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Sniper Elite 5 Maps & Locations Guide: Every Area Covered

Complete Sniper Elite 5 maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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Rebellion released Sniper Elite 5 on 26 May 2022 and set it in France in 1944, where Karl Fairburne works with the Resistance to unpick a Nazi programme called Operation Kraken across nine campaign missions. The maps are the largest the series has built, and each one hides three workbenches that permanently unlock scopes, barrels, stocks and ammunition types. Axis Invasion drops a second human player into your campaign as a German sniper, which turns a patient stalk into a two way hunt with no warning.

Sniper Elite 5 features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Role
1The Atlantic WallMission 1 of 9, campaign openerFirst rifle, secondary and pistol workbenches, the Welrod, and the introduction to Operation KrakenSilent infiltrator
2Occupied ResidenceMission 2 of 9, first indoor heavy mapKarabiner 98 from the chandelier kill on the target, plus Moller's documentsSilent infiltrator
3Spy AcademyMission 3 of 9, stealth focusedIntelligence on the Kraken supply chain and three more workbenchesLong range marksman
4War FactoryMission 4 of 9, industrialCargo manifests, sabotage objectives and heavy weapon workbench partsLong range marksman
5Festung GuernseyMission 5 of 9, long range showcaseStealth plates, the Kraken prototype objective and high magnification opticsLong range marksman

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The Atlantic Wall: Starting Area

Colline Sur Mer, the beach and bunker opening that teaches wind, cover and the Resistance objectives. Sightlines run long across sand and concrete, so it is the cleanest place to practise holding over before you own a good scope.

AttributeDetail
DifficultyMission 1 of 9, campaign opener
Key RewardsFirst rifle, secondary and pistol workbenches, the Welrod, and the introduction to Operation Kraken
Recommended RoleSilent infiltrator
Key WeaponsKarabiner 98

What to Do Here


Occupied Residence: Early Game

A chateau map where the objective is intel from Abelard Moller's office rather than a body count. Interiors are tight and stacked vertically, so the vents and shimmy ledges matter more than the rifle for most of the run.

AttributeDetail
DifficultyMission 2 of 9, first indoor heavy map
Key RewardsKarabiner 98 from the chandelier kill on the target, plus Moller's documents
Recommended RoleSilent infiltrator
Key WeaponsKarabiner 98

What to Do Here

  • Focus on mastering X-ray kill cam. It's critical from this point on.
  • Farm for Karabiner 98 if you don't have it yet.
  • Complete all objectives for maximum rewards.
  • Prepare for the difficulty spike in Spy Academy.

Spy Academy: Mid Game

Beaumont-Saint-Denis, built around eavesdropping on meetings instead of ending them. You need to reach listening positions and stay undetected long enough for the conversation to finish, which punishes aggressive play more than any other early map.

AttributeDetail
DifficultyMission 3 of 9, stealth focused
Key RewardsIntelligence on the Kraken supply chain and three more workbenches
Recommended RoleLong range marksman
Key WeaponsKarabiner 98

What to Do Here

  • This is the main skill check. Bring an optimized build.
  • M.1903 becomes accessible here. Prioritize getting it.
  • Master Sound masking for the boss encounters.
  • Check our boss guide if you get stuck.

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War Factory: Late Game

The Martressac plant, where machinery noise masks gunfire almost continuously and the objectives involve sabotaging production and lifting cargo manifests. It is the best map for an unsuppressed rifle in the whole campaign.

AttributeDetail
DifficultyMission 4 of 9, industrial
Key RewardsCargo manifests, sabotage objectives and heavy weapon workbench parts
Recommended RoleLong range marksman
Key WeaponsM.1903

What to Do Here

  • Full build optimization is expected by this point.
  • M.1903 should be your primary, fully upgraded.
  • Axis Invasion mastery starts mattering here.
  • Farm resources for the push into Festung Guernsey.

Festung Guernsey: Endgame

An island fortress with the longest uninterrupted sightlines in the game and a prototype at the centre of it. Patrol density is high and the cliffs limit your escape routes, so plan the exit before you take the first shot.

AttributeDetail
DifficultyMission 5 of 9, long range showcase
Key RewardsStealth plates, the Kraken prototype objective and high magnification optics
Recommended RoleLong range marksman
Key WeaponsM.1903

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Invasion duellist for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: The Atlantic Wall → Occupied Residence → Spy Academy → War Factory → Festung Guernsey. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your weapons: Some areas favor different weapons types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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