Stalker sgm 2.2 where to find a personalized screw cutter. Named weapon at a cement plant. Variable psi radiation

where can you get a personalized weapon at a cement plant in the game stalker call of pripyat? and got the best answer

Answer from Grigory? [Guru]
Description: Find the name weapon of the Stalker Thunderbolt
Quest issued by: Yanov, water tower (to the right of the entrance), Stormbreaker
Passage: the stalker Thunderbolt lost his name "Vintar" and asks to find him in Kopachi. We are going with Uncle Yar to Kopachi. We eliminate the mercenaries and in the attic we take the PDA from the corpse, which we carry with Thunderbolt. After studying the PDA, Stormbreaker asks to find his weapon on the territory of a cement plant. We go to the factory, inspect 5 possible spawn points for the gun:
-on the tower, from where there is a transition to the building, where the details for Nitrogen are. At the very top, where the original helmet stash is.
- in the basement right at the exit without stairs (in an average building, such as a garage)
- on the ramp above the railway tracks - entrance from the second floor of the station.
- on the street next to the cistern on the lattice of the broken ventilation box.
- on the observation tower

Answer from Ivan Lyuty[guru]
I can also copy and paste ... Just climb the locations on assignment and at the end there should be its position marked (approximate, so you will have to look)



Answer from Vasily yakovlev[newbie]
Thank you BROTHER STALKER !!!


Answer from 2 answers[guru]

Hey! Here is a selection of topics with answers to your question: where can you get a personalized weapon at a cement plant in the game stalker call of pripyat?

Description:
Guide to mod Sigerous Mod CoP 2.2. This article discusses all aspects of the passage of this modification at the location: Jupiter, as well as maps of the caches of these locations. (Author of the passage: Stalker77Alex)

Quests on Jupiter are divided into blocks:
1 Original quests + quests of original characters on Janov, not affecting the chains of other quests
2 Quests of scientists
3 Quests of Dawn
4 Quests of the Mercenaries and the SBU

Original quests. Quests of the original characters on Yanov, not affecting the chains of other quests.

1 the first three sorties
After arriving at Yanov, three sorties must be completed.
The first - This is a sortie associated with the Morgan's PDA, where it is necessary to recapture / protect the Debt warehouse. We choose the side that we will sympathize with (at our discretion, it will be useful to us) and carry out an easy quest. We sell a swag from a cache to a Hawaiian.
The second - a sortie with Uncle Yar to Kopachi. Be sure to take the quest from the Thunderbolt (which sits under the Zulus tower) the quest for Vintorez before the sortie. There we mop up hires, collect swag from them, take the PDA of the monolith.

Swag

Khabar: in the village of Kopachi you can find many caches.
Firstly, this is a cache in an excavator (Veles, valuable for us, lies there)
Secondly, it is a hiding place under the iron sheet. We are looking for an iron sheet in the west of the village. There is AS VAL. Along the fence on the western border of the location, not far from there, you can try to find a GPS guide.
Thirdly, a cache in the attic of one of the houses where Thunderstorm lies.

Third- night outing on the quest of Neon (the merchant of Freedom) on the quest "Night snipers"
Be aware - one runaway bandit is immortal until you reach the East Tunnel. When you return back to search all the snipers, jump through the tree immediately onto the excavator and take from the bag in the room the cache of Arrow No. 1 - medicines. Also in the immediate vicinity of the excavator is the stalker Sliver. It is he who will help us uncover the Magpie / Flint betrayal.

An interesting fact - the three Arrow caches on Jupiter have a random swag. Regardless of which of the caches you take first, it will contain medicines, the second will contain ammunition, and the third will contain the SIG 550 Arrow

2. The first walker (part 1)

The walk will be very busy, so I advise you to take the best equipment, upgrade your weapons if possible. We take quests:
The stalker Bear has a quest for Mityay (choose a peaceful solution to the conflict, take the artifact)

  • We take the quest for Bloodsuckers from St. John's wort
  • We take the quest for Radio Materials from Azot
  • At Thunderbolt we continue the quest for Vintorez.
  • Uncle Yar has a quest for the Camera

So let's get started. First, we move towards the Flood anomaly. We are looking for arts. Then we go a little east, there are bloodsuckers on the quest of St. John's wort. We take out. We go under the cement plant, from the place where the bloodsuckers were farmed on the water, we climb into the tunnel behind the Shooter's cache. Then we climb to the Tsemzavod itself. We go up the stairs outside to the roof of the northern building, on the roof we take the cache with the Helmet and the PSO (also there is the spawn point of Vintorez Thunderbolt), we go down below. There may be an artifact here, as well as two radio materials for Nitrogen. Then even lower (we don't remove the detector) - three more materials. Below are two more materials. There are two more on the lowest floor. There should be 9 materials in total

Further - you can start searching the southern building. There may be a GPS on the floor (a metal floor in the form of a grid), and a Monolith cache with Gauss cassettes can be found below under the pipe. It's time to start looking for the Named Vintar, if you haven't found it yet. You can find the spawn points below.

Now we are moving to the Quarry. On the way on the diesel locomotive lie SVD and cartridges for it. There may be GPS in the Career. If you haven't taken Arrow's cache and talked to Sliver - go for it. Let's not forget about the arts. Then you can go to the East Tunnel. GPS can be found on the ledge (just above the gate, above it). Use binoculars. The burers in the tunnel can be killed immediately (you need to enter the tunnel through the entrance to the left of the paths. Looking south). The quest will still count. After killing the dwarfs, we go to Bitumen, we are looking for arts.
Jupiter plant
Combing the Jupiter Plant is a daunting task. But doable. We use the gate on the right (north-western part of the plant) to enter. We turn left along the road. On the left side there is a basement. There is a cache. Next, you need to comb the hulls adjacent to the air bridge. There are two documents - a folder with an order and a notebook sheet. Further, through the entrance of the plant, you can get to the Administrative building. We go up the stairs, and in one of the rooms we find documents. But do not rush to take them. Get ready. Take the stash with the Bump stop in the table. After taking the documents, the Hires will appear, led by the Black. We take it

PDA, flash drives, the leader has a G36. There is a Thunderstorm cache under the north staircase.

Further, without leaving the building, on the ground floor, in the area of \u200b\u200belevators and the southern staircase, looking south, there is a transition to another building. There is another document - the Delivery Schedule. Now we go out into the street and move on through the plant. We shoot the dogs. There is an excavator on the left side. We approach him from behind and take the L85. Next, we go down to the Shooter's cache, we take away a random swag. We get out, we go to the building to the south. There, on the second floor, there is an important document - the Pripyat-1 overpass scheme. We leave, we go to the largest building on the area. As you enter - keep to the right, go down to the basement. Then we go through the basement, go up the stairs, go along the walkways. We take the document "Papers with notes". We go down the stairs to the adjacent room. Psi-dogs will meet us there. There is a cache with AK74 under the shelves. You can take another document on the table. Let's examine the helicopter. GPS can be found nearby (see screen below)

We leave the factory.

2. The first walker (part 2)

After leaving the factory, our first goal is to search the Concrete Bath anomaly. To do this without consequences, after leaving the Jupiter plant, turn 180 degrees to the left and walk along the outside fence of the plant. Then you can get to the very platform where the artifact lies.
Opposite the anomaly is Aggressive Bandyuks. They just need to be eliminated. We are not going to the hiring base yet, they will not let us through. Two caches with SIG 550 and Winchester can be found behind the garages and under the road.

Next, we go to the helipad - the place where the minefield does not allow passing and where Skat-1 landed. On the way, do not forget about the Uncle Yar quest. It is easy to go to the site on the right along the fence. We take away the black box from the helicopter. At the other end of the minefield, where a concrete wall can appear GPS. After a wave of mutants that blew up the lion's share of the mines, we check the presence of mines by clicking the bolt and take the GPS.
Oasis

The oasis is actually easy to walk through. The entrance to it is in the area of \u200b\u200bthe platform near the railway. There is a building there. We pass, we bring down tushcans and zombies. We destroy the boards blocking the passage. Do not go down (although there is a spawn point for tools) and go straight.

Then all the way and to the right through the pipes. We go through the pipes until they "run out". Then left. A hall with columns will appear before us.

To unblock the passage and turn off the teleport, you must:
1. Walk five times straight through all five rows of columns as shown in the figure. You can start from left to right or right to left - the order of passes can be directly changed.

2. Then pass this hall strictly under the snowflakes. The teleport is unlocked, we take the artifact.
Mityai
On the instructions of Mityai's friends Torba and the Bear, the bandits Mityai must be rescued from captivity. The best option is to take the artifact from Mityai's friends and kill the bandits. The fact is that this artifact is very useful. The easiest way to interrupt is from the inside - to go to the very hillock, and from there begin to take out the bandits. Or outside - with a sniper rifle. We are not going to Yanov and Mityai.
We get two flash drives of the Bandits. A GPS guide can also be found at the fence at the western end of the sub-location. On the way to the Volkhov air defense system, we speak with the surviving Monolith led by the Vagrant.
Point B205
We approach the air defense system "Volkhov". We take out the zombified. We do not go down into the tunnel yet, we go into the building. We take Sokolov's note there. But now you can go down. We open the door, we pass further. Through the holes in the wall we go around the pile of shelves, carry out the jerboas and the burer. We go upstairs and take away new weapons. The RPG can be put in a drawer for now. On the way to Yanov, we hand over the quest to Oasis to Ozersky. You can give Garik the Chunk of Meat and Kolobok art. Sokolov - his note. German - a quest for Administrative documents. Now it's time for Yanov.


  • We hand over the quest to Mitya.
  • We hand over materials and a black box to Azot
  • We hand over quests by St. John's
  • We rent Vintar by Thunderbolt
  • If we talked with Sliver in the Quarry, then we talk to Flint, then we hand him over to either Shulga or Loki, and later to Gont.
  • You can submit documents from Jupiter or Shulga or Loki. There is also an option - Sychu.
  • Selling unnecessary artifacts to a Hawaiian. You should only leave the arts by weight (Gravi and Goldfish)
  • We hand over the quest to Uncle Yar.
  • We are trying to attach the Monoliths to one of the groups by talking with the leaders of the clans.

3 St. John's wort quests
We complete the remaining quests of St. John's wort:
1. Quest for 5 bloodsucker tentacles. Should have stayed from the Zaton. We give it back, we get a reward. (in the assembly that Shkrek went through, the quest was not issued, perhaps this is due to a fix from makdm)
2. Quest for groups of snorks. I will not explain, they just need to be taken out.
3. Quest for the Chimera. We go to the ventilation complex at night and kill the Chimera.

4. Quest with Snag
One fine day, things disappear from our box. We interrogate St. John's wort, Bone cutter, then Zulus. We kill the bandit at the stop. You can kill Snag. You can keep alive. In any case, we will get things back.
4.2 Scientist Quests
1. Variable Psi-radiation
The first and very important task - "Variable psi-radiation from Herman" It should be performed only with a sniper. With the Poplar group we go into the tunnel. We take out jerboas and three zombies there. Move on. A GPS guide can be found in the anomaly room.

Save before picking up the Modified Isolator. When leaving the room where he was lying in the tunnel, a controller will appear. If you don't have time to take it off right away, Poplar's group will start firing at us. Therefore, we use the Lynx in full (if there is no sniper rifle, then we go point-blank to him and extinguish it with a shotgun). We return to the bunker.
2. Placement of scanners
We take from Herman a quest for the placement of three scanners. We arrange, then two more will be available. You need to pick them up from Novikov. The placement of the scanners will allow you to display the artifacts available in the anomalies on the map.

3. Measurements with the Poplar group.
We take a shotgun - this is important - and a sniper. We go first to Plavni - it will be more difficult there. Our task. So that all members of the Poplar group stay alive. We are waiting for the approach of mutants and demolish them. Then we go to the Ash. There you need to shoot the Zombies approaching from the Digging side. I think even a machine gun is enough.
4. Ozersky's hypothesis
We speak with Ozersky about the activity of mutants during measurements. We get a scanner from him, go to Bitumen. We install a scanner there, we see the activity of mutants (snorks appeared) - we take the scanner. We carry the scanner to Ozersky, we get a reward.
5. History of Debt
You can even complete it without taking the quest from Herman, if you have a Svarog detector. Svarog can be given out either by Beard on the Owl's quest, or Poplar after completing all the quests related to his group. We go to the Cooling tower, climb up, take out the detector. The anomaly drops the "Dead" long-timers with weapons in excellent condition. One of them has a PDA. You can give it to the leader of Duty or Freedom.
6. Protection for scientists
On the instructions of Herman, you need to find protection for the Scientists. There are several options - Duty, Freedom or stalkers led by Spartak from Zaton.
7. Novikov's quests to upgrade detectors.
7.1 Anomaly scanners.
You just need to simply collect scanners for Novikov on Zaton from all anomalies. Additional profit in the form of arts on the Zaton.
7.2 Special information
We need to find blueprints for Novikov at the Cement Plant and the SAM. Screens to help.

7.3. Special tools.
At Novikov's request, we find tools for upgrading detectors.
8. Accompanying scientists

We take the quest from the scientists who are not far from the bunker. We accompany them to the Ventiation complex. We receive a reward.
4.3 Quests of Dawn
1. Defense of the base
Throughout the passage in all quests concerning the Dawn, mutants will excite us. In the first quest (it is issued automatically when you first approach the Dawn base) you need to repel the attack of the mutants. Take the shotgun - there will be a pseudo giant. After completing the quest, you can join the "Dawn" group. This is what we will do.
Tip - immediately order the Exoskeleton of the Dawn from the Dawn Trader. It is he who will provide the maximum carried weight in the game.
2. Clearing the territory from mutants.
Description: The Dawns need territory to expand their faction. We need to free her from mutants.
Issued by: Jupiter, leader of Nazar Dawn. We move along the mark on the map (to the halt) and shoot the snorks. We return for the award.
3. Cleaning up the area near the holes.
Issued by: Jupiter, leader of Nazar Dawn
Description: we move along the markers on the map and shoot mutants:
1.in a cement plant (snorks, chimera)
2.in the Jupiter factory (dogs, pseudo-dogs)
3.in the South (between the container warehouse and the helipad) - wild boars, flesh, controller
4.near the railway (tushkany, burer, 3 pseudo-giants)
5. near the air defense missile system "Volkhov" - snorks, pseudo-giant
We return for the award.
4. Clan priorities
Issued by Dawn Leader Nazar. First, take the armored suits to the technician on the basis of Scientists Novikov.
There are several options for passing - the longer you wait, the less you pay. Then take the armored suits from the technician. Next comes the most difficult part - you need to fill in all five prepared caches
It is necessary to fill all five caches of the group marked on the map with the following components according to the list:
1) Weapon: AN-94 "Abakan" or Chaser-
2) One magazine for the corresponding weapon.
3) Veles class anomaly detector.
4) Armored suit ChN-3A.
5) Any first aid kit, any bandage.
6) The choice of anti-radiation drug or psychedelin.
We call the PDA signal. Check the first point marked in the patrol group's route, then the second and third. We will escort Miguel to the base and inform Nazar about the results of the check.
5. Flowers of the Devil.
The quest is issued by the same Miguel from the previous quest - the scout. First, burn with the scientists in the Bunker. Then ask the leaders of the groups, St. John's Wort, Kostoprav on Yanov. If Kostoprav said that you need to look in thermal anomalies, we are looking for Zaton in an. Circus, in the Burnt Farm, as well as on Jupiter in the Ash. Then we give the Flowers of the Devil to Miguel.
4.4 Quests of the Mercenaries and the SBU
1. Interception
We use the USB flash drive from the SBU from the cache on the Zaton, lying in the backpack. We go by the mark to the area of \u200b\u200bthe Jupiter plant. We take out all the mercenaries there. We will accompany the agent to Yanov. Now another agent is available at night, who will give us another task.
IMPORTANT!!! Be sure to pick up a PDA from one of the Hire with a password to enter the Mercenary base. You also need to remove from one of the mercenaries either the Mercenary's Exoskeleton or the Mercenary's Suit.
2. Agent on the helipad and Professor Tyagnibok.
At night we go to a meeting with the Agent. He will give us a task to search for Professor Tyagnibok who disappeared in Pripyat with his report.
3. Joining the Mercenaries.
Attention, on the basis of the mercenaries, the dress code is valid only in the hiring suit, we approach the goalkeeper (hiring Evil), tell him the password - we go to the base. In advance, you need to buy a psychedelin drug from a physician or scientists, or save it when you collect swag from corpses, you need 5 cylinders.
Approach the hiring leader Molfar and take the quest - search for the missing squad.
The quest is completed in two passes: with the first group we go to the Jupiter plant, we do not run far from the detachment, because the task will fail. We clean the perimeter, go up to the second floor, there will be a surprise. On the first run of the controller, do not bring down because then there will be no snork spawning. When the controller appears, we take our hands in feet and run headlong into the street. We get the task to talk to the hiring leader. We return, we take the task for the second round, here the psychedelin comes in handy, we distribute it to the participants in the assault. At the factory we clean the perimeter, about 10 zombies and three controllers. As you fill up 3 controllers, there will be 3 snorks spawn near the garage, and two at the exit from the factory. After shooting them, you will receive an invitation to talk with the leader, who will offer the GG to join the mercenaries.
4. Broken caravan.
On the way to the base, a caravan of mercenaries ran into a large pseudo-giant. They are now near the ventilation complex. They need help. We kill the giant, take the cargo and give it to Molfar.
5. Assassination attempt on Knave: kill Knave
Molfar decided to break up with his bosom enemy - Knave. We need to shoot him.
(in the assembly that Shkrek went through, the quest was not issued, since the Knave died earlier)
6. Weak Beacon: Find a cache in the factory
The mercenaries long ago set up a cache on the grounds of the Jupiter factory. The one who installed - died long ago. Nobody knows exactly where this cache is hidden. The GPS beacon signal on the cache is very weak. For it to work, you need to get closer to it. The task is to comb the plant. There we find a hiding place - we can't pick it up - we try to search it - it's closed. We inform Molfar, we see off the detachment to the cache, we return to the base.


SGM v. 2.2

1. Start. Cordon / Marshes

1.1
Never shoot with AKSU! Grab the AK-74 at your earliest convenience, a good melee vehicle.

1.2
Bring down the first opponents with grenades, because even a high-class shooter / veteran of the Counter will not get anywhere from a regular weapon. Hands have nothing to do with it, neither does the mouse. The weapon is ... It hits weakly. And, mostly, by.

1.3
In the second hand at the start, take a sawn-off shotgun - for close combat it is the most. The headshot is great.

1.4
Together with you, the village (according to the first quest) is stormed by 1 ... 2 stalkers from L85. The barrel, undoubtedly, is not the best, and there are not so many cartridges for it, but there is built-in optics ... Why not a sniper for the first hours?

1.5
Tamerlane, in addition to two flash drives, can have one more random item. I suspect that this is just a "drink", but there were other precedents ...
This item is generated at the time the quest is auto-accepted, that is, at the time of the murder of the last "fugitive". If it's not lazy to play with random, we start doing it BEFORE killing the last of the fugitives.

1.6
All stalkers carry a "Weapon Repair Kit" with them, only some do not have time to use it ...
In other words, the "useful" barrel can be thrown away - someone will pick it up. Then, if this "someone" takes the barrel in hand and dies, then we will pick up the barrel that has already been "repaired" to the default state.
Using this technique, of course, is gimorno, but in the first quest - to capture the village and its subsequent protection from mutants, it is quite possible.
That is, we "drop" the used trunk to the "necessary" stalker, "feed" it to the boars brought to the village, take out the wild boars, loot the carcass - oppa ... The trunk is "repaired".

1.7. Stalkers watch their weapons better than bandits: the state of captured weapons of bandits is ~ 80%. Stalkers - 95%.

1.8
Until 22-00 the ATP at the Cordon is empty. After - bandyugans will spawn. But, before talking with Mohammed (senior assault group of the ATP), they are all immortal ...

1.9
Stalker Magomed, (leading the assault group at the ATP), has a flash drive and an AK-74 M1. Something tells me that he will not survive in this battle ...

1.10
Immediately clear as many "points" as possible, there will respawn all sorts of benefits in the boxes. On the passage of quests ("Halts of the military", for example), preliminary cleaning does not affect. The carcasses of the military will be in place.
Only ATP is critical, but it has "built-in foolproof protection."

1.11
Use anomalies and grenades against "quest" monsters. The cartridges will still come in handy.

1.12
Cleansing monsters can also be carried out using alternative weapons, such as captured pistols, by methodical shooting from afar. And the cartridges are cheap, and the AK-74 does not wear out.

1.13
In the very north there is a checkpoint with bandits. So the main one - AK-74 M1 (in rate of fire). Collect as soon as possible. Its DPS is noticeably higher than the standard one, and Ermak makes the most direct sense to upgrade this barrel. Will last a long time.

1.14
Technician Yermak's upgrade on Cordon - on the first "line", all three shooting ranges.
+30 Accuracy in shooting gallery-3 is, and if you upgrade the AK-74 M2 (+50 in Accuracy), then 1 upgrade "flies into the whistle" (duplicated), and the rate of fire still cannot be raised.

1.15
In hard-to-reach places, hens are hiding, laying golden eggs (500 each). Unfortunately, the birds are disposable. And mortals ...

1.16
In the tunnel under the embankment of the railway, there is a light armor of the Mercenaries. Take it, anyway, nothing will be better for a long time. In terms of bulletproof properties, it is not inferior to "Seva" from a dredger. And "Seva" can be sold for 12K ...

1.17
At the vegetable base, at the very end of the left building, behind the boxes, there are (always!) Kevlar plates-1 (+ 5%). The thing is heavy (1 kg) and practically useless. On Swamps / Cordon, the weight is not critical (we don't collect trunks), but then further ... Total: you can safely sell for 6.4K ...

1.18
If anti-radiation art (Medusa) on the Cordon / Marshes has not been dropped, then it's okay. These locations (with a minimum of himorrhoids) are traversed without any artifacts at all, on "blue" bandages, vodka and Antiradina.

1.19
Until you turn in Medvedev's 2nd quest (to clean up monsters) and take the quest for "Shapoklyak" from the merchant, there will be no art. That is, it won't.

1.20
The village with a water tower on the Swamps is rich in hiding places: there is an RPG-7 + 2 charges on the roof of the tower, and an L85 on the roof of the shed. True, both of them are absolutely unnecessary ... But a little medicine in the cellar is quite a topic.

1.21
Do not take captured weapons, on the Cordon and Swamps it makes no sense at all. Well, maybe MF, and then ... Unload and stuff into corpses. Clean up after you ...

1.22
An alternative opinion: collect everything, reverently and carefully. Drag it to the exit from the Swamps to the Center of the Zone, where to hand it over to Cardan.
You can try "pho fan" - to make sure that such spending of personal time is pointless. At first, the carried weight is too small - 50 "useful" kg; then, when the weight reaches 150 "useful" kg - all this is no longer needed.

1.23
Cordon and Swamps do not require a 4 kg gas mask. You can safely leave it in the drawer. Why carry extra weight?
By the way, on Zaton and Jupiter this "rule" of the beginning of the game also works.

1.24
At first, do not use the "default" boxes for storing equipment (there are only two of them on the Southern Cordon): any benefit will spawn in them. Install the bag ...

2. Backwater and beyond ...

2.1
The caches of the original RFP have undergone insignificant changes in content, but the SGM caches have become almost 2 times smaller. The hardest to reach have the greatest benefits.

2.1.1
At the entrance to the Zaton, under the Christmas tree on the left, by the road itself - a pack of 7.62 × 53. Previously, there was still an SVD ...

2.1.2
A cache with an AK-74, cartridges and a grenade launcher - under another tree, to the right of the road and further to the Sawmill - as in the original.

2.2
An underbarrel grenade launcher is a device of dubious utility not only at the start. For it is heavy. There are no situations in which you cannot do without it. Plus, the explosion greatly damages the dropped weapon. You can safely sell.

2.3
Instead of Vintorez in the original (on the wall of a house in the Burnt Farm), the new Abakan is in fashion.
For sale.
It's a pity ... The version of the launch with a sniper under the 9? 39 cartridge found on the Zaton much more often would have a right to exist ... On the first day.
Then - "Lynx", definitely. Although at first there are just a few cartridges for it. And in order to use the Lynx effectively, you need not only a firm hand, but also “you need to know the place”.

2.4
The first really good weapon is to buy. It will be a unique Lynx sniper rifle. Ordered for 4,000 from Shustroi on the 3rd floor of Skadovsk. First of all, how we get there and get 4,000 in our pocket, we run to order. It will take about a day to wait for delivery.

2.5
The appearance of "custom" barrels at Shustrik is random, and the barrel is generated at the time of ordering.
Therefore:
- save BEFORE ordering;
- we make an order;
- we will save to another slot;
- we sleep 24 hours.
We check what Nimble will bring us.
We load from the latter, if it is "Lynx", and continue the game.

2.6
Only "Lynx" should be taken from Nimble, the other two options (unique SVU and Vintorez "Priboy") are so wretched without tier-3 grades that they can be used exclusively for starting the Snagging quest line. They are not suitable for effective shooting.

2.6.1
By the way. Do not forget to take a quest to search for MAC-10 BEFORE ordering the barrel (this is in the Zaton location, the rest is on Jupiter), otherwise Shustrik will run away for a day. Without taking the quest, the barrel will not be generated.

2.7
Until you buy a barrel (any) from Nimble and do not go down with it "over your shoulder" to the bar (the barrel is in the active slot, not in the Inventory), the Snag line will not start.

2.8
Hiring from an RPG-7 ("monkey with a grenade") in Emerald, overwhelmed by a headshot not in the default position, does not have time to gobble up his pipe shaitan, in which case it can be lost. This will not work at the Substation ...

2.9
Kemper on the Dredge Boom (Vobla's friend; according to the "Steering Wheel" quest), armed with AN-94 M1, manages to eat his cannon ... That is, in SGM 2.2. it will not be possible to get his machine to be lost in any way: neither on the arrow, nor by "dropping" him to the ground.

2.10
The Krug, which is delicious with an abundance of hiding places, is completely deserted before talking with Capercaillie at Skadovsk. After taking his quest, both bloodsuckers are in place, but Capercaillie is not yet.
But we do not forget to put 20 rounds for "Lynx" (top of the rack), 10 rounds for Gausska (on the right in the left "electrical panel" above Myron's swag) at the VNZ. And also a hundred 9? 39 (under the stairs).

2.11
We will certainly loot all 4 corpses in the basement of the VNZ in front of the "bedroom". The wood grouse will wait a little for you.
The first corpse (behind bars, far away, opposite the elevator) always has a Nightstar. Not particularly relevant on a "two-hole" suit (for a "three-hole" suit with a Twist, it doesn't make some sense), but it can be sold.

2.12
We save unique bullets with pieces of the Carousel artifact, aka Dum-Dum (although this is completely different ... :-)) for Lynx and Alpha.

2.13
If at the Sawmill there is an SGM cache on the roof (where you can jump from the pipe), then there will be a couple of arts, including Gravi.

2.14
The "Acid Infusorium" artifact according to the scientist's quest is no longer hidden in the "backpack".
To detect it, like Shapoklyak, a detector is not required. When approaching the anomaly at the Lesnichestvo 150 m, the art rolls down the hill right onto the road. Scooter ...

2.15
If the passage line "allows", then a can of gas for bloodsuckers (10 kg) can be picked up on the bridge and taken to the place in advance (without taking any quests), where it can be thrown to the ground. He will not be lost.

2.16
It is better to switch to Yanov for the first time as early as possible, but it is advisable to fulfill the gentleman's minimum: get the "Detective" (let the medicines drip), fill up the Bloodsuckers and Chimera (for Magpies).

2.17
Being in the "Bandits", for the first time you can get to Yanov for free, according to Chapay's quest.

2.18
To expose Trevor and get the "Detective" you DO NOT need to destroy the nest of bloodsuckers on the VNZ. Enough to scout him. Then, after a couple of hours of sleep, the Capercaillie's body will be in place. Once I even managed to find a living and healthy Capercaillie there, behind a still locked door ...

2.19
Below the "Steering wheel" on the Dredger (at the SECOND visit - behind the swag from the flash drive) lies the "Seva" overalls. For the unfortunate off ...

2.20
At the first exit from the "Skadovsk" look to the bandyugans in the Forestry, pay "for the entrance". Otherwise, the dogs of the "checkpoint officer" will eat them up, and they will have to replay. At the same time, you can check several secret places (AK-74, Chaser). For sale.

2.21
I recommend taking the Snag container right at the start. With AK-74 M1 it will not be difficult: if you enter the caves from the "back door", from the "Claw" anomaly (although you can jump off the gas station, with some CS experience and excellent spinal reflexes - no problem).
The first sweet pair of snorks is carried out of the "crack", from a height inaccessible to them, like in a shooting range. There will remain 2 more in the cave and the last, fifth, at the exit. Beat the KGB - by the short ones in the head.
Please note that the "Chumadan" from "Zaporozhets" weighs as much as 12 kg ...

2.22
You can not give the case to Koryaga quite roleplay at all (we found the container before we knew about Koryaga, dya?): Cardan will open it for 500 rubles. There are few benefits from the snagged swag: we will get two items in every way when carving up (if given on a quest), only a helmet, a pistol and AKSU remain. The latter are slightly MF. In a word - uncritical.

2.23
It is better to come to the Substation to the mercenaries and the Cleaver for the first time with six rations: you took the quest - you passed the quest. And then there were cases when the game got a little wedged when this quest was taken but not completed.


3. How not to be poor? And also about technicians and upgrades

3.1
First of all, you need to reduce the regular costs (for the repair of not only equipment, but also "in general"). To do this, we get the maximum possible discount on repair / upgrade from Cardan and Azot.

3.2
The task - to hand over a large number of weapons to "dismantling" - looks primitive. Bring and hand over. But...

3.2.1
It is more profitable to hand over 1 barrel in a condition\u003e 90% than 2 of the same 45% each. This means, starting from a certain stage, we repair the cheapest trunks (PM and Fort) up to 100%. And only after that we refer them to "disassembly".

3.2.2
It is more profitable to hand over 2 PM (at the price of 100 + 100 \u003d 200) "for disassembly" than 1 rifle (at the price of 1000), there will be more spare parts from a pair of PM.

3.2.3
Having reached the minimum payment for repairs, we repair all barrels before selling / handing over for disassembly.
"It was then that I got a chip and flooded ...": from one Alpha, you can "cut" up to 50K bubble.

3.3
At the beginning of the game, it is more profitable to sell armor, devices, gas masks and helmets to the Merchant than to Sych. Some cartridges - too, but it's a penny. But in terms of armor, sights, detectors ("Response", not "Bear"), Kevlar plates and grenade launchers, the difference is noticeable.

3.4
In general: check the purchase price of the device from the Merchants before selling to the Sych / Hawaiian.

3.5
The more spare parts you have in your stash, the lower the prices for repairs and upgrades. Therefore, first we hand over the broken barrels for disassembly, and then we repair.

3.6
The maximum "freebie" is 0 rubles. - reached in the region of 90 pieces of "spare parts". Then prices ... rise. Little... :-)

3.7
Do not sell weapons to Sych and Hawaiian after every trip. Keep it until the moment when you need money for the upgrade / purchase. The later you sell, the more you will help out. Maybe the weapon will already be profitable to repair before selling, and these are completely different grannies.

3.8
Do not upgrade armor (and weapons) in Zaton.
Firstly, it is costly (on Yanov Azot will make it cheaper), and secondly, it simply makes no sense: the sense of the grade of armor from tier-1 is very dubious (there are percentages, and + 50% to 10 is only 15 ...) , but the costs are noticeable at first. Only, perhaps, it makes sense to make simple armor for 3 + k - in weight. And that's all. If the Instruments fall successfully ("rough" х2 on Zaton) ...

3.9
The tools drop out very "randomly", but there are definitely a couple of sets at the location of the RFP. Chances are high that the closest set for "fine work" can only be found on Jupiter. Therefore, Cardan is supplied on a residual basis, priority is given to Nitrogen.

3.9.1
This concerns, first of all, a set for "rough work", a duplicate of which can be "brought" to Pripyat ... Until (one way or another) we do not decide on the presence of a duplicate, we do not give the tool to Cardan. And we do not use Cardan's upgrade services. This means that we do not solder it with vodka.

3.10
The location of the instruments can be found in the Sych, 10 - 20 - 30 kilo rubles. On reboot - free ...

3.11
The original Exoskeleton grade for running, performed exclusively by Cardan, is no longer relevant.

3.12
Azot's unique Sphere helmet upgrade does not bring much benefit. But, choosing a helmet for "Ekza", you can stop at 60% protection + grade from Nitrogen (IR scanner).
The difference in protective properties between Sphere and Sphere M is, in fact, minimal (60% vs 65%). But the usefulness of the "IR scanner" is rather doubtful ...

3.13
Some armor upgrades will be available only in Pripyat, from a military technician. Not earlier. True, they are not particularly relevant.

3.14
Novikov scientists no longer have any advantages in upgrades over Nitrogen / Cardan.

3.15
Never, never eat mushrooms ... oh ... do not upgrade SVD "Lynx" to install NVG! Torment during the day ... :-)

4. Optimal weapons in SGM 2.2: selection, upgrades, finding. Recommendations.

The choice of the optimal weapon is no doubt determined by the preferred combat tactics.
Since there are no “stealth missions” in the SGM, the available tactical formations can be conditionally divided into 2 “poles”:

- pure "camping", with the shooting of enemies from an ambush from the maximum range;
- assault actions - close combat on the spinal cord.
Accordingly, 2 types of weapons are used:
- sniper (high-precision, with optics) for long-range shooting;
- assault (with high DPS (Damage per second, damage per second)).

The optimal tactics, as a rule, "lies roughly in the middle":
- first take out everything available from afar, preferably with headshots,
- then loot the carcasses,
- save,
- then storm the remaining opponents.
This order is determined by the peculiarities of the game, and, in particular, by the work of the Cleaner of Corpses. To get all the loot, he "encourages" players to fight in one go, without reloading.

In accordance with the chosen tactics, the selection of weapons is carried out at each stage of the game.

A few words about the basics of an accurate shot in the game.
Each barrel has its own "Accuracy" characteristic. But the final "accuracy" of a single shot is made up of three parameters: "subjective" ("Convenience" - "spread of the cross" of the sight) and "objective" - \u200b\u200bthe actual "Accuracy" + the effect of weapon wear.
The type of ammunition seems to only affect the transfer of the aiming point for long and ultra-long fire.

The following barrels are available at the start:
1. AK-74.
2. L85.
3. AN-94 "Abakan".
4. L-300 (there is a guard at the Northern checkpoint on the Cordon, you can "achieve" his death from monsters, and, in principle, get it).
5. Shotguns.
6. Double-barreled guns, sawn-off shotguns.
7. Submachine guns (MP-5 and, similar to it, AKSU).
8. Pistols.

Not a single barrel is suitable for the role of a sniper weapon at the very beginning of the game ... Decent accuracy is provided only by the Tula overhead flint, a bullet. But the firing range is absolutely insufficient.

Pistols - machine guns (to them, in spite of, we also include AKSU) have no advantages over other types of weapons. Some disadvantages ... ;-)

Shot weapons (TOZ, Chaser) are not bad against monsters, quite comparable to the AK-74. The sawn-off shotgun perfectly headshots single bandits in super-close combat indoors and from around the corner

Pistols at the start should be used only as an alternative against monsters, for shooting quest ones from a long distance, for example. There are a lot of cartridges for them, and the accuracy of some models is quite satisfactory.

At the very beginning, you can, perhaps, use the L85 - because of the built-in optics, shooting single. Against the "blind" bandits on the Cordon, this is quite enough. And then the result will have to be achieved with a large number of shots, and NATO 5.56 × 45 are still very few.
Upon receipt of PSO-1 for AK-74, if not earlier, L85 weighing 5 kg with pleasure is thrown into the trash.

With all the "richness of choice", there is still no alternative to the AK-74:
1. Until the possibility of repairs, replacing the AK-74 with a "new" one is the least problematic.
2. Cartridge 5.45 × 39 - the most affordable and widespread.
3. High DPS.

Yes, before the appearance of the SVD "Lynx" AK-74 will be "And the Shvets, and the reaper, and the player on the pipe."

AN-94 "Abakan" in SGM 2.2. turns out to be completely unclaimed.
AN-94 M2 (+ 50% Accuracy) becomes available too late (on the Zaton, already "Lynx" on the way or in a backpack), and a simple "Abakan" is noticeably inferior in Accuracy of the AK-74 M1 + mf in Accuracy from the first line of Ermak.
The fact is that the bases for modernization of the AK-74 and AN-94 are different, and with all the desire to modify the AN-94 into Accuracy, Ermak will not work.
Ermak can still modify the L85 to Accuracy according to Tier-3, but the result in the end will still be much worse than for the AK-74.

Thus, on Cordon and Swamps we use the AK-74 (M1 in "Rate of Fire"), upgraded by Yermak, both as a sniper and as an assault weapon.

The optical sight for the VD submachine guns can be found with a fairly high degree of probability when checking the "renewing chests" back on the Cordon, and 100% - in the box on the tower near the Fisherman's Farm (Swamp).

On the very first day on the Zaton we will receive the "Lynx", but so far it should be used only in especially important cases, since there are few cartridges for it. Only Alpha-3 has them (x15 reward for the Major's head), maximum 20 pieces per group.
It is quite good to get hold of 7.62 × 53 cartridges for SVD on Cordon, when checking chests in search of optics. A certain amount (30 pcs.) Is on the Zaton, in hiding places.

This means that in "ordinary" battles, the AK-74 will still have to be used as a "sniper".

Another conversation is that with the correct construction, there will be practically no "sniper" battles on the first day on the Zaton.
Before getting the Lynx from serious battles, it is assumed:
- removal of zombies at the Sawmill (performed in the house, "around the corner");
- removal of hires to SPO (Waste Processing Station) according to the Sycha quest, also indoors, "from around the corner";
- taking out hires at the Substation according to Chapay's quest - in the house, "around the corner."
In all these cases (and I do not recommend taking Tesak's quest: it is buggy, it noticeably slows down the passage, adding unnecessary fuss with the transitions "Skadovsk" - Yanov, but for me it also "breaks" roleplay :-)) exceptional "assault" characteristics AK-74 (due to the highest rate of fire in SGM 2.2) will be in full demand.

And only on Jupiter the SGI-5K Strelka will replace the AK-74.
The best "honest" barrel in the SGM 2.2.

Dry residue.

I recommend the following "honest" lineup of weapons:
- AK-74 (Cordon).
- AK-74 M1 ("Rate of Fire"), captured, from the Northern checkpoint or from Magomet (head of the ATP assault group) repaired by Ermak (Cordon).
- AK-74 M1 ("Rate of Fire"), modified on the first line by Ermak (Cordon).
- AK-74 M1 ("Rate of Fire") Mf Ermak + PSO-1 (Cordon - Bolota - Zaton (1st day)).
- AK-74 M1 ("Rate of Fire") Mf Ermak with PSO-1, possibly with an upgrade Tier-1 near Cardan + SVD "Lynx" (Zaton). *
- SGI-5K Arrow with x4 optics + SVD "Lynx" (Jupiter).
- SGI-5K Strelka (mf) + SVD "Lynx", mf "in full" (until the end of the game).

___
* - if you do not buy the imbalanced gun "Storm" from Nimble.

You can solve almost all your problems for further passage in arms on Skadovsk, if you immediately buy an OTs-14M "Storm" from Shustrik - simply the best SHV \u200b\u200bin the game.
But this, in my opinion, is "cheating" and a breakdown in balance. Storm is TOO good to be true.

From the original I would like to see an alternative "line" of sniper rifles - for 9x39 rounds (in other materials I analyzed this option).
Unfortunately, the lineup turns out to be unbalanced: Vintorez's damage is too low - only 55, (if you don't use the alternative Dum-Dum ammunition, and with them at the start - trouble ...).

Yes, there will be a lot of SP 9 × 39 cartridges on Zaton - if you know the place.
But there are several nuances:

1. Damage with standard ammunition is miserable for a sniper (only 55, that is, it will not always be possible to one-shot when hitting the head), and even the high rate of fire of Vintorez does not compensate for this shortcoming.
For "sniper" is required first of all against a well-"armored" Alpha, whose fighters even "Lynx" with its damage of 130 lays down when hitting the head not in 100% of cases.
And with more "soft" goals, it is quite possible to figure out campers from assault weapons (AK-74, SGI-5k - with optics). Let me remind you that even the AK-74 with Tactics (we get it on the Zaton for the very first quest) deals 51 ... 52 damage, although with a lower armor-piercing standard ammunition.
Try to work out a headshot with Vintorez on a mined hiring carcass in an exoskeleton and a Sphere helmet, and you will understand what I mean ...
And "Lynx" ... The popular adage of the spinal cord: "One shot - one kill, not luck - just skill" can be supplemented with one more line. "My gun - my FUN!" ;-)

2. Shooting at a moving target, in comparison with the "Lynx" / SVD turns into sheer torment: the flight speed of the "Vintorez" bullet is low, subsonic "by definition":
- for "VSS Vintorez" ...... ~ 290/350 m / s (in real life / in the game);
- against SVD "Lynx" .......... 830/900 m / s
We have to take a big lead for VSS Vintorez, which requires a “successful” forecast of the target trajectory and taking into account additional parameters when firing. This does not contribute to the effectiveness of shooting.

3. Three times "ha-ha", but the basic accuracy of Vintorez without an upgrade and AK-74 with an upgrade in Accuracy at Ermak is quite comparable.

4. As the name suggests, "Vintorez" - "Special sniper rifle", that is, it is intended for solving SPECIAL tasks, namely, silently eliminating the enemy at short and medium distances.
It was already mentioned above: there are no "stealth missions" in the game (but as we would like ...).

5. The "honest" method of obtaining "VSS Vintorez" (it is lying on the ground, opposite the passage between the cars to the point of transition to the Zone Center) will bring you a rifle that has been killed in the trash, the repair of which will cost a pretty penny: about 20 thousand ...
And there is no more Vintorez in the cache on the Zatonovsky Burnt Farm ...

To summarize, this SPECIAL (even NARROW-SPECIAL) rifle is not designed to meet the challenges the Major will face.
It's a pity...

For other reasons rejected quest Vintar Stormbreaker... Yes, the barrel is amazingly good, but ...
The first reason is unique ammunition, which cannot be collected at the start of more than three dozen. At this stage there are cartridges for the barrel only in SGM - caches, and there are them in 2.2. decreased noticeably. In the free sale, ammunition appears late and still in extremely limited quantities.
So Vintar's rate of fire will be unclaimed. We will only beat singles.
The second reason is the weight (9+ kg), which means we will "receive less" at the start of 3 barrels for each move.
The barrel is definitely good - but at the end of the game. In the beginning - in the middle, it is practically useless.
The barrel is so good that it is quite comparable to the SVD "Lynx" ... :-)
Yes, there are situations when he will be better than "Lynx" (Pseudo-giants and, to some extent, Chimera), but carrying such a burden with you (and upsetting Thunderbolt) ...
Not.

An alternative to SGI-5k Arrow can be "Storm" or "FN 2k".

OTs14 "Thunderstorm" is not even considered, since it is of little use as a "workhorse" SHV: high damage does not compensate for a too small store. Yes, plus a fairly "rare" ammunition.
I have already mentioned the imba - OTs14M "Storm", I will say about the FN F2000 now.

The FN F2000 has two nice features: very good combat (high base Accuracy) and a large magazine, but it fits well into the balance of the weapon. And this is all with a good rate of fire + a higher speed of the bullet than the SGI-550.
With a slightly lower power than the SGI-2k Arrow, equal to the power of the standard SGI, the FN F2000 will be preferable, perhaps, only in those situations when you have to work out for especially tenacious or especially numerous targets. That is, in situations requiring prolonged continuous fire, when one, albeit enlarged, magazine of the SGI 5k Shooter (or "Storm") is not enough, and a reload is required to destroy the target (which sharply reduces the final DPS).
These cases are extremely rare in the game (we bring down the Half-giant with bullets ... or we perform the "meat" quest on Noah's barge ").
In all other situations, FN F2000 has no particular advantages over the same "standard" SGI-550, and SGI-5k Strelka, as a result, is somewhat inferior.
Another "drawback" of the FN F2000 is the inaccessible "Tactics". Unlike "Tactics" for SGI, available already on the quest of uncle Yar, "Tactics" for FN F2000 will have to wait until Pripyat itself.

And the last thing about the "model range".
As already indicated in other materials, the use of an under-barrel grenade launcher is not very rational. Therefore, the presence of a built-in grenade launcher only reduces the total "usefulness" of the weapon: "grenade launcher" \u003d extra weight.
But, if you have a "multi-button" mouse with the ability to bind keyboard macros to certain buttons, and you are absolutely sure that you will not hit friendly NPCs with fragments of underbarrel grenades, then why not? ..
In general terms ... Games with a grenade launcher are not worth the candle, in my opinion. In 99% of cases, ordinary grenades will be enough to solve "problems for the grenade launcher".


5. Armor

5.0
"Lineup" pre-a-porter:
- basic stalkerka;
- light armor of the Mercenaries (in the tunnel under the embankment) - Cordon / Swamps / Backwater, gas mask - optional;
- SS-99 / SS-99M in the Bunker at the Scientist merchant for 50 / 125k - you will need an insulating suit for the trip to Pripyat (although you can go there even naked: the gas is "heavy", and if you go verkhom, then ordinary tablets / first aid kits enough "for the eyes" ... But "they won't let you in") - Jupiter;
- or "Seva", as "a simplified version of the SS-99" - if you really want to, but in the SS-99M you can fight much more successfully;
- Svobodovsky Exoskeleton from the Merchant on Janow for 250 + k and rating 560 + Sphere Helmet from Hawaiian;
- Monolith exoskeleton (optional).
Variants are possible, of course. Some find the exoskeleton of the Mercenaries successfully, although it does not sufficiently protect against anomalous influences.

5.1
The more containers for artifacts in suits, the better.
The rest is very secondary.

5.1.1
The optimal suit for combat and freeplay is the Monolith exoskeleton. With "Basilisk" we have a cap in almost all parameters of protection (including secondary damage: heat, psi, toxi, etc.).

5.1.2
Rassvetovsky will provide the maximum carry weight.

5.1.3
Maximum protection against bullets - Military.
But. Since there are no problems with modernization, the Rassvetovsky and the Military exoskeletons are not optimal: the Military goes into an overcap for armor too far (and there is simply no situation in which there is a chance to make it SO so that, due to wear, it becomes relevant, there is simply no has few containers.
Rassvetovsky ... Again, there are no situations in which the "Eye" + "Fish Mf" in a five-slot suit did not provide the required carrying capacity. There it goes under 350 kg ...

5.2
To my taste, using exos at an early stage is very expensive to repair, the price is high (\u003d\u003e the upgrade of trunks / suits will "move away" for money), plus exoskeletons do not provide normal protection against anomalous effects (with the "Golden Fish" mf you can carry two sets of equipment : for anomalies and for gunfights).

5.3
The priority of armor upgrades is the installation of additional containers for artifacts.
Then - physical protection (Bullet resistance, shock absorption), then everything else according to the situation.


6. About the use of artifacts in the Zone

6.1
There is not the slightest sense in selling "Shapoklyak" to the questgiver. They will pay mere pennies, and the artifact is very useful: it heals (+2) and gives weight (+8). In the beginning, for two-slot suits, and even on Zaton / Jupiter, it will be very relevant. It is a pity that it will not be upgraded.

6.2
Likewise - "Heart of the Oasis". Very useful for three-slot suits, complete with "Twist" and "Shapoklyak". And for "eternal satiety" will be usable to the very end. By the way, when "undressing" the major in freeplay, it does not disappear.

6.3
In general, a specific set of artifacts is preferable for each situation. But there are general rules as well. Moreover, on the Cordon / Swamp they are alone (high radiation), and at the base locations of the ZP - others.

6.4
There are many "jellyfish" on the Cordon. You will find it in hiding places, and you will get it from corpses. Wear two at once in containers: the radiation around is strong. In battle or after it, one Medusa should be replaced with Shapoklyak. So we can take more. Do not forget that for some time you can run "glowing" (with incomplete neutralization of radiation), and drink "Antiradina".

6.5
On Jupiter: take 1 Bubble, "select", ugh, mf it to "-9" to radiation (according to the first type).
This will give us 4 windows under " payload". Before the appearance of 5 slots (ie, a full MF suit), the "Bubble" is not particularly relevant, and 2 Twists with MFs for different types will be enough.

6.6
Composing the "bouquet" we take into account that it is not always possible to believe what is written: "-9" Radiation, for example, comes out in a rounded manner, and, having filled in the cells exactly at "+9", we will glow a little. A trifle, but they won't be allowed to fall asleep.

6.7
For normal conditions of survival in the Zone, we use a set of mf in Recovery (type 3) artifacts "Kolobok" (they are more profitable than "Fireflies": with practically equal regeneration we have +2 radiation (instead of +3)) + "Heart of the Oasis" + " Shapoklyak ". Or "Basilisk" mf in Recovery (on the 3rd type) in freeplay.
"Firefly" comes out practically unclaimed and is only subject to sale.

6.8
In case of an armed clash, it is possible to replace part of the Koloboks with Kevlar plates or Monolith (if you received it) to maximize bullet resistance on insufficiently well-protected suits.

6.9
Collecting loot, we replace, as necessary, a part of the Koloboks with Goldfish or Gravi. “Weight” artifacts, of course, are modified into weight (+10 kg), if possible.

6.11
"Dragon's eye" mf according to the first type, into "radiation". For the rest gives a penny by the time the artifact is received, and +6 radioactivity is tin. But by the time you receive the "Eye", it is already somewhat irrelevant.

6.12
All artifacts have their own "type of anomaly". There are only three types, as well as “Selection Specialists”.
That is, each "scientist" modifies only his own type:
- on "Skadovsk" - type 1 (only "Twist" is interesting);
- on Yanov - type 2 ("Gravi")
- in the bunker - type 3 ("Rybka", "Kolobok").
Quest arts (both in the main game and in freeplay) are not subject to "selection".

6.13
To penetrate acid or thermal anomalies, we carry with us 1 ... 3 artifacts (2 is enough, in fact) with protection from chemical or thermal effects ("Piece of meat", "Fireball").

6.14
Protection against electricity is meaningless: in 99.9% of situations it is possible not to get under electrical influence. There are few exceptions: get the teleporter at the exit of the pipeline in Zaton near Skadovsk, pick up the Gnome's stash in the tunnel (you can't go there purely in principle). But even these cases can be solved without additional. protection from artifacts.

6.15
Psi protection is also practically irrelevant. Serious psi-impact occurs only in two ... three situations ("Scar", the first quest of scientists, the quest of Hiring on "Jupiter"), which is solved either by using the "Stone Flower", or without it - through a psi-blocker. And in Pripyat, you can already use "Brain". Although against the "New Controllers" and he helps relatively.

6.16
Radiation protection is implemented by temporarily freeing some of the containers from artifacts. There is no "Basilisk" yet with its +100 protection from Radiation.

6.17
Before finding the "Bubble" you can also use "Twists": in three-slot overalls, but in five-slot "Twists" are not optimal.
Not a bad solution: 2 "Twists", up to different types: one - in weight, the other - in radiation.

6.18
One "Twist" is now 100% in the driftwood case.

6.19
"Medusa" from the cave at Refueling (in the wall above the anomaly, jump from a run, from the dome) in light defense "in the forehead" cannot be reached - you cannot go through the "meat grinder", since there is no place in front of it and it will have to be overcome from a jump ... However, the cave with "Medusa" is "U" -shaped and you need to jump to the right entrance. Then art is taken without difficulty.

6.20
The caves under the Khutor are also an option, there is almost certainly "Twist" there, but with an initial detector (without at least "Bear"), it is better not to go there (if you have not "mastered" the caves in previous passages), "Twist" is a simple detector just "does not see". In addition, art is detected at an unattainable height, but you can shoot at it - it will go down.

6.21
Undoubtedly, it is possible to make super-optimal combinations of artifacts for each specific case, but is there any sense in it ... The "standard schemes" described above are simple, accessible and easily usable.

6.22.
Immediately after arriving on Yanov, do not forget to take the quest to rescue the hostage - and get the "Golden Fish". The quest can be completed much later - and "Rybka" will already be working with might and main.


7. "Tactics"

7.1
The peculiarity of SGM is the presence of the so-called. "Tactics", which, after reading, increase the damage of a certain type of weapon. You can get them exclusively for completing quests. It is impossible to sell, only "use".

7.2
"Tactics", along with other rewards, are awarded for quests at locations:
- the simplest (pistols, PP, AK-74, AKSU, AN-94, L85, L-300) - Zaton;
- advanced (SiG-550, OTs-14, NK G36, SVU, Bulldog, Avalanche, Vintorez, etc.) - Jupiter;
- the most delicious (SVD, FN-2000, RP-74, etc.) - Pripyat.

7.3
"Tactics" makes sense to "knock out" through F9 only on assault weapons (SHV, machine guns and machine guns). And the more sense, the higher the rate of fire.
Tactics for sniper weapons with their already solid damage and low rate of fire are practically (99%) devoid of any sense.

7.4
The first tactic (+10 to Damage) until 12.03 (and a fix from that date) was received from Beard for the "Steering wheel" quest.
The train has left: now the Beard at the "Steering Wheel" gives only bablos ...

7.5
"Tactics" for weapons from shooting range-1 (the simplest: pistols, submachine guns, primitive SM) will be available when passing the Spartak quest on Shevchenko. Across F9i propose to take on AK-74, the choice is not rich.
Another "Tactic" can be obtained from the Sych, for Leon's radio.
The next one is for the quest to undermine Kanevsky.
Gives the quest The Avenger (The rank after Swamps / Cordon is more than sufficient), and a piece of paper - Kanevsky himself before his death.

7.6
"Tactics" for decent barrels of shooting range-2 (SG, OTs-14, etc.) can be obtained from Uncle Yar, through F9... Not earlier.

7.7
"Tactics" from Tier-3 (SVD, RPK, F2000, etc.) can be obtained in Pripyat, when examining the antenna in the "Knigi" store, before a video with a report to p-ku Kovalsky. Moreover, before the video, this fact is not always prescribed (getting "Tactics" "out of nowhere"). It's just that the documents end up in the inventory.
Another option is for the delivery of Leon's case, along with a reward from the Monolith merchant.

7.8
“Tactics” also “work” on unique barrels:
- for SIG 5k Arrow you need "Tactics" for SIG 550;
- for "Lynx" - on SVD;
- for Vintar Gromoboy - for VSS Vintorez;
- for "Shtorm" - on OTs-14;
etc.

Sending to Markovich

Issued by: Zaton, Petka Razmandyay

Description: everything is simple here: we go to Skadovsk and give the package to the savings accountant.

Talk to Makovetsky

Issued by: Skadovsk, Markovich

Condition: package delivered

Description: go under the stairs, talk to Makovetsky

Unknown artifact

Issued by: Skadovsk, Makovetsky

Description: get to the Sawmill and take the artifact from the backpack in the anomaly. Zombies live in the Sawmill - a good chance to raise the rank and get hold of the swag. We bring down everyone, we take away trophies. We return to Skadovsk, give the art to Makovetsky and talk about helicopters. We learn that the surviving pilot went to Yanov.

Gimbal Tools

Issued by: Skadovsk, mechanic Cardan

Description: Guides for tools can be bought from Owl. We bring tools to Cardan and carry out repairs and modifications at a discount.

Journey to Jupiter

Issued by: Skadovsk, Makovetsky, Boroda

Condition: an artifact brought

Description: We pay 3000 rubles to the Pilot and go to Yanov. We speak with Nitrogen.

Radio parts for Nitrogen

Issued by: Yanov, Azot

Description: We go to the cement plant. We go up the stairs to the water tower that stands next to the building, then to the roof of the building, through the hatch we penetrate to the upper floor. Now I will describe in order where something lies, since there are a lot of materials there.

Top floor: Transistor box, coil of copper wire,

Third floor: Textolite base 2 pcs., A can of rosin.

Second floor: Packing of capacitors, coil of copper wire.

Ground floor: Textolite base, a can of rosin.


Reward: Repairs and modifications at cost


Tools for Nitrogen


Issued by: Yanov, mechanic Azot

Description: tool tips can be purchased from Sych in Skadovsk. We bring tools to Nitrogen and carry out repairs and modifications at a discount


Hostage


Description: The stalkers Mityai and the Bear were attacked by bandits, but they repulsed them and dispersed peacefully. Mityai decided that the incident was over and, inadvertently, got out of Yanov alone. The bandits were already waiting for him in ambush. Now Mitya's comrades, Bear and Torba, are puzzling over how to rescue a friend from captivity.


Quest issues: Yanov, Bear


Reward: 5000, 2 tips for caches, friendship with the Bear and the Torba + flash drives of the bandits Shishak and the Gnome (if you kill everyone). + The bear for the quest to free Mitya issues tactics on the SIG-550. Attention! tactics are given if you choose the branches in the dialogue with the Bear: It is necessary to negotiate or Forceful decision, when choosing I will deal with the scum there will be no tactics!


Passage: We approach a stalker in an exoskeleton (Bear) at the Yanov station. He tells us about the grief that happened to Mitya. The Bear himself believes that it is necessary to collect a detachment of stalkers and rush to the bandits' base. According to Torba, it is worth giving the ransom to the Gopniks in the form of an artifact. gold fish... Noble Degtyarev can also offer his help and go to deal with the bandits himself. Consider a peaceful ransom option. The Bear himself does not want to go, as he fears that the bandits will break the price. Therefore, he invites us to go to the looters. He gives us an artifact and sends us on the road. We are heading to the Container Dump. At the entrance we are met by a guard. We explain to him that we need to talk to the leader about the prisoner and get a pass. We find a leader and talk to him. There is a choice to give him an artifact or 15000. A goldfish, of course, is not worth that kind of money, so it's better to give it. The leader is pleased, Mityai is released. Together with him, you follow the maze of containers and suddenly come across a bandit. He, of course, is unhappy with Shishak gave money, but we have a fig? You can decide everything quietly and peacefully and pay off the gopnik. He takes only 2900. You can be rude to him, but then you cannot avoid a flood or a break in prices. We go further and talk with Mitya. There is a choice: to go with him to Yanov, or to get there yourself. Once on Janov, we come to the Bear, who is now a friend, like Torba. He thanks us, gives out a reward and from now on respectfully calls the master. Completed the quest.


Advice: It is wiser to solve everything peacefully, since there are a lot of bandits at the base. Not a single group of stalkers will be enough to endure them, and it is difficult to crush them alone. The quest must be completed when you first arrive at Yanov, otherwise Mitya will be killed and the quest will disappear.

The quest must be completed when you first arrive at Yanov, otherwise Mitya will be killed and the quest will not necessarily disappear! the main thing is not to approach them and not talk &


Surviving pilot


Issued by: Yanov, Azot

Description: go to the scientists' bunker and talk to the pilot. He gives the key card to the helicopters. We immediately speak with Garik (sitting in the same room with the pilot Sokolov). We take from him a task to search for artifacts. After that, we return with the Pilot to Skadovsk.


Artifacts for Garik


Issued by: Bunker of Scientists, Garik

Description: find artifacts "Chunk of Meat" and "Kolobok" for Garik. You can take it in the TOP (Chunk of meat) anomalies and at the top of the SOSNODUB (Kolobok) anomaly.


Meet the contact


Issued by: stalker at the door of Skadovsk

Condition: first crossing from Yanov to Zaton

Description: A messenger is waiting in the basement at the very edge of the map to the Southwest, right next to the Iron Forest anomaly. The messenger gives the task to inspect the SBU cache, where further instructions lie.


Skat 2 Investigate the crash site of the helicopter


Description: Investigate the crash site of the Skat-23 helicopter

Passage: To the very edge of the map to the Southwest, right next to the Iron Forest anomaly. A poltergeist is flying near our target, so we move slowly, as it reacts to the movements of the GG. We kill the poltergeist and we can search the Helicopter. Another screen saver on the engine, in which Degtyarev (GG), discovers that the crew of this helicopter died in the air, but on the on-board computer it was possible to find maps of the terrain between Zaton and Jupiter.

Tips: We search nearby corpses of the military, collect cartridges, etc. If the poltergeist sees you throwing objects, hide behind corners and various shelters.


Area Maps: Find Interested


Description: Find someone who will be interested in the maps you find

Terms of issue: Found and inspected Skat-23 helicopter

Reward: Discount on the transition between locations


Passage: We go to the dry cargo ship Skadovsk, we speak with a stalker named Pilot, we invite him to take cards. He copies them to himself on the PDA. Now we know that there is a short way between the Yanov station and Skadovsk. The maps of the area were given away and got the opportunity to cheaply move between locations.


SBU cache


Issued by: liaison in the "Iron Forest" anomaly

Reward: Mercenary overalls, data stick, etc.


Description: we go to the plateau, there we have to fight with the pseudo-giant, so arm yourself accordingly. We take things from the cache.


Advice: First, do not rush to activate the flash drive, it is better to do this near the Jupiter plant at the appropriate location. And second - do not sell the mercenary's overalls, it will still come in handy for completing a task recorded on a flash drive and for joining mercenaries


Save Petrukha


Description: after examining the cache, we move to Skadovsk, near the anomaly we see two stalkers, one of whom fell into the anomaly, we give him a first-aid kit and as a reward we receive an artifact and friendship.

He can still give a Bear detector


Strange glow on the Dredger


Description: A particularly strange glow was noticed on the dredger. Beard asks to find its source.

Quest issues: Skadovsk, Beard


Reward: 3000 + coordinates of the cache + a flash drive with a cache of Vobla


Passage: We go to the Dredge, inside which, you can see a pleasant bluish glow. We climb onto the ship, carefully, so as not to get into anomalies, we go around along the side to the stern, there we climb the stairs inside, we go to the control cabin, where instead of the usual steering wheel hangs a luminous artifact Modified Wheel. After that we leave, but here we are met by a stalker. He says that in order to heal his friend, a rare artifact is needed. We can give the Modified steering wheel to the stalker, or we can take it to the Beard. It makes little sense to yourself, since this artifact only gives an increase in radiation. If we give him, then after tracking the deceiver, we will see that in fact he will go and simply sell the artifact to the Beard. Therefore, we leave the artifact to ourselves, but the stalker will clearly not like this layout, so three of his friends will be waiting for us in ambush. We kill everyone and go to the Beard to hand over the quest.


Finding Magpies Retribution


Description: Find the traitor


Reward: 1000+ Achievement Messenger for Justice.


Passage: Stalker named Soroka framed Gonta's group under the attack of the chimera. They ask to find the bastard. But even if you ask every stalker you meet, they will not give you the right answer. In order to find Soroka, you need to go to the Jupiter location, namely to the quarry, find the wounded stalker Sliver there, offer him help, and when he dies, we automatically receive the task to avenge the Sliver. We go to Yanov, and we hear a new story from the Freeman Flint, this time about how he got the artifact in the quarry. We speak with him, from the conversation it comes out that it was he who substituted the Sliver, and the Gonta team. Now you need to go to Zaton to report the situation to the customer. But before that, let's go to Loki in order to tell about Soroka. As a result, we get the achievement Messenger for Justice


Skat 5 Investigate the crash site


Description: Investigate the crash site of the Skat-53 helicopter

Passage: One of the story quests. Everything is simple here, we need to get to the helicopter, which is located inside the Slough anomaly and search it. I think no one will have any special difficulties. The passage to the Anomaly is free, the main thing is not to run into hungry dogs or someone else. After searching the helicopter, it turns out that all the electronics inside are burned out and now you need to find the cause of the burned out electronics. We'll find the reason by doing another quest, so we're done with that for now.


Capercaillie and the disappearance of stalkers


Description: Capercaillie asked for help in finding the missing hunter. The hunter had to find the lair of the bloodsuckers. Judging by the available information, it is the bloodsuckers who are involved in all the recent disappearances of stalkers.

Quest issues: Zaton, Skadovsk, Capercaillie

Reward: Title Investigator, 10,000 and the coordinates of two caches, a flash drive with a Capercaillie cache + medications

Passage: Before execution, you can go talk to Tremor, who examined the bodies of the dead, he will tell you some details. You can find it on the second floor of Skadovsk. After the conversation, we go to the Sosnodub Anomaly, where we need to find a stalker. There was only a dead bloodsucker on the spot, and no trace of the Hunter Danila, but Capercaillie reports that he found something interesting and asks to join him.

We are heading to the VNZ Circle. There Capercaillie is waiting for us and reports that he saw the bloodsucker enter the building. The bloodsuckers' lair is presumably located there. We go after the stalker, first we fight off two bloodsuckers in turn. After that, through the elevator shaft we go down to the basement. There are three corpses with traces of the claws of monsters, but Danila is not among them. Further, our companion opens a closed door, behind which a whole flock of monsters are sleeping. The main thing here is not to make noise, to move in a squat or at a slow pace, and certainly not to hook the Sleeping Beauties, because then, a lethal outcome is guaranteed.

Even if you are in the best equipment and with the best weapons, I am not sure that you will get out of there safely. If you have not woken up anyone, then you will get out through the tunnel to the surface near the swamp. We never found Danila, but Capercaillie has one idea, but for now we are offered to tell the people about the discovered lair of bloodsuckers. About a day later, the PDA receives a signal to meet with Capercaillie, but he is not in Skadovsk, we approach Boroda, he says that Capercaillie left a message and we must meet at the port cranes. We arrive at the place, in the house next to we find the corpse of Danila. We go into the room and find Tremor, who stands over the corpse of Capercaillie.

Tremor confesses that he killed all those stalkers. And here we can choose options:

1) We do not want to listen to him, he shoots himself in the head very beautifully, and we need to go to Skadovsk and tell that Trevor is to blame for everything, not the bloodsuckers. We tell everything to the beard, we get recognition for helping out the whole camp, 10,000 and the coordinates of two caches in addition. And to all, also the title of Detective in his PDA. It sounds proud, but let's see what the second option gives us.

2) And in the second case, the same thing, but we also learn interesting information about him and his strange illness. (Perhaps not all conditions were met, and the option was not fully disclosed)

Tips: Search Tremor's corpse and the safe in the room, he was also a medic on Skadovsk, there is a whole week's supply of medicines. Take the USB stick from the Capercaillie's corpse.


Bloodsucker Lair


Description: Deal with the bloodsuckers who are rumored to be the cause of the latest deaths of stalkers.

Quest issues: Backwater, Capercaillie, Beard

Conditions of issue: Lair of bloodsuckers found


Reward: Veles anomaly detector, cache coordinates, 5000 rubles.

Passage: We found the lair of bloodsuckers, now we go to the Beard on Skadovsk, to outline the situation. He says that the lair can be destroyed by connecting poison gas to ventilation system VNZ.

Owl knows where the gas cylinders are, we go to him. It's good that you don't need to run far, we go up to the second floor of the dry cargo ship. But we will get the information only for 2000 local money. So if they haven't earned it yet, then the quest will wait, and if there is money, then we get information about the location of the poisonous gas and follow it to the bridge to them. Preobrazhensky, where the military convoy is located. We go across the bridge carefully, around the anomaly, climb into the back of a truck that stands between two armored personnel carriers and find that two keys are needed to open the box. In the Cab of the same truck, we find Order No. 4233, which says about the keys. Ahead of the truck, the bridge collapsed. We go down there, find Key B. In the overturned car, and the second Key A is located at the beginning of the bridge in the trunk of the car (it stands right on the edge of the bridge).

After that, go and get the cylinders from the box. After that, we return to the VNZ Circle in order to find the ventilation shaft. Go to the mark, install the balloon. Now you need to turn the valve, but note that after you do this, two bloodsuckers will run out.

Tips: There is a lot of ammo in the vehicles on the bridge. Collect all the documents that you find, then you can sell them to Sych and reimburse the money spent.


Leona's case


Description: looking for gas in cars on the bridge we find the wounded monolithic Leon. You need to immediately go up to him and talk, otherwise he will die, and then the script-cleaner of corpses will work and the quest will not be available. After talking with Leon, pick up the case on the bridge and take it to Pripyat to give it to the leader of the Monolith.

Issued by: Backwater, wounded monolithian Leon on the bridge


Fulfillment: Do not rush to Pripyat right away ... Put it in storage in your personal box until you gather a team for a trip to Pripyat. Later, you can transfer the case to Yanov and leave it there for the time being. When we go to Pripyat, we take the case with us. (Continued in part 2)


Three comrades


Description: Technician-drunkard Cardan sadly recalls two of his comrades, with whom he once quarreled. We are invited to find the lost stalkers and apologize to them on behalf of Cardan.

Quest issues: Skadovsk, Cardan


Terms of issue: Give Cardan 2 bottles of vodka (it is possible that the quest cannot be completed after completing the story mission Unknown Weapon)


Reward: Discounts at Cardan + Barge flash drive


Passage: After drinking vodka, Cardan tells us about his lost comrades the Joker and the Barge. We go to the Sosnodub anomaly and find a skeleton from its southern side. A pumped-over gas mask and PDA are lying nearby, from which we learn that the skeleton belongs to the deceased Joker. Then we go to the Burnt Farm. We go down into the cave under it, through which Comets fly. In the cave we find the corpse of a stalker. It turns out to be a Barge. We take away his PDA and run to Cardan. We give him both PDAs and listen to the crushing of the unfortunate technician. Completed the quest.


Nimble's Quest


Nimble takes orders for rare and expensive items. You can buy an exoskeleton from him for 60,000 rubles. In addition, you can order rare barrels from him, for example, the Lynx sniper rifle (a modernized version of the SVD), the FT-200M assault rifle, Bump stop, SVU2-A, Priboy (a modernized version of the Vintorez assault rifle), GP37, Karabiner (a modernized version of the SPSA-14 shotgun), Storm (a modernized version of the Thunder-S14 assault rifle), Fraser (a modernized version of the Viper-5 assault rifle). After ordering, you need to wait one day, after which a message will appear that the order can be picked up.

Description: Nimble, who sits on the upper deck of Skadovsk, issues quests to find weapons.


Quest issues: Skadovsk, Nimble


Conditions for issuing 4 quests: After completing the first three quests, after a few days


Passage:

1) Find the trophy Ingram Mak 10. Lies on the roof of the gas station, you can get there from the side of the fault along the fence or on the roof of the forestry.

2) Find the captured AK-47. Lies in the room, next to the documents, at the Jupiter plant.

3) Find the captured Mossberg 590 Mk.L. Lies in a container warehouse on Jupiter.

4) Find the captured "Steyr AUG SS190". Lies in Pripyat


Reward: after completing 4 quest L96A1


Mercenary camp


Description: Trader Owl promised to pay well for any media found in the mercenary camp at the waste station. He is interested in the plans of the mercenaries.

Quest issues: Skadovsk, Sych


Passage: We leave for the waste processing station in the south of Zaton. I advise you to take more first aid kits and cartridges.

Mercenaries are excellent opponents, especially with improved AI, they have turned into insidious assassins, I think they evade enemies, use different attack tactics, use grenades and so on.


Therefore, I advise you to use the same tactics to move a lot and not go for a break. It is better to bypass the building from the back entrance, and then deal with the enemies there. After all the mercenaries are dead, we remove the PDA from the two main mercenaries, and also take the laptop on the second floor and bring all this stuff to Sych.


Mercenary food


Description: At the entrance to the substation workshops, Tesak asks to bring food to the hungry mercenaries.

Quest issues: Backwater, mercenary Cleaver


Reward: Unobstructed access to the workshops


Passage: Bring the mercenaries 2 loaves of bread, 2 sticks of sausage and 2 cans of canned food.

Or 6 canned food


Skat 33 Explore the crash site


Description: Investigate the crash site of the Skat-3 helicopter

Reward: Lieutenant Smolyak's flash drive


Passage: You just can't go to the third helicopter, so we'll go to Stalker Noah, who lives in his ark, just south of the port cranes. In his ship, he keeps a tamed dog Lassie. We talk to him, ask about helicopters and agree that he will take us to the Plateau. We appear on a burnt-out farm, Zharka is full of anomalies around, we follow which road Noah is on, then follow him. Don't forget about the bolts! We reach the edge, push off and jump into the Teleport. (Attention, accelerate well, otherwise you will have to jump again). We teleport near the Circus anomaly, and go to the Plateau. There is a lair of snorks near the target, so it's better to destroy them first, before they did it with us). In the cave from the corpse of Lieutenant Smolyak we take the flash drive with his swag. After that, we go to inspect the Skat-3 helicopter. We get information that both engines failed in flight, and in the on-board computer we find a map with marks of evacuation points B23, B283, B2053.


Evacuation locations: Check point B23


Description: Evacuation points were marked on the map found by one of the helicopters. You should check if the military has appeared there.

Terms of issue: Skat-3 examined


Passage: We return to Skadovsk, we speak with Beard, who refutes the information about the appearance of the military here.


Snag


Inaccessible cache


Description: Stalker Koryaga left a container with a swag in Zaporozhets, but during a recent earthquake, the car fell into the ground. He does not want to go himself, because he is afraid of the snorks that live there, more than the controller

Quest issues: Skadovsk, Snag


Reward: Optional


Passage: We go to the gas station, next to which there is a rift in the ground. Take with you more cartridges and first-aid kits, as you will have to fight off monsters. We approach the break, along the ledges in the ground, carefully descend to Zaporozhets and get what the customer needs. Now we get out to the top. The main thing here is not to get lost (look at the map) and repel the attacks of sharply popping snorks in time. If you want more adrenaline, then go through the quest at night, although you can hardly see anything underground, you need to use a flashlight.

We come to the stalker to give the steel box, and here the first pleasant surprise awaits us: he brotherly invites us to choose from what is in the box. In stock Handicap, Medical kit, Improved AKM / 2U, Soul artifact, Army steel Helmet. You can choose a few not very valuable things, or you can be patient and take your helmet. Well, here's how you want.

You can take the box not to Koryaga himself, but to go to Cardan and ask to hack the case, then all its contents will be with the GG and the quest with Koryaga will open


Snag


Description: After ordering any barrel from Shustroi and at the next visit to Skadovsk at the entrance at the table on the right, Koryaga will stick to you with a demand to give him his gun.

Reward: Bandit Leader's Flash Drive, Return of their belongings, Snag's Flash Drive (optional)


Passage: We go to the Nimble, he will say that he is driving the stalker, so they say to him and tell him, we go down and that and the trace is gone. The beard will say that the sought after has left, a mark will appear on the map where he left, there we will be met by bandits who will demand money or things. It is best to kill everyone. We go to Yanov and meet Snag there, he tries to excuse himself, it seems like he has nothing to do with it. After several nights in Janov, you will see that everything that you kept in your chest is gone, and although St. John's wort is hanging around the clock, he will say that he saw nothing, who stole things. I saw a local healer, he will send to the Zulus, the Zulus will indicate the place where to look for the thief. On the spot we will find an aggressive bandit and our half-dead thief. We shoot the bandit, we take a PDA from the corpse, which can then be sold, we give the half-dead a first-aid kit, we torture where our junk is, he confesses that he hid it here next to the sewer. If you shoot Snag, then you can pick up his USB flash drive with a swag.


Kill the chimera


Description: Kill a wounded chimera.

Quest issues: Skadovsk, Gonta


Terms of issue: There was contact with St. John's wort


Passage: At three o'clock in the morning we meet with Gonta in a bar on Skadovsk and move to the emerald green. Here you need to quietly approach and quickly fill it up. After successful completion, we approach Gonta, and then we hand over the task to St. John's Wort.


Sending to Kanevsky


Description: A stalker Avenger sits in the sleeping quarters in Skadovsk, who asks to hand over a parcel with fireworks to Kanevsky.

Quest issues: Skadovsk, Avenger


Reward: Kanevsky USB stick


Passage: We take the parcel (which, well, looks like explosives) and carry it to its destination. Having given the package, immediately run back and hide behind the stones, and after the explosion, return and take the flash drive and trophies


Bandit Quests


Introduction: To enter, you need a rank GG of at least 65, we go to the bandits' base forestry, pay 4500 for entrance, go to Chapay (in no case look into the box under the rack, the bandits will become enemies), take the trust quest (bring a personalized trunk). We go to the shops of the substation. It is advisable to bring food to the mercenaries after completing the quest, because the passage to the substation workshops will be free. We go to the base, we go to the containers, there are 3 mercenaries, we put a mine, we go into the house with the Jackal, we detonate the charge, we bring down the Jackal and the bodyguard, we get into the doorway and shoot the Sailors who go to the front, then we go from the rear and bring down the grenade launchers. We take the trunk from the carcass of the Jackal, collect the swag. We return to Chapa, we return the weapon, voila. GG is enrolled in the bandits group. For those who like to sit on two chairs, I strongly advise against taking money from the Jackal, because you will ruin relations not only with mercenaries, but also with bandits.

Reward: Cleaver flash drive


Binoculars search quest: Chapay asks to bring his binoculars from Jupiter.


Fulfillment: we go to the conductor of the bandits Le Havre and with him we go to Yanov. We are heading to the Volkhov air defense system. (For one thing and check point B2053)


Evacuation sites: Check point B2053


Description: Evacuation points were marked on the map found by one of the helicopters. You should check if the military has appeared there.

Passage: We are heading to the Volkhov air defense system at the location of the vicinity of Jupiter. There are many zombies in that area, so it's better to take a shotgun or other effective weapon. We go into the building, in one of the rooms we find on the table a note from Sokolov with the following content: An old sheet with the schedule of posts; four numbers are visible on it below: "1421". On top of the old entries, it is written in marker: “Lieutenant VI Sokolov. In connection with the crash of the helicopter, I proceeded to the B205 evacuation point. Within two days, the evacuation did not take place; further stay at the point is associated with an unjustified risk. I decided to leave the point and proceed to the mobile laboratory of the scientific expedition. The laboratory is located northeast of the evacuation point. " Chapay's binoculars are also on the table. We take it too. The code 1421 will still be useful to us, we go down to the basement, to the closed door, enter the code. (although in fact we don't need to enter the code). Below there will be a flock of jerboas, and the big room will have a fight with Burrer. Try to dodge the objects that he throws, as well as hide behind large boxes. Further, you go up the stairs and find yourself in a room closed from the inside with a small arsenal. The task is completed, it remains to search point B28.


Bring flashlight


Description: The bandit trader needs his flashlight, which he lost at the gas station.

Quest issues: Backwater, Forestry, merchant based on bandits


Passage: Nothing complicated, we go and bring


Sword Quests


Description: Help deal with a group of bandits on the territory of the forestry.

Quest issues: Backwater, Sword


Passage: The sword stands near the merchant on the Zaton and asks for help to deal with the group of bandits in the forestry. To do this, you need to meet with the Elbrus group near the port cranes and, together with them, carry out a cleanup. We go to the port cranes, lead the group and take it to the forestry, where we carry out a cleanup. The main task is to kill the leader of the bandits Chapay, the rest will be dealt with by the stalkers of Elbrus. After cleaning, we approach Edbrus - we say, then to Skadovsk, hand over the quest to the Sword, get a reward.


Before the task, put a mine at Chapay's feet and it will be easier for you to complete the quest

If Edbrus is killed during the shootout, we remove the flash drive from his corpse. If he is still alive, the flash drive can be taken later. When the quest "DEAL" is activated, Elbrus and his comrades leave in the direction of the anomaly on the plateau (where the SBU cache was), he can be found there and shot as a deserter, there will be no harm.


Hitting stalkers


Description: A group of stalkers decided to become a gang and rob their own stalkers. It is necessary to decide what to do: take part in the collision, warn the stalkers, or not interfere

Quest issues: Zaton, Sultan


Reward: Optional


Passage: We speak with the Sultan, we receive information, we speak with the Beard or not (see options), we speak with the Knuckle, wait for midnight and go to the barge T. Shevchenko.

Options:

1) We help the bandits: we get 2100, the coordinates of the cache and the recognition of the gang, the consequence of the quest Deal from the Sultan.

2) We help Stalkers: Antirad 5 pcs, Bandage 4 pcs, Vodka 4 pcs, First aid kit - 2 pcs, the coordinates of the cache. Consequence of the quest A deal from Beard and entry into Freedom or Duty


Lesnichestvo deal


Description: Will meet with stalkers near the forestry, and help them stop a deal between the bandits and the arms dealer.

Quest issues: Backwater, Beard

Terms of issue: Completed the quest to help stalkers on Shevchenko's barge

Reward: 2500, cache coordinates, + 3500, + Morgan flash drive


Passage: We take a quest, go to the forestry, meet with free stalkers. We make our way quietly to the round building, eavesdrop on the conversation between the bandits and Dolgovets about the supply of weapons. We kill everyone, we remove the PDA from Morgan's long-term man in an exoskeleton. We talk to the main one, we get a reward, for the main reward we go to the bartender.


If you do nothing in the Impact quest, the Owl will offer to go to the Deal quest on the side of the mercenaries hired by Morgan. After that, on Yanov, he will meet again (in case of a successful reflection of the attack of stalkers and the elimination of the bandits), there will be another quest that ends with his betrayal. I can't describe it more precisely

Tips: The PDA can be sold to Sych, but it is better to take it not to Yanov and give it to the debt leader Shulga or the freedom leader Loki (optional).

After completing the Sword quest, you can lay a mine in the middle of the hangar + a couple of barrels of fuel and, after the overheard conversation, blow it all up. Minus - nothing will be included in the rank.


Cardan's birthday


Description: Cardan has a birthday and you need to find a gift.

Quest issues: Zaton, Beard, Zhulyabsky

Passage: We speak with the Beard, then we clarify the coordinates at Zhulyabsky. We pass to Yanov from Lotsmanov, go to the checkpoint, pick up the Baileys drink, return to Zaton and give it to Boroda.

There is a small nuance. If you go for a bottle before completing the quest with Vano, then you won't get inside the building, the bandit won't let you in. First to distribute debts, and then for a bottle


Wave of mutants


Description: Noah has sent a message and asks for help.

Quest issues: Backwater, Beard


Passage: I recommend that you immediately have a sniper rifle with you, there was a jamb: I come to Noah, there is a detachment of stalkers, and Noah asks - is there a sniper? - the quest does not continue without her. I had to return to Skadovsk, buy a rifle, and upon my return I found out that the stalkers were squatting in the barge, blocking the aisles to the deck, and did not allow them to take a firing position to continue the quest. In addition to the sniper rifle, I recommend stocking up on a large number of cartridges. you will have to shoot a lot and explosives. A couple of repair kits for repairing armor and weapons will not hurt. Also, before completing the quest, if you are playing with mines on, you must shoot the mine that is to the left of the barge, otherwise any of the stalkers or their commander David may blow up on it, which automatically leads to the failure of the quest. We completely clear the perimeter from the port cranes, Shevchenko to the container site from the bandits, because stalkers can be distracted by them, which will lead to the failure of the quest.

After taking up a firing position on the deck on the bow of the barge, the first wave of mutants, consisting of blind dogs, flesh and wild boars, goes. If the door to Noah is closed, then it is necessary to protect the stalkers who are at the hole that is closer to the nose on the left side, the mutants will not get to Noah, and they can kill David. Having shot all the mutants, a message comes that a controller was seen at the port cranes. We remove it from a sniper rifle or go into hand-to-hand combat with a knife. We kill, all the first wave is repulsed. If there are repair kits, we patched up weapons and armor, we put explosives so that it does not accidentally touch our own, somewhere in front of the barge in an open place and wait for the second wave of mutants, which consists of blind dogs, flesh, wild boars, pseudo-dogs, snorks and one chimera. We cover David again and make sure that the door to Noah is closed. Having killed all the creatures, a message comes in about the controller in the Shevchenko area (until we kill the controller of the next wave), we go there, we bring down the controller, the second wave is repulsed. Reloading, repairs, explosives, the third wave again all mutants plus bloodsuckers, two chimeras. We bring everyone down. The message about the controller at the containers, by the way, you can immediately install explosives there, if not, we go up the hill there are also burers, we bring down everyone, the whole quest is completed.


tempting business Three detectors


Description: Merchant Owl offered to participate in a lucrative business. For this it is necessary to find three Veles detectors, take them to the bunker of scientists and give them to Novikov.

Quest issues: Backwater, Owl


Terms of issue: Completed quests of the Sultan or Beard


Reward: Detector Svarog + optional


Passage: One Veles is given to us for the quest Lair of bloodsuckers, the other two can be bought from the Owl or removed from corpses in Pripyat. After we got three detectors, we take them to Novikov in the scientists' camp at the Jupiter location and wait for Novikov to transfer the goods to Sych through the conductors. When we come to him, he says that Beard does not pay his share, and sends him to talk to him. The bartender gives us a prototype of the Svarog detector, which is needed to complete the quest for scientists. And he offers to demand his share from Owl. As you know, they do not get along with each other, so the information dealer suggests contacting the Sultan to deal with Beard. Here you need to make a choice to demand your share now or go to the Sultan. If we take money now we get 1500, and if we go to the leader of the bandits we get the Dark Business quest, with the ability to break off the affairs of Beard


Dark Business


Description: Working for the Sultan, making Beard pay interest.


Quest issues: Sultan


Conditions for issuing: An enticing business is passed, with the choice of the desired option.


Reward: 10000, cache coordinates + percentage of the beard (800 per day) + 2 Svarog detectors


Passage: Find out for the Sultan about the last deeds of the Beard. At the moment, he has an order for a rare artifact Compass. You need to go to Noah and find out about the artifact in order to intercept it. At that the roof completely went on a flood and he gives the artifact just like that. Now we return to the Sultan, he says that we need to start working for Beard and get detectors, which he distributes to his stalkers. We take a task from Beard to extract an artifact, wait until other stalkers also start looking for it. Next, we go to the marks, take away the improved detectors (in which way, it's up to you to decide), after which we go to the Sultan and report on the successfully completed task. It remains only to make Bearda work for the Sultan.


Compass


Description: There are always enough customers for a rare artifact. You should find him.

Quest issues: Beard

Terms of issuance: Completed task Enticing Business

Reward: 10000, coordinates of the cache + achievement Your Boyfriend


Passage: "Compass": ask Noah where you can get the artifact. We leave for the ark to the Psycho and his dog. He gives us the artifact, he doesn't even ask for money. We take the Compass to the Beard and get a reward.

Tips: if after receiving the first "Compass" you go out and go after closing the door to contact Noah again - you can get the second art (also for free).

Or you can shoot Noah, pick up his PDA, artifacts and a USB flash drive.


Skat 1


Description: Investigate the crash site of the Skat-1 helicopter


Passage: Location Neighborhood of Jupiter. We go to the helipad. The passage is closed by a minefield. But you can get to the helicopter along the fence and look at the screen, there if there is a mine detector in the backpack, they will be displayed. We approach, examine, take away the Black box and carry it to Azot on Yanov. He says that it can take about three hours to decrypt, and the money will be a decent amount. So, we wait three hours, we come to Azot. We give him three thousand and listen to the received audio recording, which says that in the event of an accident, everyone should follow to the B28 evacuation point.


Vano's debts

Description: Vano asks to repay his debt in the amount of 5000 rubles. group of bandits.

Quest issued by: Yanov, Vano


Reward: 5000 and friendship with Vano you will go to Pripyat

Passage: we approach Vano at the Yanov station, take the quest. We are heading towards the bandits. After talking with the guard of their leader, we approach actually to him (the leader). The leader's name is Knave. We start a conversation. This subject brazenly demands, together with 5000, given to us by Vano, another 2000 (allegedly percent). Depending on the steepness of our weapons, we can threaten this bandit. He will hastily say that he was joking and was ready to take it without interest. We give the money, go to Vano, talk and, behold, he is our friend.

If you do not have very impressive armor and weapons, give it back with interest, and go back to Wano.

But if you are strangled by a toad and you feel like a Terminator, you can choose the answer. It will be cheaper to shoot you. Immediately shoot at the bandit, and get ready to leave the camp with a fight. If Fortune smiles at you and you get to Wano, you will receive, in addition to friendship with him, five thousand, which he will allow you not to give him.

There is a fourth answer option (except it will be cheaper to shoot you, there was no agreement about interest and here you go) - if you are a member of a gang of bandits, an answer option appears: Chapay will not like it, to which Knave answers Spookha, brother! That we two boys can't figure it out ourselves? Tell Vano I wrote off the debt.


Tips: beware of pomegranates. Also, on the way to Yanov, take a look at the parking lot. There you can find the Moonlight artifact. You can sell it or put it on a belt. But near the artifact is full of Electra, be careful!


Named Vintar


Description: Find the name weapon of the Stalker Thunderbolt

Quest issued by: Yanov, water tower (to the right of the entrance), Stormbreaker


Passage: the stalker Thunderbolt lost his name "Vintar" and asks to find him in Kopachi. We are going with Uncle Yar to Kopachi. We eliminate the mercenaries and in the attic we take the PDA from the corpse, which we carry with Thunderbolt. After studying the PDA, Stormbreaker asks to find his weapon on the territory of a cement plant. We go to the factory, inspect 5 possible spawn points for the gun:

On the tower, from where there is a transition to the building, where are the details for Nitrogen. At the very top, where the original helmet stash is.

In the basement directly at the exit without stairs (in a middle building, such as a garage)

On the ramp above the train tracks, the entrance is from the second floor of the station.

On the street next to the cistern on the grate of the broken ventilation box.

On the observation tower


Uncle Yar


Description: Help Uncle Yar deal with the mercenaries

Quest issues: Yanov, Uncle Yar


Reward: 6000 + stash coordinates


Passage: Uncle Yar leads us to the place, you only need to kill the mercenaries.

In the cockpit a cache with a Velez detector

In this mission, the zombies won't touch you, so don't touch them, so that there are no unnecessary problems.


Camera


Quest issues: Yanov, Uncle Yar


Passage: Uncle Yar asks to find the lost camera near the ventilation complex.

Tips: Two bloodsuckers and a pseudo-giant hang out near the lost camera, arm yourself accordingly.


Bloodsucker Lair


Description: Destroy swamp bloodsuckers

Quest issues: St. John's wort


Reward: 3000 + coordinates of three caches


Walkthrough: We go to the swamp (near the Cement Factory), kill three bloodsuckers and return to St. John's wort

Tip: Climb to the observation deck and put them down from the sniper rifle


Jupiter 2 Burera


Description: Destroy mutants north of the Jupiter factory

Quest issues: St. John's wort

Issuance conditions: Marsh bloodsuckers destroyed

Reward: 5000 + coordinates of three caches


Passage: We go to the indicated place, through the side entrance we make our way into the hangar, kill two burers and return to St. John's Wort.


Chimera hunt at night


Description: Destroy the Chimera that killed the Fox

Quest issues: St. John's wort

Terms of issue: Completed the previous 2 quests

Reward: 10000 + unique Predator shotgun + achievement Mutant Hunter

Passage: We are waiting for the night, we take more cartridges and more powerful weapons, and we go to the ventilation complex. Chimera is one of the most dangerous mutants in the zone, so get ready.

Tips: It is much easier to hunt Chimera with NVDs. You can install a mine on the hatch, and climb to the top yourself, as the chimera appears - we detonate and go for the award.


Night snipers


Description: Destroy the bandits who rob stalkers at night

Quest issues: Yanov, merchant Neon

Terms of issue: after 22.00 hours

Passage: After 22.00, approach Neon and get the task to destroy the bandits on a dredger. We go to the place and bring down everyone. The latter cannot be killed immediately, we approach him closer and he begins to run away. Quickly after him, he runs to the railway tunnel (you can cut across and overtake), if we failed to catch up, bring down him and his accomplice in the tunnel. Let's go and pick up the reward


Freedom Warehouse


Quest issues: Yanov, Loki

Issuance Terms: Bring Morgan's PDA to Freedom Leader

Passage: After reviewing the data on Morgan's PDA, Loki gives the command to seize a warehouse near the dredger. You can go and help shoot Debt and take everything that is in the warehouse for yourself, but you will become an enemy of Debt.

What to do, we go in, take it and leave to figure it out ourselves


Free the Hostage


Quest issues: USB flash drive from SBU cache on Zaton

Reward: a bag of money

Passage: we activate the flash drive, put on the mercenary costume (it is better to pump it to the maximum beforehand) and go to the Jupiter plant. The hostage is in a trailer (between the central entrance to the plant and the anomaly.

Option 1. You can come up in a suit and shoot all the mercenaries.

Option 2. Climb onto concrete base Railway tunnel and from there kill everyone with a sniper

Option 3. Go up to the Administrative building and kill everyone with a sniper rifle.

Option 4. There is a mine in the SBU cache, use it in front of the entrance to the trailer, and the fuse, together with canned goods or a bandage of your choice, approach the Black one, shoot him in the head and at the same time detonate the mine, one mercenary will remain in the trailer and this is no longer a problem

How to clear the territory, we search the mercenaries, we remove the PDA from the leader of the Black (do not try to sell it, like the suit: it will be useful when joining the mercenaries). After that we approach the hostage, talk and lead him to Yanov. On Yanov, he gives the coordinates for a meeting with the SBU liaison.


Meeting with the SBU liaison officer


Quest issues: freed agent

Condition: completed the quest "Free the Hostage"

Passage: after 20.00 we go to the helipad, go around mines (you can use a GPS guide). We speak with the messenger and get the task to find Professor Tyagnibok in Pripyat.


Scat 4


Description: Investigate the crash site of the Skat-4 helicopter

Passage: We go into the building of the plant through the southern gate, along the underground corridors we find ourselves in a hall with a destroyed roof. The fallen helicopter will be difficult to miss. We examine, but we do not recognize anything particularly valuable.


The way to Pripyat


Description: The military were to gather at the B28 evacuation point in Pripyat. We'll have to look for an opportunity to get there, you need to talk about it with the guide.

Quest issues: Pilot

Terms of issue: Found and decoded the black box of the Skat-4 helicopter

Passage: The guide does not know the road to Pripyat, and sends us to the Jupiter plant for documents. In the office building in the room on the third floor, we find a folder with an order. The documents found in the administrative department say about the evacuation of the industrial complex from the territory of the plant. Information about this should be sought in the laboratory building. There, on the third floor, there is a corridor-passage to another building, after which we turn to the left and find on the shelf a notebook sheet in which we are talking about a certain product No. 62. According to the records from the laboratory department, the delivery department was supposed to carry out the evacuation. We need to check this place. We leave the building and move further from the entrance. In the next building on the ground floor there will be a sheet with the supplies of this very product. Now we go to the repair shop. We go around the main building and go through the southern gate, go down into small underground corridors and go out into the main building. There will be two Chernobyl dog... On the table we find another document, which says that you need to go to the first section, where we find evidence that an underground path to Pripyat exists. The shop of chemical compounds should have information about the conservation of the Pripyat-1 underground overpass with the help of some kind of gas. Therefore, we return in the same way as we went to the repair shop. The entrance to the underground overpass is located behind the transport lock. We need to check this place. We collected all the documents, we go to Azot on Yanov, where he will tell us about the underground passage to Pripyat.

Tips: Go to the third floor of the administrative building in order to get some more documents. They carry purely administrative information, but they are guarded by mercenaries, whose leader on the PDA has some interesting information. ...


Abnormal plant


Description: Ozersky offers in exchange for a sample of an anomalous plant a suit with a closed breathing system

Conditions: you must start the quest Path to Pripyat

Reward: Closed Breathing Suit

Passage: elementary quest. We take the task, track it on the map and go to the anomalous grove. We approach the base of the tree and look for this very sample nearby. We return to the bunker, speak with Ozersky, then with the pilot. All!

Tip: the only problem that can arise around the sample is chemical contamination So it is better to have a suit with good chemical protection with you, and then there will be no problems


Abnormal activity


Description: Scientists' scanners have detected anomalous activity north of the bunker. It is necessary to investigate the area with a perfect detector.

Quest issues: Herman

Reward: Thunder-S14, cartridges, charges for the underbarrel grenade launcher, 4000


Passage: In order to complete this task, you will need a Svarog detector (see the Enticing business quest). When you have an improved detector, you can go to the cooling tower, north of Yanov. If you have been there before, you may have heard snatches of calls for help over the radio. But the entrance or any clue was impossible to find. We go to the indicated mark, take out the detector and an anomaly Spatial bubble appears in front of us. A few seconds later, a dead squad of debt flies out of it. We find their commander General Tkachenko, take the PDA, listen to the recording. Now you need to convey information about the founder of the debt, Shulga on Yanov, or give Loki and Freedom will tease the debt and laugh at him.


Survivor Monolith


Description: A detachment of "monoliths", formerly fanatical fighters, emerged from the obsessive suggestion. Now these people are looking for cover from emissions and monsters. It is necessary to negotiate with the inhabitants of the Yanov station so that the Monolithians could hide there

Quest issued by: Tramp

Reward: Liberty Suit

Passage: In order to take the task, you need to find a detachment of monoliths. It is located just south of the Volkhov air defense system, closer to the container warehouse. We approach the Leader Vagrant, agree to talk to the stalkers. To successfully complete the Quest, you must have a good relationship with one of the factions. So, we go to the leader of Freeboda Loki (he was transferred to the CCP of Morgan, the CCP of the founder of the debt, the traitor Flint-Magpie) and in a dialogue he sends you to lead the monolith to Freedom. If you did everything right, then he must agree to shelter the Monolithians. We take the Freedom squad and return to the fanatics. Then we look at an interesting picture of how the Monolith is accepted into Freedom

Tip: if the Monolithians start shooting at the Freedom / Duty fighters (which turns out to be not so rare), load from early save, inspect all the fighters of the Rogue squad, perhaps one of them is wounded or killed, give a first-aid kit, and only then speak with the tramp


Detachment for a hike to Pripyat


Quest issues: Nitrogen, Zulus

Condition: completed the quest "The Way to Pripyat"


Passage: Zulu says that the hike needs at least three people. In total, there were 5 people: Vano, Tramp, Lieutenant Sokolov, Zulus, Azot. In the dialogue with the Zulus, there is also a thread where it is said about Noah, but if you come to him on the Zaton, he will not have a dialogue associated with the trip to Pripyat. Let's start assembling the team. Every stalker will need a suit with a closed breathing system. First, let's go to Vano, although it makes no difference who to take first. Borrow 5,000 for a suit.

The Tramp has no problems with the suit, as he still has the old monolith suit.

But Lieutenant Sokolov does not have a suit and will have to ask Ozersky. But as always, you won't get anything just like that. You need to complete the task and bring the scientists a sample of the anomalous plant at the edge of the quarry.

We take everyone to the Zulus.


Variable psi radiation


Description: Explore the tunnel in search of some abnormal formation. Scientists believe that the variable psi-field has a source and predict that it is possibly an artifact.

Quest issues: Bunker of Scientists, Herman

Conditions of issue: The presence of a helmet with Psi-resistance. (Found on the roof of a cement plant)


Reward: 6000 + Stash Coordinates


Passage: We meet with the Poplar group, then move forward to the tunnel, west of the Cooling Tower. We go inside, we take the artifact.

In order to pick up the artifact and save the stalkers, walk around the room with the anomaly, and leave only when you hear the roar of the controller. And here is already a matter of technology. After you kill him, talk to the stalkers, they will thank you and go to the bunker of scientists.

Tips: Alternatively, you can lay a mine near the carriage from the side of the tunnel and when you hear the roar of the controller, detonate it.


Burned by Scientists


Description: Find a new guard for the scientist camp

Quest issues: Herman


Conditions of issuance: Provided that administrative documents were found at the Jupiter plant, mercenaries who were in the same building were killed, documents and the PDA were delivered to Herman.


Reward: 4000 + Medicines


Passage: You can find a detachment of Spartak on the Zaton, but go closer to the leader of Svoboda on Yanov and negotiate with him about the protection of scientists. After that, we must return to Herman.


Oasis


Description: Prove the existence of the Oasis to a local legend among stalkers. Ozersky, a scientist from the bunker, asked to try to find the legendary Oasis. According to rumors, there should be a reservoir with healing water. However, no one knows for sure whether this place actually exists.

Quest issues: Ozersky


Reward: 7000


Passage: Just like the quest with the Magpie, this is a quest for an independent search. But here the situation is even more complicated. So, we go to the Ventilation complex. But the entrance itself is located a little to the northwest, right next to the railway.


We go into the room, we go down underground. On the way there will be several zombies and jerboas, we head through the pipes towards the ventilation complex (we are guided by the map). After you get out to the corridor with the red lamp, the most interesting part begins. A teleport is installed in the next hall. (The principle of its operation simply throws us back to the entrance to the hall) To go further, you need to run this way several times until three arches appear between the columns in the hall. There are four rows of columns. In the first, third and fourth, glowing arches should appear, similar to the effect of burning fluff. After all the arches have appeared, we need to disable the teleport. To do this, we pass between those columns where there are arches, and in the row where there are no arches, we must guess between which pillars we need to go. (the pillars are selected randomly each time). After turning off the teleport, we find ourselves in the ventilation room, where the Heart of the Oasis artifact hangs. We take it away, fight off the pseudo-dogs, and carry the artifact to the camp to the scientists, go up the stairs.


Scanners for Scientists


Description: Herman wants to collect statistics on the appearance of artifacts.

Quest issues: Herman

Issuance conditions: Completed the task Variable Psi-radiation


Reward: 5000


Passage: We go to Novikov, we take three scanners of anomalous activity. Next, in turn, we install the scanners in the three indicated anomalies. I think there shouldn't be any difficulties. After that, we return to the scientist for a reward. Now we can find out if there are artifacts in these anomalies, as well as install such scanners in other anomalies.


Measurements for scientists


Description: Help stalkers take measurements.

Quest issues: Herman


Terms of issue: completed previous scientific quests


Reward: 7000 + Velez detector + the title of Researcher


Passage: The task of measuring anomalous fields is divided into 2 parts. Flux anomaly and ash anomaly. Take as many rounds as possible wherever you go. On the floodplains you will have to shoot back from large flocks of wild boars and flesh, so it is more advisable to take a bump stop or any other shotgun. And on the ashes it is better to take a sniper weapon, since the attack will mainly be zombies coming from the Diggers, which are just at the distance of a sniper shot. After all the measurements have been taken, we return to Herman, receive an award and the title of a researcher.

Tips: Try to keep animals away from stalkers while they are standing with detectors, they die like dolls from one touch. If the stalkers have thrown back their hooves, do not be discouraged, you can hire a team from Gonta from Zaton to work for scientists.


Hypothesis


Description: Ozersky has another interesting hypothesis

Quest issues: Ozersky


Terms of issue: Previous research assignments completed.


Passage: To test Ozersky's hypothesis, you need to install the scanner approximately in the center of the landslide. After you install the scanner, the mutants will attack this place in a wave.You go to a safe place and watch the snorks of the rank of the Discoverer burn


Take the Scientists


Quest issues: Scientist near the bunker

Passage: Everything is simple here - we go and carry out a sweep along the route. First zombies, stream controller on the bridge, at the end of zombies on the territory of the ventilation complex


Tools for Novikov


Quest issues: bunker of scientists, Novikov

Passage: The same is simple - we go to the factory, find the tools and bring Novikov.

Reward: Improvement of existing detectors.


Strelka group documents


You can search for the documents of the Arrow group when you meet him, and give these records he can repay you well. You can also get the Achievement Keeper of Secrets.

Clues to caches can be obtained by decrypting the black box from the drone, which lies above the "Ash" anomaly in the ravine. Better to take Novikov to the bunker for decryption. If you take Azot, then the kid who sleeps near Azot - Senka, will go to look for hiding places and bend (although he does not affect the plot)

1) Document Note Arrow Ghost

Location: Tunnel under the Cement Factory, in a box

2) Note to the Arrow

Location: Drilling machine in the quarry, in the cab. You can climb through a tree

3) Fang Shooter's Note

Location: Jupiter Plant, Back side, where there are huge bowl-shaped structures, in a pipe. You can also find SGI there


Enter the Dawn


Description: We approach the railway tunnel, where they carried out the quest of scientists to find an artifact. The message "Provide assistance in repelling the attack of monsters" comes


Fulfillment: we move forward a little, but no further than the platform (they can hit you from a grenade launcher) and begin to bring down mutants, and there are many of them (dogs, snorks, wild boars, pseudo-flesh and one pseudo-giant). The main thing is to kill the pseudo-giant. When you kill all the mutants, the message comes: "Talk to the leader." Let's go talk. Nazar offers to join their group. It's up to us to agree or not.

Tip: go to the concrete ledge and kill the pseudogigint from the grenade launcher on top of everyone


Clear out mutants


Description: The Dawns need territory to expand their group. We need to free her from mutants.

Issued by: Jupiter, leader of Nazar Dawn


Description: we move along the mark on the map (to the halt) and shoot snorks. We return for the award.


Clear the area near the holes


Issued by: Jupiter, leader of Nazar Dawn

Description: we move along the markers on the map and shoot mutants:

1.in a cement plant (snorks, chimera)

2.in the Jupiter factory (dogs, pseudo-dogs)

3.in the South (between the container warehouse and the helipad) boars, flesh, controller

4. near the railway (tushkany, burer, 3 pseudo-giants)

5.near the Volkhov air defense system, snorks, pseudo-giant

We return for the award.


Pripyat 1 check point B 28


Description: You need to get to Pripyat

Quest issues: Pilot, Zulus, Azot


Terms of issue: Completed quest Path to Pripyat


Passage: when you bring everyone to the Zulus, then you will have another achievement Leader. When everyone is assembled, Nitrogen opens the door to the Jupiter subway. Next, the most important thing is to make sure that no one from your team dies. You will remember this passage underground for a long time. All the way to the big hall, snorks will attack. Use the grenade launcher and use both weapon slots. Next, you will need to turn on the power to the door. We climb the stairs to the transformer and turn on the power. Monoliths will run out from the side of the containers. The power is on, but the door is still locked. You need to go to the Control Room.

When we enter on opposite sides of the hall, two snipers appear, and several more monoliths are walking from the side from which we came. We press on the lever, and we go to the opened door. Then we go along the corridor, shooting tushcans, zombies and snorks. It is impossible to get lost. We reach the stairs that lead to the ventilation hatch upstairs, and here we are in Pripyat. After loading the location, we watch a small video on the engine, after which we appear in front of Kowalski.

Tips: in the large hall on one of the containers there is an SGM cache containing the L96A1


Unknown weapon


Description: Find the weapon with which the Monolithians shot down a helicopter with the military.

Quest issues: Lieutenant Colonel Kowalski.


Reward: Gauss Cannon, Yellow Keycard


Passage: Together with captain Tarasov we go to the hospital. We take places in the building and wait for the three monoliths to go to the center of the courtyard. We quickly remove them, go to search the bodies. At this moment, the rest of the Monoliths, who ambushed us, begin to attack. Our goal is to Kill the Monolith, on the edge of the roof of a five-story building, who is standing with a Gauss cannon. After all the Fanatics are dead, we take away the secret weapon and return to Kowalski.

Advice: When three monoliths are standing before going outside. shoot a grenade launcher

You quickly examine three corpses and 5 more people are praying in the next room, you take them to the stairs to the 2nd floor, there you remove the sniper, at the exit another one, turn left and left at the entrance to the room, kill the next one, two on the roof of the passage, up the stairs there is the last monolith. Do not go out to the roof and remove the leader from the sniper rifle

Don't forget the gauss cannon.


Military Tools


Issued by: Pripyat, laundry technician

Fulfillment: do not press and buy leads for two sets of tools from the Owl on Zaton.


Reward: Complete Weapon and Armor Upgrades (plus the ones that Cardan and Nitrogen don't)


Leon's case in Prometheus


Description: before going to Pripyat we take Leon's case from his personal box with us to give it to the leader of the Monolith.

Issued by: Backwater, wounded monolithian Leon on the bridge


Fulfillment: We go to the Prometheus cinema, at the entrance from the side of the KBO there is the head of the Monolith security and he does not let us in to the leader Cyborg, we talk to him and give him the case. For the reward we go to the Monolith merchant.


Condition for fulfillment: the presence of an achievement marked with a zone to survive the release in an open area three times using anabiotic.


Advice: if you enter the cinema from the side of the central entrance and go into the hall, there will be three monoliths hostile to the GG, they can be shot, only carefully, so as not to hurt the rest & the squad will not notice the loss of a soldier


Zulu and snorks


Description: We return from the Prometheus cinema past the school, there we meet Zulus, who is shooting back from snorks

Issued by: Pripyat, Zulus


Fulfillment: Help the stalker Zulus fight off the snorks. After completing the assignment, go with him to the laundry. In the laundry, talk to Zulu, we get his cool PKK for help.


Bloodsucker serum


Description: we go up to the fourth floor of the building not far from the laundry room (later the quest "One Shot" will be carried out from this room, but if you come after it, this quest will be unavailable due to the death of the quest giver from a military bullet)

Issued by: Pripyat, bloodsucker


Fulfillment: entering the room we are stunned, when we come to, we find on the bedside table a "strange note" in which the bloodsucker asks to bring him a vaccine. The vaccine can be obtained from the scientists' bunker. We bring, the bloodsucker is dead, we read the second note, we take the reward from the box

Advice: take this quest before going to Zaton with a faulty gauss.


Item 62


Description: The sample of the Gauss Cannon is damaged, you need to find a mechanic to fix it.

Issued by: Pripyat, Colonel Kovalsky

Fulfillment: We leave for Cardan on Zaton. When we tell him about product number 62, he is cut down and we go to sleep for a day, insert it into itself.

During the dialogue, we learn that Cardan previously worked at the Jupiter plant, with this particular product. For repairs, he needs documentation, we get an old magnetic key card and go to the Iron Forest anomaly, there will be a coded door in the building nearby. This is where the key card comes in handy. We go down to the test shop, in the corridor there will be about 5 zombie stalkers, we go down even lower, we find ourselves in a hall with a huge shield installed on the rails. Stock up on armor-piercing, shotgun and underbarrel grenade launcher charges. But it's better if you take something heavier, or a Zulu machine gun using a Doom-Doom charge

We go up the stairs, then along the upper pipe we climb through the hole into the ventilation shaft and climb into the second hall. They will lie on the table required documents, and next to it is a sample product number 62. We receive a yellow key card from Laboratory X8. Now you need to get out and return to Cardan on Skadovsk. We return the documents, wait for him to figure it out, and at the same time repair the gauss. At this time, you can sleep. We get up, take away weapons and documentation and go to Lieutenant Colonel Kovalsky in Pripyat.

Tips: You will find AK ammo on the shelves in the test shop.


Missing reconnaissance group


Description: A reconnaissance group sent by Kowalski disappeared after a strange communication session