Archivum Sycorax
ThronesideEspionage1356 m main path3 route sections
Name matched from the zone, mission type and objectives (internal id cm_archives). Spot a wrong name or spelling? It is a one-line fix in src/data/map-names.json.
Map layers
Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.
Community routes
Routes drawn by players: where to move, where to hold and what to watch for. Each one is reviewed before it appears here. Tick a route to show it on the map.
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Floor plan, spawners, objectives and medicae come from the game's own navmesh and level units, captured in game with a SoloPlay mod on 2026-10-23. Hold candidates and chokepoints are computed from that geometry. Hover a marker (or long-press on a phone) for details.
Triggers on this route
Bosses, captains, daemonhosts, rituals and the twins are tied to a distance along the route. They appear when the player furthest ahead passes that distance, wherever the rest of the team is. The map shows every possible spawn point. A run uses only some of them: at most one boss per section, 5 ritual sites, and one twins point. How triggers work.
| Lead player at | Trigger | What happens |
|---|---|---|
| 11 m | Twins ambush point | Ambush 55 m ahead, at 66 m. Rank 16+, one point per run. |
| 28-176 m | Boss section 1 | 7 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 35 m | Ritual site | Appears 55 m ahead, at 90 m. Only with Heinous Rituals. |
| 65-91 m | Daemonhost section 1 | 2 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 74 m | Ritual site | Appears 55 m ahead, at 129 m. Only with Heinous Rituals. |
| 85 m | Twins ambush point | Ambush 55 m ahead, at 140 m. Rank 16+, one point per run. |
| 103 m | Ritual site | Appears 55 m ahead, at 158 m. Only with Heinous Rituals. |
| 155 m | Ritual site | Appears 55 m ahead, at 210 m. Only with Heinous Rituals. |
| 161 m | Twins ambush point | Ambush 55 m ahead, at 216 m. Rank 16+, one point per run. |
| 497 m | Twins ambush point | Ambush 55 m ahead, at 552 m. Rank 16+, one point per run. |
| 508-844 m | Boss section 2 | 12 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 521 m | Ritual site | Appears 55 m ahead, at 576 m. Only with Heinous Rituals. |
| 539-807 m | Daemonhost section 2 | 9 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 545 m | Twins ambush point | Ambush 55 m ahead, at 600 m. Rank 16+, one point per run. |
| 583 m | Ritual site | Appears 55 m ahead, at 638 m. Only with Heinous Rituals. |
| 585 m | Ritual site | Appears 55 m ahead, at 640 m. Only with Heinous Rituals. |
| 622 m | Ritual site | Appears 55 m ahead, at 677 m. Only with Heinous Rituals. |
| 664 m | Ritual site | Appears 55 m ahead, at 719 m. Only with Heinous Rituals. |
| 708 m | Twins ambush point | Ambush 55 m ahead, at 763 m. Rank 16+, one point per run. |
| 726 m | Ritual site | Appears 55 m ahead, at 781 m. Only with Heinous Rituals. |
| 728 m | Twins ambush point | Ambush 55 m ahead, at 783 m. Rank 16+, one point per run. |
| 765 m | Ritual site | Appears 55 m ahead, at 820 m. Only with Heinous Rituals. |
| 778 m | Ritual site | Appears 55 m ahead, at 833 m. Only with Heinous Rituals. |
| 824 m | Ritual site | Appears 55 m ahead, at 879 m. Only with Heinous Rituals. |
| 831 m | Ritual site | Appears 55 m ahead, at 886 m. Only with Heinous Rituals. |
| 885 m | Twins ambush point | Ambush 55 m ahead, at 940 m. Rank 16+, one point per run. |
| 892-1069 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 924-1166 m | Boss section 3 | 5 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 974 m | Ritual site | Appears 55 m ahead, at 1029 m. Only with Heinous Rituals. |
| 1019 m | Twins ambush point | Ambush 55 m ahead, at 1074 m. Rank 16+, one point per run. |
| 1024 m | Ritual site | Appears 55 m ahead, at 1079 m. Only with Heinous Rituals. |
| 1073 m | Ritual site | Appears 55 m ahead, at 1128 m. Only with Heinous Rituals. |
| 1105 m | Ritual site | Appears 55 m ahead, at 1160 m. Only with Heinous Rituals. |
| 1127 m | Twins ambush point | Ambush 55 m ahead, at 1182 m. Rank 16+, one point per run. |
| 1142 m | Ritual site | Appears 55 m ahead, at 1197 m. Only with Heinous Rituals. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1368 m in total. Which trigger volumes start the scripted events has not been recorded for this map yet.
Scripted fights: where to try holding
These spots are computed, not playtested. For each event objective, every reachable floor spot within 14 m of the objective was scored by four things: how few lanes the enemies from the nearby event spawners arrive through on foot, how many walls are close, how far the nearest spawner is, and how close the objective is. The score knows nothing about gunner sight lines, enemies dropping from ledges, or specials, which spawn from the normal pool anywhere. Use these spots as starting points, then trust what works.
A Basement mid section
24 event spawners within reach, used by these scripted events: archives basement, archives basement guards, archives basement trickle.
- A1One approach lane, from the west. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 16 m away on foot, and the objective is 2 m away.
- A2One approach lane, from the north-west. Walls within 3 m on 4 of 16 sides. The nearest event spawner is 18 m away on foot, and the objective is 14 m away.
- A32 approach lanes (north, north-west). Walls within 3 m on 9 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 13 m away.
B Basement first lockdown
24 event spawners within reach, used by these scripted events: archives basement, archives basement guards, archives basement trickle.
- B1One approach lane, from the north-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 4 m away.
- B2One approach lane, from the west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 20 m away on foot, and the objective is 13 m away.
- B3One approach lane, from the north-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 18 m away on foot, and the objective is 13 m away.
C Basement second mid section
24 event spawners within reach, used by these scripted events: archives basement, archives basement guards, archives basement trickle.
- C1One approach lane, from the north-east. Walls within 3 m on 5 of 16 sides. The nearest event spawner is 23 m away on foot, and the objective is 13 m away.
- C2One approach lane, from the north. Walls within 3 m on 6 of 16 sides. The nearest event spawner is 9 m away on foot, and the objective is 14 m away.
- C32 approach lanes (north-east, north-west). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 19 m away on foot, and the objective is 8 m away.
D Basement second lockdown
24 event spawners within reach, used by these scripted events: archives basement, archives basement guards, archives basement trickle.
- D1One approach lane, from the south-east. Walls within 3 m on 12 of 16 sides. The nearest event spawner is 27 m away on foot, and the objective is 4 m away.
- D2One approach lane, from the north-east. Walls within 3 m on 9 of 16 sides. The nearest event spawner is 27 m away on foot, and the objective is 11 m away.
- D32 approach lanes (north-east, north-west). Walls within 3 m on 11 of 16 sides. The nearest event spawner is 31 m away on foot, and the objective is 10 m away.
E Control end event
5 event spawners within reach, used by these scripted events: scan absconditum, scan absconditum final, scan absconditum final escape.
- E1One approach lane, from the south-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 33 m away on foot, and the objective is 13 m away.
- E22 approach lanes (north, north-west). Walls within 3 m on 13 of 16 sides. The nearest event spawner is 40 m away on foot, and the objective is 3 m away.
- E3One approach lane, from the north. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 12 m away on foot, and the objective is 10 m away.
F Absconditum start printing
5 event spawners within reach, used by these scripted events: scan absconditum, scan absconditum final, scan absconditum final escape.
- F1One approach lane, from the north-east. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 41 m away on foot, and the objective is 3 m away.
- F22 approach lanes (east, north). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 14 m away.
G Absconditum collect data
5 event spawners within reach, used by these scripted events: scan absconditum, scan absconditum final, scan absconditum final escape.
- G1One approach lane, from the north-east. Walls within 3 m on 11 of 16 sides. The nearest event spawner is 41 m away on foot, and the objective is 3 m away.
- G22 approach lanes (east, north). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 29 m away on foot, and the objective is 14 m away.
Chokepoints on the route
Places where the walkable floor along the main path narrows sharply next to an open area. The width is navmesh width, which is a little narrower than the gap you see, because the AI keeps its body radius off walls.
| Along route | Floor width | Opens |
|---|---|---|
| 37 m | 5 m | between two open areas (27 m wide) |
| 118 m | 5 m | between two open areas (51 m wide) |
| 175 m | 3.5 m | between two open areas (28 m wide) |
| 211 m | 5 m | between two open areas (35 m wide) |
| 264 m | 3.5 m | between two open areas (35 m wide) |
| 309 m | 3.5 m | between two open areas (34 m wide) |
| 347 m | 4 m | between two open areas (25 m wide) |
| 398 m | 3 m | between two open areas (18 m wide) |
| 454 m | 5 m | between two open areas (17 m wide) |
| 487 m | 4.5 m | between two open areas (30 m wide) |
| 561 m | 4.5 m | between two open areas (26 m wide) |
| 628 m | 4.5 m | between two open areas (32 m wide) |
| 716 m | 2 m | between two open areas (33 m wide) |
| 768 m | 3.5 m | between two open areas (20 m wide) |
| 809 m | 3 m | between two open areas (16 m wide) |
| 860 m | 2.5 m | between two open areas (21 m wide) |
| 902 m | 3.5 m | between two open areas (21 m wide) |
| 942 m | 3.5 m | between two open areas (18 m wide) |
| 995 m | 2.5 m | between two open areas (24 m wide) |
| 1052 m | 3 m | between two open areas (26 m wide) |
| 1087 m | 3.5 m | between two open areas (34 m wide) |
Callouts
Chokepoints and safe spots for this map have not been placed on the map yet.
What players report
Collected from Reddit, Steam, the Fatshark forums and guides. Each tip links its source and says how many sources agree. Not verified in game.
- Map flow as players describe it. “The open streets, a great little warm-up zone. The dash through the vent systems, requiring your team to coordinate under soft time pressure. The processing hall, usually housing a ton of ranged enemies, leading to an intense gunfight. The winding, open corridors, which almost always spawns a boss in my experience. The aforementioned stair section”. single source - u/SWR24
- Final event: spawns came from one side (2023 bug report, may be fixed). “Enemy encounters during the final event … only spawn from one side of the room”. The reporter’s method: “Split the team into 3 and 1, or 2 and 2, and cover the active spawn doors near the bridge and medicae station immediately upon entering the event room. The other player(s) can complete the objective”. single source, bug report - forum t80354
- Stairs and barrels. “mfs when a single staircase barrel ends the run”. single source - u/ZioBenny97
- Easy in Havoc, rescues are far. “Sycorax (every Havoc speedrunner runs this map to win)”. Separately, rescues are slow to come up: “Archivum Sycorax is like that as well.” single source each - Steam, Ravs, u/WiseOldManatee
Objectives in order
- outside
- basement start
- basementMid event
- basement mid sectionMid event
- basement first lockdownMid event
- basement second mid sectionMid event
- basement second lockdownMid event
- basement deactivate alarm
- archives upper
- archives deep
- control end eventEnd event
- absconditum start printingEnd event
- absconditum printing progressEnd event
- absconditum collect dataEnd event
- absconditum escape
Objective names are the game's internal ids, in the order the mission file lists them. Mid and end events are scripted horde moments; plan your hold position for those.
How to read this map
The line is the mission's main path, taken from the level data. It is the exact path the director measures your progress along. Specials, horde quotas and captains are all paid for in metres along this line. Its colour shows height, so a sudden change from dark to light is a climb.
The shaded floor is the navmesh: everywhere the AI can walk, which is almost everywhere you can walk. Lighter floor is higher up. Event spawners are the closets, vents and doors scripted events pour enemies out of. Horde spawn points (off by default) are where the director may place ambient hordes along this route.
Hatched red shapes are drop-offs and kill zones. Grey outlines are invisible walls that keep players on the route. Walls and rooms are not drawn yet; the main path follows the walkable route through them.