There are a total of 27 artifact types (below there is a table with probable localizations, which you can find at the general maps) out of which 23 are 'renewable' and can be found in anomalies. The other four can be found only while completing missions and you won't have them in your possession for too long.
The detector plays a vital role in finding the artifacts. There are four detector types in total. Echo - light and sound signals, Bear - shows the direction, Veles - accurate location, Svarog (prototype) - location and nearby anomalies. Try to gain at least the Veles at soon as possible, however the prototype Svarog would be even better (look - mission 19 (Tempting business) of Zaton sector). Searching for artifacts with it is a real pleasure.
Trading artifacts is the best way to gain money in the game. You will gain the most by selling them to the trader (point 2 at quest map) in the Stalker headquarters in Zaton. After finishing mission 2 (Strange Phenomenon) in Zaton sector, Bears will tell you to find a particular artifact type and will offer a higher than ordinary price for it.
Warning - points in which you can collect an artifact have been marked with blue point of the general maps. After each mission there is a chance that the artifacts will appear once more in those spots.
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I'll be honest, in nearly 100 hours of Call of Pripyat I never figured out how you find artifacts. The Detectors are a mystery to me and now I'm struggling to figure it out in Call of Chernobyl. I've been googling, and you have to walk into the Anomalies marked on the map right? I'm doing so, right after an emission in the middle of the night and my Echo detector is beeping like crazy but no artifact appears. I'm also dying constantly to fire or radiation trying to get into these damn things. It seems nearly impossible. I even had the detector just shut down and not start beeping again and I certainly didn't pick anything up. This might be the simplest thing in the world to you guys, but no matter what I do or try to search I can't figure it out or find the answer. Can you help me?
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Ah, Autumn. It's a time for brisk walks through the woods with crunchy, colorful leaves underfoot. A time for taking deep lungfuls of crisp, fresh air. A time for stuffing diet sausages into your mouth while firing panicky rounds from an inaccurate pistol as irradiated dogs leap and snarl from the thick undergrowth. A time for the Autumn Aurora 2 mod , for STALKER: Shadow of Chernobyl .
While it adds a number of new features and elements, Autumn Aurora also serves as compilation mod, so it adds a bunch of stuff that's appeared elsewhere. Add that to the fact that It's been ages since I've played any 'vanilla' version of the Stalker games, and having used various mods over the years like Complete, LURK, the Zone Reclamation Project, Oblivion Lost, Misery, and others, I have completely lost track of what was included in the original games, which mods add which weapons, animations, sounds, textures, features, bug fixes, and so on. In other words, some of the following may seem a bit familiar if you've already spent some time in modded versions of Shadow of Chernobyl or the other Stalker games.
Stalker Call Of Chernobyl Artifacts
First things first, though: the Autumn look. It's nice, though subtle. The Zone feels considerably more Autumn-like, with some orange, red, and amber shades and tones, though it preserves the bleak and hopeless nature of the Zone from the original game. The mod adds some new tree, grass, and plant models, textures, and colors, using an edited version of the Absolute Nature pack. There are some revised weather effects, and new sounds -- again, nothing that's going to hit you over the head or radically change the feel of the game, but you'll definitely notice improvements over the original and changes from some of the other mod packages out there.
A number of tweaks from the mod serve to retrofit Shadow of Chernobyl with elements from Call of Pripyat. Artifacts aren't just bumping along on the ground, completely visible, as they used to be. You'll need a detector to even know they're nearby, and they'll remain invisible until you're within very close range (similar to artifacts in CoP). This is a great addition, because artifact hunting is not only fun, but such sought-after relics should be a little harder to come by than just spotting and collecting them like Pac-Man dots. There are three different detectors available in the game, from the barely-functional Echo to the much more precise Bear.
Keeping your gear in workable order is important, as anyone who has had a misfire during a frantic bandit encounter can tell you. In addition to paying vendors to fix your guns, there are weapon repair kits you can carry around with you, and they're actually fairly common in the world as loot (I found three of them within a few hours of play). There are also repair kits for keeping your armor in good shape, though they seem to be much harder to come by, as I only spotted one during my time with the mod.
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Medkits, when used, don't instantly heal and aren't instantly consumed. While you're using one, you won't be able to fire a weapon, so you'll have to hole up in some cover for a few long seconds as you listen to the sounds of first-aid being applied. What's more, your health won't instantly spring up, but ever-so-slowly climb back to normal. And, you can't just pop open three medkits at once: while the effects of one are underway, you can't use another until the first has finished.
There are spots to sleep, giving you the option to crank the clock ahead, if you're looking to run some daytime excursions and avoid the pitch blackness of night (I think this was part of vanilla Call of Pripyat). There is also a requirement to eat, and it's pretty well balanced: I never felt like I was constantly having to stuff food in my craw, but it happened often enough that I'd always remember to bring food along on expeditions.
Add in an extremely minimal HUD, a few new weapons, and a smooth, bug-free experience, and you've got a nice mod for rediscovering the dark and spooky embrace of Shadow of Chernobyl. It doesn't feel like a major departure or complete overhaul, and doesn't transform the game into anything we haven't seen before, but it adds some subtle changes and plenty of enjoyable features. If you're looking for a break from a mod you've been using for a while, or looking to mod Shadow of Chernobyl for the first time, this is a good place to start.
Installation : It's a hefty 4 gig download from Moddb, but it's got its own installer, so there's no manually mucking around with a bunch of folders and files. One note: if you play Stalker via Steam, there may be a conflict with the Steam overlay. This FAQ will explain how to void it by disabling the Steam overlay if you experience any start-up crashes.
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Extra ending sequences
The ending you get is determined by actions you take over the course of the game. Successfully complete the indicated task to unlock an extra sequence of the ending you normally would not see:
Once technicians are friendly to you through quests, you can repair items for cheaper. If you bring back all the weapons and items you loot from ten people, you can repair, break them down (silencers and scopes), unload, and sell the ammo, weapons, and attachments for more money.
Early Vintar BC Sniper Rifle
Immediately after you start the game, go to the burnt farmstead. There is a burnt piece of wood leaning against the wall of the ruined house on the top right. Walk up it, and you can follow the roofs to the left to get a Vintar laying on the roof of the building on the far left.
Early Velez detector
When you start the game, try to get 6000 RU as soon as possible. Go to the Burnt Farmstead, and get the Vintar sniper rifle. Go to the pilot in Skadovsk, and ask him to take you to Yanov. When you get there, go to Kopachy. There are about eight Zombies here. Go to the back of the house, and snipe them with the Vintar. At the front of the house is a construction crane. Inside is a stash with a Velez detector. Take it, then have the pilot take you back to Skadosk. It will now be much easier to get artifacts to get money for better armor and upgrades.
Anabiotics
When making your first trip through the Bloodsucker's lair with Grouse, you will exit through a tunnel. If you follow the tunnel the other direction, there is a stash containing Anabolic drugs, which are the earliest ones you can find. They will help against emissions. Use three Antibiotics during emissions to be immune. You can also get an Anabiotic at the cave northeast of the burnt farmstead after you kill the controller.
Downed UAV
At the northwest corner of the Jupiter map is a UAV crash in a crater. You can loot the computer and have Nitro decrypt it for you. It gives you the locations of the three stashes containing Strelok's notes which can be used to complete the 'Keeper of Secrets' achievement and also to acquire Strelok Lucky SGI5K, which is the best AR in the game because it can hold a silencer, m203, and all Susat scope models.
Marked By Zone side effect
After surviving three emissions, if you are in good health you can survive emissions without the aid of Anabolics due to the effects of using the drugs.
Extra Compass artifacts
Sometimes when you kill Noah, he will drop two Compass artifacts.
Defeating Bloodsuckers
Sometimes when fighting Bloodsuckers, if you sprint away and turn around they will follow you in a straight line. This makes it easy to hit them while they are invisible.
Easy 'Friend Of Duty', 'Friend Of Freedom', and 'Man Of Balance' achievements
It is possible to complete the 'Monolith Fighters' and 'Guarding the Bunker' quest without having the 'Friend Of..' achievement for either faction. Flint, Magpie, or Soroka must be turned into the appropriate faction you want to be friends with, but not get the achievement. This allows you to have that faction guard the scientist bunker, and recruit the Monolith fighters as well. The faction you want to assign those tasks to must have green (friendly) status towards you. If you still want to get the 'Man Of Balance' achievement, tell whoever about Flint, then sell the two required PDAs for either faction to Owl. You can still tell Gaunt about Flint. All this can be done without missing any quests, and you will still get your discounts from the Yanov merchants.
Achievements
Successfully complete the indicated task to unlock the corresponding achievement:
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