The Sawmill in Zaton is the first place the player can grab a toolkit from - if they don't mind cutting through the twenty or so zombified stalkers in the area. By moving carefully they can likely avoid most of the zombies, though early in the game a good weapon can safely take them down one by one - not only do they carry plenty of 5.45x39mm rounds, one of the military zombies carries an AN-94, a huge upgrade over the AKS-74U. The toolkit is located inside the building on the lower level of the sawmill, to the north. A ladder is inside one of the rooms, and in the attic it leads to the player can find ammunition for each assault rifle type, several hand grenades, and medical supplies - the toolkit is on a table at the far end.
Comparatively more dangerous, getting the Yanov toolkit requires playing a game of chicken with a mobile Electro anomaly - even in a SEVA Suit, getting so much as scratched will induce serious bodily harm and quite likely, death. By following the tracks away from Yanov station to the south, the player will come across an immobile train. By climbing onto the bridge over it, they can hop down onto the train and run to the end, where an open hatch will drop them down into the train itself. Immediately stepping to the side into the doorways or crouch-jumping onto the train's seats is the only way to avoid the anomaly. Once it reaches the player's end, it will start moving back, and the player needs to follow it. Once they get to the next set of doors, they once again need to move to the side into the doorway to avoid electrocution. Once the electrical anomaly reaches the end and starts moving back towards the player, and then passes by, the player can sprint to the end - stopping to grab the toolkit from the last seat on the left. The player can then escape by jumping out the door on the left.
Slasher and his team are unwittingly guarding the area's local set of fine tools. By paying Slasher's modest cover fee of six - only six - pieces of bread, sausage or rations, the player can enter their camp and roam about freely as long as their guns are holstered. If you take your shooter out even near the entry of the camp, Slasher and his men become hostile. The fine toolkit is right beside the three Mercs in the south-western area, sitting atop a crate beside one of them.
How to deal with the Mercenaries:
As an alternative you may go in guns blazing, but early in the game, with you not having adequate equipment yet, going against Slasher's team is nearly suicidal. Stock on some medikits before assaulting the base. The best way to take out the mercs is that as soon as you enter the camp take out Slasher (exoskeleton) with a headshot. Now take out the rest of his men one-by-one (though they may come in groups of two) by occasionally taking cover behind the outside walls of the camp. Some of the mercs come out of their camp , into the open. Finish them off using grenades (for cover) and headshots. The mercs use grenades, Ak-74us, MP5s and occasionally - LR300s.
Yanov Jupiter FactoryEdit
Yet another important item inside the Jupiter Factory area. Located in a separated area from the rest of the complex, it can be accessed by taking the road to the west of the Concrete Bath anomaly - with some care, as bandits will likely ambush the player from further to the west if they haven't already been cleared out. Once past the gate, the toolkits are found inside the big orange building on the player's left, specifically on the top floor. This must be done with some care as that floor is host to an electrical anomaly field, and the low pipes will prevent the player from simply using bolts and running to get through safely. The toolkit is located inside the dark green locker at the very end of the floor, and the door to the left of it can be opened to provide an easy one-way escape route.
There can be difficulty getting past some overhead pipes on the second floor, even crouching. This can be solved by pressing a key bound to "lean" while crouching, then walking forward. (Edit) Press shift and crouch at the same time and you crouch even lower, this is also useful for targeting.
Pripyat Department StoreEdit
The first set is located inside the Pripyat Department Store, located in the basement behind the stairs. The player does not need to go down into the extremely dangerous anomaly field - but they do need to deal with a great number of tushkana inside the department store itself, as well as the labyrinth of doors required to find the basement entrance.
The lower section of the basement is an artifact spawning area, but is an extremely dangerous anomaly field - consisting of mobile burners and chemical anomalies. A SEVA Suit is a must for remotely safe navigation.
The kit itself is located on the level above the anomaly/artifact area, on a table near a yellow light, to the front-right of the stairs as you enter from ground-level.
Pripyat Old Service CenterEdit
The second set is located inside the other Old Service Center, which is marked on the player's Pripyat map. It's specifically located in the top floor, and is fairly more difficult to acquire - it requires navigating a pair of electroshock anomaly fields, fighting with a Burer in a compact space, and likely dealing with several Exoskeleton zombies. Once the player reaches the top floor and grabs the calibration kit, they can unlock a door which leads into a stairwell, taking them right down to the bottom floor and out into safety.
The lower of the two anomaly fields is also an artifact spawning area, and rarely a "Svarog" Detector might pick up one on the top floor as well.
- Both technicians pay a modest sum for Fine and Calibration toolkits, and handing over to Nitro and Cardan calibrations kit also gives the player the Hi-Tech Expert and Weapon Systems Expert achievements.
- Cardan can perform all the Tier 3 upgrades for any weapon, as well as become able to upgrade the Exoskeleton's motors to allow a user to sprint - effectively making it a jury-rigged Generation IV Exoskeleton, and making it superior in nearly every way to most other suits.
- Nitro can perform all the Tier 3 upgrades for any weapon, and becomes the only technician able to upgrade the Tactical Helmet with an infrared scanner.