Dark Communion
CarnivalInvestigation986 m main path4 route sections
Map layers
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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 31 m. Only with Heinous Rituals. |
| 0 m | Ritual site | Appears 55 m ahead, at 50 m. Only with Heinous Rituals. |
| 19 m | Ritual site | Appears 55 m ahead, at 74 m. Only with Heinous Rituals. |
| 49 m | Twins ambush point | Ambush 55 m ahead, at 104 m. Rank 16+, one point per run. |
| 50 m | Ritual site | Appears 55 m ahead, at 105 m. Only with Heinous Rituals. |
| 66-250 m | Boss section 1 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 109 m | Twins ambush point | Ambush 55 m ahead, at 164 m. Rank 16+, one point per run. |
| 151 m | Ritual site | Appears 55 m ahead, at 206 m. Only with Heinous Rituals. |
| 153 m | Twins ambush point | Ambush 55 m ahead, at 208 m. Rank 16+, one point per run. |
| 170 m | Ritual site | Appears 55 m ahead, at 225 m. Only with Heinous Rituals. |
| 190 m | Ritual site | Appears 55 m ahead, at 245 m. Only with Heinous Rituals. |
| 190 m | Twins ambush point | Ambush 55 m ahead, at 245 m. Rank 16+, one point per run. |
| 205-262 m | Daemonhost section 1 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 211-460 m | Boss section 2 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 226 m | Ritual site | Appears 55 m ahead, at 281 m. Only with Heinous Rituals. |
| 238 m | Twins ambush point | Ambush 55 m ahead, at 293 m. Rank 16+, one point per run. |
| 258 m | Ritual site | Appears 55 m ahead, at 313 m. Only with Heinous Rituals. |
| 266 m | Twins ambush point | Ambush 55 m ahead, at 321 m. Rank 16+, one point per run. |
| 276 m | Twins ambush point | Ambush 55 m ahead, at 331 m. Rank 16+, one point per run. |
| 291-444 m | Daemonhost section 2 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 394 m | Ritual site | Appears 55 m ahead, at 449 m. Only with Heinous Rituals. |
| 395 m | Twins ambush point | Ambush 55 m ahead, at 450 m. Rank 16+, one point per run. |
| 421 m | Ritual site | Appears 55 m ahead, at 476 m. Only with Heinous Rituals. |
| 427 m | Twins ambush point | Ambush 55 m ahead, at 482 m. Rank 16+, one point per run. |
| 429 m | Ritual site | Appears 55 m ahead, at 484 m. Only with Heinous Rituals. |
| 444 m | Ritual site | Appears 55 m ahead, at 499 m. Only with Heinous Rituals. |
| 479 m | Twins ambush point | Ambush 55 m ahead, at 534 m. Rank 16+, one point per run. |
| 561 m | Ritual site | Appears 55 m ahead, at 616 m. Only with Heinous Rituals. |
| 573 m | Twins ambush point | Ambush 55 m ahead, at 628 m. Rank 16+, one point per run. |
| 632 m | Ritual site | Appears 55 m ahead, at 687 m. Only with Heinous Rituals. |
| 682 m | Twins ambush point | Ambush 55 m ahead, at 737 m. Rank 16+, one point per run. |
| 686-837 m | Daemonhost section 3 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 728 m | Ritual site | Appears 55 m ahead, at 783 m. Only with Heinous Rituals. |
| 736-862 m | Boss section 3 | 2 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 757 m | Twins ambush point | Ambush 55 m ahead, at 812 m. Rank 16+, one point per run. |
| 763 m | Ritual site | Appears 55 m ahead, at 818 m. Only with Heinous Rituals. |
| 786 m | Ritual site | Appears 55 m ahead, at 841 m. Only with Heinous Rituals. |
| 814 m | Ritual site | Appears 55 m ahead, at 869 m. Only with Heinous Rituals. |
| 814 m | Twins ambush point | Ambush 55 m ahead, at 869 m. Rank 16+, one point per run. |
| 817 m | Ritual site | Appears 55 m ahead, at 872 m. Only with Heinous Rituals. |
| 835 m | Ritual site | Appears 55 m ahead, at 890 m. Only with Heinous Rituals. |
| 843 m | Ritual site | Appears 55 m ahead, at 898 m. Only with Heinous Rituals. |
| 843 m | Twins ambush point | Ambush 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 52 m | 3.5 m | between two open areas (39 m wide) |
| 86 m | 3 m | between two open areas (39 m wide) |
| 158 m | 2 m | between two open areas (38 m wide) |
| 268 m | 2.5 m | between two open areas (60 m wide) |
| 330 m | 4.5 m | between two open areas (60 m wide) |
| 378 m | 4 m | between two open areas (28 m wide) |
| 453 m | 2 m | between two open areas (31 m wide) |
| 486 m | 3.5 m | between two open areas (47 m wide) |
| 562 m | 4.5 m | between two open areas (27 m wide) |
| 604 m | 3 m | between two open areas (27 m wide) |
| 718 m | 4 m | between two open areas (41 m wide) |
| 764 m | 1 m | between 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
- survive midMid event
- luggable
- clear
- kill monsterEnd event
- kill summonersEnd event
- disrupt ritualEnd event
- 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.