Lost alpha ds passage cache arrow. Lost Alpha Stalker Walkthrough: Lost Alpha Walkthrough Guide
Secrets and tactics for Lost Alpha
You can find useful use for red barrels, canisters and cylinders. For example, on your way there was a stampede of zombies, and to waste precious cartridges on brainless walking corpses broke. In this case, we throw our combustible equipment under the legs of the zombies and fire a shot. Usually this is best used in dungeons or narrow places where they cannot be bypassed. Or you can just use a knife, but it does not look so impressive. Yes, and the pleasure of the explosion is more obtained :)
On the build Yantar, on the site with a car, which is next to the Sakharov bunker, right in the far part of the security booth in the locker there is a LR300 rifle and a bottle of wine.
A cruel joke from the developers of LA. 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 pseudo-dogs will appear, some of which will be phantoms directed by a real psi-dog.
If you really need to get to the place where the game does not let you, or feel yourself in the place of God, call the console and write demo_record 3 - an overview of the area from a bird's eye view! How to go down - through ENTER we go down (carefully, from a great height you can kill yourself, although in Stalker the hint from falling is very different from real life). Please note, not your character is flying, but the camera itself, Brief briefing - slow down the speed of the camera Shift, speed up very much - Ctrl, a little more than the speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right of course for reverse .
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 quirks around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, the Dark Hollow justifies its size with many rich stash and definitely worth spending time looking for other caches and other goodies.
The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the house. There is a whole elite detector in the stove.
In the Village location, when we are looking for ecologists for the first time, in the underground rooms resembling a Bar, in one of the green cabinets there is an orange overalls of the Ecologist. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, collecting which you can turn in to him one by one.
A very useful feature for your money pocket with endless antiviruses! By the way, something similar was in the original PM with Kruglov and Sakharov. It can be seen that sclerosis is irrevocably progressing among all environmentalists ... Once at the Cement Plant in the bunker to the scientists, we approach Dee-dee, start a dialogue, and as soon as he gives us an antivirus, we close and reopen the dialogue without remorse - we weld to the fullest! And so an infinite number of times, until you get tired of taking Antivirus-X from him! Hardcore players and just honest players may not like it. But a freebie in moderation is a useful thing. Perhaps you have the latest patches and this bug-hole has been patched.
There are RPG arrows on the roof of the gas station in Dark Hollow, and the RPG can be taken from the soldier who shoots at you from the bus stop halfway from Dark Valley to the bridge, in the same location.
This can not be called a hiding place, but just a little secret of the game. I'm sure I'm not the first attentive who found it. When Veles, the leader of the sinners, takes your equipment from you, gives you an ordinary AK and a bandos jacket, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and relations with Sin.
On the territory of Amber Lake there is an army SKAT. It's on a shelf in this building. I won't say which building. Develop your eye and try to find it yourself, there are initial search conditions.
When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, there is a stalker with a sour mine next to him, with whom an audio dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to find his weapons in this cave. We go down the descent of the pit, surf through the intricate tunnels, carefully remember our routes, ignoring the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential bloodsucking dinner and we pass through a room with a frantic background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get back to the surface along the already studied route. For this quest, the overjoyed stalker gives... SEVA! A very good jumpsuit, especially if before that you were worn in the "Dawn" or, God forbid, in a ragged newbie leather jacket.
Not really a secret, it looks 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 debtor, unlike the bartender, buys absolutely everything. Finally - when you are going on a long trip, and you do not want your guts to stick together - we buy provisions from the stalker brothers. I don’t know about the other, but they literally cost a penny to “eat”
If someone managed to sow a sleeping bag (although 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, a VOG-25 and an anomaly detector.
The code for the safe in the new bar - opens only when joining the Debt.
- Password from the locked room in x10 - 1234.
- The code from the Borov's safe is 4 9 5.
- The code to Petrenko's safe is 123.
- Code to many computers top_secret.
- The code to the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code to the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is in a small room, climb from the roof.
- The code for the safe on the radar is 218. The quest associated with it is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- Code from the entrance to the Sarcophagus 4237.
- The code for the safe on Cordon at the military is 471.
- Password in the tunnels to exit to Pripyat. There should be a corpse of a stalker lying around. We remember where we saw the corpse of a stalker under broken pipes. You need to jump on these pipes, and there will be wooden walkways to pass into a short tunnel - there will be documents with a code (code 4134).
- 2345 - password from the subway in Pripyat.
- The password from the computer on the second floor of the mercenary base in the army warehouses, where they hid from the ejection, we look in the PDA, it falls from the corpse, from which the artifact was taken.
Lost Alpha Stalker Walkthrough: Lost Alpha Walkthrough Guide
Download full walkthrough + guide + caches + stash + questions and answers
Lost Alpha addon walkthrough guide
It must be said that the addon Lost Alpha not only about levels. In the addon, as the new levels, there will be a unique storyline, with its own interesting quests. And also, there will be side quests that will have difficulties in their passage. This topic will be posted all the most important information on the passage Lost Alpha. Such as searching for quest items, quest NPCs, options for passing any story and side quest.
Passage Fashion from tolstyak48 (as you progress, the Guide will be supplemented)
The beginning of the game on the cordon in the bunker at Sidor, here the bunker has an additional room, so we appear in it.
Ideas and talk with Sidor, he gives the first task to bring the artifact. All tasks are reflected on the map, so you won't miss. The artifact is in the grass and it is not visible, so we are looking 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, Bes will call for help. We carry out 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 to the agricultural industry.
NII-Agroprom:
In the agricultural industry, as in the original, we help the stalkers and save the Mole. The mole tells about the shooter's notes and the cache. He explains quite clearly where the records are, but he does not know where the cache is.
We go down and find a shelter where the shooter's records lie. Let's go look for a secret. We find a cache 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 asking you to help the rat catcher. Pied Piper in a trailer in a swamp. The Pied Piper asks to find the documents and give them to the bartender. Case with documents in the same place as in the original on the third floor of the research institute. We take a 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 go along the road to the barrier and turn left and again along the road. We go through the checkpoint, which in the original is near the transition to diesel fuel. We give the case from the agricultural industry to the bartender 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 to a certain Demon, he stands at the far wall of the left farm. He lays out his plan to infiltrate the factory and suggests finding a bandit suit first. The bandit costume can be taken from the killed bandit. It is necessary to find the entrance to the TD dungeon, the entrance in the bushes in a small hollow behind the factory, there are still half a dozen flying in that area, and there to find three dead bandits and take a suit from one of them.
After that, we go to the Borov base, they are now all friends, so it's okay, and in the hangar area with a flyover we find a bandit drunk in the trash and in a conversation with him we find out the password for entering the factory.
We go to the factory, the factory is a little different here, administrative buildings and warehouses have been added. Nobody detains us at the factory, we are looking for a workshop with machines familiar to us from the original, and there a certain Vadik is waiting for us, this is from the Monolithic traitors, he tells us where we can get the documents. Documents in the administrative building on the second floor.
After that, warriors appear and almost all the Monoliths will be shot, well, they will also shoot at us.
Then we need to get out and find a car near the administrative building, a field car, the other one doesn’t fit, and go towards the gate, which is behind the factory, in the original there is a transition to the cordon, and then we get into a dark hollow. While driving, we will be pursued by a helicopter, but we quickly pass into a dark hollow.
Dark Hollow:
In a dark hollow, 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 through the tunnel until we see a breach in its left wall, we go there, we get into the so-called mines. We go further to the stop, 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 talk nicely with him, he tells us the history of his group and gives us the task to find documents from the bandits of the boar.
We leave the caves through another exit. We go, or we go, at the gas station you can take the car, into the dark valley and go to the base of the boar.
Dark Valley, Borov's base:
Upon arrival at Borov's base, he arranges a check - he makes a riddle, if you answer incorrectly, he kills, and the correct answer is 4. After that, he gives a code from the safe where the documents are. We open the safe and pick up 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 the descent, in the security room, in the table we find the first document, there is a computer right there, but we do not have a code for hacking. Go ahead.
We leave this room and turn left and go straight through the door, go down and directly see the table, and there is a shelf by the table and a second document on it
We go down, find the burrer and take his hand away, Petrenko asked, there is a burrer in the room where there are 2 barrels in the pit, so he runs under the grate there.
Now we go into the room with elevators, and along the right shaft we rise 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 near it we find a PDA. 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 it will be possible to get through one of the stairs to the room and there will be a document on the table.
Now we are going to report on the completed tasks, first to Veles, he must return the weapon, and then to Petrenko. When we arrive at the bar, some kind of sinner appears at the entrance, as a result, Petrenko does not talk, the bartender too. We go to the sprout to carry out the task of Veles. We go to the plant sprout.
We go either through the agricultural industry, or directly from the landfill. When entering the location, we get the task to meet with the leader of the duty.
Rostock:
We get the task from the Leader of Duty to destroy the under-poisoned monsters. We go into the tunnel, take an old gas mask from environmentalists and go to the factory. There we need to find 3 PDAs and kill four bloodsuckers. P Two PDAs at an unfinished construction site, and the third 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 wear a gas mask. The first bloodsucker was caught immediately when 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 one was also next to the third PDA in the building where the green gas was also on the second floor, I had it in end of the corridor.
Everything, the task is completed and now we return to the leader of the duty. We speak with the leader, he tells us that Petrenko has the key to the laboratory. Let's go to the bar.
Bar:
The bar still can't shake off the sinner's visit. Petrenko sends first to talk with the bartender, let's go talk. The bartender tells about the incident and sends back to Petrenko. Now Petrenko speaks normally and as a result gives the key and code (4526) from the laboratory x14.
Again we go to Rostock.
Rostock:
We go back to the factory, we find, according to the mark on the map, the 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 monolith control room, there is a closed, coded door. We enter the code and again we get not into the laboratory. The door in the right corridor leads to the laboratory. The code there is the same as from the first door. Here in the laboratory on the table are documents and PDA, which we need to take and take to Veles. In the wall opposite from the table there will again be a passage and there is a door, but that door opens without a code, and behind it is the main bloodsucker that Petrenko spoke 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. When leaving, we receive a message from Sakharov that he has a conversation. We go to the amber to Sakharov.
Plant Amber:
Sakharov asks to bring some documents from the mercenaries from the dead city. Let's go there. Mercenaries at school. Upon arrival, they first let us through, but the main mercenary recognizes the shooter in us and puts us in jail, all the ammunition is taken away. In prison we meet a swamp doctor and he determines that my PDA is defective. The soldiers are 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 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 details. First you 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 and for some reason they shoot. In the laboratory, in a room with racks, there is a wire on one of them.
We take it to Sakharov. Sakharov says that now new boards are needed and he knows that the doctor has them. We must go to the big swamps.
Large swamps:
In the swamps we are met by a military helicopter. It is necessary to hide in the reeds and wait until it flies by. Let's go to the doctor. On the way to 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 village of bloodsuckers, so the ghost is located there. He asks to deal with the mercenaries who have taken a very valuable artifact. We go to understand, we destroy the mercenaries on the farm where the Skull stood, it turns out they are not the same. We go to a meeting with the mourner and with him we go to the base and fall under the ejection, the escort dies, and we go to the littered tunnel and there we kill the mercenary, now he has an artifact. We pick it up and go to the ghost. The ghost says that the artifact should be taken to Sakharov. We run to the amber to the Sahara.
Plant Amber:
We give Sahara new boards and an artifact to repair our PDA. While he is repairing, we go to the trailer opposite and talk to Kruglov. A message comes from Sahara, 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 a complete rout. We find Petrenko, he asks to shoot down 2 helicopters, on the roof of the hangar, where the arena was, lies a dead man with a grenade launcher. We shoot 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.
Neighborhood of Pripyat:
We find a new bar, it is in the basement of a department store, the door to the bar is closed. Lyolik is standing to the left of the door and he needs to introduce himself. We go in, talk with the bartender, he sends to Voronin, and Voronin sends to Ivantsov, he is also in the basement, but the store has 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.
Plant Amber:
Sakharov says that they handed over the tuned PSI helmet to the laboratory at the cement plant and that they should go there. He immediately offers to take an unconfigured helmet. We take it, since our path lies through the radar, and there is a strong PSI radiation.
Cement factory:
After the radar we get into the so-called village. It's one long, winding road. At the transition, on the left, there is a car, we will definitely go by car and as quickly as possible. It is necessary to get to the tunnel with the transition, at the end of the road, before the start of an unscheduled release. Anyway, we fall into this ejection, but already at the crossing and come to our senses in the bunker of scientists at the cement plant. We talk with the scientist about the adjusted helmet, the scientist says that he sent a group with this helmet to take measurements, but the group disappeared. Let's go find a group. The marked point is again in the village, on the old dam (at the Old Factory, Cement Plant, when leaving the bunker of scientists, the outer door may jam. To get out in the console, enter the command jump_to_level la16_lost_factory and 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 go into the bunker, there are no scientists there, when we reach the blockage, 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 laboratory x19, here same 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 the 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 entering the lab, we find ourselves as if in a dream. Scientists are standing, military men are walking around, but we can’t do anything, so drink water and eat before crossing, change the battery in the flashlight. We approach the scientists, they say something, we need to talk with everyone below, we go further, 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 at each level and on the main console. After that, we go through the door opposite the main console and go upstairs, scientists are wandering there. We approach the console, an SMS message arrives, and tasks appear - turn on 1, 2, 3 consoles, and then the main console. The first console on the third level.
After turning on the main console, we sort of wake up, the timer turns on and it is necessary, just like in the original, to turn off all the consoles at the levels and the main console. After that, we are looking for a secret exit. The exit is on the second level, opposite the control panel, we go and get into the room as in the original where they took the 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 breach in the floor. We go down into the tunnel and a message comes to find a way out of the tunnel. The exit is the same as in the original game. Upon exiting, we get the task to go to the radar and meet the hermit there.
Radar:
We're on the radar
There, near the trailer, there is a hermit, this can be said to be an unfinished fracture. We talk with him, he explains that the key to x10 lies in a green safe in a destroyed house behind heaps of radioactive debris 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 must 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 from the safe (code 218), we go through the heaps of garbage, we find the destroyed house and there is a safe, we open it and take away all the contents. Now let's go to x10.
Laboratory X10:
Upon entering, the task immediately appears to disable two settings of the protection system. 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 the nerd walking, we directly see the stairs and climb it, in the room, behind the door on the right, there will be control of the first installation of the protection system, turn it off. After turning off the first remote control, we go to look for the second one. We return to the place where we entered and go to the right to the stairs, we go down to the level below. After descending to the left in the room, it resembles the room where the cable reels and containers were in the original, there are 2 burrers and a couple of zombies, they need to be destroyed and where the burrers hung out we find a nerd and a PDA next to it, we select this PDA and in it with some the code, we don’t need it yet, we don’t know where this door is, but we fix the code so that we don’t look for it later.
We return to the stairs and go to the right, into the room with vertical devices. On the left is an iron ladder, we climb it and go straight to the end, on the right we will see another ladder and there is a second control panel on the site. We turn it off. A message arrives 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 burrers 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. Here is the code that we found and we need. We enter this code (3823) and go to the room with the control panels of the PSI installation, in the corner near the stairs there is another scientist and next to the PDA, we select it and go up the stairs to the control panels. There are two consoles, each with two switches. We turn them off, watch a 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 him. The door will open and the timer will turn on and during this time you must leave x10. We need to meet with Voronin, which means we need to go to the neighborhood of Pripyat to a new bar to Voronin.
Neighborhood of Pripyat:
Again we go to the warehouses, then to the MG, then to the radar and turn in the vicinity of Pripyat (the town of Chernobyl). We go to the bar, we talk with the bartender, then we go to Voronin. Voronin complains that the old, military development, the earthquake machine, has tortured him and it must be turned off. Let's go turn off the car.
The car is in a bunker under the old dam. We turn it off and go to Voronin. Voronin thanks and says that someone left a note for us. We go to a meeting, it turns out to be a conductor. He says that you need to go to the canine. We go to the warehouses and talk to the fang. He sends to Pripyat to meet with Fang at the hotel. We must go to Pripyat. Before moving on from the warehouses, a message from the ghost comes to the radar that the direct passage to Pripyat is blocked by the military and you have to go through the Pripyat dungeons. Going to the dungeons on the radar.
Dungeons of Pripyat:
After the transition, we enter the hospital from a clear sky. There we meet with the conductor. He escorts us to the entrance to the dungeons and then we go ourselves. After a long wandering along the corridors, we find ourselves near a coded door and a message arrives that we need to find documents with a code.
We remember where we saw the corpse of a stalker under broken pipes. You need to jump on these pipes and there will be wooden walkways to pass into a short tunnel and there will be documents with a code (code 4134).
We return to the coded door, open the door and get into the standard Pripyat dungeon from the call of Pripyat. We pass into the main hall. We immediately go to the control room and climb to the very top, in the original RFP there was a control panel, go out to the balcony and go along the balcony, find the stairs and go up to another balcony, go again and again find the stairs to the uppermost balcony, climb on 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. We go and shoot a few monoliths. A message arrives that it is necessary to meet with Vasiliev. We go to a meeting, Vasilyev is at school on the second floor. He thanks us and asks us to help ecologists take measurements. Let's go to the ecologists. Environmentalists on the second floor of the kindergarten. The chief ecologist asks to accompany his colleague to the bus station, protect him and help in taking measurements. There is a burrer at the bus station itself, it is necessary to destroy it immediately upon arrival on the second floor, there on the second floor two zombies climb the back stairs, they must also be destroyed, otherwise they kill the nerd and the task fails. After that, we approach the scientist and help him take the measurement. The task is defended and we cheerfully run together with the scientist to the kindergarten to the chief ecologist.
The chief environmentalist bows in front of us and gives us an orange suit and an elite detector.
A message comes that you need to meet with a ghost in a hotel. We go to the hotel, find a room and talk to the ghost. We get the task to go to the nuclear power plant. Transfer to the nuclear power plant in the same place, behind the stadium. You can go through the stadium, but there are snipers sitting there, or you can go around the stadium on the right, there are a couple of suckers waiting for us. We go through the transition to the nuclear power plant.
Chernobyl:
Upon entering the entrance, we get 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 with a moth, we talk with the commander, he asks to destroy the mutants more, 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 there, then he starts talking to us. Offers to sit in an armored personnel carrier and go somewhere. We drive along the road until the kerosene runs out, we return 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.
Sarcophagus:
In the sarcophagus we go along the corridor and rest against the door, open it and go into the room. We go to the computer on the table and try to open it, nothing happens - there is no power. There was a task to find the battery. We go to the opposite door from the entrance. Again we go along the corridor, climb the stairs, everything is the same as in the original sarcophagus, we go into the room of the destroyed reactor, how to go to the monolith, and there under a piece of metal there will be a case. We take away the battery from it, the 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 comes out of it from the bottom. We approach and press the use key, I have it E, the task appears to take the codes from the main generator. We go to the computer, open it and download the text file, the lowest one. We get 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 be given the task to find a secret tunnel, go through it to the base and destroy all the military there. After that, we meet a ghost and go to the entrance x2, in the original it is a warlab. The ghost opens the door and we go downstairs.
Laboratory X2:
The laboratory resembles X18, but here it is a little different. After entering, wait for the door to the stairs to open. We go to the next level, we find the emergency generator control panel, it does not turn on, it is necessary to fill the generator. We find fuel and approach the installation. When you hover over the pipe, an inscription appears, press the “execute” button, then go ahead and turn on the generator. There was a task to disable the lock. We go down even lower, there will be a code door on the right, we 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 a text file below, the lowest one, and download it to our PDA. That's it, we got special access. Now we need to turn off the lock, go to the next room and find bullets there, turn it off. Now we need to go through some kind of scanner. You need to get to the code door and try to open it, nothing happens, you need a code, and for this you need to find the administrator's computer and get the code from the door. Let's go down to the next level. We open the grate and go into the room, find the computer and turn it on, find the system file sys, the lowest one, open it and write down the door code (code 2345). We go again to the door and enter the received code. We open the door and go to the laboratory similar to x18, where they 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 pieces stand along the window.
We approach the middle console, there is a switch on it and when you point it with the mouse, the inscription will appear tips_war_gen_switcher press the "execute" button
I have this E, I don't know about others. And the task works, a new task “meet the ghost in the cemetery” appears. We go to the cemetery and talk to the ghost. After talking to us and watching the movie, we are transferred to the cordon in the basement to Sidor. Freeplay is about to start.
Date added: 10/26/18 Views: 59582
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 the return of that same stalker. In 2014, the release of the first version of the modification took place. The exclusion zone map has been reworked to be more in line with the 1935 build than the original game. The plot is based on the history of the Shadows of Chernobyl. In Lost Alpha, the main character is Stalker, who remembers nothing, and his PDA has only one task - "Kill the Strelok". Key moments migrated from the first part of the trilogy, but they have been transformed so much that each of us will be able to relive this story anew, with new sensations from the passage. A large number of plot branches, side quests were also added.
Plot points
1. Where to find Strelka's cache (Agroprom Dungeon): We go along the corridor where the electr anomaly used to be, 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 (through which we made our way to the stash of the shooter in the PM) and see the door to the right, this is the stash of the shooter. 2. Where to find the key to the door to Strelka's cache (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe, in it, on the edge, lies the key to the door.4. Where is the Strelka flash drive hidden: In the next room. 5. Where is the input in X18: In the backyard behind the central building. 6. Where are all the documents for Petrenko, and where are all the computers for Veles: The first computer and document are located immediately at the beginning of the laboratory, where the guard is sitting (the glitch that whistles). The second Document is in the room on the left (if you look at the exit from the laboratory). The third document is below the level, next to the second document there is a brother-in-law (it is working), behind it 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 left, see 3 stairs, climb 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) (there is also a second computer near him) and climb to the floor on which that room is located, go to a small room (where the corpse of a Svoboda soldier lies on the mini map) (there is a third computer) 7. Expedition: explore the second point: All documents and scientific instruments are in the hangar where Kalmyk stands. The first document is on the gas tank, the first scientific device is on the bottom shelf of the machine, the second document is in the corpse of the scientist, the second scientific device is on the table, next to the corpse of the scientist (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 located?
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:
Neighborhood of Pripyat:
City of Pripyat:
Generators:
Code from Borov's safe - 495;
The code from Petrenko's safe is 123;
The code from the Borov safe (TD) is 295;
The code of the safe at the base of the military (Cordon) - 471;
The code of the safe in the room of the building with chemical gases (Location Rostock, entrance to the room from the roof) - 437;
The code for the safe at the Radar location (according to the Nomad quest) - 218;
Safe code in the new Bar - will be available after joining the Debt grouping.
Door codes:
The code to the door of the Laboratory X10 is 3823;
The code from 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:
Code for most computers in the game (suitable for the first computer in X-18) - top_secret;
The code to the second computer of the laboratory X-18 is 9231;
Code from gallery 2 - gallery
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Download Lost Alpha Developer's Cut 1.4 by SeregA-Lus - stalkerportaal.ru/load/modifikacii_tch/graficheskie/lost_alpha/16-1-0-2573
Lost Alpha is the most anticipated project in the history of Stalker modding, the expectation of which for many Stalker fans has dragged on for years. This project was aimed primarily at recreating the Shadows of Chernobyl, which was not included in the final version of the game Stalker, released in 2007. After the release of the game, the Lost Alpha developers decided to return and collect the levels, taking into account the missing places and locations in the game, which were originally planned by the GSC developers. After the appearance of builds, many SDK objects were taken and remade by the Lost Alpha team to suit their needs, adding levels of their own design to the game, thanks to this, players will have the opportunity to see the modified plant Rostock, Dead City and Darkscape.
The Lost Alpha addon is not only new levels, in addition to locations, the game has acquired quite a few changes in terms of gameplay, acquired an interesting and unique set of functionality and changed the graphic part of the game, giving it a unique atmosphere. game locations have been changed, the game engine has been optimized, and flaws and errors in the original version of the game have been fixed.
STALKER Lost Alpha DC
After the official release of Lost Alpha and the release of a number of patches, the feedback from the players was divided, some of the project seemed to be quite tolerable, but others would prefer to see a modified version of the game. Without delay, the Dezowave development team decided to rectify the situation and announced the official development of a project called Lost Alpha DC. This modification is primarily intended not only to fix the flaws of the previous version, but also to diversify the gameplay with various gameplay innovations, improved graphics with DX11 support, as well as expand the storyline by adding a number of new interesting quests to the game.
STORY CHANGES:
The addition of new quests allows you to seriously expand the main storyline and give the player the opportunity to get into those corners of the game locations that were not involved in the previous version. Their total number is equal to 45 full-fledged quests, not taking into account repetitive and similar tasks. The appearance of new tasks diversifies the gameplay quite well and makes the passage of Lost Alpha DC much more interesting.
GRAPHIC CHANGES:
With the Directors Cut, the game has acquired a completely new weather system, incredibly beautiful landscapes, a unique atmosphere, and a variety of changing weather effects throughout the game's locations.
The game has full support for the 4th DirectX 11 render.
GAMEPLAY CHANGES:
From the Call of Pripyat, the ballistic characteristics of weapons, visuals of the hands and the upgrade system were transferred.
Upgrades and hand visuals have also been added to new weapons and armored suits.
Completely new distribution and spawning of nps and mutants in game locations. At the game levels, it has become much livelier and there are practically no empty places left, while the spawn has quite adequate values and does not imply the appearance of roaming crowds of various characters.
Already existing gulags have been rewritten, namely, new types of jobs and states have been added to the characters, for example, stalkers can go to sleep at a certain time, etc.
Added a new skill system for the main character displayed in the personal PDA. The presented system has a great influence on many aspects of the game.
The balance of the game has been revised towards complexity, where money began to play a key role in the game.
The balance of artifacts and their gameplay features have been revised.
Many small gameplay innovations.
FIXES:
Fixed problems with shaders.
Work has been done on optimization in rendering and a significant increase in overall performance.
A rebalancing of almost all weapons, their characteristics and availability on sale has been implemented.
A huge list of identified bugs has been eliminated since the release date of the first version (for example, the behavior of some vehicle models has been adjusted, the battery life in the flashlight has been adjusted, etc.).
Russian localization of all text content of the game is already included in the game by default, so a separate installation of localization is no longer relevant.
Excluded old animations and some cut-scenes made at the dawn of stalker modding, so as not to spoil the overall impression of the gameplay.
Fixed errors in dialogue texts and inconsistencies in quests.
A number of different gameplay fixes.
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