The recent update of Dark Zone Breakout opened a new area of Carmona TV station, and added three new boy band leaders, so players have more evacuation routes. So how to play in the current version of the TV station map? Below we will bring you a complete guide to escape from the Dark Zone breakout of Carmona TV.
1. Introduction to TV station maps
Similar to Blockade mode and Fortress, access to the station requires Vanguards to carry equipment worth a certain threshold. And entering the TV station also requires the consumption of "admission tickets", which are "TV vouchers". You can buy it in the market or exchange it with merchants. It is worth mentioning that when everyone defeats the Wanderer, there is a probability of searching for "TV Voucher" in their pockets. The probability of each map leader and his followers dropping "TV Vouchers" will be higher. Pioneers who want to challenge the TV station can pay more attention.
Television station entry conditions:
Although the TV station has a high entry threshold, the material containers in the map are densely distributed, and it is easier to touch valuable materials. However, the "elite rogues" guarding the TV station are well-equipped with bullets, have accurate marksmanship, and act decisively, making them a much greater threat than the rogues on ordinary maps. Even a skilled vanguard can be defeated by a TV station rogue if he is not careful. Generally speaking, TV stations rely more on the cooperation between veterans and pioneers. It is suitable for vanguards with relatively rich family backgrounds to form a group challenge with familiar teammates. Next, I will give you a detailed analysis of the TV station’s map and resource distribution.
The most important area of the TV station is the central control area in the center of the map, which is the most densely populated part of the TV station. The south of the central control area is the old area before the expansion, and the north is the new area after the expansion.
2. Old areas of TV stations
1.Parking lot
Let’s first take a look at the resource distribution in the old area. The parking lot on the southwest side is larger, but there are not many resources. There are only a few work clothes, material boxes, and weapon boxes in the guard room and the storage room opposite the door. The storage room requires a key to open, and some weapon accessories will be refreshed on the table. If the spawn point is in the parking lot, you can search for it.
2. Logistics area
Next is the logistics area, which can be roughly divided into several sub-areas: the pump room, the kitchen, and the medical office. The water pump room is also a relatively common spawn point. There is a locked compartment inside. If you bring the key, you can search it at the beginning. However, you may encounter the vanguard at the spawn point in the north of the logistics area at the beginning here, so be careful.
The kitchen is the largest in the logistics area. There are three filing cabinets in the back kitchen area. There are also two military coats in the VIP room, making it easier to find some valuable keys.
The infirmary is located on the northeast side of the logistics area and will refresh some medical supplies. If you run out of medicines during the battle, you can try to come here to replenish them. The No. 2 consultation room inside requires a key to open and has a safe, so it is also a popular place where many pioneers like to visit. After occupying the infirmary, you can also use the terrain to control the elevator corridor from the infirmary to the office area on the right, which is a relatively conventional spot for setting up guns.
3.Lobby
The south side of the old area is the lobby area. The material containers here only have a few drawers and file boxes. Some materials will be refreshed on the table, but the strategic value here is greater than the material value. Because there is a permanent evacuation point, the pioneers who come here to evacuate You may be ambushed by the "Old Six" hiding in the nearby flower bed, or dunked by the "3-point" grenade in the next area, making it impossible to guard against. Be careful when evacuating here.
4. Rest area
The rest area on the east side of the old district is mainly divided into two sub-areas: the cafe and the back corridor. There are two cash registers on the front desk of the cafe, some food and drinks are placed on the table, and two blue-collar work clothes are hung on the wall, although supplies are not included. It's rich, but occupying the cafe can control the right corridor of the lobby area and the corridor behind the rest area, which can be regarded as a strategic gunpoint.
5.Office area
Next to the back corridor of the rest area is the archives room. There are three rooms to the south of the archives room. In the middle is the film room that requires a key to open. There is a safe in the film room. There is also a chance of high-end materials on the table. There are three rooms on the right side of the film room. In the cabinet, some supplies will be refreshed on the table in the room on the left. The shooting room to the north of the archives room has less supplies, but you can frame the east corridor of the central control area from the window. You can try to frame guns or clear out elite rogues here.
The first production department next to the archives has relatively poor resources, with only a few cabinets and some scattered supplies on the table. But this is an important passage to the central control area. Occasionally there will be one or two elite rogues guarding it, so you need to pay attention.
6. Central control area
The central control area in the center of the map is the area with the richest supplies in the TV station, and there are some supplies scattered in various locations. There is also a safe in the planning room, broadcast control room, live broadcast hall and studio. Except for the planning room door which requires a key to open, the other three are free of insurance.
There is a control gate in the southwest corner of the broadcast control room in the central control area. After the gate is opened, an alarm will sound in the central control area and poisonous gas will be released, closing all doors that can enter the central control area except Door 2 in the elevator room, blocking other vanguard teams. Enter with the rogue. At this time, the central control area will be in a relatively independent state. You only need to guard Gate 2, clear out the rogues or vanguards of other teams in the central control area, and then you can start searching. So if you want Be sure to wear a gas mask when fighting for the central control area. The central control area is also the area most frequented by the men's team. Be careful that they may launch attacks from any corner of the central control area.
7.TV New Area
Now let’s take a look at the new area of this expansion. The northwest side of the new area is the warehouse area and the set area. The materials here are quite rich. There are many weapons boxes, tactical accessories boxes, computer hosts and other containers. The editing room on the second floor of the set area is It requires a key to open, and there are many good things hidden inside, as well as an electronic safe. The northeast side of the new area is the photography area. The key containers here are the safes in the video surveillance room and post-production room. The video surveillance room can be entered through the backstage door of the photography area, or directly from the recording room.
3. Planning and Suggestions
1. Birth point planning
The central control area of the TV station is the richest and most dangerous area. Pioneers born in the logistics area, lobby, first production department, etc. can consider entering the central control area directly to grab resources. Pioneers born in other spawn points in the old area are recommended to search for nearby resource points at the beginning, and then compete for the safe closest to their location. If the central control does not open the gate, they can consider entering. Pioneers born in the new area can also follow the principle of searching nearby, and then clean up the elite rogues to search for loot, or attack the central control area from Gate 3/4 around the point.
2. Evacuation point
Currently, the TV station has three evacuation points, the lobby evacuation point, the elevator evacuation point and the warehouse unloading port evacuation point. The lobby evacuation point will only open in the last ten minutes, and there are few bunkers around it, so it is easy to be ambushed. Although the elevator corridor evacuation point has no time limit, you need to wait three minutes after calling the elevator to evacuate, and it will attract elite patrols. It is also very dangerous; the evacuation point of the warehouse unloading port can only be opened by pulling the switch on the second floor of the ventilation staircase. Except that the switch point is slightly far from the evacuation point, the overall route is relatively safe. It is best to clean up the warehouse area 2 before evacuating. Floor, there are floor-to-ceiling windows that can directly support the evacuation point. If you don't check it out in advance, you can easily be ambushed by Lao Liu.
4. Assembly suggestions
The rogues on the TV station wear armor and carry ammunition of level 4 and above (except shotgun bullets), which is very difficult to deal with. The leader and younger members of the boy band on the TV station were both wearing level 6 bullet armor and holding heavy firepower weapons. Low-penetrating bullets hit them as if they were nowhere to be seen. Therefore, I recommend that you wear at least a set of helmets and body armor with a protection level of 5 or above. Since the TV station conducts close combat in an indoor environment, try to choose weapons that can fire fully automatically, such as rifles and submachine guns. There are also many dimly lit corners in the TV station. Equipping a 2-4x sight can help you improve the efficiency of tracking enemies. In terms of ammunition, bullets with penetration level 4 and above are easier to deal with rogues. Using ammunition with penetration level 5 and above can bring obvious confrontation advantages, but they are more expensive and can be assembled in small quantities for emergencies. . Of course, you can also find another way to use a faster-firing weapon or a shotgun loaded with bullets with higher flesh damage to attack unprotected parts of the enemy. Although the efficiency is slightly slower, the cost is much lower.
In addition, you can bring more throwing objects. In some more dangerous positions, you can use grenades to "throw stones" to force the enemy to move and expose the position. In terms of supplies, I suggest carrying regular medical kits, surgical kits, and painkillers. In addition, you can also bring an intramuscular injection for use when there are more supplies and the load is higher.