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 ›Short room with normally a locker in the middle, identical to the room 1Locker. The room is not loaded as it is impossible to open the door. The room always appears only after SearchlightsEnding, but you may not normally access it as it is out of bounds, and the game always ends in SearchlightsEnding.
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.
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.
8 ›Guaranteed checkpoint room right after Room100 in The Ridge. Small room with purple keycard and a pair of doors, the door to the next room on the other side, and a checkpoint side room on the right. PSS/SS is either standing behind the wall in between the window and the doorway inside the checkpoint side room, or sitting to the left side of the window inside the checkpoint side room right in the corner. The room is a dead zone. The Ridge document is located on the large shelf inside the checkpoint side room.
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 ›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.
8 ›"Take My Hand." The Actual End of The Vault/Mantle Extraction gameshow by The Hosts. To finish, the player must walk forwards to the Big Ol' Sphere known as The Vault and collect the Mega Token. After that, the player will be sent to the menu. Congratulations. :)
9 ›Sebastian's shop in the Blacksite Administration, always locked, the keycard always spawns inside Sebastian's shop where you can find numerous items for research. PSS/SS inside the shop or behind the walls of the area where the shop is.
9 ›One of three possible Warp Zone rooms that leads to Blacksite Administration, the other two leading to Heavy Containment and Oxygen Gardens. The furthest pipe leads to the Administration section, which resembles AdminRoundabout1/2. PSS/SS can be done by hiding behind the warp zone pipe, and behind any of the walls that are not on the node path in the roundabout.
10 ›End of the Airlock roomtype. You must pull the lever to despawn the Trenchbleeder and teleport all players to the end and open the airlock. Large room with multiple staircases going up and a catwalk leading to the next door. This room is identical copy of AirlockStart, the PSS/SS are behind the boxes or large shelf as seen on image 6. The Let-Vand Zone document is on a table within the room.
8 ›The start of the Airlock roomtype. Large room with a catwalk and multiple staircases going down into the airlock. PSS is behind the boxes or large shelf which can be seen on image 4. To proceed you must pull the lever in the airlock, teleporting all players. All anglers will despawn before reaching the airlock, but Pandemonium will still spot you. A random Trenchbleeder will be announced by the HQ. The possible Trenchbleeders to spawn are the following: Rivers, Leon, Rose, and Lucy.
9 ›Huge room with trenchbleeder. Technically PSS.
9 ›Second room of the Airlock roomtype, 2nd of the trenchbleeder swim areas. It takes place in the open ocean, follow the green lights, there are no other threats except the Trenchbleeder. You may sprint through the room with sprints in a straight line. PSS/SS is inside the rocky walls around the entrance and end airlocks, as they have no collision. Dead zone.
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.
9 ›Second room of the Airlock roomtype, 4th of the trenchbleeder swim areas. It takes place in the open ocean, follow the green lights through the open space and caves, there are no other threats except the Trenchbleeder and parasites. You may sprint through the room with sprints in a straight line. PSS/SS is inside the rocky walls around the entrance and end airlocks, as they have no collision. Dead zone.
9 ›Second room of the Airlock roomtype, 5th of the trenchbleeder swim areas. It takes place in the open ocean just like Searchlights Ending Encounter. Follow the green lights that go just above the lava. You may sprint through the room with sprints in a straight line. PSS/SS is inside the rocky walls around the entrance and end airlocks, as they have no collision. Dead zone.
10 ›A rare Easter egg room in reference to the Backrooms creepypasta and fandom. The room begins at the top of a straight downwards staircase, notably lacking a wheelchair ramp or any furniture. Although there is a door at the bottom of the stairs, it is unreachable and never the real door. Walking down the stairs will cause the player to drop, or "no-clip", into the Backrooms section, reminiscent of Floor 0 with yellow walls, carpet, and fluorescent lights. There are a number of Easter eggs around the room such as wall graffiti and a darkened hallway, and eventually you reach an exit back into the Blacksite, which resembles the entrance in Kane Pixel's Backrooms series, such as his video "The Third Test". There are two possible doors to either side of the exit, and Good People can spawn here. The room is a dead zone as there are no lockers, and the Backrooms section is PSS/SS as the nodes and Pandemonium go over the top of the stairs and do not enter the section.
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 ›Large room with diverging catwalks hanging over a large chasm. Both have a side area up sets of stairs on the left and right, but the correct door is always straight across. Node path is 50/50, PSS/SS in locker/shelf/crate PSS on the side areas. Be careful as the nodes will go up the right stairs.
4 ›Small room with a set of catwalks in an H-shaped configuration. The catwalks are the same ones as in BigHallSmallCatwalks. PSS/SS by the two incorrect doors hugging the wall if correct door is straight, otherwise no PSS/SS.
4 ›Straight room containing only a single chair with a bloody cloth draped over it, appearing to be covering a figure (there is nothing actually under the sheets). This is an easter egg to "Mines", a now inaccessible game made by Zeal. What in the game it references is unknown. The room has no other furniture, including lockers, making it a dead zone. There is no PSS/SS.