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  • Lost Alpha - walkthrough. Walkthrough Stalker Lost Alpha: Walkthrough guide for Lost Alpha Stalker lost alpha quests

    Lost Alpha - walkthrough.  Walkthrough Stalker Lost Alpha: Walkthrough guide for Lost Alpha Stalker lost alpha quests

    Date added: 10/26/18 Views: 59568

    Description

    about the project Lost Alpha is one of the most popular projects in the Stalker universe, the development of which began back in 2008. Initially, Lost Alpha was aimed at returning that same stalker. In 2014, the first version of the modification was released. The exclusion zone map has been reworked, which now corresponds more to the 1935 build than to the original game. The plot is based on the history of Shadows of Chernobyl. In Lost Alpha, the main character is a Stalker who does not remember anything, and in his PDA there is only one task - “Kill the Strelok”. Key moments were carried over from the first part of the trilogy, but they were transformed so much that each of us will be able to relive this story again, with new sensations from the passage. A large number of plot branches and side quests were also added.

    Plot points

    1. Where to find Strelok’s cache (Agroprom Dungeon): We go along the corridor where there used to be an electr anomaly, go down the stairs (we don’t go down to the very bottom, but only along the stairs that were in the original PM). We go into the corridor (along which we made our way to the shooter’s hiding place in TC) and see a door on the right, this is the shooter’s hiding place.

    2. Where to find the key to the door to Strelok’s hiding place (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe with a door key in it on the edge.


    3. Where is Strelok’s book: Behind the closet in the wall opening.
    4. Where is the Strelka flash drive hidden: In the next room.

    5. Where is the entrance to X18: In the backyard behind the central building.

    6. Where are all the documents for Petrenko, and all the computers for Veles: The first computer and document are located right at the beginning of the laboratory, where the guard sits (that glitch that whistles). The second Document is located in the room on the left (if you look at the exit from the laboratory). The third document is located below the level, next to the second document there is a brother-in-law (she is working), behind her is a hangar at the very bottom of the hangar, behind the old armored personnel carrier "A there is a hatch. We jump into the hatch, go in a straight line, turn to the left, we see 3 stairs, go up the the second and we find the document. The fourth document is located near the scientist from the cut-scene (where the bloodsucker killed the military man) (there is also a second computer near him) The fifth document is in the room to which you need to make your way through the elevator shaft, we rise almost to the very top of the elevator shaft and climb to the floor on which that room is located, go to the small room (where the corpse of a Svoboda member lies on the mini map) (there is a third computer there)

    7. Expedition: explore the second point: All documents and scientific instruments are located in the hangar where Kalmyk stands. The first document lies on the gas tank, the first scientific device lies on the bottom shelf of the machine, the second document is in the scientist's corpse, the second scientific device is on the table, next to the scientist's corpse (for the task to work, you need to look into the house at the end).

    8. How to get to the Cement Plant:

    Where are the tools:

    Tools for rough work:

    Metallurgical plant:


    Plant "Rostok":


    Dark Valley:


    Dark Hollow:


    Construction site:


    Tools for fine work:

    Lake "Yantar":


    Dead city:


    Army Warehouses:


    Northern Hills:


    Calibration Tools:

    Surroundings of Pripyat:



    Pripyat city:


    Generators:


    Safe codes:
    The code for Borov's safe is 495;
    The code for Petrenko’s safe is 123;
    Code from Borov's safe (TD) - 295;
    The safe code at the military base (Cordon) is 471;
    The safe code in the room of the building with chemical gases (Location Rostock, entrance to the room from the roof) is 437;
    The code for the safe at the Radar location (according to the Nomad quest) is 218;
    The safe code in the new Bar will be available after joining the Debt group.
    Door codes:
    The code for the door of Laboratory X10 is 3823;
    The code for the closed room in X10 is 1234;
    The code for entering the subway (to Pripyat) is 2345;
    The code to enter the X-18 laboratory is 5271;
    The code for the door in the dungeons of Pripyat is 4134.
    The code to enter the Sarcophagus is 4237.
    Codes for computers:
    The code for most computers in the game (suitable for the first computer in X-18) is top_secret;
    The code for the second computer of the X-18 laboratory is 9231;
    Code from gallery 2 - gallery

    Cordon game entry.
    The beginning of the passage of the game Lost Alpha, as in the original version of the game Stalker TC, takes place at the Cordon location, where the main character wakes up in one of the rooms located in the bunker of Sidorovich, whom we know. Having gone upstairs, we have a dialogue with the merchant, who gives us the first task. The task is not very difficult, you need to find the artifact, finding it will not be difficult either, when leaving the bunker, take it to the left while looking at the mini-map where the mark of its location will be indicated. Look carefully as it is hard to see in the grass, the detector signals will help you. After you find the artifact, Sidorovich will give you a few more simple tasks, after completing which you need to move towards the Landfill.

    The area is abandoned. Landfill.
    Once at the Landfill, by analogy with the original PM, we respond to the call of the Demon and help defend the attack, then do not forget to help the stalker nicknamed Yurik. After assistance has been provided to everyone in need, we proceed to the hangar to meet with Gray. From a conversation with Gray, the main character understands that his path lies nowhere but to Agroprom.

    Locality Agroprom.
    After switching to Agroprom, by analogy with the original game, we immediately set out to help the stalker nicknamed Mole. After his rescue, Mole, as a sign of gratitude, tells us about the existence of Strelok’s hiding place and describes in detail the location of his notes. We go downstairs and begin the search; after you find shelter and notes, go in search of the hiding place, which will be located in one of the passages between the corridors. You will recognize this place by the hospital gurneys standing there. This completes our mission in the dungeon, after which we find the way up and get out.

    After you reach the surface and take your first breath of fresh air, a message will be sent to the PDA asking for help. The sender of which will be a certain Pied Piper. You can find this character in a trailer located in the swamp. After talking with the Pied Piper, it turns out that he needs to get a certain case with documents, you kindly agree and go to the research institute where the treasured case with documents inside will be waiting on the third floor. You will need to deliver these documents to the bartender, who is located at the Bar location.

    Area Bar.
    To get to the Bar you need to move along the road until you hit a barrier, after passing which you should turn left and then move straight along the road. Having passed the checkpoint, we get to the bartender and, having given him the documents found at Agroprom, we move to Comrade Petrenko, who can be found in the Bar.

    Dark Valley area.
    The first thing you need to do after moving to a location is to go to the farm and look for a stalker named Demon in one of them. From a conversation with whom it will become clear that you need to get to the factory, which is the base of the bandits. After the Demon outlines his plan, we begin to implement it. First we find the entrance to the factory - it is located in the mouth in the hollow behind the factory. Poltergeists constantly graze in this place. There you will find three corpses of bandits, from one of which you need to take a suit and put it on.

    Having changed into a bandit costume, you can safely go to Borov’s base. Having entered the territory, you need to find one of the hangars in which there will be an overpass, near which you will find a drunken bandit and in a conversation he will tell you the password to enter the factory. Once inside we don’t get lost, the location of the buildings has been greatly changed, our goal is a workshop with machines in which we find a stalker named Vadik. From a conversation with him we learn about the location of the documents; they are located on the second floor of one of the administrative buildings.

    Then the fun begins, which will be arranged for us by the appearing military, who will shoot everything that moves, possibly hitting the main character. Therefore, it is necessary to get to the top as quickly as possible. Having got out into the fresh air next to the building, we find one of the wonders of the domestic automobile industry called NIVA and press on the gas as hard as possible.

    You need to move towards the gate which, according to the original, was the transition to the Cordon. Our walk will be complicated by the helicopters chasing us, but without paying attention to them and without letting our foot off the gas pedal, we cross the border of the locations and continue moving already in the Dark Hollow.

    Dark Hollow area.
    Having arrived at the location under a barrage of bullets, we continue moving towards the railway tunnel. Moving along the tunnel until you see a crack in the left wall. After passing through it you will find yourself in a place called Shakhty. We go straight until it stops, then turn left and lose consciousness from a blow to the head. When you wake up, you will see the head of the Sin group in front of you. The leader's name is Veles, after a nice conversation you receive from him a new task to search for documents located at Borov's base. Having got to the surface, we take the direction to Borov's base. Whether you go on foot or by car is up to you.

    Borov Base area.
    There won't be any surprises at Borov's base either. The head of the bandits will invite you to play a guessing game, where the price of losing may be your life. The correct answer is number 4. Next, you receive the code from the safe and take the documents. As soon as the documents are in your hands, the bandits become enemies, and you will have to shoot a lot in order to get out of the base. After shooting everything moving, your PDA will inform you that it’s time to go down to another laboratory again, this time X-18.

    Location Laboratory X-18.
    We can enter it by first going down to the basement of one of the administrators. buildings, having previously entered the code received from Petrenko in the message. The door code is 5271. Going down to the laboratory, we search the security room, the first documents will be on the table there. There you will also see a computer for which you need a hacking code, which will appear later. So let's move on.

    Leaving the room, we turn left and move straight in the direction of the door, then we go downstairs where we see a table above which there is a shelf with documents number 2. We take the documents, follow the path, find and kill the bureaucrat whose hand Petrenko asked to bring. Next, we go into the room with elevators, make our way into the right shaft and begin to climb it until we reach an open door through which we can get into the secret room.

    In this room we find a corpse lying behind one of the installations. We take the PDA from the corpse, which will contain code 9231 from the computer that you will find standing next to it on the table. There will also be treasured documents number 3 on the table. All we have to do is find two more documents. Document number 4 is located in the room above the one where you found the burer, you can get into it through a hole in the floor. You will find document No. 5 in the basement in one of the rooms, look for the table they are on it.

    Next, we go to Veles to hand over completed tasks. As soon as he returns the weapon to you, we go to Comrade Petrenko. After appearing at the bar, a certain stalker from the Sin group will meet us at the entrance, as a result of which Petrenko and the bartender stop communicating with us. To solve this problem, we go to Rostock to complete Veles’ task. In order to do this, we need to get to the Rostock plant. When you enter the location, you will immediately receive a task, the goal will be a meeting with the leader of the Debt group.

    Locality Rostock.
    After meeting with the leader of Duty, we receive another task to destroy the surviving mutants. To do this, we go into the tunnel and, taking an old gas mask from one of the environmentalists, we move to the plant. At the factory, our goal is to find 3 PDAs and kill 4 bloodsuckers. You will find the first two PDAs at a construction site. To find the third one, you will need a gas mask obtained from environmentalists, so near the building and inside the premises of the administrative building where there will be poisonous gas at the entrance. You need to look for PDA on the second floor.

    One bloodsucker will meet you almost at the entrance to the plant. The rest will be waiting near the places where you find the PDA. All tasks have been completed, let's go report to the leader of Debt, who will inform you that the key to the laboratory must be taken from Petrenko. Let's move to Bar.

    Area Bar.
    After arriving at the Bar, we go straight to Petrenko, then to the bartender. We return back to Petrenko and gives the key and code 4526 to enter the X-14 laboratory.

    Locality Rostock.
    Once back at the factory, we go to the transition to the secret laboratory, there will be a mark on the map. We find ourselves in a corridor very similar to the one in the Sarcophagus. Moving along the corridor we find a coded door, enter the code and go through. We find the second door after passing through the right corridor and open it with the same code. Once in the laboratory, on the table we will see documents and a PDA that need to be brought to Veles. In the same room we see a passage in the wall and a door, open it (it opens without a code), go in and kill the bloodsucker, about whom we learned from a conversation with Petrenko. After dealing with him, the task can be considered completed. Next, we move to Shakhty to Veles to report on the implementation.

    Area near Veles.
    Veles will inform you. that secret traders from the Dead City will contact the main character. In the meantime, while you are getting out of the mines, you will receive a message from Professor Sakharov, informing you that he has business with you. And if so, let's go to Yantar to see the professor.

    Yantar area.
    From Sakharov we receive a task to search for documents that are in the hands of mercenaries who are stationed in the Dead City. We take the task and, having arrived in the city, go to the school. We pass unhindered to the leader of the mercenaries, but when talking with him, he recognizes the shooter and the main character turns into a prisoner, losing all his belongings and weapons. In captivity, we meet the Swamp Doctor, who tells GG that his PDA is faulty. Strangely enough, the military become the liberators of the two friends. After liberation, we go straight down the corridor and, opening the safe, take away our things. Next we return to Sakharov.

    After words of gratitude, the professor reports that he can restore the PDA, but for this he needs parts. The first thing we need is new wires; after them we go down to the laboratory and in one of the rooms we find wires on a rack. The second thing we need is boards, which, according to Sakharov, we can get from the swamp doctor. And this means you need to run to the Big Swamps.

    Territory of the Great Swamps.
    As soon as you appear in the swamps, get ready to meet military helicopters that will fire at you. Hide in the reeds and wait for the military to fly away, go to the doctor. After talking with him, it turns out that the main character is the Shooter and in connection with this we need to find the Ghost. You can find it at the Army Warehouses location.

    Area Army Warehouses.
    To look for the ghost, we go to the village where the bloodsuckers lived, namely to its eastern part. There will be a bunker in which the Phantom will be. The ghost will ask you to pick up the artifact stolen by the mercenaries. We go to the village where in the original we met the debtor Skull. Having dealt with the mercenaries, it turns out that it was another detachment and they did not have art. We set off to meet with an accompanying person, along with whom we fall under an ejection along the way and he dies. Having reached the blocked tunnel, we meet and destroy the mercenary. After searching it, we find the same artifact. We take it to the Ghost, who sends us to Sakharov on Yantar.

    Yantar area.
    Having given the necessary boards and artifact to the professor, we wait for him to repair our PDA. In the meantime, you can chat with Kruglov. We pick up the PDA and from the message that immediately arrived, we learn that we urgently need to come to Petrenko.

    Area Bar.
    There is fighting in Bar. We find Petrenko and carry out the task of destroying the helicopters. We climb onto the roof of the building where the arena was located, find a dead soldier with a grenade launcher and shoot down two helicopters. We return to Petrenko and find out that we need to follow Voronin and Bartender to the vicinity of Pripyat.

    Pripyat area.
    In the basement of the Department Store we find the newly created Bar. You will not be able to get into it because the door to it will be closed. In order to get inside we talk to Lyolik standing next to him. Going inside we go and talk to the bartender. The bartender sends him to Voronin, who in turn sends him to Ivantsov. We are looking for Ivantsov in the basement of a vegetable store. Ivantsov explains to the shooter that it is necessary to disable the installation in the X-16 laboratory and on the radar. But before completing the task, you need to take a customized PSI helmet from Sakharov. Let's go to Yantar.

    Yantar area.
    However, not everything is so simple, the professor tells us that he does not have a helmet. It was transferred to a laboratory located at a cement plant. This is followed by a suggestion to take a non-tuned helmet in order to protect yourself from strong radiation when crossing Radar territory.

    Locality Cement Factory.
    After passing the Radar, we find ourselves in a certain village. Immediately at the crossing on the left you will see a car, get into it and rush along the road in the direction of the tunnel with the crossing, until the ejection begins. The release hits you at the crossing, after which you will find yourself in the bunker of scientists at the cement plant. From a conversation with scientists, we learn that the adjusted helmet is in the possession of a group of scientists currently taking measurements. Due to the loss of contact with the group, we will be asked to go in search of the group. We move to the mark that will eventually lead us to the village, on the old dam. We move towards the dam, approaching it, we go down the stairs and see a door under the pipe, we enter the bunker. We discover that there is no one there, then we receive a message from an unknown person named Hermit. We go to his old church, go up to the second floor and find out that the traces of scientists lead to the X-19 laboratory. We go into it and there we find the corpse of one of the scientists and, taking the customized helmet from the dead man, we go to the X-16 laboratory.

    Location Laboratory X-16.
    After entering the laboratory, the main character is in a kind of oblivion, military men and scientists walk before his eyes, in other words, we arrive in a dream. Next, you need to talk to all the scientists below and going upstairs to the main console we see two scientists talking. After some time, the task to turn on control panels 1, 2 and 3 is activated. After turning them on, turn on the main remote control. After turning it on, the main character wakes up and the timer starts. Further actions will take place by analogy with the original version of the game TC. We turn off all the remote controls, jump into the hole in the floor, fall into the tunnel and exit to the surface. After reaching the surface, we learn from the message sent that we need to move to the Radar to meet with the hermit.

    Terrain Radar.
    After arriving on the radar, we look at the mark on the map where the hermit’s location is marked. Near one of the trailers you will see something between a person and a kink. During the conversation, it turns out that this is one of the workers of the X-10 laboratory. After talking with him, we learn that a key is required to enter the X-10. He will give us the key only after we bring his equipment hidden on the radar. We receive a task to find the Hermit's hiding place. The path is not close, we recommend using a car. We give back the things found in the cache, in return he tells us the code 218 for the safe. Moving among the radioactive heaps of garbage, we find the former house of the Hermit, open the safe and take away the documents on the bunker. Next we go to X-10.

    Area Laboratory X-10
    Upon entering the laboratory, we immediately receive two tasks. Disable locks No. 1 and 2. Move to the left along the corridor until you see a transparent greenish image of a scientist. Approach it and go up the stairs, after which you will find yourself in a room where the installation for disabling the first lock will be located. We return and in one of the corridors we come across two burers, kill them and go further, keeping to the right, we see the corpse of a scientist next to whom lies the PDA. We select it and remember the code. We will need it later. Further into the room with huge vertical installations you will see a metal staircase, climbing it there will be a remote control for disabling the second lock. After turning off the locks, our goal is to turn off the PSI installation, we return and find two arguing transparent scientists, next to them there will be a door. We enter it by first entering the code that was recorded in the PDA of the murdered scientist 3823. Entering the room you will see another corpse of a scientist next to his PDA. We select the PDA and turn off the switches on the two main consoles. After disconnecting, we return to the door to the exit from the lab, but it turns out to be closed. Next, the door will open, the timer will start, and you will need to destroy the fiery poltergeist that appeared at that moment. At the time set by the timer, we need to leave X-10. Next we head to the outskirts of Pripyat to meet Voronin.

    Pripyat area.
    Again we go to the warehouses, then to the MG, then to the radar and turn to the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that the old military development - the earthquake machine - has become tormented and needs to be turned off. Let's go turn off the machine. The car is in a bunker under the old dam, laboratory x7. After the transition, we immediately go straight, a green hologram will follow us, there is no need to shoot at it, before the first ladder we turn into the corridor to the left. We go straight to the wall and turn right, go again without turning anywhere through the door and turn right again. We go along the corridor again and reach a ladder, above it hangs a poster “Caution, low ceiling”, we go up it, turn left and again the ladder goes up, we go up it and then go down. We are again in the corridor, turn right and go until the first left turn. Before reaching the wall, we turn right through the door, go straight and again the stairs with the poster “Caution low ceiling” go up, turn right along the stairs, again along the stairs and here we are in the room where this earthquake machine is located. It resembles an installation with a brain, like in the underground laboratory on Yantar.

    We turn it off and go back. In one of the corridors you will meet a ghost in a dark cloak with a hood and in front there will be a fiery stripe, you can’t cross it, you just have to stand and wait, the ghost will disappear and the stripe too. Let's go to Voronin. Voronin is delighted, thanks and says that someone left a note for us. We go to the meeting, it turns out to be the conductor. He says that we need to go to Fang. We go to the warehouses and talk to the fang. He sends her to Pripyat to meet the ghost in a hotel. We must go to Pripyat. Before moving from the warehouses to the radar, a message is received from the ghost that the direct passage to Pripyat is blocked by the military and it is necessary to go through the dungeons of Pripyat. Going to dungeons on the radar.

    Pripyat Dungeon area.
    After the transition, we find ourselves in a hospital from clear skies. There we meet the guide. He accompanies us to the entrance to the dungeons and then we go on our own. We find ourselves in a tunnel, go and see a long staircase on the left. We go up it, there is some swag at the top, go straight and turn left. We find ourselves in a room where there are holes in the floor, and a Kamaz is parked in the passage. We jump into the one opposite Kamaz. We go straight, we see an armored personnel carrier and there is a ladder on it, we go up the stairs and go through the tunnel behind the Kamaz. We see a half-littered tunnel with twisted pipes and under the pipes lies the corpse of a stalker, and another one on the pipe. We jump onto this pipe, then we move onto the flooring and in a small cave there lies a corpse, and documents near it. We take these documents and there we find some kind of code (4134), while we don’t know where it comes from and just remember it.

    We continue moving through this tunnel. We turn right, the dump truck body is visible there, we turn right again. We climb up the second metal column to a higher level. We go to the end of the room, turn right and see a hole in the floor with a ladder. We go down and go along the tunnel to the blockage, turn left into the side tunnel. We follow it, at the fork we turn into the right tunnel, and we find ourselves at a hole in the floor. There is a staircase on the left, we go down it. We go further along the tunnel, on the way there is again a hole with a ladder, we go down below. We pass further and run into a coded door. A message comes that you need to find documents with the code. And we have already picked up some documents with the code. We apply this code and find ourselves in the standard Pripyat dungeon from the call of Pripyat. We go into the main hall. We immediately go to the control room and go up to the very top, in the original PO there was a control panel, we go out onto the balcony and walk along the balcony, we find a ladder and go up to another balcony, we go again and again we find a ladder to the topmost balcony, we climb onto it and go in the opposite direction to the room and there will be a transition to Pripyat.

    Pripyat area.
    After the transition, a message immediately arrives about helping the military fight off the Monoliths. Let's go and shoot several Monoliths. A message comes that we need to meet with Vasiliev. Let's go to the meeting, Vasiliev is at the school on the second floor. He thanks us and asks us to help the ecologists take measurements. Let's go to the environmentalists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help him take measurements. At the bus station itself there is a burrer, you need to destroy him immediately upon arrival on the second floor, there are two zombies climbing up the back stairs on the second floor, they also need to be destroyed, otherwise they kill the nerd and the task fails. After this, we approach the scientist and help him carry out the measurement. The task is accepted and we happily run together with the scientist to the kindergarten to see the chief ecologist. The chief ecologist shuffles in front of us and gives us an orange suit and an elite detector. A message comes that you need to meet a ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We receive the task to go to the nuclear power plant. The transition to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We are going through the transition to the nuclear power plant.

    Chernobyl Nuclear Power Plant area.
    Upon entering, we receive the task to talk with the commander of the raid detachment. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers, we talk with the commander, he asks us to also destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.
    We approach Captain Makarov, he says something, then starts talking to us. He offers to get into an armored personnel carrier and conduct reconnaissance for the presence of Monoliths on the territory of the nuclear power plant. We drive along the road until the kerosene runs out, we come back, Makarov is fighting, we shoot all the Monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. We go to the Sarcophagus (door code 4237).

    Sarcophagus area.
    In the sarcophagus we go along the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing works - there is no power. A task appeared to find the battery. We go to the door opposite from the entrance. Again we go along the corridor, go up the stairs, everything here is the same as in the original sarcophagus, we go into the room of the destroyed reactor, just like going to the monolith, and there will be a case under a piece of metal. We take the battery out of it, a task appears to supply backup power. We go back to the room with the computer. At the entrance we watch a movie and go to the control panel, marked in the PDA, and smoke also comes out of it from the lower part. We approach and press the use key, for me it’s E, a task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the bottom one. We receive the task to get to the generators.

    Terrain Generators.
    When entering the generators, we immediately see the Ghost, talk to him and run after him through the generators. As soon as we pass the generators, the Ghost will speak to us again and we will receive the task of finding a secret tunnel, going through it to the base and destroying all the military there. After this, we meet the ghost and go to entrance x2, in the original it is Warlab. The ghost opens the door and we go downstairs.

    Area Laboratory X2.
    The laboratory is reminiscent of X18, but here it’s a little different. After entering, we wait for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not turn on, we need to refuel the generator. We find fuel and approach the installation. When you hover the cursor over the pipe, an inscription appears, click the “execute” button, then go on and turn on the generator. A task has appeared to disable the blocking. We go down even lower, there will be a code door on the right, go left. We find the remote control and turn off the lock. Now we need to get special, privileged access. We find the computer on the table and turn it on. We find the text file below, the bottom one, and download it to our PDA. That's it, we got special access. Now we need to turn off the blocking, go to the next room and find a bullet there, turn it off. Now you need to go through some kind of scanner. You need to get to the coded door and try to open it, nothing works, you need a code, and to do this you need to find the administrator’s computer and get the code for the door. Let's go down to the next level. We open the grille and go into the room, find the computer and turn it on, find the sys system file, the bottom one, open it and write down the door code (code 2345). We go to the door again and enter the received code. We open the door and go to a laboratory similar to the one in x18, where we took the documents. We see a computer on the table, but we don’t need it. We go to the control panels, to the right of the table with the computer, three of them stand along the window.

    We approach the middle console, there is a switch on it and when you point the mouse at it, the words tips_war_gen_switcher will appear, press the “execute” button. And the task works, a new task appears: “meet a ghost in the cemetery.” We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are transferred to a cordon in the basement of Sidor.
    Then the freeplay begins.

    Secrets and tricks

    1. You can find useful uses for red barrels, canisters and cylinders. For example, there is a stampede of zombies on your way, and it’s too much to waste precious ammo on mindless walking corpses. In this case, we throw our flammable equipment at the feet of the zombies and fire a shot. This is usually best used in dungeons or narrow places where you can’t get around them. Or you can just use a knife, but it doesn’t look so impressive. And you get more pleasure from the explosion.

    2. On the Buildovsky Yantar, on the site with the car, next to Sakharov’s bunker, right at the far side of the security booth in the locker there is an LR300 rifle and a bottle of wine.

    3. A cruel joke from LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in the flooded hall on one of the shelves there is a radio receiver, from which German marches sound. It is possible to turn it off by pressing the F key. However, a strange mechanism occurs - after turning off the radio, a dozen individuals of pseudo-dogs will appear, and some will be phantoms, directed by a real psi-dog.

    4. If you really need to get to a place where the game doesn’t allow you, or feel like you’re in God’s place, call the console and write demo_record 3 - a bird’s-eye view of the area! As soon as you need to go down, use ENTER to go down (be careful, you can get killed from a great height, although in Stalker the trick for falling is very different from real life). Please note that it is not your character that flies, but the camera itself. Brief instructions - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed than standard WS - Left and right mouse button, the left one is responsible for forward movement, the right one is, of course, for reverse movement .

    5. In the Dark Hollow, after turning onto the road leading towards Cordon, 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 regular first aid kits + cartridges for SVD and Groza. In general, Dark Hollow lives up to its size with many rich hidden gems and is definitely worth spending time looking for other caches and other goodies.

    6. The same hollow. Near a gas station with mercenaries. Where there is a cave in the rock, next to it on the hill along the stairs, there is a house. There is a whole elite detector in the stove.

    7. In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange overalls of an Ecologist. Also scattered throughout this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, which you can collect and hand over to him one by one.

    8. A very useful feature for your pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. Apparently, sclerosis is progressing irrevocably among all ecologists... Once at the Cement Plant in the bunker with the scientists, we approach Di-Di, start a dialogue, and as soon as he gives us an antivirus, we close it without remorse and reopen the dialogue to the fullest! And so on an infinite number of times until you get tired of taking Anti-Virus-X from him! Hardcore players and just honest players may not like this. But freebies in moderation are a useful thing. Perhaps you have the latest patches and this bug hole has been patched.

    9. In the Dark Hollow, there are arrows for RPGs on the roof of the gas station, and the launcher itself can be taken from the soldier who shoots at you from the bus stop halfway from the Dark Valley to the bridge, in the same location.

    10. This can not be called a hiding place, but simply a small secret of the game. I'm sure I'm not the first attentive person to find it. When the Leader of the Sinners, Veles, takes your equipment and gives you an ordinary AK and a Bandos jacket, you should not humbly be content with what you have been given. Behind you is a blue box on shelves containing all your belongings, and you can safely take it without any consequences for the plot or relationship with Sin.

    11. On the territory of Amber Lake there is an army SKAT. It's on a shelf in this building. I won’t tell you which building. wink Develop your eye and try to find it yourself, the initial search conditions are there.

    12. When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, near it there is a descent into a pit, near it stands a stalker with a sour face, with whom an audio dialogue is triggered at the first meeting. Once we listen to his problem, we accept the quest to find his weapon in this cave. We go down the slope of the pit, navigate through the intricate tunnels, carefully remember our routes, not paying attention to the slow zombies, and eventually find the room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential dinner for the bloodsuckers and pass through the room with a frantic background (you can even run, the bloodsuckers will not react). We grab Groza and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good overalls, especially if you’ve previously been running around in Zarya or, God forbid, in a ratty newbie’s leather jacket.

    13. Not exactly a secret, more like trading nuances, many probably should know. In a bar, it is more profitable to sell all the trophy swag to Petrenko than to the Bartender. The prices are much more pleasant, plus the long-serving man, unlike the bartender, buys absolutely everything. Finally, when you are going on a long journey, and you don’t want your guts to stick together, we buy provisions from the stalker brothers. I don’t know what about the other, but “to eat” they cost literally pennies

    14. If someone managed to sow a sleeping bag, even though this is impossible, you can go to the Dead City location, go into a gray building without windows. Inside there is an empty, dried-up pool; you should climb the stairs, and then you will immediately see the treasured lockers. In addition to the bag, there are also batteries, VOG-25 and an anomaly detector.

    All passwords for doors and rooms, as well as safes and sarcophagi.

    1. Code for the safe in the new bar - opens only when joining Debt.
    2. Password for the locked room in x10: 1234.
    3. Code for Borov’s safe: 495.
    4. Code to Petrenko’s safe: 123.
    5. Code for many computers: top_secret.
    6. Code to Borov’s safe in the Dark Valley: 295.
    7. Code from entering X-18: 5271 code to computer: 9231.
    8. Code to the safe in the Rostock location, in the building with chemicals: 437, where we use the gas mask. The safe is in a small room, you can climb from the roof.
    9. Code for the safe on the radar: 218. A related quest is given by the Nomad in the same location.
    10. Code for the door to the Pripyat dungeon: 4134.
    11. Code from the entrance to the Sarcophagus: 4237.
    12. Code for the military safe at Cordon: 471.
    13. Password in the tunnels to exit to Pripyat. There should be a stalker's corpse lying there: 14. 14. We remember where we saw the stalker's corpse under the broken pipes. You need to jump onto these pipes, and there will be wooden walkways leading into a short tunnel - there will be documents with code code: 4134.
    15. Password for the subway in Pripyat: 2345
    16. The password from the computer on the second floor of the mercenary base in the army warehouses, where they were hiding from the release, we look in the PDA, it falls from the corpse from which the artifact was taken.

    Walkthrough Stalker Lost Alpha: Lost Alpha Walkthrough Guide

    Download full walkthrough + guide + hiding places + hiding spots + questions and answers

    Lost Alpha addon guide

    It must be said that the addon Lost Alpha not just about levels. In the addon, as new levels are added, there will also be a unique plot, with its own interesting quests. And also, there will be side quests that will have difficulties in completing them. All the most important information on the passage will be posted in this topic. Lost Alpha. Such as searching for quest items, quest NPCs, options for completing any plot or side quest.

    Walkthrough Fashion from tolstyak48 (as you progress, the Guide will be updated)

    The beginning of the game is at the cordon in Sidor’s bunker, here the bunker has an additional room, and that’s where we appear.
    We get ideas and talk with Sidor, he gives the first task to bring an artifact. All tasks are reflected on the map, so you won’t miss. The artifact is in the grass and cannot be seen, so we look for it by touch.
    Then Sidor gives more tasks, completing them is not difficult, so I won’t dwell on them.
    After completing all the tasks, we go to the landfill to meet Gray there. Along the way, as in the original, the Demon will call for help. We complete his task and move on. On the way to the hangar, we respond to Yurik’s call and help him. After that we talk with Gray. Gray sends it to the agricultural industry.

    Nii-Agroprom:
    In the agricultural industry, as in the original, we help the stalkers and save the Mole. Mole talks about the shooter's notes and the cache. He explains quite clearly where the records are, but he doesn’t know where the hiding place is.
    We go down and find a shelter where the shooter's notes are located. Let's go look for the cache. We find a hiding place in the passage between the corridors, where there are hospital gurneys. After that, we find a way out and get out. As soon as we get out, a message comes with a request to help the rat catcher. A rat catcher in a trailer in a swamp. The Pied Piper asks to find the documents and give them to the bartender. The case with the documents is in the same place as in the original on the third floor of the research institute. We take the case and go to the bar.

    Bar:
    The bar here is not the same as in the original and not the same as in Lost World or Oblivion Lost. To get to the bartender you need to walk along the road to the barrier and turn left and follow the road again. We go through the checkpoint, which in the original is near the transition to DT. We give the bartender the case from the agricultural industry and he sends us to Petrenko, and he, in turn, to the TD.

    Dark Valley:
    In the dark valley, we immediately run to the farm and talk with a certain Demon, he stands at the far wall of the left farm. He outlines his plan to infiltrate the factory and suggests finding a bandit suit first. A bandit costume can be taken from a killed bandit. You need to find the entrance to the TD dungeon, the entrance in the bushes in a small hollow behind the factory, there are still Polters flying in that area, and there you need to find three dead bandits and take a suit from one of them.
    After that, we go to Borov’s base, they are all friends now, so it’s okay, and in the area of ​​the hangar with the overpass we find a drunken bandit and in a conversation with him we find out the password to enter the factory.
    We go to the factory, the factory here is a little different, administrative buildings and warehouses have been added. At the factory, no one is stopping us, we are looking for a workshop with machines that is familiar to us from the original, and a certain Vadik is waiting for us there, this is one of the Monolith traitors, he tells us where we can get documents. Documents in the administrative building on the second floor.
    After this, the warriors appear and shoot almost all the Monolithians, and they will shoot at us too.
    Then we need to get out and find a car near the administrative building, a Niva car, another one is not suitable, and drive towards the gate behind the factory, in the original there is a transition to the cordon, but here we find ourselves in a dark ravine. While driving we will be chased by a helicopter, but we quickly drive into a dark ravine.

    Dark Hollow:
    In a dark ravine we need to get to the railway tunnel, the helicopter continues to pursue us, and go to the right side of the bridge. We go along the tunnel until we see a gap in its left wall, we go there, we end up in the so-called mines. We go further all the way, turn left and then they hit us on the head and we find ourselves in the face of the leader of the sin group and his name is Veles. We have a nice conversation with him, he tells us the history of his group and gives us the task of finding documents from the Borov bandits.
    We leave the caves through another exit. Let's go, or go, you can take a car at a gas station, into the dark valley and go to the hog's base.

    Dark Valley, Borov's base:
    Upon arrival at Borov's base, he arranges a check - he asks a riddle, if you answer incorrectly he kills you, and the correct answer is 4. After that, he gives the code for the safe where the documents are located. We open the safe and take the document, Borov and all the bandits become enemies. We kill everyone we meet and run away. A message comes that you need to go to x18.

    Laboratory X18:
    The entrance to it is in the basement of the administrative building. The code for the front door in the message from Petrenko (5271) Let's move on. After descending, in the security room, we find the first document in the table, there is a computer right there, but we do not have a code to hack. Go ahead.
    We leave this room and turn left and go straight through the door, go downstairs and directly see the table, and next to the table there is a shelf and a second document on it
    We go downstairs, find the burrer and take his hand, Petrenko asked, there is a burrer in the room where there are 2 barrels in a pit, so he runs around under the bars.
    Now we go to the room with the elevators, and along the right shaft we go up to the open door, we need to get into the secret room. In a secret room, behind some kind of installation, we find a corpse and find a PDA near it. In this PDA there is a code from a computer (code 9231), the computer is standing right there on the table. There is also a third document on the table.
    Let's go look for two more documents. We find the fourth document in a room that can be accessed through a hole in the floor and is located above the room where the burrer was found.
    The fifth document must go down to the basement and there you can get along one of the stairs into the room and there will be a document on the table.

    Now let's go report for completed tasks, first to Veles, he must return the weapon, and then to Petrenko. When we arrive at the bar, some sinner appears at the entrance, as a result Petrenko does not speak, nor does the bartender. Let's go to the sprout to carry out Veles' task. Let's go to the Rostok plant.
    We enter either through the agricultural industry, or directly from the landfill. When entering the location, we receive the task of meeting with the debt leader.

    Rostock:
    We receive the task from the Leader of Duty to destroy the under-poisoned monsters. We go into the tunnel, take an old gas mask from the environmentalists and go to the factory. There we need to find 3 PDAs and kill four bloodsuckers. P Two PDAs are on an unfinished construction site, and the third is on the second floor of the administrative building, where there is a checkpoint, and there is green gas near this building and inside it, and this is where you need to put on a gas mask. The first bloodsucker was caught immediately upon entering the plant, next to the mark on the map. Two bloodsuckers were caught in the same place where I found the first two PDAs, and the third was also next to the third PDA in the building where there is green gas and also on the second floor, I had it in end of the corridor.
    That's it, the task is completed and now we return to the leader of duty. We speak with the leader, he tells us that Petrenko has the key to the laboratory. Let's go to the bar.

    Bar:
    In the bar they still can’t come to their senses from the sinner’s visit. Petrenko sends me to talk to the bartender first, let’s go talk. The bartender talks about the incident and sends him back to Petrenko. Now Petrenko talks normally and as a result gives the key and code (4526) to the x14 laboratory.
    We go to Rostock again.

    Rostock:
    We go back to the factory and find, according to the mark on the map, a transition to a secret laboratory. We get inside, but not into the laboratory itself, but for now into the corridor. Everything here resembles the corridors of a sarcophagus, but instead of a passage to the control room of the monolith, there is a closed, coded door. We enter the code and again we do not end up in the laboratory. A door in the right corridor leads to the laboratory. The code there is the same as for the first door. Here in the laboratory there are documents and PDA on the table that we need to take and take to Veles. In the wall opposite from the table there will again be a passage and a door there, but that door opens without a code, and behind it is the main bloodsucker that Petrenko was talking about. We kill him and the task is completed. You can go to the mines to Veles.

    Veles:
    Veles says that secret traders from the dead city and in Pripyat will contact me. In the meantime, we need to get out of the mines. As we exit, we receive a message from Sakharov that he has a conversation. Let's go to Sakharov for amber.

    Yantar Factory:
    Sakharov asks to bring some documents from the mercenaries from the dead city. Let's go there. Mercenaries at school. Upon arrival, they initially let us through, but the main mercenary recognizes us as a shooter and puts us in prison; all our ammunition is taken away. In prison we meet the swamp doctor and he determines that my PDA is faulty. The military is liberating us. We go straight to the end of the corridor and on the right in the room we find a safe and our ammunition is in it. We pick it up and go to the sugar.
    Upon arrival, Sakharov thanks us and informs us that he knows that our PDA is faulty and he can fix it, but for this we need to find some parts. First we need to find a new wire, we go down to the laboratory, you can through a hole in the ground next to the bunker, or you can through the elevator shaft in the main building, but there are warriors there and for some reason they are shooting. In the laboratory, in a room with shelves, there is a wire on one of them.
    We bring it to Sakharov. Sakharov says that now we need new circuit boards and he knows that the doctor has them. We need to go to the big swamps.

    Big swamps:
    A military helicopter meets us in the swamps. You have to hide in the reeds and wait until it flies by. Let's go to the doctor. As we approach the doctor, we are shown 2 films with transitions. After that, we talk with the doctor, he tells us that we are the shooter and says that we need to meet with the ghost. Ghost in army warehouses.

    Army Warehouses:
    There is a bunker in the warehouses in the eastern part of the bloodsucker village, so the ghost is there. He asks to deal with the mercenaries who took a very valuable artifact. Let's go investigate, destroy the mercenaries on the farm where the Skull stood, it turns out they are not the same ones. We go to meet the escort and with him we go to the base and fall under the ejection, the escort dies, and we go to a blocked tunnel and kill the mercenary there, and then he turns out to have an artifact. We take it and go to the ghost. The ghost says that the artifact should be taken to Sakharov. We run to the amber to Sugar.

    Yantar Factory:
    We give Sahar new boards and an artifact to repair our PDA. While he is repairing, we go to the trailer opposite and talk with Kruglov. A message comes from Sahar, we go to him and pick up our PDA. A message arrives from Petrenko. Let's go to the bar.
    Bar, Petrenko.
    Upon arrival at the bar we see complete destruction. We find Petrenko, he asks to shoot down 2 helicopters; on the roof of the hangar where the arena was, a dead man lies with a grenade launcher. We knock down the turntables and go to Petrenko. Petrenko say that the bartender and Voronin have gone to the vicinity of Pripyat and we need to go there.

    Surroundings of Pripyat:
    We find a new bar, it’s in the basement of a department store, the door to the bar is closed. Lyolik is standing to the left of the door and you need to introduce yourself to him. We go in, talk to the bartender, he sends us to Voronin, and Voronin sends us to Ivantsov, he is also in the basement, but he’s selling vegetables.
    Ivantsov explains that you must first turn off the installation in x16, and then on the radar, but first you need to go to Sakharov and take the PSI helmet from him. Let's go to amber.

    Yantar Factory:
    Sakharov says that they transferred the customized PSI helmet to the laboratory at the cement plant and we need to go there. He immediately suggests taking a helmet that is not configured. We take it, since our path lies through the radar, and there is strong PSI radiation.

    Cement factory:
    After the radar we find ourselves in the so-called village. This is one continuous, winding road. There is a car parked at the crossing on the left, be sure to go by car and as quickly as possible. You need to get to the tunnel with a passage, at the end of the road, before the unscheduled release begins. All the same, we end up in this outburst, but already at the transition and find ourselves in the scientists’ bunker at a cement plant. We talk with the scientist about the customized helmet, the scientist says that he sent a group with this helmet to take measurements, but the group disappeared. Let's go look for the group. The marked point is again in the village, on the old dam (at the Old Factory, Cement Plant, when leaving the scientists' bunker, the outer door may become jammed. To get out, enter the command jump_to_level la16_lost_factory in the console and find yourself behind the door near the bunker)
    We go to the dam, go down the stairs, there will be a door below the pipe, and we go into the bunker, there are no scientists there, when we reach the rubble, a message will come from a certain Hermit, he is in the church on the second floor, he reports that he saw scientists in the x19 laboratory, here in the village not far from the reservoir. We go into it and there we find the corpse of a scientist and he has a tuned psi-helmet.
    Now you can go to laboratory x16. A laboratory at a cement plant, in the original it is amber, in the same place where it was in the original.

    Laboratory X16:
    When we enter the lab, we find ourselves as if in a dream. Scientists are standing, soldiers are walking, but we can’t do anything, so before crossing, drink water and eat, change the battery in the flashlight. We approach the scientists, they say something, we need to talk to everyone below, we move on, we get to the second level. We go down to the first one and see that the control panel is turned off, we check the same thing at each level and at the main control panel. After that, we go through the door opposite the main console and go upstairs, there are scientists wandering around there. We approach the remote control, an SMS message arrives, and tasks appear - turn on remote controls 1, 2, 3, and then the main remote control. The first remote control is on the third level.
    After turning on the main remote control, we seem to wake up, the timer turns on and we must, just like in the original, turn off all the remote controls on the levels and the main remote control. After that we look for a secret exit. The exit is on the second level, opposite the control panel, we go and find ourselves in the room as in the original where we took documents from the ghost, a message comes to find a secret tunnel, it is in the same place as in the original, that is, a hole in the floor. We go down into the tunnel and a message comes to find a way out of the tunnel. The exit is in the same place as in the original game. Upon exiting, we receive the task of going to the radar and meeting the hermit there.

    Radar:
    We're on the radar
    There is a hermit standing near the trailer, one might say that it is an unfinished break. We talk to him, he explains that the key to x10 lies in a green safe in a destroyed house behind heaps of radioactive waste and he will tell us the code for this safe if we bring him property stolen by some monster. We go to another part of the radar, but we have to go through the warehouses and then through the dead city, there is no direct transition. We find some kind of booth and there is a hiding place in a box on the wall, we take everything there and go back. We give the hermit his property and he tells us the code for the safe (code 218), we go through the heaps of garbage, find a destroyed house and a safe there, open it and take all the contents. Now let's go to x10.

    Laboratory X10:
    When you log in, a task immediately appears to disable two security system settings. We go to the left behind the elevator shaft and again to the left into the passage, we pass to the wall and turn to the right, there is still a green mirage of a nerd walking around, we directly see the stairs and go up it, in the room, behind the door on the right, there will be controls for the first installation of the security system, turn it off. After turning off the first remote control, we go look for the second one. We return to the place where we entered and go right to the stairs, go down to the level below. After descending on the left in the room, it resembles the room where in the original there were cable reels and containers, there are 2 burrers and a couple of zombies, they must be destroyed and where the burrers hung out we find a nerd and next to him a PDA, we select this PDA and there is some kind of code, we don’t need it yet, we don’t know where this door is, but we fix the code so we don’t have to look for it later.
    We return to the stairs and go to the right, into the room with vertical devices. On the left there is an iron ladder, we go up it and go straight to the end, on the right we will see another ladder and there on the platform there is a second control panel. Let's turn it off. A message appears to disable the PSI installation, but first you need to find the entrance to these settings. We return to the stairs we went down and go towards the room where the burrs were, but we don’t go into it, but go to the left, there are also two green nerds arguing about something, we pass by and see the door. This is the code we found that we need. We enter this code (3823) and go into the room with the control panels for the PSI installation, in the corner near the stairs lies another scientist and next to the PDA, we pick him up and go up the stairs to the control panels. There are two remote controls and each has two switches. We turn them off, watch the movie as in the original, go to the exit door, but it is closed. A fiery polter is flying around the hall, you need to kill it. The door will open and the timer will start, and during this time you need to leave x10. We need to meet with Voronin and that means we need to go to the outskirts of Pripyat to Voronin’s new bar.

    Surroundings of Pripyat:
    Again we go to the warehouses, then to the MG, then to the radar and turn to the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that the old, military development - the earthquake machine - is tormented and needs to be turned off. Let's go turn off the machine.
    The car is in a bunker under an old dam. We turn it off and go to Voronin. Voronin thanks and says that someone left a note for us. We go to the meeting, it turns out to be the conductor. He says that we need to go to the fang. We go to the warehouses and talk to the fang. He sends him to Pripyat to meet with Fang at the hotel. We must go to Pripyat. Before moving to the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and we must go through the dungeons of Pripyat. Going to dungeons on the radar.

    Dungeons of Pripyat:
    After the transition, we find ourselves in a hospital from clear skies. There we meet the guide. He accompanies us to the entrance to the dungeons and then we go on our own. After a long wandering through the corridors, we find ourselves near a coded door and a message comes that we need to find documents with the code.
    We remember where we saw the corpse of a stalker under broken pipes. You need to jump onto these pipes and there will be wooden walkways leading into a short tunnel and there will be documents with a code (code 4134).
    We return to the coded door, open the door and find ourselves in the standard dungeon of Pripyat from the call of Pripyat. We go into the main hall. We immediately go to the control room and go up to the very top, in the original ZP there was a control panel, we go out onto the balcony and walk along the balcony, we find a ladder and go up to another balcony, we go again and again we find a ladder to the topmost balcony, we climb onto it and go in the opposite direction to the room and there will be a transition to Pripyat.

    Pripyat:
    After the transition, a message immediately arrives about helping the military fight off the Monoliths. Let's go and shoot several Monoliths. A message comes that we need to meet with Vasiliev. Let's go to the meeting, Vasiliev is at the school on the second floor. He thanks us and asks us to help the ecologists take measurements. Let's go to the environmentalists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help him take measurements. At the bus station itself there is a burrer, you need to destroy him immediately upon arrival on the second floor, there are two zombies climbing up the back stairs on the second floor, they also need to be destroyed, otherwise they will kill the nerd and the task will fail. After this, we approach the scientist and help him carry out the measurement. The assignment is defended and we happily run together with the scientist to the kindergarten to see the chief ecologist.
    The chief ecologist shuffles in front of us and gives us an orange suit and an elite detector.
    A message comes that you need to meet a ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We receive the task to go to the nuclear power plant. The transition to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We are going through the transition to the nuclear power plant.

    Chernobyl Nuclear Power Plant:
    Upon entering, we receive the task to talk with the commander of the raid detachment. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers, we talk with the commander, he asks us to also destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.
    We approach Captain Makarov, he says something, then starts talking to us. He offers to get into an armored personnel carrier and go somewhere. We drive along the road until the kerosene runs out, we come back, Makarov is fighting, we shoot all the Monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. Let's go to the sarcophagus.

    Sarcophagus:
    In the sarcophagus we go along the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing works - there is no power. A task appeared to find the battery. We go to the door opposite from the entrance. Again we go along the corridor, go up the stairs, everything here is the same as in the original sarcophagus, we go into the room of the destroyed reactor, just like going to the monolith, and there will be a case under a piece of metal. We take the battery out of it, a task appears to supply backup power. We go back to the room with the computer.
    At the entrance we watch a movie and go to the control panel, marked in the PDA, and smoke also comes out of it from the lower part. We approach and press the use key, for me it’s E, a task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the bottom one. We receive the task to get to the generators.

    Generators:
    When entering the generators, we immediately see the Ghost, talk to him and run after him through the generators. As soon as we pass the generators, the Ghost will speak to us again and we will receive the task of finding a secret tunnel, going through it to the base and destroying all the military there. After this, we meet the ghost and go to entrance x2, in the original it is a warlab. The ghost opens the door and we go downstairs.

    Laboratory X2:
    The laboratory is reminiscent of X18, but here it’s a little different. After entering, we wait for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not turn on, we need to refuel the generator. We find fuel and approach the installation. When you hover the cursor over the pipe, an inscription appears, click the “execute” button, then go on and turn on the generator. A task has appeared to disable the blocking. We go down even lower, there will be a code door on the right, go to the left. We find the remote control and turn off the lock. Now we need to get special, privileged access. We find the computer on the table and turn it on. We find the text file below, the bottom one, and download it to our PDA. That's it, we got special access. Now we need to turn off the blocking, go to the next room and find a bullet there, turn it off. Now you need to go through some kind of scanner. You need to get to the coded door and try to open it, nothing works, you need a code, and to do this you need to find the administrator’s computer and get the code for the door. Let's go down to the next level. We open the grille and go into the room, find the computer and turn it on, find the sys system file, the bottom one, open it and write down the door code (code 2345). We go to the door again and enter the received code. We open the door and go to a laboratory similar to the one in x18, where we took the documents. We see a computer on the table, but we don’t need it. We go to the control panels, to the right of the table with the computer, three of them stand along the window.
    We approach the middle console, there is a switch on it and when you point the mouse at it, the inscription will appear tips_war_gen_switcher click the “execute” button
    I have this E, I don’t know about others. And the task works, a new task appears: “meet a ghost in the cemetery.” We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are transferred to a cordon in the basement of Sidor. Freeplay is probably starting.

    Due to the limited capabilities of the protagonist to repair and modernize weapons, the developers transferred this work to the shoulders of characters with the “Technician” specialization. The latest, official game update Developers Cut 1.4005, has made its own adjustments and once again raised the question of where to find tools in Lost Alpha DC. In this guide we will try to tell in detail their location in game locations.

    For rough work

    1. Metallurgical factory in one of the rooms of a one-story building (the house next to the hangar where the controller lives), in an overturned desk.

    2. Rostock plant in the annex of the main building, behind the soda fountain. We go straight from the gate, and at the construction site with bloodsuckers we turn right, going around the building we will see an extension.

    3. A dark valley inside a radioactive waste dump enclosed by a concrete fence, almost in the center, will contain a truck cabin. We are looking inside.

    4. A destroyed village will be located in a dark hollow in the forest area, not far from the exit from the mines. In the basement of one of the houses (at the beginning of the village, immediately behind the barrier, the first on the right), we look on the shelf of a wooden rack.

    5. Construction site located not far from the Mercenary base. Among the huge amount of scrap metal, we will be interested in the remains of the crane cabin lying on the ground. We are looking inside the cabin.

    For fine work

    1. Lake "Yantar" on the territory of a military warehouse with a nearby helipad. Near the helicopter you will find wooden, green boxes. We are looking for one of them. To get to the helicopter you need to go between a reinforced concrete fence and a construction trailer.

    2. Dead city - for tools we go up the stairs to the top floor of the water tower.

    3. Army warehouses in the main administrative building, we go up to the second floor. In one of the rooms we find a metal technician’s table; there will be a set on it.

    4. Northern hills we climb the stairs onto the metal wall, turn right, go into the first booth and pick up the tool in the desk.

    For calibration

    1. The outskirts of Pripyat in the tunnel of the militarized Monolith post, behind the gate with army, red stars, on the right side there are boxes, on one of them there is a set.

    2. Dungeon of Pripyat we go to the control panel room, go up to the very top and in front of the entrance to the control room, on the left under a broken pipe, there is a set in a niche.

    3. The city of Pripyat in a building with a broken roof, the reference point is the soldiers of the monolith sitting in the next room by the fire. We are looking inside the desk.

    It must be said that the Lost Alpha addon is not only about levels. In the addon, as new levels are added, there will also be a unique plot, with its own interesting quests. And also, there will be side quests that will have difficulties in completing them. This topic will contain all the most important information on the passage of Lost Alpha. Such as searching for quest items, quest NPCs, options for completing any plot or side quest.

    Walkthrough Fashion from tolstyak48 (as you progress, the Guide will be updated)

    The beginning of the game is at the cordon in Sidor’s bunker, here the bunker has an additional room, and that’s where we appear.

    We get ideas and talk with Sidor, he gives the first task to bring an artifact. All tasks are reflected on the map, so you won’t miss. The artifact is in the grass and cannot be seen, so we look for it by touch.

    Then Sidor gives more tasks, completing them is not difficult, so I won’t dwell on them.

    After completing all the tasks, we go to the landfill to meet Gray there. Along the way, as in the original, the Demon will call for help. We complete his task and move on. On the way to the hangar, we respond to Yurik’s call and help him. After that we talk with Gray. Gray sends it to the agricultural industry.


    Agroprom:

    In the agricultural industry, as in the original, we help the stalkers and save the Mole. Mole talks about the shooter's notes and the cache. He explains quite clearly where the records are, but he doesn’t know where the hiding place is.

    We go down and find a shelter where the shooter's notes are located. Let's go look for the cache. We find a hiding place in the passage between the corridors, where there are hospital gurneys. After that, we find a way out and get out. As soon as we get out, a message comes with a request to help the rat catcher. A rat catcher in a trailer in a swamp. The Pied Piper asks to find the documents and give them to the bartender. The case with the documents is in the same place as in the original on the third floor of the research institute. We take the case and go to the bar.


    Bar:

    The bar here is not the same as in the original and not the same as in Lost World or Oblivion Lost. To get to the bartender you need to walk along the road to the barrier and turn left and follow the road again. We go through the checkpoint, which in the original is near the transition to DT. We give the bartender the case from the agricultural industry and he sends us to Petrenko, and he, in turn, to the TD.


    Dark Valley:

    In the dark valley, we immediately run to the farm and talk with a certain Demon, he stands at the far wall of the left farm. He outlines his plan to infiltrate the factory and suggests finding a bandit suit first. A bandit costume can be taken from a killed bandit. You need to find the entrance to the TD dungeon, the entrance in the bushes in a small hollow behind the factory, there are still Polters flying in that area, and there you need to find three dead bandits and take a suit from one of them.

    After that, we go to Borov’s base, they are all friends now, so it’s okay, and in the area of ​​the hangar with the overpass we find a drunken bandit and in a conversation with him we find out the password to enter the factory.

    We go to the factory, the factory here is a little different, administrative buildings and warehouses have been added. At the factory, no one is stopping us, we are looking for a workshop with machines that is familiar to us from the original, and a certain Vadik is waiting for us there, this is one of the Monolith traitors, he tells us where we can get documents. Documents in the administrative building on the second floor.

    After this, the warriors appear and shoot almost all the Monolithians, and they will shoot at us too.

    Then we need to get out and find a car near the administrative building, a Niva car, another one is not suitable, and drive towards the gate behind the factory, in the original there is a transition to the cordon, but here we find ourselves in a dark ravine. While driving we will be chased by a helicopter, but we quickly drive into a dark ravine.


    Dark Hollow:

    In a dark ravine we need to get to the railway tunnel, the helicopter continues to pursue us, and go to the right side of the bridge. We go along the tunnel until we see a gap in its left wall, we go there, we end up in the so-called mines. We go further all the way, turn left and then they hit us on the head and we find ourselves in the face of the leader of the sin group and his name is Veles. We have a nice conversation with him, he tells us the history of his group and gives us the task of finding documents from the Borov bandits.

    We leave the caves through another exit. Let's go, or go, you can take a car at a gas station, into the dark valley and go to the hog's base.


    Dark Valley, Borov's base:

    Upon arrival at Borov's base, he arranges a check - he asks a riddle, if you answer incorrectly he kills you, and the correct answer is 4. After that, he gives the code for the safe where the documents are located. We open the safe and take the document, Borov and all the bandits become enemies. We kill everyone we meet and run away. A message comes that you need to go to x18.


    X18:

    The entrance to it is in the basement of the administrative building. The code for the front door is in a message from Petrenko ( 5271 ) Go ahead. After descending, in the security room, we find the first document in the table, there is a computer right there, but we do not have a code to hack. Go ahead.

    We leave this room and turn left and go straight through the door, go downstairs and directly see the table, and next to the table there is a shelf and a second document on it

    We go downstairs, find the burrer and take his hand, Petrenko asked, there is a burrer in the room where there are 2 barrels in a pit, so he runs around under the bars.

    Now we go to the room with the elevators, and along the right shaft we go up to the open door, we need to get into the secret room. In a secret room, behind some kind of installation, we find a corpse and find a PDA near it. In this PDA code from the computer (code 9231 ), the computer is right there on the table. There is also a third document on the table.

    Let's go look for two more documents. We find the fourth document in a room that can be accessed through a hole in the floor and is located above the room where the burrer was found.

    The fifth document must go down to the basement and there you can get along one of the stairs into the room and there will be a document on the table.

    Now let's go report for completed tasks, first to Veles, he must return the weapon, and then to Petrenko. When we arrive at the bar, some sinner appears at the entrance, as a result Petrenko does not speak, nor does the bartender. Let's go to the sprout to carry out Veles' task. Let's go to the Rostok plant.

    We enter either through the agricultural industry, or directly from the landfill. When entering the location, we receive the task of meeting with the debt leader.


    Rostock:

    We receive the task from the Leader of Duty to destroy the under-poisoned monsters. We go into the tunnel, take an old gas mask from the environmentalists and go to the factory. There we need to find 3 PDAs and kill four bloodsuckers. P Two PDAs are on an unfinished construction site, and the third is on the second floor of the administrative building, where there is a checkpoint, and there is green gas near this building and inside it, and this is where you need to put on a gas mask. The first bloodsucker was caught immediately upon entering the plant, next to the mark on the map. Two bloodsuckers were caught in the same place where I found the first two PDAs, and the third was also next to the third PDA in the building where there is green gas and also on the second floor, I had it in end of the corridor.

    That's it, the task is completed and now we return to the leader of duty. We speak with the leader, he tells us that Petrenko has the key to the laboratory. Let's go to the bar.


    Bar:

    In the bar they still can’t come to their senses from the sinner’s visit. Petrenko sends me to talk to the bartender first, let’s go talk. The bartender talks about the incident and sends him back to Petrenko. Now Petrenko talks normally and as a result gives the key and code ( 4526 ) from laboratory x14.

    We go to Rostock again.

    Rostock:

    We go back to the factory and find, according to the mark on the map, a transition to a secret laboratory. We get inside, but not into the laboratory itself, but for now into the corridor. Everything here resembles the corridors of a sarcophagus, but instead of a passage to the control room of the monolith, there is a closed, coded door. We enter the code and again we do not end up in the laboratory. A door in the right corridor leads to the laboratory. The code there is the same as for the first door. Here in the laboratory there are documents and PDA on the table that we need to take and take to Veles. In the wall opposite from the table there will again be a passage and a door there, but that door opens without a code, and behind it is the main bloodsucker that Petrenko was talking about. We kill him and the task is completed. You can go to the mines to Veles.


    Veles:

    Veles says that secret traders from the dead city and in Pripyat will contact me. In the meantime, we need to get out of the mines. As we exit, we receive a message from Sakharov that he has a conversation. Let's go to Sakharov for amber.


    Amber:

    Sakharov asks to bring some documents from the mercenaries from the dead city. Let's go there. Mercenaries at school. Upon arrival, they initially let us through, but the main mercenary recognizes us as a shooter and puts us in prison; all our ammunition is taken away. In prison we meet the swamp doctor and he determines that my PDA is faulty. The military is liberating us. We go straight to the end of the corridor and on the right in the room we find a safe and our ammunition is in it. We pick it up and go to the sugar.

    Upon arrival, Sakharov thanks us and informs us that he knows that our PDA is faulty and he can fix it, but for this we need to find some parts. First we need to find a new wire, we go down to the laboratory, you can through a hole in the ground next to the bunker, or you can through the elevator shaft in the main building, but there are warriors there and for some reason they are shooting. In the laboratory, in a room with shelves, there is a wire on one of them.

    We bring it to Sakharov. Sakharov says that now we need new circuit boards and he knows that the doctor has them. We need to go to the big swamps.


    Big swamps:

    A military helicopter meets us in the swamps. You have to hide in the reeds and wait until it flies by. Let's go to the doctor. As we approach the doctor, we are shown 2 films with transitions. After that, we talk with the doctor, he tells us that we are the shooter and says that we need to meet with the ghost. Ghost in army warehouses.


    Warehouses:

    There is a bunker in the warehouses in the eastern part of the bloodsucker village, so the ghost is there. He asks to deal with the mercenaries who took a very valuable artifact. Let's go investigate, destroy the mercenaries on the farm where the Skull stood, it turns out they are not the same ones. We go to meet the escort and with him we go to the base and fall under the ejection, the escort dies, and we go to a blocked tunnel and kill the mercenary there, and then he turns out to have an artifact. We take it and go to the ghost. The ghost says that the artifact should be taken to Sakharov. We run to the amber to Sugar.


    Amber:

    We give Sahar new boards and an artifact to repair our PDA. While he is repairing, we go to the trailer opposite and talk with Kruglov. A message comes from Sahar, we go to him and pick up our PDA. A message arrives from Petrenko. Let's go to the bar.

    Bar, Petrenko.

    Upon arrival at the bar we see complete destruction. We find Petrenko, he asks to shoot down 2 helicopters; on the roof of the hangar where the arena was, a dead man lies with a grenade launcher. We knock down the turntables and go to Petrenko. Petrenko say that the bartender and Voronin have gone to the vicinity of Pripyat and we need to go there.


    Surroundings of Pripyat:

    We find a new bar, it’s in the basement of a department store, the door to the bar is closed. Lyolik is standing to the left of the door and you need to introduce yourself to him. We go in, talk to the bartender, he sends us to Voronin, and Voronin sends us to Ivantsov, he is also in the basement, but he’s selling vegetables.

    Ivantsov explains that you must first turn off the installation in x16, and then on the radar, but first you need to go to Sakharov and take the PSI helmet from him. Let's go to amber.


    Amber:

    Sakharov says that they transferred the customized PSI helmet to the laboratory at the cement plant and we need to go there. He immediately suggests taking a helmet that is not configured. We take it, since our path lies through the radar, and there is strong PSI radiation.


    Cement factory:

    After the radar we find ourselves in the so-called village. This is one continuous, winding road. There is a car parked at the crossing on the left, be sure to go by car and as quickly as possible. You need to get to the tunnel with a passage, at the end of the road, before the unscheduled release begins. All the same, we end up in this outburst, but already at the transition and find ourselves in the scientists’ bunker at a cement plant. We talk with the scientist about the customized helmet, the scientist says that he sent a group with this helmet to take measurements, but the group disappeared. Let's go look for the group. The marked point is again in the village, on the old dam (at the Old Factory, Cement Plant, when leaving the scientists’ bunker, the outer door may become jammed. To get out, enter the command in the console jump_to_level la16_lost_factory and we find ourselves behind the door near the bunker)

    We go to the dam, go down the stairs, there will be a door below the pipe, and we go into the bunker, there are no scientists there, when we reach the rubble, a message will come from a certain Hermit, he is in the church on the second floor, he reports that he saw scientists in the x19 laboratory, here in the village not far from the reservoir. We go into it and there we find the corpse of a scientist and he has a tuned psi-helmet.

    Now you can go to laboratory x16. A laboratory at a cement plant, in the original it is amber, in the same place where it was in the original.


    X16:

    When we enter the lab, we find ourselves as if in a dream. Scientists are standing, soldiers are walking, but we can’t do anything, so before crossing, drink water and eat, change the battery in the flashlight. We approach the scientists, they say something, we need to talk to everyone below, we move on, we get to the second level. We go down to the first one and see that the control panel is turned off, we check the same thing at each level and at the main control panel. After that, we go through the door opposite the main console and go upstairs, there are scientists wandering around there. We approach the remote control, an SMS message arrives, and tasks appear - turn on remote controls 1, 2, 3, and then the main remote control. The first remote control is on the third level.

    After turning on the main remote control, we seem to wake up, the timer turns on and we must, just like in the original, turn off all the remote controls on the levels and the main remote control. After that we look for a secret exit. The exit is on the second level, opposite the control panel, we go and find ourselves in the room as in the original where we took documents from the ghost, a message comes to find a secret tunnel, it is in the same place as in the original, that is, a hole in the floor. We go down into the tunnel and a message comes to find a way out of the tunnel. The exit is in the same place as in the original game. Upon exiting, we receive the task of going to the radar and meeting the hermit there.


    Radar:
    We're on the radar

    There is a hermit standing near the trailer, one might say that it is an unfinished break. We talk to him, he explains that the key to x10 lies in a green safe in a destroyed house behind heaps of radioactive waste and he will tell us the code for this safe if we bring him property stolen by some monster. We go to another part of the radar, but we have to go through the warehouses and then through the dead city, there is no direct transition. We find some kind of booth and there is a hiding place in a box on the wall, we take everything there and go back. We give the hermit his property and he tells us the code to the safe (code 218 ) we go through the heaps of garbage, find a destroyed house and a safe there, open it and take all the contents. Now let's go to x10.


    X10:

    When you log in, a task immediately appears to disable two security system settings. We go to the left behind the elevator shaft and again to the left into the passage, we pass to the wall and turn to the right, there is still a green mirage of a nerd walking around, we directly see the stairs and go up it, in the room, behind the door on the right, there will be controls for the first installation of the security system, turn it off. After turning off the first remote control, we go look for the second one. We return to the place where we entered and go right to the stairs, go down to the level below. After descending on the left in the room, it resembles the room where in the original there were cable reels and containers, there are 2 burrers and a couple of zombies, they must be destroyed and where the burrers hung out we find a nerd and next to him a PDA, we select this PDA and there is some kind of code, we don’t need it yet, we don’t know where this door is, but we fix the code so we don’t have to look for it later.

    We return to the stairs and go to the right, into the room with vertical devices. On the left there is an iron ladder, we go up it and go straight to the end, on the right we will see another ladder and there on the platform there is a second control panel. Let's turn it off. A message appears to disable the PSI installation, but first you need to find the entrance to these settings. We return to the stairs we went down and go towards the room where the burrs were, but we don’t go into it, but go to the left, there are also two green nerds arguing about something, we pass by and see the door. This is the code we found that we need. Enter this code ( 3823 ) and go into the room with the control panels for the PSI installation, in the corner near the stairs lies another scientist and next to the PDA, we pick him up and go up the stairs to the control panels. There are two remote controls and each has two switches. We turn them off, watch the movie as in the original, go to the exit door, but it is closed. A fiery polter is flying around the hall, you need to kill it. The door will open and the timer will start, and during this time you need to leave x10. We need to meet with Voronin and that means we need to go to the outskirts of Pripyat to Voronin’s new bar.


    Surroundings of Pripyat:

    Again we go to the warehouses, then to the MG, then to the radar and turn to the vicinity of Pripyat (the town of Chernoble). We go to the bar, talk to the bartender, then go to Voronin. Voronin complains that the old, military development - the earthquake machine - is tormented and needs to be turned off. Let's go turn off the machine.

    The car is in a bunker under an old dam. We turn it off and go to Voronin. Voronin thanks and says that someone left a note for us. We go to the meeting, it turns out to be the conductor. He says that we need to go to the fang. We go to the warehouses and talk to the fang. He sends him to Pripyat to meet with Fang at the hotel. We must go to Pripyat. Before moving to the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and we must go through the dungeons of Pripyat. Going to dungeons on the radar.


    Dungeons of Pripyat:

    After the transition, we find ourselves in a hospital from clear skies. There we meet the guide. He accompanies us to the entrance to the dungeons and then we go on our own. After a long wandering through the corridors, we find ourselves near a coded door and a message comes that we need to find documents with the code.

    We remember where we saw the corpse of a stalker under broken pipes. You need to jump onto these pipes and there will be wooden walkways leading into a short tunnel and there will be documents with a code (code 4134 ).

    We return to the coded door, open the door and find ourselves in the standard dungeon of Pripyat from the call of Pripyat. We go into the main hall. We immediately go to the control room and go up to the very top, in the original ZP there was a control panel, we go out onto the balcony and walk along the balcony, we find a ladder and go up to another balcony, we go again and again we find a ladder to the topmost balcony, we climb onto it and go in the opposite direction to the room and there will be a transition to Pripyat.


    Pripyat:

    After the transition, a message immediately arrives about helping the military fight off the Monoliths. Let's go and shoot several Monoliths. A message comes that we need to meet with Vasiliev. Let's go to the meeting, Vasiliev is at the school on the second floor. He thanks us and asks us to help the ecologists take measurements. Let's go to the environmentalists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help him take measurements. At the bus station itself there is a burrer, you need to destroy him immediately upon arrival on the second floor, there are two zombies climbing up the back stairs on the second floor, they also need to be destroyed, otherwise they will kill the nerd and the task will fail. After this, we approach the scientist and help him carry out the measurement. The assignment is defended and we happily run together with the scientist to the kindergarten to see the chief ecologist.

    The chief ecologist shuffles in front of us and gives us an orange suit and an elite detector.

    A message comes that you need to meet a ghost at the hotel. We go to the hotel, find a room and talk to the ghost. We receive the task to go to the nuclear power plant. The transition to the nuclear power plant is right there, behind the stadium. You can go through the stadium, but there are snipers there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We are going through the transition to the nuclear power plant.


    Chernobyl Nuclear Power Plant:

    Upon entering, we receive the task to talk with the commander of the raid detachment. We help them first destroy the armored personnel carrier outside the gate, then destroy the ambush of the Monoliths, we destroy the grenade launchers, we talk with the commander, he asks us to also destroy the mutants, there will be 2 waves of mutants and then zombies will appear, we shoot everything, we talk with the commander, he leads us to the captain.

    We approach Captain Makarov, he says something, then starts talking to us. He offers to get into an armored personnel carrier and go somewhere. We drive along the road until the kerosene runs out, we come back, Makarov is fighting, we shoot all the Monoliths and after that we talk with Makarov, he tells us that the entrance to the sarcophagus is where we shot the monolith. Let's go to the sarcophagus.


    Sarcophagus:

    In the sarcophagus we go along the corridor and run into the door, open it and go into the room. We go to the computer on the table and try to open it, nothing works - there is no power. A task appeared to find the battery. We go to the door opposite from the entrance. Again we go along the corridor, go up the stairs, everything here is the same as in the original sarcophagus, we go into the room of the destroyed reactor, just like going to the monolith, and there will be a case under a piece of metal. We take the battery out of it, a task appears to supply backup power. We go back to the room with the computer.

    At the entrance we watch a movie and go to the control panel, marked in the PDA, and smoke also comes out of it from the lower part. We approach and press the use key, for me it’s E, a task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the bottom one. We receive the task to get to the generators.


    Generators:

    When entering the generators, we immediately see the Ghost, talk to him and run after him through the generators. As soon as we pass the generators, the Ghost will speak to us again and we will receive the task of finding a secret tunnel, going through it to the base and destroying all the military there. After this, we meet the ghost and go to entrance x2, in the original it is a warlab. The ghost opens the door and we go downstairs.


    X2:

    The laboratory is reminiscent of X18, but here it’s a little different. After entering, we wait for the door to the stairs to open. We go to the next level, we find the control panel for the emergency generator, it does not turn on, we need to refuel the generator. We find fuel and approach the installation. When you hover the cursor over the pipe, an inscription appears, click the “execute” button, then go on and turn on the generator. A task has appeared to disable the blocking. We go down even lower, there will be a code door on the right, go to the left. We find the remote control and turn off the lock. Now we need to get special, privileged access. We find the computer on the table and turn it on. We find the text file below, the bottom one, and download it to our PDA. That's it, we got special access. Now we need to turn off the blocking, go to the next room and find a bullet there, turn it off. Now you need to go through some kind of scanner. You need to get to the coded door and try to open it, nothing works, you need a code, and to do this you need to find the administrator’s computer and get the code for the door. Let's go down to the next level. We open the grille and go into the room, find the computer and turn it on, find the sys system file, the bottom one, open it and write down the door code (code 2345 ). We go to the door again and enter the received code. We open the door and go to a laboratory similar to the one in x18, where we took the documents. We see a computer on the table, but we don’t need it. We go to the control panels, to the right of the table with the computer, three of them stand along the window.

    We approach the middle console, there is a switch on it and when you point the mouse at it, the inscription will appear tips_war_gen_switcher click the “execute” button

    I have this E, I don’t know about others. And the task works, a new task appears: “meet a ghost in the cemetery.” We go to the cemetery and talk to the ghost. After talking to us and watching the film, we are transferred to a cordon in the basement of Sidor. Freeplay is probably starting.

    List of access codes:
    . Walkthrough FAQ:
    Q: Where can I find Strelok's cache?
    A: On the lower level, in one of the rooms, in the ventilation system at the top there will be a broken grate, there will be a Strelka flash drive.

    Q: How to get to the dungeons under Cordon?
    A: You can get into the dungeon in 3 ways:
    > The door in the tunnel is where Petrukha is.
    > Door in the tunnel under the embankment.
    > Door under the bridge (door closed).

    Q: What is the password for Borov's safe?
    A: You can kill the Boar or talk to him and find out the password (4th answer option)
    - Password: 295

    Q: Where can I find documents at the bandits' base?
    A: Documents in the administrative building on the second floor.

    Q: How to get to the X-18 laboratory?
    A: The entrance to the X-18 laboratory is in the basement of the administration building.

    Q: What is the code to enter the X-18 laboratory?
    A: The code for the front door is in a message from Petrenko (5271)

    Q: Where can I find documents in the X-18 laboratory?
    A: After descending, in the security room, we find the first document in the table, there is a computer right there, but we do not have a code to crack. Go ahead. We leave this room and turn left and go to
    the door is straight, we go downstairs and we directly see the table, and next to the table there is a shelf and on it
    second document.

    Q: What is the code for the computer in the X-18 laboratory?
    A: In a secret room, behind some kind of installation, we find a corpse and find a PDA near it. In this PDA there is a code from a computer (code 9231), the computer is standing right there on the table.

    Q: Where can I find the fourth document in the X-18 laboratory?
    A: The fourth document is found in a room that can be accessed through a hole in the floor and is located above the room where the burer was found.

    Q: Where can I find the fifth document in the X-18 laboratory?
    A: The fifth document needs to go down to the basement and there you can get along one of the stairs into the room and there will be a document on the table

    Q: Where can I find 3 PDAs on Rostok?
    A: Two PDAs are on an unfinished construction site, and the third is on the second floor of the administrative building, where the entrance is, and near this building
    and there is green gas inside it, this is where you need to put on a gas mask.

    Q: What is the code for Laboratory X-14?
    A: Petrenko gives the key and code (4526) to the x14 laboratory.

    Q: The door jammed when leaving the scientists’ bunker, what should I do?
    A: To get out, enter the command jump_to_levella16_lost_factory in the console and find yourself behind the door near the bunker)

    Q: At a construction site, mercenaries require a password, can I get it somewhere?
    A: In the same territory with the Stalkers (go to the merchant)

    Q: Tell me who to buy a device for mutating art from.
    A: Sakharov’s colleague Didi, cement plant, x-16.

    Q: Where can I find tools and transistors?
    A: At the Construction Site location, tools are in the service building of the pumping station, transistors are in the cellar of the bandit camp.

    Q: I found some piece of paper with number 59 (Norman's Cache). Where to find the second part and the cache itself.
    A: There are warriors in the same territory, one of them has the 2nd fragment.