05.01.2021

Stalker Shadow Of Chernobyl Brain Scorcher Door Code

I'm in the bunker known as Lab X-10 trying to turn off the Brain Scorcher. STALKER Call of Chernobyl Brain Scorcher - Duration. Perochialjoe 438,105 views. Let's Play S.T.A.L.K.E.R. Shadow of Chernobyl - 18 - Brain Scorcher. The locked door in Red Forest. If I type 'Call of Chernobyl X-18 door code' then all I get is stuff about Shadow of Chernobyl. I've seen pplz on /r/stalker say that you must find the code exactly like in SoC(if i remember right it's on dead scientists) or otherwise even if you googled it up the door won't work even if the doorcode is good. Yeah I assumed that.

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Last modified: 15/7/2010 20:28:02 CET
This page contains various tips and information regarding gameplay and game mechanics of
  1. Brains scorchers are only in the Stalker series, notably Shadow of Chernobyl. I don't recall the other 2 having brain scorchers.
  2. The codes to the doors on the burner of the brain (S.T.A.L.K.E.R.: Shadow of Chernobyl) Help!!! In the laboratory under the burner can't find the codes to the doors. No bodies, as in the first lab there.
S.T.A.L.K.E.R.: Shadow of Chernobyl.
Table of content
Anomalies
Artifacts
Endurance and Carrying Capacity
Firing mode - full auto, semi-auto, and single shot
Aiming
Food and Hunger
Game difficulty
Health and healing wounds
Locked doors and containers
Optional missions
Radiation and antiradiation
Artifacts and radiation
Savegames
Selling loot
Stashes
Secret stashes
Weapons, ammunition and attachments
Wodden crates and metal boxes
Anomalies
Endurance and Carrying Capacity
S.T.A.L.K.E.R.: Shadow of Chernobyl has a somewhat realistic damage simulation - in other words, headshots are much more effective than shots to the body or limbs.
Firing mode - full auto, semi-auto, and single shot
Food and Hunger
Health and healing wounds

Locked doors.
During the course of the game you'll often come across different cabinets, lockers, desks and other objects that may have doors in them. These will sometimes be locked, and the majority of them can actually be shot open - however not all of them. This is demonstrated in the video. To shoot a door open, aim for the lock and shoot until the door swings open. For those you cannot open, you can often 'grab' any items through the door, which many times eliminate the need to open the door in the first place - however, there are very rare situations where you actually need to open a locked door or container to be able to get all the items inside.

You will also come across doors that are locked with a padlock. Some of these can be opened if you shoot (or stab with your knife) the padlock until it falls off.

Optional missions

Here Sid has four optional missions - two of which require you to bring him a specific mutant bodypart or item, and two that require you to eliminate one or more targets.
CodesAs you'll soon find out, artifacts and mutant body parts can be quite expensive and can be sold for a good profit. However, I personally tend to keep the artifacts for as long as possible (ie. hide the ones I don't use in personal stashes). This is because, often certain people such as Sidorovich will provide optional missions that require you to find certain artifacts, and since these missions simply require you to find any artifact of a given type, you can often just pick up these missions, grab the artifact from your stash (if you have the artifact, of course) and use that to complete the mission. Doing these optional missions will not only earn you more money that you would gain from just selling the artifact, but may also give you some additional items (usually medkits and/or ammunition).

The same goes for mutant body parts - although Sidorovich personally wont buy these, you can sell body parts to other stalkers (and some vendors) for a nice price; but as explained with artifacts above, you can often pick up optional missions that require you to find a specific body part from a mutant. So if you always search the bodies of mutants and pick up any body parts that they may have, you can collect these and keep them in your stashes ready to use if an optional mission should be available.

Also note that you can cancel an optional mission if you wish to. To do this, talk to the person that you picked up the mission from (or who gave it to you) and tell him that you're there 'for the job'. You can then say that you refuse to do that particular job. As far as I know, doing this does not have any negative consequences and it can be useful if you're looking for a specific optional mission - usually certain contacts will only have about 4 or 5 different optional missions at a time, and if you're looking for a mission that isn't in this list you can pick up some of the optional missions, refuse to do them, and the list of missions available will have changed.

All around the Zone you'll run into pockets of radiation - areas full of radioactivity. When you're in such an area you can hear your geiger counter ticking; you'll be accumulating radiation which can be seen in the radiation indicator in your inventory, and a radioactivity icon will also appear on your screen. Also, when you're heavily radiated the screen will become brighter; for an example, check out this video. Even small amounts of radiation will mean that you'll start to lose health, increasing with the amount of radiation you've accumulated. The screen icon will be green initially to indicate low radiation but may become darker ending in red to indicate lethal radiation. You can drink vodka, use antiradiation drugs or special first aid kits to decrease or completely remove any radiation; also, certain artifacts can protect you against radiation and be used to remove radiation (although not as effectively - or fast - as antiradiation drugs).

The radiation properties of artifacts are added and subtracted to a final 'value'. Say, for example, that you are wearing three Stone Flower artifacts and a Droplets artifact. Each Stone Flower has a +5 Radiation property and the Droplets artifact has a -10 Radiation property. This means that the sum of wearing those artifacts is +5 (3 * 5 - 10), which means that you'll slowly be accumulating radiation by wearing them - to prevent this, you'll need to replace the Droplets with an antiradiation artifact with -20 Radiation (well, technically -15 but artifacts with this value do not exist) or wear a second antiradiation artifact. Using a single -20 Radiation artifact along with the three Stone Flower artifacts would also mean that you'd have a -5 Radiation 'surplus' (the -15 is negated by the +15 from the Stone Flower artifacts) that would help you remove any radiation that you do accumulate eg. from pockets of radiation.

Although S.T.A.L.K.E.R.: Shadow of Chernobyl has quickload and quicksave functions (F7 and F6, respectively), you should be sure to make 'main' (or manual) savegames often. You'll likely find yourself quicksaving during firefights which usually is a good idea, but in case you make one at a bad spot (ie. just before getting shot in the back) you'll want to have an earlier savegame to go back to. Since the quicksave will use the same save slot every time you quicksave, you'll basically be overwriting it all the time - and you won't be able to go back to an earlier quicksave. The same goes for autosaves - every time you enter a new area the game will make an autosave for you - but like quicksaves, these will also use the same slot and will eventually be overwritten. I personally tend to make at least one manual save at the beginning of a new area - and possibly a few more along the way. This way you always have a recent (or semi-recent) savegame to rely on in case something goes wrong with your quicksave.

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Artifacts and radiation

For a comprehensive list of traders, inventory and prices, etc. please refer to this page.

Traders and trading

The condition indicator.
After having ventured into the Zone you're likely to find yourself with alot of weapons and possibly an armor or two. These items, along with ammunition, food, artifacts, etc. can be sold to vendors - other stalkers will also buy certain items, except for weapons, ammunition and armor. This is a great way to earn additional money that you can spend on the equipment you really need.

When you open your inventory and click on these items, you'll notice that they have a condition indicator below the item price. This indicator is important when it comes to weapons and armors since the condition of a weapon, for example, directly affects the chance of it to become jammed when you use it - a jam will require that you reload the weapon before you can fire it again, which obviously not only can be annoying but also quite fatal in the right (or should I say wrong) situation. This means that whatever weapons you decide to sell should be the ones with the worst condition; they wont be as valuable as the ones with better condition, but that shouldn't be a problem - you'll never get rich by selling weapons alone anyway, and soon enough you'll come across more weapons than you really need or even wish to carry around. The condition of a weapon (and armor) will decrease as it's used; the condition of weapons decrease very slowly with every use (ie. each time you fire), and for armors it's dependant on how much damage you've taken from bullets, explosions, etc. As the condition of an armor decreases so does its protective features - which means that you may wish, from time to time, to replace your armor with a 'fresh' (or better) version. Armors, like weapons, can be found in stashes and various places, but also be bought from vendors around the Zone.

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More often than not you'll end up having too much loot - finding more items, weapons, etc. than you can actaully carry with you. You can of course simply make trips back and forth from a vendor to make sure you sell it all, but it's time consuming and weapons, for example, won't really be worth it considering the amount of money you get compared to how much a weapon weighs. Ammunition is a different story - you can carry alot of ammunition at the expense of a looted weapon, and it will often net you alot more money. Also antiradiation drugs are not only more effective than vodka bottles, but they also weigh less and are more expensive - in other words, always take preference to antiradiation drugs if you're faced with a choice between the two. The Traders, Inventory & Prices page includes a weight vs. price comparison (the RU/Kg column) for all items that you can use to determine which ones are the most lucrative to haul back to a trader.

Stashes

A private stash.
Immediately after starting a new game and having talked to Sidorovich you should see a blue box on the floor - this is a so-called private stash, and it's there for you to use. There are two different types of stashes - private stashes (blue boxes) and secret stashes. The private stashes are basically places where you can safely store equipment, meaning that other stalkers or enemies won't touch or take items from them, and anything in these stashes will be saved when you save your current game. They are extremely handy because often you may find weapons and equipment that you wish to keep, but at the same time don't want to carry around all the time. In short, use the private stashes to store equipment. These types of stashes can be found in various key areas around the Zone.

I have seen reports that some people have had their blue box stashes wiped and replaced with random loot; this is obviously concerning, and indicates that not all blue box stashes are 'safe' to use; in fact, some secret stashes (see below) appear as blue boxes which means that just because you see a blue box doesn't mean it's a safe place to store equipment. However, consider the blue box stashes in some key locations (at Sidorovich in Cordon and the 100 Rads bar in the Bar area) safe to use since they are located in 'havens' - places where other stalkers either don't come or don't wander about.

Secret stashes are scattered all over the Zone but you'll need to find information about them first - this means that even if you come by a place to 'put things' (such as a pipe, a safe, or whatever) it's more than likely going to be empty unless you have found information about that particular stash first. Information about secret stashes can be found by searching the bodies of dead stalkers, bandits, etc. (mutants and zombies will not reveal such information) or may sometimes be given to you as part of a mission reward. Once you have found enough information about a secret stash it will be shown on the map in your PDA with a round, purple icon; you can hover your mouse over these icons to see a description of the individual stashes. Sometimes when you empty a secret stash the icon on your map will disappear, sometimes it wont. The latter case is experienced when you have found information about the stash more than once, without looting it in the meantime. I reckon this is a bug.

It seems that a few words has been confused in S.T.A.L.K.E.R.: Shadow of Chernobyl regarding stash locations - often you may see the word 'cellar' in the description of a stash where it should actually say 'ceiling' or 'attic', and possibly vice versa.

Make sure you search any bodies you come upon - even if you have already searched them before. If you kill some bandits, for example, you can search their bodies for goodies and information about stashes; if you move to a different area of the Zone, and later come back, searching the bodies again may reveal new information about other stashes. For a list of secret stashes, their locations and content, please refer to this page. Studio plug drum kit free.

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Weapons, ammunition and attachments

Right-click a weapon to see the options available.
When you buy a weapon from a vendor (eg. Sidorovich), or receive one as part of a mission reward, it will come loaded with one clip (or rounds) of standard ammunition for that weapon. The weapons you find on bandits and other defeated enemies may have ammunition in them; you can unload it and salvage the ammo which is handy if you are low, or you want to gather ammo without carrying alot of weapons with you. To unload the ammunition from a weapon, open up your inventory, right-click the weapon and click unload in the pop-up menu; if the unload

Stalker Shadow Of Chernobyl Brain Scorcher Door Codes

item isn't available it simply means that the weapon is empty. You can also use the same procedure to dismount weapon attachments (scopes, grenade launchers, and silencers); not all scopes, silencers and grenade launchers can be detached. To apply an attachment to a weapon, equip the weapon you wish to attach it to and either drag and drop the attachment onto the weapon or right-click the attachment and click attach... Most attachments, with the exception of SUSAT scopes, are rare so if you come upon one be sure to keep it.Stalker shadow of chernobyl brain scorcher door code 2016

Must break boxes, broken boxes good!
Containers such as wooden crates and metal boxes can be broken and may often reveal various items - usually ammunition, medkits, bandages, etc. and even artifacts (although I think these only can be found in crates). You can break these containers by shooting them or by using your knife. Before you pick up the items, notice that when you point the reticle near an item you can pick up, an icon of that item will appear on the screen - this is useful not only to see what the item is, but the icon will usually appear when the reticle is close to an item, and thus can be handy to find partially obscured or hidden objects. Also, try to press and hold down the Use key - you should notice that labels appear on the screen, for a short time, to indicate different nearby items; this can be useful (eg. in dark places) to locate items that may be hidden from vision.

Stalker Shadow Of Chernobyl Brain Scorcher Door Codes

Please note that I'll often describe specifically what you can find in various crates and boxes - however, many of these items seem to be randomly generated so don't expect to find exactly the same.

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