8 ›An administration room type. It is in the shape of a plus with a square perimeter. 4 side rooms all pss. 3 possible doors.
4 ›A dredge roomtype with a ledge to safely stand on to avoid bottomfeeder connected to a side room pss. Chance of eyefest.
4 ›A long flooded room with an ss if u go all the way to the roof. Nothing much other than that.
4 ›A flooded room that goes right upon entry followed by a left. Pss in sideroom (sideroom entry door is directly in front upon entry of room). Can be a keycard room.
4 ›An outskirts room that spawns a frontal assault angler. You can open the next door at walking pace. If the next room is good rng (short and straight), you can also safely open the next though watch the indicators of the oncoming angler.
6 ›A circular garden room. Upon entry, on your left, will be a pile of rubble in the shape of a slope. You can climb over it. You can also go all the way around the room (which is the path the nodes take). Check image 6 for room layout/node paths.
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.
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 ›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.
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.
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.
4 ›A long ramp going down with a window meaning chance of eye fest. If you can, go behind a crate for pss as long as you end up between crate and wall. Crouch and look down.
4 ›A ridge room that has a ramp going up. No ss or pss.
5 ›A ridge room with a long ramp leading upward with a big window on the right. Chance of eyefest. Pss behind center pillar.
6 ›A long straight-ish room with a big slanted window on the left (that has a chance of eyefest). Go straight ahead for exit. There are some crates (image 3) to the right, which if you climb over, fall into the gap between the crates and the wall, crouching and looking down, will be a pss. A speaker may be in the room though which, unfortunately, will be right above the crates. The crates will still be pss but you will have to time getting in n out the crates between the node arrival and the speaker.
7 ›A variant of sebastians and painters dock. Its a relatively straight room. On the left is a ramp down to dock and on right is pss side room.
5 ›Straight ridge room with pss behind crates in image 3.
5 ›(NORMAL EXPEDITION RIDGE) A straight ridge room with a code breacher room pss if you crouch and look down behind crate or go behind shelf. Possible chance of a speaker but it will not affect you when inside the code breacher room.
4 ›A straight ridge room with window on left meaning chance of eyefest. There can be a shelf which if you slip behind is pss in image 3.
4 ›A simple straight ridge room with 2 side rooms for pss. Nothing more nothing less.
4 ›A room where you have to crouch to enter and exit. Pss on the left upon entry behind crate in image 2. Crouch and look down.
4 ›A server room with 4 rows of servers but there is a path that splits through them. Pss is behind one of the servers as long the server you're hiding behind is not between the entrance and exit. Also be careful of the small gaps between servers.