Mission shadow of Chernobyl.  Encyclopedia of S.T.A.K.E.R: Shadow of Chernobyl - Walkthrough. Walkthrough - the mystery of the Chernobyl Zone

As already mentioned: not all quests of the Last Stalker modification are logically consistent and often cause great difficulties in passing. The mod is quite interesting and for everyone who wants to finish the passage to the end, this guide is dedicated.

1. After the introductory video, our hero wakes up in a cave. On the radar we see the mark of the corpse, we run to it and search it. There will be a key that will help us, going further along the cave with creeping white smoke, to go to the Garbage location.

2. At the dump, we talk with the Deadman character. From the conversation we learn about the latest events and, on a tip from Deadman, we go in search of Shamray.

3. If we want to search the Dump location, then we will find a secret door under the flea market, behind which an unknown stalker is sitting. He won't let us inside. This discovery will further influence storyline passing the mod.

4. Shamray lives at the transition to the Cordon location. We communicate with him, learn a lot of useful information, then go further to Cordon.

5. To the left of the road in the house we see a tanker with a dead partner. From a conversation with a tanker, we learn that two people from Shamray's gang were here, but now they have gone south.

6. At the farm we see the Sump, but they won't let us in without a pass. The pass can be obtained at the bridge, where we expect Krasnov near the wall with automatic guns.

7. Krasnov tells us about the local order and we are allowed inside the Sump. Inside one of the barracks we communicate with Shnyra and Primus. For a successful passage, you need to talk with all the inhabitants of the barracks. For example: Barchuk will tell us about two people from Shamray's gang that they left for Sorting. A character named Khazar will point us to a cache that will help us cross the barbed wire.

8. Here the plot forks. We can choose the 1st option - find out about the cache, and the 2nd option - stay in the Sump. For the correct passage, choose the 1st option. Further, for the successful completion of the plot, choose the dialogue options that are offered in our guide, otherwise the plot will become impassable!

9. Khazar informs us about the cache at the armored personnel carrier. We pick up the cache, go to Shamrai, he gives us a task to search for stalkers in the Sorting.

10. We go to the indicated place and cut the barbed wire. We communicate with Shamrai via the radio, there is a “Radio Communication” button in the inventory. We roll over the wall and go to the transition to the Sorting.

11. At Sorting, we go into the cave and look for a cache there, pick up a cloak and go to the village in search of stalkers. Sanya Galash lives in the village, we inform him about Shamrai.

13. There is a village on the other side of the hill. From there, a passage opens to the Bar. At the entrance to the Bar there is a remote control, press it to open the door. We speak with the Bartender - we get the task "To put together a gang". We return to Sidorovich.

14. Sidorovich will tell us the coordinates of the basement with weapons. We run there with the received keys. We recruit people into our gang by talking to them.

15. Again we go to the village near Bar, a tanker is hiding in one of the houses on the hill. The tanker offers to negotiate with the Uzbek, and kill the Gravedigger. You need to agree to successfully complete the plot. We do not select the option “Let's go look for another gang”.

16. After the agreement, we run to the Swamps through the Cordon. We take a cache with weapons. On the way we see a village with a water tower, in the basement we find and communicate with the military. Next we go to Uzbek.

17. From a conversation with Uzbek, it becomes clear that the best solution to our problem would be to organize a skirmish between Shamray and the Gravedigger. We agree to this dialogue option. Uzbek also tells us about an advanced anomaly detector, which the deceased stalker has in the adit under the bridge in the Swamp location.

18. Near the house of Uzbek we pick up throwing knives stuck in the wall. We return to Uzbek, again we speak with him. He informs us about a stalker from the center of the Swamps. We complete the Water Rat quest immediately, otherwise, after the attack on the Gravedigger's base, the task will fail.

19. Then we run in search of an advanced detector. We take all the items from the dead stalker, beware of the burer at the exit. After searching the stalker, we learn about the cache on the Burnt Farm. We go there and take the cache.

21. We are moving south from the habitat of Galash, we find a rookery of wild boars. There will be two corpses nearby, we search them and report what happened to Sana Galash.

22. An attempt to communicate with the tanker does not lead to success, we try to contact. The radio is broken, for fixing we need to visit the base of the free, this is the base clear sky in the original game.

23. After talking with the bartender, we find out that he has a walkie-talkie, but it belongs to another stalker named Nurik. On the way, we pick up a note about the missing stalkers from the bulletin board in the Bar.

24. Stalker Husky for 10,000 rubles will give us the location of the missing. After arriving at the specified point, we get a new task - inspection of the scene.

25. Among the stones we find a cache, it is marked with a colored emblem right on the stones. We also examine the board with a bottle of vodka and glasses.

26. Upon completion of the inspection task, Deadman immediately contacts us. But we will talk to him later, while we should pick up our reward for completing the current task.

27. We report to the bartender about the results of the search, get a walkie-talkie, contact the tanker. It is also worth reporting the search results to the base leader.

28. We are waiting for the tanker to arrive at the base. We communicate with him and contact Uzbek. Together we advance to storm the Gravedigger's camp. After a skirmish, we speak with Uzbek, it turns out that there is no body of the Gravedigger among the corpses. We'll have to check out the camp.

29. Not far from the camp there is an anomalous zone with frying, and the desired corpse will lie there. We search him. The PDA has information that the Gravedigger's swag was hidden by the military.

30. Gravedigger's Swag can be found in a village with a water tower in the basement of one of the houses. When we pick up the cache, the Gravedigger himself appears, we kill him and watch the vision.

31. We collect the reward on the basis of the free ones. Then we speak with Deadman, after a conversation with which we receive a message from Uzbek.

32. The Water Rat group was killed, we follow to Uzbek. Uzbek tells us about a strange device. We recall our conversation with Deadman, look around. Again we return to Uzbek, but he disappeared. We see a box in the pipe nearby, break it and take out a note from there. The note mentions the place of V.V. Sidor and talking about Father Alexander. Father lives in a church in the Swamps, let's go there.

33. We communicate with father Alexander, he has no keys. We learn about Father Sergius. We find it. Sergiy sends us in search of the icons that were carried in a helicopter.

34. Again we recall our conversation with Deadman, we run to the base to the bartender, we ask him about the helicopter. We are informed about the 2nd group of Water Rat stalkers. We go to the tower in the Swamps. We find a corpse on the tower, remove the PDA from it.

35. On the PDA are the coordinates of the helicopter. We run to him, search the helicopter and find the icons. We make a choice in favor of the monks, we give them icons. We do not sell icons on the basis of the Svobodovites!

36. Having given the icons, we come to the conclusion that the passage is already open, and the received keys are needed for a different purpose. We hasten to Cordon. In Sidorovich's bunker, we speak with Deadman and then go to the Sorting.

37. From the Sorting, go to the Bar location, talk to the bartender. After the audience in the hotel room, we begin the search for Bormann. We go to a cafe, there we communicate with Uzbek people and a local bartender, we take a note from the bulletin board and run to Pulevich.

38. To leave the location, we move to the military checkpoint. We communicate with the military and with the stalker by the fire. On a tip, we arrive at the 1st point on the Landfill. We receive a message from the stalkers, we run to the checkpoint near the Bar, we get information about unusual artifacts.

39. Our path lies to the Army Warehouses, after talking with the local military, we run to meet Leo. Leo asks to transfer a flash drive to Agroprom, here we definitely agree to help him.

40. We follow to Yantar through the Red Forest. At the entrance to the location, we talk with the military, from them we learn about the scientists. When we leave the plant, we are contacted by radio, we get information about the beacons.

41. We are heading to the bunker, there we will be met by a lone soldier, we go into the bunker. After the radio exchange session, we speak with the soldier and peel off the stickers from the walls in the bunker.

42. Again we make a radio exchange, they tell us about scientists at Agroprom, we run there. At Agroprom we find an empty temporary camp. We search the camp, select a knife, a PDA and a lantern.

43. We go to the nearest building from the camp, there we find a corpse tied to a chair on the 3rd floor, there is a voice recorder on the table, listen to the recording and take the device with us.

44. Then we enter the dungeons of Agroprom, the entrance from the hole (as in the ChN). The door will be locked. We insert a flashlight into the slot and shine on the door, a combination lock will appear, and the PDA will have a code for the lock. In the underground rooms we search all the corpses, we take away the gas mask from one of the stalkers.

46. ​​We go back, we see the installation in the large hall. We go upstairs and take the key card from the table with the sitting corpse. From the note in Strelka's room, we enter the codes into both remote controls of the installation, it will start.

47. We follow back to the Strelka's room, open the door - enter the code "666665", take the box from the closet. We get out of the dungeon.

48. We run to the helipad and wait for the helicopter, but it is shot down on approach. We follow the downed wreckage. After the inspection, we return to the module and speak with Deadman. After the conversation, we go to Cordon.

49. On Cordon, we give the container we found to the head of the Barrier. Next, we follow to the Garbage for a conversation with Deadman.

50. Deadman sends us back to the dungeons. Behind the door there is a panel for entering the code (appears after being illuminated by a flashlight) - the code is "1134".

51. In the laboratory we are at war with mercenaries, we follow the arrows. Near the 1st closed door lies a corpse, it contains a note with a code. The code from the 2nd door is "1730". We take the container and leave.

52. Having gone to the surface, we get in touch with the customer and talk with Deadman. Then, on assignment, we run to hide our box at the Flea Market.

53. At the Flea Market we go down to the basement and hide the box there. We run to the point where we set up an ambush, take the GRC militants by surprise, shoot them. We contact the customer.

54. Then we talk with Deadman, follow to the Dark Valley, the transition is marked on the map. We go down to the laboratory.

55. We go down to the lower floor, there is the corpse of a scientist in the elevator shaft, we remove the PDA from it. On the same floor there is a box we need. At the same time, in one of the rooms, the exit code is cut out on the board: 31777.

56. We get out of the laboratory back. We run to the Garbage to our cache to hide the container. When we hide the container, the Forecaster will get in touch and call for a conversation.

57. On the advice of the Forecaster, we follow the Sort, our path lies as follows: Cordon - Swamps - Cordon - Sort.

58. We talk with Sidorovich and the bartender. The bartender asks to find a knife for him in the Swamps. Next, we talk with Varnak, he tells us the code of the chess game: 379.

59. Near the exit from the Bar, we pick up two notes on the board: the first one is about the scientist from X-18, the second one is about the ancient book.

60. We follow the Swamps for a knife. Near the church we speak with Father Sergius. We go to search the distant grave, pick up the knife there and take it to the bartender.

61. When the knife is given, we get information that there is a path to Limansk. In the same place we ask the bartender about the ancient book. We go to the village (near Sidorovich) and look for Kuchma.

62. Kuchma sits by the fire, we talk about the book, we follow to the clearing. After talking with Dushman in the clearing, we return to the rock cafe, but Kuchma is not there, nor is the promised equipment.

63. We are looking for a group of McCleans near the cafe, we communicate with the leader, we are talking about the Gravedigger. Our Kuchma is sitting nearby in the basement of the house, we learn from him about our equipment.

64. We examine the village, in one of the basements in a box our things are. We speak with McCleans and together with his detachment we organize an assault on the clearing. We kill Dushman's group, remove three keys from his body, return to Sorting.

65. We follow in a cafe, ask the bartender about Ivantsov. In the Bar we also communicate with the bartender about the Teuton.

66. Teuton and Baida live on the lake in Sortirovka. We report this to Uzbek. Uzbek sends us to speak with Galash, and he sends us to Kutcher (who is from the Water Rat group). Kutcher lives near the tower, next to the Svoboda base. But while we do not go there, we return to Cordon.

67. We run to the ATP, we see a strange red pentagram on the floor. We put the keys on the pentagram and move to the Gravedigger.

68. We communicate with the Gravedigger. Here we do important choice- We agree to a duel with the Gravedigger. We follow him, put the keys in the box, disperse in different directions of the ATP. Then we fight with the Gravedigger, you have to kill him several times.

69. In one of the nearby buildings in the refrigerator we find the corpse of the Water Rat. There is a weapon right there, and batteries are hidden in the suitcase - we take everything away.

71. Run for the next container in the Red Forest. We find a door with a code, we already know the code: 379. We get into the bunker, there we talk with the Leader. We agree to his request to start the generator.

72. We follow to the generator, we start it. We search nearby the safe, the code to the safe: 543210.

73. We leave the bunker, we receive a message from Panzer. We return to him for a conversation. Now we know about the ambush at the Flea Market. We carry the box to the cache.

74. The box has been delivered, the ambush has been discovered, now you can safely go to Sidorovich after Varnak's invitation.

75. In the village of Sidorovich we meet Ivantsov, we discuss the upcoming operation with him. For a special operation, we need a sniper, we run to Shustrom for it. Nimble offers weapons in exchange for artifacts from the X-18 laboratory. Here we must agree.

76. We run to the laboratory, we find artifacts there in the ventilation shaft. Here we have to make war with the mercenaries who have come running.

77. We change the artifact from Shustroy for a rifle. We talk with Ivantsov and McCleans about the upcoming operations. After a shot at one of the windows from a sniper rifle, the special operation begins.

78. In the city we kill the entire hostile group, we search the corpses. One of the corpses will have a key card. We release the hostages from the city basement with the help of this key card.

79. We receive a message from Ivantsov. He calls us to follow the Perimeter. We run there and find the prisoner Pulevich. We return to Ivantsov.

80. After a conversation with Ivantsov, we again follow Pulevich. We find out the code from the safe where the money is: 61522. Then we talk with Zoloty about Limansk, but he is not yet ready to provide at least some information.

81. In the village (in which Sidorovich) we communicate, we talk with people from the Bormann group. On the way we speak with Gena, he cannot help us yet. Now we go to Ivantsov and he asks for help in attacking the Barrier. We agree.

82. We immediately run to Gene and give him the broken PDA. Now you can go on the assault. We go out to Cordon, climb into the trolley, ram the gates to it. In one of the brick towers there is a remote control to turn off the turrets, we pick up the PDA there.

83. The location of the mobile point is marked on the PDA, we blow it up. Then we storm the main Perimeter. We open the gate with the code: 12345. When Panzer arrives at the mobile point, we communicate with him and then move to the Swamps.

84. We immediately meet our old acquaintances in the Swamps: Degtyarev and Zulu. We communicate with them. We run in search of Kutcher. Kutcher is at the church, after a conversation with him we go to the base of the Svobodovites.

85. At the base on the bulletin board, we pick up a note about the fallen air laboratory. We communicate with Gruver, we learn from him about the figurines. Then to Galash at the Uzbek base. Galash tells us about the Pole. You should look for a drone near the Uzbek base.

87. We follow in the rock cafe, there we speak with Gold. On the way lies to the Army Warehouses, to the village of bloodsuckers. During the transition, we receive a message from Gena Hacker about a military flash drive. In the village we find Golden, enter into a dialogue with him and run to the transition to Limansk.

88. At the entrance to Limansk, a message arrives from Gena about the installation. We get data about the messenger with information. The golden one will be killed when we get to the right door. There is an installation behind the door, but you need power sources for it.

89. We find Casper on the opposite bank, bring him to the installation. We find the power source near the headquarters of the Debt. We find the power source, listen to the recording and return to Casper.

S.T.A.L.K.E.R. basics

mental health

In the character window (I), next to the health bar, you can find another blue bar. What is it, magic? No, mental health. It's not grim sights that can damage him, but a more common thing - psionic influence. Some monsters in the game can boast of the habit of putting pressure on the brains, and first of all, of course, the controller. There are, however, places in the game where the character will simply burn his brains. Maybe put a pot on your head so that the neighbors don't irradiate? The idea is good, the pot method has been tested by stalkers and works, but our hero will go the other way.

Politeness Lessons

Every stalker should know for sure - it's impolite to poke another stalker in the face with a machine gun if you are not fighting shoulder to shoulder or ... trying to kill each other. From the very first minutes, you need to acquire a good habit - to remove weapons in the camps where the stalkers are located, or when meeting with a fellow trader in the wild. The easiest way to do this is to switch to binoculars, bolts, or press the weapon button again. Remember that courtesy is the key to a good relationship with you. Not only does an NPC have a name, community affiliation, and experience level, they also have a preconceived notion of the protagonist. If he attacks one neutral character, then all the NPCs in the area will want to blow the brains out of the hero. Winning the friendship of another stalker is not so easy. Only the NPC saved from death, to whom the hero handed the first-aid kit in time, immediately becomes a friend. For your information: you can cure a seriously wounded stalker only if he is neutral or friendly. The enemy cannot be healed. It's a pity - it would be interesting to see what he will do when he finds out who saved him. Reputation is gained in the game slowly, but quite simply, if you don’t specifically do dirty tricks to your neighbors. If a neutral or friendly stalker isn't fighting, telling a joke, or playing the guitar, he's available for conversation. Some can give the hero a quest, with some you can chat about the latest rumors or game legends (yes, our hero, like a real folklorist, writes them down in his pocket computer). But with the majority, you can only try to bargain. A few things the stalker is ready to put up for sale - mostly medicines or food. And he will agree to buy very little from the hero - the same first-aid kits, food and, interestingly, improvements to weapons. The weapons themselves are valued very well here and lie around in abundance after each battle. But in order to sell it, you will have to run with a full backpack to a merchant far away. Yes, doing business in the game is not so easy. This is interesting: seeing a good cannon on the ground, the stalker can pick it up, throwing away his old one, which has become unnecessary. You may well be overtaken in the selection of trophies, so hurry up!

... And the bolts with him

Why does a stalker need a bottomless bag of bolts? In order to send them a safe path among dozens of anomalies in the Zone. The need for this, however, rarely arises. Almost all anomalies can be seen in daylight and successfully bypassed. The anomaly detector, which the stalker always has with him, will warn in time by crackling that the hero is approaching the danger zone. Finally, there is the stalker's sixth sense, which pours "flies" into the hero's eyes when he is about to fly into the "meat grinder" or step into the "witch's jelly" with his foot. At night, some anomalies are not as visible - and here the bolts come into play. Nights in the Zone are not always dark, but even in total darkness one can try to discern the boundaries of the anomalous zone “by eye”. Corridors, underground passages and dungeons are places where bolts can really come in handy. For example, the hero needs to go through the corridor at all costs - and on the way there are several most dangerous anomalies at once. Only by throwing a few bolts, you can "grope" safe way. This is interesting: the bolts for checking anomalies in the game are very heavy and large - each fifteen centimeters long. But they cannot be killed, even if you shoot a bolt at the NPC's head. There will also be no negative feedback. In this case, the bolt interacts with the rest of the world according to all the rules of physics. For example, by throwing it, you can knock down a skeleton hanging on the wall to the ground.

Geography lessons

An extensive rectangular map of the southern and central parts of the Zone - from the southern Cordon to the northern city of Pripyat and the Chernobyl nuclear power plant - was originally "sewn" into the stalker's pocket computer. For your information: the stalker's PDA serves both as a quest log and an encyclopedia of information about the world around you, and can even determine wirelessly what kind of people surround you, slowly squeezing the ring, right down to names and nicknames. If an NPC dies, its computer marks the place of death on the main character's mini-map. But not all over the map you can walk freely. The areas accessible to the visit - Cordon, Cemetery of Technology, Amber Lake and others - look like small "spots" on the map. They are surrounded on all sides by barbed wire, anomalies or zones of deadly radiation. They are usually connected by areas of crossings on the roads. When crossing them, the player sees a loading window. For your information: in the game, like in Space Rangers or in the series of star simulators X: Beyond the Frontier, the life of monsters and NPCs is calculated not only in the zone where the player roams, but also in other areas, according to slightly simplified rules. However, in some places, the player's cards do not pass NPCs or objective reasons. For example, at the very beginning of the game, you can immediately explore four areas - the southern Cordon, the Cemetery of Technology behind the northern checkpoint, the Research Institute of Agroprom in the west and the Dark Valley in the east. The passage to the central area - the territory of the organization of stalkers "Duty" called Bar - is closed by a post through which you will be let through only when you reach the right place according to the plot or prove to the "Duty" stalkers that you are worthy to visit the bar "One Hundred Roentgen". It is impossible to get to the northern zones - to Pripyat and the Chernobyl nuclear power plant otherwise than according to the plot.

Many artifacts, few pockets

The character does not have parameters that grow over time. All that the hero can afford is a change of protective suits and the selection of artifacts in five pockets. In total, there are fifteen types of suits in the game - from simple leather jackets and primitive protective suits to durable spacesuits that protect against almost all harmful effects. And there are many ways to die. Mutants bite and scratch the stalker, which means that the clothes must be tear-resistant. Fiery anomalies burn painfully - refractory qualities do not interfere. Electrical anomalies can quickly finish off a stalker whose clothes have no protection against current. Impact anomalies and falls from a height will not be so dangerous for someone whose suit absorbs the harmful effect. Chemical burns in the Zone are rare, if you do not climb into the thickets of burning fluff. However, protection will come in handy. Sturdy armor will reduce damage from close explosions. Enemies usually take care of grenades and don't throw them for nothing - only in the later stages of the game, when helicopters and shooters from RPG-7 appear, protection will become relevant. Bullet protection is usually what matters the most. Lead poisoning is one of the most common causes of death in the Zone. Finally, do not write off radiation. There is a lot of her here, especially in the later stages of the game.

A lot of costumes have their own specialization. For example, the orange suit of scientists protects well from chemistry, current and radiation - but it does not help at all against bullets and fangs. Military suits are often heavily armored but do not protect against radiation.

A heavy exoskeleton is a powerful armor, but the hero, having put it on, loses the ability to run fast.

Five pockets for artifacts (their stalkers usually find near anomalies) will allow you to fine-tune your defense settings

hero or increase his stamina. Usually each artifact has positive and negative traits. Some make the stalker more enduring, but reduce the defense parameter. Others protect against radiation, but with them the stalker gets tired earlier. Some artifacts in the game are radioactive (positive parameter "Radiation") - you can hang them on your belt only for a short time if you do not have a good protective suit. The harmful effect, however, can be compensated by other artifacts, with a negative radiation parameter. At the same time, do not forget that light and valuable artifacts are a good source of money if you turn them in to merchants on time. This is interesting: it is best to sell artifacts to Professor Sakharov, located at the Amber Lake location in the Scientists' Bunker, because. he buys artifacts at the real price; merchants give less money than written in the artifact description.

Wildlife Zone

Many mutated animals live in the vicinity of the zone. Blind dogs run in packs, sometimes accompanied by sighted and very dangerous pseudo-dogs. Former collective farm pigs jump on praying feet, and wild boars grunt menacingly. Bloodsuckers lurk in dark places, and ravens fly over all this mess, which, thanks to successful mutations, not only learned to fly around “mosquito bald patches”, but also acquired real immortality. Not a single stalker has yet been able to shoot down a flying crow. This is interesting: judging by the sounds, rats are roaming somewhere nearby. Sometimes there is an afterlife cat's meow. However, no one has yet seen these animals here - at the last moment, imitator cats, aggressive rats and dwarf burers did not receive registration in the Zone. Mutant animals go about their business in the Zone. They rush around, sleep under the bushes, hunt, eat, and in case of danger, without any doubt, they make their legs. The living world is one of key features games, and watching wild animals through binoculars is sometimes very interesting.

Yes, in peacetime, an inquisitive stalker can feel like Prishvin or Steve Irwin. For example, yesterday I, having settled at the foot of a power pylon, watched two sad pigs (in the stalkers' jargon “flesh”) eat a wild boar. Everything was quiet and peaceful, until a large flock of blind dogs led by a pseudo-dog taxied out from behind the edge of the region. Seeing pigs, dogs, I'm sure, with joyful telepathic exclamations: "Meat!" — rushed to the attack. One pig hesitated and was instantly gnawed, but the other noticed the danger in time and rushed to run. The dogs rushed after her along the road, past the remnants of broken equipment - straight to the log cabins, where at that moment the Duty fighters were on duty. The stalkers did not have to take out their machine guns - seeing a crowd of people, both the dogs and the pig rushed away from the hill, across the road and onto another hill, to the old, abandoned village. Having discovered several anomalies along the way, the pig instinctively managed to make a couple of cunning "anti-aircraft" maneuvers so that several dogs fell into gravitational anomalies and were torn to pieces. So they ran until they found that the village... was not so deserted at all. The bloodsuckers who broke out of the houses (“Wake me up?”) Rushed both the dogs and the pigs, not understanding who was right and who was wrong. Remember Benny Hill's famous saxophone chases? It was very similar. A motley crowd with a frightened pig at the head rushed away from the village. The last two dogs, seeing how the bloodsuckers cruelly cracked down on the companions, decided: “Wow, pancakes, it won’t take long to die!” - and, limping, they ran away. The crowd disappeared behind the hill. Running out after, I saw how two pigs (someone came to the aid of our “flesh”) were squabbling with two bloodsuckers by the road. Soon one bloodsucker died, one of the pigs expired. The final battle took place dangerously close to an anomaly called the springboard. When the duelists were already on their last legs, someone touched the edge of the anomaly. The springboard clapped. There were no survivors. For your information: it’s worth digging not only in the pockets of the dead NPCs, but also in the corpses of monsters - sometimes they dump valuable loot for sale: dog tails, pig legs, “flesh” eyes ... It makes sense to dig into the insides of wild boars, “flesh”, dogs of all kinds, snorks and bloodsuckers.

Stalkers in battle and in civilian life

For your information: with the help of a well-aimed hit to the head, you can disable the enemy. The same rule applies to our hero - maybe they won’t kill him from the first shot to the head, but his health will not be the same. Enemies, especially experienced fighters, shoot very accurately, despite the fact that the recoil of the weapon and the withdrawal of the barrel of the machine gun upwards when firing in bursts also affects the NPC. In groups, the characters cover each other with fire when moving. An experienced enemy will hide not only for reloading. He will quickly move out of the line of fire when he realizes that he is under fire - very often, opponents will try to take cover when they simply see that the hero is aiming at them. NPCs are careful in combat. Realizing that the player is sitting in ambush around the corner, they will not lean out and will wait until the person himself loses patience and rushes to the attack. Battles between two groups of NPCs can go on for a very long time - and all because of the unwillingness computer heroes jump on the rampage. After the battle, the NPC will finish off the wounded enemies at the first opportunity and help the wounded friends with a first-aid kit. Advice: the surrounding people do not react either to the theft by the hero of poorly lying sausage loaves, or to looting. Therefore, after each battle, it makes sense to collect ammunition from the bodies and remove cartridges from the selected weapon ( right key mice).

Not only friends

Many different groups live in the Zone. With some you will easily make friends, with many you will have tense relationships, and some with enviable persistence will strive to wipe you off the face of the earth.

Not all stalkers are equally useful.

Lone stalkers are most often found in the south of the Zone, but sometimes they wander into the central Bar and even cluster in the vicinity of the Freedom base in the north. The player will not have problems with them if he does not attack first. Scientists are ready to buy weapons, artifacts or body parts of killed mutants from the hero. They live only in one place - in a bunker on Amber Lake. It is impossible to meet a scientist in the wild. Bandits are simple thugs and a criminal element who were brought to the Zone by a passion for profit, light artifacts and the ability to trade weapons. You can recognize them not only by their black jackets and blue sweatpants, but also by their characteristic obscene expressions. The bandits attack everyone in a row - "everyone" reciprocates the bandits.

The army not only guards the perimeter of the zone, patrolling the area in helicopters, but also sends troops inside - however, you will meet military stalkers (as well as helicopters and armored personnel carriers) only towards the end of the game. Soldiers will be rare in the southern and central regions. They patrol the roads, control the area of ​​​​the Agroprom Research Institute and from time to time attack the areas captured by the bandits, which can be a big nuisance for you.

"Debt" is a paramilitary organization whose members destroy monsters and prevent the leakage of artifacts outside the Zone by all means. The main base of "Debt" is Bar. As paladins, they really dislike bandits, but their main enemy is Freedom. If the player joins Liberty, the Bar guards will open fire and won't let him back... as long as they're alive, of course. Svoboda is an organization of anarchists opposed to the ideals of Duty. They preach a free hunt for artifacts, but at the same time protect everyone else from the northern threat. They block the passage to the central regions so that the stalkers of the Monolith cannot break through from the north. Anyone who makes friends with Duty will become an enemy of Freedom. Anyone who makes friends with Svoboda will suddenly find that the bandits have stopped attacking him - there is an unspoken truce between the criminal world and Svoboda. Mercenaries - an organization that is at war with all stalkers in a row. It's amazing how they still manage to stay alive. Mercenaries control the area of ​​the Wildlands adjacent to Bar. It is impossible to make friends with them or make them stop attacking the hero.

Monolith is a stalker sect. Its participants worship a mysterious artifact, a large monolith that supposedly grants wishes and is located somewhere in the north. "Monolith" occupied all the northern lands - the Red Forest, the radar station, Pripyat and the Chernobyl nuclear power plant itself. A mysterious, but no less deadly psionic field prevents other organizations from attacking the Monolith's positions. Few people want to become a zombie. Making friends with the "Monolith" will also fail.

Zone Anomalies

Radiation

Yes, areas contaminated with radiation can also be called an anomaly - the most dangerous of all, because it is not visible. Only by the crackling of a Geiger counter can one roughly determine the boundaries of a dangerous place. Abandoned equipment is usually radioactive. A lot of x-rays can be picked up at the edges of the play areas. The further the player moves north, the more often he will encounter infected patches of land. In the Chernobyl nuclear power plant, you should not even meddle without a suit with good radiation protection. You can find out if the hero is infected in the same place where his duffel bag is (by default, the I key). The higher the yellow bar, the faster hero loses health. If you hesitate and stay in a high infection zone for a few seconds, the character will lose a lot of HP and die faster than the infection parameter drops to a safe level. There are two ways to cure radiation. The first is folk. A couple of bottles of vodka can remove the infection, but the hero will not be able to actively act and fight due to side effects (The main thing here is not to overdo it!). For serious cases, it is worth having an antidote on hand - it removes the infection quickly and effectively. You can restore lost HP with food, a bandage or a first aid kit. For your information: simple first-aid kits (red) only heal HP. Military first aid kits (blue) also stop bleeding. The most valuable first-aid kits of scientists (yellow), among other things, will help to remove radioactive contamination.

Springboard

This will be the first anomaly that the hero will meet on his way. Usually ski jumps are safe - even a dog can afford to run through this anomaly a couple of times, escaping with a slight fright. The springboard looks like hot air bubbles rising above the ground. Leaves are flying around. When a bolt, dog, or stalker enters the springboard's area of ​​effect, the anomaly explodes, dealing damage in an area. It can explode continuously (not only the springboard - all anomalies remain in place after being triggered), so it's best to move to a safe place.

Electro

An area where static electricity is concentrated. Discharges hundreds of lightning in a radius of several meters. This anomaly is more dangerous than a springboard, but usually it is clearly visible both day and night - only the edges are difficult to determine by eye, but bolts will help here. For your information: in some places of the Zone (most often in tunnels) you can find flashing rows of electrical anomalies. Before approaching them, it is worth taking a closer look - in what order do they appear and disappear? Is it safe to bypass them?

Gravy

You can recognize this anomaly by randomly flashing translucent "lights" and foliage flying around. The action is like a springboard - the anomaly first draws things into itself, and then scatters them. The gravitational anomaly is very unpleasant, but at least you can get out of it relatively quickly. Whirlwind is much more dangerous.

Vortex

From a distance, it looks like gravel, but as soon as you look at it more closely, the difference becomes noticeable: the lights do not flash, they collapse, and the foliage flies to the center of the anomaly. The whirlwind is dangerous because it spins the hero on the spot, preventing him from escaping. You will see many times in the game how a piglet or a stalker accidentally caught in a whirlwind spins in the air, and then explodes into bloody lumps - once they fall into a whirlwind, they are doomed. The hero has a good chance of escaping from the whirlwind alive, but you need to act very quickly, running out of the anomaly before it drags the hero in again.

frying

Fire Anomaly. It is the most difficult to see her, because she gives herself away only by the stirring of hot air. It is especially difficult to see her in dark dungeons, where she is very common. It's good that, having earned a jet of flame, the stalker can quickly leave the dangerous place. It’s bad that sometimes the frying “appears” next to the player and douses him with flames, signaling that the hero has attracted the attention of a poltergeist.

Burning fluff

Burning fluff is greenish “algae” hanging from metal objects. They hit when the player gets close and ignore the slow moving character. The main method of dealing with burning down is prevention. Just do not approach the pieces of iron overgrown with fluff, and everything will be fine. This is interesting: there were other anomalies in the game - reducing gravity, slowing down time. However, they did not pass the final competition and did not get into the game.

A mutant is not a friend to a bandit

The fauna of the Zone is rich and varied. Knowing the habits and habits of each mutant is good for the health of the stalker.

blind dog

A single blind dog is safe - he will not even think of approaching an armed stalker. The problem is that usually blind dogs roam in packs and, smelling the victim, attack from all sides at once. The dogs are very clever at maneuvering so as not to get hit by shots - they run around the hero, running away in case of danger and returning after a few seconds. Large packs of blind dogs are best avoided from afar. But if a skirmish is inevitable, you will have to prepare for a bloody battle. It is important to disable several dogs as quickly as possible - then the rest will chicken out and run away. You can try to throw a grenade at the sitting dogs. It is necessary to open fire from the maximum possible distance, which the dogs will quickly overcome anyway.

pseudo dog

Mutant wolf - very aggressive and dangerous even alone. Sometimes pseudo-dogs hunt together with packs of blind dogs - they never attack each other. Northern pseudo-dogs have psionic abilities and can, if approached, damage the hero's sanity. The weakness of the pseudo-dog is that it usually attacks in a straight line, ignoring the bullets flying into the muzzle. A couple of long lines will calm the mutant.

Flesh

A collective farm pig mutated into an insectoid creature, inheriting from pig ancestors not only omnivorousness, but also shyness. The flesh is not too dangerous - these pigs usually graze in one place and are easily exterminated from long distances: the natural roundness of the forms plays a cruel joke with them. Pigs are easy enough to put to flight.

Boar

A wild boar, the bristles of which have slid down to his belly. Aggressive and very dangerous at close range (one and a half meters at the withers), but it is not very difficult to resist him. First, it attacks in a straight line, accelerating like a rhinoceros. Secondly, he is also blind-sighted and, in a rage, usually does not see anomalies - and even more so he will not be able to turn off in time if the stalker runs off to the side.

Jerboa

A small eared rat-like creature. Found in basements of houses. The jerboa is dangerous primarily because it is very difficult to notice - it can gnaw on the stalker's thigh for some time before he pays attention to it. A flock of jerboas is very unpleasant. Each of them individually is weak, but together they can chop off a hefty piece of a stalker with their sharp teeth before they die.

bloodsucker

A humanoid monster that is very dangerous in close combat and, in addition, can disguise itself, becoming almost invisible. In the battle with him, you need to carefully monitor the eyes (only they are clearly visible in camouflage mode) and maneuver vigorously, preventing the bloodsucker from inflicting mortal blows. It may not be sickly to scare if you don’t notice him in time
(often taken by surprise)

Zombie

Zombies are stalkers who, through negligence, were under the influence of a psionic field and lost their minds. All they can do is roam the area, muttering incoherently and accurately shooting at anyone who happens to be nearby. It's even strange that swinging zombies retained their shooting skills. The poor fellow must be shot from a distance. If the zombie is not completely dead, it must be finished off with a control shot to the head.
(There are always a lot of them, but they are stupid and shoot accurately, they often "make friends" with snorks)

Poltergeist

A mysterious invisible creature that lives in dark dungeons. Poltergeist's favorite entertainment is to throw wooden boxes at the hero (you can shoot them into chips) or barrels with cylinders (just dodge). The poltergeist is also annoying by the fact that it creates flying fiery anomalies aimed at the hero. The poltergeist looks like a ball of electric sparks floating along the corridors of the dungeon. If you accurately shoot this formation several times, a dead poltergeist will fall out of it with a surprised physiognomy and the size of a Pseudogigant.

Pseudogigant

This bipedal running creature is indeed very dangerous, but it's hard not to smile when you see how it rolls over from side to side. It is difficult enough to kill him, he swings his paw and hits the floor - the blast wave will injure the hero. If the stalker has a big gun and it does not jam at a critical moment, then the pseudo-giant will quickly come to an end. They always meet one by one. Never had a problem with them.

Snork

The strangest monster in the game is a man who decided to get closer to nature and for this purpose put an old gas mask on his head. Now he jumps on the enemy like a large frog, kicks from the position "in the bellies" and swings his trunk menacingly. Laughter with laughter, and snorks are very often dangerous because of their swift attacks and fortitude, thanks to which they withstand a burst from a machine gun at close range. One snork is a problem, two is a big problem. Really dangerous guys, against whom only high speed and dense fire help. Friendly with zombies, which creates even more problems.

Controller

The controller is dangerous with psionics and only with it. This bandaged, chubby creature in jeans doesn't have to hit and bite to kill a stalker. It is enough for him to get on the stalker's nerves. From afar, the controller attracts and repels game camera, interrupting shooting, reloading, and at the same time reducing the blue mental health bar very quickly. If you run closer to the controller, it will be a little easier to shoot, but your mental health will still decrease. When it comes to naught, the stalker will die and become the food of the controller. However, fighting this monster is not so difficult - you just need to kill the controller before he kills the stalker. If the mutant is far away, you can hide around the corner (if the hero is not visible, he cannot be psychically hit from a distance) and carefully throw grenades at the feet of the slowly weaving controller. As soon as he gets closer, the "blind zone" will cease to be a defense. Fire, merciless fire! The controller cannot dodge - grabbing the entire horn from the AK-74 into his plump head, the monster will die of resentment. There are controllers very rarely, one by one and usually - in dead ends of dark dungeons. In addition, they very often indicate their intentions in advance with terrible screams.

Weapon for a stalker

Real analog: most of all, the knife is similar to Ka-Bar products.
A typical Bowie blade with a long drop, one-and-a-half-sided sharpening and a sereytor. All in all, a tactical knife. It has few uses in the game. Yes, a couple of stabs can kill a stalker, and if he does not see you, one stab in the back will be enough. But sneaking up to this distance is not so easy - even very quiet footsteps can be heard, and the player may suddenly find that the victim is pouring lead from a machine gun from a safe distance, and an alarm has been raised at the base. Against mutants, the knife is not very effective, simply because it is even more difficult to sneak up on them, and in battle they maneuver and never wait for the letter Z to be carved into their foreheads. So it turns out that the knife in the game is the weapon of last resort.

Pistols

Real analog: Makarov pistol (PM)
Magazine capacity: 8.
Strengths: cheapness.

A simple, cheap and easy-to-use pistol, the first weapon of a stalker in the Zone. As befits a “one” according to the laws of the genre, the gun kills monsters with great difficulty and often misses. Ammunition - 9x18 mm.

Fort-12M2

Real analog: Fort 12.
Magazine capacity: 12.
Strengths: cheapness, volume of the store.

Ukrainian pistol based on the CZ-83. It boasts accuracy and increased magazine capacity. The extra four rounds will come in handy when funny monsters are jumping around the hero.

Noiseless Pistol (PB1s)

Real analog: silent pistol (6P9).
Magazine capacity: 8.
Strengths: muffler.

Pistol with built-in silencer. An indispensable thing in cases where you need to quietly remove the sentry without raising the alarm. It is best to shoot at close range, aiming for the head. A single miss means the failure of the entire operation, because even a muffled shot (its consequences) will be heard by sentries.

Kora-919

Real analog: Colt M1911.
Magazine capacity: 7.
Strengths: availability.

The famous "Colt", a good pistol for the collection. In all respects, it is almost equal to the PM, but uses other ammunition - 45 ACP.

SIP-t M200

Real analog: SIG P220.
Magazine capacity: 7.
Strengths: accuracy, damage.

"Zig-Sauer", a pistol with increased accuracy and damage. Useful for any stalker.

UDP Compact

Real analog: Heckler & Koch USP.
Magazine capacity: 8.
Strengths: accuracy, damage.

Another great pistol under 45 ACP with excellent damage and accuracy parameters.

Walker P9M

Real analog: Walther P99.
Magazine capacity: 16.
Strengths: store volume

Not the most powerful pistol. Its main advantages are 16 rounds in the magazine and good accuracy. Ammunition - 9x19 mm.

Black kite

Real analog: Desert Eagle.
Magazine capacity: 8.
Strengths: damage.

Yes, this is the famous Desert Eagle. The damage for a pistol is huge, but there is no accuracy. The barrel goes up when fired. It makes sense to shoot from it only point-blank. Ammunition 45 ACP.
(Gordon Freeman has 2 of these lying around)

Submachine guns

Real analog: Heckler & Koch MP5.
Magazine capacity: 30.
Strengths: speed, ease of use.

The only representative of the class. An exceptionally easy-to-handle submachine gun. Extremely available - drops in abundance from bandits in the southern regions of the Zone. Extremely handy for aimed shooting in combat at medium distances. At long distances, it is inferior to machine guns, which also appear in the game soon enough.

Shotguns

shotgun

Real analog: cut horizontal Winchester or Remington.
Cartridges in the barrel: 2.
Strengths: availability, damage.

Weapons of bandits of the southern regions. A very interesting melee option, but requires the player to fast response and accuracy, since after two shots you will have to reload.

Chaser 13

Real analog: Winchester 1300.
Magazine capacity: 6.
Strengths: damage, clip.

This option is already better - in combat, you can release six charges before you have to go into cover to reload. A classic in-game shotgun with only one serious drawback - finding this "boomstick" and ammunition for it in the game is not so easy.

Real analog: Franchi SPAS-12.
Magazine capacity: 8.
Strengths: clip, damage.

The best shotgun in the game, excellent in close combat. The only problem is that in the expanses of the Zone there are not so many situations in which you have to conduct close combat. Even in settlements it is usually more convenient to use automatic machines.

Automata

Akm 74/2U

Real analog: AKS-74U.
Magazine capacity: 30.
Strengths: availability.

The weakest machine gun in the game, its characteristics are close to the submachine gun. It is worth picking it up only to shake the 5.45x39 mm cartridges out of the horn.

Akm 74/2

Real analog: AK-74.
Magazine capacity: 30.
Strengths: availability.

An entry-level assault rifle with parameters below average, but quite suitable for combat in the conditions of the Zone. It is best to shoot single shots.

Real analog: AN-94 "Abakan".
Magazine capacity: 30.
Strengths: availability.

In all respects similar to the AK-74. The only improvement is increased accuracy.

Real analog: Enfield L85A2 IW (SA80).
Magazine capacity: 30.
Strengths: accuracy, damage.

This rifle with the scope installed is already much better. From it you can successfully conduct aimed shooting at medium distances. Decent damage. Ammunition - 5.56x45.

Real analog: SIG 550.
Magazine capacity: 30.
Strengths: accuracy.

The most convenient machine in the game for aimed shooting. Recoil is almost non-existent.

Real analog: Z-M Weapons LR 300.
Magazine capacity: 30.
Strengths: accuracy.

Another high precision machine. However, it is worse than the SGI5k - decent recoil interferes with accurate shooting.

Tunder S14

Real analog: OTs-14 "Thunderstorm".
Magazine capacity: 20.
Strengths: underbarrel grenade launcher.

An assault rifle with an underbarrel grenade launcher and increased rate of fire. Convenient, but not too accurate weapon.

VLA Special Assault Rifle

Real analog: special automatic machine (AS) "Val"
Magazine capacity: 20.
Strengths: muffler.

Automatic with an integrated silencer, an excellent replacement for pistols for silent shooting. Thanks to the flame arrester, when shooting in the game, the bullet tracks are very clearly visible. Special cartridges 9x39 are used, suitable only for this machine gun and Vintorez.

sniper weapon

Real analog: Dragunov sniper rifle
Magazine capacity: 10.
Strengths: accuracy.

Army self-loading rifle with increased accuracy. When using an optical sight, it kills the enemy with one shot (or two if the armor is strong).

Real analog: shortened sniper rifle (OTs-03AS).
Magazine capacity: 10.
Strengths: rate of fire.

Compact version. Slightly worse damage and accuracy. If there is a choice, it is better to use SVD.

Vintar Sun

Real analog: VSS "Vintorez".
Magazine capacity: 10.
Strengths: noiselessness.

Silent sniper rifle, integrated silencer - a real treasure for any stalker. Now don't do good to sentries!

Gauss Gun

Magazine capacity: 10.
Strengths: damage, accuracy.

The highest damage for a sniper rifle in the game. Almost always kills from the first shot (when viewed through an optical sight). As befits a gaming electromagnetic gun, it hits in a perfect straight line, exceptionally accurately. But there is a big drawback - after each shot, the rifle must “charge” for several seconds. As you understand, in close combat such a break is very unpleasant. It is also very difficult to find ammunition for it.

grenade launchers

Bulldog 6

Real analog: hand grenade launcher RG-6.
Drum capacity: 6.
Strengths: damage.

An interesting thing is a hand grenade launcher with six grenades in the drum. Throws grenades for hundreds of meters, and if the player hits the enemy, he has a hard time. But it's hard to find ammo. And this piece of iron weighs almost seven kilograms.

Real analog: RPG-7.
Strengths: damage, accuracy.

Deadly thing. With one hit, it shoots down a helicopter, with two, it annihilates an infantry fighting vehicle. But the obvious problems with weight and ammunition make the RPG-7 a "last level" weapon. This is interesting: if you shoot from a grenade launcher at the zenith, the grenade will not disappear into blue sky, and after a few seconds will fall to the ground a few hundred meters away from the player. This is proof of clear work game physics very interesting, even though the real RPG-7 grenade has a self-destruct mechanism built into it.

grenades

Real analog: F-1 grenade.

A defensive grenade that can be thrown in two ways: a normal mid-range throw or, by pressing the "aim" key, a throw with the selected swing strength. It helps well against harmful controllers or against enemies who do not want to leave a comfortable position.

Real analog: grenade RGD-5.

Offensive grenade with increased fragmentation radius. There are no analogies with a real grenade, except for the shape and name. It's just the way it is here.

Optional equipment

GP-25 Kostyer

Real analog: grenade launcher GP-25.

Underbarrel grenade launcher for domestic machine guns.

Real analog: underbarrel grenade launcher M203.

Grenade launcher for NATO assault rifles.

PSO-1 Scope

Real analog: optical sight PSO-1.

Optical sight for domestic machine guns (only for those that are not equipped with an optical sight).

SUSAT Scope

Real analog: optical sight SUSAT L9A1.

Optical sight for NATO assault rifles.

Silencer

Homemade silencer for a pistol of any caliber in the game.

Passage - the secret of the Chernobyl Zone

Stalker Tagged is the only survivor of a car accident when a truck exploded from a lightning strike and crashed into a ditch in the northern Cordon area. Only the driver was unlucky - the other passengers in the back were not affected by the explosion, as they were already dead. The traumatic brain injury led to amnesia. The hero has no name and no memories. All that connects him to the past is the tattoo "S.T.A.L.K.E.R." and a pocket computer with a photo and a laconic task: "Kill Strelok!". It would be nice to know who this Strelok is... Now our hero is a guest at the merchant Sidorovich, whose bunker is located on the southern outskirts of the Zone next to the army checkpoint. Sidorovich does not get into the personal affairs of Marked, but the debt must be paid off. And the merchant gives the first task - to help free the stalker captured by bandits in order to return a valuable flash drive with information. Note: Follow story quests And you don't even have to complete the first task. You can at any time go on a free hunt or do side quests. Remember - the more often and actively you move away from the main storyline, the more you explore the world of the Zone, the easier it will be to go through the later stages of the game when you have valuable artifacts, weapons and armor samples.

Cordon

So, tutorial mode. Get out of the bunker, get comfortable with the controls, read the basic information and go to the farm where the stalkers settled. Here you can talk to people, steal some food from the basement, listen to jokes, and finally, talk to a stalker named Wolf. He will give you a pistol and ammunition, saying that the bandits are holding a prisoner at the motor-tractor station and three stalkers are already hiding nearby, not daring to take the MTS by storm. Past the skeleton of the bus, go out onto the big road. On the right is a military checkpoint, you don't need to go there. On the left, next to the car and concrete blocks, in front of the bridge lies the wounded stalker Tolik. Help him with a first aid kit (it lies nearby) and listen to the radio communications of a helicopter flying around. Now for the first mission. She is very difficult to teach, so brace yourself. Stalkers are waiting for you by the road - here you will have a choice: go on the assault with everyone or try to deal with the bandits alone, in the style of Rambo. The first option is easier, the second is more interesting.

The bandits are armed with pistols and shotguns. Defeat them all and talk to Swift. I wonder where he kept the drive that the bandits did not find it? To celebrate, the released prisoner will share with you the location of a valuable cache. For your information: here, Nimble can give the first side quest - the search for the "perfect" suit. The suit (a unique gangster jacket with sewn-in elements of body armor) lies where the arrow points on the map - in the depths of the tunnel to the right near the wall. The pseudo-dog guards the treasure. You can return the costume to Shustrom or put it on yourself. Return the flash drive to the merchant and don't forget to check in with the Wolf along the way. The merchant will reward you with some information about the Strelok and what is happening in the Zone. It turns out that the central regions of the Zone, the richest in artifacts, are inaccessible to the public due to the mysterious radiation that makes the brain boil. For your information: you can take a few more from the merchant side missions. Many have a time limit, so it makes sense to take one at a time. A briefcase with secret documents will help to reveal the secret of mysterious events. It is hidden on the third floor of the Agroprom Institute. The problem is that the institute is in the hands of the military, and it is very difficult to take it by storm. Let's start small - how to get into the northern region of Cordon, behind the military checkpoint under the destroyed bridge? There are two ways to go north behind the destroyed bridge. First, on the advice of the merchant - to the left of the bridge through a narrow tunnel with electrical anomalies. At the dead stalker in the PDA, you will find notes that these anomalies are flashing around the system. Apparently, the owner of the PDA caught the system incorrectly. The second option is to go to the right of the bridge through the hole in the fence. There it is very important not to take to the right, so as not to fly into the radiation spot. Finally, the soldiers can simply be shot down.

North Cordon

Pleased with your success, Sidorovich will get in touch and offer to talk with a stalker named Fox - he just wandered somewhere nearby and fought off mutants with varying degrees of success. You will find the fox in one of the dilapidated houses. He killed a lot of blind dogs, but he himself got it. I hope you have a first aid kit? Help Fox deal with a large pack of dogs. He himself knows nothing about Strelka, but his brother, Gray, who lives in an abandoned factory two kilometers to the north, may know. Forward! You need to get through the checkpoint occupied by the bandits in order to go to the dump area.

Cemetery of technology

It will not be so easy to visit Gray - the bandits have flooded the district. They shoot at stalkers and for some reason try to seize the radioactive cemetery of equipment, which is defended by stalkers led by Bes. The demon will offer you help in the defense of the camp - it's up to you whether you agree or not. Here you can get hold of submachine guns and AKS-74U. In any case, you will have to stock up on ammo and first aid kits in order to break through the fortifications of the bandits on the road north to the factory. If you are confident, you can sit in the tech graveyard and try to protect it. First, the bandits will go from the east, then from the south and from the north. Ammunition will quickly run out - you will have to not only collect them from the bodies, but also shake them out of the weapons lying on the ground. Once you decide that there is nothing else for you to do here, follow the road to the north. Don't miss out on Gray's habitat - you'll be asked on the radio to help protect the building from bandits advancing from the east. And here is Gray himself. He will transfer you to another acquaintance - a stalker nicknamed Mole, who, it seems, unearthed a cache where the Strelok kept his things. Before you go to the Mole, stock up on ammunition, bandages and first aid kits. On the way to the east, to the Scientific Research Institute of Agroprom, bandits sat behind concrete slabs. You can try to fire at them under the protection of half-open iron gates.

Agroprom

The NII area is controlled by soldiers - on the road you will constantly encounter patrols. Outside the gates of the institute, stalkers are fighting with the military. Help Mole's group and he'll show you the entrance to the sewer system where the Gunslinger once kept his valuables. This dungeon will also lead you to the research center, where the briefcase that the merchant needs is stored on the third floor. For your information: in the center of a small lake in the northwest of the area, you can talk to a character - a non-aggressive soldier, who will tell you that the only way to get into the research center without noise is through the catacombs. Don't forget to find at least one silent pistol before climbing into the dungeon - very soon you will need stealth.

Catacombs

Below you will be warmly welcomed by the bandits. Do not go where electrical anomalies flare up - go down the spiral staircase to the lower level, into the realm of the cheerful green lights of the witch's jelly, to the inquisitive bloodsuckers. After dealing with the mutants and a few stray soldiers, climb the stairs in the pipe to the cache. There are two interesting things here. First, the rapid-fire AK-74, the one and only. Secondly, a flash drive with information about Strelok. He will lead you to a stalker named Ghost, one of Strelok's associates. Carefully move further along the dungeon and get ready to meet the first controller in the game. If you have grenades, good. If not, you can also live. Hide from him around the corner and fire at him in quick bursts so that he does not have time to capture the attention of the stalker. After waiting for the evening (you may have to go to drink tea), come out from under the ground. You are inside the perimeter of the research center, and your goal is to steal the coveted suitcase from the third floor.

Research Center

It will not work to pass it entirely in stealth mode, no matter how you hide from sentries. A suitcase with documents is on the third floor in a room with a wonderful-looking appliances. You will have to fight your way to the exit. Fortunately, the helicopter is here just like that, no one is going to fire at the character from the air. There is another way to get to the suitcase - brute force. Having indicated your presence, immediately run to the house across the road and, when the soldiers jump out into the open, fire at them through the window. In the building of the research center it is convenient to take positions in the stairwells. With a suitcase in hand, return to the landfill area and go north, to the Debt checkpoint. They will let you in there when they find out that you are carrying a suitcase to the bartender. If Duty asks you to help with the hordes of those fleeing from the Dark Valley area, from the east, do not refuse - and the bartender will then give you a fee.

Bar

It is best to run past a pack of furious dogs with a bottle of energy drink. The Duty post shoots the dogs if they chase you in a fit of courage. You are in Bar. This is the central area where stalkers come to relax, chat, have a drink at the bar or fight in the Arena. The bartender will be your next quest giver. The documents speak of a secret X-18 base somewhere in the Dark Valley area. The door to the laboratory is opened by two keys. One bartender will give you, the other will have to be obtained from a bandit named Borov, who set up his camp near the entrance to the laboratory.

dark valley

To get to the valley, you have to run through an area of ​​​​high radiation, so prepare an antidote. You will be met by an unfamiliar debtor named Bullet, interrogating a wounded bandit (he will be here even if you make your way into the area without a quest). The stalker will offer you to help him with an ambush - two bandits are leading a captive comrade, a stalker named Semyon, on the way to the factory. Once in place, sit behind the stop, wait for the bandits to pass, and open fire when the stalker starts shooting. Having rescued Senya, you will receive a PSO-1 sight and a new task - to free other captured stalkers. At this level, a partially hidden passage is also implied - and here you will get to the factory where the bandits settled, also through the sewer pipe. Do not climb on the eyes of the sentries, find the place where the ZIL half fell into the repair pit, and, having guessed the time, jump into the basement. Carefully and quietly go through the basement to the next building. This is where things get a lot more difficult, so save often. Bandits stand on the floors and patrol them. Be aware of the ability to drag bodies (action key with left Shift). The hog sat at the far end of the building on the lower floors. Take the key from him (by then you will probably be discovered, so get the most powerful guns). If you want, free the stalker in the basement and in the house outside the gate. Now you have both keys. You can get out of the factory along a long passage that starts in a brick building (to the south of the building) and leads into the valley. Now you need to storm another factory building - the one next to which you were sitting in an ambush with Bullet. Get ready to shoot a lot or break through. you need from courtyard enter the room on the left, turn right and go down to the basement. There you will find a locked door.

Laboratory X-18

First of all, you need to find the code in order to open the door to the lower level of the laboratory. The code is 1243, but until you find it on the body of a scientist in the back room, you cannot use it. The main enemy here is fiery anomalies (watch out for the swaying air). A couple of snorks can also spoil the fun. Dodge flying boxes. On the lower floor, you will again need to find the key. The local corridors are teeming with poltergeists and flying boxes, and in the large hall, where another dead scientist is lying around, a lone pseudo-giant is running around - it is better to shoot him through the doorway while he is jumping around the hall, warming up. Don't forget to climb the stairs and examine the treasure chest. There is nothing interesting in the refrigerator. Save and open the door with code 9524. Kill another poltergeist, take a look at the mysterious flasks with amazing creatures inside and go up to the control room, where you will be overtaken by the first flashback - a memory from the past. Don't forget to pick up the folder from the table. Get back the same way. Four soldiers don't have to make up for you big problems. The army attacked the factory, so once you are on the surface, it is better to try to get out the other way - to the second floor and down through the roof. The documents must be taken to the bartender, but the passage to the dump is blocked. You will have to make a detour and return to Cordon. Show the documents to Sidorovich, and then take them to the north, to the bartender. The next stop is Yantarnoye Lake, where the X-16 laboratory turns unwary stalkers into zombies.

wild lands

You will have to make your way to Amber Lake through the Wildlands (directly from the northern checkpoint). This huge train station is under the control of mercenaries, and they do not like strangers. Very soon you will witness how mercenaries shoot down a helicopter in which scientists flew peacefully to their bunker. You will have the opportunity to save one of the scientists by escorting him to the lake. To do this is not as difficult as it seems - the scientist tries not to go on the rampage. Behind the bridge with fiery anomalies you will meet the first zombies. They roam slowly, but shoot accurately. On the way you will find yourself in the vicinity of the dried-up lake Yantarnoe.

Amber Lake

In the vicinity of the lake, exterminate all local zombies, but do not approach the buildings yet. Your goal is the bunker and Professor Sakharov, who can provide you with protection from psi-radiation in exchange for the services of a bodyguard. You need to accompany the scientist Semyonov and guard him while he takes measurements of the field strength. The secret is to run ahead of Semyonov and exterminate the zombies. Sooner or later, psi-radiation will cut down the hero, but you will not turn into a zombie. Sakharov will give you a sample of protection for the brain. Again, you have to climb underground... Psi-radiation is successfully shielded by the device, but in the eyes of the hero it is still gray-gray. In the yard, well-aimed zombies (not dangerous) and bouncy snorks (and these will cause problems) are waiting for you. Get down to the laboratory.

Laboratory X-16

The usual population - zombies, snorks - for some reason does not affect these radiation, but a slow staggering snork would be a very convenient opponent. Go down the stairs to the lower floor and, shooting half-dead living creatures, move along the level. Save - in the large hall you have to run up the stairs in a race against time. Too powerful radiation, the protection will not last long. Exterminating the zombies as quickly as possible, turn off the three levers in succession on three levels (don't miss the very first one). Once at the very top, turn right, save and pull the lever on the control panel. Hurray, there is no more radiation, the danger has passed, the zombie career will no longer shine for us. The hero will again remember passages from his past. I wonder who is this powerful old man with a dog? It remains only to go into the far room, deal with the sad controller, search the body of the Ghost. You are primarily interested in an artifact suit with a regeneration effect, and only then - documents from the X-16 laboratory. To your right in the stone floor is a hole. Jump into it and get out through the tunnel. The first pair of snorks will meet you behind a pile of dirt. Be careful around the bend - the snork hid behind a curved piece of pipe lying against the left wall. Another one will jump out from behind the turn, where the jet of flame hits. At the fork where you will kill the zombies (there is a grate on the left, a heap of earth on the right), try to throw a couple of grenades behind the heap of earth with a piece of pipe lying on it - two funny snorks are waiting for you right behind the hill. They think they can take you by surprise, but they didn't! Get ready to fire bursts at the pseudo-giant, who, having scattered the boxes, will run towards you, but, of course, will not run. There are zombies on the left - you can ignore them. Run straight ahead and take two turns up the stairs to the surface. The helicopter will not do anything to you - it will fire a couple of missiles at the laboratory and quickly fly away from harm. Report to Sakharov and return to the Bar. The bartender explicitly suggests that you visit the Monolith and disable their psionic field in order to open the way for the stalkers to the north. And, it would seem, now that you have radiation protection, nothing (except for dozens of evil Monoliths, of course) prevents you from setting off. But don't rush. The Ghost's notes contained information about the Guide, who was supposed to meet with a certain Doctor. Why not try to find out who they are - the Guide and the Doctor? We will find the first one in the south, in the Kordon area in front of the destroyed railway bridge - in the very place where you once spoke with the Fox. The guide is laconic: “The doctor is waiting in a secret place. If you are in the subject, you know where it is. Of course, we are in the subject! Return to the northwest to the Agroprom area and dive into the sewer manhole again - into the very catacombs where you were looking for information about Strelok. After defeating the bandits and bloodsuckers, go up the familiar stairs... The doctor (the same old man from the visions), at the request of Strelok, installed a stretcher at the outlet of the pipe. After the Bullseye begins to recover, the Doctor will lay out everything to him while he suffers from a headache. And then he will disappear, leaving information about the cache hidden in the Pripyat hotel, in room 26. Let's remember this information and, armed to the teeth, we will go north to storm the Monolith lands.

Army warehouses

Army warehouses, which are controlled by the Freedom faction, are a buffer area between the Bar (Duty) and the Red Forest (under the control of the Monolith). Here you can join one of the organizations, choose a side in the conflict. If you become "Free", you will no longer be allowed into the Bar in a good way, and for those who join the "Debt", it will become more difficult to cross the border between the Warehouses and the Red Forest - there is a checkpoint near the "Freedom". Helping the commander of the "Freedom" to repel the attack of the "Monolith" is nevertheless worth it. So you will learn the habits of stalker sectarians.

red forest

Stay on the road - there is high radiation along the roadsides in many places. You will have to fight to advance along the road to the north. Ignore the first turn to the right - there is a dead end (I wonder what was planned to be done there initially?). The second turn is to Pripyat, but even with brain protection they will not let you in there. Move forward and uphill towards the radar station. It is the radar that is the source of psi-radiation. In addition to the Monoliths, here your enemies will be phantoms appearing from the ground. Shoot them on the way - they will die easily, which cannot be said about the Monolith stalkers. At the top of the hill, they will try to roll barrels of fuel under your feet - try to blow them up as soon as possible. Be careful approaching the wall - there are snipers on the towers behind it. They can be shot in a duel or ignored by running into a dead zone. Ahead is a broken section of the wall. If you wait a long time, the Monoliths themselves will jump out of the hole towards you. The more Monolith stalkers you shoot outside, the less you have to fight inside. The entrance to the laboratory X-10 is hidden. Climb up the ramp into the car that sticks out in the tunnel and clear the last meters to the laboratory. The phantoms will not leave you until you go inside.

Laboratory X-10

Inside the laboratory is empty - only a few unconscious bloodsuckers roam the dusty corridors. Yes, no matter how the Monolith guards its secrets. There will be no forks - just run along the corridors and rooms, from time to time knocking the spirit out of the bloodsuckers. After going through several rooms with metal balconies and huge cylinders, do not miss the passage at the end to the room with the switch. Save. One movement of the switch - and the brain burner is turned off, the passage to the north, to Pripyat and the Chernobyl nuclear power plant, is free for everyone. Look at the next vision of the main character and return the same way. The path to the cellars will be difficult - dozens of angry Monoliths are blocking your way out, lying in wait literally around every corner. Outside, the landing party is having fun and rejoicing. The military stalkers are surprised at the weak resistance and correctly assume that someone has already been here before them. Armored soldiers are very dangerous enemies, but as soon as you break through the gate, stalkers will come to the rescue. There are many of them here - and free stalkers, and "Duty", and "Freedom", and even mercenaries - all as one rushed to the north. The path to Pripyat is open to everyone, including Tagged. Tip: bring a suit with the highest protection against radiation. In the vicinity of the Chernobyl nuclear power plant, it will be very useful to you.

Pripyat

At the entrance to the city you will be met by a group of stalkers who will be aware of your arrival. They will help you get into the central Pripyat. I advise you to arm yourself with sniper weapons at this place - enemies will appear on the roofs of the Khrushchev houses on the left and right and emerge from the windows. After crushing the resistance at the end of the street, turn right and try to shoot the enemies on the balcony and in the window of the two-story building as quickly as possible. The stalkers will help you clear the dark underground parking lot - then you will have to go alone. It's not as scary as it might seem. You just need to get rid of the sniper on the roof opposite very quickly - he has an electromagnetic rifle. Hiding in shelters, shoot enemies in the lobby of the hotel and go inside, jump from the narrow window to the roof of the passage and climb into the window of the neighboring hotel building. Your goal is number 26, where the key to the secret of the Zone is hidden. This is a record. If you play it on a tape recorder, you will find out that there is a secret door at the Chernobyl nuclear power plant, which Strelok once discovered. What is behind this door? We will reveal this secret soon. In the meantime, let's play shooting range. The windows of the hotel are great for shooting bad guys on the street. Pay special attention to the window at the end of the corridor - the one that overlooks the Ferris wheel. To the left of the wheel is a low, round building with exposed brickwork in places. On its roof sits a Monolith man with an RPG-7. It is hard to see through the branches - use an optical sight. He will never understand what killed him. To be in the Chernobyl area, you just need to jump out of the window and run a hundred meters to the north, to the entrance to the Avangard stadium. But before you dive under these vaults, save yourself. This is important: ahead is a point of no return, a place from where you cannot return to the Zone, to the monsters and bandits that have become so dear. Ahead is a large-scale finale of the game, and no matter how it ends, the way back will be closed to you forever.

Chernobyl nuclear power plant

The main problem here is that everyone wants to kill you. "Monolith", defending approaches to the station. Military stalkers storming nuclear power plants from several sides. Mi-24 helicopters, generously scattering bullets and rockets. And even an infantry fighting vehicle, which will spur the player at the entrance with a machine gun. The goal here is to climb into the building in the area of ​​​​the fourth power unit. Prepare a sniper rifle and turn left after the pipe. When the helicopters fly overhead and fire at the entrance (you hear the radio communications of soldiers, snipers and pilots), shoot a few Monolith stalkers in front of the gate and dive inside as quickly as possible. If you linger at the brick building of the substation, you will attract the attention of both helicopters and infantry fighting vehicles, as well as military stalkers armed with silent machine guns. You can climb into the trailer to take a breath, but you should not linger here. Run across the road - and carefully move along the long building, hiding behind concrete structures, pipes and fittings. Niches in concrete blocks are your best friend, you can hide in them if it gets hot. Helicopters and military stalkers will distract the "Monolith" to themselves, but you will also get it. Look carefully to see if a stalker with a machine gun is running ahead - the gray form on the gray concrete is very poorly visible. When military stalkers enter the yard, harbingers of a future release will appear. This means that you have only five minutes to get inside the building before the blowout kills the hero. There is not much time, but it is enough not to rush too much. For your information: the release only affects the main character and only if he is near the ground. This means that you can run freely on the roofs during the ejection, which we will soon do.

Fourth power unit

Inside is dark, radioactive and a lot of "Monolith". The Monolith itself gets on your nerves, every few seconds promising the fulfillment of desires with a voice in your head. Before the first turn to the right, be careful - a sniper with an electromagnetic gun sat down at the far end of the corridor. When you reach the end, turn left and go along the corridor. Turn left into the passage with a metal mesh and very carefully, looking out through the hole in the wall, shoot the Monolith stalkers. In the hall you can hide behind the boxes. After passing the corridor lined with boxes, you will see a staircase. There are many enemies on the flights of stairs. And a few more Monolith stalkers are waiting for you at the very top, behind a doorway with a warning sign. Behind this doorway you will be able to choose the ending. Turn left and go into the destroyed reactor - there will be a false ending. Turn right and find an inconspicuous niche with a ladder leading up to a creaking emergency light bulb - there will be a true ending.

False ending

On a heap of concrete and graphite, climb the stairs to the broken roof of the reactor. You can get to the Monolith shimmering in a niche if you enter the white rings of the teleporter. You will only need to carefully walk along the metal structures to the next room, climb onto the concrete reinforcement along the iron sheets and jump to the Monolith. He will grant the hero's wish. And what exactly the hero will guess depends on many things. For example, on how much money he has in his pockets. On what kind of reputation he has, and also on whether he killed, by chance, the leader of "Debt" or "Freedom".

End of the game. However, we also have a true ending.

true ending

Climb up the stairs and go to the secret door at the end of the corridor. Before opening it, prepare your weapon and save yourself - for thirty seconds, while the code is being selected for the door, Monolith stalkers will appear out of nowhere behind you. Once the door opens, run inside. You are in a secret laboratory.

Secret laboratory

Cramped corridors, the crowd of "Monolith" - everything is as usual. Only there is no radiation and voices in my head. Enemies lurk literally around every corner and in every room. At first, you can not stick out of the room into the corridor, luring stalkers towards you and shooting through metal bars. Then go left down the hallway and after a few turns you will find yourself in front of a room with electronic "cabinets". There are several stalkers here, you can deal with them if you throw grenades into the room and carefully shoot bursts, looking out from around the corner. Your goal is a dark room with a green holographic image of the Monolith in the center and six pairs of glass tori around the perimeter. Solving the riddle is not so difficult - start crushing the pieces of glass. On every second, a poltergeist with a branded burning flame will jump out into the room. Get rid of them as they come. When the sixth pair of tori explodes, a green hologram depicting a scientist will descend before talking with Marked. The Ghost will explain why the Zone was formed and who the Bullseye is, and will offer a choice in the style of "red or blue pill". If the player agrees with the hologram's arguments, the game will end with the first true ending. If not, he will again be on the street, and his heart will burn with a thirst for revenge.

Chernobyl nuclear power plant

The ejection continues, so it is in the character's interests to jump into the white rings of the teleporter as quickly as possible without touching the Monoliths that have appeared around. Climb up the ladder to the roof and hide behind a bunch of pipes. For your information: from time to time the hero will be noticeably shaken - it is impossible to conduct aimed shooting at these moments, hide. On your enemies, interestingly, "shaking" does not work. The gameplay at this level is quite straightforward - without going down to the ground, you need to jump from teleporter to teleporter in order to get to the culprits of the Zone and have a heart-to-heart talk with them. There are many snipers on the roofs, but you can also hunt well on the vast expanses of the Chernobyl roofs. Climb the two stairs to the sarcophagus, run along it and go down the other stairs. Do not look at the wooden stairs, but run to the edge of the roof and go down to the long concrete walkway. You need to run along it to the next teleporter. After two jumps, you are back on the roof. Run across the roof diagonally to the next teleporter. You are at the very top of the Chernobyl nuclear power plant, on the roof of the sarcophagus. Climb up the stairs to the burning helicopter and the pipe. Near the very foot of the pipe is another teleporter. Two jumps and you are on the pipelines. Turn around, climb the stairs to the ledge and, ignoring the Snork, dive into another teleporter. The stalker sitting in front with an RPG-7 can be killed, or you can run past him while he understands what is happening, removes the grenade launcher and takes out a pistol. Jump again! There are two snorks around the corner, but you can ignore them - turn right, run forward to the gap in the railing and boldly jump from the roof! You are again at the concrete crossing between two pipes. Ahead is a rift. What to do? Jump straight from the pipe to the roof on the right and, hiding between two tanks, get rid of the snipers and shooters on the nearby rooftops. To climb a meter high, you must first jump onto the railing. You will pass the gap on the roof and jump from the ladder to the pipe again. Ahead is another teleporter. Pay attention - at the top, to the right of the pipe, two Monoliths run. Destroy them so that you won't be nose to nose with them the next time you jump. Three more jumps without interference. And now get ready for the fact that again you will have to fight your way to the teleporters. It is good that before the battle you can usually prepare and be the first to open fire. Shootout, we run around the corner, remove the stalker lurking behind the pipe. Bounce. Fight among the boxes. Bounce. Hello Sidorovich! Bounce. Hide in the labyrinth of pipes and tanks (you can fire at the iron bridges from below), climb the stairs and run to the next teleporter. But don't enter it until you save. Ahead - final battle. There will be no monsters here - just a lot of Monolith stalkers, rooftop snipers and RPG shooters. In addition, enemies simply teleport to you several times. If you immediately rush to the roof to the last teleporter, there is no chance of surviving in the crossfire. The secret is not to climb the stairs to the iron bridges, but to run down the roof. The one below can hide behind the tanks and pipes. The one on the bridges is open and defenseless. Eliminate the two shooters on the sides first, then carefully eliminate the snipers on the roof ahead. When a new batch of enemies arrives, deal with those who run next to you on the roof first, then take care of those who walk on the bridges. A Monolith with an RPG-7 will sit on an elevation between the bridges in the center of the roof. After making sure that there are no more enemies (at least available to you), climb the stairs to the bridges and cross the rubble from the containers. Now you just have to climb onto the roof and sprint to the last portal, ignoring the Monoliths teleporting towards you. Evil is defeated. Good triumphs. And that means you've completed the game. Congratulations.

S.T.A.L.K.E.R. codes

Codes for bonus content: In the main folder with the installation of the game, find and run the setup-bp.exe file. Select the installation language and then enter these codes:

pseudodog - unlock bonus #1

snork - unlock bonus #2

Glitch in the game with items: As you know, the player can carry a limited number of items in the backpack, while the more items in the backpack, the slower the player's speed. But the number of items carried can be easily increased without losing movement speed. This is done by dragging corpses that will have your items in their backpacks. Strangely, the player's movement speed does not depend at all on how many items the corpse has in its backpack.

Always run: Open the console, type: g_always_run 1 and you can run as much as you want. To disable the code, type: g_always_run 0

Improving performance

There are 2 ways to speed up the game:

1. Download the patch to improve performance.
S.T.A.L.K.E.R "Optimization ver.2"
2. Run the game with the -noprefetch option
It is better to use both methods at the same time.

"Stalker Shadow of Chernobyl" is the first part of the famous games about stalkers. The developers introduced the game in 2007, and it immediately won a leading position in the world computer games and over time became a cult.

A bit of plot

The story of the game begins in 2012, when the miraculously surviving hero woke up in a "death truck" - a special transport that took the dead out of the Exclusion Zone, where he went wild. But main character remembers absolutely nothing of the game, and in the arsenal of personal belongings there is only a communicator with an incomprehensible inscription - "Kill Strelok". Picks up who takes him to the merchant Sidorovich. For a tattoo, the hero receives the nickname STALKER. From this moment, the game "Stalker Shadow of Chernobyl" begins, the passage of which is based on the fulfillment of the tasks set by the hero and on campaigns from one informant to another in order to find out who this mysterious shooter is.

Features of the passage

In "Stalker: based on the completion of simple tasks that the hero receives from Sidorovich via the communicator. At the same time, the entire gameplay is connected with the transition from one game location to another. Well, the intrigue of everything gameplay is the penetration of the Marked One into the very heart of the sarcophagus, in order to find the Fulfiller of desires.

On the way the hero will meet two types of stalkers: sitting near the fires in the destroyed buildings and loitering around on the roads. From those and others, the hero can get the necessary information or sell something from unnecessary equipment. The graphics of the game are quite realistic: deserted streets, destroyed and abandoned houses, areas with increased radiation, animals affected by radiation, and zombies.

Enemies

In "Stalker: Shadow of Chernobyl" the passage also comes down to the destruction of groups of bandits, enemy soldiers and zombies, which are distinguished by survivability. Enemy stalkers behave inconspicuously and appear at the most unexpected moment, and in open areas of locations, skirmishes with them are quite an exciting process. Of course, for battles, the hero needs equipment, and for confrontation - different kinds firearms, which can be bought for in-game currency or obtained by searching the corpses of destroyed enemies. In the same way, you can replenish food supplies and energy, which is simply necessary for the hero to survive in emergency conditions. game currency can be replenished by completing certain tasks or selling unnecessary equipment. Different types of overalls protect against different heroes, but none of them gives 100 percent. Also, during the game, the costumes wear out, and you have to buy new ones. The same situation with weapons. In the process of wear, misfires appear, and as a result, the weapon becomes unusable. For different types weapons have their own types of ammo. When searching corpses, you can also replenish the supply of bandages, first-aid kits and food.

It is worth noting that we will get several options for endings in "Stalker: Shadow of Chernobyl". The passage is delayed by more than one hour.

Also in the game you will need to collect artifacts. Many of them increase the strength and power of the hero, while others can be profitably sold, but they are not always easy to get, many of them are located in hard-to-reach areas, and you will have to show skill to get them. But it should be borne in mind that by strengthening one characteristic, we reduce another, so you should not select everything in a row.

The labeled one will penetrate various secret laboratories, warehouses and enemy facilities, where he will have to fight both with warriors and enemy stalkers, as well as with mythical zombies and monsters.

In the game, participants will be offered a choice of three modes: classic, team versus team, and the most exotic - hunting for an artifact.

For the game "Stalker: Shadow of Chernobyl" walkthrough and additional mods and patches for the game can be found on the official website of the game.

The second part

The continuation of "Stalker" will present to the attention of the players the already familiar gameplay, where the main character, of course, remains Bullseye. In "Stalker-2: Shadow of Chernobyl" the passage is reduced to the performance of various tasks by the hero. At the same time, it will also be necessary to complete certain tasks and fight bandits and warriors. In this part of the game there are new locations, completely new missions and new plot twists, as well as a variety of firearms.

In "Stalker: Shadow of Chernobyl. Apocalypse" the passage boils down to the fact that the Strelok returns from the Pripyat zone and finds himself at the cordon. When entering the Exclusion Zone, our hero is waiting for new groups and, of course, new adventures.

CORDON
Amazing thing Zone. Your hero should have been dead several times already, but miraculously survived. You are alive and that's what matters. The person to whom you owe your life - Sidorovich - on the contrary, and he did it for a reason. He needs a stalker to complete small tasks. Fortunately, your interests converge. After all, you have no equipment, no weapons, no memories of the Zone. So you have to be a stalker running errands for a bit. The only clue is a note in the "Kill Strelok" PDA.

The first time, Sidorovich will ask you how to talk to you - as a beginner or already experienced. If you have time, choose the beginner's section - get valuable information on the PDA (information is duplicated in the introduction section). Full use of the PDA will make the passage of the Stalker Shadow of Chernobyl faster and more interesting.

Sidorovich will have 2 sections of tasks - special and work. Special tasks will help you get through the storyline and are more interesting. Work for Sidorovich, as well as for most other employers, is basically the murder of some stalker, the murder of mutants or the search for artifacts. The main tips for completing such tasks are described below.

Your first special task will be:

GET INFO FROM THE SCOUT
Unknown to you stalker Nimble carried important information for Sidorovich, but for some reason disappeared. You need to talk to the head of the stalker camp - Volk. By looking at the PDA and selecting a task, you can add up an idea of ​​\u200b\u200bwhat you have to do. The wolf is in the camp nearby. The direction of movement is determined on the mini-map. Note that the gray dots are dead stalkers(you can get ammunition when searching their bodies), yellow ones are still alive, red ones are opponents. Wolf, reports that the group of Shustroy was captured - they will have to be released. The Wolf will provide you with people to help you, to reach which is your next task. After the conversation, you will receive ammunition and you can start the task.

In my personal opinion, it is better not to take tails from dogs until the working quest from Sidorovich, because of this, then the quest was not completed for me. The direction of your movement is indicated on the minimap, but it would be best to follow the road (to your left, on the right is a military base with very evil warriors). Moving along the road on the side of the road, you will notice stalkers: one is already dead (you can profit from a first-aid kit), the other is barely alive (you can give a first-aid kit, then the stalker will remain alive or finish off and replenish ammunition).

Having reached Petrukha - Wolf's man, you will have a choice - either go alone or with a group (go alone - get first-aid kits, bandages, cartridges, and a very good Fora pistol from the Wolf, go with assistants - get the Medusa artifact).

There are not many bandits at the base, but they know how to shoot, so be careful, use cover and, if necessary, use the shortcut keys of the first-aid kit and bandage. Keep in mind that one of the bandits will have a shotgun, which will come in handy for you too. When you destroy all opponents, look for Nimble. It is located at the far corner of the red 2-storey building on the left. After starting a conversation with him, you will receive a flash drive, as well as (if you continue the conversation) information about the bandit at the mill and a task to find a special jacket.

FIND OBJECT (JACKET)
You can complete the jacket task right away. To do this, select the appropriate task in the PDA. To find the jacket you will need to go up the road from the base. Possible resistance along the road - animals. At the end of the path you will find the entrance to the tunnel, on the floor of which lies the jacket. You will need to take it to the village of stalkers (Nimble will lie down there after a scrape), you will receive an artifact from Nimble. Then you can immediately look at the mill.

MILL
There won't be much resistance at the mill. On it you will find a dead bandit. If you have information on the cache on the roof - great - you can get to it by climbing the roof of the main building of the mill. In the corner of the building where the dead bandit is located, you can find a good bandit jacket. She is near the boxes. Now you can freely return back. On the way to Sidorovich, go to the Wolf who will give you a reward for the completed task. He can also get additional task to destroy the camp. After that, you need to go to Sidorovich, who will give a cash reward for the completed task and take the flash drive.

Now you can do additional quests or continue with the main. In the game Stalker Shadow of Chernobyl, the passage of quests (additional) is usually represented by the following types of tasks:

DESTRUCTION OF THE CAMP
The wolf needs to destroy a couple of wild boars in their lair. By selecting this quest in the list of tasks, you will need to find a fallen tree, kill animals. Also break the boxes near the tree - there may well be artifacts, you can also search the dead stalker nearby. Reward - Artifact Coil

KILL A SALES REPRESENTATIVE
A certain merchant introduces himself as Sidorovich's assistant and sells low-quality goods, Sidorovich does not need bad fame, as well as competitors. So this stalker will have to be killed. Having reached the goal, it will be effective to throw a grenade at the stalkers sitting near the fire. One of them will be armed with the "Viper 5" assault rifle, which will be very useful to you in the future. Returning to Sidorovich you will receive an artifact as a reward.

A very curious place is located in the northwest of the village. In a small valley (recognizable by crumpled trees and a bunch of anomalies) you can find a couple of artifacts that are located under a fallen tree. But be careful with anomlies and use bolts to identify them and defuse them a bit.

GET ARTIFACT
One of Sidorovich's clients ordered him the Medusa artifact. Your task is to find it. There are several solutions:
1. You could have Medusa after completing the initial quest (after completing the quest with partners to free the smart one)
2. Medusa could be found in a cache on the way to the quest to kill the "Sales Representative")
3. 2 more Jellyfish can be in boxes when completing the Wolf quest to clear the area.
4. Also, jellyfish can be in the valley described above.

GET THE MONSTER BODY PART
Outside the Zone, the fashion for clothes with the hair of mutated animals has gone. Your task is to bring Sidorovich the tail of a mutant dog. A bug is quite possible here, when you already have enough tails for a fur coat, but Sidorovich doesn’t want to defend the quest .... (yes, not all buggies fixed the update stalker :()

All other additional quests are essentially the same, so you should not have any special problems.

FIND MILITARY DOCUMENTS
Merchant Sidorovich will offer you an interesting option for cooperation. In order to find Strelok, you need to get to the center of the Zone, but in order to do this, you need to get to the Agroprom Research Institute, which has documents that Sidorovich also needs and where you can get information on Strelok. You have a long way to go, so it is advisable that you have an automatic weapon (Viper 5), a supply of ammunition, first-aid kits and bandages. Some of the above can be obtained by destroying the soldiers at the outpost.

To continue Walkthrough Stalker Shadow of Chernobyl you need to exit the settlement and move left along the central road (look in the direction on the minimap), going to the meeting point with the guide (to the left of the road) you will find him dead and an anomaly record in his PDA, then you will have several way forward:
1. Go to the tunnel alone. To do this, throw bolts at the anomalies (by default, button 6), this will allow them to be discharged and it will be more or less safe to pass through the tunnel, but it is unlikely that you will be able to pass without damage.
You can go through the military outpost (located to the right of the tunnel - right along the road), there are 2 options for passing through the outpost:
2. Peaceful. Military Kuznetsov will ask you 500 rubles for a one-way pass, and you agree.
3. We regard the action of the military as extortion, for which, without trial or investigation, we kill him with a shot in the head. After that, it is advisable to run back behind a tree and from there kill opponents alone. As a reward for this, you will receive AK assault rifles, cartridges for them, and first-aid kits.
4. You can climb the embankment and get through the fence, there is also a cache in one of the cars.
5. It is possible to bypass the embankment through an area with a high radiation background.

After you have passed the embankment, Sidorovich immediately gets in touch, who asks to help a stalker named Fox, who has fallen. The fox will be near you with a company of monsters that will need to be destroyed. Fox also has information about the shooter. Having reached the Fox, give him a first aid kit and help fight off opponents.

On the way, you can complete the quest for cleaning, which you received from the Wolf. An overturned army truck will be located to the right of the road, but if you do not have information about the cache, it is better not to go there - there is a very high background radiation.



 
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