Where to find the exoskeleton in the game "Stalker: Shadow of Chernobyl". Stalker Photographer (2013) Russian version Tools for fine work - Jupiter

First steps

As soon as you select the difficulty and start the game, a cutscene will start, in which you will see the prologue of the story of the Bullseye. After the video, you will enter the hideout of Sidorovich, the main merchant in the area, who buys and sells everything that lies within the Zone.

This person saved you, and therefore you will have to do him a favor. During your first conversation, if you are not familiar with the STALKER series, ask Sidorovich to address you as a beginner so that he brings you up to date and explains the basics of control.

The first task during your work for the huckster will be to find a man nicknamed Nimble, who stole a carrier with important data.

After finishing the conversation, leave the shelter and chat with the stalkers outside, and specifically with the Wolf, who will hand you the first weapon.

Before leaving, inspect the starting village, the houses of which are mostly open. It is especially important to look behind the back of the Wolf, where there is a staircase leading to the attic - there are boxes with provisions inside.

Moreover, from the attic you can move to the outer ledge of the house, in order to then jump to the building opposite (you can only jump up to one house from there) and find a box there. Attack him with a pistol to move him closer to the crevice - then the cargo will break, and you can get the equipment of the mercenary.

According to the quest from the Wolf, go to the stalkers on the other side of the road, whose group is marked on your PDA. On the way, you can hear the groans of a wounded man - give him a first aid kit if you want to get your first friend in the Zone, as well as increase the respect of stalkers.

Examine the wagon for ammunition and keep moving. Together with a group of stalkers, you have to attack the base of the bandits - do not run to them in the open, even if you play on the average difficulty level, as an enemy with a sawn-off shotgun can kill you instantly.

Get into the territory through a hole in the fence and start the battle. If you are confident in your abilities, you can tell Petrukha that you can handle the battle alone, for which he will eventually give you a good Fora 12 pistol.

Perebeyte all the bandits in the buildings, and then go to the two-story building, inside of which lies the bound Nimble. Take a flash drive, collect swag from corpses and boxes, and then return to Sidorovich.

After turning in the task, you can immediately proceed to the next story mission. However, the best option would be to complete side quests, as now you need to get some cooler equipment.

Be sure that the tasks of clearing the territory from monsters, bandits or searching for an artifact can always be handed to you by the nearest NPCs like Wolf and Nimble.

N a Agroprom!

When you feel that you are ready to continue the story, take an assignment from Sidorovich, who will ask you to find important information. According to him, they must be located somewhere on the territory of the Research Institute Agroprom, which is guarded by armed fighters.

Before sending, do not forget to buy first-aid kits, bandages and cartridges if you do not want to get into a mess. The armor of a mercenary or equipment for the Nimble quest will be especially useful here.

To get to Agroprom, you have to pass the cordon of soldiers near the bridge. You can solve the problem in several ways: unfasten five hundred coins to the boss (for this you need to go up to him without shooting, quietly and calmly) in order to go in one direction (they won’t take money from you when you try again - they will start shooting right away), or immediately deal with them.

An open fight with the military will not be so easy, since these guys are armed with the first word of technology: there are six of them in total, and each of them has shortened “Kalash” and a lot of first-aid kits in their hands.

In addition to the above options, you can also try to bypass the cordon along the radioactive embankment or through the tunnel on the left, full of electrical anomalies.

In the first case, you will receive a considerable dose of radiation, while in the second you will have to carefully bypass anomalies that kill instantly (use the bolts to defuse the trap and go a little forward).

After passing the outpost, you will receive a message from Sidorovich, who will tell you about a certain stalker nicknamed the Fox. The fox is in trouble and you can help him if you want to make another friend.

Moreover, the guy will tell you about Strelka - a person who managed to get into the epicenter of the Zone. Kill the flock surrounding the Fox's shelter to get one and a half thousand rubles.

If you have a grenade - use it to smoke out the opponents who have settled in the building. When the firefight is over, collect swag in the area and, most importantly, do not forget to pick up the Viper-5 - a great assault rifle in the early stages of the game.

Dump

A new location will immediately push you into another danger. The bandits pinned down a neutral stalker that you can save. By the way, no one will forbid you to dress up as a bandit and just walk by, because in STALKER: Shadow of Chernobyl you can side with any factions, including bandits, simply by killing their enemies.

After the mess, you will receive information on the PDA, which contains information about the attack of the bandits directly to the landfill (not the location, but the landfill). On the spot you will find Bes - the leader of the neutrals, who asked for help.

He will tell you that in the past the landfill was owned by bandits, but then they (Bes and his comrades) managed to win back this place. Now the guys are reaping the benefits of constant attacks, and they are asking you to help them deal with the threat.

Before the battle, explore the junkyard for Viper ammo, which is in the crates at the top of the turret. During the battle, try to protect the Bes, who, like any other NPC, can die. If successful, he will give you rubles and an artifact that can be sold.

Gather ammo for the AK-74U, which will come in handy directly in the battle on the territory of Agroprom (as it is there that you will find a particularly difficult mess, for which you will need something more powerful than the Viper-5).

Next, go to the hangar in the middle of the location where Gray is located - this person knows something about the Strelok. On the way to this place, you will again receive a message about the attack of bandits who are simply besieging the Garbage.

A battle between stalkers and bandits will take place in the hangar - help the latter if you want to contact netrals in the future. In battle, don't stand in the center, as you can get hooked on both sides.

To clear the hangar, go head-on, as you can climb onto the wagon along the direct path, or get over to the stalkers and fight with them shoulder to shoulder.

Another option is also available to you - then you will have to go in from the side in order to get to the rear and take the attack by surprise.

After the firefight, talk to Gray, who will inform you about the Strelka's "nick", as well as about another stalker who may know the approximate location of your main target.

Search the district and go to Agroprom, taking the path to the left of the railway. On the road, you will have to defend yourself a few more times, but nothing serious will happen.

NII "Agroprom"

On the way, you will meet a neutral who knows that Krot (the same stalker with new information about Strelka) was attacked by the military. Next, you will see a small cut-scene with the landing of fighters who will start attacking the stalkers.

For now, don't waste time collecting resources, as the battle is in real time and every second counts.

Pass the fence and, once on the territory of the Agroprom, start shooting the military. Be sure that it is extremely difficult to fight them in the open - you need to kill opponents from behind covers.

Soon you will reach the central part of the base, where the Mole itself is defending. This guy can die very quickly, so act very quickly and deal with all the military, if possible, exposing yourself to the bullets intended for the Mole.

Also here you can use grenades and blow up barrels, but be careful with this, as there is friendly fire in the game.

When the battle is over, the Mole, if he survived, will take you to the building and tell you about Strelok's cache, which is located on the lower level of the Agroprom.

Before leaving, you should look north of Agroprom, to the swamps, where there is a valuable artifact, as well as an interesting character nicknamed the Deserter, with whom you can chat.

Dungeons of Research Institute "Agroprom"

After going down to the lower level, examine the first corpse. Next, slowly get to the stairs down, near which there is an open room (between the columns).

Throw a grenade there or open fire if you haven't been spotted yet, as there are enemies inside. Also inside there is an incendiary barrel that can be blown up.

After the battle, step into the corridor, dotted with electrical traps, which you could see in the tunnel near the cordon of the military. Having passed the anomalies with the help of a bolt, go into the next room, from where you can go down even lower - into the tunnels leading to the Strelok's cache.

If you can't get through the "electra", in this case, look into the nearest room and use the spiral staircase. It will lead you to another corridor with more benign anomalies - acids that open heavy bleeding.

Pat yourself with bandages and quickly get to the end of the path to then get out into the main hall. Here, try to move slowly while sticking to the wall, as there is a dangerous creature called the Bloodsucker nearby, which for the most part remains invisible.

If you do not let yourself be detected, then soon the monster will face the military (otherwise, the grenades located in the box against the wall on the right will help you).

By the way, by holding down the use key (default F), you can highlight objects at a distance of up to three meters to simplify your task of finding supplies.

In the same room there is an artifact "Hedgehog", which must be picked up, but only after the battle. Pass the crevice in the wall, bypass the corridor and turn left, where there is lighting.

Here you will find many valuable things like an improved Kalash, stalker armor, various artifacts and, most importantly, a data carrier (located by the map).

You must now leave the dungeon: go through the main tunnel to reach a shaft with a spiral staircase. The latter will take you to the top, but along the way you have to constantly fight.

With documents!

After leaving the dungeon, you will find yourself within the western part of the Agroprom, where the military settled. Here you will have to act carefully, as the opponents have taken up positions on the towers and are generally patrolling the entire district.

If you are noticed, then in this case, hide somewhere in a building or behind another strong cover, then play defensively and do not attack yourself. Ultimately, you need to get to a tall building (at the entrance you will find a loudspeaker that you should shoot at).

Inside the house, prepare for resistance - soldiers will be standing around every corner. On the third floor, you will stumble upon a white diplomat, where the information you are looking for lies. When you take it, Sidorovich will contact you, who will inform you about the next military attack on their base.

Accordingly, for some time you will not be able to meet with him, so he will send you to another knowledgeable person - the Bartender.

The latter, by the way, introduced you to Debt and asked this group to open the way to the Rostock plant for you.

Now you need to get out of here, because after the conversation, even more military men will descend on the territory of Agroprom. Leave through the far entrance, as there are the fewest opponents.

As for the eastern part of Agroprom, soldiers also live there. There is no valuable loot there, so immediately go to the Garbage. Before leaving the location, it makes sense to explore the area around the research institute, since artifacts are guaranteed to be there.

R stock

After leaving the research institute, you will stumble upon bandits that you don't have to kill. However, if you deal with the whole gang and help the local stalkers, you will get the recognition of the Bartender, as he is in charge of this territory.

Continue walking towards the outpost of Duty, near which you will witness the attack of monsters on their base. You can help Duty, and then you will be given the stalker armor. One way or another, you will be allowed inside.

At the Bar location, take the right path. Soon a pack of dogs will attack you, from which, if you wish, you can run away, having reached the next outpost of Duty. Inside the base is safe. Now visit the Bar directly, where the Bartender is located, to whom you must hand over the information.

Sell ​​the swag to the merchant and talk to him. After the conversation, do not rush to proceed to the next task, as there are many interesting things at the base.

You can ask the locals about such a thing as the Arena, where stalkers fight for big profits, risking their lives in the process. When passing the Arena, you will receive more than ten thousand rubles, as well as the recognition of all stalkers.

With reference from X-18

The bartender will give you the next story mission, related to finding information from the X-18 laboratory. The task itself is different from a trip to the territory of the Agroprom, since the location of the laboratory is unknown to the Bartender.

Moreover, the first thing you have to do is find the second part of the key, which opens access to the lab. The key is located at the leader of the bandits, nicknamed Borov, on the soul of which you have to go first.

The boar lives in its own base in the Dark Valley location, where you can get through the Garbage. You will have to go back and again pass a lot of monsters and bandits.

Before moving on to the Dark Valley, explore the end of the Scrapyard. Very often in this place (on the right near the hill) there are anomalies, among which lies an artifact for five thousand rubles.

Dark Valley

At the start of a new location, you will meet a debtor Bullet, who is interrogating a shot bandit. From their conversation, you will learn that the Bartender's reconnaissance group was ambushed, and now Bullet wants to save them.

Not far from here, you can find an artifact lying by a boulder. These are "Mom's Beads", which increase resistance to gunshot wounds.

Naturally, Poole will need your help - he will ask you to rescue another stalker held by bandits.

You can refuse to ambush with the debtor if you do not want to increase reputation with this faction. As a reward for completing it, you will receive a sight for 74 and interesting information about the state of the Valley.

After that, go to the base of the bandits, where you can get in two ways - in the forehead, but then you have to withstand an incredibly strong fire, or through the sewers, the road along which is marked on the map with marks. In the second case, you will have to move while sitting, not using a night vision device or a flashlight, otherwise you will be noticed.

Not only that, the enemy can even hear how you change the gun or the shooting mode (this also applies to reloading), so prepare in advance.

As a result, you should calmly get to the garage, from where you can get to the pipes, and then to the window, where the mess will finally begin. Neutralize opponents quickly using the surprise effect.

Under the van, you can accidentally fall into the pit where the "heat" anomaly is located. Before jumping away from there, pick up Abakan - an analogue of "Kalash", but with slightly more damage and higher accuracy.

After killing all the bandits in the yard, proceed to clear the houses. Operate from the largest hangar, in which there is a path to the top floor, and then - the opportunity to go to the roof of the neighboring house, where the largest number of enemies are located.

In the same red building you will find a grate behind which a debtor is imprisoned (he can be saved to increase his reputation).

There is no need to deal with all the thugs - the ultimate goal of the task is in the office building, where the leader of the bandits is located.

Naturally, it will be safer to deal with everyone. Finally, you will reach the Hog - kill him and examine the corpse to get the missing part of the key.

By the way, during the quest you can stumble upon a bandit in a raincoat, who is armed with an Abakan with a grenade launcher. This powerful weapon can be returned to one of the debtors who lost it.

Laboratory X-18

Inside the laboratory, examine the corpse of a neutral, and then go into a room with a secure door. To open it, you need to get the code, which is from one of the researchers (at the end of the corridor with "heat" and snorks).

To simplify the battle with snorks and poltergeists, take the powerful Monolith armor, which lies in one of the lockers on the same floor.

After picking up the key, return to the door and enter it. At the lower level, your only guide will be the elevator opposite - you need to remember it.

Here, the poltergeist will start attacking you again, throwing various utensils - dodge flying objects and shorten the distance, since you need to kill these bunches in melee.

To the right of the elevator is a corridor leading to another locked door. Behind the elevator is another corridor, ending in an empty room, from where you can go into a room with a hole. Go to the last one.

After that, you will find yourself in a huge room with a small amount of light, but in the center you will find something - a pseudo-giant. This creature will give you a huge amount of problems, as it has a huge amount of health and deals a lot of damage.

Don't let him get close to you and keep shooting - after the battle, examine the researcher's body, which is in the corner of the room. Having received the key, search the room (IL 86 and RPG-7 lie here) and return to the right corridor.

During the opening, someone will start to break in the door, but in the end there will be no one behind it. Next, a new battle with poltergeists awaits you. In the hall, move along the left side to the open door, which will slam shut in front of your nose.

A battle will begin with a fiery poltergeist, who is slightly stronger than his "blue" counterparts (he creates a mark under your feet, which soon bursts into a pillar of fire). After the battle, get to the control room and take the information to trigger a cut-scene.

After waking up, it turns out that you are not alone here - soldiers have visited the hall. Now you have to get back, of course, with a fight, but if you want, you can try to move on the sly.

Outside, you will be contacted by Sidorovich, who will be glad that you are alive and will tell you about the closure of the Junkyard. Because of this, you will have to go through the old tunnels leading to Kordon.

To the return

You will find yourself in the territory of Cordon, but on the other side, which was attacked at the beginning of the game. Take the information from the lab to Sidorovich and sell all the swag.

Before completing the next story mission, you can complete secondary tasks: the merchant will ask you to steal information from the military base, and the Fan will ask you to kill the mercenaries. Next, you need to reach the Garbage to get to the Bar. Follow the same path, which was again captured by the military.

In the bar, chat with the Bartender, who will continue the storyline. Also here you can transfer the Abakan found in the past to one of the debtors, if you wish.

To laboratory X-16

According to Bartender, the researchers know where you can get to X-16, so you need to go to them. You have to go through the Wild Zone, where a hidden passage to a new location will appear - on the spot you will hear the negotiations of thugs with whom you will have to fight.

Inside the house, deal with the remaining opponents and exit on the other side. Outside, you will also have a fight, so do not relax. After the battle, go to the railway, where a cut-scene will start, after which you will have to protect the researchers from the attack of thugs.

Get to Dr. Kruglov, who needs help. If you help him, you will progress through the main storyline even faster, as his subordinates will become loyal to you.

Reach the point with the fallen pinwheel while cutting out the enemies in parallel, and then talk to the researcher. Now Kruglov will need to be escorted all the way to Yantar, where their hideout is located. Soon you will be attacked by two powerful units of the Wolfhound at once - from behind and in front.

At the Change House you will have one more battle, and then - a battle at the construction site. After that, a group of scientists will begin to pass the zone with anomalies - follow them, as these guys know the safe way.

Immediately, you can be attacked by zombies that do not differ in special intelligence, speed and damage, but are devoid of cowardice.

Having overcome the danger zone, you will receive a gift from Kruglov - a carrier with valuable information, which is worth giving to the Bartender. From here, scientists will reach the base on their own.

I am ntar

You will find yourself in a scorched expanse, once filled with water. Now this cavity is a swamp with a powerful background, anomalies, snorks and other creatures that crave your flesh. In the center of the lake is the base of researchers, where you need to go.

Inside the base, a cut-scene will start with a conversation between Kruglov and Sakharov. After that, talk with the latter - you can shake off all the swag for him (especially artifacts, for which he pays more than ordinary traders); the scientist will also reward you for accompanying Kruglov with an excellent protective suit, which is useful for bypassing anomalies (it is useless in battle).

According to Sakharov, you can get into the X-16, but first you will have to calibrate the equipment, since the last group, without assessing all the dangers, died due to incredibly high psi radiation. Kruglov will personally correct the state of the background, but he will not go there himself - it is you who will have to accompany him.

If your inventory is full, throw off unnecessary things in the box of the scientists' base, as after this mission you will return here. However, be sure to grab both regular armor and a spacesuit.

On the way, look for Snorks, moving ahead of the curve, as they will try to attack the explorer, whose health is limited. On the spot, the scientist will begin to study the environment - the earth will tremble for the first time.

Inside, act in the same way, moving ahead of Kruglov. During the second study, the vibration will begin again, and during the third study, the ejection will begin.

After that, a crowd of monsters will attack you, which are guaranteed to devour Kruglov if he received a lot of damage before. By the way, after the fall, the researcher will drop the cannon, which you can pick up and throw at his feet - then he will pick it up.

At the base, talk to Sakharov, who will mark the location of the X-16 on your PDA and give you a suit with protection against the PSI background. Go to the marked point, moving near the fence.

In the swamps, deal with the zombies that stand on the islands of land, because when you step into the water, they will immediately attack you.

But before that, you should examine the helicopter crash site, where the researcher's body lies with information about the laboratory. His notes will also mention a certain Ghost, who was in the Strelka group.

After that, return to the base to the scientists and equip yourself as you should, as you will visit the Yantar factory. When wearing a protective science suit, move carefully and don't step in, as it has very little physical resistance.

In place, go to the van, to the left of which lies a dilapidated building with supplies. From there, you can also bypass the zombies and just throw grenades at them. Having reached the treasured entrance, go down to the laboratory.

Complex Kh-16

Inside the laboratory, a snork will attack you - kill him and climb into the elevator shaft. After the descent, immediately run to the control booth, which can be reached by the stairs (to the left of the elevator).

Move quickly, as snorks can visit your soul. Step forward from the cockpit, dealing with the monsters in parallel.

Tackle through the corridors, examining the shelves for provisions and medical supplies, until you finally reach a room with a barrel-filled hole. It is worth throwing a grenade there, as there are opponents behind them.

After that, step into a large room where the psi device is located - you need to turn it off within five minutes by deactivating the power.

It is necessary to cut down four knife switches, which are located around the perimeter of the room. The allotted time should be enough for you if you do not stop and fight enemies for a long time.

After completing the task, the hero will pass out again. After waking up, get out of the laboratory (turn to the right, leading to the corridor). Deal with the zombies and get ready to open the massive door behind which is the controller.

After the battle, examine the corpse of the Ghost with valuable information about the Gunslinger and powerful armor. Next, use the hole in the right cage, which will lead you into the tunnels.

Inside, you will have to fight with the snorks, who will get out right from the ground. Go straight until you come across a pseudo-giant - kill him and go outside. After that, Sakharov will contact you.

Finally, you just have to get to the base of researchers. Sakharov will thank you very much for turning off the "burner" and will give you an excellent spacesuit.

Also give him the Ghost's vest to get money, and take on the task of finding even cooler stalker armor. Now you just have to return to the Bartender.

K ordon and Agroprom

After completing the above task, you should not immediately proceed to the storyline, as a Conductor will appear on Cordon, who has information about the whereabouts of the Doctor.

Get to your destination through the Junkyard. Soon you will reach a dilapidated building, near which the Guide sits (earlier you saved the Fox here).

The Explorer himself, by the way, is considered one of the most skilled stalkers, as he arrived here one of the first and is still alive. According to him, the Doctor hid in Strelok's hideout, so you need to go there - to Agroprom.

Inside the complex, get ready to fight the bandits. Further, making your way to the destination, in any case, you will stumble upon a tripwire that will trigger a cut-scene. The doctor will lift you to your feet, after which you will finally realize that you were hunting for yourself (the Shooter is the Bullseye).

Next, the chiropractor will inform you about the Monolith: this is indeed, as Strelok (that is, you) previously believed, a sample from under the Chernobyl nuclear power plant itself, where you can only get with a rare key. The latter is hidden in Pripyat. Finally, return to the Bartender.

B armen

In the Bar, the owner will inform you about the Debt, the head of which (Voronin) wants to chat with you. Also, the key quest will now be turning off the next “burner”, but already at the Radar location, which is particularly difficult.

Voronin will ask you to find a unique optic at the mercenary base, for which you will receive Vintar. Also, if you are looking for good armor (and if Seva does not suit you), then you can visit the base of Freedom - the opposite faction of Duty, which also has a lot of additional tasks. Raise your reputation with it and eliminate the traitor to get powerful light armor.

After completing the secondary quests, return to the Freedom cordon blocking the path between the warehouses and the Radar. You have to repel the attack of the Monolith, after which you can go to the next location.

Radar

The new location will be limited due to the strong background around the perimeter, so you will not be able to approach the rocks and cars. Step immediately in a straight line to the military post and clear it, then continue moving.

In this case, Vintar or another long-range cannon will help you, since you won’t be able to get close to the sniper. Follow the main road past the Red Forest and don't shine too much as the Monolith camp is nearby.

Examine the supply boxes near the tank - a few grenades will come in handy. Clear out the patrol in front and climb the hillock, behind which there will be a turn, where the enemy sat down with an RPG.

You need to spot it first or choose a particularly protected position, as this weapon has a large hit radius. In parallel, deal with the remaining adversaries and clear the camp.

Next, new snipers await you: one hid right in the GAZ (look at the body), the other - on the balcony to the left of the road. Although they can be in other positions! After the hill, you will constantly encounter small units that are easy to deal with.

The closer you get to the "burner", the more it will start to glitch - ghostly monsters will appear in the area that do not cause damage. If you shoot one of these, you will lose some HP.

Closer to the destination, keep killing enemies until you reach the base with a sniper and simple military. Perebeyte them all, and then run to the tunnel fenced by the wagon and go inside.

Laboratory X-10

The new laboratory will be more civilized and illuminated than the previous ones. Pass the corridor to get into a large room. Move carefully here, as bloodsuckers prowl all over the lab. This time you will not need to look for codes or passwords - go straight to the marked point.

Soon you will stumble upon the controller - kill him and go down the stairs to get to the boiler rooms. Go to the other side of the room and climb into the corridor, from where you can get to the control panel "Scorcher". Using the lever, you will lose consciousness.

When you wake up, a mysterious voice will turn to you, the owner will be the real Black Stone, or the Wishmaster, who, in fact, is engaged in turning people's various requests into reality. As you remember from the words of the doctor, this voice is glitches from the lab under the Chernobyl nuclear power plant.

Now come back. Along the way, you will encounter units of the Monolith, whose fighters are equipped with exoskeletons. Shoot them in the head to conserve ammo, as the rest of the bodies of these enemies are incredibly tough.

Once outside, you will notice a change in the situation - the fuss has begun, as the military arrived at the Radar with the task of clearing the Monolith. Go to the camp not far from the base with the Lab.

There you will find a wagon with a great Liberty costume. After that, advance to the forked road, where the broken UAZ is located.

Here you have to witness the battle of Svoboda and Dolgovtsy, during which you can help one of the parties or simply wait out. Finally, you only have to return to the Bar if there is a need to recuperate. In the end, you should visit Pripyat.

P ripat

In the town overgrown with myths, an amusing scene awaits you from the very beginning - you will meet seasoned mercenaries who can accompany you to the garages. There is an option to refuse, since in reality they are of little use.

After passing the streets and reaching the bare area with the statue, look around, as there are snipers sitting on the rooftops with Gauss cannons - an incredibly powerful weapon that kills with one shot. From below, no less formidable opponents await you - the Monoliths.

Ultimately, you need to get to the hotel, where it is more or less calm. When you get to your destination, you will find out the number of the required room - 26 (April 26, there was a disaster at the Chernobyl nuclear power plant).

It is not worth running to the room, as enemies with gauss guns are waiting for you on the way. Collect valuable information on the spot and leave the building, leaving through the stadium. After that, you can reach the overpass at the end of the map, which leads to the station.

CH NPP

First you have to fight off numerous attacks from opponents, while moving fast enough, since the time before the release is limited. During the passage, you should not stop, as many of the bodies ahead will turn out to be simple models without loot.

Behind the concrete fence you will find the railway - from there run to the station, shooting back from the enemies. Kill them all will not work, so just make your way along the wall to the gate.

An armored personnel carrier will approach you on the spot, from which you immediately need to hide, as it breaks through any armor. Jump into the hatch to get to the next level.

The entrance to the lab is somewhere nearby, and you need to find it. By the way, no one will forbid you to find the sarcophagus directly in order to complete the Monolith ending, but they will turn out to be negative. Move forward, clearing the rooms.

After the corridor, go down to the lower level and go through a crevice in the wall, where about seven enemies have settled. Then find the stairs up, which is guarded by the Monoliths at the end. In order not to give yourself away, rise without light.

On the next floor, you will find corridors that can lead to both the laboratory and the sarcophagus. Step into the corridor with the red beacon to find the stairs. If you choose the right path, then the game itself will inform you about this, indicating in the tasks that you have found a lab.

Finally, you just have to go through the door, which you first have to open. During the decryption, you will have to fight off the Monoliths, after which you will be able to go inside.

After the first part of the encounter, you will go into rooms with lanterns and the Monolith symbol in the middle - destroy everything to interrupt the signal. With each destroyed lantern you will be attacked by fiery poltergeists.

As a result, when you complete the task, you will be contacted by a mysterious scientist with whom you can talk. Ask him about everything that interests you and maybe you will understand what the Zone really is.

At this stage, you can accept the offer of this person to join them, after which the game will end with one of the good endings.

If you refuse, then another level awaits you, during which you will jump through the portals, until you eventually get to the room with these scientists who are in stasis. Kill them or spare them - it's up to you, since there is no right or wrong option here.

Video: walkthrough STALKER Shadow of Chernobyl


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About Plot:
A year after a hard battle with mercenaries in Pripyat, a bandit from the group of Lesha Borman named Grek woke up in a gloomy cave. Next to him lay a dead freak. The last thing that remains in the memory of the Greek - he, along with his friend, mercenary Johnny, leaves the battlefield. A shot, a terrible wound in the back, darkness, oblivion...

Pass status: Complemented
About passing:
This passage at the current stage does not reflect all the paths of the plot. Here is a description of the course of the game of 1 specific player, the mod has many options for passing, all the forks in the plot are marked here.

Walkthrough
1. We watch the introductory video, which refers us to the previous project from this developer
2. We wake up in a cave, we see a corpse on the radar, go to it, search it, pick up the key, go further along the cave, see a tunnel with creeping white smoke, go in there, go to the Landfill
3. After moving to the Landfill, we meet DeadMan, talk to him, find out what happened during our absence. Also, DeadMan tells us about Shamray, we go in search of him.

3.1 At this stage, we can immediately go to Shamray, or we can walk around the Landfill, we won’t find anything particularly valuable on the move, but in the basement under the flea market we will find a closed door, the Stalker is sitting behind it, he refuses to let us inside. This discovery may influence the future of the plot.
4. We find Shamray at the crossing to Cordon, talk to him, learn a lot of new things, go to Cordon

Shamray in the Landfill

5. We speak on Cordon with Shamray, we go to reconnaissance
6. In the house on the left side of the road we find the Tankman with a dead comrade, we talk to him, we learn that two of Shamray's gang were here, went further south
7. On the Farm we find the "Sump". They refuse to let us go there, they send us for a pass, which we can get under the bridge
8. We approach the bridge, which is now a wall with turrets, we are waiting for Krasnov

9. We speak with Krasnov, learn about the new local orders, go to the Sump
10. In the Sump at one of the barracks, at the entrance, there is Shnyra, we talk with him, we go into the barracks, we find Primus there, we talk with him.
11. After we talk with all the other inhabitants of the room. Barchuk tells us that he saw 2 of Shamray's gang, they were taken away for sorting. We learn from Khazar about the cache, which can help us penetrate the thorn.
Here we have 2 options for the development of events:
a) Find out about the cache
b) Stay in the sump
Choose an option(a)

1. Khazar tells us about the cache in the armored personnel carrier, we go there, we take everything from there, we talk with Shamray, we get the task to search for stalkers on sorting.
2. We set off to cut the thorn in the indicated place
3. We cut the thorn, we beacon Shamrai (the "Radio communication" button in the inventory), we get over the wall, we run to the transition to the Sorting.
4. In the cave on Sorting we find a cache, pick up the cloak, go to the village in search of the Stalkers.

Sachron in the cave on Sorting

5. Find Sanya Galash in the village, tell him about Shamray
6. We go to Sidorovich, we learn about the current state of affairs. Sidor offers to sew an e-commerce chip into our PDA
(a) agree
(b) refuse
Choose Option(a)

1. We go to the village, which is on the other side of the hill, there we follow the Bar (At the entrance to the bar you need to press the remote control, then the door will open), there we talk with the bartender. We get the task - Put together a gang, we go to Sidor

2. We speak with Sidorovich, we get the key to the basement, the coordinates of the cache with weapons, we will have to recruit people on our own
3. We go back to the Village with the Bar, there on the hill in one of the houses we find the Tanker

4. We speak with the Tankman, he offers negotiate with Uzbek, and kill Gravedigger
(a) We agree
(b) Let's go look for another gang
Choose Option(a)

1. We go to the Swamp in search of Uzbek (We will have to return to Cordon, because the trail to the Swamp goes from there)
2. We pick up the cache with the Weapon, we go to Uzbek (On the way we can go to the village with the water tower, there will be a military man in the basement, we talk to him)
3. We speak with Uzbek, he offers to involve Shamray in a skirmish with the Gravedigger, also talks about the advanced anomaly detector that the Stalker has, who disappeared in the adit under the bridge in the Swamps
(a) We agree
(b) We refuse
Choose an option(a)

1. After leaving the house, we notice throwing knives on the wall. We return to Uzbek, ask where to get them. We learn about the Stalker from the center of the Swamps. We can take the knives from the wall
2. We go in search of a detector on a tip from Uzbek. We search the dead Stalker in the Adit, pick up all the things. At the exit, the burrer will be waiting for us.

Stash in the adit

2.1 After searching the Stalker, we learn about the cache, which is located on the Burnt Farm, you should look for it here

Cache in the Burnt Farm

3. We go to Shamray, we talk about the Gravedigger. He agrees to help. We go to talk with Galash
4. Galash agrees to help us in dismantling with the Gravedigger, but asks to find 2 people from his group, we agree
5. We set off to the south, find a rookery of wild boars, 2 corpses, search, tell Galash about what happened

6. We try to contact the Tanker using the walkie-talkie - a bummer. The transmitter broke down, we go to the base are free (Base chn in 2 parts of the original game)
7. We speak with the Bartender. We learn that he has a transmitter, but he cannot sell it to us, because. the device belongs to Nurik.
8. From the bulletin board that hangs near the bar, we pick up a note, it says about the missing Stalkers

9. We speak with Siply, he tells for 10 thousand where he saw the missing Stalkers
10. Ideas in the indicated place, we find 2 corpses. The task to inspect the scene of the incident is activated.

11. Under one of the stones we find a cache, search it, also examine the board with a bottle and glasses

12. The task is completed, but DeadMan, who is also interested in this matter, gets in touch, we'll talk to him later, we'll go for a reward
13. We tell the bartender at the Svoboda base about what happened, get a transmitter as a reward, contact the Tanker, do not forget to inform the base leader about the results of the search for Stalkers
14. After some time, the Tanker will arrive at the base, we talk with him, we contact Uzbek, we move forward to storm.
15. We clean the camp, we talk with Uzbek, we learn that there is no Gravedigger among the corpses, we go to inspect the camp
16. Near the camp in an anomalous zone with frying, we find a corpse, search it, from the PDA we learn that Gravedigger's cache hidden by the military, we go in search of him

17. We find the cache in the basement of a house in a village with a water tower, after that the Gravedigger appears, we kill him, we see the lead.

Gravedigger's Cache in the Swamps

18. We return to the base of freedom for a reward, which should be given out for the found diggers
19. We go to talk with DeadMan, after the dialogue we will receive a message from Uzbek on the PDA, from where we learn that the entire group of the Water Rat was killed, we go to their base, look around, go to Uzbek
20. The Uzbek shows us a certain device that he found, we examine it, we speak with it again, we remember our conversation with DeadMan, we return to it, but the place is already empty. We break the box in the pipe, we find a note there, we read

21. The note refers to the place of "V.V. Sidor" and mentions O. Alexander. O. Alexander is a monk who is located near the church (In the Swamps), we go there

22. We speak with Fr. Alexander, he has no key. The dialogue mentions O. Sergius
23. We find O. Sergius, we speak with him. The monk tells us about the icons that were carried in the helicopter, sends us in search of them.
24. We remember our conversation with DeadMan, we go to the freedom base to Barman, we ask him about the helicopter, we learn about 2 from the Water Rat group, who are now sitting at the tower, we go to them
25. We find a corpse on the tower, search it, take the PDA

26. From the PDA we learn the coordinates of the helicopter, we go there
27. We pick up icons from the helicopter, here we have a bunch of choices:
(a) Sell icons at the base of freedom
(b) Give to monks

Icons in the Swamps

Choose an option(b)

1. We take the icons to the monks. We learn that the transition is already open, and the keys that we received are needed for something else. I'm going to Cordon
2. On Cordon we go to Sidorovich's Bunker, we talk with DeadMan there, then we go to Sorting

Chapter 2

1. At the sorting, we go to the Bar, we talk with the Barman there, we find out that they are waiting for us in the back room, we go to the audience.
2. In the conversation, we are clearly given to understand that we need to look for Bormann.
3. We go to another rock cafe, where Uzbek people are sitting, we talk with the Bartender there. We learn about the people from the Bormann group, about the chess game.
4. We leave the cafe - we take a note from the bulletin board, we go to Pulevich

5. We speak with Pulevich, we get the task to search for boxes
6. We go to the military checkpoint to exit the location. At the post we speak with the military at the gate, and after that, with the Stalker at the fire.
7. We arrive at 1 point in the Landfill, look around, receive a message from the Stalkers. They are waiting for us at the checkpoint in front of the Bar, we talk to them, learn about unusual artifacts.
8. We go to the Army Warehouses (Transition to the Bar from PM)
9. A military man meets us at the AC, sends us to talk with Leo, we go to the base

10. Leo asks to take the Flash card to Agroprom, here we have a choice:
(a) We agree
(b) We refuse
Choose an option(a)
1. We go further to Yantar (Transition to the Red Forest at the outpost of mercenaries from the TC, and from there you can get to Yantar)
2. After switching to Yantar, we see the military, talk to them, learn about scientists
3. At the exit from the territory of the plant, we are called on the radio, we answer, we learn about the beacons
4. Upon arrival at the base of scientists, we find a bunker with one soldier, talk to him, inspect the room.
5. After the inspection, we go outside, there is a radio exchange, we return to the bunker, we ask the soldier about the stickers, peel them off the wall

6. There is a repeated radio exchange, we learn about scientists at Agroprom, we go there
7. At Agroprom we find a new mobile camp, but it is empty. We examine it, we find a hand flashlight on the floor in one of the rooms, there is also a PDA nailed to the table with a knife, we pick up the knife, PDA, Flashlight
8. Go to the complex closest to us, it is also empty there, we inspect the building
9. On the 3rd floor we find a corpse that sits on a chair, search it, listen to the record from the recorder (It lies on the table), pick up the recorder.

10. We go to the dungeons of Agroprom (Entrance to the hole, as in the CHN), we approach the door - it is locked. We put a flashlight in the slot, shine it on the wall - a combination lock appears. Enter the code from the PDA
11. In the dungeon we search the corpses at the entrance, we find a gas mask at one of the Stalkers, we take it away.
12. We go forward through the complex, look for the cache of Strelka from PM, climb into it
13. We find a cache with a note, go to the locked door, shine a flashlight on it, see the code lock, enter the code "1331"

14. We search the corpse on the chair, pick up the note.
15. We go back to the installation in the large hall, go up to it, search the corpse that sits next to the consoles, pick up the key card.
16. From the note found earlier, enter the codes into 2 remotes, the installation starts

17. We go back to Strelka's cache, open the door with the code "666665", pick up a box in one of the cabinets
18. Get out of the Agroprom dungeon, go to the helipad, expect a helicopter there
19. The helicopter is shot down, we go to inspect it

20. After inspecting the helicopter, we return again to the module, our old friend will also come up there for a dialogue
21. We speak with Deadman, we go to Cordon
22. At the Cordon, we give the container to the chief of the barrier, we go to an audience with DeadMan at the Landfill
23. After talking with DeadMan, we go to the dungeons. The entrance is behind the door, next to it there is an input panel, it appears after we shine a flashlight on it. Door code - 1134
24. A detachment of mercenaries will be waiting for us in the laboratory. We kill everyone, follow the arrows, as DeadMan advised us to do before
25. We meet 1 closed door. The note with the code lies in the corpse, which is located next to the door.
26. The code from the next door is 1730, we find a container behind it, we take it
27. We go to the surface, contact the customer, talk to DeadMan, exit the tunnel
28. After the customer gets in touch again, we speak with Deadman, we go to hide the box at the Flea Market

29. At the Flea Market we go down to the basement, hide the box there
30. We go to the ambush positions, wait for the GRC militants, kill them, get in touch with the Customer
31. We speak with DeadMan, we go to the laboratory of the Dark Valley. The crossing is marked on the map
32. We go down to the laboratory.
33. We go down to the 1st floor (Lowermost), in the elevator shaft we find the corpse of a scientist. We search, take away the PDA
34. On the same floor we find the box we need

Location 4 drawers

35. In one of the rooms we find the code from the exit (31777)

36. We get out of the laboratory in the same way that we got, we go to the Garbage to the cache to hide the container
37. We hide the container in the cache, the Forecaster gets in touch, calls to him for a conversation
38. We speak with the Forecaster, we go on his advice to Sorting (We will have to go there like this: Cordon-Swamps-Cordon-Sorting)
39. We speak with Sidorovich, the Bartender (the Bartender will ask you to find a knife in the swamps, it seems to have nothing to do with the main plot, but this is not accurate), we also talk with Varnak, who tells us the code encrypted in the chess game (379)
40. At the exit from the Bar on the bulletin board we see 2 notes. 1 - about the scientist from X-18, 2 - about the ancient book. We take both
41. Go to the Swamps for a knife for the Bartender
42. At the Church we talk with O. Sergey, we learn about the holy land. We go to search a distant grave, we find a knife there, we take it to the Bartender

Knife for the bartender

43. We give the knife to the Bartender, we learn about the fact that there is a path to Limansk. We ask him about an ancient book. We go to the village to Sidorovich in search of Kuchma
44. We find Kuchma by the fire, we talk with him about the book, we go to the Polyana
45. After we talked with Dushman in Polyanka, we go to Rock Coffee, Kuchma with our equipment should be waiting for us there
46. ​​We come to Rock coffee - there is no Kuchma
47. We find a group of McCleans not far from the coffee, we talk with the leader, we talk about the Gravedigger. Kuchma is sitting in the basement of the same house, we talk with him, find out about the cache with our things

48. We find a cache with our things in one of the basements of the village, we return to McCleans, we say, we go to storm the Glade
49. Kill Dushman, take 3 keys, return to Sorting
52. We go to the rock cafe, talk with the Bartender, ask about Ivantsov
53. In the Bar we talk with the Bartender about the Teuton
54. We find Teuton and Bayda in the lake on Sortirovka. We go to Uzbek in order to inform him about this.
55. We tell the Uzbek about Teuton, he sends us to talk with Galash, he directs us to Kutcher (A survivor from the Water Rat group, who sits under a tower not far from the entrance to the Freedom base), but now there is no point in going there, we return to Cordon
56. We go to the ATP, there we find a pentagram in the passage, lay out the keys, move to the ATP location, we find the Gravedigger there

57. We speak with the Gravedigger, he tells us about the current situation. Here we have a choice
(a) Shoot the Gravedigger
(b) Agree to a duel with the Gravedigger
Choose an option b
1. We follow the Gravedigger, put the keys in the box
2. We disperse with him on different sides of the ATP
3. We kill our opponent
4. We go to one of the buildings, in the refrigerator we find the corpse of the Water Rat, there is a weapon nearby, there are batteries in the suitcase. We take everything with us

Water Rat at STP

5. We pick up the keys with the book from the box, find a room with pentagrams, find a teleport on the floor with a flashlight, put the keys there, go to Cordon

Exit from ATP

6. We go to the Red Forest for the next container
7. In the Red Forest we find a coded door. Code - 379
8. In the Bunker we speak with the Leader, he asks us to start the generator, we agree. We offer to send fighters with us - I refused
9. We go to the generator, start it, open the safe with the code - 543210, leave the location
10. After we leave the bunker - we receive a message from Panzer, he asks us to return to exchange a few words, we return
11. We learn about the ambush at the Flea Market, leave the bunker, take the box to the hiding place.
12. After the delivery of the box, an ambush is indeed discovered, Varnak invites us to Sidorovich
13. At the Sorting in the village of Sidorovich, we find Ivantsov, we talk with him, we plan a special operation

14. For a special operation, we need a sniper rifle, go to Shustrom
15. For a rifle, Nimble asks to bring him artifacts from X-18, here we have a choice
(a) Agree
(b) Refusing
Choose an option a
1. We go to X-18 for artifacts, we find them in the ventilation shaft. After we pick up the artifact, a hostile squad of mercenaries will descend into the lab

2. We take the art to Shustrom, pick up the rifle, go to Ivantsov, talk to him
3. We go to McKlins, we speak with him, we return to Ivantsov, we go to the assault
4. We shoot at this window, the assault begins

5. We clean the city, we find the key card from one of the corpses, open the door in the basement with it, release the hostages.
6. On the way to the base, a message comes from Ivantsov, he calls us to the perimeter, we go there
7. On the perimeter we find the captive Pulevich, we go to talk with Ivanotsv
8. We speak with Pulevich again, find out the code from the safe with money (The safe is in his room, code 61522)
9. We go to talk with Zoloty about Limansk, but at the moment we don’t find out anything worthwhile
10. In the village of Sidorovich, we talk with comrades from the Bormann group, learn a lot of interesting things, we also talk with Gena, he refuses to help us
11. We go to Ivantsov, he asks for help with an attack on the barrier, here we have a choice
(a) Agree to help
(b) Refusing
Choose an option a
1. After the conversation, we go back to Gene, give him the broken PDA, return to Ivantsov, go to the assault
2. after entering the Cordon, we jump onto the railcar, start, ram the gate, run into one of the brick towers, turn off the turrets there, find the PDA

3. We blow up a mobile point (The place is marked in the PDA), we go to storm the main perimeter
4. Open the gate with the code (12345)
5. As soon as Panzer comes to the mobile post, we speak with him. After we go to the Swamps
6. After moving to the Swamps, we immediately meet Degtyarev and company. We speak with the Zulus. Let's go in search of Kutcher
7. We meet Kutcher at the Church, talk to him, go to the Freedom base
8. At the base of Freedom, on the bulletin board, we find a note, read it, learn about the fallen air laboratory, take the note with us
9. We go to Gruver, find out about the figurines
10. At the Uzbek base we talk with Galash, learn about the Pole
11. The downed drone is not far from the Uzbek camp

Downed Drone

12. On Sorting, jumping over the gate from the hill, we make our way to the Plant, we find 2 modules there. We take with us

13. We go to the Rock Cafe, we speak with Gold, we go to the AS in the village of bloodsuckers to go to Limansk
14. When switching to the AC, a message comes from the Hacker Genes (Regarding the military flash drive)
15. In the village of Bloodsuckers we meet Golden, we talk with him, we go to the transition to Limansk
16. Upon entering the Red Forest, we receive a message from Gene Hacker about the installation. Somewhere here we will be waiting for a messenger with information
17. After we come to the right door in the Red Forest, the Golden one will be killed. We go in the door, we find the installation, it needs power sources
18. On the opposite bank we find Casper, talk to him, bring him to the installation
19. The source of power we need is not far from the headquarters of the Duty

20. We find the battery, listen to the recording, return to Casper, insert the battery, start the installation
21. We pass to Limansk.
22. After the Transition to Limansk, we meet 2 debtors, talk to them, follow Casper
23. Upon arrival at the base of Debt, we speak with Yakovlev, take supplies, move on

24. Along the way, we will meet the monks. We talk with those that are sitting by the fire, we learn new information. Move on
25. Next, we meet a group of Military Stalkers, talk to Leo, learn about the turrets, return to the Dolgovtsy

30. In Limansk we speak with Leo, we go to the Landfill
31. At the Landfill we hide the container in a cache, at the transition to the AC the Weatherman will be waiting for us, we talk with him, we give the Necronomicon
32. Talk to DeadMan, let's go get ready for the raid (Be sure to take JJ knives with you)
33. When ready, we move to Pripyat. We meet the monks in the Laundry, talk to them, find out that they are moving to the station, go in search of DeadMan
34. At the marked point we meet the military led by Leo, we talk with him, there is no DeadMan
35. Not far we find a group of Zulus, we speak with him, we go into the building, we speak with the Shooter (DeadMan - this is the Shooter), we return to the monks

36. Let's go to Storm the Chernobyl nuclear power plant
37. We clean the territory of the station, we meet a group of Geeks on it, we approach Tactics, we talk with him, we are transferred to the dungeons.
38. In the command cabin we find Princeps, we speak with him.
39. We do our business, re-talk with Princeps, return to the Chernobyl nuclear power plant
40. We see a transition on the pipe, climb to the top, jump into the transition

41. We appear in the Dead City, we talk with the military, we find a monk, we talk with him, we know about the boy and the girl, we go to the monument
42. We meet children at the monument, listen to them, then pick up the keys from the backpack, go talk to the monk

43. We go to the gate about which the military spoke
44. At the gate, with the help of a flashlight, we find a pentagram, put the keys in it, go to the Generators
45. On Generators we speak with Slaven, Bormann, JJ
46. ​​We go to the Face Changer, which is located in the center of the location. Here we have a choice
a) Kill the Changer (You can kill him with a knife with a well-aimed throw in the back of the head)
b) Release Face Changer (Just don't touch him)
How to proceed - you decide
Borman dies in the raid.
47. We search Nestor (The corpse lies not far from Shustroy). We return to the base. The barrier is turned off, there is a radio exchange.

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 "feel" a safe path. 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 it is written in the description of the artifact.

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 the key features of the game, 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. The battles of two groups of NPCs can last a very long time - and all because of the reluctance of computer heroes to climb 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 mouse button).

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 the 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 a distance. 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 a distance, the controller pulls and pushes the game camera, interrupting shooting, reloading, and at the same time very quickly reducing the blue bar mental health. 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 option in close combat, but it requires a quick reaction and accuracy from the player, 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 populated areas, 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 in the blue sky, but after a few seconds it will fall to the ground a few hundred meters from the player. This proof of how game physics works is very interesting, even though the actual 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. For your information: it is not necessary to follow the story quests and even 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 side missions from the merchant. 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 to enter the room on the left from the courtyard, 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 should not be a big problem for you. 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 is the 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.

A completely new version, or rather a modification of the famous action game Stalker Lost Alpha Dirctors Cut, has undergone a number of significant changes in terms of storyline and gameplay. The developers took into account all the mistakes and tried to make the game more vivid and dynamic, improving both the graphical characteristics and the characteristics of the main character himself, who again falls into the exclusion zone with his team, and now he has to go through more than forty new game levels, each of which full of new quests.

  • Every story has its beginning. Even the history of the Zone, which is full of the most unexpected twists and turns. But where did it start? If the original games throw the player into an already populated and completely inhabited Zone, then the modification of S.T.A.L.K.E.R .: Shadow of Chernobyl - F.O.T.O.G.R.A.F. secrets of this gloomy area, tells about the period when the Zone was still "wild".

  • This time you have a fresh modification of the Stalker series, which is called Stalker Narodnaya Solyanka 2018. At the very beginning of the 21st century, after a new strong explosion at the Chernobyl nuclear power plant, the surrounding lands became a hostile Zone for humans, which are filled with various mutants and deadly traps.

  • Down-load a game

    Many people really liked at one time a game called Stalker, which at one time became a truly cult hit. And now the good news for everyone who has already played this quest shooter - everyone can play the continuation of this bright and amazing game.

  • S.T.A.L.K.E.R. is an extremely popular game by a Ukrainian developer, which has sold millions of copies around the world. A feature is not only the standard enemies in the form of mutated Chernobyl creatures and zombified stalkers, but also the radioactive environment, which greatly complicates the game. To complete missions in S.T.A.L.K.E.R. you need a special technique, which is not so easy to find. In order to understand where to find the tools in the Stalker, you need to go the length and breadth of the location, look into the most unexpected places and be smart. But there are certain hiding places in which you can always profit from something.

    Backwater

    On this map, the places where the tools are located are marked with blue dots:

    By delivering the tools to two technicians, they will be able to improve your weapons and armor. In order to start the tool quest, you need to talk to the technician and agree to bring them.

    Substation workshops

    After you talk to technician Cardan on the ship, go to the "Substation Workshops", the first set of tools is located there. Getting it will not be as easy as we would like - the workshops are guarded by mercenaries. How to deal with them is up to you. You can kill them or make friends by feeding them something tasty.

    After you have dealt with the mercenaries, go to the patio, the tools are on the boxes there. You can get to the courtyard by going through a long building.

    Sawmill

    You have the first set of tools. Now you need to figure out where to find tools in Stalker yet. To do this, go to the sawmill, where an unpleasant surprise awaits you again - fifty zombies. Dealing with them is not easy, but an experienced stalker has five minutes of work.

    Now you need to find the house near which ZIL parked in the 86th. An old, dilapidated car. Go inside and climb into the attic. Look carefully here, there are tools in a pile of old ammunition in one of the boxes. Look in the far drawer that is building in the corner. Now you have two sets, and you can move on.

    Yanov

    We go to the second location, where another technician is waiting for you - Azot. Get a quest from him and go in search of tools.

    Train

    The first set of tools is in the train under the road bridge. To get inside, you need to jump off the bridge onto the roof of the train and reach the last car, there is an open hatch. Once on the train, move very fast as the radiation level can kill your stalker. Having reached the first car, find the tools on the seat and exit quickly through the window.

    Jupiter

    Go to the warehouses of the Jupiter plant, which is located south of the Concrete Bath. Climb to the second floor and look for a path between anomalies and pipes. Having made your way inside, you will see a green locker, in which they lie necessary tools for fine work.

    Pripyat

    Where can I find the tools in Stalker needed for calibration in Pripyat?

    Store

    Head to the abandoned department store, west of the stalker base. You will need to go through the maze of doors and deal with a flock of jerboas, after which you can go down to the basement. There, on an old rack, there is a white case with the necessary tools.

    KBO

    Now go to the old consumer service plant and be very careful, you will have to fight with the burer. Pass between the anomalies of the first floor, climb the stairs and go along the corridor to get into the hall where the burer is waiting for you. After winning the fight, go to the back room, where you can find not only tools, but also some other useful things.

    If you play the second modification of the Black Stalker game, where to find the tools is a burning question. By adding some new points, the developers, among other things, "hidden" some of the tools.

    Backwater

    Here, the tools are also located in the Substation Workshops and in the Sawmill, but in other places. In the Substation Workshops, enter the building on the right and go up to the roof. On the visor above the entrance, you will find tools for fine work. And in the sawmill, lift to the attic of the rightmost building, and then bend down and move to the attic of the neighboring building for the tools for rough work that lie above the porch.

    Yanov

    At the cement plant, go up to the third floor and in the room with the barrel you will find tools for rough work. To find the Fine Work Kit, head to the Elekt Loft at the Jupiter Factory. At the Yanov station itself, on the Dolgovskaya half, you will find calibration tools just before the entrance to the basement, in a closet, on the third shelf.

    There is another set for calibration in Skadovsk. Go along the fence and you will see a box on the right.

    But if you don't find something, you can always go back to Cardan and order what you need from him. A nice upgrade bonus is endless finance.