Sanctum 2

Sanctum 2

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Raykwansaa's Guide to Breaking Off Map in Sanctum 2 *Guide Version 1.1*
By Somnioid Static
Have you ever wandered around in a game and wondered "How badly I could break out of this map?" Well I know I have and this guide is here to help you answer just that. I just love the feeling of testing the boundaries of maps in games, and I have done so in every map in Sanctum 2. I don't claim to know every trick possible on every level, but I am defiantly an informed individual on the subject.

If you are looking for a guide to help you play better, complete a challenge, or find some Easter eggs than this is not the guide for you. If just you feel like doing some advanced exploration in odd environments, testing the boundaries of the game, honing your jump skills, finding new ways to slack off, or just looking for something random and crazy to impress your friends with than this is the guide for you!

Finally before I dive in I will say I love this game, and this guide is not intended as a mark of disrespect on the makers. It is just the opposite. When I am really enjoying a game is when I am most driven to break out of its boundaries to see more of it. I find glitch areas to be endearing features of their games. So thank you Coffee Stain, for this wonderful game. (And please don't fix any of the stuff I find.)
   
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General Advise
Breaking can be a time consuming task, and progress is often made through the piles of bodies your character leaves behind as you push to continue. Here are some general tips which are good to keep in mind that can be very helpful in off mapping.

Tip #1: Beware the kill zone.
Most maps have a death field that is set to a specific height and auto triggers when reached by a player no matter how far from the map they are. There may be certain instances where this is ignored but in general it is a rule if you fell to death at one place, than hitting that same height anywhere will result in the same.

Tip #2: Don't trust your eyes, trust your memory.
Just because something looks solid, and it has been up to a certain point does not mean it will continue to be. So try and keep a keen memory of exactly where you are to make sure you don’t lose your place if you randomly end up dying to a sudden fall that wasn't visible.

Tip #3: There is no such thing as "fair" when you are breaking expectations.
You will die to things you cannot possibly predict, try not to let that discourage or let you get mad at game. You are doing something the game never expected, it's not its fault you died somewhere it was unprepared for you to be. And remember that sometimes the surprises take you forward, such as finding an invisible platform that helps you get where you want. Nice surprises are rarer than nasty ones, but they tend to be far more memorable.
Building your character
This section it to advise you on how your character should be set up in pre-game if you want to break off map.

-Characters-
When it comes to off map characters there are only 3 real options, with one overall master of the art:

Sweet: Best character hands down when it comes to off mapping. Her extra air control when paired with the correct perks can allow her to move faster than most characters and jump higher than anyone. Plus the extra air control makes it much easier to recover of you fumble at the start of an important jump.

Skye: Certainly an option for going off map with, but even with her innate double jump ability her jump height falls short of sweet when both are optimized properly.

Tsygan: If you are just planning on exploring the vast expanse of a map and her lack of jump height is not a hindrance, you might want to pick Tsygan. I’m still unsure if sweet can or can’t out move her while jumping, but at least you don’t have to constantly jump if speed is what you feel is most important.

- Important Perks-
There are two perks which are necessary to go off map properly. You may be able to get off map without them in certain cases, but chances are you will be missing out on a large part of the experience. The two key off mapping perks are:

Plumber’s Shoes: Gives you extra air control, but that’s not all. It actually seems to increase the possible velocity of your jump as well as increasing jump height significantly.

Rymdskor: Gives 20% speed and a double jump. It is generally helpful in every way when it comes to off mapping.

-Final Perks-
There are two primary options for your third perk slot (if you already have access to it) as they can both be helpful. They are:

Trickster: Gives you the ability to double tap a direction to dodge, which can give just enough height and distance to get you out of some sticky situations.

Parthian Tactics: Gives you a helpful 10% speed boost as long as you are not being harmed, and chances are you won’t be suffering much damage off map other than sudden deaths.

-Weapons?-
Only matters if you have a secondary player who is staying un-readied for you. If this is the case than pick up rex and fire downwards at the start of every jump. If rex is not available than go with the battle rifle

-My Usual Build-
Breaking Potential of Maps
Here I will give my judgments on which maps are better for breakout play. These are guidelines, and the low rank maps could be one discovery away from topping the charts. But if you are looking for some information to start with than this could be extremely helpful. This list will be updated with any new information as a recieve it (either first hand or second hand with proof.)

-Scoring system explanations-

Ø: Means the breakout potential of a map is minimal. There might be a couple of spots where you can get somewhere slightly out of the ordinary, but nothing large, and nothing that I feel gives a sense of freedom.

ØØ: Means there are some odd spots where you can get to some places you were clearly never intended to. But it only equates to a few small rooms, nothing that really expands the horizons of the maps. Though those locations can show potential for greater map breaks, so keep a careful eye on them.

ØØØ: Means that you unlock a whole new large section of the map, but you do don't really leave it still. You just have free range within the map boundaries. There is a definite sense of freedom though. This is the minimum qualification for me to make a guide to the map.

ØØØØ: Means you can break out of the default skybox. The map may not be massive, but there is a great sense of liberation to be found in such a map.

ØØØØØ: Means you can have free roam over the vast expanse of a map, complete with skybox access. Ah the taste of full freedom, it is so sweet!

O: In my opinion these maps have no potential, even if you did manage to find a spot to break out I don't see it being more satisfying than a ØØØ ranked map.

---Ranking List---

-Facility-

Introduction: Ø

The Park: O

Bio Lab: ØØØ

The Gate: ØØ

-Rocky Fields-

Construction Site: O

Com Tower: ØØ

Cliff Lodge: Ø

Outpost: ØØØØØ

-Big Trees-

Train Station: Ø

Canopy: ØØ

Roadworks: Ø

Abandoned Lab: ØØØØ

-Swamp-

The Depths: O

The Labyrinth: Ø

The Wilderness: ØØØØØ

The end: ØØØØ

---DLC---

Okay, it's about time I finally got around to doing the DLC areas since I discovered two new breakouts in them. The tours for them will be added when I update this page with video.

-Coast Line-

Cluster: ØØØØØ

Smasher: Ø

Jellyfish Cove: Ø

Laser Bridge: ØØ

-Brightholme-

Shortcut: Ø

The Slums: ØØØØ

Power Relay: ØØ

Sokol: Ø

-Outskirts-

Dam: Ø

Field: ØØØØ *Gun Required*

Bog: O

Last Chance: Ø

-Arc Islands-

Below Arc: Ø

Arc: ØØ

Radar: Ø

The Last Stand: ØØ
Tour Section Introduction
The following parts of this guide will be dedicated to what I call "tours." These are the specific entrances to glitch areas or significant locations in maps with moderate to high breakout potential.

In the future I may add videos.
Bio Lab Tour
From spawn head to the room to your left, that is where both entrances to the glitch area I have found are. To gain access to the first entrance take a left after you enter the room and go to the balcony. From there jump on to the railing beneath the large windows on the side of the building.

From here follow the railing, taking a jump to the other side of the abrupt edge after the bund of the building and continue moving forward.

The other entrance is the whole in the floor beside the loom spawn directly ahead of you as you enter the left room. Simply jump down and catch the metal platforms as you go.

Once you get to the rather large platform above the generators (which are below the death field if memory serves) feel free to jump to the ramped platforms nearby.

The only other specific feature of this map worth mentioning is the opening above the glass wall marked "BIO LAB" just below the ramp in the core room.

Well that and the similar opening on the wall directly ahead of you from the first.
Outpost Tour
This is probably easiest high rank breakout as well as the most known.

From spawn, cross the bridge and climb the ramps up to the top with the guard. Above that floor is a jutting metal block with poles jutting out, jump there.


From here you can jump off the other side and have access to the off map. But here are some further instructions to get on top of the sky box.

From the metal block jump up and onto the white metal rails, and then to the window box on the side of the building.


Follow this box to the glass topped hallway, and jump on top of it.


Follow the hallway until you get to the tower on the other end. From there you will see a set of platforms to your left. (This is the tricky part of getting to the sky box, and failing here will force you restart the whole task.)


When the platforms on the side cease, jump forward and then into the building as the back of it is wide open. Then climb your on to the second floor and walk through the intangible glass, don't worry, you are above the skybox of the map at this point. Now just walk towards the left side of the building you first climbed on.


Once you get past the left side of the building you are free to roam the skybox of the map, congratulations!
Abandoned Lab Tour
The off map portion of the map is located in the secret section of it. Sorry but I will leave you to find that yourself, these tours are for going off map, not for finding secrets.

From the entrance to the secret area, take a left after the initial hallway and you will see a pipe to the left of a mech suit. Jump on to the outcropping on side of the pipe from the walkway.

One there make sure you are clear of the roof the building, and then simply jump on the building.

Thus you have acess to the off map.

From there, if you want to get to the skybox follow these directions. Look up and to your right and you will see a short wall beside the tall wall you would probably be facing when you first got up. Jump on to the thin wall, and use that as a platform to get on to the larger wall.

From this part of the building you will see a large brambly set of branches nearby. Try to jump on to the the branch centered in the following screenshot.

This is where the tricky part comes in, there is a strange invisible barrier around that branch. Your current goal from here is to get to the part of your current branch where you can walk across air all the way up beside the branch I am targeting in the following screenshot, and jump on top of it.

Once on top of the tree this branch is a part of you are above the skybox and can do as you please from here. Just be careful, the skybox conforms tightly to the map itself and does not extend above most of the secret area.
The Wilderness Tour
From spawn, turn toyour left and walkway, searching for a hole in the wall with a metal structure below you. Jump on to said metal structure, note that you should be behind and enemy spawn at this point.


Now comes the dangerous part, you have to go the back of the structure and get on to the rocks. You should be safe here, but remember you are currently sorrounded by spores. Look towards the back corner of the map, there you should see a rock with several platforms leading upwards. Make a rush for the corner behind and to the left of it.

Now just climb up the platorms to the top of this rock. This can be tricky since some are exposed to spore damage, but the top is safe. Once at the top, hop on the mushrooms above your head.

This is a very difficult area to go off map with, but don't be discouraged if you build a high body count getting there. Before I knew for sure whether or not it was an off map entrance, I probably died at least 20 times and took 30 minutes getting it right. I still even die on occasion getting there, but it is note worthy that this is one of the largest maps to break out of.
The End Tour
From spawn head forward and jump down to the first level where you get a good view of things and look for the mushroom to your right with the crack in the while behind it. Jump to that mushroom and jump into the crack.

Getting to the skybox from the crack is simple, jump to the apples (as I call them) growing above the core the moment they become visible.

I only rank this map as a four as far as off map because there is not much more than the big guy and a bunch of invisible walls when you get there. But you can do a full circle around the outside of the map and I enjoyed the go around.
The Slums Tour
From spawn, turn around and jump into the building indent on the left side of the barricaded alley. You will need to jump off a roof, or street light to make the jump. Then stroll through the indent right off map, simple as that.
.
And if you want to get on top of the sky box, look for the tall segmented building I have in my in my sights in the following screenshot. Just climb to the top and you are home free.
3 Comments
Mortheim Dec 31, 2014 @ 11:44am 
ww
Somnioid Static  [author] Dec 30, 2014 @ 11:51am 
That is indeed true, in fact there are very few maps where the enemy spawns don't have safe areas deep inside. Unfortunatly most of said areas are very small, and as of yet I have only found one of those areas helpful in breaking off map (that being the wilderness.)
Bishop Dec 30, 2014 @ 8:11am 
there are also some broken spawns that if you run far enough into, you wont take damage. the gate, canopy, roadworks, and a few other maps(i forget which ones) you can run into their(or one of the)spawns and not take damage. you just have to keep running through :D