What to put in the caches of dawn. Creation of a hiding place. The corpses of the military on the fur. yard

I was very amused, and I thought, why don’t we have topics on how to build / arrange a cache or cache for yourself?

And since in the near future I plan to make myself a “nick” in case of a BP and others like it, famine / war / riots, etc.

In this article, I will consider a universal cache underground, because. there are hundreds of ways to hide the good, and underground you can universally store anything you want.

In general, in order:

1. Place - where to hide?

2. Caches

3. What should you put your good into?

4. What will we hide?

5. Methods of protection from "treasure hunters".

1. Place - where to hide?

Initially, scout the area and find out if any communications, water or gas pipes pass here, because. if drunken builders dig your little things with an excavator, then it will not be buzzing. If you can’t find out, and there are no more places, then you will need a metal detector or some other hand-held digging tool. You need to dig carefully so as not to touch communications, because. I don’t even want to talk about the impact from the electric cable - clearly.

I believe that everyone has their own ideas about where to hide important things that can and what to hide will be needed in the case of BP. I will write a couple of: a grove within the city - everyone, I think, has one. Relatively abandoned forest belts and coastal areas, where there is often no one, but there are semi or completely abandoned factories or garages. Those abandoned plants, factories, where there has been no one for a long time, but there are a lot of all sorts of cavities and places. And finally, the best option is outside the city in the forest.

Do not think that organizing a cache for yourself simply by digging a hole for yourself and putting it all in a container (which read below) we will finish the job. No, of course, this is a rather good way, here you already need to look at the purpose of your cache - the frequency of use.

The difficulty also lies in the elimination of freshly dug soil, which instantly unmasks your cache. It will be necessary to take it out with the care of a thief who does not leave fingerprints and as far as possible from the excavation site, dumping it in such a way that no one would have any idea where it came from. Debris and other soil - take care of them in advance.

And so, the place is chosen - we dig.

2. Caches

Optimally, there are two ways to arrange underground caches: dug and folded (in what read on) and dug and built a dugout or tunnel. Simply put, the first (and the simplest) implies a relatively small stock, and the second is a more complex design with a large amount of storage. Here everyone looks at their own needs and needs.

The first option: the depth of the pit depends on the volume of containers loaded into it + the supply of land from above to make it difficult for unauthorized persons to detect the cache.

Tunnel-earth: depends on your desires. Specifically, I will not write how to build dugouts, I can only give links for this: http://live.mebel-almaty.kz/?s=%D0%B7%D0%B5%D0%BC%...

The tunnel with the subsequent horizontal deepening should be built in the same way, thinking about the volume and quality of the products lying there. It is important not to forget that the vault of the horizontal branch must be supported with boards, and the walls must be strengthened.

You can also bury containers and vessels under water, for this, put a massive stone on the bottom and something that eats moisture, in case of small leaks. In order to ensure the necessary pressure, equip a tube above the water (similar containers are sold).

Disguise is clear - under the landscape. Soon the place of digging will wind up and no one will know about the traces of your activity.

3. What should you put your good into?

Regarding dugouts, etc. I will not write - everything is at your discretion, because once you have built it, it means that you are smart enough to figure out what's what.

As for the "dug-hid-buried" method, here's what:

3.1.Plastic bags

3.3. Metal containers

3.4. Plastic cans of different sizes

3.1.Plastic bags

Not effective, because can break for various reasons: a mouse gnawed, a tree root was pierced, or for God knows what reason. Well suited only for waterproof packaging with subsequent transfer to a more durable container.

3.2 Various cardboard boxes

Not effective due to the unreliability of the cardboard. The reasons are the same: mice, moisture.

3.3. Metal container

I doubt that each of you has a rather voluminous metal container that can be donated for burying in the ground. But, nevertheless, this does not negate its remarkable advantages for containers under the cache. The only thing that can interfere is rust, hence the relative non-durability of such a cache, although metals are different, but no one canceled the time with moisture.

3.4. Plastic cans of different sizes

Finally I got to my favorite. This is a universal container for a hiding place!

Such containers are ideal in terms of tightness and safety of "inside" products and objects. Such a container is very durable - a mouse or a rat will crap such a layer of plastic to gnaw and break its teeth, and then die of shame that it has broken teeth and is all crap. But seriously, the lid of such a can is the most airtight: the lid itself is massive and durable + under it there is something like foil on coffee cans, only a plastic insert on the neck, which firmly enters a little inside and closes tightly vessel, some have a handle-lock. Determine the volume yourself - to each according to need, as they say.

4. What will we hide?

I do not pretend to be the leader and raise my list to the Absolute, tk. here are the items and products that I put in caches.

first aid kit- a set of medicines in case, what if. Everyone has their own, I will not paint.

Travel bag - useful little things:

Matchbox

candle-bowl

sewing supplies

water purification tablets

mirror

fishing set - a skein of fishing line, several hooks and sinkers

nail file

large strong plastic bag

potassium permanganate container

Nylon thread

lighter

plastic bags for garbage

Dry fuel

Toothbrush

Disposable machines

Liquid soap

Toothpaste

Products:

pasta

stew (2-3 cans)

Water 5 liters

Mug\spoon

It is better to bury water nearby, because. it is not advisable to put it in a vessel.

Also in the cache is a pair of shorts, woolen socks, 3 pairs of socks and some other warm and not very warm clothes.

5. Methods of protection from "treasure hunters".

I will give quotes from hunters, because I myself didn’t have such cases (and it’s good).

“No matter how hard I tried to carefully dig my next cache at the next hut, the spilled earth still remained somewhere. Even though I carried her away on my raincoat and drowned her in the lake. So I chose another solution. I found a place with natural soil swelling. Where the land was without soil cover, and built a hiding place there, not particularly caring about the spilled land. After some time, the fresh earth became windy and became invisible. True, I didn’t have a can, and I dug a small log house into the pit, such as a well. Well, I knocked the lid out of the chopping block. ”

“No matter how I tried to approach the hiding place in different ways each time, after three years I got lazy and obvious paths to it became noticeable)) In short, after some time I was robbed)). Out of mischief, of course .. who needed my warm clothes, old traps and a stove. But the temptation to find "treasure" in the forest is so great for people that I'm not particularly angry with them. It's just that I don't understand ... why they took it all with them. With...KI in bots!!!”

Hence the conclusion - go to the cache using different paths and as carefully as possible so as not to form a path to the cache. If possible, raise the trampled grass, as much as possible cover up the traces of your stay at the hiding place.

I also want to draw your attention to this: mouse voles. These creatures carry Hemorrhagic Fever with Kidney Syndrome. This is a viral disease common in the forest and forest-steppe zone. Infection occurs from mouse-like rodents, rats, by airborne dust, and also through food products. Manifested by fever, skin hemorrhages, bleeding and severe kidney damage, which can be the cause of death.

Why am I? To the fact that you, comrades, do not save on the safety of the walls of your shelter!

As for the psychological aspect, in terms of showing off a hiding place, revelations with friends and acquaintances - don't you dare do it! Thus, you will lose all the secrecy of your cache and run a very high risk of giving your secret to strangers. It is better not to entrust the production / digging of caches to third parties, but to do everything yourself. Do not talk your tongue and save yourself and your property from problems.

Good luck to everyone and that your hiding places, except for you, no one would find.

Comments

08/07/2011 01:41, L1s

1. Laughed at the words: ...with the thoroughness of a thief who does not leave fingerprints and as far as possible from the excavation site.

You might think that someone is watching you in the forest ... or a tourist will see freshly dug earth and begin excavations.

2. Not effective due to the unreliability of the cardboard. The reasons are the same: mice, moisture.

The main reason is rapid decomposition. What mice are underground. Mole mouse?

But in general, not bad. A real survivalist should have such a cache, especially a digger.

I put 8, because I won’t scroll in my head again, I understood the first time)

08/07/2011 09:49, Richard

Familiar men said that voles crap in such caches and the consequences are not the best.

And in the forest there are foresters and rangers, mushroom pickers and hunters who, be sure, also have eyes.

But yes, it's funny.)

19.03.2012 13:43, Mr. Ololo

With the thoroughness of a thief, you even need to wipe your ass when you go big, and even equip a hiding place - and even more so. I already had a case when my hiding place was robbed. It's good that I managed to put a little in there.

08/07/2011 10:00, L1s

I understand you're talking about forests in the suburbs. How much I walked in my forests, I never saw rangers and foresters. Although I may have walked a little.

It is also possible, to guarantee a dug ditch, not to mask, but rather to designate.

For example, put a cross or a small monument. And write: "Rex is buried here." Nobody will dig there for sure.

08/07/2011 10:37, Richard

Forests and suburban groves too.

In suburban groves you can often meet different people, and this is not good, because there is no guarantee that you will not be found at work.

_______________________________

Reise, Reise - Seeman Reise...

10.08.2011 12:13, Strong

Not bad. There are two remarks.

1. Plastic containers are certainly good, but up to a certain limit. Under normal conditions, rodents do not touch it, but during the period of starvation, they effectively gnaw through everything that is softer than metal (in the taiga, this has been around since December).

2. Suburban groves and forests are deserted and rarely visited. In the case of the migration of the polar fox, known as the arctic fox, all forest plantations will attract the attention of all sorts of lumberjacks, etc.

The remarks concern the most extreme variant of the development of events.

08/10/2011 20:11, Fugitive

And at home, it doesn’t occur to anyone to organize a supply of food and necessary things in case of any emergency? You still need to break through to the hiding place, but at home you may have to sit out for a long time.

11.08.2011 02:21, Richard

Someday you will have to leave home for the forest and then you will thank yourself for this hiding place. In addition, it is not realistic to predict what will happen in the future: either an atomic war or a cataclysm will cover us - the consequences can be varied.

_______________________________

Reise, Reise - Seeman Reise...

08/11/2011 20:02, Fugitive

And when will you have to leave home for the forest? And will it be possible to escape in the direction of the hiding place? And what a disappointment it will be when you get to the cache with your last strength and crumbs, to find it empty.

I don’t understand why go to hell for a wearable emergency supply, in the form of a couple of cans of stew and spare socks, which is needed here and now? Well, maybe just bury it right outside the city limits with the risk of being discovered. Do you think in the event of a more or less global emergency, when power collapsed, someone will have a desire to drag themselves to distant lands for spare shorts and disposable machines?

If we were talking about creating some more or less capital base, such as DVD, with a product reserve for several months, different kind devices and nishtyaks, designed to ensure further comfortable existence, at least for the first PA time, then it makes sense to do it further away. The problem is that organizing such a base is a problem of extra money and time. Do many people have it?

11.08.2011 21:24 Richard

Dude, you're being pretty one-sided.

I proposed a solution to a specific issue, and under what circumstances a BP will happen is not for us to decide. In addition, no one obliges you to put any of the things I have listed in the cache. You might as well buy a firearm, a good supply of ammo for it, and hide it. From the pros: no need to draw up and no one will find a house, because. she is not at home, but in a hiding place that no one will find except you.

And when there are first messages to the big F, you go, dig out and arm yourself.

Situations are different, do not row everything one size fits all.

_______________________________

Reise, Reise - Seeman Reise...

08/11/2011 22:13, Fugitive

The solution to the problem should cover, if not all, then most of the possible scenarios. You will not build a hiding place for each specific case of GP? And, in general, in my opinion, an escape to nowhere is necessary only when all the institutions of power have collapsed and there is only chaos around. But here you can’t get by with a neser and 5 liters of water.

Would you like to put yours in? Good advice, but why then the topic? As I understand it, enough to work out one-stop solution problems that are the subject of this site.

What don't you like at home?

1. No need to look for and equip a cache.

2. Always supervised.

3. Always at hand.

4. Can be restocked without much difficulty. And replenish.

5. Most of the useful stuff is already in everyone's house.

The situation when you cannot use it is too unlikely (not a single shock will happen just like that), with the exception of the option with a nuclear strike or a strong man-made or natural disaster. But here you will not be up to a cache of threads and an illegal gun.

Departure "Out of Memory. Memory request: ...... K".
Not enough memory. Memory request: ….
The main thing to understand here is that 32-bit Windows allocate only 2 Gigabytes of memory for the process (and the launch of the Stalker is a process). And not a byte more, even if you have 8 gigabytes installed in your computer.
And 64-bit Windows allocates as much memory for the process - "as much as the process needs."
There are two options for solving the problem:
1. You have 2 Gigabytes of RAM installed in your computer.
Reduce render settings down to static. Remove grass density, shadow quality, etc. to the minimum. If it does not help, then remove all game add-ons (voice acting, atmospheres, music, anomalies, mines, etc.). If this does not help, then you have to go to the store to buy more memory modules.
2. Your computer has 4 Gigabytes of RAM or more installed.
A) Install 64-bit Windows.
B) “Force” 32-bit Windows to allocate not 2, but 3 Gigabytes of memory for the process, by reducing the kernel memory (the system itself, drivers, etc.).
I advise you to launch the task manager, go to the "Performance" tab and look at "Memory". If less than 1 Giga, then we begin to act. (If more, then unload all side processes from memory except for the system kernel, video and audio drivers).
Here is an example of a flight.
* : free, reserved, committed
* [ D3D ]: textures
* : crt heap, process heap, game lua, render
* : economy: strings, smem
FATAL ERROR
Expression: fatal error
Function: out_of_memory_handler
File: D:\prog_repository\sources\trunk\xrCore\xrDebugNew.cpp
Line: 336
Description:
Arguments: Out of memory. Memory request: 3629K
Here you can see that [win32]: free is 65.32 MB of free memory, and
the process is already occupied by committed- 1.93 Giga. That is, there is practically no free memory.

We solve the problem:

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

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

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

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

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

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

A new movement has appeared in the world of the Zone - groups that call themselves modders have been noticed on its territory. Their true goals are unknown, but they are full of desire to make the Zone even darker and darker, to endow its inhabitants with 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 of AMK and People's Solyanka"famous for their realism and scale, Sigerous Mod simply opened up new opportunities in the game - mutant training, professions and specialties, new groups (and the opportunity to join them), fresh storylines and Additional tasks. The zone has changed, become more severe and dangerous, but now I will try to reveal to you at least some of the secrets behind the name SGM Mod 1.6.

  • Past and future
  • Real action role-playing
  • All jobs are important...
  • A pseudo-dog is a man's best friend!
  • Clash of Clans

Afterword and beginning

Three "Stalkers" are three completely different stories. "Shadows of Chernobyl" became a real national hit, and open access to game resources predicted a multiple rebirth of the project, which was proved by the developers of AMK mod.

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 haze and despondency combined with the wilds of impenetrable bugs, which scared the modders away. Of course, many worthy works were created on the basis of the prequel, but none of them could claim the role of the “King”, which at one time was the AMK for original game.

"Call of Pripyat" gave the already slightly forgotten series a second wind. Together with the resilient major of the SBU, 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 branded features of the first version, many new locations, and much more that is customary to promise in such cases.

But then the news thundered that the development of the mod had been discontinued. The king died before he could be born again, and the empty throne remained. He waited in the wings and a new master ... and yet he waited.

The talented modder Nikolai Bolotov has been acting as the "lord of the Zone" for several years now, working with different versions game, however 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 the rest of the competitors far behind. And now it only remains for me to show that Sigerous Mod 1.6 is the #1 modification for S.T.A.L.K.E.R.: Call of Pripyat today.

Real action role-playing

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

The secret of Sigerous Mod's success lies not in revolutionary innovations - the foundation is laid much deeper. From the old "Call of Pripyat" only the opening and final videos and several plot inserts, along with key quests, are left here. And the feeling of the gameplay is completely different.

The game has become dangerous, wild, untamed, and this is evident from the first seconds of movement through the Zone. It even starts out differently. First, one stalker asked our hero to deliver a package to Skadovsk. Having run a few meters and landed 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 agreed to lead Degtyarev to the shelter, and I think that the troubles are over ... But no - my passing guide dies in an unequal battle with blind dogs, and I have to get away from hungry animals, while dodging almost invisible anomalies.

Anomalies here do not change their location, but are scattered throughout the location, and not in individual zones. For example, not far from Skadovsk, in several zones, there are “carousel” anomalies - they can be recognized by characteristic waves in the air. Another new danger is booby traps that detonate when approaching them closely. Usually they are located on roads and bridges, so it is better for Degtyarev to avoid large paths or carefully look under his feet before acquiring a special mine scanner.

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

Sigerous Mod bowed even more game process towards the action role-playing game. Here ranks appeared as a kind 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 murders has practical value: for every fiftieth enemy killed, we get 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 items 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 remained, although they were reworked). To do this, you need to find a book on combat tactics (one for each barrel in the game) and use it, after which the damage dealt by the gun whose tactics you have studied will slightly increase. Most often, such a book can be obtained for completing story quests or found in SGM caches - they are not randomly generated.

Diversity 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 here for the menu of a large restaurant.

The weather in the Zone has always been bright and friendly.

Many innovations have changed the tactics of the game. For example, with the help of remote-controlled explosives, you can safely take out an entire base of stalkers neutrally opposed to you (especially if you wait for the moment of release and lay the charge in a place of shelter and detonate the explosive when all the inhabitants of the base run to this point), portable repair kits for armor and weapons will allow repair ammunition right in the war 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 misfortunes of comrade major. Monsters run and gnaw at each other, explode on mines, attack free stalkers, groups fight among themselves - in Sigerous Mod their fights have become even more fierce and have not lost the elements of chance. Once I witnessed how a detachment of "Svoboda" organized a raid on the shelter 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), but it gives even more realism environment and contributes to the player's immersion in the mysterious and alluring world of the Zone.

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

Personal and SGM caches are either guarded or safely hidden.

Since the time of the original Call of Pripyat, the location of the caches in the game has not changed, even their content in most cases has remained the same. But the author of SGM Mod has implemented his own cache system, 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 specific only 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 get 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 some important things game characters, and their location can be found by picking up a flash drive from a corpse and using it. In 80% of cases, this type of cache will contain a bag of money and other things, from artifacts and medicines to weapons and books with combat tactics.

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

All jobs are important...

In the "pure" "Call of Pripyat" stalkers were not famous for the variety of their deeds. There were only merchants, bartenders, mechanics, doctors and guides - the rest just wandered around the expanses of the Zone for hours or drank on Yanov or Skadovsk. SGM Mod gave snickering lazybones a special education, turning them into real masters of their craft - now you can find commanders-in-chief, breeders, bodyguards, savers and traders in the Zone.

    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 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 the money in 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 make money by going on a hike for artifacts and then selling them to merchants.

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

    Trader- this person is different from a simple merchant in two things: he can order weapons or armor, and he always has rare goods that are not typical of ordinary merchants (a drug for taming monsters, a booby trap scanner, repair kits, explosives, etc.) .). Some merchants can even give tasks, you can buy some special thing from others (for example, in Skadovsk, a merchant can offer you binoculars). For some merchants, goods available on order are periodically updated.

    SGM Encyclopedia: there are seven bodyguards in the game: two at Zaton (Skadovsk, Lesnichestvo); three on Jupiter (Yanov, Scientists Bunker, Mercenary Base); two in Pripyat (Laundry, Book Store - available after completing the Monolith questline).

    Breeder- This scientist in a massive protective suit is engaged in the improvement of artifacts. Each breeder specializes in a certain category of items, and improvement can be carried out in one of three directions - for each artifact, the possible lines of improvements will be different, but usually they are aimed either at repaying negative effects or at strengthening one of the already existing abilities. One artifact can be improved only once, selection is expensive, so I would advise you to improve only " goldfish” and “Twist”, both by the amount of the maximum carry weight - during long-range raids this will be counted and the selection costs will pay off.

A pseudo-dog is a man's best friend!

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

To test yourself as a tamer of wild mutants, you first need a special drug "X8P25". For each type of mutant, this drug is different, and its cost depends on how strong the creature is planned to be tamed. You can buy the drug only in one place of the Zone - in the bunker of scientists from Herman and the merchant Savely.

Major Degtyarev and his motley team.

The process of recruiting a mutant is quite simple if approached correctly. We need to, being close to the selected mutant, activate the drug (it is better to transfer it to the quick use cell) and stay in close proximity with 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; pseudo-giant - 40.

Since the taming process is almost intimate, it is desirable that at this moment there is no one near you and the desired mutant: order the bodyguards to stand still, or simply forbid them to open fire, and extraneous monsters (if your target runs in a flock) liquidate.

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

And again technical matters

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

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

For example, I will give one of three possible schemes for generating sets of tools for Cardan and Azot:

Tools for rough work:

    Backwater. Waste recycling station. On the upper level inside the 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 cabin.

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

Clash 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 to themselves, or at least give him a chance to prove his strength and devotion 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 replenish the ranks of the group, you need to complete the quest "Trust" (kill the Jackal mercenary and bring the named weapon to the commander-in-chief of the base). After joining, you will have access to additional quests this grouping and the ability to take away the contents of the cache on the second floor of the main building with impunity.

On a note: later (if you want to complete all the tasks available in the game), you will need to destroy this base of bandits on behalf of the Sword. After that, the already familiar quest "Arms Deal" will open, which opens up a few more tasks, so you should not neglect the massacre of the bandits.

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

After you complete the task of scientists "Variable psi-radiation", a base of the group 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 the monsters, in particular, assist in the destruction of the pseudo-giant. After the massacre of the monsters, approach the commander-in-chief and receive a reward - now the opportunity to join the ranks of the Dawn is open for you.

Mercenaries located in the southwestern wing of the Jupiter plant, but in order to join them, you need to run 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 jumpsuit will be available in the SBU cell (the location will be shown in the story), and the helmet can be found in the cache at the cleaning station in the sewers. The guard at the entrance (if you are wearing the right armor) will require you to give the 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 its completion, the commander-in-chief himself will offer you to join the grouping.

Grouping becomes the latest to join "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 achievement "Marked by the Zone". We bring Cyborg, the leader of the "Monolith", Leon's case (we will get it on the Zaton, after talking with the wounded Monolith on the dilapidated bridge) and take the task from him to kill the "saiga". After completing the quest, we return to the Cyborg, get the royal award (the Monolith exoskeleton, the 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", however, you need to join clans in the following order: bandits, "Dawn", "Monolith", mercenaries.

However, without major innovations will not do. It will be possible to join the Duty and Freedom factions, probably with new quests from their commanders-in-chief and admission conditions. 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 ordinary 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 ordinary rubles at a special rate that changes every 6 hours.

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The passage is almost 99% done ... Log in 32 hours!

In the meantime, you can view other walkthroughs of the stalker modification, or download modifications to the stalker.

Location: Cordon

1. Where to find Tamerlane?
On the outskirts of the village in a bunker behind an iron door that needs to be blown up. If there is no corpse, then the corpse cleaner worked (the GG was dying and there was a load from the save). Replay from the moment you take the quest and don't die
2. Where can I find explosives to blow up the iron door?
Here is a house in the village. And it has a cellar on the terrace. There are explosives in the cellar.
3. Where can I find the bandit's safe at the ATP?
In one of the buildings in the attic.
4. Where can I find the key to the safe?
Approach the safe, an inscription will appear. The safe is locked, you need a key.
Press A (F). The task will be updated and a backpack with a key will spawn in the adjacent building in the attic.
5. When will the technician arrive?
Appears at the southern checkpoint after a conversation with Belousov.
Here is the technician
6. Where can I get the key to go to the swamps?
Nearby in the house there is a checkpoint in a box.
7. Employer, Will appear at the South checkpoint at the moment when you return from the Swamps with a sensor
for a mine detector.
Screenshots for each item if it is not clear (except for item 3.), see below

Location: swamps

1. The military that you must find the first time you arrive in the swamps. (Not far from the transition point)

2. After the military has glued the flippers We go to the Fisherman's Farm and take the quest to clean up the Old Church from the bandos.
3. Technician Makarenko. Appears at the Pumping Station at the time of completing the quest War Cargo.

4. Here you can climb through the thorn when you go to look for the sensor for the mine detector.

5.Small explanation for the quest Military Cargo.

If you expect to find cargo on Mech. yard, I want to disappoint you right away. He's not there.
In order for the task to be updated, it is necessary to search all the corpses of the military (not bandits).
After all the corpses have been searched. The task to talk to Bagration will appear.
He, in turn, will give a tip on Technique Makarenko. Which will make you for 5000 rubles
Georadar with the help of which you will search for the cargo.
Where to look for cargo, see message No. 5
After the cargo is found, the task to Meet with the messenger will appear.
And he, having taken the cargo, will send you to Zaton. Well, on Zaton you will already be met by all of us well
familiar Petka postman

The corpses of the military on the fur. yard

1. In a dilapidated building in the corner, to the left of the trucks

2. In met. a bucket with a ladder, next to a hole in the wall of the building

3. From the northern end of the same building in met. box

4. At the wall in the "blockage" of steel sheets and rebar stakes (eastern wall of the same building)

5. Under the water tower

6. Between cistern and building

Laboratory X 18

Dark Valley

Quest Riddles of the past.

Additional reward from Kolmogor
After escorting Lucas to the checkpoint and receiving an award from Kolmogor,
He will offer you an additional reward. You can also refuse.
And you can choose one of three tips on caches.

Option - Go North

Another option will be SVD. ]

Frequently asked Questions:

1. Where to look for the corpses of the military in the swamps.
- in a dilapidated building fur. yard near trucks under a canopy
- in the trash can near the hole in the wall from the side of the trucks
- in the corner from the outside of the main building between the cistern and the wall
- in the trash can at the back wall of the main building
- under the tower (like a water tower from the back of the main building)
- in the trash near the wall that looks at the village (transition to the CHN to another location - in the north-east of the map)
2. How to return the old mini-map
- the old minimap is in the archives at gamedata\textures\ui and gamedata\configs\ui must be unpacked with file replacement
- if you don't have enough new map arrows, the solution is here

Link to download
3. Where to find the Shapoklyak artifact
- artifact to spawn at random (3 points).
One - see post below. The other two are the area of ​​the railway tracks (bridge) in the anomalies on the tracks. No detector needed.
4. Where to put the collected weapons.
- You can sell only on Zaton. No one will buy it on Cordon and Swamps.
5. Where to look for artifacts on Cordon and Swamps
- Three anomalous zones on Cordon and Marshes. They carried out the respawn of art.
6. How to get through the mines in the Swamps
- If the mine detector is in your hands, then approach the mines .. stop, and they will begin to disappear ... and so on a little slow step .. not in a hurry.
7. Where to look for an artifact for Makovetsky in Skadovsk
- art on assignment from a scientist in Skadovsk is searched for by a detector in the Swamp location, and not in a handzak as it was before.

8. I found a backpack in the Emerald, it asks for an access code, where can I get it?
- This, apparently, is the "New type of hiding places", about which Nikolai spoke. So you just need to find the code .... I found a flash drive for Shevchenko on it, an access code to a backpack on an old barge, look for flash drives, like PM.
9. And why fur. I can't kill Kashchei in the yard?
- he is immortal until you collect a mine detector and come with him.
10. What to do in the Red Forest?
- carefully follow the messages on the PDA. I also do not advise cheating during this quest. Then the quest will not be completed: you need to go to the "Witch Circle" without arts for psi-protection and a helmet (upgraded for psi-protection) and wait until the psi-irradiation icon turns red.
11. When does the passage to the Dark Valley open?
- after the quest for the X8 laboratory in Pripyat, I came to the laundry and the message "Headquarters sends to dark valley". On Jupiter in a huge quarry, under the excavator will appear spatial anomaly.
12. Where to look for tools for technicians?
- buy tips from Sych. How to buy: we buy a disk with hacker tools from Zhulyabsky and swindle corpses for money + game "21" with Owl = we accumulate money for one purchase. We save, buy a tip, look on the map where to look - load the save and go to pick up the tools. The selection field is again going to Sych for a new tip for the same money
13. How to complete the Defense of the Dawn quest in the Military Warehouses?
- no way. The Dawn Base must be destroyed in the story. Wait out the attack, and then the task will change.
14. Why is the recruit sent to the Preobrazhensky Bridge silent and looking through binoculars
- It happens. Try to do as written here.
try in the file zat_quest_the_spez_killer_razvodayshi. ltx (gamedata\configs\scripts\SGM\zaton\)
replace at the beginning

active = [email protected]

active = [email protected]

replay since talking to the leaders of Duty and Liberty.
15. Where is the messenger, I can’t find him (when you go to Skadovsk, the dude sends a letter and there the task will meet with the messenger)
- the liaison spawns at two points:
1 In the Ironwood near the door with the code.
2 Under VNZ Krug (go into the pipe from the side of the Swamp, stands at the very end).
16. I can not get the quest "Alpha's Sabotage". There are no bandits near the "bog". Arriving for the first time at Zaton, the first thing I rushed to was the swamp, but there were still no bandos.
- The bandits will appear when you take the key to the helicopters from Sokolov, when you return from Yanov to Zaton, immediately run to examine Skat5, otherwise the bandits may die and the corpse cleaner will work.
- if you missed the bandits:

Find the file: \gamedata\scripts\ui_main_menu. You open with notepad.
looking for lines:
elseif db. actor~=nil and dik==DIK_keys. DIK_F5 then
self:mod_options()
After them you enter:
elseif db. actor~=nil and dik==DIK_keys. DIK_F6 then
give_object_to_actor("zat_alfa_performer_bandit_pda")
In game: Esc-F6-Esc
The required PDA will appear in the inventory, "Use" it - the quest will begin.

SGM caches

Hiding places Rassvet

1. Cordon, on the farm where Father Valeryan stood in the ChN, boxes are stacked behind him, among them on the right there is a Kevlar plate of the first level.
2. On the backwater next to the bridge between the Emerald and VNZ Krug there is a boat in it a flash drive to a coded cache and a cache in the back of a truck that stands on port cranes.
3. Another place with a flash drive near the iron forest is where there is a zil and a fire on the right side of the fire under the iron sheet and the cache is located in the VNZ Circle on the first floor in the center of the building.
4. VNZ Circle after the room with the bloodsuckers jump over the gap above the sewer (exit), there will be a Kevlar plate of the third level
5. Two more Kevlar plates of the second and third levels in the agricultural industry. one at the former duty base on the third floor where their general stood, to the right of the GG on the shelves, and the second at the base of stalkers from the checkpoint 50 meters to the left under the iron canoe from the fan by the wooden stairs, but I couldn’t get it plates are easily detected by the detector.
6. Swamps. Mechanical yard. In the back of one of the trucks, the suit is Wind of Freedom.

Location: Zaton

Quest Find an unknown artifact
Now we have to look for it.
We do not pay attention to the task label. Exploring the neighborhood.

Quest Diversion Alpha
Attention! Two bandos - drunks spawn at Skat 5 immediately after returning from Jupiter and receiving the quest to search for Skats. If you want to complete this quest without problems, then after returning to Zaton, immediately go
to Skat 5, until someone shot the bandos or they were eaten by monsters.

1. We remove the PDA from one of the two corpses of bandits at Skat 5
https://pandia.ru/text/78/050/images/image054_0.jpg" width="89" height="150 src=">
5. We go to Skadovsk and talk with Beard.
6. We talk with Owl.
7. We are looking for a charge on upper deck Skadovska. (See skin where to look)
8. We talk with Cardan.
9. We go to Jupiter and talk with Azot.
10. We are looking for a walkie-talkie at the Jupiter plant and bring it to Azot.
11. We are waiting for the order to be completed.
12. We get a scanner and a set of tools from Azot.
13. We are looking for and neutralize explosives.
14. We receive a reward from the Hawaiian and the Beard.

1. Skadovsk. Upper deck.

2. Shevchenko. On the roof of the captain's cabin.

3.Jupiter. Yanov station. Toilet. (Next to the doctor's room.)

4. Jupiter. Scientists' bunker. The room next to the bodyguard.

Quest Choice of priorities
The quest is given by the Sultan.
Condition for taking the quest.
Complete all quests for the bandits. Grouping.
It is better to complete the quest before defeating the bandit base in Forestry.
Otherwise, you will have problems completing the quest.

Three caches of Yakut One of the spawn options
Backwater. Waste recycling station.
Transformer box near the fence.

Backwater. VNZ Circle. Sewage pipe.

Jupiter. Quarry, excavator.

After they found all three caches of Yakut. It will be necessary to decide to whom to give the documents of the Sultan.

1. We give the documents to Lucian.
2. We go to Jupiter and hand over Bagheera Loki.
3. We get approval from Loki to shoot Bagheera.
4. Kill Bagheera.
5. We go to the Sultan and tell him about the unsuccessful search for documents, the death of Yakut and Bagheera.
6. We do not receive anything from the Sultan as a reward.
end. Quest is over.

Option 2

1. We hand over the documents to the Sultan.
2. We get the go-ahead from the Sultan to shoot Lucian and his comrades.
3. We are waiting for the appearance of Lucian's gang on Jupiter.
4. We destroy the gang.
5. We return to the Sultan and receive a reward. (10.000 rub.)

Quest Closed investigation
Given by Gaunt immediately after taking the Chimera Hunt quest.

1. After talking with Gonta about Homs, we talk with Beard.
2. We talk with Shustry.
3. We talk with Owl.
4. We talk with the Pilot.
5. We examine all three points indicated on the map. In a cave near the Burnt Farm
(where the corpse of Myron lies) we select the Homsa Note.
6. We return to Skadovsk and talk with Gonta.
7. We are waiting for a message about the group's contact.
8. We return to Skadovsk and talk with Gonta.
9. We find the dawn. We talk with him and escort him to the place.
10. We fight off a wave of mutants.
11. We go to the PDA signal, find Homs, talk to him and kill him.
12. We go to Skadovsk. We talk with Gonta, we receive an award from him (10.000 rubles)

Location: Jupiter

Quest Dangerous job
Issued by Nazar after joining the Dawn faction.

1. We take out the poltergeists at the halt and the warehouse of Duty.
2. We go to the PDA signal, we find the surviving dawn.
3. We escort him to the base.
4. We get a reward from Nazar.

Quest Clan Priorities
Given by Nazar after entering Dawn and completing quests
Dangerous work and Strange activity.
1. We get five worn armors and 5,000 rubles from Nazar.
2. We go to Novikov and hand over the armor for repairs. There are three repair options available.
The first is fast (price is 10,000 rubles) The second is slow (price is 5,000 rubles)
The third one is very slow (free). Choose Any option.
3. We are waiting for the repair.
4. Having received the armor, we go to lay five caches:
5 sets

1. Abakan or Chaser - 13 (SG550 - "does not pass")
2. Ammo store for it
3. Bronik CHN (given by Nazar)
4. Veles detector
5. First aid kit
6. Bandage
7. Antirad/Psychodelin

5. Having laid the last cache, we receive a message from Nazar, follow the PDA signal
leader of the missing group.
6. On the spot we find Goodwin's PDA.

7. The task is updated and we go to inspect the control points.
Arriving at the first point (SAM Volkhov), you are ambushed by two chimeras.
8. We kill chimeras and go to inspect the second point (cars with an anomaly near the bridge)
9. There we find Goodwin's note and go to inspect the last checkpoint.

10. Arriving at the place we receive a message from Nazar Return back to the base.
11. Here you are attacked by a detachment of unknown (Black Angels). We take them out and go to the base.
If the Black Angels did not spawn (someone had it), we still go to the base
and report on completion. The quest will be protected.
12. We report to Nazar about the implementation and give him the Note and Goodwin's PDA.

Access code caches and access cards. Spawn options

1. Plant Jupiter. Near the central entrance.
https://pandia.ru/text/78/050/images/image067.jpg" width="150" height="93 src=">

1. Anomaly Claw. Where the Zaporozhets lies. The top ledge. It's better to jump from above.
https://pandia.ru/text/78/050/images/image069.jpg" width="150" height="93 src=">
3. Emerald. One of the houses.
https://pandia.ru/text/78/050/images/image071.jpg" width="150" height="93 src=">
5. Bridge them. Preobrazhensky.

This walkthrough can still be added!

P.S. Write in the comments that you cannot find or complete some quest, and after a maximum of 1 hour you will receive an answer!