Alternativa: Walkthrough. Alternativa: Walkthrough Mod alternative 1.3 walkthrough guide

If from modern computer games to choose those to which the most modifications have been created, then the first place will definitely take "Stalker". This stealth shooter, which tells about the events in the Chernobyl radiation zone, has become a real masterpiece, which can be very rarely seen among projects released by companies in the post-Soviet space. This series of games is great in itself, but it is also notable for the fact that fans have already created quite an impressive number of mods for it, each of which adds different elements, from new weapons to full storylines. By the way, the latter option is quite common, because the universe of "Stalker" is vast, so you can create many different narratives on behalf of different characters. But what makes the Alternative stand out against the background of others? ”The passage has not changed here, the game mechanics, too.

Description of mod

First of all, it is worth paying attention to the fact that this modification not only adds a storyline. It makes it non-standard, alternative, and also introduces into the gameplay a rather impressive number of side quests that do not affect the plot of the "Stalker: Alternative" mod. The passage, as mentioned earlier, practically does not differ from the original games and from other modifications. Naturally, there are also features here, such as freedom of action or clear obedience to orders (depending on the path that you choose for yourself). But all the outstanding moments in this game should be taken apart separately, as well as the recommendations that will help you pass the "Stalker: Alternative" mod. The passage will not take you much time, like most modifications, but it will allow you to look at the world of "Stalker" from a completely different perspective.

Character selection

So, it's worth starting with the fact that in all the original games and modifications, the developers and creators independently determined which character the gamer would play. As for this mod, then you are given a complete one - you can enter a name for your character yourself, as well as choose his appearance. However, this is not a particularly significant difference between the "Stalker: Alternative" modification - the passage from this does not change in any way, the appearance of the character affects only what photo is displayed in the dialogues, and the name - how the NPCs will address you. This is just a nice feature that you shouldn't dwell on and focus on for a long time. It's time to move on to more important questions that may also affect your progress. "Stalker: - this is the latest version of this mod. And it is on the basis of it that further consideration of the issue will take place.

Plot selection

At the very beginning of the game, you arrive at the Zone to serve there. And then you are faced with the main choice in the game - which way will you go? Your passage of the game "Stalker: Alternative" will completely depend on this. And it is here that the essence of the name of the modification is fully revealed. So you have two options. You can obey the order and go to do what you were sent here for, that is, to serve. On the other hand, you can go over to the other side and become a free stalker who will perform many tasks, travel around the Zone, facing all its dangers. Here is such a choice you are offered by the modification "Stalker: Alternative". The passage for the military and for the stalker should be considered separately, since they are completely different concepts that lead to different endings of the game.

We play as a free stalker

If you decide not to obey the will of the military and go for free bread, then you will have a huge advantage - freedom of action. You will be able to travel around the Zone and complete tasks designed for the stalker, which will lead you to the ending of the plot. In parallel, you should take side quests that will allow you to acquire weapons, ammunition, ammunition, and so on. Naturally, no one canceled an important part of the "Stalker" series - the search for hiding places. You will do this for someone in accordance with some quest, or for yourself, and maybe you will notice the caches by accident. In any case, they will help you complete the game and allow you to get the most out of the Stalker game. Mod "Alternative", the passage of which can be divided into two parts, is not limited only by the fate of the stalker. You can easily replay by choosing a different direction. And that's the beauty of this modification.

Military walkthrough

The downside of the Rogue Stalker storyline is that it is nothing new. Naturally, the quests there are all original, the side quests are quite interesting, but the concept does not change at all in comparison with the original version or with other modifications. What Alternative is really valued for is passing as a military man. Here everything is completely different, the game "Stalker: Alternative" completely changes its appearance. The walkthrough guide will allow you to explore all the details, but it's much better to do it yourself. So, you agree to be in the military, which means that you will have to obey all orders that your superiors give you. You need to follow the schedule and complete the storyline military missions. In addition, non-plot quests will be available to you, and most importantly, some of the tasks of the free stalker will also be open for you. That is, this mode is much more attractive to fans, as it offers a new perspective on the game from a completely different character. This has never happened before, and you should definitely try this one.

Alternative endings

"Stalker: Alternative" justifies its name not only by the fact that it has two storylines to choose from. If you decide to play as a military man, then the ending of the game will depend on your actions. In total, this storyline has three branches, each of which leads to the original ending, so it is recommended to try all three methods, since the duration of the game is not so long, and each of the completion options deserves attention.

Side quests

This is not to say that in the "Alternative" side quests deserve special attention. Naturally, they are attractive and interesting, but nevertheless, the emphasis here is on something completely different, namely on the possibility of playing as a military man. Most of the non-plot quests refer specifically to the free stalker, so you should focus on completing them last.

We offer the latest modification version for "Stalker - Shadow of Chernobyl" - "Alternative" 1.3.1. In the last patch, the mod was finally brought to mind by the developer, and it became possible to go through it to the end. Numerous plot inconsistencies and bugs were fixed, a second alternative ending was added.

According to the plot of the modification, we can go through the story as a stalker or as a military man. The choice of character affects the quests to be completed, as a result, we get two stories in one game. The main character will again receive answers to vital questions.

Features of the mod "Alternative" 1.3.1:

  • The choice of the storyline at the beginning of the game: military or stalker.
  • Interesting plot, gaining momentum at the end of the story.
  • Extended gameplay compared to the original: special skills, transmutation of artifacts, achievements, reputation, etc.
  • The atmosphere of the zone has been preserved, there is a permanent sense of danger and anxiety.
  • Territories of the forezone and zones, strikingly different in terms of the level of hostility.
  • Long duration of the plot, diverse endings.
  • Improved graphics, improved textures and skyboxes.
  • The game encourages the exploration of the zone, a freeplay element is built in.
  • Lots of good cut scenes.
  • Horror elements are included in many of the missions.
  • The weapon component has been improved and expanded.
  • Implemented build locations, such as "Dead City", there are many of them.
  • Thoughtful dialogue to help navigate the intricacies of the plot.
  • The cut mutants are returned, there are also new ones.

Unfortunately, fashion also has negative sides. There are stable departures in several places. It is treated by reloading the save. There are some inconsistencies in the plot of the modification and the abandoned quests of the original game. The animation does not always work correctly when driving. In any case, the mod was a success, despite the above flaws. We recommend to download!

The mod is installed on a clean copy of the original game ‘‘ 1.0004. The mod folder should be unpacked (folders: bin, gamedata and userdata; files: fsgame and gamedata.dbmm) and dropped into the root folder of the game with the replacement of files. A new game is required.

Video with a solid review of the mod:

about the project: This is your story. In the Alternative mod, the player plays for himself, can choose a name for himself and change the icon that is displayed in the dialogs. Read how to do this in the Player Profile. The game starts after the events that end with the Stalker Shadow of Chernobyl. The player will face situations, the choice of which will determine the end of the game. At the moment, the "AlternativeA version 1.2" mod contains seven full-fledged endings: four for a stalker and three for a military man. Global elections are in dialogs and are highlighted in orange. It is advisable to save before choosing, so as not to start the game from the beginning. To sell artifacts and parts of mutants at a bargain price, they need to be taken out of the Zone. Not all locations present in the mod are displayed on the map, according to the plot, they are located outside the aisles of the Zone and it is not so easy to get to them. The original plot of the game has been cut. The Arrow flash drive now contains different information. Changed the start of the game. Relationships with girls, Love stories are initially absent in fashion, they can be installed as an add-on. Some computers and PDA can be hacked and downloaded information, it is possible to open new storylines. Also, the swag of the groupings is located in safes with electronic locks.

The main thing is, when playing the mod, read carefully the dialogues, messages (highlighted in red) and PDA. Be curious, attentive, there are no hopeless situations in fashion (refers to the location "Dead City") that seem like this at first glance.

If, when you hover over an NPC, he is highlighted in red and he is your enemy, this does not mean that you need to throw bullets at him, there is no use for a dead NPC, maybe he wanted to talk to you. If there is an opportunity to resolve the issue peacefully, you need to use it. You can get into the camps of hostile groups that are in the added locations without a fight.

New monsters cut out and introduced into the game have been restored. Some have new abilities.

Transitions from location to location are not displayed on the map, but they are all present from the start of the game. You can find the transitions yourself, but during the game you will receive information about their location.

The Veles artifact detector has been introduced into the game. Four unknown artifacts have also been introduced, which will receive a name and description after laboratory research, and while they are unknown, the artifact detectors do not react to them, so you will have to look for the first copies by touch.

In the PDA, in the "Journal - Personal Notes" section, information will be posted, having studied which you can go on quests and complete them.

New in version 1.3

Work on bugs:

Removed the task from the original game "Meet the Guide", which was activated when taking documents in the X-16 from the corpse of the Ghost. Documents from the X-16 are now in demand, this is especially true when playing as a military man.

Fixed the logic of the mercenaries on the Zaton. At night, you can get to the sewage treatment plant unnoticed, for the set number 6, under any circumstances. Also, the logic of the bandits in the container warehouses has been fixed to free the Pilot.

Fixed spawn: monoliths in Zap. Pripyat and stalkers on Yanov.

At the start of the game, the GG will not be greeted by the Marked One, but by the Shooter. He will take you to the bar by a short way, and along the way, he will tell a couple of stories. Changed and written continuation of the passage for the military. Playing as a military man, before entering the Zone for the first time, the GG will undergo a short practical training course. Now there is an opportunity to become a friend for: Loners, Clear Sky and Duty. When Sonya and Pilot are released from captivity, they become friends of the GG-soldier.

Continuation and innovation:

The continuation of some storylines is possible through the dialogues of simple stalkers passing by, or sitting near a fire on vacation. The continuation of the "Legend" storyline has been written, it will have two endings.

Restored quests that were written but were not included in the beta version. New quests have been written for passing as a military man. When some computers that were in beta version are hacked, additional information may appear. Added new computers with information. Made new additional transitions between locations. Fixed some exit points from existing transitions. Example: transfer from the Chernobyl nuclear power plant to the Sarcophagus.

Reworked, changed the location of the X-10, the bunker on the Radar, the author of the RSFSR. The location turned out to be a secret. A psychological quest has been written for her, which will require endurance, patience and attentiveness from the GG.

The principle of using repair kits for weapons and armor has been changed. During the repair, the GG cannot move and take up arms, so for repairs you need to find a secluded place. The repair processes are announced.

Added maps to the game: Zatona, Zap. Pripyat and Jupiter. Made by analogy with the map of the Prezonia.

List of locations

Forest thicket,
ATP,
Cave,
Forgotten forest
Lair,
Swamp,
Lost village
Red forest,
Military laboratory,
Generators,
Hospital,
Limansk,
Collector,
Dead city,
Jupiter,
Jupiter's Guide
Backwater,
Western Pripyat,
Laboratory X-8,
Prezonia,
Dark Edge. Dump,
Dark Edge. Swamp,
Brainhead.

Installation:
Before installing, disable antivirus and firewall, or put them into training mode.

Install the game S.T.A.L.K.E.R. Shadow of Chernobyl version 1.0004.

Run the "setup.exe" file from the "Installer_1" folder. The installer will start (on OS: Windows 7, the installer can be launched in 30 seconds), the installer itself will check the game version and find the folder where you need to install the mod. Check the box against "rename the folder with the installed modification" if this message appears. In subsequent launches of the installer, you do not need to check the box, this is done once. Follow the instructions of the installer.

Run the "setup.exe" file from the "Installer_2" folder. Follow the instructions of the installer.

Run the file "setup.exe" from the archive "AlternativA_1_3". Follow the instructions of the installer
Weapon pack

Download: Download Yandex Disk
Weapon pack for the "AlternativeA" mod version 1.3
author: Berserker
Important information for players :
Be sure to select rare caches in the AMK options, there are many new rare weapons in them.

Do not save yourself with the grenade launcher and other grenade launchers turned on when they are loaded with new Russian-made VOG rounds. When loading such a save, there are often logless crashes. When using the new NATO rounds, no problems were noticed.

If you want to get new special ammunition, then complete the cyclical tasks of Sidorovich, Barman, Sakharov, Voronin and Lukash. They are practically not found in the game anymore. Some of the unique NPCs from the original TC also provide new mission rewards.

It is better to maintain good relations with the Duty and Freedom factions, their merchants have a lot of new items that are not found anywhere else.

Do not kill neutral NPCs with weapons, you are not bandits. The pack contains a lot of different weapons, everyone will find something to their liking. Perhaps soon you will come across a barrel even better than that of a poor stalker who saved up for it for several months.

Description of the pack:
Added a large number of different weapons, ammunition and attachments taken from different mods.

Almost all NPCs have been rearmed. How, you will see in the game.

The assortment of merchants has been updated.

The contents of rare caches have been changed, now there are new rare and unique weapons. The drop rate is greatly reduced (similar to OOP-2). During the game, you will most likely get only a few caches, but there will be really valuable things. And if you decide to go through the game again, you, with a high degree of probability, will come across completely different items. We will be on the forum to tell who was lucky with what in the cache.

New rewards for cyclic missions and unique NPCs from the original PM.

All characteristics of ammunition and weapons have been changed. Now they are not configured randomly, but brought under one base, with a certain logic. Perhaps I will slightly adjust the characteristics when I go through the game myself (in the field, so to speak).

Introduced fuse mode for most of the weapons. To switch to shooting mode, press the 9 or 0 key.

Double-barreled guns have a doublet firing mode (from 2 barrels at once).

All weapons have been sighted, now you can aim normally.

I took the models for the pack from the following mods: Narodnaya Solyanka 2010, OOP, OOP-2, DMX MOD 1.3.5, OGSM 2.3.1 Arsenal Mod Full and Habar Mod, Nature Winter Black Edition 2.3, Tin 1.0.3, weapon by moonlight1986 , Combat training 2, Path to the center, Weapon Pack, FMv1.9.9, Kalashnikov_pack_akm_ak74_aks74_2015, as well as downloaded from the AMK forum.
There are a lot of authors, here are those whom I know: Aaz, Uncle Sasha, PSEUDO-S.T.A.L.K.E.R, Chingy, Zeka1996Korneev,, Real Wolf, ajax, Nomadec, Aleksandrych, Irbis, [email protected], SnipeRStalkeR, Simbiot, Galil, Dester, Zereset, D.Kruger, ArmA2, СoD4, MW1, KingFriday, Fc3, mongol, redroguexiii, Futon, Millenia, [email protected]$, Battle for the Pacific, Holden_McClure, ~~, Mr. Rifleman, Bull5HIT, purke62, Kirag, SanekED, Born, pyo1966, Dietrich2009, Vlad, Lukin, Deathdoor, Sin!, Utak3r, Grayshooter, Ivatushnik, n6260, gnome, Piter , Sm0kE, solvador, Jonahex, MCHC RAider, Storyteller, HUNTER_7.62, amik, qwqwqw, Nomadec, Sergey Khromov.
Collected pack Berserk, great help on ideas and technical equipment was provided by Mikhail (Turnen).

Not all quests of the "Alternative 1.2" mod are covered in this section.

In the "Alternative" mod, the player plays for himself, he can choose a name for himself and change the icon that is displayed in the dialogs. Read how to do this in the Player Profile. A lot of interesting things can be learned from the dialogues. At first glance, you are being told seemingly about elementary things that you know well from the original plot of the game, and this is not just that, you need to pay attention to these things. All the necessary information is in the PDA and in the documents found.

In the PDA, in the "Journal - Personal Notes" section, information will be posted, having studied which you can go on quests and complete them. In version 1.2, two quests are available from personal notes, which originate in the Prezonia.

Start the game

You arrive in the Predzona as a civilian to sign a contract for service in the Zone. Before leaving the military base, look into the control room. It contains a computer that you can hack a little later. Check all computers, PDAs, laptops, safes for the possibility of hacking.

To hack PDA computers and safes, you need the programs that Kalancha will give you, about which you can learn from Sidorovich. There are six programs in total: three for hacking computers and three for breaking safes with electronic locks, all programs are required to complete the game.

There is a transport in the mod, so that the transport starts up, you need to set the action on the keyboard key in the control options to "Enable", by default there are spaces.

When talking with the Shooter, in the Prezonia bar, you will have to make a choice (the further development of the plot will depend on the choice) contract service, or become a free stalker.

Free stalker

Having chosen the fate of a free stalker, freedom of choice opens before you, but it is not clear what to do with it. It is necessary to follow the advice of the Bullseye and meet with the Mayor. What needs to be done to progress through the story in the dialogue is highlighted in green. Pay attention to the soldier who will come to the bar after talking with the Shooter. Help the saleswoman who sells in the store, you will definitely need empty boxes. The inhabitants of the Prezonia sleep at night.

From the original game, there is a quest to find the Shooter's cache. The Arrow flash drive contains other information. After the Extremal found in the cache, an unusual journey through the Zone will begin.

Quest from Cardan.
Cardan will ask you to bring three toolkits, one at a time. All three sets are located on the Zaton. To complete the second task, you will need at least the first computer jailbreak program. When you wake up to hack, save before hacking, it may not work the first time. It depends on the outcome of the third task whether or not Cardan will give a task on Jupiter.

Quest "Parallel World"
The "Parallel World" quest starts after breaking into a laptop in your house. All information on the passage of the quest, in addition to the tasks, is displayed in the PDA in the "Journal - Parallel World" section. It is necessary to exactly follow what is described. If it says "stood for a long time on a heap of foliage", then you need to do so, and not run around this heap and kick the foliage. When you get to the Dark Land and find a cache, do not forget about the map and the knife, at the moment a knife is a weapon. And artifacts against mutants are weapons of mass destruction. The main thing is to know which artifact to use at what time. Anything found in Dark Land, it is better to leave there, it may come in handy.

Quest "Legend"
The "Legend" quest will begin after breaking the PDA in the bunker at Chernobyl-2. Nesterov is in the Dark Land on the Brain Break.

Quest "Find a Chemist's swag"
The quest "Find the Chemist's swag" will begin after the information obtained by hacking the computer from scientists on Jupiter. When you find all four artifacts, the quest will end. After the domed room in which the installation is located, passing along the corridor, pay attention to the container on the left, before descending the spiral staircase.

Quests related to other quests
The quest for the extermination of the plague from the Zone will begin with the task "Find guards" for scientists on Jupiter. To continue the quest, you need to hack the PDA in the X-8 laboratory, which is located on Jupiter, and bring the corpse of an unknown animal to scientists. What Ozersky asks for must be done periodically. Further continuation of the quest is connected with the "Legend" quest. The quest will end with the task "Destroy the uterus of an unknown animal". There are two options for completing the quest: 1. When you know the estimated location of the lair of an unknown animal, you can immediately go and finish this quest. 2. If you re-descend into X-8 and find the second PDA, a surprise awaits you. When you say to Ozersky "What did you say? The Zone itself? The Zone, of course the Zone. Okay, I have to go." It means that you know with whom you have to talk now. After completing the quest, be sure to talk to the "ally".

The Legend quest is linked to the Find the Antidote simple quest. When you bring the antidote to Nesterov, the quest for turning on the antennas on the Radar will continue.

Unrealized quests that were continued in version 1.2
In the version of the Alternative 1.1 mod, there were quests that were not fully implemented. Task "Find documents from X-8": obtained documents could be given to "Debt" or "Freedom". In version 1.2, it matters who you give the documents to.

Quests related to a girl named Sonya, which began with the task "Find a girl with a photo", did not develop into a separate storyline, but received a continuation and influence on the ending of the "Legend" storyline.

Spending the night at home, unexpected guests may come who will need your help. The second night guest, who comes to GG's home, received a quest for GG. A feature of this quest is an attempt to implement an alternative delivery of it and summing up.

Service by contract.

The military storyline was continued and has three endings.

While serving in the Zone, you need to clearly fulfill the assigned tasks, as in the army. Passing the game as a military man, it is possible to complete part of the quests of a free stalker.

Good luck Stalker!

Detailed description of quests

Free stalker

Saleswoman and boxes

Taking to help the saleswoman, we go to the Bar and buy a map of the Prezonia. There is a car near the store, we get into it and go to the boiler room, there are four boxes on the first floor. We take one at a time and drag it to the car, we stand so that we can take all the boxes and get into the UAZ, go to the store and move the boxes to the counter, take everything, talk to the saleswoman.

Find a girl with a photo.

The task is taken from Sidorovich. He says he needs to learn at the freshman camp. If Tolik is alive, he will give you a tip to go to the Swamp. If Tolik gave up, we go to the Swamp without guidance, the passage is in a barbed wire fence, which is not far from Sidorovich's bunker. You need to go along the fence towards the Checkpoint. The girl at the base of the Clear Sky. She tells you that no one knows about her presence in the Zone.

We go to Sidorovich, you have two options: take the money or say that you have not seen the girl. In the first case, every stalker will try to take revenge on you for surrendering Sonya. In the second case, you have a new task "Warn Sonya". We go to the Swamp and in the church we free Sonya from captivity. We accompany Sonya to the base, you need to go next to her when she reaches the fence, we stand and wait until she disappears from the PDA, quickly go to the teleport and wait for her near the gate. Sonya asks you to find the customer, taking this task we go to Cordon. In the house behind the railway bridge, on the right side, we talk with the stalker. After the conversation, we return to Sonya, she will thank you.

Assignments from Cardan

All three toolkits are located on the Zaton. The first set in the boiler room of the forestry, on the mountain from the barge. The second is under the iron forest in the laboratory, this is where the helicopter fell on the concrete road. You can get to the laboratory only after breaking into the computer on the second floor, at the table. To hack, you need at least the first hacking program that Kalancha gives on the basis of Clear Sky. In the laboratory, the kit is in the room where the large gauss cannon is installed.

Set number 6 is at the mercenaries who are at the sewage treatment plant. You need to go at night, as Cardan asked, and quietly steal the kit, which is in the room where the mercenary snores. It may happen that the mercenary, before going to bed, grabs the kit, in which case he needs to be killed, and pick up the kit. If it doesn't work out quietly, we take out all the mercenaries to the sewage treatment plants and catch up with the one who escaped near the transition to the Cordon, we take the set to Cardan. This is a fallback option when you really want to get a quick-firing shotgun as a reward, and the task for set number 6 can be turned in anyway.

With a good luck, Cardan will ask you to free Brother Pilot. We fly to Jupiter by helicopter from the Clear Sky base. At night, in container warehouses, we make our way into the hangar where the Pilot is kept. When releasing the Pilot, two options now appeared: to clear the entire camp or to leave quietly. The choice will depend on how you solve the problem with the bandit guarding the Pilot. After escorting the Pilot to Yanov, we fly to Cardan and finish the quest.

This quest originates after breaking the PDA at Chernobyl-2, the Shooter spoke about this bunker at the beginning, only asked to forget. The bunker is in the original where Sidor is sitting. You can get there by jumping through the teleports, or using the "Punch" device to enter the coordinates. Those who hacked into a laptop in Guidebook have these coordinates. The device is in the Extremal stash in Pripyat.

If, without a device, jumping on teleports, the first time you get into the bunker, you will be thrown out of it, while continuing to jump over the teleports you will find yourself in the bunker behind bars. In the bunker under the PDA bench (you must have a program for hacking) we hack it. You can get out of the bunker by going to the grate, the teleport that you threw for the first time will repeat its action.

We go to the Strelka, he will send you to the Anarchist, who will tell you his story, an entry will appear in the PDA, Journal-Legend. We go to the Ferris wheel in Pripyat, we find a leaflet with a note. In Monolith Management, we do what is written on a piece of paper. We talk with the Joke, we carry out her task. After that, if you have already brought the carcass of foot and mouth disease to Ozersky, you will receive a message from him. We go to Ozerskoe, you will be sent to him anyway. He will tell you about Nesterov.

Nesterov in the Dark Land on the Brainhead. If you have not met with him before, he will ask you to bring an antidote. We bring him an antidote, for this he will tell you how to restart the generators at ChNPP-2 (without the "Punch" device, this will not work). You have the first coordinates to enter into the device if you hacked into a laptop in Guide. We restart the first generator, look for a note in the generator, then the second and third, similar to the first. We go to the Radar, turn on the antennas (stock up on artifacts from psi radiation and increase stamina, do not forget about first aid kits). We go to the Joke.

To get a sequel, you need to find any stalker who has a dialogue about the Forester. We go to the Forester, we listen to his suggestion. We talk with the girls, both are on Janov. In the end, you decide yourself to go and turn off Radar. In the laboratory on "Radar" you will find a surprise and another choice. In one of the options, you have to go through a psychological quest that will require endurance, patience and attentiveness from you. When you get to the secret part of the laboratory, find a laptop, take it with you, it will be useful to you. After a while, the task and description will appear. The description says where you can find the first and second PDA, but you will have to look for the third one. I consider it inappropriate to describe the storyline further, you will not be interested in playing.

Parallel world

The quest will begin after breaking into the laptop in the house, which you buy from the Mayor. All the necessary information, in addition to the tasks, will be displayed in the PDA (Journal-Parallel World), after each hacking of computers. On the Swamps, B. Doctor will tell you about the ford. We go to the ford, through the railway tunnel we find ourselves in the Dark Land. Swamp. In the house we find and break into the computer. In Zap. Pripyat on the roof of "Jubilee" hack PDA, read. After some waiting on a pile of foliage, you will take away the place that you need to find, it is in Zap. Pripyat, not far from dry cleaning. In the littered tunnel, we break into the laptop, read, we stand in the doorway and wait, We fall into the Dark Edge. Dump.

In one of the houses, which is not far from your place of appearance, we hack into a laptop, we read. We find the first cache, there is a map in it, the map contains three sheets of maps. On the map of shopping mall. The landfill is marked with three red dots. At the moment, you need to go to a point in the middle. There you will find another surprise, do not forget that a knife is a weapon, at the moment it is relevant. With the help of a knife, you will get the coordinates written on a piece of paper. We enter the coordinates into the "Punch" device, examine the second cache, read the note from the cache. We are heading to the hangar, do not forget that artifacts can be weapons. We find the third cache, which is located in the crevice next to the armored personnel carrier. We enter the coordinates found in the cache and get to the Brain.

At the entrance to the location, we receive the task, find and disable the psi-installation. The installation is located under a building, which is surrounded by satellite dishes and can be accessed through an elevator shaft. The switch of the psi installation is on the table, we turn off the conversation with Nesterov, we find and hack the computer in the cargo elevator shaft and we get the location of the transition to the Dead City.

In the gym, when a laptop is hacked, we get information about how you can return from a parallel world. You can get out of the Dead City, just like you got there, through the sewers. There are two hatches through which you can get into the sewer, in one of them there is a passage.

There are two meditation zones in the Dark Land Dump, located in different railway tunnels. (I recommend that you leave everything found in the Dark Land before leaving, it will come in handy later.) When you get into these zones, effects are played, after playing you need to wait for a while. Through one zone you will get to the Swamp, then I think you will get out.

Through the second zone to the Lost Village. In the attic of the flock near the corpse we find a note, we learn that we need to get under the roof of the house. To get to the attic of the indicated house, you need to collect empty boxes and with the help of them, build a ladder inside the house, jump under the roof. We are looking for a cache, read the note, go to the store, disable teleports. Now you can get out through "Limansk" or "Collector". This is where the quest ends.

Find Chemist's swag

The quest will begin after the information obtained from the computer of scientists on Jupiter. The information will be entered in the "Artifacts - Sunlight" section, there will be a code for the door to the laboratory on the Generators. After talking with the Swamp Doctor, who will express his suggestion, we are heading to the laboratory on the Generators. You need to go down to the lowest level, where there are only corridors. There is a hatch in the ceiling, but you can't get into it, on the right side of the hatch there is a staircase, up it, the teleport will throw it into the room. In the room from the hatch, two corridors, along the long passage to Jupiter, along the short to the Collector.

In the Collector, we find a computer that is important to you, we hack it. After reading the information, you will need to find the door indicated in the photo. After the anomaly, passing along the corridor, pay attention to the container on the left, before descending the spiral staircase. Through the door we get into the second part of the Collector. We find a safe there, we break open, you already have two artifacts of the Chemist.

On Jupiter, where there is a railway entrance to the factory, to the right of it there is a channel and a grate, walking along which you will get behind the grating, there is another safe. In Zap. There are no Pripyat mountains, but nine-storey buildings will pass for them. Two twins connected by an anomaly, along which you can climb to the top, where the fourth artifact of the Chemist will be waiting for you.

Arrow flash drive and Extremal cache.

The Arrow flash drive is located in the same place as in the original game, but when you take it, you will have another task, after reading it, we go to Jupiter. The plane is located behind the cemetery above the railway tunnel where the controller lives. On the wing of the plane, from which you will receive two photos of the PDA, which show the hiding places.

Heading to Pripyat, we find the house shown in the photo. We climb the ruins to the second floor and travel by teleports until we get into a room with a working radio. In it is a backpack, in which the "Punch" teleportator and a photo with the image of the next cache, there is a record for the photo. In order to get to the cache in Zap Pripyat, you will need an empty wooden box. In the "Punch" there is an image of a house, put a pointer on it and click on enter, you are on the roof of the house. We jump from the roof of the house to the roof of the entrance, put the box, from the box to the balcony, hack the PDA, get the coordinates. We enter the coordinates into the device, in one of the caches of the PDA we also get a photo from it in the "photos" section. The photo shows a place that is located at the Jupiter plant.

We find this place, behind the PDA lattice, we get coordinates from it. We enter into the device, we move behind the grate, we rise to the roof. At the other end of the roof we find ourselves on the landing, we find a backpack with a reward in it. The continuation of the storyline is planned.

Ending mod AlternativeA version 1.3.1

For the military:

1. Completion of the contract

After completing three secret missions, the GG terminates the contract ahead of schedule and flies to the mainland.

2. Prison

If they refuse to cooperate with a representative of the "Awareness" project, the GG is taken into custody and sent to the mainland, where they are imprisoned.

3. Poltergeist

The GG agrees to cooperate with a representative of the "Awareness" project and undertakes to find a complete package of documents from the X-18 laboratory, which consists of 5 parts. When searching for 4 and 5 of the fifth part of the document, the YG meets a ghost. If the GG ignores the advice of the ghost and continues to search for documents, then he remains forever in the Zone, ending his human path and becoming a poltergeist.

4. Leaving the Zone

The GG agrees to cooperate with a representative of the "Awareness" project and undertakes to find a complete package of documents from the X-18 laboratory, which consists of 5 parts. When searching for 4 and 5 of the fifth part of the document, the YG meets a ghost. Having obeyed the advice of the ghost, the GG sets off in search of a tunnel through which he will get out of the Zone.

5. Revenge

This ending is possible, if GG surrenders to Sonya Sidorovich, having received 50 thousand for this, then when communicating with stalkers, GG can be killed, avenging Sonya's death.

For the stalker:

1. Suicide

If GG agrees to take the box to the Clear Sky base at Victoria's request. As a result, the GG understands that he has made another mistake that cannot be corrected. He realizes that his death can stop the Zone and decides to commit suicide.

2. No way out

With the correct passage of the plot, but if the GG surrenders to Sonya Sidorovich, having received 50 thousand for this, then no one will be able to leave the Zone, including GG.

3. Love

This ending is only possible after saving Zoe. The GG will have the opportunity to leave the Zone together with Zoya

4. I won't let you

This ending is possible only after communicating with the Joke and, if the GG decides to tell someone about the existence of the Joke.

5. Asylum

If the GG made the wrong choice when handing over the documents from the X-18 and mismanaged the documents of the project "Awareness", then upon returning to the "Hold" in two possible exits he will be awakened by a psychiatric hospital. The third possible way out does not bode well for nothing.

6. Surprise

With any passage of the plot, this ending is possible. Upon returning to the "Hold", if the GG goes along the corridor, which does not need to go, he will be warned about this, then it will be a surprise.

7. Second chance

If the GM made the wrong choice when submitting the documents from the X-18, but correctly disposed of the documents of the Awareness project, then upon returning to the Hold, the GC will have a chance to correct one of the mistakes and he will be able to exit the Hold.

8. My ward

If the GG made the wrong choice when submitting the documents from the X-18 and mismanaged the documents of the "Awareness" project, then upon returning to the "Hold" entering the ward, the GG will end up in a psychiatric hospital.

If the GG uses the second chance, then upon entering the room, he will wake up before being sent to the Zone and decides not to fly to the Zone to sign the contract.

If the GG made the right choice when submitting the documents from the X-18 and correctly disposed of the documents of the Awareness project, then upon returning to the Hold and entering the ward, he will wake up before being sent to the Zone and decides not to fly to the Zone to sign the contract. And he can get out of the "Hold" without any problems.

The Stalker Alternative project received a long-awaited plot continuation and grew up to version Alternative 1.3. Like previous versions, the mod remained on the same platform Stalker Shadows of Chernobyl 1.0004. Unlike the previous part, the game has acquired not only a number of plot changes, but also acquired a lot of gameplay innovations. As before, the player will have to play for himself, that is, the developer left the opportunity to create his own character before starting the game. A new storyline, 8 additional locations, 8 unique endings, a lot of interesting quests and unique cut scenes will be presented to players during the passage of the Alternative 1.3 mod.

STORYLINE CHANGES:

The plot of the game has become much more varied, eight full-fledged and unique endings have appeared in the game (4 each for the stalker and the military). It becomes a little easier to play as a military man, due to his full state support. When playing as a stalker, the plot was continued, so now the player will be able to get a full answer to the tormenting question of the protagonist in the previous version. This became possible thanks to the introduction of new storyline quests. Unlike the previous part, the start of the game was changed, and the beginning of the storyline takes place immediately after the events described in the original version of the game Stalker TC. Additionally, a new storyline has appeared in the game, which originates in the Prezonia location. Please note that due to the non-linear nature of the storyline, the main character will periodically need to make a choice, which may subsequently change the course of the game. This is implemented through dialogs, for convenience they will have an orange color, so before making decisions, make a save.

MAIN CHANGES:

  • New plot of the game (the old one is completely cut out);
  • The player creates the GG on his own, before starting the game;
  • Added 8 new locations (out of 30): Hold, D-6, Cemetery, Tunnel, Hidden Road, Dark Hollow, Plant Sprout and Catacombs;
  • New storyline quests;
  • New mutants with unique features;
  • A new storyline has been added, which begins at the Prezon location;
  • 20 new artifacts have been added to the game;
  • During the passage, the most important plot points will be accompanied by cut-scenes;
  • It became possible to test closed-breathing suits and oxygen cylinders. Thanks to them, the main character will be able to be in underground locations with almost no restrictions (these do not include laboratory X-8 and Chernobyl 2, these suits are not required on them).

GAMEPLAY FEATURES AND RUNNING TIPS:

  • During the passage, carefully read the dialogues, information in the documents found, incoming messages (highlighted in red), this will at least save your nerves and save time.
  • Pay attention to the section in the personal PDA called "Journal - Personal Notes", the information in it will help you in completing unfinished quest tasks and searching for new quest tasks.
  • Do not forget to put on a suit with a closed breathing system before descending into underground locations, equipping them with oxygen cylinders in front of this, without them being there is impossible.
  • During the passage of quests, NPCs highlighted in red (indicated by enemies) are not always such, with some you can start a dialogue. Therefore, before you shoot, try to resolve the issue peacefully.
  • Many unfriendly bases of stalkers can be penetrated without firing a single shot, so try to correctly assess the situation and take advantage of the possibility of inconspicuous penetration into the object.
  • Do not forget that some personal PDAs and computers can be hacked, they can become not only sources of important information, but also open new storylines.
  • New artifacts have appeared in the game, there are about 20 of them. From the start of the game, they have no names, no descriptions of their properties. This will be the case until they are studied in laboratory conditions, so the detectors will not detect the first specimens and their searches must be carried out practically "blindly".
  • In order to profitably sell the found artifacts and trophies, in the form of parts of the bodies of mutants, the main character needs to go outside the zone. According to the plot, some locations are outside the Perimeter and they are not on the game map of the Zone, so getting to them is not so easy.
  • Transitions to locations do not have marks on the map, but all are open from the start of the game. This means that you can find them yourself or wait for information about the location in the story.

INSTALLING THE MOD:

  • Install the game Stalker PM version 1.0004;
  • Unzip the downloaded mod archive.
  • Copy the resulting bin and gamedata folders to the folder with the installed game Stalker PM 1.0004


 
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