7 for the game Stalker Call of Pripyat. Search for objects in the mod Sgm Mod v1.6 - v1.7 for the game Stalker Call of Pripyat Where to find tools in the mod sgm 1.7

A new movement has appeared in the world of the Zone - groups calling themselves mod builders have been spotted on its territory. Their true goals are unknown, but they are full of desire to make the Zone even darker and darker, to give its inhabitants new abilities, to breathe new life into the familiar world... and to diversify death even more.

Our guest today, Sigerous Mod, is unique. While the well-known developments “AMK” and “Narodnaya Solyanka” became famous for their realism and scale, Sigerous Mod simply opened up new opportunities in the game - training mutants, professions and specialties, new groups (and the opportunity to join them), fresh plot and additional tasks . The zone has changed, it has become more severe and dangerous, but now I will try to reveal to you at least part of the secrets hidden behind the name SGM Mod 1.6.

  • Past and future
  • A true action role-playing game
  • All professions are important...
  • A pseudo-dog is man's friend!
  • Battle of Clans

Afterword and beginning

The three “Stalkers” are three completely different stories. “Shadows of Chernobyl” became a real national hit, and open access to game resources predicted the project’s repeated rebirth, as the developers of AMK mod proved at one time.

Surprises at every turn. This time - a dead mercenary with a grenade launcher in the village of Izumrudnoye.

“Clear Sky” skillfully reflected the colors of its cover - gray darkness and despondency were combined with a jungle of impenetrable bugs, which scared off the modders. Of course, many worthy works were created on the basis of the prequel, but none of them could lay claim to the role of the “King”, which AMK was in its time for original game.

“Call of Pripyat” gave the already somewhat forgotten series a second wind. Together with the cheerful SBU major, we cheerfully ran through the swamps of Zaton, admired the industrial landscapes near Jupiter and explored the frightening Pripyat. And then there was the announcement of AMK 2.0, where they promised to implement all the proprietary features of the first version, many new locations and much more that are usually promised in such cases.

But then the news broke that the development of the mod had been stopped. The king died before he could be born again, but the empty throne remained. He waited for his time and for a new master... and finally he waited.

The talented mod builder Nikolai Bolotov has been performing the duties of “Lord of the Zone” for several years now, working with different versions games, however, the SGM Mod for the original and Clear Sky gained fame only in a narrow circle of fans of the game and was not able to compete with the “whales” of stalker mod building.

Only the third attempt was successful, and the mod suddenly blossomed, leaving other competitors far behind. And now I just have to show that Sigerous Mod 1.6 is today’s No. 1 modification for the game “S.T.A.L.K.E.R.: Call of Pripyat.”

A true action role-playing game

Degtyarev was lucky: he discovered the mine before it discovered him.

The secret to the success of Sigerous Mod does not lie in revolutionary innovations - the foundation is laid much deeper. All that remains from the old “Call of Pripyat” are the starting and ending videos and several story inserts along with key quests. And the sensations from the gameplay are completely different.

The game has become dangerous, wild, untamed, and this can be seen from the first seconds of movement through the Zone. It even starts out completely differently. First, one stalker asked our hero to deliver a package to Skadovsk. After running a few meters and ending up in a “carousel” with a fatal outcome, I realized that the first quest in the game would not be without adventure. Immediately I meet a stalker who has agreed to lead Degtyarev to the shelter, and I think that’s where the troubles are over... But no - my accompanying guide dies in an unequal battle with blind dogs, and I have to run away from hungry animals, while simultaneously dodging almost invisible anomalies.

The anomalies here do not change their location, but are scattered throughout the entire location, and not in individual zones. For example, not far from Skadovsk, there are “carousel” anomalies located in several zones - they can be recognized by characteristic waves in the air. Another new danger is booby traps that detonate when you get close to them. They are usually located on roads and bridges, so before purchasing a special mine scanner, Degtyarev is better off avoiding large paths or carefully watching his step.

SGM Encyclopedia: There are 75 booby traps placed on the territory of three locations (Zaton - 25; Jupiter - 27; Pripyat - 23), which explode on contact. They can be detected using a special scanner; after the explosion, the mines are not restored.

Sigerous Mod tilted it even more game process towards action role-playing. Here ranks appeared as a form of, albeit the simplest, but very suitable role system. The more we kill hostile creatures, the higher our rank, and this is not just a matter of statistics (as it was in “Shadows of Chernobyl”), the number of kills has practical value: for every fiftieth enemy killed we receive a medal (it can be exchanged for a cash reward ) and the coordinates of a special SGM cache.

On a note: Degtyarev’s rank affects the range of goods from merchants, as well as what things we can order. Try to kill more and more often - even the death of one blind dog will add points to you.

We can develop not only the hero, but also weapons (we are not talking about improvements - they also remain, although they have been redesigned). To do this, you need to find a book on combat tactics (one for each gun in the game) and use it, after which the damage done by the gun whose tactics you have studied will increase slightly. Most often, such a book can be obtained by completing story quests or found in SGM caches - they are not randomly generated.

Variety plays a very important role in SGM Mod. The number of types of ammunition has increased, new types of weapons and armor have been added, monsters can again lose a limb that has healing properties, and there is enough food for the menu of a large restaurant.

The weather in the Zone was always bright and friendly.

Many innovations have changed the tactics of the game. For example, with the help of remote-controlled explosives, you can easily take out an entire base of stalkers neutrally opposed to you (especially if you wait for the moment of release and plant a charge in a place of shelter and detonate the explosive when all the inhabitants of the base come running to this point), portable repair kits for armor and weapons will allow repair your ammunition right in the combat zone, and the MP3 player will simply cheer you up with pleasant music.

The zone has become much more dangerous, but has not lost its former charm - the world lives its own life regardless of the misadventures of a comrade major. Monsters run and gnaw at each other, explode on mines, attack free stalkers, factions fight among themselves - in Sigerous Mod their fights have become even more fierce and have not lost the elements of randomness. Once I witnessed how a detachment of “Svobodovites” organized a raid on the hideout of the bandit Valet, defeated him and occupied their rookery. And even though this is a scripted event (as Nikolai himself, the author of the mod, admitted), it gives even more realism environment and helps immerse the player in the mysterious and alluring world of the Zone.

This is interesting: The checkpoint in the game has become a kind of arena of confrontation between three groups - bandits, “Freedom” and “Duty”. From time to time, someone’s detachment comes here and destroys another one that has fortified itself in this place. Come here often for trophies with a large empty backpack.

Personal and SGM caches are either guarded or securely hidden.

Since the time of the original “Call of Pripyat”, the location of caches in the game has not changed, even their content in most cases remains the same. But the author of SGM Mod introduced his own system of caches, classifying them by type - regular (green), personal (red) and SGM caches (blue).

SGM caches usually serve as a place to store special things that are unique to Sigerous Mod. In them you can find new types of ammunition, repair kits, new types of weapons and armor, medicines or books with combat tactics. All caches are placed manually, their random generation is excluded. We receive the locations of SGM caches as a reward for completing quests.

SGM Encyclopedia: There are 110 SGM caches in the game: Zaton - 44; Jupiter - 41; Dungeon - 10; Pripyat - 15.

Personal caches serve as a cache for the belongings of some important game characters, and their location can be found by picking up a flash drive from a corpse and using it. In 80% of cases, caches of this type will contain a bag of money and other things, from artifacts and medicine to weapons and books with combat tactics.

SGM Encyclopedia: There are 33 personal caches in the game: Zaton - 18; Jupiter - 13; Pripyat - 2.

All professions are important...

In the “pure” “Call of Pripyat” stalkers were not famous for the variety of their deeds. There were only traders, bartenders, mechanics, doctors and guides - the rest simply spent hours wandering around the expanses of the Zone or drinking in Yanov or Skadovsk. SGM Mod gave snickering lazy people a special education, turning them into real masters of their craft - now in the Zone you can find commanders-in-chief, breeders, bodyguards, savers and traders.

    Commander-in-Chief- this is the most main man based on your group. He is able to accept Degtyarev under his banner if he agrees to complete one or more tasks, and their nature and complexity depend on the ideology of the clan itself. If such a commander is killed or he simply becomes hostile, you will no longer have a chance to join this group.

    Saver— with the help of this character you can perform financial transactions such as storage or deposit. If you decide to put money into storage (this only makes sense before the mission to save Mityai), you will lose 10% of the invested amount when you take the amount back. A deposit is already more interesting, since interest is paid, only you need to come for the money within a strictly allotted period of time. In general, the value of such a banker for the SGM world is extremely doubtful: the interest on the deposit is small, it’s easier to earn money by going on a campaign for artifacts and then selling them to merchants.

    Walking on the roads of the Zone can undermine your health. Verified.

    Trader- this person is distinguished from a simple merchant by two things: you can place an order for weapons or armor, and he always has in stock rare goods that are not typical for ordinary merchants (a drug for taming monsters, a booby trap scanner, repair kits, explosives, etc. .). Some merchants can even give you tasks, from others you can buy some special item (for example, in Skadovsk a merchant may offer you binoculars). Some merchants periodically update the products available for order.

    SGM Encyclopedia: There are a total of seven bodyguards in the game: two on Zaton (Skadovsk, Lesnichestvo); three on Jupiter (Yanov, Scientist Bunker, Mercenary Base); two in Pripyat (Laundromat, Book Store - available after completing a line of quests for the Monolith).

    Breeder— this scientist in a massive protective suit is improving artifacts. Each breeder specializes in a certain category of items, and can improve it in one of three directions - for each artifact, the possible lines of improvement will be different, but usually they are aimed at either extinguishing negative effects or strengthening one of the existing abilities. One artifact can only be improved once, selection is expensive, so I would advise improving only “ Goldfish" and "Twist", both for the amount of maximum carried weight - during long-distance raids this will be counted and the costs of selection will be recouped.

A pseudo-dog is man's friend!

The ability to tame monsters is the calling card of Sigerous Mod, although this opportunity appeared only in the fifth edition of the mod, and was brought to mind in the sixth. You can tame any monster in the game, except the bloodsucker, burer, psi-dog and controller.

To try yourself as a tamer of wild mutants, you will first need a special drug “X8P25”. This drug is different for each type of mutant, and its cost depends on how strong the creature you plan to tame. You can buy the drug only in one place in the Zone - in the scientists’ bunker from Herman and the merchant Savely.

Major Degtyarev and his motley team.

The process of recruiting a mutant is quite simple if you approach it correctly. We need to activate the drug while being close to the selected mutant (it is better to transfer it to the cell quick use) and stay in close proximity to the monster for a few seconds - the weaker the beast, the less time it takes to train it.

SGM Encyclopedia: time required to recruit monsters: jerboa - 10 seconds; blind dog - 12; flesh - 15; pseudo dog - 15; snork - 18; wild boar - 20; chimera - 30; pseudogiant - 40.

Since the taming process is almost intimate, it is advisable that at this moment there is no one near you and the desired mutant: order the bodyguards to stand still, or simply prohibit them from opening fire, and outside monsters (if your target is running in a pack) liquidate.

And now the most important thing remains - to stay within a radius of several meters from the target and not be torn to pieces by the still aggressive mutant. There is only one piece of advice: if you want to live, be able to spin and dodge enemy attacks. It’s not difficult to pull off this trick with a boar or flesh, but for a pseudo-dog and monsters of a larger caliber, it’s better to take more first aid kits - don’t rely solely on your dexterity.

And again technical matters

If you remember the location of all the technician tools from the original game, then you will be disappointed when searching for the coveted sets. The authors of SGM not only changed the location of the tools, but also introduced their random generation. Now, when starting a new game, one of three variations of the arrangement of tools is randomly selected.

You can make your search easier and buy information from Sych about where to look for all the tools, but this operation will seriously hit your finances - in total, the merchant will have to pay 120,000 rubles, however, no one excludes the possibility of using the save/load method. You can also ask stalkers about this, although it is easier to use the services of a merchant.

As an example, I will give one of three possible schemes for generating tool sets for Cardan and Azot:

Tools for rough work:

    Backwater. Waste recycling station. On the upper level inside a broken pipe.

    Jupiter. SAM "Volkhov". Under a broken car.

Tools for fine workmanship:

    Backwater. Anomaly "Iron Forest". Near the bunker at the foot of the pipe.

    Jupiter. When approaching the Oasis. In the corner behind the box.

Calibration Tools:

    Pripyat. River port. In the elevator car.

    Pripyat. Deli. Behind the column, near the stairs to the basement.

Battle of Clans

Sigerous Mod added four new faction bases to the game - bandits, mercenaries, Dawn and Monolith. All these clans pursue different goals and often quarrel with each other, but the leaders of each of the divisions will gladly accept Degtyarev or at least give him a chance to prove his strength and loyalty to the group by completing several tasks.

Base bandits located in Forestry on Zaton. To get to their base, you need to pay 4,500 rubles at the entrance - the bandits will consider all other attempts to penetrate as sabotage. To join the ranks of the group, you need to complete the “Trust” quest (kill the mercenary Jackal and bring a personalized weapon to the commander-in-chief of the base). After joining, you will have access to additional quests from this group and the opportunity to pick up the contents of the cache on the second floor of the main building with impunity.

On a note: subsequently (if you want to complete all the tasks available in the game) you will need to destroy this bandit base on behalf of the Sword. After this, the already familiar “Arms Deal” quest will open, which opens up several more tasks, so you shouldn’t neglect the reprisal against the bandits.

In the major's personal PDA you can find out the current rank, statistics, view the battle tactics you have learned and the conditions for obtaining
SGM achievements

After you complete the scientists' task "Variable Psi Radiation", a group base will appear in the tunnel near the Cooling Tower (where you killed the controller) "Dawn". As soon as you approach the tunnel, the task to protect the base from mutants is activated. Help them fight off the attacks of all monsters, in particular, help them destroy the pseudo-giant. After killing the monsters, go to the commander-in-chief and receive your reward - now the opportunity to join the ranks of Dawn is open to you.

Mercenaries They are located in the southwestern wing of the Jupiter plant, but to join them, you need to run around a lot, including the main quests. The territory of their base is guarded, it is necessary to approach it in a mercenary costume, otherwise we will be shot without warning. The overalls will be available in the SBU cell (the location will be revealed according to the story), and the helmet can be found in a cache at the treatment station in the sewer. The guard at the entrance (if the required armor is worn) will ask for a password - you can get it by completing the quest to rescue a captured SBU agent and picking up a flash drive from the corpse of one of the mercenaries.

At the base, the leader of the mercenaries will give you a task - to join the group and raid the Jupiter plant, where you will have to shoot mutants and zombies. Upon completion, the commander-in-chief himself will invite you to join the group.

The group that becomes the last one to join is available "Monolith". Their base is located in Pripyat, in the Prometheus cinema. To get the opportunity to become a member of the group, you must complete the game before the quest with the Books store in Pripyat; Also requires the "Zone Marked" achievement. We bring Leon’s case to Cyborg, the leader of the “Monolith” (we will get it on Zaton by talking to the wounded Monolith man on the dilapidated bridge) and take from him the task of killing the “saiga”. After completing the quest, we return to Cyborg, receive the royal reward (Monolith exoskeleton, Arctic Warfer L96A1 rifle, etc.) and join the clan.

On a note: After joining all four factions, you will receive a special SGM achievement “Diplomat”, but you need to join clans in the following order: bandits, “Dawn”, “Monolith”, mercenaries.

However, it will not do without serious innovations. It will be possible to join the “Duty” and “Freedom” factions, probably with new quests from their commanders-in-chief and conditions for admission. The mini-game “Twenty-one points” will be introduced, and additional statistics will appear in Degtyarev’s PDA.

The most interesting innovation will be a new currency - electronic rubles. We can assume that regular money is transferred from pocket to pocket, and electronic money will be transferred from PDA to PDA. Savers will have the opportunity to exchange electronic currency for regular rubles at a special rate that changes every 6 hours.

where are the tools in stalker call of pripyat sigerous mod and got the best answer

Answer from Esepchuk Alexey[guru]
TOOLS _______________________________________________
Possible spawn points
Backwater
1.On the dredger, behind the boxes on the main deck.
2.Behind the "Circle" air defense zone, on the antenna support, north-west of the building.
3.In the territory of the Iron Forest, behind the support at the entrance to the building.
4. Bandit base, Forestry, in the northern part (behind ZiL), between the anomalies, in the corner.
5. Former pioneer camp "Izumrudnoye", left house (see from the bridge), in the room, to the left.
6. Waste recycling station, in the ventilation pipe, climb from the street via a ladder on a concrete support.
Jupiter
1. Anomaly "Ashes", behind the stones, near the hill.
2.In the Oasis bunker, in the corner, behind the box, to the left and down the stairs.
3.Z-d "Jupiter", straight from the entrance, in the frame of the machine (or something like that).
4. W-d "Jupiter", in the underground passage, near the tank.
5.Volkhov air defense missile system, under a broken UAZ.
6. Cement plant, to the right of the destroyed bridge (from Alex_Post).
Pripyat
1.Hospital, west wing, near toilet, window sill.
2. Dormitory, kitchen, behind the closet.
3. School, assembly hall, on stage, in the corner.
4. At the Books store, on the bus.
5.Gastronomic basement, before descending into the room with columns.
6. River port, near the green booth.
Army tools in Pripyat
1.Hospital, west wing, back toilet, window sill.
2.In the pipe on the street, to the west, behind the Yubileiny KBO.
3.In a green trash box, in the pool near the monument, near the Prometheus cinema.
4. Kindergarten, veranda, not surrounded by anomalies. Source:

Answer from 2 answers[guru]

Hello! Here is a selection of topics with answers to your question: where are the tools in stalker Call of Pripyat sigerous mod

Delivery to Markovich

Issued by: Zaton, Petka Razmandyay

Description: everything is simple here: we go to Skadovsk and give the parcel to the saver.

Talk to Makovetsky

Issued by: Skadovsk, Markovich

Condition: parcel delivered

Description: go under the stairs, talk to Makovetsky

Unknown artifact

Issued by: Skadovsk, Makovetsky

Description: get to the Sawmill and pick up the artifact from the backpack in the anomaly. The Sawmill is inhabited by Zombies - a good chance to raise your rank and get some swag. We bring everyone down and take the 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: Tool tips can be purchased from Sych. We bring tools to Cardan and carry out repairs and modifications at a discount.

Journey to Jupiter

Issued by: Skadovsk, Makovetsky, Beard

Condition: artifact brought

Description: We pay 3000 rubles to Pilot and move to Yanov. We speak with Azoth.

Radio components for Azot

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 get to the top floor. Now I will describe in order where everything is, since there is a lot of materials there.

Top floor: Transistor box, coil of copper wire,

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

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

First floor: Textolite base, can of rosin.


Reward: Repairs and modifications at cost


Nitrogen Tools


Issued by: Yanov, mechanic Azot

Description: Tool tips can be bought from Sych in Skadovsk. We bring tools to Azot and carry out repairs and modifications at a discount


Hostage


Description: Stalkers Mityai and Bear were attacked by bandits, but they fought back and parted peacefully. Mityai decided that the incident was over and, through negligence, got out of Yanov alone. Bandits were already waiting for him in ambush. Now Mitya’s comrades, Bear and Torba, are racking their brains over how to rescue their friend from captivity.


Quest given by: Yanov, Bear


Reward: 5000, 2 leads to hiding places, friendship with Bear and Bag + flash drives of the bandits Shishak and Gnome (if you kill everyone). + For the quest to free Mityai, the bear gives out tactics on the SIG-550. Attention! tactics are given if you choose the branches in dialogue with the Bear: We must negotiate or Forceful decision; if you choose I will deal with the scum, there will be no tactics!


Walkthrough: We approach the stalker in the exoskeleton (Bear) at the Yanov station. He tells us about the grief that happened to Mityai. The Bear himself believes that it is necessary to gather a squad of stalkers and rush to the bandits’ base. In Torba’s opinion, it is worth giving the Gopniks a ransom in the form of the Goldfish artifact. Noble Degtyarev can also offer his help and go deal with the bandits himself. Let's consider a peaceful option with the payment of a ransom. The Bear himself does not want to go, because he is afraid that the bandits will raise the price. Therefore, he invites us to go to the marauders. He gives us an artifact and sends us on our way. We are heading to the Container Landfill. A security guard greets us at the entrance. We explain to him that we need to talk to the leader about the prisoner and get a pass. We find the leader and talk with him. There is a choice to give him an artifact or 15,000. A goldfish, of course, is not worth that kind of money, so it is better to give it. The leader is satisfied, Mityai is released. Together with him, you follow a maze of containers and suddenly stumble upon a bandit. He, naturally, is dissatisfied with Shishaku, who gave him money, but what about us? You can solve everything quietly and peacefully and pay off the Gopnik. He only charges 2900. You can be rude to him, but then you can’t avoid a storm or price gouging. We go further and talk with Mityai. There is a choice: travel with him to Yanov, or get there yourself. Once on Yanov, we approach the Bear, who is now a friend, like Torba. He thanks us, gives us a reward and from now on respectfully calls us master. The quest is completed.


Advice: It makes more sense to resolve everything peacefully, since there are a lot of bandits at the base. Not a single group of stalkers is enough to take them out, and crushing them alone is a difficult task. The quest must be completed when you first arrive at Yanov, otherwise Mitya will be killed and the quest will be lost.

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


Surviving Pilot


Issued by: Yanov, Azot

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


Artifacts for Garik


Issued by: Scientists Bunker, Garik

Description: find the artifacts “Hunk of Meat” and “Kolobok” for Garik. You can take it in the anomalies SWAMP (Hunk of Meat) and at the top of the anomaly SOSNODUB (Kolobok).


Meet with the contact


Issues: stalker at the door of Skadovsk

Condition: first transition from Yanov to Zaton

Description: The messenger is waiting in the basement at the very edge of the map to the South-West, right next to the Iron Forest anomaly. The messenger gives the task to inspect the SBU cache, where further instructions are located.


Scat 2 Explore the helicopter crash site


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

Passage: To the very edge of the map to the South-West, 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 can search the Helicopter. Another screensaver 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 area between Zaton and Jupiter.

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


Area maps: Find interested people


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

Conditions of issue: The Skat-23 helicopter was found and inspected

Reward: Discount on transfer between locations


Walkthrough: We go to the cargo ship Skadovsk, talk to a stalker named Pilot, offer him to take the cards. He copies them onto his PDA. Now we know that between Yanov station and Skadovsk there is shortcut. They gave us maps of the area and got the opportunity to travel cheaply between locations.


SBU cache


Issued by: liaison officer in the Iron Forest anomaly

Reward: mercenary jumpsuit, flash drive with data, etc.


Description: we go to the plateau, there we will have to fight with a 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 in the appropriate location. And secondly, don’t sell the mercenary’s overalls, it will still be useful for completing the task recorded on a flash drive and for joining the 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 also give you a Bear detector


Strange glow on the Dredge


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

Quest given by: Skadovsk, Beard


Reward: 3000 + cache coordinates + flash drive with Vobla’s cache


Walkthrough: We go to the Dredger, inside of which you can see a pleasant bluish glow. We climb onto the ship, carefully, so as not to get into anomalies, we go around the side to the stern, there we climb inside using the stairs, we go to the control cabin, where instead of the usual steering wheel hangs a glowing artifact, the Modified Steering Wheel. After that, we leave, but then a stalker meets us. He says that in order to cure his friend, he needs rare artifact. We can give the Changed helm to the stalker, or we can take it to Beard. There is little point in leaving it to yourself, since this artifact only gives an increase in radiation. If we give it away, then after following the deceiver, we will see that in fact he will go and simply sell the artifact to Beard. Therefore, we leave the artifact for ourselves, but the stalker obviously will not like this situation, so his three friends will be waiting for us in ambush. We kill everyone and go to Beard to take the quest.


In Search of Magpie Retribution


Description: Find the traitor


Reward: 1000 + Achievement Messenger of Justice.


Walkthrough: A stalker nicknamed Soroka exposed Gonta's group to a chimera attack. They ask to find the scumbag. But even if you ask every stalker you meet, they won’t give you the answer you need. In order to find Magpie, you need to go to the Jupiter location, namely the quarry, find the wounded stalker Sliver there, offer him help, and when he dies, we automatically receive the task of avenging Sliver. We go to Yanov, and we hear from Svoboda member Flint a new story, this time about how he got an artifact from a quarry. We talk to him, it emerges from the conversation that it was he who framed Sliver and Gonta’s team. Now you need to go to Zaton to report the situation to the customer. But before that, let’s go to Loki to tell him about Soroka. As a result, we get the achievement Messenger of Justice


Scat 5 Explore the crash site


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

Walkthrough: One of the story quests. Everything is simple here, we need to get to the helicopter, which is located inside the Swamp anomaly and search it. I don't think anyone will have any particular difficulties. Access to the Anomaly is free, the main thing is not to run into hungry dogs or anyone else. After searching the helicopter, it is discovered that all the electronics inside have burned out and now we need to find the cause of the burned out electronics. We will find the reason by completing another quest, so we're done with this for now.


Capercaillie and the disappearance of stalkers


Description: Capercaillie asked for help in finding a 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 gives: Zaton, Skadovsk, Capercaillie

Reward: Title Detective, 10,000 and coordinates of two caches, flash drive with Capercaillie’s cache + medications

Walkthrough: Before completing it, 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 the stalker. There was only a dead bloodsucker on the spot, and no trace of Hunter Danila, but Capercaillie reports that he found something interesting and asks to join him.

We are heading to the VNZ Krug. The Capercaillie is waiting for us there and reports that he saw the bloodsucker enter the building. The lair of the bloodsuckers is supposedly located there. We go after the stalker, first we fight off two bloodsuckers in turn. After this, we go down through the elevator shaft to the basement. There lie three corpses with marks from the claws of monsters, but Danila is not among them. Next, our companion opens a closed door, behind which a whole flock of monsters is sleeping. The main thing here is not to make noise, move in a crouch or at a slow pace, and certainly not to catch the Sleeping Beauties, because then a fatal 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 didn't wake anyone up, you'll go through the tunnel to the surface near the swamp. We never found Danila, but Capercaillie has one idea, and 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 Beard, he says that Capercaillie left a message and we should meet at the port cranes. We arrive at the place and find Danila’s corpse in the house nearby. We go into the room and find Tremor, who is standing over the corpse of Capercaillie.

Tremor admits that it was he who killed all those stalkers. And here we can choose options:

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

2) And in the second case it’s the same, 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 a medic in Skadovsk, there is a whole week's supply of medicine there. Take the flash drive from the corpse of the Capercaillie.


Lair of bloodsuckers


Description: Deal with the bloodsuckers who, according to rumors, are the cause of the latest deaths of stalkers.

Quest given by: Zaton, Capercaillie, Beard

Issue conditions: Bloodsuckers' lair discovered


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

Walkthrough: We have discovered a lair of bloodsuckers, now we go to Beard in Skadovsk to outline the situation. He says that the lair can be destroyed by connecting poison gas to the VNZ ventilation system.

Sych knows where the gas cylinders are, so we go to him. It’s good that you don’t have to run far; we go up to the second floor of the cargo ship. But we will get the information only for 2000 local money. So if you haven’t earned it yet, then the quest will wait, and if you have the money, then we get information about the location of the poison gas and go after it to the bridge named after it. Preobrazhensky, where the military convoy is located. We walk carefully along the bridge, around the anomaly, climb into the back of a truck that stands between two armored personnel carriers and discover that to open the box you need two keys. In the Cabin of the same truck we find Order No. 4233, which says about the keys. Ahead of the truck, the bridge has collapsed. We go down there and 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 (standing right at the edge of the bridge).

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

Tips: There is a lot of ammunition in the cars on the bridge. Collect all the documents you find, you can then sell them to Sych and recoup the money spent.


Leon's case


Description: while looking for gas in cars on the bridge, we find a wounded Monolith citizen Leon. You need to immediately approach him and talk, otherwise he will die, and then the corpse cleaner script will work and the quest will become unavailable. After talking with Leon, pick up the case on the bridge and take it to Pripyat to give to the leader of the Monolith.

Issues: Zaton, wounded Monolithic Leon on the bridge


Fulfillment: Don’t rush to Pripyat right away... Put it in your personal box for storage until you assemble a team for the trip to Pripyat. Subsequently, 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. (For continuation, see part 2)


Three comrades


Description: Drunken technician Cardan sadly remembers 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 issued by: Skadovsk, Cardan


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


Reward: Cardan discounts + Barge flash drive


Walkthrough: After drinking vodka, Cardan tells us about his lost comrades Joker and Barge. We go to the Sosnodub anomaly and find a skeleton on its southern side. A pumped-up gas mask and a PDA are lying nearby, from which we learn that the skeleton belongs to the late Joker. Then we go to the Burnt Farm. We go down into the cave below it, through which Comets fly. In the cave we find the corpse of a stalker. It turns out that this is a Barge. We take his PDA and run to Cardan. We give him both PDAs and listen to the laments of the unfortunate technician. The quest is completed.


Shustrogo'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 guns from him, for example, the Lynx sniper rifle (a modernized version of the SVD), the FT-200M assault rifle, Otboynik, 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 Grom-S14 assault rifle), Frazer (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 upper deck Skadovska, gives out quests to find weapons.


Quest given by: Skadovsk, Shustry


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


Walkthrough:

1) Find a captured Ingram Mak 10. It lies on the roof of the gas station, you can climb there from the side of the fault along the fence or on the roof of the forestry.

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

3) Find a 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 quest 4 L96A1


Mercenary camp


Description: Merchant Sych promised to pay well for any storage medium found in the mercenary camp at the waste treatment station. He is interested in the plans of the mercenaries.

Quest issued by: Skadovsk, Sych


Walkthrough: We go to the waste recycling station in the south of Zaton. I advise you to take more first aid kits and ammo.

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


Therefore, I advise you to use the same tactics: move a lot and not take a break. It’s better to go around 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 take all this stuff to Sych.


Food for mercenaries


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

Quest given by: Zaton, mercenary Tesak


Reward: unhindered access to the workshop territory


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

Or 6 cans


Scat 33 Explore the crash site


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

Reward: Lieutenant Smolyak's flash drive


Walkthrough: You can’t just get 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, there are a lot of anomalies around Zharka, we follow which road Noah is walking on, then we 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 do this to us). In the cave, we take the flash drive with his swag from the corpse of Lieutenant Smolyak. After that, we go to inspect the Skat-3 helicopter. We receive information that both engines failed during the 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: On the map found in one of the helicopters, evacuation points were marked. You should check to see if the military was there.

Conditions of issue: Skat-3 inspected


Walkthrough: We return to Skadovsk, talk with Beard, who refutes the information about the appearance of the military here.


Snag


Inaccessible cache


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

Quest issued by: Skadovsk, Koryaga


Reward: Your choice


Walkthrough: We go to the gas station, next to which there is a fault in the ground. Take plenty of ammunition and first aid kits with you, as you will have to fight off monsters. We approach the fault, along the ledges in the ground, carefully descend to Zaporozhets and get what the customer needs. Now let's go upstairs. The main thing here is not to get lost (look at the map) and to repel the attacks of suddenly jumping snorks in time. If you want more adrenaline, then complete the quest at night, although almost nothing is visible 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: in a brotherly way, he invites us to choose for ourselves from what is in the box. In stock Handicap, Medical set, Improved AKM/2U, Soul artifact, Army steel Helmet. You can choose a few not very valuable things, or you can be patient and take the helmet for yourself. Well, it’s whatever you want.

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


Snag


Description: After ordering any gun from Shustroy and during your next visit to Skadovsk, at the entrance at the table on the right, Koryaga will accost you, demanding that you give up his gun.

Reward: flash drive of the bandit leader, return of your belongings, flash drive of Koryaga (optional)


Walkthrough: We go to Shustromy, he will say that that stalker is chasing him, so tell him, we go down and there is no trace of him. The beard will say that the person we are looking for has left, a mark will appear on the map where he went, there we will be met by bandits who will demand money or things. It's better to kill everyone. We go to Yanov and meet Koryaga there, he tries to excuse himself, as if he had nothing to do with it. After spending several nights in Yanov, you will see that everything you kept in your chest is gone, and although St. John's Wort hangs around around the clock, he will say that he did not see anything, who stole the things. A local doctor saw him, he will send you to Zulu, Zulu 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, take a PDA from the corpse, which can then be sold, give the half-dead first aid kit, torture where our junk is, he admits that he hid it nearby in the sewer. If you shoot Koryagu, you can take his flash drive with swag.


Kill the chimera


Description: Kill a wounded chimera.

Quest issued by: Skadovsk, Gonta


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


Walkthrough: At three o'clock in the morning we meet with Gonta in a bar in Skadovsk and move to the emerald one. Here you need to quietly approach and quickly take her down. After successful completion, we approach Gonta, and then hand over the task to St. John's Wort.


Parcel to Kanevsky


Description: In Skadovsk, in the sleeping quarters, the stalker Avenger is sitting, who asks to hand over a parcel with fireworks to the debtor Kanevsky.

Quest given by: Skadovsk, Avenger


Reward: Kanevsky flash drive


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


Bandit Quests


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

Reward: Tesak flash drive


Quest to find binoculars: Chapai asks to bring his binoculars from Jupiter.


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


Evacuation locations: Check point B2053


Description: On the map found in one of the helicopters, evacuation points were marked. You should check to see if the military was there.

Walkthrough: We head to the Volkhov air defense missile system in the location of the Vicinity of Jupiter. There are a lot of zombies in that area, so it is 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 content: An old piece of paper with a schedule of posts; Four numbers are visible on the bottom: “1421”. On top of the old notes it is written in marker: “Lieutenant Sokolov V.I. Due to the helicopter crash, he proceeded to evacuation point B205. The evacuation did not take place within two days; 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." Chapai's binoculars are also on the table. Let's take him too. Code 1421 will be useful to us, we go down to the basement, to the closed door, enter the code. (although we don't actually need to enter the code). Below there will be a flock of jerboas, and in the large room there will be a fight with Burrer. Try to dodge the objects he throws, and also hide behind large boxes. Next, you go up the stairs and find yourself in a room, closed from the inside with a small arsenal. The task is completed, all that remains is to search point B28.


Bring a flashlight


Description: A bandit merchant needs his flashlight, which he lost at a gas station.

Quest given by: Zaton, Forestry, merchant at the bandit base


Walkthrough: Nothing complicated, let's go and bring it


Sword Quests


Description: Help deal with a group of bandits in the forestry area.

Quest gives: Backwater, Sword


Walkthrough: The sword stands near the merchant on Zaton and asks for help in dealing with a group of bandits in the forestry area. 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 lead it to the forestry, where we carry out a cleanup. The main task is to kill the bandit leader Chapai, the Elbrus stalkers will take care of the rest. After clearing, we approach Edbrus - we talk, then go to Skadovsk, turn in the quest to the Sword, and receive a reward.


Before the task, place a mine at Chapai’s feet and it will be easier for you to complete the quest

If Edbrus is killed during the shootout, remove the flash drive from his corpse. If he remains alive, you can take the flash drive later. When the “DEAL” quest is activated, Elbrus and his comrades go towards the anomaly on the plateau (where the SBU cache was), he can be found there and shot as a deserter, no harm will happen.


Hitting stalkers


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

Quest given by: Zaton, Sultan


Reward: Optional


Walkthrough: Talk to Sultan, get information, talk to Beard or not (see options), talk to Brass knuckles, wait for midnight and go to T. Shevchenko’s barge.

Options:

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

2) We help the Stalkers: Antirad 5 pcs., Bandage 4 pcs., Vodka 4 pcs., First Aid Kit - 2 pcs., cache coordinates. Consequence quest Deal from Beard and entry into Freedom or Debt


Lesnichestvo deal


Description: Meet with stalkers near the forestry and help them stop a deal between bandits and a weapons seller.

Quest gives: Zaton, Beard

Conditions of issue: Completed the quest to help stalkers on the Shevchenko barge

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


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


If you do nothing in the Assault quest, then Owl will offer to go to the Deal quest on the side of the mercenaries hired by Morgan. Afterwards, on Yanov, he will meet again (if he successfully repels the attack of the stalkers and eliminates the bandits), there will be another quest that will end 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 plant a mine in the middle of the hangar + a couple of barrels of fuel and, after overhearing a conversation, blow it all up. Minus - nothing will be counted towards the rank.


Cardan's birthday


Description: It's Cardan's birthday and he needs to find a gift.

Quest given by: Zaton, Beard, Zhulyabsky

Walkthrough: We speak with Beard, then we check the coordinates with Zhulyabsky. We go to Yanov from Pilots, go to the checkpoint, pick up the Baileys drink, return to Zaton and give it to Beard.

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


Wave of mutants


Description: Noah sent a message and asks for help.

Quest gives: Zaton, Beard


Walkthrough: I recommend immediately having a sniper rifle with you, there was a jamb: I come to Noah, there is a detachment of stalkers, and Noah asks - Do you have a sniper? - the quest does not continue without it. I had to return to Skadovsk, buy a rifle, and upon returning I discovered that the stalkers were squatting in the barge, blocking the passages to the deck, and did not allow me to take a firing position to continue the quest. In addition to the sniper rifle, I recommend stocking up on a lot of ammunition because... You will have to shoot a lot and use explosives. A couple of repair kits for repairing armor and weapons wouldn't hurt. Also, before completing the quest, if you play with mines turned on, you must shoot the mine that is located on the left side of the barge, otherwise one of the stalkers or their commander David may be blown up on it, which automatically leads to failure of the quest. We completely clear the perimeter from the port cranes, Shevchenko to the container site from bandits, because stalkers can be distracted by them, which will lead to failure of the quest.

After occupying a firing position on the deck, the first wave of mutants, consisting of blind dogs, flesh and boars, comes on the bow of the barge. If the door to Noah is closed, then it is necessary to protect the stalkers who are located at the hole that is closer to the bow on the left side, the mutants will not get to Noah, but they can kill David. Having shot all the mutants, a message comes that a controller has been spotted at the port cranes. We shoot him with a sniper rifle or go into hand-to-hand combat with a knife. We kill, the first wave has been repulsed. If you have repair kits, patched up weapons and armor, put explosives so that they don’t accidentally hit your own, somewhere in front of the barge in the open 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 is received about a controller in the Shevchenko area (until we kill the controller, there will be no 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. Let's bring everyone down. 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 bureaucrats there, we kill everyone, the quest is completed. We collect the reward


tempting business Three detectors


Description: Merchant Sych offered to participate in a profitable business. To do this, you need to find three Veles detectors, take them to the scientists’ bunker and give them to Novikov.

Quest given by: Zaton, Sych


Conditions of issue: Completed quests of the Sultan or Beard


Reward: Svarog Detector + optional


Walkthrough: One Veles is given to us for the Lair of Bloodsuckers quest, the other two can be bought from Sych or taken from corpses in Pripyat. After we have taken out three detectors, we take them to Novikov to 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 reports that Beard is not paying his share, and sends us to talk to him. The bartender gives us a prototype of the Svarog detector, which is necessary to complete the quest for the scientists. And he offers to demand his share from Sych. As you know, they don’t get along with each other, so the information dealer suggests turning to 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 the money now we get 1500, and if we go to the leader of the bandits we get the quest Dark Business, with the opportunity to ruin Beard’s affairs


Dark Business


Description: Work for the Sultan, make Beard pay interest.


Quest given by: Sultan


Conditions of issue: A tempting business has been completed, with the choice of the desired option.


Reward: 10,000, cache coordinates + percentage of the beard (800 per day) + 2 Svarog detectors


Walkthrough: Let's find out for the Sultan about Beard's latest affairs. On this moment he had an order for a rare artifact, Compass. You need to go to Noah and find out about the artifact in order to intercept it. He's completely lost his mind due to the flood and he gives away the artifact just like that. Now we return to the Sultan, he reports that we need to start working for Beard and get detectors, which he distributes to his stalkers. We take the task from Beard to obtain an artifact, wait until other stalkers also start looking for it. Next, we go to the markers, pick up the improved detectors (in what way, it’s up to you to decide), after which we go to the Sultan and report on the successfully completed task. All that remains is to make Beard work for the Sultan.


Compass


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

Quest given by: Beard

Conditions of issue: Completed the task Tempting Business

Reward: 10000, cache coordinates + achievement Your Boyfriend


Walkthrough: “Compass”: find out from Noah where you can get the artifact. We go to the ark to the Psycho and his dog. He gives us the artifact, without even asking for money. We take the Compass to Beard and receive a reward.

Tips: if after receiving the first “Compass” you go out and walk away after closing the door and turn to Noah again, you can get a second piece of art (also for free).

Or you can shoot Noah, take his PDA, artifacts and flash drive.


Scat 1


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


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


Vano's debts

Description: Vano asks to pay off his debt of 5,000 rubles. group of bandits.

Quest given by: Yanov, Vano


Reward: 5000 and friendship with Vano, go with him to Pripyat

Walkthrough: approach Vano at Yanov station, take the quest. We are heading towards the bandits. After talking with the guard of their leader, we approach him (the leader). The leader's name is Valet. Let's start a conversation. This person brazenly demands, along with the 5,000 given to us by Vano, another 2,000 (allegedly interest). Depending on the strength of our weapons, we can threaten this bandit. He will hastily say that he was joking and is ready to take it without interest. We give the money, go to Vano, talk and behold, he is our friend.

If your armor and weapons are not very impressive, pay them back with interest, and go back to Vano.

But if a toad is strangling you and you feel like a Terminator, you can choose the answer option It will be cheaper to shoot you. Immediately fire at the bandit, and get ready to fight to leave the camp. If Fortune smiles on you and you get to Vano, in addition to your friendship with him, you will also receive five thousand, which he will allow you not to give to him.

There is a fourth answer option (except it will be cheaper to shoot you, there was no agreement about percentages and here you go) - if you are in a group of bandits, an answer option appears: Chapai won’t like it, to which Knave replies Calm down, brother! Why can't we, two boys, figure it out ourselves? Tell Vano I've written off the debt.


Tips: Beware of grenades. Also, on the way to Janov, look at the parking lot. There you can find the Moonlight artifact. You can sell it or put it on your belt. But there are a lot of Electras near the artifact, be careful!


Personalized Vintar


Description: Find stalker Thunderbolt's personalized weapon

Quest given by: Yanov, water tower (to the right of the entrance), Thunderbreaker


Walkthrough: stalker Gromoboy has lost his personal “Vintar” and asks to find it in Kopachi. Let's go with Uncle Yar to Kopachi. We eliminate the mercenaries and take the PDA from the corpse in the attic, which we carry to Thunderbolt. After studying the PDA, Thunderbolt asks to find his weapon on the territory of the cement plant. We go to the factory, inspect 5 possible gun spawn points:

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

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

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

On the street next to the tank there is a broken ventilation box on the grate.

On the observation tower


Uncle Yar


Description: Help Uncle Yar deal with the mercenaries

Quest given by: Yanov, Uncle Yar


Reward: 6000 + cache coordinates


Walkthrough: Uncle Yar leads us to the place, we only need to kill the mercenaries.

There is a cache with a Veles detector in the cabin

In this mission, the zombies will not touch you, so don't touch them either, so unnecessary problems did not have.


Camera


Quest given by: Yanov, Uncle Yar


Walkthrough: Uncle Yar asks you to find a lost camera near the ventilation complex.

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


Lair of bloodsuckers


Description: Destroy the swamp bloodsuckers

Quest given by: St. John's wort


Reward: 3000 + coordinates of three caches


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

Tip: Go up to the observation deck and take them out with a sniper rifle


Jupiter 2 Burer


Description: Destroy the mutants north of the Jupiter plant

Quest given by: St. John's wort

Conditions of issue: Swamp bloodsuckers destroyed

Reward: 5000 + coordinates of three caches


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


Night hunt for chimera


Description: Destroy the Chimera that killed the Fox

Quest given by: St. John's wort

Conditions of issue: The previous 2 quests have been completed

Reward: 10,000 + unique Predator shotgun + achievement Mutant Hunter

Walkthrough: We wait for the night, take more ammunition and more powerful weapons, and go to the ventilation complex. The Chimera is one of the most dangerous mutants in the zone, so be better prepared.

Tips: It is much easier to hunt the Chimera with NVGs. You can install a mine on the hatch, and climb to the top yourself; when a chimera appears, we detonate it and go for the reward.


Night snipers


Description: Destroy the bandits who rob stalkers at night

Quest given by: Yanov, merchant Neon

Terms of issue: after 22.00 hours

Walkthrough: After 22.00, approach Neon and we receive the task of destroying the bandits on the dredger. We go to the place and knock everyone down. It’s not possible to kill the last one right away; we get closer to him and he starts to run away. Quickly follow him, he runs to the railway tunnel (you can cut across and overtake him), if you fail to catch up, we bring him and his accomplice down in the tunnel. Let's go and collect the reward


Liberty Warehouse


Quest given by: Yanov, Loki

Conditions of release: bring Morgan's PDA to the leader of Liberty

Walkthrough: After reviewing the data on Morgan's PDA, Loki gives the command to seize the 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 should we do? Let’s go in, grab it and leave to figure it out ourselves.


Free the Hostage


Quest gives: flash drive from SBU cache on Zaton

Reward: bag of money

Walkthrough: activate the flash drive, put on a mercenary suit (it’s better to pump it up to the maximum beforehand) and go to the Jupiter plant. The hostage is in a trailer (between the central entrance to the plant territory and the anomaly.

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

Option 2. Climb onto the concrete base of the railway tunnel and from there kill everyone with a sniper rifle

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

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

Once you have cleared the territory, we search the mercenaries, remove the PDA from the leader Cherny (don’t even think about selling it, like the suit: they will come in handy when joining the mercenaries). After this, we approach the hostage, talk and lead him to Yanov. On Yanov he gives coordinates for a meeting with the SBU contact.


Meeting with SBU liaison officer


Quest issued by: freed agent

Condition: completed the quest “Release the Hostage”

Walkthrough: after 20.00 we go to the helipad, go around the mines (you can use the GPS guide). We talk to the contact and receive the task to find Professor Tyagnibok in Pripyat.


Scat 4


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

Walkthrough: We enter the factory building through the southern gate, along underground corridors we find ourselves in a hall with a destroyed roof. It will be difficult not to notice a fallen helicopter. We examine it, but don’t find out anything particularly valuable.


Path to Pripyat


Description: The military were supposed to gather at the evacuation point “B28”, in Pripyat. You will have to look for an opportunity to get there, you need to talk about it with the conductor.

Quest issued by: Pilot

Conditions of release: The black box of the Skat-4 helicopter was found and decrypted

Passage: The guide does not know the road to Pripyat, and sends us to the Jupiter plant for documents. In the administrative building in a room on the third floor we find a folder with an order. Documents found in the administrative workshop speak of the evacuation of the production complex from the plant territory. Information about this should be sought in the laboratory building. There, on the third floor, there is a corridor-transition to another building, after which we turn left and find on a shelf a notebook sheet in which we're talking about about a certain product No. 62. Judging by the recording from the laboratory workshop, the evacuation should have been carried out by the delivery department. Need to check this place out. We leave the building and move further from the entrance. In the next building on the ground floor there will be a supply sheet for 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 exit into the main building. There will be two Chernobyl dogs. On the table we find another document, which says that we need to go to the first department, where we find evidence that the underground route to Pripyat exists. The chemical compounds workshop should have information about the conservation of the Pripyat-1 underground overpass using some kind of gas. Therefore, we return the same way we went to the repair shop. The entrance to the underground overpass is located behind the transport gateway. Need to check this place out. 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 to get 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 a suit with a closed breathing system in exchange for a sample of an anomalous plant.

Conditions: you must start the Path to Pripyat quest

Reward: closed breathing suit

Walkthrough: the most basic 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 same sample nearby. We return to the bunker, talk with Ozersky, then with the pilot. All!

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


Abnormal Activity


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

Quest given by: Herman

Reward: Grom-S14, cartridges, charges for an under-barrel grenade launcher, 4000


Walkthrough: In order to complete this task, you will need the Svarog detector (see the quest Tempting Business). Once you have an improved detector, you can go to the cooling tower, north of Yanov. If you've been there before, you might have heard snippets of calls for help over the radio. But it was impossible to find an entrance or any clue. We go to the indicated mark, take out the detector and the Spatial Bubble anomaly appears in front of us. A few seconds later, a dead squad of duty 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 Debt to Shchulga on Yanov or give it to Loki and Freedom will tease Debt and laugh at him.


Surviving Monolith


Description: A detachment of “Monoliths”, formerly fanatical fighters, emerged from under obsessive suggestion. Now these people are looking for shelter from emissions and monsters. It is necessary to come to an agreement with the inhabitants of the Yanov station so that the Monoliths can take refuge there

Quest given by: Tramp

Reward: Liberty Suit

Walkthrough: In order to take on the task, you need to find a detachment of Monoliths. It is located just south of the Volkhov air defense missile system, closer to the container warehouse. We approach the Leader Vagabond and agree to talk with the stalkers. To successfully complete the Quest, you must have good relations with one of the factions. So, we go to the leader of Svyuboda Loki (the PDA of Morgan, the PDA of the founder of debt, the traitor Flint-Magpie was transferred to him) and in the dialogue he sends you to bring the monolith to Freedom. If you did everything correctly, then he should agree to shelter the Monoliths. We take the Freedom squad and return to the fanatics. Next we look at an interesting picture of how the Monolith is accepted into Freedom

Advice: if the Monoliths start shooting at Freedom/Duty fighters (which turns out to be not so rare), load from an early save, examine all the fighters of the Vagabond squad, perhaps one of them is wounded or killed, give a first aid kit, and only then speak with the Tramp


Detachment for a trip to Pripyat


Quest given by: Azoth, Zulu

Condition: completed the quest “The Path to Pripyat”


Walkthrough: Zulu says that at least three people are needed for the hike. In total there were 5 people: Vano, Tramp, Lieutenant Sokolov, Zulu, Azot. In the dialogue with Zulu there is also a thread that talks about Noah, but if you come to him on Zaton, he will not have a dialogue related to the trip to Pripyat. Let's start gathering the team. Every stalker will need a suit with a closed breathing system. Let's go to Vano first, although it makes no difference who we take first. Need to borrow 5000 for a suit.

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

But Lieutenant Sokolov doesn’t 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 an anomalous plant at the edge of the quarry.

We take everyone to Zulu.


Variable psi radiation


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

Quest gives: Bunker of scientists, Herman

Conditions of issue: Having a helmet with Psi resistance. (Can be found on the roof of the cement plant)


Reward: 6000 + Cache coordinates


Walkthrough: We meet with Poplar's group, then we move to the tunnel, west of the Cooling Tower. We go inside and take the artifact.

In order to pick up the artifact and save the stalkers, walk through the room with the anomaly, and exit only when you hear the roar of the controller. And now it’s a matter of technology. After you kill him, talk to the stalkers, they will thank you and go to the scientists' bunker.

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.


Society of Scientists


Description: Find new guards for the scientist camp

Quest given by: Herman


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


Reward: 4000 + medicines


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


Oasis


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

Quest issued by: Ozersky


Reward: 7000


Walkthrough: Just like the quest with Magpie, this is a quest for an independent search. But here the situation is even more complicated. So, let's go to the Ventilation Complex. But the entrance itself is located a little to the north-west, right next to the railway.


We go into the room and go underground. There will be several zombies and jerboas on the way, we are heading through the pipes towards the ventilation complex (we are guided by the map). After you get 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 like this several times until three arches appear in the hall between the columns. There are four rows of columns. In the first, third and fourth, luminous arches should appear, similar in effect to burning fluff. After all the arches have appeared, we need to turn off the teleport. To do this, we pass between those columns where there are arches, and in the row where there is no arch, we must guess between which pillars we need to pass. (pillars are chosen 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, fight off the pseudo-dogs, and take 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 given by: Herman

Conditions for issuance: Completed the task Variable Psi Radiation


Reward: 5000


Walkthrough: We go to Novikov, take three scanners of anomalous activity. Next, we install scanners in turn at the three indicated anomalies. I think there shouldn't be any difficulties. After this, we return to the scientist for a reward. Now we can find out whether these anomalies contain artifacts, and also install such scanners in other anomalies.


Measurements for scientists


Description: Help stalkers take measurements.

Quest given by: Herman


Conditions of issue: previous scientific quests completed


Reward: 7000 + Veles Detector + title Researcher


Walkthrough: The task of measuring anomalous fields is divided into 2 parts. Slough anomaly and ash anomaly. No matter where you go, take as much ammo as possible. On the floodplains you will have to shoot from large flocks of wild boars and flesh, so it is more advisable to take a chipper or any other shotgun. And in the ashes it is better to take a sniper weapon, since the attacks will mainly be zombies coming from Kopachi, which are located just within the distance of a sniper shot. After all the measurements have been carried out, we return to Herman and receive an award and the title of researcher.

Tips: Try to keep animals away from stalkers while they are standing with detectors; they, like dolls, die from one touch. If the stalkers have finally given up, don’t worry, you can hire Gonta’s team from Zaton to work with the scientists.


Hypothesis


Description: Ozersky has another interesting hypothesis

Quest issued by: Ozersky


Conditions of issue: Previous scientific assignments have been completed.


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


Take the Scientists away


Quest given by: Scientist near the bunker

Walkthrough: Everything is simple here - we go and clean up along the route. First there are zombies, a flow controller on the bridge, at the end there are zombies on the territory of the ventilation complex


Tools for Novikov


Quest given by: scientists' bunker, Novikov

Walkthrough: It’s just as simple - we go to the factory, find the tools and bring them to Novikov.

Reward: improvement of existing detectors.


Strelka group documents


You can look for the documents of Strelok's group when you meet him, and give these records to him, he can repay you well. You can also get the Keeper of Secrets achievement.

Leads to the caches can be obtained by deciphering the black box from the drone, which lies above the Ashes anomaly in the ravine. It’s better to take it to Novikov in the bunker for decryption. If you take it to Azot, then the boy who sleeps near Azot - Senka, will go looking for hiding places himself and will die (although he does not affect the plot)

1) Document Note from Strelok to the Ghost

Location: Tunnel under the Cement Plant, in a box

2) Note to Strelok

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

3) Note from Strelok to Fang

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


Join the Dawn


Description: We approach the railway tunnel, where the scientists were completing a quest to find an artifact. The message “Help in repelling the monster attack” arrives.


Execution: we move a little forward, but not further than the platform (they can hit you with a grenade launcher) and begin to cut down the mutants, and there are many of them (dogs, snorks, boars, pseudo-flesh and one pseudo-giant). The main thing is to kill the pseudo-giant. When you kill all the mutants, a message comes: “Talk to the leader.” Let's go, let's talk. Nazar offers to join their group. It's up to us to agree or not.

Tip: go to the concrete ledge and kill everyone on top of the pseudogiant with a grenade launcher


Clear from mutants


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

Issued by: Jupiter, leader of the Dawners Nazar


Description: we move along the mark on the map (to the stop) and shoot the snorks. We return for a reward.


Clear the area near the holes


Issued by: Jupiter, leader of the Dawners Nazar

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

1. at a cement plant (snorkie, chimera)

2. at the Jupiter factory (dogs, pseudodogs)

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

4. near the railway (jerboas, burer, 3 pseudogiants)

5. near the Volkhov air defense missile system there are snorks, a pseudo-giant

We return for a reward.


Pripyat 1 check point B 28


Description: We need to get to Pripyat

Quest given by: Pilot, Zulu, Azoth


Conditions of issue: Completed the Path to Pripyat quest


Walkthrough: when you lead everyone to Zulu, another Leader achievement awaits you. When everyone is assembled, Azoth 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 underground passage for a long time. All the way to the large 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 onto the transformer using the stairs 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. We need to go to the Control Room.

When we enter, two snipers appear on opposite sides of the hall, and several more Monoliths come from the direction from which we came. We press the lever and go to the opened door. Then we go along the corridor, shooting jerboas, zombies and snorkels. It's 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, watch a short 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 L96A1


Unknown weapon


Description: Find the weapon that the Monoliths used to shoot down the helicopter with the military.

Quest issued by: Lieutenant Colonel Kovalsky.


Reward: Gauss Cannon, Yellow Key Card


Walkthrough: Together with Captain Tarasov we go to the hospital. We take our places in the building and wait for the three Monoliths to walk into the center of the courtyard. We quickly take them off and go 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, which stands with a gauss cannon. After all the Fanatics are dead, we take the secret weapon and return to Kowalski.

Advice: When three Monolithians are about to go outside. shoot from a grenade launcher,

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

Don't forget the gauss gun.


Military Tools


Issued by: Pripyat, laundry technician

Fulfillment: don’t press yourself and buy tips for two sets of tools from Sych on Zaton.


Reward: Performing full weapon and armor upgrades (plus those that Cardan and Azoth don't do)


Leon's case in Prometheus


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

Issues: Zaton, wounded Monolithic Leon on the bridge


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


Condition to fulfill: having the achievement marked by the zone, survive the release three times in an open area using an anabiotic.


Tip: if you enter the cinema from the side 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 fighter


Zulu and the Snorks


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

Issued by: Pripyat, Zulu


Completion: Help the Zulu stalker fight off the snorks. After completing the task, go with him to the laundry. In the laundry room, talk to Zulu and get his cool RPK for his help.


Serum for bloodsucker


Description: we go up to the fourth floor of the building near the laundry (later the quest “One Shot” will be completed from this room, but if you come after it, this quest will not be available due to the death of the quest giver from a military bullet)

Issues: Pripyat, bloodsucker


Fulfillment: upon entering the room we are stunned, upon coming to our senses we find a “strange note” on the nightstand in which the bloodsucker asks us to bring him a vaccine. The vaccine can be obtained from the scientists' bunker. We bring it, the bloodsucker is dead, read the second note, take the reward from the box

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


Product 62


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

Issued by: Pripyat, Colonel Kovalsky

Fulfillment: We go to Cardan on Zaton. When we tell him about product No. 62, he passes out and we go to sleep for a day; insert he has already come to his senses.

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 testing workshop, there will be about 5 zombie stalkers in the corridor, we go down even lower, we find ourselves in a hall with a huge shield mounted on rails. Stock up on armor-piercing, shotgun and grenade launcher charges. But it's better if you take something heavier. Or a Zulu machine gun using a Dum-Dum charge

We go up the stairs, then along the upper pipe we climb through the hole into the ventilation shaft and climb out into the second hall. The necessary documents will be on the table, and next to it is a sample of product number 62. We receive a yellow key card from Laboratory X8. Now you need to get out and return to Cardan in Skadovsk. We give the documents, wait until he figures it out and at the same time repairs the Gaussian. At this time you can sleep. We get up, take the weapons and documentation and go to Lieutenant Colonel Kovalsky in Pripyat.

Tips: In the testing workshop you will find AK cartridges on the shelves.


Missing reconnaissance group


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

A new movement has appeared in the world of the Zone - groups calling themselves mod builders have been spotted on its territory. Their true goals are unknown, but they are full of desire to make the Zone even darker and darker, to give its inhabitants new abilities, to breathe new life into the familiar world... and to diversify death even more.

Our guest today, Sigerous Mod, is unique. While the well-known developments “AMK” and “Narodnaya Solyanka” became famous for their realism and scale, Sigerous Mod simply opened up new opportunities in the game - training mutants, professions and specialties, new groups (and the opportunity to join them), fresh plot and additional tasks . The zone has changed, it has become more severe and dangerous, but now I will try to reveal to you at least part of the secrets hidden behind the name SGM Mod 1.6.

Past and future A real action role-playing game All professions are important... A pseudo-dog is a man's friend! Battle of Clans

Afterword and beginning

The three “Stalkers” are three completely different stories. “Shadows of Chernobyl” became a real national hit, and open access to game resources predicted the project’s repeated rebirth, as the developers of AMK mod proved at one time.

Surprises at every turn. This time - a dead mercenary with a grenade launcher in the village of Izumrudnoye.

“Clear Sky” skillfully reflected the colors of its cover - gray darkness and despondency were combined with a jungle of impenetrable bugs, which scared off the modders. Of course, many worthy works were created on the basis of the prequel, but none of them could claim to be the “King” that AMK was for the original game in its time.

“Call of Pripyat” gave the already somewhat forgotten series a second wind. Together with the cheerful SBU major, we cheerfully ran through the swamps of Zaton, admired the industrial landscapes near Jupiter and explored the frightening Pripyat. And then there was the announcement of AMK 2.0, where they promised to implement all the proprietary features of the first version, many new locations and much more that are usually promised in such cases.

But then the news broke that the development of the mod had been stopped. The king died before he could be born again, but the empty throne remained. He waited for his time and for a new master... and finally he waited.

The talented mod builder Nikolai Bolotov has been performing the duties of “Lord of the Zone” for several years now, working with different versions of the game, however, the SGM Mod for the original and “Clear Sky” gained fame only in a narrow circle of fans of the game and was not able to compete with the “whales” of stalker mod building condition.

Only the third attempt was successful, and the mod suddenly blossomed, leaving other competitors far behind. And now I just have to show that Sigerous Mod 1.6 is today’s No. 1 modification for the game “S.T.A.L.K.E.R.: Call of Pripyat.”

A true action role-playing game

Degtyarev was lucky: he discovered the mine before it discovered him.

The secret to the success of Sigerous Mod does not lie in revolutionary innovations - the foundation is laid much deeper. All that remains from the old “Call of Pripyat” are the starting and ending videos and several story inserts along with key quests. And the sensations from the gameplay are completely different.

The game has become dangerous, wild, untamed, and this can be seen from the first seconds of movement through the Zone. It even starts out completely differently. First, one stalker asked our hero to deliver a package to Skadovsk. After running a few meters and ending up in a “carousel” with a fatal outcome, I realized that the first quest in the game would not be without adventure. Immediately I meet a stalker who has agreed to lead Degtyarev to the shelter, and I think that’s where the troubles are over... But no - my accompanying guide dies in an unequal battle with blind dogs, and I have to run away from hungry animals, while simultaneously dodging almost invisible anomalies.

The anomalies here do not change their location, but are scattered throughout the entire location, and not in individual zones. For example, not far from Skadovsk, there are “carousel” anomalies located in several zones - they can be recognized by characteristic waves in the air. Another new danger is booby traps that detonate when you get close to them. They are usually located on roads and bridges, so before purchasing a special mine scanner, Degtyarev is better off avoiding large paths or carefully watching his step.

SGM Encyclopedia: There are 75 booby traps placed on the territory of three locations (Zaton - 25; Jupiter - 27; Pripyat - 23), which explode on contact. They can be detected using a special scanner; after the explosion, the mines are not restored.

The Sigerous Mod tilts the gameplay even more towards an action RPG. Here ranks appeared as a form of, albeit the simplest, but very suitable role-playing system. The more we kill hostile creatures, the higher our rank, and this is not just a matter of statistics (as it was in “Shadows of Chernobyl”), the number of kills has practical value: for every fiftieth enemy killed we receive a medal (it can be exchanged for a cash reward ) and the coordinates of a special SGM cache.

On a note: Degtyarev’s rank affects the range of goods from merchants, as well as what things we can order. Try to kill more and more often - even the death of one blind dog will add points to you.

We can develop not only the hero, but also weapons (we are not talking about improvements - they also remain, although they have been redesigned). To do this, you need to find a book on combat tactics (one for each gun in the game) and use it, after which the damage done by the gun whose tactics you have studied will increase slightly. Most often, such a book can be obtained by completing story quests or found in SGM caches - they are not randomly generated.

Variety plays a very important role in SGM Mod. The number of types of ammunition has increased, new types of weapons and armor have been added, monsters can again lose a limb that has healing properties, and there is enough food for the menu of a large restaurant.

The weather in the Zone was always bright and friendly.

Many innovations have changed the tactics of the game. For example, with the help of remote-controlled explosives, you can easily take out an entire base of stalkers neutrally opposed to you (especially if you wait for the moment of release and plant a charge in a place of shelter and detonate the explosive when all the inhabitants of the base come running to this point), portable repair kits for armor and weapons will allow repair your ammunition right in the combat zone, and the MP3 player will simply cheer you up with pleasant music.

The zone has become much more dangerous, but has not lost its former charm - the world lives its own life regardless of the misadventures of a comrade major. Monsters run and gnaw at each other, explode on mines, attack free stalkers, factions fight among themselves - in Sigerous Mod their fights have become even more fierce and have not lost the elements of randomness. Once I witnessed how a detachment of “Svobodovites” organized a raid on the hideout of the bandit Valet, defeated him and occupied their rookery. And even though this is a scripted event (as Nikolai himself, the author of the mod, admitted), it gives even more realism to the environment and helps immerse the player in the mysterious and alluring world of the Zone.

This is interesting: The checkpoint in the game has become a kind of arena of confrontation between three groups - bandits, “Freedom” and “Duty”. From time to time, someone’s detachment comes here and destroys another one that has fortified itself in this place. Come here often for trophies with a large empty backpack.

Personal and SGM caches are either guarded or securely hidden.

Since the time of the original “Call of Pripyat”, the location of caches in the game has not changed, even their content in most cases remains the same. But the author of SGM Mod introduced his own system of caches, classifying them by type - regular (green), personal (red) and SGM caches (blue).

SGM caches usually serve as a place to store special things that are unique to Sigerous Mod. In them you can find new types of ammunition, repair kits, new types of weapons and armor, medicines or books with combat tactics. All caches are placed manually, their random generation is excluded. We receive the locations of SGM caches as a reward for completing quests.

SGM Encyclopedia: There are 110 SGM caches in the game: Zaton - 44; Jupiter - 41; Dungeon - 10; Pripyat - 15.

Personal caches serve as a cache for the belongings of some important game characters, and their location can be found by picking up a flash drive from a corpse and using it. In 80% of cases, caches of this type will contain a bag of money and other things, from artifacts and medicine to weapons and books with combat tactics.

SGM Encyclopedia: There are 33 personal caches in the game: Zaton - 18; Jupiter - 13; Pripyat - 2.

All professions are important...

In the “pure” “Call of Pripyat” stalkers were not famous for the variety of their deeds. There were only traders, bartenders, mechanics, doctors and guides - the rest simply spent hours wandering around the expanses of the Zone or drinking in Yanov or Skadovsk. SGM Mod gave snickering lazy people a special education, turning them into real masters of their craft - now in the Zone you can find commanders-in-chief, breeders, bodyguards, savers and traders.

Commander-in-Chief- This is the most important person at the base of his group. He is able to accept Degtyarev under his banner if he agrees to complete one or more tasks, and their nature and complexity depend on the ideology of the clan itself. If such a commander is killed or he simply becomes hostile, you will no longer have a chance to join this group.

Saver— with the help of this character you can perform financial transactions such as storage or deposit. If you decide to put money into storage (this only makes sense before the mission to save Mityai), you will lose 10% of the invested amount when you take the amount back. A deposit is already more interesting, since interest is paid, only you need to come for the money within a strictly allotted period of time. In general, the value of such a banker for the SGM world is extremely doubtful: the interest on the deposit is small, it’s easier to earn money by going on a campaign for artifacts and then selling them to merchants.

Walking on the roads of the Zone can undermine your health. Verified.

Trader- this person is distinguished from a simple merchant by two things: you can place an order for weapons or armor, and he always has in stock rare goods that are not typical for ordinary merchants (a drug for taming monsters, a booby trap scanner, repair kits, explosives, etc. .). Some merchants can even give you tasks, from others you can buy some special item (for example, in Skadovsk a merchant may offer you binoculars). Some merchants periodically update the products available for order.

SGM Encyclopedia: There are a total of seven bodyguards in the game: two on Zaton (Skadovsk, Lesnichestvo); three on Jupiter (Yanov, Scientist Bunker, Mercenary Base); two in Pripyat (Laundromat, Book Store - available after completing a line of quests for the Monolith).

Breeder— this scientist in a massive protective suit is improving artifacts. Each breeder specializes in a certain category of items, and can improve it in one of three directions - for each artifact, the possible lines of improvement will be different, but usually they are aimed at either extinguishing negative effects or strengthening one of the existing abilities. One artifact can only be improved once; selection is expensive, so I would advise improving only “Goldfish” and “Inversion”, and both by the amount of the maximum carried weight - during long-distance raids this will be counted and the costs of selection will be recouped.

A pseudo-dog is man's friend!

The ability to tame monsters is the calling card of Sigerous Mod, although this opportunity appeared only in the fifth edition of the mod, and was brought to mind in the sixth. You can tame any monster in the game, except the bloodsucker, burer, psi-dog and controller.

To try yourself as a tamer of wild mutants, you will first need a special drug “X8P25”. This drug is different for each type of mutant, and its cost depends on how strong the creature you plan to tame. You can buy the drug only in one place in the Zone - in the scientists’ bunker from Herman and the merchant Savely.

Major Degtyarev and his motley team.

The process of recruiting a mutant is quite simple if you approach it correctly. We need to be close to the selected mutant, activate the drug (it is better to transfer it to the quick use cell) and stay in close proximity to the monster for several seconds - the weaker the beast, the less time it takes to train it.

SGM Encyclopedia: time required to recruit monsters: jerboa - 10 seconds; blind dog - 12; flesh - 15; pseudo dog - 15; snork - 18; wild boar - 20; chimera - 30; pseudogiant - 40.

Since the taming process is almost intimate, it is advisable that at this moment there is no one near you and the desired mutant: order the bodyguards to stand still, or simply prohibit them from opening fire, and outside monsters (if your target is running in a pack) liquidate.

And now the most important thing remains - to stay within a radius of several meters from the target and not be torn to pieces by the still aggressive mutant. There is only one piece of advice: if you want to live, be able to spin and dodge enemy attacks. It’s not difficult to pull off this trick with a boar or flesh, but for a pseudo-dog and monsters of a larger caliber, it’s better to take more first aid kits - don’t rely solely on your dexterity.

And again technical matters

If you remember the location of all the technician tools from the original game, then you will be disappointed when searching for the coveted sets. The authors of SGM not only changed the location of the tools, but also introduced their random generation. Now, when starting a new game, one of three variations of the arrangement of tools is randomly selected.

You can make your search easier and buy information from Sych about where to look for all the tools, but this operation will seriously hit your finances - in total, the merchant will have to pay 120,000 rubles, however, no one excludes the possibility of using the save/load method. You can also ask stalkers about this, although it is easier to use the services of a merchant.

As an example, I will give one of three possible schemes for generating tool sets for Cardan and Azot:

Tools for rough work:

Backwater. Waste recycling station. On the upper level inside a broken pipe.

Jupiter. SAM "Volkhov". Under a broken car.

Tools for fine work:

Backwater. Anomaly "Iron Forest". Near the bunker at the foot of the pipe.

Jupiter. When approaching the Oasis. In the corner behind the box.

Calibration Tools:

Pripyat. River port. In the elevator car.

Pripyat. Deli. Behind the column, near the stairs to the basement.

Battle of Clans

Sigerous Mod added four new faction bases to the game - bandits, mercenaries, Dawn and Monolith. All these clans pursue different goals and often quarrel with each other, but the leaders of each of the divisions will gladly accept Degtyarev or at least give him a chance to prove his strength and loyalty to the group by completing several tasks.

Base bandits located in Forestry on Zaton. To get to their base, you need to pay 4,500 rubles at the entrance - the bandits will consider all other attempts to penetrate as sabotage. To join the ranks of the group, you need to complete the “Trust” quest (kill the mercenary Jackal and bring a personalized weapon to the commander-in-chief of the base). After joining, you will have access to additional quests from this group and the opportunity to pick up the contents of the cache on the second floor of the main building with impunity.

On a note: subsequently (if you want to complete all the tasks available in the game) you will need to destroy this bandit base on behalf of the Sword. After this, the already familiar “Arms Deal” quest will open, which opens up several more tasks, so you shouldn’t neglect the reprisal against the bandits.

In the major's personal PDA you can find out the current rank, statistics, view the battle tactics you have learned and the conditions for obtaining
SGM achievements

After you complete the scientists' task "Variable Psi Radiation", a group base will appear in the tunnel near the Cooling Tower (where you killed the controller) "Dawn". As soon as you approach the tunnel, the task to protect the base from mutants is activated. Help them fight off the attacks of all monsters, in particular, help them destroy the pseudo-giant. After killing the monsters, go to the commander-in-chief and receive your reward - now the opportunity to join the ranks of Dawn is open to you.

Mercenaries They are located in the southwestern wing of the Jupiter plant, but to join them, you need to run around a lot, including the main quests. The territory of their base is guarded, it is necessary to approach it in a mercenary costume, otherwise we will be shot without warning. The overalls will be available in the SBU cell (the location will be revealed according to the story), and the helmet can be found in a cache at the treatment station in the sewer. The guard at the entrance (if the required armor is worn) will ask for a password - you can get it by completing the quest to rescue a captured SBU agent and picking up a flash drive from the corpse of one of the mercenaries.

At the base, the leader of the mercenaries will give you a task - to join the group and raid the Jupiter plant, where you will have to shoot mutants and zombies. Upon completion, the commander-in-chief himself will invite you to join the group.

The group that becomes the last one to join is available "Monolith". Their base is located in Pripyat, in the Prometheus cinema. To get the opportunity to become a member of the group, you must complete the game before the quest with the Books store in Pripyat; Also requires the "Zone Marked" achievement. We bring Leon’s case to Cyborg, the leader of the “Monolith” (we will get it on Zaton by talking to the wounded Monolith man on the dilapidated bridge) and take from him the task of killing the “saiga”. After completing the quest, we return to Cyborg, receive the royal reward (Monolith exoskeleton, Arctic Warfer L96A1 rifle, etc.) and join the clan.

On a note: After joining all four factions, you will receive a special SGM achievement “Diplomat”, but you need to join clans in the following order: bandits, “Dawn”, “Monolith”, mercenaries.

However, it will not do without serious innovations. It will be possible to join the “Duty” and “Freedom” factions, probably with new quests from their commanders-in-chief and conditions for admission. The mini-game “Twenty-one points” will be introduced, and additional statistics will appear in Degtyarev’s PDA.

The most interesting innovation will be a new currency - electronic rubles. We can assume that regular money is transferred from pocket to pocket, and electronic money will be transferred from PDA to PDA. Savers will have the opportunity to exchange electronic currency for regular rubles at a special rate that changes every 6 hours.

Description and instructions

Mod name: Sigerous Mod
Destination: - Call of Pripyat
Author: Bolotov Nikolay (GeJorge or Nick_Mondyfic)
Required patch: 1.6.0.0 or 1.6.0.1 or 1.6.0.2
Mod release date: 06/15/2010
Mod version: 1.6

[Idea]
Creating your own storyline, introducing new key characters, a new quest line, changing and expanding the original game world.

[Brief list of changes]
- Changed storyline
- Number of added quests (45)
- A large number of scenes have been organized.
- A huge number of new characters.
- At night, all NPCs practically cannot see.
- Changed HUD, adding new functions.
- Taking into account various innovations, a menu has been added with additional mod settings, in which you can configure the “MOD” as you wish.
- New types of weapons, armored suits, artifacts, medicines, foods, partings, etc. Of course, new weapons and armored suits can be improved.
- Now each caliber of weapon requires a corresponding silencer.
- The description of all weapons and armored suits has been changed.
- Added a new phenomenon - eclipse.
- All locations are crammed with new secrets and hiding places, at the moment there are more than 110 of them.
- New character specializations: Commander-in-Chief, Bodyguard, Saver, Breeder, and Trader.
- The characteristics of all types of weapons have been revised.
- You can upgrade artifacts.
- With the help of characters of the “Saver” type, you can carry out a huge number of all kinds of monetary transactions.
- There is an additional opportunity to place orders for rare goods.
- New item- a book of combat tactics. Allows you to study a certain type of weapon, so that in the future, when shooting from the studied weapon, you can cause more damage.
- New improvements have been added to the line of upgrades.
- Four huge bases of groups have been added: (Zaton), Rassvet (Jupiter), Mercenaries (Jupiter), Monolith (Pripyat) You can join each of these groups.
- When mutants die, there is a possibility of body parts falling out. The dropped part will lie near the corpse.
- The system of mechanical modifications has been reworked, thanks to which now all upgrades can be affected when upgrading.
- While in freeplay, the player will have the opportunity to independently travel between locations.
- And much more.

[Version history]

[Version 0.2]
. 70 min stretches.
. New item in mod options.
. Due to mine tripwires, I added the item “Stretchmark Scanner UPK-1”, which displays on the map the places where tripwires are installed.
. 232 anomalies
. Many crashes and bugs have been fixed, and many dialogues have been corrected.
. Many grammatical errors have been corrected (corrected by: Pavel Tomilov)
. Fixed Thunderbolt's quest (for a personalized vintar), and the quest for accompanying scientists.
. The balance of trade and prices has been adjusted.
. 1 trader, in the scientists' bunker.
. 2 types of scientist costumes.
. There is an opportunity to ask the merchant for a description of the goods being ordered.
. And many small corrections.

[Version 0.3]
. 4 new quests have been introduced to find weapons from Shustroy. Three quests are available immediately, the fourth is activated after 1-2 days after completing the previous three.
. Upgraded the BRAIN-8 system, now this item really gives a bonus.
. 1 armor suit (Mercenary)
. In the mod options, a separate item has appeared, thanks to which it will be possible to remove armor from corpses. In the name of balance, duplicates of all types of armor were created (but with degraded characteristics) and placed in corpses.
. The assortment of some traders has been corrected.
. Upgrading new armor suits and weapons will now require tools.
. Weapons cut without textures.
. Banned the standard spawning of a large number of mutants, linking it to a separate item in the mod options.
. All defects related to pumping barrels have been corrected by the mechanic.
. Adding the phrase -cheat_mode to the icon will unlock all cheats. Here is their description (executed in the main menu):

[Version 0.4]
. The plot parallel of the mod has been extended.
. The old relationships between monsters have been returned.
. The quest to protect the Dawn base has been revised.
. The logic of the bandit base has been changed. For the better.
. Fixed a crash when chasing Kassilov.
. From now on, you can enter the Monolith only after the story quest - "The Missing Sentinel". By the way, now the base of the monolith is initially neutral, which allows you to walk and shoot past - with impunity.
. After joining the Rassvet group, the GG receives his own personal box of ammunition.
. After joining the groups: Dawn, Bandits, Monolith, discounts from traders will apply.
. Now, when searching the corpses of stalkers, you can find artifacts in their backpack.
. The running speed of NPCs has been increased to make “pursuit” quests more difficult.
. Fixed a bug with Thunderbolt, in which money was given endlessly.
. When mutants die, there is a possibility of body parts falling out. The dropped part will lie near the corpse. You can sell trophies to local bartenders, or St. John's wort, in dialogue mode.
. 2 new tracks for the MP-3 player, in the "Club" section.
. 3 GPS guides (2 on Zaton, and 1 on Pripyat)
. And much more.

[Version 0.5]
. The plot parallel of the mod was extended, reaching the climax.
. The pricing policy has been changed. Damage of all weapons has been corrected.
. All errors when using repair kits have been fixed. The capabilities of the armor repair kit have been expanded.
. There is an opportunity to modernize detectors. Takes place in the scientists' bunker.
. Due to the impossibility of selecting and discovering new artifacts, an automatic selection system was created, subject to maintaining a certain distance. Used only in relation to artifacts introduced by the mod.
. The old relationship between Duty and Freedom has been restored.
. The night spawning of mutants in the Emerald area has been disabled for the benefit of successfully completing Gonta’s quest to stop the sleeping Chimera. After completing the quest, the spawn point is activated.
. Now you can complete the scientists' quest "Variable psi radiation", even taking into account the fact that the tunnel is the base of the Dawn group.
. A new SGM achievement, after receiving which a new section will open in Degterev’s PDA.
. Now DUMDUM cartridges are designed for 9x39 caliber, and for some types of weapons: Cobra, Desert Eagle, SVD Tiger.
. One new point has been added to the GPS explorer, on the map of Jupiter.
. 3 tracks in the MP-3 player, namely in the “Club” section.
. And much more.

[Version 0.6]
. 7 side quests:
+ At Chapaev, after joining the bandits.
+ At Kochubey's (bandit merchant), after joining the bandits.
+ At Beard's, after receiving quests to inspect helicopters.
+ At the Kostoprav's, after meeting with the contact on the helipad.
+ From Uncle Yar, after completing his quest to fire at mercenaries.
+ At the Hawaiian, after gathering a team for the trip to Pripyat.
+ At Nazar (the leader of the Dawners), after entering the Dawn.
. Items hidden:
+ “Tools for rough work” (but there is one BUT, as it turned out - the developers made these tools in two places, in one place I took them down, but in the second place, in the attic of the sawmill, I couldn’t. I had to leave one extra set tools, and create a script to remove this very extra set when you try to take it into your backpack. So don’t be surprised if you pick up a set, but it’s not in your backpack.)
+ "Tools for fine work"
+ "Tools for calibration"
. A bug related to ordering armor from a Monolith merchant has been removed, and its range has also been expanded.
. Many quests have been corrected to make sure the mission fails logically. If the character who issued the quest becomes an enemy, the quest will fail.
. Damage to booby traps has been corrected. Now the mine can easily tear apart even the greyhound pseudo-giant.
. I added my own dynamic hud script, and the textures were taken from the ABC mod as I see it. To activate the dynamic hood, you need to go to the mod options, click on the “HUD Settings” button, find and activate the “Dynamic hood of current armor” item, then click the “apply” button.
. Fixed bugs due to which some breeders did not upgrade the artifact " ".
. Now you can get to Pripyat with not only Seva, but also other suits with a closed breathing system. The quest requirements for finding the right costume have also been corrected.
. A large number of bugs that appeared after some weapon upgrades from mechanics have been fixed.
. Requirements for previous modifications have been removed from all mechanics. And now you can upgrade your weapons and armor by touching all the upgrades.
. Now, when throwing away Leon's case, the mission will not fail.
. After the onset of freeplay, mass chaos will begin, newcomers and stalkers who find themselves outside the shelter turn into zombies... in short: after the onset of freeplay, a bunch of zombified people (557 people) spawn in all locations, and a new story quest pops up - to clear the zone of zombie, banal, but still, so that at least some thread of interest arises.
. When using helicopters, before the initial plot parallel of the mod is completed, a message will be displayed stating that the GG does not have a special one. key To avoid shock, for some.
. Added a new parting - "Geiger Counter".
. 4 tracks in the MP-3 player, namely in the “Club” section.
. And many small corrections.

[Version 0.7]
. After hiring a bodyguard, the opportunity arose to rearm him properly: give him any type of weapon, from PMM to Gauss... and, not least important, give him a spare first aid kit, so that in the event of a huge loss of life, he would use it.
. The mechanics' tools have been completely hidden, and the old tools that were located in their original places have been erased from the face of the zone. The stalkers' tips were also rewritten.
. The firing range of all types of weapons has been revised.
. The base of the "Mercenaries" group has been created.
- Strength: 20 guards, 8 patrolmen, 1 commander-in-chief, 1 tradesman, 1 bodyguard.
- Location: Jupiter, west of the plant.
- Dress code: "Mercenary jumpsuit."
- Introduction: not yet implemented.
. The following barrels have been reskinned: AK-101, AK-102, AN-94 "Abakan". And also the “FN P90” and “XM8 Lightweight Rifle” weapons have finally been restored, which can be ordered from the “mercenary” merchant.
. Fire points have been corrected in all new weapons and bullets will now fly off the table. The position of weapons in the hands of NPCs has also been corrected.
. Now, having completed the quest to free the SBU agent, the entrance to the scientists’ bunker will not be locked, and the mercenaries themselves guarding the bunker will be neutral, as always.
. Leon's case can now be picked up at the Monolith base.
. In the game options, it is now possible to assign keys to change the camera view.
. The chance of medicine and food dropping from a corpse has been reduced.
. When transferring a quest item to an NPC, the item will be automatically deleted.
. Fixed a glitch with Vobla's brigade. Now it will not immediately appear on the arrow.
. "Unknown Weapon" can no longer be repaired using a repair kit.
. Additional mod options have been expanded, in the directory: gamedata\configs\mod_parameters\mod_params.ltx
. The xr_move circuit has acquired a unique "PATROL" subcircuit, which in my opinion can be considered a true alternative to waypoints.
. And much more.

[Version 0.8]
. The mod is purely hypothetically adapted for patch v1.6.02. For a full adaptation test, I'm waiting for the crack.
. The system for awarding rank points has been changed. More specifically, at the address: "path to game\gamedata\configs\mod_parameters\mod_params.ltx".
. Joining the Mercenaries group. The entry quest turned out to be very difficult to implement, so I simply didn’t have time to do more than one quest.
. Playing on Master difficulty has become much more difficult.
. Added 3 sets of tools that were missing for the second mechanic. And also hidden “Tools for rough work”, those that were lying on the territory of the processing plant - in the radioactive source (were there since version 0.6). They are hidden in the same vicinity of the processing plant.
. Added 12 pistols, and 36 rifles, with mechanical upgrades already installed (some of them). Added for the purpose of arming quest characters and more.
. The quest "Anomalous Activity" can now be completed with a scientific detector improved by Novikov.
. Requirements have been introduced for ordering items from traders, now to order, for example, AK-102, you need rank>=300.
. Prices for upgrading armor and weapons have been increased by ~3.15 times.
. Fixed an issue with SGM caches, due to which it was possible to use caches several times and thereby increase the counter of found SGM caches. Need a new game.
. Rolled back the carried weight to standard values. Minimum = 50, maximum = 60.
. The characteristics of artifacts after type 3 selection have been corrected. Previously, the fact of a huge bonus was not noticed.
. New trunk FAL "Paratrooper", can be purchased from mercenaries. (Thanks to Albor59)
. For weak machines, I recommend turning it off before starting a new game:
- SGM spawn min. This can be done by going to the directory: “path to game\gamedata\configs\mod_parameters\mod_params.ltx” and changing the value of the create_mines_permition parameter from true to false.
- spawn SGM anomalies. This can be done by going to the directory: “path to game\gamedata\configs\mod_parameters\mod_params.ltx” and changing the value of the create_anomaly_permition parameter from true to false.
. A new object has appeared in the game, the so-called “recycling box”. There is 1 box at each location. How to use: take any damaged (or whole) item, put it in the recycling bin, go for a walk... return to the box, use it, and get money for those items that were in the recycling bin. In this way, you can deal with weapons and armor that local merchants do not want to buy.
. And a huge number of small edits.

[Version 0.9]
. The original enmity between the “Stalkers” and “Bandits” groups has been restored. Corrected the grouping of the Elbrus detachment.
. The system of mechanical upgrades has been corrected to make it more logical.
. Added a new medic in Skadovsk. Appears after the death of Trimor.
. The military mechanic in Pripyat now requires special tools for modernization. The tools are hidden on the territory of Pripyat.
. Many dialogues have been paraphrased and a huge number of grammatical errors have been corrected. (Employed by: Spitfire)
. Tools for fine work that were previously located on the territory of the Krug VNZ have been hidden.
. A bug has been fixed, due to which it was impossible, after joining Dawn, to come to the scientists in the bunker while mercenaries acted as guards there.
. For completing many quests, both original and those introduced by the mod, rank points will be awarded.
. The flamethrower has been hidden. Now it can be found in the vicinity of Jupiter.
. A system has been introduced for populating empty places with random groups (although not always, for example, a processing plant will always be under the control of mercenaries). Done once a day. Valid in the following areas:
- Waste recycling station (12 people respawn)
- Substation workshops (11 people respawn)
- Sawmill (17 people respawn)
- VNZ “Circle” (14 people will respawn)
- Dredger (8 people respawn)
- Checkpoint (20 people will respawn)
- SAM "Volkhov" (29 people will respawn)
. Fixed a bug with the strength bar of the current weapon, the one in the upper right corner. Now the strength scale will indicate accurately.
. And also many minor corrections.

[Version 1.0]
. The mod has been adapted for patch 1.6.0.2.
. Reskin of the MP-5 Octopus weapon. (Thanks Albor)
. Almost all SGM caches and GPS guides have been hidden.
. It became possible to find out from Degterev’s PDA whether combat tactics have been studied for a certain type of weapon.
. Added 4 sleep zones, which will be located on the territory of the bases introduced by the mod. However, you won’t be able to use the sleep zones right away; they will only be available if you join the group that owns the base.
. It is now possible to terminate relations with the group you joined by neutralizing the commander-in-chief.
. While in freeplay, the player gets the opportunity to independently travel between locations.
. The monster respawn system has been improved, which is activated using a separate item in the mod options. Now there will be more monsters, and random monsters will appear at spawn points.
. The system for filling empty spaces has been expanded. Now valid in the following areas:
- Refueling (10 people respawn)
- “Iron Forest” (8 people respawn)
- Cooling tower (6 people respawn)
- Container warehouse (15 people respawn)
. Anomalies added: Zaton - 71, Jupiter - 65, Pripyat - 131. I also figured out why new anomalies did not appear on Jupiter and Pripyat. Now the number of new anomalies in all locations will be about 668.
. New section in MP-3 player.
. And also a lot of serious bugs have been fixed.

[Version 1.05]
. New item - "Personal Beacon".
. The oblique front sights on the new weapon have been fixed. Adapted for widescreen formats.
. The "HK-G36E" and "L85" rifles can be mounted under a barrel grenade launcher.
. The quest to protect the base of the Dawn group has been slightly changed.
. In the quests “Find a named vintar” and “Find an unknown artifact on the territory of the sawmill”, the spawn points of the target item have been changed; now they are random.
. The GPS guides have been re-hidden again, only now they will spawn randomly (for each guide there are two spawn locations, from which one can be selected). There are 6 GPS guides at each location, there are 18 in total.
. Random appearance of military mechanic tools.
. Anomalies that interfered with the completion of some tasks have been removed.
. Fixed a bug due to which the reward for selecting guards for scientists was not given.
. I went through the entire game with the mod, correcting my mistakes along the way. There were not a single crash during the entire game. I played through it on patch 1.6.0.2, and strangely enough, I never came across a black pillar of textures, now I can assume that this problem is extremely rare, and in my opinion not problematic.
. Lots of fixes.

[Version 1.1]
. The new command for the bodyguard is “Leave”, after using which the bodyguard leaves on his own.
. From now on, rank and headshots are awarded only for defeated enemies (and not friends and neutrals).
. I slightly corrected the quest to find the SBU reward cache.
. The capabilities of the “Personal Backpack” have been expanded; now it can be picked up.
. New design for Degterev's PDA.

[Version 1.2]
. A new high-quality quest with a mysterious name - “Volcano”. Available after picking up an unknown weapon (item No. 62), from Kovalsky in Pripyat. For correct operation The quest must be saved until the first time you get to Pripyat.
. New design: main menu, options, mod options, and save/load menu.
. From now on, weapon modernization will be carried out if the technician has the parts. To replenish the number of parts, you will need to bring unattended weapons or armor to local technicians and store what you find in a special container. If you don't like it, you can disable this character by going to: gamedata\configs\mod_parameters\mod_params.ltx (parameter - need_mechanic_details)
. New SGM achievement, directly related to point 3.
. The following weapons have been reskinned: FN-F2000, FAL "Paratrooper", SVD "Tiger". (Thanks to Albor59)
. Ukrainian voice acting of bandits, and reskin of the Omega detector. (Thanks to WESKER)
. All new artifacts can now be detected by the corresponding detector.
. And much more, including minor fixes.

[Version 1.3]
. The addition "-cheat_mode" will now work again. For cheats to work properly, you need to have only one phrase in the postscript "-cheat_mode", without quotes.
. The consequences of the bodyguard command have been changed, allowing him to be released to go about his business. The bodyguard will disappear, there is no other way.
. I returned the old NVGs that were still in version 1.1.
. Transferred the new FN 2000 model to the FN 2000 Hurricane. The FN 2000 Hurricane model does not have an under-barrel grenade launcher.
. Ukrainian voice acting for bandits has faded into oblivion. I made it in the form of an add-on.
. Fixed financial fraud with Thunderbolt's "Name Vintar".
. Corrected initial quest, to accompany the GG to Skadovsk.
. Those quest items that are not needed in freeplay can be thrown away.
. Crash when entering game options has been fixed. The whole problem was due to the patch.
. Implemented random appearance of tools. Each random has its own tips from stalkers. In connection with this event, it became possible to buy from Sych the location of the set of tools you need.
. Now GG should sleep at least once every 12 hours. If the GG does not sleep for more than 12 hours, he falls asleep forcibly. There is also a sleep indicator.
. And much more.

[Version 1.4]
. The fatigue time of the GG has been increased. The GG should sleep once every 20 hours (can be adjusted to suit you in mod_parameters). Also now using: 1) Energy drink - you can delay forced sleep. 2) First aid kit - you can force yourself to fall asleep. 3) Alcohol - you can force yourself to fall asleep faster.
. To join the Monolith, you will also need to get the “Marked by the Zone” achievement. The introductory dialogue has been rewritten (Thanks to user OLD)
. Two armored suits have been added: the Military exoskeleton and the Bandit exoskeleton. It will be possible to purchase respectively from the Bandits (not immediately) and Military traders.
. The logic of the doors in Pripyat, in the laundry room, has been corrected. Now even if the GG is hostile, the door will still open.
. New quests added:
(1 quest) Access can be obtained from Beard, immediately after searching all the turntables on Zaton. (Thanks to user OLD)
(Quests 2 and 3) Storyline quests in the lavas of the Monolith. Can be taken from Cyborg after joining the Monolith. (Thanks to user OLD)
(Quest 4) On Pripyat. You can take the quest on the top floor of the building, which is located between the Laundry and the Kindergarten, but closer to the Laundry. (Thanks to user STALKER--2011)
. From now on, artifacts will periodically appear in new SGM anomalies, depending on chance. Time of appearance: night or morning of every day.
. New parameter in the gamedata\configs\mod_parameters\mod_params.ltx file - monsters_cleaner_interval. It is an automatic cleaner of the corpses of dead animals, thanks to which it is intended to improve the performance of the game. There is also a manual version of this cleaner, it is described in the paragraph below.
. A new section called “Optimization” has appeared in the mod options, thanks to which you can manually clean: SGM anomalies, monster corpses, and booby traps.
. Fixed problems with deposits with savers. Now, having deposited any amount, you can immediately find out what percentage of it will accrue tomorrow. Also in Degterev’s PDA, in the statistics section, you can find out the amount of your money on deposit with savers.
. The "Technician's Assistant" achievement bonus has been corrected.
. Added 19 tracks to MP-3 player. 10 in the “Club” section, 7 in “Soundtracks”, 1 in “Fun”, and 1 in “New”. I like the new music and that's it!!!
. Without completing the scientists' quest "Variable psi-radiation", there will be no base for the Rassvet group in the tunnel.
. Added new SGM achievement.
. New mod option.
. And much more.

[Version 1.4.1]
. He appointed a security chief at the mercenary base. It will be possible to negotiate passage to the base with him. Requirements to gain access: Mercenary jumpsuit, and password. (Will work when you start a new game, or if you haven’t been to Jupiter yet and are about to)
. The mercenary quest “The Lost Squad” has been completed.
. Added a personal flash drive for Molfar, the mercenary leader. Almost all personal caches are also enriched; each one will contain a bag of money and more.
. The Dawn Merchant sells AK-47s without ordering.
. Replaced the skin of mercenaries, which in previous versions were in American uniform.
. The coefficient of effect from selection has been increased, and, accordingly, the cost of its implementation has been increased.
. The system for calculating the “number of boxes of parts” for a mechanic has been improved, now many factors will be taken into account, I will list them: price, uniqueness, condition (if it’s very bad you’ll get fewer points, if it’s good you’ll get more points, and if it’s average, then the usual number of points) , and having the SGM achievement “Technician’s Assistant”.
. The experiment I conducted showed:
1) When playing in static lighting, there are practically no crashes and saves work correctly.
2) Playing in any lighting that is better than static, serious bugs are discovered (because with a change in lighting, other processes follow in the engine than in static), such as broken saves and disabling restrictors (that’s why some doors don’t open), but not all it’s so simple, bugs are not always observed, most often the game works correctly after starting a new game, and this correctness is often enough for complete walkthrough fashion. There is only one piece of advice: after starting a new game, run for min. 10-20 in the location, and test save and load, if everything is in order, feel free to load the “start of the game” autosave, and start playing the game with confidence.
3) Point 2 seems to have been corrected (xr_logic and utils rules): I started a new game on advanced lighting 5 times, and climbed for 10 minutes, took all the quests, completed some quickly, switched to Jupiter, everything seems to work. If everything is also critical for you, switch to static lighting, it will help 100%. And don’t be offended by me because of the departures, I’m not yet able to do anything useful with these remaining screw-ups, but I won’t dare give up my position :)
. And much more.

[Version 1.4.2]
. Added the third quest of the "Sins" storyline, for the monolith. The quest is very good, so it turned out to be the most labor-intensive to implement. A new game is not needed, the main thing is to play from the moment before joining the monolith. (Thanks OLD)
. Fixed a critical crash when completing the quest “Operation Vulcan”. I had to rewrite the logic of the monolith base, and as a result: the quest will work if you load the save before the first arrival in Pripyat. (No other way)
. Finally fixed the texture of the sole of the monoliths.
. The work of bodyguards has been improved:
1) Hired bodyguards will not only protect you, but also earn you a rank.
2) The teleportation system now works flawlessly. You can freely use the GPS guide and not be afraid that the bodyguard will get stuck somewhere.
. For completing quests and receiving medals, coordinates of SGM caches will be issued.
. I decided not to add new tracks, but to replace some outdated ones: in the club section “Track_5” “Track_14” “Track_28 (duration 22 minutes)”, and the bonus section “Bonus_16”.
. And much more.

[Version 1.4.3]
. BREAKTHROUGH!!! I solved the problem with broken saves due to INCORRECT LOAD. The xr_motivator script turned out to be rotten. This problem mainly affected people playing in non-static lighting.
. On the FAL "Paratrooper" it will now be possible to install optics and a muffler to NATO standards.
. Added 3 new types of weapons: FAN "", G43 Gewehr, L85 "Tactic". And also the corresponding skill books for them. You can purchase new weapons from some merchants, or remove them from a defeated enemy. (Thanks SEA_CAT)
. Replaced models for: AK47, AKM74 “Tactic”, APB, Mossberg590. The textures of some weapons have been replaced. (Thanks SEA_CAT)
. All anomalies and restrictors of the mod are translated under all.spawn. Thanks to all.spawn, access to filling standard caches has opened... (NEW GAME REQUIRED)
. If you order a weapon from a dealer, he will sell you not only your order, but also the necessary ammunition.
. The tracks in the MP-3 player have been replaced: in the Bonuses section "Bonus_11" "Bonus_19" "Bonus_20", and in the Stalker section "Track_16".
. Freeplay has been changed.
. And other very important changes.

[Version 1.4.4]
. You can now enter the monolith after the quest to clear the Books store.
. The condition for enrolling statistics on headshots has been corrected, now hitting the head is a 100% headshot. A headshot will be awarded even if combat tactics have been studied (previously it was also awarded, but in the upper left corner it was written only “increased rank”). The mod parameter has also been fixed - allow_monsters_headshot, but sometimes an obvious headshot is not protected.
. The mod option "Prohibit NPCs from throwing grenades" has been returned. I tested it thoroughly and found no lags.
. New quest for the Dawn group. Available immediately after completing the quest "Dangerous Work".
. With the inclusion of the create_alfa_permition parameter from gamedata\configs\mod_parameters\mod_params.ltx, a special unit " " will actively progress in the game, the main goal of which will be to neutralize Oleg Degterev. Number: Zaton - 7 squads, Jupiter - 4 squads, Pripyat - 2 squads. A NEW GAME is required for this option to work.
. The mod options “Dynamic hood of current armor” and “Use respirator” now function independently of each other.
. Increased prices for mechanical upgrades by 50%.
. And other little things.

[Version 1.4.5]
. Now Alpha has become truly dangerous: the range of vision and the protection of their armor have been increased. Previously, problems with Alpha were due to the fact that the squads were prescribed a simulation based on smarts (it was sim_avail = true, it became false), but now the reaction of the Alpha team will be logical.
. The quest of the bandit merchant Kochyubey for the Messler flashlight can now be turned in (completed) without problems. Having previously taken this quest and joined any group other than a bandit, it was impossible to complete the quest.
. The immortality of the Monolith "Fiend", which made itself felt in the final quest "Evacuation", has been corrected. Also, the Monoliths who belong to the base of the monolith (cinema "Prometheus") have become neutrals for the military, and the military for them... this will allow you to complete the final quest with less difficulty, and will not quarrel
. Fixed a problem with the disappearance of artifacts that were in their usual places in earlier versions. For example: the Sosnodub anomaly and the Kolobok artifact in it.
. The AK-47 assault rifle supports the installation of an under-barrel grenade launcher and an optical sight. The XM8 rifle now has the ability to mount an under-barrel grenade launcher. The "FAN FALL" and "Colt M4A1" rifles support the installation of all addons.
. The reaction of GG's bodyguards has been corrected. Example: you took a bodyguard in Skadovsk and went with him to the Forestry. The forestry is run by bandits. Initially, they are neutral towards you, so the bodyguard does not touch them, but as soon as these bandits become enemies for the GG, the bodyguard immediately begins to react to the enemy.
. In the quests: “Name weapon”, “Missing reconnaissance group”, “Scientific report” - an emergency execution system has been introduced.
1) “Name weapon” - if you take this quest, and without having time to search the corpse of the Monolith (to take the quest item) move to another location, the corpse of this quest Monolith will disappear (since the game engine has a second corpse cleaner, the first is release_body_manager) . As a result, without the corpse of a Monolith, his quest item cannot be obtained, and the quest will not be possible to complete... now, if this corpse disappears, the necessary quest item automatically appears in the GG’s backpack.
2) “The Missing Reconnaissance Group” is a story quest of the original game. The same problem as point 1: if, without searching the corpse of the deceased reconnaissance group commander, you move to another location, the corpse disappears and the quest becomes impossible. After my edits, the commander’s corpse will still disappear, but now if you return to the place where this corpse was (even if the corpse disappears, the mark remains), the quest will continue further in the plot.
3) “Scientific report” - as in point 1: if the corpse of Professor Tyagnibok (in whose backpack the quest documents are stored) disappears, the professor’s quest documents will be received in the GG’s backpack.
. Fixed a crash on the final quest "Evacuation", which occurred if the player was wearing a "Military" exoskeleton.
. The idea with the eclipse after the departure of the evacuation helicopters has been corrected, now the eclipse will be accurate.
. In version 1.5 it will be possible to recruit monsters. At the moment, all the necessary scripts have already been written, and the recruitment function works without problems. Now I will start testing the character, and I am sure that everything will be ready for version 1.5.
. And other edits.

[Version 1.5]
. Fixed a bug in the mod due to which, during the passage of the game: doors did not open, quests were not issued, and the guide was not leading. This is definitely a breakthrough! I learned a lot of interesting things about autosaves, and the has_alife_info() function.
. Now Alpha is presented as a mod option. While in the game, you can either turn Alpha on or off. Also, Alpha respawns less often, and at the very beginning of the game, not seven squads appear on Zaton, but three, it all depends on the rank of the GG.
. Due to the impossibility of picking up boxes of 7.62x54 cartridges under the bridge in the center of Jupiter, Degterev had to be sent to gymnastics courses. Now Degterev has learned to squat even lower.
. New parameter artefacts_spawn_chance, in gamedata\configs\mod_parameters\mod_params.ltx.
. The quest “Name Weapon” has been corrected. Now, if any NPC picks up a quest vintar before the GG, the GG will still be able to get it, but in a different place, and at the same factory.
. Now, after passing the Pripyat-1 overpass, you can return back to it. Also on this overpass, I started one freeplay quest.
. New item - "X8P25". Thanks to this drug, GG will be able to tame some mutants. Tamed mutants run after the GG and try to protect him. There are several irreparable shortcomings (although they, in principle, add realism) in terms of protecting the GG:
1) Let’s say you have tamed a pseudo-giant.. if your pseudo-giant sees another pseudo-giant (or some kind of monster that is initially his friend, in terms of relationships), he will ignore him, because your pseudo-giant is of the same species as the second one.
2) Tamed mutants do not react to NPCs friendly to the GG, however, unlike mutants, these NPCs attack your mutants.
. When recently translating the mod objects to all.spawn, I didn’t notice something: as it turned out, many objects from early 1.4 versions were missing in the current versions (including the radio on Yanov, and in the laundry room. As well as mutant ambush zones ). Corrected.
. Fixed an issue in the quest "Psi Radiation Burst", due to which it was not possible to complete the quest if you were using a weapon with learned tactics.
. Improved enemy recognition system for bodyguards.
. The tracks in the MP-3 player have been replaced. Club section: "Track_1", "Track_9", "Track_16".
. And other major changes.

[Version 1.6]
. Now, even if you sleep in a sleeping place all night, the respawn of monsters will work. (Only with the “Spawn more monsters” mod option enabled) Also, now all bankers will be able to charge legal interest from the deposit account without any problems.
. The recruited mutants are practically brought to mind:
+ Mutants safely follow the GG, and, if necessary, guard him.
+ If you shoot at a mutant several times, he will get angry and fight back.
+ Mutants have a special mark on the map. The mark disappears if the GG has teased the mutant too much.
+ NPCs friendly to the GG will not fire at the mutant you recruited.
+ The recruited one will not attack the same recruited mutants.
+ It is now possible to recruit many different types of mutants and keep them under control at the same time. If, for example, you captured a pseudo-giant and want another chimera, despite the fact that the chimera is already 10 meters away from you and hastily began to attack your monsters, immediately use the drug to tame the chimera. As soon as you use the drug, the chimera will switch to you, and you can hold it for as long as necessary for recruitment.
+ It is now possible to tame the chimera.
- Example: you recruited a snork, and immediately met another one (not recruited). In this case, your snork will not attack a snork that is hostile to you, since it considers him his brother. (This bug is 100% unfixable)
. Fixed an issue due to which the quest “Disappearance of the stalkers: meet the Capercaillie later” disappeared when the player tried to teleport (using GPS) from the place where the quest required him to separate from the Capercaillie.
. Fixed problems in the "Deal" quest (for stalkers or bandits) that arose due to the bandits' base.
. In the second quest of the “Atonement of Sins” series, after filling the 9th cache, a system for reloading the quest has been introduced, as a result there will be no crash.
. The problem with emissions, due to which the GG, even while in cover, died, has been solved.
. A system has been introduced to clear frozen labels from saves and autosaves. The maximum time for displaying the inscription is 5 seconds.
. Due to the ability of the GG to instantly get rich thanks to the interest on the deposit through frequent sleeping, the ability to use sleeping areas in the base areas has become limited. Now, after the experience of sleep, you won’t be able to fall asleep again (and immediately), you need to walk around the zone for at least 1 hour, after which the possibility of sleep will be allowed. This restriction only applies to designated sleeping areas.
. If suddenly in the game you experience crashes when trying to remove or replace the current armored suit, use the magic button: while in the game, press ESC, the main menu appears, and press the T (not Russian) button. A window will appear that will ask you - “Delete the current armored suit?”, answer YES, and that problematic item will disappear. There will be no more crashes, and you can put any armor in the slot. I couldn't think of another solution.
. Bodyguard relationships have been rewritten. Now bodyguards will react correctly to any enemy, including a recruited mutant.
. An unsuccessful attempt was made to optimize the mod, unfortunately I can’t do anything about the loss of FPS. I turned off constant updating of almost all large scripts, and FPS increased by only 4-7 FPS points, I don’t understand anything. All the problems are connected, it seems to me, with the large size of the locations and their original content.
. In the MP-3 player, the track in the "Bonuses" section has been replaced, called "Bonus_4".
. Behavior schemes have been rewritten: xr_move, xr_bodyguard, mob_move.
. Added "Mercenary Exoskeleton". You can buy it from a mercenary merchant.
. A huge number of other fixes have been made.

[Version 1.7]
. New quest in freeplay.
. It became possible to join the groups DEBT and FREEDOM. (At the request of Dignition)
Condition for entering into DEBT:
- bring Morgan's PDA to Shulga.
- bring Shulga the PDA of the founder of Debt.

Condition for entry into FREEDOM:
- bring Morgan's PDA to Loka.
- bring Loka the PDA of the founder of Debt.
- complete the task at the Debt warehouse.
. The mini-game "21 points" has been introduced into the game. Details in the game.
. A new currency has appeared in the zone - electronic rubles. We will assume that regular rubles in the game are transferred from pocket to pocket, and electronic ones from PDA to PDA. Electronic currency can be exchanged for money from savers at a certain rate, which is generated every six hours of game time.
. The "Diplomacy" section in Degtyarev's PDA will be available in freeplay, and not as before - after the SGM achievement "Diplomat". In this section, the GG, for certain money, can make peace or war with other groups.
. Additional statistics have been added to Degtyarev's PDA.
. Restriction of sleep in specially designated areas is now also associated with the use of a mobile sleeping bag GG.
. After the defeat of any of the bases, the merchant and the bodyguard who was present at the base before its defeat will leave. Settings: gamedata\configs\mod_parameters\mod_params.ltx
. On Jupiter, a cache with the Basilisk artifact is hidden.
. The number of crows in the sky has been halved.
. The immunities of people and monsters have been changed to make them more complicated.
. Many new tracks in MP-3 player.
. Corrections:
- Killing the mercenary commander-in-chief Molfar is now correctly counted in SGM statistics.
- Fixed the cleaning script for the mod's quest items. Unnecessary items will be deleted in time.
- Fixed the problem of displaying Degtyarev in game videos.
- Fixed a problem with the speed of game time, which was observed after loading an autosave before ejecting.
. Other minor and technical fixes.

[Mod add-ons]
"German voice acting for mercenaries"

"Ukrainian voice acting of bandits"

"Transparent inventory"

«« New weather»»

[What not to do in my mod]
Do not place items with more than one capacity in the quick slot. Or: Place only items that occupy one square in your inventory.

[Optimization]
STEP 1.
Install on top of the mod, this mod: narod.ru/disk/14120516000/No_Bump_v1.0.rar.html
STEP 2.
Open the gamedata\configs\mod_parameters\mod_params.ltx file using notepad, and change the following parameters:
respawn_bases_permission = true
create_anomaly_permition = true
create_mines_permission = true
on the:
respawn_bases_permission = false
create_anomaly_permition = false
create_mines_permission = false
STEP 3.
If possible, defragment the local disk on which the game is installed.
STEP 4.
Launch the game. Start a new game or load a save. Go to the main menu. Press F5. In the window that appears, click on the button called “Optimization”. In the new window, click on the following buttons and then click OK:
Remove SGM anomalies
Remove SGM mines
Remove monster bodies
STEP 5.
Save your game.
STEP 6.
Exit the game, and log back in by loading your saved game from STEP 5.
ADVICE.
If during the game, a large number of dead monsters have accumulated near you, use cleaning the bodies of monsters, as in STEP 4.
RESULT.
The game will run practically without any brakes, almost like in the original, but at the cost of disabled mod anomalies and booby traps.

[Advice]
If you play on static lighting, and the game slows down, to put it mildly, install it on top of my mod - the NO BUMP mod, from the authors: Celdor, here -Kryak-
Here is the link to the NO BUMP mod below

[Everyone]
If, while playing my modification, a crash suddenly occurred, there is no need to rush and write to the topic, instead try loading it again. If subsequent downloads do not help, and the flight has not capitulated, then please contact me in the dark. When you start formulating the text of the message, be sure to try to describe the possible reason for the crash (maybe you went to the wrong place), and the situation you were in at that moment in time + attach the LOG of the error (crash) to the message.
Q: What is the error log, and how do I find it?
A: This is a system for debugging crashes that have occurred, which is presented by the game in the form of text, although not always. In order to find the LOG you need to go here:
My Computer-->General Documents-->S.T.A.L.K.E.R. - Call of Pripyat-->logs-->Then open the first file in TXT format, and select 25 lines from the bottom. Then you throw these 25 lines into a message on the forum.

[Attention]
The mod is completely incompatible with other global modifications.

[Acknowledgments]
1) reVision - for ideas, help, dialogue, and support.
2) STALKER--2011 - for the creation of many 3D models of new fashion items and the idea for the quest.
3) gG - for correcting grammar in all mod texts, and for great support.
4) Pavel Tomilov - for correcting grammar in all mod texts, and for great support.
5) Spitfire - for correcting grammar in all mod texts.
6) akaund - for correcting grammar in the mod texts and for a huge number of paraphrased dialogues.
7) Shoker and his fashion - for food products such as biscuits, beer, etc. And for the anomaly spawn script.
8) Simbion Mod - for new sky textures.
9) DiM@NXxX - for background design for the installer.
10) JeLome - for ideas for quests.
11) albor59 - for help in creating the mod.
12) SEA_CAT - for help in creating the mod.
13) WESKER - for help in creating the mod.
14) [YAR] and Sin - for the TOS-33 model with an optical sight.
15) ABC Team - for dynamic hood textures in armor suits.
16) Hemulen - for testing and moral support.
17) MUTANT7 - for testing and moral support.
18) Bulat - for ideas for quests.
19) OLD - for ideas for quests, and many dialogues.
20) Dunin - for repacking cartridges.
21) Modelers - for models of new items and weapons.
22) Narodnaya solyanka- for the script for creating restrictors.
23) To everyone who helped the project.

[How to install]
1.Before installation, completely remove the gamedata folder from the game directory.
2.Run the installer and follow its instructions.
3.After installing the mod, be sure to start a new game.

Fix for v1.7

Changes:
1) Fixed a crash when trying to buy cache locations from Sych.
2) In the "21-point" mini-game, the opponent's name will be displayed in the second field.
3) Saver. The amount of a single deposit has been expanded upon deposit. In one approach you can put: 25, 50, 100 thousand.
4) Fixed shortcomings in the rules of the mini-game "21 points".
5) The rules for entering into DEBT and FREEDOM have been simplified. Previously, to join, it was necessary to bring both PDAs: Morgan and Tkachenko. Now one PDA will be enough.
6) Fixed a problem with the stamina bar that occurred after consuming honey. drugs. The problem was in the "eat_max_power" parameter.
7) The logic of some characters has been corrected.
8) Fixed the problem with purchasing caches from Sych.

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