cashcamp.net Review - Cash Camp V3 Robot Binary Options

Cash Camp Review 2015 - Is Cash Camp SCAM Or LEGIT? How Does Cash Camp Software Work???.. The Truth About Cash Camp By Michael Solovsky Review

Cash Camp Review 2015 - CASHCAMP?? Learn the Secrets about Cash Camp in this Cash Camp review! So What is Cash Camp Software all about? So Does Cash Camp Actually Work? Is Cash Camp Software application scam or does it really work?
To discover answers to these questions continue reading my in depth and truthful Cash Camp
Review below.
Cash Camp Description:
Name: Cash Camp
Niche: Binary Options.
Official Site: Activate The NEW Cash Camp!! CLICK HERE NOW!!!
What is Cash Camp?
Cash Camp is essentially a binary options trading software that is created to help traders win and forecast the marketplace trends with binary options. The software also offers evaluations of the market conditions so that traders can know what should be your next step. It provides different secret methods that ultimately helps. traders without using any complex trading indications or follow graphs.
Cash Camp Binary Options Trading Method
Base the Cash Camp trading strategy. After you see it working, you can start to execute your strategy with routine sized lots. This method will certainly pay off over time. Every Forex binary options trader should choose an account type that is in accordance with their needs and expectations. A bigger account does not imply a bigger earnings potential so it is an excellent idea to begin little and slowly add to your account as your returns increase based on the trading choices you make.
Binary Options Trading
To help you trade binary options effectively, it is essential to have an understanding behind the basics of Binary Options Trading. Currency Trading, or forex, is based on the perceived value of 2 currencies pairs to one another, and is impacted by the political stability of the country, inflation and interest rates to name a few things. Keep this in mind as you trade and discover more about binary options to optimize your learning experience.
Cash Camp Summary
In summary, there are some apparent ideas that have been checked over time, in addition to some newer techniques. that you may not have actually thought about. Hopefully, as long as you follow exactly what we suggest in this post you can either start with trading with Cash Camp or improve on what you have currently done.
Claim Your Profits System Now
Cash Camp Features:
Autopilot functions for total newbies
Over 120 high performing signals daily
Live chat social area to interact with expert or new members
24/7 support and your own on call guide to insure your success
First 10 day free 10k competition to set you on the right path
There Is Only A Very Limited Spaces Available
So Act Now Before It's Too Late
Click Here To Claim Your Cash Camp Software User License!!
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Tags: Cash Camp app, Cash Camp information, Cash Camp url, Cash Camp website, Cash Camp youtube video, Cash Camp trading software, get Cash Camp, article about Cash Camp, Cash Camp computer program, Cash Camp the truth, Cash Camp support, Cash Camp support email address, Cash Camp help desk, similar than Cash Camp, better than Cash Camp, Cash Camp contact, Cash Camp demo, Cash Camp video tutorial, how does Cash Camp work, is Cash Camp the best online is Cash Camp a scam, does Cash Camp really work, does Cash Camp actually work, Cash Camp members area, Cash Camp login page, Cash Camp verification, Cash Camp software reviews, Cash Camp no fake review, Cash Camp Live Broadcast, is Cash Camp real, Cash Camp forex trading, Cash Camp binary options trading, Cash Camp automated app, the Cash Camp review, Cash Camp signals, Cash Camp mac os x, Cash Camp broker sign up, Cash Camp free download, reviews of Cash Camp, Cash Camp live results, Cash Camp bonus, Cash Camp honest review, Cash Camp 2015, is Cash Camp worth the risk, Cash Camp pc desktop, Cash Camp free trial,Cash Camp testimonial, Cash Camp scam watch dog, Cash Camp warrior forum, Cash Camp web version, Cash Camp open a account, Cash Camp laptop, Cash Camp revised Method 2015, Cash Camp Unbiased review, is Cash Camp all hype?, real people invested in Cash Camp, is Cash Camp a shame, Cash Camp discount, Cash Camp binary option watch dog review, Cash Camp youtube, seriously will Cash Camp work, Cash Camp facebook, Cash Camp activation code, Cash Camp 2015 Working, Cash Camp twitter, Cash Camp currency trading, Cash Camp real person review, Cash Camp example trade, will Cash Camp work on mobile phone, Completely New Cash Camp, Cash Camp customer service, new Cash Camp, Cash Camp webinar, Cash Camp webinar replay, Cash Camp anybody using this, Cash Camp real or fake, is Cash Camp live trades real, Cash Camp is this a scam, is Cash Camp reliable?, Cash Camp honest reviews, Cash Camp is it a scam, Cash Camp download software, Cash Camp app review, Cash Camp software download, Cash Camp forum, Cash Camp signals, Cash Camp download page, Cash Camp software demo somebody using it, Cash Camp binary software, Cash Camp binary options review, Cash Camp members, Cash Camp scam or legit,Cash Camp comments, minimum deposit for Cash Camp, Cash Camp reviews, Cash Camp binary today, Cash Camp pro review, Cash Camp windows 7, Cash Camp windows 8 and windows XP, Cash Camp scam or real, Cash Camp login, Cash Camp has anybody out there made any money out of it?, Cash Camp vip membership pass, does Cash Camp work on autopilot?, Cash Camp price, is Cash Camp a scam or not, will Cash Camp help me, real truth about Cash Camp, Cash Camp System, Cash Camp inside members page, Cash Camp software downloads, how to download Cash Camp, how to access Cash Camp, Cash Camp Robot, how to use Cash Camp, how to trade with Cash Camp, Cash Camp NEWS Update and details, Cash Camp sign in, the Cash Camp trading options, Cash Camp info, Cash Camp information, Cash Camp searching for new winning trades, Cash Camp today, Cash Camp feedback, Cash Camp real user review, Cash Camp customer reviews, Cash Camp consumer review, Cash Camp Review 2015, insider john Cash Camp review, george s Cash Camp review, Cash Camp doesn't work, is Cash Camp another scam or legit, Cash Camp refund, Activate Cash Camp, review of Cash Camp, log on to Cash Camp, is Cash Camp manual binary trading, Cash Camp bot review, Cash Camp test, Cash Camp explanation, what brokers work with Cash Camp software, what is Cash Camp, Cash Camp news, new version of Cash Camp, Cash Camp fan Page, Cash Camp breaking news, Cash Camp Register, Cash Camp sign up, Cash Camp broker sign up, Cash Camp real proof, how to activate auto trading on Cash Camp,Cash Camp robot, Cash Camp members area, Cash Camp sign in, web version Cash Camp, should i use Cash Camp, Cash Camp yes or no, do i need trading experience, Cash Camp create account, Cash Camp instructions, how to get a Cash Camp demo, Cash Camp special, desktop Cash Camp, Cash Camp Secret method, Join Cash Camp, Cash Camp ea trading app, Cash Camp limited time, Cash Camp pros and cons, Cash Camp bad reviews, is Cash Camp software automatic binary trading, Cash Camp negative and positive review, Cash Camp Author, Cash Camp creator, who made Cash Camp, what is the Cash Camp, Cash Camp real review, Cash Camp broker, Cash Camp sign up broker, Cash Camp sign up broker review, Cash Camp fund broker, Cash Camp how to fund broker,Cash Camp deposit funds into broker, how does Cash Camp trade, Cash Camp trading bot, what is Cash Camp and cost?, Cash Camp strategy, Cash Camp password reset, Cash Camp beta tester, Cash Camp comparison, Cash Camp questions and answers, rate & review Cash Camp, rate and reviews Cash Camp, is Cash Camp site legit?, Cash Camp reviews online, is Cash Camp for real, Cash Camp By Michael Solovsky Review,Cash Camp Michael Solovsky Review, cashcamp.net Review,cashcamp.net Reviews Cash Camp login page, Cash Camp results, Cash Camp winning and losing trades, Cash Camp overview, Cash Camp training, how to setup Cash Camp, Cash Camp home, real testimonial on Cash Camp system, Cash Camp real time trading, start trading with Cash Camp, Cash Camp proof, Cash Camp the truth, Get Cash Camp, Cash Camp Review
Click Here To Download Cash Camp Right NOW!
submitted by BriceMaddock to BriceMaddock [link] [comments]

Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!

Introduction

Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts.
Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!)
Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear.
Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.

Changelog

3/9/20:
  • [Updated for .12]
  • Money making strategies completed.
  • Minor grammar adjustments, adding additional medical items.
  • Added additional resources, updated old ones.
  • Hideout section complete

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health System
  • Tarkov's Hideout System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • New Player's loadouts - LL1 Traders
  • What to Loot - How to get the most money per slot
  • Stash Management - How to combat Gear Fear
  • Tarkov Economy - How do I make money?
  • What now?

Tarkov Overview - What is Escape from Tarkov?

Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid.
Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.

Tarkov Resources - Useful links

I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
Factory
Customs
Woods
Shoreline
Interchange
Reserve
The Lab ('Labs')

Map Keys and You

Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using.
Check it out here.
This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12

Offline Raids - Player Practice

Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool.
In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)
You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.

Tarkov's Maps

Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.

To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.

Factory

Gate 3 Extract
A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced.
Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being.
Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income.
Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3.
If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.

Customs

Extract map
A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers.
This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest.
Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations.
Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms.
Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is.
Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well.
The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front.
North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station.
Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area.
The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile.
The ‘official’ spawn rate for Reshala is 35%.

Woods

Woods Map with Exfil
A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find.
Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike.
Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.
As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges.
He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar.
Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.

Shoreline

Shoreline Map, with Loot, Exfil, etc
A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it.
A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with.
A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.

Interchange

Detailed map
Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed.
This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.
Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.

Reserve

Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.)
Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.

The Lab ('Labs')

Here's a map.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid.
They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.

Raiders

Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor.
In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended.
A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die.
Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights.
This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area.
Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them.
As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do.
Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking.
Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike.
Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience.
Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill.
Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room.
The full extent of the changes coming is not known.
Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.

Tarkov's Health System

Tarkov Wiki Article
Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more.
Not all of the Health System is implemented yet. Expect changes!
Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit.
Notes: Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout.
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal.
Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink.
Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!)
Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise.
Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool.
Painkillers: Significantly reduces the frequency and volume of the coughs.
Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier.
Painkillers: Reduces sway, removes debuff Pain.
Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier.
Painkillers: Allows you to walk at full speed and to run.
WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration.
Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.

Health Restoration

Medical Items on Wiki
AI-2 medkit
The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid.
Bandages
The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb.
Splint
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa.
Alu Splint
More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire.
CMS (Compact Medical Surgery) Kit
New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2.
Surv12 field surgical kit
Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though.
Car Medical Kit
The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked.
Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked.
Salewa
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage.
IFAK
Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation.
Grizzly
The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.

Pain Management

Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them.
Analgin Painkillers
The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits.
Morphine
Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3.
Augmentin
Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it.
Ibuprofen
Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade.
Vaseline
Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase.
Golden Star Balm
Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.

Continued below in a series of comments, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

DEMOLITION DAYS, PART 90

Continuing
We had three groups of demo wire: mine adit, ANFO on the mine floor, and just because, some black powder placed into the old, but unused, drill holes in the mine face. The party room was going to be detonated remotely. We decided to blow the face first, then the ANFO, then the adit. After the applause died down, I’d trigger the party room. Then, the final drinking light for this mine site would be lit. Tomorrow, we pack up and travel south.
But first!
“Good evening, ladies and gentlemen! Welcome to your first abandoned mine demolition. This hole in the ground has become a menace, alas, through no fault of its own. But steps must be taken to remove it as a threat to society; to protect society from itself. I’ll let you cogitate over the irony of that statement at your leisure. Please, folks. This once was the provider of many a family’s daily bread, butter, and beer. A moment of silence. A moment of reverence. A moment of reflection. This is the place where you cut your subsurface teeth, where you lost your mining virginity, and now…we’re really gonna pop yer cherry!”
They laughed! They actually laughed loud and long. I was amazed. This was just my B-list material.
Dr. D and I alternated countdowns, Lucas was manning the detonators. Everybody, even the cooks, dish machine operators, and custodians joined in on the Safety Protocol song.
First went the face/black powder. A loud, rolling BOOM followed by the mine blowing a huge white smoke ring skyward. Not bad for a first shot.
Then the ANFO. Lucas needed to use the recently acquired replacement for Ol’ Reliable, my personal plunger-actuated blasting machine, as we needed the voltage and amperage. The ANFO shook everyone in camp, even set those in suspended hammocks rocking.
“We’re over a half-mile from the mine and you can actually here see the effects of low-explosives.”, I said, regarding the swinging hammocks. “Did the Earth move for you, too?”
Even that got a laugh.
Next came the mine adit itself. The sharp cracks of the dynamite were so distinctly different than the rolling thrump of the ANFO. People were getting a good physical demonstration of the differences in different types of explosives.
Everyone was about to clap, hoot, or holler, and head for the bar or leave when I shouted them down.
“What are you doing? Where are you going? We’re not done here yet, folks. We have a little bonus. Relax, sit back, and enjoy the death of the cess-pit. The end of the fetid party room. The cessation of the sewer some people around here went to have fun. Want fun? What could possibly be more fun than over 100 pounds of Torpex, PETN, RDX, Dynamite and Kinestik binary high explosives…and a remote detonator?”
All eyes one me grew three sizes that day.
“And I’m prepared to offer the honor of pressing the big, shiny red button to…the highest bidder!”
Consternation and grumbling.
“Actually, I kid. Before this, I had given a slip of paper to Dr. D. On that paper is a number, between 1 and 100. Here are some official guessing paper and pencils. The paper was recently outsourced from the DOI, so no fair trying to use any other. Now, write your guess down, a single number, between 1 and 100, one guess per participant. The closest gets the remote detonator and the honor of destroying the den of filth. In the case of prizes, duplicate ties will be awarded. You have 2 minutes before my number will be revealed. GO!”
Five minutes later, Dr. D announces the winner. There were no duplicates and my number was 86. Dr. I from Berkeley was the winner. She was a petite little hydrogeologist with a mean streak a mile wide. She grinned like a maniac when I handed her the remote detonator. She wanted to go immediately, but I restrained her for a 5 count.
“5...4…3…2…1…HIT IT!”
Whoa. Even though the mine was strictly closed, when that Torpex torpedo went off, the whole state probably felt it. It was very much like an earthquake. A very noisy, even that far underground in a closed-off mine, shatteringly brilliant earthquake.
Dr. I was ecstatic. “I did that?”
“Yes, you did. You’ll be receiving the bill in the mail.” I joshed.
It didn’t matter. Nothing could dampen the mood at that point.
Before lighting the drinking lamp, I recited a bit of doggerel for the crowd to close and commemorate our first victorious mine closing.
 “The Earth shakes, the ground cracks,
 And out steps fmax.
 Pleased as punch, fresh as a daisy,
 He watches while the world goes crazy.
 Strata shakes, structures tumble,
 Seismographs jump, formations crumble.
 When he’s finished, spent with sin,
 He returns as fmin.”
(fmax refers to the high-frequency band-limitation of the radiated field of earthquakes.)
It’s a geology thing…
They seemed to appreciate the effort. They loved that immediately afterward I lit the evening drinking lamp.
Dr. D, Lucas, and my own self had our cigars, drink, and maps. We were looking for our next contestant. Given the reaction of the crowd, I figured they’d be ready for something a little more ‘aggressive’. We had 11 days left, so it couldn’t be too far afield, as I didn’t want to waste time in transit, but here in Nevada, that wasn’t going to present a problem.
Lucas pointed out the Gobbler’s Knob mining area. It was studded with mines marked with the red ‘X’ of the Bureau indicating these mines had been vetted for critter populations and were slated for demolition, and there was quite the assortment. Sure, it was a good three and a half hours distant as a direct shot, or a full day for this crowd. However, we could just camp there for the last part of the trip; it would make a fine base camp. There were more than enough mines, in close proximity, of all types.
So, it was decided and announced. We’d all rendezvous at the titular Gobbler’s Knob gold mine area. I’d scout the area with Lucas and Dr. D, who would follow in his field car. We’d find a place to set up base camp. Sure, it was a diversion from the planned itinerary of the project, but that was at my discretion anyways. Given the shakedown at the Sharp Curve mine, we figure the less over-the-road travel for this crowd, the better.
I chatted with the concessionaires and explained our new plans. They were relieved, as once settled, they wouldn’t have to tear down and set up again every few days. We would be relatively closer to some larger cities, so they could assure us to continue the high quality of food and drink.
So, we were set. Lucas asked to ride with me and since he didn’t mind my cigars, so long as I shared. So Dr. D, in his rental field vehicle, and Lucas and I in the Hummer, hit the trail first. We’d be there in three or so hours. Real geologists don’t get lost out in the field, they just become slightly temporarily dislocated.
Not to waste any time, I had Lucas get on the radio and relate our plans to the Bureau. After this, he called the Nevada State Troopers and let them know what we were up to as well; just in case, as insurance. He called the local police in the town of Goonhaven, NV to warn them that we were on the way. They were most appreciative. They liked geologists and miners. They even gave us the address and phone number of the town’s single liquor store.
We had a radiotelephone lash up through the Bureau HF radio, so I had Lucas call the Boozerama and advise them we’ll need a lot of clear ice for the catering guys. Plus they might just want to go ahead and lay in a double, ok, triple supply of beer as there’s a gaggle of thirsty pseudogeologists on the way that are going to hang around for a week or more.
I asked them if they had any Russian Imperial Export vodka. They said they had some, but a good variety and supply of other brands. I thanked them and warned them again, that the geologists were coming. I also requested that they source some Bitter Lemon and a few cases of assorted Nehi flavors. They said they would try.
Always nice to phone ahead and give ample warning. Elicits discounts.
Lucas was a natural as a navigator.
“OK, Rock. Stay on the goat path until you hit Big Barn rock. Take a left and head up to Copperhead Canyon. Once past the canyon, go right on past Nellie’s Nipple and follow the arroyo. Once you pass Sniggler’s Gulch, hang a right and another right and we’ll be on the road to Gobbler’s Knob.”
I lowered my polychromic safety squints in place and said: “Roads? Where we’re going, we don’t need roads”.
I dropped the Hummer into low, stomped the gas, and leaped out across the desert; the trailer with nearly a ton of high explosives bouncing jauntily behind us.
Lucas started to protest, thought better of it, got us both a cold drink out of the back seat, just sat, white-knuckled it as he watched the desert fly by.
We made great time as we averaged some 60 miles per hour over the flat, rocky desert.
Well, maybe not average, but we did hit 60 mph until Lucas got too alarmed and worried feverishly over the trailer full of boom that was fast on our tails.
We pulled into the ghost town of the main Gobbler’s Knob camp. It was a large, open area up in the mountains. We got out and began our photoreconnaissance.
There was a lot of antique mining equipment and paraphernalia up here. Looks like we were either too high up in the middle of nowhere or perhaps the locals didn’t care enough to brave the route up to the camp area. It was as close to pristine as one could get in the region. It really looked like with a little spit and polish, one could fire up the mines once again.
The Gobbler’s Knob mining district covers an area of approximately 30 square miles in the Grunion Range in Nevada. Gold was discovered in the Gobbler’s Knob district in 1905, although quartz veins in the vicinity of the ‘Knob’ had been worked as early as 1866. The district immediately became one of the bigger "boom camps" of Nevada. The greatest production was reached in 1931, and since that time mining has declined until it was abandoned in the early 1940s. Placer gold, post-1945, from the deep gravels of the adjacent gulches have added to the total output. Total gold revenues from the area topped $550 million dollars.
The geology is extremely complex. The southern part of the district is underlain by closely folded Paleozoic rocks. These formations have been divided into five units, to four of which local names have been given. The oldest of these units, probably of Cambrian age, consists dominantly of siliceous mica-schist but contains beds and lenses of quartzite and dark sandstone and five beds of crystalline limestone. The total thickness exposed is estimated to be about 5,000 feet. Above this, and provisionally assigned to the Ordovician, is about 800 feet of chloritic schist, altered by thermal metamorphism to a "knotted" schist. This unit, in turn, is followed by 800 feet of gray limestone, partly altered to black jasper, which near the top grades into black slates. The lowest fossiliferous stratum is a thin bed of black slate' containing graptolites, which is separated from the underlying limestone by a thin layer of quartzite. The graptolites are of No-Kill-I (Ordovician) age. Above the graptolite bed is limestone similar in character to that below, followed by a great thickness of chloritic schist, with here and there thin beds of cherty slate and crystalline limestone. The total thickness of this group of beds probably exceeds 4,000 feet in the area mapped.
The Gobbler’s Knob mining district has produced an additional $350 million worth of copper, lead, silver, and rare earth elements. Productive rocks include the Pogostik Group, Euyankinme Quartzite, and Awfully Good Formation of Ordovician age, Lonesome Goose Dolomite of Silurian age, the Nowheyinhell Formation and Devil’s Dingus Limestone of Devonian age, and unnamed clastic units of Mississippian age, notably Bob’s Lime, the Coonskin Quartzite, and the Frammish metaconglomerates.
These rocks were folded into an overturned anticline and then broken by high-angle normal and reverse faults. Paleozoic rocks were intruded by a granitic stock having a rhyolite porphyry core and by rhyolite porphyry dikes. Primary pyrite, chalcopyrite, galena, and sphalerite and tetrahedrite in host rocks of marble and diopside and garnet skarn have been altered by weathering to oxide, carbonate, sulfate and silicate minerals. Some mineralized rock contains remarkably high concentrations of rare earth elements and beryllium.
We had carte blanche out here. We were the only bipedal mammals, as far as we could see, for hundreds, if not thousands, of square miles. Lucas tried to raise any local folks on the HF, VHF, ULF, and CB radios. Nothing. We were isolated, but we had our traveling funnel-cake trailers bringing up the rear. It was as nice a field area as one could ask.
Lucas and I scouted the area looking for an area to erect Camp Central. I had almost decided in occupying one of the larger old miner’s shacks. That is until Lucas pointed out the local indigenous population of packrats, coyotes, possums, and probably fleas, ticks, mites, no-see-um’s, and snakes.
“Good idea, Lucas”, I replied after reflection, “Let’s find us a new spot to camp out.”
Dr. D can slaloming into the ‘Knob in a flurry of dust and flying alluvium.
“Sorry I’m late, Guys, “he apologized, “But I found an outcrop of jaspalite out in the desert. I just had to stop and take samples.”
He showed us the jaspalized lahar, or quartzified ancient volcanic mudflow, samples. They were a riot of colors. Blood red jasper, green jadeite, yellow topaz, bluish-quartz knots, and purplish purpurite, a purply-purple mineral species.
It was very purple.
Esme would have loved some samples to play with if all her lapidary equipment wasn’t already in storage.
Dr. D got out the Gobbler’s Knob topographic map and stood on the roof of his rental, another reason rental car companies hate geologists, peering through his binoculars.
Lucas and I were exploring around the old campsite when Dr. D called us over.
A short distance away, there was a prominent wavy outcrop of thickly bedded sandstone. It has some nice re-entrants, like little rocky bays in an ancient geological harbor. This was fairly close to the flat highlands of the main camp but would be a prime dwelling for trailers, with some degree of privacy and the off-site storage of nearly a ton of high explosives.
In front of the outcrop, was a flat, wind-swept sandy blowout area that would be prime for the catering trailers.
If we parked the Porta Johns behind the outcrop, they’d still be close enough to be of facility. But they’d be distant enough that we wouldn’t be gassed in our sleep if the winds shifted during the night.
Plenty of parking off-site a piece once the trailers were set. The general area showed no signs of being anything of a hydrological nature, so it didn’t act as a wadi boundary, nor were we camping in a dry wash. We should be protected from the worst of the winds and rain if the inevitable summer high-desert thunderstorm rolled through.
“Boom!”, I said, “Gentlemen, we have a camp! First come, first served. Let’s go claim our spots.”
We all smiled, piled into our respective vehicles and drove the 350 meters or so over a small rise to our new home for the next week plus.
I found a very secure dead-end slot-canyon for the trailer. I backed it in, disconnected it from the Hummer, and secured it to some rock bolts Lucas and I pounded into the very living rock walls of the canyon.
Lucas and I chose the next re-entrant to the left. It was one of the larger ones, plenty of space to park the Hummer and for Lucas and my tents. Dr. D selected the one immediately to the right of Trailer Canyon. His rental fit in parallel to the rock face, and he pitched his tent between the rock wall and his vehicle. He had a flat area to pitch his tent, drag out his work table, and sling his hammock between the car and the outcrop. He’d be protected from the wind and rain, and any onslaught other than directly vertical.
Clever dude.
He even erected a sun-shade he devised from a thick sheet of tarpaulin and some support pipes he scrounged from the surrounding area. We helped him fabricate this bit of brilliance with guy lines attached to rock bolts we pounded into the outcrop and extra tent pegs anchored deep into the desert floor.
Very clever. He was secure as houses now.
We were set and ready to go. All we needed now was the rest of the retinue to arrive.
Lucas went walkabout once we had dragged out my worktable and one of the coolers I carried. I was working away on my field notebooks when Lucas ran up with a 2x2 foot square sheet of what appeared to be weathered white Masonite.
“What you got there, Luc?”, Dr. D asked.
“There’s tons of this shit lying around”, Lucas explained, “All the same size and thickness. I figure we’re going to be here a while, so we gather some posts, and we have a supply of ready-made signs for the crowd when they arrive.”
So, Lucas, Dr. D and I spend the next couple of hours devising road signs for the new arrivals.
“Slot 1 =>. Slot 2 =>.” And so one for the basic trailer parking/tenting slots.
“Food =>”, which needed to wait until the caterers' arrival.
“Shitters =>”, again, had to wait until the Porta-San farm arrived.
And so on and so forth.
All in bright day-glow orange.
Lucas and I did a rattlesnake sweep through the entire camp area and found not even a shed skin. We did find a slot canyon cut clear through the outcrop that would provide great access to the Porta Johns behind the outcrop. It was like this place was designed for us.
The food trailers and Porta Sans arrived at virtually the same time. We directed each to the area we thought would be best for each. The Porta San driver agreed this was a good place for the loos, especially since they’d be out of the elements and still close enough to be a convenience.
The caterers hemmed and hawed a while, but over a cold beer or two, decided the areas we already designated would prove to be acceptable, with a few minor alterations. A little C-4 remade those minor alterations and relocated some errant boulders. Before you knew it, we were back in business.
We figured the day would be a wash as it would take these hydroheads most of the day to find their shoes, much less a distant campsite. So, Lucas and Dr. D went out in his vehicle and posted sings to help direct these hopeless folks to the campsite.
I stayed back at camp and pored over the maps, literature, and write-ups regarding the area and the mines it contained.
There were literally hundreds of mines out there. Some no more than small prospect drifts that chased a vein of precious metals until it petered out in a few hundred yards. Others were full-fledged scary-ass deep, hard rock mines with vertical transit shafts whose depths were measured in thousands of feet.
I discounted those the Bureau hadn’t vetted as to animal worthiness and those that were deemed animal sanctuaries. A quick count left me with 104 mines to choose from. Some I could close “Old School” with a bundle of dynamite and a quick tug on a set-pull-forget and toss fuse.
Others were so extensive, it would take me and a trained crew at least a week to explore, devise, set, prime, and charge the thing.
OK, I selected 10 easy mines for quick annihilation and set those aside as Class-1, the easiest bundle-of-boom, for later. Sort of a bonus as the project drew to a close.
I mean, who wouldn’t want to go all 1880s and pop the fuse on a bundle of stick dynamite then chuck them down a deep hole?
I know I would.
Then I chose five or six what I considered medium-class, or Class-2, mines. Multi-level, dry, no real obvious nasties like rotten cribbing, loose broke down piles of rock, talc…gad, talc… or noxious gasses. These went into pile number two.
Then I chose two that I considered Class-3 mines. Real bastards. Multi-level, flooded, raises, winzes, stopes, shifts, staves, shafts, tunnels, all sorts of fun shit. I decided that Dr. D, Lucas and I would discuss which of these we’d close. It was a point of vanity, I guess. I needed to nuke just one of these tricky fuckers to show the Bureau what they were going to be missing once I left. As well as prove what I can accomplish out in the field, even saddled with a passel of greenhorns.
With my field notebooks up to date, all my demolition paperwork in order, and piles of mine candidates to choose from, I declared the day a wash and lit the drinking light.
Dr. D looked at our supplies and declared it inadequate. Besides, we didn’t have any Bass Ale, his favorite tipple. He decides that he and Lucas would run into town, only about 75 miles distant, pick up the necessary supplies, and bet me a sawbuck he’d return before the first camper made camp-fall.
“You’re on!”, I said as I handed Lucas the cash for the wager. I also slipped him a few extra bucks if he found any good looking cigars, vodka, bourbon or beer we just couldn’t live without.
The concessions folks got wind of our plans and asked if one of their tribe could accompany Dr. D and Lucas to town with a couple of coolers for ice. They could make ice on-site, but it’d be hours before they had any in abundance. Dr. D had no problem with that as they could bungee the coolers down to the roof rack of the rental.
I asked Dr. D if this extra time to get ice would invalidate our wager.
In a flurry of dust and cigar smoke, he yelled out the window as he, Lucas and the food court guy hauled ass town ward: “No way! I’ll still beat them all back!”
I was essentially alone out in the wilds of Nevada’s high desert. Nothing much to do, I loafed around, wandered over to the boomtown remains and had a look round, and generally just mooched about waiting.
Back at Rock Central, as Dr. D had christened our campsite; as he had created, posted, and signed the signs to prove it, I was called over to one of the cook trailers. They had questions for me.
They wanted to know what the gunfire was all about the other day. They’d heard rumors of everything from armed insurgency to just some late-night target practice.
I regaled them of the story of the ‘Motorcycle Gang That Couldn’t Think Straight’ and they laughed and laughed. They were pleased to know they were well protected out here in the boonies.
After that, with nothing much else to do, I offered them all a beer or whatever else they could find in my depleted larders. They gratefully accepted and we sat around, just shootin’ the shit for a while.
Two or three beers in, one of the head chefs excused himself and returned a bit later with an unlabeled bottle of suspicious-looking clearish fluid.
“We keep some on hand for emergencies”, he told me, “But since they were working for the Bureau and had to conform to their rules, we were asked to run a dry camp.”
“Well,” I said, “As long as it’s kept under control, and as I’m the sole Bureau representative here; I don’t run a dry camp, so if it’s kept low-key, I don’t see a damned thing.”
After the whoops and hollers died down, I was presented an iced glass of very suspicious-looking homemade high-octane hooch. The head chef, who assured me he has CIA credentials, i.e., Culinary Institute of America, and knew how to run a still, promised me I’d find his latest creation most enjoyable. Or unusual, I forget which.
“Slurp!”
Jesus H. Tap Dancing Christ on A Soda Cracker! That stuff was smooth.
No, not smooth. What’s the opposite of smooth? Sandpapery? Abrasive? Crenulate? Squamulose? Rock ripping?
He smiled broadly as I choked down that slug. I gasped for breath. My eyes glazed over. My ears were on fire. My teeth vibrated. My nose ran off. My tongue was contemplating filing for divorce.
It was pure loathsomeness. It was fucking horrendous. I hated the fucking stuff.
“Care for another?” he asked.
“Oh yes, please,” I replied.
A while later I heard a car approaching. Given the speed at which it was traveling, I knew without looking who it was.
Yep, five minutes later Dr. D roared into camp, sliding backward to a stop only feet from the lead chow trailer in a cloud of Cretaceous floodplain dust.
“Did I win?” he asked, as he looked the camp over. Lucas and the cook assistant fumbled out of the car as best their rubbery legs would allow.
“Sure as hell.” I replied, “Lucas, please pay the man.”
We helped remove the coolers of the roof of Dr. D’s car. Each was filled with a single crystal-clear block of water ice. Seems this old town still had an ice house and it was simple as squash to take dimensions of the cooler, and chip a chunk of the correct size off the glacier they had in the storerooms. The cook crew were ecstatic.
Dr. D found his Bass Ale and bought the town dry. Lucas had purchased a supply of classic field camp beers: Lucky Lager, Henry Weinhard's, Hamms, Blatz, Falstaff, Walter’s Bock, Grain Belt, and Buckhorn. It was frosty, ice-cold nostalgia.
Plus, Lucas found a bottle of George Dickel, Rebel Yell, and Hoggs Bourbon for me. As well as liters of Monopolowa, Popov, Bowmans’s, Royal Gate, and Ruskaya Vodka. He also admitted to a bottle of Yukon Jack and Captain Morgan for himself since everyone else was getting what they wanted. Plus three cases of really weird flavored Nehi soda. No Bitter Lemon though…he was disconsolate. But still smiling like a loon.
Dr. D had also stopped and filled his trunk with firewood purchased from a farmer on the outskirts of town. We stacked that centrally next to where we’d construct the communal fire pit.
The high desert. Out in the middle of absolute nowhere. Camping. Few creature comforts. A serious geology job laid out in front of us, a couple already behind us. Campfires. Good friends. Good food. Good cigars. Cheap booze.
It really was like coming home again.
Finally, some hours later, just as the sun was getting ready to bounce off the western edge of the desert, the trailers and campers began to arrive. They all caravanned, en masse so they wouldn’t get lost. Their tarmacked travels took them through many tank towns, so they stopped along the way for beer, booze, and other things to make the camp run that much more smoothly.
One after another, the tenters and campers pulled in. Dr. D, Lucas and I decided we had done enough for one day, so we sat at Lucas’ and my campsite, stoked a smallish campfire and decided to sample the wares of Dr. D’s sojourn to the big city.
The trailers all parked, first come, first served. No arguments, no bitching, no sweat. The tenters consolidated the northern end of the camp area, the trailers, the south.
The chow triangle was rung and it was dinner time, all right on schedule.
Deep-fried cod and chips, mushy peas, Toad in the Hole, Yorkshire Pudding, and roast joints of beef rounded out the British-themed meal. There was Spotted Dick, Banoffee pie, and Syllabub for pudding.
You had to eat your meat or you couldn’t have any pudding.
Maybe the chef really was CIA.
After tea, and before the drinking light was lit, I called everyone for a quick meeting to explain what I had intended for the next 10 days. I explained how Class -1, -2, and -3 mines were defined. I noted that we would, at minimum, close at least one of each type in our time remaining. Everyone would be in on Class 1 & 2 mines, but I’d only ask for volunteers for the single Class-3 mine, due to its inherent complexity and danger.
I also noted that since this would be home for the next near score of days, that I have access to VHF, HF, UHF, ELF, SW, and CB radios, with a lash up for telecommunications with the Bureau HF radio, if there was an emergency. I also have a satellite phone if there were any particularly spectacular emergencies. It was available, but not for idle chit chat. Perhaps, later in the week, I noted, I could allow a 10-minute call home for everyone if there was nothing untoward that happened in the interim.
There were general shouts of approval on all points. I asked for questions, and there were none. Either I was that good at covering all the bases of these guys were really thirsty.
“Folks”, I said, “The drinking light is lit. Remember, we muster front and center tomorrow 0630. Please bear that in mind. Naz dirovya!
After a catered breakfast of breakfast pizza, breakfast burritos, and breakfast Egg WacMuffins, I had the whole crowd assembled, most all sipping coffee and a few lamenting some real humdinger headaches.
“OK, gang”, I began, “Class-2 mines today. Class-1 mines are super easy, barely an inconvenience. I’m retaining them as door prizes for the best mine demolishers nearer the end of the week. I won’t say much about these exit prizes, but suffice to say, think 1880s, and bundled sticks of dynamite.”
That got the crowd’s interest.
As usual, I broke the crowd up into groups. Dr. D, being near as up as me on mine construction and dangers, so kindly offered to take one group in the morning so I could handle the second group in the afternoon, or vice versa, just for flavor. After that, we’d compare notes, ask for volunteers, go back in and charge the mines. Then, we’d retire to a safe distance and blow the living shit out of them.
We’d alternate, and when I wasn’t in the mine, he’d radio back what he thought would be appropriate to nuke these mines out of existence. I’d begin work on building the demolition charges. After which, I’d store them, then I’d take a group on a walkthrough. We’d all get together, have a powwow, get people’s impressions and concerns of the mine and formulate a demolition procedure.
That way, in six days we blasted out of existence six Class-2 mines. We were humming along like a well-oiled machine. No bitching, no kvetching, just lots and lots of questions, good food, cheap booze, and cheaper beer with mines closing left and right.
Things were actually humming right along. Until the afternoon of day 8.
Clouds rolled in, covering the skies with their frothy white, billowy cloudiness.
I was looking up to the unfolding aerial montage when Lucas and Dr. D wandered over.
“You saw it as well.”, Dr. D noted., “Best get the word out, it’s going to be a real toad-floater.” He and Lucas were old-time field hands out in the desert. They knew what was coming.
I agreed, this had all the earmarks of a major-league desert thunderstorm. Heavy rain, wicked winds, thundering thunder, dismal darkness, all split by jagged lightning.
I called for an immediate camp meeting.
“Folks,” I said loudly, so the cook crew could hear as well, “Look due up. We’re in for a real humdinger of a summer thunderstorm. As soon as we’re finished here, get back to your camp. Secure everything not nailed down. Check guy ropes and make sure they’re doubled-down. If it’s loose, pack it, or nail it down tight. I don’t know how many of you have experienced Mother Nature at her nastiest out in the field, but make no mistake, she’s got stuff that makes my best explosives look like Tinker Toys. Get sorted and hunker down. There will be wind. There will be rain. There will be wind. They may be hail, so tenters, you might want to call in some favors with the folks who have trailers. Questions?”
There were none, but Dr. D added, “Rock ain’t just whistlin’ Dixie here, gang. It’s got all the earmarks of being a nasty bugger. Prepare to take cover and hunker down solid.”
They saw that when the two most senior field trippers said that this was to be a real event, it’s best to listen and ask questions later.
The camp scattered. Lucas and I flattened our tents, no need getting them ripped to shreds.
I made certain the explosives trailer was nailed down, locked, and well-grounded. What are the odds of a lightning strike? Don’t care. I made double-damn uber-certain.
Dr. D flattened his camp and said he’d ride it out in his rental. I offered him a spot in the Hummer, as it was big enough for us to sack out if the storm lingered.
He declined. He said he’d be fine in his rental.
The cook trailers were stowed and secured, and if the Port-a-San farm took a hit, there wasn’t much now we could do but hope otherwise.
Lucas, Dr. D and I sat out in out camp chairs, with fresh cigars and beers, savoring the ridiculously salubrious pre-storm ozonic fresh air, awaiting the inevitable atmospheric show. The clouds above roiled, rolled, and built to astonishing heights. They grew as dark and foreboding as a volcanic ashfall. Over more beer and cigars, and maybe a tot of bourbon, we watched and waited.
And waited.
“Was this going to be a false alarm?” I wondered.
KA-HOLY SHIT-BOOM! The thunder roared.
Nope. Not this time.
We all sat outside admiring the coming show. It was going to be fun, lots of lightning and peals of thunder. Torrential rains, for certain, with that exciting hint of hail that might come for a visit.
Over beers, we sat, watched, and pointed out some of the amazing structures in a building series of cranky cumulonimbus clouds.
“PLOP!” the first drops of rain appeared. The camp chairs went into the back of the Hummer. Dr. D departed to his sanctuary and Lucas and I sat in the truck, fiddling with the radios to see if we could get any info on the storm.
KRRAACK! Lightning buzzed with a vengeance.
We’re in the high desert out here. Some 9,000’ plus above sea level. Puts us that much closer to the storm.
KABOOM! Thunder rumbled.
“Odd”, I thought, “Not much rain or wind…”
The Hummer rocked like it took a hit from an RPG. The rain and wind I wondered about had arrived.
If you had anything not locked down outside, it was well on its way to California by now.
Rain pummeled. Winds howled. Lightning cracked. Thunder rumbled.
And it got very, very dark.
Dr. D did a great job of picking out our camp location. The rain puddled, ponded, then ran off to the west. The winds, for at least a small part, were funneled around the campsite rather than lay waste to it.
But that’s where all the good things ended.
The hail began. Pea-sized first. Then marble-sized. Then organic, free-range, farm-fresh, egg-sized. Finally, high-velocity ice golf balls. It made a hell of a racket on the reinforced roof of the Hummer. I didn’t even want to think what it was doing to thin-sheet aluminum topped trailers.
It grew in intensity. Winds whipped even stronger. Hail bounced merrily of the outcrops, cook trailer’s roofs and the very ground. In short order, it looked as if it had snowed. The entire campsite’s grounds were covered with whole inches of accumulation of hailstones.
Then, as quickly as it appeared, it was over. The sun cautiously peeked through the waning clouds and lit the devastated tableaux for all to see.
Lucas, Dr. D and I got out of our vehicles to survey the circumstances. We brushed the icy accumulations off our tents and raised them so they’d begin drying. There would have been nothing left if we hadn’t collapsed them first.
Slowly, the rest of the campers showed up. They milled around the snow-like accumulation and just goggled. Many had never seen, much less experienced, such climatic fury firsthand.
Of course, everyone had to pick up and examine the hailstones. Then it happened, one northern wag decided that since it looked like snow, it must act like snow. One West Coaster was the first casualty. He took a hailstone snowball to the back.
That’s all it took, a snowball fight broke out. It was hilarious, even though I was less than amused when I played innocent bystander and took a snowball hit directly to the cocktail in my hand, spilling my drink.
“Of course you realize.”, I mused, “This means war.”
Many campers learned that day, through hard experience, you never start a snowball fight with Baja Canada and Real Canada residents. The carnage was spectacular.
It was a late night before anyone hit the sack. They were having too much fun.
I finally picked the last mine of the tour, the Gobbler’s Knob #33 shaft.
I gave it several days because it was a motherfucker.
Fully 7 levels deep. A central shaft that was 33’ across the diagonal, hence the mine’s name.
The deepest record we had for the mine was the last work face in level 7 was at 2,729 feet below surface level, more than a half a mile in depth.
The last reports were that level 7 might have flooded. Looks like I’m going to need some severely hardy folks to accompany me on this initial trek.
After dinner that night, I called a camp meeting. I explained the need for the initial reconnaissance of this mine, and I was looking for volunteers. This was an entirely optional mine, although I’d like input at the nightly meetings. You don’t have to go, but it’d probably look real good on those final reports I have to write up for everyone.
Yeah, no pressure. No pressure at all.
Of course, Dr. D and Lucas volunteered immediately. Truth be told, if that’s all that wanted to go, it would have been fine with me.
However, Dr. I, the Ms. maniac torpedo detonator from earlier, Dr. F, and Dr. H and his associate made the move forward.
“OK,” I declared, “That’s seven. Just in case, do any of you have technical rope-climbing skills? That might come in handy on this recon trip.”
Dr. H decided that it might be a bit too strenuous for him, but asked if his associate, Gary the Grad Student could accompany us. This guy was supposedly half-gibbon, he was that good of a technical climber. I almost told him to get bent as I didn’t need anyone showing me up.
Of course, I relented. I noted that we’d all meet here, tomorrow, fully kitted out with all our gear, at 0600 for the initial assault. We’d take the Hummer as it had plenty of room. The mine adit itself was less than a mile distant, but we’d get so knackered walking that distance even in the early morning desert heat, that I insisted we drive, even if it took a couple of trips.
There was a pretty good Happy Hour that night, but not for six of the more intrepid adventurers. We held off until after our explorations were complete.
I had copies of the latest mine schematics and handed one out to everyone.
“Carry this with you and mark it as you go”, I said, “Find something not on the map, like an ore chute, drift, stope, raise, or winze, make a note. Also, keep tabs on where you are at all times.”
All agreed as this was serious nut cuttin’ time. This mine could be a real killer. I doubt it’s going to cut any of us any slack.
After checking and re-checking our gear, at the mine adit, we synchronized our watches and rechecked our coordinates. Our ELF radios would work underground as would the mine GPS we had along.
To be continued.
submitted by Rocknocker to Rocknocker [link] [comments]

DEMOLITION DAYS, PART 77

Continuing
“Yes,” he replies, “Two will drive in in their own vehicles, but one will be flying, I think, it’s not yet been confirmed. If he does arrive on time, he’ll have to go in the field with you in your truck.”
“OK, now I’m a taxi service?” I snicker, “Price of poker’s going up.”
“Yes, right,” he grimaces, “As per your prospectus, you’re running the show out in the field. You have to being you’re the only one fully licensed. “
“This is news?” I asked.
“Well, “he continues, “All of your associates will possess some degree of blasting experience.”
“But none are licensed?” I ask.
“Not as such,” he replies. “Either way, you’re running the show out there. Make certain they all survive and return moderately intact.”
“Always my intention,” I say, “Can I see the list?”
“Certainly,” Harry says, sitting back and lighting up my cigar.
OK, let’s see…”
No doctors, yet. All last-year PhD candidates in either mining or engineering geology. Well, not my absolute first choices, but I guess it’s better than a sharp stick on the eye.
There’s:
• Albert W. Armstrong. “Al”. University of Missouri, Rolla. Mining geology.
• Charles F. Glaciisto. “Chuck”. New Mexico Tech., Socorro. Mining geology.
•Leonard. R. Paskapää. “Leonard”. Colorado School of Mines. Engineering geology.
“Well, there’s a nice assortment,” I say, “Guess I’ll see them when they get there.”
“Chuck and Al are driving out. Leonard is flying out, I think, and won’t be there for another two weeks.” Harry tells me.
“Fine by me. Hope they boned up and brought all the necessary gear. This is a real job, not a field trip.” I said.
“I agree Rock,” Harry intones, “They have the project prospectus, so there should be few surprises. Well, I’m off to some meetings in DC. I’ll have to catch you for dinner when you return. In the meantime, we have a reservation for you at the Hyatt next door. I’ve also arranged for your trailer and supplies tomorrow at 0600. I knew you’d want to be out on the road early.”
“Fair dinkum, Harry,” I say, “Sounds like a plan. I’ll be in touch. Have a good trip.”
“You too,” he says as we shake hands and depart.
The Hyatt was comfortable, but just another in a long line of chain hotels. Adequate clean room, decent food, ridiculous mini-bar prices. I was up at 0500, showered, and ready to head over to the armory for my Nevada supplies.
I show up at 0545. I was that ready to get back on the road. Surprisingly, all I had time for was an early morning Bear Claw and coffee before everyone showed up.
“Right this way, Rock,” Andy the Armorer told me. “Drive right back to bay 5. I’ll open it up and we’ll have you on your way.”
So, I wheeled back to Bay 5, spun the truck around, and backed right up to the door.
I tootled my horn and the corrugated door began to roll up.
Andy motioned for me to back in, slowly. Using hand signs, I backed in enough for them to close the door again.
I saw my old trailer over in the corner and was thinking it was nice to have a familiar bit of kit.
Then another trailer was rolled out. Fully twice the size of the old trailer, it was painted a ghastly government green, overlain with black and yellow cross stripes. It was plastered with DOD, DOT, DOI, and all the other necessary stickers. There was one large and very prominent sticker on the bumper that proclaimed; “EXPLOSIVES! DANGER! STAY BACK 500 FEET.”
“Oh, that’s nice and unobtrusive,” I said. “No one will give that a second thought.”
Fucking sheesh-buckets.
Half the trailer was taken up by a cast-iron tub, with hinged lid. It had an electric motor to raise and lower the lid, just the thing for going out in the boonies, I thought. It was made of very stout and thick welded steel and was quite lockable. It also looked bullet, lightning, and nuke-proof.
It also weighed a fucking ton.
The rest of the trailer had several lockable compartments, of varying sizes for the inclusions of all my different blasting equipment, all made of the same stern stuff.
The whole trailer had a resolute fiberglass lid, although the munitions tub still stuck out proclaiming its message of impending doom for all tailgaters to see.
“Is this all really necessary?” I asked Andy.
“Latest DOD, DOT, and DOI specs,” he told me.
“Marvelous,” I muttered.
“Well, let’s get on with the show,” I said. “You have my goodies list? I want to get out on the road.”
“Yes, sir!” he saluted, as he was still military. He barked some orders and suddenly, cart after cart after cart of the fun stuff arrived.
He delighted in showing me that this was a custom trailer. A special compartment in the tub was for binaries, a special section for dynamite, and one for all the other permissibles. The rest of the trailer was marked with cute little lockable cubbies for “Blasting caps,” “Galvanometer,” “Primacord,” “Demolitoin [sic] Wire,” etc.
It was all a very governmental job. Over-designed, over-engineered, and over-wrought.
I came to love it.
The lockbox in my truck was now empty, so I had the opportunity to load up with a few extras. I thought “You can’t go wrong with Primacord,” so 3 extra spools went in there. As did another couple boxes of initiators, pop-drop-forget fuses, a box of Fusees (road flares), delay caps, a couple of pairs of blaster’s pliers, as I kept losing mine, spools of demo wire, and extra batteries and an extra electronic detonator.
Best to be prepared, as I always say.
I was now weighed down with over to a ton of explosives, along with all the ancillary tackle.
Luckily my truck had that big, ol’ turbocharged V-8. We’re going into the mountains dragging the equivalent of a rental company Toy-Auto behind us.
I signed all the paperwork and waited until everyone present had their own notarized copy to lose. I was given two sets of keys, just in case. After I disbursed some thank you cigars, I eased out of the armory, dragging this trailer down that endless black ribbon of highway.
It was chained, wired, and padlocked to my truck. It would be a serious pain in the ass to take it off and park it for the night. Until I hit Reno, I either camp rough or stick to the plastic water glass circuit, that is, truck stops.
“No problem,” I thought. “I’ve done worse.”
Back on the road again, I’m cutting due west towards Arizona. Even with my truck’s big turbo V-8, with all the shit I was carrying and dragging behind, forget rapid acceleration or passing on anything even approximating a stiff grade.
I eased on down the road, out of New Mexico and into Arizona. I resolve to visit Cuba on the return trip.
A simple swing across Arizona and I’m in Nevada. Looks like smooth sailing ahead…
Things are going along swimmingly. I’m making great time on I-40 across Arizona.
Sure, it’s hot out, but there’s not much traffic and I can keep a pretty steady pace. So much so, I’m pointing the truck in a generally westward direction and I busy my long hours away futzing with the CB radio, eavesdropping on truckers on channel 19. Or, I futz with my shortwave trying to find Radio Moscow.
Yeah, even the CWG, car window geology, can pale after miles and miles of miles…
I’m tempted to swing through Winslow, Arizona just because I’m a fan of the Eagles. But the road is humming so nicely, I just decide to ‘Take it Easy’, and continue onwards.
Through Flagstaff, through Ash Fork, through Seligman. I’m blazing along only to have to take a bit a break outside of Kingman to avail myself of the roadside rest area facilities before I make the lane change and head for Vegas.
Or, more accurately, around Vegas. I want no part of dragging over a ton of high explosives down The Strip. Besides, the DOT would hang me by my thumbs, or more tender appendages, if I didn’t take an ‘ODOT’, or ‘Optional Direction Of Travel’.
Got to stay away from agglomerations of those people things.
That won’t be for a while as I head up Highway 93. Through Chloride and Willow Beach, up toward Henderson. I zip over the Colorado River and I’m in my destination state. In the far, far south of the state, and I’m headed to the extreme northwest of the state, but, hey, I’m in the damned state nonetheless.
Up towards Las Vegas, I really want to pull in, grab a suite, and go all Vegas-y. But, duty calls. I resolve to take Esme to Vegas when I get back to Houston and before we make any plans to head to some Middle Eastern sandpit.
I schuss up the 11 right towards Vegas and right on past via 215. I’m now on 160 headed towards one of my favorite cities: Pahrump, Nevada.
Governor Lepetomane: [pointing to a member of his cabinet] “I didn't get a "Pahrump" out of that guy!”
Hedley Lamarr: “Give the Governor a ‘Pahrump’!”
Politician: “Pahrump!!”
Governor Lepetomane: “You watch your ass.”
Pahrump, indeed.
Anyways, I continue along in Nevada as the sun slowly slinks down ahead of me. All the hours on the road, all this fresh air, all the cigars…
Shit, I need a drink and a nap.
I’m between Beatty and Bonne Claire, just outside the Mojave Desert when I suddenly felt the urge to pull over, climb in the back of my truck, have a stout drink, and flake out until it cools off some.
There’s really not much out in this part of the world, so I pull off the highway and go off-road some 150 meters or so; parking parallel, but somewhat distant to, the highway. That way, people would think I’m a local, or a camper, but not anyone in trouble. So they’d just flash by and leave me the fuck alone for a while. Plus, I didn’t need to look for a motel, pay for a motel, schlep baggage…oh, fuck, I need a road snooze…
I lock the cab of the truck, pop open the step cap, and climb inside. I couldn’t be arsed to find a proper glass for a cocktail, so I just liberated a frosty beer from the closest cooler.
I rearranged my tack in the back of the truck to make a most serviceable little nest, and pulled down, but didn’t lock, the back window. Just right for a few hours’ kip. I set my .454 next to me, got comfy on my sleeping bag, and was out before I could even start that initial beer.
I awoke suddenly, hearing rather than seeing something prowling around in the impenetrable darkness outside. Of indigenous animals, I possess no fear. But I’ve seen ‘The Hill Have Eyes,” “Texas Chainsaw Massacre” and actually hail from the land that spawned Ed Gein, so I’m a bit, well, ‘alert’.
I spy the glint of something possibly metallic, so it’s official. There’s an ax-wielding serial killer wandering around outside lusting for my giblets. He probably has a hook for a hand and only appears on the roadside on the anniversary of his family’s decapitations in a bloody sweater knitted by his dead wife.
Either that or it’s a silver possum.
Whatever it was, it went up to the front of my truck and seemed to be testing the doors.
I still have on my field boots, loosened, so I tie them as securely as I can manage. I slowly ease open the rear window of the step cap and, silently as a moose, slip out of the truck.
I have my .454 loaded and in defense position. Any small, slow, and stupid beast that turned its back on me was looking for a stomping.
The world went dazzling white as someone, or something shone a very powerful flashlight in my face. Imagine going from the inside of a cavern to the bright side of the sun in the space of 11 milliseconds. Luckily, my firearms training prevented any potential disaster.
Although, it did hurt like hell having one’s iris’ snap shut like that.
“Whoa!” I heard a voice, “Who the fuck are you?”
“Whoa!” I said, “Who the fuck are you?”
“STAND DOWN! NOW!” I heard.
“OK,” I thought, “It’s a cop…”
“Cool out! I’m licensed for CCL. See? Gun going down!” I said, loudly.
“OK, gun on the ground and stand back!” He ordered.
“Absolutely, sir,” I said, “I hear and comply.”
“What the hell is that?” I heard someone ask.
“Umm, Officer?” I asked, “I’m Doctor Rocknocker of Texas. I’m going to Reno to the BLM and DOI. I am licensed for CCL and that, lying there getting dusty, is a custom .454 Casull Magnum.”
“Come forward so I can see your hands and be recognized.” He orders.
“Yes, sir,” I said and complied.
“OK, slowly. Your identification.” He barked as I slowly handed him my wallet.
“OK. Doctor Rocknocker. Right. Texas CCL. OK. Texas Driver’s License. Right. Blaster’s license. OK. Master Blaster’s certificate. Umm. ISEE membership. Yeah. What’s this?” he asks, shining his light on my wallet.
“My Russian Driver’s License,” I reply.
“Um, yeah. OK…” he says and hands back my wallet.
“May I retrieve my sidearm?” I ask.
“Certainly,” he replies.
I grab my Casull and dust it off as best I can before shoving it out of sight, back into its holster.
“What the hell are you doing out here in the middle of nowhere in the middle of the night? He asks.
“Well, I’m a geologist…” I begin.
He holds up a hand and stops me right there.
“That explains it.” he snickers. “You fuckers are nuts.”
“Well, I cannot in good faith argue that point,” I concur.
Officer Westmoreland, as I soon found out, is a Nevada State Trooper. He saw my rig parked, dark, on the side of the road out here on the fringes of the Mojave. He was checking if anyone was around or might be in of need assistance.
I told him my long, sordid tale. I wandered over to my truck and pulled out a cigar. Officer Westmoreland refused my initial offer.
He didn’t resist when I pulled over my larger cooler, grabbed a glass, and poured myself several hands of bourbon over ice.
“Officer, I know you’re on duty, but could I interest you in a cold drink?” I asked. “I have several soft and hard drinks, whatever is your pleasure.”
“Well, Doctor,” he smiled, “I was on my way home and I was actually off duty when I saw your rig and stopped. Got a cold beer?”
“Certainly. Remember, I’m a geologist? Right. Lager? IPA? Stout? Porter? Can? Bottle? Domestic? Import?” I asked.
“Yep. You’re a geologist. Whatever’s handy,” he laughs.
I hand him a cold Spotted Coo from a small brewery way back in the Foam Town state.
I sit down on the tailgate and fire up a Coleman lantern to dispel the gloom. For the first time, I see Officer Westmoreland and he sees me.
“Please, have a seat.” I said, “I’m just trying to get my heart rate back down to normal.”
He does, at the far end of the tailgate. We’re still sniffing each other out.
He looks closely for the first time at my trailer.
“What’s all that about?” he asks.
“Oh, that?” I ask and take a deep draught of Kentucky’s Finest. “That’s just the transport system for over a ton of high explosives.”
He looks at me like I’m joking.
“Ah, it’s empty, right?” he asks.
“Nope. Totally loaded. Want to see the manifests?” I ask.
“You’re not fucking with me, are you, Doctor? Is that really is a ton of high explosives sitting there not 5 feet away…it’s not empty?” he shudders.
“Nope. It is quite full. See, I’m going to the DOI, pick up some trainees, and some toilet paper in Reno. Then we’ll all head out into the wild and blow the living shit out of some old, abandoned mines.” I reply.
“OH!” he says, relieved, “Wait! I’ve heard of that program. Hey! You’re that crazy guy from Texas, right?”
“I guess,” I replied offhandedly, “If that Texas guy is a geologist and fully licensed blaster.”
“Yeah! You’re him” he laughs, “Good to meet you, sir. It’s about time someone’s doing something about all these old fucking mines. I have to pull corpses out of them two or three times a year. Seal ‘em up, cement ‘em tight, leave bat bars, don’t matter none. Assholes rip it right down and tear it up, go in, fall down a fucking shaft and die. I have better things to do with my time than retrieve bodies, Doctor. I am glad you’re here.”
“I am glad to be here.” I reply, “We’re on a kind of pilot program. Another doctor, Dr. Eva and I, kind of pioneered the process of sealing mines completely or sealing them leaving bat access in the Four Corners area. One thing leads to another and here we are. Sharing a drink, and a smoke, not 1.5 meters away from a ton of high explosives.”
“Well,” Office Westmoreland says, “If you’re cool with it, so am I.” as he lights another Marlboro.
He decides on another quick beer, as he’s never has a Spotted Coo before. We sit and have a really nice chat. He was keen on looking at my .454. I showed him my 10 gauge Mossberg and he was impressed with that. Then I opened my vest to show him the twin 10mm Glocks I was toting.
“Preparing for action?” he asks.
“But failing to prepare, you prepare to fail,” I noted.
“I hear that!” he says and drains his beer.
He hands me the empty as I always carry garbage bags for just such an emergency.
“Pack out your trash” isn’t just a good idea, it’s the law.”
“Well, Doctor,” he says, “Time for me to go on home. Take it easy out here and get a few hours rest before you head out, you’ve had some of the wet stuff.”
“I plan to, Officer Westmoreland,” I assure him, “Thanks, and have a good rest of the night.”
“And watch out for serial killers” He chuckles, as he gets back into his squad car and heads off down the road.
“He was a nice chap. Very affable. Weird sense of humor, though.” I muse.
The next morning, I whip up a quick breakfast of roadside yaws and goiters. I clean up, pack everything back, and am back on the road.
I’ll be on 95 most of the way to Reno. Past Tonopah, Coaldale, and Hawthorne. Heading more or less due north.
The sun is already baking and I strip off my vest and put my Glocks in the lockbox. I am still wearing my Casull because reasons.
I motor past Schurz, and up to Silver Springs. I spend an hour there refueling and availing myself of the facilities.
I made sure to keep everyone happy and park out on the fringes of the truck stop after I gas up.
Now it’s 439 to Clark, Nevada, onto I-80. Headed more westy than northy now, aimed directly for Reno.
I check my DOI prepared itinerary and see I need to find Financial Boulevard in Reno. Very easy as the town’s laid out in a nice, neat grid-like sort of pattern, kind of.
I circle around the area looking for an entrance and spy the Genghis Khan Mongolian restaurant about a quarter-mile from the DOI office. I know where I’m having lunch.
I pull into the Bureau’s parking lot and head for the rear. I show my credentials at the gate as I don’t think I should leave this trailer out front.
I park and wander back into the DOI, weapons all secured in my truck.
Inside, I tell the secretary who I am and that I ‘m here on the Abandoned Mines initiative.
She says “Of course,” and picks up the phone.
Minutes later I am introduced to one Dr. Sam Muleshoe, the director of the DOI around these parts. He walks me back to his office.
“Well, Doctor,” he says, “Welcome to Reno. I trust you had a good trip.”
“Mostly uneventful,” I replied.
“Very good,” he says. “Your associates have not arrived as of yet. Should be here later tonight or early tomorrow. At least two of them will as Leonard won’t be here until the latter part of your project.”
“Fair enough,” I said. “Do we know of their vehicles”? I asked.
“What do you mean?” he says.
“Well, if there are three of us, I can only transport two. I hope one of the vehicles they’re bringing is a four-wheel drive.” I explain.
“I’m not certain.” he relates, “But I can check.”
“No worries,” I reply, “There’s nothing at this point we can do. Best to just wait and see.”
“Right,” he agrees. “Your truck. Is it parked out back?”
“Yes,” I reply.
“Good’, he says, “Let’s go.”
We go out to the back lot and just as I said, my truck and the trailer are sitting there.
“OK, Doctor,” he explains, “While we wait, we’ll get your communications sorted out. We have DOI HF (High Frequency) radios for all outgoing vehicles. We’re on a state-wide government frequency. Plus, we can add a bit of extra kit to your trailer if you like.”
“Such as?” I ask.
“We can add a motorcycle carrier.” he says, “That way, you can take a small dirt bike with you out in the field. If you desire.”
“Oh, fuckin’-A Bubba, hell yeah. I desire”. I think.
“Yes. Yes.,” I agree, “That might just come in handy.” I agree.
A member of the Bureau’s motor pool comes over and asks for my keys. He’ll handle all the modifications.
I hand over my keys, and we walk back to Sam’s office. We spend a few hours getting acquainted. Technical talk, very prosaic.
Since my associates don’t appear to be arriving that day, Dr. Muleshoe suggests I take a room at the Motel 666 just down the road. My truck will be safe and secure until tomorrow.
I agree and go back to my vehicle to gather a few odds and ends. The front seat looks like a Radio Shack exploded. The mechanics and electricians are having the very Devil’s Grandmother of a time hooking up the DOI radio. Seems I have already taken every fusible link available for my stereo, speakers, and other communications devices.
I stash the Mossberg in the back of the truck, under lock and key. I replace my Glocks under my vest and have my Casull on my hip. I grab my field case full of reprints and such, and a change of duds.
Back in the DOI offices, Dr. Muleshoe remarks that with my sidearms and Stetson, I look like a co-star in some Clint Eastwood flick.
This really blew my mind, the fact that me, an overfed, long-haired leaping gnome should be the star of a Hollywood movie.
But I didn’t Burdon myself with that thought for long. Didn’t want to start a War, now, did I?
A Bureau worker drives me over to the hotel. He drops me off with a directory of Reno BLM and DOI, with phone numbers. He also tells me that although this looks like an unassuming motel, they have delivery service from most of the better restaurants in town and that their Happy Hour should be starting soon.
I thank him and he tells me he’ll pick me up tomorrow at 0900 sharp.
I obtain a room easily as evidently nothing fazes these people out here. I wanted to take some time and fart around downtown Reno. But, I decided to let that go until the job is done.
Besides, I don’t feel like walking all over a new town the first night I’m in.
It was a very nice room, clean, utilitarian and with an in-room safe. I stash my sidearms and lock it up solid. I then get to the phone and make some calls.
I call Esme and let her know of my progress. Everything’s puttering along fine back home. Es is thrilled at the new blades I got for her rock saw and she tells me that the omphacite vase is almost ready. She also tells me that I need to bring back representative examples of Nevada’s oddball geology for her to work on. I assure her I will, profess my undying love, and hang up.
I call Rack and Run with an update. All very routine, the call lasts less than five minutes.
Then I call Harry in Albuquerque. Then I remember he’s in DC at a conference of some kind. I leave a quick message on his machine and hang up.
“Well, now,” I say to no one in particular, as I comb back my long silver hair. “Everything business-related is done and dusted. And I’m dusty.”
Down the hall, down the elevator, and off to Happy Hour.
Two for one drinks and they’ll even serve interlopers dressed in ghastly Hawaiian shirts and cargo shorts. I explain the proper construction methods of my signature cocktail and shortly, two large tumblers full of Rocknocker-cocktail appear as I’m perched upon Mahogany Ridge.
All for the princely sum of US$2.00.
I realize that I really like Reno.
It’s sort of a mini-Vegas, I find. I’ve never really been to Reno before and it really is “The Biggest Little City in the World”. Even in this little unassuming bar in this little unassuming motel, there are a couple of tables for roulette, craps, and blackjack.
And walls full of One-Armed Bandits.
Figuring I already paid my Stupid Tax by purchasing some scratch-off lottery tickets for Esme, and dropping $5 on the “Pick Five,” I could forego paying any more into the state’s coffers.
After several more cocktails, I was already 8 bucks in the hole for drinks and $40 bucks more feeding those infernally blinking, though ineffably inviting machines.
I tried the Blazing 7’s machine.
I lost.
I tried the Monopoly slots.
I lost.
I tried the Cash Express.
I came >< this close but still lost.
Disgustapated, I tried one final machine, The Jackpot.
I won $50 bucks.
“Holy shit!” I wowed, “Wow! I broke even!”
I quit immediately and went back to the bar.
I had another couple of drinks and after tipping out the bartender, I realized I had still lost.
I was down $12 dollars.
In other words, I did as well as usual.
Back in my room, I ordered some chow from the Genghis Khan Mongolian restaurant. At least here my luck was changing. It was excellent.
After checking out the next morning, I’m puffing on a cigar, waiting on my driver. He shows up spot on time and I go to snuff my cigar in an outside ashtray.
“That’s OK, Sir’, he tells me, “I don’t mind if you smoke. As long as you don’t mind me.”
“Fair enough,” I tell him, and we sally down the road to the DOI.
Of my three acolytes,
• Albert W. Armstrong. “Al”. University of Missouri, Rolla. Mining geology.
• Charles F. Glaciisto. “Chuck”. New Mexico Tech., Socorro. Mining geology.
• Leonard. R. Paskapää. “Leonard”. Colorado School of Mines. Engineering geology.
Albert and Charles arrived late last night, they drove in. Leonard, as Dr. Muleshoe noted, will arrive later, flying or driving in.
My truck is ready to go as is my trailer. I have my choice of several BLM/DOI motocross and dirt bikes, so I choose a cute little Maico 501, as the bike featured the largest two-stroke single-cylinder engine ever stuffed into a production bike. I figured I’d need all the torque I could get to haul my carcass around.
I receive extra fuel bowsers already pre-mixed with oil for the bike.
I’ve been a rider for years and even though most of my latest motorcycle driving concerns my Indian Super Chief, I’ve ridden dirt for years when I was younger.
I introduce myself to Albert and Charles. We shake hands and they tell me to refer to them as ‘Al’ and ‘Chuck’.
“And you will call me Rock,” I reply.
They were both cool with that.
I ask what vehicles brought them here. Al drove in via a beat-to-shit Volkswagen Van. Chuck drove his International Harvester Super Scout, also beat to death, or close to it.
“Gentlemen,” I say, assaying their field vehicles. “These will not do.”
They both immediately looked unconformable.
“It’s like this,” I relate to them, “I have my GMC 1-ton. It has room for two people, but not two passengers. I’m also towing a trailer, so I don’t want to be weighed down by all your field gear as well.”
They nodded in agreement.
“Let’s have a chat with Sr. Muleshoe,” I suggested, “He might be able to come up with a solution to our problems.”
So we did. The BLM lent us one of their field-kitted out Land Cruiser, a J-70. A boxy, utilitarian vehicle, with an eight-cylinder petrol engine with a five-speed standard transmission.
“Either you two know how to drive a standard shift?” I asked.
They both replied in the affirmative.
Harrumph. Try that today…
“Well, gents,” I said, “We’re burning daylight. We leave as soon as you two get loaded and figure out who’s doing all the stick and rudder work. You can drive together, or one can ride with me. Either way, we leave ASAP and we’ll do orientations and Q&A once we’re in the field. Chop-chop!”
The haul ass to their respective vehicles. They’ll park their rides in the DOI back parking lot for the duration. I go to get my truck and see if the trailer’s hooked back up.
It is and on the rear of the trailer, right above the warning signs for ill-advised tailgaters, is a well-used but still going to be fun as hell Maico 501 dirt bike.
This mission has suddenly taken on a more wholesome and lighthearted mien.
Al and Chuck decide to make the Land Cruise their vehicle and drive together, at least at the beginning. I have no objection and after dispensing the appropriate maps, itineraries, and other documentation, we do a radio check, as the BLM vehicle already had an HF radio.
With that sorted, we head out into the wilderness.
Once out on the streets of Reno, I ask for them to find us a grocery store so we can obtain field provisions for the next week or so. We’ll be out in the sticks, but there are enough little towns scattered about and with two vehicles, we won’t be as isolated as I first thought. I remember to stock up on Charmin Extra-Fluffy.
I mean, we’re not savages here.
We wheel into BinCo foods and invade the store for supplies. Al and Chuck ask what they should buy, as we all have BLM/DOI credit cards for the duration, and I tell them “whatever you want to make for chow”. I explain that I’ll eat just about anything, and am partial to meat, meat, and more meat. I leave them at that and head over to the liquor store down the street.
I have 5 huge coolers in the back of my truck. Two for drinks of all sorts, and three for food.
I obtain some of the necessary outback fluids and several bags of ice.
I ice down all the drinks and wheel back to the grocery store.
Al and Chuck are just emerging. I whistle them over to my truck as it’s going to be the Chuckwagon, no pun intended, on this tour.
We load their selections into the coolers and ice everything that needs icing down. I go into the store and purchase a few items I note they have missed, and place them in the bed of my truck.
I ask if they have everything necessary for a month out in the boonies, and they look to each other, shrug their shoulders, and reply that they think they do.
“OK,” I say, “Either of you armed?” I ask.
“No,” came the reply.
“You will be,” I reply, and ask if there truck’s gassed up.
At the Bumoco station, we fill our vehicles to the top. I check all fluid levels as my blinker light fluid’s been being used profligately lately.
“OK,” I say, “Last chance. Anything you even think you might have forgotten before we head into the wilds? Chapstick? Bug spray? Aloe?”
“No,” they reply, “We think we’re good.”
“All-righty, then,” I reply. “You have your maps, you have your compasses, and you have your vehicle. We will rendezvous at Pinnate Ridge in four hours. Bye.”
I jump into my truck, fire her up, grab a cigar, crank up some Floyd. I head out of the parking lot, generally south.
Both of them just stand there like guppy fish at feeding time.
They both realize I’m not fucking around and scramble back to their vehicle. The last I saw, they were still trying to get it into first gear.
I made it to Pinnate Ridge in 2.5 hours. It’s really very easy to find, even off the road. There are signs everywhere, even out in the sticks. Its prime desert dune and badland riding area, along with several mines on our agenda that are going to be closing down for good.
I arrive and scope out a likely looking camping spot. Nice flat ground, nicely elevated. A not-too-distant outcrop that will be fine for a latrine area. No running water, no trees, no firewood. I expected as much.
I pull to where my truck acts as a windbreak and set up camp.
Well, my camp at least.
Four hours later, I’m slurping a Grape Nehi sitting in my camping chair. I have a fire pit all set up but without fuel. I’m smoking a large cigar and looking through some of the older Mining News magazines. I haven’t seen another person the whole day since we all went off-grid.
Over a crest, I see the BLM Land Cruiser. Well, better late than never, I suppose.
They finally pull into camp, far too close to my truck, their back wheels in the soft sand.
“Gentlemen,” I say, arising from my chair, “Welcome to your first camp. As for your first test, well, more about that later. Let’s make camp, shall we?”
Wordlessly, they set about pitching tents, getting out sleeping bags and the like.
“Gentlemen,” “I ask, “How’s the weather?”
They look at me with blank expressions.
“You have radios in your vehicle, do you not? I suggest you call for an update for the next few days.” I recommend.
Later, “We did, Rock,” Chuck reports, “No rain, hot, with moderate northwesterly winds.”
“OK, good.” I continue, “What do you think of your campsite?”
They look and proclaim it fit.
“Hmmm,” I say, “Parked to the southeast, back wheels off solid rock and in the sand. What happens if a sandstorm kicks up tonight?”
They look, smack themselves collectively in the head, and reposition their vehicle, nose to tail with mine, forming a good windbreak for the entire camp.
“Gents,” I say, “’ Be prepared’. Get used to these words, you’ll be hearing them a lot from now on.”
“Boy,” I say, “I could sure go for a coffee. There’s the pot, here’s the water, and here’s the coffee. There’s the fire pit…”
“Where’s the wood?” Al asks.
“Oh, you didn’t bring any firewood?” I ask.
“No…,” they both say , sheepishly.
“Good thing I did,” I say, motioning to my truck. “Be prepared.”
Over coffee and cigars; well, a cigar for me, Al smokes a pipe, and Chuck is tweaking over Marlboro Reds, I go over the basics of our project:
  1. Locate mines.
  2. Map mines if maps need updating. Some are from the turn of the last century, so yeah, this will almost always be a task.
  3. Take representative geological samples. This is my own twist on the job.
  4. Photograph any mine chronological, or unusual, subjects.
  5. Inspect mines for ‘biologicals’. They’ve already been vetted, but I want to be certain.
  6. Find and delineate all surficial openings.
  7. Prepare mine for demolition.
  8. Wire in, prime, and set charges.
  9. Run demo wire out of the mine and back to the safety muster area.
  10. Demolish mine.
  11. Drink vodka & beer, sleep, repeat.
  12. There is no #12.
“Any questions?” I ask.
Chuck and Al were so busy taking notes, they didn’t have time to formulate any questions.
“OK, guys. Once you get all that, pencils down,” I say.
They finish writing and I see it’s already getting late in the day.
“OK,” I say, “Dinner if you’re hungry. Shall we eat?” I ask.
I decide on dry sausage and beer, as I’m not terribly peckish.
Chuck and Al get the fire going higher and grill up some hot dogs and beans.
Sitting around the campfire as dusk begins to descend, we sit around with our geological desserts. Beers for the guys and a double Rocknocker for me.
Now the drinking lamp’s been lit, we have a chance to chat and get to know each other.
“You guys are still doing dishes tonight,” I remind them.
“Yes, boss man.” They smile.
“OK,” I say, “There are a few things I need to get clear with you. One, I am the hookin’ bull around here. I say ‘jump’, you say ‘how high?’. I’m not too terribly tyrannical, but when playing around with high explosives, your very life might depend on it. Two, I’m the only one licensed to handle the explosives. You’re in training, but you will not go into the lockbox in the back of my truck nor the trailer until I deem you are ready. Violation of this rule is cause for immediate expulsion. And we’ll keep the vehicles. We green?”
To be continued.
submitted by Rocknocker to Rocknocker [link] [comments]

Escape from Tarkov - New Player Guide!

Introduction

NEW VERSION: https://www.reddit.com/EscapefromTarkov/comments/ffyynf/escape_from_tarkov_new_player_guide_20_75_pages/

Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts.
Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm)
Disclaimer: I haven't played Tarkov regularly in a couple months. It's possible there has been extensive changes that I have not kept up with. If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear.
Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.

Changelog

WORKING ON UPDATING FOR .12, HANG TIGHT.
6/2:
  • Added Veritas chart
  • Fixed Vaseline/Star Balm stats, lab key card.
  • Adjusted formatting slightly, spelling adjustments.
  • Added additional resource, updated old ones.

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • New Player's loadouts - LL1 Traders
  • What to Loot - How to get the most money per slot
  • Stash Management - How to combat Gear Fear
  • What now?

Tarkov Overview - What is Escape from Tarkov?

Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid.
Enemies can be players (PMCs) or 'Scavs' (Scavengers) that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight.
It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, attention to detail with loot placement, and options for combat. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer to raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.

Tarkov Resources - Useful links

I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.

Quick-Reference Ammo Chart

Created by SirKilljoy, you can find it here. Note: As of 6/2/19, Outdated. Searching for updated file. Send if you have one!
An updated ammo chart can be found here. It's not fancy or quick reference though. Sorry!

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
Factory
Customs
Woods
Shoreline
Interchange
The Lab ('Labs')

Map Keys and You

Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using.
Check it out here.
This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.)
Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys.

Tarkov's Maps

Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all exfils will be active every game, and some are conditional.
To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.
You can load Raids in an OFFLINE status, which allows you to explore the map or practice against AI without losing gear.
You do not keep any EXP or gear you find in the OFFLINE Raid, though.
To access OFFLINE Raids, head into a Raid normally until you see this screen.
Simply check 'Enable OFFLINE mode for this Raid' and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)

Factory

Gate 3 Extract
A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommend NOT to bring in a lot of gear to Factory until you are experienced.

Customs

Extract map
A fairly large map that was recently expanded. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side.
The location for most quests in the game. Finding geared players here is very easy, so if you are low level attempting to complete early quests (like The Bronze Pocketwatch) it's recommend to AFK in the raid for 20 mins or so, as most players will have moved out of spawns and hit the 'hot' areas already, so it's less likely to be contested, so you may grab your quest item(s) and proceed immediately to Exfil.
Contains a Scav Boss, which is a group of scavs with above-average to high-tier gear that has a chance to spawn in Dorms or Gas Station.

Woods

Woods Map with Exfil
A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods is the only known location to find the Arsenal Key, which is the rarest and most valuable key in the game at the moment.
Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike.
Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.

Shoreline

Shoreline Map, with Loot, Exfil, etc
A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot.
The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it.
A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline.

Interchange

Detailed map
Great, great loot area, but very complex map. Doesn't run very well on old computers. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed.
This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest before going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.

The Lab ('Labs')

Here's a map.
This is a very complex map, so I highly recommend you read the Wiki article and look at all the maps to get an idea of what it's like.

INSURANCE DOES NOT WORK ON THIS MAP.

If you purchase insurance and lose your items on this map, doesn't matter from whom, you will not get them back.

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

Labs is by far the most lucrative map to play at the moment. You can easily earn several million roubles per hour by killing Raiders (Juiced-up scavs that are ONLY on Labs), looting their equipment, then running to one of the many, many extracts. Extract camping is hard to pull off and pretty much not viable on Labs.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!

Raiders

Raiders are the avatars of Death in Tarkov, clad in USEC and BEAR hats, high-end armor, and plenty of firepower to boot. Do not fight Raiders directly. They WILL kill you. Raiders are absolutely broken this patch, and are getting fixed next patch to help fix their exploits of both poor AI and how they're a little.. insane. At the moment, the only way to kill raiders is to camp a hallway, room, or door, and attract the scavs to you, headshotting them the moment they enter before they have a chance to lock onto you.
Raiders can see you through and shoot you through surfaces you cannot.
This means you have to be very careful when engaging them. They are also often equipped with very high-end ammo, meaning that most faceshields (even Killa helmets) can be useless vs a Scav who spawned with 'big boy' ammo, 7N39. They can shoot your head if it's even slightly visible. They can prone instantly, as they have no ping. If they drop without slumping over, get to cover immediately.
Typically, strategies to farm Labs (barring rushing certain rooms for static loot) involve rushing a camp-spot and baiting raiders to your location and taking them out quickly, efficiently, and with no mercy. There are many locations to camp, and since there's so many exfiltrations, it's ultimately up to personal preference.
Raiders often spawn with armor (often Troopers and Gen4s) a rig (Sniper or Ana Alpha rig, usually) and a variety helmets and weapons. Always check the ammo the raiders spawn with. If they spawn with ANYTHING other than PS (and 12 gauge) LOOT IT! You can right click their magazine and hit 'unload ammo' to get the ammo without having to grab the mags, which saves space.
BS, BT, BP, 7N39, etc can be worth several hundred roubles a round on the market. They're extremely valuable.
Additionally, Raiders spawn IFAKS, Morphine, and grenades (F-1 & Flashbangs (Zarya)) with regularity. They can also spawn with random consumables and large clumps of cash in their pockets as well. They can spawn several backpacks, most of them being rather large, if relatively uncommon.
Additionally, Raiders can have American names, breach doors, and mumble as if they are a USEC PMC because some of the Raiders are actually USECs. You will learn with experience what the Scavs will or will not say.
Experience Farming on Labs
Labs is perhaps the best place to farm experience on the current patch.
Killing a Raider with a headshot awards 1100 Experience.
This does not include any looting, inspection (searching bodies), examine, streak, or other experience.
Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill.
Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita.
Labs is currently undergoing an overhaul. At the moment, you require consumable Keycards to enter Labs, which may be purchased from Therapist or bartered Mechanic in exchange for 1 Bitcoin starting at Loyalty Level II. They can also be found in drawers and jackets. Scavs can drop permanent keycards that replace most keys used in the previous iteration of labs.
The full extent of the changes coming is not known.
Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.

Tarkov's Health System

Tarkov Wiki Article
Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more.
Not all of the Health System is implemented yet. Expect changes!
Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb.
Notes: Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration!
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.)
Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head.
Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!)
Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise.
Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention.
Painkillers: Significantly reduces the frequency and volume of the coughs.
Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier.
Painkillers: Reduces sway, removes debuff Pain.
Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier.
Painkillers: Allows you to walk at full speed and to run.
WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration.
Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.

Health Restoration

Medical Items on Wiki
AI-2 medkit
The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit.
Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb.
Bandages
The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit. Activating takes 4 seconds, and removes bloodloss to one limb.
Splint
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Not generally recommended to take because fractures effects can be greatly mitigated with the use of Painkillers. Available from Therapist at Level I, no quest needed.
Car Medical Kit
The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked.
Salewa
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. Relatively expensive at 13k roubles per kit, though. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear.
Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II.
IFAK
Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I.
It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels.
Grizzly
The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures.
Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4.

Pain Management

Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect.
Analgin Painkillers
The holy grail of pain medication. With the recent changes, "Painkillers" now have 4 total uses, not 1. The total duration is now greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles.
Morphine
Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. Is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3.
Augmentin
Basically a cheaper Morphine. One use, 260s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item to sell to Therapist when found.
Ibuprofen
Powerful painkiller. Lasts 600 seconds and has 12 uses. However, it is not recommended to use it as a Painkiller. It is very valuable because it cannot be purchased from Dealers, it must be found, and it is a barter component to late-game containers, the Keytool and THICC Items Case.
Vaseline
Powerful medical item. Cannot be purchased from dealers. Has 10 uses. Removes Pain.
Golden Star Balm
Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. However, because Hydration is usually easy to restore (Liquids are easy to find as 'common' or 'trash' tier loot), and Energy at the moment can't run to 0 within current Raid timers, it is Recommended to just to sell to Therapist as a Loot item.
Medical Injectors are not covered here. Essentially, they are powerful but niche items with strong side effects. Most recommended use is to store them in your Secure Container and sell them either on the Flea Market or to Therapist for roubles.
To be able to Hotkey a medicine item, they must be in a tactical rig or your pockets.

Tarkov's Quest, Progression, and Experience Systems

Tarkov features a very immersive progression system where your main character (PMC) is going into raids to acquire loot - goods that can be sold for a profit to other players, to Dealers (NPC Merchants), or used to fulfill quest requirements in order to complete them and receive your rewards. Additionally, your main character will increase their prowess in a number of skills, which increases everything from how much they can run, increases the ease of which recoil can be controlled, and even how far you can throw grenades. These are referred to 'soft skills.'
Additionally, your PMC is assigned a Level. You can increase your Level by earning Experience - which is rewarded by performing numerous tasks throughout the Raid, completing quests, examining new items, killing other players and Scavs, etc. Successfully extracting from a raid will increase the experience you earn from the raid via a multiplier.
Increasing your PMC's level will allow you to complete additional quests, which increases your Reputation with certain Dealers (and may reduce your Reputation with others) allowing you access to better equipment to purchase. Additionally, completing quests will often reward you with large sums of currency and sometimes equipment, and certain quests unlock items for purchase from that dealer.
A Dealer's arsenal of available weapons, ammo, mods, medication, containers, and etc to purchase by you is determined by their Loyalty Level - or LL, for short. Certain Dealers specialize in different kinds of equipment, and they will pay different rates or straight up not buy particular items. In a future release, eventually Dealers will offer discounts to the player based off their Loyalty Level.
Article on Dealers

Increasing Loyalty Level

Increasing your Trader's loyalty level is extremely important to your progression and overall success in Tarkov. Being able to purchase better Ammo and Equipment is essential to being able to fight other players and secure their loot for your own. Owning Prepare for Escape and Edge of Darkness (EoD) editions of Escape from Tarkov will increase your starting Reputations with Traders. It is unclear if this change will stay after the game's full release.
Typically though, you need three things to increase your Trader's level.
  • Reputation
This is accomplished via quests. Completing a quest will reward you with an increase in the quest givers' reputation, sometimes an increase in another trader's reputation, and sometimes will reduce the Reputation of another trader. Not all Traders need a certain level of Reputation to increase their loyalty Level to II. Peacekeeper and Ragman, for example, just need you to spend a certain amount of money with them.
  • Character Level and Experience Gain
The primary gate behind your trade level (and thus your overall economy and gear leverage) is your Character Level. You increase this by gaining Experience. The easiest way to gain experience is to Loot high value areas, fight players, and kill scavs while completing quests. Generally speaking, your level will advance as you play the game at a moderate pace. One way to farm experience though is to avoid looting all-together and just focus on killing a large number of scavs from a safe distance, after learning where they tend to spawn on any given map. This patch however, labs is fantastic for experience gain. (See above.) Another strategy (albeit one that takes longer) is to loot everything, then drop what you don't want. You gain experience for finding items and picking them up, so picking them up to drop them is technically the best way to gain the most exp per kill.
You can receive additional bonuses to Experience earned. Successfully extracting will increase your experience by a multiplier, typically 1.5x the experience gained during the raid, escaping also rewards a 300 exp Escape bonus which is added to your total before the multiplier is applied.
You can also receive experience bonuses for Exploration, so visiting different parts of the map will reward you with sums of experience, usually 100 to 300 or so. Killing multiple enemies in a row will reward you with Streaks, whose rewards increase as you get more kills. Getting a kill with a Headshot also significantly improves experience gain from kills. You also receive a (very small) bonus when you survive consecutive raids.
Note: Completing a Raid too early (via extraction) will cause you to receive a Run-Through status, which reduces experience earned in that raid by 50%.
Most Quests require you to be a certain level to unlock, and upon completion rewards you with a lot of exp and usually the ability to purchase specific equipment.
  • Money Spent
This is pretty self-explanatory. As mentioned above, Peacekeeper and Ragman can be increased easily just be selling and buying from them. If you need to artifically inflate the amount spent, a good idea is to purchase a large amount of cheap items from them and sell them back to the Trader. You still take a significant loss, usually around 50-60% per purchase, but since the money spent counts both items sold to the vendor and purchases, you get about 140-150% credit per item at about half the cost.

Selling Efficiency

Not all dealers pay the same for certain items. It is important to note that a lot of this is my personal experience, and prices can fluctuate as the Developers may change them for any reason. Use your own common sense and check various dealers before selling particularly lucrative items.

Prapor

Sells AKs, Magazines, many different Ammo types, Grenades, and weapon modifications. I don't tend to sell to him very often, as he doesn't pay the highest for any items that I have personally seen and because you tend to buy most Ammo and mags from him it's not a particular issue to level him up with money spent.

Therapist

Sells medical supplies, food and drink, and storage cases, which are items that effectively increase the size of your stash because they have more space inside than they take up. Most storage items are restricted to certain item types. Pays most for items like Keys, Statues, Rolers, Bitcoin, etc. Many of these items should be sold on the market instead of to her, but often times it's not worth the hassle.

Fence

Pays least for items, sells items for more than other Dealers. Items other players have sold will appear here. Only sell items to Fence that other dealers will not take! Basically a placeholder for an expanded Market.

Skier

Sells various weapons, mods, ammo, Euros, and containers. Pays most for items like Armor, backpacks, headgear, facemasks, flashlights, sights, etc. It is important to note, that Skier will not buy Weapons or most Mods. That means for things like flashlights, you have to take the flashlights/sights off the mount or rail in order for him to buy them, but he pays the best.

Peacekeeper

Deals entirely in Western equipment, UN armor, helmets, etc. Will buy most items, but will pay USD for them. Deals entirely in USD. One good way to get his money spent requirement is just to buy USD, which is used for a later quest from Skier, which unlocks his quest chain. He has a lot of good deals, experiment for yourself. At the moment his MP5 for 10 'bars' knives (scav knives) is an exceptionally good deal and easy to accomplish for new players.

Mechanic

Sells mostly completed weapons with various modifications and unique names, and mods. Sells magazines and some ammo. Offers containers as you progress. His quests are easy to complete, but often are money dumps in exchange for large sums of EXP more than anything else. Pays the most for modifications (except for sights and suppressors) and stripped guns.

Ragman

Sells backpacks, armor, tactical vests, and helmets mostly. Offers aesthetic clothing. Can obtain LL2 by just purchasing from him, does not require reputation. In fact, his first quest tasks you with that very objective. As far as I can see, he does not pay the most for any items in particular. But he is a very useful merchant once you have him at level 2. He will sell Scav Backpacks, which are an extremely efficient backpack to use as it's fairly large but very cheap.
Rule of Thumb for selling items at most value
Weapons: Strip the weapon! Take apart ALL pieces of it (including gas tubes, separating flashlights from ring mounts, etc), sell what you can to Skier. For the rest, sell to Mechanic.
Keys, Food, Medical Items, Statues, Bitcoin, Rolers, etc: Therapist or the Market. For items like this, ALWAYS check the Market first! A lot of these kinds of items are in valuable trades or are required for quests; this means that other players are often willing to pay more for them, above trader prices.

Continued below in a comment, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

Review of Cash Camp - Is Cash Camp a Scam? - YouTube MACD STRATEGY For IQ 0ption Le Correlazioni 25 11 19 - - Binary option news What is binary options! Trading Talent Show Coaching Part 4 - Binary option news

Cash Camp Binary Options Trading Technique. Base the Cash Camp trading technique. After you see it working, you can begin to your method with routine sized lots. This technique will certainly settle gradually. Every Forex binary options trader should pick an account type that is in accordance with their requirements and expectations. A larger Binary options trading is a market with fantastic opportunities to make profits, and it’s constantly growing. Using Cash Camp V3 , you can take out a lot of the legwork that’s usually involved with trading. Please note there is a possibility of winning there is likewise a possibility of loosing your initial trading investment. The first Cash Camp Review. Binary options trading is experiencing its golden period. Thousands of new traders are joining into the already impressive numbers trading daily. The reason for this is the freedom to trade from wherever you are in the world and at whatever time. This freedom has been realized as a result of the advancements in technology. Cash Camp Binary Options Trading Method. Base the Cash Camp trading strategy. After you see it working, you can start to execute your strategy with routine sized lots. This method will certainly pay off over time. Every Forex binary options trader should choose an account type that is in accordance with their needs and expectations. Are CashCamp Binary Options Signals Legit or Scam? CashCamp binary options signals are based on an advanced MACD formula. CashCamp produces over 100 signals/day on currencies, commodities and stocks which can be trade manually or on autopilot. Video Take a look at the the live interview with Cash Camp 10K winners.

[index] [5015] [6960] [7810] [10811] [27849] [1591] [2563] [22193] [19954] [18411]

Review of Cash Camp - Is Cash Camp a Scam? - YouTube

My channel was created for those who want to watch me trade on binary options and earn money. You can also start trading with me, using my strategy for trading binary options from the video. 10. twenty-five. During this further information for binary options trading, you will understand everything you need to know about this binary options strategy method in Internet binary options ... How To Pay Off Your Mortgage Fast Using Velocity Banking How To Pay Off Your Mortgage In 5-7 Years - Duration: 41:34. Think Wealthy with Mike Adams Recommended for you This video is unavailable. Watch Queue Queue. Watch Queue Queue If you are serious about generating cash from the Internet then check out the following Trading solutions which are free and beginner friendly. ... Binary Options Trading - Duration: 13:04. BLW ...

Flag Counter