Stalker op 2 walkthrough edit. Adequate review of the game

Welcome to the site! On this page you can download the best cheats for OP 2, namely the spawner and edits, using which you can make it easier for yourself to go through this mod. It's no secret that this modification is quite difficult to complete, so many players are looking for various ways to simplify the game for themselves. And there are several working and proven ways to do it. We will discuss each of them in detail later in this article.

United Pak 2 is perhaps the most ambitious modification for the game. The mod includes so much content that it can take months to complete. Here players will find many storylines, a huge number of secondary quests, an incredible number of high-quality weapon models. With all the desire, it will not be possible to list all the innovations and features of this mod, so we turn to the main topic of the article - cheats and other ways to read in this game.

Spawn menu for OP-2 (2.09 fix 2) from karavan150:

With this multifunctional spawner, you can get absolutely any items in the game, including armor, weapons, artifacts, cartridges, medicines, quest items, and so on. In addition, there are several additional functions, including teleportation at specified coordinates, the ability to add money, the ability to change the weather, and others. Below is a list of hotkeys that you can use while paused.

S - Activate the SPA-MENU.
M - Add 10000 money.
N - Restore health up to 100%.
T - Teleportation to various locations. List of teleport points in the file - _ms_teleport.
W - Ability to change the weather. Details in the archive in a text document.
R - Change the grouping of the main character.
O - Ability to see the name of any subject with a translation into Russian.
U - Teleportation by coordinates. Use the F1 key to take coordinates.
P - Spawn mutants and NPCs from a distance.
Y - Make a personal save on damage.
L - load the last save.
F1 - Show the current coordinates of the character.
F2 - Part of the object name to search for.
F3 - Ability to remove all anomalies within a radius of 10 meters from the main character.
F4 - Section of the desired object, quantity.
F5 - Part of the name or object to remove.
F7 - Spawn.
F8 - Spawn.
F9 - Object section and quantity (for getting into inventory).
F10 - Resurrection of the dead NPC, which is under your feet.
F11 - Section of the desired NPC.

Installation and use:

1) Move all files from the archive to the folder with your game.
2) Enter the game, load the last save.
3) Pause the game by pressing the ESC key, then press one of the above hotkeys. Those. to activate the main function of the spawner during the game press ESC and then S.
4) Choose which items you need and spawn them directly into your inventory!
5) More detailed information about the use of other functions is in a text document in the archive.

Edits:

You can also download a selection of various edits that may also be useful to you. The archive includes the following edits:

✔ Tags for collector's stashes (only 1 stash spawn place + will always be tagged)
✔ Disable rupture of backpack on overload
✔ Ability to use weapons in a gravity suit and camouflage exoskeleton
✔ All invisible caches will now be visible
✔ Cooking artifacts in 3 minutes + arts will not be consumed during the ejection
✔ Photos of anomalies and monsters from the satellite
✔ NPCs do not rob the main character's caches
✔ Repair of completely broken weapons and armor + the ability to use repair kits several times
✔ Disable shaking at Chernobyl 2
etc.

Installation is simple. Choose the options that you need and copy the gamedata folder to the folder with your game. If necessary, you must agree to replace the files.

A little about the "hardware" - the computer on which we all play Stalker and his mods. You downloaded the game, installed it, launched it, but somehow everything is not right: the save takes a long time to load, continuous lags, freezes, frequent incomprehensible crashes associated with a lack of resources and it is not yet understood why ... What to do?
Of course, you can just go to the store, waste a lot of money, buy a cool new computer. But such a solution will 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 can be easily answered if you try to understand how the Stalker engine uses computer resources. To begin with, the Stalker engine doesn't 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, a simple replacement of the computer will not help much here.
But there is a solution. Quite simple and inexpensive. Available to almost everyone. We only need to make a small upgrade.
To understand what kind of upgrade we need, let's find out which of the computer resources the engine needs the most. Powerful processor and cool vidyuha - no. Processors and video cards released in 2007 coped well with his requests. After the processor and video card, the engine uses the hard disk and memory most actively. And this is where we can radically change the situation.
First, about the memory. An engine, as a 32-bit system, cannot use more than 2Gb of memory. Therefore, in order to maximize the engine's memory usage, it needs to allocate all the 2Gb it asks for. How to do it? Simple: expand your memory to 4Gb and install Windows 7 64-bit OS or higher. It is important to install the version not lower than Windows 7, because only this OS will finally teach you how to work correctly with more than 2Gb memory and correctly distribute it to applications. When you do this, then in the process of work Windows will completely go into the 3rd and 4th gigabytes, providing the engine with as much memory as it asks.
Now about the hard drive. Nowadays, devices called SSD drives are being sold everywhere. This is the same hard drive, only it is made on 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 money. The hard drive is the slowest link today, and therefore we need the fastest SSD available that you can afford. The engine is extremely active in communicating 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 are loaded, the faster the work with the swap file goes, the faster the whole system works. So take your time when choosing an SSD. 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 (it is by default placed 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 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 boots from the moment it was turned on to the desktop in 18 seconds, OP-2 starts up to the menu for 14 seconds, the save is loaded 40-60 seconds depending on the lock, and this despite the fact that the computer is almost 10 years old !!! At the same time, memory crashes and lack of resources have almost completely stopped! And OP-2 is completely made on this old computer) I do not know what else can increase the performance of old hardware so much with such minimal costs. If anyone has any ideas, be sure to share!
So, to summarize: in order to maximize the performance of our beloved Stalker in conjunction with OP-2 and minimize memory outages with minimal costs, we need:
1. Increase the memory to at least 4Gb.
2. Buy the fastest SSD drives available to us. The volume is not important, 60Gb is enough. The main thing is as fast as possible.
3. Make this SSD bootable, install Windows 64bit on it, the swap file (by default, it falls on 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 use it myself: E6750 2.66GHz Duo CPU / Asus Commando / 6Gb RAM / 120Gb SSD / GeForce 8800 GTS / Win7 Ultimate 64 bit. All hardware except additional memory and SSD was purchased in 2005.
And the last thing: the processors produced now can be well "overclocked", that is, increase their clock frequency without any glitches or freezes from the computer. If you are quite advanced in this matter, then "overclocking" the processor will also increase the FPS and reduce the loading time of saves)

If there is already a Stalker:
1. Uninstall
2. Delete folders S.T.A.L.K.E.R., stalker-shoc

1. Install Stalker Shadow of Chernobyl v1.0006
2. Run the OP-2 installer, specify the path to the game folder, the path must be the same.
3. Roll on patches (below)

TEAM OP-2

Proper70: Basic scripting, first of all the most complex and difficult to implement. Small quests, all major adjustments to the balance and atmosphere of the game, the main work on correcting all detected inconsistencies, crashes and glitches of PM and hodgepodge. Curator of the project.
Buusty: All new guns, new monsters, config curator, big battles, quests.
Akill: An incredible amount of new quests and plots. Dialogues, scripting.

Below is a small list of those who provided active assistance in the creation of OP-2:
Aleksandrych: a lot of new models of weapons, editing / optimization of textures, as well as old models of weapons, many barrels were made by him specifically for OP-2 "on order". The author of the script and the ideological inspirer of one of the new plots of the OP-2. A whole bunch of practical tips for optimizing weapon balance in the game.
Resident Evil, FenRiR: Almost all new hard-to-find caches. Scriptwriters and directors of the "Sniper" plot, embryo plot and island plot.
volazar: Correcting all crashes and glitches associated with alspawn, including headless on the AU, Labyrinth and MG. Author and scriptwriter of the teleport cache plot and the flight plot.
kot_begemot: Many different ideas, suggestions. Creation of continuation of Collector's caches and documents for Voronin. Author of several hard-to-reach caches.
bubulyka: The ideological inspiration and author of most of the humor that you will meet in OP-2)). Author of several hard-to-reach caches.
BoroDa !: The author of several great places for hiding places and the ideological mastermind of excellent tasks in the Sniper storyline.
kirag, lsclon: Help in understanding the tricky parts of scripts.
fume, Alfa2012, ShiZ, jgar: Textures, icons.
Charsi, 22ff, amik, goroff: models.
amik, goroff: particles.
Artem_K., Jgar: New NPC models.
Grisli: All work with sound.
[email protected], Grisli, Shimmering: Skinny.
Lobsang, Chezet, kot_begemot, kabachok, vesker, Residet Evil, BoroDa !: Active and very thorough testing.
vesker, kabachok: Authors of the vast majority of incredible and brain-blowing caches.

The authors of OP-2 are grateful to all those several hundred (!) Stalkers who, in a variety of ways, helped us much or little in creating this mod. I would like to express special gratitude to ff22 for the model of the flying island, amik and goroff for new gorgeous monsters, anomalies and simply magnificent particles, kirag for the camera, flight and many other scripts, for invaluable help in clarifying and understanding very difficult moments of 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 very tasks that arose during the creation of OP-2)

DESCRIPTION

Key balance and gameplay changes

Difficulty levels

Difficulty levels have been renamed to more similar now to what is in the game: "Warm-up", "Extreme", "Survival" and "Realism". This is done because now the difficulty level 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 aspects of the game. Combat tactics on Realism and Warm-up are now completely different. Therefore, playing at the easiest level (Warm-up) will seem to you a real warm-up in comparison and playing on Realism)

Carry weight and hamster

Many have asked for a reduction in weight to enhance hardcore. An alternative solution has been made, which will be much more interesting than simple weight reduction. Carrying weight 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 not to run around in only one ex-bandit, 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 the upgrade to 340 kg, and all negative properties have been removed from it. Thus, its value is dramatically increased. But: now in a gravity suit you cannot use a weapon. This is realism, since a stalker loaded with junk cannot fight - he has both hands busy - they carry a swag. To fight the monsters - you need to free your hands - to lay out a part of the swag. Therefore, upon seeing the enemy, we throw a backpack, and into it, or simply on the ground, we throw off some of the junk, take off the gravity suit, put on combat armor and go to fight. Then we take everything and move on. Or we are plotting a route bypassing enemy clusters, hiding behind bushes, buildings, relief drops. To look around: we stop, take off the gravity suit (while the GG cannot move due to overload) - like freeing our hands - we take the binoculars, look around, then put the gravel back on and move on. While the GG looks through binoculars, things are not thrown away. Or, first we clear the route, then we carry the swag. As it is in life. And then we gained 270 kilos, and we are at war with might and main with monsters - this is not good. Therefore, on the one hand, now there will be less running around with a swag - you can carry more load at a time. But you can carry all this only when it is quiet and calm around. The hamster tactics are changing markedly.
For all body armor, the dependence of the weight of the carried load on their wear is made. The more worn out the bulletproof vest, the less weight it can carry. All the extra swag will periodically fall out of the backpack. The dependence on wear is linear, i.e. if a fully serviceable body armor adds 60 kg, and with it you can carry 80 + 60 = 140 kg, then the killed half (50%) adds only 30 kg, and in the 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 from wear is not displayed - it always shows the transferred weight for a fully functional body armor. This is also realism - you cannot know in advance when and how much swag can fall out through a torn bulletproof vest. So fix your favorite gravity suit or exoskeleton in time, or wear less so you don't lose your swag. I also warn those who like to edit the weight: all the extra swag above the permissible weight will also periodically fall out, so be worried about picking up. 340 kg in a gravity suit is more than enough to deliver the swag to the merchant who buys more expensive and to complete all the quests for the hamster.
So, let's summarize. 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 the backpack into him, or just dump the junk on the ground, change into combat armor and go to fight.
2. We carry the swag not by a direct and short road, but bypassing enemy clusters, hiding behind shelters, crawling forward.
3. First we clean up the territory, then we return and carry the swag.
The reduction factor of the carried weight of the armor depends on the level of difficulty. The above example of calculations - 100% dependence of the additional carried load on wear and tear - works on Realism. With a decrease in the level of complexity, the dependence of the carried weight on wear decreases less and with the same wear of the armor, more can be carried. There is no dependence on wear during the Warm-up - things are not scattered even at maximum load, regardless of the wear of the armor, if you do not cheat with weight.

Artifact protection

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 received. Fighting has become much more real - with a knife, you can rush to a crowd of monsters only during the Warm-up. On Realism, in many battles, you will have to come up with new tactics 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 the Terminator, who does not care about any monsters. And this will force you to come up with new tactics in those battles that you previously passed without problems, setting immunities over 100%. The 60% limit on Realism is a limit deduced by testing and passing the first OP, which makes the game on Realism really difficult throughout its entire length, but without fanaticism - all battles are played quite realistically, if you think about it and choose the right tactics. The limits are automatically changed when you change the difficulty level in the Main Menu. If you can't get through on Realism, go to Extreme. And who is too lazy or reluctant to think, or like to fight with a knife with herds of monsters - put the Warm-up and go ahead. Thus, the wishes of all groups of players are taken into account.

Something about armor protection

Recently, there was an opinion that the worn body armor does not protect the GG, but only protects himself. This opinion is erroneous. The bulletproof vest protects the GG, but: when calculating the damage inflicted, the protection by artifacts and the protection by the bulletproof vest are not added, but are applied separately.
The formula is as follows: hit received = hit hit * (1-armor protection) * (1-art protection).
For example, if a suit has 50% protection against bullets, and you gained 25% of this protection with artifacts, then you will receive (1-0.5) * (1-0.25) = 0.375 or 37.5% of the hit hit, and not 1- (0.5+ 0.25) or 25%, as it might seem, if both defenses are added.
Another example: a bulletproof vest has 50% protection against electric shock, and you have gained 90% of this protection with artifacts. In total, it turns out more than 100% and it seems that the GG should be invulnerable to hit with electricity. But this is not the case. You will still take 5% damage each time you hit the Electra anomaly, because (1-0.5) * (1-0.9) = 0.05 or 5%.
Therefore, the degree of protection of the GG still depends on the worn body armor. It's just not as noticeable as it seems at first glance)

Recognition of NPCs at a distance
On Realism, the recognition of NPCs and the distance to the target are forcibly disabled. Well, where did you see the barrel showing, friend or foe in front of you? And on top of that, the distance to it? For reasons of realism, these options are disabled. Define friends and foes, as in real life - in 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 is this super sniper in the face of the GG, who, when shooting "offhand", from the knee clearly hits the enemy's head from 30-50 meters? And if you remove the sight, then it becomes much more difficult to hit the head. But the mod is already quite complex, so disabling this option on Realism is left to the player's choice. However, for the sake of completeness, when playing on Realism, it is strongly recommended to turn off the scope as well. The atmosphere is changing even more radically. It will be necessary to constantly and wisely use the optics, and sometimes it will even need to be removed in general so as not to interfere)

Patches

PATCHES AND FIXES

Install in order

S.T.A.L.K.E.R. Shadow of Chernobyl 1.0006
Unified pack - 2 with patch 2.09 and fix 2, as well as 20+ edits

Where to get:

Attention! Before installing OP-2, if you had any S.T.A.L.K.E.R. "Shadow of Chernobyl", it must be completely removed from the computer. In addition to the usual uninstallation, you need to manually delete the entire S.T.A.L.K.E.R. directory. completely, if it has remained in any form, as well as the stalker-shoc directory with all the contents from "My Documents". At the time of installation, we completely disable the antivirus, carefully look at everything that the installer writes.

After the start of the game, it is unacceptable to skip the video screensavers at the first start! At this time, scripts "rustle".

  • S.T.A.L.K.E.R. Shadow of Chernobyl 2007 v. 1.0004 and updates to 1.0005 and 1.0006 (note: I downloaded the game elsewhere, any time you need a license updated to 1.0006, and only then install OP-2)
  • (2.91 Gb)
  • The rest of the edits in one archive (410 Mb)

Installed edits:

  1. V92_OP-2_Retexturing_v1.0 update_1-1
  2. OP-2. Immortal quest players. 2.09_1-2 from karavan150... In the game, those who give quests, and quite important ones, can perish very vitally. You have to restore the game a few saves back and run to save. To put it mildly, it’s uncomfortable: maybe I just cleared 100,500 monsters there at the other end of the Zone. In principle, there is a resurrection artifact, but I have never used it (and it’s unlikely to get it without knowing what to do), and I don’t know if corpses are stored there in order to resurrect. It's easier to install this mod, and "lucky, survived, superman" is still more logical than resurrection.
  3. Tags for most of the OP-2 caches from Eugen81... Otherwise, they have to be searched for by descriptions such as "by a large stone near the road", and there may be several such descriptions to choose from (and the cache is only in one place), while it may be invisible. And to see it, even knowing about it, it will take acrobatics. Nafig-nafig, this is not an RPG already, but some kind of perversion.
  4. Visible teleports from Eugen... Imagine how "fun" it is to play with invisible teleporters, especially if you have to ride them in a certain order.
  5. We remove time for additional quests 2.09_2... I hate timers.
  6. Cancellation of the exchange limit_2.09_2... For some reason, a limit was set on the number of exchangeable cartridges from merchants, where is the logic?
  7. Corpses drop almost everything in good condition + 100% armor drop_2.09_2. It is logical. And then he killed someone - and the armor cannot be removed.
  8. Improved editing of cartridges for OP-2. increased the number of dropped cartridges... And it's strange: like, at least kill someone right away, but he has almost no cartridges.
  9. Clever drop of monster parts from dsh and BlooderDen -- depending on where the bullets hit, etc.
  10. Editing by Akim from Peregar... Akim buys ekzes (expensive), artifacts - arts in general should be the main source of income; it is a pity that most modmakers have forgotten why stalkers go to the Zone. Also on sale were cartridges 5.45, 7.62UZ and 12x108, prices are more adequate than others.
  11. Satellite images of animals and anomalies from lines91, build karavan150: For those who are tired of completing the quests Photo Hunt, Silent Hunt and Photo of Anomalies (for example, after NI), I post an edit to the logic of the camera. Now remove anomalies and animals (if I understood everything correctly) are performed in the alife online zone (correct, if not right, it's like 300 meters, if not more).
  12. Stones and walls are not shot from karavan150... It makes sense, isn't it? And then they shot, and only in one direction: when they shoot at the hero.
  13. Removed the delusional final dialogue with Voronin, about the documents from the downed helicopter, from BFG and Evgen... There really was some kind of nonsense.
  14. OP-2. GG does not explode on its mines... It makes sense: he knows where he placed them and how he disguised them.
  15. 24 slots for art... Why not? Moreover, four are always occupied with instruments.
  16. Maps with marks on problem locations... Just inscriptions of places on maps to make it clearer where to go.
  17. OP-2. Particle highlighting of restrictor... Sometimes, to trigger an event, you need to go through a particle, and when teleporting, it may not work. Let them light up better.
  18. Large print for OP-2... Otherwise, my 2560x1600 is too shallow.
  19. OP-2 mute music... Disables the annoying song from Sidorovich and when exiting the menu.
  20. guitar_pack... Adds music for guitarists.
  21. Mobile Manager for OP-2.09 fix 2 (mm_op209f2) from Singarur22 and others... I use a flying camera, otherwise getting many caches is pure masochism, and teleports for cases when you need to move along a safe route through several locations (each transition takes five minutes or more), especially if you need to drag a lot of cargo, i.e. run away more than once. In critical situations, it allows you to generate the necessary thing for yourself, but this is cheating.

Temporarily:

  • Immortal Buggy on Sidor's quest

You cannot put:

  • Cooking art in 5 minutes for OP-2, since somehow the edit breaks the nafig state of the melee weapon as soon as it enters the slot.

Adequate review of the game:

Small introduction.

In modern culture, computer games have confidently taken their own, original niche, which was completely empty before. I will say more, even 40 years ago, no one even suspected of its existence. So they are now an integral part of the culture of mankind and confidently stood on a par with literature, painting, sculpture and other types of arts. In this regard, they require an appropriate approach to their creation. The art of creating computer games is significantly different from the art of creating traditional cultural works. Fundamental, as always, is the talent of the developer, who sees in the newly created game, first of all, a work of art, and only then tons of program code, which is the material basis of the work, like canvas and paints for an artist.

The game world of "Stalker" has confidently occupied its own, albeit modest, niche in the world of computer games. The game gained popularity, which resulted in the creation of numerous so-called "mods" on the theme of adventures embodied in these games. To my deep regret, in my opinion, the number of "mods" that really claim to be a full-fledged computer game is negligible, less than fingers on one hand. This massive mod is not included in this number. What prevented such a grandiose work from becoming a full-fledged computer game?

Ultimately, miscalculations and gross errors made during the development of the mod prevented. Which ones?

First of all, the code of this game itself, which raises a lot of questions about its optimality. On a 64-bit seven with 8 GB of RAM, an unmotivated hang of the XR_3DA.exe process was observed a sufficient number of times, which at the time of the hang took from 3.5 to 3.8 GB of RAM.

There were also crashes, for example, the following: FATAL ERROR Expression: Ran out of memory

Absolutely random, unmotivated failures were also observed:

Description: there is no specified level in the game graph: 205 ",

Arguments: LUA error: ... \ scripts \ bind_det_arts.script: 120: C stack overflow;

Arguments: LUA error: ... \ scripts \ state_mgr.script: 197: C stack overflow.

and the figure at the end was different all the time.

However, paradoxically, this mod is one of the most stable of many known mods, if we evaluate the ratio: the number of departures to the number of simultaneously completed quests.

What is this game, if we consider it as a work of art?

You can start with the simplest thing - the name. What is OP-2? There is a brand of fire extinguishers. It can also be described as "Software for testing the engine for the game Stalker. Shadow of Chernobyl. Cumulative pack 2". Why am I talking about all this? Let's remember the classics. "... A whole arsenal of absurdities and devilry is still not enough to breathe soul into a fairy tale, if it does not have a deep plan based on a certain philosophical outlook on life ..." (E.T.A. Hoffman. Princess Brambilla (Balibia From the preface, 1820).

Is it possible, judging by the name, to understand what this game is actually about? What is such a deep intention did the authors put into it? Hardly anyone will answer this question in the affirmative. Although if you dream a little, then you can come up with several options for normal names. Here is at least this: "The Adventures of the Marked One. Their fullest account with all the smallest details, about love and death, friendship and betrayal, victory over evil." In my opinion, it is not at all worse than the current name. And the abbreviation "PM" is somehow more attractive than "OP".

As I will say a little later, the game has a whole arsenal of inherent, extremely positive qualities. However, as it progresses, an association involuntarily suggests itself with the statement of another classic, Mikhail Evgrafovich Saltykov-Shchedrin: "- The late Daria Semyonovna used to say: our life here is like a villager who is served in the Maloyaroslavl tavern. - nothing, as if like food; but if you start stirring and looking, it will throw up! " (Modern idyll, 1877).

Unfortunately, there are very, very many such mentioned unpleasant sensations in this game. And not only I saw them. In many forums, people simply groan from the unnatural quirks arranged by the authors. I will not give specific examples here, since forums to read everything yourself in a state.

It seems that the creators of this product are very vicious towards those who want to use it. The so-called anti-cheat alone with its false positives is worth a lot. Very unfriendly game interface. The very ideology of interaction with the player is imbued with the spirit of violence against the player, he is literally forced to fulfill the most far-fetched and complex requirements, the complexity of which is often due only to the speed of pressing the keys and the "sacred" knowledge of some "game engine errors" that allow performing certain game actions. However, people are all different. Some would be happy, but they do not have such opportunities. Therefore, solutions are found that negate all the efforts of the developers to raise the "interestingness" of the game. But it could be done so that people are not looking for all sorts of "features", and they themselves tried to complete the game at the highest possible level of difficulty for them. And these methods have long been known and successfully implemented in some mods. I mean the rating system. When for each significant action the player is awarded points. After reaching a certain value, an award is given (a beautifully drawn medal or something similar), which can be optionally placed on the "desktop", a "title" is assigned. In addition to the "moral" one could establish and "material" incentives. For example, improved accuracy, the ability to carry more weight, etc. What could be done here? All these semi-underground "spawners", edits of the parameters of the GG (jump, weight, health, etc.) - to be declared the official chips of the game. Check out in a friendly interface. So that you can customize the game for yourself without straining. But! For each deviation from the "norm" worked out by the authors - to remove a certain number of points, to deprive of awards and achievements. For example, do you want to take a cache, but not jump? Please - the scale for increasing the height or range of the jump is at your disposal. Do you want to navigate the terrain in an abnormal way, according to coordinates? For God's sake! But excuse me from the rating, we will subtract how much is due for this. Etc. You can go further. For example, in the course of the game, form a specific file in which the player's current rating will be securely encrypted. If desired, it could be presented on the official forums for this game in order to participate in discussions in accordance with its status. That's all. And no violence is needed. People will rape themselves in order to achieve high ratings. And someone will pass the game with a zero rating. For the first time. And then he will return to her to rise.

I would like to note such a concept as game rhythm. The authors of this mod, it seems, have not heard of it. A series of dynamic battles can suddenly end with a leisurely, sometimes tedious, jumping quest or excursion in search of something. There is no balance between these rates of passage. Creating such a balance requires the highest developer skills and is one of the most difficult and crucial moments in game development.

A few words about the essence of quests in this game. What is the value of this quest? I believe that a decent quest should be able to be solved only on the basis of information obtained by the GG during the game. If you solve quests by increasing the number of views on YouTube, then this is no longer a quest, but something else that has nothing to do with the game, for example, Volazar's quests and a number of others. A typical example is the quest for Volazar's caches in MG. The very first teleport must be looked for "on the ruins of the school", this is a literal quote. Firstly, the whole school is standing, and secondly, on YouTube (!) The teleport turns out to be on the ruins of an apartment building. In my opinion, this is a deliberate misrepresentation of the player in order to increase the number of views of this video, and it is done simply - one letter "y" is missing. If this happened unintentionally, then it can rightfully be considered hack. Or, for example, the plot "Islands on Jupiter". "Look for the teleporter in the corner" - quote. And the teleport is not "in the corner", but "on the corner". There is a difference? The language rules are still valid. Again, either hack, or deliberately misleading the player. And, unfortunately, there is a lot of such unsightly tongue-tied tongue in the game.

1. Come up with and hide a quest item outside the visual detection zone of the player, or even better, so that the item spawns if the GG comes close to it, or passes through randomly placed restrictors;

2. Do everything possible so that the player never knows about the presence of this quest in the game;

3. If, nevertheless, the player found out about the presence of the quest in the game, then give him incomprehensible, delusional, and sometimes false initial information to complete the quest;

4. Clap your hands for joy because no one was able to complete the quest.

For the sake of objectivity, it should be noted that "normal quests" are present in the game. For example, I liked such quests as finding fly agarics for the Forester, Kostya's cache in Yantar in garbage cans, Panadol in Eastern Pripyat, TV for Dimak in Vost.Pripyat, Kostya's hiding places in Central Pripyat, searching for documents for Voronin (mostly) and several other quests, for the execution of which you do not need to press the keys with crazy speed and uselessly use various "special means", these caches you just need to find and that's it.

My acquaintance with the game was not easy. As expected, from the very beginning of the game I accepted all the established rules and followed them in good faith. It wasn't easy to play, though. Suffice it to say that as the first achievement of my GG, the developers called him Semetsky. The real troubles began at the location "Swamps". At first, it seemed like a very trifle - when receiving an assignment from Sviblov to destroy the "special controller", he asked to bring him any part of the killed monster. Here the key word is any, as it was in the dialogue. However, in the assignment it was already written that it was the red brain that was needed. Sorry, but the controller's hand also fits the definition of "any part of the monster." The question is, on what basis was the brain inscribed? Okay. However, it was the brain that did not spawn in these controllers. I searched everything around, found all the controllers, none of them had a brain. Problem. Kind people on the forums suggested that in order to take the brain, you cannot complete the game while completing this quest and then load from the save. And so it turned out. This state of affairs greatly alarmed. Then it was even more interesting. According to Kota's quests, it was necessary to find a stalker on the base of the ChN and get information about the Monoliths from him. However, the search was in vain. There was no such stalker at the ChN base. Not even his corpse was found. Again, this problem was not only for me. She slipped through the video "anti-snaps" and a number of members of the forum. No one suggested a solution. Thus, a whole branch of quests has stood firmly. Actually, on this it was already possible with the game and say goodbye. Which is what I figuratively did. Because after the installation of the spawn menu and other gadgets, the use of OP-2 went not as a game, but as a "software" in the familiarization mode. Of course, I tried to play as before - "according to the rules", but if something went "wrong" - I resorted to the help of "special means". With all the desire to plunge into the world of the game, it was no longer possible, the credibility of the authors disappeared. Due to the fact that in an ambiguous situation it is not clear: either the GG did something wrong, or another mistake of the developers manifested itself. And the mistakes were not long in coming. So, for example, for a long time the GG was looking for a second sledgehammer at the ATP (Sidorovich's quest). And she was nowhere to be found. Even where the author of the video showed how he found it. Here is my GG, fumbling with the mouse pointer at the very place where the sledgehammer should be, and suddenly, right before our eyes, it appears from the ground, as if nothing had happened. Surprise, his mother!

With the disappearance of the corpses, a very incomprehensible story turns out. For some reason, those corpses that are vital for the game disappear without a trace, and completely unnecessary ones lie around the whole game and do not go anywhere. For example, the corpse of the military Andrei on the Cordon, which needs to be searched, to find the PDA and a note, and from which, in fact, a very large plot of the game begins - disappeared without a trace, before the search! At the same time, three corpses in the Dump, next to the transition to Cordon (release of the hostage at the first visit to the Dump) - the whole game is lying on the road. How can all this be explained from the standpoint of common sense?

The systematic use of space outside the "game location" and the so-called "teleports" in the game, in my opinion, is not a sign of good game tone and caused very unpleasant sensations. When this happens all the time, the image of the game world is lost, together with the GG the player "falls out" from the world of the game for a "location". The atmosphere of the game disappears. This method could, in my opinion, be applied once or twice, but in no way can it be introduced into the system. If the authors did not have enough space in the standard location, why not expand it to the necessary limits? You can go the other way - make all fences and barriers passable, as done in some other mods.

But these are situations, albeit unpleasant, but which can be treated with understanding, given the non-commercial, amateur level of mod development. In this case, there is nothing else to do but ask the developers very politely: "Guys, can you fix something?"

To the credit of the developers, it should be noted that after a while patches appear that fix certain errors. But in my case, some of the mentioned errors were fixed when my GG was already far ahead of these game moments. Therefore, it is written after the fact.

During the game, the feeling repeatedly arose as if the authors wanted to "raise" the level of interestingness and mystery of the game with an incomprehensible presentation of the content of the tasks, with delusional dialogues. I discussed this moment with "colleagues". The view was expressed that in this way the authors are trying to emphasize the "atmosphere" of the exclusion zone. Like, there are no normal people there, everyone is either under drugs, or drunk, or with a broken roof. Therefore, no one can clearly explain anything. Well, such an "artistic" device has a place to be. However, why not after the dialogue with this or that character, GG not comprehend and write down normal information on the quest in his PDA? By the way, in some quests this is done, the delusional initial dialogue has been processed to a sane level and placed in the PDA.

Indistinct description of the task. For example, when looking for four caches of the Old Resident, it looks like this: "4 caches. Landmarks. Roof at Agroprom, roof at Svoboda base, checkpoint at Kordon, ruins near the checkpoint." How can you understand from this description of the assignment that the "ruins near the checkpoint" are generally located in another location - the Garbage? If only they put a full stop instead of a comma, or something. Hack;

According to the quest "Radiation protection for Kruglov". "Find porcupines of all varieties, 2 pieces each." I just want to say in the words of a classic: "Announce, please, the entire list." How many of them are there in general and what kinds of them? There is nothing about this in the game, hack;

According to the quest "Radiation protection for Kruglov", the artifact "Crystal soul of Bengaz" is called "the soul of Bengaz", so look for this "soul" in all locations - you will never find it. Quickie.

Sakharov's quest, "bring 1 embryo of each monster." There are 32 types of embryos in the zone, and Sakharov, it turns out, needs only 16! Here's to you and every monster !!! So you can hand over this quest for a very long time and not hand over it, also hack;

After the sale of the "only" sniper rifle in the zone, this dialogue does not disappear from Akim, you can, if you wish, buy one more or several "only" rifles. In a cache in the Dead City, and in some other caches, there are several more "unique copies" of this rifle. It does not affect the course of the game, but it characterizes its technical level and culture of performance;

After clearing the Dead City from the Last Day faction, Bullseye finds a note from Spark. The Perfumer appears here. A dialogue ensues between them. Everything would be fine, but for some reason the Perfumer's replicas ended up with the Tagged One, and the Tagged One's replicas with the Perfumer. Got mild cognitive dissonance. Hack;

The FA MAS Prototype3 quest rifle (sic in the assignment) appears to be designated in the game as FA MAS G2. Because of this discrepancy, the quest for the Raven's weapon hung unfulfilled for a long time. Negligence, or pure hack. And this is far from the only example. There are many messages on the forums about how people are tormented trying to "honestly" pass hamster quests;

In the quest "robbery of bandits" in MG, canned food "Tourist's Joy" is called "canned meat". It is not surprising that some players did not understand what they were talking about and, having more than 20 cans of this "joy" in their backpacks, unsuccessfully searched for "stew" in all secluded and restless corners. I myself saw this in the corresponding video of the "Evil Stalker". Hack;

In many quests, you need to find a certain amount of cartridges. The tasks indicate the quantity, for some reason in packs. In inventory - cartridges are counted in units of pieces. Why is there such inconsistency? There should be a uniform description of the quantity. Interestingly, the computer is forced to "recalculate" the units in packs to analyze the conditions for completing the quest? Why this additional waste of resources? In addition, the type of cartridges is not indicated, of which there may be several. The player is forced to guess what cartridges (regular, armor-piercing, isomorphic) are still needed? Hack;

The list of transitions in the PDA does not correspond to the labels of transitions between locations marked on the map. For example, in the jump lists there is no transition to the location "Jupiter", marked on the map in Eastern Pripyat. Some transitions, on the contrary, are not on the map, although they are in the lists. For example, going to Pripyat to ATP, etc. This is a flaw, or otherwise - hack;

These examples are not given as an exhaustive list of blunders (of which there are actually much more), they are given simply as an example, in order to understand - the attitude of the developers towards the fans of "Stalker" is very, very frivolous, dismissive. And they reacted to their development without due respect and love.

In addition, the level of the mod would be much closer to the level of a modern computer game if:

When viewing the map, and hovering the mouse over the location, the opportunity was presented to "glance at" some "information about the location", for example, by RMB, namely: to see on the screen a list of current quests available here, formed in the right order so that the logic of the game does not go astray, a list of active quest characters located at the location;

When viewing the contents of caches equipped with a GPS beacon in map mode, set the ability to scroll through the contents displayed on the screen, because in some cases, all items do not fit on the screen;

Correct the scrolling of the inventory interface - jumps to the beginning after moving any one of the items located at the end (bottom of the list), as a result, a lot of time is spent on moving a group of items. It would be nice to organize a group movement of objects so that you can set their number (for example, because of this, you had to throw 100 bandages in the regular way on the Swamp Doctor quest, and just use the spawn menu);

Organize the presentation of items in the backpack (cache) not only in the form of pictures, but also in the form of an alphabetically ordered list, divided into sections by type of items (weapons, artifacts, medicines, etc.) with the player's choice of the type of presentation;

Stop the course of the game for the duration of the dialogues;

Give the player the opportunity not only to choose a musical genre from merchants, but also the ability to turn off music altogether;

Quest items (for example, weapons, etc.) would be nice to be highlighted when placed in a backpack. And with the help of RMB, so that you can find out which quest this item is needed for;

If at the beginning of the game, moving around the zone is of interest, then in the process of further passing such an epic saga, it eventually gets bored with its monotony. What I would like. If the GG explored some key place on the location, so that it appears on the map with a signature. Then, by hovering the mouse over it and clicking the right mouse button to see the inscription, something like: "Move" and just move there. And if there is a desire, then for God's sake, please, you can get there with your feet;

Organize "end-to-end" communication between all the caches of the GG. So that it was possible, by opening one of the caches, to manipulate objects from other existing caches;

Expand the time frame of the message history, for some reason it is very limited, sometimes it does not even contain the number of messages per day. Extremely inconvenient. In some well-known mods, this story is preserved from the first steps in the zone. Or at least provide for the deletion of unnecessary messages, or separate storage of important ones. For example, we can give the second quest of Bald in search of treasure in the labyrinth. During the game, an inconspicuous message comes from Lysy with a request that Bullseye come to him, there is a case. It is good if the GG is not in the active "phase" at this time. then you can have time to see this message. What if some action is taking place at this time? Then the GG will never know about the presence of this message, tk. it will disappear from history very soon. Thus, the hard work of creating this quest will be wasted;

It would be possible to provide an indication of the number of new, unread messages on the screen. So that you can read them in a calm atmosphere and delete unnecessary ones;

Change the location on the screen of messages arriving at the PDA GG, they are displayed at the bottom left. When the inventory is open (for example, the backpack and the stash), they are not visible, because they are covered by the content image. Although there is free space on the upper right, it would be nice to place them there.

It is convenient to organize the storage of important information about access codes (for example, the portal to Limansk), the conditions for completing quests, and other messages critical for the game process. For example, use the so-called. "diary". The offer to make a screen manually, as an argument that "no one is going to babysit", is an attempt to disguise their professional inconsistency in this matter;

Increase the size of the compass in the upper left corner, it is impossible to navigate by the existing one;

In computer sights with auto-lock, the goal is to make the colors of friends and foes more distinguishable for people suffering from one degree or another of color blindness, for example, yellow and blue;

Make several auto-saves (5-10), and not one, periodically overwritten, as it is now, with the ability to adjust the time interval between saves;

Finally, decide the question: who is more important? So that when they collide with NPCs on a collision course, not they unceremoniously move the GG, but he them (for example, a security guard who accidentally got stuck in the hospital door did not allow the GG to pass and almost ruined the whole game);

Make a normal map of the cave and labyrinth with the ability to distinguish between levels lying above or below;

Modify the outburst cover map so that after its acquisition, the cover labels appear during outbursts on the main PDA GG map.

Finished familiarization with the mod. The statistics of the game are as follows: story missions completed - 616; plot sub-tasks - 1682; cyclical quests - 236; spent on the game 15 days and 6 hours of "pure" playing time. Played in real time since mid-May 2014. until early February 2015. The impression is that the gameplay is very exhausting in its so-called. "gameplay". What is the difficulty? These are artificially invented caches (which are often simply impossible for a normal, average player to find and get to them), and dragging cargo from place to place, and sometimes unbalanced clashes, and quests that cannot be completed without outside help. It seems that the developers have forgotten that games are, among other things, a way of spending leisure time, recreation. And, as you know, rest should not be exhausting. I do not argue that the question of balance in the game is the most important one. There are two extremes here. The first - the game "slides" into a primitive cowboy shooter, and becomes uninteresting. The second - the game "soars into unattainable heights" by artificially invented complexity that does not follow from the course of the game, by the loss of game logic and becomes unplayable. Finding a middle ground is very, very difficult. In the case of OP-2, the balance of the game has clearly gone towards unnecessary complication, or, as they say in certain circles, "nerdiness". What is the reason for such a complication of the game? There is absolutely no reason to suspect the authors of serious, lethal mental disorders. What then? In my opinion, the authors, undoubtedly talented and capable guys, devoted too much time and effort to the creation of this game. As a result, the so-called "blurring" occurred, when the game became very simple for the authors and they decided that it was necessary to complicate it "a little". This is the mistake - they did not take into account, they forgot about the real people who will play the game and have no idea about all the subtleties and nuances of development, so annoying to the authors.

The "stalker" romance and exploration of the exclusion zone have become noticeably less. But the number of "mercantile" events related to money and trophy trade has increased. This also does not contribute to an increase in the level of playability.

If we summarize and evaluate this mod in a few words, we can recall the words of the classic: "The monster bastard, mischievously, huge, hundred-fold and bark. (AN Radishchev, Journey from St. Petersburg to Moscow, 1790)".

However, despite such a sad association, I believe that the mod did take place. A huge amount of work was expended.

What we liked:

In fact, this is a new word in the gaming industry. What is new is the epic narrative, the scope of events, the number of characters, and the setting. Immediately not to recall analogs, even in "adult" games. There are some, but there epic is created by the creation of new independent versions: 1, 2, 3 ..., but here everything is concentrated in one version.

Great weapon theme. You can say simply - a song! There are a lot of weapons, they all look in the game made with love, with soul. As they say, choose what your heart desires. The ability to independently create and use as a weapon various anomalies and grenades with the property of anomalies attracted attention. Very effective in some cases.

The level of the GG's dialogues with the NPC has reached a higher level. Such that behind the words the "light silhouette" of the character of the GG began to be seen, it became more convex, voluminous. Unlike many other mods, where dialogue is limited to standard, flat, faceless phrases.

A surprise for those for whom reading is not a problem. In the PDA GG there is a section "The Zone through the Eyes of Eyewitnesses", it contains the posthumous stories of people who were, for one reason or another, in the exclusion zone. You can read while the GG is waiting for the release in the shelter.

The intelligence of NPCs has increased during clashes, they have become more mobile, "consciously" behave tactically, and use shelters competently.

The mutants began to behave in a "smart" way. For example, when a pack of dogs attacks, in the process of a fight, if one or two dogs remain alive, then they "prudently" leave the battlefield without waiting for the end.

Separate storylines are well worked out. For example, the relationship with the Panther, the search for the exoskeleton of the Black Doctor, and a number of others.

The number of quests and adventures just seems endless (Santa Barbara nervously smokes on the sidelines), which is a "balm for the soul" of fans of the game "Stalker".

An attempt to create a balance of clashes is welcome. In particular, the terrible shortage of cartridges, grenades especially sharpens the sense of the game. In addition, I noticed that if the GG follows in the lead of the plot set by the developers, then the kill rate of the NPC, oddly enough, is adequate. However, if you accidentally or deliberately go "your own way", then problems may arise. For example, when my GG tried, as in the original game, to take a case with documents at the checkpoint on the Cordon (Sidorovich's quest), he fell on some frostbitten special forces, jokingly taking half a store from an Abakan to the head and putting GG in one shot. And if you carry out the operation to remove this case in a different way, then there will be no problems.

Traveling around the exclusion zone, thanks to the developers, has become more interesting and stressful. For example, even in such an ordinary section as the route from the southern checkpoint of Bar to the transition to the Dump, they came up with many surprises, not to mention other, more adventurous places. Either the artifact appears, then the mutant will suddenly attack. In general, they brought an atmosphere of adventure, well done.

Trade relations have also revived. As you can see, the prices for the same types of weapons differ significantly from different merchants, which makes it possible to "plan this business", in fact, a new game element is introduced.

Music is well done. As a virtue - the ability to choose a musical genre from merchants.

Writing a modification for a game is a very serious job, more often than not it is incredibly difficult or almost impossible. But there are games that are literally made to be modified. And this does not mean that in their original form they are bad - they just perfectly fit various kinds of mods and upgrades, which then delight the fans. Stalker is a game that is good in itself. There is enough action and stealth in it, you will have to strain during a tense chase, and relax while reading diaries. But you should never lose concentration, since even in the same diaries there is a huge hidden one that you can use in the process of passing. For "Stalker" there are already quite a large number of mods, some of which are universally recognized. One of them is "United Pak 2". This is more of a collection of mods, rather than one full-fledged modification, as there are too many changes made there. The creators of this mod boldly assert that "United Pak 2" is an independent standalone game that functions according to its own rules, lives according to its own laws and has little in common with the original. But what exactly is "Stalker: United Pak 2"? Walkthrough of this mod will definitely be hardcore, so those who are used to simple and casual games shouldn't even try.

"United Pak 2" - what is it?

As mentioned above, there is already a very large number of various add-ons created by fans to "Stalker". Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What exactly is "Stalker: United Pak 2"? The passage in it is very different, but how? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Unified Pak 2, you will be able to experience the oppressive atmosphere of the Zone most closely. You will have very little health, even fewer cartridges, and you will have to approach tasks incredibly seriously. The fact is that planning will now take up a huge part of the time, much more than the passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even pay off the costs, let alone any profit! Therefore, you will have to think a lot and with concentration about how you will act in a given situation, what you need to take with you, how to use equipment, and so on. In general, "United Pak 2" resembles a collection of all possible modifications in one - here you will find a plot branch, and side quests, and a large number of new caches. And most importantly, it will all be in a hardcore atmosphere. So you do not have to relax for a second while you play "Stalker: United Pak 2". The passage can take a lot of your time, you will have to fight for your life in the most stressful conditions. Therefore, if you are not attracted by the transcendental level of difficulty and the maximum realism of what is happening, then you better try the original version of "Stalker" or even another game altogether. And now it's time to dive into the horrors of the Zone.

Walkthrough of the "Sniper" storyline

You have already understood what "Stalker: United Pak 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different objects for different people - and in the process, untangle the plot threads. The most interesting episode in this modification is "Sniper" - this is an absolutely fresh and incredibly difficult campaign, which is not found in any other add-on from these creators. You will have to figure out who and why killed Andrey, why they shot at you and who this mysterious stalker is.

It is worth noting that you will not be able to go through this storyline right away - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you first need to gain experience, get hold of good equipment - and then you can solve this riddle. She is not the only one in the game "Stalker NS: United Pak 2". This is a project full of various surprises that await you at every step. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Search for hiding places

Passage of the game "Stalker NS: United Pak 2", in fact, as in the original version, in many respects consists of searching for various caches. It happens as follows: you receive a task from some non-playable character that you meet in the game. Next, you need to go to the specified place and find a cache on tips, and in it the thing that is needed to complete the quest. However, not all caches can be found in this way. For example, many of the most difficult places in which useful things lie can be found only on the tips left in the notes. When you find such a note, you are offered a text with a set of leads to the places where the cache you need may be. The mechanics here are as follows: as soon as you take this or that note, the cache is generated in one of the places indicated in it. And you need to methodically search all of these places to find the vault. This is an integral part of "Stalker", only in "United Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much fewer cartridges, and everything that happens is close to reality. This is what makes the modification "Stalker: United Pak 2" different from the original. Immortality is the only way for players who are far from hardcore to complete this game. But along with this, all of her individuality and peculiarity is lost, so do not abuse cheats.

Journey through the records

Another distinctive feature of the game "Stalker: United Pak 2", which does not require immortality, is the exciting stories that are told throughout the game. For example, you can take the notes of a Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first dictaphone on which you will hear the Chess Player's voice and his first recording, telling about his adventures. And further, throughout the game, you will find a variety of caches, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of "Stalker", this approach may not be particularly interesting, but initially everyone was warned - this modification is the most difficult version of the game, besides, here you will find answers to questions to which other parts of the game do not answer in any way. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pak 2". You can download saves for him on the net - in case you can't get through this or that episode, but don't want to spoil your statistics using cheats. Download the save game, upload it and continue exploring the world from the moment that interests you.

"Hamster" quests

Hamster quests are what many love the Stalker series for. Mod "United Pak 2" is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lies a banality - "hamsters" are those quests in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. So the player acts as a "hamster" - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

In the "United Pack" there are quite a few new "hamster" quests that will allow you to get hold of very important objects. They will contribute to the successful passage of the game, so do not ignore such tasks. For example, this is a quest from Yakut, in which you will need to collect six artifacts "Scalp Controller" and "Symbion", as well as three items known as Antizombin. He will bring you a good minigun, as well as an undefined chip, which can be very useful in the game "Stalker: United Pak 2". Cheats for the game can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it's time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in "United Pack 2" is repeated, that is, it is not the original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". The cheats have also remained the same, the weapons have been expanded, the number of characters has been increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes that the creators have hidden for the most attentive in various locations of the game. It is very difficult to find them, they are located in places where, under normal conditions, the player would hardly dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no obstacles in front of you. Naturally, you have to try, but the reward is worth it. For example, in a box located in the Quarry (you shouldn't give more information about its location, as this will spoil the surprise), you can find a powerful but lightweight rifle with an automatic target acquisition system, a large number of shells for a flamethrower, and a couple of artifacts.

As you can see, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pak 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in the Zaton - for example, on a burnt-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" revolves a lot around finding various caches. Therefore, many of them can simply not be noticed, because the creators tried to make the task for the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can go to a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things, including a manual teleport to one of the locations.

By the way, it is about teleports that should be discussed separately, because they also play a huge role in United Pak 2. Caches are very important. But teleports also have their own degree of importance, which, however, lies in a completely different plane.

Relevance of hand teleports for the game "Stalker: United Pak 2"

Everyone remembers manual teleports according to the original version of "Stalker" - these are special items that allow you to instantly teleport to one or another location. In the original, these were useful things that could be used to save time. And if you had enough ammo and equipment, then you could go on foot through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", then here teleporters acquire a very important role. Considering the fact that you almost never have enough cartridges, there is little equipment, and even less life, using the teleport is a real happiness. Therefore, each of them must be looked for in the first place and protected as much as possible. There are twenty five of them in the game, so you will have to try to collect them all, and you can not count on the fact that at the very beginning you will have access to all locations of the game "Stalker: United Pak 2". Saves may come in handy in this case, but again - this is a hardcore game, and if you feel that it is too difficult for you - do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pak 2"

For the "United Pak 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install yourself a special mod for the cheat spawn, launch it, prescribe yourself absolutely everything you want - weapons, equipment, money, quest rewards, and so on. Thus, you make your life much easier, and this is especially true for such a hardcore mod as "United Pak 2". However, it is not recommended to use spawn for this particular mod, since its whole essence lies in realism and hardcore, and the use of cheats negates all interest. Therefore, if it's too difficult for you, try the original version of "Stalker" or another mod, and leave "United Pak 2" for those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - to use ready-made save. It's better than the cheats, but it still kills the atmosphere a little. Naturally, it's up to you, but it is recommended to play "United Pack 2" in the form that the creators offer you.

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