Snake catcher stalker where is the registrar for chaes. Snake Catcher Mod Walkthrough


The Serpentine Mod (RM) is an independent standalone game in the series, chronologically the very first in the series. The events in the mod take place before the events of Clear Sky. From the mod, you will find out who the mercenary Scar really is, and where he came from.
The mod is based on the Clear Sky engine.
The mod is designed for fans of books from the STALKER series, as it is based on fantasies about the structure of the Zone from the first ten books of the series, if you look at the chronology of the publication of the books.
The mod may well claim to be recognized as an equal standalone game of the S.T.A.L.K.E.R. series, creates its own atmosphere and a unique feeling of the Zone, gives the player an unprecedented freedom of action, in the presence of a rather complex and voluminous global task.
The plot of the mod consists in the player's independent fulfillment of a rather voluminous task B.E.Z P.O.Sh.A.G.O.V.O.G.O V.Y.P.O.L.N.E.N. I. Ya Ch.U. Zh.I.Kh K.O.M.A.N.D. The passage of the plot is non-linear, the mod does not look like a game - a pipe, or a game - a ditch, where every step of the player is guided, a step to the side is simply impossible, and without completing the previous task, you cannot get the next one. So, according to the atmosphere of the game, the mod is freeplay with the completion of a global task.
The atmosphere of the mod is different from the rest of the games in the series, this is not a cleanup of the area, you can complete the task both by hiding and bypassing enemies. Until you start completing the task, it may seem that the Zone is boring, but as soon as you get down to business, you will not be bored, and diapers will come in handy.
Having received the task at the beginning of the game, you will have to climb the entire Zone several times, turn on the brains in order to get necessary items, get to the right place, and to deliver them wherever you want.
The atmosphere in the Zone often changes very abruptly and suddenly, from complete serenity to complete nightmare, and vice versa. Relaxing is not recommended.
The Zone is full of lone stalkers who collect artifacts, actively fight with each other, collect junk, hide what they have got in hiding places, sell things to merchants. This is the very real a-life, the elements of which were created by the developers of the engine, but were never used in any official game of the series.
Controllers zombie script NPCs and gather lone stalkers around them outside stalker bases, zombie stalkers attack normal ones while the controllers who captured them are alive.
You can hire non-quest quads and lone stalkers in your squad. Quads can follow you to other levels, loners will accompany you only within the limits of their level.
The highlight of the mod is the squad control panel, which is called up when using the headset-radio station.
By giving commands to the squad through the control panel, you can capture the entire location with the squad, sitting yourself in cover, as in strategy games. And you can personally lead the squad behind you. You can send a detachment to the desired point, and cover the detachment yourself, or move under the cover of the detachment. After the Ejection, in some locations without a detachment of at least 12 people, it is generally dangerous to move around - mutants gnaw.
To complete the task, you will have to actively use transport, which has also been added to the Transportation Zone of various items.
Subject items, lone stalkers, mutants in the Zone, appear every time in different places, which creates its own unique atmosphere. No matter how many times you start the game, the events will take place differently each time, while the story is guaranteed! In this regard, it is impossible to write the passage of the mod, but you can give recommendations that will help you guess what to do and how to do it. The main recommendation is to re-read the instructions of the person who issued the task several times per game !!!
No matter how the situation develops, from any, at first glance, the most hopeless situation there is always a way out, you just need to find a non-standard creative solution.
The fashion closely intertwined the best, from the author's point of view, developments from the Panoramic, AMK, OGSM, ATM, IMM, SHOKER, ANIMALS, Red75, DEXXX, Wreck, SIMBION, FANNY, Rulix mods, and of course Zmeelov. Since everything was actively adapting one to the other, a lot got mixed up, but the names of the scripts and comments indicating authorship are completely preserved.

So the Snake Mod is:
Complete freedom of action to achieve the set goal, no petty tutelage, such as run there, do that, only the goal is set. Whether it is up to the player to respond to calls for help and be distracted by additional quests,

New special equipment with new capabilities,

Access to all parts of the Zone from the very beginning,

Mesh and barbed wire fences are not an insurmountable obstacle,

Travel through punctures between space bubbles,

Emissions and shelters from them,

Dynamic anomalies that change their position after outbursts,

Born in anomalies during the release of new artifacts,

Artifacts can be activated to set a trap in the path of the enemy, or create in a convenient place a kind of vegetable garden of anomalies, in which, after being ejected, artifacts will sometimes be born,

Very changeable atmosphere and environment, especially after emissions,

Cars can transport goods,

Heavy parts of monsters, for the delivery of which you will have to use transport,

Sleep, hunger and thirst

Advanced options for collecting junk,

The atmosphere of the game is changed by independent stalkers-loners who travel throughout the Zone, collect artifacts, actively fight with each other, collect junk, hide what they get in hiding places, sell things to merchants, keep the best weapons for themselves, dress up in the best bulletproof vests, bypass anomalies, and die from greed in anomalies, trying to be the first to rob the dead,

Single stalkers and non-quest squads can be recruited into your squad, and this is not a squad of orderlies with first-aid kits, but a combat unit. If the player fired at someone, the squad will support, but if there are representatives of the fired group in the squad, they can leave the squad and go over to the side of their own - you can get a bullet from behind,

Unique squad control panel that turns the game into a strategy if desired,

All kinds of monsters

After being ejected, waves of monsters sweep across the zone,

Parts falling off from monsters during the battle,

Patrolling the Swamps with helicopters

Landing from helicopters of the assault and combing the Marshes by the military,

Unforgettable flights on transport after meeting with the burer or falling into the anomaly of the springboard,

For some actions unworthy of a real stalker, you can end up in a slammer, and successfully die in it during the next release,

Normal sights - all weapons are sighted for aiming through the front sight, including grenade launchers, for monitors 4: 3 and 16: 9,

For transportation of heavy quest items and draping from monsters are available: BTR-80, tractor T-40, UAZ 469, UAZ 465 "loaf", Niva 2121 white and green, ZAZ 965 "Humpbacked", ZAZ 968M, Moskvich 2140, Zil-131 onboard army, Zil-130 dump truck, KavZ 685 bus, LAZ-42021 bus, Kamaz 5410, Kamaz 5320, VAZ 2106, GAZ fuel truck, RAF-pickup,

The range of weather changes has been significantly expanded - from "hedgehog in the fog" to "first Far Cry",

The mod is guaranteed to be passable, but it can be difficult to figure out how to get out of this seemingly hopeless situation. But when the recipe is found, everything turns out to be elementary simple.

Where the veteran wins, the beginner dies! Snake.

The mod is supplied "as is". If it's pinned, we read "HELP on the passage", which is located in the gamedata folder - #Zm_Readme. We take the password to Help in the comments in the installer.

The mod is designed for the game Stalker - Clear sky with the installed patch version 1.5.08 or 1.5.10 (strictly!).

It is imperative to start a new game. The plot is completely different.

Attention! At start new game there will be a freeze for 10-20 seconds, since a huge number of objects are created randomly. In 1% of cases, a crash is possible, but this situation does not repeat itself twice!

Hardware requirements: recommended (comfortable) - processor from 2 cores from 2.4 GHz, memory from 2 GB. Minimum (works, but there are fading, slowly loaded) - processor 1 core from 2.0GHz, memory from 1.5GB.
Recommended OS Windows 7.

The mod was tested under Windows XP SP2 and under Windows 7 32bit. Features of work under Windows 7: if there was a crash or freeze, which happens 1-2 times during the passage of the game, press ctrl + alt + del and knock down the xrEngine.exe process if the game does not start.

To install the mod, 454MB of disk space is required.
After installing the mod, at least 5GB of free space must remain on the disk to accommodate automatic saves (1GB) and the swap file to work correctly.

Peculiarities:
Fading is an innate feature of the CHN engine itself.
Since the CHN engine itself is not innately 100% stable, in the event of a player's death (when more than 100% of his health was demolished at one time), as well as when switching to another location, sometimes crashes to the desktop occur. But after restarting the game, everything works as if nothing had happened.
Departures are less than in the original CH, but they do happen. It is very rare, but possible, to encounter broken autosaves. It is treated by iterating over and loading the last working autosave. The autosave name has a time, so it is not the same file.
Important! The better the bulletproof vest is pumped, the less probability of departure! The exoskeleton weighs 48kg and provides complete comfort.
It is very rare to encounter a freeze, do not blame your computer, this is not the problem, these are the costs of bot farming and the lack of access to editing the engine itself to eliminate minor errors. Just approach the place where you were going from the other side or along a different trajectory, bypassing the place where the hover was, as far as possible. Or go to another location and sleep there until you get out.
After restarting the game and loading from the last save, excess items are auto-cleaned, and everything works fine further.

On average, there are from 3 to 5 crashes + freezes for the entire passage of the game.

In this regard, the number of automatic save points has been increased:
- every 5 minutes in real time
-at the beginning of the ejection
-at the beginning of the helicopter patrol
-when moving to another location
Fast save by F5 is disabled, as it does not save some plot important things.
The save can be considered broken only if it did not load on the third attempt !!! This means that the self-healing mechanism had no effect. This happens once in several passes of the mod.

To reduce the number of sorties, the player's death scheme has been reworked - after death you will not always be able to admire your corpse for a long time, as in the real world.

For the same purpose, the player's health scale has been redesigned, which is associated with the use of vehicles. Only the scale has been changed, the amount of health itself has not decreased, and corresponds in% to the length of the red bar.

When moving from the Hospital to the Chernobyl NPP, there is a departure, regardless of the background, this departure is inherited from the original CHN.

With all this, there are no deaf plugs. Mod is guaranteed to pass.

Each has its own destiny ... Serpents.

It will not be possible to write the passage in detail, since quest items spawn at each start of the game in different places (but they are guaranteed to be there!).

If something does not work out, finally read carefully in the message history the instructions given by Milyutin, who issued you the task, or go and talk to him again. Understand the new features of your PDA. Study the descriptions of the items given to you.

We carefully and thoughtfully read all incoming messages.
We stock up on food, look for a safe place and sleep until the next blowout.
Or we make forays to other locations.

Searching for and studying old documents and diaries will help clarify the situation.

Be sure to get an elite Veles detector to search for artifacts! This is a key item, without which it is impossible to find all artifacts!

And remember - your task is not at all to clean up the area, but to complete the assigned mission. Learn to avoid dangers.

Use that mesh fences and thorns are passable. Move to distant locations through the punctures between the space bubbles.

Good luck, Stalker! And turn on your brain. Remember, the brain is the main part of the human body. The rest is just the bearer of the brain, although it is influenced by it.

Mod dramatically lacks the voice acting of the squad members' negotiations and the screams of stalkers when they are captured by the controller. So far, all of this has been implemented in the form of text messages.

This version of the mod is made for a Russian-speaking audience, and requires some adaptation for translation into another language.
Some of the text messages are directly in scripts, which is not optimal for a multilingual program.
For those wishing to translate the mod into another language - a list of scripts, texts in which require translation, or transfer to .xml files:

Xr_effects.script -about a helicopter in the swamps
zm_car_inv.script -about trunk and squad control panel
zm_bot_spawn.script - reaction to the controller
pda.xml - green text about the main task
pda_16.xml - green text about the main task
ogsm_satiety.script - about hunger
ogsm_sleep.script - about the need to sleep
ui_gg_helpers_full.xml - squad control panel
actor_need_help.script - squad control panel
bind_stalker.script messages when moving to another location

The final version of the "Snakes" mod for the game "Stalker - Clear Sky". "Serpents" immediately arouses the interest of the stalker community, because the cat cried about the worthwhile modifications to "Clear Sky". The developers position the mod as a quality hotel game, on par with the original Stalker games. We are waiting for a non-linear long storyline inside the sandbox, living its own life. You can postpone the passage of the story and start exploring the world, searching for artifacts and pumping armor or weapons. We are promised complete freedom and a powerful exclusion zone atmosphere based on the best qualities of other popular mods.

Pros of the "Snake" mod:

  • Freedom of movement to all locations at once.
  • A large variety of locations with new objects.
  • Unique equipment with specific characteristics.
  • Anomalies change under the influence of emissions and give rise to new artifacts.
  • The hero is thirsty, hungry, needs sleep.
  • Introduced cars, which can carry goods.
  • Ample opportunities for the disposal of gear.
  • You can hire teammates in the squad and give them commands.
  • All kinds of monsters, including carved ones.
  • Improved weather effects.
  • New storyline that can be postponed.
  • Good stability from departures.
  • Live freeplay after completing the story.

The mod as a whole deserves good mark... Some players may not like the lack of secondary quests, and there is also no high-quality voice acting for heroes and dialogues.

Download the mod ‘Snakes’ v.2.17 from Yandex-disk.

The mod is installed on the game ‘’ 1.5.10. The archive with the mod must be downloaded and unpacked, then the bin and gamedata folders must be copied to the root folder of the game. We strongly recommend starting a new game! When starting a new game, the world may freeze for 60 seconds - random objects are being created in the game - just wait.

Video from detailed overview modifications:

The atmosphere of the mod is different from the rest of the games in the series, this is not a cleanup of the area, you can complete the task both by hiding and bypassing enemies. Until you start completing the task, it may seem that the Zone is boring, but as soon as you get down to business, you will not be bored, and diapers will come in handy.
Having received the task at the beginning of the game, you will have to climb the entire Zone several times, turn on the brains in order to get the necessary items, get to the right place, and to deliver them wherever you want.
The atmosphere in the Zone often changes very abruptly and suddenly, from complete serenity to complete nightmare, and vice versa. Relaxing is not recommended.
The Zone is full of lone stalkers who collect artifacts, actively fight with each other, collect junk, hide what they have got in hiding places, sell things to merchants. This is the very real a-life, the elements of which were created by the developers of the engine, but were never used in any official game of the series.
Controllers zombie script NPCs and gather lone stalkers around them outside stalker bases, zombie stalkers attack normal ones while the controllers who captured them are alive.
You can hire non-quest quads and lone stalkers in your squad. Quads can follow you to other levels, loners will accompany you only within the limits of their level.
The highlight of the mod is the squad control panel, which is called up when using the headset-radio station.
By giving commands to the squad through the control panel, you can capture the entire location with the squad, sitting yourself in cover, as in strategy games. And you can personally lead the squad behind you. You can send a detachment to the desired point, and cover the detachment yourself, or move under the cover of the detachment. After the Ejection, in some locations without a detachment of at least 12 people, it is generally dangerous to move around - mutants gnaw.
To complete the task, you will have to actively use the transport, which is also added to the Zone.
Subject items, lone stalkers, mutants in the Zone, appear every time in different places, which creates its own unique atmosphere.

No matter how many times you start the game, the events will unfold differently each time, and the story is guaranteed to be passable! In this regard, it is impossible to write the passage of the mod, but you can give recommendations that will help you guess what to do and how to do it. The main recommendation is to re-read the instructions of the person who issued the task several times per game !!!
No matter how the situation develops, from any, at first glance, the most hopeless situation there is always a way out, you just need to find a non-standard creative solution.
The fashion closely intertwined the best, from the author's point of view, developments from the Panoramic, AMK, OGSM, ATM, IMM, SHOKER, ANIMALS, Red75, DEXXX, Wreck, SIMBION, FANNY, Rulix mods, and of course Zmeelov. Since everything was actively adapting to one another, a lot got mixed up, but the names of the scripts and comments indicating authorship are completely preserved.

New special equipment with new possibilities
Access to all parts of the Zone from the very beginning
Mesh and barbed wire fences are not an insurmountable obstacle
Travel through punctures between space bubbles
Emissions and shelters from them,
Dynamic anomalies that change their position after outbursts,
Born in anomalies during the release of new artifacts
Artifacts can be activated to set a trap in the path of the enemy, or create in a convenient place a kind of vegetable garden of anomalies, in which, after being ejected, artifacts will sometimes be born
Very changeable atmosphere and environment, especially after emissions
Cars can transport goods
Heavy parts of monsters, for the delivery of which you will have to use transport
Sleep, hunger and thirst
Advanced Junk Gathering Capabilities
The atmosphere of the game is changed by independent stalkers-loners who travel throughout the Zone, collect artifacts, actively fight with each other, collect junk, hide what they get in hiding places, sell things to merchants, keep the best weapons for themselves, dress up in the best bulletproof vests, bypass anomalies, and die from greed in anomalies, trying to be the first to rob the dead
Single stalkers and non-quest squads can be recruited into your squad, and this is not a squad of orderlies with first-aid kits, but a combat unit. If the player has shot at someone, the squad will support, but if the squad has representatives of the fired group, they can leave the squad and go over to the side of their own - you can get a bullet from behind.
Unique squad control panel that turns the game into a strategy if desired
All kinds of monsters
After being ejected, waves of monsters sweep across the zone
Parts falling off from monsters during the battle
Patrolling the Swamps with Helicopters
Landing from helicopters of the assault and combing the Marshes by the military
Unforgettable transport flights after meeting with the burer or falling into the trampoline anomaly
For some actions unworthy of a real stalker, you can end up in a slammer, and successfully die in it during the next release,
Normal sights - all weapons are sighted for aiming through the front sight, including grenade launchers, for monitors 4: 3 and 16: 9,
For transportation of heavy quest items and draping from monsters are available: BTR-80, tractor T-40, UAZ 469, UAZ 465 "loaf", Niva 2121 white and green, ZAZ 965 "Humpbacked", ZAZ 968M, Moskvich 2140, Zil-131 onboard army, Zil-130 dump truck, KavZ 685 bus, LAZ-42021 bus, Kamaz 5410, Kamaz 5320, VAZ 2106, GAZ fuel truck, RAF-pickup,

The range of weather changes has been significantly expanded - from "hedgehog in the fog" to "first Far Cry"
The mod is guaranteed to pass, but it can be difficult to guess how to get out of the seemingly hopeless situation that has developed. But when the recipe is found, everything turns out to be elementary simple.
"Where the veteran wins, the beginner dies!" - (c) Snakes.
The mod is supplied "as is". If it's pinned, we read "HELP on the passage", which is located in the gamedata folder - #Zm_Readme. We take the password to Help in the comments in the installer.

Serpentine Mod Walkthrough

Each has its own destiny ... Serpents.

It will not be possible to write the passage in detail, since quest items spawn at each start of the game in different places (but they are guaranteed to be there!).

If something does not work out, finally read carefully in the message history the instructions given by Milyutin, who issued you the task, or go and talk to him again. Understand the new features of your PDA. Study the descriptions of the items given to you. Collect and carefully read all the documents you find. Recipes for resolving seemingly hopeless situations are contained in them.

If you cannot get out of a situation, fight off monsters, find or get a found quest item, then you have not found it yet. required document... Or you haven't learned your lesson, and you are trying to solve everything by force and swoop. Just postpone this business, get away from the monsters to another level, take up other current tasks until the document with the recipe is found and comprehended.

We carefully and thoughtfully read all incoming messages.
We stock up on food, look for a safe place and sleep until the next blowout.
Or we make forays to other locations.

Searching for and studying old documents and diaries will help clarify the situation.

Be sure to get an elite Veles detector to search for artifacts! This is a key item, without which it is impossible to find all artifacts!

And remember - your task is not at all to clean up the area, but to complete the assigned mission. Learn to avoid hazards.

Use that mesh fences and thorns are passable. Move to distant locations through the punctures between the space bubbles.

You can get to almost any point in any location, you just need to find where and how. Many quest items are located in such places. Even the Hospital can be bypassed along the top, if you find where and how to climb up.

In Zaton, if no exit is found in simple caves or underground structures, take a closer look at the caves under the gas station - there is a whole labyrinth, and you never get to some places with the same bypass direction. Try to enter the caves under the gas station through different entrances and move each time along a different path in a different direction.

If you got to get the registrar at Agroprom from the roof or visor of the Duty base, and you chose a tractor as a stand for climbing the fire escape, then the tractor must be parked so that the top point of the roof of its cab is exactly under the center of the fire escape.

Many objects can be carried in the hands, even if no inscriptions appear when you look at them. Use Shift + F to grab and release an item.

To rummage around the area in search of fallen parts of monsters and other objects, hold down the F key

Good luck, Stalker! And turn on your brain. Remember, the brain is the main part of the human body. The rest is just the bearer of the brain, although it is influenced by it.

If it is pinned, we read "HELP on the passage", which contains recommendations and tips. The archive is located in the #Zm_Readme folder inside the gamedata folder.
Password to "HELP on the passage": @ Mommy, help the cool stalker @
Use the 7-zip archiver to unpack the archive.