Maps

Relay Station TRS-150

The HourglassDisruption978 m main path4 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)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: power door (scripted event)Objective: stop fan (scripted event)Objective: stop fan (scripted event)Objective: enter trenchesObjective: enter towerObjective: demolition first (scripted event)Objective: demolition first (scripted event)Objective: demolition first (scripted event)Objective: demolition first (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: demolition a (scripted event)Objective: activate first bridge (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: demolition b (scripted event)Objective: activate second bridge (scripted event)Objective: demolition finalObjective: demolition finalObjective: demolition finalObjective: demolition finalObjective: rotate antenna oneObjective: rotate antenna two (scripted event)Objective: rotate antenna two (scripted event)Objective: rotate antenna three (scripted event)Objective: rotate antenna three (scripted event)Objective: extractBoss section 1: a boss placed in this section triggers somewhere between 158 and 269 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 611 and 722 m along the route (5 possible spawn points)234Event spawner (spawner_demo_floor_3), used by 4 scripted eventsEvent spawner (spawner_dunes_north, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_dunes_north, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_dunes_south, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_demo_floor_3), used by 4 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_south), used by 2 scripted eventsEvent spawner (spawner_dunes_south), used by 4 scripted eventsEvent spawner (spawner_dunes_west), used by 3 scripted eventsEvent spawner (spawner_dunes_east, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_demo_floor_3), used by 4 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_north), used by 2 scripted eventsEvent spawner (spawner_dunes_west), used by 3 scripted eventsEvent spawner (spawner_dunes_west), used by 3 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_dunes_west), used by 3 scripted eventsEvent spawner (spawner_dunes_south), used by 4 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_south), used by 2 scripted eventsEvent spawner (spawner_dunes_east), used by 3 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_east), used by 2 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_north), used by 2 scripted eventsEvent spawner (spawner_demo_floor_4, spawner_demo_east), used by 2 scripted eventsEvent spawner (spawner_demo_floor_3), used by 4 scripted eventsEvent spawner (spawner_demo_floor_3), used by 4 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_demo_floor_2), used by 3 scripted eventsEvent spawner (spawner_dunes_east, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_dunes_north, spawner_dunes_trickle), used by 6 scripted eventsEvent spawner (spawner_dunes_west), used by 3 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3.5 m of floor at 34 m along the routeNarrow gap between two open areas: 4 m of floor at 67 m along the routeNarrow gap opening into a room ahead: 4.5 m of floor at 130 m along the routeNarrow gap between two open areas: 1 m of floor at 200 m along the routeNarrow gap between two open areas: 4 m of floor at 273 m along the routeNarrow gap between two open areas: 4 m of floor at 364 m along the routeNarrow gap between two open areas: 3.5 m of floor at 524 m along the routeNarrow gap between two open areas: 1 m of floor at 579 m along the routeNarrow gap between two open areas: 3.5 m of floor at 614 m along the routeNarrow gap between two open areas: 3 m of floor at 677 m along the routeNarrow gap out of a room behind: 3 m of floor at 788 m along the routeNarrow gap between two open areas: 3 m of floor at 849 m along the routeNarrow gap between two open areas: 3 m of floor at 905 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 111 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 125 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 133 m along the route, 40 m before this point.Possible daemonhost 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 158 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 170 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 174 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 207 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 218 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 269 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 481 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 481 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 495 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 501 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 502 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 526 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 540 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 560 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 611 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 636 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 645 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 652 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 663 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 666 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 712 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 722 m along the route, 40 m before this point.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 117 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 167 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 254 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 427 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 482 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 528 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 559 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 631 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 650 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 669 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 128 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 220 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 254 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 466 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 555 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 647 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 701 m along the route, 55 m before it.A1Hold candidate A1 for "demolition first": 1 approach lane, walls on 10 of 16 sidesA2Hold candidate A2 for "demolition first": 1 approach lane, walls on 8 of 16 sidesA3Hold candidate A3 for "demolition first": 1 approach lane, walls on 9 of 16 sidesB1Hold candidate B1 for "demolition a": 1 approach lane, walls on 13 of 16 sidesB2Hold candidate B2 for "demolition a": 1 approach lane, walls on 7 of 16 sidesB3Hold candidate B3 for "demolition a": 2 approach lanes, walls on 12 of 16 sidesC1Hold candidate C1 for "activate first bridge": 2 approach lanes, walls on 11 of 16 sidesC2Hold candidate C2 for "activate first bridge": 2 approach lanes, walls on 11 of 16 sidesC3Hold candidate C3 for "activate first bridge": 2 approach lanes, walls on 11 of 16 sidesD1Hold candidate D1 for "demolition b": 1 approach lane, walls on 12 of 16 sidesD2Hold candidate D2 for "demolition b": 1 approach lane, walls on 13 of 16 sidesD3Hold candidate D3 for "demolition b": 1 approach lane, walls on 12 of 16 sidesE1Hold candidate E1 for "activate second bridge": 2 approach lanes, walls on 12 of 16 sidesE2Hold candidate E2 for "activate second bridge": 2 approach lanes, walls on 10 of 16 sidesE3Hold candidate E3 for "activate second bridge": 2 approach lanes, walls on 11 of 16 sidesF1Hold candidate F1 for "rotate antenna two": 2 approach lanes, walls on 11 of 16 sidesF2Hold candidate F2 for "rotate antenna two": 2 approach lanes, walls on 9 of 16 sidesF3Hold candidate F3 for "rotate antenna two": 2 approach lanes, walls on 6 of 16 sidesG1Hold candidate G1 for "rotate antenna three": 1 approach lane, walls on 2 of 16 sidesG2Hold candidate G2 for "rotate antenna three": 2 approach lanes, walls on 6 of 16 sidesG3Hold candidate G3 for "rotate antenna three": 2 approach lanes, walls on 13 of 16 sides

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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 360 view (click the map to look around) Low to high (117 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, 5 ritual sites, and one twins point. How triggers work.

    Lead player atTriggerWhat happens
    111-207 mDaemonhost section 16 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    117 mRitual siteAppears 55 m ahead, at 172 m. Only with Heinous Rituals.
    128 mTwins ambush pointAmbush 55 m ahead, at 183 m. Rank 16+, one point per run.
    158-269 mBoss section 14 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    167 mRitual siteAppears 55 m ahead, at 222 m. Only with Heinous Rituals.
    220 mTwins ambush pointAmbush 55 m ahead, at 275 m. Rank 16+, one point per run.
    254 mRitual siteAppears 55 m ahead, at 309 m. Only with Heinous Rituals.
    254 mTwins ambush pointAmbush 55 m ahead, at 309 m. Rank 16+, one point per run.
    427 mRitual siteAppears 55 m ahead, at 482 m. Only with Heinous Rituals.
    466 mTwins ambush pointAmbush 55 m ahead, at 521 m. Rank 16+, one point per run.
    481-560 mDaemonhost section 26 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    482 mRitual siteAppears 55 m ahead, at 537 m. Only with Heinous Rituals.
    501-502 mBoss section 22 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    528 mRitual siteAppears 55 m ahead, at 583 m. Only with Heinous Rituals.
    555 mTwins ambush pointAmbush 55 m ahead, at 610 m. Rank 16+, one point per run.
    559 mRitual siteAppears 55 m ahead, at 614 m. Only with Heinous Rituals.
    611-722 mBoss section 35 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    631 mRitual siteAppears 55 m ahead, at 686 m. Only with Heinous Rituals.
    636-666 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    647 mTwins ambush pointAmbush 55 m ahead, at 702 m. Rank 16+, one point per run.
    650 mRitual siteAppears 55 m ahead, at 705 m. Only with Heinous Rituals.
    669 mRitual siteAppears 55 m ahead, at 724 m. Only with Heinous Rituals.
    701 mTwins ambush pointAmbush 55 m ahead, at 756 m. Rank 16+, one point per run.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1056 m in total. Which trigger volumes start the scripted events has not been recorded for this map yet.

    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 Demolition first

    11 event spawners within reach, used by these scripted events: demo, demo mid horde.

    1. A1One approach lane, from the south-east. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 53 m away on foot, and the objective is 0 m away.
    2. A2One approach lane, from the south-east. Walls within 3 m on 8 of 16 sides. The nearest event spawner is 48 m away on foot, and the objective is 10 m away.
    3. A3One approach lane, from the east. Walls within 3 m on 9 of 16 sides. The nearest event spawner is 49 m away on foot, and the objective is 12 m away.

    B Demolition a

    12 event spawners within reach, used by these scripted events: demo, demo mid horde.

    1. B1One approach lane, from the east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 28 m away on foot, and the objective is 5 m away.
    2. B2One approach lane, from the north-east. Walls within 3 m on 7 of 16 sides. The nearest event spawner is 31 m away on foot, and the objective is 14 m away.
    3. B32 approach lanes (south-east, east). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 5 m away.

    C Activate first bridge

    16 event spawners within reach, used by these scripted events: demo, demo final, demo final continued, demo mid horde.

    1. C12 approach lanes (south, east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 41 m away on foot, and the objective is 1 m away.
    2. C22 approach lanes (south-east, north). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 31 m away on foot, and the objective is 11 m away.
    3. C32 approach lanes (south-west, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 49 m away on foot, and the objective is 13 m away.

    D Demolition b

    18 event spawners within reach, used by these scripted events: demo, demo final, demo final continued, demo mid horde.

    1. D1One approach lane, from the south-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 40 m away on foot, and the objective is 5 m away.
    2. D2One approach lane, from the south-west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 10 m away.
    3. D3One approach lane, from the north-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 34 m away on foot, and the objective is 10 m away.

    E Activate second bridge

    18 event spawners within reach, used by these scripted events: demo, demo final, demo final continued, demo mid horde.

    1. E12 approach lanes (south, east). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 44 m away on foot, and the objective is 2 m away.
    2. E22 approach lanes (south-east, north). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 34 m away on foot, and the objective is 9 m away.
    3. E32 approach lanes (south-west, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 46 m away on foot, and the objective is 13 m away.

    F Rotate antenna two

    15 event spawners within reach, used by these scripted events: demo, demo final, demo final continued, demo mid horde.

    1. F12 approach lanes (north, south-west). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 13 m away on foot, and the objective is 2 m away.
    2. F22 approach lanes (south, north-west). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 0 m away.
    3. F32 approach lanes (north-west, south). Walls within 3 m on 6 of 16 sides. The nearest event spawner is 25 m away on foot, and the objective is 12 m away.

    G Rotate antenna three

    15 event spawners within reach, used by these scripted events: demo, demo final, demo final continued, demo mid horde.

    1. G1One approach lane, from the north. Walls within 3 m on 2 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 11 m away.
    2. G22 approach lanes (north-east, west). Walls within 3 m on 6 of 16 sides. The nearest event spawner is 25 m away on foot, and the objective is 5 m away.
    3. G32 approach lanes (south-east, north-east). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 13 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
    34 m3.5 mbetween two open areas (23 m wide)
    67 m4 mbetween two open areas (19 m wide)
    130 m4.5 minto an open area ahead (21 m wide)
    200 m1 mbetween two open areas (31 m wide)
    273 m4 mbetween two open areas (18 m wide)
    364 m4 mbetween two open areas (40 m wide)
    524 m3.5 mbetween two open areas (50 m wide)
    579 m1 mbetween two open areas (25 m wide)
    614 m3.5 mbetween two open areas (25 m wide)
    677 m3 mbetween two open areas (35 m wide)
    788 m3 mout of an open area behind (27 m wide)
    849 m3 mbetween two open areas (12 m wide)
    905 m3 mbetween two open areas (31 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.

    • Havoc 25-40 route after the big fan. “After the big fan, there is a drop-down, before dropping take out the ranged, pull the carapace, there is a guaranteed boss spawn, drop, go immediately to the right to the back wall. Kill the bosses. Then go along the back wall till you find the ladder, it leads to a second ladder which takes you to the top … It’s one of those havoc spots with one correct unusual path.” single source (Havoc) - OP 1ppaiaf
    • The three-level vertical zone (vault entrance at the bottom). “the section just past that where you have to climb up or down a 3 level zone, it just pisses out enemies from everywhere. snipers and gunners can shoot you but you cant shoot them. its got a boss spawn too”. Another player: “I think it’s okay upwards, but it’s 6 nightmares downwards … group splitting up into ‘medicae’ and ‘short route’”. multiple sources agree, older thread - u/iridael, u/Shivalah
    • Fan event and power cells. Called “awful” by one poster. A bug report places “that outdoor area where you have to collect power cells” on TRS-150. Advice from a thread about “the outdoor one where you have to stop the big fan and collect the batteries”: “the team rushes the intial horde/clears a hole for psyker to grab the cell. Then the psyker just runs to drop them off”, and “stay toght and cover the carrier, mark the doors ahead of time.” Note that the batteries-and-fan description could also match Refinery (see below), and those posters did not name the map. single source each - u/WiseOldManatee, forum t69327, u/Whatsit-Tooya, u/camdawgyo
    • Easy in Havoc overall. “Easiest map in my experience is Relay Station TRS-150. Each time I play it on Havoc 40, it feels like a speedrun.” And: “very short map, one of the easiest final events”. single source (same author, two threads) - Steam, Ravs

    Objectives in order

    1. leave start
    2. navigate dunes
    3. power doorMid event
    4. stop fanMid event
    5. enter trenches
    6. enter tower
    7. start shaft
    8. demolition firstEnd event
    9. demolition aEnd event
    10. activate first bridgeEnd event
    11. reach second floorEnd event
    12. demolition bEnd event
    13. activate second bridgeEnd event
    14. demolition final
    15. enter dish
    16. rotate antenna one
    17. rotate antenna twoEnd event
    18. rotate antenna threeEnd event
    19. surviveEnd event
    20. override antenna oneEnd event
    21. override antenna twoEnd event
    22. 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.