S.R Shadow of Chernobyl Capercaillie. Modifications for the game series S.T.A.L.K.E.R Categories of the section Stalker wood grouse 2 walkthrough

S.T.A.L.K.E.R.: Capercaillie II introduces a new story with new locations, new missions, many new weapons and new plot twists. The game takes place in the near future in an anomalous zone where you are a Stalker, a hunter exploring the vast expanses of the zone. You are given complete freedom of action. The main task is to understand who he is, what his past is, what is happening in the present, what this formation – the Zone – represents. Finding your path in life, your place among stalkers, those who come to the Zone for a while and sometimes stay here forever - this is the main incentive that drives our hero to go all the way...

NLC 5.08
1. New_Level_Changer (NLC) adds 12 new transitions between locations to the game - these are:
I) Cordon-Agroprom
II) Agroprom-Kordon
III) Agroprom-Yantar
IV) Yantar-Agroprom
V) Yantar-Radar
VI) Radar-Yantar
VII) Radar-Dark Valley
VIII)Dark Valley-Radar
IX) Dark Valley-Warehouses
X) Warehouses-Dark Valley
XI) Warehouses-Rostock
XII) Rostock-Warehouses
- The above transitions are not immediately available, to find (obtain) them you need to complete several quests or find some documents (presumably which describe unknown roads) (6 quests are added)
- Previously existing transitions: (I) Bar-Wild Territory, (II) Bar-Army Warehouses and (III) Radar-Army Warehouses in this version do not work until some story tasks are completed, namely:
- It is necessary to bring documents from the X-18 laboratory to the Bartender;
- You need to bring Kruglov’s flash drive to the Bartender or buy the transfer for money from the Informant.
- It is necessary to buy information from the Informant after turning off the burner on the Radar.
-There is a system of INTERLOCATION TELEPORTS; teleports can be opened for certain artifacts and money by such characters as Fan, Sakharov, Miser, Max, Cook, Swamp Doctor. To be able to use teleports, you must complete new quests from the specified characters. (i.e. 12 more quests are added)
-It is possible to obtain (modify) artifacts - from lower ones to get a higher rank. Recipes for art modifications are given as rewards for completed tasks by almost all quest characters you meet. (i.e. another 40 quests are added)

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New story 3 consists of 3 independent missions.
1) We are searching for Fang’s killers.
2) We are searching for the Ghost.
3) We are looking for a missing group of scientists.

Other mod changes:
-It is possible to gain neutrality with the bandits in the TD (the rest of the bandits remain enemies), and by completing two tasks from Borov, you can get recipes for modifying artifacts from ordinary things. (3 more quests are added)
-The trading system with merchants has been completely changed - now there are good weapons, ammunition, first aid kits, etc. can only be obtained in exchange for artifacts...
-A special box has been introduced for repair kits, thanks to which the Marked One himself can repair weapons and armor.
-The system for accumulating radiation from radioactive artifacts has been changed. Radiation now accumulates even when artifacts are in the backpack.
-To neutralize the harmful radiation of artifacts, there are special protective containers - 3 types: for 1 artifact, for 3 artifacts and for 8 artifacts. Each container has a different degree of protection and, accordingly, different weight and cost.
-New characters have been introduced: bandit Krysyuk, Repairman in the bar Long, Informant in the bar - Associate Professor, Trader at the Agroprom - Ensign Sherstyuk, Trader at the Radar - Syak, Swamp Doctor.
-The beginning of the game has been changed, now it is not in Sidorovich’s bunker.
-Invisible anomalies have been added to all locations (not lethal, but unpleasant).
-Artifacts appear completely randomly, after each Release.
-Emissions occur randomly (until the next release - from 4 hours to a day).
-It is possible to obtain a unique artifact - “Living Heart”, which allows you to revive quest characters. (5 more quests to get the recipe).
-It is possible to significantly (30 minutes of real time) increase the time before the release at the Chernobyl nuclear power plant (2 more quests).
-Added the ability to select music in the Bar (for money from the Bartender)
-The assistant professor can configure your PDA to detect dangerous monsters and necessary people. (3 more quests)
-At locations where there is a loudspeaker, music plays.
-The military in the agricultural industry has been strengthened (it is better to come to an agreement with Sherstyuk).
-The “smart NPCs” addon from xStream has been introduced, thanks to which now opponents throw grenades, heal each other, change into new body armor, drag corpses away from fires...
-The “marauder mod” addon from Skunk has been introduced, thanks to which the corpses retain exactly the armor in which the dead person was wearing.
-A cleaner of corpses and unattended weapons from Skunk has been introduced, now you don’t need to worry about the huge number of corpses and weapons lying around in locations.
-Caches can now be obtained by drinking a bottle of vodka with a character
- "mined caches"
-Now bases are not unsafe places (monsters attack)





-After the NPC robs you, she immediately hides the swag somewhere in one of the nearby hiding places.
-So search the hiding places next to the non-writing in search of your treasure.
-When clearing mines, the NPC sorts through the grenades one at a time (up to five pieces), and takes the cleared ones for herself.
-If an NPC explodes in your cache, then part of the swag is scattered around the cache in the explosion.
-Nepisi mine caches against the GG. The probability of mining depends on the value of the swag, and the power
explosion from the rank of NPC. If the cache is mined, then the GG will certainly explode on it by approaching it closely.
-After the explosion, the GG is passed out for 2 game hours (the GG is sleeping). The GG is thrown away from the mined cache by the explosion.
-If you kill an NPC who has hidden your or her swag somewhere, you can get the marks of these caches from the corpse.
-So try not to let such NPCs see you from close range
-You can put the GPS next to some cache. And if the NPC hides something there, the GG will receive a message about it.
-Increased the offline scanning radius for caches from backpacks to 200 meters. Also increased chance of being searched
caches of inscriptions. Now the hole on the edge of the location will also not be completely safe.
-If the GG stole a low-value item from an NPC’s hiding place, then the NPC will also be offended, but not much. Therefore, do not be surprised if, when approaching such non-writing, the GG suddenly gets hit in the face.
-Stalkers mine the corpses they search (both online and offline).
The probability of mining depends on the rank of the corpse, and the power of the explosion depends on the rank of the miner.
-When an explosion occurs on a cache or corpse, the GG’s armor is also damaged depending on the power of the charge.
If the GG goes there with his bare bottom (without armor), he will certainly die in the explosion.
-Stalkers do not pick up weapons and armor if they already have one (both online and offline).
-An ambush near a marked cache appears with a probability depending on the value of the swag there.
-If you raise the GPS beacon, the marks from the NPCs that it placed are removed.
-Nepisi trade less and hide swag more.
-NPCs do not steal swag from the caches of other NPCs.
-Now there are no guaranteed hiding spots - all hiding places are searched.
-Previously, NPCs did not search items from backpacks - now they do (As I understand it, this was a flaw in the original AMK code).
-Wounded NPCs do not search caches, do not collect artifacts, do not fight, etc. (It was nonsense that
-a wounded NPC climbed into a hiding place, for example).
-Fixed a bug in the logic due to which the NPC did not go through all the items in the cache.
-Now NPCs steal almost everything more or less valuable, including unique guns, vodka, first aid kits, etc.
-Nepisi actively hide their swag in one of the empty nearby caches.
-The NPCs hide armor, guns and pharmacies, leaving themselves one pharmacy, 2 best guns and one best armor.
-GPS puts a mark only if the NPC took something from the cache.
-When the GG is rummaging through a marked cache, an ambush may jump out at him.
-An ambush appears if there is something more or less valuable in the cache being searched.
-During a search of the marked cache, two enemies jump out, and the GG drops his weapon in fright upon hearing their screams.
-If the GG got into someone’s hole and stole something valuable, then its owner can identify the thief from close range, and a notification is issued.
-At the same time, if he was a friend of the GG, he becomes a neutral, and if he was a neutral, he will become an enemy.
-Nepisi steal any cartridges and hide them, leaving themselves only one pack for each barrel.
-The NPCs from whom the GG stole something will chase him in an attempt to clean his face or shoot him,
if you saw it from a short distance (~20m). The GG can, of course, run away - and the NPCs will eventually lag behind him
in the end, but he won’t leave his plans to clean up Marked’s nickel - and next time he’ll try to do it again.
If an NPC wants to shoot the Marked One, she will try to do it within one real minute,
after which it will “cool down” a little and be satisfied with hitting GG in the teeth.
The mod allows you to mine a cache and prevent NPCs from robbing yours with impunity
property accumulated through hard work. How it works:
Place an RGD-5 or F-1 grenade in the cache and the cache will be mined. Now if non-writing
If your stash is robbed, then with a certain probability an “explosion” will occur and the NPC will be injured
-Replaced the sighting reticles.
-Replaced shaders from L.U.R.K.
-Ability to break light bulbs.
-Round cursor instead of crosshairs.
-The collision of dead bodies with NPCs and the actor has been returned (Walk on corpses, move them, rather than go through them).
-Changed 3rd person camera position. Shooting occurs in the crosshairs, and not in the direction of the actor.
-Added weapons-33pcs
-all weapons are right-hand bolt!

Installing and launching the mod:

1) Download all 5 parts into one folder
2) Unpack using 7Zip or another archiver (to do this, double-click on the file Stalker_Gluhar_2.7z.001
3) Run the setup.exe file and follow the installer instructions
4) Launch the game using the icon on the desktop.
5) Play.

The game starts at the CORDON in the Newcomer Village, in the basement. GG wakes up after a coma and feels bad. The Swamp Doctor stands in front of us, after a conversation with whom he gives us a first aid kit and sends us to talk with Sidorovich.

We go to Sidor on the carpet, having previously gone through the hiding places located in the village.
Sidorovich tells us that while GG was in a coma, he became his debtor, and in order to pay off the debts, you need to do some work to find Shustroy and take information from him intended for Sidor. But where Nimble is located, the GG will be able to find out from the Wolf, who is the eldest in the Village, and has information about all the newcomers. You can find the Wolf next to the basement in which GG woke up from his coma.
At the very end of the dialogue with Sidor, he, like a true trader (who doesn’t miss out on what he has), offers us to earn extra money by finding art for him. The task is displayed in the PDA, but there are no marks on the map where to look for art. Sidor gives a tip on the approximate location of the art (we carefully read the dialogues).
Art spawns in 3 places:

North from ATP

A little to the right of the bridge next to the Village

Between the railway embankment and the building which I called the Granary

We run to get art for the merchant. Near the trailer next to the bridge we find the wounded Tolik, we give him a first aid kit.

Afterwards he will tell us the story of how he and Shustry escaped from the bandits. You can take a task from Tolik for 5 tails of a “blind dog”, and in return we will receive a recipe for receiving art.
We find the corpse of a military man under the bridge, search it, remove the loot from it and get the task “FIND THE BANDIT WHO TOOK THE MILITARY PDA”, the mark in the PDA will point to the DUMP location
We bring Sidor the ordered art and receive a reward. And let's go talk to the Wolf,
On the way, we give 5 tails to Tolik and get a recipe for making the art “A Chunk of Meat”.
After talking with the Wolf, we learn that Shustry is captured by bandits at the ATP, but before we run to rescue him, we must meet with Petrukha, who is leading a group of stalkers who will go with the GG to attack the ATP.
We meet with Petrukha, talk and together with them we run to attack the ATP (I chose the dialogue branch: I can handle it alone). We take out all the bandits and go to pick up a flash drive with information for Sidor from Shustroy.

In a conversation with Shustry, you can take 2 more tasks: modifying the “jellyfish” artifact and bringing a modified bandit jacket.
Now we run to Sidor to give the flash, on the way we talk with Petrukha and we can take the task for the “TOZ gun”, and we also talk with the Wolf, we receive a reward from him for the ATP, and we can take the task for the “document”.

By handing over the flash drive, we receive a reward, and you can immediately take a SPECIAL TASK, and some work of your choice, because Sidor has enough work (I didn’t take more than one, because I decided to complete the tasks for the stalkers for now).
We run according to the Wolf’s instructions to the northwest to the tunnel under the railway embankment. We find a document in the tunnel.

And we immediately go east to the tunnel for a modified jacket for Shustroy. On the way, we run into the Granary, find the stalker Dan there, talk to him and automatically receive the task “Talk to Zakhar”, who is located in the BAR. Dan can also repair and modify weapons, but to do this you need to bring him 40 PDA.
We get to the tunnel in the east of the ATP, find a modified jacket for Shustroy and run to the Newcomer Village to hand over quests to the Wolf and Shustroy, getting a well-deserved reward. You can take a task from the Wolf to destroy a flock of wild boars.
We go to Sidor and take from him a SPECIAL TASK, according to which the GG must get to AGROPROMA and “Pick up documents from the military.”
We leave from Sidor, and go to the southeast of the village on the instructions of the Wolf and destroy the “boars’ lair”; in one of the boxes in the parking lot next to the lair we find the Medusa art, which we need for Nimble’s quest to upgrade artifacts. We run to the Wolf to hand in the quest “Boar’s Lair” and receive a reward, and we can take on a new task to “destroy flesh on the farm.”
We go to the farm to shoot mutated pigs, and on the way we go to Shustromy, and give him the Medusa art and receive a new art modification as a reward. At the exit from the village we speak with Edik Kozyr and receive a tip to the cache located on the farm. Great, that’s exactly where we need to go.

As soon as we cross the railway embankment, an SMS from Sidor arrives on the PDA, in which he sends off the coordinates of a stalker who knows about STRELKA, but since this stalker has brought some creatures on his tail, we put off everything and run to save this stalker, guided by the mark in PDA.

We come running, find a wounded Fox on the spot, give him a first aid kit and he tells us about the ARROW (if there is no first aid kit, then we find it in a metal container in the attic of the building).
After the conversation, we repel the attack of a pack of blind dogs, and again talk to the Fox
, he rewards for salvation with money, and if you wish, you can take a quest for 10 first aid kits.
Well, now you can safely go to the farm to shoot pigs and pick up swag from the cache

Now we return to the Wolf for a reward for the killed pigs on the farm. At the post under the bridge we approach the military man Kuznetsov, take the quest for 10 bottles of vodka. We bring and receive rewards, as well as a shaky truce with the warriors, which without vodka could collapse.
For vodka you can buy good guns, ammunition and armored armor.
Having handed over the “farm” quest to the Wolf, we go to the Dump, and on the way we go to the Fox, and if we wish, we can take the quest for “delivery of the exy” from the Debt checkpoint at the Dump.
Well, now we can safely go to the landfill!
Once at the DUMP, we find ourselves in a small scrape with bandits. We bring them down and receive a help signal from the Demon, who is located in a dump of abandoned equipment. Let's go there and talk to Bes
We receive the task “repel the attack of bandits.” We complete it and receive a monetary reward. You can take the task for an “improved armored vehicle” from Bes.
Having collected all the loot from the killed bandits, we set off to search for the bandit who stole the military PDA, fortunately there is a mark on the map. We find this bandit, but for a wounded man he offers quite decent resistance.

We take him down and the task is updated.

But there are no markers on the map anymore, so you’ll have to look for it yourself.

But for an experienced stalker this is not a problem, because... The ZONE will bring you together sooner or later.
And on this optimistic note, we go to talk to Gray, so that he can tell us some information about the legendary STRELK. But Gray is in no hurry to share his knowledge, and kicks GG
to AGROPROM to Mole.
But before you go to AGROPROM, you can run through the DUMP in search of adventures for your precious butt.
We go to the checkpoint of Duty to Prapor to talk about Lisovskaya.exe

From the conversation we understand that Prapor is also stingy, and will not just give her up, but demands in return the bloodsucker’s groping. Well, you’ll have to go to AGROPROM in search of new mutants and information.

At AGROPROM, GG meets Stepan Gradus, and immediately asks for help in repelling Mole’s group from the attack of the military. Not a hospitable welcome!!! But nothing can be done, we must run to help out the stalker brothers. Having arrived, we find ourselves in the thick of the battle. We show skill in battle, kill all the warriors, and go talk to Mole

The mole gives a tip to the dungeons of AGROPROMA, hinting that we need to look for STRELKA’s hiding place, and immediately asks to complete the task for him to find the PDA lost in the railway tunnel.
We go in search of PDA. We find a tunnel in the east, go into it, and move into the very depths, maneuvering between the anomalies.

We find the PDA, pick it up and take it to Mole. Having entered the base, we are in no hurry to run up to the Mole and talk to him, because... A couple of warriors spawn who usually start throwing grenades the moment we start talking to Mole, and he will definitely die from the explosion. Therefore, first we liquidate these warriors, and only then we calmly go and receive the reward to the Mole.
After receiving the reward, you can go to the dungeons of AGROPROMA in search of information located in the cache of STRELKA. The entrance is located next to the place where the Mole was rescued.

In the dungeon, the GG is not greeted with open arms. You'll have to shoot a fair amount, first at the bandits, and then at the warriors. Finding the Strelka cache

We take the flash drive with the information.
You can also profit from ammunition and brand new Kalash rifles. Having cleared the cache, we follow to the exit from the dungeon, along the way without ceasing to prove to the restless warriors that GG is the best in the ZONE.
As soon as the GG approaches the exit from the subway, the mutant Controller will appear behind him. If you fail it, you can remove encrypted documents from it. Which I think may come in handy in the future.

You can also try to remove the tentacles from the bloodsucker (if, of course, they fall out, because they don’t always fall out)

And thus close Prapor’s quest, and if you’re unlucky, then we continue to look for the bloodsuckers.
Well, now let’s continue: Having found ourselves in the hottest point of the military base, we enter into an unequal battle (hiding from machine guns located on the armored personnel carrier) and fight our way into the main building. We go up to the 3rd floor and find documents there that need to be taken to the Bartender at the BAR.
Now you can safely go to the BAR to further explore the zone and obtain information. But before we go to the BAR, you can return to the CORDON to the Imp and give him the “improved stalker suit”.
Moreover, GG received information that from AGROPROMA there is a direct road to the CORDON. So we need to explore this path at the same time.
Having made the transition to the CORDON from AGROPROMA, we look into the PDA and find out from the mark on the map that the Bes has somehow incredibly teleported to the DARK VALLEY. There's nothing you can do, you have to go there.

On the way to the northern checkpoint you may encounter a pseudo-giant, but it is not as scary as in the ZP, and you can fall on the ground with one grenade

We remove the “eye” from it and throw it in the backpack. Maybe it will come in handy, because... the thing is quite worthwhile.
We move to the LANDFILL, we cross it without any particular difficulties in the direction of the DARK VALLEY and agree to the transition, because The “suit” intended for Bes takes up a lot of space in the backpack and must be handed over to the customer.
Once in the DARK VALLEY, we immediately meet the long-serving Bullet, who asks for help freeing a comrade from bandit captivity. Let's run to help. Having reached the place, we hide behind the bus stop, wait for the bandits to come closer and knock them down. We approach Pula, receive a reward, and can immediately take on a new task to “deliver a box of cartridges to Bes.”

We agree, because let's go to him.
And of course, don’t forget to go talk to the rescued debtor, who shares valuable information with us and asks us to help another comrade who is being captured by a gang of bandits. You can take your time completing this task and leave it for later.
Now we run to the Demon, give him the “box of cartridges” and “combez”, receive a reward and go to the BAR, since the GG has a lot of interesting things waiting for him there.

Before moving to the BAR, Prapor meets us again, we talk with him about the transition, and we find out that he has a bad back, and in order to cure it we need 4 “eyes of flesh”, we agree to bring them to him, because By this time we should already have enough of them in our backpack. We immediately turn in this quest and receive a new task for “3 tentacles of the bloodsucker.”

For some reason the “piggy eyes” didn’t help him, but the “feelers” should definitely help. The task is, of course, not an easy one, because... Fate doesn’t have much in common with the “blood-sucking” ones yet. But it’s okay, there’s a long road ahead and the “blood suckers” will definitely fall into the GG’s net.
After talking with Prapor, we boldly go to the BAR.
Once on the territory of the BAR, we are immediately greeted by 2 “bloodsuckers”, which, as luck would have it, are empty, without palps (I concluded that they are vegetarians), a little further along the road there is a pack of “motley dogs”. But they don’t cost us much, because... We’ve been there and we know how to deal with them.
Once on the territory of the BAR, we find Zakhar and talk to him at Den’s request.

Zakhar asks for help “Defend the hunters’ camp on Cordon”, and we do not refuse him, and you can also take on a task for the rare art “Fiery Dummy”
After talking, we go to “100 X-rays”.

We approach the Hunter, tell him about the reward, and we can take the tasks: “Family gun” lost in the WILD TERRITORY, and the task “Destroy the lair of bloodsuckers” located in MILITARY WAREHOUSES.

Then we approach Bald, whose middle name is Shatkov
, talk to him and get a reward.
He doesn't have a job for us yet.
Then we approach the Informant, receive a reward from him, and if we wish and have money, we can get hold of a new art modification recipe. He also doesn’t have a job for us yet. And finally we approach the Bartender
who pays for the delivery of the case from AGROPROMA, and immediately gives us the task “Find

Documents in the X-18 laboratory in the DARK VALLEY.

So now we have a choice of where to go first? Those who can’t decide can go and take part in battles in the Arena.

And I’ll send GG back to the CORDON to help Dan, and at the same time I’ll go to the Fox and give him “10 first aid kits”..
Returning to the CORDON, we first go to visit the Fox and receive a reward for the “first aid kits”. Then we immediately go to Dan, help him recapture the camp from the Avengers bandits. After the successful completion of the attack, we speak with Den again, and we can take the quest “Unusual Parcel”, which must be picked up at AGROPROM and brought to Dan.
At this point, you can part with the CORDON for a short time and go off to complete the assigned tasks. We are heading to AGROPROM.
At AGROPROM we find Arkha, talk to him, and go to the main building to look for Ivashchenko, who has information for Den.

We fight our way into the main building of the base, sweeping away everything in our path, and we also let Ivashchenko go to waste because he is hostile to the GG. We remove information from his corpse
intended for Dan, and after that you can go to the DARK VALLEY to rescue a debtor who was captured by the bandits, and at the same time pick up the key to the laboratory from the bandit leader Borov.

We penetrate the base and begin to shoot the bandits who are preventing the GG from getting to the leader, Borov. But despite the difficulties, we bring down Borov
, we remove the key to the laboratory from him, and go to save the debtor. To open the door of the cell where the debtor is imprisoned, you need to activate the switch and voila, the debtor is free.

We receive a reward from him and set off to look for a way out of the base. The exit is located in the overpass. Having passed along it, we find ourselves near a new object. Presumably, somewhere on its territory there is an entrance to the laboratory.

We are trying to penetrate the territory of this facility, which is also filled with a small group of bandits, as well as a couple of pseudo-giants. We find the door to the X-18 laboratory. This text is hidden from guests, activate the entrance and go into the dungeons to look for documents.
Once in the X-18 laboratory, we are met there by assorted mutants (snorks, burers, poltergeists), we shoot so as not to interfere with our ability to navigate calmly.

In the main corridor we come across a coded door leading deeper into the laboratory. This text is hidden from guests
to access which you need to find a code. We begin to explore the premises and in one of them we find a dead scientist from whom we remove the PDA with the code
This text is hidden from guests

Now let's go and activate the door. We find ourselves on the lower level, begin to explore it, and again come across a coded door
This text is hidden from guests
for which you also need to find an activation code. We explore the premises and find a descent into the lower room, where we find a dead scientist from which
remove the access code to the 2nd coded door.

Let's go and activate it.
Before activating the door to the main laboratory, destroy all poltergeists, because... For those with medium-sized machines, the vidyukha may not cope even at minimum settings, so unexpected crashes may occur. All this is because the main lab has too much of a graphical component of the game (a video with ARROW, a too tenacious poltergeist spitting fire, and the sudden spawning of military personnel into the laboratory)


The marauder mod addon from Skunk has been introduced, thanks to which the exact armor that the dead person was wearing remains in the corpses. Other configurations of the mod: it is possible to obtain neutrality with the bandits, etc. other bandits remain enemies; by completing two tasks from the hog, you can get recipes for modifying relics from ordinary things. NPCs hide armor, guns and pharmacies, 2 best guns and one best armor, leaving one pharmacy for themselves. After the NPC has robbed you, she immediately hides the swag somewhere in one of the nearby hiding places. An ambush occurs if there is something less valuable in the cache being searched. How it works: place an RGD-5 or F-1 grenade in the cache and the cache will be mined. A cleaner of corpses and abandoned weapons from Skunk has been introduced, now there is no need to worry about a large number of corpses and weapons lying around in locations. Now radiation accumulates even when relics are in a backpack. After all, injections and vodka are unique in this fashion. You are given complete freedom of action. Weapon-33pcs have been added, the right gun is bolt-action. So try to prevent such NPCs from seeing you at close range; you can put the GPS next to some hiding place. GG is thrown away from the mined cache by the explosion. Now there are no guaranteed hiding spots - all hiding places are being searched. During a search of the marked cache, two enemies jump out, and he drops the weapon in fright upon hearing their clicks. Releases occur randomly until the next release - from 4 hours to 24 hours. New_Level_Changer NLC adds 12 new transitions between locations to the game - these are: I cordon - agro-industry, V amber - radar, previously existing transitions: Ibar - wild territory, the above transitions are not immediately available, to find them you need to complete several quests or find some documents supposedly describing unknown roads, 6 quests are added, IV amber - agroindustrial complex, VIIIdark plain - radar, XII sprout - warehouses, III agroindustrial complex - amber, II agroindustrial complex - cordon, IIbar - army warehouses and IIIradar - army warehouses do not work in this version before completing certain story tasks, VI radar - amber, IX black plain - warehouses, X warehouses - black plain, namely: you need to bring documents from the x-18 laboratory to the bartender; you need to bring Kruglov’s flash drive to the bartender or purchase the passage for money from the informant, VII radar - black plain, XI warehouses - sprout. Wounded NPCs do not search caches, a wounded NPC climbed into a cache, for example, that they do not collect artifacts, do not fight, and so on, this was nonsense. Exe and follow the instructions of the installer, 4 launch the game using the icon on the desktop. We are looking for a missing group of scientists. When an explosion occurs on a cache or corpse, the gg's armor is also damaged depending on the power of the charge. Each container has a different degree of protection and, accordingly, different weight and cost. Fixed an error in logic - due to which the NPC did not go through all the items in the cache. Passionate about searching for a ghost. 12 more quests are added, it is possible to obtain modifications of relics - from the lowest ones to the highest rank. 3 more quests are being added, cartridges, first aid kits and so on can only be obtained in exchange for artifacts, the trading system with merchants has been completely changed - now it’s not a bad weapon.

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3 more quests are being added, first aid kits and so on can be obtained only in exchange for artifacts, cartridges, the trading system with merchants has been completely changed - now it’s not a bad weapon. There is a system of interlocation teleports, sugars, cook, max, miser, teleports can be opened for certain artifacts and funds by such characters as a fan, a swamp doctor. Maybe because, as I understand from Sidor, the Toz-34 non-sawed-off shotgun can only be exchanged for an artifact flash, you bought a Toz sawn-off shotgun. If anyone else has such a problem, I will either turn to this quest in the 2nd part because the 1st has already been filmed and when it is processed I will post it, or I will go through this episode separately. Releases occur randomly until the next release - from 4 hours to 24 hours. No, loaves, and the merit for the quest with this artifact at the cordon is not paid by anyone - you just need to go before talking with the wolf and help out a little later, cross the road and around to take the night star, there is no need to go to the landfill, it will be thrown around. It’s not yet, but I’ll post it then. The newest story 3 consists of 3 independent missions. Capercaillie II presents a new plot with new locations, an abundance of new weapons and new plot twists, new missions. Another 40 quests are added. A special box has been introduced for repair kits, thanks to which you can repair weapons and armor for the most marked one. I can’t get to the location of military warehouses, there is no transition to the location - my mod is not complete or my computer does not support the mod and it logs - I read on one website that it seems like you need to reinstall the mod and everything will be fine. The beginning of the game has been changed, now it’s not in Sidorovich’s bunker. The game takes place in the near future in an anomalous zone, a hunter exploring large expanses of the zone where you are a stalker. Invisible anomalies have been added to all locations; they are not lethal, but unpleasant. Perhaps the title contains inappropriate characters. Fashion is the road to nowhere. Five Nights at Freddys. As they say, it is better to separate the skin of an unkilled chimera without it. You need to acquire information from the informant after turning off the burner on the radar. We are looking for a missing group of scientists. To be able to use teleports, you need to complete the latest quests from the specified characters. Recent blog posts. The requested page title is incorrect, empty, or the interlingual or interwiki title is indicated incorrectly. Other configurations of the mod: it is possible to obtain neutrality with the bandits, etc. other bandits remain enemies; by completing two tasks from the hog, you can get recipes for modifying relics from ordinary things. Artifacts arise entirely by chance, after each ejection. 12 more quests are added, it is possible to obtain modifications of relics - from the lowest ones to the highest rank. Recipes for art modifications give credit for completed tasks to virtually all quest characters you encounter. To neutralize the harmful radiation of relics, there are special protective containers - 3 types: for 1 artifact, for 3 artifacts and for 8 relics. You can only teleport there, ask the admirer at the cordon, he sends a current, you need a soul artifact. The newest characters have been introduced: the bandit Rasyuk, the trader in the agricultural industry - ensign Sherstyuk, the informant in the bar - associate professor, the swamp doctor, the lanky repairman in the bar, the trader on the radar - syak. The system for collecting radiation from radioactive artifacts has been changed.