Maps

Mercantile HL-70-04

CarnivalRaid1153 m main path6 route sections

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)Objective: gauntlet start (scripted event)Objective: gauntlet secure intel (scripted event)Objective: confirm intel (scripted event)Objective: proceedObjective: find stimsObjective: open roof (scripted event)Objective: activate beacon (scripted event)Objective: reach valkyrieBoss section 1: a boss placed in this section triggers somewhere between 370 and 409 m along the route (2 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 513 and 670 m along the route (5 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 798 and 972 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 798 and 972 m along the route (4 possible spawn points)23456Event spawner (spawner_fortification_armoury_right_bottom, spawner_fortification_armoury_special_2), used by 2 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_sniper_2), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_left_bottom, spawner_fortification_armoury_special_2), used by 2 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_stoppers), used by 3 scripted eventsEvent spawner (spawner_gauntlet_passive_elite), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_final_up, spawner_gauntlet_armoury_final_left), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_final_front), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_stoppers), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_left_bottom, spawner_fortification_armoury_special_2), used by 2 scripted eventsEvent spawner (spawner_fortification_armoury_right), used by 3 scripted eventsEvent spawner (spawner_gauntlet_armoury_final_up, spawner_gauntlet_armoury_final_left), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_final_right), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_elite), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_elite), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_armoury_final_right), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_right), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_sniper_1), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_sniper_balcony), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_sniper_balcony), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_right), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_stage), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_left), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_right_bottom, spawner_fortification_armoury_special_2), used by 2 scripted eventsEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_passive_guards), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_stage), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_gauntlet_passive_guards), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_right), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_left), used by 3 scripted eventsEvent spawner (spawner_fortification_armoury_left), used by 3 scripted eventsEvent spawner (spawner_gauntlet_armoury_final_front), used by 1 scripted eventEvent spawner (spawner_fortification_armoury_left), used by 3 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3.5 m of floor at 56 m along the routeNarrow gap between two open areas: 4 m of floor at 113 m along the routeNarrow gap between two open areas: 4 m of floor at 151 m along the routeNarrow gap between two open areas: 4.5 m of floor at 187 m along the routeNarrow gap between two open areas: 5 m of floor at 313 m along the routeNarrow gap between two open areas: 5 m of floor at 363 m along the routeNarrow gap between two open areas: 4 m of floor at 529 m along the routeNarrow gap between two open areas: 1.5 m of floor at 753 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 282 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 331 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 370 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 374 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 409 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 477 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 505 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 513 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 535 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 565 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 572 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 588 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 596 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 670 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 771 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 798 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 864 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 927 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 961 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 972 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 985 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 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 241 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 256 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 288 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 404 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 415 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 448 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 488 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 542 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 632 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 681 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 710 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 720 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 744 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 753 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 839 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 865 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 900 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 976 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 1010 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 4 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 139 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 231 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 265 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 369 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 467 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 468 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 573 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 676 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 714 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 791 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 931 m along the route, 55 m before it.A1Hold candidate A1 for "gauntlet start": 1 approach lane, walls on 15 of 16 sidesA2Hold candidate A2 for "gauntlet start": 1 approach lane, walls on 13 of 16 sidesA3Hold candidate A3 for "gauntlet start": 1 approach lane, walls on 15 of 16 sidesB1Hold candidate B1 for "open roof": 1 approach lane, walls on 13 of 16 sidesB2Hold candidate B2 for "open roof": 2 approach lanes, walls on 10 of 16 sidesB3Hold candidate B3 for "open roof": 2 approach lanes, walls on 10 of 16 sidesC1Hold candidate C1 for "activate beacon": 3 approach lanes, walls on 8 of 16 sidesC2Hold candidate C2 for "activate beacon": 3 approach lanes, walls on 13 of 16 sidesC3Hold candidate C3 for "activate beacon": 2 approach lanes, walls on 2 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 (39 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
    4 mTwins ambush pointAmbush 55 m ahead, at 59 m. Rank 16+, one point per run.
    139 mTwins ambush pointAmbush 55 m ahead, at 194 m. Rank 16+, one point per run.
    186 mRitual siteAppears 55 m ahead, at 241 m. Only with Heinous Rituals.
    231 mTwins ambush pointAmbush 55 m ahead, at 286 m. Rank 16+, one point per run.
    241 mRitual siteAppears 55 m ahead, at 296 m. Only with Heinous Rituals.
    256 mRitual siteAppears 55 m ahead, at 311 m. Only with Heinous Rituals.
    265 mTwins ambush pointAmbush 55 m ahead, at 320 m. Rank 16+, one point per run.
    282-374 mDaemonhost section 13 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    288 mRitual siteAppears 55 m ahead, at 343 m. Only with Heinous Rituals.
    369 mTwins ambush pointAmbush 55 m ahead, at 424 m. Rank 16+, one point per run.
    370-409 mBoss section 12 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    404 mRitual siteAppears 55 m ahead, at 459 m. Only with Heinous Rituals.
    415 mRitual siteAppears 55 m ahead, at 470 m. Only with Heinous Rituals.
    448 mRitual siteAppears 55 m ahead, at 503 m. Only with Heinous Rituals.
    467 mTwins ambush pointAmbush 55 m ahead, at 522 m. Rank 16+, one point per run.
    468 mTwins ambush pointAmbush 55 m ahead, at 523 m. Rank 16+, one point per run.
    477-588 mDaemonhost section 24 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    488 mRitual siteAppears 55 m ahead, at 543 m. Only with Heinous Rituals.
    513-670 mBoss section 25 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    542 mRitual siteAppears 55 m ahead, at 597 m. Only with Heinous Rituals.
    573 mTwins ambush pointAmbush 55 m ahead, at 628 m. Rank 16+, one point per run.
    632 mRitual siteAppears 55 m ahead, at 687 m. Only with Heinous Rituals.
    676 mTwins ambush pointAmbush 55 m ahead, at 731 m. Rank 16+, one point per run.
    681 mRitual siteAppears 55 m ahead, at 736 m. Only with Heinous Rituals.
    710 mRitual siteAppears 55 m ahead, at 765 m. Only with Heinous Rituals.
    714 mTwins ambush pointAmbush 55 m ahead, at 769 m. Rank 16+, one point per run.
    720 mRitual siteAppears 55 m ahead, at 775 m. Only with Heinous Rituals.
    744 mRitual siteAppears 55 m ahead, at 799 m. Only with Heinous Rituals.
    753 mRitual siteAppears 55 m ahead, at 808 m. Only with Heinous Rituals.
    771-985 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    791 mTwins ambush pointAmbush 55 m ahead, at 846 m. Rank 16+, one point per run.
    798-972 mBoss section 34 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    839 mRitual siteAppears 55 m ahead, at 894 m. Only with Heinous Rituals.
    865 mRitual siteAppears 55 m ahead, at 920 m. Only with Heinous Rituals.
    900 mRitual siteAppears 55 m ahead, at 955 m. Only with Heinous Rituals.
    931 mTwins ambush pointAmbush 55 m ahead, at 986 m. Rank 16+, one point per run.
    976 mRitual siteAppears 55 m ahead, at 1031 m. Only with Heinous Rituals.
    1010 mRitual siteAppears 55 m ahead, at 1065 m. Only with Heinous Rituals.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1185 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 Gauntlet start

    19 event spawners within reach, used by these scripted events: gauntlet armoury final wave, gauntlet armoury guard, gauntlet armoury main wave.

    1. A1One approach lane, from the south-west. Walls within 3 m on 15 of 16 sides. The nearest event spawner is 96 m away on foot, and the objective is 5 m away.
    2. A2One approach lane, from the south-east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 87 m away on foot, and the objective is 8 m away.
    3. A3One approach lane, from the south-east. Walls within 3 m on 15 of 16 sides. The nearest event spawner is 104 m away on foot, and the objective is 13 m away.

    B Open roof

    22 event spawners within reach, used by these scripted events: fortification armoury sniper balcony, fortification armoury wave1, fortification final, fortification extra right and 1 more.

    1. B1One approach lane, from the south-west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 5 m away.
    2. B22 approach lanes (south-west, south-east). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 23 m away on foot, and the objective is 6 m away.
    3. B32 approach lanes (north-west, south-east). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 16 m away on foot, and the objective is 14 m away.

    C Activate beacon

    24 event spawners within reach, used by these scripted events: fortification armoury sniper balcony, fortification armoury wave1, fortification final, fortification extra left and 2 more.

    1. C13 approach lanes (north-west, south-west, south-east). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 0 m away.
    2. C23 approach lanes (north, south-west, south-east). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 11 m away.
    3. C32 approach lanes (north-east, west). Walls within 3 m on 2 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 13 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
    56 m3.5 mbetween two open areas (24 m wide)
    113 m4 mbetween two open areas (16 m wide)
    151 m4 mbetween two open areas (20 m wide)
    187 m4.5 mbetween two open areas (20 m wide)
    313 m5 mbetween two open areas (33 m wide)
    363 m5 mbetween two open areas (31 m wide)
    529 m4 mbetween two open areas (30 m wide)
    753 m1.5 mbetween two open areas (48 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 event (room where the servitor autohacks): go right, under the drop. “As you drop into room where you autohack with the servitor GO RIGHT and back UNDER THE DROP. The medstation area is a blatant trap. If you get under the ledge you are covered far better from bombers/gunners etc just make sure someone is working the gap at the back flank as there are 2 doors on that side.” With the goo-puddle modifier, one player still goes under the drop but “slightly forward so the spawn doors are positioned right next to me”. single source (Havoc PSA, plus one experienced reply) - OP 1j76615, u/serpiccio
    • First event: when to press the button. “As soon as the hacking is complete press the button to reduce the hordes unless you have a dead team mate - wait for them to respawn before hitting it otherwise they’ll respawn at the next point.” single source (Havoc) - OP 1j76615
    • Start route. “don’t use the stairs at the start, jump the barrier onto the table, you’re better getting to the second explosive room and mounting your stand there than trying to fight the horde upstairs”. single source (Havoc) - OP 1j76615
    • Bosses and doors. “kill bosses with doors, plenty of them in this map”. single source - u/lafielorora
    • “Gate strat”. “Gate strat is just the original holdout location, but smaller and has a backspawn that you can completely close for a whole minute without cooldown every time it opens back up.” Which event it refers to is not stated. single source - u/Silvabro

    Objectives in order

    1. gauntlet startMid event
    2. gauntlet secure intelMid event
    3. confirm intelMid event
    4. proceed
    5. brewery
    6. enter black market area
    7. find stims
    8. open roofEnd event
    9. wait for roofEnd event
    10. activate beaconEnd event
    11. survive finalEnd event
    12. clear areaEnd event
    13. reach 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.