Stalker ogse 0.6 9.3 walkthrough where. Guide Passage mod OGSE v0.6.9.3. Q:Where is the flea cache

So, we continue to work out OGSE 0.6.9.2. Here are some thoughts, notes, tips and other little things that will help you get more pleasure from the gameplay, since the mod itself, as I made it clear in the review, is far from ideal. For example, going through OGSE 0.6.9.2 as an experienced player, I managed to screw up several interesting third-party quests at once, and some were simply buggy. In addition, at the time of writing, I have not completed the game to the end, so there will be no particular plot spoilers. So let's get started!

  • Having opened the inventory, you can go forward, and even run if you press the run key! However, running is reset when changing equipment. First-aid kits no longer restore life immediately, so you can use three or four pieces of the Red Star artifact instead. True, you will have to carry a fairly large supply of food.
  • The bones for the Musician are NOT in the house itself, but are hidden around it - in the chimney, in the car, in the transformer and between the branches of the tree. Caches are very difficult to find, because the radius of interaction with them is ridiculously small, and you need to do almost pixel hunting. I am attaching screenshots (everywhere, except for the pipe - there is the most obvious place).

  • Next to Sidorovich's bunker is a house (outside the territory of the camp for beginners), where the two Shchukin brothers are sitting. Their quest will allow you to find a very useful artifact, "Cheburashka", which will help you complete the most fierce quests in the game, such as helping the Cleaners in the Hollow. You need to complete this quest right away, because if you go through the game further, you can quarrel with the bandits of Kulgavy, which will make the quest impassable, and in one of the cases it will give rise to an immortal hostile NPC. He, however, wears only a sawed-off shotgun, but is theoretically capable of clearing the entire base of beginners!
  • On the instructions of the Purifiers - having fallen into a spatial trap at a gas station in the Hollow, you need to loot the safe. The code is 7692. You can find out from the inside only with the help of Cheburashka, as I understand it, these numbers are written on the outside of the building. If we put the gray artifact on the belt, the anomaly will collapse.
  • If you quarrel with Duty while performing the tasks of the Cleaners, then in addition to the four soldiers in front around the gas station, three masters in exoskeletons and with machine guns will appear. The soldiers can be taken out of the observation window near the safe relatively easily, but the masters will have to be lured out.
  • The reward of the Cleaners is either 18,000 rubles, or SVU-A and 40 good cartridges, or shish-fig, if you request artifacts, or ... 8,000 rubles, M-16 and 120 cartridges, if you ask for nothing.

  • The forester Zakharych in the Hollow gives riddles - a hint of swag is revealed, which is not marked on the map. Caches appear ONLY after the tip is given. The swag was very, very generous, one contained 40 kilograms of beer, the other contained two bloodsucker tentacles at once, and so on. Almost all riddles for arithmetic and equations, school level. Here are some of the answers to them:
  • Stalkers will peel potatoes for 70 minutes
  • 3 geese were in the flock
  • Grass mowed 8 stalkers
  • There were 5 and 7 rubles in the pockets
  • Amoeba divide 59 minutes
  • Zakharych is 66 years old
  • In the riddle with the eagle 36 geese
  • Stalkers will cross in 6 days
  • 9 well-fed bloodsuckers
  • Neutral will get 503 pills
  • Newbie will thump 35 days
  • Artifact will cost 200 rubles
  • Cats 8 pieces
  • 30 cats will eat thirty rats in three minutes
  • Controller has 4 fingers
  • Sakharov cures zombification for goldfish, so it is recommended to always keep three or four in a locker in his bunker (information not personally confirmed by me).
  • The entrance to the Agroprom dungeons is here:

  • The laboratory in Hollow, on the instructions of Sakharov, is located in the railway tunnel, in the western half. To get there, as I understand it, you can only jump over the beams from the east. ATTENTION! A little further in the tunnel to the east is a pair of bloodsuckers, and at the entrance to the laboratory - the controller and several mummified citizens with RMB.

  • The Liberty commander rewards missions very generously - some allow you to get up to 450 machine gun rounds, lots of Bipsison and D-IX.
  • If you quarrel with "Debt", then it will be much more difficult to get into the bar. There are several ways to get around this, even if an altercation has occurred. After Tagged becomes "Svobodovets", a transition opens from Agroprom to Military Warehouses, directly to the base. If you go from the side of the Wild Territory and Warehouses, then there are now two ways to the Bar. One still guards the post of "Debt", and the second is located a little to the south, about a hundred meters from the post. It is not guarded by anyone - and given the features of the enemy detection system, you can run in front of them with absolutely no problems. With the passage to the Landfill is more difficult - it is almost impossible to run from its side, but from the Bar to there - no problem! Go along the right wall from the entrance to the Wild Territory, go south all the way, turn left. Go forward until you run into a fence that separates you from the Duty checkpoint, which protects the entrance from mutants. There will be stairs on the right. Climb up there and run along the right side to the very transition. Or, alternatively, use the services of an explorer. There are only two or three of them per game. There is one near the entrance to the Bar, next to the descent. It is easy to distinguish by Beryl-M. Another one appears after passing the X-16 in the Sakharov bunker. One crossing will cost from 3 to 6 thousand rubles, and you can move almost anywhere, including Hollow.
Passage mod OGSE v0.6.9.3

Q: Can I turn on background music? And how to do it?

A: Of course you can. We will add it later to the configurator, but for now, in the gamedata\config folder, you can find the game_maps_single.mus file - change its extension to ltx and background music will turn on.

Q: I have 4 gigs of memory, but the mod refuses to install, why?
A: Most likely your system is running in limited memory addressing mode. In this case, you can see the following picture in your system properties - in the "Installed memory" line you will have 4.00 GB written, and then in brackets the amount of actually available memory, for example like this: (3.25 available) the number in brackets can vary from 2.25 to 3.25 GB. This is not a regular situation, but it has nothing to do with fashion and its solution is not within our competence. I can only say that the system is not lying to you, the figure indicated in brackets is correct. The rest of the memory is reserved for hardware or cannot be used for other reasons.

Q: Does the shotgun have no aim?
A: Yes. The right button at the shotguns gives out a shot with a doublet.

Q: Everything is terribly slow and freezes for me, what should I fix in the settings?
A: You may have set the grass rendering radius and/or density too large. Make it smaller, the grass is really very voracious in terms of performance. Also try turning off grass shadows - they are also a very voracious option.

Q: The configurator does not work for me, it says "work stopped" and closes.
A: Make sure you have it installed. NET Framework 3.5 and VC++ 2005 redistribution. If already installed and the problem persists, try uninstalling and reinstalling them.

Q: My Avast antivirus keeps deleting the mod configurator.
A: We are aware of this issue, it is a false positive. If you have the opportunity, report it to its developers, let them fix it.

Q: At what fps does the new combat stop functioning?
A: It never stops functioning. At fps below 30, it simply stops using ray tracing so as not to slow down the game. This roughens the accuracy of non-scripts' detection of obstacles in the way of firing, which can lead to attempts to shoot the enemy behind the wall, etc., but the combat is not completely turned off and its real combat qualities do not suffer from this. It just looks a little stupid when they try to shoot like that.

Q: About extension storyline: is it the restoration of build rides in the hollow, the captivity of mercenaries in MG and Generators, or something completely new?
A: Brand new. We didn't restore the build's missing parts of the plot.

Q: My game crashes often and is buggy.
A: Most likely, your Visual C++ 2005 runtimes are out of order. Try to remove them and then reinstall them, then go to Windows Update, check the boxes next to all Net Framework and Visual C++ updates (except for the security system) in the recommended updates, install and reboot. You can get runtimes here: rutracker.org/forum/viewtopic.php?t=4594892
Q: Will the partner be improved? Is it possible to make him an inventory, otherwise he does not use the armor and weapons given to him. Besides, I can't refuse it.
A: Uses. Talk to him about tactics to assign him a weapon. He will change the armor when he is not in your sight for some time, and the refusal to partner appears only after some time.

Q: How to get the detector?
A: Digit 8

Q: When playing a mod, it constantly crashes with a video driver blade

A: Obviously you have an nVidia graphics card. Enable adaptive in your video drivers vertical sync for STALKER and everything returns to normal.


Due to the fact that among the players there are experimenters who mistreat the game, and then wonder where the glitches come from - here I will lay out a list of actions that categorically cannot be done - not because we did not provide for this in the mod, but because The game engine itself is not designed for this. An explanation as to why this should not be done is attached.

What is not allowed: You can't play on a single save.
Why not: You can accidentally save at the time of the death of an NPC, and the save will be damaged. If you are killed immediately after this save, you will have nowhere to replay. You always need to keep a chain of 5-6 saves, which are overwritten in turn. This applies to both any mod and the original game.

What is not allowed: It is impossible to save exactly at the moment of death of any NPC.
Why not: In this case, the processing of the death of this NPC does not have time to complete, and in the save it is stored in a semi-processed state. When loading a save, the processing of such objects by the game is not provided. The save will be 100% broken

What is not allowed: It is impossible at the beginning of a new game in Sidorovich's bunker to save until the beginning of his monologue and then load this save.
Why not: This save is performed at a time when the game logic has not yet had time to initialize for objects and work normally - if you load from this save, everything goes awry, the consequences will be completely unpredictable.


So, what will not happen (meaning pure OGSE. Naturally, in addons all this can be implemented by their authors):

1. Pistols (except for those left or brought in for various reasons). Relevant only for versions 0.6.9.x

2. Unloading for horns, grenades, etc.

3. Rozhkov, clips, magazines

4. A large number of various weapons

5. Upgrade a la CHN/ZP

6. Removed due to irrelevance

7. Wars of factions led by GG

8. Gang wars a la CHN

9. Magic devices such as a manual teleporter

10. "Cooking" artifacts by GG himself

11. Various players, radios, etc.

12. Continuations and references to the plot of CN / CR

13. Two or three dozen groups in the Zone

14. Dynamic music accompanying any events

15. Additions "We meet by clothes" Perhaps, except for certain plot points

16. Nanosuits, as in Crysis game

17. Departure of natural needs in any form, except for sleep / food.

18. Artificial limiters of things carried in a backpack (in terms of volume, quantity, costume and everything that you can’t think of). Only the original weight limit.

19. Small consumables such as night vision batteries, flashlight batteries, etc.

Video of the mod.
The site administration thanks Kotobegemot for the material provided.

1 series - the beginning of the game., art Blood of the Stone for Sidorovich. The first acquaintance with the inhabitants of the Village of Beginners.


Series 2 - Flash drive of Nimble, fuel for Zaporozhets, art Chunk of meat for the wounded, a bag with artifacts for the military, a box with machine guns for the Wolf.


3 series - Shustrom's jacket, Cheburashka's toy, Sidorovich's quests, Stone flower for the Healer, dynamite for Wolf, Experienced tablet.


4 series - Case of the Fox, quests of Sidorovich and the Fan.


Episode 5 - Fights in the Landfill, a conversation with Bes and Gray, we read the experienced tablet, we try to open the Digger's safe.


Episode 6 - Mole's rescue, transition to the Agroprom subway, Strelok's hiding place, military documents, Mole's quest.

7 series - weapons of the debtor Brom, cartridges for Mole 4 boxes, quests for the Bartender, release of the captured Signalman.


Episode 8 - Hunter's gun, "Bartender's Friend" quest, documents from X-18, "Screw" brand flamethrower.


Episode 9 - Flea's backpack (hiding place), Professor's note, cleaner Zhakan and his rescue, Zakharych and his hiding places, Zakharych's bullshit, Zakharych's riddles.

Episode 10 - a box from the military checkpoint, a laboratory journal for Sakharov from the Hollow, Petrenko's quest


Episode 11 - Documents from X-16

Known Issues:
Two locations of the mod have LOD geometry incompatibility with older nVidia series graphics cards GeForce GTX 2XX, so if you own a video card of this series, such as a GeForce GTX 260 or 280, before entering locations Dead The city (Gorodok-32) and Marsh must be set in the advanced graphics settings of the game, the "Object Detail" slider to the minimum. Otherwise, the video drivers may fail, followed by the game freezing and / or the system crashing into a BSOD. However, even this action will not completely eliminate the problem, and the owners of these video cards may experience visual artifacts in these locations. We apologize to them for this, but unfortunately it was not possible to completely eliminate this problem. On more recent series of video cards, such problems were not noticed.

Further, the graphics presets in the main menu of the game may not contain all the necessary settings from the advanced options, therefore, after setting the preset, it is advisable to enter the advanced settings and then adjust the graphics to your liking and speed. Otherwise, some of the beautiful effects simply will not be included, although your system may well pull them.
System requirements

Operating system, amount of RAM:
Windows XP with at least 3 GB of RAM
Windows 7 x64 with at least 4 GB of RAM
Windows 8/8.1 x64 with at least 4 GB RAM

Stable operation of the mod on configurations with Windows XP and RAM less than 3 GB, as well as Windows 7 x86 with any amount of RAM is IMPOSSIBLE, the basic installation of the mod on such configurations is blocked, technical support for these configurations is not provided, since 90% of problems and crashes on them associated with lack of memory. This has been reliably established by testing and repeatedly confirmed during the development process. So please make sure your system exactly meets the mod's memory requirements before reporting issues.
System requirements are based on original graphics effects settings at maximum. With all additional effects completely disabled, the graphics card requirements are the same as those of the original game when using dynamic lighting. In the process of working on 0693, the static render was removed, so the game now always starts in dynamic lighting mode. To play with additional effects, a modern architecture video card with a large number of shader processors is required.
Attention! The following system requirements are estimates and may be slightly higher. Closer to the release of the modification, we will test on specific test configurations and report on the results.

CPU:
for playing without rendering effects or at minimum settings add. effects at resolutions up to 1440x900: Intel Core i3-4130 or AMD FX-4100 (or A10-6800K)
to play on the lowest settings. effects or medium settings add. effects at resolutions up to 1440x900: Intel Core i3-4130 or AMD FX-4100 (or A10-6800K)
for playing on medium settings. effects or on high settings add. effects in resolutions up to 1440x900: Intel Core i5-3570K or AMD FX-8320
for playing at high settings. effects in resolutions up to Full HD and higher: Intel Core i7-4770 or AMD FX-8350

video card:
for playing without rendering effects or at minimum settings add. effects at resolutions up to 1440x900: AMD Radeon HD3850 or nVidia GeForce 9600GT
for playing on medium settings. effects or on high settings add. effects at resolutions up to 1440x900: AMD Radeon HD4870 or nVidia GeForce GTX 250
for playing at high settings. Effects up to Full HD: AMD Radeon HD5870 or nVidia GeForce GTX 480
for playing at high settings. Full HD resolutions and higher: AMD Radeon HD7970 or GeForce GTX 670
Keep in mind that powerful video cards require a powerful processor, and a combination of a video card suitable for playing at high settings is additional. effects and a processor that is only suitable for playing at low settings will create a bottleneck for performance, and you will be able to play comfortably on this combination only at settings for which the processor is suitable, i.e. on low. In addition, in any case, in the advanced graphics settings, you can customize the game individually for your system by turning on or off the effects you need (all settings are now provided with a clear description of their effect on the image), so the system requirements are indicative.

Hard disk space:
12 GB in total for the original game and the mod installed on it.

Necessary software installed in the system:
- Microsoft Visual C++ 2005 redistributive;
- Microsoft .NET Framework 3.51;
- DirectX 9 June 2010 redistribution.

List of changes in patches

PATCH 2.10 revised

  • Old models of Thompson and Gunsmith
  • Fixed dull conductor on Yantar
  • Integrated edits nik1967: alternative issuance of transitions to the Swamps, peaceful receipt of the Fort from Kuznetsov and documents from Duplet.
  • Normal translation for the above edits
  • Integrated Nicholas grenades
  • Missing textures
  • Old knife, binoculars and crossbow
  • Fixed gunsmith icon
  • Throw out the trash from ogse.script
  • Fixed not displaying radiation on detectors
  • Removed an automaton fixed to a non-existent bone from the Warehouses
  • Bump settings
  • Removed junk script
  • A new model for the attenuation of light from sources
  • Fixed Rogue Wild repeating the phrase about Chestnut
  • Fixed dog Dick logic reset when loading saves
  • Fixed a crash when picking up the super controller skull
  • English translation fixes (thanks to lock_down and Filon!)
  • Transferring lines from a script to configs
  • Fixed crash xr_gulag.script:613 at Liberty base (thanks to lock_down)
  • Fixed anomalies spawning in the wrong places if they spawned in a different location
  • Psi-zones are replaced at all locations when ejected.
  • Guides and gunsmiths do not react to anomalies.
  • Returned knife fight with Caligula
  • Fixed removal of quest items when robbing a player
  • Fixed Caligula being neutral at the start of the fight
  • Strelka assault rifle added to cleaner exceptions
  • Translation of the description of new trunks
  • Minor ID fixes
  • Inventory overhaul
  • New animations for pistols (Anim_Rouge)
  • Modular USP (sets can be bought from Petrenko)
  • PB replaced by OTs-33
  • Gunsmith does not sell food, grenades sells at a normal price
  • Changed effectors of night vision devices
  • Minor changes to dialogues, news and item descriptions
  • Increased knife fight distance
  • Improved the convenience of firing SVD with a cheek piece installed
  • Fixed display of anomalies on the map when changing the detector
  • NVD is turned off for the time of release, it is impossible to turn it on
  • The Doctor in the Swamps no longer sends an SMS about a quest if the player has completed both
  • Changes to the descriptions of 3 and 4 tasks of the Bartender for parts of monsters
  • Removed unused files
  • SVD sniper ammo slightly buffed
  • Redistributed addons for new weapons
  • Sidorovich gives out extended magazines for AK for random tasks
  • The bartender for difficult tasks can issue an SVD with an extended magazine and an AK-102 with a whale and a handle; for easy tasks - stores for AK maximum capacity
  • Voronin issues silencers for different barrels for simple and medium tasks; for a difficult task you can get Hyperon
  • Petrenko sells all silencers, cheek for SVD, USP scope
  • Gunsmith in DN no longer sells Cobra
  • Added magazines, silencers and sights to a row of caches in Cordon, Garbage and Agroprom
  • Screw for vodka gives a night light instead of PSO
  • New addons added to the random stashes manager
  • Minor syntactic changes in scripts
  • Repair is now handled by the Screw, not the Miser
  • Disabled debug part
  • Fixed Plichko's behavior in the crossbow quest
  • Fixed Tolik's behavior in the quest with vodka
  • Fixed absence of Kolya in MG
  • Fixed bypassing anomalies with NPCs
  • Attempt to fix random hostile NPCs
  • Added dialogue with Lukash about Owl in case the player made a quest with Miklukha before activating the Klondike
  • Hood is not removed when aiming through collimators
  • Changed weather debug output to Shift+O
  • When the radio window is active, new windows are not called
  • Assault rifle in Strelka's stash now with scope and 60-round magazine (need NI)
  • Thermal imager shows rats
  • The Deserter does not have a suit left after changing clothes
  • Removed recursion when taking into account the effect of vodka in the healing module
  • Added bump config for M16
  • Fixed incorrect highlighting of surfaces in the thermal imager
  • Fixed invisibility of kinks on the bioradar
  • The lamp in the gunsmith's cellar was hung and made new model for her
  • Sorting transition points in the wire dialog (thanks to Charsi)
  • Returned hood position correction after switching grenade launcher mode
  • Editing grandfather's dialogue in DN
  • Editing the text of the Russian and English versions. Fixed PYS gun names in Arena dialogs. Fixed a logical inconsistency in the artifacts "Light" and "Darkness" from Zakharych.
  • The gunsmith in the beginner village has its own icon
  • Conduit and gunsmith class added to combat
  • Fixed dialogs about Explorer, now it's Pilot
  • Conduits have been removed from the class "quest characters"
  • Guides and gunsmiths added to bioradar
  • Added two "groupings": gunsmiths, guides
  • Fixed spawning of items on the table in the gunsmith's room on Cordon
  • Weaponsman visual on Cordon added to the dressing exception list
PATCH 2.09
  • Editing the texts of the task on M202 in English and French localization (will work before accepting the task)
  • Cheburashka does not give a hint on the Flea's cache after finding it (it will work until the cache is found)
  • Shaft and Vintorez from Drakoon
  • Grandfather's monologue about the accident is broken into parts
  • Underbarrel grenades and RPG grenades are hung on the belt
  • Tab task hint returned
  • Editing the visual and profile for the dead ecologists on Sprout (requires NI)
  • Reconfigured binoculars
  • Fixed twitching of NPCs with knives when at rest
  • Disabled companions bypassing anomalies along the paths (it should not have been enabled for them)
  • Fixed line Stalker died in the news in other languages.
  • Included Pack of various things for OGSE by Anim_rouge (bolt, binoculars, crossbow, knife, grenades, mount on new hands)
  • Editing the dialogue with Sidorovich on binoculars
  • Gordon Freeman's corpse has its own unique visual (requires NI)
  • Fixed crash when opening encyclopedia
  • English translation edits
  • Russian text edits (thanks to GrowUpPeterPen).
  • Adjusted the density and color of the volumetric fog in the Agroprom dungeons, X18 and X16.
PATCH 2.08
  • Turned off the fog in the Agroprom subway.
  • The dead stalker in X18 is returned almost to the old place (until the problem with the wrong spawn is resolved)
  • Restored UAZ in a garage near the Sakharov bunker. Removed dangerous explosive barrels (need new game for application)
  • Removed debug output to the log from the weather and a couple of other modules
  • Drops on the glass work regardless of the dynamic thin
  • Cam_inert in all presets reset to zero
  • Fixed crash with encyclopedia article about kamikaze zombies and plague zombies
  • Fixed a problem in the anomaly bypass algorithm
  • Text edits
  • Editing of shot cartridges - dispersion is reduced, armor penetration is increased, the number of pellets in a shot is increased
  • Sniper Accuracy Adjustment
  • NPCs use subbarrels on new weapons
  • Fixed work of cartridges on the belt
PATCH 2.07
  • Optimized Textures
  • Added missing M202 flamethrower texture
  • Yukon binoculars are placed on suits with night vision (NV binoculars are used)
  • Minor changes to the characteristics of various things
  • Bill renamed (and repainted) as Boatswain (in all 3 languages)
  • Added the ability to use cartridges only from the belt (option in the configurator)
  • Implemented mutual control of combat schemes and danger control. Combat init should be less paranoid now. Should help against the constant attacks of the military on the village of newcomers.
  • Corrected the descriptions of interchangeable magazines, indicating the range of compatibility, so as not to confuse Western players who are not familiar with the modular compatibility of the AKM-AK74 family.
  • A small correction to the end of the game: due to a small logic error, after hitting the Generators, the location was not flooded with a radiation field
  • Fixed problems with disabling the logic of physical objects (doors/safes/helicopters) with a short interval between loading the game and the next save. If the fact that the logic is disabled is detected, it will be reloaded (as it happens when starting a new game). The problems with Digger's safe and all the others like her should be gone.
  • Fixed incorrect team spawn coordinates in the Arena, which led to the inability to complete the battle with the gherkins and possibly other problems
  • Fixed and enabled knife fight
  • Minor text edits
  • After the death of the Boss in Gorodok-32, zombified and controllers will no longer respawn endlessly at night (controllers only with the start of a new game)
  • Fixed a few minor typos in the English locale
  • Fixed missing string cit_doctor_meet_conclusion in English localization
  • Fixed non-inclusion in the English localization of lines about the Bartender's quests, as well as some other quests tied to the Bar location
  • Fixed the inertia of returning NPCs from a dangerous state.

A chic mod that again and again makes us plunge into the world of Stalker. The developers of the mod set themselves the goal of improving original game"Shadow of Chernobyl" to the absolute. They did something and it makes me happy! The modification allows us to relive the fate of the Marked One, but from a different angle and in an updated environment. A lot of innovations await us: locations, quests, gameplay, graphics... But the most important thing is that the same spirit of stalking has been preserved and multiplied in fashion. Many players say that if GSC Game World had more time, they would make the Stalker exactly the way we see it in the OGSE 0.6.9.3 modification.

Important differences between the mod and the original:

  • Complex, twisted, gripping storyline.
  • Newly modeled locations.
  • Lots of interesting side quests.
  • Vehicle management.
  • Updated beautiful graphics and weather effects.
  • Total survival in the difficult conditions of the zone, lack of ammunition and medicines.
  • New monsters, artifacts, anomalies, items.
  • Overall good mod stability.
  • Sane game balance, without unnecessary micromanagement.
  • Wide and flexible graphics settings.
  • Improvements and features in terms of bullet marks on bodies, shadows of heroes, water and smoke processing.
  • Modification requires a sufficiently powerful computer for normal operation.

Microsoft Visual C++ for those who don't have it on their computer.

Installing the mod is done like this:

  • Download all mod files in one folder.
  • Run the installer file, install the game.
  • The original Shadow of Chernobyl game is not required.
  • Then install patch 2.10 Revised.
  • From above we install a fix on the patch.
  • If Microsoft Visual C++ is not installed on the computer, then install it as well.
  • You can play, a new game is required.

In addition to video from preview fashion:

Q: Where can I find the Cobblestone artifact?
A:
The cobblestone lies on a radioactive pile between the hangar and the block post of duty, on the catfish at the top in the center, if there is a Veles detector, then it’s just not difficult to find it.

Q: Where are the documents in X-18?
A:
Total 5 parts:
One document is with the Stalker, who wanders around the dungeon with a flamethrower.
One document on a standard place (where the poltergeist flies)
One document in a blue box, which is in a small room, to the right of the room with the pseudo-giant
One document in the corpse of a stalker, where a fiery (non-plot!) poltergey flies, which cannot be filled up
And one more - in the blue box, in the room: there are containers - we pass forward - there is a ladder down. Look in that room for a blue box, there are still such strange units, such as scientific

Q: Where is flash drive #2 of One-Eyed?
A:
Go to the base of Debt to Petrenko, when you leave him, a muddy little guy will call you and offer to give all the flash drives, but then you will understand everything in the course of the dialogue.
In general, One-Eyed is lying to the right of the road at the exit from the Bar towards the Army warehouses

Q: Where can I find a guitar for Sidorovich?
A: The guitar can randomly be in one of several places - basements, some houses in the village, bushes in the yards of houses. Search carefully.

Q: Where can I find an artifact for the Healer?
A: The artifact lies in the valley behind the elevator in the area of ​​the tunnel and dog den.

Q: Where can I find gasoline for cars?
A: There are canisters at the elevator and at the ATP - at least. After completing the quest, Sidor will start selling them.

Q: How to refuel the car?
A: Go to the trunk and press Num Del (numeric keypad!).

Q: Where is the Experienced tablet?
A: On the roof of the barn, on the rafters on the side of the valley where the dog den is.

Q: I killed the Muzzle, is he needed for quests?
A: No, killed and killed.

Q: Where can I find the bones on the Musician's quest?
A: They lie in hiding places around the house: in a pipe on the roof of the house, on the transformer, in the zilka tank near the transformer and on a spreading tree next to the house

Q: How to open Digger's safe?
A: Hint - OGSE. The code, which is logical, is the version of the mod.

Q: After the quest with the Cossack, I killed Kuznetsov and everyone under the bridge. Do they still give quests?
A: No, they don't.

Q: Where can I get Cheburashka?
A: Talk to the seeker brothers by the fire in the house near Sidor's bunker and help them.

Q: I am zombified, what should I do? What will happen to me?
A: If not treated, you will die. Heals Sakharov on Yantar.

Q: How do I get art for the DiePatron?
A: Look around - you will see portals. There are four true ones. There is a correct sequence of their passage. You have to guess her. You can distinguish the correct portal by the sound and the place of teleportation. If in the process of passing you entered the wrong portal, start all over again.

Q: Where is the bomb in the rookie camp?

A:3 seats. The first, as already mentioned above, is the code of a bush near a destroyed house. The second is at the entrance to the subway (where the Doctor is), there is a board leaning next to it (between the board and the concrete structure). Third - where the Wolf stands, next to the fence, next to the fence there are bushes, here under the bush.

Q: Where is the flea hiding place?

Q:Where is Figa (on the instructions of Chuck)

A: As you enter the territory of the Plant, there is a large hangar on the left, Figa there.

Q: Dangerous science is the final chord. Where is the Dark Zone Prototype located?

A: Three areas are marked in the Wild Territory. The prototype is in standard caches, just search everything that is.

Q: Where is the secret bunker in the dark hollow?
A: From Zakharych's house in the north. In the mountain entrance, hidden in the bush + - left / right 100 meters, easy to find. You can just walk along the cliff.

Q: When I take a first aid kit, health does not increase, but rather begins to decrease rapidly.
A: Medicines have a side effect (if enabled in the configurator). Drink mineral water, a few bottles will remove all side effects.

Q: Where are the containers (cases with documents) of Lis and Sidorovich?
A: The case for Lis and the case for Sidorovich are different cases. For the Fox, it spawns behind the fence, where there are plates from which you can jump onto the toilet. And the case for Sidorovich, where he always is, in the barracks, in the room where the TV is in the bedside table by the window.

Q: In the X-18 lab, dots or flies are constantly attacking, bleeding starts and the suit breaks. What is this rubbish?
A: Flies are spread by plague rats. A little different from the rest, flies fly around them and kakbe infect with the plague. Just shoot all the rats.

Q: Where can I find the battery in the Landfill for the armored personnel carrier on the instructions of Lukash.
A: The battery in the fire truck is in the left lane.

1. Boxes for the mole
There are 4 boxes, all underground, but not in one place. Search.

2. Cheburashka
Cheburashka gives tips on difficult quests- The question of immortality, Klondike quests, Cleaners, etc. He will not tell how to get into the subway of the agricultural industry.

3.Safe at the gas station
Cheburan says - remember the numbers on the columns. Four-digit code. There are two numbers there - 76 and 92. Can you sort out the combinations yourself?
Walkthrough Tips
* It is strongly recommended to get Cheburashka (quest of brothers-seekers in the house not far from Sidor's bunker). He gives valuable advice on passing, another quest, and he's just cool and you can chat with him.

Also available on the site are other overlapping tips on



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map