Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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[Spoiler Alert] Mercenary food quest (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : [Spoiler Alert] Mercenary food quest) Locked
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Aug 19 2014 Anchor

Since tool for Cardan isn't in their camp. Is it worth to feed them with some food to gain access into their camp? Will I get other reward from doing this?

Aug 20 2014 Anchor

No, just shoot them and steal their loot. After killing them, that place will be visited by mercs/bandits regularly.

Aug 20 2014 Anchor

Thanks, so I feed them some grenades and bullets buffet. I think they like it.

Aug 21 2014 Anchor

Unless you want to hire them to guard the scientists...best way to keep them alive as stalkers will eventually kill them at the workshops. It also means you can avoid factions and get Man of Balance award without hiring Sparticus and risking him being killed at the scientists bunker as he's completely safe in Shadovsk. But it's your call...for the sake of some loot...

Aug 30 2014 Anchor

If you have the food to spare, you can access the stash on the roof and the stash in the car without bloodshed. But I don't think this is worth it, as the rewards are quite mundane (something like two cigarette packs, some vodka and bandages IIRC).

Sep 16 2014 Anchor

One advantage of getting on good terms with the Mercs at the workshop is that it gives you somewhere good to retreat to if things get hairy at the Iron Forest.

Playing today, there were five Burers at the Iron Forest, along with the usual horde of poltergeists, other monsters and zombies. The Burers were out for blood - they all charged headlong as a pack and chased me all the way down the road. I actually HADN'T done the food quest but I reasoned that I could just sprint though the workshop and the mercs and burers would prefer to kill each other rather than me. They did, and remarkably the mercs won quite easily - and then turned on me. If I'd done the food quest they'd have stayed neutral. I did defeat the remaining mercs too but it used up some valuable ammo and a medkit. The loot was mostly wasted because it's such a long trek back to the Skadovsk from there, and I still had to fight my way to the crashed chopper anyway.

Edited by: Lomlom

*Raubtier*
*Raubtier* We will give it to them good
Sep 17 2014 Anchor

^^That. Had the same problem at the iron forest. In my case, I was having problems with the chimera tanking both my shotgun and sniper shots. That thing was unkilable. Only after 4 deaths in a row, I decided to lore the beast into the mercs camp. The chimera actually jumped inside the camp, and after a long battle, the mercs were able to kill the damn thing. After that, the Iron forest was a walk in the park with psy-block and my SVU-A.

That mercs camp is the only one that stays somewhat neutral towards the player, and befriends him after that food quest. Its even theorized that the reason for these mercs being low on supplies such as food, is due to their code of moral. They refuse jobs that involve killing good stalkers, so the client just moves on and hires dirtier mercs to do whatever they want them to do.
So in other words, they are low on supplies and they need you to bring them some food, because unlike the two other merc groups, they are good guys. Nothing but stalkers in merc suits.

Another cool thing, is that the player can hire these mercs later in the game to guard Hermans bunker. Not as profitable as hiring Duty or Freedom to do it, but its still an interesting alternative.
They are alsow incredibly loyal. If the player asks the mercs boss to come with him to Prypiat, he will refuse the offer saying that he and as group must defend the bunker at all times. Such a nice group of people. :)

--

USAS-12
MK3A1
VEPR-12
AA-12

Bloodsucker hunting manual. Youtube.com

Sep 23 2014 Anchor

so what exactly is it you feed them?

Rations, cans of beans, choc bars? does anyone actually know exactly what food to give them or is it just random generic stuff the player just happens to have? if its combat rations you can forget peace and quiet, those things are expensive.

Answer: two cans of corn, six cans of canned beef (or something). small price to pay for big help.

--

I REALLY suck. So i cheat.
Bite me.

Oct 2 2014 Anchor

Best to buy the cheaper food from beard or scientists.

Canned tomatos and the salmon are decent choices.

But the thing that annoys me here, is whenever I get into a fight with ANYTHING in the area. Those morons start shooting at me because of a few stray bullets anywhere on their building.

I suggest poppin them off because you should have Sparty by now safe in the ship bar. Oh and don't forget the stashes in back...somewhere ;)

Oct 10 2014 Anchor

You can feed them food that is not unhealthy or irradiated. Like chocolate bars.

Oct 10 2014 Anchor

Lomlom wrote: One advantage of getting on good terms with the Mercs at the workshop is that it gives you somewhere good to retreat to if things get hairy at the Iron Forest.

Playing today, there were five Burers at the Iron Forest, along with the usual horde of poltergeists, other monsters and zombies. The Burers were out for blood - they all charged headlong as a pack and chased me all the way down the road. I actually HADN'T done the food quest but I reasoned that I could just sprint though the workshop and the mercs and burers would prefer to kill each other rather than me. They did, and remarkably the mercs won quite easily - and then turned on me. If I'd done the food quest they'd have stayed neutral. I did defeat the remaining mercs too but it used up some valuable ammo and a medkit. The loot was mostly wasted because it's such a long trek back to the Skadovsk from there, and I still had to fight my way to the crashed chopper anyway.


Had exact same problem at Iron forest for myself except there were 8 blood suckers, unknown number of snorks and the usual residents. Mercs at substation would be helpful if they stay neutral and hoards actually follow me to the station.

I want to experiment with quick release bag that drops on the floor. I wanted to create a little personal stash at substation for my own use. That area is far and got fair traffic of mutants and bandits. Plus a little room for shelter in case blowout hits. I am not entirely sure if GPS tagged bags are good for such use. If not what's the best option to create a little haven for player?

Oct 10 2014 Anchor

I think you want the PDA marked backpack for permanent stashes. Quick release is a one time deal.

Pretty much everywhere in that southern area has some kind of danger. You can at least hide up on the roof at the substation. Take care though - the mercs lock the door to the little room if there's a blowout, so if the mercs are still alive you might want to use that room as your bedroom.

What about the snork caves by the Claw anomaly and Fuelling Station? In vanilla the snorks didn't respawn IIRC, so if you've cleared out the snorks that place might be safe. I haven't checked if those snorks respawn in Misery. Still, that spot has several entrances so even if there are bandits at the Fuelling station or mutants near the Claw, you can get in and out without being attacked.

Oct 10 2014 Anchor

That's true. I am currently experimenting areas where I can stash stuff as second base. Fair distance from base, fairly secure and shelter from blowouts.

Oct 10 2014 Anchor

DesertEagleV wrote: That's true. I am currently experimenting areas where I can stash stuff as second base. Fair distance from base, fairly secure and shelter from blowouts.


In Zaton there's the pipeline beneath the Antenna Complex. If you killed the sleeping bloodsuckers with guns rather than gas then there's the underground section of the building too.

In Jupiter there's the Volkhov AA complex underground section and the Checkpoint. The Cement Factory building where you get the materials for Nitro is quite good too. It's about as secure as you can get and is positioned nicely for missions into the Jupiter Plant, since that south-running railway line area is fairly quiet compared to the southern part of the quarry and that big area around the Concrete Bath anomaly. I have very occasionally seen psy-dogs and pseudogiants at the Cement Factory but stalkers spawn there a lot too.

I couldn't say for Pripyat, I've found that nearly everywhere is pretty bloody dangerous thanks to the spawns around the X8 area. Monolith and mercs seem to be able to show up nearly anywhere too. I guess maybe upstairs in an apartment block somewhere? You should have plenty of anabiotics by then anyway so shelter from blowouts is less important.

Edited by: Lomlom

Oct 11 2014 Anchor

Lomlom wrote:
In Zaton there's the pipeline beneath the Antenna Complex. If you killed the sleeping bloodsuckers with guns rather than gas then there's the underground section of the building too.


after some time away from zaton there was a poltergeist waiting for me in there :D
too bad their bodys aint lootable

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Bonesetter - You look a touch pale, how about a little injection or two?

Oct 11 2014 Anchor

Keksfront wrote:

Lomlom wrote:
In Zaton there's the pipeline beneath the Antenna Complex. If you killed the sleeping bloodsuckers with guns rather than gas then there's the underground section of the building too.


after some time away from zaton there was a poltergeist waiting for me in there :D
too bad their bodys aint lootable


Wow, in the actual tunnel? I never knew they spawned there!

Oct 14 2014 Anchor

The Alife system spawns many things pretty much everywhere. After goiung to Jupiter after Zaton, the antenna complex spawns the following:

Zombies

Controller (i had one instance where i couldnt do anyhthing. FIVE of them spawned there at once.)

Poltergeist

Pyrogeist (RARE)

Izlom (found a whole pack of them once, 15 of them poured out of the tunnel exit.)

Bloodsucker

Burer (VERY RARE)

--

I REALLY suck. So i cheat.
Bite me.

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