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Maps and Bosses

Tactical Quick Answer

Hunt: Showdown has four maps and all of them are currently live: Stillwater Bayou, Lawson Delta, DeSalle, and Mammon's Gulch, each with 16 compounds. You choose your map before deploying, so learning compound layouts and the pool of possible boss lairs is a direct advantage over hunters figuring it out mid-match. Every boss has a specific weakness, and matching your consumables to the target makes the fight far faster.

Hunt: Showdown has four maps, each with 16 named compounds, and all four are currently in rotation. Lawson Delta and DeSalle were both pulled at the 1896 relaunch in August 2024 for reworking, but they came back long ago: Lawson Delta in Update 2.2 on December 12, 2024 and DeSalle in Update 2.4 on June 18, 2025. You select your map before deploying, so knowing what you are walking into gives you a real advantage over hunters learning the layout mid-match.

Bosses spawn in predetermined lairs across each map. The specific lair is randomized per match, but the pool of possible locations stays the same. Learning which compounds can host a boss saves you time during the clue phase.

Map Overviewโ€‹

MapBiomeCompoundsReturned to RotationDifficultyBest For
Stillwater BayouLouisiana swampland16Never removedBeginnerLearning the game, first solo runs
Lawson DeltaRural Louisiana farmland16Update 2.2, Dec 2024ModerateDeveloping map sense, mid-range combat
DeSalleAppalachian mountain town16Update 2.4, June 2025Moderate-HardVertical play, compound fighting
Mammon's GulchColorado mining territory16Launched Aug 2024HardExperienced players, underground combat

Stillwater Bayouโ€‹

The original map. A fog-drenched Louisiana swamp built around rivers, cypress groves, and decaying industrial sites. Water covers large sections of the terrain, forcing you to plan routes around shallow crossings or commit to loud wading through deeper sections.

Key compounds:

  • Healing-Waters Church. Central landmark with good sight lines from the bell tower. Frequent boss lair.
  • Pitching Crematorium. Indoor-heavy compound with tight corridors and multiple entry points. Punishes solo players who cannot watch every angle. Update 2.8 opened it up: the south main entrance was widened so two players can take the stairs at once, the crouch-only west entrance to the Boss Target Lair became a sliding gate reachable from both the ramp and the staircase, and cloth coverings inside the lair were removed to clear the sight lines through the room.
  • Blanchett Graves. Open cemetery with scattered headstones for cover. Long sight lines make it dangerous to cross without smoke or careful timing.
  • Cyprus Huts. Elevated wooden structures over water. Sound carries far here because of the shallow water below.

What to expect:

  • Water is everywhere. Moving through it is loud and slow. Crouch-walking through water is quieter but painfully slow.
  • AI density is moderate. Grunts, Hives, and the occasional Immolator patrol between compounds.
  • Sight lines are broken by vegetation and structures. Close to mid-range engagements dominate.
  • Extraction points sit at the edges of the map, usually near docks or road exits.

Best for: First runs and learning the core loop. The layout is forgiving, and most firefights happen at close to mid range where positioning matters more than aim.

Lawson Deltaโ€‹

Dry rural Louisiana country with farms, a lumber mill, and open fields between compounds. Lawson Delta has longer sight lines than Stillwater Bayou, which rewards rifles and patient play.

Key compounds:

  • Fort Carmick. A large military fort with walls, towers, and multiple buildings. One of the most defensible compounds in the game. Getting inside is hard. Getting pushed out is harder.
  • Windy Run. Partially underground compound with tight tunnels and limited exits. Shotguns and melee dominate here.
  • Goddard Docks. Waterside compound with long piers and open ground. Approaching from the water side is almost suicidal due to exposure.
  • Lawson Station. A train depot with good cover from rail cars and buildings. Balanced engagement ranges.

What to expect:

  • Open fields between compounds. Crossing them during the day exposes you to long-range fire. Use tree lines, fences, and terrain dips when moving between locations.
  • AI patrols include Armored enemies more frequently than Stillwater. They absorb a lot of damage and make noise when you fight them.
  • Fewer water sections means less ambient noise but also fewer places where sound traps disguise your movement.

Best for: Players comfortable with the basics who want to develop mid and long-range combat skills.

DeSalleโ€‹

An Appalachian mountain town with diverse terrain. DeSalle came off the roster at the 1896 relaunch for reworking and returned with Update 2.4 on June 18, 2025, so it has been playable for a long time. DeSalle has the most vertical gameplay of the original three maps, with multi-story buildings, mine shafts, and elevated ridgelines creating engagements across multiple height levels.

Key compounds:

  • Kingsnake Mine. A mine compound with above-ground buildings and underground tunnels. The tunnels connect to multiple exits, making it hard to trap someone inside but also hard to know where they will come out.
  • Pearl Plantation. A large plantation estate with a main house, outbuildings, and surrounding grounds. The main house has multiple floors and roof access.
  • First Testimonial Church. Central compound similar to Healing Waters but with more surrounding cover and vegetation.
  • Upper DeSalle. Elevated town area with buildings built into the hillside. Fighting here means constant elevation changes.

Best for: Players who enjoy compound-focused fighting and want practice reading vertical angles.

Mammon's Gulchโ€‹

A Colorado mountain biome introduced alongside the Hunt: Showdown 1896 engine relaunch on August 15, 2024. Mammon's Gulch features the most aggressive terrain in the game, with steep elevation changes, underground tunnel networks, and snow-covered peaks that limit visibility.

The 16 compounds: Blackthorn Stockyard, The Gasworks, Terminus Railyard, Grizzly Lodge, O'Donovan Stone, Monteros Malt, East Mountain Corn, Deadfall Timber, La Plata Mine, Oro Gordo Mine, Split River Mill, Machine Gorge, Preston Oil Field, Kingfisher Foundry, Gravestone Pit, and Miner's Folly.

Key compounds:

  • Kingfisher Foundry. An industrial compound with heavy machinery and metal structures. Sound behaves differently around all that metal, which makes footsteps harder to place.
  • La Plata Mine and Oro Gordo Mine. Mine compounds with underground sections. Tight interior fighting where shotguns and melee do the work.
  • Terminus Railyard. Rail infrastructure with cover from cars and buildings, giving mixed engagement ranges.
  • Machine Gorge. Built into the terrain, so expect fights across sharp elevation changes.

What to expect:

  • Underground tunnels connect several compounds. Hunters who learn the tunnel network can move between locations without surface exposure.
  • The open, bright terrain makes players easy to spot from elevation.
  • Elevation differences are severe. A hunter holding a ridge above you has an advantage that is very hard to answer from low ground.
  • AI density is high, especially in the underground sections.
warning

Mammon's Gulch punishes players who do not know the tunnel entrances. If you get caught in the open on low ground with a hunter on the ridge above you, your only options are to run for a tunnel entrance or die. Learn the tunnel network on your first few runs, even if that means ignoring bounties.

Best for: Experienced players who want the most tactical map experience. Not recommended for beginners.

Extraction Pointsโ€‹

Standard Bounty Hunt gives you exactly four extraction points: one fixed in the center of the map and three placed randomly around the edges. Nearing one starts a 30 second countdown.

Update 2.8 changed what you can see of them at match start. Extraction Points and most Supply Points now begin hidden, and only the Stronghold, the Medical Supply, and the Military Supply are marked from the opening seconds. All three hold Scouting Maps, and interacting with one reveals every hidden location on the map. Banishing a target, picking up a Bounty Token, or playing The Chariot also reveals all Extraction Points. The same update removed Scout Towers and stopped the Scouting Map from revealing Wild Targets.

Extraction TypeTimerNotes
Armored carriage30 secondsOn land, at map edges and the central point.
Armored boat30 secondsIn water. Same mechanic as the carriage.
warning

An enemy hunter entering the extraction radius stops your countdown. Sources disagree on exactly how: the current community wiki describes the timer resetting to zero, so a fresh 30 seconds starts once the enemy is dealt with, while an older wiki describes it merely halting and resuming where it left off.

Plan for the worse case. If you assume a reset, a late push costs you the whole countdown, and playing around that assumption never hurts you. Either way the lesson is the same: a started extraction is not an escape you have already earned.

info

Extraction points do not drift in and out on their own. The one thing that flips them is The Chariot Tarot Card, an event consumable that toggles locked points. Still identify two routes before engaging a boss, because that card can close the exit you were counting on.


Boss Encountersโ€‹

Bosses are the core objective in Bounty Hunt. Each boss has a dedicated lair (a specific compound building), distinct attack patterns, and weaknesses you can exploit. Here is how to handle each one.

The Butcherโ€‹

A massive, deformed creature with a pig-like head carrying a hook on a chain. The Butcher is the simplest boss fight in the game.

Attack pattern: Charges at you in a straight line and swings the hook in wide arcs. Occasionally ignites himself and sets the area around him on fire, dealing burn damage over time.

Weaknesses:

  • Completely immune to fire damage. Do not waste fire bombs or incendiary ammo on him.
  • Extremely vulnerable to rending damage (axes, heavy melee) and explosives. A sticky bomb at the start of the fight bypasses a large chunk of his health.
  • He is slow. You can outrun him by walking backward and shooting.
  • His fire phase has a cooldown. Once the flames die down, you have a safe window to close in with melee.

Strategy:

  • Solo: Bring a Stamina Shot. Melee him with a heavy knife or axe during his recovery windows. Keep a wall between you and his charge attack.
  • Squad: One player kites him while the others shoot. He can only target one player at a time.

The Spiderโ€‹

A giant arachnid that clings to walls, ceilings, and surfaces. The Spider is fast, erratic, and difficult to track in dark interiors.

Attack pattern: Leaps at you from walls and ceilings. Spits poison that creates a ground hazard. Retreats to corners and webs to regenerate when low on health.

Weaknesses:

  • Weak to fire (lanterns, fire bombs, incendiary ammo).
  • Weak to blunt and crushing melee damage (dusters, hammers).
  • She is immune to poison, so leave the poison ammo at home for this one.
  • An Antidote Shot protects you from her poison and does nothing to harm her.

Strategy:

  • Solo: Bring an Antidote Shot and fire bombs. Ignite her to prevent regeneration, then shoot during the burn window. Keep moving to avoid her poison pools.
  • Squad: Designate one player to apply fire while the others focus damage. Call out her wall position when she retreats.
tip

Look for lanterns in and around the lair and shoot them to put fire on the ground before you commit your own consumables. Note that the widely repeated claims that her lair always has wall lanterns, and that fire specifically halts a regeneration phase, are not documented anywhere. The fire weakness itself is real, so bringing your own fire is the reliable plan.

The Assassinโ€‹

A humanoid figure made of a swarm of insects. The Assassin is the most mechanically complex boss fight. He splits into clones, turns invisible, and punishes you for standing still.

Attack pattern: Alternates between a physical melee form and a swarm of bugs. In swarm form, he moves through walls and cannot be damaged. He creates decoy clones that look identical to the real body. His melee attacks inflict bleed and poison.

Weaknesses:

  • Weak to poison damage.
  • Resistant to rending and cutting damage, so blades are the wrong pick. Nothing documents a blunt weakness either, despite that advice circulating widely.
  • Sticky bombs will not stay on him. They drop to the ground as he melts back into insects, so time them for his solid form or use something else.
  • He is easily interrupted as he leaves bug form, which is the window worth attacking.
  • Silenced weapons and melee avoid alerting nearby hunters to your boss fight.

Strategy:

  • Solo: Bring Antidote Shots and a fast-firing weapon. When he splits into clones, look for the one that moves differently (the real body repositions toward you, clones stand still). Wait for him to reform and dump damage.
  • Squad: Spread out. He targets one player at a time. While he is focused on one teammate, the others attack. Call out his position constantly because he moves unpredictably.

Scrapbeakโ€‹

A former soldier wrapped in salvaged metal and barbed wire. Scrapbeak hoards items around his lair and uses them as weapons and traps.

Attack pattern: Throws scavenged items (axes, bottles, bear traps) at you. Charges with a large melee weapon. Places concertina wire traps in doorways and chokepoints during the fight.

Weaknesses:

  • Weak to piercing damage (pitchforks, bayonets). Piercing outperforms other melee types significantly.
  • He drops supplies (ammo, health kits, tools) when you deal enough damage, turning the fight into a resource farm if you are patient.
  • Destroying his concertina traps with fire clears your escape routes.
  • Explosives deal high damage but permanently destroy the items he would have dropped. Use precision strikes if you want the supply drops.

Strategy:

  • Solo: Fight him from doorways where you can retreat when he charges. He is too large to fit through most doorways quickly, giving you time to reposition.
  • Squad: One player baits his charges while the others fire from windows or elevated positions. Collect the supplies he drops to keep your team stocked.
warning

Scrapbeak's concertina wire traps block doorways and deal bleed damage if you walk through them. Bring a fire bomb or fusees to burn the wire, or you risk getting trapped in a room with him.

Hellbornโ€‹

A roaming "Wild Target" that appears on the surface instead of inside a lair. Hellborn is a fire-based entity that drops bounty tokens and unique traits when killed.

Attack pattern: Patrols between compounds on the surface. Radiates fire damage in a large area around him. Charges at nearby hunters and detonates in a fire burst.

Weaknesses:

  • Explosives are the wrong answer now. Update 2.7 made Hellborn more resistant to explosives and weaker to Water Bottles. If you learned this fight when dynamite deleted him, that window has closed.
  • Water Bottles are the current documented weakness, which fits a creature that is on fire.
  • Tracked entirely via audio cues in Dark Sight, not traditional clues.
  • He appears on Mammon's Gulch.

Strategy:

  • Solo: Bring Water Bottles instead of leaning on a Sticky Bomb opener. Follow the audio cue in Dark Sight to find him.
  • Squad: One player applies water while the others cover against approaching hunters, since the roaring gives your position away as surely as a banish would.

Rotjawโ€‹

An aquatic Wild Target that roams water-heavy areas. Rotjaw appears on Stillwater Bayou, Lawson Delta, and DeSalle instead of being tied to the Bayou alone.

Attack pattern: Bite, Charge, and a Swimming Bite, plus a Frenzy state that leaves puddles behind. She submerges and repositions between attacks.

Weaknesses:

  • Poison ammo is the answer. It is her documented weakness.
  • Explosives are not. She is specifically hard to damage with them, so dynamite thrown into the water is a wasted tool here.
  • She surfaces in readable spots. Learn where and pre-aim them.

Strategy:

  • Solo: Stand on solid ground near the water's edge and put poison into her when she surfaces. Skip the explosives entirely.
  • Squad: Position around the water at different angles so several players can fire when she comes up. Keep one player watching for approaching hunters, because the gunfire draws attention.

Boss Fight General Tipsโ€‹

  • Close the lair. Shut all doors and windows before starting the fight. This forces other hunters to make noise opening them, giving you a warning.
  • Trap the entrances. Place bear traps, trip mines, or concertina bombs at doors and windows. If another team pushes during your boss fight, the traps buy you time.
  • Listen between damage phases. Bosses have cooldown windows. Use those moments to listen for footsteps, door sounds, and sound traps outside. Other hunters push during boss fights because they know you are distracted.
  • Bring the right consumables. Antidote Shots for Spider and Assassin. Stamina Shots for Butcher melee. Fire Bombs for Spider and Scrapbeak. Matching your consumables to the boss makes the fight twice as fast.

Frequently Asked Questionsโ€‹

How many maps does Hunt: Showdown have?

Four, and all four are in rotation: Stillwater Bayou, Lawson Delta, DeSalle, and Mammon's Gulch, each with 16 named compounds. Lawson Delta and DeSalle came off the roster at the 1896 relaunch in August 2024 for reworking, but Lawson Delta returned in Update 2.2 in December 2024 and DeSalle in Update 2.4 in June 2025.

What is the best Hunt: Showdown map for beginners?

Stillwater Bayou. The layout is forgiving, vegetation and structures break up sight lines, and most firefights happen at close to mid range where positioning matters more than raw aim.

How do you kill the Butcher in Hunt: Showdown?

Skip fire entirely, because he is immune to it. Open with a sticky bomb to strip a large chunk of health, then use rending damage from axes or heavy melee during his recovery windows. He is slow enough that you can walk backward and shoot him down.

What is the fastest way to beat the Spider?

Fire. Shoot the lanterns hanging in her lair to drop flames on the ground, which stops her regeneration and burns her down. Bring an Antidote Shot for her poison and use shotgun blasts at close range to interrupt her leap attacks.

How long is the extraction timer in Hunt: Showdown?

About 30 seconds for both carriage and steamboat extractions. The timer pauses if an enemy hunter enters the extraction radius, so you have to clear them out before the countdown resumes.