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Mistfall Hunter Hallowgrove Loot Route: 5 Stops, 372 Chests

A five stop run down Hallowgrove's western corridor covers 372 of the map's 1,528 containers and finishes beside a merchant, 234 units from a Soul Ferry.

Game build 24708702

Layers this guide uses

The western strip of Hallowgrove, running from about y 950 down to y 1,700 at around x 550, holds the thickest run of containers on any map in the game. Five stops along it cover 372 distinct containers, close to a quarter of Hallowgrove’s 1,528, and the last one puts you 40 units from a merchant and 234 from a Soul Ferry.

It is not a quiet route. The same five circles contain 290 enemy markers. That is the trade you are making, and the last leg is where it eases off.

The five stops

Distances are in map units, the same scale the bar in the corner of the map reads out. Hallowgrove is 2,048 units square.

LegCentreContainers within 200 unitsEnemy markersNearest exit
1x 650, y 95011597242
2x 625, y 1,125134114156
3x 525, y 1,47513495150
4x 625, y 1,600168121229
5x 450, y 1,7008554234

The circles overlap, so the counts do not add to 636. Across all five the union is 372 containers, 22 loose loot markers and 15 task objectives.

Leg by leg down the corridor

Leg 1, x 650 y 950

Open the first stop. This is the least dense of the five at 115 containers, and it leans domestic: 21 Civilian Chests, 10 Lockers, 8 Supply Crates and 8 Open Sacks inside the circle.

The reason to start here rather than further south is the traversal marker 102 units south east at x 715, y 1,029. Three more sit close to it, so if the leg goes badly you have a way out of the corridor without walking its whole length.

No exit is within 240 units. Do not fill your bag on this leg.

Leg 2, x 625 y 1,125

The second stop holds 134 containers, including 10 Gift of Fate and 15 Civilian Chests, and it is the first leg with an exit genuinely close. A Soul Ferry sits 156 units west at x 469, y 1,111.

That exit makes this the natural bail out point. If the corridor is already contested when you arrive, take what is in reach and leave from here. Leg 4, two stops down, has 121 enemy markers around it and no exit closer than 229 units.

Leg 3, x 525 y 1,475

The third stop is the best positioned circle on the route. 134 containers, 95 enemy markers, two Soul Ferries inside 200 units and a traversal marker only 51 units away.

It is also where the container mix changes. 28 of the 134 are Equipment Racks, well over half the 47 that exist on the whole map, with 12 The Exiled and 10 Woodpiles alongside them. A merchant sits 146 units north at x 509, y 1,330, so this is the first real chance to sell rather than carry. If your bag is already awkward, fix it here.

Leg 4, x 625 y 1,600

The fourth stop is the densest 200 unit circle of containers in the game: 168 of them, against 114 on Brandrgarde North’s best patch and 88 on Brandrgarde South’s. 26 Equipment Racks, 14 The Exiled, 10 Silver Chests and 8 Gift of Fate sit inside it.

It is also the most dangerous stop on the route, with 121 enemy markers in the same circle. A traversal marker sits 61 units west at x 565, y 1,613. Learn where it is before you start opening anything.

Leg 5, x 450 y 1,700

The last stop is the quiet one. 85 containers and 54 enemy markers, under half the pressure of leg 4, with 8 Gift of Fate among them.

A merchant sits 40 units away at x 423, y 1,729 and a Soul Ferry 234 units south east at x 629, y 1,851. Sell what you do not want to risk, then walk to the exit. No other stop on the route puts a merchant that close.

Where to sell before you extract

Hallowgrove has 10 merchant markers, all labelled Richie the Merchant. The route passes two, at x 509, y 1,330 and x 423, y 1,729.

The rest are scattered. The two nearest the top of the corridor sit at x 971, y 884 and x 371, y 739, which are 327 and 350 units from leg 1. Neither is on the way, so plan around the two the route already passes.

Two quieter patches when the corridor is contested

The north west corner is the quietest place on Hallowgrove that still holds real loot. The circle around x 400, y 450 holds 51 containers against only 18 enemy markers, which is the lowest enemy count of any 200 unit circle on the map that carries 50 or more containers. 11 of them are Gift of Fate and 3 are Shipwrecks, a type that exists nowhere outside Hallowgrove.

The catch is the walk out. The nearest Soul Ferry is 369 units away at x 699, y 234 and the nearest merchant 266 units at x 559, y 237. Go there when you want a slow, safe start, not when you are carrying.

The south east corner around x 1,600, y 1,650 is the compromise: 57 containers, 36 enemy markers, a merchant 109 units away and a Soul Ferry 226 units away. Its mix is 10 Woven Flasks, 9 Woven Baskets, 7 Gift of Fate and 6 Slumbering Stands, all types Brandrgarde does not have.

One patch to avoid while you are learning: around x 1,155, y 1,447 there are 149 enemy markers inside 200 units, the heaviest concentration on the map. It also has two exits, a merchant and a traversal marker in the same circle, which is why players end up there. Go for the extraction cover if you need it. Do not go for the loot.

Switch the enemy layer on before you walk it

The enemy layer is off by default on all three maps, so none of Hallowgrove’s 1,894 markers show until you turn it on. Open it with the containers and the corridor looks very different.

The 290 enemy markers in the five circles are not the map’s average mix. 57 are Corroded Soldier, 42 Corroded Archer and 40 Elite Corroded Soldier. That last figure is the one to weigh: 40 of the 115 Elite Corroded Soldier markers on the whole map sit on this route. Hallowgrove Woodling, which accounts for 652 of the map’s 1,894 markers overall, contributes only 32 here.

The corridor is elite heavy for its size. Walk it once with the enemies on and the containers off. It takes a minute and it tells you which of the five circles you actually want to fight through.

What the counts mean

Every number here is what the map records for build 24708702, not a promise about the run you are in. Container markers carry Solo and Team labels on their detail cards: in Hallowgrove 736 carry a Team label, 317 a Solo label, 10 carry both and 465 carry neither. Hallowgrove markers also carry Day and Night labels, which the Brandrgarde maps do not use at all.

Click a marker before you build a plan around it, and read the route as where the containers are rather than as a count of what you will open.

Maps in this guide

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