// MAP 02 · BALANCED · PATCH 2.4

MOST BALANCEDSURVIVOR DIFFICULTY ★★★☆☆MIMIC S TIER HERE

TheWarehouse

The only map where both sides have a fighting chance. Shelf corridors reward positioning and punish carelessness equally — for Killers and Survivors alike.

THE WAREHOUSE — FLOOR PLAN

┌────────────────────────────────────────┐
│  [GEN A ①]      │  [GEN B ②]         │
│  NORTH CLUSTER  │  NORTH CLUSTER      │
├─────────────────┼────────────────────-┤
│  SHELF ROW A    │  SHELF ROW B        │
│  (east–west)    │  (east–west)        │
├─────────────────┼─────────────────────┤
│       [CENTER INTERSECTION ★]         │
│       (highest control value)         │
├─────────────────┬─────────────────────┤
│  SHELF ROW C    │  SHELF ROW D        │
│  (east–west)    │  (east–west)        │
├─────────────────┴─────────────────────┤
│         [GEN C ③]                    │
│         SOUTH GENERATOR              │
├────────────────────────────────────────┤
│  [LOADING BAY EXIT ★]                 │
└────────────────────────────────────────┘

★ = High-value strategic node
Numbers = Recommended Technician route order
Shelf rows run east–west (Wire Whip penetrates
north–south through shelf faces)

KILLER SPAWN: Loading bay (south)
SURVIVOR SPAWN: North cluster (near Gen A/B)

Springtrap

A Tier Here

// Strengths On This Map

  • Shelf row dead ends create Lunge Strike traps — funnel Survivors into a shelf row and Lunge at the closed end. The east–west geometry means Survivors can only run in two directions.
  • The center intersection is a strong patrol anchor — standing here puts you within Lunge range of all four shelf rows simultaneously.
  • Adrenaline-boosted Survivors (Fighter) are faster than you in open areas, but shelf rows negate their directional escape options.

// Watch Out For

  • This is not your best map — The Pizzeria's tighter corridors suit Lunge better. On The Warehouse, Survivors can use shelf ends to break Lunge sightlines. Adapt patrol to center intersection control rather than corridor dominance.
  • Ennard outperforms you here. If playing against a coordinated team, expect them to exploit your weaker Wire Whip coverage compared to Ennard.

The Mimic

S Tier Here

// Strengths On This Map

  • The shelf interior lighting is the darkest environment in the game. Copy Cat shimmer detection drops to near-zero inside shelf rows — Survivors cannot distinguish you from a teammate until you attack.
  • False Signal audio bounces off shelf faces and the warehouse ceiling, creating the most disorienting sound environment of any map. Survivors cannot locate the source reliably.
  • The center intersection is your ideal Copy Cat activation point — disguise as a Survivor heading toward the north cluster, intercept the Technician mid-repair.

// Watch Out For

  • Security Guard camera at the center intersection is your biggest counter. A well-placed camera will reveal Copy Cat to the entire team via ALERT. Destroy or avoid the camera zone.
  • The loading bay has brighter lighting — avoid Copy Cat activations near the exit. Survivors will spot the shimmer more easily there.

Ennard

S Tier Here

// Strengths On This Map

  • Wire Whip penetrates every shelf face in the warehouse. From the center intersection, a single Wire Whip cast reaches into all four shelf rows simultaneously — Survivors cannot repair any generator without Wire Whip exposure.
  • Shelf rows run east–west. Wire Whip fires north–south. The geometry is perfectly perpendicular — every shelf row is a Wire Whip kill corridor.
  • Skin Suit in the shelf interior is nearly undetectable. The dark lighting and uniform shelf geometry make the stand-up animation invisible beyond 8 meters.

// Watch Out For

  • Security Guard cameras at shelf row entrances are your primary counter. Coordinate with teammates to call out Ennard's position — Wire Whip is silent until impact.
  • The north cluster generators are furthest from your spawn. Survivors will complete both north generators before you arrive if you patrol the center too long early game.

Shelf Route & Intersection Control

// WHO CONTROLS THE CENTER CONTROLS THE MATCH

// SHELF ROW SAFETY RATINGS

Shelf Row A (North)

Adjacent to north generator cluster. Wire Whip from center intersection reaches full length of this row. Ennard can interrupt Gen A repairs from 15 meters away without entering the row. Use Security Guard camera at the row entrance.

Moderate

Shelf Row B (North)

Mirror of Row A on the east side. Same Wire Whip exposure from center. Slightly safer due to the shelf end wall blocking direct Lunge approach from the loading bay. Preferred Technician route for Gen B repair.

Moderate

Shelf Row C (South)

Closest shelf row to Killer spawn (loading bay). Killer reaches Row C within 20 seconds of match start. Do not route through Row C in early game. Wire Whip from center covers the full row length. Only enter Row C with Security Guard ALERT confirmation and Fighter escort.

Dangerous

Shelf Row D (South)

The most dangerous traversal route on the map. Row D runs directly between the center intersection and the loading bay — the Killer's patrol path. Ennard's Wire Whip covers Row D from both ends simultaneously. Avoid entirely unless the Killer is confirmed in the north cluster.

Dangerous

Center Intersection

The highest-value strategic node on the map — for the Killer. Survivors should never linger here. Pass through at sprint speed only. The intersection has no cover and is within Wire Whip range from all four shelf row entrances. Security Guard camera here is mandatory.

Avoid

// CENTER INTERSECTION CONTROL

Establish Center Control First

Your first 30 seconds should be spent reaching the center intersection — not chasing Survivors. From the center, Wire Whip (Ennard) or Lunge (Springtrap) reaches all four shelf row entrances. Survivors cannot repair any generator without passing through your effective range. Let them come to the generators — you control the approach to all of them from one position.

Wire Whip Through Shelf Faces

Ennard: from the center intersection, fire Wire Whip north through Shelf Row A to interrupt Gen A repairs. Immediately rotate and fire south through Row C to interrupt Gen C. Survivors cannot determine which direction the Whip will come from. The perpendicular geometry (shelves east–west, Whip north–south) means every shelf row is a kill lane.

Copy Cat At The Intersection

The Mimic: the center intersection is your ideal Copy Cat activation point. Disguise as the Medic or Technician and walk toward the north cluster. Survivors heading to Gen A or Gen B will not suspect a teammate approaching from the south. Activate Copy Cat at the intersection and walk into the north cluster — the dark shelf lighting makes shimmer detection nearly impossible.

// ENNARD WIRE WHIP COVERAGE FROM CENTER

WIRE WHIP COVERAGE MAP (top-down view)

[GEN A]←←←←←←←←←←←←←←←←←←←←←←←←←←←←←
─────────────────────────────────────────
SHELF ROW A  ←←← WIRE WHIP NORTH ←←←←←
─────────────────────────────────────────
SHELF ROW B  ←←← WIRE WHIP NORTH ←←←←←
─────────────────────────────────────────
            ★ CENTER INTERSECTION ★
            (Ennard position)
─────────────────────────────────────────
SHELF ROW C  →→→ WIRE WHIP SOUTH →→→→→
─────────────────────────────────────────
SHELF ROW D  →→→ WIRE WHIP SOUTH →→→→→
─────────────────────────────────────────
[GEN C]→→→→→→→→→→→→→→→→→→→→→→→→→→→→→→→

← → = Wire Whip travel direction
★   = Ennard standing position
All shelf rows penetrated from single position.
Survivors at any generator are within range.

// 0:00 — 1:30

Early Game

Both north generators are your priority. Survivor spawn is near the north cluster — complete Gen A and Gen B before the Killer establishes center control. Technician uses Overclock on Gen A immediately. Security Guard deploys first camera at the center intersection before the Killer arrives. Medic positions in Shelf Row B between the two north generators. Do not send anyone south of the center in the first 90 seconds.

// 1:30 — 3:00

Mid Game

The Killer controls the center. Gen C (south) is now the objective. Security Guard must confirm Killer position before any south movement. Fighter engages the Killer at the center intersection — a successful Parry stun gives Technician a 2.5-second V.A.N.N.I. window on Gen C. This is the highest-value Fighter + Technician coordination play on this map. If the Parry fails, abort Gen C and reset to the north cluster.

// 3:00 — END

Late Game

The loading bay exit is your escape route. Technician's V.A.N.N.I. on the loading bay door is the cleanest endgame play — it bypasses the 3-second manual opening animation entirely. If V.A.N.N.I. is on cooldown, Fighter holds the loading bay entrance with Parry while the team sprints through. Security Guard's final camera goes at the loading bay entrance. Customer uses BLEND IN at the door.

1

North Generator A (Gen A)

North Cluster — West side

Safest generator on the map. Furthest from Killer spawn, adjacent to Survivor spawn. Complete first with Overclock. Security Guard camera at Shelf Row A entrance covers the approach. Wire Whip from center can reach here — confirm Killer is not at center before repairing.

Safe
2

North Generator B (Gen B)

North Cluster — East side

Second safest. Mirror position of Gen A on the east side. Complete immediately after Gen A — Overclock cooldown resets in time. Shelf Row B end wall provides cover from center Wire Whip. Technician should complete both north generators before any south movement.

Safe
3

South Generator (Gen C)

South section — Center

Most dangerous generator. Directly south of center intersection, within Wire Whip range from Killer spawn. V.A.N.N.I. is mandatory — manual repair requires Fighter Parry cover AND Security Guard ALERT simultaneously. Do not attempt solo. This generator decides the match.

Dangerous