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
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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Waiting for review
Drag the marker on the map to move it.
Drag a point to move it.
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 at | Trigger | What happens |
|---|---|---|
| 0-84 m | Daemonhost section 1 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 0 m | Ritual site | Appears 55 m ahead, at 45 m. Only with Heinous Rituals. |
| 3 m | Event trigger zone | Walking in starts "locate power central". |
| 34-162 m | Boss section 1 | 8 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 70 m | Ritual site | Appears 55 m ahead, at 125 m. Only with Heinous Rituals. |
| 115 m | Twins ambush point | Ambush 55 m ahead, at 170 m. Rank 16+, one point per run. |
| 123 m | Ritual site | Appears 55 m ahead, at 178 m. Only with Heinous Rituals. |
| 164 m | Twins ambush point | Ambush 55 m ahead, at 219 m. Rank 16+, one point per run. |
| 173 m | Event trigger zone | Walking in starts event_only_roamers_specials_enabled. |
| 203 m | Event trigger zone | Walking in starts "activate transistors". |
| 304 m | Ritual site | Appears 55 m ahead, at 359 m. Only with Heinous Rituals. |
| 306 m | Twins ambush point | Ambush 55 m ahead, at 361 m. Rank 16+, one point per run. |
| 317-763 m | Boss section 2 | 6 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 606-852 m | Daemonhost section 2 | 12 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 620 m | Event trigger zone | Walking in starts "enter machine". |
| 641 m | Ritual site | Appears 55 m ahead, at 696 m. Only with Heinous Rituals. |
| 642 m | Twins ambush point | Ambush 55 m ahead, at 697 m. Rank 16+, one point per run. |
| 697 m | Twins ambush point | Ambush 55 m ahead, at 752 m. Rank 16+, one point per run. |
| 730 m | Ritual site | Appears 55 m ahead, at 785 m. Only with Heinous Rituals. |
| 741 m | Ritual site | Appears 55 m ahead, at 796 m. Only with Heinous Rituals. |
| 744 m | Event trigger zone | Walking in starts "climb machine". |
| 753 m | Ritual site | Appears 55 m ahead, at 808 m. Only with Heinous Rituals. |
| 763-878 m | Daemonhost section 3 | 8 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 778-924 m | Boss section 3 | 10 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 824 m | Ritual site | Appears 55 m ahead, at 879 m. Only with Heinous Rituals. |
| 850 m | Twins ambush point | Ambush 55 m ahead, at 905 m. Rank 16+, one point per run. |
| 856 m | Ritual site | Appears 55 m ahead, at 911 m. Only with Heinous Rituals. |
| 901 m | Event trigger zone | Walking in starts "enable machine". |
| 963 m | Ritual site | Appears 55 m ahead, at 1018 m. Only with Heinous Rituals. |
| 1061 m | Event trigger zone | Walking in starts core_research_ice_guards. |
| 1081 m | Event trigger zone | Walking in starts "break ice". |
| 1150 m | Twins ambush point | Ambush 55 m ahead, at 1205 m. Rank 16+, one point per run. |
| 1174 m | Twins ambush point | Ambush 55 m ahead, at 1229 m. Rank 16+, one point per run. |
| 1200 m | Event trigger zone | Walking 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 76 m | 5 m | between two open areas (24 m wide) |
| 136 m | 1.5 m | between two open areas (16 m wide) |
| 206 m | 3 m | between two open areas (40 m wide) |
| 258 m | 3 m | out of an open area behind (34 m wide) |
| 320 m | 3.5 m | into an open area ahead (19 m wide) |
| 386 m | 4 m | between two open areas (31 m wide) |
| 574 m | 1.5 m | between two open areas (24 m wide) |
| 649 m | 3.5 m | out of an open area behind (17 m wide) |
| 723 m | 4 m | between two open areas (36 m wide) |
| 756 m | 3.5 m | between two open areas (36 m wide) |
| 800 m | 3.5 m | between 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
- start
- locate power central
- activate transistors
- repair transistorEnd event
- reactivate transistorsEnd event
- transfer power
- transfer power2
- ride transport
- enter machine
- climb machine
- enable machine
- reach research
- break ice
- leave research
- excavation start conveyor
- excavation cablesEnd event
- excavation decodeEnd event
- heatshields
- heatshields fake
- heatshields ice
- auxiliary gen
- auxiliary gen timer
- excavation luggablesEnd event
- 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.