Where is the stalker in the game. Game basics. Tools for fine work - Jupiter

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In the game Stalker Call of Pripyat, the developers did not stint on various kinds of Easter eggs and secrets, which in one way or another are a kind of reference not only to previous parts series Stalker but also to various films, games and interesting events. Easter eggs in Stalker Call of Pripyat, as in any other game, are designed primarily for an attentive player who cares about every little thing in the game, who is ready to look into the most secluded corners of game locations.

Below we tried to collect and present to your attention almost all Easter eggs, and for someone, probably the secrets of the game Stalker Call of Pripyat.

A reference to Clear Sky is that if you go down to the X-8 laboratory, which is located in the city of Pripyat, you can find a photograph of young Lebedev, who, as you know, is the head of the group Clear sky.

When upgrading Seva's costume, the name of Professor Sakharov is mentioned - this is a character from the game Stalker TC, who lives in a mobile bunker on Lake Yantar, near the Wild Territory. Also, the name Sakharov belongs to a real-life physicist who worked on the creation of a hydrogen bomb.

To the west of Skadovsk there are underground passages where you can find the Joker, a friend of the Barge, and also profit from artifacts. To the north of these passages is another cave in which the talking controller lives. When examining the cave, the controller in a menacing tone will ask Degtyarev to get out. But if main character disobeys and moves into the depths of the cave, destroying the controller, then he will see how a dead stalker with the call sign Myron will lie on the mattress. This is a reference to Fallout game 2. In Fallout there is a character with the same name and he is a crazy chemist there.

In a place called Izumrudny, on the walls of dilapidated houses, you can see the image of Soviet cartoon characters, which are actually painted on houses in a real recreation center in Izumrudny.

The lamps from the O-Consciousness laboratory can also be found in Call of Pripyat - this is another reference to the game Stalker PM. One of these lamps lies at the Jupiter factory. It is enough just to come to the room where the entrance to Overpass-1 is located. Find the container we need and break the boards. Behind them will be the same lamp. The second lamp can be found in Pripyat when completing the quest in kindergarten.

At the Cordon location, in a place called the Sawmill, you can find a tractor with the inscription Sprout, and Sprout is a factory that is present in the first part of the Stalker game.

There is also a reference to the previous game in the Stalker series - Clear Sky. In the ChN, Senka was a friend of Transparent, a bandit technique. In Call of Pripyat, Senka is again next to the technician, but this time with Azot on Yanov. After a conversation with Azot, the main character learns that Senka is a faithful assistant to the technician and is ready at any time to complete any small assignments for him.

Pay attention to the name of the detector in the game, some of them are named Veles and Svarog. These names are a reference to the ancient gods of the pagans. Veles is the patron of fairy tales and poetry, and Svarog is the blacksmith god.

Petruha is another reference to the game Stalker Shadow of Chernobyl, with which the main character had to protect the ATP from bandits. We meet him next to the anomaly. If you help him, he will give us a bear detector. However, if we already had this detector before the meeting with Petruha, then it will give us the Fireball artifact.

In the Call of Pripyat addon, we meet Shustry at the Skadovsk base. You can order various modified weapons from him - this is also a reference to the Stalker PM.

In one of the documents that Degtyarev will find in the car on the Preobrazhensky Bridge, there will be a mention of the head of the Stalker project - Ruslan Didenko.

A rather famous stalker named Uncle Yar (a member of the Freedom group), whom you will meet at the Yanov station, we previously met in the Clear Sky game. Only his name is Yar and he is also a member of the freedom group. Perhaps this is a coincidence, but here everyone decides for himself.

The first steps

As soon as you select the difficulty and start the game, a cutscene will start, in which you will see the prologue of the story of the Bullseye. After the video, you will enter the hideout of Sidorovich, the main merchant in the area, who buys and sells everything that lies within the Zone.

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

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

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

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

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

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

Examine the wagon for ammunition and keep moving. Together with a group of stalkers, you have to attack the base of the bandits - do not run to them in the open, even if you play on the average difficulty level, as an enemy with a sawn-off shotgun can kill you instantly.

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

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

After turning in the task, you can immediately proceed to the next story mission. However the best option will be the completion of side quests, as now you need to get cooler equipment.

Be sure that the tasks of clearing the territory from monsters, bandits or searching for an artifact can always be handed to you by the nearest NPCs like Wolf and Nimble.

N a Agroprom!

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

Before sending, do not forget to buy first-aid kits, bandages and cartridges if you do not want to get into a mess. The armor of a mercenary or equipment for the Nimble quest will be especially useful here.

To get to Agroprom, you have to pass the cordon of soldiers near the bridge. You can solve the problem in several ways: unfasten five hundred coins to the boss (for this you need to go up to him without shooting, quietly and calmly) in order to go in one direction (they won’t take money from you when you try again - they will start shooting right away), or immediately deal with them.

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

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

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

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

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

If you have a grenade - use it to smoke out the opponents who have settled in the building. When the firefight is over, collect swag in the area and, most importantly, do not forget to pick up the Viper-5 - a great assault rifle in the early stages of the game.

Dump

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

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

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

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

Gather ammo for the AK-74U, which will come in handy directly in the battle on the territory of Agroprom (as it is there that you will find a particularly difficult mess, for which you will need something more powerful than the Viper-5).

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

A battle between stalkers and bandits will take place in the hangar - help the latter if you want to contact netrals in the future. In battle, don't stand in the center, as you can get hooked on both sides.

To clear the hangar, go head-on, as you can climb onto the wagon along the direct path, or get over to the stalkers and fight with them shoulder to shoulder.

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

After the firefight, talk to Gray, who will inform you about the Strelka's "nick", as well as about another stalker who may know the approximate location of your main target.

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

NII "Agroprom"

On the way, you will meet a neutral who knows that Krot (the same stalker with new information about Strelka) was attacked by the military. Next, you will see a small cut-scene with the landing of fighters who will start attacking the stalkers.

For now, don't waste time collecting resources, as the battle is in real time and every second counts.

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

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

Also here you can use grenades and blow up barrels, but be careful with this, as there is friendly fire in the game.

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

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

Dungeons of Research Institute "Agroprom"

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

Throw a grenade there or open fire if you haven't been spotted yet, as there are enemies inside. Also inside there is an incendiary barrel that can be blown up.

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

If you can't get through the "electra", in this case, look into the nearest room and use the spiral staircase. It will lead you to another corridor with more benign anomalies - acids that open heavy bleeding.

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

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

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

In the same room there is an artifact "Hedgehog", which must be picked up, but only after the battle. Pass the crevice in the wall, bypass the corridor and turn left, where there is lighting.

Here you will find many valuable things like an improved Kalash, stalker armor, various artifacts and, most importantly, a data carrier (located by the map).

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

With documents!

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

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

Inside the house, prepare for resistance - soldiers will be standing around every corner. On the third floor you will stumble upon a diplomat white color where the information you are looking for lies. When you take it, Sidorovich will contact you, who will inform you about the next military attack on their base.

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

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

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

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

R stock

After leaving the research institute, you will stumble upon bandits that you don't have to kill. However, if you deal with the whole gang and help the local stalkers, you will get the recognition of the Bartender, as he is in charge of this territory.

Continue walking towards the outpost of Duty, near which you will witness the attack of monsters on their base. You can help Duty, and then you will be given the stalker armor. One way or another, you will be allowed inside.

At the Bar location, take the right path. Soon a pack of dogs will attack you, from which, if you wish, you can run away, having reached the next outpost of Duty. Inside the base is safe. Now visit the Bar directly, where the Bartender is located, to whom you must hand over the information.

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

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

With reference from X-18

The bartender will hand you the next story mission, associated with the search for information from the X-18 laboratory. The task itself is different from a trip to the territory of the Agroprom, since the location of the laboratory is unknown to the Bartender.

Moreover, the first thing you have to do is find the second part of the key, which opens access to the lab. The key is located at the leader of the bandits, nicknamed Borov, on the soul of which you have to go first.

The boar lives in its own base in the Dark Valley location, where you can get through the Garbage. You will have to go back and again pass a lot of monsters and bandits.

Before moving to Dark Valley explore the end of the Junkyard. Very often in this place (on the right near the hill) there are anomalies, among which lies an artifact for five thousand rubles.

Dark Valley

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

Not far from here, you can find an artifact lying by a boulder. This " Mother's Beads”, which increase resistance to gunshot wounds.

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

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

After that, go to the base of the bandits, where you can get in two ways - in the forehead, but then you have to withstand an incredibly strong fire, or through the sewers, the road along which is marked on the map with marks. In the second case, you will have to move while sitting, not using a night vision device or a flashlight, otherwise you will be noticed.

Not only that, the enemy can even hear how you change the gun or the shooting mode (this also applies to reloading), so prepare in advance.

As a result, you should calmly get to the garage, from where you can get to the pipes, and then to the window, where the mess will finally begin. Neutralize opponents quickly using the surprise effect.

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

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

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

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

Naturally, it will be safer to deal with everyone. Finally, you will reach the Hog - kill him and examine the corpse to get the missing part of the key.

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

Laboratory X-18

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

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

After picking up the key, return to the door and enter it. At the lower level, your only guide will be the elevator opposite - you need to remember it.

Here, the poltergeist will start attacking you again, throwing various utensils - dodge flying objects and shorten the distance, since you need to kill these bunches in melee.

To the right of the elevator is a corridor leading to another locked door. Behind the elevator is another corridor, ending in an empty room, from where you can go into a room with a hole. Go to the last one.

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

Don't let him get close to you and keep shooting - after the battle, examine the researcher's body, which is in the corner of the room. Having received the key, search the room (IL 86 and RPG-7 lie here) and return to the right corridor.

During the opening, someone will start to break in the door, but in the end there will be no one behind it. Next, a new battle with poltergeists awaits you. In the hall, move on the left side to open door, which will slam shut in front of your nose.

A battle will begin with a fiery poltergeist, who is slightly stronger than his "blue" counterparts (he creates a mark under your feet, which soon bursts into a pillar of fire). After the battle, get to the control room and take the information to trigger a cut-scene.

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

Outside, you will be contacted by Sidorovich, who will be glad that you are alive and will tell you about the closure of the Junkyard. Because of this, you will have to go through the old tunnels leading to Kordon.

To the return

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

Before doing the next story mission you can complete the secondary ones: the merchant will ask you to steal information from the military base, and the Fan will ask you to kill the mercenaries. Next, you need to reach the Garbage to get to the Bar. Follow the same path, which was again captured by the military.

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

To laboratory X-16

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

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

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

Reach the point with the fallen pinwheel while cutting out the enemies in parallel, and then talk to the researcher. Now Kruglov will need to be escorted all the way to Yantar, where their hideout is located. Soon you will be attacked by two powerful units of the Wolfhound at once - from behind and in front.

At the Change House you will have one more battle, and then - a battle at the construction site. After that, a group of scientists will begin to pass the zone with anomalies - follow them, as these guys know the safe way.

Immediately, you can be attacked by zombies that do not differ in special intelligence, speed and damage, but are devoid of cowardice.

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

I am ntar

You will find yourself in a scorched expanse, once filled with water. Now this cavity is a swamp with a powerful background, anomalies, snorks and other creatures that crave your flesh. In the center of the lake is the base of researchers, where you need to go.

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

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

If your inventory is full, throw off unnecessary things in the box of the scientists' base, as after this mission you will return here. However, be sure to grab both regular armor and a spacesuit.

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

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

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

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

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

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

After that, return to the base to the scientists and equip yourself as you should, as you will visit the Yantar factory. When wearing a protective science suit, move carefully and don't step in, as it has very little physical resistance.

In place, go to the van, to the left of which lies a dilapidated building with supplies. From there, you can also bypass the zombies and just throw grenades at them. Having reached the treasured entrance, go down to the laboratory.

Complex X-16

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

Move quickly, as snorks can visit your soul. Step forward from the cockpit, dealing with the monsters in parallel.

Tackle through the corridors, examining the shelves for provisions and medical supplies, until you finally reach a room with a barrel-filled hole. It is worth throwing a grenade there, as there are opponents behind them.

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

It is necessary to cut down four knife switches, which are located around the perimeter of the room. The allotted time should be enough for you if you do not stop and fight enemies for a long time.

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

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

Inside, you will have to fight with the snorks, who will get out right from the ground. Go straight until you come across a pseudo-giant - kill him and go outside. After that, Sakharov will contact you.

Finally, you just have to get to the base of researchers. Sakharov will thank you very much for turning off the "burner" and will give you an excellent spacesuit.

Also give him the Ghost's vest to get money, and take on the task of finding even cooler stalker armor. Now you just have to return to the Bartender.

K ordon and Agroprom

After completing the above task, you should not immediately proceed to the storyline, as a Conductor will appear on Cordon, who has information about the whereabouts of the Doctor.

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

The Explorer himself, by the way, is considered one of the most skilled stalkers, as he arrived here one of the first and is still alive. According to him, the Doctor hid in Strelok's hideout, so you need to go there - to Agroprom.

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

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

B armen

In the Bar, the owner will inform you about the Debt, the head of which (Voronin) wants to chat with you. Also, the key quest will now be turning off the next “burner”, but already at the Radar location, which is particularly difficult.

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

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

Radar

The new location will be limited due to the strong background around the perimeter, so you will not be able to approach the rocks and cars. Step immediately in a straight line to the military post and clear it, then continue moving.

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

Examine the supply boxes near the tank - a few grenades will come in handy. Clear out the patrol in front and climb the hillock, behind which there will be a turn, where the enemy sat down with an RPG.

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

Next, new snipers await you: one hid right in the GAZ (look at the body), the other - on the balcony to the left of the road. Although they can be in other positions! After the hill, you will constantly encounter small units that are easy to deal with.

The closer you get to the "burner", the more it will start to glitch - ghostly monsters will appear in the area that do not cause damage. If you shoot one of these, you will lose some HP.

Closer to the destination, keep killing enemies until you reach the base with a sniper and simple military. Perebeyte them all, and then run to the tunnel fenced by the wagon and go inside.

Laboratory X-10

The new laboratory will be more civilized and illuminated than the previous ones. Pass the corridor to get into a large room. Move carefully here, as bloodsuckers prowl all over the lab. This time you will not need to look for codes or passwords - go straight to the marked point.

Soon you will stumble upon the controller - kill him and go down the stairs to get to the boiler rooms. Go to the other side of the room and climb into the corridor, from where you can get to the control panel "Scorcher". Using the lever, you will lose consciousness.

When you wake up, a mysterious voice will turn to you, the owner will be the real Black Stone, or the Wishmaster, who, in fact, is engaged in turning people's various requests into reality. As you remember from the words of the doctor, this voice is glitches from the lab under the Chernobyl nuclear power plant.

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

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

There you will find a wagon with a great Liberty costume. After that, advance to the forked road, where the broken UAZ is located.

Here you have to witness the battle of Svoboda and Dolgovtsy, during which you can help one of the parties or simply wait out. Finally, you only have to return to the Bar if there is a need to recuperate. In the end, you should visit Pripyat.

P ripat

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

After passing the streets and reaching the bare area with the statue, look around, as there are snipers sitting on the rooftops with Gauss cannons - an incredibly powerful weapon that kills with one shot. From below, no less formidable opponents await you - the Monoliths.

Ultimately, you need to get to the hotel, where it is more or less calm. When you get to your destination, you will find out the number of the required room - 26 (April 26, there was a disaster at the Chernobyl nuclear power plant).

It is not worth running to the room, as enemies with gauss guns are waiting for you on the way. Collect valuable information on the spot and leave the building, leaving through the stadium. After that, you can reach the overpass at the end of the map, which leads to the station.

CH NPP

First you have to fight off numerous attacks from opponents, while moving fast enough, since the time before the release is limited. During the passage, you should not stop, as many of the bodies ahead will turn out to be simple models without loot.

Behind the concrete fence you will find the railway - from there run to the station, shooting back from the enemies. Kill them all will not work, so just make your way along the wall to the gate.

An armored personnel carrier will approach you on the spot, from which you immediately need to hide, as it breaks through any armor. Jump into the hatch to get to the next level.

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

After the corridor, go down to the lower level and go through a crevice in the wall, where about seven enemies have settled. Then find the stairs up, which is guarded by the Monoliths at the end. In order not to give yourself away, rise without light.

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

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

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

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

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

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

Video: walkthrough STALKER Shadow of Chernobyl


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CORDON
Amazing thing Zone. Your hero should have been dead several times already, but miraculously survived. You are alive and that's what matters. The person to whom you owe your life - Sidorovich - on the contrary, and he did it for a reason. He needs a stalker to complete small tasks. Fortunately, your interests converge. After all, you have no equipment, no weapons, no memories of the Zone. So you have to be a stalker running errands for a bit. The only clue is a note in the "Kill Strelok" PDA.

The first time, Sidorovich will ask you how to talk to you - as a beginner or already experienced. If you have time, choose the beginner's section - get valuable information on the PDA (information is duplicated in the introduction section). Full use of the PDA will make the passage of the Stalker Shadow of Chernobyl faster and more interesting.

Sidorovich will have 2 sections of tasks - special and work. Special tasks will help you get through the storyline and are more interesting. Work for Sidorovich, as well as for most other employers, is basically the murder of some stalker, the murder of mutants or the search for artifacts. The main tips for completing such tasks are described below.

Your first special task will be:

GET INFO FROM THE SCOUT
The stalker Shustry, unknown to you, carried important information for Sidorovich, but for some reason disappeared. You need to talk to the head of the stalker camp - Volk. By looking at the PDA and selecting a task, you can add up an idea of ​​\u200b\u200bwhat you have to do. The wolf is in the camp nearby. The direction of movement is determined on the mini-map. Note that the gray dots are dead stalkers(you can get ammunition when searching their bodies), yellow ones are still alive, red ones are opponents. Wolf, reports that the group of Shustroy was captured - they will have to be released. The Wolf will provide you with people to help you, to reach which is your next task. After the conversation, you will receive ammunition and you can start the task.

In my personal opinion, it is better not to take tails from dogs until the working quest from Sidorovich, because of this, then the quest was not completed for me. The direction of your movement is indicated on the minimap, but it would be best to follow the road (to your left, on the right is a military base with very evil warriors). Moving along the road on the side of the road, you will notice stalkers: one is already dead (you can profit from a first-aid kit), the other is barely alive (you can give a first-aid kit, then the stalker will remain alive or finish off and replenish ammunition).

Having reached Petrukha - Wolf's man, you will have a choice - either go alone or with a group (go alone - get first-aid kits, bandages, cartridges, and a very good Fora pistol from the Wolf, go with assistants - get the Medusa artifact).

There are not many bandits at the base, but they know how to shoot, so be careful, use cover and use the keys if necessary quick use first aid kits and bandages. Keep in mind that one of the bandits will have a shotgun, which will come in handy for you too. When you destroy all opponents, look for Nimble. It is located at the far corner of the red 2-storey building on the left. After starting a conversation with him, you will receive a flash drive, as well as (if you continue the conversation) information about the bandit at the mill and a task to find a special jacket.

FIND OBJECT (JACKET)
You can complete the jacket task right away. To do this, select the appropriate task in the PDA. To find the jacket you will need to go up the road from the base. Possible resistance along the road - animals. At the end of the path you will find the entrance to the tunnel, on the floor of which lies the jacket. You will need to take it to the village of stalkers (Nimble will lie down there after a scrape), you will receive an artifact from Nimble. Then you can immediately look at the mill.

MILL
There won't be much resistance at the mill. On it you will find a dead bandit. If you have information on the cache on the roof - great - you can get to it by climbing the roof of the main building of the mill. In the corner of the building where the dead bandit is located, you can find a good bandit jacket. She is near the boxes. Now you can freely return back. On the way to Sidorovich, go to the Wolf who will give you a reward for the completed task. He can also get additional task to destroy the camp. After that, you need to go to Sidorovich, who will give a cash reward for the completed task and take the flash drive.

Now you can do additional quests or continue with the main. In the game Stalker Shadow of Chernobyl, the passage of quests (additional) is usually represented by the following types of tasks:

DESTRUCTION OF THE CAMP
The wolf needs to destroy a couple of wild boars in their lair. By selecting this quest in the list of tasks, you will need to find a fallen tree, kill animals. Also break the boxes near the tree - there may well be artifacts, you can also search the dead stalker nearby. Reward - Artifact Coil

KILL A SALES REPRESENTATIVE
A certain merchant introduces himself as Sidorovich's assistant and sells low-quality goods, Sidorovich does not need bad fame, as well as competitors. So this stalker will have to be killed. Having reached the goal, it will be effective to throw a grenade at the stalkers sitting near the fire. One of them will be armed with the "Viper 5" assault rifle, which will be very useful to you in the future. Returning to Sidorovich you will receive an artifact as a reward.

A very curious place is located in the northwest of the village. In a small valley (recognizable by crumpled trees and a bunch of anomalies) you can find a couple of artifacts that are located under a fallen tree. But be careful with anomlies and use bolts to identify them and defuse them a bit.

GET ARTIFACT
One of Sidorovich's clients ordered him the Medusa artifact. Your task is to find it. There are several solutions:
1. Medusa could have been with you after completing initial quest(after completing the quest with partners to free the nimble one)
2. Medusa could be found in a cache on the way to the quest to kill the "Sales Representative")
3. 2 more Jellyfish can be in boxes when completing the Wolf quest to clear the area.
4. Also, jellyfish can be in the valley described above.

GET THE MONSTER BODY PART
Outside the Zone, the fashion for clothes with the hair of mutated animals has gone. Your task is to bring Sidorovich the tail of a mutant dog. A bug is quite possible here, when you already have enough tails for a fur coat, but Sidorovich doesn’t want to defend the quest .... (yes, not all buggies fixed the update stalker :()

All other additional quests are essentially the same, so you should not have any special problems.

FIND MILITARY DOCUMENTS
Merchant Sidorovich will offer you interesting option cooperation. In order to find Strelok, you need to get to the center of the Zone, but in order to do this, you need to get to the Agroprom Research Institute, which has documents that Sidorovich also needs and where you can get information on Strelok. You have a long way to go, so it is advisable that you have an automatic weapon (Viper 5), a supply of ammunition, first-aid kits and bandages. Some of the above can be obtained by destroying the soldiers at the outpost.

To continue walking Stalker Shadow of Chernobyl, you need to leave the settlement and move left along the central road (look in the direction on the minimap), approaching the meeting point with the guide (to the left of the road) you will find him dead and the anomaly record in his PDA, then you will have several paths further promotion:
1. Go to the tunnel alone. To do this, throw bolts at the anomalies (by default, button 6), this will allow them to be discharged and it will be more or less safe to pass through the tunnel, but it is unlikely that you will be able to pass without damage.
You can go through the military outpost (located to the right of the tunnel - right along the road), there are 2 options for passing through the outpost:
2. Peaceful. Military Kuznetsov will ask you 500 rubles for a one-way pass, and you agree.
3. We regard the action of the military as extortion, for which, without trial or investigation, we kill him with a shot in the head. After that, it is advisable to run back behind a tree and from there kill opponents alone. As a reward for this, you will receive AK assault rifles, cartridges for them, and first-aid kits.
4. You can climb the embankment and get through the fence, there is also a cache in one of the cars.
5. It is possible to bypass the embankment through an area with a high radiation background.

After you have passed the embankment, Sidorovich immediately gets in touch, who asks to help a stalker named Fox, who has fallen. The fox will be near you with a company of monsters that will need to be destroyed. Fox also has information about the shooter. Having reached the Fox, give him a first aid kit and help fight off opponents.

On the way, you can complete the quest for cleaning, which you received from the Wolf. An overturned army truck will be located to the right of the road, but if you do not have information about the cache, it is better not to go there - there is a very high background radiation.