How to find Semetsky's cache: secret paths 2. Find and kill the swamp creature

Introduction

Secret Paths 2 is a new prequel to the original Shadows of Chernobyl. New story line, which is intertwined with quests already known from TT, and which reveals more deeply the reason for the appearance of the main character in the Zone. The main goal that faces him is now quite specific and clear. Quests that were known from NS5 and TT have undergone a lot of changes. Supplemented and adjusted in order to correct a lot of errors and plot gaps, as well as to more fully reveal the main storyline.

Some tips for passing

Hang up the dosimeter from the very beginning and do not remove it to avoid problems with grenades. The dosimeter should always hang - even during a robbery when everything can be put away until the robbery itself - leave the dosimeter on your belt, and the sleeping bag always remains in the inventory during the GG. Problems with grenades usually arise after robberies. There should be one dosimeter in your inventory and hang on your belt. The amount of captured radiation can be viewed by pressing the TAB key (default). If, nevertheless, grenades are no longer picked up, we begin to “shamanize”, first we look to see if there is a second (third, etc.) dosimeter lying around in the inventory - we should sell it and move to another location, throw away the grenades one by one and at once the ground and pick it up, remove/lay out/hang the dosimeter on the belt, put ALL the swag down to the underpants together with the dosimeter in the bag, take one dosimeter, hang it on the belt, take one grenade - it should be taken, then we take all the swag NOT AT ONCE, but individually.

Make saves in key places before moving to another location, before taking and handing in or after handing in tasks, especially if you are not sure that you have chosen the right road, or you do not know whether there will be a way out from the location you are going to move to. This will help you replay if something goes wrong. Carefully read the dialogues with the characters, many clues are contained in the dialogues - you can take screenshots of the dialogues by pressing the F12 key.

Search the corpses of killed enemies for the presence of quest items - amulets, parts of maps. Corpses disappear after a reboot, and even more so after re-entering a location.

With the release of the Update, many items are not only hidden, but may also end up in different places for different players and different playthroughs, look more carefully.

Quest characters must be protected, well, everyone who plays Stalker should know this rule; for those who like to shoot, there are other wonderful games. If you still kill the quest giver, it’s better to replay it, and not ask what to do, then you’ll end up in an impenetrable bottleneck, and you’ll have to replay it a lot more.

Transitions between locations are also Secret Paths, some will have to be searched for, some are given for completing tasks, some are temporary, some are permanent, some are opened by finding special artifacts - “guides”. There will be a separate description for transitions.

According to the passage itself - you will be robbed several times during the game, if this situation does not suit you, put away your property before the robbery, then you will take it. The robbers take those things from the inventory that can be put in the pockets, the rest remain with the GG and do not disappear during the robbery. The dosimeter cannot be taken away and must remain on the belt; problems with taking grenades arise precisely after robberies. Also, some Persians, who in the game need to hand over property for a while, then when returning, do not give back all the things - it is also better to dive before “undressing”.
Now, after a robbery, the money taken by the robbers can be returned back - search the corpses of the offenders, in the robbers' inventory you will see bundles of money - this is your money, and bundles of money can also fall out of some corpses (not all).

On the first trip to Pripyat you will be robbed completely, so you can put away anything especially valuable either before going to the MG at Lesnik, or stock up on Mozart and make a hiding place in the MG. Your money will also be lost. Before the transition itself, we carefully examine the sewer - we pick up Krol's diary from the floor, we will need it later.

Don’t prescribe everything to merchants yourself - they may go for a walk and then you won’t find them. Also, when registering a large number of items, these items are “ejected” from the merchants’ inventory, which leads to the game freezing and even to a dead freeze. It is better to register if you know what you are doing and only quest items in case of their loss. If you don’t know, don’t bother, it’s better to ask in the topic - maybe you can do without this item, there will be an incentive to go through the mod a second time. If you really want to register something for trade, register it in a single copy; to get several items of the same type, it is better to make a save/load next to the merchant - the item will appear on sale again. Before registering, make copies of the files that you will edit so that you can return them back if the edit is unsuccessful; you should also return the original files after you have received the required items and there is no longer a need for them. In case of unsuccessful edits and rollbacks of edited files to their original state, load saves made before making the edits, otherwise glitches cannot be avoided.

Keep an eye on the level of captured radiation - more details about the levels are written in the mod description. Hang artefacts on your belt in accordance with their properties and make sure that radioactive artefacts are compensated by artefacts that remove radiation, it is also advisable to compensate for the harmful properties of some artefacts with the beneficial properties of others, cook artefacts - modifications, as a rule, have more pronounced positive properties, and negative ones are reduced.

Tips for quest characters (1)

I will describe the most common problems 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 a search mission Vasilyeva it is advisable to kill the controller before meeting with Vasiliev. Vasiliev he might get stuck in the cave - we go down into the cave and push him in the butt, he should come out, if you run out in front of him, he might stay there. You can save before descending into the cave and talking with him - the next save is after he leaves the cave, it is better not to save in the cave. We help on Yantar Vasiliev fight off the zombies, when the task works, go up to him and talk, accompany him to the camp and talk to Denom, and only after talking with Denom let's go to the bunker Sakharov.

Many can't find Griga in 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.

Don't refuse to help Dyaku in the shooting of military personnel at Chernobyl NPP-1, he will then give a tip to a 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 rescued Ghost from mercenaries on assignment Paramedic we must protect him from injury (and, of course, from death), because during treatment Shooter members of the Monolith, Ghost will also become a Monolith and turn out to be an enemy after brainwashing Paramedic. A ghost sent to kill Charon, a quest character, so we’re not in a hurry to finish him off, but respond to the message Paramedic approach him.

Another quest character - Fang, also needs protection when leading to show the transition from Pripyat to the Swamps. After Fang will show up at the AS, where he will have to be saved from the mercenaries once again. On AC Fang will appear after completing all tasks Count and also find 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 the search for PDA for Borov and a trip to Pripyat, for a copy of the PDA to to the ghost we need to go before the assault on Bar, Ghost will send to To the magician, and the one to To the paramedic. Paramedic in the grocery store will not give you a murder task Magician, will move to the grocery store after the storming of the Bar "Dolgy".

Magician stands behind the fence near the transition to the Swamps, you can approach it using the teleport in the garages, read the dialogue with Ghost. Way back from Magician is located near these same garages from 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 to Prince and again with Sokhatym- several branches of the plot begin with a conversation with him - work on Prince, search for cache Semetsky and then search for PDA Borov. We immediately take from Prince task to deal with the stalker Zheka- the search for the cache will begin with it Semetsky. Don't forget to talk to Borovoy- he will talk about what he has Count, the local security chief for the gang, has work for GG. First task Count You can do it right away at the same location - it won’t take much time. You can also go straight to a mechanic Potapov in the Bar and take on a quest to find a minigun circuit - a killer thing when dealing with crowds of evil spirits. To start searching for PDA Borov we need to complete all the "Duty" tasks in the TD, get the TD-Cordon transition, when we return to Bar we hand over the hard drive Prince and come to Borov- ask him about work - not to be confused with cyclic quests.

Many people die before completing the task, a stalker nicknamed Noodles. 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 from him for Noodles, save after this and run to the Landfill if you receive a message about death 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. Will give a tip on Antique dealer, you will have to ask about him Borov.

After talking with Noodles are looking for Zheku- it's in the depot, you can find it Tank driver at the Landfill behind an abandoned equipment parking lot - he will talk if you picked up a stalker's diary in the MG sewer Krola, or approach it after the first descent into X-18 - there will be fewer monsters on the second visit to X-18. Tankman gives a tip to the place where the bioradar dropped.

Lefty, whom he asks to find and persuade to join Freedom Lukash, asks you to bring him a weapon and a suit - they must be in full working order 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 you go straight to the Landfill after giving him the equipment, you can see him wandering around the Landfill, here he can be killed by the mercenaries that we meet when we carry rifles from Besa Petrenko, and the pigs may 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. Me after talking with Left-handed I'm going down to Varyag in the dungeon while I'm running in circles Lefty already calmly gets to the AC. To be on the safe side, you can put a mark on Lefty and watch how it moves - you can also make sure not to get too close to it.

A tip to the major Yarofeeva at the checkpoint gives Varangian after talking with Bartender, but he will talk only after the circles of hell. Myself Yarofeev will appear after talking with Bartender when we come to him from Varangian.

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

After being persuaded Lefty(i.e. they brought him what he asked for) and he went to the AS to the Svobodovites, and also if they talked with Bartender and then with Varyag about the major Yarofeeva, will appear in the Bar Pathfinder, I recommend that before your first trip to the DT, go on assignment Pathfinder to a meeting with Incognita, after this meeting Pathfinder There will be a task for DT - you can complete it along the way.

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

Hints on quest characters (2)

Miser in one of the quests he asks to bring bread and says that he needs to talk to Sidorovich at the peacekeepers' location - he knows where Baker find, you need to have time to talk to Sidorovich while he is at this location, then he moves to the Cordon to “his” well-known place, there he tips on Baker will not give.
After we bring the flour Baker and take the task for the toolbox in the utility room Baker his assistant will appear - Vano, he will also have one task for the GG - to bring a box with mines, I advise you to make a save because there will be a “warm” meeting with the Marauders, with the leader of the Marauders Razuvaeva there will be a fragment of the map with a cache later Semetsky, you can complete the Marauders’ task in different ways - your further passage through the plot may depend on your progress.

Sviblov with a group of diggers is located on the Radar and the first approach to it must be done according to instructions Informant to help diggers. Informant gives a parcel to give to him, it contains food, first aid kits, vodka - in general, everything that Informant the dal must be brought intact and given back Sviblov, make sure not to overuse first aid kits and not to use up the parcel, the task will hang. Some people go to Radar from Yantar for the first time and find Sviblova dead - in theory Sviblov seems to need help, so you need to approach him by taking a task from Informant, it is not necessary to come with the AC, but the parcel should be delivered. Do not leave monsters and enemy NPCs near the group's campsite Sviblova. Also complete all tasks Sviblova on the first approach to him - on the super-bloodsucker, on the 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 will you receive from Count a tip that Sviblov may give a transition to the MG, then get ready to immediately follow it. Grab a walkie-talkie for Zahara, give it back along the way. Transfer from Sviblova in MG it is temporary and then disappears. If you receive a tip from Count but are not ready to go to MG yet Sviblov there are still things to do, 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".

Mahomet will find you on its own - you just need to finish 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. 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.

Transitions in Secret Paths 2 (1)

In Secret Paths 2 there are many transitions between locations (they are also secret paths) should be opened as the game progresses. Some must be obtained for certain tasks, some are found through tips, some open special arts - “Guides”, they should be found and taken to the Pathfinder - the stalker in the Bar, a specialist in Secret Paths. Some transitions become permanent, others will disappear after a certain time.

There are immediately only transitions in well-known locations south of Bar - from the Landfill and back - to Cordon, to Agroprom, to the Dark Valley and to Bar.

  • Transitions of the initial stage of the game before the first entry into Pripyat

    At the beginning of the game, before the first entry into Pripyat, all transitions are temporary and are given for one time - go to another location, and the transition from new location must be received/earned. After receiving the transition, the message " New way!", in the PDA you can see on the map where it is located. The main difficulty is the transition from Yantar to the Forest, you need to find it yourself. Sakharov gives a fairly clear lead on where to look for it - in the eastern part of the location in the lowland there is a bus, in it in the Original PM We come to our senses after the ejection when we go to take measurements with Kruglov. We need to walk around the northern part of the bus - where the cabin is, at a certain point a passage will open. Another transition can cause difficulties - from the MG to the Forest, on the instructions of the Forester, to bring a box with provisions, after talking with Leila she says that we need to approach the Guide who brought the GG to the monastery, don’t forget about this and approach him - he will take the GG to an already familiar place and the transition from the MG to the Forest will again open for one passage. The transition to Pripyat is given by Grieg, read carefully dialogue with him and save immediately after it, the transition is one-time, and if you managed to dive into the sewer, there will be no way back - you can climb out through the hatch, but we won’t go back down into the sewer. In the sewer, don’t forget to look at your feet - we pick up the diary of the stalker Krol, you’ll need it later, it doesn’t disappear from your inventory.

After moving to Pripyat we fall into the clutches of the “Monolith”, the GG’s memory is completely knocked off and he begins to faithfully serve the “Monolith”. Further transitions are issued by the leader of the “Monolith” Charon, sending the GG to carry out various tasks.
  • Transitions Chernobyl Nuclear Power Plant - Sarcophagus - Control Bunker - Pripyat

    The transition to Chernobyl NPP-2 (this is the northern part of the Chernobyl NPP, the southern part will be called Chernobyl NPP-1) is issued along with Charon’s task to destroy the “infidels”. The transition is located in the upper part of the Sarcophagus (the interior of the Chernobyl Nuclear Power Plant) in the room where the Monolith stone itself is located. We climb up the reactor, see a stone and a teleport, dive into the teleport and find ourselves on the wall, then along the inclined beam of the destroyed structure we pass through the gap in the wall and go left all the way, then turn left again and find ourselves at the transition.
    The return passage to the Sarcophagus will be located in the central part of Chernobyl NPP-2 near Solomon.
    Charon's next task is to clear the Monolith's Control Bunker, you need to get into it from Chernobyl Nuclear Power Plant-2 where in the Original PM we exit the Bunker at the end - in the western side of Chernobyl Nuclear Power Plant-2, the transition is marked on the map. At the end of the game this transition will disappear.
    Afterwards, Charon will send to Pripyat for medicine to the Paramedic. The transition to Pripyat is located at Chernobyl NPP-1, to get to Chernobyl NPP-1 we go down into the basements where the bureaucrats were shot on the first task. At the end of the corridor in the shaft with a broken spiral staircase there will be a transition; in this place in the Original we find ourselves in the Sarcophagus from Chernobyl Nuclear Power Plant-1. From Chernobyl NPP-1 it is not difficult to find the transition to Pripyat. Anyone who has completed the Original TC can easily find all these transitions. These transitions will be permanent until the end of the game, except for the transition to the Control Bunker.

In Pripyat, GG will help Monolith strengthen in new positions and continue training with Marvin. After Charon’s next task, the Paramedic will intercept the GG and “brainwash” him, the GG will become an enemy for the “Monolith” and he will have to run away from his former friends. The transition from Pripyat to the Swamps will be given by GG's new friends - Ghost and Fang, Fang will show it. The transition is permanent.

In the Swamps we will meet the Doctor, he will help you get out of the Swamps, he will send Drifters to the checkpoint, from them we will get the transition to the Forest, in the Forest the Hunters will help you find the transition - to the Army Depots (AS). This path is temporary.

Further, as the game progresses, we will have to discover or receive transitions between the main locations, well known from the Original TC and from other mods, most of these transitions will be permanent. Temporary transitions will be specifically indicated.

Once on the AS, you can see that there are no transitions from them, so you will have to work hard for the inhabitants of the AS.

  • Transitions from speakers

    The transition to the Bar will be passed off by the Informant as a special folder that must be brought from the AS Base, where “Svoboda” is setting up; the Pathfinder will talk about the transition after a tip from Lukash - so you will have to bring the “Svobodovites” to the AS Base.
    We also receive a transition to Radar from the Informant along with a task to help the diggers led by Sviblov. Here the following point should be taken into account - the first approach to Sviblov must be precisely on the instructions of the Informant, and the parcel must be delivered safe and sound. You can not immediately take the task to help the diggers, but combine a trip to Radar with other tasks in this location, the main thing is not to get carried away with going through other branches of the plot, and not find yourself in a situation where you need to go to Sviblov on another task and on another transition without taking missions for help from the Informant, you can find Sviblov already dead or lose him later for “incomprehensible” reasons.

As the game progresses, we will receive another permanent transition - Dark Valley (TD) - Cordon, we will receive it from General Voronin after completing the task for the bandits' hiding place. Closer to the finale, Voronin will open another permanent transition - the Dark Valley-Peacekeeping Corps (MK).

In our passage we come up against the need to get to Yantar. The first approach to Yantar must be made through the Wild Territory (DT - aka the Rostok plant adjacent to Bar).

  • Hiking to Yantar

    To open the transition from Bar to DT, you need to complete the following tasks:
    - complete the first two tasks of the Count - one at the Bar location, does not require any transitions, the second - to help the Prince on the Radar, will require the AS-Radar transition, we receive from the Informant, it is convenient to combine with the help of Sviblov’s diggers;
    - go to the peacekeepers at the "Walking Room" location or the Peacekeeping Corps (MK) and talk afterwards with the Bartender, he will say that the GG was looking for the Count and he has another task, when you go to the Bar location a message will pop up - go to the Count.
    After completing these tasks, the Count will send to Amber to Caesar to bring him three flash drives, we find the flash drives on the territory of the Bar behind the fence, you can go the same way that you followed the Count’s first task, when we find it, the message “New path” will immediately pop up! and the transition will be available.
    You can also talk and take tasks for DT from the Pathfinder - it will be in the Bar, it is advisable to go to a meeting with Incognito at Agroprom before this - the meeting is possible if you use the temporary transition from Agroprom to the dungeon, it is located on the street in a destroyed descent into the dungeon, the transition will then disappear.
    At the DT, you can complete tasks from the Pathfinder and go to the Railwaymen, they will also give you several tasks to be completed at the same location.
    To go to Yantar, you need to find another Secret Path - after the tunnel with "Zharki" we explore the area to the right of the road, near one of the bushes we will find a Secret Path - now we will have constant transitions Bar-DT-Yantar.

On Yantar we meet with scientists; for completing tasks, Professor Sakharov gives transfers from Yantar to other locations.
  • Transitions from Yantar

    On DT - we get it as soon as we find the transition from DT to Yantar;
    To the Radar and back - after placing tags on mutants;
    To Agroprom and back - after a showdown with Associate Professor Dorodin in the TD.
    Transitions from Yantar and back are constant.

Transitions in Secret Paths 2 (2)

We will receive one of the important transitions from Lukash - the Radar-Pripyat transition, we will receive as a result of a multi-step quest to find a PDA for Borov.

  • Transition Radar-Pripyat

    It begins, oddly enough, with the stalker Sokhaty, who asks for help in freeing his friends from a gangster prison. Without a conversation with Sokhaty, the Prince will be silent, there will be no conversation about the hard drive, about the debtor Zheka, who will give the first fragment and the task to collect all the fragments of the map with Semetsky’s hiding place. After we bring the hard drive to the Prince, we approach Borov and take on the task of searching for the missing Courier and the PDA with him. After failing to find the PDA, the message “Talk to Borov” pops up in the TD, we talk - and he says that the Svoboda members have scouted out the road to Pripyat, we talk to Lukash and undertake to bring a certain radioactive container from the Radar, in exchange for it Lukash will give the Radar-Pripyat passage. The transition is permanent. Searching for a container can also be combined with the help of diggers and the Prince.

A couple more permanent transitions can be obtained in the game, they are not very important but will help shorten the path.
  • Transitions MK-Bar and Radar-TD

    The baker, to help find bags of flour on the AS, gives a tip where you can find the MK-Bar transition, we look around the swamp in the south of MK behind the factory with zombies, we examine the boulders near the swamp.
    The informant will give out the Radar-TD transition for a couple of “Tears of the Chimera” artifacts. On the Radar it starts at a dead end where the Prince is standing.

Also in the game there is the possibility of obtaining several additional transitions between locations that are optional for completing, allowing you to shorten the path. To get them you need to find special art - “Guides” and take them to the Pathfinder, he will show the path that each “Guide” opens. The Pathfinder will have a conversation about “Guides” after meeting with Incognito at Agroprom.
  • Transitions obtained using the "Explorer" arts

    From Cordon to Agroprom - located on Cordon near the western end of the railway tracks:
    From Agroprom to Cordon - located in the south of the location near the barbed wire gate, there are many anomalies and wild boars nearby;
    From DT to AC - located behind the fence at the north-western end of the railway tracks, there are many anomalies, dogs and pseudo-dogs nearby;
    From AS to Yantar - located in a hollow near a fallen helicopter, Svoboda members can pick it up from the Barrier. There is one important note about this passage - do not use it until the regular passage to Yantar through the DT has been opened, there will be no way back. I also don’t recommend using it without special protection from radiation - we prepare art, look for a good suit, when descending on Yantar we pass the radiation barrier and you can grab a lot - even death ( in the Update, this “guide” opens a path from the AS to the TD - thus, it will not be possible to get to Yantar bypassing the standard path through the TD).

Now I will describe one temporary transition, but very important for the plot - the transition from Radar to the Dead City (MG).
  • Transition Radar-MG

    After completing all the Count’s tasks, he gives a tip that the Chistonebovites seem to have a transfer to the MG, and that they have lost a person, you need to volunteer to help find this person and get a transfer to the MG for this. We approach Sviblov on the Radar (I hope we helped him by this point, brought the parcel and completed his tasks), he tells how to get to the MG, first you need to find a teleport that will throw the MG over the thorn, then we go to the transition itself. We take a walkie-talkie with us for Zakhar - we’ll give it to him along the way. You should not delay your trip to the MG - the transition will disappear. In the MG we speak with Leila - it temporarily opens a path to the Forest, and also do not forget about the meeting with Mohammed or a person who can give a tip to him. He will be waiting in one of the houses on the outskirts of the city. Then we go to the Forest, the Forester sends us to the Hunters, we give the radio to Zakhar, and the Hunters guide the GG to the place where the lost one might be, we save the lost one - it turns out to be Leila’s sister Karina, she takes her to the place where the kidnappers caught her and her guide, we find the corpse of the guide and his PDA, according to data from the PDA, Karina takes us to the transition to the Swamps. This trail to the Swamps, starting from Radar, is temporary.

There is another conductor in the game - “Superconductor”, which opens a long path through several locations. His search begins in the Swamps when we meet the Doctor after going to the MG and searching for the lost one - Karina. She stays with the Doctor in the Swamps.
  • Search for "Superconductor"

    The doctor gives us a flash drive for the Pathfinder and also a guide dog, which will show us the path from the Swamps to MG and further to AS.
    The trail that begins in the Swamps and reaches the AS through the MG at the tip of a guide dog is constant. Take care of your dog during the journey from the Doctor to the trailhead. Next, we take the flash drive to the Pathfinder in the Bar and he tells you where to find the “Superconductor” - it will open the return path from the AS to the Swamps through the MG. “Superconductor” must be looked for in the dark from one to two in the morning on the speakers at the edges of the location. The art glows and is clearly visible, located in a place where no one walks or picks it up. Before starting the search, I recommend saving; if you don’t have time to find it, just reboot and run through other places. The trail starts from AS in MG, there we carefully look at the map and look for the transition to the Swamps. The path is permanent.

After the storming of the Bar by Duty, Borov, the Count and the Pathfinder disappear from the Bar, so all tasks with them should be completed before the storming of the Bar. Then the Bartender says that the Doctor needs help and sends him to Fang to find out the details, Fang also says that he needs to go to the Doctor. This is where the path opened with the help of the “Superconductor” will help. In the Swamps, the Doctor will ask you to bring him something, after which he will give you a transition from the Swamps to Pripyat and further to the denouement of the plot at the Chernobyl Nuclear Power Plant.

In the final at the Chernobyl Nuclear Power Plant we will meet with the legend of the Zone, stalker Semetsky, with Solomon, with the Pathfinder. The Pathfinder will be at the transition to the Control Bunker, but there will be no transition - the Pathfinder says that now you can get into the Bunker through the Sarcophagus, we go to the Sarcophagus and from there we get to the Bunker. The transition in the Sarcophagus to the Bunker will be in the same place where in the Original we get into the Bunker - a coded door. Next is the finale. The choice of ending is up to you.

Recipes for art modifications

In Secret Paths you can change the properties of some artifacts. To do this, you need to find a transmutation recipe, have the necessary art and find the corresponding anomaly described in the recipe. Artifacts have different properties - positive ones are displayed in green, negative ones - in red. When hanging art on a belt, it is advisable to strive for the total amount various properties All the hanging art was in a positive direction, especially for art that induces radiation and removes it.
There are several chains for converting artifacts - from simple to absolute.
Absolutes, as a rule, have mostly only positive properties, maybe one negative one that can be compensated for by other arts.
Recipes are found in different ways - some in secrets, others as rewards during tasks. To get the absolute you need to have complete
a chain of recipes, so try not to miss finding them and do not neglect completing tasks.
The first recipe that can be obtained is from Sakharov on the first visit to Yantar for the cyclic quests to find/bring, bring a snork’s foot and the recipe for “Tears of Electra” will be displayed in the PDA in the “Help” - “Recipes” section - a very useful modification for getting started. If you missed it, don’t worry, you can get it later on your next visit to Sakharov. This recipe begins the chain of art modifications up to Tears of the Chimera.

List of modification recipes (1)

  • Recipes for art conversions to "Tears of the Chimera"

    Artifact "Drop"- has the following protective properties: -10 radiation and -18 endurance - removes a little radiation but increases fatigue.

    Recipe for "Tears of Electra":
    We throw a “Drop” into the “Electra” anomaly - we get “Tears of Electra” with the properties of -10 radiation and +18 endurance - it also removes radiation and increases endurance.

    Recipe for "Tears of Fire":
    We throw “Tears of Electra” into the “Frying” anomaly and get “Tears of Fire” with the properties of -20 radiation.

    Recipe for "Tears of the Chimera":
    We throw “Tears of Fire” into the “Jellied” anomaly and get “Tears of the Chimera” with protective properties of -30 radiation, +40 protection from telepathy and +5 bullet resistance, and also worsens health -150 and increases bleeding +153.

    Recipes for “Tears of Fire” and “Tears of Chimera” are also given by Sakharov after completing the task of eliminating Associate Professor Dorodin, as well as the transition from Agroprom to Yantar and back.

Getting into the Sarcophagus, you can find a recipe that is not needed at first, but will come in handy later, and if you don’t take it, the chain of art transformations will be interrupted and it will become impossible to obtain a very interesting and useful absolute - the recipe for the “Diamond Kolobok” - is in the backpack lying in the room with the Monolith, it is possible to find it, but many simply do not explore this room. Also, when completing Charon's task to destroy the "infidels", if you manage to save one of the "infidels", he will give a recipe from the same chain - a recipe for the "Steel Gingerbread Man", which can already be used.
  • "Kolobok" transformation chain

    Artifact "Kolobok"- has the following protective properties: +5 gap, +5 explosion, +5 bullet resistance, among other things, it is quite strongly phonic +15 radiation.

    Recipe for "Steel Kolobok":
    We throw the "Kolobok" into the "Springboard" anomaly - we get a "Steel Kolobok" with the following protective properties: +5 gap, +5 bullet resistance and induces +7 radiation. Recipe from a saved "infidel".

    Recipe for "Titanium Kolobok":
    We throw the "Steel Kolobok" into the "Carousel" anomaly - we get a "Titanium Kolobok" with the following protective properties: +20 burn, +7 rupture, +20 chemical burn, +7 bullet resistance, radioactive +15. We get the recipe from Sviblov after we bring him the documents and the system unit from the X-10.

    Recipe for "Diamond Kolobok":
    We throw the "Titanium Kolobok" into the "Jellied" anomaly - we get a "Diamond Kolobok" with the following protective properties: +20 burn, +8 rupture, +15 chemical burn, +8 bullet resistance, radioactive +10. The recipe is in the backpack in the Sarcophagus.

    Recipe for "Giant's Little Brother":
    We throw the “Diamond Kolobok” into the “Frying” anomaly - we get the “Little Brother Giant” with the following protective properties -15 radiation, +20 burn, +12 rupture, +5 explosion, +10 bullet resistance. The side effect is an increased need for food +20000. The recipe will be available after completing the quest for Noodles, either he will give it, or the one who ordered it.

Many are keen on the massacre of Charon's guards in the sarcophagus ( in the Update this will not go unpunished ), coveting their trunk, but one of the guards has the first recipe for another very interesting and useful chain of art modifications. Approach the guards and ask what they need, but do not take the task, then you collect what is required, come up, take the task and turn it in right away. One of the guards is hungry and asks to bring him 5 cans of stew. Where to get? You can buy one at a time from Solomon. You can buy three at once from the Paramedic. Get 4 jars from Mahon for the “Golden Fish” artifact. There are options, they can drop from the dead. For 5 cans of stew we get the recipe for “Porcupine” - it removes radiation very well.
  • "Porcupine" recipe chain

    Artifact "Sea Urchin"- has the following protective properties: -25 radiation, +5 burn, +5 explosion, +3 bullet resistance, and also increases bleeding +200.

    Recipe for "Porcupine":
    We throw the "Sea Urchin" into the "Frying" anomaly - we get the "Porcupine" - it removes radiation perfectly -65, reduces endurance -18. Recipe from one of Charon's guards.

    Recipe for "Electric Porcupine":
    We throw the "Porcupine" into the "Electra" anomaly, we get the "Electric Porcupine" - radiation output -63, increases endurance +91, shock protection +5, reduces protection from electricity -10. The recipe is given by the Informant for a folder from the base to the AC along with the transition to the Bar.

    Recipe for "Snotty Porcupine":
    We throw the "Electric Porcupine" into the "Jellied" anomaly, we get a "Snotty Porcupine" with the following properties - radiation output -55, endurance +82, reduces bleeding well -444, reduces protection from electricity -7. The recipe is in a well-hidden backpack in X-10.

    Recipe for "Stone Porcupine":
    We throw "Snotty Porcupine" into the "Springboard" anomaly, we get "Stone Porcupine" with the following properties - radiation output -50, endurance +77, bleeding reduction -389, protection from electricity +20, protection from explosion +7. The recipe is given by the Fan for two “Golden Chunks”.

After we help the Wolf recapture the village from the bandits on Cordon, the Wolf gives a whole chain of recipes for modifying the “Soul” artifact. The last modification in this chain is very interesting and extremely useful.
  • Chain of recipes for the artifact "Soul"

    "Soul"- has very good indicators of increasing health +1000, reducing bleeding -267 and endurance +36, but the presence of negative properties greatly limit the use of this artifact - gap -20, explosion -20 and reduction in bullet resistance -20.
    All further modifications are made in the “Frying” anomaly except the last one.
    The resulting modifications have the following characteristics:

    "Drop of Soul"- health +600, radiation -10, stamina reduction -16.

    "Fiery soul"- health +800, radiation -20, bleeding reduction -17, explosion +5, endurance reduction -16.

    "Crystal Soul"- health +1000, radiation -30, bleeding reduction -33, explosion +10, endurance reduction -9.

    And the last art modification of this chain:
    "Crystal Soul of Bengal"- brewed in the Electra anomaly - has truly wonderful properties:
    Health +1500, radiation output - 30, bleeding reduction - 167, endurance +15, protection from electricity +20, explosion +10.

After giving Solomon’s parcel to the Bartender, we receive via SMS the first recipe in the chain of “Films” art modifications.
  • Recipe chain for the "Film" artifact

    "Film" has the following properties: - increased bleeding +157, protection against burns +15, against chemical burns +15, good protection against ruptures +50.

    Recipe for "Skin":
    We throw the "Film" into the "Springboard" anomaly - we get a "Skin" with the following properties - chemical burn +30, bullet resistance +7, slightly radioactive +3. We receive the recipe after we take Solomon's parcel to the Bartender.

    Recipe for "Scales":
    We throw the "Skin" into the "Carousel" anomaly - we get "Scales" with the following properties - health +150, chemical burn +35, bullet resistance +7, increases bleeding +111 and radioactive +5. We receive the recipe from Sokhaty for his help in freeing our friends from a bandit prison.

    Recipe for obtaining "Shell":
    We throw "Scales" into the "Jellied" anomaly - we get "Shell" with the following properties - health +50, reduction of bleeding -144, protection against chemical burns +40, bullet resistance +10, slightly radioactive +2. We get the recipe from Petrenko for a modified grenade launcher.

    Recipe for obtaining "Controller's Scalp":
    We throw the "Shell" into the "Frying" anomaly and get the "Controller's Scalp" with the following properties - health +100, protection from telepathy +50, protection from chemical burns +30, bullet resistance +10, increases the need for food +2200. The recipe is given by Kruglov after we take the case with the documents to Voronin and come to him for a pistol with sleeping pills for the crazy professor.

List of modification recipes (2)

There is one interesting recipe that is not included in the chain of art modifications - a recipe for "Symbion". This artifact It is obtained by cooking four pieces of art at once in the “Jellied” anomaly - “Jellyfish”, “Drops”, “Blood of the Stone” and “Thorns”. We throw the arts one by one into the “Jellied” - if all four arts are thrown out and the anomaly accepts them, there will be a white flash. This artifact has the following data - decreased endurance -18, increased bleeding +56, decreased resistance to tearing -15, positive protection from telepathy +50 and protection from radiation +10. It seems that the parameters are not so hot - but! This recipe can be found in the X-18 in a backpack on the first visit to the Dark Valley, when there are few art modifications and recipes, the art for cooking it is not rare and is often found, two such art on the belt and controllers are not afraid, plus +10 protection from radiation - this parameter does not affect the speed of radiation output, but is added to the protection of the suit, and helps well when completing Caesar’s mission on Yantar.

The following chain of recipes for modifying the “Mother’s Beads” art is very interesting from the point of view of bullet resistance protection.

  • Recipes for Bus transformations

    "Mom's Beads"- reduces hunger +100000, increases stamina +55, reduces bleeding -333, but also weakens shock protection -20.

    Recipe for "Granny's Beads":
    We throw “Mom’s Beads” into the “Electra” anomaly, we get “Grandma’s Beads” with the following parameters - endurance +227, bullet resistance +5, reduces protection from electricity - 15, radioactive +5. We get the recipe from the Forester when we help him fight off the cats after leaving Pripyat through the Swamps.

    Recipe for "Great Grandmother's Beads":
    We throw “Grandma’s Beads” into the “Jellied” anomaly, we get “Great-Grandma’s Beads” with the following parameters - health +150, bleeding reduction -422, bullet resistance +3, radioactive +7. The recipe is given by the Paramedic after saving the Ghost in Pripyat from mercenaries.

    Recipe for "Grandma Burer's Beads"
    :
    We throw “Great-Grandmother’s Beads” into the “Carousel” anomaly, we get “Grandmother’s Beads of Burer” with the following parameters - health +200, radiation removal -10, bleeding reduction -500, explosion protection +10, bullet resistance +15, reduces endurance -18. The recipe is given by Varyag after completing the “circles of hell” in the dungeons of Agroprom.

Another chain of recipes can be found in the backpack in the X-16 laboratory, recipes for transforming the “Dummy” artifact. All recipes are brewed in the Elektra anomaly, except the last one.
  • Recipes for transformations "Dummy"

    Recipe for "Fire Pacifier":
    A “Dummy” with explosion protection parameter +20 is thrown into the “Electra” anomaly, resulting in a “Fire Dummy” with parameters stamina +33, burn protection +30, weakened protection against electricity -10.

    Recipe for "Bright Pacifier":
    The “Fiery Dummy” in the “Electra” anomaly is transformed into a “Bright Dummy” with the parameters stamina +66, burn protection +30, weakened protection from electricity -15.

    Recipe for "Moon Pacifier":
    Then the “Bright Dummy” in the “Electra” anomaly is transformed into the “Moon Dummy” with the parameters stamina +99, burn protection +30, weakening protection from electricity -20.

    Recipe for "Pudding":
    “Moon Dummy” is transformed into anomalies “Jellied” into “Pudding” with the following properties - endurance +18, burn +40, protection from electricity +40, protection from chemical burns +15.

A few more tips for cooking artifacts - for cooking, choose anomalies on flat, slightly inclined surfaces without nearby stones and other objects, stand close to the anomaly from the bottom side and throw the artifacts one at a time with an interval of two to three minutes, when you get used to it - you can throw a bunch at once. Welded artifacts pop out in the same direction from which they were thrown, and if thrown from the top side, they are more likely to fall under the textures, they also seem to be pushed when they pop out and can push each other under the textures. An interval of one minute at the end of the cooking time merges into one moment and the arts jump out at the same time. We guess when the art will be ready and arrive at the place, save, and wait. If the welded art successfully pops up, then we rewrite the save, and if it’s unsuccessful, then we reboot - this is of course a chore, but for some especially valuable art it’s useful, there’s more annoyance from the loss of art. When cooking, the percentage of degeneration and percentage of rejection should be taken into account. If it degenerates, a “Cobblestone” will pop up instead of an art modification - five pieces may be needed to upgrade a nanosuit. When rejected, uncooked art pops out. When you upload a group of art at once, these percentages are distributed to the group.

Search for Semetsky's hiding place

In the Secret Paths there are several cross-cutting ones that do not affect the completion of tasks, but are very interesting in terms of the results of the findings. I will describe the search for the cache of the Zone legend of the stalker Semetsky. It starts with taking the task of dealing with one stalker from the Prince in Bar, first you need to approach the stalker Sokhaty in Bar and take from him the task of helping to free your friends from the bandit prison, without this the Prince will be silent and we won’t see any hiding place. We find the stalker we are looking for in the Landfill, his name is Zheka, we talk to him and he gives us the first fragment of a map indicating Semetsky’s hiding place as payment for his debt to the Prince. From the moment the task is accepted, the found fragments will be displayed in the PDA in the “Journal” section; before the task is taken from Zheka, the found fragments are displayed in the inventory.

  • This is where fragments of the map with Semetsky’s hiding place are found. They are described as we go through my walkthrough, your order may differ:

    1st fragment- we receive from Zheka with the task itself;
    2nd fragment- we will find when searching the corpse of a zombified professor in the X-18 laboratory in search of an anomalous “Thunderstorm” for the Tankman, to talk with the Tankman we need to pick up the diary of the stalker Krol in the sewers of the Dead City when we are looking for an exit to Pripyat on a tip from Grieg ( in the Update, this fragment will be with the leader of the Marauders, Razuvaev - they will appear at the Peacekeepers location when we go to get mines for Vano);
    8th fragment will be with one of the bandits in the northern complex in the Dark Valley when we go to rescue the Courier on Borov’s assignment to search for PDA;
    4th fragment Major Yarofeev will be at the military checkpoint on the Cordon, we search him after the conversation and the murder, leaving him alive is more expensive for himself, he begins to shoot at the GG;
    3rd fragment we will find another zombie professor while clearing the base for peacekeepers;
    6th fragment there will be a bandit named Shiloh, you will meet this character during a robbery in the Wild Territory, do not avoid the robbery if you want to get a fragment, without the robbery there will be no fragment;
    7th fragment will come across from one of the mercenaries when we repel Fang from an ambush set up by mercenaries at the Army Warehouses - we also search ALL the corpses;
    5th fragment we will find from one of the Monoliths that we will meet in X-18 on the instructions of Fang.

When all eight fragments are found, the task will trigger and the location with the cache will be indicated on the map. In the game, it is possible to get a tip on Semetsky’s hiding place before finding all eight fragments; the tip can be given by an Informant for a very valuable artifact.

Finding parts of the minigun circuit and amulets

There are a couple more cross-cutting and interesting quests in Secret Paths 2; I will describe them in one post, since they intersect.
When you first (can be later - it’s just better not to waste time) entering the Bar, the mechanic Potapov will be standing in the bar itself, we approach him and receive from him a task to search for parts of the minigun circuit, the gun is very effective and can greatly help with crowds of evil spirits. From the story we learn that there are only seven parts and they were kept by different stalkers of the missing in different locations. Therefore, you need to look for the corpses of missing stalkers or backpacks. I advise you to make a screenshot of the dialogue to avoid misunderstandings and unnecessary questions. I will describe them in the order in which I find them. The numbering is arbitrary and has no connection to parts of the circuit.

Minigun circuit parts:

  1. in the Landfill, in the southeastern part of the location behind the swamp and forest, there is a nook, there are full of blind dogs and pseudo-dogs, zombies are walking around;
    in X-18, we will examine all the corners on the lower level (in the Update, a corpse with part of the circuit will spawn randomly in several places);
  2. in the dungeons of Agroprom, it is not difficult to find (in the Update, a corpse with part of the scheme will spawn randomly in several places);
  3. at a military checkpoint, located at the checkpoint itself in a backpack in a relatively visible place (in Update, the backpack can be in different, but not very hard-to-reach places - we look carefully);
  4. on the Radar, we examine the territory of the scorched forest behind a mesh fence, the corpse lies on the boulders closer to the steep stone walls, the boulders are accessible for a regular jump (in the Update, the corpse can randomly appear anywhere in the territory of the scorched forest on the Radar);
  5. at the exit from the X-16, it is easy to find;
  6. in Pripyat in the hotel we find the corpse of a stalker, we look into all the rooms, look out the windows, he will also have an amulet, I’ll write about it below (in the Update the digger’s corpse can also be located in different places of the hotel).
After finding all seven parts of the scheme, we approach Potapov, he says that we need to approach him at night after 3 o’clock. We arrive between 3 and 6 o’clock and get a minigun; at Potapov’s we stock up with boxes of cartridges for the minigun, maybe in several approaches.

The search for amulets begins with Sviblov’s task - to deal with the traitor. After completion, we approach and search the corpse of Fedi the Robber, we find nothing, but in the inventory there will be one amulet, it seems like it was removed from the neck. Then, in a conversation with Sviblov, we ask about him, he sends for clarification to the Wanderer, he will appear right away. We talk with him, take a screenshot of the conversation - for those who are especially forgetful, he tells what kind of amulets they are, where some can be found, the rest are located according to the plot and cannot be passed by. There are six of them in total.

Search for amulets:

  • Chimeron- we remove Fedi the Robber from his neck, the search for amulets begins with him, he slightly protects from electricity +10 and explosion +10, is radioactive -10;
  • The Dragon- we find on the AC in the village of bloodsuckers in a terrible place of “ritual” death of stalkers, has protective properties against burns +10 and chemical burns +10, radioactive -10 ( in the Update, this amulet can randomly appear anywhere in the village on the AC );
  • Garganon- we’ll find Semetsky in his hiding place, slightly protects against telepathy +15, radioactive -10;
  • Avalon- will be found in the corpse of a digger in Pripyat in a hotel along with a minigun circuit, has protective properties against explosion +10 and bullet resistance +10, radioactive -10 ( in the Update, the digger’s corpse can be located in different places of the hotel and near it - we’ll explore all the nooks and crannies );
  • Catalan- one of the well-known characters who needs to be killed will have a radioactive value of -10;
  • Sarcon- found in X-16, lies on the upper level of the installation, but the burers can throw it somewhere, reduces protection from electricity -15 and slightly removes radiation +10 ( in the Update, the amulet can be in different places on the upper level and not only in X-16 itself but also after exiting X-16).
Each of the amulets has some protective and weakening properties. When the sixth amulet is found, a reaction occurs and one amulet is formed, which absorbs the positive properties of the found amulets and enhances them, but has no negative properties.
  • Amulet and its amazing properties

    Stamina +182
    Burn +20
    Impact +40
    Electroshock +20
    Gap +20
    Radiation +20
    Telepathy +30
    Chemical burn +20
    Explosion +20
    Bullet resistance +20

List of quest items

The list of items required for some quests, I will not describe all the items, only those that can be found in advance and brought immediately to the character who may require them, and which can be lost/sold before they are needed, those items that are asked to be carried/brought I hope you yourself will realize not to sell and not to hide in unreliable pockets:

  • two "Night Stars" or 10 tails of a blind dog- the Paramedic will need it for medicines for Charon, one is immediately in the box on the lower level of the Sarcophagus, the second (and more if you’re lucky) can be found at Chernobyl NPP-1 and at the stadium in Pripyat; you can shoot dog tails at Chernobyl NPP-1 - immediately after leaving the Sarcophagus, I advise you not to approach Dyak but run around the location and collect art, also not far from Dyak along the road we will meet several dogs and jerboas - be careful, there is a radioactive zone nearby, six more tails can be removed from dogs that will spawn at the crossing to Pripyat if you received a tip from Dyak about a container with medicines for Solomon at Chernobyl NPP-1, if you found this container on your own - these dogs will not be there;
  • five cans of canned food- to Charon’s guard for a recipe, we buy one at a time from Solomon, from the Paramedic three in one go, from Mahon for the “Golden Fish” you can get four cans, they may turn up in corpses during a search;
  • another guard of Charon asks five PDA- gives a grenade launcher for the domestic "Koster" barrels, and Solomon's guard asks for five bottles of vodka, gives him a TT pistol, these items are not particularly important, but finding five PDAs or five bottles of vodka is difficult at this stage of the game, so do not take tasks if they are in your inventory there are no items you are looking for, if you find them, come up and take the task and turn it in right away, if you don’t find it, it wasn’t really necessary;
  • two "Crystals" or two "Films" To the bartender for passing on Big Earth Solomon's parcels, one will be given to Caesar on Yantar after completing his task, another may be caught during the assault on the base on the AS, or near a dilapidated tunnel with psi and radiation zones, or from one of the military, it is advisable to search all the corpses. I start the search while still in the Monolith - in the Sarcophagus and in the Control Bunker there are a couple of boxes in which various artifacts can randomly fall out, from one I always knock out the “Crystal”, there is also a box in Pripyat behind a fence next to the future transition to the Swamps - this box I split the first race into snorkels because... the box usually does not survive until a later moment, the “Film” can be obtained through a cyclic quest from Sakharov - but it takes a long time and we will only get one “Film” at a time, another “Film” lies in the destroyed tunnel with the “Electras” on the DT;
  • two "Golden Chunks" To the fan for the recipe, one will be in the Bar in a building with a door propped up by boxes, we climb from the roof through a hole, the second one will be found in the Landfill when we look for part of the minigun circuit, they are found on DT and on Yantar, we just get there later in the game;
  • 5 bottles of vodka, 5 cans of canned food, 5 sausage sticks, 5 first aid kits- a parcel from the Informant to a group of diggers - needs to be handed over safely to Sviblov, when we approach the diggers they are all lying wounded, we don’t get carried away with treatment - we can overuse the first aid kits from the parcel, first we give the parcel, then if there are first aid kits left we can treat the wounded, they themselves they will heal each other;
  • assault "Abakan"- the Prince asks for weed for the guard of the Svoboda gunsmith, he gets caught several times, the first time he is given out by General Voronin for helping to fight off a bandit attack on the first visit to the TD, a couple more times he can be randomly given out for clearing out mutants near X-18 and for nychka bandits, another one lies in the inspection hole of the garage at the DT, if, after all, there is not one left by the time the Prince asks for it, you can exchange it with Petrenko for two " Sea Urchin", "Sea Urchins" can be randomly exchanged from Kruglov for the "Heart of the Controller";
  • monpatsier jar- one, the Monk will need on the AS for the quest for Borov’s PDA, search the corpses, caches may fall out, also on the corpses of military personnel you come across jars of Monpasier, Yarofeev has one;
  • scientific suit of mercenaries and Storm for Lefty, the suit and Thunderstorm must be in good condition and in a single copy in the inventory, the extra ones can be thrown into the safe in the barracks where Lefty is standing, the scientific suit of mercenaries is first encountered in Pripyat, can be repaired by Mahon and taken with you, it can also fall out (if you’re lucky) of the mercenaries, when the Lefty is released, the suit and weapons should be repaired from merchants and not used, the slightest wear and Lefty won’t accept them, the mercenary scientist is also on sale at Borov;
  • "Fiery soul"- Lefty will ask you to bring him for the gravity suit upgrade;
  • "Mica", "Crystal", "Goldfish", "Soul", "Ruby Spring", "Flash"- Lefty will ask you to bring these six artifacts for the repair of the universal detector found in X-18 on the instructions of Fang;
  • two "Fireballs"- Kruglova for marking a bag of grass, can be found at the DT in the tunnel with “Zharki”;
  • "Crystal Soul of Bengal"- To the informant for identifying the location of Semetsky’s cache using an incomplete set of map fragments;
  • two "Tears of the Chimera"- Informant for crossing Radar-TD;
  • five "Cobblestones" or five "Bengal Crystal Souls"- to upgrade a nanosuit from Semetsky’s cache, before the upgrade you need to have one set of art, another needs to be laid out, then we put on the suit and the suit assimilates the corresponding artifacts, there are two “Cobblestones” in the cache;
  • 3 burer hands, 3 cat tails, 3 poltergeist eyes and a "Ruby Battery"- The doctor in the finale will ask you to bring them, for them he will give passage from the Swamps to Pripyat.

Artifact "Heart of the Controller"

The results of Kruglov’s quest to find the “Heart of the Controller” are interesting. The first artifact must be found in the Agroprom swamp; we hang the detector that Kruglov gives on our belt. We save before entering the psi zone, enter the psi zone - the message “An artifact was found!” pops up. - we look for it, maybe either on the surface of the lake or in the trailer itself, if we haven’t found it, we reboot, the main thing is that the save is made before entering the psi zone and before the message about its discovery, the artifact may spawn somewhere in the wrong place, It's easy to search at night - the artifact glows. We take the found artifact to Kruglov and refuse the reward, take the detector instead of the reward - now you can look for the “Hearts of the Controllers” in other psi-zones. When you find it, a monster will appear, most often a controller; there are bloodsucker and burer. You can also search for other art by first saving before entering the psi zone. Once found, the psi zone degenerates and the next time you enter the location it will no longer be there. For the “Heart of the Controller” Kruglov can give you an elite anomaly detector - he will now always have this dialogue, be careful - do not type more of these tasks if you have already received the detector. Also, the “Heart of the Controller” will be needed by the Lector at the DT, for which he will give a tip on where to look for the “Snake Eyes”, the artifact with which we will find the “Klondike Artifacts”, should be in the inventory when we go to the TD in search of the Klondike.

Psi zones on locations:

  • Amber- entrance to the plant;
  • Wild Territory:
    north location on railway tracks;
    the middle of the location, next to the previous one - the psi zone is extended and begins near the house where you need to find the “Liquidator”;
  • Bar- to the left of the road to the transition to AC;
  • Army Warehouses:
    in the north, near the rocks between the farm where the Informant lives and the abandoned mercenary base;
    in the south behind the farm where the Skull group lives in the original;
    at the base itself in a destroyed railway tunnel, it usually pops up behind barbed wire, you can approach it by going around the border from the north near the crossing to Radar, or from the side of the crossing to AS, I pulled it up with a grav gun;
  • Radar:
    on the road after the turn with a military ambush before the turn to Pripyat;
    in a dead end where the Prince will stand;
  • Dump:
    in the hollow between the transitions to Bar and TD, there are boars with flesh hanging out;
    south of the radioactive pile that is opposite the entrance to the depot from the main road;
  • Agroprom:
    in the northeast in the hollow between the transitions to the Landfill and Yantar;
    in the south - south of the main gate to the western complex;
  • Dark Valley:
    in the northeast behind the gas station building where we find the Prince’s Winchester;
    in the southeast where the “day bloodsucker” from the Original hangs out;
  • Cordon:
    north of the Bartender's bunker in a barbed anomaly;
    in the railway tunnel in the east where there is strong radiation.
Found artifacts can be brought to Kruglov and exchanged for other artifacts, he exchanges them randomly and gives out several pieces for one “Heart of the Controller”, to get the necessary art, we save in front of him and reboot until we receive the necessary art. You can get almost all the initial art in the chains of art transformations, as well as some others - for example, “Crystals” if you have not yet handed over Solomon’s parcel to the Bartender. You can also use the received art to get guns from Sakharov.

Trade and repair

In the Secret Paths there are several merchants to whom you can sell unnecessary swag and buy supplies. They will buy from you cheaply and sell at a high price - many people do not like this situation, but Stalker is not an economic simulator, and money is not the main currency in the Zone. But you can exchange the necessary supplies and weapons from merchants for mutant art and spare parts. I will describe from whom what can be exchanged and for what. If I missed anything or saw an inaccuracy, please write to me in a personal message.

  • Mahon- "Monolith" merchant, will become unavailable after brainwashing by the Paramedic:

    "Stone Flower" - 3 packs 5.45 regular, 1 first aid kit, 1 antirad;
    "Blood of Stone" - 2 first aid kits;
    "Gravy" - 3 packs of 5.56 regular, 2 first aid kits, 4 sausages;
    "Night Star" - 5 packs of 9x39 SP-6, 2 scientific first aid kits, 2 anti-radiation devices;
    "Golden Fish" - 5 packs of 5.45 BP, 2 army first aid kits, 4 canned food;
    "A Chunk of Meat" - 3 packs of 5.45 regular, 2 first aid kits, 4 sausages;
    "Soul" - 5 packs of 5.56 AP, 3 scientific first aid kits;
    "Crystal" - 5 packs of 9x39 PAB-9, 2 army first aid kits.

  • Paramedic- the Doctor’s assistant, stands at the stadium in Pripyat, in the end he moves to a house with a grocery store behind the Ferris wheel, changes mutant parts in bulk of 10 pieces:

    eyes of flesh - 4 scientific first aid kits;
    boar hooves - 4 army first aid kits;
    blind dog tails - 4 packs of shot;
    pseudo-dog tails - 4 F-1 grenades;
    bloodsucker tentacles - 4 packs 9x39 SP-6;
    Burer's hands - 4 packs 5.56 AR;
    Zombie hands - 5 packs of shot;
    snork feet - 4 first aid kits;
    jerboa heads - 5 packs 9x18 "P";
    controllers' hands - 5 antirads;
    paws of pseudo-giants - 7 packs 5.56 regular;
    chimera claws - 5 packs 5.45 BP.

  • Miser- Freedom merchant:

    Ammunition
    :
    2 "Drops" - 3 packs 5.56 AR;
    2 "Blood of Stone" - 3 packs 5.56 regular;
    2 "Bengal lights" - 3 F-1 grenades;
    3 "Slime" - 2 army first aid kits.

    Weapon:
    "Cobblestone" - SIG SG552 Commando;
    "Tears of Fire" - SIG SG551;
    "Symbion" - M16A1;
    "Ruby Spring - Colt M4A1;
    "Golden Hunk" - FA MAS Prototype 3;
    "Drop of Soul" - SIG 550 sniper.

  • Hog- Bratkov merchant in Bar:

    Ammunition:
    5 cans of canned food - 3 packs for AK-47;
    4 bottles of vodka - 3 packs for AK-47 BP;
    5 loaves of bread -3 packs 5.45 regular;
    4 bottles of vodka - 3 packs 5.45 BP;
    5 sticks of sausage - 3 packs 5.56;
    4 bottles of vodka - 3 packs 5.56 AR;
    "Stone Flower" - 3 packs 7.62x54R 7H1;
    "Slug" - 3 packs of 9x39 PAB-9.

    Weapon:
    2 "Mica" - AK-47;
    2 "Slices of Meat" - Saiga.

    In addition to exchanging for art and food from Borov, you can get something from cyclic tasks:

    Mutant parts:
    eye of flesh - 300 rubles and 3 cans of canned food;
    boar hoof - 500 rubles.

    Artifacts:
    "A Chunk of Meat" - 2100 rubles and 2 scientific first aid kits;
    "Flash" - 7500 rubles;
    "Crystal Thorn" - 1500 rubles and 2 scientific first aid kits;
    "Night Star" - armored suit "Beryl"-5M and 3 F-1 grenades;
    "Golden Fish" - LR300 assault rifle, "SUSAT" sight - L9A1, M-203 under-barrel grenade launcher, PBS silencer.

  • Petrenko- "Debt" merchant:

    Ammunition:
    "Medusa" - 3 packs 5.45 BP;
    "Halp of Meat" - 3 packs 7.62x54R 7H1;
    "Flash" - 3 packs 7.62x54R 7H14;
    "Gravy" - 3 packs 9x39 SP-5;
    2 "Bengal lights" - 3 packs 9x39 SP-6;
    "Slug" - 3 army first aid kits.

    Weapon:
    2 "Gravi" - Abakan AN-94 sniper;
    2 "Sea Urchins" - Abakan AN-94 assault;
    2 “Ruby Springs” - silent sniper rifle “Exhaust”;
    2 “Ruby Batteries” - VSS “Vintorez” silent sniper rifle;
    2 "Stone Flowers" - RPG-7V grenade launcher.

  • Bartender- merchant at Cordon:

    Ammunition:
    6 chimera claws - 3 packs 5.45 regular;
    6 boar hooves - 3 packs of shot;
    6 eyes of flesh - 2 first aid kits.

    Weapon:
    40 blind dog tails - MP-7a3;
    30 pseudodog tails - SPAS-12 shotgun;
    25 bloodsucker tentacles - submachine gun "Bison" chambered for 9x18 cartridge.

    Through cyclic tasks you can get the following from the Bartender:

    Mutant parts:
    pseudo-dog tail - 200 rubles and 3 packs of shot;
    bloodsucker tentacle - 300 rubles and 3 packs of shot.

    Artifacts:
    "Medusa" - 1500 rubles and a bottle of vodka;
    "Stone Flower" - 3000 rubles and a bottle of vodka;
    “A Chunk of Meat” - 2000 rubles and 3 army first aid kits;
    "Night Star" - tourist overalls.

  • Zakhar

    8 tails of a blind dog or
    6 boar hooves or
    6 chimera claws or
    2 “Twist” changes to 5 packs of fractions;
    6 bloodsucker tentacles or
    "Slice of Meat" or
    2 "Jellyfish" exchanges for 5 packs of 5.45 regular ones;
    8 pseudodog tails or
    "Slug" or
    "Stone Flower" or
    "Gravy" exchanges for 3 first aid kits.

  • Mazay- hunter, lives with other hunters in the Forest, exchanges goods for mutant parts:

    10 heads of jerboas - 3 packs 5.56 regular;
    10 zombie hands - 3 packs 5.56 BP;
    5 paws of a pseudo-giant - 3 packs 7.62x54R 7H14;
    5 controller hands - 5 army first aid kits and 5 anti-radiation devices.

  • Sviblov - "Clear sky", gives a couple of cyclical quests, located on the Radar:

    Mutant parts:
    jerboa head - 100 rubles and 1 pack of 7.62x51 NATO BP;
    cat's tail - 100 rubles and 1 pack of 7.62x51 NATO BP;
    poltergeist eye - 100 rubles and 1 pack of 7.62x51 NATO;
    chimera claw - 1 pack 7.62x51 NATO;
    controller's hand - 200 rubles and 2 packs of 7.62x51 NATO BP;
    pseudo-giant hand - 100 rubles and 2 packs of 7.62x51 NATO BP.

    Artifacts:
    “Slime” - 1000 rubles, 1 scientific first aid kit, 1 F-1 grenade;
    "Slug" - 500 rubles, 2 scientific first aid kits, 1 F-1 grenade;
    "Crystal" - 1000 rubles, 2 scientific first aid kits and a scientific overalls ChN;
    "Battery" - Knights SR-25 rifle.

  • Sakharov- scientist in the bunker on Yantar:

    Ammunition:
    3 "Drops" - 2 packs of 7.62x51 NATO regular;
    2 "Fire Balls" - 2 packs of 7.62x51 NATO BP;
    "Film" - 2 packs 12.7x99 for the WA2000 rifle;
    10 cat tails - 3 scientific first aid kits;
    10 hands of burer - 2 antirad.

    Weapon:
    "Soul" - rifle "GALATZ";
    "Crystal" - Knights SR-25 rifle;
    "Moonlight" - rifle NK-417;
    10 eyes of the poltergeist - WA2000 rifle.
    For cyclic tasks you can get the following from Sakharov:

    Mutant parts:
    snorkel foot - 300 rubles and 1 scientific first aid kit;
    eye of flesh - 300 rubles and 1 scientific first aid kit;
    boar hoof - 300 rubles and 3 scientific first aid kits;
    pseudo-dog tail - 300 rubles and 1 scientific first aid kit;
    bloodsucker tentacle - 500 rubles and 1 scientific first aid kit.

    Artifacts:
    "Gravy" - 2500 rubles and 1 scientific first aid kit;
    "Medusa" - 3000 rubles and 1 scientific first aid kit;
    "Fireball" - "Film";
    "Moonlight" - 4000 rubles and 3 scientific first aid kits;
    "Sea Urchin" - 8,000 rubles and "SEVA" overalls.

If you want to get something for cyclic tasks, then you need to bring with you everything that is required for all tasks up to the required item. Cyclic tasks have a deadline - after some in-game time, if not completed, this task becomes failed, so try to take only those tasks whose items are available in your inventory. Cyclic tasks are repeated after some time (usually on the next game day).

A few more traders

There are several other merchants in the Secret Paths who only buy and sell certain goods for money:

  • Mozart- the Drifters merchant, located on the first floor of the Drifters headquarters building in MG in the room with the piano;
  • Miser- Drifter merchant, located at the Drifter checkpoint in the Swamps;
  • Marvin- keeper of the Monolith and teacher of the GG, buys expensive good and unique trunks, some costumes;
  • Doctor- located in the Swamps;
  • Graph- located in the Bar in the nook in front of the Arena;
  • Sidorovich
  • Baker- is located at the peacekeepers location;
  • Lecturer- the chief of the railway workers, buys parts of monsters, artifacts, sells artifacts at very high prices;
  • Antique dealer- sells rare but working weapons, ammunition, also exchanges 1 drum for a Colt Python for 3 bottles of vodka, which Noodles gives for refusing to kill him, will appear after conversations first with Noodles, then with Borov, is located in the Bar where Petrenko stands in the Original.
Petrenko, Miser And Baker They buy almost any swag - dead guns, overalls, jackets.

Some merchants and characters can repair equipment. Here is a list of traders and repairers:

  • Mahon- cheap repairs, accumulates a large amount of money that can be used by selling him guns and other swag;
  • Paramedic- expensive repairs, money is also accumulating, you can sell swag for this amount before leaving Pripyat;
  • Screw- expensive repairs, money accumulates, refills the flamethrower - you need to have the flamethrower itself (discharged), a cylinder with colloidal gas, a canister of gasoline, two bottles of vodka and 10,000 rubles;
  • Hog- repairs are somewhat cheaper than Screw;
  • Petrenko- does not do repairs but sells relatively cheap repair kits;
  • Bartender
  • Sidorovich- repairs and sales of repair kits are more expensive than Petrenko’s;
  • Sakharov- repair;
  • Lefty- repair of the universal detector and fine-tuning of the gravity suit.
  • Brown- Colonel of the peacekeepers, after clearing the base from evil spirits, gives as a reward a unique repair kit for quick repair weapons, each repair requires the Medusa artifact in the inventory. Repairs trunks with any degree of damage.

FAQ

  • I can’t get into a cave (other hard-to-reach places) - use the full squat keys Ctrl+Shift , if you reassigned the keys, I advise you to reset the default settings and reassign without touching these keys.
  • Health is decreasing, there are not enough first aid kits - high level of captured radiation, to see the level press the key TAB - a counter window appears in the lower right corner with the numbers of accumulated radiation, the scale shows whether the GG is in the radioactive zone or has left it, the dosimeter should be on the belt, above 600 the health level quickly begins to decrease until death. We correctly use and hang radiation artifacts on our belts, when high levels captured radiation, you can replay from earlier saves and try not to fall into areas of increased radiation. Using one anti-rad reduces the level by 20-30 units, slightly reduces the health level and requires jamming.
  • Double vision, but health and radiation levels are normal - GG hasn’t slept for a long time, it’s not advisable to lay out your sleeping bag, it doesn’t disappear during robberies just like the dosimeter, it’s available for sale at many merchants.
  • Where is the decoder in the Sarcophagus on the assignment to shoot the burers - the decoder can also lie in any place, but no further than two rooms located above each other on the lower level of the Sarcophagus.
  • I can't find a box of canned goods on Solomon's instructions - a box with canned goods in Update can be located in any of the two grocery stores in any place, look carefully, look into all the nooks and crannies.
  • Where to find the folder for the Informant - the folder for the Informant at the Svoboda base in Update can be located in various places, the places found so far are located along the railway tracks, we look into all secluded places, carriages, under beams and destroyed buildings.
  • Where is the bag of grass for the Prince on the AC - also in various places, Kruglov can put a mark on the bag with the exact location for two “Fire Balls”.
  • I can't find three helmets for St. John's wort - look into all the concrete rings, including broken ones, if you still haven’t found them, then most likely they were picked up by Phantoms that are lying in ambush there, search the corpses immediately - then they will disappear.
  • How to get into the courtyard of the plant on Yantar on Caesar's instructions - Caesar gives you a suit with good protection from radiation, we put it on and hang on the belt artefacts that remove radiation, it is better to remove those inducing radiation, be sure to remove ruby ​​artefacts - they are not just radioactive - but also accelerate the accumulation of radiation. Particularly useful art here will be the “Symbions” - they add protection to the suit from radiation. We go beyond the swamp and the helicopter, approach the border of the slope and the wall of the plant - here there will be a radiation barrier that must be overcome without stopping, save in case of a replay with a high level of captured radiation, then we go along the outer part of the location and go around the plant building from the north side, we go into the courtyard - poltergeists are flying there, we look for what Caesar is looking for and return back the same way; back we also need to overcome the radiation barrier.
  • I can't get close to the Magician - carefully read the dialogue with the Ghost, the teleport outside the boundaries of the game part of the location is located in the garages, the return teleport is located near the garages from the outside.
  • The weapon doesn't fire - a fuse has been introduced in the Update - switch with the “0” and “9” keys.

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 teleporter, 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 sights, then now we can safely walk around the entire location, fearing only 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 the 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 do not rule out 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 the 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, everything is 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, however, it was incredible there high level radiation. 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 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.

Complete walkthrough of STALKER Secret Paths 2 on the website website

Walk with the Forester to his house in the forest

The forester gets off the bus and looks through binoculars. Later he starts running, and you follow him. The first stop is near the green Niva, not far from which the blood of a stone will be lying. After another observation through binoculars, the Forester runs further again. Now along the way it is possible to find a twist. The forester stops again, we communicate with him, and a passage to the “Forest” level appears. We go into the forest, the Forester appears behind you. We enter his house and communicate with him. After the dialogue, a task appears to find your brother, but you won’t find him without a gun and body armor, so you’ll have to work for the Forester.

Find the mandrake root

The forester sends you to look for the root, and gives you a leather jacket and a vertical rifle. Along the way you can admire the forest and anomalies. Strelka, who has not fully recovered, will stagger along the road from time to time. Along the way you may meet blind dogs or wild boars. Be careful, the endurance and power of some monsters are increased. We are approaching the ravine and looking for the mandrake, which is located under a stone that you will immediately notice in the ravine. By the way, before you pick up the root, turn down the volume. When you have the root, wild boars run out. We deal with them, and return to the Forester. We communicate with him, the task is completed. We communicate with him again and get a new quest.

Find Associate Professor Vasiliev

This time the old man asked to find a courier from scientists hiding in a cave from mutants. We head to the place marked on the map and see a stone, the path to which is blocked by an anomalous field. We use bolts to penetrate the stone and observe a small hole below. We crouch down and follow it deeper into the cave, where we observe Vasilyev. A surprise awaits you here: Vasiliev, saving his own ass, dropped his backpack. And now we have to move with him to Yantar to get medicine for the Forester.

Escort Vasiliev to the scientist camp on Yantar

We follow Vasiliev. On the way, they play music for you, which, together with the hallucinations of the main character, creates an eerie atmosphere. After a while, the ecologist stops. From the dialogue we learn that we will get to Yantar through a cave filled with earth in a swamp. Again we follow Vasiliev straight to the center of the swamp and again communicate with him. After the dialogue, we “dive” into the cave and appear on Yantar.

Here arises side quest“Help Vasiliev shoot from zombies.” For the first time, destroy the snorks with a double-barreled shotgun. It is possible to take away a machine gun from zombies.

After completing this task, he destroys a couple more zombified ones, and then it will be possible to talk with him. After the dialogue, we run after him into the bunker. As a result, Vasiliev runs into his “booth”, and you run to the head of the security, Dan, who will send Strelok to the already legendary Sakharov. In addition, there will be Kruglov in the bunker. We approach Sakharov, talk with him and get 2000 and medicines for the Forester.

Deliver medicine to the Forester

You have to find the way back without marks on the map. Sakharov suggested that the exit to the forest was located in the eastern region of Yantar. On the right side of the road there will be a lowland with a broken bus. We go behind the bus, and a point appears on the map with the road to the Forest. We go into the forest and give the Forester medicine, then we get a new quest.

Take a box of provisions

The scientists did not give the shooter any food, so you have to move to the Dead City and find the Forester’s hiding place. On the way you can run into a controller, be careful. Upon arrival in the Dead City, you are greeted by three stalkers from the Drifters group. After the dialogue, you are led to some Leila. We arrive at their base and communicate with Leila. And here it turns out that they have already found our food and will not just return it. It has to be worked out. The shooter is sent to the head of the security Demon to help him clear the city of mutants. Accordingly, the quest “Find the Demon” arises. It is not difficult to find, it is marked on the map.

The demon gives the shooter an abakan and an improved overalls, and also a quest to clear the five-story building from zombies. The building that needs to be cleared is located next to a building with a broken roof. There is no need to enter the premises in the building; all zombies will be on the staircase. Just go up the floors, destroy the zombified ones, and return to the Demon. We communicate with the Demon, and return to Leila, who gives the box and directs the Shooter to the comrade who brought him here. Only he knows how to return to the forest. It can be seen by going down the stairs. We communicate with him, and he takes you to the transition point into the forest. We go there and talk with the Forester. The task is completed.

Find Grieg

Guide Grieg is marked on the map, so finding him is not difficult. From the dialogue with him it becomes clear that Strelka needs to look for traces of his brother in Pripyat, where Grieg does not want to take him, but demonstrates the path to Dead city in Pripyat has the opportunity. However, not for that.

Find ten dog tails

Look for dogs not in the city, but in the surrounding area. We hand over the tails to Grig, in exchange we get information about the road to the city of Pripyat. You haven’t been to the cordon yet, but you’re already going to Pripyat. First, you need to penetrate underground in the Dead City. Not far from the house where the guide is located, there is a park with a fountain. Not far from which there is a Cossack, we approach him, and you are transferred underground. We head along the tunnel to the end. You are transported to another tunnel. We head to the end again and the loading begins.

After loading, Strelok finds himself on a bus, and some guy is standing nearby. We communicate with him, and it becomes clear that Strelok fell into a funnel, and all his objects and means were torn apart. And here is the most fascinating thing: the stalker who found him is a member of the Monolith. And now you are being asked to overcome the test to join the Monolith.

Kill a flock of snorks in the city of Pripyat

You will have to destroy the snorks without Colt armor. We head to the Ferris wheel. As it turns out, the problem is completely solvable. The Monolith Colt is quite powerful and kills a Snork with the first hit to the head. It is also good to destroy them with a knife, using the right mouse button. After the snoring is over, return to the bus and report. The Monolithovets reports that the shooter has overcome the test, and you appear in Chernobyl, in the Chernobyl nuclear power plant sarcophagus.

Talk to Charon

The shooter is now a Monolith. We head to Charon, who reads a sermon to you, after which we receive the quest. Clear the lower floors of the sarcophagus of burrers and find the stolen decoder. Before the task, it is possible to quietly destroy a couple of non-quest characters who will have a monolith exoskeleton and good gun. On this moment listen closely to find the decoder.
We go down the stairs. Next we head up to the place where there will be a turn to the right and to the left. We head to the left, enter the hall with pipes, and immediately turn to the left. There are stairs leading down. We go down it into the hall with pipes. We head forward, and on the left side there will be a “room” in which the decoder is located behind the barrel. In the same room with pipes, there is a wooden box with good artifacts. Next, we head and eliminate the burrers who are still alive until this time, and return to Charon. Burers die from the first hit in the head.

Clear Chernobyl Nuclear Power Plant 2 from infidels

The task is given by Charon. First we go up into the room with the monolith. Later we jump into the teleport and head forward, go through the hole in the wall and find ourselves in a hall with large windows. We follow it to the end, and there is a transition to the Chernobyl Nuclear Power Plant, where we head to Solomon, which is marked on the map. We communicate with him and run away to destroy the infidels. After the stalkers were finished, we go to the Sarcophagus, head to Charon, report that the task is completed.

Infiltrate the monolith's control bunker and clear it

Before the quest, Charon gives you an extremely good anomalous hard drive. Let's go to the Chernobyl nuclear power plant. On the map there will already be a transition point to the bunker, where we take everyone out in order. There will be zombies, burrer and bloodsuckers. Return to the Chernobyl Nuclear Power Plant, then to the sarcophagus. We communicate with Charon.

Talk to Marvin and complete his tasks

Marvin is located near the Monolith, it is marked with a yellowish dot on the map. He will give you a quest to find manuscripts in several places and deliver them back. Before searching for each manuscript, he will move you to the part of the level where the manuscript is located. Each time we find a manuscript, and back to Marvin. The first one will be easy to find; it is located behind the column. After picking it up, you will be transported to the highest structure from which you have to jump. The second time Strelka is thrown onto the roof of the radar. We go down to the level below. It is better to see the manuscript before you go down. Having taken the best weapons, we save and jump into the teleport. At the place of origin, two people in exoskeletons are already waiting for you. On the third attempt, it is completely possible to overcome this place. This is where Marvin’s tasks end, because Charon has an important task for Strelok. We are heading to Charon.

Get medicines for Charon in the city of Pripyat

The task is to take medicines for the Monolithians from the swamp doctor’s assistant in the city of Pripyat, because almost all of them are sick. We are heading to the city of Pripyat. To do this, you need to overcome the lower levels of the station, where you destroyed the Burrers. At the entrance to the front part of the station you are met by the Monolith Dyak, who needs to help clear the area of ​​warriors. This task is not required to be completed. We move to the city of Pripyat. Next we head straight to the stadium building. We go up the steps and turn right. There will be a Paramedic, the Doctor's assistant. However, as it turns out, he won’t just give you the medicine, because Charon is extremely in debt. And now the Paramedic needs either two night stars or ten dog tails. We give him what he wants, and return to Chernobyl to Charon.

Clear Chernobyl Nuclear Power Plant 2 from infidels

A certain Monolithian gets in touch with Charon and reports that the base in the city of Pripyat has been captured. We communicate with Charon and head to the city of Pripyat to meet with Mahon. We communicate with him and go with his guys to destroy the mercenaries. Be careful, there may be chimeras there. After we are done with the mercenaries, we again communicate with Mahon, who will give you the quest to drive the mercenaries out of the square, which is located in the center of the location. We head there, carefully destroy all the mercenaries and return back to Mahon, who will give you an anomaly detector. Now return to the Station to Charon and take the next quest from him.

Meet Marvin at the hotel

Now you will have to continue training with Marvin. Charon, at the end of the dialogue with him, moves Strelok to the city of Pripyat to a hotel where Marvin will be waiting for him. I advise you to immediately remember where the hotel is located on the map. We communicate with him, he hints to you about some carousels, and here the protagonist is transported to a Ferris wheel.

Complete Marvin's third task

The manuscript will be lying in front of the Strelok. We lift it and penetrate down the steel supports. I advise you to immediately shoot the snorks that live under the wheel. We return back to the hotel for the next assignment from our teacher.

Complete Marvin's fourth assignment

Now Marvin takes Strelok to the attic of the building. On both sides you will be met there by two mercenaries dressed in exoskeletons and with SHAFTs, we open fire on their heads. Next, take the manuscript, it will be lying in the corner of the attic room. There are still several mercenaries under the building, so you can't just leave there. We climb onto the roof, from there we destroy the mercenaries and go down through the broken roof along the boards. To get to the hotel, you need to go underground; those who completed the original game know about it. After returning back to the hotel and dialogue with Marvin, you and the Monolith are transferred to the roof, where we will receive the next task.

Complete Marvin's fifth task

We communicate with Marvin and take the final task from him. Quest for parkour lovers: you need to jump from the roof of a building to the roof of a five-story building, where the fifth manuscript will be lying. Before you take it, it’s better to save, because you’ll immediately be transported to the mercenaries in exoskeletons. You can simply run away from them; they are not easy to deal with. We return back to Charon.

Interrogate and remove the scout

Charon sends you to Dyak to interrogate the scout. We move from the sarcophagus to the Station, we see a diesel locomotive in front of us. We head along the road, which is located on the right side of it to the end. There is a monolith parking lot, where the Deacon and the spy will be. We complete the task and return back to Charon.

Talk to the Paramedic

The shooter was useful to the Paramedic for some reason. Let's head towards him. It becomes clear that you will see a “dead” character from the Shadow of Chernobyl - the Ghost. The mercenaries are holding him, and you will have to free him.

Free the Ghost

We shoot the mercenaries, approach the Ghost, communicate with him and take him to a safe place, interrogate him, return back to the Paramedic. At the end of the dialogue with him, we return back to the Station, along the way the quest “Return to Charon” will appear. Let's go back to him.

Destroy the Ghost

Charon has identified the Phantom and is now giving the order to destroy it. We are heading to the city of Pripyat. On the way, the Paramedic contacts you and demands that you come see him. We come to the Paramedic, he demands the Shooter not to destroy the Ghost. After the refusal, he injects Strelka with some nonsense, and after which main character becomes neutral.

Protect the Ghost

We run away to the place where you left the Ghost, it is marked on the map. We destroy all the mercenaries trying to destroy the Ghost and approach him. Because Radar controls the monolith, it will not be possible to move from there to the swamps. Therefore, the Ghost sends Strelok to the control bunker in order for him to obtain documents with data on the route from the city of Pripyat to the Swamps.

Find the communication diagram of Pripyat and the Station in the Monolith control bunker

On the way to the Station in the city of Pripyat you will be met by several Monoliths. We move to the Station, later to the sarcophagus, and, ultimately, to Chernobyl Nuclear Power Plant 2. Here Solomon will take away all your things. At the end of the dialogue with him, he will give Strelok a shotgun with 120 ammunition, with the help of which we destroy three Monoliths nearby and move to the bunker.

You will have to wander around the bunker a little before you find the document. At the exit from the bunker, six Monoliths will appear in exoskeletons with SHAFTs. We eliminate them and get out into the street. Solomon will be waiting for you there. We communicate with him and receive the task of delivering a package to the bartender. However, we will deal with this later, but for now let’s return back to the Phantom.

We communicate with the Ghost and the task is completed. He directs you to Fang, who is on the same floor as the Ghost. We save before communicating with the fang. We communicate with Fang and follow him, he will take Strelok to the place of transition to the swamps. However, not everything is so simple: on the street there is a duel between Monoliths, mercenaries and monsters. We try to move close to Fang, and at the same time do not allow anyone to destroy him. We go to the crossing point, but here Fang receives a message from the Ghost on the PDA, asking him to return to him.

Return to the Ghost

We return together with Fang to the Ghost, who hands you three army first aid kits and a gravel cannon unknown to you. The Phantom will tell you how to use it. We are heading to the swamps.

Meet the Swamp Doctor

We appear in the swamps and head to the Doctor. We enter his house and under no circumstances open fire on his “clients”, otherwise the Doctor will be offended. From the dialogue with him, a lot of information about the Captain will become clear, but you will read it yourself. This task ends; the next one can be taken from the Doctor.

Find and kill the swamp creature

The doctor complains about a certain creature. There is no point in shooting at a monster; after you finish shooting a bullet at it, some spiders will come out of it. It is possible to destroy it. It is enough to open fire on him with an artifact from a gravity gun. A more powerful anomaly emerges from the gravity artifact. Please note that the anomaly that emerges from the artifact is a couple of times larger and more powerful than the usual one. And yet, the monster will not move into the anomaly on its own; you must manage to open fire at it or close to it. When the task is completed, we return to the Doctor, who hands you 5000.

Talk to Grig

We communicate with the Doctor, who sends you to the wanderers’ checkpoint to talk with Grig. Grig knows how to move from the swampy places to the forest, but he won’t just tell you: instead, he will give you the next task.

Lead to the measurement site and back

Kent will wait at the end of the bridge by the truck. We communicate with him and accompany him to the place of measurements, where there will be zombies, destroy them and communicate with Kent, who begins to take measurements and runs back, and you follow him, later we communicate with him and return back to Grig, who will give out the coordinates of the transition to the forest . The task is completed, we move into the forest.

Help the Forester shoot back from monsters

The shooter appears in the cave, and we immediately receive the task. We get out of the cave, shoot the cats trying to feed on the Forester, and communicate with him. If you have a first aid kit with you, you will get a recipe for transmutation. The first aid kit will be lying around in the Forester's house. And if you climb the stairs to the roof of the house, you can find a box there that contains overalls and three first aid kits.

Talk to Sutuly

Slouchy is the leader of a group of hunters. Let's head towards him. He won’t just show you the way to the warehouses; for this you will need to shoot a pack of wild boars with two hunters. We head to the Greek, communicate with him and go. The Greek will give you ammunition for a Kalashnikov and a shotgun, and a couple of scientific first aid kits.

Help hunters shoot wild boars

We run after the Greek, and later we shoot the wild boars. We communicate with the Greek and run after Zakhar, who will take you to the path to the warehouses. On the way you will meet two bloodsuckers and several poltergeists. After Zakhar stops, we communicate with him. A transition will appear, and a new quest: Find Sobolev and give him a message from Zakhar. We move to warehouses.

Meet with Lukasz

The shooter appears in the warehouses in the village, in one of the houses in the lair of the bloodsuckers. We quickly go down the stairs to the basement, where the cache is located, and from there it is also possible to shoot the bloodsuckers. We run to Lukash, who will be waiting for you together with a fairly large group of freedom.

Assist freedom to capture military base in warehouses

Lukash demands assistance in capturing the military base. When you see the crowd of Svoboda members, you might think that there will be no problems with the military. But no. It's better to save it in advance. We destroy the two military men sitting on the hill opposite you and slowly occupy the base. Make sure Lukash and Cap survive, otherwise the mission will fail. When we have dealt with the military, we go to talk to Lukash, who sends Strelok to capture the barrier. It is better not to capture it with Freedom, as they will trample through radiation and mines. It would be better to go around on the road, and while the military is busy with Freedom, it is possible to quietly kill them. Cap should stay alive, so save often. Next, we return back to Lukash, who will issue a reward and the next task.

Find the stalker Lefty

Lukash demands to find him so that he can help bring freedom to the base. However, first you need to go to the informant so that he can show you the way from the warehouses to the bar. It is located in the village where in the Shadow of Chernobyl it was necessary to kill the traitor to freedom Pavlik. TO this task We'll be back later.

Find a folder in the territory of freedom for the Informant

The informant, of course, won’t tell you anything just like that; he needs to find documents at the military base. They are located under the ruins of a brick structure. We took the documents and returned back to the Informant. Here it turns out that the Captain is mentioned in the list of agents, and at the moment he is a guide to Duty. More on that later. At the moment we are heading to Bar. Don't forget to pick up a new task from him, otherwise you simply won't get on the radar.

And the bar is run by bandits. At the entrance you have to pay 2000, there is a lot of exciting things to do in the area of ​​the bar. First, we head to Borov, who is now a bartender, and of course is in the bar. We communicate with him, he sends the Shooter to the Count, who will be at the place where it was possible to take part in battles in the arena. However, first we’ll take the task from the man standing in the place of the bartender’s guard. In addition, it is possible to pick up the task from the brother who is standing near one of the tables. Now we are heading to the Count, who is telling you about mercenaries and helicopters.

Deliver documents and weapons to the Count

We get out of the bar in the direction of the landfill. On your right side there is a steel mesh, at the end it is possible to jump over it. We head forward and observe the path in front of us, we walk along it in the direction of Yantar. And here is a surprise: a flock of snorks (24 individuals). It's better to destroy them with an F1 grenade. After there are no snorks left, it is possible to follow the path forward and there will be three boxes. We take their contents, turn around, and observe seven bloodsuckers where the snorks were. I do not recommend using the contents of the boxes. We deal with the bloodsuckers and follow the path in the direction of the bar. We get out onto a “piece” of wild territory and turn to the right. We go out to the bar, hand the bandit 2000 and head to the Count. Do you think there will be a good reward for eliminating such a number of monsters? The bonus is one of the cannons and armor-piercing ammunition, which you can get from Borov for four bottles of vodka.

Find the Prince and deliver the gun to him

This task is learned from the Count. We move to the warehouses and head to the barrier, near which a helicopter is marked on the map, under which there will be a box, and in it the Prince’s trunk and other things. We take everything and move to the radar. If the transition to the radar is not marked on your map, then you need to pick up the task from the informant.

Extremely evil kinks greet you on the radar. And a little further on there will also be a controller. Later we will meet a huge pack of dogs. We jump onto the stone and from there we shoot the dogs and head further. Now we meet the trap of the military, who apparently have been waiting for you for a long time. We destroy them and collect their swag. At this checkpoint there is a trailer, the entrance to which is blocked by an electric fence. It contains berryl in impeccable condition.

A few meters later there is a second military checkpoint. We eliminate them and cleanse their bodies. We go to the intersection (Look closely at the PDA) and turn in the opposite direction from where you went in the Shadow of Chernobyl in X-10. In short, we head along the road, which is hidden behind the trailer. We follow the road to the end, eliminate the chimera, overcome the electra and observe the Prince. We hand him the barrel, pick up the new quest and save. There will be three mercenaries at the entrance. Now pay attention to their names, and the contents of the fifth scroll. For now, let's move on to the task from the Informant.

Deliver food and first aid kits to the diggers

Now we are heading to the end of the radar to the military base, where the diggers that the Informant asked to be saved will be lying around. You will see them right away on the PDA. Be careful, there will be three chimeras. Having dealt with the chimeras, we approach the main one, which will be lying in the center. First we communicate with him, and then we give him a first aid kit. To complete the task, you need to have five first aid kits, five cans of stew, five sticks of sausage and five bottles of vodka. By the way, nearby is a trailer with Freedom’s body armor.
We communicate with Sviblov and take on a new task.

Bring the corpse of the super bloodsucker to Sviblov

The bloodsucker is marked on the map. I recommend taking advantage of the game's glitch and shooting him from an elevated position from a distance. The bloodsucker will not react in any way to falling into it. And under no circumstances should you destroy him with a gravity gun, because you will still need his body. If you can’t drag the body, take off the suit. We carry Sviblov’s body and communicate with him. We take the next quest from the same Sviblov.

Catch the traitor

Sviblov has a traitor on his team, and he demands to catch her. To get into the place where he left the cache, it is necessary to bypass the entire radar and go into the forest, where there are many monsters, and there is strong radiation on the radar. We head to the hiding place and wait. We observe one New Member, wait for the command and eliminate him. He has no weapons, so it is possible to simply shoot him in the back. Here an amulet with protective qualities appears in your inventory. We don’t touch the body of the shot Chistonebovo man; he has nothing. We return back to Sviblov, who will give you a carbine and the task will be completed. Don't forget to talk to the stalker who is near the wall. He will tell you a story about six magic amulets and give you a task to find them.

Find documents and system unit in laboratory x-10

We take the task from Sviblov and move to X-10. On the way, we will certainly break all the boxes we come across, which will contain armor-piercing ammunition and scientific first aid kits. We move forward, destroy the mutants. There will be a system unit lying nearby where the burrers gather.
Next, we go down the stairs and head to the place where in the Shadow of Chernobyl the Shooter turned off the brain burner. In this room there will be documents lying around in the corner. Before picking them up, I recommend saving, because after this a lot of mercenaries will appear. In this case, one will appear directly behind you. We penetrate to the exit, clearing the route from opponents along the way. We get out of the laboratory. We hand over what you have obtained to Sviblov. At this point, the tasks from him are completed, it is possible to return back to the warehouses and obtain the second part of the documents for the Count.

Deliver the second part of the documents to the Count

We move to the warehouses and come close to the mark for moving to the bar. We turn to the right and head straight to the hill. After a few tens of meters, a box with documents will become visible. A little further there will be two chests with swag, be sure to take everything from them. Now it’s possible to go to the bar and see the Count. By the way, the two guns that were in the chest can be sold at cost. We communicate with the Count, the task is completed.

Provide assistance to Sakhatom. Find the Prince's hard drive. Extort the debt from the stalker or shoot him. Help your duty to repel the attack of bandits.

Now we are looking for the stalker Sakhaty in the area of ​​the bar. We communicate with him and receive the task “Help Sakhatam free his friends from prison.” We head to the Prince and communicate with him, receive the task “Find the Prince’s hard drive.” At the end of the dialogue, we pick up the next quest. We return back to Sakhatom, from whom we learn that the hard drive is in the Dark Valley. We move to the landfill and go to the depot, where Zheka will be, and communicate with him. He gives you a piece of Semetsky's card for repaying the debt to the Prince. We agree.

Now we are moving to the Dark Valley. At the entrance we receive a may-day from Voronin and the task “Assist the duty to repel the attack of bandits.” Let's run to help. Destroy dozens of bandits right away with the F-1 grenade. Make sure Voronin survives. We approach Voronin and talk. We receive a reward and take the task to talk with the captain. We approach the captain, communicate with him and hand over a message from Zakhar. We continue chatting with him until the end.

Now we are heading to look for the hard drive at the gas station; nearby there will be a two-story building with five bandits. We eliminate them and look under the stairs where the hard drive will be lying. At least sometimes he ends up with one of the bandits. Now we can go back to the bar. We hand over the hard drive to the Prince and hand over two tasks to him. And of course 25,000. We receive in exchange the “Mom’s Beads” artifact. Now we run away to Sakhatom and take the transmutation recipe from him. We take the task from the prince to find a bag of grass and head to the Dark Valley.

Clear the area adjacent to the x-18 laboratory from monsters

Voronin demands that you clear the area of ​​monsters. There are a lot of all kinds of creatures there, but the main goal is to destroy all the snorks. Stock up on ammo and head out to kill them. We clear the area, return back to Voronin and pick up a new task.

Find the bandits' cache in the Dark Valley and deliver its contents to Voronin

First you need to find the bandit Zhila. Move into the Dark Valley towards the factory. The vein is located northeast of the factory. Let's talk to him. We won’t immediately find out from him where the cache is located. First you need to run back to Voronin and persuade him to place Zhila under protection. Then we return to Zhila and find out the coordinates of the cache, which is located on the roof of the main building, where you need to climb along a wooden ladder. There are a lot of mutants in the factory, so be careful there. Don’t forget to put your unnecessary equipment in some hiding place, since the contents of the bandits’ cache will weigh about 45-55 kilograms. We take the contents and return back to Voronin. We give him the swag and receive a reward. After which we get the path Cordon - Dark Valley.

Destroy landslides

Immediately after receiving the task, we go to the swamp located under the bridge. It is necessary to catch up before the landslides run away. We destroy them using optics. We collect their tendons and head to Petrenko, who hands you an extremely powerful shotgun, an analogue of the chipper from Call of Pripyat.

Bring help

You need to go to the point marked on the PDA, talk with the stalkers and escort them to the Wolf. While they are moving to the camp, they need to be protected from dogs. After this we communicate with the Wolf.

Help the stalkers recapture the village from the bandits

We receive a task from the Wolf and run after a crowd of people to recapture the camp from the bandits. After the village is captured, we communicate with the Wolf. With this task completed, we head to the Bartender, who will be located in Sidorovich’s bunker. We communicate with him and receive the task to find Varyag, who is located at the Agroprom Research Institute. We are heading to Agroprom. At the entrance we receive a task.

Talk to Bes

We head to the Demon, who will ask you to separate Lefty from the mercenaries, which you need. Let's go after Bes. Be careful, there are a lot of monsters at Agroprom. We go with Bes and Mole to the mercenaries and destroy them. We enter the building, see Lefty and communicate with him. He doesn’t want to enter freedom for nothing; he demands a scientific suit of mercenaries and a new thunderstorm. After we discover all this, let’s go back to Lefty. Don't forget to pick up the task from Bes: deliver the changed lr 300 to the debt. In the meantime, we go down into the Agroprom dungeon and find Varyag there.

Talk to Varyag and complete four laps

Before talking with Varyag, we discover the cache and put our own items there, otherwise Varyag will take most of them for himself. We leave only first aid kits. We approach Varyag, throw the first aid kit on the floor and communicate with him. We take the task “Walk four circles” and take the first aid kits. It is necessary to use only a knife to destroy the mutants, while going four circles around the dungeon from the Varangian to the exit and back. On the first circle there will be zombies, on the second - snorks, on the third - bloodsuckers, on the fourth - burrers. The reward is a recipe for transmutations and an m-16 with a silencer and optics. After the task “Go 4 laps” is completed, we communicate with Varyag and receive a new task.

Talk to the Bartender

We head to the cordon, talk to the bartender, who will issue a new task.

Find and interrogate Major Yarofeev


We head to the checkpoint on the left side of the road. At the same time, as quickly as possible. We observe three stalkers attacking a checkpoint. We quickly enter the checkpoint through the first door on the left side and go further to the barracks where you will find him. Just don’t shoot right away, you need to interrogate him first. At the end of the dialogue with him, immediately destroy him, and don’t forget to search: he has a fragment of the map of Semetsky’s cache. Now we return back to the Bartender, who will give you a parcel to Sidorovich and send you to the Peacekeeping Corps.

Deliver a message to Sidorovich

We are moving to the peacekeeping building. We communicate with the patrol and move on. We approach Sidorovich and hand over the parcel.

Deliver cognac to General Smith and find Colonel Brown

Sidorovich demands Strelok to deliver cognac to General Smith when he tries to find the location of a person who may know where to find Strelok’s brother. We deliver cognac and take the task from the peacekeepers.

Rescue Corporal Foster

We head to the place marked on the PDA. We see a yellowish dot that marks Corporal Foster, only he is located underground. We climb onto the hill and there we look for a cave, at the entrance to which a psi-dog is waiting for you. Try to shoot her in such a way that she doesn't see you. Now we see two steel doors ahead of us. We open the one located on the left side and head towards the left side of the cave. On the way you will meet three snorks and a controller. Now we see another metal door on the left side, behind which Foster is located. Let's talk to him. The corporal rushes to the base, we follow him. We go to the base and head to Brown for a bonus and a subsequent task.

Provide assistance to peacekeepers to return the base under control

When you accept the task, Brown will give you the lr-300, ammunition for it, f-1 grenades and first aid kits. We follow Brown to the old base, where five peacekeepers are already waiting for you. At the moment, I recommend taking a more powerful barrel. We communicate with the colonel and the doors to the base open. A lot of monsters run out, we destroy them. After which the peacekeepers take up positions at the base. If the task is not completed, it means there is still a mutant left somewhere on the base. Now we are communicating with Brown and receiving a reward.

Conduct reconnaissance at the factory

Brown demands to find traces of the missing team at the factory. We head to the factory, where you will be met by many zombies and a controller. We enter the left side of the factory. We go up the stairs to the very top where we observe the body of the peacemaker. We take his PDA and head to General Smith, who will reward you with a unique M4 barrel. After which we return back to Sidorovich. We take the next two tasks from him.

Take the letter to the Bartender

Well, we’re bringing Bartender a letter from Sidorovich, what else can I say? Don't forget about armored personnel carriers.

Meet with incognito

Let's go to the bar. First, we talk to Borov. We get the quest. Now we talk to the ranger. If you did not persuade Lefty to enter freedom, then he will not be there. The Pathfinder will be standing to the left of the bar. We also talk to him and get the quest to meet with him incognito. We go to the Landfill, and then to Agroprom.

Now we go straight along the road, which is in the center. That is, to our right will be the central complex. We see in front of us something like a basement, everything is still littered with rubble. I marked it on the map. We go there and they offer us to move to another location. Let's move on. We appear in Strelok's hiding place, and the Swamp Doctor stands opposite. There will be swag in the cache, collect it all and talk to the Doctor. He will talk a lot about the cache and that's all. Now let's leave here.

Find information for Borov that the courier brought to him (part 1)

We go to the Dark Valley and go to Voronin. He will give us a tip to the factory. We go there and take out all the bandits. ATTENTION! One of them has a fragment of Semetsky’s cache. So don't forget to search. Now we go downstairs, there the Hog Courier will be sitting in a cage. The PDA was taken from him, but he gives a tip on top part X-18 laboratory. We head to the building through which you can get to the laboratory, go inside and go towards x-18. Halfway there we hear the sound of an explosion and a task appears to talk to Borov. We'll have to go back to the bar.

In the bar we talk with Borov. It turns out that the Phantom obtained the information, and only he can have a copy. But to get to Pripyat, you first need to talk to Lukash. Now we approach the Pathfinder and take the quest from him.

Afterwards we take the quest from the count. The quest will be continued later.

Meet with Caesar + Find the “liquidator” artifact for the Pathfinder

The Count says that you need to find 3 flash drives in three hiding places. They lie in the outer courtyard behind the bar. To get there, go to the southern bandits' checkpoint, there will be a fence on the right. At the end you can jump over it. That's what we do. Now we walk along the other side of the fence and see the bar buildings, but from the other side. This will be the backyard. It's all pretty confusing there. Here's a video that shows everything in detail:

So, the passage to the Wild Territory is open, so our path lies there. Let's move on. In the passage over which there was an ambush of mercenaries in the original game, in the middle of the path, an Arrow will appear in front and behind the controller. I advise you to quickly knock down the one in front of us and run away from the reach of the second one. Now you can shoot him from behind the wall. Go ahead. Now we need to find the railway workers. To get to them, you need to go all the way along the rails, and then turn right and jump onto the wooden “something”, and you will be transferred to the railway workers through the teleport. Here's a video for you, you'll definitely understand it:

Now we talk to Lector, the head of the railway workers, and take the quest from him, for completing which he will give us the artifact.
We go through the railway tracks into the woods and look for 3 corpses there. We find them, take the antizombine and the device, after which we return to the Lector. Here's a video.

But he says that he doesn’t have the artifact, so let’s go and talk to St. John’s Wort. He gives us a quest to kill three super boars and information on the location of the artifacts.

Now we return to the interior of the Wild Territory. To get there, you need to follow the rails to the southwest, to where they end. There will be a ravine on the left, and in it there will be a teleport. Let's jump. We appear on the roof of one of the houses. There will be another house opposite us. We jump onto its roof. We walk along it a little further, and we see that there is a hole there. We jump into it, but only very carefully. There will be 2 “liquidators” in this house. It’s not difficult to find them, and then we jump out through the window.

To kill the boars, we go to the underground passage with frying dishes. That's where they will be. Having finished with them, we return to St. John's wort and take on the next quest. Now, if you wish, you can go to the bar and give it to the “liquidator”.

We jump into the teleport and go to the end of the location towards Yantar, through the underground passage with “fries”. After leaving the passage, run only on the right side of the road. Then eventually there will be a path to Yantar. Let's move on.

We appear on Yantar. We are moving to the Bunker. In the bunker we approach Caesar and give the flash drives.

Find the third part of the documents + Clear the area adjacent to the X-16 laboratory from Zombies

We take these 2 quests from Dan and Caesar.

First, let's take the docks. We put on an ecologist's suit and go around X-16 along the ravine on the western side. We go into the outer courtyard, we see 3 garbage bins. There is a case between them, the documents will be in it. Let's take them. Now it's time to party! We climb over the fence and take out everything we see. Having had some fun, we return to the bunker, talk with Dan, and then with Caesar.

Put tags on monsters for Sakharov

We move on to the Wild Territory. A pseudo-giant will easily find you there and you need to put a tag on it. In principle, there should be no problems, its speed is not very high, but its killing power is increased. Now we go to the bar, where we give the “liquidator” to the Pathfinder and take 2 new quests from the Count. We move on to the Dark Valley, where we will look for the chimera. It will be just north of the drainpipe through which you can get into the factory. Try to hit it from afar the first time and run as fast as you can to the Cordon. At Cordon we will look for the bloodsucker who is hiding in the farm. If you have a quest from the Miser, go to the Peacekeeping Corps.

Bring 10 loaves of bread to the Miser + Find a bag of grass for the Prince in the warehouses

You can pick up the quest from the Miser after you persuade Lefty to join Freedom and talk to Lukash.

First of all, we go to Sidorovich and find out for FREE!!! Where is the Baker located? Let's go to that place. We go through the gate and find ourselves in a complete copy of the bar, only in the place of the bartender there will be a Baker. He will ask you to bring 5 bags of flour from the village with bloodsuckers, which is located in the Army Warehouses.

Now you can get to the bar directly from MK along a secret path. To find it, you need to go to the extreme southeastern point of the Peacekeeping Corps and find a swamp there. It will be next to an abandoned factory. We go around the swamp and see that a passage to the bar has appeared. Let's move on.
We appear in the bar and go to the Army warehouses. There will be a lot of bloodsuckers in the village, so I advise you to come up with something. Personally, I brought them to the freedom base. And he got rid of the monsters and got some swag.

A bag of grass was marked on the map by Kruglov

Now we return to the bar and give the bag of grass to the prince. We take one more task from him and move from the bar to the Peacekeeping Corps along the path. We go to the Baker, give the bags and receive bread in return, which we take to the Miser at the AS. The quest is over, we take the next one from the Miser.

Find the controller's heart artifact + toolbox for the Baker

So, I very earnestly ask you not to forget the Kruglov device. We go to Agroprom and see a mark on the swamp on the map. We go there and walk through the swamp until the message “An artifact has been found” appears. Now the “controller's heart” will become visible, and we can pick it up.

When we have the artifact, we can climb into the rusty body, it will be located in the same swamp, and get a toolbox from there. We go to the Peacekeeping Corps and give the Baker the box.

Bring a case with important information Miser

The case for the Miser will be underground. Here's a video that shows everything.

We pick up the case and PDA, then go to Yantar and go to the scientists’ bunker. We approach Kruglov. Now there is a choice: give him the detector and the “controller’s heart”, and get a reward for it now. Or keep the device as a reward, and use it to look for art “the heart of the controller.” But even if you chose a reward instead of a device, you can still buy this device from him for “buerer’s grandmother’s beads.” Now we approach Sakharov, hand over the quest to him and receive the transition Yantar - Radar. By the way, you can take it from him side quest to search for sea urchin art. As a reward for such crappy art, he gives “Sev” 8000. Now we take the next quest from him. Afterwards, he sends Strelok to Dan for details of the operation.

Eliminate Associate Professor Dorodin in the Dark Valley

We talk to Dan. He marks the card and tells the details of the operation. Now it would be nice for us to get sniper rifle. Dan sells it for 4" fireball" If you don’t have these artifacts, you can buy SVD-S on DT from Lector for 12 thousand. We go to the Dark Valley and go to the place indicated on the map. We climb onto the roof. Let's save. To the left of the three military men there will be two scientists. Let's shoot the one to the right first. This is Dorodin. We return to the scientists’ bunker and are rewarded with a transfer from Yantar to Agroprom and the recipe for the “Tears of the Chimera” artifact. For 2 chimera tears you can buy the Radar - Dark Valley passage from the Informant.

We take the next quest from Kruglov.

Find out what happened to laboratory assistant Lazarev

We go to Agroprom and go to the swamp. Fortunately, the transition to Yantar is located near the swamp. Lazarev's corpse will be in the carriage. A flock of swamp landslides will hang around him. We shoot the landslides, search Lazarev and return to the bunker.

Find 3 safety helmets

Now we move from Yantar to Radar, go to Sviblov and talk to him only about the professor from x-10. Now we return to Yantar again and talk with Kruglov about a pistol that shoots tranquilizers. He sends us to Voronin.

In general, I’ll say right away, you will be robbed by bandits in Rostock, so whether you leave your equipment in a hiding place or take it with you is up to you. We move on to Rostock. We pass through the tunnel with the frying dishes, go a little further and find ourselves in the carriage. We immediately pick up the cartridges from the floor, take out a knife and knock down the bandit in the carriage. We pick up his shotgun, take part of Semetsky’s map from him, take out the whole gang and take the case with information for Voronin from one of them. Now we go to the Lector, give him the helmets and take the next quest from the Lector. We go out to Rostock and go to the bar. By the way, in my opinion now will be the time to go to the Informant for passage from the TD to Radar.

Find 3 disks with information

Let's go to the landfill. We go towards the Depot. Here's a video for you:

We take the disks and go to the Dark Valley.

Give the case to Voronin

We go to Dolgovtsy, give Voronin the case. Next we take the quest from Petrenko.
Now let's return to Kruglov. Transition TD - Radar was bought from the Informant, I hope.
We appear on Yantar, take the Colt from Kruglov. We give the disks to Dan and get a carbine. Now I advise you to be well equipped, since we are going to x-10. And by the way, there will be a bone breaker there on the way back. Let's go to Radar.

Find the crazy professor and take his diary

Let's go to laboratory x-10. Let's go deeper. Along the way you will come across burrers, bloodsucker and jerboa. You can open the door with a combination lock.

We reach the stairs, but don’t go down them, we go into a larger room. The professor will stand there. Let's save. We take out the Colt and shoot with one cartridge. If it doesn’t work, load the save. We talk to him, he gives the diary. Let's go back. At the very end, a bone breaker will be waiting for you. We kill either with a gravity gun or 1 clip of an anomalous thunderstorm.

Find a radioactive container

You can see a helicopter in the forest on the map. Let's go to him. There will be 3 breaks near the helicopter, take them out. We go around the helicopter and see a container next to it. We select.
Next I decided to go to the x-10 laboratory. You can go somewhere else if you want. Let's move on to Yantar. And by the way, take the crossing from Sviblov only if you are going to cross it right now, since it is temporary.

Find information about experiments in laboratory x-16

We go to the scientists' bunker and give Sakharov the professor's diary. Let's get better equipped. Now we head to the laboratory. We, of course, remember where the entrance is from the PM. Let's go to x-16. Now the fun begins. Almost the entire territory has maximum radiation, so you can only stop in some places. In places with radiation, you cannot stand in one place. Along the way we will meet snorks and zombies, then zombies and burrers, and at the end there will be a controller. The laptop lies at the very top, behind the shelf with buttons. See screenshot and video.

In principle, nothing difficult if you have good equipment with you. We get out of the laboratory, going to the very end, then turn right, into the cell with the number 10. There will be a hole in the floor, and we jump into it.
Let's move on to Yantar. Directly in front of us will be the corpse of a stalker with part of the map of Semetsky’s hiding place. Let's take it.
Let's go to the Army Warehouses to look for Fang.

Help Fang fight off the mercenaries

We go to the village where there was a detachment of debtors in the Shadow of Chernobyl. We kill all the mercenaries. One of them will have a fragment of Semetsky's map and a light machine gun. Don't forget to pick up a piece of the map. We hand over 2 quests to Fang and take the quest to check the x-18 laboratory.

Now we go to Lukash and give the radioactive box. For this we get a permanent transition Radar - Pripyat. We take the next quest from Lukash.

Destroy the kink lair at the abandoned checkpoint
We run to an abandoned checkpoint aka a mercenary checkpoint in the Shadow of Chernobyl. There will be 5 kinks, and if you're unlucky, a couple of bloodsuckers. We sort out the kinks and return to Lukash. As a reward we receive an SVD-S and a pack of cartridges for it.

Next, I do not recommend going to x-18, since this will be followed by a task to clear the bar. So we go to Pripyat. Don't forget to take a walkie-talkie with you for Zakhar. Find the Ghost (he is marked on the map) and talk to him. It turns out that Borov’s information was in one copy, and only Fang could have kept a copy. Well, okay, we’ll go see him when we return from the Dead City, where we’ll go after Pripyat. We talk to the Ghost again, and he reports that Strelka was looking for a man who introduced himself as the Magician and the coordinates of his location.

Meet the Magician

We go to the south-eastern part of Pripyat, to the garage area. I don’t know how it will be with you, but I was attacked there by 5 chimeras, 2 burrers and a pseudo-giant. So it’s better to immediately think about how you will get rid of them.
Now about how to move on to the Magician. We jump onto the blocks (see screenshot), and from them to the garage. Now we run along them to the end. You will be teleported beyond Pripyat. Now that you are beyond Pripyat, you need to run to the place where the transition to the Radar is located. There will be a van there, and Marvin will be standing in it. We talk to him, after which he shows us kung fu and takes all our things. What a bitch! No, of course you can throw out your things nearby, or hide them in a hiding place until the conversation. I was just too lazy to do it, I’d rather run around Pripyat in a sweater. We talk to him again, he gives us a Colt with 40 rounds of ammunition and sends us to kill the Paramedic.

Now the million dollar question: how can we get back to Pripyat? Personally, I still didn’t understand, but I found a way out: we run beyond Pripyat to the stadium, and we are transported to the Chernobyl nuclear power plant. We return to Pripyat, and now we are almost close to the Paramedic.

We go to the Paramedic, we talk, we get a sawn-off shotgun with which you can kill the sorcerer. Again we go to the garages, teleport to Mervin. We just approach and kill him with one bullet to the head. Now we go to the Ghost to find out what is with our things. When I read that he wants the Shooter to complete one more task before the Ghost gives him his things, I wanted to put 3 clips in his head.

Find a box of dynamite in the House of Culture

The House of Culture is the place where the Monolithians settled. It is located opposite the stadium. We go there, get rid of the Monoliths, take the VAL with a gun sight from Mahon, go for the box. It is located under one of the stairs leading to the balcony. There are 2 of them in total. Watch the video. Take the Box.

On the way back, we pick up part of the minigun assembly manual. Where it is is shown here. She will also have a medallion with her. That's it, now let's return to the Phantom. He gives us all our items + screw cutter. And in my opinion, this bastard stole my suit and all my first aid kits.

We switch to the radar and go to Sviblov. When you appear on the Radar, save as a normal save just in case. If you didn’t take the radio with you for Zakhar, then run after it, and then return to the Radar to Sviblov.

Talk to Sviblov + Talk to Leila + Get to the place where Mohammed has an appointment

If you talked with Sviblov, you need to immediately go to the Dead City, because the transition may disappear after a while. We take the passage from Sviblov and head to the northeastern part of the complex. The Monoliths will be waiting for us there. We get rid of them, go through the hole in the wall and go to the barbed fence. We are transported outside the location. We move on to the Dead City.

Appearing in Dead City and go to Leila. We talk to her, we get a transition to the Forest. Now we go to the edge of the city to the House, where the stalker Fima will sit. We learn from him that the meeting with Mohammed has already passed and he has left. Let's go to the Forest.

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, as well as 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

On the territory of this location, talk to Lukash to receive from him a task related to the capture 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 new mission from Potapov, in 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.

On 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 take on 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 Amber, 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 in Rostock, make necessary artifacts, 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 meeting a monk, a new information, 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.



Preference