Stalker lost alpha walkthrough secrets caches weapons. Lost Alpha - Secrets, hiding places and passwords

So, I’ll try, perhaps, to summarize all of the above and make a more or less detailed guide on all Agroprom documents.

The first two are in dungeons.

Both of them are in Strelok’s closet, the door to which in DC (in 1.4004 exactly) is locked, the key lies in the depths of the dungeons. To find it, go/return to the stairs closest to the closet (there are three cabinets nearby, a couple of curved pipes on the wall, the walls at floor level are painted blue). There you find an elevator shaft, go down the stairs next to it, then another shaft, also go down until you reach a passage with signs “do not open...” and “rules and regulations established...” You go there too You will immediately see a ventilation duct slightly to your left, where the light comes from and where the fan rotates. Come close to him and take the key, it lies there.
Return to the closet, open it and take both documents. The first - the short story "The Deepest Darkness" - lies in a niche on the wall opposite the entrance, behind a reddish-brown cabinet. The second is a sheet of notes - near another niche, to the right of the previous one, next to it there are three wooden shelves, on the highest one there is a blue army first aid kit, on one of those lower there is the required document.


In the same dungeons, the player must find Strelok's flash drive. After taking the book and “activating” it in the inventory, in the “Journal” section of your PDA, an entry from this book will appear, which contains a hint on where to look for the flash drive. Deciphering it is quite simple, but finding the cache using the decrypted clue is a little more difficult. That's why...

Leave the closet and go along the corridor to the right, then turn right again, into the first passage between two corridors with acid anomalies. There, carefully examine the ventilation pipe on the ceiling, look for a broken grate. The cache is behind it. When you point the sight at it, the inscription “search the box” should appear at the bottom. If you can’t get it from the floor, climb onto the medical equipment standing nearby. Important: after taking the flash drive, a controller will appear in the dungeons who can “wind” the player, even if he is on the surface. To get rid of it, return to the corridor where you took the key to Strelok’s closet - it’s there.


Now the documents are at the military base. Before collecting them, it is advisable to clear the database to zero - this will make collecting documents much easier and calmer.

There are six documents in total on the base, not counting those in the case that are used in the quest as the main ones. Three of the additional ones are still in the same main building where the case is, three more are in other buildings on the base.
1. Journals with calculations - lie on the first floor of the main (three-story) building, on a table with flasks and red jars in the southwestern (lower left) corner of the building. This table is by the window.
2. A scientific project - also on the first floor, on the second same table with the same flasks and jars. This one is already in the eastern (right) part.
3. Note to the director of the research institute - on the third floor, on a tin table with six rectangular indicators on top. This table is the closest to the one from which you took the main quest case. The document lies on the bottom of this table (there may be a bug in which it is not visible and/or impossible to pick up, in this case, throw a grenade at this table so that the document flies off its place).
4. Professor's Diary - located in the building to the left of the main one. This building has an almost square shape, made of gray brick, and on one of the walls there is a fire shield and a ladder to the roof. Once inside, go through the first room and enter the one where the fire is burning in a barrel. There, look for a table near which there is a computer on the floor. The document lies on this table.
5. Notebook - lies in one of two white and pink buildings with a sloping roof. Specifically, in the one that is closer to the main building and whose porch faces the gray brick building where you took the previous document. Having climbed the porch, go forward to a wooden bench - a document on it.
6. Invoice - lies at the checkpoint near the northern (upper) entrance to the base. This is a very small building, next to which there is a barrier and a pole with many spotlights at the top. Once inside, you will immediately see another reddish-brown cabinet (there is a TV on the shelves to the right of it). The document is in the upper compartment of this cabinet. It is worth noting that it is almost invisible to the player; you can only see its very edge.


That's all the documents that can be collected at the Agroprom Research Institute. I will also add that you can understand whether you have collected all or not all the documents at the military base in the tasks menu. Until you collect everything, the task item “Take everything left” will not be marked as completed.

Genre: Action, Shooter, 3D, 1st Person
Developer: GSC Game World
Publisher: Dez0wave
Publication type: Repak
Game version: 1.4007
Interface language: Russian | English
Voice language: Russian | English
Tablet: not required

SYSTEM REQUIREMENTS:
✔ Operating system: Windows Vista /Windows 7 /Windows 8 /Windows 10
✔ Processor: Intel® Core™2 Duo 2.4 GHz static / intel core i3 dynamic
✔ RAM: 2-4 GB static / 6-8 GB dynamic
✔ Video card: 1 GB static / 2 GB dynamic / nVIDIA® GeForce™ / ATI Radeon®
✔ Sound card: DirectX® 9.0c compatible sound device
✔ Free hard disk space: 21 GB

Description:
Lost Alpha is one of the most popular projects in the Stalker universe, the development of which began back in 2008. Initially, Lost Alpha was aimed at returning that same stalker. In 2014, the first version of the modification was released. The exclusion zone map has been redesigned, which is now more consistent with the original game. The plot is based on history. In Lost Alpha, the main character is a Stalker who does not remember anything, and in his PDA there is only one task - “Kill the Strelok”. Key moments were carried over from the first part of the trilogy, but they were transformed so much that each of us will be able to relive this story again, with new sensations from the passage. A large number of plot branches and side quests were also added.

Plot
Overall, the plot of S.T.A.L.K.E.R. Lost Alpha is a different take on the plot. There are a lot of familiar moments, however, as events develop, the plot moves further and further away from.

Key Features

  • 27 completely new locations.
  • A completely reworked plot, making a mixture of documents and builds, original and the developers’ own developments and ideas. When playing Lost Alpha, this plot may seem completely new to you; you are unlikely to think that you are being provided with just a build plot intertwined with the original; many things will seem completely new. Free-Play after the end of the main story (+ some quests appear only after the end of the story).
  • Brand new A-Life
  • NPCs avoid anomalies, but they can also make mistakes.
  • NPCs see physical objects.
  • The ejection has been worked out.
  • Random emissions.
  • "Underground" Emissions.
  • Special shelters from Emissions that make survival easier.
  • NPCs use shelters.
  • During Emissions, birds die and monsters “go crazy.”
  • The flashlight requires batteries to operate.
  • The flashlight should be hung on your belt.
  • Sleeping through a sleeping bag in certain places.
  • Possibility of communication via PDA.
  • Almost completely new PDA.
  • Repairing and upgrading weapons.
  • The ability to repair weapons yourself.
  • Strong change in r1 and r2. The game was tailored for the more advanced DirectX 10 rendering.
  • The range for drawing grass has been increased (the issue of a special console command for this is still open).
  • Command to change FOV, by default it will be 67.5.
  • Round sight with the ability to change to a standard one via the console command.
  • Menu in the style of 2005 builds.
  • Old style HUD.
  • New weapons: 3 new barrels (TOZ-34, BM-16, Browning HP-SA), 3 homemade small pistols (Magnum revolvers), an incomprehensible machine gun (AKMS, cartridge 5.45×39, strange receiver cover).
  • Weapon upgrades.
  • Weapon swinging.
  • Ability to kill crows.
  • All cut mutants have been returned.
  • The green dwarf has been recreated.
  • The rats are back.
  • Several new monsters.
  • Transport purchased from traders.
  • Trunk for transport and the need to use fuel.
  • Opening car doors.
  • More realistic physics, including ragdoll.
  • New group "Sin".
  • Bullet marks on the bodies.
  • Anomalous zone detectors.
  • The time of year is summer.
  • Opportunity to interact with the military.
  • New weather system.
  • Old weapon textures.
  • Lots of ambient sounds to use.
  • Combination of artifacts.
  • Possibility of changing the hud to “Style of old assemblies” or to 2 new ones.
  • Mini cut-scenes made on the game engine (unfortunately, they are a little tight).
  • Added new and high-quality soundtrack.

From the developers

Cordon
Disclaimer: Concept
First of all, please take into account that LA and LADC are two different mods with different concepts. LADC has never been a mod for "shhh" and builds. The goal of LADC is to combine the existing LA gameplay with the gameplay and introduce new elements into the gameplay and graphics - but without regard to builds, doing it the way we see it ourselves. Director's cut itself means "developer's edition", "developer's view", etc. We are trying to bring the atmosphere itself closer to the release version and our vision.

Disclaimer: Graphics
I’ll say right away that the mod is being developed taking into account only r3/4, that is, dx10/11. Other renders may have bugs, be it black fences, white impenetrable rain, etc. We have renderings below the third one simply in the form of a load, or an opportunity for players with weak hardware to play. However, do not expect stability or adequate images on any render below r3; errors with graphic bugs are also not accepted. We still do not recommend using the "advanced settings" section. Use our ready-made presets. Editing “advanced” ones is only at your own peril and risk, decide the consequences yourself. 1.4007 will be a complete installation that does not require pre-installed older versions of the mod or game. Savings will not work by themselves, everything will be new.

Features of patch 1.4007

1. Full inclusion of the Gameplay DLC (developed by us) into the base of the mod. And this means a huge number of changes, ranging from new slots (helmets, a second slot for large weapons), to hundreds of engine changes and ending with more developed vehicle physics. The full Gameplay DLC log is not included. The build style of the interface has been completely removed. 2. Graphics/retextures: A lot (300+) of old textures were redrawn from scratch, another 400 were simply removed by replacing them with existing analogues or duplicates. The mod has become lighter, reducing the number of textures has increased optimization. There are also some optional effects like drops on the hood from Meltak or reflections on the water from . And our own edits, the bulk of the work was done by Zhora Tsementov. 3. Reworking of the plot/cut scenes/ending: about 30% of all cut scenes were simply cut out, some were simply reworked, all endings were completely reworked, except for the usual ending with the Phantom (there is, of course, no more rainbow). The story process was optimized where we could, and we made even more story quests as secondary ones (that is, their passage is now optional) to make it possible to complete the story faster. Fixed countless bugs in dialogues and quests. Everything connected with the Freemasons and the man with a black face in a cloak has been completely cut out. Now they are simply not in the plot. The old secret endings have been completely removed and new ones made. But the conditions for achieving the secret ending are also greatly expanded. Instead of 8 conditions, 15 were made. This includes exploring the free world (both through quests and in places completely unrelated to quests) and correctly completing (certain ones related to documents and secrets of the Zone) secondary quests. After fulfilling each of the conditions, the article will be loaded into the PDA; the title of the article will contain the condition number as a little help to the players. Reaching this ending is intended for “experienced” players of the mod and can be a real challenge for LADC fans who have completed the mod more than once and are ready to try something new. 4. More mods during installation: Large selection of mods, some of them very large-scale, like a mod with new weather, which adds 6 new weather cycles (to the 9 cycles already available in 1.4007). Such a variety of gadgets is new for LA. All our old mods that migrated to 1.4007 are also included in the installation. There is Russian voice acting, autumn, and a weapons pack. 5. Models and tessellation: more variety of NPC visuals due to combinations of gas masks, etc. The models themselves are taken from, as is tessellation. 6. A new location based on the "level 12 (bypass)" location of the 2001-2002 builds. Good accommodation, hiding places, but no quests. Nothing special. We did it just like that because I like the process of creating locations. 7. Alife support in the form of a mod. Even though this is a mod, it is mandatory for everyone to include it. Really transforms the game and gameplay. Not a super cool alif, but many times better than the missing one. The principle of operation is simple: free stalkers and monsters are no longer removed, and therefore NPCs that are untethered from the territory and driven by their own engine logic begin to appear throughout the Zone. Initially, there were fears that the mod would break the plot, but later all the “dangerous” moments were finalized. Now the plot and alife work for each other, and not vice versa. 8. Optimization, and on some systems it is very significant. By replacing static light with dynamic light, reducing the number of textures or the ability to further reduce the radius of geometry detail, etc. 9. Sound zones that are located literally everywhere. New types of zones have been created, for example urban type. They give echoes and other nice things, improve immersion in the game. 10. Improved gradation of shooting ranges, of which there are 4 in the mod. Now, when moving deeper into the Zone, opponents and mutants will be more difficult. There is still no gradation of anomalies and there never will be. 11. A launcher with a huge range of functions. For example, the ability to download and update mods and the game itself, options, and a save manager. 12. Gameplay changes: the starting set of items has been trimmed (you will have to buy an anomaly detector or a knife yourself), a small “shot” type of cartridge has been added, many quest rewards have been improved.

Burning fluff will no longer cause 3000% bleeding on contact with it, the mechanism itself has also been changed (if you walk through it slowly, there will be no damage). Many changes to the properties of items and costumes to make the game more balanced. High difficulty levels have become a little more difficult, but low levels are much easier. The golden mean is that the “experienced” level is comparable to the difficulty of the veteran master in the original game.
More opportunities to gain skill points.
The Forest location has been recompiled, now NPCs do not disappear through openings in this location. 13. Pleasant little things, including: new icons for quests, improved and louder ambient sound in locations, improvements to the sound of some mutants (chimeras, jerboas, etc.).

Optional add-ons (Can be selected during installation)

  • Autumn couple texture
  • Weapon pack
  • Closed optical sights
  • Inaccurate cache markers (Approximate cache locations will be shown)
  • Russian voiceover
  • Sidorovich model from
  • Brutal and paramilitary coloring of "Dolg"
  • Water fix for AMD video cards
  • Static lighting shaders from 1.4002
  • Darker nights from 1.4005
  • Advanced Weather
  • Sophisticated Economy
  • Hardcore Survival
  • Free life
  • Music on the menu from
  • Hidden Anomalies

Features of Repack: This is a complete repack of the game: you don’t need anything to install, and after installation you don’t need to put anything on top either - all mods are included in the game installation and are available for download in one click through the game launcher after installation. The launcher also offers mod updates if they come out.

You will also find a description of the mods during installation and in the launcher.

Today we will talk about the game STALKER Lost Alpha, the walkthrough of which is presented in detail below. We will look at the sequence of plot development, as well as the completion of main tasks.

Cordon

The walkthrough of the game STALKER Lost Alpha begins in a place that has long been familiar to every fan of the original version. The main character awakens from sleep in the room of Sidorovich's bunker. We go upstairs and talk to the merchant. He gives us our first task. We are asked to find an artifact. We leave the bunker and take a left. At the same time, we look at the mini-map, there is a mark for finding the item we need. The artifact is difficult to see in the grass, but the detector signals can help with this. After receiving the necessary item, Sidorovich gives us several tasks. We complete them and go towards the next location.

Location Agroprom

In the game STALKER Lost Alpha, the passage continues to the landfill. We respond to the familiar call of the Demon. We help the stalker Yurik. After supporting everyone in need, we go to the hangar to meet Gray. From a conversation with him it becomes clear that we have to go to Agroprom. We go to the location and immediately help the stalker Mole. Still, what is non-standard in the game is Caches - a phenomenon that we will encounter at the next stage. And so we save the Mole. In gratitude, he tells about Strelok’s hiding place. Mole also describes in detail the location of the notes. Let's go down. We begin the search. We find shelter, as well as notes. Let's go look for the hiding place. It is located in the corresponding passage between the corridors.

Dark Valley

In the game STALKER Lost Alpha, the passage continues by visiting the Bar location. To get into it, we move along the road to the barrier. We pass it and turn left. Then we move straight along the road. We pass the checkpoint. Let's go to the bartender. We give him the documents that were found at Agroprom. We meet with Comrade Petrenko. You can find him in Bar. We go to the Dark Valley. Let's go to the farm. The first thing you need to do after moving to the location is to find a stalker nicknamed Demon. From the conversation it becomes clear that we need to head to the factory, which is the base of the bandits. The demon lays out a plan. We are starting to implement it. Let's start looking for the entrance to the factory. It is located in a hollow in the bushes behind the enterprise. Poltergeists constantly eke out their existence in this place. We find 3 corpses of bandits. We take a suit from one and put it on.

Borov's base

In the game STALKER Lost Alpha, the passage continues with the Dark Hollow. We find ourselves in this area under a hail of bullets. We are moving towards the railway tunnel. We move until a fault is visible on the wall on the left. We go through it and find ourselves in a place called Mines. We move forward all the way straight. We turn left and lose consciousness, having received a blow to the head. Having come to our senses, we see the leader in front of us. The head’s name is Veles. We talk peacefully and receive a new task related to the search for documents that are located on the territory of Borov’s base. We return to the surface. We are heading to Borov's base. You can use the car. There will be some surprises at the base. The head of the bandits will want to play a guessing game with us. Moreover, the price of losing is our life. The correct answer is number 4. We get the code for the safe and take the documents. The bandits will instantly become violent, and we will have to shoot to get out of the base. After complete victory over the enemy, a new message will be received from the PDA.

Level 18

Next we have to visit the laboratory in the game STALKER Lost Alpha. The passage of X-18 begins with a descent into the basement of the corresponding administrative building. To gain access to this level, we have to use the code that was received from Petrenko. The combination for the door we need is 5271. We go down to the laboratory. Next we search the security room. We look for the first documents in the table. In the same room we see a computer. It requires a code that will be at our disposal later. Then we leave the room, and the X18 laboratory, perfectly executed by the developers of STALKER Lost Alpha, opens up to our eyes.

The passage continues with the search for documents number 2. To get them, turn left. We move straight towards the door. Let's go down. We see the table. There is a shelf above it, on which we find the papers we need. We take the documents. We find and defeat the burer. His hand must be brought to Petrenko. We go to the room with elevators. We go to the right shaft. We climb it. Thus we reach the open door. Through it we penetrate into the territory of the secret room.

The laboratory in STALKER Lost Alpha is fraught with many dangers. The passage of X-18 continues with an unexpected meeting with a corpse, which we find behind a special installation. We take PDA from the deceased. It displays code 9231, perfect for the computer on the table nearby. Documents number 3 are also located here. Now we go to the room located above the meeting place with the burer. You can get into it through a gap that appears in the floor. We look for documents number 4 there. Next we go to the basement. We are looking for a table in a special room. It contains document No. 5.

Location Rostock

We meet with the head of Debt. We receive the task of destroying the surviving mutants. For this purpose, we go into the tunnel. We take an old gas mask from the ecologist. We are moving to the factory. There we look for 3 PDAs and kill 4 bloodsuckers. We're going to the construction site. There we find the first pair of PDAs. To find the third device, we will need the gas mask we received earlier. The fact is that poisonous gas is spreading near the building, as well as indoors at the entrance. We go to the second floor and look for the PDA there. We will find the bloodsucker at the factory entrance.

At Veles's

Let's go to the bar. Let's go to Petrenko. After this we approach the bartender. Next we return to Petrenko. We get the key to laboratory X14. We get to the factory again. We go to the passage leading to the laboratory. We find ourselves in a corridor similar to that located in the Sarcophagus. We move along the corridor. We find the code door. Specify the combination. Let's pass. We go along the right corridor. We find the second door. We pass using the same code. We get to the laboratory. We find a PDA and documents on the table. They need to be delivered to Veles. He will inform you that secret traders in the Dead City will contact us. Next we need to get out of the mines. At this time a message will arrive. Its author is Professor Sakharov. He has business with us.

Big swamps

We go to the professor on Yantar. We receive a task to search for special documents held by mercenaries who are located on the territory of the Dead City. Let's take the task. We get to the city. We go to the school. We go to the head of the mercenaries. During the conversation, he suddenly recognizes the shooter. We are captured. We lose all equipment and weapons.

The next required location is the Great Swamps. Here you should be prepared to meet military helicopters. They will start firing at us. We hide in the reeds. We are waiting for the military to fly away. Let's go to the doctor. It turns out that our character is Shooter. Therefore, we must find the Phantom. To do this, we go to the army warehouses. The ghost should be looked for in the village of bloodsuckers. We are heading east. It is there that the bunker we need with the Phantom is located. He asks us to pick up an artifact stolen by mercenaries.

Let's go to the village. We defeat the mercenaries. We understand that we encountered another squad of them, so the artifact is not here. We go to meet the accompanying person. After all the hardships, you should go to Amber. Here we give the professor the artifact and the necessary fees. We are waiting for him to complete the repair of the PDA. At this time we are talking with Kruglov. We take the PDA. A message arrives. It follows from it that it is necessary to urgently go to Petrenko.

At this time, fighting continues in Bar. We are looking for Petrenko. We cope with the task of eliminating helicopters. We climb to the roof of the building where the arena is located. We are looking for a dead soldier armed with a grenade launcher. We hit two helicopters. Next we go to Petrenko. We learn that we need to go to the outskirts of Pripyat following Bartender and Voronin. We get to the basement of the department store. We find the newly created bar. We should complete all the tasks, one by one visiting Yantar, the Cement Plant, Laboratory X16, Radar, X-10. We get to X7.

STALKER Lost Alpha: X7 - walkthrough

This point is located in the vicinity of Pripyat. Having reached there, we go into the bar. We talk with the bartender. We approach Voronin. We learn that it is necessary to disable the old military development. The machine that needs to be deactivated is located in the X7 laboratory. It is a bunker under a dam. Let's move on to it. Let's go straight. At the same time, a green hologram will continuously follow us. Before staircase 1, turn into the left corridor. We pass to the wall. We turn right. As a result, we reach a door with a sign warning about the low ceiling.

Dungeons of Pripyat

We need to go through a lot of difficulties until we finally manage to find the Pripyat dungeon in STALKER Lost Alpha. The passage of this stage begins with our admission to the hospital. We meet there with the guide. Then he accompanies us to the entrance to the dungeons. Next we go on our own. We find ourselves in a tunnel. We go up the long staircase on the left. Let's go straight. Then we turn left until we see a KamAZ truck ahead.

STALKER Lost Alpha: walkthrough. Pripyat

We have to use a special transition. The passage of Pripyat - one of the most difficult stages - is next in line. We receive a message requesting assistance to the military in the battle with the Monoliths. We destroy the enemy. We learn about an urgent meeting with Vasiliev. We go to his school on the second floor. We receive gratitude from Vasiliev and a request for help with measurements. We follow the ecologists. Next you need to complete the task at the Chernobyl Nuclear Power Plant. The next destination is the Sarcophagus. Next, we complete the task related to generators and get to laboratory X2. This is the last milestone to be overcome in the game. This level is similar to X18, but with minor differences. We are waiting for the door to the stairs to open. Then we go further and find the control panel for the emergency generator. However it doesn't work. We need to refuel the generator. We are looking for fuel. Let's go to the installation. Place the cursor over the pipe. An inscription appears. Click the “Run” button. We wait a bit. We go further and turn on the generator. A task to disable the lock appears.

The first village, the village of beginners. In one of the houses on the left side, in the room of which there is incomprehensible vegetation on the ceiling, there is a basement. The entrance to it is littered with boxes. It contains two first aid kits and a bunch of canned goods :)

In the Village location, when we are looking for ecologists for the first time, in the dungeon, in one of the lockers there is an Ecologist costume.
Also in this subway there are boxes containing tools. The secondary task of finding these tools is given by the scientist DiDi.


In the village of newcomers (On Cordon) there is a well, if you look into it, you can see corpses
This is a trick when on the Cordon, on the instructions of Sidor, you need to take out the bandits at the coal plant before entering the plant, a video will be played in which the bandit talks to a mercenary and they have 2 sig550 with a picel silencer and a grenade launcher. So, if you take this task and do not go into the factory (the main thing is that the video does not play) but go around on the left side, then this bandit and hire can be killed (for example, from the SVD on the bridge you can borrow from a soldier) and from them you can take off 2 whitefish, 2 berets and hiring suit. Do you like gambling? Means You will definitely like Azart Play, slots, jackpots, card games, etc.

Dark Valley: in the upper right corner of the map, where there are a lot of different pits and ravines, we are looking for an anomalous field, there is a trailer there, we go in and pick up Lera 300, with a silencer and a grenade launcher.
Dark Hollow: at the gas station near the shore where there are many ships we find charges for the RPG, the RPG itself lies at the stop, next to the transition to the TD.

Cordon: at the place where the Stalkers’ base was in CN, a Brownie will meet us in one of the houses next to the Tunnel :)
Dark Valley: don’t forget about the warehouse, at the Bandyukov base, in the place where the TC was in the original, from goodies, there is a Revolver and a very useful shotgun.

Dark Valley: Near the Bandit base at a gas station there is the corpse of a Stalker, he has a rare BM-16.

Forest: the most notable is the Yellow Dwarf. You can take a walk to look at that idiot running behind the Bandits parking lot closer to the transition to the Bar.

At the Agroprom Research Institute, on a mission where you need to look for Strelok’s things in the dungeon, there is a room in which there is a quest book. To the right of the hole with the book, on the wall where the mesh is torn and the pipe runs through, there is a hidden cache. It is located closer to the corner on the left (if we look at this side) in the hole from which the pipe passes.
There I found an AKMS (which everyone is looking for, but it’s so-so, you can’t even attach an optic), a couple of first aid kits and an artifact that gives 100% health, 10% bullet resistance and rupture resistance.


In the Dark Hollow, after turning onto the road leading towards Corodon, on the left side of the roadway, look for a cross with a gas mask, in the center of an anomalous group with an increased background radiation. There are several twists around the group + the cross itself is a hiding place. It contains SVD, SVU, OTs-14 "Groza", about 5 ordinary first aid kits + cartridges for SVD and "Groza".
Dark hollow. Gas station with hires. Where there is a cave in the rock nearby on the hill along the stairs of the house. There is an elite detector in the stove.
in a dark hollow (see screenshot where) in a village, find a house in which a fire is burning, climb through a window where there is no frame and there is a backpack in the stove, this is a cache there, an excellent artifact and there is good money in this house. Be careful in the village of chimeras and zombies!!!


In a dark hollow, in a small village east of the southern exit from the mines, in a house with a blocked entrance there is a cache, there are 2 cool pieces of art. In the house located in the southeastern part of the map near the infected tunnel in the cache there is an elite detector.
In the dark Lashchina. There will be a Cross to the left of the road and a bunch of anomalies around. Cache cross


There is Vintorez in the Dark Hollow and also Groza with SVU and SVD. The cache is located near the intersection. How to go to Cordon, there will be 2 houses on the left, and zombies will be wandering nearby. And if you look towards Cordon, there will be an anomalous field, there are a couple of artifacts and a cross. There is a hiding place.

On the amber on the site with the car, which is next to Sakharov’s bunker, right in the far part in the security booth in the locker there is an LR300 and a bottle of wine.


Near Sakharov’s base there is a descent into a pit, a stalker stands near it, you offer him help, he gives you a quest to find his weapon in this cave. We go down, go through the tunnel, then there will be a crowd of blood-sucking guys. You can use pheromones (which were given by Sakharov, the quest is completed along the way with him). We pass through the room with a crazy background (we even run =)) We grab the Thunderstorm and back to the surface. FOR this quest the stalker gives us SEVU.

Army warehouses, village of bloodsuckers, in the tower on the penultimate flight of stairs lies an LR 300 with two packs of AP cartridges.


also in one of the houses there is (possibly random) swag in the oven.