SS2 2.090 Routing

7.7 MENTAL INSTITUTION

Estimated timesave over 2.080: 15+ minutes

Video of Chapter 11 skip: (4:58:40)

Map: (Click to expand)

Chapter 11 - After moving wall sequence

Finished by hitting a trigger, meaning one can skip from chapter 1 straight to 12.

Chapter 12 - Before advacing into yard with turrets

Tanks spawn immediately. Generals spawn 1 second later. Kleers spawn 2 seconds after starting the chapter. Kill these.

Chapter 13 - Before fight in the yard with turrets

Move forward into the yard to start the fight. The chapter consists of two phases.

First phase

The first phase involves three kinds of enemies: Turrets, clowns, and kleer.

Turrets

If turret group 3 is not killed within 1.5 seconds of its spawn effect beginning, which lasts 0.9 seconds, the spawning of turret group 5 is delayed. The same applies for group 4, delaying group 6.

Clowns and Kleer

Once they start spawning, all clowns and all kleer must be killed.

Chapter 13 Phase 1 Clowns
Spawn type Maintain Group
Spawn effect configuration None
Launcher Random Cone
Spawn formation Fixed Line
Total Number 35
Number in group 4
Initial delay 0
Single delay 2
Group delay 1
Spawnee death delay 0
Total spawntime 68 (2*34)
Total bugged spawntime 65 (2*31 + 3*1)
Chapter 13 Phase 1 Kleer
Spawn type Maintain Group
Spawn effect configuration None
Launcher Random Cone
Spawn formation Fixed Line
Total Number 20
Number in group 3
Initial delay 0
Single delay 2
Group delay 1
Spawnee death delay 0
Total spawntime 38 (2*19)
Total bugged spawntime 36 (2*17 + 1*2)

In short: Kill 20 Kleer & 35 Clowns. Kill Turrets until those spawn. Clowns are the bottleneck despite spawning earlier, but only slightly.

Second phase

The second phase is a bit more involved. The wall will lower and a group of enemies will spawn, among which 8 Kleer. These Kleer must be killed to trigger the next fight. Two seconds before the kleer spawn, the ground will rumble, signifying the imminent lowering of the wall.

The next fight consists of various relevant enemies.

Chapter 13 Phase 2 Wall Kleer (per side)
Spawn type Maintain Group
Spawn effect configuration None
Launcher Random Cone
Spawn formation None
Total Number 29
Number in group 3
Initial delay 0
Single delay 2
Group delay 1
Spawnee death delay 0
Total spawntime 56 (2*28)
Total bugged spawntime 54 (2*26 + 1*2)
Chapter 13 Phase 2 Tanks
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation Fixed Line
Total Number 6
Number in group 2
Initial delay 0
Single delay 1
Group delay 2
Spawnee death delay 0
Total spawntime 5.9 (1*5 + 0.9)
Total bugged spawntime 6.9 (1*4 + 2*1 + 0.9)
Chapter 13 Phase 2 T-Mech
Spawn type Maintain Group
Spawn effect configuration 0.9 (Materialisation)
Launcher None
Spawn formation Fixed Line
Total Number 4
Number in group 1
Initial delay 0
Single delay 2
Group delay 0
Spawnee death delay 10
Total spawntime 36 (3*(2+10+0.9))
Total bugged spawntime 36

In short: Kill all Kleer, Tank Generals, and T-Mech. Kill Tanks to spawn T-Mech. Rhinos do not matter. The Kleer are the bottleneck. If their numbers exceed 2 for either side, spawns will be delayed.

Additionally, a trigger must be hit at any point in time to finish the chapter. Simply stepping into the larger yard will hit it unless an effort is made at hugging the back wall.

Chapter 14 - In final yard before it opens

Hit the trigger on the other side of the yard to start chapter 15, then wait for all the walls to reconfigure themselves. The trigger does not work unless Chapter 14 is started, so no skipping to it (though hitting it early won’t softlock either).

Chapter 15 - Final yard before fight with spiders

Ten large spiders spawn 20 seconds apart and must each be killed. Small spiders do not matter. In the bugged state, the first four spiders will spawn only a second apart. Killing the first before the fourth has spawned ensures no delay on the fifth.

Chapter 15 Spiders
Spawn type Maintain Group
Spawn effect configuration 0 (Ground)
Launcher None
Spawn formation 10 markers, Full random
Total Number 10
Number in group 4
Initial delay 0
Single delay 20
Group delay 1
Spawnee death delay 0
Total spawntime 180 (9*20)
Total bugged spawntime 123 (6*20 + 3*1)

Small spiders are not required to finish the chapter, but this is their spawn pattern:

Big Spider
Kill #
Small Spider
Spawn Amt.
Spawn side
1 6 Endlevel trigger
2 12 Pyramid
3 - -
4 12 Metro Station
5 - -
6 6 Blank
7 - -
8 6 Endlevel trigger
9 6 Blank
10 - -

Chapter 16 - Last Fight Chapter

Spiders

8 spiders spawns surround the playing area. The ones on the edges spawn 10 seconds after the corner ones. Note their spawnee death delay.

Chapter 16 Spiders (per edge/corner)
Spawn type Maintain Group
Spawn effect configuration 0.9 (Local)
Launcher None
Spawn formation None
Total Number 3
Number in group 1
Initial delay 0
Single delay 2
Group delay 0
Spawnee death delay 20
Total spawntime 45.8 (2*(20+2+0.9))
Total bugged spawntime 45.8

Rhinos

Every time a group of four spiders is killed, 8 rhinos will spawn. These will take 2 seconds to spawn after a spider is killed, as they spawn in groups of 4 with a 1 second delay before each. If the edge spiders are killed simultaneously with the corner spiders, 16 rhinos will need to spawn, which will then take 4 seconds.

Chapter 17 - Boss_Fight_Chapter

Kill Mental to win.

At this point, the supertall invisible walls surrounding the entire level are gone, but they are replaced with a new set of supertall invisible walls. It is possible to get outside the boundaries of these by being at the metro station by the time the chapter begins. Thence, a distant endlevel trigger can be reached. This end level trigger is active from the very start of the map, but is always blocked by aforementioned invisible walls.

Security Timers

Only chapter 4's timer is shorter than some of its enemy spawners.

Chapter Security Timer Length
1 45 seconds
2 3 minutes 30 seconds
3 5 minutes
4 1 minute 30 seconds
5 -
6 6 minutes, then 3 minutes
7 -
8 3 minutes 20 seconds
9 45 seconds
10 11 minutes
11 -
12 30 seconds
13 3 minutes 20 seconds, then 6 minutes
14 -
15 7 minutes 30 seconds
16 10 minutes
17 -

Invisible walls A

The invisible walls surrounding the entire level are shown in red; these prevent the player from going OoB. These have been lowered for the screenshot so that their top aligns with the max height the player is allowed to travel. In reality, the walls are about twice as tall.

Highlit in yellow is the invisible wall between the first arena and the maze section, which is the first tall wall the player must cross to skip to chapter 12.

Invisible Walls B

The red walls are the same as the invisible walls A.

Highlit in yellow, from right to left, are two short invisible walls placed over the walls spawning initially within the moving wall area, then two tall invisible walls leading into the turret hallway section.

The trigger to activate the fight is in between the two tall walls, so cross one, but not the other. The tall walls are two way, meaning if you accidentally cross the second as well you will have to jump over it again to get back.

These tall walls are of the same height as invisible wall A.

Chapter 11 End Trigger

The blue walls on the left and right are the tall invisible walls B. The cyan box is the trigger that ends chapter 11 and starts chapter 12.

Chapter 12 End Trigger

The player will come from the right. The blue invisible wall on the right is the leftmost shown in image Invisible Walls B. To end chapter 12 and start chapter 13, the right cyan box trigger needs to be hit, in additon to killing the required enemies. To actually start the fight rom chapter 13, the leftmost cyan box needs to be hit.

Chapter 13 Phase 1 Timetable

A timetable of the spawns during the turret section.

Elapsed secondsEventElapsed secondsEvent
0 Trigger Hit 48
1 49 Turret 5B
2 50
3 51
4 52 Turrets 6
5 Turrets 1 53
6 54 Turrets 6 death: Kleer spawn start
7 55
8 56
9 57
10 58
11 59
12 60
13 61
14 62
15 Turrets 2 63
16 64
17 65
18 66
19 67
20 68
21 69
22 70
23 71
24 72
25 Turrets 3 73
26 74
27 Turrets 3 death: Clowns spawn start 75
28 76
29 77
30 78
31 79
32 80
33 81
34 82
35 Turrets 4 83
36 84
37 Turrets 4 death 85
38 86
39 87
40 88
41 89
42 90 Bugged Kleer spawn stop
43 91
44 92 Kleer & Bugged clowns spawn stop
45 93
46 94
47 Turret 5A 95 Clowns spawn stop

Chapter 14 End Trigger

This trigger must be hit after finishing chapter 13. The turret alley is on the right, pyramid on the left.

Chapter 15 Spider Spawnpoints

The orange dots denote where each spider will spawn, however the order is random.

End Level Trigger

The cyan box on the right is an endlevel trigger that is always active. Invisible walls block it from being reached. The pink lines are draw in for guideline purposes.

End Level Trigger

Red are the invisible walls at original height. Blue are the invisible walls present during the boss fight. They have been lowered for the screenshot so that their top roughly aligns with the map height limit

Mysterious Invisible Wall

This invisible wall can appear sometimes, preventing the return from the turret section and beyond to the earlier part of the map. It is not clear what causes it to appear or disappear, but it seems to appear on chapter 16.

Starting Area Invisible Walls

The red walls are the invisible walls surrounding the entire playing field. It disappears at the start of the boss fight chapter. It is replaced with the blue walls highlit in yellow. Note the small area at the metro station where the two areas bound by the walls do not overlap.