Dark Zone Breakout" TV station map strategy

"Dark Zone Breakout" TV station map strategy do not know how to solve, for this reason, I give you a collection of "Dark Zone Breakout" TV station map strategy solutions, interested in quickly look at it.

Need to prepare

Six level head + six level armor 30w

Hanging bullet 3w

Full change gun a more than 10w

Bullets more than 10w

As for the gas mask this depends on the individual, I hit the TV station rarely with this. You can choose to wait for others to pull through a wave of gates before going in.

And to add one more thing, the poison gas can't kill you, but it will pull your chest down to a little bit of blood left.

Medical items (I'm going to go into detail on this one, because lz said it's all genuinely problematic)

12 surgery kits over 2w (because this one won't affect your blood cap, what with the 8 times and 4 times affecting the cap, TV mannequins are locking their hands and feet, and the above mentioned 4 times is completely insufficient)

Military blood kits over 1w seemingly, and the 960 blood one ( I've played many times, 960 is enough)

Painkillers 8 times a bottle of more than 10,000 (a 300 seconds 8 can eat from the beginning to the end of the whole game pain buff)

Bandages 4 times less than 1k (in fact, the TV station rarely out of the bleeding buff, but grenades and sprays, as well as the player may cause bleeding, so it is better to bring a just in case)

Food (Medical) (The merchant to buy) must buy

Water two bottles + a bag of chocolate 1k. (Because the TV station evacuation is basically 20 minutes later, food is a must, water two bottles + a bag of chocolate is completely enough to keep the whole pain buff)

Tactical props (personal recommendation)

Offensive grenades *4 (can be shocked by the wall) 3300 a

Smoke grenades'*4 (good for evacuation) 1500 a

What flasks and gas bombs on the don't, manned by a basic manpower a gas mask, flasks is a bit of IQ tax.

All costs add up to about 60w.

Safes, the planning room can be said to be the most fertile place in this figure, electronic safes. Next is the medical room and the negative room, each with a safe. These all require keys.

The exempt safes are all in the center control, there should be 3 of them.

The electronic safe in the planning room guarantees a small gold, with a very high probability of a large gold. Simple purple does not exist

Key room normal should also be guaranteed small gold (as long as it is a key room safe, I'm at least small gold, simple purple has not been encountered)

Exemptions do appear to be simple purple, but it is also a high probability of small gold.

In fact, do not go to the center control, safe and sound edge of the area to play the man machine buckle bullets is also quite earn money. A frame of 60 rounds of A1 twenty thousand is worth more than most of the small gold. Water and mercury room is also recommended to go, drawers and suitcases will be out of good things. The parking lot is really trash, but the weapon box will burst ax, the table will brush high-magnification mirror and thermal imaging.