Where is the computer in x18 lost alpha. Modifications for the S.T.A.L.K.E.R series of games Section categories. Tools for fine work

Text walkthrough of the global mod Lost Alpha.

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 at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of the familiar Sidorovich. Having risen to the top, we will have a dialogue with the merchant, who gives us the first task. The task is not very difficult, you need to find an artifact, finding it is also not difficult, after 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 a few more simple tasks, after which you need to move towards the Garbage.

Location dump.
Once in the Landfill, by analogy with the original TC, we respond to the call of the Bes and help defend the attack, then do not forget to help the stalker named Yurik. After assistance is provided to all those in need, we follow to the hangar to meet with Gray. From a conversation with Gray, the main character understands that his path lies not somewhere but to Agroprom.

Location Agroprom.
After switching to Agroprom, by analogy with the original game, we immediately move forward to assist the stalker named Mole. After his rescue, the Mole, as a token of gratitude, tells us about the existence of Strelok's cache and describes in detail the location of his notes. We go down and start searching, after you find shelter and notes, go in search of a cache, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. On this, our mission in the dungeon is completed, after which we find the way to the top and get out.

After you are on the surface and take your first breath of fresh air, a message will be sent to Pda asking for help. The sender of which will be a Pied Piper. You can find this character in a trailer located in a 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 coveted 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.

Bar location.
To get to the Bar, you need to move along the road until you hit the 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 giving him the documents found at the Agroprom, we move to Comrade Petrenko, who can be found in the Bar.

Dark Valley.
The first thing to do after moving to the location is to go to the farm, looking for a stalker named Demon in one of them. From a conversation with which 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 transgress to its implementation. First we find the entrance to the factory - it is located in the mouth in a hollow behind the factory. Poltergeists are constantly grazing in this place. In the same place 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 the Borov base. Having entered the territory, you need to find one of the hangars in which there will be a flyover, 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 do not get lost, the location of the buildings has been greatly changed, our goal is a workshop with machine tools in which we find a stalker named Vadik. From a conversation with him, we learn about the whereabouts 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 military who have appeared, who will shoot everything that moves, and possibly hit the main character. Therefore, it is necessary to rise 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 as hard as possible on the gas.

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

Dark Hollow.
Having got to the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a break in the left wall. Passing through it you will get to a place called Mines. We go straight to the stop, then turning left we 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 a new task from him to search for documents located at the Borova base. Having got out on the surface, we take the direction to the Borova base. On foot or by car, it's up to you.

Borova base.
On the basis of Borova, there will also be surprises. The head of the bandits will offer you to play a guessing game, where your life can be the price of losing. The correct answer is number 4. Then you get a 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 shot everything moving, your PDA will inform you that it's time to go down to the next laboratory again, this time X-18.

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

After leaving the room, we turn left and move straight towards the door, then we go down where we see a table, above which there is a shelf with documents number 2. We take the documents, we go along the way, we find and kill the burer, whose hand Petrenko asked to bring. Next, we go into a room with elevators, make our way into the right shaft and start climbing it until we reach an open door through which you can get into a secret room.

In this room we find a corpse lying behind one of the installations. We pick up PDA from the corpse, in which there will be code 9231 from the computer that you will find next to it on the table. There will also be cherished documents number 3 on the table. All we have to do is find two more documents. Document number 4 is in the room above the one where you found the burerra, you can get into it through a breach in the floor. You will find document No. 5 in the basement in one of the rooms, look for a 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 the task of Veles. 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 Duty group.

Rostock location.
After meeting with the leader of the Duty, we get another task to destroy the surviving mutants. To do this, we go to the tunnel and, taking an old gas mask from one of the environmentalists, we advance to the factory. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs at the 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 the checkpoint will be poisonous gas. You need to look for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the factory. The rest will be waiting next to the places where you find the PDA. All tasks are completed, we go to report to the leader of the Debt, who will inform you that the key to the laboratory must be taken from Petrenko. We move to the bar.

Bar.
After arriving at the Bar, we go immediately 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 again at the plant, 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 the code door, enter the code and pass. We find after passing through the right corridor the second door, we open it with the same code. Once in the laboratory on the table we will see documents and a PDA that must 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, which we learned about from a conversation with Petrenko. After the massacre with him, the task can be considered completed. Next, we move to the Mines to Veles to report on the implementation.

At Veles.
Veles will inform. that secret merchants from the Dead City will get in touch with the main character. In the meantime, you are getting out of the mines you will receive a message from Professor Sakharov in which it is reported that he has business with you. And if so, we are recovering on Yantar to 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, we go to the school. We freely pass to the leader of the mercenaries, but when talking with him, he recognizes the shooter and the main character turns into a prisoner, while losing all his belongings and weapons. In captivity, we meet with the Swamp Doctor, who informs the GG that his PDA is defective. The liberators of two friends, oddly enough, are the military. After the release, we go straight along the corridor and open the save and pick up our things. Then we return to Sakharov.

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

Big Swamps.
As soon as you appear in the swamps, get ready to meet with military helicopters that will fire at you. Hide in the reeds and after waiting 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 this regard, we need to find the Ghost. You can find it at the location of the Army Warehouses.

Location Army Warehouses.
We go to look for a ghost in the village where the bloodsuckers lived, namely in its eastern part. There will be a bunker in which the Ghost will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We leave for the village, where in the original we met the debtor of the Skull. Having dealt with the mercenaries, it turns out that it was a different detachment and they have no art. We go to a meeting with the escort, along with whom we fall under the ejection along the way and he dies. Having reached the littered tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We carry to the Ghost, he sends us to Sakharov on Yantar.

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

Bar.
Fighting is going on in Bar. We find Petrenko and carry out the task of destroying 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 in the vicinity of Pripyat.

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

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

Cement factory.
After passing the Radar, we find ourselves in a certain village. Immediately at the transition on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the transition, until the ejection begins. The release overtakes the gg at the transition, after which you will find yourself in the bunker of the scientists of the cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists who are currently taking measurements. Due to the loss of communication with the group, we will be asked to go in search of the group. We move to the mark, which will eventually lead us to the village, on the old dam. We move towards the dam, going up to it we go down the stairs and see a door under the pipe, we enter the bunker. We find that there is no one there, then we receive a message from an unknown named Hermit. We go to him in the 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 tuned helmet from the murdered man, we recover to the X-16 laboratory.

Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, the military, 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 up to the main console we see two talking scientists. After a while, the task to turn on 1,2 and 3 control panels is activated. After turning them on, turn on the main console. 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 PM. We turn off all the remotes, jump into the gap in the floor, get into the tunnel and go to the surface. After reaching the surface, from the message sent, we learn that it is necessary to move to the Radar to meet with the hermit.

Radar.
After arriving at the radar, we look at the mark on the map, where the location of the hermit is marked. At one of the trailers you will see a cross between a man and a kink. During the conversation, it turns out that this is one of the X-10 laboratory workers. After talking with him, we learn that a key is needed 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 search for the hiding place of the Hermit. The path is not close, we recommend using a car. We give the things found in the cache, in return he calls us the code 218 from the safe. Moving among the radioactive heaps with garbage, we find the former house of the Hermit, open the safe and pick up the documents in the bunker. Then we go to X-10.

Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable the lock #1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and climb the stairs, after which you will get into the room, where the setting for disabling the first lock will be located. We return and in one of the corridors we stumble upon two burers, we kill them and we pass further, keeping to the right, we see the corpse of a scientist next to which lies the PDA. We select it and remember the code. It will be useful to us 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, there will be a door next to them. We go into it after entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of the scientist next to him PDA. We select the PDA and turn off the switches on the two main consoles. After turning off, 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 turn on 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. Then we stomp in the vicinity of Pripyat to meet with Voronin.

Neighborhood of Pripyat.
Again we go to the warehouses, then to the MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernobyl). We go to the bar, we talk with the bartender, then we go to Voronin. Voronin complains that the old, military development, the earthquake machine, has tortured him and it must be turned off. Let's go turn off the car. Car in the bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, we don’t need to shoot at it, before the first ladder we turn into the corridor to the left. We pass straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go again along the corridor and reach the ladder, above it hangs a poster “Caution, low ceiling”, climb it, turn left and again the ladder up, climb it and then go down. We are again in the corridor, turn right and go to the first turn to the left. Before reaching the wall, we turn through the door to the right, 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 stands. It resembles an installation with a brain, like in an 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 the front will be a fiery lane, you cannot cross it, you just have to stand and wait, the ghost will disappear and the lane too. Let's go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to a meeting, it turns out to be a conductor. He says that we need to go to the Fang. We go to the warehouses and talk to the fang. He sends to Pripyat to meet with a ghost in a hotel. We must go to Pripyat. Before moving from the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and you have to go through the Pripyat dungeons. Going to the dungeons on the radar.

Dungeons of Pripyat.
After the transition, we enter the hospital from a clear sky. There we meet with the conductor. He escorts us to the entrance to the dungeons and then we go ourselves. We get into the tunnel, we go and from the left we see a long staircase. We rise along it, at the top there is immediately some kind of swag, go straight and turn left. We get into a room where there are holes in the floor, and a Kamaz stands in the aisle. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we climb 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, there is another one on the pipe. We jump onto this pipe, then we move to the flooring and in a small cave lies a corpse, and documents are near it. We pick up these documents and there we find some code (4134), until we know where it comes from and just remember it.

We continue moving along this tunnel. Turn right, you can see the body of the dump truck, turn right again. On the second metal column we climb one level higher. 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 through the tunnel to the blockage, turn left into the side tunnel. We go along it, at the fork we turn into the right tunnel, and we get to the hole in the floor. There is a ladder on the left, go down it. We go further along the tunnel, on the way again there is a hole with a ladder, we go down below. We pass further and rest against the coded door. A message arrives that you need to find documents with a code. And we have already picked up some documents with a code. We apply this code and get into the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and climb to the very top, in the original RFP there was a control panel, go out to the balcony and go along the balcony, find the stairs and go up to another balcony, go again and again find the stairs to the uppermost balcony, climb on 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. We go and shoot a few monoliths. A message arrives that it is necessary to meet with Vasiliev. We go to a meeting, Vasilyev is at school on the second floor. He thanks us and asks us to help ecologists take measurements. Let's go to the ecologists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help in taking measurements. There is a burrer at the bus station itself, it is necessary to destroy it immediately upon arrival on the second floor, two zombies climb the back stairs on the second floor, they must also be destroyed, otherwise they kill the nerd and the task fails. After that, we approach the scientist and help him take the measurement. The task is counted and we cheerfully run together with the scientist to the kindergarten to the chief ecologist.
The chief environmentalist bows in front of us and gives us an orange suit and an elite detector.
A message comes that you need to meet with a ghost in a hotel. We go to the hotel, find a room and talk to the ghost. We get the task to go to the nuclear power plant. Transfer to the nuclear power plant in the same place, behind the stadium. You can go through the stadium, but there are snipers sitting there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the transition to the nuclear power plant.

Chernobyl.
Upon entering, we get the task to talk to the commander of the raid squad. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers with a moth, we talk with the commander, he asks to destroy the mutants more, 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 there, then he starts talking to us. Offers to sit in 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 return back, Makarov is at war, 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 rest against the door, open it and go into the room. We go to the computer on the table and try to open it, nothing happens - there is no power. There was a task to find the battery. We go to the opposite door from the entrance. Again we go along the corridor, climb the stairs, everything is the same as in the original sarcophagus, we go into the room of the destroyed reactor, how to go to the monolith, and there under a piece of metal there will be a case. We take away the battery from it, the 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 comes out of it from the bottom. We approach and press the use key, I have it E, the task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the lowest one. We get 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 be given the task to find a secret tunnel, go through it to the base and destroy all the military there. After that, we meet a ghost and go to the entrance x2, in the original it is Warlab. The ghost opens the door and we go downstairs.

Laboratory X2.
The laboratory resembles X18, but here it is a little different. After entering, wait for the door to the stairs to open. We go to the next level, we find the emergency generator control panel, it does not turn on, it is necessary to fill the generator. We find fuel and approach the installation. When you hover over the pipe, an inscription appears, press the “execute” button, then go ahead and turn on the generator. There was a task to disable the lock. We get down even lower, there will be a code door on the right, we go to the 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 a text file below, the lowest one, and download it to our PDA. That's it, we got special access. Now we need to turn off the lock, go to the next room and find bullets there, turn it off. Now we need to go through some kind of scanner. You need to get to the code door and try to open it, nothing happens, you need a code, and for this you need to find the administrator's computer and get the code from the door. Let's go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the system file sys, the lowest one, open it and write down the door code (code 2345). We go again to the door and enter the received code. We open the door and go to the laboratory similar to x18, where they 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 pieces stand along the window.

We approach the middle console, there is a switch on it and when you hover over it with the mouse, tips_war_gen_switcher will appear, press the "execute" button. And the task works, a new task “meet the ghost in the cemetery” appears. We go to the cemetery and talk to the ghost. After talking to us and watching the movie, we are transferred to the cordon in the basement to Sidor.
Next, freeplay begins.

Materials provided by - tolstyak48.

secrets

You can find useful use for red barrels, canisters and cylinders. For example, on your way there was a stampede of zombies, and to waste precious cartridges on brainless walking corpses broke. In this case, we throw our combustible equipment under the legs of the zombies and fire a shot. Usually this is best used in dungeons or narrow places where they cannot be bypassed. Or you can just use a knife, but it does not look so impressive. Yes, and the pleasure of the explosion is more obtained :)

On the build Yantar, on the site with a car, which is next to the Sakharov bunker, right in the far part of the security booth in the locker there is a LR300 rifle and a bottle of wine.

A cruel joke from the developers of LA. 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 pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not let you, or feel yourself in the place of God, call the console and write demo_record 3 - an overview of the area from a bird's eye view! How to go down - through ENTER we go down (carefully, from a great height you can kill yourself, although in Stalker the hint from falling is very different from real life). Please note, not your character is flying, but the camera itself, Brief briefing - slow down the speed of the camera Shift, speed up very much - Ctrl, a little more than the speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right of course for reverse .

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 quirks around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, the Dark Hollow justifies its size with many rich stash and definitely worth spending time looking for other caches and other goodies.

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

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

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

There are RPG arrows on the roof of the gas station in Dark Hollow, and the RPG can be taken from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, in the same location.

This can not be called a hiding place, but just a little secret of the game. I'm sure I'm not the first attentive who found it. When Veles, the leader of the sinners, takes your equipment from you, gives you an ordinary AK and a bandos jacket, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and relations with Sin.

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

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, there is a stalker with an acid mine next to him, with whom an audio dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to find his weapons in this cave. We go down the descent of the pit, surf through the intricate tunnels, carefully remember our routes, ignoring the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential bloodsucking dinner and we pass through a room with a frantic background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good jumpsuit, especially if before that you were worn in the "Dawn" or, God forbid, in a ragged newbie leather jacket.

Not really a secret, it looks 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 debtor, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip, and you don’t want your guts to stick together - we buy provisions from the stalker brothers. I don’t know about the other, but they literally cost a penny to “eat”

If someone managed to sow a sleeping bag (although 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, a VOG-25 and an anomaly detector.

All passwords

The code for the safe in the new bar - opens only when joining the Debt.
- Password from the locked room in x10 - 1234.
- The code from the Borov's safe is 4 9 5.
- The code to Petrenko's safe is 123.
- Code to many computers top_secret.
- The code to the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code to the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is in a small room, climb from the roof.
- The code for the safe on the radar is 218. The quest associated with it is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- Code from the entrance to the Sarcophagus 4237.
- The code for the safe on Cordon at the military is 471.
- Password in the tunnels to exit to Pripyat. There should be a corpse of a stalker lying around. We remember where we saw the corpse of a stalker under broken pipes. It is necessary to jump on these pipes, and there will be wooden walkways to pass into a short tunnel - here there will be documents with a code (code 4134).
- 2345 - password from the subway in Pripyat.
- The password from the computer on the second floor of the mercenary base in the army warehouses, where they hid from the ejection, we look in the PDA, it falls from the corpse, from which the artifact was taken.

Secrets and tactics for Lost Alpha

You can find useful use for red barrels, canisters and cylinders. For example, on your way there was a stampede of zombies, and to waste precious cartridges on brainless walking corpses broke. In this case, we throw our combustible equipment under the legs of the zombies and fire a shot. Usually this is best used in dungeons or narrow places where they cannot be bypassed. Or you can just use a knife, but it does not look so impressive. Yes, and the pleasure of the explosion is more obtained :)

On the build Yantar, on the site with a car, which is next to the Sakharov bunker, right in the far part of the security booth in the locker there is a LR300 rifle and a bottle of wine.

A cruel joke from the developers of LA. 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 pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not let you, or feel yourself in the place of God, call the console and write demo_record 3 - an overview of the area from a bird's eye view! How to go down - through ENTER we go down (carefully, from a great height you can kill yourself, although in Stalker the hint from falling is very different from real life). Please note, not your character is flying, but the camera itself, Brief briefing - slow down the speed of the camera Shift, speed up very much - Ctrl, a little more than the speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right of course for reverse .

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 quirks around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, the Dark Hollow justifies its size with many rich stash and definitely worth spending time looking for other caches and other goodies.

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

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

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

There are RPG arrows on the roof of the gas station in Dark Hollow, and the RPG can be taken from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, in the same location.

This can not be called a hiding place, but just a little secret of the game. I'm sure I'm not the first attentive who found it. When Veles, the leader of the sinners, takes your equipment from you, gives you an ordinary AK and a bandos jacket, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and relations with Sin.

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

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, there is a stalker with an acid mine next to him, with whom an audio dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to find his weapons in this cave. We go down the descent of the pit, surf through the intricate tunnels, carefully remember our routes, ignoring the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential bloodsucking dinner and we pass through a room with a frantic background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good jumpsuit, especially if before that you were worn in the "Dawn" or, God forbid, in a ragged newbie leather jacket.

Not really a secret, it looks 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 debtor, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip, and you don’t want your guts to stick together - we buy provisions from the stalker brothers. I don’t know about the other, but they literally cost a penny to “eat”

If someone managed to sow a sleeping bag (although 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, a VOG-25 and an anomaly detector.

The code for the safe in the new bar - opens only when joining the Debt.
- Password from the locked room in x10 - 1234.
- The code from the Borov's safe is 4 9 5.
- The code to Petrenko's safe is 123.
- Code to many computers top_secret.
- The code to the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code to the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is in a small room, climb from the roof.
- The code for the safe on the radar is 218. The quest associated with it is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- Code from the entrance to the Sarcophagus 4237.
- The code for the safe on Cordon at the military is 471.
- Password in the tunnels to exit to Pripyat. There should be a corpse of a stalker lying around. We remember where we saw the corpse of a stalker under broken pipes. It is necessary to jump on these pipes, and there will be wooden walkways to pass into a short tunnel - here there will be documents with a code (code 4134).
- 2345 - password from the subway in Pripyat.
- The password from the computer on the second floor of the mercenary base in the army warehouses, where they hid from the ejection, 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 the return of that same stalker. In 2014, the release of the first version of the modification took place. The Exclusion Zone map has been reworked to be more in line with the 1935 build than the original game. The plot is based on the history of the Shadows of Chernobyl. In Lost Alpha, the protagonist is Stalker, who remembers nothing, and his PDA has only one task - "Kill the Strelok". Key moments migrated from the first part of the trilogy, but they have been transformed so that each of us will be able to relive this story anew, with new sensations from the passage. A large number of plot branches, side quests were also added.

Plot points

1. Where to find Strelka's cache (Agroprom Dungeon): We go along the corridor where the anomaly of the electra used to be, 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 (through which in the PM we made our way to the hiding place of the shooter) and we see the door to the right, this is the hiding place of the shooter.

2. Where to find the key to the door to Strelka's cache (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe, in it, on the edge, lies the key to the door.


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

5. Where is the input in X18: In the backyard behind the central building.

6. Where are all the documents for Petrenko, and where are all the computers for Veles: The first computer and the document are located right at the beginning of the laboratory, where the guard is sitting (the glitch that whistles). The second Document is in the room on the left (if you look at the exit from the laboratory). The third document is below the level, next to the second document there is a brother-in-law (it is working), behind it 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 left, see 3 stairs, climb 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) and climb to the floor on which that room is located, go to a small room (where the corpse of a Svoboda soldier lies on the mini map) (there is a third computer)

7. Expedition: explore the second point: All documents and scientific instruments are in the hangar where Kalmyk stands. The first document is on the gas tank, the first scientific device is on the lower shelf of the machine, the second document is in the corpse of the scientist, the second scientific device is on the table, next to the corpse of the scientist (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 located?

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:

Neighborhood of Pripyat:



City of Pripyat:


Generators:


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

Cordon entry game.
The beginning of the passage of the game Lost Alpha, as in the original version of the game Stalker PM, takes place at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of the familiar Sidorovich. Having risen upward, we have a dialogue with the merchant, who gives us the first task. The task is not very difficult, you need to find an artifact, finding it is also not difficult, after 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 which you need to move towards the Garbage.

The area is an abandoned landfill.
Once in the Landfill, by analogy with the original TC, we respond to the call of the Bes and help defend the attack, then do not forget to help the stalker named Yurik. After assistance is provided to all those in need, we follow to the hangar to meet with Gray. From a conversation with Gray, the main character understands that his path lies not somewhere but to Agroprom.

Area Agroprom.
After switching to Agroprom, by analogy with the original game, we immediately move forward to assist the stalker named Mole. After his rescue, the Mole, as a token of gratitude, tells us about the existence of Strelok's cache and describes in detail the location of his notes. We go down and start searching, after you find shelter and notes, go in search of a cache, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. On this, our mission in the dungeon is completed, after which we find the way up and get out.

After you are on the surface and take your first breath of fresh air, a message will be sent to Pda asking for help. The sender of which will be a Pied Piper. You can find this character in a trailer located in a 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 coveted 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.

Bar area.
To get to the Bar, you need to move along the road until you hit the 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 giving him the documents found at the Agroprom, we move to Comrade Petrenko, who can be found in the Bar.

Dark Valley area.
The first thing to do after moving to the location is to go to the farm, looking for a stalker named Demon in one of them. From a conversation with which 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 transgress to its implementation. First we find the entrance to the factory - it is located in the mouth in a hollow behind the factory. Poltergeists are constantly grazing in this place. In the same place 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 the Borov base. Having entered the territory, you need to find one of the hangars in which there will be a flyover, 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 do not get lost, the location of the buildings has been greatly changed, our goal is a workshop with machine tools in which we find a stalker named Vadik. From a conversation with him, we learn about the whereabouts 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 military who have appeared, who will shoot everything that moves, and possibly hit the main character. Therefore, it is necessary to rise 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 as hard as possible on the gas.

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

Dark Hollow area.
Having got to the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a break in the left wall. Passing through it you will get to a place called Mines. We go straight to the stop, then turning left we 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 a new task from him to search for documents located at the Borova base. Having got out on the surface, we take the direction to the Borova base. On foot or by car, it's up to you.

Locality Baza Borova.
On the basis of Borova, there will also be surprises. The head of the bandits will offer you to play a guessing game, where your life can be the price of losing. The correct answer is number 4. Then you get a 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 the next laboratory again, this time X-18.

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

After leaving the room, we turn left and move straight towards the door, then we go down where we see a table, above which there is a shelf with documents number 2. We take the documents, we go along the way, we find and kill the burer, whose hand Petrenko asked to bring. Next, we go into a room with elevators, make our way into the right shaft and start climbing it until we reach an open door through which you can get into a secret room.

In this room we find a corpse lying behind one of the installations. We pick up PDA from the corpse, in which there will be code 9231 from the computer that you will find next to it on the table. There will also be cherished documents number 3 on the table. All we have to do is find two more documents. Document number 4 is in the room above the one where you found the burerra, you can get into it through a breach in the floor. You will find document No. 5 in the basement in one of the rooms, look for a 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 the task of Veles. 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 Duty group.

Rostock area.
After meeting with the leader of the Duty, we get another task to destroy the surviving mutants. To do this, we go to the tunnel and, taking an old gas mask from one of the environmentalists, we advance to the factory. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs at the 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 the checkpoint will be poisonous gas. You need to look for PDA on the second floor.

One bloodsucker will meet you almost at the entrance to the factory. The rest will be waiting next to the places where you find the PDA. All tasks are completed, we go to report to the leader of the Debt, who will inform you that the key to the laboratory must be taken from Petrenko. We move to the bar.

Bar area.
After arriving at the Bar, we go immediately 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 area.
Once again at the plant, 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 the code door, enter the code and pass. We find after passing through the right corridor the second door, we open it with the same code. Once in the laboratory on the table we will see documents and a PDA that must 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, which we learned about from a conversation with Petrenko. After the massacre with him, the task can be considered completed. Next, we move to the Mines to Veles to report on the implementation.

Area near Veles.
Veles will inform. that secret merchants from the Dead City will get in touch with the main character. In the meantime, you are getting out of the mines you will receive a message from Professor Sakharov in which it is reported that he has business with you. And if so, we go to Yantar to 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, we go to the school. We freely pass to the leader of the mercenaries, but when talking with him, he recognizes the shooter and the main character turns into a prisoner, while losing all his belongings and weapons. In captivity, we meet with the Swamp Doctor, who informs the GG that his PDA is defective. The liberators of two friends, oddly enough, are the military. After the release, we go straight down the corridor and open the safe and pick up our things. Then we return to Sakharov.

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

Big Bogs area.
As soon as you appear in the swamps, get ready to meet with military helicopters that will fire at you. Hide in the reeds and after waiting 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 this regard, we need to find the Ghost. You can find it at the location of the Army Warehouses.

Area Army Warehouses.
We go to look for a ghost in the village where the bloodsuckers lived, namely in its eastern part. There will be a bunker in which the Ghost will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We leave for the village, where in the original we met the debtor of the Skull. Having dealt with the mercenaries, it turns out that it was a different detachment and they have no art. We go to a meeting with the escort, along with whom we fall under the ejection along the way and he dies. Having reached the littered tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We carry to the Ghost, he sends us to Sakharov on Yantar.

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

Bar area.
Fighting is going on in Bar. We find Petrenko and carry out the task of destroying 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 in 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, as the door to it will be closed. In order to get inside, we speak with Lyolik standing next to him. Going inside, we go and talk to the bartender. The bartender sends to Voronin, and he, in turn, to Ivantsov. We are looking for Ivantsov in the basement of a vegetable store. Ivantsov explains to the shooter that it is necessary to turn off the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a tuned PSI helmet from Sakharov. I'm going to Yantar.

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

Location Cement Plant.
After passing the Radar, we find ourselves in a certain village. Immediately at the transition on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the transition, until the ejection begins. The release overtakes the gg at the transition, after which you will find yourself in the bunker of the scientists of the cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists who are currently taking measurements. Due to the loss of communication with the group, we will be asked to go in search of the group. We move to the mark, which will eventually lead us to the village, on the old dam. We move towards the dam, going up to it we go down the stairs and see a door under the pipe, we enter the bunker. We find that there is no one there, then we receive a message from an unknown named Hermit. We go to him in the 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 adjusted helmet from the dead, we go to the X-16 laboratory.

Location Laboratory X-16.
After entering the laboratory, the main character is in a kind of oblivion, the military, scientists walk before his eyes, in other words, we arrive in a dream. Next, you need to talk with all the scientists below and going up to the main console we see two talking scientists. After a while, the task to turn on 1,2 and 3 control panels is activated. After turning them on, turn on the main console. 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 PM. We turn off all the remotes, jump into the gap in the floor, get into the tunnel and go to the surface. After reaching the surface, from the message sent, we learn that it is necessary to move to the Radar to meet with the hermit.

Location Radar.
After arriving at the radar, we look at the mark on the map, where the location of the hermit is marked. At one of the trailers you will see a cross between a man and a kink. During the conversation, it turns out that this is one of the X-10 laboratory workers. After talking with him, we learn that a key is needed 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 search for the hiding place of the Hermit. The path is not close, we recommend using a car. We give the things found in the cache, in return he calls us the code 218 from the safe. Moving among the radioactive heaps with garbage, we find the former house of the Hermit, open the safe and pick up the documents in the bunker. Then we go to X-10.

Location Laboratory X-10
Upon entering the laboratory, we immediately receive two tasks. Disable the lock #1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and climb the stairs, after which you will get into the room, where the setting for disabling the first lock will be located. We return and in one of the corridors we stumble upon two burers, we kill them and we pass further, keeping to the right, we see the corpse of a scientist next to which lies the PDA. We select it and remember the code. It will be useful to us 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, there will be a door next to them. We go into it after entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of the scientist next to him PDA. We select the PDA and turn off the switches on the two main consoles. After turning off, 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 turn on 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. Then we stomp in the vicinity of Pripyat to meet with Voronin.

Pripyat area.
Again we go to the warehouses, then to the MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernobyl). We go to the bar, we talk with the bartender, then we go to Voronin. Voronin complains that the old, military development, the earthquake machine, has tortured him and it must be turned off. Let's go turn off the car. Car in the bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, we don’t need to shoot at it, before the first ladder we turn into the corridor to the left. We pass straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go again along the corridor and reach the stairs, a poster “Caution, low ceiling” hangs above it, climb it, turn left and again the stairs go up, climb it and then go down. We are again in the corridor, turn right and go to the first turn to the left. Before reaching the wall, we turn right through the door, go straight and again the stairs with the “Caution low ceiling” poster, climb, turn right along the stairs, again along the stairs and here we are in the room where this earthquake machine stands. It resembles an installation with a brain, like in an 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 the front will be a fiery lane, you cannot cross it, you just have to stand and wait, the ghost will disappear and the lane too. Let's go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to a meeting, it turns out to be a conductor. He says that we need to go to the Fang. We go to the warehouses and talk to the fang. He sends to Pripyat to meet with a ghost in a hotel. We must go to Pripyat. Before moving from the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and you have to go through the Pripyat dungeons. Going to the dungeons on the radar.

Area Dungeons of Pripyat.
After the transition, we enter the hospital from a clear sky. There we meet with the conductor. He escorts us to the entrance to the dungeons and then we go ourselves. We fall into the tunnel, go and see a long staircase on the left. We rise along it, at the top there is immediately some kind of swag, go straight and turn left. We get into a room where there are holes in the floor, and a Kamaz stands in the aisle. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we climb 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, there is another one on the pipe. We jump onto this pipe, then we move to the flooring and in a small cave lies a corpse, and documents are near it. We pick up these documents and there we find some code (4134), until we know where it comes from and just remember it.

We continue moving along this tunnel. Turn right, you can see the body of the dump truck, turn right again. On the second metal column we climb one level higher. 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 through the tunnel to the blockage, turn left into the side tunnel. We go along it, at the fork we turn into the right tunnel, and we get to the hole in the floor. There is a ladder on the left, go down it. We go further along the tunnel, on the way again there is a hole with a ladder, we go down below. We pass further and rest against the coded door. A message arrives that you need to find documents with a code. And we have already picked up some documents with a code. We apply this code and get into the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and climb to the very top, in the original RFP there was a control panel, go out to the balcony and go along the balcony, find the stairs and go up to another balcony, go again and again find the stairs to the uppermost balcony, climb on 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. We go and shoot a few monoliths. A message arrives that it is necessary to meet with Vasiliev. We go to a meeting, Vasilyev is at school on the second floor. He thanks us and asks us to help ecologists take measurements. Let's go to the ecologists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help in taking measurements. There is a burrer at the bus station itself, it is necessary to destroy it immediately upon arrival on the second floor, there on the second floor two zombies climb the back stairs, they must also be destroyed, otherwise they kill the nerd and the task fails. After that, we approach the scientist and help him take the measurement. The task is counted and we cheerfully run together with the scientist to the kindergarten to the chief ecologist. The chief environmentalist bows in front of us and gives us an orange suit and an elite detector. A message comes that you need to meet with a ghost in a hotel. We go to the hotel, find a room and talk to the ghost. We get the task to go to the nuclear power plant. Transfer to the nuclear power plant in the same place, behind the stadium. You can go through the stadium, but there are snipers sitting there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the transition to the nuclear power plant.

Chernobyl area.
Upon entering, we get the task to talk to the commander of the raid squad. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers with a moth, we talk with the commander, he asks to destroy the mutants more, 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 there, then he starts talking to us. Offers to sit in 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 return back, Makarov is at war, 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).

Locality Sarcophagus.
In the sarcophagus we go along the corridor and rest against the door, open it and go into the room. We go to the computer on the table and try to open it, nothing happens - there is no power. There was a task to find the battery. We go to the opposite door from the entrance. Again we go along the corridor, climb the stairs, everything is the same as in the original sarcophagus, we go into the room of the destroyed reactor, how to go to the monolith, and there under a piece of metal there will be a case. We take away the battery from it, the 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 comes out of it from the bottom. We approach and press the use key, I have it E, the task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the lowest one. We get the task to get to the generators.

Location 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 be given the task to find a secret tunnel, go through it to the base and destroy all the military there. After that, we meet a ghost and go to the entrance x2, in the original it is Warlab. The ghost opens the door and we go downstairs.

Location Laboratory X2.
The laboratory resembles X18, but here it is a little different. After entering, wait for the door to the stairs to open. We go to the next level, we find the emergency generator control panel, it does not turn on, it is necessary to fill the generator. We find fuel and approach the installation. When you hover over the pipe, an inscription appears, press the “execute” button, then go ahead and turn on the generator. There was a task to disable the lock. We get down even lower, there will be a code door on the right, we go to the 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 a text file below, the lowest one, and download it to our PDA. That's it, we got special access. Now we need to turn off the lock, go to the next room and find bullets there, turn it off. Now we need to go through some kind of scanner. You need to get to the code door and try to open it, nothing happens, you need a code, and for this you need to find the administrator's computer and get the code from the door. Let's go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the system file sys, the lowest one, open it and write down the door code (code 2345). We go again to the door and enter the received code. We open the door and go to the laboratory similar to x18, where they 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 pieces stand along the window.

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

Secrets and tricks

1. You can find a useful use for red barrels, canisters and cylinders. For example, on your way there was a stampede of zombies, and to waste precious cartridges on brainless walking corpses broke. In this case, we throw our combustible equipment under the legs of the zombies and fire a shot. Usually this is best used in dungeons or narrow places where they cannot be bypassed. Or you can just use a knife, but it does not look so impressive. Yes, and the pleasure of the explosion is more obtained.

2. On the build Yantar on the site with a car, which is next to the Sakharov bunker, right in the far part of the security booth in the locker there is a LR300 rifle and a bottle of wine.

3. A cruel joke from the developers of LA. 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 pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

4. If you really need to get to the place where the game does not let you, or feel yourself in the place of God, call the console and write demo_record 3 - an overview of the area from a bird's eye view! How to go down - through ENTER we go down (carefully, from a great height you can kill yourself, although in Stalker the hint from falling is very different from real life). Please note, not your character is flying, but the camera itself, Brief briefing - slow down the speed of the camera Shift, speed up very much - Ctrl, a little more than the speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right of course for reverse .

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 radiation background. There are several quirks around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, the Dark Hollow justifies its size with many rich stash and definitely worth spending time looking for other caches and other goodies.

6. The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the 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 the underground rooms resembling a Bar, in one of the green cabinets there is an orange overalls of the Ecologist. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, collecting which you can turn in to him one by one.

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

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

10. This can not be called a hiding place, but just a little secret of the game. I'm sure I'm not the first attentive who found it. When Veles, the leader of the sinners, takes your equipment from you, gives you an ordinary AK and a bandos jacket, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and relations 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, there are initial search conditions.

12. When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, there is a stalker with a sour mine next to him, with whom an audio dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to find his weapons in this cave. We go down the descent of the pit, surf through the intricate tunnels, carefully remember our routes, ignoring the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential bloodsucking dinner and we pass through a room with a frantic background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good jumpsuit, especially if before that you were worn in the "Dawn" or, God forbid, in a ragged newbie leather jacket.

13. Not really 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 debtor, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip, and you do not want your guts to stick together - we buy provisions from the stalker brothers. I don’t know about the other, but they literally cost a penny to “eat”

14. If someone managed to sow a sleeping bag, although it 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, a VOG-25 and an anomaly detector.

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

1. The code from the safe in the new bar - opens only when joining the Debt.
2. Password from the locked room in x10: 1234.
3. Code from the Borov's safe: 495.
4. Code to Petrenko's safe: 123.
5. Code to many computers: top_secret.
6. Code to the Borov's safe in the Dark Valley: 295.
7. Code from entering X-18: 5271 code to computer: 9231.
8. The code to the safe in the Rostock location, in the chemical building: 437, where we use the gas mask. The safe is in a small room, climb from the roof.
9. The code for the safe on the radar: 218. The quest associated with it is given by the Nomad at the same location.
10. The code for the door to the Pripyat dungeon: 4134.
11. Code from the entrance to the Sarcophagus: 4237.
12. The code for the safe on Cordon at the military: 471.
13. Password in the tunnels to exit to Pripyat. The corpse of a stalker should be lying there: 14. 14. We remember where we saw the corpse of a stalker under broken pipes. You need to jump on these pipes, and there will be wooden walkways to pass into a short tunnel - here there will be documents with the code code: 4134.
15. Password from 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.

Secrets and tactics for Lost Alpha

You can find useful use for red barrels, canisters and cylinders. For example, on your way there was a stampede of zombies, and to waste precious cartridges on brainless walking corpses broke. In this case, we throw our combustible equipment under the legs of the zombies and fire a shot. Usually this is best used in dungeons or narrow places where they cannot be bypassed. Or you can just use a knife, but it does not look so impressive. Yes, and the pleasure of the explosion is more obtained :)

On the build Yantar, on the site with a car, which is next to the Sakharov bunker, right in the far part of the security booth in the locker there is a LR300 rifle and a bottle of wine.

A cruel joke from the developers of LA. 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 pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not let you, or feel yourself in the place of God, call the console and write demo_record 3 - an overview of the area from a bird's eye view! How to go down - through ENTER we go down (carefully, from a great height you can kill yourself, although in Stalker the hint from falling is very different from real life). Please note, not your character is flying, but the camera itself, Brief briefing - slow down the speed of the camera Shift, speed up very much - Ctrl, a little more than the speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right of course for reverse .

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 quirks around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, the Dark Hollow justifies its size with many rich stash and definitely worth spending time looking for other caches and other goodies.

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

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

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

There are RPG arrows on the roof of the gas station in Dark Hollow, and the RPG can be taken from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, in the same location.

This can not be called a hiding place, but just a little secret of the game. I'm sure I'm not the first attentive who found it. When Veles, the leader of the sinners, takes your equipment from you, gives you an ordinary AK and a bandos jacket, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and relations with Sin.

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

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, there is a stalker with an acid mine next to him, with whom an audio dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to find his weapons in this cave. We go down the descent of the pit, surf through the intricate tunnels, carefully remember our routes, ignoring the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential bloodsucking dinner and we pass through a room with a frantic background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good jumpsuit, especially if before that you were worn in the "Zarya" or, God forbid, in a ragged newbie's leather jacket.

Not really a secret, it looks 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 debtor, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip, and you don’t want your guts to stick together - we buy provisions from the stalker brothers. I don’t know about the other, but they literally cost a penny to “eat”

If someone managed to sow a sleeping bag (although 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, a VOG-25 and an anomaly detector.

CODES.

The code for the safe in the new bar - opens only when joining the Debt.
- Password from the locked room in x10 - 1234.
- The code from the Borov's safe is 4 9 5.
- The code to Petrenko's safe is 123.
- Code to many computers top_secret.
- The code to the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code to the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is in a small room, climb from the roof.
- The code for the safe on the radar is 218. The quest associated with it is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- Code from the entrance to the Sarcophagus 4237.
- The code for the safe on Cordon at the military is 471.
- Password in the tunnels to exit to Pripyat. There should be a corpse of a stalker lying around. We remember where we saw the corpse of a stalker under broken pipes. It is necessary to jump on these pipes, and there will be wooden walkways to pass into a short tunnel - here there will be documents with a code (code 4134).
- 2345 - password from the subway in Pripyat.
- The password from the computer on the second floor of the mercenary base in the army warehouses, where they hid from the ejection, we look in the PDA, it falls from the corpse, from which the artifact was taken.