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
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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Drag a point to move it.
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 |
|---|---|---|
| 0 m | Ritual site | Appears 55 m ahead, at 41 m. Only with Heinous Rituals. |
| 20 m | Ritual site | Appears 55 m ahead, at 75 m. Only with Heinous Rituals. |
| 40-355 m | Daemonhost section 1 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 89 m | Twins ambush point | Ambush 55 m ahead, at 144 m. Rank 16+, one point per run. |
| 143 m | Twins ambush point | Ambush 55 m ahead, at 198 m. Rank 16+, one point per run. |
| 197 m | Ritual site | Appears 55 m ahead, at 252 m. Only with Heinous Rituals. |
| 220 m | Twins ambush point | Ambush 55 m ahead, at 275 m. Rank 16+, one point per run. |
| 268 m | Ritual site | Appears 55 m ahead, at 323 m. Only with Heinous Rituals. |
| 276-529 m | Boss section 1 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 292 m | Ritual site | Appears 55 m ahead, at 347 m. Only with Heinous Rituals. |
| 370 m | Ritual site | Appears 55 m ahead, at 425 m. Only with Heinous Rituals. |
| 384 m | Twins ambush point | Ambush 55 m ahead, at 439 m. Rank 16+, one point per run. |
| 385 m | Ritual site | Appears 55 m ahead, at 440 m. Only with Heinous Rituals. |
| 452 m | Ritual site | Appears 55 m ahead, at 507 m. Only with Heinous Rituals. |
| 500 m | Ritual site | Appears 55 m ahead, at 555 m. Only with Heinous Rituals. |
| 678 m | Ritual site | Appears 55 m ahead, at 733 m. Only with Heinous Rituals. |
| 702-866 m | Daemonhost section 2 | 4 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. |
| 721-884 m | Boss section 2 | 4 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 749 m | Ritual site | Appears 55 m ahead, at 804 m. Only with Heinous Rituals. |
| 772 m | Ritual site | Appears 55 m ahead, at 827 m. Only with Heinous Rituals. |
| 786 m | Ritual site | Appears 55 m ahead, at 841 m. Only with Heinous Rituals. |
| 859 m | Twins ambush point | Ambush 55 m ahead, at 914 m. Rank 16+, one point per run. |
| 862 m | Ritual site | Appears 55 m ahead, at 917 m. Only with Heinous Rituals. |
| 908 m | Ritual site | Appears 55 m ahead, at 963 m. Only with Heinous Rituals. |
| 919 m | Ritual site | Appears 55 m ahead, at 974 m. Only with Heinous Rituals. |
| 929 m | Twins ambush point | Ambush 55 m ahead, at 984 m. Rank 16+, one point per run. |
| 930 m | Ritual site | Appears 55 m ahead, at 985 m. Only with Heinous Rituals. |
| 954-1044 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 961 m | Ritual site | Appears 55 m ahead, at 1016 m. Only with Heinous Rituals. |
| 972 m | Ritual site | Appears 55 m ahead, at 1027 m. Only with Heinous Rituals. |
| 1001-1079 m | Boss section 3 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 1041 m | Ritual site | Appears 55 m ahead, at 1096 m. Only with Heinous Rituals. |
| 1041 m | Twins ambush point | Ambush 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 route | Floor width | Opens |
|---|---|---|
| 40 m | 4 m | between two open areas (41 m wide) |
| 125 m | 2.5 m | between two open areas (33 m wide) |
| 201 m | 2.5 m | between two open areas (38 m wide) |
| 347 m | 3 m | between two open areas (31 m wide) |
| 412 m | 3.5 m | between two open areas (23 m wide) |
| 486 m | 4 m | between two open areas (36 m wide) |
| 525 m | 4 m | between two open areas (33 m wide) |
| 598 m | 3 m | between two open areas (33 m wide) |
| 629 m | 3 m | between two open areas (26 m wide) |
| 743 m | 4.5 m | between two open areas (36 m wide) |
| 850 m | 3.5 m | between two open areas (25 m wide) |
| 886 m | 3 m | between two open areas (25 m wide) |
| 932 m | 3.5 m | between two open areas (22 m wide) |
| 988 m | 3 m | between 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
- leave start
- start machine
- demo oneMid event
- demo twoMid event
- surviveMid event
- call elevatorMid event
- wait elevatorMid event
- reach fuel depot
- override pressureEnd event
- override pressure 2End event
- override pressure 3End event
- 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.