Lost alpha dc where is the shooter's hiding place. STALKER Lost Alpha DC: The shooter's cache, Agroprom documents and a trip to Bar. Calibration Tools

Secrets and tactics for Lost Alpha

You can find useful uses for red barrels, cans 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 :)

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.

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.

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 hint 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 of standard WS - Left and right button mouse, the left one is responsible for forward movement, the right one, of course, for backward movement.

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.

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.

In the Village location, when we are looking for ecologists for the first time, in underground rooms reminiscent of 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.

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 the dialogue without remorse and reopen the dialogue - we’ll get the hang of it! And so on an infinite number of times until you get tired of taking Anti-Virus-X from him! Hardcore and simple honest players You may not like it. But freebies in moderation are a useful thing. Perhaps you have the latest patches and this bug hole has been patched.

In 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 Dark Valley to the bridge, in the same location.

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.

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

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 upon the first meeting. As 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.

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

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, VOG-25 and an anomaly detector.

The code for the safe in the new bar - opens only when joining Debt.
- The password for the locked room in x10 is 1234.
- The code for Borov’s safe is 4 9 5.
- The code for the Petrenko safe is 123.
- Code for many computers top_secret.
- The code to Borov’s safe in the Dark Valley is 295.
- The code from the entrance to X-18 is 5271 code to the computer 9231.
- 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, you can 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.
- The code for the entrance to the Sarcophagus is 4237.
- The military code for the safe at Cordon is 471.
- Password in the tunnels to exit to Pripyat. There should be a stalker's corpse lying there. 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 - there will be documents with a code (code 4134).
- 2345 - password for the subway in Pripyat.
- Password from the computer on the second floor of the mercenary base on army warehouses, where they were hiding from the ejection, we look at the PDA, it falls from the corpse from which the artifact was taken.

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 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 main character- A stalker who doesn’t remember anything, and in his PDA there is only one task - “Kill Strelok.” Key points migrated 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

Walkthrough Stalker Lost Alpha: Lost Alpha Walkthrough Guide

Download complete walkthrough+ guide + hiding places + hiding places + 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, which will have difficulties in their passage. In this topic all the most will be laid out important information by passing 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 rent a car at a gas station, 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 elevators, and along the right shaft we go up to 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, there lies a dead man 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 end up 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. We need to get to 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.

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Download Lost Alpha Developer's Cut 1.4 from SeregA-Lus - stalkerportaal.ru/load/modifikacii_tch/graficheskie/lost_alpha/16-1-0-2573

Lost Alpha is the most anticipated project in the entire history of Stalker modding, the anticipation of which for many Stalker fans lasted 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 developers of Lost Alpha 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 the 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 which players will have the opportunity to see the modified Rostock plant, 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, has acquired an interesting and unique set of functionality and has changed the graphical part of the game, giving it a unique atmosphere. Over the years of development, the authors of the addon have done a colossal amount of work, they have contributed significantly game locations have been changed, the game engine has been optimized, and bugs and bugs in the original version of the game have been corrected.

STALKER Lost Alpha DC

After the official release of Lost Alpha and the release of a number of patches, player reviews were divided; some found the project quite tolerable, while others would prefer to see a finalized version of the game. Without delay, the Dezowave development team decided to correct the situation and announced the official development of a project called Lost Alpha DC. This modification is intended primarily not only to correct the flaws of the previous version, but also to diversify game process various gameplay innovations, improved graphics with DX11 support, and also expand storyline, adding a number of new interesting quests to the game.

PLOT CHANGES:

The addition of new quests allows you to seriously expand the main storyline and give the player the opportunity to get to those corners of the game locations that were not used in the previous version. Their total number is 45 full-fledged quests, not taking into account repetitive and similar tasks. The appearance of new tasks will diversify the gameplay quite well and make Lost walkthrough Alpha DC is much more interesting.

GRAPHIC CHANGES:

With Directors Cut game acquired a completely new weather system, incredibly beautiful landscapes, a unique atmosphere and changing various weather effects throughout all game locations.
The game has full support for DirectX 11 rendering 4.

GAMEPLAY CHANGES:

Ballistic characteristics of weapons, visuals of hands and an upgrade system were transferred from Call of Pripyat.
New weapons and armored suits also had upgrades and hand visuals added.
Completely new distribution and spawning of nps and mutants in game locations. On game levels It has become much busier and there are practically no empty places left, while the spawn has quite adequate values ​​and does not imply the appearance of crowds of various characters milling about.
Already existing gulags have been rewritten, namely, new types of jobs and conditions have been added to the characters, for example, stalkers in certain time can go to bed, etc..
Added new system The main character's skills are displayed in his personal PDA. The presented system has a great impact on many aspects of the game.
The balance of the game has been revised towards more 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 related to shaders.
Work has been done to optimize rendering and significantly increase overall performance.
Almost all weapons, their characteristics and availability for sale have been rebalanced.
A huge list of bugs identified since the release date of the first version has been eliminated (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 localizers is no longer relevant.
Old animations and some of the cut scenes made at the dawn of stalker modding have been excluded, so as not to spoil the overall impression of the gameplay.
Errors in dialogue texts and inconsistencies in quests have been corrected.
A number of different gameplay fixes.



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