Maps

Smelter Complex HL-17-36

Metalfab 36Repair1000 m main path6 route sections

Name matched from the zone, mission type and objectives (internal id dm_forge). 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)Objective: call elevatorObjective: ride elevatorObjective: purge daemonic growthObjective: purge daemonic growthObjective: purge daemonic growthObjective: purge daemonic growthObjective: find forgeObjective: activate smelterObjective: destroy corruptor aObjective: destroy corruptor aObjective: destroy corruptor aObjective: destroy corruptor aObjective: destroy corruptor bObjective: destroy corruptor bObjective: destroy corruptor bObjective: destroy corruptor bObjective: destroy corruptor cObjective: destroy corruptor cObjective: destroy corruptor cObjective: destroy corruptor cObjective: destroy corruptor dObjective: destroy corruptor dObjective: destroy corruptor dObjective: destroy corruptor dObjective: reactivate smelter (scripted event)Objective: reactivate smelter (scripted event)Objective: reactivate smelter (scripted event)Objective: reactivate smelter (scripted event)Objective: reactivate smelter (scripted event)Objective: extractObjective: extractBoss section 1: a boss placed in this section triggers somewhere between 94 and 698 m along the route (9 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 94 and 698 m along the route (9 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 94 and 698 m along the route (9 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 94 and 698 m along the route (9 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 450 and 516 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 614 and 845 m along the route (5 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 614 and 845 m along the route (5 possible spawn points)23456Event spawner (spawner_corruptor_c, spawner_corruptor_d), used by 4 scripted eventsEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (workers_hub_a), used by 1 scripted eventEvent spawner (spawner_workers_far), used by 2 scripted eventsEvent spawner (workers_hub_a), used by 1 scripted eventEvent spawner (spawner_workers_near, spawner_workers_far), used by 4 scripted eventsEvent spawner (workers_hub_b), used by 1 scripted eventEvent spawner (spawner_foundry_far, spawner_corruptor_d, spawner_foundry_trickle, spawner_foundry_west), used by 12 scripted eventsEvent spawner (spawner_foundry_trickle, spawner_foundry_east), used by 12 scripted eventsEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (spawner_workers_near, spawner_workers_far), used by 4 scripted eventsEvent spawner (spawner_workers_far, spawner_workers_near), used by 4 scripted eventsEvent spawner (spawner_corruptor_a, spawner_corruptor_b, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (spawner_workers_far), used by 2 scripted eventsEvent spawner (spawner_foundry_near, spawner_corruptor_c, spawner_foundry_trickle, spawner_foundry_south), used by 12 scripted eventsEvent spawner (spawner_foundry_near, spawner_foundry_north, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (spawner_workers_far_cover, spawner_workers_far), used by 4 scripted eventsEvent spawner (spawner_workers_near, spawner_workers_far), used by 4 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (spawner_foundry_near, spawner_corruptor_a, spawner_corruptor_c, spawner_corruptor_d, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (spawner_foundry_far, spawner_corruptor_b, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (foundry_extract), used by 1 scripted eventEvent spawner (foundry_extract), used by 1 scripted eventEvent spawner (spawner_corruptor_a, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (spawner_workers_far, spawner_workers_near), used by 4 scripted eventsEvent spawner (spawner_workers_near, spawner_workers_far), used by 4 scripted eventsEvent spawner (spawner_corruptor_a, spawner_foundry_near, spawner_corruptor_b, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (spawner_corruptor_d, spawner_foundry_trickle), used by 12 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_b), used by 1 scripted eventEvent spawner (spawner_foundry_trickle, spawner_foundry_south), used by 12 scripted eventsEvent spawner (workers_hub_guards), used by 1 scripted eventEvent spawner (workers_hub_b), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (spawner_corruptor_a, spawner_foundry_trickle, spawner_foundry_north), used by 12 scripted eventsEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (mid_event_guards), used by 1 scripted eventEvent spawner (spawner_workers_near, spawner_workers_far), used by 4 scripted eventsEvent spawner (spawner_workers_far_cover, spawner_workers_far), used by 4 scripted eventsEvent spawner (spawner_workers_far), used by 2 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3 m of floor at 39 m along the routeNarrow gap between two open areas: 5 m of floor at 73 m along the routeNarrow gap between two open areas: 3 m of floor at 129 m along the routeNarrow gap between two open areas: 2.5 m of floor at 181 m along the routeNarrow gap between two open areas: 4 m of floor at 236 m along the routeNarrow gap between two open areas: 5 m of floor at 300 m along the routeNarrow gap between two open areas: 5 m of floor at 350 m along the routeNarrow gap between two open areas: 3 m of floor at 390 m along the routeNarrow gap between two open areas: 4 m of floor at 426 m along the routeNarrow gap between two open areas: 2.5 m of floor at 484 m along the routeNarrow gap between two open areas: 1.5 m of floor at 543 m along the routeNarrow gap between two open areas: 3.5 m of floor at 667 m along the routeNarrow gap between two open areas: 3.5 m of floor at 745 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 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 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 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 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 37 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 75 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 82 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 94 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 105 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 138 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 boss or captain spawn (section 1). Triggers when the lead player reaches 169 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 190 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 191 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 197 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 202 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 283 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 307 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 450 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 450 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 460 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 460 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 486 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 516 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 614 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 645 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 684 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 698 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 730 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 740 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 743 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 756 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 787 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 845 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 0 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 8 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 34 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 68 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 91 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 93 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 134 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 175 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 175 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 186 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 191 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 371 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 435 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 457 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 490 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 555 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 619 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 640 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 683 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 709 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 741 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 813 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 823 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 68 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 175 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 205 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 404 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 471 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 514 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 640 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 715 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 739 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 812 m along the route, 55 m before it.A1Hold candidate A1 for "reactivate smelter": 1 approach lane, walls on 10 of 16 sidesA2Hold candidate A2 for "reactivate smelter": 1 approach lane, walls on 8 of 16 sidesA3Hold candidate A3 for "reactivate smelter": 2 approach lanes, walls on 13 of 16 sides

Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.

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 (62 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
    0 mRitual siteAppears 55 m ahead, at 14 m. Only with Heinous Rituals.
    8 mRitual siteAppears 55 m ahead, at 63 m. Only with Heinous Rituals.
    34 mRitual siteAppears 55 m ahead, at 89 m. Only with Heinous Rituals.
    37-191 mDaemonhost section 16 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    68 mRitual siteAppears 55 m ahead, at 123 m. Only with Heinous Rituals.
    68 mTwins ambush pointAmbush 55 m ahead, at 123 m. Rank 16+, one point per run.
    91 mRitual siteAppears 55 m ahead, at 146 m. Only with Heinous Rituals.
    93 mRitual siteAppears 55 m ahead, at 148 m. Only with Heinous Rituals.
    94-698 mBoss section 19 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    134 mRitual siteAppears 55 m ahead, at 189 m. Only with Heinous Rituals.
    175 mRitual siteAppears 55 m ahead, at 230 m. Only with Heinous Rituals.
    175 mRitual siteAppears 55 m ahead, at 230 m. Only with Heinous Rituals.
    175 mTwins ambush pointAmbush 55 m ahead, at 230 m. Rank 16+, one point per run.
    186 mRitual siteAppears 55 m ahead, at 241 m. Only with Heinous Rituals.
    191 mRitual siteAppears 55 m ahead, at 246 m. Only with Heinous Rituals.
    205 mTwins ambush pointAmbush 55 m ahead, at 260 m. Rank 16+, one point per run.
    371 mRitual siteAppears 55 m ahead, at 426 m. Only with Heinous Rituals.
    404 mTwins ambush pointAmbush 55 m ahead, at 459 m. Rank 16+, one point per run.
    435 mRitual siteAppears 55 m ahead, at 490 m. Only with Heinous Rituals.
    450-516 mBoss section 24 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    457 mRitual siteAppears 55 m ahead, at 512 m. Only with Heinous Rituals.
    460 mDaemonhost section 22 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    471 mTwins ambush pointAmbush 55 m ahead, at 526 m. Rank 16+, one point per run.
    490 mRitual siteAppears 55 m ahead, at 545 m. Only with Heinous Rituals.
    514 mTwins ambush pointAmbush 55 m ahead, at 569 m. Rank 16+, one point per run.
    555 mRitual siteAppears 55 m ahead, at 610 m. Only with Heinous Rituals.
    614-845 mBoss section 35 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    619 mRitual siteAppears 55 m ahead, at 674 m. Only with Heinous Rituals.
    619 mTwins ambush pointAmbush 55 m ahead, at 674 m. Rank 16+, one point per run.
    640 mRitual siteAppears 55 m ahead, at 695 m. Only with Heinous Rituals.
    640 mTwins ambush pointAmbush 55 m ahead, at 695 m. Rank 16+, one point per run.
    645-756 mDaemonhost section 34 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    683 mRitual siteAppears 55 m ahead, at 738 m. Only with Heinous Rituals.
    709 mRitual siteAppears 55 m ahead, at 764 m. Only with Heinous Rituals.
    715 mTwins ambush pointAmbush 55 m ahead, at 770 m. Rank 16+, one point per run.
    739 mTwins ambush pointAmbush 55 m ahead, at 794 m. Rank 16+, one point per run.
    741 mRitual siteAppears 55 m ahead, at 796 m. Only with Heinous Rituals.
    812 mTwins ambush pointAmbush 55 m ahead, at 867 m. Rank 16+, one point per run.
    813 mRitual siteAppears 55 m ahead, at 868 m. Only with Heinous Rituals.
    823 mRitual siteAppears 55 m ahead, at 878 m. Only with Heinous Rituals.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1070 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 Reactivate smelter

    15 event spawners within reach, used by these scripted events: corruptor, demolition trickle, demolition trickle hold, foundry extract and 1 more.

    1. A1One approach lane, from the north-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 0 m away.
    2. A2One approach lane, from the south-west. Walls within 3 m on 8 of 16 sides. The nearest event spawner is 22 m away on foot, and the objective is 10 m away.
    3. A32 approach lanes (west, south-east). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 36 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 routeFloor widthOpens
    39 m3 mbetween two open areas (25 m wide)
    73 m5 mbetween two open areas (25 m wide)
    129 m3 mbetween two open areas (32 m wide)
    181 m2.5 mbetween two open areas (32 m wide)
    236 m4 mbetween two open areas (24 m wide)
    300 m5 mbetween two open areas (43 m wide)
    350 m5 mbetween two open areas (34 m wide)
    390 m3 mbetween two open areas (46 m wide)
    426 m4 mbetween two open areas (46 m wide)
    484 m2.5 mbetween two open areas (23 m wide)
    543 m1.5 mbetween two open areas (26 m wide)
    667 m3.5 mbetween two open areas (22 m wide)
    745 m3.5 mbetween 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.

    • Start: above ground or underground? sources disagree. OP: “if anyone tries to go overground rather than underground at the start it results in multiple casualties”. The OP later narrowed this to “initially going below, then taking the first stairway up that pops you up in a great position to [aggro] the entire area and be surrounded on all sides”. Against: “You can actually get trapped easily in underground … you surely wouldn’t want to be in that narrow corridor. The upper area is more open but with enough places to take cover”. Another player has “almost exclusively gone up the stairs here since launch, never had an issue”. - OP 1hg0lln, u/Surtide, u/No_Relationship9094
    • Respawn trick at the start. “on Smelter Complex, if you die at the beginning, the team can retreat to the small tunnel just to the right of the initial drop and the game will spawn you just above the stairs instead in the tunnel in the next section of the map.” single source (Havoc 40 thread) - u/Sendnudec00kies
    • Finale part 1 (purge the three corruption growths, plus valves). Older advice (2023): “You have to get all 3 tentacles killed within seconds of one another, which usually means you have to have 1 person on each tentacle”. Since a 2024 change, all three growths are shown and can be done in any order, and there is “another step where you have to activate 4 valves”. The complaint since then is players splitting up and dying solo. “a tip for everyone with a shotgun, one blast will in 99% clear a whole infestation”. single source each, partly dated - u/zitandspit99, u/DominusDaniel, OP 1dobwnp, comment jfqgcbh
    • Finale part 2 (hold until the exit doors open). Paraphrase: about 5 minutes of mostly chaff at the exit, and “The final wave before the door opens will throw like 4 ragers at you”. A Gamerguides penance guide reportedly says to wait near the final escape gate with one player covering the stairs. single source (Reddit). The Gamerguides part is snippet only - OP 12hoshc, Gamerguides penances
    • Easy in Havoc overall. “Smelter Complex (very player friendly rooms with lots of cover and flank routes)”. single source - Steam, Ravs

    Objectives in order

    1. leave start
    2. find furnace entrance
    3. call elevator
    4. wait for elevatorMid event
    5. ride elevator
    6. purge daemonic growth
    7. restart furnace machinery
    8. find forge
    9. find foundry
    10. activate smelter
    11. destroy corruptor totalEnd event
    12. destroy corruptor a
    13. destroy corruptor b
    14. destroy corruptor c
    15. destroy corruptor d
    16. surviveEnd event
    17. reactivate smelterEnd event
    18. hold positionEnd event
    19. clearEnd event
    20. extract

    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.