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S.T.A.L.K.E.R.: Shadow of Chernobyl (2007) [ANA KONU] (56. sayfa)

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  • Evet adamla F tuşuna basarak satın alma penceresini açıyorum oradan mlazemeleri alıyorum ve en alttaki trade butonuna basıyorum sayfa kayboluyor. Sonra tekrar adamla konumak için F'e basıyorum, yine aynı pencere karşıma çıkıyor. Sonuç aynı yani, hala çıkamıyorum.
  • quote:

    Orjinalden alıntı: guraktan

    Evet adamla F tuşuna basarak satın alma penceresini açıyorum oradan mlazemeleri alıyorum ve en alttaki trade butonuna basıyorum sayfa kayboluyor. Sonra tekrar adamla konumak için F'e basıyorum, yine aynı pencere karşıma çıkıyor. Sonuç aynı yani, hala çıkamıyorum.



    ya simdi F basiyorsunya 2ye ayriliyor sayfa altta bi yazi var bendeki almanca ingilizcem tam ne bilmiyorum türkcesibana bitane görev ya is mision ver gibi bi yazi var ona tikliycaksin sonra kapi aciliyor oyunda hep böyle yaziya tiklayaak geciyorsun
  • arkadaşlar stalker 1.01 update sini ve crackini indirdim ama crackin readme sinde diline rusça diyor yani bütün oyun mu rusça oluyor
  • Klavyenin I tuşuna basarak envanter menüsünü açabilirsiniz. Kullanmadığınız silahları G tuşuyla bırakabilirsiniz.

    Aşağıdaki traineri kullanarak

    F1 - ÖLÜMSÜZLÜK
    F2 - SINIRSIZ PARA
    F3 - SINIRSIZ MERMİ
    F4 - AĞIRLIK LİMİTİ İPTALİ
    F5 - TEK ATIŞTA ÖLDÜRME
    F8 - AŞAĞIDAKİ KODLARI AKTİF EDER

    B - Improved Accuracy (GUNS ONLY OF COURSE)
    T - Super Damage (GUNS ONLY OF COURSE)
    Y - Super Zoom (GUNS ONLY OF COURSE)
    U - Remove weight (ANY ITEM)
    V - Set Condition to 100% (ANY ITEM)

    F9 - ENABLE SPYNETWORK OPTIONS
    F10 - Super Spy Speed (READ DESCRIPTION)
    F11 - High Spy Position
    F12 - CLEAR BOTH OPTIONS


    http://69.46.5.134/downloads/stalkrmega12-ch.zip
    Trainer




  • STALKER TAM ÇÖZÜM (İNGİLİZCE)

    * Chapter I -- Cordon

    Cordon -- Strategy Report

    Rescue Nimble & Steal Some Armor
    First thing's first, go steal some better armor. It's a widely known piece of hidden loot you can get early in the game. Along the way, you can speak to the stalker trainer Wolf who is standing near the bonfire at the rookie camp.
    Wolf will give you more details about the rescue mission, and (provided you accept), you get a free knife, handgun, and some ammo (about 40 rounds which should last about 40 seconds in a fierce fight). Once you have the handgun, climb the ladder next to Wolf, as seen in the illustration below:


    Get to the top of the roof of that first house by not going into the attic opening. You can "stand" on the ledge of the masonary wall and hug the house to get atop the roof. Once you are on the roof, you should spot a second identical house just north of the one you are standing on, as seen in the illustration below.



    Orient yourself to sprint and jump off the roof and onto the second house. You may sustain light damage, but patch it up with a bandage (chances are the wound is so slight, it will heal itself). On the second house, stay on the roof and look for a wooden crate past a hole in the rooftop.
    When you spot the wooden crate, you can shoot it with the handgun from Wolf and take the "stalker suit" inside. Equip it, drop back down and sell the leather jacket to the trader. Use the rubles to buy more bandages before you set out for the position marked as "Wolf's Scouts" on your PDA.
    On the way, you will encounter a dying loner and a dead guy with a medikit. You can save the dying guy or simply take the medikit and ignore the dying. Helping him will place some markers on your PDA map about stashes and other things.
    Near the dying loner, there is a mobile home you can go inside. There are wooden boxes and white "item" cases inside you can break using the knife. Occasionally, you will find a PB1 silenced handgun in a white item case. Take that and empty your other handgun of ammo so you can use it with the PB1. Silenced weapons give you a few seconds more stealth when attacking enemies from behind.
    At the meeting point, there are three loners who will help you attack the bandit base and rescue Nimble. Tell them you are ready and have them attack the bandits. There are seven bandits in the camp -- hang back a bit and check the fallen bodies for ammo and weapons.
    Inspect the first double barrelled shotgun you find, since it will most likely be the one you keep for a little while (not always the case). Take all the items from the bodies to start building your stash.
    Lend fire to your neutral NPCs and aid (or leave alone) any dying stalker-scouts (do not shoot them, or their loner buddies will instantly open fire on you). Nimble is in one of the buildings with a bonfire. Talk to him and get his flash drive. Once you do, you can talk to him about a side mission.
    While you are at the bandit camp, you can inspect the attics for items (there are several empty stashes there) and check all the dead for loot. Meet the scouts back at their marker (if the lead NPC is dead, the marker will remain for the rest of the game but doesn't prevent you from finishing the game).
    Take the flash drive back to Cordon's trader and you get your next mission. Be sure to talk to Wolf at the camp after Nimble's rescue for his reward as well.

    Optional Steps
    These are optional steps between story driven missions to build your stock of resources. Again, you would be stupid not to take the chance to prepare.
    Ambush a military patrol -- There is also a military outpost south of the trader that sends out three soldiers on a patrol every so often. This is your first chance of getting an assault rifle (meaning you can start killing people easily). You can (and should) sell the extra guns from the bandit base to the trader and get some more bandages.
    You can ambush the southern military patrol easily -- wait out of sight and when the soldiers turn around at the north end of their patrol, descend on the nearest one (silently but quickly) with the shotgun and turn his brains into blended strawberries. Alternately, you can use the silenced PB1 to head shot him (the other soldiers will not hear it) and allow you an easier time.
    Note however, that if you miss a shot with the silenced gun, the target will turn around to see what the sound was. This silent ambush works best at the point where the three idiots turn around, since there are more soldiers at the base -- if anyone sees you, an alert is sounded.
    Take the AKM 74/2U (AKSU) and loot the body for ammo. Immediately, there will be an army alert if you are spotted. This means until the alert is called off, soldiers will miraculously spawn (or appear) right next to you and fire.
    Do not go back to the village, but instead, run north and far away from any soldiers as you can (avoid anomalies). You can hear the siren fade after enough time passes.
    Check your possessions and your AKSU should have enough ammo for itself and one reload. Set it to semiautomatic if you want to use the ammo efficiently.
    Extra Mission - The Boars' Lair -- Talking to Wolf will give you a side job to kill all the boars at a location. You want to get this mission over with to get a new stalker to take Wolf's place for the other mission (which gets you more ammo for your Russian assault rifles). If the boars are there, sometimes the military patrol will kill the for you and you will just need to go back for the reward.
    Extra Misson - The Mercenary Scum -- This mission is from a stalker who takes over after Wolf leaves (not sure when but it could be after crossing the tracks). The new stalker will have a mission about defending the camp from mercenaries who want to kill the rookies.
    If you take the job, a slew of mercs with Russian equipment will come into the village from the north. If you have the AKSU or similar Russian rifle, you can take them all out and loot their corpses. While it is a large force, it is nothing compared to the enemy forces you face later.

    Cross the Train Tracks
    The trader at Cordon will have a mission for you to steal some military papers at a place called Agroprom and take them to the barkeep at Rostok. To get to either area, you need to you cross the tracks first. The problem is that the only road north is blocked by army soldiers, and the tracks are polluted with anomalies.
    If you did not keep any vodka, buy that or the anti-radiation drugs from the trader now (you need only one or two shots) since there are hot zones north of the fallen bridge.
    There are five soldiers (who re-spawn after a few game days) at the fallen bridge in Cordon. If you want to, you can drop them and take their ammo (avoid using their stash box, except to put in some ammo and one or two bandages). The soldiers do carry the uncommon blue medikit, which stops bleeding and heals your life, so you might want to attack the checkpoint outright once you ambush a soldier and take his AKSU.
    The other two ways across the tracks are through the tunnel on the west (filled with electro anomalies) and the east, where there is a break in the track fence.
    The West -- The tunnel is full of electro traps but lets you avoid the death sentence of killing five soldiers at once. It's not the easiest thing to trigger traps with the bolts and then sprinting through the tunnel, but you can do it (and you can loot the dead killed by the anomalies or the dogs).
    There is a safe spot in the middle of the tunnel you can stop to catch breath. Simply trigger the second set of traps and sprint through to make it across.
    The East -- Another way to cross the tracks by avoiding the center is to hike up the hill next to the railroad embankment. Once you do, follow the fencing torwards the broken bridge. There is a break you can cross and when you reach the other side, you should stay on the sides to avoid the soldiers.
    The Middle -- This is the best way if you have the AKSU and some spare ammo. Although you can approach the "hostile" military checkpoint, you will need to pay 5OO rubles to the man in charge to pass. Otherwise, he kills you if you go past a certain demarkation.
    There are bandits north, so you may be able to draw their fire by firing on them. The best medicine with your AKSU is to set your gun to semiautomatic and use the crosshairs to drop the soldiers as they come into view. Since there are only about five soldiers, you should be able to loot their bodies and take their AK ammo.

    On Strelok's Trail -- Meet the stalker Fox
    The stalker known as Fox has information about Strelok, but is in danger of being killed by mutant dogs. You will get the notification about Fox once you cross the tracks. You should consider saving the game if you haven't done so, as a precaution against a dead game.
    Head north with your shotgun or AKSU and take care to shoot only the dogs attacking the stalker marked on your PDA map.
    Since you want to conserve ammo, all you need to do is drive off the animals and the NPC stalker will empty his infinite ammo gun to kill the stray dogs. Once there are no more hostile enemies, Fox will lower his weapon and you can speak to him about your quarry, Strelok. Sometimes, the guy will be wounded. Give him the medikikit and he will trade you the information. Either way, he will point you towards his brother Seriy in Garbage.

    Agroprom Papers -- Getting to Garbage
    Cordon is at the southern most end of the game world. To get to Garbage, head north along the road (avoid anomalies and bandits as you see them) and try to conserve your AKSU ammo. You might find the very annoying Viper SMG and its 9 mm FMJ ammo your default weapon for a little while.
    There are bandits on the road and the surrounding countryside here. Kill or avoid them, and take their bandages first, then their medikits. As for food, you only need a tin of food or two sausages, since enemies are known to carry food around. If there are no enemies, stashes occasionally have food.
    At the north, there is a bandit held checkpoint. Clearing this base will put it back under the control of neutral loners. Inside the checkpoint, there is a watchtower with a stashbox. Dump your Viper SMG and its 9 mm FMJ ammo (there is more in the next area), as well as your handgun and handgun ammo.
    You can keep or leave your shotgun, but take no shells since you can get more in Garbage. If you need a weapon, consider taking the Viper (but you will find more later). You only need about 50 to 100 rounds of 9 mm FMJ, since you will get more later. Take all of your 5.45 mm ammo and your AKSU weapon.




  • quote:

    Orjinalden alıntı: TµGy

    hakkaten counter strike ta böyle değil be
  • * Chapter II -- Garbage

    --------------------------------------------------------------------------------

    * Chapter II -- Garbage

    Garbage -- Strategy Report
    The lower central area known as Garbage is basically a giant pile of radioactive garbage from the NPP and its surroundings. From here on out, if you see the anti-radiation drugs, take that as well as the bandages and medikits from corpses, since you will need them to survive the random spots of radiation in the Zone.
    The first thing you need to do once you are in Garbage is to foil the bandit attack on the road just ahead of you. You can throw grenades (from the soldiers at the bridge) or simply drop the enemies with your guns. Grenades will kill not only the bandit, but also the stalker being held hostage. You can wipe the whole party clean without repercussion if the nearby red barrels take out everyone.
    The bandits here carry the Viper SMG, so take the most un-used one, the ammo you need (the FMJ ammo) and anything else. If you need to, go back to Cordon and stash some of the goodies (you can come back for them later).

    Optional Steps
    Early PSO-1 Scope -- Instead of heading to Seriy's camp (south west Garbage), you may want to consider doing this quick and easy step first -- especially if you have plenty of vodka or anti-radiation medicine. Go to the north east section of Garbage and locate the irradiated path leading the Dark Valley. Consider saving first.
    Head into Dark Valley and help the Duty soldier execute the bandit. Agree to help the Duty soldier in ambushing his friend's captors by waiting at the spot indicated and checking the PDA. The marker shows the Duty hostage. His captors are a little behind him (but unmarked). Get out of sight but wait for them to pass by the road. Open fire on the two bandits and you should bag some more weapons and supplies.
    One of the two Duty soldiers will also give you a PSO-1 scope as a reward. You can mount this on the AKM 74/2 if you have one. One of the bandits usually carries one if you don't. If you only kill one bandit, the other one might've died (from an anomaly) further north towards the bandit's camp. Check the road and you should see a second dead body. Take his AKM 74/2 and mount the scope on it.
    Although you get many scopes later, having a sniper scope early on will help you take down many enemies you find in Agroprom.
    Head back to Garbage (through the rad zone, so you might need more vodka or anti-rads) after getting your scope. If you cannot do this mission because you do not have enough anti-radiation medicine, you can go back to the Cordon trader and buy some more, since his stock regenerates every game day (or when you load maps).
    Save Bes' Roadside Camp -- Before heading off to the Dark Valley, you can meet Bes and save his camp from the black coated bandits once you enter Agroprom. There are two stashes here you can place items in. Chances are you gathered about 100 rounds or more of the 5.45 mm ammo if you started killing soldiers in Cordon and used the Viper SMG's 9 mm FMJ ammo to get to Garbage.
    Use the AKSU conservatively and aim at the bandits' heads for quick results. The leader is the guy in the black trench coming from the bandit camp. Drop them all (these bandits use Vipers and shotguns mostly) so take the ammo you need to use and drop it off in the stash boxes in the attendant booth or bonfire.
    If you have the time, start moving equipment from to the Duty checkpoint in the north. There is a box near the bonfire and a second one inside the checkpoint's bunkhouse (under a bed). Although you do not need to do that immediately, doing this early will save some headache later when you want to keep going on with the story. The only things you do not need to move are shotgun shells (because you can buy them) and any 9 mm ammo for the Viper SMGs.
    Some people have found a silencer attachment randomly placed in a white item box near Bes' camp. There is a cargo truck in the lot near where the bandits come from -- if you find a way to sprint jump (or just jump with very little encumberance) into the truck's back, you will find a small white item box tucked under a wood board. Smash it and you may be able to spawn a silencer (which you can use on a Viper 5 or TSR 301).

    On Strelok's Trail -- Meet with Seriy
    Meet Seriy in his camp and help him repel the bandit attack. Since the quest dies off if Seriy dies, consider saving the game and keeping him alive.
    If you have the medicine and the gun and the time, get the scope from the Dark Valley side mission first, then come back to Garbage for this mission.
    Meet Seriy at the train shed in west Garbage. He will need to repel some bandits before he tells you about the next contact. Keep Seriy alive by attacking the bandits aggressively. There is a stash box here you should use temporarily. Leave only the Vipers, their ammo, and shotgun shells and some healing and food items.
    There are about 20 enemies here, so it takes some time to clear out. Take their loot and stash it, unless it's something you don't need (like extra handguns, etc). Before moving to Agroprom, you want to prepare.
    Don't forget to talk to Seriy once the bandit attack clears up. If he dies and you don't have the clue, your game will die and you need to restart. Seriy will clue you about a fellow named Mole in Agroprom who knows more about Strelok and his band of Russian Merry Men.

    Prepare for Agroprom by taking the AKM 74/2 and scope from the Dark Valley, stock up on some 5.45 mm ammo (about 200 rounds maybe -- should be enough), and take stock in healing items. If you have a shotgun, take it and about 20 shells (or if you started exploring stashes on your PDA, slug ammo).
    Once you are ready, stash any extra AK ammo at the Duty checkpoint (you go there later) and head west to Agroprom



    * Chapter III -- Agroprom


    Agroprom -- Strategy Report
    Agroprom starts you off with a story driven mission, which is not the mainstay of the map when you return. You need to help the neutral stalkers fight off some soldiers, so srpint forward (save) and start shooting soldiers on sight.

    On Strelok's Trail -- Save the Mole
    There are two sides of soldiers -- the ones attacking from the front and the ones on the left side (the alley). Take out the ones in the alley (the red barrels act like grenades) and you can take all the Obokans or AKM 74-2s you want (don't forget to dismount the PSO-1 scope to move it onto the gun you keep). Unload damaged and unwanted guns, take the ammo, bandages, and grenades.
    Fight out the soldiers in the other side, and once they are all dead, you will get a call from Mole, who says he is stuck in the middle with soldiers trying to kill him. Go to the courtyard and deal with the soldiers. Before you approach Mole (talking will trigger the reinforcements), go back and loot the bodies of their ammo.
    You can unload the AKMs for their ammo and stash it back into the body (reduces the number of items on the screen and good habit for fighting poltregeists, since they use dropped items as weapons).
    Once Mole talks to you, soldiers will start pouring into the area to reclaim it (they will appear where you came from -- in the direction towards Garbage). If you lose sight of Mole while looting bodies, you will not be able to find him to follow him. Instead, check your PDA and head to the west side of the facility. There is a break in the wall that leads out into the forest as in the below illustration:


    At this point, consider a manual quick save (IGN calls this a "combat save") and climb the ladder behind you -- it leads into a building from the rooftop. There are some lockers hiding a "mercenary suit" as well as some ammo inside, although it does not always appear (it is hidden in a stash in a locker). It may be because you have better armor, or simply appears later.
    Anyway, once you are through the wall breach, run forwards and both Mole and the manhole cover to the sewers should appear as you run forwards into the forest. It's not recommended that you attack the soldiers who come in, since they constantly repsawn (bodies sometimes disappear when killed, denying you the loot). Meet the Mole and talk to him before you head down into the sewers.


    Mole will give you a map and updated PDA information about the Strelok group. Apparently, Strelok's base is inside some sewer under Agroprom. Once you find the base, you will be one step closer to your overall goal.

    On Strelok's Trail -- Find Strelok's Stash
    Since you can't really get back to Garbage without running through the whole Russian army, you might as well make the most of it and head down into the sewers. Take stock of your inventory and you should have something close to the following:
    AKM 74/2
    5.45 mm ammo
    Grenades
    Health items
    Shotgun
    10 to 20 shells
    Although you can carry extra weapons to sell, you are on a quest now, so you should consider dropping extra weapons. In fact, you will probably drop the AKM 74/2 once you find the Strelok stash. Use the mini-map on the upper left of the main HUD to find your way slowly through the sewers. There are soldiers and bandits in this area, so the scoped AKM 74/2 comes in handy. If you need to see in the dark, use the torch or night vision option.
    If you brave the hallway with the electro traps, you can shortcut yourself to some stairs that lead to the hallway to the secret room. If not, you simply fight through more soldiers and bandits. Kill them, take their AK ammo, grenades, bandages, and if you need them -- medikits and food. The entrance to Strelok's room is seen below:



    Strelok's stash is marked on your mini-map if you spoke to the Mole. Hop the boxes and enter the room. You are looking for a white flash drive (behind the planning board) and you can use this chance to gather some supplies by breaking the white "item" boxes.
    If you're full, you should not break those boxes (save them for later).
    There is a unique AKM 74/2 that shoots quickly and is very accurate in the room. If you want to, ditch your current weapon and attach the scope to that unqie weapon (seems to be one of the few unique weapons you can modify). Head back outside Strelok's room and determine where to go next.

    Agroprom Papers -- The Base Facility
    Don't leave the sewers yet. Despite the fact there's invisible mutants and psi-freaks trying to kill you while human soldiers are shooting first and doing assessment later, you should stay in the sewers and run it to the end (it's basically one long tunnel with many branches).
    You will come to a spiral staircase that leads up, with soldiers on every level of the stairs. Go up, kill soldiers and watch for the psionic "controller" mutant. It will disorient and try to induce your brain to bleed.
    Get close and splatter the mutant brains all over the damn sewer with automatic fire. The ammo from the fight at Agroprom should give you plenty of ammo.
    Past the mutant will be the ladder leading into the base patrolled by soldiers. Check your inventory so you can call up the clock on the lower left. If the time is after 18:00:00, you know it is past 6 PM local time and approaching night time.
    The base has fewer soldiers at night time than day time. Three guards compared to 30 (or more). If you insist on attacking during daylight hours, you can scarf up a huge amount of ammo for your AK. Otherwise, head into the base at night time (20:00:00 or later is good) and if you need to speed up or slow down time (note that your actions are not affected -- only the time of day) press the numpad / and numpad * buttons. Note you can only speed up or slow down time when you can move and fire (not in the inventory screen).
    On the base's grounds, locate the marked building on your map and head inside. The case you are looking for (with the papers) is on the third floor of the marked building (check your PDA). Grab the case from the desk and -- unless you like the sewers, or forgot to kill all the bandits inside them (side mission) -- get the hell out using the overland route.
    With a scoped AKM 74/2 and sticking away from army patrols, you're pretty much able to guerilla ambush the Russian soldiers coming in to secure the Agroprom area. Go back to Garbage -- a whole new area is about to open up.


    * Chapter IV -- Rostok


    Rostok -- Strategy Report
    When appear in Garbage, watch for the bandits (who are infinite and keep attacking Seriy's camp). If you want to run quickly, you can carry only a few items and approach the checkpoint to do battle. Otherwise, you can go grab all the following items from Bes' and Seriy's camps (you may need several trips) and move them all to the stashes at the Duty Checkpoint.
    5.45 mm x 39 ammo
    Bandages
    Medikits
    Anti-radiation medicine
    Shotgun slug ammo
    At the Duty checkpoint, you can ignore the plea for assistance from the Duty soldiers -- if you do not kill any mutants, you cannot pass the gate. However, the lab papers means you have a contact in Rostok and the Duty guards will allow you to pass. Enter Rostok and watch for anomalies.
    Optional Steps
    Establish new supply caches -- Rostok is simply the closest thing you have to a city in the Zone. Don't start a shoot-out with the Duty soldiers yet. Instead, you should run into the city to avoid the mutant dogs. The first thing to do is to get used to the layout of the city, since it and the warehouse north of it, will be at the center of the game world for the rest of the game. The easiest (and most guarded by Duty soldiers -- meaning no mercs and no mutants) stashes are:
    Cache #1 -- inside the small guardhouse at the southern checkpoint.
    Cache #2 -- past the southern checkpoint, a decorated cross in the corner.
    Cache #3 -- in the hallway with the "Get out of here stalker" guard, climb a ladder in the corner for a backpack on top of a processing silo.
    Cache #4 -- inside the 1OO Rads bar
    Cache #5 -- inside the arena master's room (meant for your items after each arena fight).
    Cache #6 -- past the western checkpoint, turn north to the warehouses, there is another decorated cross in a corner
    There are several more caches (like the one in Duty base and the one outside Rostok where the dogs are) but they are not available yet for you to store items. Besides, you want to have a line of caches so you can hit them up easily as you wander the safe and secure streets. Try to reserve the cache near the Wildlands and Warehouse for NATO weapons and ammo.

    Agroprom Papers -- The Barkeep
    The 1OO Rads bar is not hard to find. It is hidden away for good reason (the bar patrons cannot witness your acts of violence on the streets), but not like you're stupid enough to try. Head into the bar and give the papers to the barkeep.
    The barkeep will give you a new special mission. Take it, but you're not going to follow it. Instead, you're going exploring.

    Dark Valley Lab -- The Softkeys
    The lab the barkeep wants you to enter is in the Dark Valley. The barkeep will give you one of the two softkeys for the lab -- you need to find the second one from a bandit leader named Borov in the Dark Valley (incidentally, the same Borov who has the Duty soldier who are friends with the two who gave you the PSO-1 scope).
    Since the Dark Valley has enemies who use Russian equipment, there is no need to venture into the Warehouses just yet. If your Stalker armor is damaged, you can buy a new set at the 1OO Rads Bar. Pick up some anti-rad medicine and as many bandages as you need. Head south out of Rostok and back to Garbage.


    * Chapter V -- Dark Valley

    Dark Valley -- Strategy Report
    The Dark Valley is a new area with a bandit base in the north, an irradiated middle, the secret lab in the east building, and a sparse area in the south. You may not want to venture right into the secret lab until you decidedly loot all that the valley has to offer first. The only problem is everytime you want to stash something in Rostok, you need to dose yourself to run past the radiation zone (a hard task if you are over laden with goods!).

    Dark Valley Lab -- Borov's Softkey
    The bandit base where the Duty prisoner was held is for real. There are about 30 bandits in the building, with shotguns and other weapons (Russian). There is a stash inside a safe that's in a small building across from the base -- jsut watch for the fire trap in the most obvious door (toss a bolt). Use it to store your stuff intermittently between trips to Rostok.
    There are two ways into the bandit base -- the back door (through some sewers), the side door (sewers) and the front door (easiest). The back door and side doors are good if you are trying to decrease the number of enemies in the base's grounds first. You can also stock a bunch of ammo and perhaps a unique weapon or two in the safe outside the base.
    Once you are kinda ready to get to the prisoner, locate the base's front door and step inside. The building the prisoner is being held in can be kept track of, but if you're looking to enter it, you will need to do so from the upper floor of another building. Locate the warehouse like building seen below:

    Take the stairs up so you can see a skyway leading to the prisoner's building -- see the image below for what the sky bridge looks like:

    Head across and you will be in a building adjacent to the one the prisoner is in. Your next task (aside from killing the 30 Russians) is to meander your way to locate the stairs with some plank boards that let you cross from the building you are in to the adjacent one (where the prisoner is). See the crucial stairs image below:

    From the above illustrated spot, you can go across to the next building and work your way down to the prison cell. Borov -- the guy you need to kill -- is in that building. However, you can also head downstairs and out to a courtyard where you can get to the prisoner that way. In that case, you head back upstairs and kill enemies to get out.
    The below illustration shows you if you cross the plank boards to the prisoner's and Borov's building:

    And Borov's office (with a dead Borov). Borov's softkey is added to your PDA once he is killed. Be sure to loot his corpse for items.

    If you decide to head down the neighboring building's stairs, you wind up outside and you can see in the below illustration there is a ramp (kinda) that leads into a cellar window in the red building:

    No matter how you reach the prison, the cell is always the same. There is a wall switch (orange thing on the left side in the below illustration) that opens the cell's door. Open it only if you deal with the enemies in the base. Otherwise, the prisoner will probably be killed.

    Once you are done rescuing the prisoner, try to look for a gated door you can open after Borov bites the dust. Inside the vault, you can find a free set of Duty armor, bandit armor, stalker armor, ammo, and many supplies.
    Clear out the bandits and drag the items you want to keep back to the safe stash outside the base. Make many trips back here and clear the place out and be sure to move all your items you want from Dark Valley to Rostok before moving on to the secret lab.

    Dark Valley Lab -- Into the Depths
    Take with you the AKM 74/2 and scope, about 200 rounds of ammo (mostly against the bandits above ground, then the bloodbath coming out later), health items, one tin of food, a shotgun and 10 slugs or shells (you can pick some up later). Use the Duty armor if you found it in Borov's place (it's better than the Stalker Suit) and head for the eastern building in the Dark Valley.
    Take down the bandits and loot their 5.45 mm ammo. Take their bandages as well. You are looking for the room similar to the one below (it is on super-low resolution):

    There is a staircase to the left that leads to the lab's secret door. With barkeep's and Borov's softkeys, you can open the door by using the door. Simple!

    Inside the lab, you may want to consider a save (as a rule, always create an area save, then interim combat and back-up saves). The enemies in the lab are surprisingly "around" and may catch you off guard.
    First, you find that there is a door with a keypad. You need to find that keycode, so locate the dead HEV suit scientist past the hallway with the fire traps. Before you find the code, two "snork" mutants will appear and attack, so you need to be decidedly fleet of foot and quick on the trigger to kill them. Automatic fire is a solution if you cannot abide by semiautomatic fire up close.
    Get to the dead scientician (yes, Americanskis use that term) and get the keycode (it may change but the PDA will log the correct code from the scientist). For IGN, the code was "1243".

    Enter the code in the first keypad door but do not go down yet. There is a locker room on this lab's first level with many lockers. Open them all to find a Monolith suit of armor, a Kosteyer grenade launcher attachement and some grenade rounds. The Kosteyer is cool because you can attach it to your AKM 74/2 with scope. However, the rounds for it are very rare, so consider taking it back outside for now.
    Detour and place the Kosteyer, the armor, ammo and anything found in the Dark Valley you want kept to some stash in Rostok. The extra effort and time you put in will pay off later.
    Back in the lab, head down to the lab's second level. You will find that there is an odd phenomenon where items float in the air to kill you. There is most likely a white flashing anomaly that's moving -- it's a poltregeist mutant and corporeal.
    Like Major Dutch Schaefer said, "If it bleeds, we can kill it." Empty your magazine on the white moving anomaly and your problems of haunts will be over. The shotgun you brought along is preferable since the ammo is made specifically for killing things up close. Plus it's so cheap -- like food approved by the Mexican Food Board.
    There is a locked keypad door and an open door with something that's making a lot of noise (the giant mutant). Locate the opened door seen below:

    And proceed to vaporize the mutant in the next room with superb marksmanship. You should be able to kill it and move in to explore the area (no more enemies left). There is another dead scientist with a keycode and a NATO weapon in a stash on the room's catwalk. Get the keycode but do not open the second door. Take the NATO weapon and ammo back to Rostok. It's tedious, but again, it pays off later.


    Once you return to the lab, you should have plenty of AK ammo and supplies. Your next task is to go through the second keypad door (use your PDA to recall the code). For IGN, the code was "9524". Go to the control room and you will notice that there is now a red anomaly moving around.
    This is a pyrogeist mutant. Instead of hurling items, it spawns fire traps aimed to burn off your pretty Russian face. Luckily, you can kill the creature using your shotgun or what ever you have on hand. If you need more shotgun ammo, there is a small room with some boxes you can loot. In any case, you want to get to the control room and take the report seen on the left side of the illustration below:

    Once you take the report, the Russians send in some soldiers to clear the place out. You need to escape alive.
    Head back out the door (note you need to kill the pyrogeist before the door opens). The soldiers have Obokan weapons (basically a full length AKM 74/2) and they do more damage and are more accurate than the AKM 74/2. Move your scope to the new weapon if you want and switch it to semiautomatic fire.
    Go back outside the lab, exit the building (watch for soldiers) and start moving south. Shoot past the irradiated bridge (stab that anti-rad right into your heart) and avoid contact. You need to escape to Cordon anyway, since the trader will have some new jobs for you. The gate is one-way, so getting back to Dark Valley means a trip through the Garbage.


    Optional Steps
    Reclaim the Dark Valley -- Although the valley is now overrun with soldiers, you can reclaim part of it by coming back through the entrance from Garbage and helping the Duty soldiers fight off the Russian military. Don't mistake the Duty guys for army soldiers, or you will make the whole checkpoint at Garbage open fire on you.
    Once the map node is cleared of army soldiers, the Duty guys actually do a fairly good job killing the army guys coming in off the map. If you missed moving anything during this time, you can use the chance to mvoe things closer to your base of operations.

    Military Papers -- For the Cordon trader
    Once you meet the trader again, he has one last special mission for you. Since you're so damn powerful now relative to when you first started, the trader sends you south to get some papers to the military outpost. Sounds like a suicide mission but take it. Bring along your trusty scoped AKM 74/2 or Obokan and bandages.
    On an off-note, if you haven't found any good rare artifacts now to holster on your belt, you might want to re-think what you've been stashing or selling.
    Head south and drill the guards at the base. They are infinite, so head into the building marked by the PDA and locate the case you need -- see below for a screenshot:

    Grab the case and head back to the trader after eluding and looting the dead soldiers (plenty of blue medikits). Give the crap to the trader and get the reward. You can head back north towards Rostok now. It's time for some serious gun action.


    * Chapter VI -- Warehouse Detour

    Army Warehouses -- A Big Ass Detour
    Back in Rostok, you are now going to take a big detour that's highly recommended. The reason is to get some NATO weapons for the fight later. At Rostok, stash all your equipment at the caches listed in the optional steps mentioned previously but take along the scoped AKM 74/2 or Obokan.
    Alternately, take a NATO weapon and NATO ammo with you and stash the AKM 74/2 in southern Rostok. Take a few bandages and medikits (about 30 bandages and 6 medikits), and some food. Go through Rostok and head north to the Army Warehouses map.

    Optional Steps
    Defend the Freedom checkpoint -- Your first optional task is perhaps the most crucial since it preserves the lives of some NPCs that will save your ass everytime you re-appear from the Red Forest to this map (the warehouses). Head north along the road (you can talk to the Duty squad leader first if you like) and follow the road to the north east section of the map. There, a Freedom soldier will ask you to defend the checkpoint from the "Monolith" faction.
    Using your AKM 74/2 is probably going to be tough, since the weapon you have is not as powerful as you might like it, you may have to find ways to loot bodies and trigger "accidents" that kill NPCs without them trying to kill you. But any NATO weapon you might've found is a good choice.
    You can also buy a NATO weapon (and ammo) once you bluff your way into the Freedom base's shop (first floor of their leader's building). Of course, you can get lucky and loot a dead Freedom soldier for ammo. Few of the Monolith soldiers will have NATO ammo -- they use all three groups of assault rifles equally.
    When you are ready, talk to the checkpoint guy (there are several item boxes you can destroy for ammo), fight off the 20+ some Monolith soldiers who appear from the map node. You should drive the enemy back with your semiautomatic fire and prevent them from killing too many of your Freedom NPCs. Loot the Monolith dead and take their NATO and PAB ammo.
    After fighting off this story-based invasion, you should be sitting pretty with some NATO weapons, ammo, and PAB/SP weapons and ammo.
    Aid the Duty raiders to destroy Freedom base -- Talk to the Duty squad leader and say yes to his request. How stupid does he think you are? What this does is create an explosive pack near the Freedom base's south wall. If you detonate it (snipe it -- don't stab it), the bomb will breach the wall and let you enter the base in the future without going all the way around the defensive wall.
    If you decide to help Duty, you simply need to snipe the hostile sniper marked in the tower. Otherwise, save your ammo and your effort and head to the Freedom base's front door. IGN is going to teach you how diplomacy works.
    Aid Freedom to destroy the Duty raiders -- At the front of the Freedom base, speak to the guard in the exoskeleton and rat out the Duty squad to him. This lets you enter the base without being shot at. Inside the base, locate the buidling with all the dots (their HQ). Enter it by telling the door guard the same story about the Duty squad.
    Head into the HQ and tell the story a third time to the man called "Lukash" who is the faction leader. He will create a squad of Freedom fighters to attack the Duty squad. That's your cue to exit and talk to the Freedom soldier "Max".
    Talk to Max and his NPCs will start heading to the farmstead to kill the Duty soldiers. Unless you want to spend ammo, don't bother going with them. There's more profitable things to do.
    Clear the village of mutants -- West of the Freedom base, there is a village with bloodsuckers and three Freedom losers sent there to clean it out. Get this side-job from the Freedom trader (at the HQ's fist floor) and head there. You can use the anomalies to kill the pursuing mutants or simply shoot them with your gun. Shotguns are optional, since the anomalies are the best use of killing force.
    The village (once cleared) has a few rare artifacts in the grain silo, as well as NATO ammo among the dead (check your white dots). The Freedom soldiers here are grateful but don't do much when mutants come by and rip them apart. Head back to the Freedom trader for a reward.
    Kill the insane swamp stalker -- north east of the Freedom base, there is a swamp with landmines all around. A lone stalker lives here and attacks people randomly. Survive the mines, kill him and claim the Wind of Freedom unique armor (not very good), some ammo and supplies. By the time you're done here, the slaughter at the farm should be over.
    Secure the NATO 203 launcher -- Okay, so some people found the 203 in a stash and some have not. IGN has learned that so called "placed" weapons (meaning those lying out in the open) are usually always there no matter how many times you refresh a map. So for a 203, you may want to try using a knife kill (which is silent) on the Freedom Base armory guard. Get in by the usual method, save the game first before you try anything, and then knife stab the guy in the face.
    Past him, you should be able to get into the armory and find a TSR 301 with a 203 attachment on a table. If you don't, the weapon might've fallen off the table and you can check the corner of the floor under the tables for it. In addition to the items in the armory, you can come back and use the two stash boxes in the base for your future adventures.
    Establish supply caches -- While exploring this map, you may want to set-up on-route to Pripyat supply caches. There are several stashpoints that are very handy to have:
    Cache #1 -- box on top of the stove at the Duty farmstead
    Cache #2 -- east of the mutant village, a stash box amongst some neutral loners at a bonfire
    Cache #3 -- at the Freedom checkpoint bordering the Red Forest
    There are some more caches that are on the map, but those three are easily the most recognizable and easiest to get to. With NATO ammo being the choice of weapon here, the caches don't need to be that many since items stack with themselves when stored. Note that you can store more items in the Freedom base, but you do have to go there to get to them. These three cache boxes are awful close to the Red Forest and Rostok, which is why you want to use them instead (the one in the center is just handy).
    Once you set Freedom and Duty on one another, you should come back to the farmstead and loot the dead. The Freedom soldiers have NATO weapons and ammo while the Duty soldiers have Tunders and PAB/SP ammo. Both carry medical and food items. Do not shoot any wounded and simply loot the dead (the dying you can assist and wait for them to be shot again, or simply let time pass and they die).
    Thus potently equipped, you should stock some NATO weapons (the GP37 would be the best), all the NATO ammo you found, and other items in the stashes here. Any Tunder S14s you find you can leave at the warehouses. The same goes for any grenade launcher ammo, SP-5, and SP-6 ammo.
    Eventually you need to (of course) take something back with you, so here's what you want taken to Rostok (to be stored for later use -- not hoarding):
    A NATO weapon (unless you are carrying one already)
    60 to 90 NATO ammo
    Enough medical and food supplies for a short trip
    Leave the rest of the supplies in the stashes at the Warehouse, since you will rely on them later! Head back to Rostok and get ready for the Wildlands!


    * Chapter VII -- The Wildlands


    Rostok Wildlands -- Strategy Report
    Meet the barkeep and give him the lab papers. He will then mention Lake Yantar (Amber Lake) that is west of Rostok. You need to go there, but through the area known as the Wildlands.
    Before you go to the Wildlands, be sure to farm the area of the Warehouses for a NATO weapon. You may find one of several weapons -- the GP37, IL86, SSI5K, or TSR301. Any of them will do (the TSR301 can have scopes attached, the GP37 and IL86 have scopes and the SSI5K sucks ass but does damage).
    You will want about 90 rounds of NATO ammo to go with your new gun. Store all the Russian weapons you have -- the 5.45 mm weapons should remain in Rostok, the PAB/SP weapons can be stored in the Warehouses. Buy some NATO ammo if you need to (not really) from the Freedom trader if you wish.

    Escort Kruglov to safety
    When you appear on the Wildlands map, four snipers with Russian rifles will try to down you. This is misleading because the mercs are using NATO weapons. Take their PSO-1 scopes and ammo back to Rostok, then get ready for an all NATO rumble. Your weapon -- the scoped TSR301, IL86 or GP37 will be a precision rifle to knock out all the badguys.
    Past the area with the sniper and the building with the 203 launcher, you will get a mission to escort a scientist named Kruglov to safety. Drop down from the train platform and go around the end of the trains to down the enemy mercs. Their NATO ammo and bandages will come in handy.
    Kill the mercs, save the scientists, and meet the package in the green suit (Kruglov) marked on your PDA. Note that until you talk to him, you don't start the mission (or spawn enemies). Use the chance to loot bodies and rearrange your gear.
    When you are ready, talk to Kruglov and kill the enemies who spawn on the other side of the fence. Follow Kruglov until he stops and enemies start rushing you. If you are a decent shot and aim for the heads, you can down the enemies easily before Kruglov or you are killed. Loot the bodies for bandages, then NATO ammo (you come back later), then advance with Kruglov.
    Never tell him to "Let's make a run for it!" since that will get him killed. Instead, save with interim saves and keep the little bastard alive until he reaches the underpass with the fire traps. At this point, no more enemies will spawn (those that have can be killed and that's it for now). Go back, loot bodies and explore the area if you want. Watch out for a bloodsucker by the trains, but apart from that, there's not much to say except there are about a dozen stash boxes with items and mediocre armor on this map.
    Take as much as you want back to Rostok and the Warehouses while Kruglov remains relatively safe near the fire trap corridor. Head back to him when you are ready to proceed.
    At the fire trap underpass, snipe the zombies in the tunnel and go through it using the bolts to avoid the fire traps. The center dais is safe except for this one part (you find it). None of the weapons are worth the loss of life. Once you are through (kill all the zombies), Kruglov will go through (unharmed -- he has 100% protection from environmental hazards) and tell you to mee the professor at Yantar.

    Now that Kruglov has been rescued, each time you go back through the Wildlands, there will be a random number of mercenaries using NATO weapons. If you need a stock of NATO ammo, fight in the Wildlands until you are satisfied. There are other missions of little importance here -- you find those guys at the 1OO Rads bar.
    When you go to Lake Yantar, the armor you take with you will be discarded there. Keep that in mind when you plan on which armor to take with you, since you still need to use it for the area, but afterwards, you ditch it.


    Chapter VIII -- Lake Yantar

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    Lake Yantar -- Strategy Report

    Lake Yantar is basically a small town of two people (one if Kruglov died) and a zombie infested base north of it. Mutant snorks are everywhere, making it definitely not a great place to spend time in. However, the professor has some neat thigns to trade you. When going to Yantar, you only need the assault rifle, ammo, armor, health, and food.

    You can buy a shotgun at Yantar (you might even want to bring that back with you) and some armor that helps later. Travel light and you should be able to carry most of your loot with you from Yantar back to more civilized areas.
    The mobile lab is easy to find. It's southwest on the Yantar map. Go there, kill zombies, and avoid losing too much resources.

    Protect Kruglov for the scanning
    If Kruglov was alive, you get a free SSP-99 orange space suit from the professor that will let you accompany Kruglov into the hot zone for the scan. If not, you need to buy it from the professor and you do the scan yourself.
    Whether you are doing the scanning or Kruglov is, you will want to save the game first, then arrange your items to travel light (very light). You only need your NATO weapon (note the TSR with scope is the lightest), 200 rounds, the SSP-99 suit, health and kits, and no food. Step back out of the mobile lab and Kruglov will lead the way.

    You basically kill zombies until the Kruglov gets to a certain spot. It's harder than it's written, since the SSP-99 doesn't defend you well against the bullets. You will find yourself losing more life than normal. The key is to find the zombies and shoot it in the head first before it draws a bead on you or Kruglov.
    Note you can heal, but Kruglov cannot. Stand in front of an enemy and heal or you might find Kruglov dying faster than an American Idol's singing career.
    To help you see, bring the graphics option and have the machine draw more distance but less texture and object details. This lets you spot movement early and take it down with one shot.
    Wait for Kruglov to move near the school bus, and that will be the cue for a "blow out" anomaly (whatever the hell that is). When you regain consciousness, kill any enemies around, then talk to Kruglov. Follow him back to the lab with the scanning results and talk to the professor about the lab.

    The Yantar Lab & the stalker Ghost
    The professor apparently sent Strelok's buddy the Ghost into the Yantar lab, but neither the scientist nor Ghost came back alive. They didn't even have a body for a Klingon funeral (hint -- involves grenades). The professor sends you out to get the flash drive of the dead scientist -- it is in the swamp west of the lab.
    Keep the SSP-99 suit for now and increase your bullet-proofing. There is a lot of radiation near where the dead guy is but if you want to not risk dying by gunfire, buy some yellow medikits and anti-rads to keep your guy from growing a third arm from the forehead. The Duty or Monolith suits are the best for keeping out bullets right about now.
    Find the scientist's body near the downed HIND.

    Grab all of his crap and head back out. If you wade through the swamp directly, you will be slowed down and assaulted by zombies. If you can stick to the shore and edge around the map (on dry land) to the corpse, you can sprint and travel much faster.
    Once the flash drive is analyzed, the professor sends you down to the Yantar lab with the quest item psi-helmet. What you want to take with you are:
    NATO weapon
    NATO ammo about 200 to 300 rounds
    Healing items (bandages etc.)
    Anti-radiation medicine
    A little food
    Pump shotgun
    Shotgun ammo about 30 units (this is for after the lab)
    The armor you want will be the Duty or Monolith (the anti-bullet capability one). Store the SSP-99 in the mobile lab's stash box. Buy the shotgun and keep it handy. Head to the zombie infested lab. Notice that with the psi-helm, your character does not brain hemorrhage and die. Snipe the zombies and ignore any side-missions here right now -- there are too many zombies and damn mutant zombies (snorks) to explore and come out ahead. Instead, locate the marked building and head down the stairs. Like Dark Valley, this lab is in the basement. Get to the map transition before your stalker's health is turned into butt sauce.
    Inside the lab, the professor will tell you about the psi-helm being disabled when you get close to the mutant you need to kill. Save the game if you're smart, like IGN.
    What the "disabling" means is you have a few minutes before your intelligence is lowered to that of a zombie (or Jessica Simpson) and you die (or star in Dukes of Hazzard). Before that happens, you need to solve a puzzle with enemies trying to kill you. Simply put, you need to make a small save history here in the lab to prevent you from having a dead game -- the area save you make should be enough to insure against that.
    Ignore the zombies (but kill them) since you don't want them firing on you while you wander around the dark. There is a lift shaft past the lab entrance that leads straight down. Take the emergency ladder down, and note there is only one way down -- you cannot go back up the shaft. Kill the snorks and make a temp save. As you approach the mutant brain, you will suddenly have a nice fat timer of about three to four minutes to shut off the mutant before you die.
    You need to throw three auxiliary switches, then the main switch and you defeat the mutant. One auxiliary switch can be seen below:

    There are three auxiliaries -- one on each tier of the ring. Hint, hint. Get to each one in order and you have plenty of time to nuke the brain. Shoot zombies in the head to get them out of your way and ignore their bodies for now.
    The main switch (see below) is only accessible if you used the three auxiliaries. Throwing the main switch will not kill all the zombies, but it will stop the timer from killing you. Get a cutscene and make a backup save when you wake up.

    Escaping the brain chamber is simply using the stairs to the end of the hallway. Consider saving as you get close to the little psionic bastard. Remember that shotgun? Deploy it now on the mutant's squishy brain and that should solve what happened to Ghost.
    Acquire Ghosts' armor suit -- There is a side job you should do as you try to get the hell back out to the professor. Make sure you have 5.0 kilos free (use items or drop/use ammo to lower the weight). Inspect the corpse and take the unique armor. The armor is identical to the Stalker suit, but your character will never bleed to death while wearing this armor. Take the armor and move on.
    Once you have Ghosts' PDA and other loot (don't forget the lab papers quest item!), locate a hole in the room. This hole will drop you back into the Yantar area, in an escape tunnel filled with mutants. The shotgun should be used but bring on the assault rifle if the mutant can be sniped.

    You bascially are searching for the grating seen above that leads back to the outside world. The snorks are shotgunned -- the mutant giant sniped. A possible easter egg, Gordon Freeman (from Half-life) is the dead body at the start of this tunnel area. Make your way back out to the mobile lab and hustle to the professor.

    Now that you have almost no more business in Yantar, let's clean up. Before leaving, you may want to investigate the base above the lab (the military used choppers to blast the enemies, but does not spawn soldiers). The reduced number of enemies means you can find some unique items you can bring out of Yantar.
    The most useful thing to come out of this area, aside from the pump shotgun you occasionally rely on, is trading Ghost's armor for the SSP-99M green spacesuit. It's identical to Kruglov's armor and is basically the best armor for the rest of the game. It protects you from enviromental hazards and bullets, so you can't ask for more.
    The SEVA Suit sold by the professor is a cheap imitation, but buy one if you can carry it back (in case the armors start breaking). Take as much as you can carry back with you and you can even sell some NATO ammo to lighten your load -- the Wildlands will let you restock your NATO ammo completely.
    If you need a number, take about 90 rounds of NATO ammo with you. One or two headshots will let you start getting back your ammunition in spades. Once you reach Rostok, you can always come back into the Wildlands for a NATO harvest.


    * Chapter IX -- Loose Ends


    Shadow of Chernobyl -- Tying Up Loose Ends Now that you have some more clues about Strelok, loads of ammunition, good weapons, armor, and plenty of items, you should take stock of your inventory and what stuff you can do. This point of the game is pretty much your watershed -- you can go almost anywhere and you have access to almost all the game's weapons.
    If you want to goof off and explore, do so, since once you start on getting rid of the Brain Scorcher in the Red Forest, you will be pushing to end the game soon. First thing's first though, deliver your lab papers to the barkeep.

    Lab papers to the barkeep & the Duty leader
    The papers on Ghost's corpse can be delivered to the barkeep. Talk to the barkeep about Duty and he will zassumen ("arrange a meeting") and will not be German. At this point, you can locate the Duty base, talk to the guard about meeting their leader and you can enter their base.

    On the trail of Strelok -- Meet the stalker called Guide
    The stalker you want to talk to for Strelok is in Cordon. In fact, he is in the same spot where you found Fox before. Head back to Cordon and talk with the guy. He will give you new clues about Strelok.

    On the trail of Strelok -- Meet the "Doctor", who is not a real doctor, like drkay
    The clue from Guide leads you to Agroprom's sewers -- back to where you found Strelok's secret base. Head back there and get a cut-scene with an NPC. You will get new information and a new marker for Pripyat. This clue is vital for you to get the true endings of the game.

    Optional Steps
    Assist the Duty faction -- You can enter the Duty base after delivering Ghost's lab papers to the barkeep and talking to him about Duty. The Duty leader and his forces' trader have missions that may or may not antagonize the Freedom faction. You should do them if they do not involve blasting Freedom soldiers, since you can get awards without conflict.
    Assist the Freedom faction -- Some of the Freedom faction's missions do not involve attacking Duty, so you should see if you can do them and get the rewards without the enimity of others. There are some rewards (and items) you can salvage and take for yourself before you turn it in to the leader for the reward.

    Now that you've revisited all the areas you want, and secured what weapons and ammo and items and armor you can, you will want to exploit the shops. Each time you travel between Rostok and the Warehouses, you can reset the traders so you can stock up on ammo and healing supplies, as well as loot the dead bodies.
    Accumulate a hefty amount of NATO ammo in the warehouses' stashes and bring all of your grenade rounds to the warehouse map to store them.
    If you need to walk through the Wildlands for pristine NATO weapons, do that. Get a pristine GP37 and that should pretty much write yo4ur success for the next part of the game (that and several thousand rounds you will never use ....).
    Any armors you want to keep around, move to Rostok or the Warehouse. If you don't mind, you can stick with the SSP-99M without changing it, but its abilities will decrease as you subject it to damage and gunfire.


    * Chapter X -- Red Forest



    Red Forest -- Strategy Report
    The Red Forest can be entered before, but without the psi-helm, you quickly hemorrhage and die. With the psi-helm, you can withstand limited assault before you get brain-wiped and turned into a brain dead fan-boy-or-girl. What you want to bring with you into the Red Forest are:
    NATO assault rifle
    NATO ammo, 300 to 400 rounds
    Hand grenades
    Anti-radiation or yellow medikits
    Bandages and health
    Two food items
    SEVA or equivalent armor
    Head along the road to the Red Forest. The area here is heavily irradiated (stay away from metal objects), so wander off the road if you need to avoid a hot spot. Some Monolith soldiers here will have sniper rifles, but simply kill them and take their enhanced ammo and limit yourself to about 50 rounds of the "normal" 7.62 mm x 54R ammo. You don't need that much. As for the gun (the sniper rifle) get it on your way back to the warehouses. Most of the bodies do not disappear, so you don't need to worry about it.
    Brain Scorcher -- Trek to the base
    What you do worry about (apart from dying) is using up your healing resources before you near the Brain Scorcher's abode. There are many deadly enemies packing hefty firepower and you want to keep them off of you while preserving your edge in resources. Your NATO rifle on semiautomatic needs to do the sniping and you should be okay.
    Look out for the RPG soldier (he has infinite missiles) near the checkpoint here:

    You should encounter several groups of Monolith soldiers on the road (in groups of three to four). Monolith marksmen will occasionally be on the sides with some of these groups -- or simply placed on the side of the road -- to give you a hard time as you travel north to the Brain Scorcher. Use the rocks and boulders as cover but watch for the irradiated hot zones. Enemies are not affected by the game's radiation zone (NPCs have no irradiation limit).
    Note there is a swamp to the west of the road in Red Forest. IGN strongly recommends you to avoid this spot until the STALKER game is patched to deal with the multitude of entities being created. The game will keep creating illusory pseudodogs until you kill so many the game will crash. It seems (on the surface) the game tracks the enemy bodies (even though illusory enemies disappear) and you will run out of memory after a while of killing illusions.
    Ignore the swamp (the place is irradiated and infinite enemies appear to attack you) and stay on the road. Once you get past the rocket soldier's checkpoint, you will have the option to go north to Pirpyat -- don't do that or the psi-levels will overkill your helmet. Continue west instead and up the hill to the Brain Scorcher's lab.



    The hill to the lab is conducive to red barrels being rolled downhill (by enemies) so they can detonate them and kill you. Put your NATO gun on auto or semiauto and detonate the barrels before they get too close.
    At the top of the hill you will need to use the wall to avoid being picked off by the Monolith snipers at the base. Check the illustration below for what we mean:



    Snipers are in the watchtowers, and as soon as you snipe one, the Monolith soldiers will start to converge on your position. Since the spot near the wall is somewhat irradiated, you will need to be quick to use the wall as cover (at a distance) while firing through the bramble to kill soldiers coming out of the base. Alternately, you can ignore the snipers (meaning you will have to kill them later), and hug the wall of the base like so:

    By placing yourself close to the base's wall, you can ignore the snipers and simply kill the soldiers who come out through the breach in the wall (easy pickings). The disadvantage to this is the area near the breach of the base wall is not only irradiated heavily, but an anomaly is nearby, making the warning alerts confusing, and looting haphazard.
    In any case, the breach in the wall is your ticket into the base. Head inside and look for a traincar that rammed the southern embankment of the base.

    You don't need to venture far from the breach in the wall to get to the lab's entrance; the area north of the wall is partly irradiated and heavily populated by Monolith soldiers. The caches you find are semi-useful since you have to walk back to the warehouses to store them.
    Wandering around the Brain Scorcher base is a sure way to waste resources and time, so avoid doing that until after you shut down the Brain Scorcher. Enter the traincar pictured above -- kill the snipers you ignored beforehand -- and enter the Brain Scorcher lab.

    Brain Scorcher -- In the lab
    You should have plenty of NATO ammo, but you won't need it until the Scorcher is dead. The only enemies in the lab right now are three or four bloodsuckers. Although you may be tempted to kill them, it might be a better idea to ignore them and run past them. Enemies cannot follow you past a certain patrol zone, and keeping the mutants alive might make things more interesting afterwards.
    If you do wind up exterminating everything, you will still have a butt load of ammo and items to take home (noticeably grenade ammo from item boxes in the lab). This is unfortunate since you may not want to come back to farm this obviously tough area. If you must, drop a few hundred NATO rounds near where the Bran Scorcher is found. The Brain Scorcher? Of course why not -- it's only a man made machine:

    Once you shut it down, you get a cut-scene and 30 Monolith soldiers will enter the base. You will have to kill them all to get out alive. If you dropped items near the Brain Scorcher, you can use one of the dead bodies as a "moving item box" -- dragging the corpse as you head back to upstairs.
    Note that there are several points in the base where the rooms form a nice choke point where you can shutdown the enemy forces. Loot their corpses for bandages, ammo, and grenades. Use hand grenades a lot and if you find a better condition weapon than the one you've been using, remember to swap it out. If you're really cheap, you can even stash the new weapon on your "body bag", haul it close to the exit, and then make the exchange.
    Of course, it's shorter to write about this than to actually do it. See you in about 30 minutes.
    All the Monolith soldiers here will tickle your radioactives detector, so once the readings are nil, you killed everyone in range. Leave the lab and get informed about the situation.

    With the Brain Scorcher dead, the Red Forest map turned into a conflictive menage-a-trois. Soldiers from both Duty and Freedom will assault and attack the area (and each other), along with firing on all Monolith soldiers. Unfortunately, the Monolith forces, having nothing to base their aggression on now, will withdraw to the edges of the map and only you (the character) will be dumb enough to fight them.
    If you haven't taken the Kings' shilling on either Duty or Freedom, you can simply wait for their gun battle to end, loot their dead, and (if you are feeling generous) heal their wounded (or let them expire). Head back south to the Warehouses and assess what you have.
    Are you over-loaded? Then don't bother searching for a sniper rifle. They will still be around when you come back north. The important thing is to bring the 7.62 sniper ammo with you.



    < Bu mesaj bu kişi tarafından değiştirildi byflash -- 9 Mayıs 2007; 18:21:50 >




  • * Chapter XI -- Pripyat


    --------------------------------------------------------------------------------

    Pripyat -- Strategy Report
    With the Brain Scorcher dead, you can move around the Red Forest and all the areas south of it completing any side-jobs and generally reigning as the king of the Zone. If you're going back down south to explore and gloat, you might consider equipping the more common (and thus replaceable) SEVA or even a Stalker suit, since you can always buy another one from Yanatar or Rostok if the one you are using is damaged.

    Optional Steps
    Complete side jobs and collect resources -- This step is self explanatory.
    Assess which arsenal you want to take -- The game pretty much ushers you to the end at a certain point in Pripyat. The city itself is a death hole (not in real life -- in the game) so you should explore it only if you can afford the cost in resources. The map of Pripyat has a mixture of PAB and NATO ammo, so you need to decide on whether you want to take one weapon over the other.
    The TSR301 is a moderately effective weapon, since you can use a scope and 203 launcher with it. However, the stopping power is not as great as some other rifles. This is an issue when you have a small amount of ammo and want to do more damage. You can run out of ammo before kill enemies to loot their ammo.
    The SSI5K is a good choice on paper, but it can only take on the 203 attachment and not the SUSAT scope. With targets far away, you cannot hope to kill them before they bounce you. However, you have the option of the Gauss Gun or sniper rifles in Pripyat, and by taking a few choice rounds of ammo, you can make the SSI5K with launcher work.
    The GP37 and IL86 are both identical except in damage and fire ratings. The GP37 is more uncommon and with good reason. Enemies using this weapon will kill you fairly fast. The IL86 is good for enemies back in Garbage but like the TSR301, you need to work in consistent headshots to bring down tough customers.
    The VLA special rifle and Vintar BC sniper both draw from the same ammo, so you might run out in the middle of the battle when Monolithers keep showing up with NATO or Russian weapons. The VLA and Vintar are both sorry excuses for weapons, but their silenced qualities make them helpful if you were infiltrating an installation. However, there are almost no instances when you use stealth for more than 10 seconds.
    Go with the Tunder S14. You can use the Kosteyer ammo in the Tunder launcher; carrying the NATO grenades (ammo only) is a viable option to use later when you find NATO weapons in the NPP. The disadvantage to this approach is your Tunder blows in anything past one city block for sniping. You need to constantly switch between a sniper rifle (which you may or may not have picked up) and carrying more ammunition for the fight later.
    Once you prepare your weapons, head to Pripyat. IGN prefers the Tunder and SVDM2 combination. The prevalent ammo in Pripyat and Chernobyl is PAB-9, SP-5 in the NPP lab, and then NATO in the final area. The grenade rounds for the 203 should be taken with you, but you can leave behind all your hand grenades, since you can snipe most of the enemies in the city.
    The Tunder is a different weapon. Carrying only 20 rounds, it doesn't have a great amount of accuracy and its launcher sometimes bugs up and fires a blank even if there is something loaded into it (this happens with all single shot weapons). However, all three types of its ammo are destructive and only a few shots of any are needed to down an enemy using an exoskeleton.
    Cross over the Red Forest with the following:
    Tunder S14
    PAB-9 ammo 400 rounds
    SP-5 ammo 40 to 60
    SP-6 ammo (use this first in Pripyat)
    7.62 mm Armor-piercing
    7.62 mm Improved
    7.62 mm x 54R 50 rounds (but no more)
    Bandages 80 to 100
    Anti-radiation 30
    Medikits yellow
    Medikits blue
    Don't forget your armor should be the SSP-99M green suit or something close to its level of protection from radiation (SEVA is okay but not great) and only the five rare artifacts you can use effectively. Most likely, it will be something to increase your health (like Soul), increase bullet proofing, decrease bleeding, and increase endurance. You may want to stack endurance increasing artifacts since sprinting is very important at Chernobyl.
    Go along the Red Forest and allot for a few kilos for the SVDM2 from one of the dead snipers there. If the weapon is not up to snuff (seriously damaged or broken), then you may need to kill a Monolith soldier at the Brain Scorcher base to find a good weapon. Chances are that you don't need to. Take the SVDM2 (the bullpup is similar but does slightly less damage) and fight past the Monolith checkpoint to Pripyat.

    Invade Pripyat and fight to the NPP
    Equip the most potent ammo for the Tunder and the SVD rifles -- this way you're employing the ammo and not wasting effort lugging around extra weight. The stalkers you are "acompanying" are basically neutrals who will fire on the hostile Monolith.
    There are no Duty or Freedom soldiers until you get to the square, and the sheer number of anomalies, radiation, and firepower you face are significant. Proceed slowly and you will find very few stashes here (mostly irradiated).
    One easy to find stash is on the west side of the map, south of the radioactive Freedom leader's stash. It is in a warehouse, with many wind anomalies around it. There is a path of safety if you jump onto the car's hood, and shoot to the right hand side wall (where the corpse is in the illustration).


    You can use that stash as a way to bring things back out, but if you are not here to farm, you are here to fight, so stashes are meaningless. The stalkers will follow the road north, east, then north a little more to a side street that's blocked by electro anomalies and a ramp going down to some underground area.
    A voice bit from the stalker leader will say, "There is a tunnel up ahead", regardless of the NPC's disposition (dead, dying, etc), so wait for that cue. You can go underground and route out the Monolithers inside -- the bonfire will trigger some stalkers to go into camp mode (where they sit down and bullshit), so don't rely on their free firepower anymore.


    Naturally, you've noticed many of the sniper enemies you killed on the street have not fallen to the ground where you can loot them, but you can loot the soldiers for their ammo. Abandon the ammo type you didn't take (NATO or PAB/SP) and take what you need ... and leave the rest



    Back to the underground area -- there are four to six snipers using the Monolith Gauss Gun outside the underground's exit. If you step out for a quick stroll, you probably get killed from combined gauss gun fire. Instead, take out the SVD and play a nice sniping game with the rooftop menaces.
    Once you've dealt with the snipers, you will have to face off against some more Monolith whack jobs. There is at least one rocket soldier who may occasionally draw a bead on you and fire at you when you get to the east edge of the sniper courtyard.

    Optional Steps
    Get the door decoder from the hotel -- Check your PDA. You can simply skip to the hotel after you tone down the snipers past the underground area. The hotel's front (seen here):


    .... is guarded by several Monolith-ers (seen as corpses on the left side). The building is pretty drab (low-res settings) but marked on your PDA. Enter the hotel, go to the upper level and locate room 26. The door decoder you need for Chernobyl is inside that room.

    Fight to the NPP (cont.)
    If you did or did not make a stop by the hotel, you need to slip around (or through) the building. Behind the hotel, there is a slaughter zone right in front of the Ferris Wheel. There is a sniper to the east of the amusement ride and a rocket soldier (anyone here see The Rock? We can't make rocket man jokes if you haven't) who will blast you from the odd shaped building seen below:


    Take out the rocket soldier (you can theoretically use the hotel's bulk to shield you against the sniper) and then the sniper. No one says you can't retreat back into the hotel to re-arrange your attack .... unlike a console FPS.
    Once the rocket soldier is cacked, you might think about visiting the building he was firing from. That building is effectively Monolith's center of operations in Pripyat and has several randomly created rare or uncommon artifacts. The building you want should have a bunch of irradiated Russian nuts worshipping this thing:


    The artifacts are around the pyre and the eleven notices on the mini-map (from the screenshot) does not tell you about the 20 some enemies in the facility. The way up to this shot is by jumping on some wreckage on the side of the headquarters. However, you can assault the building simply by walking right into the front door. It might be easier that way, since enemies will arouse themselves from their stupor and attack once they here loud gunfire.
    In any case, you will have plenty of loot to take back or simply keep. Assess your resources and decide if you want to keep going, or retreat and replenish supplies. Don't forget you can buy PAB-9 ammo from the Duty, Freedom, or Yantar traders if you need to come back -- NATO weapons should have little trouble keeping themselves stocked with ammo.
    If you want to go past the point of no return, locate the "arena" north of the Ferris Wheel.
    Once you go north past the Ferris Wheel, you will be very close to the map transition (where you cannot go back into Pripyat). If you want to be safe, make a save upon exiting room 26 at the hotel, or somewhere nearby the hotel or the Monolith base.
    The area we're talking about is this:


    Stepping into that colosseum neans you warp to Chernobyl and start your final assault on the NPP. No ifs, ands, or buts. Make sure you are well stocked with the items and looted all the bodies to this point, since you are not coming back. If you haven't got any endurance increasing artifacts to let you sprint constantly while carrying a lot of weight, don't bother going onwards.



    * Chapter XII -- Chernobyl

    --------------------------------------------------------------------------------

    Tschernobyl NPP -- Strategy Report Once you get onto the grounds of the NPP, you will have some ..... five minutes left to live. There is a "blow out" that will occur shortly after you loot the corpses near where you start, or when the HIND chopper shows up and starts shooting at you.
    Your immediate goal is to survive (while looting bandages). Skip out on looting ammo for the SVD, you won't need much ammo for this map (maybe need about 10 shots for snipers). What you need to do is sprint west and along the road towards the NPP building.


    When you are hit by gunfire, you need to re-start your sprint, so keep tapping your sprint key and use your weapon to down an offensive enemy only if you have the cover to shield you from the HIND.
    Even if you spend some time trying to destroy the chopper, you will find that the enemy will spawn another chopper to take you down (also, the timer for the blow out continues going).


    It's best to smoke enemies that are conveniently placed in front of you and keep moving to avoid squandering all your resources here. This is one reason why you brought along so many bandages and aid kits -- so you can flee and heal without worrying about running out of items.
    Continue on the road and try to approach the marker on your PDA (note the initial version of STALKER lets the map's layer overlay the one your player's marker is on, so use the center icon to approximate your location).


    The entrance to the NPP is the broken side door seen in the illustration above. Chances are you can catch your breath slightly at the hill over looking the wall breach entrance. Don't dwaddle though, the HIND, the blow out timer, and tons of enemies are working against you and your resources.
    This is why the artifacts for sprinting are so important. Sprint to the exit and you will enter the NPP proper once you work past or kill the exoskeleton wearing enemies. Since you ain't coming back, fleeing rather than fighting is a better choice.

    Inside the NPP -- Sarcophagus and the Secret
    Notice the inside of the NPP is heavily saturated. IGN estimates with the SSP-99 and SEVA suits, you will have about 20 minutes tops of exploring the interior before you succumb to irreversible radiation poisoning. Keep an eye on your RAD icon and when it hits orange or red (for criitcal), take some quinine (anti-radiation drugs) and zip everything back to zero.
    The problem is that enemies constinually cause you to bleed, leak, and otherwise die. Those yellow medikits will come in handy all through this area due to the radiation, but the blue medikits will save your butt later, so don't waste them.
    The first few enemies here will have a Gauss Gun and some ammo. Consider trading it with your SVD rifle so you can do more damage. Note that the Gauss Gun has a longer down time between shots, so don't aim carelessly.
    Work your way slowly through the corridors and you should be able to snipe down enemies in loose batches until you reach this staircase connecting the upper and lower areas of the NPP:


    Consider making a combat save at the bottom of the stairs and then head up. At the top of the stairs, you will be in a hallway that loops around in a vague elipse. To be brief:
    Left at the top of the stairs, leads to the Sarcophagus and the fake ending(s). You die. You also a winner. Hahaha. You also a winner. Hahaha.
    Right at the top of the stairs, leads to the ladder to the secret lab, a new map (no radiation) and more enemies.
    Regardless, you will need to fight off the 10 or so enemies in the hallway. Remember all those grenade rounds you've hoarded to this time? Use them (sparingly) and only to clean out the small groups when they are huddled together in the hallway. You can use the top of the stairs to brain any A.I. dumb enough to close in. Once the area is cleared of enemies, consider saving.
    Alternately, you can also sneak (or run) by the enemies to the spots you need to be in. The left ends bascially with a ladder leading up through the remnants of plant 4. The right path has a ladder to a short hallway to the lab. Since enemies cannot use ladders, you are safe once you climb out of their lines of sight.
    IGN calls this playing smart. Play S-mart.
    If you choose to go left, you will find the irradiated remains of plant 4 have turned into some kind of monolith. You need to climb the ladders to the top of the wrecked area. Notice a strange white anomaly that pulsates? That is a warp that will take you to the spot in the illustration below:


    The girder to the right is the way around the wreckage, and lets you reach the heavily irradiated Sarcophagus and "make your wish". If you do, you die.

    Inside the NPP -- The True Ending
    If you opt to go to the right at the stairs, you will have to hustle past some heavy hitters (most pack Tunders or GP37s) and head up the ladder in the alcove seen below:


    This short ladder leads you to a hallway to the lab's secret door. Unlike the previous lab doors, this one takes time to open (to the next map's node) so you should not be a dumb jerk nOOB and touch the door (triggering the trap). Instead take a look around the front of the door:


    .... and notice that there are plenty of indestructable cover. This means there's a trap. What you want to do is to find a good spot facing down the hallway where you can hide from the enemies who try to kill you. Once you have that spot, use the lab door and the decoder you optionally picked up in Pripyat will take about two minutes to unlock and open the door.
    During this time, you fight of the enemies in the corridor and wait for the door to open. Once the door is open, get up, and sprint to the next node. When you reach the next map, don't be dumb and "go back"; make a save in the eeriely quiet secret lab so you have something to fall back on.

    So You Come To Us For Help Do You S.T.A.L.K.E.R.?
    ....
    Trade You 5O.O kg of Fran Mirabella III For The Secrets of Russia We Will
    The secret lab has no more radiation, but don't throw away your anti-radiation yet. You can reduce any excess amount to about five shots. What kind of ammo did you take with you? If you are using NATO ammo, enemies here will have NATO ammo. If you are using PAB/SP ammo, you can unload the rest of the PAB-9 ammo and switch completely to the SP-5 ammo (any SP-6 you should've used up).
    Kosteyer grenade rounds should be used up here (but try not to go nuts, since you will destroy weapons). NATO grenade rounds you should hold onto for now.
    The secret lab is bascially a large eclipse, but with an X-connection that exists in the middle (connects the perimeter). However, the connection is blocked off by some indestructable bars you cannot go past, but both you and enemies can fire through.


    This means you need to know where the safe spots are since walking out into the middle of the outer perimeter means you get slaughtered on all sides. Begin by taking out enemies on the left of the door. The right of the door has enemy fire, but those enemies can only snipe at you if they see you. The visibility and detection meter should alert you about enemies who can see you.
    Clear out the left side, gather the bodies and you can take an assessment of your stock. You should be able to take all the SP ammo you need, along with medical supplies and the occasional food item. There are FT200Ms, GP37s, and a new shotgun (SPAS14) here. Leave the NATO weapons lying around (unless you are using one). Consider stowing items on a dead body so you can come back to it later.
    The enemies past the gate are using Gauss Guns. Snipe them using your own Gauss Gun and you clear the corridor near where you start. You basically save/load your way through the rest of the corridor and take on the enemies as you can. You will eventually reach this room seen below:


    At this point, your radiological detector should read one reading -- which is the thing inside the room. Save the game. You're almost done with this map.
    Check your weapons and if you are using the Tunder, stash it and all the ammo with it on a nearby corpse (you use it in a little bit). Inspect all the bodies in the hallway and try to get a working FT200M. All those NATO grenade rounds you hoarded and brought with you can be used now. If you didn't, you can take a shotgun and a few shells (about 20 to 30). If you use a shotgun and rifle combo, the NATO weapon you take does not matter.
    Consider one last save for a back-up.
    When you are ready, head back to the doorway, but do not approach the device or enter the room. From the doorway, grab the Tunder you dropped and about 50 ammo. If you have any more Kosteyer rounds, use them up and destroy the light-stands around the crystal. As you destroy the lights, you will notice the game spawns pyrogeists to attack you -- but since you are not inside the room, you are safe. Works for IGN!
    Destroy all the lights and the creature inside will have a conversation with you. Ask all the questions you want, and then make a decision to accept or refuse the offer. Like Mechwarrior, you should refuse and pull the trigger.

    Rebelling against the mass-mind
    Long live glasnost.
    Doubly so with perestroika.
    Since you treasure so much of your individual freedom, the guys in charge decide to pulp your man-pretty brains against the radiactive concrete with their brainwashed soldiery. Can't let that happen, because IGN already has the Vestibule doing that for us.
    You will appear outside the NPP, but in a slightly radioactive zone. Your goal now? Survive the enemies thrown at you, move through the spatial anomalies known as "warps" and find the psi-coffins holding the volunteers and making them charnel house assets.
    Begin by dumping the Tunder you used against the device in the lab. If you only have a Tunder, you will be hard-pressed to shoot out the enemies here. Take their NATO weapons and move up the ladder outside.


    From here on out, you are engaged in a "warping" game. Each section of the NPP has an entrance warp and an exit warp. You come in through one warp and leave by the other. Enemies will vary and basically make things difficult for you.
    If you have a NATO weapon and either the grenade rounds or shotgun, you should be able to snipe enemies using the assault rifle (or Gauss Gun if you keep it), and for up close encounters, you blast them with a shotgun or grenades.
    Follow the ladders up onto the roof, then down and onto the ground. The way onwards is usually not difficult and only takes about one or two tries to find out where to go (you can't jump too high, and warps are reachable relative to your atavism.


    About the most challenging warps (to find) is the one after this one, where you find a snork mutant atop a ladder, you warp to a rooftop where two snorks attack. The exit warp is visible if you hop the broken railing and make a short jump into the warp.


    Another tricky warp is to cross the "pipe bridge" without dipping too far into the radioactive zone beneath. Although you can walk through the area with an SSP suit, you may not want to (heavy radiation). Instead, you use the side ledges of the building, the suspended pallet and the two halves of the pipe bridge to cross.


    A camp of sorts with tons of item boxes will mark your mid-point progression. Since you cannot go back, it should be obvious to set up a separate save history to log your progress here. The boxes here have various ammo, and you might consider refilling your shotgun with about 50 shells (or as much as you can take).


    Don't forget that because you cannot return, you can actually sprint to a lot of the warps and avoid enemies. It doesn't always work (say when snipers are attacking) but generally against soldiers, it will be fine. The final part puts you atop some rooftops connected by bridges.



    Around this time, the enemies continuously teleport in after each wave of enemies are killed, so you will want to hurry the hell up and shoot only the enemies you meet. Follow the bridges to the very end of the multi-rooftop area and there will be a warp (looks like any other warp) that will be guarded by teleporting Monolith soldiers. Enter the warp and you will get the best ending's CG movie.

    Optional Steps
    There are a total of seven endings in STALKER. Five of them are Wishgranter endings, usually resulting in a full body explosion (you die). If you want to see the different endings in the game, you actually need to micro-manage how you play the game right from the start, since that determines values for the fake endings.
    ''I want to be rich'' -- Requirement: Have a total of 5O,OOO or more rubles when meeting the Wishgranter. Most players will probably get this ending if they start selling artifacts and unused weapons to the traders. Without trying, you can probably amass several hundred thousand just incidentally selling items. If you need to, buy several expensive suits and armors to reduce your money, and destroy the items by stashing them on corpses, then leaving that map.
    ''I want the Zone to disappear'' -- Requirement: Achieve a rank of top stalker (requires 1OOO rank points) when meeting the Wishgranter. This is an easy feat if you start exploring the game thoroughly. Rank points are earned by completing side jobs, main jobs, and eliminating enemies. Check your ranking on the PDA to see where you stand. The PDA will give you a point system to follow as well. Completing many missions and requests, as well as killing many experienced stalkers will up your score immensely.
    ''I want to rule the world'' -- Requirement: Lukash and Voronin are both dead before reaching the Wishgranter. The leaders of the Freedom and Duty factions must be killed for this to occur (not sure if this is superseded by having too much money). Killing Lukash is fairly easy; several grenades in that small room should do the trick (you should silently kill the two guys downstairs first). Killing Voronin is a bit more difficult, since there're more people in Rostok and the medium range streets give the A.I. the advantage; however, if you start whacking people in the city, you should be able to pretty much work your road of death to the Duty base and level it.
    ''I want mankind to be controlled'' -- Requirement: Get a rotten stalker rating by getting a high negative rank score when meeting the Wishgranter. This is a harder ending than it sounds, since killing NPCs will increase your score. What you need to do is to start failing missions (apart from the half dozen you need to do to get to Chernobyl). You don't want to get the decoder (increases score), so you might want to make a new save or play a new game just to see this ending. If you take on side jobs and then proceed to refuse to do it, you can lower your score greatly at each trader or mission giving NPC. Not sure, but some people maintain you need negative 1OOO rank points to get this one!
    ''I want to be immortal'' -- Requirement: Do not have any of the above requirements fulfilled by the time you meet the Wishgranter. This is meant to be the default ending, which you can find annoyingly hard to get if you start to drop a lot of the Monolith butt wads in the base. Have a score in the low hundreds (about 500) so wiping out the 40 Monolith soldiers inside the NPP should not increase your ranking appreciably. The high ranking of the soldiers at the NPP is what contributes greatly to your stalker score.
    ''One of the C-mind'' -- Requirement: Take the door decoder in Pripyat and meet the C-mind in the secret lab. Joining the C-mind will put Strelok in a Matrix coffin (made in Russia) and end the game. Do this if you like the Borg, being assimilated, or generally hate being your own man in an ideal republic.
    ''Make your own future'' -- Requirement: Take the door decoder in Pripyat and meet the C-mind in the secret lab. Refuse the C-mind and you have to fight through the Monolith soldiers guarding their masters' cryo-coffins. This is the best ending of the game, depsite what you (or pther people) may think otherwise.




  • arkadaslar
    İşlemci Intel® Core Duo Processor T2400 (1.83GHz), 667MHz FSB, 2MB L2 Cache

    İşletim Sistemi Orijinal Windows® XP Home

    Bellek 1024MB DDR2(667MHz, Dual Channel Support, Up to 2GB)

    Ekran 15.4" WXGA(1280x800) Fine Bright Technology

    Ekran Kartı ATI® MobilityTM Radeon® X1400 (up to 512MB *HyperMemory)


    calıstırırmı
  • quote:

    Orjinalden alıntı: berkay27

    arkadaslar
    İşlemci Intel® Core Duo Processor T2400 (1.83GHz), 667MHz FSB, 2MB L2 Cache

    İşletim Sistemi Orijinal Windows® XP Home

    Bellek 1024MB DDR2(667MHz, Dual Channel Support, Up to 2GB)

    Ekran 15.4" WXGA(1280x800) Fine Bright Technology

    Ekran Kartı ATI® MobilityTM Radeon® X1400 (up to 512MB *HyperMemory)


    calıstırırmı


    Çalışır.
  • quote:

    Orjinalden alıntı: GFBurak


    quote:

    Orjinalden alıntı: guraktan

    Evet adamla F tuşuna basarak satın alma penceresini açıyorum oradan mlazemeleri alıyorum ve en alttaki trade butonuna basıyorum sayfa kayboluyor. Sonra tekrar adamla konumak için F'e basıyorum, yine aynı pencere karşıma çıkıyor. Sonuç aynı yani, hala çıkamıyorum.



    ya simdi F basiyorsunya 2ye ayriliyor sayfa altta bi yazi var bendeki almanca ingilizcem tam ne bilmiyorum türkcesibana bitane görev ya is mision ver gibi bi yazi var ona tikliycaksin sonra kapi aciliyor oyunda hep böyle yaziya tiklayaak geciyorsun


    Teşekkürler, yazılara tıklamak gerekiyormuş, oyun enteresan gibi görünüyor. Bu arada save dosyalarını nereye atıyor? Belgelerimde yok.




  • oyun belli bi yerden sonra sıkıyor beni sıktı..
  • quote:

    Orjinalden alıntı: HeLLgaTe

    oyun belli bi yerden sonra sıkıyor beni sıktı..



    valla ilk basda bende öyle demisdim grafiginide begenmemisdim disarda ama iceri grafik fena degil bi arkadas devam et cok begenceksin demisdi zevk alcaksin dedi ve onu dinledim vede oyun gectikce bana cok zevkli geldi baya bi oynarken gerildim felan oldum bittiginde niye bitti diye kizdim sonralarda güzel oluyor zevkli oluyor
  • aynen katılıyorum. bence muthis bir oyun. ilk baslarda amacsızca dolasısanız bayar bir sure sonra. ama gorevlere baslayınca çok sürükleyici oluyor . ben d e bitirdiğimde uzuldum. gercekten cok iyi bir oyun. bu arada ben oyunu gercek sonla bitirdim. su dilek tasının yeri nerde?bilen varmı?
  • Tam çözüm için teşekkürler.Gerçi oyunu bitirip gerçek sonu gördüm.Kim bilir bi daha ne zaman oynarım oyunu ?
  • quote:

    Orjinalden alıntı: Oblivionic

    Tam çözüm için teşekkürler.Gerçi oyunu bitirip gerçek sonu gördüm.Kim bilir bi daha ne zaman oynarım oyunu ?




    sen nasil bitirdin ben dilek tutum hersey eskisine döndü ama ne dönme kör oldum
  • Yeni yama çıktı mutlaka yükleyin eski save dosyasını bozmuyor üstelik.

    http://www.worthdownloading.com/game.php?gid=291

  • quote:

    Orjinalden alıntı: Pinky_Demon

    Yeni yama çıktı mutlaka yükleyin eski save dosyasını bozmuyor üstelik.

    http://www.worthdownloading.com/game.php?gid=291





    iste bu süper bir haber diycem ama bitirdim önce olsaydi süper olcakdi ginede tsk ler.




  • Evet ayrıca masa üstüne atma sorunlarına son verdiği iddia ediliyor..Yani benim sorunum eheh..:) Bu arada arkadaşım amma kastırmışsın bölümlerin açıklamalarını yayınlayacam diye siteyi versen daha ii olurdu..ama yinede sağol epey makbule geçti..

    http://www.trgamer.com/haberler.asp?id=11806
  • Masa üstüne atma olayı düzelmiş ama performans düşmüş :)
  • 
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