Stalker Shadow Of Chernobyl Secret Lab
Page Tools.Tschernobyl NPP - Strategy ReportOnce 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 SecretNotice 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 also a winner. 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 EndingIf 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 WillThe 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-mindLong 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 StepsThere 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.
From the original on March 15, 2014. Parker, Laura (June 4, 2012). Retrieved March 14, 2014.
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.
Stalker Shadow Of Chernobyl Mods
This is the best ending of the game, depsite what you (or pther people) may think otherwise.