Maps

Comms-Plex 154/2f

ThronesideEspionage1067 m main path4 route sections

Name matched from the zone, mission type and objectives (internal id hm_complex). Spot a wrong name or spelling? It is a one-line fix in src/data/map-names.json.

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: elevator event survive (scripted event)Objective: elevator upObjective: final event running (scripted event)Objective: final event running (scripted event)Objective: final event running (scripted event)Objective: final event running (scripted event)Objective: final event running (scripted event)Objective: final event running (scripted event)Objective: activate transmissionObjective: escapeBoss section 1: a boss placed in this section triggers somewhere between 136 and 282 m along the route (4 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 369 and 547 m along the route (6 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 782 and 899 m along the route (5 possible spawn points)234Event spawner (spawner_complex_far_right, spawner_complex_special_far), used by 3 scripted eventsEvent spawner (spawner_complex_close_left, spawner_complex_elevator_left), used by 3 scripted eventsEvent spawner (spawner_complex_far_left, spawner_complex_special_far, spawner_complex_close_left), used by 4 scripted eventsEvent spawner (spawner_complex_upper_right), used by 2 scripted eventsEvent spawner (spawner_hacking_event_right), used by 6 scripted eventsEvent spawner (spawner_complex_upper_left, spawner_complex_special_far), used by 4 scripted eventsEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_upper_left), used by 2 scripted eventsEvent spawner (spawner_hacking_event_left), used by 5 scripted eventsEvent spawner (spawner_hacking_event_middle), used by 4 scripted eventsEvent spawner (spawner_complex_elevator_left, spawner_complex_close_left), used by 3 scripted eventsEvent spawner (spawner_complex_upper_right, spawner_complex_special_far, spawner_complex_far_left, spawner_complex_far_right), used by 5 scripted eventsEvent spawner (spawner_hacking_event_left), used by 5 scripted eventsEvent spawner (spawner_hacking_event_right), used by 6 scripted eventsEvent spawner (spawner_complex_close_right, spawner_complex_elevator_right), used by 4 scripted eventsEvent spawner (spawner_complex_elevator_right, spawner_complex_close_right), used by 4 scripted eventsEvent spawner (spawner_complex_far, spawner_complex_special_far, spawner_complex_far_left, spawner_complex_far_right), used by 4 scripted eventsEvent spawner (spawner_complex_special_close, spawner_complex_special_far), used by 4 scripted eventsEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_upper_right, spawner_complex_special_far), used by 4 scripted eventsEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_hacking_event_left), used by 5 scripted eventsEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_midevent_guard), used by 1 scripted eventEvent spawner (spawner_hacking_event_middle), used by 4 scripted eventsEvent spawner (spawner_hacking_event_right), used by 6 scripted eventsEvent spawner (spawner_hacking_event_middle), used by 4 scripted eventsEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_hacking_event_left), used by 5 scripted eventsEvent spawner (spawner_hacking_event_middle), used by 4 scripted eventsEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_complex_endevent_guard), used by 1 scripted eventEvent spawner (spawner_hacking_event_left), used by 5 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 2 m of floor at 83 m along the routeNarrow gap between two open areas: 2 m of floor at 130 m along the routeNarrow gap between two open areas: 3.5 m of floor at 234 m along the routeNarrow gap between two open areas: 4.5 m of floor at 266 m along the routeNarrow gap between two open areas: 4.5 m of floor at 300 m along the routeNarrow gap between two open areas: 5 m of floor at 353 m along the routeNarrow gap between two open areas: 4.5 m of floor at 422 m along the routeNarrow gap between two open areas: 3.5 m of floor at 636 m along the routeNarrow gap between two open areas: 5 m of floor at 685 m along the routeNarrow gap out of a room behind: 3 m of floor at 747 m along the routeNarrow gap opening into a room ahead: 3 m of floor at 788 m along the routeNarrow gap opening into a room ahead: 3 m of floor at 821 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 107 m along the route, 40 m before this point.Possible daemonhost 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 136 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 217 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 257 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 282 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 284 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 335 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 368 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 369 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 397 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 411 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 417 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 454 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 462 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 547 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 760 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 782 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 782 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 782 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 786 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 794 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 897 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 boss or captain spawn (section 3). Triggers when the lead player reaches 899 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 0 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 0 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 15 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 98 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 98 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 206 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 208 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 377 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 380 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 455 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 503 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 518 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 697 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 715 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 748 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 819 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 888 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 117 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 118 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 246 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 350 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 367 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 460 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 745 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 767 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 772 m along the route, 55 m before it.A1Hold candidate A1 for "elevator event survive": 2 approach lanes, walls on 12 of 16 sidesA2Hold candidate A2 for "elevator event survive": 3 approach lanes, walls on 11 of 16 sidesA3Hold candidate A3 for "elevator event survive": 3 approach lanes, walls on 8 of 16 sidesB1Hold candidate B1 for "final event running": 1 approach lane, walls on 15 of 16 sidesB2Hold candidate B2 for "final event running": 1 approach lane, walls on 13 of 16 sidesB3Hold candidate B3 for "final event running": 2 approach lanes, walls on 14 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 (66 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 mRitual siteAppears 55 m ahead, at 42 m. Only with Heinous Rituals.
    0 mRitual siteAppears 55 m ahead, at 34 m. Only with Heinous Rituals.
    15 mRitual siteAppears 55 m ahead, at 70 m. Only with Heinous Rituals.
    46 mTwins ambush pointAmbush 55 m ahead, at 101 m. Rank 16+, one point per run.
    98 mRitual siteAppears 55 m ahead, at 153 m. Only with Heinous Rituals.
    98 mRitual siteAppears 55 m ahead, at 153 m. Only with Heinous Rituals.
    107-284 mDaemonhost section 13 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    117 mTwins ambush pointAmbush 55 m ahead, at 172 m. Rank 16+, one point per run.
    118 mTwins ambush pointAmbush 55 m ahead, at 173 m. Rank 16+, one point per run.
    136-282 mBoss section 14 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    206 mRitual siteAppears 55 m ahead, at 261 m. Only with Heinous Rituals.
    208 mRitual siteAppears 55 m ahead, at 263 m. Only with Heinous Rituals.
    246 mTwins ambush pointAmbush 55 m ahead, at 301 m. Rank 16+, one point per run.
    310 mRitual siteAppears 55 m ahead, at 365 m. Only with Heinous Rituals.
    335-454 mDaemonhost section 23 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    350 mTwins ambush pointAmbush 55 m ahead, at 405 m. Rank 16+, one point per run.
    367 mTwins ambush pointAmbush 55 m ahead, at 422 m. Rank 16+, one point per run.
    369-547 mBoss section 26 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    377 mRitual siteAppears 55 m ahead, at 432 m. Only with Heinous Rituals.
    380 mRitual siteAppears 55 m ahead, at 435 m. Only with Heinous Rituals.
    455 mRitual siteAppears 55 m ahead, at 510 m. Only with Heinous Rituals.
    460 mTwins ambush pointAmbush 55 m ahead, at 515 m. Rank 16+, one point per run.
    503 mRitual siteAppears 55 m ahead, at 558 m. Only with Heinous Rituals.
    518 mRitual siteAppears 55 m ahead, at 573 m. Only with Heinous Rituals.
    697 mRitual siteAppears 55 m ahead, at 752 m. Only with Heinous Rituals.
    715 mRitual siteAppears 55 m ahead, at 770 m. Only with Heinous Rituals.
    745 mTwins ambush pointAmbush 55 m ahead, at 800 m. Rank 16+, one point per run.
    748 mRitual siteAppears 55 m ahead, at 803 m. Only with Heinous Rituals.
    760-897 mDaemonhost section 34 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    767 mTwins ambush pointAmbush 55 m ahead, at 822 m. Rank 16+, one point per run.
    772 mTwins ambush pointAmbush 55 m ahead, at 827 m. Rank 16+, one point per run.
    782-899 mBoss section 35 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    819 mRitual siteAppears 55 m ahead, at 874 m. Only with Heinous Rituals.
    888 mRitual siteAppears 55 m ahead, at 943 m. Only with Heinous Rituals.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1119 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 Elevator event survive

    18 event spawners within reach, used by these scripted events: complex midevent guard, elevator complex close left, elevator complex close right, elevator complex horde left and 3 more.

    1. A12 approach lanes (south, east). Walls within 3 m on 12 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 11 m away.
    2. A23 approach lanes (west, south-west, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 6 m away on foot, and the objective is 12 m away.
    3. A33 approach lanes (south-west, south-east, north). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 11 m away.

    B Final event running

    21 event spawners within reach, used by these scripted events: complex endevent guard, hacking complex.

    1. B1One approach lane, from the west. Walls within 3 m on 15 of 16 sides. The nearest event spawner is 20 m away on foot, and the objective is 12 m away.
    2. B2One approach lane, from the north. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 9 m away.
    3. B32 approach lanes (south, north-east). Walls within 3 m on 14 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 3 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
    83 m2 mbetween two open areas (43 m wide)
    130 m2 mbetween two open areas (45 m wide)
    234 m3.5 mbetween two open areas (37 m wide)
    266 m4.5 mbetween two open areas (37 m wide)
    300 m4.5 mbetween two open areas (25 m wide)
    353 m5 mbetween two open areas (19 m wide)
    422 m4.5 mbetween two open areas (32 m wide)
    636 m3.5 mbetween two open areas (28 m wide)
    685 m5 mbetween two open areas (47 m wide)
    747 m3 mout of an open area behind (16 m wide)
    788 m3 minto an open area ahead (10 m wide)
    821 m3 minto an open area ahead (26 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.

    • First hack event: split 2 and 2. “One team stays at the hack section, while covering eachother during the hack and pulling back to cover when gunners are active. The second team needs to consist of your best ranged damage dealers who position together atop one of the nearby overlooks … the ranged team needs to be aware of the door behind them and of the hordes scaling the sides”. single source (Damnation, older thread). Other players hold elsewhere: near “the big doorway you come in” with an elite-hunting Veteran (but another found “gunners came from behind and up above” there), “at the end of the room with the data interrogator”, or bouncing “between the shooter spawns”. sources disagree on the exact spot - OP 11ch48r, u/GrunkleCoffee, u/camdawgyo, u/Vitruviansquid1, u/Symbul-
    • Leaving the first event by elevator. “Beware when fleeing this room via elevator as everything you just left behind is about to drop down in front of the elevator. It is advised you attend to this before you agro the heretics up ahead.” A Havoc 30 report names “that one elevator after event” as where they got Twins, a shield Captain and two monstrosities at once. single source each - OP 11ch48r, u/Complex_Sale1178
    • Finale (hacks, then fire the dish). “The endgame finale is best resolved by keeping the entire team at the top of the map, up the stairs, where the best possible gunner coverage is. When it’s time to move to a hack (as a team) it’s best to thin the gunners before moving and as soon as the hack is finished … retreat back to the top together to hold out.” single source, older thread - OP 11ch48r
    • A balcony with spawn points. A player shows a sniping balcony (location only in the screenshot). Replies: “There’s 2 spawn points on that platform which is the reason why people rarely use it”, and “You can’t do the objective up there”. single source - u/Reiseafa, u/Penakoto

    Objectives in order

    1. cross
    2. locate
    3. enter
    4. elevator event surviveMid event
    5. elevator up
    6. elevator office
    7. final event runningEnd event
    8. activate transmission
    9. 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.