Game lost alpha passwords in the dungeon. Passage Stalker Lost Alpha: Guide to the passage of Lost Alpha. Codes for opening safes in the game

Stalker is a cult third-person shooter, loved by fans of the post-apocalypse, games like Fallout, and just good players. The project tells about the life of artefact hunters in the exclusion zone - within Pripyat and the Chernobyl nuclear power plant. Stalkers are divided into groups, each of which pursues its own goals. There are also fugitives from justice, military men 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 the locations they had conceived. But as it turned out, in the end everything was redone, reworked and cut down. So "S.T.A.L.K.E.R: Shadow of Chernobyl" came out. Dez0Wave have been collecting information bit by bit for many years to recreate the original idea, and have implemented a large-scale addon - "Stalker: Lost Alpha". Passage is not much different from the original. More details 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 kept popping up on the Web. Gamers were very pleased with the graphics, ideas, atmosphere. After the release of the game, everything was great, but not like in the pictures. The graphics were lowered, many locations were removed, a number of previously conceived mutants were cut out, and the behavior of NPCs was simplified. Volunteers from Dez0Wave and decided to return everything to its origins. The duty title was chosen as Back to The Roots ("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, graphics. It has been completely redesigned and rethought. IN new version the vegetation is more carefully worked out, the NPCs behave smarter - the characters no longer just stand still, but periodically make forays into the neighborhood in search of swag or artifacts.

About 27 completely new locations have been added. Some were developed from scratch, but most of them had to be discussed by the same enthusiasts day and night on various forums, collecting information bit by bit, and only then getting to work.

The basis of the new plot was the same story of Tagged from "Shadow of Chernobyl". He must restore lost memory and eliminate the stalker Strelka. Everything is the same, but Dez0Wave has changed everything so much that it makes you want to play the game again. Several side quests have been added that make the project more diverse.

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. Here you should be careful, because in the same shelter there may be members of warring factions.

Mutants

Monsters cut by the developers returned to STALKER: Lost Alpha: 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 as a cut 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 very similar to the 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 completely 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 a loss of stamina, which will make it very difficult to play Stalker: Lost Alpha. The passage will turn into torment, and the Bullseye 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 capacity.

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

The mechanics of the flashlight has been changed - it is now hung on the belt, and a supply of batteries is required to work. Otherwise, the hero may be left in pitch darkness nose to nose with some kind of controller.

Another innovation is the ability to communicate with stalkers through the 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 in "100 X-ray" the player has the opportunity to take one car to choose from. The price is just big:

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

car search

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

Near the road in the same location there is a "Muscovite". If you carefully climb around the abandoned village, the player will find a tractor, and near the bandit base at the entrance there is a "Niva". It is only necessary to steal silently, without receiving an automatic burst in pursuit.

There is also "Niva" white color near the transition to the 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 GSC-cut group "Sin" was even returned to the game. In general, it is recommended that mods be abused in an already modified game only by those who are vital to having a well-defined mod available that provides something extremely necessary. For example, the rainbow unicorn.

Sarcophagus

A separate point is to highlight this mission under the dome of the Chernobyl nuclear power plant. In this part, the passage of the game "Stalker: Lost Alpha" is not much different from the original. The sarcophagus is still the same: you need to find a computer, power it up, 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 every section of the corridor had to be fought for. A very illogical move on the part of the Lost developers to remove the fanatics.

Perhaps, for this you can put a bold minus 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 already integrated into the game. The cherished key launches the input line, one has only to register g_god 1, as the Marked One becomes invulnerable both to enemy shots and to radiation fields and anomalies, has an endless supply of ammo 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 cluttered gameplay, no one becomes immune from bugs, crashes and loss of this information. Therefore, some passwords have to either be selected or searched in the vastness of the entire Web.

In the game "Stalker: Lost Alpha", the passage of almost all side missions comes down to a tedious monotonous running around 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 Bullseye was supplemented by many interesting elements, but those of a very dubious content and raise more questions than answers. Such innovations only spoil the plot of the classic game.

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

The economy inside the game is completely 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 immediately run 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 mismatch between a colorful cover and a low-quality internal component. During the time spent on development (2007-2014), it was possible to carefully consider all the details of the game. Therefore, a number of skeptics issued a verdict that is not subject to appeal: “If you can’t, don’t take it!”

S.T.A.L.K.E.R: Lost Alpha is a standalone addon for S.T.A.L.K.E.R: Shadow of Chernobyl. This modification does not depend on the original version. It took the developers a lot of time to create it.

For fans of the stalker lost alpha, the passage causes conflicting reviews. Some argue that it is almost impossible to get to the finals, others do not see any difficulties.

There are also many rumors about the passage of such a place as a laboratory in the plot of the game. In the stalker lost alpha, the passage of the x18 laboratory begins with obtaining a code for entering the laboratory itself. You can get this code by talking to Veles. When you get the code, go down to the basement of the administrative building along the stairs leading to the laboratory x18. Your task is to find five folders with documents and a computer. Especially for you, we have prepared a clear description of the location of these items in order to reduce precious search time.



The full walkthrough of the stalker lost alpha is to reveal all the secrets of the game, explore every abandoned corner, enjoy the game to the fullest. Features and passage from Gleb Stalker Lost Alpha can be viewed in the video. By the way, I would like to note that Gleb's video works are especially popular among the players.

Passage of the game stalker lost alpha full walkthrough will reveal to you the enormous possibilities of studying the stalker world. Will give access to many caches that store very valuable things. But if you are not in the mood to wander through the abandoned streets of locations in search of hiding places, then you can look for a guide with full description stalker lost alpha walkthrough x18.

As planned by the authors of the mod S.T.A.L.K.E.R .: Lost Alpha, you will face difficulties in a location such as the Pripyat Dungeons. In the stalker lost alpha dungeons of Pripyat, the walkthrough begins with your hero getting into an abandoned hospital and meeting with a guide, who will lead to the entrance of the dungeons. Stock up on ammo, because on the way of exploration you will have a sea of ​​zombies and bloodsuckers. In the Pripyat Dungeons themselves, you need to find documentation with a code for the door, which lies in a tunnel not far from the corpse of a stalker under a broken pipeline.

Difficulty can cause another stalker lost alpha dark valley passage, where you will encounter at first glance impossible tasks. Actually it is not. Do not waste time and do not go to the Bartender, but immediately follow the tasks. After finding all the caches and completing the quests, find a white car in which you must leave quickly, otherwise you will be shot from a helicopter and die.

The best modification of the legendary "Stalker", which really changed the usual Zone. 27 locations, hours of walking through the expanses of the Exclusion Zone. The multi-hour plot is quite interesting, given the addition of cars cut out in the Shadow of Chernobyl, a large list of tasks and, of course, the included support for DirectX 10. After the return of all the cut parts of the game, new features became possible: requesting help from nearby stalkers, thanks to which you can make new friends and earn extra money money if the task turns up. The walkthrough of the game Stalker Lost Alpha is unrecognizable in comparison with Shadow of Chernobyl, and in case of difficulties, we recommend that you look at the walkthrough guide for the walkthrough of the game Stalker Lost Alpha, which is below.

Cordon - the beginning of the game.
The start of the game Lost Alpha, as in the original version of the game Stalker PM, takes place at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of the 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, you need to find an artifact, finding it is also not difficult, 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 carefully, as it is hard to see in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give a few more simple tasks, after which you need to move towards the Garbage.

Location dump.
Once in the Landfill, by analogy with the original TC, we respond to the call of the Bes and help defend the attack, then do not forget to help the stalker named Yurik. After assistance is provided to all those in need, we follow to the hangar to meet with 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 game, we immediately move forward to assist the stalker named Mole. After his rescue, the Mole, as a token of gratitude, tells us about the existence of Strelok's cache and describes in detail the location of his notes. We go down to the bottom and start searching, after you find 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 are on the surface and take your first breath of fresh air, a message will be sent to Pda asking for help. The sender of which will be a Pied Piper. You can find this character in a trailer located in a swamp. After talking with the Pied Piper, it turns out that he needs to get a certain case with documents, you kindly agree and go to the research institute where the coveted case with documents inside will be waiting on the third floor. You will need to deliver these documents to the bartender, who is located at the Bar location.

Bar location.
To get to the Bar, you need to move along the road until you hit the barrier, after passing which you should turn left and then move straight along the road. Having passed the checkpoint, we get to the bartender and giving him the documents found at the Agroprom, we move to Comrade Petrenko, who can be found in the Bar.

Dark Valley.
The first thing to do after moving to the location is to go to the farm, looking for 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 base of the bandits. After the Demon outlines his plan, we transgress to its implementation. First, we find the entrance to the factory - it is located at the mouth in a hollow behind the factory. Poltergeists are constantly grazing in this place. In the same place you will find three corpses of bandits from one of which you need to take a suit and put it on.

Having changed into a bandit costume, 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 a flyover, 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 do not get lost, the location of the buildings has been greatly changed, our goal is a workshop with machine tools 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.

Then the fun begins, which will be arranged for us by the military who have appeared, who will shoot everything that moves, and possibly hit the main character. Therefore, it is necessary to rise 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 automobile industry called NIVA and press as hard as possible on the gas.

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

Dark Hollow.
Having got to the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a break in the left wall. Passing through it you will get to a place called Mines. We go straight to the stop, then turning 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 receive a new task from him to search for documents located at the Borova base. Having got out on the surface, we take the direction to the Borova base. On foot or by car, it's up to you.

Borova base.
On the basis of Borova, there will also be surprises. The head of the bandits will offer you to play a guessing game, where your life can be the price of losing. The correct answer is number 4. Then you get a 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. Having shot everything moving, your PDA will inform you that it's time to go down to the next laboratory again, this time X-18.

Laboratory X-18.
We can enter it by going down to the basement of one of the admin. buildings, after entering 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 on 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.

After leaving the room, we turn left and move straight towards the door, then we go down 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, make our way into the right shaft and start climbing it until we reach 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 pick up PDA from the corpse, in which there will be code 9231 from the computer that you will find next to it on the table. There will also be cherished documents number 3 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 burerra, you can get into it through a breach in the floor. You will find document No. 5 in the basement in one of the rooms, look for a table, they are on it.

Next, we go to Veles to hand over completed tasks. As soon as he returns the weapon to you, we go to Comrade Petrenko. After appearing at the bar, a certain stalker from the Sin group will meet us at the entrance, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to complete 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 a meeting with the leader of the Duty group.

Rostock location.
After meeting with the leader of the Duty, we get another task to destroy the surviving mutants. To do this, we go to the tunnel and, taking an old gas mask from one of the environmentalists, we advance to the factory. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs 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 administrative building, where the checkpoint will be poisonous gas. You need to look for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the factory. The rest will be waiting next to the places where you 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 immediately to Petrenko, then to the bartender. We return back to Petrenko and gives the key and code 4526 to enter the X-14 laboratory.

Rostock.
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 in the Sarcophagus. Moving along the corridor we find the code door, enter the code and pass. We find after passing through the right corridor the second door, we 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, which we learned about from a conversation with Petrenko. After the massacre 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 inform. that secret merchants from the Dead City will get in touch with the main character. In the meantime, you are getting out of the mines you will receive a message from Professor Sakharov in which it is reported that he has business with you. And if so, we are recovering on Yantar 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, having arrived 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, while losing all his belongings and weapons. In captivity, we meet with the Swamp Doctor, who informs the GG that his PDA is defective. The liberators of two friends, oddly enough, are the military. After the release, we go straight along the corridor and open the save and pick up our things. Then we return to Sakharov.

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

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 reeds and after waiting for the military to fly away, 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 of the Army Warehouses.

Location Army Warehouses.
We go to look for a ghost in the village where the bloodsuckers lived, namely in 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 debtor of the Skull. Having dealt with the mercenaries, it turns out that it was a different detachment and they have no art. We go to a meeting with the escort, along with whom we fall under the ejection along the way and he dies. Having reached the littered tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We carry to the Ghost, he sends us to Sakharov on Yantar.

Location Yantar.
Having given the necessary boards and an artifact to the professor, we are waiting for him to repair our PDA. In the meantime, you can chat with Kruglov. We pick up the PDA and from the message that came immediately, we learn that we urgently need to come to Petrenko.

Bar.
In the bar they go fighting. We find Petrenko and carry out the task of destroying helicopters. We climb onto the roof of the building where the arena was located, find a dead soldier with a grenade launcher and shoot down two helicopters. We return to Petrenko and find out that we need to follow Voronin and Bartender in the vicinity of Pripyat.

Neighborhood of Pripyat.
In the basement of the Department Store we find the newly created Bar. You will not be able to get into it, as the door to it will be closed. In order to get inside, we speak with Lyolik 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 vegetable 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. I'm going to Yantar.

Amber.
However, not everything is so simple, the professor tells us that he does not have a helmet. He was transferred to the laboratory located at the cement plant. This is followed by a suggestion to take an untuned helmet 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 transition, until the ejection begins. The release overtakes the gg at the transition, after which you will find yourself in the bunker of scientists cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists who are currently taking measurements. Due to the loss of communication with the group, we will be asked to go in search of the group. We move to the mark, which will eventually lead us to the village, on the old dam. We move towards the dam, going up to it we go down the stairs and see a door under the pipe, we enter the bunker. We find 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 adjusted helmet from the murdered man, we recover to the X-16 laboratory.

Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, the military, scientists walk before his eyes, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going up to the main console we see two talking scientists. After a while, the task to turn on 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 starts. Further actions will take place by analogy with the original version of the game PM. We turn off all the remotes, jump into the gap in the floor, get into the tunnel and go to the surface. After reaching 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 location of the hermit 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 X-10 laboratory workers. 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 hiding place of the Hermit. The path is not close, we recommend using a car. We give the things found in the cache, in return he calls us the code 218 from the safe. Moving among the radioactive heaps with garbage, we find former house Hermit, open the safe and pick up the documents in the bunker. Then we go to X-10.

Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable the 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 get into the room, where the setting for disabling the first lock will be located. We return and in one of the corridors we stumble upon two burers, we kill them and we pass 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. It will be useful to us later. Further into the room with huge vertical installations you will see metal staircase, having risen on 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, there will be a door next to them. We go into it after 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 turning off, 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 fiery poltergeist that appeared at that 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.

Neighborhood of Pripyat.
Again we go to the warehouses, then to the MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernobyl). We go to the bar, we talk with the bartender, then we go to Voronin. Voronin complains that the old, military development, the earthquake machine, has tortured him and it must be turned off. Let's go 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 don’t need to shoot at it, before the first ladder we turn into the corridor to the left. We pass straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go again along the corridor and reach a ladder, a poster “Caution, low ceiling” hangs above it, climb it, turn left and again the ladder goes up, climb it and then go down. We are again in the corridor, turn right and go to the first turn to the left. Before reaching the wall, we turn through 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, like in an underground laboratory on Yantar.

We turn it off and go back. In one of the corridors you will meet a ghost in a dark cloak with a hood and the front will be a fiery lane, you cannot cross it, you just have to stand and wait, the ghost will disappear and the lane too. Let's 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 conductor. He says that we need to go to the Fang. We go to the warehouses and talk to the fang. He sends to Pripyat to meet with a ghost in a 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 Pripyat dungeons. Going to the dungeons on the radar.

Dungeons of Pripyat.
After the transition, we get to the hospital from clear sky. There we meet with the conductor. He escorts us to the entrance to the dungeons and then we go ourselves. We get 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, go straight and turn left. We get into a room where there are holes in the floor, and a Kamaz stands in the aisle. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we climb the stairs and go through the tunnel behind the Kamaz. We see a half-littered tunnel with twisted pipes and under the pipes lies the corpse of a stalker, there is another one on the pipe. We jump onto this pipe, then we move to the flooring and in a small cave lies a corpse, and documents are near it. We pick up these documents and there we find some code (4134), until we know where it comes from and just remember it.

We continue moving along this tunnel. Turn right, you can see the body of the dump truck, turn right again. On the second metal column we climb one level higher. 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 through 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 ladder on the left, go down it. We go further along the tunnel, on the way again there is a hole with a ladder, we go down below. We pass further and rest against the coded door. A message arrives that you need to find documents with a code. And we have already picked up some documents with a code. We apply this code and get into the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and climb to the very top, in the original RFP there was a control panel, go out to the balcony and go along the balcony, find the stairs and go up to another balcony, go again and again find the stairs to the uppermost balcony, 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 arrives about helping the military fight off the Monoliths. We go and shoot a few monoliths. A message arrives that it is necessary to meet with Vasiliev. We go to a meeting, Vasilyev is at school on the second floor. He thanks us and asks us to help ecologists take measurements. Let's 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 burrer at the bus station itself, it is necessary to destroy it immediately upon arrival on the second floor, there on the second floor two zombies climb the back stairs, they must also be destroyed, otherwise they kill the nerd and the task fails. After that, we approach the scientist and help him take the measurement. The task is counted and we cheerfully run together with the scientist to the kindergarten to the chief ecologist.
The chief environmentalist bows in front of us and gives us an orange suit and an elite detector.
A message comes that you need to meet with a ghost in a 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 sitting there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the transition to the nuclear power plant.

Chernobyl.
Upon entering, we get the task to talk to the commander of the raid squad. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers with a moth, we talk with the commander, he asks to destroy the mutants more, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.
We approach Captain Makarov, he says something there, then he 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 we go along the corridor and rest against 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, climb the stairs, everything is the same as in the original sarcophagus, we go to the room of the destroyed reactor, how to go to the monolith, and there under a piece of metal there will be a case. We take away the battery from 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 go to the control panel, marked in the PDA, and smoke comes out of it from the bottom. We approach and press the use key, 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.

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

Laboratory X2.
The laboratory resembles X18, but here it is a little different. After entering, wait for the door to the stairs to open. We go to the next level, we find the emergency generator control panel, it does not turn on, it is necessary to fill the generator. We find fuel and approach the installation. When you hover 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 get down even lower, there will be a code door on the right, we go to the left. We find the remote control and turn off 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 below, 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 we need to go through some kind of scanner. You need 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. Let's go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the system file sys, 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 the laboratory similar to x18, where they took the documents. 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 console, there is a switch on it and when you hover over it with the mouse, tips_war_gen_switcher will appear, press the "execute" button. And the task works, a new task “meet the ghost in the cemetery” appears. We go to the cemetery and talk to the ghost. After talking to us and watching the movie, we are transferred to the cordon in the basement to Sidor.
Next, freeplay begins.

Date added: 10/26/18 Views: 59568

Description

about the project Lost Alpha is one of the most popular projects in the Stalker universe, the development of which began back in 2008. Initially, Lost Alpha was aimed at the return of that same stalker. In 2014, the release of the first version of the modification took place. The exclusion zone map has been reworked to be more in line with the 1935 build than the original game. The plot is based on the history of the Shadows of Chernobyl. In Lost Alpha, the main character is Stalker, who remembers nothing, and his PDA has only one task - "Kill the Strelok". Key moments migrated from the first part of the trilogy, but they have been transformed so that each of us will be able to relive this story anew, with new sensations from the passage. A large number of plot branches, side quests were also added.

Plot points

1. Where to find Strelka's cache (Agroprom Dungeon): We go along the corridor where the anomaly of the electra used to be, go down the stairs (we don’t go down to the very bottom, but only along the stairs that were in the original PM). We go into the corridor (through which we made our way to the stash of the shooter in the PM) and see the door to the right, this is the stash of the shooter.

2. Where to find the key to the door to Strelka's cache (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe, in it, on the edge, lies the key to the door.


3. Where is the book Strelka: Behind the closet in the wall opening.
4. Where is the Strelka flash drive hidden: In the next room.

5. Where is the input in X18: On the backyard behind the main building.

6. Where are all the documents for Petrenko, and where are all the computers for Veles: The first computer and document are located immediately at the beginning of the laboratory, where the guard is sitting (the glitch that whistles). The second Document is in the room on the left (if you look at the exit from the laboratory). The third document is below the level, next to the second document there is a brother-in-law (it is working), behind it is a hangar at the very bottom of the hangar, behind the old armored personnel carrier "A there is a hatch. We jump into the hatch, go in a straight line, turn left, see 3 stairs, climb the second and we find the document.The fourth document is located near the scientist from the cut-scene (where the bloodsucker killed the military) (there is also a second computer near him) and climb to the floor on which that room is located, go to a small room (where the corpse of a Svoboda soldier lies on the mini map) (there is a third computer)

7. Expedition: explore the second point: All documents and scientific instruments are in the hangar where Kalmyk stands. The first document is on the gas tank, the first scientific device is on the lower shelf of the machine, the second document is in the corpse of the scientist, the second scientific device is on the table, next to the corpse of the scientist (for the task to work, you need to look into the house at the end).

8. How to get to the Cement Plant:

Where are the tools located?

Tools for rough work:

Metallurgical plant:


Plant "Rostok":


Dark Valley:


Dark Hollow:


Construction site:


Tools for fine work:

Lake "Yantar":


Dead city:


Army Warehouses:


Northern Hills:


Calibration tools:

Neighborhood of Pripyat:



City of Pripyat:


Generators:


Codes for safes:
Code from Borov's safe - 495;
The code from Petrenko's safe is 123;
The code from the Borov safe (TD) is 295;
The code of the safe at the base of the military (Cordon) - 471;
The code of the safe in the room of the building with chemical gases (Location Rostock, entrance to the room from the roof) - 437;
The code for the safe at the Radar location (according to the Nomad quest) - 218;
Safe code in the new Bar - will be available after joining the Debt grouping.
Door codes:
The code to the door of the Laboratory X10 is 3823;
The code from the closed room in X10 is 1234;
The code for entering the subway (to Pripyat) is 2345;
The code to enter the X-18 laboratory is 5271;
The code for the door in the dungeons of Pripyat is 4134.
The code to enter the Sarcophagus is 4237.
Codes for computers:
Code for most computers in the game (suitable for the first computer in X-18) - top_secret;
The code to the second computer of the laboratory X-18 is 9231;
Code from gallery 2 - gallery

Stalker fans and fans, rejoice! An addon for S.T.A.L.K.E.R.: Shadow of Chernobyl has appeared on the Internet. At the same time, this is not just another and uninteresting addition, but a real major DLC that completely changes the game and allows you to enjoy the new Stalker. So, Lost Alpha will bring back to the game everything that we liked so much before the appearance of Shadow of Chernobyl ..

Cordon, native to us, has significantly increased in size. It takes at least fifteen minutes to run the map from one end to the other. And this is not counting the numerous branches, bridges, dungeons, etc. And the most interesting thing is that this is only one location out of twenty-seven! In order for the gamer not to fall asleep while getting to the destination, the cars were returned to the game. The choice is large, ranging from an old, rotten Cossack to a brand new, shiny armored personnel carrier, it all depends on your desire and wallet.

The first quest involves cleaning the plant from malicious bandits, then the first real weapon will fall into our hands. At first, the game does not release us into "fresh air", making it clear that we should not deviate from storyline. But having gained experience, weapons and points, you can walk around the expanses of Lost Alpha to your heart's content. But even here everything is not so good. The open spaces are huge, but there is nothing special to do .. Although no, you can spend hours digging in the landfill in search of the necessary “things”, you can explore the underground laboratory, hunt for artifacts, and complete mini-quests. But you will get tired of it soon and the huge world will remain unclaimed, but rather annoying.

Marked became even more like a man. You can’t do without food, water and sleep, if one of these parameters falls below the norm, consider everything gone. Darkness in the eyes, hands shaking, nothing good comes from this. Surviving is not at all easy, the dark night is not a test for the faint of heart. The flashlight eats batteries like crazy, the darkness - at least gouge out your eye. Danger awaits you at every turn. Additional patches will be released for Lost Alpha, which will undoubtedly add even more gloss and interesting quests to the game. In the meantime, we play with what we have. P.S.:

Stalker lost alpha walkthrough


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