Maps

Dark Communion

CarnivalInvestigation986 m main path4 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: disrupt ritual (scripted event)Objective: disrupt ritual (scripted event)Objective: disrupt ritual (scripted event)Boss section 1: a boss placed in this section triggers somewhere between 66 and 250 m along the route (4 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 66 and 250 m along the route (4 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 211 and 460 m along the route (5 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 211 and 460 m along the route (5 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 736 and 862 m along the route (2 possible spawn points)234Event spawner (spawner_mid_event_monster), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_bottom, spawner_fort_event_bottom_far, spawner_fort_event_all), used by 8 scripted eventsEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_fort_event_top_right, spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_top, spawner_fort_event_all), used by 8 scripted eventsEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_bottom_far, spawner_fort_event_all, spawner_fort_event_bottom), used by 8 scripted eventsEvent spawner (spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_bottom, spawner_fort_event_all, spawner_fort_event_bottom_close), used by 8 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_bottom, spawner_fort_event_all, spawner_fort_event_bottom_close), used by 8 scripted eventsEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_sniper), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_cathedral), used by 6 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_heavies), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_ritualist), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_passive_heavies_2), used by 1 scripted eventEvent spawner (spawner_survive_heresy_trickle_a, spawner_survive_heresy_trickle_b, spawner_fort_event_top_left, spawner_fort_event_top, spawner_fort_event_all), used by 8 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3.5 m of floor at 52 m along the routeNarrow gap between two open areas: 3 m of floor at 86 m along the routeNarrow gap between two open areas: 2 m of floor at 158 m along the routeNarrow gap between two open areas: 2.5 m of floor at 268 m along the routeNarrow gap between two open areas: 4.5 m of floor at 330 m along the routeNarrow gap between two open areas: 4 m of floor at 378 m along the routeNarrow gap between two open areas: 2 m of floor at 453 m along the routeNarrow gap between two open areas: 3.5 m of floor at 486 m along the routeNarrow gap between two open areas: 4.5 m of floor at 562 m along the routeNarrow gap between two open areas: 3 m of floor at 604 m along the routeNarrow gap between two open areas: 4 m of floor at 718 m along the routeNarrow gap between two open areas: 1 m of floor at 764 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 herePossible boss or captain spawn (section 1). Triggers when the lead player reaches 66 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 205 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 208 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 211 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 219 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 232 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 250 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 259 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 262 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 291 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 292 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 295 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 321 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 423 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 daemonhost spawn (section 2). Triggers when the lead player reaches 444 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 460 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 686 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 736 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 772 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 788 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 831 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 837 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 862 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 19 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 151 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 170 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 190 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 226 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 258 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 394 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 421 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 429 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 444 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 561 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 632 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 728 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 763 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 786 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 817 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 835 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 843 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 49 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 109 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 153 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 190 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 238 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 266 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 276 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 395 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 427 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 479 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 573 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 682 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 757 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 814 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 843 m along the route, 55 m before it.A1Hold candidate A1 for "disrupt ritual": 1 approach lane, walls on 9 of 16 sidesA2Hold candidate A2 for "disrupt ritual": 2 approach lanes, walls on 15 of 16 sidesA3Hold candidate A3 for "disrupt ritual": 3 approach lanes, walls on 11 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 (46 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 31 m. Only with Heinous Rituals.
    0 mRitual siteAppears 55 m ahead, at 50 m. Only with Heinous Rituals.
    19 mRitual siteAppears 55 m ahead, at 74 m. Only with Heinous Rituals.
    49 mTwins ambush pointAmbush 55 m ahead, at 104 m. Rank 16+, one point per run.
    50 mRitual siteAppears 55 m ahead, at 105 m. Only with Heinous Rituals.
    66-250 mBoss section 14 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    109 mTwins ambush pointAmbush 55 m ahead, at 164 m. Rank 16+, one point per run.
    151 mRitual siteAppears 55 m ahead, at 206 m. Only with Heinous Rituals.
    153 mTwins ambush pointAmbush 55 m ahead, at 208 m. Rank 16+, one point per run.
    170 mRitual siteAppears 55 m ahead, at 225 m. Only with Heinous Rituals.
    190 mRitual siteAppears 55 m ahead, at 245 m. Only with Heinous Rituals.
    190 mTwins ambush pointAmbush 55 m ahead, at 245 m. Rank 16+, one point per run.
    205-262 mDaemonhost section 14 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    211-460 mBoss section 25 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    226 mRitual siteAppears 55 m ahead, at 281 m. Only with Heinous Rituals.
    238 mTwins ambush pointAmbush 55 m ahead, at 293 m. Rank 16+, one point per run.
    258 mRitual siteAppears 55 m ahead, at 313 m. Only with Heinous Rituals.
    266 mTwins ambush pointAmbush 55 m ahead, at 321 m. Rank 16+, one point per run.
    276 mTwins ambush pointAmbush 55 m ahead, at 331 m. Rank 16+, one point per run.
    291-444 mDaemonhost section 24 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    394 mRitual siteAppears 55 m ahead, at 449 m. Only with Heinous Rituals.
    395 mTwins ambush pointAmbush 55 m ahead, at 450 m. Rank 16+, one point per run.
    421 mRitual siteAppears 55 m ahead, at 476 m. Only with Heinous Rituals.
    427 mTwins ambush pointAmbush 55 m ahead, at 482 m. Rank 16+, one point per run.
    429 mRitual siteAppears 55 m ahead, at 484 m. Only with Heinous Rituals.
    444 mRitual siteAppears 55 m ahead, at 499 m. Only with Heinous Rituals.
    479 mTwins ambush pointAmbush 55 m ahead, at 534 m. Rank 16+, one point per run.
    561 mRitual siteAppears 55 m ahead, at 616 m. Only with Heinous Rituals.
    573 mTwins ambush pointAmbush 55 m ahead, at 628 m. Rank 16+, one point per run.
    632 mRitual siteAppears 55 m ahead, at 687 m. Only with Heinous Rituals.
    682 mTwins ambush pointAmbush 55 m ahead, at 737 m. Rank 16+, one point per run.
    686-837 mDaemonhost section 35 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    728 mRitual siteAppears 55 m ahead, at 783 m. Only with Heinous Rituals.
    736-862 mBoss section 32 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    757 mTwins ambush pointAmbush 55 m ahead, at 812 m. Rank 16+, one point per run.
    763 mRitual siteAppears 55 m ahead, at 818 m. Only with Heinous Rituals.
    786 mRitual siteAppears 55 m ahead, at 841 m. Only with Heinous Rituals.
    814 mRitual siteAppears 55 m ahead, at 869 m. Only with Heinous Rituals.
    814 mTwins ambush pointAmbush 55 m ahead, at 869 m. Rank 16+, one point per run.
    817 mRitual siteAppears 55 m ahead, at 872 m. Only with Heinous Rituals.
    835 mRitual siteAppears 55 m ahead, at 890 m. Only with Heinous Rituals.
    843 mRitual siteAppears 55 m ahead, at 898 m. Only with Heinous Rituals.
    843 mTwins ambush pointAmbush 55 m ahead, at 898 m. Rank 16+, one point per run.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1014 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 Disrupt ritual

    24 event spawners within reach, used by these scripted events: kill target, kill target shield down, kill target wave, passive guards and 1 more.

    1. A1One approach lane, from the south. Walls within 3 m on 9 of 16 sides. The nearest event spawner is 13 m away on foot, and the objective is 14 m away.
    2. A22 approach lanes (east, north). Walls within 3 m on 15 of 16 sides. The nearest event spawner is 18 m away on foot, and the objective is 9 m away.
    3. A33 approach lanes (west, south-west, south-east). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 20 m away on foot, and the objective is 13 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
    52 m3.5 mbetween two open areas (39 m wide)
    86 m3 mbetween two open areas (39 m wide)
    158 m2 mbetween two open areas (38 m wide)
    268 m2.5 mbetween two open areas (60 m wide)
    330 m4.5 mbetween two open areas (60 m wide)
    378 m4 mbetween two open areas (28 m wide)
    453 m2 mbetween two open areas (31 m wide)
    486 m3.5 mbetween two open areas (47 m wide)
    562 m4.5 mbetween two open areas (27 m wide)
    604 m3 mbetween two open areas (27 m wide)
    718 m4 mbetween two open areas (41 m wide)
    764 m1 mbetween two open areas (56 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.

    • The two no-return drop-downs and the narrow bridge. “The two no return drop downs, first into a shooting gallery and second into the smallest room ever with uneven terrain that seems to occasionally eat grenades … the first drop down has a door right on the other end of the shooting gallery that seems to be filled with a clown car of reapers ever time.” For the small room: “this one room can have two bosses and a horde … You need to have your team plan around this (wait up top for a spawn, save resources, know where to nade)”. multiple sources agree - u/JDLS-, u/Redditdefault3
    • Elevator, narrow bridge and long gunner hallway. “The elevator/narrow bridge to long gunner hallway has ended nearly all of my groups runs … That long hallway with certain enemy compositions is also just a shooting gallery with soooo much cover for the enemy”. single source - u/Corydonn25
    • After the first medstation drop: a good boss-fight spot. “We got that [Twins + captain + monstrosity] after the first medstation drop in Dark Communion, which let’s be honest is a very solid place to fight the bosses. I threw shock mines at the corner”. single source (Havoc 36) - u/DarthKarver
    • Mid event (locked big room, enemies drop from the ceiling): doors can open early. “It can happen in the midevent in the big room where a boss will force open the door before the event has concluded. But you still have to finish all the event mobs for the elevator after to be usable.” A bug report agrees and warns that leaving early can soft-lock the mission until you return. multiple sources agree - OP 1sk8gu8, forum t123837
    • Final room: kill bosses first and expect the doors to open during the cutscene. “A Boss can force open the door to the final room DURING the cutscene … a Chaos Spawn forced open the door and a Sniper instantly downed two of us.” “Those doors open during the cutscene again. Best hide behind the sides before it starts. Snipers can shoot you, bursters jump straight at you when the cutscene ends”. multiple sources agree (Havoc 40) - OP 1sk8gu8, u/Mitnick107-, u/Saladful
    • Doors as boss killers. “half the bosses can be door cheesed”. single source - u/WingsOfDoom1
    • Medkit before the point of no return. Paraphrase from a Havoc commentary run: put the med crate on the elevator “where after that is a point of no return”, because “there’s no guarantee that the next med station, which is relatively soon, at the top of the elevator, has more than one charge” (about 23:24 to 23:57). single source (video transcript) - Kenndrik, YouTube
    • Rescue point bug. “The rescue point after the descending stairwell and before the mid game event is bugged and tied up players teleport to the event arena when other approach.” single source - u/NotJoeFast
    • Trigger video exists. “Havoc Map Trigger Guide - Dark Communion” by Inig0 (no description text beyond links, transcript not read). - YouTube

    Objectives in order

    1. survive midMid event
    2. luggable
    3. clear
    4. kill monsterEnd event
    5. kill summonersEnd event
    6. disrupt ritualEnd event
    7. eliminate targetEnd event

    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.