpoint side room on the right. PSS/SS is either standing behind the wall in between the window and the doorway inside the checkpoint side room, or sitting to the left side of the window inside the checkpoint side room right in the corner. The room is a dead zone. The Ridge document is located on the large shelf inside the checkpoint side room.
6 ›A ridge room that splits 3 ways. 1. Down a ramp for guaranteed ss and 2. 2 possible exit doors (1 to the right of the entranceand 1 across the room from entrance). Guaranteed pss/ss are the following no matter which door is the correct one. The entire bottom section of ramp is an ss, the crates at bottom are pss if you hide in them thought you need 70-80% body width, and the pilar behind the light vehicle in image 6 is a dpss and ss if you stand at the back. If the door is to the right of entrance, the false door area is ss and if there is a locker at the bottom of the ramp positioned like so in image 7, it is a pss. If the correct door is across the room, there is no change in pss or ss with the pss in crates, dpss of pillar, and bottom ramp ss.
5 ›Normal Ridge room with ramp down to the left and the exit door on the other side. There are two heavy doors on the left and right, and a jeep between them. Bottom of the ramp at the middle is SS, crouching behind the desks with the drawers open or vaulting on top of the crates and hiding behind the top crate are both PSS. There is also a PSS to the right of the entry door before the jeep by hugging a shelf in the corner, and another by hiding crouched and looking down hugging the front of the jeep.
4 ›A ridge room that, upon entry, splits 2 ways (called 3 way cuz it goes 3 ways INCLUDING entrance but I did not count that). It splits 2 ways due to 2 possible exits. The wrong door is an ss but if there is a speaker, it is within range so be careful.
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.
6 ›Room with large window and a T-junction. Eyefestation can spawn in the large window, but the pillars and shelves block line of sight from the entrance. Right side is SS by staying all the way to the end, and PSS by standing against the rock behind the bit of outcropping. Left side has locker/shelf PSS.
4 ›NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype, consisting of a 4-way intersection with two ramps on the left and right sides, PSS/SS depends on the next door's location, one can stay at any side side of the wrong way for SS. PSS is behind the tanker at the end of the room and works only if the next door is either on the left or right ramps.
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.
7 ›A ridge room. Starts with a balcony like area (go left behind the shelves for pss) due to the window which you can see through into the second area. Go to the right for the second area (you can go right and slip between the gap of the small and big crate for pss in image 4 and 5) which goes left again, through another small room and then the exit. Chance of speaker.
4 ›A straight room in the Ridge. On the left, there may be speakers that can detonate your PDG. On the right, there are two siderooms -- the furthest sideroom on the right has a chance to be in radius of a speaker. This room is always locked. Hide in those siderooms for PSS.
4 ›Very common starting room after opening the first door to The Ridge. There's a garunteed PSS, however there's a speaker right by the side room making it pretty risky unless you stick to the very back. There's also a turret mounted on top of a hummer in the middle of the room. Behind the vehicle is a crate which you can also use for a PSS since nodes basically pass the vehicle on its right shown in image 3.
6 ›A large cargo hold like area with shipping containers scattered around. Room is guarenteed to be locked. Room can also have a speaker at the end of the room so make sure to be careful. PSS and SS in 5th & 6th images as a car will hide you from being spotted by Pandemonium.
4 ›A big ridge room with a catwalk. SS is shown on 3rd screenshot, crouch behind the desk indicated by the arrow.
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.
5 ›A room in ridge that looks like a cave. As you move through the straight room, on your left will be pockets which you can U turn into for pss. There are 2 of such pockets which are indicated by big lights (image 4 and 5) pointing into them. The second pocket (furthest from entrance) is significantly more narrow than the first making it slightly harder to notice so use the big lights to guide you into them.
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.
7 ›A huge lake room in the ridge with a L-shaped path leading to the door. A PSS is in image 6 & 7 by crouching and looking down behind the box in the very corner.
10 ›Big room with hallway at the end. The first PSS is shown on 5th and 6th screenshots, climb over rails at the start of room on the left side and fall into air pocket (be careful of parasites). The second PSS is located at the end of room and shown on 7th and 8th screenshots, hide exactly like me on 8th screenshot. For SS stand behind the box next to start of hallway as shown on 9th screenshot (it is also DPSS). Another SS is next to a pillar at the middle of room (shown on last screenshot), but likely works only with low avatar width. [Not tested on Chainsmoker]
5 ›Turn to the left. PSS is at 4th screenshot behind the column (crouch and look down) and SS at 5th screenshot (stay like me in the corner).
8 ›A narrow ridge room that goes slightly to the left to the exit. After taking the slight left, directly to your left will be a side room pss (image 4 shows the relative position of entrance and side room).
7 ›A ridge room. Go straight ahead slightly to left for exit. Huge side room on the right for pss.
7 ›Long room that goes down. SS is on 4th and 5th screenshots, another SS is on 6th and 7th screenshot. [The second one is not tested with high avatar width]