About this mod
Start a new game choosing location, loadout, faction, rank, money and more things from your election, reaching some kind of "free play" mode. Intro and tutorial will be skipped, main mission disabled and Zone opened to your adventures.
- Requirements
- Permissions and credits
- Changelogs
☢️ 9 apr 2025: Since Modular Hard Mode 2.0.8J version compatibility patch is no more needed. Will be noted in next update.
✅ 28 mar 2025: Tested & working with 1.3.1 game update. Also with latest Modular Hard Mode, OXA, Shay, FaW and more (remember the compatibility patch for faction reputation).
Start a new game choosing location, loadout, faction, rank, money and more things from your election, reaching some kind of "free play" mode. Intro and tutorial will be skipped, main mission disabled and Zone opened to your adventures.

Depending on your faction relationship, you can play secondary (blue flag) missions, repeatable tasks/quests offered by some main NPCs and exploring The Zone and its many unrevealed secrets, mysteries and details. Main mission is disabled by default. Faction system in STALKER 2 is too underdone, don't have high expectations.
This is intended to play a "new game" role-playing free play combined with overhaul mods like "Modular Hard Mode", "Desolation" or "Stalker Infinity", accompanied by A-Life mods like "Shay's Living Zone" or "A-Life Found A Way" and all the mods you want. As the game world is in the initial stage, some convenience tricks are used for being playable.
This is NOT intended for people that didn't play the game before, even didn't finish the main history mission. In fact, do not continue reading, could be a very very little spoilers about the factions.
I know there are still downsides, but I want to publish the best I can, like a "work in progress" and see how far we can reach. Also as a wake-up call for community collaboration.
1. Actual features
- Configurable start with faction, rank, logical location, characteristic loadout, money and some more optional things.
- Playable presets for all factions (some more playable than another).
- Playing as a faction is possible with faction relationship presets, with the faction relation values taken from the game initial stage.
- Intros and main mission skipped.
- Some factions without base have now a small bases-locations giving them access to traders and mechanics (will try to add guides and quest-givers).
- Many locations, passages and doors opened at start with this mod, as it only would be opened with main mission triggers. Some undergrounds have spawned enemies and a new valuable item reward.
- Optional files for configure sleeping bag, un-launchable secondary missions, fast travel guides destinations and more.
- Increased the repeatable tasks/quests type limit (from 3 to 4) and reduced its waiting time (from 24 h to 8 h).
2. Future features/plans, To-Do list
- Waiting for feedback to activate game stage things (closed zones, not triggered squads, NPCs or secondary quests...).
- Improve NPC bases: more living with contextual actions and more.
- Add new guides, NPC taskers, medics for new added bases for factions without access to them.
- Try to disable movement on spawned NPCs (traders and similar).
- Waiting feedback for "insta-kill" trigger locations and "kill-the-player" spawned squads, ignoring faction relationship.
- Waiting feedback to rebalance traders and similar for "long-medium term" playtrougths.
- Assimilate Noon and Monolith as same faction?
- Add the "personal orange stash" box and beds in starting bases where is not.
- Add random starting time and weather for locations (within a range).
- Refine or add more loadouts, locations and the added traders and mechanics (could be unbalanced or improved, added more in an experimental way - waiting for feedback).
- Try to make Monolith followers resistant to emissions.
- Investigate a way to change player rank without forcing it, for a natural progression feeling on "free play". I think something like number of enemies killed, secondary tasks done or important POIs discovered.
- Add more lore-background texts and so to starting presets. Could be done editing the "Skif note" and/or adding more elements. Would need "multi-language" and localization file editions, a bit annoying.
- Try to open and give life and purpose to undergrounds (with hard mutants and high quality random stashes or valuable saleable documents). First steps done in 1.7-beta.
- Wish: Add new quests and repeatable quests for factions, according to lore.
- Wish: Try to remove the "ey, you're a stalker called Skif" things. Very hard.
- Wish: Faction relationship UI in PDA.
- Wish: Launch presets integrated on game UI.
- Wish: Faction war system and conquest movements (like in Call of Chernobyl mod derivates) and quests about that.
- Wish: New factions from the STALKER worlds (Renegades and similar).
3. How to use?
Remember, you can interchange features with the "options" subfolder as your liking.
I think it's pretty understandable: Presets are ready-to-go (configurable) and category-files have a number: choose only one each desired one. Main file must be always present.
And then, use the optional "Opt." files you want. If you apply pak that overwrite the same files, the most finally loaded will prevail.
I made the mod for being "modular" in mind, to allow players doing the combination he wants. Also, this ensures more compatibility in possible new features, presets or so.
Obviously, updating will require a new save (which is what the mod was designed for) in most cases and features. For update, delete all the old pak files and use the new (some small changes or naming changes could be, not only overwrite, delete first).
4. How it works?
Also, some commands are applied via scripting (rank and money set-up) and a lot of QuestNodes and internal signals are launched for achieve a proper game stage. Many other files are overwritten by "paks" depending on your choices, like repeatable quests (based on "No timer and more random quests " by vr), relations, guide changes (based on "All Guides Location Unlocked" by unknownStalker), new NPCs -traders/technicians- (discovered by "Desolation" by DeadlyStr1ke) and more (unlocked zones...).
Just started things could take some seconds to load totally (NPCs moving and graphic elements).
5. Contents and optional choices
Remember you can configure each preset to your liking changing the paks included in the "optional" folder (starting location, loadout, rank, money...).
Take in mind that faction system is too underdone in STALKER 2. You can encounter enemy faction members and squad spawns -very recommended A-Life mods for- and it's fun, but no much more movements will happen, so you may be inspired for "role-play" some. Also, there are some kinds of "subfactions" and some "I don't know" ones, so may be errors.
The base faction relationship applied is the default at game start (literally from a csv file in the game contents: 🔗 Relations from game). Take in mind that NPCs will shoot you at -800 points, not before. You can live with "almost but not" enemy factions, don't be confused with its almost red orange icons.
- Some factions have extra pak files for configure in a more logical and playable context (new traders, guides options...).
- Some factions have "new bases", as a fast-solution to being more playable with traders and technicians, because haven't in initial game stage. Some of them spawns a pair of bases when you select the faction.
- The added technicians skills are the same as Yaniv or Pripyat technicians (if not, will be indicated in the next list). Traders sell pool and chances also for medium-long term playthrough.
- These added NPCs are static but reacts on enemy dangers, what is a problem, because they will move and not back to its original position. Searching a solution, for now at least making more factions playable. If they're killed, will re-spawn.
- Factions without bases have also a box "stash". This new boxes, not in the original game, are not the same "interconnected" orange personal stash from the game, but at least a place to store items (and marked on the map).
- Some factions do not have easy access to beds, use the optional pak to add and sleeping bag, further info in next section.
In the list, you can see a "four color" gradient for most common game topics that each faction have access, taken in mind things like distance (from common starts), accessibility (some bases could be enemy) or number of each available.

Newbie
- Status: Playable
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟩
- Default loadout: Default-Basic: Debut suit, AK-74U, PTM pistol and Echo detector.
- A newcomer in The Zone, with the default initial game Skif faction relations. Could be the first role-play suggestion :)

Loners
- Status: Playable
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟩
- Default loadout: Default-Medium: Sunrise suit, PA-10 Gas mask, AKM-74S (with some extra AP ammo), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- A more experienced and yet already member of Loners (many times also refered as "free stalkers").

Bandits
- Status: Playable with little downsides
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟨Personal stash:🟨 Bases:🟨
- Default loadout: Bandit-Medium: Armored Bandit Jacket, PA-7 Gas mask, AKM-74S (with some extra AP ammo), SPAS-14 shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- A neutral bandit surviving in Garbage.
- For a more playable faction, you're a "neutral bandit", Loners (free stalkers, neutrals or whatever) are not your enemies.
- Promin CMD Factory has its own "small base": Good tier trader and a technician at Rostok tier.
- Sometimes I encounter a crash when approaching to some personal orange stashes or beds. Take in mind.

Freedom
- Status: Playable
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟩
- Default loadout: Freedom-Medium: PSZ-5V Guardian of Freedom suit, PA-10 Gas mask, AR416 (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- A recruit of the faction.
- Remember that game history sets a truce with Duty.
- Seems working good, as you're in your game faction base.

Duty
- Status: Playable
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟩
- Default loadout: Duty-Medium: PSZ-5D Universal Protection suit, PA-10 Gas mask, AKM-74S (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- A recruit of the faction.
- Remember that game history sets a truce with Freedom.
- Seems working good, as you're in your game faction base.

Ecologists
- Status: Playable with little downsides
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟨
- Default loadout: ClassArtifactHunter: SSP-99 Ecologist, M860 Cracker shotgun, Buket S-2, UDP pistol and Bear detector.
- A scientist investigating The Zone and searching for artifacts and anomalies.
- Relationship positive to "all scientists", using its relationship values from the base game.

Noon
- Status: Playable with some downsides
- Traders:🟩Technicians:🟩Tasks:🟨Medics:🟩Guides:🟨Bed:🟨Personal stash:🟨 Bases:🟨
- Default loadout: Monolith-Medium: Zircon suit, PA-10 Gas mask, Kharod (with some extra AP ammo and sight), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- A recruit of the faction. You can't remember clearly your past.
- Remember, positive relations with Monolith, in future in think I will try to merge both factions. Now, Noon are neutral to some factions like Duty or Freedom (this could cause some misunderstandings in the game).

Monolith
- Status: Playable with downsides
- Traders:🟨Technicians:🟨Tasks:🟥Medics:🟥Guides:🟥Bed:🟨Personal stash:🟥 Bases:🟨
- Default loadout: Monolith-Medium: Zircon suit, PA-10 Gas mask, Kharod (with some extra AP ammo and sight), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- A monolithian. Idi ko mne.
- As they have no NPC traders, I added a trader and technician in Sunny Kindergarten (must need rebalace for sure, just for the first version). This way you can "survive" selling and repairing. Must need rebalance. Still no luck to add a guide and a medic.
- If you reach Noon base (Quiet Camp for example) I think you're ok.
- Relationship between Noon as allied, but as I said, in future best way is to "merge" both factions for free play.
- Another reason to use MHM is because randomizes laying armors... you will understand when starting at Kindergarten. But its the best place.

Spark
- Status: Playable with problems
- Traders:🟩Technicians:🟩Tasks:🟨Medics:🟨Guides:🟧Bed:🟨Personal stash:🟨 Bases:🟨
- Default loadout: Spark-Medium: PSZ-5I Hawk suit, PA-10 Gas mask, Kharod (with some extra AP ammo, sight and silencer), SPAS-14 shotgun, UDP pistol, some grenades and Hilka detector.
- You've been recruited by Scar. Fight to reveal the secrets of The Zone!
- As they have no initial access to traders, technicians, guides and tasks I made traders and mechanics (may need rebalance) in two bases, at least for being playable.
- There are some "base options" but not in the initial game stage. So I just choose one place they're ingame at Zaton. Orbita Station also is a good "base". And of course, Malachite, where many Sparks are roaming. But as is surrounded by militaries at start...

Ward
- Status: Playable with downsides
- Traders:🟩Technicians:🟩Tasks:🟩Medics:🟩Guides:🟨Bed:🟨Personal stash:🟨 Bases:🟩
- Default loadout: Ward-Medium: PSZ-20W Conwoy suit, PA-7 Gas mask, GROM S-14 Groza (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- You've finished your training and recruited to The Zone by Ward.
- You have access to various bases, some with added traders and game traders.
- Zalissya guide seems to be not working, will try to fix.

Corps
- Status: Playable with downsides
- Traders:🟩Technicians:🟩Tasks:🟨Medics:🟩Guides:🟩Bed:🟩Personal stash:🟩 Bases:🟩
- Default loadout: Default-High: SEVA Suit, Dnipro (with some extra AP ammo and attachments), Saiga D-12 shotgun, Rhino pistol, some grenades and Bear detector.
- A veteran stalker, you joined one of the Degtyarev's groups.
- Corpus armors aren't equipable for player.

Militaries (ISPF)
- Status: Playable with problems
- Traders:🟨Technicians:🟨Tasks:🟥Medics:🟥Guides:🟥Bed:🟨Personal stash:🟧 Bases:🟩
- Default loadout: Military-Medium: PSZ-7 Military Body Armor, Ballistic Helmet, AKM-74S (with some extra AP ammo), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- You finished your training and entered into The Zone with the last reserve squads.
- As they have no NPC traders, I added a trader and technician in Sphere base of Lesser Zone. This way you can "survive" selling and repairing. Must need rebalance. No tasks, personal stash or beds (I think).
- I noted that some scripted squads still see you as enemy, despite the faction relations values. Give feedback about places where you encoutner this.

Mercenaries
- Status: Playable with downsides
- Traders:🟨Technicians:🟨Tasks:🟥Medics:🟨Guides:🟥Bed:🟨Personal stash:🟧 Bases:🟨
- Default loadout: Mercenary-Medium: Mercenary suit, PA-7 Gas mask, AR416 (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- You, an ex-militar, flew here from your homeland with a good contract, hired by a mercenary group.
- As they have no NPC traders, I added a trader and a technician in two bases. This way you can "survive" selling and repairing. Must need rebalance.
Loadouts
Complete list of loadouts. Many of them could need rebalance (waiting feeback and requests!). Many factions have only a "medium" set, because you start without the main mission steps that provides you some goodies and items. But maybe is "too high" or we need more "basic" ones, for all tastes. You can feedback about.
- All: A bunch of basic consumables (medkits, bandages, some food and drinks, an antirad). A little rng on quantity you get. The "North Gate" Lesser Zone door key (for easely travel Garbage).
- Default Basic: Debut suit, AK-74U, PTM pistol and Echo detector.
- Default Medium: Sunrise suit, PA-10 Gas mask, AKM-74S (with some extra AP ammo), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- Default High: SEVA Suit, Dnipro (with some extra AP ammo and attachments), Saiga D-12 shotgun, Rhino pistol, some grenades and Bear detector.
- Default High Sniper: SEVA Suit, SVU-MK S-3 (with some extra AP ammo), TOZ-34 shotgun, UDP pistol, some grenades and Bear detector.
- Bandit Medium: Armored Bandit Jacket, PA-7 Gas mask, AKM-74S (with some extra AP ammo), SPAS-14 shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- Freedom Medium: PSZ-5V Guardian of Freedom suit, PA-10 Gas mask, AR416 (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- Duty Medium: PSZ-5D Universal Protection suit, PA-10 Gas mask, AKM-74S (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- Monolith High: Corundum Suit, AS Lavina (with AP ammo and attachments), Saiga D-12 shotgun, Rhino pistol, grenades and Bear detector.
- Monolith Medium: Zircon suit, PA-10 Gas mask, Kharod (with some extra AP ammo, sight and silencer), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- Spark Medium: PSZ-5I Hawk suit, PA-10 Gas mask, Kharod (with some extra AP ammo, sight and silencer), SPAS-14 shotgun, UDP pistol, some grenades and Hilka detector.
- Ward Medium: PSZ-20W Conwoy suit, PA-7 Gas mask, GROM S-14 Groza (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- Ward High: PSZ-20W Conwoy suit, Mask-1 Helmet, RPM-74 (with some AP ammo and attachments), Fora-221 (with attachments), UDP pistol, grenades and Bear detector.
- Military Medium: PSZ-7 Military Body Armor, Ballistic Helmet, AKM-74S (with some extra AP ammo), M860 Cracker shotgun, UDP pistol, some grenades and Hilka detector.
- Mercenary Medium: Mercenary suit, PA-7 Gas mask, AR416 (with some extra AP ammo and sight), M860 Cracker shotgun (with sight), UDP pistol, some grenades and Hilka detector.
- Artifact Hunter: SSP-99 Ecologist, M860 Cracker shotgun, Buket S-2, UDP pistol and Bear detector.
- Mutant Hunter: Marauder Suit, Ballistic Helmet, Saiga D-12 shotgun, Viper-5 SMG, Rhino pistol, some grenades and Echo detector.
- Sniper Merc Assassin: Mercenary Suit, PA-10 Gas Mask, Mark 1 EMR (with some extra AP ammo and attachments), Viper-5 SMG silenced, UDP pistol silenced, any grenade and Hilka detector.
The other files
Money and rank
As its names says. These files set each option to the value indicated. More info about "rank" in "F.A.Q." below.
For rank being more reasonable, I suggest mods like "Modular Hard Mode", that adds variation to higher ranks.
Sleeping bag workaround
I added a workaround for sleeping access problem to factions without access to beds. An optional pak (yet included in problematic presets, but add where you want) that adds a "sleeping bag" item in your inventory, that activates the sleep action for being more playable. What happens, if not, when days pass and you're playing as Military or Monolith?
Trick took from "Extended Equipment" by Zivaka.
Included without custom textures or localization, neither added to traders (don't lose it) for ensure compatibility. If you have any community localization mods, you will see text and description, as use the same name that Zivaka mod. If not, you will see an ugly "sid", but the functionality is the same.
If you "lose" the sleeping bag, you can add it again with UETools and "XStartQuestNodeBySID NGSSleepingBagMechanic_Start" command.
Hope any time we could add a condition to allow use only in "shelters" (this category data is stored in the game - where you cover from emissions). Far from perfect, but a solution, as adding beds seems that will need SDK (stored in umap files).
Also, after use it, sometimes you can't equip the weapon: jump or view the PDA and all goes to normal again.
Guides options
Remember that to unlock fast travel with guides, you must discover first the destination. Some faction starting presets have "no sense" to have an empty fast travel list, as you start inside The Zone, you may know some locations. For that cases, some destinations will be unlocked at first for your base-guide. These are included in each preset that needs.
Also, some other optional paks for different tastes (all destinations unlocked or only some unlocked). For example, the "Not all, but main bases enabled for all guides" option opens this travels: Rostok, Zalissya, Malachite, Slag Heap on Garbage, Sultansk on Zaton.
Faction bases
Some pak files to add new NPCs to the factions that needs these. Explained previously.
Enable main history
Maybe someone could found ok to play main history with another starting loadout or rank. For limitations, only set to two locations. With this pak, you will note that the main history mission "Behind Seven Seals" (the ask about Solder in Zalissya one) is active when starting.
I've no time for test, so I don't know if still works.
No rank change on main missions (experimental)
As someone could use the previous option, maybe he/she wants to "keep fixed" the rank value, that changes through the main missions, explained why in "F.A.Q." below. Optional and experimental (not tested, but may work) pak file.
Revert repeatable tasks and wait to vanilla game
As explained in F.A.Q. and features, I changed the number and wait time for these tasks. For someone doesn't like, he/she can apply this to revert the change to vanilla values.
Compatibility patches
9 apr 2025: Since Modular Hard Mode 2.0.8J version compatibility patch is no more needed. Will be noted in next update.
Not being here doesn't mean that any mod are not compatible. I think that the only big conflict could be mods that touch "Scripts/OnGameLaunch/OnGameLaunchScripts.cfg", nothing common.
Note: I think Desolation mod works without need of any patch.
6. Frequently asked questions (F.A.Q.)
Yeah, it's an option, but this addon is mainly made for play with more mods that changes items and looting, that need a new generated game for the dynamic generators and other stuff, like relationships modified. This ensures total compatibility, as is just a 100% clean new game.
Also, this way doesn't need to mess up with overwriting or renaming save files and makes it easy to offer variations.
2. Why you added the pak file to change the player rank to "master" in the default config?
As "free play" is the objective, we must "unlock" all the Zone features, that you normally unlock progressing in certain points of the main history, that you're not going to pass.
Rank (don't be confused by the difficulty) controls many things like spawns types of enemies, items sold by traders or squad levels, so, is the only way for now to get an "unlocked Zone" from the beginning. Also, mods like "Modular Hard Mode" uses it for many features. Another reason to use mods like MHM is that it redone the NPC spwaning loadout type depending rank to something more varied and logic, important for this.
The good... and the bad. Beware, you must run if you have "bad luck in the randomized spawns", now all unlocked and hard-real!
Anyway, you can set the rank as you want, but keep this in mind.
If anyone plays with the optional file that re-enable the main history mission, I also added an optional pak that locks the rank changes in that triggers certain points in it (experimental and not tested, but may work).
3. "Ey, I only see exos around!"
Read the previous question. In sum: NPC loadout variations spawns depending on your game rank. The mod uses "master" as the default game rank (for being all features "unlocked", as you will not progress in the main quest). The base game doesn't do very well in this aspect on higher-rank variation. That's another reason to recommend playing alongside mods like "Modular Hard Mode" that solves this and manages much better the higher rank variation.
4. "Ey! I can't upgrade my weapon or armor!"
Remember that in The Zone there are different technicians tiers, that could upgrade different weapon tiers. If any technician can't upgrade your weapon, maybe he/she doesn't have the appropriate ability. You must search another better one.
5. Why you increased the repeatable tasks/quests limit and reduced its waiting time?
This mod changes the time (from 24 to 8 in game hours) that you must wait to "get" another task from NPCs that give repeatable quests. Also, increases the number of different style of them when it's possible (from 3 to 4).
As "free play" is the objective, you may need things to do, more than roleing or secondary missions. This increases some of the opportunities to get money and increase faction relationships, while getting activities to do. In fact, it is a feature that I wish we could increase in the future.
6. Is this compatible with X mod?
Depending the file choices, but mostly yes. The new NPCs added are done in the non-overwritting files way and the overwrited files aren't normally used by another mods. I will elaborate this section later. I think that the only big conflict could be mods that touch "Scripts/OnGameLaunch/OnGameLaunchScripts.cfg", nothing common.
7. Why xyz door/location is not open?
Some doors and areas belong to secondary (blue) missions. In most cases these missions can be played as usual (a few may still have issues—let me know if a side mission won’t start or progress). To preserve the intended flow, those doors stay locked until their mission naturally opens them.
Other doors or areas can’t be opened without the SDK. There aren’t many of these, but a few zones—if you force them open with the debug command signal—will trigger their entire mission chain and may break the “no-main-mission” run or cause odd game-state behavior.
7. Source links and commands used
- STALKER 2 Map, with coordinates by Joric (thanks for helping!)
- UETools by Cranch
- Skip Prologue by Kiri
- Radium New Game by Radium Team
- No timer and more random quests by vr
- All Guides Location Unlocked by unknownStalker
- Desolation by DeadlyStr1ke (thanks for helping!)
- Modular Hard Mode by Ani HVX
- Dynamic Weather Overhaul by Feliche (thanks for helping!)
- Extended Equipment by Zivaka
- OXA - Oxide's eXpanded Armory by Oxide (thanks for helping!)
Other sources used:
- Console commands #1
- Console commands #2
- UID and commands list #1
- UID and commands list #2
- More common commands
- STALKER 2 Wiki
- Some UIDs-names for common items
- Other STALKER 2 Map
8. Role-play suggestions
This history could be: Location Cordon-NearVillage + Loadout Default-Basic.
That's why today a tear escaped me when I saw a package with the name “Serbin” written on it: it means he's alive. When I opened it I found only a note and a key. The key is labeled “Lesser Zone North Gate”. The note, I would have preferred not to read it. “If you read this I will be dead. Just in case it happened, I paid a bandit to smuggle out of The Zone this box with the key and a message: with one artifact from The Zone you will earn more than you did in a year in that foundry. This key opens the way to a lot of money. Dangerous, but worth it all the same”.
On its reverse side, the text continues: “Here is the contact who passed me on to The Zone: a perimeter military man named Corporal Litvin. Get your savings ready and call him at this number. Be very careful and follow his directions strictly.”
I didn't want to go to The Zone, but on the 23rd day of photocopying resumes I said to myself, “Just as I got in, I'll be able to get out. One artifact and I'll be back”.
I pulled the package out from under the bed and called the number. “Litvin?”. After a brief conversation I received precise instructions: 20,000 rubles, dates and places. Surprisingly, Litvin offers a fairly comprehensive service.
A few days later, I was already boarding a bus. For four weeks I would sleep on a bunk bed in a small village, as close to the perimeter as possible and full of military men exercising their arms with vodka at the bar. Litvin greeted me almost as if I were a spy. Terse, rude but serious. Somehow reliable.
In addition to quasi-accommodation, Litvin's valuable and expensive service consisted many evenings of basic, terse, direct, no-holds-barred training on weapons, histories from "factions", survival and some tricks to combat dangers I couldn't even believe. Of course, money up front. There went all my savings. It was now or never.
Then one afternoon Litvin phone to me: “We won't see each other anymore and you don't know me. At 10 p.m. go to the station lockers and open No. 46. The code is 9621. Inside is all your equipment, the weapon you know well included. Don't be an idiot and hide it.”
Following his instructions strictly, I headed north through the forest, towards the great Perimeter Wall. At the star-shaped rock, I turned and walked for another hour. Hide, waiting for exactly 4 o'clock in the morning, until the changing of the guard. Litvin was right: no substitute today.
I ran to the small door and dialed on the pad the password he indicated by him: 1268. Fuck Litvin, for looking like the crudest scam it's the best service I've ever received. Faster still I passed a short tangle of corridors. And there it was, the last door.
When I opened it, I realized that it was already dawn. The tension had made the hours fly by. But there it was, The Zone. My senses, alert as never before, received stimuli I had never imagined: smells and sounds that could only be found on this piece of land.
I closed the door behind me and the pad sealed and changed your indicator to red. Alea jacta es. Let's see what The Zone has in store for me.
Searching my uncle: Hermit
This is the history could be: BurntForest PerimeterDam + Loadout Default-Basic.
After the funeral service was over, we forgot our sorrows and drank a toast at the bar. In the background, Sinenko called out to me. "Your father would have liked your crazy uncle to have been there. You look a lot like him". My uncle is long gone. It's no secret to anyone that he was one of those denizens of the strange Zone.
"You know, I was in The Zone, but I escaped quickly. I saw your uncle, even though it's not easy. He made a big name for himself, he's a myth. They call him Hermit." Hermit? My uncle was a character and he would certainly adapt to living anywhere. What's more, he would turn the place upside down with his reflections.
I think Sinenko saw something in my eyes. "Look, you're still young enough to go to The Zone, though I don't want to be the one to blame for your death, but if you find your uncle you could get him out of there. He's the only family you have left. And my only friend anymore. It's too long". He was right. And there was something, like a magnet, calling me to The Zone. I had nothing left to lose.
Some time later you would be surprised to see me in an old Lada driven by Sinenko on the way to Chernobyl. Our journey was short-lived: a military checkpoint on the perimeter. We stopped and fuck, the military formed up like springs in front of Colonel Sinenko.
After showing them papers, photos and trinkets, the barrier opened and we continued on our way to The Zone. One checkpoint after the other. Don't think I'm a madman: in the boot I had equipment and ‘gifts’ from my late father and his colonel friend. Since I was in the army of course I knew how to use a gun. And I was determined to find my uncle: Hermit, my last relative. I don't know whether to get him out of there or just have a drink and ramble on about humanity with him.
Not so far away the huge perimeter wall was already looming. Sinenko swerved and we crossed several very side roads, until he suddenly slowed down near a bridge, on a part in front of the wall.
"This is it". He opened my door and as I picked up my equipment he said, "I'm sorry this old man can't come with you. But if I were with you, I would search the Burnt Forest. It's the last clue I know: an abandoned village in the Burnt Forest. Fuck, the fucking Hermit is a legend, I'm sure someone knows something about what happened to him".
If I was fast, the way was clear. No idea how Sinenko knew the place, but I started running and the last thing I heard was "The Burnt Forest!". By the time I realised it had passed. I was already here, let's start the search, uncle.