ABI Field Index1.0.0.142.19

Dispatch / sector routing

Farm and TV Station:
two maps that punish the same mistake

Farm teaches you the map. TV Station tests whether you learned it. One is open ground where a single road collects every team in the raid; the other is a two-floor building where the extract you did not activate is the reason you died. These are the routes, the switches and the rooms that matter, in the order you meet them.

Patch 1.0.0.142.19 Sectors Farm / TV Station Focus spawn routing, extracts, safes

Both maps share one failure mode, and it is not aim. It is arriving somewhere with no plan for how you will leave. Farm gives you eight ways off the map and a convergence line straight down the middle; TV Station gives you three, and every one of them has to be switched on by a player who is willing to announce it to the whole raid. Learn the shape of that problem on Farm and the indoor map stops being a coin flip.

Farm: thirty minutes, twelve players, one road

Farm runs a 30-minute timer and seats 12 players. It is the starter sector, and the design shows: short sight lines, no ridiculous open lanes, and enough cover that a player still learning the gunplay can take a fight and learn something from losing it. That does not make it a quiet map. It makes it a map where the fights happen early and close.

The single most important piece of terrain is the road that cuts across the middle. Every team that spawns on one edge and wants the loot on the other edge has to solve that road. That is why it collects people: two squads that never met at Grain Trade Center will meet in the middle, and a raid that started as four separate fights turns into ten operators shooting at each other in a strip of open ground.

Raids on Farm rarely run the full half hour. Fights start in the first minute, the looting is fast, and by the halfway mark most of the lobby is either dead or already out. Plan for a 15-minute raid and treat anything longer as a bonus.

The eight extracts, and what each one asks of you

Farm's extraction data is complete, though the community terrain map does not carry plotted extract markers yet — which is why the Farm board on the maps page shows loot pins and no extract pins. The list below is the authoritative version of what that board cannot draw.

ExtractTypeCondition
OutpostFixed-
HighwayFixed-
Artificial LakeChance-
Hunter's PathConditionalActive 10min after the raid starts. You can extract without a backpack equipped.
Southern BlockadeConditionalActive 10min after the raid starts. Costs 2,000 Koen to activate
Path to NorthridgeChance-
Boulder WallFixed-
Path to Restricted AreaFixed-

Read that table as a routing constraint rather than a menu. Fixed extracts are the ones you can plan a raid around. Chance extracts are a coin flip you check at spawn, not a plan. Conditional extracts are the interesting ones, because they ask for a decision before the raid: the no-backpack extract means leaving your bag behind on purpose, and the Koen extract means carrying enough currency to pay the toll when you get there.

Do this at spawn, every raid

Open the map and hover the temporary extract icon. The blue marker tells you what this specific raid wants before it opens — sometimes it is looting a set number of jackets, sometimes something else entirely. It is the only extract on the map whose condition changes, and it is centrally placed, which makes it the best escape hatch after a mid-map fight.

Where the fights actually are

Grain Trade Center is the loudest point on the map, and the Eastern Fields next to it are the second. Add Motel and Stables and you have the four places where contact is close to guaranteed. Spawning near any of them means somebody else spawned near them too — three separate teams in Grain Trade Center at once is a thing that happens, not a rumour.

The practical consequence: do not rush Motel or Stables off spawn. Everyone with a key is rushing Motel and Stables, because that is where the locked rooms are. Arriving second at a locked door is usually better than arriving first, and arriving third is better than both — let the first two teams trade and take the room from whoever is left standing.

What you should do instead, if you spawned on a flank, is clear the ground you spawned on. The fringe areas of Farm are looted far less often than Grain Trade Center, and the loot tables are generous — this is not a game where a container has a one percent chance of something good. Loose loot on Grain Trade Center has produced gimbals, car batteries and laptops worth roughly 300k in a single sweep, and none of it was inside a container.

Loot order beats loot speed

Four safes hit fast is not the same as four safes hit safely. If you get third-partied on the way to the third one, you have two safes and no fight income, which is a bad raid. The players who make money on Farm are the ones who sweep the containers around their spawn methodically before they commit to a contested building.

  • Spawn side first. Clear the containers within a short walk of where you started. Nobody else has a reason to be there yet.
  • Then one contested building. Pick Motel or Stables, not both, unless the raid has gone quiet.
  • Then leave. If you have already fought, looted, and hit one key room, you are carrying more than most of the lobby. Extracting with it is the whole skill.

On the routing itself: a spawn on the loading-area side wants the safe in the loading area, then the first fight against whoever pushes from Villa or the warehouses, then whichever point of interest you committed to. A spawn on the warehouse side wants to watch the helicopter road for the team rotating across it. The exact buildings matter less than the pattern — you are always moving from your own quiet edge toward one contested centre, and then out.

Ajax

Farm's boss is Ajax, and he is worth farming on lockdown difficulty for his escorts rather than for him: the goons can carry class 4 rigs worth over 100k each, plus AKs loaded with PP ammunition. PP is not a good round at that tier, but it is usable, and a rig worth six figures is a rig worth six figures. He shows up around Motel, Stables and occasionally the loading area, which is another reason not to be the first team through those doors.

TV Station: three extracts, all of them conditional

TV Station is a medium-sized indoor close-quarters map, built as a two-floor building. Spawns are distributed around four main first-floor areas — Warehouse, Photography, Office and Logistics — and your opening is decided by which one you drew.

The extract rule is the one thing to internalise before anything else: there are three extraction points, and every one of them must be activated before it can be used. Worse, activating one notifies every player on the map. The switch is not just a key, it is an announcement that a team is leaving from that side, and the whole lobby now knows which door to watch.

ExtractSwitchWhat it costs you
Main EntranceLeft of the front desk in the lobby, no restrictionSpacious, plenty of cover — and the safest place on the map to eat a grenade. Watch the throw, not the door.
ElevatorSecond floor, one-time activation, countdown starts when the car arrivesThe doors close five seconds before the countdown ends. If you are not inside by then you are not extracting. East and west flanks both overlook it.
Loading DockMiddle of the ventilation stairs on the north side; stays open for the rest of the raid once flippedThe switch is far from the extract, so the walk is where you get ambushed. The passage above the Unloading Bay shelf sees straight down onto it.

Because every extract announces itself, the last two minutes of a TV Station raid are a reverse puzzle: the lobby knows where you are going, so the correct play is often to activate, wait, and let the team that came to intercept you walk into the room you are already holding. The Loading Dock is the worst offender, because the switch-to-extract distance guarantees you will be moving through a corridor other people have had time to set up on.

Five encrypted safes, one room worth fighting for

TV Station has five unlocked encrypted safes, and every one of them runs a 20-second opening countdown — which is 20 seconds of standing still in a building full of players. Know where they are before you commit to one.

  • The studio in the first-floor Photography Area.
  • Under a table near the Central Control Area switch, first floor.
  • The Live Broadcast Room, first floor, under a desk.
  • The General Office, second floor, under a desk.
  • The Director's Office, second floor, under the large desk.

Central Control is the supply centre of the building: two unlocked safes, a locked safe, document boxes, weapon cases and a table with a real chance of spawning something valuable. It is also the worst place to be, because it is visible from the second floor and full of bots. The switch in the middle of the room locks the area down and closes every entrance after 30 seconds — a genuine fortress, if you can hold it for the half minute it takes to close.

The Director's Office has one door. That cuts both ways: nobody sneaks up on you while you loot, and nobody lets you leave once a squad is holding the frame. The General Office has three doors, an encrypted safe, a locked safe and a good amount of supplies, and it sits on a junction that connects most of the second floor — the best room on the map for hearing where a fight is going.

Four spawns, four openings

Warehouse. Your loot is on the second floor in the Live Action and Editing Room, so rushing upstairs is the obvious line — while expecting contact from the ventilation stairs. The quieter version goes up the warehouse staircase to Temporary Treatment and the General Office. The aggressive version drops through the Unloading Bay into Logistics and picks a fight with whoever spawned there; Logistics is exposed on both flanks because it is pinned between Warehouse and Lobby, so confirm sound before you push.

Office. Stay put. The Archive Room and the Production Department both hold good supplies, and if you spawned near the stairs, the Director's Office safes are one flight up.

Lobby. Effectively a loot desert. Pick Office or Logistics, get there early, and ambush the team that spawned where you did not.

Photography. The encrypted safe is far out and the whole area is overlooked from the second floor. Loot what is next to you and move — Warehouse, Office, Central Control or upstairs. The exception is the ventilation-stairs spawn: almost no supplies, but it hands you the White Wolf Area on the second floor, which is the best ground in the building.

One budget note: the bots in TV Station are well equipped. If you are running cheap kits, looting bot gear and ammo is a real income stream here, not a consolation prize.

The habit both maps reward

Farm tells you which side of a convergence line you are on. TV Station tells you which floor. In both cases the players who extract are the ones who decided where they were going before the first shot, and who treated the extract — not the loot — as the thing the raid is built around. Farm's road and TV Station's announcement switch are the same mechanic wearing different clothes: the map is telling everyone else where you are.