Maps

Refinery Delta-17

The HourglassDisruption1207 m main path6 route sections

Name matched from the zone, mission type and objectives (internal id hm_strain). 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)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Objective: leave startObjective: start machineObjective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo one (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: demo two (scripted event)Objective: call elevator (scripted event)Objective: reach fuel depotObjective: reach fuel depotObjective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: override pressure (scripted event)Objective: extractBoss section 1: a boss placed in this section triggers somewhere between 276 and 529 m along the route (4 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 721 and 884 m along the route (4 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 721 and 884 m along the route (4 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 1001 and 1079 m along the route (3 possible spawn points)23456Event spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_left, spawner_fuel_depot_center), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_left, spawner_fuel_depot_center), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_left, spawner_surveillance_close), used by 3 scripted eventsEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_right, spawner_surveillance_far), used by 3 scripted eventsEvent spawner (spawner_surveillance_far_left, spawner_surveillance_far, spawner_surveillance_trickle), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_right, spawner_fuel_depot_center), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_surveillance_far_right, spawner_surveillance_far, spawner_surveillance_trickle), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_back), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_close, spawner_surveillance_far_left), used by 2 scripted eventsEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_fuel_depot_center, spawner_fuel_depot_right, spawner_fuel_depot_left), used by 4 scripted eventsEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_far_left, spawner_surveillance_close, spawner_surveillance_trickle), used by 4 scripted eventsEvent spawner (spawner_surveillance_far_right, spawner_surveillance_close, spawner_surveillance_trickle), used by 4 scripted eventsEvent spawner (spawner_fuel_depot_escape), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_fuel_depot_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventEvent spawner (spawner_surveillance_guards), used by 1 scripted eventMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 4 m of floor at 40 m along the routeNarrow gap between two open areas: 2.5 m of floor at 125 m along the routeNarrow gap between two open areas: 2.5 m of floor at 201 m along the routeNarrow gap between two open areas: 3 m of floor at 347 m along the routeNarrow gap between two open areas: 3.5 m of floor at 412 m along the routeNarrow gap between two open areas: 4 m of floor at 486 m along the routeNarrow gap between two open areas: 4 m of floor at 525 m along the routeNarrow gap between two open areas: 3 m of floor at 598 m along the routeNarrow gap between two open areas: 3 m of floor at 629 m along the routeNarrow gap between two open areas: 4.5 m of floor at 743 m along the routeNarrow gap between two open areas: 3.5 m of floor at 850 m along the routeNarrow gap between two open areas: 3 m of floor at 886 m along the routeNarrow gap between two open areas: 3.5 m of floor at 932 m along the routeNarrow gap between two open areas: 3 m of floor at 988 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 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 40 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 269 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 272 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 276 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 321 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 355 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 430 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 479 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 529 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 702 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 721 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 726 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 787 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 809 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 822 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 866 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 884 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 954 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 983 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 1001 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 1044 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 1062 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 1079 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 0 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 20 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 197 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 268 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 292 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 370 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 385 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 452 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 500 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 678 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 749 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 772 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 786 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 862 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 908 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 919 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 930 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 961 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 972 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 1041 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 89 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 143 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 220 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 384 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 859 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 929 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 1041 m along the route, 55 m before it.A1Hold candidate A1 for "demo one": 1 approach lane, walls on 12 of 16 sidesA2Hold candidate A2 for "demo one": 2 approach lanes, walls on 11 of 16 sidesA3Hold candidate A3 for "demo one": 2 approach lanes, walls on 10 of 16 sidesB1Hold candidate B1 for "demo two": 1 approach lane, walls on 9 of 16 sidesB2Hold candidate B2 for "demo two": 2 approach lanes, walls on 13 of 16 sidesB3Hold candidate B3 for "demo two": 2 approach lanes, walls on 10 of 16 sidesC1Hold candidate C1 for "call elevator": 2 approach lanes, walls on 8 of 16 sidesC2Hold candidate C2 for "call elevator": 3 approach lanes, walls on 4 of 16 sidesC3Hold candidate C3 for "call elevator": 3 approach lanes, walls on 4 of 16 sidesD1Hold candidate D1 for "override pressure": 1 approach lane, walls on 13 of 16 sidesD2Hold candidate D2 for "override pressure": 1 approach lane, walls on 13 of 16 sidesD3Hold candidate D3 for "override pressure": 2 approach lanes, walls on 9 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 (141 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
    0 mRitual siteAppears 55 m ahead, at 41 m. Only with Heinous Rituals.
    20 mRitual siteAppears 55 m ahead, at 75 m. Only with Heinous Rituals.
    40-355 mDaemonhost section 15 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    89 mTwins ambush pointAmbush 55 m ahead, at 144 m. Rank 16+, one point per run.
    143 mTwins ambush pointAmbush 55 m ahead, at 198 m. Rank 16+, one point per run.
    197 mRitual siteAppears 55 m ahead, at 252 m. Only with Heinous Rituals.
    220 mTwins ambush pointAmbush 55 m ahead, at 275 m. Rank 16+, one point per run.
    268 mRitual siteAppears 55 m ahead, at 323 m. Only with Heinous Rituals.
    276-529 mBoss section 14 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    292 mRitual siteAppears 55 m ahead, at 347 m. Only with Heinous Rituals.
    370 mRitual siteAppears 55 m ahead, at 425 m. Only with Heinous Rituals.
    384 mTwins ambush pointAmbush 55 m ahead, at 439 m. Rank 16+, one point per run.
    385 mRitual siteAppears 55 m ahead, at 440 m. Only with Heinous Rituals.
    452 mRitual siteAppears 55 m ahead, at 507 m. Only with Heinous Rituals.
    500 mRitual siteAppears 55 m ahead, at 555 m. Only with Heinous Rituals.
    678 mRitual siteAppears 55 m ahead, at 733 m. Only with Heinous Rituals.
    702-866 mDaemonhost section 24 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.
    721-884 mBoss section 24 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    749 mRitual siteAppears 55 m ahead, at 804 m. Only with Heinous Rituals.
    772 mRitual siteAppears 55 m ahead, at 827 m. Only with Heinous Rituals.
    786 mRitual siteAppears 55 m ahead, at 841 m. Only with Heinous Rituals.
    859 mTwins ambush pointAmbush 55 m ahead, at 914 m. Rank 16+, one point per run.
    862 mRitual siteAppears 55 m ahead, at 917 m. Only with Heinous Rituals.
    908 mRitual siteAppears 55 m ahead, at 963 m. Only with Heinous Rituals.
    919 mRitual siteAppears 55 m ahead, at 974 m. Only with Heinous Rituals.
    929 mTwins ambush pointAmbush 55 m ahead, at 984 m. Rank 16+, one point per run.
    930 mRitual siteAppears 55 m ahead, at 985 m. Only with Heinous Rituals.
    954-1044 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    961 mRitual siteAppears 55 m ahead, at 1016 m. Only with Heinous Rituals.
    972 mRitual siteAppears 55 m ahead, at 1027 m. Only with Heinous Rituals.
    1001-1079 mBoss section 33 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    1041 mRitual siteAppears 55 m ahead, at 1096 m. Only with Heinous Rituals.
    1041 mTwins ambush pointAmbush 55 m ahead, at 1096 m. Rank 16+, one point per run.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1330 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 Demo one

    23 event spawners within reach, used by these scripted events: surveillance guards, survival strain, survival surveillance elevator.

    1. A1One approach lane, from the south. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 10 m away.
    2. A22 approach lanes (north-east, north-west). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 1 m away.
    3. A32 approach lanes (south-west, south). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 24 m away on foot, and the objective is 3 m away.

    B Demo two

    23 event spawners within reach, used by these scripted events: surveillance guards, survival strain, survival surveillance elevator.

    1. B1One approach lane, from the south-east. Walls within 3 m on 9 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 11 m away.
    2. B22 approach lanes (south, 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 4 m away.
    3. B32 approach lanes (north-east, north). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 1 m away.

    C Call elevator

    23 event spawners within reach, used by these scripted events: surveillance guards, survival strain, survival surveillance elevator.

    1. C12 approach lanes (south-east, north). Walls within 3 m on 8 of 16 sides. The nearest event spawner is 10 m away on foot, and the objective is 11 m away.
    2. C23 approach lanes (south-east, east, west). Walls within 3 m on 4 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 8 m away.
    3. C33 approach lanes (north-west, south-west, east). Walls within 3 m on 4 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 9 m away.

    D Override pressure

    22 event spawners within reach, used by these scripted events: fuel depot outside guards, hack fuel depot.

    1. D1One approach lane, from the north-west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 12 m away.
    2. D2One approach lane, from the north-west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 36 m away on foot, and the objective is 13 m away.
    3. D32 approach lanes (west, east). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 30 m away on foot, and the objective is 1 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
    40 m4 mbetween two open areas (41 m wide)
    125 m2.5 mbetween two open areas (33 m wide)
    201 m2.5 mbetween two open areas (38 m wide)
    347 m3 mbetween two open areas (31 m wide)
    412 m3.5 mbetween two open areas (23 m wide)
    486 m4 mbetween two open areas (36 m wide)
    525 m4 mbetween two open areas (33 m wide)
    598 m3 mbetween two open areas (33 m wide)
    629 m3 mbetween two open areas (26 m wide)
    743 m4.5 mbetween two open areas (36 m wide)
    850 m3.5 mbetween two open areas (25 m wide)
    886 m3 mbetween two open areas (25 m wide)
    932 m3.5 mbetween two open areas (22 m wide)
    988 m3 mbetween two open areas (22 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.

    • Haul batteries, do not defend the pole. Listed as a common mistake: “defend the battery pole in the crater with the fan on refinery”. single source - u/1Pirx
    • Bad spot before extraction. “the refinery right in front of the big door leading to the extract while having no cover”. single source - u/Turboswaggg
    • Shooting through floors (older). In an area shown in a video: “My whole team got ripped by a gunner up top shooting straight down through the floor.” Another poster: “one of the most dangerous areas in the game. Bugged spawns/chance for bosses/easy to get knocked off and separated”. multiple sources agree, older thread (Dec 2022 era, likely changed) - u/KidzBop_Anonymous, u/Rasui36
    • Finale door camping (old, exploit-like). “You can trigger it by having the majority of players at one of the 2 spawn doors in the middle of that area. If everyone sticks together it is very rare that enemies come from somewhere else.” The OP calls this an exploit, and it may be patched. Listed for awareness, not as a recommendation. single source, older thread - u/Mitnick107-, OP
    • Extraction elevator. “anyone standing on the very edge/near the walls of elevators do not count as being in the elevator.” Another: “If someone was touching the far door … they are technically partially out of it”. multiple sources agree - u/SendCatsNoDogs, u/jrcat2

    Objectives in order

    1. leave start
    2. start machine
    3. demo oneMid event
    4. demo twoMid event
    5. surviveMid event
    6. call elevatorMid event
    7. wait elevatorMid event
    8. reach fuel depot
    9. override pressureEnd event
    10. override pressure 2End event
    11. override pressure 3End event
    12. 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.