Where to find a map of the stalker clearing zone. STALKER Shadow of Chernobyl - complete walkthrough: quests, secrets. Video: walkthrough of STALKER Shadow of Chernobyl

Stalker Cleanup is a plot modification presented on the platform of the game Stalker Shadows of Chernobyl and created based on the book of the same name by Alexey Gravitsky. This time you will have to play as the stalker Wolf, who goes to the center of the Zone with his old friend Fox. A new storyline, various gameplay changes and unexpected plot twists will make you look at the Purge book from a completely different perspective.

ABOUT THE PLOT AND ITS FEATURES:

The main character of the Cleanup mod is a stalker with the call sign Wolf, the plot originates in the Radar location, and the events presented in the project coincide in time with the shutdown of the Brain Burner by Shooter and will occur in parallel with the original plot. Today, June 4, 2012, an incredible event occurred for all stalkers - the Brain Burner was turned off, which means that the road to the center of the zone is open. As soon as this news spread throughout the Zone, many stalkers immediately rushed to explore it.

Our main character was no exception. True, it seemed too dangerous to the Wolf to go alone, so he contacted his old friend Fox and invited him to go together. After the Fox agreed, without delaying a minute, the friends set off. Having reached Radar without any incidents, they decided to take a break. At that moment they were attacked by a group of bandits. The wolf woke up with a severe headache and, looking around, realized that they were lucky and were alive. The fox is wounded, what became their salvation and how events develop further, you will learn directly from the passage of the Cleanup mod.

MAIN CHANGES:

  • New storyline and main character;
  • The location composition remains from the original Stalker PM;
  • New quests;
  • Added a module for repairing things;
  • New NPC models, weapons and voice acting (taken from the PHOTOGRAPHER mod);
  • Various scripting features from AMK;
  • And much more.
First steps

As soon as you select the difficulty and start the game, a video will start in which you will see the prologue to the story of “Marked One”. After the video, you will find yourself in the hideout of Sidorovich, the main merchant in the area, who buys and sells everything that lies within the Zone.

This person saved you, and therefore you will have to do him a favor. During your first conversation, if you are not familiar with the STALKER series, ask Sidorovich to address you as a beginner so that he can introduce you to the situation and explain the basics of control.

The first task during your work for the huckster will be to find a man nicknamed Nimble, who stole a carrier with important data.

After finishing the conversation, leave the shelter and talk with the stalkers outside, and specifically with the Wolf, who will hand you the first weapon.

Before leaving, explore the starting village, the houses of which are mostly open. It is especially important to look behind the Wolf, where the stairs leading to the attic are located - inside there are boxes with provisions.

Moreover, from the attic you can move to the outer ledge of the house, and then jump onto the building opposite (you can only jump to one house from there) and find a box there. Attack him with a pistol to move him closer to the crevice - then the load will break, and you will be able to get the mercenary equipment.

According to the quest from the Wolf, go to the stalkers on the other side of the road, whose group is marked on your PDA. On the way, you can hear the groans of a wounded person - give him a first aid kit if you want to get your first friend in the Zone, and also increase the respect of stalkers.

Examine the carriage for ammunition and continue moving. Together with a group of stalkers, you will have to attack the bandits' base - do not run towards them openly if you are playing even on medium difficulty, as an enemy with a sawn-off shotgun can kill you instantly.

Make your way into the territory through the hole in the fence and begin the battle. If you are confident in your abilities, you can tell Petrukha that you can handle the battle alone, for which he will eventually give you a good Fora 12 pistol.

Kill all the bandits in the buildings, and then go to the two-story building, inside of which lies the bound Nimble. Take the flash drive, collect swag from corpses and boxes, and then return to Sidorovich.

After completing the task, you can immediately proceed to the next story mission. However, the best option would be to complete third-party quests, since now you need to get cooler equipment.

Rest assured that the tasks of clearing the territory from monsters, bandits, or finding an artifact can always be given to you by nearby NPCs like Wolf and Nimble.

N a Agroprom!

When you feel ready to continue the plot, take an assignment from Sidorovich, who will ask you to find important information. According to him, they must be located somewhere on the territory of the Agroprom Research Institute, which is guarded by armed soldiers.

Before leaving, do not forget to purchase first aid kits, bandages and ammunition if you do not want to get into trouble. Mercenary armor or equipment from the Nimble quest will be especially useful here.

To get to Agroprom, you have to pass a cordon of soldiers at the bridge. You can solve the problem in several ways: give the boss five hundred coins (to do this, you need to approach him quietly and calmly without shooting), in order to pass in one direction (if you try to pass again, they will not take money from you - they will start shooting right away), or immediately to deal with them.

An open fight with the military will not be so easy, since these guys are armed with the latest technology: there are six of them in total, and each of them has shortened Kalash rifles and a lot of first-aid kits in their hands.

In addition to the options described above, you can also try to bypass the cordon along the radioactive embankment or through the tunnel on the left, full of electrical anomalies.

In the first case, you will receive a considerable dose of radiation, when, as in the second, you will have to carefully avoid anomalies that kill instantly (use bolts to discharge the trap and go a little forward).

After passing the outpost, you will receive a message from Sidorovich, who will tell you about a certain stalker nicknamed the Fox. The fox is in trouble, and you can help him if you want to make another friend.

Moreover, the guy will tell you about Strelok, a person who managed to get into the epicenter of the Zone. Kill the flock surrounding the Fox's shelter to get one and a half thousand rubles.

If you have a grenade, use it to smoke out the enemies who are holed up in the building. When the shootout is over, collect swag in the area and, most importantly, do not forget to pick up the Viper-5 - an excellent machine gun at the beginning of the game.

Dump

The new location will immediately confront you with another danger. The bandits have pinned down a neutral stalker, whom you can save. By the way, no one will forbid you to dress up as a bandit and just pass by, since in STALKER: Shadow of Chernobyl you can side with any factions, including bandits, simply by killing their enemies.

After the mess, you will receive information on the PDA, which contains information about the attack of bandits directly on the landfill (not the location, but the landfill). On the spot you will find Bes, the leader of the neutrals, who asked for help.

He will tell you that bandits owned the landfill in the past, but then they (Bes and his comrades) managed to recapture this place. Now the guys are reaping the benefits of constant attacks, and they ask you to help them deal with the threat.

Before the battle, explore the junkyard for ammo for the Viper, which is in the boxes at the top of the turret. During the battle, try to protect the Imp, who, like any other NPC, can die. If successful, he will give you rubles and an artifact that can be sold.

Collect cartridges for the AK-74U, which will be useful to you directly in the battle on the territory of Agroprom (since this is where a particularly difficult mess awaits you, for which you will need something more powerful than the Viper-5).

Next, go to the hangar in the middle of the location where Gray is located - this man knows something about Strelok. On the way to this place, you will again receive a message about an attack by bandits who are simply besieging the Landfill.

A battle between stalkers and bandits will take place in the hangar - help the latter if you want to contact the netrals in the future. In battle, do not stand in the center, as you can be caught by both sides.

To clear the hangar, enter head-on, since along the direct path you can climb onto the carriage, or move over to the stalkers and fight them shoulder to shoulder.

Another option is also available to you - then you will have to enter from the side in order to get to the rear and take the attack by surprise.

After the shootout, talk to Gray, who will tell you about Strelok’s “lurch,” as well as another stalker who may know the approximate location of your main target.

Search the area and go to Agroprom, taking the left path from the railway. On the road you will have to defend yourself a few more times, but nothing serious will happen.

Research Institute "Agroprom"

On the way, you will meet a neutral who knows that Mole (the same stalker with new information about Strelok) was attacked by the military. Next, you will see a short cut-scene with the landing of soldiers who will begin to attack the stalkers.

Don't waste time collecting resources just yet, as the battle is in real time and every second counts.

Pass the fence and, once on the territory of Agroprom, start shooting the military. Be sure that it is extremely difficult to fight them openly - you need to kill opponents from behind cover.

Soon you will reach the central part of the base, where the Mole himself is defending himself. This guy can die very quickly, so act very quickly and deal with all the military, if possible exposing yourself to the bullets intended for the Mole.

You can also use grenades and blow up barrels here, but use caution as there is friendly fire in the game.

When the battle is over, the Mole, if he survived, will take you into the building and tell you about Strelok's hiding place, which is located on the lower level of Agroprom.

Before setting off, you should look north of Agroprom, to the swamps, where there is a valuable artifact, as well as an interesting hero nicknamed Deserter, with whom you can chat.

P dungeons of the Research Institute "Agroprom"

After going down to the lower level, examine the first corpse. Next, slowly approach the stairs down, next to which there is an open room (between the columns).

Throw a grenade there or open fire if you haven't been noticed yet, as there are enemies inside. There is also an incendiary barrel inside that can be detonated.

After the battle, go into the corridor dotted with electrical traps, like you could see in the tunnel near the military cordon. Having passed the anomalies with the help of a bolt, go into the next room, from where you can go even lower - into the tunnels leading to Strelka’s cache.

If you are unable to pass the “electra”, then look into the nearest room and use the spiral staircase. It will lead you to another corridor with more benign anomalies - acids that cause severe bleeding.

Pat yourself with bandages and quickly get to the end of the path to then get out into the main hall. Here, try to move slowly, keeping to the wall, as there is a dangerous creature nearby, nicknamed Bloodsucker, who remains invisible for the most part.

If you do not allow yourself to be detected, the monster will soon encounter the military (otherwise, the grenades located in the box against the wall on the right will help you).

By the way, by holding down the use key (standard F), you can highlight objects at a distance of up to three meters to simplify your task of finding supplies.

In the same room there is an artifact “Hedgehog”, which must be picked up, but only after the battle. Go through the crack in the wall, pass the corridor and turn left where there is lighting.

Here you will find a lot of valuable things like an improved Kalash, stalker armor, various artifacts and, most importantly, a data carrier (lies next to the map).

Now you must leave the dungeon: step through the main tunnel to reach a shaft with a spiral staircase. The latter will lead you to the top, but along the way you will have to constantly fight.

For documents!

After leaving the dungeon, you will find yourself within the western part of Agroprom, where the military has settled. Here you will have to act carefully, since the opponents have taken positions on the towers and are generally patrolling the entire area.

If you are noticed, then hide somewhere in a building or behind another strong shelter, then play defensively and do not attack yourself. Ultimately, you need to get to a tall building (at the entrance you will find a loudspeaker that you should shoot at).

Inside the house, prepare for resistance - soldiers will stand around every corner. On the third floor you will come across a white briefcase, where the information you are looking for lies. When you take it, Sidorovich will contact you, who will report another military attack on their base.

Accordingly, you will not be able to meet with him for some time, so he will send you to another knowledgeable person - the Bartender.

The latter, by the way, introduced you to Debt and asked this group to open the way for you to the Rostock plant.

Now you need to get out of here, because after the conversation even more military men will descend on the territory of Agroprom. Leave through the far entrance, as there are fewer enemies there.

As for the eastern part of Agroprom, soldiers also live there. There is no valuable loot there, so go straight to the Landfill. Before leaving the location, it makes sense to explore the area around the research institute, since there are guaranteed artifacts there.

East

After leaving the research institute, you will come across bandits who you don’t have to kill. However, if you deal with the whole gang and help the local stalkers, you will receive recognition from the Bartender, since he is in charge of this territory.

Continue to the Duty Outpost, near which you will witness an attack by monsters on their base. You can help Debt, and then you will be given stalker armor. One way or another, you will be allowed inside.

At the Bar location, follow the right path. Soon a pack of dogs will attack you, from which you can run away if you wish, reaching the next Duty outpost. It's safe inside the base. Now visit the Bar itself, where the Bartender is located, to whom you must give the information.

Sell ​​the swag to the merchant and talk to him. After the conversation, do not rush to start the next task, as there are many interesting things at the base.

You can ask the locals about such a thing as the Arena, where stalkers fight for big profits, risking their lives in the process. When you complete the Arena, you will receive more than ten thousand rubles, as well as recognition from all stalkers.

From the X-18

The bartender will give you the next story mission related to finding information from the X-18 laboratory. The task itself differs from going to the territory of Agroprom, since the location of the laboratory is unknown to the Bartender.

Moreover, the first thing you have to do is find the second part of the key, which opens access to the lab. The key is in the possession of the leader of the bandits, nicknamed Hog, whose soul you will have to go to first.

Borov lives in his own base in the Dark Valley location, which you can get to through the Landfill. You will have to go back and again pass many monsters and bandits.

Before going to the Dark Valley, explore the end of the Dump. Very often in this place (on the right side of the hill) there are anomalies, among which lies an artifact worth five thousand rubles.

Dark Valley

At the start of the new location, you will meet the long-serving Pulya, who is interrogating a shot bandit. From their conversation, you learn that Bartender's reconnaissance group was ambushed, and now Bullet wants to save them.

Not far from here you can find an artifact lying near a boulder. These are “Mom’s Beads”, which increase resistance to gunshot wounds.

Naturally, Bullet will need your help - he will ask you to rescue another stalker held by bandits.

You can refuse to set up an ambush with a debtor if you do not want to increase your reputation with this faction. As a reward for completing it, you will receive a sight for 74 and interesting information about the state of the Valley.

After this, go to the bandits' base, where you can get there in two ways - head-on, but then you will have to withstand incredibly heavy fire, or through the sewer, the road along which is marked on the map. In the second case, you will have to move while sitting, without using NVGs or a flashlight, otherwise you will be noticed.

Moreover, the enemy can even hear you changing the gun or firing mode (this also applies to reloading), so prepare in advance.

As a result, you should calmly get to the garage, from where you can get onto the pipes, and then through the window, where the chaos will finally begin. Neutralize your opponents quickly, taking advantage of the effect of surprise.

Under the van you can accidentally fall into the pit where the "heat" anomaly is located. Before jumping away from there, pick up the Abakan - an analogue of the Kalash, but with a little more damage and higher accuracy.

After killing all the bandits in the yard, start clearing the houses. Operate from the largest hangar, which has a path to the top floor, and then the opportunity to go to the roof of the neighboring house, where the largest number of enemies are located.

In the same red building you will find a grate behind which a debtor is imprisoned (he can be saved to increase his reputation).

There is no need to deal with all the thugs - the final goal of the task is in the office space, where the leader of the bandits is located.

Naturally, it would be safer to deal with everyone. Finally, you will reach Borov - kill him and examine the corpse to obtain the missing key piece.

By the way, during the quest you may stumble upon a bandit in a raincoat who is armed with an Abakan with a grenade launcher. This powerful weapon can be returned to one of the debtors who lost it.

Laboratory X-18

Inside the laboratory, examine the neutral's corpse, and then go into the room with a secure door. To open it, you need to get the code, which is located from one of the researchers (at the end of the corridor with the “heat” and snorks).

To simplify the battle with snorks and poltergeists, take the powerful Monolith armor, which lies in one of the lockers on the same floor.

Having picked up the key, return to the door and enter it. On the lower level, your only landmark will be the elevator opposite - you need to remember it.

Here the poltergeist will begin to attack you again, throwing various utensils - dodge flying objects and reduce the distance, since these clumps need to be killed in close combat.

On the right side of the elevator is a corridor leading to another blocked door. Behind the elevator is another corridor ending in an empty room, from where you can exit into a room with a hole. Go to the latter.

After this, you will find yourself in a huge room with a small amount of light, and in the center you will find something - a pseudo-giant. This creature will cause you a huge amount of problems, as it has a gigantic amount of health and deals a lot of damage.

Do not let him approach you and continue shooting - after the battle, examine the body of the researcher, which is located in the corner of the room. After receiving the key, search the room (IL 86 and RPG-7 are located here) and return to the right corridor.

When the door opens, someone will begin to break in, but in the end there will be no one behind it. Next, a new battle with poltergeists awaits you. In the hall, move along the left side to the open door, which will slam in your face.

A battle will begin with a fire poltergeist, which is slightly stronger than its “blue” counterparts (it creates a mark under your feet, which soon bursts into flames). After the battle, get to the control room and collect the information to trigger a cut-scene.

After awakening, it turns out that you are not alone here - soldiers have visited the hall. Now you will have to get back out, of course, with a fight, but if you wish, you can try to move on the sly.

Outside, Sidorovich will contact you, who will be glad that you are alive and will tell you about the closure of the Landfill. Because of this, you will have to go through the old tunnels leading to Cordon.

In return

You will find yourself in Cordon territory, but from the other side, which was attacked at the beginning of the game. Take the information from the lab to Sidorovich and sell all the swag.

Before completing the next story quest, you can complete secondary ones: the merchant will ask you to steal information from the military base, and the Fan will ask you to kill the mercenaries. Next, you need to reach the Landfill to get to the Bar. Follow the same path that was recaptured by the military.

At the bar, talk to the Bartender, who will continue the storyline. Also here you can transfer Abakan, found in the past, to one of the debtors, if you wish.

To the X-16 laboratory

According to Barman, the researchers know where you can get to the X-16, so you need to go to them. You have to go through the Wild Zone, where a hidden passage to a new location will appear - on the spot you will hear negotiations of thugs with whom you will have to fight.

Inside the house, deal with the remaining opponents and exit on the other side. There will also be a fight outside, so don't relax. After the battle, go to the railway station, where a cut-scene will start, after which you will have to protect the researchers from the attack of thugs.

Get to Doctor Kruglov, who needs help. If you help him, you will advance through the main storyline even faster, as his subordinates will become loyal to you.

Reach the point with the fallen pinwheel, cutting out enemies at the same time, and then talk with the researcher. Now Kruglov will need to be accompanied all the way to Yantar, where their shelter is located. Soon you will be attacked by two powerful Wolfhound squads at once - from behind and in front.

At the Bytovka you will have another battle, and then a battle at the construction site. After this, a group of scientists will begin to pass through the zone with anomalies - follow them, as these guys know the safe way.

Immediately you can be attacked by zombies who are not particularly smart, speed or damage, but lack cowardice.

Having overcome the danger zone, you will receive a gift from Kruglov - a carrier with valuable information, which should be given to the Bartender. From here, the scientists will reach the base on their own.

I am an amber

You will find yourself in scorched expanses that were once filled with water. Now this depression is a swamp with a powerful background, anomalies, snorks and other creatures that thirst for your flesh. In the center of the lake there is a research base, where you need to get.

A cut-scene with a conversation between Kruglov and Sakharov will start inside the base. After this, talk to the latter - you can give him all the swag (especially artifacts, for which he pays more than ordinary traders); the scientist will also reward you for accompanying Kruglov with an excellent protective suit, which will be useful for avoiding anomalies (it is useless in battle).

According to Sakharov, you can get into X-16, but first you will have to calibrate the equipment, since the previous group, without assessing all the dangers, died due to incredibly high psi radiation. Kruglov will personally correct the state of the background, but he himself will not go there - you will have to accompany him.

If your inventory is full, throw unnecessary things into the scientist base box, since after this mission you will return here. However, be sure to bring both regular armor and a spacesuit.

On the way, look for snorks, moving ahead, as they will try to attack the researcher, whose health is limited. On the spot, the scientist will begin to study the environment - the earth will tremble for the first time.

Inside, proceed in the same way, moving ahead of Kruglov. During the second study, vibration will begin again, and during the third study, ejection will begin.

After this, a crowd of monsters will attack you, which are guaranteed to devour Kruglov if he previously received a lot of damage. By the way, after falling, the researcher will drop the cannon, which you can pick up and throw at his feet - then he will pick it up.

At the base, talk to Sakharov, who will mark the location of the X-16 on your PDA and give you a suit with protection from PSI background. Go to the marked point, moving near the fence.

In the swamps, deal with the zombies that stand on the islands of land, because when you step into the water, they will immediately attack you.

But before that, you should examine the helicopter crash site, where the body of a researcher lies with information about the laboratory. His notes will also mention a certain Ghost, who was in Strelok’s group.

After this, return to the scientists’ base and equip yourself properly, as you will be visiting the Yantar plant. While wearing a protective scientific suit, move carefully and do not expose yourself, as it has very little physical resistance.

Once there, go to the van, to the left of which lies a dilapidated building with supplies. From there you can get around the zombies and simply throw grenades at them. Having reached the treasured entrance, go down to the laboratory.

K complex X-16

Inside the laboratory, a snork will attack you - kill him and climb into the elevator shaft. After descending, immediately run to the control cabin, which can be reached via the stairs (to the left of the elevator).

Move quickly, as snorks may come after you. From the cabin, step forward, while simultaneously dealing with the monsters.

Maneuver along the corridors, examining the shelves for food and medicine, until you finally reach a room with a hole filled with barrels. It's worth throwing a grenade there, as there are enemies behind them.

After this, go to the large room where the psi device is located - you need to turn it off within five minutes by deactivating the power.

It is necessary to turn off four switches that are located around the perimeter of the room. The allotted time should be enough for you if you do not stop and fight with enemies for a long time.

After completing the task, the hero will pass out again. After waking up, get out of the laboratory (turn right, leading into the corridor). Deal with the zombies and get ready to open the massive door behind which is the controller.

After the battle, examine the corpse of the Ghost with valuable information about the Strelok and powerful armor. Next, use the hole in the right cell, which will lead you into the tunnels.

Inside you will have a battle with snorks that will emerge straight from the ground. Go straight until you come across a pseudo-giant - kill him and go outside. After this, Sakharov will contact you.

Finally, all you have to do is get to the researchers' base. Sakharov will express great gratitude to you for turning off the “burner” and will present you with an excellent spacesuit.

Also give him the Ghost vest to get money, and take on the quest to find even cooler stalker armor. Now all you have to do is return to the Bartender.

K ordon and Agroprom

After completing the above task, you should not immediately begin the storyline, since a Guide will appear on the Cordon, who has information about the Doctor’s whereabouts.

Get to your destination through the Landfill. Soon you will reach a dilapidated building, near which the Guide sits (earlier here you saved the Fox).

The Guide himself, by the way, is considered one of the most skilled stalkers, since he was one of the first to arrive here and is still alive. According to him, the Doctor hid in Strelok's hideout, so that's where you need to go - to Agroprom.

Inside the complex, get ready to fight the bandits. Further, making your way to your destination, you will in any case come across a tripwire, which will trigger a cut-scene. The doctor will raise you to your feet, after which you will finally realize that you were hunting yourself (the Shooter is the Marked One).

Next, the chiropractor will tell you about the Monolith: this is indeed, as Strelok (that is, you) previously believed, a sample from under the Chernobyl nuclear power plant itself, which can only be reached with the help of a rare key. The latter is hidden in Pripyat. Finally, return to the Bartender.

B armen

In the Bar, the owner will inform you about Debt, the head of which (Voronin) wants to talk with you. Also, the key quest will now be to disable the next “burner”, but this time in the Radar location, which is particularly difficult.

Voronin will ask you to find unique optics at the mercenary base, for which you will receive Vintar. Also, if you are looking for good armor (and if Seva does not suit you), you can visit the base of Freedom - the faction opposite to Duty, which also has a lot of additional tasks. Raise your reputation with it and eliminate the traitor to receive powerful light armor.

After completing the secondary quests, return to the Freedom Cordon, blocking the path between the warehouses and the Radar. You have to repel the attack of the Monolith, after which you will be able to go to the next location.

R adar

The new location will be limited due to the strong background around the perimeter, so you will not be able to get close to rocks and cars. Go straight ahead to the military post and clear it, then continue moving.

In this case, a Vintar or another long-range gun will help you, since you won’t be able to get close to the sniper. Follow the main road past the Red Forest and avoid too much glare as the Monolith camp is nearby.

Near the tank, examine the supply boxes - a few grenades will be useful to you. Clear the patrol ahead and climb onto the hill, behind which there will be a turn where an enemy with an RPG is holed up.

You need to spot it first or choose a particularly protected position, as this weapon has a large hit radius. At the same time, deal with the remaining adversaries and clear the camp.

Next, new snipers await you: one hid right in the GAZ (look at the body), the other is on the balcony to the left of the road. Although they may be in other positions! After the hill, you will constantly encounter small units that are not difficult to deal with.

The closer you get to the “burner”, the more glitchy it will start to glitch you - ghostly monsters will appear in the area that do no damage. If you shoot at one of these, you will lose some HP.

Closer to your destination, continue killing enemies until you reach a base with a sniper and ordinary military personnel. Kill them all, and then run to the tunnel fenced off by the carriage and go inside.

L laboratory X-10

The new laboratory will be more civilized and well-lit than the previous ones. Continue through the corridor to reach a large room. Move carefully here, as bloodsuckers are prowling throughout the lab. This time you will not be required to look for codes or passwords - go straight to the marked point.

Soon you will come across a controller - kill him and go down the stairs to get to the boiler rooms. Go to the other side of the room and climb into the corridor, from where you can get to the Burner control panel. Using the lever will cause you to lose consciousness.

When you awaken, a mysterious voice will turn to you; the owner will be the real Black Stone, or the Wish Granter, who, in fact, is engaged in transforming people’s various requests into reality. As you remember from the doctor’s words, this voice is glitches from the lab under the Chernobyl nuclear power plant.

Now come back. Along the way, you will encounter units of the Monolith, whose fighters are equipped with exoskeletons. Shoot them in the head to save ammo, as the rest of these enemies' bodies are incredibly tough.

Once outside, you will notice a change in the situation - vanity has begun, as the military arrived at Radar with the task of clearing the Monolith. Go to the camp not far from the base with the lab.

There you will find a carriage with a great Liberty costume. After this, move to the branched road where the broken down UAZ is located.

Here you will witness a battle between Svobodovites and Debtors, during which you can help one of the sides or simply wait it out. Finally, all you have to do is return to the Bar if you need to recuperate. In the end, you should visit Pripyat.

P rippy

In a town overgrown with myths, an interesting scene awaits you from the very beginning - you will meet seasoned mercenaries who can escort you to the garages. There is an option to refuse, since in reality they are of little use.

After walking through the streets and reaching the bare area with the statue, look around, as here there are snipers sitting on the roofs with Gauss guns - incredibly powerful weapons that kill with one shot. No less formidable opponents await you from below - the Monoliths.

Ultimately, you need to get to the hotel, where it is more or less calm. When you reach your destination, you will find out the number of the required room - 26 (April 26 was the disaster at the Chernobyl Nuclear Power Plant).

There is no point in running to the room, as enemies with gauss guns await you along the way. Collect valuable information on the spot and leave the building through the stadium. After this, you can reach the passage at the end of the map, which leads to the station.

CH NPP

First, you have to fend off numerous attacks from opponents, while moving quite quickly, since the time before the release is limited. You shouldn’t stop during the passage, as many of the bodies ahead will turn out to be simple models without loot.

Behind the concrete fence you will find a railway station - from there run to the station, shooting back from enemies. It won't be possible to kill them all, so just make your way along the wall to the gate.

On the spot, an armored personnel carrier will approach you, from which you immediately need to hide, since it will penetrate any armor. Jump through the hatch to reach the next level.

The entrance to the lab is somewhere nearby, and you need to find it. By the way, no one will forbid you to find the sarcophagus directly in order to complete the ending of the Monolith, but in reality they will turn out to be negative. Move forward, clearing the rooms.

After the corridor, go down to the lower level and go through the crack in the wall, where about seven enemies are holed up. Then find the stairs to the top, which at the end are guarded by Monoliths. To avoid giving yourself away, climb without light.

On the next floor you will find corridors that can lead to both the laboratory and the sarcophagus. Go into the corridor with the red beacon to find the stairs. If you choose the right path, the game itself will inform you about this, indicating in the tasks that you have found a lab.

Finally, all you have to do is go through the door, which you will first have to open. During decryption, you will have to fight off the Monoliths, after which you will be able to go inside.

After the first part of the encounter, you will go into a room with lanterns and a Monolith symbol in the middle - destroy everything to interrupt the signal. With each destroyed lantern you will be attacked by fiery poltergeists.

Eventually, when you complete the task, you will be contacted by a mysterious scientist with whom you can talk. Ask him about everything that interests you and, perhaps, you will understand what the Zone really is.

At this point, you can accept the person's offer to join them, after which the game will end with one of the good endings.

If you refuse, then another level awaits you, during which you will jump through portals until you eventually reach a room with these scientists who are lying in stasis. Kill them or spare them - it's up to you, since there is no right or wrong option here.

Video: walkthrough of STALKER Shadow of Chernobyl


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  • DED_STALK
  • Out of zone
  • MASTER
  • Posts: 657
  • Reputation: 109
  • Awards

LeprikonJIIk wrote:

stalker1973, Sidorovich has it! Either you give him 30 mowers, or you take the mission from him! But if there is a flight... .

There is a solution:

ATTENTION: SPOILER! Do not touch Vintorez, (do not select it, do not take on a task for it, do not register it.) Sidorovich I'm allergic to this barrel and immediately throw it out of the bunker onto R.'s table.
The Bartender also has explosives, but more expensive. Prapor's award is so-so. Thunderstorm, suit and little ammunition...

I am not a cheater. I am the Hero's keeper.

Modified: 01/11/2016 10:50 by DED_STALK.

Hi all

A few words for

I liked the mod because of the plot and stability, I had one crash, non-fatal, I was already playing with the fix. I was amused by the arms trade

Everyone except the traders had it falling out of their backpacks and I snuck it back into them again

I'm probably not the only one who had this happen. Well, this is a fixable matter, but overall the mod is very worthy, especially since it is the author’s first! Thanks for your work and new success in mod building! It’s a pity that GG seems to have disappeared again, you evil authors!

Hello, this is your problem, try to replay it. There will be more tasks from the Fan.

Well...What are we doing again?!

Modified: 01/11/2016 20:19 by michele.

  • Out of zone
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Hi all! I restarted the game from the F7 key in the bar and got a crash!

ATTENTION: SPOILER! Expression: vertex || show_restrictions(m_object)
Function: CPatrolPathManager::select_point
File: E:stalkerpatch_1_0004xr_3daxrGamepatrol_path_manager.cpp
Line: 155
Description: any vertex in patrol path in inaccessible for object Is this not scary or does something need to be done?

I’m turning on the game again, it’s also good that I made personal saves, I’ll check them now!

Why do personal saves work, but simple saves keep crashing! what to do?

The object(s) are not located where specified in the script. Roll back before entering the lock and enter a new one, or reduce the switch distance, once you pass the problem area, you will return everything back.

And thank you! I passed!

Modified: 01/11/2016 23:47 by click.

Having met with the Fox and the military man at Cordon, the stalkers begin to discuss how they will get to the other side of the railway embankment. Suddenly, army men appear and take the main character and Fox prisoner. The wolf at the checkpoint near the Newcomer Village begins a dialogue with General Khvorostin, who rudely tells him about his task and the reward for completing the assignments.

The military is planning to create a new fortified base in the Zone, and Wolf must help choose the most suitable location for it. The main character will have to find the current map of the Zones among local stalkers. You need to go to the checkpoint at the transition from Cordon to the Landfill. There will be a stalker nicknamed Beard, whom we know from the original part of the game Call of Pripyat. He will send the Wolf to the Dark Valley to deliver a box of provisions to the Diggers.

At the factory we find Mole and give him the box of food. Stalker thanks us and now we can return to Beard at the checkpoint. Upon returning, Beard hands the main character a current map of the southern part of the Zone, which must be given to the General. Wolf invites the military man to go to the former Agroprom Research Institute. The army man objects, but the main character convinces him that this is the best option.

General Khvorostin orders to go to the ensign and pick up a set of equipment in order to later participate in a special operation to destroy the Bandits. We return to the general, and Wolf, along with other army men, flies to the Agroprom Research Institute. The helicopter lands on the roof of the building and the assault begins. When all the bandits are dead, the Wolf receives a message from the Fox, who says that Berdenko has freed him. General Khvorostin turned out to be not who he said he was, and he actually plans to gain control over the entire Zone.

The Fox advises the Wolf to escape from the military to the Army warehouses, through Yantar. Ordinary stalkers know that the main character helped the military and consider him a traitor, so you need to stay away from them. The general orders the Wolf to be captured and the main character needs to escape with the research institute through the dungeon. We will be pursued, so running on the ground is pointless.

If you love playing online games just like S.T.A.L.K.E.R., then we advise you to try playing flying games that will open on any computer without the need for installation. For free time during lunch breaks, such games will become simply irreplaceable.

Stalker Cleanup Walkthrough – Part#4
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Financial support:

WebMoney (Rubles): R140771476537

YandexWallet: 410013468821661
QIWI: 79124931194
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Download save after talking with Sidorovich: /> Download save 4 parts: /> Stalker Video Group: /> VK group: /> ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ ▂▂▂
TIME CODES:

00:33 – Talk to Fox at the Cordon

01:02 – Task Completed “Walk to Yantar”
01:21 – We speak with General Khvorostin
04:41 – Task completed “Contract”
04:41 – New Task “Map”
05:31 – We replenish equipment from Ensign Belousov
06:50 – We talk with Sidorovich about the Map
08:01 – New Task “Beard”
08:27 – Talking to Fan about the assault on the ATP
11:15 – We destroy the bandits at the ATP
13:07 – Mission Completed “Revenge”
13:07 – New Task “Find a Laptop”
13:23 – Where to find a Laptop for a Fan
13:49 – Task Completed “Find the Laptop”
15:10 – New Quest “The Poet’s Diplomat”
15:15 – Where to find the Poet’s Diplomat at ATP
15:56 – Assignment Completed “The Poet’s Diplomat”
16:31 – We talk with Beard about the Map
17:14 – Task Completed “Beard”
17:14 – New Task “Provisions”
17:59 – We give Beard’s Provisions to the Mole
19:31 – Task Completed “Provisions”
21:05 – Task Completed “Map”
21:05 – New Task “Prepare for Departure”
22:44 – We leave with the military to Agroprom
23:25 – We destroy the bandits at Agroprom
24:29 – The military attacks us, we run away from them
25:21 – Mission Completed “Escape”
25:31 – New Task “Kill Vasya Kaban”
25:57 – We kill Vasya Kaban and his gang
27:59 – Task Completed “Kill Vasya Kaban”
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Download mod Cleanup (PM 1.0004): /> ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Description of the mod:

The mod is based on the plot of Alexey Gravitsky’s book “Cleansing”. In the modification, the events are diluted with their own ideas and plot twists. The plot of the mod runs parallel to the plot of Shadows of Chernobyl,

at the moment when Strelok reached the Chernobyl nuclear power plant.
This is my first mod, so don’t judge too harshly, in the future I will take into account all your wishes and advice. Have a good game!
Best regards, Ki_Pa_RiS.
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☞Subscribe to the channel: /> ☞VK: /> ☞VK Group: /> ☞My topic on AP-PRO.ru: /> ☞Skype: dochaha2
☞Steam: kent5986
☞Survarium: RaTNIKK
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