Where can I find tools in Stalker? The basics of the game Exit from ATP.

S.T.A.L.K.E.R. Is an extremely popular game by a Ukrainian developer, sold in a million copies all over the world. A feature is not only standard enemies in the form of mutated Chernobyl creatures and zombie stalkers, but also a radioactive environment, which greatly complicates the game. To complete missions in S.T.A.L.K.E.R. you need a special technique that is not so easy to find. In order to understand where to find tools in Stalker, you need to go the length and breadth of the location, look into the most unexpected places and be smart. But there are certain caches in which you can always profit from something.

Backwater

On this map, blue dots mark the places where the tools are located:

By delivering tools to two technicians, they can improve your weapons and armor. In order to start the quest with the tools, you need to talk to the technician and agree to bring them.

Substation workshops

After you talk to the technician Cardan on the ship, go to the "Substation Workshop", the first set of tools is located there. It will not be as easy to get it as we would like - the workshops are guarded by mercenaries. How to deal with them is up to you. You can kill them or make friends by feeding them something tasty.

After you have dealt with the mercenaries, go to the patio, the tools are there on the boxes. You can get into the courtyard by going through a long building.

Sawmill

The first set of tools you have. Now you need to figure out where to find tools in Stalker yet. To do this, go to the sawmill, where an unpleasant surprise awaits you again - fifty zombies. Dealing with them is not easy, but an experienced stalker works for five minutes.

Now you need to find the house near which ZIL was parked in 86th. An old, dilapidated car. Go inside and climb into the attic. Look closely here, there are tools in a pile of old ammunition in one of the boxes. Look in the far crate that is building in the corner. You now have two kits and you can move on.

Yanov

We leave for the second location, where another technician is waiting for you - Nitrogen. Get a quest from him and go in search of tools.

A train

The first set of tools is on the train under the road bridge. To get inside, you need to jump off the bridge onto the roof of the train and reach the last carriage, there is an open hatch. Once on the train, move very fast, as the radiation level can kill your stalker. After reaching the first car, find the tools on the seat and exit quickly through the window.

Jupiter

Head to the warehouses of the Jupiter Factory, which is located south of the Concrete Bath. Climb to the second floor and look for a path between anomalies and pipes. Having made your way inside, you will see a green cabinet, which contains the necessary tools for delicate work.

Pripyat

Where can I find the tools in Stalker required for calibration in Pripyat?

Store

Go to the abandoned department store, west of the stalkers' base. You will need to go through the maze of doors and deal with a flock of jerboas, after which you can go down to the basement. There, on an old rack, is a white case with the necessary tools.

BWC

Now go to the old consumer services plant and be very careful, you will have a fight with the burer. Walk between the anomalies on the first floor, climb the stairs and walk along the corridor to get to the hall where the burer is waiting for you. Having won the fight, go to the back room, where you can find not only tools, but also some other useful things.

If you are playing the second modification of the Black Stalker game, where to find the tools is a burning question. Adding some new features, the developers have also "hid" some of the tools.

Backwater

Here, the tools are also in the substation workshops and in the Sawmill, but in different places. In the Substation Workshops, enter the building on the right and go up to the roof. On the visor above the entrance, you will find tools for fine work. And in the sawmill, lift the rightmost building to the attic, and then bend down and move to the attic of the neighboring building for the tools for rough work that lie above the porch.

Yanov

In the cement factory, go up to the third floor and in the room with the barrel you will find tools for rough work. To find a set for fine work, go to the attic with the elekts at the Jupiter factory. At the Yanov station itself, on the Dolgovskaya half, you will find calibration tools just before the entrance to the basement, in a closet, on the third shelf.

There is another calibration kit in Skadovsk. Walk along the fence and you will see a box on the right.

But if you haven't found something, you can always return to Cardan and order what you need from him. A nice upgrade bonus is endless finances.

(72 Votes)

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

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

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

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

West of Skadovsk there are underground passages where you can find the Joker, a friend of the Barge, as well as profit from artifacts. To the north of these passages there is another cave in which the speaking controller lives. When examining the cave, the controller in a menacing tone will ask Degtyarev to get away. But if the main character disobeys and moves into the depths of the cave, destroying the controller, he will see a dead stalker with the callsign Myron lying on the mattress. This is a reference to the game Fallout 2. There is a character in Fallout with the same name and he is a crazy chemist there.

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

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

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

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

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

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

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

One of the documents that Degtyarev finds in the car on the Preobrazhensky Bridge will mention the head of the Stalker project, Ruslan Didenko.

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

S.T.A.L.K.E.R. the basics

Mental health

In the character window (I), next to the health bar, you can find another, blue bar. What is this, magic? No, mental health. It is not dark sights that can damage him, but a more common thing - psionic effects. Some monsters in the game, and first of all, of course, the controller can boast of the habit of putting pressure on their brains. There are, however, places in the game where the character simply burns his brains out. Maybe put a saucepan on your head so that the neighbors do not irradiate? The idea is good, the stalkers have tried and tested the pot method, but our hero will go the other way.

Courtesy lessons

Every stalker must firmly know - it is impolite to poke another stalker in the face with a machine gun, if you are not fighting shoulder to shoulder or ... are not trying to kill each other. From the very first minutes, you need to acquire a good habit - to remove weapons in camps where stalkers are located, or when meeting with a comrade by profession in the wild. The easiest way to do this is to switch to binoculars, bolts, or press the weapon button again. Remember that being polite is the key to treating you well. Not only does an NPC have a name, community affiliation, and skill level - they also have an established opinion of the protagonist. If he attacks one neutral character, then all the NPCs in the area will want to blow the brains out of the hero. Winning the friendship of another stalker is not easy. Only the NPC saved from death, to whom the hero handed the first-aid kit in time, immediately becomes a friend. For your information: a seriously wounded stalker can be cured only if he is neutral or friendly. The enemy cannot be healed. It's a pity - it would be interesting to see what he will do when he finds out who saved him. Reputation is gained in the game slowly, but quite simply, unless you deliberately do dirty tricks on your neighbors. Unless a neutral or friendly stalker is fighting, telling a joke, or playing the guitar, he is available for conversation. Some can give the hero a quest, with some you can talk about the latest rumors or game legends (yes, our hero, like a real folklorist, writes them down to his pocket computer). But you can only try to trade with the majority. The stalker is ready to put up a few things for sale - mainly medicines or food. And he will agree to buy very little from the hero - the same first-aid kits, food and, interestingly, improvements to weapons. The weapon itself is valued very well here and is lying around in abundance after each battle. But in order to sell it, you will have to run with a full backpack to the merchant far away. Yes, doing business in a game is not so easy. This is interesting: having seen a good gun on the ground, a stalker can pick it up, throwing away his old one that has become unnecessary. You may well be overtaken in the selection of trophies, so hurry up!

... And the bolts with him

Why does a stalker need a bottomless bag of bolts? In order to forward them a safe path among dozens of Zone anomalies. The need for this, however, does not arise often. Almost all anomalies can be seen in daylight and can be successfully circumvented. The anomaly detector, which the stalker always has with him, will warn in time with a crackle that the hero is approaching the danger zone. Finally, there is the sixth sense of the stalker, which pours "flies" into the eyes of the hero when he is about to fly into the "meat grinder" or step into the "witch's jelly" with his foot. At night, some anomalies are not so clearly visible - and here bolts come into play. The nights in the Zone are not always dark, but even in pitch darkness you can try to see the boundaries of the anomalous zone "by eye". Corridors, underground passages and dungeons are places where bolts can really come in handy. For example, the hero needs to walk along the corridor at all costs - and on the way there are several dangerous anomalies at once. Only by throwing a few bolts can you “grope” a safe path. This is interesting: the bolts for checking anomalies in the game are very heavy and large - each fifteen centimeters long. But you can't kill them, even if you launch the bolt into the head of the NPC. There will be no negative reaction either. In this case, the bolt interacts with the rest of the world according to all the rules of physics. For example, by throwing it, you can knock a skeleton hanging on the wall to the ground.

Geography lessons

An extensive rectangular map of the southern and central parts of the Zone - from the southern Kordon to the northern city of Pripyat and the Chernobyl nuclear power plant - was originally "sewn" into the stalker's pocket computer. For your information: the stalker's PDA serves both as a quest journal and an encyclopedia of information about the world around you and can even determine wirelessly what kind of people are around you, slowly squeezing the ring - right down to names and nicknames. If an NPC dies, his computer marks the place of death on the mini-map of the protagonist. But not all of the map is free to walk. The areas available for visiting - Cordon, the Technique Cemetery, Amber Lake and others - look like small "spots" on the map. They are surrounded on all sides by barbed wire, anomalies, or zones of deadly radiation. They are usually connected by areas of crossings on roads. When crossing them, the player sees a loading window. For your information: in the game, as in Space Rangers or in the X: Beyond the Frontier star simulator series, the life of monsters and NPCs is calculated not only in the zone where the player wanders, but also in other areas, according to slightly simplified rules. However, in some places, the player's cards do not pass NPCs or objective reasons. For example, at the very beginning of the game, you can immediately explore four areas - the southern cordon, the vehicle graveyard behind the northern checkpoint, the Agroprom Research Institute in the west, and the Dark Valley in the east. The passage to the central area - the territory of the "Duty" stalkers' organization called the Bar - is closed by a post, through which you will be allowed to pass only when you reach the desired place in the plot or prove to the "Duty" stalkers that you are worthy to visit the "Hundred Roentgen" bar. It is impossible to get to the northern zones - to Pripyat and the Chernobyl nuclear power plant - except according to the plot.

There are many artifacts, few pockets

The character has no stats that grow over time. All that the hero can afford is a change of protective suits and the selection of artifacts in five pockets. In total, there are fifteen types of suits in the game - from simple leather jackets and primitive protective suits to durable spacesuits that protect from almost all harmful influences. And there are many ways to perish here. Mutants bite and scratch the stalker, which means that the clothes must be strong to tear. Fire anomalies burn painfully - refractory qualities will not interfere. Electrical anomalies can quickly finish off a stalker, in whose clothes there is no protection against current. Impact anomalies and falls from a height will not be so dangerous for someone whose suit absorbs the harmful effect. Chemical burns in the Zone are rare, if you do not climb into the thickets of burning fluff. However, protection comes in handy. Strong armor will reduce damage from nearby explosions. Usually, enemies take care of grenades and do not throw them in vain - only in the later stages of the game, when helicopters and arrows from RPG-7 appear, protection will become relevant. Bullet protection is usually what matters most. Lead poisoning is one of the most common causes of death in the Site. Finally, don't write off radiation. There is a lot of it here, especially in the later stages of the game.

Many suits have their own specialization. For example, the orange suit of scientists protects well against chemistry, current and radiation - but does not help at all against bullets and fangs. Military suits are often well armored, but do not protect against radiation.

Heavy exoskeleton is a powerful armor, but the hero, having put it on, loses the ability to run fast.

Five pockets for artifacts (stalkers usually find them next to anomalies) will allow you to "tune" the defense parameters more subtly

hero or increase his stamina. Usually, each artifact has positive and negative traits. Some make the stalker more enduring, but reduce the defense parameter. Others protect from radiation, but with them the stalker gets tired sooner. Some artifacts in the game are radioactive (positive parameter "Radiation") - you can hang them on your belt only for a short time if you don't have a good protective suit. The harmful effect, however, can be compensated for by other artifacts with a negative radiation parameter. Do not forget that light and valuable artifacts are a good source of money if you donate them to merchants on time. This is interesting: it is best to sell artifacts to Professor Sakharov, located at the Yantar Lake location in the Bunker of Scientists, because he buys artifacts at the real price; merchants give less money than is written in the description of the artifact.

Wildlife Zone

Many mutated animals live in the vicinity of the zone. Blind dogs run in flocks, sometimes accompanied by sighted and very dangerous pseudo-dogs. Former collective farm pigs are jumping on praying paws, and wild boars are grunting menacingly. Bloodsuckers lurk in dark places, and crows fly over all this mess, which, thanks to successful mutations, not only learned to fly around "mosquito bald spots", but also acquired real immortality. Not a single stalker has ever managed to shoot down a flying crow. This is interesting: judging by the sounds, rats are wandering around somewhere. Sometimes the afterlife cat meow is heard. However, no one has yet seen these animals here - at the last moment, imitating cats, aggressive rats and dwarf burers did not receive registration in the Zone. Mutant animals go about their business in the Zone. They run around, sleep under bushes, hunt, eat, and in case of danger, they make legs without any doubt. The living world is one of the key features of the game, and it is sometimes very interesting to observe wild animals through binoculars.

Yes, in peacetime, an inquisitive stalker can feel like Prishvin or Steve Irwin. For example, yesterday I, having settled at the foot of a power transmission tower, watched two sad pigs (in stalker's jargon "flesh") eat a wild boar. Everything was quiet and peaceful until a large flock of blind dogs, led by a pseudo-dog, taxied out from behind the edge of the area. Seeing pigs, dogs, I am sure, with joyful telepathic exclamations: "Meat!" - rushed to the attack. One pig hesitated and was instantly bitten, but the other noticed the danger in time and started to run. The dogs rushed after her along the road, past the remnants of broken equipment - straight to the log cabins, where the soldiers of the "Duty" were on duty at that moment. The stalkers did not have to get their submachine guns - when they saw a crowd of people, both the dogs and the pig rushed away from the hill, across the road and onto another hill, to the old, abandoned village. Finding several anomalies along the way, the pig instinctively contrived to make a couple of cunning "anti-zenith" maneuvers so that several dogs were caught in gravitational anomalies and were blown to pieces. And so they ran until they discovered that the village ... was not at all so abandoned. The bloodsuckers who broke out of the houses (“Wake me up?”) Rushed both at the dogs and at the pigs, not figuring out who was right and who was wrong. Remember Benny Hill's famous saxophone chase? It was very similar. A motley crowd with a frightened pig at the head rushed away from the village. The last two dogs, seeing how the bloodsuckers are cruelly dealt with their fellows, decided: "Wow, pancakes, it won't take long to die!" - and limping, they ran away. The crowd disappeared behind the hill. Having run out after me, I saw two pigs near the road (someone came to the aid of our "flesh") gnawing with two bloodsuckers. Soon one bloodsucker died, one of the pigs expired. The final battle took place dangerously close to an anomaly called "springboard". When the duelists were on their last legs, someone touched the edge of the anomaly. The springboard slammed. There were no survivors. For your information: digging is worth not only in the pockets of dead NPCs, but also in the corpses of monsters - sometimes they drop valuable prey for sale: dog tails, pig's legs, eyes of "flesh" ... It makes sense to dig in the insides of wild boars, "flesh", dogs of all kinds, snorks and bloodsuckers.

Stalkers in battle and in peaceful life

For your information: with the help of a well-aimed hit in the head, you can incapacitate the enemy. The same rule applies to our hero - maybe they won't kill him from the first shot in the head, but his health will not be the same. Enemies, especially experienced fighters, shoot very accurately, despite the fact that the recoil of the weapon and the movement of the machine gun barrel upward when firing bursts also affects NPCs. In groups, characters cover each other with fire when moving. An experienced enemy will hide for more than just reloading. He will quickly leave the line of fire when he realizes that he is being shelled - very often opponents try to take cover when they just see that the hero is aiming at them. NPCs are careful in battle. Realizing that the player is sitting in ambush around the corner, they will not lean out and will wait until the person himself loses patience and rushes into the attack. The battles of two groups of NPCs can last for a very long time - and all because of the reluctance of computer heroes to get on the rampage. After the battle, the NPC will finish off wounded enemies at the first opportunity and help wounded friends with a first aid kit. Advice: people around do not react to the theft by the hero of badly lying loaves of sausage, or to looting. Therefore, after each battle, it makes sense to collect ammunition from the bodies and remove the cartridges from the selected weapon (right mouse button).

Not only friends

Many different factions live in the Zone. With some you will easily make friends, with many you will have a tense relationship, and some with enviable persistence will strive to wipe you off the face of the earth.

Not all stalkers are created equal.

Lone stalkers are most often found in the south of the Zone, but sometimes they wander into the central Bar and even cluster around the Freedom base in the north. The player will not have problems with them if he does not attack first. Scientists are ready to redeem weapons, artifacts or body parts of killed mutants from the hero. They live in only one place - in a bunker on Lake Amber. It is impossible to meet a scientist in the wild. Bandits are simple thugs and a criminal element who were brought to the Zone by a passion for profit, light artifacts and the ability to trade weapons. You can recognize them not only by black jackets and blue sweatpants, but also by their characteristic obscene expressions. The bandits attack everyone in a row - “everything in a row” reciprocates the bandits.

The army not only guards the perimeter of the zone, patrolling the area in helicopters, but also sends troops inside - however, you will only meet with military stalkers (as well as helicopters and armored personnel carriers) towards the end of the game. Soldiers are rare in the southern and central regions. They patrol the roads, control the area of ​​the Agroprom Research Institute and from time to time attack the areas captured by bandits, which can be a big nuisance for you.

"Duty" is a paramilitary organization whose members destroy monsters and by all means prevent the leakage of artifacts outside the Zone. The main base of "Debt" is Bar. As paladins, they really dislike bandits, but their main enemy is "Freedom". If the player joins the Freedom, the Bar guards will open fire and not let him back ... as long as they are alive, of course. Svoboda is an organization of anarchists who oppose the ideals of Duty. They preach a free hunt for artifacts, but at the same time protect everyone else from the northern threat. They block the passage to the central regions so that the stalkers of the Monolith could not break through from the north. Anyone who makes friends with "Debt" will become the enemy of "Freedom". Anyone who makes friends with Svoboda will suddenly discover that bandits have stopped attacking him - there is an unspoken truce between the criminal world and Svoboda. Mercenaries are an organization fighting all stalkers in a row. It's amazing how they still manage to stay alive. The mercenaries control the area of ​​the Wildlands adjacent to Bar. You can't make friends with them or make them stop attacking the hero.

"Monolith" is a stalker sect. Its members worship a mysterious artifact, a large monolith that supposedly grants wishes and is located somewhere in the north. "Monolith" occupied all the northern lands - the Red Forest, the radar station, Pripyat and the Chernobyl nuclear power plant itself. A mysterious but no less deadly psionic field prevents other organizations from attacking the Monolith positions. Few people want to become a zombie. Making friends with "Monolith" will not work either.

Zone Anomalies

Radiation

Yes, areas contaminated with radiation can also be called an anomaly - the most dangerous of all, because it is not visible. Only by the crackle of a Geiger counter, you can roughly determine the boundaries of a dangerous place. Usually abandoned equipment is radioactive. A lot of X-rays can be picked up at the edges of the play areas. The further the player moves north, the more often he will encounter infected patches of land. You shouldn't even go to the Chernobyl nuclear power plant without a suit with good protection from radiation. You can find out if a hero is infected in the same place where his duffel bag is (by default, the I key). The higher the yellow bar, the faster the hero loses health. If you hesitate and stay in a zone of high infection for a few seconds, the character will lose a lot of HP and die faster than the infection parameter drops to a safe level. There are two ways to cure radiation. The first is folk. A couple of bottles of vodka can remove the infection, but the hero, due to side effects, will not be able to actively act and fight (The main thing here is not to overdo it!). For serious cases, it is worth having an antidote on hand - it removes the infection quickly and effectively. You can restore lost HP with food, a bandage or a first aid kit. For your information: Basic first aid kits (red) only heal HP. Military first aid kits (blue) also stop bleeding. The most valuable first-aid kits of scientists (yellow), among other things, will help to remove radioactive contamination.

Springboard

This will be the first anomaly that the hero will meet on his way. Trampolines are usually safe - even a dog can afford to run through this anomaly a couple of times, getting off with a slight fright. The trampoline looks like bubbles of hot air swelling above the ground. Leaves are flying around. When a bolt, a dog or a stalker enters the area of ​​the trampoline, the anomaly explodes, causing damage over the area. It can explode continuously (not only the springboard - all anomalies remain in place after being triggered), so it is better to retreat to a safe place.

Electro

Area of ​​concentration of static electricity. It is discharged by hundreds of lightning in a radius of several meters. This anomaly is more dangerous than a springboard, but usually it is clearly visible both day and night - only the edges are difficult to determine by eye, but bolts will help here. For your information: in some parts of the Zone (most often in tunnels), you can find flashing rows of electrical anomalies. Before approaching them, it is worth taking a closer look - in what order do they appear and disappear? Is it safe to pass them?

Gravy

You can recognize this anomaly by the randomly flashing translucent "lights" and the foliage flying around. The action is similar to a springboard - the anomaly first pulls in things, and then scatters them. The gravitational anomaly is very unpleasant, but at least you can get out of it relatively quickly. The whirlwind is much more dangerous.

Vortex

From a distance it looks like gravel, but once you look at it more closely, the difference becomes noticeable: the lights do not flash, they collapse, and the foliage flies to the center of the anomaly. The whirlwind is dangerous because it spins the hero in place, preventing him from breaking free. You will see many times in the game how a pig or a stalker caught by chance in a whirlwind spinning in the air, and then explode into bloody pieces - once they hit the whirlwind, they are doomed. The hero has a good chance of breaking out of the whirlwind alive, but we must act very quickly, running out of the anomaly before it pulls the hero back in.

Frying

Fire anomaly. It is most difficult to see her, because she betrays herself only by stirring hot air. It is especially difficult to see her in dark dungeons, where she is very common. It's good that, having earned a jet of flame, the stalker can quickly leave a dangerous place. It's bad that sometimes the heat "appears" next to the player and douches him with flame, signaling that the hero has attracted the attention of the poltergeist.

Hot fluff

Burning down is greenish "algae" hanging from metal objects. They hit when the player gets close and ignore the slow moving character. The main method of dealing with burning down is prevention. You just do not need to approach the pieces of fluff overgrown with fluff, and everything will be fine. This is interesting: there were other anomalies in the game - reducing gravity, slowing down time. However, they did not pass the final competition and did not get into the game.

A mutant to a bandit is not a comrade

The fauna of the Zone is rich and varied. Knowing the habits and habits of each mutant is good for the health of the stalker.

Blind dog

One single blind dog is safe - he would not even think about approaching an armed stalker. The problem is that usually blind dogs roam in packs and, smelling the victim, attack from all sides at once. The dogs maneuver very competently so as not to get hit by shots - they run around the hero, running back in case of danger and returning after a few seconds. Large flocks of blind dogs are best avoided from afar. But if a skirmish is inevitable, you will have to prepare for a bloody battle. It is important to incapacitate several dogs as soon as possible - then the rest will scramble and run away. You can try to throw a grenade at the sitting dogs. It is necessary to open fire from the maximum possible distance, which the dogs will still quickly overcome.

Pseudo dog

The mutant wolf is very aggressive and dangerous even alone. Sometimes pseudo-dogs hunt together with packs of blind dogs - they never attack each other. Northern pseudo-dogs have psionic abilities and can, when approaching, damage the hero's mind. The weakness of the pseudo-dog is that it usually attacks in a straight line, ignoring bullets flying in the face. A couple of long bursts will calm the mutant down.

Flesh

A collective farm pig that has mutated into an insect-like creature, inheriting from its pig ancestors not only omnivorousness, but also fearfulness. The flesh is not too dangerous - these pigs usually graze in one place and are easily exterminated from long distances: the natural roundness of the forms plays a cruel joke with them. It is easy enough to put the pigs to flight.

Boar

A wild boar, the stubble of which has slipped onto its belly. Aggressive and very dangerous near (one and a half meters at the withers), but it is not very difficult to resist him. First, it attacks in a straight line, accelerating like a rhino. Secondly, he is also blind and in a rage usually does not see anomalies - and even more so, he will not be able to turn off in time if the stalker runs away to the side.

Jerboa

Small eared rat-like creature. Found in basements of houses. The jerboa is dangerous, first of all, because it is very difficult to notice it - it can gnaw a stalker's thigh for a while before he pays attention to him. A pack of jerboas is very unpleasant. Each of them is individually weak, but together they can cut off a hefty chunk of the stalker with their sharp teeth before they die.

Bloodsucker

A humanoid monster that is very dangerous in close combat and, in addition, knows how to disguise itself, becoming almost invisible. In the battle with him, you need to carefully monitor your eyes (only they are clearly visible in disguise mode) and vigorously maneuver, preventing the bloodsucker from inflicting fatal blows. It may not be sickly to scare if you do not notice him in time
(Often taken by surprise)

Zombie

Zombies are stalkers who inadvertently found themselves under the influence of a psionic field and lost their minds. All they can do is wander around, mumble indistinctly and shoot accurately anyone who happens to be nearby. It is even strange that the swinging zombies retained their shooting skills. Poor fellows must be shot from afar. If the zombie has not died completely, he must be finished off with a control shot to the head.
(There are always a lot of them, but they are stupid and shoot aptly, they often "make friends" with snorks)

Poltergeist

A mysterious invisible creature living in dark dungeons. A poltergeist's favorite pastime is to throw wooden boxes at the hero (you can shoot them on chips) or barrels with cylinders (just dodge). The poltergeist also bothers with the fact that it creates flying fire anomalies aimed at the hero. The poltergeist looks like a ball of electric sparks floating along the corridors of the dungeon. If you accurately shoot at this formation several times, a dead poltergeist with a surprised physiognomy and the size of a Pseudo-Giant will fall out of it.

Pseudo-giant

This two-legged running creature is really very dangerous, but it is difficult to restrain a smile, seeing how it waddles from side to side. It is quite difficult to kill him, he swings his paw and hits the floor - the blast wave wounds the hero. If the stalker has a large cannon and it does not jam at a critical moment, then the pseudo-giant will quickly come to an end. They always meet one by one. I never had any problems with them.

Snork

The strangest monster in the game is a man who decided to get closer to nature and for this purpose put an old gas mask on his head. Now he jumps at the enemy like a large frog, kicks out of his bellied position and brandishes his trunk threateningly. Laughter laughs, and snorks are very often dangerous because of their rapid attacks and fortitude, thanks to which they withstand a burst from a machine gun at close range. One snork is a problem, two is a big problem. Really dangerous guys, against whom only high speed and dense fire can help. They are friendly with zombies, which creates even more problems.

Controller

The controller is dangerous by psionics and only by it. This bandaged, chubby-headed creature in jeans doesn't have to hit and bite to kill a stalker. It is enough for him to get on the nerves of the stalker. From a distance, the controller attracts and throws the game camera, interrupting shooting, reloading, and at the same time very quickly reducing the blue mental health bar. If you run closer to the controller, it will be a little easier to shoot, but the mental health will still decrease. When it comes to naught, the stalker will die and become the food of the controller. Nevertheless, fighting this monster is not so difficult - you just need to kill the controller before he kills the stalker. If the mutant is far away, you can hide around the corner (if the hero is not visible, he cannot be mentally hit at a distance) and carefully throw grenades at the feet of the slowly weaving controller. As soon as he gets closer, the "blind spot" will cease to be a defense. Fire, merciless fire! The controller cannot dodge - grabbing the whole horn from the AK-74 in his chubby head, the monster will die of resentment. Controllers are very rare, one by one, and usually - in dead ends of dark dungeons. In addition, they very often indicate their intentions in advance with eerie screams.

Weapon for the stalker

Real analogue: most of all, the knife is similar to Ka-Bar products.
A typical Bowie blade with an extended blade escapement, one-and-a-half-sided sharpening and a sereitor. In general, a tactical knife. In the game, he has few applications. Yes, a couple of stabs can kill a stalker, and if he doesn't see you, one stab in the back will be enough. But sneaking up to this distance is not so easy - even very quiet footsteps can be heard, and the player may suddenly find that the victim is pouring lead from a machine gun from a safe distance at the base, and an alarm has been raised at the base. A knife is not very effective against mutants, simply because it is even more difficult to sneak up on them, and in battle they maneuver and never wait for the letter Z to be cut on their foreheads. So it turns out that a knife in the game is a weapon of last resort.

Pistols

Real analogue: Makarov pistol (PM)
Magazine capacity: 8.
Strengths: cheapness.

A simple, cheap and easy-to-use pistol, the first stalker's weapon in the Zone. As befits a "one" according to the laws of the genre, the pistol kills monsters with great difficulty and often misses. Ammunition - 9x18 mm.

Fort-12M2

Real analogue: Fort 12.
Magazine capacity: 12.
Strengths: cheapness, store volume.

Ukrainian pistol based on the CZ-83. Boasts accuracy and increased magazine size. The extra four rounds will come in handy when funny monsters are jumping around the hero.

Noiseless Pistol (PB1s)

Real analogue: silent pistol (6P9).
Magazine capacity: 8.
Strengths: muffler.

Pistol with built-in silencer. An irreplaceable thing in those cases when you need to quietly remove the sentry without raising the alarm. It is best to shoot at close range, aiming at the head. A single miss means the failure of the entire operation, because even a muffled shot (its consequences) will be heard by the sentry.

Kora-919

Real analogue: Colt М1911.
Magazine capacity: 7.
Strengths: availability.

The famous Colt, a good pistol for the collection. In all respects, it is almost equal to PM, but uses other ammunition - 45 ACP.

SIP-t M200

Real analogue: SIG P220.
Magazine capacity: 7.
Strengths: accuracy, damage.

"Zig-Sauer", a pistol with increased accuracy and damage. Will come in handy for any stalker.

UDP Compact

Real analogue: Heckler & Koch USP.
Magazine capacity: 8.
Strengths: accuracy, damage.

Another excellent 45 ACP pistol with excellent damage and accuracy.

Walker P9M

Real analogue: Walther P99.
Magazine capacity: 16.
Strengths: store volume

Not the most powerful pistol. Its main advantages are 16 rounds in the magazine and good accuracy. Ammunition - 9x19 mm.

Black kite

Real analogue: Desert Eagle.
Magazine capacity: 8.
Strengths: damage.

Yes, this is the famous Desert Eagle. The damage to the pistol is huge, but no accuracy. The barrel goes up when firing. It makes sense to shoot from it only at close range. Ammunition 45 ACP.
(Gordon Freeman has 2 of these lying around)

Submachine guns

Real analogue: Heckler & Koch MP5.
Magazine capacity: 30.
Strengths: rate of fire, ease of use.

The only representative of the class. Extremely handy submachine gun. Extremely accessible - drops in abundance from bandits in the southern areas of the Zone. Extremely handy for aiming in mid-range combat. At long distances, it is inferior to automata, which also appear in the game soon enough.

Shotguns

Trim

Real analogue: edge trim Winchester or Remington.
Cartridges in the barrel: 2.
Strengths: availability, damage.

Weapon of bandits of the southern regions. A very interesting option in close combat, but it requires a quick reaction and accuracy from the player, since after two shots you will have to reload.

Chaser 13

Real analogue: Winchester 1300.
Magazine capacity: 6.
Strengths: damage, clip.

This option is already better - in battle, you can release six charges before you have to go into cover to reload. A classic game shotgun with only one serious drawback - it is not so easy to find this "boomstick" and ammunition for it in the game.

Real analogue: Franchi SPAS-12.
Magazine capacity: 8.
Strengths: clip, damage.

The best shotgun in the game, great in close combat. The only problem is that in the vastness of the Zone there are not so many situations in which you have to engage in close combat. Even in populated areas, it is usually more convenient to use vending machines.

Automatic machines

Akm 74 / 2U

Real analogue: AKS-74U.
Magazine capacity: 30.
Strengths: availability.

The weakest machine gun in the game, its characteristics are close to a submachine gun. It is only worth picking up to shake out the 5.45x39 mm cartridges from the horn.

Akm 74/2

Real analogue: AK-74.
Magazine capacity: 30.
Strengths: availability.

An entry-level assault rifle with below average parameters, but quite suitable for combat in the Zone. It is best to shoot with single shots.

Real analogue: AN-94 "Abakan".
Magazine capacity: 30.
Strengths: availability.

In all respects it is similar to the AK-74. The only improvement is increased accuracy.

Real analogue: Enfield L85A2 IW (SA80).
Magazine capacity: 30.
Strengths: accuracy, damage.

This assault rifle with a scope mounted is already much better. From it, you can successfully target shooting at medium distances. Decent damage. Ammunition - 5.56x45.

Real analogue: SIG 550.
Magazine capacity: 30.
Strengths: accuracy.

The most convenient assault rifle in the game for aimed shooting. The recoil is practically not felt.

Real analogue: Z-M Weapons LR 300.
Magazine capacity: 30.
Strengths: accuracy.

Another high-precision machine. However, it is worse than the SGI5k - decent recoil interferes with accurate shooting.

Tunder S14

Real analogue: OC-14 "Thunderstorm".
Magazine capacity: 20.
Strengths: underbarrel grenade launcher.

An assault rifle with an underbarrel grenade launcher and an increased rate of fire. Convenient, but not too accurate weapon.

VLA Special Assault Rifle

Real analogue: special automatic machine (AS) "Val"
Magazine capacity: 20.
Strengths: muffler.

An assault rifle with an integrated silencer, an excellent replacement for pistols for silent shooting. Thanks to the flash suppressor, when shooting in the game, the traces of bullets are very clearly visible. Used special cartridges 9x39, suitable only for this machine and "Vintorez".

Sniper weapon

Real analogue: Dragunov sniper rifle
Magazine capacity: 10.
Strengths: accuracy.

An army self-loading rifle with increased accuracy. When using a telescopic sight, kills the enemy with one shot (or two, if the armor is strong).

Real analogue: shortened sniper rifle (OTs-03AS).
Magazine capacity: 10.
Strengths: rate of fire.

Compact version. Damage and accuracy are slightly worse. If you have a choice, it is better to use SVD.

Vintar Sun

Real analogue: VSS Vintorez.
Magazine capacity: 10.
Strengths: noiselessness.

Silent sniper rifle, integrated silencer - a real treasure for any stalker. Now the sentries are in trouble!

Gauss gun

Magazine capacity: 10.
Strengths: damage, accuracy.

Highest damage for a sniper rifle in the game. Almost always kills on the first shot (when viewed through a telescopic sight). As befits a game electromagnetic gun, it strikes in a perfect straight line, exceptionally well-aimed. But there is a big drawback - after each shot, the rifle must “recharge” for several seconds. As you can imagine, such a break is very unpleasant in close combat, and it is also very difficult to find ammunition for it.

Grenade launchers

Bulldog 6

Real analogue: hand grenade launcher RG-6.
Drum capacity: 6.
Strengths: damage.

An interesting thing is a hand grenade launcher with six grenades in the drum. Throws grenades hundreds of meters away, and if the player hits the enemy, he has a hard time. But - it's hard to find ammunition. And this piece of iron weighs almost seven kilograms.

Real analogue: RPG-7.
Strengths: damage, accuracy.

A deadly thing. With one hit it knocks down a helicopter, with two hits it annihilates the BMP. But the apparent weight and ammunition issues make the RPG-7 a "last-tier" weapon. This is interesting: if you shoot from a grenade launcher at the zenith, the grenade will not disappear in the blue sky, but after a few seconds it will fall to the ground a few hundred meters from the player. This proof of the smooth operation of the game physics is very interesting, even though a self-destruct mechanism is built into the real RPG-7 grenade.

Grenades

Real analogue: grenade F-1.

A defensive grenade that can be thrown in two ways: a normal throw at a medium distance or, by pressing the "aim" key, a throw with a selected swing force. It helps well against harmful controllers or against enemies who do not want to leave a comfortable position.

Real analogue: RGD-5 grenade.

An offensive grenade with an increased radius of fragmentation. There are no analogies with a real grenade, except for its shape and name. It's just the way things are.

Optional equipment

GP-25 Kostyer

Real analogue: underbarrel grenade launcher GP-25.

Underbarrel grenade launcher for domestic machine guns.

Real analogue: M203 underbarrel grenade launcher.

Grenade launcher for NATO assault rifles.

PSO-1 Scope

Real analogue: optical sight PSO-1.

Optical sight for domestic assault rifles (only for those that are not equipped with an optical sight).

SUSAT Scope

Real analogue: optical sight SUSAT L9A1.

Optical sight for NATO assault rifles.

Silencer

A homemade silencer for a pistol of any caliber in the game.

Walkthrough - the secret of the Chernobyl Zone

Stalker Marked is the only survivor of a car crash when a lightning strike caused a truck to explode and crash into a ditch in the northern Cordon area. Only the driver was unlucky - the other passengers in the back did not suffer from the explosion, as they were already dead. Traumatic brain injury led to amnesia. The hero has no name and no memories. All that connects him with the past is the tattoo "S.T.A.L.K.E.R." and a pocket computer with a photograph and a laconic task: "Kill the Strelka!" I would also like to know who this Shooter is ... Now our hero is a guest of the merchant Sidorovich, whose bunker is located on the southern outskirts of the Zone next to an army checkpoint. Sidorovich does not meddle in Markedy's personal affairs, but the debt must be worked out. And the merchant gives the first task - to help free the stalker captured by the bandits in order to return a valuable flash drive with information. For your information: it is not necessary to follow the story quests and even complete the first task. You can go on a free hunt or do side quests at any time. Remember - the more often and more actively you move away from the main storyline, the more you explore the world of the Zone, the easier it will be to go through the later stages of the game, when you have valuable artifacts, weapons and armor.

Cordon

So, the training mode. Exit the bunker, get comfortable with the controls, read the basic information and go to the farm where the stalkers have settled. Here you can chat with people, steal some food from the basement, listen to anecdotes and finally - talk to a stalker named Wolf. He will give you a pistol and ammunition, informing you that the bandits are holding a prisoner at the motor-tractor station and three stalkers have already lurked nearby, not daring to take MTS by storm. Go past the bus skeleton onto the main road. On the right is a military checkpoint, you don't need to go there. On the left, next to the carriage and concrete blocks, a wounded stalker Tolik lies in front of the bridge. Help him with the first-aid kit (it lies nearby) and listen to the radio communications of the helicopter flying around. Now - the first mission. It's very hard to teach, so get ready. Stalkers are waiting for you by the road - here you will have a choice: go to storm with everyone or try to cope with the bandits alone, in the Rambo style. The first option is simpler, the second more interesting.

The bandits are armed with pistols and sawn-off shotguns. Defeat them all and talk to Nimble. I wonder where he kept the drive so that the bandits didn't find it? To celebrate, the freed prisoner will share with you the location of the valuable cache. For your information: here Nimble can give the first side quest - the search for the "perfect" suit. The suit (a unique bandit jacket with sewn-in elements of body armor) lies where the arrow points on the map - in the depths of the tunnel to the right of the wall. The treasure is guarded by a pseudo-dog. The suit can be returned to Nimble or put on. Return the flash drive to the merchant and do not forget to check in with the Wolf on the way. The merchant will reward you with some information about the Shooter and what is happening in the Zone. It turns out that the central areas of the Zone, the richest in artifacts, are inaccessible for visiting because of the mysterious radiation, from which the brains boil. For your information: you can take a few more side missions from the merchant. Many have a time limit, so it makes sense to take one at a time. A suitcase with secret documents will help to reveal the secret of mysterious events. It is hidden on the third floor of the Agroprom Institute. The problem is that the institute is in the hands of the military, and it is very difficult to take it by storm. Let's start small - how to get into the northern region of Cordon, behind the military checkpoint under the destroyed bridge? There are two ways to go north beyond the destroyed bridge. First, on the advice of the merchant - to the left of the bridge through a narrow tunnel with electrical anomalies. At the dead stalker in the PDA, you will find notes that these anomalies are blinking in the system. Apparently, the owner of the PDA caught the system incorrectly. The second option is to go to the right of the bridge through the hole in the fence. There it is very important not to take it to the right, so as not to fly into the radiation spot. Finally, the soldier can simply be shot.

Northern Cordon

Overjoyed by your success, Sidorovich will get in touch and offer to talk to a stalker named Fox - he just wandered somewhere nearby and fought off mutants with varying success. You will find a fox in one of the dilapidated houses. He killed a lot of blind dogs, but he himself got it. Hope you have a first aid kit? Help the Fox deal with a large flock of dogs. He himself does not know anything about Strelka, but his brother, Gray, who lives in an abandoned factory two kilometers to the north, may know. Forward! You need to make your way through the checkpoint occupied by bandits in order to go to the dump area.

Graveyard of technology

It will not be so easy to visit Gray - bandits have flooded the district. They shoot at stalkers and for some reason try to seize a radioactive graveyard of equipment, which is defended by stalkers led by Imp. The demon will offer you to help in the defense of the camp - it's up to you whether to agree or not. Here you can get hold of submachine guns and AKS-74U. In any case, you will have to stock up on ammunition and first aid kits to break through the bandits' stronghold on the way north to the factory. If you are confident, you can sit in the vehicle graveyard and try to defend it. First, the bandits will go from the east, then from the south and from the north. The ammunition will quickly run out - you will have to not only collect them from the bodies, but also shake them out of the weapon lying on the ground. Once you decide that you have nothing else to do here, follow the road north. You will not miss the habitat of the Gray - on the radio you will be asked to help protect the building from bandits advancing from the east. And here is Gray himself. He will transfer you to another acquaintance - a stalker nicknamed the Mole, who seems to have unearthed the cache where the Shooter kept his things. Before going to the Mole, stock up on ammunition, bandages and first aid kits. On the way to the east, to the Agroprom Research Institute, bandits sat down behind concrete slabs. You can try to fire them under the protection of a half-open iron gate.

Agroprom

The area of ​​the Research Institute is controlled by soldiers - on the road you will constantly encounter patrols. Outside the gates of the institute, stalkers are fighting the military. Help the Mole's group and he will show you the entrance to the sewer system where the Shooter once kept his valuables. This dungeon will also lead you to the research center, where a small suitcase is kept on the third floor that the merchant needs. For your information: in the center of a small lake in the north-west of the area, you can talk to a character who is not an aggressive soldier, who will tell you that you can enter the research center without noise only through the catacombs. Do not forget to find at least one silent pistol before entering the dungeon - very soon you will need stealth.

Catacombs

The bandits will warmly welcome you below. Do not go where electrical anomalies flare up - go down the spiral staircase to the lower level, into the kingdom of cheerful green lights of witch's jelly, to inquisitive bloodsuckers. Having dealt with mutants and several stray soldiers, climb the stairs in the pipe to the cache. There are two interesting things here. First, the rapid-fire AK-74, one and only. Secondly, a flash drive with information about the Strelka. He will lead you to a stalker named Ghost, one of the Shooter's companions. Carefully advance further through the dungeon and get ready to meet the first controller in the game. If you have grenades, good. If not, you can also live. Hide from him around the corner and shoot him with fast bursts so that he does not have time to grab the attention of the stalker. After waiting for the evening (you may have to go to drink tea), come out of the ground outside. You are inside the perimeter of the research center, and your goal is to drag the cherished suitcase from the third floor.

Research Center

You will not be able to complete it entirely in stealth mode, no matter how you hide from the sentries. A suitcase with documents is on the third floor in a hall with wonderful-looking instruments. You will have to fight your way to the exit. Fortunately, the helicopter is here just like that, no one is going to fire at the character from the air. There is another way to get to the suitcase - by brute force. Having indicated your presence, immediately run into the house across the road and when the soldiers jump out into an open place, fire at them through the window. In the building of the research center itself, it is convenient to take positions on the stairwells. With the suitcase in hand, return to the dump area and go north to the Dolga checkpoint. They will let you in there when they find out that you are carrying a suitcase to the bartender. If "Duty" asks you to help with the hordes of those fleeing from the Dark Valley region, from the east, do not refuse - and the bartender will then give you a fee.

Bar

It is best to run past a pack of angry dogs with a bottle of energy drink. The "Duty" post will shoot the dogs if they chase after you in a fit of courage. You are on the territory of the Bar. This is the central area where stalkers come to rest, chat, have a drink at the bar, or fight in the Arena. The bartender will be your next quest giver. The documents refer to a secret X-18 base somewhere in the Dark Valley area. The door to the laboratory is opened with two keys. One bartender will give you, the other will have to be obtained from a bandit named Borov, who set up his camp near the entrance to the laboratory.

Dark valley

To get to the valley, you will have to run through an area of ​​high radiation, so prepare an antidote. You will be greeted by a stranger named Bullet interrogating a wounded bandit (he will be here even if you make your way into the area without a quest). The stalker will offer you to help him with an ambush - two bandits are leading a captured comrade, a stalker named Semyon, on the way to the plant. Once in place, sit behind the stop, wait for the bandits to pass, and open fire when the stalker starts shooting. Having rescued Senya, you will receive a PSO-1 sight and a new task - to free other captured stalkers. At this level, a partially hidden passage is also implied - and here you will find yourself in the factory where the bandits have settled, also through a sewer pipe. Do not meddle with the sentries, find the place where the ZIL half fell into the repair pit, and, guessing the time, jump into the basement. Carefully and quietly move along the basement to the adjacent building. This is where things get a lot more complicated, so save more often. Bandits stand on the floors and patrol them. Remember to be able to drag bodies (action key with Left Shift). Boar sat down at the far end of the building on the lower floors. Take the key from him (by that time you will probably be uncovered, so get out the most powerful guns). If you want, free the stalker in the basement and in the house outside the gate. You now have both keys. You can get out of the factory by following a long walkway that starts in a brick building (south of the building) and leads into the valley. Now you need to storm another factory building - the one next to which you sat in ambush with Bullet. Get ready to shoot a lot or break through. You need to enter the room from the courtyard to the left, turn right and go down to the basement. There you will find a locked door.

Laboratory X-18

First of all, you need to find the code in order to open the door to the lower level of the laboratory. The code is 1243, but until you find it on the scientist's body in the back room, you will not be able to use it. The main enemy here is fire anomalies (watch out for the rippling air). A couple of snorks can ruin the fun too. Dodge flying boxes. On the lower floor, you will need to find the key again. The local corridors are teeming with poltergeists and flying boxes, and in the large hall, where another dead scientist is lying around, a lone pseudo-giant is running - it is better to shoot him through the doorway, while he, warming up, gallops around the hall. Do not forget to climb the stairs and examine the treasure chest. There is nothing interesting in the refrigerator. Save and open the door with the code 9524. Kill another poltergeist, look at the mysterious flasks with amazing creatures inside and go up to the control room, where you will be overtaken by the first flashback - a memory from the past. Don't forget to pick up the folder from the table. Get out back the same way. Four soldiers shouldn't be a big problem for you. The army attacked the factory, so, once on the surface, it is better for you to try to get out another way - to the second floor and down through the roof. The documents must be taken to the bartender, but the passage to the landfill is closed. You will have to make a detour and return to Cordon. Show the documents to Sidorovich, and then take them north to the bartender. The next stop is Lake Yantarnoye, where the X-16 laboratory turns unwary stalkers into zombies.

Wild lands

You will have to make your way to the Amber Lake through the Wild Lands (directly from the northern checkpoint). This huge station is under the control of mercenaries, and they do not like outsiders. Very soon you will witness how mercenaries shoot down a helicopter on which scientists were flying peacefully to their bunker. You will have the opportunity to save one of the scientists by escorting him to the lake. To do this is not as difficult as it seems - the scientist tries not to ask for trouble. Behind the bridge with fiery anomalies, you will meet the first zombies. They roam slowly, but shoot accurately. On the way, you will find yourself in the vicinity of the dried up lake Yantarnoye.

Amber lake

In the vicinity of the lake, exterminate all local zombies, but do not approach the buildings yet. Your goal is the bunker and Professor Sakharov, who can provide you with protection from psi radiation in exchange for the services of a bodyguard. You need to accompany the scientist Semyonov and guard him while he takes measurements of the field strength. The secret is to run ahead of Semyonov and exterminate the zombies. Sooner or later, psi-radiation will cut down the hero, but you will not turn into a zombie. Sakharov will give you a pattern of protection for the brain. Again you will have to crawl underground ... Psi radiation is successfully screened by the device, but in the eyes of the hero it is still gray-gray. Well-aimed zombies (not dangerous) and jumping snorks (and these will cause problems) await you in the yard. Get down to the laboratory.

Laboratory X-16

The usual population - zombies, snorks - for some reason does not affect these radiation, but a slow staggering snork would be a very convenient enemy. Go down the stairs to the lower floor and, shooting half-living creatures, move along the level. Save yourself - in the big hall you have to run up the stairs in a race against time. Too strong radiation, the protection will not withstand for a long time. Exterminating the zombies as quickly as possible, turn off the three levers on three levels in sequence (do not miss the very first one). Once at the very top, turn right, save and pull the lever on the control panel. Hurray, there is no more radiation, the danger has passed, the career of a zombie no longer shines for us. The hero will again remember excerpts from his past. I wonder who this powerful old man with a dog is? It remains only to go to the distant hall, deal with the sad controller, ransack the body of the Ghost. You are primarily interested in an artifact suit with a regeneration effect, and only then - documents from the X-16 laboratory. There is a hole in the stone floor to your right. Jump into it and get out through the tunnel. The first pair of snorks will meet you behind a pile of land. Be careful around the bend - the snork is hiding behind a curved piece of pipe lying against the left wall. Another one will jump out from behind the bend, where the jet of flame beats. At the fork where you will kill the zombies (on the left is a grate, on the right is a heap of earth), try to throw a couple of grenades behind a heap of earth with a piece of pipe lying on it - two funny snorks are waiting for you right behind the hill. They think they can catch you off guard, but it’s not there! Get ready to shoot in bursts at the pseudo-giant, which, having scattered the boxes, will run towards you, but, of course, will not reach you. Zombies are on duty on the left - they can be ignored. Run straight and go up the stairs around two turns to the surface. The helicopter will not do anything for you - it will launch a couple of missiles at the laboratory and quickly fly away from harm. Report to Sakharov and return to the Bar. The bartender unequivocally invites you to visit the Monolith and turn off their psionic field in order to open the way for stalkers to the north. And, it would seem, now that you have protection from radiation, nothing (except for dozens of evil monoliths, of course) prevents you from hitting the road. But don't be in a hurry. In the records of the Ghost there was information about the Guide, who was supposed to meet with a certain Doctor. Why not try to find out who they are - the Guide and the Doctor? We will find the first in the south, in the Cordon area in front of the destroyed railway bridge - in the very place where you once spoke with the Fox. The guide is laconic: “The doctor is waiting in a secret place. If you are in the subject, you know where it is. " Of course, we are in the subject! Return to the northwest to the Agroprom area and again dive into the sewer hatch - into the very catacombs where you were looking for information about the Strelka. Having defeated the bandits and bloodsuckers, go up the familiar stairs ... The doctor (the same old man from the visions), at the request of the Strelka, installed a stretcher at the exit from the pipe. After the Bullseye begins to come to his senses, the Doctor will lay out everything to him, while he suffers from a headache. And then it will disappear, leaving information about the cache hidden in the Pripyat hotel, in room 26. Let us remember this information and, armed to the teeth, we will go north to storm the lands of the "Monolith".

Army warehouses

The army warehouses, which are controlled by the "Freedom" grouping, are a buffer area between Bar ("Duty") and the Red Forest (under the control of "Monolith"). Here you can join one of the organizations, choose a side in the conflict. If you become "Free", you will no longer be allowed into the Bar in an amicable way, and it will become more difficult for those who join the "Duty" to cross the border between the Warehouses and the Red Forest - there is a checkpoint at "Svoboda". Helping the commander of the "Freedom" to repel the attack of the "Monolith" is nevertheless worth it. So you will learn the habits of sectarian stalkers.

Red forest

Stay on the road - there is high radiation on the roadside in many places. You will have to fight to advance along the road to the north. Ignore the first turn to the right - there is a dead end (I wonder what was planned to be done there initially?). The second turn is to Pripyat, but they won't let you go there, even with brain protection. Move forward and uphill towards the radar station. It is the radar station that is the source of psi radiation. In addition to the monoliths, phantoms emerging from the ground will become your enemies here. Shoot them on the way - they die easily, which cannot be said about the stalkers of the "Monolith". At the top of the hill, they will try to roll barrels of fuel under your feet - try to blow them up as early as possible. Be careful when approaching the wall - snipers have sat down on the towers behind it. They can be shot in a duel or ignored by running into the dead zone. Ahead is a punctured section of the wall. If you wait a long time, the Monoliths themselves will jump out of the hole towards you. The more Monolith stalkers you shoot outside, the less you have to fight inside. The entrance to laboratory X-10 is hidden. Climb the ramp into the carriage that sticks out in the tunnel and clear the last meters to the laboratory. Phantoms will not leave you until you go inside.

Laboratory X-10

Inside the laboratory is empty - only a few irresponsible bloodsuckers roam the dusty corridors. Yes, it doesn't matter if the "Monolith" guards its secrets. There will be no forks - just run along the corridors and rooms, from time to time knocking the spirit out of the bloodsuckers. After passing several rooms with metal balconies and huge cylinders, do not miss at the end of the passage to the room with the switch. Save. One movement of the switch - and the brain burner is turned off, the passage to the north, to Pripyat and the Chernobyl nuclear power plant, is free for everyone. Watch another vision of the protagonist and return the same way. The path to the cellars will be difficult - dozens of angry monoliths block your way out, trapping you literally around every corner. Outside, the landing party is having fun and rejoicing. Military stalkers are surprised at the weak resistance and correctly assume that someone has already been here before them. Soldiers in armor are very dangerous enemies, but as soon as you break through the gates, stalkers will come to the rescue. There are many of them here - both free stalkers, and "Duty", and "Freedom", and even mercenaries - all as one rushed to the north. The path to Pripyat is open to everyone, including the Marked One. Tip: Bring the highest radiation protection suit with you. In the vicinity of the Chernobyl nuclear power plant, it will be very useful to you.

Pripyat

At the entrance to the city you will be greeted by a group of stalkers who will know about your arrival. They will help you break through to central Pripyat. I advise you to arm yourself with a sniper weapon at this place - enemies will appear on the roofs of the Khrushchevs on the left and right and emerge from the windows. Having suppressed the resistance at the end of the street, turn right and try to shoot the enemies on the balcony and in the window of the two-story building as quickly as possible. Stalkers will help you clear the dark underground car park - then you will have to go alone. This is not as scary as it might seem. You just need to very quickly get rid of the sniper on the roof opposite - he has an electromagnetic rifle. Hiding in shelters, shoot enemies in the hotel lobby and go inside, jump from the narrow window onto the roof of the passage and climb into the window of the neighboring hotel building. Your target is number 26, where the key to the secret of the Zone is hidden. This is a recording. If you play it on a tape recorder, you will find out that there is a secret door at the Chernobyl nuclear power plant, which the Shooter once discovered. What's behind this door? We will reveal this secret soon. Until then, let's play the shooting range. Hotel windows are great for shooting bad guys on the street. Pay special attention to the window at the end of the corridor - the one that overlooks the Ferris wheel. To the left of the wheel is a low round building with exposed brickwork in places. On the roof of it sits a monolith with an RPG-7. It is difficult to see through the branches - use a telescopic sight. He will never understand what killed him. To find yourself in the area of ​​the Chernobyl nuclear power plant, you just need to jump out of the window and run a hundred meters to the north, to the entrance to the Avangard stadium. But before you dive under these arches, save yourself. This is important: ahead is the point of no return, a place from which you cannot return to the Zone, to the monsters and bandits that have become so familiar. Ahead is the large-scale finale of the game, and no matter how it ends, the way back will be closed for you forever.

Chernobyl nuclear power plant

The main problem here is that everyone wants to kill you. "Monolith", defending the approaches to the station. Military stalkers storming nuclear power plants from several sides. Helicopters Mi-24, generously scattering bullets and missiles. And even an infantry fighting vehicle, which with a machine gun will spur the player at the entrance. The goal here is to get into the building in the area of ​​the fourth power unit. Prepare your sniper rifle and turn left after the pipe. When helicopters fly overhead and fire at the entrance (you can hear the radio communications of soldiers, snipers and pilots), shoot several Monolith stalkers in front of the gate and dive inside as quickly as possible. If you linger at the brick building of the substation, you will attract the attention of helicopters and infantry fighting vehicles, as well as military stalkers armed with silent machine guns. You can climb into the trailer to catch your breath, but you shouldn't linger here. Run across the road - and carefully move along the long building, hiding behind concrete structures, pipes and fittings. Niches in concrete blocks are your best friend and you can hide in them if it gets hot. Helicopters and military stalkers will distract the "Monolith" on themselves, but you will get it too. Look carefully to see if a stalker with a submachine gun is running ahead - the gray form on the gray concrete is very poorly visible. When military stalkers enter the courtyard, the harbingers of the future release will appear. This means that you only have five minutes to get inside the building before the ejection kills the hero. Time is short, but quite enough not to be in too much of a hurry. For your information: the release affects only the main character and only if he is near the ground. This means that you can run freely on the roofs during the ejection, which we will soon do.

Fourth power unit

It's dark, radioactive, and a lot of Monolith inside. The Monolith itself gets on the nerves, promising the fulfillment of desires with a voice in his head every few seconds. Before the first turn to the right, be careful - at the far end of the corridor there is a sniper with an electromagnetic gun. When you reach the end, turn left and go along the corridor. Turn left into the passage with a metal mesh and very carefully, looking out through the gap in the wall, shoot the stalkers of the "Monolith". In the hall you can hide behind the boxes. After passing the corridor lined with boxes, you will see a staircase. There are many enemies on the flights of stairs. And several more stalkers of "Monolith" are waiting for you at the very top, behind the doorway with a warning sign. Behind this doorway, you can choose an ending. Turn left and go into the destroyed reactor - there will be a false ending. Turn right and find an inconspicuous niche with a staircase leading up to a creaking emergency light - there will be a true ending.

False ending

On the heap of concrete and graphite, climb the stairs to the torn off roof of the reactor. The Monolith, shimmering in a niche, can be reached by entering the white rings of the teleporter. You will only need to carefully walk along the metal structures to the adjacent room, climb the sheets of iron onto the concrete reinforcement and jump down to the Monolith. He will fulfill the hero's wish. And what exactly the hero asks for depends on many things. For example, how much money he has in his pockets. From what his reputation is, and also from whether he killed, by chance, the leader of "Duty" or "Freedom".

End of the game. However, we also have a true ending.

True ending

Climb up the stairs and go to the secret door at the end of the corridor. Before opening it, prepare your weapon and save yourself - for thirty seconds, while the code is being selected to the door, stalkers of the "Monolith" will appear from nowhere behind your back. As soon as the door opens, run inside. You are in a secret laboratory.

Secret laboratory

The narrow corridors, the crowd of the Monolith - everything is as usual. Only there is no radiation and no voice in my head. Enemies lurked literally around every corner and in every room. At first, you can not protrude from the room into the corridor, luring the stalkers towards you and shooting through the metal bars. Then go left along the corridor, and after a few turns you will find yourself in front of a room with electronic "closets". There are several stalkers here, you can deal with them if you throw grenades into the room and carefully shoot in bursts, looking around the corner. Your goal is a dark room with a green holographic image of the Monolith in the center and six pairs of glass tori around the perimeter. Solving the riddle is not so difficult - start crumbling glass. On every second, a poltergeist with a signature scorching flame will jump into the room. Get rid of them as you go. When the sixth pair of tori explode, a green hologram depicting the scientist will descend before talking with the Marked One. The ghost will explain why the Zone was formed and who the Marked One is, and will offer a choice in the style of "red or blue pill". If the player agrees with the hologram's arguments, then the game will end with the first true ending. If not, he will again be on the street, and his heart will burn with a thirst for revenge.

Chernobyl nuclear power plant

The ejection continues, so it is in the character's interest to jump into the white teleporter rings as quickly as possible, without touching the monoliths that appear around. Climb the stairs to the roof and hide behind a bundle of pipes. For your information: from time to time the hero will shake perceptibly - it is impossible to conduct aimed shooting at these moments, hide. Interestingly, the "shake" does not work on your enemies. The gameplay at this level is quite straightforward - you have to, without going down to the ground, jump from teleportator to teleportator in order to get to the originators of the Zone and have a heart-to-heart talk with them. There are many snipers on the roofs, but you can also hunt well on the vast spaces of the Chernobyl NPP roofs. Climb up the two stairs to the sarcophagus, run along it and go down the other stairs. Don't look at the wooden stairs, but run to the edge of the roof and go down the long concrete walkway. You need to run along it to the next teleportator. After two jumps, you are back on the roof. Run across the entire roof obliquely to the next teleporter. You are at the very top of the Chernobyl nuclear power plant, on the roof of the sarcophagus. Go up the stairs to the burning helicopter and the pipe. Near the very foot of the pipe there is another teleporter. Two jumps and you are on the pipelines. Turn around, climb the stairs to the ledge and, not paying attention to the snork, dive into the next teleportator. The stalker sitting in front with the RPG-7 can be killed, or you can run past him, while he realizes what is happening, removes the grenade launcher and takes out a pistol. Jump again! Around the corner, two snorks lie in wait for you, but you can ignore them - turning right, run forward to the break in the railing and boldly jump off the roof! You are again on a concrete crossing between two pipes. Ahead is a rift. What to do? Jump straight from the chimney to the rooftop on the right and hide between the two cisterns to get rid of the snipers and shooters on the nearby rooftops. To climb to a meter height, you must first jump onto the railing. You will pass the gap in the roof and jump again from the ladder to the chimney. Ahead is another teleporter. Pay attention - at the top, to the right of the pipe, two monoliths are running. Destroy them so that the next jump does not end up nose to nose with them. Three more jumps without hindrance. Now get ready for the fact that you will again have to fight your way to the teleporters. It's good that before a fight you can usually get ready and be the first to open fire. Shootout, we run around the corner, we shoot the stalker lurking behind the pipe. Bounce. The battle among the boxes. Bounce. Hello, Sidorovich! Bounce. Hide in the maze of pipes and cisterns (you can fire at the iron bridges from below), climb the stairs and run to the next teleportator. But do not enter it until you are saved. Ahead is the final battle. There will be no monsters - just a lot of Monolith stalkers, rooftop snipers and RPG shooters. In addition, enemies simply teleport to you several times. If you immediately rush to the roof to the last teleportator, there is no chance of surviving under the crossfire. The secret is not to climb the stairs to the iron bridges, but to run down the roof. The one below can hide behind cisterns and pipes. The one on the bridges is open and defenseless. First, destroy the two shooters on the sides, then carefully eliminate the snipers on the roof in front. When a new batch of enemies comes, deal first of all with those who run next to you on the roof, then deal with those who walk along the bridges. A monolith with an RPG-7 will sit on an elevation between the bridges in the center of the roof. After making sure that there are no more enemies (at least available to you), climb the stairs to the bridges and cross the blockage from the containers. Now you just have to climb onto the roof and sprint to the last portal, not paying attention to the monoliths teleporting to you. Evil has been defeated. Good triumphs. This means that you have completed the game. Congratulations.

S.T.A.L.K.E.R. codes

Codes for bonus content: In the main folder with the installation of the game, find and run the setup-bp.exe file Select the installation language and then enter these codes:

pseudodog - open bonus number 1

snork - open bonus number 2

Glitch in the game with items: As you know, the player can carry a limited number of items in the backpack, while the more items in the backpack, the slower the player's speed. But the number of carried items can be easily increased without losing movement speed. This is done by dragging corpses, which will have your items in their backpacks. Strange, but the player's movement speed does not depend at all on how many items the corpse has in the backpack.

Always Run: Open your console, type: g_always_run 1 and you can run as long as you want. To disable the code, enter: g_always_run 0

Improving performance

There are 2 ways to speed up the game:

1. Download the performance patch.
S.T.A.L.K.E.R "Optimization ver.2"
2. Run the game with the -noprefetch parameter
Better to use both methods at the same time.

In the game "Stalker: Call of Pripyat" tools are needed in order to unlock new improvements for your weapons and armor. At the beginning of the game, mechanics at bases (Nitrogen and Cardan) can make only a few weapon modifications - increasing the magazine and changing the caliber. For the rest of the improvements, they are not enough for calibration and for rough and fine work. You can find them while exploring the Exclusion Zone. Each kit only exists in two copies, so without a map, the search can be somewhat difficult. They will tell you where the tools are in "Stalker: Call of Pripyat", and ordinary stalkers during a conversation, but they can also misinform you.

Rough Tools - Zaton

Mechanic Cardan, located at Skadovsk, has really golden hands (at least that's what those who have ever been on the ship say), but it's a little tough with tools even on the outskirts of the center of the Zone - we'll go after them. First you need to find a sawmill on the Zaton location map. It is located in the northwest of the map. Go there, if you wish, taking a detachment of loners as companions - it is difficult to go there without a fight.

Upon arrival, make sure that the sawmill, as the stalkers warned you, was inhabited by zombies. But they won't have a lot of problems - shoot them in the head and finish them off if necessary. You can hardly be afraid of the return fire - the zombies lead it very inaccurately. The only problem is their number, about 20 units, it can scare a beginner.

So, having dealt with the zombie, you can finally find out where the tools are in "Stalker: Call of Pripyat" on the Zaton. Go down to that part of the sawmill that is located at the foot of the hill - we are interested in the building right in the center. We go into it, look for a ladder, climb it to the attic, go to the end and take tools for rough work from the box. Now you can return with the stalkers to the ship and give the tools to the mechanic, in return for receiving a small amount of money and the opportunity to make new weapon modifications.

Fine work tools - Zaton

Further, your path lies to the south - to the substation workshops. Hearing the beep of the detector
stalkers, do not be alarmed - this is a group of neutral mercenaries, they are now only capable of retaliatory aggression. The problem is that they won't let you into the shops themselves ... As it turns out, the mercenaries have run out of food supplies. Bring them six units of any kind of food - for example, canned food. After that, the leader of the mercenaries, the Cleaver, will suddenly become kinder and let you into the camp, but with one condition - not to get the weapon. And if you are not confident in your abilities, then it is better to follow the "advice".

Walk to the end of the road, turn 180 degrees clockwise and enter the workshop. You also need to go through it to the end, then turn left twice - you will find yourself at the resting place of the group. Pay attention to the mercenary sitting on the box. To the right of it lies the treasured box - take it and go out through the roof of the technical room from the camp, and then return to Skadovsk. Now it remains to find out where the tools are in "Stalker: Call of Pripyat" at the location "Jupiter's neighborhood".

Rough Tools - Jupiter

Upon arrival at the Yanov, your protagonist will be greeted by the technician Azot, who is working on the "Dolgovskaya" half of the shelter. He also needs tools. Without them, he, too, can only repair and carry out basic modifications. In the world of the Stalker game, finding tools is not an easy task, so you'll have to run again.

Exit the station and take the railway southwest. Climb the bridge, jump from it onto the roof of the electric locomotive, go to the end of the train and climb inside. An electrical anomaly is moving along the carriages - try to avoid it by waiting for it in the nooks of the carriage. Now you need to go to the beginning of the train, take the tools and jump out through the broken doors. Now you can return to Azot on the Yanov.

Fine Work Tools - Jupiter

After them you will have to go to the plant itself - it is located in the southeast of the location.
You need to approach the complex from the side of the "Concrete Bath", which is located at the western wall of "Jupiter". Face the anomaly, turn right - you need

enter the southern gate of the factory, they will be right in front of you.

After going up to the territory of the plant, pay attention to the building on the left. You need to enter it - the doors are located on both sides of the building at its end. Climbing the stairs and passing a small corridor, you will find yourself in the attic. Here, having carefully paved the way between the "electr" to the opposite wall, you need to open the green cabinet, in which the treasured box with tools will lie. Take it and leave the building by opening the door on the left. Where are the tools in "Stalker: Call of Pripyat" needed to calibrate the equipment? More on this below.

Calibration tools - Pripyat

Almost all the tools necessary to improve the equipment in the game "Stalker" have been collected. Pripyat is the only location where you can find the last two sets. The first one is located in the building of the department store. Go deeper, simultaneously opening the doors to a flock of jerboas - they are non-aggressive if they are not attacked. Mutants will guide you through a maze of store corridors. Do not rush to follow them deeper into the basement - the set lies right next to the stairs on the table.

The second set is located in the building of the old consumer services plant (KBO). Carefully
walk past the electrical anomalies and go up to the second floor. Here you need
will kill byurer - one of the most powerful mutants in the game. Experienced players
prefer to do it with a knife. After the massacre, go to a small room at the end of the hall - the last set of tools in the game will be on the table. Take it to a technician and finish modifying your equipment!

About the plot:
A year after a hard battle with mercenaries in Pripyat, a bandit from Lesha Borman's group named Grek woke up in a dark cave. A dead bastard lay next to him. The last thing that remained in the memory of the Greek - he, along with his friend, the mercenary Johnny, leaves the battlefield. A shot, a terrible wound in the back, darkness, oblivion ...

Pass status: Supplemented
About the passage:
This passage at the current stage does not reflect all the paths of the plot development. Here is a description of the course of the game of 1 specific player, the mod has many options for passing, all the forks in the plot are marked here.

Passing
1.We watch the introductory video, which refers us to the previous project from this developer
2. We wake up in a cave, on the radar we see a corpse, go to it, search it, pick up a key, go further through the cave, see a tunnel with creeping white smoke, go there, go to the Dump
3. After going to the Garbage, we meet DeadMan, talk to him, find out what happened during our absence. Also DeadMena tells us about Shamray, we go in search of him.

3.1 At this stage, we can immediately go to Shamray, or we can walk through the Garbage, we won’t find anything particularly valuable on the move, but in the basement under the flea market we will find a closed door, the Stalker is sitting behind it, refuses to let us inside. This find may affect the further plot.
4. We find Shamray at the transition to Cordon, talk to him, learn a lot, go to Cordon

Shamray at the Garbage

5. We speak on the Cordon with Shamray, we go on reconnaissance
6. In the house on the left side of the road we find a Tankist with a dead comrade, talk to him, learn that two of Shamray's gang were here, went further south
7. At the Farm we find the "Sump". They refuse to let us in there, sends for a pass that we can get under the bridge
8. We approach the bridge, which is now a wall with turrets, expect Krasnov

9. We speak with Krasnov, learn about the new local order, go to the Sediment pit
10. In the Sump at one of the barracks, at the entrance, there is Shnyr, we talk to him, we go to the barracks, we find Primus there, we talk to him.
11. After talking with all the other inhabitants of the room. Barchuk tells us that he saw 2 of Shamray's gang, they were taken away for sorting. We learn from Khazar about the cache that can help us get behind the thorn.
Here we have 2 options for the development of events:
a) Find out about the cache
b) Remain in the sump
Choosing an option(a)

1. Khazar tells us about the cache in the armored personnel carrier, we go there, take everything from there, talk to Shamrai, get a task to search for stalkers at sorting.
2. We go to cut a thorn in the specified place
3. Cut the thorn, beacon Shamraya (Button "Radio communication" in the inventory), climb over the wall, run to the transition to the Sorting.
4. In the cave on the Sorting we find the cache, take the cloak, go to the village in search of Stalkers.

Sakhron in a cave at Sortirovka

5. We find Sanya Galash in the village, tell him about Shamray
6. We go to Sidorovich, find out about the current state of affairs. Sidor proposes to sew an e-commerce chip into our PDA
(a) agree
(b) we refuse
Choosing an Option(a)

1. We go to the village on the other side of the hill, there we follow to the Bar (at the entrance to the bar you need to press the remote control, then the door will open), there we talk with the bartender. We receive the task - to knock together a gang, we go to Sidor

2. We speak with Sidorovich, we get the key from the basement, the coordinates of the cache with the weapon, people will have to be recruited on their own
3. We go back to the Village with the Bar, there on the hill in one of the houses we find the Tankist

4. We speak with the Tankman, he offers negotiate with Uzbek, and kill the Gravedigger
(a) Agree
(b) Let's go look for another gang
Choosing an Option(a)

1. We leave for the Swamp in search of Uzbek (We will have to return to the Cordon, because the trail to the Swamp goes from there)
2. We take away the cache with the Weapon, we go to Uzbek (On the way we can go to the village with a water tower, there will be a military man in the basement, we talk to him)
3. We speak with Uzbek, he proposes to involve Shamraya in a skirmish with the Gravedigger, also talks about the advanced anomaly detector that the Stalker has, who disappeared in an adit under the bridge in the Swamps
(a) Agree
(b) We refuse
Choosing an option(a)

1. After leaving the house, we notice throwing knives on the wall. We return to Uzbek, asking where to get them. We will learn about the Stalker from the center of the Swamps. We can pick up the knives from the wall (It is better to go to the Water Rat right away, because after clearing the Gravedigger's camp, this quest will automatically fail)
2. We go in search of the detector on a tip from Uzbek. We search the dead Stalker in the adit, we take away all the things. At the exit, a burer will be waiting for us.

Hiding place in the adit

2.1 After searching the Stalker, we learn about the cache, which is located on the Burnt Farm, you should look for it here

Cache on the Burnt Farm

3. We leave for Shamrai, tell about the Gravedigger. He agrees to help. We go to talk with Galash
4. Galash agrees to help us in the dismantling with the Gravedigger, but asks to find 2 people from his group, we agree
5. We leave in a southern direction, find a rookery of wild boars, 2 corpses, search, tell about what happened to Galasha

6. Trying to contact the Tankman using a walkie-talkie - bummer. The transmitter is broken, we go to the base free (Base chn in part 2 of the original game)
7. We speak with the Bartender. We find out that he has a transmitter, but he cannot sell it to us, because the device belongs to Nurik.
8.From the notice board that hangs near the bar, we take a note, it says about the missing Stalkers

9. We speak with Siply, for 10 thousand he tells where he saw the missing Stalkers
10. Ideas in the indicated place, we find 2 corpses. The task to inspect the scene of the incident is activated.

11. Under one of the stones we find a cache, we search it, we also examine a board with a bottle and glasses

12. The task is completed, but DeadMan gets in touch, who is also interested in this matter, we will talk to him later, we go for the reward
13. We tell the barman at the Freedom base about what happened, we receive a transmitter as a reward, contact the Tankman, do not forget to inform the leader of the base about the results of the search for Stalkers
14. After a while, a Tankman will arrive at the base, talk to him, contact Uzbek, and move forward for an assault.
15. We clean the camp, talk with Uzbek, find out that there is no Gravedigger among the corpses, go to inspect the camp
16. Near the camp in the anomalous zone with frying we find a corpse, we search it, we learn from the PDA that Gravedigger's caches hidden by the military, we go in search of him

17. We find the cache in the basement of a house in a village with a water tower, after which the Gravedigger appears, we kill him, we see the lead.

Gravedigger's Cache in the Swamps

18. We return to the base of freedom for a reward, which should be given for the found diggers
19. We go to talk with DeadMan, after the dialogue we will receive a message from Uzbek to the PDA, from where we learn that the entire group of the Water Rat was killed, we go to their base, look around, go to Uzbek
20. Uzbek shows us a certain device that he found, examine it, talk to it again, remember our conversation with DeadMan, return to him, but the place is already empty. We break the box in the pipe, find a note there, read

21. The note mentions the place of "V.V. Sidor" and mentions O. Alexander. A. Alexander is a monk who is located near the church (On the Marshes), we go there

22. We speak with Fr. Alexander, he has no key. O. Sergius is mentioned in the dialogue
23. Find O. Sergius, talk to him. The monk tells us about the icons, which were carried in a helicopter, sends us in search of them.
24. We recall our conversation with DeadMan, go to the freedom base to Barman, ask him about the helicopter, find out about 2 of the Water Rat group who are now sitting at the tower, go to them
25. On the tower we find a corpse, we search it, we take away the PDA

26. From the PDA we find out the coordinates of the helicopter, we go there
27. We take the icons from the helicopter, here we have a flock of choice:
(a) Sell icons on the basis of freedom
(b) Give to the monks

Swamp icons

Choosing an option(b)

1. We attribute the icons to the monks. We find out that the transition is already open, and the keys we received are needed for something else. We go to the Cordon
2. On the Cordon we go to the Sidorovich Bunker, talk there with DeadMan, then go to the Sorting

Chapter 2

1. On sorting we go to the Bar, talk there with Barman, find out what awaits us in the back room, go to an audience.
2. In the conversation, we are made clear that we need to look for Bormann.
3. We go to another rock cafe, in which Uzbek people are sitting, we talk there with Barman. We learn about people from Bormann's group, about a chess game.
4. We leave the cafe - take a note from the bulletin board, go to Pulevich

5. We speak with Pulevich, we get a task to search for boxes
6. We go to the military checkpoint to exit the location. At the post we talk with the military at the gate, and after that, with the Stalker by the fire.
7. We arrive at 1 point on the Dump, look around, get a message from the Stalkers. They are waiting for us at the checkpoint in front of the Bar, we talk to them, learn about unusual artifacts.
8. We go to the Army Warehouses (Go to the Bar from PM)
9. A military man meets us at the AU, sends us to talk with Leo, we go to the base

10. Leo asks to take the Flash card to Agroprom, here we have a choice:
(a) Agree
(b) We refuse
Choosing an option(a)
1. We go further to Amber (Go to the Red Forest at the outpost of mercenaries from PM, and from there you can get to Amber)
2. After the transition to Amber, we see the military, talk to them, learn about the scientists
3. At the exit from the territory of the plant, they call us by radio, answer, find out about the beacons
4. Upon arrival at the base of scientists, we find a bunker with one soldier, talk to him, inspect the room.
5. After inspection, we go to the street, there is a radio exchange, we return to the bunker, ask the soldier about the stickers, peel them off the wall

6. There is a repeated radio exchange, we find out about the scientists at the Agroprom, we go there
7. At Agroprom we find a new mobile camp, but it is empty. We examine it, we find a hand-held flashlight on the floor in one of the rooms, there is also a PDA nailed to the table with a knife, we take the knife, PDA, Flashlight
8. Go to the complex closest to us, it is also empty there, we inspect the building
9. On the 3rd floor, we find a corpse that sits on a chair, we search it, listen to the recording from the recorder (He lies on the table), take the recorder.

10. We leave for the Agroprom dungeons (the entrance to the hole, as in the CHN), we approach the door - it is locked. We put a flashlight in the slot, shine on the wall - a combination lock appears. Enter the code from the PDA
11. In the dungeon we search the corpses at the entrance, at one of the Stalkers we find a gas mask, we take it away.
12. We go forward along the complex, we are looking for the cache of the Shooter from the PM, we go up into it
13. Find a cache with a note, go to the locked door, shine a flashlight on it, see a combination lock, enter the code "1331"

14. We search the corpse on the chair, we take away the note.
15. We go back to the installation in the large hall, we go up to it, we search the corpse that sits next to the remotes, we take away the key card.
16. From the note found earlier, enter the codes into 2 remote controls, the installation starts

17. We go back to the Arrow's cache, open the door with the code "666665", in one of the cabinets we take a box
18. We get out of the Agroprom dungeon, go to the helipad, wait for the helicopter there
19. The helicopter is shot down, we go to inspect it

20. After inspecting the helicopter, we return again to the module, our old friend will also fit there for a dialogue
21. We speak with Deadman, we leave for Cordon
22. On the Cordon, we give the container to the head of the barrier, go to an audience with DeadMan at the Garbage
23. After talking with DeadMan we go to the dungeons. The entrance is behind the door, next to it there is an input panel, it appears after we shine a flashlight on it. Door code - 1134
24. A detachment of mercenaries will be waiting for us in the laboratory. We kill everyone, follow the arrows, as previously advised us to do DeadMan
25. We meet 1 closed door. The note with the code lies in the corpse, which is located next to the door.
26. The code from the next door is 1730, behind it we find the container, we take
27. We go to the surface, contact the customer, talk to DeadMan, leave the tunnel
28. After the customer gets back in touch, we speak with Deadman, we go to hide the box at the Flea Market

29. At the Flea market we go down to the basement, hide the box there
30. We go to the ambush position, wait for the GRC militants, kill them, get in touch with the Customer
31. We speak with DeadMan, we leave for the laboratory of the Dark Valley. The transition is marked on the map
32. We go down to the laboratory.
33. We go down to the 1st floor (the lowest), in the elevator shaft we find the corpse of a scientist. We search, we take away the PDA
34. On the same floor we find the box we need

Location of 4 drawers

35. In one of the rooms we find the code from the exit (31777)

36. We get out of the laboratory in the same way as we got, we go to the Garbage dump to the cache to hide the container
37. We hide the container in the cache, the Forecaster gets in touch, calls to him for a conversation
38. We speak with the Forecaster, we go on his advice to Sorting (We will have to go there like this: Cordon-Marshes-Cordon-Sorting)
39. We speak with Sidorovich, the Bartender (the Bartender will ask to find a knife in the swamps, it seems that it has nothing to do with the main plot, but this is not certain), we also speak with Varnak, who is told by the code encrypted in the chess game (379)
40. At the exit from the Bar on the notice board we see 2 notes. 1 - about the scientist from X-18, 2 - about the ancient book. We take both
41. Go to the Swamps for a knife for the Bartender
42. At the Church we talk with O. Sergei, we learn about the holy land. We go to search a distant grave, we find a knife there, we take it to the Bartender

Bartender Knife

43. We give the knife to the Bartender, we learn that there is a path to Limansk. We ask him about the ancient book. We go to the village to Sidorovich in search of Kuchma
44. We find Kuchma by the fire, talk with him about the book, go to the Polyana
45. After we talked to Polyanka with Dushman - we go to Rok coffee, there Kuchma with our equipment should be waiting for us
46. ​​We come to Rok coffee - Kuchma is not present
47. We find McCleins' group not far from the coffee, talk to the leader, tell about the Gravedigger. Kuchma is sitting in the basement of the same house, we talk to him, find out about the cache with our things

48. We find a cache with our things in one of the basements of the village, we return to McCleans, we say, we are going to storm the Glade
49. We kill Dushman, take 3 keys, return to the Sorting
52. We go to a rock cafe, talk with the Barman, ask about Ivantsov
53. In the Bar we talk with the Barman about the Teuton
54. We find Teuton and Baida in the lake on Sorting. We go to Uzbek, in order to inform him about this
55. We tell Uzbek about Teuton, he sends us to talk with Galash, he directs us to Kutcher (Survivor of the Water Rat group, who sits under the tower not far from the entrance to the Freedom base), but now there is no point in going there, we return to Cordon
56. We go to the ATP, there in the passage we find a pentagram, lay out the keys, move to the location "ATP", we find the Gravedigger there

57. We speak with the Gravedigger, he tells us about the current situation. Here we have a choice
(a) Shoot the Gravedigger
(b) Agree to duel with the Gravedigger
Choosing an option b
1. We go after the Gravedigger, put the keys in the box
2. We disagree with him on different sides of the ATP
3. We kill our opponent (From 1 time it will not work, you will have to wet the Gad 5-7 times)
4. We go into one of the buildings, in the refrigerator we find the corpse of the Water Rat, there is a weapon nearby, there are batteries in the suitcase. We take everything with us

Water Rat on STP

5. We take the keys with the book from the drawer, we find a room with pentagrams, on the floor with the help of a flashlight we find a teleport, put the keys there, we go to the Cordon

Exit from ATP

6. We leave for the Red Forest for another container
7. In the Red Forest we find a coded door. Code - 379
8. In the Bunker we speak with the Leader, he asks us to start the generator, we agree. We offer to send fighters with us - I refused
9. We go to the generator, start it, open the safe with the code - 543210, leave the location
10. After we leave the bunker - we receive a message from Panzer, he asks us to return to exchange a few words, we return
11. We learn about the ambush at the Flea market, leave the bunker, take the box to the cache.
12. After the delivery of the box, an ambush is really discovered, Varnak invites us to Sidorovich
13. At the Sorting in the village of Sidorovich we find Ivantsov, we talk to him, we plan a special operation

14. For a special operation we need a sniper rifle, we go to Shustrom
15. For the rifle, Nimble asks to bring him artifacts from the X-18, here we have a choice
(a) Agree
(b) We refuse
Choosing an option a
1. We go to X-18 for artifacts, we find them in the ventilation shaft. After we take the artifact into the lab, a hostile detachment of mercenaries will descend

2. We take the art to Nimble, take the rifle, go to Ivantsov, talk to him
3. We go to McCleins, talk to him, return to Ivantsov, go to the assault
4. We shoot here in this window, the assault begins

5. We clean the city, find a key card at one of the corpses, use it to open the door in the basement, release the hostages.
6. On the way to the base, a message comes from Ivantsov, he calls us to the perimeter, we go there
7. On the perimeter we find the captive Pulevich, we go to talk with Ivanotsv
8. We talk to Pulevich again, find out the code for the safe with money (The safe is in his room, code 61522)
9. We are going to talk with Zolotiy about Limansk, but at the moment we will not find out anything worthwhile
10. In the village of Sidorovich, we talk with comrades from Bormann's group, we learn a lot of interesting things, we also talk with Gena, he refuses to help us
11. We go to Ivantsov, he asks for help with the attack on the barrier, here we have a choice
(a) We agree to help
(b) We refuse
Choosing an option a
1. After the conversation, we go back to Gena, give him the broken PDA, return to Ivantsov, go to the assault
2.After leaving the Cordon, we jump on the railcar, start, ram the gates, run into one of the brick towers, turn off the turrets there, find the PDA

3. We blow up the mobile point (the place is marked in the PDA), we go to the assault on the main perimeter
4. Open the gate with the code (12345)
5. As soon as Panzer comes to the mobile post, we talk to him. After we go to the Swamps
6. After moving to the Swamps, we immediately meet Degtyarev and the company. We speak with the Zulus. Let's go in search of Kutcher
7. We meet Kutcher at the Church, talk to him, go to the Freedom base
8. On the Freedom base, on the notice board, we find a note, read it, learn about the fallen air laboratory, take the note with us
9. We go to the Groover, find out about the figurines
10. On the basis of Uzbek we speak with Galash, we learn about the Pole
11. The downed drone is not far from the Uzbek camp

Downed Drone

12. At the Sorting, jumping over the gate from the hill, we make our way to the Factory, we find 2 modules there. We take with us

13. We go to the Rock Cafe, talk to Zolotny, go to the AS in the village of bloodsuckers to go to Limansk
14. When switching to the AU, a message comes from Gena Hacker (Regarding the military flash drive)
15. In the village of Bloodsuckers we meet Zolotoy, talk to him, go to the passage to Limansk
16. Upon entering the Red Forest, we receive a message from Gena Hacker about the installation. Somewhere here a messenger with information will be waiting for us
17. After we come to the required door in the Red Forest, Golden will be killed. We go in the door, we find the installation, it needs power supplies
18. On the opposite bank we find Kasper, talk to him, bring him to the installation
19. The power source we need is not far from the Debt headquarters.

20. Find the battery, listen to the recording, return to Casper, insert the battery, start the installation
21. We pass to Limansk.
22. After the Transition to Limansk we meet 2 Dolgovtsy, we speak with them, we follow Kasper
23. Upon arrival at the Dolga base, we speak with Yakovlev, take supplies, move on

24. On the way we will meet monks. We talk with those who are sitting around the fire, we learn new information. Go ahead
25. Next, we meet a group of Military Stalkers, talk to Leo, find out about the turrets, return to Dolgovtsy

30. In Limansk we speak with Leo, we go to the Garbage dump
31. At the Dump, we hide the container in a cache, at the transition to the AU the Forecaster will be waiting for us, we talk to him, we give the Necronomicon
32. Talk to DeadMan, let's go get ready for the raid (Be sure to take JJ knives with us)
33. When ready we move to Pripyat. In the Laundry we meet the monks, talk to them, find out that they are moving to the station, go in search of DeadMan
34. At the marked point, we meet the military led by Leo, we talk to him, there is no Dead Man
35. Not far we find the Zulu group, we talk to him, we go into the building, we talk with the Shooter (DeadMan is the Shooter), we return to the monks

36. We leave for the Storm of the Chernobyl nuclear power plant
37. We clean the territory of the station, meet on it a group of Geeks, approach the Tactician, talk to him, we are transferred to the dungeons.
38. In the command room we find the Princeps, talk to him.
39. Do our business, talk to Princeps again, return to the Chernobyl nuclear power plant
40. On the pipe we see the transition, go up to the top, jump into the transition

41. We appear in the Dead City, talk to the military, find a monk, talk to him, we know about a boy and a girl, we go to the monument
42. At the monument we meet the children, listen to them, then take the keys from the backpack, go talk to the monk

43. We go to the gate about which the military man spoke
44. At the gate with the help of a flashlight we find a pentagram, put the keys in it, go to the Generators
45. On the Generators we speak with Slaven, Bormann, JJ
46. ​​Go to the Face Changer, which is in the center of the location. Here we have a choice
a) We kill the Changing Face (You can kill him with a knife with a well-aimed throw to the back of the head)
b) Letting go of the Changing Person (We just don't touch him)
How to proceed - it's up to you
Bormann is killed in a raid.
47. We search Nestor (The corpse lies not far from Nimble). We return to the base. The barrier is turned off, radio traffic is in progress.

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