For some reason the game refuses to let me finish the mission to destroy the duty squad. I went to freedom and got all the guys together, and everything when fine with all the Duty guys seemingly killed except for the leader who was wounded. All the freedom guys just stood around the wounder dutyer with their guns put away and did nothing. Since I was trying to avoid killing any duty troops directly I saved there and loaded it so they would kill him. However when all the duty were dead every one of the freedom troops wandered off into a random direction and it still said my task was to kill the duty squad with the map highlighted and everthing.
After leaving the map and returning I found Max [the leader guy with the SVU] dead, right in the middle of an electrical anomally.
Here's the odd part, after a while of screwing around in the warehouses I notice the circle over the duty camp was highlighted once again so I headed back there and there was ANOTHER DUTY SQUAD! Only this time the leader was just a guy in that duty version of the SEVA and all the rest were regular soldiers.
What is up with that? Is it a glitch and can I fix it?
Fack, Fack you, Fack that
20th April 2007
why dont u jus kill that dutyer in the first place.... it dosent pay to leave a backstabber alive. trust me! in the world of STALKER there is no such thing as "friends to all factions" u can only trust 1 faction....(dramatically speaking)
I DID kill the dutyers, I killed two squads of them, and my pda still tells me DESTROY THE DUTY SQUAD I can't get past that objective. After the first few guys I just said "screw it" and started throwing frag grenades and hot lead, duty in the bar is still neutral towards me.
I have had both duty and freedom green towards me on the last game I played, unfortunately I had to start a new one because my computer decided to nuclear asplode.
Fack, Fack you, Fack that
20th April 2007
restart and finish the JOB properly :) check ur contacts to make sure no Dutyers are around when the freedomers pillage that "farm" (with totally no crops or scarred land of radiation) if all else fails go by the saying..... "If you can't beat them, Join 'em" kill freedom instead :P
I can't really do that if the only save I have is after, w/e I'll try anyway even though all the freedomers that get together to "pillage the farm" are no where to be found.
i r teh secks
8th May 2007
if you want to kill the Dutyers without them getting angry at you. download the Carry Mod by SAVE it allows you to carry explosives, just drop em at the feet of the "Enemy" and shoot it, because the explosives are counted as objects in the world they duty'ers wont go crazy and you can kill them as you please (with the explosives) also, you may wanna do the quest for those guys so they die IN the freedom camp which your sposed to help them with and see if that works. Anyway lemme know if that works
1st January 2005
Man out of all the STALKER posts I've read this doesn't make much sense, no offense, just struggling to understand it. First you say you're trying to avoid killing any Duty guys directly, then you say you went ahead and tried killing them all. What are you prioritizing, staying neutral to Duty or completing the mission? What gets me most is you expect taking on such a mission to net you neutrality with Duty in the first place. The best I've hoped for on the opposite end of the faction spectrum is shooting one of the Freedom snipers well away from the view of other Freedomers and outside their base, then letting Duty go in and raid them after talking to Skull but NOT accepting the mission to raid them. In other words, the game's buggy enough and nonsensical as it is with your being able to kill a Freedom sniper from outside their base without their detection, yet an alarm goes off if you knife one of their guys in a Freedom barracks well out of sight and sound of any of them. I only tried the sniper shooting neutrality trick because I'd read about it and considered it to be a game glitch. Though the sniper trick does work consistently, I have had one experience where I left Freedom base after tagging along with Duty sans shooting, pilfering dropped weapons, and leaving in peace, only to come back from Bar and suddenly get attacked without provocation by same Freedom guys when I tried to pick up more loot. The game's just plain strange and unpredictable, make lots of manual saves whenever you want to make a potentially game changing decision. I'm saying you should just accept that faction opposing missions will likely get you in a bad rep with the faction being attacked if you participate in them even if only agreeing to it. I'm also saying they either couldn't make up their mind how to make the AI in some respects and/or the randomness of A-Life besides being a "different experience each time" also comes wth some major tradeoffs.
6th April 2007
I am encountering a similar issue with the same quest... If it makes you feel any better there are a small number of quests that will be irritatingly 'not completed' due to the same type of glitch-- most commonly because the person that you are required to report back to is dead. I am currently sitting on two from the freedom faction like that because not only is Max dead (he died in the first raid on the Duty squad) but also the quest to defend the Monolith border will not complete because the leader of that unit (I forget his name) also died in the actual skirmishing and now even though all of the surviving original members of the Freedom border guard are marked as "Friend" on my GPS map none of them will actually talk to me and it actually leaves a map marker to return to the spot where the (now dead) captain once stood. When I actually approach the spot however the icon disappears and nothing happens... I leave and the icon returns again. I just decided to let it be and march towards Priyapat without waiting for some Freedom guerillas giving me the "all-clear".
The reason why I attempted to work with the Freedom units at all (I actually began a new game entirely from the beginning just to do this) was to see if it was indeed possible to complete quests for both Duty and Freedom simultaneously and not make enemies out of either of them in the process. It IS possible, and highly profitable as well, but then you get to see all sorts of little story/mission bugs that can get a little odd. I would chalk it up to the plight of being a double-agent and being surrounded by misinformation... I felt that it should be possible to work for the Freedom faction and still be considered neutral with regards to being able to enter the warehouses (and the 100rads, where I keep my primary cache of extra goods) without having to fight through Duty cordons at every turn, and felt that it would also be profitable to work for the Duty general and still be able to pass through the Monolith border without having to fight my way past the heavily armed Freedom units there... Once again, this is possible but has a few irritating inconsistencies involved. BTW, I fully appreciate the mods that have been compiled to make some elements of the game more 'well-rounded', and particularly the ones that make the AI more or less limited to the same visibility/identification standards as the player is (along with having the nights become REALLY dark and realistic), but they serve to compensate for problems that are really part of the original package and do not really solve the problems... merely modify or exploit them. With this in mind, the experiences related here and elsewhere by me concerning game issues are considered only using the current official build (as of now the English ver. 126.96.36.199).
Back to the original post... (sorry for going on a tangent, AntiPirate)
In this particular mission, I chose to adopt a moderate and somewhat independent approach. I believe that my overall motive is similar as your own -- being that there is really no interest in opening fire on either faction directly considering that from that point on EVERY faction member will seem to react as your insatiable enemy whether you were even seen at all. Accidental misidentification of your opponent is apparently no excuse either. Anyhow...
Going on the basic pretense that the Duty General (Vorkonin?) specifically mention Skull's band as operating directly against orders, and as such will not be stopped but should not be joined or collaborated with. I believe it was described as something like a "suicide mission" actually... I interpreted this as meaning that the squad led by Skull is considered renegade and will not receive assistance from other Dutyers. In other words, free game as long as the job is thorough and complete. I agreed to trying to obtain the Bulldog-6 grenade launcher from the Freedom group, or at least to infiltrate in order to obtain the information as to its whereabouts as this in itself didn't seem too hazardous. I already knew that they had one in their armory and couldn't be gotten without a fight, but there did exist the possibility of previously unrevealed alternate courses of action, right? Imagine my surprise in learning from the addle-pated Freedom chef that there was indeed a second Bulldog-6 that had been lost somewhere in the desolate, bloodsucker infested village across the valley! At this point I decided to actually go ahead and inform Lukash of the impending raid being organized by Skull (simply doing my duty as a concerned anti-citizen of the Zone) and had no intention of actually becoming part of the actual preemptive counterattack. As it were, the Freedom faction tends to 'shanghai' its new recruits by simply involving them in raids without any real consent and thereby making them de-facto Freedom members through association and conspiracy. Hmm. So there was left with no real option but to run out of the Freedom base along with Max and his squad, presumeably as part of the counter-raid. After leaving the perimeter gate and climbing the ridge with the raiders, I veered sharply to the right and crossed the low road opposite the farmhouse to obtain a better vantage-point from which to observe what transpired. I had absolutely no interest in being associated with the imminent battle but was critically aware of two distinct factors that could result in future spoils in the immediate future:
A) The Freedom faction in all likelihood just sent out some of its best (or least drunk) warriors to engage the Dutyers, and this meant that the compund proper was just that much less well-protected for some short time. B) Regardless of what the outcome of the battle might be, there should be a considerable wealth of scavenging loot to be extracted from the fallen, specifically a supply of silenced ammunition for my Vintar assault rifle which can otherwise only be obtained from a few select locations. C) This situation will not necessarily ingratiate either faction towards me, but will not earn me any new enemies, either.
As it befell, the battle was short and sweet. Score: Duty 1, Freedom 0.
The Freedom members had all fallen, many of them before actually even reaching the outer fence of the abandoned farm and the rest in what seemed to be a vicious firefight inside of the northernomst yard between the barn and the house proper. I was able to pry the SVS rifle from Max's cold, dead fingers. Only two Dutyers had fallen, and both were near the northern end of the yard. It just so happened however that one of the fallen Dutyers was in fact Skull himself, and so I helped myself to his assault rifle. ;) Just to cover my own ass I cautiously approached the southern barn where the Duty survivors had encamped... Had to see if my presence would be seen as an invader or merely a scavenger. They seemed to take virtually no notice of me although they would not respond to me when approached. Skull seems to have been replaced by some second-in-command who is identifiable by his smooth SEVA type mask and will posture himself near the open entrance and generally look intimidating. Unlike Skull however he does not wish to either communicate with me nor tries to recruit me to take out that Freedom sniper in the nearby watchtower. He is noticed occasionally muttering "I'm gonna get you, bastard" periodically while observing the sniper's watchpost through binoculars...
(Note: At this point my "tasks active" list still includes a 'destroy the Duty outpost' listing...incomplete...even though I had never actually agreed to the task.)
Feeling satisfied with my current position towards the Duty members, I saved the game here under a seperate title and then continued to retrieve the Bulldog-6 from the abandoned village (another story entirely) and then to fully confirm that I was still in good shape with the Duty faction actually returned it to General Vorkonin, received a very substantial reward, and walked out of there with a tip of the hat to his immediate bodyguard. (Save game again).
Feeling then need to determine exactly where I currently stood with the Freedom faction after the farmhouse massacre, I then returned to the reoccupied army bases. I figured if the gate guard (one of which actually has a price on his head as a recently defected Duty officer with detailed knowledge of the Priyapat layout, whom the Duty supply officer feels should be liquidated before he leaks info to his new bosses) let me pass unmolested then I am still in good shape. This was the case and so I returned to Lukash to see where his Jah-love was currently directed... Upon first opening conversation with him he still says "I thought I told you to go talk with Max," even though Max is now two-days dead and I have his rifle hanging off of my rucksack. I'd bring him an ear and his dogtags as well if I thought it would convince him, but the option is not available at this point. With this as my status, I carefully leave the Freedom base, return to the dilapidated and Duty controlled farmhouse, sit by the fire in the company of five taciturn Duty veterans and once again save the game before waiting out the night in the interest of observing the movements of this crew first-hand...
...(during the night apparently the Freedom faction had been organizing another raid, as I witnessed a good half-dozen camoflaged guerillas quietly spread out in select locations completely surrounding the farmhouse and position themselves for an ambuscade. "This is gonna hurt," I though to myself. My 'tasks active' still suggested that I needed to participate in the current situation)...
By morning nothing had actively happened and so I snuck out of the farmhouse to reconnoitre the situation. There were still hidden Freedom units tensely peering through their scopes towards the farm area, and I began to wonder if they were waiting for me to make the first move... as some initiation or article of faith perhaps? Luck was with me once again as I stumbled across a wounded Duty soldier near the road who seems to have fallen during the last raid and has been playing possum ever since by hiding in a ditch and concealed by high grass. Feeling somewhat mischievious at this point (and ambivalently so... I am surely going to Hell for this) I offered him a medkit. He thanked me and became [status: friend] immediately before taking two steps forward and getting mercilessly gunned down by nearby freedom snipers. This must have been the cue for attack, 'cos the bullets started whizzing all around my head as I fled for something of a harder cover. My GPS overhead still showed no 'Reds' (enemy visibility) although there was a liberal scattering of 'Greys' and 'Yellows'... And a couple of 'Greens'... So far, so good, so what.
This time the outcome was a bit different than previously. Adjusted score: Duty 1, Freedom 1. The entire Duty squad was eliminated with minimal casualties in the Freedom camp. I had still fired on neither side, and was beginning to get a somwehat itchy trigger finger, so I left for a while to hunt bloodsuckers. My 'active tasks' roster still requested that I complete the elimination of the Duty outpost. At this point I probably would have except that I could not locate any Dutyers in the area. This included the search for any wounded that might be curled up under some abandoned vehicle or playing dead in the field. I personally took it upon myself to place a bullet squarely into the head of every fallen unit I could find, as well as even putting a second one in each of the discarded weapons (in case some raiders came and rearmed themselves off of this carnage. Bandits are bad enough, but I felt that I would not like to facilitate them by leaving too many upgraded weapons lying about.)
(OK. For anyone who feels that I am writing too much you certainly have the option to simply stop reading. Just a disclaimer so I can finish posting without feeling guilty that I like to get into the scenario and feel that it is rich with inspirational material.)
Now, specifically as a solution to the problem as presented by The AntiPirate I will say that after once again returning to the disputed farmhouse (after taking out 5 bloodsuckers and two controllers) I had decided to save it again under a different name and then experiment with two seperate courses of action; both of which were successful to some degree. The first solution was to hole up in the loft area of the stables and wait it out. I had committed myself to just playing the Freedom game of holding this hill against any challengers. After some time there would filter in from the south the occasional lone duty renegade, who would try to make an approach to the farmstead covertly but be gunned down by Freedom units on the south side of the barn. I hit one (Dutyer) with a well-placed vintar BP round which dropped him instantly and from this point on all Duty soldiers that came through that gate and tried to sneak up the hill would be marked as yellow *until* they came within about 200 meters of my position, which would then find them converting to red. This option seems to be a mixed blessing, as I can still remain unmolested if I try to enter the warehouse sectors and 100rads area, and really only encounter trouble when in the vicinity of the farmhouse. The active task roster still claims that my work is unfinished, however. C'est la Vie. Some factions are never satisfied...
My other course of action was a bit more proactive. I opened up a previous save which brought me to a point where there are still five or six Duty members holding the barn, and Skull's replacement was still thinking of a way to take out the tower sniper. I positioned myself in an advantageous position, counted my stock of F1 grenades, reloaded my rifles and set them to full-auto, and decided to take matters into my own hands. correct timing and four grenades later (one for tactical damage, one to spread shrapnel amongst the wounded, one to maim those who might have somehow found cover, and one for simple thoroughness) I was able to clean out the structure quite effectively. Only the leader escaped the initial blast unscathed, but seemed disoriented enough to find cover without determining my true position... He was dispatched after a brief exchange of small-arms fire. It seemed that one or two of the soldiers that were caught in the initial volley may have been actually thrown over the walls from the shock blast and survived subsequent grenades, or perhaps there were others that just happened to be approaching without my knowledge just at that time, because I was in a few minutes engaged in a couple of sharp close-range assaults by highly agitated Dutyers that would come up from around the building. This put me on a defensive guard so I found a secure cover spot and waited with iron sights and a full magazine... All was quiet for about five minutes (including any registers from the GPS) and then I would get the occasional *bleep* from the overhead display which would normally indicate a PDA signal in my immediate area, but no indication markers to suggest where they could be found, nor numbers to show how many signals I am picking up. I then saw a fully armed Duty squaddie burst into a run across the yard, which quickly met his death after a short burst at close range from my Vintar. Upon his death the on-screen message appeared "TASK COMPLETED" as if I was to return to Lukash to collect a reward. Unfortunately I had decided to go exploring for a bit first (as that Merc trailer park was begging for a raid) and was killed some time later... Death by anomaly will be the official report. I had then discovered that I had forgotten to save the results of my adventure and so still have the task marked as 'unfinished'.
I have not been able to recreate the situation as it had manifested previously, and therefore can only say that it IS possible to have this bug worked out, but it seems reliant more on random circumstance and luck than on any tactical decisions...
RustIronCrowe, you have my gratitude for taking the time to type all that. I must say that is EXACTLY the same situation I have encountered, with the SEVA suit fellow and all. I suppose I'll have to search around the area for any wounded because I attempted your tactic of throwing grenades about like tissue paper and then spraying the place down with lead. However it still said my mission was not complete.
Sorry for the confusion, I wrote that somewhere around 4:00am Eastern Time and I didn't really enough wits about me to formulate a coherent paragraph. Yes, I was originally taking the passive approach as described my RustIronCrowe. After the initial failure I decided to take the rambo approach.
How long did you have to loiter around waiting to kill the Dutyers and what was the kill count?
I headed over to the farm and counted five, the SEVA fellow + 4 grunt soldiers. Killed them. Now waiting on top of the loft area with my SVU that I stole from the deceased Max. I've been sitting for about 5 minutes.