4 ›The second-varianted straight hall inside Meatrooms.
4 ›The fourth-varianted straight hall inside Meatrooms.
4 ›A short straight meat room with some lockers scattered around. No PSS's or SS's
4 ›The sixth-varianted straight hall inside Meatrooms.
4 ›The seventh-varianted straight hall inside Meatrooms.
4 ›The eighth-varianted straight hall inside Meatrooms.
5 ›The end room of the First Schoolhouse that houses "The Educator" within, there is a PSS behind the large shelf on the left of the room when you first enter it, there is an additional PSS on the right when you exit the airlock by the control panels.
5 ›The start of the Schoolhouse Grand Encounter. The room was available only during Evil Button mode in April 2024 and Plush mode in September - October 2025, to proceed you must open the airlock with a purple keycard that appears anywhere within the room, which will then lead to OldSchoolhouse, being the Schoolhouse Grand Encounter. During Evil Button mode this room was one of the 3 rooms where The Educator would not chase you. PSS/SS is either behind the tables in the center of the room or behind a large shelf on the right side inside the airlock.
6 ›First introduced in Evil Mode back on April 17th, 2024, later reintroduced in Plush Mode on September 3rd, 2025. This was manifested by "The Educator" in attempts to force Expendables to play his game of tag while in an environment that "The Educator" is familiar with. To pass the Grand Encounter, you must collect 7 notebooks around the schoolhouse as the Educator is constantly approaching you, after doing so you must exit through the open gate at the end of the schoolhouse.
5 ›Straight room in The Outskirts with a bridge on top of the room that is inaccessible even with a sprint. No PSS/SS.
7 ›Large intersection room in The Outskirts with 4 wrong paths and 3 dead end doors. Hiding in any wrong path is SS, hiding behind the shelves/lockers of those wrong paths is PSS.
6 ›Straight room in The Outskirts with the next door on the right side and a few crates by the wall in the middle. SS behind the crate on image 2 & 3, no PSS.
7 ›3-way room in The Outskirts, the right path is significantly longer than the left, lots of walls are not finished thus you can be seen through the other side. SS on any wrong path, PSS behind a locker/crate on the wrong path.
6 ›Room in The Outskirts with a ramp going down to the right to the second part of the room. PSS/SS behind the farthest crate at the end of the room shown on image 5.
4 ›Turn to the right. SS in between the closest box and the wall on the 3rd image. PSS that is untested might be between the boxes on 4th image.
4 ›Sebastian's Shop within the Outskirts roomtype! As per usual, the inside of his shop is PSS and there is a PSS behind the wall between the main path and the entrance to his shop.
7 ›One of the end rooms of The Outskirts, starts off with a ramp going straight up and later transitioning into the Default roomtype. PSS/SS by crouching and looking down behind the farthest crate at the end of the room to the left of the exit door.
5 ›Straight room in The Outskirts with a large side area on the right side. PSS/SS behind the 2 crates that can be seen on image 4.
6 ›One of the start rooms of The Outskirts. First starting as the Default roomtype, later tranisitions into The Outskirts with a ramp going straight down to the next door. PSS/SS is crouching and looking down behind the first crate to the right of the door which can be seen on image 2.
6 ›Room in The Outskirts, at first tiny but there is a vent on the left side leading to the second part of the room. PSS/SS in the vent.
4 ›First-varianted triangle-shaped room with a middle void you can fall into. For SS stay on the safe trisect compared to node's path. For PSS on the left side stand behind the farthest locker on the trisect, for right side crouch and look down behind the farthest table on the trisect.
8 ›You could've prevented this. A room with a 3-way intersection, and a room with a sign warning one of the dangers inside with the following message: "STOP! Prevent your death! There's nothing in this cave worth dying for! Do not go beyond this point!". Within, there are three 500$ Research cubes, but upon entering, the room, with multiple turrets hidden, will have its turrets activated, instantly shooting down anyone who dares enter. There is also a turret outside, to prevent anyone escaping alive. There is a PSS/SS on whichever turn of the intersection is the wrong door by simply hiding beside a locker. The room is an easter egg to Deluge Memories.
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.
4 ›NORMAL EXPEDITION RIDGE) A room in The Ridge roomtype, consisting of a 4-way intersection with two ramps on the left and right sides, PSS/SS depends on the next door's location, one can stay at any side side of the wrong way for SS. PSS is behind the tanker at the end of the room and works only if the next door is either on the left or right ramps.