Nominal weapons at the cement plant. Named weapon at the cement plant Named weapon at the cement plant sgm 2.2


SGM v. 2.2

1. Start. Cordon / Marshes

1.1
Never fire an AKSU! At the first opportunity, take the AK-74, a good machine for close combat.

1.2
Bring down the first opponents with grenades, because even a high-class shooter / CounterRA veteran from a regular weapon will not really get anywhere. Hands have nothing to do with it, the mouse too. The weapon is so... It hits weakly. And mostly by.

1.3
In the second hand at the start, take a sawn-off shotgun - for close combat it is the most. The headshot is great.

1.4
Together with you, the village (according to the first quest) is stormed by 1 ... 2 stalkers with L85. The barrel, no doubt, is not the best, and there are not so many cartridges for it, but there is built-in optics ... Why not a sniper for the first hours?

1.5
Tamerlan, in addition to two flash drives, can have one more random item. I suspect that this is only a "drink", but there were other precedents ...
This item is generated at the time of the auto-acceptance of the quest, i.e., at the time of the murder of the last "fugitive". If it's not lazy to play with randomness, we start doing it BEFORE killing the last of the fugitives.

1.6
All stalkers carry a "Weapon Repair Kit" with them, only some do not have time to use it...
In other words, a “useful” barrel can be thrown away - someone will pick it up. Then, if this “someone” picks up the barrel and dies, then we will pick up the barrel that has already been “repaired” to the default state.
Using this technique, of course, is gimmicky, but in the first quest - to capture the village and then protect it from mutants, it is quite possible.
That is, we “dump” the used trunk to the “necessary” stalker, “feed” it to the wild boars brought to the village, take out the wild boars, loot the carcass - oppa ... The trunk was “repaired”.

1.7. Stalkers watch their weapons better than bandits: the condition of captured bandits' weapons is ~ 80%. Stalkers - 95%.

1.8
Until 22-00 ATP on Cordon is empty. After - the bandits will spawn. But, before talking with Mohammed (senior assault group of the ATP), they are all immortal...

1.9
Stalker Magomed, (leading the assault group at the ATP), has a flash drive and an AK-74 M1. Something tells me that he will not survive in this battle ...

1.10
Immediately clear as many "points" as possible, all sorts of benefits in the boxes will respawn there. The preliminary cleaning does not affect the passage of quests (“Halts of the military”, for example). The carcasses of the military will be in place.
Only ATP is critical, but it has "built-in foolproofing".

1.11
Use anomalies and grenades against "quest" monsters. The ammo will still come in handy.

1.12
You can also clear monsters with alternative weapons, such as trophy pistols, by methodically shooting from afar. And the cartridges are cheap, and the AK-74 does not wear out.

1.13
In the very north there is a checkpoint with bandits. So at the main one - AK-74 M1 (in the rate of fire). Pick up as soon as possible. His DPS is noticeably higher than the standard one, and it makes sense for Yermak to upgrade this barrel. Will last a long time.

1.14
Ermak's technician on Cordon - on the first "line", all three shooting ranges.
There is +30 Accuracy in Tier 3, and if you upgrade the AK-74 M2 (+50 in Accuracy), then 1 upgrade “flies into the whistle” (duplicated), and the rate of fire still cannot be raised in any way.

1.15
Hens laying golden eggs (500 each) hide in hard-to-reach places. Unfortunately, the birds are disposable. And mortals...

1.16
In the tunnel under the embankment of the railway, the light armor of the Mercenaries is tucked away. Take it, nothing will be better for a long time anyway. In terms of bulletproof properties, it is not inferior to the “Seva” from the dredger. And Seva can be sold for 12K...

1.17
At the vegetable base, at the very end of the left building, behind the crates, there are (always!) Kevlar plates-1 (+5%). The thing is heavy (1 kg) and practically useless. In the Swamps / Cordon, the weight is not critical (we don’t collect trunks), but then further ... Total: you can safely sell for 6.4K ...

1.18
If anti-radiation artillery (Medusa) didn’t drop on the Cordon / Swamps, then it’s okay. These locations (with a minimum of hemorrhoids) are passed without any artifacts at all, on "blue" bandages, vodka and Anti-Rads.

1.19
Until you turn in Medvedev's 2nd quest (for clearing monsters) and take the quest for Shapoklyak from the merchant, there will be no art. That is, it won't happen at all.

1.20
The village with a water tower in the Swamps is rich in caches: there is an RPG-7 + 2 charges on the roof of the tower, and L85 on the roof of the barn. True, both of them are absolutely unnecessary ... But a little medicine in the cellar is quite in the subject.

1.21
Do not take trophy weapons, on the Cordon and the Swamps it is devoid of at least some sense. Well, except perhaps the MF, and then ... Discharge and shove into the corpses. Clean up after yourself...

1.22
Alternative opinion: to collect everything, reverently and accurately. Drag to the exit from the Swamps to the Center of the Zone, where to hand it over to Cardan.
You can try "fo fan" - to make sure that such a waste of personal time is meaningless. At first, the weight to be carried is too small - 50 "useful" kg; then, when the weight reaches 150 "useful" kg - all this is no longer needed by anyone.

1.23
Cordon and Swamps do not require the use of a gas mask weighing 4 kg. Feel free to leave it in the box. Why carry extra weight?
By the way, on Zaton and Jupiter, this “rule” of the beginning of the game also applies.

1.24
At first, do not use the "default" boxes for storing equipment (there are only two of them on the Southern Cordon): any good will spawn in them. Install bag...

2. Backwater and beyond...

2.1
The caches of the original RFP have undergone minor changes in content, but the number of SGM caches has become almost 2 times less. The most inaccessible have the greatest benefit.

2.1.1
At the entrance to Zaton, under the Christmas tree on the left, by the very road - a pack of 7.62 × 53. Previously, there was still SVD ...

2.1.2
A cache with AK-74, cartridges and a grenade launcher - under another Christmas tree, to the right of the road and further to the Sawmill - as in the original.

2.2
An underbarrel grenade launcher is a device of dubious usefulness, not only at the start. Because it's heavy. There are no situations in which you cannot do without it. Plus, the explosion greatly damages the dropped weapon. Feel free to sell.

2.3
Instead of Vintorez in the original (on the wall of the house in the Burnt Farm), the brand new Abakan is in vogue.
For sale.
It's a pity ... The version of the launch with a sniper rifle under the 9x39 cartridge, which is much more common on Zaton, would have the right to exist ... On the first day.
Then - "Lynx", definitely. Although at first the cartridges for it were running low. And in order to use the "Lynx" effectively, you need not only a firm hand, but also "you need to know the place."

2.4
The first is indeed good weapon will have to buy. It will be a unique Lynx sniper rifle. Ordered for 4,000 from Shustroy on the 3rd floor of Skadovsk. First of all, when we get there and get 4,000 in our pocket, we run to order. You will have to wait about a day for delivery.

2.5
The appearance of “custom” trunks for Shustrik is random, and the trunk is generated at the time of the order.
That's why:
- save BEFORE ordering;
- making an order;
- save to another slot;
- sleep 24 hours.
We check what the Nimble will bring us.
We load from the latter, if it is "Lynx", and continue the game.

2.6
Only Lynx should be taken from Shustroy, the other two options (unique IEDs and Vintorez Surf) are so miserable without tier-3 grades that they can only be used to start the Koryaga quest line. Not suitable for effective shooting.

2.6.1
By the way. Do not forget BEFORE ordering the barrel, take the quest to search for the MAS-10 (this is in the Zaton location, the rest is on Jupiter), otherwise Shustrik will run away for a day. Without taking the quest, the trunk will not be generated.

2.7
Until you buy a barrel (any) from Shustroy and go down with it "over your shoulder" to the bar (the barrel is in the active slot, not in Inventory), the Koryagi line will not start.

2.8
Hiring with an RPG-7 ("monkey with a grenade") in Izumrudny, littered with a headshot not in the default position, does not have time to gobble up his shaitan-pipe, in this case it can be half-looted. It won't work at the Substation...

2.9
A camper on the Dredger's arrow (Vobla's friend; in the quest "Helm"), armed with an AN-94 M1, manages to eat his cannon... That is, in SGM 2.2. there is no way to get his machine gun: neither on an arrow, nor by “putting it down” on the ground.

2.10
Delicious with an abundance of caches, the VNZ "Circle" is completely deserted until a conversation with Glukhar on "Skadovsk". After taking his quest, both bloodsuckers are in place, but Capercaillie is not yet.
But we don’t forget to get 20 rounds of ammunition for the Lynx (top of the rack), 10 rounds for Gausska (on the right in the left “electric panel” above Myron’s swag) at the VNZ. And also a hundred 9x39 (under the stairs).

2.11
Be sure to loot all 4 corpses in the basement of the BHZ in front of the "bedroom". Capercaillie will wait for you a little.
The first corpse (behind bars, far away, opposite the elevator) always has a Night Star. Not particularly relevant on a "two-hole" suit (for a "three-hole" suit with a Twist, it doesn't make any sense), but it can be sold.

2.12
We save unique bullets with pieces of the Carousel artifact, aka Dum-Dum (although this is completely different ... :-)) for Lynx and Alpha.

2.13
If there is an SGM cache on the roof at the Sawmill (where you jump from the pipe), then there will be a couple of arts, including Gravy.

2.14
Artifact "Acid Infusoria" on the scientist's quest is no longer hidden in the "backpack".
To detect it, like Shapoklyak, a detector is not required. When approaching the anomaly at Lesnichestvo, at 150 m, the artillery rolls down the hill directly onto the road. Scooter...

2.15
If the line of passage "allows", then a gas canister for bloodsuckers (10 kg) can be picked up on the bridge and taken to the place in advance (without taking any quests), where it will be dropped on the ground. He won't get lost.

2.16
Switching to Yanov for the first time is better as early as possible, but it is advisable to fulfill the gentleman's minimum: get the "Detective" (let the medicines drip), fill up the Bloodsuckers and the Chimera (for the Magpie).

2.17
Being in the "Bandits", you can get to Yanov for the first time for free, according to Chapai's quest.

2.18
You DO NOT need to destroy the bloodsucker nest in the BZ to expose Trevor and get the Sleuth. Enough to unravel it. Then, after a couple of hours of sleep, Capercaillie's body will be in place. I even managed once to find a living and healthy Capercaillie there, behind the still locked door...

2.19
Below the "Helm" on the Dredger (during the SECOND visit - for swag from a flash drive) is the "Seva" overalls. For the loser...

2.20
At the very first exit from Skadovsk, drop by the bandyugans in Lesnichestvo, pay "for entry". And then the dogs of the “checkpoint duty officer” will gobble up, and you will have to replay. At the same time, several hiding places can be checked (AK-74, Chaser). For sale.

2.21
I recommend taking the Driftwood container right at the start. With the AK-74 M1, this is not difficult: if you enter the caves from the "back entrance", from the "Claw" anomaly (although you can jump from the gas station, with some CS experience and excellent spinal reflexes - no problem).
The first sweet couple of snorks are taken out of the "gap", from a height inaccessible to them, as in a shooting range. There will be 2 more in the cave and the last, fifth, at the exit. Hit the KGB, usually with short shots to the head.
Keep in mind that the Chumadan from Zaporozhets weighs as much as 12 kg...

2.22
You can quite roleplay not give the case to Koryaga at all (we found the container before we found out about Koryaga, right?): Cardan will open it for 500 rubles. There are few benefits from the snag swag: we will get two items in any way during the division (if we give it away according to the quest), there remains a helmet, a pistol and an AKSU. Recent lightly MF. In a word - uncritical.

2.23
It is better to come to the Substation to the mercenaries and Cleaver for the first time with six rations: the quest is accepted - the quest is passed. And then there were cases when the game got a little wedged when this quest was taken, but not completed.


3. How not to be poor? And also about technicians and upgrades

3.1
First of all, you need to reduce regular expenses (for repairing not only equipment, but also “in general”). To do this, we get the maximum possible discount on repairs / upgrades from Cardan and Azot.

3.2
The task - to hand over a large number of weapons for "dismantling" - looks primitive. Pull and give up. But...

3.2.1
It is more profitable to hand over 1 barrel in a condition > 90% than 2 of the same at 45%. So, starting from a certain stage, we repair the cheapest barrels (PM and Fort) up to 100%. And only after that we carry them "in disassembly".

3.2.2
It is more profitable to hand over “for disassembly” 2 PM (price 100 + 100 = 200) than 1 rifle (price 1000), there will be more spare parts from a pair of PM.

3.2.3
Having reached the minimum payment for the repair, we repair all the barrels before selling / handing over for disassembly.
“It was then that the chip flooded me ...”: from one Alpha you can “cut” up to 50K bablos.

3.3
At the beginning of the game, it is more profitable to sell armor, devices, gas masks and helmets to the Merchant than to Owl. Some cartridges - too, but these are pennies. But in terms of armor, sights, detectors (“Response”, not “Bear”), Kevlar plates and grenade launchers, the difference is noticeable.

3.4
In general: check the purchase price of the device from the Merchants before selling it to Owl / Hawaiian.

3.5
The more spare parts in the stash of equipment, the lower the prices for repairs and upgrades. Therefore, first we hand over the broken trunks for disassembly, and then we repair them.

3.6
The maximum "freebie" is 0 rubles. - achieved in the region of 90 pieces of "spare parts". Then prices... go up. A little... :-)

3.7
Do not sell weapons to Owl and Hawaiian after each "walker". Keep it until the moment when you need money for an upgrade / purchase. The later you sell, the more you earn. Maybe it will already become profitable to repair weapons before selling them, and these are completely different grannies.

3.8
Do not upgrade armor (and weapons) in the Backwater.
Firstly, it is expensive (Azot will make it cheaper on Yanov), and secondly, it simply makes no sense: the sense of grading armor from Tier-1 is very doubtful (there are percentages, and + 50% to 10 is only 15 ...) , but the costs are noticeable at first. Only, perhaps, a little armor for 3 + k - in weight - makes sense to do. And that's it. If the Tools fall successfully ("coarse" x2 on Zaton) ...

3.9
Tools drop out very “randomly”, but there are a couple of kits exactly at the location of the RFP. Chances are high that the nearest set for "fine work" can only be found on Jupiter. Therefore, Cardan is supplied according to the residual principle, priority is given to Nitrogen.

3.9.1
This concerns, first of all, a set for “rough work”, a duplicate of which can “bring” as far as Pripyat ... Until (one way or another) we decide on the presence of a duplicate, we do not give Cardan the tool. And we do not use Cardan's upgrade services. So, we don’t solder him with vodka.

3.10
The location of the tools can be found in Owl, 10 - 20 - 30 kilo rubles. Reboot for free...

3.11
The Exoskeleton running grade, so desired in the original, performed exclusively by Cardan, is no longer relevant.

3.12
Azot's unique Sphere helmet upgrade doesn't do much good. But, choosing a helmet for Exa, you can stop at 60% protection + grade from Nitrogen (IR scanner).
The difference in defensive properties between Orb and Orb M is essentially minimal (60% vs 65%). But the usefulness of the "IR scanner" is rather doubtful...

3.13
Some armor upgrades will only be available in Pripyat, from a military vehicle. Not earlier. True, they are not particularly relevant.

3.14
Novikov scientists no longer have any advantages in terms of upgrades over Azot / Cardan.

3.15
Never, ever eat mushrooms... oh... don't upgrade the Lynx SVD to a night vision device! Tormented by the day... :-)

4. Optimal weapons in SGM 2.2: selection, upgrades, finding. Recommendations.

The choice of the optimal weapon is determined, no doubt, by the preferred combat tactics.
Since there are no “stealth missions” in the SGM, the available tactical formations can be conditionally divided into 2 “poles”:

- pure "camping", with the shooting of enemies from an ambush from the maximum range;
- assault actions - close combat on the spinal.
Accordingly, 2 types of weapons are used:
- sniper (high-precision, with optics) for shooting from a long distance;
- assault (with high DPS (Damage per second, inflicted damage per second)).

The optimal tactic, as a rule, "lies approximately in the middle":
- first take out everything available from afar, preferably with headshots,
- then half the carcasses,
- save
- after that, storm the remaining opponents.
This sequence is determined by the features of the game, and, in particular, the work of the Corpse Cleaner. To get all the loot, he "calls" the players to fight "in the same breath", without reloading.

In accordance with the chosen tactics, weapons are selected at each stage of the game.

A few words about the basics of a well-aimed shot in the game.
Each barrel has its own "Accuracy" characteristic. But the final "accuracy" of a single shot is made up of three parameters: "subjective" ("Convenience" - "spreading of the cross" of the sight) and "objective" - ​​the actual "Accuracy" + the effect of weapon wear.
The type of ammo seems to only affect the transfer of the aiming point for long-range and ultra-long range shooting.

The following trunks are available at the start:
1. AK-74.
2. L85.
3. AN-94 "Abakan".
4. L-300 (there is a security guard at the Northern checkpoint on Cordon, you can "achieve" his death from monsters, and, in principle, get it).
5. Shotguns.
6. Shotguns, shotguns.
7. Submachine guns (MP-5 and, similar to it, AKSU).
8. Pistols.

Not a single barrel is suitable for the role of a sniper weapon at the very beginning of the game ... Only the Tula side flint, a bullet, provides decent accuracy. But the range of the shot is absolutely insufficient.

Pistols - machine guns (in spite of them, we also include AKSU) do not have any advantages compared to other types of weapons. Some flaws... ;-)

Shotguns (TOZ, Chaser) are not bad against monsters, quite comparable to the AK-74. The sawn-off shotgun perfectly headshots single bandits in super-close combat indoors and “from around the corner”

Pistols at the start should only be used as an alternative against monsters, for shooting quests from a long distance, for example. There are a lot of cartridges for them, and the accuracy of some models is quite satisfactory.

At the very beginning, you can, perhaps, use the L85 - because of the built-in optics, shooting single shots. Against the "blind" bandits on Cordon, this is quite enough. And then the result will have to be achieved with a large number of shots, and NATO 5.56 × 45 is still very small.
Upon receipt of PSO-1 for AK-74, if not earlier, L85 weighing 5 kg is thrown into the trash with pleasure.

With all the “wealth of choice”, there is still no alternative to the AK-74:
1. Until the possibility of repair appears, replacing the AK-74 with a "new" one is the least problematic.
2. Cartridge 5.45 × 39 - the most affordable and common.
3. High DPS.

Yes, before the advent of the SVD "Lynx" AK-74 will be "And the Swiss, and the reaper, and the player on the pipe."

AN-94 "Abakan" in SGM 2.2. turns out to be completely useless.
AN-94 M2 (+50% Accuracy) becomes available too late (on Zaton, the Lynx is already on the way or in the backpack), and the simple Abakan is noticeably inferior in Accuracy to the AK-74 M1 + mf in Accuracy from the first line in Yermak.
The fact is that the modernization bases for the AK-74 and AN-94 are different, and with all the desire to modify the AN-94 to Accuracy, Yermak will not succeed.
Yermak can still modify the L85 to Tier-3 Accuracy, but the result will still be much worse than for the AK-74.

Thus, on Cordon and Swamps we use the AK-74 (M1 in "Rate of fire"), upgraded by Yermak, both as a sniper and as an assault weapon.

An optical sight for VD assault rifles can be found with a fairly high degree of probability when checking "renewable chests" back on Kordon, and even 100% - in a box on a tower near the Fisherman's Farm (Swamp).

On the very first day at Zaton, we will get the "Lynx", but for now it should be used only in especially important cases, since there are few cartridges for it. Only Alpha-3 has them (x15 reward for the head of the majors), a maximum of 20 pieces per group.
It's not bad to get hold of 7.62×53 cartridges for SVD on Cordon, when checking chests in search of optics. A certain amount (30 pieces) is on Zaton, in caches.

So in "ordinary" battles, you still have to use the AK-74 as a "sniper" for the time being.

Another conversation is that with the correct construction of the passage of "sniper" battles on the first day on Zaton there will be practically no.
Prior to receiving the "Lynx" from serious battles, it is assumed:
- removal of zombies at the Sawmill (performed in the house, "from around the corner");
- taking out hires to the SPO (Waste Processing Station) according to the Owl quest, also - indoors, "from around the corner";
- taking out hires at the Substation according to Chapai's quest - in the house, "from around the corner".
In all these cases (and I don’t advise taking the Tesak quest: it’s buggy, noticeably slows down the passage, adding unnecessary fuss with the transitions “Skadovsk” - Yanov, but for me it also “breaks” roleplay :-)) exceptional “assault” characteristics AK-74 (due to the highest rate of fire in SGM 2.2) will be in full demand.

And only on Jupiter, the AK-74 will be replaced by the SGI-5K Strelka.
The best "honest" trunk in SGM 2.2.

dry residue.

I recommend the following "honest" range of weapons:
- AK-74 (Cordon).
- AK-74 M1 ("Rate of fire"), captured, from the Northern checkpoint or from Mohammed (head of the ATP assault group) repaired by Yermak (Kordon).
- AK-74 M1 ("Rate of fire"), modified on the first line by Yermak (Kordon).
- AK-74 M1 ("Rate of fire") mf Yermak + PSO-1 (Cordon - Swamps - Zaton (1st day)).
- AK-74 M1 ("Rate of fire") mf Yermak with PSO-1, possibly with a tier-1 upgrade at Cardan + SVD "Lynx" (Zaton). *
- SGI-5K Arrow with optics x4 + SVD "Lynx" (Jupiter).
- SGI-5K Strelka (mf) + SVD "Lynx", mf "in full" (until the end of the game).

___
*- if you do not buy the imbalanced gun "Storm" from Shustroy.

You can solve almost all your problems for further passage through weapons on Skadovsk, if you immediately buy OTs-14M Storm from Shustrik - simply the best SHV ​​in the game.
But this, in my opinion, is “cheating” and a bummer of balance. Storm is TOO good to be true.

Even from the original, I would like to see an alternative "line" of snipers - under 9 × 39 cartridges (I analyzed this option in other materials).
Unfortunately, the line turns out to be unbalanced: Vintorez's damage is too low - only 55, (if you do not use alternative ammunition "Dum-dum", and it's a disaster with them at the start...).

Yes, there will be a lot of SP 9 × 39 cartridges on Zaton - if you know the place.
But there are several nuances:

1. Damage with standard ammo is poor for a sniper (only 55, i.e. it’s far from always possible to one-shot when hit in the head), and even the high rate of fire of the Vintorez does not compensate for this shortcoming.
For "sniping" is required first of all against a well-armored Alpha, whose fighters even "Lynx" with its damage of 130 does not lay down when hit in the head in 100% of cases.
And with more "soft" targets, it is quite possible to deal with a camper from an assault weapon (AK-74, SGI-5k - with optics). Let me remind you that even an AK-74 with Tactics (we get it on Zaton for the very first quest) does 51...52 damage, although with less armor-piercing standard ammunition.
Try to work out a headshot with the Vintorez on a mined recruit carcass in an exoskeleton and a Sphere helmet, and you will understand what I mean...
And "Lynx"... The popular proverb of spinal cords: "One shot - one kill, not luck - just skill" can be supplemented with one more line. "My gun - my FUN!". ;-)

2. Shooting at a moving target, in comparison with the "Lynx" / SVD, turns into a real torment: the speed of the Vintorez bullet is low, subsonic "by definition":
- for VSS Vintorez ...... ~290/350 m/s (in real life / in game);
- against SVD "Lynx" .......... 830/900 m / s
We have to take a large lead for VSS Vintorez, which requires a “successful” forecast of the target’s trajectory and taking into account additional parameters when firing. This does not contribute to the effectiveness of shooting.

3. Three times “ha-ha”, but the basic accuracy of the Vintorez without an upgrade and the AK-74 with an upgrade to Yermak’s Accuracy is quite comparable.

4. As the name implies, "Vintorez" - "Special Sniper Rifle", that is, designed to solve SPECIAL tasks, namely, silent elimination of the enemy at short and medium distances.
It has already been mentioned above: there are no “stealth missions” in the game (and as we would like ...).

5. The "honest" way to get "VSS Vintorez" (it is lying on the ground, opposite the passage between the cars to the transition point to the Center of the Zone) will bring you a rifle killed in the trash, the repair of which will cost a pretty penny: about 20 thousand ...
And in the cache at the Zatonovsky Burnt Farm "Vintorez" is no more...

To summarize: this SPECIAL (even HIGHLY SPECIAL) rifle is not designed to solve the problems that the major will face.
It's a pity...

Rejected for other reasons quest Vintar Gromoboy. Yes, the barrel is amazingly good, but...
The first reason is unique ammunition, which cannot be collected at the start of more than three dozen. At this stage, there are cartridges for the barrel only in the SGM - caches, and they are in 2.2. decreased noticeably. In free sale, ammunition appears late and still in extremely limited quantities.
This means that the rate of fire of Vintar will be unclaimed. We will only fight alone.
The second reason is the weight (9+ kg), which means we will “lack” at the start by 3 trunks for each run.
The barrel is certainly good - but at the end of the game. In the beginning - the middle it is practically useless.
The barrel is so good that it is quite comparable with the SVD "Lynx" ... :-)
Yes, there are situations when it will be better than the "Lynx" (Pseudo-giants and, to some extent, Chimeras), but carrying such a burden with you (and upset Thunderbolt) ...
No.

An alternative to SGI-5k Strelka can be "Storm" or "FN 2k".

OTs14 "Thunderstorm" is not even considered, because as a ShV-"workhorse" it is of little use: high damage does not compensate for a too small store. Yes, plus quite a "rare" ammunition.
I already mentioned about the imba - OTs14M "Storm", about the FN F2000 I will say now.

FN F2000 has two nice features: very good fight(high base Accuracy) and a voluminous magazine, but it fits well into the balance of the weapon. And all this with a good rate of fire + higher bullet speed than the SGI-550.
With a slightly lower power than the SGI-2k Strelka, equal to the power of the standard SGI, the FN F2000 will be preferable, perhaps, only in situations where you have to work out on especially tenacious or especially numerous targets. That is, in situations requiring prolonged continuous fire, when one, albeit increased, SGI 5k Strelka (or Storm) magazine is not enough, and reloading is required to destroy the target (which dramatically reduces the final DPS).
These cases are extremely rare in the game (we bring down the Half-giant with bullets ... or we perform the "meat" quest on Noah's barge ").
In all other situations, the FN F2000 has no special advantages over the same "standard" SGI-550, and the SGI-5k Strelka, in the end, is somewhat inferior.
Another "disadvantage" of the FN F2000 is the inaccessible "Tactics". Unlike "Tactics" for the SGI, which is already available through Uncle Yar's quest, "Tactics" for the FN F2000 will have to wait until Pripyat itself.

And the last thing about the "model range".
As already mentioned in other materials, the use of an underbarrel grenade launcher is not very rational. Therefore, the presence of a built-in grenade launcher only reduces the total "usefulness" of the weapon: "grenade launcher" = excess weight.
But, if you have a “multi-button” mouse with the ability to bind keyboard macros to certain buttons, and you are absolutely sure that you will not hit friendly NPCs with fragments of underbarrel grenades, then why not? ..
In general terms ... Games with grenade launchers are not worth the candle, in my opinion. To solve the "tasks for the grenade launcher" in 99% of cases, ordinary grenades will be enough.


5. Armor

5.0
"Lineup" pre-a-porter:
- basic stalker;
- light armor Mercenaries (in the tunnel under the embankment) - Cordon / Swamps / Zaton, gas mask - optional;
- SS-99 / SS-99M in the Bunker from the merchant of Scientists for 50/125k - you will need an insulating suit to go to Pripyat (although you can go there even naked: the gas is "heavy", and if you go on horseback, then ordinary pills / first-aid kits enough "for the eyes" ... But "they won't let you in") - Jupiter;
- or "Seva", as "a simplified version of the SS-99" - if you really want to, but in the SS-99M you can fight much more successfully;
- Svobodovsky Exoskeleton from the Merchant on Yanov for 250+k and a rating of 560 + Sphere Helmet from the Hawaiian;
- Monolith exoskeleton (optional).
Options are possible, of course. Some successfully find the Mercenaries' exoskeleton, although it does not provide enough protection from anomalous influences.

5.1
The more containers for artifacts in the costumes, the better.
The rest is very secondary.

5.1.1
The optimal suit for combat and freeplay is the Monolith exoskeleton. With "Basilisk" we have a cap on almost all defense parameters (including secondary damage: heat, psi, toxic, etc.).

5.1.2
Rassvetovsky will provide the maximum carry weight.

5.1.3
Maximum protection against bullets - Military.
But. Since there are no problems with modernization, the Rassvetovsky and Military exoskeletons are suboptimal: the Military goes into armor overcap too far (and there are simply no situations in which there is a chance to make it SO THAT, so that, due to wear, it becomes relevant, there is simply no) and has few containers.
Rassvetovsky... Again, there are no such situations in which the "Eye" + "Fish MF" in a five-slot jumpsuit did not provide the required carrying capacity. There it goes under 350 kg ...

5.2
For my taste, using exes at an early stage is very expensive for repairs, the price is high (=> the upgrade of trunks / suits will “move away” in terms of money), plus exoskeletons do not provide normal protection against anomalous effects (you can carry two sets of equipment with Golden Fish : for anomalies and for skirmishes).

5.3
The priority of armor upgrades is the installation of additional containers for artifacts.
Then - physical protection (bullet resistance, impact damping), then everything else according to the situation.


6. About the use of artifacts in the Zone

6.1
There is not the slightest point in selling Shapoklyak to a questgiver. They will pay mere pennies, and the artifact is very useful: it heals (+2) and gives weight (+8). In the beginning, for two-slot suits, and even on Zaton / Jupiter, it will be very relevant. Too bad it won't upgrade.

6.2
Similarly - "Heart of the Oasis". Very useful for 3-slot suits, complete with Coil and Shapoklyak. And for "eternal satiety" it will be usable to the very end. By the way, when "undressing" the major in freeplay, it does not disappear.

6.3
In general, each situation has its own set of artifacts. But there are also general rules. Moreover, on the Cordon / Swamp they are alone (high radiation), and on the base locations of the ZP - others.

6.4
There are a lot of "Medusas" on Cordon. And you will find in hiding places, and you will melt from corpses. Carry two in containers at once: the radiation around is strong. In battle or after it, it is better to replace one Medusa with Shapoklyak. So we'll take more. Do not forget that for some time you can run "glowing" (with incomplete neutralization of radiation), and drink "Antiradines".

6.5
On Jupiter: we take 1 Bubble, “selection”, ugh, mf it to “-9” to radiation (according to the first type).
This will give us 4 payload windows. Before the appearance of 5 slots (i.e., a full mf suit), the “Bubble” is not particularly relevant, 2 Twists with mf for different types will suffice.

6.6
When compiling a “bouquet”, we take into account that it is not always possible to believe what is written: “-9” Radiation, for example, comes out rounded, and by stuffing exactly “+9” into the cells, we will glow a little. A trifle, but they will not be allowed to sleep.

6.7
For normal conditions of survival in the Zone, we use a set of MF in Recovery (type 3) artifacts "Kolobok" (they are more profitable than "Fireflies": with almost equal regeneration, we have +2 radiation (instead of +3)) + "Heart of the Oasis" + " Shapoklyak. Or "Basilisk" mf in Recovery (according to the 3rd type) in freeplay.
"Firefly" comes out practically unclaimed and is only subject to sale.

6.8
In the event of a clash, it is possible to replace part of the "Kolobkov" with "Kevlar plates" or "Monolith" (if you received it), to bring bullet resistance to the maximum on insufficiently well-protected suits.

6.9
When collecting loot, we replace, as necessary, part of the Koloboks with Goldfish or Gravy. “Weight” artifacts, of course, are modified to weight (+10 kg), if possible.

6.11
"Dragon's eye" mf according to the first type, into "radiation". For the rest gives a penny increase by the time the artifact is received, and +6 radioactivity is a tin. But by the time the Eye is received, it is already somewhat irrelevant.

6.12
All artifacts have their own "anomaly type". There are only three types, as well as "Specialists in selection".
That is, each "scientist" modifies only its own type:
- on "Skadovsk" - type 1 (only "Crank" is interesting);
- on Yanov - type 2 ("Gravy")
- in the bunker - type 3 ("Rybka", "Kolobok").
Quest arts (both in the main game and in freeplay) are not subject to “selection”.

6.13
To penetrate acidic or thermal anomalies, we carry with us 1...3 artifacts (2 are enough, in fact) with protection from chemical or thermal influences (“Piece of Meat”, “Fireball”).

6.14
Protection against electricity makes no sense: in 99.9% of situations it is possible not to fall under electrical influence. There are few exceptions: get a teleporter at the outlet of the pipeline in Zaton near Skadovsk, pick up the Gnome's stash in the tunnel (you can't go through it purely in principle there). But these cases can be solved without additional. artifact protection.

6.15
Psi-protection is also practically irrelevant. Serious psi-impact occurs in only two ... three situations ("Scar", the first quest of scientists, the Hire quest on the "Jupiter"), which is solved either by using the "Stone Flower", or without it - through a psi-blocker. And in Pripyat you can already use "Brain". Although against the "New Controllers" and he helps relatively.

6.16
Radiation protection is implemented by temporarily freeing some of the containers from artifacts. There is no Basilisk yet with its +100 Radiation Defense.

6.17
Before finding the “Bubble”, you can also use “Cranks”: in three-slot overalls, but in five-slot “Cranks” are suboptimal.
Not a bad solution: 2 "Twists" thrown in different types: one - in weight, the other - in radiation.

6.18
One "Twist" is now 100% in the Snag's case.

6.19
"Medusa" from the cave at the Refueling (in the wall above the anomaly, jump from a running start, from the dome) in a light protection "on the forehead" can not be reached - do not go through the "meat grinder", because there is no place in front of it and it will have to be overcome from the jump . However, the cave with the "Medusa" has a "U" shape and you need to jump into the right entrance. Then art is taken without difficulty.

6.20
The caves under the Farm are also an option, there is almost certainly a "Crank" there, but with the initial detector (without at least the "Bear"), it's better not to go there (if you haven't "mastered" the caves in previous passages), "Crank" is the simplest detector "does not see". In addition, art is detected at an unattainable height, but you can shoot at it - it will go down.

6.21
Without a doubt, it is possible to make super-optimal combinations of artifacts for each specific case, but is there any sense in this ... The "standard schemes" described above are simple, accessible and easy to use.

6.22.
Immediately after the appearance on Yanov, do not forget to take the quest to rescue the hostage - and get the "Golden Fish". The quest can be completed much later - and "Rybka" will already be working with might and main.


7. Tactics

7.1
A feature of SGM is the presence of the so-called. "Tacticians", which, after reading, increase the damage from a certain type of weapon. You can only get them by completing quests. It is impossible to sell, only "use".

7.2
"Tactics", along with other rewards, are issued for quests at locations:
- protozoa (pistols, PP, AK-74, AKSU, AN-94, L85, L-300) - Zaton;
- advanced (SiG-550, OTs-14, NK G36, SVU, Bulldog, Avalanche, Vintorez, etc.) - Jupiter;
- the most delicious (SVD, FN-2000, RP-74, etc.) - Pripyat.

7.3
“Tactics” makes sense to “knock out” through F9 only on assault weapons (ShV, machine guns and machine guns). Moreover, the more sense, the higher the rate of fire.
Tactics for sniper weapons, with its already solid damage and low rate of fire, are practically (99%) devoid of at least some sense.

7.4
The first tactic (+10 to Damage) until 12.03 (and a fix from this date) was received from Beard for the quest "The Steering Wheel".
The train has left: now the Beard for the "Helm" gives only bablos ...

7.5
"Tactics" for weapons from tier-1 (the simplest: pistols, PP, primitive ShV) will be available when you turn in the quest to Spartak for Shevchenko. Across F9 I suggest taking the AK-74, the choice is not rich.
Another "Tactics" can be obtained from Owl, for Leon's walkie-talkie.
The next one is for the quest to undermine Kanevsky.
Gives the quest Avenger (Rank after the Swamps / Cordon is more than sufficient), and a piece of paper - Kanevsky himself before his death.

7.6
"Tactics" for decent tier-2 barrels (SiG, OTs-14, etc.) can be obtained from Uncle Yar, through F9. Not earlier.

7.7
"Tactics" from shooting range-3 (SVD, RPK, F2000, etc.) can be obtained in Pripyat, when examining the antenna in the "Books" store, before the video with the report to Kovalsky. Moreover, before the video, this fact is not always prescribed (obtaining "Tactics" "out of nowhere"). The documents just end up in inventory.
Another option is to turn in Leon's case, along with a reward from the Monolith merchant.

7.8
"Tactics" "work" on unique trunks:
- for SiG 5k Strelka you need "Tactics" on SiG 550;
- for "Lynx" - on SVD;
- for Vintar Gromoboy - on VSS "Vintorez";
- for "Storm" - on OTs-14;
etc.

Sending to Markovich

Gives out: Zaton, Petka Razmandyai

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

Talk to Makovetsky

Issuer: Skadovsk, Markovich

Condition: parcel delivered

Description: go under the stairs, talk to Makovetsky

Unknown Artifact

Issuer: Skadovsk, Makovetsky

Description: get to the Sawmill and pick up an artifact from the backpack in the anomaly. Zombies live at the Sawmill - a good chance to raise your rank and get hold of swag. We bring down everyone, we take trophies. We return to Skadovsk, give the art to Makovetsky and talk about helicopters. We learn that the surviving pilot went to Yanov.

Gimbal tools

Issued by: Skadovsk, mechanic Kardan

Description: Tool tips can be bought from Owl. We bring tools to Cardan and carry out repairs and modifications at a discount.

Journey to Jupiter

Gives out: Skadovsk, Makovetsky, Boroda

Condition: Artifact brought

Description: We pay 3000 rubles to the Pilot and go to Yanov. We speak with Azot.

Radio components for Azot

Issued by: Yanov, Azot

Description: We go to the cement plant. We climb the stairs to the water tower that stands next to the building, then to the roof of the building, through the hatch we penetrate to the top floor. Now I will describe in order where something lies, since there are a lot of materials there.

Top floor: Transistor box, coil of copper wire,

Third floor: Textolite base 2 pieces, a can of rosin.

Second floor: Capacitor packaging, coil of copper wire.

Ground floor: Textolite base, rosin can.


Reward: Repairs and modifications at cost


Nitrogen Tools


Issued by: Yanov, mechanic Azot

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


Hostage


Description: Stalkers Mityai and Medved were attacked by bandits, but they fought back and dispersed peacefully. Mityai decided that the incident was over and inadvertently got out of Yanov alone. Bandits were already waiting for him in ambush. Now Mityaya's comrades, Medved and Torba, are puzzling over how to rescue a friend from captivity.


Quest Giver: Yanov, the Bear


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


Passage: We approach the stalker in the exoskeleton (Bear) at Yanov station. He tells us about the grief that happened to Mitya. The Bear himself believes that it is necessary to assemble a detachment of stalkers and rush to the base of the bandits. According to Torba, it is worth giving the gopniks a ransom in the form of an artifact Goldfish. The noble Degtyarev can also offer his help and go himself to deal with the bandits. Consider a peaceful option with the return of ransom. The Bear himself does not want to go, as he fears that the bandits will break the price. Therefore, he invites us to go to the marauders. Gives us an artifact and sends us on our way. We head to the Container Dump. At the entrance we are met by a security guard. We explain to him that we need to talk with the leader about the prisoner and get a pass. We find the leader and talk with him. There is a choice to give him an artifact or 15000. Of course, a goldfish is not worth that kind of money, so it's better to give it away. The leader is satisfied, Mityai is released. Together with him, you follow the labyrinth of containers and suddenly stumble upon a bandit. He, of course, is dissatisfied with Shishak, he gave money, but we have a fist? You can solve everything quietly and peacefully and pay off the gopnik. He takes only 2900. You can be rude to him, but then you can’t avoid a bump or a break in prices. We go further and talk with Mitya. There is a choice: go with him to Yanov, or get there yourself. Once on Yanov, we approach the Bear, who is now a friend, like Torba. He thanks us, gives us an award, and henceforth respectfully calls the master. Quest completed.


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

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


Survivor pilot


Issued by: Yanov, Azot

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


Artifacts for Garik


Issued by: Scientists Bunker, Garik

Description: find the artifacts "Chunk of Meat" and "Gingerbread Man" for Garik. You can take it in the anomalies FLASH (Chunk of meat) and at the top of the anomaly SOSNODUB (Gingerbread Man).


Meet with contact


Issues: stalker at the door of Skadovsk

Condition: first crossing from Yanov to Zaton

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


Skat 2 Investigate the helicopter crash site


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

Passage: To the very edge of the map to the South-West, right near the Iron Forest anomaly. A poltergeist flies near our target, so we move slowly, as it reacts to the movements of the GG. We kill the poltergeist and we can search the Helicopter. Another screensaver on the engine, in which Degtyarev (GG), discovers that the crew of this helicopter died in the air, but on-board computer managed to find maps of the area between Zaton and Jupiter.

Tips: We search the nearby corpses of the military, collect cartridges, etc. If a poltergeist has noticed you, he will throw objects, hide behind corners and various shelters.


Area Maps: Find Stakeholders


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

Issue conditions:Skat-23 helicopter found and inspected

Reward: Discount for moving between locations


Passage: We go to the bulk carrier Skadovsk, we speak with a stalker named Pilot, we offer him to take cards. He copies them to his PDA. Now we know that there is a short way between the Yanov station and Skadovsk. We gave away maps of the area and got the possibility of a cheap transition between locations.


SBU cache


Issued by: contact in the anomaly "Iron Forest"

Reward: Mercenary jumpsuit, data stick, etc.


Description: we go to the plateau, there we have to fight with the pseudo-giant, so arm yourself accordingly. We take things from the cache.


Tip: First, do not rush to activate the flash drive, it is better to do it near the Jupiter plant at the appropriate location. And secondly - do not sell the mercenary overalls, it will still be useful for completing the task recorded on the USB flash drive and for joining the mercenaries


Save Petrukha


Description: after inspecting the cache, we move to Skadovsk, near the anomaly we see two stalkers, one of which fell into the anomaly, we give him a first-aid kit and as a reward we get an artifact and friendship.

He can also give the Bear detector


Strange glow on Dredger


Description: A particularly strange glow has been noticed on the dredge. Beard asks to find its source.

Quest issues: Skadovsk, Beard


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


Passage: We go to the Dredger, inside of which, you can see a pleasant bluish glow. We climb onto the ship, carefully, so as not to get into anomalies, go around the board to the stern, climb the stairs inside, go to the control cabin, where instead of the usual steering wheel there is a luminous artifact Changed Steering Wheel. After that, we leave, but then we are met by a stalker. He says that in order to cure his friend, he needs rare artifact. We can give the Changed Steering Wheel to the stalker, or we can take it to Beard. It makes little sense to leave yourself, since this artifact only gives an increase in radiation. If we give it back, then following the deceiver, we will see that in fact he will go and just sell the artifact to Beard. Therefore, we leave the artifact to ourselves, but the stalker will obviously not like this situation, so his three friends will be waiting for us in ambush. We kill everyone and go to Beard to hand over the quest.


In Search of the Magpie Retribution


Description: Find the traitor


Reward: 1000 + Achievement messenger for justice.


Passage: A stalker named Magpie framed a group of Gonta under the attack of a chimera. They ask to find the bastard. But even if you ask every stalker you meet, they will not give you the answer you need. In order to find Soroka, you need to go to the Jupiter location, namely to the quarry, find a wounded stalker Sliver there, offer him help, and when he dies, we automatically get the task to avenge Sliver. We go to Yanov, and we hear a new bike from Svoboda Flint, this time about how he got the artifact in the quarry. We speak with him, it emerges from the conversation that it was he who framed Sliver and Gonta's team. Now you need to go to Zaton to report the situation to the customer. But before that, let's go to Loki in order to tell about Magpie. As a result, we get the achievement Messenger for Justice


Slope 5 Investigate the crash site


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

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


Capercaillie and the disappearance of stalkers


Description: Capercaillie asked for help in search of the missing hunter. The hunter had to find the lair of bloodsuckers. Judging by the available information, it is the bloodsuckers who are involved in all the recent disappearances of stalkers.

Quest issues: Zaton, Skadovsk, Glukhar

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

Passage:Before performing, you can go talk to Tremor, who examined the bodies of the dead, he will tell you some details. You can find it on the second floor of Skadovsk. After the conversation, we go to the Sosnodub Anomaly, where we need to find a stalker. Only a dead bloodsucker was found on the spot, and there were no traces of the Hunter Danila, but Capercaillie reports that he found something interesting and asks to join him.

We are heading to VNZ Krug. There, Capercaillie is waiting for us and reports that he saw the bloodsucker enter the building. The lair of bloodsuckers is supposedly located there. We follow the stalker, first we fight off two bloodsuckers in turn. After that, through the elevator shaft we go down to the basement. There are three corpses with traces from the claws of monsters, but Danila is not among them. Further, our companion opens the closed door, behind which a whole flock of monsters sleeps. The main thing here is not to make noise, move in a crouch or slow pace, and certainly not to hook the Sleeping Beauties, because then, a lethal outcome is guaranteed.

Even if you are in the best equipment and with best weapon I'm not sure you'll get out of there safely. If you didn’t wake anyone up, then you will get out through the tunnel to the surface near the swamp. We never found Danila, but Capercaillie has one idea, but for now we are offered to tell the people about the discovered lair of bloodsuckers. About a day later, the PDA receives a signal to meet with Glukhar, but he is not in Skadovsk, we approach Beard, he says that Glukhar left a message and we should meet at the port cranes. We arrive at the place, in the house nearby we find the corpse of Danila. We go into the room and find Tremor, who is standing over the corpse of the Capercaillie.

Tremor confesses that he killed all those stalkers. And here we can choose options:

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

2) And in the second case, the same thing, but we will also learn interesting information about him and his strange illness. (Perhaps not all conditions were met, and the option was not fully disclosed)

Tips: Search the corpse of Tremor and the safe in the room, he was a doctor in Skadovsk, there is a whole week's supply of medicines. Take the flash drive from the corpse of Capercaillie.


Lair of bloodsuckers


Description: Deal with the bloodsuckers who are rumored to be the cause of the latest deaths of stalkers.

Quest issues: Zaton, Capercaillie, Beard

Conditions of issue:Bloodsucker lair discovered


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

Passage: We found a lair of bloodsuckers, now we go to Beard on Skadovsk, to outline the situation. He says that the lair can be destroyed by connecting poison gas to the BHZ ventilation system.

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

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

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


Leon's case


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

Issued by: Zaton, the wounded Monolith Leon on the bridge


Fulfillment: Do not rush to Pripyat right away ... Put it in storage in your personal box until you assemble a team for a trip to Pripyat. Later, you can transfer the case to Yanov and leave it there for the time being. When we go to Pripyat, we take a case with us. (Continuation see in part 2)


Three comrades


Description: Drunk technician Cardan sadly recalls two of his comrades, with whom he once quarreled. We are invited to find the lost stalkers and apologize to them on behalf of Cardan.

Quest issues: Skadovsk, Cardan


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


Reward: Discounts at Cardan + Barge flash drive


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


Nimble Quest


Nimble takes orders for rare and expensive items. You can buy an exoskeleton from him for 60,000 rubles. In addition, you can order rare trunks from him, for example sniper rifle Lynx (modernized version of the SVD), FT-200M assault rifle, Otboynik, SVU2-A, Surf (modernized version of the Vintorez assault rifle), GP37, Karabiner (modernized version of the SPSA-14 shotgun), Storm (modernized version of the Grom-S14 assault rifle), Fraser ( modernized version of the Viper-5 assault rifle). After ordering, you need to wait one day, after which a message will appear that the order can be picked up.

Description: Nimble, who sits on the upper deck of Skadovsk, issues quests to search for weapons.


Quest issues: Skadovsk, Nimble


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


Walkthrough:

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

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

3) Find the captured Mossberg 590 Mk.L. It lies in a warehouse of containers on Jupiter.

4) Find the captured "Steyr AUG SS190". Lies in Pripyat


Reward: after completing 4 quests L96A1


Mercenary Camp


Description: Trader Sych promised to pay well for any data carrier found in the mercenary camp at the waste processing station. He is interested in the plans of the mercenaries.

Quest issues: Skadovsk, Sych


Passage: We leave for the waste processing station in the south of Zaton. I advise you to take more first-aid kits and cartridges.

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


Therefore, I advise you to use the same tactics to move a lot and not go for a break. It is better to go around the building from the back entrance, and there already deal with the enemies. After all the mercenaries are dead, we remove the PDA from the two main mercenaries, and also pick up the laptop on the second floor and carry all this stuff to the Sych.


Food for Mercenaries


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

Quest issues: Zaton, mercenary Cleaver


Reward: unobstructed access to the territory of the workshops


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

Or 6 cans


Skat 33 Investigate the crash site


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

Reward: Lieutenant Smolyak's flash drive


Passage: You can’t just go to the third helicopter, so we’ll go to Stalker Noah, who lives in his ark, just south of the port cranes. In his ship, he keeps a tamed dog Lassie. We speak with him, ask about helicopters and agree that he will lead us to the Plateau. We appear on a burned-out farm, there are a lot of Zharka anomalies around, we follow which road Noah goes, then we follow him. Don't forget the bolts! We reach the edge, push off and jump into the Teleport. (Attention, accelerate well, otherwise you will have to jump again). We teleport near the Circus anomaly, and go to the Plateau. There is a snork lair near the target, so it's best to destroy them first before they do it to us). In the cave, from the corpse of Lieutenant Smolyak, we pick up a flash drive with his swag. After that, we go to inspect the Skat-3 helicopter. We get information that both engines failed in flight, and in the on-board computer we find a map with marks of evacuation points B23, B283, B2053.


Evacuation locations: Check point B23


Description: One of the helicopters found on the map had evacuation points marked. You should check to see if the military has appeared there.

Issue conditions: Skat-3 inspected


Passage: We return to Skadovsk, we speak with Beard, who refutes the information about the appearance of the military here.


Snag


Inaccessible cache


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

Quest issues: Skadovsk, Koryaga


Reward: Choice


Passage: We go to the gas station, next to which there is a fault in the ground. Take plenty of ammo and first aid kits with you, as you will have to fight off the monsters. We approach the fault, along the ledges in the ground, carefully descend to Zaporozhets and get what the customer needs. Now let's go upstairs. The main thing here is not to get lost (look at the map) and repel the attacks of sharply jumping snorks in time. If you want more adrenaline, then go through the quest at night, although you can hardly see anything underground anyway, you need to use a flashlight.

We come to the stalker to give the steel box, and then the first pleasant surprise awaits us: he fraternally invites us to choose from what is in the box. Handicap, Medical Kit, Improved AKM/2U, Soul artifact, Army Steel Helmet. You can choose a few not very valuable things, or you can be patient and take your helmet. Well, here's how you want.

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


Snag


Description: After ordering any barrel from Shustroy and at the next visit to Skadovsk, at the entrance to the table on the right, Koryaga will stick to you with a demand to give allegedly his gun.

Reward: bandit leader flash drive, return of their belongings, driftwood flash drive (optional)


Passage: We go to Shustrom, he will say that that stalker is driving, so they say tell him, we go down and that the trace is cold. The beard will say that the person he is looking for has left, a mark will appear on the map where he went, there we will be met by bandits who will demand money or things. It's best to kill everyone. We go to Yanov and meet Koryaga there, he tries to get away, it seems like he has nothing to do with it. After spending a few nights in Yanov, you will see that everything that you kept in your chest is gone, and although St. John's Wort sticks around around the clock, he will say that he did not see anything who stole the things. I saw a local doctor, he will send to the Zulu, the Zulu will indicate the place where to look for the thief. On the spot we will find an aggressive bandit and our half-dead thief. We shoot a bandit, take a PDA from a corpse, which can then be sold, give a half-dead first-aid kit, torture where our junk is, he admits that he hid it right next to it in the sewer. If you shoot Koryaga, you can pick up his flash drive with swag.


Kill the chimera


Description: Kill a wounded chimera.

Quest issues: Skadovsk, Gonta


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


Passage: At three o'clock in the morning we meet with Gonta in a bar on Skadovsk and move forward into the emerald. Here you need to quietly approach and quickly fill it up. After successful completion, we approach Gonta, and then we hand over the task to St. John's wort.


Sending to Kanevsky


Description: In Skadovsk, the stalker Avenger is sitting in the sleeping quarters, asking him to deliver a parcel with fireworks to debtor Kanevsky.

Quest Giver: Skadovsk, Avenger


Reward: Kanevsky flash drive


Passage: We take the parcel (which, well, looks like explosives) and carry it to its destination. After giving the parcel, immediately run back and hide behind the stones, and after the explosion, return and take the flash drive and trophies


Bandit Quests


Introduction: To join, you need a GG rank of at least 65, we go to the bandit base forestry, pay 4500 for the entrance, we approach Chapay (in no case do not look into the box under the shelving, the bandits will become enemies), we take the quest - trust (bring a nominal trunk). We go to the shops of the substation. It is advisable to bring food to the mercenaries after completing the quest, as the passage to the substation workshops will be free. We go to the base, we go to the containers, 3 mercenaries are sitting there, we put a mine, we go into the house with the Jackal, we undermine the charge, we bring down the Jackal and the bodyguard, we get up in the doorway, we shoot the Matrosovs who go into the front, then we go in from the rear and bring down the grenade launchers. We pick up the barrel from the carcass of the Jackal, collect swag. We return to Chapa, we give the weapon - voila GG is enlisted in the group of bandits. I categorically do not advise those who like to sit on two chairs to take money from the Jackal, because they will ruin relations not only with mercenaries, but also with bandits.

Reward: Cleaver flash drive


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


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


Evacuation locations: Check point B2053


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

Passage: We are heading to the Volkhov air defense system at the Jupiter Surroundings location. There are a lot of zombies in that area, so it's better to take a shotgun or other effective weapon. We go into the building, in one of the rooms we find on the table a note from Sokolov with the content: An old sheet with a schedule of posts; four digits are visible on the bottom of it: "1421". Over the old records with a marker is written: “Lieutenant Sokolov V.I. In connection with the crash of the helicopter proceeded to the point of evacuation B205. Within two days, the evacuation did not take place, further stay at the point is associated with unjustified risk. I decided to leave the point and proceed to the mobile laboratory of the scientific expedition. The lab is located northeast of the extraction point." Chapai's binoculars are also on the table. We take him too. Code 1421 is still useful to us, we go down to the basement, to the closed door, enter the code. (although we don't actually need to enter the code). There will be a flock of jerboas downstairs, and a battle with Burrer will be in the big room. Try to dodge objects that he throws, and also hide behind large boxes. Then you go up the stairs and find yourself in a room closed from the inside with a small arsenal. The task is completed, it remains to search point B28.


Bring a flashlight


Description: The bandit merchant needs his flashlight, which he lost at the gas station.

Quest gives out: Zaton, Forestry, a merchant at the base of bandits


Walkthrough: Nothing complicated, let's go and bring


Sword Quests


Description: Help deal with a group of bandits on the territory of the forestry.

Quest Giver: Backwater, Sword


Passage: The sword stands near the merchant on Zaton and asks for help to deal with a group of bandits on the territory of the forestry. To do this, you need to meet with the Elbrus group near the port cranes and, together with them, carry out a sweep. We go to the port cranes, head the group and lead it to the forestry, where we carry out a sweep. The main task is to kill the leader of the bandits Chapai, the rest will be taken care of by Elbrus stalkers. After cleaning, we approach Edbrus - we speak, then to Skadovsk, we hand over the quest to the Sword, we receive a reward.


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

If during the shootout Edbrus is killed, we remove the flash drive from his corpse. If he survived, the flash drive can be taken later. When the “DEAL” quest is activated, Elbrus and his comrades go towards the anomaly on the plateau (where the SBU cache was), you can find him there and shoot him as a deserter, there will be no harm.


Attack on stalkers


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

Quest issues: Zaton, Sultan


Reward: Optional


Passage: We speak with the Sultan, we receive information, we speak with the Beard or not (see options), we speak with Brass Knuckles, we wait for midnight and go to T. Shevchenko's barge.

Options:

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

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


Deal at Forestry


Description: Meet the stalkers near the forestry, and help them stop the deal between the bandits and the arms dealer.

Quest gives out: Zaton, Beard

Issue conditions: Passed the quest to help the stalkers on the Shevchenko barge

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


Passage: We take the quest, we go to the forestry, we meet with free stalkers. We make our way quietly to the round building, eavesdrop on a conversation between the bandits and Dolgovets about the supply of weapons. We kill everyone, remove the PDA from the debtor Morgan in the exoskeleton. We speak with the chief, we receive a reward, for the main reward we go to the bartender.


If you don't do anything in the Hitting quest, then Owl will offer to go to the Deal quest on the side of the mercenaries hired by Morgan. After, on Yanov, he will meet again (in case of a successful reflection of the attack of stalkers and the elimination of bandits), there will be another quest that will end with his betrayal. I can't describe it better.

Tips: You can sell the PDA to Sych, but it’s better to take it not to Yanov and give it to the leader of the debt Shulga or the leader of freedom Loki (optional).

After completing the Sword quest, you can lay a mine in the middle of the hangar + a couple of barrels of fuel and, after an overheard conversation, blow it all up. Minus - nothing will be counted in the rank.


Cardan's birthday


Description: It's Cardan's birthday and you need to find a present.

Quest issues: Zaton, Beard, Zhuliabsky

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

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


Wave of mutants


Description: Noah sent a message asking for help.

Quest gives out: Zaton, Beard


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

After taking up a firing position on the deck on the bow of the barge, the first wave of mutants comes, consisting of blind dogs, flesh and wild boars. If the door to Noah is closed, then it is necessary to protect the stalkers who are at the hole, which is closer to the bow on the port side, the mutants will not get to Noah, and they can kill David. After shooting all the mutants, a message arrives that the controller has been spotted at the port cranes. We remove it from a sniper rifle or go to hand-to-hand combat with a knife. We kill, everything is repulsed. If there are repair kits, we patched up weapons and armor, we put explosives so that they don’t accidentally hit our own, somewhere in front of the barge in an open area and we are waiting for the second wave of mutants, which consists of blind dogs, flesh, wild boars, pseudo-dogs, snorks and one chimera. We cover David again and look so that the door to Noah is closed. Having killed all the creatures, a message comes in about the controller in the Shevchenko area (until we kill the controller of the next wave), we go there, we bring down the controller, the second wave is repulsed. Reloading, repairs, explosives, the third wave again, all mutants plus bloodsuckers, two chimeras. We bring down everyone. A message about the controller at the containers, by the way, you can immediately install explosives there, if not, we go up the hill there are also burers, we bring down everyone, the whole quest is completed. We collect the reward


tempting business Three detectors


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

Quest issues: Zaton, Sych


Conditions of issue: Completed the quests of the Sultan or Beard


Reward: Detector Svarog + optional


Passage: One Veles is given to us for the quest Lair of bloodsuckers, the other two can be bought from Sych or removed from corpses in Pripyat. After we got three detectors, we take them to Novikov in the camp of scientists at the Jupiter location and wait until Novikov hands over the goods to Sych through guides. When we come to him, he reports that Beard does not pay his share, and sends to talk to him. The bartender gives us a prototype of the Svarog detector, which is necessary to complete the quest for scientists. And he offers to demand his share from Sych. As you know, they do not get along with each other, so the information dealer offers to contact the Sultan to deal with the Beard. Here you need to make a choice to demand your share now or go to the Sultan. If we take the money now we get 1500, and if we go to the leader of the bandits, we get the Dark Business quest, with the ability to break the affairs of the Beard


Dark Business


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


Quest Giver: Sultan


Issue conditions: Tempting business completed, with the choice of the desired option.


Reward: 10000, cache coordinates + percentage of beard (800 per day) + 2 Svarog detectors


Passage: We learn for the Sultan about the last affairs of the Beard. At the moment, he has an order for a rare Compass artifact. You need to go to Noah and find out about the artifact in order to intercept it. That one’s roof went completely on the flood and he gives the artifact away just like that. Now we return to the Sultan, he says that you need to start working for the Beard and get the detectors that he distributes to his stalkers. We take a task from the Beard to extract an artifact, we wait until other stalkers also start looking for it. Next, we go to the marks, pick up the improved detectors (in what way, it's up to you), after which we go to the Sultan and report on the successfully completed task. It remains only to make Beard work for the Sultan.


Compass


Description: There are always enough customers for a rare artifact. It should be found.

Quest Giver: Beard

Issue conditions: Completed the task Tempting Business

Reward: 10000, stash coordinates + achievement Your Boyfriend


Passage: "Compass": ask Noah where you can get an artifact. We go to the ark to the Crazy and his dog. He gives us the artifact, he doesn't even ask for money. We take the Compass to Beard and get a reward.

Tips: if after receiving the first "Compass" go out and move away after closing the door, turn to Noah again - you can get the second art (also for free).

And you can shoot Noah, pick up his PDA, artifacts and flash drive.


Skate 1


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


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


Wano Debts

Description: Vano asks to repay his debt in the amount of 5000 rubles. a group of bandits.

Quest Giver: Yanov, Vano


Reward: 5000 and friendship with Vano you will go with him to Pripyat

Passage: we approach Vano at the Yanov station, we take the quest. Let's go to the bandits. After talking with the guard of their leader, we approach him (the leader). The leader's name is Jack. We start a conversation. This subject brazenly demands, together with 5000, issued to us by Vano, another 2000 (supposedly interest). Depending on the toughness of our weapons, we can threaten this bandit. He will hastily say that, they say, he was joking and is ready to take it without interest. We give the money, go to Vano, talk, and behold, he is our friend.

If your armor and weapons are not too inspiring, give back with interest, and go back to Wano.

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

There is a fourth answer (besides it will be cheaper to shoot you, there was no agreement about interest, and here you go) - if you are a member of a group of bandits, an answer option appears: Chapay won’t like it, to which Knave answers Calm, brother! Why can't we two boys figure it out on our own? Tell Vano I wrote off the debt.


Tips: beware of grenades. Also, on the way to Yanov, look at the parking lot. There you can find the Moonlight artifact. You can sell it or put it on a belt. But next to the artifact is full of Electrum, be careful!


Nominal Vintar


Description: Find the named weapon of the stalker Gromoboy

Quest Giver: Yanov, water tower (to the right of the entrance), Gromoboy


Passage: the stalker Gromoboy has lost his nominal "Vintar" and asks to find him in Kopachi. We go with Uncle Yar to Kopachi. We eliminate the mercenaries and in the attic we take away from the corpse of the PDA, which we carry to Thunderbolt. After studying the PDA, Thunderboy asks to find his weapon in the territory of the cement plant. We go to the factory, examine 5 possible spawn points for weapons:

On the tower, from where the transition to the building, where the details for Azot. At the very top, where the original cache with a helmet is.

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

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

On the street next to the cistern on the grate of a broken ventilation box.

On the observation tower


Uncle Yar


Description: Help Uncle Yar deal with the mercenaries

Quest issues: Yanov, Uncle Yar


Reward: 6000 + cache coordinates


Passage: Uncle Yar leads us to the place, you only need to kill the mercenaries.

In the cockpit there is a hiding place with a Veles detector

In this mission, the zombies will not touch you, so don't touch them either, so that there are no unnecessary problems.


Camera


Quest issues: Yanov, Uncle Yar


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

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


Lair of bloodsuckers


Description: Destroy the swamp bloodsuckers

Quest Giver: St. John's Wort


Reward: 3000 + coordinates of three caches


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

Tip: Climb to the observation deck and take them out with a sniper


Jupiter 2 Burer


Description: Destroy the mutants north of the Jupiter plant

Quest Giver: St. John's Wort

Issue conditions: Destroyed swamp bloodsuckers

Reward: 5000 + coordinates of three caches


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


Night hunting for chimera


Description: Destroy the Chimera that killed the Fox

Quest Giver: St. John's Wort

Issue conditions: Completed the previous 2 quests

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

Passage: We are waiting for the night, we take more cartridges and more powerful weapons, and go to the ventilation complex. Chimera is one of the most dangerous mutants in the zone, so get ready.

Tips: It's much easier to hunt the Chimera with night vision. You can install a mine on the hatch, and climb to the top yourself, when a chimera appears, we blow it up and go for a reward.


Night snipers


Description: Destroy the bandits who rob stalkers at night

Quest Giver: Yanov, Trader Neon

Delivery terms: after 22.00 hours

Passage: After 22.00, approach Neon and get the task to destroy the bandits on the dredger. We go to the place and bring down everyone. You won’t be able to kill the last one right away, we approach him closer and he starts to run away. Quickly after him, he runs to the railway tunnel (you can cut across and overtake), if you couldn’t catch up with him and his accomplice in the tunnel. Let's go and collect the reward


Freedom Warehouse


Quest Giver: Yanov, Loki

Conditions of issue: bring Morgan's PDA to the leader of Freedom

Passage: After reviewing the data on Morgan's PDA, Loki gives the command to capture the warehouse near the dredger. You can go and help shoot Duty and take everything in the warehouse for yourself, but you will become an enemy of Duty.

What to do nothing we go in, take it and leave to figure it out ourselves


Release Hostage


Quest gives out: a flash drive from the SBU cache on Zaton

Reward: money bag

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

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

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

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

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

As soon as we clear the territory, we search the mercenaries, remove the PDA from the leader of the Black (do not try to sell him, like the suit: they will come in handy when joining the mercenaries). After that, we approach the hostage, speak and lead him to Yanov. On Yanov, he gives the coordinates for a meeting with a liaison SBU.


Meeting with the SBU contact


Quest Giver: Released Agent

Condition: completed the quest "Free the hostage"

Passage: after 20.00 we go to the helipad, go around the mines (you can use the GPS-explorer). We speak with a liaison and get the task to find Professor Tyagnibok in Pripyat.


Skat 4


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

Passage: We go into the factory building through the southern gate, through the underground corridors we get into the hall, with a destroyed roof. A crashed helicopter will be hard not to notice. We look around, but we don’t find anything particularly valuable.


Way to Pripyat


Description: The military were to gather at the evacuation point "B28", in Pripyat. We'll have to look for an opportunity to get there, you need to talk about it with the guide.

Quest Giver: Pilot

Issue conditions: The black box of the Skat-4 helicopter was found and decoded

Passage: The conductor does not know the road to Pripyat, and sends us for documents to the Jupiter plant. In the administrative building in a room on the third floor, we find a folder with an order. The documents found in the administrative shop speak of the evacuation of the production complex from the territory of the plant. Information about this should be sought in the laboratory building. There, on the third floor, there is a corridor-transition to another building, after it we turn left and find a notebook sheet on the shelf, which refers to a certain product No. 62. Judging by the record from the laboratory shop, the evacuation was supposed to be carried out by the delivery department. Need to check this place out. We leave the building and move further from the entrance. In the next building on the first floor there will be a sheet with the supplies of this very product. Now we go to the repair shop. We go around the main building and go through the southern gate, go down into small underground corridors and exit into the main building. There will be two Chernobyl dogs. On the table we find another document, which says that we need to go to the first department, where we find evidence that the underground path to Pripyat exists. In the shop of chemical compounds there should be information about the conservation of the underground overpass "Pripyat-1" with the help of some kind of gas. Therefore, we return the same way as we went to the repair shop. The entrance to the underground overpass is behind the transport lock. Need to check this place out. We collected all the documents, we go to Azot on Yanov, where he will tell us about the underground passage to Pripyat.

Tips: Go to the third floor of the administrative building in order to take one more documents. They carry purely administrative information, but they are guarded by mercenaries whose leader on the PDA has some interesting information. .


anomalous plant


Description: Ozersky offers a suit with a closed breathing system in exchange for a sample of an anomalous plant

Conditions: you must start the quest Way to Pripyat

Reward: Closed Breathing Suit

Passage: the most elementary quest. We take the task, track it on the map and go to the anomalous grove. We approach the base of the tree and look for this very sample nearby. We return to the bunker, we speak with Ozersky, then with the pilot. Everything!

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


anomalous activity


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

Quest Giver: Herman

Reward: Grom-S14, ammo, grenade launcher charges, 4000


Walkthrough: In order to complete this task, you will need a Svarog detector (see the quest A tempting business). When you have an improved detector, you can go to the cooling tower, north of Yanov. If you've been there before, you might have heard snippets of calls for help on the radio. But it was impossible to find an entrance or any clue. We go to the indicated mark, take out the detector and an anomaly Spatial bubble appears in front of us. After a few seconds, a dead squad of duty flies out of it. We find their commander, General Tkachenko, take the PDA, listen to the recording. Now you need to transfer information about the founder of the Debt, Shchulga on Yanov or give it to Loki and Freedom will tease the debt and laugh at him.


Survivor Monolith


Description: A detachment of "monoliths", formerly fanatical fighters, got out of obsessive suggestion. Now these people are looking for shelter from emissions and monsters. It is necessary to agree with the inhabitants of the station "Yanov" so that the "monoliths" can hide there

Quest Giver: Rogue

Reward: Liberty Suit

Passage: In order to take the job, you need to find a detachment of monoliths. It is located just south of the Volkhov air defense system, closer to the container warehouse. We approach the Leader Tramp, we agree to talk with the stalkers. To successfully complete the Quest, you must have good relations with one of the factions. So, we go to the leader of Freedom Loki (he was given the CCP of Morgan, the CCP of the founder of the debt, the traitor Flint-Forty) and in the dialogue he sends you to bring the monolith to Freedom. If you did everything right, then he must agree to shelter the Monoliths. We take the Freedom squad and return to the fanatics. Then we look at an interesting picture of how the Monolith is accepted into Freedom

Tip: if the Monoliths start shooting at the Freedom / Duty fighters (which is not so rare), load from an early save, inspect all the fighters of the Rogue squad, perhaps one of them is injured or killed, give a first-aid kit, and only then speak with Tramp


Detachment for a trip to Pripyat


Quest Giver: Nitrogen, Zulu

Condition: completed the quest "The Way to Pripyat"


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

The Tramp has no problems with the costume, as he still has the old monolith costume.

But Lieutenant Sokolov does not have a suit and will have to ask Ozersky. But as always, you won't get anything just like that. You need to complete the task and bring the scientists a sample of the anomalous plant at the edge of the quarry.

We're taking everyone to the Zulu.


Variable psi radiation


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

Quest Giver: Scholars Bunker, Herman

Issue conditions: The presence of a helmet with Psi-resistance. (Can be found on the roof of the cement plant)


Reward: 6000 + Cache Coordinates


Passage: We meet with Poplar's group, then we advance to the tunnel, to the west of the Cooling tower. We go inside, take the artifact.

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

Tips: As an option, you can lay a mine near the car from the side of the tunnel and when you hear the roar of the controller, blow it up.


Guard of Scientists


Description: Find new guards for the scientists camp

Quest Giver: Herman


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


Reward: 4000 + medicines


Passage: You can find a detachment of Spartacus on the Zaton, but go closer to the leader of Freedom on Yanov and agree with him about the protection of scientists. After that, you need to return to Herman.


Oasis


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

Quest issues: Ozersky


Reward: 7000


Passage: Just like the quest with Magpie, this is a quest for an independent search. But here the situation is even more complicated. So, we go to the Ventilation complex. But the entrance itself is located a little northwest, right next to the railway.


We go into the room, we go down underground. There will be several zombies and jerboas on the way, we are heading through the pipes towards the ventilation complex (we are guided by the map). After you get out to the corridor with the red lamp and the most interesting part. A teleport is installed in the next hall. (The principle of its operation We are simply thrown back to the entrance to the hall) To go further, you need to run this way several times until three arches appear between the columns in the hall. There are four rows of columns. In the first, third and fourth, luminous arches should appear, similar to the effect of burning fluff. After all the arches have appeared, we need to disable the teleport. To do this, we pass between those columns where there are arches, and in the row where there are no arches, we must guess which pillars we need to go between. (pillars are chosen randomly each time). After turning off the teleport, we find ourselves in the ventilation hall, where the Heart of the Oasis artifact hangs. We pick it up, fight off the pseudo-dogs, and carry the artifact to the camp to the scientists, go up the stairs.


Scanners for Scientists


Description: Herman wants to collect statistics on the appearance of artifacts.

Quest Giver: Herman

Issue conditions: Completed the task Variable Psi-Emission


Reward: 5000


Passage: We go to Novikov, we take three scanners abnormal activity. Next, in turn, install the scanners in the three indicated anomalies. I don't think there should be any difficulty. After that, we return to the scientist for a reward. Now we can find out if there are artifacts in these anomalies, and also install such scanners in other anomalies.


Measurements for scientists


Description: Help stalkers take measurements.

Quest Giver: Herman


Conditions of issue: completed previous scientific quests


Reward: 7000 + Detector Veles + title Researcher


Passage: The task of measuring anomalous fields is divided into 2 parts. Anomaly plavni and anomaly ashes. Wherever you go, take as many ammo as you can. On the floodplains, you will have to shoot back from large flocks of wild boars and flesh, so it is more expedient to take a chipper or any other shotgun. And on the ashes it is better to take a sniper weapon, since the attack will be mainly zombies coming from Kopachi, which are just at the distance of a sniper shot. After all the measurements are taken, we return to Herman, we receive an award and the title of a researcher.

Tips: Try to keep animals away from stalkers while they are standing with detectors, they die like dolls from one touch. If the stalkers have thrown back their hooves, do not be discouraged, you can hire the team of Gonta from Zaton to work with scientists.


Hypothesis


Description: Ozersky has another interesting hypothesis

Quest issues: Ozersky


Conditions of issuance: Previous scientific assignments completed.


Passage: To test Ozersky's hypothesis, it is necessary to install a scanner approximately in the center of the collapse. After you install the scanner, the mutants will attack this place in a wave. You go to a safe place and watch the snorks burn. rank Pathfinder


Take the scientists away


Quest give out: Scientist near the bunker

Passage: Everything is simple here - we go and carry out a sweep on the way. First zombies, flow controller on the bridge, at the end of the zombies on the territory of the ventilation complex


Tools for Novikov


Quest gives out: scientists' bunker, Novikov

Passage: The same is simple - we go to the factory, find the tools and bring Novikov.

Reward: improvement of existing detectors.


Strelka group documents


You can search Strelok's faction documents when you meet him, and give those notes to him, he can repay you well. You can also get the Keeper of Secrets Achievement.

Hints on caches can be obtained by deciphering the black box from the drone, which lies above the "Ashes" anomaly in the ravine. It is better to take Novikov to the bunker for decoding. If you take Azot, then the kid who sleeps near Azot - Senka, will go himself to look for hiding places and will die (although he does not affect the plot)

1) Document Note Arrow Ghost

Location: Tunnel under the Cement Plant, in a crate

2) Note to Strelok

Location: Drilling machine in the quarry, in the cab. Can you climb through a tree

3) Note from Arrow Fang

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


Enter the Dawn


Description: We approach the railway tunnel, where the quest of scientists was carried out to search for an artifact. The message "Help to repel the attack of monsters" arrives


Fulfillment: we move forward a little, but no further than the platform (they can hit you from a grenade launcher) and start to bring down the mutants, and there are a lot of them (dogs, snorks, wild boars, pseudo-flesh and one pseudo-giant). The main thing is to kill the pseudo-giant. When you kill all the mutants, a message comes: "Talk to the leader." Let's go and talk. Nazar offers to join their group. Our business is to agree or not.

Advice: go to the concrete ledge and kill the pseudo-giant from above with a grenade launcher


Clean up the 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


Description: we advance along the mark on the map (to the stop) and shoot the snorks. We're back for the reward.


Clear the area around the burrows


Issued by: Jupiter, the leader of the Rassack Nazar

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

1. on cement plant(snorks, chimera)

2. at the Jupiter plant (dogs, pseudo-dogs)

3. in the South (between container depot and helipad) 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.


Pripyat 1 check point B 28


Description: You need to get to Pripyat

Quest Gives: Pilot, Zulu, Azoth


Issue conditions: Passed the quest The Way to Pripyat


Passage: when you bring everyone to the Zulu, then you will find another achievement Leader. When everyone is together, Azot opens the door to Jupiter's subway. Further, the most important thing is to ensure that no one from your team dies. This underground passage will be remembered for a long time. All the way to the big hall, the snorks will attack. Use a grenade launcher and use both weapon slots. Next, you will need to turn on the power to the door. Climbing the transformer up the stairs, turn on the power. Monoliths will run out from the side of the containers. The power is on, but the door is still locked. You need to go to the control room.

When we enter, two snipers appear on opposite sides of the hall, and several more Monoliths are coming from the side we came from. We press the lever, and we go to the opened door. Then we go along the corridor, shooting jerboas, zombies and snorks. It's impossible to get lost. We reach the stairs that lead up to the ventilation hatch, and here we are in Pripyat. After loading the location, we watch a short video on the engine, after which we appear in front of Kowalski.

Tips: in the large hall, on one of the containers, there is an SGM cache containing L96A1


Unknown weapon


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

Quest issues: Lieutenant Colonel Kovalsky.


Reward: Gauss Cannon, Yellow Key Card


Passage: Together with captain Tarasov we go to the hospital. We take places in the building and wait for the three Monoliths to go to the center of the courtyard. We quickly remove them, we go to search the bodies. At this moment, the rest of the Monoliths, who ambushed us, begin to attack. Our goal is to kill the Monolith, on the edge of the roof of the five-story building, which stands with a gauss gun. After all the Fanatics are dead, we pick up the secret weapon and return to Kowalski.

Tip: When three Monoliths are before going out into the street. shoot grenade launcher

You quickly examine three corpses and 5 more people are praying in the next room, you remove them to the stairs to the 2nd floor, there you remove the sniper, there is another one at the exit, then to the left and left at the entrance to the room, kill the next, two on the roof of the passage, up the stairs there is the last monolith. Do not go to the roof and remove the leader from the sniper

Don't forget the Gauss Cannon.


Military Tools


Issued by: Pripyat, laundry technician

Fulfillment: do not huddle and buy tips for two sets of tools from Owl on Zaton.


Reward: Conducting full weapon and armor upgrades (plus ones that Cardan and Azot don't do)


Case Leon in Prometheus


Description: before going to Pripyat, we take Leon's case from the personal box with us in order to give it to the leader of the Monolith.

Issued by: Zaton, the wounded Monolith Leon on the bridge


Fulfillment: We go to the cinema Prometheus, at the entrance from the side of the KBO is the chief of security of the Monolith and he does not let us go to the Cyborg leader, we speak with him and give him the case. For a reward, we go to the Monolith merchant.


Condition for fulfillment: the presence of an achievement marked with a zone three times to survive the release in an open area using an anabiotic.


Tip: if you enter the cinema from the side of the main entrance and go into the hall, there will be three monoliths hostile to the GG, you can shoot them, only carefully so as not to hurt the others & the squad will not notice the loss of a fighter


Zulu and Snorks


Description: We return from the Prometheus cinema past the school, there we meet the Zulu, who shoots back from the snorks

Issuer: Pripyat, Zulu


Fulfillment: Help the stalker Zulu fight off the snorks. After completing the task, go with him to the laundry. In the laundry, talk with the Zulu, we get his cool PKK for help.


Serum for the bloodsucker


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

Issued by: Pripyat, bloodsucker


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

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


Item 62


Description: Sample Gauss Cannon is damaged, you need to find a mechanic to fix it.

Issued by: Pripyat, Colonel Kovalsky

Fulfillment: We leave to Cardan to Zaton. When we tell him about product No. 62, he passes out and we go to sleep for a day, put it in, he has already come to himself.

During the dialogue, we learn that Cardan used to work at the Jupiter plant, with this particular product. For repairs, he needs documentation, we get an old magnetic key card and go to the Iron Forest anomaly, there will be a coded door in the building nearby. This is where the keycard comes in handy. We go down to the test shop, there will be about 5 zombified stalkers in the corridor, we go down even lower, we get into a hall with a huge shield mounted on rails. Stock up on armor-piercing, shotgun and grenade launcher charges. But it's better if you take something heavier. Or a Zulu machine gun using a Dum-Dum charge

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

Tips: You will find AK ammo on the shelves in the test shop.


Missing recon group


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

where can I get a nominal weapon at a cement plant in the game stalker call of pripyat? and got the best answer

Answer from Grigory ?[guru]
Description: Find the named weapon of the stalker Gromoboy
Quest gives out: Yanov, water tower (to the right of the entrance), Gromoboy
Passage: the stalker Gromoboy has lost his nominal "Vintar" and asks to find him in Kopachi. We go with Uncle Yar to Kopachi. We eliminate the mercenaries and in the attic we take away from the corpse of the PDA, which we carry to Thunderbolt. After studying the PDA, Thunderboy asks to find his weapon in the territory of the cement plant. We go to the factory, examine 5 possible spawn points for weapons:
-on the tower, from where the transition to the building, where the details for Azot. At the very top, where the original cache with a helmet is.
- in the basement directly at the exit without stairs (in the middle building, such as a garage)
- on the ramp above the railway tracks - entrance from the second floor of the station.
- on the street next to the cistern on the grate of the broken ventilation box.
- at the observation tower

Answer from Ivan Fierce[guru]
I can also copy and paste .... Just climb the locations on the assignment and at the end his position should be marked (approximate, so you have to look)



Answer from Vasily Yakovlev[newbie]
Thank you BROTHER STALKER!!!


Answer from 2 answers[guru]

Hey! Here is a selection of topics with answers to your question: where can I get personalized weapons at a cement plant in the game stalker call of pripyat?

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 the cache of Strelka No. 1 - medicines from the bag in the room. 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, it will contain medicines, the second - ammunition, and the third - the SIG 550 Strelka assault rifle

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 (we choose a peaceful solution to the conflict, we 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 below. 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 fence of the plant 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 is to take the artifact from Mityai's friends and kill the bandits. The fact is that this artifact is very useful. The easiest way to 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 defense
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 pass 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.