Silo Cluster 18-66/a
The TorrentStrike1028 m main path7 route sections
Name matched from the zone, mission type and objectives (internal id dm_stockpile). 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
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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 |
|---|---|---|
| 110 m | Ritual site | Appears 55 m ahead, at 165 m. Only with Heinous Rituals. |
| 112 m | Twins ambush point | Ambush 55 m ahead, at 167 m. Rank 16+, one point per run. |
| 145 m | Twins ambush point | Ambush 55 m ahead, at 200 m. Rank 16+, one point per run. |
| 146 m | Ritual site | Appears 55 m ahead, at 201 m. Only with Heinous Rituals. |
| 152-307 m | Boss section 1 | 8 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 175-281 m | Daemonhost section 1 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 193 m | Ritual site | Appears 55 m ahead, at 248 m. Only with Heinous Rituals. |
| 193 m | Twins ambush point | Ambush 55 m ahead, at 248 m. Rank 16+, one point per run. |
| 314-380 m | Daemonhost section 2 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 376-438 m | Boss section 2 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 378 m | Ritual site | Appears 55 m ahead, at 433 m. Only with Heinous Rituals. |
| 379 m | Twins ambush point | Ambush 55 m ahead, at 434 m. Rank 16+, one point per run. |
| 441 m | Ritual site | Appears 55 m ahead, at 496 m. Only with Heinous Rituals. |
| 441 m | Twins ambush point | Ambush 55 m ahead, at 496 m. Rank 16+, one point per run. |
| 477 m | Ritual site | Appears 55 m ahead, at 532 m. Only with Heinous Rituals. |
| 512-796 m | Daemonhost section 3 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 541-891 m | Boss section 3 | 7 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 553 m | Ritual site | Appears 55 m ahead, at 608 m. Only with Heinous Rituals. |
| 553 m | Twins ambush point | Ambush 55 m ahead, at 608 m. Rank 16+, one point per run. |
| 598 m | Ritual site | Appears 55 m ahead, at 653 m. Only with Heinous Rituals. |
| 602 m | Ritual site | Appears 55 m ahead, at 657 m. Only with Heinous Rituals. |
| 602 m | Twins ambush point | Ambush 55 m ahead, at 657 m. Rank 16+, one point per run. |
| 602 m | Twins ambush point | Ambush 55 m ahead, at 657 m. Rank 16+, one point per run. |
| 662 m | Ritual site | Appears 55 m ahead, at 717 m. Only with Heinous Rituals. |
| 662 m | Twins ambush point | Ambush 55 m ahead, at 717 m. Rank 16+, one point per run. |
| 681 m | Ritual site | Appears 55 m ahead, at 736 m. Only with Heinous Rituals. |
| 714 m | Ritual site | Appears 55 m ahead, at 769 m. Only with Heinous Rituals. |
| 714 m | Twins ambush point | Ambush 55 m ahead, at 769 m. Rank 16+, one point per run. |
| 764 m | Ritual site | Appears 55 m ahead, at 819 m. Only with Heinous Rituals. |
| 764 m | Twins ambush point | Ambush 55 m ahead, at 819 m. Rank 16+, one point per run. |
| 885 m | Ritual site | Appears 55 m ahead, at 940 m. Only with Heinous Rituals. |
| 885 m | Twins ambush point | Ambush 55 m ahead, at 940 m. Rank 16+, one point per run. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1093 m in total. Which trigger volumes start the scripted events has not been recorded for this map yet.
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 |
|---|---|---|
| 74 m | 3.5 m | between two open areas (16 m wide) |
| 121 m | 3.5 m | between two open areas (14 m wide) |
| 164 m | 2.5 m | between two open areas (23 m wide) |
| 228 m | 3 m | between two open areas (21 m wide) |
| 279 m | 2.5 m | between two open areas (19 m wide) |
| 346 m | 3 m | between two open areas (38 m wide) |
| 389 m | 3 m | between two open areas (42 m wide) |
| 446 m | 4.5 m | between two open areas (42 m wide) |
| 583 m | 3 m | between two open areas (24 m wide) |
| 679 m | 3 m | between two open areas (37 m wide) |
| 729 m | 1 m | between two open areas (32 m wide) |
| 763 m | 3 m | between two open areas (34 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.
- Opening staircase down into the first area. This is the most-cited deadly stretch in the game. “The sightlines for gunners, snipers, and bombers to heckle your team are ridiculously long, and specials come from above and below.” “The staircase is an absolute deathtrap. You get shot from above, you get shot from below, you can’t maneuver at all”. The Havoc OP: “Descend down the stairs under fire from a huge number of gunners, snipers and, sometimes, several bosses.” multiple sources agree - u/WiseOldManatee, u/ahses3202, Havoc OP, u/Carius98
- Push the elites early, do not sit on the stairs. “Really gotta get out there and kill all the elites quick before you get overwhelmed on the stairs, passive gameplay will really fuck you here … If you’re back on the stairs, you can’t really shoot at the incoming crushers below you either”. A different view: “Backtracking and kiting are the solution to gunner balls and waves or bosses in inconvenient places.” sources disagree on push versus kite - u/Array71, u/NNN_Throwaway2
- Smoke grenades. “smoke grenades quite literally save matches here. Gunners love the kill zones in that part so smoke literally removes half the challenge.” The same poster says a player downed before the first drop can still be reached: “There’s an area connected to an overhead bridge that leads back.” single source, older thread - u/Dragonlord573
- Bad spot: the small walkway on the left after the first flight of stairs. “that shitty tiny walkway area the first horde runs down, it’s after you descend the first flight of stairs to your left. I get stuck and then stun locked by the gunners on the roofs”. Reply: “And there’s no cover.” single source, older thread - u/EmbarrassedPick3468
- Corner on the first platform down the stairs is not safe from behind. A player holding “right in the corner” of the first platform got hit by a Mauler from behind. A reply explains that the spot is a “Dropdown point from the platform above, as well as a climb spot for any enemy designated as flanker from the left.” single source - Steam discussion
- Daemonhost in the lower section. “Almost always ends up in trouble in the dark when someone hits the Daemonhost somewhere around the gantry / pipes - because sight lines are occuled.” single source, older thread - u/Bonus-Representative
- End event (clear corruption in the big arena), where to drop med and ammo. Several suggestions, no consensus:
- “one of the eyes spawns in front of the gate where you leave from, I like to put down the medipack in the middle area in front of this eye so we can benefit both while doing the event and at the very end while we wait for the door to open.” - u/serpiccio
- “the area counter clockwise from the exit, where one of the corruptors can spawn, is not bad. You got one wall blocked off, a pillar, and are close to the exit.” (poster says they are not very experienced) - u/SleepyJackdaw
- “place medpack at the first corruption area … Use pillars to block los on shooters and pick em off.” - u/Oakbarksoup
- The OP warns the exit zone is risky because “shooters sometimes spawn in the barred entrance and snipe players”. - OP, Auric
- multiple sources, different spots. The common thread is using the pillars and walls near the exit gate.
Objectives in order
- enter hq
- reach elevator
- wait elevatorMid event
- ride elevator
- enter stockpile
- initiate clean
- purge systemEnd event
- corruptor eventEnd event
- wait purgeEnd 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.