Complete the caches. Things to consider when setting up a stash. What to put inside the cache


Probably, some do not even know about the threat about which I will write below, so I think the article will be useful.
Let's say we are making a capital cache. So, in the caches (there will be 2 of them, I will explain why later) there will be: a set of the most necessary tools, supply of food, water and medicine
The first will contain tools.
The second cache will contain food and medicine. (BUT WITHOUT CANNED FOOD !!!). The first-aid kit should contain a minimum amount of metal objects (needles, blades, tweezers), and there should not be any in the stash at all.
So, why are there 2 caches, and the second should not contain large metal objects? The answer is simple: the number of black diggers and treasure hunters roaming our forests is growing every year. A modern metal detector can detect a coin at a depth of 25 centimeters, and large objects at a depth of 2 meters. Most beginners work on the "Peep - Dig" principle. So if we want our things to wait for us, then we need to take these circumstances into account. (I myself once found a package with 2 cans of stew and a package of buckwheat)
The synchronization with food and medicines must be buried at a depth of at least 50-60 centimeters, and the metal objects present in the first-aid kit must be positioned so that looking from above, the visible surface is minimal (for example: the blades are not flat, but with an edge; the tweezers are not lying, but vertically, etc.).
Now the first cache.
Deep metal detectors can detect a helmet at a depth of 1.5 - 1.8 m. Whatever digging a hole under 2 meters, you need to choose a safe place for the cache. In no case do it on the battlefield during the Second World War (near trenches, dugouts, bunkers, bunkers, as well as in them). Do not do it near old estates, inns, tracts. You can’t also make a cache in the fields. If he is not hooked by the plow, then the minaca of the treasure hunter will, as if it will hook! You also need to use the trick described above. Reduce as much as possible the "top view" area when laying things (either all the butt-ends as close to each other as possible, or one by one, the largest down).






The optimum depth is 1.5m. Despite the fact that it is deep enough to dig out with improvised means in case of something, it is still better than 5 minutes to clean up the ruined cache and be left with nothing.
I think many have already guessed why the stash will be 2 (even if the stashes are not far from each other).
Both products and medicines have an expiration date and, most likely, they will have to be updated (unless the BP comes earlier). The tool is: buried and forgotten! Therefore, in order not to work with an excavator every time, it is most reasonable to make 2 caches at different depths.
Also, as an option, you can scatter balls from the bearing, small screws and other small metal debris on the surface. But that doesn't always work. An expensive metal detector will easily adapt to this interference and will continue to search properly. Also, sometimes diggers do this at a promising place in order to come back to it later (and the balls are easily collected with a search magnet). In general, this method is aimed at cutting off newbies with cheap fixtures.
Enough has been written on the packaging and maintenance of caches on the Internet (and on this site).
Personally, I like the option of packaging made of thick PVC pipes and plugs.

The concept of "stash" is used in two meanings: a place for shelter and a cache, inside of which are hidden reserves of long-term survival, or autonomous existence. In the first case, the cache is made so that you can hide in the forest in the event of an emergency, for example, military operations, and more or less comfortably wait for a while. In the second case, the cache is a stash in the forest with long-term storage food and items for survival in the wild. You can learn more about how to make a cache in the forest below.

Conventionally, three types of forest caches can be distinguished: a commercial (hunting storage), a cache of autonomous existence and for survival. The hunting storage is made on the path of the hunter's movement during the fishing period, so as not to constantly carry with him a large amount of food and items necessary for hunting. They hide it in the ground, placing it inside a plastic barrel or on high poles, making a cache of wood.

Schron for an autonomous existence is often confused with a survival cache, which is laid by tourists, climbers, and extreme travelers. A survival stash, or emergency bookmark, is a cache that is filled with necessary items (food and equipment), used only once, so as not to carry all things and food with you along the entire route or when you need to replenish supplies with something vital when it is lost. A cache in the forest for an autonomous existence is a larger and more serious supply, calculated to provide oneself with food, means for building a dwelling and other items for a long period of life away from civilization. The volume of the reserve depends on the expected period of existence, there are hidden secrets of autonomous existence, designed for life without the benefits of civilization for up to 5-20 years.

How to choose the right place for a cache


Inappropriate place - berries will attract many people

The place for the hunting store should be located on the fishing route. An emergency cache should be laid in places that meet the following requirements:

  • There should be a source of water nearby - a spring, stream, lake or other body of water. It is desirable that there is a river nearby for fishing.
  • The place should be located in the very wilderness of the forest. It should be a young pine forest, or a spruce forest, which cannot be subject to deforestation for the next 50 years.
  • There should be a lot of trees nearby in order, if necessary, to provide themselves with firewood and building materials.
  • The land of the location of the cache must be fertile.
  • The place should be located on a hill in order to avoid possible flooding or complete flooding with rain and melt waters.
  • The place for the cache should be located away from the animal path.

When a suitable place for the nest is found, it can be buried. The best time for this event it is late autumn, because at this time the appearance of people (mushroom pickers) in the forest is excluded, and the snow that has fallen soon will cover the nymph, freezing the food. In addition, by following the tracks in the snow, you can immediately see if anyone has approached your cache since the moment it was laid.

What to put inside the cache


For a long-term supply, food is needed that will not deteriorate over time. First of all, these are canned foods, sugar and salt. Dry rations, pasta, buckwheat, rice, clean drinking water (at least 5 liters), tea, caramel should also be inside the bookmark.

In addition, the cache must contain:

  • Items necessary for the manufacture of hunting and fishing tools with the necessary devices.
  • Stock of seasonal and underwear.
  • Dry fuel, lighter, matches.
  • Pot, mug, cutlery.
  • First aid kit
  • Alcohol, gasoline, kerosene.
  • Paraffin candles
  • Fishing line, rope.
  • Walkie-talkie, portable radio with a reserve of batteries.
  • Condiments and spices
  • Vinegar, baking soda
  • Plastic wrap, blanket.
  • Scotch tape, duct tape

In addition, it is recommended to put seeds in order to be able to grow vegetables for nutrition. If the cache is not intended for autonomous existence for a long time, its composition is identical to NAZ, only it has a larger volume.

How to make a cache in the forest


Before you make a cache, you need to decide on its purpose. Depending on this, it may be sufficient to use a 10 liter plastic can, or it may be necessary to dig a substantial cache in the ground.

The process for setting up a cache is as follows:

  1. A recess is dug out according to the size of the stash. Along the perimeter of the pit, you need to make another depression, which will serve as a holder for the cover of the cache.
  2. The cover is made from wooden logs or thick boards.
  3. At the bottom of the pit, products are placed inside plastic containers, clothes and other items packed in polyethylene to avoid getting wet.
  4. From above, the cache is covered with lags, which are tied together with a strong rope. Polyethylene is laid on them to protect the boards from rotting and water penetration into the cache.

Schron is covered with turf and foliage. When the snow falls, it will mask the slightest traces that indicate the presence of a cache.

Departure "Out of Memory. Memory request: …… K ".
Not enough memory. Memory request:….
The main thing here is to understand that 32-bit Windows allocate only 2 Gig of memory for a process (and starting Stalker is a process). And not a byte more, even if you have 8 Gigabytes installed in your computer.
And 64-bit Windows allocate as much memory for a process - “as the process needs”.
Here are two options for solving the problem:
1. You have 2 Gig of RAM installed in your computer.
Reduce render settings down to static. Remove the density of the grass, the quality of the shadows, etc. to a minimum. If it does not help, then remove all game add-ons (voice acting, atmosphere, music, anomalies, mines, etc.). If this does not help, then you need to go to the store to buy additional memory modules.
2. You have 4 Gig of RAM or more installed in your computer.
A) Install 64-bit Windows.
B) "Force" 32-bit Windows to allocate not 2, but 3 Gigabytes of memory for the process, by cutting the kernel memory (the system itself, drivers, etc.).
I advise you to start the task manager, go to the "Performance" tab and look at "Memory". If less than 1 Giga, then we begin to act. (If more, then unload all side processes from memory except for the system kernel, video and audio drivers).
Here's an example of a crash.
*: free, reserved, committed
* [D3D]: textures
*: crt heap, process heap, game lua, render
*: economy: strings, smem
FATAL ERROR
Expression: fatal error
Function: out_of_memory_handler
File: D: \ prog_repository \ sources \ trunk \ xrCore \ xrDebugNew.cpp
Line: 336
Description:
Arguments: Out of memory. Memory request: 3629 K
Here you can see that [win32]: free is 65.32MB free memory, and
committed-1,93 Giga is already taken under the process. That is, there is practically no free memory.

We solve the problem:

Windows XP 32 bit
1. On the system disk, find and open the boot.ini file with notepad.
The file is systemic, so it will be hidden, it will be necessary in the properties
explorer enable display of system files.
2. Make a copy of boot.ini, open the boot.ini file, select "Save As", the filename is boot.ini.bak.
3. From the command line (go to "Start Menu" -> "Run ..." or press Win + R) run the command:
bootcfg / raw "/ 3GB / userva = 2500" / A / ID 1
where "1" is the configuration number in the boot.ini file. There is only one configuration by default.
If you are an advanced user, you can add the parameters "/ 3GB / userva = 2500" yourself
to the boot.ini file using a text editor.
4. After applying the settings, you need to restart your computer.
In case of failure to boot the OS, you will have to go to safe mode and restore the settings from
backup by simply renaming the boot.ini.bak file to boot.ini

Windows Vista / Seven 32bit:
1. Run the command line (cmd.exe) with administrator privileges (right-click
by shortcut / run as administrator). In the window that appears, write:
bcdedit / export "C: \ BCDBackup"
press "enter"
bcdedit / set IncreaseUserVa 2500
press "enter".
2. Restart your computer.
3. Start the game.
If the OS did not boot successfully, you will have to go into safe mode and execute the first
by writing the item on the command line:
bcdedit / import "C: \ BCDBackup"

And here is the log after the above actions when exiting the game:
*: free, reserved, committed
The process is committed 1.86 Giga and still free 1.197 Giga.

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 Janov, 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 a 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 Zulu tower) the quest for Vintorez before the sortie. There we moisten hires, collect swag from them, take a monolith's PDA.

Swag

Khabar: in the village of Kopachi you can find a lot of caches.
Firstly, this is a cache in the 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.
Third, a cache in the attic of one of the houses where Thunderstorm lies.

The third- night outing on the quest of Neon (the merchant of Freedom) on the quest "Night snipers"
Know - 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 number 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 - ammunition, and the third - 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 Mityai (we choose a peaceful solution to the conflict, we take the artifact)

  • From St. John's wort we take the quest on Bloodsuckers
  • 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 do not 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, looking for arts.
Jupiter plant
Combing the Jupiter Factory is a daunting task. But doable. Use the gate on the right to enter (north-western part of the plant). 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 ​​elevators and the southern staircase, looking south, there is a transition to another building. There is one more 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, 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, go to the largest building in terms of 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 there is "Aggressive Bandyuks". They just need to be eliminated. We are not going to the recruitment 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 to pass 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 ​​the 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), but 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. Also, a GPS guide can 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 zombie. We do not go down into the tunnel yet, we go into the building. There we take Sokolov's note. 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, take out the jerboas and the burer. We go upstairs and take away new weapons. The RPG can be put in the drawer for now. On the way to Yanov we hand over the quest to the 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 to go to Yanov.


  • We hand over the quest to Mitya.
  • We hand over materials and a black box to Azot
  • We hand over quests St. John's wort
  • We rent Vintar by Thunderbolt
  • If we talked with Sliver in the Quarry, then we talk with Flint, then we hand him over to either Shulga or Loki, and later to Gont.
  • You can hand over documents from Jupiter or Shulga or Loki. There is also an option - Sychu.
  • Selling unnecessary artifacts to a Hawaiian. It is worth leaving only the arts by weight (Gravi and Gold fish)
  • 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, our things disappear from the 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 rifle. With the Poplar group we go into the tunnel. We take out jerboas and three zombies there. Go ahead. 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 to the fullest (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 scanners will allow displaying artifacts available in 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. To keep all members of the Poplar group alive. We are waiting for the approach of mutants and demolish them. Then we go to the Ash. There you need to shoot Zombies approaching from the Digging side. I think even a machine gun will be enough.
4. Ozersky's hypothesis
We speak with Ozersky about the activity of mutants during measurements. We get a scanner from him, we 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 the Beard on the Owl's quest, or by Poplar after completing all the quests related to his group. We go to the Cooling tower, climb up, take out the detector. From the anomaly drop "Dead" long-timers with weapons in excellent condition. One of them has a PDA. You can give it to the leader of Debt 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 standing near 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 related to 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" grouping. This is what we will do.
Tip - immediately order the "Dawn Exoskeleton" from the Dawn trader. It is he who will provide the maximum carry 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.on 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 all five prepared caches.
It is necessary to fill all five caches of the grouping, 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 answer the PDA signal. Check the first point marked in the route of the patrol group, 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, which is lying in the backpack. We go by the mark to the area of ​​the 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 Exoskeleton or the Mercenary 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, there is a dress code entry only in a suit of hiring, 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 doctor 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 we 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 will come 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 escort the detachment to the cache, we return to the base.

It is difficult to believe in the possibility of hunger (lack of food) now, but it is better to do this so that later you do not curse yourself for carelessness and wasted time.
When all production in the country stops, agricultural enterprises go bankrupt, the shortage of products usually does not take long. Along with home storage, in which you are able to regularly check and update stocks, experts recommend creating remote strategic stocks - in disguised cellars or caches (caches, stashes)
Partially, you should use the garage and the country cellar (adjusted for possible looting). However, this is not enough. Caches are a necessary component of the reserves (they are also hiding places, stashes, hidden cellars). There may be several reasons for creating a cache: a) the need for additional storage space, b) a reasonable desire to disperse resources, c) creating conditions for an instant escape from the settlement, without preliminary fees (the place of the cache will be the first point of your arrival after an urgent self-evacuation).
Schron is a cache, arranged in a place remote from settlements and roadways, outwardly not distinguished by anything. It can be arranged in an inconspicuous niche in the rock, or simply buried in the ground in the form of a treasure. The technology for creating a stash is similar to the technology for equipping cellars, with the only difference that the stash should not be visible from the outside.

When creating a stash, the main attention should be paid to disinfected cereals (thermally treated so that there are no mold, bugs, etc.), sugar and salt. You should also stock up on vinegar (for the prompt production of marinades that extend the life of the product) and tea (in factory-made foil packages).
In addition to food, the cache must contain: a minimum of medicines, syringes and bandages, a bottle medical alcohol, matches or a chair, a roll of thick polyethylene, a blanket (in an airtight package), a rope or wire, an ax and a saw (greased with grease), liquid for lighting a fire, paper, a knife, some disposable dishes, soap. Also if you are in a car: a can of gasoline, a set of keys.
There are two ways to store food in the stash. The first is the usual bookmark, in which each product is stored in its own container (for example: a bag of sugar, 2 boxes of stew, 4 4 bottles of cereal, a canister of water, etc.) - it is understood that everything should be stored in impervious packages - i.e. at least frozen in polyethylene and carefully closed. The second is extreme, when stocks are stored in whole sets, in which there is a minimum of necessary products (in each set - 3-5 kg ​​of sugar, 10-15 kg of cereals different kind, 3-5 kg ​​of milk powder, 1-2 l. vegetable oil, 3-5 kg ​​of dried fruits, 1 kg. salt, 200-300 g of spices, several cans of stew, a bottle of water, a bottle of vinegar, medicines, bandages, soap, an ax, something else).
This method allows you to quickly get supplies from the cache without attracting too much attention - after all, there may not be time to measure out "a little cereal, a little sugar, a little milk powder ..." For the storage of the sets, it is recommended to use polyethylene tanks with a wide mouth with a capacity of 40-60 liters (1 tank = 1 set). The tank can be easily and quickly removed, is not subject to erosion, and is resistant to pests. If the cache is small, it is best to store only 2-3 sets and a roll of polyethylene. If it's large, you can add another bowl of sugar (40-60 liters), a couple of boxes of stew, a can of water, a can of alcohol, some tools (see above). You can attach an even simpler radio receiver with batteries (it is possible that some of the radio stations will start broadcasting).
Take care of the protection of your stocks from mice, moles and rats. The tanks should be wrapped with a fine metal mesh. The joints of the mesh pieces should be securely fastened with wire.
The synchronicity must be reliably hidden from the human eye, disguised. Better if it is a forest thicket, an islet in a labyrinth of swamps, a crack or a mini-grotto in the rock. You can arrange caches in the roots of trees, under old stumps, under large boulders. The distance from the cache to the nearest settlement should be at least 3-4 km near the city and 5-6 km in the countryside (the villagers know the surroundings better - and can easily find the cache or notice you during the laying-in and extraction of supplies). You should not equip a cache near military bases or large industrial enterprises, railway and boat stations (even if they are located far from the city).
You need to be prepared for the fact that at the moment of extracting stocks from the cache, someone outsider wants to appropriate part of your values ​​for himself. Or some people may, threatening with weapons, demand that you give them your cache. For this, protective equipment must be provided in the cache. It is better if the approach to the hideout is such that only one or two people pass through (a narrow passage in a rock or a rocky area taller than a person's height is especially convenient, where only one person can climb). If the cache is located in the forest, then around it there should be impassable thickets (raspberries, hazel, other shrubs, windbreak), into which a person of his own free will will not climb. And the approach to the cache is only one and very narrow. It is advisable to have a loaded weapon in the cache itself (a pistol, a sawed-off shotgun loaded with shot, a hand grenade). In case your hands are tied, a knife blade or circular saw blade (wrapped in cellophane) can be reinforced in the immediate vicinity of the cache. At a critical moment, you will be able to unnoticeably cut the rope.
For the same cases, children should not know about the existence of the cache. Or there should be several caches - only you know about one, you + children about the other, only your wife and children about the third.
In order to minimize the likelihood of detecting your stash, the laying should be done at night. To do this, you can camp near the intended place of the cache - under the guise of vacationers (it's not bad if there is a river or other body of water nearby). And at night or at dawn, unnoticeably equip a cache. In this case, it is better not to light the lanterns, it is preferable to go on a moonlit night. and the point is not so much that someone will notice and sometime THEN will plunder the cache. They can notice right away, and plunder purely out of sports interest ...

Also, destroyed man-made structures, such as mines, mine workings, old military structures, old URs, remote industrial sites and buildings, abandoned villages, settlements, etc., can be suitable as a place to create a cache. Of course, you shouldn't leave something in a conspicuous place, but a rather big plus of such a cache will also be that in such a place you can not only store supplies, but also live for some time, practically without any additional. preparation.
Sometimes it makes sense to make a city cache (especially if you live in a large metropolis and it is not always possible to leave it very quickly.) When creating such a shelter, you should first of all make it invisible, and the creation of the cache itself should be as unnoticeable as possible. you can try to organize caches under (your) garage on the street, Device of a hidden volume in the basement of the house or in the attic. use an abandoned bomb shelter, a section of underground communications (heating mains, warm wells, unused collectors, etc.), You can arrange a cache by deepening the basement, the device of a second bottom. The main thing is not to violate the integrity of the foundation.
Take special care that there are no traces of the presence of homeless people nearby.
A separate moment may be the creation of a cache in the house where you live, but still this is not very relevant, because a cache is needed just outside the house. But if such a need has arisen, then it is most advisable to make a double bottom in furniture, mysteries in ventilation (from the inside, a shelf or mount on which you can hang a bag, etc.).
Material taken.