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Fear the Wolves Wiki
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How to play guide for Fear the Wolves
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How to play guide for Fear the Wolves
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===Deployment=== The first major tactical decision to be made is right at the beginning of the match. Players will find themselves aboard the helicopter as it flies straight across the zone. After a moment, a prompt will appear to deploy, an action that begins a skydive down to the zone. It isn't necessary to deploy right away, and it's worth taking a moment to survey the ground below to choose a landing zone. But don't wait too long, because when the helicopter reaches the opposite edge of the zone, remaining players will be forced to jump. An additional consideration is that the parachute doesn't deploy immediately. Players have an option of staying in free fall until the parachute automatically opens, which is best for getting to a nearby landing zone quickly, or deploying earlier to land at a more distant location. The chosen landing zone has a significant effect on player strategy during a match because it determines the [[weapon]]s, [[mod]]s, and [[gear]] they are likely to find. There are roughly five distinct options: ;Landing in a unique location with large buildings :As a general rule, the more unique the location, the better the gear available. The electrical plant is a prime example of this kind of location. Landing at these makes for a high risk, high reward strategy, as you're likely to land with at least a half dozen others, and wolves are usually already patrolling these locations. Players opting for this approach should expect to be in combat quickly and should aim for getting inside or onto buildings as quickly as possible. The benefit to this approach is that better [[weapon]]s like assault rifles are usually inside the buildings, along with other better gear like heavier armors. Sniper rifles, rare enough even in these locations, aren't likely to be found anywhere else. ;Landing in a cluster of large buildings :This can be less risky than unique locations because wolves may not be present and fewer players may opt for the same landing zone, but it's still generally going to be more than one. While there's still a fair chance of better gear, shotguns, submachine guns, and lighter gear might be the best available. Heavier armors and comparable gear are rarely available here, and assault rifles are likely only a little less rare. ;Landing at a lone large building :Note that "lone large building" in this case means a building without other large buildings nearby; there may a number of smaller buildings like houses in the area. This is a good compromise between risk and reward. Players stand a fair chance of being the only one going to a specific lone building, permitting them to gear up peacefully. The downside is players are not likely to find the best gear here, but are still likely to find a bigger firearm than a pistol, such a shotgun or submachine gun, along with lower quality or midrange gear. ;Landing at a cluster of small buildings :This is a low risk, low reward strategy. Odds are very low that another player will choose the same location for landing, but odds are also low that anything better than a pistol will be available. There's even a fair chance there will be no firearms there at all; sometimes a cluster of houses offers nothing beyond [[consumable]]s and some low end gear. ;Landing in the middle of nowhere :This may be tempting for cautious players, but isn't advised to ''plan'' to land here. It's only a little less risky than landing near small buildings, but nearly guarantees a long delay in finding any useful gear or weapons. That said, this can be a fair backup plan for a cautious player finding themselves on the way to the same landing zone as another player.
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