Secret paths 5 Semetsky's hiding place.

S.T.A.L.K.E.R: Shadow of Chernobyl - Secret Paths 2 (Help in passing the mod, tips).

Guys who were not indifferent to this topic had a hand in this development, thanks to them: a185, MAV, strog5670, borman, radeon-amd, ALEKSEY_81 and Stalkersof from the site http://www.re-aktor.ru/

Look into the PDA often, there are the bulk of the answers to your questions (tasks, dedicated search zones, etc.).
- On your first foray into Pripyat, on the way to the transition there, do not miss the Diary of Guide Krol, a necessary thing.
- The gravity gun opens doors with combination locks, right button;
- The Paramedic’s special sawed-off shotgun perfectly shoots down a helicopter and explodes armored personnel carriers, it’s a pity there are only three cartridges;
- I recommend, in order to avoid losing your acquired swag, to put it in a bag before meeting Varyag;
- Before the assault on the Bar by Duty, you need to take a flash drive from the Doctor for the Pathfinder and bring the Superconductor art to the Pathfinder, otherwise he will leave the BAR and the transition to the Dead City will be lost. Accordingly, previous quests from the Pathfinder must also be completed. It is also necessary to complete all the quests of Borov and the Count - after the storming of the Bar they will also leave;
- Before receiving the transfer to Yantar from the Count, do not try to get there, otherwise you will not be able to get out.
- An Informant can help you find Semetsky’s hiding place if you are missing parts of the map. But with the obligatory condition that you have the 2nd and 8th fragments of the map.

BASIC passage tips

* Read the dialogues carefully. In addition to the actual quest information, the characters provide a lot of interesting and useful information. Take notes or screenshots of conversations.
* Look into all the holes. The item you need, even if you don’t need it yet, can be anywhere. Even if you have already looked somewhere, don’t be lazy to look there again, something might have changed after receiving the next task.
* Carefully inspect all corpses. And those who were killed themselves, and those who died at the hands of others, and especially those who simply meet along the way. Corpses often contain quest items or documents.
* Jumping on the teleports and roofs of Chernobyl Nuclear Power Plant-2, break all the boxes that come along the way. You can “pack” well right at the start of the game.
* Try not to grab radiation unnecessarily. It’s easier not to get the dose than to remove it from the body. There is almost always an alternative route that bypasses contaminated areas.
* When fighting mutants, always try to climb higher, so it will be more difficult for the monsters to reach you, and you will be able to shoot more accurately in a calm environment.
* Try all the weapons you find and earn. The characteristics of the weapon may be completely different from what you remember from other games and mods. For example, a barrel may cause significantly more damage or suffer less wear when fired.
* Even if you don’t like the trunk or it doesn’t fit, don’t rush to leave immediately, anyone can be useful for completing some quest.
* The same applies to artifacts, even if the art is not so great in terms of properties, it may be needed to complete the next task.
* Not all nychki are reliable for storing swag. The characters enjoy climbing into them, they especially like the trunks and artifacts. Installed backpacks (especially those with psi locks from merchants) provide significantly more guarantees.
* Complete all quests that the characters give you. This way you can earn good swag, transformation recipes, and new transition points between locations. All this will make life in the Zone much easier.
* When completing a quest to eliminate a character, do not try to kill him right away, try to talk with your target, in case the issue can be resolved differently.
* Don't put off completing quests for too long, anything can happen in the Zone. For example, a quest character will disappear or die, or a temporarily induced transition to another location may stop functioning.
* Repairs of slightly worn weapons and armor can also be carried out in field conditions; repair kits are at your service. They can be found at merchants, or earned.
* The cost of goods in the Zone is not always the same, do not rush to immediately buy something for future use, the necessary item in a neighboring location may turn out to be much cheaper.
* Remember or write down the assortment of traders, and especially what they exchange and for what, this information is not in the PDA.
* It makes sense to storm the Military Base at the Warehouses, the Southern Complex at Agroprom and the Newcomer Village at Cordon alone, and only then take on the assault quests. This way, more characters friendly to you will remain alive, and with them their quests and rewards for completion.
* If quest mutants do not appear in the specified location, then perhaps they are night monsters or, conversely, daytime monsters. Their appearance can be tied to the time of day. Come, respectively, during the day or at night.
* It is better to search for artifacts at night, they glow and are visible from afar, but it is better to search for non-luminous objects during the day.
* If during the process of cooking artifacts you get a cobblestone, do not rush to sell it or restart the cooking. We may also need cobblestones.
* It is better to start the assault on the BAR only after the quests of all the characters from the BAR have been completed.
/\/\/\/\/\/\/\/\/
If you find it, don’t rush to throw it away or sell it, you don’t know when you’ll need it;)
* Night Star (2 pcs.) or Tail of the Dog (10 pcs.), for the Paramedic, in Pripyat.
* Snork’s foot (8 pcs.), for Monolithic, at Chernobyl Nuclear Power Plant-2
* Assault Abakan, for the Prince, in the BAR.
* Scientific suit of Mercenaries, for Lefty, at Agroprom.
* Thunderstorm, for Lefty, at Agroprom.
* Grandma Burer's beads (1 pc.), for Kruglov, on Yantar.
* Fireball (4 pcs.), for Dan, on Yantar.
* Mica, Soul, Goldfish, Crystal, Ruby Battery, Flash, for Lefties, in Army Warehouses.
* Fire Soul for Lefty, in Army Warehouses.
* Monpensier, for the Stalker in the Bloodsuckers Village, at the Army Warehouses.
* Tears of the Chimera (2 pcs.), for the Informant, in Army Warehouses.
* Crystal Bush Bengal, for Informant, at Army Depots.
* Crystal (2 pcs.) for the Bartender, at Cordon.
* Vodka (6 pcs.), 3 for the Antiquarian, in the BAR and 3 for the Fan, at Cordon.
* Golden Chunk (2 pcs.) for the Fan, at the Cordon.
* Medusa, required for the operation of one of the repair kits. Repair of one barrel - one Medusa.
* Cat's Tail (3 pcs.), Burer's Hand (3 pcs.), Poltergeist Eye (3 pcs.), Ruby Battery, for the Swamp Doctor, in the Swamps.
* Crystal Soul of Bengal (5 pcs.) or Cobblestone (5 pcs.), for upgrading costumes.

In addition, you can exchange a lot of useful things, such as Ammunition, Armor, Weapons and Medicines, from Merchants for various artifacts and mutant parts.

A185, the master of the Reactor, kindly provides you with his recommendations regarding the safety of the swag: “on the advice of friends,” I make dumps right in the BAR.
Nothing has ever gone missing, even without security locks.
In other locations there are a lot of nooks that no one bothers with anyway.

Army Warehouses: The hatch is to the left of the entrance to the base.

Landfill: Pipe on the slope of the Northern pile.

Agroprom: Pipe in the blocked entrance.

Cordon: Sack in the Stones, near the Newcomer Village

Dark Valley: Bag in the viaduct in front of the X-18 entrance

Description of the walkthrough

Start.
















Now forward.

































































- Talk to the Fan;





















































- We meet the Pathfinder and the Happy End begins, which makes no sense to describe, everyone will make their own decision - enjoy the game!
Description of the walkthrough
Start.
- We appear on the bus in the Dead City, in front of us is the Forester - we go with him to his house in the Forest location. He asks to bring the Mandrake root, we bring it, we talk further;
- The forester asks to find Associate Professor Vasiliev, we do it;
- Associate Professor Vasiliev asks to take him to Yantar, we lead him (follow him closely). Near the lake we speak again and go into the lake, we speak again, we get a transition to Yantar;
- We appear on Yantar, it is necessary to repel Vasiliev from the Zombies, we repel;
- We go to the Bunker, but first we need to talk to Dan;
- Let's go talk to Sakharov, he will give medicine for the Forester and a transition point to the Forest;
- We bring the medicine to the Forester, we talk to him, he asks to bring a box of provisions from the Dead City, we go to the MG (following the sign on the map);
- In the MG, the “wanderer” Yurko Izotov meets us, we say, he leads us to Leila;
- We come to Leila, we say, she asks to help the Demon (in the PDA the character’s location mark);
- The demon asks to clear the five-story building from Zombies (let’s go, clear everyone up to the fifth floor);
- We go to Leila for the Forester’s box, she gives it back and sends it to Yurka Izotov, he takes us to the transition to the Forest;
- We give the box to the Forester, we say, he asks to bring three Mandrake roots from the cave (there is something else in the cave), we bring it;
- The forester pays, a message comes from Leila, we go to the MG;
- We speak with Leila, she sends us to the guide Grig (listed in the PDA);
- Grig asks for 10 tails, let's go deal with the dogs;
- We give Grig the tails, he sends us to the MG catacombs, the entrance location is indicated in the dialogue;
- We go down into the catacombs, look at our feet, and move on.

Now forward.
- We come to our senses on a bus in Pripyat, in front of us is the Monolithic Mervin, he gives a task, we go and complete it, we come back;
- We get into the Sarcophagus, go to Charon, talk, asks to clear the lower floors from the Burers and find the Decoder, go - clean it, find the decoder, return;
- Charon asks to clear Chernobyl NPP-2 together with Solomon’s brigade, we go to the transition (indicated in the PDA);
- We meet with Solomon, we go, we clear out the Infidels, we collect everything from them, we go and report to Charon (the transition is nearby);
- Charon asks to clear the Monolith Control Bunker from the creatures, we do it (transitions are indicated in the PDA);
- We run to Solomon, take the task to search for three cases, look for the tags in the PDA, bring it;
- We immediately take tasks from Solomon - to bring a box of food from the Gastronome in Pripyat, and also - to bring a container with medicines from Chernobyl NPP-1;
- Roma Bayonet is standing next to Solomon, we take the task from him to bring 8 stacks of Snorks, we can drive them right there, or we can collect them in Pripyat. Another fighter is hanging around nearby, he asks to quietly bring vodka, we agree and go to Charon;
- Charon sends him to Mervyn for training (he waits near the Monolith). We are undergoing training;
- We come to Charon, he sends us to Pripyat to the Doctor or his assistant to take medicine;
- When leaving the Sarcophagus, we meet the Deacon, he asks for help - we help (it is advisable that the Deacon pick up the weapons of the killed enemies or sell him the barrel, then you will need it);
- We talk with Dyak, he gives a hint for a container with medicines for Solomon, we go to Pripyat, along the way we pick up a container for Solomon, it’s simple;
- At the stadium we meet with the Paramedic. For medicine, he asks for two “Night Stars” or dog tails (two Stars can be found nearby, and the tails run);
- In the Gastronome we take a box with food for Solomon, go to Charon;
- We hand over quests to Charon, run to Solomon, hand over what we found, and receive gifts. We give the feet of Snorks to Roma Bayonet, go to Charon;
- Charon asks to find Mahon and help protect the Base in Pripyat from the Mercenaries, we run to Pripyat;
- Mahon asks to clear the House of Culture (Makhon himself must survive), we do it;
- We speak with Mahon, now he asks to clear Lenin Square, we carry out it, hand over the task, go to Charon;
- Charon sends Mervyn to the Pripyat Hotel to continue his studies. We learn new lessons, go to Charon;
- Charon sends Dyak to interrogate a spy at Chernobyl NPP-1. We interrogate, the Dyak kills the spy, we return to Charon;
- On the way to the Sarcophagus, an SMS comes from the Paramedic, we run to him;
- The Paramedic asks to release the Ghost (mark in the PDA), we release, accompany, report to the Paramedic and go to Charon;
- Charon asks to kill the Phantom - let’s go;
- When leaving the Sarcophagus, an SMS comes from the Paramedic, we go to him;
- We receive the task to protect the Ghost, we talk to him, he asks to bring a Map of the underground communications of Pripyat and the Chernobyl Nuclear Power Plant;
- We go to the Monolith Control Bunker, killing everyone along the way. If it works (not necessarily) - we recapture the Modified VAL from Mahon or try to wound him and heal him so that he becomes a friend (repair and exchange “from Mahon” will be available);
- When entering Chernobyl NPP-2, Solomon robs us and helps us, we go to the Bunker for the map;
- In the Monolith Control Bunker we look for a map, take it, take it to the Ghost;
- At the exit, Solomon is waiting for us, asks us to give the parcel to his daughter, we agree, we leave;
- We give the card to the ghost, he sends it to Fang, let’s go;
- Fang leads us to the transition to the Swamps, we return to the Ghost, get the Gravity Gun and go to the Swamps to see the Doctor.

The Doctor asks to find and destroy the Swamp Thing, we do it;
- We go to the Checkpoint to Grieg, he sends to Kent for measurements. We accompany, clear, return to Grieg and get the transition to the Forest.

When we appear in the Forest, we help the Forester fight off the Cats. Sends to the Hunters.
- Let’s go, talk to Sutuly, he sends him to the Greek, we help kill the wild boars;
- We’re going with Zakhar (on the way to the transition, you need to let the dogs bite Zakhar, then he becomes a “green” friend and there should be no problems in the future), we came, we say, he gives a letter for Sokolov and the transition to the Army Stores;

At the Army Warehouses, we approach Lukash, ask for help in capturing the military Base, we help (when clearing the Base, we take away a stunning gun from military commander Belchuk), go to Lukash, and report. When storming the base, it is important that some quest characters (for example, Cap) do not die, otherwise the plot will stop. You can cheat and clear the base before talking with Lukash, leaving only a couple of warriors alive, including Belchuk;
- Lukash asks to recapture the Barrier (Kep must survive). We take the modified VAL from the commander of the soldiers on the Barrier.
- We report to Lukash. We receive a request to find and persuade Master Lefty.
- We go to the Informant, asks to find a “Special Folder” at the Freedom Base, bring it (we get a transfer to the BAR and back);
- The informant asks to take the grub to the diggers at Radar, we carry it (we get a transfer to Radar and back);

Sviblov asks to take down the Super Bloodsucker, we do it;
- Sviblov asks to catch the thief, we kill Fedya the Robber and report. Regarding the Amulet, we head to the Wanderer, he is standing nearby, we say, we receive the task of finding six Amulets;
- Sviblov asks to bring the System Book and Documents from the X-10, let’s go and bring them;

We go to the Bar, at the entrance Zhenya Ninya demands money for passage (we pay constantly, it is fraught with a change in relations with the Bandits and failure to complete many quests);
- In the Bar we talk with Borov, he sends it to the Count, from Potapov we take the task of finding parts of the instructions for the Minigun;
- The Count asks to find boxes and documents from the helicopter, we do it;
- The Count asks to find the Prince’s weapon and take it to him to the Radar, we do it;
- The Prince sends to the Army Warehouses to pick up boxes and documents from the second helicopter, we find them and take them to the Count;

We find Sokhaty on the territory of BARA, we say, we go to the Prince;
- The prince asks to find his Winchester and deal with the debtor Zheka at the Landfill;
- We talk again with Sokhaty and find out where to look for the Prince’s hard drive;
- We go to the BAR, we take the task from Arkasha the Spirit to fill up Noodles;
- At the Landfill we look for Noodles and deal with him;
- We are looking for Zheka and learn from him about Semetsky’s Cache;
- We are looking for a Tankman, we agree to his terms;

We go to the Dark Valley, help Debt fight off the Bandits, report to General Voronin, he sends him to the Captain;
- We speak with the Captain, he gives a tip to Mohammed through the merchants and asks to take the Walkie-Talkie to Zakhar;
- Voronin asks to clear the territory of X-18 from creatures, we do it, we run after the Prince’s Winchester;
- Voronin asks to find Zhila, we find him. We negotiate for him and get a tip on a bandit's snare;
- We find the Bandit Nichka, go to Voronin (he gives the transition to the Cordon and back);
- We go to Petrenko, asks to destroy the Swamp Crawlers, we do it;
- Let's go to the X-18 for the Tankman. We find what we asked for and something else.

We go to the Landfill, give the Tankman Thunderstorm and Krol's Diary;
- We go to the Prince in the BAR, give what we found and the money for Zheka, take the task for the Bag of Plan;
- We go to Sokhaty, hand over the task;
- We go to Borov, find out where the Antiquarian is and get the task of finding the Courier;

We go to the Army Warehouses, find a Bag of Grass and bring it to the Prince;
- We go to Voronin to find out about the Courier, he sends to the Abandoned Factory;
- We free the Courier, find out where to look for the PDA for Borov, we go and search, an SMS comes from Borov.

We go to Agroprom, help the Demon, talk to Lefty (we bring what he asks);
- We speak with the Demon, agree to the request;
- We go to the dungeons to Varyag (I recommend, in order to avoid losing your acquired swag, to put it in a bag before meeting Varyag), we go through 4 Circles of Varyag;
- We carry the trunks to Petrenko, he gives a gift for Bes, we must give it to its destination;

We go to the BAR to Borov, he sends to Lukash, we go;
- Lukash asks to bring the Radioactive Container, we bring it, an SMS comes from the Ghost. Lukash asks to clear the Checkpoint at the Army Warehouses, we do it;
- We talk to the Miser, he asks for bread and tells where to find it;

Let's go to the Ghost. He sends it to the Magician, then everything is clear, we carry it out;
- We go to the Ghost, he asks for a Box of Dynamite, we find it, we bring it;

We go to the BAR to the Prince, asks to cover the Cross, we do it, we report;

We go to the Cordon, help Tolik, talk to the Wolf, do whatever he asks;
- Talk to the Fan;
- We go to the Bartender (we give Solomon’s parcel), he sends it to the Varangian;
- Varyag talks about Yarofeev, we go to the Bartender, he sends us to talk to the major, we do it, kill the major, report to the Bartender;
- The bartender sends Sidor to the Peacekeeping Corps;

Sidor asks to go to General Smith and talks about Mohammed and the Baker;
- The baker asks to bring flour, we agree;
- General Smith sends to Colonel Brown, he gives the task to find the missing Corporal Foster, we search, we bring;
- Brown asks for help to regain control of the Base, we do it. He asks to find the trace of the missing reconnaissance group at the Factory, we find it, report to General Smith;
- An SMS comes from Sidor, let's go to him. Sidor gives a letter for Bartender, talks about Mogomet and directs him to Yantar;
- Through the Baker’s passage we run for flour, going through the BAR, we talk with the Pathfinder, we agree. We find bags of flour and bring them to the customer. We give it back, find out where to get such a Gravity Suit and take on the task of bringing a toolbox;
- We go to the Bartender, he gives the task to find documents in X-16 and bring everything to Fang;

We go to Agroprom, meet with the Doctor and take the box for the Baker;
- We go to the Pathfinder, he asks to find the “Conductor” art and meet with the Lector;
- We go to the Count, he gives passage to Rostock and Yantar. Directs to Caesar;
- We go to the Army Warehouses to give the Miser the promised bread, he asks to find a case for him in Rostock, we agree;
- We give the Gravity Suit to the left-handed person for an upgrade;

We go to Rostock, there we prepare the necessary art, we find a case for the Miser and a Bioradar;
- We go to the “Railroad Workers”, complete their quests, it’s simple;
- We go to Yantar, approach Den, he asks to clear the X-16, we carry it out;
- We give the flash drives to Caesar and fulfill the request on the third document, we fulfill it. It is necessary to take the document and PDA to the Count;
- We take the task from Sakharov to talk with Sviblov and put tags on the Mutants;
- Kruglov asks for the “Heart of the Controller”, we agree;
- We go to the “Railroad Workers”, give 3 helmets, talk to the Lector, agree;
- In Rostock, we mark the Pseudo-Giant and get the Liquidator art for the Pathfinder, carry it, give it back;
- We go to the Count, receive a task for Fang and a tip to go to the Dead City;
- We go to Lefty and Miser, we give what we promised;
- We go to the Informant, take the task for the Crystal Soul of Bengal + Tears of the Chimera;
- Let’s go to Sviblov to find out about the crazy scientist, he sends for the Special Barrel;
- Let’s go to the Baker to give him a box of tools;
- We go to the Cordon - we mark the Bloodsucker;
- We go to the Dark Valley - we mark the Bald Chimera;
- We go to Agroprom, look for the “Heart of the Controller” for Kruglov, carry it, give it back. He asks to go to Voronin, we agree;
- We hand over the task with tags to Sakharov (we get a transfer to the Radar and back), he asks to eliminate Doronin, we go to Den;
- Den says where to look for Doronin and exchanges the sniper rifle for artefacts;

We go to Voronin, along the way we bring the “Heart of the Controller” to the Lector, he will tell you where to look for the “Snake Eye”;
- We give the Case to Voronin, he sends it to Petrenko, he asks for a modernized RG-6, we agree and complete everything according to the quest;
- We go to the roof of the X-18, take a position, eliminate Doronin, go to Sakharov and Kruglov;

Kruglov gives a Special Gun for the crazy scientist, and Sakharov asks to find a Laboratory Assistant (we get a switch to Agro and back);
- At Agroprom we find the remains of the Laboratory Assistant, take the device, take it to Kruglova;
- We talk to Dan, he asks for three disks, we find them, we bring them;

We go to X-10 for the Scientist's Diary - it's simple;
- We run after the “Snake Eyes on the Radar”;
- Next to the Informant, we hand over the “Crystal Soul of Bengal” and “Tears of the Chimera”, we receive what was promised for them;

We go to Sakharov, give the Scientist's Diary, he sets up the Helmet;
- We go to X-16, find a laptop and something else;
- We take what we found to Fang, he directs us to X-18, talks about the PDA for Borov. The monk says when and for what you can get PDA for Borov;
- Let’s go to Bar, give Potapov the docks for the Minigun, find out when to pick it up;

We go to X-18, pick up the flash drive and something else, take it to Fang, he asks us to take what we found to the Bartender, who still has business with us;

We go to Sviblov for passage to the Dead City (on a tip from the Count), he asks to find Karina, we go to Leila;
- Leila sends to the Forest to the Forester;
- The forester sends to the Hunters, we give Zakhar the Walkie-Talkie from Sokolov, we talk with Sokhaty about Karin, he gives the coordinates.
- We free Leila, take her where he says, find the PDA, move on to the transition to the Swamps;
- In the swamps we talk with the Doctor, he gives a flash drive for the Pathfinder;
- We go to the Dead City and immediately meet Fima, talk and go through the Army Warehouses to the Pathfinder;
- We go to the Army Warehouses to pick up the “Superconductor” art, PDA for Borov, we find it, we bring it;

We go to the Bartender, he asks us to take the letter to Voronin, we do it;
- Voronin gives the transition to the Peacekeeping Corps and back, we go to the Merchant Spit;
- The bartender again gives the letter to Voronin, we carry it, he gives an answer for Sidor - we carry it;
- We speak with Sidor, he asks for help in capturing the BAR. On the way out we meet Mohammed and say:

We go to the BAR, we clear everything according to Sidor’s scenario... We accompany Voronin to the headquarters;
- We go to the Bartender, he thanks for the help and directs us to the Doctor through Fang;
- In the Dead City we talk with Leila and go to the Doctor;
- The doctor asks for parts of the monsters, for which he will open the passage to Pripyat, we look for them, we bring them;

In Pripyat we meet with the Paramedic, fulfill the request and head to the Monolith Control Bunker;
- In the Sarcophagus we find Semetsky, we communicate, we find out where to look for Brother;
- At the entrance to the Monolith Control Bunker we meet Solomon and fulfill the request;
- We meet the Pathfinder and the Happy End begins, which makes no sense to describe, everyone will make their own decision - enjoy the game!

Map of the game world Zone

Transition points: permanent and one-time use

Agroprom

Army Warehouses


Bar


Swamps


Cordon


Forest


Dead city


Peace Corps


Radar


Dump


Dark Valley


Chernobyl Nuclear Power Plant


Amber

I would like to immediately note that when receiving transitions (applies to
disposable), it is advisable not to delay the possibility of using them
take advantage of. It has been noticed that they may disappear if you finish
some other quest not related to the transition. Example from *antreg*:
"When receiving a transfer to the MG from Sviblov, do not delay the execution
quest, the transition is limited in time and then disappears!"

W22; Transition Cordon - Landfill (permanent transition);
W22; Transition Cordon - Dark Valley, given by Voronin (transition permanent);
W22; Transition Cordon - Peacekeeping Corps, given by the Bartender (transition

W22; Transition Cordon - Agroprom, gives Pathfinder (transition permanent for art
Conductor)

W22; Transition Peacekeeping Corps - Cordon, gives the Bartender (transition
constant when he sends with a letter to Sidorovich);
W22; Transition Peacekeeping Corps - BAR, given by Baker (transition permanent,
when he sends for flour);
W22; Transition Peacekeeping Corps - Dark Valley, given by Voronin (transition

W22; Transition Landfill - BAR (permanent transition);
W22; Transition Landfill - Dark Valley (permanent transition);
W22; Transition Landfill - Cordon (permanent transition);
W22; Transition Landfill - Agroprom (permanent transition).

W22; Transition Agroprom - Yantar, gives Kruglov (transition permanent, for search
assistant);
W22; Transition Agroprom - Landfill (permanent transition);
W22; Transition Agroprom - Cordon, gives Pathfinder (transition permanent for art
Conductor).

W22; Transition Dark Valley - Landfill (permanent transition);
W22; Transition Dark Valley - Cordon, given by Voronin (transition permanent);
W22; Transition Dark Valley - Radar, given by the Informant (transition permanent
for the art Tears of the Chimera);
W22; Transition Dark Valley - Peacekeeping Corps, given by Voronin (transition
permanent, at the request of the Bartender).

W22; Transition BAR - AS, given by the Informant (transition permanent);
W22; Transition BAR - Landfill (permanent transition);
W22; Transition BAR - Peacekeeping Corps, given by Baker (transition permanent,
when he sends for flour);
W22; Transition BAR - Rostock, given by Graf (transition is permanent when sent with
three flash drives to Caesar).

W22; Transition Rostock - BAR, gives Graf (transition is permanent when sends with
three flash drives to Caesar);
W22; Transition Rostock - Yantar, gives the Count (the transition is permanent when he sends
with three flash drives to Caesar, the transition must be discovered based on a tip from the Count);
W22; Transition Rostock - AS, gives Pathfinder (one-way transition, for art
Conductor);
W22; The transition to the "Railroadmen" (outside the location) is given by the Pathfinder,
when he sends to the Lector;
W22; The transition from the "Railroad Workers" (to the Rostock location) is provided by St. John's Wort.

W22; Transition Yantar - Forest, gives Sakharov (one-time transition, near
bus in the lowlands);
W22; Transition Yantar - Radar, gives Sakharov (transition is permanent, for
completed task "tags on monsters");
W22; The transition Yantar - Agroprom, gives Kruglov (the transition is permanent, for
murder of Doronin);
W22; Transition Yantar - Rostock, given by the Count (the transition is permanent when he sends
with three flash drives to Caesar);

W22; Transition AC - BAR, given by the Informant (transition permanent);
W22; Transition AS - Radar, given by the Informant (transition permanent, supplies for
diggers);
W22; Transition AC - Yantar, gives Pathfinder (one-way transition for art
Conductor);
W22; Transition AC - Dead City, gives Pathfinder (transition permanent for art
Superconductor).

W22; Transition Radar - Pripyat, given by Lukash (transition is permanent, for
radioactive container);
W22; Transition Radar - AS, gives the Informant (transition permanent supplies for
diggers);
W22; Transition Radar - Dark Valley, given by the Informant (transition permanent
for the art Tears of the Chimera);
W22; Transition Radar - Yantar, gives Sakharov (transition is permanent, for marks on
monsters);
W22; Transition Radar - Dead City, given by Sviblov (transition is temporary, it is necessary
find Karina).

W22; Transition MG - Pripyat, given by Grieg (one-time transition, where to look -
described in the dialogue);
W22; Transition MG - Forest, given by Yurko Izotov (one-time transition, indicated in the PDA);
W22; Transition MG - Swamps, the Doctor gives (the transition is permanent, take the flash drive
Sedopyt);
W22; Transition MG - Army Warehouses, gives Pathfinder (transition is permanent, for
art Superconductor);

W22; Transition Forest - Yantar, given by Associate Professor Vasiliev (one-time transition in
lake at the Forest location);
W22; Transition Forest - MG, given by Forester (one-time transition, indicated in the PDA);
W22; Transition Forest - Swamp, given by Karina (transition permanent, for help in
accompanied).

W22; Transition Swamp - Forest, given by Grieg (one-time transition, for completing
measurements);
W22; Transition Swamp - Dead City, given by the Doctor (transition permanent,
take the flash drive to the Pathfinder);
W22; Transition Swamp - Pripyat, gives the Doctor (transition permanent, bring
monster parts and art).

W22; Transition Pripyat - Chernobyl NPP-1, in PDA (permanent transition, at the stadium);
W22; Transition Pripyat - Swamps, gives Klyk (permanent transition, in five-story buildings
behind garages);
W22; Transition Pripyat - Radar, gives Lukash (transition is permanent, for
radioactive container).

W22; Transition Chernobyl-1 - Pripyat, in PDA (permanent transition, through the gate);
W22; Transition of Chernobyl NPP-1 - Sarcophagus, given by Charon (the transition is permanent, indicated in the PDA);

W22; Transition Sarcophagus - Chernobyl Nuclear Power Plant-2, gives Charon (transition is permanent, in PDA
indicated, behind the Monolith);
W22; Transition Sarcophagus - Chernobyl NPP-1, gives Charon (transition is permanent, in PDA
indicated, located on the lower level of the Sarcophagus, in the room with the broken
spiral staircase);

W22; Transition of Chernobyl Nuclear Power Plant-2 - Sarcophagus, given by Charon (transition is permanent, in PDA
indicated, near Solomon);
W22; Transition Chernobyl-2 - Monolith Control Center, given by Charon (transition
permanent, indicated in the PDA, in the eastern part of Chernobyl NPP-2), the exit is where the entrance is.

Semetsky's cache

1. Fragment No. 2 from the mad scientist in X-18;
2. Fragment No. 8 from the bandit (Mitka Zvezdets) in an abandoned factory in TD.
3. Fragment No. 4 from Major Yarofeev at the Cordon block post.
4. Fragment No. 3 from the zombified scientist at the Base in the Peacekeeping Corps.
5. Fragment No. 6 from the bandit in the carriage, when Strelok is being robbed in Rostock on the DT.
6. Fragment No. 7 from the mercenary on the AC, who attacks Fang.
7. Fragment No. 5 is with the Monolith in the X-18, waiting in ambush.
As a result, we will have such a picture in the PDA
http://radikal.ru/F/i023.radikal.ru/1103/e0/059bec5c0e11.jpg.html
All fragments will come across in the storyline of the passage, if you do not miss key quests.

Minigun Assembly

1. At the Landfill: behind the swamp there is a forest, at the very end there is a digger’s corpse near a log.
2. In the Agroprom dungeons: through the tunnel with the Electras and immediately to the right, in the corner is the corpse of a digger.
3. X-18 in the TD: on the lower levels there is a room with two vertical containers, behind them is the corpse of a digger.
4. In the forest on Radar: if you stand facing the helicopter cockpit, then on the left - behind on the rocks, right next to the rocks, is the corpse of a digger (you have to jump, it’s not visible from the ground).
5. In Pripyat, near the Hotel: if you look from the central entrance, then on the left visor there is a corpse in the corner under the windows.
6. On Yantar: after leaving the X-16, we immediately turn back and see what we are looking for.
7. Cordon Checkpoint: from the main entrance immediately to the left, under the first tower there is a backpack.

Search for Amulets

This whole story begins with the Thief who robbed the Diggers. From his corpse we have the first amulet; the Wanderer will tell us where to get the rest.
1. Comes to us from the corpse of a thief on the Radar.
2. At the fire at the AC in the Village of Bloodsuckers.
3. At the Magician's (Mervin) in Pripyat.
4. In the corpse of a digger, Hotel Pripyat.
5. X-16 at the entrance to the room with the Controller, behind the entrance iron door.
6. In Semetsky’s hiding place.

And finally - for the really lazy people or those who have Internet speed...

I present to your attention Offline GUIDE according to the TT2 fashion, a masterpiece by our comrade ALEKSEY_81
First of all, this assistant is intended for people who either have no or expensive Internet. There are some guys who are simply too lazy to look for an answer on the forums, but really want to play this mod.
This is the full version with all screenshots and tips!!!
Full description and download links are on the Reactor website.
http://www.re-aktor.ru/forums/index.php?showtopic=1935&view=findpost&p=65829

Small tips on quest characters.

I will describe the most common problems that may arise with some, I will not describe all the characters.
Do not rush to immediately complete tasks to kill some Persians - they may turn out to be key or can give something in their lives. Murder is not an end in itself for the Stalker at all.

When we go on an assignment to search for Vasiliev, it is advisable to kill the controller before meeting Vasiliev. Vasiliev can be stupid in the cave - we go down into the cave and push him in the ass, he must come out, if you run out ahead of him, he can stay there. You can save before going down to the cave and talking with him - the next save is after he leaves the cave, it is better not to save in the cave. On Yantar we help Vasiliev fight off the zombies, when the task works, we approach him and talk, accompany him to the camp and talk with Den, and only after talking with Den we go to Sakharov’s bunker.

Many cannot find Grieg in the MG, although they see the mark and hear his voice of greeting. Walk around the rooms and you will find him - he is on the second floor in a dead-end room.

Do not refuse to help Dyak in shooting the military at Chernobyl NPP-1, he will then give a tip on the case with medicines for Solomon. He also has to shoot a spy. If he died at the hands of the military, replay the game. If he can’t shoot the spy, it means he dropped his gun, sell him a loaded gun, or throw it next to him, he’ll pick it up and do his dirty deed, otherwise you’ll have to dirty your hands by killing a neutral stalker.

When rescuing the Ghost from mercenaries on the instructions of the Paramedic, it is necessary to protect him from injury (and, of course, from death), because when treated by the Shooter who is in the Monolith, the Ghost will also become a Monolith and turn out to be an enemy after being brainwashed by the Paramedic. The ghost that Charon sends to kill is a quest character, so we are not in a hurry to finish him off, but respond to the Paramedic’s message to approach him.

Another quest character, Fang, also needs protection when showing the transition from Pripyat to the Swamps. Then Fang will show up at the AS, where he will have to be saved from the mercenaries once again. Fang will appear on the AS after completing all the Count’s tasks and also finding documents in the X-16 laptop.

Some characters change their locations, and if you need to find someone in one place, and you take too long to find him, he may end up in another place, and he may no longer have the necessary dialogues.

The paramedic migrates from the stadium to the house with the grocery store, so we don’t delay in finding the PDA for Borov and going to Pripyat, you need to go to the Ghost for a copy of the PDA before storming the Bar, the Ghost will send to the Magician, and he will send to the Paramedic. The paramedic in the grocery store will not give the task to kill the Magician; he will move to the grocery store after the storming of the "Dolgom" Bar.

The magician stands behind the fence near the transition to the Swamps; you can approach him using the teleport in the garages; carefully read the dialogue with the Ghost. The way back from the Magician is located near these same garages on the outside - the teleport will return the GG to the playing area of ​​the location.

When you first enter the Bar, find the stalker Sokhaty and talk to him, then with the Prince and again with Sokhaty - several branches in the plot begin with a conversation with him - working for the Prince, searching for Semetsky's hiding place and then searching for Borov's PDA. We immediately take the task from the Prince to deal with the stalker Zhek - the search for Semetsky’s hiding place will begin with him. Don't forget to talk to Borov - he will say that Count, the local security chief for the gang, has work for the GG. The Count's first task can be completed immediately at the same location - it won't take much time. You can also immediately go to the mechanic Potapov in the Bar and take on a task to search for a minigun circuit - a killer thing when dealing with crowds of evil spirits. To start searching for Borov's PDA, you need to complete all the "Duty" tasks in the TD, get the TD-Cordon transition, when we return to Bar - hand over the hard drive to the Prince and approach Borov - ask him about work - not to be confused with cyclic quests.

For many, a stalker named Noodles dies before completing the task. I advise that when we go towards the Landfill from the Bar for the first time, the last thing to do is approach the last bandit in the Bar in the bar itself and take an order for Noodles from him, save after that and run to the Landfill, if you receive a message about the death of Noodles, you can replay. This character likes to die in anomalies, get caught by wild boars and get shot by bandits, killing him is not necessary - just talk to him. Further, he is not needed - most likely he will die on his own. He will give a tip to the Antique dealer, you will need to ask Borov about him.

After talking with Noodles, we look for Zheka - he is in the depot, you can also find the Tanker in the Landfill behind an abandoned equipment parking lot - he will talk if you picked up the diary of the stalker Krol in the MG sewer, or approach him after the first descent into X-18 - there will be fewer monsters when second visit to X-18. The tanker gives a tip to the place where the bioradar was dropped.

Lefty, whom Lukash asks to find and persuade to join Svoboda, asks to bring him weapons and a suit - they must be fully operational and be in the inventory in a single copy. After you have brought him everything he requires and given it to him, do not immediately follow him, try to be outside the a-life zone with him, so he will get to the AS without problems, but it is better to be in other locations altogether, he needs some time to move on AC. In the line of sight, even if you do not see him, he may die. If, after giving him the equipment, you go straight to the Landfill, you can see him wandering around the Landfill, here he can be killed by the mercenaries who meet when we carry rifles from Bes Petrenko, and the hogs can meet, and the bandits at the checkpoint are also unlikely to let him through. Also in a-life he can end up in an anomaly. After talking with Lefty, I go down to Varyag in the dungeon, while I’m running in circles. Lefty already calmly gets to the AC.

Varyag gives a tip to Major Yarofeev at the checkpoint after talking with Bartender, but he will talk only after the circles of hell. Yarofeev himself will appear after talking with the Bartender when we come to him from Varyag.

Petrenko will appear in the TD after successfully defending “Duty” from the attack of bandits on his first visit to the TD. We need to talk to Voronin, then to Sobolev and again to Voronin.

After you persuaded Lefty (that is, brought him what he asked for) and he went to the AS to the Svobodovites, and also if you talked with the Bartender and then with the Varyag about Major Yarofeev, a Pathfinder will appear in the Bar, I recommend it before the first trip go to the DT on the Pathfinder's order to meet with Incognito, after this meeting the Pathfinder will have a task to the DT - you can complete it along the way.

The Miser and Screw immediately take their positions after we take on the task of storming the Barrier.
The Svoboda guard appears at the armory a little later.

The miser in one of the quests asks to bring bread and says that he needs to talk to Sidorovich at the peacekeepers location - he knows where to find the Baker, you need to have time to talk with Sidorovich while he is at this location, then he moves to the Cordon to “his” well-known place, there he won’t give a tip to the Baker.

Sviblov with a group of diggers is located on the Radar and the first approach to him must be made on the instructions of the Informant to help the diggers. The informant gives a package to be given to him, it contains food, first aid kits, vodka - in general, everything that the Informant gave must be brought intact and given to Sviblov, be careful not to overuse the first aid kits or use up from the parcel, the task will hang. Some people come to Radar from Yantar for the first time and find Sviblov dead - in theory, Sviblov seems to need help, so you need to approach him by taking a task from the Informant, it is not necessary to come from the AS, but the package should be delivered. Do not leave monsters and enemy NPCs near the campsite of Sviblov’s group. Also complete all of Sviblov’s tasks on the first approach to him - against a super bloodsucker, against a traitor, and go down to X-10 for documents and a system manager. First take the system unit on the upper level, it is often thrown by the bureaucrats, it is located in the room in front of the room with a gap through which you can see the exit from the X-10. After you find everything in the X-10, try to clear all the enemies so that there will be fewer problems in subsequent visits.

When you receive a tip from Graf that Sviblov can give a transfer to the MG, then get ready to go straight into it. Grab the radio for Zakhar and give it to him along the way. The transition from Sviblov to MG is temporary and then disappears. If you received a tip from Graf but are not yet ready to go to MG and you still have things to do with Sviblov, just don’t start a conversation with him about the transition. On this trip to the MG, don’t forget to find a character on the outskirts of the MG who will clarify the situation with Mohammed. A trip to the MG should be made before the assault on the Bar by "Dolg".

Mohammed will find you himself - you just need to complete the dialogue with Sidorovich at the Cordon when he moves into his rightful place. Semetsky will appear in the Sarcophagus after talking with Mohammed.

If you take on some task and complete it, we don’t delay in submitting it. After the storming of the Bar by "Duty", some characters from the Bar fade - so try to complete and turn in all the tasks to the quest runners in the Bar before the assault. After the assault on Bar Dolgov you will not find Borov, Count and Pathfinder. The prince will be killed. If there are any tasks for them, complete them before taking the Bar, the last moment - before taking the Bar card from Borov.

HOW TO MAKE (COOK) A MODIFICATION COMPETENTLY AND WITHOUT ERROR...

Again, not mine, but I’m posting it for information...
In connection with regularly recurring questions about cooking art, I am sharing my experience on this matter.

1. Practice throwing objects in a quiet place and notice in which direction from the main body they fly out.
2. Find the desired anomaly, preferably a single one. There are options here when not all anomalies are suitable for cooking. For example, jellied meats are only suitable under a spiral staircase in the Agro subway or in a square bathtub in X18.
3. Stand in front of the anomaly and make a save.
4. You feel for the edge of the anomaly with a bolt, stand on this edge facing the anomaly and throw away those belongings that fly forward.
5. Turn without moving towards the anomaly with your right side/back (120/130 degrees from the GG-center axis of the anomaly). You throw away the remaining belongings.
6. If you don’t see the white flash, load from the save and start from step 4.
7. If you see a white flash, save again (preferably into a new save) and wait until the transformation is completed. (you can go to sleep if the cooking takes a long time). At the end of the conversion, if the art has gone under the textures, load from the save and start from step 4 or from the last save (depending on the situation).
8. You never start cooking several pieces of art at once.
9. If you can’t start cooking after 3-5 attempts, you look for another similar anomaly; the one you find most likely does not fit.

This method ensures that there are no problems with erroneous (unsuccessful) brews.
When preparing the material, information was used from several topics on forums and our own experiments on shamanic dances with tambourines.

REMINDER!!!
I didn’t do anything myself, I just posted this work NOT done by ME here, because... I come here more often, and there are a lot of questions about the fashion..
A couple of tips from myself...
If crashes occur, first try reducing the game settings. NOT RESOLUTION, but detail, lighting range, grass density, anti-aliasing and the like.
You can also increase or decrease (it’s different for everyone) the priority of the game process through the Windows task manager. Sometimes it helps...

At the beginning, you will find yourself inside a bus in the territory of the Dead City. The Forester is nearby. Together with this character, move straight to the house located in the forest. At his request, find and bring the mandrake root.

Forester

After this, you will need to complete the task related to the search for Associate Professor Vasiliev. And Vasiliev himself will offer you a reward if you take him to Yantar - just follow him, and when you are near the lake, talk again. Enter the lake and talk to Vasiliev again to open the path to Amber.

In this location, protect the professor who was attacked by zombies, and then go inside the bunker. Before this, you need to talk with Dan. Head to Sakharov and ask him for the medicine. He will give you medicine for the forester. A transition point to the forest will also appear.

Deliver the received medicine to the forester and talk to him again.

Below you can see the video walkthrough Stalker 2: Secret Paths:

Finding a Provision Box

On the territory of the Dead City you will need to find a box containing provisions inside. Go there, following the marker until you meet Izotov. After talking with him, go to Leila, with whom you will also need to talk.

You need to help the Demon, whose location is marked on the map. Having reached the character, find out that you need to kill zombies inside a five-story building. Do this by killing ALL enemies on ALL floors.

Return back to Leila to pick up a box of provisions for the forester. Go to Izotov so that he can help you get to the transition point to the forest. Give the box to your friend and talk to him again.

Now you should find three more mandrake roots. And this time you will have to visit the cave. Having obtained it, return to the forester and receive your reward. You will receive a message from the same Leila from the Dead City. Follow there and chat with the woman.

Follow the marker to get to Grieg, who needs ten tails.


Grieg

Kill the dogs and give the character the desired items. After this, you will have to visit the catacombs under the Dead City, and the entry point will be indicated in the dialog box - be careful.

After going down into the catacombs, move forward until a cut-scene starts.

Charon's Quests

When you find yourself inside the bus in Pripyat, talk to Mervin and complete his task. After this, you will find yourself inside the Sarcophagus, where you should talk to Charon. Go to the lower floors to kill the Burers and find the decoder, then give it to Charon.

After this, it will be necessary to destroy the opponents on the territory of Chernobyl NPP-2. Head to the marker to find the transition point to the desired location. Find Solomon and kill the infidels with him. When everyone is dead, report the successful completion of the mission to Charon himself.

But that's not all! Now you will need to kill the enemies inside the Monolith control bunker. Do this: everything is simple, since the necessary transition points are marked with markers.

Solomon: cases and medicines in the walkthrough Stalker: Secret Paths 2

Go to Solomon to take on a new task related to the disappearance of 3 cases. Find them using the markers, and then return to the quest giver. Take the next quest from him. You will need to find a food box. Go to the grocery store in Pripyat and pick up the box. Also proceed to the territory of Chernobyl NPP-1, where you will need to find medicines.

Near Solomon there is another character - Roma Bayonet. After talking with him, start a new task related to finding snorkel stops. Kill the enemies and collect the stacks. Another soldier will be walking nearby and needs a bottle of vodka. After accepting the quest, go to Charon.

In turn, he will send you to Mervyn, from whom you need to undergo training. Go to the Monolith and do everything you need to do. Return to Charon so that he will direct you to the territory of Pripyat, where the doctor is located. We need to take his medicine away. After leaving the Sarcophagus, you will meet Dyak. Help him, and make the character take the weapon of one of the dead, or sell him one of your guns.

Afterwards, talk with the Deacon, who will give you a hint about the location of the medicines Solomon needs. Go to the territory of Pripyat, where you will find the container Solomon needs. It's quite simple!

Once at the stadium, you will meet a paramedic who will give medicine for Charon only if you bring him two Night Stars artifacts or dog tails. Artifacts can be found near the character, which will allow you to continue.


Paramedic

Inside the grocery store, find a box with food, and then return to Charon to turn in all the tasks and give the medicine. Follow again to Solomon and give him the food and medicine you found, while give the feet of the killed snorks to the Bayonet.

Helping Mahon and interrogating the spy

To continue the passage, go to Charon. It is necessary to find Mahon, and also provide assistance in protecting the base on the territory of Pripyat. Mercenaries raided this base. Run to Pripyat and talk to Mahon. He, in turn, would like you to clear the House of Culture from enemies. Do so.

Talk to Mahon after completing the quest to continue walkthrough Stalker: Secret Paths 2. After that, kill the opponents on Lenin Square. Hand in the task and follow Charon’s instructions to see Mervin, who is waiting for you at the Pripyat hotel. Your training will continue here. Having done everything that is required of you, return to Charon.

Now you will need to interrogate the spy, detained and guarded by Dyak, at Chernobyl NPP-1. Ask questions, after which the Dyak will kill the prisoner. Go back to Charon. As you move into the Sarcophagus, you will receive a message from a paramedic who asks to meet with him.

Walkthrough of the game Secret Paths 2. Ghost's Quests

Go to the character and find out about a new task related to the release of the Ghost. A marker will appear on the map. Do as you are asked, and then accompany the character and turn in the quest to the paramedic.

Again, go to Charon, who wants you to kill the Ghost. Follow the marker, and at the exit from the Sarcophagus you will again receive a message. Go to the paramedic, from whom the message came, to receive a quest related to protecting the Ghost. Chat directly with the Ghost himself, who will ask you to find a map of communications located underground in Pripyat.

Follow the bunker with the Monolith control panel, killing the enemies that stand in your way. If there is such an opportunity, then recapture the modified VAL machine gun from Mahon. You can injure Mahon and then heal him so that he becomes a friend and repairs and exchanges are available to you.

When you go to Chernobyl NPP-2, Solomon will rob you and then help you. Go in search of the map inside the bunker, pick it up and deliver it to the Ghost. At the exit, Solomon will meet you again and ask you to deliver the package to his daughter.


Solomon

Agree and then leave this place. After handing over the map to the Ghost, go to Fang, who will direct you to the transition point to the swamps. Run back to the Ghost to get the grav gun, then leave the location, going in search of the doctor in the swamps.

Swamps

When you meet the doctor, you will learn that you need to find and kill the Swamp Thing. Complete this quest and then head to the checkpoint where Grieg is waiting for you. The character will be sent to a meeting with Kent, where measurements need to be taken. Escort the NPC, kill the enemies, and then proceed back to Grieg. You will find out where the transition point back to the forest is.

Once there, assist the forester by killing the cats. Go to the hunters on his own instructions, talk with Sutuly and go to the Greek. Help him fight the boars, and then follow Zakhar to continue Walkthrough Stalker: Secret Paths 2.


Zakhar

When you go to the transition point, let the dogs bite Zakhar to heal him. This way you will make a friend out of Zakhar, thanks to which you will avoid troubles in the future. Having arrived at the place, talk with the desired character and hand over the letter addressed to Sokolov. You will receive a transfer point to the army warehouses.

Army warehouses

In this location, talk to Lukash to receive from him a task related to the capture of a military base. Help Lukash. BE SURE to take the new barrel that will fall out after killing Belchuk. Return back to Lukash to report on completing the quest.

During the attack on the enemy base, make sure that none of the quest characters are killed! For example, opponents can kill Cap, which will lead to a stop and complete completion of the plot. Here you can use one trick: the base can be cleared before you talk to Lukash. But not completely: let 2-3 military men and Belchku himself remain alive.

Next, Lukash will ask you to assist in capturing the Barrier. In this case, Cap must survive. After killing the military commander at this base, take the modified VAL. Return to Lukash and turn in the quest, and then take on a new task related to Lefty.

Follow the informant, who demands that you find a special folder located at the Freedom base. Having done this, give the folder to the informant to receive a transition point to the location with the bar. The character will ask you to deliver food to the miners at the Radar location. This will create a transition point to the desired location.

Radar

At the request of Sviblov, within the framework of Walkthrough Stalker: Secret Paths 2 kill the bloodsucker, then find and kill the thief Fedya the Robber. Tell Sviblov about completing the task. Go to the Wanderer on a quest related to the Amulet. Chat with him about everything to receive a quest to find 6 such Amulets. The same hero will ask you to find for him the system unit and documents hidden on the territory of the X10 laboratory. Do this and return Sviblova.

Quests in the Bar

On the territory of the bar, right at the entrance, you will meet Zhenya Ninja. He will demand money from you for entry. Pay every time you need to, because otherwise you will worsen your relationship with the bandits and will not be able to complete the entire quest chain.

Inside the bar, chat with Borov and go to meet the Count. Take on a new mission from Potapov, during which you will have to find several parts of instructions for producing a minigun.

At the Count's request, go to the helicopter, find boxes and documents and hand over the character. Next, he will ask you to find a weapon for the Prince. Give it to the Prince on Radar, after which the last character will send you to the army warehouses, where you need to get the boxes and documents located on another document. Take all this to the Count.

Assignments of the Prince and General Voronin

Also inside the bar you can find Sokhaty, with whom you should talk to take on the task. Afterwards, go to the Prince and talk to him. You need to find this character’s hard drive, and then deal with Zheka from the Landfill, who owes money to the Prince. Talk to Sokhaty again to find out where exactly the hard drive is.

Go to the Landfill, where you should find Arkasha and take on the task related to the murder of Noodles. Afterwards, find Zheka to ask him about Semetsky’s hiding place. Find the tanker, whose terms you will have to agree to.

It's time to visit the territory of the Dark Valley. Help the Duty fighters fighting the bandits, and then talk to Voronin, who will direct you straight to the captain. After communicating with this character, you will receive a tip to the location of Mohammed. You will also need to deliver the radio to Zakhar.


Captain

The general will ask you to complete a task related to the destruction of mobs inside X18. Having completed it, go inside to pick up the hard drive that the Prince needs, after which, following Voronin’s quest, find Zhila. When you negotiate for him, you will learn about the bandits' hiding place. Find its location and return to the general to get the path to the Cordon.

Talk to Petrenko and kill the swamp crawlers, then in the X18 laboratory find what the tanker asked you to find.

Go to the territory of the Landfill to return the found “Thunderstorm” to the tanker. Give him the diary too. Follow the Prince in the bar area to hand over the hard drive and money as Zheka’s debt.

You will receive a new quest related to the bag of the plan. Visit Sokhaty and turn in the previous mission to him, and then get to Borov to find out the whereabouts of the antique dealer. Now you will need to find the courier.

At the army warehouses where you have already visited earlier, find the bag with the plan and return it to the Prince. Ask Voronin at the Debt base about the courier, then go to the factory and free the character. You will find out where Borov's PDA is located. Find him using the marker, as a result of which you will receive a message from Borov himself and you can continue walkthrough Stalker: Secret Paths 2.

Walkthrough of the game Secret Paths 2. Varyag's Quest

On the territory of Agroprom, help the Demon and chat with Lefty. Be sure to bring what he asks for, and then talk to the Imp, agreeing to complete the quest. Go down inside the catacombs where Varyag is located. If you don’t want to lose what you managed to collect, hide all the items in some kind of hole before meeting the Varyag.

Walk four circles, take the weapon to Petrenko and receive a gift that should be given to the Bes. Do so, then return to Borov so that he will send you to Lukash.

Go to your destination and talk to Lukash. He needs a container with radioactive elements. Find it and give it to the quest giver. Soon a message from the Ghost will appear, and Lukash will ask you to kill the enemies at the checkpoint on the territory of the army warehouses. Follow his instructions.

Talk about everything with the Miser, who will ask you to find bread for him. Go to meet the Phantom, then go straight to the magician and do what he asks you to do.

Visit the Ghost again, and then get him dynamite in the box. Go to the Prince and cover the Cross, then turn in the quest.

At the Cordon, you should help Tolik, and then talk with the Wolf and give him what he needs.


Wolf

Talk to the Fan. From Varyag you will learn about Yarofeev. Visit the bartender and give him the parcel from Sokolov, which he asked to give to his daughter. Go to a meeting with the major, kill him and report the successful completion of the task to the bartender. After this, visit Sidorov in the peacekeeping corps.

Sidor's quest

An old acquaintance will ask you to provide him with services and go to a meeting with General Smith. You will learn about Mohammed and Baker. The baker needs flour, so you will have to get it, while Smith will direct you to Brown, who in turn will issue a new task related to the search for Corporal Foster. Find him and bring him back to base.


General Smith

You will receive a message from Sidor, after which you should go to the character. Having received a letter from him addressed to the bartender, you will learn about Mohammed and follow to Yantar.

Using the transition point at the Baker, go in search of flour. Go through the location with the bar, talk to the ranger and agree to his terms. Having found a bag of flour, take it straight to the Baker. Having given the necessary item, you will find out where you can get a gravity suit. Take another quest related to finding tools. Visit the bartender, who will give you a task related to searching for documents on the territory of the X16 laboratory. Once found, the documents should be delivered to Fang.


Colonel Brown

On the territory of Agroprom to continue Walkthrough Stalker: Secret Paths 2 meet the doctor and take the box from him that the Baker needs. Visit the ranger to accept the quest to find the “Conductor” artifact. He will ask you to communicate with the Lector. Visit the Count to receive a transfer point to Rostock and Yantar, as well as a quest related to a conversation with Caesar.

At the army warehouses, you must talk to the Miser, to whom you will give the finished bread. Afterwards, the man will need help finding the case in Rostock. Agree to help.

Give the resulting gravity suit to Lefty so that he can improve it.

Walkthrough Stalker: Secret Paths 2: Rostock

When you find yourself on the territory of Rostock, make the necessary artifacts, and then find the case and the radar. Go to a meeting with the railway workers and complete the simple tasks received from them. Proceed to the territory of Amber, where you will talk with Den. Per his request, kill the enemies inside X16.

In a conversation with Caesar, give him the flash drives and deal with his task. Deliver the documents and PDA to the Count, then talk with Sakharov to take on a new quest. As part of it, talk to Sviblov and place several tags on different mobs.

Kruglov needs the “Controller Heart” artifact, so agree to help. Return to the railway workers and give them three helmets, then talk to the Lector and agree to a new quest. In the same Rostock, place a mark on the pseudo-giant and pick up the “Liquidator” artifact, which the ranger needs. Give the item to this character.

Visit the Count to receive a new quest related to the Fang. You will also have a transition point to the territory of the Dead City. Give the necessary items to Lefty, Hoarder, take the quest from the informant, which is connected with two other artifacts. From Sviblov you will receive information about a scientist who has gone mad, after which you will receive a quest to find a special barrel.

Visit the Baker and give him the tool, and then mark the bloodsucker on the territory of Cordon, while you will need to look for the chimera in the Dark Valley.

Murder of Doronin

Go to Agroprom to find the “Heart of the Controller,” an artifact needed by Kruglov. Take it to the NPC and, on his instructions, visit Voronin. Hand over the quest in which mutants were tagged to Professor Sakharov. A transition point to the radar will appear. He will also give a new task related to the liquidation of Doronin. Visit Den to find out where Doronin is and also exchange a sniper rifle for artifacts.

Follow the location with Voronin, but on the way stop by the Lector, to whom you bring the artifact. This way you will know where the Snake Eye is. Give the found suitcase to Voronin to get a tip on Petrenko. Tom needs an improved RG-6. Complete all activities associated with this quest. Climb to the roof of laboratory X16, take the desired position and kill Doronin, then turn in the quest to Sakharov.

From Kruglov you can pick up a special barrel that the mad scientist needs, while Sakharov will give you a new task related to finding a laboratory assistant. You will have a transition point to the Agroprom location. Go there, find what is left of the laboratory assistant, pick up the device and take it to Kruglov. Talk to Dan again to find 3 disks for him. Do it.

Head to the X10 laboratory, where you just need to pick up the scientist's diary. Find the Snake Eye on the radar and return to the informant. Give him the two artifacts he needs to collect his reward.

Talk to Sakharov, for whom you should have already found the diary of a scientist from the X10 laboratory. The man will then adjust the helmet for you. Go inside Lab X16 to find a laptop and other items. There will also be a letter here that you will have to take to Fang. Having done this, you will receive a task related to visiting the X18 laboratory. You will also learn about the PDA that Hog is looking for. When you meet the monk, new information will appear, as well as the conditions for obtaining that same PDA. Go to the bar to give Potapov the instructions for the minigun and find out when you can pick up the weapon.

Follow the territory of the X18 laboratory, take the flash drive and other things, and then give it to Fang. Fang will require all this to be delivered to the bartender, who has saved another task for you.

Help Leila in completing Stalker: Secret Paths 2

From Sviblov, using the Count's tip, you can get a transfer to the Dead City location. Sviblov will also give you a quest to find Karina. Visit Leila, who will send you to the forester. In turn, the forester will give you a task in which you need to visit the hunters. Sokolov’s radio should be given to Zakhar, but Karina’s coordinates can be found out from Sokhaty.


Karina

After freeing Leila, guide her to the desired point to find the PDA. Move forward to the transition point to the swamps, where you will talk with the doctor and give the flash drive you received from the ranger. Visit the Dead City, where you will meet Fim. After talking with him, get to the ranger through the warehouses. On the territory of the warehouses themselves, find the “Superconductor” artifact, as well as the PDA that Borov needs. Give it to the quest giver.

You will receive a new task from the bartender, in which he asks you to deliver a letter to General Voronin. Do this to get a transfer point to the peacekeeper corps. Go to the arrow with the Trader, after which you will receive a new letter to Voronin from the bartender. Take it to get an answer for Sidor. Talk to Sidor and help take over the bar. At the exit you will meet Mohammed, with whom you will have to talk.

Kill the enemies in the bar area, as Sidor asked, and then escort Voronin straight to headquarters. Talk to the bartender and go to the meeting with the doctor using Fang. On the territory of the Dead City, talk to Leila and meet the doctor in the swamp, who will need mutant parts. As soon as you bring them to him, he will open the transition point to Pripyat.


Layla

Pripyat: final

Here you will need to talk to the paramedic, complete his quest and visit the Monolith bunker. Inside the Sarcophagus you will meet Semetsky. Chat with him to find out about Brother. Solomon will be met at the entrance of the bunker and you will have to carry out his instructions.

Once you meet the ranger, decide which ending to complete walkthrough Stalker: Secret Paths 2.

Returning to the Forester, we talk to him. Our hero will ask where he can get money here, for which his grandfather will give him a gorgeous pearl - he has money that he doesn’t need, but he won’t just give it away (why then say it’s unnecessary?!), he’ll have to work it off. This work is such that it would be better for the Shooter to be left without money... Anyway, soon to lose everything, that’s how the passage of Secrets of the Path 2 is programmed. But that will happen later, but for now we’re going to complete the quest to get three mandrake roots at once - the mission is obligatory, pass will have to, despite all its unpleasantness.

Alas, there are no marks on the map. That’s why I previously advised you to remember a large lake, where at the bottom there is a phenomenal cave, which for unknown reasons does not flood. Let me remind you that this lake clearly looks like the largest on the map. It's quite a long way to go - go. When you get there, do not rush to jump into that cave - there are a lot of artifacts around under the water near the anomalies, including very useful ones that protect against bleeding. Having collected them, jump down into the tunnel, continuing the passage of Secret Paths 2 Stalker.

Oddly enough, there is no way out to Yantar here anymore. It's just a cave that still doesn't fill with water - you can walk around calmly. In the cave itself there are useful things - artifacts, a pistol near the entrance near the skeleton, and even an SVD (Dragunov sniper rifle), which is stored in a box in a recess on the left a little further.

There will be many “Frying” anomalies on the way, make your way past them using bolts (just throw a bolt at the anomaly and run straight through the fire - you won’t receive damage unless you get into the next frying at full speed). When you reach the hole in the “floor”, jump over it and then on the left there will be the same box with the SVD mentioned above. Proceeding further, you will soon discover that a wall has appeared behind you. But right under our feet is the first of three roots.

Walking a little forward, you will meet a fiery poltergeist. Of course, you can kill him, but with careful movements you can avoid such a large consumption of ammunition, without which a successful passage of Secret Paths 2 is almost impossible. Having reached the fork, turn left, where you will find another root in a small grotto. There is the last one left - get out and go to the right corridor of the fork. You will reach another “crossroads”, where electra are blocking the path straight ahead, and the last root you are looking for lies on the right. When you take it, you will again see how a wall appears behind us and with it the hated fiery poltergeist. Now it is completely inappropriate to fight with him - we have completed the task, we can evacuate from these gloomy places.

But no one forbids destroying a poltergeist, of course. One way or another, we need to go deep into the cave, from where we will find an exit to the street. Hooray, fresh air! But there is also a possibility of running into a controller, unless you ran into him earlier - in theory, there should have been two more in the tunnel, but I met one and that was on the street. All that remains is to run to the Forester to give him these roots and get the well-deserved 45,000 money.

Find Grieg

Having dealt with the vegetation that the Forester needs so much, and also having received a well-deserved reward for it, we talk to Grandpa again. He informs that Leila has just contacted him - the latter has information about Strelka’s brother. Of course, we go to meet her in the Dead City, at the very base of the Drifters (the first intersection at the entrance to the city, turn left, where you will see a little further on a familiar building with columns). Leila still lives on the second floor - we go up, we say, to continue Secret Paths 2 passage. It turns out that the information about her brother is not from her, but from the guide of the Wanderers, nicknamed Grieg - his location is marked on the map, this is that same memorable building with large letters “Glory to the CPSU” right behind the monument to Lenin.

The character we need is on the second floor, and you may not find him right away - when you go up, you will hear a greeting from him, but the sound publisher himself is not visible. It is located in a dead-end room - now you have gone up to the second floor, you can see a corridor on the right, in it there is the first door on the left, in that room there is another door on the left - it is behind it that you will find Grieg.

Communicate with him - you will find out that traces of your brother can be found not just anywhere, but in Pripyat. But even if you get there... True, Grieg knows the way, but he won’t just say that, of course. As a favor, he asks to bring him a dozen dog tails. Why does he need them - the passage of the Secrets of Path 2 is silent. Well, okay, in fact, the task is trivial.

Find 10 dog tails, way to Pripyat

There are plenty of these dogs running around in the ravines on the outskirts of the city, one killed mutant = one tail. After destroying the animal, do not forget to search its body to pick up the tail. Fortunately, here everything is much more fair than in PM - there, killing a monster did not always mean the opportunity to pick up the part of its body we needed. Here we simply kill ten dogs, collect their tails, and receive a signal that it’s time to take these tails to the customer.

We return to Grieg in the building behind the Lenin monument, we get information about the trail to Pripyat. You can already go there, but I would advise you to first run to the Wanderers’ Base, where their merchant, Mozart, lives on the ground floor in a room with a piano. It is advisable to buy a backpack from him to hide all your accumulated property. And spend all the money so that the purchased goods can also be put in a backpack. In general, I advise you to move to Pripyat completely empty-handed and without money - during the transition you will lose absolutely everything except the dosimeter, and this way you can make the passage of Secret Paths 2 Stalker easier by keeping your things at least at a distance. We will definitely return to the Dead City.

The transition to Pripyat is also located not far from the Lenin monument (which is not surprising, given the area of ​​the city). Immediately behind the building where Grieg is located (or opposite the five-story building where we cleared the entrance from zombies) there is a fountain, and next to it is an abandoned white humpbacked Zaporozhets. You just need to approach it, after which you will find yourself in the first tunnel. The system is extremely simple - you need to go from the beginning of the tunnel to its end, where the teleport is located. The latter will send you to the next tunnel, which you must go through in the same way. In the final tunnel you will find a skeleton, next to which lies some kind of eye-catching blue notebook. This is the diary of a deceased stalker, which contains educational information. And at the end of this tunnel there is a teleport that sends us to Pripyat and takes away everything except the dosimeter and the selected diary.

Destroy a flock of snorks in Pripyat

We continue Stalker Secret Paths 2 walkthrough - the first seconds after the end of loading the level are like two drops of water similar to the first seconds of the game in general - we appear in an abandoned bus on the outskirts of the city, there is a whistle in our ears, our head is spinning. And they greet us again. True, it’s not at all as rosy as we would like - this time we came across the merchant Marvin, who belongs to the Monolith group. Moreover, he does not give us a choice - either we pass the test to join their clan, or he fires a bullet in our forehead. As a test, it is proposed to clear the area of ​​the Ferris wheel from snorks. Our things and money were torn apart by a crater in the teleport, so Marvin will kindly share his personalized pistol.

Pripyat, borrowed from PM, looks really cool. I don’t know about anyone, but I like it even more than Pripyat from ZP, significantly expanded in size. The city looks more gloomy, it looks really dead. But if in the TC at this location soldiers of the Monolith were waiting for us around every corner, not allowing us to really see the local attractions, now we can safely walk around the entire location, fearing perhaps mutants. Although, the passage of the game Secret Paths 2 sets us the task of precisely destroying the latter, namely the snorks.

I must warn you right away - in addition to the snorks we need, in the city you can also find “unnecessary” ones, the killing of which is in no way encouraged, and yet there are only four dozen rounds of ammunition in stock... So it is very important to attack the quest snorks, otherwise the task will not be counted . Alas, there is no mark on the map, but from the central area of ​​the city the Ferris wheel is clearly visible from the square. Alas, there is a crowd of non-quest snorkels wandering around there, from which it is better to run away.

Through trial and error, I came to the conclusion that completing the Secret of Trail 2 becomes the easiest if you go into the building in front of the Ferris wheel, go up to the second floor and calmly shoot snorks from there without risking your health - the mutants do not jump there, and there is no body armor, didn't you forget? Two hits from a snork and death. This is on medium difficulty. I don’t exclude that on heavy and one such “feed” is enough to start loading the last save. Fortunately, the pistol entrusted to us has impressive power; it is capable of neutralizing the enemy with one hit to the head. True, if you shoot at the body, the survivability of the creatures is affected - a lot of ammunition is consumed, so it is better to try to eliminate them with headshots.

When you deal with them, you have to stomp in the opposite direction through half the location to the very bus where we appeared and where Marvin is still waiting for us. We communicate with him, reporting on our successes - we receive “pleasant” news - the Monolith accepts us into its sect. Loading the next location - the sarcophagus above the destroyed reactor at the Chernobyl Nuclear Power Plant.

Talk to Charon

Again, as in the case of Pripyat, I would like to thank the authors of the mod for the opportunity to freely explore this extremely photorealistic and authentic location, without particularly fearing anything or anyone. The main inhabitants here are the Monolith warriors, who are now our friends, and are even highlighted in green on the map. Before continuing through the Secrets of Trail 2, you can exchange the artifacts found in Pripyat with the local bar... that is, the merchant. But there is only one task - communication with Charon, the leader of the sect. It doesn't hurt to talk to the first stalker you meet at the location - you'll receive a suit and a machine gun with a small supply of ammunition.

One way or another, you need to go to the local boss. As you approach, you will run into a whole sermon, which, however, is very funny to listen to, and in some places even funny. From Charon we get the first task for the Monolith.

Clear the lower floors of the sarcophagus from burrers and find the stolen decoder

If you walked around the location before meeting Charon, I think you noticed that light or relatively light objects are constantly floating in the air - this is a sign of the presence of a burer or an electric poltergeist nearby. From Chron we learn that these are the tricks of the former, and a whole family of them lives on the lower levels of the room. Our employer has no use for such proximity, so he insists that we go down and send adversaries with telekinetic abilities to a better world.

The passage of Secret Paths 2 will not be limited only to this task at the start - you also need to find the stolen Monolith decoder, but this is quite on our way. In principle, before descending, you can try to quietly kill one of the lonely Monolithians, but this does not always work silently. Why do this? Yes, it’s simple, they all roam around in exoskeletons, and even with more powerful machine guns than our shortened AK. But this is how it is, and it’s rare that a sudden murder won’t cause a stir.

One way or another, go down the steps. The steps are located in the same place we came from, next to the entrance to Charon's room. When you go down, you will see that the bureaucrats have become more active and objects have begun to fly in the air even more intensely. For those who have completed the TC, the location will be completely familiar, but we went through it in a slightly different order - on the contrary, we climbed from the bottom up, making our way through the fierce resistance of the Monolith. Now, on the contrary, from the upper floors we go to the very bottom of the structure, clearing the entire area of ​​burers.

The last passage of Secret Paths 2 will force you to kill either six or seven... Personally, they seemed to me somehow completely helpless; in the ZP they were much more dangerous. Here I cut them all with a knife without wasting a single cartridge (this is also because of the memories that these creatures can knock weapons out of their hands). True, a problem arose completely unexpectedly - it seemed that he had killed everyone, but the task continued to hang unfulfilled. The solution turned out to be extremely interesting - while I was operating below, a couple of mutants climbed to the very floor where our Monolith friends were on duty! Moreover, he found one corpse of an ally, obviously killed by the burers, whom the other soldiers did not even think of touching for unknown reasons. Well, okay with them, mutants... In any case, they are not difficult to destroy.

But finding a decoder is still a challenge. For beginners, of course. Experienced players will find it without problems. In the original Shadows of Chernobyl, it was possible to pick up an exoskeleton in that area, although there was an incredibly high level of radiation there. Now everything is calm. The essence is this - having gone down the steps from Charon to the lowest level, we pass through the corridors, we come to a dead end, there is a gap in the wall on the left - we enter it, most likely, this is where we meet the first burers. The main thing for us now is to find the decoder, so after the break in the wall, go out into the next corridor and turn left in it.

Further, the corridor turns to the right, and even further to the right there will be a doorway - behind it we will find another burer and a staircase leading down. In the lowest room with pipes on the left you will find a very small room where the decoder we need lies behind a barrel. But if there are still intact burers somewhere, then the barrel will fly in the air and not obstruct the view, the decoder will immediately catch your eye.

Having finished with the mutants and having found the decoder, we go upstairs, report to Charon, and receive praise. And a new quest, of course, with which the Secret Paths 2 passage continues.

Clear Chernobyl Nuclear Power Plant 2 from infidels

Charon complains that infidels are encroaching on the Monolith's possessions. Of course, we need to punish them so that it is no longer acceptable to meddle here. For a beginner, completing Secret Paths 2 Stalker is the most difficult precisely at this stage of the mission - leaving the Sarcophagus, going outside into the open air near the third and fourth power units of the power plant. You need to exit through the hall where the Monolith is installed. By the way, there is an opportunity to make a wish, just like in TC, I tried it. And after his “fulfillment”, Strelok dies in one way or another, after which the credits roll, which is very funny - few could have expected such a quick ending. But that’s not what we need now - first, how to find the hall where this same Monolith is. There is no need to go out onto the stairs, just go out from the base floor for the sect through the door, where you will see an anomaly and rubble. Climb up these rubble.

We need to find the stairs - given the darkness around, this could be problematic. Having climbed one ladder, look for the next one, climbing to the very top. That's where the "Wish Maker" is located, but we don't need it. But you need a teleport glowing nearby. We enter it to continue the passage of Secret Paths 2 Stalker, we appear at the top in front of a metal structure, we pass along it forward, there through an opening in the wall we pass into a hall with large windows. In it you just need to reach the end, where you will find a transition to the territory of the Chernobyl Nuclear Power Plant (the open territory of the station, and not specifically the Sarcophagus above the fourth reactor).

After loading, we need to get through half the location to Solomon - he is marked on the map. The path may not be the easiest - first I was met by a group of pseudo-dogs, then I came across bloodsuckers... You don’t have to fight with them, but just sprint - you’ll certainly have time to shoot. Talk to Solomon, now in the company of other Monoliths we go to extinguish the infidels. The latter are the brave soldiers of Duty.