Cryo Archive is Marathon’s weekend-only endgame map: a 30-minute, raid-style PvPvE zone with the strongest UESC security, dense corridors, and some of the highest-value loot in the game. The limiting factor is not just combat, but how efficiently your team handles Security Clearance and extraction. This guide focuses on those systems: how tags, monitors, scanners, and vault power interact, and how a three-player team can structure a full run without wasting minutes on low-value objectives.
Access and tuning details can shift between weekend rotations, but the core structure has stayed consistent across multiple runs: six outer wings feeding into a central Control/Panopticon hub, layered Security Clearance from Level 0-5, and extraction options that only unlock once your team has pushed clearance high enough.
Cryo Archive is laid out like a wheel:
Your trio always spawns at the far end of one of these wings. All teams push inward at the same time, which means Control quickly becomes a crossfire zone. There is a hard 30-minute timer for the entire raid; once it expires, you are effectively done whether you’ve extracted or not.
Other key constraints that matter for planning:
Within these constraints, the main optimization problem is: how fast can your trio move from Level 0 to at least Level 3 (for basic extraction) while grabbing enough loot and power to justify the risk of pushing deeper vaults and higher clearances.
Security Clearance in Cryo Archive is a team-wide progression track that controls which doors, vaults, machines, and extraction terminals your group can access. You can see your current Clearance Level in the top-right of the HUD. It starts at Level 0 and can rise up to Level 5.
Clearance is advanced by accumulating “points” on a shared bar. There are two primary sources:
Security Tags are small red items found in two main ways:
Each tag contributes +1 point to the team’s Clearance progress bar when picked up. Early thresholds work roughly as follows:
Important behavior: tags are tied to individual players’ inventories. If a Runner carrying tags dies and those tags are not recovered, your team’s total Clearance points can drop, and in some cases your Clearance Level can decrease. To reduce the risk of a single wipe undoing progress, distribute tags across all three Runners rather than stacking them on one person.
Tag discipline is a frequent weak point in early groups. Make looting Commanders’ backpacks and nearby surfaces non‑optional; ignoring tags is effectively throwing away Clearance and time.
Security Monitors are wider consoles and wall terminals scattered more sparsely than tags. They require a short hack interaction. Successfully hacking one adds a larger chunk of progress to the Clearance bar-currently +3 points per monitor.
Unlike tags, points gained from monitors appear to be persistent for that run. Even if carriers die later, the monitor contribution remains. Because of this, monitors provide more “safe” progress and are high-priority whenever you spot one, especially in the first 10 minutes.

The exact door and vault requirements can vary between sections, but these broad thresholds shape the run:
For most teams, a reasonable baseline is: Level 3 or bust, with Level 4 pursued when the lobby feels manageable and your team has secured enough resources to contest extraction fights.
Cryo Archive layers additional map systems on top of Security Clearance. Three of them directly affect how efficiently you find loot and extractions: Scanners, Batteries, and vault entrances.
Scanners are black, wall-mounted terminals that can be activated with a short interaction. Once used, they highlight nearby “points of interest” on your map and HUD for a limited time. These can include:
The higher your current Security Clearance Level, the wider the scan radius and the more the Scanner reveals. Early in the run, even a small-radius scan is useful to locate your next monitor or battery without wandering blind.
Best practice is to treat every Scanner as “mandatory use” when it is safe to do so. The information yield per second spent is high, especially after Level 2.
Best practice is to treat every Scanner as “mandatory use” when it is safe to do so. The information yield per second spent is high, especially after Level 2.
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Batteries are physical items that fit into specific power bays around vault doors and certain machines. They appear both on the floor and in containers and are also highlighted by Scanners.
Most vaults in Cryo Archive have two main requirements:
If the team is not explicitly going after a vault on that run, batteries can be ignored beyond incidental pickups. For squads targeting specific wings or deeper vaults, plan a battery route in advance and avoid carrying more than you actually expect to use; batteries consume inventory space that could otherwise hold ammo, grenades, or loot.
Extraction on Cryo Archive is deliberately more complex than on Marathon’s standard maps. Security Clearance gates your ability to leave, and extraction points themselves can become contested PvPvE arenas.
The essential condition is:
Once Level 3 is reached, your team can start locating and activating extraction terminals. These are visible both physically in the world and, after Scanner use, as icons on your map. At higher Security Levels (Level 4+), more terminals and occasionally more favorable positions become accessible.
Current runs feature a mix of:
Triggering an extraction terminal does not quietly teleport you out. Instead, it generally:
This creates a timing dilemma: rotate early to a quieter terminal with less loot but lower risk, or delay extraction to secure another vault or wipe a rival team, then race the clock to reach a more distant terminal.
In practice, once your inventory contains at least one or two items you truly care about, it is safer to plan extraction around hitting Level 3 by the 15-20 minute mark, then begin moving toward a viable evac option rather than waiting for the final five minutes.
Given the density of enemies and the precision required for hacking and navigation, three complementary roles work well in Cryo Archive:

A few loadout principles that have held up across runs:
The following timeline assumes a reasonably contested lobby and a group that wants a balance between loot and safe extraction.
By the end of this window, aim for at least Level 1, preferably edging toward Level 2. Avoid rushing all the way toward Control; lateral movement within your wing is usually safer early on.
The goal is to reach Level 3 in this phase. Once Level 3 is secured, mark at least one plausible extraction route and identify any nearby vaults or high-value rooms you can pass through on the way.
This is also the right window to make use of any high-risk mechanics you have discovered in the current layout-such as chained vaults in adjacent wings—while still leaving enough time to recover from a bad fight and re‑route to another terminal.
In most successful runs, the final five minutes are spent defending a chosen evac, not searching for one.
Several repeating mechanics in Cryo Archive can either cost or save significant time depending on how you respond to them.
Combined, disciplined tag collection, early monitor hacks, Scanner usage, and conservative extraction timing transform Cryo Archive from an overwhelming maze into a predictable, route-driven endgame activity where your trio can systematically raise Security Clearance, touch key vaults, and exit with consistent value each weekend.
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