Lost Alpha - walkthrough. Lost Alpha - Secrets, hiding places and passwords Where the tools are

“Stalker” is a cult third-person shooter, loved by fans of post-apocalypse games, games like “Fallout,” and just good players. The project tells about the life and everyday life of artifact hunters in the exclusion zone - the boundaries of Pripyat and the Chernobyl nuclear power plant. Stalkers are divided into groups, each of which pursues its own goals. There are also bandits on the run, military personnel sent to maintain order, and mercenaries whose origins raise more questions than answers.

A group of enthusiasts from Dez0Wave Team decided to recreate the very atmosphere of the “dream stalker” that was promised by the GSC developers in the form of screenshots of the locations they planned. But as it turned out, in the end everything was redone, reworked and cut down. That's how S.T.A.L.K.E.R: Shadow of Chernobyl came out. Dez0Wave collected information bit by bit for many years to recreate the original idea, and implemented a large-scale addon - “Stalker: Lost Alpha”. The passage is not much different from the original. Read more in the article.

History of creation

When S.T.A.L.K.E.R: Shadow of Chernobyl was first being developed, screenshots of the upcoming release kept popping up on the Internet. Gamers were very pleased with the graphics, ideas, and atmosphere. After the game was released, everything was great, but not as in the pictures. The graphics were lowered, many locations were removed, a number of previously conceived mutants were cut out, and the behavior of NPCs was simplified. Volunteers from Dez0Wave decided to return everything to its original origins. The title was chosen as Back to The Roots, but later changed to S.T.A.L.K.E.R: Lost Alpha.

What changed

The main changes affected, of course, the graphics. It has been completely redone and rethought. In the new version, the vegetation is more carefully designed, NPCs behave smarter - the characters no longer just stand still, but periodically make forays around the surrounding area in search of swag or artifacts.

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

The new plot is based on the same story of Marked from “Shadow of Chernobyl”. He must restore his lost memory and eliminate the stalker Strelok. Everything is the same, but Dez0Wave remade everything so much that you want to go through the game again. Several side quests have been added to add variety to the project.

Emissions have been added, during which monsters lose their minds and begin to behave simply unpredictably. There are shelters where NPCs can hide from emissions. You should behave carefully here, because members of warring factions may find themselves in the same shelter.

Mutants

Monsters cut out by the developers have returned to STALKER: Lost Alpha: chimeras, burers, a green dwarf, as well as the incomprehensible “Misha Gummi” with a good-natured face, which some players identify as a type of burer, others as a cut-out pseudo-human (photo below).

And also in the forest on the way to the metallurgical factory you can meet a very strange and aggressive creature. Outwardly very similar to the burer, but naked. Perhaps this is a green dwarf.

Marked in "Stalker: Lost Alpha"

Passage as a process has also undergone some changes. For example, the main character now has completely human needs - he experiences hunger, thirst and fatigue. So he needs to be fed, watered and allowed to sleep. Violating the regime is fraught with loss of stamina, which will make playing Stalker: Lost Alpha very difficult. The passage will turn into torment, and the Marked One will fall from fatigue at every step, and short dashes to dodge bullets will end in long shortness of breath. Especially if your backpack is full to capacity.

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

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

Another innovation is the ability to communicate with stalkers via PDA.

Buy transport

The game "Stalker: Lost Alpha" has become more diverse: vehicles have appeared, which is very justified - there are many locations, and they are large. There are both civilian and military equipment. There is a chance you will find it while wandering around the zone, or you can simply purchase it from merchants.

For example, from the Bartender in “100 X-ray” the player has the opportunity to take one car of his choice. The price is quite high:

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

Searching for a car

If you don’t want to spend that kind of money, you can look for it yourself. The main thing is not to be lazy and carefully explore the locations. For example, near the exit from the Dark Hollow, near an abandoned building, there is an abandoned example of an army transport - an UAZ.

There is a "Muscovite" near the road in the same location. If you carefully explore the abandoned village, the player will find a tractor, and near the bandit base at the entrance there is a Niva. You just need to steal away silently without getting automatic fire in pursuit.

There is also a white Niva near the transition to the abandoned warehouses.

Modifications

To be honest, installing mods on Stalker: Lost Alpha is a little stupid. Essentially, the addon includes a significant number of updates. The developers have also added new types of weapons and armor. The “Sin” faction, which was cut by GSC, was even returned to the game. In general, it is recommended to abuse modifications in an already modified game only for those for whom it is vitally important to have a strictly defined mod available that provides something extremely necessary. For example, a rainbow unicorn.

Sarcophagus

A separate point worth highlighting is this mission under the dome of the Chernobyl nuclear power plant. In this part, the walkthrough of the game “Stalker: Lost Alpha” is not much different from the original. The sarcophagus is still the same: you need to find a computer, supply power to it, find the battery, return to the room where the PC is, start it and download the codes. All this is accompanied by strange visions, the presence of a bloodsucker, dwarfs and the voice of the Monolith.

In the original version, this place was full of Monoliths, and you had to fight for every section of the corridor. A very illogical move on the part of the Lost developers to remove the fanatics.

Perhaps for this we can give the release a big minus.

Criticism

In conclusion, a few words of criticism should be said about the project. You need to start with having console commands. Cheats for “Stalker: Lost Alpha” are not only provided, but are already integrated into the game. The treasured key launches the input line, you just need to enter g_god 1, and the Marked One becomes invulnerable to both enemy shots and radiation fields and anomalies, has an endless supply of ammunition and can carry any weight in his backpack. That is, one team turns the game into something like Skyrim.

Codes for “Stalker: Lost Alpha” for doors, safes and computers can still be found independently. But due to the fact that many elements have been added to the game that create the effect of cluttering the gameplay, no one is immune from bugs, crashes and loss of this information. Therefore, some passwords have to be either guessed or searched throughout the Internet.

In the game “Stalker: Lost Alpha”, completing almost all side missions comes down to tedious, monotonous running around huge, half-empty locations in order to get out of point A and come to point B.

Although it is stated that the story of the Marked One was supplemented with many interesting elements, these are of very dubious content and raise more questions than answers. Such innovations only spoil the plot of the classic game.

The mutants that were slaughtered earlier do not have any unique abilities, their artificial intelligence is absolutely not optimized for the events taking place around them. They are simply pieces of cannon fodder, so their presence in the game carries absolutely no value and is devoid of any meaningful meaning.

The economy within the game is completely unbalanced. Any pseudo-dog can drop such a lot of money that the player can buy all the goods from all the game’s merchants and immediately run to storm the Chernobyl nuclear power plant, without particularly straining.

In view of the above negative aspects of the project, a number of gaming communities are very skeptical about STALKER: Lost Alpha, describing the project as a discrepancy between the colorful cover and poor-quality internal components. During the time spent on development (2007-2014), it was possible to carefully think through all the details of the game. Therefore, a number of skeptics passed a verdict that is not subject to appeal: “If you can’t, don’t try it!”

Cordon game entry.
The beginning of the passage of the game Lost Alpha, as in the original version of the game Stalker TC, takes place at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of Sidorovich, whom we know. Having gone upstairs, we have a dialogue with the merchant, who gives us the first task. The task is not very difficult, you need to find the artifact, finding it will not be difficult either, when leaving the bunker, take it to the left while looking at the mini-map where the mark of its location will be indicated. Look carefully as it is hard to see in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give you a few more simple tasks, after completing which you need to move towards the Landfill.

The area is abandoned. Landfill.
Once at the Landfill, by analogy with the original PM, we respond to the call of the Demon and help defend the attack, then do not forget to help the stalker nicknamed Yurik. After assistance has been provided to everyone in need, we proceed to the hangar to meet with Gray. From a conversation with Gray, the main character understands that his path lies nowhere but to Agroprom.

Locality Agroprom.
After switching to Agroprom, by analogy with the original game, we immediately set out to help the stalker nicknamed Mole. After his rescue, Mole, as a sign of gratitude, tells us about the existence of Strelok’s hiding place and describes in detail the location of his notes. We go downstairs and begin the search; after you find shelter and notes, go in search of the hiding place, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. This completes our mission in the dungeon, after which we find the way up and get out.

After you reach the surface and take your first breath of fresh air, a message will be sent to the PDA asking for help. The sender of which will be a certain Pied Piper. You can find this character in a trailer located in the swamp. After talking with the Pied Piper, it turns out that he needs to get a certain case with documents, you kindly agree and go to the research institute where the treasured case with documents inside will be waiting on the third floor. You will need to deliver these documents to the bartender, who is located at the Bar location.

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

Dark Valley area.
The first thing you need to do after moving to a location is to go to the farm and look for a stalker named Demon in one of them. From a conversation with whom it will become clear that you need to get to the factory, which is the base of the bandits. After the Demon outlines his plan, we begin to implement it. First we find the entrance to the factory - it is located in the mouth in the hollow behind the factory. Poltergeists constantly graze in this place. There you will find three corpses of bandits, from one of which you need to take a suit and put it on.

Having changed into a bandit costume, you can safely go to Borov’s base. Having entered the territory, you need to find one of the hangars in which there will be an overpass, near which you will find a drunken bandit and in a conversation he will tell you the password to enter the factory. Once inside we don’t get lost, the location of the buildings has been greatly changed, our goal is a workshop with machines in which we find a stalker named Vadik. From a conversation with him we learn about the location of the documents; they are located on the second floor of one of the administrative buildings.

Then the fun begins, which will be arranged for us by the appearing military, who will shoot everything that moves, possibly hitting the main character. Therefore, it is necessary to get to the top as quickly as possible. Having got out into the fresh air next to the building, we find one of the wonders of the domestic automobile industry called NIVA and press on the gas as hard as possible.

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

Dark Hollow area.
Having arrived at the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a crack in the left wall. After passing through it you will find yourself in a place called Shakhty. We go straight until it stops, then turn left and lose consciousness from a blow to the head. When you wake up, you will see the head of the Sin group in front of you. The leader's name is Veles, after a nice conversation you receive from him a new task to search for documents located at Borov's base. Having got to the surface, we take the direction to Borov's base. Whether you go on foot or by car is up to you.

Borov Base area.
There won't be any surprises at Borov's base either. The head of the bandits will invite you to play a guessing game, where the price of losing may be your life. The correct answer is number 4. Next, you receive the code from the safe and take the documents. As soon as the documents are in your hands, the bandits become enemies, and you will have to shoot a lot in order to get out of the base. After shooting everything moving, your PDA will inform you that it’s time to go down to another laboratory again, this time X-18.

Location Laboratory X-18.
We can enter it by first going down to the basement of one of the administrators. buildings, having previously entered the code received from Petrenko in the message. The door code is 5271. Going down to the laboratory, we search the security room, the first documents will be on the table there. There you will also see a computer for which you need a hacking code, which will appear later. So let's move on.

Leaving the room, we turn left and move straight in the direction of the door, then we go downstairs where we see a table above which there is a shelf with documents number 2. We take the documents, follow the path, find and kill the bureaucrat whose hand Petrenko asked to bring. Next, we go into the room with elevators, make our way into the right shaft and begin to climb it until we reach an open door through which we can get into the secret room.

In this room we find a corpse lying behind one of the installations. We take the PDA from the corpse, which will contain code 9231 from the computer that you will find standing next to it on the table. There will also be treasured documents number 3 on the table. All we have to do is find two more documents. Document number 4 is located in the room above the one where you found the burer, you can get into it through a hole in the floor. You will find document No. 5 in the basement in one of the rooms, look for the table they are on it.

Next, we go to Veles to hand over completed tasks. As soon as he returns the weapon to you, we go to Comrade Petrenko. After appearing at the bar, a certain stalker from the Sin group will meet us at the entrance, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to complete Veles’ task. In order to do this, we need to get to the Rostock plant. When you enter the location, you will immediately receive a task, the goal will be a meeting with the leader of the Debt group.

Locality Rostock.
After meeting with the leader of Duty, we receive another task to destroy the surviving mutants. To do this, we go into the tunnel and, taking an old gas mask from one of the environmentalists, we move to the plant. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs at a construction site. To search for the third one, you will need a gas mask obtained from environmentalists, so near the building and inside the premises of the administrative building where there will be poisonous gas at the entrance. You need to look for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the plant. The rest will be waiting near the places where you find the PDA. All tasks have been completed, let's go report to the leader of Debt, who will inform you that the key to the laboratory must be taken from Petrenko. Let's move to Bar.

Area Bar.
After arriving at the Bar, we go straight to Petrenko, then to the bartender. We return back to Petrenko and gives the key and code 4526 to enter the X-14 laboratory.

Locality Rostock.
Once back at the factory, we go to the transition to the secret laboratory, there will be a mark on the map. We find ourselves in a corridor very similar to the one in the Sarcophagus. Moving along the corridor we find a coded door, enter the code and go through. We find the second door after passing through the right corridor and open it with the same code. Once in the laboratory, on the table we will see documents and a PDA that need to be brought to Veles. In the same room we see a passage in the wall and a door, open it (it opens without a code), go in and kill the bloodsucker, about whom we learned from a conversation with Petrenko. After dealing with him, the task can be considered completed. Next, we move to Shakhty to Veles to report on the implementation.

Area near Veles.
Veles will inform you. that secret traders from the Dead City will contact the main character. In the meantime, while you are getting out of the mines, you will receive a message from Professor Sakharov, informing you that he has business with you. And if so, let's go to Yantar to see the professor.

Yantar area.
From Sakharov we receive a task to search for documents that are in the hands of mercenaries who are stationed in the Dead City. We take the task and, having arrived in the city, go to the school. We pass unhindered to the leader of the mercenaries, but when talking with him, he recognizes the shooter and the main character turns into a prisoner, losing all his belongings and weapons. In captivity, we meet the Swamp Doctor, who tells GG that his PDA is faulty. Strangely enough, the military become the liberators of the two friends. After liberation, we go straight down the corridor and, opening the safe, take away our things. Next we return to Sakharov.

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

Territory of the Great Swamps.
As soon as you appear in the swamps, get ready to meet military helicopters that will fire at you. Hide in the reeds and wait for the military to fly away, go to the doctor. After talking with him, it turns out that the main character is the Shooter and in connection with this we need to find the Ghost. You can find it at the Army Warehouses location.

Area Army Warehouses.
To look for the ghost, we go to the village where the bloodsuckers lived, namely to its eastern part. There will be a bunker in which the Phantom will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We go to the village where in the original we met the debtor Skull. Having dealt with the mercenaries, it turns out that it was another detachment and they did not have art. We set off to meet with an accompanying person, along with whom we fall under an ejection along the way and he dies. Having reached the blocked tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We take it to the Ghost, who sends us to Sakharov on Yantar.

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

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

Pripyat area.
In the basement of the Department Store we find the newly created Bar. You will not be able to get into it because the door to it will be closed. In order to get inside we talk to Lyolik standing next to him. Going inside we go and talk to the bartender. The bartender sends him to Voronin, who in turn sends him to Ivantsov. We are looking for Ivantsov in the basement of a vegetable store. Ivantsov explains to the shooter that it is necessary to disable the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a customized PSI helmet from Sakharov. Let's go to Yantar.

Yantar area.
However, not everything is so simple, the professor tells us that he does not have a helmet. It was transferred to a laboratory located at a cement plant. This is followed by a suggestion to take a non-tuned helmet in order to protect yourself from strong radiation when crossing Radar territory.

Locality Cement Factory.
After passing the Radar, we find ourselves in a certain village. Immediately at the crossing on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the crossing, until the ejection begins. The release hits you at the crossing, after which you will find yourself in the bunker of scientists at the cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists currently taking measurements. Due to the loss of contact with the group, we will be asked to go in search of the group. We move to the mark that will eventually lead us to the village, on the old dam. We move towards the dam, approaching it, we go down the stairs and see a door under the pipe, we enter the bunker. We discover that there is no one there, then we receive a message from an unknown person named Hermit. We go to his old church, go up to the second floor and find out that the traces of scientists lead to the X-19 laboratory. We go into it and there we find the corpse of one of the scientists and, taking the customized helmet from the dead man, we go to the X-16 laboratory.

Location Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, military men and scientists walk before his eyes, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going upstairs to the main console we see two scientists talking. After some time, the task to turn on control panels 1, 2 and 3 is activated. After turning them on, turn on the main remote control. After turning it on, the main character wakes up and the timer starts. Further actions will take place by analogy with the original version of the game TC. We turn off all the remote controls, jump into the hole in the floor, fall into the tunnel and exit to the surface. After reaching the surface, we learn from the message sent that we need to move to the Radar to meet with the hermit.

Terrain Radar.
After arriving on the radar, we look at the mark on the map where the hermit’s location is marked. Near one of the trailers you will see something between a person and a kink. During the conversation, it turns out that this is one of the workers of the X-10 laboratory. After talking with him, we learn that a key is required to enter the X-10. He will give us the key only after we bring his equipment hidden on the radar. We receive a task to find the Hermit's hiding place. The path is not close, we recommend using a car. We give back the things found in the cache, in return he tells us the code 218 for the safe. Moving among the radioactive heaps of garbage, we find the former house of the Hermit, open the safe and take away the documents on the bunker. Next we go to X-10.

Area Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable locks No. 1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and go up the stairs, after which you will find yourself in a room where the installation for disabling the first lock will be located. We return and in one of the corridors we come across two burers, kill them and go further, keeping to the right, we see the corpse of a scientist next to whom lies the PDA. We select it and remember the code. We will need it later. Further into the room with huge vertical installations you will see a metal staircase, climbing it there will be a remote control for disabling the second lock. After turning off the locks, our goal is to turn off the PSI installation, we return and find two arguing transparent scientists, next to them there will be a door. We enter it by first entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of a scientist next to his PDA. We select the PDA and turn off the switches on the two main consoles. After disconnecting, we return to the door to the exit from the lab, but it turns out to be closed. Next, the door will open, the timer will start, and you will need to destroy the fiery poltergeist that appeared at that moment. At the time set by the timer, we need to leave X-10. Next we head to the outskirts of Pripyat to meet Voronin.

Pripyat area.
Again we go to the warehouses, then to the MG, then to the radar and turn to the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that the old military development - the earthquake machine - has become tormented and needs to be turned off. Let's go turn off the machine. The car is in a bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, there is no need to shoot at it, before the first ladder we turn into the corridor to the left. We go straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go along the corridor again and reach a ladder, above it hangs a poster “Caution, low ceiling”, we go up it, turn left and again the ladder goes up, we go up it and then go down. We are again in the corridor, turn right and go until the first left turn. Before reaching the wall, we turn right through the door, go straight and again the stairs with the poster “Caution low ceiling” go up, turn right along the stairs, again along the stairs and here we are in the room where this earthquake machine is located. It resembles an installation with a brain, like in the underground laboratory on Yantar.

We turn it off and go back. In one of the corridors you will meet a ghost in a dark cloak with a hood and in front there will be a fiery stripe, you can’t cross it, you just have to stand and wait, the ghost will disappear and the stripe too. Let's go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to the meeting, it turns out to be the conductor. He says that we need to go to Fang. We go to the warehouses and talk to the fang. He sends her to Pripyat to meet the ghost in a hotel. We must go to Pripyat. Before moving from the warehouses to the radar, a message is received from the ghost that the direct passage to Pripyat is blocked by the military and it is necessary to go through the dungeons of Pripyat. Going to dungeons on the radar.

Pripyat Dungeon area.
After the transition, we find ourselves in a hospital from clear skies. There we meet the guide. He accompanies us to the entrance to the dungeons and then we go on our own. We find ourselves in a tunnel, go and see a long staircase on the left. We go up it, there is some swag at the top, go straight and turn left. We find ourselves in a room where there are holes in the floor, and a Kamaz is parked in the passage. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we go up the stairs and go through the tunnel behind the Kamaz. We see a half-littered tunnel with twisted pipes and under the pipes lies the corpse of a stalker, and another one on the pipe. We jump onto this pipe, then we move onto the flooring and in a small cave there lies a corpse, and documents near it. We take these documents and there we find some kind of code (4134), while we don’t know where it comes from and just remember it.

We continue moving through this tunnel. We turn right, the dump truck body is visible there, we turn right again. We climb up the second metal column to a higher level. We go to the end of the room, turn right and see a hole in the floor with a ladder. We go down and go along the tunnel to the blockage, turn left into the side tunnel. We follow it, at the fork we turn into the right tunnel, and we find ourselves at a hole in the floor. There is a staircase on the left, we go down it. We go further along the tunnel, on the way there is again a hole with a ladder, we go down below. We pass further and run into a coded door. A message comes that you need to find documents with the code. And we have already picked up some documents with the code. We apply this code and find ourselves in the standard Pripyat dungeon from the call of Pripyat. We go into the main hall. We immediately go to the control room and go up to the very top, in the original PO there was a control panel, we go out onto the balcony and walk along the balcony, we find a ladder and go up to another balcony, we go again and again we find a ladder to the topmost balcony, we climb onto it and go in the opposite direction to the room and there will be a transition to Pripyat.

Pripyat area.
After the transition, a message immediately arrives about helping the military fight off the Monoliths. Let's go and shoot several Monoliths. A message comes that we need to meet with Vasiliev. Let's go to the meeting, Vasiliev is at the school on the second floor. He thanks us and asks us to help the ecologists take measurements. Let's go to the environmentalists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help him take measurements. At the bus station itself there is a burrer, you need to destroy him immediately upon arrival on the second floor, there are two zombies climbing up the back stairs on the second floor, they also need to be destroyed, otherwise they kill the nerd and the task fails. After this, we approach the scientist and help him carry out the measurement. The task is accepted and we happily run together with the scientist to the kindergarten to see the chief ecologist. The chief ecologist shuffles in front of us and gives us an orange suit and an elite detector. A message comes that you need to meet a ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We receive the task to go to the nuclear power plant. The transition to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We are going through the transition to the nuclear power plant.

Chernobyl Nuclear Power Plant area.
Upon entering, we receive the task to talk with the commander of the raid detachment. We first help them destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers, we talk with the commander, he asks us to also destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.
We approach Captain Makarov, he says something, then starts talking to us. He offers to get into an armored personnel carrier and conduct reconnaissance for the presence of Monoliths on the territory of the nuclear power plant. We drive along the road until the kerosene runs out, we come back, Makarov is fighting, we shoot all the Monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. We go to the Sarcophagus (door code 4237).

Sarcophagus area.
In the sarcophagus we go along the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing works - there is no power. A task appeared to find the battery. We go to the door opposite from the entrance. Again we go along the corridor, go up the stairs, everything here is the same as in the original sarcophagus, we go into the room of the destroyed reactor, just like going to the monolith, and there will be a case under a piece of metal. We take the battery out of it, a task appears to supply backup power. We go back to the room with the computer. At the entrance we watch a movie and go to the control panel, marked in the PDA, and smoke also comes out of it from the lower part. We approach and press the use key, for me it is E, a task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the bottom one. We receive the task to get to the generators.

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

Area Laboratory X2.
The laboratory is reminiscent of X18, but here it’s a little different. After entering, we wait for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not turn on, we need to refuel the generator. We find fuel and approach the installation. When you hover the cursor over the pipe, an inscription appears, click the “execute” button, then go on and turn on the generator. A task has appeared to disable the blocking. We go down even lower, there will be a code door on the right, go left. We find the remote control and turn off the lock. Now we need to get special, privileged access. We find the computer on the table and turn it on. We find the text file below, the bottom one, and download it to our PDA. That's it, we got special access. Now we need to turn off the blocking, go to the next room and find a bullet there, turn it off. Now you need to go through some kind of scanner. You need to get to the coded door and try to open it, nothing works, you need a code, and to do this you need to find the administrator’s computer and get the code for the door. Let's go down to the next level. We open the grille and go into the room, find the computer and turn it on, find the sys system file, the bottom one, open it and write down the door code (code 2345). We go to the door again and enter the received code. We open the door and go to a laboratory similar to the one in x18, where we took the documents. We see a computer on the table, but we don’t need it. We go to the control panels, to the right of the table with the computer, three of them stand along the window.

We approach the middle console, there is a switch on it and when you point the mouse at it, the words tips_war_gen_switcher will appear, press the “execute” button. And the task works, a new task appears: “meet a ghost in the cemetery.” We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are transferred to a cordon in the basement of Sidor.
Then the freeplay begins.

Secrets and tricks

1. You can find useful uses for red barrels, canisters and cylinders. For example, there is a stampede of zombies on your way, and it’s too much to waste precious ammo on mindless walking corpses. In this case, we throw our flammable equipment at the feet of the zombies and fire a shot. This is usually best used in dungeons or narrow places where you can’t get around them. Or you can just use a knife, but it doesn’t look so impressive. And you get more pleasure from the explosion.

2. On the Buildovsky Yantar, on the site with the car, next to Sakharov’s bunker, right at the far side of the security booth in the locker there is an LR300 rifle and a bottle of wine.

3. A cruel joke from LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in the flooded hall on one of the shelves there is a radio receiver, from which German marches sound. It is possible to turn it off by pressing the F key. However, a strange mechanism occurs - after turning off the radio, a dozen individuals of pseudo-dogs will appear, and some will be phantoms, directed by a real psi-dog.

4. If you really need to get to a place where the game doesn’t allow you, or feel like you’re in God’s place, call the console and write demo_record 3 - a bird’s-eye view of the area! As soon as you need to go down, use ENTER to go down (be careful, you can get killed from a great height, although in Stalker the trick for falling is very different from real life). Please note that it is not your character that flies, but the camera itself. Brief instructions - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed than standard WS - Left and right mouse button, the left one is responsible for forward movement, the right one, of course, for reverse movement .

5. In the Dark Hollow, after turning onto the road leading towards Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Groza, about 5 regular first aid kits + cartridges for SVD and Groza. In general, Dark Hollow lives up to its size with many rich hidden gems and is definitely worth spending time looking for other caches and other goodies.

6. The same hollow. Near a gas station with mercenaries. Where there is a cave in the rock, next to it on the hill along the stairs, there is a house. There is a whole elite detector in the stove.

7. In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange overalls of an Ecologist. Also scattered throughout this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, which you can collect and hand over to him one by one.

8. A very useful feature for your pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. Apparently, sclerosis is progressing irrevocably among all ecologists... Once at the Cement Plant in the bunker with the scientists, we approach Di-Di, start a dialogue, and as soon as he gives us an antivirus, we close it without remorse and reopen the dialogue to the fullest! And so on an infinite number of times until you get tired of taking Anti-Virus-X from him! Hardcore players and just honest players may not like this. But freebies in moderation are a useful thing. Perhaps you have the latest patches and this bug hole has been patched.

9. In the Dark Hollow, there are arrows for RPGs on the roof of the gas station, and the launcher itself can be taken from the soldier who shoots at you from the bus stop halfway from the Dark Valley to the bridge, in the same location.

10. This can not be called a hiding place, but simply a small secret of the game. I'm sure I'm not the first attentive person to find it. When the Leader of the Sinners, Veles, takes your equipment and gives you an ordinary AK and a Bandos jacket, you should not humbly be content with what you have been given. Behind you is a blue box on shelves containing all your belongings, and you can safely take it without any consequences for the plot or relationship with Sin.

11. On the territory of Amber Lake there is an army SKAT. It's on a shelf in this building. I won’t tell you which building. wink Develop your eye and try to find it yourself, the initial search conditions are there.

12. When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, near it there is a descent into a pit, near it stands a stalker with a sour face, with whom an audio dialogue is triggered at the first meeting. Once we listen to his problem, we accept the quest to find his weapon in this cave. We go down the slope of the pit, navigate through the intricate tunnels, carefully remember our routes, not paying attention to the slow zombies, and eventually find the room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential dinner for the bloodsuckers and pass through the room with a frantic background (you can even run, the bloodsuckers will not react). We grab Groza and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good overalls, especially if you’ve previously been running around in Zarya or, God forbid, in a ratty newbie’s leather jacket.

13. Not exactly a secret, more like trading nuances, many probably should know. In a bar, it is more profitable to sell all the trophy swag to Petrenko than to the Bartender. The prices are much more pleasant, plus the long-serving man, unlike the bartender, buys absolutely everything. Finally, when you are going on a long journey, and you don’t want your guts to stick together, we buy provisions from the stalker brothers. I don’t know what about the other, but “to eat” they cost literally pennies

14. If someone managed to sow a sleeping bag, even though this is impossible, you can go to the Dead City location, go into a gray building without windows. Inside there is an empty, dried-up pool; you should climb the stairs, and then you will immediately see the treasured lockers. In addition to the bag, there are also batteries, VOG-25 and an anomaly detector.

All passwords for doors and rooms, as well as safes and sarcophagi.

1. Code for the safe in the new bar - opens only when joining Debt.
2. Password for the locked room in x10: 1234.
3. Code for Borov’s safe: 495.
4. Code to Petrenko’s safe: 123.
5. Code for many computers: top_secret.
6. Code to Borov’s safe in the Dark Valley: 295.
7. Code from entering X-18: 5271 code to computer: 9231.
8. Code to the safe in the Rostock location, in the building with chemicals: 437, where we use the gas mask. The safe is in a small room, you can climb from the roof.
9. Code for the safe on the radar: 218. The quest associated with it is given by the Nomad in the same location.
10. Code for the door to the Pripyat dungeon: 4134.
11. Code from the entrance to the Sarcophagus: 4237.
12. Code for the military safe at Cordon: 471.
13. Password in the tunnels to exit to Pripyat. There should be a stalker's corpse lying there: 14. 14. We remember where we saw the stalker's corpse under the broken pipes. You need to jump onto these pipes, and there will be wooden walkways leading into a short tunnel - there will be documents with code code: 4134.
15. Password for the subway in Pripyat: 2345
16. The password from the computer on the second floor of the mercenary base in the army warehouses, where they were hiding from the release, we look in the PDA, it falls from the corpse from which the artifact was taken.

Date added: 10/26/18 Views: 59568

Description

about the project Lost Alpha is one of the most popular projects in the Stalker universe, the development of which began back in 2008. Initially, Lost Alpha was aimed at returning that same stalker. In 2014, the first version of the modification was released. The exclusion zone map has been reworked, which now corresponds more to the 1935 build than to the original game. The plot is based on the history of Shadows of Chernobyl. In Lost Alpha, the main character is a Stalker who does not remember anything, and in his PDA there is only one task - “Kill the Strelok”. Key moments were carried over from the first part of the trilogy, but they were transformed so much that each of us will be able to relive this story again, with new sensations from the passage. A large number of plot branches and side quests were also added.

Plot points

1. Where to find Strelok’s cache (Agroprom Dungeon): We go along the corridor where there used to be an electr anomaly, go down the stairs (we don’t go down to the very bottom, but only along the stairs that were in the original PM). We go into the corridor (along which we made our way to the shooter’s hiding place in TC) and see a door on the right, this is the shooter’s hiding place.

2. Where to find the key to the door to Strelok’s hiding place (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe with a door key in it on the edge.


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

5. Where is the entrance to X18: In the backyard behind the central building.

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

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

8. How to get to the Cement Plant:

Where are the tools:

Tools for rough work:

Metallurgical plant:


Plant "Rostok":


Dark Valley:


Dark Hollow:


Construction site:


Tools for fine work:

Lake "Yantar":


Dead city:


Army Warehouses:


Northern Hills:


Calibration Tools:

Surroundings of Pripyat:



Pripyat city:


Generators:


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

An outstanding mod for the game "Stalker" with a complex long-term plot and large spaces. Sometimes, to complete tasks, you need to know where to go in advance in order to save tens of minutes for moving around locations. Our guide will help with this - the game will be completed to the end, all bugs will be circumvented, and the plot will end as the authors of the mod intended.

Cordon

As in the original, the game starts from the Cordon. We carry out Sidorovich's task to find an artifact, it is difficult to notice. Help yourself with a detector. Next, we perform a few more minor tasks if desired. Then we move to the Landfill.

Dump

At the Landfill, as in “Shadows of Chernobyl,” we help Bes repel the attack of bandits. We help the stalker Yurik. We run to the hangar, there we communicate with Gray. Gray shows us the way to the Agroprom Research Institute.

Research Institute "Agroprom"

In Agroprom we help Mole (as in the original game). Mole talks about the cache and Strelok's notes, we go down into the dungeons and find the cache. Focus on hospital beds on wheels - look there. Then it follows to the surface. On the surface the Pied Piper will contact us, we find him in a trailer in the swamp. The Pied Piper talks about documents at the research institute. We break through to the 3rd floor of the research institute, pick up the case and hurry with the documents to Rostock.

In the bar

We need to go to the Bar. We go along the road, run into the barrier and turn left into the passage. We talk with the bartender, then we find Petrenko in the bar.

Dark Valley

On the farm we find the stalker Demon. We need to organize a plan to attack the bandits' base. The path to the factory is in the bushes in the ravine. We search three corpses of bandits and take a suit from one of them. After getting dressed, we can get to the bandits’ base. We immediately look for a drunken bandit at the base, and from him we get the password to enter the factory. Inside we find a workshop with machines and there we communicate with Vadik, he talks about documents. They are located on the second floor of the administrative building. The military appears, we quickly run upstairs, get into the Niva and drive to the gate. We don’t pay attention to the shooting helicopters, step on the gas and drive with all our speed into the “Dark Hollow.”

Dark Hollow

When entering the location, we quickly enter the tunnel - there is our salvation from helicopters. We go along the tunnel, on the left there will be a passage into the mines. We get hit on the head and lose consciousness. We communicate with the leader of the “Sin” group, Veles. We receive from him a task to search for new documents that are at the base of Borov, the leader of the bandits. We move back - you can walk, or you can drive.

Bandit base

Hog will offer us a game with death. The correct answer is number 4, otherwise we will be killed. We receive the code for the safe - we rush to get the documents. Be careful, if we take the documents, then all the bandits begin to attack us. We fight our way to the exit and receive a message that our path now lies in the underground laboratory.

Laboratory X-18

The entrance to the laboratory is in the basement of the administrative building. Petrenko gives us the entrance code - 5271. In the laboratory we search the security room, there are documents there. Next we move to the left, then down, we will see a table in the room, there are the second documents there. We kill the burer there, his hand can be given to Petrenko. Then we move to the elevators, go up the right elevator shaft to the top, and go out into the secret room. We remove the computer code from the corpse - 9231, and take the third documents on the table nearby. Fourth documents - we jump into the hole in the floor, the room above the location of the burer we killed. The fifth documents are in the basement on the table in one of the rooms. We hurry to Veles, and then to Petrenko at the bar.

Rostock

From the leader of Duty we receive a task to destroy mutants. We use the gas mask of environmentalists to search for PDA. Two are at the construction site, the third is downstairs in the room with gas. We kill bloodsuckers during the search. We hand over quests to Duty. Then at the bar we communicate with the bartender and Petrenko. We receive the key and code 4526 from the door to the X-14 laboratory. In the laboratory we take the documents and PDA on the table, kill the bloodsucker behind the door. The task must be submitted to Veles.

Amber

After passing the quest to Veles, Professor Sakharov invites us to his place. Sakharov asks to bring him documents from the Dead City. In the city we are captured by mercenaries, but with the help of the military we free ourselves and take the swag that was taken from us in the safe. Let's hurry to Sakharov. He asks us to get him radio materials. We find some in the laboratory, and some will be in the Great Swamps.

Big swamps

We hide from helicopters in the reeds. Let's run to the doctor. The Doctor tells us that the stalker nicknamed the Phantom, who is in the Army warehouses, will have all the answers.

Army warehouses

We are looking for a ghost in the village where bloodsuckers used to live. We find the Ghost in the bunker; he will ask you to return the stolen artifact. After a series of unsuccessful attempts, we finally remove the artifact from the mercenary’s corpse and return it to the Ghost. Next, our path lies back to Sakharov. We are repairing the PDA and receive a message from Petrenko, he is waiting for us at the bar.

There is a war going on in the bar. Petrenko asks us to destroy the helicopters. In the tower near the arena we find a corpse, a grenade launcher nearby, we shoot down helicopters with it. Sometimes a reboot is required because the batteries are low. Having passed Petrenko's quest, we learn that Voronin is waiting for us in the vicinity of Pripyat.

Neighborhoods of Pripyat

In the basement of the department store we see a new bar. But you can enter it only after talking with Lyolik. We communicate with the bartender, then with Voronin, then with Ivantsov. Ivantsov is hiding in the basement of the Vegetables store. Ivantsov says that it is necessary to turn off the installations in the X-16 laboratory and at the Radar. But to penetrate there we need a psi-helmet from Sakharov.

Cement factory

We run to Sakharov. We grab his untuned psi-helmet. Having passed the radar area, we run to the nearest car, get into it and rush to the ejection to the tunnel. In the bunker, we learn from a group of scientists that another group of scientists who are currently taking measurements has a working helmet. As a result, in the old church we find the corpse of a scientist and remove the tuned psi-helmet from him. We put on the helmet and go to the X-16 laboratory.

Laboratory X-16

In the laboratory we talk with all the scientists. After conversations, the task to turn on three control panels is activated. Then turn on the main remote control. The countdown starts, we quickly run as in the original game, turning off all the remote controls, jump into the gap, then after the tunnels we find ourselves on the surface. We receive a message about a meeting with the Hermit on the Radar.

Radar

The hermit is like a kink. We return the Hermit his equipment and he gives us the key to the X-10 laboratory. We also get the code for the safe - 218. Among the radioactive garbage dumps we find the abandoned house of the Hermit - there is a document there. Let's hurry to the X-10 laboratory.

Laboratory X-10

In the laboratory we need to turn off two locks. We go left until we see the green image of a scientist. Then up the stairs - there will be a room with the first installation. Let's go back. In one of the rooms we see the corpse of a scientist, on his body there is a note with a code - we remember the code. Next, between the high equipment we see a staircase to the top, there will be a second installation. Now we need to turn off the psi installation. Next to the two arguing scientists there will be a door, we have the code - 3823. Right there in the room we select the PDA from the corpse and turn off the switches. The fire poltergeist is activated, kill it and quickly run to the exit. We go to Voronin in the vicinity of Pripyat.

Neighborhoods of Pripyat

At the bar we talk with the bartender, then with Voronin. We need to turn off the earthquake machine. The car is located in a bunker under the old dam. After going through the labyrinths of the laboratory, we find the earthquake machine and turn it off. We go back, wait out the ghost, otherwise he will kill us with his beam. We hand over the quest to Voronin. Then, through the guide and Fang, we find ourselves in the dungeons of Pripyat, the entrance to which is on the Radar.

Dungeons of Pripyat

We see the hospital that was in Clear Sky. We meet the guide there. He takes us to the dungeon. In the dungeons you need to find a Kamaz. Next to it is an armored personnel carrier and from it there is a staircase going up. We get up, search the area and see a corpse, remove the note from it with the code - 4134. Further in the labyrinths we find the body of a dump truck - this is our landmark. We climb higher to the floor. We follow the labyrinth of tunnels until we hit the door - we already have the code. We find ourselves in the control room, which was in “Call of Pripyat”.

Pripyat

In Pripyat, we immediately need to help the military in the battle with the Monoliths. Then we follow to Vasiliev, he is on the second floor of the school. Then we go to the ecologists - they are in kindergarten. We help them take measurements. We pass the quest and they give us a costume. A message arrives on the PDA - meet with the Phantom. The ghost sends us to the Chernobyl nuclear power plant.

Chernobyl Nuclear Power Plant

We talk with the leader of the military detachment. We destroy the armored personnel carrier according to the quest, then carry out a series of tasks to destroy the Monoliths, mutants, etc. As a result, we are escorted to Captain Makarov. Next we will be given a ride on an armored personnel carrier. We'll go as long as we have fuel. We kill everyone on our way. As a result, we get out of the car, Makarov gives us the code for the door to the sarcophagus - 4237.

Sarcophagus

A battery is required to start the computer. We search the area near the monolith; under a piece of metal near the obelisk of the Monolith there will be a case with a battery. Turn on the computer, download the main generator code. When we enter the room with generators, we see the Phantom and talk to him. We receive a task to find a secret tunnel. We clear the territory of the base from the military, then we meet the Phantom, who directs us to the final laboratory.

Laboratory X-2

In the laboratory we need to find fuel and refuel the generator, and then turn it on. A blockage prevents the generator from starting, so we go down to the floor below and turn off the blockage. There is a computer on the table, we turn it on and get privileged access. Download the lowest file on the screen to your PDA. The next computer (one floor below) contains a sys file, there is a code - 2345. This code opens the entrance through the coded door of the laboratory. Next we see three control panels. We activate the middle remote control - the task will be updated: “Meet the Phantom in the cemetery.” After communicating with the Phantom, we watch the film and we are transferred to the Cordon - the freeplay begins, the main plot is completed.

Video walkthrough of the Lost Alpha mod on YouTube:

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

Cordon - the beginning of the game.
The start of the game Lost Alpha, as in the original version of the game Stalker PM, takes place in the Cordon location, where the main character wakes up in one of the rooms located in the bunker of Sidorovich, whom we know. Having risen to the top, we have a dialogue with the merchant, who gives us the first task. The task is not very difficult, you need to find the artifact, finding it will not be difficult either, when leaving the bunker, take it to the left while looking at the mini-map where the mark of its location will be indicated. Look carefully as it is hard to see in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give you a few more simple tasks, after completing which you need to move towards the Landfill.

Location: Landfill.
Once at the Landfill, by analogy with the original PM, we respond to the call of the Demon and help defend the attack, then do not forget to help the stalker nicknamed Yurik. After assistance has been provided to everyone in need, we proceed to the hangar to meet with Gray. From a conversation with Gray, the main character understands that his path lies nowhere but to Agroprom.

Location Agroprom.
After switching to Agroprom, by analogy with the original game, we immediately set out to help the stalker nicknamed Mole. After his rescue, Mole, as a sign of gratitude, tells us about the existence of Strelok’s hiding place and describes in detail the location of his notes. We go down to the bottom and begin the search; after you find shelter and notes, go in search of a hiding place, which will be located in one of the transitions between the corridors. You will recognize this place by the hospital gurneys standing there. This completes our mission in the dungeon, after which we find the way to the top and get out.

After you reach the surface and take your first breath of fresh air, a message will be sent to the PDA asking for help. The sender of which will be a certain Pied Piper. You can find this character in a trailer located in the swamp. After talking with the Pied Piper, it turns out that he needs to get a certain case with documents, you kindly agree and go to the research institute where the treasured case with documents inside will be waiting on the third floor. You will need to deliver these documents to the bartender, who is located at the Bar location.

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

Dark Valley.
The first thing you need to do after moving to a location is to go to the farm and look for a stalker named Demon in one of them. From a conversation with whom it will become clear that you need to get to the factory, which is the base of the bandits. After the Demon outlines his plan, we begin to implement it. First we find the entrance to the factory - it is located in the mouth in the hollow behind the factory. Poltergeists constantly graze in this place. There you will find three corpses of bandits, from one of which you need to take a suit and put it on.

Having changed into a bandit costume, you can safely go to Borov’s base. Having entered the territory, you need to find one of the hangars in which there will be an overpass, near which you will find a drunken bandit and in a conversation he will tell you the password to enter the factory. Once inside we don’t get lost, the location of the buildings has been greatly changed, our goal is a workshop with machines in which we find a stalker named Vadik. From a conversation with him we learn about the location of the documents; they are located on the second floor of one of the administrative buildings.

Then the fun begins, which will be arranged for us by the appearing military, who will shoot everything that moves, possibly hitting the main character. Therefore, it is necessary to get to the top as quickly as possible. Having got out into the fresh air next to the building, we find one of the wonders of the domestic automobile industry called NIVA and press on the gas as hard as possible.

You need to move towards the gate which, according to the original, was the transition to the Cordon. Our walk will be complicated by helicopters pursuing us, but without paying attention to them and without letting our foot off the gas pedal, we cross the border of locations and continue moving already in Dark Hollow.

Dark Hollow.
Having arrived at the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a crack in the left wall. After passing through it you will find yourself in a place called Shakhty. We go straight until it stops, then turn left and lose consciousness from a blow to the head. When you wake up, you will see the head of the Sin group in front of you. The leader's name is Veles, after a nice conversation you receive from him a new task to search for documents located at Borov's base. Having got to the surface, we take the direction to Borov's base. Whether you go on foot or by car is up to you.

Borov's base.
There won't be any surprises at Borov's base either. The head of the bandits will invite you to play a guessing game, where the price of losing may be your life. The correct answer is number 4. Next, you receive the code from the safe and take the documents. As soon as the documents are in your hands, the bandits become enemies, and you will have to shoot a lot in order to get out of the base. Having captured everything moving, your PDA will inform you that it’s time to go down to another laboratory again, this time X-18.

Laboratory X-18.
We can enter it by first going down to the basement of one of the administrators. buildings, having previously entered the code received from Petrenko in the message. The door code is 5271. Going down to the laboratory, we search the security room, the first documents will be on the table there. There you will also see a computer for which you need a hacking code, which will appear later. So let's move on.

Leaving the room, we turn left and move straight in the direction of the door, then we go downstairs where we see a table above which there is a shelf with documents number 2. We take the documents, follow the path, find and kill the bureaucrat whose hand Petrenko asked to bring. Next, we go into the room with elevators, make our way into the right shaft and begin to climb it until we reach an open door through which we can get into the secret room.

In this room we find a corpse lying behind one of the installations. We take the PDA from the corpse, which will contain code 9231 from the computer that you will find standing next to it on the table. There will also be treasured documents number 3 on the table. All we have to do is find two more documents. Document number 4 is located in the room above the one where you found the burer, you can get into it through a hole in the floor. You will find document No. 5 in the basement in one of the rooms, look for the table they are on it.

Next, we go to Veles to hand over completed tasks. As soon as he returns the weapon to you, we go to Comrade Petrenko. After appearing at the bar, a certain stalker from the Sin group will meet us at the entrance, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to complete Veles’ task. In order to do this, we need to get to the Rostock plant. When you enter the location, you will immediately receive a task, the goal will be a meeting with the leader of the Debt group.

Location Rostock.
After meeting with the leader of Duty, we receive another task to destroy the surviving mutants. To do this, we go into the tunnel and, taking an old gas mask from one of the environmentalists, we move to the plant. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs at a construction site. To find the third one, you will need a gas mask obtained from environmentalists, so near the building and inside the premises of the administrative building where there is poisonous gas at the entrance. You need to look for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the plant. The rest will be waiting near the places where you find the PDA. All tasks have been completed, let's go report to the leader of Debt, who will inform you that the key to the laboratory must be taken from Petrenko. Let's move to Bar.

Bar.
After arriving at the Bar, we go straight to Petrenko, then to the bartender. We return back to Petrenko and gives the key and code 4526 to enter the X-14 laboratory.

Rostock.
Once back at the factory, we go to the transition to the secret laboratory, there will be a mark on the map. We find ourselves in a corridor very similar to the one in the Sarcophagus. Moving along the corridor we find a coded door, enter the code and go through. We find the second door after passing through the right corridor and open it with the same code. Once in the laboratory, on the table we will see documents and a PDA that need to be brought to Veles. In the same room we see a passage in the wall and a door, open it (it opens without a code), go in and kill the bloodsucker, about whom we learned from a conversation with Petrenko. After dealing with him, the task can be considered completed. Next, we move to Shakhty to Veles to report on the implementation.

At Veles's.
Veles will inform you. that secret traders from the Dead City will contact the main character. In the meantime, while you are getting out of the mines, you will receive a message from Professor Sakharov, informing you that he has business with you. And if so, let’s go to Yantar to see the professor.

Amber.
From Sakharov we receive a task to search for documents that are in the hands of mercenaries who are stationed in the Dead City. We take the task and, having arrived in the city, go to the school. We pass unhindered to the leader of the mercenaries, but when talking with him, he recognizes the shooter and the main character turns into a prisoner, losing all his belongings and weapons. In captivity, we meet the Swamp Doctor, who tells GG that his PDA is faulty. Strangely enough, the military become the liberators of the two friends. After liberation, we go straight along the corridor and open the save and take our things. Next we return to Sakharov.

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

Big Swamps.
As soon as you appear in the swamps, get ready to meet military helicopters that will fire at you. Hide in the reeds and wait for the military to fly away, go to the doctor. After talking with him, it turns out that the main character is the Shooter and in connection with this we need to find the Ghost. You can find it at the Army Warehouses location.

Location Army Warehouses.
To look for the ghost, we go to the village where the bloodsuckers lived, namely to its eastern part. There will be a bunker in which the Phantom will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We go to the village where in the original we met the debtor Skull. Having dealt with the mercenaries, it turns out that it was another detachment and they did not have art. We set off to meet with an accompanying person, along with whom we fall under an ejection along the way and he dies. Having reached the blocked tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We take it to the Ghost, who sends us to Sakharov on Yantar.

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

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

Neighborhoods of Pripyat.
In the basement of the Department Store we find the newly created Bar. You will not be able to get into it because the door to it will be closed. In order to get inside we talk to Lyolik standing next to him. Going inside we go and talk to the bartender. The bartender sends him to Voronin, who in turn sends him to Ivantsov. We are looking for Ivantsov in the basement of a vegetable store. Ivantsov explains to the shooter that it is necessary to disable the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a customized PSI helmet from Sakharov. Let's go to Yantar.

Amber.
However, not everything is so simple, the professor tells us that he does not have a helmet. It was transferred to a laboratory located at a cement plant. This is followed by a suggestion to take a non-tuned helmet in order to protect yourself from strong radiation when crossing Radar territory.

Cement factory.
After passing the Radar, we find ourselves in a certain village. Immediately at the crossing on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the crossing, until the ejection begins. The release hits you at the crossing, after which you will find yourself in the bunker of scientists at the cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists currently taking measurements. Due to the loss of contact with the group, we will be asked to go in search of the group. We move to the mark that will eventually lead us to the village, on the old dam. We move towards the dam, approaching it, we go down the stairs and see a door under the pipe, we enter the bunker. We discover that there is no one there, then we receive a message from an unknown person named Hermit. We go to his old church, go up to the second floor and find out that the traces of scientists lead to the X-19 laboratory. We go into it and there we find the corpse of one of the scientists and, taking the customized helmet from the dead man, we go to the X-16 laboratory.

Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, military men and scientists walk before his eyes, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going upstairs to the main console we see two scientists talking. After some time, the task to turn on control panels 1, 2 and 3 is activated. After turning them on, turn on the main remote control. After turning it on, the main character wakes up and the timer starts. Further actions will take place by analogy with the original version of the game TC. We turn off all the remote controls, jump into the hole in the floor, fall into the tunnel and exit to the surface. After reaching the surface, we learn from the message sent that we need to move to the Radar to meet with the hermit.

Radar.
After arriving on the radar, we look at the mark on the map where the hermit’s location is marked. Near one of the trailers you will see something between a person and a kink. During the conversation, it turns out that this is one of the workers of the X-10 laboratory. After talking with him, we learn that a key is required to enter the X-10. He will give us the key only after we bring his equipment hidden on the radar. We receive a task to find the Hermit's hiding place. The path is not close, we recommend using a car. We give back the things found in the cache, in return he tells us the code 218 for the safe. Moving among the radioactive heaps of garbage, we find the former house of the Hermit, open the safe and take away the documents on the bunker. Next we go to X-10.

Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable locks No. 1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and go up the stairs, after which you will find yourself in a room where the installation for disabling the first lock will be located. We return and in one of the corridors we come across two burers, kill them and go further, keeping to the right, we see the corpse of a scientist next to whom lies the PDA. We select it and remember the code. We will need it later. Further into the room with huge vertical installations you will see a metal staircase, climbing it there will be a remote control for disabling the second lock. After turning off the locks, our goal is to turn off the PSI installation, we return and find two arguing transparent scientists, next to them there will be a door. We enter it by first entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of a scientist next to his PDA. We select the PDA and turn off the switches on the two main consoles. After disconnecting, we return to the door to the exit from the lab, but it turns out to be closed. Next, the door will open, the timer will start, and you will need to destroy the fiery poltergeist that appeared at that moment. At the time set by the timer, we need to leave X-10. Next we head to the outskirts of Pripyat to meet Voronin.

Neighborhoods of Pripyat.
Again we go to the warehouses, then to the MG, then to the radar and turn to the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that the old military development - the earthquake machine - has become tormented and needs to be turned off. Let's go turn off the machine. The car is in a bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, there is no need to shoot at it, before the first ladder we turn into the corridor to the left. We go straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go along the corridor again and reach the staircase, above it hangs a poster “Caution, low ceiling”, we go up it, turn left and again the staircase goes up, we go up it and then go down. We are again in the corridor, turn right and go until the first turn to the left. Before reaching the wall, we turn right through the door, go straight and again the stairs with the poster “Caution low ceiling” go up, turn right along the stairs, again along the stairs and here we are in the room where this earthquake machine is located. It resembles an installation with a brain, like in the underground laboratory on Yantar.

We turn it off and go back. In one of the corridors you will meet a ghost in a dark cloak with a hood and in front there will be a fiery stripe, you can’t cross it, you just have to stand and wait, the ghost will disappear and the stripe too. Let's go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to the meeting, it turns out to be the conductor. He says that we need to go to Fang. We go to the warehouses and talk to the fang. He sends her to Pripyat to meet the ghost in a hotel. We must go to Pripyat. Before moving from the warehouses to the radar, a message is received from the ghost that the direct passage to Pripyat is blocked by the military and it is necessary to go through the dungeons of Pripyat. Going to dungeons on the radar.

Dungeons of Pripyat.
After the transition, we find ourselves in a hospital from clear skies. There we meet the guide. He accompanies us to the entrance to the dungeons and then we go on our own. We find ourselves in a tunnel, go and see a long staircase on the left. We go up it, there is some swag at the top, go straight and turn left. We find ourselves in a room where there are holes in the floor, and a Kamaz is parked in the passage. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we go up the stairs and go through the tunnel behind the Kamaz. We see a half-littered tunnel with twisted pipes and under the pipes lies the corpse of a stalker, and another one on the pipe. We jump onto this pipe, then we move onto the flooring and in a small cave there lies a corpse, and documents near it. We take these documents and there we find some kind of code (4134), while we don’t know where it comes from and just remember it.

We continue moving through this tunnel. We turn right, the dump truck body is visible there, we turn right again. We climb up the second metal column to a higher level. We go to the end of the room, turn into the opening to the right and see a hole in the floor with a ladder. We go down and go along the tunnel to the blockage, turn left into the side tunnel. We follow it, at the fork we turn into the right tunnel, and we find ourselves at a hole in the floor. There is a staircase on the left, we go down it. We go further along the tunnel, on the way there is again a hole with a ladder, we go down below. We pass further and run into a coded door. A message comes that you need to find documents with the code. And we have already picked up some documents with the code. We apply this code and find ourselves in the standard Pripyat dungeon from the call of Pripyat. We go into the main hall. We immediately go to the control room and go up to the very top, in the original ZP there was a control panel, we go out onto the balcony and walk along the balcony, we find a ladder and go up to another balcony, we go again and again we find a ladder to the topmost balcony, we climb onto it and go in the opposite direction to the room and there will be a transition to Pripyat.

Pripyat.
After the transition, a message immediately arrives about helping the military fight off the Monoliths. Let's go and shoot several Monoliths. A message comes that we need to meet with Vasiliev. Let's go to the meeting, Vasiliev is at the school on the second floor. He thanks us and asks us to help the ecologists take measurements. Let's go to the environmentalists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help him take measurements. At the bus station itself there is a burrer, you need to destroy him immediately upon arrival on the second floor, there are two zombies climbing up the back stairs on the second floor, they also need to be destroyed, otherwise they will kill the nerd and the task will fail. After this, we approach the scientist and help him carry out the measurement. The task is accepted and we happily run together with the scientist to the kindergarten to see the chief ecologist.
The chief ecologist shuffles in front of us and gives us an orange suit and an elite detector.
A message comes that you need to meet a ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We receive the task to go to the nuclear power plant. The transition to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We are going through the transition to the nuclear power plant.

Chernobyl NPP.
Upon entering, we receive the task to talk with the commander of the raid detachment. We first help them destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers, we talk with the commander, he asks us to also destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.
We approach Captain Makarov, he says something, then starts talking to us. He offers to get into an armored personnel carrier and conduct reconnaissance for the presence of Monoliths on the territory of the nuclear power plant. We drive along the road until the kerosene runs out, we come back, Makarov is fighting, we shoot all the Monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. We go to the Sarcophagus (door code 4237).

Sarcophagus.
In the sarcophagus we go along the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing works - there is no power. A task appeared to find the battery. We go to the door opposite from the entrance. Again we go along the corridor, go up the stairs, everything here is the same as in the original sarcophagus, we go into the room of the destroyed reactor, just like going to the monolith, and there will be a case under a piece of metal. We take the battery out of it, a task appears to supply backup power. We go back to the room with the computer. At the entrance we watch a movie and go to the control panel, marked in the PDA, and smoke also comes out of it from the lower part. We approach and press the use key, for me it is E, a task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the bottom one. We receive the task to get to the generators.

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

Laboratory X2.
The laboratory is reminiscent of X18, but here it’s a little different. After entering, we wait for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not turn on, we need to refuel the generator. We find fuel and approach the installation. When you hover the cursor over the pipe, an inscription appears, click the “execute” button, then go on and turn on the generator. A task has appeared to disable the blocking. We go down even lower, there will be a code door on the right, go left. We find the remote control and turn off the lock. Now we need to get special, privileged access. We find the computer on the table and turn it on. We find the text file below, the bottom one, and download it to our PDA. That's it, we got special access. Now we need to turn off the blocking, go to the next room and find a bullet there, turn it off. Now you need to go through some kind of scanner. You need to get to the coded door and try to open it, nothing works, you need a code, and to do this you need to find the administrator’s computer and get the code for the door. Let's go down to the next level. We open the grille and go into the room, find the computer and turn it on, find the sys system file, the bottom one, open it and write down the door code (code 2345). We go to the door again and enter the received code. We open the door and go to a laboratory similar to the one in x18, where we took the documents. We see a computer on the table, but we don’t need it. We go to the control panels, to the right of the table with the computer, three of them stand along the window.

We approach the middle console, there is a switch on it and when you point the mouse at it, the words tips_war_gen_switcher will appear, press the “execute” button. And the task works, a new task appears: “meet a ghost in the cemetery.” We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are transferred to a cordon in the basement of Sidor.
Then the freeplay begins.