With your own hands      07/13/2023

What to put in the dawn caches. Creation of a hiding place, cache. What should you put your goods into?

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

And since in the near future I plan to make myself a “night stand” in case of BP and similar famine/war/mass unrest, etc.

In this article I will look at a universal underground cache, because... There are hundreds of ways to hide goods, and underground you can universally store anything you want.

In general, in order:

1. Place – where to hide?

2.Caches

3. What should you put your goods into?

4.What are we going to hide?

5. Methods of protection from “treasure hunters”.

1. Place – where to hide?

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

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

Don’t think that organizing a hiding place for yourself is just about digging a hole for yourself and putting it all in a container (read on below) and we’ll finish the job. No, of course, this is a method and not a bad one, here you already need to look at the purpose of your cache - the frequency of use.

The difficulty also lies in the elimination of freshly dug soil, which instantly unmasks your cache. It will need to be taken out with the care of a thief, leaving no fingerprints, and as far as possible from the excavation site, dumping it in such a way that no one would have any idea where it came from. Debris and other soil - take care of them in advance.

And so, the place has been chosen - we dig.

2.Caches

There are optimally two ways to construct underground caches: dug and stacked (read on for what) and dug and built a dugout or tunnel. Simply put, the first (and simplest) implies a relatively small stock, and the second is a more complex structure with a large volume of storage. Here everyone looks according to their needs and needs.

First option: the depth of the hole depends on the volume of containers being immersed in it + the supply of earth on top to make it difficult for unauthorized persons to detect the cache.

Tunnel-earthen: depends on your desires. I won’t write specifically how to build dugouts, I can only provide links for this: http://live.mebel-almaty.kz/?s=%D0%B7%D0%B5%D0%BC%...

A tunnel with subsequent horizontal deepening should be built with the same consideration for the volume and quality of the products lying there. It is important not to forget that the arch of the horizontal branch must be supported with boards and the walls must be strengthened.

You can also bury containers and vessels under water; to do this, place a massive stone at the bottom and something that absorbs moisture, in case of small leaks. In order to ensure the required pressure, install a tube above the water (similar containers are sold).

The camouflage is clear - under the landscape. Soon the digging site will be covered with dust and no one will know about the traces of your activity.

3. What should you put your goods into?

Regarding dugouts, etc. I won’t write - everything is at your discretion, because... Since you built it, it means you are smart enough to figure out what’s what.

As for the “dig-hide-bury” method, here’s what:

3.1.Plastic bags

3.3.Metal containers

3.4.Plastic cans of different sizes

3.1.Plastic bags

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

3.2.Various cardboard boxes

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

3.3.Metal containers

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

3.4.Plastic cans of different sizes

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

Such containers are ideal from the point of view of tightness and safety of the “internal” products and objects. Such containers are very durable - a mouse or rat will shit themselves by gnawing on such a layer of plastic and break its teeth, and then die of shame that with broken teeth and all crap. But seriously, the lid of such a can is the most airtight: the lid itself is massive and durable + under it there is something like foil on coffee cans, only a plastic insert on the neck that fits firmly a little inside and closes tightly vessel, some have a handle-lock. Determine the volume yourself - to each according to their needs, as they say.

4.What are we going to hide?

I do not claim dominance and elevation to the Absolute of my list, because Here are the items and products that I put in my stash.

First aid kit– a set of medications for what ifs. Everyone has their own, I won’t describe it.

Travel bag - useful little things:

Matchbox

candle

sewing supplies

water purification tablets

mirror

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

file-tightening

large strong plastic bag

container for potassium permanganate

Nylon thread

lighter

plastic garbage bags

Dry fuel

Toothbrush

Disposable machines

Liquid soap

Toothpaste

Products:

pasta

stew (2-3 cans)

Water 5 liters

Mug\spoon

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

Also in the cache is a pair of panties, woolen socks, 3 pairs of socks and some other warm and not so warm things.

5. Methods of protection from “treasure hunters”.

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

“No matter how hard I tried to carefully dig my next cache at the next hut, the spilled earth still remained here and there. Even though I carried her away on my raincoat and drowned her in the lake. So I chose a different solution. I found a place with natural swellings of the soil. Where there was land without soil cover, he built a hiding place there, not particularly caring about the spilled soil. After some time, the fresh soil withered away and became invisible. True, I didn’t have a can, so I dug a small frame, like a well, into the hole. Well, I put together a lid from blocks.”

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

Hence the conclusion - go to the cache along different paths and as carefully as possible, so as not to form a path to the cache. If possible, pick up the trampled grass, cover up as much as possible the traces of your presence at the cache.

I also want to draw your attention to this: vole mice. These creatures spread Hemorrhagic Fever with Renal Syndrome. This is a viral disease common in forest and forest-steppe zones. Infection occurs from mouse-like rodents, rats, through airborne dust, and also through food products. It manifests itself as fever, hemorrhages on the skin, bleeding and severe kidney damage, which can cause death.

What am I talking about? So that you, comrades, do not skimp on the safety of the walls of your shelter!

As for the psychological aspect, in terms of showing off the hiding place, revealing it to friends and acquaintances - don't you dare do this! Thus, you will lose all the secrecy of your hiding place and run a very high risk of revealing your secret to strangers. It’s better not to entrust third parties with making/digging the cache, but to do everything yourself. Keep your mouth shut and save yourself and your property from problems.

Good luck to everyone and may no one find your hiding places except you.

Comments

08/07/2011 01:41, L1s

1. Laughed at the words: ...with the care of a thief, leaving no fingerprints and as far as possible from the excavation site.

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

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

The main reason is rapid decomposition. What kind of mice are underground? Mouse-mole?

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

I give it an 8 because I won’t go through it in my head again, I understood it the first time)

08/07/2011 09:49, Richard

Men I know told me that voles shit in such caches and the consequences are not the best.

And in the forest there are foresters and huntsmen, mushroom pickers and hunters who, rest assured, also have eyes.

But yes, the phrase is funny))

03/19/2012 13:43, Mr. Ololo

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

08/07/2011 10:00, L1s

I understand you are talking about forests in the suburbs. How many times I walked in my forests, I never saw huntsmen and foresters. Although maybe I didn’t walk much.

To be sure, you can also not mask the dug ditch, but rather mark it.

For example, put up a cross or a small monument. And write: “Rex is buried here.” Surely no one will dig there

08/07/2011 10:37, Richard

Forests and suburban groves too.

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

_______________________________

Reise, Reise - Seeman Reise...

10.08.2011 12:13, Strong

Not bad. There are two comments.

1. Plastic containers are of course good, but up to a certain limit. Under normal conditions, rodents do not touch it, but during periods of lack of food, they effectively gnaw through anything softer than metal (in the taiga, this has been around since December).

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

The comments concern the most extreme scenario.

08/10/2011 20:11, Fugitive

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

11.08.2011 02:21, Richard

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

_______________________________

Reise, Reise - Seeman Reise...

08/11/2011 20:02, Fugitive

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

I don’t understand why go to hell for a portable emergency supply, in the form of a couple of cans of stew and spare socks, which is needed here and now? Well, perhaps just bury it just outside the city limits with the risk of being discovered. Do you think that in the event of a more or less global emergency, when power collapses, someone will have the desire to trudge far and wide for spare underpants and disposable machines?

If we were talking about creating some more or less capital base, like a DVD, with a supply of products for several months, various devices and goodies designed to ensure a further comfortable existence at least for the first time, then it would make sense to do it further away. The problem is that organizing such a base is a problem of extra money and time. How many people have it?

08/11/2011 21:24, Richard

Dude, you're speaking rather one-sidedly.

I proposed a solution to a specific issue, but under what circumstances BP will happen is not for us to decide. Besides, no one obliges you to put any of the things I listed in the cache. You might as well buy a firearm, a good supply of ammunition for it, and hide it. On the plus side: there is no need to register and no one will find the house, because... she is not at home, but in a hiding place that no one will find except you.

And when the first messages come to the big Z, you go, dig out and arm yourself.

Situations are different, don’t paint everything with the same brush.

_______________________________

Reise, Reise - Seeman Reise...

08/11/2011 22:13, Fugitive

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

Do you offer to put yours? Good advice, but why the topic then? As I understand it, to develop a fairly universal solution to the problem that is the subject of this site.

What don't you like at home?

1. There is no need to search for and equip a hiding place.

2. Always under supervision.

3. Always at hand.

4. You can easily update your inventory. And replenish.

5. Most of the things that are useful are already in everyone’s home.

The situation when you cannot use it is too unlikely (no shock will just happen), with the exception of the option of a nuclear strike or a strong man-made or natural disaster. But here you won’t have time for a hiding place with threads and an illegal gun.

A new movement has appeared in the world of the Zone - groups calling themselves mod builders have been spotted on its territory. Their true goals are unknown, but they are full of desire to make the Zone even darker and darker, to give its inhabitants new abilities, to breathe new life into the familiar world... and to diversify death even more.

Our guest today, Sigerous Mod, is unique. While the well-known developments “AMK” and “Narodnaya Solyanka” became famous for their realism and scale, Sigerous Mod simply opened up new opportunities in the game - training mutants, professions and specialties, new groups (and the opportunity to join them), fresh plot and additional tasks . The zone has changed, it has become more severe and dangerous, but now I will try to reveal to you at least part of the secrets hidden behind the name SGM Mod 1.6.

  • Past and future
  • A true action role-playing game
  • All professions are important...
  • A pseudo-dog is man's friend!
  • Battle of Clans

Afterword and beginning

The three “Stalkers” are three completely different stories. “Shadows of Chernobyl” became a real national hit, and open access to game resources predicted the project’s repeated rebirth, as the developers of AMK mod proved at one time.

Surprises at every turn. This time - a dead mercenary with a grenade launcher in the village of Izumrudnoye.

“Clear Sky” skillfully reflected the colors of its cover - gray darkness and despondency were combined with a jungle of impenetrable bugs, which scared off the modders. Of course, many worthy works were created on the basis of the prequel, but none of them could claim to be the “King” that AMK was for the original game in its time.

“Call of Pripyat” gave the already somewhat forgotten series a second wind. Together with the cheerful SBU major, we cheerfully ran through the swamps of Zaton, admired the industrial landscapes near Jupiter and explored the frightening Pripyat. And then there was the announcement of AMK 2.0, where they promised to implement all the proprietary features of the first version, many new locations and much more that are usually promised in such cases.

But then the news broke that the development of the mod had been stopped. The king died before he could be born again, but the empty throne remained. He waited for his time and for a new master... and finally he waited.

The talented mod builder Nikolai Bolotov has been performing the duties of “Lord of the Zone” for several years now, working with different versions of the game, however, the SGM Mod for the original and “Clear Sky” gained fame only in a narrow circle of fans of the game and was not able to compete with the “whales” of stalker mod building condition.

Only the third attempt was successful, and the mod suddenly blossomed, leaving other competitors far behind. And now I just have to show that Sigerous Mod 1.6 is today’s No. 1 modification for the game “S.T.A.L.K.E.R.: Call of Pripyat.”

A true action role-playing game

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

The secret to the success of Sigerous Mod does not lie in revolutionary innovations - the foundation is laid much deeper. All that remains from the old “Call of Pripyat” are the starting and ending videos and several story inserts along with key quests. And the sensations from the gameplay are completely different.

The game has become dangerous, wild, untamed, and this can be seen from the first seconds of movement through the Zone. It even starts out completely differently. First, one stalker asked our hero to deliver a package to Skadovsk. After running a few meters and ending up in a “carousel” with a fatal outcome, I realized that the first quest in the game would not be without adventure. Immediately I meet a stalker who has agreed to lead Degtyarev to the shelter, and I think that’s where the troubles are over... But no - my accompanying guide dies in an unequal battle with blind dogs, and I have to run away from hungry animals, while simultaneously dodging almost invisible anomalies.

The anomalies here do not change their location, but are scattered throughout the entire location, and not in individual zones. For example, not far from Skadovsk, there are “carousel” anomalies located in several zones - they can be recognized by characteristic waves in the air. Another new danger is booby traps that detonate when you get close to them. They are usually located on roads and bridges, so before purchasing a special mine scanner, Degtyarev is better off avoiding large paths or carefully watching his step.

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

The Sigerous Mod tilts the gameplay even more towards an action RPG. Here ranks appeared as a form of, albeit the simplest, but very suitable role-playing system. The more we kill hostile creatures, the higher our rank, and this is not just a matter of statistics (as it was in “Shadows of Chernobyl”), the number of kills has practical value: for every fiftieth enemy killed we receive a medal (it can be exchanged for a cash reward ) and the coordinates of a special SGM cache.

On a note: Degtyarev’s rank affects the range of goods from merchants, as well as what things we can order. Try to kill more and more often - even the death of one blind dog will add points to you.

We can develop not only the hero, but also weapons (we are not talking about improvements - they also remain, although they have been redesigned). To do this, you need to find a book on combat tactics (one for each gun in the game) and use it, after which the damage done by the gun whose tactics you have studied will increase slightly. Most often, such a book can be obtained by completing story quests or found in SGM caches - they are not randomly generated.

Variety plays a very important role in SGM Mod. The number of types of ammunition has increased, new types of weapons and armor have been added, monsters can again lose a limb that has healing properties, and there is enough food for the menu of a large restaurant.

The weather in the Zone was always bright and friendly.

Many innovations have changed the tactics of the game. For example, with the help of remote-controlled explosives, you can easily take out an entire base of stalkers neutrally opposed to you (especially if you wait for the moment of release and plant a charge in a place of shelter and detonate the explosive when all the inhabitants of the base come running to this point), portable repair kits for armor and weapons will allow repair your ammunition right in the combat zone, and the MP3 player will simply cheer you up with pleasant music.

The zone has become much more dangerous, but has not lost its former charm - the world lives its own life regardless of the misadventures of a comrade major. Monsters run and gnaw at each other, explode on mines, attack free stalkers, factions fight among themselves - in Sigerous Mod their fights have become even more fierce and have not lost the elements of randomness. Once I witnessed how a detachment of “Svobodovites” organized a raid on the hideout of the bandit Valet, defeated him and occupied their rookery. And even though this is a scripted event (as Nikolai himself, the author of the mod, admitted), it gives even more realism to the environment and helps immerse the player in the mysterious and alluring world of the Zone.

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

Personal and SGM caches are either guarded or securely hidden.

Since the time of the original “Call of Pripyat”, the location of caches in the game has not changed, even their content in most cases remains the same. But the author of SGM Mod introduced his own system of caches, classifying them by type - regular (green), personal (red) and SGM caches (blue).

SGM caches usually serve as a place to store special things that are unique to Sigerous Mod. In them you can find new types of ammunition, repair kits, new types of weapons and armor, medicines or books with combat tactics. All caches are placed manually, their random generation is excluded. We receive the locations of SGM caches as a reward for completing quests.

SGM Encyclopedia: There are 110 SGM caches in the game: Zaton - 44; Jupiter - 41; Dungeon - 10; Pripyat - 15.

Personal caches serve as a cache for the belongings of some important game characters, and their location can be found by picking up a flash drive from a corpse and using it. In 80% of cases, caches of this type will contain a bag of money and other things, from artifacts and medicine to weapons and books with combat tactics.

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

All professions are important...

In the “pure” “Call of Pripyat” stalkers were not famous for the variety of their deeds. There were only traders, bartenders, mechanics, doctors and guides - the rest simply spent hours wandering around the expanses of the Zone or drinking in Yanov or Skadovsk. SGM Mod gave snickering lazy people a special education, turning them into real masters of their craft - now in the Zone you can find commanders-in-chief, breeders, bodyguards, savers and traders.

    Commander-in-Chief- This is the most important person at the base of his group. He is able to accept Degtyarev under his banner if he agrees to complete one or more tasks, and their nature and complexity depend on the ideology of the clan itself. If such a commander is killed or he simply becomes hostile, you will no longer have a chance to join this group.

    Saver— with the help of this character you can perform financial transactions such as storage or deposit. If you decide to put money into storage (this only makes sense before the mission to save Mityai), you will lose 10% of the invested amount when you take the amount back. A deposit is already more interesting, since interest is paid, only you need to come for the money within a strictly allotted period of time. In general, the value of such a banker for the SGM world is extremely doubtful: the interest on the deposit is small, it’s easier to earn money by going on a campaign for artifacts and then selling them to merchants.

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

    Trader- this person is distinguished from a simple merchant by two things: you can place an order for weapons or armor, and he always has in stock rare goods that are not typical for ordinary merchants (a drug for taming monsters, a booby trap scanner, repair kits, explosives, etc. .). Some merchants can even give you tasks, from others you can buy some special item (for example, in Skadovsk a merchant may offer you binoculars). Some merchants periodically update the products available for order.

    SGM Encyclopedia: There are a total of seven bodyguards in the game: two on Zaton (Skadovsk, Lesnichestvo); three on Jupiter (Yanov, Scientist Bunker, Mercenary Base); two in Pripyat (Laundromat, Book Store - available after completing a line of quests for the Monolith).

    Breeder— this scientist in a massive protective suit is improving artifacts. Each breeder specializes in a certain category of items, and can improve it in one of three directions - for each artifact, the possible lines of improvement will be different, but usually they are aimed at either extinguishing negative effects or strengthening one of the existing abilities. One artifact can only be improved once; selection is expensive, so I would advise improving only “Goldfish” and “Inversion”, and both by the amount of the maximum carried weight - during long-distance raids this will be counted and the costs of selection will be recouped.

A pseudo-dog is man's friend!

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

To try yourself as a tamer of wild mutants, you will first need a special drug “X8P25”. This drug is different for each type of mutant, and its cost depends on how strong the creature you plan to tame. You can buy the drug only in one place in the Zone - in the scientists’ bunker from Herman and the merchant Savely.

Major Degtyarev and his motley team.

The process of recruiting a mutant is quite simple if you approach it correctly. We need to be close to the selected mutant, activate the drug (it is better to transfer it to the quick use cell) and stay in close proximity to the monster for several seconds - the weaker the beast, the less time it takes to train it.

SGM Encyclopedia: time required to recruit monsters: jerboa - 10 seconds; blind dog - 12; flesh - 15; pseudo dog - 15; snork - 18; wild boar - 20; chimera - 30; pseudogiant - 40.

Since the taming process is almost intimate, it is advisable that at this moment there is no one near you and the desired mutant: order the bodyguards to stand still, or simply prohibit them from opening fire, and outside monsters (if your target is running in a pack) liquidate.

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

And again technical matters

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

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

As an example, I will give one of three possible schemes for generating tool sets for Cardan and Azot:

Tools for rough work:

    Backwater. Waste recycling station. On the upper level inside a broken pipe.

    Jupiter. SAM "Volkhov". Under a broken car.

Tools for fine work:

    Backwater. Anomaly "Iron Forest". Near the bunker at the foot of the pipe.

    Jupiter. When approaching the Oasis. In the corner behind the box.

Calibration Tools:

    Pripyat. River port. In the elevator car.

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

Battle of Clans

Sigerous Mod added four new faction bases to the game - bandits, mercenaries, Dawn and Monolith. All these clans pursue different goals and often quarrel with each other, but the leaders of each of the divisions will gladly accept Degtyarev or at least give him a chance to prove his strength and loyalty to the group by completing several tasks.

Base bandits located in Forestry on Zaton. To get to their base, you need to pay 4,500 rubles at the entrance - the bandits will consider all other attempts to penetrate as sabotage. To join the ranks of the group, you need to complete the “Trust” quest (kill the mercenary Jackal and bring a personalized weapon to the commander-in-chief of the base). After joining, you will have access to additional quests from this group and the opportunity to pick up the contents of the cache on the second floor of the main building with impunity.

On a note: subsequently (if you want to complete all the tasks available in the game) you will need to destroy this bandit base on behalf of the Sword. After this, the already familiar “Arms Deal” quest will open, which opens up several more tasks, so you shouldn’t neglect the reprisal against the bandits.

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

After you complete the scientists' task "Variable Psi Radiation", a group base will appear in the tunnel near the Cooling Tower (where you killed the controller) "Dawn". As soon as you approach the tunnel, the task to protect the base from mutants is activated. Help them fight off the attacks of all monsters, in particular, help them destroy the pseudo-giant. After killing the monsters, go to the commander-in-chief and receive your reward - now the opportunity to join the ranks of Dawn is open to you.

Mercenaries They are located in the southwestern wing of the Jupiter plant, but to join them, you need to run around a lot, including the main quests. The territory of their base is guarded, it is necessary to approach it in a mercenary costume, otherwise we will be shot without warning. The overalls will be available in the SBU cell (the location will be revealed according to the story), and the helmet can be found in a cache at the treatment station in the sewer. The guard at the entrance (if the required armor is worn) will ask for a password - you can get it by completing the quest to rescue a captured SBU agent and picking up a flash drive from the corpse of one of the mercenaries.

At the base, the leader of the mercenaries will give you a task - to join the group and raid the Jupiter plant, where you will have to shoot mutants and zombies. Upon completion, the commander-in-chief himself will invite you to join the group.

The group that becomes the last one to join is available "Monolith". Their base is located in Pripyat, in the Prometheus cinema. To get the opportunity to become a member of the group, you must complete the game before the quest with the Books store in Pripyat; Also requires the "Zone Marked" achievement. We bring Leon’s case to Cyborg, the leader of the “Monolith” (we will get it on Zaton by talking to the wounded Monolith man on the dilapidated bridge) and take from him the task of killing the “saiga”. After completing the quest, we return to Cyborg, receive the royal reward (Monolith exoskeleton, Arctic Warfer L96A1 rifle, etc.) and join the clan.

On a note: After joining all four factions, you will receive a special SGM achievement “Diplomat”, but you need to join clans in the following order: bandits, “Dawn”, “Monolith”, mercenaries.

However, it will not do without serious innovations. It will be possible to join the “Duty” and “Freedom” factions, probably with new quests from their commanders-in-chief and conditions for admission. The mini-game “Twenty-one points” will be introduced, and additional statistics will appear in Degtyarev’s PDA.

The most interesting innovation will be a new currency - electronic rubles. We can assume that regular money is transferred from pocket to pocket, and electronic money will be transferred from PDA to PDA. Savers will have the opportunity to exchange electronic currency for regular rubles at a special rate that changes every 6 hours.

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

Solving the problem:

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

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

And here is the log after the above actions when exiting the game:
* : free, reserved, committed
1.86 Giga are committed for the process and 1,197 Giga are still free.

It’s hard to believe in the possibility of famine (shortage of food) now, but it’s better to do it so that you don’t curse yourself later for carelessness and lost time.
When all production in a country stops, agricultural enterprises go bankrupt, and food shortages usually do not take long to appear. Along with home storage, in which you are able to regularly check and update supplies, experts recommend creating remote strategic reserves - in camouflaged cellars or caches (hides, hiding spots)
The garage and country cellar should be partially used (adjusted for possible looting). However, this is not enough. A necessary component of reserves are caches (aka caches, hiding places, hidden cellars). There may be several reasons for creating a cache: a) the need for additional storage space, b) a reasonable desire to disperse resources, c) creating conditions for instant escape from a populated area, without preliminary fees (the cache location will be the first point of your arrival after urgent self-evacuation).
The cache is a hiding place, located in a place remote from populated areas and roadways, and outwardly does not stand out in any way. It can be arranged in an inconspicuous niche in the rock or simply buried in the ground in the form of a treasure. The technology for creating a cache is similar to the technology for equipping cellars, with the only difference being that the cache should not be noticeable from the outside.

When creating a cache, the main attention should be paid to disinfected cereals (heat-treated to prevent mold, bugs, etc.), sugar and salt. You should also stock up on vinegar (for quickly making marinades that prolong the life of the product) and tea (in factory-made foil packages).
In addition to food, the cache must contain: a minimum of medicines, syringes and bandages, a bottle of medical alcohol, matches or a wooden chair, a roll of thick polyethylene, a blanket (in a sealed package), rope or wire, an ax and a saw (lubricated with grease), lighter fluid fire, paper, knife, some disposable tableware, soap. Also, if you are driving: a can of gasoline, a set of keys.
Two methods of storing food in the cache are recommended. The first is a regular stowage, in which each product is stored in its own container (for example: a bag of sugar, 2 boxes of stew, 4 4 bottles of cereal, a canister of water, etc.) - of course, everything should be stored in waterproof packaging - i.e. at least wrapped in polyethylene and carefully closed. The second is extreme, when stocks are stored in whole sets, which contain a minimum of necessary products (each set contains 3-5 kg ​​of sugar, 10-15 kg of cereals of various types, 3-5 kg ​​of milk powder, 1-2 liters of vegetable oil, 3-5 kg ​​of dried fruits, 1 kg of salt, 200-300 g of spices, several cans of stew, a bottle of water, a bottle of vinegar, medicine, bandages, soap, an ax, something else).
This method allows you to quickly remove supplies from the cache without attracting unnecessary attention - after all, there may not be time to measure out “a little cereal, a little sugar, a little dry milk...”. To store sets, it is recommended to use polyethylene tanks with a wide neck with a capacity of 40-60 liters (1 tank = 1 set). The tank is easily and quickly removed, is not subject to erosion, and is resistant to pests. If the cache is small, it is better to store only 2-3 sets and a roll of polyethylene. If it’s large, you can add another container of sugar (40-60 liters), a couple of boxes of stew, a canister of water, a canister of alcohol, and some tools (see above). You can also attach a simple battery-powered radio (it is possible that one of the radio stations will start broadcasting).
Make sure your supplies are protected from mice, moles and rats. The tanks should be wrapped in fine metal mesh. The joints of the mesh pieces should be securely fastened with wire.
The cache must be securely hidden from the human eye, camouflaged. It is better if it is a thicket of forest, an island in a labyrinth of swamps, a crevice or a mini-grotto in the rock. You can arrange caches in the roots of trees, under old stumps, under large boulders. The distance from the cache to the nearest populated area should be at least 3-4 km near the city and 5-6 km in rural areas (villagers know the surroundings better - and can easily locate the cache or notice you during the storage and retrieval of reserves). You should not equip a cache near military bases or large industrial enterprises, railway and boat stations (even if they are located far from the city).
You need to be prepared for the fact that at the moment of removing supplies from the cache, someone outside will want to appropriate part of your valuables for themselves. Or some people may, threatening with weapons, demand that you give them your cache. For this purpose, protective equipment must be provided in the cache. It is better if the approach to the cache is such that only one or two people can pass through (a narrow passage in the rock or a rocky platform taller than human height, where only one person can climb, is especially convenient). If the cache is located in a forest, then there should be impassable thickets around it (raspberries, hazel, other shrubs, windbreaks), into which a person will not climb of his own free will. And the approach to the cache is only one and very narrow. In the cache itself, it is advisable to have a loaded weapon (a pistol, a sawn-off shotgun loaded with shot, a hand grenade). In case your hands are tied, you can secure a knife blade or a circular saw blade (wrapped in cellophane) in the immediate vicinity of the cache. At a critical moment, you will be able to cut the rope unnoticed.
In these same cases, children should not know about the existence of the cache. Or there should be several caches - only you know about one, you + children know about the other, only your wife and children know about the third.
In order to minimize the likelihood of your cache being discovered, planting should be done at night. To do this, you can camp not far from the intended location of the cache - under the guise of vacationers (it’s not bad if there is a river or other body of water nearby). And at night or at dawn, quietly equip the cache. It is better not to light lanterns; it is preferable to go on a moonlit night. and the point is not so much that someone will notice and THEN rob the cache. They might notice it right away and plunder it purely out of sporting interest......

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

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

Location: Swamps

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

2.After the military man glued the fins together, we go to the Fisherman’s Farm and take on the quest to clear the Old Church of bandits.
3.Technician Makarenko. Will appear at the Pumping Station when completing the Military Cargo quest.

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

5. A small explanation for the Military Cargo quest.

If you expect to find cargo on Fur. yard, then I want to disappoint you right away. He's not there.
In order for the task to be updated, you need to search all the corpses of military personnel (not bandits).
After all the corpses have been searched. The task Talk to Bagration will appear.
He, in turn, will give a tip to Technician Makarenko. Which will make you for 5000 rubles
Georadar with which you will search for cargo.
Where to look for cargo, see message No. 5
After the cargo is found, the task “Meet with the contact” will appear.
And he will take the cargo and send you to Zaton. Well, at Zaton you will already be greeted well by all of us
Petka's friend the postman

Military corpses for fur. yard

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

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

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

4. Near the wall in a “heap” of steel sheets and reinforcement stakes (eastern wall of the same building)

5. Under the water tower

6. Between the tank and the building

Laboratory X 18

Dark Valley

Quest Mysteries of the past.

Additional reward from Kolmogor
After escorting Lucas to the checkpoint and receiving a reward from Kolmogor,
He will offer you an additional reward. You can refuse.
Or you can choose one of three leads to caches.

Option - Go north

Another option will be SVD. ]

FAQ:

1. Where to look for military corpses in the swamps.
- there is fur in a dilapidated building. yard near trucks under a canopy
- in the trash can near the hole in the wall on the side of the trucks
- in the corner from the outside of the main building between the tank and the wall
- in the trash can at the back wall of the main building
- under the tower (like the water tower at the back of the main building)
- in a trash can near the wall that looks at the village (transition to CN to another location - in the northeast of the map)
2. How to return the old mini-map
- the old minimap is in the archives at gamedata\textures\ui and gamedata\configs\ui needs to be unpacked and the files replaced
- if you are missing an arrow on the new map, then the solution is here

Download link
3. Where to find the Shapoklyak artifact
- artifact spawns randomly (3 points).
One - see post below. The other two are the area of ​​railway tracks (bridge) in anomalies on the tracks. No detector needed.
4. Where to put the collected weapons.
- You can only sell it on Zaton. Nobody will buy it in the Cordon and the Swamps.
5. Where to look for artifacts in the Cordon and the Swamps
- Three anomalous zones each on the Cordon and the Swamps. Art respawn was carried out in them.
6. How to get through mines in the Swamps
- If you have a mine detector in your hands, then approach the mines... stop, and they will begin to disappear... and so on a little at a slow pace... without rushing anywhere.
7. Where to look for an artifact for Makovetsky in Skadovsk
- art, on instructions from a scientist in Skadovsk, is searched by a detector in the Swamp location, and not in a rucksack as it was before.

8. I found a backpack in Izumrudny and asks for an access code, where can I get it?
- This is apparently the “New Type of Hiding Places” that Nikolai was talking about. So you just need to Find the code.... I found a flash drive for Shevchenko on it the access code to a backpack on an old barge, look for flash drives like PM.
9. Why on fur? I can’t kill Kashchei in the yard?
- he is immortal until you assemble a mine detector and come with him.
10. What to do in the Red Forest?
- carefully monitor messages on the PDA. I also don’t recommend cheating during this quest. Then the quest will not be completed: you need to go to the “Witches Circle” without art for psi protection and a helmet (upgraded for psi protection) and wait until the psi radiation icon turns red.
11. When does the transition to the Dark Valley open?
- after a quest in the X8 laboratory in Pripyat, I came to the laundry and the message “Headquarters is sending to the Dark Valley” appeared. On Jupiter, in a huge quarry, a spatial anomaly will appear under an excavator.
12. Where can I find tools for technicians?
- buy tips from Sych. How to buy: buy a disk with hacking utilities from Zhulyabsky and scam corpses for money + game “21” with Sych = accumulate money for one purchase. We save, buy a tip, look on the map where to look - load the save and go pick up the tools. After the selection field, we go to Sych again for a new tip for the same money
13. How to complete the quest Defense of the Dawn at Military Depots?
- no way. The Dawn base must be destroyed according to the plot. Wait out the attack, and then the task will change.
14. Why is the recruit sent to the Preobrazhensky Bridge silent and looking through binoculars?
- It happens. Try to do as written here.
try in the file zat_quest_the_spez_killer_razvodayshi. ltx (gamedata\configs\scripts\SGM\zaton\)
replace at the very beginning

active = move@binoc

active = move@guard

replay from the moment of conversation with the leaders of Duty and Freedom.
15. Where is the messenger standing, I can’t find him (when you go to Skadovsk, the guy hands over a letter and there the task will meet with the messenger)
- the connected one spawns at two points:
1 In the Iron Forest, near the door with the code.
2 Under the VNZ Krug (enter from the side of the Marshes into the pipe, stands at the very end).
16. I can’t get the quest “Alpha’s Sabotage”. There are no bandits near the “swamp”. Coming to Zaton for the first time, the first thing I did was rush to the “swamp”, but there were still no bandits.
- The bandits will appear when you take the key to the helicopters from Sokolov, when you return from Yanov to Zaton, immediately run to examine Skat5, otherwise the bandits may die and the corpse cleaner will work.
- if you missed the bandits:

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

SGM caches

Rassvet cache locations

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

Location: Zaton

Quest Find an unknown artifact
Now we need to look for him.
We do not pay attention to the task label. We search the surroundings.

Quest Sabotage Alpha
Attention! Two drunken bandos will spawn at Skat 5 immediately after returning from Jupiter and receiving the quest to find Skat. If you want to complete this quest without problems, then after returning to Zaton, immediately go
to Skat 5, until someone shoots the bandos or they are devoured by monsters.

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

1. Skadovsk. Upper deck.

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

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

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

Quest Choosing Priorities
The quest is given by the Sultan.
Condition for accepting the quest.
Complete all quests as bandits. Grouping.
It is better to complete the quest before the destruction of the bandit base in Lesnichestvo.
Otherwise, you will have problems completing the quest.

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

Backwater. VNZ Circle. Sewage pipe.

Jupiter. Quarry, Dredge.

After we found all three caches of Yakut. It will be necessary to decide who to give the Sultan's documents to.

1. We give the documents to Lucian.
2. We go to Jupiter and hand over Bagheera to Loki.
3. We get the go-ahead from Loki to shoot Bagheera.
4. Kill Bagheera.
5. We go to the Sultan and tell him about the unsuccessful search for documents, the death of Yakut and Bagheer.
6. We receive nothing from the Sultan as a reward.
End. The quest is over.

Option 2

1. We hand over the documents to the Sultan.
2. We receive the go-ahead from the Sultan to shoot Lucian and his comrades.
3.We are waiting for Lucian’s gang to appear on Jupiter.
4. Destroy the gang.
5. We return to the Sultan and receive the reward. (10,000 rub.)

Quest Closed investigation
Given by Gonta immediately after accepting the quest Hunting the Chimera.

1.After talking with Gonta about Homs, we talk with Beard.
2. We talk with Shustry.
3. We talk with Sych.
4. We talk with the Pilot.
5. Let’s examine all three points indicated on the map. In a cave near the Burnt Farm
(where Myron's corpse lies) we select Homsa's Note.
6. We return to Skadovsk and talk with Gonta.
7. We are waiting for messages about the group getting in touch.
8. We return to Skadovsk and talk with Gonta.
9. Find the Rassvetovets. We talk with him and accompany him to his place.
10. We fight off the wave of mutants.
11. We go to the PDA signal, find Homs, talk to him and kill him.
12. Let's go to Skadovsk. We talk with Gonta, We receive a reward from him (10,000 rubles)

Location: Jupiter

Quest Dangerous work
Issued by Nazar after joining the Rassvet group.

1. We take out poltergeists near the station and the Debt warehouse.
2. We go to the PDA signal, we find a surviving Dawner.
3. We accompany him to the base.
4. We receive a reward from Nazar.

Quest Clan Priorities
Given by Nazar after joining Dawn and completing quests
Dangerous work and strange activities.
1. We receive from Nazar five worn armored armor and 5,000 rubles.
2. We go to Novikov and hand over the armor for repair. There are three possible repair options.
The first is fast (price 10,000 rub.) The second is slow (price 5,000 rub.)
The third one is very slow (free). Select Any option.
3.We are waiting for the repair to be completed.
4. Having received the armor, we go to lay five caches:
5 sets

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

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

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

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

Access code caches and access cards. Spawn options

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

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

This walkthrough may still be supplemented!

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