8 ›Bridge room with two bridges connecting the sides to a stone platform in the middle. Different SS are shown on 4th (behind the crate next to exit door), 5th (at the start of the room), 6th, 7th and 8th screenshots (7th is also DPSS).
5 ›Left-turn room with outcrop area. Behind the crates in the outcrop is a PSS/SS.
6 ›Multi-floor room with two branched paths, left path is upwards while right path is downwards. If exit door is upwards, hiding behind crate or locker in front of lower door is PSS/SS. If exit door is downwards, the area near upper door out of sight of entry door is PSS/SS.
5 ›Right-turn room with corner outcrop area. There is no PSS/SS.
4 ›Roundabout room with four doors. General layout identical to LavaLabsRoundabout1. Shelves spawn in several of the small "hallways" for the doors, and if said door is neither the entry nor the exit, it is a PSS/SS.
4 ›Straight room. General layout identical to other LavaLabsStraight variants, no PSS/SS.
5 ›Locked room with snaking path from entrance to exit. Both curves have unfinished walls. No PSS/SS.
4 ›A large circular room with a free-standing spiral staircase around the middle. The correct door is always up the stairs and across a bridge leading into a small cove containing the exit.
5 ›Guaranteed room at Door 38. Linear room where the Crooked spawns in a "cutscene", entering through Door 37. There are no SS and PSS. Due to being the Crooked's first spawn, this room is a dead zone. Hunted only.
8 ›Large intersection room. Entrance door is located on a central corridor, with branches to the sides into two side corridors. One of the corridors has a crate PSS/SS where one of the decryptable radios for unlocking the Vault can be found. Whichever corridor with neither door being the exit corridor is also a PSS/SS if player is out of view of the central corridor. Hunted only.
4 ›Room with left turn from entrance door to exit door. There are multiple lockers and item lockers, but there is no PSS or SS.
6 ›Branched room with exit door at the end of a straight corridor and a branching side area with a vent. The vent leads to a side room where one of the decryptable radios for unlocking the Vault can be found. PSS/SS in the side room and vent, as well as crouching and looking down behind the wall separating the side area from the straight path. Hunted only.
8 ›Linear room with side room. Main section is identical to OutskirtsUpPlatform, apart from platform locker being replaced by vent covered by concrete barriers. Through the vent is a side room containing one of the decryptable radios for unlocking the Vault, identical to the exits to vents in the Main Expedition. The side room and the portion of the vent not visible from the entrance are PSS/SS. Hunted only.
7 ›Room with two sections connected by a straight vent. The entry room is a linear upwards ramp with a platform halfway up allowing access to the straight vent, and the exit room is a left-turn room to the exit door. Vent is not PSS/SS due to it being straight. POSSIBLE PSS/SS behind the desk and shelf at the top of the ramp, awaiting confirmation. Hunted only.
9 ›Large "room" that encompasses the outdoor section with the Raveyard stage and the transition to the Skelepede Crypts. This room always spawns after GraveyardAirlock, opening into the outdoor corridor/veranda with the Raveyard stage to the right. A large crowd of partying skeletons and one (1) Poob from Regretevator can be seen dancing as DJ Skeletunes is playing music on the stage. Candlebearers, dancing skeletons, desks and coffins line the corridor, before ending at a dead end blocked by speakers and crates. The start of the Skelepede Crypt is accessed through a broken section of the wall on the left, dropping into a flooded crypt room with the door on the right.
10 ›A large "room" that encompasses the end of the Lower Crypts, the entirety of the second Bouncer chase, and the ending cutscene chapel. The Lower Crypt section is lit with a glowing blue chandelier, and looks similar to the start of the Lower Crypts. Two sets of stairs on the sides of a raised platform lead to the exit door, leading into a spiral staircase - Candlebearers are stopped by the blue lights and will not follow you up the stairs. At the top of the spiral stairs is an overlook at the top of a hill, where you can see the Raveyard stage ahead of you. Going down the stairs will start the second Bouncer chase, which can be passed by the following route configuration: turn left at the bottom of the stairs and go along the wall, and follow the wall until the next flight of stairs after two right turns at the corners (the second Bouncer will spawn on one of these walls but if you do not stop, you can run past him without damage). Go down the left set of stairs whenever there are two, and the only set when there is one. Go over the coffin at the bottom of the final stairs, go around the crates, and enter the chapel. Note that as of Worth the Wait Part 1, Bouncer continues to chase you within the chapel. The document for the Raveyard is on a bench in the chapel before the stairs to your right. Going up the stairs, over the rafters, and up the staircase to the bell tower brings you to the ending cutscene, which is triggered once you cross the threshold on the final flight before the platform.
5 ›Straight upwards ramp in The Ridge with a support pillar and platform with lockers halfway up. SS on 5th screenshot, low avatar width is required.
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.
4 ›A room in The NORMAL EXPEDITION Ridge roomtype consisting of a straight room and rocks on its sides, making the path narrower. To hide from The Angler and its variants, climb on the rock face to the right of the room behind two crates on 3rd screenshot [Needs to test is this safe from Chainsmoker]. Another SS is just standing behind these two crates [Needs to test is this safe from Chainsmoker and does it work for any avatar width]. There is no PSS in this room.
4 ›Straight room in River Rooms, with two parallel walkways separated by a river in the middle. The opposite side is inaccessible due to lack of bridges. There is PSS/SS in the two side rooms on the right. Good People can spawn in this room, but the only accessible door is always the real door.
4 ›Right-turn room in Mantle with steam puzzle. There is unavoidable steam at the exit door which can be deactivated by turning the boiler valve in the far corner of the room, as shown in image 3 and denoted by the green pipes. [Possible PSS/SS: Staying against the outer railings may be far enough from node path to be SS, and staying behind the pillar in image 2 between the shelves and stacked barrels may be PSS/SS. Requires testing.]
6 ›Four-way intersection room in Winter Gardens identical to Garden4Way1 with snow, snow diVine and Christmas decorations. SS by any of the incorrect doors, PSS by crouching and looking down behind any desks or hugging any lockers by the incorrect doors out of view from the node path.
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 ›Winter Gardens variant of GardenBottomStraight1, with a straight path from entry to exit through a grass patch with a circular patch with a tree in the middle of a circular section of the path. There is no SS like the regular Gardens counterpart.