Most commonly, on the southeast underground ramp near the Secret stash in the pipe is located, or on the ground between the railway wagons and northwest platform. Also, in the southwest section inside the little shack that is outside the train hanger door where you can go up a ramp to the top of a train car. These are the only locations I know of. The prototype only works with a Veles detector, and only needs to be in your inventory.
As Radioman's instructions state, using the prototype at the wrong frequency will ruin your equipment. So stash your guns and suit first it doesn't affect food, nightvision, etc. These are the Dark Zones I've found beside the one in Yantar:. To use the prototype, pull out your Veles, press K on your keyboard, and walk toward the anomaly until you hear a strange sound.
You either see a message telling you an artifact is detected, or the anomaly is recharging. If it's recharging, move on to the next Dark Zone. You may have to come back to this one latter. If an artifact is detected, look around for it. If it disappears before your grab it, try the Enter key again. The artifact usually appears in the same spot. Once you have all three artifacts, go back to Private Epifahtsev, talk to him, and he takes the artifacts to work on the generator, which suddenly spawns right next to him.
He says the work will take some time, but it only takes him a few seconds. The generator weighs 10 kg, so be sure you can take that much. Pick it up and stand at the edge of the anomaly, but not in it remember that it damages your equipment. Ask Epifahtsev if you're in the right spot and he tells you to set it down there.
When you drop the generator from your inventory, you black out, and then come to. Pick up the pipe on the ground in front of you. There are two possible outcomes: let the private who is really Radioman destroy the generator, or, use the pipe to stop him your primary and secondary weapons have moved to your backpack. If he destroys the generator, the group is lost forever. If you stop him, the group spawns and the captain arrests the private. Either way, you get the No.
This task is only activated by completing the Find the artifact for the wounded stalker task. As you approach the Darkscape Sawmill, you get a radio transmission about Bandits and a task update, Meet with the Searchers in the Darkscape. Go into the east building and talk to Simply Yuri, who is sitting on a ledge along the west wall, and ask him what's going on. You have the following conversation options: Interesting. Why don't you just release the captive and leave? Agree to help question the Bandit and go talk to Flea and get the Ferret out information from the prisoner task.
You have to go back to Simply Yuri and return to Flea in order to get a hint from the Cheburashka. The backpack is under the bush near the southeast corner of the Sawmill.
Read the note to learn of Proffessor's plan to double-cross his boss, the possible location of the forth part of the map flash drive, and the Talk to Zaharich task. Then go talk to Proffessor in the west building ignore the Bandit's warning.
Proffessor agrees to leave and the task is complete. You can go talk to Simply Yuri and get a reward if you want. If we run now, we will run again and again. We must wipe this scum out. Yuri's not so sure he likes the idea.
If you press him to kill the Bandits, he orders his men to attack. If you agree to think about it, the conversation is over. Either way, you don't get the information you need from Flea about the flash drive. I don't even know how to help you. Let me scout out how many we are dealing with here. You get a hint from the Cheburashka, but can't access The struggle at the Sawmill until you talk to Proffessor, the Bandit leader.
The hint is not to trust bad people, and with good reason. If you convince Yuri to let the captive Flea go, Proffessor attacks the Stalkers, just like Yuri warned you they would. Again, no matter who wins, you don't get the information from Flea. Zaharich's house is east of the Sawmill. Ask if anyone has been there to see him to start a long conversation. Finally, Zaharich gives you a book about the Black Stalker that you have to read. You can just click through it to the end to get Zaharich's instructions, which are to go to the hill southwest of your location, only he means, "southeast" it's marked on your map.
When you get there, the Black Stalker is waiting. He tells you to protect him and the dog as they lead you to the Light artifact. At one point, the dog stops. Ask Black Stalker what's going on and he tells you the dog picked up a scent.
Then the dog starts off again. The next time the dog stops, it's an ambush by two or three Bandits. There are four ambushes in all and if the dog dies, you die. When you finally get to the Light artifact, Black Stalker stops again. Talk to him and he says he has to get the artifact and won't give it to you until you go back to Zaharich's.
With the Light artifact in your inventory, go west to the area marked "Death zone" and walk under the central island with the building on it. There is a portal that takes you to the island south of the building and the Cheburashka offers a hint to look for the portal that takes you inside. Note that the island northeast of the building has two portals and you have to jump onto the dead tree to get to one of them. I've only played through this task twice and both times it's been the portal at the top of the tree so try that one first.
Once inside, get the flash drive off of Chatterbox to complete the task. The portals are gone, but walking off the island causes no damage. As far as I know, both artifacts are only good for selling. The first step is to find Owl somewhere in the Army Warehouses. Go to Lukash and ask about him to learn that Owl is with the Prisoners at the Radar group. Offer to look for the group, and refer to that task for the walkthrough.
After taking out the Supercontroller, the group leader gives you the flash drive to complete the mission. You now have the Klondike of artifacts: last spurt task and a marker on the southeast side of the Red Forest map indicating a stash with a key. You don't need any weapons for this task and, if you want all that's in the stash, you need to be able to take on about 34 kg. As you approach the Darkscape Gas Station, the Cheburashka tells you to remember the dispenser numbers.
Two of the pumps have numbers over them. Use these numbers in sequence to open the safe by clicking each number, and then click the lever below the dial.
Talk to Jekan and then open the safe. Put the artifact on your belt to be transported outside. Take notice that this destroys the artifact. This completes the task and you now have the Find the secret bunker task. There's a few surprises in Agroprom. First, after you save Mole from the military and follow him to the underground entrance, you'll find that the entrance is blocked. Go northeast and follow the wall around on the outside until you get to a broken-out panel.
Go through the opening and into the center of the four large tanks Hermit's place in Clear Sky. Next, when you get to Strelok's hideout, the flash drive is in a different spot, but near the original place.
And a bloodsucker spawns when you pick the flash drive up. Third, on your way to the underground exit into the Agroprom Research Institute, there are two Controllers that spawn instead of one Burer. Put a land mine near the doorway as you make your way down the passageway toward the manhole into the complex. Finally, if you're like me and prefer to complete the Find the militaries' sic documents task without killing everyone in the camp, you may find that there are more guards than the vanilla version, and they walk different routes.
However, I have had games where this is not the case, but then I've rewritten this next walkthrough several times as guard movements seem to change with every game. You may only be able to get to the third floor without firing a shot.
But there are possibly two guards in the hallway of the third floor and I haven't figured out a way to get past them unnoticed. Also, if you emerge from the underground during daylight hours, you're not going to get very far.
It's best to double-back and find something to do until at least Some guards are still moving around the front of the building until , and if you finish the mission before , they call in a helicopter gunship to make your escape even more challenging, so later is better.
The best time to start this task is at, or after midnight. For a walkthrough of the vanilla game, see my Lost Alpha walkthrough. I find this is much easier to do in combination of the Find the militaries' sic documents task, or after helping Prokhorov get to Cordon at the end of the Owner of the Dead City task. The task starts with the deserted soldier hiding in the swamp.
Talk to him and offer to help him get to Sidorovich to get the task. First, you must leave him to find some clothing so he can change out of his uniform.
A leather jacket, sunrise suit, or tourist suit works. I haven't tested all of them, but you get an update when you acquire the right outfit. However, the deserter won't take it until you come back with the document about the transition point to the Cordon. This is in the blue stash box on the third floor of the Agroprom Research Institute.
You must open the document to get the task update. With the document and clothing, go back to the deserter and tell him you have everything. Now head southeast to the new transition point, which takes you to the Marshes a. The transition point to Cordon is directly south of where you spawn. Here, you spawn on the north side of the tracks. If you waited until after helping Prokhorov, you can just drive under the bridge and down the road to the Rookie Village.
Otherwise, you have to loop around the military to the east and cross the tracks where the radiation is high. I've never tried it, but hopefully you don't kill your passenger if you go that way assuming you're driving. Go straight to Sidorovich's bunker and tell him the situation with the deserter. He agrees to let the guy stay, but you have to tell the deserter before the task is complete.
At some point during your time in Agroprom, usually while stealing the military's documents, Mole radios you to come see him. He's held up in the factory complex and may still be fighting the military. When you ask him what he needs help with, he tells you about a box of ammo he needs you to get for him in the Garbage Underground. There are actually four boxes of ammo, each weighing 18 kg. So, strip down to your undies.
Or, wait until you get the UAZ goatling with enough capacity to hold all three boxes. This vehicle is located along the right side of the road just after the Garbage transition point to Bar. Starting from the garage south of the depot, go down the ladder that's just inside the door and check the shelves behind you. Then, turn east and then take the passage going north. There are usually three boxes in the underground that are placed in different locations, but sometimes only two.
On the left is a little alcove with green shelves. Check the bottom shelf. Continue north and check the bin on the right just before the two stacked truck tires. Next, continue down to the end of the passage and check on the right of the control panels. Go back towards the tires to the intersection and take that passage west. Check the top of the three large wooden crates on the right.
Continue on a few steps and check the crates on the left. The remaining box or boxes are at the east end of the garbage heap on the east side of the road. You're going to take on some radiation, so bring some anti-rads, vitamin E, or artifacts of at least radiation, is recommended. The south side of the heap is curved in with a group of bushes at the southeast corner. Use that as a starting point to go north up to the top and find the white structure with a ladder going into a hole.
Climb down the ladder and take your first anti-rad when you reach the first platform. Check for a box at the bottom of the hole on the southwest corner of the structure you just climbed down. There's a tunnel off the shaft to the east with a small room containing food and a record.
Check under the shelf in the northeast corner. Take the ammo back to Mole and ask him to take the ammo. After he takes the last box, ask him what he'll give you out of the boxes and he offers you your choice as a reward.
Ask Barkeep if he has any personal errands for you and he gives you this task as one of the options. This task takes you to the Dark Valley, so it's best to ask Barkeep for it before going on the X18 mission. Go to the bandit camp first where you'll see two corpses below the west tower. Take the sniper in the tower out and then go find Shvid's PDA next to the two corpses. This tells you that Barkeep's friend is being held in a trailer, which is north of the factory.
You can go up to the trailer, even inside, but it's best to find a good shooting spot. I prefer the retaining wall northwest of the trailer so the kidnappers are lined up for shooting. Once you start firing, a timer starts at This is how long you have to stay alive and keep Barkeep's friend alive, too.
Unfortunately, he comes out of the trailer and often gets killed. Often, one well-placed F1 grenade is all it takes, as close to the cement slabs as possible. Too close to the trailer rigged with explosives and you kill the prisoners. Once Shvid is free, go talk to him and then you can go back to Barkeep for your reward. A very important stalker is being held by the military in Agroprom and you have to free him before the military finds out who he is.
I've never tried this without a car, so I don't know if there's enough time to sprint from one side of Agroprom to the other. That would take a few energy drinks. Also, I like to use a shotgun with slugs, a sniper rifle for the guards in the towers, and a few grenades.
When you get to Agroprom, Barkeep radios you that a transport heli is on the way and you only have six minutes to get the stalker. This starts a timer at Follow the road until you get to the truck in the road and turn left going just past the van.
Pass the fallen tree to the left east and turn right to stay parallel with the fence. As you come over the hill, you'll see where another fence starts. Stay just to the right of it so you're between the two fences and go up to the top of the hill so you're south of the Agroprom Research Institute. Stop the car and take care of any mutants that may have followed you, then save.
Take your sniper rifle and go north over the hill to the wall. Take out the guard in the west tower, then through the opening in the wall and toss a grenade toward the east gate. Keep it close to the building to set off a secondary explosion. Take out the guard in the east tower and sprint to the far-left window in back. Switch to the shotgun and toss a grenade through the window so that it goes through the open door and lands in the hallway.
After the grenade goes off, take one step back from the wall, crouch-jump to the window ledge, and low-crouch through the window. Toss another grenade into the hallway and get to the door, staying out of the blast field of the grenade. Check the hallway and outside the building, then sprint to the west stairs. Go up to the second floor and move carefully around the corner. Take out any guards in the hallway and the one guarding the stalker.
Then, talk to the stalker and agree to lead him out. The stalker does not follow until the hallway on the first floor is clear. When you get to the front door, don't be surprised by more soldiers spawning before your eyes as a helicopter flies over.
When the way seems clear, tell the stalker to follow you and lead him out the front door and around back to the car. Get in the car and when you see the green indicator on your minimap, that means he's in the car with you only you can't see him. Take him to Mole's group and talk to the stalker indicated on your minimap to complete the second part of the task. Then, go back to Barkeep for your reward. As Barkeep why there's no music and he asks you to keep an eye out for records.
These are scattered around the Zone and can actually be found before taking the task. The only reward is listening to them when you bring them back to the Bar.
If you look at the juke box, there are nine slots to fill. Here is a list of record locations:. When you return to the Bar with one or more records, walk up to the juke box and press action to load them.
You can listen to them if you want. This is pretty much the same as Sidorovich's Hunting trophies tasks where Barkeep asks you for mutant parts that are relatively easy to come by. When you first talk to Plichko, who guards the entrance to the Duty base at Rostok, and tell him you have valuable information for the commander, he offers this task. However, going to the Freedom base seems to be a waste of time because there's no way to get past the guy guarding the weapons.
Talking to him doesn't work. I hit him with an RPG and didn't seem to hurt him, so you can't kill him. Unless you happen upon a crossbow in a stash, or completed the Bring a bottle of vodka to Tolik task, I'm afraid I can't help you with this one. For this task, you need three bottles of vodka and preferably one kefir. Go to the guard at the entrance to the Duty headquarters and tell him Barkeep sent you for a special mission. After you talk to the guard, go to the left through the gate in the red brick wall, and then right into the guarded doorway.
Follow the passage until you come to a room and go to the left to talk to Voronin. He tells you he wants you to steal an M rocket launcher from Freedom and gives you the task. Go to the Army Warehouses and to the Freedom base. After crossing the bridge, turn right west and go to the end of the road. On the right is a long building that has a guy inside sitting on the floor near a post. Go in and talk to him, asking every question until you get to the one about having a drink.
After two drinks, ask him about the M, but he won't tell you. Then have another drink and ask again. This time he tells you there are two in the village. Now it's time for a kefir and stagger toward the village. Go to the house marked on your PDA. The M is in the basement, along with some VOG ammo.
Take the M back to Voronin to complete the task. The only way to get to Petrenko is to complete the Bring crossbow to Plichko task. This task takes you to the Freedom base in Army Warehouses, but if you have completed the Bring a bottle of vodka to Tolik task, Plichko accepts the crossbow from the Wild Territory, too.
Petrenko is located at the south end of the Duty base. Ask him if he's having any problems and he tells you that he lost the combination to his safe, and that the paper containing the combination is in a briefcase that was lost in the hanger outside the base.
At the checkpoint, turn left south and climb the tower ladder. Turn right and follow the catwalk to another ladder to the top. On the top platform, jump to the roof of the hanger, and then drop through the opening. The briefcase is located on the ground next to the northern-most pillar. Pick it up and open it to find the combination to the safe.
The gate at the north end of the hanger is blocked by two containers. However, the container next to the door can be pushed by walking into it. Get on the west side and push the container east to clear the gate and get back to Petrenko's office. Open the safe to complete the task and either take everything or leave it, it doesn't matter. Tell Petrenko the safe is open and he gives you some cash. Ask him if he needs the briefcase and he gives you more cash.
This task comes from Snitch in the Bar. He asks for bolts that have become anomalies and to bring them in lots of If you bring them back one at a time, he only gives you RUs each if trade with him to get it. This is the same amount as any trader offers. Using a Veles is the best way to find the bolts. But Sakharov doesn't offer one until after Lab X If you turn in 20 or more to Snitch, he gives you the 30, RUs, plus RUs for any additional bolts.
Here's what I've found so far it helps to use a detector : Agroprom - Along the center of the swamp's east bank, inside a pipe. I never would have found it without the detector. Agroprom - First floor bathroom of the east factory building where Mole is hiding from the military. Go up the stairs to the first door. Inside the door, turn right. Agroprom - Roof of the north factory building.
Either use the ladder to the roof on the north wall, or from inside, go through the skywalk to the north building, turn left, up the ladder to the roof. Agroprom - West room of the west building in the research complex. Dark Valley - Bandit base. In the center pit of the smaller garage that runs along the north side of the complex.
From where you free the Dutyer, go up the stairs, out the window, and turn left south. Where a Goating is parked under the ramp going into the larger garage.
Dark Valley - Northern building of the gas station in the northeast corner of the first floor next to a coal-burning heater. Dark Valley - Lab X complex. In the small enclosure east of the front gate. Darkscape - Two along the road just east of the neutral Bandit's house. Darkscape - Two in Zaharich's No. Wild Territory - Under the shelter directly south of the helicopter crash.
Wild Territory - In the northwest corner of the map where there's a gate over the train tracks going east and west. Wild Territory - In the northeast corner of the open area just before you get to the underpass full of Heat anomalies. When you're helping Kruglov get away from Wolfhound, this is where the last group of Mercs are waiting.
Wild Territory - In the southwest section there's a little shack outside the train hanger door where you can go up a ramp to the top of a train car. Inside the shack is a bolt. Wild Territory - Southwest room inside the train station.
Army Warehouses - Northwest corner of the Freedom base, next to a brick transformer enclosure. Dead City - West side of town on the south side of the main road is two single-story buildings with ramps. In the northeast corner of the north building.
You must kill the mutant first. Dead City - Directly west of the gym in the open field behind the garages on the road north of the gym. Dead City - Inside the walled-in area of the gym in the northwest corner is a multi-vehicle garage. In the southwest corner. Dead City - On the road north of the gym are some garages northeast of the gym complex.
Between the second and third one from the east. Dead City - North of the city on the east side is a boat and small dredging barge. East of the barge and among the bushes. Unlike the vanilla game, X has documents all through it. The first one you encounter is near the first locked door. Turn away from the door to face north and notice there are three doorways, plus a restroom and the stairwell.
Take the second doorway on the right. Go through the room at a southeast direction and through the next door. Keep going until you find the hallway going north. On the right is a room with a Comet anomaly and a corpse in the far corner. Loot the corpse to get Part 5. For the next document, continue down the hallway to get the code for the door, then take the hallway that goes west. Follow the hallway left past the large hole in the wall, then turn right and go into that next room.
In the far-left corner is a stalker with Part 3. If you talk to him, he'll offer the document in exchange for 20, RUs or a Gold Fish artifact. Unless you have either already, it's easier just to kill him and take the document. However, he's pretty tough and it takes two-three grenades before he goes down. However, this should be a last resort. I've had games where he helps me leave the lab by going in front of me and killing the soldiers so I can just walk out. Go through the locked door, down the stairs, and into the room with the elevator.
Turn west and go down the hallway, then turn left into the next room. Turn left again into a room with three large shipping containers along the wall on the right west. Turn north to go past the containers and down some steps into a room with a large device hanging from the ceiling. Near the northwest corner of the room is a light blue stash box with the Part 1 document. Part 2 is in the dark green stash box in the room where you kill the Pseudogiant and get the code for the second door.
In the southeast corner of the large room are some stairs going up to a small room with a table and refrigerator. The last document, Part 4, is in the control room where you get locked in with the Pyrogeist.
Before you leave there, be sure to talk to the Dead Stalker for The question of immortality - Part 1 task. There are usually three soldiers on the second floor of the building, and about seven more outside.
Once you take them all out, you can help yourself to either goatling just outside the gate. These are available throughout the remainder of the game, so if one gets damaged, you can always trade it in for the other. In the final room of Lab X where you get locked in with a Pyrogeist, there are six chambers along the south wall with one having been knocked over.
There is also a neutral stalker indicated on the minimap. Go up to the chamber and talk to the Dead Stalker. After a lengthy conversation, he gives you the task of finding three special artifacts.
If you have the Cheburashka from the Help your fellow rookies task, it claims that it can help you by giving you hints as to how to collect these artifacts. Here are the hints and where I found the artifacts: Cobblestone: Dead Stalker's Hint - Emits psi and strong radio distortion within a radius of meters. Cheburashka's Hint - Look around great Metallic structure. Like in Garbage.
Locating - Using a detector, check the tops of the garbage heaps. Usually, the one south of the hanger at the east end is where I find it. The artifact causes the anomaly to continuously discharge and turn a pale green. Cheburashka's Hint - Wander on water during a rain. Locating - Most of the maps have a swamp, so you just need to find one with an Electro anomaly.
If it's raining, even just a little, the presence of the Firefly will be obvious by the Dead Stalker's description. Walk through the anomaly and pick the artifact up as you go, don't stop. Having the right suit, like a UPSm Cist, is important. And a couple of Battery artifacts on your belt helps, but not required if you keep moving.
It's a good idea to keep an eye out for Electro anomalies over open water so you know where to look when it rains, keeping in mind that anomalies move with each blowout. Also keep in mind that Dark Valley has two ponds, near the X building and behind west the Bandit Base.
Chameleon: Hints - Only during blowouts, probably near your shelter. Locating - Detectors work during a blowout, so keeping yours out while you shelter can be helpful. Sometimes they spawn right at the outer edge of the safe zone and you can just walk over and pick it up.
Other times, it's out a little further and you have to take Bi-Psi-Zon before going out to get it. If you do, put your detector away so you don't drop it lost my Veles once and didn't notice until another Stalker picked it up. When you have all the artifacts, go back to X and take a Goldfish artifact with you. The lab has spawned a few mutants while you were away. Go to the Dead Stalker and tell him you've found everything he asked for to complete the task. You can either ask him if there's a second part of the request, or if the disorder in the lab has become worse.
The second part of the request results in The question of immortality - Part 2. Asking about the lab results in the Little Giant task. The question of immortality - Part 2 Accept this task and the Dead Stalker gives the artifacts back with some added radiation and asks you to take them up to the first floor and throw them into the Fruit Punch anomaly.
Then, bring back what results. At the top of the stairs, go through the first door on the right and keep right until you're at the anomaly, which is inside a square tub. Just stand near the anomaly to get the results, you don't have to do anything until the new artifact appears, then pick it up.
Uploaded by The Lionel on September 4, Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. So I hope Stalker 2 has something like this, it would make modding simpler, but we will have to wait and see what develops on that front.
Gameplay is most important, it should not be too difficult at the start of the game, but ramp up a bit near the middle when the player has better guns and armour. That is pretty fair, if the enemies have better guns and equipment, the player should as well. That kind of balance is perfect, it is up to the player to keep weapons and equipment in good condition. This makes me wonder if the game will even have repair kits for weapons and armour, but I certainly hope it does, this would be very useful for a long term game where repairing equipment is required.
Another concern is microtransactions. This is something that Stalker 2 does not need. We just want good maps and very reliable accurate guns to fight the enemies with, in OP 2. That is what makes that crazy mod playable. As well as a super-accurate Chey Tach.
0コメント