Walkthrough stalker pm kill zone 3. Passage of the game "Stalker: kill zone"

The game "Stalker: Kill Zone" starts with some pretty dramatic words : "Shooter, remember, you have to get to the Chernobyl nuclear power plant and find the Delta group."

We start, as in all other games of the Stalker series, on the cordon, but there is one difference from other games in the series, namely: there is not a single NPC at the location, there are only hordes of zombies, burers and dogs. We are mate

We are realizing at the base of the military, where the 139 Kashalot controller alone is instructing us. He explains your main task, that is, to find the missing person during the raid on the Delta group. He also says that there are other groups scattered around the edges of the zone who need help.

After searching the checkpoint, you can find cartridges, first-aid kits and three bottles of vodka, there is nothing more interesting here, so we are moving to the transition to the dump. When passing by the village of beginners, you need to be extremely careful, as there is a bloodsucker there, which is very difficult to kill. We go further, along the way we will not meet anything interesting, except for a box hanging at the checkpoint. It must be broken, and supplies and weapons will fall out of there.

We go to the landfill and get a message that we have two ways: either to the Dark Valley, or to Agroprom. The choice is small, or rather, there is none, since the CPC receives a request for help from the Alpha detachment from Agroprom, and we are going there.

At Agroprom, we help clear the base of mutants, but even if you heroically kill all the mutants with your bare hands, don't expect gratitude, since the task to clear the base is impossible, because there is a mutant respawn point in the "Quest" zone, and it turns out that they are on base will always be. This is the affected area.

We return to the landfill and immediately, in order not to waste time, go to the Dark Valley. Upon reaching a large red building, we receive a message from the 139th, which says that no trace of the Beta group has been found in the Dark Valley and that we should return back to the dump. So we do, having previously searched the cache located in the bowl of the drying station, to which the stairs lead. There are artifacts that can be sold at a high price in a bar.

We quickly go to the dump, and from it to the bar, where you can replenish supplies and acquire weapons, as well as take part in the battles in the arena. We replenish our supplies and move out, here we also have a choice - to go to the army warehouses or to the wild territory, and from it to the Yantar. There is no one there, except for mutants, but if it is interesting to run around the territory of the plant with a psi-emitter, then go ahead. There will also be no one to chat with in army warehouses, so you can safely switch to Radar.

On the Radar, a real kill zone begins, where you will meet many mutants, but there is still nothing to do there, so we go to the most interesting place in the game - to the Chernobyl nuclear power plant, where a real war awaits with mountains of corpses, in which you, of course, will be able to participate .

Now, finally, let's remember our main task - finding the Delta group. This same group is located on the opposite edge of the location. We find the group and help them contact the headquarters. Mission accomplished, but now you need to get out yourself. To do this, we go to the station itself, namely to the monolith control bunker and, as in the original, we break all the light bulbs, after which we are transferred to Chernobyl2. There we see a helicopter, under which there is a teleport. We jump into it, and that's it, the game is over, and we can enjoy the final video that completes the passage of the game "Stalker: Kill Zone".

The game "Stalker: kill zone" begins with rather dramatic words: "Shooter, remember, you must make your way to the Chernobyl nuclear power plant and find the Delta group."

We start, as in all other games of the Stalker series, on the cordon, but there is one difference from other games in the series, namely: there is not a single NPC at the location, there are only hordes of zombies, burers and dogs. We materialize at the military base, where the 139th dispatcher of the Kashalot military base alone instructs us. He explains your main task, that is, to find the Delta group that disappeared during the raid on the Chernobyl nuclear power plant. He also says that there are other groups scattered around the edges of the zone who need help.

After searching the checkpoint, you can find cartridges, first-aid kits and three bottles of vodka, there is nothing more interesting here, so we are moving to the transition to the dump. When passing by the village of beginners, you need to be extremely careful, as there is a bloodsucker there, which is very difficult to kill. We go further, along the way we will not meet anything interesting, except for a box hanging at the checkpoint. It must be broken, and supplies and weapons will fall out of there.

We go to the landfill and get a message that we have two ways: either to the Dark Valley, or to Agroprom. The choice is small, or rather, there is none, since the CPC receives a request for help from the Alpha detachment from Agroprom, and we are going there.

At Agroprom, we help clear the base of mutants, but even if you heroically kill all the mutants with your bare hands, don't expect gratitude, since the task to clear the base is impossible, because there is a mutant respawn point in the "Quest" zone, and it turns out that they are on base will always be. This is the affected area.

We return to the landfill and immediately, in order not to waste time, go to the Dark Valley. Upon reaching a large red building, we receive a message from the 139th, which says that no trace of the Beta group has been found in the Dark Valley and that we should return back to the dump. So we do, having previously searched the cache located in the bowl of the drying station, to which the stairs lead. There are artifacts that can be sold at a high price in a bar.

We quickly go to the dump, and from it to the bar, where you can replenish supplies and acquire weapons, as well as take part in the battles in the arena. We replenish our supplies and move out, here we also have a choice - to go to the army warehouses or to the wild territory, and from it to the Yantar. There is no one there, except for mutants, but if it is interesting to run around the territory of the plant with a psi-emitter, then go ahead. There will also be no one to chat with in army warehouses, so you can safely switch to Radar.

On the Radar, a real kill zone begins, where you will meet many mutants, but there is still nothing to do there, so we go to the most interesting place in the game - to the Chernobyl nuclear power plant, where a real war awaits with mountains of corpses, in which you, of course, will be able to participate .

Now, finally, let's remember our main task - finding the Delta group. This same group is located on the opposite edge of the location of the nuclear power plant. We find the group and help them contact the headquarters. Mission accomplished, but now you need to get out yourself. To do this, we go to the station itself, namely to the monolith control bunker and, as in the original, we break all the light bulbs, after which we are transferred to Chernobyl2. There we see a helicopter, under which there is a teleport. We jump into it, and that's it, the game is over, and we can enjoy the final video that completes the passage of the game "Stalker: Kill Zone".

REPRESENTS:


Hit Zone 3: Aftermath(working title)

After what was previously considered a successful operation on the territory of the Chernobyl nuclear power plant, an explosion occurred that completely destroyed the station. The ejection, activated from the side of Limansk, absorbed the power of the explosion and caused destructive, mutagenic and other negative consequences. Only a small part of the military was able to get out of this mess. Freedom's stalkers, located in the Dark Valley after evacuating from the Military warehouses, were taken by surprise and were swept away by a wave. A few were able to take refuge in Cordon, the current territory of the Duty, which obviously did not meet them friendly. One of the Survivors is our character. He is saved from death by Voronin, who announced the general mobilization of groups to inflict more powerful damage to the enemy.
Humanoids of Awareness did not turn off as Solovyov planned. Moreover, the operation of the military was foreseen by the enemy and the control stations were evacuated in advance to 3 points of the Kill Zone.

In such a difficult situation, our character begins his journey ...

Gameplay
The zone has changed. Anomalous activity has increased, where before it was possible to walk safely, now it is scary to step. Groups migrated from their former places to new ones. Everywhere there are battles of stalkers and awareness. Expanded the territory of the game.

Locations

l27_x20_part_two = 0%
l26_zone_minus = 20%
l25_rip_part_three = 100%
l24_rip_part_two = 100%
l23_x20 = 70%
l22_rip_part_one = 100%
l21_podbar = 100%
l20_x19 = 100%
l19_deadcity=100%

l18_dead_earth = 90%
l17_village = 100%
l16_marsh = 100%
l15_hospital = 100%
l14_limansk = 100%
l13_red_forest = 100%

l11_pripyat = 100%
l10u_bunker
l10_radar
l07_military
l08_yantar
l06_rostok
l05_bar
l04_darkvalley
l03u_agr_underground
l03_agroprom
l02_garbage
l01_escape

Partially, the locations of the CHN will be transferred.
The location "Road to Pripyat" will be added, which is a long racing mission.
Work is also underway in terms of developing new locations.

Groupings
Merging factions of stalkers will create a new gameplay movement. There is no more enmity between Freedom and Duty, Stalkers and the military. OZS are united by a common enemy - Awareness.

Multiplayer


The multiplayer mod will incorporate the locations of the CHN, and will also contain new locations.
The multiplayer itself will be reworked, the mercenaries and Freedom will be replaced by the military and Awareness.

Multiplayer development is on hold...

F.A.Q.

Q: What will be the platform? TC or still CN?
A: PM, no options.

Q: Tell us briefly about the plot.
A: Our mod is positioned as a story mod, and it would be stupid to tell it, you see. I can only say a couple of things:
1) Kill Zone 3 is a sequel to Kill Zone 2, and a prequel to Shadows of Chernobyl. (Terrible CHN we ignore like a bad dream)
2) In the correct ending of Kill Zone 2, the Shooter dies, i.e. will be new hero, an ordinary stalker who, by chance, had to decide the fate of the Zone.
3) Kill Zone 3 will be the final chapter of the Kill Zone trilogy. This does not mean that there will be no ZP4, but if it is, then it will be another story.

Q: Will the gameplay generally be closer to WP1 or WP2?
A: Of course, to ZP2. But there will be locations in the mod where the spirit of the good old Kill Zone 1 still lives.

Q: What's with the new locations? Now everyone promises locations from CN, but so far no one has made them playable...
A: We have completely ported all new locations from CN to TC. The plot there will be our own.

Q: Are you going to make new locations and, if so, which ones?
A: About 6 new locations are planned. This is the Village, Underground Bar, Dead Earth, and 3 more things that will remain a surprise for now :)

Q: Will there be any new features like in the AMK, or will you focus entirely on the story and locations?
A: We are really focusing on the story and locations, however, some features may appear.

Q: The old thin got sick. Will there be a new one?
O: Possibly. A hood is a detail that can be changed the day before release.

Q: What about the size?
A: It's hard to say yet, but not less than 2 gigabytes in unpacked form.

Q: Will there be new monsters?
A: Rats are ready, nothing has been decided about other monsters yet.

Q: Do you have plans for large scale texture/sound changes?
A: We plan to, but due to the size of the mod, it will be optional.

Q: Web Striker made X-Ray Extreme. Will it be used or will you just make an adaptation for it?
A: Adaptation.

Q: What about the new weapons?
A: We will not bother with weapons, well, at most, we will make one or two barrels. The range of gauss blasters will be expanded to equalize the forces of groups. It is also planned to partially introduce weapons from the Arsenal mod.

Q: Will there be a faction war?
A: In the form of ALIF, CHN - no. However, there will be battles throughout the Zone between the Realization and the NEO.

Q: How much do you think the atmosphere of the stalker will change and in what direction?
A: We are moving away from the stalker as a researcher.

Q: Will there be changes in anomalies, artifacts?
A: Still questionable.

Q: What will happen to the Chernobyl nuclear power plant? After all, it was blown up in Kill Zone 2.
A: She won't. New location Dead Earth - the outskirts of the Chernobyl nuclear power plant.

Q: Will it be difficult to play? And then in ZP2 I suffered for a long time on Cordon.
A: Balance is given special attention. It will be difficult for those who want complexity, and easy for those who do not want to strain much.

Q: Tell me, what is the NEO? And then I got confused...
A: OSZ - Joint Forces of the Zone. It's an Alliance that the military, Duty, Liberty, and a couple of our new factions have joined.

Q: Will there be a fix in the mod? And then in ZP2 of the first version it was very lacking.
A: I can't say for sure, but most likely yes.

Q: Will the player be able to command a squad?
O: It can.

Q: Will there be non-linearity?
A: In the main story, it won't. But in additional quests necessarily.

Q: Will there be changes to old locations?
A: There will be a change in Pripyat.

Q: What about trading? Will there be new merchants?
A: New locations -> new characters -> new merchants.

Q: Will artifacts be important?
A: They will not be of great importance, but there will be some advantages in using them.

Q: Will old acquaintances meet: Vasiliev, Solovyov, Ponomarev, etc.
A: Not all, but some definitely.

Q: I saw that getting wet was implemented in PM. Will you have it?
Oh no.

AT: Main character will sleep?
O: Possibly.

Q: What about the Marked One falling into traps, where you can get out only by paying the "rescuers" a certain fee?
Oh no.

Q: Since there is a war in the Zone, is it possible, say, to call an artillery strike on the radio?
A: Brad

Q: Will the search for artifacts with a detector move from CN?
O: Definitely not.

Q: Will there be military vehicles in the game?
A: There are already armored personnel carriers, perhaps military trucks will be added.

Q: Hit Zone 2 slowed down a lot of people. What about this with ZP3?
A: Computers from one and a half to a year ago will work fine. Throw trash with 512 RAM and GeForce 6600 out the window.

Q: Will restored monsters be in the mod? Like zombies, cats, kinks...
A: There will be zombies for sure. As for the rest - in question.

Q: Will there be freeplay?
Oh no.

Q: Will there be other mods?
A: Not yet, but if something worthy of our attention appears, then why not?.

Q: Will there be new videos?
O: Undoubtedly.

Q: Will all locations be unlocked at the start or will they unlock as you progress through the game?
Oh no. The player will follow the story..

Q: Will there be cars? Not military transport, but ordinary. Niva is there, Zaporozhets.
A: Only on the Road to Pripyat

Q: What do you think of other story mods?
A: We focus on them and try to do better.

Q: So, when is this coming out?
A: No release date yet.

Q: What version of the game is the mod for?
A: 1.0006.

Materials:


Screenshot gallery: _ http://web-striker.ucoz.ru/photo/4
Video channel: _ http://www.youtube.com/user/WebStrikerSP

 
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