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Welcome to STALKER. Reload an earlier save, I recommend making manual saves before "expeditions".
This series does not, and never has, hold your hand. You mess up, you mess up and it suuuuuucks,
You might also find a qualifying shelter nearer and different from the one which is marked and recommended. Derelict trailers or train cars are good, along with any crummy house with a roof and four walls.
in older game versions it was just a clouded section on the map, but now its not so players can see where they are going
I've died a couple times in structures that appear more or less solid; in this case there are a few structures in the Swamp which have interior rooms without windows that seem like they should qualify. I am pretty sure the rule is not "any crummy house with a roof and four walls" but rather whether a structure is fully enclosed by doors, windows (potentially of the unbreakable variety, its unclear, but holes in the wall with no glass initially seem to indicate that a structure is not valid cover) and a mostly-intact roof.
I think the "safe areas" are "painted" by the developers rather than dynamically modeled based on how enclosed they are. My last "♥♥♥♥ you emission" was at the helicopter graveyard and the marked hangar was completely inaccessible from the outside (probably a hidden tunnel somewhere). I could hear NPCs gathering inside for the emission so they got in somehow. I found a small breach in the exterior wall that was blocked by various objects, no way to get inside the building but it was just barely deep enough for me to register as in the shelter for the emission.
Thanks for the advice on the Swamp mission. Running appears to be my only option. Some of these new mutant types (new to me, seeing them for the first time here) are absolute sponges, eating hundreds of bullets, M203 rounds, grenades, and mag-dumping Saiga. I don't know what I'm supposed to hit them with.
That Swamp emission activates when you get close to that Warren shack. You need to run through the shack, provided you turned off the other four psi-emitters already, and sprint Eastward to the Clear Sky base. At the camp the first thing you will see to your right will be an entrance leading to an underground chamber, and it should be lit up, where you find shelter from the scripted emission.
If you have not turned off all four emitters then the shack could teleport you to one of two other similar shacks to the North and to the West. Try jumping through the window at the end of the porch of the Warren Shack if for some reason you get yourself teleported.
I completed the entire Swamp mission last night (my second completion of it).
Funnily enough I killed the Chimera on my first try--I didn't realize the game is basically hinting that you should just run away, by giving it some other mutants to distract it and starting an emission. I backtracked to the last psi tower and dumped rounds / grenades into it until it died. Forgot how anticlimatic killing big mutants is given the lack of reward.
Basically the solution for every single Chimera encounter.
You have two options;
A. Waste 1000 bullets and a dozen health packs and get nothing in return.
B. RUN AWAY and lose nothing.
To be honest, this is my tactic for all mutants.
You run into 2 Chimera's you cant really avoid.
First one just go back in the doorway and shoot it from there, the othere one is out in the open, but on a spot you need to get to for a mission item, but then you wil have a Gauss available, and you can snipe it from far away, i would shoot it, than let it look around (if your far enough it wont see you, wait till it stops and snipe it again, should be dead than with only 2 shots.
But the one in the Swamps, you just Run in the direction of the marker, as its scripted together with an Emission, and if you try to fight it you die with it in the Emission.
Could also be a Skill isue ;)