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
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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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 m | Ritual site | Appears 55 m ahead, at 42 m. Only with Heinous Rituals. |
| 0 m | Ritual site | Appears 55 m ahead, at 34 m. Only with Heinous Rituals. |
| 15 m | Ritual site | Appears 55 m ahead, at 70 m. Only with Heinous Rituals. |
| 46 m | Twins ambush point | Ambush 55 m ahead, at 101 m. Rank 16+, one point per run. |
| 98 m | Ritual site | Appears 55 m ahead, at 153 m. Only with Heinous Rituals. |
| 98 m | Ritual site | Appears 55 m ahead, at 153 m. Only with Heinous Rituals. |
| 107-284 m | Daemonhost section 1 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 117 m | Twins ambush point | Ambush 55 m ahead, at 172 m. Rank 16+, one point per run. |
| 118 m | Twins ambush point | Ambush 55 m ahead, at 173 m. Rank 16+, one point per run. |
| 136-282 m | Boss section 1 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 206 m | Ritual site | Appears 55 m ahead, at 261 m. Only with Heinous Rituals. |
| 208 m | Ritual site | Appears 55 m ahead, at 263 m. Only with Heinous Rituals. |
| 246 m | Twins ambush point | Ambush 55 m ahead, at 301 m. Rank 16+, one point per run. |
| 310 m | Ritual site | Appears 55 m ahead, at 365 m. Only with Heinous Rituals. |
| 335-454 m | Daemonhost section 2 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 350 m | Twins ambush point | Ambush 55 m ahead, at 405 m. Rank 16+, one point per run. |
| 367 m | Twins ambush point | Ambush 55 m ahead, at 422 m. Rank 16+, one point per run. |
| 369-547 m | Boss section 2 | 6 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 377 m | Ritual site | Appears 55 m ahead, at 432 m. Only with Heinous Rituals. |
| 380 m | Ritual site | Appears 55 m ahead, at 435 m. Only with Heinous Rituals. |
| 455 m | Ritual site | Appears 55 m ahead, at 510 m. Only with Heinous Rituals. |
| 460 m | Twins ambush point | Ambush 55 m ahead, at 515 m. Rank 16+, one point per run. |
| 503 m | Ritual site | Appears 55 m ahead, at 558 m. Only with Heinous Rituals. |
| 518 m | Ritual site | Appears 55 m ahead, at 573 m. Only with Heinous Rituals. |
| 697 m | Ritual site | Appears 55 m ahead, at 752 m. Only with Heinous Rituals. |
| 715 m | Ritual site | Appears 55 m ahead, at 770 m. Only with Heinous Rituals. |
| 745 m | Twins ambush point | Ambush 55 m ahead, at 800 m. Rank 16+, one point per run. |
| 748 m | Ritual site | Appears 55 m ahead, at 803 m. Only with Heinous Rituals. |
| 760-897 m | Daemonhost section 3 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 767 m | Twins ambush point | Ambush 55 m ahead, at 822 m. Rank 16+, one point per run. |
| 772 m | Twins ambush point | Ambush 55 m ahead, at 827 m. Rank 16+, one point per run. |
| 782-899 m | Boss section 3 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 819 m | Ritual site | Appears 55 m ahead, at 874 m. Only with Heinous Rituals. |
| 888 m | Ritual site | Appears 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 83 m | 2 m | between two open areas (43 m wide) |
| 130 m | 2 m | between two open areas (45 m wide) |
| 234 m | 3.5 m | between two open areas (37 m wide) |
| 266 m | 4.5 m | between two open areas (37 m wide) |
| 300 m | 4.5 m | between two open areas (25 m wide) |
| 353 m | 5 m | between two open areas (19 m wide) |
| 422 m | 4.5 m | between two open areas (32 m wide) |
| 636 m | 3.5 m | between two open areas (28 m wide) |
| 685 m | 5 m | between two open areas (47 m wide) |
| 747 m | 3 m | out of an open area behind (16 m wide) |
| 788 m | 3 m | into an open area ahead (10 m wide) |
| 821 m | 3 m | into 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
- cross
- locate
- enter
- elevator event surviveMid event
- elevator up
- elevator office
- final event runningEnd event
- activate transmission
- 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.