Guide to playing ‘Fuze’ in ‘Theme Park’Guides
Theme Park is a mid-sized battlefield consisting of 1F and 2F. Because the map rework has been made during the shifting Tides season, the structure of the building is slightly changed, which adjusted the balance of offense and defense. Overall, the Bombsites on the west side of the map feel similar to before, but the newly reorganized Bombsites on the east side of the map are changed quite difficult for the attackers to target. The Objective Locations are generated two on each floor. As there are many windows connected to the outside, the defenders often try spawn-kill or run-out. On the other hand, the attackers usually hang themselves on the wall and checks inside the building. For this reason, both teams need to be careful of the windows.
▲ Newly updated objective locations after the Rework. Fuze's dedicated equipment,*Cluster Charge, is a device, installing on the destructive terrain, such as barricades, reinforced walls, and floors, and fires five stray bullets across. Each bullet has the power to kill the operator at once when it directly hits, so it is possible to clear not only the defending operators but also the gadgets installed. At the point where the cluster Charge is installed, five small stray bullets are fired in the right-to-left direction, each of which operates in a way that hits a wall or floor and then explodes in a certain amount of time instead of bursting immediately. In other words, the higher the device is installed, the farther it can deliver the explosion. Also, it is more effective if it is installed on the upper floor and fires the lower floor. For this reason, Fuze is a good operator to attempt the vertical play. Fuze also features that all of the weapons are super powerful. Especially, AK-12, the Assault Rifle considered the most powerful weapon among the attackers, enabling him to act as the team's Entry Fragger. Fuze was the only operator who could use AK-12 until the Steel Wave season, but Ace came out with AK-12 and became another operator who can use AK-12 in the game.
▲ The quality of the AK-12 Assault Rifle is no need for words. ▣ In case, the site is located at '2F Initiation Room ~ 2F Office' Since both Bombsites are located in the center of the second floor, it would be good to approach from diagonal directions. It is common to split the units into two and one team enters the Cafe Terrace, while the others enter the Castle Entrance. It is also okay to attempt a hatch drop from the rooftop leading to the Control Room. Since the site is located on the 2F, the attackers cannot try vertical play. Also, there is no window directly leading to Bombsite, so there are not many places for Fuze to install the Cluster Charge. If necessary, you can install it on the Office Showers' windows, Control Room's windows or hatches, or Break Room's window to drive out the roamers. However, it will break down only a few defending gadgets and catch the enemy’s attention due to sound creation. Rather than utilizing the Cluster Charge, it is better to engage actively with AK-12. There are many good walls to attempt breaching, so if Fuze takes the lead, the team hard breacher can work smoothly.
▲ A good angle to take a look at the beginning of the action phase. If lucky, you can catch the defender who has not finished setting up the gadget.
▲ You can either move up to the South Terrace and enter the 2F Café, or
▲ Enter the 2F Castle Entrance and start clearing the Cash Stash.
▲ You can also try dropping from the rooftop hatch.
▲ If the team hard breacher opens a new path leading to the bombsite, actively engage with the enemies. ▣ In case, the site is located at '2F Bunk ~ 2F Day Care' If you enter the Cafe from Terrace and move a bit, you can reach to the Day Care, but it would be dangerous if the defenders waiting on the Yellow Corridor or Upper Arcade. While some of the offensive team members are confronting, the rest should enter the other side and narrow down toward the Initiation Room, Waiting Room, or Office. It is also possible to check inside the Bombsite through windows on either side of the Break Room. At this moment, Fuze can install the Cluster Charge on the barricade to destroy the defending gadgets and drive out the anchors. However, defender roamer sometimes run-out through the window on the 1F, so you should ask the team to install the Claymore Mine or pay attention to the sound of the enemy run-out play.
▲ It would be nice to breach this wall, but because of the enemies waiting on the edge of the Hallway, it would not be easy.
▲ To prevent the enemy surprise attack from the right side, one of the team members should hold an angle on the Upper Arcade window.
▲ If you approach the 2F Office and fire the Cluster Charge on the circled position,
▲ You can drive away the enemies positioned in Yellow Stairs and Yellow Corridor.
▲ If you fire the Cluster Charge at the 2F Break Room window,
▲ You can drive away the enemies hiding inside the Break Room or can make a kill if lucky.
▲ However, while rappelling, watch out for the enemy’s run-out through the 1F windows. ▣ In case, the site is located at '1F Armory ~ 1F Throne Room' If the site is generated on the 1F, the Cluster Charge can be installed on the upper floor and detonate to clear the 1F. Therefore, Fuze has more opportunities to play than the two Objective Locations described above. However, in the case of the ‘Armor~Throne Room’, the area of Bombsite is quite large, and the upper initialization room is made of non-destructive material, so you will have to try vertical through the Office floor to attack the Armory side. The Blue Room, a public entrance leading to the Armory and Throne Room, usually has defending gadgets installed such as the Barbed Wire and Deployable Shield. If the Cluster Charge is installed in the correct spot of the Yellow Corridor's hatch, these defensive gadgets could be cleared.
▲ You can attempt vertical play from the 2F Office looking down the Armory.
▲ However, the 2F Initiation Room floors are nondestructive material, impossible to play vertical.
▲ If the 2F Yellow Corridor hatch has not been reinforced, install the Cluster Charge facing this way and fire.
▲ You can clear the Blue Room side, where the Barbed Wire is often been installed. ▣ In case, the site is located at '1F Lab ~ 1F Storage' Unlike the other objective locations described earlier, Lab and Storage have quite a small space and even a window that leads to the outside, so there is not enough room for the defensive team to hide. Also, it enables the attackers to play vertical from the 2F Café and Upper Arcade, making it more disadvantageous for defenders to save the site. Because of this, the defenders minimize the number of anchors and run three or more players into the roamers. You should install the Cluster Charge and Breach Charge on the floor of Cafe and Upper Arcade, and attempt Vertical Play. If you break through the floor first and explode the Cluster Charge, you will be able to catch the anchors running away to avoid the explosion. Of course, while in process, your position will be exposed by the defending roamer, so don't forget to cover each other with the team members.
▲ Because there is a window leading inside the Storage, you can install the Cluster Charge here and check safely.
▲ Also, there is a window leading to the Arcade Toilet right next, so depending on the situation, you may attempt entering through this window.
▲ You can play vertical from the 2F Café looking down the Storage.
▲ Or, you can pierce the 2F Upper Arcade floor to make an angle looking down the Lab. However, keep in mind that this place is vulnerable to the enemy roamer’s surprise attack.