The hangars within the Arklov Peak Military Base – and by extension some Verdansk International Airport hangers – are a lot larger than you think. Be prepared for long-range combat indoors, as these hangars were meant to fit planes that could hold the whole lobby.
The Zordaya Prison Complex Yard can hold valuable loot and even vehicles, but the guard towers and wall can house enemy sharpshooters. Be cautious when wandering out onto the yard, lest you be sent to the Gulag.
The parking garage is deceptively complicated for an area. From military tents to ground loot taking up parking spaces, it’s not a bad idea to explore every part of this lot or decide to land here against the more obvious Airport areas.
If you are playing Plunder and need a place to deposit some Cash that’s out of the way, there is a Cash Deposit Site right near the frozen river. While you may have to deal with snipers from the Dam, it’s pretty remote compared to one in more familiar locales or in a suburb.
Although there are no buildings around it, the Crash Site should be on your stop list when travelling through North Verdansk. The downed plane’s fuselage may have some untouched loot that could be what you need to finish your loadout.
Although the Verdnask Processing Warehouse, as well as an Apartment and Office, are outside of the actual Verdansk Hospital, they are still a part of the Hospital area. If your squad is dropping in and seeing the Hospital fill up quickly, it’s not a bad idea to call an audible and land in either of these two locations.
Although the guide sections out Verdansk into five sectors and over 330 points of interest, combat doesn't just take place within those areas. Be mindful of how battles can spill over from sector to sector, especially when it comes to long-range engagements.
Barakett Promenade East boasts double-digit points of interest that add up to over 20 buildings with interior spaces. When exploring here, it may be wise to find a secondary weapon that’s built for close-quarters engagements, which are typical when fighting in building interiors.
Grandma’s House may feel familiar to some, and with that comes a tip they know too well: check its attic, as it may have a squad taking a breather in here after looting around the Quarry or Lozoff Pass.