Day of Wreckening (mission)
| Day of Wreckening | |
|---|---|
| Basic Information | |
| Name: | Day of Wreckening |
|
File name: |
mvm_decoy_intermediate2
|
| Developer(s): | Valve |
| Map: | Decoy |
| Mission type: | Invasion |
| Waves: | 6 |
| Difficulty: | Intermediate |
| Starting credits: | 400 |
| Maximum possible credits: | 5500 |
| Minimum respawn wave time: | 7 |
| Maximum respawn wave time: | 14 |
| Fixed respawn time: | No |
| Tour: | Operation Oil Spill |
| Sentry Buster spawn time: | 5 seconds |
| Sentry Buster respawn time: | 27 seconds |
Day of Wreckening is an intermediate invasion mission available on the Decoy map.
Contents
Waves
| Sub-wave | Class | Count | Delay(s) | Credits | |||||
|---|---|---|---|---|---|---|---|---|---|
| Wave 1 (600 Credits) | |||||||||
| 1A-1 | Hard | — | 6 | 6 | 6 | 0 | 0 | 50 | |
| Hard | — | 3 | 6 | 12 | 2 | 1 | 100 | ||
| 1A-2 | Hard | Spawns from all three sides | 6 | 12 | 24 | 25 | 1 | 150 | |
| 1B | Expert | — | 8 | 8 | 8 | 15 | 0 | 150 | |
| Hard | — | ||||||||
Quick-Fix Medic |
Normal | ||||||||
Type 2 |
Expert | — | 5 | 5 | 5 | 45 | 0 | 150 | |
| Hard | — | ||||||||
Quick-Fix Medic |
Normal | ||||||||
| Wave 2 (600 Credits) | |||||||||
| 2 | 25,000 | — | — | — | 1 | 15 | — | 400 | |
| Support | Easy | — | 1 | 1 | 1 | 0 | 0 | 10 | |
| Easy | Spawns from all three sides | 4 | 16 | 40 | 1 | 1 | 190 | ||
| Wave 3 (600 Credits) | |||||||||
| 3 | Expert | — | 10 | 20 | 30 | 0 | 35 | 600 | |
| Normal | |||||||||
| Hard | — | ||||||||
Quick-Fix Medic |
Normal | ||||||||
| Support | Expert | — | 3 | — | — | 10 | 10 | — | |
| Wave 4 (800 Credits) | |||||||||
| 4 | Expert | Fires continuously | 1 | 5 | 5 | 0 | 25 | 400 | |
| Easy | — | 1 | 10 | 10 | 15 | 15 | 400 | ||
| Wave 5 (1200 Credits) | |||||||||
| 5A-1 | Easy | — | 3 | 12 | 24 | 0 | 1 | 300 | |
| 5A-2 | Expert | Spawns from all three sides 1/4 Flank defenders's right 1/4 Flank defenders's left |
5 | 10 | 20 | 10 | 1 | 200 | |
| 5B-1 | Easy | — | 2 | 8 | 8 | 8 | 0 | 100 | |
| Easy | Spawns at the right Flank defenders's right |
2 | 4 | 4 | 10 | 10 | 100 | ||
| Easy | Spawns at the left Flank defenders's left |
2 | 4 | 4 | 16 | 10 | 100 | ||
| 5B-2 | |||||||||
| 1/2 | Expert | Spawns from all three sides | 4 | 20 | 40 | 25 | 1 | 200 | |
| 1/2 | Easy | Spawns from all three sides | |||||||
| 5C | 1/2 | Expert | — | 18 | 18 | 18 | 0 | 0 | 200 |
| 1/2 | Easy | 1/2 Flank defenders's right 1/2 Flank defenders's left | |||||||
| Wave 6 (800 Credits) | |||||||||
| 6A-1 | Hard | — | 1 | 1 | 1 | 0 | 0 | 20 | |
| 1/3 | Easy | — | 4 | 12 | 24 | 1 | 1 | 80 | |
| 2/3 | Easy | — | |||||||
| 6A-2 | Hard | — | 2 | 6 | 12 | 10 | 5 | 200 | |
| 6B | Easy | Spawns from all three sides 1/3 Flank defenders's right 1/3 Flank defenders's left |
3 | 9 | 28 | 10 | 1 | 100 | |
| 25,000 | — | — | — | 1 | 45 | — | 200 | ||
| Hard | — | 4 | 12 | 16 | 65 | 25 | 200 | ||
| Normal | |||||||||
| 25,000 | — | — | — | 1 | 120 | — | 0 | ||
Basic Strategies
The Tank in the second wave has abnormally high HP, which can be challenging considering its position so very early in the mission. Taking out the Tank is the only way to finish the wave, as the rest of the robots are only support. However, they also drop credits when killed, adding to the diversion of teammates to collect money. An effective strategy is to have 5 players focus on the Tank, while the 6th keeps track of the bomb. This can be done effectively by an Engineer with his Sentry Gun, or a Scout with his increased mobility. For the Tank, every class except a Heavy, Medic, or Spy is effective.
In wave 3, each Rapid Fire Soldier is accompanied by 3 Concheror Soldiers, 3 Quick-Fix Medics, and 3 Demoknights, which will often charge ahead. Though this mission does not directly pair Medic robots to Concheror Soldiers, their buff still applies to all robots in the immediate area and are important to kill quickly. Consider having a Demoman, Sniper, or Spy exclusively focus on the Medics.
Wave 4 is a sort of "boss rush", entailing 5 Giant Pyros and 10 Super Scouts. The wave begins with a single Giant Pyro, and continues on by alternating spawning the 5 Pyros and first 5 Super Scouts, with all Giants spawning one-by-one. Care must be taken to control the Super Scouts, as one can take the bomb from spawn to the bomb hatch in mere seconds. A Scout with the Mad Milk, Sniper with the Jarate, or a Soldier with Rocket Specialist can easily stall these Giants. Additionally, a Heavy or Engineer's Sentry Gun can easily bodyblock the Giant Scouts.
In the 6th and final wave, two fairly high HP tanks wheel in successively. Combined upgrades from previous waves' credits should make a small matter of it. Consider having classes with high Tank damage abilities, such as a Phlogistinator Pyro or a Beggar's Bazooka Soldier, dedicate themselves to the Tanks.
Trivia
- Disabled code indicates that Sniper robots were originally meant to spawn on wave 4.
See also
- Decoy
- Doe's Doom (mission)
- Cave-in (mission)
- Quarry (mission)
- Mean Machines (mission)
- Mannhunt (mission)
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