Assuming everything was done correctly, the train door at the far end of the train should be open, and all you have to do is get on.Writing tweets which activate FBI watch lists There should be six in the fuse box when your done, you'll also be notified by your phone that its ready.įight your way to the train, they will not stop coming so push forward as best as you can, melee armored zeke with your guns to buy yourself breathing room from them. After you can no longer place anymore fuses, drop any fuses you are carrying and activate the fuse box. Go back, grab more fuses and fill the rest of the box. You can access the chained gate via the front door of the building (on your right from spawn).Īfter you have your path set up, you're ready for the crescendo of the map.Ĭarry one (to two) weapon(s) into the generator room (the rest fuses), as it will be filled with a few zeke, possibly even an armored one, clear the room, head to the back and put the fuses in (left-click hold). The bolt cutters are more than likely found in one of the rooms you have unlocked using your cards. Okay, you have the green card, you have your fuses, but now you need to make sure the path to the train is open, in order for this, you need bolt cutters to open the gate to the train. *If you are playing solo, you will only need two fuses in order to start the generator* Occasionally, the fuse box may already have some fuses in it, i'm not sure what the range is for the amount of fuses it starts with, but it is possible for four fuses to be enough to restart the generator. Now at this point, you may have enough fuses for the fuse box, in most of my runs, I had an excess of fuses, but you should shoot for having at least 6 fuses by the generator room door if you are playing with a group. The green door that has stairs leading down to it is not the generator room door, you may also find the bolt cutters in this room. However, opening the generator room door will cause increasingly tougher waves of zeds to spawn, make sure that the door you open is not the generator door. Now that you have the green card, there are two doors you can open, both of which are in the basement. If you haven't found it already, one of these three rooms is going to have the green key card. One of these two doors will contain the yellow (possibly green) key card and fuses.Īfter retrieving the yellow card, there are three doors you can open, two of them are on the first floor (if you find one, turn 180 degrees and you'll find the other), one of them is an office upstairs. Just keep looking, be meticulous, its far better to spend an extra minute in a room rather than 10 minutes of just running around.Īfter finding the red card, you will have to unlock two doors: One is in the lounge, the other is in the cubicle offices (upstairs). I have found the red card in many different places, it could be upstairs in the offices (non-cubicle offices included), it could be in the basement, hell, it could be in the lounge where there is a red door right next to it. From here, your goal now is to find the red key card. All of these doors are accessible from the basement. Once you get the keys, you will need to unlock three doors: entrance to basement, exit to the exterior of the building (which may be your only way of getting into the upstairs cubicle offices), and the entrance to the lounge. For pretty much every run I've done, the keys have been on the first floor. Your first step is to find a set of keys for the basement, you will more than likely find the keys on dead security bodies. Bolt cutters are also necessary in order to finish the map. REMEMBER TO KEEP AN EYE OUT FOR FUSES if you find a fuse, put it in your inventory and drop it off at the door of the generator room in the basement (the door has a green key card reader). Keep in mind that map RNG may block paths forcing you to take an alternative route, dont get discouraged by this, as there is always a path to where you need to go. This is a just a basic, but comprehensive guide on how to complete the first map in Last Stop.
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