Locations & Hazards

## Locations

Currently, as for patch 1.3.4 there is a lootbox count of 500 all over Chernarus. You can find loot in places you wont even assume you can, open you eyes and see what you can find, maybe you will even stumble into one of KEK's secret stashes that contains RARE loot.

* **-POIs (Points Of Interests):**
	+ The development of missions like this is lengthy due to custom features, but as well as the detail needed to special locations. All over Chernarus there are hidden nooks and crannies that contain special secrets, scav city, bunkers, Terragroup facilities and USEC caches. Some POIs might be protected by hazards, some might be locked behind keycards. Who knows what you might find in them. Try searching for these special locations!

* **Towns**
	+ Towns/cities are the default areas of Chernarus being re-purposed for this scenario, some of the areas become battlefields rather quick, so you might want to avoid OR indulge further into them. Places like Zelenogorsk, Chernogorsk and Batarov are prone to heavy combat due to the enemy spawn system, be careful when you stick to these places, you might be easily overwhelmed when strolling through.

* **SCAV shacks**
	+ Scav shacks are POIs that scav players will often visit due to their extractions, these locations are usually hidden in plain sight and might contain some loot. Might not be the best, but you can always count on the to take a quick rest and some small prize.

## Hazards

Chernarus is full of dangers, some are ambiance and some others are unpleasant characters.

* **OOBB (Out of bounds barriers):**
	+ These hazards are placed along the edges of the map and will kill the player is they don't get inside the AO within the required time.

* **Minefields:**
	+ These are areas that held military importance before Chernarus evacuation and are just remains of past wars. They are scattered through Chernarus, some of these are in rather unusual places, some of there might be in plain sight. However the naturally high vegetation of Chernarus might make it difficult to notice at first glance. Minefields are not active by default when the scenario begins and are activated once a player or a rundown AI enter the area of possible spawn, re-animating the mines within a radii and placing hazard warning in the vicinity of the mines. Currently each mine hazard is able to spawn up to 20 mines and 4 warning signs, so be wary if you think that you might be in a mined area.

* **Tripwire mines:**
	+ Check your footing, as there are some locations that have been boobytrapped with tripwire explosives. Not really common as reported by the Chernarus scavs, but possible to find inside buildings and doorsteps, door frames or hallways. Tripwires can be triggered using explosives like grenades, luring AI into the wire or using a vehicle to set them of since they are A.P explosives. Future changes to the scenario will grant the player the ability to disable them using toolkits.

### There are also different characters, all of which are hostile on sight:

* **Snipers:**
	+ These enemies are placed in strategic points all over Chernarus awaiting the best chance to shoot at you, there are currently 2 variants (urban and forest). There can be an unlimited amount of snipers per location, but only one spawns every 10-15 minutes per location.
* **Hunters:**
	+ The hunters are a group of enemy scavs that will try to track and hit on players. There can be a maximum of 1 group per player at any time per area, so keep your spacing when playing with friends. These groups can vary, from 3 to 7 units.
* **PMCs:**
	+ The rogue PMCs serve the purpose of player analogues controlled by the AI, these are special units and are seldom caught in the open or at disadvantage as they are highly aware and will try to move as tactically as possible. The spawn mechanism of the units makes them rendezvous and the proceed to one of their possible objectives. They will engage enemies at sight.
* **Bosses:**
	+ Chernarus little Pandora's box unleashed, these units will have followers most of the time and have better gear than average scav. They will have assured loot and highly valuable items in their person, but with the tradeoff of being highly resilient and highly aware of the environment. It is almost impossible to ambush a boss unit, but with a little bit of practice you can make them eat dirt. As version 1.3.3.1, there are currently 9 bosses which spawn in predefined special areas, some of them being randomized to add up to the spice of the scenario. They are the primary source of keycards for unexperienced players. Be aware, that bosses are not guaranteed to spawn every single session.