§ 09Events
AI Patrols
The attack helicopter and the BTR: where they patrol, what it takes to bring them down, and what the wrecks pay.
On this page
AI-controlled vehicles roam the map. The attack helicopter tours the whole of it on seven routes, one at a time; the BTR runs a recorded route through the north-west. Both are events rather than scenery — they come and go.
- Lab Entrances
- Northern Ridge
- North-East Coast
- South-East
- Centre
- South-West Coast
- West
It steers clear of the hub (400 m around it) and of every trader (150 m).
| Helicopter patrol | Health | Crates at the wreck | Respawn | Wreck defended |
|---|---|---|---|---|
| Normal | 6,000 | 5 | 45 min | yes |
| Hard | 8,000 | 5 | 45 min | yes |
| Boss | 20,000 | 5 | 45 min | yes |
The BTR patrol runs one at a time and returns 1 h after it is destroyed.
The helicopter#
Balanced for a squad with rifles, LMGs or snipers — hard to solo, and it shoots back with its turret. No missiles. It ignores you until you shoot first. Down it and there's no replacement for a while; the wreck drops five crates and is defended.
The BTR#
Needs anti-tank. One RPG or LAW rocket kills it outright. Grenades work. Rifles barely scratch it — shooting an armoured car with a rifle is the desperate option, not the plan. It runs for about half an hour, then the map is clear of it for an hour. The wreck always drops three crates.
What the wrecks pay#
Endgame plate carriers and helmets, GPNVG-18s, top-tier rifles, medical and barter, with a 15% shot at an anti-materiel rifle from the helicopter and 10% from the BTR. Both wrecks carry anti-tank — a PG-7 rocket, a LAW or a reusable RPG-7 — which is where the launchers for raiding come from.