Lost alpha where the key from the cache arrow. Lost Alpha Developer's Cut - Final - Major Questions. Tools for fine work

Secrets and tactics by LOST ALPHA

Can be found useful use Red barrels, cannors and cylinders. For example, on your way the zombie crushes arose, and spend the precious cartridges on the brainless walking troupers. In this case, we throw our combustible inventory under the feet of the zombies and make a shot. It is usually better to apply in dungeons or narrow places where it cannot be circumvented. And you can just a knife, but it looks not so impressive. Yes, and the pleasure from the explosion it turns out :)

On the Bilda amber on the site with the car, which next to the Sakharov bunker, right in the long part of the guard booth in the locker there is a LR300 rifle and a bubble of wine.

Evil joke from LA developers. In the Laboratory X-7, where it is necessary to turn off the earthquake generator, in the flooded hall on one of the racks there is a radio receiver, from which German marches sound. It is possible to turn it off by pressing the F key. However, there is a strange mechanism - after turning off the radio will appear with a dozen individual pseudo-dogs, and some will be phantoms sent by a real psi-dog.

If you really need to get into the place where the game does not allow, or feel at the place of God, we call the console and write demo_record 3 - overview of the terrain from a bird's eye view! As it should be descended - it goes through ENTER (carefully, from a high height you can be killed, although the stalker hint from the fall is greatly different from real life). Consider not your character flies, but the camera itself, a short brief - slow down the speed of the SHIFT camera, to speed up very much - Ctrl, just higher than the speed of standard WS - the left and right mouse button, the left is responsible for the front movement, right of course for the reverse move .

In Dark Hollow, after turning to the road, leading to the Cordon, on the left side of the roadway, look for a cross with a gas mask, in the center of an abnormal group with an increased radiation background. Around the group several unscrews + the cross itself is a cache. In it, SVD, SVU, OTS-14 Thunderstorm, about 5 ordinary first-aid kits + cartridges to SVD and thunderstorms. In general, the dark deching justifies its size with many rich whins and is definitely worth spending time searching for other caches and other delicacies.

The same hollow. About refueling with mercenaries. Where the cave in a rock, near the hill along the stairs, house. In the stove, the solar elite detector.

In the location of the village, when the first time we are looking for ecologists, in underground rooms, resembling a bar, in one of the green lockers there is an orange overalls of an environmentalist. Also, on this subway, the boxes are scattered in which the tools lie. For each set of Di Di tools, gives a secondary task, which can be gone alternately to him.

Very useful for your monetary pocket feature with endless antiviruses! By the way, something like that was in the original TC with Kruglov and Sakharov. It can be seen from all ecologists permanently progressing the sclerosis ... After hitting the cement plant to the bunker to scientists, approach Di di, we begin the dialogue, and as soon as it gives us an antivirus, we climb the dialogue without remorse and reiterate the dialogue - welcome in full! And so an infinite number of times until it gets to take antiviruses from him! Hardcore and simple honest players It may not like it. But freebies in moderation is useful. Perhaps you have the latest patches and this Bagago-hole was Zaladan.

In the dark hollow on the roof of refueling there are arrows for RPG, and the installation itself can be removed from a soldier who shoots from the bus stop halfway from the dark valley to the bridge, on the same location.

This can be called not a cache, but just a small secret of the game. Surely I am not the first attentive who found it. When the leader of the Greykov Veles takes the gear from you, gives us an ordinary ak and a jacket of Bandos, it is not necessary to be satisfied with the issued. Behind you, the blue box on the racks in which all your belongings lie, and you can calmly take it without any consequences for the plot and relationship with sin.

On the territory of Amber Lake there is an army skat. Lies on the shelf in this building. What kind of building - I will not tell the development of the eye and try to find yourself, the initial search conditions are there.

When we pass amber and find a scientific bunker with sugar and military on the guard, about it there is a descent to a hole, there is a stalker with an acid mine, with which the sound dialogue is triggered at the first meeting. How to listen to his problem - we accept the quest for the search for his weapons in this cave. We descend on the descent of the pit, furring along confusing tunnels, carefully remember our routes, not paying attention to the slow zombies and in the end we will find a room with those bloodsuckers. If you still have a hunt to live - we use the pheromones issued to us so as not to become a potential dinner of bloodsows and pass through the room with a mad background (you can even run, blood circles will not respond). We grab a thunderstorm and choose back to the surface according to the route learned already. For this quest, an upgraded stalker hands ... SEVE! Very good overalls, especially if before that you were worn in "Zare" or God forbid, in a new leather novice.

It's not quite a secret, rather similar to trading nuances, many probably need to know. In the bar, the entire trophy habar is more profitable to sell Petrenko than bartender. Prices are much more pleasant, plus a lesser, unlike bartender, absolutely buying everything. Finally - when you are going to the long-haired walker, and do not want guts in order - we buy provisions from the stalker brothers. I do not know how about the other, but "on to eat" they have a literally penny

If someone managed to sow sleeping bag (although it is impossible), you can go to the dead city location, go into a gray building without windows. Inside there is an empty dried pool, you should climb the stairs, and then you will immediately see the coveted lockers. In addition to the bag there there are still batteries, VOG-25 and the anomalies detector.

The code from the safe in the new bar - opens only when you get into debt.
- Password from the locked room in X10 - 1234.
- Code from Borov's safe 4 9 5.
- Code to Safe Petrenko 123.
- code to many top_secret computers.
- Code to Safe Borov in Dark valley - 295.
- code from the entrance to X-18 5271 code to computer 9231.
- code to the safe in the location of the sprout, in the building with a chemical 437, where we use gas masks. Safe is located in a small room, climb from the roof.
- Code from the safe on the radar 218. The Quest associated with it gives a nomad on the same location.
- Code from the door in the dungeon of Pripyat 4134.
- code from the entrance to the sarcophague 4237.
- Code from the safe on the Cordon at the military 471.
- Password in tunnels to exit pripe. There should be a corpse of Stalker. We remember where the stalker corpse was seen under torn pipes. We must jump onto these pipes, and there will be wooden carriages of the passage to a short tunnel - here there will be documents with the code (code 4134).
- 2345 - password from the subway in Pripyat.
- Password from the company on the second floor of the base of the mercenaries on army warehouses, where they hid from the emission, we look at the PDA, it falls from the corpse, which has taken artifact.

Date added: 26.10.18Views: 59582.

Description

about the project Lost Alpha is one of the most popular projects in the Universe "Stalker" projects, the development of which began in 2008. Initially, Lost Alpha was aimed at returning the stalker himself. In 2014, the release of the first version of the modification took place. The map of the alienation zone was recycled, which now more corresponds to Bild 1935, rather than original game. The plot is built on the history of Chernobyl shadows. In Lost Alpha. the main character "Stalker who doesn't remember anything, and in his verses just one task is to" kill the arrow. " The key points moved from the first part of the trilogy, but they were transformed so much that each of us could survive this story again, with new sensations from passing. Also added a large number of plot branches, side quests.

Scene moments

1. Where to find a cache arrow (agricultural dungeon): We go along the corridor where I used to be an anomaly of Elektra, we descend at the bottom of the stairs (not at the bottom, but only by the staircase that was in the original PM). We go into the corridor (according to which the arrow was made in the TCs) and we see the door with the right, this is a cache arrow.

2. Where to find the key from the door to the cache Arrow (agricultural dungeon): We return to the staircase and go down to the bottom. There will be a vent pipe, there is a key from the edge in it.


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

5. Where is the entrance to x18: In the backyard behind the central building.

6. Where all documents for Petrenko lie, and all computers for Veles are located: The first computer and document are immediately at the beginning of the laboratory, where the guard is sitting (that glitch which whistles). The second document is in the room from Lev (if you look at the exit from the laboratory). The third document is below the level, next to the second document there is a virgin (she is working), behind her hangar at the bottom of the hangar, behind the old BTR "A there is a hatch. We jump in the hatch in a straight line, turn on the left, we see 3 stairs, we look like The second and find the document. The fourth document is located near the scientist from the cat scene (where the bloodstream killed the military) (the second computer is also located near him) the fifth document is in the room to which you need to wade through the elevator shaft, we rise almost at the very top of the elevator mine And we climb the floor on which the room is located in a small room (where the Corpse of the Flodovitsa is lying on the mini map) (there is a third computer)

7. Expedition: Explore the second point: All documents and scientific instruments are located in the hangar where Kalmyk is worth. The first document lies on the gas tank, the first scientific device lies on the bottom shelf of the machine, the second document is in the corpse of the scientist, the second scientific device is on the table, next to the corpse of the scientist (so that the task takes place at the end to look into the house).

8. How to reach the cement plant:

Where tools lie:

Tools for rough work:

Metallurgical plant:


Plant "Rostock":


Dark Valley:


Dark hollow:


Construction site:


Tools for fine work:

Lake "Amber":


Dead city:


Army warehouses:


Northern Hills:


Calibration Tools:

Surroundings of Pripyat:



City Pripyat:


Generators:


Codes from safes:
Code from Borov's safe - 495;
Code from the safe Petrenko - 123;
Code from the safe borov (TD) - 295;
Safe code based on military (cordon) - 471;
Safety code in the room of a building with chemical gases (location sprout, entrance to the room from the roof) - 437;
Code from the safe on the location of the radar (by the quest of the nomad) - 218;
Safe code in the new bar - will be available after joining the debt group.
Codes from doors:
Code to the laboratory door x10 - 3823;
Code from a closed room in X10 - 1234;
Code to enter the subway (on Pripyat) - 2345;
Code to enter the Laboratory X-18 - 5271;
Code for doors in the dungeons of Pripyat - 4134.
Code for entering the sarcophag - 4237.
Codes for computers:
Code for most computers in the game (suitable for the first computer in X-18) - TOP_SECRET;
Code to the second computer of the laboratory X-18 - 9231;
Code from Gallery 2 - Gallery

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Download Lost Alpha Developer "S Cut 1.4 from Serega-Lus - stalkerportaal.ru/load/modifikacii_tch/graficheskie/lost_alpha/16-1-0-2573

Lost Alpha The most anticipated project in the entire history of Moding Stalker, the expectation of which for many fans of Stalker was stretched for years. This project was aimed primarily for the recreation of the stalker shadow Chernobyl who did not enter the final version of the game in 2007. After the game is released by the Lost Alpha developers, it was decided to return to return and assemble the levels, taking into account the missing places and locations in the game, which were originally scheduled by the GSC developers. After the appearance of buildings, many SDK objects were taken and redesigned by the Lost Alpha team under their needs, adding the levels of their own development, thanks to this players to be able to see the changed factory sprout, dead city and Darkscape.

Addon Lost Alpha This is not only new levels, in addition to locations, the game has acquired not few changes in the part of the gameplay, covered with an interesting and unique set of functional and changed the graphic part of the game, giving it a unique atmosphere. For years of the development of adduction, colossal work was carried out, they were significantly The game locations changed, optimized the game engine and corrected flaws and errors original version games.

STALKER LOST ALPHA DC

After the official release of Lost Alpha and the output of a row of patches, the players' reviews were divided, one project seemed quite tolerable, but others would prefer to see how the finalized version of the game would prefer. Without postponing in a long box, the Dezowave developer team decided to correct the provisions and announced the official development of the project with the name Lost Alpha DC. This modification is intended primarily not only to fix the flaws of the last version, but also to diversify game process various gameplay innovations, improved graphic part with DX11 support, as well as expand scene lineBy adding a number of new interesting quests into the game.

Subject changes:

Adding new quests allow you to seriously expand the main storyline and allow the player to get into those corners of the gaming locations that were not involved in previous version. Their total is equal to 45 full quests, without taking into account the recurring and the same type of tasks. The emergence of new tasks quite well diversifies the gameplay and will make the passage of Lost Alpha DC, it is an order of magnitude more interesting.

Graphic changes:

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

Gameplay changes:

From Zov Pripyat, the ballistic characteristics of weapons, visuals of the hands and the upgrade system were transferred.
New weapons and armored vehicles were also added upgrades and visuals of the hands.
Completely new distribution and spawn NPS and mutants on gaming locations. On the gaming levels it became much lively and empty seats It has practically no left, while the spawn has quite adequate values \u200b\u200band does not imply the appearance of a wounded crowd of various characters.
The existing gulags are rewritten, namely the characters have added new types of work and states, for example, stalkers at a certain time can go to sleep, etc ..
Added new system The skills of the main character displayed in the personal pda. The presented system has a great influence on many aspects of the game.
The balance of the game is revised in the direction of complication, where the money began to play a key role in the game.
The balance of artifacts and their gameplay features revised.
Many small gameplay innovations.

Corrections:

Fixed problems associated with shaiders.
Work was carried out on optimization in the render and the significant increase in overall productivity.
Implemented overbalance of practically all weapons, its characteristics and availability on sale.
Eliminated a huge list of revealed bugs from the date of release of the first version (for example, the behavior of some models of vehicles is adjusted, the battery life in the lantern, etc.) is adjusted.
The Russian localization of all text content games is already included in the default game, so separate installation of cracks is now not relevant.
Old animations are excluded and part of the cat-scenes made at the dawn of Stalker Modding, in order not to spoil the overall impression of the gameplay.
Fixed mistakes in the texts of dialogs and inconsistencies in quests.
A number of different gameplay fixes.