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Game Guide

by Trikzter of MDT
Updated for MISERY version 2.1

1
Jan 28 2014

INDEX
1) INTRODUCTION
2) FEATURES
3) DIFFICULTY
4) ITEMS
5) MECHANICS
6) TECHNICAL ISSUES
7) USEFUL LINKS

1) INTRODUCTION
MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most
importantly texture quality, difficulty, new items and in-game mechanics. Inspired by movies like The Road
and I Am Legend as well as the game Metro 2033, MISERY concept-wise was meant to provide a highly
challenging experience with a unique setting and atmosphere. Our goal is to throw the player into a miserable environment and give them only one objective: to survive. This survival-driven aspect is particularly explicit in MISERY: you only have limited resources at your disposal and have to deal with various threats when
youre at your weakest and most vulnerable. The implication of this is clear: the player is forced to re-think
their habits and get used to new and demanding conditions of the Zone as envisaged by MISERY developers.
The purpose of this guide is to cover those areas that new and experienced players alike may find challenging/counter-intuitive and to provide an answer to most common problems that gamers may encounter and
questions that may be posed regarding some of the mods brand-new features. However, it should not be
regarded as a collection of hints and tips pertaining to gameplay (e.g. you shouldnt expect to find the locations of tools and you wont learn which sniper rifle is the most powerful); our stance on this matter is clear:
this guide should not be focused on how to survive in the Zone since thats something you have to figure out
on your own (not mentioning that there already several guides filling this gap; see Useful links for more
information) and is thus targeted mainly at players new to MISERY who find it difficult not to get lost in the
Zone due to technical and mechanics-related issues.

Note though that MISERY is not intended for players who have hardly any experience playing S.T.A.L.K.E.R.
series. If MISERY is your first contact with the Zone of Alienation we strongly suggest you put off playing
it for a while and concentrate on gaining some experience in simpler, difficulty-wise and mechanics-wise,
vanilla games. Otherwise, MISERY will simply feel and play like a chore, which isnt something anyone
neither us nor you wants. So do yourself (and us) a favor and play MISERY only on the condition that you
have previous and extensive experience with S.T.A.L.K.E.R. games and/or mods.
As was stated above, this guide is divided into four larger sections each of which will have a different area
at its subject: these are respectively technical issues, difficulty, items, and mechanics. Were aware that
these categories are arbitrary and will overlap at times; as such some of the features described in one category
could very well fit into another. Nevertheless, we feel that they are quite self-explanatory and shouldnt give
you a hard time. If you have trouble navigating through the document, youre welcome to take a look at the
list of contents or use search option. At the end of this document youll find a collection of useful links which
will help you in matters not covered herein. Without further ado:
Get in here, Stalker!

2) FEATURES
This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither the best
mod in the world nor is it a mod that every S.T.A.L.K.E.R. gamer will enjoy. This is a heavy full package
conceptualized version of S.T.A.L.K.E.R. Call of Pripyat that touches almost every game aspect including
graphics, audio, interface, difficulty, weapons and more. It resets vanilla Call of Pripyat with a more serious
skin that makes the game worth a new more intense and authentic playthrough. MISERY is all about dread,
realism, high difficulty and expanded and varied content.

3) DIFFICULTY
Q: IM DYING ALL THE TIME. WHAT HAVE I BEEN DOING WRONG?
A: To be frank, everything. Just kidding. MISERY is an extremely demanding mod/game. If youre used to
playing video games where you constantly go in guns blazing, youd best abandon this notion altogether in
MISERY. Because MISERY will be nearly unplayable if you play it like any other game. The basic idea behind
MISERY is that the player will be forced to reflect on their choices related to play-style, equipment and preparation. We dont want to spoil things for you, since you should be learning things the hard way, but if youre in
need of some advice, here you go. Think twice before heading out; better still, think twice before doing anything. Constantly check your surroundings. Take only whats necessary, and make a few stashes all over the
game-world. Listen to what people have to say, it may save your life. Read all of the features weve described
in the image section on moddb. Follow these rules, and your odds may increase, even if a little. In MISERY,
its only survival that matters. Just bear in mind that you shouldnt bang your head against the wall: if youre
feeling like something is too hard for you, you should wait till you get better equipment.
SO, YOURE MAKING IT SOUND AS IF MISERY 2.1 IS MEANT TO BE PLAYED MORE AS AN RPG
THAN AN FPS. IS THAT RIGHT?
A: There is no correct or proper way of playing S.T.A.L.K.E.R. nor is there such a way in case of MISERY.
Youre free to choose the best manner of proceeding and its totally up to you whether you decide to do this
or that. S.T.A.L.K.E.R. is an open-world game of sorts, and MISERY does nothing to change that. What weve

changed are the incentives given to players. Since S.T.A.L.K.E.R. is not an RPG and theres no leveling, devs at
GSC went for an equipment-based challenge, which means that some areas and activities will be too hard for
you unless you gear up. MISERY builds on this premise, but takes things a bit further: equipment (whatever
its form, be it outfits, firearms or drugs) is vital for your survival and you shouldnt forget weve included tons
of things for you to take advantage of. Weve planned it so that for example boss mutants like controllers are
too hard an enemy for you if your psy-protection is poor or some areas like the Jupiter plant will be hell on
earth without you using everything at your disposal. Otherwise, youll be just banging your head against the
wall or counting on a stroke of luck to succeed, and were sure this is not fun in the dictionary of most
people. Although this might be interpreted in a wrong way, we wanted to use frustration as a tool of
progression. If something you do results in you dying constantly, its the indication that this course of
action should be left for later, i.e. until you find better equipment.
Below, you can find a general list of actions with certain requirements that will make it more easy for you to
perform them:

I.
Hunting weaker mutants impossible/hard until the player acquires shotgun/pistol with
anti-tissue ammo.

II.
Clearing light anomaly fields (radiation, electrical) impossible/hard until the player acquires
a gasmask.

III. Clearing medium anomaly fields (acid) impossible/hard until the player acquires SSP

Headgear set (screen helmet) or artifacts boosting your anomaly protection.

IV. Hunting lower-ranked humans impossible/hard until the player acquires at least light

combat armor (for example, Sunrise Suit) and a number of armor-piercing rounds

(other items such as painkillers or scopes may come in handy).

V.
Clearing heavy anomaly fields (fire) impossible/hard until the player acquires SSP suit or

SEVA suit .

VI. Hunting heavy/psi mutants impossible/hard until player acquires explosive weapons,

mines or a vast supply of anti-tissue ammo. For psy-mutants, you should equip protective

outfits and have appropriate drugs at your disposal.

VII. Hunting high-ranked NPCs/doing combat-heavy quests/going to Pripyat

impossible/hard until the player acquires heavy combat armor and high-tier customized rifle

with AP ammo.

As soon as you acquire proper gear, the once frustrating failures will turn into a fluent gameplay progression.
Granted, with enough skill youre able to do virtually anything, for example beat the game with 9x18 pistol
only, and were not saying killing a controller is impossible when the only thing youve got is your starting
gear, it will be simply extremely hard.
Dont go strolling where you dont belong, boy. If you havent personally scanned and tested the ground, if
you dont know every single crook and cranny, if you arent acquainted with that particular area, just stay off.
Before going to the Iron Forest I spent 2 months just watching, just observing. Two whole bloody months.
Thats almost half your age. And that is why Im alive and kicking today. I was patient. I mean, sure, that
poltergeist fried my back so nice that I still get these reactions on my skin whenever FM signals are amplified.
And sure, I had a controller take a look into my brain, but I survived. You know why? Ive just told you, you
worthless punk, Ive just told you I spent 2 fucking months observing, thinking, wondering. Making a solid
strategy before even thinking of doing anything. How are you going to survive in here if you have the attention span of an ADD Japanese hornet?
Q: WHY IS THE GAME SO ARTIFICIALLY DIFFICULT?
A: Theres no such thing as artificial difficulty, there are just different tastes. You may think that the mod is
broken, that the features implemented make the game less fun or that it is simply unplayable for some other
reason. Thats fine, and youre more than welcome to fix the mod so that it suits your preferences. Its a mod
after all, and if you like some things weve done, were already happy for you. Moreover, you can always use
them to make a mod of your dreams. But what youre seeing is a mod of our dreams, and as weve always
stressed its not for everyone. Its intended for hard-core gamers who fancy having to deal with danger on a
constant basis and for survivalists who want to feel alive by being always on the brink of death. And even
among them there are bound to be different opinions. Nevertheless, we are sure that MISERY can be extremely fun if you have the right attitude, and wed like you to give the mod another try after a while.

Q: YOU CALL THIS REALISM? NOTHING IN THE MOD SEEMS REALISTIC, ON THE CONTRARY
MANY OF ITS ELEMENTS MAKE NO SENSE AT ALL.
A: Well, you cant expect a game to be overly realistic because it simply would be no fun. Sure, you can argue
that some of our design decisions were not particularly good, but we feel they make sense when interpreted
in light of the game as a whole. Wed like players to behave like rational actors who take note of everything
they do and do not mindlessly barge in guns blazing. It just would be against the idea behind the mod to
make it artificially easier for people to advance in the game-world. Were positive this characteristic does
not make the mod unplayable, you just have to think harder and outside the box. And we have no qualms
about forcing the player to do so.
Q: IVE JUST KILLED A GUY THAT WAS SHOOTING AT ME, BUT HE HAD ALMOST NO AMMO IN
HIS INVENTORY. HOWS THAT POSSIBLE?
A: This is deliberate: enemies you kill have very little ammo in their inventory and their weapons are in poor
condition. You could call it unrealistic because this same enemy was just shooting at you and it didnt seem
like his ammo was running out. However, this has a certain function: it makes for increased challenge not
because enemies are bullet sponges (and they arent provided you take advantage of everything at your
disposal), but because it forces the player to plan in advance and ponder whether the action they want to
pursue is beneficial to them. Moreover, we took care to explain the idea behind it in one of the stories (and
we urge you to read/listen to them as they will provide you with plenty of useful information). You may not
agree with our reasoning, but in our opinion it makes sense if were aiming at a more challenging and exciting
experience.
When you shoot a guy, you wont find everything he had on him, theres no way in hell thats gonna happen.
The stress of the fight, the shock of killing someone, it all affects your senses. Sometimes you will find a pack
of cigs he was smoking earlier, sometimes you wont find them. Maybe he wanted to hide the pack since it
was his last, who knows. You wont get everything you think you deserve, the Zone is not about fairness after
all, so cut it out with all that nonsense right know and grow some testicles. And yeah, if the guy you just shot
drops like rock onto something or rolls down a cliff, his stuff will get mushed, broken, destroyed. So you
wont have a chance at dipping in that butter jar at all.

4) ITEMS
Q: WHY ARE THERE SO MANY ITEMS IN THE MOD?
A: Were fully aware that the number of items in the mod may seem a bit overwhelming at first. Wed like
you, however, to give us benefit of doubt for a moment and try to look at this issue from our perspective.
First of all, bear in mind that the Zone is inhabited by hundreds of stalkers, each of whom is a person with a
distinctive personality. They have their own tastes, preferences, favorite pastimes, and sometimes will go to
great lengths to make sure that their needs are satisfied: they will bribe, they will smuggle, they will contact
the underground and so on. If theyre fortunate enough, they will get their hands on the treasure they were
striving to obtain. And then it might happen that they die; their loot (e.g. Marlboros, food, some other items
like maps, kits and so on) changes hands until it finds its way to traders who sell them in turn to you (because
they have no other uses for it). Or they stash their personal belongings somewhere, and by chance or careful
searching you happen to find them. It goes without saying that such a stash will contain things that were
extremely valuable to this person. For this reason, when looting someones stash you should remember that
its not simply a stash, its rather a collection of someones memories, hopes and dreams. Secondly, almost all
of these seemingly useless items do have some uses: namely, they can be regarded as a source of profit or they
can be utilized in the repair process. As regards the second option, one could say that increasing the
effectiveness of repair by, for example, 2% per item isnt really that much, but you shouldnt forget that by
combining ten of these items you achieve an increase of as much as 20%, which is a lot. Youre free to do

whatever you want with them: you can leave them where you found them, discard them, sell them or stash
them. You really dont have to hoard them if your judgment is that the benefits they net are less significant
than their downsides (like weight). They are there, however, for you to take advantage of and werent
implemented solely on our whim.
Q: WHY ISNT MY FLASHLIGHT WORKING?
A: There are two types of light sources now. The first one, hand-held flashlight, is activated by pressing O
(by default), the same button you press when you want to take out the detector and its also activated in the
same way as detector (which means that this hand-held flashlight occupies the same inventory slot as
detector and cannot be used alongside it). It requires a free hand, so you can only use one-handed weaponry
along with it. If this limitation is not to your liking, there is the second flashlight variant: a headlamp. To use
it, you have not only to buy it, but youre also required to possess a power source (Universal Power Device
with batteries) in your inventory. If youve bought it and have working UPD, just click L (by default) and
youre done. Remember though that headlamp drains energy, so use it with moderation as batteries are quite
hard to come by. Also, FYI, the headlamp is automatically shut off if you use your flashlight.
Flashlight is a basic tool here. You cant shoot what you cant see, you cant walk where you cant see. Every
Stalker usually carries a flashlight. Its a great tiny thing, mind you, no external batteries are required for it
to work. But for more experienced or well-off Stalkers there are also headlamps that Owl has sometimes in
stock. And theyre great too, because they free up both of your hands. That comes in handy when you wanna
shoot with a two-handed weapon or have to use both of your hands for some other activity. But remember
that headlamp needs to be equipped and uses battery power from the UPD. Night vision is another expensive
story but I cant tell you shit about it. Just remember that the headlamp is automatically shut off when you are
using the handheld flashlight.
Q: HOW DO I USE SLEEPING BAGS?
A: Its actually quite simple. Just right click on sleeping bag in your inventory, choose use, and the bedroll
will be unrolled on the ground. You now have to use the sleeping bag (in the same way as you use the
beds in Skadovsk and other stations), set your clock and youre good to go. After the rest, the sleeping bag
will return to your inventory. If you change your mind and dont want to rest after all, click cancel, and
then the sleeping bag will be automatically placed in your backpack as well.

Q: WHY ARENT ENEMIES DYING WHEN I SHOOT THEM, EVEN TO THE HEAD?
A: This is because we have overhauled armor/ammo system. What it means is that the resistance of NPCs is
armor-dependent the better armor an NPC has, the higher his resistance to firearm damage. It shouldnt
thus surprise you that even after taking ten bullets to the chest your foe is still standing the damage you do
is simply absorbed by armor. However, do note that AP (armor-penetrating) rounds are specifically designed
to penetrate armor (hence the name) and youre encouraged to use them when engaging heavily-armored
human enemies who, by the way, may use AP rounds against you. It would also be a good idea to read
descriptions of certain items. In case of armors, you have ballistic protection which determines damage
resistance, and in case of ammo highest pierced armor class which will tell you whether this ammo type is
suitable against an enemy with high-tier armor. In short, study the game and take your time, youll need it
to get used to the mechanics.
Veteran Stalkers, regular Stalker, hell, almost every Zoner has adapted so well to the Zone over the years that
killing them sometimes seems outright impossible. Not that I want to shoot any of them, but hear me out.
I think that the Zone not only makes them harder on the outside, but also it has specifically worked its magic
on the inside. A civilian that came here would whine and go into a shock after being shot in the leg. A Zoner
will fix that shit up, he wont lose touch with the reality of situation and maybe even plan an escape route.
Sometimes a veteran Stalker will get shot, but the bullet will be a lucky one for him, and it will miss all major
arteries and vital organs, and it would seem like hes bulletproof. Not sure if veteran Stalkers have found the
Oasis or some any form of healing artifacts or whatnot, but that will seem really strange to you only if you
werent here for long. Ive seen a guy get shot in the head and pull through. There was one guy in Russia, Ive
forgotten his name, this giant pole was stuck into his brain, another had his head severed almost completely,
and they both survived. Outside? Its a massive stroke of luck and a miracle. Here? Here, the rules bend and
are bent. Bullets stray away, are deflected of invisible walls that later turn out to be an anomaly or a poltergeist
pulling the strings of gravity. But if you fill the head with enough bullets, nobody can survive that. Even the
Oasis wouldnt help those poor bastards. Youll find the place one day, too, Im sure, but in the meantime, put
on a metal baseball cap or something.
Q: HOW DO YOU USE THE NEW REPAIR ITEMS AND HOW DOES THE SYSTEM WORK?
A: There are two types of repair items: repair kits that are required to perform repairs, and other materials
that can be used to make the repair process more effective (supportive materials). The latter are divided
into categories based on the equipment theyre capable of repairing. Take leather boots as an example the
text after the orange dot says: usable for outfit repairs, which means they can only be used to repair outfits.
On the other hand, the kits are not only equipment-, but also condition-specific, for instance Hoppes No. 9
cleaning solvent is suited solely for weapons (COMPATIBILITY) and solely if the weapons condition is not
below 87% (not usable below condition level). Moreover, kits support only those repair materials that refer
to the same equipment class, so you cant use a handgun-specific kit with outfit-specific materials, only with
handgun-specific materials. As far as the repair process itself is concerned, after using a repair kit a following
interface will be displayed:

Lets take the image in the top-right corner. We can see here the kit were using (at the bottom), an item that
can be repaired with this kit (in the middle a heavy overcoat) and a list of materials that the kit supports
along with percentages of condition gained (at the top). We have to click on the item we want repaired and
on the item we want to use in the repair process, and then we choose Repair. Were done!
I never sell any repair items, man, I just keep them in my box. I know its good loot, Beard, Owl and Hawaiian love to buy em, but I think its better to just use em for my weapons and armor. When you sell something
to someone, you sell it cheaper than the price you can buy it for, and then when you buy repair items from
someone else, youve got to pay again, and in the end you lose a lot of money. Do shit on your own, its much
more frugal and you get to save a lot. Stalkers dont know how to save here, and whine all the time that they
dont have enough dough. What did you think when you came here, you motherfucking piece of dead rat?
The Zone taxes you. Materials are hard to come by, weapons even harder. You dont just pay for that one
shooter, but you pay for the whole infrastructure that supports the war machine that enables you to buy that
one shooter. Its a simple economy, and you should be aware that everything here is expensive as doing
everything has its risks and its costs.
Q: HOW DO MEDICAMENTS WORK?
A: Weve introduced quite a diversity of medicaments, and each one of them behaves in a slightly different
way. And while its generally advisable to visit a medic if youre suffering from radiation sickness or your
health is low, medicaments can serve a variety of purposes depending on the result you want to attain. For
example, if youre short on cash youll have to rely on medkits, but they dont heal you so much, take long to
work and theyre not applied instantly, which makes them not suited for combat situations. And then, youve
got stimpacks theyre significantly more potent when it comes to their healing properties and theyre injected, which means that they can be used almost at any time. On the other hand, they induce sleepiness which
can be counteracted by energy drinks or tobacco. So its all about balance and variety. No medicament will
cure all of your ailments read their descriptions and theyll tell you what to use and when.
9

Youve got to weigh pros and cons of all medicaments before applying them so youd better know your drugs.
Q: WHAT DOES PROFICIENCY IN CASE OF WEAPONS AND OUTFIT MEAN?
A: Basically, it means whether your class specializes in a specific equipment, and the mechanics behind it
differ for outfits and weapons: in outfits it governs your movement speed and your stamina regeneration
rate, in weapons it determines how well you handle a given firearm (or knife), i.e. aim sway and degradation
speed.
Q: WHAT CAN YOU SAY ABOUT DEGRADATION OF EQUIPMENT?
A: As a general rule, weapons degrade through use, which means that the more you fire a weapon, the worse
its condition will get, i.e. it will be more prone to be jammed. There are, however, two more ways in which
a weapon can get damaged: when an explosion detonates near it and when the weapon is directly hit by an
enemy (which makes it fall out of your hands). In both of these cases, there is high probability the weapons
condition will drop to zero. As regards the suits, they degrade when exposed to external conditions they are
supposed to protect you from, be it environmental dangers or hits from bullets. However, radiation will not
damage your suit or headgear; the only exception to this rule is a cloth mask which becomes useless after
absorbing a certain amount of radiation. It is possible to decrease degradation rate of suits and headgear
by upgrading them, wearing artifacts and other armor attachments that boost your protective capabilities
against a given type of damage, e.g. Kevlar plates will make your suit degrade slower after its hit by firearm
attacks.
Q: WHATS THE DEAL WITH VARIOUS WEAPON TYPES? YOU KNOW, WORN, CAMOUFLAGED,
ETC.
A: MISERY 2.0 includes a conceptualized version of New Ordnance mod which provides S.T.A.L.K.E.R. with
an abundance of various firearm models, but doesnt stop there. It gives almost every weapon a number of
profiles which determine not only the appearance of a weapon but also how it behaves (upgrading, weight,
jamming, etc.). So, weve got:
- worn guns that degrade faster but are cheaper to buy and maintain and do not jam so often,
- modern guns that degrade slower but are more expensive to buy and maintain and are prone to

jamming if their condition is low,
- standard guns that are basically a middle ground between worn and modern profiles, which

means that they are cheaper than modern guns but more expensive than worn; the same applies to

their other characteristics,
- customized guns that are meant to suit the needs of their owners, so nothing specific can

be said of their attributes,
- special profiles, guns that are one of a kind.
For example, your old good SIG-550 can be found in the following versions: worn, modern, standard,
customized as well as commando and sniper (and the last two types so called special profiles constitute
basically a new gun altogether). Rule of thumb is that the more modern the shooter is, the more upgrades
it is possible to install.
The better your shooter, the more modern and clean it is, the more you can upgrade it. Although worn or
old weapons are usually initially cheaper, its worth to invest in a better profile, instead of being greedy and
buying a cheaper older version. Upgrades can really change your life and they increase your life expectancy
too. If it wasnt for the full auto mode on my shotgun, I wouldnt be telling you this. Id probably be some
Zombie, drooling all over myself, and shooting anything that has brains I can eat. Damn, Im very happy that
I managed to get out of that shit bucket. This place is not much of an improvement, but I like the company
much better.

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5) MECHANICS
Q: WHY IS THE ACTOR NOT ENTERING THE ZONE EQUIPPED LIKE A MODERN USS OPERATIVE?
A: Hmm, lets get this right. So, youre basically asking why a secret agent engaged in covert operation based
in a secluded area which almost no one can enter and tasked with finding out why another covert
operation ended in failure wants to mix with the crowd? No idea. Ok, to be more serious. You have to ask
yourself a question: what equipment should Degtyarev have provided that his mission is strictly confidential
and requires him to blend in the crowd? We feel that no one would find it sensible to arm him with the
newest technological advances for the simple reason that he would be immediately compromised and his
mission automatically impossible to complete. Thats why we thought that in order for him to remain
incognito it was necessary to make him appear as much stalker-like as possible: and equipment comprising
only common weaponry, average suit and some necessary items meets this need perfectly and just makes
more sense from the perspective of the mission.
Q: WHAT IS THE BLACK ROAD?
A: Black Road is a special mode determining your starting location as well as starting equipment. Namely,
you begin the game with only a flashlight and a knife. Yeah, youve read it right: no armor, no gun, no money.
So be prepared for some serious ass-beating.
Q: HOW DO YOU COOK MEAT?
A: As of patch 2.1 we have a fully working cooking feature. In order to cook your own meat you will need
three things. First is a stove, i.e. heater in which cooking will take place. We have two stoves: Multi-fuel
stove and Hexagon wood stove. Second, there is fuel, and each stove will require different fuel to work.
Multi-fuel stove can use Jerrycan, Gas balloon and Kerosene, whereas hexagon wood stove Chacoal
only. Third, youre gonna need some meat that you harvested from mutants. When thats settled you use a
stove in the same manner you use a repair kit. The rest should be obvious as long as youve read our
explanation of mechanics behind repair system.

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Q: SO, YOU HAVE REAL ARTIFACT CONTAINERS NOW. HOW DO THEY WORK?
A: There are three attachable artifact containers in the mod, and theyre graded based on their radiation
filtering potency, with Improvised Application Module (IAM) being the weakest, Artifact Application
Container (AAC) offering the best price/effectiveness ratio, and Artifact Application Module (AAM)
providing the only safe means of using the most powerful artifacts. The function of artifact containers is to
absorb a certain amount of radiation. Weve made it so that the weakest container will absorb exactly the
amount of radiation emitted by weakest artifacts, e.g. IAM will counter Stone Blood, but it wont be as effective in case of more potent artifacts like Soul, in which case youll receive the amount of radiation that
remains after deducting radiation-filtering properties of IAM. Moreover, we have one unattachable artifact
container: lead-lined metal container (LLMC). It is used solely for transportation of artifacts, and while it
stops all radiation from leaking it cannot be attached to the belt, which means that you will not receive any
potential benefits from wearing an artifact (this applies to its drawback as well).
In order to enjoy wearing artifacts without receiving lethal doses of radiation, you have to for obvious
reasons have a container and an artifact in your possession. Right click on a container, choose Use and
user interface will pop up allowing you to select a container and an artifact from available options (as was
the case with repair system). Removing artifacts in a bit more complicated as it requires an additional tool,
i.e. artifact handling tool, however the mechanism remains roughly the same. Right click on the tool, choose
Use and then youll see a list of containers with artifacts inside, click on the container you want to empty
and youre good to go.
Q: WHAT IS A QUICK RELEASE SYSTEM?
A: Quick release system (QRS) will save you when youre in a pinch and unable to run for prolonged period
of time if youre overburdened. Basically its a device that temporarily removes the straps of your backpack
along with its contents allowing you to get out of harms way. Its thus especially useful when youre coming
back to the base after a successful mission or when your inventory is full. To use it, you have to set it a hotkey
item and click an appropriate button in emergency situations to activate the release that instantly drops your
backpack (and everything inside it) to the ground. Your equipped weapon(s), ammunition, armour and armour attachments as well as UPD remain equipped, so you are ready to fight. You can retrieve your backpack
afterwards since its marked on the map thanks to a GPS device.
Have you heard about that quick release system? That thing saved my ass when I ran into a massive herd of
boars and fleshes. I took some very, very nice loot from what looked like a Duty graveyard. There were
literally dozens of bodies along with all their equipment, guns, artifacts, I couldnt believe my eyes. I actually
had to leave some artifacts behind, and I never do that, ever. But I was packed to the gills, and felt like a mule
right before his back snapped. So its time to cash it in, I thought. While I was slowly walking towards the
base, I was mumbling to myself: not now, please not now, just not today, please, and then the low pitched
roar of a boar cut my prayers in half. I started running away from the sound, but this air is not good enough
for that. It was like made of 95% nitrogen, and each time I breathed in, I choked. So I had to make a decision,
I had to leave the loot. When that backpack slammed to the ground like a fucking meteor, I sprang forward
like a gazelle with grace and whatnot, the air had oxygen in it once again. Later I came back to the stash, some
artifacts were missing, but there was also some blood and a nice chunk of what looked like human flesh near
it. Someone tried to take a swipe at the backpack, but was probably hunted down by those boars. Maybe they
were guarding it while I was gone. I have newfound respect for boars. Havent eaten boar meat since.
Q: WHY IS THERE NO MANUAL MAGAZINE SYSTEM?
A: Micromanagement of ammunition and magazines like many other actions is processed off-screen in
S.T.A.L.K.E.R. MISERY already expands the aspect of equipment management by introducing unique
features such as many new tradable items, armour attachments and artifact containers. If we were to
implement an intricate system of manual magazines (like the one found in Zone of Alienation mod for SoC),
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we think this would entail breaking the balance of realism and a good gameflow by forcing the player to focus
on time-consuming and tedious actions like magazine management.
Q: WHY IS THERE NO MINIMAP IN VERSION 2.0?
A: In short, for immersion purposes. MISERY is intended for highly experienced S.T.A.L.K.E.R. players who
know the maps quite well or for players that find artificial (see above) difficulty fun. We want our players
to pay close attention to surroundings, and by disabling the minimap the players focus shifts from the HUD
(which, as you can see, is as minimal as it gets) to the whole screen. Apart from the fact that its good for your
brain cells, it allows us to create the atmosphere of danger in which the player never feels safe.
Q: WHY DO LONERS SHOOT ME WHEN IM CLOSE TO THEM?
A: Neutrals and friendlies in MISERY (as well as in real life) basically dont like it when you point a gun at
them. The fact that they attacked you means that you must have been running with your weapon out and
accidentally turned in the direction of an NPC. So if you dont fancy such situations, always have your
shooter holstered when near friendlies or neutrals.
Who wants a shooter in their mouth? Not Stalkers, not bandits, not even your best friends. It is disrespectful and just plain annoying. Id smack anyone who comes up to me with his shooter towards me, even if Im
selling him something. The trigger finger is a gentle thing, not to be trifled with. Sometimes the gun can
shoot for seemingly no fucking reason, and what do you think would happen if it was my face in front of that
shooter? You so eager to find out? Im not, and Ill beat the ass of anyone who points the gun at me. Treat
people with respect, and you wont get hurt. Well, bandits aint people, so in their case its a roll of the dice.
Maybe theyll shoot you, maybe they wont, but you shouldnt feel too safe near em.
Q: WHY DOES IT COST LESS TO ACTUALLY BUY A BRAND-NEW GUN THAN TO REPAIR A HIGHLY DAMAGED ONE?
A: To explain it we have to present our basic idea for the world in the game. Our plan was to create an
original economy of the Zone, one which is at the same time inseparable and separate from the economy of
neighboring areas where a wide-spread recession is raging. As is implied in the game and in the mod,
relations with the outside world are limited, so importing smuggling any goods is quite problematic due
to the existence of cordons around the Zone. Repair requires as is usually the case in the real world spare
parts, and spare parts dont grow on trees nor do they appear out of thin air. They are obtained only by buying
spare guns or by barter.

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Guns, as you all know, comprise a variety of elements, and one gun can potentially be used to repair a lot of
guns before it becomes scrap. That way, by buying one gun for spare parts and using it as repair material for a
number of smaller repairs, the technician will be able to profit in the long run. And if you want to have a
firearm whose condition is below 50% repaired, the technician will be forced to use almost the entirety of
spare materials to perform this one specific repair. Thats why technicians are unwilling to repair highly
damaged items. Add to this the workload required to restore an item to a top-notch condition, and youll
get why technicians want you to pay such high amounts of money. In other words, to balance the potential
loss they impose so high a cost. From the viewpoint of economy, its a win-win situation. For this reason, the
player is encouraged to get rid of worn guns and buy a new one, or make use of repair kits and materials to
perform the repair themselves.
No one has as much free time as you do, and Cardan is no exception. Dont assume hes just waiting for you
to get your ass to his workshop and shove your sticky, shitty, wasted shooter on his desk. No, no, hell no.
Hes got his own shit to worry about apart from fixing all the weapons of the world. Sometimes its just more
worthwhile to fix the shit yourself. Clean the gun once in a while, lubricate it. Get a repair kit and use it
when you really need it. But dont forget the eroding and destructive power of the Zone that will devour your
soul as much as it will devour machinery. Cars dont last here, nor do helicopters or sophisticated machines.
Keep it simple, keep it clean, keep it going, and you might see another day.
Q: WHATS THE MATTER WITH ANOMALIES?
A: Anomalies have been subject to extensive changes, and artifact hunting is now gear-dependent. This
means that your survival in the proximity of anomalies is linked with the quality of suit youre wearing,
artifacts you have on the belt and drugs youve taken. You wont live a second if youre not prepared. Were
aware that weve diverged substantially from vanilla anomaly minigame in which you were throwing bolts
in order to locate and avoid mines or areas of increased anomaly activity. Granted, aura (anomaly field)
emitted by anomalies was strong enough to kill you after a while if you arrived unprepared, but even taking it
into account artifact hunting didnt pose much of a challenge. And now its a different type of thing.
Anomalies in MISERY, be it fire, toxic or psy, possess so strong an aura that youll be fried in a matter of
seconds if youre not equipped properly. You cant just go artifact hunting, you have to think beforehand,
prepare yourself and be efficient about it. And thats exactly the attitude we cherish.

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Q: THE SCREEN IS SUDDENLY GOING BLUE AND IM HEARING THIS WEIRD SOUND BEFORE IM
DEAD. WHATS GOING ON?
A: Its the mutants. The situation is similar to the one described above: mutants possess deadly auras or
psy-fields, so you should tread with caution when you see or hear any psy mutant (psy-dog, controller,
poltergeist). Its best you prepare yourself, equip psy-resistant equipment, and you can also take some
drugs to decrease the damage of mutant auras. And above all be vigilant.
Q: HOW DOES STAMINA WORK?
A: Stamina is one of the things that weve really thought over, but we can understand that it might seem a bit
disorienting at first. This is because stamina in MISERY 2.0 is not only class-oriented, but also its
mechanics have been substantially tweaked. As far as classes are concerned, assaulter has the lowest base
stamina, so hell be able to run only at short distances, but his strength allows him to carry most items, which
means that his stamina regeneration will be least influenced by his carry weight out of all classes. Recon class
is the direct opposite of assaulter: he has the greatest amount of stamina, but hell lose it the faster the more
his backpack weighs. Sniper should be considered a perfect middle class as regards stamina, but with a little
extra: one of his perks lets him regenerate stamina when hes jogging (default speed), so in theory hes capable
of crossing the entire map without stopping.
Ok, then, lets talk mechanics. Weve divided stamina regeneration into four categories.
First is eating: you gotta fill your belly, and basically for running youll need calories that you get from food.
Second, theres equipment and the aforementioned carry weight. Its governed by a simple principle: the more
you carry the worse your stamina regeneration is. We feel the first two factors are quite self-explanatory, but
the real challenge begins with the third one, which is drugs and other supplements. And the player should by
all means use them since theyre the cheapest and most effective way of boosting your running capabilities.
You should, however, take note of their side-effects and be prepared to take some punishment when the
positive effects of drugs subside.
In other words, if you want to maximize the benefits, you have to think
forward and choose only items that are necessary in a given situation. Do remember though that due to
engine limitations we werent able to make drug effects stackable, which means that the substance you
consume last will be the only substance that influences your stamina regeneration (or anything else for that
matter). Thats why you should use only one substance at a time. Fourthly and lastly, we have artifacts. Unlike
drugs, their effect is stackable and youre able to carry two or even more stamina-boosting artifacts, thanks to
which youll be able to run at almost infinitely long distances. This property comes at a price as artifacts are
highly radioactive, and shouldnt be overused if you dont have means of protection like artifact containers.

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Q: COULD YOU EXPLAIN STEALTH MECHANICS?


A: We really wanted to provide the players with the opportunity to sneak and to stealth-kill enemies,
and we think weve succeeded to some degree. X-Ray Engine isnt exactly stealth-friendly, so you cant
expect miracles though. The problems stem from the fact that AI not only had to be made more challenging
to make enemies tougher which also means that they can spot you from a very long distance but also every
time you load the game the AI re-enters the game and thus does not remember the actions it previously
performed (for this reason, it is extremely probable that you will be immediately spotted if you load your
game after unsuccessful sneak attempt). Given these limitations, we fell weve done quite a good job.
So, flattery aside, lets get to the mechanics. Like in all other games, in order to sneak you have to crouch
and emit as little noise as possible. For this reason, it is advisable to use silenced weapons, pistols preferably,
or knives. Recon should be considered a perfect assassin thanks to his knife-related perk that allows his
knife attacks to bypass armor. It would also be a good idea to hide in the shadows and turn off your flashlight
as the light makes it easier for enemies to spot you. Unfortunately, stealth doesnt work against mutants
because they rely not only on sight but also on their sense of smell to locate potential prey. Or so it seems.
Q: WHY DID YOU MAKE HUNTING AND ARTIFACT GATHERING NOT SO PROFITABLE? WHAT
INCENTIVE DOES THE PLAYER HAVE TO GO SEARCHING FOR ARTIFACTS OR SLAYING MUTANTS?
A: This shouldnt be generalized because its simply not true that hunting mutants or artifacts is never
profitable. However, weve made it so that these activities are not always profitable, and for this reason you
should think whether what you do will pay off in the long run. For example, fleshes are quite durable and in
order to kill them youll have to use some ammo, and ammo is expensive.
On the other hand, after you kill a flesh, you can extract its eyes, cut off its meat and remove its skin with the
aim of selling them. And wed like to player to ask themselves: can I profit from this activity? Does the cost
outweigh the benefits? If the answer is no, we encourage the player to refrain from killing everything in sight.
Of course, we arent forcing anyone to do anything: if you fancy killing mutants just for the heck of it, youre
more than welcome to keep doing so. We just dont provide a financial incentive for pursuing this specific
activity. The same logic applies to artifacts.

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No easy money here. Fools come here, think theyd get fat rich with a few artifacts and after a few hunting
sessions. Thats bullshit, my friend. Youll be lucky to survive. Not to say there is no way to make money, but
you have to use everything mother nature provided you with: your intelligence, reflexes, spirit, everything
youve got, synced to perfection, to be able to get a tiny piece of the cake. Not many of us return to the Great
Land, they either die, or get stuck in this hellish cycle: get drunk, cure your hangover with mushroom tea,
look for some artifacts or hunt some mutants to get the cycle going, and so the cycle begins anew.
And you cant just decide to leave, going back costs money too. Everythings got a price on it, and either you
buy it with cold cash, monster hides, weapons, favors or using your own fucking skin. As you can see,
nothing is easy here, and this place is certainly not for everybody. It sure has its own way of showing this.
Q: HOW CAN I MAKE AN NPC SURRENDER AND WHAT BENEFITS DOES IT NET ME?
A: Some enemies will surrender to you and give you stash coordinates or other useful information you can
take advantage of. When engaging in a combat with an NPC you have to make sure not to kill him if you
want him to surrender to you. The safest way would be to shoot the legs and the torso as shots to the head
are more likely to cause death. If NPCs health pool falls below certain point, there is some probability your
adversary will cease all hostile activities towards you (otherwise hell keep fighting until the end or run away).
Hell get on his knees or lie on the ground, which enables you to talk to him and demand some sort of
compensation for keeping him alive. After this transaction is done, there are many outcomes of this
situation so you shouldnt drop your guard even for a moment.

6) TECHNICAL ISSUES
Q: WHAT ARE THE SYSTEM REQUIREMENTS OF MISERY?
A: Unfortunately, high. MISERY was designed with high-end computers in mind, thanks to which it boasts
quality textures, new shaders, and other graphical improvements like unique version of Atmosfear 3.
Recommended specs are as follows:
INTEL i5 processor or similar
4 GB RAM
64-bit OS
Q: MY RIG IS NOT THIS POWERFUL. WILL I STILL BE ABLE TO PLAY MISERY?
A: This question is tricky due to the fact the X-Ray engine which powers S.T.A.L.K.E.R. games and hence
MISERY is unpredictable and fussy. But fret not, you should be able to launch the game by following these
steps:
1. Install Stiivaiss optimized textures or our texture pack (both in the Useful links section) which should
lower technical requirements a bit,
2. Lower your graphical settings, especially antialiasing, shadows, sun rays and dynamic lightning.
3. Lower switch distance of AI (choose at installation or go to alife.ltx in gamedata\configs and lower it to 150
for example).
However, we cannot guarantee that the game will be even remotely playable. In short, the answer could be
summed up as follows: we dont know whether MISERY will run on your computer but it wont hurt to give it
a shot.
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Q: HOW DO I INSTALL MISERY?


A: You have to, of course, download the mod first. There are two versions available: one for those who have
already installed Misery 2.0, and one standalone version. In the first case, go to your Call of Pripyat gamedata
folder and delete two folders: configs and scripts. Then, copy the contents of Misery 2.1 patch over your
current gamedata folder, overwrite all files and start a new game. In the second case, make sure that the game
on your hard-drive is clean, i.e. no files have been tweaked or changed otherwise. Then, after downloading
MISERY 2.1 standalone mod version, click twice on the zip file, unpack it, click on the executive and follow
the instructions. Youll be asked to choose your language (currently English, Polish and Russian language
versions are supported) field of view (FOV) and switch distance, and the rest is pretty straightforward. You
should be fine as long as youre careful.
Q: WHAT IS FOV?
A: FOV stands for field of view and refers to the extent of the game world youre able to see.
For quick reference, weve prepared a list of FOVs recommended for some monitor formats:
83 or 85 is recommended for 16:9 monitor formats.
75 or below is recommended for 4:3 monitor formats.
90 is unrecommended as some weapon animations arent compatible with it (not a bug).
Q: WHAT IS A SWITCH DISTANCE?
A: Switch distance is a distance at which artificial intelligence in the game enters its on-line mode, which
means that it will behave taking into account the presence of the player. When the player is outside the range
of AI (beyond switch distance), off-line mode is initiated and the world will move irrespective of the player.
What this means is that off-line does not use your computer resources in such an extent as on-line because
behavior of AI in off-line is extremely simple: it acts purely as code and doesnt require any sounds,
animations or advanced scripts. On the other hand, when the player enters AI switch distance, it will use
all resources available and necessary, meaning sounds, animations, etc. For this reason, owners of weaker
systems should choose lower switch distance, bearing in mind, however, that this will also make the game
easier (AI wont be able to spot you from farther away).
Q: MY GAME KEEPS CRASHING WHEN I PUT X (WHEREAS X IS AN ITEM) IN A QUICK USE SLOT.
A: Yes, were perfectly aware of that, and its a question of the engine. Simply put, X-ray is hard-coded to
allow only items that occupy one inventory slot (1:1 items) in quick use slots. All other items, like weapons
(which are always larger than 1:1), cooking equipment, suits, etc. will make the game crash.
The only solution is not to insert such items to quick use slots.

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Q: I HAVE COME ACROSS SOME OTHER TECHNICAL PROBLEMS THAT ARE THE RESULT OF
ENGINE NOT WORKING PROPERLY AND WHICH ARE THUS IRREPARABLE. WHAT CAN I DO
TO BATTLE THEM?
A: There are some things you might do, but we cannot guarantee that they will take care of this issue.
These are:
1. Go to a different map for some time.
2. Go to sleep.
3. Approach a quest from a different angle (when the bug is quest-related).
4. Lower a-life switch distance.
Q: THE DOOR TO THE WORKSHOP UNDER THE IRON FOREST SEEM TO BE OPEN PRIOR TO
THE RESPECTIVE QUEST ASSOCIATED WITH THE GAUSS GUN. AM I ALLOWED TO ENTER OR
SHOULD I RATHER REFRAIN FROM DOING SO?
A: This is a well-known vanilla glitch. You should under no circumstances enter this place, let alone take any
documents as doing so may make the main quest unplayable (it simply will not spawn). For more information, check this page:
http://stalker.wikia.com/wiki/Gauss_gun#Bugs:
Q: I HAVE CRASHES ANY HELP?
A: We are aware MISERY is not without its problems, and were going to great lengths to make sure every one
of them gets remedied. However, you can make this process much simpler for us. This will benefit you as well
because the faster we identify whats wrong, the faster well get it fixed and the faster youll be able to enjoy
being Miserified. So, if you really want to help us out, follow the guide given below:

1. Find a crash log. If you are using the retail version on Win XP or Win 7 you will find it here:

C:\Users\Public\Documents\S.T.A.L.K.E.R. Call of Pripyat\logs

2. Search for FATAL ERROR phrase.

3. Copy/paste the part below this phrase and send it to us along with an explanation of how/when the
crash happened. Uploading your save would be a life-saver. You can send it all here:
http://www.moddb.com/groups/MISERY-development-team or through the contact menu on our page
(http://www.MISERYmod.com/?page_id=74), or in our moddb forum in the bugs thread right here:
http://www.moddb.com/mods/stalker-MISERY/forum/thread/bugs
Bear in mind though that X-RAY Engine is quite known for hiccups and other various problems. It may
happen that your crash is not our fault, but rather the engines. If your game crashed randomly or youre
getting out of memory crashes, its the indication that the game cant cope with your settings, and thats
why we encourage you to lower them. This way youll not only be able to play sooner, but also we wont be
chasing ghosts and well be able to deal with matters that require immediate attention. In other words,
send us messages only if your crash is recurring.
Q: I HAVE MODDED THE MOD, AND IM HAVING PROBLEMS. CARE TO HELP?
A: MISERY, as you all know, is a mod, in other words a modification created by gamers for gamers.
The basic need for mods stems from the fact that certain features in the vanilla games come as
unsatisfactory, so modders strive to change them to make the game suit their preferences to a higher degree.
And you dont only mod a game, you can also mod a mod. And you most certainly can mod MISERY. We
are aware that some of the additions weve made are not to everyones taste, and youre more than welcome to
modify or even delete them. However, we cant stress this enough, we are not responsible for any crashes you
19

get from the game modified in this manner. If youve installed any unofficial add-ons or patches, report your
problem to their author(s). If youve tweaked the files yourself, ask yourself what you might have done wrong.
For this reason, if you have modified anything, dont send us crash logs. Save yourself and us, by the way
some time.
Q: CAN I PLAY MULTIPLAYER WITH YOUR MOD?
A: No, unfortunately you cant. Mods in S.T.A.L.K.E.R. dont usually work in multiplayer.
Q: IS MISERY 2.0 COMPATIBLE WITH STEAM VERSION?
A: Yeah, sure. You just have to pay attention to installation process, and youll be fine.
Q: THE GAMES STUTTERING LIKE HELL. WHYS THAT?
A: The game cant cope with whats going on in the scripts and with the textures and the like. To battle this
issue, you can install optimized texture packs (see above), lower your game settings, shut down programs
working in the background and only use hard saves instead of quick saves. Not much can be done about it
aside from that, and we apologize for any inconvenience.
Have you noticed that the Zone just freezes sometimes? It stutters, and everything else stops for microseconds. We call this the Stutter. Some say its an echo from the first Chernobyl explosion, coming back to
remind us of the horror. Some say it is neurological, and our brains, under the influence of the Zone, have
problems processing sensual information. And the latter has been proposed by those scientists in the bunker.
Theyve studied the phenomenon and are still baffled by some aspects of it. I have a theory that the stutters
are actually microemissions, happening so fast that they cant hurt anyone, but are annoying as hell, especially
in the middle of a fight. If some genius Stalker comes up with a way to negate that effect for himself, hell have
a massive advantage over the rest of us. Alas, such Stalker has not yet appeared, and the Stutter always keeps
us company. I really hope the Stutter doesnt cause any neurological damage, I dont want to leave this place
retarded or something.

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Q: ARE YOU PLANNING TO KEEP UPDATING MISERY, FOR EXAMPLE BY INTRODUCING NEW
FEATURES OR EXTENDING THE STORYLINE?
A: We would really like to and were sure were more than capable, however its not that easy, unfortunately.
We have plenty of real-life obligations and working on a project on a scale comparable to MISERY is
extremely time-consuming. Were not saying no, were just not certain whether our schedules will allow
us to work for free and in leisure time on MISERY in the future. So, time will tell. However, you may rest
assured that were going to update the mod by fixing crashes, bugs and other annoyances.

7) USEFUL LINKS
1. Slubg0bs guide to MISERY
2. Yastis Gameplay Tweak Compendium
3. Stiivais misc adjustments
4. Phoeinxs Artefacts Mod
5. Yaaargles Scope replacement mod
6. Vancer2s All Weapons upgrades
(important note:
some of the fixes in the links above may be redundant and outdated, relating to older versions of MISERY)
OTHER USEFUL TIPS:
1. Loner85s tips
2. Doc Steves tips
3. Kazmekas tips
4. Chris0132s tips
5. General tips & tricks thread

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