Mercantile HL-70-04
CarnivalRaid1153 m main path6 route sections
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 |
|---|---|---|
| 4 m | Twins ambush point | Ambush 55 m ahead, at 59 m. Rank 16+, one point per run. |
| 139 m | Twins ambush point | Ambush 55 m ahead, at 194 m. Rank 16+, one point per run. |
| 186 m | Ritual site | Appears 55 m ahead, at 241 m. Only with Heinous Rituals. |
| 231 m | Twins ambush point | Ambush 55 m ahead, at 286 m. Rank 16+, one point per run. |
| 241 m | Ritual site | Appears 55 m ahead, at 296 m. Only with Heinous Rituals. |
| 256 m | Ritual site | Appears 55 m ahead, at 311 m. Only with Heinous Rituals. |
| 265 m | Twins ambush point | Ambush 55 m ahead, at 320 m. Rank 16+, one point per run. |
| 282-374 m | Daemonhost section 1 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 288 m | Ritual site | Appears 55 m ahead, at 343 m. Only with Heinous Rituals. |
| 369 m | Twins ambush point | Ambush 55 m ahead, at 424 m. Rank 16+, one point per run. |
| 370-409 m | Boss section 1 | 2 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 404 m | Ritual site | Appears 55 m ahead, at 459 m. Only with Heinous Rituals. |
| 415 m | Ritual site | Appears 55 m ahead, at 470 m. Only with Heinous Rituals. |
| 448 m | Ritual site | Appears 55 m ahead, at 503 m. Only with Heinous Rituals. |
| 467 m | Twins ambush point | Ambush 55 m ahead, at 522 m. Rank 16+, one point per run. |
| 468 m | Twins ambush point | Ambush 55 m ahead, at 523 m. Rank 16+, one point per run. |
| 477-588 m | Daemonhost section 2 | 4 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 488 m | Ritual site | Appears 55 m ahead, at 543 m. Only with Heinous Rituals. |
| 513-670 m | Boss section 2 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 542 m | Ritual site | Appears 55 m ahead, at 597 m. Only with Heinous Rituals. |
| 573 m | Twins ambush point | Ambush 55 m ahead, at 628 m. Rank 16+, one point per run. |
| 632 m | Ritual site | Appears 55 m ahead, at 687 m. Only with Heinous Rituals. |
| 676 m | Twins ambush point | Ambush 55 m ahead, at 731 m. Rank 16+, one point per run. |
| 681 m | Ritual site | Appears 55 m ahead, at 736 m. Only with Heinous Rituals. |
| 710 m | Ritual site | Appears 55 m ahead, at 765 m. Only with Heinous Rituals. |
| 714 m | Twins ambush point | Ambush 55 m ahead, at 769 m. Rank 16+, one point per run. |
| 720 m | Ritual site | Appears 55 m ahead, at 775 m. Only with Heinous Rituals. |
| 744 m | Ritual site | Appears 55 m ahead, at 799 m. Only with Heinous Rituals. |
| 753 m | Ritual site | Appears 55 m ahead, at 808 m. Only with Heinous Rituals. |
| 771-985 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 791 m | Twins ambush point | Ambush 55 m ahead, at 846 m. Rank 16+, one point per run. |
| 798-972 m | Boss section 3 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 839 m | Ritual site | Appears 55 m ahead, at 894 m. Only with Heinous Rituals. |
| 865 m | Ritual site | Appears 55 m ahead, at 920 m. Only with Heinous Rituals. |
| 900 m | Ritual site | Appears 55 m ahead, at 955 m. Only with Heinous Rituals. |
| 931 m | Twins ambush point | Ambush 55 m ahead, at 986 m. Rank 16+, one point per run. |
| 976 m | Ritual site | Appears 55 m ahead, at 1031 m. Only with Heinous Rituals. |
| 1010 m | Ritual site | Appears 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 56 m | 3.5 m | between two open areas (24 m wide) |
| 113 m | 4 m | between two open areas (16 m wide) |
| 151 m | 4 m | between two open areas (20 m wide) |
| 187 m | 4.5 m | between two open areas (20 m wide) |
| 313 m | 5 m | between two open areas (33 m wide) |
| 363 m | 5 m | between two open areas (31 m wide) |
| 529 m | 4 m | between two open areas (30 m wide) |
| 753 m | 1.5 m | between 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
- gauntlet startMid event
- gauntlet secure intelMid event
- confirm intelMid event
- proceed
- brewery
- enter black market area
- find stims
- open roofEnd event
- wait for roofEnd event
- activate beaconEnd event
- survive finalEnd event
- clear areaEnd event
- 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.