4 ›Guaranteed linear room. Straight corridor where Crooked first spawns in the Vault, and the first token fragment on a desk in the middle. As the mode does not start until the token is picked up, this room is a dead zone. There are no PSS/SS. Vault only.
8 ›Guaranteed first room after Submarine Dock #149. Room is split into three main sections: an entry right-turn room with a side room with grated wall that contains one BL1 (Neloprephine) syringe; a middle room that looks and functions as a "side" room with two doors to either section; and an exit section with a downslope ramp to the exit door that resembles OutskirtsDownPlatform. Due to the room being prior to the Crooked spawning, neither Pipsqueak nor Rebarb can spawn here, making the room a deadzone. PSS/SS are behind the crates at the start of the room. Hunted only.
10 ›Guaranteed room at the end of the Outskirts in the Hunted Expedition. The room has two sections - an Outskirts section with a curved corridor to the extendible bridge marking the end of the Hunted, and a Blacksite section on the other side of the bridge. The Crooked despawns here after saluting the player and returning across the bridge. One of the side doors opens to a downward staircase which leads to a locked door unlockable by the decrypted code from the radios throughout the expedition, leading to a tram to continue gameplay in the Vault. Given no other entities from previous rooms enter from prior, the room is a deadzone. No confirmed PSS/SS, though the staircase is a theoretical PSS/SS. Hunted only.
4 ›Linear room, functionally and almost visually identical to LongStairsUp1 in the Main Expedition (one image from said room attached for comparison). As this is at the end of the Hunted Expedition, this room is a dead zone. PSS/SS behind the crates on the right side at the start of the room. Hunted only.
7 ›Two-floor junction room with raised junction to a door upstairs to the left and a door straight ahead. There is a "side" room under the raised platform, which is locked and needs to be CB. If the node path goes to the straight door, the upper corridor is SS, and PSS is behind the shelf and lockers specifically. If the node path goes up, the space behind the further stairs next to the fake/inactive door is PSS/SS. There may also be PSS/SS in the "side" room, but locker and shelf positions are random and it may not be present. The side room image attached is an example of a locker PSS being present and does not reflect random generation. The layout is functionally identical to 3WayMultiFloorRight.
7 ›Guaranteed room at the end of the Hunted Expedition. Identical to Submarine Dock #13 at the start of the Main Expedition, with exception that the entry door is located next to the containers on the far side of the docks, the keycard door is ajar, and the control lever next to the submarine is interactible. Interacting with the lever will spawn the normal token, handed through the ajar door by the Crooked. Deadzone due to being final room. Hunted only.
4 ›Left-turn room with side rooms. Node path follows outer corner turn, so inner corner corridor is SS in the very corner. There is one central side room and one "side" side room, both are PSS/SS in the corners.
5 ›Crypt straight room with a straight flooded section, and a raised platform on the right that runs the length of the room, including behind a pillar in the middle.
6 ›Junction room with exit door straight across from entry door and two side rooms at the end of the side hallways. The side rooms are always PSS by hiding in the corner, though interior may vary - side rooms shown here are examples. SS at the end of the corridors and behind the pillars, whether PSS or not requires testing. If room is locked, Bottomfeeder will despawn here, as will it in any locked room without raised platforms.
4 ›Long straight room, no PSS/SS.
5 ›Straight room with long side platform the length of the room. The water section is blocked and split into two sections. As the node/Pande path continues over the barricade, the walled area on the ledge (image 3) is PSS/SS if you crouch and look down. Anywhere against the back wall is also SS.
8 ›Sebastian Solace’s shop in the Dredge room type. The room is always dark and locked, as with all other shop variants, and there is a raised platform to the right with steps leading out of the water. On the platform is the vent through which Sebastian’s shop can be accessed. The shop itself looks identical to most of the other variants, and like always the shop interior out of view of the vent is PSS/SS. This room is likely unable to spawn by natural means.
5 ›Straight upwards slope from entry to exit. Lockers are present at top and bottom of slope, but there are no PSS/SS.
4 ›Upwards straight sloped room. Platform halfway up the ramp with possible lockers. SS on the platform behind the locker, low avatar width only.
6 ›Three segmented hallways to the left - start and end hallways with bare rock walls, middle section more lit with pillars. No PSS/SS in the whole room, unconfirmed behind pillars (requires testing).
9 ›Endless Ridge room with three sub-sections. Player enters through an indoor room, exits a door on the right to emerge onto an outdoor balcony, and reenters a third indoor room. PSS in outdoor section crouched behind crate next to cargo containers, and possibly in indoor section crouched behind shelf. SS on left side of entry indoor section. Possible PSS/SS behind pillar near door leading to balcony, likely requires sprint to enter. No PSS/SS in exit indoor section.
4 ›T-junction room with straight and left corridor, and a large window to the right. Eyefestation can appear in the window. SS is the end of whichever corridor that does not have the real door; PSS depends on whether lockers or slim shelves spawn as they do not work as PSS. The desks also work as PSS (image 6).
6 ›A straight room with a big grass patch in the middle and a window on the right. SS is at the end of the room hugging the locker (image 6)
5 ›The transition hallway from the end of the first Bouncer chase to the start of the Skelepede Crypt. The room is a roofed hallway lined with several Candlebearer statues on either side. Despite the name, definitely not an airlock.
8 ›T-junction room with two possible doors, one to the left and one straight. Be careful of red speakers as those are dead ends.
5 ›Left-turn room in the Graveyard. Nothing notable.
4 ›Straight, narrow hallway in the Graveyard. There is only a single straight hallway, with both walls lined with Candlebearer statues. Similar to GraveyardAirlock, but not covered with a roof.
5 ›Right-turning room in the Graveyard. There are no red speakers, meaning all the paths are clear.
4 ›Left-turn heavy containment room. No side rooms. PSS/SS on sloped wall section behind shelf, SS in far corner of turn.