Passage of the game stalker alternative 1.3 for a stalker. Stalker "Alternative" v1.2 Beta - S.T.A.L.K.E.R. Shadows of Chernobyl - Global mods. Exit from the Zone

In this section, not all quests of the "Alternative 1.2" mod are affected.

In the "Alternative" mod, the player plays for himself, can choose a name for himself and change the icon that is displayed in the dialogs. How to do this, read the Player Profile. A lot of interesting things can be learned from the dialogues. At first glance, they seem to tell you about elementary things that you are well aware of from the original plot of the game, and this is not just so, you need to pay attention to these things. All the necessary information is in the PDA and in the documents found.

In the PDA, in the "Journal - Personal Notes" section, information will be placed, after studying which you can go to quests and complete them. In version 1.2, two quests are available from personal notes that originate in the Forezone.

Game start

You arrive in Predzonie as civilian to sign a contract for service in the Zone. Before leaving the military base, look into the control room. It contains a computer that you can hack a little later. Check all computers, PDAs, laptops, safes for hacking.

To hack PDA computers and safes, you need programs that Kalancha will give you, about which you can learn from Sidorovich. There are six programs in total: three for hacking computers and three for breaking safes with electronic locks, all programs are required to complete the game.

There is a transport in the mod, in order to start the transport, you need to set the action on the keyboard key in the options-control to "Enable", by default there are spaces.

When talking with the Strelok, in the Predzone bar, you will have to make a choice (the choice will depend further development plot) contract service, or become a free stalker.

Free Stalker

Having chosen the fate of a free stalker, you have freedom of choice, but it is not clear what to do with it. You need to follow the advice of the Bullseye and meet with the Mayor. What you need to do to progress through the story in the dialogue is highlighted in green. Pay attention to the military man who will come to the bar after talking with Strelok. Help the saleswoman who sells in the store, you will definitely need empty boxes. The inhabitants of the Forezone sleep at night.

From the original game, there was a quest to find Strelka's cache. Flash Arrow contains other information. After the Extremal found in the cache, an unusual journey around the Zone will begin.

Quest from Cardan.
Cardan will ask you to bring three tool kits, one by one. All three sets are on Zaton. To complete the second task, you will need at least the first computer hacking program. When you wake up to hack, save before hacking, it may not work the first time. It depends on the outcome of the third task whether or not Cardan will give a task on Jupiter.

Quest "Parallel world"
The quest "Parallel World" starts after the laptop in your house is hacked. All information on the passage of the quest, in addition to tasks, is displayed in the PDA in the "Journal - Parallel World" section. You need to do exactly what is described. If it says "stood on a pile of foliage for a long time", then you need to do so, and not run around this pile and kick the foliage. When you get to the Dark End and find the cache, do not forget about the map and the knife, at the moment the knife is a weapon. And artifacts against mutants are weapons of mass destruction. The main thing is to know which artifact to apply at what time. Everything found in the Dark Land, it is better to leave there, it may come in handy.

Quest "Legend"
Quest "Legend" will begin after hacking the PDA in the bunker at Chernobyl-2. Nesterov is located in the Dark Edge on Mozgolome.

Quest "Find Chemist's swag"
The quest "Find the Chemist's swag" will begin after the information obtained by hacking a computer from scientists on Jupiter. When you find all four artifacts, the quest will end. After the domed room in which the installation stands, passing along the corridor, pay attention to the container on the left, before descending the spiral staircase.

Quests related to other quests
The quest to exterminate the plague from the Zone will begin with the task "Find the guard" for scientists on Jupiter. To continue the quest, you need to hack the PDA in the X-8 laboratory, which is located on Jupiter and bring the corpse of an unknown animal to scientists. What Ozersky asks for needs to be done periodically. Further continuation of the quest is connected with the "Legend" quest. The quest will end with the task "Destroy the uterus of an unknown little animal." There are two options for completing the quest: 1. when you know the supposed location of the lair of an unknown animal, you can immediately go and finish this quest. 2. If you re-go down to X-8 and find the second PDA, you will be in for a surprise. When you say to Ozersky "What did you say? The Zone itself? The Zone, well, of course the Zone. Okay, I have to go." This means that you know who you should talk to now. After completing the quest, be sure to talk to the "ally".

The "Legend" quest is connected to the simple "Find the antidote" quest. When you bring the antidote to Nesterov, the quest to turn on the antennas on the Radar will continue.

Unrealized quests that were continued in version 1.2
In the Alternative 1.1 version of the mod, there were quests that were not fully implemented. The task "Find documents from X-8": the obtained documents could be given to "Debt" or "Freedom". In version 1.2, it matters to whom you give documents.

Quests related to a girl named Sonya, which began with the task "Find the girl from the photo" did not grow into a separate storyline, but received a continuation and influence on the ending of the "Legend" storyline.

Overnight at home, unexpected guests may arrive who will need your help. The second night guest, who comes to the GG home, received a quest for the GG. A feature of this quest is an attempt to implement an alternative delivery and summing up.

Contract service.

The storyline for the military was continued and has three endings.

While serving in the Zone, you need to clearly fulfill the assigned tasks, as in the army. Passing the game for the military, it is possible to complete part of the quests of a free stalker.

Good luck Stalker!

Detailed description of quests

Free Stalker

Saleswoman and boxes

Undertaking to help the saleswoman, we go to the Bar and buy a map of Predzonia. There is a car near the store, we get into it and drive to the boiler room, there are four boxes on the first floor. We take one at a time and drag it to the car, we stand so that we can take all the boxes and get into the UAZ, we go to the store and carry the boxes to the counter, we take everything, we talk to the saleswoman.

Find the girl from the photo.

The task is taken from Sidorovich. He says that you need to find out in the beginner camp. If Tolik is alive, he will give you a tip on the transition to the Swamp. If Tolik gave up, we go to the Swamp without a tip, the transition is located in a barbed wire fence, which is not far from Sidorovich's bunker. You need to go along the fence towards the checkpoint. The girl at the base clear sky. She informs you that no one knows about her presence in the Zone.

We go to Sidorovich, you have two options: take the money or say that you have not seen the girl. In the first case, every stalker will try to take revenge on you for betraying Sonya. In the second case, you have a new task "Warn Sonya". We go to the Swamp and in the church we release Sonya from captivity. We accompany Sonya to the base, you need to go next to her when she reaches the fence, we stand and wait until she disappears from the PDA, quickly into the teleport and wait for her near the gate. Sonya asks you to find a customer, taking this task, we go to Cordon. In the house behind the railway bridge, on the right side, we talk with the stalker. After the conversation, we return to Sonya, she will thank you.

Quests from Cardan

All three instrumental sets are located at Zaton. The first set is in the forestry boiler room, on the mountain from the barge. The second one is under the iron forest in the laboratory, this is where the helicopter fell on the concrete. You can get into the laboratory only after hacking the computer on the second floor, at the table. For hacking, you need at least the first hacking program, which is given by Kalancha at the Clear Sky base. In the lab, the kit is in the room where the large gauss gun is installed.

Set number 6 is with the mercenaries who are at the treatment plant. You need to go at night, as Cardan asked, and quietly steal the set, which is located in the room where the mercenary snores. It may happen that the mercenary, before going to bed, grabs a set, in which case he needs to be killed and the set is taken away. If it doesn’t work out quietly, we take out all the mercenaries to the sewage treatment and catch up with the one who escaped near the transition to Cordon, pick up the kit and go to Cardan. This is a fallback option when you really want to get a quick-firing shotgun as a reward, and the task for set #6 can be turned in anyway.

With luck, Cardan will ask you to free Brother Pilot. We fly to Jupiter by helicopter from the Clear Sky base. At night, in container warehouses, we make our way to the hangar where the Pilot is kept. When releasing the Pilot, there are now two options: clear the entire camp or leave quietly. The choice will depend on how you solve the problem with the bandit who guards the Pilot. After escorting the Pilot to Yanov, we fly to Cardan and finish the quest.

This quest originates after the PDA hack at Chernobyl-2, Strelok spoke about this bunker at the beginning, only asked to forget. Bunker, this is in the original where Sidor sits. You can get there by jumping through teleports, or using the "Punch" device to enter the coordinates. Whoever hacked a laptop in the Guide has these coordinates. The device is located in the Extremal cache in Pripyat.

If jumping on teleports without a device, the first time you get into the bunker you will be thrown out of it, continuing to jump on teleports you will fall into the bunker behind bars. In the bunker under the PDA shop (you must have a hacking program), we hack it. You can get out of the bunker by going to the grate, the teleport that you threw out for the first time will repeat its action.

We go to the Strelok, he will send you to the Anarchist, who will tell you his story, an entry will appear in the PDA, the Legend Magazine. We go to the Ferris wheel in Pripyat, we find a sheet with a record. In Monolith Management, we do what is written on a piece of paper. We talk with the Joke, we carry out her task. After that, if you have already brought the carcass of foot-and-mouth disease to Ozersky, then a message will come from him. We go to Ozersky, they will send you to him anyway. He will tell you about Nesterov.

Nesterov in the Dark Land on Mozgolom. If you have not met him before, he will ask you to bring an antidote. We bring him an antidote, for which he will tell you how to restart the generators at Chernobyl-2 (without the "Puncher" device, this will not work). You have the first coordinates for entering the device if you hacked a laptop in the Guide. We restart the first generator, look for a note in the generator, then the second and third, similarly to the first. We go to the Radar, turn on the antennas (stock up on artifacts from psi-radiation and increase endurance, do not forget about first-aid kits). Let's go to the joke.

To get a continuation, you need to find any stalker who has a dialogue about the Forester. We go to the Forester, listen to his assumption. We talk with the girls, both are on Yanov. In the end, you decide to go and turn off the "Radar" yourself. In the laboratory on the "Radar" you will find a surprise and another choice. In one of the options, you have to go through a psychological quest that will require endurance, patience and attentiveness from you. When you get to the secret part of the laboratory, find a laptop, take it with you, you will need it. After a while, a task and a description for it will appear. The description says where you can find the first and second PDA, but you have to look for the third one. I consider further description of the storyline inappropriate, it will not be interesting for you to play.

Parallel world

The quest will start after hacking the laptop in the house, which you buy from the Mayor. All the necessary information, in addition to tasks, will be displayed in the PDA (Journal-Parallel World), after each computer hack. In the Swamps, B. The Doctor will tell you about the ford. We go to the ford, through the railway tunnel we get into the Dark Land. Swamp. We find and hack a computer in the house. In Zap. Pripyat on the roof of the Yubileiny, we crack the PDA, we read. After some waiting on a pile of foliage, you will take away the place that you will need to find, it is in Zap. Pripyat, not far from the dry cleaners. In the littered tunnel we break open the laptop, read, get up in the doorway and wait, We fall into the Dark Land. Dump.

In one of the houses, which is not far from your place of appearance, we hack the laptop, we read. We find the first cache, there is a map in it, the map contains three sheets with maps. On the TC map. The landfill is marked with three places, red dots. At the moment you need to point in the middle. There you will find another surprise, do not forget that the knife is a weapon, at the moment it is relevant. With the help of a knife, you will get the coordinates written on a piece of paper. We enter the coordinates into the "Puncher" device, inspect the second cache, read the note from the cache. We head to the hangar, do not forget that artifacts can be weapons. We find the third cache, which is located in a crevice next to the armored personnel carrier. We enter the coordinates found in the cache and get to the Brain.

Upon entering the location, we get the task to find and disable the psi-installation. The installation is located under the building, which is surrounded by satellite dishes, you can get through the elevator shaft. The psi-installation switch is on the table, turn it off, talk with Nesterov, find and hack the computer in the freight elevator shaft and get the location of the transition to Dead city.

In the gym, when hacking a laptop, we get information on how you can return from a parallel world. You can get out of the Dead City, just like you got in, through the sewers. There are two hatches through which you can get into the sewers, in one of them there is a passage.

There are two meditation zones in the Dark Edge Junkyard, located in different railway tunnels. (I recommend leaving everything found in the Dark Land before leaving, it will come in handy in the future.) When you get into these zones, effects are played, after playing you need to wait a while. Through one zone you will get to the Swamp, then I think you will get out.

Through the second zone, to the Lost Village. In the attic of the flock near the corpse we find a note, we learn that we need to get under the roof of the house. To get to the attic of the indicated house, you need to collect empty boxes and use them to build a ladder inside the house, jump under the roof. We are looking for caches, read the note, go to the store, turn off teleports. Now you can get out through "Limansk" or "Collector". This is where the quest ends.

Find Chemist's swag

The quest will begin after the extracted information from the computer of scientists on Jupiter. The information will be entered in the "Artifacts - Sunlight" section, there will be a code for the door to the laboratory on the Generators. After talking with the Swamp Doctor, who will express his assumption, we head to the laboratory on the Generators. You need to go down to the lowest level, where there are only corridors. There is a hatch in the ceiling, but you won’t get into it, on the right side of the hatch there is a ladder, go up it, the teleport will transfer to the room. In the room from the hatch, two corridors, along the long passage to Jupiter, along the short one to the Collector.

In the Collector we find a computer, it is important for you, we hack it. After reading the information, you will need to find the door indicated in the photo. After the anomaly, while walking along the corridor, pay attention to the container on the left, before descending the spiral staircase. Through the door we get into the second part of the Collector. We find a safe there, break it open, you already have two artifacts of the Chemist.

On Jupiter, where the railway entrance to the plant, to the right of it is a channel and a grate, walking along which you will fall behind the bars, there is another safe. In Zap. There are no mountains in Pripyat, but nine-story houses will pass for them. Two twins are connected by an anomaly, through which you can climb to the top, where the fourth artifact of the Chemist will be waiting for you.

Flash drive Strelka and caches of Extremal.

The Strelka flash drive is located in the same place as in the original game, but when you take it, you will have another task, after reading it, we go to Jupiter. The plane is behind the graveyard above the railway tunnel where the controller lives. On the wing of the plane, PDA from which you will receive two photos, which depict caches.

We are heading to Pripyat, we find the house shown in the photo. We climb the ruins to the second floor and travel through teleports until we get into a room with a working radio. There is a backpack in it, in which the "Punch" teleporter and a photo with the image of the next cache, there is a note for the photo. In order to get to the cache in Zap Pripyat, you will need an empty wooden box. In the "Punch" there is an image of a house, put a pointer on it and click on enter, you are on the roof of the house. We jump from the roof of the house to the roof of the entrance, put the box, from the box to the balcony, hack the PDA, we get the coordinates. We enter the coordinates into the device, in one of the caches there is another PDA from it we get a photo in the "photos" section. The photo shows a place that is located at the Jupiter plant.

We find this place, behind the bars of the PDA, we get the coordinates from it. We enter into the device, we move behind the bars, we rise to the roof. At the other end of the roof we get to the landing, we find a backpack, there is a reward in it. A continuation of the storyline is planned.

Ending mod Alternative version 1.3.1

For the military:

1. Completion of the contract

Having completed three secret tasks, the GG terminates the contract ahead of schedule and flies to the mainland.

2. Prison

If they refuse to cooperate with the representative of the Awareness project, the GG is taken into custody and sent to the mainland, where they are imprisoned.

3. Poltergeist

GG agrees to cooperate with the representative of the project "Awareness" and undertakes to find a complete package of documents from the X-18 laboratory, which consists of 5 parts. When searching for 4 and 5 of the fifth part of the document, the GG meets a ghost. If the GG ignores the advice of the ghost and continues to search for documents, then he remains forever in the Zone, ending his path as a person and becoming a poltergeist.

4. Exit the Zone

GG agrees to cooperate with the representative of the project "Awareness" and undertakes to find a complete package of documents from the X-18 laboratory, which consists of 5 parts. When searching for 4 and 5 of the fifth part of the document, the GG meets a ghost. Following the advice of the ghost, the GG goes in search of a tunnel through which he will get out of the Zone.

5. Revenge

This ending is possible if the GG surrenders to Sonya Sidorovich, having received 50 thousand for this, then when communicating with the stalkers, the GG can be killed, avenging Sonya's death.

For a stalker:

1. Suicide

If the GG agrees to take the box to the Clear Sky base at the request of Victoria. As a result, the GG realizes that he made another mistake that cannot be corrected. He understands that his death can stop the Zone and decides to commit suicide.

2. There is no way out

With the correct passage of the plot, but if the GG surrenders to Sonya Sidorovich, having received 50 thousand for this, then no one will be able to leave the Zone, including the GG.

3. Love

This ending is possible only after rescuing Zoe. GG will have the opportunity to leave the Zone with Zoya

4. I won't let you

This ending is possible only after talking with the Joke and if the GG decides to tell someone about the existence of the Joke.

5. Asylum

If the GG made the wrong choice when handing over documents from X-18 and incorrectly disposed of the documents of the Awareness project, then when returning to the Hold, a psychiatric hospital will be waiting for him in two possible exits. The third possible way out does not bode well.

6. Surprise

With any passage of the plot, this ending is possible. When returning to the "Hold", if the GG goes along the corridor along which you do not need to go, he will be warned about this, then a surprise.

7. Second Chance

If the GG made the wrong choice when handing over documents from X-18, but correctly disposed of the documents of the Awareness project, then when returning to the Hold, the GG will have a chance to correct one of the mistakes and he will be able to exit the Hold.

8. My room

If the GG made the wrong choice when submitting documents from X-18 and incorrectly disposed of the documents of the Awareness project, then upon returning to the Hold, entering the ward, the GG will end up in a psychiatric hospital.

If the GG uses a second chance, then when entering the ward, he will wake up before being sent to the Zone and decide not to fly to the Zone to sign the contract.

If the GG made the right choice when handing over documents from X-18 and correctly disposed of the documents of the Awareness project, then when returning to the Hold and entering the ward, he will wake up before being sent to the Zone and decide not to fly to the Zone to sign the contract. And he will be able to get out of the Hold without any problems.

We offer latest version modifications for "Stalker - Shadow of Chernobyl" - "Alternative" 1.3.1. In the latest patch, the mod was finally brought to mind by the developer, and it became possible to complete it. Numerous plot inconsistencies and bugs have been fixed, a second alternative ending has been added.

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

Features of the mod "Alternative" 1.3.1:

  • The choice of the storyline at the beginning of the game: military or stalker.
  • An interesting plot, gaining momentum towards the end of the story.
  • Expanded gameplay compared to the original: special skills, artifact transmutation, achievements, reputation, etc.
  • The atmosphere of the zone is preserved, there is an everlasting sense of danger and anxiety.
  • Territories of the pre-zone and zones, strikingly different in terms of hostility.
  • Long plot duration, diverse endings.
  • Tightened graphics, improved textures and skyboxes.
  • The game encourages exploration of the zone, a freeplay element is built in.
  • Lots of good cutscenes.
  • Included elements of horror in many tasks.
  • The weapon component has been improved and expanded.
  • Build locations have been introduced, such as the "Dead City", there are a lot of them.
  • Thoughtful dialogues that help navigate the intricacies of the plot.
  • Cut mutants returned, there are also new ones.

There is a mod and negative sides, unfortunately. Stable departures occur in several places. Fixed by reloading saves. There are some inconsistencies between the plot of the modification and the abandoned quests of the original game. The animation does not always work correctly when driving. In any case, the mod was a success, despite the above flaws. Recommended for download!

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

Video with a solid review of fashion:

The Stalker Alternative project received a long-awaited plot continuation and has grown to version Alternative 1.3. Like previous versions, the mod remained on the same platform Stalker Shadow of Chernobyl 1.0004. Unlike the previous part, the game has acquired not only a number of plot changes, but also gained a lot of gameplay innovations. As before, the player will have to play for himself, that is, the developer left the opportunity to create his own character before starting the game. New story line, 8 additional locations, 8 unique endings, a lot of interesting quests and unique cut scenes will be presented to players during the passage of the Alternative 1.3 mod.

STORYLINE CHANGES:

The plot of the game has become much more diverse, the game has eight full-fledged and unique endings (4 for the stalker and the military). It becomes a little easier to play as a military man, due to his full state support. When playing as a stalker, the plot was continued, so now the player will be able to get a full answer to the protagonist's tormenting question in the previous version. This became possible thanks to the introduction of new story quests. Unlike the previous part, the start of the game was changed, and the beginning of the storyline takes place immediately after the events described in the original version of the game Stalker PM. Additionally, a new storyline has appeared in the game, which originates in the Forezone location. Please note that due to the non-linear nature of the storyline, the main character will periodically need to make a choice, which may subsequently change the course of the game. This is implemented through dialogs, they will be orange for convenience, so before making decisions, make saves.

MAIN CHANGES:

  • The new plot of the game (the old one is completely cut out);
  • GG the player creates independently, before the start of the game;
  • Added 8 new locations (out of 30): Hold, D-6, Cemetery, Tunnel, Hidden Road, Dark Hollow, Rostock Factory and Catacombs;
  • New story quests;
  • New mutants with unique features;
  • Added a new storyline that starts at the Forezone location;
  • 20 new artifacts have been added to the game;
  • During the passage, the most important plot points will be accompanied by cut-scenes;
  • There was an opportunity to test suits with a closed breathing system and oxygen tanks. Thanks to them main character will be able to practically without restrictions to be in underground locations (they do not include the X-8 laboratory and Chernobyl 2, these suits are not required for them).

GAMEPLAY FEATURES AND TIPS FOR PASSING:

  • During the passage, carefully read the dialogues, information in the found documents, incoming messages (highlighted in red), this will at least save your nerves and save time.
  • Pay attention to the section in your personal PDA called "Journal - Personal Notes", the information contained in it will help you complete unfinished and search for new quest tasks.
  • Do not forget to wear a suit with a closed breathing system before descending into underground locations, equipping them with oxygen cylinders beforehand, without them being there is impossible.
  • During the passage of quests, NPCs highlighted in red (indicated by enemies) are not always so, with some you can start a dialogue. Therefore, before shooting, try to peacefully resolve the issue.
  • Many unfriendly stalker bases can be infiltrated without firing a shot, so try to properly assess the situation and take advantage of the opportunity to sneak into the facility unnoticed.
  • Do not forget that some personal PDAs and computers can be hacked, they can become not only sources important information, but also to open new storylines.
  • The game has new artifacts, there are about 20 of them. From the start of the game, they have no names, no descriptions of their properties. This will be the case until they are studied in the laboratory, so the first specimens will not be detected by detectors, and their search must be performed almost "blindly".
  • In order to profitably sell the found artifacts and trophies, in the form of body parts of mutants, the main character needs to go outside the zone. According to the plot, some locations are outside the Perimeter and they are not on the game map of the Zone, so getting to them is not so easy.
  • Transitions to locations do not have marks on the map, but all are open from the start of the game. This means that you will be able to find them yourself or wait for information about the location in the story.

MOD INSTALLATION:

  • Install the game Stalker PM version 1.0004;
  • Unzip the downloaded archive with the mod.
  • Copy the resulting bin and gamedata folders to the folder with installed game Stalker PM 1.0004

Interface:

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

1. Day one

You go to work for the Endora Corporation. After receiving a baton from a security android, you will find out that you have lost your job and lost your personal card. You need to go home, but your subway pass has run out. Without a personal card, the travel card cannot be charged, so you need to look for another way to return home.

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

Go right to the broken tram, and then past it down the screen (so that the hero walks straight at you). There is a metro station here. Wait for the train to leave and inspect the ticket terminal closest to you - it's broken. On the front panel there is a cover that can be picked up with something.

Return to the gate and go right. There is a container with barrels here. Go into the container and inspect the barrels - there is something shiny here, but your character does not want to take it with his bare hands. Use the glove on the barrels - you will get a rod. Go to the subway and try to pick up the terminal cover, but the rod is very sharp. Go back to the broken tram and find the box next to it, which contains adhesive tape. Wrap the rod with duct tape and return to the subway. Tear off the cap with a rod and dip the rod into the chemical. Richard will say that the substance is very hard, and it is impossible to put it in the travel card. Return to the container and go from it to the right to the alley. Something is burning here - hold the rod over the fire and use it on the travel card. Go to the subway, wait for the train and click on open door wagon.

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

Talk to Tom, but he thinks that the Resistance is very dangerous and refuses to help.

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

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

Andy is standing near the gate. Talk to him about the battery. It doesn't matter what you answer ("yes" or "no"), just return home - now you can take the watch. Open them with a knife and give the battery to the drunk. He will send you to the old barn behind the house.

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

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

Return to the warehouse.

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

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

After that, return to Petrenko's house. The door is sealed, the investigator is standing nearby. She will let you into the apartment if you help with another matter.

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

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

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

Return to the Supermarket and talk to the girl. Go to the investigator and give that diary. Exit to the subway and return to the apartment again - the door will be open. Pay attention to the large poster on the right wall opposite front door- it has a camcorder eye. Touch the peephole and Richard will tear off the poster. Click on the video camera and a disc will appear in your inventory. Combine it with the PDA in your inventory and look at the entry - some woman came to him after you. This is the proof of your innocence.

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

Go left to the office and press the switch on the wall at the entrance (the red light is on). Look closer at the blackboard and pull the handle to open a hidden compartment. Here an atom of an unknown substance is drawn and its name is encrypted: "113-PRF".

Try to open the safe - Richard will say that the combination should contain some important figures for Petrenko. Get outside. A cat is sitting near the house - obviously, this is Homer. Pet him and Richard will read the name "Perfomium" on the collar pendant. Information will appear in the PDA (Database tab) about perfium - this is a chemical element for the discovery of which Petrenko received the Nobel Prize. (If you don't look at the photo of the cat, it will scratch you and make the safe impossible to open).

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

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

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

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

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

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

Pitra will ask where you used to work.

3) For Theolex

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

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

Pitra will start speaking badly about Theolex.

2) False accusation (False accusation)

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

3) Anything (All)

He will tell that his son until recently worked at Theolex and was fired on false charges. He will let Richard through to Endora if you enter Theolex and erase his son's information from the computer.

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

At the bar, ask Tom about the scanner. You will need Petrenko's eye (because you have his card) and ethanol alcohol, in which you need to put the eye for safety. Tom has an alembic for making ethanol, but you will also need a spiral, a flask, a rotten fruit and a cork. Obviously, all these items can be found in the garbage dumps that you have seen in almost all locations.

Return to the Industrial District to the location with the scanner. In the foreground of the screen in a pile of garbage, find a spiral and a flask. Go to Supermarket. Near the stairs in the subway, under a huge red poster of Endor, there is a cork in a pile of garbage. Talk to the homeless man near the trash can. He likes to change and wants your jacket. You'll still need a jacket. But what if you exchange one unnecessary thing for another unnecessary? Drive to the Industrial District, go past the container to the alley (where you warmed up the pass stuff) and dig through the trash can. There is a cobblestone. Give the cobblestone to the homeless person and get a jar of rotten fruit in return.

Return to the bar and go to the back room to the left of the bar. Place any item to be assembled on the table alembic(Richard will automatically put all the rest himself). An empty fruit jar will remain in inventory, put it on the table. After the alcohol is distilled, take the jar and go to Tom.

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

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

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

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