Maps

Vigil Station Oblivium

The TorrentEspionage1175 m main path5 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)Rescue point (where a dead teammate can be freed)Objective: locate scannerObjective: scan bodies (scripted event)Objective: scan bodies (scripted event)Objective: elevatorObjective: elevator rideObjective: interact deactivate first protocolObjective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: deactivate second protocol (scripted event)Objective: first interact deactivate second protocol (scripted event)Objective: second interact deactivate second protocol (scripted event)Objective: plant misinformation data (scripted event)Objective: extractObjective: extractBoss section 1: a boss placed in this section triggers somewhere between 110 and 276 m along the route (5 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 348 and 582 m along the route (12 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 893 and 897 m along the route (3 possible spawn points)2345Event spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_escape), used by 3 scripted eventsEvent spawner (spawner_data_center_escape), used by 3 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_data_center_north, spawner_data_center_west, spawner_data_center_right), used by 5 scripted eventsEvent spawner (spawner_cartel_scanning_east, spawner_cartel_ambush_reinforcements), used by 3 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_data_center_west, spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_cartel_ambush_reinforcements, spawner_cartel_scanning_east), used by 3 scripted eventsEvent spawner (spawner_cartel_ambush_reinforcements, spawner_cartel_scanning_east), used by 3 scripted eventsEvent spawner (spawner_cartel_ambush), used by 1 scripted eventEvent spawner (spawner_cartel_scanning_east, spawner_cartel_scanning_far), used by 3 scripted eventsEvent spawner (spawner_cartel_ambush, spawner_cartel_scanning_west), used by 3 scripted eventsEvent spawner (spawner_cartel_scanning_close, spawner_cartel_ambush_reinforcements), used by 4 scripted eventsEvent spawner (spawner_cartel_scanning_west, spawner_cartel_ambush_reinforcements), used by 3 scripted eventsEvent spawner (spawner_data_center_escape), used by 3 scripted eventsEvent spawner (spawner_cartel_scanning_east, spawner_cartel_scanning_far), used by 3 scripted eventsEvent spawner (spawner_cartel_scanning_east), used by 3 scripted eventsEvent spawner (spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_left), used by 2 scripted eventsEvent spawner (spawner_data_center_west, spawner_data_center_reinforcements, spawner_data_center_right), used by 7 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_north, spawner_data_center_east), used by 4 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_bazaar_near_elevator_sniper, spawner_cartel_scanning_west), used by 3 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventEvent spawner (spawner_data_center_north, spawner_data_center_west), used by 4 scripted eventsEvent spawner (spawner_cartel_ambush, spawner_cartel_scanning_west), used by 3 scripted eventsEvent spawner (spawner_data_center_reinforcements), used by 5 scripted eventsEvent spawner (spawner_data_center_north, spawner_data_center_west, spawner_data_center_east, spawner_data_center_right), used by 5 scripted eventsEvent spawner (spawner_cartel_scanning_west), used by 3 scripted eventsEvent spawner (spawner_data_center_guards), used by 1 scripted eventMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 2.5 m of floor at 90 m along the routeNarrow gap between two open areas: 2.5 m of floor at 124 m along the routeNarrow gap between two open areas: 2.5 m of floor at 188 m along the routeNarrow gap between two open areas: 3.5 m of floor at 221 m along the routeNarrow gap between two open areas: 3.5 m of floor at 260 m along the routeNarrow gap between two open areas: 4.5 m of floor at 379 m along the routeNarrow gap between two open areas: 2 m of floor at 422 m along the routeNarrow gap between two open areas: 3 m of floor at 456 m along the routeNarrow gap between two open areas: 1.5 m of floor at 559 m along the routeNarrow gap between two open areas: 2 m of floor at 637 m along the routeNarrow gap opening into a room ahead: 3 m of floor at 751 m along the routeNarrow gap out of a room behind: 3.5 m of floor at 803 m along the routeNarrow gap opening into a room ahead: 3.5 m of floor at 838 m along the routeNarrow gap between two open areas: 3 m of floor at 894 m along the routeNarrow gap out of a room behind: 2 m of floor at 929 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 0 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 99 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 110 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 188 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 221 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 235 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 258 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 258 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 276 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 332 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 348 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 348 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 364 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 371 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 412 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 412 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 426 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 427 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 434 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 452 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 456 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 465 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 503 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 505 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 514 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 532 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 533 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 544 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 551 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 582 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 863 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 866 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 893 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 894 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 897 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 902 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 28 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 50 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 184 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 204 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 312 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 346 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 382 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 440 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 524 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 542 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 647 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 667 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 672 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 814 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 851 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 1054 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 29 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 205 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 313 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 382 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 440 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 524 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 639 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 672 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 826 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 1054 m along the route, 55 m before it.A1Hold candidate A1 for "scan bodies": 1 approach lane, walls on 12 of 16 sidesA2Hold candidate A2 for "scan bodies": 1 approach lane, walls on 11 of 16 sidesA3Hold candidate A3 for "scan bodies": 1 approach lane, walls on 10 of 16 sidesB1Hold candidate B1 for "deactivate second protocol": 1 approach lane, walls on 14 of 16 sidesB2Hold candidate B2 for "deactivate second protocol": 1 approach lane, walls on 10 of 16 sidesB3Hold candidate B3 for "deactivate second protocol": 2 approach lanes, walls on 13 of 16 sidesC1Hold candidate C1 for "first interact deactivate second protocol": 2 approach lanes, walls on 10 of 16 sidesC2Hold candidate C2 for "first interact deactivate second protocol": 3 approach lanes, walls on 11 of 16 sidesC3Hold candidate C3 for "first interact deactivate second protocol": 3 approach lanes, walls on 8 of 16 sidesD1Hold candidate D1 for "second interact deactivate second protocol": 2 approach lanes, walls on 10 of 16 sidesD2Hold candidate D2 for "second interact deactivate second protocol": 3 approach lanes, walls on 11 of 16 sidesD3Hold candidate D3 for "second interact deactivate second protocol": 3 approach lanes, walls on 8 of 16 sidesE1Hold candidate E1 for "plant misinformation data": 1 approach lane, walls on 10 of 16 sidesE2Hold candidate E2 for "plant misinformation data": 1 approach lane, walls on 10 of 16 sidesE3Hold candidate E3 for "plant misinformation data": 2 approach lanes, walls on 13 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 (50 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
    0-235 mDaemonhost section 14 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    28 mRitual siteAppears 55 m ahead, at 83 m. Only with Heinous Rituals.
    29 mTwins ambush pointAmbush 55 m ahead, at 84 m. Rank 16+, one point per run.
    50 mRitual siteAppears 55 m ahead, at 105 m. Only with Heinous Rituals.
    110-276 mBoss section 15 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    184 mRitual siteAppears 55 m ahead, at 239 m. Only with Heinous Rituals.
    204 mRitual siteAppears 55 m ahead, at 259 m. Only with Heinous Rituals.
    205 mTwins ambush pointAmbush 55 m ahead, at 260 m. Rank 16+, one point per run.
    312 mRitual siteAppears 55 m ahead, at 367 m. Only with Heinous Rituals.
    313 mTwins ambush pointAmbush 55 m ahead, at 368 m. Rank 16+, one point per run.
    332-544 mDaemonhost section 29 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    346 mRitual siteAppears 55 m ahead, at 401 m. Only with Heinous Rituals.
    348-582 mBoss section 212 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    382 mRitual siteAppears 55 m ahead, at 437 m. Only with Heinous Rituals.
    382 mTwins ambush pointAmbush 55 m ahead, at 437 m. Rank 16+, one point per run.
    440 mRitual siteAppears 55 m ahead, at 495 m. Only with Heinous Rituals.
    440 mTwins ambush pointAmbush 55 m ahead, at 495 m. Rank 16+, one point per run.
    524 mRitual siteAppears 55 m ahead, at 579 m. Only with Heinous Rituals.
    524 mTwins ambush pointAmbush 55 m ahead, at 579 m. Rank 16+, one point per run.
    542 mRitual siteAppears 55 m ahead, at 597 m. Only with Heinous Rituals.
    639 mTwins ambush pointAmbush 55 m ahead, at 694 m. Rank 16+, one point per run.
    647 mRitual siteAppears 55 m ahead, at 702 m. Only with Heinous Rituals.
    667 mRitual siteAppears 55 m ahead, at 722 m. Only with Heinous Rituals.
    672 mRitual siteAppears 55 m ahead, at 727 m. Only with Heinous Rituals.
    672 mTwins ambush pointAmbush 55 m ahead, at 727 m. Rank 16+, one point per run.
    814 mRitual siteAppears 55 m ahead, at 869 m. Only with Heinous Rituals.
    826 mTwins ambush pointAmbush 55 m ahead, at 881 m. Rank 16+, one point per run.
    851 mRitual siteAppears 55 m ahead, at 906 m. Only with Heinous Rituals.
    863-902 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    893-897 mBoss section 33 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    1054 mRitual siteAppears 55 m ahead, at 1109 m. Only with Heinous Rituals.
    1054 mTwins ambush pointAmbush 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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 routeFloor widthOpens
    90 m2.5 mbetween two open areas (19 m wide)
    124 m2.5 mbetween two open areas (19 m wide)
    188 m2.5 mbetween two open areas (19 m wide)
    221 m3.5 mbetween two open areas (34 m wide)
    260 m3.5 mbetween two open areas (34 m wide)
    379 m4.5 mbetween two open areas (28 m wide)
    422 m2 mbetween two open areas (28 m wide)
    456 m3 mbetween two open areas (20 m wide)
    559 m1.5 mbetween two open areas (18 m wide)
    637 m2 mbetween two open areas (20 m wide)
    751 m3 minto an open area ahead (24 m wide)
    803 m3.5 mout of an open area behind (26 m wide)
    838 m3.5 minto an open area ahead (10 m wide)
    894 m3 mbetween two open areas (28 m wide)
    929 m2 mout 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

    1. enter slum
    2. find bazaar
    3. locate scanner
    4. scan bodiesMid event
    5. wait elevatorMid event
    6. elevator
    7. elevator ride
    8. find datacenter
    9. interact deactivate first protocol
    10. deactivate second protocolEnd event
    11. first interact deactivate second protocolEnd event
    12. second interact deactivate second protocolEnd event
    13. plant misinformation dataEnd event
    14. 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.