Maps and Bosses
Hunt: Showdown has four maps in total, though not all are always available. Crytek periodically takes legacy maps offline for graphical refactoring on the CryEngine 5.11 engine. As of Update 2.8 (June 2026), three maps are in active rotation: Mammon's Gulch, Stillwater Bayou, and Lawson Delta. DeSalle is currently offline for rework. You select your map before deploying, so knowing what you are walking into gives you a real advantage over hunters who are 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 Overview
| Map | Biome | Compounds | Status | Difficulty | Best For |
|---|---|---|---|---|---|
| Stillwater Bayou | Louisiana swampland | 16 | Active | Beginner | Learning the game, first solo runs |
| Lawson Delta | Rural Louisiana farmland | 16 | Active (re-added in Update 2.8) | Moderate | Developing map sense, mid-range combat |
| DeSalle | Appalachian mountain town | 16 | Offline (being reworked) | Moderate-Hard | Vertical play, compound fighting |
| Mammon's Gulch | Colorado mining territory | 16 | Active | Hard | Experienced players, underground combat |
Stillwater Bayou
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.
- 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 Delta
A dry, rural Louisiana landscape 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 Coal Mine. 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.
DeSalle (Currently Offline)
DeSalle is currently unavailable while Crytek refactors it for the CryEngine 5.11 engine. It will return to rotation in a future update. The information below reflects the map's layout prior to its removal.
An Appalachian mountain town with diverse terrain. 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. Check back for updated compound details when the reworked version returns.
Mammon's Gulch
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.
Key compounds:
- Brimstone Abbey. A hilltop abbey with commanding views of the surrounding area. Extremely defensible but exposed during approach.
- Mammon's Rest. Central mining town with multiple buildings and underground passages connecting them. The underground routes bypass the surface entirely, creating ambush opportunities.
- The Foundry. An industrial compound with heavy machinery and metal structures. Sound bounces off the metal walls, making it hard to pinpoint footsteps.
- Frozen Creek. A riverside area with ice and rock formations. Limited cover on the frozen surfaces.
What to expect:
- Underground tunnels connect several compounds. Hunters who learn the tunnel network can move between locations without surface exposure.
- Snow on the ground does not leave visible footprints (unlike some survival games), but the open white terrain makes players easy to spot from elevation.
- Elevation differences are extreme. A hunter on a ridge has a 50-meter height advantage over someone in a valley. Climbing out of low ground under fire is nearly impossible.
- AI density is high, especially underground where Grunts and Armored cluster in tunnel junctions.
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 Points
Every map has multiple extraction points along its edges. These are marked on your map before you deploy, but not all of them are active every match. Typically three to four out of six to eight possible points are active per round.
| Extraction Type | Timer | Notes |
|---|---|---|
| Carriage | ~30 seconds | Most common. Horse-drawn carriage at map edges. Climbing aboard starts the timer. |
| Steamboat | ~30 seconds | Found near water on Stillwater Bayou. Same mechanic as carriages. |
The extraction timer pauses if an enemy hunter enters the extraction radius. You must clear them from the zone before the countdown resumes. Do not assume a started extraction is a guaranteed escape.
Extraction points activate and deactivate during the match. If a point you planned to use goes dark (the icon disappears from your map), you need a backup plan. Always identify at least two possible extraction routes before engaging a boss.
Boss Encounters
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 Butcher
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 Spider
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:
- Highly susceptible to fire damage (lanterns, fire bombs, incendiary ammo). Fire stops her regeneration and deals heavy damage over time.
- Crushing and blunt melee damage (dusters, hammers) is very effective.
- She flinches from shotgun blasts at close range, interrupting her leap attacks.
- Poison immunity (Antidote Shot) removes her strongest damage-over-time ability.
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.
The Spider's lair always has lanterns hanging on walls. Shoot them to drop fire on the ground. If the Spider crosses the fire, she takes damage and cannot regenerate. Use the environment before burning through your consumables.
The Assassin
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:
- Profoundly weak to poison damage. Poison bombs negate his swarm form rapidly and reveal his real body.
- Weak to blunt melee force (dusters, hammers).
- Completely immune to sticky bomb attachment (the only boss with this immunity).
- Silenced weapons and melee avoid alerting nearby hunters to your boss fight.
- He takes extra damage when reforming from swarm mode into his physical body. Time your attacks to that transition.
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.
Scrapbeak
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.
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.
Hellborn
A roaming "Wild Target" that appears on the surface rather than 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:
- Extreme resistance to sustained small-arms fire. Rifles are inefficient.
- Catastrophically vulnerable to high-yield explosives (Sticky Bombs, Big Dynamite Bundles). These can neutralize him almost instantly.
- Choke Bombs simultaneously damage the entity and extinguish its localized fire aura, making the fight trivial.
- Shotguns dramatically outperform rifles in this engagement.
- Tracked entirely via audio cues in Dark Sight (roaring sounds), not traditional clues.
Strategy:
- Solo: Open with a Sticky Bomb or Big Dynamite Bundle for massive damage. Follow up with Choke Bombs to suppress the fire aura. Avoid prolonged rifle engagements.
- Squad: One player throws explosives while the others cover against approaching hunters. Choke Bombs are your best friend here. The fight should be fast, not drawn out.
Rotjaw
An aquatic boss that resides in water-heavy compounds. Rotjaw is most commonly found on Stillwater Bayou.
Attack pattern: Lunges from the water, drags players into deeper sections, and applies bleed with bite attacks. Submerges and repositions between attacks.
Weaknesses:
- Explosives (dynamite, frag bombs) deal heavy damage when thrown into the water near him.
- He surfaces in predictable spots. Learn the pattern and pre-aim those locations.
- Poison damage is effective while he is surfaced.
Strategy:
- Solo: Stand on solid ground near the water's edge. When he surfaces, fire into his exposed body. Do not stand in the water or he will drag you under.
- Squad: Position around the water area at different angles. When he surfaces, multiple players can fire simultaneously. Designate one player to watch for approaching hunters since the gunfire will draw attention.
Boss Fight General Tips
- 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.