SS2 2.090 Routing

2.2 FORSAKEN COMPOUND

Map: (Click to expand)

Chapter 1 - At the beginning of the level

Custom Ammo
Shells150
Plasma400
Hand Grenades6
Ammo ratio0.5
Bullets500
Rockets25
Sniper Bullets25
Klodovik6
Cannon Balls15

Moving forward hits a trigger which spawns a levitator. Killing it spawns 2 witches (they also spawn after waiting a bit). Kill the witches and the levitator. This will trigger the tank to break through the door, which takes 3.5 seconds. Kill the tank to win the chapter. It has invulnerability up to this point.

Witches
Spawn type Simple
Spawn effect configuration None
Launcher None
Spawn formation 2 markers
Total Number 2
Number in group 2
Initial delay 0
Single delay 0
Group delay 1
Spawnee death delay 0
Total spawntime 0
Total bugged spawntime 0

Chapter 2 - At the beginning of the second yard

A trigger must be hit AFTER starting the chapter to start the cerberus cutscene. Killing it, or hitting a different trigger starts the fight proper. The Rocket Launcher does not need to be picked up. The cerberus from the cutscene also does not need to be killed to finish the chapter.

The fight proper consists primarily of Cerberi. 2 levitators spawn for every 3 cerberi that spawned. A witch spawns for every 4 cerberi killed. A T-Mech spawns when 15 cerberi have spawned, or upon hitting a trigger. Kill all.

Cerberi
Spawn type Maintain Group
Spawn effect configuration 0 (Local)
Launcher None
Spawn formation 4 markers
Total Number 17
Number in group 3
Initial delay 0
Single delay 6
Group delay 5
Spawnee death delay 0
Total spawntime 96
Total bugged spawntime 94
Levitators
Spawn type Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation 3 markers
Total Number 10
Number in group 2
Initial delay 1
Single delay 6
Group delay 0
Spawnee death delay 0
Total spawntime 6.9 for the last group
Total bugged spawntime -
Witches
Spawn type Group
Spawn effect configuration None
Launcher None
Spawn formation 2 markers
Total Number 4
Number in group 1
Initial delay 0
Single delay 6
Group delay 1
Spawnee death delay 0
Total spawntime -
Total bugged spawntime -

Chapter 3 - When player picks rocket launcher

Finished by hitting a trigger. The trigger can be hit before the chapter begins, but won't take effect until the chapter starts.

Chapter 4 - Before last fight in second yard

A multispawner starts 10 seconds after hitting a trigger by the door. This trigger can be hit before the chapter has begun and the fight will play as normal, but the chapter needs to start before it advances. T-Mechs spawn after 20 multispawner spawns. Kill the multispawner spawns and the T-Mech. Occasionally a witch spawns from behind the exit doors. These needn't be killed.

Multispawner (12 levitators, 10 tanks)
Spawn type Maintain Group
Spawn effect configuration None
Launcher None
Spawn formation 6 markers
Total Number 22
Number in group 4
Initial delay 2
Single delay 3
Group delay 1
Spawnee death delay 0
Total spawntime 63
Total bugged spawntime 57

Chapters 2, 3 & 4 can be done at the same time.

Chapter 5 - Before player enters third yard

The chapter must start before hitting triggers lest you will softlock. Hitting the trigger properly starts a fight. Lots of enemies are involved, but only some are important.

First off, 6 witches spawn on the left. Killing 4 starts a levitator spawn. A T-Mech spawns after 45 seconds. Kill the levitators and the T-Mech. The chapter ends when these enemies have been killed and a trigger has been hit (at anytime).

Witches
Spawn type Simple
Spawn effect configuration None
Launcher None
Spawn formation None
Total Number 6
Number in group 6
Initial delay 0
Single delay 2
Group delay 1
Spawnee death delay 0
Total spawntime 10
Total bugged spawntime 10
Levitators
Spawn type Maintain Group
Spawn effect configuration 0.9 (Local)
Launcher None
Spawn formation 7 markers, random
Total Number 9
Number in group 3
Initial delay 0
Single delay 2.5
Group delay 0
Spawnee death delay 0
Total spawntime 20.9
Total bugged spawntime 14.3 assuming instakill

Chapter 6 - In the middle of the third yard

Chapter ends when one of the grunts spawning in a container before the tank wall contraption is killed. The chapter only ends when it is started.

Chapter 7 - Before large fight in third yard

This is the chapter with all the tanks on the catwalks. In addition to the tanks, orc soldiers also spawn. The fight can be started by trigger before the chapter begins. Kill these enemies. Other enemies don't need to be killed.

Tank on right building
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 2
Number in group 1
Initial delay 0
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 16.8 assuming instakill
Total bugged spawntime -
Tank on right of catwalk
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 3
Number in group 1
Initial delay 5
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 37.7 assuming instakill
Total bugged spawntime -
Tank on middle of catwalk
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 3
Number in group 1
Initial delay 10
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 42.7 assuming instakill
Total bugged spawntime -
Tank on left of catwalk
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 3
Number in group 1
Initial delay 15
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 47.7 assuming instakill
Total bugged spawntime -
Tank on left building
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 2
Number in group 1
Initial delay 20
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 36.8 assuming instakill
Total bugged spawntime -
Tanks on ground (one on each side)
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation None
Total Number 2
Number in group 1
Initial delay 25
Single delay 15
Group delay 0
Spawnee death delay 0
Total spawntime 41.8 assuming instakill
Total bugged spawntime -
Multispawner
Spawn type Maintain Group
Spawn effect configuration None
Launcher None
Spawn formation 4 markers, random
Total Number 18
Number in group 4
Initial delay 0
Single delay 3.5
Group delay 1
Spawnee death delay 0
Total spawntime 59.5
Total bugged spawntime 52

When all tanks are killed, 12 orc soldiers are killed, or a trigger is hit, a second wave of enemies spawns. This consists of 1 tank and 4 rocket soldiers. These must also be killed.

Chapter 8 - Before last fight in the third yard

Upon hitting a trigger, levitators spawn. Kill these.

Levitators
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation 2 markers
Total Number 4
Number in group 2
Initial delay 0
Single delay 1
Group delay 1
Spawnee death delay 0
Total spawntime 3
Total bugged spawntime 3

Chapters 5, 6, 7 & 8 can be done simultaneously. It is not possible to start chapter 9 without finishing all of the previous chapters.

Chapter 9 - Last chapter in the third yard

A trigger must be hit. The chapter will end 10 seconds later. Alternatively, if the two witches with cauldrons are killed, the chapter will also end provided the trigger is hit.

Chapter 10 - Chapter near Duke secret

The witch in the container must be killed. A tank spawning further ahead after 10 seconds must also be killed. Lastly, the levitators must also be killed and the end level trigger hit.

Levitators
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation 2 markers
Total Number 7
Number in group 4
Initial delay 1
Single delay 1.5
Group delay 1
Spawnee death delay 0
Total spawntime 9.9
Total bugged spawntime 8.4

Chapter 1 Invisible Walls

In red: The invisible walls surrounding the starting area.

Chapter 2 Triggers

Both green triggers must be hit from right to left.

Chapter 4 Trigger

The cyan sphere starts the chapter 4 fight.

Map of the first big area

Orange, numbered: Cerberus spawn points. Yellow, capital lettered: Witch spawn points. Cyan, lowered case lettered: Levitator spawn points. White, unlabeled: Multispawner spawn points

Chapter 5 Trigger

The long green trigger that's not very tall starts the chapter 5 fight.

Big yard triggers

The green trigger on the left starts the chapter 8 fight. The lime trigger in the middle starts the chapter 7 fight. The leftmost teal trigger on the right opens the container with orc soldiers. The teal trigger with yellow outline is unimportant.

Last Area

Yellow: Invisible walls. Light pink: More invisible walls. Red: Another invisible wall. Magenta: Trigger to end chapter 9. Green trigger, behind magenta: Trigger to start chapter 10. Yellow dome, top left corner: End level trigger. Green trigger in foreground: Unimportant.