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Deadlock Tunnels Map: Every Vent and Underground Tunnel, and Who Can Use Them

Deadlock's map has two kinds of tunnels: five underground tunnels every hero can walk through, and eight vent routes that only small heroes fit into, namely Rat King, Rem, Mo & Krill and Calico in Ava form. The map below marks all of them, followed by how each hero gets in, what locks a vent and what each route is good for.

Deadlock tunnel map pinned next to a paper card reading Tunnels and Vents

Deadlock tunnel map

Every tunnel and vent on the map: orange tunnels for every hero, teal vents for small heroes only
Map of Deadlock's city with lanes, districts and bases
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Tap a pin on the map or switch a layer on below to see what it marks.

Souls

Health and cover

Getting around

Objectives and shops

Labels

Letters mark the underground tunnels and numbers mark the vents. The map is mirrored through its center, so every vent has a twin on the other half: 1 and 8, 2 and 7, 3 and 6, 4 and 5.

Which heroes can use the vents

Heroes that fit through Deadlock's vents
  • Rat KingCrouches next to a vent and squeezes in over 1.7 seconds.
  • RemCrouches and walks straight in. Unlike Rat King and Mo & Krill, he has no delay at the entrance.
  • Mo & KrillCrouch next to a vent or dig in during Burrow. If Burrow ends inside, they pop up at the nearest spot where they can stand.
  • CalicoFits only in Ava form. If the form runs out inside, she either changes back and gets pushed to the nearest open spot, or stays as Ava and takes heavy damage until she leaves.

There is no separate network per hero: the Rat King tunnels and the Rem tunnels players search for are the same eight vents. Two other ways in are much rarer. Grey Talon's Guided Owl can fly through a vent if it enters at the right angle without touching a wall, and in Street Brawl the item lets any hero squeeze in, though that mode only uses one lane.

How to get into a vent

  • Crouch next to the entrance (Ctrl by default). Rat King and Mo & Krill can't slide into a vent, so stop first.
  • Dealing or taking damage locks the vents for 4 seconds. Damage to your barrier doesn't count.
  • You can't go in while carrying the Soul Urn.
  • A locked vent shows a grill over its entrance to players within 10 meters.
  • Inside, you move 70% faster. Sprint speed doesn't get the bonus.

The underground tunnels every hero can use

The five underground tunnels
A, Plaza side
Secret shop and a teleporter to B
B, Theater side
Teleporter to A
C, center
The largest, under Broadway
D, Haunted Lot side
Teleporter to E
E, Chinatown side
Secret shop and a teleporter to D

Any hero can walk into these, and each teleporter drops you in its paired tunnel on the far side of the map.

Every vent route

Vents 1 and 8: across Uptown and Downtown

Vent 1 runs from Broadway in Uptown east into the Theater, with a short branch toward the middle of the map. Vent 8 mirrors it, running from Broadway in Downtown west into the Haunted Lot. On the minimap neither one meets an underground tunnel, so both work as straight shortcuts between the lane and the district, with three ends each.

Vents 2 and 7: into the secret shop tunnels

Vent 2 leads from the streets between York and the Plaza into tunnel A, and vent 7 from tunnel E out to the streets between Chinatown and Greenwich. Both are short, so a small hero can reach a secret shop without being seen on the street.

Vents 3 and 6: out to Greenwich and York

Vent 3 leads from tunnel B east toward the Greenwich lane, and vent 6 from tunnel D west toward York. They let a small hero come out of the underground right next to an outer lane.

Vents 4 and 5: around the center

The two biggest networks wrap around tunnel C. Vent 4 links it with tunnels A and B on the Plaza and Theater side, and vent 5 reaches toward D and E on the Haunted Lot and Chinatown side. They have more exits than any other route, which makes them the hardest for an enemy to cover.

Loot inside the tunnels

Vent tunnels hold their own Crates and Buff Containers, much smaller than the ones on the streets, plus cockroaches worth 1 soul each. Since the September 16 update, breakables in the underground tunnels first spawn five minutes into a match and respawn every five minutes, up from three.

How to stop a hero escaping into a vent

  • Keep hitting their health. Every hit resets the combat lock, but hits on a barrier don't, so break the barrier first.
  • Learn the exits. Each vent has only a handful of ends, all of them on the map above, so you can be waiting where they come out.
  • Bring a small hero. Rem, Mo & Krill, Calico in Ava form and Rat King can all follow into the same vent.

Steam Vents and Air Vents are something else

City Never Sleeps added Steam Vents around the map, grates that make you invisible and heal you while you stand on them. Air Vents are the jump pads that launch you upward. Neither is a tunnel, and every hero can use both. Our new map guide covers the rest of the reworked city.

FAQ

A hero without vent access can sometimes glitch into one through the level geometry. The Unstick button in the main menu moves you out. Heroes that can leave the vents on their own can't use it.