Mod lost alpha passage Russian version. Lost Alpha - Secrets caches and passwords. Calibration tools

"Stalker" is a cult third-person shooter that is beloved by fans of post-apocalypse, games like "Fallout" and just good players. The project tells about the life and life of hunters for artifacts in the exclusion zone - the limits of Pripyat and the Chernobyl nuclear power plant. Stalkers are divided into groups, each of which pursues its own goals. There are also bandits fugitive from justice, military sent to maintain order, as well as mercenaries, whose origins raise more questions than answers.

A group of enthusiasts from the Dez0Wave Team decided to recreate the very atmosphere of the "dream stalker" that was promised by the GSC developers in the form of screenshots of their planned locations. But as it turned out, in the end everything was redone, reworked and stripped down. And so "S.T.A.L.K.E.R: Shadow of Chernobyl" came out. For many years, Dez0Wave has been collecting information bit by bit in order to recreate the original idea, and have implemented a large-scale addon - “Stalker: Lost alpha". The passage is not much different from the original. Read more in the article.

History of creation

When "S.T.A.L.K.E.R: Shadow of Chernobyl" was just being developed, screenshots of the upcoming release were popping up on the Web every now and then. Gamers were very pleased with the graphics, ideas, atmosphere. After the release of the game, everything was great, but not as in the pictures. The graphics have been lowered, many locations have been removed, a number of previously conceived mutants have been removed, and the behavior of NPCs has been simplified. Volunteers from Dez0Wave and decided to return everything to the intended origins. The usual title was chosen as Back to The Roots, but later changed to S.T.A.L.K.E.R: Lost Alpha.

What changed

The main changes affected, of course, the graphics. It has been completely redesigned and reimagined. V new version vegetation is more thoroughly worked out, NPCs behave smarter - characters no longer just stand still, but periodically make forays around the neighborhood in search of swag or artifacts.

Added about 27 completely new locations. Some were developed from scratch, but most of the same enthusiasts had to discuss day and night in various forums, collect information bit by bit, and only then get to work.

The new plot is based on the same story of the Tagged One from "Shadow of Chernobyl". He must restore lost memory and eliminate the stalker Shooter. Everything is the same, but Dez0Wave has reworked everything so much that there is a desire to replay the game. Several side quests have been added to add variety to the project.

Emissions have been added, during which monsters lose their minds and begin to behave simply unpredictably. There are shelters where NPCs can hide from emissions. You should be careful here, because in one shelter there may be members of warring groups.

Mutants

In STALKER: Lost Alpha, the monsters cut by the developers have returned: chimeras, burers, a green dwarf, as well as an incomprehensible "Misha Gummy" with a good-natured face, which some players identify as a kind of burer, others - a cut out pseudo-human (photo below).

And also in the forest on the way to the metallurgical factory you can meet a very strange and aggressive creature. Outwardly, he is very similar to a burer, but naked. Perhaps this is a green dwarf.

Tagged in "Stalker: Lost Alpha"

The passage as a process has also undergone some changes. For example, the main character has quite human needs - he is hungry, thirsty and tired. So he needs to be fed, watered and allowed to sleep. Violation of the regime is fraught with loss of stamina, which will make it very difficult to play Stalker: Lost Alpha. The passage will turn into torment, and the Tagged One will fall from fatigue at every step, and short dashes in order to dodge bullets will end in long shortness of breath. Especially if the backpack is packed to overflowing.

The downside is that the inventory remains the same as in "Shadow of Chernobyl". It was more logical to borrow one from The Call of Pripyat.

The mechanics of the flashlight have been changed - it is now hung on a belt, and a supply of batteries is required for operation. Otherwise, the hero can stay in pitch darkness nose to nose with some kind of controller.

Another innovation is the ability to communicate with stalkers via PDA.

Buy transport

The game "Stalker: Lost Alpha" has become more diverse: vehicles have appeared, which is quite justified - there are many locations, and they are large. There are both civilian and military equipment. There is a chance to find it while wandering around the zone, or you can simply purchase it from merchants.

For example, at the Bartender's "100 Roentgen" the player has the opportunity to take one car of his choice. The price is only rather big:

  • the usual domestic "six" - 120,000;
  • army-standard "Niva" car - already 150,000;
  • the same car, but the medical one costs the same;
  • UAZ will also cost 150,000;
  • tractor T40 - similar cost;
  • the usual "Niva" is already 200,000;
  • "Muscovite" both a regular and a convertible will cost the same price;
  • similarly with the six-convertible;
  • and also in the presence of RAF 33111 for 200,000;
  • KAMAZ is already more expensive - 300,000;
  • the most expensive - BTR-70 - 500,000.

Search for a car

If you are reluctant to spend such money, you can search for yourself. The main thing is not to be lazy and thoroughly research the locations. For example, near the exit from the Dark Hollow near an abandoned building, there is an abandoned example of an army transport - UAZ.

There is a "Muscovite" near the road in the same location. If you carefully climb the abandoned village, the player will find a tractor, and "Niva" is located near the bandit base at the entrance. You just need to steal silently without getting a burst of automatic weapons after.

There is also "Niva" white near the transition to abandoned warehouses.

Modifications

To be honest, installing mods on Stalker: Lost Alpha is a bit silly. In fact, the addon includes a significant number of updates. The developers have added new types of weapons and armor. The game even returned the group "Sin" cut by the GSC company. In general, it is only recommended to abuse mods in an already modified game for those who are vitally important to have a strictly defined mod in stock, giving something extremely necessary. For example, a rainbow unicorn.

Sarcophagus

A separate point is to highlight this mission under the dome of the Chernobyl nuclear power plant. This part is not much different from the original passage of the game "Stalker: Lost Alpha". The sarcophagus is still the same: you need to find a computer, supply power to it, find the battery, return to the room where the PC is, start it and download the codes. All this is accompanied by strange visions, the presence of a bloodsucker, dwarfs and the voice of the Monolith.

In the original version, it was full of Monoliths, and you had to fight for every section of the corridor. It is a very illogical move on the part of Lost developers to remove fanatics.

Perhaps, for this you can put a bold minus to the release.

Criticism

In conclusion, a few words of criticism should be said about the project. You need to start with the presence of console commands. Cheats for "Stalker: Lost Alpha" are not only provided, but are already integrated into the game. The treasured key launches the input line, one has only to write g_god 1, as the Tagged One becomes invulnerable to enemy shots and to radiation fields and anomalies, has an infinite supply of cartridges and can carry any weight in his backpack. That is, one team turns the game into something like Skyrim.

Codes for "Stalker: Lost Alpha" from doors, safes and computers can still be found on their own. But due to the fact that many elements have been added to the game that create the effect of cluttering the gameplay, no one becomes immune from bugs, crashes and the loss of this information. Therefore, some passwords have to either be brute-force or be searched for in the vastness of the entire Network.

In the game "Stalker: Lost Alpha" the passage of almost all side missions is reduced to a tedious monotonous running through huge half-empty locations in order to get out of point A and come to point B.

Although it is stated that the story of the Tagged One was supplemented with many interesting elements, these are of very dubious content and raise more questions than answers. Such innovations only spoil the plot of the classic game.

The mutants that were cut out earlier do not have any unique abilities, their artificial intelligence is absolutely not optimized for the events taking place around them. They are just pieces of cannon fodder, because their presence in the game has absolutely no value and is devoid of any semantic load.

The economy inside the game is absolutely unbalanced. Such a lot of money can fall out of any pseudo-dog that the player can buy all the goods from all the merchants of the game and run immediately to storm the Chernobyl nuclear power plant, without particularly straining.

In view of the above negative aspects of the project, a number of gaming communities are very skeptical about STALKER: Lost Alpha, describing the project as a discrepancy between a colorful cover and a low-quality internal component. During the time spent on development (2007-2014), it was possible to carefully think over all the details of the game. Therefore, a number of skeptics passed a non-appealable verdict: "If you can't - don't take it!"

Lost Alpha Secrets and Tactics

Can be found useful application red barrels, cans and cylinders. For example, on your way there was a crush of zombies, and spend precious ammo on brainless walking corpses broke. In this case, we throw our combustible inventory at the feet of the zombie and make a shot. This is usually best used in dungeons or tight spaces where you cannot get around them. Or you can just use a knife, but it doesn't look so impressive. And the pleasure from the explosion is more obtained :)

At Build's Yantar, on the site with a car, which is next to Sakharov's bunker, right in the back of the guard booth there is an LR300 rifle and a bubble of wine in a locker.

A cruel joke from the LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in a flooded hall on one of the shelves there is a radio receiver from which German marches are heard. It is possible to turn it off by pressing the F key. However, a strange mechanism occurs - after turning off the radio, a dozen pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not allow, or to feel in the place of God, call the console and write demo_record 3 - a bird's-eye view of the area! How it will be necessary to go down - through ENTER we go down (carefully, you can kill yourself from a great height, although in Stalker the hint from falling is very significantly different from real life). Please note that not your character is flying, but the camera itself, Brief instruction - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right one, of course, for reverse ...

In the Dark Hollow, after turning onto the road leading towards Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists and turns around the group + the cross itself is a cache. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, Dark Hollow justifies its size with a lot of rich nas and it is definitely worth spending the time looking for other caches and other goodies.

The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the house. In the stove there is an intact elite detector.

In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange Ecologist's jumpsuit. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, having collected which you can turn it in one by one.

A very useful feature for your money pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. It can be seen that sclerosis is irretrievably progressing in all ecologists ... Cement factory in the bunker to the scientists, we go to Dee-di, we start a dialogue, and as soon as he gives us an antivirus, we close and reopen the dialogue without remorse - we weld to the fullest! And so an infinite number of times, until you get tired of taking Antivirus-X from him! Hardcore players and straightforward gamers may not like this. But a freebie in moderation is a useful thing. Perhaps you have the latest patches and this bug-hole has been patched.

In the Dark Hollow, on the roof of the gas station, there are arrows for the RPG, and the installation itself can be removed from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, at the same location.

This can be called not a cache, but just a little secret of the game. I’m probably not the first attentive person to find it. When the Leader of the Sinfuls Veles takes your equipment from you, gives out an ordinary AK and a jacket of bandos, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and your relationship with Sin.

There is an army SKAT on the territory of Amber Lake. Lies on a shelf in this building. What building - I will not tell. Develop an eye and try to find it yourself, there are initial search conditions.

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, a stalker with a sour mine stands near it, with which a sound dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to search for his weapon in this cave. We go down the slope of the pit, plow through the tangled tunnels, carefully memorize our routes, not paying attention to the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential dinner for bloodsucking and we pass through the room with a frenzied background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get out back to the surface along the route we have already studied. For this quest, the delighted stalker gives ... SEVA! A very good jumpsuit, especially if before that you were worn in "Zarya" or, God forbid, in a novice's ragged leather jacket.

It's not entirely a secret, but rather similar to trade nuances, many should probably know. In the bar, it is more profitable to sell the entire trophy swag to Petrenko than to the Bartender. The prices are much nicer, plus the long-term man, unlike the bartender, buys absolutely everything. Finally, when you are going on a long trip, and you don’t want your guts to go blind, we buy food from the stalker brothers. I don’t know what about the other, but they literally cost a penny to eat.

If someone has managed to sow a sleeping bag (although this is impossible), you can go to the Dead City location, go into a gray building with no windows. Inside there is an empty dry pool, you should climb the stairs, and then you will immediately see the cherished lockers. In addition to the bag, there are also batteries, a VOG-25 and an anomaly detector.

The code for the safe in the new bar - opens only when entering into debt.
- The password for the locked room in x10 is 1234.
- Code from Borov's safe 4 9 5.
- Code for Petrenko's safe 123.
- Code to many computers top_secret.
- Code to Borov's safe Dark Valley - 295.
- Code from entering X-18 5271 code to computer 9231.
- The code for the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is located in a small room, climb from the roof.
- The code for the safe on the radar is 218. The related quest is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- The code from the entrance to the Sarcophagus is 4237.
- The code for the safe on the Cordon at the military is 471.
- Password in the tunnels for the exit to Pripyat. The corpse of a stalker should be lying there. We remember where we saw the corpse of a stalker under the torn pipes. We need to jump onto these pipes, and there will be wooden walkways to the short tunnel - there will be documents with a code (code 4134).
- 2345 - the password for the subway in Pripyat.
- The password for the computer on the second floor of the mercenary base in the army warehouses, where they were hiding from the ejection, we look at the PDA, it falls from the corpse, from which the artifact was taken.

Today we will talk about game STALKER Lost Alpha, the passage of which is presented below in full detail. We will look at the sequence of the development of the plot, as well as the implementation of the main tasks.

Cordon

The passage of the STALKER Lost Alpha game begins at a place familiar to every fan of the original version for a long time. The main character awakens from sleep in the room of Sidorovich's bunker. We go upstairs and talk to the merchant. He gives us the first task. We are asked to find an artifact. We leave the bunker and take to the left. At the same time, we look at the mini-map, there is a mark for the location of the item we need. In the grass, the artifact is difficult to see, but the detector signals can help with this. After receiving the required item, Sidorovich gives us a few questions. We carry them out and go towards the next location.

Location Agroprom

In the game STALKER Lost Alpha, the passage continues to come to the junkyard. We respond to the familiar call of the Imp. We help the stalker Yurik. After the support of all those in need, we go to the hangar to meet with the Gray. From a conversation with him, it becomes clear that we have to go to Agroprom. We go to the location and immediately help the stalker Mole. Still, non-standard in the game Caches are a phenomenon that we have to meet at the next stage. And so we save the Mole. In gratitude, he talks about the Shooter's cache. The Mole also describes in detail the location of the notes. We go downstairs. We start searching. We find shelter, as well as notes. We go in search of a cache. It is located in the corresponding passage between the corridors.

Dark valley

In the STALKER Lost Alpha game, the passage continues by visiting the Bar location. To get into it, we move along the road to the barrier. We pass it and turn left. Further we are moving straight along the road. We pass the checkpoint. We go to the bartender. We give him the documents that were found at Agroprom. We are meeting with comrade Petrenko. You can find it in the Bar. We go to the Dark Valley. We leave for the farm. The first thing that needs to be done after going to the location is to find a stalker nicknamed the Demon. From the conversation it becomes clear that we need to head to the factory, which is the base of the bandits. The demon lays out a plan. We are starting to embody it. Let's start looking for the entrance to the factory. It is located in a hollow in the bushes behind the plant. In this place poltergeists constantly eke out their existence. We find 3 corpses of bandits. We take a suit from one and put it on.

Borov base

In the game STALKER Lost Alpha, the passage continues with the Dark Hollow. We find ourselves in this area under a hail of bullets. We are moving towards the railway tunnel. We move until a crack is visible on the wall to the left. We pass into it and find ourselves in a place called Mines. We move all the way straight. We turn left and lose consciousness, having received a blow to the head. Having come to our senses, we see the leader in front of us. The head is called Veles. We have a peaceful conversation and get a new task related to the search for documents that are located on the territory of the Borov base. We return to the surface. We are heading to the Borov base. You can use the car. There will be some surprises at the base. The head of the bandits wants to play "Guess" with us. Moreover, the price of losing is our life. The correct answer is the number 4. We get the code to the safe and take the documents. The bandits will instantly become violent, and we will have to shoot to get out of the base. After a complete victory over the enemy, a new message will be received from the PDA.

Level 18

Next, we have to visit the laboratory in the STALKER Lost Alpha game. The passage of X-18 begins with a descent into the basement of the corresponding administrative building. To gain access to this level, we have to use the code that was received from Petrenko. The combination from the door we need is 5271. We go down to the laboratory. Next, we make a search in the security room. We find the first documents in the table. In the same room we see a computer. It requires a code that will come into our possession later. Then we leave the room, and our eyes open to the X18 laboratory, perfectly executed by the developers of STALKER Lost Alpha.

The passage continues with the search for documents number 2. To get them, we turn left. We move straight towards the door. We go downstairs. We see the table. There is a shelf above it, on which we find the papers we need. We take documents. We find and defeat the burer. His hand must be brought to Petrenko. We leave for the room with lifts. We go to the right mine. We rise along it. Thus, we achieve open door... Through it we penetrate into the territory of the secret room.

The laboratory in STALKER Lost Alpha is fraught with dangers. The passage of X-18 continues with an unexpected meeting with a corpse, which we find behind a special installation. We take away from the deceased PDA. It displays the code 9231, which is ideal for the computer on the table next to it. Documents numbered 3 are also located here. Now we go to the room located above the meeting place with the burer. You can get into it through the gap that appeared in the floor. We find there documents number 4. Then we go to the basement. We are looking for a table in a special room. It contains document # 5.

Location Rostock

We meet with the head of Debt. We get the task to destroy the surviving mutants. For this purpose, we go into the tunnel. We take an old gas mask from the ecologist. We are moving to the factory. There we are looking for 3 PDA and kill 4 bloodsuckers. We go to the construction site. There we find the first pair of PDA. To find the third device, we need the gas mask we received earlier. The fact is that poisonous gas is spreading near the building, as well as inside the premises at the entrance. We go to the second floor, we find the PDA there. We will find the bloodsucker at the factory entrance.

Veles

We leave for the bar. We go to Petrenko. After that, we approach the bartender. Then we return to Petrenko. We get the key to the laboratory X14. We again find ourselves at the plant. We leave for the passage leading to the laboratory. We find ourselves in a corridor similar to the one located in the Sarcophagus. We move along the corridor. We find the code door. We indicate the combination. We pass. We go along the right corridor. We find the second door. We pass using the same code. We fall into the laboratory. We find the PDA and documents on the table. They must be delivered to Veles. He will inform you that we will be contacted by the secret merchants in the Dead City. Next, we need to get out of the mines. At this time, a message will come. Its author is Professor Sakharov. He has business with us.

Large swamps

We go to the professor at Amber. We receive a task to search for special documents held by the mercenaries, which are located on the territory Of the dead city... We take the task. We get to the city. We follow to the school. We pass to the head of the mercenaries. During the conversation, he suddenly recognizes the shooter. We are captured. We lose all equipment and weapons.

The next required location is Great Marshes. Here you should be ready to meet with military helicopters. They will start shooting at us. We hide in the reeds. We are waiting for the military to leave. We go to the doctor. It turns out that our character is the Shooter. Therefore, we must find the Ghost. To do this, we go to the army warehouses. The ghost is to be found in the village of bloodsuckers. We are heading east. It is there that the bunker we need with the Ghost is located. He asks us to retrieve the artifact stolen by the mercenaries.

We go to the village. We will defeat the mercenaries. We understand that we ran into another squad of them, so the artifact is not here. We go to meet the accompanying person. After all the hardships, you should go to Amber. Here we give the artifact and the necessary fees to the professor. We are waiting for him to complete the repair of the PDA. At this time we are talking with Kruglov. We take away the PDA. A message arrives. It follows from it that it is necessary to urgently go to Petrenko.

At this time, fighting continues in Bar. We are looking for Petrenko. We are coping with the task of eliminating helicopters. We rise to the roof of the building where the arena is located. We are looking for a killed soldier armed with a grenade launcher. We hit two helicopters. Next, we go to Petrenko. We learn that it is necessary to go to the outskirts of Pripyat after the Barman and Voronin. We get to the basement of the department store. We find the newly created bar. We should complete all tasks by visiting Yantar, Cement Plant, Laboratory X16, Radar, X-10 in turn. We get to X7.

STALKER Lost Alpha: X7 Walkthrough

This point is located in the vicinity of Pripyat. Having got there, we go to the bar. We talk with the bartender. We approach Voronin. We find out that it is necessary to disable the old military development. The machine to be deactivated is located in the X7 laboratory. She is a bunker under the dam. Let's move on to her. Let's go straight. In this case, a green hologram will continuously follow us. Before staircase 1 we turn into the left corridor. We pass to the wall. We turn right. As a result, we get to the door with an inscription warning about a low ceiling.

Dungeons of Pripyat

We need to go through a lot of difficulties until we finally manage to find the Pripyat dungeon in STALKER Lost Alpha. The passage of this stage begins with our arrival at the hospital. We meet there with the guide. Then he accompanies us to the entrance to the dungeons. Then we go ourselves. We find ourselves in the tunnel. We rise along the long stairs to the top left. Let's go straight. Then we turn left until we see KamAZ ahead.

STALKER Lost Alpha: walkthrough. Pripyat

We have to use a special passage. Passage of Pripyat - one of the most difficult stages - is next in line. We receive a message with a request to help the military in the battle with the Monolithians. We destroy the enemy. We learn about an urgent meeting with Vasiliev. We go to his school on the second floor. We receive thanks from Vasiliev and a request for help with measurements. We follow to the ecologists. Next, you need to complete the task at the Chernobyl nuclear power plant. The next destination is the Sarcophagus. Next, we carry out the task related to the generators, and we get to the laboratory X2. This is the last frontier to be overcome in the game. This level is similar to X18, but with minor differences. We are waiting for the opening of the door to the stairs. Then we go further, we find the emergency generator control panel. However, it doesn't work. We need to refuel the generator. We find fuel. We go to the installation. Hover the cursor over the pipe. An inscription appears. Press the button "Execute". We are waiting a bit. Go ahead and turn on the generator. The task to disable the blocking appears.

Cordon game introduction.
The beginning of the passage Lost games Alpha, as in the original version of the game Stalker PM, takes place at the location of Cordon, where main character wakes up in one of the rooms located in the bunker of our familiar Sidorovich. Having gone upstairs, we will have a dialogue with the merchant, who gives us the first task. The task is not very difficult, it is necessary to find the artifact, it will not be difficult to find it either, after leaving the bunker, take it to the left while looking at the mini-map where the mark of its location will be indicated. Look more closely so it is hard to see it in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give a few more simple tasks, after completing which you need to move in the direction of the Garbage.

The area is an abandoned landfill.
Having got to the Dump, by analogy with the original PM, we respond to the call of the Imp and help to defend the attack, then we do not forget to help the stalker named Yurik. After assistance has been provided to all those in need, we follow to the hangar to meet with the Gray. From a conversation with Gray, the main character understands that his path lies not somewhere but to Agroprom.

Locality Agroprom.
After switching to Agroprom, by analogy with the original of the game, we immediately move forward to help a stalker named Mole. After his rescue, the Mole, as a token of gratitude, tells us about the existence of the Shooter's cache and describes in detail the location of his notes. We go downstairs and begin the search, after you find a shelter and notes, go in search of a cache, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. On this, our mission in the dungeon is completed, after which we find the way up and get out.

After you find yourself on the surface and take the first breath of fresh air, a message will be sent to the PDA asking for help. The sender of which will be a certain Pied Piper. You can find this character in a trailer located in a swamp. After talking with the Pied Piper, to find out that he needs to get a certain case with documents, you kindly agree and go to the research institute where on the third floor the cherished case with documents inside will be waiting. You will need to deliver these documents to the bartender, who is located at the Bar location.

Locality Bar.
To get to the Bar, you need to move along the road until you hit the barrier, after passing which it is worth turning left and then moving straight along the road. Having passed the block post we get to the bartender and, having given him the documents found at the Agroprom, we move to comrade Petrenko, who can be found in Bar.

Dark Valley area.
The first thing to do after going to the location is to go to the farm and find a stalker named Demon in one of them. From a conversation with which it will become clear that you need to get to the factory, which is the bandits' base. After the Demon expounds his plan, we proceed to implement it. The first we find the entrance to the factory - it is located in the mouth in the hollow behind the factory. Poltergeists constantly graze in this place. There you will also find three corpses of bandits from one of which you need to take a suit and put it on.

After dressing up in a bandit suit, you can safely go to the Borov base. Having entered the territory, you need to find one of the hangars in which there will be an overpass, near which you will find a drunken bandit and in a conversation he will tell you the password to enter the factory. Once inside, we are not lost, the location of the buildings has been greatly changed, our goal is a workshop with machines in which we find a stalker named Vadik. From a conversation with him, we learn about the whereabouts of the documents, they are located on the second floor of one of the administrative buildings.

Next, the fun begins that the appeared military men will arrange for us, who will shoot everything that moves, it is possible that the main character will also hit. Therefore, it is necessary to climb to the top as quickly as possible. Having got out into the fresh air next to the building, we find one of the wonders of the domestic auto industry called NIVA and push the gas as hard as possible.

It is necessary to move towards the gate, which, according to the original, was the transition to the Cordon. Our walk will be complicated by the helicopters chasing us, but without paying attention to them and without letting go of the gas pedal, we cross the border of the locations and continue moving in the Dark Hollow.

Dark Hollow area.
Having got to the location under a flurry of bullets, we continue to move towards the railway tunnel. Moving along the tunnel until you see a rift in the left wall. After passing through it, you will find yourself in a place called Mines. We go straight to the stop, then turning to the left we lose consciousness from a blow to the head. When you wake up, you will see the head of the Sin group in front of you. The leader's name is Veles, after a nice conversation, you get a new task from him to search for documents located at the Borov base. Having got to the surface, we take the direction to the Borov base. On foot or by car, it's up to you to decide.

Locality Borova base.
At the Borov base, there will be some surprises as well. The head of the bandits will invite you to play a guessing game where the price of losing can be your life. The correct answer is under the number 4. Then you get the code from the safe and take the documents. As soon as the documents are in your hands, the bandits become enemies, and you will have to shoot a lot in order to get out of the base. After shooting everything moving your PDA will inform you that it is time to go down again to the next laboratory, this time X-18.

Locality Laboratory X-18.
We can enter it by going down to the basement of one of the admins. buildings, having previously entered the code received from Petrenko in the message. The code from the door is 5271. Having gone down to the laboratory we search the security room, there the first documents will lie in the table. There you will also see a computer for which you need a hacking code that will appear later. So let's move on.

Leaving the room, we turn left and move straight in the direction of the door, then we go downstairs where we see a table, above which there is a shelf with documents number 2. We take the documents, we go along the way, we find and kill the burer, whose hand Petrenko asked to bring. Next, we go into the room with elevators, we make our way into the right shaft and begin to climb along it until we reach an open door through which it will be possible to get into the secret room.

In this room we find a corpse lying behind one of the installations. We take away the Pda from the corpse, which will contain the code 9231 from the computer, which you will find next to it on the table. The cherished documents number 3 will also be on the table. All we have to do is find two more documents. Document number 4 is in the room above the one where you found the burer, you can get into it through a gap in the floor. You will find document number 5 in the basement in one of the rooms, look for a table, they are on it.

Then we go to Veles to hand over the completed tasks. As soon as he returns the weapon to you, we go to comrade Petrenko. After appearing in the bar, at the entrance we will be met by a certain stalker from the Sin group, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to carry out the task of Veles. In order to do this, we need to get to the Rostock plant. When you enter the location, you will immediately receive a task, the goal will be to meet with the leader of the Duty grouping.

Rostock locality.
After meeting with the leader of the Duty, we get another task to destroy the surviving mutants. To do this, we go into the tunnel and take an old gas mask from one of the ecologists and move to the plant. At the factory, our goal is to find 3 PDA and kill 4 bloodsuckers. You will find the first two PDA at the construction site. To search for the third one, you will need a gas mask obtained from environmentalists, so near the building and inside the office building there will be poisonous gas where the checkpoint is. It is necessary to search for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the plant. The rest will be waiting near the places where you will find the PDA. All tasks are completed, we go to report to the leader of the debt, who will inform you that the key to the laboratory must be taken from Petrenko. We move to the Bar.

Locality Bar.
After arriving at the Bar, we go directly to Petrenko, then to the bartender. We return back to Petrenkoi and gives the key and code 4526 to enter the X-14 laboratory.

Rostock locality.
Once again at the plant, we go to the transition to the secret laboratory, there will be a mark on the map. We find ourselves in a corridor very similar to the one that was in the Sarcophagus. Moving along the corridor, we find the code door, enter the code, we pass. We find the second door after passing through the right corridor and open it with the same code. Once in the laboratory on the table, we will see documents and a PDA that must be brought to Veles. In the same room we see a passage in the wall and a door, open it (it opens without a code), go in and kill the bloodsucker, about whom we learned from a conversation with Petrenko. After the reprisal with him, the task can be considered completed. Next, we move to the Mines to Veles to report on the implementation.

Locality U Veles.
Veles will report. that secret merchants from the Dead City will get in touch with the main character. In the meantime, you get out of the mines, you will receive a message from Professor Sakharov, which says that he has something to do with you. And if so, we go to Amber to the professor.

Locality Amber.
From Sakharov we receive a task to search for documents that are in the hands of mercenaries who are stationed in the Dead City. We take the task and after arriving in the city, we go to the school. We freely pass to the leader of the mercenaries, but when talking with him he recognizes the shooter and the main character turns into a prisoner, losing all belongings and weapons. In captivity, we meet with the Bolotnaya doctor, who tells the GG that his PDA is faulty. The liberators of the two friends, oddly enough, are the military. After being released, we go straight along the corridor and after opening the safe we ​​take our things. Then we return to Sakharov.

After words of gratitude, the professor says that he can restore the PDA, but for this he needs details. The first thing that is needed is new wires, we go down to the laboratory behind them and in one of the rooms on the rack we find wires. The second thing we need is the boards, which, according to Sakharov, we can get from the bog doctor. And that means you need to run to the Big Marshes.

Terrain Big Marshes.
As soon as you appear in the swamps, get ready to meet with military helicopters that will fire at you. Hide in the thickets of reeds and after waiting for the military to leave, go to the doctor. After talking with him, it turns out that the main character is the Shooter, and in this regard, we need to find the Ghost. You can find it at the location Army Warehouses.

Terrain Army Warehouses.
To look for the ghost, we go to the village where the bloodsuckers lived, namely to its eastern part. There will be a bunker in which the Ghost will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We leave for the village, where in the original we met the Skull's long-time man. Having dealt with the mercenaries, it turns out that it was another detachment and they have no art. We go to a meeting with the accompanying person, together with whom on the way we fall under the blowout and he dies. Having reached the blocked tunnel, we meet and destroy the mercenary. Having searched it, we find the very artifact. We carry to the Ghost, he also sends us to Sakharov at Yantar.

Locality Amber.
Having given the necessary boards and artifact to the professor, we are waiting for him to repair our PDA. In the meantime, you can chat with Kruglov. We take away the PDA and from the message that came immediately, we find out that we need to urgently arrive at Petrenko.

Locality Bar.
Fighting is going on in Bar. We find Petrenko and carry out the mission to destroy the helicopters. We climb to the roof of the building where the arena was located, find a killed soldier with a grenade launcher and shoot down two helicopters. We return to Petrenko and find out that we need to go after Voronin and the Barman in the vicinity of Pripyat.

Pripyat area.
In the basement of the Department Store we find the newly created Bar. You will not be able to get into it since the door to it will be closed. In order to get inside we speak with Lelik, who is standing next to him. Going inside, we go and talk to the bartender. The bartender sends to Voronin, and he, in turn, to Ivantsov. We are looking for Ivantsov in the basement of a grocery store. Ivantsov explains to the shooter that it is necessary to turn off the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a tuned PSI helmet from Sakharov. We go to Amber.

Locality Amber.
However, not everything is so simple, the professor informs us that he does not have a helmet. He was transferred to a laboratory located at a cement plant. This is followed by a proposal to take an unconfigured helmet in order to protect yourself from strong radiation when crossing the territory of the Radar.

Locality Cement Plant.
After passing the Radar, we find ourselves in a certain village. Immediately at the crossing on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the crossing, until the start of the ejection. The release catches up with the years on the transition, after which you will find yourself in the bunker of the scientists of the cement plant. From a conversation with scientists, we learn that the tuned helmet is in the possession of a group of scientists who are currently taking measurements. Due to the loss of contact with the group, we will be asked to go in search of the group. We move to the mark, which will lead us eventually to the village, on the old dam. We move towards the dam, approaching it we go down the stairs and see a door under the chimney, we enter the bunker. We discover that there is no one there, then we receive a message from an unknown named Hermit. We go to him in the old church, go up to the second floor and find out that the traces of scientists lead to the X-19 laboratory. We go into it and there we find the corpse of one of the scientists and, taking the tuned helmet from the killed, we go to the X-16 laboratory.

Locality Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, before his eyes are military men, scientists, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going upstairs to the main console we see two talking scientists. After a while, the task for switching on the 1, 2 and 3 control panels is activated. After turning them on, turn on the main console. After turning it on, the main character wakes up and the timer turns on. Further actions will take place by analogy with the original version of the game PM. We turn off all the consoles, jump into the gap in the floor, get into the tunnel and go out to the surface. After leaving the surface from the sent message, we learn that it is necessary to move to the Radar to meet with the hermit.

Terrain Radar.
After arriving at the radar, we look at the mark on the map, where the hermit's location is marked. At one of the trailers, you will see a cross between a man and a kink. During the conversation, it turns out that this is one of the workers of the X-10 laboratory. After talking with him, we learn that a key is needed to enter the X-10. He will give us the key only after we bring his equipment hidden on the radar. We receive a task to search for the Hermit's cache. The way is not close, we advise you to use the car. We return the things found in the cache, in return he tells us the code 218 from the safe. Moving among the radioactive trash heaps we find former house The hermit, we open the safe and take the documents from the bunker. Then we go to the X-10.

Locality Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable lock # 1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and climb the stairs, after which you will find yourself in the room, where the installation for disabling the first lock will be located. We return and in one of the corridors we stumble upon two burers, kill them and go further, keeping to the right, we see the corpse of a scientist next to which lies the PDA. We select it and remember the code. We'll need it later. Further into the room with huge vertical installations you will see metal ladder, having climbed it, there will be a remote control for disabling the second lock. After turning off the locks, our goal is to turn off the PSI installation, we return and find two arguing transparent scientists, next to them there will be a door. We go into it by first entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of the scientist next to him PDA. We select the PDA and turn off the switches on the two main consoles. After disconnecting, we return to the door to the exit from the lab, but it turns out to be closed. Next, the door will open, the timer will turn on and you will need to destroy the fire poltergeist that appeared at this moment. At the time set by the timer, we need to leave X-10. Then we stomp in the vicinity of Pripyat to meet with Voronin.

Pripyat area.
Again we go to the warehouses, then to MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that an old, military development - an earthquake machine - is tortured and must be turned off. We go to turn off the car. Car in the bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, we do not need to shoot at it, before the first ladder we turn into the corridor to the left. We go straight to the wall and turn right, go again without turning anywhere through the door and turn again to the right. We go again all along the corridor and we reach the ladder, above it hangs a poster "Caution, low ceiling", climb it, turn left and again the ladder up, climb it and then go down. We are again in the corridor, turn right and go until the first turn to the left. Before reaching the wall, we turn to the door to the right, go straight and again the stairs with the "Caution Low Ceiling" poster rise, turn right along the stairs, again along the stairs, and here we are in the room where this earthquake machine stands. It resembles an installation with a brain, as in an underground laboratory on Yantar.

Disable it and go back. In one of the corridors there will be a ghost in a dark cloak with a hood and there will be a fiery stripe in front, you cannot cross it, you just need to stand and wait, the ghost will disappear and the stripe will also disappear. We go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to a meeting, it turns out to be a guide. He says that we must go to the Fang. We go to the warehouses and talk to the fang. He sends him to Pripyat to meet with a ghost at the hotel. We must go to Pripyat. Before moving from the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and you have to go through the dungeons of Pripyat. Transition to the dungeons on the radar.

Pripyat Dungeon area.
After the transition, we get to the hospital from clear sky... There we meet with the guide. He accompanies us to the entrance to the dungeons and then we go on our own. We fall into the tunnel, go and on the left we see a long staircase. We rise along it, at the top there is immediately some kind of swag, we go straight and turn to the left. We fall into the room where there are holes in the floor, and there is a Kamaz in the passage. We jump into the one opposite the Kamaz. We go straight, we see an armored personnel carrier and a ladder on it, go up the stairs and go along the tunnel behind the Kamaz. We see a half-buried tunnel with twisted pipes and under the pipes lies the corpse of a stalker, on the pipe there is another one. We jump onto this pipe, then we move to the flooring and in a small cave lies a corpse, and near it documents. We take these documents and there we find some kind of code (4134), while we do not know where it comes from and just remember it.

We continue to move along this tunnel. We turn to the right, the body of a dump truck is visible there, we turn again to the right. We climb the second metal column to the higher level. We go to the end of the room, turn forward to the right and see a hole in the floor with a ladder. We go down and go along the tunnel to the blockage, turn left into the side tunnel. We go along it, at the fork we turn into the right tunnel, and we get to the hole in the floor. There is a staircase on the left, we go down it. We go further along the tunnel, on the way again a hole with a ladder, we go down below. We pass further and run into a coded door. A message comes that you need to find documents with a code. And we have already picked up some documents with the code. We apply this code and find ourselves in the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and go up to the very top, in the original RFP there was a control panel, we go out to the balcony and walk along the balcony, we find the stairs and go up to another balcony, again we go and again we find the stairs to the uppermost balcony, we climb on it and go in the opposite direction to the room and there will be a transition to Pripyat.

Pripyat area.
After the transition, a message immediately comes about helping the military to fight off the Monolithians. We go and shoot several monoliths. A message comes that I need to meet with Vasiliev. We go to a meeting, Vasiliev at the school on the second floor. He thanks us and asks to help ecologists to carry out measurements. We go to the ecologists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help in taking measurements. There is a burer at the bus station itself, it is necessary to destroy him immediately upon arrival to the second floor, two zombies rise up the back stairs on the second floor, they also need to be destroyed, otherwise they kill the nerd and the task fails. After that, we approach the scientist and help him to take the measurement. The task is set off and we cheerfully run together with the scientist to the kindergarten to the chief ecologist. The chief ecologist bows down in front of us and gives us an orange suit and an elite detector. A message comes that you need to meet with the ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We get the task to go to the nuclear power plant. Transfer to the nuclear power plant in the same place, behind the stadium. You can go through the stadium, but there are snipers, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the passage to the nuclear power plant.

The area of ​​the Chernobyl nuclear power plant.
Upon entering, we receive the task to talk to the commander of the raid squad. We help them first destroy the armored personnel carrier outside the gates, then destroy the ambush of the Monoliths, we destroy the grenade launchers with a motorbike, we talk with the commander, he asks to destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk to the commander, he leads us to the captain.
We approach captain Makarov, he says something there, then starts talking to us. He offers to sit in an armored personnel carrier and conduct reconnaissance for the presence of monoliths on the territory of the nuclear power plant. We drive along the road until the kerosene runs out, we return back, Makarov is at war, we shoot all the monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. We go to the Sarcophagus (door code 4237).

Locality Sarcophagus.
In the sarcophagus, go to the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing happens - there is no power. There was a task to find the battery. We go to the opposite door from the entrance. Again we go along the corridor, go up the stairs, everything is the same as in the sarcophagus of the original, we go into the room of the destroyed reactor, how to go to the monolith, and there will be a case under a piece of metal. We take the battery out of it, the task appears to supply backup power. We go back to the room with the computer. At the entrance, we watch a movie and we pass to the control panel, marked in the PDA, and smoke comes from the lower part of it. We approach and press the key to use, I have it E, the task appears to take the codes from the main generator. We go to the computer, open it and download text file, the lowest. We get the task to get to the generators.

Terrain Generators.
When entering the generators, we immediately see the Ghost, talk to him and run after him through the generators. As soon as we bypass the generators, the Ghost will talk to us again and we will receive the task to find the secret tunnel, go through it to the base territory and destroy all the military there. After that, we meet the ghost and go to the entrance x2, in the original it is Varlab. The ghost opens the door and we go downstairs.

Locality Laboratory X2.
The laboratory resembles X18, but here it is a little different. After entering, we are waiting for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not need to be turned on, the generator must be refueled. We find fuel and go to the installation. When you hover the cursor over the pipe, an inscription appears, press the "execute" button, then go ahead and turn on the generator. There was a task to disable the lock. We go down even lower, there will be a code door on the right, we go left. We find the remote control and disable the lock. Now we need to get special, privileged, access. We find the computer on the table and turn it on. We find a text file at the bottom, the lowest one, and download it to our PDA. That's it, we got special access. Now we need to turn off the lock, go to the next room and find bullets there, turn it off. Now you need to go through some kind of scanner. You have to get to the code door and try to open it, nothing happens, you need a code, and for this you need to find the administrator's computer and get the code from the door. We go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the sys system file, the lowest one, open it and write down the door code (code 2345). We go again to the door and enter the received code. We open the door and go to a laboratory similar to that in x18, where the documents were taken. We see a computer on the table, but we don't need it. We go to the control panels, to the right of the table with the computer, three pieces stand along the window.

We approach the middle control panel, there is a switch on it, and when you hover over it with the mouse, the words tips_war_gen_switcher will appear, press the "execute" button. And the task is triggered, a new task appears "to meet the ghost in the cemetery." We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are thrown to the cordon in the basement to Sidor.
Then the freeplay begins.

Secrets and Tricks

1. You can find useful uses for red barrels, cans and cylinders. For example, on your way there was a crush of zombies, and spend precious ammo on brainless walking corpses broke. In this case, we throw our combustible inventory at the feet of the zombie and make a shot. This is usually best used in dungeons or tight spaces where you cannot get around them. Or you can just use a knife, but it doesn't look so impressive. And the pleasure from the explosion is more obtained.

2. On Build's Yantar, on the site with a car, which is next to Sakharov's bunker, right in the far part of the security booth in a locker there is an LR300 rifle and a bubble of wine.

3. A cruel joke from the LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in a flooded hall on one of the shelves there is a radio receiver from which German marches are heard. It is possible to turn it off by pressing the F key. However, a strange mechanism occurs - after turning off the radio, a dozen pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

4. If you really need to get to the place where the game does not allow, or to feel in the place of God, call the console and write demo_record 3 - a bird's-eye view of the area! How it will be necessary to go down - through ENTER we go down (carefully, you can kill yourself from a great height, although in Stalker the hint from falling is very significantly different from real life). Please note that not your character is flying, but the camera itself, Brief instruction - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right one, of course, for reverse ...

5. In the Dark Hollow, after turning onto the road leading in the direction of Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists and turns around the group + the cross itself is a cache. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, Dark Hollow justifies its size with a lot of rich nas and it is definitely worth spending the time looking for other caches and other goodies.

6. The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the house. There is a whole elite detector in the stove.

7. In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange Ecologist's jumpsuit. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, having collected which you can turn it in one by one.

8. A very useful feature for your money pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. It can be seen that sclerosis is irretrievably progressing in all ecologists ... Once at the Cement Plant in the bunker to the scientists, we approach Dee-Dee, start a dialogue, and as soon as he gives us an antivirus, we close and reopen the dialogue without remorse and weld it to the fullest! And so an infinite number of times, until you get tired of taking Antivirus-X from him! Hardcore players and straightforward gamers may not like this. But a freebie in moderation is a useful thing. Perhaps you have the latest patches and this bug-hole has been patched.

9. In the Dark Hollow on the roof of the gas station there are arrows for the RPG, and the installation itself can be removed from the soldier who shoots at you from the bus stop halfway from the Dark Valley to the bridge, at the same location.

10. This can be called not a cache, but just a little secret of the game. I’m probably not the first attentive person to find it. When the Leader of the Sinfuls Veles takes your equipment from you, gives out an ordinary AK and a jacket of bandos, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and your relationship with Sin.

11. On the territory of Amber Lake there is an army SKAT. Lies on a shelf in this building. What building - I will not tell wink Develop an eye and try to find it yourself, there are initial search conditions.

12. When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, a stalker with a sour mine stands near it, with which a sound dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to search for his weapon in this cave. We go down the slope of the pit, plow through the tangled tunnels, carefully memorize our routes, not paying attention to the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential dinner for bloodsucking and we pass through the room with a frenzied background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get out back to the surface along the route we have already studied. For this quest, the delighted stalker gives ... SEVA! A very good jumpsuit, especially if before that you were worn in "Zarya" or, God forbid, in a novice's ragged leather jacket.

13. Not quite a secret, but rather similar to trade nuances, many should probably know. In the bar, it is more profitable to sell the entire trophy swag to Petrenko than to the Bartender. The prices are much nicer, plus the long-term man, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip and do not want your guts to stick together - we buy food from the stalker brothers. I don’t know what about the other, but they literally cost a penny to eat.

14. If someone has managed to sow a sleeping bag, although this is impossible, you can go to the location of the Dead City, go into a gray building with no windows. Inside there is an empty dry pool, you should climb the stairs, and then you will immediately see the cherished lockers. In addition to the bag, there are also batteries, a VOG-25 and an anomaly detector.

All passwords from doors and rooms, as well as safes and sarcophagi.

1. Code from the safe in the new bar - opens only when entering into debt.
2. Password for the locked room in x10: 1234.
3. Code from Borov's safe: 495.
4. The code for Petrenko's safe: 123.
5. Code for many computers: top_secret.
6. The code for the Hog's safe in the Dark Valley: 295.
7. Code from the entrance to X-18: 5271 code to the computer: 9231.
8. The code for the safe in the Rostock location, in the building with chemical: 437, where we use a gas mask. The safe is located in a small room, climb from the roof.
9. The code for the safe on the radar: 218. The related quest is given by the Nomad at the same location.
10. The code for the door to the Pripyat dungeon: 4134.
11. Code from the entrance to the Sarcophagus: 4237.
12. The code for the safe on the Cordon at the military: 471.
13. The password in the tunnels for the exit to Pripyat. The corpse of a stalker should lie there: 14. 14. We remember where we saw the corpse of a stalker under torn pipes. We need to jump onto these pipes, and there will be wooden walkways to the short tunnel - there will be documents with the code code: 4134.
15. Password from the subway in Pripyat: 2345
16. The password for the computer on the second floor of the mercenary base in the army warehouses, where they were hiding from the ejection, we look at the PDA, it falls from the corpse, from which the artifact was taken.

Text Pass global fashion Lost Alpha.

Cordon - the beginning of the game.
The start of the Lost Alpha game, as in the original version of the Stalker PM game, takes place at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of our familiar Sidorovich. Having risen to the top, we will have a dialogue with the merchant, who gives us the first task. The task is not very difficult, it is necessary to find the artifact, it will not be difficult to find it either, after leaving the bunker, take it to the left while looking at the mini-map where the mark of its location will be indicated. Look more closely so it is hard to see it in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give a few more simple tasks, after completing which you need to move in the direction of the Garbage.

Dump location.
Having got to the Dump, by analogy with the original PM, we respond to the call of the Imp and help to defend the attack, then we do not forget to help the stalker named Yurik. After assistance has been provided to all those in need, we follow to the hangar to meet with the Gray. From a conversation with Gray, the main character understands that his path lies not somewhere but to Agroprom.

Location Agroprom.
After switching to Agroprom, by analogy with the original of the game, we immediately move forward to help a stalker named Mole. After his rescue, the Mole, as a token of gratitude, tells us about the existence of the Shooter's cache and describes in detail the location of his notes. We go down to the bottom and start searching, after you find a shelter and notes, go in search of a cache, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. On this, our mission in the dungeon is completed, after which we find the way to the top and get out.

After you find yourself on the surface and take the first breath of fresh air, a message will be sent to the PDA asking for help. The sender of which will be a certain Pied Piper. You can find this character in a trailer located in a swamp. After talking with the Pied Piper, to find out that he needs to get a certain case with documents, you kindly agree and go to the research institute where on the third floor the cherished case with documents inside will be waiting. You will need to deliver these documents to the bartender, who is located at the Bar location.

Location Bar.
To get to the Bar, you need to move along the road until you hit the barrier, after passing which it is worth turning left and then moving straight along the road. Having passed the block post we get to the bartender and, having given him the documents found at the Agroprom, we move to comrade Petrenko, who can be found in Bar.

Dark Valley.
The first thing to do after going to the location is to go to the farm and find a stalker named Demon in one of them. From a conversation with which it will become clear that you need to get to the factory, which is the bandits' base. After the Demon expounds his plan, we proceed to implement it. The first we find the entrance to the factory - it is located in the mouth in the hollow behind the factory. Poltergeists constantly graze in this place. There you will also find three corpses of bandits from one of which you need to take a suit and put it on.

After dressing up in a bandit suit, you can safely go to the Borov base. Having entered the territory, you need to find one of the hangars in which there will be an overpass, near which you will find a drunken bandit and in a conversation he will tell you the password to enter the factory. Once inside, we are not lost, the location of the buildings has been greatly changed, our goal is a workshop with machines in which we find a stalker named Vadik. From a conversation with him, we learn about the whereabouts of the documents, they are located on the second floor of one of the administrative buildings.

Next, the fun begins that the appeared military men will arrange for us, who will shoot everything that moves, it is possible that the main character will also hit. Therefore, it is necessary to climb to the top as quickly as possible. Having got out into the fresh air next to the building, we find one of the wonders of the domestic auto industry called NIVA and push the gas as hard as possible.

It is necessary to move towards the gate, which, according to the original, was the transition to the Cordon. Our walk will be complicated by the helicopters chasing us, but without paying attention to them and without letting go of the gas pedal, we cross the border of the locations and continue moving in the Dark Hollow.

Dark Hollow.
Having got to the location under a flurry of bullets, we continue to move towards the railway tunnel. Moving along the tunnel until you see a rift in the left wall. After passing through it, you will find yourself in a place called Mines. We go straight to the stop, then turning to the left we lose consciousness from a blow to the head. When you wake up, you will see the head of the Sin group in front of you. The leader's name is Veles, after a nice conversation, you get a new task from him to search for documents located at the Borov base. Having got to the surface, we take the direction to the Borov base. On foot or by car, it's up to you to decide.

Borov base.
At the Borov base, there will be some surprises as well. The head of the bandits will invite you to play a guessing game where the price of losing can be your life. The correct answer is under the number 4. Then you get the code from the safe and take the documents. As soon as the documents are in your hands, the bandits become enemies, and you will have to shoot a lot in order to get out of the base. After shooting everything moving your PDA will inform you that it is time to go down again to the next laboratory, this time X-18.

Laboratory X-18.
We can enter it by going down to the basement of one of the admins. buildings, having previously entered the code received from Petrenko in the message. The code from the door is 5271. Having gone down to the laboratory we search the security room, there the first documents will lie in the table. There you will also see a computer for which you need a hacking code that will appear later. So let's move on.

Leaving the room, we turn left and move straight in the direction of the door, then we go downstairs where we see a table, above which there is a shelf with documents number 2. We take the documents, we go along the way, we find and kill the burer, whose hand Petrenko asked to bring. Next, we go into the room with elevators, we make our way into the right shaft and begin to climb along it until we reach an open door through which it will be possible to get into the secret room.

In this room we find a corpse lying behind one of the installations. We take away the Pda from the corpse, which will contain the code 9231 from the computer, which you will find next to it on the table. The cherished documents number 3 will also be on the table. All we have to do is find two more documents. Document number 4 is in the room above the one where you found the burer, you can get into it through a gap in the floor. You will find document number 5 in the basement in one of the rooms, look for a table, they are on it.

Then we go to Veles to hand over the completed tasks. As soon as he returns the weapon to you, we go to comrade Petrenko. After appearing in the bar, at the entrance we will be met by a certain stalker from the Sin group, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to carry out the task of Veles. In order to do this, we need to get to the Rostock plant. When you enter the location, you will immediately receive a task, the goal will be to meet with the leader of the Duty grouping.

Location Rostock.
After meeting with the leader of the Duty, we get another task to destroy the surviving mutants. To do this, we go into the tunnel and take an old gas mask from one of the ecologists and move to the plant. At the factory, our goal is to find 3 PDA and kill 4 bloodsuckers. You will find the first two PDA at the construction site. To search for the third one, you will need a gas mask obtained from environmentalists, so near the building and inside the premises of the administration building, where the entrance will be poisonous gas. It is necessary to search for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the plant. The rest will be waiting near the places where you will find the PDA. All tasks are completed, we go to report to the leader of the debt, who will inform you that the key to the laboratory must be taken from Petrenko. We move to the Bar.

Bar.
After arriving at the Bar, we go directly to Petrenko, then to the bartender. We return back to Petrenkoi and gives the key and code 4526 to enter the X-14 laboratory.

Sprout.
Once again at the plant, we go to the transition to the secret laboratory, there will be a mark on the map. We find ourselves in a corridor very similar to the one that was in the Sarcophagus. Moving along the corridor, we find the code door, enter the code, we pass. We find the second door after passing through the right corridor and open it with the same code. Once in the laboratory on the table, we will see documents and a PDA that must be brought to Veles. In the same room we see a passage in the wall and a door, open it (it opens without a code), go in and kill the bloodsucker, about whom we learned from a conversation with Petrenko. After the reprisal with him, the task can be considered completed. Next, we move to the Mines to Veles to report on the implementation.

At Veles.
Veles will report. that secret merchants from the Dead City will get in touch with the main character. In the meantime, you get out of the mines, you will receive a message from Professor Sakharov, which says that he has something to do with you. And if this is how we go to Amber to the professor.

Amber.
From Sakharov we receive a task to search for documents that are in the hands of mercenaries who are stationed in the Dead City. We take the task and after arriving in the city, we go to the school. We freely pass to the leader of the mercenaries, but when talking with him he recognizes the shooter and the main character turns into a prisoner, losing all belongings and weapons. In captivity, we meet with the Bolotnaya doctor, who tells the GG that his PDA is faulty. The liberators of the two friends, oddly enough, are the military. After being released, we go straight along the corridor and after opening the save we take our things. Then we return to Sakharov.

After words of gratitude, the professor says that he can restore the PDA, but for this he needs details. The first thing that is needed is new wires, we go down to the laboratory behind them and in one of the rooms on the rack we find wires. The second thing we need is the boards, which, according to Sakharov, we can get from the bog doctor. And that means you need to run to the Big Marshes.

Big Swamps.
As soon as you appear in the swamps, get ready to meet with military helicopters that will fire at you. Hide in the thickets of reeds and after waiting for the military to leave, go to the doctor. After talking with him, it turns out that the main character is the Shooter, and in this regard, we need to find the Ghost. You can find it at the location Army Warehouses.

Location Army Warehouses.
To look for the ghost, we go to the village where the bloodsuckers lived, namely to its eastern part. There will be a bunker in which the Ghost will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We leave for the village, where in the original we met the Skull's long-time man. Having dealt with the mercenaries, it turns out that it was another detachment and they have no art. We go to a meeting with the accompanying person, together with whom on the way we fall under the blowout and he dies. Having reached the blocked tunnel, we meet and destroy the mercenary. Having searched it, we find the very artifact. We carry to the Ghost, he also sends us to Sakharov at Yantar.

Location Amber.
Having given the necessary boards and artifact to the professor, we are waiting for him to repair our PDA. In the meantime, you can chat with Kruglov. We take away the PDA and from the message that came immediately, we find out that we need to urgently arrive at Petrenko.

Bar.
Fighting is going on in Bar. We find Petrenko and carry out the mission to destroy the helicopters. We climb to the roof of the building where the arena was located, find a killed soldier with a grenade launcher and shoot down two helicopters. We return to Petrenko and find out that we need to follow Voronin and the Barman in the vicinity of Pripyat.

The outskirts of Pripyat.
In the basement of the Department Store we find the newly created Bar. You will not be able to get into it since the door to it will be closed. In order to get inside we speak with Lelik, who is standing next to him. Going inside, we go and talk to the bartender. The bartender sends to Voronin, and he, in turn, to Ivantsov. We are looking for Ivantsov in the basement of a grocery store. Ivantsov explains to the shooter that it is necessary to turn off the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a tuned PSI helmet from Sakharov. We go to Amber.

Amber.
However, not everything is so simple, the professor informs us that he does not have a helmet. He was transferred to a laboratory located at a cement plant. This is followed by a proposal to take an unconfigured helmet in order to protect yourself from strong radiation when crossing the territory of the Radar.

Cement factory.
After passing the Radar, we find ourselves in a certain village. Immediately at the crossing on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the crossing, until the start of the ejection. The release catches up with the years on the transition, after which you will find yourself in the bunker of the scientists of the cement plant. From a conversation with scientists, we learn that the tuned helmet is in the possession of a group of scientists who are currently taking measurements. Due to the loss of contact with the group, we will be asked to go in search of the group. We move to the mark, which will lead us eventually to the village, on the old dam. We move towards the dam, approaching it we go down the stairs and see a door under the chimney, we enter the bunker. We discover that there is no one there, then we receive a message from an unknown named Hermit. We go to him in the old church, go up to the second floor and find out that the traces of scientists lead to the X-19 laboratory. We go into it and there we find the corpse of one of the scientists and, taking the tuned helmet from the killed, we go to the X-16 laboratory.

Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, before his eyes are military men, scientists, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going upstairs to the main console we see two talking scientists. After a while, the task for switching on the 1, 2 and 3 control panels is activated. After turning them on, turn on the main console. After turning it on, the main character wakes up and the timer turns on. Further actions will take place by analogy with the original version of the game PM. We turn off all the consoles, jump into the gap in the floor, get into the tunnel and go out to the surface. After leaving the surface from the sent message, we learn that it is necessary to move to the Radar to meet with the hermit.

Radar.
After arriving at the radar, we look at the mark on the map, where the hermit's location is marked. At one of the trailers, you will see a cross between a man and a kink. During the conversation, it turns out that this is one of the workers of the X-10 laboratory. After talking with him, we learn that a key is needed to enter the X-10. He will give us the key only after we bring his equipment hidden on the radar. We receive a task to search for the Hermit's cache. The way is not close, we advise you to use the car. We return the things found in the cache, in return he tells us the code 218 from the safe. Moving among the radioactive piles of garbage, we find the former house of the Hermit, open the safe and take the documents from the bunker. Then we go to the X-10.

Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable lock # 1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and climb the stairs, after which you will find yourself in the room, where the installation for disabling the first lock will be located. We return and in one of the corridors we stumble upon two burers, kill them and go further, keeping to the right, we see the corpse of a scientist next to which lies the PDA. We select it and remember the code. We'll need it later. Further into the room with huge vertical installations you will see a metal staircase, climbing up it there will be a control panel for disabling the second lock. After turning off the locks, our goal is to turn off the PSI installation, we return and find two arguing transparent scientists, next to them there will be a door. We go into it by first entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of the scientist next to him PDA. We select the PDA and turn off the switches on the two main consoles. After disconnecting, we return to the door to the exit from the lab, but it turns out to be closed. Next, the door will open, the timer will turn on and you will need to destroy the fire poltergeist that appeared at this moment. At the time set by the timer, we need to leave X-10. Then we stomp in the vicinity of Pripyat to meet with Voronin.

The outskirts of Pripyat.
Again we go to the warehouses, then to MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that an old, military development - an earthquake machine - is tortured and must be turned off. We go to turn off the car. Car in the bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, we do not need to shoot at it, in front of the first ladder we turn into the corridor to the left. We go straight to the wall and turn to the right, go again without turning anywhere through the door and turn again to the right. We go again all along the corridor and reach the ladder, above it hangs a poster "Caution, low ceiling", climb it, turn left and again the ladder up, climb it and then go down. We are again in the corridor, turn to the right and go to the first turn to the left. Before reaching the wall, we turn to the door to the right, go straight and again the stairs with the poster "Caution Low Ceiling" go up, turn right along the stairs, again along the stairs and here we are in the room where this earthquake machine stands. It resembles an installation with a brain, as in an underground laboratory on Yantar.

Disable it and go back. In one of the corridors there will be a ghost in a dark cloak with a hood and there will be a fiery stripe in front, you cannot cross it, you just need to stand and wait, the ghost will disappear and the stripe will also disappear. We go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to a meeting, it turns out to be a guide. He says that we must go to the Fang. We go to the warehouses and talk to the fang. He sends him to Pripyat to meet with a ghost at the hotel. We must go to Pripyat. Before moving from the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and you have to go through the dungeons of Pripyat. Transition to the dungeons on the radar.

Dungeons of Pripyat.
After the transition, we find ourselves in the hospital from the clear sky. There we meet with the guide. He accompanies us to the entrance to the dungeons and then we go on our own. We fall into the tunnel, we go and from the left we see a long staircase. We rise along it, at the top there is immediately some kind of swag, we go straight and turn to the left. We fall into the room where there are holes in the floor, and there is a Kamaz in the passage. We jump into the one opposite the Kamaz. We go straight, we see an armored personnel carrier and a ladder on it, go up the stairs and go along the tunnel behind the Kamaz. We see a half-buried tunnel with twisted pipes and under the pipes lies the corpse of a stalker, on the pipe there is another one. We jump onto this pipe, then we move to the flooring and in a small cave lies a corpse, and near it documents. We take these documents and there we find some kind of code (4134), while we do not know where it comes from and just remember it.

We continue to move along this tunnel. We turn to the right, the body of a dump truck is visible there, we turn again to the right. We climb the second metal column to the higher level. We go to the end of the room, turn into the opening to the right and see a hole in the floor with a ladder. We go down and go along the tunnel to the blockage, turn left into the side tunnel. We go along it, at the fork we turn into the right tunnel, and we get to the hole in the floor. There is a staircase on the left, we go down it. We go further along the tunnel, on the way again a hole with a ladder, we go down below. We pass further and run into a coded door. A message comes that you need to find documents with a code. And we have already picked up some documents with the code. We apply this code and find ourselves in the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and go up to the very top, in the original RFP there was a control panel, we go out to the balcony and walk along the balcony, we find the stairs and go up to another balcony, again we go and again we find the stairs to the uppermost balcony, we climb on it and go in the opposite direction to the room and there will be a transition to Pripyat.

Pripyat.
After the transition, a message immediately comes about helping the military to fight off the Monolithians. We go and shoot several monoliths. A message comes that I need to meet with Vasiliev. We go to a meeting, Vasiliev at the school on the second floor. He thanks us and asks to help ecologists to carry out measurements. We go to the ecologists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help in taking measurements. At the bus station itself, there is a burer, you need to destroy him immediately upon arrival to the second floor, two zombies rise up the back stairs on the second floor, they also need to be destroyed, otherwise they kill the botan and the task fails. After that, we approach the scientist and help him to take the measurement. The task is set off and we cheerfully run together with the scientist to the kindergarten to the chief ecologist.
The chief ecologist bows down in front of us and gives us an orange suit and an elite detector.
A message comes that you need to meet with the ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We get the task to go to the nuclear power plant. Transfer to the nuclear power plant in the same place, behind the stadium. You can go through the stadium, but there are snipers, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the passage to the nuclear power plant.

ChNPP.
Upon entering, we receive the task to talk to the commander of the raid squad. We help them first destroy the armored personnel carrier outside the gates, then destroy the ambush of the Monoliths, we destroy the grenade launchers with a motorbike, we talk with the commander, he asks to destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk to the commander, he leads us to the captain.
We approach captain Makarov, he says something there, then starts talking to us. He offers to sit in an armored personnel carrier and conduct reconnaissance for the presence of monoliths on the territory of the nuclear power plant. We drive along the road until the kerosene runs out, we return back, Makarov is at war, we shoot all the monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. We go to the Sarcophagus (door code 4237).

Sarcophagus.
In the sarcophagus, go to the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing happens - there is no power. There was a task to find the battery. We go to the opposite door from the entrance. Again we go along the corridor, go up the stairs, everything is the same as in the sarcophagus of the original, we go into the room of the destroyed reactor, how to go to the monolith, and there will be a case under a piece of metal. We take the battery out of it, the task appears to supply backup power. We go back to the room with the computer. At the entrance, we watch a movie and we pass to the control panel, marked in the PDA, and smoke comes from the lower part of it. We approach and press the key to use, I have it E, the task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the lowest one. We get the task to get to the generators.

Generators.
When entering the generators, we immediately see the Ghost, talk to him and run after him through the generators. As soon as we bypass the generators, the Ghost will talk to us again and we will receive the task to find the secret tunnel, go through it to the base territory and destroy all the military there. After that, we meet the ghost and go to the entrance x2, in the original it is Varlab. The ghost opens the door and we go downstairs.

Laboratory X2.
The laboratory resembles X18, but here it is a little different. After entering, we are waiting for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not need to be turned on, the generator must be refueled. We find fuel and go to the installation. When you hover the cursor over the pipe, an inscription appears, press the "execute" button, then go ahead and turn on the generator. There was a task to disable the lock. We go down even lower, there will be a code door on the right, we go left. We find the remote control and disable the lock. Now we need to get special, privileged, access. We find the computer on the table and turn it on. We find a text file at the bottom, the lowest one, and download it to our PDA. That's it, we got special access. Now we need to turn off the lock, go to the next room and find bullets there, turn it off. Now you need to go through some kind of scanner. You have to get to the code door and try to open it, nothing happens, you need a code, and for this you need to find the administrator's computer and get the code from the door. We go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the sys system file, the lowest one, open it and write down the door code (code 2345). We go again to the door and enter the received code. We open the door and go to a laboratory similar to that in x18, where the documents were taken. We see a computer on the table, but we don't need it. We go to the control panels, to the right of the table with the computer, three pieces stand along the window.

We approach the middle control panel, there is a switch on it, and when you hover over it with the mouse, the words tips_war_gen_switcher will appear, press the "execute" button. And the task is triggered, a new task appears "to meet the ghost in the cemetery." We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are thrown to the cordon in the basement to Sidor.
Then the freeplay begins.

The materials provided were used - tolstyak48.

Secrets

There are useful uses for red barrels, cans, and cylinders. For example, on your way there was a crush of zombies, and spend precious ammo on brainless walking corpses broke. In this case, we throw our combustible inventory at the feet of the zombie and make a shot. This is usually best used in dungeons or tight spaces where you cannot get around them. Or you can just use a knife, but it doesn't look so impressive. And the pleasure from the explosion is more obtained :)

At Build's Yantar, on the site with a car, which is next to Sakharov's bunker, right in the back of the guard booth there is an LR300 rifle and a bubble of wine in a locker.

A cruel joke from the LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in a flooded hall on one of the shelves there is a radio receiver from which German marches are heard. It is possible to turn it off by pressing the F key. However, a strange mechanism occurs - after turning off the radio, a dozen pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not allow, or to feel in the place of God, call the console and write demo_record 3 - a bird's-eye view of the area! How it will be necessary to go down - through ENTER we go down (carefully, you can kill yourself from a great height, although in Stalker the hint from falling is very significantly different from real life). Please note that not your character is flying, but the camera itself, Brief instruction - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right one, of course, for reverse ...

In the Dark Hollow, after turning onto the road leading towards Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists and turns around the group + the cross itself is a cache. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, Dark Hollow justifies its size with a lot of rich nas and it is definitely worth spending the time looking for other caches and other goodies.

The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the house. In the stove there is an intact elite detector.

In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange Ecologist's jumpsuit. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, having collected which you can turn it in one by one.

A very useful feature for your money pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. It can be seen that sclerosis is irretrievably progressing in all environmentalists ... Once at the Cement Plant in the bunker to the scientists, we approach Dee Dee, start a dialogue, and as soon as he gives us an antivirus, we close and reopen the dialogue without remorse - we weld to the fullest! And so an infinite number of times, until you get tired of taking Antivirus-X from him! Hardcore players and straightforward gamers may not like this. But a freebie in moderation is a useful thing. Perhaps you have the latest patches and this bug-hole has been patched.

In the Dark Hollow, on the roof of the gas station, there are arrows for the RPG, and the installation itself can be removed from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, at the same location.

This can be called not a cache, but just a little secret of the game. I’m probably not the first attentive person to find it. When the Leader of the Sinfuls Veles takes your equipment from you, gives out an ordinary AK and a jacket of bandos, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and your relationship with Sin.

There is an army SKAT on the territory of Amber Lake. Lies on a shelf in this building. What building - I will not tell. Develop an eye and try to find it yourself, there are initial search conditions.

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, a stalker with a sour mine stands near it, with which a sound dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to search for his weapon in this cave. We go down the slope of the pit, plow through the tangled tunnels, carefully memorize our routes, not paying attention to the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential dinner for bloodsucking and we pass through the room with a frenzied background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get out back to the surface along the route we have already studied. For this quest, the delighted stalker gives ... SEVA! A very good jumpsuit, especially if before that you were worn in "Zarya" or, God forbid, in a novice's ragged leather jacket.

It's not entirely a secret, but rather similar to trade nuances, many should probably know. In the bar, it is more profitable to sell the entire trophy swag to Petrenko than to the Bartender. The prices are much nicer, plus the long-term man, unlike the bartender, buys absolutely everything. Finally, when you are going on a long trip, and you don’t want your guts to go blind, we buy food from the stalker brothers. I don’t know what about the other, but they literally cost a penny to eat.

If someone has managed to sow a sleeping bag (although this is impossible), you can go to the Dead City location, go into a gray building with no windows. Inside there is an empty dry pool, you should climb the stairs, and then you will immediately see the cherished lockers. In addition to the bag, there are also batteries, a VOG-25 and an anomaly detector.

All passwords

The code for the safe in the new bar - opens only when entering into debt.
- The password for the locked room in x10 is 1234.
- Code from Borov's safe 4 9 5.
- Code for Petrenko's safe 123.
- Code to many computers top_secret.
- The code for the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code for the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is located in a small room, climb from the roof.
- The code for the safe on the radar is 218. The related quest is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- The code from the entrance to the Sarcophagus is 4237.
- The code for the safe on the Cordon at the military is 471.
- Password in the tunnels for the exit to Pripyat. The corpse of a stalker should be lying there. We remember where we saw the corpse of a stalker under the torn pipes. We need to jump onto these pipes, and there will be wooden walkways to the short tunnel - there will be documents with a code (code 4134).
- 2345 - the password for the subway in Pripyat.
- The password for the computer on the second floor of the mercenary base in the army warehouses, where they were hiding from the ejection, we look at the PDA, it falls from the corpse, from which the artifact was taken.