Vigil Station Oblivium
The TorrentEspionage1175 m main path5 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 |
|---|---|---|
| 0-235 m | Daemonhost section 1 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 28 m | Ritual site | Appears 55 m ahead, at 83 m. Only with Heinous Rituals. |
| 29 m | Twins ambush point | Ambush 55 m ahead, at 84 m. Rank 16+, one point per run. |
| 50 m | Ritual site | Appears 55 m ahead, at 105 m. Only with Heinous Rituals. |
| 110-276 m | Boss section 1 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 184 m | Ritual site | Appears 55 m ahead, at 239 m. Only with Heinous Rituals. |
| 204 m | Ritual site | Appears 55 m ahead, at 259 m. Only with Heinous Rituals. |
| 205 m | Twins ambush point | Ambush 55 m ahead, at 260 m. Rank 16+, one point per run. |
| 312 m | Ritual site | Appears 55 m ahead, at 367 m. Only with Heinous Rituals. |
| 313 m | Twins ambush point | Ambush 55 m ahead, at 368 m. Rank 16+, one point per run. |
| 332-544 m | Daemonhost section 2 | 9 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 346 m | Ritual site | Appears 55 m ahead, at 401 m. Only with Heinous Rituals. |
| 348-582 m | Boss section 2 | 12 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 382 m | Ritual site | Appears 55 m ahead, at 437 m. Only with Heinous Rituals. |
| 382 m | Twins ambush point | Ambush 55 m ahead, at 437 m. Rank 16+, one point per run. |
| 440 m | Ritual site | Appears 55 m ahead, at 495 m. Only with Heinous Rituals. |
| 440 m | Twins ambush point | Ambush 55 m ahead, at 495 m. Rank 16+, one point per run. |
| 524 m | Ritual site | Appears 55 m ahead, at 579 m. Only with Heinous Rituals. |
| 524 m | Twins ambush point | Ambush 55 m ahead, at 579 m. Rank 16+, one point per run. |
| 542 m | Ritual site | Appears 55 m ahead, at 597 m. Only with Heinous Rituals. |
| 639 m | Twins ambush point | Ambush 55 m ahead, at 694 m. Rank 16+, one point per run. |
| 647 m | Ritual site | Appears 55 m ahead, at 702 m. Only with Heinous Rituals. |
| 667 m | Ritual site | Appears 55 m ahead, at 722 m. Only with Heinous Rituals. |
| 672 m | Ritual site | Appears 55 m ahead, at 727 m. Only with Heinous Rituals. |
| 672 m | Twins ambush point | Ambush 55 m ahead, at 727 m. Rank 16+, one point per run. |
| 814 m | Ritual site | Appears 55 m ahead, at 869 m. Only with Heinous Rituals. |
| 826 m | Twins ambush point | Ambush 55 m ahead, at 881 m. Rank 16+, one point per run. |
| 851 m | Ritual site | Appears 55 m ahead, at 906 m. Only with Heinous Rituals. |
| 863-902 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 893-897 m | Boss section 3 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 1054 m | Ritual site | Appears 55 m ahead, at 1109 m. Only with Heinous Rituals. |
| 1054 m | Twins ambush point | Ambush 55 m ahead, at 1109 m. Rank 16+, one point per run. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1233 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 Scan bodies
13 event spawners within reach, used by these scripted events: scan bazaar, scanning elevator ambush.
- A1One approach lane, from the north-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 38 m away on foot, and the objective is 6 m away.
- A2One approach lane, from the south-west. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 11 m away.
- A3One approach lane, from the east. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 44 m away on foot, and the objective is 13 m away.
B Deactivate second protocol
24 event spawners within reach, used by these scripted events: data center escape, data center outside guards, data center reinforcements, hack data center.
- B1One approach lane, from the north. Walls within 3 m on 14 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 4 m away.
- B2One approach lane, from the south-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 7 m away.
- B32 approach lanes (south-east, north-east). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 3 m away.
C First interact deactivate second protocol
24 event spawners within reach, used by these scripted events: data center escape, data center outside guards, data center reinforcements, hack data center.
- C12 approach lanes (east, west). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 3 m away.
- C23 approach lanes (south-west, south-east, north). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 11 m away.
- C33 approach lanes (north-west, south-west, south). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 14 m away.
D Second interact deactivate second protocol
24 event spawners within reach, used by these scripted events: data center escape, data center outside guards, data center reinforcements, hack data center.
- D12 approach lanes (east, west). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 3 m away.
- D23 approach lanes (south-west, south-east, north). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 11 m away.
- D33 approach lanes (north-west, south-west, south). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 14 m away on foot, and the objective is 14 m away.
E Plant misinformation data
24 event spawners within reach, used by these scripted events: data center escape, data center outside guards, data center reinforcements, hack data center.
- E1One approach lane, from the north-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 26 m away on foot, and the objective is 9 m away.
- E2One approach lane, from the north-east. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 11 m away.
- E32 approach lanes (south-west, east). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 7 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 |
|---|---|---|
| 90 m | 2.5 m | between two open areas (19 m wide) |
| 124 m | 2.5 m | between two open areas (19 m wide) |
| 188 m | 2.5 m | between two open areas (19 m wide) |
| 221 m | 3.5 m | between two open areas (34 m wide) |
| 260 m | 3.5 m | between two open areas (34 m wide) |
| 379 m | 4.5 m | between two open areas (28 m wide) |
| 422 m | 2 m | between two open areas (28 m wide) |
| 456 m | 3 m | between two open areas (20 m wide) |
| 559 m | 1.5 m | between two open areas (18 m wide) |
| 637 m | 2 m | between two open areas (20 m wide) |
| 751 m | 3 m | into an open area ahead (24 m wide) |
| 803 m | 3.5 m | out of an open area behind (26 m wide) |
| 838 m | 3.5 m | into an open area ahead (10 m wide) |
| 894 m | 3 m | between two open areas (28 m wide) |
| 929 m | 2 m | out of an open area behind (28 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.
- Mid event (scan the cartel members, then wait for the elevator): do not stand in front of the elevator. Post title: “Guys pls don’t stay in front of the elevator on Vigil Station… the position under the building is better cover and you get to kill the climbing snipers and gunners”. Another post: hide “on the right or even left side and wait for the elevator” instead of the middle. Comments: “Literally anywhere is better than in front of that elevator”, “please … use the side cover as OP stated”. multiple sources agree - thread 1ge62ko, u/Mitnick107-, u/gpkgpk, thread 15smm0u
- Mid event, proactive option. “some peeps completely shake this whimpy vet approach by camping the area where the shotgunners/snipers spawn, decimating them as they drop.” Reply: “You know where the gunners come from, be pro-active.” single source (plus one agreeing reply), older thread - comment jwf0smn, u/DoctorPrisme
- Scanning area into the bridge is the worst stretch in Havoc. “In Vigil Station Oblivium the scanning part into the bridge part is one of the most broken rooms across all Havoc maps.” Also: “Bridge area is always a mess as well.” multiple sources agree - Steam, Ravs, u/FourzeroBF
- Finale (interrogator skulls, two bridges up to the “penthouse”). “You get a position that is very easy to defend, where two players can easily hold the bridges … This leads to players overextending … the bridges, which are narrow enough that a single dodge can send you to your death.” The OP adds that once the door opens for the run to the elevator, “the game loves to throw a pack of ragers/maulers/crushers/shotgunners in the finale, along with a huge, seemingly neverending horde”, so do not go down 10 to 20 seconds before the interrogator finishes. single source each - u/Hidet, OP 1damcm7
- Ledge trap by the finale stairs (bug report). “This corner next to the stairs leading to Vigil Station Oblivium’s finale has a ledge-grab that is placed too closely to the playable area”. single source, bug report - forum t110603
- Pre-made trigger video exists. “Havoc Map Trigger Guide - Vigil Station” by Inig0 shows boss and horde triggers with debug mods. No transcript was available, so nothing from it is quoted here. - YouTube
Objectives in order
- enter slum
- find bazaar
- locate scanner
- scan bodiesMid event
- wait elevatorMid event
- elevator
- elevator ride
- find datacenter
- interact deactivate first protocol
- deactivate second protocolEnd event
- first interact deactivate second protocolEnd event
- second interact deactivate second protocolEnd event
- plant misinformation dataEnd 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.