Maps

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
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: decode (scripted event)Objective: decode (scripted event)Objective: decode (scripted event)Objective: decode (scripted event)Objective: decode (scripted event)Objective: proceedObjective: open doorObjective: destroy aa guns (scripted event)Objective: destroy aa guns (scripted event)Objective: destroy aa guns (scripted event)Objective: destroy aa guns (scripted event)Objective: activate beacon (scripted event)Objective: reach valkyrieBoss section 1: a boss placed in this section triggers somewhere between 143 and 338 m along the route (6 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 421 and 555 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 725 and 882 m along the route (4 possible spawn points)234Event spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_hatches), used by 5 scripted eventsEvent spawner (spawner_fortification_guard_elite_b), used by 1 scripted eventEvent spawner (spawner_hacking_cargo_a, spawner_hacking_cargo_b), used by 3 scripted eventsEvent spawner (spawner_fortification_guard_elite_d), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_hacking_cargo_a, spawner_hacking_cargo_b), used by 3 scripted eventsEvent spawner (spawner_fortification_cargo_north, spawner_fortification_monster_cs, spawner_fortification_cargo_special_1, spawner_fortification_cargo_special_2), used by 8 scripted eventsEvent spawner (spawner_fortification_guard_elite_a), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_c), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_fortification_horde_a, spawner_fortification_cargo_south, spawner_fortification_elite_a, spawner_fortification_monster_po), used by 7 scripted eventsEvent spawner (spawner_fortification_cargo_hatches, spawner_fortification_cargo_north_a), used by 5 scripted eventsEvent spawner (spawner_fortification_cargo_hatches), used by 5 scripted eventsEvent spawner (spawner_fortification_guard_elite_d), used by 1 scripted eventEvent spawner (spawner_hacking_cargo_a, spawner_hacking_cargo_b), used by 3 scripted eventsEvent spawner (spawner_fortification_horde_b, spawner_fortification_cargo_sniper_1), used by 3 scripted eventsEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_b), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_north, spawner_fortification_monster_po), used by 5 scripted eventsEvent spawner (spawner_hacking_cargo_d, spawner_hacking_cargo_special_1), used by 3 scripted eventsEvent spawner (spawner_hacking_cargo_c, spawner_hacking_cargo_special_2), used by 2 scripted eventsEvent spawner (spawner_fortification_guard_elite_d), used by 1 scripted eventEvent spawner (spawner_hacking_cargo_a, spawner_hacking_cargo_b), used by 3 scripted eventsEvent spawner (spawner_fortification_guard_elite_c), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_b), used by 1 scripted eventEvent spawner (spawner_fortification_monster_cs), used by 2 scripted eventsEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_a), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_d), used by 1 scripted eventEvent spawner (spawner_fortification_horde_a, spawner_fortification_cargo_south, spawner_fortification_cargo_special_1, spawner_fortification_elite_a), used by 6 scripted eventsEvent spawner (spawner_fortification_guard_elite_c), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_hatches), used by 5 scripted eventsEvent spawner (spawner_fortification_horde_a, spawner_fortification_cargo_south, spawner_fortification_cargo_sniper_2), used by 7 scripted eventsEvent spawner (spawner_fortification_guard_elite_c), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_a), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_north, spawner_fortification_cargo_special_2, spawner_fortification_cargo_special_1), used by 6 scripted eventsEvent spawner (spawner_station_hacking_elite), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_hatches, spawner_fortification_horde_b), used by 6 scripted eventsEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_station_hacking_guard), used by 1 scripted eventEvent spawner (spawner_fortification_guard_elite_b), used by 1 scripted eventEvent spawner (spawner_hacking_cargo_e, spawner_hacking_cargo_special_3), used by 4 scripted eventsEvent spawner (spawner_fortification_horde, spawner_fortification_cargo_south, spawner_fortification_monster_cs, spawner_fortification_cargo_special_1, spawner_fortification_cargo_special_2, spawner_fortification_elite_a), used by 8 scripted eventsEvent spawner (spawner_fortification_horde_b, spawner_fortification_cargo_special_2, spawner_fortification_cargo_north, spawner_fortification_monster_po), used by 7 scripted eventsEvent spawner (spawner_fortification_guard_elite_a), used by 1 scripted eventEvent spawner (spawner_fortification_cargo_hatches, spawner_fortification_horde), used by 5 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3.5 m of floor at 37 m along the routeNarrow gap between two open areas: 4.5 m of floor at 120 m along the routeNarrow gap between two open areas: 3.5 m of floor at 234 m along the routeNarrow gap between two open areas: 2.5 m of floor at 270 m along the routeNarrow gap between two open areas: 2.5 m of floor at 324 m along the routeNarrow gap between two open areas: 3.5 m of floor at 385 m along the routeNarrow gap between two open areas: 2.5 m of floor at 450 m along the routeNarrow gap between two open areas: 3 m of floor at 496 m along the routeNarrow gap between two open areas: 3.5 m of floor at 530 m along the routeNarrow gap between two open areas: 3.5 m of floor at 589 m along the routeNarrow gap between two open areas: 2 m of floor at 673 m along the routeNarrow gap between two open areas: 3 m of floor at 713 m along the routeNarrow gap between two open areas: 3.5 m of floor at 760 m along the routeNarrow gap between two open areas: 3 m of floor at 812 m along the routeNarrow gap between two open areas: 3 m of floor at 879 m along the routeNarrow gap between two open areas: 3.5 m of floor at 922 m along the routeNarrow gap between two open areas: 1.5 m of floor at 991 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 63 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 143 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 205 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 256 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 297 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 298 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 304 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 329 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 329 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 338 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 410 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 421 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 438 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 447 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 554 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 555 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 706 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 724 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 725 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 760 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 785 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 806 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 820 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 854 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 882 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 18 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 24 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 84 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 170 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 227 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 284 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 311 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 320 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 365 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 372 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 406 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 441 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 463 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 499 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 565 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 652 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 752 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 770 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 795 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 798 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 843 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 916 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 1 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 17 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 52 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 116 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 258 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 284 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 319 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 406 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 472 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 649 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 840 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 865 m along the route, 55 m before it.A1Hold candidate A1 for "decode": 1 approach lane, walls on 10 of 16 sidesA2Hold candidate A2 for "decode": 1 approach lane, walls on 10 of 16 sidesA3Hold candidate A3 for "decode": 1 approach lane, walls on 11 of 16 sidesB1Hold candidate B1 for "destroy aa guns": 1 approach lane, walls on 14 of 16 sidesB2Hold candidate B2 for "destroy aa guns": 1 approach lane, walls on 14 of 16 sidesB3Hold candidate B3 for "destroy aa guns": 1 approach lane, walls on 11 of 16 sidesC1Hold candidate C1 for "activate beacon": 2 approach lanes, walls on 13 of 16 sidesC2Hold candidate C2 for "activate beacon": 2 approach lanes, walls on 7 of 16 sidesC3Hold candidate C3 for "activate beacon": 3 approach lanes, walls on 13 of 16 sides

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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 (33 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
    1 mTwins ambush pointAmbush 55 m ahead, at 56 m. Rank 16+, one point per run.
    17 mTwins ambush pointAmbush 55 m ahead, at 72 m. Rank 16+, one point per run.
    18 mRitual siteAppears 55 m ahead, at 73 m. Only with Heinous Rituals.
    24 mRitual siteAppears 55 m ahead, at 79 m. Only with Heinous Rituals.
    52 mTwins ambush pointAmbush 55 m ahead, at 107 m. Rank 16+, one point per run.
    63-304 mDaemonhost section 14 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    84 mRitual siteAppears 55 m ahead, at 139 m. Only with Heinous Rituals.
    116 mTwins ambush pointAmbush 55 m ahead, at 171 m. Rank 16+, one point per run.
    143-338 mBoss section 16 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    170 mRitual siteAppears 55 m ahead, at 225 m. Only with Heinous Rituals.
    227 mRitual siteAppears 55 m ahead, at 282 m. Only with Heinous Rituals.
    258 mTwins ambush pointAmbush 55 m ahead, at 313 m. Rank 16+, one point per run.
    284 mRitual siteAppears 55 m ahead, at 339 m. Only with Heinous Rituals.
    284 mTwins ambush pointAmbush 55 m ahead, at 339 m. Rank 16+, one point per run.
    311 mRitual siteAppears 55 m ahead, at 366 m. Only with Heinous Rituals.
    319 mTwins ambush pointAmbush 55 m ahead, at 374 m. Rank 16+, one point per run.
    320 mRitual siteAppears 55 m ahead, at 375 m. Only with Heinous Rituals.
    365 mRitual siteAppears 55 m ahead, at 420 m. Only with Heinous Rituals.
    372 mRitual siteAppears 55 m ahead, at 427 m. Only with Heinous Rituals.
    406 mRitual siteAppears 55 m ahead, at 461 m. Only with Heinous Rituals.
    406 mTwins ambush pointAmbush 55 m ahead, at 461 m. Rank 16+, one point per run.
    410-505 mDaemonhost section 23 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    421-555 mBoss section 24 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    441 mRitual siteAppears 55 m ahead, at 496 m. Only with Heinous Rituals.
    463 mRitual siteAppears 55 m ahead, at 518 m. Only with Heinous Rituals.
    472 mTwins ambush pointAmbush 55 m ahead, at 527 m. Rank 16+, one point per run.
    499 mRitual siteAppears 55 m ahead, at 554 m. Only with Heinous Rituals.
    565 mRitual siteAppears 55 m ahead, at 620 m. Only with Heinous Rituals.
    649 mTwins ambush pointAmbush 55 m ahead, at 704 m. Rank 16+, one point per run.
    652 mRitual siteAppears 55 m ahead, at 707 m. Only with Heinous Rituals.
    706-854 mDaemonhost section 35 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    709 mRitual siteAppears 55 m ahead, at 764 m. Only with Heinous Rituals.
    725-882 mBoss section 34 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    752 mRitual siteAppears 55 m ahead, at 807 m. Only with Heinous Rituals.
    770 mRitual siteAppears 55 m ahead, at 825 m. Only with Heinous Rituals.
    795 mRitual siteAppears 55 m ahead, at 850 m. Only with Heinous Rituals.
    798 mRitual siteAppears 55 m ahead, at 853 m. Only with Heinous Rituals.
    840 mTwins ambush pointAmbush 55 m ahead, at 895 m. Rank 16+, one point per run.
    843 mRitual siteAppears 55 m ahead, at 898 m. Only with Heinous Rituals.
    865 mTwins ambush pointAmbush 55 m ahead, at 920 m. Rank 16+, one point per run.
    916 mRitual siteAppears 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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 routeFloor widthOpens
    37 m3.5 mbetween two open areas (30 m wide)
    120 m4.5 mbetween two open areas (36 m wide)
    234 m3.5 mbetween two open areas (23 m wide)
    270 m2.5 mbetween two open areas (23 m wide)
    324 m2.5 mbetween two open areas (25 m wide)
    385 m3.5 mbetween two open areas (37 m wide)
    450 m2.5 mbetween two open areas (37 m wide)
    496 m3 mbetween two open areas (27 m wide)
    530 m3.5 mbetween two open areas (18 m wide)
    589 m3.5 mbetween two open areas (45 m wide)
    673 m2 mbetween two open areas (18 m wide)
    713 m3 mbetween two open areas (15 m wide)
    760 m3.5 mbetween two open areas (31 m wide)
    812 m3 mbetween two open areas (22 m wide)
    879 m3 mbetween two open areas (21 m wide)
    922 m3.5 mbetween two open areas (26 m wide)
    991 m1.5 mbetween 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

    1. leave start
    2. maintenance
    3. decodeMid event
    4. proceed
    5. open door
    6. destroy aa gunsEnd event
    7. activate beaconEnd event
    8. survive finalEnd event
    9. clear areaEnd event
    10. 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.