Stalker contract for a good life exoskeleton. "Stalker: Contract for a good life"

We have a new plot modification for “Call of Pripyat”. This time we will play as the mercenary Khmury, who is new to the zone. A special forces unit, which includes our character, receives a contract, the implementation of which for some reason does not go according to plan. The mod is memorable for its well-built storyline, improved graphics and realistic hardcore gameplay. "Contract for good life"received positive feedback from all playing stalkers, so we look forward to the continuation of this mod from its developers.

Key features of the mod:

  • The mystery of what is happening in the zone requires the hero to reveal all the secrets.
  • New plot and game environment.
  • The fashion uses: new textures, locations, special effects.
  • Game mechanics have been changed towards realism.
  • Lots of action, combat is very satisfying.
  • Gorgeous cut scenes.
  • Interesting weapon pack.
  • High stability of the mod.
  • Interesting side missions.
  • New environmental sounds.
  • General high stalker atmosphere.
  • Lots of dialogues and game texts.
  • Beautiful game menu.
  • Stealth elements.

The disadvantages of the mod include being too hardcore; unfortunately, the difficulty level cannot be lowered. Some players say about this mod that it’s worth completing it, but not everyone can... Therefore, we have a great chance to test our stalker skills and still complete this mod. Also, at the end of the plot, the authors clearly hint to us about the continuation of the modification, we are looking forward to it!

Download the ‘Contract for a good life’ mod from the Cloud-Mail.ru service.

The latest fix for the mod on Yandex disk.

"Contract for a good life" is installed on top of clean game‘ ‘, version 1.6.0.2. The mod files should be unpacked with an archiver and placed in the root folder of the game, replacing all files. Then install the fix on top (with file replacement). Starting a new game is required.

Video with a sequential review of the modification:

Description:
The new mod will tell the player a completely new chronicle of the Zone, in the middle of which the hired stalker Khmury will appear. He, like other newcomers, having ended up in the ChEZ, agrees with the customer to participate in the role of a killer in a special operation under the code name “Contract for a Good Life.” In Khmury's detachment there were ten, not counting the hero, just like him. Almost before landing in the center of the Chernobyl Exclusion Zone, something went wrong, and future ideas for the operation run counter to the rest of its objectives. We will find out what will happen next in the game itself.

Guide navigation.

Introduction.

The game begins with a small cut-scene. Where the main character named Khmury received the task to go down
to laboratory X-8. Right there on the stairs lies the corpse of a scientist with a key card to the laboratory door, we take it away.
2. We open the door with a card and immediately get hit on the head by unknown people

Chapter X: Death sentence.

We come to our senses, it turns out that Khmury was neutralized by “old friends”. One of them talks to us about us sticking our nose into other people's business.
and already gives the soldier standing next to him the order to eliminate Khmury.
1. Two shots are fired and the two fall dead. The Beast comes out from behind the door. We talk to him
2. We receive a task to kill representatives of the "White Squad" in the laboratory, the Beast volunteers to help us with this


3. Together with the Beast, we cleaned out the laboratory. A cut-scene began, where Khmury will tell us everything in order already in the game itself.

Prologue: Our time.

The prologue begins with the fact that our helicopter crashed in the red forest during the landing. No one except the pilots seemed to have died.
We come to our senses 26 hours after the crash.
1. We go to Solomon, we find out that one of ours, nicknamed Patron, has gone missing. We also learn that Solomon has a map of the area. It marks many underground communications through which we can get to the center.

Chapter 1: There is always a way out.

1. We search the nearest tower for ammunition and medicines and catch up with the soldiers who went into the tunnel. We inspect the tunnel for provisions and ammunition.
In one of the boxes we find some documents that may be useful.


2. We receive a task to try to turn on the electricity. Not far away on the wall we find a shield with which we turn on the light.


Immediately at the door next to it, a teleport appears. We go into it and we are transported to the entrance to the tunnel
3. We talk with Solomon about the blocked tunnel and the teleporter at the emergency door.
- A controller comes to visit, and while we resist his influence, we need to somehow kill him. Somehow we figured it out.
Let's return to ours. We discover that Ramfil was killed because of the controller.
4. We talk with Solomon, inform him about the death of Ramphil. We decide that we need to change place and find a rest stop.
safer. Solomon's PDA picks up the SOS signal. As we leave, we'll check the source of the signal. Once again we examine the entire tunnel, talk
with Solomon and leave this place
5. We move deeper into the forest. We arrive at the place where the SOS signal was caught, together with the squad we repel the attack of the bloodsuckers. Gloomy talking to
Solomon. The trouble is, Ryder was apparently bitten by one of these creatures, and now he will become a zombie. We decide to shoot him so as not to suffer.
Let's catch up with our squad.
6. The path further was blocked by a gate that could not be opened from our side. Gloomy decides to climb over the fence and opens the gate.
We arrange a temporary shelter for ourselves near the trailer.
7. We talk with Solomon, he introduces us to the squad. Don't forget that he is the boss.
We're free until tomorrow, so let's go to bed
8. In the morning, having refreshed ourselves a little, we go to Solomon. Solomon has already sent several soldiers to scout the forest. He sends Karp and me
explore the mines nearby. The Mute went there and still hasn’t returned, we need to find out what happened there.
9. We talk with Karp, he agrees to walk with us to the mines. In the mines, Karp asks to stand on the lookout. After 10 minutes, Karp’s scream is heard,
Let's urgently go on reconnaissance. We find the corpse of the Mute in one of the mines, take the note from him, we urgently need to tell Solomon about this.
10. We return from the mines to Solomon. We talk with him about the loss of Mute and Carp. It looks like the bloodsucker has dealt with them,
whom we killed in the mines. Solomon tells us that Keith has returned from reconnaissance, we will need to talk to him
IMPORTANT!!!
At night, a merchant appears in the forest.

11. We take the task from the doctor to search for any medicines of at least 15 pieces.
12. Let's go inspect the nearest buildings near the trailer. Khmury's attention is attracted by a Muscovite from whom some knocking sounds are heard.
We inspect the car, the sound is coming from the trunk. But we can’t open it yet. Maybe someone knows how to open it.


We go to the tower, except for the mercenary who does not want to talk to us, and there is nothing there at the locked door. We examine the fallen helicopter near the tower.

13. Khmury's PDA receives a message from Patron, it turns out he is alive and wants to talk, a mark on him appears in the PDA.


We examine the corpses near the helicopter and, as it turned out, not in vain, in one of them we find a PDA with a remote password for the “black box” that we saw on the tower near the bridge to Limansk.


14. We're talking to everyone in the camp about the knocks on the Muscovite, they're sending
15. We give the medicines to Scalpel
16. We go to the tower near the bridge to open the “black box” using the military PDA. In the “black box” we find a PDA with a message about the B-28 evacuation point.


17. Not far from the bridge we meet a scientist. We talk to him. He offers us a job installing a scanner in the Witches Circle anomaly. We agree to place the scanner in the anomaly, the mark appears in the PDA. We also give the scientist the flash drive and PDA found in the laptop from the tunnel. We take another task from the scientist to search for the artifact “Altered Isolator”. It is located near the Witch's Circle anomaly.
18. Let's go to a meeting with Patron. He says that he brought mutants on his tail. We help him shoot the dogs.
19. We talk with Patron about his disappearance. He tells us that he escaped on purpose and advises us to escape.
The patron leaves us a disk for safekeeping and asks us not to tell anyone that we met with him, and he goes off to work in the agricultural industry. After this dialogue, the transition to Agroprom opens.


20. A signal for help comes to Khmury's PDA and a mark appears on the map.

Let's go check the coordinates of the signal. Using the mark we find a stalker nicknamed Fatalist. We talk to him about the signal for help. Snorks are attacking us. With the Fatalist we fight them off. We talk with the Fatalist, ask him about the way to the center of the zone. Unfortunately he doesn't know her. We take the Fatalist to the stalker camp. In the stalker camp we talk with the Fatalist again and receive SPAS as a reward.
21. We talk with Orange. He says that he sent his man into the tunnel on the left and he disappeared, now he asks to find him. Nickname: Stingy. Let's take this task.


22. We ask Orange about the strange Muscovite and the knocking noise from his trunk. Orange tells a mystical story about this. He advises against approaching this car.
23. We go to the anomaly "Witches' Circle", a task appears to destroy the lair of bloodsuckers. Together with the stalkers we deal with bloodsuckers. Now you can report to Solomon that the lair has been destroyed. An SMS arrives from Professor Kornenosov about a new job.
24. We install the scanner near the anomaly; also in the anomaly itself (in its center) you can find artifacts that are in the chest. Bummer, we were moved behind the teleport into the tunnel where the stalkers camp.


We didn't have any artifacts from that chest. In the backpack we find a weapon and an artifact “Altered Insulator”. Also in this backpack is a note from a certain Karzan for the Fatalist.


We find a machine gun with a box of cartridges, hidden behind the trolley. When Khmury tried to leave the tunnel, the teleport disappeared and a fighter from the Monolith group appeared who wanted to kill us, but we managed to eliminate him.
25. Give Karzan's note to the Fatalist and receive a reward. We ask Fatalist about work. The fatalist asks to find his cache here in the red forest behind the bus stop, the mark appears in the PDA, we take on this task. We dig up the Fatalist's swag. Let's go to Kornenosov. We give him the artifact and report on the successful installation of the scanners. We take on another task from Kornenosov to accompany his colleague Kaymazonov to the Witch’s Circle anomaly. Kaymazonov himself is located in the checkpoint building.


26. We talk with Kaymazonov and set out on the road. Along the way, we give the box of swag to the Fatalist and receive a reward. We bring Kaymazonov to the anomaly and receive a reward.

27. Let's go look for Stingy. We find his corpse on a tank, which is located north of the Witches Circle anomaly. We take his PDA and the Compass artifact. On the tank we also find an RPG-7.


We go to Orange and report the death of Stingy, and also give him Stingy's PDA.
28. The next day a message arrives from Solomon. We talk with him about the passages in the mine and the anomaly that does not let us down. We'll need to check everything there. Solomon also says that he found some kind of key, perhaps it will go to that locked door on the tower. We report to Solomon about the liquidation of the bloodsuckers' lair and receive a reward. We open the tower door and examine the room. We find in it a backpack containing a gas cylinder, an anomaly deactivator and a note from the Forester. We take everything.


29. A task has appeared to deactivate the anomaly in the tunnel near the bridge to Limansk
30. We discover that the strange Muscovite has disappeared, and in his place lies the corpse of Petrukha
31. We go to the mines to look around there. We receive a task to spray UH-812 gas through tunnel pipes. We spray gas at one of the valves.

A task appeared to find a secret door in the mines. We find the desired door on the lower level. Now we need to find a way to open it. We need to tell Solomon everything
32. We return to Solomon and tell him about the door found in the mines. He says that we need to wait for Tamerlane, then we will think about what to do.

Solomon instructs us to find boxes of supplies for the group, in addition he gives us a radio transmitter to search for the boxes. A mark appears in the PDA, which indicates the installation location of the radio transmitter (you need to use the device for the mark to appear). We install the device in the right place. We get the coordinates of three boxes on the PDA. Let's go pick up the boxes.
33. We take the first box
34. We take the second box
35. We take the third box
36. We return to camp. We give the boxes of supplies to Scalpel and receive a reward.
37. At night we return to Solomon. He says that we need to take a sniper position on the roof of the forest base, all the questions will come later.


38. We destroy with the help of SVD the zombified ones who attacked us. Now that you have fought back, you can talk to Solomon about the zombie invasion.


39. We tell Solomon about the explosives for the door. He says he has something to blow up the door with. We go with Solomon into the mines to the door that we found. We get explosives from him and install them on the door

Chapter 2: Enemy of the same blood.

1. We talk with the Wolfhound. He's trying to find out where our squad came from. We don’t tell him anything, which is why we get knocked out.

We come to our senses in the middle of the night, next to Solomon. We discuss with him tactics for eliminating the Wolfhound group. We crawl on our hands and knees after Solomon to better cover. We talk with Solomon and get a grenade launcher in our hands. With his help we deal with the mercenaries. Only the Wolfhound remained, and he went on the run. We catch up with him in the mines. We interrogate him about the path to the center of the zone and other things. We kill the Wolfhound and take the flash drive from him.


2. At the exit from the mines, my vision suddenly doubled and a task appeared to check the coordinates on the map.

We return to the camp for weapons and go check the indicated coordinates. At the marked place we find Tamerlane. He shoots in different directions, and then at his own head. We find on him a patch of the "Renegades" group.

Now we need to find out what caused Tamerlane’s suicide. Some crying is heard nearby, we follow the sound into the tunnel near the bridge checkpoint.

We lose consciousness there. We come to our senses. We talk with Khromy. He talks about some goal. That you can't kill her. It turns out it was a dream and we wake up at the forest base in the lodge.
3. We finally find the night merchant in the stalker camp. We get new equipment from him.


4. Let's go to Solomon. We inform him about a device that deactivates anomalies. Perhaps with its help you can remove that teleport at the door leading to the D6 complex. Solomon is sending Scalpel with us.

In the tunnel we talk with Scalpel and ask him to cover us. Several military men appear, whom we, together with the Scalpel, destroy. We find a document with an order from one of the military men. Let's get acquainted with its contents. Now you need to talk to Scalpel about this document. We urgently return to camp.


5. After returning to the base with the Scalpel, hostile military personnel appear in the forest. Apparently the cleanup has begun.
6. We report this news to Solomon and show him the order to clear the forest. We come to the conclusion that we will have to fight our way to the tunnel.


7. We show the Wolfhound flash drive to Solomon. He buys it from us.


8. We talk with Solomon again and we move through the forest to the tunnel, clearing the way from the military.
9. Arriving at the tunnel, we talk with the head of the detachment. Solomon says that as long as they have small matters to deal with, we can be free.
After this, a message about a meeting with Patron comes to the PDA. The mark on the map indicates a checkpoint next to the bridge. Let's go to the meeting.
We talk to him. He tells Khmury that in Limansk there is supposedly an anomaly that can teleport to any
a place conceived by man. The patron invites us to go there with him to find her. But we’ll go with him later, but for now we’ll go to the agricultural industry.


!!! If you haven’t installed the fix, then you won’t be able to return from the agricultural industry to the red forest; you will be teleported back from the transition. It must be installed before visiting the research institute
10. We are entering the agricultural industry. Let's get acquainted with the area. We go to the "Dolga" base. In the main building on the 2nd floor, on one of the tables we find a key marked “B”. In the base commander’s room on the third floor we find a box. To open it you need keys "A" and "B". We will need to look for the second key.


11. We are going to explore the territories of the agricultural industry. In the railway tunnel we find a stalker camp, where there is a merchant, a medic and a repairman (he can also do upgrades). We improve the equipment a little. We approach the central complex of the research institute. In the main building on the second floor we find the key “B”, which lies near the radio receiver. Well, we find all sorts of little things. We return to the Debt base to open the box. In it we find a Gauss gun and documentation for this device.


12. We return to the red forest. Let's go to Patron. We agree to go with him to Limansk. By some miracle he gets to the other side of the bridge and lowers it. We leave with him for the city.

Chapter 3: Ghosts of the past.

1. At the passage to Limansk we speak with Patron. He advises you to adhere to some rules. And most importantly, if we see the ghosts of the “Souls” of the zone, then it’s better not to open fire on them, you can die right away. Let's move forward with it.
2. We find the corpses of stalkers, Patron assumes that it was the mutants who dealt with them. Go ahead. Then a voice appears in our head, advising us to leave. The partner falls to his knees and holds his head.
3. I'm talking to Patron. He began to hear the voices of residents and rave about some kind of installation that needed to be turned off.
The plot of the modification starts in one of the dungeons of the Chernobyl Exclusion Zone, in the X-8 laboratory. Building - Contract for a good life: Go down to the X-8 laboratory.
Having opened the door to the X-8 laboratory, we are greeted by a cutscene in which the Mercenaries who betrayed him want to kill the main character, but our friend, the Beast, saves us.
After talking with the Beast, we need to destroy the stalkers who are in one of the rooms of the X-8 laboratory. Having destroyed the stalkers, we are shown a cutscene where a helicopter with our squad crashes due to an anomaly that has formed in the sky.
After the cutscene, we need to talk with Solomon, and then inspect the tunnel.
At the end of the tunnel we find a green container, tearing it off we find a dungeon map.
After that, we need to turn on the electricity in the dungeons. To do this, you need to find a switch on one side of the wall and turn on the electricity. After turning on the electricity, we jump into the teleport and we are thrown back to the beginning of the tunnel, we run to Solomon and report to him about what happened. After the conversation, the controller attacks us and one Mercenary from the squad dies. We kill the controller and report to Solomon. The main thing is not to rush to leave the tunnel, as you can find food and medicine in it. To do this, you need to break wooden boxes and search the hatches of armored personnel carriers. In addition, in the tunnel you can find 2 corpses of dead stalkers, which you can loot and take away their swag. After we have collected everything and got everyone, we talk with Solomon and get out of the tunnel and go to the Red Forest.

We are going to the Red Forest on assignment, we need to check the point marked on the map. At the point we find a dead stalker named St. John's Wort.


We search him and after that our squad is attacked by bloodsuckers. After killing all the bloodsuckers, you can remove the tentacles with it and loot St. John's wort.
After which we discover that one of the squad, Ryder, has become zombified and needs to be killed or left alive. Decide for yourself. In my case, I left him alive. If we leave him alive, we'll meet him later.

After this, we go with the detachment to the camp near the privateer. There we open the gate and let the squad in. In the camp you can find a gas mask, ammunition, and medicine.


And also, not far from the camp there is a place near the tower where a fallen helicopter lies. There you can search the pipes and remove weapons, medicine, food and ammunition from them, and in addition, pick up the PDA for remote opening of the cache, which is located near the bridge to Limansk, on the second floor of the tower.
Also, there is a Muscovite standing nearby, you can search him and solve the mystery of the knock coming from his trunk. To solve the riddle, you need to talk with all the Mercenaries in the squad and with Orange, the leader of the stalkers in the mine.

After talking with Solon, we go with the Mercenary to the mine, where we need to check the area. There we discover the corpse of a Mercenary and a living bloodsucker. We kill the bloodsucker and loot the corpse. Returning to Solomon, we report to him about what happened and we have 1-2 days of rest.


We run to the bridge that leads across the river to Limansk and there we talk with Professor Kornenosov about the assignment. We take on the task of searching for an artifact and installing scanners.
We have a task at the PDA, talk to Patron. We run to the coordinates marked on the map and talk to Patron. We help him fight off a pack of mutants and get some kind of disk from him, save it. After which the Agroprom location is available for us to visit.
Also, on the PDA there is a task to help the Fatalist. To do this, we run to the southeast of the location and help him fight off the snorks. Having killed all the snorks, we take him to a detachment of stalkers who have made a camp in one of their mines. Having reached the camp, we take from him the task of finding his hiding place near the bus stop.

In the stalkers’ camp we speak with their leader, Orange, and learn that they have lost a stalker named Stingy, who went into the mine on the left side. We take the task to find him.

We run to the anomaly and kill the lair of bloodsuckers on Solomon’s instructions. There, near the anomaly, we install scanners of scientists.


We jump into the anomaly and go to the very bottom.
There we find a container with three artifacts and take them, after which we are teleported to the mine, next to a detachment of stalkers.
In this mine we search the backpack and pick up a note and an artifact there. In the same mine you can find an RPK machine gun and ammunition for it.
Having got out of the mine, we run to the secret with a teleport, which is located further than the anomaly.
There on the tank we pick up the RPG and charges for it.
There, on the tank, we find the corpse of the missing stalker Stingy. We search him, take away his PDA and the Compass artifact. We run to Orange and report to him that his friend is dead.

After talking with Orange, we run to search for the Fatalist’s hiding place. Having dug up a cache behind the bus stop, we run to the scientists and report on the completed task.


We receive a reward and they ask us to complete another task. We accompany Kaymazonav to the anomaly and receive a reward. We give the Fatalist his cache and return to Solomon.
Having reached the camp, we hear a siren. We talk to Solomon and he asks us to climb the tower and be a sniper. We choose, either go with them, or be a sniper. After choosing we are attacked a large number of zombified, after whose death Monoliths appear. Having killed everyone, we loot them, take the most necessary things and talk to Solomon.
After the conversation, we go with Solomon to the underground mines, where we place a charge of dynamite on the iron door and they run away into captivity.
We talk to the Wolfhound and spit in his face.
After that, we talk to Solomon and get out of the camp. Having got out of the camp, we kill all the mercenaries and save our squad. After killing the mercenaries, we run after the Wolfhound and question him, after which we kill him.
After leaving the mines, we receive the task “Check the specified point.”
Having reached the place, we see the dead mercenary Tamerlane and after which we see a dream in which the Lame Man talks to us.
After we wake up, we talk with Solomon and go with the Mercenary into the dungeon to open the door to kit D6. Having tried to open the door, the military attacked us. We kill the military and go back to the camp. There we report to Solomon that the military is clearing the Red Forest. We go with the detachment to the dungeon near the bridge to Limansk. There we talk with Solomon and get free time.
We go to the tower near the bridge and talk to Patron there. He asks us to help him find an anomaly in Limansk. Let's go with him to Limansk. Behind the bridges, in the tunnel, under the truck there is good Duty armor, we take it. The gas mask could have been found earlier, in the Mercenary camp near the privateer.

In Limansk we walk through the city and fall under psi radiation. Gloomy hears the sounds and cries of local residents of the city and asks to kill him. We run deep into the city to turn off the installation. On the way we meet many ghosts, but we do not touch them. In one of the houses we go to bed and again we see a dream in which the Lame Man speaks to us. After sleep, we run to the construction site and there we kill the bloodsuckers and turn off the switch.


After disconnecting, we are transferred to a laboratory in which we need to get to the computer and turn off the installation.
After turning off the installation, we wake up on the sofa in the house where Khromy spoke to us. We run to Patron and are ambushed there. We kill the bandits and talk to Khan and tell him about the installation.
After talking with Khan, we jump into the anomaly and we will be teleported to the Red Forest. In the Red Forest we run to Solomon and go down to set D6. In D6 we fight off the mutants and go deeper into the complex. There we will fall under an explosion and during the cutscene we will learn that Solomon is a traitor and he had his own plans for contact. After which we are knocked out by a stalker with scars on his face.

S.T.A.L.K.E.R. Contract for a good life - another mod for Stalker.

ap-pro.ru

The game is supposed to have 10 parts. In the version that I downloaded there are only 3. Yes, they are long, so these 3 were enough for me for several evenings.

To be honest, I have no desire to look for a continuation.

Pros:

2. Reworked and made new maps. The factories are made cool, with labyrinths.

3. This is "S.T.A.L.K.E.R."

Well, that’s all, actually.

1. Lots of “animated” inserts: because something is happening on the screen, but you can't move. You stand there and wait. There are a lot of them, and if you suddenly get killed after it (and this happens very often), you have to rewatch the animation. And this is very annoying.

2. Enemies appear out of thin air. Often - right behind your back. In most cases, it’s very close, just a few steps away. At one location, you talk to Patron (this is one of the quest characters), and immediately enemies appear behind you, literally 3 meters away. At the same time, the animation is triggered, and you still need to uncover the machine gun. In general, they put me down 7 times in a row, I didn’t even have time to turn around. I had to replay about 10 minutes from the last save in order to stand a little to the side. After that, they started killing me a couple of seconds after I took out my machine gun.

It’s the same with snorks: they “give birth” literally a couple of meters from you. But they jump far and take off half their lives at once. And they also scratch you through the wall. Bugs.

3. Yes, there are bugs. At times they are very stupid. Like, for example, the texture on the kiosk that says “Will be removed.”

4. Vintorez is given almost immediately. ...and it's not interesting. To be fair, you still have to run with a shotgun: there are a lot of creatures in the Red Forest (the game starts here), and the script works every time you run there.

5. By the way, about the red forest: there will be a shootout with special forces. She's unplayable. Place immediately and through the leaves. I just stood on the sidelines while my partners shot everyone.

6. By the way, about partners: they are immortal. And that's not interesting either.

7. There are no hucksters. More precisely, they exist, but rarely, and they still need to be caught. In 3 chapters I haven't met a single one. Repair is free. But there are no improvements. I found the exoskeleton almost at the very end of the game. I don’t like him, but there are no other armored vehicles other than the “standard mercenary”.

8. There are also very few artifacts. There's nothing to even put in the pockets.

9. From the Red Forest there is access to Agroprom. But there is absolutely nothing to do there: there are a lot of anomalies and few people. Even the agro-industrial building is empty. Apparently, there will be a way out to this location further, but so far there is no connection. I think this is also a mistake of the developers.

10. There are places where they just kill you. He just poked his head into the corridor and that’s it, he died. No explanation, no warning signs, no anomalies. Even without explosions. It's not nice to do something like that. If you don't want to let the player in there, put up a wall. But don't kill...

Overall: A lot of work has been done, the cards are well thought out (almost always), but the playability is rather low. The original "Stalkers" are cut much more evenly (the 3rd part is generally built very tightly).

And one more thing: uploading a third of the game is a perversion. I understand that drawing maps and coming up with dialogues is a lot of work, and I want to get everything done quickly... but, damn, an untold story is also a jamb.