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On December 4th 1977, a Malaysia Airlines 737 was hijacked on approach to Kuala Lumpur. The crew told ATC that they were being ordered to fly to Singapore—but minutes later, the hijacker shot both pilots and the 737 crashed into a swamp, killing everyone on board. The mystery: who did it, and why?

Before MH370 disappeared in the Indian Ocean, before MH17 was shot down over Ukraine, Malaysia Airlines was known for a different, equally mysterious tragedy: the hijacking and crash of flight 653, a Boeing 737-200 on a short domestic flight from Penang to Kuala Lumpur. Who exactly was behind the incident, and why they crashed the plane, remain unknown to this day. What follows is my best attempt to fit together all the known facts, weed out the misinformation, and clarify the debate about what might have happened.
For a long time, the discussion of the crash was muddied by the fact that the final report on the incident was never publicly released by the Malaysian government. That changed in 2019, when a Malaysian blogger found a copy of the report in a library in Singapore and republished verbatim its findings—including the cockpit voice recording, which was appended to the report. Last time this crash was mentioned on UnresolvedMysteries, this information was unavailable, and in light of the revelations of the CVR transcript, much of the content of that post appears to have been misleading or outright wrong. The following is the sequence of events as revealed by the cockpit voice recording and other reliable sources of information, followed by an analysis of the possible suspects.
Part 1: The Flight
Malaysia Airline System (as Malaysia Airlines was then known) in 1977 operated most of its short domestic flights using the Boeing 737-200, a popular workhorse aircraft that could carry about 100 passengers. One such aircraft (photo) was used for flight 635, a short, popular route from the northwestern city of Penang to the capital, Kuala Lumpur, and then onward to Singapore. On the 4th of December 1977, there were 93 passengers and seven crew on board, led by Captain G. K. Ganjoor and First Officer Karamuzaman Jali. Among the passengers were citizens of 14 different countries, including the Malaysian Agriculture Minister, two world bank officials, and the Cuban ambassador to Japan. Several of these figures would find themselves (posthumously) caught up in the intrigue that followed the crash.
Flight 653 departed Penang at 19:21 and climbed normally to its cruising altitude, which it held for a short time before beginning its descent into Kuala Lumpur. The descent was completely normal until around the time the plane passed through 4,000 feet, just minutes from landing. It was at that point that some sort of commotion in the passenger cabin or the galley attracted the attention of the pilots. Everything henceforth is quoted directly from the cockpit voice recording.
The first sign of trouble is heard when Captain Ganjoor exclaims, “What the hell is that,” followed moments later by, “What is going on by there [sic]?”
A knocking sound is heard on the cockpit door, and Ganjoor says, “Open, it’s open. Ask him to come in.” At that time, the protocol was to assume that any hijacker’s intention was to land the plane in another country in order to seek asylum or ransom the passengers, and pilots were expected to comply with hijackers’ demands. If the hijacker threatened to blow up the plane, the pilots were not only expected but were obligated to let the hijacker into the cockpit if he so desired.
The hijacker now enters the cockpit and says one word: “Out.”
Confused by this, Captain Ganjoor replies, “We are, er, you don’t want us to land?”
“Yes. Out,” the hijacker replies. “Cut all radio contact.”
“I beg your pardon?”
“Cut all radio contact, now.”
Before complying, First Officer Jali informs air traffic control that flight 653 is going around—leaving the traffic pattern and climbing away from the airport. It’s important for ATC to know what the plane is doing in order to prevent collisions.
“Where are we now?” the hijacker asks.
“We are over, er, over Kuala Lumpur,” both pilots answer, talking over one another.
“Cut all radio contact,” the hijacker repeats.
Captain Ganjoor assumes the hijacker wants to go to some third country, perhaps to seek asylum. Such hijackings were frequent in the 1970s. But this is a short domestic flight, and there isn’t much fuel on board. Ganjoor tries to explain this to the hijacker, stating, “Yes, but we don’t have much fuel sir to go anywhere. We—just enough up to Singapore, whatever you want.”
But the hijacker doesn’t reply. The pilots run through several procedures before Ganjoor again asks, “Anything you want us to do, sir?”
The hijacker replies with a chilling line: “Sorry, it’s time to put you two out. You are landing now.”
Ganjoor once again sounds confused. “No sir—er, you want us to land?”
“No, no,” the hijacker answers.
Ganjoor launches into a lengthy but courteous explanation of why he has to keep talking to air traffic control. Although the hijacker is silent throughout the lecture, he seems to be convinced by the end, as he eventually says, “Contact them, say you are going to Singapore.” After Ganjoor finishes apprising ATC of his intentions, the hijacker chimes in again to ask (with a please, even) to lock the cockpit door.
Several unintelligible conversations ensue, followed by more attempts by Captain Ganjoor to explain his options to the hijacker, all of which go unanswered. Eventually the hijacker agrees to let Ganjoor tell the passengers what’s going on, but he elects not to. A flight attendant enters the cockpit, and Ganjoor briefs him or her on his intentions. “Now, er, don’t say anything to the passengers, OK? And I don’t want any nonsense from the passengers, OK, and OK, merely tell them that we are diverting to Singapore due to weather or whatever, OK?”
A few minutes later, Captain Ganjoor asks, “Do you want us to convey any message to Singapore?”
“[Unintelligible] just land there,” the hijacker replies.
Shortly after this, the hijacker says, “You are landing now.”
“No sir, we are now—we have climbed to 21,000 feet, and then we are—”
Ganjoor is here interrupted by the hijacker. “We are serious!” the man exclaims.
“—about, er Malacca, we are still about Malacca,” Ganjoor concludes.
As Ganjoor reports his position over Malacca to ATC, the hijacker issues another ominous warning: “I think the two of you are getting out of hand.”
The ensuing conversation is difficult to follow due to the large number of unintelligible lines. But the situation seems to stabilize after a few minutes. “How many miles more?” the hijacker asks.
“About 70 miles, that’s Singapore,” said Ganjoor, possibly pointing out the window. It is important to note that by this time it was dark outside the aircraft with only surface lights visible.
“Are we traveling over land?” asks the hijacker.
“Well, we’re almost near Batu Pahat—are you familiar with Batu Pahat?” Ganjoor says. “Now we are going in for Singapore landing.” At that moment, flight 653 begins to descend toward Singapore. Ganjoor again informs the hijacker that they will do whatever he wants, but they have to land in Singapore first. This is followed by a bizarre exchange as a flight attendant comes to the cockpit and apparently takes everyone’s drink orders.
The hijacker then says something unintelligible, to which Ganjoor replies, “Whatever you say, sir. Everything is alright, sir, you don’t—er, we’re not going to do anything funny, no, never.”
At that moment First Officer Jali announces that they are passing through 11,000 feet.
“What is this?” the hijacker asks. “You bluff us!”
About one minute later (the exact time is difficult to say as the transcript is not time-stamped) the sequence of events takes a dark turn. A bang suddenly erupts in the cockpit as the hijacker fires a gun, which is followed by a groan, probably from the first officer.
“No, please don’t!” Captain Ganjoor exclaims. Another gunshot rings out, and Ganjoor screams, “No, please, no!”
The hijacker then fires his gun a third time, and Ganjoor says, “Please, oh, oh…,” his words trailing off into a dying gasp. The transcript notes a loud thump, like that of something falling.
Over the next approximately 40 seconds, no one speaks in the cockpit; the only sounds are an overspeed warning and a frantic flurry of knocking on the cockpit door. But within a relatively short time, the overspeed warning stops, and the sound of something brushing against the microphone is clearly heard on the tape. And then, someone says: “It won’t come up!”
The transcript only notes that this is “not the voice of either pilot,” apparently suggesting that it is someone other than the original hijacker. Who is in the cockpit?
“Still won’t come up!” someone says again. “It still won’t come up!”
The overspeed warning comes back on, then turns back off. There are several unintelligible lines, for which the transcript provides the annotation, “Two persons, possibly involved in a struggle.” This is followed by a low altitude alert, the sound of someone moving around, and an unintelligible utterance in an unidentified foreign language. The overspeed warning activates again, and then the tape abruptly ends.
Part II: The Mystery
Flight 653 plunged out of the sky in a steep dive near the village of Kampong Ladang in Johor state, near the border with Singapore. The 737 slammed into a swamp at high speed and disintegrated utterly, triggering a massive explosion which spewed mangled debris over a wide area. Search and rescue teams rushed to the site to look for survivors, but they only found small pieces of bodies; it was obvious that none of the 100 passengers and crew could have survived, making this (at the time) the deadliest plane crash in Malaysian history and the deadliest-ever aircraft hijacking.
From that point, two parallel inquiries emerged: one to establish the facts of what happened, and another to determine who was responsible. The former inquiry produced the report which was republished online in 2019 and which contained the transcript paraphrased above. It also noted several other key facts. First of all, although some witnesses reported that the plane exploded in midair, the investigators found no evidence that the plane was anything other than intact when it hit the ground. And second, they noted that the departure from normal flight began with a large pitch up, followed by a large pitch down from which the recovery was unsuccessful. Notably, it did not conclude how many hijackers there were, who was controlling the plane at the end, or who was involved in the “struggle” after the hijacker shot the pilots. The report simply stated that the probable cause of the crash was the departure from controlled flight after the incapacitation of the crew, and left the rest to the criminal inquiry.
Although in the end no one was ever charged, there were some clues right off the bat in the hunt for the perpetrators. The air traffic controller provided the first hint, reportedly stating that the pilot told him the hijacker was with the Japanese Red Army. The Japanese Red Army, or JRA, was a communist organization which believed in bringing about worldwide revolution through terrorism. The group is perhaps best known for executing the 1972 Lod Airport attacks in Tel Aviv, Israel, in which JRA terrorists with support from the Popular Front for the Liberation of Palestine attacked travelers at Tel Aviv’s Lod Airport using guns and grenades, killing 26 and wounding 80. Prior to the crash of flight 653, the group had also hijacked three Japan Airlines flights (no one was harmed in any of these incidents), stormed a Shell oil facility in Singapore, stormed the French embassy in The Hague, stormed the American Insurance Associates building in Kuala Lumpur (hostages included the US consul), and carried out an attack at Istanbul’s Ataturk Airport which killed four people. Malaysian authorities picked up this lead and ran with it publicly.
Despite the government’s statements, the evidence that the JRA was responsible is rather scant. The CVR transcript does not contain any evidence of the exchange with ATC which reportedly contained the attribution to the JRA, nor is there anything in the transcript which would suggest a connection with the JRA or any other terrorist group. (However, there were several segments of the conversation which were marked as “unintelligible,” and the possibility that these contained some statement of allegiance cannot be ruled out.) Furthermore, I was unable to find any evidence that the JRA ever claimed responsibility for the hijacking, which is usually one of the first things a terrorist group does after it carries out an attack. If the JRA was responsible, it doesn’t make sense that they would keep it a secret. It’s also unclear who they intended to capture or kill, if anyone; the JRA was generally sympathetic to Fidel Castro’s regime, so the Cuban ambassador to Japan doesn’t seem like an obvious target. Although there was one Japanese citizen on the plane, probably “Tomio Goto” (based off the list of passengers attached to the official report), I couldn’t find any information about this passenger at all, let alone anything that would tie them to the JRA, which only had a few dozen members at the time. And finally, the Malaysian home minister denied that the JRA was responsible, and the Malaysian prime minister stated that only one hijacker was involved, a fact not consistent with an organized terrorist plot.
One has to wonder, then, whether the Malaysian government simply blamed the JRA because it was an easy and uncontroversial culprit. This suspicion is reinforced by the identity of the most popular alternative suspect: the agriculture minister’s personal bodyguard.
Because of the total destruction of the plane, the gun heard so clearly on the cockpit voice recording was never found, so its owner couldn’t be traced. But there was one gun which was already known to be on the plane, and it belonged to the bodyguard accompanying Malaysian Agriculture Minister Dato Ali Haji Ahmed. Furthermore, it was rumored that the pair flew this route frequently, and the bodyguard had previously gotten into a confrontation with Captain Ganjoor. On a previous flight, Ganjoor allegedly asked to take the guard’s gun to the cockpit with him, since no one was allowed to carry guns in the passenger cabin. This resulted in an argument of unclear length and intensity. Later, Malaysia Airlines allegedly issued a memo stating that the agriculture minister’s bodyguard was allowed to take his gun on board without handing it over to the pilot. A Malaysian MP asked whether these allegations were true during a parliamentary hearing on the crash in 1978, entering them into the public record, but he received no definitive answer.
There exists no clear motive for the bodyguard to have perpetrated the hijacking, however. A grudge against Captain Ganjoor is somewhat believable, but then why play out a long, dramatic hijacking, only to kill Ganjoor and 99 others nearly an hour later? There is far too much missing information to say with any certainty that the guard was responsible.
Instead of working forward from a suspect to arrive at the crash, I decided to work backwards from the crash to profile a suspect. Based on the behavior of the hijacker, I think that the hijacking might not have been planned very long in advance, if it was planned at all. First of all, hijacking a plane while on final approach to the airport is quite unusual, and isn’t normally done by experienced hijackers because it provides little time to negotiate. Second, the hijacker did not seem to know where he wanted the pilots to take him, except that he really didn’t want to land in Kuala Lumpur. His desire to avoid landing in Malaysia bordered on desperation. This again points to a hijacking that was not meticulously planned.
The hijacker didn’t seem too keen on going to Singapore either, however, and it was clear that he accepted this destination only with great reluctance. Furthermore, he seemed agitated and unsure of what was going on. Unable to see anything recognizable outside the plane due to the darkness, he repeatedly asked where they were, and towards the end of the flight he seemed to doubt that the pilots were telling the truth about their position. Based on the CVR transcript, I believe that in his intense state of paranoia, he thought the pilots were bluffing about going to Singapore. (“What is this? You bluff us!”) So what did he think they were doing instead of landing in Singapore that set him off so violently? The only definite demand he ever made was that they not fly to Kuala Lumpur, so I think the hijacker must have believed that the pilots were actually circling back to this airport, and that’s why he became agitated. His fear of landing in Kuala Lumpur—or of what awaited him there—was so intense that he opted to kill the pilots and himself rather than face that outcome. I also think he acted alone, because of the Prime Minister’s statement, his behavior during the flight, and his lack of a clear plan. Although he occasionally used the pronouns “us” and “we,” my opinion is that he was attempting to scare the pilots into believing there were more hijackers.
It’s unclear what exactly happened in the final moments of the flight. It seems clear enough that the hijacker shot and killed (or mortally wounded) both pilots, but it’s not clear whether the third shot was intended to finish off Captain Ganjoor, or whether he turned the gun on himself. He might have remained alive given the “struggle” heard later on the CVR, but without hearing the actual tape, I can’t rule out the possibility that this is the sound of one or more people (such as flight attendants) attempting to move one of the dead pilots out of his seat in order to regain control of the plane. Also, if the hijacker did not kill himself, the utterances of “it won’t come up” are difficult to explain. If it was the hijacker who said these lines, that suggests that he didn’t intend to crash the plane, but had accidentally lost control while attempting to redirect it somewhere else. It’s possible he pulled up in an attempt to stop descending toward the airport, but did so far too steeply; then overcorrected in the opposite direction, putting the plane into a dive from which he could not recover.
Alternatively, the transcript’s annotations suggest that this voice could belong to someone who is not the hijacker nor one of the pilots. One of the flight attendants could have heard the shots and then unlocked or beaten down the cockpit door. An article published four days ago suggests that security personnel on board the plane might also have done this. (The time between the last gunshot and the first sound of someone moving in the cockpit is about 40 seconds.) During that time, one of the pilots’ bodies could have bumped the yoke and put the plane into a dive. The flight attendant or security guard might then have attempted to reach over one of the pilots’ dead bodies to pull the plane out of the dive, but was unable to do so because the body was in the way, prompting him or her to say “it won’t come up.” The “struggle” involving multiple people could then have been multiple flight attendants or guards moving the pilot’s body out of the way. But by the time they succeeded in gaining access to the controls, if they did so at all, it was far too late, especially for someone who presumably had no knowledge of how to fly a Boeing 737.
Ultimately, these clues do not point me to a particular person of interest. Most likely, the perpetrator was mentally ill, and either smuggled the gun on board or overpowered the bodyguard and stole it from him. It’s also possible that it was a scenario like the 1996 hijacking of Ethiopian Airlines flight 961. In that case, three men armed with broken bottles and an axe stormed the cockpit and ordered the captain to fly to Australia. They told the captain that there were 11 hijackers and that they would blow up the plane if he didn’t comply. (There were actually only 3 and they didn’t have a bomb.) They also said that they had escaped from prison and had been subjected to torture in Ethiopia and were seeking asylum abroad. The hijacker of flight 653 might well have been in a similar situation: suffering persecution in Malaysia and desperate to get anywhere else, only to become convinced by his own paranoia that they were landing in Kuala Lumpur, and that death would be preferable to going back.
Unfortunately, the case of flight 653 remains unsolved. But based on this analysis, here are some speculative questions to kick start the discussion:
• What was the hijacker’s motive?
• Did the bodyguard or the JRA have anything to do with it?
• Did the hijacker kill himself before the crash?
• Did the hijacker intend to crash the plane?
I look forward to hearing your thoughts.
EDIT: Since there's a lot of discussion of it, here are the three proposed scenarios for how the final minute went down, summarized as concisely as possible.
  1. The hijacker shoots both pilots and attempts to take control of the plane, but inadvertently puts it into a dive. Passengers/crew break into the cockpit and subdue him but it's too late.
  2. The hijacker shoots both pilots and deliberately puts the plane into a dive. Passengers/crew break into the cockpit and subdue him but it's too late.
  3. The hijacker shoots both pilots and himself; the plane enters an uncontrolled climb followed by descent. Passengers/crew break into the cockpit and attempt to recover control but it's too late.
You may recognize me as the author of the series on solved plane crashes on CatastrophicFailure. This is my second post on UnresolvedMysteries regarding an unsolved plane crash; you can read the first post here.
submitted by Admiral_Cloudberg to UnresolvedMysteries

Warzone Solo Strategy - My Tips for Kills and Success

Hi everyone, I have been playing almost exclusively warzone solos for a while now and I've noticed there is actually not much in the way of good strategy guides just for solos. I am a bit above average (KD 1.24) but far from the best player around, nevertheless I believe I have a great deal of experience in fine-tuning different solo strategies and seeing what works and what doesn't. In this post I will go through my process of what to do, when to do it, why I'm doing it and how I go about doing it. Gun-skill and situational awareness are two prerequisites that should be nailed down before thinking about macro-strategy, and can only be learnt by practice.
Note that the strategy below is probably not the best one for overall win-rate. That one would probably the do-10-recons-and-camp-the-final-circle strategy but if you like to play more aggressively getting lots of kills and dislike the camping playstyle, read on.
Step 1 - The Drop
The very first step to a successful game is a good drop. As with many things, you should be able to drop anywhere and make it work, so this is mostly about efficiently getting kitted up as soon as possible so you a) don't get into a position where you are encountering loaded-out players while you're stuck with ground loot and b) can get your loadout as soon as possible and start racking up kills on players that haven't yet got theirs.
Dropping locations vary on a scale of hot (many players landing in a condensed location) to cold (no other players landing there). The heat of a particular drop location depends on the following:
  1. Relative position to the flight path. Almost without fail the hottest drop locations are immediately below the point where the plane enters the map. These are the players who are in a mad rush to start looting and don't want to waste any time in the air. The middle of the plane's flight path is still pretty hot for much the same reason, just not so much as the beginning or end. The end point of the flight path is hot because this is where the AFK players get kicked out. Usually there are about five AFK players but also another five who want to grab some easy kills on them. Conversely, the longer the transverse distance from the flight path the colder it gets because it takes longer to get to, risks being shot while parachuting and is frankly a little bit tedious. That is not to say that it is necessarily a bad thing to do.
  2. Relative position to first circle. There does not appear to be much variation in heat within the first circle which is marked on the map - the centre is not particularly hotter than the edges. But the further you get outside the first circle you get the colder it becomes. The reason for this is obvious, you only have a couple of minutes to loot before the gas closes and if you are far outside the circle you will have to race back to safety.
  3. Scavenger contracts. These contracts can turn an area from a cold to a hot drop location, simply because most people realise that these are one of the best ways to begin a solo game.
  4. High-value locations. These locations will generally always be hot, more or less-so depending on where they are, relative to the flight path and first circle. High-value locations are places which have a lot of valuable loot in a small area and are consequently the quickest way to get decent ground loot and the money for a loadout. Examples include the train, superstore and passcode bunkers.
What is good to keep in mind is that a drop location will be hot for a reason - people want to drop in a certain place because it offers a certain advantage. Equally, a cold location will be cold generally because it offers little advantage. On the other hand, lots of competition in the early game is very risky. Even if you have great gun-skill it is very easy to get third-partied and therefore in half the games you drop hot you will get sent to the gulag within a minute or two. In solos the player count drops from 150 to 120 or less in about a minute - those 30 almost certainly dropped hot and paid for it. Cold drops, while taking longer to reach, will allow you more time to loot in peace and will generally give you enough space to seek out enemies on your own terms. However in the coldest spots you may struggle to find anyone, which isn't very fun at all.
As with most things in life, a compromise is often the best option. You should be able to handle the heat of two or three players dropping within 100m or you, so no need to go colder than that. Go much hotter and it becomes a toss-up if you'll survive into the top 100.
Obviously there's more to it than simply trying to pick a lukewarm drop position. You have to think about what you want to do upon landing. A contract is generally your answer. Bounties, while rewarding, aren't generally the best thing to get straight away. For a start, often your bounty target will still be in the air and will soon be hundreds of meters away. Alternatively they could have had a lucky drop and have found far better weapons than you. There is one situation however where I would recommend bounties straight away, and that is when you are the one who got a lucky drop and you were able to get a very good ground loot weapon very quickly. For example, with the season 6 ground loot origins even if the bounty target hides like a rat upstairs in a building, you can reliably rush them. Time is the great equalizer; after about five minutes you can assume that everyone has a good weapon. Before that time, if you have a powerful ground loot weapon then squeeze as many kills as you can. Recons are only good in my opinion if you go big on recons till the end (as I mentioned above). Supply runs are a bit meh, at the start you want to be focusing on looting items not buying stuff. That leaves us with scavengers.
While I did mention above that these contracts make for pretty hot locations, they do so for good reason. A scavenger contract only takes a minute or so to complete and rewards you with all the plates you'll need, a high chance of rare/legendary weapon and often enough cash to go straight for a loadout. Essentially, they reward you for what you would be doing anyway at this point in the game - looting. Furthermore, in season 6 the drop rate for plates decreased a lot - meaning that generic looting cannot guarantee you will get enough plates as quick as you will need them. With a scavenger, you avoid getting stuck without armour - suffice to say this is not a good position to find yourself.
Since scavengers are hot drops, you'll want to go for one on the colder end of the spectrum so you actually have a chance to reach it first and not die in the process. So long as you pick one that's not under the flight path you should be fine. Also, think contingencies. Think 'what am I going to do if I can't get that contract?'. This is why, ideally, you should go for a spot with a few scavengers in the vicinity so that if one gets taken there will still be others to grab. Ironically these locations are often less hot than places with just one scavenger - in such places there will likely be three or more players all converging on one place. Another tip is that some scavenger icons on the map are hard to see because they are under other icons or place names - many players would have missed those, leaving them all to you!
Alternatively, instead of going for a contract you could drop on the train. The train is pretty much a moving bunker's worth of loot but avoids the risk of getting trapped inside by another player. Admittedly, if the train is close to the flight path it can get really hot and therefore not worth the risk. If it is far away however it is possible to have the whole train to yourself. If you do then you often will get twice the loot of a scavenger contract in a fraction of the time; then jump off the train at a buy station and you could get your loadout within a minute of the drop. Obviously it is a lottery whether other players have the same idea as well and most of the time you will have to fight the other passengers. What's good about the train is that it is easy to bail and escape a bad gunfight if you feel you need to.
An ideal drop that leaves both strategies open is if you aim for a scavenger contract near to the train track and loot until the train approaches. Then you can quickly see if it is unlooted in which case you can jump on and do the honours, if it is currently being looted it is quite easy to kill the looter who, thinking they had the train to themselves, is focusing on looting. If the train has been looted and the looter has skedaddled, no worries! You still have a scavenger contract to keep you busy.
One final thing I will say about dropping is that it is preferable to drop fairly centrally in the first circle. The reason for this is that you'll want to have your free loadout drop deep in the circle which means it will stick around into the mid-late game. You will want this because if and when you get sent to the gulag and return you will want to be able to grab your loadout ASAP. The later in the game it is the harder and more dangerous cash is to find, making raising 10k a tough prospect.
To summarise, drop on a scavenger or the train (ideally both) in a medium-heat location in the centre of the circle.
Step 2 - Early Game (drop -> loadout)
Ok, so you've dropped on your scavenger and have started looting. Your priorities here are as follows:
  1. Getting a decent weapon. Doesn't need to be fantastic, just lose your pistol as quick as you can. Even the plain old grey Uzi will serve you well in the early game. As you loot further you can pick up better weapons.
  2. Getting plates. The one plate you need to get from your starting two to the full 250 health bar is critical. You don't want to enter any gunfights until you are fully plated - ideally with a few more in the pocket to sustain prolonged intermittent firefights. Don't panic if there aren't any plates around - just focus on completing the scavenger and you'll get all the plates you need.
  3. Getting cash. The ultimate aim for early game is saving up the 10k for a loadout. A scavenger won't generally give you enough cash on its own, so as you proceed from box to box make sure you open regular blue boxes en route to try and grab more cash.
Once you've completed the scavenger take a look at your cash stack. If you have 10k, then head to the nearest buy station and grab a loadout marker. If you are short of the 10k, you will need to either loot some more or grab a bounty. I'm partial to a bounty at this point if I have a decent weapon and I'm not in downtown (bounties in downtown are very difficult to pull off). A bounty will give you 6k in addition to whatever the target drops, so if you kill them you will have more than enough for a loadout as well as a self res or UAV.
Buying and grabbing your loadout is one of the most dangerous parts of the early game - the red smoke is difficult to hide and often snipers will wait for you to stand still for half a second while you open the loadout before they dome you. There are however ways to mitigate the danger. One tactic is to run off into the woods or mountains on the edge of the map and drop the marker there. This method is fairly safe (so long as you make sure you're not being followed) but it takes a while to get there, if you're in the centre of the map it can be unfeasible. Another method is to find a building with an accessible roof, clear it of any enemies, and drop your marker on the ground floor. This will both hide most of the smoke and put the loadout on the roof, hopefully avoiding people sneaking up on you while you grab it. Note that this latter method is vulnerable to snipers, so avoid using buildings that are close to even higher buildings (e.g. downtown) and remember to go prone while opening the loadout.
This brings me to the question that is always on the mind of warzone players - what loadout should I get? The only rule I would stick to is to make sure you have the ghost perk. You are playing at a massive strategical disadvantage, especially in mid to late-game, if you don't run ghost. Overkill may be tempting, but at this point you should have a good enough ground loot weapon to keep on hand along with whatever loadout weapon you pick. Even if you don't have anything decent, just go with an all-comers weapon like an assault rifle. Honestly, it's not worth being the one guy that everyone will be making a bee-line too when they start popping UAVs in mid-game.
Since you'll only be getting one primary weapon in your loadout, you ought to pick whatever complements your best current ground loot weapon. As a rule of thumb, you always want something to cover mid-range (assault rifles, long range SMGs, LMGs) and then you can pick a long-range (snipers) or short-range (SMGs, shotguns) weapon depending on where the circle is moving and/or your playstyle. The northern part of the map has a lot of open spaces that reward sniping, while in the more urban areas you will want something to handle close-quarter encounters. Personal preference is of course a major factor - don't pick a sniper if you hate sniping. If you like rushing buildings then don't leave without an MP5 or good shotgun.
In season 6 there are good ground loots weapons in every category. When you head to buy your loadout, have a think of what you want to keep and what you'll want to pick up (make sure to do the thinking before you throw down the loadout marker, you want to pick up the loadout as quick as humanly possible after that). Below is a list of what I would recommend getting depending on what you have on hand, in terms of ground-loot:
  • Good ground loot shotgun (silenced origins) -> Assault Rifle loadout
  • Good ground loot SMG (silenced MP5, P90s) -> Assault Rifle or Sniper Rifle loadout
  • Good ground loot AR (thermal AN94, Grau) -> Shotgun or Sniper Rifle loadout
  • Good ground loot sniper rifle (HDR) -> Assault Rifle or long range SMG loadout
The other things to consider are perks, tacticals and lethals. Everyone has their favourites, but for solos I recommend the following:
  • Blue perk - EOD is probably the most useful perk here, and most of the time you won't even notice you have it - that's because it's working! Nobody likes dying to explosives. However, in season 6 I would say it is perhaps less vital than before now people aren't lobbing several kilos of C4 around all over the place. The only other one I would consider is Double Time, which is by no means essential but nice to have.
  • Red perk - Ghost without a doubt. As explained above.
  • Yellow perk - Here you have a lot more comparable choices. I like amped when I run a sniper rifle because I want to be able to quickly pull out an AR or SMG if I miss a shot and start getting beamed. For loadouts and playstyles where I'm rushing buildings then tracker is incredibly useful. With this perk no matter how a player tries to run and hide in a closet you'll track them down with ease. It's also the only thing that will allow you to see sweaty Roze players skulking in a dark corner in their all-black gimp suit. Battle hardened is good if you encounter many players running stuns or flashes, although in solos most people run heartbeat sensors so you won't often have this problem. Some people love spotter, but I can't say I've ever got much out of it.
  • Tacticals - As mentioned above, most people run the heartbeat sensor here. While ghost does nullify a lot of its utility, it is still an incredible advantage when you're tracking down a non-ghosted player. What's more, I'll talk more below about hunting for kills using UAVs, but the gist is that you can use an UAV to put yourself in the general area of a target and then pinpoint them with the heartbeat sensor. Just remember that it can only confirm that someone is nearby, not that someone isn't nearby. In other words, don't let it give you a false sense of security. Stuns are the only other tactical I would consider, but that's down to personal playstyle.
  • Lethals - Before season 6 I would just write C4 here. Since its nerf however the meta has diversified into thermites, molotovs and semtexes. Each have their particular strengths and weaknesses, take your pick. I would always take one to handle those annoying riot shield users.
Once you have picked up your loadout, remember to pick up whatever ground loot weapon you decided to keep (if any, you may prefer a launcher secondary to handle vehicles) and high-tail it out of the area as quickly as possible. You want to put distance between you and the red smoke which has probably caught the eye of some thirsty players who are now running there trying to catch an easy kill. You could wait and try and kill some of these players, but consider they could be coming from any direction and you will have to keep an eye on 360 degrees of approach.
At some point, 13s before the gas reaches the first circle IIRC, you will get a free loadout. Leave it alone unless you're coming back from the gulag. For one, it will likely be camped and become a deathtrap, secondly you want to leave your future self a lifeline if you go to the gulag and redeploy. Again, this is why it is helpful to be near the centre of the circle when the free loadout spawns so that you can take advantage of it even if you redeploy late-game.
Optional Step 2.5 - Gulag
Fairly often in the early game you will get unlucky or outplayed and get sent to the gulag. It happens to everyone and is far from the end of the game. I would say that at least half of my wins have come after returning from the gulag. I can't tell you how to win the gulag - that comes down mostly to gun-skill and muscle memory. If you lose the gulag, it's not the end of the world, just play again. Now let's say you kick your opponents ass and you redeploy, you should aim straight for the free loadout if it has spawned yet. If not, drop on a scavenger and go through the early-game process of getting plates, weapons, cash etc. Then grab the loadout when it arrives. Doing this is dangerous especially if many players' loadouts drop together, but so is waiting around without your loadout. Either approach as soon as it drops and grab it before people settle in to camp it, or encircle the loadout and clear out potential camping spots before grabbing it.
Optional step 2.6 - Bunkers
If at any point in the game (except perhaps late game) you find a red access card, drop everything and head to the nearest card bunker. There are four I believe; dam, military base, hills and prison. Especially since season 6 these are incredibly valuable. Now there will always be, right at the back of the bunker, a 'super-legendary' item. This could be a loadout drop marker (a.k.a. 10k cash), durable gas mask, advanced UAV, minigun, foresight or juggernaut. All are incredibly useful (except perhaps the minigun) and potentially game-winning, especially the juggernaut and foresight. If you pick up a juggernaut it is very hard to lose in solos. It feels like a cheap win, but a win is a win. Foresight is also incredibly broken, it's gives you the exact position of the final circle including all the circle movement. When I talk about the late-game I emphasise how important circle movement is to victory, and this gives you all that intel on a silver platter. If you fancy a relaxing game it also tells you exactly what house to go and have a nap in until the late game. Even if you get none of these items, the sheer amount of cash you can loot from the bunker can mean you'll never need to worry about money for the rest of the game.
Be careful getting to the bunker though. By all means take a vehicle, just don't park it right outside the door. That's just asking for an uninvited guest to crash the party. Park a hundred meters or so away and take the rest by foot, making sure nobody sees you go in. If you're trapped in there by someone waiting at the door there's no other way out.
Step 3 - Mid game (loadout -> top 20)
Now this is where the fun begins! When you have your loadout you could pick a building and sit in there like a loser. What is much more rewarding is to go out hunting. Players could be anywhere, just wandering around aimlessly is not the key to a high-kill game. You need targets to aim for and approach strategically like a tiger. How can you find targets? You can see players visually and follow them, which is a cheap and effective method but unreliable, furthermore if they have decent situational awareness they will spot you back very soon after you do, leaving a limited time window to attack with the element of surprise.
Another way to locate targets is to head in the direction of unsuppressed fire, which will place a temporary red dot on the mini-map. If this happens close to you then you have a prime opportunity to third-party someone and get a cheap kill, but if you have to travel a few hundred meters it becomes a less reliable way of getting kills. Consider that the player who has been firing their unsuppressed weapon is fully aware that they have just broadcasted their location and will be quickly relocating after the fight if they have any game sense. Furthermore, many players will likely have the same idea as you and will flock like moths to a flame hoping to get a few juicy kills, this can often create a chain reaction of third-party attacks as people arrive to intervene in the unsuppressed gunfight, who fire more unsuppressed shots thereby attracting more people. This generally ends badly for 90% of those involved, so best avoided if you can.
There are only two methods to reliably locate targets - UAVs and bounty contracts. The former costs money, while the latter awards it. However, the crucial difference is that someone highlighted by an UAV is completely unaware that they have been targeted and that you are heading straight for them. Granted, they will hear the 'UAV overhead' announcement but that is so common in solos that it doesn't have much meaning - in mid-game solos you can reliably assume that there is always at least one UAV overhead from someone. In contrast, when someone is chosen as a bounty target they know that they specifically have been singled out and how close their hunter is. Most players' reaction to this is to just camp in a building for the three minutes until the time expires. If you have a decent short range SMG or shotgun you should be able to rush a building in which your target is hiding, but it is no guarantee of success. Remember, just because you have a bounty target it does not mean you have to attack - if they're hiding upstairs in a house with an origin and claymores on the stairs, it's not a fight you have much chance of winning. Move along.
In short, if you have the money buy a UAV and hunt with whatever intel it gives you. Ideally the kill you get with that intel will fund your next UAV purchase and you will snowball round the map racking up the kills. Remember if there are no UAV targets near you and it runs out of fuel before you reach the red dots, you can try and pinpoint them with your heartbeat sensor. Think of it like a mini-UAV. I should probably mention at this point that if you have left over money from buying a UAV, pick up a self-res if you can. 80% of the time they won't help but you'll feel incredibly grateful for the 20% of times they do. Of course, if there is a fire sale you might as well grab one for free.
If your snowball of death grinds to a halt; maybe you ran out of non-ghosted players in the vicinity or you ran out of money by killing too many poor players, now is a good time to pick up a bounty target to get the snowball going again.
A third way to find targets more reliably than just wandering around, but without the risk of bounties or the cost of UAVs is to employ the famous 'pinwheel rotation'. Popularised by youtuber Icemanisaac, this is where you hug the gas while it is stationary and then rotate into the next circle at a 45 degree angle to the gas when it closes in. The logic for this strategy is that you will catch players moving into the inner circle directly perpendicular to the gas, including players flushed out of their camping spots by the encroaching gas. What's more, you don't need to worry so much about your outside flank since that will be covered by the gas. I find this strategy works best mid to late game when the gas isn't moving as fast and the amount of non-ghosted players diminishes the value of UAVs. Be sure to grab a gas mask if you're using this strategy as you will occasionally need to dip into the gas. Note that you can use UAVs as you pinwheel, giving you extra intel (e.g. if the UAV picks up someone in a building on the edge of the gas, you can expect them to be flushed out where you will be waiting for them).
Using our toolkit of UAVS, bounties, unsuppressed fire and the pinwheel rotation, you should be able to grab a good amount of kills in the mid-game.
Step 4 - Late game (top 20 -> Warzone Victory)
Generally around the top 20 the real end-game begins. Now the value from UAVs is diminished, since non-ghosted players are probably dead and in any event you don't have the liberty anymore to start running around everywhere looking for kills. Bounties aren't worth it anymore because cash becomes more or less irrelevant at this point - there's probably only one or two buy stations left and they're most likely camped. If you come across a bounty you can take it just for the extra intel it gives you, just be very careful about going after them. At this point in the game you need to play a lot more cautiously. I would say camping is fine at this stage - you've had your fun already.
If you can secure a house in the final circle then that's ideal, what is more likely is that the recon-ers have already secured all the nice camping spots. If you have a good MP5 or shotgun you could rush the building but its a risky prospect and liable to third parties joining in the fun. If you are stuck outside in the cold then, if it's an open area, your best bet is probably to continue to pinwheel in as the gas closes, albeit at a slower, more cautious pace. If the final circle is a more urban area like downtown or promenade, you can slowly but surely proceed into the circle making sure to check all your corners, make maximum use of cover and dial the situational awareness up to 11. You can still get quite a few kills this way as often players won't hear your approach if you don't run.
At the final circle it all comes down to gun-skill, stealth and a healthy dollop of luck. In the top 3, try to third party the other two. Nine times out of ten the two players who start the gunfight lose to the player who waited and finished off the victor. Of course, you often don't have the luxury of picking your fights. When the circle starts moving, this is where the RNG can give you or steal away the win. If the circle moves to your side then it's simply a matter of waiting for the gas to deliver your opponent(s) into your arms. If not, then the opposite will apply. The odds will be against you in this case but it's by no means a done deal. Here your only chance of survival is superior gun-skill.
And there you have it! The entire process from dropping to winning the game. This took way longer than I thought it would but I hope I've given some useful tips. I would love for you guys to offer any thoughts on my strategy and stuff you do that also works well.
submitted by bonbanarma to CODWarzone

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