Guide to Arulkko. Estonia, Tiksa, Orta..
These are small but quite important locations on the map of Arulco. We will talk about them now.
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Estoni. Junkyard. I6
Enemy
Difficulty: below average
Garrison: patrols
Note: This sector is quite useful. Firstly, you can find parts for weapon upgrades, secondly, the helicopter base is moved here, which is much more advantageous in terms of saving money and time. Thirdly, we will find a free mercenary here.
If you encounter a patrol in the sector, do not hide by the gas station; it is still explosive.
Loot
In the junkyard, we collect steel pipes, aluminum bolts, springs. There are also different types of grenades (often traps). All this loot respawns, but in order for it to appear, the junkyard must be completely cleared; otherwise, it won't spawn.
At the gas station, you can find tape, gasoline.
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NPC and Quests
Jake – the owner of the junkyard and a buyer of various junk. He works around the clock.
Only he sells X-ray lamps for movement detectors. Available for sale are: ceramic plates, injectors, glass jars, bipods, camouflage kits, decoys, and compound, among other useful things. The assortment is updated daily.
Prices are low, but he buys almost everything except Specters and large firearms, he does take M-79 and used RPGs. Limit on purchases – 10,000 per day.
Jake gives a quest to free the drug addict Shenk from Tix (Briema Druza). If Tix is not on the map yet – it will appear. The quest must be submitted, although Shenk doesn’t have to be brought.
After completing the quest, a helicopter will move to Estoni, and Jake will have gasoline (4-5 canisters per day)
Kevin Cameron (Crazy) – Jake's son. During the day he wanders around the gas station, and at night he sleeps at home.
Crazy is a psycho, so he will follow you for free; he just wants to shoot someone. He's not a fighter, but he's an excellent mechanic and he's lucky. He can be hired after capturing 2 cities.
Skipper, an elderly bum, was wronged by Deidra at one time. He appears in Estoni around the middle of the game; I haven't caught the exact pattern. Treat him kindly, give him any junk, and he will give us the keycard to the basement level of Orta. He wanders around the junkyard, so look for him there.
The Rider. After the helicopter base is relocated to Estoni, he will wander the area, usually hanging around the entrance to the junkyard or at the gas station.
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Tix. Prison. J9.
Enemy
Difficulty: above average
Garrison: reds
Note: There are several tricks associated with the prison. First, with a good assault plan, you can neutralize part of the guards. To do this, first, visit the house of the prison chief and have a heart-to-heart talk with her husband. Then quietly take out the chief herself and release the gas. If the guards do not hear the alarm siren, they will not put on their gas masks, and some will be incapacitated.
In Tix, there are many locked doors – isn’t that a good reason to pay a mechanic among the mercenaries a visit?
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Loot
In the chief's office, there may be boosters and gas masks.
In the guards' lockers behind the office, you can find parts for Specters and kevlar armor, standard handheld grenades.
In the dining room, there are gas masks, in the huts at the checkpoint, there is compound.
Guards in the room by the central entrance are armed with FN-FAL, and the guard in the dining room sometimes carries RPK-74.
The sentry at the checkpoint often carries AUG and LAW, which frequently drop from corpses. The second sentry sometimes has C7. In fact, many of the internal prison guards are armed with AUG, and fans of looting guns rejoice.
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NPC and Quests
Brewster – the husband of the prison chief, married for financial reasons, now regrets it. Talk to him before the assault begins. Complaining, he will tell you where the wife’s office is and explain the purpose of the switches in that very office (left - alarm, right - gas). During the conversation, he will give you the key to the northeast door, then you can utilize the aforementioned trick with gas.
Christine - the prison chief. If you storm into the prison blindly - she will sound the alarm and release the gas. Quietly opening the door with the key, you will hear "You shouldn't have done this," which won’t stop you from taking her out and let the guards get a whiff of tear gas..
Dynamo (Greg Duncan) - an inmate.
He is the brother of Matt, the chief of the mine in Alma (on the quest given, it’s mandatory to escort Dynamo to Gramm). He is a good mechanic and a hacker. Dynamo sits in a locked cell, but you can hire him right through the door. He asks for only 50 bucks a day.
After hiring - heal him, you can do it through the door, as the local guards have messed him up.... If you have the key from the safe – open the cell with it. If you don’t have your own hacker - give the lockpicks to Dynamo himself - let him show his skills. If you don't have any picks - heal - send Dynamo to an adjacent sector and then back. He will stand outside the cell.
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Tix Basement
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Enemy
Difficulty: above average
Garrison: reds
Loot
In the interrogation room, there are knuckles, tear gas and mustard, shotgun shells, injector, RDX, and CAWS with a magazine.
In one of the rooms, you can find tape, darts, boosters, and a machete.
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NPC and Quests
Shenk (Briem Druza) – sits in the prison, where his own ancestors put him.
Shenk can be hired for 20 bucks a day. He allegedly wants to escape to Balaym and explain to his parents that they are wrong.
Shenk is a terrible fighter, but the wisdom gives a chance to get him to acceptable conditions.
Gordon – a local native. It’s surprising how he hasn’t been fed to the bugs yet. Actually, he is only needed here to give us another tattoo about the existence of those bugs. And the bugs themselves are nearby – a bit lower underground.
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Orta. Animal Farm. K4.
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Enemy
Difficulty: above average
Garrison: reds and grays
Loot
If you're lucky – sometimes you can get UV goggles from one of the guards, you can find compound.
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NPC and Quests
The only inhabitant of the ground level is Walter. A kind of maniac from veterinary medicine.
He is quite rude, but responds to threats. If we don’t have a key, and you don’t feel like blowing up the wall – after some threats, Walter will agree to open the door, but for 10,000$. In general, you can pay, and then after opening, kill him and take it back. Also, at a certain level of toughness, you can threaten him into opening the door. "Toughness" is calculated based on the level of the mercenary/their weapon/leadership/strength. You can try.
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Orta. Basement. Laboratory and Factory. K4.
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Enemy
Difficulty: above average
Garrison: reds and grays
The sector is not easy, but with a competent approach, it can be taken relatively well.
First Stage – cleaning the guards in the corridors. Here we are helped by the existence of a bulletproof table near the door. We place shooters there, and another presses the opening button. We shoot down the attackers.
Second Stage – cleaning the smartest corridor protectors. They sit at the end of side corridors and will surely be waiting for you. Quietly approach the intersection and shoot both ways from the underbarrel launcher, without sticking your head out from around the corner. Now you can crawl out – they likely won’t be able to intercept you.
Third Stage – generally, the most difficult phase. Pressing the button at any door invokes the opening of the other two. As a result, we may soon find ourselves under crossfire, plus the enemies might try to gas us. Two main ways to handle this:
Do not press buttons, but break locks with directed explosions, one at a time.
Open doors, but start with the northwest corridor. Open the door and start shooting the grays, not letting them gas us, then deal with the reds coming to help.
Loot
Parts of Spectra, boosters, ceramic plates, various medkits.
On the tables in one of the halls - magazines of 5.7 mm.
In the warehouse that Ernest opens, in the boxes lie clean rocket launchers and a bunch of ammo for them..
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NPC and Quests
Ernest – an even more self-absorbed mad scientist than Walter. When we get to him with our threats – he will open the storeroom to the main trophies – rocket launchers and ammunition.
To be honest – I’m not a fan of rocket launchers, and have only used them for fun or to shoot at tanks. Overall, cool, but useless, in my humble opinion.