Magistrati Oubliette TM8-707
The TorrentAssassination1129 m main path8 route sections
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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Waiting for review
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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 |
|---|---|---|
| 21 m | Twins ambush point | Ambush 55 m ahead, at 76 m. Rank 16+, one point per run. |
| 23 m | Ritual site | Appears 55 m ahead, at 78 m. Only with Heinous Rituals. |
| 80-221 m | Daemonhost section 1 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 205-307 m | Boss section 1 | 2 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 223 m | Ritual site | Appears 55 m ahead, at 278 m. Only with Heinous Rituals. |
| 223 m | Twins ambush point | Ambush 55 m ahead, at 278 m. Rank 16+, one point per run. |
| 226 m | Twins ambush point | Ambush 55 m ahead, at 281 m. Rank 16+, one point per run. |
| 227 m | Ritual site | Appears 55 m ahead, at 282 m. Only with Heinous Rituals. |
| 264 m | Ritual site | Appears 55 m ahead, at 319 m. Only with Heinous Rituals. |
| 421 m | Ritual site | Appears 55 m ahead, at 476 m. Only with Heinous Rituals. |
| 422 m | Twins ambush point | Ambush 55 m ahead, at 477 m. Rank 16+, one point per run. |
| 433 m | Ritual site | Appears 55 m ahead, at 488 m. Only with Heinous Rituals. |
| 457 m | Ritual site | Appears 55 m ahead, at 512 m. Only with Heinous Rituals. |
| 474-732 m | Daemonhost section 2 | 7 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 482 m | Ritual site | Appears 55 m ahead, at 537 m. Only with Heinous Rituals. |
| 490-774 m | Boss section 2 | 11 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 509 m | Twins ambush point | Ambush 55 m ahead, at 564 m. Rank 16+, one point per run. |
| 550 m | Ritual site | Appears 55 m ahead, at 605 m. Only with Heinous Rituals. |
| 551 m | Twins ambush point | Ambush 55 m ahead, at 606 m. Rank 16+, one point per run. |
| 572 m | Ritual site | Appears 55 m ahead, at 627 m. Only with Heinous Rituals. |
| 591 m | Twins ambush point | Ambush 55 m ahead, at 646 m. Rank 16+, one point per run. |
| 607 m | Ritual site | Appears 55 m ahead, at 662 m. Only with Heinous Rituals. |
| 608 m | Twins ambush point | Ambush 55 m ahead, at 663 m. Rank 16+, one point per run. |
| 657 m | Ritual site | Appears 55 m ahead, at 712 m. Only with Heinous Rituals. |
| 658 m | Twins ambush point | Ambush 55 m ahead, at 713 m. Rank 16+, one point per run. |
| 672 m | Ritual site | Appears 55 m ahead, at 727 m. Only with Heinous Rituals. |
| 719 m | Ritual site | Appears 55 m ahead, at 774 m. Only with Heinous Rituals. |
| 719 m | Twins ambush point | Ambush 55 m ahead, at 774 m. Rank 16+, one point per run. |
| 720 m | Ritual site | Appears 55 m ahead, at 775 m. Only with Heinous Rituals. |
| 789 m | Ritual site | Appears 55 m ahead, at 844 m. Only with Heinous Rituals. |
| 789 m | Twins ambush point | Ambush 55 m ahead, at 844 m. Rank 16+, one point per run. |
| 805-1001 m | Daemonhost section 3 | 3 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 823 m | Ritual site | Appears 55 m ahead, at 878 m. Only with Heinous Rituals. |
| 832-964 m | Boss section 3 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 949 m | Ritual site | Appears 55 m ahead, at 1004 m. Only with Heinous Rituals. |
| 949 m | Twins ambush point | Ambush 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 route | Floor width | Opens |
|---|---|---|
| 15 m | 4.5 m | into an open area ahead (30 m wide) |
| 98 m | 3.5 m | between two open areas (38 m wide) |
| 155 m | 2 m | out of an open area behind (17 m wide) |
| 225 m | 3.5 m | out of an open area behind (10 m wide) |
| 257 m | 3.5 m | into an open area ahead (30 m wide) |
| 292 m | 4 m | between two open areas (33 m wide) |
| 350 m | 2.5 m | between two open areas (33 m wide) |
| 394 m | 2.5 m | between two open areas (32 m wide) |
| 436 m | 2.5 m | between two open areas (22 m wide) |
| 489 m | 3 m | between two open areas (21 m wide) |
| 601 m | 2.5 m | between two open areas (31 m wide) |
| 680 m | 4.5 m | between two open areas (36 m wide) |
| 714 m | 5 m | between two open areas (49 m wide) |
| 755 m | 3 m | between two open areas (49 m wide) |
| 803 m | 3.5 m | between two open areas (32 m wide) |
| 849 m | 4.5 m | between two open areas (17 m wide) |
| 881 m | 2.5 m | between two open areas (12 m wide) |
| 920 m | 4 m | between two open areas (20 m wide) |
| 982 m | 5 m | between two open areas (27 m wide) |
| 1022 m | 3.5 m | between 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
- leave start
- leave flooded slum
- power mechanism
- activate mechanism
- wait for mechanismMid event
- enter acid street
- find enforcer
- navigate station
- elevator
- eliminate targetEnd event
- twins elevator
- 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.