Maps

Hab Dreyko

Chasm TerminusInvestigation1067 m main path8 route sections

Map layers
Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Objective: lobby gateObjective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: scan hab a (scripted event)Objective: to pipeObjective: hab b interrogators (scripted event)Objective: hab b interrogators (scripted event)Objective: hab b interrogators (scripted event)Objective: to deckWalking in here starts objective "lobby gate" (230 m along the route)Walking in here starts objective "scan hab a" (259 m along the route)Walking in here starts event event_habs_escapeBoss section 1: a boss placed in this section triggers somewhere between 22 and 557 m along the route (12 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 22 and 557 m along the route (12 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 22 and 557 m along the route (12 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 382 and 484 m along the route (3 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 382 and 484 m along the route (3 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 592 and 617 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 592 and 617 m along the route (4 possible spawn points)2345678Event spawner (spawner_habs_end, spawner_habs_end_south), used by 4 scripted eventsEvent spawner (spawner_habs_escape_chasers), used by 1 scripted eventEvent spawner (spawner_habs_end, spawner_habs_end_east), used by 5 scripted eventsEvent spawner (spawner_habs_end, spawner_habs_end_west), used by 4 scripted eventsEvent spawner (spawner_habs_end, spawner_habs_end_west), used by 4 scripted eventsEvent spawner (spawner_habs_end, spawner_habs_end_west), used by 4 scripted eventsEvent spawner (spawner_habs_escape_stoppers), used by 1 scripted eventEvent spawner (spawner_habs_end_south, spawner_habs_pipes_sniper), used by 2 scripted eventsEvent spawner (spawner_habs_end_south, spawner_habs_pipes_sniper), used by 2 scripted eventsEvent spawner (spawner_hab_lobby), used by 2 scripted eventsEvent spawner (spawner_habs_close), used by 2 scripted eventsEvent spawner (spawner_habs_far), used by 3 scripted eventsEvent spawner (spawner_habs_escape_stoppers), used by 1 scripted eventEvent spawner (spawner_habs_far), used by 3 scripted eventsEvent spawner (spawner_habs_end, spawner_habs_end_east), used by 5 scripted eventsEvent spawner (spawner_habs_close), used by 2 scripted eventsEvent spawner (spawner_habs_end, spawner_habs_pipes_sniper), used by 4 scripted eventsEvent spawner (spawner_habs_end_south), used by 1 scripted eventEvent spawner (spawner_habs_end, spawner_habs_end_west), used by 4 scripted eventsEvent spawner (spawner_habs_far), used by 3 scripted eventsEvent spawner (spawner_habs_escape_guard), used by 1 scripted eventMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 2 m of floor at 52 m along the routeNarrow gap between two open areas: 3 m of floor at 215 m along the routeNarrow gap between two open areas: 2.5 m of floor at 254 m along the routeNarrow gap between two open areas: 2.5 m of floor at 389 m along the routeNarrow gap between two open areas: 3 m of floor at 424 m along the routeNarrow gap between two open areas: 2.5 m of floor at 488 m along the routeNarrow gap between two open areas: 2 m of floor at 521 m along the routeNarrow gap between two open areas: 2.5 m of floor at 574 m along the routeNarrow gap between two open areas: 4.5 m of floor at 616 m along the routeNarrow gap between two open areas: 2.5 m of floor at 668 m along the routeNarrow gap out of a room behind: 2.5 m of floor at 722 m along the routeNarrow gap between two open areas: 1.5 m of floor at 791 m along the routeNarrow gap out of a room behind: 4 m of floor at 897 m along the routeNarrow gap opening into a room ahead: 2 m of floor at 952 m along the route360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 19 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 22 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 36 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 46 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 61 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 86 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 86 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 87 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 99 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 110 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 127 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 136 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 142 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 168 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 173 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 213 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 382 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 393 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 412 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 424 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 432 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 450 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 484 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 516 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 548 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 557 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 568 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 589 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 592 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 605 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 606 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 616 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 617 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 672 m along the route, 40 m before this point.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 0 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 38 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 96 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 151 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 160 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 372 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 386 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 497 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 551 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 567 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 615 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 621 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 3 sites used per run). It appears when the lead player reaches 665 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 21 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 95 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 175 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 240 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 385 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 615 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 752 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 892 m along the route, 55 m before it.A1Hold candidate A1 for "scan hab a": 1 approach lane, walls on 13 of 16 sidesA2Hold candidate A2 for "scan hab a": 1 approach lane, walls on 11 of 16 sidesA3Hold candidate A3 for "scan hab a": 1 approach lane, walls on 12 of 16 sides

Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.

Start Extraction Route section starts Gap between route sections Drop-off or kill zone Walkable floor (navmesh) Objective point Event spawner Hold candidate (computed) Chokepoint (computed) Medicae Possible boss or captain spawn Possible daemonhost Boss trigger section Ritual site, its trigger point Event trigger zone 360 view (click the map to look around) Low to high (39 m climb range)

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.

Loading routes...

    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 atTriggerWhat happens
    0 mRitual siteAppears 55 m ahead, at 33 m. Only with Heinous Rituals.
    19-168 mDaemonhost section 16 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    21 mTwins ambush pointAmbush 55 m ahead, at 76 m. Rank 16+, one point per run.
    22-557 mBoss section 112 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    38 mRitual siteAppears 55 m ahead, at 93 m. Only with Heinous Rituals.
    86-568 mDaemonhost section 26 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    95 mTwins ambush pointAmbush 55 m ahead, at 150 m. Rank 16+, one point per run.
    96 mRitual siteAppears 55 m ahead, at 151 m. Only with Heinous Rituals.
    151 mRitual siteAppears 55 m ahead, at 206 m. Only with Heinous Rituals.
    160 mRitual siteAppears 55 m ahead, at 215 m. Only with Heinous Rituals.
    175 mTwins ambush pointAmbush 55 m ahead, at 230 m. Rank 16+, one point per run.
    230 mEvent trigger zoneWalking in starts "lobby gate".
    240 mTwins ambush pointAmbush 55 m ahead, at 295 m. Rank 16+, one point per run.
    259 mEvent trigger zoneWalking in starts "scan hab a".
    372 mRitual siteAppears 55 m ahead, at 427 m. Only with Heinous Rituals.
    382-484 mBoss section 23 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    385 mTwins ambush pointAmbush 55 m ahead, at 440 m. Rank 16+, one point per run.
    386 mRitual siteAppears 55 m ahead, at 441 m. Only with Heinous Rituals.
    497 mRitual siteAppears 55 m ahead, at 552 m. Only with Heinous Rituals.
    551 mRitual siteAppears 55 m ahead, at 606 m. Only with Heinous Rituals.
    567 mRitual siteAppears 55 m ahead, at 622 m. Only with Heinous Rituals.
    589-672 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    592-617 mBoss section 34 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    615 mRitual siteAppears 55 m ahead, at 670 m. Only with Heinous Rituals.
    615 mTwins ambush pointAmbush 55 m ahead, at 670 m. Rank 16+, one point per run.
    621 mRitual siteAppears 55 m ahead, at 676 m. Only with Heinous Rituals.
    665 mRitual siteAppears 55 m ahead, at 720 m. Only with Heinous Rituals.
    752 mTwins ambush pointAmbush 55 m ahead, at 807 m. Rank 16+, one point per run.
    892 mTwins ambush pointAmbush 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.

    1. 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.
    2. 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.
    3. 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 routeFloor widthOpens
    52 m2 mbetween two open areas (23 m wide)
    215 m3 mbetween two open areas (21 m wide)
    254 m2.5 mbetween two open areas (32 m wide)
    389 m2.5 mbetween two open areas (21 m wide)
    424 m3 mbetween two open areas (16 m wide)
    488 m2.5 mbetween two open areas (27 m wide)
    521 m2 mbetween two open areas (27 m wide)
    574 m2.5 mbetween two open areas (23 m wide)
    616 m4.5 mbetween two open areas (16 m wide)
    668 m2.5 mbetween two open areas (43 m wide)
    722 m2.5 mout of an open area behind (43 m wide)
    791 m1.5 mbetween two open areas (20 m wide)
    897 m4 mout of an open area behind (44 m wide)
    952 m2 minto 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

    1. cross street
    2. lobby gate
    3. find first
    4. scan hab aMid event
    5. to pipe
    6. hab b interrogatorsEnd event
    7. b wait
    8. 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.