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None of the domestic computer games provides gamers with as much creative freedom in terms of changing the project itself as Stalker. It's unlikely you'll see so many modifications to any other game, and that's what makes this stealth shooter stand out. There are already several dozen modifications to it, each of which can add both new weapons and entire locations with hundreds of different quests, new heroes and storylines. " Dead city" is one of the most famous modifications to date, which includes absolutely everything a gamer can dream of - new locations, new characters, a huge number of unique tasks, redone textures and much more. The result is independent project, only based on the base of the original game. "Stalker: Dead City" is a creation that deserves special attention. And after exploring a huge number of new powerful guns, you should definitely take up quests, which will be discussed further.

FN-2000 and Gauss laser

The first task that you will receive if you play "Stalker: Dead City", but which was not in the original version of the game, is to search for the FN-2000 device, which will greatly help stalkers. In addition, Beard, who gives you this task, also asks you to bring him a gauss laser. The most important thing you will need here is a sniper rifle. It all starts in an area called Radar - there you will have to face two not very strong opponents who can be easily defeated. Then you will have to pass through the psi zone, which will result in a fight with a powerful zombie. After the victory, go to the warehouse - along the way you will be ambushed by mercenaries, whom you will need to shoot with a sniper - it will be more difficult and more expensive with other types of weapons. From their bodies you can just pick up a gauss laser for Beard. Go to the military warehouse, look for single guards and shoot them. From the body of one of them you can remove the FN-2000, with which you should return back. This is how the first quest in the game "Stalker: Dead City" will end. But many more interesting and exciting tasks await you ahead.

Platinum Flash

The quest in the game “Stalker: Dead City”, the goal of which is the Platinum Flash, seems quite interesting. The Sultan will ask you to get this art, so go to Radar again - there, in a miniature forest location, there is an area with a large number of Electrodeaths. The battle will be dangerous, but the reward for it will be a serious consolation for you. And then the question arises - the art is actually cool, is it worth giving it to the Sultan? If you complete the quest and give the Flash to the specified character, you will receive a Famas prototype in return. Beginner players may think that this is a good exchange, but in fact the art is generated only when accepting a quest, and you will not find it anymore in the game, but the prototype can be found at any time on the map, so decide for yourself. If you keep the art, you will have an unfinished task, and if you give it away, you will lose a rare item, so the choice is yours. The game "Stalker: Call of Pripyat - Dead City" will constantly offer you such difficult decisions, so get ready for the fact that you will need to be responsible for the consequences of your choice.

Controller's Heart

You will receive the next task in the game "Stalker: Call of Pripyat - Dead City" at the Zaton location from Scar - he will ask you to find the Controller's Heart. This is not very difficult to do - you need to go to Radar and find the hermit there. He will give you a small task that you can complete in no time. Well, the reward will be exactly the same art that Scar asked you for. However, do not rush to take the loot to this character - you can first go to Pechkin and exchange the Controller’s Heart for a Minigun. After that, deal with Pechkin and take the art from him. Now you are the owner of a powerful weapon, and you can finally give the art to Scar to receive the long-awaited reward. But again, remember what impact your decisions have on the development of events in the game "Stalker: Dead City" - 2 or 3 wrong moves, and the ending may not be so joyful.

Noah's First Quest

Noah can offer you 2 tasks in the game “Stalker: Dead City” that you should definitely complete, as the reward for them will be very impressive. The first quest is much more difficult, but you will receive not only a reward, but also a powerful weapon. So, Noah will tell you that he needs the pocket computer of one of the most famous mercenary leaders, Tesak. You can find him at the processing station, but it is best not to get close to the leader and eliminate him from a long distance. Take a powerful sniper rifle and kill Tesak first, most likely not so that he does not cause you a lot of damage, but to save ammo for him, since you can then take away his Fire Storm, his rare weapon. But this is all only after you eliminate the rest of the mercenaries who were next to Tesak. Only after you make sure that everyone is dead, go to collect items - from Tesak you first need to pick up the pocket computer, which you need to take for the quest, as well as a rare cannon. In the game "Stalker: Dead City" the passage can take up quite a lot of your time, since finding the right battle tactics with each enemy is not so easy. Well, if you don’t know where exactly your goal is, you’ll have to wander around the zones for a long time to find it.

Noah's Second Quest

As mentioned earlier, Noah gives you two consecutive quests, but the second one is much less interesting. But it is worth noting that in the game "Stalker: Dead City" completing all the tasks can give you a lot of pleasure. Only in some you will have an alternative choice, the opportunity to get some rare guns or art, and in others - only a reward for completing a task. This quest belongs to the second type - Noah informs you that it is necessary to eliminate one stalker who is hiding in a burnt out farm. Go there and kill him - that's the whole quest. The game "Stalker: Dead City" does not always set you complex, branching tasks with various options outcome and a large number of alternatives, so be prepared for the fact that you will have to carry out not the most difficult tasks.

First quest from the military

At the Radar location you will receive many quests in this game - here you will be eliminating zombies, shooting mercenaries from an assault, and stalker-photographer. “Dead City” is a modification that adds various locations, but at the same time many tasks are issued on the Radar. And when you first go to this location, you will meet a group of military men who will take you to the house of their commander. He needs an antidote for the Horntail. Head along the road, shooting at random enemies until you find an old Niva, which is standing not far from an abandoned tank. It will contain the necessary antidote. Return to the house where the soldiers are staying and give them your find - in return you will receive a Via detector. But it doesn't end there. "Stalker: Dead City" is a mod in which the creators tried to make as many long-term quest chains as possible that will allow you to get the most out of the process.

Second quest from the military

It turns out that the military lost their sergeant Bunin somewhere in this location - you need to go in search of him. The passage of the game "Stalker: Dead City" is a series of similar tasks - in the process of completing one, you can start three more, and so on. So if in the process of searching for Bunin you receive a few more tasks, don’t worry and continue to systematically move towards your goal. But it’s worth saying right away that you will have to clear the path to Bunin with something large-caliber and rapid-fire - at least an M-14. When you find Bunin, he will tell you to kill the chimera in the forest - do this, a good rapid-fire cannon will be useful for just such a thing.

Additional quest from Bunin and return

However, finishing with Bunin is not so easy - he still needs to cope with some tasks. In one of them he will ask for your help - you need to defeat the Burer. Naturally, you won't be able to do this with a firearm, so you'll have to prepare for a serious fight. Use a cleaver - this is the most effective melee weapon in the fight against this creature. After winning, you will receive Beads, and also complete this chain of quests. First, return to Bunin to say goodbye, and then go to the soldiers to report that their sergeant is all right.

Bandits' first quest

During the game you will have to face a group of bandits who will need your services. Go to their leader, the Emperor - he will give you your first task. According to the instructions given to you, go in search of a special zombie with a powerful gun. This weapon doesn't have a very long range, so your best bet is to use a sniper rifle. You need to pick up the pocket computer from the enemy's body and take it to the Emperor.

The best quest for bandits

The Emperor can give you about five crosses in total, but the most interesting one is the last one. You will need to go to the Sultan (don't be afraid, if you don't want to give him the very Flash you got at the very beginning, you won't have to do this) and take the exoskeleton from him. You don't need to wear it - take it to the Emperor, and in return you will receive a nanosuit - this is one of best views armor in the game, the advantage of which is impenetrable glass - it does not crack even when the suit has received a large amount of damage, as is the case with other armor.

Red Forest Map

Not to be confused with the Radar location. See below for more details.

Red forest- a large location from S.T.A.L.K.E.R.: Clear Sky, located near the center of the Zone. The Red Forest is the last non-linear and free-to-explore location in the course of the plot: after moving to Limansk there is no opportunity to return to previous locations. The prototype of the location is the so-called “Red Forest”, which existed in the real Chernobyl exclusion zone.

In the building of the pile driver lives the old Forester who once guarded this place from poachers, who did not leave the forest after the Chernobyl accident and did not die after the formation of the anomalous Zone. He talks about the constant disappearances of stalkers in the reserve, as well as about the “Bubble” into which he once found himself while in the Red Forest. The territory of the anomalous reserve is fraught with many dangers: the forest is teeming with mutants different types, A anomalous zones are extremely common.

In the Red Forest, there is a struggle between individuals and mutants for a couple of key points, and the Dolgovtsy, located in the north of the location, periodically repulse attacks from Freedom from Military warehouses. In addition, several places in the location are controlled by renegades, who, according to the plot, must be destroyed.

Places

Old privateer

Old pile driver

In the north of the location, behind the reserve, there is an old brick pile driver, once used to lift and lower loads into the mine. The structure is represented by a two-story main building with an elevator shaft and an auxiliary structure, where, apparently, the motors that raise the elevator are located. There is construction debris lying around the pile driver and many containers are idle.

On the second floor, in a closet, the Forester has settled down, to whom, according to the plot, Scar must get to with the help of a spatial anomaly. You can climb the stairs to the top of the pile driver, where there are many boxes of ammunition and medicine.

Barracks in the mine

In the north of the location, east of the gate leading to the pile driver, there is an entrance to a large mine. In it, in addition to several passages with dead ends, there is a large room that looks like a warehouse or barracks. By breaking the boards in the floor in front of this room, you can get to the lower tier of the mine, represented by a large underground hall, a toilet and a passage dug to upper level. The appearance of a player at the bottom of the mine will provoke the appearance of two poltergeists there, only after their destruction will the exit to the top open through a dug passage. Downstairs in the toilet you can also find Bulldog-6, but you can only get there with good protection from chemical and electrical anomalies.

Initially, the mines are occupied by renegades, but during the mission “Find the Compass” (?) they must be destroyed. Immediately after this, the mine will be occupied by a detachment of Debt, one of whose fighters will become a merchant. Also associated with this place is the secondary task "Experimental Device".

Tank and Teleport (Dashing Path)

A tank in the forest and an anomaly above it

In the north-west of the location, behind the Symbiont anomaly, there is a Soviet tank in good condition, and above it there is a spatial Teleport anomaly, moving from here to the old pile driver. According to the Forester, the tank appeared in the Red Forest after the Big Blowout. It can be assumed that the Teleport, located directly above the military vehicle, was the reason for the appearance of the tank here.

According to the plot, Scar must go to the spatial anomaly above the tank in order to get to the Forester’s hideout. In the tank turret you can find a Tank machine gun, which must be found during the quest “Return the item: Tank machine gun”.

Among other things, the “Dashing Path” point, located near the tank with the anomaly, often serves as a place for Snorks to appear, moving towards the “Devil’s Parking Lot” and the “Mutant’s Lair”.

Bridge to Limansk

In the northwest of the Red Forest, an extremely radioactive river separates the tunnel to Limansk from the reserve. The only known way across the river is a metal drawbridge with a control panel on the bank from the Limansk side.

According to the plot, the bridge is raised and controlled by renegades located on the shore from the side of Limansk in fortifications. The only way for Scar to get into Limansk is to rescue a detachment of mercenaries from the Spatial Bubble in the Limansk area. Having received help, the mercenaries emerge from the anomaly on the shores of Limansk and attack the renegade positions in order to lower the bridge for Scar and the Clear Sky detachment. As a result, the bridge is lowered, and the renegades are driven out of their fortifications.

Insignificant places

  • Tunnel on Radar. A tunnel in the southwest of the location that leads to the Radar. According to the plot, the Shooter passes through it and blows it up in order to stop the pursuit of Scar.
  • Gate to the reserve. A passage through which you can get into the forest in the south of the location. The gate is closed during the pursuit of the Strelok and opens with the appearance of the task “Go to the SOS signal”. You can also enter the forest through a crack in the wall near the bridge.
  • Witches circle. A point on the outskirts of the forest, initially occupied by a detachment of individuals. Subsequently will be attacked by mutants.
  • Bloodsucker rookery. An inconspicuous place involved in the war between loners and mutants, except that here you can meet a bloodsucker.
  • Mutant's Lair. A small mine in the center of the Red Forest, through which you can get to the Symbiont anomaly. The mine is home to several snorks.
  • Damn parking lot. A small parking lot next to the Symbiont anomaly. According to the plot, a detachment of loners along with Scar can go here. A pseudogiant walks around the anomaly.
  • Privateer's camp(note - copier). Duty camp is near the gate that allows you to leave the forest and get to the pile driver. However, the gate is closed, and Scar is forced to penetrate to the pile driver through a spatial anomaly. After talking with the Forester, the gate opens.
  • Camp by the road. An equipped checkpoint occupied by debt. This place can be attacked by Freedom from Military Depots.
  • Stalker's bed. The point in the south where Lefty's squad will be located after liberation from the anomaly.

Settling the location

Characters

  • The forester is an old forest caretaker who lives in the pile.
  • The shooter is the antagonist of the game, encountered during the plot.
  • Leshy is the leader of a squad of mercenaries stuck in the “Bubble”.
  • Ambush Stalker - A stalker who takes part in an ambush on Scar.
  • Raven is a Svoboda member who can move to the Red Forest together with the Svoboda detachment from the Military Depots.

Groups

  • Duty . The group’s fighters occupy the “Camp at the Privateer”, controlling the gate to the reserve in the north of the location. After Scar destroys the renegades in the mines (“Barracks in the Mine”), the Duty squad will occupy them. One of the fighters, sitting at a table in the mine premises, will start selling overalls, ammunition, and other things. Also, several detachments are located near the transition to Military warehouses, protecting the location from Freedom.
  • Freedom . Sometimes detachments move from Military depots.
  • Renegades. A large detachment is stationed in the mines, from where they must be knocked out by Scar. The renegades control the bridge across the river to Limansk, being on an inaccessible bank. During the course of the story they will be destroyed by Clear Sky fighters and mercenaries.
  • Singles. Several squads of loners are initially based at the location, but if they die, loners will no longer be found in the Red Forest. The first squad protects the Witch's Circle from mutants; the other, located at the “Dark Yar” point, is waiting for Scar to make his way to the Devil’s parking lot near the Symbiont anomaly. Also, several stalkers in the story take part in an ambush set up by Strelok for Scar.
  • Mercenaries. A group of mercenaries, emerging from a spatial anomaly on the shore from Limansk, attacks the positions of the renegades in order to lower the bridge for the Clear Sky fighters.
  • Clear sky . In the story, the group’s fighters, together with Lebedev, protect the mercenaries from renegade fire on the bridge to Limansk.

Mutants

The reserve at the location is full of various kinds of mutants, which appear again almost immediately after their destruction. Thus, the “Lair in the Forest” point serves as a haven for several psi-dogs and pseudo-dogs. “Devil’s Parking Lot” and “Mutant’s Lair” are favorite places for Snorks, who often come here from the “Dashing Path” point. The point “Bloodsucker Rookery” got its name from the bloodsucker that constantly appears here. In “Dog Parking” there is a lair of blind dogs; in addition, dogs and pseudo-dogs are sometimes found in other parts of the location.

Also, the Red Forest is a unique habitat for the entire game for some mutants who appear in the location only once: a pseudo-giant walks around the Symbiont, and in the mines in the north (“Barracks in the Mine”) you can meet several poltergeists.

Anomalies

Almost everywhere in the location there are pockets of radiation, often coupled with anomalous fields of Electra and Voronok. Almost in the middle of the Red Forest is the largest anomaly S.T.A.L.K.E.R.: Clear Sky - Symbiote. In the lower tier of the mines in the north (“Barracks in the Mine”), a large area was occupied by acid anomalies.

In addition, the river separating the Red Forest from Limansk is extremely radioactive. Direct contact with water will instantly kill the player.

Plot and secondary quests in the location

Plot

Main article: Walkthrough of S.T.A.L.K.E.R.: Clear Sky

The Mercenary Scar is led to the Red Forest by the pursuit of Strelok, who heads through the tunnel to Radar, having received psi-protection from Sakharov. Scar almost manages to catch up with the enemy, but he ambushes the protagonist and then blows up the tunnel, making subsequent pursuit impossible.

Lebedev informs Shram that now we will have to break through to the Chernobyl nuclear power plant through Limansk, and for this it is necessary to penetrate through the river along drawbridge, which is raised and controlled by renegades. According to him, a local resident, the Forester, can help with this. With the help of the Forester, Scar manages to rescue a detachment of mercenaries from the spatial anomaly, which appears on the shore from Limansk and attacks the positions of the renegades in order to lower the bridge for the Clear Sky troops. The forces of the group from the Swamps, together with Scar, arrived in time to cover the mercenaries from the shore of the Red Forest. As a result of the battle, the troops of Clear Sky and Scar break through to Limansk.

  • Near the tank and spatial anomaly, among several corpses of stalkers, you can see the body of Father Valerian. However, if you return to Cordon, the leader of the loners will be alive. This miscalculation is probably related to the planned quest or is a simple random mistake.
  • In reality, the Red Forest was destroyed as part of the liquidation of the consequences of the 1986 accident. Its game counterpart was untouched.
  • If you approach the closed gate in the north of the location before moving to the pile driver using a spatial anomaly, then one of the debtors will approach them, but the closed gate will prevent the dialogue from starting. At the same time, there is unused dialogue in the game's archives that appears to refer to this Duty fighter. In it, the character explains why he cannot open the gate to Scar (he is afraid of an influx of mutants from the forest), and also offers to clear the mines of renegades in exchange for opening the passage.
  • The developers systematically made a mistake in naming the Forester's hideout, writing "privateer" instead of the correct "koper".
  • In the English localization of S.T.A.L.K.E.R.: Shadow of Chernobyl, the Radar location is called “Red forest”.
  • After destroying the poltergeists on the lower level of the mine (“Barracks in the Mine”), one of the long-timers will periodically descend there to search for artifacts among the chemical anomalies.
  • The liquid in the mug on the Forester's table constantly rises and falls, like the fluctuating level of water in a river.
  • Despite the fact that the Military warehouses are located south of the Red Forest, the transition to them is carried out from the very northern point Red forest.
  • Many Electra anomalies are located right on the power lines in the north of the location.
  • It is rare to find a Symbiont anomaly

Description:
People's Solyanka is a modification where you need to keep a lot of details and information in your head for various quests. This article contains tips on quests that are included in the quest line "The Last Day and the Dead City" (Guide base: RayTwitty. Added by: Admin(Spaa-team)) 1. At the entrance we are met by a squad " Last Day"led by the Evil One. We talk with him, learn about local residents and orders.
2. Moving a little away from the place of appearance, we receive an SMS from a certain Perfumer. We find him by the mark in the PDA and talk. We receive a tip on Sanya Tyumensky.
3. Using the mark on the map we find the farm and Sanya. He offers to raid the bandits' base and collect ammunition. We go and meet Sanya’s people, after which together with them we clear out the bandits near the water pump. In the PDA you can find a list of what needs to be collected.
4. There are more than enough things at the bandits’ base, look carefully. We collect the necessary things and drag them to Sanya. After you move away from the stalker camp, you will receive an SMS from the Perfumer about the “good” controller who needs to be protected.
5. We go to Black Farm, clear out the enemies and find not far from the farm, near the tent of a controller named Norman.
6. We talk with him, find out how to get out of the city, get a map with a cache and other marks.
7. We contact the bandit Fainting, he appoints a meeting place - at the foot of Cherny Khutor, near ZIL. We come to the truck, wait for the bandit to approach and talk. He agrees to help and gives a chip that will allow them to penetrate the outer perimeter of the defense.
8. We go to the house shown on the map from Norman. We find a crossbow in the attic and take a sniper position. We watch how the stalkers are shot, after which a man in a green scientific suit appears from the side of the monument. Let's eliminate it.
9. After this, we run from the house, go outside the outer perimeter, there is a series of SMS messages, from which we learn that a detachment has been sent after the “fugitive” and a temporary teleport has opened in the direction of the ATP. We find a passage on the map and run as fast as we can there, because we only have two minutes before the passage closes.
10. We run to the crossing and get to the ATP. As one would expect, we are not greeted in the best way. After clearing out the enemies, we receive an SMS from Norman with the coordinates of the cache at Agroprom.
11. We go to Agroprom. With the help of the Positioner we find the cache, and in it there is a device, thanks to which we get as many as four transitions.
12. On Norman’s advice, we stock up on the necessary ammunition and go to the Dead City. There we find the Perfumer and learn that the Swamp Doctor was captured by the bandits. After SMS communication between the Perfumer and Duda, we speak with the Perfumer again.
13. We head towards the school building, entering from the side of the sports ground. There is a sentry near the entrance, we talk to him and he lets us through.
14. On the second floor we find Duda and talk to him. Then we have two options: 1) give the money and calmly talk to the Doctor; 2) refuse to give a bribe, quickly find the Doctor and give him the Maskhalat and the Anomalous M-16. Everything must be done quickly, because in half a minute, the “Last Day” will become enemies.
15. After freeing the Doctor, we leave the school and destroy all the enemies. A series of SMS messages arrives, from which we learn that the internal perimeter protection is disabled.
16. We go to the square, to the “Glory to Labor” building. There we find a room, and in it Lightning. We talk to her via SMS, after which Lightning disappears. An SMS arrives from the Perfumer.
17. We head to the headquarters, to the “Glory to the CPSU” building. Behind the Lenin statue we find Iskra's note. We speak with the Perfumer.
18. Using the Positioner, we find the entrance to the Dead City line. Walking through the tunnel, we receive an SMS and go to Zaton...

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