Power Matrix HL-17-36
Metalfab 36Repair924 m main path8 route sections
Name matched from the zone, mission type and objectives (internal id lm_cooling). 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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Waiting for review
Drag the marker on the map to move it.
Drag a point to move it.
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 |
|---|---|---|
| 12-256 m | Daemonhost section 1 | 6 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 41 m | Ritual site | Appears 55 m ahead, at 96 m. Only with Heinous Rituals. |
| 41 m | Twins ambush point | Ambush 55 m ahead, at 96 m. Rank 16+, one point per run. |
| 59 m | Ritual site | Appears 55 m ahead, at 114 m. Only with Heinous Rituals. |
| 76-297 m | Boss section 1 | 3 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 102 m | Ritual site | Appears 55 m ahead, at 157 m. Only with Heinous Rituals. |
| 103 m | Twins ambush point | Ambush 55 m ahead, at 158 m. Rank 16+, one point per run. |
| 146 m | Twins ambush point | Ambush 55 m ahead, at 201 m. Rank 16+, one point per run. |
| 170 m | Ritual site | Appears 55 m ahead, at 225 m. Only with Heinous Rituals. |
| 215 m | Twins ambush point | Ambush 55 m ahead, at 270 m. Rank 16+, one point per run. |
| 216 m | Ritual site | Appears 55 m ahead, at 271 m. Only with Heinous Rituals. |
| 216 m | Twins ambush point | Ambush 55 m ahead, at 271 m. Rank 16+, one point per run. |
| 284 m | Ritual site | Appears 55 m ahead, at 339 m. Only with Heinous Rituals. |
| 285 m | Twins ambush point | Ambush 55 m ahead, at 340 m. Rank 16+, one point per run. |
| 297 m | Ritual site | Appears 55 m ahead, at 352 m. Only with Heinous Rituals. |
| 331-614 m | Boss section 2 | 9 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 346-596 m | Daemonhost section 2 | 5 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 388 m | Ritual site | Appears 55 m ahead, at 443 m. Only with Heinous Rituals. |
| 440 m | Twins ambush point | Ambush 55 m ahead, at 495 m. Rank 16+, one point per run. |
| 444 m | Ritual site | Appears 55 m ahead, at 499 m. Only with Heinous Rituals. |
| 550 m | Ritual site | Appears 55 m ahead, at 605 m. Only with Heinous Rituals. |
| 553 m | Twins ambush point | Ambush 55 m ahead, at 608 m. Rank 16+, one point per run. |
| 633 m | Twins ambush point | Ambush 55 m ahead, at 688 m. Rank 16+, one point per run. |
| 687 m | Ritual site | Appears 55 m ahead, at 742 m. Only with Heinous Rituals. |
| 690 m | Twins ambush point | Ambush 55 m ahead, at 745 m. Rank 16+, one point per run. |
| 715 m | Ritual site | Appears 55 m ahead, at 770 m. Only with Heinous Rituals. |
| 743-792 m | Daemonhost section 3 | 2 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player. |
| 781 m | Ritual site | Appears 55 m ahead, at 836 m. Only with Heinous Rituals. |
| 784-845 m | Boss section 3 | 2 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player. |
| 801 m | Ritual site | Appears 55 m ahead, at 856 m. Only with Heinous Rituals. |
Captured in game on 2026-10-23. Distances are travel distance along the main path, 1041 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 Decrypt
24 event spawners within reach, used by these scripted events: hacking cooling, hacking cooling outside guards.
- A1One approach lane, from the south. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 13 m away on foot, and the objective is 6 m away.
- A2One approach lane, from the north-west. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 15 m away on foot, and the objective is 14 m away.
- A3One approach lane, from the east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 12 m away on foot, and the objective is 13 m away.
B Reactor
24 event spawners within reach, used by these scripted events: reactor cooling, reactor finale, reactor outside guards.
- B1One approach lane, from the south-west. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 18 m away on foot, and the objective is 2 m away.
- B2One approach lane, from the south-east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 23 m away on foot, and the objective is 10 m away.
- B3One approach lane, from the north. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 11 m away on foot, and the objective is 8 m away.
C Machine
24 event spawners within reach, used by these scripted events: reactor cooling, reactor finale, reactor outside guards.
- C12 approach lanes (north-east, west). Walls within 3 m on 10 of 16 sides. The nearest event spawner is 8 m away on foot, and the objective is 5 m away.
- C22 approach lanes (south, east). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 7 m away on foot, and the objective is 12 m away.
- C33 approach lanes (north-west, south-west, south-east). Walls within 3 m on 7 of 16 sides. The nearest event spawner is 14 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 |
|---|---|---|
| 34 m | 3.5 m | between two open areas (23 m wide) |
| 108 m | 2.5 m | between two open areas (22 m wide) |
| 140 m | 3.5 m | between two open areas (22 m wide) |
| 194 m | 3 m | between two open areas (17 m wide) |
| 263 m | 2.5 m | between two open areas (26 m wide) |
| 337 m | 3 m | between two open areas (48 m wide) |
| 371 m | 3 m | between two open areas (48 m wide) |
| 433 m | 2.5 m | between two open areas (16 m wide) |
| 496 m | 2.5 m | between two open areas (24 m wide) |
| 539 m | 3 m | between two open areas (24 m wide) |
| 662 m | 1.5 m | between two open areas (28 m wide) |
| 725 m | 5 m | between two open areas (20 m wide) |
| 826 m | 2.5 m | between two open areas (28 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.
- Havoc rituals are known to be buggy on this map. “If it’s ritual then Warren or Power matrix due to the buggy ritual.” Bug reports name two places. (1) “two rooms (or one large room split in half) connected by an elevated, walkable bridge … after the first Medicae Servitor and before the second one. Or just after the second drop-down of no return. Often on this mission there are two rituals, placed on either side of the bridge … they both trigger very quickly.” (2) “the giant atrium when you go down the first staircase into a room with a hole in the floor”: the second ritual across the room ticks fast before you approach it. multiple sources agree - u/madao123451, forum t117705, forum t107094
- Finale (carry the cryonic rods from the center up to the upper platforms): throw them up yourself. “you can throw the power cell to the platform by yourself. You just have to stand away from the structure, look up, and jump throw.” Hold the throw button for more height. If you are hit mid-throw, the cell drops next to you. Shorter characters reportedly struggle, though one player says stepping back and holding the throw works even at minimum height. multiple sources agree, older thread - OP 13n86ep, u/Mitnick107-, u/BallJoints420
- Room before the mid event. “The room with all the fences and sand on the floor in the middle of the fuel rod ‘repair’ mission right before you go upstairs and drop into the mid event”. The poster did not name the map. “Fuel rod repair” is taken here to mean Power Matrix (the cooling-rod Repair mission). single source, older thread - u/MrLamorso
- Carrying canisters. A Prima Games guide says to drop the canister when you need to fight, or toss it onto a higher ledge, and to protect the carrier. snippet only (seen in a search summary, page not read) - Prima Games Power Matrix guide
Objectives in order
- leave start
- locate
- decryptMid event
- send elevator
- descend
- unlock
- reactorEnd event
- machineEnd event
- waitEnd event
- clearEnd event
- 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.