Stalker shadow of Chernobyl passage to find a technician. Story line

To succeed in the difficult conditions of the alternative future of the Chernobyl Zone, to win honor and respect among the stalkers, to defeat the bad guys and reveal the secret of your origin, it is not enough to run fast and shoot smartly. S.T.A.L.K.E.R. - not quite a fighter. This is a game that mixes battles and quests, the pursuit of artifacts and secret plots, the selection of equipment and the hunt for mutated living creatures.

There are special rules here. We will start with them.

Life inside the Zone

Fast or heavy

The first sensations from being in the Zone are familiar. The hero can run, crouch, jump, accelerate for a few seconds (sprint), shine a flashlight with an infinite charge into dark places and look at the surrounding hills through binoculars.

But there is a big difference in how he handles things.

In an ordinary action movie, a hero can hang a dozen guns on himself, load up on ammunition and joyfully cut through the area. It will not work here - having robbed several defeated enemies and stuffed heels of machine guns into a backpack, our main character will suddenly find that jumping under a hail of bullets is no longer so easy.

The reason for this is the limitation of the backpack: only forty kilograms can be carried by a stalker, everything that is higher - with great difficulty. The limit after which the stalker cannot budge is sixty kilograms.

The sprint here is very fast - for a few seconds our hero turns almost into a living motorcycle - but even a light stalker will run out of steam after a while. And if he carries a bunch of swag on his shoulders, his sprint will not only be reduced to some ten meters - the stalker will run out of steam even with a normal trot. Stopping for a breather is dangerous if blind dogs roam nearby, smelling fresh stalker. In case of danger, an energy drink will help, if you have it with you, - your strength will be restored for another ten-meter sprint. But it is better not to be greedy and not to overload yourself, risking your life.

For your information: the stalker gets tired not only from sprinting, but also from jumping.

Hide everything you don't need in your own stash and choose carefully what you take with you on the job. Machine gun... pistol... several grenades, ammunition. Already ten kilograms. Secondly, medicines. It is desirable to have at least ten to fifteen kilograms of "free" weight in order to run faster and be able to pick up an interesting gun for the collection.

Chicken sausage with soy, canned "Tourist's Breakfast", bread - all this will come in handy for a stalker if he suddenly feels a slight hunger. But you need to take food with you only as a last resort. Usually a couple of canned food is enough for the whole day. Vodka is never enough - especially among young stalkers, who often, out of inexperience, fly into infected areas and who are greedy for a valuable antidote for treatment.

It doesn't hurt to have a few bandages with you. It's not just "little first aid kits". With their help, they stop bleeding, due to which the character loses health and may even die before the wound has time to heal.

mental health

In the character window (I), next to the health bar, you can find another blue bar. What is it, magic? No, mental health. It is not the gloomy sights that can damage him, but the more common thing - psionic influence. Some monsters in the game can boast of the habit of putting pressure on the brains, and first of all, of course, the controller.

There are, however, places in the game where the character will simply burn his brains out. Maybe put a pot on your head so that the neighbors don't irradiate? The idea is good, the pot method has been tested by stalkers and works, but our hero will go the other way.

Politeness Lessons

Every stalker should know for sure - it's impolite to poke another stalker in the face with a machine gun if you are not fighting shoulder to shoulder or ... not trying to kill each other.

From the very first minutes, you need to acquire a good habit - to remove weapons in the camps where the stalkers are located, or when meeting with a fellow professional in the wild. The easiest way to do this is to switch to binoculars, bolts, or press the weapon button again.

Remember that courtesy is the key to a good relationship with you. Not only does an NPC have a name, community affiliation, and experience level, they also have an established opinion about the protagonist. If he attacks one neutral character, then all the NPCs in the area will want to blow the brains out of the hero. Winning the friendship of another stalker is not so easy. Only the NPC saved from death, to whom the hero handed the first-aid kit in time, immediately becomes a friend.

For your information: You can only heal a badly wounded stalker if he is neutral or friendly. The enemy cannot be healed. Too bad - it would be interesting to see what he will do when he finds out who saved him.

Reputation is gained in the game slowly, but quite simply, if you don’t specifically do dirty tricks to your neighbors.

If a neutral or friendly stalker isn't fighting, telling a joke, or playing the guitar, he's available for conversation. Some can give the hero a quest, with some you can chat about the latest rumors or game legends (yes, our hero, like a real folklorist, writes them down in his pocket computer). But with the majority, you can only try to bargain. Few things the stalker is ready to put up for sale - mostly medicines or food. And he will agree to buy very little from the hero - the same first-aid kits, food and, interestingly, improvements to weapons.

The weapons themselves are valued very well here and lie around in abundance after each battle. But in order to sell it, you will have to run with a full backpack to a merchant far away. Yes, doing business in the game is not so easy.

This is interesting: seeing a good cannon on the ground, the stalker can pick it up, throwing away his old one, which has become unnecessary. You may well be overtaken in the selection of trophies, so hurry up!

... And the bolts with him

Why does a stalker need a bottomless bag of bolts? In order to send them a safe path among dozens of anomalies in the Zone. The need for this, however, rarely arises. Almost all anomalies can be seen in daylight and successfully bypassed. The anomaly detector, which the stalker always has with him, will warn in time with a squeak that the hero is approaching the danger zone. Finally, there is the stalker's sixth sense, which pours "flies" into the hero's eyes when he is about to fly into the "meat grinder" or step into the "witch's jelly" with his foot.

At night, some anomalies are not as visible - and here the bolts come into play. Nights in the Zone are not always dark, but even in total darkness one can try to discern the boundaries of the anomalous zone “by eye”. Corridors, underground passages and dungeons are places where bolts can really come in handy. For example, the hero needs to go through the corridor at all costs - and on the way there are several most dangerous anomalies at once. Only by throwing a few bolts, you can "feel" a safe path.

This is interesting: the bolts for checking anomalies in the game are very heavy and large - each fifteen centimeters long. But they cannot be killed, even if you shoot a bolt at the NPC's head. There will also be no negative feedback. In this case, the bolt interacts with the rest of the world according to all the rules of physics. For example, by throwing it, you can knock down a skeleton hanging on the wall to the ground.

Geography lessons

An extensive rectangular map of the southern and central parts of the Zone - from the southern Cordon to the northern city of Pripyat and the Chernobyl nuclear power plant - was originally "sewn" into the stalker's pocket computer.

For your information: The stalker's PDA serves as both a quest log and an encyclopedia of information about the world around you, and can even determine wirelessly what kind of people are surrounding you, slowly squeezing the ring, down to names and nicknames. If an NPC dies, its computer marks the place of death on the main character's mini-map.

But not all over the map you can walk freely. The areas accessible to the visit - Cordon, Cemetery of Technology, Amber Lake and others - look like small "spots" on the map. They are surrounded on all sides by barbed wire, anomalies or zones of deadly radiation. They are usually connected by areas of crossings on the roads. When crossing them, the player sees a loading window.

For your information: in the game, like in Space Rangers or in the X: Beyond the Frontier series of star simulators, the life of monsters and NPCs is calculated not only in the zone where the player roams, but also in other areas, according to slightly simplified rules.

However, in some places, the player's cards do not pass NPCs or objective reasons. For example, at the very beginning of the game, you can immediately explore four areas - the southern Cordon, the Cemetery of Technology behind the northern checkpoint, the Research Institute of Agroprom in the west and the Dark Valley in the east. The passage to the central area - the territory of the organization of stalkers "Duty" called Bar - is closed by a post through which you will be let through only when you reach the right place according to the plot or prove to the "Duty" stalkers that you are worthy to visit the bar "One Hundred Roentgen".

It is impossible to get to the northern zones - to Pripyat and the Chernobyl nuclear power plant otherwise than according to the plot.

Many artifacts, few pockets

The character does not have parameters that grow over time. All that the hero can afford is a change of protective suits and the selection of artifacts in five pockets. In total, there are fifteen types of costumes in the game - from simple leather jackets and primitive protective suits to durable spacesuits that protect against almost all harmful effects. (see table "Costumes") . And there are many ways to die.

  • Mutants bite and scratch the stalker - which means that the clothes must be tear-resistant.
  • Fiery anomalies burn painfully - refractory qualities will not interfere.
  • Electrical anomalies can quickly finish off a stalker whose clothes have no protection against current.
  • Impact anomalies and falls from a height will not be so dangerous for someone whose suit absorbs the harmful effect.
  • Chemical burns in the Zone are rare, if you do not climb into the thickets of burning fluff. However, protection will come in handy.
  • Sturdy armor will reduce damage from close explosions. Usually, enemies save grenades and don't throw them for nothing - only in the later stages of the game, when helicopters and shooters from RPG-7 appear, protection will become relevant.
  • Bullet protection is what usually matters most. Lead poisoning is one of the most common causes of death in the Zone.
  • Finally, do not write off radiation. There is a lot of her here, especially in the later stages of the game.

A lot of costumes have their own specialization. For example, the orange suit of scientists protects well from chemistry, current and radiation - but it does not help at all against bullets and fangs. Military suits are often heavily armored but do not protect against radiation. A heavy exoskeleton is powerful armor, but the hero, putting it on, loses the ability to run fast.

Five pockets for artifacts (their stalkers usually find near anomalies) will allow you to fine-tune the hero's defense parameters or increase his endurance. Usually each artifact has positive and negative traits. Some make the stalker more enduring, but reduce the defense parameter. Others protect against radiation, but with them the stalker gets tired earlier. Some artifacts in the game are radioactive (positive "Radiation" parameter) - you can hang them on your belt only for a short time if you don't have a good protective suit. The harmful effect, however, can be compensated by other artifacts, with a negative radiation parameter.

At the same time, do not forget that light and valuable artifacts are a good source of money if you turn them in to merchants on time.

Wildlife Zone

Many mutated animals live in the vicinity of the zone. Blind dogs run in packs, sometimes accompanied by sighted and very dangerous pseudo-dogs. Former collective farm pigs jump on praying feet, and wild boars grunt menacingly. Bloodsuckers lurk in dark places, and ravens fly over all this mess, which, thanks to successful mutations, not only learned to fly around “mosquito bald patches”, but also acquired real immortality. Not a single stalker has yet been able to shoot down a flying crow.

This is interesting: judging by the sounds, rats are roaming somewhere nearby. Sometimes there is an afterlife cat's meow. However, no one has yet seen these animals here - at the last moment, imitator cats, aggressive rats and dwarf burers did not receive registration in the Zone.

Mutant animals go about their business in the Zone. They rush around, sleep under the bushes, hunt, eat, and in case of danger, without any doubt, they make their legs. The living world is one of the key features of the game, and watching wild animals through binoculars is sometimes very interesting.

Yes, in peacetime, an inquisitive stalker can feel like Prishvin or Steve Irwin. For example, yesterday I, having settled at the foot of a power pylon, watched two sad pigs (in the stalkers' jargon “flesh”) eat a wild boar. Everything was quiet and peaceful, until a large flock of blind dogs led by a pseudo-dog taxied out from behind the edge of the region. Seeing pigs, dogs, I'm sure, with joyful telepathic exclamations: "Meat!" - went on the attack. One pig hesitated and was instantly gnawed, but the other noticed the danger in time and rushed to run. The dogs rushed after her along the road, past the remains of the broken equipment - straight to the log cabins, where at that moment the Duty fighters were on duty.

The stalkers didn't have to take out their machine guns - seeing a crowd of people, both the dogs and the pig rushed away from the hill, across the road and onto another hill, to the old, abandoned village. Having discovered several anomalies along the way, the pig instinctively managed to make a couple of cunning "anti-aircraft" maneuvers so that several dogs fell into gravitational anomalies and were torn to pieces. So they ran until they found that the village... was not so deserted at all. The bloodsuckers who broke out of the houses (“Wake me up?”) Rushed both the dogs and the pigs, not understanding who was right and who was wrong.

Remember Benny Hill's famous saxophone chases? It was very similar. A motley crowd with a frightened pig at the head rushed away from the village. The last two dogs, seeing how the bloodsuckers cruelly cracked down on the companions, decided: “Wow, pancakes, it won’t take long to die!” - and, limping, ran away.

The crowd disappeared behind the hill. Running out after, I saw how two pigs (someone came to the aid of our “flesh”) were squabbling with two bloodsuckers by the road. Soon one bloodsucker died, one of the pigs expired. The final battle took place dangerously close to an anomaly called the springboard. When the duelists were already on their last legs, someone touched the edge of the anomaly. The springboard clapped. There were no survivors.

For your information: it is worth digging not only in the pockets of dead NPCs, but also in the corpses of monsters - sometimes they dump valuable loot for sale: dog tails, pig legs, “flesh” eyes ... It makes sense to delve into the insides of wild boars, “flesh”, dogs of all kinds , snorks and bloodsuckers.

Stalkers in battle and in civilian life

Some sit by the fire, others roam around with weapons in their hands, looking for dangers. Someone can climb into a house nearby and fall asleep. Even in the Zone, lone stalkers or groups move slowly and calmly.

However, everything changes as soon as the alarm sounds. Where have our lazybones gone? The stalkers pick up their weapons, jump up and fight bravely.

This is interesting: not only the invasion of monsters or enemies can bring stalkers out of a state of meditation. Once I died of starvation at the base of stalkers - as soon as the carcass fell to the ground, those sitting by the fire jumped up, rushed to the shelters and began to look for who had killed their comrade.

In combat, NPCs are smart and quick-witted. They not only fire, disperse, crouch, hide to reload, run from grenades and bypass the protagonist from the flanks. Enemies can behave unpredictably in close combat - if a bandit hid from the hero behind a container or a bunch of concrete slabs, he can jump out from any side to shoot in the back.

For your information: with a well-aimed hit to the head, you can disable the enemy. The same rule applies to our hero - maybe they won’t kill him from the first shot in the head, but his health will not be the same.

Enemies, especially experienced fighters, shoot very accurately, despite the fact that the recoil of the weapon and the withdrawal of the barrel of the machine gun upwards when firing in bursts also affects the NPC. In groups, the characters cover each other with fire when moving. An experienced enemy will hide not only for reloading. He will quickly move out of the line of fire when he realizes that he is being fired at - very often, opponents will try to take cover when they simply see that the hero is aiming at them.

NPCs are careful in combat. Realizing that the player is sitting in ambush around the corner, they will not lean out and will wait until the person himself loses patience and rushes to the attack. Battles between two groups of NPCs can last a very long time - and all because of the reluctance of computer heroes to climb on the rampage.

After the battle, the NPC will finish off the wounded enemies at the first opportunity and help the wounded friends with a first-aid kit.

Advice: the surrounding people do not react either to the theft by the hero of poorly lying sausage loaves, or to looting. Therefore, after each battle, it makes sense to collect ammunition from the bodies and remove cartridges from the selected weapon (right mouse button).

Not only friends

Many different groups live in the Zone. With some you will easily make friends, with many you will have tense relationships, and some with enviable persistence will strive to wipe you off the face of the earth.

Not all stalkers are equally useful.

  • Single stalkers they are most often found in the south of the Zone, but sometimes they wander into the central Bar and even cluster in the vicinity of the Freedom base in the north. The player will not have problems with them if he does not attack first.
  • Scientists are ready to buy weapons, artifacts or body parts of killed mutants from the hero. They live only in one place - in a bunker on Amber Lake. It is impossible to meet a scientist in the wild.
  • bandits- simple thugs and a criminal element, who were brought to the Zone by a passion for profit, light artifacts and the ability to trade weapons. You can recognize them not only by their black jackets and blue sweatpants, but also by their characteristic expressions. The bandits attack everyone in a row - "everyone in a row" reciprocates the bandits.
  • Army not only guards the perimeter of the zone, patrolling the area on helicopters, but also sends troops inside - however, you will meet military stalkers (as well as helicopters and armored personnel carriers) only towards the end of the game. Soldiers will be rare in the southern and central regions. They patrol the roads, control the area of ​​​​the Agroprom Research Institute and from time to time attack the areas captured by the bandits.
  • "Duty"- a paramilitary organization whose members destroy monsters and by all means prevent the leakage of artifacts outside the Zone. The main base of "Debt" - Bar. As paladins, they really dislike bandits, but their main enemy is "Freedom". If the player joins Liberty, the Bar guards will open fire and won't let him back... as long as they're alive, of course.
  • "Freedom"- an organization of anarchists opposed to the ideals of "Duty". They preach a free hunt for artifacts, but at the same time protect everyone else from the northern threat. They block the passage to the central regions so that the stalkers of the Monolith cannot break through from the north. Anyone who makes friends with Duty will become an enemy of Freedom. Anyone who makes friends with Svoboda will suddenly find that the bandits have stopped attacking him - there is an unspoken truce between the criminal world and Svoboda.
  • Mercenaries- an organization that is at war with all the stalkers in a row. It's amazing how they still manage to stay alive. Mercenaries control the area of ​​the Wildlands adjacent to Bar. It is impossible to make friends with them or make them stop attacking the hero.
  • "Monolith"- stalker sect. Its participants worship a mysterious artifact, a large monolith that supposedly grants wishes and is located somewhere in the north. "Monolith" occupied all the northern lands - the Red Forest, the radar station, Pripyat and the Chernobyl nuclear power plant itself. A mysterious, but no less deadly psionic field prevents other organizations from attacking the Monolith's positions. Few people want to become a zombie. Making friends with the "Monolith" will also fail.

Zone Anomalies

The first enemy of the hero is not bandits or mutants, but hostile anomalies, which, like mines, await the player in all places of the Zone - both on the ground and underground.

Radiation

Yes, areas contaminated with radiation can also be called an anomaly - the most dangerous of all, because it is not visible. Only by the crackling of a Geiger counter can one roughly determine the boundaries of a dangerous place.

Abandoned equipment is usually radioactive. A lot of x-rays can be picked up at the edges of the play areas. The further the player moves north, the more often he will encounter infected patches of land. In the Chernobyl nuclear power plant, you should not even meddle without a suit with good radiation protection.

You can find out if the hero is infected in the same place where his duffel bag is (by default, the I key). The higher the yellow bar, the faster the hero loses health. If you hesitate and stay in a high infection zone for a few seconds, the character will lose a lot of HP and die faster than the infection parameter drops to a safe level.

There are two ways to cure radiation. The first is folk. A couple of bottles of vodka can remove the infection, but the hero will not be able to actively act and fight due to side effects. For serious cases, it is worth having an antidote on hand - it removes the infection quickly and effectively. You can restore lost HP with food, a bandage or a first aid kit.

For your information: simple first-aid kits (red) only heal HP. Military first aid kits (blue) also stop bleeding. The most valuable first-aid kits of scientists (yellow), among other things, will help to remove radioactive contamination.

Springboard

This will be the first anomaly that the hero will meet on his way. Usually ski jumps are safe - even a dog can afford to run through this anomaly a couple of times, escaping with a slight fright.

The springboard looks like hot air bubbles rising above the ground. Leaves are flying around. When a bolt, dog, or stalker enters the springboard's area of ​​effect, the anomaly explodes, dealing damage in an area. It can explode continuously (not only the springboard - all anomalies remain in place after being triggered), so it's better to move to a safe place.

Electro

An area where static electricity is concentrated. Discharges hundreds of lightning in a radius of several meters. This anomaly is more dangerous than a springboard, but usually it is clearly visible both day and night - only the edges are difficult to determine by eye, but bolts will help here.

For your information: in some places of the Zone (most often in tunnels) you can find flashing rows of electrical anomalies. Before approaching them, it is worth taking a closer look - in what order do they appear and disappear? Is it safe to bypass them?

Gravy

You can recognize this anomaly by randomly flashing translucent "lights" and foliage flying around. The action is similar to a springboard - the anomaly first draws things into itself, and then scatters them.

The gravitational anomaly is very unpleasant, but at least you can get out of it relatively quickly. Whirlwind is much more dangerous.

Vortex

From a distance, it looks like gravel, but as soon as you look at it more closely, the difference becomes noticeable: the lights do not flash, they collapse, and the foliage flies to the center of the anomaly. The whirlwind is dangerous because it spins the hero on the spot, preventing him from escaping. You will see many times in the game how a piglet or a stalker accidentally caught in a whirlwind spins in the air, and then explodes into bloody lumps - once they fall into a whirlwind, they are doomed. The hero has a good chance of escaping from the whirlwind alive, but you need to act very quickly, running out of the anomaly before it drags the hero in again.

frying

Fire Anomaly. It is the most difficult to see her, because she gives herself away only by the stirring of hot air. It is especially difficult to see her in dark dungeons, where she is very common.

It's good that, having earned a jet of flame, the stalker can quickly leave the dangerous place. It’s bad that sometimes the frying “appears” next to the player and douses him with flames, signaling that the hero has attracted the attention of a poltergeist.

Burning fluff

Burning fluff is greenish "algae" hanging from metal objects. They hit when the player gets close and ignore the slow moving character.

The main method of dealing with burning down is prevention. Just do not approach the pieces of iron overgrown with fluff, and everything will be fine.

This is interesting: there were other anomalies in the game - reducing gravity, slowing down time. However, they did not pass the final competition and did not get into the game.

A mutant is not a friend to a bandit

The fauna of the Zone is rich and varied. Knowing the habits and habits of each mutant is good for the health of the stalker.

blind dog

A single blind dog is safe - he won't even think about approaching an armed stalker. The problem is that usually blind dogs roam in packs and, smelling the victim, attack from all sides at once. The dogs maneuver very cleverly so as not to get hit by shots - they run around the hero, running away in case of danger and returning after a few seconds.

Large packs of blind dogs are best avoided from a distance. But if a skirmish is inevitable, you will have to prepare for a bloody battle. It is important to disable several dogs as quickly as possible - then the rest will get cold feet and run away. You can try to throw a grenade at the sitting dogs. It is necessary to open fire from the maximum possible distance, which the dogs will quickly overcome anyway.

pseudo dog

The mutant wolf is very aggressive and dangerous even alone. Sometimes pseudo-dogs hunt together with packs of blind dogs - they never attack each other. Northern pseudo-dogs have psionic abilities and can, if approached, damage the hero's sanity.

The weakness of the pseudo-dog is that it usually attacks in a straight line, ignoring the bullets flying into the muzzle. A couple of long lines will calm the mutant.

Flesh

A collective farm pig mutated into an insectoid creature, inheriting from pig ancestors not only omnivorousness, but also shyness. The flesh is not too dangerous - these pigs usually graze in one place and are easily exterminated from long distances: the natural roundness of the forms plays a cruel joke with them.

Pigs are easy enough to put to flight.

Boar

A wild boar, the bristles of which have slid down to his belly. Aggressive and very dangerous at close range (one and a half meters at the withers), but it is not very difficult to resist him. First, it attacks in a straight line, accelerating like a rhinoceros. Secondly, he is also short-sighted and, in a rage, usually does not see anomalies - and even more so he will not be able to turn off in time if the stalker runs off to the side.

Jerboa

A small eared rat-like creature. Found in basements of houses. The jerboa is dangerous primarily because it is very difficult to notice - it can gnaw on the stalker's thigh for some time before he pays attention to him.

A flock of jerboas is very unpleasant. Each of them individually is weak, but together they can chop off a hefty piece of a stalker with their sharp teeth before they die.

bloodsucker

A humanoid monster that is very dangerous in close combat and, in addition, can disguise itself, becoming almost invisible. In the battle with him, you need to carefully monitor the eyes (only they are clearly visible in camouflage mode) and maneuver vigorously, preventing the bloodsucker from inflicting mortal blows.

Zombie

Zombies are stalkers who, through negligence, were under the influence of a psionic field and lost their minds. All they can do is roam the area, muttering incoherently and accurately shooting at anyone who happens to be nearby. It's even strange that swinging zombies retained their shooting skills.

The poor fellow must be shot from a distance. If the zombie is not completely dead, it must be finished off with a control shot to the head.

Poltergeist

A mysterious invisible creature that lives in dark dungeons. Poltergeist's favorite entertainment is to throw wooden boxes at the hero (you can shoot them into chips) or barrels with cylinders (just dodge).

The poltergeist is also annoying by the fact that it creates flying fiery anomalies aimed at the hero. The poltergeist looks like a ball of electric sparks floating along the corridors of the dungeon. If you accurately shoot this formation several times, a dead poltergeist with a surprised face will fall out of it.

Pseudogigant

This bipedal running creature is indeed very dangerous, but it's hard not to smile when you see how it rolls over from side to side. It is difficult enough to kill him, he swings his paw and hits the floor - the blast wave injures the hero. If the stalker has a big gun and it does not jam at a critical moment, then the pseudo-giant will quickly come to an end.

They always meet one by one.

Snork

The strangest monster in the game is a man who decided to get closer to nature and for this purpose put an old gas mask on his head. Now he jumps on the enemy like a large frog, kicks from the position "in the bellies" and swings his trunk menacingly.

Laughter with laughter, and snorks are very often dangerous because of their swift attacks and fortitude, thanks to which they withstand a burst from a machine gun at close range. One snork is a problem, two is a big problem. Really dangerous guys, against whom only high speed and dense fire help.

Controller

The controller is dangerous with psionics and only with it. This bandaged, chubby creature in jeans doesn't have to hit and bite to kill a stalker. It is enough for him to get on the stalker's nerves. From a distance, the controller pulls and pushes the game camera, interrupting shooting, reloading, and at the same time reducing the blue mental health bar very quickly. If you run closer to the controller, it will be a little easier to shoot, but your mental health will still decrease. When it comes to naught, the stalker will die and become the food of the controller.

Nevertheless, fighting this monster is not so difficult - you just need to kill the controller before he kills the stalker. If the mutant is far away, you can hide around the corner (if the hero is not visible, he cannot be psychically hit from a distance) and carefully throw grenades at the feet of the slowly weaving controller. As soon as he gets closer, the "blind zone" will cease to be a defense. Fire, merciless fire! The controller cannot dodge - grabbing the entire horn from the AK-74 into his plump head, the monster will die of resentment.

There are controllers very rarely, one by one and usually - in dead ends of dark dungeons. In addition, they very often indicate their intentions in advance with terrible screams.

Weapon for a stalker

Knife

Real analog: most of all, the knife is similar to Ka-Bar products.

A typical Bowie blade with a long drop, one-and-a-half-sided sharpening and a sereytor. All in all, a tactical knife. It has few uses in the game. Yes, a couple of stabs can kill a stalker, and if he does not see you, one stab in the back will be enough. But sneaking up to this distance is not so easy - even very quiet footsteps can be heard, and the player can suddenly find that the victim is pouring lead on him from a machine gun from a safe distance, and an alarm has been raised at the base.

Against mutants, the knife is not very effective, simply because it is even more difficult to sneak up on them, and in battle they maneuver and never wait for the letter Z to be carved into their foreheads.

So it turns out that the knife in the game is the weapon of last resort.

Pistols

PMm

Real analog: Makarov pistol (PM).

Magazine capacity: 8.

Strengths: cheapness.

A simple, cheap and easy-to-use pistol, the first weapon of a stalker in the Zone. As befits a “one” according to the laws of the genre, the gun kills monsters with great difficulty and often misses. Ammunition - 9x18 mm.

Fort-12M2

Real analog: Fort 12.

Magazine capacity: 12.

Strengths: cheapness, volume of the store.

Ukrainian pistol based on the CZ-83. It boasts accuracy and increased magazine capacity. The extra four rounds will come in handy when funny monsters are jumping around the hero.

Noiseless Pistol (PB1s)

Real analog: silent pistol (6P9).

Magazine capacity: 8.

Strengths: muffler.

Pistol with built-in silencer. An indispensable thing in cases where you need to quietly remove the sentry without raising the alarm. It is best to shoot at close range, aiming for the head. A single miss means the failure of the entire operation, because even a muffled shot (its consequences) will be heard by sentries.

Kora-919

Real analog: Colt M1911.

Magazine capacity: 7.

Strengths: availability.

The famous "Colt", a good pistol for the collection. In all respects, it is almost equal to the PM, but uses other ammunition - 45 ACP.

SIP-t M200

Real analog: SIG P220.

Magazine capacity: 7.

Strengths: accuracy, damage.

"Zig-Sauer", a pistol with increased accuracy and damage. Useful for any stalker.

UDP Compact

Real analog: Heckler & Koch USP.

Magazine capacity: 8.

Strengths: accuracy, damage.

Another great pistol under 45 ACP with excellent damage and accuracy parameters.

Walker P9M

Real analog: Walther P99.

Magazine capacity: 16.

Strengths: store volume.

Not the most powerful pistol. Its main advantages are 16 rounds in the magazine and good accuracy. Ammunition - 9x19 mm.

Black kite

Real analog: Desert Eagle.

Magazine capacity: 8.

Strengths: damage.

Yes, this is the famous Desert Eagle. The damage for a pistol is huge, but there is no accuracy. The barrel goes up when fired. It makes sense to shoot from it only point-blank. Ammunition 45 ACP.

Submachine guns

Viper 5

Real analog: Heckler & Koch MP5.

Magazine capacity: 30.

Strengths: speed, ease of use.

The only representative of the class. An exceptionally easy-to-handle submachine gun. Extremely available - drops in abundance from bandits in the southern regions of the Zone. Extremely handy for aimed shooting in combat at medium distances. At long distances, it is inferior to machine guns, which also appear in the game soon enough.

Shotguns

shotgun

Real analog: cut horizontal Winchester or Remington.

Cartridges in the barrel: 2.

Strengths: availability, damage.

Weapons of bandits of the southern regions. A very interesting option in close combat, but it requires a quick reaction and accuracy from the player, since after two shots you will have to reload.

Chaser 13

Real analog: Winchester 1300.

Magazine capacity: 6.

Strengths: damage, clip.

This option is already better - in combat, you can release six charges before you have to go into cover to reload. A classic game shotgun with only one serious drawback - it is not so easy to find this "boomstick" and ammunition for it in the game.

SPSA-14

Real analog: Franchi SPAS-12.

Magazine capacity: 8.

Strengths: clip, damage.

The best shotgun in the game, excellent in close combat. The only problem is that in the expanses of the Zone there are not so many situations in which you have to conduct close combat. Even in populated areas, it is usually more convenient to use automatic machines.

Automata

Akm 74/2U

Real analog: AKS-74U.

Magazine capacity: 30.

Strengths: availability.

The weakest machine gun in the game, its characteristics are close to the submachine gun. It is worth picking it up only to shake the 5.45x39 mm cartridges out of the horn.

Akm 74/2

Real analog: AK-74.

Magazine capacity: 30.

Strengths: availability.

An entry-level assault rifle with parameters below average, but quite suitable for combat in the conditions of the Zone. It is best to shoot single shots.

Obokan

Real analog: AN-94 "Abakan".

Magazine capacity: 30.

Strengths: availability.

In all respects similar to the AK-74. The only improvement is increased accuracy.

IL 86

Real analog: Enfield L85A2 IW (SA80).

Magazine capacity: 30.

Strengths: accuracy, damage.

This rifle with the scope installed is already much better. From it you can successfully conduct aimed shooting at medium distances. Decent damage. Ammunition - 5.56x45.

SGI 5k

Real analog: SIG 550.

Magazine capacity: 30.

Strengths: accuracy.

The most convenient machine in the game for aimed shooting. Recoil is almost non-existent.

TRs 301

Real analog: Z-M Weapons LR 300.

Magazine capacity: 30.

Strengths: accuracy.

Another high precision machine. However, it is worse than the SGI5k - decent recoil interferes with accurate shooting.

Tunder S14

Real analog: OTs-14 "Thunderstorm".

Magazine capacity: 20.

Strengths: underbarrel grenade launcher.

An assault rifle with an underbarrel grenade launcher and increased rate of fire. Convenient, but not too accurate weapon.

VLA Special Assault Rifle

Real analog: special automatic machine (AS) "Val".

Magazine capacity: 20.

Strengths: muffler.

Automatic with an integrated silencer, an excellent replacement for pistols for silent shooting. Thanks to the flame arrester, when shooting in the game, the bullet tracks are very clearly visible. Special cartridges 9x39 are used, suitable only for this machine gun and Vintorez.

sniper weapon

SVD-M2

Real analog: Dragunov sniper rifle.

Magazine capacity: 10.

Strengths: accuracy.

Army self-loading rifle with increased accuracy. When using an optical sight, it kills the enemy with one shot (or two if the armor is strong).

SVU Mk2

Real analog: shortened sniper rifle (OTs-03AS).

Magazine capacity: 10.

Strengths: rate of fire.

Compact version. Slightly worse damage and accuracy. If there is a choice, it is better to use SVD.

Vintar Sun

Real analog: VSS "Vintorez".

Magazine capacity: 10.

Strengths: noiselessness.

Silent sniper rifle, integrated silencer - a real treasure for any stalker. Now don't do good to sentries!

Gauss Gun

Magazine capacity: 10.

Strengths: damage, accuracy.

The highest damage for a sniper rifle in the game. Almost always kills from the first shot (when viewed through an optical sight). As befits a gaming electromagnetic gun, it hits in a perfect straight line, exceptionally accurately. But there is a big drawback - after each shot, the rifle must “charge” for several seconds. As you understand, in close combat such a break is very unpleasant.

It is also very difficult to find ammunition for it.

grenade launchers

Bulldog 6

Real analog: hand grenade launcher RG-6.

Drum capacity: 6.

Strengths: damage.

An interesting thing is a hand grenade launcher with six grenades in the drum. Throws grenades for hundreds of meters, and if the player hits the enemy, he has a hard time. But - it is difficult to find ammunition. And this piece of iron weighs almost seven kilograms.

RPG-7U

Real analog: RPG-7.

Strengths: damage, accuracy.

Deadly thing. With one hit it shoots down a helicopter, with two it annihilates an infantry fighting vehicle. But the obvious problems with weight and ammunition make the RPG-7 a "last level" weapon.

This is interesting: if fired from a grenade launcher at the zenith, the grenade will not disappear in the blue sky, but after a few seconds it will fall to the ground a few hundred meters from the player. This proof of how game physics works is very interesting, even though the actual RPG-7 grenade has a self-destruct mechanism built into it.

grenades

F1

Real analog: F-1 grenade.

A defensive grenade that can be thrown in two ways: a normal mid-range throw or, by pressing the "aim" key, a throw with the selected swing strength. It helps well against harmful controllers or against enemies who do not want to leave a comfortable position.

RGD-5

Real analog: grenade RGD-5.

Offensive grenade with increased fragmentation radius. There are no analogies with a real grenade, except for the shape and name. It's just the way it is here.

Optional equipment

GP-25 Kostyer

Real analog: grenade launcher GP-25.

Underbarrel grenade launcher for domestic machine guns.

M203

Real analog: underbarrel grenade launcher M203.

Grenade launcher for NATO assault rifles.

PSO-1 Scope

Real analog: optical sight PSO-1.

Optical sight for domestic machine guns (only for those that are not equipped with an optical sight).

SUSAT Scope

Real analog: optical sight SUSAT L9A1.

Optical sight for NATO assault rifles.

Silencer

Homemade silencer for a pistol of any caliber in the game.

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.

For your information: 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.

For your information: 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.

For your information: 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 the 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.

For your information: in the center of a small lake in the north-west 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.

Bar

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 kill the zombies (there is a grate on the left, a pile of earth on the right), try to throw a couple of grenades behind the 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 ruin his 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.

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 can 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.

For your information: 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 a weapon and save - 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.

For your information: 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.

1 2 All

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" - Tagged. 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 you load (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 in the appearance of anomalies inside the tunnel. Having admired the corpse of the guide, 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 I got out, my hands were still trembling from the experience, and it was worth admitting at least to myself - I was so scared that I 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 Strelok, 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 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 have been 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 Duty missions, but to join Freedom - three tasks: 1. destroy the Duty group 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 she shuddered under the blows of such force that it became scary at the thought of who was frolicking there. Going inside, he did not find anyone 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 Vasiliev knew the way to get into the X-18 laboratory, whose last message 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, to 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 Shooter, 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 the next 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 - lying 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 with only 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 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 crossroads and saw an armored personnel carrier, climbed a hole in the wall there and went on, 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 combat, 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 NPP 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 at 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

First steps

After the introductory video, the main character appears in the closet of Sidorych - the local huckster 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. You can safely sell most of it to Sidorych, leaving yourself only the most complete pistol and sawn-off shotgun, but it is not recommended to sell cartridges 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 is better to complete a few side tasks for now, such as searching for a "pumped" stalker jacket (you can take this quest from Shustroy), or cleaning up 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.

**Having killed 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.

Dump

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 Strelka. 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 every 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 all over the place, we enter the perimeter fenced with a fence 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 "electra" 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 Kordon), 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 causes 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 (the landmark is a broken ventilation near the right wall) - there will be a ventilation pipe on the opposite side of it - 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 has staged another raid and it is not yet possible to return to it, however, 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 passage, 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, carefully look 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 pretend to be Bond - the result, in principle, will be the same - you will enter 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 is 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 passage to the Garbage is closed - there is a major cleansing of the military and they blocked the passage. 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 - when you reach 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.

Amber

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 with Sakharov - you can sell him artifacts (he will, of course, give a higher price than ordinary merchants), as well as pick up the reward due to Kruglov for help - the orange 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 there will be a loss 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, prepare 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 character 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.

Bartender

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 don’t 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 a good deal and a good discount on goods from their huckster. 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 even 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.

Radar

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 is 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 camp of the enemy, 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 pretty 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.

Pripyat

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.

Chernobyl

This location can be divided into several parts - in the first you are a victim, which is driven not only by numerous enemies, but also by a timer before the release. In the second, you are a hunter looking for the right path.
You appear in a relatively safe place, but after 20 meters ahead you will meet a Monolith sniper, and behind you the military will already be pushing you. Do not hesitate and check all the corpses - many of them are decorations left from past waves of attacks on the Chernobyl nuclear power plant. Get closer to the concrete fence. After passing through the fortified railway entrance, run across closer to the walls of the station. Already from there you will be able to remove snipers relatively without losses and “clean up” your rear. Do not try to destroy everyone - it is almost impossible, and you have very little time. Walk along the wall and don't worry too much about radiation and enemies chasing you from behind - if you lose sight of them, they will find something else to do - there will be a lot of military at the station, and support helicopters will not let the remaining Monolith soldiers get bored. Having reached the gate, go inside without delay - almost simultaneously with you, an armored personnel carrier will drive up to them. For Strelok to die, a few hits from his machine gun are enough. There may be a couple fanatics inside, but that won't be a problem anymore compared to the fight outside. Get down into the hatch - this completes the first part of the location ...
Now you must find the entrance to the laboratory under the station, which projects the Monolith in the sarcophagus. Although you can find the entrance to the sarcophagus itself - it's up to you. Let me just say that the endings with the Monolith are wrong, and we will not analyze them in the passage. In the first corridor you will be met only at the turn - a couple of grenades will kill both fighters in exoskeletons. Further, it is better to go a little further down the corridor and kill two more fanatics who are sitting at the end of the corridor. You can also take supplies there if you go down the stairs - check the room with a background radiation. Further, difficulties will be at the exit through a hole in the wall - there are about 7 fighters waiting for you. Many are best killed by looking out of the doorway at the hole. When they stop coming out from behind him, go yourself and finish off the rest of the squad. After collecting everything you need, look for the stairs up. Climb quietly along it, without turning on the lantern - on the platforms you will meet two or three Monoliths. In general, you can throw grenades at the upper levels, however, you need to do this carefully - the grenades can roll down, and most likely kill you. Once you reach the level, you will again encounter a bunch of enemies that will push from both sides. Having dealt with them, go to the neighboring corridors. There you can find the entrance to both the sarcophagus and the laboratory. Go to the opening with a red flashing beacon above the entrance - there will be a ladder. If you follow the right path, the task will change and it will be shown that you have found the entrance to the laboratory. It's almost like that - you need to open it. Go to the door and click on it to use (Use) - the decoder will start transcoding, and you will start having problems - the monolith commandos will come out of the portal that opens behind you. Throw grenades in their direction and destroy them with well-aimed bursts in the head. Don't try to kill everything and everyone - it's hard, especially on higher difficulty levels. Just wait for the door to open and retreat there.
Next, you will have a long shootout in the corridor - first, clear the corridor that goes straight to the doors - from there you will often be taken out by opponents armed with Thunder and G36. In the left corridor you will be met by two, with a shotgun and FN2000 (I highly recommend picking up this weapon, instead of a battered G36), and on the right - two snipers with gauss rifles. Having dealt with everyone, go further along the corridors, watching the small rooms - almost every one has one or two fighters. I think you already understood that grenades will help you quickly and effectively clear these rooms. In the control room you will encounter about 5 enemies. Almost all can be destroyed intelligently by throwing a couple of F1s into the room. Next, you will enter a room with lanterns set in a circle and a monolith hologram in the center. Break them - they are responsible for signal transmission under the sarcophagus. After each destroyed battery, fiery poltergeists will materialize in the room, in the manner of the one under the first burner. After destroying all the elements, a scientist from the "o-consciousness" - a group of researchers responsible for the Zone - will come into contact with you. I recommend asking him as many questions as possible - this will help you better understand the plot of the game and, perhaps, help you find the answer to the main question - what is the Zone. At the end of the dialogue, the scientist will ask you if you want to join them. Further, it's up to you - you can join them and get one correct ending, or refuse and continue playing one more level, after which there will be another, correct, in my opinion, ending. The level will consist of the Chernobyl sarcophagus and many portals that, at the end of the path, will lead you to the room where the o-consciousness scientists that control the noosphere lie. Your choice is to destroy them. Whether you did the right thing or not is up to you. You may never know the answer to this question...

Passage of the game S.T.A.L.K.E.R. Shadow Of Chernobyl (Shadows Of Chernobyl)
First steps
After the introductory video, the main character appears in the bunker of Sidorovich, a local merchant and leader 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 S.T.A.L.K.E.R. Shadow Of Chernobyl (Shadows of Chernobyl), it is better to learn from him how to use a PDA (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 answer the question of how to contact yourself, answer the first paragraph - "Talk like a beginner."
Sidorovich, 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 Sidorovich, 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 basements and attics - they have something to profit from the newly minted stalker.
*** Right 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 new uniforms 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. You can safely sell most of it to Sidorych, leaving yourself only the most complete pistol and sawn-off shotgun, but it is not recommended to sell cartridges 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 Sidorovich. 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 Sidorovich, 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 is better to complete a few side tasks for now, such as searching for a "pumped" stalker jacket (you can take this quest from Shustroy), or cleaning up 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 Sidorovich - 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.
*** Having killed 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 trunks 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 Sidorovich 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.
Dump. 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 scumbags. 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. weapons from improved cartridges wear out a little faster than usual.
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 Strelka. 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 every 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 hiding place, 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 all over the place, we enter the perimeter fenced with a fence 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 "electra" 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 Kordon), 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 Strelka group's burial 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 causes 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 wade 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 (the landmark is a broken ventilation near the right wall) - there will be a ventilation pipe on the opposite side of it - we climb into it and get into the Strelok's burial place. 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 Sidorovich that the military has staged another raid and it is not yet possible to return to it, however, he agreed with the Bartender, to whom 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 - do not 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 - it's the same). 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 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 Sidorovich. 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 passage, 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, carefully look 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 pretend to be Bond - the result, in principle, will be the same - you will enter 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 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 “hot” 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's 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 to 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 - the 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 trunk.
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's 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's 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 soften 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. You can detach the grenade launcher itself and attach it to the quick-firing 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 hall you can find IL 86 - an English rifle chambered for 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 is 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 Marked One, 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 passage to the Garbage is closed - there is a major cleansing of the military and they blocked the passage. 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 - when you reach 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 on 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.
Amber

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 with Sakharov - you can sell him artifacts (he will, of course, give a higher price than ordinary merchants), as well as pick up the reward due to Kruglov for help - the orange 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 from the inventory, neither the new suit nor the old armor - 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, there Kruglov makes the first measurement and we, for the first time, 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 Strelka's 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 according to 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 there will be a loss 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, prepare 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 character 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 burial 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. Inside there will be a high radiation background, 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.
Bartender

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 don’t 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 a good deal and a good discount on goods from their huckster. 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 even 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 rather 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.
Radar
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 is 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 camp of the enemy, 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 Healing Beryl. Protection is so-so, but if you have no other choice, then it's worth taking.
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.
*** 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 near the red containers there 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 pretty 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.
Pripyat
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.
Chernobyl
This location can be divided into several parts - in the first you are a victim, which is driven not only by numerous enemies, but also by a timer before the release. In the second, you are a hunter looking for the right path.
You appear in a relatively safe place, but after 20 meters ahead you will meet a Monolith sniper, and behind you the military will already be pushing you. Do not hesitate and check all the corpses - many of them are decorations left from past waves of attacks on the Chernobyl nuclear power plant. Get closer to the concrete fence. After passing through the fortified railway entrance, run across closer to the walls of the station. Already from there you will be able to remove snipers relatively without losses and “clean up” your rear. Do not try to destroy everyone - it is almost impossible, and you have very little time. Walk along the wall and don't worry too much about radiation and enemies chasing you from behind - if you lose sight of them, they will find something else to do - there will be a lot of military at the station, and support helicopters will not let the remaining Monolith soldiers get bored. Having reached the gate, go inside without delay - almost simultaneously with you, an armored personnel carrier will drive up to them. For Strelok to die, a few hits from his machine gun are enough. There may be a couple fanatics inside, but that won't be a problem anymore compared to the fight outside. Get down into the hatch - this completes the first part of the location ...
Now you must find the entrance to the laboratory under the station, which projects the Monolith in the sarcophagus. Although you can find the entrance to the sarcophagus itself - it's up to you. Let me just say that the endings with the Monolith are wrong, and we will not analyze them in the passage. In the first corridor you will be met only at the turn - a couple of grenades will kill both fighters in exoskeletons. Further, it is better to go a little further down the corridor and kill two more fanatics who are sitting at the end of the corridor. You can also take supplies there if you go down the stairs - check the room with a background radiation. Further, difficulties will be at the exit through a hole in the wall - there are about 7 fighters waiting for you. Many are best killed by looking out of the doorway at the hole. When they stop coming out from behind him, go yourself and finish off the rest of the squad. After collecting everything you need, look for the stairs up. Climb quietly along it, without turning on the lantern - on the platforms you will meet two or three Monoliths. In general, you can throw grenades at the upper levels, however, you need to do this carefully - the grenades can roll down, and most likely kill you. Once you reach the level, you will again encounter a bunch of enemies that will push from both sides. Having dealt with them, go to the neighboring corridors. There you can find the entrance to both the sarcophagus and the laboratory. Go to the opening with a red flashing beacon above the entrance - there will be a ladder. If you follow the right path, the task will change and it will be shown that you have found the entrance to the laboratory. It's almost like that - you need to open it. Go to the door and click on it to use (Use) - the decoder will start transcoding, and you will start having problems - the monolith commandos will come out of the portal that opens behind you. Throw grenades in their direction and destroy them with well-aimed bursts in the head. Don't try to kill everything and everyone - it's hard, especially on higher difficulty levels. Just wait for the door to open and retreat there.
Next, you will have a long shootout in the corridor - first, clear the corridor that goes straight to the doors - from there you will often be taken out by opponents armed with Thunder and G36. In the left corridor you will be met by two, with a shotgun and FN2000 (I highly recommend picking up this weapon, instead of a battered G36), and on the right - two snipers with gauss rifles. Having dealt with everyone, go further along the corridors, watching the small rooms - almost every one has one or two fighters. I think you already understood that grenades will help you quickly and effectively clear these rooms. In the control room you will encounter about 5 enemies. Almost all can be destroyed intelligently by throwing a couple of F1s into the room. Next, you will enter a room with lanterns set in a circle and a monolith hologram in the center. Break them - they are responsible for signal transmission under the sarcophagus. After each destroyed battery, fiery poltergeists will materialize in the room, in the manner of the one under the first burner. After destroying all the elements, a scientist from the "o-consciousness" - a group of researchers responsible for the Zone - will come into contact with you. I recommend asking him as many questions as possible - this will help you better understand the plot of the game and, perhaps, help you find the answer to the main question - what is the Zone. At the end of the dialogue, the scientist will ask you if you want to join them. Further, it's up to you - you can join them and get one correct ending, or refuse and continue playing one more level, after which there will be another, correct, in my opinion, ending. The level will consist of the Chernobyl sarcophagus and many portals that, at the end of the path, will lead you to the room where the o-consciousness scientists that control the noosphere lie. Your choice is to destroy them. Whether you did the right thing or not is up to you. You may never know the answer to this question...

About Plot:
A year after a hard battle with mercenaries in Pripyat, a bandit from the group of Lesha Borman named Grek woke up in a gloomy cave. Next to him lay a dead freak. The last thing that remains in the memory of the Greek - he, along with his friend, mercenary Johnny, leaves the battlefield. A shot, a terrible wound in the back, darkness, oblivion...

Pass status: Complemented
About passing:
This passage at the current stage does not reflect all the paths of the plot. Here is a description of the course of the game of 1 specific player, the mod has many options for passing, all the forks in the plot are marked here.

Walkthrough
1. We watch the introductory video, which refers us to the previous project from this developer
2. We wake up in a cave, we see a corpse on the radar, we go to it, we search it, we pick up the key, we go further along the cave, we see a tunnel with creeping white smoke, we go in there, go to the Landfill
3. After moving to the Landfill, we meet DeadMan, talk to him, find out what happened during our absence. Also, DeadMan tells us about Shamray, we go in search of him.

3.1 At this stage, we can immediately go to Shamray, or we can walk around the Landfill, we won’t find anything particularly valuable on the move, but in the basement under the flea market we will find a closed door, the Stalker is sitting behind it, he refuses to let us inside. This discovery may influence the future of the plot.
4. We find Shamray at the crossing to Cordon, talk to him, learn a lot of new things, go to Cordon

Shamray in the Landfill

5. We speak on Cordon with Shamray, we go to reconnaissance
6. In the house on the left side of the road we find the Tankman with a dead comrade, we talk to him, we learn that two of Shamray's gang were here, went further south
7. On the Farm we find the "Sump". They refuse to let us go there, they send us for a pass, which we can get under the bridge
8. We approach the bridge, which is now a wall with turrets, we are waiting for Krasnov

9. We speak with Krasnov, learn about the new local orders, go to the Sump
10. In the Sump at one of the barracks, at the entrance, there is Shnyra, we talk with him, we go into the barracks, we find Primus there, we talk with him.
11. After we talk with all the other inhabitants of the room. Barchuk tells us that he saw 2 of Shamray's gang, they were taken away for sorting. We learn from Khazar about the cache, which can help us penetrate the thorn.
Here we have 2 options for the development of events:
a) Find out about the cache
b) Stay in the sump
Choose an option(but)

1. Khazar tells us about the cache in the armored personnel carrier, we go there, we take everything from there, we talk with Shamray, we get the task to search for stalkers on sorting.
2. We set off to cut the thorn in the indicated place
3. We cut the thorn, we beacon Shamrai (the "Radio communication" button in the inventory), we get over the wall, we run to the transition to the Sorting.
4. In the cave on Sorting we find a cache, pick up the cloak, go to the village in search of the Stalkers.

Sachron in the cave on Sorting

5. Find Sanya Galash in the village, tell him about Shamray
6. We go to Sidorovich, we learn about the current state of affairs. Sidor offers to sew an e-commerce chip into our PDA
(a) agree
(b) refuse
Choose Option(but)

1. We go to the village, which is on the other side of the hill, there we follow the Bar (At the entrance to the bar you need to press the remote control, then the door will open), there we talk with the bartender. We get the task - Put together a gang, we go to Sidor

2. We speak with Sidorovich, we get the key to the basement, the coordinates of the cache with weapons, we will have to recruit people on our own
3. We go back to the Village with the Bar, there on the hill in one of the houses we find the Tanker

4. We speak with the Tankman, he offers negotiate with Uzbek, and kill Gravedigger
(a) We agree
(b) Let's go look for another gang
Choose Option(but)

1. We go to the Swamp in search of Uzbek (We will have to return to Cordon, because the trail to the Swamp goes from there)
2. We pick up the cache with the Weapon, we go to Uzbek (On the way we can go to the village with the water tower, there will be a military man in the basement, we talk to him)
3. We speak with Uzbek, he offers to involve Shamray in a skirmish with the Gravedigger, also talks about the advanced anomaly detector that the Stalker has, who disappeared in the adit under the bridge in the Swamps
(a) We agree
(b) We refuse
Choose an option(but)

1. After leaving the house, we notice throwing knives on the wall. We return to Uzbek, ask where to get them. We learn about the Stalker from the center of the Swamps. We can take the knives from the wall
2. We go in search of a detector on a tip from Uzbek. We search the dead Stalker in the Adit, pick up all the things. At the exit, the burrer will be waiting for us.

Stash in the adit

2.1 After searching the Stalker, we learn about the cache, which is located on the Burnt Farm, you should look for it here

Cache in the Burnt Farm

3. We go to Shamray, we talk about the Gravedigger. He agrees to help. We go to talk with Galash
4. Galash agrees to help us in dismantling with the Gravedigger, but asks to find 2 people from his group, we agree
5. We set off to the south, find a rookery of wild boars, 2 corpses, search, tell Galash about what happened

6. We try to contact the Tanker using the walkie-talkie - a bummer. The transmitter broke down, we go to the base are free (Base chn in 2 parts of the original game)
7. We speak with the Bartender. We learn that he has a transmitter, but he cannot sell it to us, because. the device belongs to Nurik.
8. From the bulletin board that hangs near the bar, we pick up a note, it says about the missing Stalkers

9. We speak with Siply, he tells for 10 thousand where he saw the missing Stalkers
10. Ideas in the indicated place, we find 2 corpses. The task to inspect the scene of the incident is activated.

11. Under one of the stones we find a cache, search it, also examine the board with a bottle and glasses

12. The task is completed, but DeadMan, who is also interested in this matter, gets in touch, we'll talk to him later, we'll go for a reward
13. We tell the bartender at the Svoboda base about what happened, get a transmitter as a reward, contact the Tanker, do not forget to inform the base leader about the results of the search for Stalkers
14. After some time, the Tanker will arrive at the base, we talk with him, we contact Uzbek, we move forward to storm.
15. We clean the camp, we talk with Uzbek, we learn that there is no Gravedigger among the corpses, we go to inspect the camp
16. Near the camp in an anomalous zone with frying, we find a corpse, search it, from the PDA we learn that Gravedigger's cache hidden by the military, we go in search of him

17. We find the cache in the basement of a house in a village with a water tower, after that the Gravedigger appears, we kill him, we see the lead.

Gravedigger's Cache in the Swamps

18. We return to the base of freedom for a reward, which should be given out for the found diggers
19. We go to talk with DeadMan, after the dialogue we will receive a message from Uzbek on the PDA, from where we learn that the entire group of the Water Rat was killed, we go to their base, look around, go to Uzbek
20. The Uzbek shows us a certain device that he found, we examine it, we speak with it again, we remember our conversation with DeadMan, we return to it, but the place is already empty. We break the box in the pipe, we find a note there, we read

21. The note refers to the place of "V.V. Sidor" and mentions O. Alexander. O. Alexander is a monk who is located near the church (In the Swamps), we go there

22. We speak with Fr. Alexander, he has no key. The dialogue mentions O. Sergius
23. We find O. Sergius, we speak with him. The monk tells us about the icons that were carried in the helicopter, sends us in search of them.
24. We remember our conversation with DeadMan, we go to the freedom base to Barman, we ask him about the helicopter, we learn about 2 from the Water Rat group, who are now sitting at the tower, we go to them
25. We find a corpse on the tower, search it, take the PDA

26. From the PDA we learn the coordinates of the helicopter, we go there
27. We pick up icons from the helicopter, here we have a bunch of choices:
(a) Sell icons at the base of freedom
(b) Give to monks

Icons in the Swamps

Choose an option(b)

1. We take the icons to the monks. We learn that the transition is already open, and the keys that we received are needed for something else. I'm going to Cordon
2. On Cordon we go to Sidorovich's Bunker, we talk with DeadMan there, then we go to Sorting

Chapter 2

1. At the sorting, we go to the Bar, we talk with the Barman there, we find out that they are waiting for us in the back room, we go to the audience.
2. In the conversation, we are clearly given to understand that we need to look for Bormann.
3. We go to another rock cafe, where Uzbek people are sitting, we talk with the Bartender there. We learn about the people from the Bormann group, about the chess game.
4. We leave the cafe - we take a note from the bulletin board, we go to Pulevich

5. We speak with Pulevich, we get the task to search for boxes
6. We go to the military checkpoint to exit the location. At the post we speak with the military at the gate, and after that, with the Stalker at the fire.
7. We arrive at 1 point in the Landfill, look around, receive a message from the Stalkers. They are waiting for us at the checkpoint in front of the Bar, we talk to them, learn about unusual artifacts.
8. We go to the Army Warehouses (Transition to the Bar from PM)
9. A military man meets us at the AC, sends us to talk with Leo, we go to the base

10. Leo asks to take the Flash card to Agroprom, here we have a choice:
(a) We agree
(b) We refuse
Choose an option(but)
1. We go further to Yantar (Transition to the Red Forest at the outpost of mercenaries from the TC, and from there you can get to Yantar)
2. After switching to Yantar, we see the military, talk to them, learn about scientists
3. At the exit from the territory of the plant, we are called on the radio, we answer, we learn about the beacons
4. Upon arrival at the base of scientists, we find a bunker with one soldier, talk to him, inspect the room.
5. After the inspection, we go outside, there is a radio exchange, we return to the bunker, we ask the soldier about the stickers, peel them off the wall

6. There is a repeated radio exchange, we learn about scientists at Agroprom, we go there
7. At Agroprom we find a new mobile camp, but it is empty. We examine it, we find a hand flashlight on the floor in one of the rooms, there is also a PDA nailed to the table with a knife, we pick up the knife, PDA, Flashlight
8. Go to the complex closest to us, it is also empty there, we inspect the building
9. On the 3rd floor we find a corpse that sits on a chair, search it, listen to the recording from the recorder (It lies on the table), pick up the recorder.

10. We go to the dungeons of Agroprom (Entrance to the hole, as in the CHN), we approach the door - it is locked. We put a flashlight in the slot, shine it on the wall - a combination lock appears. Enter the code from the PDA
11. In the dungeon we search the corpses at the entrance, we find a gas mask at one of the Stalkers, we take it away.
12. We go forward through the complex, look for the cache of Strelka from PM, climb into it
13. We find a cache with a note, go to the locked door, shine a flashlight on it, see the code lock, enter the code "1331"

14. We search the corpse on the chair, pick up the note.
15. We go back to the installation in the large hall, go up to it, search the corpse that sits next to the consoles, pick up the key card.
16. From the note found earlier, enter the codes into 2 remotes, the installation starts

17. We go back to Strelka's cache, open the door with the code "666665", pick up a box in one of the cabinets
18. Get out of the Agroprom dungeon, go to the helipad, expect a helicopter there
19. The helicopter is shot down, we go to inspect it

20. After inspecting the helicopter, we return again to the module, our old friend will also come up there for a dialogue
21. We speak with Deadman, we go to Cordon
22. At the Cordon, we give the container to the chief of the barrier, we go to an audience with DeadMan at the Landfill
23. After talking with DeadMan, we go to the dungeons. The entrance is behind the door, next to it there is an input panel, it appears after we shine a flashlight on it. Door code - 1134
24. A detachment of mercenaries will be waiting for us in the laboratory. We kill everyone, follow the arrows, as DeadMan advised us to do before
25. We meet 1 closed door. The note with the code lies in the corpse, which is located next to the door.
26. The code from the next door is 1730, we find a container behind it, we take it
27. We go to the surface, contact the customer, talk to DeadMan, exit the tunnel
28. After the customer gets in touch again, we speak with Deadman, we go to hide the box at the Flea Market

29. At the Flea Market we go down to the basement, hide the box there
30. We go to the ambush positions, wait for the GRC militants, kill them, get in touch with the Customer
31. We speak with DeadMan, we go to the laboratory of the Dark Valley. The crossing is marked on the map
32. We go down to the laboratory.
33. We go down to the 1st floor (Lowermost), in the elevator shaft we find the corpse of a scientist. We search, take away the PDA
34. On the same floor we find the box we need

Location 4 drawers

35. In one of the rooms we find the code from the exit (31777)

36. We get out of the laboratory in the same way that we got, we go to the Garbage to the cache to hide the container
37. We hide the container in the cache, the Forecaster gets in touch, calls to him for a conversation
38. We speak with the Forecaster, we go on his advice to Sorting (We will have to go there like this: Cordon-Swamps-Cordon-Sorting)
39. We speak with Sidorovich, the Bartender (the Bartender will ask you to find a knife in the swamps, it seems to have nothing to do with the main plot, but this is not accurate), we also talk with Varnak, who tells us the code encrypted in the chess game (379)
40. At the exit from the Bar on the bulletin board we see 2 notes. 1 - about the scientist from X-18, 2 - about the ancient book. We take both
41. Go to the Swamps for a knife for the Bartender
42. At the Church we talk with O. Sergey, we learn about the holy land. We go to search a distant grave, we find a knife there, we take it to the Bartender

Knife for the bartender

43. We give the knife to the Bartender, we learn about the fact that there is a path to Limansk. We ask him about an ancient book. We go to the village to Sidorovich in search of Kuchma
44. We find Kuchma by the fire, we talk with him about the book, we go to the Polyana
45. After we talked with Dushman in Polyanka, we go to Rock Coffee, Kuchma with our equipment should be waiting for us there
46. ​​We come to Rock coffee - there is no Kuchma
47. We find a group of McCleans not far from the coffee, we talk with the leader, we talk about the Gravedigger. Kuchma is sitting in the basement of the same house, we talk with him, find out about the cache with our things

48. We find a cache with our things in one of the basements of the village, we return to McCleans, we say, we go to storm the Glade
49. Kill Dushman, take 3 keys, return to Sorting
52. We go to the rock cafe, talk with the Bartender, ask about Ivantsov
53. In the Bar we talk with the Bartender about the Teuton
54. We find Teuton and Bayda in the lake on Sortirovka. We go to Uzbek in order to inform him about this.
55. We tell the Uzbek about Teuton, he sends us to talk with Galash, he directs us to Kutcher (A survivor from the Water Rat group, who sits under a tower not far from the entrance to the Freedom base), but now there is no point in going there, we return to Cordon
56. We go to the ATP, there we find a pentagram in the passage, lay out the keys, move to the ATP location, we find the Gravedigger there

57. We speak with the Gravedigger, he tells us about the current situation. Here we have a choice
(a) Shoot the Gravedigger
(b) Agree to a duel with the Gravedigger
Choose an option b
1. We follow the Gravedigger, put the keys in the box
2. We disperse with him on different sides of the ATP
3. We kill our opponent
4. We go to one of the buildings, in the refrigerator we find the corpse of the Water Rat, there is a weapon nearby, there are batteries in the suitcase. We take everything with us

Water Rat at STP

5. We pick up the keys with the book from the box, find a room with pentagrams, find a teleport on the floor with a flashlight, put the keys there, go to Cordon

Exit with ATP

6. We go to the Red Forest for the next container
7. In the Red Forest we find a coded door. Code - 379
8. In the Bunker we speak with the Leader, he asks us to start the generator, we agree. We offer to send fighters with us - I refused
9. We go to the generator, start it, open the safe with the code - 543210, leave the location
10. After we leave the bunker - we receive a message from Panzer, he asks us to return to exchange a few words, we return
11. We learn about the ambush at the Flea Market, leave the bunker, take the box to the hiding place.
12. After the delivery of the box, an ambush is indeed discovered, Varnak invites us to Sidorovich
13. At the Sorting in the village of Sidorovich, we find Ivantsov, we talk with him, we plan a special operation

14. For a special operation, we need a sniper rifle, go to Shustrom
15. For a rifle, Nimble asks to bring him artifacts from X-18, here we have a choice
(a) Agree
(b) Refusing
Choose an option but
1. We go to X-18 for artifacts, we find them in the ventilation shaft. After we pick up the artifact, a hostile squad of mercenaries will descend into the lab

2. We take the art to Shustrom, pick up the rifle, go to Ivantsov, talk to him
3. We go to McKlins, we speak with him, we return to Ivantsov, we go to the assault
4. We shoot at this window, the assault begins

5. We clean the city, we find the key card from one of the corpses, open the door in the basement with it, release the hostages.
6. On the way to the base, a message comes from Ivantsov, he calls us to the perimeter, we go there
7. On the perimeter we find the captive Pulevich, we go to talk with Ivanotsv
8. We speak with Pulevich again, find out the code from the safe with money (The safe is in his room, code 61522)
9. We go to talk with Zoloty about Limansk, but at the moment we don’t find out anything worthwhile
10. In the village of Sidorovich, we talk with comrades from the Bormann group, learn a lot of interesting things, we also talk with Gena, he refuses to help us
11. We go to Ivantsov, he asks for help with an attack on the barrier, here we have a choice
(a) Agree to help
(b) Refusing
Choose an option but
1. After the conversation, we go back to Gene, give him the broken PDA, return to Ivantsov, go to the assault
2. after entering the Cordon, we jump onto the railcar, start, ram the gate, run into one of the brick towers, turn off the turrets there, find the PDA

3. We blow up a mobile point (The place is marked in the PDA), we go to storm the main perimeter
4. Open the gate with the code (12345)
5. As soon as Panzer comes to the mobile post, we speak with him. After we go to the Swamps
6. After moving to the Swamps, we immediately meet Degtyarev and company. We speak with the Zulus. Let's go in search of Kutcher
7. We meet Kutcher at the Church, talk to him, go to the Freedom base
8. At the base of Freedom, on the bulletin board, we find a note, read it, learn about the fallen air laboratory, take the note with us
9. We go to Gruver, find out about the figurines
10. At the Uzbek base we talk with Galash, learn about the Pole
11. The downed drone is not far from the Uzbek camp

Downed Drone

12. On Sorting, jumping over the gate from the hill, we make our way to the Plant, we find 2 modules there. We take with us

13. We go to the Rock Cafe, we speak with Gold, we go to the AS in the village of bloodsuckers to go to Limansk
14. When switching to the AC, a message comes from the Hacker Genes (Regarding the military flash drive)
15. In the village of Bloodsuckers we meet Golden, we talk with him, we go to the transition to Limansk
16. Upon entering the Red Forest, we receive a message from Gene Hacker about the installation. Somewhere here we will be waiting for a messenger with information
17. After we come to the right door in the Red Forest, the Golden one will be killed. We go in the door, we find the installation, it needs power sources
18. On the opposite bank we find Casper, talk to him, bring him to the installation
19. The source of power we need is not far from the headquarters of the Duty

20. We find the battery, listen to the recording, return to Casper, insert the battery, start the installation
21. We pass to Limansk.
22. After the Transition to Limansk, we meet 2 debtors, talk to them, follow Casper
23. Upon arrival at the base of Debt, we speak with Yakovlev, take supplies, move on

24. Along the way, we will meet the monks. We talk with those that are sitting by the fire, we learn new information. Move on
25. Next, we meet a group of Military Stalkers, talk to Leo, learn about the turrets, return to the Dolgovtsy

30. In Limansk we speak with Leo, we go to the Landfill
31. At the Landfill we hide the container in a cache, at the transition to the AC the Weatherman will be waiting for us, we talk with him, we give the Necronomicon
32. Talk to DeadMan, let's go get ready for the raid (Be sure to take JJ knives with you)
33. When ready, we move to Pripyat. We meet the monks in the Laundry, talk to them, find out that they are moving to the station, go in search of DeadMan
34. At the marked point we meet the military led by Leo, we talk with him, there is no DeadMan
35. Not far we find a group of Zulus, we speak with him, we go into the building, we speak with the Shooter (DeadMan is the Shooter), we return to the monks

36. Let's go to Storm the Chernobyl nuclear power plant
37. We clean the territory of the station, we meet a group of Geeks on it, we approach Tactics, we talk with him, we are transferred to the dungeons.
38. In the command cabin we find Princeps, we speak with him.
39. We do our business, re-talk with Princeps, return to the Chernobyl nuclear power plant
40. We see a transition on the pipe, climb to the top, jump into the transition

41. We appear in the Dead City, we talk with the military, we find a monk, we talk with him, we know about the boy and the girl, we go to the monument
42. We meet children at the monument, listen to them, then pick up the keys from the backpack, go talk to the monk

43. We go to the gate about which the military spoke
44. At the gate, with the help of a flashlight, we find a pentagram, put the keys in it, go to the Generators
45. On Generators we speak with Slaven, Bormann, JJ
46. ​​We go to the Face Changer, which is located in the center of the location. Here we have a choice
a) Kill the Changer (You can kill him with a knife with a well-aimed throw in the back of the head)
b) Release Face Changer (Just don't touch him)
How to proceed - you decide
Borman dies in the raid.
47. We search Nestor (The corpse lies not far from Shustroy). We return to the base. The barrier is turned off, there is a radio exchange.

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