Maps

Clandestium Gloriana

VoidRepair958 m main path5 route sections

Name matched from the zone, mission type and objectives (internal id core_research). Spot a wrong name or spelling? It is a one-line fix in src/data/map-names.json.

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: activate transistorsObjective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: repair transistor (scripted event)Objective: transfer powerObjective: transfer power2Objective: enable machineObjective: break iceObjective: break iceObjective: break iceObjective: break iceObjective: leave researchObjective: excavation start conveyorObjective: excavation cables (scripted event)Objective: excavation cables (scripted event)Objective: excavation cables (scripted event)Objective: excavation cables (scripted event)Objective: excavation cables (scripted event)Objective: excavation cables (scripted event)Objective: excavation decode (scripted event)Objective: excavation decode (scripted event)Objective: heatshieldsObjective: heatshieldsObjective: heatshields iceObjective: heatshields iceObjective: heatshields iceObjective: heatshields iceObjective: heatshields iceObjective: heatshields iceObjective: heatshields iceObjective: auxiliary genObjective: auxiliary genObjective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: excavation luggables (scripted event)Objective: extractWalking in here starts objective "locate power central" (3 m along the route)Walking in here starts event event_only_roamers_specials_enabled (173 m along the route)Walking in here starts objective "activate transistors" (203 m along the route)Walking in here starts objective "enter machine" (620 m along the route)Walking in here starts objective "climb machine" (744 m along the route)Walking in here starts objective "enable machine" (901 m along the route)Walking in here starts event core_research_ice_guards (1061 m along the route)Walking in here starts objective "break ice" (1081 m along the route)Walking in here starts objective "excavation start conveyor" (1200 m along the route)Boss section 1: a boss placed in this section triggers somewhere between 34 and 162 m along the route (8 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 317 and 763 m along the route (6 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 317 and 763 m along the route (6 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 778 and 924 m along the route (10 possible spawn points)2345Event spawner (spawner_mid_south, spawner_mid), used by 5 scripted eventsEvent spawner (machine_excavation_side), used by 7 scripted eventsEvent spawner (spawner_mid_west, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_west, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_south, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_ice_guard_1_side), used by 1 scripted eventEvent spawner (machine_excavation_side), used by 7 scripted eventsEvent spawner (spawner_ice_guard_1), used by 1 scripted eventEvent spawner (spawner_ice_guard_3), used by 1 scripted eventEvent spawner (spawner_mid_west, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_ice_guard_1_side), used by 1 scripted eventEvent spawner (spawner_mid_east, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_ice_guard_2), used by 1 scripted eventEvent spawner (spawner_mid_south, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_north, spawner_mid), used by 6 scripted eventsEvent spawner (spawner_mid_west, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_ice_west, spawner_ice_special), used by 2 scripted eventsEvent spawner (machine_excavation_side), used by 7 scripted eventsEvent spawner (machine_excavation_elevator), used by 5 scripted eventsEvent spawner (spawner_ice_east, spawner_ice_special), used by 2 scripted eventsEvent spawner (spawner_mid_east, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_north, spawner_mid), used by 6 scripted eventsEvent spawner (machine_excavation_side), used by 7 scripted eventsEvent spawner (spawner_mid_east, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_south, spawner_mid), used by 5 scripted eventsEvent spawner (spawner_mid_east, spawner_mid), used by 5 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 5 m of floor at 76 m along the routeNarrow gap between two open areas: 1.5 m of floor at 136 m along the routeNarrow gap between two open areas: 3 m of floor at 206 m along the routeNarrow gap out of a room behind: 3 m of floor at 258 m along the routeNarrow gap opening into a room ahead: 3.5 m of floor at 320 m along the routeNarrow gap between two open areas: 4 m of floor at 386 m along the routeNarrow gap between two open areas: 1.5 m of floor at 574 m along the routeNarrow gap out of a room behind: 3.5 m of floor at 649 m along the routeNarrow gap between two open areas: 4 m of floor at 723 m along the routeNarrow gap between two open areas: 3.5 m of floor at 756 m along the routeNarrow gap between two open areas: 3.5 m of floor at 800 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 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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 0 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 34 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 34 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 40 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 43 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 55 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 76 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 76 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 84 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 140 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 162 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 317 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 344 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 606 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 618 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 622 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 648 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 649 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 653 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 654 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 667 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 668 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 738 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 740 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 749 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 758 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 763 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 763 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 770 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 778 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 785 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 791 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 808 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 829 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 830 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 839 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 846 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 852 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 854 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 865 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 873 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 878 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 883 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 884 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 888 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 895 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 924 m along the route, 40 m before this point.Possible ritual site (Heinous Rituals, 4 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, 4 sites used per run). It appears when the lead player reaches 70 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 123 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 304 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 641 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 730 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 741 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 753 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 824 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 856 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 4 sites used per run). It appears when the lead player reaches 963 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 115 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 164 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 306 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 642 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 697 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 850 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 1150 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 1174 m along the route, 55 m before it.A1Hold candidate A1 for "repair transistor": 2 approach lanes, walls on 11 of 16 sidesA2Hold candidate A2 for "repair transistor": 2 approach lanes, walls on 12 of 16 sidesA3Hold candidate A3 for "repair transistor": 2 approach lanes, walls on 14 of 16 sidesB1Hold candidate B1 for "excavation cables": 2 approach lanes, walls on 12 of 16 sidesB2Hold candidate B2 for "excavation cables": 2 approach lanes, walls on 11 of 16 sidesB3Hold candidate B3 for "excavation cables": 2 approach lanes, walls on 10 of 16 sidesC1Hold candidate C1 for "excavation decode": 1 approach lane, walls on 15 of 16 sidesC2Hold candidate C2 for "excavation decode": 1 approach lane, walls on 15 of 16 sidesC3Hold candidate C3 for "excavation decode": 2 approach lanes, walls on 16 of 16 sidesD1Hold candidate D1 for "excavation luggables": 3 approach lanes, walls on 11 of 16 sidesD2Hold candidate D2 for "excavation luggables": 2 approach lanes, walls on 10 of 16 sidesD3Hold candidate D3 for "excavation luggables": 3 approach lanes, walls on 11 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 (91 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, 4 ritual sites, and one twins point. How triggers work.

    Lead player atTriggerWhat happens
    0-84 mDaemonhost section 13 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    0 mRitual siteAppears 55 m ahead, at 45 m. Only with Heinous Rituals.
    3 mEvent trigger zoneWalking in starts "locate power central".
    34-162 mBoss section 18 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    70 mRitual siteAppears 55 m ahead, at 125 m. Only with Heinous Rituals.
    115 mTwins ambush pointAmbush 55 m ahead, at 170 m. Rank 16+, one point per run.
    123 mRitual siteAppears 55 m ahead, at 178 m. Only with Heinous Rituals.
    164 mTwins ambush pointAmbush 55 m ahead, at 219 m. Rank 16+, one point per run.
    173 mEvent trigger zoneWalking in starts event_only_roamers_specials_enabled.
    203 mEvent trigger zoneWalking in starts "activate transistors".
    304 mRitual siteAppears 55 m ahead, at 359 m. Only with Heinous Rituals.
    306 mTwins ambush pointAmbush 55 m ahead, at 361 m. Rank 16+, one point per run.
    317-763 mBoss section 26 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    606-852 mDaemonhost section 212 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    620 mEvent trigger zoneWalking in starts "enter machine".
    641 mRitual siteAppears 55 m ahead, at 696 m. Only with Heinous Rituals.
    642 mTwins ambush pointAmbush 55 m ahead, at 697 m. Rank 16+, one point per run.
    697 mTwins ambush pointAmbush 55 m ahead, at 752 m. Rank 16+, one point per run.
    730 mRitual siteAppears 55 m ahead, at 785 m. Only with Heinous Rituals.
    741 mRitual siteAppears 55 m ahead, at 796 m. Only with Heinous Rituals.
    744 mEvent trigger zoneWalking in starts "climb machine".
    753 mRitual siteAppears 55 m ahead, at 808 m. Only with Heinous Rituals.
    763-878 mDaemonhost section 38 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    778-924 mBoss section 310 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    824 mRitual siteAppears 55 m ahead, at 879 m. Only with Heinous Rituals.
    850 mTwins ambush pointAmbush 55 m ahead, at 905 m. Rank 16+, one point per run.
    856 mRitual siteAppears 55 m ahead, at 911 m. Only with Heinous Rituals.
    901 mEvent trigger zoneWalking in starts "enable machine".
    963 mRitual siteAppears 55 m ahead, at 1018 m. Only with Heinous Rituals.
    1061 mEvent trigger zoneWalking in starts core_research_ice_guards.
    1081 mEvent trigger zoneWalking in starts "break ice".
    1150 mTwins ambush pointAmbush 55 m ahead, at 1205 m. Rank 16+, one point per run.
    1174 mTwins ambush pointAmbush 55 m ahead, at 1229 m. Rank 16+, one point per run.
    1200 mEvent trigger zoneWalking in starts "excavation start conveyor".

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1229 m in total. Event zones were found by firing each trigger volume in a solo run and recording which objective or terror event it started.

    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 Repair transistor

    14 event spawners within reach, used by these scripted events: mid event.

    1. A12 approach lanes (south, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 5 m away.
    2. A22 approach lanes (south-west, south). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 8 m away.
    3. A32 approach lanes (south, north-east). Walls within 3 m on 14 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 14 m away.

    B Excavation cables

    5 event spawners within reach, used by these scripted events: end event, end event aux gen.

    1. B12 approach lanes (north-east, south-west). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 64 m away on foot, and the objective is 5 m away.
    2. B22 approach lanes (north-east, west). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 56 m away on foot, and the objective is 5 m away.
    3. B32 approach lanes (south-east, north-west). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 51 m away on foot, and the objective is 4 m away.

    C Excavation decode

    3 event spawners within reach, used by these scripted events: end event, end event aux gen.

    1. C1One approach lane, from the north-east. Walls within 3 m on 15 of 16 sides. The nearest event spawner is 61 m away on foot, and the objective is 11 m away.
    2. C2One approach lane, from the north-east. Walls within 3 m on 15 of 16 sides. The nearest event spawner is 48 m away on foot, and the objective is 12 m away.
    3. C32 approach lanes (east, north). Walls within 3 m on 16 of 16 sides. The nearest event spawner is 47 m away on foot, and the objective is 10 m away.

    D Excavation luggables

    5 event spawners within reach, used by these scripted events: end event, end event aux gen.

    1. D13 approach lanes (north-west, south-east, east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 49 m away on foot, and the objective is 0 m away.
    2. D22 approach lanes (east, north-west). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 62 m away on foot, and the objective is 12 m away.
    3. D33 approach lanes (south-west, south-east, north-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 38 m away on foot, and the objective is 1 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
    76 m5 mbetween two open areas (24 m wide)
    136 m1.5 mbetween two open areas (16 m wide)
    206 m3 mbetween two open areas (40 m wide)
    258 m3 mout of an open area behind (34 m wide)
    320 m3.5 minto an open area ahead (19 m wide)
    386 m4 mbetween two open areas (31 m wide)
    574 m1.5 mbetween two open areas (24 m wide)
    649 m3.5 mout of an open area behind (17 m wide)
    723 m4 mbetween two open areas (36 m wide)
    756 m3.5 mbetween two open areas (36 m wide)
    800 m3.5 mbetween two open areas (57 m wide)

    Callouts

    Chokepoints and safe spots for this map have not been placed on the map yet.

    Shuttle repair room

    There is a safe spot next to the stairs: the team goes in and holds around the back. It has not been placed on the map above 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.

    • Start (catwalk over the void, barrels): stay outside on the stairs, not in the tunnel. “At higher difficulties you always want to stay outside on the stairs. Never the tunnel. That tunnel is a death trap as the area around there is a horde AND possible monster trigger.” The OP had preferred “the tunnels on the right”, but agreed after wiping: “we wiped twice because of the tunnels”. Another player calls it “the death corridor”. multiple sources agree (avoid the tunnel). One poster likes the tunnels “but don’t get crushers or bulwarks i[n there]”. - u/zZINCc, u/Damaco, u/NebeI, u/Oakbarksoup
    • First event (synchronisers / power coils that reset): hold the revive corner. “Best area for the team to sit at is where you revive your teammates.” Havoc 40: “Last couple times we’ve just been trying to hold the ress corner during the 1st event.” multiple sources agree - u/zZINCc, u/kornblom
    • First event mechanics. “there will always be one faulty synchronister (sp?) per row. They will turn on in a line, starting from the far left each time … You can’t lose progress on fixed ones.” From a Havoc 40 clear: “the tactic for the first event on Clandestium Gloriana is to position right and immediately push the cells back, so you don’t have to walk on the stairs and reset them.” single source each - u/SleepyJackdaw, u/IndependentButton5
    • Push monsters into the depths. “Most of the monsters can be pushed in the depths, after the event there is also such places. The stretch after the travel elevator doesn’t have them, but after you drop to the medicaid, there are still places you can push any boss”. single source (Havoc 40) - u/IndependentButton5
    • Mid event arena and the lateral shuttle. “the mid-event is especially challenging because the arena is huge and specials and gunners come from everywhere. But you’re not done because then you get on the lateral shuttle and the entire path from it to the medicae is a gauntlet”. Also: “second section before elevator, again ledges and and this time no cover”. multiple sources agree that the post-event stretch is dangerous - u/DoctuhD, u/frost357
    • Final area. “Final area is random. Start it out by rushing to the opposite door of your entrance. That is where specials will spawn … Always be near a door way or the outside perimeter. Don’t sit in the middle.” single source - u/zZINCc
    • Daemonhost behind you (bug report). “in the circular room with the med station after the tram ride, the Demonhost can spawn within that room after the players have progressed up the path to the second level of the circular gear room”, which matters if you fall back. single source, bug report - forum t98894
    • Kill barrier (“corner of death”, bug report). “After first med station drop down … Looking forward after the first drop down hug left wall while backing up into a death barrier”. single source, bug report - forum t96718
    • Ranked among the hardest Havoc maps. “Avoid Vigil Station Oblivium, Ascension Riser 31 and Clandestium Gloriana if possible … especially Vigil and Gloriana.” multiple sources agree - Steam, Ravs, u/DoctuhD, u/Kaudia

    Objectives in order

    1. start
    2. locate power central
    3. activate transistors
    4. repair transistorEnd event
    5. reactivate transistorsEnd event
    6. transfer power
    7. transfer power2
    8. ride transport
    9. enter machine
    10. climb machine
    11. enable machine
    12. reach research
    13. break ice
    14. leave research
    15. excavation start conveyor
    16. excavation cablesEnd event
    17. excavation decodeEnd event
    18. heatshields
    19. heatshields fake
    20. heatshields ice
    21. auxiliary gen
    22. auxiliary gen timer
    23. excavation luggablesEnd event
    24. extract

    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.