Hab Dreyko
Chasm TerminusInvestigation1067 m main path8 route sections
Map layers
Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.
Community routes
Routes drawn by players: where to move, where to hold and what to watch for. Each one is reviewed before it appears here. Tick a route to show it on the map.
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Floor plan, spawners, objectives and medicae come from the game's own navmesh and level units, captured in game with a SoloPlay mod on 2026-10-23. Hold candidates and chokepoints are computed from that geometry. Hover a marker (or long-press on a phone) for details.
Triggers on this route
Bosses, captains, daemonhosts, rituals and the twins are tied to a distance along the route. They appear when the player furthest ahead passes that distance, wherever the rest of the team is. The map shows every possible spawn point. A run uses only some of them: at most one boss per section, 3 ritual sites, and one twins point. How triggers work.
| Lead player at | Trigger | What happens |
|---|---|---|
| 0 m | Ritual site | Appears 55 m ahead, at 33 m. Only with Heinous Rituals. |
| 19-168 m | Daemonhost section 1 | 6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 21 m | Twins ambush point | Ambush 55 m ahead, at 76 m. Rank 16+, one point per run. |
| 22-557 m | Boss section 1 | 12 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 38 m | Ritual site | Appears 55 m ahead, at 93 m. Only with Heinous Rituals. |
| 86-568 m | Daemonhost section 2 | 6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 95 m | Twins ambush point | Ambush 55 m ahead, at 150 m. Rank 16+, one point per run. |
| 96 m | Ritual site | Appears 55 m ahead, at 151 m. Only with Heinous Rituals. |
| 151 m | Ritual site | Appears 55 m ahead, at 206 m. Only with Heinous Rituals. |
| 160 m | Ritual site | Appears 55 m ahead, at 215 m. Only with Heinous Rituals. |
| 175 m | Twins ambush point | Ambush 55 m ahead, at 230 m. Rank 16+, one point per run. |
| 230 m | Event trigger zone | Walking in starts "lobby gate". |
| 240 m | Twins ambush point | Ambush 55 m ahead, at 295 m. Rank 16+, one point per run. |
| 259 m | Event trigger zone | Walking in starts "scan hab a". |
| 372 m | Ritual site | Appears 55 m ahead, at 427 m. Only with Heinous Rituals. |
| 382-484 m | Boss section 2 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 385 m | Twins ambush point | Ambush 55 m ahead, at 440 m. Rank 16+, one point per run. |
| 386 m | Ritual site | Appears 55 m ahead, at 441 m. Only with Heinous Rituals. |
| 497 m | Ritual site | Appears 55 m ahead, at 552 m. Only with Heinous Rituals. |
| 551 m | Ritual site | Appears 55 m ahead, at 606 m. Only with Heinous Rituals. |
| 567 m | Ritual site | Appears 55 m ahead, at 622 m. Only with Heinous Rituals. |
| 589-672 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 592-617 m | Boss section 3 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 615 m | Ritual site | Appears 55 m ahead, at 670 m. Only with Heinous Rituals. |
| 615 m | Twins ambush point | Ambush 55 m ahead, at 670 m. Rank 16+, one point per run. |
| 621 m | Ritual site | Appears 55 m ahead, at 676 m. Only with Heinous Rituals. |
| 665 m | Ritual site | Appears 55 m ahead, at 720 m. Only with Heinous Rituals. |
| 752 m | Twins ambush point | Ambush 55 m ahead, at 807 m. Rank 16+, one point per run. |
| 892 m | Twins ambush point | Ambush 55 m ahead, at 947 m. Rank 16+, one point per run. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1126 m in total. Only some of this map's trigger volumes have been fired and recorded so far, so the event zones shown are incomplete.
Scripted fights: where to try holding
These spots are computed, not playtested. For each event objective, every reachable floor spot within 14 m of the objective was scored by four things: how few lanes the enemies from the nearby event spawners arrive through on foot, how many walls are close, how far the nearest spawner is, and how close the objective is. The score knows nothing about gunner sight lines, enemies dropping from ledges, or specials, which spawn from the normal pool anywhere. Use these spots as starting points, then trust what works.
A Scan hab a
10 event spawners within reach, used by these scripted events: hab lobby, scan habs.
- A1One approach lane, from the north. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 52 m away on foot, and the objective is 7 m away.
- A2One approach lane, from the north-west. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 54 m away on foot, and the objective is 5 m away.
- A3One approach lane, from the north-west. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 48 m away on foot, and the objective is 7 m away.
Chokepoints on the route
Places where the walkable floor along the main path narrows sharply next to an open area. The width is navmesh width, which is a little narrower than the gap you see, because the AI keeps its body radius off walls.
| Along route | Floor width | Opens |
|---|---|---|
| 52 m | 2 m | between two open areas (23 m wide) |
| 215 m | 3 m | between two open areas (21 m wide) |
| 254 m | 2.5 m | between two open areas (32 m wide) |
| 389 m | 2.5 m | between two open areas (21 m wide) |
| 424 m | 3 m | between two open areas (16 m wide) |
| 488 m | 2.5 m | between two open areas (27 m wide) |
| 521 m | 2 m | between two open areas (27 m wide) |
| 574 m | 2.5 m | between two open areas (23 m wide) |
| 616 m | 4.5 m | between two open areas (16 m wide) |
| 668 m | 2.5 m | between two open areas (43 m wide) |
| 722 m | 2.5 m | out of an open area behind (43 m wide) |
| 791 m | 1.5 m | between two open areas (20 m wide) |
| 897 m | 4 m | out of an open area behind (44 m wide) |
| 952 m | 2 m | into an open area ahead (23 m wide) |
Callouts
Chokepoints and safe spots for this map have not been placed on the map yet.
What players report
Collected from Reddit, Steam, the Fatshark forums and guides. Each tip links its source and says how many sources agree. Not verified in game.
- End event, Phage Tree (probe plus auspex minigame). Everyone should stay by the tree and cover whoever is on the auspex: “Everyone can stay by the tree and it’s not rocket science that the person using the device doesn’t want to be interrupted.” A reply adds: “Everyone ‘can’ stay by the tree. Usually they don’t.” sources disagree in part. Another poster says that at the tree “there are like 20 gunners and other specials aiming at me … You can only wait for the AI to slow down to quickly try the puzzle after that.” - thread “Hab Dreyko’s finale in Auric is absolute insanity”, comments l6ws7hu, l6wxmpa, l6y1h87
- End event minigame, keep the same player on it. The correct (white) circles stay the same if the player is interrupted, so the same player should go back to it: “You should generally avoid taking it over if someone else has been interrupted; let them get back to it … because they may already know much of the sequence.” There is also a sound cue for right or wrong. multiple sources agree - u/MarcoSkoll, u/Illithidbix, u/Easy_Mechanic_9787
- End event fallback timer. “The game also should have a balk timer to force progress it if you struggle for like 10+ minutes … The timer basically forces a pause in combat and stops spawning stuff.” The poster hedges (“to the best of my knowledge”). single source - u/Lathael
- End event, which probe point is the worst. Paraphrase: of the three tree objectives, one is on the near side of the tree as seen from the revive area, and two are on the far side. “The leftward, far objective is ridiculous, basically under constant, unceasing assault from grenadiers, packs of elites, snipers, trappers, and mutants.” The OP says it sits between four enemy spawn points, each within about 12 m. single source (Auric Maelstrom, not Havoc) - Steam “Hab Dreyko’s Final Objective is Broken”
- End event room cover. Paraphrase: the finale room has almost no cover “except a single tree”, bombers throw from “way up where you drop in”, and snipers shoot from very far away. single source, older thread - comment l2l7zy3
- Danger room before the tree. “The long rectangular room with the medicae right before the tree section is lethal. It usually spawns multiple bosses and the length of the room sets you up for gunners to shred.” single source (Havoc thread) - u/FishFogger
- Escape run. “Just make sure to keep one medipack for Twins, if they decide to spawn during the escape sequence.” single source (Havoc) - Steam, Ravs
- Mid event (scanning). Stay on the floor with the servo skull and the objective. The OP later added that an item to scan can spawn on the floor above. single source, older thread - PSA thread
- Mid event is light on elites in Havoc. “almost no elites in mid event which is like 20%-30% of the map”. single source - Steam, Ravs
- Fall hazard at the end event (bug report). In the “flesh tree” event room, characters can slip off “the right side of the walkway leading to the last platform right before the drop” without catching a ledge. single source, bug report - forum t70077
Objectives in order
- cross street
- lobby gate
- find first
- scan hab aMid event
- to pipe
- hab b interrogatorsEnd event
- b wait
- to deck
Objective names are the game's internal ids, in the order the mission file lists them. Mid and end events are scripted horde moments; plan your hold position for those.
How to read this map
The line is the mission's main path, taken from the level data. It is the exact path the director measures your progress along. Specials, horde quotas and captains are all paid for in metres along this line. Its colour shows height, so a sudden change from dark to light is a climb.
The shaded floor is the navmesh: everywhere the AI can walk, which is almost everywhere you can walk. Lighter floor is higher up. Event spawners are the closets, vents and doors scripted events pour enemies out of. Horde spawn points (off by default) are where the director may place ambient hordes along this route.
Hatched red shapes are drop-offs and kill zones. Grey outlines are invisible walls that keep players on the route. Walls and rooms are not drawn yet; the main path follows the walkable route through them.