Encyclopedia of S.T.A.K.E.R: Shadow of Chernobyl - Walkthrough. Guide for the passage of the modification - Last Stalker\ Last Stalker Walkthrough stalker tch search

The game can be played in different ways - immediately go over the main plot or get distracted by side tasks that some NPCs are always happy to give the hero. The second option is convenient in that it will allow you to acquire new interesting things - armor, weapons and artifacts - with a relatively small expenditure of time and effort.

Let's run through the tasks and see what they can give the hero.

This is a bug: sometimes NPCs refuse to accept a completed quest from the hero. In this case, try exiting the area and returning to it. If this does not help, you will have to load or leave the quest.

Dealer

The bartender sits in the bunker and gives out a portion of tasks from time to time.

"Sales Representative". A dishonest stalker trades on behalf of our patron and thereby undermines his authority. The cheater must be killed. He can be found in an open field (usually accompanied by two other stalkers) or at the base. Peace cannot be negotiated. Have to get wet. All three, if needed. The reward will be canned food and the anomaly "Twist".

Note: since the NPCs to be killed migrate around the map very often, it is not possible to give their exact location here. Fortunately, the arrow on the mini-map will not let anyone hide, although the character can move around the map - and even between separate areas.

"Pseudo-dog tail". The tail of a mutant dog is suitable for fashion accessories. Get it, and you will be given 1,500 rubles and a handful of cartridges. The pseudo-dog can be found in the northern areas. You will meet one of them during the quest for a suit from Shustroy. Keep in mind, not every dog ​​has a tail.

Advice: Since many of the quests in the game have a limited time to complete, it makes sense to approach an NPC for a "mining" quest with the item you need already in your duffel bag.

"Bloodsucker Jaw". The trader needs the jaw for sinister experiments. The reward is money and ammo. Bloodsuckers usually live in dungeons. You can go down to where the player has already been in the story.

"Stone Flower". One of the most commonly found artifacts. Needed by a merchant for resale to jewelers. The reward is money and vodka against radiation.

Note: it is impossible to indicate the exact location of artifacts in the article for one simple reason - they appear and change in the world randomly.

"Jellyfish". Another thing to experiment with, and another commonly seen artifact. Easy to get, reward - money and vodka.

"Night star". The artifact is rare, but the reward for it is good: a unique backpacking suit that increases carrying capacity.

"chunk of meat". Another rare and very useful artifact in itself. The reward is money and excellent first-aid kits.

"Advanced Pistol" The trader coveted a unique type of weapon - a pistol "Fort" with an enlarged magazine. He will give a hint: Captain Kuznetsov was last seen with a pistol on duty under the destroyed bridge to the north. In fact, that's where he is. You can get it in a simple and obvious way. You understand that it is not necessary to return the gun to the merchant if you like it.

"Protection" Debt. Expanding the zone of influence in the Dark Valley, "Debt" stumbled upon bandits. It is necessary to repulse the attack of bandits on the border.

"Bandit Camp in the Junkyard". This time your target is a group of bandits in the Garbage area. The task is simple - to come to the place of the quest and shoot everyone.

Note: tasks for the destruction of bandits and mutants in a certain place can be repeated with variations.

"Two Bandits in the Junkyard". Two sassy bandits have settled in the Junkyard and threaten to kill anyone who does not pay them for safe passage. The merchant is unhappy with this state of affairs.

"Bandits in the Car Park". A similar task - only the bandits are different and the place has changed.

"Bandits at the Research Institute" Agroprom ". Criminals prevent stalkers from getting swag. They must be destroyed.

"Bloodsucker in the Dark Valley". A bloodsucker has appeared who is not afraid of open spaces. The entire Dark Valley is in a panic, and only our hero can rid the Zone of such a monster that violates the existing order of things.

"Mutants". Sidorovich can find mutants in different places, and everywhere the principle remains the same: come, see, shoot.

"The leader of the bandits." The leader of the bandit gang crossed the path to the merchant. Lives in the Dark Valley with a company of accomplices.

"Stalker merchant". The competitor must be killed. This is done very simply and uncomplicated.

"Rookie Stalker". Something is wrong with this stalker. What do not you understand. Just in case, you need to kill. A newcomer is being searched for in the same way as the rest of the victims - according to the map. Killed in exactly the same way.

It is interesting: sometimes the intended victim can be killed without your participation. In this case, the quest will be credited to you. This happened to me several times - once I received a message about the completed task, when I had just left the merchant's bunker.

"Father Diodorus". The priest preaches a refusal to collect and sell artifacts, and this, of course, is not to Sidorovich's liking. You can find a victim in the northern lands, in the vicinity of army warehouses. An excellent Winchester falls from the priest.

"Stalker Demon". He is Oleg Gusarov, a former commando. He lives with his guys in the Dark Valley - from the "entrance" to the right, to the south. One tactic is to bombard the entire team with grenades from behind a brick fence. The reward is the Mica artifact, the loot is the Obokan submachine gun with increased accuracy.

Wolf

Wolf is an experienced stalker based near the merchant's bunker. He will have two tasks, and both - to exterminate mutants.

"Boars". Harmful boars live across the road from the base. Go close. The forecast is two or three beasts.

"Flesh". Former pigs, in memory of their former life, settled on a pig farm, which is northwest of the destroyed bridge.

Nimble

The stalker we saved has only one task, but it is very useful.

"Improved Suit" Nimble heard about him from the bandits - an improved bandit suit with armor is hidden in the tunnel. But a mutant laid eyes on him. Go to the tunnel and get the suit. Get ready - the pseudo-dog will immediately attack the player.

You can take the quest as soon as you free Swift. You can then find the quest giver at the base. Is the unique costume worth exchanging for the Stone Flower artifact? Perhaps, after all, the artifact can then be given to the merchant, performing another task - for three thousand rubles.

Bartender's tasks

A lot of tasks are ready to be dumped on you by a bartender in the zone of influence of Debt. You can get the first quests before reaching the Bar.

"Attack of bandits in the Junkyard." Help the stalkers repulse the attack and go to the Bar for the "premium" artifact. By completing the task, you will improve your relationship with Duty.

"Attack of bandits at the Research Institute". The stalkers found something valuable in the area of ​​the Agroprom Institute. But they are interrupted by bandits. You need to get to the vicinity of the research institute and help the stalkers with fire.

"Snorks in the Dark Valley"."Debt" can not cope with a flock of snorks that wound up in the area of ​​the Dark Valley.

"Bandits in the Landfill". There is a task, there is a place - there are bandits who must be destroyed. Everything is about the same as in similar quests from Sidorovich. The reward is two and a half thousand rubles and a grenade.

“Mercenaries and bandits at the Rostok plant. A group of bad people blocked the passage through the territory of the Rostok plant (it is also wild territories, an area with railways west of Bar). It is necessary to exterminate them in the indicated place and pick up the reward - the same 2500 rubles and a grenade.

"Bandits in the wild." Another "grenade" mission. The location of the camp of bandits that need to be destroyed will be shown to you on the map.

"Bandits at the Research Institute". Old acquaintances of the bartender, former racketeers. Now he knows where they are and he has a man who can handle them. 2500 rubles, grenade.

"Mutants in the wild". Not only bad people live in these places, but also harmful animals. Everything is as usual - we find the lair of multi-colored mutant dogs and exterminate them all. The last task with the traditional two and a half thousand rubles and a grenade.

"A piece of meat." Rare healing artifact - ordered by priests who want to demonstrate the miracle of healing to the flock. The reward is money (2500 rubles) and several first-aid kits of scientists.

Many characters in the bartender's establishment are ready to give out quests. Slick Information Dealer is one of them.

"Crystal thorn". An artifact that protects against psionic influence. Sometimes found west of the bar. In exchange for the artifact, the bartender will give you money, first-aid kits, and an antidote.

"Night star". At first glance, the usual task to find an artifact. But the reward is unusual - the Beryl-5M armored suit and several traditional grenades. It is more convenient to search for the "Night Star" at night - the artifact glows in the dark.

"Flash". The bartender pays well for this electrical artifact - five thousand rubles. Unfortunately, like other artifacts, you will have to look for it “by eye”.

"Gold fish". It would seem that the artifact is rare - but why does the bartender give him a TRs 301 machine gun and, in addition, a silencer, an optical sight and an underbarrel grenade launcher? Who is this artifact for? Isn't it for the very person about whom there are jokes in the Zone?

"A piece of meat." Everything is simple here - we hand over the “hunk”, we get first-aid kits and a small amount of money.

"Boar's hoof". Boars can be found in abundance north of Bar, in the area of ​​​​army depots. At least one will share a hoof, providing the hero with fifteen hundred rubles from the bartender.

"The Eye of the Flesh". Flesh is sometimes hard to find. But you can almost always find a flock of several pigs in the area of ​​​​Svalka, if, before reaching the “Dolga” checkpoint, you turn off the road to the east, into the field.

"Serviceman". We will never know why the bartender wants to kill a lone deserter who escaped from his own and is hiding in a van on the lake near the Agroprom Research Institute. The soldier will be easy prey - when meeting with the hero, he will not show aggression. You can even talk to him. The kill reward is the slug artifact.

"Stalker". One of the stalkers has let down the bartender badly and now must be killed. You can find it on the map in the "Army warehouse", and, most likely, after the death of a traitor, you will get a good weapon. The bartender likes to pay for wet deeds with artifacts - this time he will give us a “soul”.

"Monolith". Another former friend of the bartender, he defected to the Monolith fanatics and is now in need of forced euthanasia. For a meeting with the Monolith, the bartender will immediately roll out ten thousand rubles to the player.

"Ghoul". A stalker named Ghoul spoiled a lot of blood for the bartender. The Ghoul ordered to us lives in the Dark Valley, but we are interested not so much in him as in the submachine gun equipped with a silencer, which we can remove from his cold corpse. A good addition to the "fireball" artifact, which we will receive for completing the quest.

"Sparrow". There is one subtlety with this quest - Sparrow cannot be killed while he is hanging around the Bar, otherwise the hunt will begin for the hero. Wait until he leaves the Bar and follow him. If the bird does not want to fly away, you can try to cut the victim in a dark corner with a neat blow of a knife. Resets after the death of Sparrow pistol "Bark 919" with a silencer. The reward from the bartender is the moonlight artifact.


Tasks in the Bar are issued not only by the bartender himself, but also by visitors to the institution. For example, the unnamed Hunter at the counter is eager to find the lost family gun in the wilds. The mini-map pointer will lead you to a dead end - you need to look for a gun behind a fallen helicopter, in an underpass. It lies in a large container in the dead end. It's hard to miss the easter egg here - the corpse of a certain Gordon, a stalker in characteristic glasses and with a cheerful contents of the PDA. On the corpse is a Black Kite pistol, and in a box nearby (break it with shots) is its modification for submachine gun cartridges called Big Ben.



We move north, discovering new tasks and secrets. Next in line are the Arena in Bar, the simple missions of the scientist Sakharov, and also the complex and contradictory relationship between Svoboda and Duty.

To be continued...

Walkthrough - the mystery of the Chernobyl Zone

Stalker Marked is the only survivor of a car accident when a truck exploded from a lightning strike and crashed into a ditch in the northern Cordon area. Only the driver was unlucky - the other passengers in the back were not affected by the explosion, as they were already dead. The traumatic brain injury led to amnesia. The hero has no name and no memories. All that connects him to the past is the tattoo "S.T.A.L.K.E.R." and a pocket computer with a photo and a laconic task: "Kill Strelok!". I would like to know who this Strelok is ...

Now our hero is a guest at the merchant Sidorovich, whose bunker is located on the southern outskirts of the Zone next to the army checkpoint. Sidorovich does not get into the personal affairs of Marked, but the debt must be paid off. And the merchant gives the first task - to help free the stalker captured by the bandits in order to return a valuable flash drive with information.

Note: follow the story quests and even complete the first task is not necessary. You can at any time go on a free hunt or do side quests. Remember - the more often and more actively you move away from the main storyline, the more you explore the world of the Zone, the easier it will be to go through the later stages of the game, when you will have valuable artifact samples of weapons and armor.


Cordon

So, tutorial mode. Get out of the bunker, get comfortable with the controls, read the basic information and go to the farm where the stalkers settled. Here you can talk to people, steal some food from the basement, listen to jokes and finally talk to a stalker named Wolf. He will give you a pistol and ammunition, saying that the bandits are holding a prisoner at the motor-tractor station and three stalkers are already hiding nearby, not daring to take the MTS by storm.

Past the skeleton of the bus, go out onto the big road. On the right is a military checkpoint, you don't need to go there. On the left, next to the car and concrete blocks, in front of the bridge lies the wounded stalker Tolik. Help him with a first aid kit (it lies nearby) and listen to the radio communications of a helicopter flying around.

Now - the first mission. She is very difficult to teach, so brace yourself. Stalkers are waiting for you by the road - here you will have a choice: go on the assault with everyone or try to deal with the bandits alone, in the style of Rambo. The first option is easier, the second is more interesting.

The bandits are armed with pistols and shotguns. Defeat them all and talk to Swift. I wonder where he kept the drive that the bandits did not find it? To celebrate, the released prisoner will share with you the location of a valuable cache.

Note: here, Nimble can give the first side quest - the search for the "perfect" suit. The suit (a unique gangster jacket with sewn-in elements of body armor) lies where the arrow points on the map - in the depths of the tunnel to the right near the wall. The pseudo-dog guards the treasure. You can return the costume to Shustrom or put it on yourself.

Return the flash drive to the merchant and don't forget to check in with the Wolf along the way.

The merchant will reward you with some information about the Strelok and what is happening in the Zone. It turns out that the central regions of the Zone, the richest in artifacts, are inaccessible to the public due to the mysterious radiation that makes the brain boil.

Note: you can take a few more side missions from the merchant. Many have a time limit, so it makes sense to take one at a time.

A briefcase with secret documents will help to reveal the secret of mysterious events. It is hidden on the third floor of the Agroprom Institute. The problem is that the institute is in the hands of the military, and it is very difficult to take it by storm. Let's start small - how to get into the northern region of Cordon, behind the military checkpoint under the destroyed bridge?

There are two ways to go north behind the destroyed bridge. First, on the advice of the merchant - to the left of the bridge through a narrow tunnel with electrical anomalies. At the dead stalker in the PDA, you will find notes that these anomalies are flashing around the system. Apparently, the owner of the PDA caught the system incorrectly. The second option is to go to the right of the bridge through the hole in the fence. There it is very important not to take to the right, so as not to fly into the radiation spot. Finally, the soldiers can simply be shot down.


North Cordon

Pleased with your success, Sidorovich will get in touch and offer to talk with a stalker named Fox - he just wandered somewhere nearby and fought off mutants with varying degrees of success. You will find the fox in one of the dilapidated houses. He killed a lot of blind dogs, but he himself got it. I hope you have a first aid kit? Help Fox deal with a large pack of dogs.

He himself knows nothing about Strelka, but his brother, Gray, who lives in an abandoned factory two kilometers to the north, may know. Forward! You need to get through the checkpoint occupied by the bandits in order to go to the dump area.

Cemetery of technology

It will not be so easy to visit Gray - the bandits have flooded the district. They shoot at stalkers and for some reason try to seize the radioactive cemetery of equipment, which is defended by stalkers led by Bes.

The demon will offer you help in the defense of the camp - it's up to you whether you agree or not. Here you can get hold of submachine guns and AKS-74U. In any case, you will have to stock up on ammo and first aid kits in order to break through the fortifications of the bandits on the road north to the factory. If you are confident, you can sit in the tech graveyard and try to protect it. First, the bandits will go from the east, then from the south and from the north. Ammunition will quickly run out - you will not only have to collect them from the bodies, but also shake them out of the weapon lying on the ground.

Once you decide that there is nothing else for you to do here, follow the road to the north. Don't miss the Gray's habitat - you will be asked on the radio to help protect the building from bandits advancing from the east. And here is Gray himself. He will transfer you to another friend - a stalker nicknamed Mole, who, it seems, unearthed a cache where the Strelok kept his things.

Before you go to the Mole, stock up on ammunition, bandages and first aid kits. On the way to the east, to the Scientific Research Institute of Agroprom, bandits sat behind concrete slabs. You can try to fire at them under the protection of half-open iron gates.



Agroprom

The NII area is controlled by soldiers - on the road you will constantly encounter patrols. Outside the gates of the institute, stalkers are fighting with the military. Help Mole's group and he'll show you the entrance to the sewer system where the Gunslinger once kept his valuables.

This dungeon will also lead you to the research center, where the briefcase that the merchant needs is stored on the third floor.

Note: in the center of a small lake in the northwest of the area, you can talk to a character - a non-aggressive soldier, who will tell you that the only way to get into the research center without noise is through the catacombs. Don't forget to find at least one silent pistol before climbing into the dungeon - very soon you will need stealth.

Catacombs

Below you will be warmly welcomed by the bandits. Do not go where electrical anomalies flare up - go down the spiral staircase to the lower level, into the realm of the cheerful green lights of the witch's jelly, to the inquisitive bloodsuckers.

After dealing with the mutants and a few stray soldiers, climb the stairs in the pipe to the cache. There are two interesting things here. First, the rapid-fire AK-74, the one and only. Secondly, a flash drive with information about Strelok. He will lead you to a stalker named Ghost, one of Strelok's associates.

Carefully move further along the dungeon and get ready to meet the first controller in the game. If you have grenades - good. If not, you can also live. Hide from him around the corner and fire at him in quick bursts so that he does not have time to capture the attention of the stalker.

After waiting for the evening (you may have to go to drink tea), come out from under the ground. You are inside the perimeter of the research center, and your goal is to steal the coveted suitcase from the third floor.

Research Center

It will not work to pass it entirely in stealth mode, no matter how you hide from sentries. A suitcase with documents is on the third floor in a room with a wonderful-looking appliances. You will have to fight your way to the exit. Fortunately, the helicopter is here just like that, no one is going to fire at the character from the air.

There is another way to get to the suitcase - brute force. Having indicated your presence, immediately run to the house across the road and, when the soldiers jump out into the open, fire at them through the window. In the building of the research center it is convenient to take positions in the stairwells.

With a suitcase in hand, return to the landfill area and go north, to the Debt checkpoint. They will let you in there when they find out that you are carrying a suitcase to the bartender. If Duty asks you to help with the hordes of those fleeing from the Dark Valley region, from the east, do not refuse - and the bartender will then give you a fee.

It is best to run past a pack of furious dogs with a bottle of energy drink. The Duty post will shoot the dogs if they chase you in a fit of courage. You are in Bar. This is the central area where stalkers come to relax, chat, have a drink at the bar or fight in the Arena.

The bartender will be your next quest giver. The documents speak of a secret X-18 base somewhere in the Dark Valley area. The door to the laboratory is opened by two keys. One bartender will give you, the other will have to be obtained from a bandit named Borov, who set up his camp near the entrance to the laboratory.


dark valley

To get to the valley, you have to run through an area of ​​​​high radiation, so prepare an antidote. You will be met by an unfamiliar debtor named Bullet, interrogating a wounded bandit (he will be here even if you make your way into the area without a quest). The stalker will offer you to help him with an ambush - two bandits are leading a captive comrade, a stalker named Semyon, on the way to the factory.

Once in place, sit behind the stop, wait for the bandits to pass, and open fire when the stalker starts shooting. Having rescued Senya, you will receive a PSO-1 sight and a new task - to free other captured stalkers.

At this level, a partially hidden passage is also implied - and here you will get to the factory where the bandits settled, also through the sewer pipe. Do not climb on the eyes of the sentries, find the place where the ZIL half fell into the repair pit, and, having guessed the time, jump into the basement. Carefully and quietly go through the basement to the next building. This is where things get a lot more difficult, so save often. Bandits stand on the floors and patrol them. Be aware of the ability to drag bodies (action key with left Shift).

The hog sat at the far end of the building on the lower floors. Take the key from him (by then you will probably be discovered, so get the most powerful guns). If you want, free the stalker in the basement and in the house outside the gate. Now you have both keys. You can get out of the factory along a long passage that starts in a brick building (to the south of the building) and leads to the valley.

Now you need to storm another factory building - the one next to which you sat in ambush with Bullet. Get ready to shoot a lot or break through. You need to enter the room on the left from the courtyard, turn right and go down to the basement. There you will find a locked door.

Laboratory X-18

First of all, you need to find the code in order to open the door to the lower level of the laboratory. The code is 1243, but until you find it on the body of a scientist in the back room, you cannot use it. The main enemy here is fiery anomalies (watch out for the swaying air). A couple of snorks can also spoil the fun. Dodge flying boxes.

On the lower floor, you will again need to find the key. The local corridors are teeming with poltergeists and flying boxes, and in the large hall, where another dead scientist is lying around, a lone pseudo-giant is running around - it is better to shoot him through the doorway while he is jumping around the hall, warming up. Don't forget to climb the stairs and examine the treasure chest. There is nothing interesting in the refrigerator.

Save and open the door with code 9524. Kill another poltergeist, take a look at the mysterious flasks with amazing creatures inside and go up to the control room, where you will be overtaken by the first flashback - a memory from the past.

Don't forget to pick up the folder from the table. Get back the same way. Four soldiers should not be a big problem for you. The army attacked the factory, so once you are on the surface, it is better to try to get out the other way - to the second floor and down through the roof.

The documents must be taken to the bartender, but the passage to the dump is blocked. You will have to make a detour and return to Cordon. Show the documents to Sidorovich, and then take them to the north, to the bartender.

The next stop is Amber Lake, where the X-16 laboratory turns unwary stalkers into zombies.

wild lands

You will have to make your way to Amber Lake through the Wildlands (directly from the northern checkpoint). This huge train station is under the control of mercenaries, and they do not like strangers. Very soon you will witness how mercenaries shoot down a helicopter in which scientists flew peacefully to their bunker. You will have the opportunity to save one of the scientists by escorting him to the lake. To do this is not as difficult as it seems - the scientist tries not to go on the rampage.

Behind the bridge with fiery anomalies you will meet the first zombies. They roam slowly, but shoot accurately. On the way you will find yourself in the vicinity of the dried-up lake Yantarnoe.


Amber Lake

In the vicinity of the lake, exterminate all local zombies, but do not approach the buildings yet. Your goal is the bunker and Professor Sakharov, who can provide you with protection from psi-radiation in exchange for the services of a bodyguard. You need to accompany the scientist Semyonov and protect him while he makes measurements of the field strength.

The secret is to run ahead of Semyonov and exterminate the zombies. Sooner or later, psi-radiation will cut down the hero, but you will not turn into a zombie. Sakharov will give you a sample of protection for the brain. Again, you have to climb underground ...

Psi-radiation is successfully shielded by the device, but in the eyes of the hero it is still gray-gray. In the yard, well-aimed zombies (not dangerous) and bouncy snorks (and these will cause problems) are waiting for you. Get down to the laboratory.

Laboratory X-16

The usual population - zombies, snorks - for some reason does not affect these radiation, but a slow staggering snork would be a very convenient opponent. Go down the stairs to the lower floor and, shooting half-dead living creatures, move along the level. Save - in the large hall you have to run up the stairs in a race against time. Too powerful radiation, the protection will not last long.

Exterminating the zombies as quickly as possible, turn off the three levers in succession on three levels (don't miss the very first one). Once at the very top, turn right, save and pull the lever on the control panel. Hurray, there is no more radiation, the danger has passed, the zombie career will no longer shine for us. The hero will again remember passages from his past. I wonder who is this powerful old man with a dog?

It remains only to go into the far room, deal with the sad controller, search the body of the Ghost. You are primarily interested in an artifact suit with a regeneration effect, and only then - documents from the X-16 laboratory. To your right in the stone floor is a hole. Jump into it and get out through the tunnel. The first pair of snorks will meet you behind a pile of dirt. Be careful around the bend - the snork hid behind a curved piece of pipe lying near the left wall. Another one will jump out from behind the turn, where the jet of flame hits. At the fork where you will kill the zombies (on the left is a grate, on the right is a pile of earth), try to throw a couple of grenades behind a pile of earth with a piece of pipe lying on it - two funny snorks are waiting for you right behind the hill. They think they can take you by surprise, but they didn't!

Get ready to fire bursts at the pseudo-giant, who, having scattered the boxes, will run towards you, but, of course, will not run. On the left are zombies on duty - they can be ignored. Run straight ahead and take two turns up the stairs to the surface. The helicopter will not do anything to you - it will fire a couple of missiles at the laboratory and quickly fly away from harm. Report to Sakharov and return to the Bar.

The bartender explicitly suggests that you visit the Monolith and disable their psionic field in order to open the way for the stalkers to the north. And, it would seem, now that you have radiation protection, nothing (except for dozens of evil Monoliths, of course) prevents you from setting off. But don't rush. The Ghost's notes contained information about the Guide, who was supposed to meet with a certain Doctor. Why not try to find out who they are - the Guide and the Doctor?

We will find the first one in the south, in the Kordon area in front of the destroyed railway bridge - in the very place where you once spoke with the Fox. The guide is laconic: “The doctor is waiting in a secret place. If you are in the subject, you know where it is.

Of course, we are in the subject! Return to the northwest to the Agroprom area and dive into the sewer manhole again - into the very catacombs where you were looking for information about Strelok. After defeating the bandits and bloodsuckers, go up the familiar stairs... The doctor (the same old man from the visions) really doesn't want the player to start shooting at him out of fright and spoil the acquaintance, so without further ado, he will hit the hero on the top of his head and tell him everything, until he will give you a headache. And then he disappears, leaving information about a cache hidden in the Pripyat hotel, in room 26.

Let's remember this information and, armed to the teeth, we'll head north to storm the Monolith's lands.


Army warehouses

Army warehouses, which are controlled by the "Freedom" group, are a buffer area between Bar ("Duty") and the Red Forest (under the control of "Monolith"). Here you can join one of the organizations, choose a side in the conflict. If you become "Free", you will no longer be allowed into the Bar in a good way, and for those who join the "Debt", it will become more difficult to cross the border between the Warehouses and the Red Forest - there is a checkpoint near the "Freedom".

Helping the commander of the "Freedom" to repel the attack of the "Monolith" is nevertheless worth it. So you will learn the habits of stalker sectarians.

red forest

Stay on the road - there is high radiation along the roadsides in many places. You will have to fight to advance along the road to the north. Ignore the first turn to the right - there is a dead end (I wonder what was planned to be done there initially?). The second turn is to Pripyat, but even with brain protection they will not let you in there. Move forward and uphill towards the radar station. It is the radar that is the source of psi-radiation.

In addition to the Monoliths, here your enemies will be phantoms appearing from the ground. Shoot them on the way - they will die easily, which cannot be said about the Monolith stalkers. At the top of the hill, they will try to roll barrels of fuel under your feet - try to blow them up as soon as possible. Be careful approaching the wall - there are snipers on the towers behind it. They can be shot in a duel or ignored by running into a dead zone.

Ahead is a broken section of the wall. If you wait a long time, the Monoliths themselves will jump out of the hole towards you. The more Monolith stalkers you shoot outside, the less you have to fight inside. The entrance to the laboratory X-10 is hidden. Climb up the ramp into the car that sticks out in the tunnel and clear the last meters to the laboratory. The phantoms will not leave you until you go inside.

Laboratory X-10

Inside the laboratory is empty - only a few unconscious bloodsuckers roam the dusty corridors. Yes, no matter how the Monolith guards its secrets. There will be no forks - just run along the corridors and rooms, from time to time knocking the spirit out of the bloodsuckers. After going through several rooms with metal balconies and huge cylinders, do not miss the passage at the end to the room with the switch. Save. One movement of the switch - and the brain burner is turned off, the passage to the north, to Pripyat and the Chernobyl nuclear power plant, is free for everyone. Look at the next vision of the main character and return the same way.

The path to the cellars will be difficult - dozens of angry Monoliths are blocking your way out, lying in wait literally around every corner.

Outside, the landing party is having fun and rejoicing. The military stalkers are surprised at the weak resistance and correctly assume that someone has already been here before them. Soldiers in armor are very dangerous enemies, but as soon as you break through the gate, stalkers will come to the rescue. There are many of them here - and free stalkers, and "Duty", and "Freedom", and even mercenaries - all as one rushed to the north.

The path to Pripyat is open to everyone, including Tagged.

Advice: bring a suit with the highest protection against radiation. In the vicinity of the Chernobyl nuclear power plant, it will be very useful to you.



Walkthrough S.T.A.L.K.E.R. Shadow of Chernobyl

Pripyat

At the entrance to the city you will be met by a group of stalkers who will be aware of your arrival. They will help you get into the central Pripyat. I advise you to arm yourself with sniper weapons at this place - enemies will appear on the roofs of the Khrushchev houses on the left and right and emerge from the windows. After crushing the resistance at the end of the street, turn right and try to shoot the enemies on the balcony and in the window of the two-story building as quickly as possible.

The stalkers will help you clear the dark underground parking lot - then you will have to go alone. It's not as scary as it might seem. You just need to get rid of the sniper on the roof opposite very quickly - he has an electromagnetic rifle. Hiding in shelters, shoot enemies in the lobby of the hotel and go inside, jump from the narrow window to the roof of the passage and climb into the window of the neighboring hotel building. Your goal is number 26, where the key to the secret of the Zone is hidden.

This is a record. If you play it on a tape recorder, you will find out that there is a secret door at the Chernobyl nuclear power plant, which Strelok once discovered. What is behind this door? We will reveal this secret soon. In the meantime, let's play shooting range. The windows of the hotel are great for shooting bad guys on the street. Pay special attention to the window at the end of the corridor - the one that overlooks the Ferris wheel. To the left of the wheel is a low round building with exposed brickwork in places. On its roof sits a Monolith man with an RPG-7. It is hard to see through the branches - use an optical sight. He will never understand what killed him.

To be in the Chernobyl area, you just need to jump out of the window and run a hundred meters to the north, to the entrance to the Avangard stadium. But before you dive under these vaults, save yourself.

It is important: ahead is the point of no return, a place from where you cannot return to the Zone, to the monsters and bandits that have become so familiar. Ahead is a large-scale finale of the game, and no matter how it ends, the way back will be closed to you forever.

Chernobyl nuclear power plant

The main problem here is that everyone wants to kill you. "Monolith", defending approaches to the station. Military stalkers storming nuclear power plants from several sides. Mi-24 helicopters, generously scattering bullets and rockets. And even an infantry fighting vehicle, which will spur the player at the entrance with a machine gun.

The goal here is to climb into the building in the area of ​​​​the fourth power unit. Prepare a sniper rifle and turn left after the pipe. When the helicopters fly overhead and fire at the entrance (you hear the radio communications of soldiers, snipers and pilots), shoot a few Monolith stalkers in front of the gate and dive inside as quickly as possible. If you linger at the brick building of the substation, you will attract the attention of both helicopters and infantry fighting vehicles, as well as military stalkers armed with silent machine guns.

You can climb into the trailer to take a breath, but you should not linger here. Run across the road - and carefully move along the long building, hiding behind concrete structures, pipes and fittings. Niches in concrete blocks are your best friend, you can hide in them if it gets hot. Helicopters and military stalkers will distract the "Monolith" to themselves, but you will also get it. Watch carefully if a stalker with a machine gun is running ahead - the gray form on the gray concrete is very poorly visible.

When military stalkers enter the yard, harbingers of a future release will appear. This means that you have only five minutes to get inside the building before the blowout kills the hero. There is not much time, but it is enough not to rush too much.

Note: the release only affects the main character and only if he is near the ground. This means that you can run freely on the roofs during the ejection, which we will soon do.


Fourth power unit

Inside is dark, radioactive and a lot of "Monolith". The Monolith itself gets on your nerves, every few seconds promising the fulfillment of desires with a voice in your head.

Before the first turn to the right, be careful - a sniper with an electromagnetic gun sat down at the far end of the corridor. When you reach the end, turn left and go along the corridor. Turn left into the passage with a metal mesh and very carefully, looking out through the hole in the wall, shoot the Monolith stalkers. In the hall you can hide behind the boxes.

After passing the corridor lined with boxes, you will see a staircase. There are many enemies on the flights of stairs. And a few more Monolith stalkers are waiting for you at the very top, behind a doorway with a warning sign. Behind this doorway you will be able to choose the ending. Turn left and go into the destroyed reactor - there will be a false ending. Turn right and find an inconspicuous niche with a staircase leading up to a creaking emergency light bulb - there will be a true ending.

False ending

On a heap of concrete and graphite, climb the stairs to the broken roof of the reactor. You can get to the Monolith shimmering in a niche if you enter the white rings of the teleporter. You will only need to carefully walk along the metal structures to the next room, climb onto the concrete reinforcement along the iron sheets and jump to the Monolith.

He will grant the hero's wish. And what exactly the hero will guess depends on many things. For example, on how much money he has in his pockets. On what kind of reputation he has, and also on whether he killed, by chance, the leader of "Debt" or "Freedom".

End of the game. However, we also have a true ending.

true ending

Climb up the stairs and go to the secret door at the end of the corridor. Before opening it, prepare your weapon and save yourself - for thirty seconds, while the code is being selected for the door, Monolith stalkers will appear out of nowhere behind you. Once the door opens, run inside. You are in a secret laboratory.

Secret laboratory

Close corridors, the Monolith crowd - everything is as usual. Only there is no radiation and voices in my head. Enemies lurk literally around every corner and in every room. At first, you can not stick out of the room into the corridor, luring stalkers towards you and shooting through metal bars.

Then go left down the hallway and after a few turns you will find yourself in front of a room with electronic "cabinets". There are several stalkers here, you can deal with them if you throw grenades into the room and carefully shoot bursts, looking out from around the corner. Your goal is a dark room with a green holographic image of the Monolith in the center and six pairs of glass tori around the perimeter.

Solving the riddle is not so difficult - start crushing the pieces of glass. On every second, a poltergeist with a branded burning flame will jump out into the room. Get rid of them as they come.

When the sixth pair of tori explodes, a green hologram depicting a scientist will descend before talking with Marked. The Ghost will explain why the Zone was formed and who the Bullseye is, and will offer a choice in the style of "red or blue pill".

If the player agrees with the hologram's arguments, the game will end with the first true ending. If not, he will again be on the street, and his heart will burn with a thirst for revenge.

Chernobyl nuclear power plant

The ejection continues, so it is in the character's interests to jump into the white rings of the teleporter as quickly as possible without touching the Monoliths that have appeared around. Climb up the ladder to the roof and hide behind a bunch of pipes.

Note: from time to time the hero will noticeably shake - it is impossible to conduct aimed shooting at these moments, hide. On your enemies, interestingly, "shaking" does not work.

The gameplay at this level is quite straightforward - without going down to the ground, you need to jump from teleporter to teleporter in order to get to the culprits of the Zone and have a heart-to-heart talk with them. There are many snipers on the roofs, but you can also hunt well on the vast expanses of the Chernobyl roofs.


Climb the two stairs to the sarcophagus, run along it and go down the other stairs. Do not look at the wooden stairs, but run to the edge of the roof and go down to the long concrete walkway. You need to run along it to the next teleporter.

After two jumps, you are back on the roof. Run across the roof diagonally to the next teleporter. You are at the very top of the Chernobyl nuclear power plant, on the roof of the sarcophagus. Climb up the stairs to the burning helicopter and the pipe. Near the very foot of the pipe - another teleporter. Two jumps - and you are on the pipelines. Turn around, climb the stairs to the ledge and, ignoring the Snork, dive into another teleporter.

The stalker sitting in front with an RPG-7 can be killed, or you can run past him while he understands what is happening, removes the grenade launcher and takes out a pistol. Jump again! There are two snorks around the corner, but you can ignore them - turning right, run forward to the gap in the railing and boldly jump from the roof! You are again at the concrete crossing between two pipes. Ahead is a rift. What to do? Jump straight from the pipe to the roof on the right and, hiding between two tanks, get rid of the snipers and shooters on the nearby rooftops. To climb a meter high, you must first jump onto the railing. You will pass the gap on the roof and jump from the ladder to the pipe again. Ahead is another teleporter. Pay attention - at the top, to the right of the pipe, two monoliths run. Destroy them so that you won't be nose to nose with them the next time you jump. Three more jumps without interference.

And now get ready for the fact that again you will have to fight your way to the teleporters. It is good that before the battle you can usually prepare and be the first to open fire. Shootout, we run around the corner, remove the stalker lurking behind the pipe. Bounce. Fight among the boxes. Bounce. Hello Sidorovich! Bounce. Hide in the labyrinth of pipes and tanks (you can fire at the iron bridges from below), climb the stairs and run to the next teleporter. But don't enter it until you save.

Ahead is the final battle. There will be no monsters here - just a lot of Monolith stalkers, rooftop snipers and RPG shooters. In addition, enemies simply teleport to you several times. If you immediately rush to the roof to the last teleporter, there is no chance of surviving in the crossfire.

The secret is not to climb the stairs to the iron bridges, but to run down the roof. The one below can hide behind the tanks and pipes. The one on the bridges is open and defenseless. Eliminate the two shooters on the sides first, then carefully eliminate the snipers on the roof ahead. When a new batch of enemies arrives, deal with those who run next to you on the roof first, then take care of those who walk on the bridges. A Monolith with an RPG-7 will sit on an elevation between the bridges in the center of the roof.

After making sure that there are no more enemies (at least available to you), climb the stairs to the bridges and cross the rubble from the containers. Now you just have to climb onto the roof and sprint to the last portal, ignoring the Monoliths teleporting towards you.

Evil is defeated. Good triumphs. And that means you've completed the game. Congratulations.

Introduction

Before you is not quite an ordinary passage of Stalker, not a traditional stalker cheat to help a lost gamer. This is an attempt with the eyes and ears of the hero of the game S.T.A.L.K.E.R. Shadow of Chernobyl, Bullseye, artistically depict the world. Therefore, read carefully and enjoy: the world of the Strugatsky brothers in the new arrangement comes to life, as if in the palm of your hand.

Walkthrough Stalker

Foreword

Well, newbie, sit closer to the fire, I see that you are tired. Are you asking me who I am? Hmmm, call me Marked. You want to hear something interesting, right? Well then listen...

Walkthrough S.T.A.L.K.E.R.

Thunder rang in my ears, thunderclouds ripped through lightning, the wind pounded on my windshield, forcing me to tighten my grip on the steering wheel. I gritted my teeth, whispering to myself: "Don't look back, don't look" - I did not want to see the corpses of my former comrades again. The wind howled louder at that moment, drowning out even the thunder, and lightning divided the darkness into two equal parts. The steering wheel seemed to come to life and began to escape from the fingers, which caused the car to roll on its side ...

His head was buzzing, his throat was dry, as if after drinking. I closed my eyes, and when I opened them, Sidorovich again sat in front of me with a sly smile that did not bode well. Reluctantly, I moved closer to him. He began a long speech, which boiled down to one thing - free cheese can only be found in a mousetrap or debt in payment is red, so I have to complete several of his tasks. If it were not for the mention of Strelka, I would have refused, but now ... Noticing that I was not paying attention to him, Sidorovich called me by my "name" - Marked. It cut the ear. Although I couldn't remember anything from my past, the name "Marked" was unpleasant to me. Nothing, everything will change after I find out who the Strelok is - I hope.

Sidorovich's first task was to find Shustroy with a flash drive. For further information, he advised to contact the Wolf, who is located in a small camp near the merchant's bunker. There's nothing you can do - you have to obey.

Tip: Visit the gray dots on the map - the PDA of the killed stalkers, you can find interesting things there, but keep in mind that when loading (if you did not take things from the storage earlier), there may not be anything there.

The wolf stood near the wall of one of the houses. He gave me a pistol, cartridges and said that Shustroy had been captured by bandits who had settled nearby in the ruins. The guy was unlucky and now I have to risk my life because of his bad luck. Near the indicated place, I met Wolf's scouts. They offered their help, but I refused: for some reason I was sure that I could handle it myself. It turned out to be easy to kill: no doubts, no trembling in the hands - now he began to believe that he had not entered the Zone by accident. I found a nimble one on the floor in an almost collapsed building - he looked terrible. He gave the flash drive and asked to bring him a modified armor from the storage. Well, I ran to the place indicated on the map and found there a pretty decent thing, compared to my current clothes. A few minutes thought to give or not. Having suffered, he nevertheless gave the armor to Shustrom, received the money and ran to Sidorovich. No, you still had to pick up the suit, but it's too late to change something - a fool, he decided to play noble in the Zone, where the most important thing is to survive. Eh, apparently the accident did not have a charitable effect on my head. Okay, I will not think about it, I will try to avoid such situations in the future. On the way to the merchant, I dropped by Wolf and received some things in gratitude for saving Shustroy.

Tip: Do not forget to search the corpses of enemies - a source of ammunition and medicines, as well as break boxes, etc.

He offered to do a few normal tasks to choose from, but I thought about it and declined.

Note: The tasks are similar to each other.

Sidorovich was so happy to see the flash drive that he didn't even ask about Shustroy's health. Instead, he immediately got down to business - I need to steal some documents from Agroprom. Hmmm, go against the military? Am I really that suicidal? Agreeing, I bought from him cartridges for a double-barreled shotgun, which I removed from the corpse. Looting in the Zone is not prohibited, which makes life much easier for stalkers and me, otherwise you won’t earn money for cartridges. Having somehow equipped myself, I went out into the street, where it began to rain - in a moment it turned into a real downpour.

I did not want to go ahead through the ranks of the military, so I chose an easier way: through the tunnel. I was helped in this by an entry in the diary of a dead stalker (the guide Sidorovich spoke of) about the regularity of the appearance of anomalies inside the tunnel. Having admired the corpse of the conductor, I wanted to change my mind, but the prospect of turning into a “sieve” also did not appeal, so I chose the lesser of two evils.

Note: There are three ways to cross the railway: the first is through the tunnel, the second is to go through the checkpoint (if the soldiers shoot at other stalkers, then they won’t let you through, but if they don’t pay attention to you, then you can, by paying 500, walk past (a rare case)), the third - through the railway embankment (from the road to the right and up the embankment, there should be a hole in the fence).

Walkthrough Stalker

North Cordon

When he got out, his hands were still trembling from what he had experienced, and it was worth admitting at least to himself - he was so scared that he even forgot to climb into the pockets of another dead man. Okay, but alive and seemingly healthy.

Sidorovich did not let me enjoy life - he told me about Fox, who knows something about Strelok. When I reached the ruins, I found him barely alive near the fire and, having borrowed a first-aid kit, I thought I would hear a detailed report on the Arrow, but instead - the Fox did not even see him in person! And for this I spent a first aid kit? Although it must be admitted that he provided useful information about another acquaintance of the Strelka - his brother - Gray.

It was not possible to pass by without interfering anywhere - at the entrance to the next area, behind a couple of cars, I met three bandits who surrounded the stalker. He said to himself: “You don’t have to play noble” and so what? Having destroyed them, I thought that I would receive a reward for salvation, but in response I heard only thanks from him. What is this area? Judging by the pile of broken cars around - Junkyard. On the way to Gray I met Bes. He asked for help in repulsing the attack of the bandits. And again, like some kind of Rambo, having intercepted the MP-5 found on the way, I ran in the direction where the attack was supposed to start. There, next to the trucks, a rusty, broken bus nestled. I climbed into it, squatted down and waited. I don’t like expectations - my heart is diligently pumping blood, my hands are trembling from an excess of adrenaline, my eyes scan the area in search of enemies - you start to get nervous to such an extent that you may not notice the beginning of the attack.

Everything that ends well is good: I and Bes survived - taking a reward from him, I continued the interrupted path. My stomach began to cramp with hunger - I wanted to eat, so much so that it seemed that I would die if I didn’t eat something. A piece of sausage fell into greedy hands, which immediately ended up in the stomach - it became easier. I was distracted from the meal by the howl of the wind and the radiation counter. Almost near the place where I stopped, there should be a release. This fact made me rush like a bullet to Gray, who was located either at the railway station, or at the factory. He, along with his detachment, fought off some guys and did not want to talk to me until he had destroyed them all. Well - "The labeled one is always ready to help." I found the last bandit in the railway car - he tried to merge with the wall in order to go unnoticed. In gratitude for the help, Gray reported the Mole, who knows where Strelok's hiding place is. At the exit from the station, another group of bandits was waiting for me - but how many of them are there? The gates helped me in their destruction, behind which I tactfully hid and shot in short bursts those who got closer to me. Having dealt with this good deed, I moved on.

Walkthrough Stalker

Agroprom

Mole, it turned out, also needed my help - he was attacked by the military. Do I have it written on my forehead: I provide assistance to all those in need? In the end, by joint efforts, we destroyed the attackers, and the Mole took me to the hiding place, where I was met by "highway robbers" and glowing green slime. Having climbed all around, I climbed through the pipe into Strelka's hiding place.

Note: After going down, you need to move forward and to the right, there will be several bandits waiting for you. Go down the stairs again, go forward, then left, forward and right, after a couple of meters on the right you will find a vent.

I took a flash drive, looked around in search of something interesting and, having found bandit armor, an upgraded machine gun, went downstairs and went to the exit to the Agroprom military base, before that I had fought with the mutant controller.

Note: After getting out of the cache, go left, kill two soldiers, go to the stairs, there are two more. After destroying them, go upstairs, go forward - there is a dead end, at the top there is a hatch. A controller appears (it is better to destroy it with grenades).

Having got out of the dungeon, he made his way to the house across the road, squatted down and waited. A siren howled and soldiers began to run up to the house, who immediately fell dead to the ground. There was no time to think about something extraneous - he acted mechanically: queue, reload, reload queue, then a run to the building where the documents were, shooting from around the corner. The only thing I remember was the fear that arose when the weapon jammed. Barely had time to reload and fire first.

Sidorovich ordered the received documents to be taken to the Bartender and, having practically reached the base of the debtors, I helped them fight off the mutants and went on. In front of the outpost, I had to shoot back from "good" dogs - I would like to teach one.

The bartender paid for the documents and sent for the next batch, which is in the X-18 laboratory.

Note: The bartender is the second merchant in the game from whom you can also take regular quests.

Apparently, my fate is this - to climb the most haunted places, it's good that the Bartender gave armor that is more resistant to radiation.

Tip: Before using any artifact, you should look at the radiation resistance percentage of your suit. If it is less than the total number of radiation that affects you through artifacts, then you will be taken away from life.

Oh, and you won’t refuse - this is the only way to find out something about both the Ghost and the Arrow, but before that I’ll still go to the Arena. The first opponent was a novice like me, then a more experienced stalker was put up against me. Two bandits were next, but they ended up like the first two. I wanted to fight more, but I was told that I should gain experience. With a disappointed sigh, I went outside. Before going to the Dark Valley area, I decided to drop by the Army warehouses for Vintorez. Of course, it would be better to sit down and rest now, but… Instead, my legs themselves carried me to the exit from the territory that belonged to the Dolgovites.

Stalker Walkthrough

Army warehouses

There I met with the Skull and his detachment - he decided to attack the Freedom base exactly where Vintorez was located. First of all, I was ordered to remove the sniper, after which the Dolgovites went on the attack. Having jumped on the tower, I took a sniper rifle and started shooting other snipers. Screams and orders from the Dolgovites could be heard over the intercom. Having quickly gone downstairs, I ran to the house where Lukash hid - I wanted to make sure that the Skull was still alive. When I got there, it was all over, all that remained was to kill Lukasz, which I did without getting upset.

Note: If you helped the Skull before the moment you received the task to get the Bulldog-6 grenade launcher from the head of the debtors, General Voronin, then you should know that the weapon is in Lukash's house. When you go inside, turn left. There, behind bars, there is a weapons warehouse, in one of the boxes you will find Bulldog-6.

Having received the award, I hurried to one of the barracks, where I found what I was looking for - Vintorez, a good and useful thing. Everyone can now move on.

Note: It is possible not to complete missions of Duty, but to join Freedom - three tasks: 1. destroy the group of Duty located nearby in the village; 2. kill the traitor; 3. help the outpost fight off the Monoliths.

dark valley

In the Dark Valley, I met a debtor - Bullet. He asked to ambush the bandits who captured his partner. Having freed him, I found out that Borov (he had the second key to the laboratory) had captured two debtors, and now I had to free them. Sergey was on the lower levels, and the second one was near the garages. That's just it I could not save - I found a corpse in a deep hole. This was followed by a real massacre, barely managed to get out of it alive. Borov was in his office, and when I went inside, he even tried to hide under the table, but he did not succeed. Taking the key, he went down to the lower floors and freed Sergei. That's it, next stop is Lab X-18.

There, I had to kill several bandits again in order to get to the lower levels. Eh, it turned out to be too dark here, and flying ghostly monsters or something else did not improve mood at all.

Tip: Stock up on anti-radiation medication before visiting the labs.

Searching all around, I came across a locked door. To go further, you had to find a code for it. I wanted to spit on everything and get out of the laboratory, but, overcoming my unwillingness, I went in the direction of the point marked on the map. On the way, apparently, in the locker room I found the armored "Monolith", and then the body of the scientist, just in his PDA - the code to the door (1234). Not relying on my memory, I quickly wrote the information into my communicator and returned to the door.

Note: The code will not work until you find the scientist's corpse.

In the next rooms, I met another mutant, with whom I had to tinker for a long time before he died. Then again I came across a code door, and I had to run around the rooms in search of someone with the code. A few minutes later, I finally found the corpse of another scientist (apparently, a higher rank, since he was in a red spacesuit) and took the code - 9524. Honestly, I completely lost the desire to open the door, because it shuddered under the blows of such force that it became scary at the thought of who was frolicking there. Going inside, he found no one and, trying not to waste time, quickly ran to the stairs on the right, deciding that the documents would definitely be there, and he turned out to be right. Grabbing them just as quickly, he went downstairs and found that someone was holding the door. Of course, I could not stand it and dumped a multi-level mat on the head of another obstacle. Apparently, my words touched the “thin, vulnerable” soul of the culprit, because he immediately appeared in front of me - it turned out to be a fiery monster. I had to run after him before, finally, I hit him and killed him. Everything - the passage was free. When he decided to leave the premises, he lost consciousness and had a strange dream about Strelok. What's happening? Is this stalker connected to me in some way?

When leaving the room, orders from the military came through the intercom. That's no luck! Not only were there few bullets left, but the military swooped in. I managed to get out of this trap unharmed through the southern gate and reach Cordon.

Stalker walkthrough

Sidorovich asked to look to him. I was on the way, so I agreed. He took the documents from me, looked at them and gave them back, giving me more money, and also asked me to take the box with documents from the military, saying that only two soldiers were guarding it at night, and in the morning a whole regiment. Well, I had no reason to refuse, so I quickly went towards another checkpoint. Somehow I did not want to wait for the night, and attacked during the day.

Barely survived, in what way - I myself still do not understand. Lucky, so lucky and should use it. Taking the suitcase, gave it to the merchant and went to the debtors.

For the documents, the bartender gave me about ten thousand and a new task related to the rest of the documents - in the X-16 laboratory. He also said that scientists, whose base is located in the area of ​​\u200b\u200bthe Amber Lake, will help me get there. Travel there, I decided to postpone, but for now I went to the Arena. I again participated in the battles until I heard from Anri that I was not ready for the next battle, so I decided to go to the scientists.

wild territory

When I made my way to the center of the district, the bandits shot down a military helicopter with scientists and surrounded them. I learned this from the scientist himself via the intercom system. Sighing heavily, I hurried to fulfill the request - only one Kruglov was saved. They immediately sent a chase after us, because of which we made three stops, fighting off impudent bandits. Eventually, we reached a tunnel that was filled with anomalies. Kruglov said that I should go ahead, as he was wearing a scientific suit. Well, with quick dashes I got to the end of the tunnel and began to wait for Kruglov. He did not deceive - even when his armor was lit on him, he continued to walk, as if nothing had happened. In gratitude, he gave me an artifact and promised me the same suit as his, if I visit their scientific base. I just nodded my head and followed him.

Amber Lake or Yantar Lake

I ran down the road, looking around - Kruglov was not around. Where did he go? Maybe something happened to him? Deciding not to worry in vain, I quickly crossed the swamp and found myself in front of the bunker marked on my map. When he went inside, he heard the voice of Kruglov and someone else. How did he get to the base before me? Nothing to say - a meteorite. Scientists were talking about some kind of helmet that could protect against psi-radiation. I approached the old man, who said that his name was Sakharov. He asked me to help Kruglov take measurements so that the helmet would work properly. Well, I'll still need this helmet to protect against psychic radiation, so I agreed. We got to the pipe without a hitch - the scientist took measurements - but, having reached the bus, we got under the release of radiation, and I lost consciousness. Someone's voices were heard from afar: someone said that I would not survive, someone refused to leave me. Waking up, I looked at the opposite wall of the bus for a while. Outside, Kruglov lay on the ground. He was trembling all over, and could barely get up, had to be helped. It’s good that no one climbed up to us on the way back, otherwise we were easy prey. Having received the measurements, Sakharov adjusted the psi-helmet, gave it to me and explained how to turn off the psi-emitter. He also said that only the Ghost and Vasilyev knew the way to get into the X-18 laboratory, the last message of which was sent from the swamp. I ate quickly and went looking for this unfortunate stalker, assuming that he was dead and turned out to be right. Having received the necessary information, I went to the northwest, climbed the embankment, went straight and turned left - this is laboratory X-16.

S.T.A.L.K.E.R. Shadow of Chernobyl walkthrough

Going inside, I tried as inconspicuously as possible, avoiding a large number of zombies and snorks, to get to the building, and from there, in the end, get into the room, in the middle of which stood a huge flask and a floating brain in it. The countdown timer on the psi-helmet has begun. Warned by Sakharov, without panicking, I began to quickly climb the stairs, disengaging the levers along the way - there were three in all. After the last switch, I lost consciousness and got another piece of memories - it turns out that I myself was the Strelok, but why then was the task in my PDA to kill him, no ... myself? Bullshit, total bullshit, that's enough, now is not the time to think, we need to get out of the lab. After running a few meters, I climbed another ladder, killed the controller and stumbled upon the corpse of the Ghost - just his photo was attached to the task to kill the Strelok. From his PDA, I received information about the Guide and the Doctor, and the scab took off his suit. It turns out that Vasiliev framed the Phantom, so I shouldn't feel sorry for him - I got what I sentenced another to. Having intercepted the Vintorez more firmly, I quickly examined the room and found a hole in the floor at the far end on the right. Nothing to do - jumped down and ended up in an underground tunnel. Having dealt with the mercenaries, zombies and a huge mutant, like he is called the Pseudogigant, he got out of the laboratory. The beauty. I did not imagine that I would be so glad to breathe this radiation air again. Quickly descending either from the car, or something else, I ran to the scientists. As a reward for my efforts, Professor Sakharov gave me the SEVA suit. Now you should give the documents to the Bartender - he was probably waiting.

Note: Professor Sakharov is the third merchant in the game that you can buy ammo, weapons and armor from.

After handing over the documents, I received the following task from the Bartender - turn off the Burner. He also said that General Voronin wanted to see me. I did not want to make the head of the Duty wait, so I immediately went to him. His mission was to bring back the Liberty Bulldog-6 grenade launcher. He advised not to help the Skull, but to ingratiate himself with Freedom in order to get the necessary information about this weapon. The general would have known that I had already visited the Army warehouses and helped the Skull defeat the Freedom group. Well, I don’t know where the grenade launcher is lying around. Running back and forth, he received a Duty suit as a reward from the debtor. I wanted to have some rest, but instead I went to the Arena. Several more fights awaited me there, of which the most memorable was the one when I was put up against two military men with one pistol and several grenades. Well, nothing, I still won and in the end became the Master of the Arena. It's nice, especially when I took the fifty-fifth position in the rating list. Well, I’ve been indulging, and now I’ll get on with more serious matters - I’ll meet with the Guide, which was mentioned in the Phantom CCP. Judging by the records, it could be found on Cordon.

walkthrough S.T.A.L.K.E.R. Shadow of Chernobyl

Hmmm, the backpack behind my back significantly pulled my shoulders while I ran to Cordon. On returning to the Bartender, we must sell some things in order to lighten our burden. The guide was sitting by the fire in the ruins, where I met the Fox a few days ago, and here he is, by the way - he lies dead near the entrance, sorry man, he couldn’t avoid death a second time. The mysterious stalker, about whom there are many rumors, said that the Doctor was waiting for me in Strelka's hiding place. Where he is, I know, therefore, without wasting time, I immediately went to the Agroprom area.

Agroprom

I had to break through the ranks of bandits to the hiding place - they breed like cockroaches, honestly. It's good that I remembered where to go next, otherwise, probably, I would have to wander through these catacombs again. Here it is the ventilation pipe - as soon as I began to climb the stairs, something hit me on the head. When I woke up, I heard the Doctor's voice. It turns out that I simply ran into a stretch that the Doctor put in - well, I was lucky that I got off only with a headache, otherwise something even worse could have happened. My interlocutor spoke about the Monolith and the secret door to the Chernobyl nuclear power plant - it can be opened using a decoder, which is stored in a secret cache in the Pripyat hotel - and then disappeared. His head still hurt, but that was no reason not to go to the X-19 (X-10) lab to turn off the Scorcher.

Radar

I had to run straight along the road, not turning anywhere, as anomalies appeared along the roadsides, and I really wanted to hide somewhere in order to avoid shelling from the Monoliths. Dreams, dreams - what sweetness! The dreams are gone, the madness remains. Gritting my teeth and shooting back from my opponents, I climbed the mountain, towards the laboratory. These bastards began to drop explosive barrels under my feet - I barely had time to evade them, some of them exploded on the way.

Finally, a hole in the wall appeared in front of me, more like a gate. From it, as from a snuffbox, the Monoliths began to jump out. Quickly shooting them and the phantoms, I ran to the railroad tracks, jumped into the car sticking out of the tunnel, and soon found myself inside the laboratory.

STALKER walkthrough

There was practically no one inside, I ran along the corridors until I came across an elevator shaft, and next to it, a staircase. Behind her was a code door. I found the code for it from a dead soldier - 342089. Inside there were a lot of first-aid kits, grenades and ammunition, which was in place, since everything was coming to an end for me. Having taken everything that was needed, he went further and ended up in a room with generators. Climbing up the stairs at the last generator, I got into the corridor and after a couple of steps I stumbled upon a lever, turned it off and immediately lost consciousness - again memories of the Chernobyl nuclear power plant, the Monolith. His head was buzzing, his mouth was dry. Shaking my head, I headed for the exit, destroying the Monolith soldiers that had appeared inside the laboratory along the way. Nothing could be heard except the whistle of bullets, the sounds of an explosion. It felt like I could never get out of here, but still I managed to get to the surface. Once free, he headed for the exit, towards the road leading down to the east. Through the intercom system, a message came from the Bartender, which said that a group of stalkers was gathering in Pripyat to break through to the sarcophagus, who wanted to be the first to get to the Wishmaster. It was to my advantage - their help will not be superfluous.

Approaching Pripyat, I saw a group of stalkers and went on with them. Snipers began to appear on the roofs of houses, which made them nervous and ready for anything. Shooting back from the opponents, we reached the underground parking lot. Hmmm, as always, you will have to act alone - having removed the snipers on the roof, he quickly made his way to the hotel, from the shelter he began to shoot at the enemies in the lobby of the building, after which he went inside. There, he jumped from the window to the roof of the passage, climbed into the window of the neighboring building and reached room 26, where the secret cache was located. Taking everything I needed from there, I left the hotel and went north, to the entrance to the Avangard stadium.

Walkthrough of the game S.T.A.L.K.E.R.

Then the real chaos began. Monolith soldiers seemed to be everywhere. Mi-24 helicopters supported them from above. I had to get to the building in the area of ​​the fourth power unit. Trying to keep to the left side, I reached the intersection and saw an armored personnel carrier, climbed a hole in the wall there and went further, now trying to keep to the right side, and when I entered the courtyard, the timer turned on, counting five minutes before the ejection. Trying not to engage in battle, I ran to the place marked on the map, entered the passage, turned left and went down the stairs. It was dark inside, but not quiet - a lot of Monoliths started shooting as soon as they saw me from afar, so I slightly modified the tactics of the battle: first I threw grenades, and then I killed those who remained alive with Vintorez. With snipers, I had to do differently - take on a sniper rifle.

Note: If you want to take an exosuit, then you should go from the stele of the Chernobyl Nuclear Power Plant named after V.I. Kuzmich", run to the station building, all the time, taking to the left. In front of the building there are rails on which two trains stand. You need the one on the left. Before its very end, you run up to the building, finally turn left and further move between the train and the wall to the gate, from which, when you approach it, the Monoliths run out. Kill them, run through the gate and down the stairs.

The terrain is something like this: a dark corridor - in front on the left is a door to a lighted room - which bends to the right.

You don't need to turn to the left, you need to go straight and to the right. There are two soldiers around the corner at the end of the cul-de-sac. After killing them, go through the door on the right, into a square room with columns and a monstrous level of radiation. Immediately to the left from the door and down the stairs - in the lower room there will be an exosuit in the corner.

Passing another corridor lined with boxes, I saw a staircase. At the very top behind the door, turned right and came across another ladder under a yellow emergency light. I climbed up it and found myself in a room with a secret door. Approaching it, I used the decoder and fought off the Monoliths for thirty seconds until it opened. Going inside and continuing to shoot back from the soldiers, he turned left, reached the control room, turned left again and ended up in a small darkened room.

When I went inside, the door closed behind me. Not at a loss, I began to shoot eight purple balls - fire anomalies immediately began to appear. Trying to ignore them, which was very difficult, I continued to shoot. As soon as I destroyed everything, a green hologram of the professor appeared in front of me, who told about the history of the Zone, which means the label S.T.A.L.K.E.R. on my arm and so much more that even my head swelled up. After a monologue, he invited me to join C-Consciousness. I did not like these guys, so I refused their kind offer and again teleported to the Chernobyl courtyard. I was in open space. A group of soldiers approached me from the teleport, which I destroyed, hiding behind cover, after which I began to make my way to the nearby teleport. Each of them took me to another part of the Chernobyl nuclear power plant. The goal was to reach a large building with several domes, from the spire of which energy was emitted. There were about twenty teleports in total, the last one led directly to the building.

P.S. There are five false endings:

If you have a lot of money, you will get the "I want to be rich" ending.

(Money > 50,000)

If you killed a lot of people, you get "I want everyone to die"

(Number of people killed > number of monsters killed, money< 50 000)

If you killed a lot of people, then you get "I want everyone to be afraid of me"

(Number of people killed several times > number of monsters killed, money< 50 000)

If you killed a lot of mutants, then you will get "I'm tired of this Zone, I can't see it"

(Number of people killed< кол-во убитых монстров, денег < 50 000)

If you have a lot of artifacts to raise your life, ask "I want to live forever"

(Number of artifacts - three, four)

Two true endings:

Joining the O-Consciousness

Refusal to join


After the introductory video, the main character appears in the closet of Sidorych, a local merchant and "baty" of all newly arrived stalkers. You can buy not only first-aid kits, ammunition and weapons from him, but also find out information that he generously shares between quests. If this is your first time playing STALKER, then it is better to learn from him how to use the PDA and listen to a short course on the game interface, as well as the rules of the Zone - to do this, talk to him, and when asked how to address yourself, answer the first paragraph - "Talk, like a newbie."
Sidorych, first of all, is a merchant, not a person, therefore, he will have to work out his salvation - to complete a couple of assignments (quests) for him. The first task will be to search for Shustroy and seize a flash drive with information from him. After receiving the quest from Sidorych, you must go to the surface, to the village of stalkers, and agree on everything with the Wolf - he will be marked on your minimap. After talking with him, if you agreed to help, your first weapon will appear in your inventory - a knife, a PMM (9mm x 19) and some ammo for it. Further, you can explore the settlement: I recommend that you carefully study the cellars and attics - they have something to profit from for a young stalker.

** Directly behind the Wolf there is a very curious staircase leading to the attic. Examine the boxes in the very corner - you can find a supply of energy drinks and vodka in them. If you carefully climb out of the attic and go out onto the roof of this house along a small ledge, you can get excellent armor, which will be very useful at the beginning of the game - jump from this roof to the neighboring hut (it will be the only one where you can jump - you can’t go wrong ), peer into the darkness of the attic - you will see a box. Shoot at him so that he is a little closer to the hole in the slate - he will break and a great mercenary armor will appear. However, I would not advise putting it on right away - you can complete the upcoming quests with a standard stalker jacket, and you should put on a new outfit only before going into a deep raid **

According to the task received from the Wolf, we are heading to a group of stalkers across the road - you can find him by the marker in the PDA, and the arrow on the minimap. On the way, you can help another stalker, who is wounded and lies near a small bridge, near the trailer. Give him a first aid kit - by doing so, you will slightly raise your reputation in the stalker camp. Also, inspect the trailer itself - you can find cartridges, PBS1 and bows in it. Having reached the "assault" group of stalkers, to the left of the bridge, talk to its head - Petruha. If you agreed to help the stalkers in the group, you will immediately go to the ATP, where the bandits have settled. You should not run headlong - the first meeting with an enemy who has a sawn-off shotgun in his hands can be your last.
I recommend stepping through a hole in the fence, near the frame of the truck - so you can retreat under the protection of the allies at any time, or even go towards the base of the stalkers. Also, you can try to attack the ATP alone (answer Petrukha that you will try to figure it out yourself without making a fuss), but for a novice stalker this is a risky activity. Although, if you manage, you will receive the appropriate reward from the Wolf - the Fora 12 Mk2 pistol.
Having cleared all the buildings, go to the two-story building indicated by the arrow on the map and talk to the captured stalker - this is Nimble, who will give you the flash drive you need to complete the first merchant quest. Don't forget to check the attic and the rest of the houses, as well as rummage through the corpses for swag - it will be very useful at the beginning of the game. Most of it can be safely sold to Sidorych, leaving only the most complete pistol and sawn-off shotgun, cartridges are not recommended to be sold at all - they can always come in handy and it is better to store them either in a backpack or in hiding places in locations. More than 200 cartridges for a pistol, however, it is also not recommended to carry with you - you can always profit from the bodies of defeated stalkers.
We return to the village and speak with Sidorych. Unforgettable "throw off" excess weight by selling trophies. It is better to keep all found artifacts in a backpack for now, without putting them on - they will be useful for completing side quests, which can be taken both from Sidorych, and from the Wolf and some other NPCs. Actually, you can immediately proceed to the next story mission, but I would not recommend doing this, especially if this is your first trip to the Zone. It’s better to complete a few side tasks for the time being, such as searching for a “pumped” stalker jacket (you can take this quest from Nimble), or clearing the territory from monsters (quest from the Wolf). These tasks are not important for the story, but will help you get comfortable in the game and find many useful items. Plus, you will have the opportunity to increase (or decrease - it all depends on your desires and actions) your authority among stalkers and practice a little - get used to the world of the game.

At Agroprom!


Having studied the Zone and got used to its harsh rules, you can proceed to the next quest of Sidorych - the search for documents. Presumably, they are at a military base near the "NII Agroprom". Before this task, I recommend stocking up on medicines and ammo and finding some automatic weapons (I hope you did the side quests?). Also, it's time to put on the armor of the mercenary, if, of course, you have not tried it on before.
There is a long way ahead, during which you will have to pass through the outpost of the military under the bridge. You can go through it in several ways: By paying the sergeant 500 local money (you can go through this tax only once and only in one direction). Or try to destroy the enemies, although it will be difficult, because. there are about 6 soldiers at the post, all have AK-74Us, and a lot of first-aid kits - a fight with them may be the last for a young stalker.

**After killing Major Kuznetsov, you can get hold of a very useful pistol in the household - Fora 15Mk, which is a "pumped" version of Fora 12, only with an enlarged magazine - a very useful weapon, until better barrels appear**

If neither the first nor the second option suits you, then you can try to bypass the railway bridge through the embankment, passing through the infected area, or try to go through the tunnel to the left of the outpost. The whole difficulty of the last path is in the Elektra anomalies - they completely fill the passage in the tunnel, and it will not work to bypass or jump over them. You can try to "chat" them by throwing bolts at the anomaly to defuse and go a little further, but this will require practice and some luck.
Having passed the outpost under the railway bridge, we receive a tip from Sidorych that near it one of the stalkers, Fox, got into trouble and urgently needs help. In general, it's up to you to help him or not, but he can give you valuable information about the whereabouts of the Strelok - give him a first aid kit and he will be more accommodating. For help in destroying the flock that followed him, he will help financially - 1500 rubles are not superfluous.
Moving further along the Cordon, we come across a group of bandits - they occupied an abandoned checkpoint at the transition to the Garbage. You will have to take the fight - this is the only way to Agroprom - the goal of your current task. Also, according to Fox, it is in the Garbage that there is a stalker who knows something about the fate of Strelok.
During the fight with the bandits, I recommend that you immediately move to the truck that blocked the road and point-blank shoot the thieves from the sawn-off shotgun. Do not forget to pick up a machine gun and cartridges if you have not yet got hold of this useful tool in the struggle for existence. Viper 5 is an excellent example of German quality and reliability, as well as a good tool at medium and short distances. After shooting at the checkpoint, I recommend moving forward to the Dump without delay, picking up only the newest machine gun and cartridges.


Having entered the location, the main character immediately falls into the thick of things - first we stumble upon a group of bandits who slowed down the neutral stalker. We will not leave a colleague in trouble - we will help to deal with frostbite. And the stalker, if he remains alive, will be grateful. Not having time to collect from the still warm thieves (or maybe from the still warm stalker - who knows which path you will take ...) swag, as we receive a message on the PDA that another group of bandits is attacking the parking lot of abandoned equipment. We move to the place - good, it's close, we communicate with Bes - the commander of the local neutrals, who requested help. From his words, we learn that they recaptured the parking lot from the bandits, and they, in turn, are trying to capture it back. Do not refuse help to the stalkers - it will be credited to you, and even alone you will not be able to cope with such a number of thieves, but you still have to go further.

**Before the fight, after talking with the Bes, look around carefully - near the barrier you will see a booth in which there will be boxes with supplies, and behind it a high tower - shoot at the boxes that are on it, and as a reward for your work you will receive 900 9x19 mm RVR cartridges for the Viper-5 assault rifle. This reserve will be more than enough for the next few hours of the game - just have time to pick up more recent machines, because. Improved ammo weapons wear out a little faster than normal**

During the battle, try to cover the Bes so that he stays alive - this is one of the conditions for completing this task. After the fight, go up to him and talk - he will give you some money and a good artifact to sell. Also, it is worth picking up weapons and ammunition - here you can already find AK-74U, a lot of first-aid kits and antiradina (drug for removing radiation from the body). Take more ammo for AK - you will use it at the Agroprom Research Institute location. It is not practical to spend them yet, so you don't have to pick up the AK-74U itself (don't forget to just unload the existing barrels by picking them up and selecting the appropriate item). Use the same Viper-5 - then it will be easier to refuse it, especially since now you have no problems with cartridges for this weapon.
Having finished business with the parking of equipment, we go to the old hangar, in the center of the Landfill (we focus on the passage between two hills, or go along the road), to help Gray - a stalker who has information about Strelok. Approaching the hangar, you will again receive a message asking for help, and again you will have to fight off the bandits - the Junkyard is their favorite place, so get ready for the fact that each passage through the location will be accompanied by skirmishes with local gangs.
During the battle, I do not recommend being between stalkers and bandits, because. you can get caught in the crossfire. In general, it is better to enter the hangar through the main entrance (standing from the side of the parking lot, this will be the right entrance) - from there you can immediately climb onto the roof of the car, or take positions near the rubble and shoot back in the company of stalkers. Another option is to quickly go around the hangar from the outside (on the left, if you look from the side of the same abandoned equipment) and hit the enemies in the back, not forgetting to keep an eye on your own - the bandits can call for help from the transition to the Agroprom location. In this case, you will have to fight on two fronts.
When the attack is repulsed, you will be able to get information about Strelok's cache, as well as a stalker who knows its approximate location. Check the cars - they have not only garbage and boxes, but also a little swag.
The next point of the route is NII Agroprom, so move forward to the transition between locations: it is located to the left of the railway tunnel, which you will see when you exit the hangar (if anything, follow the map). At the crossing, another 5-6 bandits with sawn-off shotguns and "Vipers" are waiting for you. After running and shooting enough, you can leave the Garbage to the Research Institute - there is nothing important here anymore, at least for the moment ...

Research Institute "Agroprom"


Almost immediately, you will be met by a neutral stalker, who reports that the Mole group (the symbolic nickname of the stalker who knows how to get into Strelok's cache) is trying to destroy the military. We follow the stalker along the road, watch a scripted video about the landing of the military and the extermination of stalkers. Trying not to be distracted by artifacts lying everywhere, we enter the perimeter, fenced off, and engage in a fight with the military - do not try to play Rimbaud out of yourself - it is difficult to cope with the advancing military alone. In a few minutes, the firefight will move into the courtyards of the territory, where the Mole is defending, with the remaining stalkers. Do not hesitate, because the death of the Mole will do you no honor. During the battle, do not hesitate to shoot at fuel barrels and throw grenades, but do it carefully - if one of the neutral stalkers dies through your fault, you will become an enemy to your own.
Also, don't forget to pick up one of the AK-74s that are regularly dropped by the military. By now, you should already have a good supply of 5.45 caliber ammo, but don't forget to pick up captured weapons and unload them - defeated enemies sometimes have few ammo left in machine gun magazines. Actually, this applies to any weapon in the game.
If everything went well, and you managed to save the Mole, then he will take you to a safer place, where he will indicate the further path - the dungeon, where the Strelka's cache is located.

**On the way, you can look at the swamps that are located to the north of the research institute - there is a very useful and expensive artifact, and also, in the car in the middle of the swamp, there is a colorful character - a deserter. It can give a lot of useful information about the location of the entrances to the Agroprom dungeons and the presence of soldiers there**

Dungeons of Research Institute "Agroprom"


Once in a dark corridor, immediately examine the body of the stalker under your feet. Further,
quietly go to a small staircase that leads down. Without turning on the flashlight, from a sitting position, throw a grenade into the center of the room (approximately between the columns). If there are no grenades - just shoot there and retreat around the corner. In response, you should already be flying bullets and strong expressions. Carefully peeking out from behind the shelter, which are not standing near the boxes, with the flashlight already on, assess the situation. Most likely, 2-3 experienced bandits will be waiting for you in the first room, followed by a couple more. The firefight will end quickly if you "grope" in the dark for a barrel of fuel - it stands at one of the supporting columns. By shooting at it, you will significantly damage the enemy and will be able to go down into the room itself relatively painlessly.
A small staircase on the right side of the room leads to a corridor filled with "electro" anomalies - if you already have experience of passing through them (in other words, if you have already passed through the tunnel at the railway embankment on Cordon), you can try to go through here too, although this difficult task. On the other side of the corridor there will be a hole to a flight of stairs leading to the lower tunnels, where the cache of the Strelka group is located.
If the passage along the corridor seems too dangerous for you, then go to the next room and go down the spiral staircase. There you will find a corridor in the form of an arc, in which there are many acid anomalies - when they hit them, severe bleeding opens, so be prepared to use bandages. Further, we enter the main hall, in which there are many boilers, and rather weak lighting. Here you will have to quietly walk along the wall and try not to attract the attention of the military and the bloodsucker - ideally, they should meet each other and resolve mutual friction. If this did not happen, then F-1 grenades, which are in a small box near the right wall, can help you resolve issues with the bloodsucker (look straight when you enter the hall - there will be a slight rise - you go there). F-1 fragmentation is very large, and the blast wave leads to shell shock - use these grenades only if there is decent cover nearby.

** If you hold down the USE button (by default [ F ]), you can "highlight" nearby objects - the names of objects that are at a distance of no more than 3 meters from the player will be shown. A very useful feature, considering that in the dungeons you have to make your way almost by touch **

Here you can also find a valuable artifact "Hedgehog" - examine the center of the room. We carry out our searches only after cleaning the premises, because. while you are admiring the artifact, you may well be discovered by surviving opponents. Through the opening in the wall, exit into the adjacent, central corridor, and from there - into the far left, with more or less normal lighting. Most likely, you may meet the military there - try not to make too much noise, otherwise you will have to fight with two or three fighters, who also love to bypass from the back.
Having passed into the extreme corridor, we go along it a little further than the middle (landmark - a broken ventilation near the right wall) - on the opposite side of it there will be a ventilation pipe - we climb into it and get into the Strelok's cache. In it, pick up a rapid-fire AK, grenades, AK cartridges, stalker armor (to the right of the entrance, in a box), an artifact (to the left of the entrance), and, most importantly, a flash drive, which is the logbook of the Strelka group - it lies behind the map. Information from the flash drive immediately gets into your PDA, where you can read it.
It is worth getting out through the central corridor - guided by the map, reach the lintel and the shaft with a spiral staircase. Climb to the upper levels and then go to the next tunnel near the surface. Along the way, you will meet mostly soldiers, and only at the end, in fact, at the finish line, you will expect an unpleasant "surprise" from the world of the Zone...

For documents!


After getting out of the hatch, you will find yourself on the territory of the western complex of the Research Institute of Agroprom. Try not to make noise - there are a lot of soldiers around: there are sentinels on the towers, sentries guard the exits from the territory, and the territory itself is patrolled. Your current task is to break through to the main building and pick up the documents that are on the third floor, in the temporary headquarters. If you were noticed, then I recommend not to be a hero, but to take up defense in one of the buildings and repel the attacks of the soldiers. After that, continue to move to the multi-storey building, to the upper floors. In advance, it is worth giving a turn on the loudspeaker, which informs the district about your presence at the base with a nasty siren (it is fixed above the entrance to the main building) - save unnecessary nerves.
You will have to be careful when entering the building. there are usually 3-4 fighters in it: look around the corner, throw grenades from shelters. In general, try not to run into a bullet. On the third floor, in a makeshift headquarters, in one of the tables you will find a white suitcase - this is the case with the documents. Having picked it up, you will receive a message from Sidorych that the military have staged another raid and it is not yet possible to return to it, but he agreed with the Bartender, to which we must now keep on our way. The bartender, in turn, agreed with the outpost of Duty in the Garbage to let you through to the Rostock factory.
At about the same time, another batch of soldiers will arrive at Agroprom - the location is now teeming with them. Retreating is through the far entrance to the base - there is less resistance. If you still ran into a patrol, then try not to arrange protracted skirmishes, because. they might call for help. Stay on the road, beware of packs of dogs and pseudo-dogs.

**If you have some space in your backpack, don't be lazy and go to the swamps that are in the "corner" of the location (see the map - a brown-gray puddle in the northwest of the location is the one). There you will meet some monsters, a deserter soldier who hid in a trailer in the center of the swamp, and you will also be able to find an excellent, and most importantly, safe artifact. Feel free to put it on your belt!**

Do not enter the territory of the eastern complex of the Research Institute - it is already under the control of soldiers and hired stalkers - immediately go to the transition to the Garbage. At the exit from the location you will meet a sentinel patrol. You can not stand on ceremony with them for a long time - carefully throw grenades at them. Along the way, you can also pick up artifacts around the Research Institute, but do it as carefully as possible - the soldiers are not asleep. It makes no sense to try to carry away all the artifacts - there are too many of them. And you will always have time to return to the location.

Rostock, "100 Roentgen", Bar


At the exit from the research institute, you will again run into the bandits - it is not necessary to deal with them all, just destroy a couple and quickly get out of there. If there is a desire to help the stalkers, then you can again destroy the bandits attacking the hangar - this way you can earn credibility with the Bartender, because. this is his territory and you receive rewards for tasks related to protecting the hangar from him. The path to the outpost of Duty will be marked with an arrow on the minimap - move in this direction, or go along the paved road, bypassing large piles of garbage - they emit a lot of light, and your protection from radiation still leaves much to be desired.
Closer to the outpost itself, you will become a member of a small skirmish with a wave of monsters going to the Duty checkpoint. If your help is sufficient, you will receive a stalker overalls as a reward. If not, you will still be let through. In any case, you need to talk to the Duty fighter at the gate - he is already aware of your appearance, and will let you through further. Carefully go around the anomalies behind the fence and at the crossing.
Once in the Bar location, go along the road on the right side, you will meet a flock of dogs at the moat - I hope you still have cartridges, because. you will have to shoot back, although this is not necessary - you can run to the fortification by the road, where the Duty fighters will already cover you. Go further, through the doors of the hangar, exit it and go left. If you get lost, follow the map and signs. The whole location is a habitable territory of the former Rostock factory, where the base of the Duty group, the 100 Roentgen bar and the Arena are located. Shooting at this location is not recommended, as stated by the sign in front of the entrance to the hangar, through which you pass into the courtyard. Go down to the bar and talk to the Bartender, give him the documents and you can throw off the extra swag. Complete quests to find the artifacts you already have and/or sell them (leave only the one that doesn't give side effects and is already hanging on your belt). Also, it is worth selling excess armor, weapons and ammo - find your bearings here, because. The choice of the Bartender is many times greater than that of Sidorych. In general, try to keep about 300-400 rounds of ammunition for the main weapon, 5 grenades (it is better if it is not only F-1), 10-15 first-aid kits, 20 bandages and 10-15 pcs. antiradina.
The remaining cartridges for the Viper-5 will be useful for you for the Volker pistol (buy this miracle of the German military-industrial complex). The machine itself, if you still have it, you can sell - in extreme cases, you can always pick it up from a defeated bandit, of which, in the near future, you will meet quite a few on your way. The Volker is a fairly common pistol, and even if it gets damaged from using explosive bullets, you can always pick up a new one. I recommend throwing extra power supplies, artifacts, first-aid kits and swag into the blue box, to the left of the counter - do not be afraid, no one will look in there and steal nothing. Also, you should get the latest news and information about groups, organizations and nearby objects from the Bartender. For example, it is worth finding out what the Arena is.

**The Arena is an analogue of the Colosseum in Ancient Rome - all willing stalkers, or those who simply have no way out (lost, or got caught by stalkers for serious violations and were exiled to the Arena to atone for their sins) can take part in the fight for life. The winner is rewarded and honored, the loser... perishes. After passing all the stages of the Arena, you will raise more than 10,000 money, and you will be considered an experienced professional stalker. However, only experienced players will be able to pass the Arena, because. some steps are quite difficult**

Documents from X-18


You can almost immediately take the next plot task from the Bartender - to bring documents from the X-18 laboratory. At first it may seem that this is another task, like a trip to Agroprom, but the problem is that the bartender does not know the exact location of the X-18 (or pretends not to know), and you won’t be able to get there right away - you need the second part the key, which is located at the leader of the bandits - Borov. It is to him that the Bartender sends you.
Hog is in his lair - an unfinished complex, in the location of the Dark Valley. The path to it lies through the Landfill, so first you need to return again by the already known path to the transition between locations. To find the transition, we are guided by the map and try not to go where we should not. Having gone to the location of the Landfill (again, do not forget about the anomalies), we go straight across the field, where the wave of mutants came from. Having reached the destroyed workshop, you will most likely meet bandits with whom there is only one conversation - everyone is at an expense. Be careful, because one of them sat down on top, on the remains of the wall. We look at the map and go to the transition between locations, to which the arrow points. Try to overcome a small dead grove as quickly as possible - the radiation background on it is very high.

** Having run to the very passage to the Dark Valley, do not rush to leave the Landfill - look around. Usually, to the right of the transition, at the foot of the hill, there are several anomalies, between which lies a valuable artifact - this is another of the artifacts that is worth putting on a belt - it has no side effects, its cost is 5000 rubles, although it is highly not recommended to sell it **

Before the transition, use antiradin to remove the received dose of ionizing radiation from the body.

dark valley


Upon entering the Dark Valley, you will see how the Duty fighter - Bullet, is interrogating a wounded bandit - come closer and listen to the conversation. From it it will become clear that the scouts sent by Bartender were ambushed and now Bullet is trying to get his comrades out of captivity. At the end of the "conversation" you can finish off the thief and pick up supplies.

**You will find another valuable artifact near the stone, which is located at the transition to the location - walk with the “use” button pressed at the foot of the boulder, look carefully under the trees and bushes, you can jump on top of it. The found artifact "Mom's Beads" gives +5 to protection against bullet wounds. If you didn't find it this time, don't be discouraged and look next time you pass here**

At this time, Dolgovets will ask you to help him free his comrade - to set up an ambush on the path of the bandits in order to recapture the second scout of the group. It's up to you to help him or not, but completing these quests will help you quickly gain a good reputation for the Duty group. In addition, in case of a successful outcome, you will receive valuable information about the situation in the Dark Valley, and no less valuable PSO-1 - a sight for AK-74.

**Follow Bullet - upon arriving at the ambush site, he will tell you what to do: hide at the bus stop and wait for the bandits to come closer. Carefully remove the guard without hitting the prisoner, and you can safely ask Bullet for your reward **

Now keep your way either to the main entrance to the fenced base of the bandits, or you can try to get into the territory unnoticed, through the sewers - the path is indicated on the map with marks. The first solution is suitable for those who are too lazy to bypass the base on the left side and play Bond - the result, in principle, will be the same - you will get into the territory, just do it less gracefully and quietly.
With the first option, everything is clear - beware of stray bullets, shoot from cover, try not to let anyone get into your back, and the flanks are well shot through.
If you still decide to go as shown on the map, then remember that having penetrated the communications and moving along the moat in the courtyard, you cannot turn on a flashlight or night vision, and you can only move while sitting, so as not to be noticed by sentries. Also, the enemy can hear you draw or put away your weapon, or switch the rate of fire. There is nothing to say about reloading and changing the type of ammunition - it is heard very well, so take care of all the details before you go into the sewers: the weapon must be loaded and set to automatic firing mode. It is better not to use the sight - it will not be useful at close range, and will only interfere, blocking a significant part of the view. You can always wear it.
If you were careful enough, no one would notice you. Once at the wall of the garage, climb onto the pipes and jump out the window - from now on, you can not really keep silence, because. you need to act quickly, otherwise the effect of surprise will disappear and the meaning of all your efforts will disappear. Once at the garage gate, do not rush to leave it - assess the situation in the yard: there will be a pit in front of you, and two bandits who are holding one of the captured scouts at gunpoint - try to destroy the enemies before they execute Dolgovets. If you can’t, don’t worry too much, because. this will not affect your reputation in any way (unless, of course, you kill him yourself).

**Don't fall into the repair hole under the truck! If this still happened, then look around - under your feet you should have a brand new Abakan and 5.45 caliber cartridges - in fact, this is the same AK, but with improved accuracy and a little more powerful. It can also be equipped with PSO-1 and used in combat at medium distances, and a rapid-fire AK can be used indoors. To painlessly get out of the repair pit, quickly run and jump over the “heat” anomalies **

After destroying all the criminal elements that attack you in the outer perimeter, you can move on to clearing the buildings. It’s worth starting the sweep from a large garage - from the right inner wall it has a staircase leading to the upper floor - there is a passage to the neighboring unfinished red brick building - you will meet most of the enemies in it.
In the same “red” building, on the lower level, there is a warehouse, and in the basement there is a prison cell in which another Dolgovets sits (do not be lazy, when you destroy all the bandits, go down there and free him - again, this is a plus for you reputation and additional respect from the Duty group).
During the sweep, if you see the light of a lantern, or hear a conversation - do not be lazy to throw a grenade there before entering the room - this will help more than once. In the premises it is better to walk at a pace, without betraying your presence once again. Don't forget to look back as well. often enemies can go around and from the back.

**Sometimes it is worth using the PDA function to detect nearby stalkers - by default, pressing the [H] button (English layout) will show a list of all working PDAs within a radius of 50 meters (in other words, it will show all stalkers nearby). This information will help estimate the number and approximate composition of enemy forces**

Actually, it is not necessary to destroy everyone - you need to go to the office building, which is adjacent to the end of the brick "unfinished". However, the complete destruction of the enemy guarantees your safety - no one will be able to go into your back, no one will raise the alarm, in which case. There is a passage to the office building both on the second floor - two bandits will be waiting for you there, and on the first - through a hole in the wall, where you can also meet several enemies. The closer you get to the leader, the better armed his fighters will be - almost all the remaining bandits will be with AKs and shotguns, so get ready for powerful resistance. In one of the rooms on the second floor of the office building you will meet Borov - search his body to pick up the second part of the key from him (this will happen automatically).

**If during the sweep you meet a bandit in a long raincoat (but not Borov), then be sure to pick up his weapon - an assault Obokan with an integrated GP-25 grenade launcher. Borov can have several grenade grenades in his office, and the PSO-1 will perfectly complement the firepower of this weapon. Later, you will be able to return the Assault Obokan to its true owner - the Duty fighter, who is in the bar and drinks bitter about the loss of a valuable barrel **

The task in the PDA will be updated, and marks will appear where you should go next - being guided by them, leave the territory of the base and go towards the factory, which is indicated by the arrow on the minimap. The entrance to the laboratory is located in the basement of one of its buildings. On the surface, you will again meet bandits, it will not be difficult to deal with them - they act inconsistently and they can be safely removed one by one.

**If your stalker overalls are already worn out, you have the opportunity to upgrade them - check the small nook, to the right of the entrance to the factory room, behind a rusty iron fence. There will be pipes, and in them - a new stalker overalls, as well as 5.56 caliber cartridges, which will be useful to you in the future **

Get down to the basement and follow the door indicated on the minimap. After entering a small room, go to the door with a sign about high voltage - the loading of the next location will begin ...

Laboratory X-18


Having gone down to the laboratory, you find yourself in the "waiting room" - inspect the body of the stalker, which lies to the right of the elevator. He'll have some supplies and 5.45 caliber ammo. Next, you will enter a room with a massive armored door with a combination lock. The code can be taken into the PDA from a deceased scientist who had access to the lower level. His body lies in a small room at the end of the corridors with "hot" anomalies - you will have to run through them, or jump over from a running start - this way you will receive a minimum of damage. In the corridors you can meet snorks - they move quickly and jump far - do not let them close, make sure that they do not go around you from behind. Try not to waste ammo, because. You won't be able to replenish your stock anytime soon. If objects suddenly began to fly up in the room, this means that you are being greeted by one of the most mysterious creatures of the Zone - poltergeists. You will not meet them yet, although they already feel you. In one of the rooms with a bunch of boxes, you can meet a fiery poltergeist - he cannot be killed, but he flies only in this room.

**To mitigate the encounter with poltergeists and snorks, search the lockers in one of the rooms on this floor - they will contain excellent Monolith armor, an AK-74 with an underbarrel grenade launcher, some first-aid kits, antiradin, 2 charges for HP and artifacts. The grenade launcher itself can be detached and attached to a rapid-fire AK-74 if you haven't lost it yet**

Find and search the scientist's body. After listening to the message and receiving the code, return to the door, drive in the password on the panel - it will open. Get down. After leaving the stairs, there will be an elevator in front of you: remember it, because. you will continue to navigate through it. Also, you will immediately fall under the “shelling” of boxes, kegs and other rubbish from the floor. Try not to rush about, but dodge flying objects in time. To fight with poltergeists should be in close combat, with automatic weapons, because. getting into them is quite difficult - they look like a beam of energy flying in space above the ground. From contact with poltergeists, you will not get anything, so you can safely approach them point-blank. After death, they take on a more understandable form of legless mutants with a massive torso, turning into a head. Move around the rooms and corridors in zigzags, do not try to destroy several at once - deal with each one in turn, otherwise the disassembly with them may be delayed, and you simply won’t have enough ammo to continue through the location.
Until you kill the last poltergeist, the hell with flying objects will not end. It’s worth shooting not at the flying energy clot itself, but just below it - then the recoil will align the sight with it and most of the bullets will reach the target: an electric “discharge” floating in the air.


To the right of the above elevator there will be a corridor leading to another door with a combination lock. The corridor behind the elevator (straight when viewed from the stairwell) leads to empty walk-through rooms - from them it will be possible to get into a small room with a descent down. you there. After descending, two broken armored doors will appear in front of you, and behind them - a huge dimly lit hall in which you will have to deal with a pseudo-giant. Try not to let him get close to you - throw grenades, shoot with armor-piercing cartridges, shoot from an underbarrel grenade launcher - all means will do. A terrible-looking colossus, in fact, will not be very strong. Now you can safely search the body of the scientist, which lies in the far corner of the room. Listen to the message on his PDA, which, among other things, will also say the password to the door. If you didn’t have time to remember it, you can refresh the code in your memory through your notes, in the “history” section.

**Also, in this room you can find IL 86 - an English rifle chambered for the NATO 5.56 cartridge, and RPG-7. Both of them lie near the body of the scientist. It is up to you to decide whether to take this weapon or not, however, it does not differ in any special firepower or high price **

Return to the armored door, and do not be afraid that something bad is breaking towards you from that side. It will seem as if something is about to burst into the room, but this will not happen. When you open the door, you will also find nothing but old equipment and boxes. From the first room, you can go to a semicircular hall with flasks, in which there are inductors - do not stand still for a long time, because. you will immediately feel like you are being attacked by a powerful poltergeist. It is better to quickly run to the left, where there is an ascent to a room with capsules and wooden cabinets - search them, there will be a lot of scientific first-aid kits, anti-radians and about 200 rounds.
Entering back into the hall, go around the inductors on the left. At the same moment, the door should slam shut, and a “burning” poltergeist will fly into the room from the control room - this time you can kill him, although he has learned new tricks: try not to stand still, otherwise you will fall under a column of flame generated by him. Again, shoot just below the ball of fire, trying to fire no more than 5 - 6 rounds at a time. You can let him close to you - it will not do harm. After killing the monster, go up to the control room, from which this creature flew out, and take the documents. Around now, the main character will fall unconscious and you will be shown a plot video with the memories of the main character.

**It's worth watching all the inserts that will accompany the game - in addition to excellent direction and high-quality performance, you can learn a lot about the game's plot, the Zone, the Bullseye, and the events that precede the story that develops in the game**

When you come to your senses, you will immediately hear human speech and will be ready to literally run out and kiss the soldiers - do not rush. Firstly, these are military stalkers who work for the state and do not allow lone stalkers to approach them. Secondly, do not forget to inspect the room for documentation (if you did not have time to take it before the protagonist "fainted"), check the inventory for its presence. Get out of the laboratory the same way you came, but be careful - in almost every more or less spacious room you will encounter enemies. Also, they will be waiting for you at the top of the stairs. You can always estimate how many of them, as well as the level of their training, by pressing [H] (by default).
Upon reaching the surface, you will have a connection and you will receive a message from Sidorovich: he is glad that you are alive, but he warns that the transition to the Garbage is closed - there is a major cleansing of the military and they blocked the transition. You will have to go through the old tunnels, to which the asphalt road leads. Leave the underground level and go up to the upper floors - on the way you will have three fighters of different levels of experience, but it's still better than shooting with five military stalkers who are waiting for you at the main exit, on the street. Climb even higher - at the top you will find a few more RPG charges, and you can safely fire on the procession waiting for you from below. Next, exit the fire escape from the end of the building: there will be two more military men, who will not be difficult to deal with. Jump down and exit the factory area. Follow the paved road and the signs on the minimap towards the pig farm. On the bridge over the swamp, you may come across a patrol of military stalkers. After destroying them, continue moving past the pig farm and go through the gate to Cordon.

Return


As it was said, you will appear from the old tunnels on Cordon, behind the ATP, which you stormed at the very beginning of the game. Don't be surprised if it's back under the control of the bandits - fighting takes place here daily, and the point changes hands several times a day. You can again participate in the "redistribution of property", but after that you still need to go to the village of stalkers, to Sidorovich - he will look at the documents that you got in the laboratory and will generously repay for it. He'd better sell all the cheap artifacts, buy AK ammo, and resupply.
While you are in the village, you will be offered to complete several side quests: steal documents from the military checkpoint (special task from the merchant) and help the stalkers fight off a group of mercenaries (You can take the quest from the Fan - Wolf's temporary deputy). Do not be lazy and do both - this will raise your reputation and significantly improve your well-being, also, with good luck, you can find a sniper Abakan from one of the mercenaries.
Having replenished supplies again, advance to the Bar by the already passed path - through the Garbage. Because The soldiers have again taken control of many strategic points, get ready to meet resistance at the outpost under the railway bridge and at the checkpoint at the transition to the Dump. Perhaps you will meet soldiers at the Dump location itself, but when you reach the outpost of Duty, you can relax - you will not meet anyone else.
Having reached the bar "100 X-ray", talk to the Bartender: he will deal with the documents and indicate a further plan of action. I recommend not to sell Abakan with an integrated GP and a rapid-fire AK (with GP-25 and PSO-1 hung on it). You can return the assault Abakan with the GP to Dolgovets, who is standing opposite the counter - it was he who owned it until he lost it during one of the raids. And the rapid-fire AK will still serve you in the next task, on which you can go this very minute ...

Search laboratory X-16


If you do not yet have a weapon chambered for 5.56 rounds, then take the battle-tested rapid-fire AK with GP-25 and PSO-1. Also, I would recommend selling the IL-86 found in the X-18 (if you took it at all), because. the weight of this weapon is criminally large compared to its fighting qualities. Moreover, in the near future you will be able to get hold of more ergonomic and powerful weapons of this caliber. Also, take with you those 5.56 cartridges that were left from the last campaign - they will come in handy in the Wild Territory: abandoned warehouses and buildings of the Rodnik plant, the railway station, and then - Yantar are waiting for you. No less wild territory, with many monsters and mutants, as well as a scientific station, to which you should keep your way. According to Bartender, the scientists know where the entrance to the X-16 lab is and can help find the missing documents. Look for the road to the Wild Territory by the arrow on the minimap - it will indicate the path to the transition between locations.
Approaching the buildings on the opposite side of the square, you will hear the negotiations of the mercenaries. It becomes clear that they will not meet you with bread and salt - hiding behind trees and objects, shoot at the gaps in the walls of the second floor and windows, preventing them from opening aimed fire at you. Run across until you're right under the wall, or get within grenade throw distance. A couple of RGD-5s will solve problems with the forward detachment.
In the corridor on the first floor, you can meet another mercenary, and then - only after leaving the building. They already know about your appearance, so it will not be superfluous to throw a grenade into the breach. When you go out, try not to lean out immediately into an open place - a fighter with optics is sitting on the tower. Among other things, I advise you to choose the best of the samples of trophy barrels - the mercenaries are mainly armed with Western weapons of 5.56 caliber, so you will not have problems with these ammunition. Also, the mercenaries can find a detachable Susat sight, which can be attached to any weapon with a Picatinny rail (that is, in fact, to any weapon made by NATO countries). Go to the left side, along the warehouse with an open door (which you should not enter - the background is very high there.) Climbing the railway platform, you will be shown a scripted battle scene, you will be asked to help the scientists fight off the mercenaries. The mercenaries, not being particularly friendly, will fire at you, so it’s not worth standing still for a long time - go towards the fallen helicopter through the railway track, be careful, because. you can meet enemy fighters.
You will have to answer the call for help, because. Professor Kruglov, has important information. Helping him, you will immediately get the location of a group of scientists, and this is a guarantee of completing the main quest - finding the X-16 laboratory. Break through to the downed helicopter, destroying the mercenaries along the way. Be careful, because even an accidental hit on any of the scientists will immediately reset all your achievements, and you will become the same enemy for them as the Wolfhound's thugs.
Having reached Kruglov, talk to him, he will ask you to take him to Yantar, where their scientific camp is located. Try not to lose sight of it, look around, and look back - having reached the crane, you will clash in battle with two groups of opponents at once - some will advance from the construction site, others will catch up with you from behind. This can be avoided if you repulse the attack from behind in advance, and then throw a grenade around the unfinished three-story building near the crane.
In the area of ​​​​the change house behind the crane, you will be ambushed, therefore, having dealt with those who remain alive at the construction site, hurry up to get ahead of Kruglov: go to the change houses first and immediately throw grenades towards the plates near the cars. Then act according to the situation, but there are almost no mercenaries on your way. The professor, having reached the bridge, will stop and give some instructions. Passing under the bridge with the anomalies "Heat" should be in the center, "chatting" the anomalies and checking which side is safer to bypass the supporting columns.
Also, you may meet very inadequate comrades - these are zombies. They look like ordinary stalkers, but they completely lack the instinct of self-preservation and the desire to think. However, one should not hope that they have lost the ability to shoot - on the contrary, they do it very aptly, while uttering various offensive words in your direction. In order not to hear them, and also, in order not to get under heavy fire, shoot at the zombies from a distance, trying not to stand still, as far as the terrain allows. Aim for the head - for other parts of the body it is unwise, because. you will need many times more cartridges to hit the target, and you need to save ammunition.
If you see that the zombie has fallen and is still moving, finish it off, otherwise it will get up and open fire again. After passing under the bridge, wait for Kruglov. He is packed in a protective suit, so there is no need to worry about his life - he will calmly overcome all anomalies and, coming out to you, will continue his way. When you bring the scientist to the middle of the road, he will say that he can get further himself - go up to him and take the well-deserved reward: a flash drive with data, for which the Bartender will generously pay you.


A scorched desert stretches in front of the main character, which was previously a lake, from where water was taken for the cooler. Do not be surprised by the operational space given to the player. Now the lake is just a miserable swamp inhabited by snorks and crazy stalkers. In the center of the former lake there is a camp of scientists, where you should go. You may encounter zombies along the way, so be on the lookout.
Entering the bunker, watch a scripted scene in which Sakharov is trying to persuade Kruglov to go get material for research. Your recent companion, after jogging through the Wild Territory, flatly refuses to walk around the Zone alone, which is not surprising. When their dialogue is over, Kruglov will move away, and you can talk to Sakharov - you can sell him artifacts (he will, of course, give a higher price than ordinary merchants), and also pick up Kruglov's reward due for help - an orange suit SSP-99 "Ecologist ” (a lighter version of the green spacesuit worn by the professor).
Sakharov will tell that he roughly knows the place of entry to X-16, but he will warn that there is a high level of psy-radiation, and the previous expedition was not successful. In order not to repeat the fate of his colleagues, he asks you to help calibrate the equipment that will reduce the level of radiation. To do this, you will have to accompany Kruglov, who will do all the work - you just have to cover him from zombie attacks and other creatures of the Zone. Before leaving, I recommend buying a little 5.56 from Sakharov and throwing all the extra items into the box that is in the rest room - after the task you will still return to the camp of scientists. But do not lay out either the new suit or the old armor from the inventory - they can come in handy. Talk to Kruglov and move forward. I recommend saving before leaving.
Once out, look for any zombies, or snorks, that you might come across on your way to a small tunnel northwest of the main exit from the science camp. Opponents should be destroyed in advance so that they do not have time to injure the scientist - his health will come in handy a little later. We go to the tunnel, where Kruglov takes the first measurement and for the first time we feel the movement of the earth ... Entering the tunnel, try to go ahead of the scientist - in the tunnel you will meet a couple of unpleasant types. Make sure they don't hurt your companion. Coming out of the tunnel, immediately shoot at all living things, covering the scientist with yourself. At the exit, the Professor will take another measurement, and you will again feel the earth move under your feet. You will make the third measurement near the rusty skeleton of the bus. At the same time, an ejection will occur, which the scientist will inform you about. The protagonist will again fall unconscious and memories will pop up in his memory. Waking up already inside the bus, you will hear Kruglov muttering something. This is where you will find out how well you defended him: if you didn’t “clean” the sector enough, or allowed the scientist to be injured, then zombies or snorks will have time to finish him off. If you skillfully destroyed the adversaries, then you will have time to raise the professor to his feet and leave before he is shot by some stray zombie.

** The machine gun that Kruglov was carrying fell out of his hands - do not be lazy and pick it up, and when the scientist gets to his feet - throw it in front of him. He will pick it up again. Otherwise, he will run around with a gun, which can make it difficult for you to accompany him **

After going to the laboratory in the same way, talk with Sakharov - the scientist will tell you where you can find the coordinates of the X-16 laboratory and give you protection against PSI radiation. It will allow you to stay in close proximity to the source for some time. Do not take off your regular body armor, because. first you go to the swamps, where there will be almost no exposure to radiation, and almost no radiation. For now, you can put the scientific overalls in the blue box in the room next to Sakharov.
Leave the scientific station and go behind the fence. After leaving, turn right and go along the fence - there are less chances to meet "extra" monsters. Having reached the swamps, look around - first you should destroy the zombies that are on land, closer to you, because. they move quite briskly and can surround you if you decide to go into the water. By the way, I do not recommend you to do this - first you should clean the area near the helicopter, where the body of the scientist with coordinates X-16 is located. Search it and listen to the latest recordings - in addition to the laboratory, they will also mention the Ghost - a stalker who was part of the Strelka group. Leave the swamps the same way so as not to meet with a flock of snorks. Stop by the scientists to pick up your suit and resupply if needed. Also, if you killed several snorks and they turned out to have a “snork leg” suitable for sale, give it to Sakharov on the corresponding quest.
It's time to put on a scientific suit and go inside the Amber factory (be guided by the entrance to the laboratory on the minimap). Get used to the fact that the Ecologist has almost no bullet protection - you can be killed with a few hits, so do not allow close contact with armed zombies. Don't feel sorry for grenades - from now on, they will be encountered quite often in the game. Pick up all the bandages and first-aid kits from the corpses, because. there will be nowhere to replenish supplies, and you won’t be able to escape without losses - zombies very quickly restore their “population” on the territory of the plant, and snorks and anomalies organically complement them.
After entering the territory, go to the truck on the road. After encountering several zombies, you can retreat to a dilapidated building to the left of the entrance. Having dealt with them, I recommend looking into the hangar without a roof, located on the left side of the plant. Through it, you can go into the flank of the zombies and two or three snorks who have sat around the fire. Before you go out in direct line of sight to the fire, throw a couple of grenades in that direction, you can deal with the Snorks from here - they will attack one at a time, so they won’t cause any special problems. Check the electrical substation booth against the left wall (look from the burning barrel where the zombies stood) - there is a fresh stalker overalls and some medical supplies. Enter the building and go down, watch the platforms - they can meet zombies, and there is also an anomaly "hot". Don't forget to unload your selected weapon of your caliber, as You won't be able to replenish your ammo stock anytime soon.

X-16 complex


At the entrance to the laboratory, you will be met by zombies and a snork that can attack from behind. Go to the elevator shaft, go down. The laboratory is a through complex, so you will always or almost always have to go straight ahead.

**After going down one flight, look at what lies in the shield on the opposite side of the elevator shaft - perhaps there is a valuable artifact waiting for you, or a good weapon!**

Having descended, the best option would be to immediately climb into the control cabin - the ladder by which you can climb into it is located to the left of the elevator shaft (do not hesitate, because a monster can notice you from the next room and a fight will start - now it will be a waste of time not the best option). Climbing into the cabin, shoot the zombies on the rise from above. Get down and go straight - another one or two snorks should run out to meet you. Having dealt with them, go down the corridor, get ready to meet with a group of zombies - it's better to immediately throw several F-1s towards the wooden fence - the barrels will detonate and you will destroy several zombies at once, the rest will already be significantly injured and will not pose any particular danger. Continue down the corridors, but don't forget to check the racks for the blue and white crates - they're full of medkits, bandages, and 5.45 ammo (just in case you run out of 5.56, you can always pick up a captured AK and fight with it until you have enough ammo for your main weapon). Further, there will be a small corridor and an entrance lined with boxes in the fence - do not break them. Two grenades thrown forward will save you from encountering monsters. Next, go out into a large room with a multi-level structure, and a psi-emitter in the center. You have about 5 minutes to go through all the levels and turn off the four switches that power the emitter. This time is enough, the main thing is not to linger too much on zombies that will catch up with you from below and meet on the way. On one of the floors, you can get into the "frying" anomalies - be careful when crossing the central span. Having reached the top and turning off the last switch in the control room, the main hero will “turn off” again. To understand the plot of the game, this video will be very useful - a lot will fall into place.

After him, your task is to pick up the documents from the body of the Ghost and get out of the laboratory - exit the control room and go right, up the rise - into the corridor. There you will meet zombies. Having reached the massive door, do not rush to enter it - prepare for a meeting with the controller. After fighting with him, search the corpse of the stalker (Ghost) - he will have interesting records in the PDA about Strelok and their group, which are worth listening to carefully, as well as documents. Also, it is highly desirable to pick up a body armor with special properties. You will have to leave the laboratory through the tunnels - to get into them, go to the far right cell, in the floor of which there will be a hole - you go there. Check the white and blue suitcases and jump into the communication.
In the tunnels you will often be attacked by snorks, get ready that they will crawl out from almost every hillock - use grenades. The tunnel itself is a system of closed communications, so you won't get lost here - you just need to follow straight ahead all the time and not deviate from the path at the fork. In the middle of the tunnel you may meet a pseudo-giant - don't let him get close. You will be leaving the tunnel almost at the swamps, having got out, Sakharov will contact you. He will notify that they called helicopters and say that you did a great job.
Don't forget about snorks and zombies, go to the camp of scientists. Talk to the professor - he will thank you for turning off the brain burner, giving you a new, even more advanced scientific suit. Take a quest from him to find a unique stalker costume and give him the Ghost armor - you will also receive a good reward for this. Next, you should sell the orange suit and restock. You can go to the Bartender: the meeting place with him cannot be changed. On the Wild Territory location, you will meet mercenaries, as well as a bloodsucker at the railway platform.

**If on the map you have a tip on the cache in the building of the railway platform, be sure to get into it and search the cache. It will contain the most successful armor for the Zone - Seva's overalls. You can climb inside the building through a hole in the roof, and you can get to the roof itself either from a neighboring building, or try to climb along the beam. There will be a high radiation background inside, so all of the above should be done in scientists' overalls **

Already at the exit from the Wild Territory, towards the Bar, you can meet snorks.

Cordon and Research Institute "Agroprom"


After completing the task with the psi-emitter, I do not recommend that you proceed immediately to the next story quest - for starters, you should look at the Cordon, to a certain Guide who knows where to find the Doctor. Equip yourself with a tattered stalker overalls and grab an old AK, on ​​which don't forget to hang a GP-25. Take a sight with you - this outfit will be enough for you for a short walk through familiar places. You won't need a lot of 5.45 caliber rounds - about 200 will suffice. You can also take a quest from the Bartender to destroy a group of bandits at the Agroprom - you will still be on your way ...
Go to the cordon in the usual way, through the Garbage, towards the checkpoint. In addition to packs of angry pseudo-dogs and bandits, you will not meet anyone. Go to the cordon and move along the marker to the destroyed house, in which at the beginning of the game you and Fox fought off a pack of dogs. The Guide will sit near the fire. He got his nickname for a reason: he knows the Zone inside and out, because. is one of the very first stalkers, and he is aware of a lot of what is happening in it. Talk to him - he will tell you that the Doctor has taken refuge in Strelok's hiding place and is waiting for him. Move to the Research Institute Agroprom. Having entered the Agroprom, go around the main complex and go to the hatch to which the Mole led you - in the same place, at the very descent down, kill all the bandits - this is how you complete the Bartender's task.
Go down, there again criminal elements, military and possibly a lone snork are waiting for you - it all depends on your own luck. Looking at the map, move towards the Strelka cache. Going up inside, you will get into a stretch - don't worry, this is normal. You will survive and not even lose health - the Doctor will pick you up. View the scripted scene with him - from this moment on, the player is finally made to understand that the Bullseye and the Shooter are one person. The doctor will talk about the fate of the group and mention Strelka's speculations about the Monolith - they were confirmed: the Monolith is an induced image from the laboratory under the Chernobyl nuclear power plant. You can access the laboratory through a door with a combination lock. The decoder is hidden in Pripyat, and now you have its approximate coordinates in your PDA.
You wake up fast enough, but the Doctor is gone. Leave the dungeons in the same way, towards the western complex of the Research Institute. There the military will be waiting for you again - without arranging long skirmishes, get out of the location and go to the Spring, to the Bar. You will have the same encounter with bandits and the same firefights as before, only in a slightly different role - now you have good weapons and armor, and it will not be difficult to deal with the once powerful enemies.


When you return to the Bar, do not forget to change your stalker's overalls for a newer copy, or the recently found "Seva". The bartender, among other things, will say that Duty is interested in you - now you can go to their base and receive quests from General Voronin, as well as buy ammo and supplies from their supplier. The main story task will now be to turn off the "brain burner" at the Radar location. This task will require good weapons and a lot of ammunition, as well as armor - if you still do not have Seva and any weapons chambered for PBO-9, then you will have to visit the Army Warehouses before going to the Radar, where you can get hold of all of the above. Also, you will need an antiradin and first-aid kits - the Radar will be guarded by the fighters of the Monolith group - fanatics who worship a non-existent stone under the Chernobyl sarcophagus.
Your mini-tasks, before starting the main quest, will be to search for a supply of PAB-9 cartridges (SP-6, SP-5), Vintar VS and good armor. Completing Voronin's quest to find the TPc 301 with an optic redesigned in the manner of a sniper rifle, in case of successful completion, will solve the problem with Vintar. The TPc 301 itself with optics can be found in a small mercenary camp in the Army warehouses, behind the village of bloodsuckers. You can buy Vintar ammo from a merchant from Duty. Light and durable armor, in case you don't like Seva, can be obtained from the Freedom group, whose base is also located in the Army warehouses. Complete a couple of neutral quests for them, like destroying a flock of wild boars near the base, and killing a traitor, and you will get the favor and a good discount on goods from their merchant. Quests can be taken both from Lukash - the leader of the "Freedom", and from third-party stalkers from the group. Along the way, you can pick up a GP37 from someone, which is one of the best representatives of the weapons of the NATO countries - the lethal force of this barrel is enough to deal with enemies in exoskeletons without any problems.

** In principle, the execution of intermediate tasks is not so important, i.e. you can easily complete the brain burner with TPc 301, or even with AK, but the passage will be very difficult, and you will lose a pretty interesting part of the game **

Having received everything you need, go to the "barrier" - the outpost of Freedom between the locations of the Army warehouses and the Radar. If you are on good terms with the fighters of this group, then you will easily repulse the attack of the Monolith, which happened inopportunely before your arrival. I recommend not to go on the rampage - if several Liberty fighters die, then you will have a chance to get hold of GP37 without any problems. Moreover, the battle will not be easy - many Monolith soldiers are dressed in exoskeletons and heavy armor, and armed with 9mm VLA special machine guns (PAB-9 cartridges) and AK.


Upon entering the location, immediately get used to some isolation - you will not be able to get close to the rocks, as well as to equipment and objects - they emit a lot of light. Go straight ahead - the checkpoint should not cause you any difficulties, however, even before it, on the right side you can find a bag with VOG-25. If you have a GP-25 weapon, this will be a great stock for the future. Going out to an open area, don’t really “shine” - on a hill there is a trailer on which a sniper sat down with an SVD-63. It's worth dealing with him after you destroy simple fighters with AK, it is advisable to use Vintar VS, or some kind of accurate weapon, because. you won’t be able to get close to the sniper - in open space you can lose to him. Go further along the road (you have nothing to do in the red forest, because even if you go through it, you will find yourself almost in the center of the Monolith field camp - it will be easier to surround and destroy you there). It is easier to go along the road without pressing against the rocks, because. they have a lot of anomalies and a high radiation background - try to go covertly, because. up the road, a monolith patrol and another sniper are already waiting for you.
Check the boxes near the tank - there may be a couple of grenades there, which will be very useful, throw a few up the road - this will create a revival in the enemy's camp, and also allow you to deal with the fighters in a fairly calm environment. Having dealt with the next patrol, go up the hill. At the turn of the road behind the rock, get ready to meet the RPG-7 fighter. At best, he won't even have time to shoot. If this happens, do not hope that five meters will be enough to get away from the explosion - run until you hear it. Heal and try again. Also, several fighters can come out to you from the right side of the road, from the rocks - they will be armed with AK and do not pose any particular danger. After killing the grenade launcher, do not rush to go to the camp - kill the sniper on the tower. This will allow you to easily move between shelters. You will have to repulse the counterattack from the camp, and finish off the remaining fighters in it.

**If your armor is already pretty battered, then you can take the one that lies in the trailer on the territory of the field camp - there is Beryl 5M. Protection is so-so, but if you have no other choice, then you should take **

Be careful not to get hit in the back by zombies - they can exit through the hole in the fence and go around the fence while you deal with more intelligent enemies.

**After coming to the fork, you can look into the Camp of the Desperate - a small dead end on the map, to the right along the road. There you will meet quite lively resistance, but the prize will be charges for the M203 underbarrel grenade launcher **

Further you will meet several more snipers (right on the road, in the back of the lawn, as well as on the "balcony" on the left side of the road), and two patrols. Coming out to the rise, you will stumble upon single pockets of resistance, which do not pose a particular danger. Only once you can be disturbed by dropping fuel barrels down, but this is not a problem - shoot at them as quickly as possible and the problem will be solved. As you get closer to the Scorcher's antennas, you will be increasingly visited by phantoms - induced images of monsters that are not dangerous, but very distracting. When they attack, your health bar does not decrease - only the level of protection of the brain from influences slightly decreases, but this is not critical.
Go further, destroying the fighters on the towers and patrols at the gate. You can also make your way here by climbing over the fallen tree behind the fence, but you should not do this - you will find yourself in the very center of the base, from where you will be visible from all sides. On the territory of the base, the problem will be a sniper on one of the antennas and a dozen fighters who are scattered throughout the territory. Your goal is a tunnel, the entrance to which is blocked by a wagon. Pass through the above car inside, deal with the guards and enter the X-10 laboratory ...

Laboratory X-10


Do not think that these are just another dark basement that you were scared of in the X-16 and X-18 laboratories. No, everything here is quite civilized and habitable, if this term is generally applicable to these buildings.

**In the boxes next to the red containers are shells for the GP-25, if you have this weapon, they will be very useful**

Go through the corridors to the big room. Try not to make noise, because Several bloodsuckers roam the territory of the laboratory. You don't need to collect any door keys or look for hidden rooms, so just follow the sign forward through the corridors and rooms. In one of the large halls where you will definitely meet the controller, check the boxes on the shelves - replenish the stocks of scientific first-aid kits and cartridges. Also, in the far corner of the room lies F-1. Go down the stairs and go through all the rooms to the boiler rooms. In the farthest room, go up the stairs and go through a rather narrow corridor to the control room for the brain burner. Walk along the right side to the knife switch and pull it... The shooter will fall unconscious again...
After waking up, you will hear the voice of the monolith - the legendary black stone, which supposedly grants the wish of anyone who touches it. As you know from a conversation with the Doctor, this is just an induced hallucination from the laboratory under the Chernobyl nuclear power plant ... Your main task remains to search in Pripyat for a cache with a decoder and documents that the Doctor spoke about. Move on the way back, but the Monolith fighters will already be waiting for you, who will in every possible way prevent your advance to the surface. Rooms should be cleared with grenades. Move quietly to have at least some superiority over the enemy. Fighters in the exoskeleton kill only well-aimed bursts in the head. If it was not possible to kill immediately, then retreat, because. even a short firefight can greatly affect the health and the number of first-aid kits and bandages. At the exit from the laboratory, a bloodsucker can expect you.
Going back to the Radar, you will find that the situation has brightened up a bit due to the arrival of the military, who are actively clearing the area from the remnants of the Monolith. Move forward to a small camp at the base, to the left of the exit from the laboratory, on a hill. In one of the trailers you will find an improved Freedom Armor. It provides excellent protection against bullets and anomalies, although there is a downside - night vision without digital signal processing. Go back to the crossroads with a stop and the skeleton of the UAZ - there you will find an epic scene of dismantling Freedom and Duty. If you have a good relationship with both factions, then you can look at the outcome of the battle and profit from ammo and good weapons (G36, VAL), as well as replenish the fairly empty stocks of medicines and supplies in general. Where to go next is up to you. You can immediately go to Pripyat, or return to Bar and move forward to the Chernobyl nuclear power plant with fresh forces.


In the city, you will immediately find yourself in the thick of things - professionals are already around the corner, whom Barman mentioned in the radio message. You can join them, they will help you get to the underground garages... Although, the question of who will help whom is still open. If it seems to you that the firefight is too violent, then you can go to the parallel street on the left side - there are several unpleasant anomalies, however, it is calmer here. When you reach an open area with a statue, do not rush to go around the corner - snipers with gauss rifles may be waiting for you. Check the rooftops on the opposite side and only then exit. Try to look not only above, but also below - there are many fortifications made of sandbags, behind which the Monoliths sit. While “jogging” along Pripyat, pay attention to the upper floors and lower tiers of shops and institutions - most often the battles go for strategic points from which you can go further to the Chernobyl nuclear power plant. Your task is to find a hotel - a fairly simple mission, because. you cannot miss the hotel - it is the only more or less calm place in the whole city. Entering it, you will immediately receive a label on the number on one of the floors. It is symbolic that the room will be at number 26, because the accident at the Chernobyl nuclear power plant occurred on April 26 ... Move quietly around the hotel, paying attention to the windows overlooking the park, to the Ferris wheel - at least two soldiers with Gauss rifles are sitting there, and a little to the left of the wheel, on the roof of the neighboring building, a fighter with an RPG-7 is sitting. After collecting the documents in the room, the decoder and updating the armor, if you need it, go through the buildings towards the stadium - the entrance to it will be marked with a marker. In the open area in front of the entrance to the stadium, watch out for a broken fire truck, which almost always has two fighters with Abakan, and behind the building on the left side - from there you can be seen by several Monoliths in exoskeletons. Having reached the place, you can immediately go to the Chernobyl nuclear power plant, just by going close to the entrance, or you can go through the stadium itself. To do this, you need to move to the right, to the emergency entrances - a rod will be torn out in the fence, through which you will get to the stands. However, there is nothing new and interesting at the stadium - a few fighters with RPGs and some valuable artifacts that actually do not make any sense anymore - it is almost the end of the game and there is simply nowhere to put them.

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Pentium 4 2 GHz
AMD XP 2200+
Intel Core 2 Duo E6400
AMD Athlon 64X2 4200+
RAM 512MB RAM 1024MB RAM
video card Nvidia GeForce 5700
ATI Radeon 9600
128 MB VRAM, DirectX 9
Nvidia GeForce 7900
ATI Radeon X1850
256 MB VRAM, DirectX 9c
10 GB 10 GB
Operating system Windows 32-bit: Win XP Windows 32-bit: Win XP

Passage of story missions

Prologue
Stalker: Shadow of Chernobyl. Plot

The game takes place in the exclusion zone around the Chernobyl nuclear power plant. After the accident at a nuclear power plant, radiation spread around, and the surrounding area became uninhabitable. The dangerous territory is fenced and cordoned off by the military, but various lone adventurers - stalkers - managed to get inside. All of them were attracted by rumors that radiation caused the appearance of new creatures, anomalies, artifacts, for which scientists are willing to pay big money. And in the center of the zone, they say, an unthinkable miracle appeared - a monolith that fulfills any desire.

The truck with the corpses was returning from the center of the zone. A dark night and rain with a thunderstorm led to the fact that the car crashed and rolled over. In the morning, a stalker approached the scene of the accident, among the dead bodies he found one barely alive person, and dragged him to the shelter of the nearest merchant - Sidorovich. This is our character - a miraculously surviving stalker with amnesia. We hold a PDA in our hands with the message "Kill Strelok", nothing more is known about our former life. Instead of a name, we only have the nickname "Tagged", so we were nicknamed for the tattoo "S.T.A.L.K.E.R." On the hand. Everything else will have to be figured out as the game progresses.

1. Cordon
Stalker: Shadow of Chernobyl. Walkthrough

Bunker Sidorovich

We communicate with Sidorovich, we can listen to his text for beginners to learn the basics of the game (zone rules, tasks, map, minimap, rating, statistics). In the initial location, only Sidorovich can sell weapons and armor, so we will often return to him. Our stalker-savior owes Sidorovich, and therefore we must work a little for the merchant. The first task is to find the missing courier Shustroy and bring his flash drive.

We go to the surface, next to an abandoned village and a group of neutral stalkers. We communicate with the stalker Wolf, the arrow on the minimap points to him, in the upper left corner. The wolf will give us the initial set of weapons: knife, PMM pistol and some ammo. (Weapons in the inventory are inserted into the upper slots, and then called up with the keys "1" - a knife, "2" - a pistol, "3" - the main weapon, "4" - a grenade. But when approaching other people, you need to remove the weapon, otherwise we will be mistaken for an enemy, for this the easiest way is to switch to the bolts - the key "6". The bolts themselves are needed to throw them in front of you and detect anomalies). The wolf will tell us that Nimble is captured by bandits, we can lead the operation to free him.


bandit camp(Autocooperative "Lokomotiv")

Let's go out onto the main road, the military walks here, we don't catch their eye. A little further near the bridge we will meet a wounded stalker, if we have a first-aid kit with us, we can spend it on saving a person, this will improve our reputation among neutrals. This time, the first aid kit can be found nearby - in the pockets of a dead person. Nearby in the trailer are cartridges, bandages, a grenade. We examine the jeep under the bridge, it also has useful items.

When we approach the camp, we will meet three stalkers on the hill, we are talking with Petrukha. In a conversation, we can choose whether we will go alone, or with three assistants. (For the time being, we are armed only with a pistol, so it will be difficult to be a hero, but if we manage alone, we will receive additional from the Wolf pistol Fora 12 Mk2). There are 8 bandits in the camp, some of them are armed with a sawed-off shotgun, we kill them from afar. In this battle, you need to get used to the peculiarities of shooting in Stalker:

This is not an arcade shooter where you can openly shoot hundreds of enemies. Even one weak opponent can kill you with an accidental headshot. Everything is like for real. Therefore, you need to hide behind covers, jump out, shoot accurately, and quickly hide back.

Shooting while running increases the spread of bullets, and therefore is almost useless. Kneeling (Ctrl) and aiming (RMB) on the contrary greatly increases the accuracy of shooting. But even in this position, bullets can often fly past. For reliability, we shoot several times at once at one point, in short bursts.

Any enemy shot can cause bleeding (a drop symbol will appear in the corner of the screen), which will gradually take away health. Health itself can be restored with any food, but only bandages or first-aid kits are needed to dress a wound. Wounds can heal on their own, but very slowly.

From any killed enemy, you can take his things. We always collect consumables: cartridges, medicines, food. We take weapons only if we use them ourselves. This time, be sure to take a sawn-off shotgun. Ordinary stalkers will not buy our weapons, and full-fledged merchants, such as Sidorovich, will buy them for a penny. So you can consider weapons as garbage, cheap and heavy cargo.

The game is quite buggy, even with all the updates, it can stop working at any moment, so we make quick saves on the F6 key as often as possible, then they can be loaded with the F7 key.

Having won, we go around the buildings in search of things. To the left of the entrance is a two-story building, below in a broken stove there is an energy drink, on the balcony on the body of a bandit we will find Artifact "Crank"(1000 r). In the northern garage we will find Swift, he will hand over the flash drive. He also has an additional task.


Parking lot of stalkers

We return to the village, the Wolf will give us the Medusa artifact as a reward. We sell unnecessary things to Sidorych and give a flash drive, we get 1500 rubles. We leave the artifacts with us, they can be useful in side quests. Sidorovich will tell you that the search should be continued at the Agroprom Research Institute, but you need to prepare before going there.

Near each merchant there is a blue chest nearby, where we can put our things to pick them up later. They will be completely safe. It is better to always carry no more than 50 kg of cargo with you, otherwise the hero will quickly get tired and will not be able to run. In certain situations, the lack of running can lead to death.

Sidorovich and Wolf will be able to throw more work in the form of additional tasks, you can complete them to earn some money and better explore the surrounding area. Some quests have a time limit, and may fail if not completed for a long time, so it's better not to take many quests at once.

Task: Kill the bandits at the ATP

Already done at the very beginning.

Reward: artifact "Medusa"(1000 r).

Quest: Destroy the Boar Camp

In fact, you need to kill only one boar. We make one shot at close range from the sawn-off shotgun, and he will die. Nearby there is a fallen tree, we break boxes near it, there lies artifact "Medusa"(1000 r).

Reward: Artifact "Crank"(1000 r).

Task: Destroy the mutants on the farm

Behind the bridge on the left is a farm, in this building a group of three stalkers hunt wild boars. A total of 3 boars, from which you can get the Eye of Flesh (300 r).

Reward: artifact "Blood stone"(1000 r).


There are many simple plotless tasks, it is impossible to complete them all, they are constantly repeated. Such cyclic tasks are issued only by merchants. There are several types of them: searching for a part of a monster's body, searching for an artifact of a certain type, clearing monsters in a separate area, killing a random stalker.

Sidorovich

Task: Drag a part of the monster's body

Bring the tail of a pseudo dog - 1500 r, 5 packs of cartridges (If you start collecting tails before the start of the task, then it will be impossible to complete it).

Bring the jaws of a bloodsucker - 3000 rubles, 5 packs of cartridges.

Sidorovich

Find the artifact "Medusa" - 1500 r, vodka.

Find the artifact "Stone Flower" - 3000 r, vodka.

Find the "Chunk of Meat" artifact - 2500 r, 3 army first-aid kits.

Find the artifact "Night Star" - 10000 r, Tourist overalls.

Sidorovich

Task: Kill the enemy monster

Kill sales rep - Artifact "Crank", stew.

Kill a rookie stalker - artifact "Blood stone".

Kill a stalker-merchants - Gravy artifact.

Kill the leader of the bandits - Akm 74/2u.

Kill Father Diodorus - artifact "Kolobok".

Kill a stalker nicknamed "Demon" - artifact "Mica".

Kill 2 bandits in the Landfill - 1000 r, grenade.

Kill a bloodsucker in the Dark Valley - 2000 r, 2 grenades.

Clear the area from mutants - 1000 r, 3 packs of cartridges.

Destroy the bandits near the Research Institute Agroprom - 1500 r, 2 grenades.

Destroy the bandit camp in the Garbage - 1500 r, 2 grenades.


It is also an opportunity for pumping - the search for secrets. There are two types in the game:

Secret - can be collected at any time, but only once.

Cache - pay attention to the gray dots on the minimap - these are dead stalkers or bandits. Searching the bodies of dead characters, we can find their notes in the PDA, after which the cache of the deceased may appear on the map in the form of a purple mark (in the text of the walkthrough, such secrets are also highlighted in purple, with a game name). It is useless to search the cache before it appears on the map, it will be empty, but after searching the corpses, the caches will be filled with new things.

Comfortable spot . North-western house in the village of stalkers, we go up to the attic, we pass behind the stove, under the foliage at the end of the boards there is a box, inside there are 6 first-aid kits.

Vorpal Cache. North central house in the village, in the attic.

Backpack near the village. To the north of the camp there is a clearing with air anomalies. The marked cache is located between two oaks and two bushes, lies on the ground in a backpack, inside silenced pistol PB1s.

Secret. To the northwest of the village there is a wasteland where various garbage is dumped. There are many air anomalies sucking inward. If you fall into such a trap, you can only get out by running (key V). All boxes are empty, but in the center of the wasteland there are two white pipes, inside the bottom one lies artifact "Medusa"(1000 r).


Abandoned Mill

There are white brick buildings on the left in front of the bridge.


Railroad bridge

The path to the north is blocked by the railway bridge. You can go through it in several places:

1. There is a military checkpoint under the bridge, 6 soldiers with AK-74U assault rifles, Major Kuznetsov has a Fora 15Mk pistol. It is still dangerous to fight with them, we do not conflict, we remove weapons when approaching. For a one-time pass, they require 500 rubles.

2. There is a tunnel on the left, it is filled with electrical anomalies, but you can run past them without damage. Anomalies "Electra" are mobile, so we wait until they move aside and run.

3. On the right, you can climb the embankment, but after passing through the rails, we will definitely get a dose of radiation (radiation most often accumulates in metal objects, we do not approach them unnecessarily), and you will have to use antirad or vodka for treatment.

Secret. At the right edge of the railway tracks there is a separate wagon, there are air anomalies around. From the embankment, you can jump to the roof of the car, there is a shotgun with cartridges and Artifact "Crank"(1000 rubles).

Things of the deceased in the anomaly. In the south, in front of the car, there is a backpack on the ground, in it Bandit jacket(3000 rubles).

Cross at the bandit camp. To the right in front of the bridge in the clearing there is a cross with a gas mask, at first it is empty, but as the game progresses, it can be filled with things.

Under the cross Exactly the same cross is behind the bridge.

Container in a wagon. Single car west of the bridge. You can only approach from the north side of the fence.


Wounded Fox

When we pass through the bridge, Sidorich will contact us and indicate that there is a stalker in trouble nearby. We go to the marked place, where there are several walls without a roof. We transfer the first-aid kit to the lying Fox. Immediately after that, a flock of hounds will attack us, together we shoot back from them. From the corpses of dogs, you can collect their tails. As a reward from the Fox, we will receive 1500 rubles. He will tell you that his friend Gray heard something about Strelka, we will find him in the northern dump.


Farm

Behind the bridge on the left is a farm, in the building a group of three stalkers hunts three wild boars. Outside, in the distance, packs of dogs run.


Northern Checkpoint

The only way out of the location is through the checkpoint in the north, where the bandits settled. There are 5 of them, but if you kill them and move away, new ones will appear. One of the bandits has light assault rifle "Viper 5", and in the pockets of the main bandit we will find Artifact "Crank"(1000 r).

2. Landfill
How to pass S.T.A.L.K.E.R.: Shadow of Chernobyl

This is a crossroads location where neutrals constantly fight off bandits. Immediately near the exit, behind the truck, we will see how 3 bandits captured the neutral stalker Yurik. They don't shoot while we're away, but as soon as we approach, a gunfight will start. To save the stalker, we shoot ahead of the curve. If Yurik survives, he will tell that his colleagues are now defending the landfill from the bandits, we run to help them.


Western dump of equipment

The dump is guarded by Bes and a couple of stalkers. Together with them we defend ourselves from the bandits. Gradually, about 10 enemies will approach. We hide behind the equipment, and accurately shoot them. The demon must not die in battle, otherwise we will not receive a reward for the quest.

Mission: Fight off a bandit raid

Reward: 2000 rubles

Secret. On the western dump, we pay attention to the high tower, on its top there are two boxes. The stairs to the top are broken, but we can shoot the crates from below and their contents will fall to the ground. Inside there are more than 1000 cartridges 9x19 TsMO, for "Viper 5". They may be enough for the whole game.

Secret. In the southwest corner of the dump lies artifact "Blood stone".

Secret. Almost every big mountain in the landfill, on their slopes you can find artifact "chunk of meat"(2500 r), you can immediately put it on yourself to increase your health.

Cache in scrap metal. To the north of the dump of equipment there is a high mountain of scrap metal, it emits radiation, but you can quickly climb up and search the pipe about two plates.

Stock in a box. Inside the booth we break the boxes, take the ammunition.


Eastern Marshes

To the right of the road there is a small pile of concrete slabs, 3-5 bandits are always hiding in them. Next are the swamps, without radiation and anomalies, but you can find a few cheap artifacts in the bushes.


Central hangar

Another detachment of neutrals is entrenched inside the hangar with trains, but they are also constantly attacked by bandits. Approaching for the first time, we will hear a call for help, and we will take part in a shootout. But after such battles will be repeated here with enviable regularity.

After the victory in the hangar, we will talk with Gray - the brother of the Fox. He will tell about his friend Mole, who unearthed Strelka's cache, we can meet him at the entrance to the research institute.


northern landfill

The northern exit from the landfill is controlled by the "Debt" group. They don't let us through. All fighters are dressed in heavy armor, so it is dangerous to fight with them. We can see a couple of buildings around.


From the central hangar we go to the west. There are several more bandits hiding behind the hills and debris. We shoot them, and we can go to the western location.

3. Stash Arrow
Stalker: Shadow of Chernobyl (2007)

Factory

At the entrance to the "NII Agroprom" we will be met by a neutral stalker, from him we learn about the military attack on the base of stalkers. Around the artifacts can be collected like berries, they lie in whole bunches, but so far we are not distracted by them, otherwise the plot character may die.

At the entrance to the territory of the plant, we will see a video, watching the firefight from above. All the new military landed from helicopters. In the northern courtyard, we begin to help the stalkers shoot the military. Here we can start using AK-74 assault rifle, since this weapon drops out of all military ones, and there will be plenty of 5.45 rounds of ammunition. We pass under the arch of the building, we continue the battle in the southern courtyard. Stalker Mole was surrounded inside the building, we can climb up the stairs there.

After the victory, the Mole will lead us to a secret tunnel. We leave the plant exactly to the west, through the broken fence plates, we will see a sewage well. The mole will indicate the exact position of the Arrow's hiding place underground, we go down there.


Dungeon Research Institute

We were brought here by the "Fox - Gray - Mole" storyline, but on subsequent passages we can find this place on our own. It is not necessary to visit the dungeon, but the flash drive found here will give us access to secret endings.

At the entrance are two large rooms where the bandits settled. To move in the dark, you need a flashlight (L key), but this way the enemies will notice us from afar. Near enemies, it is better to use only night vision (N key), so we can attack suddenly. You can undermine all enemies by shooting at the red barrel. For killing all the bandits, we can later receive a reward from Sidorovich.

Further, a short path goes through a straight corridor, but there are several strong electrical anomalies, it is better to go around - we go down the spiral staircase to the level below. Bypassing acid anomalies. In the large hall on the upper path we will find a rare Artifact "Sea Urchin"(5000 r), it protects against radiation, and thus allows you to put on all the other artifacts. A bloodsucker walks nearby - attacks near with claws, can become invisible, it is better to kill him with a grenade, and if he ran closer - with a shotgun.


Stash Arrow

We reach the semicircular corridors, here 3 military men are waiting for us. In the second corridor we will see boxes and an open round ventilation hole, where the most important cache in the game is located.

Inside the cache on the shelves there is a unique rapid-fire Akm 74/2, and a conventional machine. First-aid kits and cartridges for machine guns are on the table in containers, grenades are under the table. Hidden behind the trash on the left Artifact "Fireball"(2500 r). In the right corner in the box is Stalker overalls, Bandit jacket. At the right wall there is a board with a map, we drop it with shots or an explosion, behind the map we will find a recess in the wall, there lies Flash drive Arrow. From it we will hear a message to the Strelok, we will learn the names of his associates - the Ghost and the killed Fang. The rest of the information is encrypted.


Path to the surface

We return to the semicircular tunnel, go to the south side, fight off several more military men. We will have to climb a large spiral staircase, here the military will fire at us from above, it is inconvenient to shoot back through the ceiling, it is better to climb faster.

Further, the spiral staircase breaks off, we exit into a straight tunnel near the surface. The first hatch with a ladder is locked, we go to the second. Already at the very exit behind us, the "controller" will begin to pursue. It affects our mind from afar, and impairs visibility. We can hide from him behind the wall and throw grenades. Or you can avoid the fight by immediately climbing the second ladder outside.

4. Research Institute Agroprom
All secrets in Stalker: Shadow of Chernobyl

Protected area of ​​research institute

From the dungeon we will get out directly to the territory of the research institute, at the northern fence. There are a lot of military men in the barracks here, snipers are sitting in the corners on observation towers, so it’s dangerous to stand in places that are under fire, it’s better to immediately hide somewhere in the building.

As soon as we are discovered, the sound of the siren will turn on, and the military will themselves run up to us, you just need to take an advantageous position and skillfully shoot back from enemies. When the attacks stop, we leave, at the top of the three-story building in the center we shoot at the loudspeaker to turn off the alarm. One by one, we eliminate the snipers on the towers, quickly running up to them, and shooting from the bottom up.

We enter a three-story building, there is nothing interesting inside, except for a few more military men, so we immediately go up to the 3rd floor, there in the back room on the table we need the documents. Sidorovich will immediately contact us and remind us that the documents need to be carried to the Bartender, north of the landfill, now we can go through the debtors there.

When we return, a helicopter will fly to the base, and a new portion of the military will begin to surround us. The helicopter itself is not dangerous, so we can climb onto the roof and shoot enemies from there. But it is not necessary to kill everyone, we can quickly go down and run out through the main exit in the northwest corner. Two soldiers will definitely sit at the entrance, we are preparing for a shootout. Outside the gates of the Research Institute, the military is now patrolling all the main roads, so we go off-road.


western lake

Now we can carefully explore the rest of the location. On the lake inside the trailer sits a deserter soldier Prudov, in a conversation with him we can find out about the dungeon and the number of soldiers at the base. On the northern part of the lake near the shore lie artifacts "Medusa" and "Battery"(5000 r).


Factory

The stalkers left the building in the center, now the military is in command there. Usually, with each visit, 10 soldiers are respawned there.

Secret. There are 5 artifacts lying around the southernmost fence at once. 2 more artifacts are located to the north, near the road.

Secret. To the north of the plant there is a large hill, behind it in the gorge 13 artifacts.

Secret. At the eastern exit from the location there is a railway tunnel, there are 5 artifacts at the entrance, but if we go deeper through the anomalies, we will find a rare one at the dead end Artifact "Goldfish"(5000 r).

blockage. In the south, near the fence of the plant, there is a descent into the basement, it is littered with stones, but on top of them lies a pipe with a cache. 2 blue first-aid kits, 70 machine rounds.

Archive box. In the south, under the power line support, we will find a small box. Artifacts inside: 2 Hunk of Meat, 2 Gravy.

5. Bar
S.T.A.L.K.E.R.: Shadow of Chernobyl. Artifacts

We return to the dump, go to the northern exit. At the outpost of Duty, we will be asked to help fight off a wave of monsters from the Dark Valley. If we run in time and personally kill most of the monsters, we will receive a Gangster jacket as a reward. At the outpost we speak with Prapor, he will let us through.

On the way to the bar, we can be attacked by a large pack of dogs. Either we shoot them, or we run forward through the moat, the guards will help us there.


Bar "100 X-ray"

At the fork we go left, at the entrance to the subway we go down to the bar. At the tables there are many ordinary quest giver stalkers. But first we give the documents to the bartender, we get 5000 rubles. From the papers, it turns out that there is some kind of device in the X-18 laboratory to get into the center of the zone. You need to go to the Dark Valley, look for the key and the laboratory itself there. To complete the task, we get Stalker overalls. Also, from the bartender we can listen to the legend of the Monolith.

Nearby, the Informant can sell information about Strelka for money, we pay in turn: 4000, 2000, 3500 rubles. We learn that the Ghost must be searched for on the "Yantar" in the camp of scientists, we already knew everything else before that.

Quest: Get a part of the monster's body

Get the eye of the flesh - 500 r, 3 cans.

Get a boar's hoof - 1500 rubles.

Task: Find an artifact of a certain type

"A hunk of meat" - 2500 r, 2 scientific first-aid kits.

"Flash" - 5000 rubles

"Crystal thorn" - 2500 r, 2 first aid kits, 2 antirads.

"Night star" - armored suit Beryl-5M(12000 r), 3 grenades.

"Gold fish" - rifle TRs 301, barrel, sight, silencer.

Task: Kill enemies, monsters

Protect the parking lot of stalkers in the location "Dump" - artifact "Gravity".

Help the stalkers fight off the bandits in the research institute - Artifact "Slug".

Kill a stalker - artifact "Soul".

Kill a stalker nicknamed Ghoul - "Fireball", "Gravity".

Kill a stalker nicknamed Sparrow - artifact "Moonlight".

Destroy a group of bandits at the Agroprom Research Institute - 2500 r, grenade.

Destroy the snorks' lair in the "Dark Valley" - 2500 r, grenade.

Destroy the mercenaries at the "Rostok" plant - 2500 r, grenade.

Clean up the bandit camp in the "Wild Territory" - 2500 r, grenade.

Destroy the lair in the "Wild Territory" - 2500 r, grenade.

Quest: Find the family gun

The stalker in the bar asks to return the lost weapon. It lies in the Wild Territory, in an underground tunnel, inside a distant container. Reward: 4000 rubles

Mission: Destroy the lair of bloodsuckers

Reward: artifact "Battery".

Quest: Find the weapon of Dolgovets

It is located in the Dark Valley, at a construction site in the southern courtyard, in the hands of a bandit in a cape. The name of the weapon is Assault Obokan. Reward: Artifact "Slug".

Mission: Kill the traitor

Located in the Army warehouses, in a group of 5 stalkers. Reward: Artifact "Night Star".

Informant

Task: Kill the master's stalker

Located in the Army warehouses. He is in a group of 5 stalkers, you need to kill quietly, or at once the whole group. On his body we will find a Lightweight IL 86 rifle. Reward: artifact "Mother's beads".


Arena

To the right of the bar there is an arena where stalkers fight to the death for the amusement of the public. We can approach the organizer Arnie, he will allow us to compete. All personal belongings remain in the chest, we will only fight with issued weapons. We alternately go through several rounds, after each you can be treated and saved.

Task: Participate in the battle in the arena

1. The enemy is a beginner, a PM pistol. Reward: 1000 rubles

2. The enemy is a bandit, Viper machine gun. Reward: 2000 rubles

3. Two opponents, shotgun. Reward: 3000 rubles

4. There are two newcomers with us, three against us, Akm. Reward: 4000 rubles

5. Two riot policemen, armor, Akm. It is very difficult to break through their defense with bullets, it is much easier to take a knife, run up close from behind a corner and kill with one blow of a knife. Reward: 6000 rubles

6. A gang of 6 people, but we have better weapons. Reward: 8000 rubles

7. Master stalker in an exoskeleton. We only have a knife and 4 grenades with us. Having found the enemy, we immediately throw all the grenades in different directions from him, and he will definitely fall into the explosion. Reward: 10000 r.

8. In the final fight 5 experienced stalkers, each for himself. Weapon - German rifle GP37. We wait until the enemies kill each other, then we finish off the last one. Reward: 10000 r.

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