Op 2 where to look. June issue - Army warehouses

Writing a modification for a game is a very serious job, most often it is incredibly difficult or almost impossible. But there are games that are literally created to be modified. And this does not mean that in their original form they are bad - they are simply ideal for various kinds of mods and upgrades, which then delight the fans. "Stalker" is a game that is good in itself. It has enough action and stealth to keep you tense during the intense chase and relaxing while reading the diaries. But you should never lose concentration, since even in the same diaries there is a huge amount hidden that you can use in the process of passing. There are already quite a large number of mods for Stalker, some of which are universally recognized. One of them is "United Pak 2". This is rather a collection of mods, rather than one full-fledged modification, since too many changes have been made there. The creators of this mod boldly claim that “United Pak 2” is an independent separate game that functions by its own rules, lives by its own laws and has little in common with the original. But what is “Stalker: United Pak 2”? Playing through this mod will definitely be hardcore, so those who are used to simple and casual games are better off not even trying.

"United Pak 2" - what is it?

As mentioned above, “Stalker” already has a very large number of various additions created by fans. Some of them add new side quests, story branches, weapons, equipment, caches, characters and much more. What is "Stalker: United Pak 2"? The passage in it is very different, but why? First of all, it is worth noting the overwhelming realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play "United Pak 2", you will be able to experience the oppressive atmosphere of the Zone most closely. You will have very little health, even less ammo, and you will have to take tasks incredibly seriously. The fact is that planning will now take up a huge part of the time, much more than the actual passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even cover the costs, let alone any profit! Therefore, you will have to think long and hard about how you will act in a given situation, what you need to take with you, how to use equipment, and so on. In general, “United Pak 2” resembles a collection of all possible modifications in one - here you will find a plot branch, side quests, and a large number of new hiding places. And most importantly, all this will be in a hardcore atmosphere. So you won't have to relax even for a second while you play Stalker: United Pak 2. The passage can take a lot of your time, you will have to fight for your life in the most intense conditions. Therefore, if you are not attracted by the prohibitive level of complexity and maximum realism of what is happening, then you are better off trying the original version of “Stalker” or another game altogether. And now it's time to plunge into the horrors of the Zone.

Walkthrough of the "Sniper" story

You already understand what "Stalker: United Pak 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You'll still need to infiltrate the Zone, fight monsters and other enemies, find different items for different people - and unravel plot threads in the process. The most interesting episode in this modification is “Sniper” - this is an absolutely fresh and incredibly complex campaign that is not found in any other add-on from these creators. You will have to figure out who killed Andrei and why, why they shot at you, and who this mysterious stalker is.

It is worth noting that you will not be able to complete this storyline right away - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you will first need to gain experience, get hold of good equipment - and then you will be able to solve this riddle. She is not the only one in the game "Stalker NS: United Pak 2". This is a project full of various surprises that await you at every turn. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Searching for caches

The passage of the game "Stalker NS: United Pak 2", in fact, as in the original version, largely consists of searching for various hiding places. It happens as follows: you receive a task from some non-playable character you meet in the game. Next, you need to go to the indicated place and, following leads, find the cache, and in it the thing that is needed to complete the quest. However, not all caches can be found this way. For example, many of the most difficult places where useful things are found can only be found through leads left in notes. When you find such a note, you are offered a text with a set of tips to those places where the hiding place you need may be. The mechanics here are as follows: as soon as you take this or that note, a cache is generated in one of the places indicated in it. And you need to methodically search all these places to find the vault. This is an integral part of "Stalker", but in "United Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much less ammunition, and everything that happens is closer to reality. This is precisely what distinguishes the modification “Stalker: United Pak 2” from the original. Immortality is the only way for players who are far from hardcore to beat this game. But along with this, all of its individuality and peculiarity are lost, so do not overuse cheats.

Journey through the records

Another distinctive feature of the game "Stalker: United Pak 2", for which immortality is not required, is the exciting stories that are told throughout the game. For example, you can take the notes of the Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first voice recorder, on which you will hear the voice of the Chess Player and his first recording, telling about his adventures. And then, throughout the game, you will find various hiding places, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of "Stalker", this approach may not be particularly interesting, but from the beginning everyone was warned - this modification is the most difficult version of the game, and here you will find answers to questions that other parts of the game They don’t answer at all. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pak 2". You can download saves for it online - in case you can’t complete one or another episode, but don’t want to spoil your statistics by using cheats. Download the save, load it and continue exploring the world from the moment that interests you.

"Hamster" quests

"Hamster" quests are why many people love the Stalker series of games. The "United Pak 2" mod is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lies a banality - “hamster quests” are those quests in which the player is entrusted with the task of bringing a certain number of specific items to one person in order to receive a reward for this. So the player acts as a “hamster” - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

Quite a lot of new “hamster” quests have appeared in the “United Pack”, which will allow you to get hold of very important objects. They will contribute to the successful completion of the game, so you should not ignore such tasks. For example, this is a quest from Yakut, in which you will need to collect six artifacts each: “Scalp of the Controller” and “Symbion,” as well as three items known as Anti-Zombin. He will bring you a good minigun, as well as an unspecified chip, which can be very useful in completing the game "Stalker: United Pak 2". Game codes can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it’s time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in "United Pack 2" is repeated, that is, it is not an original game, but a combination of all the modifications that these creators have released previously. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pak 2". The cheats also remained the same, the weapons were expanded, the number of characters was increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes that the creators have hidden for the most attentive in various locations of the game. Finding them is very difficult; they are located in places where under normal conditions the player would hardly dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no obstacles in front of you. Naturally, you will have to try, but the reward is worth it. For example, in a box located in the Quarry (you shouldn’t give more information about its location, as it will ruin the surprise), you can find a powerful but lightweight rifle with an automatic target acquisition system, a large number of flamethrower shells, and a couple of artifacts.

As you can see, it’s definitely worth looking for such chests, because it will give you a serious advantage in the game “Stalker: United Pak 2”. The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the remaining surprises should be looked for not in Jupiter, but in Zaton - for example, on a burnt out farm or in some anomalies.

More bonus caches

You already know that the game "Stalker: United Pak 2" largely revolves around finding various hiding places. Therefore, many of them can simply be overlooked, because the creators tried to make the task facing the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can find a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things there, including manual teleport to one of the locations.

By the way, it’s worth talking about teleports separately, because they also play a huge role in United Pak 2." Caches are very important. But teleports also have their own degree of importance, which, however, lies on a completely different plane.

The relevance of manual teleports for the game "Stalker: United Pak 2"

Everyone remembers manual teleporters from the original version of Stalker - these are special items that allow you to instantly teleport to a particular location. In the original, these were useful things that could be used to save time. And if you had enough ammunition and equipment, then you could go traveling on foot through the Zone, shooting monsters and collecting useful loot. As for the "United Pak 2", here teleports take on a very important role. Considering the fact that you almost never have enough ammunition, little equipment, and even less life, using the teleport is a real blessing. Therefore, each of them must be sought first and protected as much as possible. There are twenty-five of them in the game, so you will have to try to collect them all, and you can’t count on the fact that at the very beginning you will have access to all the locations of the game “Stalker: United Pak 2”. Saves may come in handy in this case, but again, this is a hardcore game, and if you feel that it is too difficult for you, do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pak 2"

For the modification "United Pak 2" all codes remained the same, as in other versions of mods from these creators. That is, you install a special mod for cheat spawn, launch it, prescribe for yourself absolutely everything you want - weapons, equipment, money, rewards for quests, and so on. In this way, you make your life much easier, and this is especially true for such a hardcore mod as “United Pak 2”. However, it is not recommended to use spawn specifically for this mod, since its whole essence lies in realism and hardcore, and the use of cheats negates all the interest. Therefore, if it’s too difficult for you, try the original version of “Stalker” or another mod, and leave “United Pak 2” to those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - use ready-made saves. It's better than cheats, but it still kills the atmosphere a little. Naturally, it’s up to you to decide, but it is recommended to play “United Pak 2” in the form that the creators offer you.

Date added: 12/28/18 Views: 180225

Description

About the material
This article examines all the side quests that the main character can take on the Cordon location. This material is relevant only for OP 2.1 Sidorovich's quests

Inferno for Sidorovich

1. We take a task from Sidorovich to search for Stalkers, who carried him the “Inferno” artifact. The last time they were in the Forgotten Forest.
Attention!!! Sidorovich gives us buckshot, which must be given to the Cross. Let's not waste it
2. We find Cross in the forest, find out from him where the 2 Stalkers with inferno are located.

3. In the marked place on the stones we find a Fistful, we learn from him about the Baboon gang. They stole the artifact.

4. Near the passage to the transition to the Dark Valley from the Landfill, we meet the Baboon gang, kill everyone, take the Artifact from the leader of the squad, and take it to the Merchant.

Night Star for Sidorovich

Night Star for Sidorovich

The night star will spawn randomly in one of 3 places. A landmark for Sidorovich's search is named, but does not indicate a specific location. Below is a map with spawn locations marked. After receiving the task, it is best to immediately go in search of the container with the artifact, because... it can be picked up by other NPCs. For Sidorovich to accept the artifact, it must be pulled out of the container

Reward: 1400 RUR, Container for 6 artifacts, Dosimeter (Sent by - KRIDUS_Gadzhi)

Sidorovich's debt

Threw on the Cordon

After returning from X-16, passing near the house where we previously rescued Fox, we will receive a message from Sidorovich that we need to repay a debt in the amount of 70 thousand. We give 70 thousand to Stalker, go to Sidorovich for a reward

Reward: Artifact Detector, Buckshot, First Aid Kit, USAS-12 - )

Photo Hunt - Mutant Photos

1. We speak with the Wolf, he tells us about the Photographer who was lost in the dungeons of Agroprom
2. We find a corpse in the dungeons of the research institute (Where we meet with the controller at the 1st room), remove the camera from it.
3. A list of mutants appears in the PDA that we need to photograph. Afterwards you need to talk with Sidorovich. If you don’t want to photograph the mutants yourself - Reward: 2x Grenades - “Raven”, “Lighter”, “Electric Train”, “Snowy”, 3x M-61 Fragmentation Grenade, Cartridges: 5.45x39mm Isomorph, 12.7x55mm STs-130 PT, 12.7x108mm BS, 12.7x55mm STs-130 VPS , 5.45x39mm Isomorph.

Wolf Quests

Documents for the Wolf

Razor for the Wolf

Razor for the Wolf

The razor for the Wolf lies in the tunnel, which is not far from the ATP. Be careful, bloodsuckers live there, and after picking up the razor, zombies spawn (Information sent by - , )

Reward: Contents of the cache (Except for the razor), Stalker jumpsuit "Veteran-1" Tolik's quests

Pants for Tolik

5 tails of blind dogs for Tolik

After rescue, Tolik will ask you to find 5 tails of blind dogs for him - (Information sent)
Reward: Recipe for cooking the artifact “Hunk of Meat”.

Petrukha's quests

TOZ for Petrukha

After completing the quest to save Shustroy, Petrukha will have a quest to find TOZ. The gun must be in full working order; a dead specimen will not work. TOZ can be exchanged with Sidorovich for Flash. You can find it in the tunnel under the embankment (Information sent by -)

Reward: recipe - Funnel Slug Shustrogo's quests

Medusa for Shustroy

Jacket for Nimble

Shustrogo's jacket

Shustroy has an exclusive quest along with other cyclical tasks - the search for a unique bandit jacket. It is located in the tunnel where the razor for the Wolf lay.

Reward:... Quests Fox

10 First aid kits for Fox

After rescuing the Fox, he will ask you to bring him 10 first aid kits. There is no need to immediately run around and collect them. After some time, the fox will go to the Dark Valley, you can give him medicine there.

Reward: recipe - Fireball from Elektra. The rest of the reward varies depending on what first aid kits we bring to the Fox. For 10 scientific first aid kits we will get a tip to a cache with an exoskeleton, a sniper kit, and artifacts

Shotgun for Fox

Shotgun for Fox

1. We go to Prapor at the checkpoint, he asks for a Mkb bayonet for a shotgun
2. This knife sells Adrenaline for 25k.
3. Give the knife to Prapor
4. We return for a reward.

Reward:...(Information sent)

Quests Bones

Rifle for Bones

1) Take the task from Kostya. We need to take 3 RADIOACTIVE "Raven's Eye" artifacts to Akim.
2) Akim says that he needs 3 more “eye of the raven” artifacts.
3) We look for the necessary artifacts and give them to Akim (most of them are scattered in the Labyrinth location, in the hiding places of the Stalkers).
4) We get a rifle from Akim and take it to Kostya. We receive a reward.
(Material sent by -)

Reward: 15000 rub. PP-91 "Kedr", 10x 9.18, 5x M-61 grant, 2x "Elektrichka" grenades

Kuznetsov's quests

Playing cards for Kuznetsov

Maps for Kuznetsov

Characters give:
Prapor - 9 hearts
Dan - 7 spades
Bartender - jack of diamonds, 7 of hearts, king of diamonds, 7 of clubs, ace of clubs.
Cross - jack of spades. Can be found in the corpses of enemies on quests:
Thermal imager for Kuznetsov - 10 worms.
Tools for Lanky - Queen of Tambourines.
The Hidden Threat - 6 Hearts.
Ordered to destroy - king of spades.
The defense of the complex is the jack of clubs.
Cleaning up the city - 8 peak.
Greetings from Sidorovich - jack of hearts.
Decoding pda - 6 diamonds.
Hangar defense - 8 clubs.
Black Digger - 9 of spades.
The card for max is the ace of spades.
The reserve stash is the queen of hearts.
Manual teleport of the cross - 7 diamonds.
Documents for Sakharov - 10 spades.
The system unit is the queen of spades.
Diaries of a Monolith - 6 clubs.
Meeting with environmentalists - 8 diamonds.
Secrets of scientists - 10 clubs.
The cunning little girl is the ace of hearts.
Flight log - 8 hearts.
Book for Miner - 9 diamonds.
The carrier is the ace of spades.
Scramble - Queen of Clubs, King of Hearts.
Firing sector - 9 clubs.
Rubik's Cube - King of Clubs.
The order for a deserter is 10 diamonds.
Detection sensors - 6 peak.

Playboy for Kuznetsov

Playboy for Kuznetsov

January issue - Bar

On Baldy's table

February issue - Cordon

At ATP

March issue - Swamps

Clear Sky Base

April issue - Agroprom

Southern complex

May issue - Army Warehouses

At the Freedom headquarters

June issue - Army warehouses

Around Max

July issue - Dark Valley

On Borov's desk

August issue - Dark Valley

At the Stalkers' parking lot (At the farm)

September issue - Pripyat

At the Monolith headquarters

October issue - Radar

In the trailer on the territory of the antennas

November issue - ATP

At the base of the bandits

December issue - Swamps

In the church

Reward: OTs-12 "Tiss"

Vodka for Kuznetsov

When we first meet Kuznetsov, he will ask us to bring him 10 bottles of vodka. You can get it from Sidorovich, in a box on the roof of one of the houses in the Newcomer Village, per cycle. quests. After completing this task, barter will be available to us, additional. quests.
Reward: 3 packs of 5.45x39mm BP

"Master Class" - killing a bloodsucker with a knife

One of the new add-ons. The tasks will be a quest to kill a bloodsucker with a knife, which Kuznetsov will give out. The mutant himself sits behind the elevator
Reward: Knife, 2x RGD

Secret documents for Kuznetsov

1. We move to the Army Warehouses, into the room where Lukash is standing, look at the piano.
2. We see that one key is highlighted, move the cursor over it, and pick up the flash drive.

3. In the notes we see that the code is not complete (the ending is related to a children's riddle). 4. Full code 433 645 466.
5. In the next room (also on the second floor) there is a safe, enter the code.
6. We take everything from the safe.
7. We stomp to the Cordon to hand over the task to Kuznetsov.

Reward: Weapon - Kriss Super .40 s&w - (Information sent by - )

Helmet with thermal imager for Kuznetsov

Thermal imager for Kuznetsov

1) After accepting the quest, go talk to Prapor, who stands at the Debt outpost in the Landfill.
2) We learn from Prapor that bandos with a helmet appear only at night. From 2:00 to 4:00, when approaching the bus (which is next to the swamp), the detachment we need appears.
3) We kill them and take the thermal imager from the leader.
4) We go to Kuznetsov for a reward.
Sent information -
Reward: Eye of the Raven, Black Energy, OTs-14-2 under 7.69.39, 2x VOG-25, 2x VOG-25P

Escaped prisoners. Search for Coyote and Ferret

Escaped Prisoners. Search for Ferret and Coyote

We need to find 2 prisoners named "Coyote" and "Ferret".
Locations of the Polecat in the Swamps (We arrive at this place, we hear voices. After a few seconds, a controller will appear with a group of zombies. The Polecat will be in it)

Coyote Locations in Wild Area

Reward: AEK-971 "Assault"

Lost Case

The Lost Case for Kuznetsov is located in the "Army Warehouses" location on one of the power lines (Random). You can shoot it down with shots or use a super jump.

Reward: ...

Search for the Missing Sergeant

Missing Sergeant

The missing Sergeant moved to the Monolith, now he is on the Radar. The quest has several options for the development of events:
1. We speak as a Sergeant, we solve the issue without shooting (Despite the fact that he is a Monolith, we can talk to him)
2. Kill the Sergeant, take the token

Reward: If we solve the problem by force: Gun MP-133

Trucks with MANPADS

After completing the quest, Kuznetsov will have a new task
1. We speak with Kuznetsov. We learn from him about trucks with MANPADS, which are located on the territory of Chernobyl NPP-1. We need to destroy them.

Trucks with MANPADS at Chernobyl NPP-1

2. Report on the success of the operation

Reward: Zastava M76, Gauss cassette, Krpr 7.62x51mm, PG-7VL "Luch", Buckshot

Baileys for Kuznetsov

Baileys on Cordon

Baileys at Duty Headquarters

Baileys at the Bartender

Baileys in the Dark Valley

Will be available after

Baileys on the Swamps

Baileys at Agroprom

Baileys in Pripyat

Baileys at Army Depots

Will be available after completion

We will find 8 bottles. Rest
We report to Kuznetsov about the completed quest, we receive a tip to the cache in the Red Forest

Kuznetsov's cache in the Red Forest

Explorer Quests

Finding the Explorer Map

Explorer Card

After the Guide tells us about the Doctor in Strelok's hiding place, he will ask us to find his map in the Swamps. It lies at the tower, which is not far from the entrance to the Clear Sky base

Reward: Transition "Cordon - Agroprom" Akim's Quests

40 zombie hands

Akim's first task is to find 40 hands. zombie. You can find zombies in large quantities in:
1. According to the quest "Razor for the Wolf"
2. V X-16
3. In the Cave

Reward: 40 thousand, Saiga 308 custom and 2 packs of cartridges for it

Date added: 01/06/19 Views: 79289

Description

About the material
This article examines all the quests that belong to one of the Global quest lines of Narodnaya Solyanka, namely “Search for the Ghost, the Fang Killers.” This material is relevant only for OP 2.1 0. Strangely enough, everything starts with, we find and bring.
1. Talk to Freeman and get the task.
2. We find Jameson in the Wild Territory, he doesn’t want to talk nicely, we “bring down” himself and his group, take the case, take it to Freeman.
3. We get it from Sakharov and bring it.
4. We talk with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost's Diary.
5. , we bring it to Kruglov

Searching for the Phantom
6. Talk to Kruglov, to decipher the diary he needs a working computer.
7. Talk to Arhara, he should know where he can be found. (Arhara appears after taking the quest on)
8. We find the system unit in the X-18 and bring it to Kruglov.

Kruglov's system engineer in X-18

9. After this, Kruglov sends GG to Yakut
(the further branch will work after completing the branch on Fang and disabling the Burner)

Search for the Fang Killers
1. We speak with the Bartender; in exchange for information, he asks to bring gramophone records from a hiding place, which is located somewhere in the Landfill. Places are marked
2. Bring the Bartender Records
3. Let's talk to Voronin. He asks for Psycho's flash drive.
Reward: PYa "Rook"
4. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, and take it to Voronin.
5. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
6. Talk to Dan. We find out that he has PDA, but the Tyrant himself is located at the “Construction Site” location.
7. We receive a message from Kuznetsov. We find out that a group of mercenaries is located next to the destroyed bridge on Cordon, we go there
8. We kill the mercenaries at the Cordon, head to the location "Construction Site"()
9. At the Construction Site we find the Tyrant PDA, take it

PDA Tirana at the Construction Site

10. We give the PDA to the Informant, we learn about Le Havre
Reward: AKM "Dream"
11. We speak with Le Havre, we learn that Freedom is in contact with the Mercenaries, through Le Havre.
12. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA. (Bolt is at the mercenary checkpoint in the Army Warehouses)
Reward: Blaser B95, 9.3x64mm 7H33 9CH
13. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
14. During a visit to X-10, we find the corpse of this guy, he really has the papers, we take them and bring them to Le Havre.
Reward: Fire Soul
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD, talk to Bland himself, buy the flash drive, and take it to Freeman.
Reward: Bright Dummy
18. We speak with Le Havre. Le Havre is offended by us because of Blend, he’s bullying us, and he’s taking away our PDA.
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how the PDA was dragged from the Svoboda base to the outpost.
21. We take out the Mercenary outpost and take the PDA.
22. We tell Yakut about what happened. We set off to further search for the Phantom.

Continuing the search for the Phantom
1. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
2. In the basements of Agroprom we come across an Ambush, but it was clearly not us they were waiting for.
3. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
4. The Ghost has several more tasks for us, which are described in

Guide to Narodnaya Solyanka 2010 + OOP

Description of the passage of the main plot branches, all the main problems are covered and answers to the most frequently asked questions!

So let's begin.............

Firstappearance in the Zone -Conversation with the Stargazer.

In the house on the left we are looking for supplies :)

On the farm on the right under the wall there is a box - vodka (for passing under the bridge)

We don’t wet the warrior- the main quest is for the Artmodifier and you can always exchange army first aid kits for vodka.

IN NO WAY In any case, we don’t go to the military checkpoint (to get swag there, etc.)

As punishment, they send a landing force and the village comes to a quiet end :(

Arriving at the village(on the way to search the military man), we talk to the doctor, drink the medicine and instantly wake up in the Cave.

Let’s not be afraid, look at our feet, and get equipped.

It is not necessary to wet all the living creatures on the first visit!

The main thing for us is to get to the miner (standing on the upper level in the far cave)

We kill the bloodsuckers with a shot in the head - pressed against the wall in the corner of the cave (it is advisable to rise higher).

After talking with the Miner, we drink the medicine and again at the cordon.

Brief reminders along the way game - Memorable for a beginner :)

Nychka shooter at Agroprom- Kill everyone at the entrance, go into the hole there and you will be thrown onto the stairs at the entrance to Strelka’s hole.

1. First, we run up the spiral staircase to the teleport that appears at the top.

2.After the teleport has disappeared, we run into the hall where we meet the Bloodsucker for the first time.

3.Well, the last teleport that will lead us to the hiding place is located in the tunnel with the Electras.

There, take the PDA and turn off the teleport. There's also a flash drive right there.

Bar. You need to take the task for the X-18 (TD) from the bartender on your first visit and complete it! (and you can’t refuse, otherwise there will be flights later)

Laboratory X18- Bandits. We kill all the bandits, but lose the quests for them, or give a first aid kit, bringing the interrogated person back to life. Borov's box on the corpses of scientists. We escape from chimeras like this: along the flat fence there is a stone, climb on it and death is damned.

Yantar X16- Be sure to save Kruglov, together with Sakharov they will throw you a suit and a psi-helmet. Complete their quests, they are not difficult, you will get an anomaly detector, a super thing, plus an excellent armored man

ENTRANCE to the Laboratory is not through the doors (teleport), but through the window on the left.

Conductor, Thunderstorm - Find the conductor, he will tell you about the Doctor, he will tell you about the detector for the Chernobyl nuclear power plant door. After passing the Radar, a ghost will appear. There is a thunderstorm everywhere, among the bandits at the ATP, at the Chernobyl Nuclear Power Plant, among the debtors in the warehouses. It's up to you to decide.

Radar- It doesn’t seem complicated, at first there’s trouble with the art, they turn into cobblestones, put them out at the bus stop, then pick them up. Examine the corpses of scientists.

Pripyat- Let's bring down the snipers, look for the Swamp Doctor. During the ejection into the basement.

Chernobyl NPP 1- They are pressing from all sides, the military, the monolith, the ejection... hold on. There is a crowd of military men at the entrance to the dungeon, look for Sakharov's bag. ( don’t linger too long - leave at least 5 minutes before release)

Searches for the missing expedition

1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon. (the viaduct is the tunnel under the road from the newcomers' village to the bridge)

A must for future quests!
2. We find the bandit who stole the PDA of a special forces soldier, this is a “simulator” sending an SOS signal, at the Landfill, but he does not have the PDA.
3. We are looking for the bandit who stole the PDA, this is Fraer. The same bandit has the assault abakan Brom (the drunken Dolgovets from Bar). Brom places a mark in the PDA at the site of Fraer's initial appearance in the Dark Valley. But Frayer travels from this place through the Landfill towards Agroprom and its dungeons. We'll have to look for where exactly he will be.
4. From Prapor at the Landfill, for 10 scientific first aid kits we learn that the Bartender’s people can repair the PDA.
5. The bartender asks for the Tears of Fire artifact for repairs.
6. We bring it and find out that the Bartender’s People have completely broken the PDA, the branch seems lost.
7. While completing Lukash’s quest, following the traitor Pavlik, we kill his “contact” Aru, and in his PDA we find information about the missing expedition.
8. In the Wild Territory, at the very transition to Yantar, we find Sivoy’s group, from his PDA we learn that Sakharov knows about the expedition.
9. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
10. Based on Sakharov’s tip, we need to go X-10, but we were already there, there is no expedition there, but Sakharov insisted, let’s go and check.
11. And indeed we find two dead and one barely alive Ecologist, who asks to end his suffering and finish him off.
We do it with our hearts bent.
12. We tell the Ghost about what happened. He suggests that there is another exit from X-10, but where?
13. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of the operation to capture the Monolith.
14. At the Landfill, we deal with Tomaz’s group and take the Capture Plan.
15. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
16. We go to the Ghost, if you have found the missing expedition and the exit from the X-10 to the Sarcophagus, we receive the task of bringing 10 Golden Chunks of Meat from the Chernobyl Nuclear Power Plant-2 location.
17. We bring Chunks to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl Nuclear Power Plant-2.
18. We receive the task to find 3 parts of the diary at Chernobyl NPP-2.
19. We bring the docks to the Ghost.

Quest for Arhara's laptop:

1. Talk to Dan (in early versions he was on the Cordon, later he moved to the Swamps).

2. We go to Agroprom (you need to steal documents from the Stalker’s main task)
3. Talk to Zakhar (Bar) (at the same time you can take the quest to protect Dan’s group)
4. We speak with Dan, he talks about the unusual activity of the Military in the Agroprom.
We receive a task to steal a parcel from the military at Agroprom.
(I usually postpone the conversation about the attack and showdown with the group of Avengers until the moment when I am well equipped)
5. We meet at Agroprom with Arkhara and his group, storm Agroprom, and take the parcel.
6. We don’t know what it is or what it’s for, we just attribute it to Dan.
7. We speak with Arhara again, we receive the task to bring his notebook.
8. We go down to the Agroprom dungeon, find the corpse of Arhara’s friend and take the notebook.
9. We give the notebook to Arkhara, and we receive the task of bringing Arkhara’s laptop, he also asks to visit Dan.
10. We speak with Dan and receive a task for the Scientist’s flash drive from X-18.
11. We bring and receive a customized psi-helmet, identical to the one Sakharov gives.
12. If necessary, or immediately go to the Radar and find Arkhara’s laptop.
13. We bring the laptop to the Yakut Army Warehouses.

The search for the Phantom and the killers of Fang begins

Strangely enough, it all starts with the Freeman Pistol, we find it and bring it.
1. Let's talk with Freeman and receive the task of taking Freeman's case from the mercenary Damson.
2. We find Jameson in the Wild Territory, he doesn’t want to talk nicely, we “bring down” himself and his group, take the case, take it to Freeman.
3. We receive from Sakharov a task for the PDA of the Ghost and bring it.
4. We talk with Kruglov (Semyonov) about the Ghost, he asks to find the Ghost's Diary.
5. We find the diary (at Agroprom), bring it to Kruglov
6. We talk to the Bartender, in exchange for information he asks to bring him Sibion, we bring it.

Finding the Fang Killers:

7. Let's talk to Voronin. He asks for Psycho's flash drive.

8. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, take it to Voronin.
(Svobodovets Max asks you to bring the same flash drive, you can agree to this, just don’t forget to buy the flash drive from Max later)
(one more thing, the Swamp is very active, and living creatures often kill the psycho before us, and his corpse can easily disappear, therefore, it would not be superfluous to deal with the psycho and remove the flash drive from him on his first visit to the AS, without waiting for receiving quests for him)
9. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
10. We talk to Dan and take the Tyrant PDA from him.
(to prevent Dan from becoming an enemy during the conversation, it helps to first ask him to repair something)
11. We bring the PDA to the Informant and learn from him about the mercenary Le Havre.
12. We speak with Le Havre (AS), we learn that Freedom is in contact with the Mercenaries, through Le Havre.
13. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA.
14. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
15. During a visit to X-10, we find the corpse of this guy, he really does have the papers, we take them and bring them to Le Havre.
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD and bring the flash drive to Freeman. In the version of Solyanka dated 08/14/2010, an alternative opportunity appeared to “break up” peacefully with Bland himself. And the detachment moved to another place.
18. We speak with Le Havre. Le Havre is offended at us because of Blend, he is poisoning and robbing GG completely.
(it wouldn’t hurt to go to Le Havre lightly; I usually throw everything into a hole in a hatch at the edge of the minefield, to the left of the entrance to the Freedom Base)
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how the Box was dragged from the Freedom base to the outpost.
21. We take out the Mercenary outpost and take the box.
22. We bring the box to Yakut and get some of our swag, which Le Havre took from the poisoned GG.

Finding the Phantom:

7. Talk to Kruglov, to decipher the diary he needs a working computer.
8. Talk to Arhara, he should know where he can be found.
9. We find the system unit in the X-18 and bring it to Kruglov.
10.After this, Kruglov sends GG to Yakut
(the further branch will work after completing the branch on Fang and disabling the Burner)
11. An SMS arrives from the Ghost
12. We come to Yakut and ask where to find the Ghost and he sends the GG to the Agroprom dungeon.
13. In the basements of Agroprom we come across an Ambush, but it was clearly not us they were waiting for.
14. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
15. The Ghost sends the GG to Sych on the DT to recapture the Beast’s flash drive from the Avengers. Starting from Solyanka on August 14, 2010, the Avengers and Owl moved to the Swamps.
16. Along the way, if Sych is killed, we search his corpse and get a tip to his cache in X-10, from which we find out who handed over the Ghost.
17. We visit the Ghost again, get the task to kill the Beast and bring his documents.
18. We go to the cordon and take out the Checkpoint, together with all the military and the Avengers, we take away the documents of the Beast.
19. Report to the Ghost.

Clear Sky Quests:

The transition to the Swamps is given by Fan after completing the quest to protect the camp from mercenaries (after leaving X18). The transition is displayed in the PDA and is located just south of the newcomers’ village

1. At the entrance to the Swamps, we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.
2. We return to the clerk, report on the completion of the task, and receive information about the teleport to the Clear Sky base.
3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.
4. Vasily’s task is to find a healing ointment.
4.1. We go to Kalmyk’s hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (the GG should have very good explosion protection - art + costume). Kalmyk appears.
4.2. We speak with Kalmyk and receive the task of bringing a container. The location of the container is marked on the map with a circle.
4.3. We go to the backpack and pick up the container. In the teleporter there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.
4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily
4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.

5. Cold’s task is simple - mark a unique pseudo-giant at Agroprom. The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).
5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.

Sviblov's quests are key to further progression of the plot, incl. to open passages to new locations (Limansk and beyond).
6. We speak with Sviblov, we receive the task of bringing the brain of a unique controller. The controller's spawn location is marked on the map. Let's go, kill the controller and the monsters accompanying him, and take the brain.
7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
8. We speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.
9. We speak with Kashchei, we get clarification on the task.
10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.
11. At the moment of taking the PKM, hunters led by Den spawn, help fight off the bandits, now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.
12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal. The quest is not critical for completion; you don’t have to complete it or take it from Sviblov. The main reward is swag taken from killed mercenaries.
13. We go to the Cordon to the factory where the hunters and Den used to be (there is a typo in the task PDA that the Freebie will supposedly be on the farm).

Quests of the Cat or search for the Black Doctor:

1. Talk to Dan, get the task to talk to the Cat and a mark on him in the PDA.
2. We go to the Cat, we talk, we accompany him to the burnt out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to. The GG must have very good radiation protection.
3. We search the corpse of the Monolith, take the map and give it to the Cat.
4. We accompany the Cat to the fence of the Chistonebov base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to Cold, talk to the Cat. We receive the task of finding the right person.
5. We talk to everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, my name was Misha Los), we talk. We get the task of bringing a TV.
6. We go to the Cordon, pick up the TV near Akim, give it to Los. In return, we receive information about the possible locations of the Monoliths (marked in circles on the map).
7. We search the possible locations of the Monoliths, find them, destroy them, and take the notebook.
8. We give the notebook to the Cat and agree on a subsequent meeting in the Bar.
9. In reality, the Cat can appear in 2 places - directly in the Bar or on the AC in the stalkers’ parking lot between the Freedom base and the bloodsuckers’ village. I don’t know what the reasons and the dependence of the place of appearance are. We receive the task from the Cat to bring medicine from Kalmyk
10. We go to Kalmyk, he needs ingredients - we collect them and bring them. We wait for the allotted time and pick up the medicine.
11. We give the medicine to the Cat, we get the task of taking the “tongue”. Let's go to Agromprom.
12. To the south of the western complex we find the Monoliths and free Chuk and Gek from their captivity. We speak with any of the sweet couple, accompany both of them to the central complex. I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov will rush to fight everything that moves and will not be able to finish them off.
13. On the territory of the central complex we talk with Chuk or Gek, get valuable information, go to the Cat.
14. We share information with the Cat, learn about Rabinovich and receive the task of going to the Miser, let's go.
15. We receive information from the Miser that we need a Modest.
16. In the village of bloodsuckers we find the Joker, talk, drink 3 bottles and get information about Modest.
17. We go deep into the village, find Modest wounded, treat him, talk, get information about Rabinovich.
18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel. I recommend saving before talking with Rabinovich.
19. We talk, we get information about the “Black Doctor”, we return to the Cat.
20. We report to the Cat and get the task to talk to Zakhar.
21. We speak with Zakhar, we receive the task of taking Brother Louis alive.
22. We go to the Swamps, the avengers’ base in the northeast of the location near the northern exit to the Cordon. We clear the guards without touching Brother Louis, talk to him, and get information about the Frenchman.
23. At the Svoboda base we find the corpse of the Frenchman, take his PDA, and hand it over to Zahara.
24. We receive the task of finding Fang and go to complete a series of quests “Searching for the box and safe of the mysterious stalker”, “Continuing the search for the mysterious stalker”, “Meeting with Fang...”.
25. After completing all of Fang’s quests, we go to Limansk, in one of the buildings we find a group of Svoboda members led by Borman. We receive from Borman the task to destroy the sniper.
26. We go to the construction site, clear out all the NPCs, destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
27. We go to Borman and hand in the task.
27.(a) An optional task for the plot from Borman is to find a muffler and take it to the Miser. We go to the construction site, we find a muffler in one of the containers to the left of the construction site. For reference, the silencer can be stolen by NPCs without you, so I do not recommend leaving the location before finding it and also searching all the corpses if you do not find the silencer in the containers.
We take the muffler to Skryag, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
28. We go to Sviblov, we receive the task of finding the courier on the Radar.
29. On the Radar we find the courier next to the Ghost. It is recommended to stock up on medications and art to restore health - they will be very useful.
30. We take the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA “Return to Sviblov.” Advice - teleports from Kostya in the game were not invented in vain and help quite well in this situation.
31. We hand over the suitcase to Sakharov. Before donating, I recommend eating a hearty meal, because... then we sleep for a long time. We speak with Sakharov and return to Sviblov.
32. We report on the completion of the task, we receive a teleport deactivator.
33. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
34. Not far from the entrance we find the Cat and the escort group. Together we make our way deep into the Hospital. Those who played CN will easily find the way.
35. At the northern exit from the hospital we meet the Black Doctor, communicate and learn new information. At the exit from the Hospital you can talk to the Cat (optional).

Search for the box and safe of the mysterious stalker

Attention! Not all quests are displayed in active PDA tasks, so you need to remember dialogues, issued tasks, codes, etc.
The key character of the branch is Miner. To get access to the Cave, you need to take the quest to find the treasure in Bar from Baldy. Well, the Miner will definitely ask the GG to carry out a small assignment - to bring the Book from the Forgotten Forest. Don't be lazy - bring it.

1. We speak with Miner, we receive a task - to save the escaped “prodigal son” (Fima Ugol) and bring the sentry’s notebook.
2. In the Labyrinth, on the upper tier of passages in the large hall, we take the notebook from the guard, save the fugitive and receive from him in gratitude the passage from the Labyrinth to the Cave.
If in a shootout the Monoliths suddenly kill Fima Coal, don’t be upset, the main thing is that Marked saved him and the quest will be counted.
3. We bring the notebook to Schakhter and observe the return of the prodigal son (even if he was killed by the Monoliths before this). As a reward we receive a recipe for a new Art, Rattle.
4. On the advice of the Miner, we talk with Fima and learn from him about the mysterious box and safe, the transition from the Labyrinth to Amber, and also about the need to communicate with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first aid kits, bandages, “Soul” and soap.
5. We speak with Adrenaline, we receive the task to bring a Box and a safe from the Labyrinth. At the same time, we get a transition to the Labyrinth from Amber.
6. We bring swag to Fima and he talks about the transition from the Labyrinth to a new location, the transition itself does not give, it’s too early (later the transition will be given by Shakhtar).
7. In the Labyrinth we find a Box, in it there is a note with interesting and useful information (codes for 2 doors). We bring the box to Adrenaline and tell him about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk to Shakhtar. (how to find the Box can be found in the answers to “Other questions”, in the “Labyrinth” section)
8. We speak with Shakhtar, he talks about the need to join Monolith and sends him to Sidorovich.
9. We speak with Sidorovich, we receive another task to search for repair kits and the Monolith amulet.
10. We go to the Labyrinth, on the way to the Labyrinth we try to stay as far as possible from neutrals and former friends! In the Labyrinth we find the Shadow of the Monolith and find out the 3rd missing code for the door to the Monolith's bunker. For him to speak, you need to say “Plasma Caterpillar” and “Rattle” to him. In the bunker we pick up the safe and repair kits. The repair kits can be picked up by one of the Monolithians in the bunker - don’t forget to bargain with them.
11. We go to Sidorovich, give the repair kits and the Monolith amulet.
12. We go to the Miner and give the safe. We get a transition to a new location, Undiscovered Land.

Continuing the search for the mysterious stalker:


This storyline will be available after completing the quests to find the killers of Fang.
Once again, I strongly recommend that you do not replay carefully and read all the dialogues to the end, no one will repeat anything.
If you suffer from multiple sclerosis, take screenshots of dialogues. Let's go.

1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there. The passage is at the highest level of the large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.
2. We talk with the Astrologer, we learn about some local Residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.
6. We go to the Cordon and pick up the Medicines.
7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs Batteries.
9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and watches if we bring the Razor from his cache. Now there is an Avengers parking lot there, and he himself cannot go.
12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one Avenger dies while you are reporting on the mission, the mission will fail.
13. We give the Machine, we get the Watch.
14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.
15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.
16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We take the Batteries to Zhorka, and we talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS arrived from Adrenaline, people came to get the box.
18. We go to Yantar and buy detectors from Sakharov. That's the problem with detectors! Well, if you play with ranks, then you should already have one. And the second one should appear on sale from Sakharov, with the same frequency as the Bioradar, but personally, I have never seen this device for sale from him. If someone bought without editing the configs, please unsubscribe. It’s very possible that this matter will be corrected in the future, but for now, I had to edit Sakharov’s trade config.
19. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
20. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.
21. We come to Adrenaline, give the Detector. We find out that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
22. We speak with the Gynecologist; in the Safe there was an old map of the territories near the Chernobyl Nuclear Power Plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
23. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.
24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.
25. We go to the Army Warehouses, find the desired place, select the Flasks.
26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
27. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it’s quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.
28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
- a small note, between points 28-29 you need to do without intermediate saves/restorations, otherwise the Avengers will become enemies-
30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
31. Eagle Owl agrees to help, but for the job he needs a Controller; they found just the right one on the Radar, so he needs to run and pick him up.
32. We run and pick up. We bring it to Owl.
33. For the work he asks for 10 Chimera Claws +100 tr. We collect, bring, select the head of “Sidorovich”.
34. We go to the Chimera, give the head. He doesn’t give us the reagents, but we learn that his eagles are training in NZ, and later they will go in search of the daughter of some big shot, she disappeared here in the Zone. An SMS arrives from Cyclops, there is a tip to the hiding place.
35. We listen to the next portion of poetic revelations and follow the lead. In the Chimera's nest we pick up the flasks with reagents.
36. We take what we found to the Gynecologist. We admire the charged Perfusor. We receive an SMS from Fang, he wants to meet.
37. We talk with Cyclops and get the last tip.
38. Let's go and take everything from the cache as a bonus.

Fang quests (Hikes to Warlab, Red Forest):

This storyline begins immediately after collecting the perfusor for the patients of the Gynecologist's hospital.
Important! Before talking with Lukash according to point 6 (about the mercenary’s signet) you need to complete as many tasks as possible from Lukash and Skryag, so that all Svobodovites become friends (“turn green” in the PDA). It is highly discouraged to even accidentally kill Svobodevites. Otherwise, while completing Panther quests part of Freedom will become enemies and it will be almost impossible to correct the situation.
In addition, every time you enter the AC, check whether there are monsters that are attacking the Svobodovites on the barrier. This process continuously lowers the reputation of the Marked One with Freedom and this greatly influences the possibility of the Svoboda members turning red after the Panther’s missions.

1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we receive the task to scout a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can simply stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, take the mercenary’s notebook from him. Not far from the corpse we receive an SMS from Fang.
5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
6. We talk with Lukash, we learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. I came across 3 backpacks in total - in the elevator shaft at the top, on the “central” landing at the entrance in the room with green metal lockers, and in the hole under the flight of stairs in the room that is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio back and find out that the big guy wants to talk to us.
9. We speak with Dembel, we receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AC.
10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear (Sergeant Kostylnoga), we take the disk from him.
11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the stuffed animal to Dembel and the armored armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We talk with the boss and understand that the showdown with Le Havre was baby talk, but there is a big plus - Marked is now helped by 3 immortal characters. We help Panther and her guards clear Warlab from mercenaries.
15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
17. We go to Lukash and give the mercenaries’ signet.

It is possible that some of the quests described below are not necessary to complete the plot, but I have not checked the relationship between them. Therefore, I describe it in the order in which I went through it myself.

18. We speak with Lukash, we receive the task of escorting the Svoboda members. An SMS arrives from Panther.
19. We talk with Vitamin, arrange a meeting at the Radar.
20. Let’s go to the Radar, if you haven’t cleared the Radar for a long time, I recommend clearing the route to Varlab from unnecessary teeth and trunks. After this, we talk with Vitamin (the group is still standing at the entrance to the loka), accompany the group to the hole in the mesh fence, talk with Vitamin again and go into the Warlab. It’s important - it’s enough to bring only Vitamin to Warlab alive.
21. If there is no burning desire to fight with dogs, we calmly wait until the Svoboda members clear out Warlab and Vitamin comes to the billiard room.
22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a gold bar from Svoboda. An SMS arrives from Cyclops - we don’t react yet.
23. In the right elevator shaft, we go up the stairs to the secret part of Warlab, talk to Lazy. Let's find out about the main scientist.
24. We find Klenov, talk and receive a lot of interesting information, we receive the task of bringing the Hologram to Warlab.
25. We go to NZ, talk to Cyclops, and get another tip on the cache.
26. We speak with the Hologram, accompany him to the transition to the AC.
27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
28. We go to the Cave and take the Poltergeist Heart from the Miner. The miner gives the art only after meeting the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. The miner will also ask for flashlights - where and how to find all this is described in other sections of the Guide.
Where to look for 10 cobblestones - everyone decides for themselves. They will periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
29. We go to Klenov, give the art.
30. If you haven’t received the transitions and the task from paragraph 17 of the description, we get it and go to the Red Forest. Near the crossing we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
31. The location of the hunters is marked on the map in the PDA, we find the “senior” hunter (who has a dialogue) and receive the task of returning the stolen backpack.
32. We go to the Swamps to Cold, we talk, we get information about the location of the thief, we follow the tip and find the captive thief.
33. We negotiate a ransom with Mitka’s captors, talk to Mitka, take the backpack, and take it to the hunters in the Red Forest.
34. We give the backpack, we receive a tip on the location of the backpack with documents. We fight off the monsters, find the backpack, take the documents, and take them to Fang.
35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, clear the monsters, find and save Denis, accompany the stalkers to the parking lot, return to Fang.
36. We hand in the task and find out that the Astrologer was looking for us.

  • We go to Varlab to see Klenov. We say, we find out that not everything was found. We give back what we have already found and go look for what is missing.
  • We receive an SMS from Arnie and quickly go to the Bar.
  • We talk to Arnie. We undertake to find his old friend - Claw.
  • We go to Yantar, talk to Sakharov. He doesn't know where Talon is.
  • We speak with Akhill in Eastern Pripyat. We undertake to find his missing knife.
  • We head to the Forgotten Forest, talk to the Cross. We destroy the enemies, take the knife from the corpse of the bloodsucker. We return to VP using Fenrir's teleport.
  • Appearing in the VP suddenly turns into brutality - upon appearing, we immediately catch a bullet from a Blackwater sniper. We quickly run to Akill and talk. We take on a task to destroy a sniper.
  • We go to the hospital in the VP. The GG is already waiting there - you will have to try to survive, because Blackwater, like Alpha, is killed only in the eye. Moreover, there are two snipers. We clear everyone, take the rifle of one of the snipers, carry Akilla, give her back, turn in the quest.
  • Akhill says that he removed the PDA from the Monolith, but it is damaged, and the data needs to be restored. Let's get going and go to Sakharov.
  • We talk to Sakharov, he needs a program for data recovery. Let's go look.
  • We go to the Bar to see the Associate Professor. And here's the surprise - he doesn't have it either, but he knows who has it.
  • We go to Cordon, to Akim. He has a program, but he doesn’t want to give it away for free. We buy the program and go to the Bar to see the Associate Professor.
  • We give the program to the Associate Professor. There are 2 options to choose from: take money from him, or give him away for free. We choose to give it away for FREE. Let's go to Yantar.
  • We speak with Sakharov, give the program. However, the restoration cannot be carried out immediately - you need to wait a day. You can sleep or go about your business. I was sleeping.
  • A day later we speak with Sakharov again. He has completed the recovery, but does not want to give away the PDA because of its contents. He wants the GG to find out the recipe for the Crystal Ball from the owner of the PDA, but after he finds out that he is no longer alive, he still gives the PDA. We return to VP.
  • We speak with Akhill. Among other things, the PDA contains communication frequencies of the Monoliths and their plans - they are preparing a strange expedition to the X-8. We decide to deal with this. With the help of Akhill, we connect to the expedition frequencies and receive red SMS.
  • We go to the old KBO. We eliminate the security detachment.
  • We go down to X-8. We destroy the expedition, but there are some surprises - the monolith figured us out and cut us off from the channel. We clean up X-8 and think about what to do next.
  • Following logic, we go to the overpass. And not in vain: we meet Monolith reconnaissance detachments there. According to established habit, we clear everyone in the overpass to zero.
  • At the exit to the VP you need to be careful, another surprise awaits here - a group of Claws is discovered! We finish off the remaining Monoliths, go talk to the Claw.
  • Let's talk. Let's find out his story. Claw says that he has something that interests us. But to get it, you need to fulfill his request. There's nothing to do, let's get on with it.
  • We go up to the VP and talk to Akill. We go to the Prometheus cinema, destroy the zombies so that Whiplash does not notice us. When everyone has been cleared, we quietly go up to the second floor. We see Khlyst at the window. We sneak up and kill him with a knife to the head (it doesn’t matter with what - the main thing is that he dies quickly and does not suffer).
  • We go to the Bar and talk to Arnie. We get a thing - this is a PDA, in which there is a tip to the cache, with the missing part of the reader.
  • We're going to Jupiter to look for Dragunov's hiding places. I advise you to read the description of the task in the PDA - you will learn a lot of interesting things about Dragunov, and at the same time - everything will fall into place. Cache 3 - the task description says it all. If you haven’t found it, watch the video from Alex75Rus.

    Dragunov caches:
    http://www.youtube.com/watch?v=yr3HXuduJI8

  • After finding the caches, we go to Varlab to see Klenov. We return the missing item and wait another day.
  • A day later we speak with Klenov again. We find out that everything we brought is part of one receiver that receives an unknown signal. Klenov also says that he has found hints that the signal is coming from the location of the Monolith's weapon, and that perhaps it is on Zaton.
  • Let's go to Zaton. We go to the VNZ "Circle", climb onto the roof. There we find a cache with Monolith weapons. Although the hiding place is invisible, I’m not posting a screenshot of the location - it’s hard not to find something on the roof based on the sound. The thread is completed, thanks to everyone - everyone is free.