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.
4 ›Left-turn straight corridor. Broken wall and rubble pile in corner where first entered. No PSS/SS or other notable features.
4 ›Left-turn room. Inner corner is broken wall with a pile of stone rubble. There are no PSS/SS.
7 ›Straight rare room. The room opens with a fake vent start, and players through a straight vent enter a small room with a single light bulb and a shelf, with PSS/SS in a side room to the left after the vent. This room is a reference to the game Light Bulb on Roblox, specifically its starting room.
5 ›Locked room with snaking path from entrance to exit. Both curves have unfinished walls. No PSS/SS.
5 ›Straight corridor with upper platform on right and large window on left where Eyefestation can spawn. Broken rubble pile allows direct climbing up to right door. If correct door is straight, hugging inner corner of shelf is PSS (image 3), upper area against back wall in general is SS. If correct door is up and right, crouching on the stairs against the side wall of the platform is PSS/SS (image 4), shelf becomes SS.
4 ›Straight room which is noticeably narrower than the other usual corridors in the Blacksite room type, noticeable by feature such as there being only one floor grate instead of two. There is no PSS/SS.
4 ›A long straight hall with crates, shelves, desks, and other furnitured clipped into the walls and floor at various angles. There is no PSS/SS in this room. (Perhaps you can no-clip into the wall as well? /j)
7 ›Long straight corridor with windows of both sides. The room is tinted a shade of blood-red/orange, and both the name and room are references to the game Iron Lung developed by David Szymanski, which Pressure quotes as one of its major inspirations. Multiple objects are visible out of both windows that are references to points of interest within Iron Lung - a large skeleton (X: 613, Y: 197, A: 055) and an anomalous source of light (X: 180, Y: 576, A: 184) out the right window, and a bone monolith (X: 322, Y: 186, A: 033) and several arched coral-like objects (X: 259, Y: 406, A: 296) out the left window. The room is a dead zone as there are no lockers; similarly, there are no desks or other furniture in the room.
5 ›Long straight room with a window of the left. While there are lockers along the right wall, there is no PSS/SS for lockerless.
4 ›Outskirts four-way intersection with a dividing wall in the center. PSS/SS is any of the locker/shelf/crate PSS that may spawn in any of the corridors that do not lead to the exit or from the entrance, as well as crouching and looking down behind the alternating concrete barriers if that door is neither entry or exit.
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.
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.
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 ›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.
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 ›Y-shaped junction in normal Ridge. Path goes straight then diverges at an angle to a left and right door. There is a locker PSS on the left and a shelf PSS on the right, depending on which door is the exit door.
6 ›Entry room is a dead end room with a door locked with a purple keycard. The sideroom is unconfirmed, but likely not PSS/SS. There is no PSS/SS in the corridor section. The vent is PSS/SS if there is a section out of line of sight from the entrance and exit.
6 ›"straight" room with right turn and two side rooms. Purple keycard spawns in this room, possibly in the corridor or the windowed side room, which gives access to the locked purple side room where the keycard to the exit door can be found. SS is in both side rooms back against the inner walls, while shelf/locker PSS can spawn in the windowed side room (image 5), by crouching and looking down below the window or behind the desks on the side, or by standing on desks in the corners closer to the corridor. Annotated to show possible examples (image 4), room generation may be different.