Maps

Chasm Station HL-16-11

Chasm TerminusAssassination1075 m main path7 route sections

Name matched from the zone, mission type and objectives (internal id km_station). 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)Rescue point (where a dead teammate can be freed)Objective: decoder (scripted event)Objective: vox exitObjective: find targetBoss section 1: a boss placed in this section triggers somewhere between 175 and 828 m along the route (6 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 175 and 828 m along the route (6 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 175 and 828 m along the route (6 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 175 and 828 m along the route (6 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 432 and 666 m along the route (9 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 432 and 666 m along the route (9 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 703 and 962 m along the route (9 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 703 and 962 m along the route (9 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 703 and 962 m along the route (9 possible spawn points)234567Event spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_platform_target), used by 1 scripted eventEvent spawner (spawner_platform_reinforcements_middle), used by 2 scripted eventsEvent spawner (spawner_platform_reinforcements_left), used by 2 scripted eventsEvent spawner (spawner_platform_reinforcements_left), used by 2 scripted eventsEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_market_close_right), used by 4 scripted eventsEvent spawner (spawner_platform_reinforcements_right), used by 2 scripted eventsEvent spawner (spawner_platform_reinforcements_right), used by 2 scripted eventsEvent spawner (spawner_platform_target), used by 1 scripted eventEvent spawner (spawner_platform_reinforcements_middle), used by 2 scripted eventsEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_market_far), used by 9 scripted eventsEvent spawner (spawner_market_far), used by 9 scripted eventsEvent spawner (spawner_platform_reinforcements_right), used by 2 scripted eventsEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_market_close_left), used by 6 scripted eventsEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_market_close_right), used by 4 scripted eventsEvent spawner (spawner_market_close_left), used by 6 scripted eventsEvent spawner (spawner_market_close_right), used by 4 scripted eventsEvent spawner (spawner_platform_reinforcements_left), used by 2 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 1 m of floor at 77 m along the routeNarrow gap between two open areas: 2.5 m of floor at 151 m along the routeNarrow gap between two open areas: 2 m of floor at 271 m along the routeNarrow gap between two open areas: 2 m of floor at 444 m along the routeNarrow gap between two open areas: 3.5 m of floor at 574 m along the routeNarrow gap between two open areas: 4.5 m of floor at 619 m along the routeNarrow gap between two open areas: 4 m of floor at 693 m along the routeNarrow gap between two open areas: 3.5 m of floor at 725 m along the routeNarrow gap between two open areas: 4 m of floor at 846 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 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to look around herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 85 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 129 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 142 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 171 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 175 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 192 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 215 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 231 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 417 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 432 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 433 m along the route, 40 m before this point.Possible daemonhost 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 459 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 485 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 boss or captain spawn (section 2). Triggers when the lead player reaches 547 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 580 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 587 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 597 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 599 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 611 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 636 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 636 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 658 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 666 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 703 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 705 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 718 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 750 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 767 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 775 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 793 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 816 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 828 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 849 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 915 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 917 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 945 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 954 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 962 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 39 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 70 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 169 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 224 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 418 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 483 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 532 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 556 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 620 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 622 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 690 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 708 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 803 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 822 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 895 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 944 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 149 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 165 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 223 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 417 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 432 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 555 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 619 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 676 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 714 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 743 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 802 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 844 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 959 m along the route, 55 m before it.A1Hold candidate A1 for "decoder": 2 approach lanes, walls on 9 of 16 sidesA2Hold candidate A2 for "decoder": 2 approach lanes, walls on 6 of 16 sidesA3Hold candidate A3 for "decoder": 3 approach lanes, walls on 8 of 16 sides

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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 (27 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
    39 mRitual siteAppears 55 m ahead, at 94 m. Only with Heinous Rituals.
    70 mRitual siteAppears 55 m ahead, at 125 m. Only with Heinous Rituals.
    85-192 mDaemonhost section 15 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    149 mTwins ambush pointAmbush 55 m ahead, at 204 m. Rank 16+, one point per run.
    165 mTwins ambush pointAmbush 55 m ahead, at 220 m. Rank 16+, one point per run.
    169 mRitual siteAppears 55 m ahead, at 224 m. Only with Heinous Rituals.
    175-828 mBoss section 16 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    223 mTwins ambush pointAmbush 55 m ahead, at 278 m. Rank 16+, one point per run.
    224 mRitual siteAppears 55 m ahead, at 279 m. Only with Heinous Rituals.
    394 mRitual siteAppears 55 m ahead, at 449 m. Only with Heinous Rituals.
    417-636 mDaemonhost section 26 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    417 mTwins ambush pointAmbush 55 m ahead, at 472 m. Rank 16+, one point per run.
    418 mRitual siteAppears 55 m ahead, at 473 m. Only with Heinous Rituals.
    432-666 mBoss section 29 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    432 mTwins ambush pointAmbush 55 m ahead, at 487 m. Rank 16+, one point per run.
    483 mRitual siteAppears 55 m ahead, at 538 m. Only with Heinous Rituals.
    532 mRitual siteAppears 55 m ahead, at 587 m. Only with Heinous Rituals.
    555 mTwins ambush pointAmbush 55 m ahead, at 610 m. Rank 16+, one point per run.
    556 mRitual siteAppears 55 m ahead, at 611 m. Only with Heinous Rituals.
    619 mTwins ambush pointAmbush 55 m ahead, at 674 m. Rank 16+, one point per run.
    620 mRitual siteAppears 55 m ahead, at 675 m. Only with Heinous Rituals.
    622 mRitual siteAppears 55 m ahead, at 677 m. Only with Heinous Rituals.
    676 mTwins ambush pointAmbush 55 m ahead, at 731 m. Rank 16+, one point per run.
    690 mRitual siteAppears 55 m ahead, at 745 m. Only with Heinous Rituals.
    703-962 mBoss section 39 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    705-954 mDaemonhost section 35 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    708 mRitual siteAppears 55 m ahead, at 763 m. Only with Heinous Rituals.
    714 mTwins ambush pointAmbush 55 m ahead, at 769 m. Rank 16+, one point per run.
    743 mTwins ambush pointAmbush 55 m ahead, at 798 m. Rank 16+, one point per run.
    802 mTwins ambush pointAmbush 55 m ahead, at 857 m. Rank 16+, one point per run.
    803 mRitual siteAppears 55 m ahead, at 858 m. Only with Heinous Rituals.
    822 mRitual siteAppears 55 m ahead, at 877 m. Only with Heinous Rituals.
    844 mTwins ambush pointAmbush 55 m ahead, at 899 m. Rank 16+, one point per run.
    895 mRitual siteAppears 55 m ahead, at 950 m. Only with Heinous Rituals.
    944 mRitual siteAppears 55 m ahead, at 999 m. Only with Heinous Rituals.
    959 mTwins ambush pointAmbush 55 m ahead, at 1014 m. Rank 16+, one point per run.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1127 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 Decoder

    19 event spawners within reach, used by these scripted events: hacking, hacking transit guard.

    1. A12 approach lanes (north-west, south). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 13 m away.
    2. A22 approach lanes (north-east, north-west). Walls within 3 m on 6 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 13 m away.
    3. A33 approach lanes (west, south-east, north-east). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 6 m away on foot, and the objective is 6 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
    77 m1 mbetween two open areas (19 m wide)
    151 m2.5 mbetween two open areas (29 m wide)
    271 m2 mbetween two open areas (30 m wide)
    444 m2 mbetween two open areas (26 m wide)
    574 m3.5 mbetween two open areas (27 m wide)
    619 m4.5 mbetween two open areas (22 m wide)
    693 m4 mbetween two open areas (38 m wide)
    725 m3.5 mbetween two open areas (30 m wide)
    846 m4 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.

    • Opening tunnel and the big room after it. Called the hardest part of the map in Havoc: “Tunnel and big room after it. Most runs end here.” The Havoc OP says the same about “The tunnel and the area after it”. multiple sources agree - u/Enclave_Liberator, OP of “Worst maps on Havoc”
    • Room before the mid event (rituals). “The room before mid game event. There are possibility for 3 dh ritual and 2 of them are buggy”. single source (Havoc) - u/madao123451
    • End boss on the train (may be patched). “if you reach the door where he will spawn before he gets out the train sometimes he stays there shooting and the door closes again and kills him. Not sure it’s always possible to pull it off”. A second commenter describes the same door interaction. single source (one thread, two comments) - u/Shakaww, u/Jazzlike-Attorney-96

    Objectives in order

    1. leave start
    2. find voxarray
    3. decoderMid event
    4. vox exit
    5. find target
    6. reach platform
    7. elevator
    8. 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.