Be sure to pick up the documents from his corpse along with the Ghost Suit if you wish (this is the suit that Sakharov is looking for).Īs you may have notice I called Meet the Guide semi-optional - it is an optional mission in the sense that you don't have to complete it, but for you to fully explore the plot and gain access to the "best" endings of the game, you must complete it.Īlthough the arrow on your minimap may seem to indicate that you should backtrack towards where you initially started out, you actually need to drop down a hole close to where you discovered Ghost it's inside one of the "cells" with a sign (saying "10") in front of it. You'll be given a new semi-optional mission, namely Meet the Guide. Ghost seems to have met his demise at the hands of the controller, and it sounds like this " Doc" character will know where to find Strelok. Inside you'll discover a body: it is Ghost - search him and you'll get some more information from his PDA, including a recording shedding some more light on what happened. Move towards the west and you'll soon come to another large room - it has a Controller inside so deal with it first and enter the room. You next mission is to pick up the documents and get out of the lab. Hmm, this Strelok fella' sure was keen on getting to the centre of the Zone, Chernobyl specifically. When you finally turn off the psi-emitter you'll pass out (again) and be treated to another cut-scene. Notable items, beyond the large number of artifacts, includes a Berill-5M Armored Suit and close by a crate with a SSP-99 Ecologist suit in it since you're probably pretty much loaded I would recommend ignoring the latter, although the first armour may be worth dragging along. The final switch is all the way at the top. You don't have to pick up everything at first since you can explore the room once you've turned off the emissions, so stick to that objective if you run low on time. On your way through the room be sure to be on the lookout for anomalies, artifacts (there's a bundle about), items, and of course enemies. You may also notice that your minimap has detected a number of PDA's nearby - don't worry (too much) since these are all in fact more zombies. The circular room consist of a number of different levels - each of them has a switch on it (marked on your map), and you must activate them all to turn off the psi-emissions. Once you do, the timer (as hinted by Sakharov) will start and you'll have a few minutes to close down the machine. Moving north you'll find another room with a lot of shelves in it - you can find a number of metal boxes on them - be sure to check them all since they'll turn up more 9x39mm ammo and some other goodies.īeyond the room, and after having disposed of more Snorks you'll come to a large, circular room - consider creating a new save-game before you move in. You'll soon come to a room with an alcove to the south-west and with more Zombified Stalkers and another Snork in it once you've dealt with them be sure to break all the boxes in the alcove since one of them contains some 9x39mm SP-6 rounds. Check the crates as you will often find a VOG-25 Grenade in the crate between the large transformers on the northern side of the room. In my view the best place to deal with them is to climb the ladder on the left of the lift alcove and snipe them from the control booth above. yeah, more Zombified Stalkers - two on the catwalk and one on ground level, and two Snorks. When you're on the bottom floor you'll find yourself in a large room - there are more enemies ahead. On the second platform is the location of the rare stash Goodies in the electrical outlets, which contains the exceptional Vintar BC. Be aware that descending the ladders is a one-way trip, so make sure you check the area thoroughly and take what you want before descending. The lift is non-functional, so you will need to go down the ladders. A single Snork will spawn behind you near the stairs once you pass through the blast door. Move down the stairs (be mindful of the Burner anomaly on the landing), and dispose of the two Zombified Stalkers in the room ahead. Your starting point is the eastern side of the lab and the your main goals, along with the exit, is on the far western side. You should be more or less used to them by now, having cleared the Yantar factory to get here. The layout of Lab X-16 is a lot more straightforward and linear than Lab X-18, however this one is filled with both Zombified Stalkers and Snorks.
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