Metro is one of the largest standard maps in the world of Alvo. It acts as the central transit hub to all the other maps, but, because of the war, has not been in operation for quite some time. When cleared of the zombies, it became a new battleground for general control. Here is what you need to know.

Zone 1: Main Station

The once bustling station for coming and going has fallen silent. Empty turnstiles, station hubs, and train cars are now unoccupied. Re-occupy them for cover or traversal disruptors. If running the floor is not auspicious, tread the walkway spanning the width of the room. Be careful how you defend this space as there are four stairwells from which ambush is possible, one located in the immediate center. Load your assault rifles for an intense defense.

Zone 2: Subfloor and Locker Room

Just below the main station is the sub floor and locker room. Ramps and stairs make for unique elevation changes but do not expect having extensive fights here. This area is best suited to traverse from the upper level to the lower level. Be quick, set traps for tailers, but do not overstay your welcome. This space is a barrel of fish, easy prey for grenade enthusiast.

Zone 3: Market Floor

Below the subfloor is a now empty souvenir shop. Once a location for tourist impulsions, the shop now functions as a temporary safe haven or ambush POI. Hiding away in the corners or laying prone between the shelves protect you while you plan a counter-attack. They won’t know of the proximity mine you placed, the motion sensor you activated or the weapon pointed at them as they turn the corner.

Zone 4: Subway

The Subway is a decommissioned railway, a graveyard of empty cabins with dark and endless tunnels. The lack of light makes blending easy and ambushes frequent. Underpasses connect both ends of the landing allowing for flanks or sneaky getaways. There is a connected service stairwell that, while tight, can give you an opportunity to retake the Main Station. But be careful: The benefits are well known and heavily surveillanced.

Armorers Choice

Metro is a playground for creativity. Mix match weapons or try utilities you have been avoiding. Whichever level you occupy will determine what loadout is best. The Main Station is the largest and most open space, often resulting in distant shootouts. Assault rifles work best and some may find the Choco helpful. The Subfloor to the Subway is closer quarter, so opting for more devastating weaponry, like the Sabre or SMG’s, might suit your fancy. Given the corners and hiding places available, proximity mines and motion sensors are plenty. Running Phantom and Sprinter keep you safe; Flak Jacket and Wolverine keep you alive; Overload and Double Trouble make you versatile; Ninja and Max Ammo make you scary. All combinations have a place here so get creative.