Op 2 storyline sniper full walkthrough. Walkthrough STALKER Folk hodgepodge: a guide to quests and hiding places. Find the Fang Assassins

Writing a modification for a game is a very serious job, more often than not it is incredibly difficult or almost impossible. But there are games that are literally made to be modified. And this does not mean that in their original form they are bad - they just perfectly fit various kinds of mods and upgrades, which then delight the fans. Stalker is a game that is good in itself. There is enough action and stealth in it, you will have to strain during a tense chase, and relax while reading diaries. But you should never lose concentration, since even in the same diaries there is a huge hidden one that you can use in the process of passing. For "Stalker" there are already quite a large number of mods, some of which are universally recognized. One of them is "United Pak 2". This is more of a collection of mods, rather than one full-fledged modification, as there are too many changes made there. The creators of this mod boldly assert that "United Pak 2" is an independent standalone game that functions according to its own rules, lives according to its own laws and has little in common with the original. But what exactly is "Stalker: United Pak 2"? Walkthrough of this mod will definitely be hardcore, so those who are used to simple and casual games shouldn't even try.

"United Pak 2" - what is it?

As mentioned above, there is already a very large number of various add-ons created by fans to "Stalker". Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What exactly is "Stalker: United Pak 2"? The passage in it is very different, but how? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Unified Pak 2, you will be able to experience the oppressive atmosphere of the Zone most closely. You will have very little health, even fewer cartridges, and you will have to approach tasks incredibly seriously. The fact is that planning will now take up a huge part of the time, much more than the passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even pay off the costs, let alone any profit! Therefore, you will have to think a lot and with concentration about how you will act in a given situation, what you need to take with you, how to use equipment, and so on. In general, "United Pak 2" resembles a collection of all possible modifications in one - here you will find both a plot branch, and side quests, and a large number of new caches. And most importantly, it will all be in a hardcore atmosphere. So you do not have to relax for a second while you play "Stalker: United Pak 2". The passage can take a lot of your time, you will have to fight for your life in the most stressful conditions. Therefore, if you are not attracted by the transcendental level of difficulty and the maximum realism of what is happening, then you better try the original version of "Stalker" or even another game altogether. And now it's time to dive into the horrors of the Zone.

Walkthrough of the "Sniper" storyline

You have already understood what "Stalker: United Pak 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different objects for different people - and in the process, untangle the plot threads. The most interesting episode in this modification is "Sniper" - this is an absolutely fresh and incredibly difficult campaign, which is not found in any other add-on from these creators. You will have to figure out who and why killed Andrey, why they shot at you and who this mysterious stalker is.

It should be noted that this storyline you will not be able to go through right away - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you first need to gain experience, get hold of good equipment - and then you can solve this riddle. She is not the only one in the game "Stalker NS: United Pak 2". This is a project full of various surprises that await you at every step. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Search for hiding places

Passage of the game "Stalker NS: United Pak 2", in fact, as in the original version, in many respects consists of searching for various caches. It happens as follows: you receive a task from some non-playable character that you meet in the game. Next, you need to go to the specified place and find a cache on tips, and in it the thing that is needed to complete the quest. However, not all caches can be found in this way. For example, many of the most difficult places in which useful things lie can be found only on the tips left in the notes. When you find such a note, you are offered a text with a set of leads to the places where the cache you need may be. The mechanics here are as follows: as soon as you take this or that note, the cache is generated in one of the places indicated in it. And you need to methodically search all of these places to find the vault. This is an integral part of "Stalker", only in "United Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much fewer cartridges, and everything that happens is close to reality. This is what makes the modification "Stalker: United Pak 2" different from the original. Immortality is the only way for players who are far from hardcore, go through this game. But along with this, all of her individuality and peculiarity is lost, so do not abuse cheats.

Journey through the records

One more distinctive feature games "Stalker: United Pak 2", which does not require immortality - these are exciting stories that are told throughout the game. For example, you can take the notes of a Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first dictaphone on which you will hear the Chess Player's voice and his first recording, telling about his adventures. And further, throughout the game, you will find a variety of caches, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of "Stalker", this approach may not be particularly interesting, but initially everyone was warned - this modification is the most difficult version of the game, besides, here you will find answers to questions to which other parts of the game do not answer in any way. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pak 2". You can download saves for him on the net - in case you can't get through this or that episode, but don't want to spoil your statistics using cheats. Download the save game, upload it and continue exploring the world from the moment that interests you.

"Hamster" quests

Hamster quests are what many love the Stalker series for. Mod "United Pak 2" is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lurks banality - "hamsters" are those quests in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. So the player acts as a "hamster" - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

In the "United Pack" there are quite a few new "hamster" quests that will allow you to get hold of very important objects. They will contribute to the successful passage of the game, so do not ignore such tasks. For example, this is the quest from Yakut, in which you will need to collect six artifacts "Scalp Controller" and "Symbion", as well as three items known as Antizombin. He will bring you a good minigun, as well as an undefined chip, which can be very useful in the game "Stalker: United Pak 2". Cheats for the game can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it's time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in "United Pack 2" is repeated, that is, it is not the original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". The cheats have also remained the same, the weapons have been expanded, the number of characters has been increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes that the creators have hidden for the most attentive in various locations of the game. It is very difficult to find them, they are located in places where, under normal conditions, the player would hardly dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no obstacles in front of you. Naturally, you have to try, but the reward is worth it. For example, in a box located in the Quarry (you shouldn't give more information about its location, as this will spoil the surprise), you can find a powerful but lightweight rifle with an automatic target acquisition system, a large number of shells for a flamethrower, and a couple of artifacts.

As you can see, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pak 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in the Zaton - for example, on a burnt-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" revolves a lot around finding various caches. Therefore, many of them can simply not be noticed, because the creators tried to make the task for the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can go to a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things, including a manual teleport to one of the locations.

By the way, it is about teleports that should be discussed separately, because they also play a huge role in United Pak 2. Caches are very important. But teleports also have their own degree of importance, which, however, lies in a completely different plane.

Relevance of hand teleports for the game "Stalker: United Pak 2"

Everyone remembers manual teleports according to the original version of "Stalker" - these are special items that allow you to instantly teleport to one or another location. In the original, these were useful things that could be used to save time. And if you had enough ammo and equipment, then you could go on foot through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", then here teleporters acquire a very important role. Considering the fact that you almost never have enough cartridges, there is little equipment, and even less life, using the teleport is a real happiness. Therefore, each of them must be looked for in the first place and protected as much as possible. There are twenty five of them in the game, so you will have to try to collect them all, and you can not count on the fact that at the very beginning you will have access to all locations of the game "Stalker: United Pak 2". Saves may come in handy in this case, but again - this is a hardcore game, and if you feel that it is too difficult for you - do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pak 2"

For the "United Pak 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install yourself a special mod for the cheat spawn, launch it, prescribe yourself absolutely everything you want - weapons, equipment, money, quest rewards, and so on. Thus, you make your life much easier, and this is especially true for such a hardcore mod as "United Pak 2". However, it is not recommended to use spawn for this particular mod, since its whole essence lies in realism and hardcore, and the use of cheats negates all interest. Therefore, if it is too difficult for you, try the original version of "Stalker" or another mod, and leave "United Pak 2" for those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - to use ready-made save. It's better than the cheats, but it still kills the atmosphere a little. Naturally, it's up to you, but it is recommended to play "United Pack 2" in the form that the creators offer you.

  • We go to Varlab to Klenov. We say, we find out that we have not found everything. We give back what we have already found, and we go to look for what is missing.
  • We receive SMS from Arnie, quickly go to the Bar.
  • We speak with Arnie. We undertake to find his old friend - Claw.
  • We go to Yantar, we speak with Sakharov. Where Talon is, he doesn't know.
  • We speak with Akill in Eastern Pripyat. We undertake to find his missing knife.
  • We are heading to the Forgotten Forest, we speak with the Cross. We destroy enemies, we take a knife from the corpse of a bloodsucker. We return to the VP by teleporting Fenrir.
  • The appearance in the VP unexpectedly turns into tin - upon appearance we immediately catch a bullet from the Blackwater sniper. We quickly run to Akilla, we say. We take the task to destroy the sniper.
  • We go to the hospital in the VP. There, GG are already waiting - you will have to try to survive, because Blackwater, like Alpha, can only be killed in the eye. Moreover, there are two snipers. We clean up everyone, take the rifle of one of the snipers, carry Akilla, hand it over, hand over the quest.
  • Akill says that he removed the PDA from the monolith, but it is damaged, and the data needs to be restored. Let's go to Sakharov.
  • We are talking with Sakharov, he needs a program for data recovery. Let's go look.
  • We go to the Bar to the Associate Professor. And here's a surprise - he doesn't have it either, but he knows who has it.
  • We leave for the Cordon, to the Akim. He has a program, but he does not want to give it away for free. We redeem the program, go to the Bar to the Associate Professor.
  • We give the program to the Associate Professor. There are 2 options to choose from: take money from it, or give it away for free. Choose to donate for FREE. We go to Amber.
  • We speak with Sakharov, we return the program. However, recovery cannot be done right away - you need to wait a day. You can sleep, or go about your business. I was asleep.
  • A day later we talk to Sakharov again. He finished rebuilding, but does not want to give away the PDA, because of its contents. He wants the GG to find out from the owner of the PDA the recipe for the Crystal Ball, but after he finds out that he is not alive, he still gives the PDA. We return to the VP.
  • We speak with Akill. Among other things, the PDA has the communication frequencies of the monoliths and their plans - they are preparing a strange expedition to X-8. We decide to deal with this. With the help of Akilla, we connect to the frequencies of the expedition, we get red SMS.
  • We go to the old KBO. We liquidate the security detachment.
  • We go down to X-8. We are destroying the expedition, and we cannot do without surprises - the monolith figured out us and cut us off from the canal. We clean up X-8, think about what to do next.
  • Following the logic, we go into the overpass. And not in vain: we meet there reconnaissance units of the Monolith. By habit, we clean everyone in the overpass to zero.
  • At the exit to the VP, you need to be careful, here another surprise awaits - a Claw group is found! We finish off the remaining monoliths, we go to talk with the Claw.
  • We speak. Let's find out his history. Talon says that he has a thing of interest to us. But to get it, you need to fulfill his request. There is nothing to do, let's take it.
  • We rise to the VP, we speak with Akill. We go to the cinema "Prometheus", we destroy the zombies so that Whiplash does not notice us. When everyone has been cleaned up, we quietly rise to the second floor. We see Khlyst at the window. We sneak up and kill him with a knife in the head (it doesn't matter what - the main thing is that he dies quickly and does not suffer).
  • We go to the Bar, we speak with Arnie. We receive a thing - this is a PDA, in which there is a tip to the cache, with the missing part of the reader.
  • We leave for Jupiter - to look for Dragunov's caches. I advise you to read the description of the task in the PDA - you will learn a lot of interesting things about Dragunov, and at the same time - everything will fall into place. Cache 3 - the job description says it all. If you haven't found it, watch the video from Alex75Rus.

    Dragunov's Caches:
    http://www.youtube.com/watch?v=yr3HXuduJI8

  • After finding the hiding places, we go to Varlab to Klenov. We give back the missing thing, again we wait a day.
  • A day later we talk with Klenov again. We learn that everything we brought is part of one receiver that receives an unknown signal. Klenov also says that he found hints that the signal comes from the location of the Monolith's weapon, and that it may be on Zaton.
  • We leave for the Zaton. We go to the VNZ "Circle", we climb onto the roof. There we find a cache of weapons of the Monolith. Although the cache is invisible, I don't post the screen of the place - it's hard not to find something by the sound on the roof. The branch is complete, thank you all - everyone is free.
  • We can safely say that the second version of the United Pack takes the Zone and survival in it to a completely different, hitherto unseen level. The zone has become much more difficult. Or rather, not more difficult, but more real. Noticeable. You will feel it immediately. It became more real because great efforts were made to make being in the Zone as close to reality as the game's framework allows. And reality is always more complicated than any fiction. And it's always much more interesting. Authors: Proper70, Buusty, Akill
    Among us is the following division of labor:
    Proper70: Basic scripting, first of all the most complex and difficult to implement. Small quests, all major adjustments to the balance and atmosphere of the game, the main work on correcting all detected inconsistencies, crashes and glitches of PM and hodgepodge. Curator of the project.
    Buusty: All new guns, new monsters, config curator, big battles, quests.
    Akill: An incredible amount of new quests and plots. Dialogues, scripting.

    Aleksandrych: a lot of new models of weapons, editing / optimization of textures, as well as old models of weapons, many barrels were made by him specifically for OP-2 "on order". The author of the script and the ideological inspirer of one of the new plots of the OP-2. A whole bunch of practical tips for optimizing weapon balance in the game.
    Resident Evil, FenRiR: Almost all new hard-to-find caches. Scriptwriters and directors of the "Sniper" plot, embryo plot and island plot.
    volazar: Correcting all crashes and glitches associated with alspawn, including headless on the AU, Labyrinth and MG. Author and scriptwriter of the teleport cache plot and the flight plot.
    kot_begemot: Many different ideas, suggestions. Creation of continuation of Collector's caches and documents for Voronin. Author of several hard-to-reach caches.
    bubulyka: The ideological inspiration and author of most of the humor that you will meet in OP-2)). Author of several hard-to-reach caches.
    BoroDa !: Author of several wonderful places for hiding places and the ideological mastermind of excellent tasks on the plot "Sniper".
    ShiZ: many new icons for trunks and inscriptions / monsters.
    Artem_K., Jgar: New NPC models.
    Grisli: All work with sound.
    [email protected], Grisli, Shimmering: Skinny.
    Lobsang, Chezet: Active and very thorough testing.

    Everything that is written here is mandatory for accurate and flawless execution, even if you understand a lot about computers and think that some actions are superfluous.
    1. We completely remove Stalker PM from the computer by uninstalling it. Not only the gamedata folder should not be on the computer, but even the S.T.A.L.K.E.R folder! If it remains, be sure to delete it manually! This is extremely important and must be done, even if you are a super cool specialist in computers, you understand everything there and think that this is unnecessary and unnecessary. I repeat once again: this must be done without fail.
    2. Install the PM Stalker. During installation, the game will ask you to enter the player's name. It is strongly discouraged to write 111, qqq, admin, Vasia Pupkin and the like. It is best to write your real name and surname in Russian. Playing in OP-2 you will understand why it was needed. This information is not transmitted anywhere and is used only by the game on your computer, so you can not be afraid)
    3. OP-2 works only on the clean version of PM 1.0006. Therefore, whoever has version 1.0004 or another - upgrade installed game up to version 1.0006. To do this, first install the patch from any version up to 1.0005, then the patch from version 1.0005 to 1.0006.
    4. Download OP-2 (RuTracker, Yandex.Disk). OP-2 must be installed in the same folder where Stalker PM is installed. Therefore, if you changed the default folder when installing Stalker TCh, then specify the same folder when installing OP-2.
    5. After you have downloaded and checked all required files, for the entire installation time we completely disable the antivirus. This is extremely important and must be done without fail, otherwise problems may occur due to incorrect installation. All files of the Stalker PM, OP-2, and others indicated in the links are absolutely clean. If it's still scary, then disconnect the Internet from the computer by simply pulling the network cable out of the socket. And then no virus will definitely penetrate you.
    6. Install OP-2. We are not in a hurry during installation. We carefully read what the installer writes and carefully do it all.
    7. Enjoy the game)


    Description

    In this assembly, the engine is working at the limit of its capabilities. Therefore, various glitches are possible, such as: headless crashes and freezes when loading a game, curve display locations after loading (especially for locations from ZP), and also freezing due to lack of resources of binders of various objects. This freeze manifests itself in non-execution or incomplete execution of scripts, which leads to a breakdown of the plot and the need to replay the current episode. A typical example of this is the non-opening door in the bunker near Sidor on the Cordon.

    Therefore, be sure to do the following:

    1. Get started New Game, and generally play with maximum system resources allocated to the engine. To do this, close all background applications, even the most insignificant ones. This requirement is mandatory for a comfortable and bug-free game. Do not use during the game, especially when loading saves, switching between tasks using the Alt-Tab key.
    2. Be sure to turn off your antivirus. It is better to unload it altogether from memory for the duration of the game. Or, at least, list the folder with the game and saves, screenshots and logs as exceptions from checking, so that it does not slow down the game and access to the disk.
    3. Be sure to add the engine to the exceptions of Punto Switcher and all other keyboard layout switches so that the language does not switch during the game. It's easy, see Punto Switcher \ Settings \ Exception programs, then you will figure it out.
    4. It is highly recommended to play with Administrator rights. The engine must have full and unrestricted read and write rights to all folders of the game, logs, saves and screenshots. If the Administrator cannot play, then User Account Control (UAC) must be disabled, otherwise there will be problems.
    5. Do not use any optimizers, boosters, boosters, etc. during the game. OP-2 is extremely resource-demanding, and any unnecessary applications in memory dramatically increase the number of crashes due to lack of resources. Close ALL applications for the duration of the game. Even the most insignificant ones. I repeat: ALL applications.
    6. If you rigorously and carefully followed everything written above, but crashes due to lack of resources continue, type the msconfig command through the "Run" function and see which applications are automatically launched when windows are loaded and remove unnecessary ones. It may well be that applications of a rather large size are launched there. This action can only be performed if you know exactly and understand what you are doing.

    It is extremely important to do all this at once, even before the start of the New Game!

    Do not use NO-DVD and other distorted, corrected, modified, optimized, extended, improved and other similar versions of the engine - in this case, problems are inevitable! Use only the version of the engine that comes with the OP-2 distribution kit. Do not replace xrGame.dll with your version. Use only the version of this file that comes with the distribution kit OP-2. This file has also been corrected to be 100% consistent with the game scripts, and any other version of this file will inevitably have problems and headless crashes. All executable files and libraries necessary for the game are included in the OP-2 distribution kit and are automatically installed during the installation of OP-2. You cannot add or replace anything in the bin folder after installing OP-2 - otherwise problems are inevitable!

    All of the changes listed below serve one purpose: to shift the gameplay towards realism.
    1) Difficulty levels
    Difficulty levels have been renamed to more similar now to what is in the game: "Warm-up", "Extreme", "Survival" and "Realism". This is done because now the difficulty level depends not only on the probability of hitting and the degree of hit (as it was in PM and Solyanka), but also many other things related to balance, defenses, combat tactics and other aspects of the game. Combat tactics on Realism and Warm-up are now completely different. Therefore, playing at the easiest level (Warm-up) will seem to you a real warm-up in comparison and playing on Realism)
    2) Carry weight and hamster
    Many have asked for a reduction in weight to enhance hardcore. An alternative solution has been made, which will be much more interesting than simple weight reduction. Carrying weight reduced to 80 kg. Also, for all exoskeletons, including the Steel Rat, the additional carrying capacity is reduced to the same level: 60-90 kg. This is not to run around in only one ex-bandit, then in the Steel Rat. At the same time, the carrying capacity of the gravity suit has been greatly increased - in it you can carry a total of 310, and after the upgrade to 340 kg, all negative properties... Thus, its value is dramatically increased. But: now in a gravity suit you cannot use a weapon. This is realism, since a stalker loaded with junk cannot fight - he has both hands busy - they carry a swag. To fight the monsters - you need to free your hands - to lay out a part of the swag. Therefore, upon seeing the enemy, we throw a backpack, and into it, or simply to the ground, we throw off some of the junk, take off the gravity suit, put on combat armor and go to fight. Then we take everything and move on. Or we are plotting a route bypassing enemy clusters, hiding behind bushes, buildings, relief drops. To look around: we stop, take off the gravity suit (while the GG cannot move because of overload) - like freeing our hands - take the binoculars, look around, then put the gravel back on and move on. While the GG looks through binoculars, things are not thrown away. Or, first we clear the route, then we carry the swag. As it is in life. And then we gained 270 kilos, and we are at war with might and main with monsters - this is not good. Therefore, on the one hand, now there will be less running around with a swag - you can carry more load at a time. But you can carry all this only when it is quiet and calm around. The hamster tactics are changing markedly.
    For all body armor, the dependence of the weight of the carried load on their wear is made. The more worn out the bulletproof vest, the less weight it can carry. All the extra swag will periodically fall out of the backpack. The dependence on wear is linear, i.e. if a fully serviceable body armor adds 60 kg, and with it you can carry 80 + 60 = 140 kg, then the killed half (50%) adds only 30 kg, and in the half killed body armor you can carry only 80 + 30 = 110 kg. If you take 120, or even 130 kg, then you can move, but the extra swag will already fall out along the road. In the inventory, the reduction in weight from wear is not displayed - it always shows the transferred weight for a fully functional body armor. This is also realism - you cannot know in advance when and how much swag can fall out through a torn bulletproof vest. So fix your favorite gravity suit or exoskeleton in time, or wear less so you don't lose your swag. I also warn those who like to edit the weight: all the extra swag above the permissible weight will also periodically fall out, so be worried about picking up. 340 kg in a gravity suit is more than enough to deliver the swag to the merchant who buys more expensive and to complete all the quests for the hamster.
    So, let's summarize. Things are not scattered in four cases: when there is no overload, when the GG is talking, working with a cache or looking through binoculars. Therefore, to deliver a large amount of swag to a merchant using a gravity suit, we have 3 ways:
    1. We go stupidly to the merchant, having met the enemy - we throw the backpack into him, or just dump the junk on the ground, change into combat armor and go to fight.
    2. We carry the swag not by a direct and short road, but bypassing enemy clusters, hiding behind shelters, crawling forward.
    3. First we clean up the territory, then we return and carry the swag.
    The reduction factor of the carried weight of the armor depends on the level of difficulty. The above example of calculations - 100% dependence of the additional carried load on wear and tear - works on Realism. With a decrease in the level of complexity, the dependence of the carried weight on wear decreases less and with the same wear of the armor, more can be carried. There is no dependence on wear during the Warm-up - things are not scattered even at maximum load, regardless of the wear of the armor, if you do not cheat with weight.
    3) Protection by artifacts
    Artifacts cannot gain any of the immunities above a certain percentage. This percentage depends on the level of difficulty and is:
    Warm Up - 100%, Extreme - 86%, Survival - 73%, Realism - 60%.
    All unnecessary artifacts that increase any immunity above the specified percentage are automatically removed from the belt, about which a corresponding message is received. Fighting has become much more real - with a knife, you can rush to a crowd of monsters only during the Warm-up. On Realism, in many battles, you will have to come up with new tactics more similar to real life. But the results of preliminary testing showed that this innovation does not make the game more difficult. It's just that now the GG, even in the Steel Rat, will not be the Terminator, who does not care about any monsters. And this will force you to come up with new tactics in those battles that you previously passed without problems, setting immunities over 100%. The 60% limit on Realism is a limit deduced by testing and passing the first OP, which makes the game on Realism really difficult throughout its entire length, but without fanaticism - all battles are played quite realistically, if you think about it and choose the right tactics. The limits are automatically changed when you change the difficulty level in the Main Menu. If you can't get through on Realism, go to Extreme. And who is too lazy or reluctant to think, or like to fight with a knife with herds of monsters - put the Warm-up and go ahead. Thus, the wishes of all groups of players are taken into account.
    4) Something about armor protection
    Recently, there was an opinion that the worn body armor does not protect the GG, but only protects himself. This opinion is erroneous. The bulletproof vest protects the GG, but: when calculating the damage inflicted, the protection by artifacts and the protection by the bulletproof vest are not added, but are applied separately.
    The formula is as follows: hit received = hit hit * (1-armor protection) * (1-art protection).
    For example, if a suit has 50% protection against bullets, and you gained 25% of this protection with artifacts, then you will receive (1-0.5) * (1-0.25) = 0.375 or 37.5% of the hit hit, and not 1- (0.5+ 0.25) or 25%, as it might seem, if both defenses are added.
    Another example: a bulletproof vest has 50% protection against electric shock, and you have gained 90% of this protection with artifacts. In total, it turns out more than 100% and it seems that the GG should be invulnerable to hit with electricity. But this is not the case. You will still take 5% damage each time you hit the Electra anomaly, because (1-0.5) * (1-0.9) = 0.05 or 5%.
    Therefore, the degree of protection of the GG still depends on the worn body armor. It's just not as noticeable as it seems at first glance)
    5) Recognition of NPCs at a distance
    On Realism, the recognition of NPCs and the distance to the target are forcibly disabled. Well, where did you see the barrel showing, friend or foe in front of you? And on top of that, the distance to it? For reasons of realism, these options are disabled. Define friends and foes, as in real life - by outward appearance... And measure the distance with binoculars or optical sight... Still, of course, it would be necessary to turn off the sight. And what is this super sniper in the face of the GG, who, when shooting "offhand", from the knee clearly hits the enemy's head from 30-50 meters? And if you remove the sight, then it becomes much more difficult to hit the head. But the mod is already quite complex, so disabling this option on Realism is left to the player's choice. However, for the sake of completeness, when playing on Realism, it is strongly recommended to turn off the scope as well. The atmosphere is changing even more radically. It will be necessary to constantly and wisely use the optics, and sometimes it will even need to be removed in general so as not to interfere)
    6) Third hand
    The "third hand" has been removed from the GG. What does it mean? This means that before the GG devoured first-aid kits, bandages, energy supplies, and so on, one after the other, while calmly firing back at the monsters and reloading the weapon with might and main. And this despite the fact that the use of each medicine and weapon almost always requires two hands. This is also not realism, so now when eating a first-aid kit, bandage, antirad and any other item, the weapon is removed for the duration of its consumption. GG is being treated. And it takes time to heal. And this time also depends on the level of difficulty. In the Warm-up, the weapon is not removed, in Realism, it is removed for the maximum time.
    7) Vodka
    Now you can drink no more than five bottles of vodka a day. The sixth bottle in a row in less than a game day is death. To be able to continue drinking, it is necessary that more than a day has passed since the first bottle of hard drinking. In other words: you drank the first bottle at 12:30 pm and then drank four more bottles during the day, for a total of five. You can drink the sixth bottle without lethal outcome no earlier than at 12:31 pm of the next game day.
    8) Sleep
    If you do not sleep for a long time, then the GG can fall into a long deep sleep and die either from fatigue or from something else. To prevent this from happening - sleep at least 3 hours every game day. Then everything will be fine. This is also realism, because it is impossible to run for 30-40 hours, survive and fight with evil spirits, and at the same time do without sleep. Lovers of night hunting - sleep well during the day. When to sleep is absolutely not important. The main thing is to sleep at least 3 hours per game day.

    I immediately want to warn newcomers, and those who have never played Solyanka and OP-1 and are not familiar with this trick - the first entry into the Cave after drinking a potion from the Doctor: do not be scared and do not quit the game, seeing the horror that you will meet there!) The mod is hardcore, and is focused mainly on those who like unexpected, sudden complexity and cool hardcore, which make adrenaline rush in the blood) Therefore, the first entry into the Cave after the Doctor's potion is also made very hardcore. But what you will meet on the first visit to the Cave will not be often in the game and will not meet again very soon) so do not be alarmed) After all, the Doctor said that this was just a nightmare!)) I repeat: this primarily refers to those who have not played in the previous OP, and especially newcomers who have never played Narodnaya Solyanka and OP-1. If you, unknowingly or out of habit, are so hard and unbearable - then go through the Cave at the Warm-up or Extreme - it will be much easier. Much easier. For all the reliefs to work, the difficulty level must be set before drinking the potion from the Doctor and entering the Cave. This option is specially made for those who will not like this hardcore) But even at easy difficulty levels, beginners are still recommended to at least a little trample with monsters interspersed - the experience gained will help a lot in the future)
    This moment is specially brought out separately and at the beginning of the description, in order to prevent your possible incorrect reaction to the beginning of the game and not to scare you away from that great many extraordinary wonders and incredible adventures that await you throughout the passage of OP-2)

    Added "Save to Level" option in the main menu. The name of the save is created automatically so as not to write it by hand. Convenient when you need to quickly make an intermediate save. This function can be quickly called up by pressing the S key in the main menu.
    In case of death or when starting the game, you can quickly load the last save by pressing the L key in the main menu. As a result, in the main menu you get: quick saving at the level - the S key, fast loading of the last save - the L key.
    Now the game can automatically pause after the download is complete. Convenient for slow cars when the game takes a long time to load. This feature is enabled in the game options.
    Due to the fact that the number and variety of monsters has been significantly increased, a lot of new monsters have been added, as well as a large number of serious battles with a large number of monsters and non-scripts have been made, bioradar has become much more cheating. Therefore, it was removed from Sakharov's sale and its appearance in the game was postponed to a much later date. Also, there will be a new, fully dynamic bioradar. But, unfortunately, you have to pay for beauty and when using it there is a drop of 2-4 FPS, so it is recommended to turn it off on weak machines. Dynamic bioradar is disabled in the game options. In connection with the transfer of bioradar much closer to the end of the passage, there was no need to hang spare parts of monsters on the belt. Therefore, the number of slots for artifacts has been reduced to 14 slots that were in Solyanka before the advent of bioradar.
    The NPC animations that were added in the last Solyanka, cut out earlier by the NPCs, significantly enliven the "life" of the NPCs and the atmosphere of the Zone, but lead to rare freezes of NPCs when they "freeze" in place, and in order to stir them up, you need to make a save / load, go offline or throw a smoke grenade at their feet. Therefore, the inclusion of these animations is taken out in the options menu. If NPCs often freeze or it bothers you - turn off extended animations - NPCs will stop freezing.
    During the first search of the corpse, all cartridges and medicines, i.e. those items that you always take from corpses can be immediately automatically transferred to the inventory of the GG. Significantly saves mouse clicks. This function is toggled in the game options.
    The automatic change in the difficulty of the game depending on the frequency of death of the GG, which was implemented in Narodnaya Solyanka, has now become optional and is included in the game options. If you want to constantly play at your chosen difficulty level, no matter how difficult it is for you, turn off the automatic change of the difficulty level in the game options. And then the complexity will remain the same no matter how often you have to replay due to death or some other reason.
    For fans of hardcore and BDSM, a frequent respawn is optionally added. It is possible to complete OP-2 with him, but it is extremely difficult. Especially save all the questmen. Dress them all the best and equip them with good barrels.
    For fans of hardcore and BDSM, subtle visuals for caches have been optionally added (Option "Invisible caches"). The visibility of caches depends on the difficulty level. The more difficult it is, the more invisible the hiding places. During the Warm-up, the visuals are original regardless of this option.
    For those who want maximum difficulties for themselves, enable both of these options, disable automatic change of difficulty, aim and play on Realism - and you will have real hardcore!

    All plot SMS, as well as many news SMS, in which the sender is a quest character, come with a sender icon similar to the one in the dialogue window with the character. This significantly revived the SMS correspondence in the game) With a large number of messages, the correspondence becomes like a real chat on a social network)
    Whenever you receive / update / complete any storyline quest, you always receive a message in the same blue-blue style with the same blue-blue icon, the same for all storyline quests. And for cyclic tasks, an icon corresponding to the type of cyclic task and coinciding with the icon of this task in the PDA is always displayed. Thus, when doing something or finding an item by the message icon, you can always quickly determine whether a plot or cyclic task has been completed. With the number of quests that are in OP-2, this trifle will be very useful, because only a superficial calculation showed that the tasks in OP-2 became more than one and a half times more than in PM + NS + OP1 combined. And this is without taking into account sub-assignments. And the new quests in OP-2 are mostly complex, consisting of several sub-tasks and sometimes requiring long and painstaking work to complete them.
    All SMS related to the GG and his "equipment", which can itself perform certain actions, accompanied by text messages (Skat-15, Nanosuit, Manual teleports, etc.) as well as all system error messages, anti-cheat control and other messages related to GG come with a single dark gray icon with a red triangle in the middle - you won't be confused. If these messages say that you need to do something, then all these messages, regardless of color, are also mandatory, as are the red plot messages.

    The statistics of the YG have been put in order. Now it is shown exactly how many monsters, NPCs, and completed cyclic quests in total GG has killed. These quantities are indicated by the first digit in brackets (x ..). The second figure in statistics is a certain coefficient, which in the original PM was considered depending on the rating of the killed and increased the rating of the GG. Now in the statistics section, it always = 1, so in the end you just get the exact number of killed monsters / non-notes and completed cyclic tasks.
    Added separate statistics for story quests. Everything plot tasks and sub-jobs are now counted separately from cyclical ones. Now, finally, it will be possible to find out how many quests there are in OP-2!
    The number of deaths of the GG for the entire passage is counted. This will show what it cost you to complete OP-2))
    Counts real time, which you spent on the passage of OP-2. It takes into account the time from the moment the game was launched to the time it was exited to Windows. This takes into account the waiting time for loading saves and does not take into account the time when you decided to take a break and paused the game by going to the Main Menu or by switching to Alt-Tab. That is, only the time that you spend directly on the game is considered, and quite accurately) All this information is displayed in the PDA in the "Data" section.
    The counting of the number of deaths and the time to complete is saved not in saves, but separately. Therefore, if you are simultaneously going through OP-2 with someone else from the family, then remember that this additional statistics will be kept as a total for all players, because the PM engine does not support the player profile system. For the engine, there is always only one player - the one whose name you entered when installing the game.
    Unfortunately, contrary to what was written in the configs, when switching tabs in the PDA, not all pistons are displayed, and all this processing is sewn into the engine, so there is no way to clearly track which PDA tab is open at the moment. Additional statistics are displayed when you open the "Data" tab, but are not removed when switching tabs until you close the PDA. But this is better than nothing, and we hope that you will survive this little inconvenience in exchange for clear and accurate statistics of the passage)

    In OP-2, the demo_record engine option is disabled. She doesn't work anymore. This is done for the following reasons
    1: She helps to find caches.
    2: In OP-2, several unique, specific, and at the same time rather difficult tasks have been made, the passage of which using the democord is greatly facilitated and even makes no sense.
    3: This is definitely a cheat, and in OP-2 a lot of work was done to close all loopholes, cheats, glitches, jambs and other things known at the time of release, both salty ones and those stretching from PYS, which would allow players to get free money or resources. This is not for lazy people who love and will cheat. This is done to remove unnecessary temptations for those who do not want to cheat, but they cannot find any cache or complete any task. For all the caches, a guide will be made with screenshots and videos, and a guide will be drawn up for passing all the main plots of OP-2, like the one on Solyanka. So you don't need any cheats, including a democord, to complete OP-2)

    The music in the Bar has been completely replaced. The bar now really looks like a bar. A lot of different music. Mostly the best songs of rare and little-known performers. You may have never heard many of them. Changing the music at the bartender's is completely free - choose what you like and enjoy. The choice of music is saved, and, upon returning to the Bar, you will be greeted by the style of music that you have chosen earlier.
    Added all artifacts from SAP and SAP-2 (Authors: Valerich, Desertir), as well as all new artifacts from CN and ZP. Many with unique properties.
    Added a camera and a series of quests for it. We will photograph the Zone and what is happening in it. Special thanks to Kirag for this device. Without his help, advice and tips, there would be no camera (as well as many other innovations) in OP-2.
    The problem with the photo of the counter on the instructions of Klenov has been finally fixed. Now Kontrik will be waiting for you in the Amber Tunnel at any time, and will not go anywhere.
    In the search for Krysiuk's PDA, now you need to go through both salt plots. First, we go main, then in the final dialogue Krysiuk becomes an enemy, we kill him and go to perform a duplicate task if Krysiuk died, according to the guide of the hodgepodge.
    For optimization purposes, the armor upgrade has been completely removed. Night vision goggles are now removable and do not depend on armor. This made it possible to significantly speed up the loading of the game.
    In order to optimize, removed the zombie of nepis. The controller now zombies only GG. This made it possible to completely get rid of crashes when zombified, and also made it possible to very much clean the configs, which also led to a noticeable acceleration in the loading of the game.
    Alspawn has been tidied up as much as possible. Removed all duplicate paths and sections, as well as removed unused sections. Which also made the game load faster.
    Due to its cheating and buggy, the remyaschik is completely removed. Repair kits are now just in the inventory.
    In order to optimize, the repairs at the repairmen have been completely redone. Now all the repairmen are repairing everything and a single universal repair mechanism has been made.
    All OOP-shnye, Solyanochnye and PYSovskie shafts have been completely redone and optimized. In many barrels, the models have been replaced with better ones and made beautiful animations... Added a huge number of new barrels, as well as new cartridges, charges, grenades, and more. There are also many new body kits.
    In the process of creating OP-2, a mechanism was found thanks to which any non-writing, when being with the GG at the same level, will be online all the time, regardless of the value of the alife and the distance to the GG. In other words, all the time while yy is on the same level with him. This made it possible to create several rather complex and interesting quests for the use of sniper weapons at a long distance, and also made it possible to solve many old problems that still linger from PM and Solyanka. In particular, now the Boatswain will always turn off the generators without any problems and get to all points in his plot, regardless of where the GG will be. Also, all other quests, both old and new, where the activity of non-writing is required at a distance greater than alifa, will work without problems.
    Fixed all headless crashes when trying to load the game on the AC, in the Labyrinth and MG.
    Fixed hitting saves in Limansk, as well as everywhere where saves were hitting in OP-1.
    Fixed falling of artifacts under textures during cooking.
    Documents for Voronin are no longer picked up.
    Now you can go through the entire PM + NS + OP-2 without failing a single task. All tasks that were forcibly failed earlier in PM and in a hodgepodge in OP-2 will go into completed ones. So the preservation of a pristine page of failed tasks in the PDA now depends only on your skill, and on nothing else)
    For all quests for spare parts, you now need to bring spare parts from all monsters that are in the game, except for the red ones. If you also need red ones, then this is always indicated separately in the assignment. Several new spare parts have been added to OP-2, which you will find in the process of passing.
    Now Max Luber always issues a task for his PDA in Dark Valley... In order for him to issue this task, you need to take from him the quest for the release of the captive Dolgovets, who is sitting in the basement at the Borov base.
    If you give money to the scammer on the Cordon, then you will have the opportunity to meet him in the Zone again.
    To successfully cope with the new difficulty, do not take all the quests in a row at once, during the first dialogue. In many cases, the living creatures spawn immediately upon taking the assignment, and if this assignment is not taken on the first visit to the location, then the living creatures during the first passage of the locations - when the GG is still poor and weak - will be smaller. In general, it is recommended that during the first passage of the initial locations, take only plot tasks and caches, leaving secondary tasks for later.
    Enemy NPCs and monsters that you have not finished due to lack of ammunition or preparation will wait for you in the most unexpected places of the Zone, where they have never been found before. Be attentive and careful.
    A lot of new monsters have been added. Some of them are very dangerous. Be doubly careful and careful.
    The Hour of Terror has become shorter, much more interesting and, moreover, can even be profitable! Zakhar will tell you what to do.
    In the Forgotten Forest, the first approach became much more dangerous. Don't go there without proper preparation.
    Not all information is displayed in the PDA. Be sure to carefully read all the dialogues and incoming SMS, and also study all the items found in the caches. Many PYS and salt quests and dialogues have been changed and expanded. The changes start right from the first dialogue with the Astrologer. There are many interesting surprises scattered around the game. Therefore, take your time and play very carefully so as not to miss anything.
    Since the number of hiding places in OP-2 has become simply incredible, there will also be a lot of backpacks. But don't be in a hurry to sell them. In addition to hamster, a decent number of backpacks will be needed for many new quests, and they can also be exchanged for cool cartridges.
    And just a huge number of small and not so fixes, improvements, edits, improvements of everything, everything, everything) A lot of innovations are scattered around the already existing quests of PM and Solyanka. Many dialogues, tasks and SMS have been changed. Therefore, carefully read all the dialogues and incoming SMS, and also carefully study all the information in the PDA so as not to miss anything.
    Various works from Dream Reader are included: Dangerous Area, Paradise Lost, Nature Winter, F.O.T.O.G.R.A.F, The Way of Man, Former Stalker, Lost World: Origin, and many works and ideas from Sky Anomaly have been adapted and expanded. Special thanks to the authors of these works.
    In the Main Menu, in the Bar and in Skadovsk, in addition to the well-known, there are compositions of such little-known Russian and Ukrainian groups as Kommutator, Catharsis, Korsika, Legion, Tracktor Bowling, D.I.V.A., Okean Elsi, Pilgrim, Elysium , bAbA yAgA, and, of course, Murzilki International - how could it be without them))
    The authors of OP-2 are grateful to all those several hundred (!) Stalkers who are the most different ways helped us a lot or little in creating this mod. I would like to express special gratitude to ff22 for the model of the flying island, amik and goroff for new gorgeous monsters, anomalies and simply magnificent particles, kirag for the camera, flight and many other scripts, for invaluable help in explaining and understanding very difficult moments of scripts, as well as for those scripts, which, I did not fully understand how they work)) Without his help, some plots and many new quests simply would not exist. And, of course, special thanks to lsclon for constant very detailed and intelligible consultations on many issues, as well as for the implementation of some simple and not very tasks that arose during the creation of OP-2)

    Made by Collector 2. To make it interesting to search for both beginners and those who have already gone through the original, the second part is structured as follows: all original caches, with a few exceptions, are left unchanged. And all the new hiding places have been made a separate group... Those. old and new caches are not mixed. For example, on the Cordon it goes first, as in the original - a note in the area of ​​the tunnel, then the old places and then the new ones. And according to the same principle at each location. Where in the original there were two groups of caches (Dump and DT), new caches come after the second group of the original. And in the Guide, these hiding places are also named - old and new places. Thus, everyone, both those who have already passed the original of the Collector, and beginners will be equally interested in searching)
    In total, there are more than 50 caches in Collector 2, at each location in the Zone. And each of the caches will not be hidden in three places randomly, as in the original, but in 6-9 places each! In total, more than 300 locations have been selected for Collector 2 throughout the Site, and many of them are made with even more fanaticism than the original! So all fans of the Collector: your time has come! The pleasure of searching and, finally, finding is multiplied several times) And with the democord disabled - and several dozen times more !!!

    OP-2 includes the censored Chessplayer addon. Removed all the tin about dismemberment and mania. The chess player begins with the arrival of an SMS from Akim, in which he will tell about the appearance of a certain Chess Player. It will come after completing all Salt quests in the Dead City and completing the Wave of Monsters. In Chessplayer, all references to "horror films" and mania are completely removed, the plot is left unchanged. This plot is completely autonomous and does not affect any other plots of the OP-2, except for the information below in the section on quest.

    Video


    So the long-awaited OP-2 came out. Developed, having made a serious claim for the future mod in the first version, fulfilled their promise. We are waiting for the most interesting pastime, heaps of mutants and weapons - and - I hope - unforgettable evenings in our favorite game.

    A little about the "hardware" - the computer on which we all play Stalker and his mods. You downloaded the game, installed it, launched it, but somehow everything is not right: the save takes a long time to load, continuous lags, freezes, frequent incomprehensible crashes associated with a lack of resources and it is not yet understood why ... What to do?
    Of course, you can just go to the store, waste a lot of money, buy a cool new computer. But such a solution will not always give the desired result. Why? And one more thing: what about those who have limited finances? Can they improve something?
    Both of these questions can be easily answered if you try to understand how the Stalker engine uses computer resources. To begin with, the Stalker engine doesn't need a new computer at all. In our case, this is generally a waste of money. Why? Because the engine was written in 2002, and even then it was possible to play Stalker at maximum settings. Therefore, a simple replacement of the computer will not help much here.
    But there is a solution. Quite simple and inexpensive. Available to almost everyone. We only need to make a small upgrade.
    To understand what kind of upgrade we need, let's find out which of the computer resources the engine needs the most. Powerful processor and cool vidyuha - no. Processors and video cards released in 2007 coped well with his requests. After the processor and video card, the engine most actively uses HDD and memory. And this is where we can radically change the situation.
    First, about the memory. An engine, as a 32-bit system, cannot use more than 2Gb of memory. Therefore, in order to maximize the engine's memory usage, it needs to allocate all the 2Gb it asks for. How to do it? Simple: expand your memory to 4Gb and install Windows 7 64-bit OS or higher. It is important to install the version not lower than Windows 7, because only this OS will finally teach you how to work correctly with more than 2Gb memory and correctly distribute it to applications. When you do this, then in the process of work Windows will completely go into the 3rd and 4th gigabytes, providing the engine with as much memory as it asks.
    Now about the hard drive. Nowadays, devices called SSD drives are being sold everywhere. This is the same hard drive, only it is made on the principle of a flash drive - there are no iron and mechanical parts. The speed of writing / reading from such disks today is up to three times faster than from the fastest iron HDD. Here it is important not to save money. The hard drive is the slowest link today, and therefore we need the fastest SSD available that you can afford. The engine is extremely active in communicating with the hard drive, and the speed of the SSD in our case is crucial for improving the overall performance of the Stalker in general and the computer in particular. The faster the SSD, the faster the game and saves are loaded, the faster the work with the swap file goes, the faster the whole system works. So take your time when choosing an SSD. Read reviews and reviews, see ratings.
    The new SSD needs to be made bootable. You need to install Windows 64bit on it, a paging file (it is by default placed on the system partition), Stalker, Solyanka, this OP, and put saves. 60Gb is enough. And we connect our old disk as the second one, and store everything else on it.
    When in January 2010, instead of buying a new computer, I made such an upgrade, my Windows performance index immediately rose from 4.3 to 6.1, Windows7 boots from the moment it was turned on to the desktop in 18 seconds, OP-2 starts up to the menu for 14 seconds, the save is loaded 40-60 seconds depending on the lock, and this despite the fact that the computer is almost 10 years old !!! At the same time, memory crashes and lack of resources have almost completely stopped! And OP-2 is completely made on this old computer) I do not know what else can increase the performance of old hardware so much with such minimal costs. If anyone has any ideas, be sure to share!
    So, to summarize: in order to maximize the performance of our beloved Stalker in conjunction with OP-2 and minimize memory outages with minimal costs, we need:
    1. Increase the memory to at least 4Gb.
    2. Buy the fastest SSD drives available to us. The volume is not important, 60Gb is enough. The main thing is as fast as possible.
    3. Make this SSD bootable, install Windows 64bit on it, a swap file (it goes to the system partition by default), Stalker, OP-2, and put saves. Maximum Windows version it is not necessary to install, Home Basic or Home Extended is enough, especially if you bought a disk at a minimum, 60Gb.
    And that's all.
    I use it myself: E6750 2.66GHz Duo CPU / Asus Commando / 6Gb RAM / 120Gb SSD / GeForce 8800 GTS / Win7 Ultimate 64 bit. All hardware except additional memory and SSD was purchased in 2005.
    And the last thing: the processors produced now can be well "overclocked", that is, increase their clock frequency without any glitches or freezes from the computer. If you are quite advanced in this matter, then "overclocking" the processor will also increase the FPS and reduce the loading time of saves)