The HourglassDisruption978 m main path4 route sections
Map layers
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Drag to look around. Tap or click a floor marker to walk there.
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.
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Waiting for review
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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, 5 ritual sites, and one twins point. How triggers work.
Lead player at
Trigger
What happens
111-207 m
Daemonhost section 1
6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
117 m
Ritual site
Appears 55 m ahead, at 172 m. Only with Heinous Rituals.
128 m
Twins ambush point
Ambush 55 m ahead, at 183 m. Rank 16+, one point per run.
158-269 m
Boss section 1
4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
167 m
Ritual site
Appears 55 m ahead, at 222 m. Only with Heinous Rituals.
220 m
Twins ambush point
Ambush 55 m ahead, at 275 m. Rank 16+, one point per run.
254 m
Ritual site
Appears 55 m ahead, at 309 m. Only with Heinous Rituals.
254 m
Twins ambush point
Ambush 55 m ahead, at 309 m. Rank 16+, one point per run.
427 m
Ritual site
Appears 55 m ahead, at 482 m. Only with Heinous Rituals.
466 m
Twins ambush point
Ambush 55 m ahead, at 521 m. Rank 16+, one point per run.
481-560 m
Daemonhost section 2
6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
482 m
Ritual site
Appears 55 m ahead, at 537 m. Only with Heinous Rituals.
501-502 m
Boss section 2
2 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
528 m
Ritual site
Appears 55 m ahead, at 583 m. Only with Heinous Rituals.
555 m
Twins ambush point
Ambush 55 m ahead, at 610 m. Rank 16+, one point per run.
559 m
Ritual site
Appears 55 m ahead, at 614 m. Only with Heinous Rituals.
611-722 m
Boss section 3
5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
631 m
Ritual site
Appears 55 m ahead, at 686 m. Only with Heinous Rituals.
636-666 m
Daemonhost section 3
3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
647 m
Twins ambush point
Ambush 55 m ahead, at 702 m. Rank 16+, one point per run.
650 m
Ritual site
Appears 55 m ahead, at 705 m. Only with Heinous Rituals.
669 m
Ritual site
Appears 55 m ahead, at 724 m. Only with Heinous Rituals.
701 m
Twins ambush point
Ambush 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 route
Floor width
Opens
34 m
3.5 m
between two open areas (23 m wide)
67 m
4 m
between two open areas (19 m wide)
130 m
4.5 m
into an open area ahead (21 m wide)
200 m
1 m
between two open areas (31 m wide)
273 m
4 m
between two open areas (18 m wide)
364 m
4 m
between two open areas (40 m wide)
524 m
3.5 m
between two open areas (50 m wide)
579 m
1 m
between two open areas (25 m wide)
614 m
3.5 m
between two open areas (25 m wide)
677 m
3 m
between two open areas (35 m wide)
788 m
3 m
out of an open area behind (27 m wide)
849 m
3 m
between two open areas (12 m wide)
905 m
3 m
between 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
leave start
navigate dunes
power doorMid event
stop fanMid event
enter trenches
enter tower
start shaft
demolition firstEnd event
demolition aEnd event
activate first bridgeEnd event
reach second floorEnd event
demolition bEnd event
activate second bridgeEnd event
demolition final
enter dish
rotate antenna one
rotate antenna twoEnd event
rotate antenna threeEnd event
surviveEnd event
override antenna oneEnd event
override antenna twoEnd 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.