Radar - Walkthrough - Shadows of Chernobyl - Encyclopedia - My Stalker Home!  Encyclopedia of S.T.A.K.E.R: Shadow of Chernobyl Walkthrough Stalker radar walkthrough

There are a large number of sites on the Web that specialize in the sale of devices for "cheating radars". And, as practice shows, most of these gadgets, if they deceive anyone, then only the users themselves - there is no sense from them. In this article, we will talk about the various devices used by motorists to protect against radars and cameras.

You should start with those means that are in fact completely useless.

Among the oldest methods of defense against radar is a CD suspended under the windshield. Theoretically, it should reflect the radar beam and prevent it from reading the vehicle's speed. This tool is completely useless. The better the reflectivity of the car parts, the more accurately and from a greater distance the radar will record its speed. It is also believed that the disc will prevent the camera from taking a photo by bouncing the flash. However, one of the most common radars in Russia, VIZIR (like ISKRA, BINAR, RADIS, BERKUT), as well as stationary models like the ARENA and STRELKA models, work without an infrared flash.
Therefore, CDs under the windshield are a tribute to tradition and decoration, nothing more.

The so-called “photo-blocker sprays” are also popular on the network - after the number has been processed using such a spray, the IR flash should reflect from it and prevent you from taking a photo. However, as we said above, a significant part of modern traffic police radars do not use a flash. Therefore, all methods based on an attempt to “light up” the frame are not applicable to them.

The parade of useless means continues with the so-called "SPY-protection", it is also a frame for a number. IR LEDs are installed on the frame, which theoretically should distort or illuminate images from a distance of up to 60 meters. Price - 4,000 rubles, quite expensive (especially for a non-working tool). The power of the LEDs is not even enough to interfere with shooting at a distance of 5-10 meters. About tens of meters and say nothing.

Are there any ways to protect the number from cameras? There are several such ways. For example, a polarizing overlay, which makes the number plate indistinguishable when viewed from an angle. The price of such a film is from 3,000 rubles. However, it cannot be installed invisibly. And if the traffic police notice such a device installed on the car, they have every right to fine the driver (see).

Also among the prohibited means are the so-called radar detectors and shifters. Devices capable of distorting the signal of traffic police radars in order to make them give false readings really work and are sold in some online stores. However, we do not recommend using these gadgets, as their use can lead to much more serious consequences than a fine for exceeding (for more information about what punishment can follow, see).

Radar detectors, which are also often called radar detectors by mistake, do not generate any radiation - they simply warn the driver about approaching a radar or camera, allowing you to slow down in advance. There are many popular brands, including Whistler, Beltronics, Cobra and Escort. The main drawback is the high price: it is problematic to purchase a quality device cheaper than 8-10 thousand.

Radar detection can also act as one of the functions of the car DVR. There are few such models on the Russian market of registrars; in large electronics sales networks, the Highscreen Black Box Radar-HD model is the most common. This registrar-combine is not cheap - 9,000 rubles. However, if you buy separately an HD recorder with a built-in GPS receiver and separately a radar detector, then it will most likely be even more expensive.

Highscreen Black Box Radar-HD captures the work of stationary and mobile traffic police posts, its main trump card is adaptation to all radars used in Russia. Operating Bands: X-band 10.525GHz ±25MHz, K-band 24.150GHz ±100MHz (90% of radars used by traffic police operate in this band), Ku-band 13.450GHz ±100MHz, Ka-narrow band 33.890~34.11 GHz, Ka-low band 34.190~34.410 GHz, Ka-wide band 34.700 GHz ±1300 MHz
The built-in GPS-receiver allows the registrar to mark the coordinates of the car, the speed of movement and, if exceeded, warn the driver with an audible signal.

What is the most efficient way? The answer is simple: do not violate traffic rules. After all, they are designed to keep us safe on the road.

Walkthrough Stalker Shadow of Chernobyl: S.T.A.K.E.R: Shadow of Chernobyl Walkthrough Part 2

X-16 complex

At the entrance to the laboratory, you will be met by zombies and a snork that can attack from behind. Go to the elevator shaft, go down. The laboratory is a through complex, so you will always or almost always have to go straight ahead.

**After going down one flight, look at what lies in the shield on the opposite side of the elevator shaft - perhaps there is a valuable artifact waiting for you, or a good weapon!**

Having descended, the most successful option would be to immediately climb into the control cabin - the ladder by which you can climb into it is located to the left of the elevator shaft (do not hesitate, because a monster can notice you from the next room and a fight will start - the loss of time will now be not the best option). Climbing into the cabin, shoot the zombies on the rise from above. Get down and go straight - another one or two snorks should run out to meet you. Having dealt with them, go down the corridor, prepare to meet with a group of zombies - it's better to throw several F-1s towards the wooden fence at once - the barrels will detonate, and you will destroy several zombies at once, the rest will already be significantly injured and will not pose any particular danger. Go further down the corridors, but don't forget to check the racks for the blue and white crates - they're full of medkits, bandages, and 5.45 ammo (just in case you run out of 5.56, you can always pick up a captured AK and fight with it until you have enough ammo for your main weapon). Further, there will be a small corridor and an entrance filled with boxes in the fence - do not break them. Two grenades thrown forward will save you from encountering monsters. Next, go out into a large room with a multi-level structure, and a psi-emitter in the center. You have about 5 minutes to go through all the levels and turn off the four switches that power the emitter. This time is enough, the main thing is not to linger too much on zombies that will catch up with you from below and meet on the way. On one of the floors, you can get into the "frying" anomalies - be careful when crossing the central span. Having reached the top and turning off the last switch in the control room, the main character will “turn off” again. To understand the plot of the game, this video will be very useful - a lot will fall into place.
After him, your task is to pick up the documents from the body of the Ghost and get out of the laboratory - exit the control room and go right, up the rise - into the corridor. There you will meet zombies. Having reached the massive door, do not rush to enter it - prepare for a meeting with the controller. After fighting with him, search the corpse of the stalker (Ghost) - he will have interesting records in the PDA about Strelka and their group, which are worth listening to carefully, as well as documents. Also, it is highly desirable to pick up a body armor with special properties. You will have to leave the laboratory through the tunnels - to get into them, go to the far right cell, in the floor of which there will be a hole - you go there. Check the white and blue suitcases and jump into the communication.
In the tunnels, you will often be attacked by snorks, get ready that they will crawl out from almost every hillock - use grenades. The tunnel itself is a system of closed communications, so you won't get lost here - you just need to follow straight ahead all the time and not go astray at the fork. In the middle of the tunnel you may meet a pseudo-giant - don't let him get close. You will be leaving the tunnel almost at the swamps, having got out, Sakharov will contact you. He will notify that they called helicopters and say that you did a great job.
Don't forget about snorks and zombies, go to the camp of scientists. Talk to the professor - he will thank you for turning off the brain burner, giving you a new, even more advanced scientific suit. Take a quest from him to find a unique stalker costume and give him the Ghost armor - you will also receive a good reward for this. Next, you should sell the orange suit and restock. You can go to the Bartender: the meeting place with him cannot be changed. On the Wild Territory location, you will meet mercenaries, as well as a bloodsucker at the railway platform.

**If on the map you have a tip on the cache in the building of the railway platform, be sure to get into it and search the cache. It will contain the most successful armor for the Zone - Seva's overalls. You can climb inside the building through a hole in the roof, and you can get to the roof itself either from a neighboring building, or try to climb along the beam. There will be a high radiation background inside, so all of the above should be done in scientists' overalls **

Already at the exit from the Wild Territory, towards the Bar, you can meet snorks.

Cordon and Research Institute "Agroprom"

After completing a task with a psi-emitter, I do not recommend that you proceed immediately to the next story quest- for starters, it's worth looking at the Cordon, to a certain Guide who knows where to find the Doctor. Equip yourself with a tattered stalker overalls and grab an old AK, on ​​which don't forget to hang a GP-25. Take a sight with you - this uniform will be enough for you for a short walk through familiar places. You won't need a lot of 5.45 caliber rounds - about 200 will suffice. You can also take a quest from the Bartender to destroy a group of bandits at Agroprom - you will still be on your way ...
Go to the cordon in the usual way, through the Garbage, towards the checkpoint. In addition to packs of angry pseudo-dogs and bandits, you will not meet anyone. Go to the cordon and move along the marker to the destroyed house, in which at the beginning of the game you and Fox fought off a pack of dogs. The Guide will sit near the fire. He got his nickname for a reason: he knows the Zone inside and out, because. is one of the very first stalkers, and he is aware of a lot of what is happening in it. Talk to him - he will tell you that the Doctor has taken refuge in Strelok's hiding place and is waiting for him. Move to the Research Institute Agroprom. Having entered the Agroprom, go around the main complex and go to the hatch to which the Mole led you - in the same place, at the very descent down, kill all the bandits - this is how you complete the Bartender's task.
Go down, there again criminal elements, military and possibly a lonely snork are waiting for you - it all depends on your own luck. Looking at the map, move towards the Strelka cache. Going up inside, you will get into a stretch - don't worry, this is normal. You will survive and not even lose health - the Doctor will pick you up. View the scripted scene with him - from this moment on, the player is finally made to understand that the Bullseye and the Shooter are one person. The doctor will talk about the fate of the group and mention Strelka's speculation about the Monolith - they were confirmed: the Monolith is an induced image from the laboratory under the Chernobyl nuclear power plant. You can access the laboratory through a door with a combination lock. The decoder is hidden in Pripyat, and now you have its approximate coordinates in your PDA.
You wake up fast enough, but the Doctor is gone. Leave the dungeons in the same way, towards the western complex of the Research Institute. There the military will be waiting for you again - without arranging long skirmishes, get out of the location and go to the Spring, to the Bar. The same encounter with bandits and the same skirmishes await you as before, only in a slightly different role - now you have good weapons and armor, and it will not be difficult to deal with the once powerful enemies.

Bartender

When you return to the Bar, do not forget to change your stalker's overalls for a newer copy, or the recently found "Seva". The bartender, among other things, will say that Duty is interested in you - now you can go to the territory of their base and receive quests from General Voronin, as well as buy ammo and supplies from their supplier. chief story mission now there will be a shutdown of the "brain burner" at the Radar location. This task will require good weapons and a lot of ammunition, as well as armor - if you still do not have Seva and any weapons chambered for PBO-9, then you will have to visit the Army Warehouses before going to the Radar, where you can get hold of all of the above. Also, you will need an antiradin and first-aid kits - the Radar will be guarded by the fighters of the Monolith group - fanatics who worship a non-existent stone under the Chernobyl sarcophagus.
Your mini-tasks, before starting the main quest, will be to search for a supply of PAB-9 cartridges (SP-6, SP-5), Vintar VS and good armor. Completing Voronin's quest to find the TPc 301 with an optic redesigned in the manner of a sniper rifle, in case of successful completion, will solve the problem with Vintar. The TPc 301 itself with optics can be found in a small mercenary camp in the Army warehouses, behind the village of bloodsuckers. You can buy Vintar ammo from a merchant from Duty. Light and durable armor, in case you don't like Seva, can be obtained from the Freedom group, whose base is also located in the Army warehouses. Complete a couple of neutral quests for them, like destroying a flock of wild boars near the base, and killing a traitor, and you will get a good deal and a good discount on goods from their huckster. Quests can be taken both from Lukash - the leader of "Freedom", and from third-party stalkers from the group. Along the way, you can pick up the GP37 from someone, which is one of the best representatives of the weapons of the NATO countries - the lethal force of this barrel is enough to even deal with enemies in exoskeletons without any problems.

** In principle, the execution of intermediate tasks is not so important, i.e. you can easily pass the brain burner with TPc 301, or even with AK, but the passage will be very difficult, and you will lose enough interesting part games**

Having received everything you need, go to the "barrier" - the outpost of Freedom between the locations of the Army warehouses and the Radar. If you are on good terms with the fighters of this group, then you will easily repulse the attack of the Monolith, which happened inopportunely before your arrival. I recommend not to go on the rampage - if several Freedom fighters die, then you will have a chance to get hold of GP37 without any problems. Moreover, the battle will not be easy - many Monolith soldiers are dressed in exoskeletons and heavy armor, and armed with 9mm VLA special machine guns (PAB-9 cartridges) and AK.

Radar

Upon entering the location, immediately get used to some isolation - you will not be able to get close to the rocks, as well as to equipment and objects - they emit a lot of light. Go straight ahead - the checkpoint should not cause you any difficulties, however, even before it, on the right side you can find a bag with VOG-25. If you have a GP-25 weapon, this will be a great stock for the future. Going out to an open area, don’t really “shine” - on a hill there is a trailer on which a sniper sat down with an SVD-63. It's worth dealing with him after you destroy simple fighters with AK, it is advisable to use Vintar VS, or some kind of accurate weapon, because. you won’t be able to get close to the sniper - in open space you can lose to him. Go further along the road (you have nothing to do in the red forest, because even if you go through it, you will find yourself almost in the center of the Monolith field camp - it will be easier to surround and destroy you there). It is easier to walk along the road without pressing against the rocks, because. they have a lot of anomalies and a high radiation background - try to go covertly, because. up the road, a monolith patrol and another sniper are already waiting for you.
Check the boxes near the tank - there may be a couple of grenades there, which will be very useful, throw a few up the road - this will create a revival in the enemy's camp, and also allow you to deal with the fighters in a fairly calm environment. Having dealt with the next patrol, go up the hill. At the turn of the road behind the rock, get ready to meet the RPG-7 fighter. At best, he won't even have time to shoot. If this happens, do not hope that five meters will be enough to get away from the explosion - run until you hear it. Heal and try again. Also, several fighters can come out to you from the right side of the road, from the rocks - they will be armed with AK and do not pose any particular danger. After killing the grenade launcher, do not rush to go to the camp - kill the sniper on the tower. This will allow you to easily move between shelters. You will have to repulse the counterattack from the camp, and finish off the remaining fighters in it.

**If your armor is already pretty battered, then you can take the one that lies in the trailer on the territory of the field camp - there is Beryl 5M. Protection is so-so, but if you have no other choice, then you should take **

Be careful not to get hit in the back by zombies - they can exit through a hole in the fence and go around the fence while you deal with more intelligent enemies.

**After coming to the fork, you can look into the Camp of the Desperate - a small dead end on the map, to the right along the road. There you will meet quite lively resistance, but the prize will be charges for the M203 underbarrel grenade launcher **

Further you will meet several more snipers (right on the road, in the back of the lawn, as well as on the "balcony" on the left side of the road), and two patrols. Coming out to the rise, you will stumble upon single pockets of resistance, which do not pose a particular danger. Only once you can be disturbed by dropping fuel barrels down, but this is not a problem - shoot at them as quickly as possible and the problem will be solved. As you get closer to the Scorcher's antennas, you will be increasingly visited by phantoms - induced images of monsters that do not pose a danger, but are very distracting. When they attack, your health bar does not decrease - only the level of protection of the brain from influences slightly decreases, but this is not critical.
Go further, destroying the fighters on the towers and patrols at the gate. You can also make your way here by climbing over the fallen tree over the fence, but you should not do this - you will find yourself in the very center of the base, from where you will be visible from all sides. On the territory of the base, the problem will be a sniper on one of the antennas and a dozen fighters who are scattered throughout the territory. Your goal is a tunnel, the entrance to which is blocked by a wagon. Pass through the above car inside, deal with the guards and enter the X-10 laboratory ...

Laboratory X-10

Do not think that these are just another dark basement that you were scared of in the X-16 and X-18 laboratories. No, everything here is quite civilized and habitable, if this term is generally applicable to these buildings.

**In the boxes near the red containers there are shells for the GP-25, if you have this weapon, they will be very useful**

Go through the corridors to the big room. Try not to make noise, because Several bloodsuckers roam the territory of the laboratory. You don't need to collect any door keys or look for hidden rooms, so just follow the sign forward through the corridors and rooms. In one of the large halls where you will definitely meet the controller, check the boxes on the shelves - replenish the stocks of scientific first-aid kits and cartridges. Also, in the far corner of the room lies F-1. Go down the stairs and go through all the rooms to the boiler rooms. In the farthest room, go up the stairs and go through a rather narrow corridor to the control room for the brain burner. Walk along the right side to the knife switch and pull it... The shooter will fall unconscious again...
After waking up, you will hear the voice of the monolith - the legendary black stone, which supposedly grants the wish of anyone who touches it. As you know from a conversation with the Doctor, this is just an induced hallucination from the laboratory under the Chernobyl nuclear power plant ... Your main task remains to search in Pripyat for a cache with a decoder and documents that the Doctor spoke about. Move on the way back, but the Monolith fighters will already be waiting for you, who will in every possible way prevent your advance to the surface. Rooms should be cleared with grenades. Move quietly to have at least some superiority over the enemy. Fighters in the exoskeleton kill only well-aimed bursts in the head. If it was not possible to kill immediately, then retreat, because. even a short firefight can greatly affect the health and the number of first-aid kits and bandages. At the exit from the laboratory, a bloodsucker can expect you.
Going back to the Radar, you will find that the situation has brightened up a bit due to the arrival of the military, who are actively clearing the area from the remnants of the Monolith. Move forward to a small camp at the base, to the left of the exit from the laboratory, on a hill. In one of the trailers you will find an improved Freedom Armor. It provides excellent protection against bullets and anomalies, although there is a downside - night vision without digital signal processing. Go back to the crossroads with a stop and the skeleton of the UAZ - there you will find an epic scene of dismantling Freedom and Duty. If you have a good relationship with both factions, then you can look at the outcome of the battle and profit from ammo and good weapon(G36, VAL), as well as to replenish the fairly empty stocks of medicines and supplies in general. Where to go next is up to you. You can immediately go to Pripyat, or return to Bar and move forward to the Chernobyl nuclear power plant with fresh forces.

Pripyat

In the city, you will immediately find yourself in the thick of things - there are already professionals around the corner, whom the Bartender mentioned in the radio message. You can join them, they will help you get to the underground garages... Although, the question of who will help whom is still open. If it seems to you that the firefight is too violent, then you can go to the parallel street on the left side - there are several unpleasant anomalies, however, it is calmer here. When you reach an open area with a statue, do not rush to go around the corner - snipers with gauss rifles may be waiting for you. Check the rooftops on the opposite side and only then exit. Try to look not only above, but also below - there are many fortifications made of sandbags, behind which the Monoliths sit. While “jogging” along Pripyat, pay attention to the upper floors and lower tiers of shops and institutions - most often the battles go for strategic points from which you can go further to the Chernobyl nuclear power plant. Your task is to find a hotel - a fairly simple mission, because. you cannot miss the hotel - it is the only more or less calm place in the whole city. Entering it, you will immediately receive a label on the number on one of the floors. It is symbolic that the room will be at number 26, because the accident at the Chernobyl nuclear power plant occurred on April 26 ... Move quietly around the hotel, paying attention to the windows overlooking the park, to the Ferris wheel - at least two soldiers with Gauss rifles are sitting there, and a little to the left of the wheel, on the roof of the neighboring building, a fighter with an RPG-7 is sitting. After collecting the documents in the room, the decoder and updating the armor, if you need it, go through the buildings towards the stadium - the entrance to it will be marked with a marker. In the open area in front of the entrance to the stadium, watch out for a broken fire truck, which almost always has two fighters with Abakan, and behind the building on the left side - from there you can be seen by several Monoliths in exoskeletons. Having reached the place, you can immediately go to the Chernobyl nuclear power plant, just by going close to the entrance, or you can go through the stadium itself. To do this, you need to move to the right, to the emergency entrances - a rod will be torn out in the fence, through which you will get to the stands. However, there is nothing new and interesting at the stadium - a few fighters with RPGs and some valuable artifacts that actually do not make any sense - it is almost the end of the game and there is simply nowhere to put them.

Chernobyl

This location can be divided into several parts - in the first you are a victim, which is driven not only by numerous enemies, but also by a timer before the release. In the second - you are a hunter looking for the right path.
You appear in a relatively safe place, but after 20 meters ahead you will meet a Monolith sniper, and behind you the military will already be pushing you. Do not hesitate and check all the corpses - many of them are decorations left from past waves of attacks on the Chernobyl nuclear power plant. Get closer to the concrete fence. After passing through the fortified railway entrance, run across closer to the walls of the station. Already from there you will be able to remove snipers relatively without losses and “clean up” your rear. Do not try to destroy everyone - it is almost impossible, and you have very little time. Walk along the wall and don't worry too much about radiation and enemies chasing you from behind - if you lose sight of them, they will find something else to do - there will be a lot of military at the station, and support helicopters will not let the remaining Monolith fighters get bored. Having reached the gate, go inside without delay - almost simultaneously with you, an armored personnel carrier will drive up to them. For Strelok to die, a few hits from his machine gun are enough. There may be a couple fanatics inside, but that won't be a problem anymore compared to the fight outside. Get down into the hatch - this completes the first part of the location ...
Now you must find the entrance to the laboratory under the station, which projects the Monolith in the sarcophagus. Although you can find the entrance to the sarcophagus itself - it's up to you. Let me just say that the endings with the Monolith are wrong, and we will not analyze them in the passage. In the first corridor you will be met only at the turn - a couple of grenades will kill both fighters in exoskeletons. Further, it is better to go a little further down the corridor and kill two more fanatics who are sitting at the end of the corridor. You can also take supplies there if you go down the stairs - check the room with a radiation background. Further, difficulties will be at the exit through a hole in the wall - there are about 7 fighters waiting for you. Many are best killed by looking out of the doorway at the hole. When they stop coming out from behind him, go yourself and finish off the rest of the squad. After collecting everything you need, look for the stairs up. Climb quietly along it, without turning on the lantern - on the platforms you will meet two or three Monoliths. In general, you can throw grenades at the upper levels, however, you need to do this carefully - the grenades can roll down, and most likely kill you. Once you reach the level, you will again encounter a bunch of enemies that will push from both sides. Having dealt with them, go to the neighboring corridors. There you can find the entrance to both the sarcophagus and the laboratory. Go to the opening with a red flashing beacon above the entrance - there will be a ladder. If you follow the right path, the task will change and it will be shown that you have found the entrance to the laboratory. It's almost like that - you need to open it. Go to the door and click on it to use (Use) - the decoder will start transcoding, and you will start having problems - the monolith special forces will come out of the portal that opens behind you. Throw grenades in their direction and destroy them with well-aimed bursts in the head. Don't try to kill everything and everyone - it's hard, especially on higher difficulty levels. Just wait for the door to open and retreat there.
Next, you will have a long shootout in the corridor - first, clear the corridor that goes straight to the doors - from there you will often be taken out by opponents armed with Thunder and G36. In the left corridor you will be met by two, with a shotgun and an FN2000 (I highly recommend picking up this weapon, instead of a battered G36), and on the right - two snipers with gauss rifles. Having dealt with everyone, go further along the corridors, keeping an eye on the small rooms - almost every one has one or two fighters. I think you already understood that grenades will help you quickly and effectively clear these rooms. In the control room you will encounter about 5 enemies. Almost all can be destroyed intelligently by throwing a couple of F1s into the room. Next, you will enter a room with lanterns set in a circle and a monolith hologram in the center. Break them - they are responsible for signal transmission under the sarcophagus. After each destroyed battery, fiery poltergeists will materialize in the room, in the manner of the one under the first burner. After destroying all the elements, a scientist from the "o-consciousness" - a group of researchers responsible for the Zone - will come into contact with you. I recommend asking him as many questions as possible - this will help you better understand the plot of the game and, perhaps, help you find the answer to the main question - what is the Zone. At the end of the dialogue, the scientist will ask you if you want to join them. Further, it's up to you - you can join them and get one correct ending, or refuse and continue playing one more level, after which there will be another, correct, in my opinion, ending. The level will consist of the Chernobyl sarcophagus and many portals that, at the end of the path, will lead you to the room where the o-consciousness scientists lie who control the noosphere. Your choice is to destroy them. Whether you did the right thing or not is up to you. You may never know the answer to this question...

Upon entering the location, immediately get used to some isolation - you will not be able to get close to the rocks, as well as to equipment and objects - they emit a lot of light. Go straight ahead - the checkpoint should not cause you any difficulties, however, even before it, on the right side you can find a bag with VOG-25. If you have a GP-25 weapon, this will be a great stock for the future. Going out to an open area, don’t really “shine” - on a hill there is a trailer on which a sniper sat down with an SVD-63. It's worth dealing with him after you destroy simple fighters with AK, it is advisable to use Vintar VS, or some kind of accurate weapon, because. you won’t be able to get close to the sniper - in open space you can lose to him. Go further along the road (you have nothing to do in the red forest, because even if you go through it, you will find yourself almost in the center of the Monolith field camp - it will be easier to surround and destroy you there). It is easier to walk along the road without pressing against the rocks, because. they have a lot of anomalies and a high radiation background - try to go covertly, because. up the road, a monolith patrol and another sniper are already waiting for you.
Check the boxes near the tank - there may be a couple of grenades there, which will be very useful, throw a few up the road - this will create a revival in the enemy's camp, and also allow you to deal with the fighters in a fairly calm environment. Having dealt with the next patrol, go up the hill. At the turn of the road behind the rock, get ready to meet the RPG-7 fighter. At best, he won't even have time to shoot. If this happens, do not hope that five meters will be enough to get away from the explosion - run until you hear it. Heal and try again. Also, several fighters can come out to you from the right side of the road, from the rocks - they will be armed with AK and do not pose any particular danger. After killing the grenade launcher, do not rush to go to the camp - kill the sniper on the tower. This will allow you to easily move between shelters. You will have to repulse the counterattack from the camp, and finish off the remaining fighters in it.

**If your armor is already pretty battered, then you can take the one that lies in the trailer on the territory of the field camp - there is Beryl 5M. Protection is so-so, but if you have no other choice, then you should take **

Be careful not to get hit in the back by zombies - they can exit through the hole in the fence and go around the fence while you deal with more intelligent enemies.

**After coming to the fork, you can look into the Camp of the Desperate - a small dead end on the map, to the right along the road. There you will meet quite lively resistance, but the prize will be charges for the M203 underbarrel grenade launcher **

Further you will meet several more snipers (right on the road, in the back of the lawn, as well as on the "balcony" on the left side of the road), and two patrols. Coming out to the rise, you will stumble upon single pockets of resistance, which do not pose a particular danger. Only once you can be disturbed by dropping fuel barrels down, but this is not a problem - shoot at them as quickly as possible and the problem will be solved. As you get closer to the Scorcher's antennas, you will be increasingly visited by phantoms - induced images of monsters that are not dangerous, but very distracting. When they attack, your health bar does not decrease - only the level of protection of the brain from influences slightly decreases, but this is not critical.
Go further, destroying the fighters on the towers and patrols at the gate. You can also make your way here by climbing over the fallen tree behind the fence, but you should not do this - you will find yourself in the very center of the base, from where you will be visible from all sides. On the territory of the base, the problem will be a sniper on one of the antennas and a dozen fighters who are scattered throughout the territory. Your goal is a tunnel, the entrance to which is blocked by a wagon. Pass through the above car inside, deal with the guards and enter the X-10 laboratory ...

The Brain Scorcher is one of the strangest and most mysterious places game S.T.A.L.K.E.R: "Shadow of Chernobyl". A gamer who decides to explore the expanses of the Zone for the first time will invariably stumble upon this location. On the one hand, this promises to reveal the secret of the appearance of zombies in the Zone, on the other hand, it helps to determine some of the plot aspects of the game.

The plot of the game

The action takes place in an alternative universe, where on April 12, 2006, the second one that contributed to the emergence of the Zone took place - a huge location filled with all sorts of anomalous areas of a different nature.

Wanting to investigate the causes, the government sends troops to the Chernobyl nuclear power plant, but the operation ends in failure. A decision is made to fence off the Zone, checkpoints are being erected on the approaches. Mostly scientists, military and SBU employees get inside.

Over time, mutated animals began to appear in the Zone. Rumors spread about the appearance on its territory of objects with unique abilities. Artifacts (that's what they were called) quickly gained demand on the black market, as some of them contributed to the rapid healing of wounds. This nuance contributed to the emergence of medical interest in amazing finds.

This led to the emergence of artifact hunters, who were nicknamed stalkers, they illegally entered the territory of the Zone in order to search for artifacts in order to sell them to scientists in the future.

"Stalker. Shadow of Chernobyl"

The Brain Scorcher is not mentioned immediately in the prologue. First, the player is presented with a video of the crash of a truck carrying "cargo 200" as a result of a lightning strike. The stalker, who examined the crash site, discovers the main character, who soon receives the nickname Marked with light hand a local merchant named Sidorovich.

During the game, it turns out that main character lost his memory. How he ended up in the Truck of Death (as the local stalkers call transport with the dead, which periodically appear from the center of the Zone, as is commonly believed), is not clear. And the survivors have never been found before, because trucks always carry corpses.

In the process of exploring the Zone, the player discovers new locations in which various groups are engaged in quite ordinary life activities (search for artifacts, trade, sleep, search for prey, rest), in addition to war with each other and periodic looting.

psi radar

The first hints of the existence of some kind of mind control installation are the appearances in the game of zombified stalkers. They do not pose a particular threat, because they are easy to deceive and kill. There are only three problems:

  • Armed with firearms.
  • Often they are wearing bulletproof vests. To kill, you need to hit in the head.
  • A lone zombie is a rarity. They live mainly in large groups.

The second hint is the local folklore, which tells about the existence of the "Klondike of Artifacts" - Pripyat. But the path there is blocked by the mentioned burner. If the usual mutants of the Zone represent a certain degree of danger, then they can be shot. Some easily, some not. The "brain burner" can neither be touched nor shot, it cannot even be seen. It's just that the stalker falls within the field of action and becomes zombified.

Location

Turning off the "brain burner" is not an easy task, but this is exactly what the main character needs to do. It is a station with old radar antennas converted into a psi-installation. In the bunker on the minus first floor there is a burner control center. Here, an improved model of the Kaimanov emitter sends pulses to the antennas, covering a wide area with a strong psi-field.

Everyone who finds himself within the field experiences clouding of consciousness or loses his mind. The territory is a fortified outpost of the Monolith group - fanatics protecting the Chernobyl nuclear power plant, and a certain "grandfather of desires", which, according to local folklore, is located under the Chernobyl sarcophagus.

The territory of the Radar is full of snipers and patrols that attack any stalker, except for zombies.

"Off"

To turn off the installation, Marked will need to get a psi-radiation protection device, which is located by scientists not far from the Yantar plant. After completing the task received, the hero is given a prototype device and documents indicating the location of the X10 laboratory - the bunker in which the control center of the "brain burner" is located.

The bartender (the owner of the 100 X-ray establishment) examines the documents and issues the task to turn off the burner.

The path runs through the last inhabited territory in the Zone - army warehouses. Here the protagonist becomes a witness of the confrontation between the groups "Duty" and "Freedom", and will also help to resist the militants of the "Monolith" group.

The road to the Radar is accompanied by constant firefights, zombie attacks and the emergence of strange phantom formations.

Upon entering the Psi Radar Control Bunker, the player encounters a door two to the right of the stairs leading to a dungeon where the Brain Scorcher has yet to be disabled. The first code is easy to find when searching the corpses of the Monoliths during the passage of the location, this is 342089. The second is hidden in the game resources and is not involved in any way. There are modpacks that fix given error. The code itself is 2011533.

When Marked turns off the "burner", a large detachment of Monoliths appears in the bunker.

Also, after turning off the radar, the main character receives a message on the PDA about a large-scale breakthrough of detachments in Pripyat. It is not surprising, because the rumor about the "Klondike Artifacts" has long been disturbing the heads of local stalkers - in the district, go and steal everything that is available.

Codes for "Stalker" and other ways to improve

It is not necessary to turn off the "burner", you can turn off the road towards Pripyat. It will only flatten very much due to radiation and active psi-radiation, but everything will end as soon as the player gets to the Duty assault squad in Pripyat.

After that, a note will appear on the PDA stating that the psi-emitter is disabled. Whether this is a bug or by design is unknown.

Codes for "Stalker. Shadow of Chernobyl", which are console commands, are very few: they only allow you to move around the Zone constantly running (g_always_run 1) and activate a couple of bonuses (pseudodog and snork). Console Commands do not provide the most requested features, such as immortality or getting the coolest weapons from the first minutes of the game. Therefore, all kinds of trainers and cheat modes quite successfully cope with the tasks set.



 
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