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War Robots Maps & Locations Guide: Every Area Covered

Complete War Robots maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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War Robots is a free to play 6v6 third person mech shooter from MY.GAMES, originally a Pixonic mobile title that arrived on Steam on 5 April 2018 and still shares matchmaking with the phone version. Matches run ten minutes and are decided by beacon control rather than kills, which means a light robot that runs and captures often does more for the score than a heavy that farms damage. The hangar carries more than fifty robots plus a separate Titan class, each with its own ability, and everything can be pushed through the MK2 and MK3 upgrade tiers using two different currencies and Upgrade Tokens. Steam reviews sit around 59 percent positive, and almost every negative one names the same thing: progression is slow unless you spend, and the newest robots are noticeably stronger than the ones you already own. Read the ability text before you commit resources, because in War Robots an ability decides a robot's role far more than its hardpoint count does.

War Robots features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Role
1SpringfieldAll hangar levels, common in mid tier matchmakingRiverbed crossings for fast beacon runners, building cover for brawlers on the town sideSkyros
2YamantauAll hangar levels, favours long range loadoutsTwo sniping platforms, an elevated and defensible central beaconSkyros
3ShenzhenAll hangar levels, rewards jump and dash abilitiesRooftop angles, avenue cover lines, a high value but exposed central beaconFenrir
4Dead CityAll hangar levels, appears constantly in low and mid bracketsRuin cover for ambushes, short lanes that suit shotgun and flamethrower buildsFenrir
5Power PlantAll hangar levels, strongly favours jumping robotsKite shaped beacon spread, vertical routes that skip choked ground lanesFenrir

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Springfield: Starting Area

A large map split in two by a dried riverbed, with open farmland on one side and a built up area with plenty of cover on the other. Which side you spawn on changes your whole plan, because the farmland half punishes slow robots badly.

AttributeDetail
DifficultyAll hangar levels, common in mid tier matchmaking
Key RewardsRiverbed crossings for fast beacon runners, building cover for brawlers on the town side
Recommended RoleSkyros
Key WeaponsBlaze

What to Do Here


Yamantau: Early Game

A large snowy open air map with many bridges, very little cover and two large sniping platforms. The central beacon sits on an elevated platform that does have decent cover, which makes it the one safe place to stand on an otherwise exposed map.

AttributeDetail
DifficultyAll hangar levels, favours long range loadouts
Key RewardsTwo sniping platforms, an elevated and defensible central beacon
Recommended RoleSkyros
Key WeaponsBlaze

What to Do Here

  • Focus on mastering Robot abilities and Aegis class shields. It's critical from this point on.
  • Farm for Blaze if you don't have it yet.
  • Complete all objectives for maximum rewards.
  • Prepare for the difficulty spike in Shenzhen.

Shenzhen: Mid Game

A city map of buildings at varying heights around an open central plaza that holds the middle beacon. Long straight avenues give cover along the edges while the plaza itself gives none, so the centre is a commitment rather than a place to loiter.

AttributeDetail
DifficultyAll hangar levels, rewards jump and dash abilities
Key RewardsRooftop angles, avenue cover lines, a high value but exposed central beacon
Recommended RoleFenrir
Key WeaponsBlaze

What to Do Here


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Dead City: Late Game

One of the oldest maps in the rotation and a close relative of Valley, Power Plant and Moon in layout terms. Ruined structures create tight lanes where short range weapons dominate and long range loadouts struggle to find sight lines.

AttributeDetail
DifficultyAll hangar levels, appears constantly in low and mid brackets
Key RewardsRuin cover for ambushes, short lanes that suit shotgun and flamethrower builds
Recommended RoleFenrir
Key WeaponsNucleon

What to Do Here

  • Full build optimization is expected by this point.
  • Nucleon should be your primary, fully upgraded.
  • Pilots, drones and modules mastery starts mattering here.
  • Farm resources for the push into Power Plant.

Power Plant: Endgame

A tightly packed map with a distinctive kite shaped beacon layout that heavily favours rocket weaponry and robots that can jump. Ground level movement is slow and blocked, so anything that can go over a wall gains a real edge here.

AttributeDetail
DifficultyAll hangar levels, strongly favours jumping robots
Key RewardsKite shaped beacon spread, vertical routes that skip choked ground lanes
Recommended RoleFenrir
Key WeaponsNucleon

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Dagon for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Springfield → Yamantau → Shenzhen → Dead City → Power Plant. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your weapons: Some areas favor different weapons types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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