Passage of the game stalker soldiers of fate. Walkthrough Stalker: Fallen Star. Mercenary honor. Dark Valley and x18
We talk with comrades, we go down to the radio, we do nothing again, we talk with our own. We need to fix the radio, for this we go to the Chernobyl nuclear power plant, we talk with Kuznetsov, their radio does not work either, we go to Yaroslavkin, he asks to bring vodka. We go down into the sarcophagus, go to the monolith, on the way I heard the roar of the bloodsucker, but I never met him, we search the corpse of Charon and take the PDA. He lies here.
We go to the control bunker, we find vodka for Yaroslavkin, it lies here.
We go into the control room, the doors will be blocked, go around the room, look for a flash drive on the floor. She lies here.
We go to Chernobyl2, we find scientists, they are enemies, but they don’t touch you, they just run and shout “don’t shoot”. If you walk through teleports, you can find a lot of different things.
We find the details and go back.
Before climbing Chernobyl1
Throw everything out of the backpack.
We rise to Chernobyl1, we speak with Major Winter, he orders you to be shot, we run immediately back. We select everything that was thrown off, let's go and again go to the control room and select the Strelka knife in the very center.
We rise and punish Winter and company. Then we go to Kuznetsov
(if you exit the gate and go to the right of the rail past the burning building).
Here is a video on how to get there.
We go to the base in Pripyat. We go down. There is a note on the table.
We go to the kindergarten and collect the PDA of the comrades lying near the skeletons.
We go to the Radar and get a message that help is needed in the Radar bunker. This is where AD begins. Apsy everywhere, the monolith can not cope. We go down to the laboratory, where in the original you turned off the Brain Scorcher. There we find Deimos
He gives the task. We carry out his task at the base of Freedom, neatly there are 4 armored personnel carriers. You can blow up an armored personnel carrier with a knife blow right click mice. In the armory we take Bulldog, as well as cartridges for him and Exhaust. Now it will be easy with armored personnel carriers. We select the stick and go to hand over the task to the Shark. He will throw us and we have the option to kill him or not in the dialogue. Let's go to the bar. Before reaching we get a message that you need to turn right.
We speak with Ivantsov, he asks to break through the bar. Probably everyone wanted to have fun at least once on the territory of the bar without affecting the plot. We clean the territory of the Bar, free the stalker, he is being held captive where Voronin used to be.
We look at the bar. We take everyone out there. IMPORTANT!!! We will definitely go to the collection point with Duty on the asphalt.
We speak with Ivantsov and return and tell him that you need to return to Yermol.
After we talk with him, we go to the Dark Valley to the new base of Debt in X-18.
We speak with Ivantsov, then in x-18 we speak with Petrenko and with Vovan the mechanic.
We get the task to interrogate the prisoners at freedom.
IMPORTANT!!! As we get out of x-18, we will definitely talk with Ivantsov again, otherwise freedom will be enemies.
We speak with Max, on the way to the basement near the armory we speak with Vovchik
Yesin, we go down to the basement and talk to the prisoners, they ask for vodka and etc.
(we bring down the first, the second immediately starts talking).
We return to Max and report to him. Then again to Petrenko, from him to the mechanic, he talks about the stunner and Sidorych's bunker.
We go to the Cordon. (Before the transition, you can shoot five hunters on an abandoned farm)
As we move to Cordon, we immediately bring down 2 helicopters into the hands of the RPG, on the ATP armored personnel carrier, on the armored personnel carrier bridge.
In the village of beginners, we talk with Old Man Kovtsur and learn about the Wolf, who tried to blow up the door in Sidorovich's bunker with dynamite. We take the PDA from the corpse of the Wolf and get the task to find Charon's PDA.
We are heading to Pripyat to Kuznetsov, on the way we take a task from Ermol to clear the trail. When you get on the radar, shoot down the helicopters with the PCM. Then we go to the mark on the map. Apses, a helicopter and armored personnel carriers will meet you there. Let's go here.
Then to Pripyat. There will also be an armored personnel carrier in Pripyat. Kuznetsov sits with Deimos at Poisk base. From a conversation with Kuznetsov, we learn that we need to find a fallen helicopter.
We hand over the task to Ermol to clear the path, he reports that a bandit named Shnyr is waiting for us in the back room, we go and talk.
We go to Agroprom along a new transition from Cordon. We bring down the Snark and make our feet in the dungeon.
We get out of the dungeon and go to the swamp where the deserter used to sit. 5 helicopters will fly behind you. The best way to destroy them is the PKK.
We find a helicopter near the trailer, pick up Charon's PDA, break the boxes.
We return to the Seine, then to the Bar. Yermol reports that it was necessary to fill up more No. 8 and Doberman. We go to Cordon to the checkpoint. We find Doberman (you can first vparit
him everything that is unnecessary in a backpack), we say, and then we bring him down. See that he doesn't run away. To do this, just stand at the entrance.
We go to the bunker of Sidorych, and pick up the stunner.
We pass to Agroprom and bring down No. 8. To the Bar to Yermol, from him again to Agroprom, pick up the PDA.
We receive a message from the Canopy of the King. Senya has a task to fill up four foremen. After eliminating the three, we go to the Bar, hand over the PDA and find out that this is a set-up. Slaven sends X-16 to the Doctor.
In the Wild Territory we meet with Lieutenant Anikeev. WE DO NOT TOUCH ZOMBAKOV. We pass to Yantar and quickly into X-16. We speak with Doc, we get the task to fill up the colonel. We go to the point, if we wait, we will see the performance. We take the PDA from the colonel.
We return to Doc. We hand over the PDA to the Hacker. With Pinochet we go hunting. We return only with Pinochet, we speak with the Doctor. A message arrives that you can return to the Bar.
Before we leave, we talk to everyone. In the Bar, Yermol sends to the Radar, to fill up the Senya of the King, before leaving we talk with Shnyr. We eliminate the King, from his PDA we learn about the gathering in the TD. We go to Petrenko. He does not want to get involved, but he does not mind if we do this, sends him to the position and reports that Ghost and Remezov are on the cordon at the checkpoint. We go to the point, kill the negotiators. We go to the cordon at the checkpoint to the German, he gives Remezov's PDA, a message comes from Old Man Kovtsur, we talk to him. Back to the German. We kill all the bandits on the cordon, we return to the German, at his request we find an informer. We go to the Warehouses, kill the Jackal and take the PDA and the flash drive. We go to X-16, we meet Yaroslavkin.
We speak with Anikanov, he asks to find a soldier. Let's go look. Having found the soldier, we return to X-16. We inform Anikanov of the fighter, we talk with Doc and go to Chaes. We are talking to scientists. Next is the Day of Wrath.
We find a flash drive from the dead. We go to the Hacker and pick up Charon's PDA. We return to Karpov, further according to the scenario. We meet with the Ghost, he sends to the Strelok (it would not be bad to have 2 armor)
Advice: before reaching Strelka, we throw off equipment, especially healing arts, first-aid kits, cartridges, armor. We do as he says and quickly pick up everything that we threw off. We go to the surface, we speak with Yaroslavkin and a bullet in Pripyat. We find our fighters and fight with Apsami.
Modification Stalker: Shooting star. Mercenary Honor is a continuation of the "Apocalypse" storyline. All events in this mod take place after the unexpected end of the "Duty. Philosophy of War" series. Main character"fallen star" is a mercenary named John-Joe. He has great strength, balanced, without humor and weaknesses, with his bare hands he can strangle a dozen enemies. He also has a love for money, adhering to the code of mercenaries.
It is worth noting that when passing the mod Stalker: Fallen Star. Honor of a mercenary, a large number of scenarios are possible, depending on what decisions are made. Starting the game, a cutscene will start, which will talk about summary parts of Apocalypse: Search and Debt. Philosophy of war.
How to start a car?
Just open the settings and set the "Ignition" function. Then sit in the car and hold down the key. Transport will go. It is better not to fire near the military
Do not rummage through their pockets, because it may end badly. When you find yourself in the Cordon location, then head in the direction where the destroyed bridge is located. Then look at the empty factory, located on the left side. There is a stalker nearby, go up to him and chat. But I have time to notice that this is necessary to increase the level of adrenaline in the blood and that's it. Then in the passage of Stalker: Fallen Star. Mercenary's honor needs to be studied well in dialogues. If you find yourself at a dead end, just keep in mind that there is always one curator partner waiting for you at the bar. You can always come to him and chat. Then carefully follow the messages that will come. If you want to delve into history, then go to the PDA and find everything there. Even if you find yourself in a hopeless situation, then just look at your personal notes in the PDA to understand what needs to be done next.
If you want to rest, then call the "Inventory" context menu and select the "rest" buttons there - this way you will go to bed. If you click on the button in the "Inventory" called "Radio Scanner", you can use it for its intended purpose. But it is worth noting that this button will become available when you find this building.
You can also mark the map in the PDA. If you look at top panel in the PDA, you will see two buttons there: set and uncheck. And in the installation window itself you will see the stash: T-change language, cross-close the window, arrow-mark.
First quest - Partner
Start this quest in Stalker: Fallen Star. Honor a mercenary by watching two videos. Then you will find yourself in the location - Sorting. You need to go down a bit now and meet Bison. After talking with him, it turns out that he and his colleague sowed vodka. You now need to make a 180-degree turn and go to the bar. In order to get to it, you just need to go along the road, and then turn to the right, or just go along the mark. At that moment, when you turn to the right, you will see lonely people, go to them, and then turn to the left. At the entrance to the bar, look at the inscription "Prologue", and then come closer to the military man standing in uniform - this is Hugo. After talking to him, this quest will be considered completed.
Second quest - Guide for the colonel
After you find the Bartender and chat, you need to quickly go to Sidych. To take a shortcut: first exit the bar onto the track. Then turn right and go into the tunnel leading up. Then go to visit Sidych and take a bottle of vodka from the box with you. After you talk to him, you will learn that the colonel is looking for a guide. Quickly head to him on your own shortcut: after getting out of the lair of Sidych, turn to the right side, and then turn left. Thus, you will find yourself close to the loners, which you need to pass in the passage of Stalker: Fallen Star. The honor of a mercenary is to run up the hill. Then cross the bridge and run out onto the road, so that you can then follow the mark. Once near the entrance, declare that you have an important conversation with the Colonel. But they won't let you in. But in order to be allowed in, go to the bartender and chat with him. Having finished the conversation with the colonel, the test will be considered completed, but it will be counted as unsuccessful in your table.
Third quest - Rent a room
AT this moment you will receive a message from Hugo. Then run to the bar, where you should find him and talk. He will ask you to rent a room to him. After talking with him, you can go to Sidorovich the same way. After talking with him, it will become known that his hands are tied by a gang of Kuzbas-mandaras.
Fourth quest - Colt Law
When you get home, throw all the canopies into the box, as they are no longer needed. Then go outside. There you will meet the ataman of the gang. After killing an arrow with him, go outside and move towards Sidych to increase your arsenal. But he will refuse you this. Continue through Stalker: Fallen Star. Honor the mercenary by advancing to the bar, because in it Hugo will supply you with three throwing knives. On the way to the factory, be careful, because opponents have settled on the right. Use a knife on them, and then pick up useful things. Then go into the factory building, climb to the third floor and throw a grenade there. Detonation guarantee -75%. When it thumps, go to the bodies and examine them, and then stomp to Sidor, with whom you need to talk. On this note, this stage ends.
Fifth and sixth quest - Two in the swamp
After talking with Sidych, it turns out that the fishermen do not communicate with each other. After talking with a friend, run to the puddle and find corpses there that need to be searched. You will have a specific task: to find what the grunts were looking for. And here is the thing they were hunting for located near the excavator bucket. It is worth noting that it may not spawn right away. However, after you talk to Sidor, head to the backpack, which is where you need it. Now you will need to run a little in the passage of Stalker: Fallen Star. The honor of a mercenary, and then stand facing the bucket in order to turn your back to the excavator. Then use the camera scroll. Then take out the xenoform from the backpack and go to Sidorovich.
It is he who can tell what kind of xenoform it is. Then go to the cafe and tell Hugo about everything.
Seventh quest - Bratva
When you want to leave the Bar, then your path will be blocked by a bandit who will say that the chieftain is eager to see you. You can go to Leha along a short path: first exit the bar, then turn right, and then drive until the bridge is in front of you. Get out and walk along it to the gorge, and then jump into it. Now we have a conversation with Lesha.
Eighth quest - Sniper
Now in the passage of the mod Stalker: Fallen Star. Honor mercenary you will receive a contract in which we are talking about taking down the Sniper. After Lekha gives out the xenoform, head to Sidorovich. Only he can issue an SVD with two cartridge belts in exchange for a xenoform. Then go to the puddle. In order to activate which the arrow will spawn, you need to find the document. Head to the shore and take a good look at everything there, find a bottle, and next to it it will lie. After the document is in your hands, you can destroy the sniper who sat down at the factory at the window, which is at the very end on the right. Then go to the corpse, search it, and then report everything to Lesha.
Ninth quest - Cross the perimeter
After you enter the bar and find Hugo, go and talk to him, because he can give you information about the caches. Then head to the Bartender and after talking with him, get your equipment at your disposal. Then find and talk to Kostya, who will issue a pass to the ChEZ. After all, head to the checkpoint. There in the passage of Stalker: A Fallen Star. The honor of the mercenary needs to hide the weapon in the inventory. Then put the pass in the pistol slot and move on without interacting with anyone. Then go to Cordon.
Tenth quest - Chasing the Sniper
Now you need to go to the bunker where Sidor sat down. After rummaging in the cache, you will understand that the Greek managed to visit it before you and clean everything up. After you exit it, then view the scene of the first hit in the PM. You don't have to shoot much at the TD if you meet the Guide on Cordon. It can be found next to the fire, which is located near the Diesel Locomotive, which is near the tunnel. As you get close to him, kill the vampire that your mentor turned into. Then you can read the PDA. Then head on transport to the factory. Before reaching the bridge, talk to Svoboda, and then watch what will happen to him. Now you can a little from this creepy place and run across the bridge, trying not to run into a mine. And then go to the Junkyard and cross it.
It is worth noting that in the further passage of Stalker: Fallen Star. Honor of a mercenary, you can kill individual controllers at close range, because the psi strike is active only at a distance. Along the way, go to the checkpoint and chat with the Greek there. He will tell you that the mercenaries went to the TD. You need to go there too. Then you need to get around the Svobodovites near the bridge, which is near the bandits' lair. I advise you not to get too close.
Dark Valley and x18
Head to where X-18 is. Along the way you will see snorks and jerboas. No need to kill anyone yet, in order to save ammo reserves. And why, if you need to go the other way. Then you will be greeted by another mercenary, whose name is Arnold. After the conversation, kill everyone from behind. Then go to Arnold's body and take three pieces of paper and a weapon from him. Then you pass into the room, having risen to the second tier. There, go under the pipe. Then go to the Landfill. And after it, run through to the Sorting, where Lech is waiting. That's what he needs to do this job.
Eleventh quest - Helicopter from Hell
When passing Stalker: Fallen Star. Mercenary honor, you need to drive to the colonel and start a conversation with him about helicopters. He will talk about you going through and getting equipment for the contract. Then this equipment will be given to you on the floor below. Now you can return to the colonel and take the pass from his hands.
Quest 12 - Father Vitaly
Once in this place, head to where Hugo is now and talk. After the conversation, go to Sidor. It is worth noting that as soon as you stand on the threshold, you will receive a message from Lehi. After talking with Sidor, get a photo. Then go to Lesha, because he will offer you a job. Of course, it is worth taking it, and then heading past the stuffed vampire and opening the doors. Then go a little through the tunnel, and then climb the stairs to the second tier. Having risen, go in search of Genes, chat with him. After the conversation, advance to Cordon.
Cordon
Once in this location, you need to go to the southern checkpoint to meet with the guide. Then go to the second floor to the military checkpoint, where "Satan" will be waiting for you. It is he who will be your guide to the swamps. Follow him.
Swamp
When passing this territory in Stalker: Fallen Star. Honor of a mercenary, you need to drive to the church, and then climb one flight higher, on which Father Anufry is already waiting for you. After talking, you will find out that Father Vitaly suddenly disappeared. Then go to the Satan-guide, which is marked in blue in the PDA. After talking, you should immediately go to the base. Once in place, you will notice a gangster warming himself near the fire, come up and chat with him. He will tell that Pope Vitaly went on foot to the swamp. By the way, it is worth noting that the bandos will want to become your guide to this disastrous place. Take advantage of his services, and once at your destination, rush in search of Father Vitaly, who has settled in a house located in these swamps. After meeting with him, do not rush to leave, but rather talk. You should listen to his long story, it will be very interesting. Then hurt him.
Modification of the stalker alliance time walkthrough is a serious drive and a bloody mess based on the game S.T.A.L.K.E.R .: Call of Pripyat. The mod has endless enemies, constant firefights and an invincible hero. Simply put, from the old and painfully familiar S.T.A.L.K.E.R.a, they made a typical shooter in the exclusion zone. Now this is not an abandoned and deserted Chernobyl, but a real hot spot. It is not clear what the developers of the mod motivated those who went beyond the stalker theme.
Today we will try to reveal the topic "Stalker Alliance Time Walkthrough" and answer some of your questions.
The main hero of the modification S.T.A.L.K.E.R .: Call Of Pripyat - Alliance Time is agent Degtyarev, who plays an important role in confronting stalker alliances. But under the threat of virtually complete destruction, all game groups are forced to group with one goal - to defeat the enemy, forgetting the contradictions and disagreements.
Not having time to start playing, the passage of the game stalker reference point time of the alliance takes you to a large-scale massacre, which reveals the main essence of the whole mod. The starting couple of hours of the game consist of continuous battles, where everyone is involved available species weapons. In half an hour, the passage of the stalker call of Pripyat, the time of the alliance, will add more than one hundred mutant opponents and alpha bionics to your account.
The quest component of the mod is capture. As the event progresses, your task will constantly consist of capturing something or someone, while eliminating armored personnel carriers or weapons depots. Fortunately, between all the skirmishes, cut-scenes await you. The main branch of quests is supplemented with additional interesting tasks to search for objects and others. You will have to move through the teleport. Where to find the stalker passage of the teleport time of the alliance in the game, see the video review:
We also offer an overview for the stalker alliance time passage Limansk teleport:
If you are a fan of action-packed action movies, then you will like the passage of the stalker time alliance mod. For those who decide to try their hand at the genre of stalker-shooter, you may still get through the first half of the plot, and from the middle of the game you may get tired of constant troubles. By the end of the game, it can be noted that all these troubles in one word “get crazy”. The scenario of the mod is not saved in any way by constant skirmishes. The hero's freedom of action is limited. Every step ends in blood. But this blood is not in vain, because it leads to hiding places. And according to the idea of the authors - 112 pieces! Where to find, see the video stalker time of the alliance passage of the cache:
Undoubtedly, the advantage of the game is that it is not necessary to look for artifacts in order to earn extra money. You can collect loot and resell it to merchants at a bargain price. In addition, weapon upgrades are practically free and by the end of the passage of money you will have a lot.
A rank system has appeared in the gameplay, where points are awarded for each killed. Upon reaching a certain mark, your hero will receive money and the corresponding Order of Merit. The hero has a lot of money, which really discourages interest.
A cool element in the game is a Bengal cat mechanic, which constantly drags away some things that you need to find on assignment. In the stalker time of the alliance, the passage of tools depends on the search for this cat. The crazy idea was a bloodsucker stalker who will become your fighting friend. The zone is presented to us as a fantastic reality, different from the usual Chernobyl zone.
The full passage of the stalker time of the alliance opens up for us a wide range of actions and events that unfold on six levels, the new ones of which are written with high quality and fit perfectly into the plot.
For a complete understanding of the action game stalker time alliance 2 walkthrough dark hollow video most accurately expresses the essence:
Get Information from a stalker captured by bandits. (flash drive)
Conversation with the wolf
The wolf is located in a small camp nearby, in the same place where you start the game. It will be marked on your map with a green dot. Find him and talk to him, learn about your mission. You can talk to him again after completing the mission, thereby getting new tasks and earning money.
Meet the people of the WOLF:
Destroy the Bandits in the car park:
Find Military Documents/Gather Information on ARROW
Fox asks for help:
Help fight off the attack of the bandits in the landfill:
Talk to Gray:
Meet the MOLE group:
Stash Arrow:
Research Institute Agroprom Mission: Find military documents:
Take the documents to the Bartender (Bar)
Follow Bullet to recapture Dolgovets from the bandits
The first time you enter the Dark Valley, you will come across a soldier. He is trying to find out from the bandit about the fate of his comrade. Apparently a gang of bandits captured one of the soldiers. You can help free the soldier, for a reward. We move behind the soldier (Bullet). We set up an ambush. Hide behind the stop. When the gang appears, we shoot at the bandits. Mission accomplished. We get an optical sight as a reward. It is better to put it on a modernized AK. After you complete the mission, talk to the freed soldier. You will receive information about Hog and his base from him. He will also report that there may be another of their comrades there. If you help to free him, then you can hope for a reward.
Find Documents | Release the prisoner from the Prison:
Take the Key from the Hog:
Exit Base | Find the entrance to the Laboratory:
In the laboratory:
Get out of the laboratory x18:
Escape from the Dark Valley:
Return to Bartender:
Wild Territory:
Help Kruglov | Accompany him to Lake Yantar:
Lake Yantar:
Escort Kruglov to the measurement site/Perform measurements:
Find Vasiliev's body:
Lab X16:
Find Ghost Documents | Find out about his fate:
Sakharov will be happy with your success and the information you have obtained. He will give you a suit - SEVA. This is the best protection option.
Back to Bartender:
Meet the guide:
Back to Stash Arrow | Talk to the Doctor:
Disable Brain Scorcher:
Army Warehouses:
Freedom Missions:
Freedom Missions I: Destroy the Duty Group:
Freedom Missions II: Kill the traitor (informant):
Freedom Missions III: Help Barrier Outpost:
Missy DEBT:
Duty Mission I: Kill the Freedom Sniper:
Duty Mission II: Kill Lukasz:
Road to the Burner:
Find the entrance to the Brain Scorcher:
Inside the Burner:
Get out of the Brain Scorcher:
Pripyat:
Find the Secret Stash in the Hotel:
Reach the Power Plant:
Chernobyl:
Wish Maker:
Secret Lab:
True endings:
Destroy O-Consciousness:
Walkthrough Stalker Shadow of Chernobyl: S.T.A.K.E.R: Shadow of Chernobyl Walkthrough
First steps
After the introductory video, the main character appears in the closet of Sidorych - the local huckster and "baty" of all newly arrived stalkers. You can buy not only first-aid kits, ammunition and weapons from him, but also find out information that he generously shares between quests. If this is your first time playing STALKER, then it is better to learn from him how to use the PDA and listen to short course according to the game interface, as well as the rules of the Zone - to do this, talk to him, and to the question of how to contact yourself, answer the first item - "Talk like a beginner."
Sidorych, first of all, is a merchant, not a person, therefore, he will have to work out his salvation - to complete a couple of assignments (quests) for him. The first task will be to search for Shustroy and seize a flash drive with information from him. After receiving the quest from Sidorych, you must go to the surface, to the village of stalkers, and agree on everything with the Wolf - he will be marked on your minimap. After talking with him, if you agreed to help, your first weapon will appear in your inventory - a knife, a PMM (9mm x 19) and some ammo for it. Further, you can explore the settlement: I recommend that you carefully study the cellars and attics - they have something to profit from for a young stalker.
** Directly behind the Wolf there is a very curious staircase leading to the attic. Examine the boxes in the very corner - you can find a supply of energy drinks and vodka in them. If you carefully get out of the attic and go out onto the roof of this house along a small ledge, you can get excellent armor, which will be very useful at the beginning of the game - jump from this roof to the neighboring hut (it will be the only one where you can jump - you can’t go wrong ), peer into the darkness of the attic - you will see a box. Shoot at him so that he is a little closer to the hole in the slate - he will break and an excellent mercenary armor will appear. However, I would not advise putting it on right away - you can complete the upcoming quests with a standard stalker jacket, and you should put on a new outfit only before going into a deep raid **
According to the assignment received from the Wolf, we are heading to a group of stalkers across the road - you can find him by the marker in the PDA, and the arrow on the minimap. On the way, you can help another stalker, who is wounded and lies near a small bridge, near the trailer. Give him a first aid kit - by doing so, you will slightly raise your reputation in the stalker camp. Also, inspect the trailer itself - you can find cartridges, PBS1 and bows in it. Having reached the "assault" group of stalkers, to the left of the bridge, talk to its head - Petrukha. If you agreed to help the stalkers in the group, you will immediately go to the ATP, where the bandits have settled. You should not run headlong - the first meeting with an enemy who has a sawn-off shotgun in his hands can be your last.
I recommend stepping through a hole in the fence, near the frame of the truck - so you can retreat under the protection of the allies at any time, or even go towards the base of the stalkers. Also, you can try to attack the ATP alone (answer Petrukha that you will try to figure it out yourself without making a fuss), but for a novice stalker this is a risky activity. Although, if you manage, you will receive the appropriate reward from the Wolf - Fora 12 Mk2 pistol.
Having cleared all the buildings, go to the two-story building indicated by the arrow on the map and talk to the captured stalker - this is Nimble, who will give you the flash drive you need to complete the first merchant quest. Don't forget to check the attic and the rest of the houses, as well as rummage through the corpses for swag - it will be very useful at the beginning of the game. Most of it can be safely sold to Sidorych, leaving only the most complete pistol and sawn-off shotgun, cartridges are not recommended to be sold at all - they can always come in handy and it is better to store them either in a backpack or in hiding places in locations. More than 200 cartridges for a pistol, however, it is also not recommended to carry with you - you can always profit from the bodies of defeated stalkers.
We return to the village and speak with Sidorych. Unforgettable "throw off" excess weight by selling trophies. It is better to keep all found artifacts in a backpack for now, without putting them on - they will be useful for completing side quests, which can be taken both from Sidorych, and from the Wolf and some other NPCs. Actually, you can immediately proceed to the next story mission, but I would not recommend doing this, especially if this is your first trip to the Zone. It’s better to complete a few side tasks for the time being, such as searching for a “pumped” stalker jacket (you can take this quest from Nimble), or clearing the territory from monsters (quest from the Wolf). These tasks are not important for the story, but will help you get comfortable in the game and find many useful items. Plus, you will have the opportunity to increase (or decrease - it all depends on your desires and actions) your authority among stalkers and practice a little - get used to the world of the game.
At Agroprom!
Having studied the Zone and got used to its harsh rules, you can proceed to the next quest of Sidorych - the search for documents. Presumably, they are at a military base near the "NII Agroprom". Before this task, I recommend stocking up on medicines and ammunition and finding some kind of automatic weapon (I hope you did side quests?). Also, it's time to put on the armor of the mercenary, if, of course, you have not tried it on before.
There is a long way ahead, during which you will have to pass through the outpost of the military under the bridge. You can go through it in several ways: By paying the sergeant 500 local money (you can go through this tax only once and only in one direction). Or try to destroy the enemies, although it will be difficult, because. there are about 6 soldiers at the post, all have AK-74Us, and a lot of first-aid kits - a fight with them may be the last for a young stalker.
**After killing Major Kuznetsov, you can get hold of a very useful pistol in the household - Fora 15Mk, which is a "pumped" version of Fora 12, only with an enlarged magazine - a very useful weapon, until better barrels appear**
If neither the first nor the second option suits you, then you can try to bypass the railway bridge through the embankment, passing through the infected area, or try to go through the tunnel to the left of the outpost. The whole difficulty of the last path is in the Elektra anomalies - they completely fill the passage in the tunnel, and it will not work to bypass or jump over them. You can try to "chat" them by throwing bolts at the anomaly to defuse and go a little further, but this will require practice and some luck.
Having passed the outpost under the railway bridge, we receive a tip from Sidorych that near it one of the stalkers, Fox, got into trouble and urgently needs help. In general, it's up to you to help him or not, but he can give you valuable information about the whereabouts of the Strelok - give him a first aid kit and he will be more accommodating. For help in destroying the flock that followed him, he will help financially - 1,500 rubles are not superfluous.
Moving further along the Cordon, we come across a group of bandits - they occupied an abandoned checkpoint at the transition to the Garbage. You will have to take the fight - this is the only way to Agroprom - the goal of your current task. Also, according to Fox, it is in the Garbage that there is a stalker who knows something about the fate of Strelok.
During the fight with the bandits, I recommend that you immediately move to the truck that blocked the road and point-blank shoot the thieves from the sawn-off shotgun. Do not forget to pick up a machine gun and cartridges if you have not yet got hold of this useful tool in the struggle for existence. Viper 5 is an excellent example of German quality and reliability, as well as a good remedy at medium and short distances. After shooting at the checkpoint, I recommend moving forward to the Dump without delay, picking up only the newest machine gun and cartridges.
Dump
Having entered the location, the main character immediately falls into the thick of things - first we stumble upon a group of bandits who slowed down the neutral stalker. We will not leave a colleague in trouble - we will help to deal with frostbite. And the stalker, if he remains alive, will be grateful. Not having time to collect from the still warm thieves (or maybe from the still warm stalker - who knows which path you will take ...) swag, as we receive a message on the PDA that another group of bandits is attacking the parking lot of abandoned equipment. We move to the place - good, it's close, we communicate with Bes - the commander of the local neutrals, who requested help. From his words, we learn that they recaptured the parking lot from the bandits, and they, in turn, are trying to capture it back. Do not refuse help to the stalkers - it will be credited to you, and you cannot cope with such a number of thieves alone, but you still have to go further.
**Before the fight, after talking with the Bes, look around carefully - near the barrier you will see a booth in which there will be boxes with supplies, and behind it a high tower - shoot at the boxes that are on it, and as a reward for your work you will receive 900 9x19 mm RVR cartridges for the Viper-5 assault rifle. This reserve is more than enough for the next few hours of the game - just have time to pick up more recent machines, because. Improved ammo weapons wear out a little faster than normal**
During the battle, try to cover the Bes so that he stays alive - this is one of the conditions for completing this task. After the fight, go up to him and talk - he will give you some money and a good artifact to sell. Also, it is worth picking up weapons and ammunition - here you can already find AK-74U, a lot of first-aid kits and antiradina (drug for removing radiation from the body). Take more ammo for AK - you will use it at the Agroprom Research Institute location. It is not practical to spend them yet, so you don't have to pick up the AK-74U itself (don't forget to just unload the existing barrels by picking them up and selecting the appropriate item). Use the same Viper-5 - then it will be easier to refuse it, especially since now you have no problems with cartridges for this weapon.
Having finished business with the parking of equipment, we go to the old hangar, in the center of the Landfill (we focus on the passage between two hills, or go along the road), to help Gray - a stalker who has information about Strelka. Approaching the hangar, you will again receive a message asking for help, and again you will have to fight off the bandits - the Junkyard is their favorite place, so get ready for the fact that every passage through the location will be accompanied by skirmishes with local gangs.
During the battle, I do not recommend being between stalkers and bandits, because. you can get caught in the crossfire. In general, it is better to enter the hangar through the main entrance (standing from the side of the parking lot, this will be the right entrance) - from there you can immediately climb onto the roof of the car, or take positions near the rubble and shoot back in the company of stalkers. Another option is to quickly go around the hangar from the outside (on the left, if you look from the side of the same abandoned equipment) and hit the enemies in the back, not forgetting to keep an eye on your own - the bandits can call for help from the transition to the Agroprom location. In this case, you will have to fight on two fronts.
When the attack is repulsed, you will be able to get information about Strelok's cache, as well as a stalker who knows its approximate location. Check the wagons - they contain not only garbage and boxes, but also a little swag.
The next point of the route is NII Agroprom, so move forward to the transition between locations: it is located to the left of the railway tunnel, which you will see when you exit the hangar (if anything, be guided by the map). At the crossing, another 5-6 bandits with sawn-off shotguns and "Vipers" are waiting for you. After running around and shooting enough, you can leave the Garbage to the Research Institute - there is nothing important here anymore, at least for the moment ...
Research Institute "Agroprom"
Almost immediately, you will be met by a neutral stalker, who reports that the Mole group (the symbolic nickname of the stalker who knows how to get into Strelok's cache) is trying to destroy the military. We follow the stalker along the road, watch a scripted video about the landing of the military and the extermination of stalkers. Trying not to be distracted by artifacts lying everywhere, we enter the perimeter, fenced off, and engage in a fight with the military - do not try to play Rimbaud out of yourself - it is difficult to cope with the advancing military alone. In a few minutes, the firefight will move into the courtyards of the territory, where the Mole is defending, with the remaining stalkers. Do not hesitate, because the death of the Mole will do you no honor. During the battle, do not hesitate to shoot at fuel barrels and throw grenades, but do it carefully - if one of the neutral stalkers dies through your fault, you will become an enemy to your own.
Also, don't forget to pick up one of the AK-74s that are regularly dropped by the military. By now, you should already have a good supply of 5.45 caliber ammo, but don't forget to pick up captured weapons and unload them - defeated enemies sometimes have few ammo left in machine gun magazines. Actually, this applies to any weapon in the game.
If everything went well, and you managed to save the Mole, then he will take you to a safer place, where he will indicate the further path - the dungeon, where the Strelka's cache is located.
**On the way, you can look at the swamps that are located to the north of the research institute - there is a very useful and expensive artifact, and also, in the car in the middle of the swamp, there is a colorful character - a deserter. It can give a lot of useful information about the location of the entrances to the Agroprom dungeons and the presence of soldiers there**
Dungeons of Research Institute "Agroprom"
Once in a dark corridor, immediately examine the body of the stalker under your feet. Further,
quietly go to a small staircase that leads down. Without turning on the flashlight, from a sitting position, throw a grenade into the center of the room (approximately between the columns). If there are no grenades - just shoot there and retreat around the corner. In response, you should already be flying bullets and strong expressions. Carefully peeking out from behind the shelter, which are not standing near the boxes, with the flashlight already on, assess the situation. Most likely, 2 - 3 experienced bandits will be waiting for you in the first room, followed by a couple more. The firefight will end quickly if you "grope" in the dark for a barrel of fuel - it stands at one of the supporting columns. By shooting at it, you will significantly damage the enemy and will be able to go down into the room itself relatively painlessly.
A small staircase on the right side of the room leads to a corridor filled with "electro" anomalies - if you already have experience of passing through them (in other words, if you have already passed through the tunnel at the railway embankment on Cordon), you can try to go through here too, although this difficult task. On the other side of the corridor there will be a hole to a flight of stairs leading to the lower tunnels, where the cache of the Strelka group is located.
If the passage along the corridor seems too dangerous for you, then go to the next room and go down the spiral staircase. There you will find a corridor in the form of an arc, in which there are many acid anomalies - when they hit them, severe bleeding opens, so be prepared to use bandages. Further, we enter the main hall, in which there are many boilers, and rather weak lighting. Here you will have to quietly walk along the wall and try not to attract the attention of the military and the bloodsucker - ideally, they should meet each other and resolve mutual friction. If this did not happen, then F-1 grenades, which are in a small box near the right wall, can help you resolve issues with the bloodsucker (look straight when you enter the hall - there will be a slight rise - you go there). F-1 has a very large spread of fragments, and the blast wave leads to shell shock - use these grenades only if there is decent cover nearby.
** If you hold down the USE button (by default [F]), you can "highlight" nearby objects - the names of objects that are at a distance of no more than 3 meters from the player will be shown. Very useful feature, if you consider that in the dungeons you will have to make your way almost by touch **
Here you can also find a valuable artifact "Hedgehog" - examine the center of the room. We carry out our searches only after cleaning the premises, because. while you are admiring the artifact, you may well be discovered by surviving opponents. Through the opening in the wall, exit into the adjacent, central corridor, and from there - into the far left, with more or less normal lighting. Most likely, you may meet the military there - try not to make too much noise, otherwise you will have to fight with two or three fighters, who also love to bypass from the back.
Having passed into the extreme corridor, we go along it a little further than the middle (landmark - a broken ventilation near the right wall) - on the opposite side of it there will be a ventilation pipe - we climb into it and get into the Strelok's cache. In it, pick up a rapid-fire AK, grenades, AK cartridges, stalker armor (to the right of the entrance, in a box), an artifact (to the left of the entrance), and, most importantly, a flash drive, which is the logbook of the Strelka group - it lies behind the map. Information from the flash drive immediately gets into your PDA, where you can read it.
It is worth getting out through the central corridor - guided by the map, reach the lintel and the shaft with a spiral staircase. Climb to the upper levels and then go to the next tunnel near the surface. Along the way, you will meet mostly soldiers, and only at the end, in fact, at the finish line, you will expect an unpleasant "surprise" from the world of the Zone...
For documents!
After getting out of the hatch, you will find yourself on the territory of the western complex of the Research Institute of Agroprom. Try not to make noise - there are a lot of soldiers around: there are sentinels on the towers, sentries guard the exits from the territory, and the territory itself is patrolled. Your current task is to break through to the main building and pick up the documents that are on the third floor, in the temporary headquarters. If you were noticed, then I recommend not to be a hero, but to take up defense in one of the buildings and repel the attacks of the soldiers. After that, continue to move to the multi-storey building, to the upper floors. In advance, it is worth giving a turn on the loudspeaker, which informs the district about your presence at the base with a nasty siren (it is fixed above the entrance to the main building) - save unnecessary nerves.
You will have to be careful when entering the building. there are usually 3-4 fighters in it: look around the corner, throw grenades from shelters. In general, try not to run into a bullet. On the third floor, in a makeshift headquarters, in one of the tables you will find a white suitcase - this is the case with the documents. Having picked it up, you will receive a message from Sidorych that the military have staged another raid and it is not yet possible to return to it, but he agreed with the Bartender, to which we must now keep on our way. The bartender, in turn, agreed with the outpost of Duty in the Garbage to let you through to the Rostock factory.
At about the same time, another batch of soldiers will arrive at Agroprom - the location is now teeming with them. Retreating is through the far entrance to the base - there is less resistance. If you still ran into a patrol, then try not to arrange protracted skirmishes, because. they might call for help. Stay on the road, beware of packs of dogs and pseudo-dogs.
**If you have some space in your backpack - do not be lazy and go to the swamps that are in the "corner" of the location (see the map - a brown-gray puddle in the northwest of the location is the one). There you will meet some monsters, a deserter soldier who hid in a trailer in the center of the swamp, and you will also be able to find an excellent, and most importantly, safe artifact. Feel free to put it on your belt!**
Do not enter the territory of the eastern complex of the research institute - it is already under the control of soldiers and hired stalkers - immediately go to the transition to the Garbage. At the exit from the location you will meet a sentinel patrol. You can not stand on ceremony with them for a long time - carefully throw grenades at them. Along the way, you can also pick up artifacts around the Research Institute, but do it as carefully as possible - the soldiers are not asleep. It makes no sense to try to carry away all the artifacts - there are too many of them. And you will always have time to return to the location.
Rostock, "100 Roentgen", Bar
At the exit from the research institute, you will again run into the bandits - it is not necessary to deal with them all, just destroy a couple and quickly get out of there. If there is a desire to help the stalkers, then you can again destroy the bandits attacking the hangar - this way you can earn credibility with the Bartender, because. this is his territory and you receive rewards for tasks related to protecting the hangar from him. The path to the outpost of Duty will be marked with an arrow on the minimap - move in this direction, or go along the paved road, bypassing large piles of garbage - they emit a lot of light, and your protection from radiation still leaves much to be desired.
Closer to the outpost itself, you will become a member of a small skirmish with a wave of monsters going to the Duty checkpoint. If your help is sufficient, you will receive a stalker overalls as a reward. If not, you will still be let through. In any case, you need to talk to the Duty fighter at the gate - he is already aware of your appearance, and will let you through further. Carefully go around the anomalies behind the fence and at the crossing.
Once in the Bar location, go along the road on the right side, you will meet a flock of dogs at the moat - I hope you still have cartridges, because. you will have to shoot back, although this is not necessary - you can run to the fortification by the road, where the Duty fighters will already cover you. Go further, through the doors of the hangar, exit it and go left. If you get lost, follow the map and signs. The whole location is a habitable territory of the former Rostock factory, where the base of the Duty group, the 100 Roentgen bar and the Arena are located. Shooting at this location is not recommended, as stated by the sign in front of the entrance to the hangar, through which you pass into the courtyard. Go down to the bar and talk to the Bartender, give him the documents and you can throw off the extra swag. Complete quests to find the artifacts you already have and/or sell them (leave only the one that doesn't give side effects and is already hanging on your belt). Also, it is worth selling excess armor, weapons and ammunition - find your bearings here, because. The choice of the Bartender is many times greater than that of Sidorych. In general, try to keep about 300-400 rounds of ammunition for the main weapon, 5 grenades (it is better if it is not only F-1), 10-15 first-aid kits, 20 bandages and 10-15 pcs. antiradina.
The remaining cartridges for the Viper-5 will be useful for you for the Volker pistol (buy this miracle of the German military-industrial complex). The machine itself, if you still have it, you can sell - in extreme cases, you can always pick it up from a defeated bandit, of which, in the near future, you will meet quite a few on your way. The Volker is a fairly common pistol, and even if it gets damaged from using explosive bullets, you can always pick up a new one. I recommend throwing extra power supplies, artifacts, first-aid kits and swag into the blue box, to the left of the counter - do not be afraid, no one will look in there and steal nothing. Also, you should ask the Bartender last news and information about factions, organizations and nearby facilities. For example, it is worth finding out what the Arena is.
** Arena - an analogue of the Colosseum in Ancient Rome- all willing stalkers, or those who simply have no way out (lost, or got caught by stalkers for serious violations and were exiled to the Arena to atone for their sins) can participate in the fight for life. The winner is rewarded and honored, the loser... perishes. After passing all the stages of the Arena, you will raise more than 10,000 money, and you will be considered an experienced professional stalker. However, only experienced players, because some steps are quite difficult**
Documents from X-18
You can almost immediately take the next one from the Bartender story mission- bring documents from the X-18 laboratory. At first it may seem that this is another task, like a trip to Agroprom, but the problem is that the bartender does not know the exact location of the X-18 (or pretends not to know), and you won’t be able to get there right away - you need the second part the key, which is located at the leader of the bandits - Borov. It is to him that the Bartender sends you.
Hog is in his lair - an unfinished complex, in the location of the Dark Valley. The path to it lies through the Landfill, so first you need to return again by the already known path to the transition between locations. To find the transition, we are guided by the map and try not to go where we should not. Having gone to the location of the Landfill (again, do not forget about the anomalies), we go straight across the field, where the wave of mutants came from. Having reached the destroyed workshop, you will most likely meet bandits with whom there is only one conversation - everyone is at an expense. Be careful, because one of them sat down on top, on the remains of the wall. We look at the map and go to the transition between locations, to which the arrow points. Try to overcome a small dead grove as quickly as possible - the radiation background on it is very high.
** Having run to the very passage to the Dark Valley, do not rush to leave the Landfill - look around. Usually, to the right of the transition, at the foot of the hill, there are several anomalies, between which lies a valuable artifact - this is another of the artifacts that is worth putting on a belt - it has no side effects, its cost is 5000 rubles, although it is highly not recommended to sell it **
Before the transition, use antiradin to remove the received dose of ionizing radiation from the body.
dark valley
Upon entering the Dark Valley, you will see how the Duty fighter - Bullet, is interrogating a wounded bandit - come closer and listen to the conversation. From it it will become clear that the scouts sent by Bartender were ambushed and now Bullet is trying to get his comrades out of captivity. At the end of the "conversation" you can finish off the thief and pick up supplies.
**You will find another valuable artifact near the stone, which is located at the transition to the location - walk with the “use” button pressed at the foot of the boulder, carefully look under the trees and bushes, you can jump on it from above. The found artifact Mother's Beads» gives +5 to protection against bullet wounds. If you didn't find it this time, don't be discouraged and look next time you pass here**
At this time, Dolgovets will ask you to help him free his comrade - set up an ambush on the bandits' path in order to recapture the second scout of the group. It's up to you to help him or not, but completing these quests will help you quickly gain a good reputation for the Duty group. In addition, in case of a successful outcome, you will receive valuable information about the situation in the Dark Valley, and no less valuable PSO-1 - a sight for AK-74.
**Follow Bullet - upon arriving at the ambush site, he will tell you what to do: hide at the bus stop and wait for the bandits to come closer. Carefully remove the guard without hitting the prisoner, and you can safely ask Bullet for your reward **
Now keep the path either to the main entrance to the fenced base of the bandits, or you can try to get into the territory unnoticed, through the sewers - the path is indicated on the map with marks. The first solution is suitable for those who are too lazy to bypass the base on the left side and pretend to be Bond - the result, in principle, will be the same - you will enter the territory, just do it less gracefully and quietly.
With the first option, everything is clear - beware of stray bullets, shoot from cover, try not to let anyone get into your back, and the flanks are well shot through.
If you still decide to go as shown on the map, then remember that having penetrated the communications and moving along the moat in the courtyard, you cannot turn on a flashlight or night vision, and you can only move while sitting, so as not to be noticed by sentries. Also, the enemy can hear you draw or put away your weapon, or switch the rate of fire. There is nothing to say about reloading and changing the type of ammunition - it is heard very well, so take care of all the details before you go into the sewer pipes: the weapon must be loaded and set to automatic firing mode. It is better not to use the sight - it will not be useful at close range, and will only interfere, blocking a significant part of the view. You can always wear it.
If you were careful enough, no one would notice you. Once at the wall of the garage, climb onto the pipes and jump out the window - from this moment on, you can not really keep silence, because. you need to act quickly, otherwise the effect of surprise will disappear and the meaning of all your efforts will disappear. Once at the garage gate, do not rush to leave it - assess the situation in the yard: there will be a pit in front of you, and two bandits who are holding one of the captured scouts at gunpoint - try to destroy the enemies before they execute Dolgovets. If you can’t, don’t worry too much, because. this will not affect your reputation in any way (unless, of course, you kill him yourself).
**Don't fall into the repair hole under the truck! If this still happened, then look around - under your feet you should have a brand new Abakan and 5.45 caliber cartridges - in fact, this is the same AK, but with improved accuracy and a little more powerful. It can also be equipped with PSO-1 and used in combat at medium distances, and a rapid-fire AK can be used indoors. To painlessly get out of the repair pit - quickly run and jump over the “heat” anomalies **
After destroying all the criminal elements that attack you in the outer perimeter, you can move on to clearing the buildings. Start cleaning with big garage- from the right inner wall it has a staircase leading to the upper floor - there is a passage to the neighboring unfinished red brick building - you will meet most of the enemies in it.
In the same “red” building, on the lower level, there is a warehouse, and in the basement there is a prison cell in which another Dolgovets sits (do not be lazy, when you destroy all the bandits, go down there and free him - again, this is a plus for you reputation and additional respect from the Duty group).
During the sweep, if you see the light of a lantern, or hear a conversation - do not be lazy to throw a grenade there before entering the room - this will help more than once. In the premises it is better to walk at a pace, without betraying your presence once again. Don't forget to look back as well. often enemies can go around and from the back.
**Sometimes it's worth using the PDA function to detect nearby stalkers - by default, pressing the [H] button (English layout) will show a list of all working PDAs within a radius of 50 meters (in other words, it will show all stalkers nearby). This information will help estimate the number and approximate composition of enemy forces**
Actually, it is not necessary to destroy everyone - you need to go to the office building, which is adjacent to the end of the brick "unfinished". However, the complete destruction of the enemy guarantees your safety - no one will be able to go into your back, no one will raise the alarm, in which case. There is a passage to the office building both on the second floor - two bandits will be waiting for you there, and on the first - through a hole in the wall, where you can also meet several enemies. The closer you get to the leader, the better armed his fighters will be - almost all the remaining bandits will be with AKs and shotguns, so get ready for powerful resistance. In one of the rooms on the second floor of the office building you will meet Borov - search his body to pick up the second part of the key from him (this will happen automatically).
**If during the sweep you meet a bandit in a long raincoat (but not Borov), then be sure to pick up his weapon - an assault Obokan with an integrated GP-25 grenade launcher. Borov can have several grenade grenades in his office, and the PSO-1 will perfectly complement the firepower of this weapon. Later, you will be able to return the Assault Obokan to its true owner - the Duty fighter, who is in the bar and drinks bitter about the loss of a valuable barrel **
The task in the PDA will be updated, and marks will appear where you should go next - being guided by them, leave the territory of the base and go towards the factory, which is indicated by the arrow on the minimap. The entrance to the laboratory is located in the basement of one of its buildings. On the surface, you will again meet bandits, it will not be difficult to deal with them - they act inconsistently and you can safely remove them one by one.
**If your stalker overalls are already worn out, you have the opportunity to renew them - check the small nook, to the right of the entrance to the factory room, behind the rusty iron fence. There will be pipes, and in them - a new stalker overalls, as well as 5.56 caliber cartridges, which will be useful to you in the future **
Get down to the basement and follow the door indicated on the minimap. After entering the small room, go to the door with the inscription about high voltage - the loading of the next location will begin ...
Laboratory X-18
Having gone down to the laboratory, you find yourself in the "waiting room" - inspect the body of the stalker, which lies to the right of the elevator. He'll have some supplies and 5.45 caliber ammo. Next, you will enter a room with a massive armored door with a combination lock. The code can be taken into the PDA from a deceased scientist who had access to the lower level. His body lies in a small room at the end of corridors with "hot" anomalies - they will have to be run through, or jumped over with a run - so you will receive a minimum of damage. In the corridors you can meet snorks - they move quickly and jump far - do not let them close, make sure that they do not go around you from behind. Try not to waste ammo, because. You won't be able to replenish your stock anytime soon. If objects suddenly began to fly up in the room, this means that you are being greeted by one of the most mysterious creatures of the Zone - poltergeists. You will not meet them yet, although they already feel you. In one of the rooms with a bunch of boxes, you can meet a fiery poltergeist - you can't kill him, but he only flies in this room.
**To soften the encounter with poltergeists and snorks, search the lockers in one of the rooms on this floor - they will contain excellent Monolith armor, an AK-74 with an underbarrel grenade launcher, some first-aid kits, an antiradin, 2 charges for HP and artifacts. The grenade launcher itself can be detached and attached to a rapid-fire AK-74 if you haven't lost it yet**
Find and search the scientist's body. After listening to the message and receiving the code, return to the door, drive in the password on the panel - it will open. Get down. After leaving the stairs, there will be an elevator in front of you: remember it, because. you will continue to navigate through it. Also, you will immediately fall under the “shelling” of boxes, kegs and other rubbish from the floor. Try not to rush about, but dodge flying objects in time. To fight with poltergeists should be in close combat, with automatic weapons, because. getting into them is quite difficult - they look like a beam of energy flying in space above the ground. From contact with poltergeists, you will not get anything, so you can safely approach them point-blank. After death, they take on a more understandable form of legless mutants with a massive torso, turning into a head. Move around the rooms and corridors in zigzags, do not try to destroy several at once - deal with each one in turn, otherwise the disassembly with them may be delayed, and you simply won’t have enough ammo to continue through the location.
Until you kill the last poltergeist, the hell with flying objects will not end. It’s worth shooting not at the flying energy clot itself, but just below it - then the recoil will align the sight with it and most of the bullets will reach the target: an electric “discharge” floating in the air.
To the right of the above elevator there will be a corridor leading to another door with a combination lock. The corridor behind the elevator (straight, if you look from the stairwell) leads to empty walk-through rooms - from them you can get into a small room with a descent down. you there. After descending, two broken armored doors will appear before you, and behind them - a huge dimly lit hall in which you will have to deal with a pseudo-giant. Try not to let him close to you - throw grenades, shoot with armor-piercing cartridges, shoot from an underbarrel grenade launcher - all means will do. A terrible-looking colossus, in fact, will not be very strong. Now you can safely search the body of the scientist, which lies in the far corner of the room. Listen to the message on his PDA, which, among other things, will also say the password to the door. If you didn’t have time to remember it, you can refresh the code in your memory through your notes, in the “history” section.
**Also, in this room you can find IL 86 - an English rifle chambered for NATO 5.56 cartridge, and RPG-7. Both of them lie near the body of the scientist. It is up to you to decide whether to take this weapon or not, however, it does not differ in any special firepower or high price **
Return to the armored door, and do not be afraid that something bad is breaking towards you from that side. It will seem as if something is about to burst into the room, but this will not happen. When you open the door, you will also find nothing but old equipment and boxes. From the first room, you can go to a semicircular hall with flasks, in which there are inductors - do not stand still for a long time, because. you will immediately feel like you are being attacked by a powerful poltergeist. It's better to quickly run to the left, where there is an ascent to a room with capsules and wooden cabinets - search them, there will be a lot of scientific first-aid kits, anti-radians and about 200 rounds.
Entering back into the hall, go around the inductors on the left. At the same moment, the door should slam shut, and a “burning” poltergeist will fly into the room from the control room - this time you can kill him, although he has learned new tricks: try not to stand still, otherwise you will fall under the column of flame generated by him. Again, shoot just below the ball of fire, trying to fire no more than 5 - 6 rounds at a time. You can let him close to you - it will not do harm. After killing the monster, go up to the control room, from which this creature flew out, and take the documents. Around now, the main character will fall unconscious and you will be shown a plot video with the memories of the main character.
**It's worth watching all the inserts that will accompany the game - in addition to excellent direction and high-quality performance, you can learn a lot about the game's plot, the Zone, the Bullseye, and the events that precede the story that develops in the game**
When you come to your senses, you will immediately hear human speech and will be ready to literally run out and kiss the soldiers - do not rush. Firstly, these are military stalkers who work for the state and do not allow lone stalkers to approach them. Secondly, do not forget to inspect the room for documentation (if you did not have time to take it before the protagonist "fainted"), check the inventory for its presence. Get out of the laboratory the same way you came, but be careful - in almost every more or less spacious room you will encounter enemies. Also, they will be waiting for you at the top of the stairs. You can always estimate how many of them, as well as the level of their training, by pressing [H] (by default).
When you go to the surface, you will have a connection and you will receive a message from Sidorovich: he is glad that you are alive, but he warns that the transition to the Garbage is closed - a large-scale sweep of the military is being carried out there and they blocked the transition. You will have to go through the old tunnels, to which the asphalt road leads. Leave the underground level and go up to the upper floors - on the way you will have three fighters of different levels of experience, but it's still better than shooting with five military stalkers who are waiting for you at the main exit, on the street. Climb even higher - at the top you will find a few more RPG charges, and you can safely fire on the procession waiting for you from below. Next, exit the fire escape from the end of the building: there will be two more military men, who will not be difficult to deal with. Jump down and exit the factory area. Follow the paved road and the signs on the minimap towards the pig farm. On the bridge over the swamp, you may come across a patrol of military stalkers. After destroying them, continue moving past the pig farm and go through the gate to Cordon.
Return
As it was said, you will appear from the old tunnels on Cordon, behind the ATP, which you stormed at the very beginning of the game. Don't be surprised if it's under bandit control again - fighting takes place here daily, and the point changes hands several times a day. You can again participate in the "redistribution of property", but after that you still need to go to the village of stalkers, to Sidorovich - he will look at the documents that you got in the laboratory and will generously repay for it. He'd better sell all the cheap artifacts, buy AK ammo, and resupply.
While you are in the village, you will be offered to complete several side quests: steal documents from the military checkpoint (special task from the merchant) and help the stalkers fight off a group of mercenaries (You can take the quest from the Fan - Wolf's temporary deputy). Do not be lazy and do both - this will raise your reputation and significantly improve your well-being, also, with a good combination of circumstances, you can find a sniper Abakan from one of the mercenaries.
Having replenished supplies again, advance to the Bar by the already passed path - through the Garbage. Because The soldiers have again taken control of many strategic points, get ready to meet resistance at the outpost under the railway bridge and at the checkpoint at the transition to the Dump. Perhaps you will meet soldiers at the Dump location itself, but when you reach the outpost of Duty, you can relax - you will not meet anyone else.
Having reached the bar "100 X-ray", talk to the Bartender: he will deal with the documents and indicate a further plan of action. I recommend not to sell Abakan with an integrated GP and a rapid-fire AK (with GP-25 and PSO-1 hung on it). You can return the assault Abakan with the GP to Dolgovets, who stands opposite the counter - it was he who owned it until he lost it during one of the raids. And the rapid-fire AK will still serve you in the next task, on which you can go this very minute ...
Search laboratory X-16
If you do not yet have a weapon chambered for 5.56 rounds, then take the battle-tested rapid-fire AK with GP-25 and PSO-1. Also, I would recommend selling the IL-86 found in the X-18 (if you took it at all), because. the weight of this weapon is criminally large compared to its fighting qualities. Moreover, in the near future you will be able to get hold of more ergonomic and powerful weapons of this caliber. Also, take with you those 5.56 cartridges that were left from the last campaign - they will come in handy in the Wild Territory: abandoned warehouses and buildings of the Rodnik plant, the railway station, and then Yantar are waiting for you. No less wild territory, with many monsters and mutants, as well as a scientific station, to which you should keep your way. According to Bartender, the scientists know where the entrance to the X-16 lab is and can help find the missing documents. Look for the road to the Wild Territory by the arrow on the minimap - it will indicate the path to the transition between locations.
Approaching the buildings on the opposite side of the square, you will hear the negotiations of the mercenaries. It becomes clear that they will not meet you with bread and salt - hiding behind trees and objects, shoot at the gaps in the walls of the second floor and windows, preventing them from opening aimed fire at you. Run across until you're right under the wall, or get within grenade throw distance. A couple of RGD-5s will solve problems with the forward detachment.
In the corridor on the first floor, you can meet another mercenary, and then - only after leaving the building. They already know about your appearance, so it will not be superfluous to throw a grenade into the breach. When you go out, try not to lean out immediately into an open place - a fighter with optics is sitting on the tower. Among other things, I advise you to choose the best of the trophy barrels - the mercenaries are mainly armed with Western weapons of 5.56 caliber, so you will not have problems with these ammunition. Also, the mercenaries can find a detachable Susat sight, which can be attached to any weapon with a Picatinny rail (that is, in fact, to any weapon made by NATO countries). Go to the left, along the warehouse with open door(Which you should not enter - the background there is very high.) Rising to the railway platform, you will be shown a scripted battle scene, you will be asked to help the scientists fight off the mercenaries. The mercenaries, not being particularly friendly, will fire at you, so it’s not worth standing still for a long time - go towards the fallen helicopter through the railway track, be careful, because. you can meet enemy fighters.
You will have to answer the call for help, because. Professor Kruglov, has important information. Helping him, you will immediately get the location of a group of scientists, and this is a guarantee of completing the main quest - finding the X-16 laboratory. Break through to the downed helicopter, destroying the mercenaries along the way. Be careful, because even an accidental hit on any of the scientists will immediately reset all your achievements, and you will become the same enemy for them as the Wolfhound's thugs.
Having reached Kruglov, talk to him, he will ask you to take him to Yantar, where their scientific camp is located. Try not to lose sight of it, look around, and look back - having reached the crane, you will clash in battle with two groups of opponents at once - some will advance from the construction site, others will catch up with you from behind. This can be avoided if you repulse the attack from behind in advance, and then throw a grenade around the unfinished three-story building near the crane.
In the area of the change house behind the crane, you will be ambushed, therefore, having dealt with those who remain alive at the construction site, hurry up to get ahead of Kruglov: go to the change houses first and immediately throw grenades towards the plates near the cars. Then act according to the situation, but there are almost no mercenaries on your way. The professor, having reached the bridge, will stop and give some instructions. Passing under the bridge with the anomalies "Heat" should be in the center, "chatting" the anomalies and checking which side is safer to bypass the supporting columns.
Also, you may meet very inadequate comrades - these are zombies. They look like ordinary stalkers, but they completely lack the instinct of self-preservation and the desire to think. However, one should not hope that they have lost the ability to shoot - quite the opposite, they do it very aptly, while uttering various offensive words in your direction. In order not to hear them, and also, in order not to get under heavy fire, shoot at the zombies from a distance, trying not to stand still, as far as the terrain allows. Aim for the head - for other parts of the body it is unwise, because. you will need many times more cartridges to hit the target, and you need to save ammunition.
If you see that the zombie has fallen and is still moving, finish it off, otherwise it will get up and open fire again. After passing under the bridge, wait for Kruglov. He is packed in a protective suit, so there is no need to worry about his life - he will calmly overcome all anomalies and, coming out to you, will continue his way. When you bring the scientist to the middle of the road, he will say that he can get further himself - go up to him and take the well-deserved reward: a flash drive with data, for which the Bartender will generously pay you.
Amber
A scorched desert stretches in front of the main character, which was previously a lake, from where water was taken for the cooler. Do not be surprised by the operational space given to the player. Now the lake is just a miserable swamp inhabited by snorks and crazy stalkers. In the center of the former lake there is a camp of scientists, where you should go. You may encounter zombies along the way, so be on the lookout.
Entering the bunker, watch a scripted scene in which Sakharov is trying to persuade Kruglov to go get material for research. Your recent companion, after jogging through the Wild Territory, flatly refuses to walk around the Zone alone, which is not surprising. When their dialogue is over, Kruglov will move away, and you can talk with Sakharov - you can sell him artifacts (he will, of course, give a higher price than ordinary merchants), as well as pick up the reward due to Kruglov for help - the orange SSP-99 "Ecologist ” (a lighter version of the green spacesuit worn by the professor).
Sakharov will tell that he knows approximately the place of entry to X-16, but he will warn that there high level psi-radiation, and the previous expedition was not successful. In order not to repeat the fate of his colleagues, he asks you to help calibrate the equipment that will reduce the level of radiation. To do this, you will have to accompany Kruglov, who will do all the work - you just have to cover him from zombie attacks and other creatures of the Zone. Before leaving, I recommend buying a little 5.56 from Sakharov and throwing all the extra items into the box that is in the rest room - after the task you will still return to the camp of scientists. But do not lay out either the new suit or the old armor from the inventory - they can come in handy. Talk to Kruglov and move forward. I recommend saving before leaving.
Once out, look for any zombies, or snorks, that you might come across on your way to a small tunnel northwest of the main exit from the science camp. Enemies should be destroyed in advance so that they do not have time to injure the scientist - his health will come in handy a little later. We go to the tunnel, there Kruglov makes the first measurement and for the first time we feel the movement of the earth ... Entering the tunnel, try to go ahead of the scientist - in the tunnel you will meet a couple of unpleasant types. Make sure they don't hurt your companion. Coming out of the tunnel, immediately shoot at all living things, covering the scientist with yourself. At the exit, the Professor will take another measurement, and you will again feel the earth move under your feet. You will make the third measurement near the rusty skeleton of the bus. At the same time, an ejection will occur, which the scientist will inform you about. Main character falls unconscious again and memories pop up in his memory. Waking up already inside the bus, you will hear Kruglov muttering something. This is where you will find out how well you defended him: if you didn’t “clean” the sector enough, or allowed the scientist to be injured, then zombies or snorks will have time to finish him off. If you skillfully destroyed the adversaries, then you will have time to raise the professor to his feet and leave before he is shot by some stray zombie.
** The machine gun that Kruglov was carrying fell out of his hands - do not be lazy and pick it up, and when the scientist gets to his feet - throw it in front of him. He will pick it up again. Otherwise, he will run around with a gun, which can make it difficult for you to accompany him **
After going to the laboratory in the same way, talk with Sakharov - the scientist will tell you where you can find the coordinates of the X-16 laboratory and give you protection against PSI radiation. It will allow you to stay in close proximity to the source for some time. Do not take off your regular body armor, because. first you go to the swamps, where there will be almost no exposure to radiation, and almost no radiation. For now, you can put the scientific overalls in the blue box in the room next to Sakharov.
Leave the scientific station and go behind the fence. After leaving, turn right and go along the fence - there are less chances to meet "extra" monsters. Having reached the swamps, look around - first you should destroy the zombies that are on land, closer to you, because. they move quite briskly and can surround you if you decide to go into the water. By the way, I do not recommend you to do this - first you should clean the area near the helicopter, where the body of the scientist with coordinates X-16 is located. Search it and listen to the latest recordings - in addition to the laboratory, they will also mention the Ghost - a stalker who was part of the Strelka group. Leave the swamps the same way so as not to meet with a flock of snorks. Stop by the scientists to pick up your suit and resupply if needed. Also, if you killed several snorks, and they turned out to have a “snork leg” suitable for sale, give it to Sakharov on the corresponding quest.
It's time to put on a scientific suit and go inside the Amber factory (be guided by the entrance to the laboratory on the minimap). Get used to the fact that the Ecologist has almost no bullet protection - you can be killed with a few hits, so do not allow close contact with armed zombies. Don't feel sorry for grenades - from now on, they will appear quite often in the game. Pick up all the bandages and first-aid kits from the corpses, because. there will be nowhere to replenish supplies, and you won’t be able to escape without losses - zombies very quickly restore their “population” on the territory of the plant, and snorks and anomalies organically complement them.
After entering the territory, go to the truck on the road. After encountering several zombies, you can retreat to a dilapidated building to the left of the entrance. Having dealt with them, I recommend looking into the hangar without a roof, located on the left side of the plant. Through it, you can go into the flank of the zombies and two or three snorks who have sat around the fire. Before you go out in direct line of sight to the fire, throw a couple of grenades in that direction, you can deal with the Snorks from here - they will attack one at a time, so they won’t cause any special problems. Check the electrical substation booth against the left wall (look from the burning barrel where the zombies stood) - there is a fresh stalker overalls and some medicines. Enter the building and go down, watch the platforms - zombies can meet on them, and there is also an anomaly "hot". Don't forget to unload your selected weapon of your caliber, as You won't be able to replenish your ammo stock anytime soon.