Guides

Murderthon Ancient Guide

Ruins layout, looping structures, and how Masks pressure ancient temple grounds.

Last updated:

Ancient Map Guide

Ancient is one of Murderthon’s trial maps featuring temple ruins and ancient architectural structures. The map has undergone significant rework in recent patches, making it a distinct arena compared to West Park’s park grounds or Frost’s winter theme. This guide covers the layout instincts, generator routing, chase tiles, and how Masks pressure survivors in the ancient ruins.

Use this guide alongside West Park, Frost, looping, and the killer guide.

Map overview

Ancient features temple ruin aesthetics with:

  • Stone architecture with multiple elevation changes
  • Dense tile structures mixed with open transitions
  • Classic vent network consistent with Murderthon standard
  • Unique pillar and column arrangements for mind games
  • Multiple generator islands throughout the ruins

The map rework adjusted sightlines and tile connections, creating better loop structures while maintaining the ancient temple fantasy.

Layout instincts

Think in zones rather than memorizing every prop:

  1. Central temple ruins — Strong pallet structures, multiple vault angles. Often the most contested area.
  2. Perimeter walls — Long sightlines that can favor ranged Masks. Sprint carefully when crossing.
  3. Pillar gardens — Column arrangements perfect for mind games. Survivors can circle pillars; Masks must cut angles.
  4. Elevated platforms — Stair alcoves and high ground that benefit Masks with height awareness (Sheol cards, Lens cams).
  5. Vent corridors — Dense underground connections. Divide players should seed these early.

Generator routing

Survivors still need five of seven generators. Ancient’s layout rewards smart routing:

Early game

  • Claim central ruins gens first if safe
  • Use pillar gardens for cover during commits
  • Avoid perimeter gens if a Sheol or Lens is active

Mid game

  • Rotate through elevated platforms when the Mask is on one side
  • Use stair alcoves for safe healing windows
  • Deny Pierce value by finishing perimeter gens before rotating

Late game

  • Two gens remaining: control central ruins for gate pressure
  • Last survivor: use pillar gardens for mind games, not open sightlines

Chase tiles

Strong Ancient chase tiles share traits:

  • Multiple vault angles (pillar gardens, window structures)
  • Backup vent or second doorway nearby
  • Exit toward unfinished work

Avoid ego-looping dead central ruins. Rotate to pillar gardens or elevated platforms instead.

Mask-specific strategies

MaskAncient angle
PierceTeleport to perimeter gens; central ruins patrol
DivideOwn vent corridors; pillar garden control
SheolRanged pressure on open sightlines; elevated platform coverage
JammedCuff in tight spaces; pillar garden stalls
FateTrap central ruins and stair approaches
SinShort-range rushes work well in dense ruins
RipeMadness in central areas scatters survivors
LensCamera coverage of central gens and pillar gardens
PlagueZone denial in generator clusters

Common Ancient mistakes

  • Ego-looping central ruins without exit plan
  • Ignoring pillar garden rotation options
  • Sprinting across perimeter walls (scratch marks visible)
  • Forgetting Divide’s vent control in corridors
  • Stacking gens in visible central positions against Sheol/Lens

Practice checklist

  1. Tour the map once naming central ruins, pillar gardens, and perimeter areas
  2. Play two survivor matches focusing on pillar garden loops
  3. Play one Mask match as Pierce or Divide
  4. Practice cutting angles in pillar gardens instead of mirroring survivor paths

Ancient rewards players who understand pillar garden mind games, stair alcove timing, and when to rotate through perimeter versus central ruins. The map’s rework created more fair loops while maintaining the temple atmosphere.

FAQ

Frequently Asked Questions

Quick answers for Murderthon survivors and Masks.

What makes Ancient different from other maps?

Ancient features temple ruins with stone architecture, multiple elevation changes, and pillar garden structures for mind games. The recent rework adjusted sightlines and tile connections for better loop structures.

Which Masks work best on Ancient?

Divide controls vent corridors effectively. Pierce teleports cut perimeter crossings. Sheol and Lens use elevated platforms and sightlines. Any Mask can perform well with proper macro play.

How should survivors loop on Ancient?

Use pillar gardens for circular mind games, central ruins for strong vault angles, and stair alcoves for repositioning. Avoid ego-looping dead central areas.

Are vents important on Ancient?

Yes, Ancient has a standard vent network. Divide players should seed these early for route control. Survivors should treat vents as conditional escape paths, especially against Divide.

Where are the strongest chase tiles?

Central temple ruins have strong pallet structures with multiple vault angles. Pillar gardens offer circular mind game potential. Stair alcoves provide repositioning opportunities.