Description:
Sigerous Mod CoP 2.2 modification guide. This article discusses all aspects of the passage of this modification on Freeplay, old locations., As well as maps of caches of these locations. (Author of the passage: Stalker77Alex)
1. Clearing the Zone from Zombies.
2. Quest Kostoprav. (Available after visiting Pripyat before freeplay)
You need to bring him a special first aid kit from the territory of the Jupiter plant. Conditions - You have been to Pripyat.
3. Unknown breed
Quest issues: German
Terms: Switch to freeplay
Walkthrough: A quest with several parts, it is not difficult. We are given a “Seraphim” detector with which we independently (there will be no marks on the map) need to find samples of an unknown breed and bring them to scientists.
Breed spawn points for Herman:
BACKWATER:
anomaly Circus
anomaly Burnt farm
anomaly Cauldron
anomaly Ironwood
JUPITER
anomaly Ashes
anomaly Quarry
in an abnormal grove
under the Cement Plant, where one of Strelok's caches
PRIPYAT
near the laundry on the basketball court
evacuation point B-28, not far from the monument near a fallen tree
near Kindergarten
among the anomalies on the playground (An. Volcano)
between houses (an. Loza)
We take the found samples to the bunker and give them to Herman, wait until he conducts an experiment - we get 6 artifacts and the Seraphim detector as a reward.
4. Delivery for Hawaiian. (available after visiting Pripyat before freeplay)
Description: a merchant at Yanov station Hawaiian needs a suitcase from Pripyat
Quest issues: Jupiter, Yanov, Hawaiian
Walkthrough: one of the "bring-give" quests, we go to Pripyat according to the mark, pick up the suitcase and bring it to the Hawaiian.
5. Garik's quest for Melnik.
After returning to the laundry, we find that free stalkers have occupied it. Mechanic - uncle Yar. Garik worries about his friend Melnik, who has gone into the overpass.
Quest issues: Pripyat, guide Garik
Walkthrough: we go down to the overpass, if we haven’t sold the PKM of the Zulus yet, it will come in handy here, since it is much more profitable for them to clean up “by area”. We move along the mark, shooting an incredible number of mutants and zombies, and in the large hall there are also mercenaries with Alpha. We find Melnik and return with him to Pripyat.
6. Azot Quest "Jupiter Protocol"
The quest "Jupiter Protocol" gives Azot in freeplay after shooting 400 Zombies. After talking with Azot, we go to Shustrom. He asks to wait for the courier. We sleep, we wait. We take delivery. We extract the electronic modules on Jupiter, then follow the help signal. We move to a safe distance. We speak with hiring, then we mow them all. We carry the modules to Azot, we take the reward.
Walkthrough SGM 1.7 Part Three
Laboratory X 8
Description: Found information points to the central laboratory under the index X8. There may be information about secret experiments conducted on the territory of the Zone.
Issue conditions: Documents found in the workshop with item No. 62
Passage: We are heading to the Yubileiny KBO. On the fifth floor, near the elevator door, you will find the PDA of the mercenary Barchuk, which says that the generator is located on the sixth service floor. We start the generator, climb into the elevator and go down to the laboratory x8.
We go down, open the door with the access card. Right there, on the right, there will be a closed door with an inscription for unauthorized entry is prohibited. Here you will need a red key card. You open the door, inside an arsenal of weapons and medicines. We go into the classroom, on the path of an electrical anomaly, go down the stairs, on the table is a blue notebook with notes about the experiment. We take and return to the entrance. We go to the dining room, on the way you will meet two snorks - don't be scared, it's still early. We go up the stairs one flight, we go into the dining room. A child is heard crying. In the men's room on the right you will find Burer, who lacks communication and cries from loneliness. When having fun, use a knife. At the end of the room you will find research papers. Back to the entrance again. We go down to the laboratory. But we do not turn left down, but go up the right stairs. A poltergeist will sit there, who has been zealously pestering us all this time, and there will also be an RP-74 machine gun. Now let's go down to the laboratory. Next to the layout of the aggression suppressor "Rainbow" on the shelf, you will find another document. Total 3.
Be careful, there will be jerboas, which can easily drive you into subtle anomalies. In a room with two large tanks on the control panel there will be a transfer order, and a little further - an anabiotic that allows you to survive the release. Now we go down, go into the right elevator shaft and go upstairs, when we see open doors on the floor we jump over there. There will be three Burers in the hall, only a knife, take the two remaining documents. And two more anabiotics. Now, just as we arrived here, we are returning - by elevator. Once you get out, run to the laundry to Kowalski for a face-to-face conversation. In total, you must have 6 documents from the laboratory x8 with you.
Tips: On the roof of the Yubileiny KBO, you can find two snowflake artifacts (although others are possible)
radio interference
Description: Find and destroy the source of interference.
Conditions of issue: Passed the laboratory x8
Passage: We go into the courtyard just south of the school, we search the corpse of a fighter, we take explosives with a timer. After that, we communicate by radio with Kovalsky, the Lieutenant Colonel says that they found the exact location of the signal - it comes from the kindergarten. We head there, install explosives on the door and quickly retreat to a safe distance.
After the explosion, we can already get inside. We rise to the second floor and go to the west wing. There will be a poltergeist. When we get to the west wing, we will see the installation, this is the source of interference. We get the task to destroy it. We throw there a few F1 grenades or a couple of grenades from a grenade launcher.
After the destruction, we hear some knocking sound coming from below. You need to check the source of the sound. We open the refrigerator and find the missing military there, after that we go to talk with Kowalski
Unknown Cause of helicopter crash
Description: Kirilov detected a strange signal near the base. You need to check the source of the signal.
Quest Giver: Colonel Kovalsky
Issue conditions: Passed the quest Radio interference
Passage: We go to the signal, to the south of the hostel. We arrive at the place, the signal starts to move - we run after it. It turns out that the signal came from underground. Now we need to return to the base. As soon as we are in place, we watch a video on the engine: Strelok comes to us, tells the general situation, as well as the reasons for the helicopter crash.
Tips: in this quest, do not use SGM conductors so that there are no glitches
Operation Volcano
Description: to clean up the area from the Monolith grouping to ensure unhindered evacuation from Pripyat
Issued by: Colonel Kovalsky
Passage: We speak with Kowalski and take the quest, we go to a meeting with the detachment (it will spawn in the courtyard next to the entrance to the laundry). We speak with the commander of the detachment and move forward ... along the way, shooting everything that moves. You will have to shoot a lot and often. We are cleaning up the Prometheus cinema. Don't forget about Cyborg's flash drive. After completing the task, we return to Kovalsky and report.
Tip: for this operation, it is better to order a military exoskeleton and a Barrett sniper rifle, or a Gauss cannon from a merchant in the laundry
Evacuation
Description: The final mission of the original ZP game to evacuate the train outside the Zone
Quest given by: Head of the SBU
Issue conditions: The cause of the helicopter crash is known
Passage: It is necessary to wait out the release. At this time, you can talk with Strelok, give him the documents (if you have collected them). After the ejection, get in touch with the command and receive the task of evacuating the train. There is time until the next release.
First, you need to talk to Kowalski. The command is interested in the information that Strelok knows, so on the way to the helicopters, we should cover him. Then we advance through the city, teeming with enemies to the Prometheus monument - the evacuation point "B28". Make sure that the key characters are not killed.
And here we have a choice: stay in the game in freeplay mode, or fly away with the military and watch the end of the game.
Tip: in order to avoid the robbery of the GG after the departure of the helicopters, you must disable the corresponding option in the gamedata folder
config in mod config
Freeplay
Clear the Zone of zombies
Description: The quest is activated automatically after the departure of the helicopters. There was a big psychic release.
Passage: shoot 400 zombies in all locations.
Reward: 200,000 tugriks
Free the miller
Description: after returning to the laundry, we find that free stalkers have occupied it. Mechanic - uncle Yar. Garik worries about his friend Melnik, who has gone into the overpass.
Quest issues: Pripyat, guide Garik
Passage: we go down into the overpass, if we have not yet sold the Zulu PKK, it will come in handy here, since it is much more profitable for them to clean up “by area”. We move along the mark, shooting an incredible number of mutants and zombies, and in the large hall there are also mercenaries with Alpha. We find Melnik and return with him to Pripyat.
Unknown Breed
Description: you need to find samples of an unknown breed for scientists
Quest Giver: Jupiter, Scientists Bunker, Herman
Passage: A quest from several parts, does not represent complexity. We are given a “Seraphim” detector with which we independently (there will be no marks on the map) need to find samples of an unknown breed and bring them to scientists. We take the found samples to the bunker and give them to Herman, wait until he conducts an experiment - we get 6 artifacts and the Seraphim detector as a reward.
One problem is where to find them. Clue:
Possible spawn points:
BACKWATER:
anomaly Circus
anomaly Burnt farm
anomaly Cauldron
anomaly Ironwood
JUPITER
anomaly Ashes
anomaly Quarry
in an anomalous grove on Yanov
near the Cement Plant, where one of Strelok's caches
PRIPYAT
near Laundry
evacuation point B-28, not far from the monument near a fallen tree
in Pripyat near the Kindergarten, among the anomalies on the playground
between houses, in the anomaly vine
Delivery for a Hawaiian
Description: A merchant at Yanov station Hawaiian needs a suitcase from Pripyat
Quest Gives: Jupiter, Yanov, Hawaiian
Condition: visit Pripyat (can be taken after repairing the gauss)
Passage: one of the quests "bring it, give it", we go to Pripyat on the mark, pick up the suitcase and bring it to the Hawaiian.
First aid kit for the bone-setter
Description: Medic at Yanov Station Kostoprav needs a special first aid kit to treat stalkers.
Quest gives out: Jupiter, Yanov, Kostoprav
Condition: visit Pripyat.
Passage: we go to the Jupiter plant, in the hall where the descent into the overpass in one of the boxes is the necessary first aid kit.
When choosing your favorite barrel, there are many characteristics to consider. It should be remembered that one of the main parameters is the maximum damage that this type of weapon can cause. It is also worth considering the range of aimed fire.
As you progress, you will meet new characters with different specializations or skills. For example, with their help it will be possible to improve weapons, armored suits or even artifacts. Among these characters, you will meet merchants with whom it will be possible to “converge” well (especially at night) on the prices of goods and order some unique item.
From the defeated key characters, it will be possible to remove flash drives that store information about personal, named caches. In order to find out about the location of such a cache, you need to “use a flash drive”. With regard to ordinary caches, it should be noted that their owners, stalkers, are grounded and savvy people; a black cat in a dark room than a veteran's hiding place.
In some caches (or as a reward for completed quests) you will find technical documentation and theoretical material on the use of various types of weapons in the form of a "Combat tactics" folder. It is useful to study the "tactics" found immediately - this will allow you to deal more damage enemy from mastered weapons. The list of studied "tactics" is stored in the personal PDA section - the library.
The mod has a new parameter of the main character - rank. Rank points are awarded for completing quests, for defeating enemies (including mutants) and for other feats. At a low rank, some quest characters will treat you condescendingly and are unlikely to trust you to complete serious tasks. Do not be discouraged - improve your skills by studying the Zone. Raising the rank will be rewarded upon reaching key values. Fight - and over time, you will be able to actually demonstrate your fighting qualities to short-sighted commanders.
When throwing grenades, make sure they don't hit an object close to you and fly back.
Do not forget that enemies have their own tactics, create and change your own.
Alpha squads are well armed, if you go to destroy such squads, prepare well. Alpha commanders' PDAs can be sold to merchants for a profit.
Repair the weapon in time, otherwise the weapon will often jam, and let you down even more often.
Save as often as possible, it will save your life.
If possible, buy a mine detector. This will often save your life.
Hand over unnecessary weapons and equipment to mechanics, they will sort it out and get parts and give you discounts.
When choosing your favorite barrel, there are many characteristics to consider. It should be remembered that one of the main parameters is the maximum damage that this type of weapon can cause. It is also worth considering the range of aimed fire. As you progress, you will meet new characters with different specializations or skills. For example, with their help it will be possible to improve weapons, armored suits or even artifacts. Among these characters, you will meet merchants with whom it will be possible to “converge” well (especially at night) on the prices of goods and order some unique item.
From the defeated key characters, it will be possible to remove flash drives that store information about personal, named caches. In order to find out about the location of such a cache, you need to “use a flash drive”. With regard to ordinary caches, it should be noted that their owners, stalkers, are grounded and savvy people; a black cat in a dark room than a veteran's hiding place.
In some caches (or as a reward for completed quests) you will find technical documentation and theoretical material on the use of various types of weapons in the form of a "Combat tactics" folder. It is useful to study the "tactics" found immediately - this will allow you to deal more damage enemy from mastered weapons. The list of studied "tactics" is stored in the personal PDA section - the library.
The mod has a new parameter of the main character - rank. Rank points are awarded for completing quests, for defeating enemies (including mutants) and for other feats. At a low rank, some quest characters will treat you condescendingly and are unlikely to trust you to complete serious tasks. Do not be discouraged - improve your skills by studying the Zone. Raising the rank will be rewarded upon reaching key values. Fight - and over time, you will be able to actually demonstrate your fighting qualities to short-sighted commanders. When throwing grenades, make sure that they do not hit an object located close to you and fly back. Do not forget that enemies have their own tactics, create and change your .Alpha units are well armed, if you go to destroy such units, prepare well. PDAs of Alpha commanders can be profitably sold to merchants. Repair your weapons in time, otherwise the weapons will often jam and let you down even more often. Save as often as possible, this will save your life. If possible, buy a mine detector. This will often save your life. Hand over unnecessary weapons and equipment to mechanics, they will sort it out to get parts and give you discounts.
Description: The final mission of the original ZP game to evacuate the train outside the Zone
Quest given by: Head of the SBU
Issue conditions: The cause of the helicopter crash is known
Passage: It is necessary to wait out the release. At this time, you can talk with Strelok, give him the documents (if you have collected them). After the ejection, get in touch with the command and receive the task of evacuating the train. There is time until the next release.
First, you need to talk to Kowalski. The command is interested in the information that Strelok knows, so on the way to the helicopters, we should cover him. Then we advance through the city, teeming with enemies to the Prometheus monument - the evacuation point "B28". Make sure key characters don't get killed.
First, you will come across zombies on the road, then mutants, and near the cinema there is a whole roundup of Monoliths. On the way, it will still be necessary to bring the medic to his senses, it seems that the controller covered him quite well ... We are getting to the monument and we need to hold out at the helicopters. Crowds of Monoliths are running at us, snipers are shooting from the roofs. But we waited for the helicopters to take off. And here we have a choice: stay in the game in freeplay mode, or fly away with the military and watch the end of the game.
Tip: in order to avoid robbery of the GG after the departure of helicopters, you must disable the corresponding option in mod settings
FREEPLAY
Description: The quest is activated automatically after the departure of the helicopters. There was a big psychic release.
Passage: shoot 400 zombies in all locations.
Reward: 200,000 tugriks
Description: after returning to the laundry, we find that free stalkers have occupied it. Mechanic - uncle Yar. Garik worries about his friend Melnik, who has gone into the overpass.
Quest issues: Pripyat, guide Garik
Passage: we go down into the overpass, if we have not yet sold the Zulu PKK, it will come in handy here, since it is much more profitable for them to clean up “by area”. We move along the mark, shooting an incredible number of mutants and zombies, and in the large hall there are also mercenaries with Alpha. We find Melnik and return with him to Pripyat.
Description: you need to find samples of an unknown breed for scientists
Quest Giver: Jupiter, Scientists' Bunker, Herman
Passage: Quest from several parts, does not represent complexity. We are given a “Seraphim” detector with which we independently (there will be no marks on the map) need to find samples of an unknown breed and bring them to scientists. We carry the found samples to the bunker and give it to Herman, we wait until he conducts an experiment - we get 6 artifacts and the "Seraphim" detector as a reward.
One problem is where to find them. Clue:
Possible spawn points:
BACKWATER:
anomaly Circus
anomaly Burnt farm
anomaly Cauldron
anomaly Ironwood
JUPITER
anomaly Ashes
anomaly Quarry
in an anomalous grove on Yanov
near the Cement Plant, where one of Strelok's caches
PRIPYAT
near Laundry
evacuation point B-28, not far from the monument near a fallen tree
in Pripyat near the Kindergarten, among the anomalies on the playground
between houses, in the anomaly vine
Description : a merchant at Yanov station Hawaiian needs a suitcase from Pripyat
Quest Gives: Jupiter, Yanov, Hawaiian
Condition: visit Pripyat (can be taken after repairing the gauss)
Passage: one of the "bring-give" quests, we go to Pripyat according to the mark, pick up the suitcase and bring it to the Hawaiian.
Description: Medic at Yanov Station Kostoprav needs a special first aid kit to treat stalkers.
Quest gives out: Jupiter, Yanov, Kostoprav
Condition: visit Pripyat.
Reward: Geiger counter
Passage: we go to the Jupiter plant, in the hall where the descent into the overpass in one of the boxes is the necessary first aid kit.
p.s.: I completed this quest in freeplay, but it becomes available after the quest for "Unknown weapon"
When choosing your favorite barrel, there are many characteristics to consider. It should be remembered that one of the main parameters is the maximum damage that this type of weapon can cause. It is also worth considering the range of aimed fire.
As you progress, you will meet new characters with different specializations or skills. For example, with their help it will be possible to improve weapons, armored suits or even artifacts. Among these characters, you will meet merchants with whom it will be possible to “get along” well (especially at night) in the prices of goods and order some unique item.
From the defeated key characters, it will be possible to remove flash drives that store information about personal, named caches. In order to find out about the location of such a cache, you need to "use" the flash drive. With regard to ordinary hiding places, it should be noted that their owners, stalkers, are hard-working and savvy people; showing, when laying his good in the bins, miracles of ingenuity. It's easier to find a black cat in a dark room than a veteran's stash.
In some caches (or as a reward for completed quests) you will find technical documentation and theoretical material on the use of various types of weapons in the form of a "Combat Tactics" folder. It is useful to immediately study the found "tactics" - this will allow you to inflict more damage on the enemy from the mastered weapon. The list of studied "tactics" is stored in the personal PDA section - the library.
The mod has a new parameter of the main character - rank. Rank points are awarded for completing quests, for defeating enemies (including mutants) and for other feats. At a low rank, some quest characters will treat you condescendingly and are unlikely to trust you to complete serious tasks. Do not be discouraged - improve your skills by studying the Zone. Raising the rank will be rewarded upon reaching key values. Fight - and over time, you will be able to actually demonstrate your fighting qualities to short-sighted commanders.
When throwing grenades, make sure they don't hit an object close to you and fly back.
Do not forget that enemies have their own tactics, create and change your own.
Alpha units are well armed, if you go to destroy such units, prepare well. Alpha commanders' PDAs can be sold to merchants for a profit.
Repair the weapon in time, otherwise the weapon will often jam, and let you down even more often.
Save as often as possible, it will save your life.
If possible, buy a mine detector. This will often save your life.
Hand over unnecessary weapons and equipment to mechanics, they will sort it out and get parts and give you discounts.
p.s.s. thanks for the help: [email protected] (for technical assistance and description of some quests), SERGE(for the description of the quest to protect Noah's barge), Kurtz, Quiet, Zeha, XAH , AR100 , GADver, Jackal64, hex1991, Assassin , marussia,petr, Captain_Spaulding, StalkerShop, Toy1
Deliver the package to Markovich
Important information
Travel
Pilot
SBU.
Cell
Interception
Night meeting
Scientific report
Additional quests
Reward: Rank +4, 2000r, science kit x4, special bandage x5, wild drink x2, moonlight artifact, new track in mp3 player, cache gsm coordinates ->
important package
Reward: 1500r, cache gsm coordinates –> first aid kits x2
Requirements: Rank 35.
Raid
Throws out: Sword.
Nominal trunk
Reward: Optional.
Gives out: Thunderbolt.
Uncle Yar's Order
Issued by: Uncle Yar.
Night snipers
Gives out: Thunderbolt.
Lost Squad
Issued by: Molfar.
1) Myron's corpse - the cave of the talking controller in Skadovsk near the burnt farm. ->
2) The corpse of Kanevsky - will be available after completing the quest "Important package" ->
4) Corpse of Chapaev – Forestry –>
Sigerous mod, one of the best ZP mods. It makes the game more interesting and more difficult, adds features that you could only dream of in pure Call of Pripyat. You can join factions in it, it adds a lot of music to the game (in safe camps), it adds a huge amount of quests, it makes the zone more dangerous and much more. Now let's move on to the walkthrough.
Deliver the package to Markovich
At the very beginning of the game, he appears on the outskirts of Zaton, where some kind of stalker approaches him and asks him to take the subscription fee to the saver Markovich in Skadovsk, while promising that this same Markovich will give a commission. You can get on the ship either by yourself or with the help of
guide Woland, who will come up immediately after taking the quest. In Skadovsk, Markovich willingly accepts money, while saying that he does not know about any commission. In short, they throw us at the very beginning of the game? But he directs us to Associate Professor Makovetsky, who knows where the surviving military man is from helicopters. It stands on the first floor under the stairs.
Important information
We approach Makovetsky, who turns out to be a breeder, knows how to modernize artifacts. Of course, he will not give information about the military just like that - for this you need to complete a task for him. The bottom line is that near the sawmill in the acid anomaly, a new previously unknown artifact appeared. We go there, and we see an acid anomaly, in the middle of which lies a backpack. We take away the artifact “Acid ciliates” from it (a cool artifact, I don’t even want to give it away). We return to the ship and give the ciliates to Makovetsky, who for this says that the military pilot, along with Azot, went to Jupiter. We get the next quest.
Travel
We speak with Beard, he sends him to the conductor Pilot. The pilot for 3 thousand can lead to Yanov, there are no other options, so we give him money.
Pilot
We speak with Azot, he says that the military man we need is sitting in the scientists' bunker. We go into the scientists' bunker, we find the military pilot Lieutenant Sokolov, we talk to him. He gives us a tip on the helicopters that crashed on the Zaton, with which we are very familiar from the Call of Pripyat. We'll go there. You already know everything about helicopters from the Call of Pripyat, so I won’t write about it.
Upon arrival at Zaton near the entrance to Skadovsk, an unfamiliar stalker will talk to you and give you a note from an unknown person in the form. It will indicate that you need to meet with a liaison near the Iron Forest anomaly. We speak with a messenger, he gives the coordinates of the cache
SBU.
Cell
The cache is located on the outskirts of Zaton, near the Cauldron anomaly. It contains a flash drive with information about the next task and the equipment needed for it.
Interception
It turns out from the flash drive that a group of mercenaries has kidnapped an SBU agent and is holding him at the Jupiter location near the Bitum anomaly. Our task, as you understand, is to free him. If you put on the overalls of mercenaries, they will let you close.
When everyone was filled up, we approach the agent, talk to him, and lead him to Yanov. Upon arrival at Yanov, Rodzinsky gives us a bag of money and the coordinates of a contact on Jupiter.
The messenger can be found near the helipad after ten at night. Let's go to him.
Night meeting
Sidorenko, a messenger, will be waiting for us at the helipad. He will give us a new task: to find the missing professor in Pripyat, or rather, his scientific report. It is known that the scientist was kidnapped by the Monoliths.
Scientific report
The corpse of a scientist is located at the river port in Pripyat, but on the way we will have monoliths mixed with zombies. When there is no interference, it will be possible to freely take a report from the professor's corpse and carry it to Yanov's liaison officer.
Additional quests
Reward: Rank +4, 2000r, scientific first aid kit x4, special bandage x5, wild drink x2, moonlight artifact, new track in mp3 player, cache gsm coordinates -> army first aid kit x4, antirad x4. Near the bunker of scientists there is a group of researchers who it is necessary to carry out a ventilation complex. We approach their elder, take the quest and make sure that their leader is not killed on the way.
important package
Reward: 1500r, cache gsm coordinates –> first aid kits x2
Requirements: Rank 35.
Near Cardan in the doorway sits the stalker Avenger. He asks him to deliver the package to the debtor Kanevsky, who is sitting on the outskirts of Zaton near the bridge named after. Preobrazhensky. It's simple - we give the debtor a parcel, we get money. By the way, when I was leaving, Kanevsky and his partner, who was sitting with him, were blown up. Looks like it’s not for nothing that the stalker’s name is the avenger, he gave them an excellent package :)
Raid
Reward: 2500, auto-colt, stone flower art, personal backpack, ammo 5.45×39 mm BP x240, first aid kit x4, new track.
Throws out: Sword.
Requirement: Achievement "Beginner Championship" achieved.
We meet with the Elbrus group on port cranes. Three people will go with gg, three more will attack the bandits from the rear. We approach the position on the hill, and after your first shot, they will start the fight. Here we are waiting for something unexpected for this game - Chapaev is the boss, that is, he has a hell of a lot of lives and he will have to put more than one clip into him.
Nominal trunk
Reward: Optional.
Gives out: Thunderbolt.
Gromoboi lost his table in Kopachi and asks to find it. At the same time, I advise you to complete the Kopachi quest, then we will immediately find ourselves in the right place. In Kopachi, in the attic of the house, the corpse of a Monolith will lie. We take the coded PDA from the corpse and carry it to Thunderbolt. He gets access to the PDA and sends Degtyarev to the cement plant. The nominal screw cutter will be on top of the cement plant building (the mark on the map is not accurate, it is on the building where you need to find radio materials for Nitrogen). We go to Gromoboy, and then we have 3 options:
1) Immediately give the barrel, then we get 8000, an artifact crystal, an army first-aid kit x5, a rare set for weapons, cartridges 7.62 × 54 mm 7H1 x20, cartridges TP-5.45 × 39 mm x180.
2) First, say that there is no trunk, and then say that it is, just eight pieces are not enough. Then we get 16 pieces
3) Say that there is no trunk, and leave it to yourself.
Uncle Yar's Order
Reward: 2000, periwinkle, rare weapon kit, army first aid kit x3, sgm stash
Issued by: Uncle Yar.
Conditions: Completed the quest Kopachi.
We find the camera, we are attacked by a bloodsucker, we kill the bloodsucker, we take the camera down to Yar. Everything is simple.
Night snipers
Reward: 5000, SGM stash, weapon kit, army first aid kit x3, ammo 7.62x54 7H1 x20
Gives out: Thunderbolt.
Conditions: Come to Gromoboy at night.
Bandits with rifles sat in the barrier. Here you will need either a sniper or an assault rifle with a telescopic sight. When one bandit remains, a hint will appear that you need to get closer to him. But when we approach, the brother starts to run away right up to the east tunnel. There he and his sidekick will already be waiting. Then just return to Yanov and take the reward.
Lost Squad
Reward: 8000, goldfish, red weapon/armor set, LR-300 M, 5.56x45 AP ammo x300, 5.45x39 BP x300 ammo, SGM stash
Issued by: Molfar.
Conditions: In order to complete this quest for mercenaries, you must first go through the quest "Interception" and pick up the leader of the mercenaries PDA with a password from the corpse. After that, we go to the mercenary base near the Jupiter plant, not forgetting to put on their bulletproof vest before that.
We meet with the detachment and go to Jupiter. We protect the territory from zombies, we go together with the detachment in the building. There they will be beaten by the controller, and we will have to run back to the mercenary base for reinforcements. Molfar gives us 1000 rubles, which we need to buy psychedelin for a new detachment, consisting of 4 people. We approach the commander of the detachment and give the psychedelin, after which we move forward with them to the factory. Near the entrance we will be met by fresh zombies and 2 controllers. When they are done with, then it will be necessary to clean up the adjacent territory. There will be a controller, some dogs and snorks. When it is finished with them, then we are already going to Molfar, to report on the completed task.
After completing this quest, Molfar will offer Degtyarev to become a mercenary. If he agrees, he will give out good equipment.
Flash drives with information about personal caches
1) Myron's corpse - the cave of the talking controller in Skadovsk near the burnt farm. -> “Wind of Freedom” jumpsuit, energy drink x3, money bag, anabiotic, scientific first aid kit
2) The corpse of Kanevsky - will be available after completing the quest "Important package" ->
3) Corpse of Brass Knuckles (Sultan's Bandit) - you need to complete the quest "Attack" by taking the side of the stalkers
4) Chapaev's corpse – Forestry –> 1st level kevral plate,
army first aid kit x4, SUSAT “Measure” scope, AKM-74 combat tactics
5) Shishak's Corpse - Container Warehouse