Last Wor Wednesday, I went over the basics of positioning for the early maps. Today, we’re going to go over the remaining early maps to discuss strategy. You’ll see commonality between these in how you want to secure a spot on the map, but we’ll go over strats for each of these.
This is one of the harder early maps, in my opinion. With any luck, you’ll get this one early, when monsters are slower. After clearing out a side, I’ve found this to be best overall position. That said, I find this to possibly be THE hardest map if you get it from levels 5-7, where monsters move extremely fast within moments.
This is another extremely difficult level, depending on when you roll it. If its in the 5-7 range, wait a second before coming out the gate. Allow a monster to use the teleporter, since it then locks the teleporter from being used again for a few seconds, ensuring you dont get surprised.
I’ve put 2 worriors on the map here. Ideally, I prefer the top/red position, shooting to the left and watching for any monster that might sneak up behind you. Generally they won’t, but use the radar.
The second/blue position is my backup position, generally used if this is map 7 and monsters start at max speed, or if I die and don’t have time to get back to the top position. If you’re standing in the blue position, stand as farrrr up as possible, so where you’re almost standing completely on the square my blue arrow is drawn on. This will keep monsters funneling in the top side and prevent them from coming around the bottom. Use bumps to stay alive and continually reposition on that square.
This map is tricky, but a newly upgraded strategy here as greatly improved consistency here. You want to stand EXACTLY where I show here, midway between 2 tiles. This gives you some room to take a bump. Fire in a quick and steady pattern, but don’t mash – you need a steady stream to bullets to catch anything that comes in the left side. Once you DO kill a monster, use the explosion it creates as a short-lived wall to then mash fire as fast as possible, which will catch any other monster that comes in. As the explosion fades, go back to steady shots. With this strategy, you should be able to catch anything funneling in the left side and keep yourself safe.
The final map that we will review today is The Arena. This map will ALWAYS appear as map #3 or map #4 – which one depends on a switch inside the cabinet set by the arcade operator, but regardless, you are always awarded an extra life on this map.
This map isn’t too bad. Quickly get to the position shown, keeping your eyes on the teleporters to make sure nothing is going to pop in and ambush you. Once you’re safely in the top position, just fire to the right. Monsters will generally come up from the bottom, but just keep an eye on the radar at all times to be able to react to anything coming up from behind you.
Hopefully, these pictures and descriptions gives you a strategy for handling these early levels. You should see the general common position strategy used throughout these early map. You always want a short firing length that allows you to spam the fire button, and to herd the monsters through a single incoming hallway whenever possible.
Next Wor Wednesday, we’ll review the Worluck and Wizard basics.