SS2 2.090 Routing

1.5 URSUL SUBURBS

Map: (Click to expand)

Chapter 1 - first chapter in the first yard

Custom ammo
Shells30
Rockets5
Klodovik2
Hand Grenades5
Ammo ratio0.3

Chapter 6 - Leaving the third yard

Finished by hitting a trigger, meaning you can skip from chapter 1 straight to chapter 7.

Chapter 7 - In the middle of the third yard

Neanderthals around the corner
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation Line
Total Number 3
Number in group 2
Initial delay 0
Single delay 2
Group delay 0
Spawnee death delay 0
Total spawntime 4
Total bugged spawntime 2
Neanderthals under the tree
Spawn type Maintain Group
Spawn effect configuration None
Launcher None
Spawn formation None
Total Number 5
Number in group 2
Initial delay 2
Single delay 3
Group delay 0
Spawnee death delay 0
Total spawntime 14 (4*3 + 2)
Total bugged spawntime 11 (3*3 + 0 + 2)
Neanderthals on the ledge
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 6
Number in group 2
Initial delay 0
Single delay 1.5
Group delay 0
Spawnee death delay 0
Total spawntime 8.4 (5*1.5 + 0.9)
Total bugged spawntime 6.9 (4*1.5 + 0 + 0.9)
Dogs from the roof
Spawn type Maintain Group
Spawn effect configuration 0 (Local)
Launcher None
Spawn formation None
Total Number 5
Number in group 2
Initial delay 0
Single delay 1.5
Group delay 1
Spawnee death delay 0
Total spawntime 7.5 (5*1.5)
Total bugged spawntime 7 (4*1.5 + 1)

Chapter 8 - Beggining of the last yard

The chapter starts off with fido spawns after 8 seconds. Killing all starts a multispawner. Bull soldiers will also spawn while killing fido, as well as when the multispawner is done spawning. Kill all.

Note: The ammo pack in this area contains 15 rockets.

Fido
Spawn type Simple
Spawn effect configuration 0 (Local)
Launcher None
Spawn formation 4 formation markers
Total Number 30
Number in group 6
Initial delay 0
Single delay 1.25
Group delay 0
Spawnee death delay 0
Total spawntime 36.25
Total bugged spawntime 36.25
Multispawner
Spawn type Maintain Group
Spawn effect configuration 0.1 (Local)
Launcher Launch on 6 markers
Spawn formation None
Total Number 51
Number in group 6
Initial delay 2
Single delay 1.65
Group delay 1
Spawnee death delay 0
Total spawntime 82.5
Total bugged spawntime 79.25
Final Bullsoldiers
Spawn type Simple
Spawn effect configuration 0.1 (Local)
Launcher Launch on 5 markers
Spawn formation None
Total Number 5
Number in group 5
Initial delay 0 (2 in script)
Single delay 1.5
Group delay 0
Spawnee death delay 0
Total spawntime 6
Total bugged spawntime 6

Invisible Wall

In red the invisible wall surrounding the initial area.

Chapter 6 End Trigger

The blue trigger must be hit to start chapter 7. Its adjacent green trigger must then be hit, and then the other two in order, or the map will softlock. There is no rush however.

Chapter 7 Important Enemies

The marked enemies are the specific ones that need to be killed in order to open the doors to the last area.

Chapter 7 End Trigger

The trigger to start chapter 8. It must not be hit before the dogs spawning on the pillars next to the gate started spawning, or the map will softlock.