Maps

Ascension Riser 31

Chasm TerminusStrike1250 m main path6 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: open luggablesObjective: power trains (scripted event)Objective: power trains (scripted event)Objective: power trains (scripted event)Objective: power trains (scripted event)Objective: power trains (scripted event)Objective: power trains (scripted event)Objective: lockdown (scripted event)Objective: lockdown two (scripted event)Objective: open depot doorsObjective: enter platformObjective: enter platform two (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor one (scripted event)Objective: demo floor two (scripted event)Objective: demo floor two (scripted event)Objective: demo floor two (scripted event)Objective: demo floor two (scripted event)Objective: escapeObjective: escapeObjective: escapeBoss section 1: a boss placed in this section triggers somewhere between 80 and 192 m along the route (6 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 80 and 192 m along the route (6 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 453 and 692 m along the route (6 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 453 and 692 m along the route (6 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 731 and 858 m along the route (3 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 731 and 858 m along the route (3 possible spawn points)23456Event spawner (lockdown_backside, lockdown_trickle), used by 9 scripted eventsEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (spawner_hatch_start_side), used by 1 scripted eventEvent spawner (shaft_start_side_down, shaft_survival_trickle), used by 9 scripted eventsEvent spawner (shaft_start_side_up, shaft_survival_trickle, escape_shaft), used by 9 scripted eventsEvent spawner (escape_shaft), used by 2 scripted eventsEvent spawner (escape_shaft), used by 2 scripted eventsEvent spawner (shaft_end_side_up), used by 2 scripted eventsEvent spawner (demo_end_side_b), used by 1 scripted eventEvent spawner (escape_shaft), used by 2 scripted eventsEvent spawner (lockdown_side_two), used by 1 scripted eventEvent spawner (lockdown_train_two), used by 1 scripted eventEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (demo_start_side_a), used by 1 scripted eventEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (spawner_hatch_end_side), used by 1 scripted eventEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (lockdown_side_two, lockdown_trickle), used by 8 scripted eventsEvent spawner (lockdown_side_two, lockdown_trickle), used by 8 scripted eventsEvent spawner (lockdown_side_two, lockdown_side), used by 8 scripted eventsEvent spawner (lockdown_trickle, lockdown_side, lockdown_backside), used by 9 scripted eventsEvent spawner (lockdown_backside, lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (demo_end_side_b, escape_shaft), used by 3 scripted eventsEvent spawner (shaft_end_side_down), used by 1 scripted eventEvent spawner (demo_start_side_a), used by 1 scripted eventEvent spawner (shaft_end_side_down), used by 1 scripted eventEvent spawner (demo_start_side_b), used by 1 scripted eventEvent spawner (demo_end_side_a), used by 1 scripted eventEvent spawner (demo_start_side_a), used by 1 scripted eventEvent spawner (shaft_survival_trickle), used by 9 scripted eventsEvent spawner (demo_end_side_b), used by 1 scripted eventEvent spawner (spawner_hatch_start_side), used by 1 scripted eventEvent spawner (demo_start_side_b), used by 1 scripted eventEvent spawner (shaft_survival_trickle, shaft_start_side_down), used by 9 scripted eventsEvent spawner (shaft_start_side_down, shaft_survival_trickle), used by 9 scripted eventsEvent spawner (shaft_end_side_down), used by 1 scripted eventEvent spawner (demo_start_side_b), used by 1 scripted eventEvent spawner (demo_end_side_a), used by 1 scripted eventEvent spawner (spawner_hatch_start_side), used by 1 scripted eventEvent spawner (shaft_start_side_up), used by 3 scripted eventsEvent spawner (spawner_hatch_end_side), used by 1 scripted eventEvent spawner (lockdown_trickle, lockdown_side), used by 9 scripted eventsEvent spawner (shaft_start_side_down), used by 1 scripted eventEvent spawner (shaft_end_side_up, shaft_survival_trickle, escape_shaft), used by 9 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 1.5 m of floor at 21 m along the routeNarrow gap between two open areas: 4 m of floor at 55 m along the routeNarrow gap between two open areas: 3.5 m of floor at 150 m along the routeNarrow gap between two open areas: 4 m of floor at 233 m along the routeNarrow gap between two open areas: 2.5 m of floor at 296 m along the routeNarrow gap between two open areas: 1.5 m of floor at 386 m along the routeNarrow gap between two open areas: 3 m of floor at 432 m along the routeNarrow gap between two open areas: 3 m of floor at 492 m along the routeNarrow gap between two open areas: 1.5 m of floor at 570 m along the routeNarrow gap between two open areas: 3 m of floor at 633 m along the routeNarrow gap between two open areas: 4 m of floor at 673 m along the routeNarrow gap between two open areas: 3.5 m of floor at 718 m along the routeNarrow gap between two open areas: 3.5 m of floor at 837 m along the routeNarrow gap between two open areas: 3 m of floor at 889 m along the routeNarrow gap between two open areas: 3.5 m of floor at 957 m along the routeNarrow gap between two open areas: 3.5 m of floor at 1116 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 here360 view: click to look around herePossible 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 80 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 91 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 100 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 112 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 113 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 120 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 159 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 192 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 453 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 469 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 483 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 491 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 542 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 564 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 610 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 621 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 692 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 731 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 756 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 788 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 798 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 821 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 858 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 914 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 42 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 79 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 91 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 310 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 323 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 344 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 448 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 507 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 531 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 554 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 577 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 768 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 787 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 815 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 901 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 46 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 90 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 143 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 324 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 407 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 417 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 438 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 509 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 544 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 606 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 895 m along the route, 55 m before it.A1Hold candidate A1 for "power trains": 2 approach lanes, walls on 12 of 16 sidesA2Hold candidate A2 for "power trains": 2 approach lanes, walls on 13 of 16 sidesA3Hold candidate A3 for "power trains": 2 approach lanes, walls on 13 of 16 sidesB1Hold candidate B1 for "lockdown": 3 approach lanes, walls on 12 of 16 sidesB2Hold candidate B2 for "lockdown": 3 approach lanes, walls on 9 of 16 sidesB3Hold candidate B3 for "lockdown": 3 approach lanes, walls on 8 of 16 sidesC1Hold candidate C1 for "lockdown two": 2 approach lanes, walls on 12 of 16 sidesC2Hold candidate C2 for "lockdown two": 4 approach lanes, walls on 11 of 16 sidesC3Hold candidate C3 for "lockdown two": 4 approach lanes, walls on 6 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 360 view (click the map to look around) Low to high (31 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
    42 mRitual siteAppears 55 m ahead, at 97 m. Only with Heinous Rituals.
    46-159 mDaemonhost section 14 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    46 mTwins ambush pointAmbush 55 m ahead, at 101 m. Rank 16+, one point per run.
    79 mRitual siteAppears 55 m ahead, at 134 m. Only with Heinous Rituals.
    80-192 mBoss section 16 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    90 mTwins ambush pointAmbush 55 m ahead, at 145 m. Rank 16+, one point per run.
    91 mRitual siteAppears 55 m ahead, at 146 m. Only with Heinous Rituals.
    143 mTwins ambush pointAmbush 55 m ahead, at 198 m. Rank 16+, one point per run.
    310 mRitual siteAppears 55 m ahead, at 365 m. Only with Heinous Rituals.
    323 mRitual siteAppears 55 m ahead, at 378 m. Only with Heinous Rituals.
    324 mTwins ambush pointAmbush 55 m ahead, at 379 m. Rank 16+, one point per run.
    344 mRitual siteAppears 55 m ahead, at 399 m. Only with Heinous Rituals.
    407 mTwins ambush pointAmbush 55 m ahead, at 462 m. Rank 16+, one point per run.
    417 mTwins ambush pointAmbush 55 m ahead, at 472 m. Rank 16+, one point per run.
    438 mTwins ambush pointAmbush 55 m ahead, at 493 m. Rank 16+, one point per run.
    448 mRitual siteAppears 55 m ahead, at 503 m. Only with Heinous Rituals.
    453-692 mBoss section 26 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    469-610 mDaemonhost section 23 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    507 mRitual siteAppears 55 m ahead, at 562 m. Only with Heinous Rituals.
    509 mTwins ambush pointAmbush 55 m ahead, at 564 m. Rank 16+, one point per run.
    531 mRitual siteAppears 55 m ahead, at 586 m. Only with Heinous Rituals.
    544 mTwins ambush pointAmbush 55 m ahead, at 599 m. Rank 16+, one point per run.
    554 mRitual siteAppears 55 m ahead, at 609 m. Only with Heinous Rituals.
    577 mRitual siteAppears 55 m ahead, at 632 m. Only with Heinous Rituals.
    606 mTwins ambush pointAmbush 55 m ahead, at 661 m. Rank 16+, one point per run.
    731-858 mBoss section 33 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    768 mRitual siteAppears 55 m ahead, at 823 m. Only with Heinous Rituals.
    787 mRitual siteAppears 55 m ahead, at 842 m. Only with Heinous Rituals.
    788-914 mDaemonhost section 34 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    815 mRitual siteAppears 55 m ahead, at 870 m. Only with Heinous Rituals.
    895 mTwins ambush pointAmbush 55 m ahead, at 950 m. Rank 16+, one point per run.
    901 mRitual siteAppears 55 m ahead, at 956 m. Only with Heinous Rituals.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1296 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 Power trains

    14 event spawners within reach, used by these scripted events: hack trickle, lugging trickle, mid only trickle.

    1. A12 approach lanes (south-west, south-east). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 28 m away on foot, and the objective is 9 m away.
    2. A22 approach lanes (north, south-west). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 12 m away on foot, and the objective is 3 m away.
    3. A32 approach lanes (north-west, south-west). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 6 m away.

    B Lockdown

    14 event spawners within reach, used by these scripted events: hack trickle, lugging trickle, mid only trickle.

    1. B13 approach lanes (north-east, north-west, south-west). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 25 m away on foot, and the objective is 9 m away.
    2. B23 approach lanes (south-west, south-east, north). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 16 m away on foot, and the objective is 14 m away.
    3. B33 approach lanes (north-east, north-west, south-west). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 13 m away.

    C Lockdown two

    12 event spawners within reach, used by these scripted events: hack trickle, lugging trickle, mid only trickle.

    1. C12 approach lanes (north-east, north-west). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 26 m away on foot, and the objective is 5 m away.
    2. C24 approach lanes (north-east, north-west, south-west, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 7 m away.
    3. C34 approach lanes (south-west, south-east, north-east, north-west). Walls within 3 m on 6 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 12 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
    21 m1.5 mbetween two open areas (36 m wide)
    55 m4 mbetween two open areas (33 m wide)
    150 m3.5 mbetween two open areas (38 m wide)
    233 m4 mbetween two open areas (37 m wide)
    296 m2.5 mbetween two open areas (40 m wide)
    386 m1.5 mbetween two open areas (28 m wide)
    432 m3 mbetween two open areas (28 m wide)
    492 m3 mbetween two open areas (35 m wide)
    570 m1.5 mbetween two open areas (43 m wide)
    633 m3 mbetween two open areas (39 m wide)
    673 m4 mbetween two open areas (22 m wide)
    718 m3.5 mbetween two open areas (17 m wide)
    837 m3.5 mbetween two open areas (21 m wide)
    889 m3 mbetween two open areas (21 m wide)
    957 m3.5 mbetween two open areas (28 m wide)
    1116 m3.5 mbetween two open areas (16 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.

    • Train Tracks clearing event. “Clearing the Train Tracks on Ascension Riser takes it for me. Before I learned to defend in the room for the first half, we would constantly get downed out in the open.” A reply: “Gunners are a nightmare here … sometimes you can’t even do the auspex in the second half.” single source (the hold-in-the-room advice), older thread - u/D1gglesby, u/ProBlade97
    • Overall difficulty in Havoc. “Ascension Riser is just a dense struggle through and through, the only thing easy about it is getting the crystals for the final objective.” Ravs lists it among the maps to avoid. multiple sources agree (that it is one of the hardest) - u/Level-Neighborhood-9, Steam, Ravs
    • Stacked rituals. Post title (Havoc 31): “This part on Ascension Riser had 3 demonhost rituals (2 above, 1 below) which activated at the same time.” The location is only shown in a screenshot. single source - thread 1jl50mx
    • Finale pathing exploit (bug report, do not teach). Reported: if players stand “behind the railing on the side of the Riser where you exit for the first objective”, enemies stay in their spawn rooms. Listed for awareness only, since Fatshark tends to patch these. single source, bug report - forum t109727

    Objectives in order

    1. reach lockdown command
    2. open luggables
    3. power trainsMid event
    4. lockdownMid event
    5. lockdown twoMid event
    6. open depot doors
    7. reach shaft depot
    8. enter platform
    9. enter platform twoEnd event
    10. surviveEnd event
    11. survive twoEnd event
    12. demo floor oneEnd event
    13. demo floor twoEnd event
    14. escape

    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.