Consignment Yard HL-17-36
Metalfab 36Raid1109 m main path4 route sections
Name matched from the zone, mission type and objectives (internal id fm_cargo). 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 |
|---|---|---|
| 1 m | Twins ambush point | Ambush 55 m ahead, at 56 m. Rank 16+, one point per run. |
| 17 m | Twins ambush point | Ambush 55 m ahead, at 72 m. Rank 16+, one point per run. |
| 18 m | Ritual site | Appears 55 m ahead, at 73 m. Only with Heinous Rituals. |
| 24 m | Ritual site | Appears 55 m ahead, at 79 m. Only with Heinous Rituals. |
| 52 m | Twins ambush point | Ambush 55 m ahead, at 107 m. Rank 16+, one point per run. |
| 63-304 m | Daemonhost section 1 | 4 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. |
| 116 m | Twins ambush point | Ambush 55 m ahead, at 171 m. Rank 16+, one point per run. |
| 143-338 m | Boss section 1 | 6 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 170 m | Ritual site | Appears 55 m ahead, at 225 m. Only with Heinous Rituals. |
| 227 m | Ritual site | Appears 55 m ahead, at 282 m. Only with Heinous Rituals. |
| 258 m | Twins ambush point | Ambush 55 m ahead, at 313 m. Rank 16+, one point per run. |
| 284 m | Ritual site | Appears 55 m ahead, at 339 m. Only with Heinous Rituals. |
| 284 m | Twins ambush point | Ambush 55 m ahead, at 339 m. Rank 16+, one point per run. |
| 311 m | Ritual site | Appears 55 m ahead, at 366 m. Only with Heinous Rituals. |
| 319 m | Twins ambush point | Ambush 55 m ahead, at 374 m. Rank 16+, one point per run. |
| 320 m | Ritual site | Appears 55 m ahead, at 375 m. Only with Heinous Rituals. |
| 365 m | Ritual site | Appears 55 m ahead, at 420 m. Only with Heinous Rituals. |
| 372 m | Ritual site | Appears 55 m ahead, at 427 m. Only with Heinous Rituals. |
| 406 m | Ritual site | Appears 55 m ahead, at 461 m. Only with Heinous Rituals. |
| 406 m | Twins ambush point | Ambush 55 m ahead, at 461 m. Rank 16+, one point per run. |
| 410-505 m | Daemonhost section 2 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 421-555 m | Boss section 2 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 441 m | Ritual site | Appears 55 m ahead, at 496 m. Only with Heinous Rituals. |
| 463 m | Ritual site | Appears 55 m ahead, at 518 m. Only with Heinous Rituals. |
| 472 m | Twins ambush point | Ambush 55 m ahead, at 527 m. Rank 16+, one point per run. |
| 499 m | Ritual site | Appears 55 m ahead, at 554 m. Only with Heinous Rituals. |
| 565 m | Ritual site | Appears 55 m ahead, at 620 m. Only with Heinous Rituals. |
| 649 m | Twins ambush point | Ambush 55 m ahead, at 704 m. Rank 16+, one point per run. |
| 652 m | Ritual site | Appears 55 m ahead, at 707 m. Only with Heinous Rituals. |
| 706-854 m | Daemonhost section 3 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 709 m | Ritual site | Appears 55 m ahead, at 764 m. Only with Heinous Rituals. |
| 725-882 m | Boss section 3 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 752 m | Ritual site | Appears 55 m ahead, at 807 m. Only with Heinous Rituals. |
| 770 m | Ritual site | Appears 55 m ahead, at 825 m. Only with Heinous Rituals. |
| 795 m | Ritual site | Appears 55 m ahead, at 850 m. Only with Heinous Rituals. |
| 798 m | Ritual site | Appears 55 m ahead, at 853 m. Only with Heinous Rituals. |
| 840 m | Twins ambush point | Ambush 55 m ahead, at 895 m. Rank 16+, one point per run. |
| 843 m | Ritual site | Appears 55 m ahead, at 898 m. Only with Heinous Rituals. |
| 865 m | Twins ambush point | Ambush 55 m ahead, at 920 m. Rank 16+, one point per run. |
| 916 m | Ritual site | Appears 55 m ahead, at 971 m. Only with Heinous Rituals. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1134 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 Decode
19 event spawners within reach, used by these scripted events: hacking cargo, hacking transit guard.
- A1One approach lane, from the south-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 12 m away on foot, and the objective is 8 m away.
- A2One approach lane, from the south-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 6 m away.
- A3One approach lane, from the south-west. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 15 m away on foot, and the objective is 14 m away.
B Destroy aa guns
24 event spawners within reach, used by these scripted events: fortification, fortification elite, fortification guard, fortification horde and 4 more.
- B1One approach lane, from the south-east. Walls within 3 m on 14 of 16 sides. The nearest event spawner is 16 m away on foot, and the objective is 14 m away.
- B2One approach lane, from the south-east. Walls within 3 m on 14 of 16 sides. The nearest event spawner is 12 m away on foot, and the objective is 12 m away.
- B3One approach lane, from the north. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 6 m away.
C Activate beacon
24 event spawners within reach, used by these scripted events: fortification, fortification elite, fortification guard, fortification horde and 3 more.
- C12 approach lanes (north, north-west). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 2 m away.
- C22 approach lanes (north-east, south-west). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 10 m away.
- C33 approach lanes (north-east, north, south-west). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 14 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 |
|---|---|---|
| 37 m | 3.5 m | between two open areas (30 m wide) |
| 120 m | 4.5 m | between two open areas (36 m wide) |
| 234 m | 3.5 m | between two open areas (23 m wide) |
| 270 m | 2.5 m | between two open areas (23 m wide) |
| 324 m | 2.5 m | between two open areas (25 m wide) |
| 385 m | 3.5 m | between two open areas (37 m wide) |
| 450 m | 2.5 m | between two open areas (37 m wide) |
| 496 m | 3 m | between two open areas (27 m wide) |
| 530 m | 3.5 m | between two open areas (18 m wide) |
| 589 m | 3.5 m | between two open areas (45 m wide) |
| 673 m | 2 m | between two open areas (18 m wide) |
| 713 m | 3 m | between two open areas (15 m wide) |
| 760 m | 3.5 m | between two open areas (31 m wide) |
| 812 m | 3 m | between two open areas (22 m wide) |
| 879 m | 3 m | between two open areas (21 m wide) |
| 922 m | 3.5 m | between two open areas (26 m wide) |
| 991 m | 1.5 m | between two open areas (27 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.
- End event (switch off the four Skyfire defenses, hold waves, kill the monstrosity): clear from above first. “We usually try to clear ranged enemies from the overlook first. From this vantage, I like to mark as many gunners and other elites at the Skyfires”. Also: “Beginning inside the building before the drop down … aggro as many ragers and crushers out of the consignment yard and up onto the platform as possible.” multiple sources agree - u/Druterium, u/Jaon412
- End event: first position after the drop. “drop down and head to the open train carriage between the Medicae and your current position. From the position of the train carriage, you have cover, cannot be cornered as both sides of the carriage are open, and enemies will funnel through one side of it.” Druterium’s route: “drop down to the first train car on the left to clear the area with the medicae … From there, move up the steps and through the ‘tunnel’ (not the train car) to clear the area to the left of the train. This is to avoid aggroing the groups on the right side early.” Both warn against lingering in the open: “getting boxed into the wide open area where the medicae is is a death sentence”. multiple sources agree (on the train car as the first position) - same comments as above
- End event: left or right? sources disagree. “Hugging right and taking out the ranged units as you approach the right switch is definitely the best way”. Reply: “Going right has been sure death 9/10 … Always drop down twice towards the med station. Trying to take the high switch with no cover is a death trap.” - u/Mctoozle, u/Responsible-Yam-3833, same, second comment
- Old “hide in the train” strat (pre-rework, probably stale). “In the wide open ending of Consignment Yard the train has an opening down by the medicae. Go in there and post everyone up at that end inside the train.” A counterpoint: splitting from teammates outside triggers specials. The 2026 thread says the switch phase is newer (“based on a change to the event a couple of years ago”). single source, older thread - PSA 10svwue, u/Sexploits
- End event stalls. “The last phase of this mission is to clear the yard. So if there is just a single cowering scab shooter hidden somewhere it sometimes won’t end … Go hunt down the last enemy or two”. single source, older thread - u/MaldibionMorte
- Showers area. “showers area is notoriously difficult to progress” in Havoc. single source - Steam, Ravs
- Ritual behind the security door (bug report, Havoc). “There is a demon host ritual spawn on the other side of the door after the ‘Bypass the security Door’ event … The trigger gets activated when you walk into the event room”. The reporter’s workaround: a plasma Veteran or Rumbler/grenade Ogryn “can get the ritual from the window on the second floor of the building”. single source, bug report - forum t108488
Objectives in order
- leave start
- maintenance
- decodeMid event
- proceed
- open door
- destroy aa gunsEnd 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.