Talk about the Planes and Airports in Generation zero

I have a good explanation for F23. It is Flygflottilj 23. Air Flottila 23. Historically Sweden had 22. Of those 20 was in Sweden. F19 was the volunteers in the Finland/USSR winter war -39 and F22 was stationed in Kongo in the 60s as part of UN forces. So F23 is the next available number that hasn’t been used before.

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O great. That seems very plausible. Thanks for your research.

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That would also make more sense. And now that I compare them, it seems the fuselage is still a bit off. So I think it’s just inspired by, and not a model of an actual plane.
But if you should envision how that imaginary plane may look, I think the Saab 17 is not far off. :wink:

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I agree. It might actually be to small to be a useful Military cargo plane. So a re-imagined bomber-reconnaissance aircraft seems a decent guess.

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I´m not trying to be rude… but the first Poll is not really necessary, someone just needs to count the number of planes that are in the game to give an exact number of fighters.
I can tell you the number is higher than 14 i´m sure of it 100%, but of course I don´t know how many more are there.
What are the strange letters from the Second Poll?

the second one seems to be name ngrdGrnqvst, seems to be Ingrid Granquvist, and VrnkNlssn, seems to Be Veronika Nelsson. Not sure about the others though.

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Always the way to go. :sunglasses:
I wondered why nobody tried it.

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Its almost an Impossible mission.
Like asking " how many tall buildings are there in New York?" :sweat_smile:

But are they coded?
They seem gibberish to me, or maybe only someone that understands Swedish can understand?

Either that, or someone who is obsessed with GZ (a :crazy_face: to say so). :grin: :rofl:

Decryption:

ngrdGrnqvst = Ingrid Granqvist (researcher in FOA)
VrnkNlssn = Veronika Nilsson (computer engineer in FOA)
HknPttrssn = Hakan Pettersson (lead surgeon in FOA)
HlnJcbssn = Helena Jacobsson (fictional character in Xezr’s fan fiction + character in “The Fallen” side mission)
ntSjgrn = Anita Sjögren (travel agent and tourist guide)
IsKhrsnd = Elsa Khorsandi (certified pilot of the Vraken fighter)
BnnMlmqvst = Benny Malmqvist (one of the founders and lead singer of Barb Rose band)
nclCll = Uncle Calle (farmer, biggest conspiracy theorist in Östertön)
IdBdl = Old Bodil (prepper, good friend of Calle and co-conspirator)

Edit: correction to one of the chars.

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The strange evolution of Norrmyra Arena documented


When the game originally launched, the so-called “Norrmyra Arena” didn’t exist yet, so it was a nice surprise when we found this new structure after the april 2019 patch. (The name “Arena”, was coined by a developer during a life stream, and has stuck.)

Over the course of the game’s six-year history, this arena has undergone a bizarre and unexpected evolution, one that kept players guessing. And in a shocking twist at the very end, we discover that it was never just a fighting arena at all, but something entirely different.

Below, you’ll find a map from the very first day the game went live, showing the Norrmyra region as it was back then, before the mystery of the arena even began.


Norrmyra without an Arena (source: Blackplywood)
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FOA 2 Entrance Doors


After the April 2019 patch, when we first encountered the arena, the doors failed to display a proper prompt due to incorrect placement. This led many players to believe the doors were locked. However, the entrance doors could still be opened if players searched for the prompt on the lower midsection of either the left or right door segment. Once the doors were opened, the prompting issue seemed to disappear.


First encounter with the FOA 2 Arena (source: Zesiir)
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Nevertheless, some remnants of that misplaced prompt persisted on the large FOA2 doors inside the arena. These doors can also be opened, but for me, only the right door segment displayed a working prompt, while the left-side prompt remained unresponsive.

Additionally, while most doors in the game produced sound when opened or closed, these massive FOA2 doors were completely silent. This was most likely not an intended feature. However, since opening the doors only revealed an empty space, it seemed that fixing them wasn’t high on the priority list.


Right side door segment inside arena area can be opened (source: Madchaser)
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The sense of mystery deepened as we opened the entrance doors, revealing a strange and eerie scene. In the center of the space lay a large hatch, surrounded by several smaller circular concrete slabs. Not far from it, we found the wreckage of a Vråken, its twisted and burning remains served as a dreadful vision of whatever had transpired in this forsaken place.


Arena inside view when we first arrive there and see the crashed Vråken.
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Deep Holes


Then a long time later, something strange happened after the November 2020 update, it was as if the Arena had shifted, rewinding to an earlier, more chaotic state. All the slabs and some sections of the walls had disappeared, replaced by deep, ominous holes. One of these holes led to a cavernous space, too structured to be generated by the GZ’s Apex Engine, as if something, or someone, had dug it out with purpose. Had an excavation taken place? And if so, why? No explanation was ever given.


One of the strange holes. (source: Palle)


Seen from above: This hole led to a large Cave with water in it.
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Seen from inside the cave.
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However, this eerie transformation did not last long. Just a month later, with the December 2020 update, the gaping holes were sealed shut and again replaced with nine round, 2-meter hatches. The missing sections of the walls were restored, erasing any trace of the changes as if the Arena had never been disturbed. Even the Vråken crash site, where the wreck had struck a small concrete slab beside a pillbox, was meticulously reset to its original state. It was as though the chaos had been nothing more than a fleeting anomaly, swiftly corrected and forgotten.

The Arena, it seems, has a strange way of evolving. We can only wonder what lies beneath - pillbox elevators? Hidden machines waiting to emerge from the bunkers below? Whatever the case, the Arena’s history remains a enigma, shifting and changing like a story still being written.


Hatches


From the introduction of the FOA2 arena to the Norrmyra area, the large octagonal hatch known as A1 was not completely closed. The two halves remained slightly apart, leaving a narrow 10-centimeter gap. This small opening offered a minimal glimpse of what lay beneath, revealing only parts of the inner walls.

One particularly curious player managed to glitch their way under the hatch and discovered that there was nothing there. The mystery surrounding its purpose quickly ignited a wave of speculation. The idea of an arena for battles had already taken hold within the community. Many began to imagine the hatch concealing a massive elevator that FNIX might use to bring up enormous machines for testing their defensive and offensive capabilities.


A1 hatch.
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Close-up of the hatch gap.
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Hatch view from inside (source: Maxmortel15902)
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Around the large octagonal hatch, nine smaller hatches were scattered in an oddly random arrangement. Each was embedded in a circular concrete slab. The destruction of a nearby pillbox by the Vråken suggested that all nine were supposed to be functioning pillbox elevators.


2019 Top view of all nine pillbox hatches.


Fully developed pillbox hatch.
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Later, another strange change appeared in the arena. One of the nine smaller hatches suddenly had a switch, though activating it did nothing. Its concrete slab also looked unfinished compared to the other eight. It lacked the smooth, round iron ring and the black-and-yellow markings that framed the other hatches. Unlike the rest, it was also missing the iron crane fixtures, adding to the sense that yet another relic of an abandoned project had somehow made its way into the latest update.


Unfinished pillbox hatch with switch (marked on topview picture above).
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As players discussed these strange, unfinished additions to the game, the incomplete slab with the switch eventually caught the developers’ attention. In the May 2021 update, the slab was fixed, and the switch was removed. Still, I couldn’t help but wish the switch had remained, allowing us to ride those elevators down and explore the hidden bunker tunnels beneath.


Here the fixed pillbox hatch without a switch.
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Pillbox trouble


With the August 2022 Recon Update, new changes were introduced to the FOA2 Arena. Previously, eight of the concrete slabs had closed hatches, but now each one featured a pillbox above ground. The ninth pillbox, which had been destroyed by the crashed Vråken, remained unchanged.

All of the new pillboxes had doors that could be opened. If we’d arranged them in four groupings of two pillboxes, we find that only one pillbox in each pair featured a switch inside. However, even when all the buttons were activated, nothing happened.

The strange evolution seemed to continue, revealing yet another piece of incomplete content that had somehow made its way into the update. Why feature clickable switches or buttons that do nothing?


New pillboxes in Arena
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Pillbox with a switch (source: Mountaindo)
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However, with the February 2023 update, all the pillboxes were removed once again, leaving only their doors floating above the concrete slabs. When attempting to open the doors, they simply vanished. (Last checked still not fixed 10 aug '23)


Floating pillbox doors
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After the Guerrilla Research Update, I returned to the FOA2 Arena on November 14, 2023. This time, the pillboxes were still gone, but the floating pillbox doors had now been removed. It seemed as though everything had been restored to its original state, reverting the arena to its earlier arrangement without the addition of the eight new pillboxes.


Night screenshot of the corrected Arena
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Showdown


After the December 12, 2024, Showdown Update, the mission “Something Worth Guarding” took us back the arena area. As we approached, the once-familiar battleground was clearly different, as though something monumental had transpired in our absence. Looking at the chaos I was trying to come up with the reason for chaos.

Inside, right in front of the entrance, a heap of debris stretched across the ground. The most striking sight was the wreckage of a massive FNIX tank, a formidable guardian in its prime, who had clearly been stationed here for a reason. Had it been protecting something important enough for such a devastating battle to take place? But what could have been so valuable that even FNIX considered it worth guarding?


Debris at the entrance
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Moving further in, our attention turned to the pillboxes that had once again emerged in the arena. Some had managed to surface, but they were visibly damaged. A few were awkwardly lodged in the shafts, their mechanisms hopelessly jammed. Others had become wedged between the heavy metal hatch doors. Even the ones that had made it above ground were inoperable, their door mechanisms broken, with no visible switches or buttons in sight.


Pillbox Chaos
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Visibly damaged
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Wedged between hatch doors.
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Following the mission icon, I cautiously approached the massive central hatch of the arena. For a long time, people had speculated about the true purpose of this place. Some believed that beneath the hatch lay a colossal elevator that had once been used to transport heavy war machines through an underground tunnel network. Others theorized that the circular enclosure had served as a brutal testing ground for FNIX’s machines, a proving ground where only the strongest designs had survived.

But the truth turned out to be far more surprising, at least for me. As we examined the remnants of the area, it became clear that this was no mere battlefield or testing site. This was something much bigger. This wasn’t just a fighting arena, it was a rocket launch site.

I later discovered that it had been part of the Swedish Space Program in collaboration with FOA 2, a project that FNIX had clearly taken a keen interest in


Open hatch - looking into SSP Rocket Silo.*
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Inside the Rocket Silo.
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Further exploration led to the discovery of a working pillbox elevator in the SSP bunker below. A scanner door located close to the Launch Control Room could be opened to reveal a pillbox elevator, offering a quick path back up to the arena. I tried to get it to go down again, but there was no button or switch to activate.


Working Pillbox elevator - only for riding up.
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On the 2025 top view of the arena, we see that the hatch where the pillbox elevator come up from the SSP bunker below, is the same hatch where we found a switch that later was removed again.


2025 top view of the Arena.
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Revised and updated on 24 Feb 2025

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Sometimes the visualization is’t always consistent with the narrative as is the case here with the picture of the Vråken from the mission “The Fallen”. I’m not a purist per sé so most of the time I don’t even notice those little inconsistencies and if i did it doesn’t bother me. But I know that some people feel, it would be more satisfying, if in this case the ejector seat was missing.

For those who are interested in more crash sites in this game I listed eleven here.

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Night shot of the F23 Överby Air Base runway…

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One model to save time, or to minimize the number of different objects to render in the game world, is understandable, still I would have liked at least different tail codes on the planes. All Vråken are literally duplicates. All with the tail code 42. Even the serial numbers are the same.

In one of the pilot transmissions, we hear her use her call sign “Wilhelm 42”, where I guess the 42 is the tail code of her Strike fighter. Tail codes are there to provide unique aircraft identification, it is not like a generic non-smoking sign which can be all the same.

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Poll flyby…
They are just names without the vowels and spaces.Take for instance Amelia Earhart the first Female Aviator to fly across the Atlantic Ocean on her own. The name Amelia Earhart has a lot of vowels. If I deleted those vowels it then would make recognizing her name a hard puzzle.
However, in my quizy-poll I used the two pilots that were mentioned in GZ lore, and I figured that the chance to know them were pretty high for GZ players. So not too hard to try, or quess.

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While I know that this is a game and cannot have everything in the game-world, I would like more explorable buildings. When I look at the facilities on Flygflottilj 23 there is no obvious ATC (Air Traffic Control) building. Maybe Military Air bases have less conspicuously buildings and the red brick building is the ATC. I don’t know.

I have been looking at Air traffic control towers, and they are mostly high towers to oversee the whole airfield, and equipped with radar and radio antennas. I can see myself climbing up there for a mission.

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the graphics are simply unreal

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I agree. The graphics are stunning. Welcome to this Community. Do you have any insights concerning Aviation in this game?

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On other note I was thinking that the F23 Underground bunker should have ammunition storage that would fit the Vråken Strike Fighter armament, but I could not find any.
In the Muskudden Port Bunker I did find these M/50 which might be shells for a (naval) artillery gun, or rockets for a strike fighter, see pics below. Or maybe not rockets since those here have no fins. Hmm.

Does anybody have some insight or detailed information what weapon this M/50 type of ammunition could be for?

Mr. Wingman: “Are you really expect someone to answer? You should know better by now.

Me: “Well, you always been a pessimist. Have a little faith.

Mr. Wingman: “And you are too gullible. If it weren’t for me to stick around and keep an eye on your six, you would be lonely this Christmas. You have been looking all over the place. Accept it, there is nobody here!

Me: "Maybe if I build a big bonfire that would attract somebody? Or wait a Christmas tree. We can’t have Christmas without a tree. "

Mr. Wingman: “Bah Humbug! Count me out. I will not help you with that nonsense.

Me: “Suit yourself. I going to cut me a nice tree.

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My guess is that those are ammo for the Bofors 120 mm automatic gun. A Swedish made naval artillery canon.

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