Complete Season 2 Map Guide: From Dig Sites to Rare Soil War
Season 2 of Last War completely flips the meta, dropping commanders into the frozen wasteland of the Polar World. The virus and zombie mutations take a back seat to a brutal new threat: extreme cold, blizzards, and a brand-new Base freezing mechanic. Your old strategies won't cut it anymore, and Alliances will need to completely revamp their tactics from minute one.
In this guide, we’ll break down all the core features of Season 2. You’ll learn how to keep your Base from freezing over, efficiently farm new polar resources, upgrade your High-Heat Furnaces, and get a massive head start in the early days of the arctic campaign.
📌 Table of Contents
Season 2 World and Map: Key Changes
In Season 2, the global server map undergoes a complete wipe and a total deep freeze. The familiar Military Bases are replaced by Dig Sites, and the ultimate goal at the center of the map shifts from the Apocalypse City to the Nuclear Furnace. The expansion mechanics remain familiar, but now the seasonal cold directly impacts your capture speed and troop survivability.
At the start of the season, all player bases are force-ported to the edges of the map. Territory capture progress is completely reset—you’ll have to push towards the center from scratch. Alliance members are grouped tightly together upon teleportation, making it easier to coordinate joint attacks on starting points.
Crucial Start Details:
- Capitol Retention: The Alliance that held the Capitol before the wipe retains control over it.
- Ministries: Global Ministry buffs continue to operate as usual.
- New Threats: Territory expansion follows the old formula but now strictly requires factoring in temperature debuffs.
Since this is already Season 2, your server has likely learned how to work together. Right out of the gate, the President and the leadership of top Alliances usually divide the map in advance, distributing territories based on Alliance power. Your goal isn't to compete with your neighbors, but to systematically claim your designated zones as they unlock.
Internal infighting at this stage is the worst-case scenario. If Alliances start bleeding troops in civil wars over Dig Sites, you are guaranteed to get crushed in the upcoming cross-server clashes.
Alliance Territory: Dig Sites and Cities
Forming your Alliance territory revolves around capturing Dig Sites and Cities of various levels. Systematically controlling these points grants access to resources, boosts your Alliance's combat power, and provides a strategic advantage.
Map Object Hierarchy
As you push from the outskirts toward the center, you will encounter objects of increasing value and difficulty:
- Level 1 — Village
- Level 2 — Town
- Level 3 — Factory
- Level 4 — Train Station
- Level 5 — Launch Site
- Level 6 — War Palace
- Level 7 — Nuclear Furnace
Basic Territory Capture Rules
Border expansion mechanics follow strict rules:
- Direct Connection: To attack a City, you must have an unbroken chain of Alliance-controlled Dig Sites leading up to it.
- Siege Schedule: High-level Cities and the Nuclear Furnace unlock gradually. You won't be able to grab everything on day one.
- Start from the Bottom: Any expansion of your zone of influence always begins with a successful assault on a Level 1 Dig Site.
Carefully plan your expansion route and keep an eye on server timers so you don't miss the moment new zones unlock.
Dig Site Capture Mechanics
In Season 2, Dig Sites have replaced the familiar Military Bases. They serve as the connecting links for your Alliance's advance toward the center of the map.
Basic capture rules:
- Expansion Pace: An Alliance can capture a maximum of 2 new sites per day.
- Adjacent Territories: To capture a new point, you must control a neighboring site so your border remains unbroken.
- Coal Production: Owning Dig Sites provides your Alliance with a valuable resource—Coal. The higher the level of the captured point, the more Coal it generates per hour.
- Strict Ownership Limit: Your Alliance can now hold a strict maximum of 4 sites. Unlike Season 1, capturing Cities no longer grants additional slots.
Due to the hard limit of 4 slots, top Alliances will have to regularly "drop" (abandon) low-level sites as they push toward the center. This is necessary to free up space for Level 4–6 sites, which yield much more Coal and grant access to high-level Cities.
Defenders and Virus Resistance Requirements
The Crimson Legion has retreated, and the territories are now guarded by giant mutant beasts. To break through them, you need to properly counter their unit types and boost your Virus Resistance via the High-Heat Furnace.
Defender types:
- Mutated Mammoth: Tanks.
- Mutant Gorilla: Aircraft.
- Mutated Bear: Missile Vehicles.
Important: In a joint attack, the Rally leader's Virus Resistance stat applies to all participants. Virus Resistance requirements to defeat the mutants:
- Level 1 — 3,500
- Level 2 — 6,000
- Level 3 — 8,000
- Level 4 — 9,500
- Level 5 — 10,000
- Level 6 — 10,500
Capture Rewards and Activity Trick
Upon the first capture of a Dig Site, the system sends out reward mails. It's important to understand the difference between the two types of rewards:
- Member Reward: This is a baseline bonus that the entire Alliance receives simply for successfully capturing the territory.
- Participation Reward: An additional personal bonus given only to those who actively participated in the capture.
Getting the Participation Reward is quite simple. You have two options. The first is to send your troops into the site immediately after the mutant defender is killed. The actual capture process of an empty point takes about 10–15 minutes, and you just need to sit in the garrison for a bit during this time. The second option is to land a direct hit on the defender.
Pro Tip: If you know you won't be online during the main rally, gather a squad of similarly busy players and organize a joint attack on the defender in advance. Even if your troops can't pierce the mutant's armor and deal zero damage (failing to even "scratch" the boss), the game will still count you as active participants. When the main Alliance forces complete the capture, you will receive the coveted reward in your mail. Be sure to coordinate this maneuver with your leadership so you don't disrupt the officers' plans.
City Clash: Capture Mechanics in Season 2
Officially, the territory capture process is called City Clash. In Season 2, the core mechanics of this event are almost identical to Season 1, but the strategic priorities have drastically changed.
Key differences in Season 2:
- Zone Restriction: You can no longer capture Cities in other Warzones.
- New Limit: The maximum number of controlled Cities per Alliance is 6 (all must be within your starting zone).
- Site Slots: Capturing a City no longer increases your Dig Site ownership limit.
- New Resource: Owning Cities grants your Alliance Rare Soil, which is required to upgrade the Alliance Furnace.
Basic Siege Rules
The Season 1 rules will feel familiar to many. Here is a reminder of the main restrictions:
- An Alliance can issue a maximum of 2 war declarations per day.
- You can only attack a target that directly borders a Dig Site controlled by your Alliance.
- The siege window lasts exactly 1 hour. Fighting two wars simultaneously is prohibited.
- After being captured, the City gains an invulnerability shield lasting up to 7 days.
You can track all current info on limits and timers in the Alliance menu under the "City List" tab.
City Unlock Schedule
Access to new levels unlocks gradually on Wednesdays and Saturdays:
- Day 3 (Wednesday) — Level 1 Cities
- Day 6 (Saturday) — Level 2 Cities
- Day 10 (Wednesday) — Level 3 Cities
- Day 13 (Saturday) — Level 4 Cities
- Day 17 (Wednesday) — Level 5 Cities
- Day 20 (Saturday) — Level 6 Cities
- Day 28 (Sunday) — Nuclear Furnace (formerly Capitol)
Rewards and Siege Mechanics
The mechanics for participating in a City siege differ from Dig Sites. To launch an attack, the system's protection shield must drop when the timer expires (this always happens after 12:00 server time), and the Alliance leadership must officially declare war on the City.
You need to actually be online for this. Breaching the walls usually takes just a few minutes.
- Base Member Reward: Granted to all Alliance members simply for the successful capture, even if the player was offline.
- Enhanced Participation Reward: Awarded only to those who dealt direct damage to the building.
- Ranking Bonus: Players who deal the most damage receive extra Diamonds.
Since the damage ranking rewards Diamonds, there is always fierce internal competition within the Alliance. Rallying the City is technically allowed, but practically pointless. By the time your Rally forms, other members will have already captured the City using solo attacks, and you'll just waste precious time.
How to Maximize Your Damage (Tips):
- Distance: Teleport your base right next to the City so your squads return instantly and can immediately attack again.
- Number of Marches: Players who purchased the 4th march queue will always out-damage those stuck with the standard 3 queues.
- Upgrades: Make sure to level up the wall damage skill in your Profession tree.
- Temperature: Raising your base temperature directly increases the damage you deal to the City's durability.
Crucial Detail: After a successful siege, bonus loot boxes will spawn on the map around the captured City. Don't forget to collect them!
Faction Notice: Preparing for Cross-Server Battles
In Season 2, cross-server battles kick off in week three and are drastically different from what you saw in Season 1. The first clash takes place entirely on a political level, with no actual combat. The "Faction Notice" event lasts for a week and serves as a prep phase for the massive war ahead.
Globally, all Warzones (servers) are divided into two Factions, with 4 servers in each:
- Gendarmerie
- Rebels
The President's Role and the Battle for Factions
For average players, the first half of the week is pretty passive; the real struggle unfolds between the Warzone Presidents.
The Faction selection stage begins on Monday. The President decides which Faction your Warzone will join. If the desired Faction is already full, the President can use the "Force Join" feature. This will kick a random rival server into the opposing Faction. What follows is a real political mind game involving cooldown timers and hidden opponent info.
Thursday: Results and Schedule Announcement
Thursday is the day of the big reveal. At this point, the selection stage ends, the information goes public, and you'll find out exactly which Faction your Warzone ended up in.
Whether you became Gendarmerie or Rebels directly dictates the schedule for your upcoming battles (Rounds 1–8). Factions always alternate between attack and defense phases. Knowing your schedule allows Alliance leadership to map out a solid strategy for the week ahead.
Choosing a Faction is just the foundation. The actual clash between Alliances from different Factions will take place during the next global event—the Rare Soil War. We’ve prepared a detailed breakdown of the attack mechanics, calling in allies for defense, and earning points in the next section.
Rare Soil War: The Main PvP Event of the Season
In week four of the season, a massive cross-server event kicks off where Alliances from the Gendarmerie and Rebels Factions clash head-on. While capturing Cities is all about passive income, the Rare Soil War is about aggressive resource redistribution and fighting for the final seasonal rewards.
Event Basics and Rankings
As we mentioned in the previous section, owning Cities generates Rare Soil for your Alliance. The amount you hold determines your seasonal ranking, which dictates your final prize placements. Alliances with roughly the same number of Cities will sit close to each other on this leaderboard.
However, the Rare Soil War drastically shifts the balance, especially in the early rounds when the ranking is based solely on passive territory ownership. This event allows strong Alliances that lack Cities to skyrocket to the top by stealing resources from those who got too comfortable in weaker Warzones.
The main target of the event is the Alliance Furnace. Defenders must protect it, while attackers aim to completely destroy it. The event consists of 8 rounds (2 battles per week). Factions take turns playing the roles of attackers and defenders.
Diplomacy and Politics (Monday — Wednesday)
Battle prep begins long before the first shots are fired:
- Monday / Thursday (Grouping): The system divides Alliances into ranking groups (Top 1-10, 11-20, etc.) based on the seasonal leaderboard. Each group contains exactly 10 Rebels and 10 Gendarmerie Alliances.
- Tuesday / Friday (War Declaration): The attacking leadership selects a target within their group. The ideal target is an Alliance with a massive stockpile of Rare Soil but low combat power. If the leadership sleeps on this, they'll have to choose: either join an already targeted Alliance (as the second or third attacker) or take a risk and declare war on a strong opponent.
- Wednesday / Saturday (Inviting Allies): On the morning of the battle, defenders can call upon "free" Alliances from their Faction for help. The balance works on a 3v3 system: if attacked by three, you can invite 2 allies; if attacked by two, you can invite 1 ally.
Positioning Tactics: The "Hive" and the Map Corner
Although you can attack the Alliance Furnace from anywhere, travel time dictates the outcome of the battle. Defense is built around maximizing base density.
- The Basic Hive: The Alliance Furnace is placed in the center, and all members teleport their bases right next to it. The strongest players position themselves closest so their troops return instantly. A dense layout prevents enemies from teleporting close to the target.
- Server Mega-Def: On highly organized servers, a global tactic can be deployed. All allied Alliances place their Furnaces in the very corner of the map, packed tightly together, and then the entire server forms a giant ring of bases around them. This forces opponents to waste a ton of time on marches.
Warlord, Missile, and Hunters
To crack open these dense Hives, the attacking side has an ultimate weapon. The player holding the Warlord title can launch a Warlord Missile (25x25 tile radius) straight into the enemy Furnace zone. Upon a successful hit, all defender bases within the blast radius are scattered across the map, the Furnace takes 30,000 damage, and the area becomes Contaminated Land for 1 hour (shields cannot be activated).
Counter-Tactics (The Hunters):
The missile launch sequence takes 180 seconds. During this time, the Warlord's coordinates are revealed to the entire server. Defenders must assign a mobile group of "hunters" who instantly teleport to the Warlord and breach their base. If the base burns or the Warlord teleports away, the launch is aborted, and the skill goes on a 72-hour cooldown.
Prep Stage and War Stage
On battle days (Wednesdays and Saturdays), everything comes down to insane player activity.
Prep Stage (12:00 Server Time):
Half an hour before the battle, the Alliance Furnace is locked—it can no longer be relocated. At this point, allies who agreed to assist in defense can already dispatch their troops to the Furnace garrison to meet the enemy fully armed.
War Stage (exactly at 12:30 Server Time):
The active phase begins. The battle mechanics work like this:
- Attackers send marches against the enemy Alliance Furnace (both solo attacks and Rallies).
- Each successful attack knocks a certain number of defending squads out of the building.
- Damage to the Furnace's durability is dealt only when there are no defenders left inside. The building has around 280,000 durability points in total (the exact number depends on the Furnace level, and don't forget the minus 30,000 if a Warlord Missile hits).
- The Secret to Victory: Players whose squads get knocked out of the Furnace must instantly send them back in. Because defenders are positioned right next to the building, their troops enter the garrison in seconds, exhausting the attackers with long marches. The attackers' goal is to find a teleport spot as close as possible and spam attacks non-stop.
By the way, you can check the exact amount of Rare Soil you can steal or lose, as well as the status of all participants, in the "War Status" tab.
The battle duration depends on the numerical ratio of the sides (Attackers vs. Defenders + Allies):
- Equal numbers (1v1, 2v2, 3v3): the battle lasts 40 minutes.
- Defenders outnumbered by 1 (2v1, 3v2): the battle lasts 30 minutes.
- Defenders outnumbered by 2 (3v1): the battle lasts 20 minutes.

Three Types of Event Rewards
What is all this blood spilled for? The Rare Soil War features three categories of rewards:
- Rare Soil (Ranking Impact): Attackers can steal a portion of the defender's Rare Soil stockpile. If there are multiple attackers, the loot is divided strictly proportionally to the damage dealt. The acquired soil boosts you in the seasonal ranking. The defender, consequently, loses soil and drops in the leaderboard.
- Battle Rewards: Awarded for winning a round. If the defenders were outnumbered but held their ground, the reward is multiplied: a 1-Alliance difference gives x2, a 2-Alliance difference gives x3. Important: allies who came to help also receive these battle rewards in case of victory, without risking anything!
- Personal Kill Rewards (Chests): The event interface features a progress bar with three chests (unlocked at 50,000, 200,000, and 500,000 points). Points are earned by killing enemy troops and healing your own units in the Hospital. You claim these rewards regardless of whether your Alliance wins or loses. This is the main goal for assisting allies.
The Crucial Difference Between Wednesday and Saturday (Protect Your Bases!)
The battle days differ drastically in terms of danger for average players:
- On Wednesday, a foreign Warzone can attack player bases only if they are located on Contaminated Land (in the missile blast zone). The rest of the map is safe.
- On Saturday, the classic VS Duel War Day rules apply. Anyone without a shield can be attacked anywhere on the map.
Any experienced player knows to stay shielded on Saturdays. In the context of the Rare Soil War, this becomes critically important: if you don't pop a shield, your base will get breached and teleported away, and your strategically vital spot near the Furnace will be taken by rivals.
Saturday Attack Tactic (Keeping Your Shields):
Attacking an enemy Furnace on a Saturday is highly dangerous, as attacking drops your shield, making you a target for the entire server. To avoid this, a clever tactic is used: one strong player (or a few) initiates a Rally against the Furnace. The rest of the members simply join the Rally—in this case, their personal shields do not drop! Meanwhile, top players from your server (even from other Alliances) can port around and clear out enemies, covering the attackers.
Reactivate the Nuclear Furnace
In week 5 of the season, a new global event kicks off—Reactivate the Nuclear Furnace.
This is a massive 7-day cooperative PvE event. It involves not just your Alliance, but your entire server and the 3 allied Warzones in your Faction (Gendarmerie or Rebels). You have two parallel objectives: charge the Furnaces to 100% and defend them against giant ice monsters.
Furnace Activation
The main goal is to bring the Nuclear Furnace progress to 100%. To do this, players must send their troops to the Furnace building. Each dispatch costs 5 stamina and earns you 100 points.
Limits:
Each player can send troops up to 10 times a day per server in your Faction, provided that the local Nuclear Furnace is not yet fully activated (progress under 100%). If all 4 servers are still charging, you can make up to 40 dispatches daily. There is no strict day limit: highly active servers will activate the Furnace quickly, while on weaker ones, the process can drag on for 5 days or more.
Threat from the Edges: Giant Glacieradon
The rumble of war awakens an ancient ice monster—the Giant Glacieradon. This boss passively reduces the Furnace activation progress (by 1% every 4 hours) as long as it's alive.
Boss Mechanics:
- Spawn: Monsters spawn strictly after the server reset. One boss appears per day on each of the 4 Faction servers (16 bosses total over 4 days). You can find their coordinates in the "Beast Tracks" tab.
- Movement and Vulnerability: The monster slowly marches toward the center of the map. While moving, it cannot be attacked. Once it reaches any Alliance City, it stops and begins to attack it—this opens the attack window. Each player has 5 attempts per day (each hit costs 10 stamina).
- Instant Death: As soon as the boss stops, active players from your entire Faction (across all 4 servers) swarm it, and the monster dies in a matter of minutes.
Rewardless Rankings and Crucial Nuances
The event features leaderboards (for Furnace activation points and damage dealt to Glacieradon), but there are no prizes for top placements—only bragging rights. Pay-to-win doesn't matter here; it's all about speed and being online.
If you still want to fight for the top 1 spot, you'll face several challenges:
- Timezone Nuance: Players whose active playtime aligns with the server reset (00:00 server time) have a massive advantage. They are the ones who manage to use their attempts and hit the Glacieradon before the crowd destroys it.
- Dangers of Speed Activation: To make your troops march faster, you need to teleport your base right next to the Furnace. However, until the Furnace is activated, the temperature around it is critically low (your base will start freezing). Moreover, the area around the Furnace is Contaminated Land, meaning you cannot activate shields. Anyone can attack you, including stray enemies from the opposing Faction.
- Jump Cooldown: There is a 5-minute cooldown between cross-server teleports.
Pro Tip: Since there are no ranking rewards, there is no point for average players to risk their troops and freeze. Just stay safely shielded in a warm zone and send your troops from afar.
Event Rewards
The reward system is incredibly simple and doesn't require extreme effort:
- Individual Rewards: Given simply for sending troops to the Furnace. The reward track maxes out at just 10 dispatches. This means you can easily claim all personal prizes on day one without even leaving your home server.
- Faction Awards: This is a global track of 20 sequential prizes for all players in your Faction. Rewards are unlocked in stages: for every Glacieradon killed (16 prizes total—4 bosses across 4 servers) and for every successful Nuclear Furnace activation (4 prizes total).
Assuming normal Faction activity, all participants are guaranteed to claim all 20 rewards.
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