On The Skeld, Electrical is a room with wires on the floor and other electrical appliances, such as a distributor and a generator. It is located in the middle of the hallway between Storage and Lower Engine. The middle of the room features a panel to fix the Fix LightsSabotage. In the back, from left to right, there are panels for the tasks located here. There is a vent located under the Download Data panel, which is connected to those of Security and MedBay.
On Polus, Electrical is a room connected to Security and O2, having an exposed area that contains electric generators and a transparent fence. The panel to fix the Fix Lights Sabotage is located in the outside area. There are panels for Download Data and Fix Wiring inside. A vent is located at the end of the corridor, near the Security entrance, and connects to a vent outside Electrical and O2. There is also a security camera outside the right exit of Electrical.
On The Airship, Electrical is made up of many small rooms, connected with randomly-opened doors. The doors will always be opened in a pattern that allows the player to reach any exit from any other exit or at the very least allow all rooms to be accessible. There are three exits to Electrical. The left exit, which has a hallway leading to Security, the top exit, with a ladder leading to Main Hall, and the right exit, which leads to Medical.
On The Skeld, Electrical houses many tasks that are located near the vent, making it a dangerous location for Crewmates. The Airship's Electrical is just as (if not even more so) dangerous due to its frequently changing layout.