ZERO Sievert (PC) Tips – RetroMaggedon Gaming (2024)

ZERO Sievert (PC) Tips – RetroMaggedon Gaming (1)

ZERO Sievert (PC) Tips

~By tankMage (January 2023)

ZERO Sievert Home PagePC Game Catalog

About this Guide

This is a relatively brief collection of tips and pointers for Zero Sievert. Specific info on most of the quests has been left out, because a lot of them are simple and self explanatory, especially if you understand the fundamentals of this game, which are outlined in this guide. Please keep in mind that this guide was written for Patch 0.27.1 and a lot will probably change in some important ways over the coming months. I really enjoy this game, but I write a lot of guides and it could be a long time before I get around to making improvements. Do not be surprised if some of the tricks listed below do not work or if I fail to mention some major aspect of gameplay, because this guide will likely become outdated.

Contents

1. Getting Started

3. General Tips

4. Advanced Tips

5. Areas

6. Enemies

7. References

1. Getting Started

The hardest part of this game is the very start. Getting used to movement, weapon/armor mechanics, and understanding how enemies behave presents a bit of a learning curve. That said, a bit of practice and a few good choices from the very start can save players a lot of grief as they learn the ropes.

A. Choosing a Loadout

At the very start of a new game, the player is given six sets of starter gear to choose from. The loadout you choose has a significant impact on the beginning of the game and not all loadouts are created equal. It is also important to understand that the gear the player starts with is not very good in the grand scheme of things, so upgrade as soon as possible.

For those looking for a short answer, Loadout Number 3 is widely considered the best as it starts the player with the Nozin Makant sniper rifle, which is extremely useful in the starter area. However, some of the other loadouts have their virtues and may be suited to other playstyles. It is also worth noting that all loadouts except Number 5 start players with the same amount of medicine and food, so these things are not listed in this section. Below is a brief description of each loadout with a score that ranges from 1 to 10.

Loadout 1 (3/10)

The first loadout starts the player with an EC 74U, some rounds, and a Bullet Proof Vest. I do not recommend this kit, because the gun is inaccurate and does not inflict a tremendous amount of damage. Players who want an Automatic Rifle are better off getting a standard EC 74 or something a bit fancier like an ECM.

Loadout 2 (7/10)

Players that like to get up close and personal will enjoy this kit. It comes with a BB91 KERR, which can spit bullets rapidly and is good for short to medium range. The Sawed Off Double Barrel Shotgun is devastating in close quarters and short range, but its tiny two shell capacity makes it unreliable in instances where the player must pick off multiple foes unless they can get to cover quickly to reload. However, slug shot can turn the Sawed Off into a long range weapon nearly on par with a Sniper Rifle.

The Standard Armor CP-00 this loadout comes with is a mixed blessing at best. It lacks melee resistance compared to the Bullet Proof Vest, but is more durable. Consequently, the CP-00 Armor is not exactly great for a loadout built for close to medium range.

Loadout 3 (10/10)

The Nozin Makant loadout is a favorite among players, because it’s a deadly and efficient Sniper Rifle. This set also comes with a PN Pakarov Pistol, which is very effective as a sidearm early in the game. The Bullet Proof Vest included with this loadout is nothing special, but it does serve to round out an already excellent selection of gear.

The long range and power of the Nozin make it a great weapon for new players as long as they attach the scope it comes with at the workbench before setting out. The Pakarov is good for taking out creatures like wolves and ghouls from a distance, though it lacks stopping power when it comes to boars.

Loadout 4 (7/10)

Despite being inferior to Loadout 3, the fourth loadout is not bad thanks to the MKM it comes with. The MKM is an effective DMR that can be modified to use from long distances or for mid range combat. Its decent rate of fire, accuracy, and damage make it effective against most low tier enemies. However, the MKM does not have the single shot power of the Nozin or the ability to mow down enemies with bullets, so it is a good idea to find a secondary weapon that suits your needs. Aside from the MKM, this loadout is pretty standard and comes with the usual Bullet Proof Vest.

Loadout 5 (1/10)

New players should probably avoid this setup as it only comes with a PN Pakarov, 50 bullets, and a few supplies. Those looking for a challenge may appreciate this loadout, just keep in mind it does not even come with a Bullet Proof Vest.

Loadout 6 (4/10)

This odd loadout comes with a BBSh 41 submachine gun and Bandit Leather Armor as well as all of the usual supplies. As weapons go, the BBSh is not amazing, but I prefer it over the EC 47U. The Bandit Armor is terrible, but better than nothing. Overall, the loadout is underwhelming.

B. Exploring ZERO Sievert Base

You will be able to look around the ZERO Sievert Bunker which serves as your base throughout the game after picking a loadout. Be sure to talk to the Barman near the entrance as well as the Doctor and pick up any Tasks they may have for you. You may also want to buy a better backpack from the Barman (check the tabs on the right after choosing the Trade option) before setting out since the School Bag the game starts you out with cannot carry much.

If you took the third loadout, the Nozin/Pakarov combo, be sure to attach the scope to the Nozin at the workbench to the left of the bar before leaving the bunker. You may also want to stash some of your food and water in your storage. Just keep your medicine, a bottle of water, and some food for your first hunt. Leave the base via the big door to the south and talk to the guy by the train. He also has a Task you can take. Tell him you want to leave to bring up the area menu.

C. Preparing for Your First Hunt

Make sure you have bandages and a medical kit or two before leaving on the train. You will also want to ensure your guns are equipped and loaded. A piece of food (bread will do) and a bottle of water are also worth bringing along, because you will slow down if you get too hungry or thirsty. A slow hunter is a dead hunter.

2. Hunting Basics

After getting your gear together, you should visit the train conductor outside the bunker and tell him you are ready to leave. This will bring you to a menu where you can choose from several locations. The Forest should be your first stop since it is a good place to learn how to deal with enemies, find supplies, and complete Tasks for NPCs.

A. Stick to the Forest at First

Players are free to explore all of the areas in this game from the very beginning. While this may seem tempting, most of the other zones (like the Swamp and the Mall) are extremely dangerous for starting characters unless they have some experience. Difficult terrain, high radiation, dangerous enemies, and anomalies found in other zones can spell almost certain death.

The Forest itself is dangerous, though far less so than other zones. Run a few missions in the Forest until you have some decent weapons like an ECM or VS-98 and something better than a Bullet Proof Vest for armor. After that, you can try your luck in more dangerous areas like the Makeshift Camp or the Swamp.

B. Moving Safely

Learning how to move safely in ZERO Sievert is incredibly important. Players who just run blindly into the woods are going to die in short order or waste resources on unnecessary fights at the very least. Players that move cautiously and purposefully will almost always spot enemies before they spot the player, which is a tremendous tactical advantage. Here are a few guidelines for exploration that you should always follow.

Do Not Hunt at Night

Do not go out on missions at night. Many enemies, particularly animals and mutants, blend into the scenery, which makes them nearly impossible to see in the dark. Night Vision Goggles or lamps can help, but you’re better off resting at night. Darkness falls around 19:00 and the sun rises at 7:30.

Advance Slowly and Look Around

Walk, don’t run, through the zone you are exploring. It is very easy to run forward only to find yourself surrounded by wolves or bandits that will tear you to pieces. Walking almost always ensures that you will be able to spot threats and react to them before they notice you.

It is also a good idea to hold the Right Mouse Button down while walking every so often to look forward. You can even swivel around in a circle to check if there are any threats coming from the sides or rear. Unfortunately, zooming only works well if you do not have a scope, because they severely limit your field of vision. That said, scopes are ok for checking areas from a great distance.

Move From Cover to Cover

Rocks, vehicles, and buildings block line of sight. This can be dangerous, since enemies often use walls and rocks as cover, but you can use these to your advantage as well. In fact, it is actually relatively safe to run in places where there is a lot of cover as long as you move from one object to another. Just be sure to peek around the object you are hiding behind before dashing forward in case someone (or something) is hiding on the other side.

Clear Areas Before Engaging an Enemy, Looting, or Entering a Building

You will often find enemies and structures scattered around the map. It’s wise to make sure there is nothing dangerous at your back or on your flanks before trying to attack an enemy or enter a building. This is doubly true for searching bodies or boxes, since the game is running while the inventory screen is up and it takes time to pick through loot.

Watch Out for Environmental Hazards

Even the scenery can be deadly in ZERO Sievert. Man made structures are often irradiated and you will hear your geiger counter click if you stand near a radioactive spot. You may also see various anomalies like small geysers that spew toxic chemicals or electrified areas. Many of these areas will pose little threat to players that observe the safe movement rules laid out in this section, but it is important to understand that these things can be extremely deadly. Radiation can cause severe bleeding and even death. Toxic geysers can erupt suddenly and deal direct damage to the player, and other anomalies can have similar effects.

Keep an eye out for anything that looks strange or suspicious. If you are unsure of something, you’re better off avoiding it until you can get a suit with high Radiation and Anomaly protection. You can also throw bolts (press the G key) onto dangerous looking terrain to reveal hidden hazards. Finally, trust your geiger counter. If it starts buzzing, move back!

Plan Your Escape

You may notice green circles on the edges of the map. These are extraction points that the player can use to return to base in an emergency or when he is done exploring. Take a moment to see where the extraction points are when you arrive on the map. Some players may even prefer to clear a path to the extraction point before doing anything else, since having a clear path of retreat is never a bad idea.

Trust Your Gut

Lastly (but not least), you should trust your instincts while traveling. If you think something does not look right or that you’re moving too fast, you’re probably right. It is always better to slow down or back off if it means surviving.

C. Keep Your Character Healthy

You will not last long in the Forest let alone the more difficult areas if you cannot keep your character in top fighting condition. Always bring some water, food, bandages, and med kits on a hunt as well as ammo. Later on, you will want to always carry some anti radiation pills. It is also important to sleep every now and then. Getting tired, hungry, and/or thirsty can really slow your character down, making him or her easy pickings for bad guys.

D. Basic Combat

Eventually, you will spot an enemy…or it will spot you. How you choose to deal with the situation will determine whether or not you survive the encounter. This section contains a few rules of thumb for contact with the enemy.

Fight or Flight?

Following the safe movement tips above will ensure that you almost always get the jump on your foe…in a perfect world. In reality, things go wrong. Maybe a hunt lasts too long and you find yourself plodding along in the dark to get to the extraction point. Maybe you mistook a boar for a rock and got too close to it. Or maybe you just have bad luck. Either way, you should always assess whether or not you can win a fight and choose your reaction accordingly.

Discretion is the better part of valor, so running (as long as it is in a safe direction) is usually a good idea if you are surprised. Remember, you can always resposition and counter attack if you decide you want to fight. It is also unwise to fight battles when you are trying to complete a specific task, since you will waste time and energy that could be applied to your goal by fighting needlessly.

Make a Plan of Attack

If you manage to spot any enemy or an encampment, take some time to figure out how you want to attack it and make a plan of escape in case things go badly.

Ready, Aim, Fire!

Shooting at bad guys in ZERO Sievert is something of an art. Every weapon is handled differently and the fact that a weapon can be modded makes the situation even more complex. Try to aim your shots when possible and fire in bursts if you have an automatic. Moving around will reduce your accuracy, but it is a good idea if you are in the open. Walk backwards to keep charging enemies at a distance while shooting at them. You may need to sprint from enemies while reloading, just remember you cannot shoot while sprinting.

Finally, there are things you will learn as you practice that can’t really be taught in a guide. For example, sometimes it is better to take careful aim (especially at mid to long range) and other times it is better to hip fire or even fan the gun around in a good old fashioned spray ‘n pray maneuver. You can also move the reticle to shoot past an enemy and hit it or even try to plink foes off screen if you have an idea of where they are.

Change Positions

It is always a good idea to back off and move to another spot if your targets see you, which is why it is important to make sure an area is relatively safe before attacking. Running to cover like big rocks, buildings, or around corners is a good idea. You can also flank enemies by circling around them. When your character gets specializations, skills like Stealth and Sprinter make breaking contact an even more effective tactic.

Indoor and Close Quarter Combat

Tight spaces are death traps in Zero Sievert. Three bandits with automatics can chew through your armor in no time if they catch you in a dead end. This goes doubly for inside buildings, since places like the Saw Mill have hallways that branch off, allowing enemies to attack you from both sides. Stay back from corners and walls and try to peek around them. If you see an enemy or two take a few shots then fall back.

If the enemies in a building are too tough, numerous, or just have a positioning advantage on you, it does not hurt to leave the building, walk away for a while, and wait. Enemies usually return to their positions or start to wander around if they do not see you for a while. Skilled players can even move around and shoot to make themselves a more difficult target, though this is not reliable if you are being shot at by a lot of people.

E. Don’t be Greedy

One of the leading causes of death for me early on was hanging around an area too long and loading myself down with too much loot. A strong character can explore most maps and take everything they want, but starting characters do not have that luxury. Don’t wear out your welcome. Leave when you have gotten a few supplies or completed a Task. It is always better to come back alive with just a few items than get killed while carrying everything you wanted.

3. General Tips

A. Armor Mechanics

Skill makes all the difference in this game, but decent body armor also helps. Armor can deflect enemy bullets and mitigate damage from melee attacks. Additionally, it can protect the player from radiation and anomalies, which become more prevalent later in the game. You may notice that every suit of armor has a set of stats that are somewhat vague, knowing what the stats mean can really help when choosing protection, here is a brief breakdown of armor stats:

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Durability – This is the overall condition of your armor. Durability will decrease as you take damage, making the armor less effective. Repair your armor to bring it back up to full power.

Class – Every piece of armor is rated from 1 to 6. This class rating determines how well a piece of armor protects the player from bullets with Class 1 being the worst defense and 6 being the best. Even the very best armor can be penetrated by bullets and taking rounds reduces durability, further increasing the odds of taking damage. Consequently, armor should always be thought of as a contingency rather than a primary defense.

Melee – How much a piece of armor blocks melee damage. This can also reduce the odds of taking wounds and bleeding.

Fragility – An armor’s Fragility determines how quickly its durability degrades. High Fragility means an armor will wear out after just a few hits, while low Fragility indicates that a piece of armor will be able to withstand a lot or punishment before giving out. Most of the stronger armors have high Fragility, so it is a good idea to carry repair kits into hunts as the game progresses.

Radiation – How much a piece of armor protects the player from radiation. While many of the higher tier armors have some radiation resistance, the “Scientist” armor series sold by the Doctor generally boasts the highest rad protection.

Anomaly – Measures how much protection an armor type provides against anomalies like lighting crystals and chemical geysers.

Weight – How much your armor weighs.

Wear the Right Armor for the Job

Pay attention to your surroundings and choose an armor type that compliments the situation. For example, simple police or military type armors are fine for areas like the Forest and Makeshift Camp, but you will want to wear something more substantial in a place like the Mall. You should also consider whether or not you have to deal with anomalies and radiation. You’re going to want something like Scientist f*ck-1 armor if you are trying to complete a task that requires you to gather crystals from a dangerous anomaly or go into a highly irradiated zone.

Recommended Armors

Here are a few of the game’s better armors. Remember, this is mostly a matter of my opinion and experience, so it is a good idea to experiment.

Police Armor – While it offers little in the way of protection, it can be obtained rather easily early on from completing Tasks and is better than the Bullet Proof Vest. I have seen the Green Army General and Mr. Junk offer this armor as a reward.

OOPZCX Armor – While offering similar defense to the Police Armor, this one also protects the player from rads and anomalies to some degree. It can be found at airdrop locations in the Forest. Manage to beat the Bandits guarding the airdrop (which is signaled by an airplane sound) and you can acquire this armor along with a bunch of other goodies early on.

Scientist (f*ck-2) – This can be bought from the Doctor once you reach Reputation Level 3. It offers great protection from radiation and anomalies as well as decent defense against more orthodox sources of damage like bullets. Lower level players who cannot get the f*ck-2 can still benefit from the f*ck-1.

Seva Suit – Another ”Scientist” type armor, the SEVA Suit offers great defense against everything, but it is also very fragile and expensive.

Arman Suit – Another good armor, this one is sometimes dropped by Arman along with his gun in the Makeshift Camp. Arman is quite dangerous, but the suit is worth it thanks to its high defense and environmental protection.

B. Weapon Mechanics

Understanding how guns work in this game is extremely important if you want to kill things before they kill you. Weapons in Zero Sievert have a lot of stats that are laid out in a confusing manner. Consequently, a gun that may seem good at first glance may not be all that great or vice versa. It is also up to you as a player to find weapons that you are good at using. For example, I am not a big fan of submachine guns, but someone else may appreciate their rate of fire and ability to mow down enemies with hip fire. Take the stats of a weapon into account, but also give it a try if it interests you; just don’t expect much from weapons with bad stats.

Weapon Stats

This list covers the basic properties found on every gun in this game. Learn what they mean and you will be able to size up many weapons at a glance or compare them to your current weapon.

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Durability – This represents the overall condition of your gun. Weapons begin to jam, lose accuracy, and inflict less damage as they degrade from use.

Damage – The amount of damage per shot inflicted by the gun. This is modified by the type of ammo used, mods, weapon durability, and the target’s armor. Consequently, damage is not quite as important as it seems. A gun with the right type of ammo, high accuracy, high rate of fire, and low recoil can be very deadly even if its damage is relatively low.

Accuracy – This stat measures how much a bullet deviates from its intended target. As a result reducing this stat actually makes it more likely a bullet will hit its mark. For example, a bullet fired from a gun with 10 accuracy is going to travel at an angle that nearly matches the target cursor, while one fired from a gun with 100 accuracy is going to veer wildly to the right or left of the cursor. It is also important to note that accuracy is generally more important when firing from mid to long range than it is close range.

Recoil – Measures how much a gun jumps around when fired. Lower recoil is better for any type of gun, especially automatics.

Economics – Indicates how easy a gun is to handle. High ergonomics guns will zero in on targets more quickly.

Fire Rate – How fast the gun shoots. Guns start to get into the automatic weapons category when they get to about 400 RPM. This can be a double edged sword. On one hand, a gun that spits bullets quickly can kill a lot of enemies in a short space of time, but it will also chew through ammo and may require reloading frequently.

Magazine – How many bullets your gun can hold.

Caliber – This is basically the type of bullets your gun uses. Do not underestimate the importance of this stat, because bullets play a substantial role in determining damage. In fact, they are just as important as the damage stat, if not more so in some cases. Refer to the next section for details on ammo.

C. Use the Right Ammo (Dealing with “Bullet Sponges”)

You may notice that some enemies seem to be able to soak up a lot of bullets before dying. This is due to the fact that they are wearing good armor that absorbs or deflects gunshots and you are likely shooting at them with ammo that has low penetration. Most guns can use several different types of ammo of the same caliber and what you choose can make a huge difference.

For example, an ECM uses 7.62x39MM bullets. These bullets can come in several forms (PS, HP, and BP) that have differing damage depending on who you use them against. HP rounds have high damage at the cost of penetration, which makes them great against animals and mutants, but useless against armored foes. On the other hand, BP rounds sacrifice a bit of damage in exchange for superior penetration, which makes them deadly when put up against someone wearing armor.

Pay attention to the “Penetration” stat on bullets and bring some armor piercing rounds if you plan on fighting armored foes like Hunters and high tier Bandits. Ammo with a penetration rating of 40 or greater is best against armor, though penetration in the high 30’s can suffice depending on the gun. Rounds with high damage bonuses like HP rounds and Buckshot are great for mutants and animals. There are also subsonic rounds for many guns, but these sacrifice both damage and penetration in exchange for reduced recoil.

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D. Mod Your Weapons

Good mods can take a relatively mediocre gun and turn it into a tool of mass destruction. There are dozens of mods that can be applied to almost every gun in the game, so save any you find. While there is likely a “meta” mod setup for guns, I suggest following a few simple rules of thumb and experimenting when modding weapons.

-Try to use sights that increase accuracy. Scopes do this as well, but not all guns benefit from them since they reduce field of vision. Sights can also reduce recoil, which is often highly desirable..

-Magazine size can be a major limiting factor for many guns. More rounds in a mag is almost always better than faster reload. Swap to a sidearm if your mag or clip is empty.

-Many guns can mount special stocks and fore grips; be on the lookout for such mods. A good stock and fore grip can be a game changer.

-Do not bother with mountable torches (flashlights) or laser sights. They add little utility since night vision goggles or headlamps do the same job and do not impact ergonomics.

E. Carry a Secondary Weapon

Keep a reliable weapon in both slots. Reloading takes time and it is not always feasible to do so, while swapping weapons takes a second. You may also want to use your secondary for different types of enemies. For example, I like DMRs and Sniper Rifles with armor piercing rounds, but they are not great against unarmored foes. For things like animals and mutants, I like to use automatics like the ECM with HP ammo. Experiment and find kits that work for you.

F. Maintain Your Equipment

Armor loses its effectiveness as it gets damaged in combat and guns wear down as they are fired. Even the best armor is useless if it is at 0% durability and an otherwise good weapon will start to jam as its condition degrades. You can take repair kits for weapons and armor into the field, which is extremely useful if you find yourself on a long mission or get your armor badly damaged.

Try to build a Workshop early on so you can use scrap parts to repair weapons and visit the Doctor in ZERO Sievert Base to have your armor repaired. You can repair your armor at the Workshop once you build it, though I think it is better to save parts for weapons and just spend the money to get armor fixed up. As an added bonus, you can repair looted weapons at the Workshop relatively cheaply, which can allow you to get nice weapons early in the game.

G. Learn to Tell Friend from Foe

Not every creature you meet on the field is hostile. In fact, you will meet Green Army Soldiers and other friendly NPCs quite often. While you can pick fights with these guys, it may not be a good idea, since they may be well equipped. There is also a reputation system in the developement and it is possible that killing someone from a friendly or neutral faction may make the entire faction hostile as the game sees future updates. Here are a few types of NPCs and their alignments:

Green Army (Friendly) – These guys are easy to spot, because they are dressed in green body armor with a red visor. They are well armed and often help the player fight off bandits, so it is a good idea to leave these guys alone.

Loners (Friendly) – You will often see Loners standing around a barrel fire near a house. They are easy to identify, because they do not wear armor. Loners will not harm you if you do not shoot at them.

Hunters (Hostile) – Other Hunters wear grayish colored armor with a blue visor. They are often fairly well armed and almost always attack the player on sight. Avoid these guys or kill them. However, they are also hostile to bandits and can even clear out bandit camps for you if you let them fight unhindered.

Bandits (Hostile) – Bandits wear armor that ranges from light brown to dark brown and even black, but they all have a yellow tint to their visors. Bandits are always hostile towards the player, so watch out for these guys, because they are common throughout the game. It is also worth noting that Bandits wearing dark colored armor have better defense than those in light colored armor.

Scientists (Possible Hostile) – Scientists tend to be rare and wear brightly colored hazmat suits. While they usually seem friendly, I have been attacked by them on occasion. This may have been due to me accidentally shooting at them, but it is a good idea to approach any Scientists you see with caution.

Crimson Company (Possible Hostile) – These guys start popping up in the Makeshift Camp and beyond. Easily identified by the dark red armor they wear, Crimson Company soldiers have high grade weapons. While not necessarily hostile, they can be very dangerous and should be approached with extreme caution.

Animals and Mutants (Hostile) – It is easy to spot animals and mutants, since they are not human. These creatures are always hostile (with the exception of crows and rabbits) and should be avoided or killed on sight.

H. Upgrade Your Backpack

The school bag you start with cannot carry much weight and you will want to upgrade it early on. Backpacks can increase run speed and ergonomics as well as carry weight and I highly recommend two in particular that can be obtained as you rank up.

ZXOP-500: This backpack does not carry a lot more than the School Bag, but it helps. It also provides a 12% boost to running speed and 20% to ergonomics, which is really helpful. Stack the increased run speed with the Sprinter Specialization and your character will be able to outrun just about anything. You can get this pack relatively cheaply at rank 2 from the barman.

EXE: Available from the Doctor at rank 3, this backpack carries a fair amount and still gives the player passive bonuses of 5% to ergonomics and speed.

I. Upgrade Your Stash and Build a Workshop

You can upgrade your corner of the ZERO Sievert base by selecting the grid icon on the PDA and choosing a module. Modules have to be crafted for the most part, but stash upgrades sometimes appear as Task rewards. It’s worthwhile to make the first stash upgrade yourself unless you fly through the Tasks really quickly.

The workshop should be your next goal, because you can use scrap parts to repair weapons and armor once it is installed. After that it’s a matter of preference, though the infirmary is really good for the 10 extra HP it provides and the ammo module is also really nice if you have Gunsmith skill.

J. Finding Skill Books

Cooking, Gunsmith, and Medicine can only be improved by reading books given as Task rewards or found in boxes on the field. Searching loot boxes in Bandit Camps and other such places will sometimes yield a Medicine or Gunsmithing Book. Cooking Books seem very rare and should probably be taken as Task rewards. These can be the hardest skills to build up due to the rarity of the book, but they are worth the effort.

Tip: Cooking Books can be found in the Mall.

K. Do Not Forget to Specialize

Your character can specialize in a skill once it is maxed out. For things like Fitness and Style, that means getting to level 10, while the crafting skills only need to be level 5 to specialize. Simply go to the skill screen and hold Left Click on a skill to bring up the Specialization option once you have the skill maxed out.

For the most part, Specializations are far more beneficial than the base skills, so make getting them a priority. Sprinter and Stealth alone are game changers. That said, you will need to level up the Specializations to see any real benefit from most of them. See Section 4D of this guide for info on the best Specialization build.

Note: You can change your Specialization by buying respec books from the Barman in the ZERO Sievert bunker where the game begins.

L. Get Some Night Vision Goggles

You can buy some Night Vision Goggles from the Green Army after completing a few Tasks for the Barman. The Green Army supplier can be found in the upper left corner of the base and sells three different types of NVGs. Save up some money and buy the high quality or mid grade goggles. While I strongly advise players not to venture out at night, you may find yourself exploring as the sun goes down. Also, some buildings are pitch black inside and having a decent pair of NVGs can be a huge advantage.

4. Advanced Tips

Try these tricks out after you get used to the basics to get powerful weapons and make money.

A. Making Quick Money in the Early Game

Money and gear can be hard to come by at first, but there are several ways to get rich quick if you have a decent starting loadout and some guts.

Free Loot in the Forest

The Green Army and Loners have bases in the Forest that contain chests. Neither group will object if the player helps themselves to the loot, so be on the lookout for them. The Green Army sometimes gets killed by hordes of enemies and it is worth looting them for good weapons and supplies.

Farm Bandit Camps

You may notice small Bandit forts in the Forest as you explore. These camps are often guarded by 2-3 weak bandits and hold a few loot boxes. A player with a Nozin or MKM can clear the Bandits out pretty easily and return to base loaded with weapons, ammo, and even the occasional Skill Book. These also make good practice for more difficult areas.

Listen Up for Airdrops

You will sometimes hear a plane flying overhead in the Forest, this means a crate filled with awesome items has been dropped somewhere on the map. Check your map and look for a yellow circle indicating an airdrop zone. These drops are usually guarded by bandits in heavy armor, so you will have to be ready to fight for your life, but the weapons, armor and supplies in the airdrop crate are worth the risk.

B. Building Up Your Base the Easy Way

You can craft and repair all sorts of items at the ZERO Sievert base if you have the right Modules, which can be crafted at the Workbench. However, the items required to build these modules can be a real pain in the rear to collect. Luckily, Mr. Junk can help. All you have to do is pay the Makeshift Camp a visit and look for something that resembles an open manhole. Enter the manhole and you will meet Mr. Junk. Complete Mr. Junk’s Task and he will sell you all sorts of crafting materials that range from weapon scrap to spoons.

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While this may seem like a simple solution to an annoying problem, it is worth noting that the Makeshift Camp can be dangerous thanks to Arman. You will also have to travel to the Swamp and find a ring to complete Mr. Junk’s Task. The Swamp is also home to anomalies, Blinks, and even Bigs, but the Task does not require combat.

C. Farming the Heavy Hitters: Lazar and Arman

One of the best ways to advance in this game rather quickly is to get some nice gear from Lazar and/or Arman. Both NPCs have great weapons and Arman sometimes drops one of the best armors in the game. That said, they are also deadly and you will need high penetration rounds to kill them. Clever players may be able to bait the Green Army or Crimson Corp into killing these guys.

Lazar

You will find Lazar holed up in the center of the Village in the Forest. He is guarded by at least two elite Bandits, though I have seen this number vary. His base is also well barricaded with metal barriers, so you will want to use them as cover and attack from different angles. Luckily, his base has four entrances, so it is easy to take a few pot shots at Lazar and his men, then attack from a different entrance as long as you clean up all the Ghouls roaming around the Village.

Lazar himself can kill you really quickly with his ZZ Vel even if you have Class 3 or 4 armor. Try using a Sniper Rifle or a decent DMR with rounds that have high penetration (IE 7.62 BP or 7.62x54R SNB) and a scope to pick him off from the edge of the screen. It will likely take two or three shots to kill him even with the right ammo, so be sure to fall back after shooting him before he can bring his Vel to bear on you.

Sometimes the Green Army or a Hunter will wander into Lazar’s camp. While neither group is really equipped to slay Lazar, there’s a good chance they can soften him and his lackeys up. Be sure to take his key and loot the evidence room in the police station in the center of his camp to get even more goodies.

Arman

Quite possibly the most deadly NPC in the game, Arman carries around a powerful Wintar BK and he knows how to use it. Arman wanders around the Makeshift Camp and likes to seek out gunfire, so he could be stalking you without you knowing it. To make matters worse, this guy is quick and will go for cover when you draw a bead on him. He can kill even a well armored player with a few shots, so take this guy seriously.

Even f you manage to catch him off guard, you will still need a weapon and ammo setup capable of punching through his armor. Just like with Lazar, a Sniper Rifle or DMR with a scope and something like 7.62 BP ammo is your best bet for killing Arman. While Arman is extremely dangerous, he is also good at getting himself killed. Multiple fights with Crimson Company guys and the Green Army often wear Arman down; sometimes they kill him right off the bat if there are enough of them. Keep an eye out for Arman’s corpse, especially if you do not hear much gunfire. You should also take advantage of situations where Arman is shooting at others to finish him off.

D. “Ultimate” Character Build

This set of Specializations and gear is what I consider the best character build in the game up to this point. It’s flexible, tough, and able to use whatever weapons you prefer. That said, I am not going to pretend I am the best Zero Sievert player in the world and this build can probably be improved upon.

Skills

Sprinter (Fitness) – Sprinter is amazing, because you can run long distances at great speed once it is maxed out. Add a backpack that increases speed and you can easily outrun most enemies. Finding cover is also cake with Sprinter.

Sniper (Shooting) – Sniper essentially doubles damage when maxed out if you aim your shots. Needless to say, this makes any gun far more effective than it normally would be and is worth getting. The only downside to this Specialization is that you must be actively aiming your weapon for it to work.

Stealth (Style) – This makes it more difficult for enemies to spot you. As an added bonus, you will deal extra damage to enemies that have not detected you.

Storage (Charisma) – This increases the amount of stuff traders have to sell. Take this Specialization and things like ammo, food, and water become a lot more plentiful.

Modder (Gunsmith) – This one is a tough choice, because Gear Lover is really good as well. That said, the Modder Specialization edges it out, because the recoil, accuracy, mag capacity, and even damage buffs from mods become huge when you max Modder out.

Field Medic (Medicine) – Your character will use medical supplies to heal wounds or radiation a lot faster. This can be a life saver.

Nutritionist (Cooking) – This increases your max HP and Stamina when you’re not hungry or dehydrated. Couple this with the HP bonus from the infirmary module and you can have 105 HP.

Gear (Armor, Back Pack, and Headset)

Armor (Arman Suit or Seva Suit) – There are a lot of good armors to choose from and some are better for certain roles than others. That said, the Arman Suit is fairly easy to obtain with the right tactics and can be acquired fairly early on. The Seva Suit is also really great, especially when searching around anomalies or hiding behind radioactive blocks of concrete.

Note: There’s also the Kibba Armor, which is the best for bullet defense, but it takes a long time to get.

Headset (Night Vision Goggles 3) – NVGs help a lot in dark places. The best NVG shows a really clear picture, but its range is still limited. Consequently, NVGs are only really good in emergencies.

Backpack (EXE) – Honestly, there probably isn’t an all around best backpack, because you may need something that sacrifices speed for carry weight or vice versa. That said, it’s hard to go wrong with the EXE, since it has a speed/ergonomics bonus as well as decent carry weight.

Guns

There are a lot of great guns in this game and I recommend keeping a variety of them on hand. You will also likely go through a process of “upgrading” your main weapons as you trade older guns out for newer ones as you progress. Here is a list of my preferred weapons from “best to worst” though much of this is a matter of opinion outside of things like the Vel and Wintar.

ZZ Vel – This gun can be acquired from Lazar in the Forest village if you have a decent weapon and anti-armor rounds. While the SKOP H or Wintar BK beat it in terms of damage, you can get some really nice mods for the Vel. In fact, both the SKOP and Wintar have rather limited mag capacity, while the Vel can get a 30 round magazine.

Wintar BK – This thing is more like a DMR than an automatic rifle, because it holds so few rounds you will likely need to set it to single fire. However, it packs a real punch and can be obtained from Arman in the Makeshift camp. Later updates to the game may see big improvements coming to this gun if we get some mods for it.

Marauder 700 Modern – This sniper rifle is truly lethal, but it is also hard to come by and not very flexible, which is why it did not make the top of the list. Get your hands on one of these along with the Stealth skill and you can drop just about anything before it sees you.

SKOP H – Another great automatic rifle, the SKOP can load more ammo than the Wintar, so it can actually be used like an automatic. Oddly, this weapon is rare, so you are more likely to have a Wintar or Vel before you find a SKOP.

FRD – This DMR performs well at both long and mid range, despite being significantly weaker than a Sniper Rifle. FRDs are also fairly moddable and not difficult to acquire mid-game.

VRIZZ Vector .45 ACP – This SMG really packs a punch, but the ammo is rare and the gun itself can be hard to come by unless you get a lucky Crimson Corp drop in mid game or actively hunt for them.

ECM – A member of the EC family, this gun is fairly easy to come by and highly moddable. It also takes common ammo. Fix one of these up in the early game, then slap a long barrel and some sights on it to get a surprisingly reliable weapon that can carry you far.

Nozin Mekant – A favorite of players, the Nozin can carry you from the very start of the game to the end if you treat it well. While it lacks the power of the more advanced sniper rifles, you may find a modern stock for this gun that helps it along a bit. I can also inflict a lot of damage with high penetration ammo.

STAS 12, NB 153, Boulder – Shotguns are surprisingly flexible in this game thanks to buckshot, slug, and slug AP rounds. While the STAS is arguably the best of this class of weapon, there’s a lot that can be said for the NB 153’s rate of fire, or the Boulder’s high capacity. At any rate, there’s something fun about blowing mutants away with buckshot or attaching a scope to one of these guns and using slugs to snipe Bandits.

MKM – One of the starter guns, the MKM features a respectable degree of stopping power and a decent rate of fire. Mod this weapon if you happen to find good attachments to get more mileage out of it.

There are many more guns aside from those listed here, these just happen to be some of my favorites. It is a good idea to experiment with different guns and find setups that work for you. In fact, that’s part of the fun, and you may find a gun/mod/ammo combo that I overlooked.

5. Areas

This is a brief and very basic overview of the areas that appear in Zero Sievert. This guide is geared towards strategy rather than details, so there’s a lot you may find that goes unmentioned in this section.

A. Forest

Danger Level: Low

The Forest is home to few hazards compared to other areas, but it is also heavily populated with humans, animals, and mutants. Everything from Bandits to wolves may attack the player here, though most of the creatures you will encounter are relatively weak. That said, there are a few danger zones that weak players need to watch out for.

Ghoul Lair – A creepy cave surrounded by strange gray humanoids that will claw at you and spit acid. Do not enter this place if you are not able to kill multiple charging ghouls easily.

Village – Identifiable as a tangle of roads on the map and clumps of homes on the gameplay screen. Also home to Ghouls as well as tough Bandits. It is safe to explore the outskirts if you can handle the Ghouls. Watch out for the southern end and center of this area, because it is inhabited by Lazar.

Saw Mill – Showing up as a gray rectangle on the map, the Saw Mill is heavily guarded. While the guards patrolling the outside of the facility are fairly weak, those in the main building are well armed and armored, so do not enter unless you are ready to fight indoors. Be sure to bring armor piercing ammo if you plan on raiding the Saw Mill.

B. Makeshift Camp

Danger Level: Moderate

Despite being more radioactive than the Forest and home to Arman, this place is safe for new characters to explore as long as they avoid the locals. Be sure to stay away from Arman, who can easily kill a new player. An experienced player with a half decent weapon can actively farm Arman for his gun and armor. Mr. Junk is also worth visiting for materials and the like.

Radio Tower – This place is one of the few large structures in the Makeshift Camp. Watch out for the balls of electricity that float around this place, they can easily kill you.

C. Industrial Area

Danger Level: Moderate

Blinks and Bandits mostly inhabit this maze of containers. Blindspots are the primary danger in this area, so check your corners and move forward extra cautiously. Despite the dangers, this can be a good place to practice close combat and to gather decent weapons. The Crimson Company tends to hang out here and they often get themselves killed, so you will often find nice weapons on their corpses.

D. Swamp

Danger Level: Moderate

This area is home to just about every mutant in the game as well as boars. Human opponents tend to be rare here, but you may still meet the occasional Hunter and Bandits. The real danger in the Swamp is the Big, which can easily kill the player, so listen up for its telltale roar.

Radiation and anomalies tend to appear less in the Swamp, but they are still an issue. Players will also find the electric anomaly in this zone. The terrain in the Swamp twists and turns, so plan your routes out carefully and avoid dead ends.

Sewers – You may find an entrance to the Sewers in the Swamp. Rats are the main threat here and there’s not much point in fighting them unless you need to explore the Sewers for a Task.

E. Mall

Danger Level: Mall

The Mall is currently the most dangerous area in ZERO Sievert. The outside is packed with anomalies and radioactive wreckage, while the inside is a maze crawling with hostile hunters. You may encounter a Big inside the Mall or in the parking lot. Kibba is also a well armed threat. Do not bother visiting this area until you have good weapons and armor.

Despite all of the danger, the Mall is full of goodies. Books, electronics, medicine, and just about anything you can imagine can be looted from the abandoned stores. You will also find good weapons on slain Hunters.

Wear armor with radiation protection and an armor class of 4 or higher. A few armor repair kits may also be a good idea. You should also bring guns that perform well indoors as well as ammo suited to killing Hunters and Bigs. Automatic Rifles, Shotguns, and SMGs are all well suited to the corridors of the Mall.

6. Enemies

Just about anything can be an enemy in ZERO Sievert, but the following creatures will attack on sight, while others will only attack on rare occasions or if provoked. Learning how to deal with hostiles is one of the great keys to success in this game. Read up on the creatures listed below and you will be able to react to enemies in a calm and rational manner.

A. Bandits

Bandits can be very dangerous or very weak depending on the color of their armor. Generally, weak Bandits have light colored armor while stronger ones have a darker tint. This tint indicates both how likely they are to absorb gunshots without taking damage and the overall quality of their weapons.

Even experienced players should take care around Bandits, because they can be deceptively powerful. Use high penetration rounds unless you are sure you are fighting lightly armored Bandits and beware of return fire. Bandits like to run to cover, so flanking maneuvers are very effective. They also try to track the player, which can be used along with flanking to catch hunting Bandits off guard or draw him into dangerous areas.

B. Bigs

These huge mutants are easily spotted thanks to their circular, tooth filled mouths. They also tend to emit an unsettling roar that can be heard from afar. Bigs are fast, have high HP, and can kill even well equipped players if they get close enough. Use HP style rounds (low penetration and high damage) rounds from an automatic weapon on these things to kill them as quickly as possible. You may have to back pedal while fighting a Big, so be prepared to sprint.

C. Boars

Boars tend to blend into the terrain and are common in the Forest. Despite being relatively weak, they can be lethal to poorly equipped characters. Vigilance is the best defense against boars, because they are easy to kill with a few rounds if you spot them before they charge.

D. Blinks

One of the more disturbing mutants, Blinks move quickly and often duck out of the player’s sight. Their strong melee attack and quick movement speed makes them deadly, especially when in packs. SMGs, Shotguns, and Automatic Rifles loaded with high damage rounds are very effective against Blinks. Fall back to a safe spot when you see a Blink and fire your weapon the moment it leaves cover. Always assume there are two Blinks for every one you see, because they are stealthy hunters.

E. Ghouls

As the weakest of the mutants, Ghouls can be cut down fairly easily by 9×18 rounds let alone heavier weapons. With this in mind, they still pose a threat due to their ability to quickly close to melee range as well as spit acid. Keep your distance from any Ghouls you spot by walking forward and carefully aim your shots at them.

F. Hunters

Other Hunters are tremendously dangerous. They tend to have strong armor and have mid to high tier weapons. Luckily they operate alone, so it is easy to evade or kill them off. Always take a fight with a Hunter seriously, because even relatively weak ones can be equipped with armor piercing bullets. The same falling back and flanking tactics that work on Bandits also work on Hunters.

G. Spiders

Veteran gamers likely have mixed feelings towards Spiders, since they can often be poisonous, but ZERO Sievert’s Spiders are pushovers. They are largely confined to the Swamp and rare even there, plus they are fairly easy to spot. Keep your distance from these things, use high damage ammo (or even standard rounds), and you will be fine.

H. Rats

These small creatures appear in the Sewers and are not difficult to kill aside from the fact that they make for tiny targets. Never charge towards a Rat, because they can be difficult to hit and there may be several occupying any given area. Pick any Rats that you spot off immediately and proceed cautiously through infested areas.

I. Wolves

Wolves are very weak in terms of HP, but can still inflict a fair amount of melee damage. They almost always appear in groups and there can be as many as six (or even more) of them in a location. They mostly inhabit the Forest and Makeshift Camp and tend to use “hit and run tactics”. Calm, controlled shots are best employed against Wolves, because an empty mag or clip can mean death if you have several of them chasing you. Just about any weapon is effective against these animals as long as you do not blunder into a pack of them.

7. References

There is not a lot in the way of sources I used for this game. Most of what I learned was through sometimes painful trial and error. The only source I relied on was the wiki for weapon and armor info, which is certainly worth checking out via the link below.

https://zero-sievert.fandom.com/wiki/Weapons

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