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
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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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. |
| 8 m | Ritual site | Appears 55 m ahead, at 63 m. Only with Heinous Rituals. |
| 34 m | Ritual site | Appears 55 m ahead, at 89 m. Only with Heinous Rituals. |
| 37-191 m | Daemonhost section 1 | 6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 68 m | Ritual site | Appears 55 m ahead, at 123 m. Only with Heinous Rituals. |
| 68 m | Twins ambush point | Ambush 55 m ahead, at 123 m. Rank 16+, one point per run. |
| 91 m | Ritual site | Appears 55 m ahead, at 146 m. Only with Heinous Rituals. |
| 93 m | Ritual site | Appears 55 m ahead, at 148 m. Only with Heinous Rituals. |
| 94-698 m | Boss section 1 | 9 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 134 m | Ritual site | Appears 55 m ahead, at 189 m. Only with Heinous Rituals. |
| 175 m | Ritual site | Appears 55 m ahead, at 230 m. Only with Heinous Rituals. |
| 175 m | Ritual site | Appears 55 m ahead, at 230 m. Only with Heinous Rituals. |
| 175 m | Twins ambush point | Ambush 55 m ahead, at 230 m. Rank 16+, one point per run. |
| 186 m | Ritual site | Appears 55 m ahead, at 241 m. Only with Heinous Rituals. |
| 191 m | Ritual site | Appears 55 m ahead, at 246 m. Only with Heinous Rituals. |
| 205 m | Twins ambush point | Ambush 55 m ahead, at 260 m. Rank 16+, one point per run. |
| 371 m | Ritual site | Appears 55 m ahead, at 426 m. Only with Heinous Rituals. |
| 404 m | Twins ambush point | Ambush 55 m ahead, at 459 m. Rank 16+, one point per run. |
| 435 m | Ritual site | Appears 55 m ahead, at 490 m. Only with Heinous Rituals. |
| 450-516 m | Boss section 2 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 457 m | Ritual site | Appears 55 m ahead, at 512 m. Only with Heinous Rituals. |
| 460 m | Daemonhost section 2 | 2 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 471 m | Twins ambush point | Ambush 55 m ahead, at 526 m. Rank 16+, one point per run. |
| 490 m | Ritual site | Appears 55 m ahead, at 545 m. Only with Heinous Rituals. |
| 514 m | Twins ambush point | Ambush 55 m ahead, at 569 m. Rank 16+, one point per run. |
| 555 m | Ritual site | Appears 55 m ahead, at 610 m. Only with Heinous Rituals. |
| 614-845 m | Boss section 3 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 619 m | Ritual site | Appears 55 m ahead, at 674 m. Only with Heinous Rituals. |
| 619 m | Twins ambush point | Ambush 55 m ahead, at 674 m. Rank 16+, one point per run. |
| 640 m | Ritual site | Appears 55 m ahead, at 695 m. Only with Heinous Rituals. |
| 640 m | Twins ambush point | Ambush 55 m ahead, at 695 m. Rank 16+, one point per run. |
| 645-756 m | Daemonhost section 3 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 683 m | Ritual site | Appears 55 m ahead, at 738 m. Only with Heinous Rituals. |
| 709 m | Ritual site | Appears 55 m ahead, at 764 m. Only with Heinous Rituals. |
| 715 m | Twins ambush point | Ambush 55 m ahead, at 770 m. Rank 16+, one point per run. |
| 739 m | Twins ambush point | Ambush 55 m ahead, at 794 m. Rank 16+, one point per run. |
| 741 m | Ritual site | Appears 55 m ahead, at 796 m. Only with Heinous Rituals. |
| 812 m | Twins ambush point | Ambush 55 m ahead, at 867 m. Rank 16+, one point per run. |
| 813 m | Ritual site | Appears 55 m ahead, at 868 m. Only with Heinous Rituals. |
| 823 m | Ritual site | Appears 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 39 m | 3 m | between two open areas (25 m wide) |
| 73 m | 5 m | between two open areas (25 m wide) |
| 129 m | 3 m | between two open areas (32 m wide) |
| 181 m | 2.5 m | between two open areas (32 m wide) |
| 236 m | 4 m | between two open areas (24 m wide) |
| 300 m | 5 m | between two open areas (43 m wide) |
| 350 m | 5 m | between two open areas (34 m wide) |
| 390 m | 3 m | between two open areas (46 m wide) |
| 426 m | 4 m | between two open areas (46 m wide) |
| 484 m | 2.5 m | between two open areas (23 m wide) |
| 543 m | 1.5 m | between two open areas (26 m wide) |
| 667 m | 3.5 m | between two open areas (22 m wide) |
| 745 m | 3.5 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.
- 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
- leave start
- find furnace entrance
- call elevator
- wait for elevatorMid event
- ride elevator
- purge daemonic growth
- restart furnace machinery
- find forge
- find foundry
- activate smelter
- destroy corruptor totalEnd event
- destroy corruptor a
- destroy corruptor b
- destroy corruptor c
- destroy corruptor d
- surviveEnd event
- reactivate smelterEnd event
- hold positionEnd event
- clearEnd event
- 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.