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This is an Tips, Tricks and Strategy Guide for Into the Radius VR.
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Red, your health.
Self-explanatory, if this reaches the bottom, you die. Each bar represents approximately 20% of your health. Health can be restored by sleeping at a shelter, using an injector, or activating a regen artifact.
Yellow, your stamina.
Exploring the Radius is a hungry job. As you loot, shoot and hunt, your stamina will drain at a steady rate, filling the lost bars in with a darker orange color. These hunger bars are like a blockade for your stamina, and will determine how long you can sprint. Eat chocolate bars to restore a majority of your stamina.
Blue, your fatigue.
Everyone needs to sleep. Like hunger, fatigue is unavoidable and will gradually drain your bar. As it lowers, your player will yawn and begin to close their eyes, temporarily making it harder to see. This effect becomes slightly more common the sleepier you are, and if the bar reaches 20%-0%, you’re likely going to pass out on the spot, forcing you to sleep until the bar is refilled at the cost of most of your stamina and progressing time. Enemies do not move during the time you sleep, so don’t worry about being swarmed if you pass out and aren’t in active combat. Fatigue drops faster the higher your combined weight of backpack and holstered items.
Next is the watch itself.
The watch is, unsurprisingly, a watch. It tells the time, with 7:00AM being the morning. I advise checking the time and attempting to begin raids on hostile-populated areas around 5AM to provide you with optimum daylight. It also displays the date in DAY/MONTH format, and has a compass which ALWAYS points towards the Radius. Be aware of the date, as maintenance is every week and will cost you $500.
Your map is essential, but so is your ability to read it.
The map does not show your active position, but contains a majority of the Radius’ landmarks. Being able to translate your surroundings onto the map is a vital skill in navigating, and ignoring it is an easy way to get lost until you memorize locations. The map thankfully marks a few of the available shelters, your main objective (red), optional objective (blue), entry point (green circle) mission intel (white) and last slept location (green triangle).
Use the magnifying glass to get a closer look, and the tapes you find can be inserted into the player on top. Other pages act as a journal, with mission information, found notes/tapes, and soon-to-come stash information. The map is located on your left hip and will always return if released.
With your wrist and map out of the way, let’s get to know your body and storage.
Luckily, that vest of yours contains all the slots you need to store and access your important items. The first 4 slots you’ll use are located on your outer torso and shoulders. These can hold your basic equipment, and are recommended for what you’ll use most, such as your knife, detector and probes. Once in these slots, the item will magnetize to the slot again if released close to your body, so don’t worry about precision when putting them away
Knives.
Probes.
Monoculars.
Flashlights.
Detectors.
The center chest holds your shell holster. Here you can store up to 6 loose rounds or shells for quick loading your shotguns or magazines. Dragging an ammo box across the chest will return the compatible ammo to the box. Located slightly under the shell belt are your 4 ammo pouches, capable of holding 4 magazines of any kind. I recommend leaving 1 empty to store your freshly emptied mag as you reload to save you searching the ground for it post-combat. Magazines cost, and losing them is wasted profit. You can reload a holstered magazine by pressing the compatible box against them.
On your right thigh rests your sidearm holster, keeping your Makarov or Pernach secured and ready for sudden attacks. Just behind your sidearm, on your hip is your primary weapon holster. All non-handgun weapons are kept here, ready for combat. Magazines can be inserted into a holstered firearm, but not released.
Opposite your sidearm, on your left thigh, is your drop pouch. This curious little bag can hold an oddly specific selection of items as a quick-access backpack, and has little, but effective, utility.
Compatible items include:
Flashlights.
Flares.
Grenades.
Other than holding your items, the pouch’s largest advantage is holding an active flashlight.
By placing it in your pouch, with the beam sticking out the front, you can have both hands free while the light follows your view. The light can only stay in the direction you point it though, meaning you’ll have to adjust based on elevation.
What S.T.A.L.K.E.R would be complete without a backpack capable of holding all their loot. With another primary firearm holster and storage for a sleeping bag, this survival kit will be where you organize your finds. However, the backpack should be considered an anomaly itself, due to its ability to carry as much as you can shove in it. By sticking objects out the sides and back of the bag, you can effectively multiply your storage by negating all the space taken by large objects. When you get a spare moment, organizing your backpack to fit more items will help in the long run.
The backpack can be grabbed by reaching over your shoulder, can be carried around, and will automatically return if you move far enough away from it.
1. Flashlights in the backpack will remain on if off your shoulder, allowing you to carry it around like a beacon. This extreme vision comes at the cost of FPS and making you a glowing target for hostiles.
2. Save space by having flares and other large items sticking out the sides of the bag.
3. Your bag can be used as a shield from Spawners, covered later.
4. Place a second flashlight in your pouch at a lower angle to cover the blindspot a front-facing flashlight misses.
Flashlight.
Your basic flashlight. Emits a straight beam that travels in the pointed direction, with the brightness and range being affected by condition. Tough to use in active combat, even if placed in the drop-pouch.
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Pocket Lamp.
The next step up, and easier to activate and forget. Turn it on, slap it into one of your vest pouches and it’ll rotate with your movements, allowing you to focus on other things with both of your hands free. Affected by condition, and only comes in a dimmer red light with a wider, shorter range that limits it’s ranged utility.
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Flare.
Extremely helpful. Acting as a portable sun that brightens up a wide area, the flare won’t alert enemies but will provide maximum vision in it’s area. Point it upwards towards where you need to go and pull the trigger. Lasts about a minute(?) and produces a fizzing noise, so be aware of your time and listen to your surroundings.
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Monocular.
Likely your earliest form or ranged vision. Awkward to use and horrifically shaky, but still useful for scouting from vantage points to look for or zoom in on points of interest. Brace it against your other arm or by putting your controller against your headset to help keep it steady.
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Probes.
Used for anomaly detection. Fairly common and inexpensive, hold the trigger and throw to launch an empty casing that’ll trigger any anomaly it hits, allowing you to navigate fields or get around the edges. Advanced Probes act the same, but have a ribbon tied to the end to track it’s path and landing location. Can alert or distract enemies, and don’t seem to have a limit, so throw as many as you’d like.
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Into the Radius VR Tips, Tricks and Strategy Guide
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