STALKER Shadow of Chernobyl - complete walkthrough: quests, secrets. Construction. south yard

. Cheats. Questions - answers.

  • Mods (fan modifications).
  • Passage of story missions

    6. Dark Valley
    Stalker: Shadow of Chernobyl. Walkthrough site

    From the Bar we return to the Landfill, from there we go east, in the ruins we fight off the bandits. At the exit on the right between the hills, you can take a valuable artifact "Battery". So we get to a new location.

    At the very beginning, the debtor Bullet will meet us on the road, he asks for help in rescuing his comrade from captivity. Together we go to the intersection, set up an ambush, hiding behind the bus stop. Soon two bandits with prisoners will come here, we go to them from the back and quickly kill them.


    Pig farm in the south

    At the entrance to the building, one of the bandits offers Gaussovka weapons for sale for 800 rubles, money in advance. If we pay, he will hide in the building and refuse to give the money, and the rest of the bandits will not let us in. We can join the battle, there are 6 enemies, but we won’t find money from them.


    Petrol storage

    Located opposite the construction site. One bloodsucker is wandering in the northern two-story building, we can kill him and save one of the bandits with a first-aid kit.


    Construction

    At the construction site there is a full-fledged base of bandits commanded by Borov. You can get inside from the south through the sewer channel, or from the east through the only open gate.

    There are about a dozen enemies in the northern courtyard, we can quickly run into the northern building and shoot back from there. A pit was dug in the center of the courtyard, where people are executed, if we run here fast enough, we can manage to save the hostages. In the center of the territory there is a high garage with a basement, this is a dead end path, there are only a couple of cheap artifacts, and on the second floor you can go to a brick building.


    Construction. south yard

    To get to the southern part of the courtyard, you need to enter the red brick building, to the left of the entrance gate. Inside, we climb the stairs to the roof, jump over to the roof of the garage, and carefully jump from it onto the truck. There is no going back like this.

    From the south side we enter the largest building. To the right is a two-story hall, it is dangerous to go out from below. We go to the left of the entrance, climb the stairs to the 2nd floor, immediately opposite the stairs there will be a long room and Hog's office, kill him, and automatically take the key. There is a chest in this room charge VOG-25 for a grenade launcher.

    Secret. In the southern building on the upper floors we are looking for a bandit Fraer in a raincoat, after killing him, we can pick up modified obokan- a weapon that needs to be returned to the stalker in the Bar.

    Secret. On the first floor of the southern building we can find the bandits' vault - a well-lit room with a lattice door. Inside there are two boxes of vodka, racks with weapons, charge VOG-25 for a grenade launcher, Silent Viper 5, PS3-9d "Armor of Duty" suit, Bandit jacket, in wooden boxes on the right are artifacts "Slug", "Slime", "Thorn".

    Secret. On the 1st floor of the southern building, we pass along the northern corridor, then into the left room, we will find the descent to the basement. In the basement behind bars sits a captive debtor. Press the glowing button on the wall to open the cage. This will improve our reputation.


    Construction. Exit

    To get out of the southern courtyard, we leave the building, go to the western box, there is a staircase inside the overpass. We pass about this overpass to the end, jump down through the broken wooden boards on the right.


    Factory. Entrance to the laboratory

    Taking the key of Borov, we go to the eastern building, a small group of bandits of 5 people settled there. In the eastern building we find a descent into the basement, it will lead us to the laboratory.

    7. Laboratory X-18
    Stalker: Shadow of Chernobyl. Monsters

    3rd level

    In this underground complex, a completely different game will begin. It is highly recommended to bring any shotgun with ammo. Immediately at the entrance, various things will fly at us, such as boxes and barrels - these are poltergeists attacking us from afar.

    In the side room on the right, a fiery poltergeist flies, you can’t kill him yet. Fiery anomalies appear right along the corridor, we quickly run past. On the other side of the corridor is a snork - a jumping monster in a gas mask. Another snork jumps in the locker room. One of the lockers has AK 74 with a grenade launcher, a couple of grenades to it, as well as Monolith Armor.

    In the corner of the back room lies the body of a scientist in an orange suit, from his notes we learn the password to the code door: 1243 . We return, go through the door, and go down below.


    2 level

    Here we will meet the poltergeists themselves - transparent blobs of energy flying above the ground. Up close, they will throw objects much more often. You can ignore them, and if you kill, it is better with a shotgun so as not to miss.

    On the map we go to a large room, knocked out at the entrance code door. A huge monster runs inside - a pseudo-giant. To kill him with normal bullets for a long time, it is better to use grenades, or take one shot from a grenade launcher. Or you can climb the pipes to the right of the entrance and crawl along them to the other safe side of the hall.

    In the northeast corner we will find the body of a scientist in an orange suit, we will find an IL 86 rifle, cartridges for it, and an audio message with a code 9524 . We go up the stairs, open another code door.


    1 level

    On the way we will find a rare artifact "Crystal". We pass through the laboratory with flasks, with dead animals in cages. On the side there are cabinets with first aid kits and bandages. Let's go out to the control room above the laboratory, from the control panel we pick up the necessary the documents. Immediately after that, a fiery poltergeist will fly into the room, and the doors will slam tightly until we destroy it.


    Boss: Fire Poltergeist

    Our enemy is a small orange clot flying around the room, and placing more and more fiery anomalies. Among the fire it is difficult to notice, we focus on the white glow around the clot. It is best to wait for him in one place, on the stairs or along the wall. It is better to shoot from a shotgun, since it is difficult to hit a small moving target with a machine gun.

    After the victory, we will lose consciousness. During the blackout, we will see a memory: We are standing near the Chernobyl nuclear power plant, in the very center of the zone, a myriad flock of mutant dogs is running at us, but we are shooting back to the last. Someone behind will shout to us: "Shooter!".


    Return trip

    When we wake up, we go to the exit. On the way, we will hear the negotiations of the military, they occupied the factory, and now they are going down to the basement. We will meet the first two warriors at the top of the stairs. There are a few more enemies at the exit door.

    On the surface, we carefully exit the building, there are also unfinished bandits here, and the military are advancing from all sides. Sidorovich will get in touch, he will tell you to return directly to Cordon, for this we go to the southern exit from the location, open the gate.


    Return to Cordon

    We will return to Cordon from the side of the bandit camp. In the village of stalkers, instead of the Wolf, the Fan is in command. We go to Sidorovich, he will pay 1000 rubles for viewing documents from the laboratory, but in the end the documents must be carried to the Bartender. We can stay here and complete new tasks, or go straight to the Bar.

    Mission: Defend the camp of beginners from mercenaries

    The village is about to be attacked by mercenaries, the Fan asks us to take part in this battle. Three of us will fight back, against us there are 8 well-equipped fighters. With an optical sight, all of them can be killed from afar even on the way to the village. You can pick up from one of the mercenaries sniper obokan.

    Reward: 2500 rubles.

    Sidorovich

    Task: Steal documents from the military base

    In the south of Cordon there is an exit from the zone, which is controlled by the military: 3 on the road, 12 at headquarters. After the victory in the barracks, we will find some first-aid kits, cartridges. The case with documents needed by the merchant lies in the southern room of the barracks.

    Reward: 2000 rubles.

    Secret. In the attic of the barracks you can find a secret, you can get there from the outside behind the fence, on the south side. We jump on inclined slabs, jump to the roof of the toilet, and from it to the barracks. We climb through the hole to the attic, where there are 2 leather jackets.

    Commander values. A small eastern roadblock building with a chest on the first floor.

    8. Wild territory
    Stalker: Shadow of Chernobyl. Easter eggs

    The bartender will take the documents by paying 10,000 rubles. From the records it turns out that the brain burner that prevents you from going to the center of the zone is man-made. It can be turned off by finding the missing documents in the nearby X-16 Lab. To do this, you need to find scientists.

    We pass into the building between the bar and the arena, where the stalkers made a fire, we pass through another building, and we will exit to the transition to the new western territory, which is controlled by the bandits.


    Sniper checkpoint

    Immediately opposite the entrance, on the second floor, several snipers are on duty, we will hear their conversations. You need to quietly get close to them, hiding behind trees, pipes and buildings. It's better to stay closer to the right side.

    Close to the right under the building we will find the artifact "Gravi". The entrance to the sniper building is on the left. Inside, we kill 1 bandit from below, and 4 snipers from above. You can pick up a new rifle from them.

    Behind the checkpoint, a few more bandits are hiding behind trucks, 1 is sitting on the tower on the right. There are a lot of "Fireball" artifacts and other cheap things scattered along the way. The enemy on the railway platform has a grenade launcher.


    The place where scientists fell

    From afar we will see how the bandits shot down a helicopter with scientists. The surviving Professor Kruglov will get in touch and ask for help. To quickly get to the crash site, we climb the tower on the right, jump onto the pipes, we will go through most of the location along them and along the roofs of the building.

    Let's get to the crashed helicopter, destroy the bandits around. At the helicopter itself, there are 2 ordinary scientists, and Kruglov hid behind the wall on the left, we approach him.

    Secret. Nearby in the underground tunnel there are many anomalies, but there is also a gun that needs to be returned to the stalker in the bar. We get to the last container, we go inside it, there is a family gun.

    Easter egg. In the middle of the underground tunnel lies a dead Gordon Freeman, marked with a gray dot on the minimap. After searching his body, we will find records about the "Black Mass" and about his new task in Chernobyl, which he did not cope with. He has a unique Black Hawk pistol in his pockets, and a powerful Big Ben pistol chambered for rifle cartridges is hidden inside a drawer nearby.

    Stash in a pipe. In the south, at the beginning of the littered tunnel, under the left slab. Inside 2 scientific first aid kits, 2 "Chunk of Meat".

    Stash in a pipe. Inside a boarded up house. You can get there only through pipes, through the destroyed roof. Inside is Seva's costume. You can climb back through the window in the side room.

    Crane box. Behind the railway tracks we climb two stairs, on a crane-beam we jump into the cabin. Inside the box we find 2 rifles, cartridges and two weak, but unique armor Reinforced jumpsuit.


    Take Kruglov to Yantar

    Together with the professor, we begin to get out of the environment. He will run along the narrow passage between the buildings, and then near the cars. First, we destroy the enemies pursuing us from behind. New enemies will appear on the way, you need to shoot them very quickly so that the scientist does not get hurt.

    Ahead is an underground tunnel filled with fiery anomalies. The scientist will let us go ahead. Here for the first time we will meet zombified people, but they themselves will burn in the fire. You can safely run through the center, and on the sides lies many artifacts.

    Behind the tunnel we go along the path into the gorge, zombies will slowly advance from different sides. Despite their condition, they shoot well. We kill them with headshots, otherwise they will get up and attack again.

    If we successfully bring Kruglov to the end of the location, he will give us a flash drive that can be sold to the Bartender. And at the base of Amber, he promises to give us a new scientific armor.

    9. Amber
    S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)

    scientists camp

    We descend into a foggy lowland, here zombies roam among the many bushes. We get to the fenced area - this is the camp of scientists. Inside Professor Sakharov will give us SSP-99 "Ecolog" armor(Worse protects against bullets and explosions, but gives additional resistance to radiation and other anomalies).

    The professor will talk about the X-16 base: anyone who enters there becomes a zombie, you can safely enter only in special protection, he almost developed it, it remains to make the last settings.

    You can buy new weapons from the professor ( shotgun Chaser 13, assault rifle Thunder C14) and ammo, he also has endless quests to find artifacts and monster parts.

    Professor Sakharov

    Quest: Bring a unique jumpsuit

    On the territory of the laboratory, we will find it on the body of the Ghost.

    Reward: scientific "Jumpsuit SSP-99M".

    Professor Sakharov

    Quest: Bring back the monster's body part

    Snork's foot - 2500 r, scientific first aid kit.

    Flesh eye - 1000 r, SUSAT scope.

    Boar leg - 2000 r, 3 packs of cartridges.

    Pseudo-dog tail - 3000 r, scientific first aid kit.

    Bloodsucker tentacles - 6000 r, scientific first aid kit.

    Professor Sakharov

    Quest: Bring back an artifact of a certain type

    "Gravi" - 5000 r, first-aid kit.

    "Medusa" - 2500 r, first-aid kit.

    "Fireball" - artifact "Film".

    "Moonlight" - 10000 r, scientific first aid kit.

    "Sea Urchin" - durable armor Overalls "Seva".

    Professor Sakharov

    Task: Destroy enemies, monsters

    Clean up the snorks' lair - 3000 r, 2 scientific first-aid kits.

    Destroy the lair of wild dogs - 3000 r, 2 scientific first-aid kits.

    Secret. You can climb the stairs to the roof of the camp on the left, at the top in the box lies artifact "Bengal fire". In a nearby hangar near the barrels in the boxes are grenades.


    Make radiation measurements

    We go outside together with Kruglov. We shoot all the zombies, otherwise Kruglov will sit still and shoot at them to no avail. Together we go into the underground pipe, run ahead, kill the zombies. At the exit there will be many enemies from different sides, it is better to clear the area before the scientist comes out. Kruglov needs to take three measurements: 1) near the entrance to the tunnel, 2) at the exit of the tunnel, 3) near the bus.

    There will be an ejection, the earth will shake, and we will lose consciousness. In complete darkness, we will hear memories - the negotiations of the Ghost and Fang about the Strelok.

    Wake up in the bus, Kruglov lies outside. Under certain conditions, Kruglov can die, so you need to save before that. Together we return along the same pipe.

    In the camp, Sakharov will apply desired settings, and will give us the prototype - Psychic helmet tuned. (If Kruglov died, we get an unconfigured device).


    Search the corpse of Vasiliev

    The professor will tell you that the scientist Vasiliev, together with the Ghost, went in search of the entrance to the X-16 laboratory. The last signal from him came from the swamps, and there you need to look for him.

    We go to the swamps to the west of the camp. There are a lot of snorks in gas masks and a few zombies, so you need to take plenty of ammo with you. On the far side of the swamp we will see a broken helicopter, under it lies the body of Vasiliev. From it audio recordings we learn that it was not possible to turn off the burner, the Ghost got under the radiation. But we will find out the exact location of the entrance.

    We have a long expedition underground, so we return to the camp of scientists, we buy more cartridges. It is better to take an improved AKu with you, at least sometimes cartridges will come across for it. It is better to put all unnecessary weapons in a blue box in order to be light. Overweight can become deadly because you have to run a lot.


    Plant Amber

    On the way we go to the factory, there will be zombies and snorks on the way. There is nothing interesting to the right of the plant, we immediately pass through the gate. On the right, in a large hangar, it is empty, followed immediately by 5-6 snorks. There are a lot of zombies roaming the central road, they are not visible on the minimap. The left building is also empty, but there is a red barrel for the explosion.

    We reach a distant building, the colors on the screen will disappear. First we go up to the upper floors, there is a rare artifact" gold fish" . Then we go down the same stairs to the basement, there is the entrance to the dungeon.

    10. Laboratory X-16
    Stalker: Shadow of Chernobyl website

    lower tunnel

    The elevator does not work, we go down the side stairs in the mine. Let's go down to the large hall, the zombies will stand on the upper bridges and fire at us, hide in the toilet on the left, wait until the enemies come down, and kill them from around the corner.

    In the next room, the path is blocked by boxes and cylinders, followed by several zombies. From afar we blow up the balloon. Further to the right are the racks, we open the suitcases, they contain cartridges and first-aid kits.


    Burner

    We go in a straight line, kill a few snorks, and soon we will reach a round multi-storey building. A timer will start here for 4:00 minutes, during which time we need to have time to turn off the device. There are many artifacts along the way, but they can be collected later. There are zombies on the stairs, so it's better to go with the flashlight off.

    1st floor. We get to the stairs, opposite we lower the lever on the low panel. There are 3 zombies nearby.

    2nd floor. There are no enemies, but there are fiery anomalies. Press the lever to turn. To the left of the far stairs, in a box lies armor SSP-99 "Ecologist", we can put it on if ours is already worn out.

    3rd floor. Two more enemies, a lever in the center.

    4th floor. We enter the control room, press the last lever. It will only work if the other three levers are already down.

    The device in the center, in the form of a brain in a flask, will turn off. Immediately after that, we will lose consciousness. In the memories we will see how an old man with a tame wolfhound met Strelok, looked at his photo of a nuclear power plant. The shooter brought an unusual artifact, but the next time he returned from the center of the zone sick, the old man cured him.


    Upper tunnel

    Waking up, we go to the opened door on the fourth floor, more and more zombies will come out from there. In the corridor with side cameras, we will meet the controller, hide from him behind the doors, gradually fire at him or throw grenades until we kill him.

    At the end of the corridor lies the body of the Ghost, we listen to his audio recording, take X-16 documents and Ghost Healing Jumpsuit, it must be handed over to the scientist on assignment, or you can keep it for yourself.

    In the far right chamber there is a hole in the floor, we jump down there. We move along a large pipe, shoot snorks and zombies. At the end, there will be a pseudo-giant, you can kill him or go around the circular route on the left.


    On a surface

    Let's get out to the swamps, from the south side of the plant. A helicopter flies in the sky, it only fires at zombies, but it's better not to get close. We go to the camp of scientists, pick up our ammunition. If we surrender the Ghost armor, we will get an improved scientific Overalls SSP-99M.

    We return to the bartender. In the Wild Territory, new mercenaries, bandits, dogs, snorks and 1 bloodsucker on the platform will interfere with us.

    In the bar we give the flash drive, we get 5000 rubles. The bartender will immediately offer to go north and turn off the main "burner". Also, the Bartender will recommend us to the Duty fighters as a volunteer, and we will be able to go to their base to the boss, this is not far from the bar. (If you are not allowed to go to Duty, we complete other Bartender quests to improve attitude).


    Meet the Guide, Doctor

    (Having found the body of the Ghost, we immediately go through the task, which is not mandatory, but necessary for the true ending). We return to Cordon, to the ruins north of the bridge where we saved the Fox. Upon meeting, the Guide will tell you that the Doctor has taken refuge in Strelok's hiding place.

    We go to the Scientific Research Institute Agroprom, we go down into the dungeon. When we go up to Strelka's hiding place, we will touch the stretch, and an explosion will occur. The Doctor will bring us to our senses. From the conversation it turns out that our hero Marked is that mysterious Shooter. The Doctor will also tell you that the monolith is just a hallucination, a protective system from uninvited visitors. The real secret is hidden behind the monolith, and we can get to it through a cache in the Pripyat hotel.

    . .
    Mods (fan modifications).

    Date added: 07/13/17 Views: 31951

    Description

    Description:
    Sigerous Mod CoP 2.2 modification guide. This article discusses all aspects of the passage of this modification in the Dark Valley and X18 locations, as well as maps of caches of these locations. (Author of the passage: Stalker77Alex)

    1. Spatial teleport.
    The task is issued by the SBU command after completing the X8 Laboratory. You need to find the Teleport anomaly on the territory of Jupiter (see screenshot No. 1)

    2. Dark Valley.
    You switched to TD. At the entrance you will be checked by the Night Stalkers, a group from the Dark Valley. (I suspect - the scene is taken from CN) Then you can go directly to the base or wait for the guide to take you there. The base is located on the Old Farm

    3. Robbery (secondary quest)
    Quest giver: Leviathan (Old Farm)
    Terms: Issued immediately upon arrival at Dark Valley
    Performance: We go and bring down the renegades at the indicated point. They are quite accurate, so be careful.

    4. Chimera.
    On behalf of Akulov - the leader of the Night Stalkers, we go to an. Split and extinguish the chimera.

    5. Accumulations of snorks.
    Sharks instructs you to destroy the groups of snorks near the bridge, which prevent you from advancing to the base of bandits.

    6. Bandits.
    After the destruction of the snorks, advance with a detachment of stalkers to the Plant. There you destroy the bandits (carefully, they are superbly armed), collect PDAs from them (there are 4 of them in total) and carry Akulova.

    7. Balthazar.
    When talking with Akulov after taking out the base of the bandits, Akulov gives you a tip on Baltazar - he is in the control room. We go there, take out the bandits (one of them has an RPG) and get information that the documents for the SBU are in the X18 Laboratory

    8. Door key
    We go to the plant. We go down to the same place where the laboratory was located in the Shadows of Chernobyl. But just don't go through. Need a key. We go to Akulov. He says that the key is probably with the leaders of the bandits (since they killed Baltazar, they naturally appropriated the key to themselves) We go to the former base of Freedom (in the CN) and bring down all the bandos. We rise to the safe in the office (where Chekhov stood) and try to open it. Need a key again! At this time, about 5 more bandits appear. We bring them down, we see a key in one bandit's copy. We take, open the safe, take the key card from X18.
    Then we go down to the laboratory

    9. Laboratory X18
    Here we are in X18. Here we need to find 3 documents. We shoot zombies (about 40 people) and look for documents. (see screenshots ##2 - 9). Before taking the 3rd document, I advise you to reload all weapons, grenade launchers. For you will have to fight the Librarian from Metro 2033, comparable to a pseudo-giant. You will also meet burers. After you get out of the laboratory, run to the contact on Pripyat and hand over the documents. Then you will be given instructions to go to the Military Warehouses.

    10. Leviathan and Kolmogor quests after completing X18 (secondary quests)


    10.1. Secret Development
    Quest giver: Leviathan (Old Farm)
    Terms: Completed the quest Robbery and passed the Laboratory X18.
    Performance: We go down to the underground laboratory. It's full of mutants as always. Take something heavier. Where is the Gauss rifle, see the screenshot number 1

    10.2. Mysteries of the Past
    Quest giver: Kolmogor (Old Farm)
    Terms: Completed Laboratory X18
    Performance: According to the quest, we run to the Svobodovsky agent Lucas. He wants us to fix the signal from the antennas (remember the CN). There are only 3 of them, everything is quite easy.
    Then Lucas will ask you to destroy the Dolgov's detachment. Climb up the tower at the base of Freedom and preferably shoot them with a sniper. They are well armed, be careful! Once the squad is destroyed, get ready to search. After all, Lucas now wants us to find documents on the territory of the former Liberty base, namely:
    1. Chekhov's documents
    2. Information about Scar
    3. X Ray: X18 Top Secret
    Where are the spawn points of these documents, see the screenshots (2 - 16)
    As soon as we found the documents, we are waiting for Lucas at the base. But he is not! He tells us that mutants are coming to the Base. When all the mutants are dead, we go to Lucas. We swear with this coward and go towards the Farm. Then, when Lucas has already been brought, we go to collect the award from Kolmogor. Kolmogor will give us the main reward and in addition will offer to go north, east or west. Choose one of the cardinal directions and get a verbal tip to the Cache.

    First steps

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

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

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

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

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

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

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

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

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

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

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

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

    N a Agroprom!

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

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

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

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

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

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

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

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

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

    Dump

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

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

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

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

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

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

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

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

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

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

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

    NII "Agroprom"

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

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

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

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

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

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

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

    Dungeons of Research Institute "Agroprom"

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

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

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

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

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

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

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

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

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

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

    With documents!

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

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

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

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

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

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

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

    R stock

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

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

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

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

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

    With reference from X-18

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

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

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

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

    Dark Valley

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

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

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

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

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

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

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

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

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

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

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

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

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

    Laboratory X-18

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

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

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

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

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

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

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

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

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

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

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

    To the return

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

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

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

    To laboratory X-16

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

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

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

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

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

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

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

    I am ntar

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

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

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

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

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

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

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

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

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

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

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

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

    Complex X-16

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

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

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

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

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

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

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

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

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

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

    K ordon and Agroprom

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

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

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

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

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

    B armen

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

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

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

    Radar

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

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

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

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

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

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

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

    Laboratory X-10

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

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

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

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

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

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

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

    P rip

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

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

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

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

    CH NPP

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

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

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

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

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

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

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

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

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

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

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

    Video: walkthrough STALKER Shadow of Chernobyl


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