Guide walkthrough stalker mod alternative 1.3 stalker. Alternativa: Walkthrough. Leaving the Zone

Year of issue: 2016
genre: Action / Shooter / 3D / 1st Person
Developer: GSC Game World
Publisher: N.S.A. (san27)
Edition type: Repack
Game version: 1.0004
Mod version: 1.3.1
Interface language: Russian
Voice language: Russian
Tablet: Sewn

SYSTEM REQUIREMENTS:
Operating system: Windows XP / Windows Vista / Windows 7 / Windows 8.1 / Windows 10
✔ Processor: Intel® Core ™ 2 Duo 2.4 GHz / AMD Athlon ™ X4
RAM: 2 GB minimum (rec. 4/6 and above)
✔ Video Card: 512 / nVIDIA® GeForce ™ / ATI Radeon®
✔ Sound Card: Sound device compatible with DirectX® 9.0c
✔ Free space on hard disk: 17 GB
✔ Game settings: Full dynamic lighting

DESCRIPTION:
This is your story. In the Alternative mod, the player plays for himself, can choose a name for himself and change the icon that is displayed in the dialogs. Read how to do this in the Player Profile. The game starts after the events that end with the Stalker Shadow of Chernobyl. The player will face situations, the choice of which will determine the end of the game. At the moment, the "AlternativeA version 1.3.1" mod contains eight full-fledged endings: four for a stalker and four for a military man. Global elections are in dialogs and are highlighted in orange. It is advisable to save before choosing, so as not to start the game from the beginning. To sell artifacts and parts of mutants at a bargain price, they need to be taken out of the Zone. Not all locations present in the mod are displayed on the map, according to the plot, they are located outside the aisles of the Zone and it is not so easy to get to them. The original plot of the game has been cut. The Arrow flash drive now contains different information. Changed the start of the game. Some computers and PDA can be hacked and downloaded information, it is possible to open new storylines. Also, the swag of the groupings is located in safes with electronic locks. Important information

Vyzhno / Read:
The main thing is, when playing the mod, read carefully the dialogues, messages (highlighted in red) and PDA. Be curious, attentive, there are no desperate situations in fashion (refers to the "Dead City" location) that seem so at first glance.

If, when you hover over an NPC, he is highlighted in red and he is your enemy, this does not mean that you need to throw bullets at him, there is no use for a dead NPC, maybe he wanted to talk to you. If there is an opportunity to resolve the issue peacefully, you need to use it. You can get into the camps of hostile groups that are in the added locations without a fight.

New monsters cut out and introduced into the game have been restored. Some have new abilities.

Transitions from location to location are not displayed on the map, but they are all present from the start of the game. You can find the transitions yourself, but during the game you will receive information about their location.

Introduced 20 unknown artifacts which will receive a title and description after laboratory research, and while they are unknown, the artifact detectors do not react to them, so you will have to look for the first copies by touch.

In the PDA, in the "Journal - Personal Notes" section, information will be posted, having studied which you can go on quests and complete them.

List of locations

Forest thicket,
ATP,
Cave,
Forgotten forest
Lair,
Swamp,
Lost village
Red forest,
Military laboratory,
Generators,
Hospital,
Limansk,
Collector,
Dead city,
Jupiter,
Jupiter's Guide
Backwater,
Western Pripyat,
Laboratory X-8,
Prezonia,
Dark Edge. Dump,
Dark Edge. Swamp,
Brainhead.
Dark hollow
Hidden road
Cemetery
Plant Rostock
Tunnel
Catacombs
D-6
Hold

Repack features:
The game:
- Nothing is cut
- Nothing recoded
- Game version: 1.0004
- Mod version: 1.3.1

Important:
_ For Windows 7/8/10 owners, if User Account Control (UAC) is enabled, run the game with administrator rights.
_ If saving in the game does not work, then run the game with administrator rights.
_ If the game will not start, try to delete the user.ltx file from the userdata folder in the root of the game.
_ Do not put the repack on drive "C" (where Windows is)
_ For Windows 8/10 owners, if the mod crashes when starting the mod, put compatibility with Windows 7 in the shortcut.

Interface:

Esc - exit to the menu.
The pop-up inventory is at the top of the screen.
When you click on an active item or character, a circle appears with a choice of three functions - look, talk, take.
Combining items - put one on top of the other in the inventory.
Investigate an item - right-click on it.
Run - double-click the left mouse button.
In the inventory is a PDA (laptop), which can be activated with the right mouse button. It contains current tasks, tips, information necessary for the game, you can also view discs.
At the beginning of the game, you can choose the difficulty level. On an easy level, you can replay the moment when you answer the question incorrectly and you get killed; on a difficult level, you will have to load the save.
The game was played on English language, so the names and names of the characters may differ in the localization.
The protagonist's name is Richard Roczek, the action takes place in Prague in 2045.

1. Day one

You go to work for the Endor Corporation. Having received a truncheon from an android guard, you will find out that you have lost your job and lost your personal card. You need to return home, but the metro pass has run out. The travel card cannot be charged without a personal card, so you need to find another way to get home.

Examine the inventory. Here lies the PDA (opens with the right mouse button). Read the travel card information (Database tab): terminals at metro stations can be used to recharge them. The point is that the terminals read a radioactive chemical that is applied to the travel card, and this substance accumulates inside the terminal. To charge the pass, you can try to open the terminal and take a chemical.

Go right to the crashed tram, and then past it down the screen (so that the hero goes straight for you). There is a metro station here. Wait for the train to leave and inspect the nearest travel card terminal - it has broken down. There is a cover on the front panel that can be picked up with something.

Return to the gate and head right. There is a container with barrels here. Go into the container and inspect the barrels - something is glistening here, but your character does not want to take it with his bare hands. Use the glove on the barrels - you will get the rod. Go to the subway and try to hook the terminal lid, but the rod is very sharp. Return to the wrecked tram and find the box near it, which contains duct tape... Wrap the stick with duct tape and return to the subway. Tear off the lid with the rod and dip the rod in the chemical. Richard will tell you that the substance is very solid and cannot be put in a travel card. Return to the container and walk from it to the right into the alley. Something is burning here - hold the rod over the fire and use it on the travel card. Go to the subway, wait for the train and click on open door carriage.

You will find yourself at home. Richard will wake up a neighbor named Andy and tell the news. Richard believes that he needs to find members of the Resistance, and in this he can be helped by his father's old friend, bartender Tom. Andy leaves for the Industrial District, and you go outside to the bar.

Talk to Tom, but he believes that the Resistance is very dangerous and will refuse to help.

A drunken visitor is sitting nearby. Ask him why he got so drunk and if it’s time for him to go home. In response, you will hear the story that the androids killed his family. A visitor will help you find members of the Resistance in exchange for a battery to be inserted into his murdered daughter's toy.

Go home and look at Andy's bed (on the right). Take your TV remote. Open the cabinet and take out the knife and pliers. Open the remote control with a knife and give the batteries to the drunk (you need to use batteries on him). He will answer that he needs other batteries - a smaller one. Return home and take another look at Andy's bed. There is a green clock in a junk heap in a laundry drawer. Richard will not want to take them without asking, so go outside. Walking right past the bar, you will exit to the metro map. Select an Industrial District.

Andy stands at the gate. Talk to him about the battery. It is absolutely all the same what you answer him ("yes" or "no"), just go home - now you can take the watch. Open them with a knife and give the battery to the drunk. He will send you to the old barn behind the house.

Go outside and go right around the corner. After entering the barn, talk to the Unknown. He will redirect you to Professor Petrenko. Go to the subway and head to a new location.

Go down the stairs, enter the house and ring the door closest to you. Professor Petrenko will refuse to talk. There is nothing to do, you will have to return to the Unknown (to leave here, go up the stairs and click on the large metro map on the right on the wall).

Return to the warehouse.

Enter the warehouse. An unknown person will accuse you of the murder of Petrenko. Answer like this:

1) I "ll make you believe
2) I will find proof of my innocence (I will find proof of my innocence)
3) I'm going to investigate myself

After that, return to Petrenko's house. The door is sealed, an investigator is standing nearby. She will let you into the apartment if you can help sort out another case.

A wealthy man from the Government District was killed outside a supermarket. The investigator suspects a family of three - a father, mother and daughter. During interrogation, the daughter only lied, and when her parents disappeared, she stopped talking altogether. Go to the Supermarket.

Go left - a red-haired girl is sitting on the bench. Look at her, then touch - Richard will pay attention to the diary under her hand (the diary will be in your inventory). Examine it with the right mouse button - it is closed. You need to ask someone to help (from the characters you only have Tom, because Andy has disappeared somewhere, and the investigator is waiting for the results of your investigation and will not help). Go to the bar. Talk to Tom about the girl and the closed diary. He will agree to open the diary if you can get a hairpin.

You have keys on a ring in your inventory. Use pliers to remove the ring, then again use pliers to make a hairpin out of the ring. Give Tom the hairpin and read the diary with the right mouse button.

Return to the Supermarket and talk to the girl. Go to the investigator and give that diary. Exit to the metro and return to the apartment again - the door will be open. Note the large poster on the right wall opposite front door- it has a video camera peephole. Touch the peephole and Richard will rip off the poster. Click on the camcorder and there will be a disc in your inventory. In the inventory, combine it with a PDA and look at the record - after you some woman came to him. This is proof of your innocence.

Now you need to inspect the apartment. Start with a large photo of the cat in the living room - Richard will say his name is Homer. Look at the photo on the bedside table by the TV - it turns out that Petrenko was awarded the Nobel Prize. Click on the medal - it was received in 2013. Open the refrigerator and look at the “T in a circle” symbol in the lower right corner of the freezer door. Richard will comment that this symbol is familiar to him. Open the freezer - there is a safe here.

Walk to the left into the office and click on the switch on the wall at the entrance (the red light is on). Take a closer look at the chalkboard and pull on the handle to reveal a hidden compartment. An atom of an unknown substance is drawn here and its name is encrypted: "113-PRF".

Try to open the safe - Richard will say that the combination should contain some numbers that are important for Petrenko. Go outside. A cat sits near the house - obviously, this is Homer. Pet it and Richard reads the name "Perfomium" on the pendant of the collar. The PDA will display information ("Database" tab) about perfomium - this is a chemical element for the discovery of which Petrenko received the Nobel Prize. (If you do not look at the photo of the cat, then he will simply scratch you, and the safe will be impossible to open).

Return to the safe. Its combination is simply selected from a combination of two combinations of numbers (performance number and year of delivery Nobel Prize) - right like this: 1132013.

Take the green card from the safe that allows you to enter the Theolex corporation and return to the Unknown.

He will say that he knows the woman who came to Petrenko a little, and will accept you into the Resistance. He will give the task - to find incriminating documents in the Endor corporation. You will receive a blue card to get through the factory gates and a gun that paralyzes the androids.

Arriving at the Industrial District, click on the gate and you will calmly walk inside. Approach the lighted windows of the office located at the entrance. Look at the business cards on the table to the left of the computer and find out that the employee's name is Roman Pitra.

Save the game, because here you can get killed if you choose the wrong dialogues.

1) I "d like to be assumed to Endora (I would like to take a job in Endora)
2) I was fired. Too many people and no work (I was fired. Too many people and no work)

Pitra will ask where you worked before.

3) For Theolex

He will answer that there are no vacancies. Take a look at the bulletin board behind him - this is a list of laid off employees in Theolex (left) and Endor (right). Richard will take a closer look at Theolex scoreboard - there have been massive layoffs. Talk to Pitra again.

1) What "s your experience with Theolex? (What do you know about Theolex?)

Pitra will begin to speak badly of Theolex.

2) False accusation

Pitra will say that you can help him and asks what you will do to get to Endora.

3) Anything

He will tell that his son until recently worked in Theolex and was fired on false charges. He will let Richard into Endora if you enter Theolex and erase the information about his son from the computer.

Go right - here is the entrance to Theolex. Richard will refuse to enter the main entrance because it is guarded by androids. Look at the service entrance (to the right of the terminal with the Theolex sign) - there is a scanner on the wall. There is a button on the scanner - the identifier of the retina of the eye. Richard decides to consult with Tom.

At the bar, ask Tom about the scanner. You will need Petrenko's eye (because you have his card) and ethanol alcohol, in which you need to put your eye to safety. Tom has distillation cube to make ethanol, but you also need a spiral, a flask, rotten fruit and a cork. Obviously, all these items can be found in the trash heaps, which you have seen in almost all locations.

Return to the Industrial District to the location with the scanner. In the foreground of the screen, in a pile of rubbish, find a spiral and a flask. Go to the Supermarket. There is a cork in a pile of rubbish near the stairs in the subway, under a huge red banner of Endor. Talk to the homeless man near the trash can. He loves to change and wants your jacket. The jacket will still come in handy. But what if you change one unnecessary thing for another unnecessary? Go to the Industrial District, walk past the container onto the alley (where you warmed up the material for the pass) and dig in the trash can. There is a cobblestone. Give the cobblestone to the homeless man and get a jar of rotten fruit in return.

Return to the bar and go to the back room to the left of the bar. Place any item on the table for assembling the alembic (Richard will automatically put the rest on his own). An empty fruit jar will remain in your inventory, put it on the table. After the alcohol is distilled, take the can and go to Tom.

He will give you the address of the morgue where Petrenko's corpse is located. A new location will appear on the map.

Enter the hospital and examine the information board by the door. Find out where the morgue is. Ask the android at the reception about the morgue, go around the counter and go down the corridor to the elevator.

Save the game, because here you can get killed if you choose the wrong dialogues.

Enter the elevator. Automatically you will find yourself in the morgue.

We offer the latest modification version for "Stalker - Shadow of Chernobyl" - "Alternative" 1.3.1. In the last patch, the mod was finally brought to mind by the developer, and it became possible to go through it to the end. Numerous plot inconsistencies and bugs were fixed, a second alternative ending was added.

According to the plot of the modification, we can go through the story as a stalker or as a military man. The choice of character affects the quests to be completed, as a result, we get two stories in one game. Main character will again receive answers to vital questions.

Features of the mod "Alternative" 1.3.1:

  • Choice storyline at the beginning of the game: military or stalker.
  • Interesting plot, gaining momentum at the end of the story.
  • Extended gameplay compared to the original: special skills, transmutation of artifacts, achievements, reputation, etc.
  • The atmosphere of the zone has been preserved, there is a permanent sense of danger and anxiety.
  • Territories of the forezone and zones, strikingly different in terms of the level of hostility.
  • Long duration of the plot, diverse endings.
  • Improved graphics, improved textures and skyboxes.
  • The game encourages the exploration of the zone, a freeplay element is built in.
  • Lots of good cut scenes.
  • Horror elements are included in many of the missions.
  • The weapon component has been improved and expanded.
  • Built-in locations have been introduced, such as " Dead city", a lot of them.
  • Thoughtful dialogue to help navigate the intricacies of the plot.
  • The cut mutants are returned, there are also new ones.

Unfortunately, fashion also has negative sides. There are stable departures in several places. It is treated by reloading the save. There are some inconsistencies in the plot of the modification and the abandoned quests of the original game. The animation does not always work correctly when driving. In any case, the mod was a success, despite the above flaws. We recommend to download!

The mod is installed on a clean copy of the original game ‘‘ 1.0004. The mod folder should be unpacked (folders: bin, gamedata and userdata; files: fsgame and gamedata.dbmm) and dropped into the root folder of the game with the replacement of files. New game required.

Video with a solid review of the mod:

*** General. ***

What is the mod? For me it is something like a hodgepodge. I would call this modification of light OP2. What awaits us here? It is possible to choose who to play for. Military or free loner. 8 endings, 4 each. Many locations and new tasks. You can put a weapon pack, which I will talk about a little later, and + many other little things. In words, it looks very attractive. But, in reality, everything is bad. I played in the top three for a long time, played as a military man, after a long break I decided to go through all the endings as a stalker. But something went wrong.

*** Who to play for? Plot***

If you have not played the mod, but want to try, then I advise you to play as a stalker. Because the first hours of the game will delight you. To get out of the dressing room, you need to pay the sentry, then go wherever you want. Collecting artifacts and parts of mutants is one of the main incomes in the Alternative. We collect spillikins and paws of animals, go to the dressing room (again, paying 10k for the transition with the swag) and sell everything at a high price. Consequently, there is a stalker case. And money is very much needed here to open up further tasks and opportunities. And as for me, the passage for the stalker is much more interesting than for the military (although I only opened one ending). I expected something more grandiose from passing for a military man (as well as from the mod itself), but in fact I got insanity. By the way, the plot component, quests and dialogues are the same.

First, we are shown the GG's dream, and it becomes clear that the GG is flying into the Zone to figure out why he has these dreams. Hence, we are given to understand that there is a specific purpose in fashion that we must fulfill. Although we have to come up with the name of GG ourselves (if we want). The game for a military man and a stalker somehow intersects. The same tasks can be completed for both, but some are not available to anyone. So what can we learn as a military man? Well, only that the endings and the plot itself are half-dead. There is no interest. Even 3 secret tasks, which will allow us to finish the contract ahead of schedule, are made from the bulldozer. And then, these tasks are interrelated, although logically this should not be. And, playing as a military man, we will not be given an answer to the very dreams that are not good.

It is easy to guess that all the actions of the mod take place after the events of the trilogy. But in fashion it is hard not to notice that the plot is done, again somehow. Fan and the attack of mercenaries, Gray and the bandits, Kruglov and mercenaries, documents in X18, documents in X16 and the Ghost, Voronin's assignments, Lukash's assignments, the storming of the Chernobyl nuclear power plant by the military. We can see all this with our own eyes, but only we are not playing for the legendary Bullseye. These moments are simply not removed. Even one of the first assignments for the military, where you and Degtyarev go through the Overpass to Pripyat in order to evacuate the military in the Laundry. Alya economy version Call of Pripyat. Why invent something new, if you can take the old and cut it down completely?

The endings also leave a lot to be desired. 2 endings for the military depend only on the banal choice of dialogue. Do you want to leave the Zone since the contract is complete? Or do you want to go to jail because you wanted to copulate with an American woman, or will you help O-consciousness? And the other 2 will not be better. After helping O-consciousness to find documents, we turn into some kind of creature that will mutter something. And the last one is leaving the Zone through the metro tunnels. By the way, you will stay in the tunnel for a couple of minutes at most and will not meet any resistance.

Almost most of the tasks are based on the "guess it yourself" principle. And there are a bunch of such examples: How does the GG know where the teleport to the base is Clear sky? How does the GG know that a suit from the WHSD is needed to descend into the Overpass, and Degtyarev led the GG there and did not bother to say about a certain gas? How does a GG need to know that in order to get into X8, you need to have a program for hacking PDA? Most of all I like tasks with girls. For example, the search for the wife of a certain man in the dressing room. Do you seriously think that players might accidentally stumble upon Pda at the end of the ATP road? 1 in 1,000? This is the best case scenario. It is difficult to pass without a guide. And the search for the girl in the Swamps. The continuation of this plot is hilarious. We must find the stalker on the Cordon who ordered the girl. By random circumstances, we find a stalker (where they usually cannot be), start a conversation with him and he decides to ask what the GG heard about that very girl? Logic, where are you? But where are you, swimming dead in a radioactive swamp, face down? You're out of luck. Bottom line. The plot, dialogues, logic in this fashion could not. Let's move on.

*** Gameplay ***

As I wrote above, there are some notes of interest here for a couple of hours. We are starting from scratch. In one sweater, and gradually we grow, but no, we grow rapidly. We will leave the dressing room with one TOZ, and it will be possible to go back with VSS and a scientific overalls "Vega" (hello, forest thicket). + there are things from the original PM, so you won't have any problems getting the initial equipment. Literally, after playing for a couple of hours, we can get an exoskeleton that can carry 250kg + s good characteristics and VSS with automatic target lock, with a magazine for 25 rounds, with the highest accuracy (which even Gauss does not have), low weight, with low recoil, increased bullet speed, and the 9 * 39 caliber is the most lethal in this mod. A universal barrel for killing all living things, just buy 9 * 39 caliber in the dressing room from the merchant. And all this can be obtained by completing the series the simplest tasks at Cardan, which does not require any effort. And that's it, you just don't need anything else. We add here recipes for absolutes, edit 14 art slots, cook spillikins and turn into a destruction machine. Yes, you can get pleasure from pumping the GG (searching for a good barrel, armor, cooking art, and so on), but this can be done in the first hours of the mod, in the future you need to go through a plot that is boring and not interesting.

After going through the original locations with the original moments from the PM, the whole gameplay turns into a dull running from one point to another. Go from ChNPP2 to the dressing room for the sake of 2 lines in dialogue with the Shooter? Certainly. Going from the waiting room to the Chernobyl NPP2 and back to complete the second Über-duper secret mission to turn on the antenna? You are welcome. The Walking Simulator is in full swing. Of course, the punch helps to overcome long distances, but it does not negate the boring story-driven gameplay.

But in fact, you can find action in this mod. In the form of bugs, a mod, or rather an endless spawn of NPCs. The Monoloitians alone are worth something in Eastern Pripyat. Fascinating shooting range in the spawn of the faithful, near the old kbo. Until you run out of cartridges or your computer burns out, from busting corpses. The same parsley with stalkers in the Red Forest (I had to kill them in order to get into the Forgotten Forest, playing as a soldier). And the infinitely appearing controllers on Jupiter?

Separately, I would like to note the "excellent" balanced pseudo-dogs and partly bloodsuckers. Not only do these dogs not die with one 9 * 39 shot to the head, but they have a psi-strike that can kill a GG after 5-6 times, if you do not have proper protection from psi-effects. And after cleaning the lair of the dogs, near the Bar, after a while, as many as 7 pseudo-dogs appear. The chair burned quite nicely. A whole clip of Saiga sometimes does not help to kill one creature. Bloodsuckers, on the other hand, do not cause so many problems as the same pseudo-dogs, but still sometimes these abilities annoy them.

*** Huge mistake of this mod ***

I advise you to put the mod without a weapon pack. I'm a big fan of weapons, but not so much that "Ewww, left-handed barrels, mod shit !! 111! 1!". I like a large arsenal because there is a choice. But here, he is superfluous. A bunch of barrels that are taken from different mods, mostly from OP2. More than half you just stupidly will not see, but do you know why? And because they were stuffed into rare hiding places. And getting this rare cache takes luck. But don't be happy. Having received a cache from a dead rookie bandit, you will find nothing there, except for a useless knife. Different walters for different calibers. And so on, so on. Various calibers, tracer bullets, smoke grenades, lighting grenades. Why is this all? The calibers are a huge pile of brown mass that are simply not used. In OP2 there is not even such a thing, although this mod can be stretched for entire months, if not a year. Why do I need 16 * 70 double-barreled shotguns? But this is not the most important thing. I was on fire from another. From the rearmament of the NPS. Master bandits in exoskeletons run around with these double-barreled shotguns that pose little danger. It feels like the great Monolith has unearthed several boxes of weapons from the Second World War nearby and they only use it. And mercenaries with ultrasound. God. And all this is absolutely unnecessary if there is a universal Vintorez that incinerates everything around. There is simply no better barrel. One shot one kill. A shot in the little toe of the left foot is a corpse. And edged weapons ... Not only do knives need to be inserted into the pistol slot (it seems, I could be wrong, I played for a long time), but they are also useless. To break the box, you need 2-3 second hit. Moreover, we added some new animations of PC mouse strokes. Need to quickly kill your opponent? Press RMB and wait 2-3 seconds, while GG shows off. Fast strikes are out of the question. And without this pack in original fashion, the knife is the same G, but at least the lethality is normal there. Weapon pack absolutely unbalanced and sewn in here somehow so that it was.

I tried to complete the game as a stalker, find all the endings. Everything was going great at first when I first started getting the gear. But having got Vintorez, Nanosuit, all the recipes for artifacts and 14 filled slots for these arts, it's time to go through the same plot and quests. And this house, for 200k. In order to get a few, again, not interesting quests. Dull running, and later teleportation from transition to transition, became very annoying. I endured and gave up. There is no pleasure and nothing can be done.

The mod is broken everywhere. The plot, dialogues, gameplay. At first it’s difficult, a little later we run around the Zone like a tank, and no one can kill. Is it worth trying, who hasn't played? Perhaps it's worth it, not the worst mod, but you can't call it good either. Clear skies, stalkers.

If from modern computer games choose the ones to which the most modifications have been created, then "Stalker" will definitely take the first place. This stealth shooter that follows the events of the radiation Chernobyl zone, has become a real masterpiece, which can be very rarely found among projects released by companies in the post-Soviet space. This series of games is great in itself, but it is also notable for the fact that fans have already created quite an impressive number of mods for it, each of which adds various elements, starting with new weapons and ending with full-fledged storylines. By the way, the latter option is quite common, because the universe of "Stalker" is vast, so you can create many different narratives on behalf of different characters. But what makes the Alternative stand out against the background of others? ”The passage has not changed here, the game mechanics, too.

Description of mod

First of all, it is worth paying attention to the fact that this modification not only adds a storyline. It makes it non-standard, alternative, and also introduces into the gameplay a rather impressive number of side quests that do not affect the plot of the "Stalker: Alternative" mod. The passage, as mentioned earlier, practically does not differ from the original games and from other modifications. Naturally, there are also features here, such as freedom of action or clear obedience to orders (depending on the path that you choose for yourself). But all the outstanding moments in this game should be taken apart separately, as well as the recommendations that will help you pass the "Stalker: Alternative" mod. The passage will not take you much time, like most modifications, but it will allow you to look at the world of "Stalker" from a completely different perspective.

Character selection

So, it's worth starting with the fact that in all the original games and modifications, the developers and creators independently determined which character the gamer would play. As for this mod, then you are given a complete one - you can enter a name for your character yourself, as well as choose it appearance... However, this is not a particularly significant difference between the "Stalker: Alternative" modification - the passage from this does not change in any way, the appearance of the character affects only what photo is displayed in the dialogues, and the name - how the NPCs will address you. This is just a nice feature that you shouldn't dwell on and focus on for a long time. It's time to move on to more important questions that may also affect your progress. "Stalker: is latest version given mod. And it is on the basis of it that further consideration of the issue will take place.

Plot selection

At the very beginning of the game, you arrive at the Zone to serve there. And then you are faced with the main choice in the game - which way will you go? Your passage of the game "Stalker: Alternative" will completely depend on this. And it is here that the essence of the name of the modification is fully revealed. So you have two options. You can obey the order and go to do what you were sent here for, that is, to serve. On the other hand, you can go over to the other side and become a free stalker who will perform many tasks, travel around the Zone, facing all its dangers. Here is such a choice you are offered by the modification "Stalker: Alternative". The passage for the military and for the stalker should be considered separately, since they are completely different concepts that lead to different endings of the game.

We play as a free stalker

If you decide not to obey the will of the military and go for free bread, then you will have a huge advantage - freedom of action. You will be able to travel around the Zone and complete tasks designed for the stalker, which will lead you to the ending of the plot. In parallel, you should take side quests, which will allow you to acquire weapons, ammunition, ammunition and so on. Naturally, no one canceled an important part of the "Stalker" series - the search for hiding places. You will do this for someone in accordance with some quest, or for yourself, and maybe you will notice the caches by accident. In any case, they will help you complete the game and allow you to get the most out of the Stalker game. Mod "Alternative", the passage of which can be divided into two parts, is not limited only by the fate of the stalker. You can easily replay by choosing a different direction. And that's the beauty of this modification.

Military walkthrough

The downside of the Rogue Stalker storyline is that it is nothing new. Naturally, the quests there are all original, the side quests are quite interesting, but the concept does not change at all in comparison with the original version or with other modifications. What Alternative is really valued for is passing as a military man. Here everything is completely different, the game "Stalker: Alternative" completely changes its appearance. The walkthrough guide will allow you to explore all the details, but it's much better to do it yourself. So, you agree to be in the military, which means that you will have to obey all orders that your superiors give you. You need to follow the schedule and complete the storyline military missions. In addition, non-plot quests will be available to you, and most importantly, some of the tasks of the free stalker will also be open for you. That is, this mode is much more attractive to fans, as it offers a new perspective on the game from a completely different character. This has never happened before, and you should definitely try this one.

Alternative endings

"Stalker: Alternative" justifies its name not only by the fact that it has two storylines to choose from. If you decide to play as a military man, then the ending of the game will depend on your actions. In total, this storyline has three branches, each of which leads to the original ending, so it is recommended to try all three methods, since the duration of the game is not so long, and each of the completion options deserves attention.

Side quests

This is not to say that in the "Alternative" side quests deserve special attention... Naturally, they are attractive and interesting, but nevertheless, the emphasis here is on something completely different, namely on the possibility of playing as a military man. Most of the non-plot quests refer specifically to the free stalker, so you should focus on completing them last.