Maps

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
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: leave startObjective: decrypt (scripted event)Objective: decrypt (scripted event)Objective: decrypt (scripted event)Objective: decrypt (scripted event)Objective: decrypt (scripted event)Objective: decrypt (scripted event)Objective: send elevatorObjective: descendObjective: descendObjective: unlockObjective: reactor (scripted event)Objective: reactor (scripted event)Objective: reactor (scripted event)Objective: reactor (scripted event)Objective: reactor (scripted event)Objective: reactor (scripted event)Objective: machine (scripted event)Objective: escapeBoss section 1: a boss placed in this section triggers somewhere between 76 and 297 m along the route (3 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 76 and 297 m along the route (3 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 76 and 297 m along the route (3 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 331 and 614 m along the route (9 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 784 and 845 m along the route (2 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 784 and 845 m along the route (2 possible spawn points)2345678Event spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_close), used by 6 scripted eventsEvent spawner (spawner_cooling_hacking_close), used by 6 scripted eventsEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_far), used by 3 scripted eventsEvent spawner (spawner_cooling_hacking_far), used by 3 scripted eventsEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_cooling_hacking_close), used by 6 scripted eventsEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_close), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_end), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_far), used by 3 scripted eventsEvent spawner (spawner_control_room_guards), used by 1 scripted eventEvent spawner (spawner_cooling_reactor_1), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_far), used by 3 scripted eventsEvent spawner (spawner_cooling_hacking_far), used by 3 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_cooling_hacking_close), used by 6 scripted eventsEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventEvent spawner (spawner_reactor_guards), used by 1 scripted eventMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 3.5 m of floor at 34 m along the routeNarrow gap between two open areas: 2.5 m of floor at 108 m along the routeNarrow gap between two open areas: 3.5 m of floor at 140 m along the routeNarrow gap between two open areas: 3 m of floor at 194 m along the routeNarrow gap between two open areas: 2.5 m of floor at 263 m along the routeNarrow gap between two open areas: 3 m of floor at 337 m along the routeNarrow gap between two open areas: 3 m of floor at 371 m along the routeNarrow gap between two open areas: 2.5 m of floor at 433 m along the routeNarrow gap between two open areas: 2.5 m of floor at 496 m along the routeNarrow gap between two open areas: 3 m of floor at 539 m along the routeNarrow gap between two open areas: 1.5 m of floor at 662 m along the routeNarrow gap between two open areas: 5 m of floor at 725 m along the routeNarrow gap between two open areas: 2.5 m of floor at 826 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 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 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 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 herePossible daemonhost spawn (section 1). Triggers when the lead player reaches 12 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 27 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 65 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 74 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 76 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 117 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 181 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 256 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 297 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 331 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 336 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 346 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 384 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 392 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 437 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 442 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 454 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 468 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 535 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 562 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 583 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 596 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 614 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 743 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 784 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 792 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 845 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 41 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 59 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 102 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 170 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 216 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 284 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 297 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 388 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 444 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 687 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 715 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 781 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 801 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 41 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 103 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 146 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 215 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 216 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 285 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 440 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 553 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 633 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 690 m along the route, 55 m before it.A1Hold candidate A1 for "decrypt": 1 approach lane, walls on 13 of 16 sidesA2Hold candidate A2 for "decrypt": 1 approach lane, walls on 13 of 16 sidesA3Hold candidate A3 for "decrypt": 1 approach lane, walls on 13 of 16 sidesB1Hold candidate B1 for "reactor": 1 approach lane, walls on 10 of 16 sidesB2Hold candidate B2 for "reactor": 1 approach lane, walls on 13 of 16 sidesB3Hold candidate B3 for "reactor": 1 approach lane, walls on 13 of 16 sidesC1Hold candidate C1 for "machine": 2 approach lanes, walls on 10 of 16 sidesC2Hold candidate C2 for "machine": 2 approach lanes, walls on 7 of 16 sidesC3Hold candidate C3 for "machine": 3 approach lanes, walls on 7 of 16 sides

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 (128 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.

Loading routes...

    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
    12-256 mDaemonhost section 16 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    41 mRitual siteAppears 55 m ahead, at 96 m. Only with Heinous Rituals.
    41 mTwins ambush pointAmbush 55 m ahead, at 96 m. Rank 16+, one point per run.
    59 mRitual siteAppears 55 m ahead, at 114 m. Only with Heinous Rituals.
    76-297 mBoss section 13 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    102 mRitual siteAppears 55 m ahead, at 157 m. Only with Heinous Rituals.
    103 mTwins ambush pointAmbush 55 m ahead, at 158 m. Rank 16+, one point per run.
    146 mTwins ambush pointAmbush 55 m ahead, at 201 m. Rank 16+, one point per run.
    170 mRitual siteAppears 55 m ahead, at 225 m. Only with Heinous Rituals.
    215 mTwins ambush pointAmbush 55 m ahead, at 270 m. Rank 16+, one point per run.
    216 mRitual siteAppears 55 m ahead, at 271 m. Only with Heinous Rituals.
    216 mTwins ambush pointAmbush 55 m ahead, at 271 m. Rank 16+, one point per run.
    284 mRitual siteAppears 55 m ahead, at 339 m. Only with Heinous Rituals.
    285 mTwins ambush pointAmbush 55 m ahead, at 340 m. Rank 16+, one point per run.
    297 mRitual siteAppears 55 m ahead, at 352 m. Only with Heinous Rituals.
    331-614 mBoss section 29 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    346-596 mDaemonhost section 25 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    388 mRitual siteAppears 55 m ahead, at 443 m. Only with Heinous Rituals.
    440 mTwins ambush pointAmbush 55 m ahead, at 495 m. Rank 16+, one point per run.
    444 mRitual siteAppears 55 m ahead, at 499 m. Only with Heinous Rituals.
    550 mRitual siteAppears 55 m ahead, at 605 m. Only with Heinous Rituals.
    553 mTwins ambush pointAmbush 55 m ahead, at 608 m. Rank 16+, one point per run.
    633 mTwins ambush pointAmbush 55 m ahead, at 688 m. Rank 16+, one point per run.
    687 mRitual siteAppears 55 m ahead, at 742 m. Only with Heinous Rituals.
    690 mTwins ambush pointAmbush 55 m ahead, at 745 m. Rank 16+, one point per run.
    715 mRitual siteAppears 55 m ahead, at 770 m. Only with Heinous Rituals.
    743-792 mDaemonhost section 32 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    781 mRitual siteAppears 55 m ahead, at 836 m. Only with Heinous Rituals.
    784-845 mBoss section 32 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    801 mRitual siteAppears 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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.

    1. 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.
    2. 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.
    3. 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 routeFloor widthOpens
    34 m3.5 mbetween two open areas (23 m wide)
    108 m2.5 mbetween two open areas (22 m wide)
    140 m3.5 mbetween two open areas (22 m wide)
    194 m3 mbetween two open areas (17 m wide)
    263 m2.5 mbetween two open areas (26 m wide)
    337 m3 mbetween two open areas (48 m wide)
    371 m3 mbetween two open areas (48 m wide)
    433 m2.5 mbetween two open areas (16 m wide)
    496 m2.5 mbetween two open areas (24 m wide)
    539 m3 mbetween two open areas (24 m wide)
    662 m1.5 mbetween two open areas (28 m wide)
    725 m5 mbetween two open areas (20 m wide)
    826 m2.5 mbetween 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

    1. leave start
    2. locate
    3. decryptMid event
    4. send elevator
    5. descend
    6. unlock
    7. reactorEnd event
    8. machineEnd event
    9. waitEnd event
    10. clearEnd event
    11. 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.