Although the Ticket Hall has a beautiful ceiling, it’s also a potential hot spot, as action can spill in from the West and Main Platforms. If an engagement happens, use the information booth and the stairwell for cover.
With a flat area on the roof, the TV Station could have a helicopter ready for you to pilot out of this area. Alternatively, if you start to hear the whirr of those blades, look up towards the roof and you could catch a squad flying away from here.
Inside the Zordaya Prison Complex is an intricate network of cells. There is an abundance of Supply Boxes and other goodies inside, but it can be complicated to get in – and out – of the area. Make sure those pings and comms are on point before your squad ventures into here.
The foothills of the Salt Mine may leave you completely exposed, but still has incredible views over the potential action down below. Just watch your six when you’re up here: you’ll have to set up some protection or a buddy behind you, as there isn’t a border to save you from a flank from the north.
TV Station: Broadcasting Live from Central Verdansk
Veterans of the Call of Duty franchise will find the TV Station to be familiar ground: the area shares part of its layout with the Call of Duty 4®: Modern Warfare map Broadcast and its remaster in Modern Warfare. Just don’t let those rose-tinted glasses blind you from the subtle changes found in this retro version.
Cargo Processing has a single dead-end that could hold a surprise… And that surprise can be an enemy player. Be sure to double check this location when travelling through Port, preferably with an explosive or Tactical Grenade.
Elevator shafts and the ends of exterior ascenders are a prime place to set up an ambush or protection via equipment pieces. Be cautious when deciding to head up a building using these fast modes of transportation it may be a safer option to take the stairwell and potentially flank those in waiting.