Stalker op 2 where to find. Passage of STALKER Folk hodgepodge: a guide to quests and caches

A big stalker hodgepodge called "United Pack - 2" (or for short in the gaming environment: OP-2), overgrown with numerous additions and add-ons over the years of development. The authors of the mod introduced into the game several diverse long story missions, tried to make the gameplay really thoughtful and close to reality. The game is designed for a long exploration of the zone, stuffed with a bunch of various features and goodies that are loved by all stalker fans.

The main aspects of the OP-2 mod:

  • A global hodgepodge that includes all the successful stalker gameplay finds.
  • Many locations, ennobled graphics.
  • Several new storylines, plus looping quests and one-time miniquests.
  • bias towards realism; for example: a hero cannot shoot and use bandages at the same time.
  • There will be no easy and quick money now, compared to OP-1.
  • Many new artifacts, weapons, items, there is transport.
  • A system of statistics, reputation and achievements has been created.
  • The game has the player to read the dialogues and thoughtful passage.
  • NPCs have become smarter, stealth is possible.
  • OP-2 is a balanced combination of mods: OP-1, Folk Solyanka, OOP, Chess Player, etc.
  • New monsters, animations, characters and more.

Unfortunately, the scourge of the "United Pack - 2" mod is poor stability, crashes are quite common. To deal with instability and go through the mod to the end, it is recommended to go through the story branches one at a time, and not all at once. Save more often, with stable crashes, lower the graphics settings to static lighting.

Download the Unified Pack 2 mod from Yandex disk.

Patch 2.09 for OP-2, fixes a lot of bugs, download the patch from Yandex disk.

Fix for patch 2.09, put on top of the patch, download the fix from Yandex disk.

Game installation procedure: uninstall the old Shadow of Chernobyl game, manually delete even an empty game folder and save folders in My Documents. Then reinstall clean game‘ , only version 1.0006 is required. Next, install "OP-2" in the same folder where the original game is installed. Then we throw a patch with the replacement of files into the game folder, then a fix for the patch. We start a new game.

Review the modification of "OP-2" in this video (at the same time, the author of the video gives an overview of the "People's Solyanka" and OP-1):

STALKER: Narodnaya Solyanka is a modification for original game"Shadow of Chernobyl", which radically transforms the gameplay and adds many new quests. In addition to tasks, the player will discover previously unseen locations, as well as new equipment, guns and other additional items.

Walkthrough of all three parts of STALKER you can find on our website. This article describes only the quests added by the mod.

The Search for the Lost Expedition

Go to Cordon and look into the viaduct under the road. In this tunnel you will find the body of a fighter named Andrei - take the quest item to activate the task.

Next, you need to find the gopnik that pocketed the PDA soldier. Following the signal, you will stumble upon a false SOS signal. This bandit will not have the required item, so you will have to go further.

The real CCP kidnapper is called Fraer. You can find him on Voronin's quest. Not only that, you can also stumble upon him while questing in many other locations.

After finding the thief, take the find to Prapor, who is located in the Garbage location. For ten first-aid kits, he will tell you that the Bartender's guys will be able to restore the PDA.

Get to the Bartender and bring him Tears of Fire. It is for this artifact that he will agree to fix the equipment, but later his mechanics will break the PDA, after which the plot will be interrupted.

The next stage of the quest will begin during Lukasz's quest. You will have to find a certain Pavlik, and then finish off the messenger, nicknamed Ara. It is on the body of the latter that you will find a PDA with new information about the disappeared.

Go to the Wild Territory, specifically - to the end of the map, where you can move to Yantar. Here you will find a detachment of Sivoy, from whose PDA it will become clear that for new information about the expedition you need to go to Sakharov.

Visit the scientist and find out about the disappeared guys. He will refuse to talk to you until you complete the tasks related to the Fang and deal with the Scorcher.

When the job is done, Sakharov will send you to the X-10 laboratory. Previously, you could already visit it without meeting anyone. However, Sakharov will begin to insist and you will have to visit there anyway.

On the spot, you will still find fresh bodies. Not counting the two corpses, there will be a half-dead Ecologist in the laboratory - fulfill his last request by finishing him. Next, visit the Ghost and tell about what happened. The comrade will answer that it is probably possible to leave the laboratory in a different way, but it has yet to be found.

First, talk to Freeman - he will tell you about the Jameson mercenaries who once tried to conquer the Monolith. Next, go to the Dump location and kill Tomaz's squad there - it is from him that you will get the necessary documents. From the information it will become clear how the mercenaries got to the Sarcophagus through the X-10 laboratory, and then returned.

With the data found, talk to the Ghost again, who will ask you to get ten Golden Chunks of Meat for him, which can be found in the expanses of Chernobyl-2.

When the necessary items are delivered, you will learn about the exact path from the Sarcophagus to Chernobyl-2, and also receive a new quest to find three parts of the journal. You just have to get to the location described above, get the diary and return it to the Ghost.

H laptop Arkhara

Talk to Dan, who is in the Swamp location. The guy will send you to Agroprom, where you need to get information for the quest. After that, visit the Bar and talk to a man nicknamed Zahar, and then to Dan. The latter, by the way, will also issue a task for the defense of his squad.

Dan will inform you about the emboldened warriors at Agroprom, who are up to something. You will have to visit the location and get a transmission with valuable data. Find Arkhara on the spot to hit the military with him, grab the package and deliver it to Dan.

Deliver the notebook to the owner, after which he will give you another task to find his computer. Arkhara will also advise you to have a few words with Dan.

Dan will tell you about a flash drive of a researcher from the X-18 laboratory, which you will have to find. After obtaining the carrier, deliver it to Dan and receive a reward in the form of a psi-helmet.

Now you can visit the Radar, where Arkhara's computer is located. You just have to get to the Warehouses and give the find to a man nicknamed Yakut.

Search for the Ghost and the killers of the Fang

The quest chain begins when you find Freeman's weapon. Return the cannon to its owner to receive a quest to find his briefcase.

You will find the case at the mercenary Jameson in the Wild Territory location.

Naturally, the guy will refuse to solve the case in an amicable way, after which you will have to finish him off. After dealing with his guys, pick up the item and deliver it to Freeman.

You will find the diary directly at Agroprom - return it to Kruglov, and then visit the Bartender. The latter, if you want to get information from him, will ask for the Sibion ​​artifact in return.

Find the Killers of the Fang

To begin with, Voronin will send you for a flash drive of a man nicknamed Crazy. The latter huddles in the swamps near the Army warehouses zone. By the way, you could deliver the same carrier to Max at his request earlier. In this case, you will have to visit him and redeem the device.

Also keep in mind that when you first visit the location of the Psycho Swamp, animals can kill you. It makes sense to immediately visit him, finish him off and pick up the flash drive, while not having the appropriate tasks. Otherwise, you risk coming to an empty place, as the corpse will simply disappear.

Now visit the Informant at the Cordon base. To continue the chain, you will have to get information about the Tyrant - Dan will give you his PDA (if the latter becomes your rival after the conversation, you will have to reboot and ask him to fix something).

After that, deliver the device to the Informant, who will direct you to a certain Le Havre. He, in turn, will talk about the cooperation of Svoboda with mercenaries, which is carried out thanks to him.

On the instructions of Le Havre, find a guy named Bolt and kill him, taking the PDA. Then the mercenary will send you to the X-10 laboratory, where the body of the Monolith with the necessary information may lie. On the spot, you really will find a corpse - deliver the documents to Le Havre.

From a conversation with Yakut, you will learn about the planned conspiracy. Next, talk to Freeman, who will inform you about a secret gathering of mercenaries. You will have to go to a meeting and kill all its participants. After obtaining the carrier, deliver it to Freeman.

Le Havre will not appreciate your deed, after which he will quarrel with you and take away the money and many valuables (therefore, it makes sense to dump them in the cache before visiting the mercenary). After that, there will be a battle in which you will have to kill all the associates of Le Havre and himself.

Next, Yakut will inform you about some kind of cargo that was taken by mercenaries at the Svoboda base. You must visit the mercenaries, kill them and get the item. All you have to do is return it to Yakut in order to receive a reward and your own clothes that Le Havre took from you.

Find the Ghost

From the conversation with Kruglov, you will learn that he needs a good computer to decrypt the data from the log. Arkhara will point you to the X-18 laboratory, where a suitable system unit may be located.

Get to the point and take what you need. When you deliver the computer, Kruglov will send you to a man named Yakut. The latter, in turn, will lead you to the lower levels of Agroprom.

Please note that this continuation of the chain will open only after the completion of the task to neutralize the Scorcher.

On the way, the Ghost will contact you through the PDA. Finally, in the dungeon you have to fight an ambush, which, however, was not organized here against you.

Now you need to visit Yakut again, who will advise you to visit the Radar, where you will find the Ghost. The elusive guy will ask you to return his flash drive, which is in the possession of a certain Beast in the Avengers group.

The plot quests end here, however, there are still secondary quests in the Collective Solyanka.

Clear Sky Buildings

First you need to go to the Swamps. First you need to talk to the Fan, who will ask you to defend the base from the attack of mercenaries. After that, the guy will help you get to the Swamps.

On the spot you will meet Dyak, whose comrade is in trouble. You will have to get to the church where the gopota settled, and then kill her. Sukhaty himself, Dyak's friend, will be found right there. For help, Diak will inform you about a secret portal to the base clear sky- use it.

At the CN base, you will find three NPCs, each of which can give a unique quest. Talk to Vasily to bring him a healing ointment.

The necessary medicine is in Kalmyk's hut. Inside you will find a briefcase with a grenade that you need to take. After that, an explosion will occur, which you can survive (maybe because it will require very good protection). Then Kalmyk will appear.

Kalmyk will ask you to get a box, the location of which is marked on the map. Near the cargo, you will find a teleport, which you must pass by.

The specific location seems to be chosen randomly, so you'll have to take the time to find a safe path. Deliver the crate to the petitioner to inquire about the price of the ointment.

You will have to drag a certain amount of resources, and only then will Kalmyk give you healing tubes. As a reward for the ointment, Vasily will agree to repair and improve your equipment.

Cold, the second person on the CN base, will send you in search of a pseudo-giant. You don't have to kill the creature - just mark it. The location of the mutant is marked on the map, but it does not always appear where it is indicated.

Otherwise, you will have to look for a creature above and to the right of the building in which Adrenaline huddles. Mark the monster with the special Cold Cannon and report success.

Sviblov will give you several tasks, some of which are necessary for further progress in the story.

The leader will ask you to deliver the controller's brains to him - get to the indicated point and finish off the mutant. Next, Sviblov will need a PDA, which is in the hands of the gopniks. First you have to visit Koshchei, and quickly, as he can die in a skirmish with bandits.

Koschei will send you to the base of the lads, where you need to make your way in a certain way - through the tank, then onto the roof and down. If you act carefully and discreetly, you can easily steal a PDA from a briefcase.

When you take the PDA, Dan will come running to your aid along with his group, who will attack the camp. Now return the PDA to Sviblov to receive the next task - Save the Freebie.

Sviblov will send you to the enterprise where Dan's group used to live. On the spot, you must comply with two conditions: remain unnoticed by mercenaries and prevent the death of Freebie during the battle.

You can get to the base through a tunnel with electrical anomalies, which ends with a hole in the wall. At the base, you will have to fight the Monoliths, so get ready and choose the right position.

You can stand right next to Freebie, so that, after his cry, immediately kill two opponents, as at this time they will freeze for a couple of seconds. Return to the employer and tell about the success.

Tasks of the Cat or the search for the Black Doctor

Find Dan, who will send you to the Cat. The latter will ask you to accompany him to the ruined village where the body is located. On the spot, go behind the back of the Cat and examine the corpse of a fanatic to get a map.

After finding the card, the Cat will go to the ChN base. You will have to accompany him, while simultaneously dealing with opponents. After that, you will be able to talk with him a second time already in the Cold bar, which is at the base.

The new task of the Cat will send you in search of a certain person. Talk to all the residents of the base to eventually learn about Misha Los. You will find him near the building where Sviblov is waiting. Next, you have to go in search of a TV.

Visit Cordon, and specifically - Akim, who has a TV. Return with the find to Elk to receive a reward - information about the approximate habitats of fanatics.

Next, visit all the indicated points and kill the Monoliths. Having obtained the documents, visit the Cat and hand them to him. If you don’t find the Cat at the base of the ChN, then go to the AC - to the parking lot, which is located between the Svobodov base and the nest of bloodsuckers.

After that, talk to Kalmyk, who will need the components to create a medicine. Deliver what you need and wait a day. Finally, deliver the drug to the Cat to continue the chain.

Now you will have to grab the "language" somewhere in the Agroprom. Below the left side of the territory you will find fanatics - kill them and rescue Chuck and Huck.

Tell the Cat about what happened to continue the chain. He will tell you about Rabinovich and send you to a man nicknamed Skryaga. The latter will answer your questions and direct you to the Modest.

On the spot you will not find Modest, but information about his whereabouts will be given to you by the Joker for some three bottles of vodka, which you will have to drink with him.

Being drunk, go to the village. Soon you will be contacted by Modest, who will ask for help - he is injured and needs a first aid kit. When the guy comes to his senses, he will tell you about Rabinovich. At the same moment, a detachment of avengers suddenly attacks you - kill them.

You will find Rabinovich in Pripyat, and specifically: in a building near the hotel. This is where you need to save your progress. During the conversation, you will learn about a certain "Black Doctor", after which you will have to visit the Cat. Tell him about what happened, and then go to Zakhar. In a conversation with Zakhar, you will learn about Brother Louis, who will need to be caught.

Visit the Swamps and look for the Avengers Fort, which is located on the top right of the location. There, deal with all the guards and talk to Luis (you shouldn't kill him).

Now your task is to visit the Svoboda base, where the Frenchman can be. Alas, on the spot you will find only his body - take the PDA and hand it over to Zakhar.

At this stage, only half of the quest is completed, and only now you get the goal to find the Fang. You'll have to complete a whole line of quests to track down this stalker until you eventually meet him. When the task is completed, go to the city of Limansk.

On the way, you will stumble upon the Freedom Building, a detachment of which is led by Bormann. The latter will ask for a favor - you will have to eliminate the sniper point. Go to the place and kill all opponents, including the sniper. Then Sviblov will contact you in order to meet.

When you report to Bormann, you will receive a new task to find the silencer. Return to the construction site and take the item from the box.

By the way, NPCs often take this thing for themselves when you leave the location after the first visit, so be careful.

Now you need to transfer the muffler to the Skunk, which Bormann asked you to do. It is necessary to wait half a day, and then return to the last one for a reward.

If you haven't forgotten, Sviblov contacted you. The CN leader will ask you to find a messenger in the Radar location. You will find the courier near the Ghost stalker.

After picking up the package, visit Sakharov (do not go to Sviblov yet, despite the goal in the magazine). Here it makes sense to use a teleport, which Kostya told you about earlier.

At the base of researchers, hand over the box to Sakharov and eat, since then you will have to sleep for more than a day. Next, talk to the scientist again, and then visit Sviblov to get a new device - the portal deactivator.

With a new gadget, run to Limansk, namely: bypass the construction site and go to the hospital in the north. Nearby you will find a detachment of the Cat and the leader himself. The guys will help you get to the hospital, at the end of which you will finally meet the mysterious Black Doctor.

Search for the mysterious stalker's swag

The main NPC of this series of quests is named Miner. You need to get to the Cave location, for which you need to take the task from the Bald at the Cordon base. The miner, when you receive the task, will give you an additional goal - to find the Book.

In a conversation with the miner, take the task of finding Fima Coal, as well as finding the guard's documents. Step into the Labyrinth, on the upper floors of which you will find both documents and the missing guy. When the job is done, as a reward you will get the opportunity to go to the Cave location.

Return to the Miner and give him the information, as well as Fim. Next, talk to prodigal son to get information about the mysterious swag.

The guy will also advise you to talk to a man called Adrenaline and tell you about the hidden path from the Labyrinth to Amber. He will give you another clue to the secret path if you give him a bribe.

From the conversation with Adrenaline, you will receive a quest to find swag from the Labyrinth. After finding the thing at the specified point, read the documents with valuable information and deliver the item to the employer.

Tell Adrenaline about your meeting with the invulnerable Monolith. Next, you will be sent again to the Miner, who will advise you to join the Monolith (temporarily).

First you will need to visit Sidorovich to take the quest to find the Monolith necklace. On the way to the Labyrinth, bypass your comrades, as now they will consider you an enemy. Talk to the invulnerable Monolith, who will take you for his own and tell you the last part of the password from the bunker door.

By the way, you will have to deliver two artifacts to the immortal, otherwise he will not speak. Finally, once in the bunker, grab the swag and return to Sidorovich to hand over the necklace. Deliver the found swag to the Miner, after which the task will be completed.

Search for the mysterious stalker

The task will become available only after you complete the line for tracking down the killers of the Fang. Keep in mind that some chain objectives (this includes other quests) will not show up on your PDA. Carefully memorize NPC dialogues or take screenshots.

Take the swag and get to the top floor of the Labyrinth, from where you can go to a new location called the Uncharted Land. On the spot, talk to the Astrologer, who will inform you about the natives.

First of all, visit the Hermit to learn even more about the inhabitants of the location. After receiving the luggage with medicines, visit the Gynecologist and give them to him along with the swag.

Zhora-Anomaly, with whom you will have to talk, will ask you for batteries to unlock the second door (he opened the first one himself). Near the Cave, visit the Old Man to learn about the battery dungeon. He will also ask for a favor - find the watch you find along the way.

The Hermit will tell you about the Fire Cave dungeon, also mentioning its "inhabitants". There are two ways to get into the OP, but only near one you can stumble upon the Pilgrim.

The latter will agree to help you, but first you must deliver him a razor from his box. Now the Avengers own the box, so they will have to be dealt with.

Get ready for a small stealth task, during which you need to find the Pilgrim's thing and take all the swag from there. The quest will be interrupted if you allow yourself to be discovered at least once.

Give the razor to get the Watch. Give the clock to the petitioner to get a tip on new transitions. Visit the Pilgrim again, who will now give you batteries. Then the Hermit will contact you.

You will find out that Adrenaline wanted to chat with you. The latter will tell you about new information about the owner of the swag. Adrenaline will also need a detector, for which you will have to visit Vitya-Hologram.

Give the batteries to Zhora and at the same time talk to Vitok. The latter will need one artifact and two detectors. At the same time, Adrenaline will get in touch, who will tell you about the strange guys who asked about the swag. Visit the scientist at the base of researchers and buy detectors.

Having given Vitka what you need, go to the Cyclops. He will tell you about a cache with the necessary detectors - go to the Garbage location. Having obtained the detectors, use one for yourself, and transfer the other to Adrenaline.

When the gadget is delivered, you will learn about the mysterious guys who sniffed around here for the cache. One of them was the Stargazer, the other is unknown, although the equipment has seen everyone.

The Gynecologist will contact you, informing you that the box has been unlocked. It turns out that inside was the old map of the Chernobyl nuclear power plant. You will be asked to find information about the Perfusor. To learn more, visit the already familiar poet Cyclops. After that, go to a new point near the Labyrinth.

On the spot, you will stumble upon a barely breathing mercenary who will tell you about the flask for the Perfusor. Pick up the data carrier here. Pat up the wounded before leaving.

Give the Gynecologist the carrier. He will also mention the flasks and say that you will also need materials. A sniper can tell you about the latter, but it’s difficult to get close to him, since he shoots at everything that moves. Talk to the Cyclops again.

At the same time, the mysterious owner of the map will contact you, who will ask you to return the find, but will give the green light to create a copy.

Visit the Warehouses where the flasks are. Hand over what you found to the Gynecologist, who will now need a PSU and a chip from the Svoboda armor. Also hand over the map to have a copy made.

Get to the point with the crater to take the deactivator. After that, look into the cave with the anomalies "Frying", where the Pilgrim is located. The guy will help you get to the mercenaries and pick up the necessary components.

Now visit the leader of the Avengers in the NZ location. The guy will ask you for a modest favor - to kill Sidorovich and bring his head in the form of evidence.

Deliver all the resources found before to the Gynecologist, and then pick up a copy. The gynecologist will insist that the Avengers' service must be performed. Naturally, they can be fooled. To do this, look to Owl, who can make a scarecrow.

In order for Owl to help you, you must bring the body of the controller, one of whose brethren just finished off nearby. Next, the hunter will need chimera claws (ten pieces) and one hundred thousand rubles. When you deliver everything he needs, the head will be done.

Pass the stuffed Chimera, who still refuses to give you the materials. Here you will also learn about his detachment, which are preparing before going out in search of the daughter of a certain rich man.

In parallel with this, Cyclops will contact you, informing you about the cache. Visit the poet and go to the specified location. There you will find the materials that the Chimera refused to give.

Hand over everything found to the Gynecologist, after which the Perfusor will be completed. Then Fang will get in touch, asking for a meeting. Once again, Cyclops will help you with a hint - visit a place with a cache. This completes part of the chain.

To the message of the Fang

When you finally collect the Perfusor in the previous quests, you will receive a tip from Fang. The guy will contact you and offer to meet in the Fire Cave. Here, Fang will ask you to explore the Warlab zone, which can only be reached through the Radar.

Once in place, you will stumble upon an obstacle in the form of a door with a code. Help Shaku find his materials to get the required password. Next, you will get to the Military Lab, stumbling into a battle between fanatics and mercenaries.

You can wait out their battle so as not to be substituted once again. After Fang will contact you.

Now find the body of a man nicknamed Bonebreaker, which lies in the game room. Having picked up the documents, return to the employer, who is waiting for you at the former base of the debtors. Fang will give you a new goal - to become one of the mercenaries by helping them.

Before completing the next goal (Lukash's task), you need to work with him and complete several quests.

Complete the orders of Lukash, as well as the Miser, as it is their tasks that will allow you to increase relations with the Freedom faction. Otherwise, during the quest, the faction may take up arms against you, and then everything will fail.

Lukash will tell you about the Signet and the Spider. Get to the point on the location and eliminate the target from which you can pick up the insignia. Now you can pass for a mercenary.

As before, when you pretended to be a Monolith, try not to catch the eye of any other factions, otherwise there will be a battle and, accordingly, a fall in relations.

Find Panther in the Military Lab and talk to her. You will need to find the transmitter, which will be in the bag (you can find at least three: in the elevator shaft, in the main room with green cabinets and under the stairs, which lies near the other stairs up).

When the deed is done, you will know that some authority wants to talk to you.

Demobilization will give you an order to capture a stuffed dog from Lukash's possessions. Next, talk to Panther, who will ask you to take the package from the courier located on the Cordon (you can use the scientist's teleport).

Here you must get to the bridge and stand at a certain point, after which the Panther will contact you, who will report the approach of the courier.

Report to the Panther on completion of the assignment. The man will ask you to retrieve the bag from Lukash's territory using the invisibility suit.

At the specified location, climb into the storage and take the desired item - the prototype equipment (do not put it on, otherwise it will break). Pick up the scarecrow on the top floor, then leave.

Deliver the discovered items to Dembel and Panther. After that, the leader of the mercenaries will want to talk to you. It will turn out that the confrontation with Le Havre is still just flowers, and the hottest battle will come only later.

The leader will send three companions to help you, who cannot be killed. Together with them you will clean out the mercenaries from the Military Laboratory.

Again, report to the two employers, and then go to the Bar. Fang will send you to Lukash to give him the insignia of the faction.

The chain continues, and now you must do a favor for Lukash - bring the Freedom squad to the indicated place. Then Panther will get in touch with you. If before that you did not clear the Radar location, then now is the time to kill all the opponents on the road to the laboratory.

Find out from Vitamin about the meeting point on the Radar. Talk to him on the spot and bring the detachment to the opening in the fence, after which you will talk to Vitamin again.

Inside the laboratory, Freedom itself will clean up all the mutants, while the employer will be waiting for you in the entertainment room. After talking with Vitamin, the teleport block will stop working. At the same moment, Cyclops will contact you.

Before leaving, visit the elevator shaft and use the stairs to get to the secret room of the laboratory where Lazy is sitting. It is he who will tell you about the leader of the researchers, Klenov, who has important information and can give you an assignment. After doing this, you will receive a quest to escort the Hologram to the laboratory.

Only now visit the Cyclops all in the same place to find out about the cache. Next, bring the Hologram to the agreed place, and then report to the employer.

Klenov will give another quest - get a couple of little things. Go to the Cave, where the local will give you a Poltergeist artifact. The peasant will hand over the quest item to you only when you meet the Doctor in the city of Pripyat, which consists in handing over the medallion. And the man will have to get the lanterns.

Bring everything you need to Klenov to receive Secret Passage Points as a reward. If this does not happen, go to the Red Forest and help the Shadowman squad. It will be necessary to complete two tasks - clear the transition and kill the mutants.

Now get to the Genka Captain, whose location is already marked on your map. The man will ask you to get the stolen bag. To do this, visit the Frost in the Swamps location to find out more information about the kidnapper.

Eventually you will find the thief in custody, so you will have to ransom him. After taking the bag, return to the employer.

After that, you will find out the coordinates with valuable information. Get to the bag while fighting your way through the hordes of mutants, and then return to the Fang. Once again, Fang will need your help to rescue Denis. When the deed is done, you will find out that the Stargazer wanted to talk to you.

New Fang quests in the Old Village

When Denis is released, tell Fang about the success and go to the Astrologer on Cordon. Next, you will have to visit Sidorovich, on the way to which Fang will get in touch with you and ask you to lend a helping hand to Pilgrim. Save visiting the huckster for later and head to the Old Village.

You will meet the pilgrim at the beginning of the location - the guy will be trapped. Soon a detachment of stalkers will reach you, who will deal with the trap. Their leader Kolmogor will ask you to kill the military at the supermarket.

Complete the assignment, and then go to the headquarters, which you need to win back. When this is done, Panther will contact you. Kolmogor wants you to explore the village.

After talking with the Pilgrim, explore the village, and then return to the employer. Kolmogor will ask you to find Panther and the transition point to Limansk. Visit the Swamps, where the Panther is located (look for the peninsula on the map and get to its southern point). Here you will also find the lair of controllers.

On the approach to the Panther, Fang will contact you, who will show you a new point - a secret path to the Old Village. After talking with the Panther, get to the Connoisseur, whose location is marked on the map. From him you will receive a quest to find the embryos of the dead and kill everyone who has settled in the village.

In the same place, by the way, you can find three caches: the first is located near the tablet, which says about the canister, the second is nearby in the water, the third is near the tree that grows near the table with benches.

Report to the Connoisseur on your success, then visit the Panther and bring her to the Connoisseur. After that, follow him to a certain place, then go to the secret path to the Old Village. It is on it that you will have to bring the Panther to Kolmogor.

During the journey, you will have to shoot back more than once or twice, so get ready for tough fights. Then Kolmogor will get in touch with a request to get to the second part of the village and kill the military there. Only now visit Kolmogor and tell about the completed task.

Next, Klenov will need your help. Talk to Pilgrim and return to the laboratory. At this stage, you have to complete the aforementioned chain with the Black Doctor, after which the task will resume. Klenov will ask you to find a psi-antenna.

The necessary item, if it is not displayed on your map, is located on the very machine on which the protagonist was taken to the Zone. Perebeyte all opponents and return to the employer. You just have to visit the Pilgrim to start a new chain.

Elusive Stargazer

After talking with Pilgrim, Fang will contact you and ask you to visit Chernobyl-1. On the spot you will find the Ghost - tell him about the task so that he escorts you to the point.

Once on the Generators, talk to your friend again, and then go in search of the Countryman, which is lower on the map.

Having found the Countryman, do him a favor - complete the quest or pay. The task is short, so it is better to choose the first option. You will have to pass the location in time, using the clues that the old man will give you (in the dialogue). After that, tell about the fallen turntable and go to Fritz. Fritz will let you talk to the prisoner.

When their conversation is over, ask more about the Boatswain, and then ask the Doctor to use the turntable. Take the helicopter to the Swamps.

On the spot, go to the destroyed viaduct with the railway, where the Boatswain will be waiting for you. He himself will be in a small cave, which can be reached through a crevice in the fence.

Then you need to talk with the Ghost, who will open a new path to Pripyat for you. Chat with Andersen to learn about the joystick. Having found the loss, return to the Boatswain. Next, the Boatswain will deal with the antennas, after which you will need to talk to him again.

Now visit the Ghost. You have to capture the base with two comrades, as well as air support. A battle of turntables will follow, and then you will be attacked by fanatics. The leader, when his guys fall, will try to escape - chase him through the tunnels.

You will eventually find Panther's body. Soon the Doctor will come to you - talk with him, then with the Ghost, and then go to the village.

The boatswain will be there, a glass of vodka on the table, DDT on the radio, and so on. After drinking, visit the Ghost, who will give you the password. Use the code to open the door to the lab.

A teleport blocker will be in place - get to the body and take the information. It's time to visit NZ. Find a hidden cave in which there will be a person.

You should not go down there - you need to return to the Fang and get into the cave with him. Mystery man will be a fly. After that, exchange words with Fang again; followed by a sudden meeting with the Panther.

Escort the Fly to the Hermit. When the deed is done, leave the area, but then, as soon as the Fang contacts you, go back. The fly will ask you to find her doll and a photo.

After talking with Fang, visit Klenov's laboratory to pick up the necessary things, and only then go in search of the doll. You will find the toy in the Radar location, in one of the houses where a cache was previously discovered on a tip from the Cyclops.

After talking with Fang, go to Voronin, and then to the Bartender. Next, you need to visit Chernobyl-2 and examine the broken turntable. To get to the crash site, you will have to use the fanatic teleporter.

Report your progress on the walkie-talkie, and then continue looking for other turntables.

You will find the second car in the lowland, which is in the same location. The location of the third helicopter is indicated right here, in the tips (you will need to use the teleport). After that, visit Mukha, give everything you found and advance to the mainland, where the warriors left you a gift.

Next, Fang will get in touch - run towards the swamp, where the body of the Fly will be. Her partner survived, so patch him up. Now visit the cave where the Fly was found again, and then go to the Generators location.

On the spot, talk to Andersen, who will ask you to get all the generators. After the conversation, go to the indicated point and kill all the fanatics. Soon you will come across a Panther.

At Chernobyl-2, Fang will send you to a point with new detachments of fanatics - kill them, and then run back. On the spot you will see the fall of the turntable, the explosion of which will take your comrade with it.

Next, visit the hospital to talk to the Black Doctor. Now you will open a new branch of the building. Talk to all the characters and choose one of the options, which will affect the further story.

For a full-fledged finale, in a conversation with the Doctor, you will have to choose the option of making the Stone of Fortune yourself. To make the claim, throw the Poltergeist Heart into the outlined circle.

Thus, you will receive art, with the help of which it will be possible to bring the Fly back to life. When it's done, visit Panther in the hospital. After that, you will be able to get into the previously closed area on the Agroprom, where your comrades are located.

After that, Arkhara will look at the light. When he leaves, go to the gate and talk to the new NPC, who will point you to the next targets. Use the teleport and once again talk to Arkhara, who has prepared a gift for you.

Other endings are not much different from the full one, but because of them you will not be able to advance further in the story.

Quests Lightning and the search for the Dead City

After talking with Fang, use teleportation. You will find yourself in an unknown place with another portal - go inside. Here you will be met by a certain Lightning, after which you will find out that there is a bug on your PDA. Defeat the "spies" and go to the Bunker to meet Lightning in person (grab a first aid kit).

Then head towards Limansk, where you need to find a building with a portal. Inside you will find the body of the Wanderer - pick up the document and use the new portal, and then another one to be free. Here you will meet the Legend of the Zone, and then Semetsky will inform you about a short way to the Generators.

The ghost will advise you to find a man nicknamed One-Legged Maximilian. After the conversation, get to the Sarcophagus, where there is a new portal. Use the photo gun to shoot the activities of the fanatics, and then return back using the portal.

In the village, after correspondence with the Ghost, visit the Pilgrim, who will look at the pictures you have taken with pleasure. At your request, he will remove the interfering numbers (you will have to wait), after which you can go to the Generators location.

When Oneleg gets the pictures, he will give you an upgraded detector. After talking, grab the disguised exoskeleton and head towards the X-10 laboratory.

When Korn unlocks the entrance, show yourself. At the same time, the battle will begin, and you will have to protect Korn from the Invisibles. After the battle, talk to him and take the camera. Then advance to Pripyat.

In the city, explore the garden where Korn left the cache. There you will find the required quests. After that, go to the Radar location and look for Korn and Fang there, who need to be brought to the garden.

If you picked the lens yourself, then Korn himself will have to deal with the safe. When he unlocks it, talk to Fang, and then once more after the fight is over.

Talk to Klenov in the military lab to get camera batteries. After that, you will need to visit the X-16 laboratory and remove the Brain (you can also find and remove the controller there).

The next goal is the Plant, where you need to talk with Chernomor. Get him a cure for the zombie virus and escort him to the base of stalkers. For help, the uncle will show you the coordinates of a good rifle with ammunition. Only now return to Klenov and provide all the pictures.

Visit Lightning and after the conversation, dispose of all isomorphs by throwing them into the portal. Then the Panther will contact you, and Lightning will open a portal to the Cordon location for you. Here you will find Hog, who will need your help. Reward - Cache of Invisibles.

Cordon directly. Here another correspondence with Panther will follow, and then a full-fledged meeting with her father. After that, you need to try to catch up with the Panther.

Visit Yantar to chat with Chernomor. In the Cordon location, visit the point and photograph a group of people to find the main enemy, and then hand him over to Panther's father.

Use the Disguised Exoskeleton to explore the Uncharted Land. There you will stumble upon a conversation between mysterious individuals, one of whom calls himself a representative of the Last Day. When they disperse, get to Oneleg and learn about a new cache.

After exploring the cache, visit Sakharov and hand him everything you found to find out about the new portal in the laboratory. Using it, collect the documents and follow all the sequence of actions indicated in them. Again conversations.

Another visit to the Lightning, and then the final farewell. All you have to do is visit Limansk and use the last portal, after which the movie that ends this storyline will follow.

Dead City and Last Day

Use the portal on the lower floors of the building in the city of Limansk, where you stayed at the end of the previous campaign. Alas, the portal will not let you through with equipment, so the guns will have to be left in the container.

On the other side, you will find Spiteful, who will tell you about the whereabouts of a certain stalker. The perfumer will give you a new clue. Ultimately, you will reach the village and Tyumenskoye, which will send you to the base of the gopniks. This is where the stalkers will be.

Together with the stalkers, having previously talked with the Liquidator, attack the base. When the job is done, escort their squad to safety.

At Tyumensky, report on the completion of the task, and then go towards the Black Farm, where the controller was last seen. On the spot, you will stumble upon soldiers from the Last Day faction - kill them or simply avoid the battle.

Visit Norman when he contacts you. After the conversation, advance to Fainting, who assigned you a meeting point near the bandit base. Here, Norman will offer you to find a cache.

From a conversation with Fainting, you will learn about a chip that allows you to turn off the city's perimeter defense. Moreover, he will give you such a chip.

Get to the indicated point near the city and kill all the soldiers " last day". Remember that here you need to act quickly, as the task is limited in time.

From the picture, find the cache in the attic of the building. Immediately take a sniper position and wait: a group will arrive soon, which will need to be eliminated (bang their leader without fail).

After that, you will contact the employers and learn about the new path to the ATP location. On the spot, kill all the opponents and visit the cache site, which Norman will inform you about.

Using the positioner, visit the marked place and use the portal that will lead you to the cache. You got the module, as well as the coordinates of the new paths in the MG.

On the way to Limansk, look into the safe and collect valuables. In the Dead City, visit the Perfumer, who will be in a different place from the original place (you must wait until he gets to him).

After communication between Duda and the Perfumer, exchange information with the latter, and then visit the former. In place, Duda will require you to pay a significant amount of money, which will give you the necessary amount of time to search for the Doctor. If you refuse to issue funds, then the time will be severely limited.

As for the battle with the Last Day soldiers, one way or another, it will follow. The Doc itself is located in the corridor to the right of Duda, in the last room that you will find on the left side.

After talking with Doc, send him to the Perfumer. Next, you will find out that the protective system is deactivated. Here Lightning will contact you - you need to visit her and chat. You just have to get to the base, pick up the news from the Spark and talk to the Perfumer.

Video: secrets of Narodnaya Solyanka OP-2.1


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A little about the hardware - the computer on which we all play Stalker and his mods. So you downloaded the game, installed it, launched it, but everything is somehow wrong: the save takes a long time to load, continuous lags, freezes, frequent incomprehensible crashes associated with a lack of resources and it is still not clear why ... What to do?
Of course, you can just go to the store, fork out a lot of money, buy a cool new computer. But such a solution does not always give the desired result. Why? And one more thing: what about those who have limited finances? Can they improve something?
Both of these questions are easy to answer if you try to understand how the Stalker engine uses computer resources. Let's start with the fact that the Stalker engine does not need a new computer at all. In our case, this is generally a waste of money. Why? Because the engine was written in 2002, and even then it was possible to play Stalker at maximum settings. Therefore, simply replacing the computer will not help much here.
But there is a solution. Quite simple and inexpensive. Available to almost everyone. We just need to make a small upgrade.
To understand what kind of upgrade we need, let's find out which of the computer's resources the engine needs the most. A powerful processor and a cool vidyuha - no. Processors and video cards of 2007 were quite able to cope with his requests. After the processor and video card, the engine most actively uses the hard disk and memory. And here we can just change the situation dramatically.
First, about memory. The engine, as a 32-bit system, cannot use more than 2Gb of memory. So to maximize the engine's memory usage, it needs to allocate all the 2Gb it asks for. How to do it? Simple: expand the memory to 4Gb and install 64-bit OS Windows 7 or higher. It is important to install the version not lower than Windows 7, because. only this OS can finally teach how to work correctly with more than 2Gb memory and distribute it correctly to applications. When you do this, then in the process of running Windows will completely go into the 3rd and 4th gigabytes, giving the engine as much memory as it asks.
Now about the hard drive. Devices called SSD drives are now sold everywhere. This is the same hard drive, only it is made according to the principle of a flash drive - there are no iron and mechanical parts. The speed of writing / reading from such disks today is up to three times faster than from the fastest iron HDD. Here it is important not to save. Hard drives are the slowest link today, and that's why we need the fastest SSD available that you can afford. The engine communicates extremely actively with the hard drive, and the speed of the SSD in our case is crucial for improving the overall performance of the Stalker in general and the computer in particular. The faster the SSD, the faster the game and saves load, the faster it works with the paging file, the faster the whole system works. Therefore, when choosing an SSD, do not rush. Read reviews and reviews, see ratings.
The new SSD needs to be made bootable. You need to install Windows 64bit on it, a paging file (by default it falls on the system partition), Stalker, Solyanka, this OP, and put saves. 60Gb is enough. And we connect our old disk as the second one, and we store everything else on it.
When in January 2010, instead of buying a new computer, I made such an upgrade, my Windows performance index immediately rose from 4.3 to 6.1, Windows7 loaded from the moment it was turned on to the desktop in 18 seconds, OP-2 starts up to the menu in 14 seconds, the save is loaded in 40-60 seconds depending on the location, and this despite the fact that the computer is almost 10 years old!!! At the same time, memory crashes and lack of resources have stopped almost completely! And OP-2 is completely made on this old computer) I don’t know what else can improve the performance of old hardware so much at such minimal cost. If anyone has any ideas, be sure to share!
So, let's summarize: in order to maximize the performance of our favorite Stalker coupled with OP-2 at minimal cost and minimize memory crashes, we need to:
1. Increase the memory to at least 4Gb.
2. Buy the fastest SSD available to us. The volume is not important, 60Gb is enough. The main thing is to be as fast as possible.
3. Make this SSD bootable, install Windows 64bit on it, swap file (by default it goes to the system partition), Stalker, OP-2, and put saves. It is not necessary to install the maximum version of Windows, Home Basic or Home Extended is enough, especially if you bought a disk at a minimum, 60Gb.
And that's all.
I myself use: E6750 2.66GHz Duo CPU/Asus Commando/6Gb RAM/120Gb SSD/GeForce 8800 GTS/Win7 Ultimate 64 bit. All hardware, except for additional memory and SSD, was purchased in 2005.
And the last thing: the processors currently being produced can be well "overclocked", that is, their clock speed can be increased without the appearance of any glitches or freezes on the computer side. If you are advanced enough in this matter, then "overclocking" the processor will also increase the FPS and reduce the loading time of saves)

We can safely say that the second version of the United Pack brings the Zone and survival in it to a completely different, hitherto unseen level. The zone has become much more difficult. Or rather, not more difficult, but more real. Noticeably. You will feel it right away. It has become more real because great efforts have been made to make being in the Zone as close to reality as possible, as far as the framework of the game allows. Reality is always harder than any fiction. And it's always more interesting. Authors: Proper70, Buusty, Akill
Among us is the following division of labor:
Proper70: Basic scripting, first of all, all the most complex and difficult to implement. Small quests, all the main changes in the balance and atmosphere of the game, the main work on correcting all the detected inconsistencies, crashes and glitches of PM and hodgepodge. Project curator.
Buusty: All new guns, new monsters, config curator, big battle creation, quests.
Akill: Just an incredible amount of new quests and stories. Dialogues, scripting.

Alexandrych: a lot of new weapon models, editing/optimization of textures, as well as old weapon models, many barrels were made by him specifically for OP-2 "to order". The author of the script and the ideological inspirer of one of the new plots of OP-2. A whole bunch of practical tips for optimizing the weapon balance in the game.
Resident Evil, FenRiR: Almost all new hard-to-find caches. Script writers and directors of the "Sniper" storyline, the story on embryos and on the islands.
volazar: Fixed all crashes and glitches related to alspawn, including headless ones on AC, Labyrinth and MG. Author and scripter of the story about teleport caches and the story about flights.
kot_begemot: Lots of different ideas, suggestions. Creation of a continuation of the Collector's caches and documents for Voronin. The author of several hard-to-reach caches.
bubulyka: The ideological inspirer and author of most of all the humor that you will meet in OP-2)). The author of several hard-to-reach caches.
BoroDa!: Author of some great hiding places and the inspiration for some great quests in the "Sniper" storyline.
ShiZ: Lots of new icons for guns and NPCs/monsters.
Artem_K., jgar: New non-script models.
Grisli: All sound work.
[email protected], Grisli Shimmering: Hoods.
Lobsang, Chezet: Active and very thorough testing.

Everything that is written here is mandatory for precise and flawless execution, even if you understand a lot about computers and think that some actions are superfluous.
1. We completely remove the Stalker PM from the computer by uninstalling it. The computer should not have not only the gamedata folder, but even the S.T.A.L.K.E.R folder! If it remains - be sure to remove it manually! This is extremely important and mandatory, even if you are a super cool specialist in computers, you understand everything there and think that this is superfluous and unnecessary. I repeat once again: this must be done.
2. Install Stalker PM. During installation, the game will ask you to enter the name of the player. It is strongly not recommended to write 111, qqq, admin, Vasia Pupkin and the like. It is best to write your real surname and first name in Russian. Playing OP-2 you will understand why it was necessary. This information is not transferred anywhere and is only used exclusively by the game on your computer, so don't be afraid)
3. OP-2 only works on pure version PM 1.0006. Therefore, who has version 1.0004 or another, we will upgrade the installed game to version 1.0006. To do this, first install a patch from any version up to 1.0005, then a patch from version 1.0005 to 1.0006.
4. Download OP-2 (RuTracker, Yandex.Disk). OP-2 must be installed in the same folder where Stalker PM is installed. Therefore, if you changed the default folder when installing Stalker TC, then specify the same folder when installing OP-2.
5. After you have downloaded and checked all the necessary files with an antivirus, we completely disable the antivirus for the entire installation. This is extremely important and must be done without fail, otherwise problems may occur due to incorrect installation. All files of the Stalker PM, OP-2, and others indicated in the links are absolutely clean. If it's still scary, then disconnect the Internet from the computer by simply pulling the network cable out of the socket. And then no virus will definitely penetrate you.
6. Install OP-2. Don't rush to install. We carefully read what the installer writes and do it all carefully.
7. Enjoy the game)


Description

In this assembly, the engine works at the limit of its capabilities. Therefore, various glitches are possible, such as: headless crashes and freezes when loading the game, a crooked display of the location after loading (especially for locations from the RFP), and also freezing due to lack of binder resources for various objects. This hang manifests itself in non-execution or incomplete execution of scripts, which leads to a break in the plot and the need to replay the current episode. A typical example of this is the non-opening door in the bunker near Sidor on Kordon.

So be sure to do the following:

1. Start a New Game, and generally play, allocating system resources to the engine as much as possible. To do this, close all background applications, even the most insignificant ones in your opinion. This requirement is mandatory for a comfortable and bug-free game. Do not use during the game, and especially while loading saves, switching between tasks using the Alt-Tab key.
2. Be sure to disable your antivirus. It is better to unload it from memory at all during the game. Or, at least, write the folder with the game and saves, screenshots and logs in the exceptions from the check so that it does not slow down the game and disk access.
3. Be sure to add the engine to the exceptions of Punto Switcher and all other keyboard layout switches so that the language does not switch during the game. This is done simply, see Punto Switcher \ Settings \ Exception Programs, then you will understand.
4. It is highly recommended to play with Administrator rights. The engine must have full and unrestricted read and write rights to all folders of the game, logs, saves and screenshots. If the Administrator cannot play, then User Account Control (UAC) must be disabled, otherwise there will be problems.
5. Do not use any optimizers, boosters, accelerators, etc. during the game. OP-2 is extremely demanding on resources, and any extra applications in memory will dramatically increase the number of departures due to lack of resources. Close ALL applications for the duration of the game. Even the smallest ones. I repeat: ALL applications.
6. If you have strictly and carefully followed everything written above, but the crashes due to lack of resources continue, type the msconfig command through the "Run" function and see which applications automatically start when windows boots and remove unnecessary ones. It may well be that applications of a rather large size start there. This action can only be performed if you know and understand exactly what you are doing.

It is extremely important to do all this at once, even before the start of the New Game!

Do not use NO-DVD and other corrupted, corrected, improved, optimized, extended, improved and other similar versions of the engine - in this case, problems are inevitable! Use only the version of the engine that comes with the OP-2 distribution. Do not replace xrGame.dll with your version. Use only the version of this file that comes with the OP-2 distribution. This file has also been patched to be 100% consistent with game scripts, and problems and headless crashes are inevitable on any other version of this file. All executable files and libraries required for the game are included in the OP-2 distribution and are automatically installed during the OP-2 installation. Nothing in the bin folder after installing OP-2 can be added or replaced - otherwise problems are inevitable!

gameplay">

All of the changes listed below serve the same purpose: shifting the gameplay towards realism.
1) Difficulty levels
Difficulty levels have been renamed to more similar to what is now in the game: "Warm-up", "Extreme", "Survival" and "Realism". This is done because now the level of difficulty depends not only on the probability of hitting and the degree of hit (as it was in PM and Solyanka), but also many other things related to balance, defenses, combat tactics and other moments of the game. The tactics of combat in Realism and Warm-up are now completely different. Therefore, playing at the easiest level (Warm-up) will seem like a real warm-up compared to playing on Realism)
2) Carrying weight and hamstering
Many asked to reduce the carry weight to enhance hardcore. Made an alternative solution that will be much more interesting than a simple reduction in weight. Carrying weight is reduced to 80 kg. Also, for all exoskeletons, including the Steel Rat, the additional carrying capacity is reduced to the same level: 60-90 kg. This is so that they don’t run in only one ex of bandits, then in the Steel Rat. At the same time, the carrying capacity of the gravity suit has been greatly increased - it can carry a total of 310, and after upgrading to 340 kg, and all negative properties have been removed from it. Thus, its value is dramatically increased. But: now you can't use weapons in a gravity suit. This is realism, since a stalker loaded with junk cannot fight - both his hands are busy - they carry swag. To fight monsters - you need to free your hands - lay out part of the swag. Therefore, when we see the enemy, we throw a backpack, and into it, or simply throw off part of the junk on the ground, take off the gravity suit, put on combat armor and go to fight. Then we take everything and move on. Or we lay a route around enemy clusters, hide behind bushes, buildings, and terrain changes. To look around: we stop, take off the gravity suit (GG cannot move from overload) - like freeing our hands - we take binoculars, look around, then put the gravity suit back on and move on. While the GG is looking through binoculars, things are not thrown away. Or, first we clean the route, then we carry the swag. As it is in life. And then we gained 270 kilos, and we are fighting with might and main with monsters - this is not buzzing. Therefore, on the one hand, now there will be less running around with swag - you can carry more cargo at a time. But you can carry all this only when it is quiet and calm around. The tactics of hamstering change markedly.
All bulletproof vests have a dependence of the weight of the carried load on their wear. The more worn the body armor, the less weight gg can carry. All extra swag will periodically fall out of the backpack. The dependence on wear is linear, i.e. if a fully functional body armor adds 60 kg, and with it you can carry 80 + 60 = 140 kg, then a half-killed one (50%) adds only 30 kg, and in a half-killed body armor you can carry only 80+30=110 kg. If you take 120, or even 130 kg, then you can move, but the extra swag will already fall out along the road. In the inventory, the reduction in weight due to wear is not displayed - it always shows the carry weight for a fully functional body armor. This is also realism - you cannot know in advance when and how much swag can fall through a torn bulletproof vest. So repair your favorite gravity suit or exoskeleton in time, or wear less so as not to lose swag. I also warn lovers of weight control: all excess swag over the allowable weight will also periodically fall out, so get tired of picking up. 340 kg in a gravity suit is more than enough to deliver swag to a merchant who buys more expensive and complete all the quests for hamstering.
So let's recap. Things are not scattered in four cases: when there is no overload, when the GG is talking, working with a cache or looking through binoculars. Therefore, to deliver a large amount of swag to a merchant using a gravity suit, we have 3 ways:
1. We go stupidly to the merchant, having met the enemy - we throw a backpack, into it, or just dump junk on the ground, change into combat armor and go to fight.
2. We carry swag not by a straight and short road, but bypassing the accumulations of the enemy, hiding behind shelters, crawling.
3. First, we clean the territory, then we return and carry swag.
The coefficient of reduction in the carry weight of the armor depends on the level of difficulty. The calculation example above - 100% additional load to be carried versus wear - works on Realism. By lowering the level of difficulty, the dependence of the carried weight on wear decreases less and with the same wear, the armor can be carried more. On the Warm-up, there is no dependence on wear - things do not scatter even at maximum load, regardless of the wear of the armor, if you do not cheat with weight.
3) Protection by artifacts
Artifacts cannot gain any of the immunities above a certain percentage. This percentage depends on the level of difficulty and is:
Warm-up - 100%, Extreme - 86%, Survival - 73%, Realism - 60%.
All unnecessary artifacts that increase any immunity above the specified percentage are automatically removed from the belt, about which a corresponding message is sent. Fighting has become much more real - with a knife on a crowd of monsters, you can only rush at the Warm-up. On Realism, in many battles, you will have to come up with new tactics that are more similar to real life. But the results of preliminary testing showed that this innovation does not make the game more difficult. It's just that now the GG, even in the Steel Rat, will not be a Terminator, to whom any monsters are indifferent. And this will force you to come up with new tactics in those battles that you previously went through without problems, setting immunities above 100%. The 60% limit on Realism is a limit derived by testing and passing the first OP, which makes the game really difficult on Realism throughout its entire duration, but without fanaticism - all battles are passed quite realistically, if you think and choose the right tactics. Limits automatically change when you change the difficulty level in the Main Menu. If you can't pass on Realism, go to Extreme. And who is too lazy or reluctant to think, or likes to fight with a knife with herds of monsters - put the Warm-up and go. Thus, the wishes of all groups of players are taken into account.
4) Something about armor protection
Recently, there has been an opinion that wearing a bulletproof vest does not protect the GG, but only protects itself. This opinion is erroneous. The body armor protects the GG, but: when calculating the damage done, the protection by artifacts and the protection by body armor do not add up, but are applied separately.
The formula is as follows: received hit = hit dealt * (1-protection with armor) * (1-protection with arts).
For example, if a suit has 50% bullet resistance and you gain 25% of that protection with artifacts, then you will get (1-0.5)*(1-0.25) = 0.375 or 37.5% of the hit dealt, not 1-(0.5+ 0.25) or 25%, as it may seem, if both defenses are added.
Another example: body armor has 50% protection against electric shocks, and you have accumulated 90% of this protection with artifacts. The total is more than 100% and it seems that the GG should be invulnerable to hit by electricity. But it's not. You will still take 5% damage each time you hit the Elektra Anomaly because (1-0.5)*(1-0.9) = 0.05 or 5%.
Therefore, the degree of security of the GG still depends on the wearing body armor. It's just not as noticeable as it seems at first glance)
5) Recognition of NPS at a distance
On Realism, NPC recognition and distance to the target are forcibly turned off. Well, where did you see the trunk showing, friend or foe in front of you? And in addition to this, and the distance to it? For reasons of realism, these options are disabled. Define yours and others, as in real life - by appearance. And measure the distance with binoculars or an optical sight. Still, of course, it would be necessary to turn off the sight. And what kind of super sniper is this in the person of GG, who, when shooting "offhand", from his knee, clearly hits the enemy's head from 30-50 meters? And if you remove the sight, then it will become much more difficult to hit the head. But the mod is already quite complicated, so disabling this option on Realism is left to the choice of the player. However, to complete the experience when playing on Realism, it is highly recommended to turn off the crosshair as well. The atmosphere is changing even more radically. It will be necessary to constantly and wisely use optics, and sometimes it will generally need to be removed so as not to interfere)
6) Third hand
GG removed the "third hand". What does it mean? This means that before the GG ate one after another first-aid kits, bandages, energy, and so on, while calmly shooting back from monsters and reloading weapons with might and main. And this despite the fact that the use of each medicine and weapon almost always requires two hands. This is also not realism, so now when eating a first-aid kit, bandage, anti-rad and any other item, the weapon is removed for the duration of its eating. GH is being treated. And it takes time to heal. And this time also depends on the difficulty level. On the Warm-up, the weapon is not removed, on Realism - it is removed for the maximum time.
7) Vodka
Now you can drink no more than five bottles of vodka a day. The sixth bottle in a row in less than a game day is death. In order to be able to continue drinking, it is necessary that more than a day has passed since drinking the first bottle of binge. In other words: you drank the first bottle at 12:30 pm and then drank four more bottles during the day, for a total of five. You can drink the sixth non-lethal bottle no earlier than at 12:31 the next game day.
8) Sleep
If you do not sleep for a long time, then the GG can fall into a long deep sleep and die either from fatigue or from something else. To prevent this from happening - sleep at least 3 hours every game day. Then everything will be fine. This is also realism, because it is impossible to run for 30-40 hours, surviving and fighting evil spirits, and at the same time do without sleep. Lovers of night hunting - sleep peacefully during the day. When to sleep is absolutely not important. The main thing is to sleep at least 3 hours a game day.

I would like to immediately warn beginners, and those who have never played Solyanka and OP-1 and are not familiar with this chip - the first entry into the Cave after drinking the potion from the Doctor: do not be scared and do not quit the game when you see the horror that you will meet you there!) The mod is hardcore, and is mainly aimed at those who like unexpected, sudden complexity and cool hardcore that make adrenaline boil in their blood) Therefore, the first entry into the Cave after the Doctor's potion is also made very hardcore. But what you will meet on the first entry into the Cave will not be often in the game and will not meet again very soon) so do not be alarmed) After all, the Doctor said that this is just a nightmare!)) I repeat: this primarily applies to to those who have not played the previous OP, and especially to beginners who have never played Narodnaya Solyanka and OP-1 at all. If, out of ignorance or out of habit, it’s so hard and unbearable for you, then go through the Cave in the Warm-up or Extreme - it will be noticeably easier. Much easier. For all reliefs to work, the difficulty level must be set before drinking the potion from the Doctor and entering the Cave. This option is specially made for those who will not like this hardcore) But even at easy difficulty levels, beginners are still recommended to at least stomp with monsters interspersed - the experience gained will help a lot in the future)
This moment is specially taken out separately and at the beginning of the description in order to prevent your possible incorrect reaction to the beginning of the game and not to scare you away from the great many extraordinary miracles and incredible adventures that await you throughout the passage of OP-2)

Added "Save to Level" option in the main menu. The name of the save is created automatically so as not to write it by hand. It is useful when you need to quickly make an intermediate save. This function can be quickly called up by pressing the S key in the main menu.
In case of death or when starting the game, you can quickly load the last save by pressing the L key in the main menu. As a result, in the main menu you get: quick save on the level - the S key, fast loading of the last save - the L key.
Now the game can automatically pause after the download is completed. Handy for slow machines when the game takes a long time to load. This feature is enabled in the game options.
Due to the fact that the number and variety of monsters has been significantly increased, a lot of new monsters have been added, and a large number of serious battles have been made with a large number of monsters and NPCs, the bioradar has become much more cheating. Therefore, he was removed from Sakharov's sale and his appearance in the game was transferred to a much more late deadline. Also, there will be a new, fully dynamic bioradar. But, unfortunately, you have to pay for beauty and when using it, there is a drop of 2-4 FPS, so it is recommended to turn it off on weak machines. Dynamic bioradar is disabled in the game options. In connection with the transfer of the bioradar much closer to the end of the passage, there was no need to hang monster parts on the belt. Therefore, the number of slots for artifacts has been reduced to 14 slots, which were in Solyanka before the bioradar appeared.
The animations of NPCs, added in the last Solyanka, cut earlier by PYS, significantly enliven the "life" of NPCs and the atmosphere of the Zone, but lead to rare freezes of NPCs when they "freeze" in place, and in order to stir them up, you need to make a save / load, go offline or throw a smoke grenade at their feet. Therefore, the inclusion of these animations is placed in the options menu. If NPCs often freeze or it bothers you - turn off extended animations - NPCs will stop freezing.
During the first search of the corpse, all cartridges and medicines, i.e. those items that you always take from corpses can immediately be automatically transferred to the inventory of the GG. Significantly saves mouse clicks. This feature is toggled in the game options.
The automatic change in the complexity of the game depending on the frequency of death of the GG, which was implemented in Narodnaya Solyanka, has now become optional and moved to the game options. If you want to constantly play on your chosen difficulty level, no matter how hard it is for you, disable auto-changing of the difficulty level in the game options. And then the difficulty will remain the same no matter how often you have to replay due to death or any other reasons.
For fans of hardcore and BDSM, an optional frequent respawn has been added. It is possible to pass OP-2 with him, but it is extremely difficult. Especially save all the questers. Dress them all better and equip them with good guns.
For lovers of hardcore and BDSM, optionally added subtle visuals for caches (Option "Inconspicuous caches"). The degree of visibility of caches depends on the level of difficulty. The more difficult, the more invisible the hiding places. In the Warm-up, the visuals are original regardless of this option.
Who wants maximum difficulties for himself, turn on both of these options, turn off auto-change of difficulty, aim and play on Realism - and you will have real hardcore!

All story SMS, as well as many news SMS, in which the sender is a quest character, come with a sender icon similar to the one in the dialogue window with the character. This greatly revived the SMS correspondence in the game) in large numbers messages, correspondence becomes like a real chat on a social network)
Any time you receive/update/complete any story quest, you always receive a message in the same blue-blue style with the same blue-blue icon, the same for all story quests. And for cyclic tasks, an icon is always displayed corresponding to the type of cyclic task and coinciding with the icon of this task in the PDA. Thus, when doing something or finding an item, you can always quickly determine by the message icon whether the plot or cyclic task has been completed. With the number of quests that are in OP-2, this little thing will be very useful, because only a superficial calculation showed that there were more than one and a half times more tasks in OP-2 than in PM + NS + OP 1 combined. And that's not counting subtasks. And the new quests in OP-2 are mostly complex, consisting of several subtasks and sometimes requiring long and painstaking work to complete them.
All SMS that relate to the GG and its "equipment", which can itself perform certain actions, accompanied by text messages (Scat-15, Nanosuit, Manual teleports, etc.) as well as all system error messages, anti-cheat control and other messages related to GG come with a single dark gray icon with a red triangle in the middle - you will not confuse. If these messages say that you need to do something, then all these messages, regardless of color, are also mandatory, like the red plot ones.

The statistics of GG are put in order. Now it shows exactly how many monsters, NPCs and completed cyclic quests in total. These quantities are indicated by the first digit in brackets (x..). The second figure in the statistics is a certain coefficient, which in the original PM was calculated depending on the rating of the killed and increased the rating of the GG. Now in the statistics section, it is always = 1, so the result is just the exact number of killed monsters / NPCs and completed cyclic tasks.
Added separate statistics for story quests. All story quests and subquests are now counted separately from cyclic ones. Now, finally, it will be possible to find out how many quests there are in OP-2!
The number of deaths of the GG for the entire time of passage is considered. This will show how much it cost you to pass OP-2))
The real time that you spent on the passage of OP-2 is considered. The time from the moment the game is launched until the release to Windows is taken into account. This takes into account the waiting time for loading saves and does not take into account the time when you decide to take a break and pause the game by going to the Main Menu or switching to Alt-Tab. That is, only the time that you spend directly on the game is considered, and quite accurately) All this information is displayed in the PDA in the "Data" section.
The calculation of the number of deaths and the passage time is not saved in saves, but separately. Therefore, if you simultaneously go through OP-2 with someone else from the family, then remember that these additional statistics will be maintained by the total amount for all players, because. The PM engine does not support the player profile system. For the engine, there is always only one player - the one whose name you entered when installing the game.
Unfortunately, contrary to what is written in the configs, when switching tabs in the PDA, not all pistons are issued, and all this processing is hardwired into the engine, so there is no way to clearly track which PDA tab is open in this moment. Additional statistics are displayed when you open the "Data" tab, but are not removed when switching tabs until you close the PDA. But this is better than nothing, and we hope that you will survive this small inconvenience in exchange for clear and accurate passing statistics)

In OP-2 the demo_record engine option is disabled. She doesn't work anymore. This is done for the following reasons
1: She helps find hiding places.
2: In OP-2, several unique, specific, and at the same time rather difficult tasks were made, the passage of which, using the demo record, is greatly facilitated and even loses its meaning.
3: This is definitely a cheat, and in OP-2 a lot of work was done to close all known loopholes, cheats, glitches, jambs and other things known at the time of release - both salty and still stretching from PYSov, which would allow players to receive free money or resources. This is not made for lazy people who love and will cheat. This is done to remove unnecessary temptations for those who do not want to cheat, but they are unable to find some kind of cache or complete any task. A guide with screenshots and videos will be made for all caches, and a guide will be compiled for passing all the main plots of OP-2, similar to the one in Solyanka. So you won't need any cheats, including a demo record, to pass OP-2)

The music in the Bar has been completely replaced. The bar is now really like a bar. A lot of different music. Mostly the best songs of rare and little-known artists. Many of them you may never have heard of. Changing the music at the bartender is completely free - choose what you like and enjoy. The choice of music is saved, and when you return to the Bar you will be greeted with the style of music that you have chosen earlier.
Added all artifacts from SAP and SAP-2 (Authors: Valerich, Desertir), as well as all new artifacts from CN and ZP. Many with unique properties.
Added a camera and a series of quests for it. We will take pictures of the Zone and what is happening in it. For this device, a separate, special thanks to Kirag. Without his help, advice and tips, there would simply be no camera (as well as many other innovations) in OP-2.
The problem with the photo of the counter on the instructions of Klenov has been finally fixed. Now Kontrik will be waiting for you in the tunnel of Amber at any time, and will not go anywhere.
In search of Krysyuk's PDA, now you need to go through both salty plots. First we go to the main one, then in the final dialogue Krysyuk becomes an enemy, kill him and go to perform a duplicate task if Krysyuk died, according to the hodgepodge guide.
For optimization purposes, the armor upgrade has been completely removed. Night vision devices are now removable and do not depend on armor. This made it possible to noticeably speed up the loading of the game.
For optimization purposes, the zombification of NPCs has been removed. The controller now zombifies only the GG. This made it possible to completely get rid of crashes during zombification, and also made it possible to clean the configs very much, which also led to a noticeable acceleration of the game loading.
As far as possible, the alspawn has been tidied up. Removed all duplicate paths and sections, and removed unused sections. Which also made the game load faster.
Due to its cheating and buggy, the strap has been completely removed. Repair kits are now just in inventory.
In order to optimize, the repairs at the repairmen have been completely redone. Now all repairmen repair everything and a single universal repair mechanism has been created.
All OOP, Solyanochny and PYS trunks have been completely redone and optimized. For many trunks, the models have been replaced with better ones and beautiful animations have been made. A huge number of new barrels have been added, as well as new cartridges, charges, grenades, and more. There are also a lot of new body kits.
In the process of creating OP-2, a mechanism was found, thanks to which any non-script, while being on the same level with the GG, will be online all the time, regardless of the value of the alif and the distance to the GG. In other words, all the time while gg is on the same level with him. This made it possible to create several rather complex and interesting quests for using sniper weapons at a great distance, and also allowed us to solve many old problems that still linger from TC and Solyanka. In particular, now the Boatswain will always turn off the generators without any problems and get to all points in his story, regardless of where the GG is located. Also, all other quests, both old and new, where the activity of NPCs is required at a distance greater than alife, will work without problems.
Fixed all headless crashes when trying to load the game on AC, Labyrinth and MG.
Fixed broken saves in Limansk, as well as everywhere where saves were broken in OP-1.
Fixed artifacts falling under textures when brewing.
Documents for Voronin are no longer selected.
Now you can go through the entire PM + NS + OP-2 without failing a single task. All tasks that were forced to fail earlier in the PM and the hodgepodge in OP-2 will go to the completed ones. So the preservation of a pristine page of failed tasks in the PDA now depends only on your skill, and nothing more)
For all quests for parts, now you need to bring parts from all the monsters that are in the game, except for the red ones. If red ones are also needed, then this is always indicated separately in the task. Several new spare parts have been added to OP-2, which you will find in the process of passing.
Max Luber now always issues a quest for his PDA in the Dark Valley. In order for him to issue this task, you need to take a quest from him to release the captive Dolgovets, who is sitting in the basement at the base of Borov.
If you give money to the scammer on Cordon, then you will have the opportunity to meet him in the Zone again.
To successfully cope with the new difficulty, do not take all the quests in a row at once, at the first dialogue. In many cases, the living creatures spawn immediately when taking the task, and if this task is not taken on the first entry to the location, then the living creatures during the first passage of the locations - when the GG is still poor and weak - will be smaller. In general, it is recommended that during the first passage of the initial locations, take only plot tasks and caches, leaving secondary tasks for later.
Enemy NPCs and monsters not finished by you due to lack of ammunition or preparation will be waiting for you in the most unexpected places of the Zone, where they have never been found before. Be attentive and careful.
A lot of new monsters have been added. Some of them are very dangerous. Be doubly careful and careful.
The Hour of Terror has become shorter, much more interesting and, what's more, it can even be profitable! Zakhar will tell you what to do.
In the Forgotten Forest, it became much more dangerous on the first run. Don't go there without proper preparation.
Not all information is displayed in the PDA. Be sure to carefully read all the dialogues and incoming SMS, as well as study all the items found in the caches. A lot of PYSovsky and solyanochny quests and dialogues have been changed and expanded. Changes start right from the first dialogue with the Astrologer. There are many interesting surprises scattered throughout the game. Therefore, do not rush and play very carefully so as not to miss anything.
Since there are just an incredible number of caches in OP-2, there will also be a lot of backpacks. But do not rush to sell them. In addition to hamstering, a decent amount of backpacks will be needed for many new quests, and they can also be exchanged for cool cartridges.
And also just a huge number of small and not so fixes, improvements, edits, improvements of everything-everything-everything) A lot of innovations are scattered over the already existing quests of PM and Solyanka. Many dialogues, tasks and SMS have been changed. Therefore, carefully read all the dialogues and incoming SMS, and also carefully study all the information in the PDA so as not to miss anything.
Included various works from Dream Reader: Dangerous Area, Paradise Lost, Nature Winter, F.O.T.O.G.R.A.F., Way of Man, Former Stalker, Lost World: Origin, and many works and ideas from Sky Anomaly adapted and expanded. Special thanks to the authors of these works.
In the Main Menu, in the Bar and in Skadovsk, in addition to the well-known, there are compositions of such little-known Russian and Ukrainian bands as Switch, Catharsis, Korsika, Legion, Tracktor Bowling, D.I.V.A., Okean Elsi, Pilgrim, Elysium , bAbA yAgA, and, of course, Murzilki International - how could it be without them))
The authors of OP-2 are grateful to all those several hundred (!) stalkers who helped us in the creation of this mod in a variety of ways in many or few ways. I would like to express my special gratitude to ff22 for the flying island model, amik and goroff for the new gorgeous monsters, anomalies and just great particles, kirag for the camera, flight and many other scripts, for invaluable help in explaining and understanding very difficult moments of the scripts, as well as for those scripts, which, I did not fully understand how they work)) Without his help, some plots and many new quests simply would not exist. And, of course, special thanks to lsclon for constant very detailed and intelligible consultations on many issues, as well as for the implementation of some simple and not so tasks that arose during the creation of OP-2)

Collector 2 is made. To make it interesting for both beginners and those who have already passed the original, the second part is structured as follows: all the original caches, with a few exceptions, are left unchanged. And all new caches are made by a separate group. Those. old and new caches are not mixed. For example, on Cordon it goes first, as in the original - a note, in the area of ​​​​the tunnel, then the old places and then the new ones. And by the same principle at each location. Where in the original there were two groups of caches (Junkyard and DT), the new caches come after the second group of the original. And in the GUIDE these caches are also named - old and new places. Thus, it will be equally interesting for everyone, both for those who have already passed the original Collector, and for beginners to search)
In total, there are more than 50 caches in The Collector 2, in each of the Zone locations. And each of the caches will be hidden not in three places randomly, as in the original, but in 6-9 places each! In total, more than 300 locations throughout the Zone were selected for Collector 2, and many of them are made with even more fanaticism than the original! So all Collector fans: your hour has come! The pleasure of searching and, finally, finding is multiplied several times) And with the demo record turned off - and several dozen times more!!!

OP-2 includes the Chess Player addon in a censored version. Removed all the tin about dismemberment and maniacism. The chess player begins with the arrival of an SMS from Akim, in which he will tell about the appearance of a certain chess player. It will come after completing all Saltwater quests in the Dead City and completing the Monster Wave. In Chess Player, all references to "horror" and maniacs were completely removed, the plot was left unchanged. This plot is completely stand-alone and does not affect any other OP-2 plots, except for the information below in the section on quests.

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So the long-awaited OP-2 came out. The developers, having made a serious request for a future mod in the first version, fulfilled their promise. We are waiting for the most interesting pastime, heaps of mutants and weapons - and - I hope - unforgettable evenings in our favorite game.