Titanfall Boneyard Map Tips and Strategy Guide

The IMC’s classified wildlife repulsor technology research was once conducted in what is now the Boneyard, a large area with skeletal remains of giant Leviathans that houses the abandoned facilities.

With open access to the facility buildings and the sands that house them, Boneyard’s environment is the ultimate reminder of what will happen to the Pilots who will fall in these harsh grounds.

For more help on Titanfall, read our Multiplayer Tips, Generations Unlocks and Leveling Guide.

Titanfall Boneyard Map Tips

The Boneyard map is a mixture of exposed terrain and various buildings. The map itself features a large skeletal remain of a Leviathan, with the head in the northwestern part of the map and the Spine southeast of the head.

The Spine is an important location as it houses a Turret underneath it. It also has a Landing Pad building to its west and a Research Lab to the east.

The center of the map features a smaller Leviathan skull in an open Desert Terrain. This is the most exposed region of the entire map, with access from the Ammunition Bunker in the northwest, the Research Lab, and the southern Marvin Building. There is also an Arch southwest of the Desert Terrain, while another Turret is accessible south of the Marvin Building.

The majority of the action takes place in the Marvin Building, Ammunition Bunker, and the Research Lab, with most minion kills occurring near the Ammunition Bunker area.

The three buildings and the central Desert Terrain are the most important parts of the map, and controlling them can allow you to gain an upper hand on your opponents, as you can severely restrict movement from and to the northwestern regions of the map, and also to both the Turrets.

Movement in this map is heavily influenced by the amount of ziplines available in certain game modes.

If you can learn the zipline routes, transitioning from one part of the map to another while avoiding heavily concentrated areas becomes an easier task.

There are about nine different ziplines in Attrition while playing this map, making the mobility of both teams complex and very hard to determine by the other. Make sure you learn the locations and destinations of the ziplines in some practice match, as these will help you a lot in Attrition.

The Militia will start off at the easternmost part of the map, near the Marvin Building. The IMC will start off in the northwestern region, behind the Landing Pad.

The IMC has the advantage and quick access to the Top turret, but the Militia can gain overall superiority by taking control of the Ammunition Bunker and the Marving Building, eventually spreading out to the southern Turret and moving towards the Arch and Research Lab.

The Research Lab will be where both the teams would converge, and the heavy fighting to take place. The team that gains control of the Lab can utilize the indoors to provide cover and suppressive fire, and also to assault other occupied buildings.

The central terrain of the map can be a useful place to initiate a Titanfall, but unless your team is largely controlling two of the buildings there, it can result in a quick annihilation by the assault from all directions.

There are also many areas in the map that can encourage Rodeo attacks, so make sure that when you do acquire a Titan you have another one to be with. A lone Titan going through places like the Spine and behind the Arch are doomed to a rodeo attack.

If you’re having trouble as a Sniper, the best place in this map is the Arch. No building itself is safe in Boneyard, which encourages constant movement and ziplining.

The Arch gives you a vantage point, though it is fairly difficult to take regular successful shots because of the steep angle.

Capture the Flag
The deployment zones for the Militia and the IMC are the same as that of Attrition. The IMC flag is located near the Landing Pad, while the Militia’s is near the Marvin Building.

At the start of the match, both teams should look to activate the turrets as soon as possible, as they are positioned very well to defend the flags.

The ziplines here make it extremely tough to both capture and defend your flag, so you should expect yourself and your team to be constantly challenged.

The most important places in this map is the Arch, the narrow trail behind the Arch, and the Spine area. Regulating these places will allow your flag carrier easy passage.

If you’re playing as the Militia, consider using the southeast zipline to rapidly escape the Landing Pad and move to the Ammunition Bunker via the Research Lab, where a small group of allies should be positioned to defend you.

If you’re capturing as a Titan, you would want to use the trail behind the Arch. This path is narrow and very manageable for a Titan, and provides good cover from the sides.

Hardpoint Domination
Hardpoint Domination will have the two factions starting in the same position as those in Attrition and CTF. Hardpoint A is located north of the Spine, Hardpoint B near the Arch, while Hardpoint C is in the Marvin Building.

For the IMC, the best option is to capture and hold Hardpoints A and B, which are relatively closer to one another, while the Militia would want to go out for B and C.

Hardpoint B is a bit hard to hold because of its location. Players can easily be overwhelmed by incoming enemy Pilots and Titans from the Archway and the trail behind it, making the point a very busy area.

On the other hand, Hardpoint C is extremely difficult to capture, as there are many places inside the Marvin building that can be used as excellent cover for the point.

If you’re playing as the IMC, you will want to shift your focus only on A and B and go towards C only when your team has a dominating presence in the game.

Last Titan Standing
The deployments of the two teams are similar to the ones in other game modes, except they are displaced slightly more north.

This map is excellent for long-ranged weaponry, which is why a few of the players in your team should opt for the Plasma Railgun. Though the turrets in the map are placed away from the heated regions (such as the central terrain and Marvin building), you can actually attempt to bait enemies and lure them within the range of the stationary weapons.

If there is one place you need to stay far away from, it is the central terrain of the map. This area is fully exposed and there will likely be enemy Titans in the nearby buildings (such as the Research Lab), making you a sitting duck and a very easy target.

The recommended Chassis for this map is the Atlas, as it has a fine mix of mobility and armor. Ogre is a bit too slow for this map, and the Stryder chassis module is simply too weak for effective hit-and-run tactics in the Boneyard.

Pilot Hunter
Once again, the factions will be deployed in about the same locations as in the other game modes.

Ziplines are a great way to get back into action this map once you fall, and other than that it is all about keeping yourself mobile while avoiding the open areas. Getting into the open in this map (especially in modes like Pilot Hunter and Attrition) is nearly suicidal.

If you absolutely have to expose yourself, try to use the ziplines as much as possible.

Other than that, utilize the numerous buildings and cover provided in the map to keep yourself alive. Wall running for long periods of time isn’t recommended either, so you should just try to move quickly from one building to another.

Snipers in this map can enjoy a lot of success if they manage to reach some essential positions. The Arch is too well known of a place, so you can expect to be overrun often if you try to station yourself at that place.

Instead, look for more exotic sniping spots, such as the top or the inside of the Marvin building.

Speaking of the Marvin Building, this is easily the most important building when it comes to Pilot Hunter. Anyone entering this building can become easy pickings for a player who has positioned him/herself quickly enough.

The building internals offer enough protection and options to make you unpredictable for a while if you choose to utilize them.