Alternative passage. Stalker "Alternative" v1.2 Beta - S.T.A.L.K.E.R

We offer the latest version of the modification for "Stalker - Shadow of Chernobyl" - "Alternative" 1.3.1. In the latest patch, the mod was finally brought to mind by the developer, and it became possible to complete it. Numerous plot inconsistencies and bugs have been fixed, a second alternative ending has been added.

According to the plot of the modification, we can go through the story as a stalker or as a military man. The choice of the character affects the quests to be completed, as a result we get two plots in one game. The main character will again receive answers to vital questions.

Features of the mod "Alternative" 1.3.1:

  • The choice of the storyline at the beginning of the game: military or stalker.
  • An interesting plot, gaining momentum towards the end of the story.
  • Expanded gameplay compared to the original: special skills, artifact transmutation, achievements, reputation, etc.
  • The atmosphere of the zone is preserved, there is an everlasting sense of danger and anxiety.
  • Territories of the pre-zone and zones, strikingly different in terms of hostility.
  • Long plot duration, diverse endings.
  • Tightened graphics, improved textures and skyboxes.
  • The game encourages exploration of the zone, a freeplay element is built in.
  • Lots of good cutscenes.
  • Included elements of horror in many tasks.
  • The weapon component has been improved and expanded.
  • Build locations have been introduced, such as the "Dead City", there are a lot of them.
  • Thoughtful dialogues that help navigate the intricacies of the plot.
  • Cut mutants returned, there are also new ones.

There is a mod and negative sides, unfortunately. Stable departures occur in several places. Fixed by reloading saves. There are some inconsistencies between the plot of the modification and the abandoned quests of the original game. The animation does not always work correctly when driving. In any case, the mod was a success, despite the above flaws. Recommended for download!

The mod is installed on a clean copy of the original game ‘ ‘ 1.0004. The mod folder should be unpacked (folders: bin, gamedata and userdata; files: fsgame and gamedata.dbmm) and dropped into the root folder of the game with file replacement. A new game is required.

Video with a solid review of fashion:

If you choose from modern computer games those for which the most modifications have been created, then Stalker will definitely take the first place. This stealth shooter, which tells about the events in the Chernobyl radiation zone, has become a real masterpiece, which is very rare among projects released by post-Soviet companies. This series of games is great on its own, but it's also notable for the fact that fans have already created quite an impressive number of mods for it, each of which adds various elements, from new weapons to full-fledged storylines. By the way, the latter option is quite common, because the universe of "Stalker" is vast, so you can create many different narratives on behalf of different characters. But how does Alternative stand out from the background of others? The passage has not changed here, the game mechanics too. What is the difference?

Description of the mod

First of all, you should pay attention to the fact that this modification not only adds a storyline. It makes it non-standard, alternative, and also introduces a rather impressive number of side quests into the gameplay that do not affect the plot of the Stalker: Alternative mod. The passage, as mentioned earlier, practically does not differ from the original games and from other modifications. Naturally, there are some features here, such as freedom of action or strict obedience to orders (depending on the path that you choose for yourself). But all the outstanding moments in this game should be analyzed separately, as well as decide on the recommendations that will help you pass the Stalker: Alternative mod. The passage will not take you much time, like most modifications, but it will allow you to look at the world of "Stalker" from a completely different perspective.

Character selection

So, it’s worth starting with the fact that in all original games and modifications, developers and creators independently determined which character the gamer would play for. As for this mod, you are given a complete one - you can enter a name for your character yourself, as well as choose its appearance. However, this is not a particularly significant difference between the modification "Stalker: Alternative" - ​​the passage from this does not change in any way, the appearance of the character only affects which photo is displayed in the dialogues, and the name - how NPCs will address you. This is just a nice feature, which you should not dwell on for a long time and focus on. It's time to move on to more important issues that may also affect your passage. "Stalker: - this is the latest version of this mod. And it is on the basis of it that further consideration of the issue will take place.

Scene selection

At the very beginning of the game, you arrive in the Zone to serve there. And then you are presented with the main choice in the game - which way will you go? Your passage of the game "Stalker: Alternative" will completely depend on this. And it is here that the essence of the name of the modification is fully revealed. So, you have two options. You can obey the order and go to do what you were sent here for, that is, to serve. On the other hand, you can switch sides and become a free stalker who will perform many tasks, travel around the Zone, facing all its dangers. Here is such a choice that the modification "Stalker: Alternative" offers you. The passage for the military and for the stalker should be considered separately, since they are completely different concepts that lead to different endings of the game.

We play as a free stalker

If you decide not to obey the will of the military and go to free bread, then you will have a huge advantage - freedom of action. You will be able to travel around the Zone and complete tasks designed for the stalker, which will lead you to the end of the story. In parallel, you should take side quests that will allow you to acquire weapons, ammo, ammunition, and so on. Naturally, no one has canceled an important part of the Stalker series - the search for hiding places. You will do this for someone in accordance with some kind of quest, or for yourself, or maybe you will notice caches by accident. In any case, they will help you get through the game and allow you to get the most out of the Stalker game. Mod "Alternative", the passage of which can be divided into two parts, is not limited only to the fate of the stalker. You can easily replay by choosing a different direction. And that's the beauty of this modification.

Passage for the military

The disadvantage of the storyline for the free stalker is that there is nothing new in it. Naturally, the quests there are all original, the side quests are quite interesting, but the concept does not change at all compared to the original version or other modifications. What really appreciates "Alternative" is the passage for the military. Here everything is completely different, the game "Stalker: Alternative" completely changes its appearance. The walkthrough guide will let you learn all the details, but it's much better to do it yourself. So, you agree to be a military man, which means that you will have to obey all the orders that your superiors give you. You need to follow the schedule and complete the plot military tasks. In addition, non-plot quests will also be available to you, and most importantly, some of the tasks of the free stalker will also be open to you. That is, this mode is much more attractive to fans, as it offers a new look at the game from the side of a completely different character. This has never happened before, and you should definitely try this option.

Alternative endings

"Stalker: The Alternative" lives up to its name not only because it has two storylines to choose from. If you decide to play as a military man, then the ending of the game will depend on your actions. In total, this storyline has three branches, each of which leads to an original ending, so it is recommended to try all three methods, since the duration of the game is not so high, and each of the ending options deserves attention.

Side quests

This is not to say that in "Alternative" side quests deserve special attention. Naturally, they are attractive and interesting, but still the emphasis here is on something completely different, namely on the possibility of playing as a military man. Most of the non-plot quests relate specifically to the free stalker, so it is worth focusing on their passage as a last resort.

***General.***

What is a mod? For me, it's kind of like a hodgepodge. I would call this modification light OP2. What is waiting for us here? It is possible to choose who to play for. Military or free loner. 8 endings, 4 for each. Many locations and new tasks. You can put a weapon pack, which I will talk about a little later, well, + a lot of other little things. On the face of it, it looks very attractive. But, in fact, everything is bad. I've been playing threesome for a long time, played as a military man, after a long break I decided to go through all the endings as a stalker. But something went wrong.

***For whom to play? Plot***

If you have not played the mod, but want to try it, then I advise you to go for the stalker. Because the first hours of the game will delight you. To get out of the Dressing Room, you need to pay the sentry, then go wherever you want. Collecting artifacts and mutant parts is one of the main incomes in Alternative. We collect spillikins and animal paws, go to the Dressing Room (again, paying 10k for going with swag) and sell everything at a high price. Therefore, the stalker case is present. And money is really needed here to open up further tasks and opportunities. And as for me, the passage for a stalker is much more interesting than for a military man (although I opened only one ending). I expected something more grandiose from the passage for the military (as well as from the mod itself), but in reality I got insanity. By the way, the plot component, quests and dialogues are the same.

First, we are shown a dream of GG, and it becomes clear that GG is flying to the Zone in order to figure out why he has these dreams. Therefore, we are given to understand that there is a certain purpose in fashion that we must fulfill. Although we have to come up with the name of GG ourselves (if we want). The game for the military and the stalker somehow intersect. The same tasks can be completed for both, but some are not available to anyone. So what can we learn by playing as a military man? Well, only that the endings and the plot itself are half dead. I don't have any interest. Even the 3 secret missions that will allow us to finish the contract ahead of schedule are made from the bullshit. And then, these tasks are interconnected, although logically this should not be. And, playing for the military, we will not be given an answer to those very dreams that are not good.

It is easy to guess that all the actions of the mod take place after the events of the trilogy. But in fashion, it's hard not to notice that the plot is done, again somehow. A fan and the attack of mercenaries, Gray and bandits, Kruglov and mercenaries, documents in X18, documents in X16 and the Ghost, Voronin's tasks, Lukash's tasks, the assault on the Chernobyl nuclear power plant by the military. We can see all this with our own eyes, but only we are not playing for the legendary Bullseye. These moments are simply not removed. Even one of the first tasks for the military, where you and Degtyarev are heading through the Overpass to Pripyat to carry out the evacuation of the military in the Laundry. Alya economy version Call of Pripyat. Why invent something new when you can take the old and cut it down completely?

The endings also leave much to be desired. 2 endings for the military depend only on the banal choice of dialogue. Do you want to leave the Zone since the contract has been completed? Or do you want to go to prison because you wanted to copulate with an American woman, or will you help the C-consciousness? And the other 2 will not be better. After helping the O-consciousness to find documents, we turn into some kind of creature that will mumble something. And the last one is leaving the Zone through the subway tunnels. By the way, you will stay in the tunnel for a couple of minutes at most and will not meet any resistance.

Almost most of the tasks are built on the principle of "Guess it yourself." And there are a lot of such examples: How does the GG know where the teleport to the Clear Sky base is? How does the GG know that a suit with a WHSD is needed to descend into the Overpass, and Degtyarev led the GG there and did not bother to say about some kind of gas? How is the GG supposed to know that in order to get into X8, you need to have a program for hacking Pda? Most of all I like tasks with girls. For example, the search for the wife of a certain man in the dressing room. Do you seriously think that players are able to accidentally stumble upon Pda, at the end of the ATP road? 1 in 1000? This is at best. It's hard to get through without a guide. And looking for a girl in the Swamps. The continuation of this story is hilarious. We must find a stalker on Cordon who ordered the girl. By chance, we find a stalker (where they usually cannot be), we start a conversation with him and he decides to ask what GG heard about that very girl? Logic, where are you? But where are you, swimming dead in a radioactive swamp, face down? Bad luck to you. Outcome. In the plot, dialogues, logic in this fashion could not. Let's move on.

***Gameplay***

As I wrote above, there are some notes of interest here for a couple of hours. We start from scratch. In one sweater, and we are gradually growing, but no, we are growing rapidly. We will leave the Dressing Room with one TOZ, and it will be possible to go back already with VSS and the Vega scientific overalls (hello thicket). + things from the original PM remained, so you won't have any problems getting the initial equipment. Literally, after playing for a couple of hours, we can already get an exoskeleton that carries 250kg + with good performance and BCC with auto-targeting, moreover, with a magazine for 25 rounds, with the highest accuracy (which even Gauss does not have), low weight, with low recoil , increased bullet speed, and the 9 * 39 caliber is the most lethal in this fashion. A universal barrel for killing all living things, just buy 9 * 39 caliber in the Dressing Room from a merchant. And all this can be obtained by completing a series of the simplest tasks from Cardan, which does not require any effort. And that's it, you just don't need anything else. We add here the recipes of the absolutes, make adjustments for 14 art slots, cook the spillikins and turn into a machine for destruction. Yes, you can enjoy pumping the GG (search for a good barrel, armor, cooking art, and so on), but this can be done in the first hours of the mod, in the future you need to go through the plot, which is boring and not interesting.

Having passed the original locations with the original moments from the PM, the whole gameplay turns into a stupid running around from one point to another. Go from Chernobyl2 to the Waiting Room for 2 lines in the dialogue with Strelok? Certainly. Go from the dressing room to Chernobyl2 and back to complete the second uber-duper secret task to turn on the antenna? Please. The walking simulator is in full swing. Of course, the punch helps to overcome long distances, but it does not cancel the boring story gameplay.

But in fact, you can find action in this mod. In the form of bugs, a mod, or rather an endless spawn of NPCs. The Monoloitites alone are worth something in Eastern Pripyat. A fascinating shooting range in the spawn of believers, near the old kbo. Until you run out of ammo or your computer burns down from the search of corpses. The same parsley with stalkers in the Red Forest (I had to kill them in order to get into the Forgotten Forest, playing as a military man). And the endlessly appearing controllers on Jupiter?

Separately, I would like to note the "excellent" balanced pseudo-dogs and partially bloodsuckers. Not only do these dogs do not die from a single 9 * 39 caliber shot to the head, they also have a psi-hit that can kill the GG after 5-6 times if they do not have proper protection from psi-impact. And after cleaning up the den of dogs, near the Bar, after a while, as many as 7 pseudo-dogs appear. The chair burned very nicely. A whole magazine of Saiga sometimes does not help to kill one creature. Bloodsuckers, on the other hand, do not cause as many problems as the same pseudo-dogs, but still sometimes these abilities irritate them.

***A huge bug in this mod***

I advise you to put the mod without a weapon pack. I'm a big fan of guns, but not so much that "Eww, left-handed barrels, shit mod !! 111! 1!". I like a large arsenal, because there is a choice. But here, he is redundant. A bunch of barrels that are taken from different mods, mostly from OP2. More than half you just stupidly will not see, but you know why? But because they were stuffed into rare hiding places. And to get this rare cache, you need luck. But don't rejoice. Having received a cache from a dead novice bandit, you will not find anything there except for a useless knife. Different Walters for different calibers. And so on and so forth. Different calibers, tracer bullets, smoke underbarrel grenades, illuminating underbarrel grenades. Why is this all? Gauges are a huge pile of brown mass that are simply not used. OP2 doesn't even have that, although this mod can be stretched out over whole months, if not a year. Why do I need 16x70 caliber double barrel shotguns? But this is not the most important thing. I was on fire from someone else. From the rearmament of the NPS. Master bandits in exoskeletons run around with these double-barreled shotguns that pose no serious danger. It feels like the great Monolith unearthed nearby several boxes of weapons during the Second World War and they are the only ones they use. And mercenaries with ultrasound. God. Yes, and all this is absolutely not necessary if there is a universal Vintorez that incinerates everything around. There is simply no better trunk. One shot one kill. A shot in the little toe of the left foot - a corpse. And melee weapons ... Not only do knives need to be inserted into the pistol slot (it seems, I could be wrong, I played for a long time), they are also useless. To break the box, you need 2-3 with the second hit. At what they added some new animations of PC mouse strokes. Need to quickly kill the enemy? We press RMB and wait 2-3 seconds until the GG shows off. Fast hits are out of the question. Yes, even without this pack in the original fashion, the knife is the same G, but at least the slaughter is normal there. The weapon pack is absolutely not balanced and is somehow sewn here to be.

I tried to complete the game as a stalker, find all the endings. Everything went great in the beginning when I first started getting gear. But having got Vintorez, Nanosuit, all recipes for artifacts and 14 filled slots for these arts, it's time to go through the same plot and quests. And this house, for 200k. In order to get a few, again, not interesting quests. Dumb running around, and later teleportation from transition to transition, became very annoying. Endured and gave up. There is no pleasure, and nothing can be done.

The mod is broken everywhere. In the story, dialogues, gameplay. At first it is difficult, a little later we run around the Zone like a tank, and no one can kill. Worth a try, who hasn't played? Maybe it's worth it, not the worst mod, but you can't call it good either. Clear skies, stalkers.

about the project: This is your story. In the Alternative mod, the player plays for himself, can choose a name for himself and change the icon that is displayed in the dialogues. How to do this, read the Player Profile. The game starts after the events that end Stalker Shadow of Chernobyl. The player will face situations, the choice of which will determine the end of the game. At the moment, there are seven full-fledged endings in the "AlternativeA version 1.2" mod: four for the stalker and three for the military. Global choices are in the dialogs and they are highlighted in orange. It is advisable to make a save before choosing, so as not to start the game from the beginning. In order to sell artifacts and parts of mutants at a bargain price, they need to be taken out of the Zone. Not all locations present in the mod are displayed on the map, according to the plot they are outside the Zone and it is not so easy to get to them. The original plot of the game has been cut. Flash Arrow now contains different information. Game start changed. Relations with girls, Love stories are not initially in fashion, they can be installed as an addition. Some computers and PDAs can be hacked and downloaded, possibly opening new storylines. The swag of gangs is also located in safes with electronic locks.

Most importantly, while playing the mod, carefully read the dialogues, messages (highlighted in red) and the PDA. Be inquisitive, attentive, there are no hopeless situations in the mod (refers to the location "Dead City") that seem like that at first glance.

If, when pointing at an NPC, it is highlighted in red and he is your enemy, this does not mean that you need to throw bullets at him, there is no use from a dead NPC, maybe he wanted to talk to you. If there is an opportunity to resolve the issue peacefully, you need to use it. You can get into the camps of hostile factions that are located in the added locations without a fight.

The cut monsters have been restored and new ones have been added to the game. Some have new abilities.

Transitions from location to location are not displayed on the map, but they are all present from the start of the game. You can find the transitions yourself, but during the game you will receive information about their location.

The Veles artifact detector has been added to the game. Four unknown artifacts have also been introduced, which will receive a name and description after laboratory research, and while they are unknown, the artifact detectors do not react to them, so the first copies will have to be searched for by touch.

In the PDA, in the "Journal - Personal Notes" section, information will be placed, after studying which you can go to quests and complete them.

New in version 1.3

Work on mistakes:

Removed the quest from the original game "Meet the Guide", which was activated when taking documents in X-16 from the corpse of the Illusive Man. Documents from X-16 are now in demand, this is especially true when playing as a military man.

Fixed the logic of mercenaries on Zaton. On the treatment plant, at night you can get unnoticed, behind the set number 6, under any circumstances. The logic of the bandits in the container warehouses has also been corrected for the release of the Pilot.

Fixed spawn: monoliths in Zap. Pripyat and stalkers on Yanov.

At the start of the game, the GG will be met not by the Marked, but by the Shooter. He will take you to the bar in a short way, on the way he will tell a couple of stories. Changed and written the continuation of the passage for the military. Playing for the military, before the first exit to the Zone, the GG will take a short course of practical training. Now there is an opportunity to become a friend for: Loners, Clear Sky and Duty. When Sonya and Pilot are released from captivity, they become friends with the GG-military.

Continuation and innovation:

The continuation of some storylines is possible through the dialogues of ordinary stalkers passing by, or sitting near the fire on vacation. Written continuation of the storyline "Legend", it will have two endings.

Restored quests that were written but not included in the beta version. Written new quests for the passage of the military. When hacking some computers that were in the beta version, additional new information may appear. Added new computers with information. Made new additional transitions between locations. Fixed some exit points from existing transitions. Example: transition from the Chernobyl nuclear power plant to the Sarcophagus.

Redesigned, changed location X-10, bunker on the Radar, author of the RSFSR. The location turned out with a secret. A psychological quest was written for her, which will require endurance, patience and attentiveness from the GG.

The principle of using repair kits for weapons and armor has been changed. During the repair, the GG cannot move and pick up weapons, so you need to find a secluded place for repairs. Repair processes are announced.

Maps added to the game: Zatona, Zap. Pripyat and Jupiter. Made by analogy with the Forezone map.

List of locations

forest thicket,
ATP,
Cave,
forgotten forest,
lair,
Swamp,
lost village,
red forest,
military laboratory,
generators,
Hospital,
Limansk,
Collector,
Dead city,
Jupiter,
Jupiter guide,
Backwater,
Western Pripyat,
Laboratory X-8,
Forezone,
Dark End. Dump,
Dark End. Swamp,
Brain.

Installation:
Before installation, disable the antivirus and firewall, or put them into learning mode.

Installing S.T.A.L.K.E.R. Shadow of Chernobyl version 1.0004.

Run the "setup.exe" file from the "Installer_1" folder. The installer will start (on OS: Windows 7, the installer will start in 30 seconds), the installer will check the game version and find the folder where you need to install the mod. Check the box against "rename the folder with the installed modification" if this inscription appears. In subsequent launches of the installer, you do not need to check the box, this is done once. Follow the instructions of the installer.

Run the "setup.exe" file from the "Installer_2" folder. Follow the instructions of the installer.

Run the file "setup.exe" from the archive "AlternativA_1_3". Follow the instructions of the installer
Weapon pack

Download:Download Yandex Disk
Weapon pack for mod "AlternativeA" version 1.3
Author: Berserk
Important information for players :
Be sure to select rare caches in the AMK options, they contain a lot of new rare weapons.

Do not save with the underbarrel and other grenade launchers on when they are loaded with new Russian-made VOG-type rounds. When loading such a save, there are often no-log crashes. When using the new NATO shots, no problems were noticed.

If you want to get new special ammunition, then complete the cyclic tasks of Sidorovich, Bartender, Sakharov, Voronin and Lukash. You won't find them anywhere else in the game. Some unique NPCs from the original PM also give out new mission rewards.

It is better to maintain good relations with the Duty and Freedom factions, their merchants have a lot of new items that are not found anywhere else.

Do not kill neutral NPCs for weapons, you are not bandits. There are a lot of different weapons in the pack, everyone will find something to their liking. Perhaps soon you will come across a barrel even better than that of a poor stalker who has been saving up for him for several months.

Pack description:
Added a large number of different weapons, ammunition and attachments, taken from different mods.

Almost all NPCs have been re-equipped. As you will see in the game.

Updated the range of merchants.

The content of rare caches has been changed, now there are new rare and unique weapons. Drop rate is greatly reduced (similar to OOP-2). During the game, you will most likely drop only a few caches, but there will be really valuable things there. And if you decide to go through the game again, you, with a high degree of probability, will come across completely different items. We will tell on the forum who is lucky with what in the cache.

New rewards for cyclical missions and for unique NPCs from the original PM.

Changed all characteristics of ammunition and weapons. Now they are not set up at random, but brought under one base, with a certain logic. Perhaps I will adjust the characteristics a little when I go through the game myself (in the field, so to speak).

A fuse mode has been introduced for a large part of the weapon. To switch to shooting mode, press the 9 or 0 key.

For double-barreled shotguns, a double-shot shooting mode has been added (immediately from 2 barrels).

All weapons are aimed at the front sight, now you can aim normally.

I took models for the pack from the following mods: Narodnaya Solyanka 2010, OOP, OOP-2, DMX MOD 1.3.5, OGSM 2.3.1 Arsenal Mod Full and Habar Mod, Nature Winter Black Edition 2.3, Tin 1.0.3, weapon by moonlight1986 , Combat Training 2, Path to the Center, Weapon Pack, FMv1.9.9, Kalashnikov_pack_akm_ak74_aks74_2015, as well as downloaded from the AMK forum.
There are a lot of authors, here are those I know: Aaz, Uncle Sasha, PSEUDO-S.T.A.L.K.E.R, Chingy, Zeka1996Korneev, , Real Wolf, ajax, Nomadec, Alexandrych, Irbis, [email protected], SnipeRStalkeR, Simbiot, Galil, Dester, Zereset, D.Kruger, ArmA2, СoD4, MW1, KingFriday, Fc3, mongol, redroguexiii, Futon, Millenia, [email protected]$, Battle for the Pacific, Holden_McClure, ~~, Mr.Rifleman, Bull5HIT, purke62, Kirag, SanekED, Born, pyo1966, Dietrich2009, Vlad, Lukin, Deathdoor, Sin!,utak3r, Grayshooter, Ivatushnik, n6260, gnome, Piter , Sm0kE, solvador, Jonahex, MCHC RAider, Storyteller, H.U.N.T.E.R_7.62, amik, qwqwqw, Nomadec, Sergey Khromov.
The Berserk pack was assembled, Mikhail (Turnen) provided a lot of help with ideas and technical equipment.

Interface:

Esc - exit to the menu.
Pop-up inventory - at the top of the screen.
When you click on an active item or character, a circle appears with a choice of three functions - look, talk, take.
Combining items - put one on top of the other in the inventory.
Examine an item - right-click on it.
Run - double-click the left mouse button.
In the inventory is a PDA (portable computer), which can be activated with the right mouse button. It contains current tasks, tips, information necessary for the game, and you can also view discs.
At the beginning of the game, you can choose the difficulty level. On an easy level, you can replay the moment when you answer a question incorrectly and get killed; On hard difficulty, you will have to load a save.
The game was played in English, so the names and names of the characters may differ in localization.
The main character's name is Richard Rochek, the action takes place in Prague in 2045.

1. Day one

You go to work for the Endora Corporation. After receiving a baton from a security android, you will find out that you have lost your job and lost your personal card. You need to go home, but your subway pass has run out. Without a personal card, the travel card cannot be charged, so you need to look for another way to return home.

Examine the inventory. Here lies the PDA (opens with the right mouse button). Read information about passes (database tab): terminals at subway stations can be used to recharge them. The fact is that the terminals read the radioactive chemical substance that is applied to the travel card, and this substance accumulates inside the terminal. To charge the travel card, you can try to open the terminal and take the chemical.

Go right to the broken tram, and then past it down the screen (so that the hero walks straight at you). There is a metro station here. Wait for the train to leave and inspect the ticket terminal closest to you - it's broken. On the front panel there is a cover that can be picked up with something.

Return to the gate and go right. There is a container with barrels here. Go into the container and inspect the barrels - there is something shiny here, but your character does not want to take it with his bare hands. Use the glove on the barrels - you will get a rod. Go to the subway and try to pick up the terminal cover, but the rod is very sharp. Go back to the broken tram and find the box next to it, which contains duct tape. Wrap the rod with duct tape and return to the subway. Tear off the cap with a rod and dip the rod into the chemical. Richard will say that the substance is very hard, and it is impossible to put it in the travel card. Return to the container and go from it to the right to the alley. Something is burning here - hold the rod over the fire and use it on the travel card. Go to the subway, wait for the train and click on the open car door.

You will be at home. Richard will wake up a neighbor named Andy and tell the news. Richard believes that he needs to find members of the Resistance, and in this he can be helped by his father's old friend the bartender Tom. Andy will leave for the Industrial District, and you go outside to a bar.

Talk to Tom, but he thinks that the Resistance is very dangerous and refuses to help.

A drunken visitor sits next to him. Ask him why he got so drunk and if it's time for him to go home. In response, you will hear the story that the androids killed his family. The visitor will help you find members of the Resistance in exchange for a battery to be inserted into his murdered daughter's toy.

Go home and look at Andy's bed (on the right). Take the TV remote. Open the cabinet and take out the knife and pliers. Open the remote control with a knife and give the batteries to the drunk (you need to use batteries on it). He will answer that he needs other batteries - smaller ones. Return home and take another look at Andy's bed. There is a green clock in a pile of rubbish in a laundry box. Richard will not want to take them without asking, so go outside. Walking to the right past the bar, you will exit to the subway map. Select Industrial District.

Andy is standing near the gate. Talk to him about the battery. It doesn't matter what you answer ("yes" or "no"), just return home - now you can take the watch. Open them with a knife and give the battery to the drunk. He will send you to the old barn behind the house.

Go outside and go right around the corner. After entering the barn, talk to the Unknown. He will redirect you to Professor Petrenko. Go to the subway and recover to a new location.

Go down the stairs, enter the house and ring the door closest to you. Professor Petrenko will refuse to talk. There is nothing to do, you will have to return to the Unknown (to leave here, climb the stairs and click on the large metro map on the right on the wall).

Return to the warehouse.

Enter the warehouse. An unknown person will accuse you of killing Petrenko. Answer like this:

1) I "ll make you believe (I'll make you believe)
2) I will find proof of my innocence (I will find proof of my innocence)
3) I'm going to investigate myself (I'll investigate myself)

After that, return to Petrenko's house. The door is sealed, the investigator is standing nearby. She will let you into the apartment if you help with another matter.

A wealthy man from the Government District was killed near the supermarket. The investigator suspects a family of three - father, mother and daughter. During the interrogation, the daughter only lied, and when her parents disappeared, she stopped talking altogether. Go to Supermarket.

Go left - a red-haired girl is sitting on a bench. Look at her, then touch - Richard will notice the diary under her hand (the diary will be in your inventory). Examine it with the right mouse button - it is closed. You need to ask someone to help (of the characters you have only Tom, because Andy has disappeared somewhere, and the investigator is waiting for the results of your investigation and will not help). Go to a bar. Talk to Tom about the girl and the closed diary. He will agree to open the diary if you get a hairpin.

You have keys on a ring in your inventory. Remove the ring with pliers, then again use pliers to make a hairpin out of the ringlet. Give Tom the hairpin and read the diary with the right mouse button.

Return to the Supermarket and talk to the girl. Go to the investigator and give that diary. Exit to the subway and return to the apartment again - the door will be open. Pay attention to the large poster on the right wall opposite the front door - it has a video camera peephole. Touch the peephole and Richard will tear off the poster. Click on the video camera and a disc will appear in your inventory. Combine it with the PDA in your inventory and look at the entry - some woman came to him after you. This is the proof of your innocence.

Now you need to inspect the apartment. Start with a large photo of the cat in the living room - Richard will say his name is Homer. Look at the photo on the nightstand by the TV - it turns out that Petrenko was awarded the Nobel Prize. Click on the medal - it was received in 2013. Open the refrigerator and look at the symbol "T in a circle" in the lower right corner of the freezer door. Richard will comment that this symbol is familiar to him. Open the freezer - there is a safe here.

Go left to the office and press the switch on the wall at the entrance (the red light is on). Look closer at the blackboard and pull the handle to open a hidden compartment. Here an atom of an unknown substance is drawn and its name is encrypted: "113-PRF".

Try to open the safe - Richard will say that the combination should contain some important figures for Petrenko. Get outside. A cat is sitting near the house - obviously, this is Homer. Pet him and Richard will read the name "Perfomium" on the collar pendant. Information will appear in the PDA (database tab) about perfium - this is a chemical element for the discovery of which Petrenko received the Nobel Prize. (If you don't look at the photo of the cat, it will scratch you and make the safe impossible to open).

Return to the safe. Its combination is simply selected from a combination of two combinations of numbers (the number of the performance and the year of the Nobel Prize) - the correct one is: 1132013.

Take a green card from the safe that allows you to enter Theolex Corporation and return to the Unknown.

He will say that he knows a little the woman who came to Petrenko, and will accept you into the Resistance. He will give the task - to find incriminating documents in the corporation of Endor. You will receive a blue card to go through the factory gate and a gun that paralyzes androids.

Arriving in the Industrial District, click on the gate, and you will calmly go inside. Approach the illuminated windows of the office located at the entrance. Look at the business cards on the table to the left of the computer and find out that the employee's name is Roman Pitra.

Save the game, because here you can get killed if you choose the wrong dialogues.

1) I "d like to be assumed to Endora (I would like to get a job in Endora)
2) I was fired. Too many people and no work (I was fired. Too many people and no work)

Pitra will ask where you used to work.

3) For Theolex

He will answer that there are no vacancies. Take a look at the information board behind him - this is a list of laid-off employees in Theolex (left) and Endor (right). Richard will take a closer look at the Theolex scoreboard - there have been mass layoffs. Talk to Pitra again.

1) What "s your experience with Theolex? (What do you know about Theolex?)

Pitra will start speaking badly about Theolex.

2) False accusation (False accusation)

Pitra will say that you can help him and ask what you will do to get to Endora.

3) Anything (All)

He will tell that his son until recently worked at Theolex and was fired on false charges. He will let Richard through to Endora if you enter Theolex and erase his son's information from the computer.

Go right - here is the entrance to Teoleks. Richard will refuse to enter the main entrance because it is guarded by androids. Look at the service entrance (to the right of the terminal with the inscription Teoleks) - there is a scanner hanging on the wall. There is a button on the scanner - the identifier of the retina. Richard decides to consult with Tom.

At the bar, ask Tom about the scanner. You will need Petrenko's eye (because you have his card) and ethanol alcohol, in which you need to put the eye for safety. Tom has an alembic for making ethanol, but you will also need a spiral, a flask, a rotten fruit and a cork. Obviously, all these items can be found in the garbage dumps that you have seen in almost all locations.

Return to the Industrial District to the location with the scanner. In the foreground of the screen in a pile of garbage, find a spiral and a flask. Go to Supermarket. Near the stairs in the subway, under a huge red poster of Endor, there is a cork in a pile of garbage. Talk to the homeless man near the trash can. He likes to change and wants your jacket. You'll still need a jacket. But what if you exchange one unnecessary thing for another unnecessary? Drive to the Industrial District, go past the container to the alley (where you warmed up the pass stuff) and dig through the trash can. There is a cobblestone. Give the cobblestone to the homeless person and get a jar of rotten fruit in return.

Return to the bar and go to the back room to the left of the bar. Place any item on the table to assemble the alembic (Richard will automatically place all the rest himself). An empty fruit jar will remain in inventory, put it on the table. After the alcohol is distilled, take the jar and go to Tom.

He will give you the address of the morgue where the corpse of Petrenko is located. A new location will appear on the map.

Enter the hospital and examine the information board at the door. You need to find out where the morgue is. Ask the android at the reception about the morgue, go around the counter and go down the corridor to the elevator.

Save the game, because here you can get killed if you choose the wrong dialogues.

Enter the elevator. Automatically you will find yourself in the morgue.