STALKER Lost Alpha DC: Shooter's Cache, Agroprom documents and a trip to the Bar. Lost Alpha - Secrets caches and passwords Stalker lost alpha key from the shooter's room

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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 history of Stalker modding, the expectation of which for many Stalker fans has stretched for years. This project was aimed primarily at recreating the 2007 Shadow of Chernobyl Stalker game that was not included in the final version. 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 developers of GSC. After the builds appeared, many SDK objects were taken and reworked by the Lost Alpha team to fit their needs, adding in-house developed levels to the game, thanks to which players will have the opportunity to see the modified Rostock factory, Dead City and Darkscape.

The Lost Alpha addon is not only new levels, in addition to the locations, the game has acquired quite a few changes in the gameplay, acquired an interesting and unique set of functionality and changed the graphical part of the game, giving it a unique atmosphere. game locations have been changed, the game engine has been optimized, and flaws and errors in the original version of the game have been fixed.

STALKER Lost Alpha DC

After the official release of Lost Alpha and the release of a number of patches, player reviews were divided, one project seemed pretty bearable, but others would prefer to see a modified version of the game. Without delay, the Dezowave development team decided to fix 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 the gameplay with various gameplay innovations, an improved graphics part with DX11 support, as well as to expand the storyline by adding a number of new interesting quests to the game.

CHARACTERISTICS CHANGES:

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

GRAPHIC CHANGES:

With Directors Cut, the game has got a completely new weather system, incredibly beautiful landscapes, a unique atmosphere and a variety of changing weather effects throughout the game locations.
The game has full support for the 4th render of DirectX 11.

GAMEPLAY CHANGES:

Ballistic characteristics of weapons, hand visuals and an upgrade system were transferred from Call of Pripyat.
New weapons and armored suits have also received upgrades and hand visuals.
A completely new distribution and spawn of nps and mutants in game locations. At the game levels, it has become much more lively and there are practically no empty spaces left, while the spawn has quite adequate meanings and does not imply the appearance of loitering crowds of various characters.
The already existing gulags have been rewritten, namely the characters have been added new types of work and conditions, for example, stalkers can go to bed at a certain time, etc.
Added a new system of skills of the main character displayed in the personal PDA. The presented system has a great impact on many aspects of the game.
The balance of the game was revised towards complication, where money began to play a key role in the game.
Revised the balance of artifacts and their gameplay features.
Many small gameplay innovations.

FIXES:

Fixed issues related to shaders.
Work on optimization in rendering and a significant increase in overall performance has been carried out.
Rebalancing of almost all weapons, their characteristics and availability has been implemented.
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 localization 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.
Fixed errors in the texts of dialogues and inconsistencies in quests.
A number of different gameplay fixes.

Lost Alpha Secrets and Tactics

There are useful uses for red barrels, cans, and cylinders. For example, on your way there was a crush of zombies, and spend precious ammo on brainless walking corpses broke. In this case, we throw our combustible inventory at the feet of the zombie and make a shot. This is usually best used in dungeons or tight spaces where you cannot get around them. Or you can just use a knife, but it doesn't look so impressive. And the pleasure from the explosion is more obtained :)

At Build's Yantar, on the site with a car, which is next to Sakharov's bunker, right in the back of the guard booth in a locker there is an LR300 rifle and a bubble of wine.

A cruel joke from the LA developers. In the X-7 laboratory, where it is necessary to turn off the earthquake generator, in a flooded hall on one of the shelves there is a radio receiver from which German marches are heard. 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, some of which will be phantoms directed by a real psi-dog.

If you really need to get to the place where the game does not allow, or to feel in the place of God, call the console and write demo_record 3 - a bird's-eye view of the area! How it will be necessary to go down - through ENTER we go down (carefully, you can kill yourself from a great height, although in Stalker the hint from falling is very significantly different from real life). Please note that not your character is flying, but the camera itself, Brief instruction - slow down the camera speed Shift, speed up very much - Ctrl, slightly higher speed of standard WS - Left and right mouse buttons, the left is responsible for forward movement, the right one, of course, for reverse ...

In the Dark Hollow, after turning onto the road leading towards Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased radiation background. There are several twists and turns around the group + the cross itself is a cache. It contains SVD, SVU, OTs-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges for SVD and Thunderstorm. In general, Dark Hollow justifies its size with a lot of rich nas and it is definitely worth spending the time looking for other caches and other goodies.

The same hollow. Near the gas station with mercenaries. Where is the cave in the rock, next to the hill on the stairs, the house. In the stove there is an intact elite detector.

In the Village location, when we are looking for ecologists for the first time, in underground rooms resembling a Bar, in one of the green lockers there is an orange Ecologist's jumpsuit. Also scattered along this subway are boxes containing tools. For each set of tools, Dee Dee gives a secondary task, having collected which you can turn it in one by one.

A very useful feature for your money pocket with endless antiviruses! By the way, something similar happened in the original PM with Kruglov and Sakharov. It can be seen that sclerosis is irretrievably progressing in all environmentalists ... Once at the Cement Plant in the bunker to the scientists, we approach Dee Dee, start a dialogue, and as soon as he gives us an antivirus, we close and reopen the dialogue without remorse - we weld to the fullest! And so an infinite number of times, until you get tired of taking Antivirus-X from him! Hardcore players and straightforward gamers may not like this. But a freebie in moderation is a useful thing. Perhaps you have the latest patches and this bug-hole has been patched.

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

This can be called not a cache, but just a little secret of the game. Surely I'm not the first attentive person to find it. When the Leader of the Sinfuls Veles takes your equipment from you, gives out an ordinary AK and a jacket of bandos, you should not humbly be content with what was given out. Behind you is a blue box on the shelves, which contains all your belongings, and you can safely take it without any consequences for the plot and your relationship with Sin.

There is an army SKAT on the territory of Amber Lake. Lies on a shelf in this building. What building - I will not tell. Develop an eye and try to find it yourself, there are initial search conditions.

When we pass Yantar and find a scientific bunker with Sakharov and the military on guard, there is a descent into the pit near it, a stalker with a sour mine stands near it, with which a sound dialogue is triggered at the first meeting. As we listen to his problem - we accept the quest to search for his weapon in this cave. We go down the slope of the pit, plow through the tangled tunnels, carefully memorize our routes, not paying attention to the slow zombies, and in the end we find a room with those bloodsuckers. If you still want to live, we use the pheromones given to us so as not to become a potential supper of bloodsucking and we pass through the room with a frenzied background (you can even run, the bloodsuckers will not react). We grab the Thunderstorm and get out back to the surface along the route we have already studied. For this quest, the delighted stalker gives ... SEVA! A very good jumpsuit, especially if before that you were worn in "Zarya" or, God forbid, in a novice's ragged leather jacket.

It's not entirely a secret, but rather similar to trade nuances, many should probably know. In the bar, it is more profitable to sell the entire trophy swag to Petrenko than to the Bartender. The prices are much nicer, plus the long-term man, unlike the bartender, buys absolutely everything. Finally, when you are going on a long trip, and you don’t want your guts to go blind, we buy food from the stalker brothers. I don’t know what about the other, but they literally cost a penny to eat.

If someone has managed to sow a sleeping bag (although this is impossible), you can go to the Dead City location, go into a gray building with no windows. Inside there is an empty dry pool, you should climb the stairs, and then you will immediately see the cherished lockers. In addition to the bag, there are also batteries, a VOG-25 and an anomaly detector.

The code for the safe in the new bar - opens only when entering into debt.
- The password for the locked room in x10 is 1234.
- Code from Borov's safe 4 9 5.
- Code for Petrenko's safe 123.
- Code to many computers top_secret.
- The code for the Hog's safe in the Dark Valley is 295.
- Code from entering X-18 5271 code to computer 9231.
- The code for the safe in the Rostock location, in the building with chemical 437, where we use the gas mask. The safe is located in a small room, climb from the roof.
- The code for the safe on the radar is 218. The related quest is given by the Nomad at the same location.
- The code for the door to the Pripyat dungeon is 4134.
- The code from the entrance to the Sarcophagus is 4237.
- The code for the safe on the Cordon at the military is 471.
- Password in the tunnels for the exit to Pripyat. The corpse of a stalker should be lying there. We remember where we saw the corpse of a stalker under the torn pipes. We need to jump onto these pipes, and there will be wooden walkways to the short tunnel - there will be documents with a code (code 4134).
- 2345 - the password for the subway in Pripyat.
- The password from the computer on the second floor of the mercenary base in the 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: 26.10.18 Views: 59582

Description

about the project Lost Alpha is one of the most popular projects in the Stalker universe, the development of which began back in 2008. Initially, Lost Alpha was aimed at the return of that very stalker. In 2014, the release of the first version of the modification took place. The Exclusion Zone map has been reworked to be more consistent with build 1935 than the original game. The plot is based on the history of the Shadows of Chernobyl. In Lost Alpha, the main character is a Stalker who does not remember anything, and in his PDA there is only one task - "Kill the Shooter". Key moments migrated from the first part of the trilogy, but they were transformed so that each of us can relive this story anew, with new sensations from passing. A large number of plot branches, side quests were also added.

Plot moments

1. Where to find Arrow's cache (Agroprom Dungeon): We go along the corridor where the electra anomaly used to be, we go down the stairs (we go down not 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 cache in the PM) and see a door on the right, this is the shooter's cache.

2. Where to find the key to the door to the Shooter's cache (Agroprom Dungeon): We return to the landing and go down to the very bottom. There will be a ventilation pipe with a key to the door on the edge.


3. Where is the Arrow book: Behind the closet in the wall opening.
4. Where is the Arrow flash drive hidden: In the next room.

5. Where is the entrance to X18: In the backyard at the back of the central building.

6. Where are all the documents for Petrenko, and where are all the computers for Veles: The first computer and document are located right at the beginning of the laboratory, where the guard sits (the glitch that whistles). The second Document is in the room on the left (when looking at the exit from the laboratory). The third document is below the level, next to the second document there is a brother-in-law (she is a working one), behind her is a hangar at the very bottom of the hangar, behind the old armored personnel carrier "A" there is a hatch. the second and find the document.The fourth document is located near the scientist from the cut-scene (where the bloodsucker killed the military) (there is also a second computer next to it) The fifth document is in the room to which you need to make our way through the elevator shaft, we go up almost to the very top of the elevator shaft and we climb to the floor on which that room is located, we go into a small room (where the body of the freeman is on the mini-map) (there is the third computer)

7. Expedition: explore the second point: All documents and scientific instruments are in the hangar where Kalmyk is. The first document is on the gas tank, the first scientific instrument is on the lower shelf of the machine, the second document is in the scientist's corpse, the second scientific instrument 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 Factory:

Where are the tools:

Tools for rough work:

Metallurgical plant:


Plant "Rostok":


Dark Valley:


Dark Hollow:


Construction site:


Fine work tools:

Lake "Yantar":


Dead city:


Army Warehouses:


Northern Hills:


Calibration tools:

Neighborhoods of Pripyat:



Pripyat city:


Generators:


Safe codes:
Borov's safe code - 495;
Petrenko's safe code - 123;
Borov's safe code (TD) - 295;
Military-based safe code (Cordon) - 471;
The code of the safe in the room of the building with chemical gases (Location Rostock, entrance to the room from the roof) - 437;
The code from the safe at the Radar location (based on the Nomad's quest) - 218;
Safe code in the new Bar - will be available after joining the Debt grouping.
Door codes:
Laboratory door code X10 - 3823;
The code for the locked room at X10 is 1234;
The code for entering the subway (to Pripyat) is 2345;
The code for entering 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 (fits the first computer in X-18) - top_secret;
The code for the second computer of the X-18 laboratory is 9231;
Code from gallery 2 - gallery

 
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