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yantar expedition

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  13:46:41  20 May 2017
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rwouaf
(Senior)
 
On forum: 03/31/2012
 

Message edited by:
rwouaf
05/20/2017 15:11:37
Messages: 66
yantar expedition

I'm stuck at the old warehouse. I've to examine it and i found a wire and a doc but a door is locked. When i go further the quest continue with a hall to examine and it's well done but the old warehouse point stay stuck...

Can anyone provide help?

I heard the quest would be bugged but some people could have pursue this one or the nimble quest "find eco suit" ( another locked door for me...)
  16:37:48  20 May 2017
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 256

---QUOTATION---
yantar expedition

I'm stuck at the old warehouse. I've to examine it and i found a wire and a doc but a door is locked. When i go further the quest continue with a hall to examine and it's well done but the old warehouse point stay stuck...

Can anyone provide help?

I heard the quest would be bugged but some people could have pursue this one or the nimble quest "find eco suit" ( another locked door for me...)
---END QUOTATION---



Yeah,
From where I look at it, there is now more than one approach to this it would seem.

Previously, a rookie stalker by the name of Oleg Rugov spawned by the Yantar firepit bleating about his lost rifle (Vesik's rifle) for which he gives you a SEVA suit. He still offers a 'vile' of pheromones (since corrected to vial in 1.4002), but this probably will not help if you are after the SP-100 suit for Nimble..

Oleg spawns directly after you leave the Bunker compound after having returned the science crap from Dead City.

Nimble will give the "suit mission" as the third of his 'priority tasks' AFTER you bring him 'Borov's pecker' (sic)

Frequently, you will not have access to Yantar to perform this mission at an early stage in the game, but you CAN get there from Construction Site by leaping into the Yantar gate;..

More detail here:

http://lost-alpha.wikia.com/wiki/Main_Mission_Strategy#Main_Plot_Subversion

The development team clearly noted all of this, and made the underpass in "Wild Territory" much more interesting. As is the exit to 'Forgotten'.

Early visits to Yantar are also not without their very real perils.


The real 'trick' - if you arrive 'early' - is to slot the guards, and NOT do the Dead City mission yet (after chatting with Sackharov)
That way, when you run into problems underground, Sacky can be asked for 'help', YOU can get a spanking prototype "eco-suit" that will see you through the game (with upgrades)

When you DO get the door to the bloodsucker nest open (either to get the Groza or the suit), take several grenades and either a Chaser or Poker's SPAZ whatever. Piss the bloods off by lobbing one F1 into their nest while they're all quiet-like.. and GTFO back to the storeroom where you found the wire.

The pissed off bloods are 'gulaged' to that door. Toss love-letter grenades in - and shut the door quick each time...
When you run out of grenades; get the pump-action out..

DON'T grab the Groza if you haven't been to Dead City yet (or you will have it stuck in inventory until you COMPLETE Rugov's rifle mission) It doesn't matter if a grenade bollo**ed it up. HE doesn't care. YOU don't use it.

Have much fun.
Think twice before giving the SP-100 to Nimble.
It sprints about 50% FASTER than anything else - a sprint speed that is about half the cruise speed of a car ....
  12:09:51  23 May 2017
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JKCZ
(Novice)
 
On forum: 05/05/2017
Messages: 9

---QUOTATION---
yantar expedition

I'm stuck at the old warehouse. I've to examine it and i found a wire and a doc but a door is locked. When i go further the quest continue with a hall to examine and it's well done but the old warehouse point stay stuck...

Can anyone provide help?

I heard the quest would be bugged but some people could have pursue this one or the nimble quest "find eco suit" ( another locked door for me...)

Yeah,
From where I look at it, there is now more than one approach to this it would seem.

Previously, a rookie stalker by the name of Oleg Rugov spawned by the Yantar firepit bleating about his lost rifle (Vesik's rifle) for which he gives you a SEVA suit. He still offers a 'vile' of pheromones (since corrected to vial in 1.4002), but this probably will not help if you are after the SP-100 suit for Nimble..

Oleg spawns directly after you leave the Bunker compound after having returned the science crap from Dead City.

Nimble will give the "suit mission" as the third of his 'priority tasks' AFTER you bring him 'Borov's pecker' (sic)

Frequently, you will not have access to Yantar to perform this mission at an early stage in the game, but you CAN get there from Construction Site by leaping into the Yantar gate;..

More detail here:

http://lost-alpha.wikia.com/wiki/Main_Mission_Strategy#Main_Plot_Subversion

The development team clearly noted all of this, and made the underpass in "Wild Territory" much more interesting. As is the exit to 'Forgotten'.

Early visits to Yantar are also not without their very real perils.


The real 'trick' - if you arrive 'early' - is to slot the guards, and NOT do the Dead City mission yet (after chatting with Sackharov)
That way, when you run into problems underground, Sacky can be asked for 'help', YOU can get a spanking prototype "eco-suit" that will see you through the game (with upgrades)

When you DO get the door to the bloodsucker nest open (either to get the Groza or the suit), take several grenades and either a Chaser or Poker's SPAZ whatever. Piss the bloods off by lobbing one F1 into their nest while they're all quiet-like.. and GTFO back to the storeroom where you found the wire.

The pissed off bloods are 'gulaged' to that door. Toss love-letter grenades in - and shut the door quick each time...
When you run out of grenades; get the pump-action out..

DON'T grab the Groza if you haven't been to Dead City yet (or you will have it stuck in inventory until you COMPLETE Rugov's rifle mission) It doesn't matter if a grenade bollo**ed it up. HE doesn't care. YOU don't use it.

Have much fun.
Think twice before giving the SP-100 to Nimble.
It sprints about 50% FASTER than anything else - a sprint speed that is about half the cruise speed of a car ....
---END QUOTATION---



May I ask if that Oleg guy is supposed to die? Got both wire and rifle quests at the same time, found both items, had my ears bleeding (was wearing headphones) at the cutscene behind the bloodsuckers with the giant brain, decided to nope the hell away from there, found my way back out of the tunnels only to find that the rookie is dead and I can't turn in his quest anymore and are stuck with his stupid rifle in my inventory and the broken quest in the log.

Reloading an earlier save is not helping, doesn't matter what I do, as soon as I get close to his position, I can only see a blue dot (or gray if you are not using Henry's addon v5) on the map, meaning he died.

Who the hell thought it was a good idea to place that npc next to multiple anomalies?

I understand that the guy might be shellshocked and a bit out of his mind after having survived an encounter with 8 bloodsuckers at once, but to stand next to fire anomalies instead of walking 20mt west of there to the scientists bunker is just stupid. That, or whoever placed him there is an incompetent.
  20:47:34  23 May 2017
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Eigenart
(Senior)
 
On forum: 03/08/2015
Messages: 117

---QUOTATION---

DON'T grab the Groza if you haven't been to Dead City yet (or you will have it stuck in inventory until you COMPLETE Rugov's rifle mission) It doesn't matter if a grenade bollo**ed it up. HE doesn't care. YOU don't use it.
---END QUOTATION---

I killed the suckers and took the gun before Deadcity . When i came back and chit chatted with him, the quest got immediately solved and i got the Suit. Same time the Groza was in the Safe in Deadcity where u retrieve ur belongings.
  03:04:32  24 May 2017
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Azhren
(Novice)
 
On forum: 08/09/2014
 

Message edited by:
Azhren
05/24/2017 3:17:18
Messages: 12
Yantar SP-100


---QUOTATION---
Think twice before giving the SP-100 to Nimble.
---END QUOTATION---



I actually found a second SP-100m under the desks in the bloodsucker room.


---QUOTATION---
May I ask if that Oleg guy is supposed to die?
---END QUOTATION---



In my game zombified stalkers (approx 7+) spawned near the entrance to the Motorpool after accepting Oleg's quest, heard shots while down the hole, came out, Oleg's dead with two zombified standing over his body (lucky I had a save just prior to accepting the wire quest).
  14:37:59  24 May 2017
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JKCZ
(Novice)
 
On forum: 05/05/2017
Messages: 9

---QUOTATION---
Yantar SP-100

Think twice before giving the SP-100 to Nimble.

I actually found a second SP-100m under the desks in the bloodsucker room.

May I ask if that Oleg guy is supposed to die?

In my game zombified stalkers (approx 7+) spawned near the entrance to the Motorpool after accepting Oleg's quest, heard shots while down the hole, came out, Oleg's dead with two zombified standing over his body (lucky I had a save just prior to accepting the wire quest).
---END QUOTATION---



From my experience, those zombified stalkers always respawn after a certain amount ot time (evertime you load the Yantar level perhaps?) and for reasons that exceed any logic they managed to kill the two Army soldiers stationed at the scientists bunker aswell. One of the two soldiers even had his rank changed from Sgt. to Pvt (the guy who asks you to "convince" him to let you through even though all it takes is clicking on the only dialogue option).

I'm not too bothered by losing the chance to get the suit as I'm quite happy with the Duty-coloured one I have already which is being upgraded everytime I get the chance. What annoys me is the fact that quest givers can actually die in the first please, thus breaking entire quests. I recently went through Cordon again because in order to trigger Yantar Expedition in the first place, the game told me to walk through Dark Valley and Forest and while going through the factory north of rookie village I found the remains of a firefight with a bunch of bandits dead and Wolf dead aswell.

Now, while Wolf isn't too much of a problem because I don't think he has any relevance in the rest of the story, I'm now stuck with the rifle that I was supposed to give to Oleg and with how restricted the inventory system is, I could already barely squeeze a couple of rifles and a pistol other than medkits, pills, ammunitions and other things, but instead I have to keep that useless rifle wasting precious space and weight.

At this point, I might aswell just drop it. No chance in hell I'm restarting the entire game just for a broken side quest.
  17:11:55  30 May 2017
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
05/30/2017 17:13:39
Messages: 256
Yantar Expedition partial workarounds (SPOILERSi)


---QUOTATION---
Yantar SP-100

Think twice before giving the SP-100 to Nimble.

I actually found a second SP-100m under the desks in the bloodsucker room.

Thanks for the tip, I lugged both out and gave freaky Nimble the used copy. Natch, I'm currently tooling around in the highly upgraded other copy.

May I ask if that Oleg guy is supposed to die?

In my game zombified stalkers (approx 7+) spawned near the entrance to the Motorpool after accepting Oleg's quest, heard shots while down the hole, came out, Oleg's dead with two zombified standing over his body (lucky I had a save just prior to accepting the wire quest).

From my experience, those zombified stalkers always respawn after a certain amount ot time (evertime you load the Yantar level perhaps?) and for reasons that exceed any logic they managed to kill the two Army soldiers stationed at the scientists bunker aswell. One of the two soldiers even had his rank changed from Sgt. to Pvt (the guy who asks you to "convince" him to let you through even though all it takes is clicking on the only dialogue option).

I'm not too bothered by losing the chance to get the suit as I'm quite happy with the Duty-coloured one I have already which is being upgraded everytime I get the chance. What annoys me is the fact that quest givers can actually die in the first please, thus breaking entire quests. I recently went through Cordon again because in order to trigger Yantar Expedition in the first place, the game told me to walk through Dark Valley and Forest and while going through the factory north of rookie village I found the remains of a firefight with a bunch of bandits dead and Wolf dead aswell.

Now, while Wolf isn't too much of a problem because I don't think he has any relevance in the rest of the story, I'm now stuck with the rifle that I was supposed to give to Oleg and with how restricted the inventory system is, I could already barely squeeze a couple of rifles and a pistol other than medkits, pills, ammunitions and other things, but instead I have to keep that useless rifle wasting precious space and weight.

At this point, I might aswell just drop it. No chance in hell I'm restarting the entire game just for a broken side quest.
---END QUOTATION---



Unfortunately, you're stuck with it unless you wind back to a previous save.
Look on the bright side, I'm lugging 11kg of Yantar Expedition crap b/c of the famous locked door.

From S.C.A.R.'s DC Questing thread:




---QUOTATION---
The Science Expedition in Yantar

It seems like if you ignore this quest, the door is unlocked to complete Nimble's Quest for the Ecolog Suit and also get the Groza for that random Stalker
---END QUOTATION---



Yes. INDEPENDENTLY, either side-mission unlocks the door. In fact if you do the Nimble job, it remains open for Oleg Crybaby Rugov.
You can even lug a Fuel Barrel over and WEDGE it open. No soap.
As soon as Sakharov spawns the expedition mission the crap to look for is spawned and that door slams shut hard. My fuel barrel looked very pretty just sitting upright 2m in front of the LOCKED door.



---QUOTATION---
Bugged

Dezowave confirmed that the quest is bugged
---END QUOTATION---



Tell me in how many ways:

(1.4002 (and where the fritz is 1.4004/5?))

Since the Expedition crap spawns on inception of the mission, and since I ONLY work with what's on the board, I got curious...
Without telling the head honcho to 'head out', I went for a recce...
It seems that all the crap spawns in various places that you come to later...

So I took a Gauss Rifle to the "locked door"
It 'worked'.
But there's nothing there and unless you take the GG with you to open another "locked door", you get stuck.

There might be something I'm missing with the 'Third Checkpoint' (only 2 docs) as well. But the 'Hall' seems OK.

Despite all of these shortcomings, the first piece of paperwork that you snag gives you the "Keep looking or return to Petrenko" heads up - but this never updates in the mission chain.

--------------

There are several Zombifieds south of O Rugov's placement. You just have to top them before chatting. Even then, one more spawned as I was off to Swamps to see Doc about some crappy circuit boards. Nearer to the Bandit Village (where the guitar quest is) there's a maniple of chimera. So watch it. I've even had the bloody chimeras INSIDE the bunker where you can't draw a weapon..
  07:02:41  1 June 2017
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
 

Message edited by:
Byte Me
06/01/2017 7:04:45
Messages: 256
Yantar Expedition (even MORE broken behaviour)

1.4002 (and after reading this the lateness of the next patch becomes more understandable)

Consider that you decide to play it by Hoyle and try to do the YE at the time it logically spawns by Petrenko when you bring him all of the DV crap. Here's what goes wrong:

As Petrenko briefs, you have a fraught trip with many obstacles and Y itself is like a zoo. Nothing at all wrong with this, it adds a lot of fun traveling via Forgotten and the OPEN gate to Yantar..

You get to the Bunker Compound and the guard gives you the "Piss off " routine, with no follow-up dialogue.

You also notice that the YE team have all spawned and are cooling their heels..

The 'neutral' path that you arrived by (over the lake, by the boat and along the pipeline) should not have triggered any wildlife.

You wander off debating whether it would be prudent to "waste the guard" with all of the non-coms around, when the problem quickly becomes academic during a zombified attack.

The guard goes down. The OTHER guards go down. Then the YE team members get plugged. Kruglov's assistant gets his. Kruglov comes out and takes one for the team.. that's a plotline breaker right there.

My point is just this: if the gulags are this relaxed, how would you know whether this sort of behaviour might occur after Petrenko spawns the NPCs if you are tootling around the Zone on other business?

(Yes, you can USE the zombified to eliminate the guards, but clearly not without risk to the whole storyline if Kruglov cops one)
 
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