Someone is holding the door to the lab. Summary of the passage of S.T.A.L.K.E.R. Video: walkthrough STALKER Shadow of Chernobyl

LABORATORY X-18
Having received a task from the Bartender, you can immediately go to the X-18 Laboratory, or you can complete additional tasks from the bartender or bar guests.

After that, you need to return to the Landfill and move in the direction from which the boars fled.

On the road, to your right, there will be ruins, most likely there will be bandits, but they are poorly armed and should not cause you any special problems. When there are 130-140 meters left to the target, look to the right - there will be a swamp, near which the artifact should lie. Before the dark valley (for 40-50 meters) look to the right - there are several anomalies and a valuable artifact that hangs in the air, but nevertheless it is quite possible to take it.

After moving to a new location, you will witness an interrogation scene, from which you will learn that Bartender's scouts were ambushed. The stalker who is interrogating - Bullet, will ask for help to free the stalker from the Duty group. If you do not refuse (kill two guards) - you will receive a cash reward, an AK-74 sight and good relationship Debt, also get information on objects at the location. This quest is not required to complete the Stalker, but it is still better to complete it.

Move in the direction indicated on the map and you will find a sewer pipe, you should move along it straight and to the left. Try not to make noise and you will be able to save the life of the stalker when leaving the garage, you couldn’t - it’s okay. While clearing the base from the enemy, look for a bandit in a black cloak, he has a modified obokan - an extremely powerful weapon that belonged to the character in the bar (when you return, you will receive a reward for the weapon). If you want, walk around the yard in the direction of the entrance to the pipe (you don’t need to go down the pipe back) - you will see pits with piles, artifacts near them. If you can't find it, you can look from a hill. Opposite the garage is a white two-story building (you will see a truck inside), go in and see a staircase on the right, follow it to the second floor and enter the red building (there is the largest number of opponents here). When you find the ladder, you can go down and help out another one from the Duty group. Then, on the second floor of the red building, there will be a passage to the office building. On the map you can see the location of Borov, who will meet you far from good-naturedly. In his office there will be a lot of drawers and lockers that can be easily opened after shooting at the locks, things from those drawers that did not open can be taken with the F key (oh, these bugs :)).

You can get out of this building through the tunnel attached to it, at the end of the tunnel you need to jump out the window, since it is not high. If in the process of further searches you decide to look at the gas station (there are still corpses on the map for some reason :)), then you will meet the cutest bloodsucker.

Then move in the direction indicated on the map. When you reach your destination (factory), you will meet little organized resistance. You must immediately turn right into the building, after killing the rest of the bandits, go downstairs and go through the door.

Appearing at a new location, do not be surprised if things start flying - these are Poltergeists having fun, before going to the target on the map, carefully inspect the rooms - there are artifacts in several of the bottom. Further passage of the game Shadow of Chernobyl will be easier if you find a room with a lot of lockers - they have a lot of uniforms, including an AK 74 with a grenade launcher and a couple of grenades for it, as well as Monolith armor (quite good if the stalker's overalls have worn out) Next, find a corridor with anomalies such as frying, there will also be snorks (crawling in gas masks), their damage is significant and they move quickly, so be careful.

Having reached the mark on the map, you will see the corpse of a young scientist, after which you will find out that the code for the door is 1243, but until you find the body of a scientist, the door will not open. Then we go to the armored door, focusing on the map. In one of the rooms you will meet a fiery poltergeist - fire flying through the air, but you can’t kill him, but he can hurt you, so it’s better not to meddle in the room. Enter the code and go down the stairs. “Damn” is going on below - objects begin to fly at you, this is the work of poltergeists - look for clots of energy hovering above the ground. It takes quite a long time to kill them, but you can shoot close (you won’t get anything from contact), you can simply ignore them.

In one of the rooms there is a box with cartridges, but this is the case if you want to run around.

For further progression of the game, focus on the large room on the map (large rectangle), before reaching it, you will see broken glass partitions, on the right is a room, there is a descent down into it.

In the room you will see two armored doors, one of which is knocked out. Inside is a pseudo-giant, which is dangerous at close range, but not very tenacious.

Grenades help a lot and you can also shoot at the barrels of fuel, which will help to kill the monster. In the far left corner of the hall you will find a dead scientist, you will find an IL 86 rifle and a code for the door, there should also be an artifact in the hall behind the pipes under the wall and RPG 7 lies approximately in the middle of the hall, but I do not recommend taking it. Further, after leaving the hall, go up the stairs and head to the armored door (green marker on the map). Code 9254. The door will shake as if there is an armada of monsters, but in reality - no one, until ...

Entering, turn right into the hall with inductive coils, on the left there will be a passage leading to the second floor, in the cabinets you will find first-aid kits, cartridges - everything that will help you prepare for the meeting with the future.

Climb back, at this moment a fiery poltergeist will fly into the room. Do not stand still, then the enemy will not be so dangerous. Shoot at the orange translucent cloud (this is the poltergeist), in small bursts. After you kill the enemy, memories will flood over the Bullseye.

After you wake up, go upstairs to the wheelhouse (you will see computers and other equipment there), be sure to take the documentation. By now, you should have heard about the operation of the military, who will not welcome you with bread and salt. A significant cluster of opponents awaits you when climbing the stairs. After you leave the basement, Sidorovich will get in touch and inform you that the base of the bandits has been attacked by the military and the passage to the dump is closed. You'll have to take a different path.

After getting out of the building, on the way you will meet several bandits and the military. main entrance guarded by several military men, but they are at a distance, so it is quite possible to kill or just run to the left.

A separate stalker joke is the Pig Farm (to the right of the asphalt road). Having entered there, a certain Ivan Susanin (doesn’t he inspire confidence :)) will offer you a Gauss rifle, which he allegedly found, for 800 rubles, and leave for it. From a safe distance, he will tell you that he scammed you like a sucker. Either you endure or punish the freak, and at the same time his brothers, but the battle will not be the easiest. In general, to contact or not, decide for yourself (P.S. he will no longer have money, but his friend found a good artifact).

Get to Sidorovich, he will issue a reward and send it to the bartender. But don't rush. Sidorovich has tasks to find an artifact, and you may have a lot of them. Take the task and immediately go to the "I'm talking about work" menu (if there is an artifact, of course), you can sell artifacts at a double or even triple price. Further stalker passage can be diversified if you take a special task from Sidorovich - you will receive a paid quest, which will also raise your rating among stalkers.

STEAL DOCUMENTS FROM THE MILITARY BASE
Some extremely important documents were brought to the military base, not far from the village of stalkers, and Sidorovich really needs them. It is necessary to penetrate the base and steal documents. The passage of the quest can be like this - go around the base on the left - you will see a fallen tree that has broken the fence, follow it over the fence and go to the building materials under the fence of the base. Jumping on them, go to the base and take the documents. It is possible to kill the sentry, then all the warriors will leave the territory of the base and give room for action. Whatever it was, getting in was easier than getting out. The most effective way out is to go up to the second floor of the red building along the outer stairs and just jump off, BUT there may be soldiers there, so a distraction maneuver will come in handy - there is a second exit in the same building below, you can make a brawl - all the soldiers will come running, and we’ll calmly leave along the path indicated earlier. Payment is small - 2000 rubles.

Also ask for help new stalker Fan (Deputy Wolf). This quest is not required for the passage of Scadow of Chernobyl.

PROTECT THE BEGINNER CAMP FROM MERCENES
According to Fanat, a group of mercenaries “ran into” the camp and demanded to clear the camp. There are practically no experienced fighters in the camp, so you are asked to help set up an ambush and show who is in charge in this village.

The fan will offer you to sit on the roof, but there is another option: there is a tree to the right of the road near the village (20 meters to the village), the bandits will pass by it, lie down near it, take a grenade or a rifle with a sniper scope and wait. When the first bandit enters the village, shoot in the head or throw a grenade at the ones in the back. Then get it. In this scenario, the losses of young stalkers are minimal. It's almost impossible to do it alone. Award 2500 rubles. One of the mercenaries has a sniper obakan as a weapon, which will become very useful in subsequent missions.

After that, you can go on your way to the Landfill. For the passage to the dump, the same paths will be available as the first time. With the only difference that now under the bridge are not ordinary military men, but special forces high level with rims. In principle, you can shoot, but you will not find anything extraordinary during the search. On the way to the dump you will meet well-armed soldiers and bandits, be careful.

The same applies to the outpost itself, the paradox is that there will be both bandits and the military on it (it is clear that there is not a big difference between them :)).

Further along the dump, the passage is almost free. You will again be offered to protect the Angrar from attack, but the reward is small. Next, go to the Bar, there should not be any special problems along the way. When approaching the bar, be extremely careful, you may be attacked by a flock of pseudo-dogs that will attack you, and a worn suit is not the best defense.

The further passage of Stalker Shadow of Chernobyl can be interrupted to perform in the arena, but your opponent will be extremely difficult, the rank is a master, armed to the teeth, and even in an exoskeleton. The arena managers have arranged a surprise for you, giving you only a knife ... And if you look closely, there are also grenades. Personally, I recommend using them, ideally go around him from the rear, and throw a grenade in the back, and immediately throw another one in the direction in which he will run. Failed - repeat the maneuver. In principle, you can do without a bypass. Just in case, I recommend using a quick save. Reward 10,000.

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 on to the Dark Valley, explore the end of the Scrapyard. 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.

In the bar, chat with the Bartender, who will continue the 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 advance along 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 mass 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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If you are interested in the passage of "Stalker: Shadow of Chernobyl", the X-18 laboratory will become an important site, the strategy of action on which it is desirable to know in advance. Otherwise, you can spend a lot of time wasted before you can complete the task.

Who gives the quest

The task can be obtained from the Bartender, who has equipped his institution, the bar "100 X-ray" (the only one of its kind in the Zone!), under the wing of Duty. But first you will have to complete the task of stealing a case with secret documents from the military, who have settled in the former Agroprom Research Institute.

The task is expected to be very dangerous, so the reward will be appropriate - the bartender promises as much as 10 thousand rubles for the documents. In addition, this will allow you to learn more about and this is already in the interests of the Bullseye himself. Therefore, you still have to complete the task, although you don’t want to go underground at all. So, we begin the passage of "Stalker: the shadow of Chernobyl". Laboratory X-18 is waiting.

What dangers will meet Tagged in the laboratory

Of course, what kind of dungeon in the Zone is without anomalies? Fortunately, only roasts are found here - they are clearly visible even in the dark, so you can get around without much harm to yourself. In addition, you can always use bolts to choose a safe route.

But with mutants it will be more difficult. To begin with, there is a fiery poltergeist here - one of several in the whole game (another flock is waiting for the Bullseye in the control room). In addition, there are several snorks waiting for the stalker in a narrow corridor with roasts. There is poor lighting, and anomalies greatly impair visibility. Therefore, they can cause serious damage. So be as careful as possible when passing.

A pseudo-giant also lives here - a very dangerous creature, especially in a small room. It would be useful to stock up on grenades and just throw them at the mutant. Also don't forget to use fuel barrels - shoot them when the pseudo-giant is nearby. With this tactic, the passage of "Stalker: Shadow of Chernobyl" (laboratory X-18) becomes easier.

Finally, several ordinary poltergeists live in the dungeon - sometimes they are not even visible, they just "play around", lifting objects into the air and throwing them at the Bullseye.

But the main danger is people. A detachment of experienced and well-armed military may well finish off the hero, so you need to act very carefully.

Main walkthrough

Immediately after going to the dungeon (under the Dark Valley), the gamer will see flying objects - poltergeists are naughty. Walking around the room, you will come across a narrow corridor with frying. Kill the snorks and carefully move forward. Here you can find the corpse of a scientist, searching it, you will receive the password to the X-18 laboratory - 1243. But trying to enter it before the body is found is useless, it will not be active. After opening the door, go down.

There are poltergeists here - they are harmless in themselves, but they can cause damage by throwing objects. It is worth killing them - shoot clots of energy flying around the rooms. Going further and going down the stairs, the gamer will encounter a pseudo-giant - use grenades, not letting him close to you.

In this room there is the body of another scientist - from it you can collect not only a good IL86 rifle, but also the code for the second door - 9524. Climb the stairs and go to the armored door. We open it and find ourselves in a room with inductive coils. Here, the stalker is attacked by a fiery poltergeist - we shoot him without fail. After all, the door is blocked and until the mutant is killed, it will not open.

After the death of the fiery poltergeist, Marked will suddenly fall asleep and again see a strange dream.

Rising upstairs and rummaging among the computers, he will find a folder with the required documents. Now you can get fresh air. But "S.T.A.L.K.E.R: Shadow of Chernobyl" is famous for its unexpected twists and turns. The hero is waiting for a detachment of army special forces - four tough fighters. Yes, and near the exit to the surface there will be a solemn procession. It is desirable to have something long-range with good optics.

Like every location, this one contains a lot of caches with useful things. But the most important cache in the X-18 laboratory - this is the one that is located at the very beginning, that is, in front of the fiery corridor with snorks. Search the lockers located in the room to the right of the corridor - here you can find the suit of the Monolith group with good protection.

The exit is blocked - we are looking for another way

Immediately after Marked leaves the laboratory, he will receive a message from Sidorovich. It turns out that dark valley covered by the military. It will not work to return through the dump - a cordon has been set up. We'll have to follow a new route that leads directly to the cordon. Follow the sign and go there.

The passage of "Stalker: Shadow of Chernobyl" (laboratory X-18) also provides for the possibility of breaking through the cordon, although this will not be easy. If you leave the military alone, then soon they will be killed by the Dolgovites.

The door in the room with the fiery poltergeist can be propped up with a box - then it will not close, and the gamer will have the opportunity to maneuver in battle.

The documents found in the laboratory are the fourth folder - as the name itself says. Where are the rest? They don't exist. The developers wanted to make the quest longer; to complete it, you had to find several folders. But before the release of the game, the task was simplified - there was only one folder left.

At the time when Marked is in the underground laboratory, the label on his PDA for some reason will show that he is at the "Radars" location.

Conclusion

Now you know the main subtleties and difficulties of passing the location "Laboratory X-18". Let's hope that thanks to this, the magnificent game "S.T.A.L.K.E.R. Shadow of Chernobyl" will give you even more pleasure.