Passage of the game stalker lost alpha ds amber. Stalker lost alpha walkthrough. STALKER Lost Alpha: X7 walkthrough


Discussion of the passage of the modification: Annotation:
Your life is so boring that there is not a single detail that even the most attentive listener could grasp. You are absolutely nobody. Only long nights disturb thoughts and memories... Which belong, as if, not to you. An accident on the mainland - and now you are already shaking in a truck that is taking you and another guy, very young, to the Zone. You shake hands. "Sokolov" - he introduces himself. And you... The silence drags on. "Nemo" - casting aside doubts, you say. "The Zone knows a lot of different stories..." It is with these words that this modification begins. But do not be afraid - she will not be engaged in endless repetition of the old. She will tell you something of her own, new and, I hope, interesting. You will not immediately understand everything, something will remain unsaid, and you will not even guess about the existence of some understatements. Riddles await you, a red thread that runs through the entire modification. Perhaps you will learn about something only at the very, very end (and I'm not talking about the end of the first part). With pathos finished. List of changes:
A new plot and a new alignment of forces in the Zone.
The plot is really global - this is not another attempt by the stalker Vasya to find a super-duper mysterious artifact, ending in a nearby anomaly. I tried to do as many diverse tasks as possible and as few as possible "Collect five cans" (I understand that this is insanely interesting, but the game is not about that).
The presence of several full-fledged additional plot branches.
A small attempt to introduce an item creation system into the game - for now as an experiment.
Card game (same as the previous paragraph - in the next part it will be refined and improved.)
It's probably not worth even mentioning such trifles as new weapons (+ grenades) and repairs.
A little bit of transport.
The respawn of monsters will not let you get bored (perhaps even too much), and the locations will not be empty.
Attention to your choice. The choices made in this part will be transferred to the second (in a completely inadequate way, but let's not talk about sad things).
New music. Probably, some branch will be connected with one of the compositions in the second part.
And a giant pile of other little things, of which there are so many that I already forgot about them.

Important points:
If you go through the mod and want to transfer your decisions to the second part, then save the log file somewhere - after the credits and exit the game.
Departures - when moving from the Cordon to the Landfill and from the Landfill somewhere (load the autosave and play on).
When loading saves in the above locations, a crash is also very possible. (load after departure and play further)
The second part - if it ever (oh great Monolith!) comes out - will be written in the Call of Pripyat engine, which, I dare to hope, will save it from this disease of overloaded locations.

Big update:
List of changes:
1) Improved stability at the "Army Warehouses" location.
2) Partially improved stability at the Cordon and Junkyard locations.
3) Removed an unrealistic number of animals on the location "Army Warehouses".
4) Fixed some bugs and inaccuracies.
5) Added weapon pack (for simple fashion- simple OP).
6) An interesting description for all weapons.
7) Updated voice acting.
8) Fixed a bug when the contents of the caches disappeared upon reboot.
9) Rebalance in the economy.
10) Removed a freebie from the original PM on locations.
11) Added crafting ingredients for sale to all merchants.
12) Recipes for crafting can be bought from the Informant at the "Bar" location.
13) Now you can find ingredients for creating items in hiding places and on corpses.
14) Added a recipe for a unique exoskeleton - you can win cards from ... someone)
15) Added recipes for unique overalls and jackets.
16) In cut scenes, incoming messages are displayed on the main screen.
17) Fix rewards in the Arena.
18) Returned swinging weapons from the original.
19) Fixed incorrect display of the sixth artifact slot on widescreen monitors.
20) And other little things.

Testing and ideas: _professor_Sakharov_ (aka "Sam" Nikita)

Secrets and tactics Lost Alpha

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Today we will talk about game STALKER Lost Alpha, the passage of which is presented below in full detail. We will consider the sequence of plot development, as well as the implementation of the main tasks.

Cordon

The passage of the game STALKER Lost Alpha begins on a long-familiar to every fan original version place. Main character wakes up from sleep in the room of Sidorovich's bunker. Climb up and talk to the merchant. He gives us the first task. We are asked to find an artifact. We leave the bunker and take to the left. At the same time, we look at the mini-map, there is a label for finding the item we need. In the grass, the artifact is hard to see, but the detector signals can help with this. After receiving the necessary item, Sidorovich gives us a few tasks. We carry them out and go towards the next location.

Location Agroprom

In the game STALKER Lost Alpha Walkthrough continues to landfill. We respond to the familiar call of Bes. We help the stalker Yurik. After supporting all those in need, we go to the hangar to meet with Gray. From a conversation with him, it becomes clear that we have to go to Agroprom. We go to the location and immediately help the stalker Mole. Still non-standard in the game Caches - a phenomenon that we will meet at the next stage. And so we save the Mole. In gratitude, he tells about Strelka's hiding place. The Mole also details the location of the notes. We go down. We start searching. We find shelter, as well as notes. Let's go in search of a hiding place. It is located in the corresponding passage between the corridors.

dark valley

In the game STALKER Lost Alpha, the passage continues with a visit to the Bar location. To get into it, we move along the road to the barrier. We pass it and turn left. Then we move straight along the road. We pass the roadblock. We go to the bartender. We give him the documents that were found at Agroprom. We meet with Comrade Petrenko. You can find it in the Bar. We go to the Dark Valley. We go to the farm. The first thing to do after moving to the location is to find a stalker nicknamed Demon. From the conversation it becomes clear that we need to head to the factory, which is the base of the bandits. The demon lays out a plan. We are starting to implement it. We start searching for the entrance to the factory. It is located in a hollow in the bushes behind the enterprise. Poltergeists constantly eke out their existence at this place. We find 3 corpses of bandits. We take a suit from one and put it on.

Base Borova

In the game STALKER Lost Alpha, the Dark Hollow continues the passage. We fall into this area under a hail of bullets. We move towards the railway tunnel. We move until a fault is visible on the wall on the left. We pass into it and get to a place called Mines. We move straight ahead. We turn left and lose consciousness, having received a blow to the head. Having come to our senses, we see the leader in front of us. The head's name is Veles. We talk peacefully and get a new task related to the search for documents that are located on the territory of the Borova base. We return to the surface. We are heading to the Borova base. You can use the car. The base is full of surprises. The head of the bandits will want to play Guessing Game with us. Moreover, the price of losing is our life. The correct answer is the number 4. We get the code for the safe and pick up the documents. The bandits will instantly become violent, and we will have to shoot to get out of the base. After complete victory over the enemy will receive a new message from the PDA.

Level 18

Next, we have to visit the laboratory in the game STALKER Lost Alpha. The passage of X-18 begins with a descent into the basement of the corresponding administrative building. To gain access to this level, we have to use the code that was received from Petrenko. The combination from the door we need is 5271. We go down to the laboratory. Next, we search the security room. In the table we look for the first documents. In the same room we see a computer. It requires a code that will fall into our possession later. Next, we leave the room, and our gaze opens up the X18 laboratory, perfectly executed by the developers of STALKER Lost Alpha.

The passage continues with the search for documents number 2. To get them, turn left. We move straight towards the door. We go down. We see a table. Above it there is a shelf on which we find the papers we need. We take documents. We find and defeat the burer. His hand must be brought to Petrenko. We go to the room with elevators. We go to the right mine. We climb it. Thus we achieve open door. Through it we penetrate the territory of the secret room.

The laboratory in STALKER Lost Alpha is fraught with many dangers. Passage of X-18 continues unexpected meeting with a corpse that we find behind a special installation. We take from the deceased PDA. It displays the code 9231, perfect for the computer sitting next to it on the table. Documents number 3 are also located here. Now we go to the room located above the meeting place with the burer. You can get into it through a breach that appeared in the floor. We look for documents number 4 there. Next, we go to the basement. We are looking for a table in a special room. On it is document number 5.

Location Rostock

We meet with the head of the Duty. We get the task to destroy the surviving mutants. To this end, we go into the tunnel. We take an old gas mask from the environmentalist. We move to the factory. There we look for 3 PDAs and kill 4 bloodsuckers. I'm going to the construction site. There we find the first pair of PDAs. To find the third device, we need the gas mask obtained earlier. The fact is that poisonous gas is spreading near the building, as well as indoors at the checkpoint. We go to the second floor, we look for PDA there. We will find the bloodsucker at the factory entrance.

At Veles

We go to the bar. We go to Petrenko. After that, we approach the bartender. Then we return to Petrenko. We get the key to the laboratory X14. Let's go back to the factory. We go to the passage leading to the laboratory. We find ourselves in a corridor similar to the one located in the Sarcophagus. We move along the corridor. Looking for code door. Specify a combination. Let's go. We go along the right corridor. We find the second door. We pass using the same code. We get to the laboratory. We find the PDA and documents on the table. They must be delivered to Veles. He will inform you that secret traders in the Dead City will contact us. Next, we need to get out of the mines. At this time, a message will come. Its author is Professor Sakharov. He has business with us.

big swamps

We go to the professor on Yantar. We receive a task to search for special documents held by mercenaries, which are located on the territory of the Dead City. We take the task. We get to the city. We follow the school. We pass to the head of the mercenaries. During the conversation, he suddenly recognizes the shooter. We are captured. We lose all equipment and weapons.

The next required location is the Great Marshes. Here you should be prepared to meet with military helicopters. They will start firing at us. We hide in the reeds. We are waiting for the military to leave. I'm going to the doctor. It turns out that our character is the Shooter. Therefore, we should find the Ghost. To do this, we go to the army warehouses. The ghost should be sought in the village of bloodsuckers. We are heading east. It is there that the bunker we need with the Ghost is located. He asks us to take the artifact stolen by the mercenaries.

I'm going to the village. We defeat the mercenaries. We understand that we collided with their other detachment, so the artifact is not here. We go towards the escort. After all the hardships, you should go to Yantar. Here we give the artifact and the necessary fees to the professor. We are waiting for him to complete the repair of the PDA. At this time, we are talking with Kruglov. We take the PDA. A message arrives. It follows from it that it is urgent to go to Petrenko.

In Bar at this time, fighting. Finding Petrenko. We are coping with the task of eliminating helicopters. We rise to the roof of the building where the arena is located. We are looking for a dead soldier armed with a grenade launcher. We hit two helicopters. Then we go to Petrenko. We learn that it is necessary to go to the outskirts of Pripyat after Bartender and Voronin. We get to the basement of the department store. We are looking for a newly created bar. We should complete all the tasks by visiting Amber, Cement Plant, Laboratory X16, Radar, X-10 in turn. We get to X7.

STALKER Lost Alpha: X7 walkthrough

This point is located in the vicinity of Pripyat. When we get there, we go to the bar. We talk with the bartender. We approach Voronin. We learn that it is necessary to disable the old military development. The machine that needs to be deactivated is located in the X7 laboratory. It is a bunker under the dam. Let's go to her. I'm going straight. At the same time, a green hologram will continuously follow us. Before stairs 1 turn into the left corridor. We pass to the wall. We turn right. As a result, we get to the door with an inscription warning of a low ceiling.

Dungeons of Pripyat

We need to go through a lot of difficulties until we finally manage to find the Pripyat dungeon in STALKER Lost Alpha. The passage of this stage begins with our entry into the hospital. Meet the guide there. Then he accompanies us to the entrance to the dungeons. Next, we go ourselves. We are in the tunnel. Climb up the long stairs to the left. Let's go straight. Then we turn left until we see KamAZ in front.

STALKER Lost Alpha walkthrough. Pripyat

We have to use a special transition. The passage of Pripyat - one of the most difficult stages - is next in line. We receive a message asking us to help the military in the battle against the Monoliths. We destroy the enemy. We learn about an urgent meeting with Vasiliev. We go to him on the second floor to the school. We receive thanks from Vasiliev and a request for help with measurements. We follow the ecologists. Next, you need to complete the task at the Chernobyl nuclear power plant. The next destination is the Sarcophagus. Next, we complete the task associated with the generators, and get to the X2 laboratory. This is the last frontier to be overcome in the game. This level similar to X18, but with minor differences. We are waiting for the door to the stairs to open. Then we go further, we look for the emergency generator control panel. However, it doesn't work. We need to refuel the generator. Looking for fuel. Let's go to the installation. Hover over the pipe. An inscription appears. Click the "Execute" button. We are waiting a bit. We follow further and turn on the generator. A task to disable the blocking appears.