Dead city ": walkthrough of the game." Stalker. Dead city ": game walkthrough game walkthrough stalker dead city map mercenaries

Description:
Narodnaya Solyanka is a modification where you need to keep a lot of details and information for various quests in your head. This article contains tips for the quests that are included in the "The Last Day and the Dead City" quest line (Guide base: RayTwitty. Added: Admin (Spaa-team)) 1. At the entrance we are met by a squad " Of the last day"led by the Spiteful. We speak with him, learn about the local inhabitants and the order.
2. Moving a little from the place of appearance, we receive an SMS from a certain Perfumer. We find it by the label in the PDA and say. We receive a tip on Sanya Tyumensky.
3. By the mark on the map we find the farm and Sanya. He offers to raid the bandits' base and collect ammunition. We go and meet the people of Sanya, after which we clean the bandits with them near the water pumping station. In the PDA, you can find a list of what needs to be collected.
4. There is more than enough stuff on the bandit base, look more carefully. We collect the necessary things and drag them to Sana'a. After that, move away from the stalkers' camp, you will receive an SMS from the Perfumer, about the "good" controller who needs to be protected.
5. We go to the Black Farm, we clean up the enemies and find not far from the farm, near the tent of the controller named Norman.
6. We talk with him, find out how you can get out of the city, get a map with a cache and other marks.
7. We contact the bandit Fainting, he appoints a meeting place - at the foot of the Black Farm, at ZIL. We come to the truck, wait for the bandit to come up and talk. He agrees to help and gives a chip that will allow him to penetrate the outer perimeter of the protection.
8. We go to the house shown on the map from Norman. In the attic we find a crossbow, we stand on a sniper pizition. We watch how stalkers are shot, after which a person in a green scientific suit appears from the side of the monument. Let's liquidate it.
9. After that we run out of the house, go outside the outer perimeter, there is a series of SMS messages, from which we learn that after the "fugitive" a detachment has been sent and a temporary teleport-transition in the direction of the ATP has opened. We find a transition on the map and run as fast as we can, because we have only two minutes before the passage closes.
10. We run to the transition and get to the ATP. As you might expect, they don't meet us in the best way. After clearing the enemies, we receive an SMS from Norman, with the coordinates of the cache at Agroprom.
11. We go to Agroprom. With the help of the Positioner, we find the cache, and in it the device, thanks to which we get as many as four transitions.
12. On the advice of Norman, we stock up on the necessary ammunition, go to the Dead City. There we find the Perfumer and learn that the Swamp Doctor was captured by the bandits. After SMS-communication between the Perfumer and Duda, we talk to the Perfumer again.
13. We are heading to the school building, we go from the side of the sports ground. A sentry stands near the entrance, we talk to him and he lets us through.
14. On the second floor we find Dudu and talk to him. Then we have two options: 1) give the money and calmly talk to the Doctor; 2) refuse to give a bribe, quickly find the Doctor and give him the Maskhalat and Abnormal M-16. Everything must be done quickly, because in half a minute, "The Last Day" will become enemies.
15. After the release of the Doctor, we leave the school, we destroy all enemies. We receive a series of SMS messages, from which we learn that the protection of the internal perimeter is disabled.
16. We go to the square, to the building "Glory to Labor". There we find a room, and in it Lightning. We talk with her via SMS, after which the Lightning disappears. An SMS from the Perfumer arrives.
17. We are heading to the headquarters, to the building "Glory to the KPSS". Behind the statue of Lenin we find Iskra's note. We speak with the Perfumer.
18. With the help of the Positioner we find the entrance to the molding of the Dead City. Walking along the tunnel, we receive an SMS and go to Zaton ...

None of the domestic computer games does not give gamers as much creative freedom in terms of changing the project itself as Stalker does. You are unlikely to see so many modifications to any other game, and this is what makes this stealth shooter stand out. There are already several dozen modifications to it, each of which can add both new weapons and entire locations with hundreds of different quests, new heroes and storylines... "Dead City" is one of the most famous modifications to date, which includes absolutely everything that a gamer can dream of - new locations, new characters, a huge number of unique tasks, reworked textures and much more. The result is an independent project based only on the original game. "Stalker: Dead City" is a creation that deserves special attention. And after exploring a huge number of new powerful guns, you should definitely tackle the quests, which will be discussed below.

FN-2000 and Gauss laser

The first task that you will receive if you play "Stalker: Dead City", but which was not in the original version of the game, is the search for the FN-2000 device, which will greatly help stalkers. In addition, Beard, who gives you this task, at the same time asks you to bring him a Gauss laser. The most important thing you need here is a sniper rifle. It all starts in a zone called Radar - there you have to face two not very strong opponents who can be easily defeated. Then you have to pass through the psi-zone, the result of which will be a fight with a powerful zombie. After the victory, go to the warehouse - on the way you will come across an ambush of mercenaries, whom you will need to shoot from a sniper rifle - other types of weapons will be more difficult and more costly. From their bodies, you can just pick up a Gauss laser for Beard. Go to the military warehouse, look for single guards and shoot them. From the body of one of them, you can remove the FN-2000, with which you should go back. This is how the first quest in the game "Stalker: Dead City" will end. But there are still many interesting and exciting tasks ahead of you.

Platinum Flash

Quite interesting is the quest in the game "Stalker: Dead City", the purpose of which is the Platinum Flash. This art will ask you to get the Sultan, so go to the Radar again - there, on a miniature forest location, there is a zone with a large number of Electrodeaths. The battle will be dangerous, but the reward for it will be a serious consolation for you. And then you have a question - the art is really cool, is it worth giving it to the Sultan? If you complete the quest and give the Flash to the specified character, you will receive a prototype of Famas in return. Novice players may think that this is a good exchange, but in fact, art is generated only when taking a quest, and you will not find it in the game again, but the prototype can be found at any time on the map, so decide for yourself. If you keep the art to yourself, then you will have an unfinished task, and if you give it away, you will lose a rare item, so the choice is yours. The game "Stalker: Call of Pripyat - Dead City" will constantly offer you such difficult decisions, so prepare yourself for the fact that you will need to be responsible for the consequences of your choice.

Controller's Heart

The next task in the game "Stalker: Call of Pripyat - Dead City" you will receive at the Zaton location near Skar - he will ask you to find the Controller's Heart. This is not very difficult to do - you need to go to the Radar and find the hermit there. He will give you a small task with which you will instantly cope. Well, the reward will be the very art that Scar asked you to do. However, do not rush to bring the loot to this character - you can first go to Pechkin and exchange the Controller's Heart for a Minigun. After that, deal with Pechkin and take the art away from him. Now you are the owner of a powerful weapon, and you can finally give the art to Scar to receive the long-awaited reward. But again, remember what impact your decisions have on the development of events in the game "Stalker: Dead City" - 2 or 3 wrong moves, and the ending may not be so joyful.

Noah's first quest

Noah can offer you 2 tasks in the game "Stalker: Dead City" that you should definitely complete, since the rewards for them will be very impressive. The first quest is much more difficult, but you will receive not only a reward, but also a powerful weapon. So, Noah will inform you that he needs a pocket computer of one of the most famous ringleaders of the Tesak mercenaries. You can find him at the processing station, but at the same time it is best not to approach the leader and eliminate him from a long distance. Take a powerful sniper rifle and kill the Cleaver first, rather not even so that he does not inflict a lot of damage on you, but to save ammunition for him, since you can then take away the Firestorm from him, his rare weapon. But this is all only after you eliminate the rest of the mercenaries who were next to the Cleaver. Only after you are convinced that everyone is dead, go to collect items - from the Cleaver, you first of all need to pick up the pocket computer, which you need to carry on the quest, as well as a rare cannon. In the game "Stalker: Dead City", the passage can take you quite a lot of time, since it is not so easy to find the right tactics for fighting with each enemy. Well, if you do not know exactly where your target is, you will have to wander around the zones for a long time to find it.

Noah's second quest

As mentioned earlier, Noah gives you two consecutive quests, but the second is much less interesting. But it is worth noting that in the game "Stalker: Dead City" the passage of all tasks can give you a lot of pleasure. Only in some you will have an alternative choice, the opportunity to get some rare guns or art, and in others - only a reward for a completed task. This quest belongs to the second type - Noah informs you that it is necessary to eliminate one stalker who is hiding in a burnt-out farm. Go there and kill him - that's the whole quest. The game "Stalker: Dead City" does not always put you in front of you difficult branched tasks with different outcomes and a large number of alternatives, so be prepared for the fact that you will have to carry out not the most difficult assignments.

The first quest from the military

At the Radar location, you will receive many quests in this game - there will be the elimination of zombies, and shooting from the assault of mercenaries, and a stalker-photographer. "Dead City" is a modification that adds various locations, but at the same time, many tasks are issued precisely on the Radar. And when you first go to this location, you will meet a group of military men who will take you to the house of their commander. He needs an antidote for the Horntail. Follow the road, shooting back at random opponents, until you find an old Niva, which is not far from the abandoned tank. It will contain the necessary antidote. Return to the house where the soldiers stopped and give them your find - in return you will receive the Via detector. But it doesn't end there. "Stalker: Dead City" - a mod in which the creators tried to make as many long quest chains as possible, which will allow you to get the most out of the process.

Second quest from the military

It turns out that the military lost their sergeant Bunin somewhere on the territory of this location - you need to go in search of him. Passage of the game "Stalker: Dead City" is a series of similar tasks - in the process of passing one you can start three more, and so on. So if you get a few more tasks in the search for Bunin, do not worry and continue to systematically go towards the goal. But it's worth saying right away that you will have to clear the path to Bunin with something large-caliber and rapid-fire - at least M-14. When you find Bunin, he will tell you to kill the chimera in the forest - and do this, just for such a thing a good rapid-fire cannon will come in handy.

Additional quest from Bunin and return

However, it is not so easy to finish with Bunin - he still needs to cope with some more tasks. In one of them, he will ask for your help - you need to defeat Burer. Naturally, you won't be able to do this with firearms, so you will have to prepare for a serious fight. Use a cleaver - this is the most effective melee weapon against this creature. After the victory, you will receive the Beads, as well as complete this quest chain. First, return to Bunin to say goodbye, and then go to the soldiers to report that their sergeant is all right.

The first quest from the bandits

During the game you will have to face a group of bandits who will need your services. Go to their leader the Emperor - he will give you the first task. In accordance with the instructions given to you, go in search of a special zombie with a powerful cannon. This weapon does not have a very long range, so your best bet is to use a sniper rifle. From the body of the enemy you need to pick up the pocket computer and take it to the Emperor.

The best bandits' quest

The Emperor can give you about five crosses in total, but the most interesting is the last one. You will need to go to the Sultan (do not be afraid, if you do not want to give him the very Flash that you got at the very beginning, you do not have to do this) and take the exoskeleton from him. You do not need to wear it - take it to the Emperor, and in return you will receive a nanosuit - this is one of best views armor in the game, the advantage of which is impenetrable glass - it does not crack even when the suit has received a large amount of damage, as is the case with other armor.

Red Forest Map

Not to be confused with Radar location. See below for more details.

Red forest- large location from S.T.A.L.K.E.R .: Clear Sky located near the center Zones... The Red Forest is the last non-linear and free for exploration location in the course of the story: after moving to Limansk, there is no way to return to the previous locations. The prototype of the location is the so-called "Red Forest", which existed in real Chernobyl zone alienation.

In the building of the coper, the old one who once protected this place from poachers lives Forester who did not leave the forest after the accident on Chernobyl and did not die after the formation of the anomalous Zone. He talks about the constant disappearances of stalkers in the reserve, as well as about "Bubble", into which he once fell while in the Red Forest. The territory of the anomalous reserve is fraught with many dangers: the forest is teeming with mutants different types, and abnormal zones are extremely common.

In the Red Forest, there is a fight between individuals and mutants for a couple of key points, and lords located in the north of the location periodically repel attacks Freedom from military warehouses. In addition, several locations in the location control renegades, which according to the plot must be destroyed.

Places

Old privateer

Old pile driver

In the north of the location, behind the reserve, there is an old brick pile driver, once used to lift and lower loads into the mine. The structure is represented by a two-story main building with an elevator shaft and an auxiliary structure, where the motors that raise the elevator are apparently located. Construction waste is lying around the pile driver and many containers are idle.

On the second floor, a Forester settled in a closet, to whom, according to the plot, Scar must get with the help of spatial anomaly... You can climb the stairs to the top of the pile, where there are many boxes of ammunition and medicines.

Mine barracks

In the north of the location, east of the gate leading to the pile driver, there is an entrance to a large mine. In it, in addition to several passages with dead ends, there is a large room that looks like a warehouse or barracks. Having broken the boards in the floor in front of this room, you can get to the lower tier of the mine, represented by a large underground hall, a toilet and a passage dug to the upper level. The appearance of a player at the bottom of the mine will provoke the appearance there of two poltergeists, only after the destruction of which the exit will open up through the dug passage. Downstairs in the toilet you can also find Bulldog-6, but you can only get there with good protection from chemical and electrical anomalies.

Initially, the mines are occupied by renegades, but during the mission "Find the Compass" (?) They must be destroyed. Immediately after this, the mine will be occupied by the Duty squad, one of whose fighters will become a merchant. There is also a side quest associated with this place. "Experimental device".

Tank and Teleport (Dashing Trail)

Tank in the forest and anomaly above it

In the northwest of the location, behind the Symbiont anomaly, there is a Soviet tank in good condition, and above it is the Teleport spatial anomaly, which moves from here to the old pile driver. According to the Forester, the tank appeared in the Red Forest after the Great Ejection. It can be assumed that the Teleport, located directly above the military vehicle, was the reason for the appearance of the tank here.

According to the plot, Scar must go to the spatial anomaly above the tank in order to get to the Forester's hideout. In the turret of the tank you can find Tank machine gun, which must be found during the quest "Return Item: Tank Machine Gun".

Among other things, the Dashing Trail point, located near the tank with an anomaly, often serves as a place for the appearance of Snorks moving towards the Devil's Parking lot and the Mutant's Lair.

Bridge to Limansk

In the northwest of the Red Forest, an extremely radioactive river separates the tunnel to Limansk from the reserve. The only known route across the river is a metal drawbridge with a control panel on the bank from the Limansk side.

According to the plot, the bridge was raised and controlled by renegades who settled on the bank from the side of Limansk in the fortifications. The only way for Scar to get into Limansk is rescuing a detachment of mercenaries from the Spatial Bubble in the Limansk area. After receiving help, the mercenaries emerge from the anomaly on the banks of the Limansk and attack the renegade positions to lower the bridge for Scar and the squad. Clear sky... As a result, the bridge is lowered, and the renegades are driven out of their fortifications.

Unimportant places

  • Tunnel to Radar... Tunnel in the southwest of the location that leads to the Radar. In the story, the Shooter goes through it and undermines it in order to end the pursuit of Scar.
  • The gate to the reserve... The passage through which you can get into the forest in the south of the location. The gate is closed at the time of the Chase for the Shooter and opens when the task appears. "Go to the SOS signal"... You can also enter the forest through a rift in the wall near the bridge.
  • Witch circle... A point on the edge of the forest, initially occupied by a detachment of loners. Subsequently, it will be attacked by mutants.
  • Bloodsucker rookery... An unremarkable place participating in the war of loners and mutants, except for the fact that here you can find bloodsucker.
  • Mutant's lair... A small mine in the center of the Red Forest, through which you can get to the anomaly Symbiont... The mine is inhabited by several snork.
  • Damn parking... Small parking lot next to the Symbiote anomaly. According to the plot, a detachment of loners can go here along with Scar. Walk around the anomaly pseudo-giant.
  • Private camp(approx. - pile driver). The Duty camp is near the gate that allows you to get out of the forest and get to the pile driver. However, the gate is closed, and Scar is forced to infiltrate the pile driver through a spatial anomaly. After talking with the Forester, the gate opens.
  • Camp by the road... Equipped checkpoint occupied by debt. This place can be attacked by Liberty from the War Depots.
  • Stalker bed... The point in the south where the Lefty squad will be stationed after being liberated from the anomaly.

Checking in a location

Characters (edit)

  • Forester- an old caretaker of the forest, living in a koper.
  • Shooter- the antagonist of the game, encountered in the course of the plot.
  • Goblin- the leader of a squad of mercenaries stuck in the "Bubble".
  • Ambush stalker- a stalker participating in an ambush on Scar.
  • Crow- Svobodite who can go to the Red Forest together with the Freedom squad from the Military Warehouses.

Groupings

  • Duty... Fighters of the group occupy the "Camp at the Privateer", controlling the gate to the reserve in the north of the location. After Scar has destroyed the renegades in the mines ("Barracks in the Mine"), Duty's squad will take them. One of the fighters, having sat down at a table in the mine, will start selling overalls, cartridges and other things. Also, several units are located near the transition to the Military Warehouses, protecting the location from Freedom.
  • freedom... Sometimes units are transferred from the Military Warehouses.
  • Renegades... A large detachment is stationed in the mines, from where it must be driven out by Scar. The renegades control the bridge across the river to Limansk from an inaccessible bank. In the course of the plot, they will be destroyed by the fighters of the Clear Sky and mercenaries.
  • Loners... Several detachments of loners are initially based on the location, but in the event of their death, loners in the Red Forest will no longer be found. The first squad protects the "Witch's Circle" from mutants; the other, located at the "Dark Yar" point, is waiting for Scar to make his way with him to the Devil's camp near the Symbiote anomaly. Also, according to the plot, several stalkers participate in an ambush set up by the Shooter for Scar.
  • Mercenaries... A group of mercenaries, emerging from the spatial anomaly ashore from the side of Limansk, attack the renegade positions in order to lower the bridge for the fighters of the Clear Sky.
  • Clear sky... In the story, the fighters of the group, together with Lebedev, cover the mercenaries from the fire of the renegades on the bridge to Limansk.

Mutants

The reserve at the location is full of all sorts of mutants that reappear almost immediately after their destruction. So the point "Lair in the forest" serves as a haven for several psi dogs and pseudo-dogs... "Devil's Parking" and "Lair of the Mutant" are favorite places Snorkov who often come here from the "Dashing Path" point. The point "Rookery of the bloodsucker" got its name for the constantly appearing here bloodsucker... In the "Dog Park" - a den blind dogs besides this, dogs and pseudo-dogs are sometimes found in other parts of the location.

Also, the Red Forest is a unique habitat for the whole game for some mutants that appear on the location only once: it walks around the Symbiont pseudo-giant, and in the mines in the north ("Barracks in the mine") you can find several poltergeists.

Anomalies

Almost everywhere at the location, there are foci of radiation, often coupled with anomalous fields. Electr and Funnel... The largest S.T.A.L.K.E.R. anomaly is located almost in the middle of the Red Forest: Clear Sky - Symbiont... Acid anomalies occupied a large area in the lower tier of mines in the north (“Barracks in the mine”).

In addition, the river separating the Red Forest from Limansk is extremely radioactive. Direct contact with water instantly kills the player.

The plot and side quests at the location

Plot

Main article: Walkthrough S.T.A.L.K.E.R .: Clear Sky

In the Red Forest, the Scar Mercenary is led by the pursuit of the Shooter, who goes through the tunnel to the Radar, having obtained psi-protection from Sakharov. Scar almost manages to catch up with the enemy, but he arranges an ambush for the protagonist, and then blows up the tunnel, making it impossible to follow the trail.

Lebedev informs Shram that now the Chernobyl nuclear power plant will have to break through Limansk, and for this it is necessary to penetrate across the river via a drawbridge, which is raised and controlled by renegades. According to him, a local resident, the Lesnik, can help with this. With the help of the Forester, Scar manages to rescue a detachment of mercenaries from the spatial anomaly, which appears on the coast from the side of Limansk and attacks the renegade positions in order to lower the bridge for the units of the Clear Sky. The forces of the grouping from the Marshes arrived in time, along with Scar, meanwhile, cover the mercenaries from the coast of the Red Forest. As a result of the battle, the units of the Clear Sky with the Scar break through to Limansk.

  • A body can be seen near the tank and the spatial anomaly among several corpses of stalkers Father Valerian... However, if you return to Cordon, the loner leader will be alive. Probably, this miscalculation is connected with the planned quest or it is a simple accidental mistake.
  • In reality, the Red Forest was destroyed as part of the liquidation of the consequences of the 1986 accident. Its game counterpart was untouched.
  • If you approach the closed gate in the north of the location before moving to the pile driver with the help of a spatial anomaly, then one of the debt workers will approach them, but the closed gate will prevent the dialogue from starting. At the same time, there is an unused dialogue in the archives of the game, which, apparently, refers to this fighter of Duty. In it, the character explains why he cannot open the gate to Scar (he is afraid of the influx of mutants from the forest), and also offers to clear the mines from the renegades in exchange for opening the passage.
  • The developers systematically made a mistake in naming the Forester's hideout, writing "privateer" instead of the correct "coper".
  • In the English localization of S.T.A.L.K.E.R .: Shadow of Chernobyl, the location of the Radar is called "Red forest".
  • After the destruction of the poltergeists at the lower level of the mine ("Barracks in the mine"), one of the Dolgots will periodically descend there to search for artifacts among chemical anomalies.
  • The liquid in the mug on the Forester's desk is constantly rising and falling, like the fluctuation of the water level in a river.
  • Despite the fact that the Military Warehouses are located south of the Red Forest, the transition to them is carried out from the northernmost point of the Red Forest.
  • Many Electra anomalies are located right on the power lines in the north of the location.
  • Rarely, the Symbiote anomaly can be found