Where to find a Zulu in Pripyat. Features of the mod and the passage of "Stalker: The Story of the Zulu". Passage of side quests

Degtyarev

For a successful investigation, Degtyarev was promoted to the extraordinary rank of colonel. Rejecting the staff position offered to him, he expressed a desire to go to the Zone as a permanent observer from the Security Service.

Condition: complete the game and leave the Zone.

Laboratories "X"

Information about psi-settings obtained by Major Degtyarev seriously alarmed his leadership. All materials on "X-laboratories" were removed from the military archives and marked with the stamp "Special importance". Employees of the SBU in the Zone received an order to prevent the dissemination of information about the essence of the work being carried out at any cost.


Item No. 62

On the basis of the industrial documentation "Products No. 62", several prototypes were created. After testing, it was decided to abandon the mass use of this weapon: the cost of ammunition was too high. However, some facts suggest that the improvement of the gauss gun tacitly continues.

Condition: complete the story and leave the Zone.

Skadovsk (Beard)

After all attempts to take Skadovsk under control failed, Sultan and his gang left the ship. With the disappearance of this danger, the weak trickle of stalkers and artifacts turned into a turbulent stream. Beard's business began to flourish, and "Skadovsk" in popularity almost equaled the "100 Roentgen" bar.

Condition: complete the orders of the Beard.

Skadovsk (Sultan)

The “law” of the Sultan was finally established on the Skadovsk and the ship became the base for the bandits. Beard, not wanting to pay tribute to the "boys", together with a group of stalkers moved to the unexplored parts of the Zone. Attempts by stalkers to restore the previous state of affairs quickly came to naught: demonstrative sendings for ejection did their job.

Condition: fulfill the instructions of the Sultan.

Skadovsk (General)

"Skadovsk" remained a refuge for all those who were lucky enough to get to it. The bandits stubbornly sought to establish their own rules on the ship, but the stalkers successfully resisted this. Day after day there was an unsteady calm.

Condition: do not help Beard and the Sultan.

Skadovsk attacked by bloodsuckers

But that didn't last long either. The bloodsuckers that lived in the lair nearby paved the way to the ship. After the attacks began to occur even during the day, people went on a raid. Unfortunately, they failed to clear the tunnels, and soon another wave of predators flooded the Skadovsk.

Condition: do not help Capercaillie in exterminating the lair of bloodsuckers.

Skadovsk refuge for stalkers

After the destruction of the lair of bloodsuckers, the creatures of the Zone could no longer interfere with the flow of life here. For some time, the old ship became the center of relative stability in the changing world of the Zone.

Condition: help Capercaillie in exterminating the lair of bloodsuckers.

Yanov (Freedom)

The Svoboda group was able to earn the trust of the stalkers at the Yanov station. Trying to win back the lost positions, "Duty" organized an armed attack, but Lieutenant Colonel Shulga was killed in this skirmish. Having lost its commander, the Duty detachment ceased to exist.

Condition: help Loki to the maximum.

Yanov (Debt)

The increased numbers and popularity among the stalkers allowed "Duty" to oust the "Svobodovites" from the Yanov station. After a fierce battle, the Freedom squad led by Loki was destroyed.

Condition: help Shulga to the maximum.

Yanov (General)

Between the detachments of "Freedom" and "Duty" at the station "Yanov" a precarious balance was established. Tired of the senseless struggle, the fighters of the warring factions began to join the ranks of free stalkers.

Condition: do not help the leaders of the factions (or help only to a minimum).

Bunker of scientists (Working and prospering)

The research expedition of professors Herman and Ozersky was successful: the collected data helped in the development of several unique devices and drugs. In light of this, funding for the exploration of the Zone has been increased many times over.

Condition: help professors to the maximum.

Bunker (closed)

The research expedition of professors Herman and Ozersky could not collect enough data and was curtailed. After returning to the mainland, both scientists engaged in activities not related to the Zone.

Condition: do not help the professors (or help only a minimum).

Pripyat (stalkers adapted)

Garik's stories about the struggle of the military against the dangers of Pripyat interested many, and soon the study of the ghost town began with the help of disparate groups. Despite the constant attacks of the Monolith fighters, the stalkers managed to gain a foothold in the former military camp and are now making sorties deep into the city from there, each time moving further and further.

Condition: More than half of the military from the laundry that can survive must make it to the evacuation and survive.

Pripyat (stalkers are scared)

Garik's story about the fate of the military scared the stalkers away from Pripyat. Few who dared to visit it were faced with inexplicable and frightening phenomena, which only added gloomy touches to the appearance of the dead city.

Condition: More than half of the Laundromat soldiers that can survive must die.

Stories about the Oasis ceased to be legends: more and more often, in the conversations of stalkers, those who could find a way to this secret anomaly were mentioned. The flow of seekers does not dry out, which is what the bandits continue to use. Beginners peck at the offer to show the way to the Oasis, but the case usually ends with a robbery somewhere away from the stalker trails.

Condition: find the artifact Heart of the Oasis and give it to scientists.

Mercenaries

Mercenary squads continue to operate in the Zone. Their interest in secret laboratories has increased markedly and managed to attract close attention of the SBU. However, it was not possible to establish the identity of the customer behind the mercenaries.

Condition: Complete the One Shot quest.

Surroundings of "Jupiter" stalkers have an association with the Klondike

The area near the Yanov station attracts more and more stalkers. The absence of dangerous mutants and the abundance of anomalous formations led to the fact that in the stalker's mind these places began to be associated with "the same" Klondike of artifacts.

Condition: complete all the tasks of St. John's Wort.

Surroundings of "Jupiter" stalkers associate with hell

The area near the Yanov station has gained a reputation as one of the most dangerous in the Zone. Increasingly, the stalkers did not return from sorties: the mutants killed them almost at the very walls of the camp. One of the missing was Deerslayer, who went on his last hunt for the chimera.

Condition: Do not complete the quest with the chimera at St. John's Wort.

Zulu is alive

The Zulu returned to the main base of the "Debt" at the plant "Rostok". No one knows what he talked about with General Voronin, but a few days later the Zulu was seen at the head of a large detachment - and he was heading towards the center of the Zone.

Condition: get with the Zulu to Pripyat, and then find him in the city and escort him to the laundry.

Zulu is dead

Rumors about the fate of the Zulus reached the commander of the "Debt" General Voronin. To everyone's amazement, Voronin presented the Zulus to the highest award of "Debt" - the Order of the Silver Shield ... posthumously.

Condition: The Zulu dies in the overpass or in Pripyat.

Vano is alive

Vano went to the army warehouses, to "Freedom", where his lightness of character and optimism quickly earned everyone's sympathy. In the end, he led a small group of researchers who began to study the anomalies.

Condition: Vano is alive.

Wano is dead

The stalkers of the Yanov station sometimes remember the merry fellow Vano, his cheerfulness and skill as a born stalker. Everyone agreed that Vano, with his luck, should not have looked for a way to Pripyat.

Condition: Wano dies.

Tramp is alive

A new group of stalkers has appeared in the Zone. They are well prepared, but nobody knows their goals. According to unconfirmed rumors, all these people were once Monolith fighters; the leader of the squad is known as the Tramp.

Condition: Recruit a group of Tramps into a faction.

The tramp is dead

Few noticed the disappearance of the Tramp - the only person who tried to understand what happened to the "monoliths" and help them.

Condition: The tramp dies.

Sokolov is alive

Senior Lieutenant Sokolov continued to fly over the territory of the Zone and was shot down by mercenaries over Limansk. Two weeks later, he, who survived by no other than a miracle, was picked up by a patrol near Cordon. Soon Sokolov left the ranks of the Air Force and moved to civil aviation.

Condition: Sokolov is alive.

Sokolov is dead

Another line appeared in the list of personnel lost during Operation Fairway: “Senior Lieutenant Sokolov O.N. Died in the line of duty."

Condition: Sokolov dies in an overpass or in Pripyat.

Sych has established good ties with customers outside the Zone. His commodity is information. According to rumors, a significant part of his information goes to the SBU.

Condition: give Owl various PDAs and documents found.

I want to note this achievement, I received absolutely all the achievements except this one, I did everything correctly several times. Did not receive.

(20 Votes)

After successfully overcoming Overpass-1, Degtyarev's group safely gets to the surface in Pripyat. However, at the exit point, the group stumbles upon a military patrol commanded by Colonel Kovalsky. After a short clarification of the purpose of the arrival and ascertaining the identity of each member of the group, the military finds out that Diagtyarev is an SBU officer with the rank of major and is authorized by the command to investigate the reasons for the failure of the fairway operation.

Hearing that Degtyarev is from the SBU and is heading to the military base located in the Laundry Room, the Zulus categorically refuses to go further as part of the group and leaves. Here a certain intrigue is created where he went and where to look for the Zulu in Pripyat. The search for the Zulu must begin in the Yubileiny KBO area, where School No. 1 is located nearby.

Before going on a search, he advises stocking up on shot and a good shotgun in advance, which will be required to shoot a flock of snorks settled in the school yard.

Approaching the school, you will immediately hear the shots and receive a system message about his location. Zulus, despite the presence of a powerful machine gun, he can die, so you need to act decisively, constantly covering your friend.

Now you know where to find the Zulu in Pripyat, but besides saving your friend, main character after a successfully repelled attack, as a token of gratitude, he will be able to receive his legendary machine gun from the Zulu.

Computer games are full-fledged completed projects that you can download, run and play. However, in some cases, gamers take on the role of developers and, if possible, change the code, remaking the game for themselves. The possibilities for this depend on how secure the game is from tampering. And here the developer himself decides - he can completely close his code so that no player can see it, he can partially give gamers access to certain parts of the project, or he can even leave the code open. In the latter case, it is easiest to write various modifications, since there will be no obstacles in front of you. Just look at the series of games "Stalker". which during its existence has acquired an incredible number of modifications. In this article, you will learn some information about the passage of "Stalker: A Zulu Story", as well as other useful things about this mod.

"Stalker" and modifications

Before considering the History of Zulu", you need to consider this issue in more detail as a whole. A huge number of modifications are produced for the games in this series, and all of them are very diverse. There are small "patches" that add a couple of fix some textures and make others not such significant changes. It is much more interesting to pay attention to global mods, which introduce into the game a full-fledged new plot, add new characters, unique locations and tasks, as well as a lot of other content. The development of such mods takes a very long time, but in the end you get an incredible opportunity to play several projects within the same game. One such project is the Zulu Story mod, which can draw you in on several counts, including how fun it is to walk through. "Stalker: A Zulu Story" is an example of how to make quality modifications.

"Zulu Story"

Where will the passage of "Stalker: A Zulu Story" take you? The plot in this modification is quite interesting, although not too long. As fans of the series could already understand, we are talking about a very famous character that you had to meet in original games. His name is Zulu and he is a rather influential stalker who had a serious impact on some large stalker groups, and ended up in the Exclusion Zone. It is from his face that the narration will be conducted, and you have to go along with this colorful character in order to understand what his biography hides. "Stalker: A Zulu Story" is one of the best mods for this game. But why is he so good?

What gives this mod?

Naturally, there is no point in praising the game just like that - there are quite good reasons for this, which will be announced later. What does the mod "Stalker: A Zulu Story" bring? Of course, first of all, it is worth noting the new unique storyline, which gives you the opportunity to look at the world through the eyes of a famous character, who until then was only non-playable. You also have to visit one new location, worked out in detail and containing a large number of secrets. And, of course, we must not forget that more than fifty new characters have been introduced into the game, from which you can get about forty new quests. Not to mention various additional little things, such as a new advanced scope, an updated method of treatment, as well as eight new recreation areas. In general, this modification brings a lot of new things, which frame the storyline of the Zulu Story mod very well. The passage of this modification should not cause you problems, but just in case, some useful information, which can help you during the game.

Passage of the storyline

As mentioned earlier, in Zulu Story you don't have to spend much time to complete the story campaign. It runs smoothly for just a few hours, during which you learn the history of your character. You have to join several different federations, commit serious acts that will largely decide the fate of the world, or at least the territory of Chernobyl. story missions are diverse and do not represent a banal repetition of what has already happened before. The main advice during their passage - pay attention to all the little things. Read notes and diaries, listen to dialogues so as not to miss important information that will allow you to achieve a positive result in this project. However, please note that the passage of the game "Stalker: A Zulu Story" does not consist solely in the storyline.

Passage of side quests

As noted above, about forty side quests will help you dilute the passage in the game "Stalker: A Zulu Story". A guide that would completely describe the passage of all tasks would spoil the impression of the game for you. Therefore, you just need to know that there are a wide variety of tasks here - from the usual search for items to the destruction of mutants or members of the opposing faction. You can choose whether you will side quests, since they do not affect the plot, but you definitely will not be bored.

Additional lessons

If you do not want to complete quests, then you can look for secrets in the locations of the game - there are plenty of them. But be careful, as there are plenty of Anomalies in the game that will give you a lot of problems.