Stalker shadow of Chernobyl laboratory under the burner. Stalker Shadow of Chernobyl walkthrough brain burner

The Brain Scorcher is one of the strangest and most mysterious places in the game S.T.A.L.K.E.R: Shadow of Chernobyl. A gamer who decides to explore the vastness of the Zone for the first time will invariably stumble upon this location. On the one hand, this promises to reveal the mystery of the appearance of zombies in the Zone, on the other hand, it helps to determine some plot aspects of the game.

Game plot

The action takes place in an alternative universe, where on April 12, 2006, a second event occurred that contributed to the emergence of the Zone - a huge location filled with all sorts of anomalous areas of various natures.

Wanting to investigate the reasons, the government sends troops to the Chernobyl nuclear power plant, but the operation ends in failure. A decision is made to fence off the Zone, and checkpoints are erected at the approaches. Mostly scientists, military men and SBU officers get inside.

Over time, mutated animals began to appear in the Zone. Rumors spread about the appearance on its territory of objects with unique capabilities. Artifacts (that’s what they were called) quickly gained demand on the black market, because some of them contributed to the rapid healing of wounds. This nuance contributed to the emergence of medical interest in amazing findings.

This led to the emergence of artifact hunters, who were nicknamed stalkers; they illegally entered the territory of the Zone in order to search for artifacts in order to later sell them to scientists.

"Stalker. Shadow of Chernobyl"

The Brain Scorcher is not mentioned immediately in the prologue. First, the player is presented with a video of the crash of a truck carrying “cargo 200” as a result of a lightning strike. The stalker, who examined the crash site, discovers the main character, who soon receives the nickname Marked with the light hand of a local merchant named Sidorovich.

During the game it turns out that the main character has lost his memory. How he ended up in the Death Truck (that’s what local stalkers call the transport with the dead, who periodically appear from the center of the Zone, as is commonly believed), is unclear. And survivors had never been found before, because trucks always carry corpses.

In the process of exploring the Zone, the player discovers new locations in which various groups are engaged in quite ordinary life activities (search for artifacts, trade, sleep, search for loot, recreation), in addition to war with each other and periodic looting.

Psi radar

The first hints of the existence of some kind of mind control installation are the appearance of zombified stalkers in the game. They do not pose a particular threat, because they are easy to deceive and kill. There are only three factors causing difficulties:

  • Armed with firearms.
  • They are often wearing body armor. To kill, you need to hit the head.
  • A lone zombie is a rarity. They live mainly in large groups.

The second hint is local folklore, which tells about the existence of the “Klondike of Artifacts” - Pripyat. But the way there is blocked by the mentioned burner. If ordinary mutants of the Zone pose a certain degree of danger, then they can be shot. Some easily, some not. The “Brain Scorcher” cannot be touched or shot; it cannot even be seen. The stalker simply falls within the field of action and becomes zombified.

Location

Disabling the “brain burner” is not an easy task, but this is exactly what the main character needs to do. It is a station with old radar antennas converted into a psi installation. In the bunker on the minus first floor there is a control center for the burner. Here, an advanced model of the Cayman emitter sends pulses to the antennas, covering a wide area with a strong psi-field.

Anyone who finds himself within the field experiences clouding of consciousness or loses his mind. The territory is a fortified outpost of the “Monolith” group - fanatics defending the Chernobyl nuclear power plant, and a certain “wish granter”, who, according to local folklore, is under the sarcophagus of the Chernobyl nuclear power plant.

The Radar territory is full of snipers and patrols that attack any stalker, except zombified ones.

"Off"

To turn off the installation, Marked will need to get a device for protection against psi radiation, which is located by scientists near the Yantar plant. After completing the received task, the hero is given a prototype of the device and documents indicating the location of the X10 laboratory - the bunker in which the control center of the "brain burner" is located.

The bartender (the owner of the 100 Roentgen establishment) studies the documents and issues the task to turn off the burner.

The path runs through the last inhabited territory in the Zone - army warehouses. Here the main character witnesses the confrontation between the “Duty” and “Freedom” groups, and will also help resist the militants of the “Monolith” group.

The road to Radar is accompanied by constant shootings, zombie attacks and the appearance of strange phantom formations.

Upon entering the psi radar control bunker, the player encounters a door two to the right of the stairs leading to the dungeon, where the brain burner has yet to be disabled. The first code is easy to find when searching the corpses of Monoliths during the passage of the location, it is 342089. The second is hidden in the game resources and is not used in any way. There are modpacks that fix this error. The code itself is 2011533.

When Marked turns off the “burner”, a large detachment of Monoliths appears in the bunker.

Also, when the radar is turned off, the main character receives a message on the PDA about a large-scale breakthrough of troops into Pripyat. It’s not surprising, because the rumor about the “Klondike of Artifacts” has long excited the heads of local stalkers - everything in the area has been stolen.

Codes for "Stalker" and other ways to improve

It is not necessary to turn off the “burner”; you can turn off the road towards Pripyat. There will only be a lot of crushing due to radiation and the current psi radiation, but it will all end as soon as the player gets to the “Dolg” assault squad in Pripyat.

After this, a mark will appear on the PDA indicating that the psi emitter is disabled. Whether this is a bug or intended to be so is unknown.

Codes for "Stalker. Shadow of Chernobyl", which are console commands, are very few: they only allow you to move around the Zone constantly by running (g_always_run 1) and activate a couple of bonuses (pseudodog and snork). Console commands do not provide the most sought-after features, such as immortality or getting the coolest weapons from the first minutes of the game. Therefore, all kinds of trainers and cheat mods quite successfully cope with the assigned tasks.

Who knows how to complete the task “turn off the brain burner” in Stalker “Shadow of Chernobyl”, that is, 3 antennas, please tell me!! and got the best answer

Answer from Versus[guru]
You reach a brick wall, there are 3 snipers, 2 are sitting on towers, one is on the road near the truck, you knock them down, there are 2 passages behind the wall. One is closest to the right of the towers with snipers, but there are a lot of monoliths and radiation there, the other entrance is at the other end of the wall, there is also a monolith there. You will see a carriage standing on the rails, it is halfway in a tunnel, kill everyone who comes across, you go into the carriage, there is a passage into the tunnel, 3 Monolithians are hiding in it, fill them up. There is a passage to another location, to the laboratory. There is almost no one in it, except for a few bloodsuckers (if the game is version 1.000), kill them, go to the end of the laboratory, you won’t get lost there, go into a large room, there is a switch, turn it off. Watch the video, wake up, hear the voice of the Monolith. Go back the same way you came, but in the laboratory, there will be 25 Monolithians in different places. Be careful, some are in exors with G-36s, the rest are just with Kalash rifles. Take everyone down, collect first aid kits and bents, you will leave the laboratory, you will hear negotiations between the soldiers, they will fight with the monolith, but they will also shoot at you if they see you, so don’t be shy, take them down, when you go outside the wall the bartender will contact you, he will tell you something -Well, go the same way as you came here, on the way you will hear negotiations between the Freedom and Duty detachments, they will start shooting at each other, if you are in neither of these groups, then do not interfere. One of the groups will die entirely, the second will rush to the top, there are 6 Monoliths, help them overwhelm them, there will be a transition to the Pripyat location.

Answer from Anna Nikolaeva[active]
But what if I just want to get to Pripyat, how can I remove psi radiation?


Answer from Ilyas Sattarkulov[newbie]
Set the zone master....


Answer from Vitya Kenshev[newbie]
Go straight to Pripyat, it will help.
You just can't complete the quest


Answer from Vadim Mnogolet[expert]
This quest is perhaps the only story quest in the series of games, the completion of which can be “credited automatically”. To do this, without looking into X10 and without turning off the Burner, you must immediately make your way to Pripyat through the Monolith troops and strong psi-radiation. Before visiting X16, this is almost impossible, because without the protection issued by Sakharov on the approach to Pripyat, one psi-strike takes away all the health of the GG. But in the psi-helmet, Marked is protected enough to withstand the radiation of the antennas and break through from the Radar immediately to Pripyat. When he is there, the shutdown quest will automatically be considered completed. A scripted squad of stalkers will be waiting in the city, and the player will be asked to find the entrance to the Chernobyl nuclear power plant and the sarcophagus. In this case, the “Wish Granter” quest will be unavailable.


Answer from John Smith[guru]
You have to go down to the laboratory, there is a passage behind the carriages.


Answer from Ora Aprishkin[master]
you need to get into the carriage standing almost in the center of the territory of the monoliths! there you will go to the laboratory and turn off the burner!


Answer from VoV4uK[active]
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Walkthrough of the game S.T.A.L.K.E.R. Shadow of Chernobyl

Introduction
This walkthrough presents ways to complete the basic
missions. This guide specifically does not cover the full 100%
passing. Mostly there are side quests that don't affect
to the final ending of the game, they are monotonous and their meaning
no to describe. However, I strongly advise you to go through
all quests, this will allow you to get maximum pleasure from
games. Happy hunting S.T.A.L.K.E.R.!!!

Start: Cordon

After watching the video, at the beginning of the game, you woke up in front of
a man named Sidorovich. You owe him for saving you
life. And debts must be repaid. Sidorovich - the first merchant with
who you will communicate with and sell swag, but not the only one in
game. You can sell weapons, buy, so to speak, produce
exchange of your honestly earned tugriks. Well, or vice versa,
sell it to him and get a reward. Consider what you are buying
you are obviously at a higher price than you will sell. If you
play for the first time, select in conversation to Sidorovich
communicated with you as a newcomer and listen to what he has to say.
You also learn from him that your main target is the SHOOTER.
This is exactly the entry in your PDA.

Get Information from a stalker captured by bandits.
(flash drive)

Conversation with the Wolf
The wolf is located in a small camp nearby, in the same place as you
start the game. It will be marked in green on your map.
dot. Find him and talk to him, find out about your
missions. You can talk to him again after completing
missions, thereby receiving new tasks and earning money.

Meet the WOLF people
After you talk to the wolf, you are given a gun and
cartridges. You need his group near the bandit base on
north. Follow the road north, near the road on the left
side you will see a corpse lying nearby, writhing in pain
stalker. If you take the first aid kit next to the corpse and give
stalker, then upon returning to the camp he will tell all the people
What a good guy you are, deep down! Look for gray dots on
your minimap, this is the PDA of the killed stalkers. There are very
useful things. You can shoot animals that will be on
attack you. Go ahead. There will be a green marker on the minimap
Wolf people are marked. We approach them and talk. You can
ask them to come with you. Or refuse and how
terminator act alone.

Destroy the Bandits in the parking lot
Ah, the first fight. There are about seven bandits in the parking lot. Are you with
with the help of your teammates must complete the mission.
A pistol is a good weapon, but not accurate, you should
get close to the target. Luckily for you, there are great
holes in the walls that you can use. Valim
bandits, simultaneously taking away their ammunition and provisions. The stalker himself
in a multi-story building, the very first one in the parking lot. Let's go
inside, and in the left corner he will be asking for help. We come and
We talk... We get a flash drive and information. You can take
he has an additional quest to find a modified
armorer You decide. I agreed, the quest is simple, let's go
road in the direction from the parking lot to the top. Let's go inside
tunnel and turn on the flashlight. Bronik in the far right corner.
Be careful, when you take it, dogs will appear.
Return to camp. We approach the Wolf, he will offer an artifact
– “Medusa” as a reward. We can talk to him and take
additional quest, at the same time you can put the artifact on your belt.
Return the flash drive to Sidorovich to receive your reward. Now
you got some money to buy a gun
Fort12MK2. After you complete this mission,
Sidorovich will offer you a “special mission”, and the usual
missions that are simple, for profit. Special
missions must be completed according to the plot, while
regular missions will have certain deadlines for their completion.
None of the normal missions are particularly difficult.

Find military documents/gather information about STRELKA
Sidorovich could help find the shooter, but he wants
You still worked for him. He wants you to go to
laboratory of the Scientific Research Center. To the northwest,
and found documents for him. Sidorovich suggested that you
met the conductor in a tunnel, under the railway, but, to
Unfortunately, the guide turns out to be dead! In his PDA we find
information about the tunnel and how to get through it. Us
warn about anomalies - they move. Fine.
Let's save. And so, we make our way through the tunnel. Anomalies
really move, first appear around the beginning
tunnel, then slowly move to the end of the tunnel and
disappear temporarily. If you don't want to bother with anomalies, you
you can go through the military checkpoint. If
soldiers shoot at other stalkers, they will be hostile and to
to you. If they're just standing there minding their own business, you can
come up and, having paid 500 rubles, calmly pass through. Also you
you can go through the railway embankment. Moving from
roads to the right and climb the embankment. We see a hole in the fence,
We move to the other side and quietly pass the checkpoint.

Fox asks for help
When you pass through the railway embankment, Sidorovich
will inform you via radio about a stalker named Lis, who knows
something about Strelka. He's in the next house, lying wounded on the floor.
on the first floor. He needs help, give him a first aid kit so that
help him. If there is no first aid kit, we return to Sidorovich and
we buy a first aid kit, or kill bandits or military men and take
They have first aid kits. After helping the fox you get what you need
information. You also learn about a stalker named Gray, who
knows more than him. Well, let's head to the gray one.

Help repel the attack of bandits at the landfill.
When entering the location, we hear the voices of stalkers. Let's go straight
we go around a couple of cars and see - three in black surrounded the stalker and
They demand swag and money. He replies that there is nothing. AND
here he shouts to you - “These are bandits, help.” Methodically and
carefully, so as not to hurt the stalker, we kill all the good
Trinity. We take away their weapons. We move north in search of
Gray. Along the road, the path of which passes through a landfill, we
you have to help a group of stalkers, clear the landfill of
bandits. We agree to help the group, we wait for the stalker to cry about
approaching bandits. After the command we begin to methodically kill
a group of bandits. It's better to hide behind the truck and lead from there
fire. After destroying the bandits, we approach the main thing and
we receive a reward. Go ahead.

Talk to Gray
The stalker the Fox wants you to talk to is located
at the factory, heading north. When you reach
factory where Gray is located, he will also need help.
We fight off the attack of bandits. For this he reports the group
MOLE. A group of stalkers. MOLE will tell you something important about
ARROW. Let's move on. Along the way from the factory exit we can
go into the railway tunnel that Gray told us about.
We carefully go through the anomalies, throwing bolts (button 6), we pick up
artifacts and leave from there in the same way.

Meet with the KROTA group
We move along the road, having previously specified the route using the CCP. Let's go
and we find ourselves at a new location (loading). Upon entering the location
We see the stalker, he is not hostile. We come up and talk, in
This is the moment you hear a request for help. Brother Stalker is beaten
military!!! Let's move forward. Before this we are shown a video,
Let's look more closely. They will show us the location of the warriors. We help
fight off the military. The mole reports on the radio that he is trapped in a corner
a group of military men, we need help! Let's run to him and help him
fight back. Afterwards we talk. We find out that a new squad is coming soon
the military will be here. He suggests running, a good idea.
Let's run after him. He leads us to a hatch in the ground. Reports
information about the shooter's hiding place.

Strelka's cache
We go down the hatch. New loading and transition to another location.
We are inside, underground. Be careful, this place is crawling with bandits.
We move forward and to the right. We kill a couple of bandits. Let's go down
On the stairs. Let's keep to the right. There will be three more ahead
bandits, kill them and collect supplies and first aid kits. Again
forward. Don't forget that we have a card in the PDA if
confused, we check with her. Then we go left. Let's pass
forward and to the right. After walking 50 meters, on the left side there will be
drawers and ventilation hole. We climb onto the boxes and up
On the stairs. We're in the hiding place. We take the flash drive for the card. Close to
on the racks there is a modernized machine gun and on the left side a suit
bandit. There are boxes on the right side, break them and find more
one suit. We leave the hiding place. We go down the stairs,
along which they climbed up. Having gone down, we go left.
We kill two military men. We approach the stairs, there are two more at the top.
We kill and go upstairs. Let's move forward, let's move on
a few meters and we come to a dead end. We look up and see
Luke. Are you thinking up? No. The controller appears! Hiding behind
corner, throw grenades at it. Here, now through the hatch
stairs up. We get out, we are already on the territory of a military base.

Research Institute Agroprom
Mission: Find Military Documents.
After leaving the hiding place, you will find yourself in the Scientific Research
Agroprom Institute, very good location. Feel free to
run to the next barracks and stand in the doorway. Be
Be careful, the windows behind you are being shot through. Now it's easy
We stand and wait for the warriors. One appears - we shoot, the second, the third.
There are about 18 soldiers in total. To turn off the alarm sound, you can
shoot at the roof of the building. That's where it's located
speaker. Now we leave the barracks. Let's go big
building. There are still guards in the building itself, be
more carefully. The documents we need are at
third floor. We go up the stairs. The documents are in
table, come up and take it. There are no special quirks in the building. Bottle
vodka on the shelves and a couple of bandages. Take it if you want. Not
I advise you to immediately rush to the bottom. We better climb further
up. Coming out onto the roof, go to the left and kill the shooter on
tower, we do the same on the right side. Now we come to
edge of the roof and sit down. There will be about 8 soldiers on the road,
a couple behind the helicopter and the rest on the road itself. We kill them.
It is better to shoot single shots from the modernized AK74
shots. Now you can go down. We leave the building and go
northeast to the road. We will use it to transfer documents
to the bartender.

Take the documents to the Bartender (Bar)
Now that you have taken out the documents, let's go to the bar. Let's drink beer
Let's chat with someone there. Sidorovich will give us free passage
through the post in the north to Bar. He is guarded by the Dolgovtsy. Let's approach
to the soldiers. On the radio we hear the transmission of debt - “To us from the outside
Mutants are moving in the dark valley. Everyone who helps will receive
reward. Word of Duty" will probably have to help them
eliminate mutants. It's better to do it quickly. As soon as
mutants appear, shoot. If you hesitate, Dolgovtsy
they will start shooting themselves. And you will have to get into the bar
pay. Let's move on. Having passed forward, we find ourselves on
new location. There is an outpost ahead, we are approaching. We can chat.
Dolgovets will tell you about this place and give you the coordinates of the bar,
arenas and other necessary information. Let's go to the Bar. Let's approach
to the bartender and give the documents. The bartender gives us the following task:
he wants you to find the second set of military documents,
hidden somewhere else. In the laboratory x18. To get into
x18 you need a key card. You have one, but the second one is
Borov. Your goal now is to reach the Dark Valley, take the key
and penetrate x18.

Dark Valley
We leave Bar and go into the dark valley. There's a lot on the way
We collect artifacts. When you reach the Dark Valley, you
It's a simple mission. You can skip this task.

Follow Bullet to recapture Dolgovets from the bandits
The first time you enter Dark Valley, you will come across
on a soldier. He tries to find out from the bandit about the fate of his
comrade. Apparently a gang of bandits captured one of the soldiers.
You can help free a soldier for a reward.
We follow the soldier (Bullet). We're setting up an ambush. Hide behind
stop. When a gang appears, we shoot at the bandits. Mission
completed. We receive an optical reward as a reward
aim. It's better to put it on a modernized AK. After that,
when you complete the mission, talk to the freed man
soldier You will receive information from him about Borov and his base.
He will also report that there may be another one of them there.
comrade. If you help free him, then you can hope for
award.

Find Documents / Free a prisoner from Prison
Both of these missions can be completed at the same time. Before,
Before you start, check the gray markers. You'll probably find it
the right things. Pay special attention to the top floor
structures on the eastern side of the zone surrounded by bandits.
Now heading north is where you should go to
find the second key to the laboratory, this is the pipe on the western
the side that will go under the wall. Find and go
inward, then go left to reach the ground.

Take the Key from Borov
Borov is a bandit, he is hiding in one of the buildings on the southern
side of a small complex. He's on the second floor of the building and he
The marker is on your map. When you reach the staircase
cells in the middle of a brick building, you can go down
a little down the stairs to find a soldier. You
must flip the switch on the wall near the camera,
to free him. We communicate with him and get information.
Now we go up the stairs to the second floor. Let's move
to the right. We suppress resistance. Now to Borov. He is in
room, shoot and take the key. We search the closet standing with
to the right from the entrance to the room. We take first aid kits and bandages. Now you can
search the building. On one of the floors you will find the hog's arsenal.
We take the armored armor and cartridges there. You can also climb the most
top, there will be a bandit in a black cloak. We kill him and pick him up
Abakan assault rifle with an under-barrel grenade launcher. Then you can
give it to Dolgovets at the bar and get your profits. Or leave
yourself and use it.

Exit the Base/Find the entrance to the Laboratory
You must leave the base. Let's look at the map. We leave the base and
we move towards the laboratory. Let's go and kill a couple of bastards
(bandits). We enter and go straight then from which to the right and to
them. In front of us is the entrance to the laboratory.

X18
With both keys at your disposal, you can get
in the laboratory and complete the tasks, find the second part
documents for the Bartender. You find yourself in a room where
there is a door. It's locked with a combination lock, it's necessary
enter on the numeric keypad. You must find the code for the door.
Look around, in the immediate area, until you
you will find a locker room. It's not very far, northeast of
code door. Open all the lockers, here is the Monolith costume,
which is better than your stalker costume. There is also an AKM
74/2 rifle with an under-barrel grenade launcher, and a pair of grenades
him. This is a fairly small laboratory level, but dangerous.
There are numerous foggy anomalies scattered around, from
which fire will burst out when you pass through them. You can
throw bolts at them and run after activating the anomaly. Are looking for
further and we find the body, they find the body of the scientist. In his PDA you
We find out the code to the door - 1243. We return to the door and enter the code.

In the laboratory.
When you reach the stairs, you will notice that there will be
fly through the air anomalies. They are not particularly dangerous, more
Beware of fast moving electrical anomalies.
Head to the green dot on your PDA to detect
second locked door. The Pseudogigant will interfere with you, he
blocks your way to the access code. We quickly run to the right and
We go up the stairs and throw grenades at him from above.
Then find the dead scientist in the red suit, we get the code
for the door - 9524. The scientist will also have an IL 28 rifle.
Return to the locked door and open it by entering the code. Let's go in.
There will be a staircase on the right, go up. We take the documents.
We search everything around.

Get out of the laboratory x18
Now that you have the documents you need to get out. Approaching the door
you will see an inscription, someone is holding it. To open you need
shoot a fireball. The passage is free. We go back.
Soldiers will interfere with us. They will be armed
modernized Abakan assault rifles. Let's go back the same way
by.

Escape from Dark Valley
When you reach exit X18, the building will be full of soldiers.
You can kill them all or just run away. The only way out
available to you currently is the south gate., which
will lead you back to Cordon. You can return to
Sidorovich to collect new missions to get cash
money. And get new quests.

Return to Bartender
If you want, you can not talk to Sidorovich. Let's just go
back through the dump north to the bar. There we go to the bartender. He
will give you a reward. 10,000 tugriks. The bartender reports something new
task - laboratory x16. Where is the rest of it?
documents. We receive tasks, but are in no hurry to leave the bar.
We approach the Stalker who is standing on the way to the bar. We take from
His mission is to “find the family gun.” Let's go not northwest from
Bara to the Wild Territory. On the road to the wild territory in you
snipers will shoot. We kill them and go up the stairs,
take a new weapon.

Wild Territory
You are moving towards the center of the Wild Territory, bandits are shooting down
military helicopter with scientists and surrounds the team of scientists. Yours
the goal is to kill the bandits and help Kruglov,
one of the scientists. You will fail the level if Kruglov dies,
so we do everything quickly. The bandits have a new type of rifle, not
we forget to search them and take ammunition. Now let's go from
helicopter to the right and go down under the bridge. At the end of it
the container will contain the family gun, which will be needed
give it to the stalker in the bar. Now we talk to Kruglov.

Help Kruglov/Escort him to Lake Yantar
Kruglov asks you to accompany him to Lake Amber. How
Once you agree, be prepared for an attack. There will be a total
three ambushes while traveling with Kruglov. The first one in
the beginning of the journey. The second ambush will be in a few meters.
A group of mercenaries will be hiding behind the wall and behind
barricade. We kill them and move on. Kruglov stops
and the ambush screams. This is the third wave of attack. We fight back.
Act quickly and shoot accurately. Better than grenades. IN
Eventually you reach a tunnel filled with anomalies
, where Kruglov wants you to go forward. Tunnel
directly harmless, just stick to the middle. She
indicated by a white stripe. When you reach the end, Kruglov,
tells you that the bartender will pay and gives you the artifact. He also
reports important data and promises you a scientific suit if you
visit the scientific laboratory in Yantar. If you sell
artifact to the bartender, then he will pay you 5,000.

Lake Yantar
Let's go down the road. Through the swamp and in front of you is a bunker. Let's go
into the bunker, we hear a conversation between Kruglov and Professor Sakharov.
We talk to him. He will give us an environmentalist suit, it is very effective
against radiation, but less protected from shots. This is Sakharov
one of the merchants in the game from whom you can buy and
sell various things. During the conversation we learn, in order to
to get to the laboratory x16 you need to use
psi protection. This is a special helmet that protects against psi radiation.
But the helmet is just being developed, and in order to use it,
Scientists need measurement data.

Guide Kruglov to the measurement site/Take measurements
This is a fairly simple escort mission. Kruglov must get there
collector pipes and take measurements. While he's taking measurements
near the pipe, we protect it from enemies. Having completed the first stage
measurements, we move further along the pipe. Killing enemies along the way.
And so Kruglov takes measurements a second time. At that time
radiation is released. You pass out and watch
screensaver. Having woken up, we approach Kruglov and help him
rise. We go back the same way to the bunker. Sakharov
will reward you with a psi-helmet, which should protect you from
effects that are caused to anyone who enters X16. However
Sakharov says he cannot guarantee permanent protection.

Find Vasiliev's body

To enter the laboratory, you must find documents that
are with the scientist Vasiliev. But he's dead. We need to find him
bodies and collect information. Vasiliev also tried to get into
x16 together with a stalker nicknamed the Ghost, but alas they are not
are back. We leave the bunker. Let's go to the lake. We see from afar
crashed helicopter. The body will be there. On the way we are afraid of zombies.
It is better to use weapons with optics. Shooting zombies from afar.
We approach the body and obtain information. Then we move to
northwest. We go up the embankment. Let's go straight and turn
left. This will be a complex of x16 laboratories.

Laboratory X16
After entering X16, we move slowly. There are a large number
Oh, zombies themselves are not dangerous, but there are a lot of them. More
Beware of snorkels. They are very dangerous in close combat. Let's go to
to the left, we see a broken car. There will be a body nearby. We search him
and we find a suit. Let's move forward. We go into the building. IN
Eventually you arrive at a large control room.
The timer countdown begins. It turns out the psi helmet is not
can protect you from ejection and psi radiation for a long time.
The timer starts. It is necessary to turn off the radiation. For this
you need to turn off three switches on the panels. Let's go up
Queues up the stairs and switches off. We go up to the control room.
And we turn off the lever there to turn off the floating brain in the flask.

Find the Phantom's Documents/Learn about his fate
Now that you have turned off psi radiation, you are attacked
zombie. We kill them and move forward a couple of meters and rise
On the stairs. We see the entrance to the room. Be careful out there
there will be a controller. We throw a couple of grenades at him. We see the body
Ghost. You must search him and get information.
After searching him, we learn very important information about the conductor and
we get a suit. The ghost has a special one, he helps
heal wounds. We leave the room by jumping into the hole in the floor
right corner of the room. The way back won't be particularly difficult.
Several mercenaries, zombies. The main danger is
pseudogiant. You have already met him in the x18 laboratory.
We do the same, throw grenades, if not,
We shoot. We move again to the scientists’ bunker.
Sakharov will be happy with your success and the information you
got it. He will give you a SEVA suit. This is the most optimal
protection option.

Return to Bartender
You have now completed several important story quests. This and
will affect the ending. We return to the bartender, give the family heirloom
gun. We talk to the bartender. He reports a brain burner,
which is located in the north in the center of the zone. We agree
perform a task.

Meet the guide
The guide is located in the Cordona area, in one
from the huts near the rail crossing. Where you helped the fox.
We talk to him, he tells you a simple message: to
to meet the Doctor, you must go to the gunslinger's hiding place.

Return to Strelok's hiding place/ Talk to the Doctor
We return to the territory of Agroprom to the shooter’s hiding place.
We go down and move the same way as the first time. Not
We forget that you have a card in your PDA. We enter the hiding place and see
screensaver with a doctor. He will give you information regarding
monolith, and how to access it.

Disable Brain Burner

Army Warehouses
If you missed and did not meet with the guide, this
can be done later. But much more difficult and longer.
When you enter the location, you will see a fight between the group
freedom and completeness. You can immediately play for the debt. Or
refuse to join and go to the freedom base. Next you
carry out missions for freedom. If you just want
turn off the burner, then move forward and that's it. Is not
will affect the final ending.

Freedom Missions
None of these missions affect the ending. Reward for
completing missions - money, you. just get cash.

Freedom Missions I: Destroy the Debt Group
After talking with Lukash, you are assigned to meet with Max,
who gathers a group of soldiers at the entrance to the base. Max gives you
mission to destroy a debt group in the village. We distribute
roles, who will be on the front line and who will be on the flanks. Let's go head-on
village. After approaching, we begin the battle. We kill everyone. After
We collect supplies and weapons. All! The task is completed.
We return and receive a reward. Upon your return you can
go to the base and after entering the building turn left.
We approach the merchant. He asks to clear the area from
mutants. If we want, we agree. The mission is simple, describe it
I won't. We go up to the next floor and meet with the main
Freedom group - Lukash.

Freedom Missions II: Kill the traitor (informant)
One of the Freedom soldiers is an informant, and Lukasz wants him
kill. Before you kill him, he wants you to track him down.
and his contact. We move according to the map. We approach carefully and
we wait. The informer enters the house. Let's go after him and kill him. Through
In a few seconds a messenger will appear. This will be a group of
bandyukov. We kill them. The task is completed. Back to
Lukash.

Freedom Missions III: Help Outpost Barrier
Lukash tells you about the need to help the outpost. Let's move out
to it, checking the map and following the green marker. Let's approach
at the outpost to the main thing. He tells you that the Monolith's powers
tried to break the barricade that the soldiers of Freedom
established, and that they will attack again soon. You must help
drive them away, destroying them and protecting the outpost. It's better to climb
tower and from there methodically destroy the Monoliths. We use
night vision. Having destroyed them, we collect ammunition. U
Monolithians will have a new weapon - a screw cutter. Silent,
rapid fire weapon. Let's take it. Now let's go back to
the main one for the reward. We talk with him and move on to
north. Turn off the brain burner.

DEBT Missions

Mission I: Kill the Liberty Sniper
The Dolgov residents in the village house really want to “talk” with the soldiers
Freedom, but they are prevented by a sniper on the watchtower.. Yours
The task is to eliminate the sniper. Suitable for completing the task
any weapon with optics. Personally, I liked the TRS 301 better.
We move northeast from the house with Dolgovtsy. As soon as
We reach the broken cars (embankment) and stop. This
the most convenient shooting point. We aim... and bam! Exercise
done.

mission II: Kill Lukash
Now that no one bothers the soldiers of Duty, they can
advance to the Freedom base. They are planning to make a hole in
wall using explosives. The mission itself is not difficult, but there is
moments in the game due to which the task may fail.
If the soldier who places explosives in the wall will
shot through the wall, yes exactly through the wall, by the enemy before,
than he could install them, the mission would simply fail.
If someone from Duty kills Lukash first, the mission will also be
failed. If they kill the main Dolgovets, you will not be able to
Get an award. Your main goal here is to
kill Lukash, but first you need to kill three snipers.
First sniper, to the left near the main entrance to the camp. Second
on the tower near the middle of the camp and the last one to the right in the other
tower. There are approximately 25 soldiers in the camp, try
cover your own. Now let’s quickly navigate on the mini map and
we run to Lukash. A small shootout with him and that's it.
We return quickly for the reward before we kill Dolgovets. But to
Unfortunately, it’s not always possible to get through this. Most likely you don't
you will be able to complete the missions due to script bugs in the game. However
However, this mission is worth taking on only for the weapons of freedom. U
They have excellent GP-37 rifles. And also collect the weapons of the dead
snipers - SVUmk2 sniper rifle.

Road to the Burner
Along the way you will be confronted by a large number of enemies and
the same number of radioactive zones. Try to get around
vehicles, buildings. Use weapons with optical
aim, thereby destroying opponents from afar.

Find the entrance to the Brain Burner
Base of the road that leads to the Burner, mountainous area
to the east, where the burner is located. Be careful,
soldiers will drop barrels, they are explosive. Or
dodge or shoot them as you approach. When you
reach the burner, your first goal will be to
to find the antennas. You shouldn't get involved in a fight at the base itself,
It’s better to quickly run to the entrance to the bunker. He is on
northwest. You will see railway tracks and a train.
We approach them, jump into the carriage and go straight. We're inside
tunnel.

Inside the Scorcher
The vnturi mission is quite linear and there are problems with finding the main one
There shouldn't be a switch. When you see the freight elevator,
look for a stairwell nearby and go up it.
We find the corpse of a soldier and find out the door code - 342089, behind the door
Lots of first aid kits, grenades and ammunition. Carry on
move on from there until you find a row of four generators. The last generator will have a stairwell nearby leading to a small hallway. Follow there. A couple of steps and you are at the switch. Let's turn it off. Get Out of the Brain Burn Now comes one of the most difficult parts of the game. We will be confronted by a large number of soldiers, a monolith. They are well armed. I don’t think I need to remind you to search the corpses to find weapons and supplies. We move back the same way. Before entering the corridors and rooms we throw grenades. Then we quickly run out and finish off the living. We get to the surface and run north to the entrance, to the road leading down to the east. The bartender informs you on the radio that a group of stalkers is gathering in Pripyat to break through to the sarcophagus, they intend to be the first to get to the wish-granter. He does not know what is there, but assumes that there are a large number of artifacts. We move north to the exit, to Pripyat, to meet them. Pripyat I will not describe the road to Pripyat, it is similar to the road to the burner, only in the opposite direction. Approaching Pripyat, we see a group of stalkers, they will help you get into the area to the sarcophagus. Let's move with them. Be careful, snipers and shooters appear on the roofs of houses. Snipers will be on the roofs of houses on each side of the road. We kill them. Ultimately, the stalkers will lead you to an underground parking lot, where they stop. Then you need to move alone. We move on our own. Forward from the parking lot. When leaving, pay attention to the roofs of the buildings, there are snipers there. On the right there is one in the ruins, and the second one is up ahead. Either we run away or we kill. It's better to kill using a sniper. Further forward, straight ahead, we get to the hotel building. Find the Secret Cache in the Hotel If you spoke at the cordon with the conductor and the Doctor, then you should have information about the mission in your PDA. We approach the hotel, there is little resistance here, we go up the stairs one floor, we find a door on the western side of the building. We take the decoder, documents and a new suit. The decoder will help open the door to the monolith's control center. Let's go down. At the exit from the hotel we take the path north. Directly to Chernobyl. There is a second way there, further east. But there are a huge number of monolith soldiers there. Let's take the western route. There is a small group of soldiers there. Well, if you decide to take the eastern route, get ready. There are a large number of soldiers with grenade launchers, snipers and mutants. Reach the Power Plant After reaching the entrance to the stadium, at the northern end of Pripyat, watch the cutscene. Loading screen and new location. The Monolith's military forces are everywhere. They have modified rifles and grenade launchers. They are supported from the air by the military. Your goal now is to reach the entrance to Chernobyl. You must travel far to the west to reach the entrance. Beware of snipers. It's better to move on the left side. When you reach the intersection and see an armored personnel carrier crawling through a hole in the wall, we move straight. We go to the right side and move forward. When you enter the zone, the release timer will start. You will have 5 minutes. Try not to engage in battle, it’s better to run. Having reached the green marker on the map, we enter the passage. We move to the left and see a staircase leading down. Let's go down. Chernobyl Nuclear Power Plant Many Monolith soldiers patrol the territory. They are wearing exoskeletons. Be extremely careful. The battle tactics are simple. We throw a grenade and clear out the remains. It is better to use not the most powerful, but fast-firing weapon. At the end of some corridors there are snipers; you can’t get away with them with a grenade; we kill them with a sniper rifle. Follow the corridors until you eventually reach a fork. The door to your left is five soldiers, in the corner on the right side there will be two more soldiers. In the room with the pipes there is a place leading to a staircase leading down. There's a cache of ammunition and an exoskeleton suit. We make our way further through the soldiers, we reach rooms that look like soldiers’ barracks. Wish Granter When you reach a stairwell leading to several square rooms that are connected to each other, you just need to move to the southeast, there will be a room with a Wish Granter. Depending on how you completed the game, how many people you killed and what your rating is, you will receive one of the endings (money 200,000 thousand - I want wealth, etc. For information on the conditions of the false and true endings, read the FAQ). To get to the Wish Granter you need to get to the small luminous ball - the teleporter. He teleports us to the opposite wall. We go straight, but carefully so as not to fall, then we jump to the right and forward to the wall, then to the left and straight again. A couple of meters and you are already with him. We approach and press the enter button. Let's watch the splash screen. Game over. Secret Laboratory In the north side, near the square rooms, opposite the wish fulfiller there is a security room. We go to the stairs, under the rotating yellow lantern. Let's get up. You are in a room with a secret door. We approach, use the decoder. We will have to wait 30 seconds. At this time, monolith soldiers will appear, we shoot back, it’s better to throw grenades. After entering, down into the hallway on your left at the very beginning. We save more often. Don't miss the turn. Eventually you will reach the control room, go left and into a small, darkened room. True Endings When you enter a room, the door closes behind you. You remain in a room, in the middle there are 8 purple balls. We shoot them, when you start shooting, fiery anomalies will appear. We just run from them while continuing to shoot. As soon as you destroy all the balls, a green hologram with the image of the professor will appear. A conversation with him begins. You can find out what the acronym S.T.A.L.K.E.R. is, “death trucks”, the history of the zone, etc. After a monologue with him, you are offered to join “O-Consciousness”. You can agree and watch the false ending, the game will end there. If you refuse, you receive an additional mission. This is where the true ending will be. Destroy O-Consciousness Group consciousness

LABORATORY X-10

The bartender will ask you to turn off the brain burner under the radar, for which you will need protection from psi radiation, which fortunately you already have. But.. He will inform you that the head of the Duty base needs a volunteer to complete difficult tasks. (If this does not happen, complete the task from the bartender to improve his attitude towards you).

If you want to see one of the false endings (make a wish to the Monolith), then now is the best time to decide on it (for more information about endings, see the section “Walkthrough of the game Stalker Location Pripyat”.

To get to Voronin, exit the bar (there is an Arena sign ahead), turn right, then left, then talk to the military, who will let you through further. In the game Stalker Shadow of Chernobyl, the passage at the end will directly depend on the decisions you make now.

Voronin will give you something to do to steal the Bulldog 6 grenade launcher from the Svoboda group's warehouse. To do this, you will have to gain the trust of Svoboda... by getting their cook drunk. Among Voronin's additional quests, you should immediately take the quest to find a modified rifle. The exit from the base will be different this time, so follow the location indicated on the map.

Appearing in a new location, you will see well-armed stalkers. Search their victims - you will find vodka, first aid kits, grenades. After talking with the stalkers, you will be offered to help in the destruction of Freedom, but Voronin strictly forbade doing this. .. But I simply do not recommend it, for the following reasons.

The task that you will receive from the Skull (the commander of the group of stalkers) is to kill a sniper. In the hut with a roof there will be “Wind of Freedom” armor, but as stated above, it is ineffective. When you get closer to the sniper, it's great if you have a weapon with good optics, otherwise you'll have to shoot for a long time. After killing the sniper, you can return to the Skull, who will pay 4,000 thousand and ask you to accompany you on a destructive mission, in which your task will be to help remove several snipers, Freedom warriors, and help kill Lukash, the commander of the Freedom group. The chances that the Skull will survive are small, so it is necessary to cover it, but it is far from certain that this will be successful. If he is killed before you kill Lukash, his deputy will give the command to retreat. If he is killed after killing Lukash, then most likely the quest will not be protected. As you can see, the probability of a successful outcome is very low.

Alternatively, complete the quest correctly. And here there are 2 options (immediately run for the weapon) or do as prescribed by the plot.

To complete the passage of Shadows of Chernobyl according to the plot, go to the territory of Freedom, in principle the guys are quite friendly. Talk to the elder at the outpost, he will give you the coordinates of the cook and tell you that the main one at the base is Lukash.

A conversation with the cook will amuse you a lot, especially the reaction to “good afternoon” is completely inadequate. Stalker-drunkard topics will be pushed even further. You will need 3 bottles of vodka to talk the client into the location of the Bulldog 6 grenade launcher. He will be in a village not far from the Freedom group. Having reached the village, find a group of stalkers who will tell you that there are a lot of bloodsuckers in the village and it would be just great if you reduced their population to 0. The desired house with a grenade launcher is located to the right of the line of pillars, behind the tractor is a white brick house with the whole roof. The problem of a blocked doorway is solved with a burst from a machine gun. In the basement of the house you will find a Bulldog grenade launcher, shells for it, and first aid kits. Next, check out the water tower. Most likely, 2 bloodsuckers will jump out of the tower. Carefully search the bodies of stalkers near the tower. Then, going into the tower, on the 1st floor you will find an excellent artifact “Springboard”, which will strengthen the armor and simplify the passage of Stalker Shadow of Chernobyl. , At the very top of the tower there will be a cache and first aid kits. Probably, in order to destroy all the bloodsuckers, you will have to run from house to house to find the remaining ones. After you finish off the creatures, you will be offered to go to the Freedom base, to a certain Miser for a reward.

Along the way, you can complete a quest to find a special weapon. To do this, go to the icon on the map, but in reality it will turn out to be a Freedom checkpoint with four opponents, who are best killed from a long distance. The rifle sample will be on the workbench.

After that, run to the Freedom base for your reward. Tell the stalker who meets you at the entrance that you have important information. From the Miser you will receive the Crystal Thorn artifact. Next, you have a choice - either “knock” on the Skull Longers or go home (meaning to the Debt base). In any case, you can pass the quest, but if you snitch on it, your reputation will not change.

At the Freedom base, you will first be asked to help in killing the Duty stalkers, and then in killing the informer. But I don’t recommend doing this for ethical reasons :)

At the "Duty" base you will receive an excellent suit for completing the quest with a grenade launcher and will receive a "Vintar" sniper rifle for the quest with a modified rifle. It would be nice to take the quest to destroy the bandits from the Bartender.

A very interesting quest, which will provide information on the passage of the game Stalker Shadow of Chernobyl in the final part, awaits you at Cordon. To complete it, you need to find a Guide - one of the most experienced stalkers in the Zone, who will help you find the Doctor - the same one who saved your life in the scripted video, and about whose disappearance the characters in the stalkers’ settlement told you. The guide is located where you fought off the Fox mutants. The guide will inform you that the Doctor is currently in Strelok's hiding place at the Agroprom Research Institute. On the way to the research institute, you will see another attack on the hangar, but you don’t have to help, you won’t meet any serious opponents.

At the main entrance to the research institute’s dungeons there will be bandits whom the bartender asked you to destroy - this is an excellent opportunity to practice shooting from the Vintar; small problems can be caused by soldiers who have come running from a neighboring base for some unknown reason. A couple of bandits will probably be waiting for you below, and a couple of bloodsuckers on the lower level, don’t be surprised if you see warriors. When you go up to the cache, you will get stuck, but the “Doctor” will heal you and give you perhaps the most important information in the game, which will be very helpful in the finale. When you finally wake up, the doctor will no longer be there.

Return to the Landfill, visiting the bartender along the way and thoroughly replenishing your supplies of ammunition and first aid kits. You can begin to complete the main storyline.

DISABLE BRAIN BURNER

If you have not yet received a reward from the Miser for killed bloodsuckers, then do so; you can also additionally replenish your ammo supply from him. After that, feel free to move towards the antennas.

When it is very close to the goal, you will be informed that you have come close to the “Barrier” base of the Freedom group, so do not accidentally kill someone. You will be urged to work as a sniper during the attack of the Monoliths, but the battle will be extremely “hot”, so pretending to be Rambo is very dangerous. Many of the Monolithic members will be in exoskeletons and armed with VLA rifles. But the main thing is don’t accidentally kill the Svoboda members - then you’ll also have to fight them off. Look for the corpse of the Svobodovets - he may well have a GP 37 (unless, of course, you haven’t bought it yet). Near the character who gave you the task, find a supply box that may contain 5.56 armor-piercing ammunition. If you have information about a cache near the helicopter, great, there will be armor-piercing rifle cartridges in the box under the helicopter.

When moving to a new location, you will be limited in space, since the surrounding rocks and equipment have a strong background radiation. After you have successfully dealt with the enemies at the outpost, take the time to look into the guardhouse for first aid kits and ammo.

As you progress further, use a sniper rifle - armor-piercing cartridges work wonders. To your left there will be a green trailer, to the right of it there is a sniper, whose weapon is no more powerful than yours, but the armor next to him may well come in handy if yours is already worn out.

After this, you have a choice: either take the short road through the forest (go in the direction of the arrow from the trailer with the sniper), or the long asphalt road.

The road through the forest will present you with quite interesting landscapes, the enemies are bloodsuckers (in my case there was 1), dogs and mutants (if you notice them from a long distance, you can not touch them at all), but in the forest you can find both artifacts and places with extremely high background. When you reach the fence, you may run into resistance from the military (they will be behind the fence). Next, find a hole in the fence and thus significantly shorten the path.

The asphalt road will be long and with numerous opponents, but a sniper rifle will make your work much easier. Don't forget to search your opponents for ammo, first aid kits, and anti-radin. On the way, you will encounter a checkpoint of opponents, one of whom will be armed with an RPG, behind this post there will be a fork, it makes sense to go to the right if the PDA has information on the caches there, otherwise the trip there will be in vain (the resistance is significant).

Proceeding further, you will come across another fork a little further, this time the road is at 90 degrees. You shouldn’t walk to the right - the psi radiation will instantly fry your brains. Directly to you. During the ascent, barrels will roll down on you, but by killing the opponents who arrange this for you, you will solve the problem. You can also shoot at the barrels themselves, then they will explode near opponents or simply will not have time to reach you.

Along the way, you will increasingly come across images of mutants - phantoms, there is no harm from them, but they greatly distract attention from more “real” opponents.

At the top of the rise is the X-10 base. The developers took care of several routes to attack the base:

1. Through a gap in the fence (effective, but very strong radiation background and most likely you will be “pressed” from behind by opponents)

2. Run across a fallen tree, but this will put you in plain sight and make you an easy target.

Whatever path you choose, beware of snipers on the towers and the rather powerful garrison of the base (up to 20 people). In the center of the base there will be several trailers, in the middle of which there is a fire. In one of the trailers you will find the “Wind of Freedom” armor. Opposite the camp across the railway track there is a trailer with two Monolith armored suits and first aid kits. It’s better not to meddle with the antennas - otherwise the main character’s brain will not stand it. The entrance to the laboratory can be found by passing through the carriage standing on the railway tracks.

Entering the laboratory, blow up the barrel on the right. In the broken boxes you will find shells for a grenade launcher and an artifact. You won't have a map, but that's not that scary. Leaning against the closed door, you will see a passage on the left - you should go there. You will have problems finding your way further. Problems will arise with bloodsuckers, but if you don’t make too much noise, there will be few encounters with them. When you reach the marker on the map, go down. At the lower level there may be a bloodsucker and possibly a controller. The password for one of the doors is 342089 - there you will find first aid kits and armor-piercing cartridges. After you turn off the burner, the main character will lose consciousness. The way back will be extremely difficult - there are Monoliths in every corridor. Some of them will be wearing exoskeletons (shooting them in the head is especially effective). Search them for first aid kits and ammo if you have a small supply.

When you come to the surface, don’t be surprised to see how the warriors “kill” the Monoliths. You can calmly move on without entering into conflict, but you will have to kill a couple of warriors. As soon as you leave the base, the Bartender will get in touch and report that everyone who is not too lazy has rushed to the center of the Zone in the hope of finding artifacts or the “Wish Granter”. He will also invite you to join a group of veterans who are also pursuing happiness. To avoid being late, you are advised to return quickly.

When you come down from the hill, you hear a very eloquent communication between “Duty” and “Freedom”, you can help, or you can calmly move on.

At the fork you need to turn left, and you will have to kill several military men. After which you can get to the Pripyat location.

LABORATORY X-10
The bartender will ask you to turn off the brain burner under the radar, for which you will need protection from psi radiation, which fortunately you already have. But.. He will inform you that the head of the Duty base needs a volunteer to complete difficult tasks. (If this does not happen, complete the task from the bartender to improve his attitude towards you).

If you want to see one of the false endings (make a wish to the Monolith), then now is the best time to decide on it (for more information about endings, see the section “Walkthrough of the game Stalker Location Pripyat”.

To get to Voronin, exit the bar (there is an Arena sign ahead), turn right, then left, then talk to the military, who will let you through further. In the game Stalker Shadow of Chernobyl, the passage at the end will directly depend on the decisions you make now.

Voronin will give you something to do to steal the Bulldog 6 grenade launcher from the Svoboda group's warehouse. To do this, you will have to gain the trust of Svoboda... by getting their cook drunk. Among Voronin's additional quests, you should immediately take the quest to find a modified rifle. The exit from the base will be different this time, so follow the location indicated on the map.

Appearing in a new location, you will see well-armed stalkers. Search their victims - you will find vodka, first aid kits, grenades. After talking with the stalkers, you will be offered to help in the destruction of Freedom, but Voronin strictly forbade doing this. .. But I simply do not recommend it, for the following reasons.

The task that you will receive from the Skull (the commander of the group of stalkers) is to kill a sniper. In the hut with a roof there will be “Wind of Freedom” armor, but as stated above, it is ineffective. When you get closer to the sniper, it's great if you have a weapon with good optics, otherwise you'll have to shoot for a long time. After killing the sniper, you can return to the Skull, who will pay 4,000 thousand and ask you to accompany you on a destructive mission, in which your task will be to help remove several snipers, Freedom warriors, and help kill Lukash, the commander of the Freedom group. The chances that the Skull will survive are small, so it is necessary to cover it, but it is far from certain that this will be successful. If he is killed before you kill Lukash, his deputy will give the command to retreat. If he is killed after killing Lukash, then most likely the quest will not be protected. As you can see, the probability of a successful outcome is very low.

Alternatively, complete the quest correctly. And here there are 2 options (immediately run for the weapon) or do as prescribed by the plot.

To complete the passage of Shadows of Chernobyl according to the plot, go to the territory of Freedom, in principle the guys are quite friendly. Talk to the elder at the outpost, he will give you the coordinates of the cook and tell you that the main one at the base is Lukash.

A conversation with the cook will amuse you a lot, especially the reaction to “good afternoon” is completely inadequate. Topics stalker - drunkard will push even those. You will need 3 bottles of vodka to talk the client into the location of the Bulldog 6 grenade launcher. He will be in a village not far from the Freedom group. Having reached the village, find a group of stalkers who will tell you that there are a lot of bloodsuckers in the village and it would be just great if you reduced their population to 0. The desired house with a grenade launcher is located to the right of the line of pillars, behind the tractor is a white brick house with the whole roof. The problem of a blocked doorway is solved with a burst from a machine gun. In the basement of the house you will find a Bulldog grenade launcher, shells for it, and first aid kits. Next, check out the water tower. Most likely, 2 bloodsuckers will jump out of the tower. Carefully search the bodies of stalkers near the tower. Then, going into the tower, on the 1st floor you will find an excellent artifact “Springboard”, which will strengthen the armor and simplify the passage of Stalker Shadow of Chernobyl. , At the very top of the tower there will be a cache and first aid kits. Probably, in order to destroy all the bloodsuckers, you will have to run from house to house to find the remaining ones. After you finish off the creatures, you will be offered to go to the Freedom base, to a certain Miser for a reward.

Along the way, you can complete a quest to find a special weapon. To do this, go to the icon on the map, but in reality it will turn out to be a Freedom checkpoint with four opponents, who are best killed from a long distance. The rifle sample will be on the workbench.

After that, run to the Freedom base for your reward. Tell the stalker who meets you at the entrance that you have important information. From the Miser you will receive the Crystal Thorn artifact. Next, you have a choice - either “knock” on the Skull Longers or go home (meaning to the Debt base). In any case, you can pass the quest, but if you snitch on it, your reputation will not change.

At the Freedom base, you will first be asked to help in killing the Duty stalkers, and then in killing the informer. But I don’t recommend doing this for ethical reasons :)

At the "Duty" base you will receive an excellent suit for completing the quest with a grenade launcher and will receive a "Vintar" sniper rifle for the quest with a modified rifle. It would be nice to take the quest to destroy the bandits from the Bartender.

A very interesting quest, which will provide information on the passage of the game Stalker Shadow of Chernobyl in the final part, awaits you at Cordon. To complete it, you need to find a Guide - one of the most experienced stalkers in the Zone, who will help you find the Doctor - the same one who saved your life in the scripted video, and about whose disappearance the characters in the stalkers’ settlement told you. The guide is located where you fought off the Fox mutants. The guide will inform you that the Doctor is currently in Strelok's hiding place at the Agroprom Research Institute. On the way to the research institute, you will see another attack on the hangar, but you don’t have to help, you won’t meet any serious opponents.

At the main entrance to the research institute’s dungeons there will be bandits whom the bartender asked you to destroy - this is an excellent opportunity to practice shooting from the Vintar; small problems can be caused by soldiers who have come running from a neighboring base for some unknown reason. A couple of bandits will probably be waiting for you below, and a couple of bloodsuckers on the lower level, don’t be surprised if you see warriors. When you go up to the cache, you will get stuck, but the “Doctor” will heal you and give you perhaps the most important information in the game, which will be very helpful in the finale. When you finally wake up, the doctor will no longer be there.

Return to the Landfill, visiting the bartender along the way and thoroughly replenishing your supplies of ammunition and first aid kits. You can begin to complete the main storyline.

DISABLE BRAIN BURNER
If you have not yet received a reward from the Miser for killed bloodsuckers, then do so; you can also additionally replenish your ammo supply from him. After that, feel free to move towards the antennas.

When it is very close to the goal, you will be informed that you have come close to the “Barrier” base of the Freedom group, so do not accidentally kill someone. You will be urged to work as a sniper during the attack of the Monoliths, but the battle will be extremely “hot”, so pretending to be Rambo is very dangerous. Many of the Monolithic members will be in exoskeletons and armed with VLA rifles. But the main thing is not to accidentally kill the Svobodovites - then you will also have to fight them off. Look for the corpse of the Svobodovets - he may well have a GP 37 (unless, of course, you haven’t bought it yet). Near the character who gave you the task, find a supply box that may contain 5.56 armor-piercing ammunition. If you have information about a cache near the helicopter, great, in the box under the helicopter there will be armor-piercing rifle cartridges.

When moving to a new location, you will be limited in space, since the surrounding rocks and equipment have a strong background radiation. After you have successfully dealt with the enemies at the outpost, take the time to look into the guardhouse for first aid kits and ammo.

As you progress further, use a sniper rifle - armor-piercing cartridges work wonders. To your left there will be a green trailer, to the right of it there is a sniper, whose weapon is no more powerful than yours, but the armor next to him may well come in handy if yours is already worn out.

After this, you have a choice: either take the short road through the forest (go in the direction of the arrow from the trailer with the sniper), or the long asphalt road.

The road through the forest will present you with quite interesting landscapes, the enemies are bloodsuckers (in my case there was 1), dogs and mutants (if you notice them from a long distance, you can not touch them at all), but in the forest you can find both artifacts and places with extremely high background. When you reach the fence, you may run into resistance from the military (they will be behind the fence). Next, find a hole in the fence and thus significantly shorten the path.

The asphalt road will be long and with numerous opponents, but a sniper rifle will make your work much easier. Don't forget to search your opponents for ammo, first aid kits, and anti-radin. On the way, you will encounter a checkpoint of opponents, one of whom will be armed with an RPG, behind this post there will be a fork, it makes sense to go to the right if the PDA has information on the caches there, otherwise the trip there will be in vain (the resistance is significant).

Proceeding further, you will come across another fork a little further, this time the road is at 90 degrees. You shouldn't walk to the right - the psi radiation will instantly fry your brains. Directly to you. During the ascent, barrels will roll down on you, but by killing the opponents who arrange this for you, you will solve the problem. You can also shoot at the barrels themselves, then they will explode near opponents or simply will not have time to reach you.

Along the way, you will increasingly come across images of mutants - phantoms, there is no harm from them, but they greatly distract attention from more “real” opponents.

At the top of the rise is the X-10 base. The developers took care of several routes to attack the base:
1. Through a gap in the fence (effective, but very strong radiation background and most likely you will be “pressed” from behind by opponents)
2. Run across a fallen tree, but this will put you in plain sight and make you an easy target.
3. Through the central entrance (located further down the road). This attack will give you significant range to use the sniper rifle.

Whatever path you choose, beware of snipers on the towers and the rather powerful garrison of the base (up to 20 people). In the center of the base there will be several trailers, in the middle of which there is a fire. In one of the trailers you will find the “Wind of Freedom” armor. Opposite the camp across the railway track there is a trailer with two Monolith armored suits and first aid kits. It’s better not to meddle with the antennas - otherwise the main character’s brain will not stand it. The entrance to the laboratory can be found by passing through the carriage standing on the railway tracks.

Entering the laboratory, blow up the barrel on the right. In the broken boxes you will find shells for a grenade launcher and an artifact. You won't have a map, but that's not that scary. Leaning against the closed door, you will see a passage on the left - you go there. You will have problems finding your way further. Problems will arise with bloodsuckers, but if you don’t make too much noise, there will be few encounters with them. When you reach the marker on the map, go down. At the lower level there may be a bloodsucker and possibly a controller. The password for one of the doors is 342089 - there you will find first aid kits and armor-piercing cartridges. After you turn off the burner, the main character will lose consciousness. The way back will be extremely difficult - there are Monoliths in every corridor. Some of them will be wearing exoskeletons (shooting them in the head is especially effective). Search them for first aid kits and ammo if you have a small supply.

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