Ascension Riser 31
Chasm TerminusStrike1250 m main path6 route sections
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
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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 |
|---|---|---|
| 42 m | Ritual site | Appears 55 m ahead, at 97 m. Only with Heinous Rituals. |
| 46-159 m | Daemonhost section 1 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 46 m | Twins ambush point | Ambush 55 m ahead, at 101 m. Rank 16+, one point per run. |
| 79 m | Ritual site | Appears 55 m ahead, at 134 m. Only with Heinous Rituals. |
| 80-192 m | Boss section 1 | 6 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 90 m | Twins ambush point | Ambush 55 m ahead, at 145 m. Rank 16+, one point per run. |
| 91 m | Ritual site | Appears 55 m ahead, at 146 m. Only with Heinous Rituals. |
| 143 m | Twins ambush point | Ambush 55 m ahead, at 198 m. Rank 16+, one point per run. |
| 310 m | Ritual site | Appears 55 m ahead, at 365 m. Only with Heinous Rituals. |
| 323 m | Ritual site | Appears 55 m ahead, at 378 m. Only with Heinous Rituals. |
| 324 m | Twins ambush point | Ambush 55 m ahead, at 379 m. Rank 16+, one point per run. |
| 344 m | Ritual site | Appears 55 m ahead, at 399 m. Only with Heinous Rituals. |
| 407 m | Twins ambush point | Ambush 55 m ahead, at 462 m. Rank 16+, one point per run. |
| 417 m | Twins ambush point | Ambush 55 m ahead, at 472 m. Rank 16+, one point per run. |
| 438 m | Twins ambush point | Ambush 55 m ahead, at 493 m. Rank 16+, one point per run. |
| 448 m | Ritual site | Appears 55 m ahead, at 503 m. Only with Heinous Rituals. |
| 453-692 m | Boss section 2 | 6 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 469-610 m | Daemonhost section 2 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 507 m | Ritual site | Appears 55 m ahead, at 562 m. Only with Heinous Rituals. |
| 509 m | Twins ambush point | Ambush 55 m ahead, at 564 m. Rank 16+, one point per run. |
| 531 m | Ritual site | Appears 55 m ahead, at 586 m. Only with Heinous Rituals. |
| 544 m | Twins ambush point | Ambush 55 m ahead, at 599 m. Rank 16+, one point per run. |
| 554 m | Ritual site | Appears 55 m ahead, at 609 m. Only with Heinous Rituals. |
| 577 m | Ritual site | Appears 55 m ahead, at 632 m. Only with Heinous Rituals. |
| 606 m | Twins ambush point | Ambush 55 m ahead, at 661 m. Rank 16+, one point per run. |
| 731-858 m | Boss section 3 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 768 m | Ritual site | Appears 55 m ahead, at 823 m. Only with Heinous Rituals. |
| 787 m | Ritual site | Appears 55 m ahead, at 842 m. Only with Heinous Rituals. |
| 788-914 m | Daemonhost section 3 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 815 m | Ritual site | Appears 55 m ahead, at 870 m. Only with Heinous Rituals. |
| 895 m | Twins ambush point | Ambush 55 m ahead, at 950 m. Rank 16+, one point per run. |
| 901 m | Ritual site | Appears 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 21 m | 1.5 m | between two open areas (36 m wide) |
| 55 m | 4 m | between two open areas (33 m wide) |
| 150 m | 3.5 m | between two open areas (38 m wide) |
| 233 m | 4 m | between two open areas (37 m wide) |
| 296 m | 2.5 m | between two open areas (40 m wide) |
| 386 m | 1.5 m | between two open areas (28 m wide) |
| 432 m | 3 m | between two open areas (28 m wide) |
| 492 m | 3 m | between two open areas (35 m wide) |
| 570 m | 1.5 m | between two open areas (43 m wide) |
| 633 m | 3 m | between two open areas (39 m wide) |
| 673 m | 4 m | between two open areas (22 m wide) |
| 718 m | 3.5 m | between two open areas (17 m wide) |
| 837 m | 3.5 m | between two open areas (21 m wide) |
| 889 m | 3 m | between two open areas (21 m wide) |
| 957 m | 3.5 m | between two open areas (28 m wide) |
| 1116 m | 3.5 m | between 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
- reach lockdown command
- open luggables
- power trainsMid event
- lockdownMid event
- lockdown twoMid event
- open depot doors
- reach shaft depot
- enter platform
- enter platform twoEnd event
- surviveEnd event
- survive twoEnd event
- demo floor oneEnd event
- demo floor twoEnd event
- 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.