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  • Where to find the lost alpha cache. Walkthrough of the game stalker lost alpha. Marked in "Stalker: Lost Alpha"

    Where to find the lost alpha cache.  Walkthrough of the game stalker lost alpha.  Marked in

    S.T.A.L.K.E.R: Lost Alpha is a standalone addon for the game S.T.A.L.K.E.R: Shadow of Chernobyl. This modification does not depend on the original version. It took the developers a lot of time to create it.

    For fans of Stalker Lost Alpha, the passage causes conflicting reviews. Some argue that it is almost impossible to reach the finals, while others do not see any difficulties.

    There are also many rumors about the passage of such a place as a laboratory in the plot of the game. In Stalker Lost Alpha, the passage of laboratory x18 begins with receiving a code to get into the laboratory itself. You can get this code by talking with Veles. When you receive the code, go down to the basement of the administrative building along the steps leading to laboratory x18. Your task is to find five folders with documents and a computer. Especially for you, we have prepared a clear description of the location of these items in order to reduce precious search time.



    The complete passage of Stalker Lost Alpha is to reveal all the secrets of the game, explore every abandoned corner, and enjoy the game to the fullest. Features and walkthrough from Gleb Stalker Lost Alpha can be seen in the video. By the way, I would like to note that Gleb’s video works are especially popular among players.

    Walkthrough of the game Stalker Lost Alpha, a complete walkthrough will reveal to you enormous opportunities for exploring the stalker world. It will give you access to many caches containing very valuable things. But if you are not in the mood to wander through the abandoned streets of locations in search of hiding places, then you can look for a guide with a full description of Stalker Lost Alpha walkthrough x18.

    As planned by the authors of the S.T.A.L.K.E.R.: Lost Alpha mod, you will encounter difficulties in such a location as the Pripyat Dungeons. In Stalker Lost Alpha dungeons of Pripyat, the passage begins with your hero getting into an abandoned hospital and meeting a guide who will lead to the entrance of the dungeons. Stock up on ammo, as you will encounter a sea of ​​zombies and bloodsuckers on your exploration path. In the Pripyat Dungeons themselves, you need to find documentation with the code for the door, which lies in the tunnel not far from the corpse of the stalker under a broken pipeline.

    Another difficulty can be caused by the Stalker Lost Alpha Dark Valley walkthrough, where you will be faced with seemingly impossible tasks. Actually this is not true. Don’t waste time and don’t go to the Bartender, but immediately follow the tasks. After finding all the caches and completing the quests, find a white car in which you must drive away quickly, otherwise you will be shot from a helicopter and die.

    The first village, the village of beginners. In one of the houses on the left side, in the room of which there is incomprehensible vegetation on the ceiling, there is a basement. The entrance to it is littered with boxes. It contains two first aid kits and a bunch of canned goods :)

    In the Village location, when we are looking for ecologists for the first time, in the dungeon, in one of the lockers there is an Ecologist costume.
    Also in this subway there are boxes containing tools. The secondary task of finding these tools is given by the scientist DiDi.


    In the village of newcomers (On Cordon) there is a well, if you look into it, you can see corpses
    This is a trick when on the Cordon, on the instructions of Sidor, you need to take out the bandits at the coal plant before entering the plant, a video will be played in which the bandit talks to a mercenary and they have 2 sig550 with a picel silencer and a grenade launcher. So, if you take this task and do not go into the factory (the main thing is that the video does not play) but go around on the left side, then this bandit and hire can be killed (for example, from the SVD on the bridge you can borrow from a soldier) and from them you can take off 2 whitefish, 2 berets and hiring suit. Do you like gambling? Means You will definitely like Azart Play, slots, jackpots, card games, etc.

    Dark Valley: in the upper right corner of the map, where there are a lot of different pits and ravines, we are looking for an anomalous field, there is a trailer there, we go in and pick up Lera 300, with a silencer and a grenade launcher.
    Dark Hollow: at the gas station near the shore where there are many ships we find charges for the RPG, the RPG itself lies at the stop, next to the transition to the TD.

    Cordon: at the place where the Stalkers’ base was in CN, a Brownie will meet us in one of the houses next to the Tunnel :)
    Dark Valley: don’t forget about the warehouse, at the Bandyukov base, in the place where the TC was in the original, from goodies, there is a Revolver and a very useful shotgun.

    Dark Valley: Near the Bandit base at a gas station there is the corpse of a Stalker, he has a rare BM-16.

    Forest: the most notable is the Yellow Dwarf. You can take a walk to look at that idiot running behind the Bandits parking lot closer to the transition to the Bar.

    At the Agroprom Research Institute, on a mission where you need to look for Strelok’s things in the dungeon, there is a room in which there is a quest book. To the right of the hole with the book, on the wall where the mesh is torn and the pipe runs through, there is a hidden cache. It is located closer to the corner on the left (if we look at this side) in the hole from which the pipe passes.
    There I found an AKMS (which everyone is looking for, but it’s so-so, you can’t even attach an optic), a couple of first aid kits and an artifact that gives 100% health, 10% bullet resistance and rupture resistance.


    In the Dark Hollow, after turning onto the road leading towards Corodon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 "Groza", about 5 ordinary first aid kits + cartridges for SVD and "Groza".
    Dark hollow. Gas station with hires. Where there is a cave in the rock nearby on the hill along the stairs of the house. There is an elite detector in the stove.
    in a dark hollow (see screenshot where) in a village, find a house in which a fire is burning, climb through a window where there is no frame and there is a backpack in the stove, this is a cache there, an excellent artifact and there is good money in this house. Be careful in the village of chimeras and zombies!!!


    In a dark hollow, in a small village east of the southern exit from the mines, in a house with a blocked entrance there is a cache, there are 2 cool pieces of art. In the house located in the southeastern part of the map near the infected tunnel in the cache there is an elite detector.
    In the dark Lashchina. There will be a Cross to the left of the road and a bunch of anomalies around. Cache cross


    There is Vintorez in the Dark Hollow and also Groza with SVU and SVD. The cache is located near the intersection. How to go to Cordon, there will be 2 houses on the left, and zombies will be wandering nearby. And if you look towards Cordon, there will be an anomalous field, there are a couple of artifacts and a cross. There is a hiding place.

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


    Near Sakharov’s base there is a descent into a pit, a stalker stands near it, you offer him help, he gives you a quest to find his weapon in this cave. We go down, go through the tunnel, then there will be a crowd of blood-sucking guys. You can use pheromones (which were given by Sakharov, the quest is completed along the way with him). We pass through the room with a crazy background (we even run =)) We grab the Thunderstorm and back to the surface. FOR this quest the stalker gives us SEVU.

    Army warehouses, village of bloodsuckers, in the tower on the penultimate flight of stairs lies an LR 300 with two packs of AP cartridges.


    also in one of the houses there is (possibly random) swag in the oven.

    An outstanding mod for the game "Stalker" with a complex long-term plot and large spaces. Sometimes, to complete tasks, you need to know where to go in advance in order to save tens of minutes for moving around locations. Our guide will help with this - the game will be completed to the end, all bugs will be circumvented, and the plot will end as the authors of the mod intended.

    Cordon

    As in the original, the game starts from the Cordon. We carry out Sidorovich's task to find an artifact, it is difficult to notice. Help yourself with a detector. Next, we perform a few more minor tasks if desired. Then we move to the Landfill.

    Dump

    At the Landfill, as in “Shadows of Chernobyl,” we help Bes repel the attack of bandits. We help the stalker Yurik. We run to the hangar, there we communicate with Gray. Gray shows us the way to the Agroprom Research Institute.

    Research Institute "Agroprom"

    In Agroprom we help Mole (as in the original game). Mole talks about the cache and Strelok's notes, we go down into the dungeons and find the cache. Focus on hospital beds on wheels - look there. Then it follows to the surface. On the surface the Pied Piper will contact us, we find him in a trailer in the swamp. The Pied Piper talks about documents at the research institute. We break through to the 3rd floor of the research institute, pick up the case and hurry with the documents to Rostock.

    In the bar

    We need to go to the Bar. We go along the road, run into the barrier and turn left into the passage. We talk with the bartender, then we find Petrenko in the bar.

    Dark Valley

    On the farm we find the stalker Demon. We need to organize a plan to attack the bandits' base. The path to the factory is in the bushes in the ravine. We search three corpses of bandits and take a suit from one of them. After getting dressed, we can get to the bandits’ base. We immediately look for a drunken bandit at the base, and from him we get the password to enter the factory. Inside we find a workshop with machines and there we communicate with Vadik, he talks about documents. They are located on the second floor of the administrative building. The military appears, we quickly run upstairs, get into the Niva and drive to the gate. We don’t pay attention to the shooting helicopters, step on the gas and drive with all our speed into the “Dark Hollow.”

    Dark Hollow

    When entering the location, we quickly enter the tunnel - there is our salvation from helicopters. We go along the tunnel, on the left there will be a passage into the mines. We get hit on the head and lose consciousness. We communicate with the leader of the “Sin” group, Veles. We receive from him a task to search for new documents that are at the base of Borov, the leader of the bandits. We move back - you can walk, or you can drive.

    Bandit base

    Hog will offer us a game with death. The correct answer is number 4, otherwise we will be killed. We receive the code for the safe - we rush to get the documents. Be careful, if we take the documents, then all the bandits begin to attack us. We fight our way to the exit and receive a message that our path now lies in the underground laboratory.

    Laboratory X-18

    The entrance to the laboratory is in the basement of the administrative building. Petrenko gives us the entrance code - 5271. In the laboratory we search the security room, there are documents there. Next we move to the left, then down, we will see a table in the room, there are the second documents there. We kill the burer there, his hand can be given to Petrenko. Then we move to the elevators, go up the right elevator shaft to the top, and go out into the secret room. We remove the computer code from the corpse - 9231, and take the third documents on the table nearby. Fourth documents - we jump into the hole in the floor, the room above the location of the burer we killed. The fifth documents are in the basement on the table in one of the rooms. We hurry to Veles, and then to Petrenko at the bar.

    Rostock

    From the leader of Duty we receive a task to destroy mutants. We use the gas mask of environmentalists to search for PDA. Two are at the construction site, the third is downstairs in the room with gas. We kill bloodsuckers during the search. We hand over quests to Duty. Then at the bar we communicate with the bartender and Petrenko. We receive the key and code 4526 from the door to the X-14 laboratory. In the laboratory we take the documents and PDA on the table, kill the bloodsucker behind the door. The task must be submitted to Veles.

    Amber

    After passing the quest to Veles, Professor Sakharov invites us to his place. Sakharov asks to bring him documents from the Dead City. In the city we are captured by mercenaries, but with the help of the military we free ourselves and take the swag that was taken from us in the safe. Let's hurry to Sakharov. He asks us to get him radio materials. We find some in the laboratory, and some will be in the Great Swamps.

    Big swamps

    We hide from helicopters in the reeds. Let's run to the doctor. The Doctor tells us that the stalker nicknamed the Phantom, who is in the Army warehouses, will have all the answers.

    Army warehouses

    We are looking for a ghost in the village where bloodsuckers used to live. We find the Ghost in the bunker; he will ask you to return the stolen artifact. After a series of unsuccessful attempts, we finally remove the artifact from the mercenary’s corpse and return it to the Ghost. Next, our path lies back to Sakharov. We are repairing the PDA and receive a message from Petrenko, he is waiting for us at the bar.

    There is a war going on in the bar. Petrenko asks us to destroy the helicopters. In the tower near the arena we find a corpse, a grenade launcher nearby, we shoot down helicopters with it. Sometimes a reboot is required because the batteries are low. Having passed Petrenko's quest, we learn that Voronin is waiting for us in the vicinity of Pripyat.

    Neighborhoods of Pripyat

    In the basement of the department store we see a new bar. But you can enter it only after talking with Lyolik. We communicate with the bartender, then with Voronin, then with Ivantsov. Ivantsov is hiding in the basement of the Vegetables store. Ivantsov says that it is necessary to turn off the installations in the X-16 laboratory and at the Radar. But to penetrate there we need a psi-helmet from Sakharov.

    Cement factory

    We run to Sakharov. We grab his untuned psi-helmet. Having passed the radar area, we run to the nearest car, get into it and rush to the ejection to the tunnel. In the bunker, we learn from a group of scientists that another group of scientists who are currently taking measurements has a working helmet. As a result, in the old church we find the corpse of a scientist and remove the tuned psi-helmet from him. We put on the helmet and go to the X-16 laboratory.

    Laboratory X-16

    In the laboratory we talk with all the scientists. After conversations, the task to turn on three control panels is activated. Then turn on the main remote control. The countdown starts, we quickly run as in the original game, turning off all the remote controls, jump into the gap, then after the tunnels we find ourselves on the surface. We receive a message about a meeting with the Hermit on the Radar.

    Radar

    The hermit is like a kink. We return the Hermit his equipment and he gives us the key to the X-10 laboratory. We also get the code for the safe - 218. Among the radioactive garbage dumps we find the abandoned house of the Hermit - there is a document there. Let's hurry to the X-10 laboratory.

    Laboratory X-10

    In the laboratory we need to turn off two locks. We go left until we see the green image of a scientist. Then up the stairs - there will be a room with the first installation. Let's go back. In one of the rooms we see the corpse of a scientist, on his body there is a note with a code - we remember the code. Next, between the high equipment we see a staircase to the top, there will be a second installation. Now we need to turn off the psi installation. Next to the two arguing scientists there will be a door, we have the code - 3823. Right there in the room we select the PDA from the corpse and turn off the switches. The fire poltergeist is activated, kill it and quickly run to the exit. We go to Voronin in the vicinity of Pripyat.

    Neighborhoods of Pripyat

    At the bar we talk with the bartender, then with Voronin. We need to turn off the earthquake machine. The car is located in a bunker under the old dam. After going through the labyrinths of the laboratory, we find the earthquake machine and turn it off. We go back, wait out the ghost, otherwise he will kill us with his beam. We hand over the quest to Voronin. Then, through the guide and Fang, we find ourselves in the dungeons of Pripyat, the entrance to which is on the Radar.

    Dungeons of Pripyat

    We see the hospital that was in Clear Sky. We meet the guide there. He takes us to the dungeon. In the dungeons you need to find a Kamaz. Next to it is an armored personnel carrier and from it there is a staircase going up. We get up, search the area and see a corpse, remove the note from it with the code - 4134. Further in the labyrinths we find the body of a dump truck - this is our landmark. We climb higher to the floor. We follow the labyrinth of tunnels until we hit the door - we already have the code. We find ourselves in the control room, which was in “Call of Pripyat”.

    Pripyat

    In Pripyat, we immediately need to help the military in the battle with the Monoliths. Then we follow to Vasiliev, he is on the second floor of the school. Then we go to the ecologists - they are in kindergarten. We help them take measurements. We pass the quest and they give us a costume. A message arrives on the PDA - meet with the Phantom. The ghost sends us to the Chernobyl nuclear power plant.

    Chernobyl Nuclear Power Plant

    We talk with the leader of the military detachment. We destroy the armored personnel carrier according to the quest, then carry out a series of tasks to destroy the Monoliths, mutants, etc. As a result, we are escorted to Captain Makarov. Next we will be given a ride on an armored personnel carrier. We'll go as long as we have fuel. We kill everyone on our way. As a result, we get out of the car, Makarov gives us the code for the door to the sarcophagus - 4237.

    Sarcophagus

    A battery is required to start the computer. We search the area near the monolith; under a piece of metal near the obelisk of the Monolith there will be a case with a battery. Turn on the computer, download the main generator code. When we enter the room with generators, we see the Phantom and talk to him. We receive a task to find a secret tunnel. We clear the territory of the base from the military, then we meet the Phantom, who directs us to the final laboratory.

    Laboratory X-2

    In the laboratory we need to find fuel and refuel the generator, and then turn it on. A blockage prevents the generator from starting, so we go down to the floor below and turn off the blockage. There is a computer on the table, we turn it on and get privileged access. Download the lowest file on the screen to your PDA. The next computer (one floor below) contains a sys file, there is a code - 2345. This code opens the entrance through the coded door of the laboratory. Next we see three control panels. We activate the middle remote control - the task will be updated: “Meet the Phantom in the cemetery.” After communicating with the Phantom, we watch the film and we are transferred to the Cordon - the freeplay begins, the main plot is completed.

    Video walkthrough of the Lost Alpha mod on YouTube:

    So, I’ll try, perhaps, to summarize all of the above and make a more or less detailed guide on all Agroprom documents.

    The first two are in dungeons.

    Both of them are in Strelok’s closet, the door to which in DC (in 1.4004 exactly) is locked, the key lies in the depths of the dungeons. To find it, go/return to the stairs closest to the closet (there are three cabinets nearby, a couple of curved pipes on the wall, the walls at floor level are painted blue). There you find an elevator shaft, go down the stairs next to it, then another shaft, also go down until you reach a passage with signs “do not open...” and “rules and regulations established...” You go there too You will immediately see a ventilation duct slightly to your left, where the light comes from and where the fan rotates. Come close to him and take the key, it lies there.
    Return to the closet, open it and take both documents. The first - the short story "The Deepest Darkness" - lies in a niche on the wall opposite the entrance, behind a reddish-brown cabinet. The second is a sheet of notes - near another niche, to the right of the previous one, next to it there are three wooden shelves, on the highest one there is a blue army first aid kit, on one of those lower there is the required document.


    In the same dungeons, the player must find Strelok's flash drive. After taking the book and “activating” it in the inventory, in the “Journal” section of your PDA, an entry from this book will appear, which contains a hint on where to look for the flash drive. Deciphering it is quite simple, but finding the cache using the decrypted clue is a little more difficult. That's why...

    Leave the closet and go along the corridor to the right, then turn right again, into the first passage between two corridors with acid anomalies. There, carefully examine the ventilation pipe on the ceiling, look for a broken grate. The cache is behind it. When you point the sight at it, the inscription “search the box” should appear at the bottom. If you can’t get it from the floor, climb onto the medical equipment standing nearby. Important: after taking the flash drive, a controller will appear in the dungeons who can “wind” the player, even if he is on the surface. To get rid of it, return to the corridor where you took the key to Strelok’s closet - it’s there.


    Now the documents are at the military base. Before collecting them, it is advisable to clear the database to zero - this will make collecting documents much easier and calmer.

    There are six documents in total on the base, not counting those in the case that are used in the quest as the main ones. Three of the additional ones are still in the same main building where the case is, three more are in other buildings on the base.
    1. Journals with calculations - lie on the first floor of the main (three-story) building, on a table with flasks and red jars in the southwestern (lower left) corner of the building. This table is by the window.
    2. A scientific project - also on the first floor, on the second same table with the same flasks and jars. This one is already in the eastern (right) part.
    3. Note to the director of the research institute - on the third floor, on a tin table with six rectangular indicators on top. This table is the closest to the one from which you took the main quest case. The document lies on the bottom of this table (there may be a bug in which it is not visible and/or impossible to pick up, in this case, throw a grenade at this table so that the document flies off its place).
    4. Professor's Diary - located in the building to the left of the main one. This building has an almost square shape, made of gray brick, and on one of the walls there is a fire shield and a ladder to the roof. Once inside, go through the first room and enter the one where the fire is burning in a barrel. There, look for a table near which there is a computer on the floor. The document lies on this table.
    5. Notebook - lies in one of two white and pink buildings with a sloping roof. Specifically, in the one that is closer to the main building and whose porch faces the gray brick building where you took the previous document. Having climbed the porch, go forward to a wooden bench - a document on it.
    6. Invoice - lies at the checkpoint near the northern (upper) entrance to the base. This is a very small building, next to which there is a barrier and a pole with many spotlights at the top. Once inside, you will immediately see another reddish-brown cabinet (there is a TV on the shelves to the right of it). The document is in the upper compartment of this cabinet. It is worth noting that it is almost invisible to the player; you can only see its very edge.


    That's all the documents that can be collected at the Agroprom Research Institute. I will also add that you can understand whether you have collected all or not all the documents at the military base in the tasks menu. Until you collect everything, the task item “Take everything left” will not be marked as completed.

    “Stalker” is a cult third-person shooter, loved by fans of post-apocalypse games, games like “Fallout,” and just good players. The project tells about the life and everyday life of artifact hunters in the exclusion zone - the boundaries of Pripyat and the Chernobyl nuclear power plant. Stalkers are divided into groups, each of which pursues its own goals. There are also bandits on the run, military personnel sent to maintain order, and mercenaries whose origins raise more questions than answers.

    A group of enthusiasts from Dez0Wave Team decided to recreate the very atmosphere of the “dream stalker” that was promised by the GSC developers in the form of screenshots of the locations they planned. But as it turned out, in the end everything was redone, reworked and cut down. That's how S.T.A.L.K.E.R: Shadow of Chernobyl came out. Dez0Wave collected information bit by bit for many years to recreate the original idea, and implemented a large-scale addon - “Stalker: Lost Alpha”. The passage is not much different from the original. Read more in the article.

    History of creation

    When S.T.A.L.K.E.R: Shadow of Chernobyl was first being developed, screenshots of the upcoming release kept popping up on the Internet. Gamers were very pleased with the graphics, ideas, and atmosphere. After the game was released, everything was great, but not as in the pictures. The graphics were lowered, many locations were removed, a number of previously conceived mutants were cut out, and the behavior of NPCs was simplified. Volunteers from Dez0Wave decided to return everything to its original origins. The title was chosen as Back to The Roots, but later changed to S.T.A.L.K.E.R: Lost Alpha.

    What changed

    The main changes affected, of course, the graphics. It has been completely redone and rethought. In the new version, the vegetation is more carefully designed, NPCs behave smarter - the characters no longer just stand still, but periodically make forays around the surrounding area in search of swag or artifacts.

    About 27 completely new locations have been added. Some were developed from scratch, but most of them had to be discussed by the same enthusiasts day and night on various forums, collecting information bit by bit, and only then getting to work.

    The new plot is based on the same story of Marked from “Shadow of Chernobyl”. He must restore his lost memory and eliminate the stalker Strelok. Everything is the same, but Dez0Wave remade everything so much that you want to go through the game again. Several side quests have been added to add variety to the project.

    Emissions have been added, during which monsters lose their minds and begin to behave simply unpredictably. There are shelters where NPCs can hide from emissions. You should behave carefully here, because members of warring factions may find themselves in the same shelter.

    Mutants

    Monsters cut out by the developers have returned to STALKER: Lost Alpha: chimeras, burers, a green dwarf, as well as the incomprehensible “Misha Gummi” with a good-natured face, which some players identify as a type of burer, others as a cut-out pseudo-human (photo below).

    And also in the forest on the way to the metallurgical factory you can meet a very strange and aggressive creature. Outwardly very similar to the burer, but naked. Perhaps this is a green dwarf.

    Marked in "Stalker: Lost Alpha"

    Passage as a process has also undergone some changes. For example, the main character now has completely human needs - he experiences hunger, thirst and fatigue. So he needs to be fed, watered and allowed to sleep. Violating the regime is fraught with loss of stamina, which will make playing Stalker: Lost Alpha very difficult. The passage will turn into torment, and the Marked One will fall from fatigue at every step, and short dashes to dodge bullets will end in long shortness of breath. Especially if your backpack is full to capacity.

    The downside is that the inventory remains the same as in Shadow of Chernobyl. It was more logical to borrow one from “Call of Pripyat”.

    The mechanics of the flashlight have been changed - it is now hung on the belt, and requires a supply of batteries to operate. Otherwise, the hero may be left in pitch darkness, nose to nose with some controller.

    Another innovation is the ability to communicate with stalkers via PDA.

    Buy transport

    The game "Stalker: Lost Alpha" has become more diverse: vehicles have appeared, which is very justified - there are many locations, and they are large. There are both civilian and military equipment. There is a chance you will find it while wandering around the zone, or you can simply purchase it from merchants.

    For example, from the Bartender in “100 X-ray” the player has the opportunity to take one car of his choice. The price is quite high:

    • regular domestic “six” - 120,000;
    • army-style Niva car - already 150,000;
    • the same car, but a medical one costs the same;
    • UAZ will also cost 150,000;
    • tractor T40 - similar cost;
    • the regular Niva is already 200,000;
    • "Moskvich" both regular and convertible will cost the same price;
    • similarly with the six convertible;
    • and also available RAF 33111 for 200,000;
    • KAMAZ is already more expensive - 300,000;
    • the most expensive - BTR-70 - 500,000.

    Searching for a car

    If you don’t want to spend that kind of money, you can look for it yourself. The main thing is not to be lazy and carefully explore the locations. For example, near the exit from the Dark Hollow, near an abandoned building, there is an abandoned example of an army transport - an UAZ.

    There is a "Muscovite" near the road in the same location. If you carefully explore the abandoned village, the player will find a tractor, and near the bandit base at the entrance there is a Niva. You just need to steal away silently without getting automatic fire in pursuit.

    There is also a white Niva near the transition to the abandoned warehouses.

    Modifications

    To be honest, installing mods on Stalker: Lost Alpha is a little stupid. Essentially, the addon includes a significant number of updates. The developers have also added new types of weapons and armor. The “Sin” faction, which was cut by GSC, was even returned to the game. In general, it is recommended to abuse modifications in an already modified game only for those for whom it is vitally important to have a strictly defined mod available that provides something extremely necessary. For example, a rainbow unicorn.

    Sarcophagus

    A separate point worth highlighting is this mission under the dome of the Chernobyl nuclear power plant. In this part, the walkthrough of the game “Stalker: Lost Alpha” is not much different from the original. The sarcophagus is still the same: you need to find a computer, supply power to it, find the battery, return to the room where the PC is, start it and download the codes. All this is accompanied by strange visions, the presence of a bloodsucker, dwarfs and the voice of the Monolith.

    In the original version, this place was full of Monoliths, and you had to fight for every section of the corridor. A very illogical move on the part of the Lost developers to remove the fanatics.

    Perhaps for this we can give the release a big minus.

    Criticism

    In conclusion, a few words of criticism should be said about the project. You need to start with having console commands. Cheats for “Stalker: Lost Alpha” are not only provided, but are already integrated into the game. The treasured key launches the input line, you just need to enter g_god 1, and the Marked One becomes invulnerable to both enemy shots and radiation fields and anomalies, has an endless supply of ammunition and can carry any weight in his backpack. That is, one team turns the game into something like Skyrim.

    Codes for “Stalker: Lost Alpha” for doors, safes and computers can still be found independently. But due to the fact that many elements have been added to the game that create the effect of cluttering the gameplay, no one is immune from bugs, crashes and loss of this information. Therefore, some passwords have to be either guessed or searched throughout the Internet.

    In the game “Stalker: Lost Alpha”, completing almost all side missions comes down to tedious, monotonous running around huge, half-empty locations in order to get out of point A and come to point B.

    Although it is stated that the story of the Marked One was supplemented with many interesting elements, these are of very dubious content and raise more questions than answers. Such innovations only spoil the plot of the classic game.

    The mutants that were slaughtered earlier do not have any unique abilities, their artificial intelligence is absolutely not optimized for the events taking place around them. They are simply pieces of cannon fodder, so their presence in the game carries absolutely no value and is devoid of any meaningful meaning.

    The economy within the game is completely unbalanced. Any pseudo-dog can drop such a lot of money that the player can buy all the goods from all the game’s merchants and immediately run to storm the Chernobyl nuclear power plant, without particularly straining.

    In view of the above negative aspects of the project, a number of gaming communities are very skeptical about STALKER: Lost Alpha, describing the project as a discrepancy between the colorful cover and poor-quality internal components. During the time spent on development (2007-2014), it was possible to carefully think through all the details of the game. Therefore, a number of skeptics passed a sentence that is not subject to appeal: “If you can’t, don’t try it!”