Guide to Playing Wamai on Theme ParkGuides
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility. WAMAI’S GADGET Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating. Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from. LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well. The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction. DEFENDER BOMBSITES
BOMB SITE 1 – Initiation Room [2F] and Office [2F] Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups. Grab a teammate to open a rotate in place of this soft wall on my cross hair. Play in that corner to cover Initiation and the large doorway in Waiting Room (I call it Benches). This shield in Benches provides wonderful cover to use when contesting either side of Benches.
This wall on my crosshair is the primary wall attackers breach when pushing this site. If you place this disc on the angled part of the altar, attackers cannot see it from Control Room doorway to shoot it out. From behind this shield or in the corner against the foldable chairs you can cover attackers seeking to push in through the breach.
Another position that gives you flexibility is this table in Cash. Place a shield against it so you have additional cover and can peek through the slits while positioning in this corner of reinforcements. Just be sure you have a teammate to open a rotate in place of the holes I made in the soft wall.
Alternatively, you can hold Cash with this shield up against the half wall. You can contest this door and the Hallway window from here. You may also wish to create a small line of sight on ping to contest attackers through the soft wall.
It is also possibly worth stalling out attackers pressuring the Control Room hatch with some discs hidden throughout the room to protect a defender playing on ping. It basically takes attackers on 3 positions to remove a defender from here - below, the window, and the hatch.
BOMB SITE 2 – Bunk [2F] and Day Care [2F] A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site. A super important area to hold when defending this site is Cafe - placing this shield gives you added cover when rotating in and out of here, and the shield is easily protected with discs hidden behind the variety of furniture.
When you dip out of Cafe, you can work to also keep an eye on Arcade window and soak up projectiles sailing through.
Whether you play Cafe or not, someone should play behind this box, and this position becomes even stronger with lines of sight made through this reinforcement. The position is somewhat vulnerable to grenades being dropped through the hatch but your discs can take care of that. Whoever plays here can also watch for the flank coming through Benches.
From behind the box, using the above line of sight, you can line up a crossfire on Cafe door alongside whichever defender is playing in there.
Another reliable position to hold is the top of Yellow Stairs, where you can protect Day Care wall from being breached and threaten the attackers pushing through Cafe from their rear. Just watch for flanks coming up Yellow Stairs.
BOMB SITE 3 – Armory [1F] and Throne Room [1F] This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through. Holding Armory from the Furnace provides a comfortable perch to keep an eye on Split as well as attackers pushing through the breach from Barrels. Use this shield for intel and added safety. If the hatch is opened you will want to stop attackers from flashing/smoking their drop.
Alternatively, play behind this shield against the reinforcement. It is easily protected by discs that snatch up any projectiles zipping through the doorway.
Another great place to hold is this pocket in Throne, behind a shield. You can plant some discs in the Throne area to intercept projectiles flying over.
Leave enough room between the shield and Throne to give you the ability to push up if needed. You should also leave spacing between the shield and the wall so you can contest attackers from either side.
BOMB SITE 4 – Lab [1F] and Storage [1F] This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant. A critical area is Toilet nearby - protect it from behind this shield, flinging your fisbees against the tiles to intercept explosives and the like.
From Toilet, it's a quick rotate over to keep an eye on Storage window. Plant some Mag-Nets on the ceiling or the underside of the vents above where they can interfere with attacker attempts to plant.
A great strategy to hold this site is extending into Throne Room. The hatch on ping can either be reinforced, or opened to allow roamers a place to fall back to site. placing a shield in the hallway provides added cover for defenders rotating between Throne and Lab.
If instead you want to assist the top floor roam, place your shield at the top of Arcade Stairs and deny attacker attempts to soft breach above site.