New player guide: Swarm fight run down part2

Tips

Continuing from previous post so no more introduction necessary

https://www.reddit.com/r/worldwarzthegame/comments/ftrvn0/new_player_guide_swarm_fight_run_down_part1/

Moscow 1:

Ah the museum fight, this one separates man from the boys. First of all, you really really REALLY want to maintain silence before you hit this fight. Breaking silence means you will get additional 1-2 screamer spawn during the most difficult part, and so many teams before you have died because of them. Those screamer are very hard to kill since they spawn outside your line of sight, and you can't always get to them with extra zekes filling up the narrow corridors.

Make sure you grab a high penetration rifle if you can against the pyramids, even semi auto ones work well. The first court area is easy, you press a button and kill all pyramids piling up on bottom. Save your heavies here, you don't really need them until area 2. Once you hit the second area, previously mentioned screamer will start spawning and the fun starts (they won't if you stayed silent earlier). The sequence goes like this: hit the first alarm -> kill all pyramids form at the bottom -> find then hit second alarm -> kill more spawn at bottom -> find and hit third button -> get out of dodge through the first area. There are still pyramids but you don't have to kill all the zekes once the security door open up for you to exit. But it's probably a good idea if you can clean up the area, since some people don't pay attention and will keep fighting and not leave. If you are being pressed too hard, just make a run for it and re-establish defensive position back in area 1, it's OK to leave people behind since they will die and re-spawn once you are out.

Finale next to the chopper has 3 directions with 2 possible rotation. Either bridge->ice field behind boat->container ship, or container ship-> ice field behind boat -> bridge. The ice field part is easy, but watch out specials spawning behind you. Bridge and container ship is very similar, with 2 sub-waves from each direction. You will have mortar/50-Cal to help you out so use them! Can't tell you how many time our position got over-run and you find out people didn't even bother with defense kits even when they are next to them. Not a whole lot of tricks you can do other than watching out for bull spawns. It's a straight forward fight, zekes rush straight for the chopper in large waves and you either kill them all or you lose. Watch for specials that can spawn behind you, don't just focus on the main waves.

Moscow 2:

The first swarm can be hard if you do not setup correctly. First of all, maintain silence like Moscow 1, there are two cars that can explode so don't hit those. (Who am I kidding, of course you all will blow them up the first chance you get). This level, like Moscow 1, also spawn screamers that's outside your line of fire. Wipes are common because of they are so far away and some team simply wipe out before they can kill the screamers. If you make it after NPC get behind the fence, one of them will come out again and start sawing one of 4 breach-able doors. This will auto spawn groups of zeke + specials, so setup a defense parameter around him instead of watching for the door to open like a dumb pet waiting for treats. If you have a breach charge, NOW is the time to use it since you are triggering horde anyway. You want at least a 50-cal machine gun plus one electric fence for a smooth fight. 2 large waves of zekes will charge down the straight road, so don't unload all your 50-cal on the first wave and then get screwed by the second. Pace your heavy weapons and equipment usage. If you haven't blown up those cars yet, now is the time to blow them and take out some zekes. Extra tip: Sometimes you screw up and one of the NPC dies and the game will glitch, just restart the level.

It's a long sequence of events where you have to find the radio room, wait for NPC, search body etc, leading up to the finale in the mall. Screamers that spawn remotely are the worst here, kill those ASAP before the finale starts. DO NOT OPEN those two locked gates next to the radio room until fight is is over (why not you ask? because I said so! If you don't believe me, try it and see for yourself, plenty of teams wiped out because they can't keep their busy fingers off the door locks). Stay inside for the entire finale and ignore any screamer that spawn outside, they don't matter, you can kill them after main waves are done. The two huge wave of zekes will get funneled nice and easy through the bottom courtyard, climb up slowly just in time for you to mow down with ease. Watch the side stairs for stragglers. If you setup electric grid on the ground to cover both side, it's even better.

For those of you who HAS to open the fucking door so you can fight the finale outside like a champ, good luck, I give you a 50/50 chance to live through the whole thing. Pray you have teammates who know what they are doing. Things get real ugly in the Russian snow, just ask....I want to say Hitler?

Moscow 3:

Slashers are such great tanks in this level. Too many specials and not enough room to shake them off, a good slasher will make going through this level so much easier. Ext/Hellraiser won't be much use except in the finale. Ammo fixer can also be helpful because ammo box and far in between. If you break stealth, it's going to be a real ugly long fight.

The first swarm is easy, zekes spawn from all 3 directions and you should be fine as long as you cover both side of the stairs and cover each other. Specials can be a major threat here so kill them ASAP. Some zekes even take extra line to climb up so you can shoot them like ducks. Straight fight and no tricks, just don't forget to pay attention and go through the blast doors once they are open.

Inside the bunker is really pain in the butt fight all the way down to the finale. Narrow corridors and red auto turrets everywhere. Stick together and displace when reloading. Bulls are impossible to dodge in a straight narrow corridor so use corners to your advantage. Watch out for lurker in the shadows.

This finale requires good memory to remember where all the buttons are. The waves are endless so you gotta be fast. Don't start event right away, go around the whole place at least once and memorize all the locations marked with the large red CAP letter, and find all the heavy/equipment you can. The ammo boxes are mostly in the two corner so it's a pain to get them. The sequence of buttons to push are random, so it depend on how well you remember them. Run ASAP to them and push, the faster you can get to them the easier the fight will be. Zekes and specials will drop from the front, right far corner and left far corner, as well as climb up the two bottom walls. watch out for bull in such tight space, target them first. Having at least one Ext/HR really helps to take down pyramid fast and take pressure off. Grab any high penetration rifle you can, it's going to make it much easier since all the zekes are just piled/lined up for you to shoot through. Make sure you split up, 2 middle 1 left 1 right. That way you can get to the buttons faster.

Moscow 4:

Everyone hates this map because of the dumb subway puzzle, I just hate the map cause most of the environment is just a copy of Moscow 3, unoriginal and claustrophobic, yuck. There are multiple guide post about the power room section, I found one here: https://www.reddit.com/r/worldwarzthegame/comments/evmegw/help_chapter_4_moscow_resurrection_insane/

The best practice is separate into two teams, one search for power room and call out the location, and the other one hang around the power room to switch. But it requires good communication and reading the above guide to know which room is which. So you HAVE TO play like a team.

The first swarm has very little warning and not always spawn for some reason. It's when you finally exit the lab and onto a long and straight subway track that goes downward. Large wave of zeke will spawn at the opposite side and your only option is to fight them head-on. There will be specials spawning behind you at the locked gate too, so have at least one person guard your back. Unfortunately there's nowhere to hide from bull so you have to be good at dodging, or take the hit and let teammate save you. A slasher would be handy. Some times I see the side tunnel to your right open as well, this gives you much better options than just fight them straight on.

Finale in the train station consist of 3 large waves from separate directions out of possible 4 location. The order seem to be random, I haven't noticed a fixed rotation because I just don't like this map. The church on the left, the train depot on the right, the snow banks in front of the station, and also zekes dropping into station from the ceiling in the back. The depot and the church is easy, you have fence on the depot and wall on the church side, so just hold them off the normal way. The front is a bit harder, they can easily break though multiple openings in front. Setup 50 cal on the second level to hold them back. The ceiling drops are most hectic, specials and regular zekes just drop in from top of where the soldiers are standing, and you are looking at a close range fight right away. Take advantage of the time it takes for zekes to get up and shoot them dead. Once it's done, don't forget to escort NPC to the front of the station in the extraction zone, it doesn't end automatically and zeke will keep coming until all of you + NPC get in the zone.

Tokyo 1:

First fight is straight forward. Two large waves of zekes coming over the blocked buses with specials spawning to the left or right. Screamer is easy to kill and should take priority. Get some defense kits to help you out and breach the container that always contain one more kit+heavy+med. Don't hog kills, cover the person using the 50-cal and get the specials and loose zekes away from them. Losing those 50-cal position early usually leads to zekes breaking through and it gets very ugly from there. If you find an auto turret, save it for the finale, they won't help much here.

The finale leads to a LOT of wipes simply due to the huge number of zekes you have to kill. There are always 4 waves in 4 possible rotation. Most common are terminal station side -> gate 2 -> bridge side -> gate 2, or bridge side -> gate 2 -> terminal side -> gate 2. But occasionally the two gate-2 waves will combine into one very large wave that last longer, and sandwiched in between the bridge/terminal side. There are two ammo boxes but almost everyone setup defense on the parking garage side. The platform opposite of garage is a solid defense spot IF you already have electric grid + a teammate to cover your back while you use the defense. But if you are not sure, stick to the garage side. The car garage side always take priority during setup, the most important thing is making sure you have 2 electric grids on top plus one auto. There are always 50-cal and mortar to help you as well. The bridge side and terminal side always have two sub-waves so pace your defense kits, don't use all 4 mortar rounds on first wave. Save your heavy weapon and c4/molotov when the zekes pile up on the gates and not before. Two person concentrate on gate while the other 2 keep zekes off the platform, you always have one section of the platform that's not covered by the grid so you have to shoot the zekes off.

Besides the main direction, additional Z's can spawn under the garage or drop from top, so watch your backs during gate transition. The switch to and back from gate 2 always seem to cause the most confusion and delay. Once the bridge/terminal waves is done, displace to the gate 2 ASAP. Get on the 50-cal while two guys guard the ramp against zekes that runs up. Now is the time to use those RPG/MGL/Machine gun heavies you saved (you saved them right?) Don't hog the kills here, if you are playing support or have chainsaw/heavy shotgun/flamethrower, you are on ramp guarding duty. I always see 3 newbies all firing on gate 2 and leaving their back completely exposed, and then they get their ass beat by 20 zekes running up the ramps. Use high penetration rifle really helps to bring down the pyramid faster before timer runs out. Once gate 2 is clear, shift back to garage platform ASAP, and re-establish firing lines, don't loiter around unless you are clearing remaining on ramp. Get on those defense kits for the next wave, rinse and repeat. It takes practice to get it right so don't worry if you fail a couple of times.

Tokyo 2:

First fight is pretty easy consist of two waves. The first wave is much bigger than the second one so if you have mortar/50-cal, go ahead and unload all kits on the first wave. At least one person should stay on ground in front of the gate, because specials will drop from the top directly behind your teammate on top of cars. So it's your job to cover their backs and kill any specials ASAP. If you have enough fire power this should be an easy fight, there are at least 2 heavy weapons + equipment lying so don't be stingy here, unleash all the heavy and equipment. With experienced players we usually end up with extra weapons unused.

The finale is much tougher. You WANT those high penetration rifles for this fight, or get assault shotty. You have 3 directions and 4 large waves and there's no fixed sequence. All 3 sides gets 1 wave each, but the 4th wave is always the same as the first. Setup mortar in the middle, and setup the 50-cal on the dock side. Setup grid in the middle of the next to the Humvee (it's the narrowest spot in the road). Don't put anything on top of those container box or fight from the top there, it's not a good location because you can get sandwich by zekes. Hopefully you read Britney's breach guide and have enough to open at least two containers.

The front tunnel side is the easiest even if you don't get a mortar. The zekes gets funneled nice and easily through a narrower opening. You should be OK as long as everyone concentrate their fire. The water side is a bit tougher because they are just too many of them. The good thing is they climb up slowly through two openings. You can break up into team of 2 and each cover one spot. Use the dock-side 50-cal to make your life easier. The fence side is the worst. The zekes climb up along this very long fence and tons of them get through and then funnel through 2 openings and also like to climb up. If you have flamethrower or heavy shotty, now is the time to use them. C4/claymore/RPG/MGL also works wonders but don't hit your teammate using flame/shotty. After the 4th wave, more waves will come but it's already time to get the fuk out. Believe it or not, this is the worst time because there's always one guy who either went down too far away, forgot it's time to leave and kept fighting, or sticking around for free gun XP. It's totally acceptable to yell/shoot at them until their either go down or come to their senses. Make sure you setup good defense position at the boat to repel any zekes that comes your way. This is why I always refill ammo after the 3rd wave since you never know if you need the extra ammo to stay around for a bit.

Tokyo 3:

The first area caused so much wipes when it first came out since infector got introduced at same time. Really do not recommend low class level on this map unless you have some high level DPS who can carry. Once you exit that ready room door, half go left and half go right. Finish off the small # of zeke in the middle and find all the defense kit and extra weapons you can ASAP. If you find a grid, consider yourself lucky since you can fight while standing on it. 50-Cal is really not recommended because your teammate won't be able to cover you while firing. There should be a button that pop up on screen and you have to press it. Time is really of essence and you have to react fast, the longer you wait, the more zeke come out and you get wiped. Specials and small zeke groups will come out of the 4 doors on the two side randomly, along with HUGE pyramid at the bottom. ALWAYS kill the specials first, then the zeke on top, then the pyramid. Needless to say, classic battle rifle is your friend here if you are lucky. There are also oil barrel around to form a wall. Once you finish all the zekes, a second button will pop up again and you repeat the same process. So don't unleash all your heavy weapon/equipment right away, pace yourself. The car on the right also explode, so don't stand too close and use it to your advantage.

Between this fight and the finale is a LONG ASS silence area. Use pistols in the engine room to stay silent, you will sometimes trigger a wave behind you once you hit the elevator button, so 2 person watch the back while two watch elevator. Elevator can contain zekes + specials if you are unlucky. Once out of the elevator, if you already broke silence or if you are unlucky enough to get NPC soldiers who break silence for you, it will be a world of hurt. Scream spawn in balcony half the ship away that's really hard to hit, zekes will come out of all the nooks and crannies with specials. If you actually manage to fight through, you will likely to run out of bullets before the next ammo box unless you have a fixer. So be ready to wipe out plenty of times.

Tokyo 3 is one of the biggest finale. Hopefully you found some charges earlier to open those 3 containers for more weapons and equipment. The fence to left and right will have ridiculous numbers of zombie that come in randomly, reposition in front of the fences ASAP once you see them. You will get some help with 50-cal in the area and few oil barrel. Smaller wave will also spawn in the front fence but you don't have to position yourself there. The worst are the zekes that climb up behind you all along the back of the ship. Their number is small but tend to surprise and surround you at the worst moment. So always keep an eye out (check behind you when you reload) and never fight alone. I don't have any tricks to this, most of it is raw DPS check. Use all the 3rd tier high penetration rifle plus assault shotguns you can find. Make sure you save your heavies, especially heavy shotty and flame thrower, and pray you have a exterminator/HR who knows what they are doing. If you are playing support, don't concentrate fire on the fence only, you are on guard duty to protect attack class hero from loose zekes and special. Pull out all the stops and leave some equipment bags for C4/molotov. There are two ammo boxes and you will need to refill, a LOT. I usually drain both on insane+. During the second phase, a previous closed door on the bottom side will open with more defense kit and few soldiers coming out, as well as a chopper flying over head and auto kill zeke for you. If you can make it this far, you are probably going to make it.

Posted Apr 3, 2020, 12:29 AM UTC · edited

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