Stalker call chernobyl weapon pack. Minimum system requirements

The Call of Chernobyl mod is massive and not entirely newbie friendly, which makes the urge to explore the Zone shatter against the difficulty of survival. In this article, I'll provide you with ways to simplify the gameplay, work around some of the gameplay flaws, and generally play the way you want.

These tips do not have to be followed, as some of them may be considered exploits, but my job is to provide you with information, and how you dispose of it is entirely up to you. These are not cheats, this is not a spawn menu, so all the methods mentioned below keep the interest in the game in one way or another.

1. Basic and advanced weapon tools (Gunsmith toolkit & Advanced gunsmith toolkit). They are required one copy for each technician. The basic weapon tool is located in various caches, is quietly bought from merchants and generally gets it quickly. The improved tool is so rare that I still haven't found one. Theoretically, it should also be sold in stores, but I did not find it anywhere. Fortunately, you can do without tools altogether (see below).

The Forester of the Red Forest repairs and improves weapons and armor no need for tools and no time consumingbut at slightly overpriced prices. True, we still have to get to him, but this is the tenth thing. But now there is always a reason to visit the old man!

2. Finance... There is a surefire but rather slow way to make any amount of money. It includes a merchant Owl from Zaton and a certain amount of artifacts. If you remember, in Call of Pripyat he could sell a Gauss rifle and immediately redeem it, and with a profit for himself. In Call of Chernobyl, it works exactly the same, but besides the rifle, it also works with monster body parts, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if defined) and profit from one purchase-sale:

Drop / Droplet, spawn in fire anomalies (100 rubles)

Thorn / Thorn (100 rubles)

Slime / Slime (100 rubles)

Crystal thorn, spawn in chemical anomalies (250 rubles)

Slug / Slug (250 rubles)

Spring / Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including the in-house Debt and Freedom sellers. Moreover, these guys pay two (!) Times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment for unrealistic amounts. Which, by the way, will be needed - repairing the pumped-over, but broken into the trash Freedom exoskeleton will cost up to 200 thousand rubles.

IMPORTANT! During clever financial manipulations, you need to be extremely careful with saving and loading. If you load when the artifact is in the inventory, for example, in the Owl's inventory, it will disappear, since the merchants' goods are completely updated after loading.

3. Artifacts... Again, Zaton. Farming artifacts there is easiest if you set emissions every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot lies there. But due to the lack of achievements, artifacts do not appear so often, especially for rare specimens.

Compass is located where we found him on a quest from a forester - in the Red Forest, in a mine, right on the table. The heart of the Oasis was not found by me, although it should be.

4. Skirmishes... Try to set monsters on stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of whom are masters in exoskeletons. Why, a couple of rats can bite the NPC to death, since stalkers hardly hit small opponents! Before my eyes, a citizen in an exoskeleton was eaten to death by a trio of impudent jerboas. Exceptions, of course, are quest characters to whom you have not yet passed the tasks. These must be protected. The rest can go to feed land fish, yo-ho-ho and a bottle of Cossacks! It's a shame, of course, for the masters who reveal themselves in front of small rodents, but these are their problems, but their loot is yours. If, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you do not deserve good loot.

5. Gauss rifle... Finding it just lying will not work, as well as cartridges for it. They are not on sale at any merchant. In theory, it can be sold from Monolith vendors, but this is only in theory. But the game still has a rifle, and it is quite possible to farm it. The first time I came across it was in Limansk, near the transition to the Hospital. She was armed with a levitating sniper of the Monolith (don't ask, I'm in shock myself), and managed to knock her out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place to farm it. Where the exit from the Monolith control room is located, monolith units will periodically spawn. They are tightly armed, have G36, RPG-7 and cannons for 9 × 39, the Gauss rifle comes across rarely, but aptly. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm site, by the way, is an exoskeleton. Its location is also indicated in the picture:

As a stalker, the Sultan can be safely killed. He has a Nighthawk, a fairly rare weapon, and everyone else does not care about killing. Yes, you can now run with weapons on Skadovsk. As well as on Yanov.

Frauds with several things by technicians are not performed in parallel, but one by one. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So having handed in four assault rifles for repair and one armor for pumping, be prepared to wait many times longer. Up to several hours. It took me two hours to repair one pistol in Skadovsk.

Laboratories, dungeons and other basements are significantly less populated than in the original games. For example, in the laboratory with Megamind there is not a single enemy at all. Loot, however, is also scanty - Beryl-5m, that's all.

To increase the duration of the run, you can use not only energy drinks and artifacts to increase endurance, but also the drug "Hercules". Stamina recovery depends on what percentage remains up to maximum weight load. "Hercules" pushes back the load bar by 20 kg, so that even with a load of 80 kg, you can achieve endless running.

The most valuable loot monsters are controllers, their arm / brain costs 500 rubles apiece from almost every merchant.

- RPG-7 with a pair of missiles lies in the weapons depot inside the Volkhov air defense missile system, the door there is initially open. The Veles detector is bought from merchants-scientists, I never saw Svarog, although it should be. Finding "Veles", playing as a stalker and not going to the scientists, is quite difficult, it is only found in zombies in exoskeletons. As, by the way, and the machine gun.

- Grenades for underbarrel grenade launchers are very rare, merchants almost never have them, in caches too. No joke, rockets for RPG-7 are easier to find!

Minimum system requirements

Windows Vista 4GB RAM Intel Core 2 Duo E7400 / AMD Athlon 64 X2 5600+ 512 MB DirectX® 9.0c compatible card / NVIDIA® GeForce ™ 9800 GTX / ATI Radeon ™ HD 4850
S.T.A.L.K.E.R. Call of chernobyl
This is a freeplay mod consisting of the locations of all three parts of S.T.A.L.K.E.R.
The main changes are:
redesigned locations by Bangalore and Borovos
redesigned AI by Alundaio
completely changed weather
reworked gulag work system
modified A-Life
fully populated levels
Locations
Terrestrial
Swamps (CHN)
Darkscape (build 2571)
Cordon (CHN)
Landfill (CHN)
Agroprom (CHN)
Dark Valley (CHN)
Bar (PM)
Rostock (PM)
Army warehouses (PM)
Amber (CHN)
Dead city (build 2571)
Limansk (ChN)
Radar (PM)
Red forest (CHN)
Hospital (CHN)
Zaton (ZP)
Jupiter (ZP)
Pripyat (RFP)
Pripyat (PM)
ChNPP-1 (PM)
ChNPP-2 (PM)
Generators (2006)
Graveyard of technology
Underground / laboratories
Dungeons Agroprom (CHN)
X18 (PM)
X16 (PM)
X8 (RFP)
X10 (PM)
Overpass "Pripyat-1" (ZP)
Monolith Control Room (PM)
Sarcophagus (PM)
Varlab (2005)

Answers to frequently asked questions

The vehicle graveyard crashes when crossing, what should I do?
Load autosave, immediately find yourself on the location. It seems like there shouldn't be such a problem anymore.

How to improve productivity?
1. Disable the grass shadow
2. Make the shadows of the minimum quality
3. Disable SSAO
4. Change the quality of textures and visibility to the optimal state
5. You can reduce the spawn in the game settings

Why do stalkers not pay attention to the military in Cordon?
There is a neutral zone, the military does not touch the stalkers, and the stalkers do not touch the military. But the military still beat GG, this cannot be fixed. The solution is to save up money, equipment and throw it to the Bar, for example. (The authors made a truce at the location due to the fact that the military carried out the village of newcomers)

Where can I get a detector?
Scientists sell them in corpses, in hiding places, and ordinary merchants also have them, but the chance of spawning is about 15%

If dynamic news is viewed in the error log
You can turn them off in the game settings and the crashes will stop. It seems like this should not be anymore.

Why is it so deserted !? Why are there so many animals !?
In the game settings, you can adjust the population of the zone.

How to deal with a helicopter?
If you shoot a helicopter at the tail, it will fall faster.

I want to sleep, but I can't sleep, what should I do?
You most likely have a need for sleep. If you have radiation or have drunk an energy drink, then you cannot sleep. If you were asleep, then the second time you can sleep only after a while. The function can be disabled in the game settings.

How to pump weapons and armor to the maximum?
Go to the red forest to the Forester, he works for all groups and does not need tools.

How do I find the tools?
They are found in hiding places, randomly. A great chance for tools if you complete the tasks of stalkers. They will give coordinates to their caches as a reward, and already there you can find tools.
If you take enemies prisoner, and then interrogate, you can also get a cache, but the chance for tools is low. How to take prisoner? You must wound the enemy so that he fell to the ground and lay alive, and then go to him, if he kneels, you can interrogate.
They can also give a cache for the brought PDA, it can also contain tools.

Useful information about partners
You can take any NPC squad that is friendly to the player and is not busy protecting the point as a partner. Partners buy broken weapons (but not completely killed) and buy more expensive than merchants. The partners can be controlled both through the dialogue and through the NumPad keys.
Num 1 - change of NPC behavior modes. Aggressive \\ Help \\ Passive.
Num 2 - Change of Waiting \\ Following modes.
Num 3 - NPCs move to the specified point and wait there.
In dialogues, you can give useful commands to NPCs, I advise you to look at them before moving forward. If the NPC is in the doorway or in a narrow passage - come close to him, after a couple of seconds he should move away.

How to get through this "Mystery of the Zone"?
We are looking for a doctor and talk to him (or kill and rummage, if evil) when receiving the key and doctor's records, the plot is activated. First, turn off the generator in x-16, then on the Radar, (on the way we collect documents in all laboratories). After turning off the radar, we go to the Monolith, but we do not make a wish, but we go to the control center, for documents, and then to VarLab. To open the door to VarLab, you first need to pick up the documents in the monolith control center. In VarLab we speak with the entity ... We run after two poltergeists with the aim of killing them (all doors open and close in a chaotic manner) ... After killing the second one, all objects that are not screwed on try to fly into the forehead ... Dodging them, we look for and kill first the bloodsucker, then controller ... We go to where we spoke with the entity ... Decoder ... he opens the door, but you have a fight. The entity will offer to lie in a flask, this is one of the endings. We refuse. We go to fight with the monolith in order to destroy it. We return to VarLab, and we break the power supply of the capsules (look, do not hook those lying inside, the reputation drops greatly) and turn off the generators ... And we return to the freeplay.

Can't find the Swamp Doctor? He randomly lives:
clear sky base
trailer near the tower (next to the base, the first quest in the Clear Sky).
a cave at the edge of the location, next to Tuzla.
and maybe he can travel the zone. For example, be with the Bartender (as it was in beta 1.4)

How do I open a varlab?
Code - 26041986

How to fix too over-illuminated graphics in fashion?
Main menu - Atmosfear options - Other options - Load default color balance and brightness settings.
Or fine tuning via user.ltx (located in the _appdata_ folder)

How do I enable the spawner?
Add "-dbg" shortcut to the end of the path. Example: Call of Chernobyl 1.4.22 \\ Stalker-CoC.exe "-dbg
Then, in the game menu, press S.
Need to remove unnecessary information on the screen? In the game settings, uncheck the Debug Hud checkbox.


Where can I see all the achievements?
Reading a text document -

When installing the mod, it requires you to install the Call of Pripyat, what should I do?
Try to install the licensed Call of Pripyat.

How do I change the angle of view?
Fov command in console (ex: fov 60)
If your NPCs are stupid, then disable the "AI Die In Anomaly" setting in the game options.

“For those who were interested, how to hire more companions, there is a configuration config:
configs / ai_tweaks / axr_companions.ltx.
There are three settings: the number of companions, whether only friends can be recruited, and whether simulation squads can be recruited. Well, in general, you can simply disable this scheme there.
For deeper customization, open the axr_companions.script and dialogs_axr_companion.script scripts. "
Where is the spawner for the Call Of Chernobyl mod, I'm looking for an addition to the weapon graphics, etc., but there is no spawner.
Find the "Stalker-CoC.exe" file in the game folder, create its shortcut on the desktop. Next, go to the properties of the shortcut and in the object write "-dbg" (without quotes). It should look something like this: “D: \\ Program Files \\ S.T.A.L.K.E.R. - Call of Chernobyl \\ Stalker-CoC.exe "-dbg. Naturally, you press "Apply" and "Ok". You start the game, start a New game or Load (no difference). During the game, press "Esc" (Pause) and press "S", the "Spawner" opens. P.S. So that there is no unnecessary information on the screen in the game, go to the game settings and in the "Game" \\ "Game" section, uncheck the "Debug Hud" box.
"Running the mod on 86-bit Windows 7:

Unlike the original Call of Pripyat, Call of Chernobyl does not allow you to launch the game at maximum settings on an 86-bit system due to the increased load of its contents - a crash occurs. The solution for those who want to play on the most available graphics - turn on improved dynamic lighting and set all settings to maximum, but with the exception of the following parameters:

Set the sliders exactly as shown in the screenshot. A little less is okay, but if you exceed the specified limit, you risk catching departures. The proposed parameters are selected experimentally. "
- The authors of the mod are gentlemen from far abroad, so the entire text is written in English.

Call of Chernobyl: weapon pack preferences

Okay, from personal experience from those who have tried both packs .... which pack would you choose over the other, and why? STCoP Weapon Pack, or the Arsenal Overhaul?

I "m curious to see which ones fellow Stalkers prefer.

Showing 1 -15 of 18 comments

I notice these things.

More weapon, ammo and consumable variety
- High damage, high accuracy weapons.
- Ammo is scarce in trader inventory requiring save and reload for more than 1 mag.
- AI is laser accurate on full auto fire.
- Shotguns\u003e everything else in CC mostly, because buckshot has AP value. Slugs worthless.
- Decent sounds and good animations.

Less variety with weapons (unless you count variants) and less ammo variety.
- Less deadly weapons and accuracy. Mutants are bullet sponges because of this.
- Traders have better stock of items and ammo.
- AI accuracy is more realistic, no full auto laser beaming.
- Shotguns are less OP due to ammo damage and AP values.
- Great sounds and good animations.

I like AO better but it requires some extra tweaking of the files to get things perfect.

Tweak buckshot to not have AP capability.
- Tweak weapon spread for AI so they cant be laser accurate while firing full auto.
- Tweak trader inventory to have more ammo.
- Take sounds from STCoP and put them in AO where possible.
- Increase k_pierce value for AP ammo so they pass through wood and thin metal effectively. This makes rounds actually do damage after passing material. Very fun with the 50 cal sniper and MGs as you can just pepper a weak building and kill the occupants.

Im forgetting some things but yeah, much fun with AO and some fun with STCoP IMO.

As someone who prefers STCoP I disagree with quite a few of your statements. AO, last I tried the CoC version (I think is the most recent one), had major damage value issues, to the tune of requiring a full mag to drop some targets, from an assault rifle.

As for the STCoP pack, while there are less weapons, most of them make sense to find in the zone, with very few being truly out of place. You don "t really have many exotics in STCoP, and most of them are nigh-impossible to get without access to Nimble or extreme luck in drops.

I find the weapons to be a good balance. If the guy is wearing reasonable armor, 5-6 shots to the body from rifle calibers, usually one in the head. Monolith seem to have more health, but then they are sorta supposed to be fanatics, so, whatever.
I "d say if anything, pistols are too poweful in CoC, especially the .45 caliber.
The only mutants that are truly spongy are chimera and Psuedogiant, the chimera tending to take 2-3 mags from a 5.45 AR, and a psuedogiant taking ungodly amounts of damage.

Shotguns in CoC are beyond lethal if used right, with appropriate tactics. It "s actually pretty easy to clear out pripyat itself with a sawn-off over under, let alone if you bring something like a vepr, saiga, or the usas that nimble has. Enemy has armor? Use da slugs. Or spray at head level.Even an exo guy will usually go down with a couple of buckshot rounds in the face.

Traders have more ammo for most calibers. Usually 60-120 rounds for common rifle rounds, 20-40 for heavy rifle rounds and shotgun shells, 50 for pistol rounds, and 5-10 for the exotics.

The ai accuracy is A New Hope stormtrooper level in STCoP, which is admittedly better than laser accuracy on full auto. No joke, if you are running around at close quarters, they can empty entire mags at you from less than 10m and miss almost every shot, which makes sense for rookie stalkers, but experienced ones it just doesn "t make any sense. Which makes the mid and long range accuracy of the ai sorta strange, as they can drill you pretty good at range and if you are standing still.

Yeah, the damage issues were, well ... an issue. Which is why I went to find a mod that made damage somewhat more reaslistic. I think I "ll try both mods. I" ll play a few hours with each over the coming weekend. ^^
supposedly there is going to be a combined weapons pack released once CoC 1.5 comes out. I hope there is, because even if the balance in it is messed up, the community will surely fix it. Hell, if it came down to it, I "m not opposed to spending a day fixing it.
I guess I "m kind of a glutton for punishment, when it comes to damage. I mean, I hate it when the AI \u200b\u200bcan" 360 noscope "me, as the kids say, with a shotgun, that" s unfair, but I do like the enemies to be genuinely threatening, instead of trading clips of ammo into each others chests like a pair of roided Rambos, ya know?
vanilla STCoP damage values \u200b\u200bare pretty good. Even with a fully upgraded exoskeleton, a couple of rifle rounds (5.56 or better) will make you require a medkit, god forbid you get hit with 7.62, 9x39, or .338 lapua.
I stand corrected. My experience with STCoP is much older than AO and it seems things have changed. I just pulled those two mods fresh off the CoC addon list and notice this:

STCoP buckshot:
: ammo_base
k_ap \u003d 0.35
k_disp \u003d 4.82
k_dist \u003d 0.24
k_hit \u003d 0.07
k_impulse \u003d 0.35
k_pierce \u003d 0.35

AO buckshot:
: ammo_base
k_ap \u003d 0.0
k_disp \u003d 5
k_dist \u003d 0.5
k_hit \u003d 0.8
k_impulse \u003d 0.6
k_pierce \u003d 0.0

Exactly the opposite of what I said is true here lol: P

I didnt bother checking actor damage multipliers but it seems some of the things I used to tweak out are now implemented or were not the case 1st place. Not including certain variants, AO has 104 weapons and STCoP has 102, each using vanilla weapons in their lists as well. I notice STCoP also has some nifty custom upgrade trees for weapons and the sounds are tastier imo.

Still, AO has more weapon and ammo variety because so many of the weapons use different calibers / types of ammo and each caliber has at least 2 ammo variants and they all make a nice difference. I quit playing CoC because emissions stopped triggering properly and broke immersion but perhaps i should just grit my teeth and try it again with latest STCoP and see how it feels now.

I "ve had emission errors every now and then, but not game-breakers, for some reason. I" ve even had the infamous "no alarms or alerts" emission before, and had no issues. None of the instant deaths on load or other crap like that. Then again, most the people who mention that also admit to going outside after the emission starts.

As I said in the mod review, Call of Chernobyl is massive and not entirely newbie friendly, which is why the urge to explore the Zone breaks down on the difficulty of survival. In this article, I'll provide you with ways to simplify the gameplay, work around some of the gameplay flaws, and generally play the way you want.

These tips do not have to be followed, as some of them may be considered exploits, but my job is to provide you with information, and how you dispose of it is up to you. These are not cheats, this is not a spawn menu, so all the methods mentioned below keep the interest in the game in one way or another.

1. Basic and advanced weapon tools (Gunsmith toolkit & Advanced gunsmith toolkit). They are required one copy for each technician. The basic weapon tool is located in various caches, is quietly bought from merchants and generally gets it quickly. The improved tool is so rare that I still haven't found one. Theoretically, it should also be sold in stores, but I did not find it anywhere. Fortunately, you can do without tools altogether (see below).

The Forester of the Red Forest repairs and improves weapons and armor no need for tools and no time consumingbut at slightly overpriced prices. True, we still have to get to him, but this is the tenth thing. But now there is always a reason to visit the old man!

2. Finance... There is a surefire but rather slow way to make any amount of money. It includes a merchant Owl from Zaton and a certain amount of artifacts. If you remember, in Call of Pripyat he could sell a Gauss rifle and immediately redeem it, and with a profit for himself. In Call of Chernobyl, it works exactly the same, but besides the rifle, it also works with monster body parts, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if defined) and profit from one purchase-sale:

- Drop / Droplet, spawn in fire anomalies (100 rubles)

- Thorn / Thorn (100 rubles)

- Slime / Slime (100 rubles)

- Crystal thorn / Crystal thorn, spawn in chemical anomalies (250 rubles)

- Slug / Slug (250 rubles)

- Spring / Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including the in-house Debt and Freedom sellers. Moreover, these guys pay two (!) Times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment for unrealistic amounts. Which, by the way, will be needed - repairing the pumped-over, but broken into the trash Freedom exoskeleton will cost up to 200 thousand rubles.

IMPORTANT! During clever financial manipulations, you need to be extremely careful with saving and loading. If you load when the artifact is in the inventory, for example, in the Owl's inventory, it will disappear, since the merchants' goods are completely updated after loading.

3. Artifacts... Again, Zaton. Farming artifacts there is easiest if you set emissions every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot lies there. But due to the lack of achievements, artifacts do not appear so often, especially for rare specimens.

Compass is located where we found him on a quest from a forester - in the Red Forest, in a mine, right on the table. Heart of the Oasisi have not found it, although it should take place.

4. Skirmishes... Try to set monsters on stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of whom are masters in exoskeletons. Why, a couple of rats can bite the NPC to death, since stalkers hardly hit small opponents! Before my eyes, a citizen in an exoskeleton was eaten to death by a trio of impudent jerboas. Exceptions, of course, are quest characters to whom you have not yet passed the tasks. These need to be protected. The rest can go to feed land fish, yo-ho-ho and a bottle of "Cossacks"! It's a shame, of course, for the masters who reveal themselves in front of small rodents, but these are their problems, but their loot is yours. If, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you do not deserve good loot.

5. Gauss rifle.Finding it just lying will not work, as well as cartridges for it. They are not on sale at any merchant. In theory, it can be sold from Monolith merchants, but this is only in theory. But the game still has a rifle, and it is quite possible to farm it. The first time I came across it was in Limansk, near the transition to the Hospital. She was armed with a levitating sniper of the Monolith (don't ask, I'm in shock myself), and managed to knock her out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place to farm it. Where the exit from the Monolith control room is located, monolith units will periodically spawn. They are tightly armed, have G36, RPG-7 and cannons under 9x39, while the Gauss rifle comes across rarely, but accurately. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm site, by the way, is an exoskeleton. Its location is also indicated in the picture:

Other tips and fun facts:

- Being a stalker, Sultan can be easily killed. He has a Nighthawk, a fairly rare weapon, and everyone else doesn't care about killing. Yes, you can now run around with weapons on Skadovsk. As well as on Yanov.

- Frauds with several things from technicians are not performed in parallel, but one by one. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So having handed in four assault rifles for repair and one armor for pumping, be prepared to wait many times longer. Up to several hours. It took me two hours to repair one pistol in Skadovsk.

- Laboratories, dungeons and other basements are much less populated than in the original games. For example, in the laboratory with Megamind there is not a single enemy at all. Loot, however, is also scanty - Beryl-5m, that's all.

- To increase the duration of the run, you can use not only energy drinks and artifacts to increase endurance, but also the drug "Hercules". Stamina recovery depends on what percentage remains up to maximum weight load. "Hercules" pushes the load bar by 20 kg, so that even with a load of 80 kg, you can achieve endless running.

- The most valuable monsters in terms of loot are controllers, their hand / brain costs 500 rubles apiece for almost every merchant.

- RPG-7 with a pair of missiles is in the weapons depot inside the Volkhov air defense missile system, the door there was initially open. The Veles detector is bought from merchants-scientists, I never saw the Svarog, although it should be. Finding "Veles", playing as a stalker and not going to the scientists, is quite difficult, it is only found in zombies in exoskeletons. As, by the way, and the machine gun.

- Grenades for grenade launchers are very rare, merchants almost never have them, in hiding places too. No joke, rockets for RPG-7 are easier to find!

- Anti-personnel “butterfly mine” can be placed in the quick slot, just like first aid kits / bandages / drugs. They are activated 3 seconds after installation and are good for luring opponents, although not as effective as we would like. At first, I recommend having two or three pieces in stock, since they weigh a lot, but it will be easier to shed the tail from a pair of mutants.

The developers of the popular series of games about stalkers decided to go further and created a global mod that includes three main parts of the legendary game at once. Now you can see thirty-two populated locations, where other stalkers, mutants, various groups, camps and secret stations are located. You will meet your favorite guides, with whom you will now be able to communicate at any game location. You will now have a global map on which you will see the dislocations of your game opponents. In the game Call of Chernobyl Stalker, which can be downloaded for free on our website, you will meet new anomalous phenomena in the Zone.

Story line

The plot of the game will unfold on new locations of the Zone, each of which is marked on the map. Here, now you need to apply your strategy and tactics, because each territory is populated as much as possible with a variety of characters. In the game, you can find new weapons, armor, companions for yourself and receive new tasks from your familiar characters and guides, each of which will need to be completed in new locations. Another explosion thundered at the Chernobyl station, the zone is contaminated, so the help of the allies cannot be done. You will also see repair stations in the game, and you can use vehicles to complete secret missions. And the Monolith grouping has become even more dangerous in this global fashion.

Gameplay of the game

Old and familiar characters are present in this mod, including the Doctor and the Forester. It will be possible to interact with them on an interactive level. Also, new classes of mutants appeared in this mod. These are even more aggressive creatures to be wary of. In the game, you will also be constantly engaged in research activities in underground bunkers. The number of weapons and armor has increased, so use modern, modified weapons and use the hints on the global map, which will need to be constantly studied as the game progresses. You can download the Call of Chernobyl Stalker torrent for free on our gaming website. So study all locations to find new useful artifacts there.

Special facts

There is no plot as such in this mod. You can play in the game for any group, even for zombie monsters you have the opportunity to play. But at night, dangerous mutants will constantly terrorize stalkers, so at this time of day you need to be extremely careful. And many more innovations await the user in this advanced game add-on.

Features Stalker Call of Chernobyl

  • Large-scale addition. In this game, you will see plot improvements that are taken from the three main parts of an exciting shooter about the anomalous Zone.
  • Vehicles. You can take military equipment at your disposal, but the helicopters have been significantly modified. They now patrol every location in the infected area.
  • Air emissions. At each level of the game, you will see new radiation anomalies, and also beware of special installations that emit dangerous energy.
  • Classes of mutants. Now there are dangerous chimeras in this mod, which are fast, agile and very dangerous for your character and his team.
  • Weather. The climate in the game changes, so stay tuned for changes in the weather, they also pose a danger to your hero of the game.
  • Graphic effects. The graphics are improved, it affects the vegetation and woodlands - here the developers have tried hard. And the characters themselves now look realistic, and before each stage you will watch the video clips.

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