Chasm Logistratum
Chasm TerminusRaid1114 m main path5 route sections
Name matched from the zone, mission type and objectives (internal id lm_rails). 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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Waiting for review
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Drag a point to move it.
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 48 m. Only with Heinous Rituals. |
| 58 m | Ritual site | Appears 55 m ahead, at 113 m. Only with Heinous Rituals. |
| 98 m | Ritual site | Appears 55 m ahead, at 153 m. Only with Heinous Rituals. |
| 109-703 m | Boss section 1 | 14 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 133 m | Ritual site | Appears 55 m ahead, at 188 m. Only with Heinous Rituals. |
| 135 m | Twins ambush point | Ambush 55 m ahead, at 190 m. Rank 16+, one point per run. |
| 155 m | Ritual site | Appears 55 m ahead, at 210 m. Only with Heinous Rituals. |
| 193 m | Ritual site | Appears 55 m ahead, at 248 m. Only with Heinous Rituals. |
| 194 m | Ritual site | Appears 55 m ahead, at 249 m. Only with Heinous Rituals. |
| 228-465 m | Daemonhost section 1 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 242 m | Ritual site | Appears 55 m ahead, at 297 m. Only with Heinous Rituals. |
| 244 m | Twins ambush point | Ambush 55 m ahead, at 299 m. Rank 16+, one point per run. |
| 257 m | Twins ambush point | Ambush 55 m ahead, at 312 m. Rank 16+, one point per run. |
| 280 m | Ritual site | Appears 55 m ahead, at 335 m. Only with Heinous Rituals. |
| 294 m | Twins ambush point | Ambush 55 m ahead, at 349 m. Rank 16+, one point per run. |
| 437 m | Twins ambush point | Ambush 55 m ahead, at 492 m. Rank 16+, one point per run. |
| 495 m | Ritual site | Appears 55 m ahead, at 550 m. Only with Heinous Rituals. |
| 496 m | Twins ambush point | Ambush 55 m ahead, at 551 m. Rank 16+, one point per run. |
| 523-646 m | Boss section 2 | 7 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 531 m | Ritual site | Appears 55 m ahead, at 586 m. Only with Heinous Rituals. |
| 545 m | Ritual site | Appears 55 m ahead, at 600 m. Only with Heinous Rituals. |
| 552 m | Ritual site | Appears 55 m ahead, at 607 m. Only with Heinous Rituals. |
| 561-568 m | Daemonhost section 2 | 2 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 566 m | Ritual site | Appears 55 m ahead, at 621 m. Only with Heinous Rituals. |
| 585 m | Ritual site | Appears 55 m ahead, at 640 m. Only with Heinous Rituals. |
| 589 m | Ritual site | Appears 55 m ahead, at 644 m. Only with Heinous Rituals. |
| 602 m | Ritual site | Appears 55 m ahead, at 657 m. Only with Heinous Rituals. |
| 603 m | Ritual site | Appears 55 m ahead, at 658 m. Only with Heinous Rituals. |
| 641 m | Ritual site | Appears 55 m ahead, at 696 m. Only with Heinous Rituals. |
| 809-1013 m | Boss section 3 | 8 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 819-854 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 909 m | Twins ambush point | Ambush 55 m ahead, at 964 m. Rank 16+, one point per run. |
| 930 m | Ritual site | Appears 55 m ahead, at 985 m. Only with Heinous Rituals. |
| 938 m | Ritual site | Appears 55 m ahead, at 993 m. Only with Heinous Rituals. |
| 962 m | Twins ambush point | Ambush 55 m ahead, at 1017 m. Rank 16+, one point per run. |
| 967 m | Ritual site | Appears 55 m ahead, at 1022 m. Only with Heinous Rituals. |
| 989 m | Ritual site | Appears 55 m ahead, at 1044 m. Only with Heinous Rituals. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1140 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 Collect cargo
24 event spawners within reach, used by these scripted events: luggable rails, luggable rails guard left, luggable rails guard right, luggable rails looping and 2 more.
- A1One approach lane, from the east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 59 m away on foot, and the objective is 6 m away.
- A2One approach lane, from the east. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 57 m away on foot, and the objective is 11 m away.
- A3One approach lane, from the south-east. Walls within 3 m on 7 of 16 sides. The nearest event spawner is 49 m away on foot, and the objective is 8 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 |
|---|---|---|
| 47 m | 2 m | between two open areas (22 m wide) |
| 105 m | 3 m | between two open areas (59 m wide) |
| 146 m | 4 m | between two open areas (31 m wide) |
| 264 m | 4.5 m | between two open areas (28 m wide) |
| 331 m | 3 m | between two open areas (45 m wide) |
| 369 m | 3 m | out of an open area behind (45 m wide) |
| 431 m | 2.5 m | between two open areas (18 m wide) |
| 469 m | 2.5 m | between two open areas (18 m wide) |
| 634 m | 3.5 m | between two open areas (23 m wide) |
| 730 m | 1 m | between two open areas (27 m wide) |
| 805 m | 4 m | between two open areas (27 m wide) |
| 852 m | 3.5 m | between two open areas (26 m wide) |
| 893 m | 4.5 m | between two open areas (26 m wide) |
| 938 m | 5 m | between two open areas (17 m wide) |
| 981 m | 3 m | between two open areas (29 m wide) |
| 1026 m | 3 m | between two open areas (29 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 bridge. “the bridge in chasm [logistratum] seems to have a very short grace period before AI director hits you with the overtime penalty, it doesn’t help that there is basically no cover in the first half of it … that first section is a potential spawn point for both the twins and the captain”. The OP (Havoc 31, playing with a Fatshark dev) never got past the bridge. multiple sources agree - u/serpiccio, u/AlgaeSelect217, Fatshark_Lev
- Train tracks after the mid event, through to the final hallway. “the sequence after mid round on Chasm Logistratum from under the train tracks to the hallway with the dual train tracks.” Also: “the drop down corridor just before the final hallways leading to the end event. Always crazy. Tons of spawn, couple bosses.” Ravs: “rail tracks hallway at the end is a run ender”. multiple sources agree - u/zZINCc, u/MrLamorso, u/Educational-Tackle54, Steam, Ravs
- Rescues are far away. “except on Chasm Logistratum where it can easily be close to 10 minutes before rescue. Archivum Sycorax is like that as well.” single source, older thread - u/WiseOldManatee
- Finale. “Chasm Logistratum finale is pure insanity, compared to missions like Sycorax, Refinery Delta and Smelter Complex.” single source (Havoc) - Steam, Ravs
- Silent tunnel (bug report). “The tunnel between the stairs and the top of the elevator shaft … (the area with the medicae station before descending the spiral stairway) suppresses all sounds coming from it, including … the poxburster beeps for the one that almost always shows up there.” single source, bug report - forum t80059
Objectives in order
- find rail tunnels
- descend elevator shaft
- hack doorMid event
- open mid airlock
- through railways
- through abandoned railway
- find control cogitator
- reach logistratum
- deactivate skyfire
- collect cargoEnd event
- escape valkyrie
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.