Warren 6-19
CarnivalDisruption1266 m main path4 route sections
Name matched from the zone, mission type and objectives (internal id cm_raid). 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
Drag the marker on the map to move it.
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 14 m. Only with Heinous Rituals. |
| 0 m | Ritual site | Appears 55 m ahead, at 30 m. Only with Heinous Rituals. |
| 0 m | Ritual site | Appears 55 m ahead, at 53 m. Only with Heinous Rituals. |
| 0 m | Ritual site | Appears 55 m ahead, at 37 m. Only with Heinous Rituals. |
| 14 m | Ritual site | Appears 55 m ahead, at 69 m. Only with Heinous Rituals. |
| 59-120 m | Daemonhost section 1 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 64-224 m | Boss section 1 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 70 m | Ritual site | Appears 55 m ahead, at 125 m. Only with Heinous Rituals. |
| 70 m | Twins ambush point | Ambush 55 m ahead, at 125 m. Rank 16+, one point per run. |
| 74-338 m | Daemonhost section 2 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 84 m | Ritual site | Appears 55 m ahead, at 139 m. Only with Heinous Rituals. |
| 105 m | Ritual site | Appears 55 m ahead, at 160 m. Only with Heinous Rituals. |
| 111 m | Ritual site | Appears 55 m ahead, at 166 m. Only with Heinous Rituals. |
| 139 m | Ritual site | Appears 55 m ahead, at 194 m. Only with Heinous Rituals. |
| 140 m | Ritual site | Appears 55 m ahead, at 195 m. Only with Heinous Rituals. |
| 142 m | Twins ambush point | Ambush 55 m ahead, at 197 m. Rank 16+, one point per run. |
| 165 m | Ritual site | Appears 55 m ahead, at 220 m. Only with Heinous Rituals. |
| 202 m | Ritual site | Appears 55 m ahead, at 257 m. Only with Heinous Rituals. |
| 225 m | Ritual site | Appears 55 m ahead, at 280 m. Only with Heinous Rituals. |
| 226 m | Ritual site | Appears 55 m ahead, at 281 m. Only with Heinous Rituals. |
| 246 m | Twins ambush point | Ambush 55 m ahead, at 301 m. Rank 16+, one point per run. |
| 248 m | Ritual site | Appears 55 m ahead, at 303 m. Only with Heinous Rituals. |
| 285-339 m | Boss section 2 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 290 m | Ritual site | Appears 55 m ahead, at 345 m. Only with Heinous Rituals. |
| 291 m | Twins ambush point | Ambush 55 m ahead, at 346 m. Rank 16+, one point per run. |
| 297 m | Ritual site | Appears 55 m ahead, at 352 m. Only with Heinous Rituals. |
| 349 m | Ritual site | Appears 55 m ahead, at 404 m. Only with Heinous Rituals. |
| 380 m | Twins ambush point | Ambush 55 m ahead, at 435 m. Rank 16+, one point per run. |
| 771 m | Ritual site | Appears 55 m ahead, at 826 m. Only with Heinous Rituals. |
| 780 m | Ritual site | Appears 55 m ahead, at 835 m. Only with Heinous Rituals. |
| 787-895 m | Daemonhost section 3 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 818-907 m | Boss section 3 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 847 m | Ritual site | Appears 55 m ahead, at 902 m. Only with Heinous Rituals. |
| 858 m | Ritual site | Appears 55 m ahead, at 913 m. Only with Heinous Rituals. |
| 889 m | Twins ambush point | Ambush 55 m ahead, at 944 m. Rank 16+, one point per run. |
| 890 m | Ritual site | Appears 55 m ahead, at 945 m. Only with Heinous Rituals. |
| 974 m | Ritual site | Appears 55 m ahead, at 1029 m. Only with Heinous Rituals. |
| 1020 m | Twins ambush point | Ambush 55 m ahead, at 1075 m. Rank 16+, one point per run. |
| 1084 m | Twins ambush point | Ambush 55 m ahead, at 1139 m. Rank 16+, one point per run. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1343 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 Control drug lab
24 event spawners within reach, used by these scripted events: drug lab first floor, drug lab second floor, drug lab third floor, raid endevent guards first floor and 1 more.
- A1One approach lane, from the north-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 7 m away.
- A2One approach lane, from the east. Walls within 3 m on 8 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 12 m away.
- A3One approach lane, from the east. Walls within 3 m on 9 of 16 sides. The nearest event spawner is 16 m away on foot, and the objective is 13 m away.
B Decode refraction field
24 event spawners within reach, used by these scripted events: drug lab first floor, drug lab second floor, drug lab third floor, escape guidance and 2 more.
- B12 approach lanes (south-west, north-east). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 25 m away on foot, and the objective is 9 m away.
- B22 approach lanes (west, south-east). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 46 m away on foot, and the objective is 13 m away.
- B32 approach lanes (east, north-west). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 38 m away on foot, and the objective is 12 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 |
|---|---|---|
| 68 m | 1.5 m | between two open areas (58 m wide) |
| 207 m | 3.5 m | between two open areas (37 m wide) |
| 317 m | 4.5 m | between two open areas (51 m wide) |
| 365 m | 3 m | between two open areas (29 m wide) |
| 493 m | 2.5 m | between two open areas (37 m wide) |
| 536 m | 2 m | between two open areas (37 m wide) |
| 704 m | 3.5 m | between two open areas (42 m wide) |
| 751 m | 3 m | between two open areas (21 m wide) |
| 810 m | 4 m | between two open areas (19 m wide) |
| 868 m | 3.5 m | between two open areas (23 m wide) |
| 917 m | 2.5 m | between two open areas (19 m wide) |
| 1055 m | 4.5 m | between two open areas (35 m wide) |
| 1086 m | 3.5 m | between two open areas (35 m wide) |
| 1189 m | 4 m | between two open areas (15 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.
- First big circular room (fight until an exit opens). “you have to fight the horde until one of the exits opens. We usually camp at one of them. Sometimes the one next to us opens, sometimes it’s the other one across the room.” The thread asks whether the side is random; no answer was read. single source - forum t114382
- Bugged Havoc ritual on a platform. OP: a ritual on a platform always triggers because one cultist cannot be reached. Answers: “It’s above you and you can hit it through the ground. There is a half brick wall with an aesthetic barrel touching it. Near that barrel, attack the ceiling above you until you see a hit marker” or, for the other case, “you can see it underneath the original ritual spot while standing on the far side catwalks. You can just shoot it from there.” Also: “I had the last cultist spawn on the catwalk below. If you walk to the opposite site, you can shoot it”. General: “If it’s ritual then Warren or Power matrix due to the buggy ritual.” multiple sources agree - thread 1v01gax, u/Kaudia, u/Godworrior, u/madao123451
- Audio dead zone at the Obscura Den (bug report, Havoc). Audio cuts out “at the entrace doorway at the very top of the Obscura Den. So after you leave the church with a medicae station and go down the slight slope to that doorway into a bar type area that leads down to the elevator”. The reporter says this “has caused countless deaths and wipes”, so watch for silent poxbursters there. single source, bug report - forum t118964
Objectives in order
- start
- find obscura den
- obscura surviveMid event
- obscura breaching charge
- obscura progress cellar
- obscura den decode stage two
- obscura exit
- find drug lab
- control drug labEnd event
- destroy filtration tanks
- progress second floor
- progress third floor
- decode refraction fieldEnd event
- filtration tank final destruction
- escape
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.