

You should try to kill both Tempests before round four, as afterwards you'll be pretty underpowered for what's to come. If you want to save some money, trek back the way you came through the subway to avoid unlocking two doors on the other path. The Tempest will drop the first fuse, and a second Tempest will spawn in a seemingly random location, typically back above ground. Depending on which way you entered, you'll need to unlock the other door to the power room to find a Special class Tempest enemy to fight. After you turn on the power, you can acquire this perk to carry three guns at a time instead of twoīoth paths eventually lead to the power room, where you're given the objective of recovering two fuses to turn on the power. The reintroduced Mule-Kick perk machine is in the subway terminal also. These trains always spawn when you first arrive at the tracks, and randomly at other times. Both spit you out into a subway station, but be careful while crossing the tracks! Trains on fire fly by, potentially downing you if you get hit and also leaking off fire zombies to fight. There's a dropdown area as well as a subway entrance to choose from. This wide open area is perfect for fighting Elite class and Special class enemies - more on that later. They both occasionally spawn the mystery box within the second door unlock as well.Ī few more doors later and you'll end up on the street.

Both paths require you to unlock the same amount of doors, so feel free to pick whichever path best suits you. There are two ziplines to take, each leading you to a different building.

You're not able to use any shortcuts or perk stations while the power is off. Your squad starts on the tallest rooftop of the map, with the goal of turning the power back on in the area.
