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Walkthrough "Stalker: Labyrinth" - how to open all safes, where to find flash drives and passwords

 

Walkthrough "Stalker: Labyrinth" - how to open all safes, where to find flash drives and passwords

"STALKER: Labyrinth" is a large story modification for the game "STALKER: Call of Pripyat" from the creators of the Alliance Time and Trapped mods. In this guide, we have described a detailed walkthrough of all available tasks, as well as indicated various codes and passwords that will help you complete the line of story quests.


Package

When you appear in the game world, your camp will be immediately attacked by several mercenaries. Kill them and search the bodies. In one of the corpses you will find a flash drive. After reading the letter, the first story chapter will begin.



Chapter 1: Sidorovich

The information on the flash drive says that the cache is located in one of the anomalous zones. The password for the safe is also written here - “354689”.


Head east to the railroad embankment. The safe will be in the middle of a large number of anomalies - do not forget to stock up on first-aid kits and radiation pills.


Since initially, your character will have little money, we advise you to go through the side quest "Guide". You can take it at the Stalkers Base from the Van character. The base itself is located in the central part of the map, not far from where you spawn. Come here through the main entrance and inspect the building on the right.


Chapter 1: Sidorovich

Tour guide (optional)

After receiving the task from the Van, go to the point indicated on the map. Find Alex Tupac, talk to him, and escort two stalkers to the first anomalous zone. Protect them from mutants, because the task will fail if the guys die.

Tour guide (optional)

When the stalkers begin to study the first anomaly, you need to get the anomaly detector and find the Medusa artifact. On the way to the second anomalous zone, your companions will stop at the tunnel, where the Snorks will attack the hero. Destroy the mutants and move on for the stalkers. Then there will be another fight at the railway bridge.

Tour guide (optional)

Also, take out the detector to find the artifact "Crystal". Bring the fellow travelers to the indicated place and return to the Van. As a reward, you will receive 5000 rubles.


Competitors (additional task)

This quest is issued by Shilov, who can be found at the base of stalkers. The task will begin if you bring a special device to the Van technician according to the plot. The man will send you to a location where you need to kill several mercenaries. In the pockets of one of them, you will find swag for the task. The reward for the quest will be 6000 rubles.


old dream

When you complete the quest "The Package", follow the marker to the village of beginners and talk with the stalker named Wolf. You will receive the key for the first building on the right (from the main entrance to the village). Unlock the door and jump into the large hatch.

Use the electronic key on the door and go inside. Here you will be attacked by a group of well-armed mercenaries. Kill them and talk to the only surviving enemy named Scoundrel. After the conversation, talk to the Wolf. Then you will be thrown to the surface and the Wolf will ask you to follow Sidorovich for weapons and armor.


Time loop

Sidorovich sends you to check one anomaly at the destroyed railway bridge. She is at the very top.

Time loop

You need to climb up and jump into it. After the jump, you will find yourself in a time loop, and some quests, such as Packing for the Road and An Old Dream, will become unavailable. You will receive the task to examine the ATP. Follow the markers on the map. Upon arrival, a cutscene will play. You will be ambushed by mercenaries, but they are not going to kill the hero. Chat with a mercenary named Carrier and proceed to the village of beginners.

Upon arrival, go down to the basement and talk to the Bubble. After that, exit the basement. At the exit, Marked will be waiting for you.

He will offer to develop a plan to destroy the mercenaries. Then there will be a small cut scene and an attack on the village. Destroy all enemies and go to Sidorovich.

After telling the merchant about what happened to you, go to the base of stalkers and find there a fighter named Sleeper. He's stuck in the future just like you, but he'll give you clues on how to get back to your own time. It is necessary to proceed to the military checkpoint, which is a little further than the village of beginners. However, take your time, as the military will kill the hero very quickly if you get close to the minimum distance. Your task is to find a large concrete pipe to the right of the post and run right into it using first aid kits.

We advise you to save your progress before this since the military at any level of difficulty are serious enemies. Running into the pipe and reaching the end, you will fall into an anomaly that will return the hero to the present. Quests "An old dream" and "Tolls for the road" will become available again.


Travel fees

After completing the Loop of Time task, talk to Sidorovich. He will send you for the artifacts "Snowflake" and "Bubble". Run to ATP. Jack will stop you here and ask you to hide your weapons. He will also tell you to be more respectful with the leader of the gang named Yoga. In the camp, find Borov and talk to him.

A choice will appear here: you can immediately pay 40,000 rubles, and then you will not need to complete a side task to get artifacts. However, if you do not have the required amount, Borov will give you an additional task: you need to find the machine gun that was stolen by one of his homies. After completing the quest, the cost of equipment will drop to 5,000 rubles.
Find Raven's technician in the camp and give him the vodka. Then visit the Babylon merchant, and then follow the Knave and find out something about Zhmotyar. Return to Borov again, and then leave the camp and talk to Vovan.


Where to find Zhmotyaru

You have received information about the possible whereabouts of the bandit, but the data will be inaccurate. Go to the anomalous zone, which is located near the ATP.

Zhmotyara is in the lower left corner on the barrel. After talking with the man, the hero will start to run away, and someone will shoot him in the back. You will need to kill the offender and search his corpse. So you get another flash drive and find out that Vovan paid the mercenary Kachko to eliminate the protagonist.

Returning to the ATP, you will have to find the electrical panel, which is located inside the ATP behind the crosses.

Where to find Zhmotyaru

Opening the shield with the key from the corpse, you will find a Borov machine gun. Give it to the owner. Borov will ask who stole his weapon. You will have several answers, but even if you point to the wrong person, this will not affect the plot. True, on the flash drive that you found with the mercenary, there will be information that Kachka hired a certain "V", and remembering the words of Zhmotyara about Vovan, we can conclude that it was Vovan who hired the killer.

Now that you have found Borov's weapon, he will give you two artifacts for a modest 5,000 rubles.

Return to Sidorovich and tell him that you have obtained the necessary artifacts. He will give you a case and send you to Major Khaletsky at the military checkpoint.

Now the military will be friendly. Ask the major for a bulletproof vest, a helmet with a night vision device and a machine gun. However, the major will ask for 100,000 rubles in return, which you obviously won’t have. He will also offer another option. You need to repay the debt of the bandit leader Yogi, and then the price of the equipment will be reduced to 20,000 rubles.

Run back to Sidorovich and tell about the dialogue with the major. Then move on ATP to Yoga. Return to the merchant again. He will give you a case with an icon that Yogi needs, but he will also ask you to bring evidence that the thief was killed. You will have to find and kill Zhmotyaru, who is innocent in this situation.

Where to find Zhmotyaru

After dealing with him, go to Yoga to get the major's debt. Reach the marker and kill the bloodsucker.

Where to find Zhmotyaru

Return to the leader of the bandits. He will give you only 30 seconds to leave the base safely. However, before that, open the safe next to Yoga. The code for the safe will be on a flash drive in your inventory - "835977". Take the contents and quickly run away with the ATP, because at the end of the timer, the bandits will attack the protagonist.

Follow Major Khaletsky to the military checkpoint, give him the case and 20,000 rubles. In return, he will give you an AKS-74U, ammo, a leather coat, and a gas mask. Surely you realized that these are not the things that the major had to give.

Tip: You can cheat the game by dropping armor from your inventory. In this way, you will gradually push the major to get into his office. There is a bulletproof vest "Bulat" and a flash drive. On it you will read the code for the safe in the same room - "78295", but so far it cannot be opened.

Run to Sidorovich and tell that the major has thrown you. To begin with, you will have to kill military scouts who are moving away from the checkpoint closer to the village of newcomers, as well as eliminate Khaletsky's people. Confirm fast travel and eliminate the group of enemies. Then go to the Gatekeeper on the marker on the map.

He will offer you an excellent sniper rifle for 54,000 rubles. Follow the map to Father Valerian, who will ask you to help him clear the ATP from bandits.


What is the code for the safe Sleepers (Valerian)

There is a locked safe in the room with Father Valerian. Look at him and talk to the character again. He will tell you that the safe belongs to a stalker named Sleeper (the one you met in the future). Move to the destroyed bridge. Climbing up the hill, follow the wagons. Find the overturned wagon and look under the wagon for a cache with a backpack. In it you will find a flash drive, where the code from the Sleeper's safe will be indicated - "835975". Here you will find a Veles artifact detector.

Having found the stalkers, you need to clean up the ATP. Kill the enemies and return to Valerian. He will give the Firefly artifact.

Run to the Gatekeeper and exchange it for a sniper rifle and ammunition for it.

What is the code for the safe Sleepers (Valerian)

After receiving a rifle, other stalkers can attack the base where you are. Don't shoot anyone and just leave this place. So you will not quarrel with any of the groups.

Now that you have a good long-range rifle with optics, you will have to clear the checkpoint alone. If you killed the scouts earlier, then there will not be so many fighters at the checkpoint. After destroying the rest, go into the room with the safe and open it with the code - "78295".

What is the code for the safe Sleepers (Valerian)

Take the helmet and ammo. There will also be a bulletproof vest on the box.


labyrinth

Return to Sidorovich, but be careful, as a helicopter will appear that cannot be destroyed. Follow from cover to cover and restore health if possible. After hiding from the helicopter in Sidorovich's bunker, talk to him and go to the Wolf for the key. Having received it, go down into the sewer and enter the code on the door on the left - "354689".


Chapter 2: Dungeon Dwellers

Walk forward and enter the broken wall on the right.

Chapter 2: Dungeon Dwellers

There will be a fork here - move to the left. When there is a fork in front of you again, always take the left path. On the way, you will be attacked by several groups of small jerboa mutants.

Chapter 2: Dungeon Dwellers

At one of the doors, you will meet a ghost - kill him and inspect the door leading to the Agroprom dungeon. Climb the stairs and go to the end of the corridor, then open the door with the electronic key. Deal with the ghost here and go through the door on the left. Open the lock with the electronic key to enter the laboratory. Inside you will find a large power plant, as well as a locked safe.

Chapter 2: Dungeon Dwellers

Chapter 2: Dungeon Dwellers

After going down the stairs, go to the bottom of the installation and find the door, then turn left twice. On the right hand is the door to the dining room. On the bedside table, you will find a laptop and a flash drive with the code - "105018". Go back to the stairs the same way. Nearby there will be another staircase that leads up. You only need it as a guide. Move in a circle and find another ladder up - you go there.

After opening the lock with the electronic key, go to the terminal in the center of the room. A cage will fall on you and a machine gun will appear. Enter the code "105108" and enter the door behind the protagonist.

Chapter 2: Dungeon Dwellers

Chapter 2: Dungeon Dwellers

teleportation room

Get down and use the electronic key on the door. Now open another door with the key in the far right corner of the room. Climb the stairs to the left and click on the lever that is on the control panel. There is another lever in the same room, it is in the opposite corner on the wall. Turn it on and return to the hall, where there will be the third and final lever to activate the teleporter. After activating the latter, jump into it.


Ghost town

Move along the tunnel and turn left. You will find a door with a combination lock. After you examine it, Professor Kuznetsov will speak to the hero. He does not trust the protagonist, so he will ask you to complete the task of eliminating all the zombies on the surface.


Bubble

Professor Kuznetsov will give you the code from the hatch cover - "159753". Behind the door where you talked with the professor, go into the corridor, enter the code from the hatch, and go upstairs.

Bubble

Look around the city and destroy all the zombies, but remember that psi-radiation will take away a small part of your health from time to time. After completing the task, return to the professor.

He will ask you to find and bring the Compass artifact. Run back to the surface. Use the detector to find an area enclosed by concrete slabs. Use the logs to jump over the fence, but don't rush as the Compass is under them. After using the detector and finding the artifact, return to the professor's wife Maria, and talk to her, then proceed to Kuznetsov.

You will need to find a special helmet that protects against psi radiation. Run into the corridor on the right and open the door with the code - "174538". At the end of the corridor, go through the hole in the wall. Kill the mutants and move forward. At the fork, turn into the far right turn and at the end find the corpse of a military man. Next to him will be a machine gun and a helmet, necessary for the assignment. Now return to the professor's hideout and talk to Maria. After the conversation, take the "Energy" artifact on the wall in a special container, which will be needed later in the story.

Bubble

Climb the stairs back to the city and run to the bus station building, which is next to the crane. Follow the stairs to the second floor to the right of the main entrance. In one of the rooms, find a slightly noticeable bubble that will teleport the hero to the roof. At its other end, there will be the same teleport, which will move you to another roof. Examine it carefully and find the third teleporter. Then run straight to the end and jump to the fourth teleport. You will be returned to the first roof, but a case for the task will appear on the floor. Take it and jump into the teleporter, which will return you to the apartment. Climb down the branches and return to the professor.

The professor will give you the code "777". It can be used to open a safe nearby. Take all the contents and go to the surface. You need to climb to the top of the crane and install the previously obtained artifact "Energy" on a special stand on the boom.

Climb down and run into the bus station building. Climb to the roof and find the electrical panel next to the antenna. Enter the code - "58236".

Then go down and run to the building to the right of the main entrance to the bus station. Find the fire escape and go upstairs.

Here also find the shield and dial the code - "58336". Then go down the stairs and run into the building opposite, which is located immediately behind the crane. Climb up the fire escape and enter the code on the shield - "58436". Wait until the end of the cut scene and climb onto the crane, then jump into the teleporter.

Go to the grate and talk to the professor. He will not open the door and will run away, leaving you to find another route.

You need to find a way out of the laboratory. Find a ladder that will lead you to a door that leads to the Agroprom dungeon. Examine the passage under the stairs. Go through the hole in the wall and go straight ahead. Turn left at the fork, then right at the next one. You need to find a path that will lead you to a hole in the wall and a large room with barrels, as well as a ghost. There will be many doors here - look for the one that leads to the dungeon under the Dark Valley.

So you will reach a large hall with three tunnels. One leads to the corpse of technician Mikhailov and his backpack, in which there is a flash drive. The second machine gun will also lie here. Read the information on the flash drive and remember the code "952367". Run back to the room with the power plant and look for a room with several beds and a safe.

Bubble

Apply the received password and take all the contents. You will find another flash drive with a password - " 78296". Now run into the room with the power plant. Move to the control room and open the safe. Here you will find the third flash drive with the code "78398" from the door in the underground passage. Go back to the hall with the right door.


Chapter 3: Fang

Once in a dilapidated tunnel, you will meet an old acquaintance of Fang, who ended up here while hiding from the ejection. Follow Fang and kill all the mutants along the way. Having reached a certain point, you will again talk to Fang. Now use the electronic key to crack the door at the far end of the tunnel. You will enter the mercenary base.

Chapter 3: Fang

Destroy them all and move to the spiral staircase. Climb up and inspect the combination lock, then return back to the Fang. After talking with the stalker, follow him again and destroy all the mutants along the way. Before leaving, kill three bloodsuckers and get out.

Siege

As soon as you get out of the dungeon, talk to Fang and run after him. Move slowly and don't make noise. After the destruction of all the bandits, talk to Fang again. If you do not start a conversation, then we advise you to load the last save.


Chapter 4: Loki. How to open a safe at Chekhov's Svoboda base

Head to the Freedom Base and follow the markers to chat with Chekhov.

After talking with Chekhov and find out information about the safe. He will tell you that you can open it and take all the contents, if, of course, you have the right code. There is a special tower outside the building - climb it. You will find a dead bandit and a crate next to him. There will be a flash drive inside, check out the contents. The desired combination for the safe will be encrypted in the text - "145234".

Follow the marker on the map and kill the bandits. Then talk to Loki and run after the Freedom group, destroying all the enemies along the way. Talk to Loki and move to another bandit camp. After its destruction, talk to Loki for the last time. Now you will move alone to the farm, where you need to kill all the bandits. There will be a safe in the building to the left in the right corner of the entrance.

Chapter 4: Loki. How to open a safe at Chekhov's Svoboda base

Open it with the code "336057" . Take the contents and return back to Loki. Follow him to the base of the bandits and clear it completely. After clearing the area, talk to Loki and run back to Chekhov. At the end of the conversation, he will give you a flash drive with the code "84659" from the door to the dungeon.


Siege (continued)

Move along the marker on the map to the transition. Open the door using the previously received code from Chekhov.


Chapter 5: Wall of Fire Dancing with death

While descending, you will encounter a ghost - kill him and move on. There will be a door with a class "A" combination lock. For now, it cannot be opened. You need to find the corpse of a scientist on this floor. Use the mini-map to find the corpse based on the gray dot.

Chapter 5: Wall of Fire Dancing with death

Read the note from the scientist's PDA and enter the code "1423" on the nearby door. Now go down below and find another corpse of a scientist. Examine the dead man's PDA and memorize the code - "9524".

Follow the laboratory. Climb the stairs and take the flash drive from the table, on which the code for the elevator is indicated - "7516". Return to the second corpse of the scientist and find the panel from the elevator next to the body. Enter the found code and click on the floor selection button.


Chapter 6: Angel

When leaving the elevator, the hero will be taken prisoner by mercenaries. You will find yourself in a cage without your equipment. Next to the protagonist will be a familiar stalker named Sleeper. After the dialogue, follow him. The guy will kill the mercenary and take possession of his weapon. There is a laptop in this room, next to which there will be a flash drive. After reading it, the PDA will enter the code from the door to the tunnel - "38452". Also, read the information in the notebook. New data will appear in the PDA with the next code "17846". This password opens the safe hidden behind the door in the closet in the same room. In the safe, there will be a piece of paper on which the cipher is written - "1421".

Go to the next room on the right and pick up the sawn-off shotgun.

Chapter 6: Angel

In the same room, inspect all the available boxes. They will contain some of your equipment and additional supplies. One of the safes is still closed. Kill all the mercenaries and, after carefully searching all the corpses, find a flash drive that has a code - "54625". You can return to the room where you took the sawn-off shotgun and open it. After that, talk to Sleeper and immediately go to the elevator. Climb it up to the first floor. Destroy three mercenaries and open the door with the combination - "38452". However, before that, search all available boxes. In them, you will find your weapons.

Returning to the already familiar room with a safe and a laptop, you must enter “1421” in the password and download the information to a USB flash drive. It will show the code for the safe in the same room - "705139". Take the contents and examine the flash drive, which also has a cipher.

Return to the place where you killed the three mercenaries and open one of the four doors with the "15423" combination.

Chapter 6: Angel

Chapter 7: Underworld. amazing creatures

Use the electronic key to break the lock and kill all the mutants in the next room. One of the boxes will contain VSS Vintorez.

Go down the stairs and kill another group of mutants. Be careful, they can knock the weapon out of the hero's hands. Hide and destroy them from behind cover. When you deal with them, search all the rooms in search of useful items, then go down lower, already along another ladder. Pick the lock and move deeper into the location. When you reach a fork, turn right, as the path on the left is blocked by a grate. Further along the corridor, a very strong monster will attack you. We advise you to kill him with a machine gun or screw cutter, as he has a large supply of health. In the room where the monster jumped out, there will be a lever. Lower it to raise the grate. Also, search the room with the lever. On the table, you will find a flash drive with the code "78542". This password opens the exoskeleton safe.

Move to the previously raised grate. Behind her, in a large room, there will be 6 bloodsuckers and an uber-bloodsucker with a lot of health. We advise you to use an underbarrel grenade launcher or hand grenades against him. The fight will be tough, but you can easily avoid any damage by climbing on the crates we've marked in the screenshot below.

Chapter 7: Underworld. amazing creatures

After defeating the enemy, go to the far room on the left and open the safe with the exoskeleton (code above). There are many openable capsules in the center of the room. In one of them, you will find a piece of paper. Select "Explore" in your inventory to enter information with the code "58278".

Chapter 7: Underworld. amazing creatures

Run to the door with a lock opposite the room in which you found a piece of paper, and open it with the password "58278". You will enter a tunnel, where after a few meters you will see a sign.

Click "OK" and wait for the download.


Chapter 8: Between the hammer and the anvil. All the same faces

By opening the door with the electronic key, you will enter the tunnel. Here, using the detector, you can find two artifacts. After loading, destroy the group of snorks and move through the tunnel. On the side there will be a passage with a closed door - pick the lock and enter the room with a vertical staircase. Climb up, where you will meet Jack and Vovan. Talk to them, then follow to a more secluded place and contact them again. They will lead you to the Raven, during a conversation with which you will receive a new task.

Raven can also improve the exoskeleton and get the opportunity to use acceleration. Now you need to find explosives to blow up the mercenaries' armored personnel carrier and equalize the chances of the bandits in battle. Follow Valet. He will lead you to the basement, inside of which there will be a controller. Kill him and go to the penultimate door on the right. There will be a room with boxes. You will need to jump inside and find a cache with explosives.

Now run to the armored personnel carrier and plant the explosives. Return to Valet and blow it up with the detonator. Be sure to stand close to the point indicated on the map, otherwise, there will be no explosion. After that, run after the Knave and help the gang destroy all the mercenaries.

Return to Raven and talk to him, as well as talk to Babylon and Vovan. Moving along the marker, find the wounded Dushman and after the conversation finish him off. After searching the corpse, you will find a flash drive with the code - "741369". Use this code to open the safe nearby and take the artifact. We also advise you to completely search the building with the inscription "Glory to Labor". Inside you will find a huge amount of weapons, ammo, first aid kits, and other useful items.

How to get to the X11 Lab

Now you need to find the entrance to the X11 Lab, but the game does not provide any markers or hints. Go around the building the Raven is in and find the entrance to the library.

How to get to the X11 Lab

Then look for Darwin's book on the bookshelves.

How to get to the X11 Lab

Please note that the marker will not be displayed during its inspection. Interact with the book to open a secret passage to the Laboratory.

How to get to the X11 Lab

Chapter 9: True fanaticism. Hakuna matata

This will take you to the final location. Your task is to go through Laboratory X11 and go straight to the center of the zone. Soon you will meet a Monolith group. Destroy everyone who gets in your way. Be careful, as automatic turrets will be waiting for you around some turns.

Chapter 9: True fanaticism. Hakuna matata

Use cover and destroy turrets with regular firearms as quickly as possible. After climbing the stairs and destroying the first turret with a new group of Monoliths, open the lock with the key. Eliminate all opponents in the room and carefully search it for first-aid kits, ammo, and other useful items. Right there in the room, there are freezers, two of which contain corpses. Under them, you can open small doors and find two anomaly detectors "Response" and "Svarog".

Chapter 9: True fanaticism. Hakuna matata

Return to the previous corridor and go down the stairs on the right. On your way there will be two stairs at once - go along the one that leads up, and turn left at the fork. The tunnel will lead to a door with a Class B lock that you can pick. Entering the room, you will see the praying Monoliths. Destroy them and look for a piece of paper on the table in the room on the left. Examine it in inventory and read the entry in the PDA.

Chapter 9: True fanaticism. Hakuna matata

The code will become available to you - "81973". Return to the Class B castle we wrote about above. To the right after the entrance is an unknown device that emits energy. Open the lock on the locked door and run forward. There is nothing interesting in the room with the strange device, but in the control room, there is a safe and a piece of paper on the table. Be sure to inspect it in the backpack, then apply the password "54628" to the safe.

Run to the very beginning, to the fork where you went up, but now go down and kill the enemies along the way. When descending, there will be another door to your right - crack it with the key, and collect weapons, ammo, food, and medicines. The door at the end of this corridor leads to the prayer room, where you destroyed a group of Monoliths. Hack the door on the right with the electronic key. Destroy all opponents and blow up the turret. You can also collect several artifacts here.

Go the other way, destroy the turret, and open the door on the left. Search the vault and follow further along the corridor. At the very end, open the door with the key. Search the room: there is an elevator and another door with a combination lock. Enter the combination - "81973". Behind the door, there will be a large room, three turrets, and many boxes. After destroying the enemies, search all the boxes. In one of them, you will find a gauss cannon.

Chapter 9: True fanaticism. Hakuna matata

As soon as you pick up a weapon, the Monoliths will burst into the room. Destroy them and go back. You need to find a corridor where there are still living opponents. It is located near the prayer room. Having found and destroyed the enemies, rise above and enter the security code for the white door - "54628". There will be another gauss gun in the closet, and a new exoskeleton on the couch. There is a switch on the wall opposite the sofa.

Chapter 9: True fanaticism. Hakuna matata

Interact with the switch and move to the opened door. As soon as you enter it, the final cut scene will begin.

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