What to put in the cache of dawn. Creation of a hiding place. All professions are important

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

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

Original quests. Quests for the original characters on Yanov that do not affect the chains of other quests.

1. The first three sorties
After arriving at Yanov, you need to complete three sorties.
First- This is a sortie associated with the Morgan CCP, where it is necessary to recapture / protect the warehouse of Duty. We choose the side we will sympathize with (at our discretion, it will come in handy for us) and carry out an easy quest. We sell swag from the cache to the Hawaiian.
Second- sortie with Uncle Yar in Kopachi. Be sure to take the quest from Thunderboy (who sits under the Zulu tower) before the outing, the quest for Vintorez. There we wet hires, collect swag from them, take the PDA of the Monolith.

swag

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

Third- night outing on the quest of Neon (Freedom trader) on the quest "Night snipers"
Know - one bandit fugitive is immortal until you reach the East Tunnel. When you go back to search all the snipers, immediately jump through the tree onto the excavator and take from the bag in the room Arrow #1 cache - medicines. Also in the immediate vicinity of the excavator lies the stalker Sliver. It is he who will help us uncover the betrayal of Magpie / Flint.

An interesting fact - three Strelok caches on Jupiter have a random swag. Regardless of which of the caches you take first, there will be medicines in it, ammunition in the second, and the SIG 550 Strelka assault rifle in the third

2. First walk (part 1)

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

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

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

Next - you can start searching the southern building. On the floor (a metal floor in the form of a grid) there can be a GPS, also below the pipe you can find a cache of the Monolith with cassettes for Gauss. It's time to start searching for Named Vintar, if not found yet. Spawn points can be found below.

Now we move to the Quarry. On the way to the diesel locomotive are SVD and cartridges for it. The Quarry may have GPS. If you didn’t take Strelok’s cache and didn’t talk to Sliver, go for it. Let's not forget art. Then you can go to the East Tunnel. On the ledge (right above the gate, above them) you can find a GPS. Use binoculars. Burers in the tunnel can be killed immediately (you need to enter the tunnel through the entrance to the left of the tracks. If you look south). Quest will still count. After killing the dwarfs, we go to Bitum, look for art.
Plant Jupiter
Combing the Jupiter Plant is a difficult task. But doable. We use the gate on the right to enter (the northwestern part of the plant). We turn left along the road. On the left side is a cellar. There is a secret. Next, you need to comb the hulls adjacent to the air bridge. There are two documents - a folder with an order and a notebook sheet. Further, through the entrance of the plant you can get to the Administrative building. We go up the stairs, and in one of the rooms we find documents. But do not rush to take them. Get ready. Take the stash with the Breaker in the table. After taking the documents, Hiring will appear, led by Black. Let's take it

PDA, flash drives, the leader has a G36. Under the northern stairs there is a cache with Storm.

Further, without leaving the building, on the ground floor, in the area of ​​the elevators and the southern stairs, looking south, there is a transition to another building. There - one more document - Schedule of deliveries. Now we go outside and move further through the plant. We shoot dogs. On the left side is an excavator. We approach him from behind and pick up the L85. Next, we go down to Strelka's cache, pick up random swag. We get out, we go to the case to the south. There, on the second floor, there is the most important document - the Scheme of the Pripyat-1 overpass. We leave, we go to the largest building in terms of area. As you enter - keep to the right, go down to the basement. Then we pass through the basement, climb the stairs, go along the walkways. We take the document "Paper with records". We go down the stairs to the next room. Psi-dogs will meet us there. Under the shelves there is a cache with AK74. You can take another document on the table. We examine the helicopter. GPS can be found nearby (see screenshot below)

We leave the factory.

2. First walk (part 2)

Leaving the factory, our first goal is to search the Concrete Bath anomaly. In order to do this without consequences, you need to leave the Jupiter plant and turn 180 degrees to the left and walk along the plant's fence outside. Then it will be possible to get to the very platform where the artifact lies.
Opposite the anomaly there are "Aggressive bandits". They just need to be eliminated. We are not going to the recruitment base yet, they will not let us through. Behind the garages and under the road you can find two caches with a SIG 550 and a Winchester.

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

The oasis is actually easy to complete. The entrance to it is located near the platform near the railway. There is a building there. We pass, we bring down jerboas and zombies. We destroy the boards blocking the passage. Do not go down (although there is a spawn point for tools) but go straight.

Then all the way and to the right through the pipes. We go through the pipes until they “run out”. Then to the left. Before us will appear a hall with columns.

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

2. Then pass this hall strictly under the snowflakes. The teleport is unlocked, we take the artifact.
Mityai
On the instructions of Mityai's friends Torba and the Bear, Mityai's bandits must be rescued from captivity. The best option- take an artifact from Mityai's friends and kill the bandits. The fact is that this artifact is very useful. The easiest way to kill is from the inside - go to the very hillock, and from there start to take out the bandits. Or outside - with a sniper. We are not going to Yanov with Mitya.
We get two flash drives of the Bandits. You can also find a GPS guide by the fence at the western end of the sublocation. On the way to the Volkhov air defense system, we speak with the surviving Monolith led by the Tramp.
Point B205
We are approaching the Volkhov air defense system. We take out the zombies. We do not go down into the tunnel yet, we go into the building. There we take a note from Sokolov. And now you can go down. We open the door, we pass further. Through the holes in the wall we go around the heap of racks, take out the jerboas and the burer. We go upstairs and pick up a new weapon. RPG can be put in a box for now. On the way to Yanov, we hand over the Ozersky quest to the Oasis. You can give Garik the pieces of Meat and Gingerbread Man. Sokolov - his note. German - a quest for Administrative Documents. Now it's time for Yanov.


  • We hand over the quest for Mityai.
  • We hand over the materials and the black box to Azot
  • We hand over quests to St. John's wort
  • We hand over Vintar to Gromoboy
  • If you spoke with a Sliver on the Quarry, then we speak with Flint, then we hand it over to either Shulga or Loki, and subsequently to Gonta.
  • You can hand over documents from Jupiter or Shulge or Loki. There is another option - Sychu.
  • We sell unnecessary artifacts to the Hawaiian. It is worth leaving only arts for weight (Gravy and Goldfish)
  • We hand over the quest to Uncle Yar.
  • We are trying to attach the Monoliths to one of the groups by talking with the leaders of the clans.

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

4. Quest with Koryaga
One fine day, things disappear from our drawer. We interrogate St. John's wort, Bone-setter, then Zulu. At the half-station we kill the bandit. You can kill Koryaga. Can be kept alive. In any case, we will get things back.
4.2 Quests for Scientists
1. Variable Psi radiation
The first and very important task is "Variable psi-radiation from Herman" It should be performed only with a sniper. With Topol's group we go into the tunnel. There we take out jerboas and three zombies. Move on. In the room with anomalies, you can find a GPS guide.

Save before taking "Changed Insulator". When leaving the room where he was lying in the tunnel, the controller will appear. If you do not have time to remove it immediately, then Topol's group will start firing at us. Therefore, we use the Lynx to the fullest (if there is no sniper, then we go point-blank to it and extinguish it with a shotgun). We return to the bunker.
2. Arrangement of scanners
We take a quest from Herman to place three scanners. We arrange, then two more will be available. You need to pick them up from Novikov. The placement of scanners will allow you to display artifacts available in anomalies on the map.

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

7.3. Special tools.
At the request of Novikov, we find tools to upgrade the detectors.
8. Accompanying scientists

We take the quest from the scientists standing near the bunker. We escort them to the Ventilation Complex. We receive an award.
4.3 Quests of the Dawn
1. Base protection
Throughout the passage in all quests relating to the Dawn, we will be worried about mutants. In the first quest (it is issued automatically when you first approach the Dawn base), you need to repel the attack of the mutants. Take a shotgun - there will be a pseudo-giant. After completing the quest, you can join the "Dawn" grouping. This is what we will do.
Tip - immediately order the Dawn Exoskeleton from the Dawn merchant. It is he who will provide the maximum carry weight in the game.
2. Cleaning up the territory from mutants.
Description: Rassvetovtsy need territory to expand the group. We need to free her from the mutants.
Issued by: Jupiter, the leader of the Rassack Nazar. We advance along the mark on the map (to the stop) and shoot the snorks. We're back for the reward.
3. Cleaning up the area near the holes.
Issued by: Jupiter, the leader of the Rassack Nazar
Description: we advance along the marks on the map and shoot the mutants:
1. at a cement plant (snorks, chimera)
2. at the Jupiter plant (dogs, pseudo-dogs)
3. in the South (between the container warehouse and the heliport) - wild boars, flesh, controller
4. near the railway (jerboas, burer, 3 pseudo-giants)
5. near the air defense system "Volkhov" - snorks, pseudo-giant
We're back for the reward.
4. Clan priorities
Issued by the leader of the dawn Nazar. First, take the Armored Suits to the technician at the Scientists base to Novikov.
There are several options for passing - the longer you wait, the less you pay. Then take the armored suits from the technician. Next is the most difficult thing - you need to fill all five prepared caches
It is necessary to fill all five caches of the grouping, marked on the map, with the following components according to the list:
1) Weapon: AN-94 "Abakan" or Chaser-
2) One magazine for the corresponding weapon.
3) Veles class anomaly detector.
4) Armored suit ChN-3A.
5) Any first aid kit, any bandage.
6) The choice of anti-radiation drug or psychedelin.
We call the PDA signal. Check the first point marked in the route of the patrol group, then the second and third. We will escort Miguel to the base and inform Nazar about the results of the check.
5. Flowers of the Devil.
The quest is issued by the same Miguel from the previous quest - a scout. First, burn with the scientists in the Bunker. Then ask the leaders of the factions, St. John's wort, Kostoprav on Yanov. If the Kostoprav said that you need to look in thermal anomalies, we are looking for Zaton in an. Circus, in the Burnt Farm, and also on Jupiter in Ashes. Then we give the Flowers of the Devil to Miguel.
4.4 Mercenaries and SBU Quests
1. Interception
We use the flash drive from the SBU from the cache on Zaton, which was stale in the backpack. We follow the mark to the area of ​​the Jupiter plant. We take out all the mercenaries there. We escort the agent to Yanov. Now another agent is available at night, who will give us another task.
IMPORTANT!!! Be sure to pick up a PDA from one of the Hires with a password to enter the Mercenary base. You also need to remove either the Mercenary Exoskeleton or the Mercenary Suit from one of the mercenaries.
2. Agent on the helipad and Professor Tyagnibok.
At night we go to a meeting with the Agent. He will give us a task to search for Professor Tyagnibok, who disappeared in Pripyat, with his report.3
3. Joining the Mercenaries.
Attention at the base of mercenaries, the dress code is valid only in the overalls of hiring, we approach the goalkeeper (hiring Evil), we tell him the password - we go to the base. In advance, you need to buy the drug psychedelin from a doctor or scientists, or save it, when you collect swag from corpses, you need 5 cylinders.
Approach the hiring leader Molfar and take the quest - search for the missing squad.
The quest is completed in two stages: with the first group we go to the Jupiter plant, we don’t run far from the detachment, because the task will fail. We clean the perimeter, go up to the second floor, there will be a surprise waiting. We don’t bring down the controller on the first run, because then there will be no spawning of snorks. When the controller appears, we take our hands to our feet, and run headlong into the street. We get the task to talk with the leader of the hiring. We return, take the task for the second round, and here psychedelin will come in handy, we distribute it to the participants in the assault. At the factory, we clean the perimeter, about 10 zombies and three controllers. As you fill up 3 controllers, there will be a spawn of 3 snorks near the garage, and two at the exit from the factory. After shooting them, you will receive an invitation to chat with the leader, who will offer the GG to join the mercenaries.
4. Broken caravan.
On the way to the base, the mercenary caravan ran into a large pseudo-giant. They are now near the ventilation complex. They need help. We kill the giant, pick up the cargo and give it to Molfar.
5. Assassination attempt on Knave: Kill Knave
Molfar decided to break with his bosom enemy - Knave. You need to shoot him.
(in the assembly that Shkrek went through, the quest was not issued, since Jack died earlier)
6. Weak beacon: find a cache in the factory
The mercenaries had set up a cache on the grounds of the Jupiter Factory a long time ago. The one who installed - has long been dead. No one knows exactly where this cache is hidden. The GPS beacon signal on the cache is very weak. For it to work, you need to get close to it. The task is to comb the plant. There we find a hiding place - we can’t pick it up - we try to search it - it’s closed. We inform Molfar, we escort the detachment to the hiding place, we return to the base.

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 "Svobodovites" 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 cell quick use) 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 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 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.

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.

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 container

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 hermetic: 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 hard I tried to approach the cache in different ways every 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, and 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.

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 may be several reasons for creating a cache: a) the need for additional storage space, b) a reasonable desire to disperse resources, c) creating conditions for an instant escape from 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 stash 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 hiding place. 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.