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How To: Use Drilling Towers (and Pull the Hot Zone to You)

The Hot Zone isn't weather. Capture the towers, assemble the code, and drag it onto ground you already hold.

The thing most guides leave out

Almost everything written about the Hot Zone treats it as weather — it roams, you chase it, you leave when it moves on. That's only half true.

Teams can move the Hot Zone deliberately. The drilling towers inside the Control Zone are a code puzzle, and a faction that solves it can drag the Hot Zone onto ground it has already fortified. That turns the single most valuable piece of the map into something you position rather than pursue.

It is the highest-leverage play in the mode, and it is almost invisible if nobody tells you it exists.

Where this comes from, and how confident to be. None of this appears in Bulkhead's official material — the Steam store page describes the Control Zone and Hot Zone and never mentions towers. Everything below is community documentation from Closed Beta play, and it is consistent across five independent sources plus a first-hand player write-up. The shape of the mechanic is well corroborated. The numbers are not: durations and cooldowns are unpublished everywhere, and where sources disagree we say so rather than pick. See Sources & Data Freshness.

What a drilling tower is

Towers are numbered structures standing inside the Control Zone — the tall industrial drills you can see from a distance.

How many3–5 per map
Where the terminal isInside the tower, usually the upper floor (commonly reported as the second)
How to captureHold the interact button on the control panel
What capturing gives youOne digit of a code

The terminal is inside and upstairs, which matters more than it sounds: capturing means putting a player in a fixed indoor spot, away from cover, for a period. It is not a drive-by.

The code

This is the part that makes towers a team objective rather than a side activity:

  1. Each tower you capture reveals one digit of a code.
  2. The code has as many digits as there are towers on the map. On a five-tower map you need five digits, which means visiting every tower.
  3. Enter the completed code at a tower and the Hot Zone is pulled to that tower and held there for a period.
  4. Entering a code resets every digit. All three factions start hacking again from nothing.

Two limits worth knowing:

  • There is a cooldown at the start of a match. A tower cannot be captured the moment the round begins, so the opening minutes are not a tower race.
  • How long the Hot Zone stays is not published anywhere. Every source says "a short time" and none gives a number. Plan for it to be temporary and don't build a strategy that assumes a long hold.

Why this is worth the effort

Because of how the Control Zone actually scores.

The team with the most players inside the Control Zone takes the point — and a player standing in the Hot Zone counts as two toward that headcount. That's the real reason the Hot Zone matters, and it is not just a cash bonus:

Three players in the Hot Zone count for six. A squad that owns the Hot Zone can out-score a faction with substantially more bodies spread across the wider zone.

Now put the two mechanics together. If you can choose where the Hot Zone goes, you can put it:

  • on a position you have already fortified with a FOB,
  • with sightlines your Recon already holds,
  • next to your reinforcement route rather than the enemy's.

You stop chasing the doubling and start standing on it. That is the whole play.

Steps

  1. Assign it to someone. Tower work is a job, not something that happens incidentally. One or two players hacking while the rest of the squad holds zone presence is usually right — pulling everyone off the objective to hack towers loses you points while you do it.
  2. Clear the tower before you touch the terminal. The capture is a hold, indoors, upstairs, and it is interruptible. Take the approach and the floor first.
  3. Call your digit the moment you get it. The code is assembled from digits scattered across the map and across your team. A digit nobody hears is a digit you didn't earn. Say it in squad comms and put it in text chat so it survives a death.
  4. Decide where you want the Hot Zone before you finish the code. Completing the code and then arguing about which tower to use wastes the window. Pick the tower nearest ground you already hold — ideally one with a FOB already up.
  5. Fortify before you pull, not after. The value of choosing the location is that you arrive first. Build, position, and set your zero for the approaches, then enter the code.
  6. Expect the reset and plan the next one. Because entering a code wipes all digits, the tower game restarts immediately. The team that keeps a hacker working through the lull is the team that gets the next pull too.

Common mistakes

  • Treating the Hot Zone as purely random. It roams on its own, but it can also be pulled. If it keeps landing on top of one faction's fortified position, that is not luck.
  • Sending the whole squad tower-hacking and surrendering zone presence while you do it. Points still tick while you're away.
  • Getting digits and not sharing them. The single most common way this fails.
  • Solo-capping a terminal. Indoors, upstairs, stationary, interruptible — you want someone watching the stairwell.
  • Completing the code and pulling the Hot Zone onto ground you don't hold. You've just built a fortified objective for whoever does hold it.
  • Assuming the effect lasts. The duration is unpublished. Bank the value early rather than settling in.

What we deliberately haven't told you

Because nobody has published it and we won't guess:

  • How long the Hot Zone stays once pulled.
  • How long the start-of-match cooldown runs.
  • How long a terminal capture takes.
  • Whether you must hold all towers simultaneously or merely capture each once — sources differ, and the distinction matters a lot for how many players this needs.

If you measure any of these in Early Access, tell us in the Kennel and we'll publish it with your name on it.


Sources: wardogshandbook.com — Drills & Drill Codes (explicitly marks code length, duration and cooldown as unconfirmed), clutchbase.app — Beginner's Guide (tower count, terminal floor, digit-per-tower, reset), overgear.com — Starter Guide, tposegaming.com — Towers Guide, wardogswiki.com — Towers Guide (declines to publish build-sensitive specifics). Hot Zone double-counting from wardogs.wiki — Hot Zone. See Sources & Data Freshness.

See also: Chasing the Hot Zone, Capturing the Control Zone, Building a FOB.