Steam Fortress: Difference between revisions

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This map can be played in objective mode where it requires players to complete a set of mandatory objectives or in regular survival mode with no objectives other than [[Mechanics (Killing Floor 2)#Gameplay - Stand Your Ground objectives|Stand Your Ground]]. By the last wave players will be teleported to the small two-storey arena to fight one of the bosses, few ammo boxes will there be scattered around to prevent players from running out of ammo.
This map can be played in objective mode where it requires players to complete a set of mandatory objectives or in regular survival mode with no objectives other than [[Mechanics (Killing Floor 2)#Gameplay - Stand Your Ground objectives|Stand Your Ground]]. By the last wave players will be teleported to the small two-storey arena to fight one of the bosses, few ammo boxes will there be scattered around to prevent players from running out of ammo.


===Objectives===
== Objective Mode ==
These are the map objectives in order of their appearance. Each of these appear more than one (except for EXTERMINATION which is played only once, during the last wave).
This map can be played in Objective mode. Story involving mercenaries assisting Lockheart, captain of the [[Airship|HMS Queen Victoria]], to launch the space rocket to prevent ZEDs from invading the Moon.
{| class="wikitable"
{| class="wikitable"
|[[File:Obj escort.png|center|frameless|75x75px]]
!<small>Wave №</small>
|<small>ESCORT: Players have to escort an autonomous drone to the designated area of the map. Drone will move faster when players nearby and will not move at all if ZEDs are close. ZEDs will attempt to destroy it. While the drone can always be repair its movement slowly goes down as its health decreases. Eventually drone might cease the movement completely. Drone max speed = 1 meter / second, 2 meters when players nearby. Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400. Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000.</small>
!<small>Objective</small>
!<small>Story</small>
!<small>Notes</small>
|-
|-
|[[File:Obj repair.png|center|frameless|75x75px]]
|<small>1</small>
|<small>WELD AND REPAIR: Players are tasked to located and repair fuse boxes with their [[Welder_(Killing_Floor_2)|Welders]]. Weldable objects have 2000 (first objective) and 3000 (second objective) points of weld integrity. Activation delay - 10 seconds for first and 25 seconds for second objective.</small>
|[[File:Obj escort.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_escort.png]]<small>ESCORT</small>
|<small>Mercs tasked to accompany Lockhear's drone, Rovah, on its way to his tower. Unfortunately ZEDs are already here and causing some damage.</small>
|<small>Drone max speed = 1 m/s, 2 meters when players nearby.</small><small>Drone does not move when ZEDs are close.</small> <small>Speed decreases as the health of the drone goes down. Health = 400.</small>
 
<small>Drone spawns half-damaged and can be fixed.</small>
 
<small>Health to restore by one welder tick is a % of 68</small> <small>(119 for Support) / cart's Max Weld Integrity</small><small>:</small>
 
<small>which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000.</small>
|-
|<small>2</small>
|[[File:Obj repair.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_repair.png]]<small>WELD AND REPAIR</small>
|<small>To open the rocket hatch players have to fix 4 fuse boxes.</small>
|<small>Fuse box [https://wiki.killingfloor2.com/Welder_(Killing_Floor_2) weld integrity] = 2000 points.</small><small>4 boxes need to be fixed. Initial delay before objective starts = 20s, e</small><small>ach next</small> <small>box</small> <small>takes</small> <small>10</small><small>s. to appear.</small>
|-
|<small>3</small>
|[[File:Obj transport.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_transport.png]]<small>TRANSPORT</small>
|<small>Some of the rocket [[Carryable Items#Gear|parts]] are actually missing so players have to locate and deliver these to control room.</small>
|<small>3 Gears have to be collected and there are 3 possible spawn points for these.</small> <small>Initial delay before first</small> <small>Gear</small> <small>appears =</small> <small>10</small><small>s,</small> <small>each next = 5s.</small>
|-
|<small>4</small>
|[[File:Obj operate and control.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_operate_and_control.png]]<small>OPERATE AND CONTROL</small>
|<small>Gears are in place and rocket is almost ready to be launched. Survivors have to operate its control panel, to lift it up from the silo.</small>
|<small>Activations required = 4. Initial delay before first activation can be performed = 30s. Each next activation takes 31s to recharge.</small> <small>Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.</small><small>ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3.</small>
|-
|-
|[[File:Obj transport.png|center|frameless|75x75px]]
|<small>5</small>
|<small>TRANSPORT: Players have to pick up and carry items to designated areas. No weapon usage allowed during this process however players can use these items as a melee weapons. Gear damage (all attacks) = 150, damage type - bludgeon. Rate Of Fire = 107. Block (damage scale) = x0.5, Parry (damage scale) = x0.2. Speed, while carrying: walking - 203, sprint - 280. Speed does not change when there is one player on server or for the last player alive.</small>
|[[File:Obj escort.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_escort.png]]<small>ESCORT</small>
|<small>Once again Lockhear wants mercs to protect his drone on its way to [[airship]] to deliver essential information - rocket launching codes.</small>
|<small>see Wave 1 notes.</small>
|-
|-
|[[File:Obj operate and control.png|center|frameless|75x75px]]
|<small>6</small>
|<small>OPERATE AND CONTROL: Players have to hold the area clear for certain amount of seconds and then activate the level or a button. This procedure have to be repeated for a few times. Objective activation delay: 30 seconds for the first objective, 25 for the second. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3. Reactivation time: first objective - 31s, second - 45s.</small>
|[[File:Obj transport.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_transport.png]]<small>TRANSPORT</small>
|<small>Steam boiler that generates electricity goes down due to damage caused by ZEDs. Mercs are ordered to restore the power by replacing its Gears.</small>
|<small>3 Gears have to be collected and there are 3 possible spawn points for these (different from Wave 3).</small><small>Initial delay before first</small> <small>Gear</small> <small>appears = 2</small><small>0</small><small>s,</small> <small>each next = 5s.</small>
|-
|-
|[[File:Obj defendarea.png|center|frameless|75x75px]]
|<small>7</small>
|<small>DEFEND THE AREA: Players have to hold the area clear for certain amount of the seconds. Time required to hold the area = 120s. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3. ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 4, 6p - 4.</small>
|[[File:Obj defendarea.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_defendarea.png]]<small>DEFEND THE AREA</small>
|<small>Steam boiler is working again but it takes some time to generate enough steam to power up the rocket. Survivors have to hold the area while it is working.</small>
|<small>Hold time = 120s.</small><small>Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.</small>
 
<small>ZEDs thresholds: 1p - 5, 2p -</small> <small>5</small><small>, 3p -</small> <small>5</small><small>, 4p -</small> <small>5</small><small>, 5p -</small> <small>4</small><small>, 6p -</small> <small>4</small><small>.</small>
|-
|-
|[[File:Obj exterminate.png|center|frameless|75x75px]]
|<small>8</small>
|<small>EXTERMINATION: Players have to kill certain amount of ZEDs, namely on this map to kill random boss.</small>
|[[File:Obj repair.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_repair.png]]<small>WELD AND REPAIR</small>
|<small>Once again players have to weld the fuse boxes to power up the main turbine.</small>
|<small>Fuse box [[Welder (Killing Floor 2)|weld integrity]] = 3000 points.</small><small>3 boxes need to be fixed. Initial delay before objective starts = 25s, e</small><small>ach next</small> <small>box</small> <small>takes 25s. to appear.</small>
|-
|<small>9</small>
|[[File:Obj operate and control.png|center|frameless|55x55px|link=https://wiki.killingfloor2.com/File:Obj_operate_and_control.png]]<small>OPERATE AND CONTROL</small>
|<small>Last preparation step: activating hydrogen fuel cells.</small>
|<small>Activations required = 4. Initial delay before first activation can be performed = 25s. Each next activation takes 45s to recharge.</small> <small>Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.</small><small>ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3.</small>
|-
|<small>10</small>
|[[File:Obj exterminate.png|center|frameless|55x55px]]<small>EXTERMINATION</small>
|<small>The rocket is airborne, on its way to the Moon. But unfortunately one of the bosses made it on board.</small>
<small>Once the boss is defeated the cutscene shows rocket in the outer space, heading towards the Moon.</small>
|<small>Random boss encounter.</small>
|}
|}
==Gallery==
==Gallery==
<gallery mode="packed" heights="275">
<gallery mode="packed" heights="275">

Revision as of 16:04, 9 September 2019

Killing Floor 2 Tripwire Official map
Steam Fortress
General Information
Author Tripwire Interactive
Trader Locations 5
Collectibles Steam Cells (30)
Map Information
Weapon Spawns 23
Ammo Spawns 39
Player Spawns 21
Zed Spawns 113
Technical Information
Related Achievements
PS4 Trophies


The Steam Fortress is a Killing Floor 2 map. Is was added in the game as a part of Back & Kickin' Brass update. It is the second map to introduce mandatory objectives (the first being Santa's Workshop) that players have to accomplish in order to advance in the game. This map, as well, can be played in normal Survival mode.

Description

"Lockheart here and I’ve got some news. First the good, we’ve reached my fortress lair, Eden, at Cape Corvo. Now the bad, it seems we haven’t seen the last of those incorrigible stowaways and piratical creatures. Chop chop, we have work to do, and by we, I mean you. " "You lot are going places, and I don’t just mean on errands around this place. To get your mode of transportation up and running, however, I’ll be giving you a set of tasks to complete, stat!"

"I’ll be sending my drone, Rover, into the field to help. Do make sure to stay close as these dastardly creatures will impede his progress, or worse, destroy him."

"And while Rover isn’t around I’ll be needing you to collect some things and transport them to where they need to be. Did you expect Rover would be around to help you with everything? He costs more to run than I pay you! And while you're at it, I believe I left a flatbread in the oven. Be a dear and bring it to me, mmmm Scrake ‘ems, never goes bad. How can it, it starts that way!"

General Information

This map can be played in objective mode where it requires players to complete a set of mandatory objectives or in regular survival mode with no objectives other than Stand Your Ground. By the last wave players will be teleported to the small two-storey arena to fight one of the bosses, few ammo boxes will there be scattered around to prevent players from running out of ammo.

Objective Mode

This map can be played in Objective mode. Story involving mercenaries assisting Lockheart, captain of the HMS Queen Victoria, to launch the space rocket to prevent ZEDs from invading the Moon.

Wave № Objective Story Notes
1
ESCORT
Mercs tasked to accompany Lockhear's drone, Rovah, on its way to his tower. Unfortunately ZEDs are already here and causing some damage. Drone max speed = 1 m/s, 2 meters when players nearby.Drone does not move when ZEDs are close. Speed decreases as the health of the drone goes down. Health = 400.

Drone spawns half-damaged and can be fixed.

Health to restore by one welder tick is a % of 68 (119 for Support) / cart's Max Weld Integrity:

which is 1p = 1500, 2p = 2000, 3p = 2500, 4p = 3000, 5p = 3500 and 6p = 4000.

2
WELD AND REPAIR
To open the rocket hatch players have to fix 4 fuse boxes. Fuse box weld integrity = 2000 points.4 boxes need to be fixed. Initial delay before objective starts = 20s, each next box takes 10s. to appear.
3
TRANSPORT
Some of the rocket parts are actually missing so players have to locate and deliver these to control room. 3 Gears have to be collected and there are 3 possible spawn points for these. Initial delay before first Gear appears = 10s, each next = 5s.
4
OPERATE AND CONTROL
Gears are in place and rocket is almost ready to be launched. Survivors have to operate its control panel, to lift it up from the silo. Activations required = 4. Initial delay before first activation can be performed = 30s. Each next activation takes 31s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3.
5
ESCORT
Once again Lockhear wants mercs to protect his drone on its way to airship to deliver essential information - rocket launching codes. see Wave 1 notes.
6
TRANSPORT
Steam boiler that generates electricity goes down due to damage caused by ZEDs. Mercs are ordered to restore the power by replacing its Gears. 3 Gears have to be collected and there are 3 possible spawn points for these (different from Wave 3).Initial delay before first Gear appears = 20s, each next = 5s.
7
DEFEND THE AREA
Steam boiler is working again but it takes some time to generate enough steam to power up the rocket. Survivors have to hold the area while it is working. Hold time = 120s.Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.

ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 5, 5p - 4, 6p - 4.

8
WELD AND REPAIR
Once again players have to weld the fuse boxes to power up the main turbine. Fuse box weld integrity = 3000 points.3 boxes need to be fixed. Initial delay before objective starts = 25s, each next box takes 25s. to appear.
9
OPERATE AND CONTROL
Last preparation step: activating hydrogen fuel cells. Activations required = 4. Initial delay before first activation can be performed = 25s. Each next activation takes 45s to recharge. Player thresholds: 1p - 1, 2p - 1, 3p - 2, 4p - 2, 5p - 3, 6p - 3.ZEDs thresholds: 1p - 5, 2p - 5, 3p - 5, 4p - 4, 5p - 3, 6p - 3.
10
EXTERMINATION
The rocket is airborne, on its way to the Moon. But unfortunately one of the bosses made it on board.

Once the boss is defeated the cutscene shows rocket in the outer space, heading towards the Moon.

Random boss encounter.

Gallery