Maps

Magistrati Oubliette TM8-707

The TorrentAssassination1129 m main path8 route sections

Map layers
Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Objective: power mechanismObjective: activate mechanismObjective: elevatorBoss section 1: a boss placed in this section triggers somewhere between 205 and 307 m along the route (2 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 205 and 307 m along the route (2 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 490 and 774 m along the route (11 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 832 and 964 m along the route (3 possible spawn points)2345678Event spawner (spawner_ascender_trickle_a), used by 2 scripted eventsEvent spawner (spawner_ascender_trickle_c), used by 3 scripted eventsEvent spawner (spawner_ascender_trickle_a), used by 2 scripted eventsEvent spawner (spawner_enforcer_command_middle), used by 3 scripted eventsEvent spawner (spawner_enforcer_command_left), used by 3 scripted eventsEvent spawner (spawner_enforcer_command_right_back), used by 2 scripted eventsEvent spawner (spawner_ascender_trickle_c), used by 3 scripted eventsEvent spawner (spawner_ascender_trickle_a), used by 2 scripted eventsEvent spawner (spawner_enforcer_command_right), used by 2 scripted eventsEvent spawner (spawner_ascender_trickle_b), used by 2 scripted eventsEvent spawner (spawner_enforcer_command_target), used by 1 scripted eventEvent spawner (spawner_enforcer_command_left_back), used by 3 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap opening into a room ahead: 4.5 m of floor at 15 m along the routeNarrow gap between two open areas: 3.5 m of floor at 98 m along the routeNarrow gap out of a room behind: 2 m of floor at 155 m along the routeNarrow gap out of a room behind: 3.5 m of floor at 225 m along the routeNarrow gap opening into a room ahead: 3.5 m of floor at 257 m along the routeNarrow gap between two open areas: 4 m of floor at 292 m along the routeNarrow gap between two open areas: 2.5 m of floor at 350 m along the routeNarrow gap between two open areas: 2.5 m of floor at 394 m along the routeNarrow gap between two open areas: 2.5 m of floor at 436 m along the routeNarrow gap between two open areas: 3 m of floor at 489 m along the routeNarrow gap between two open areas: 2.5 m of floor at 601 m along the routeNarrow gap between two open areas: 4.5 m of floor at 680 m along the routeNarrow gap between two open areas: 5 m of floor at 714 m along the routeNarrow gap between two open areas: 3 m of floor at 755 m along the routeNarrow gap between two open areas: 3.5 m of floor at 803 m along the routeNarrow gap between two open areas: 4.5 m of floor at 849 m along the routeNarrow gap between two open areas: 2.5 m of floor at 881 m along the routeNarrow gap between two open areas: 4 m of floor at 920 m along the routeNarrow gap between two open areas: 5 m of floor at 982 m along the routeNarrow gap between two open areas: 3.5 m of floor at 1022 m along the route360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 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around here360 view: click to look around herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 80 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 205 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 220 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 221 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 307 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 474 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 490 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 506 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 510 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 523 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 556 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 563 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 566 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 591 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 621 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 622 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 646 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 679 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 679 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 706 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 732 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 759 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 774 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 805 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 818 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 832 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 836 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 964 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 1001 m along the route, 40 m before this point.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 23 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 223 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 227 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 264 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 421 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 433 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 457 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 482 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 550 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 572 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 607 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 657 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 672 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 719 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 720 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 789 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 823 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 949 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 21 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 223 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 226 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 422 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 509 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 551 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 591 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 608 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 658 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 719 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 789 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 949 m along the route, 55 m before it.

Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.

Start Extraction Route section starts Gap between route sections Drop-off or kill zone Walkable floor (navmesh) Objective point Event spawner Hold candidate (computed) Chokepoint (computed) Medicae Possible boss or captain spawn Possible daemonhost Boss trigger section Ritual site, its trigger point 360 view (click the map to look around) Low to high (57 m climb range)

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 atTriggerWhat happens
    21 mTwins ambush pointAmbush 55 m ahead, at 76 m. Rank 16+, one point per run.
    23 mRitual siteAppears 55 m ahead, at 78 m. Only with Heinous Rituals.
    80-221 mDaemonhost section 13 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    205-307 mBoss section 12 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    223 mRitual siteAppears 55 m ahead, at 278 m. Only with Heinous Rituals.
    223 mTwins ambush pointAmbush 55 m ahead, at 278 m. Rank 16+, one point per run.
    226 mTwins ambush pointAmbush 55 m ahead, at 281 m. Rank 16+, one point per run.
    227 mRitual siteAppears 55 m ahead, at 282 m. Only with Heinous Rituals.
    264 mRitual siteAppears 55 m ahead, at 319 m. Only with Heinous Rituals.
    421 mRitual siteAppears 55 m ahead, at 476 m. Only with Heinous Rituals.
    422 mTwins ambush pointAmbush 55 m ahead, at 477 m. Rank 16+, one point per run.
    433 mRitual siteAppears 55 m ahead, at 488 m. Only with Heinous Rituals.
    457 mRitual siteAppears 55 m ahead, at 512 m. Only with Heinous Rituals.
    474-732 mDaemonhost section 27 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    482 mRitual siteAppears 55 m ahead, at 537 m. Only with Heinous Rituals.
    490-774 mBoss section 211 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    509 mTwins ambush pointAmbush 55 m ahead, at 564 m. Rank 16+, one point per run.
    550 mRitual siteAppears 55 m ahead, at 605 m. Only with Heinous Rituals.
    551 mTwins ambush pointAmbush 55 m ahead, at 606 m. Rank 16+, one point per run.
    572 mRitual siteAppears 55 m ahead, at 627 m. Only with Heinous Rituals.
    591 mTwins ambush pointAmbush 55 m ahead, at 646 m. Rank 16+, one point per run.
    607 mRitual siteAppears 55 m ahead, at 662 m. Only with Heinous Rituals.
    608 mTwins ambush pointAmbush 55 m ahead, at 663 m. Rank 16+, one point per run.
    657 mRitual siteAppears 55 m ahead, at 712 m. Only with Heinous Rituals.
    658 mTwins ambush pointAmbush 55 m ahead, at 713 m. Rank 16+, one point per run.
    672 mRitual siteAppears 55 m ahead, at 727 m. Only with Heinous Rituals.
    719 mRitual siteAppears 55 m ahead, at 774 m. Only with Heinous Rituals.
    719 mTwins ambush pointAmbush 55 m ahead, at 774 m. Rank 16+, one point per run.
    720 mRitual siteAppears 55 m ahead, at 775 m. Only with Heinous Rituals.
    789 mRitual siteAppears 55 m ahead, at 844 m. Only with Heinous Rituals.
    789 mTwins ambush pointAmbush 55 m ahead, at 844 m. Rank 16+, one point per run.
    805-1001 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    823 mRitual siteAppears 55 m ahead, at 878 m. Only with Heinous Rituals.
    832-964 mBoss section 33 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    949 mRitual siteAppears 55 m ahead, at 1004 m. Only with Heinous Rituals.
    949 mTwins ambush pointAmbush 55 m ahead, at 1004 m. Rank 16+, one point per run.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1214 m in total. Which trigger volumes start the scripted events has not been recorded for this map yet.

    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 routeFloor widthOpens
    15 m4.5 minto an open area ahead (30 m wide)
    98 m3.5 mbetween two open areas (38 m wide)
    155 m2 mout of an open area behind (17 m wide)
    225 m3.5 mout of an open area behind (10 m wide)
    257 m3.5 minto an open area ahead (30 m wide)
    292 m4 mbetween two open areas (33 m wide)
    350 m2.5 mbetween two open areas (33 m wide)
    394 m2.5 mbetween two open areas (32 m wide)
    436 m2.5 mbetween two open areas (22 m wide)
    489 m3 mbetween two open areas (21 m wide)
    601 m2.5 mbetween two open areas (31 m wide)
    680 m4.5 mbetween two open areas (36 m wide)
    714 m5 mbetween two open areas (49 m wide)
    755 m3 mbetween two open areas (49 m wide)
    803 m3.5 mbetween two open areas (32 m wide)
    849 m4.5 mbetween two open areas (17 m wide)
    881 m2.5 mbetween two open areas (12 m wide)
    920 m4 mbetween two open areas (20 m wide)
    982 m5 mbetween two open areas (27 m wide)
    1022 m3.5 mbetween two open areas (52 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.

    • Early drops: into the sewer, then the drop to the first medicae area. “The drop into the sewer and the drop to the area with the first med can be pretty hard because of limited space and guaranteed boss spawns while the gunners have a lot of sightlines”. “Very easy to get ledged once you drop into that area after the sewer pipe. Always snipers on the stairs”. The Havoc OP: “The tunnel and the area after it, where several bosses often appear and a demonhost lies nearby.” multiple sources agree - u/Carius98, u/DerLumpensammler, Havoc OP, u/DoctuhD
    • Route through that room. Paraphrase: when you come out of the pipes and drop, “go hard left into the lowest control room type area instead of running out into the room of catwalks full of gunners”, then “take the first close stair hallway up QUICKLY before it gets filled with fire. It keeps you covered from range and dumps you right at the last set of stairs” before the mid-event defense. single source, older thread, very specific - u/bossmcsauce
    • Oil rig room. “it has some difficult parts early on with the oil rig room where you can get pinned down by shooters and bosses.” single source (Havoc) - Steam, Ravs
    • Airlock horde. Players describe a reliable crowd waiting at one airlock: “There is always a crowd there so I love charging up the crowd clearing weapons right as the door opens.” Which airlock is shown only in the post video. single source, older thread - u/Kalavier
    • Final boss (Scab Captain arena). “Run ‘behind’ his spawnpoint and make you back hug the wall, he can’t push you away if he pushes you into the wall … Use MELEE”. Another player: “drop it [medkit] near a wall so the toughness shield bounce thing can’t get rid of you.” And: “at least one person, preferably the vet, should be on disabler/shooter cleanup duty while the rest wail on the boss.” Ravs calls it “the easiest final event in Havoc, just a normal Scab Captain with nothing else.” multiple sources agree (back to the wall, melee) - PSA 10jkf5s, u/ForsakenEntrance7108, u/AveDominusNox, u/ProkopiyKozlowski, Steam, Ravs
    • Prison cells before the boss elevator (bug report). “on Magistrati Oubliette (before the elevator to the boss fight) we now have enemies spawning inside the prison cells”, including a sniper that took little damage through the bars. single source, bug report - forum t120822

    Objectives in order

    1. leave start
    2. leave flooded slum
    3. power mechanism
    4. activate mechanism
    5. wait for mechanismMid event
    6. enter acid street
    7. find enforcer
    8. navigate station
    9. elevator
    10. eliminate targetEnd event
    11. twins elevator
    12. twins eliminate twinsEnd event

    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.