ATOM random encounters

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## *ATOM RPG* lists

A **random encounter** (Russian: *Случайная встреча*) is a type of location in *ATOM RPG* that randomly appears on the world map and involves the protagonist in interacting with unexpected circumstances.

## Caravan

2-3 guards (later: 4), one caravan trader, a cow and a cart (you need locksmith to break into it. It can be truck as well). Lock level 150

The chance of meeting is 74% (the probability of an event when choosing meetings available for a given zone is not to be confused with the chance of the meeting itself appearing).

Available ID locations for the event: Z\_1; Z\_1\_Cave; Z\_1\_Mine; Z\_1\_Bunker; Z\_2; Z\_3; Z\_4; Z\_5; Z\_6; Z\_7.

## A man and a dog

A chance to get probably your first follower. While wandering around the Wasteland, you can run into a man + dog couple leading a fight with four bandits. If a man dies - there is an opportunity to tame the dog by using a collar, removed from his body. Dzhulbars the dog is a Great companion for the early stages of the game. The meeting is very high priority, prokat immediately when recruiting 40 Survival.

* Found in a random encounter which requires at least 40 survival to occur
* Will join after giving him his collar from his previous master's corpse
* Will not be able to join if his master isn't killed during the encounter
* Has a set of unique abilities & can wear dog-specific armor

## Dead Man's Diary

A small path leading to the mountains. When checking - the cave, in it a skeleton, on it «The Dead Man's Diary», which describes how the author, hiding in a cave, gradually went crazy with paranoia of persecution by his incomprehensible being. For reading - experience (equivalent to a one-time win with a maximum bet in a game of chance). Also in the cave there is a pair of loot units. After reading you can talk to the gypsy in the Red Banner. In the conversation will be checking for charisma.

If you rest in the cave when (or until) it is dark, you will awaken. The status dialog (lower left) says: «*You awoke to a strange sound….*»

## Crazy man

You see an overgrown road leading to a small wood … There you meet a crazy believer with a rusty Kalash, who takes you for a «demonic brat.» You can try to convince him (Communication, Charisma) - then +108 exp for the peaceful resolution of the conflict. Otherwise, there will be a fight, for the victory - 83 exp, "Kalash" and up to 12 units of loot from the man himself and near his tent (vodka, canned food, waste paper). BTW, nothing prevents you from first convincing him, and only then, coming close, to nail him down is even easier, and Kalash, especially at an early stage, does not roll on the road))

## Meeting with the wolves

3 Short Wolves. Later - Young Wolves, then - Wolves.

## Stalkers

Three stalkers, ready to bargain, to rob them - or to give the opportunity to remove the loot from their dead. Armed and armored mediocre.

## Scavengers

1 trader wearing an Old Gas Mask, 2 guards.

## Mercenaries

This meeting can occur if you destroy one of the trade caravans (first 1, then the number of caravans that must be destroyed increases). Up to 6 people, very well armored and armed - require a ransom (the size of which also grows with time). With them - a lot of loot. On the body of one of them you will find an order in your name, they say, such and such (such and such) crossed the road to powerful people, it is necessary to remove. ATTENTION! In the later stages of the game, the power of the mercenaries increases significantly - shells, machine guns and even a Uber-type pistol of 14.7 mm caliber (vanestock, by the way). A signal about the hardcore complexity of the upcoming battle with this squad is an armored car on the battlefield (does not participate in the battle).

## A huge aggressive creature

* A) Bear. At the initial stage, without skills, good armor and weapons it is better not to run up;
* B) Goblin (gorillopodobnoe being). Just bear.
* Ambush robbers. 3-4 bandyuk, armed somehow.

## Three travelers

One-time meeting - a huckster, his guard and guide. Each of them will tell you an incredible story about the Worm Leather, which climbs into a man in the marshes and controls him from the inside. And everyone suspects in his companions of Worms ... But there is a clue - infected with a Worm is confused in the minute details of the memories! We talk with them one by one - they are confused ALL. The outcomes of the denouement in a conversation with any of the three (for each +108 exp) - suspect one or the other companion, suspect the other two, do not suspect anyone, or suspect everyone. In the last two cases, each of the three will respond strangely, but no one will throw at you. It seems that all three are still infected ... Well, you can kill all three (do not forget to steal a grenade from a conductor before the battle), start with a guard with a hunting rifle in your hands.

## Book Luddites

This option of a chance encounter (there are 2 of them altogether) becomes available after taking the quest from the second-hand bookseller Abraham in the Krz Red Banner fortress. The quest consists in the fact that a sect of «book Luddites» appeared in the Wastes, considering the books to be heresy. It is necessary to pretend to be a wandering bookseller who carries a pile of books for bait - and distribute to the gangs of Luddites who are met. Gangs of 6-7 people each, leather and prickly breastplates, armed with clubs (ordinary and with nails). Good loot ammo.

## Slave hunters

Hard battle - 5-6 people, armored and armed medium, the greatest danger is 1 or 2 of the leader (in a leather coat and Budyonnovka with a star). At a high level, players can be armed with 2-3 PTR, SVD, machine guns.

## Animal trail to the watering

Chance to hunt, depending on the skill "Survival". At a very large location - either the Bear, or Leshy, or ... a few rats.

## Gang in red masks

The gangsters are like gangsters, but on the body of one of them there is a note, from the text of which it follows that the gangs in the Wastes are sponsored by a known (I hope already) Ivanovich, a representative of the Hrvat Chamber of Commerce, the Dan Plant is a transshipment base, and the ultimate goal is to crush Peregon. Signed — "G.N." Information for consideration ...

## The entrance to the mine

Sometimes it is combined with another random encounter and looks like the entrance to an abandoned mine in the first (top) location. In the mine there may be: a) 3-4 Thugs in its different branches (unarmored), on each - 5-6 units. loot; b) Goblin (monster, similar to the gorilla); c) four short wolves; d) a few chips or rats; e) no one. Also in the mine there is ALWAYS a corpse (4-5 loot), and often a closed box (4-7 loot). There are also 4 metal cabinets in a separate room (there is little or no loot).

## Entrance to the basement

This location is also sometimes combined with another random meeting and looks like the entrance to the basement in an abandoned house on the first (top) location. In the basement may be a little loot.

## The clash between thugs and thugs

Stand on someone - either side impossible. A lot of average loot. At least one rusty Kalashnikov. The best tactic of the battle will be to wait until the gangsters kill the thugs or vice versa, after which just finish off the rest.

## Dehydrated

A nameless character running through the location suffering from dehydration. GG reacts like a mirage. You can give water, undress or kill, but besides a funny headdress he has nothing interesting.

## Automobile repair base

You stumbled upon a pre-war automobile repair base occupied by bandits. Will you infiltrate it and start combat?
There are 7 bandits, a couple with PPS-34's.