6 ›This room is exclusive to The Vault. A room in the Mantle Extraction that spawns after completing The Hosts' game of fragment collecting; to progress, one must walk down the pit, they will not die of fall damage. This is the room that precedes The Vault, the room name of which is called 'ActualEnd'.
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.
4 ›A straight and short hall with a single locker in the middle.
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.
9 ›Huge room with trenchbleeder. Technically PSS.
7 ›Light Up The Night. A variation of the Trenchbleeder occurrence with a rather linear path from the airlock one enters leading to the airlock which ends the occurrence. Unlike other Trenchbleeder rooms, the Trenchbleeder does not pose a direct threat in this instance, allowing a safer passage for players, as long as they follow the green beacons. On another note, this room is a Dead Zone as no node entities can spawn within the occurence. The only entities present are Parasites and the Trenchbleeder.
4 ›A bent room to the right that has cracked floor and is flooded down there. If you go down into the water and stay under it - it's PSS (as water surface blocks raycasting). Can't spawn lockers, resulting in it being a dead zone.
6 ›A long catwalk above the void with steam pipes. // SS: Beginning and ending of room, furthest from doorways.
6 ›A double-big-catwalk room with a forest in-between it at the bottom, guided by green lights. // PSS: Behind crates at the right of both doorways.
6 ›Large cavernous room with pool of water between two platforms and large fan above. PSS behind crate at both starting and end platforms, when swimming across follow green lights to avoid parasites/PDG.
5 ›Hanging catwalk over deep pit. Fences cannot be climbed over; room is a deadzone due to no lockers.
6 ›A room that leads into a vent, locked behind a purple keycard. SS are at 2nd screenshot and behind right locker at the same screenshot. POSS in the vent. Vent layout is at 6th screenshot.
5 ›Long room with candlebrute. Can be locked, 3 keycards. PSS are behind left boxes at 4th screenshot or in the middle room (only with sprint).
4 ›A room with a small "puzzle", involving a puddle of electrified water in the exit, where you must find a switch and flip it off to disable the power, allowing you to cross without being shocked but will turn off the ligths entirely. The side room is labeled "MAINTENANCE" and is PSS as long as you are not visible to the outside (in simpler terms, not near the entrance)
4 ›A room in the default roomtype where the player must go inside the Maintenance sideroom to find a lever that will deactivate power to allow them to cross. This room is a deadzone.
6 ›Straight room with maintenance side room. Side room has electrical water puzzle where you cross the water on planks and crates to flip off the switch and remove the electricity blocking the exit door. The entirety of the side room is PSS/SS out of view from the door.
10 ›A big room with 3 ways and a way down. There's always an SS downstairs and a DPSS at the pillar(picture 4), as much as a 70% PSS behind boxes downstairs(correct positioning on screenshots 6-8). There's also a locker downstairs, which if you stand next to and crouch on a table, its PSS. (picture 9 and 10) If the correct door is the one to the right, a shelf on image 3 is PSS. Can have a speaker at the furthest door, but the PSS near shelf is unaffected (at least at 70%).
5 ›A large ridge ramp room type. There is an PSS next to that shelf just look straight ahead. (Picture 5) Also to note the ramp all the way down is ss just stay as far from the main path as you can :3
4 ›3 way room. For SS, stay in the corner near wrong door. Wall under the vent at 4th screenshot doesnt have collision so you can try to do DPSS.
4 ›PSS are behind the boxes at 2nd screenshot and behind the left locker at 4th depending on which door is right.
6 ›3 way room. Eyefestation can spawn. Can be locked. PSS are at 4th screenshot behind the left table or behind the right locker at 6th screenshot depending on which door is right.
6 ›The last room of endless' version of Ridge, followed by a catwalk and a server-end room. You can fall into the void. // SS: Crates in the far right corner of last room. // PSS: On the catwalk's left-side extremities, you can walk onto the ledges, make your way inside the rocks and crouch and look down. Caution that you can easily fall in the void from walking too far or not balancing yourself correctly.
4 ›A roomtype that can only be found in endless which has a ton of crates and shelves with huge lake in the middle with spinning fans in the background with a giant pillar in the corner. This room is also very dark, (1st image at beginning of room and 3rd at end of room)
5 ›Straight upwards slope from entry to exit. Lockers are present at top and bottom of slope, but there are no PSS/SS.