Counter-Strike 2

Counter-Strike 2

Not enough ratings
ROGUE - Completion Guide (Updated May 5th, 2023)
By CD
A completion guide for the workshop map ROGUE.
   
Award
Favorite
Favorited
Unfavorite
Unlocks
In order to start unlocking new weapons, cards, and other upgrades, you must first spend 100 XP to open what will be referred to as the Compendium Room for the purposes of this guide.

The half of the room closer to the door includes 5 upgrade stations, all for Cards. The other half contains another 6 upgrade stations involving Locations, Money, and Weapons. In the open space between these 11 stations is the Compendium of all Booster Packs, Cards, Curses, and Weapons, as well as a board containing stats for Diskette power, progress, total runs, time sent in runs, and time spent on the most recent run.
Unlocks - Cards
Cards #1
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Applied Cryonics
N/A
500
500
2
Neodymium Magnet
N/A
2000
2500
3
Critical Thinking
N/A
3500
6000
4
Sub Zero
Cards #2
5000
11000
5
Lucky Clover
N/A
7500
18500
6
Phoenix
Diskettes Upgrade
9000
27500

Cards #2
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Hot Stuff
Hot Recursion
500
500
2
Accountant
N/A
2000
2500
3
Retinker
N/A
3500
6000
4
Fire Starter
Cards #3
5000
11000
5
9V Battery
N/A
7500
18500
6
Boost Boots
Diskettes Upgrade
9000
27500

Cards #3
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
HE Remedy
N/A
500
500
2
Swollen Battery
N/A
2000
2500
3
Broken Fang
N/A
3500
6000
4
Rat Poison
Cards #4
5000
11000
5
Sonar
Cards #5
7500
18500
6
Pattern Breaker
Diskettes Upgrade
9000
27500

Cards #4
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Root System
N/A
500
500
2
Critical Elements
N/A
2000
2500
3
Special Destiny
N/A
3500
6000
4
Botanist
Electrician Character
5000
11000
5
Chain Reaction
N/A
7500
18500
6
Willpower
Diskettes Upgrade
9000
27500

Cards #5
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Dazzling Beauty
N/A
500
500
2
Equalizer
N/A
2000
2500
3
Productivity
N/A
3500
6000
4
Favourite
N/A
5000
11000
5
Shovel-plosion
N/A
7500
18500
6
Charmer
Diskettes Upgrade
9000
27500
Unlocks - Money
Level
Money Limit
Initial Bonus
Extra Unlock
XP Cost
Total XP Cost
1
$7500
$250
N/A
500
500
2
$10000
$500
N/A
2000
2500
3
$12500
$750
N/A
3500
6000
4
$15000
$1000
N/A
5000
11000
5
$17500
$1250
N/A
7500
18500
6
$20000
$1500
Tank Character
9000
27500
Unlocks - Location Upgrades
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Money Unlocks
Shops sell Bundles.
500
500
2
Up to 2 containers spawn when clearing a room.
Diskettes Upgrade
2000
2500
3
Shop Reroll
Weapons Unlocks #2
3500
6000
4
Up to 3 containers spawn when clearing a room.
Diskettes Upgrade
5000
11000
5
Pick item categories at Shops.
Magician Class
7500
18500
6
Random Primary in the starting room.
Diskettes Upgrade
9000
27500
Unlocks - Weapons
Weapons #1
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Tec-9
N/A
500
500
2
FAMAS
N/A
1000
1500
3
Dual Berettas
Colibri Card
2000
3500
4
Galil AR
Weapons #3
3000
6500
5
AWP
Sharp-Eyed
4000
10500
6
CZ75-Auto
Diskettes Upgrade
5000
15500

Weapons #2
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Five-SeveN
N/A
500
500
2
MP7
N/A
1000
1500
3
MP5-SD
Bullet Hell Card
2000
3500
4
R8 Revolver
Weapons #4
3000
6500
5
P90
N/A
4000
10500
6
XM1014
Diskettes Upgrade
5000
15500

Weapons #3
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
Sawed-Off
N/A
500
500
2
Desert Eagle
N/A
2000
2500
3
MAG-7
Buckshot Baron Card
3500
6000
4
M4A4
N/A
5000
11000
5
SCAR-20
G3SG1
7500
18500
6
M249
Speed Shooters Card
9000
27500

Weapons #4
Level
Unlock 1
Unlock 2
XP Cost
Total XP Cost
1
M4A1-S
N/A
500
500
2
SG 553
N/A
2000
2500
3
AUG
Contraband Card
3500
6000
4
PP-Bizon
N/A
5000
11000
5
AK-47
Mongoose Character
7500
18500
6
Negev
BFGO Card
9000
27500
Unlocks - Booster Packs
#
Card
Requirements
1
Incubator
Kill 20 normal Chickens in one run.
2
Lord of the Chickens
Kill the Mad Farmer.
3
Punchline
Kill 20 enemies while below 50% health in one run.
4
Exotic Madness
Kill 25 enemies with the CZ75-Auto or R8 Revolver in one run.
5
I Know Kung-Fu
Kill 5 enemies with your fists in one run.
6
Dance!
Hit enemies in the legs 100 times in one run.
7
Bully
Kill 25 enemies with shotguns in one run.
8
Second Aid Recruitment
Kill 15 enemies with grenades in one run.
9
Hedgehog
Kill 20 enemies at full speed in one run.
10
From the Hip
Kill 25 enemies with sniper rifles in one run.
11
Athlete
Kill 5 enemies while airborne in one run.
12
Old Wounds
Be hit 300 times without dying in one run.
13
Explosive Nature
Kill the Cursed Sacred Tree.
14
Gambler
Spin the Wheel of Fortune 5 times in a row with all spaces unknown.
Compendium - Blueprints
#
Name
Type
DPH (Crit)
DPS (Crit)
Cost
1
Glock-18
Pistol
20-24 (31-36)
136-160/s (204-240/s)
$500
2
P2000
Pistol
34-35 (51-53)
200-206/s (300-309/s)
$500
3
USP-S
Pistol
34-35 (51-53)
200-206/s (300-309/s)
$500
4
P250
Pistol
34-38 (51-57)
228-253/s (342-380/s)
$500
5
Five-SeveN
Pistol
26-32 (39-48)
173-213/s (259-320/s)
$500
6
Tec-9
Pistol
26-33 (39-50)
217-275/s (326-412/s)
$600
7
Dual Berettas
Pistol
30-38 (45-57)
250-317/s (375-475/s)
$600
8
CZ75-Auto
Pistol
26-31 (40-47)
264-310/s (395-465/s)
$500
9
Desert Eagle
Pistol
68-80 (102-120)
302-356/s (453-533/s)
$700
10
R8 Revolver
Pistol
162-172 (243-258)
323-344/s (485-516/s)
$700
11
Nova
Shotgun
18-234 (27-351)
21-266/s (31-399/s)
$1050
12
Sawed-Off
Shotgun
14-256 (22-384)
17-301/s (25-452/s)
$1100
13
MAG-7
Shotgun
14-240 (20-360)
16-282/s (24-424/s)
$1300
14
XM1014
Shotgun
14-120 (21-180)
40-343/s (60-514/s)
$2000
15
Negev
Machine Gun
34-35 (51-53)
453-467/s (679-799/s)
$5700
16
M249
Machine Gun
31-32 (47-48)
388-400/s (582-600/s)
$5200
17
MAC-10
SMG
13-22 (20-33)
176-293/s (264-440/s)
$1050
18
UMP-45
SMG
23-30 (34-45)
250-333/s (375-500/s)
$1200
19
MP7
SMG
19-29 (28-44)
236-363/s (353-544/s)
$1500
20
MP5-SD
SMG
20-27 (30-41)
253-338/s (380-506/s)
$1500
21
MP7
SMG
15-22 (22-33)
211-314/s (316-471/s)
$1250
22
P90
SMG
18-28 (28-42)
264-400/s (396-600/s)
$2350
23
PP-Bizon
SMG
19-27 (28-41)
236-338/s (354-506/s)
$1400
24
FAMAS
Rifle
36-38 (55-57)
405-422/s (608-633/s)
$2050
25
Galil-AR
Rifle
29-30 (44-45)
327-333/s (490-500/s)
$1800
26
M4A4
Rifle
37-38 (55-57)
410-422/s (614-633/s)
$3100
27
M4A1-S
Rifle
41-44 (62-66)
414-440/s (620-660/s)
$2900
28
AK-47
Rifle
41-42 (62-63)
412-420/s (617-630/s)
$2700
29
AUG
Rifle
52-53 (80-82)
521-532/s (801-817/s)
$3300
30
SG 553
Rifle
55-56 (84-86)
499-509/s (766-782/s)
$3000
31
SSG 08
Sniper Rifle
108-110 (162-165)
86-88/s (129-132/s)
$1700
32
AWP
Sniper Rifle
228-230 (342-345)
157-158/s (235-237/s)
$4750
33
SCAR-20
Sniper Rifle
69-70 (103-105)
274-280/s (412-420/s)
$5000
34
G3SG1
Sniper Rifle
69-69 (103-105)
274-280/s (412-420/s)
$5000
Compendium - Grenades
#
Name
Affect
Cost
35
High Explosive Grenade
Explodes, dealing substantial damage to nearby enemies.
$100
36
Flashbang
Blinds anyone looking at/near it.
$100
37
Smoke Grenade
Creates a wall of smoke that blocks vision.
$100
38
Molotov
A circle of fire is created when this 'nade hits the ground.
$100
39
Tactical Awareness Grenade
Briefly highlights nearby enemies, can be seen through walls.
$200
40
Snowball
Blinds and slows targets hit by it.
$50
Compendium - Cards
#
Card
Affect
1
Accountant
+20% Money
2
Alpinist
User can climb edges.
3
Applied Cryogenics
Enemies affected by T.A. 'Nades are slowed.
4
Athlete
+20% Speed, +20% Jump Height
5
BFGO
+40% Machine Gun Damage
6
Blessed
Chance to ignore damage from primary/secondary weapons.
7
Broken Fang
Crits heal the user.
8
Buckshot Baron
+40% Shotgun Damage
9
Bullet Hell
+40% SMG Damage
10
Bully
Shotguns launch enemies away.
11
Cashback
Taking damage from enemies gives money.
12
Colibri
+60% Pistol Damage
13
Contraband
+40% Rifle Damage
14
Critical Elements
All fire, poison, and electric damage is critical.
15
Critical Thinking
Crits every 4th hit, cannot crit otherwise.
16
Dance!
Enemies shot in the legs are launched away.
17
Equalizer
Equalizes Health, Damage, Crit Damage, and Technology.
18
Feather
Boosts jump height, lowers user's gravity.
19
From the Hip
Every no-scope with a Sniper Rifle is critical.
20
Gambler
The Wheel of Fortune appear before boss rooms.
21
Glove Slap
Crits when enemies are below 30% health.
22
HE Remedy
HE 'Nades poison enemies, damage is based on Technology.
23
Hedgehog
Damage increases as user reach top speed.
24
Hot Recursion
Player molotovs create additional molotovs on explosion.
25
Hot Stuff
Molotovs give additional fire effects to enemies.
26
Huckster
User now receives 15 nades from shops and containers, instead of 5.
Compendium - Cards (continued)
27
I Know Kung-Fu
+500% Melee Damage
28
Incubator
Chickens drop money and XP on death.
29
Insurance
Extra health kits spawn when clearing a room.
30
Jumper
User can double jump.
31
Lord of the Chickens
Player snowballs spawn friendly 'Nade Chickens which follow the nearest enemy.
32
Magnifier
Shows card and curse effects before picking it.
33
Navigator
Reveals entire map.
34
Neodymium Magnet
Increases item pickup range.
35
Panacea
+10% Medicine
36
Productivity
Doubles duration of effects like fire or poison.
37
Red Deck
+10% main params for every Curse in user's deck.
38
Rethinker
+(Damage*3)% Crit Damage, Crit Chance can no longer be below 5%.
39
Root System
Replaces Smokes with root-nades.
40
Second-Aid Kit
Gives a huge amount of random grenades.
41
Secret Source
Highlights hidden containers.
42
Sharp-Eyed
+40% Sniper Rifle Damage
43
Shooting Star
Enemies hit have a chance to drop money.
44
Shopaholic
Shops spawn before boss rooms.
45
Special Destiny
Gives random Special Ability or swaps if the user already has one.
46
Speed Shooter
When holding a Machine Gun: +100% Speed
47
Spy Glasses
Enemies appear on radar.
48
Swollen Battery
+300% HE 'Nade Damage, all HE 'Nades crit.
49
Thinker
Crits only land on heads, boosts Crit Chance.
50
Trade-in
Replaces primary and secondary weapons, weapon type stays the same, weapon does not need to be unlocked.
51
White Deck
+2% main params for every non-cursed card.
Compendium - Rare Cards
52
9V Battery
Every hit charges Damage up to 500%, misses reset the charge.
53
Alchemist
Money and XP also give 1HP.
54
Boost Boots
User can long jump by crouching then jumping.
55
Botanist
Chance to root enemies on hit.
56
Chain Reaction
Attacks chain to nearby enemies, dealing electric damage. Chain damage is based on initial damage and Technology.
57
Charmer
Chance to charm enemy on hit.
58
Dazzling Beauty
Flashbangs charm enemies, charm strength is based on flash strength.
59
Exotic Madness
Every shot fired has a small chance to refill ammo for CZ75-Auto or R8 Revolver.
60
Explosive Nature
Bullets have a chance to explode, damage is based on Technology.
61
Favourite
Every hit increases damage with current weapon.
62
Fire Starter
Chance to set enemies on fire with every hit, damage is based on Damage and Technology.
63
Introvert
Launches away enemies that melee the user.
64
Lucky Clover
+25% Luck, Luck cannot be lower than 25%.
65
Old Wounds
+50% Defense
66
Paranoid
Boosts Damage and Crit Damage, weapon is quick-switched after every shot.
67
Pattern Breaker
Killing an enemy boosts one main param, killing another resets the previous boost. Boost amount is based on Technology, boost is at least 25%.
68
Phoenix
User is saved from death once, health restored is based on Technology. Nearby enemies are slowed and set alight.
69
Punchline
When below 25% HP: +200% Damage, +100% Technology, +400% Critical Damage, and +50% Luck.
70
Rat Poison
Chance to poison enemies on hit, damage is based on Technology.
71
Ricochet
Chance to reflect damage to attacker, damage is based on Damage and Technology.
72
Shovel-plosion
Enemies explode on death.
73
Sonar
Emits a ring around the user the shows enemies that are hit by it.
74
Speech
Shop items are cheaper.
75
Sub-Zero
Chance to slow attackers.
76
Three-Pointer!
Grenades auto aim to nearest enemy, doesn't affect smokes.
77
Willpower
Heals user every time they enter a new area. Amount healed is based on Medicine, cannot be below 10HP.
Compendium - Curses
#
Curse
Affect
1
Arthritis
Disables crouching.
2
Bad Fingers
Disables primary weapon.
3
Big Plug
-50% Primary Weapon Damage
4
Blissful Ignorance
Hides item prices and descriptions.
5
Boomerang
-1HP Every Miss
6
Broken Mirror
-50% Luck
7
Broken Monitor
Hides health bars.
8
Drowsiness
-50% Crit Damage
9
Empty Deck
-3% to each main param for every card the user has in their deck.
10
Empty Mind
-50% Technology
11
Extinguished Candle
Disables item highlights.
12
Fragile
-50% Defense
13
Holey Pockets
-$1 Every Miss
14
Jammer
Disables Radar
15
Lock
Only this curse can be removed while it is in your deck.
16
Marketing Victim
Item prices are increased.
17
Masochist
Traps appear in containers much more frequently.
18
Medical Expenses
Decreased medkits spawn on room clear.
19
Monetization
Opening containers now costs $249.
20
Nobody
Disables Special Ability
21
Ouroboros
As the user's health decreases, main params decrease.
22
Overload
Decreased Speed and Jump.
23
Photosensitive
Chance to be blinded on hit.
24
Placebo
Decreases Medicine
25
Plug
-75% Pistol Damage
26
Rust
Chance of a forced reload every time a weapon is fired.
27
Startuper
-40% Money
28
Thin Neck
Increased recoil.
29
Tilted
Chance of view tilting every time time user is hit.
30
Upshifting
Disables Shifting
Compendium - Characters
Name
Health (HP)
Damage
Technology
Crit Damage
Luck
Medicine
Crit Chance
Defense
Speed
Jump
Base Stats
0% (100HP)
0%
0%
50%
0%
0%
5%
0%
0%
0%
Critic
50% (150HP)
0%
0%
100%
0%
0%
5%
0%
0%
0%
Electrician
10% (110HP)
40%
40%
75%
5%
9.09%
7.43%
0%
0%
0%
Magician
50% (150HP)
0%
0%
60%
15%
0%
11.97%
0%
0%
0%
Medic
50% (150HP)
0%
25%
50%
0%
5.88%
5%
0%
0%
0%
Mongoose
25% (125HP)
25%
25%
75%
10%
5.88%
9.76%
0%
0%
0%
Tank
200% (300HP)
25%
0%
10%
-25%
0%
0%
0%
0%
0%
Vocalist
75% (175HP)
0%
0%
50%
0%
0%
5%
0%
0%
0%
Wicked
50% (150HP)
25%
0%
50%
0%
0%
5%
0%
0%
0%
Compendium - Special Abilities
Name
Class
Affect
Recharge
Discharge
Electrician
Deals Electric damage to nearby enemies for a short period of time.
20
Dome Sweet Dome
Tank
Creates a protective dome around the user for a short time.
10
Hocus-Pocus
Magician
Launch nearby enemies upward and holds them there briefly.
10
Mongoose's Reaction
Mongoose
Briefly locks aim on the nearest enemy.
10
Rampage
Wicked
Enables Rampage mode, increasing Damage, Critical Chance, and Defense.
10
Review
Critic
Spawns money, amount is based on Critical Damage.
20
Scream
Vocalist
Launch nearby enemies away.
5
Wound Dressing
Medic
Heals user and teammates, heal amount is based on Technology.
15
Compendium - Areas
- Farm Leftovers -

Composed of two themes, a light forest with farm equipment, and an underground storage cellar. The first theme is often decorated with hay bales, tractors, trailers, boxes and crates, and small weathered houses. The second theme takes place in a dark cellar with stone walls and lamps on the ceiling, it is entirely decorated with various boxes and crates.

Enemies:
Act 1: Farmer, Rancher, Scarecrow, Snowballer, and Torcher.
Act 2: Previous enemies plus Glitch (Farm).
Boss: The Mad Farmer
Bosses' Minions: 'Nade Chickens, Scarecrow, and Torcher.

Number of Rooms:
Act 1: 7
Act 2: 7


- Deep Woods -

Composed of two themes, a forested area surrounded by rocky cliffs lightly decorated with boxes and crates, and a cave area filled with boulders and the occasional box and crate.

Enemies:
Act 1: Eco, Glitch (Woods), Headhunter, Juggernaut, Lumberjack, Pyromaniac, and Spectre.
Act 2: Previous enemies plus Ent.
Boss: Cultist Tree
Bosses' Minions: Barkman. Juggernaut, Lumberjack, and Pyromaniac. (1st Phase Only)

Number of Rooms:
Act 1: 8
Act 2: 9


- Ground Sky -

Floating islands composed of various sizes connected by bridges that drop when inactive. The two main room themes are mostly differentiated by the size and space between each island, one theme has large islands with little distance between them, the other theme has smaller islands with more distance between the individual islands, making it hard to cross over if being shot by enemies. If the player falls off the island, they will be teleported back up to safe ground and take some damage.

Enemies:
Act 1: All previous enemies, except Bosses and 'Nade Chickens, are present here.

Number of Rooms:
Act 1: 7
Compendium - Enemies (WIP)
Warning - This section is incomplete and may include inaccurate information. It is theorized that enemy health increases as players progress through rooms, the exact amount is unknown. If you would like to assist with this process, please use the dedicated discussion post to share your findings.

Name
HP
Weapon
First Appearance
Notes
Farmer
315 +5/r
Glock-18
Farm Leftovers: Act 1, Room 2
Rancher
360
Sawed-Off
Farm Leftovers: Act 1, Room 4
Scarecrow
5
Knife
Farm Leftovers: Act 1, Room 3
Must hit the head, chest, abdomen, and both legs to kill. Weak to fire.
Snowballer
150 +10/r
Snowball
Farm Leftovers: Act 1, Room 1
Torcher
290 +10/r
Burning Club
Farm Leftovers: Act 1, Room 1
Ignites target on hit.
Glitch (Farm)
285
Dual Berettas
Farm Leftovers: Act 2, Room 3
Has a chance to teleport when damaged.
'Nade Chicken
1
Grenades
The Mad Farmer Lair
Can drop a Flashbang, Molotov, or HE 'Nade when near the player
Glitch (Woods)
320
Dual Berettas
Deep Woods: Act 1, Room 3
Has a chance to teleport when damaged.
Juggernaut
830
Molotov
Deep Woods: Act 1, Room 3
Throws ~3 Molotovs a second.
Lumberjack
650
Axe
Deep Woods: Act 1, Room 1
Pyromaniac
400
Molotov
Deep Woods: Act 1, Room 1
Throws ~3 Molotovs a second.
Bubble Guy
5
Knife
Deep Woods: Act 1, Room 2
Must hit the head, chest, abdomen, and both legs to kill.
Eco
470
MAC-10
Deep Woods: Act 1, Room 8
Headhunter
510
Desert Eagle
Deep Woods: Act 1, Room 2
Ent
925 +10/r
Knife
Deep Woods: Act 2, Room 1
Looks like tree bark, can blend in with the environment.
Compendium - Bosses
- The Mad Farmer -

HP: 6000HP
Damage: 10

The Mad Farmer is the boss of the Farm Leftovers. The Mad Farmer is protected by a blue shield that protects them from all attacks. The shield can be temporarily removed by shooting one of the tesla generators when the boss is nearby. There are 4 or 5 tesla generators around the arena, the generator used most recently will be destroyed when the boss moves to the next phase. If the player is hit by the boss, they will be launched away from the boss.

Phase 1:
The Mad Farmer is spawned near the middle of the arena. They will actively search for players to attack them. Players must lure the boss towards a generator to remove their shield.

Phase 2:
When the Mad Farmer reaches 4500HP or below, they will teleport somewhere else in the arena and a number of things will happen at once. A mix of 3 Scarecrows and Torchers will spawn around the arena. A number of devices around the arena will have their covers removed, these devices throw out 'Nade Chickens, which have Flashes, Molotovs, and HE 'Nades that they drop when they are near the player. 'Nade Chickens will not drop their 'nade if they are killed before they are near the player. The devices that launch 'Nade Chickens cannot be destroyed.

Phase 3:
This phase is like Phase 2 with a few differences: It begins when the Mad Farmer is at or below 3000HP, a mix of 4 Scarecrows and Torchers will spawn, and more 'Nade Chickens will spawn due to an increase in their launchers.

Phase 4:
This phase is like Phase 3 with a few differences: It begins when the Mad Farmer is at or below 1500HP, a mix of 5 Scarecrows and Torchers will spawn, and a final set of devices are uncovered that spawn 'Nade Chickens.

When the Mad Farmer is defeated, all enemies in the arena will immediately despawn and a number of containers will spawn at the exit. There is a room containing a rare Diskette between the arena and the transition room that loads the Deep Woods.


- The Cultist Tree -

HP: 10000HP
Damage: 30 per set of spikes.

The Cultist Tree is the boss of the Deep Woods. It is a large tree in the middle of a clearing. After it is burned by nearby Pyromaniacs and Juggernauts, it is shown to be completely bare of leaves and is under a blue shield that prevents any attacks. It is implied that this tree is worshiped by the enemies in the Deep Woods.

Phase 1:
When the player enters the arena, the tree is lush with leaves and is surrounded by a large number of wooden crates and boxes. Lumberjacks will begin spawning and must be defeated. After a few are defeated, a mix of Pyromaniacs and Juggernauts will spawn. After a few more enemies are defeated, the tree is engulfed in flames, stripping it of all its leaves and creating a strange red flaky substance that surrounds the tree.

Phase 2:
Once the fire stops, the tree is covered in a blue shield and it begins to create rifts in the ground that then emerge wooden spikes that can impale the player and any enemies, stunning them and dealing damage, the spikes also destroy the crates around the arena. Occasionally, branches on the tree will flash red and can be shot at and destroyed, doing so spawns 4 Ents and causes the tree to begin writhing in pain. The Ents are immune to damage from the wood spikes, but they can still be stunned by it.

Phase 3:
Once half of the branches are destroyed, a set of spikes will begin moving along the edges of the arena. The tree will also begin curving the trail of spikes at random. The fight continues as normal until all branches are destroyed, the tree will writhe in pain once more before filling the arena with the same red flakes from before. The rocky cliff sides drop, revealing a vast empty sky, and a blinding light fills the air.

Phase 4:
When the light fades, the tree will begin spawning Ents on top of itself to try and kill the players below. It will send out spikes at an increased speed, but the spikes that ran along the edges of the arena are now gone, allowing the player to move much more freely. The tree will frequently flash red for a moment, allowing the player to deal damage. This continues until the tree is killed, where it will once again writhe in pain until it explodes into a fray of chipped wood.

A number of various containers will spawn on the arena island. An island will appear on the horizon containing a rare Diskette, a small bit of floating ground will allow the player to cross over if they have no jump boosts. Beyond the island with the Diskette is another island that allows the player to load into the Ground Sky.
Tips and Tricks
  • Don't rush into the open, enemies won't move until they're visible or if they've taken damage, it's always best to move slow to avoid engaging too many enemies at once.

  • Make use of your Grenades, they can easily turn the tide of a fight if used correctly.

  • Gray containers with the standard ROGUE logo can be trapped with a large HE 'Nade, it is advised to quickly run from them after opening them to avoid potential damage.

  • Tailor your weapons to your params and Cards, if you have high Damage, any weapon can be useful, if you have high Crit Damage and Luck, SMGs, Rifles, and Machine Guns may be more preferable.

  • Once you have leveled all Upgrade Stations to completion in the Compendium Room, excess XP is converted into Money at a rate of 10XP to $1.
Secret Stashes
Below is a number of models used to hide containers. They are made to blend in with other props around the map, but you can memorize their designs to spot them every time, even without Source Secret. Keep in mind that each one is roughly the height of the player, if it is notably taller than you, it is not a stash.

Wooden Stashes always display a "42" on them, one is more white, while the other is more tan.


Metal Stashes come in various colors including: Blue, Gray, and Green. Some have flat sides, while others have vertical slats in them.

Conclusion
If you've read this far, thank you for reading this guide, I hope it helps you on your next run. If you have anything you'd like to see added to the guide, please let me know. I hope to keep this guide up to date, though there may be a delay between versions.

Special thanks go to OrelStealth for creating ROGUE, 3kliksphilip for his translation of OrelStealth's video on the map which introduced me to the map, and Ψευδής for sharing the list of Booster Packs which helped a ton when filling out that part of the guide.
2 Comments
CD  [author] 21 May, 2023 @ 4:33pm 
From my understanding, there is no way to unlock the knife. I've hit 100% on my main save, so if it does exist, it doesn't count towards completion.
Sit 21 May, 2023 @ 4:21pm 
Its been alot of fun playing this, but I'm finally checking the guide because I was sure you could unlock your knife to use in this game, but I guess you can't, theirs no mention of it? Otherwise extremely fun I wish it was online, steam needs to green light this gj 3kliksphilip.