Walking through the folk hodgepodge. Walkthrough of STALKER People's Hodgepodge: a guide to quests and hiding places Download a guide to People's Hodgepodge op 2

Searches for the missing expedition


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

Quest for Arhara's laptop:

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

The search for the Phantom and the killers of Fang begins


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

Search for Fang killers:

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

Finding the Phantom:

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

Clear Sky Quests:

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

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

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

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

Quests of the Cat or search for the Black Doctor:


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

Search for the box and safe of the mysterious stalker


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

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

Continuing the search for the mysterious stalker:

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

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

Fang quests (Hikes to Warlab, Red Forest):

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

1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), go through the upper entrance (through the swamp) into the fiery cave.
2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can just quietly stand at the entrance for 10-15 minutes until the enemies destroy most of each other.
4. We find the corpse of the mercenary Bonecrusher in the billiard room, take the mercenary’s notebook from him. Not far from the corpse we receive an SMS from Fang.
5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
6. We talk with Lukash, we learn about the signet and the Spider.
7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary. During further movements, we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a hopeless situation.
8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. I came across 3 backpacks in total - in the elevator shaft at the top, on the “central” landing at the entrance in the room with green metal lockers, and in the hole under the flight of stairs in the room that is located directly opposite the entrance stairs to the level below. I had a walkie-talkie in my last backpack. We give the radio back and find out that the big guy wants to talk to us.
9. We speak with Dembel, we receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AS.
10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear (Sergeant Kostylnoga), we take the disk from him.

11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
13. We go to Warlab, give the stuffed animal to Dembel and the armored armor to Panther, the boss of the mercenaries wants to talk to Marked.
14. We talk with the boss and understand that the showdown with Le Havre was baby talk, but there is a big plus - Marked is now helped by 3 immortal characters. We help Panther and her guards clear Warlab from mercenaries.
15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
17. We go to Lukash and give the mercenaries’ signet.

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

Continuation of Fang's quests in the Old Village:

To begin with, I’ll note that there is a small glitch in the dialogues - after completing Varlab’s quests and bringing artifacts to Klenov, the GG says that I need to go to the Cordon - don’t believe me, this is not so. The storyline for the Old Village quests begins only after completing the previously described Fang quests.

1. After rescuing Denis in the Red Forest, we go to Fang, report on the rescue and receive from him the task of going to Kodon to talk with the Astrologer. Let's go, let's talk. In the last dialogue it is written that GG needs to go to Sidorovich.
2. We go towards Sidorovich, an SMS comes from Fang about the need to save Pilgrim and the passage from Pripyat to Staraya Derevnya opens. We immediately forget about Sidorovich and move towards Pripyat.
3. We go to the Old Village, at the entrance we talk with Pilgrim. The exit from the trap is blocked.
4. We are waiting for the approach of a group of stalkers who turn off the transition. Their eldest is Kolmogor, we talk and receive the task of clearing out the soldiers near the store.
5. We go to the store, clear out the warriors, talk to Kolmogor - we get a new task - to capture the headquarters.
6. We go, we capture the headquarters, an SMS comes from the Panther. We report to Kolmogor and receive the task of examining the village.
7. We talk with Pilgrim, walk around the village, receive an SMS from Kolmogor, return.
8. We speak with Kolmogor, we receive the task of finding the Panther and the coordinates of the transition to Limansk. We go to the transition, an SMS comes from Panther and a mark appears on the map in the PDA.
9. We go to the Swamps to see the Panther. For those who did not have a mark - Panther is on the southern tip of the peninsula, near which there is a farm of controllers (where the red brain was mined for Sviblov).
When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a mark appears in the PDA.
10. We speak with the Panther, go north from it and find the Swamp Expert in the center of the circle with a mark in the PDA.
11. We speak with the Expert, we receive the task of bringing zombie embryos and clearing the farm.
Let's go, clean it up, find backpacks and embryos.

12. We return to the Expert, say, go to the Panther, bring her to the Expert. We speak with the Expert again.
13. Let's follow the Expert. When it stops, we speak and receive a marker for the transition from the Swamps to the Old Village, we go to the transition.
14. We take the Panther to Kolmogor, from whom we receive the task of protecting the village.
15. We heroically defend so that the GG’s life does not seem like honey; while completing this task, a new SMS comes from Kolmogor demanding that he single-handedly clear another part of the village.
16. GG is no stranger to this - we go to the lowland part of the village, clear out the warriors, a joyful SMS comes from Kolmogor, we return.
17. We report to Kolmogor, an SMS comes from Klenov asking him to come. We speak with Pilgrim, after which we go to Varlab.
According to the logic of the plot, the further part should work only after completing the Cat’s quests and meeting the Black Doctor, but it turns out that it works that way.
18. In Warlab we receive several SMS in a row, which will be interesting for the development of the plot in the final addition to Solyanka. We go to Klenov and receive the task of finding a psi antenna. We are moving to Cordon.
19. My antenna mark was not displayed in the PDA - the antenna we need is on the truck from which the GG fell out at the beginning of the game.
Advice - do not rush to immediately take the antenna - when approaching it, an honor guard and a ceremonial meeting committee appear. Like a true modest warrior of Good, my GG did not wait for fanfare and pomp - he quickly ran next to the truck and dealt with the honor guard and the ceremonial meeting committee from afar, from a sniper gun.
We take the antenna and bring Klenova.
20. We give the antenna to Klenov.
21. We go to Pilgrim, talk to him and the next storyline begins.

Generators or the elusive stargazer:

The storyline begins after the last communication with Pilgrim in the Old Village.
Attention! Before going to the Generators, be sure to complete the entire Kota quest line and go to Limansk and the Hospital, you need to meet with the Black Doctor.
1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl NPP1. For those who have not used the Chernobyl NPP2 – Chernobyl NPP1 transition, let’s go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
2. At Chernobyl NPP1 we meet the Ghost, we say he leads us to the transition point. As soon as it stops, we say, a transition appears, we go to Generators.
3. At the Generators we speak with the Ghost again, he leads as soon as he stops - we say that the GG needs to find the elder in the village. We go to the village (just south of the swamp).
4. Finding an elder is not a problem, we talk to him, pay him or complete the quest. The quest is actually not difficult - I advise you to complete it. All the clues are in the dialogue with the Old Man. The main thing is to have time to run through the entire location. We report on the downed helicopter, learn about Fritz and get transferred to the Hospital.
5. Finding Fritz is as easy as shelling pears, he lets GG see the prisoner, we talk to him, a helicopter arrives
6. We go out, talk to the Black Doctor, the GG must find the Bosun. We take the Doctor to the prisoner. Do not go into the basement yourself, let the Doctor go ahead - otherwise the Doctor and the prisoner will block the exit for the GG.
7. We go to the Phantom, talk, get information about the Bosun, return to the Black Doctor and ask him for a helicopter. We listen to the advice and stock up on what we need. We go into the helicopter and fly to the Swamps.
8. We arrive, move to the territory of the location (not difficult, the GG can jump even in that situation). We go to the dilapidated railway bridge and there we find the Boatswain. Those who played Clear Sky should know both the passage and the cave in which the Bosun sits well. For those who have not played, a hint - there is a hole in the barbed wire fence, not far from the bridge. We find the boatswain and talk.
9. We leave the cave and receive the task of bringing the Boatswain to the cemetery. He gets behind the fence himself, we talk to him, we lead him, protecting him from monsters.
10. At the cemetery, we receive the task from the pilot to clear out the bandits. We clean up, put the Bosun in the helicopter, sit down ourselves, and fly back to the Generators.
11. We arrive, talk to the Boatswain, go to the Ghost and get passage to Pripyat.
12. We go to Andersen and talk. The GG must find the joystick. There is a map in the PDA, as well as a hint on how and when to look. We find a joystick, while searching we look not only at our feet, there is a joystick after all!
13. We talk with Andersen, go to the Bosun, hand him a joystick and accompany him to the border of the radiation zone. We are waiting for the Bosun to turn off the antennas and leave the zone. We go to the Bosun and talk to him.
14. We go to the Ghost, we talk, a long exchange of SMS. The three of us set off to storm the Base, admire the helicopter battle, and clear out the Monoliths. We receive an SMS about the fleeing leader, we jump into the underground passage, and run after the leader.
15. We find the corpse of a panther, wait for the Black Doctor, talk to him, talk to the Phantom, go to the village.
16. We find the Bosun, talk, drink, watch the video and listen to DDT. We wake up, go to the Phantom, receive a note, in it is the code for the door. Active SMS exchange.
17. Open the door to Warlab, find the teleport deactivator, go to the concrete block, find the corpse and take the dossier. Active SMS exchange. Let's go to NZ.
18. We are looking for a secret cave. The task, in fact, is not that difficult. Hint – there will be a living person sitting in the cave. We don’t go into the cave - we go to Fang’s headquarters in the Fire Cave and talk. Together with him we go back to the cave.
19. We climb into the cave, find the Fly, talk, return to Fang, meet the Panther, talk, return to Fang again, talk.
20. We take the Fly to the Hermit for the winter. When brought, the Fly should sit down by the fire, and Fang should stand next to it.
21. We leave, we receive an SMS from Fang. We return to Mukha, talk, and receive the task of finding the doll and its photograph. We talk with Fang, go to Varlab to see Klenov.
22. We take the art from Klenov, go to Radar for the doll (in the house where one of Cyclops’ hiding places was). The “prediction” about an incomprehensible anomaly is fulfilled (hardcore fans will really enjoy it). We take the doll to Mukha.
23. We speak with Fang, we go to Voronin, we speak. We go to the Bartender, there is an active exchange of SMS. We are going to Chernobyl NPP2 to search the helicopter. Anyone who has passed through Chernobyl NPP2 at least once can easily find out where the desired helicopter is, but to get to it, the GG will need a Monolith teleport.
24. We make our way to the helicopter, take the recorder. SMS messages are being exchanged, from which we understand that we still need to look for helicopters. Let's go look.
25. The 2nd helicopter is very easy to find, it is clearly visible both from below (from the ground) and from above, any gamer has run past it more than once. Near it are hints on where to look for the 3rd helicopter, which is more difficult to find and to which the GG cannot get to without a teleport.
26. Near the 3rd helicopter we find the backpack that Mukha spoke about, we take away valuables from it. We carry and give the recorder to Voronin, active SMS exchange.
27. We go to Mukha, show her the contents of the backpack and send her to the mainland, pick up a present from the military.
28. We talk with Fang, read the scary story in the SMS, run to the big swamp. We find Mukha’s corpse (I took everything, just in case), treat the wounded lieutenant, and talk. Exchange SMS, we go to the cave in which we found the Fly, we get the task to go to the Generators.
29. At the Generator base we talk to Andersen, go to the substation, collect the interference generators, bring them, give them back. After an active exchange of SMS, we observe the negotiations.
30. We talk with Andersen, go to the concrete road and clear out the Monoliths. We go to the generator field, when we reach the desired place, SMS is exchanged, we meet the Panther, we talk.
31. We go to Chernobyl NPP2 (the place is marked on the map), talk with Fang, go to the place indicated by him, clear out the Monoliths, an SMS comes from Fang demanding that we quickly return back.
32. We run back as fast as we can, watch the crash of an armored personnel carrier and a helicopter, grieve for our dead friend, listen to Alexander Yakovlevich
33. We receive an invitation from the Black Doctor, we go to the Hospital, GG is allowed into the previously closed distant part of the Hospital.
34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, communicate with him, with the father of the panther, again with the Doctor and get freedom to choose the further development of the plot.

The true ending of the game looks like this:
35. In a dialogue with the Doctor, we choose that we will cook the Stone of Fortune ourselves, we get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, a flash occurs and new art is cooked very quickly, we select it.
36. We talk to the Doctor, go to the Fly, revive it, go talk to the Panther. She and her father are at the far end of the compartment, further along the tunnel there is a passage, we go there.
37. We find ourselves in an inaccessible part of Agroprom in the company of our old friends.
Due to the large number of questions about the further development of events, I provide a detailed sequence of actions after appearing on Agro for the correct development of the plot:

38. We stand and watch the show + active SMS dialogue until the show participants leave.
39. Arhara appears, we talk to him, he leaves. We are in no hurry to run anywhere until he leaves and another red SMS arrives. Now you can turn to the gate - there we will see a character, after talking with whom we will understand what the authors will prepare for us in the next extra.
40. We go to the teleport near the gate, look at the last surprise from Arhara and with a feeling of accomplishment we set off to walk around the ZONE and finish what we didn’t finish before. Those who have completed everything go to complete cyclic quests for key NPCs and wait for the next additional stage to appear.

False endings are very similar to the true one, with the exception of a couple of interesting points - which you will find for yourself, everything is clear and understandable there. And you won't get further with false endings.

Lightning quests and the search for an exit to the Dead City:

1. After talking with Fang, we go to the Teleport. We get onto the pipe, look around, see another teleport, jump into it. We “get to know” Molniya, we exchange SMS messages, and learn a lot of new things.
2. We figure out who could have planted a bug in our PDA, go and deal with it. SMS exchange.
3. We go to the Control Bunker and talk to Lightning.
! Advice: we will need a first aid kit.
4. We move to Limansk, find a house with a Teleport, find what is left of the Wanderer, pick up the notebook, find another teleport to get out.
5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
6. Based on a tip from the Ghost, we find One-Legged Maximilian and talk to him. Don't forget to talk to the Ghost.
7. We come to the Sarcophagus, look for the teleport, go into it. We find a photo gun, take a picture of the Monolith, select the photo and jump into the teleport.
8. Village. SMS exchange with the Ghost. We go to Pilgrim, show him the Photo and ask him to erase the numbers from it.
9. We wait, go around the village, an SMS comes from Pilgrim, take the Photo and go to the Generators.
10. Give the Photo to Maximilian, we get an Advanced Detector. Exchange SMS with Lightning and Fang.
11. Take the Camouflage Exe and move to X-10. We are sitting in ambush. We wait.
! Advice: It would be a good idea to shoot the rats on the approach to the hall with the switch and in the hall itself, so that the Last Day clan fighters would not be distracted by them.
! Tip: Maintain stealth mode until Korn opens the code door.
12. We fight off Radio Operator Korn from the Invisibles, communicate with Korn and Fang, select a camera and instructions.
! Advice: It is necessary that during the showdown Korn is not harmed; if he runs away from the door, there may be problems during further passage.
! Advice: If possible, we do without intermediate saves, otherwise quest items may fall into the textures. If this happens, we go out of their X-10, for example, into the Sarcophagus and return, picking up everything that fell through.
13. Let's go to Pripyat. In the Kindergarten in Korn's hiding place we find a lens and a closed safe. Exchange messages with Fang. We meet Korn and Fang and the transition from the Radar and escort them to the Kindergarten.
! Advice: It will be easier if we destroy the mutants, zombies and monoliths before we go looking for Korn’s hiding place, then it will be easier to get him through alive.
14. Korn opens the safe and learns about the missing document. We speak with Fang, mine the stairs, talk with Fang again, and fight off the attack. We receive a link to Arkhara’s profile on AMK.
! Tip: We take mines for mining on the floor in the backpack.
15. We go to the Red Forest and find the Forester. We eliminate the Sniper, get a pistol from the Forester, and he assembles a camera for us. Based on a tip from the Forester, we find a corpse, take away everything we find, and then look for a passage to Warlab.
16. We speak with Klenov, we receive three charges for the camera and an isomorph.
17. We go to the X-16 and photograph the Brain. We go out, if we’re lucky, we find and photograph the controller in the tunnels.
18. On the territory of the Plant we find Chernomor. We bring him Antizombin and accompany him to the Stalkers' parking lot. We talk to him. Based on a tip, we take the Rifle and cartridges.
19. We go to Varlab, give Klenov a photograph and a camera.
20. Let's go to Lightning. Let's talk. We throw all the found izmorphs into the teleport, in return we get various useful things.
21. We receive an SMS from Panther. Lightning helps us move closer to Cordon.
22. We meet Hog at the Landfill and help him solve the problem. In return, we learn about the hiding place of the Invisibles. We take everything from there.
23. Move to Cordon, exchange SMS with Panther. We go to the Newcomer Village and talk to the Father of the Panther. We are trying to catch up with her. We watch what is happening. We return with Father Panther to the Village. We talk to him. Exchange SMS with Chernomor. We speak with Klenov and he teleports a Note and an infected Camera to us.
24. We go to Yantar, talk to Chernomor.
25. We return to Cordon, take a Picture and identify the villain. We talk to him and hand him over to the Panther Father.
26. We go to the freedom base. Exchange SMS with Father Panther. Let's take a photo. We identify the stranger and talk with him.
27. Take the Camouflage Exu and move it to the Undiscovered Land. We eavesdrop on the conversation when the representative of the Last Day leaves, talk to Maximilian and get a tip to the Cache at Agroprom.
! Advice: Despite the fact that the PDA indicates the location of the cache in the Attic, you need to look for it in the trees, as indicated in the SMS.
28. We take the contents of the Cache and move towards Sakharov. Seeing what we brought him, Sakharov happily shares information about the spied teleport to X-16.
29. We go to the Teleport, find ourselves in X-16, collect everything we find, and act as written in the found papers.
30. Teleport to Yantar, talk to Chernomor. SMS exchange with Lightning.
31. We come to Lightning, throw the found object into the portal, and be sure to collect everything that flies back out. Say goodbye to Lightning. We are waiting for her to go into the portal, and we receive the task of finding a teleport in Limansk.
32. We find a teleport in Limansk, activate it and watch the video. We are waiting for the next continuation.

The Last Day and the Dead City:

Important Note
Trying to load almost any save in the Dead City location led to the game crashing. After restarting the game, the save is loaded and you can move on normally.
Arkhara wrote that he had such sorties only after the murder of GG.

So, the previous description stopped at the point where the GG finds a portal in the basement in Limansk.
1. We go into the portal and receive from the security system a not very happy message about weapons. Reluctantly, we leave what we have acquired through back-breaking labor in the safe. We teleport to MG.

2. We meet the Evil One, we receive from him not good news and a hint, we go to look for the stalker. The location is marked with a circle on the map.

3. We find the Perfumer, get another hint, and move on to look for the Stalkers. The location is marked with a circle on the map.

4. We find the farm and Tyumensky, we talk, we get the task. We go to the bandit camp, the position is marked with a circle on the map.

5. We find the stalkers, talk to the Liquidator, go to clear the camp. After clearing, we loot and collect swag according to Tyumensky’s list (available in the PDA in the task description). If you are lucky, then we collect the entire set and receive the task of taking the stalkers back. And if you are unlucky, then we think about where to get the rest.

6. We lead the stalkers to Tyumensky, simultaneously clearing out the monsters spawned on this occasion. Let's remember about Chuk and Gek. We hand over swag and live stalkers to Tyumensky.

7. We receive an SMS from the Perfumer, we go to the Black Farm to look for the controller. The Last Day fighters appear and an SMS arrives from Norman. You can fight with enemies or escape from them. Let's go to Norman.

8. We talk with Norman and learn a lot of interesting things. Exchange SMS with Fainting, we go to meet him near the camp that we recently cleared. Upon arrival at the fuel tanker, Norman receives a task to find the cache. We are waiting for Fainting.

9. We speak with Fainting, we receive a chip for disabling the outer perimeter of the city and a hint on how to use it correctly.

10. We go to the city according to Norman’s drawing. As we approach, we clear the passage from the “Last Day” fighters. Don't forget about Fainting's tip about the timer.

11. In the attic, according to the picture, we find a cache and the weapon we need, go to the sniper’s place.
The weapon disappears from our hands - don’t be nervous, it’s meant to be, we wait a little and watch what’s happening. When the weapon returns to our hands, we bring down several fighters of the “Last Day”, and be sure to bring down the head of security on Norman’s tip.

12. We leave the city, there is an active exchange of SMS with Fainting and Evil, we get a transition to the ATP, we run into it.

13. We deal with the “support group” at the ATP, we receive a task from Norman to find a cache, we go to Agroprom.

14. Using the positioner, we go to the specified point according to the coordinates and teleport to the cache. We find the module in the cache, we get transitions to the MG and back. Exchange of text messages with Norman.

15. We move to Limansk, take the swag left there from the safe, and at the same time follow Norman’s instructions along the way (if the safe does not have the necessary armor and weapons). Using any of the provided passages we return to the Dead City.

16. We go to the Perfumer, his wanderlust awakens and he leaves for his new place. We wait and track on the map when it stops, we go there, we talk. Exchange SMS with Duda. We get the route to enter the building.

17. After the end of the dialogue between the Perfumer and Duda, we speak with the Perfumer again (this is important!), after which we go to a meeting with Duda. At the entrance we speak with the guard (a complete analogy with the situation of the 1st entry into the Freedom base).

18. We find Duda and talk. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we separate, GG will have enough time to calmly find the Doctor and talk to him. If you don’t part ways, you’ll have to run around quite a bit (a few seconds to find Doc and dialogue with him). But we will have to fight the “Last Day” in any case.

19. We talk to Doc, send him to the Perfumer. We receive an SMS about disabling the protection system, and a little later - an invitation from Lightning. We go to meet her, we say, Lightning disappears.

20. We receive an SMS from the Perfumer, we go to the headquarters to look for Iskra’s note, we find it, the Perfumer appears, we talk.

21. Using the positioner, we go to the point indicated by Iskra in the note, we get into the sewer and through it into the teleport to Zaton. After running around the empty Zaton, we are waiting for the release of the next addition.

Introduction

Many thanks to the comrades for creating the Guide to Narodnaya Solyanka: a1851769, RUS_D, R@dik, Vitaly_Zver, magnit, Cherny_Doctor, Alenka, Korpus, romale, Shadows, sergostalk. You will find their works in the previous version of the Guide to. In essence, this version is a streamlined and slightly expanded copy of the old Guide.

  1. Quests of the Old Plot
  2. New Plot Quests
  3. Quests of Narodnaya Solyanka

1. Old Plot

  1. We bring Sidor Shustrogo’s flash drive and take a special task from him.
  2. We make our way behind the embankment and answer the Fox’s call for help. We treat him and ask about Strelok.
  3. We help Gray and his people fight off the bandits at the Landfill.
  4. We save Mole, he is a military man, in return he will take you to the entrance to the dungeon and tell you about the hiding place. But don't forget to ask him a question about Strelok.
    If any of the 2nd to 4th points are failed, there is a way to do without replaying. Information about Strelok's hiding place is sold by an informant in Bar.
  5. According to the plan that the Mole gave you, we make our way into the hiding place and find Strelok’s flash drive there.
  6. We get out of the dungeon in accordance with the instructions in the PDA, in other words, through the wrong hatch where we climbed in.
  7. We search the corpse of the Ghost's master key in X-16.
  8. We meet with the Guide at the Cordon.
  9. We speak with the Doctor in Strelok's hiding place in the Agroprom dungeons.
  10. We find the cache in Pripyat and take the Decoder.
  11. We find a secret door in the Sarcophagus and open it.
  12. Solving the riddle of the Monolith.

2. Search for the missing expedition

  1. Search the corpse of special forces soldier Andrei, near the viaduct on Cordon.
    Note: The viaduct is a tunnel under the road from the newcomers' village to the bridge; the corpse disappears after the first communication with Akim.
  2. We find the bandit who stole the PDA of a special forces soldier, this is a “simulator” sending an SOS signal, at the Landfill, but he does not have the PDA.
  3. We are looking for the bandit who stole the PDA, this is Fraer, for whom Voronin gives the task.
    Note: with different passages, he can be found in the Dark Valley, at the Landfill, at the Agroprom and in the Dungeons of the Agroprom.
  4. At Prapor's at the Landfill, for 10 scientific first aid kits we learn that the Bartender's people can repair the PDA.
  5. The bartender asks for the Tears of Fire artifact for repairs.
  6. We bring it and find out that the Bartender's People have completely broken the PDA, the branch seems lost.
  7. While completing Lukash's quest, following the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
    Note: in order for a dialogue to appear to kill the traitor, it is necessary to clear the farm from a group of debtors led by the Skull.
  8. In the Wild Territory, right at the transition to Yantar, we find Sivoy’s group, and from his PDA we learn that Sakharov knows about the expedition.
  9. Sakharov will want to talk to us only after completing the Fang branch and disabling the Burner.
  10. Based on Sakharov’s tip, we need to go X-10, but we were already there, there is no expedition there, but Sakharov insisted, let’s go and check.
  11. And indeed we find two dead and one barely alive environmentalist who asks to end his suffering and finish him off.
    We do it with our hearts bent.
  12. We tell the Ghost about what happened. He suggests that there is another exit from X-10, but where?
  13. We talk with Freeman, in the Papers of the Mercenary Jameson, he found a mention of the operation to capture the Monolith.
  14. At the Landfill we deal with Tomaz’s group and take the Capture Plan.
  15. From the Plan we learn about the path from X-10 to the Sarcophagus and back.
  16. We go to the Ghost, if you have found the missing expedition and the exit from the X-10 to the Sarcophagus, we receive the task of bringing 10 Golden Chunks of Meat from the Chernobyl Nuclear Power Plant-2 location.
  17. We bring Chunks to the Ghost, and as a reward we receive information about the transition from the Sarcophagus to Chernobyl Nuclear Power Plant-2.
  18. We receive the task to find 3 parts of the diary at Chernobyl NPP-2.
  19. We bring the docks to the Ghost.

2. Quests on Arhara’s laptop

  1. Talk to Dan.
    Note: Den is in the Swamps; we get access to the Swamps from the Fan in the Daylight Savings; Den will appear after completing the task of Sviblova (leader of Clear Sky) “Steal a machine gun”.
  2. Let's go to Agroprom.
    Note: It is necessary to steal documents from the Stalker's main task.
  3. We speak with Zakhar (Bar).
  4. We speak with Dan, he talks about the unusual activity of the Military in the Agroprom. We receive a task to steal a package from the military at Agroprom.
  5. We meet at Agroprom with Arkhara and his group, storm Agroprom, and take the parcel.
  6. We don’t know what it is or what it’s for, we just attribute it to Dan.
  7. We speak with Arhara again, we receive the task to bring his notebook.
    Note: after the assault on the central complex, Arkhara is located in a tunnel near the Agroprom-Svalka transition.
  8. We go down into the Agroprom dungeon, find the corpse of Arkhara’s friend and take the notebook.
  9. We give the notebook to Arkhara, and we receive the task of bringing Arkhara’s laptop, and he also asks to visit Dan.
  10. We talk to Dan and receive a task for the flash drive of a scientist from X-18.
    Note: we remove this flash drive from the scientist’s corpse during the first visit to x-18.
  11. We bring and receive a customized psi-helmet, identical to the one Sakharov gives.
  12. On occasion, or immediately go to the Radar and find Arkhara’s laptop.
    Note: the laptop will spawn regardless of whether there is a task for it in the PDA, so you can safely pick it up when you first visit the Radar. The box is located near the helicopter in the Rusty Forest.
  13. We bring the laptop to the Yakut Army Warehouses.

2. The beginning of the search for the Phantom and the killers of Fang

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

2. Search for Fang's killers

7. Let's talk to Voronin. He asks for Psycho's flash drive.
8. We go to the Psycho, who “lives” in the swamp at the Army Warehouses, take the flash drive, take it to Voronin.
Note: Svoboda resident Max asks to bring the same flash drive, you can agree to this, just don’t forget to buy the flash drive from Max later; living creatures are very active in the swamp, and the psycho often dies before us, and his corpse can easily disappear, therefore, it would not be a bad idea to deal with the psycho and remove the flash drive from him on his first visit to the AC, without waiting for receiving quests for him.
9. We speak with the Informant in the Bar; for further advancement we need the Tyrant’s information.
10. We talk to Dan and take the Tyrant PDA from him.
Note: To prevent Dan from becoming an enemy during a conversation, it helps to first ask him to repair something.
11. We bring the PDA to the Informant and learn from him about the mercenary Le Havre.
12. We speak with Le Havre (AS), we learn that Freedom is in contact with the Mercenaries, through Le Havre.
13. We speak with Le Havre, he asks to kill the mercenary Bolt and bring his PDA.
14. We speak with Le Havre again and receive the task of bringing the docks from the corpse of the Monolith to X-10.
15. During a visit to X-10, we find the corpse of this guy, he really does have the papers, we take them and bring them to Le Havre.
15. We talk with Yakut, he suspects a conspiracy and sends him to Freeman.
16. Talk to Freeman, we learn about the meeting of Mercenaries in the TD.
17. We take Bland’s squad to the TD and bring the flash drive to Freeman.
18. We speak with Le Havre. Le Havre is offended at us because of Blend, he is poisoning and robbing GG completely.
Note: you can leave what you have acquired through sweat and blood in the next room; Le Havre permanently takes away quest items.
19. We speak with Le Havre again, he becomes an enemy, and with a clear conscience we bring him down and all his associates.
20. We speak with Yakut, he saw how a box was dragged from the Freedom base to the outpost.
21. We take out the Mercenary outpost and take the box.
22. We bring the box to Yakut and get our swag, which Le Havre took from the poisoned GG.

2. Search for the Ghost

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

3. Clear Sky Quests

  1. At the entrance to the Swamps we find Dyak on the farm and he gives a task to rescue a friend from captivity of bandits. We go along the road to the church, clear out the bandits and find the captive Sakhaty, we talk to him.
  2. We return to the Dyak, report on the completion of the task, and receive information about the teleport to the Clear Sky base.
  3. We go to the base, meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovtsev Sviblov.
  4. Vasily's task is to find a healing ointment.
    4.1. We go to Kalmyk's hut - the place is marked on the map with a circle. In the hut there is a backpack on the floor with a grenade in it. We take a grenade and it explodes (the GG should have very good protection against explosions - art + costume). Kalmyk appears.
    4.2. We speak with Kalmyk, we receive the task to bring a container. The location of the container is marked on the map with a circle.
    4.3. We go to the backpack and pick up the container.
    Note: in the teleport there is at least 1 passage around the backpack, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the location of this passage. It looks like the location of the passage is set randomly. Be persistent in your search, come from different directions.
    4.4. We bring the container to Kalmyk and find out the rates for exchanging the ointment. We bring the swag and get the 3 necessary jars, take them to Vasily.
    4.5. We hand over the ointment to Vasily and get the opportunity to upgrade and repair some costumes.
  5. Cold's task is simple - to mark a unique pseudo-giant at Agroprom.
    Note: The location is marked on the map in the PDA. If there is no mark, then the pseudo-giant is running in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the landfill immediately to the right along the fence).
    5.1. We target the pseudo-giant with Cold's weapon and report on the completion of the task.
    Sviblov's quests are key to further progression of the plot, incl. to open passages to new locations (Limansk and beyond).
  6. We speak with Sviblov and receive the task of bringing the brain of a unique controller. The controller's spawn location is marked on the map. Let's go, kill the controller and the monsters accompanying him, and take the brain.
  7. We hand over the brain to Sviblov and in return we get the opportunity to exchange parts of unique monsters for weapons.
  8. We speak with Sviblov again. We receive the task of stealing the PKM from the bandits. And a tag in the PDA for Kashchei. Without delay, you must go and talk with Kashchei, otherwise he may die in the fight against bandits or disappear into an anomaly.
  9. We speak with Kashchei and get clarification on the assignment.
  10. We go to the territory of the bandits and climb onto the roof through the tank, go down and take the PCM from the backpack. Before taking PKM, the bandits must not see the GG, otherwise the quest fails.
  11. At the moment you take away the RMB, hunters led by Den will spawn, help you fight off the bandits, and now you can fight with the bandits. After clearing, you can talk to Den, but more on that later.
  12. We hand over PKM to Sviblov, we receive a new task - to control Freebies’ deal.
  13. We go to the Cordon to the factory near the railway bridge.
    Note: To successfully complete the task, 2 conditions must be met:
    - so that the mercenaries do not notice the GG before calling Freebies
    - so that after the call of Freebie, Freebie himself and his friend will remain alive.
    To complete the quest, you need to hide on the territory of the factory so that it is convenient to quickly jump out and start clearing out the mercenaries.
  14. We go to Sviblov and report on the completion of the task.

3. Quests of the Cat or search for the Black Doctor

  1. We talk to Dan, get the task to talk to the Cat and a mark on him in the PDA.
  2. We go to the Cat, we talk, we accompany him to the burnt out farm. Right behind the Cat in the ruins in the center of increased radiation lies a corpse that you need to get to.
    Note: GG must have very good radiation protection or anti-radiation drugs.
  3. We search the corpse of the Monolith, take the map and give it to the Cat.
  4. We accompany the Cat to the fence of the Chistonebovtsev base, actively clearing the living creatures around if the Cat suddenly stops. We go to the bar to Cold, talk to the Cat. We receive the task of finding the right person.
  5. We talk to everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, we talk. We get the task of bringing a TV.
  6. We go to the Cordon, pick up the TV near Akim, bring it to the customer and give it back. In return, we receive information about the possible locations of the Monoliths (marked in circles on the map).
  7. We search the possible locations of the Monoliths, find them, destroy them, and take the notebook.
  8. We give the notebook to the Cat and agree on a subsequent meeting in the Bar.
  9. We receive the task from the Cat to bring medicine from Kalmyk
  10. We go to Kalmyk, he needs ingredients - we collect them and bring them. We wait 24 game hours, take the medicine.
  11. We give the medicine to the Cat, we get the task of taking the “tongue”. Let's go to Agromprom.
  12. To the south of the western complex we find the Monoliths and free Chuk and Gek from their captivity. We speak with anyone, accompany both of them to the central complex.
    Note: I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov will rush to fight everything that moves and cannot be brought to an end.
  13. On the territory of the central complex we talk with Chuk or Gek, get valuable information, go to the Cat.
  14. We share information with the Cat, learn about Rabinovich and get the task to go to the Miser, let's go.
  15. We get information from the Miser that we need the Modest.
  16. In the village of bloodsuckers we find Gloomy, and we talk to Joker. We drink 3 bottles with Joker and get information about Modest.
  17. If I correctly understood the authors' idea, then in a state of "slightly drunk" the GG must complete the following quest. We go deep into the village, an SMS comes from Skromny, we find him wounded, we treat him, we talk, we get information about Rabinovich. A group of avengers appears, we destroy and sober up.
    Note: It’s better not to delay your visit to Rabinovich: for some stalkers, he disappeared when this task was postponed for a long time.
  18. We go to Pripyat, we find Rabinovich in the house with the Deli near the hotel.
  19. We talk, get information about the "Black Doctor", return to the Cat.
  20. We report to the Cat and get the task to talk to Zakhar.
  21. We talk with Zakhar, we receive the task of taking Brother Louis alive.
  22. We go to the Swamps, the avengers' base in the northeast of the location near the northern exit to Cordon. We clear the guards without touching Brother Louis, talk to him, and get information about the Frenchman.
    Note: when disassembling, do without intermediate saves/loads, because Brother Louis may not want to communicate later.
  23. At the Svoboda base we find the corpse of the Frenchman, take his PDA, and hand it over to Zahara.
  24. We receive the task of finding Fang and go to complete a series of quests “Searching for the box and safe of the mysterious stalker”, “Continuing the search for the mysterious stalker”, “Meeting with Fang...”.
  25. After completing all of Fang’s quests, we go to Limansk, in one of the buildings (you can’t pass by) we find a group of Svoboda members led by Borman. We receive from Borman the task to destroy the sniper.
  26. We go to the construction site, clear out all the NPCs, and destroy the sniper. An SMS comes from Sviblov about the need for a meeting.
  27. We go to Borman and hand in the task. We get something new - find the muffler and take it to the Miser. We go to the construction site and find a muffler in one of the containers.
    Note: NPCs can steal the silencer without you, so I don’t recommend leaving the location before finding it and also searching all the corpses if you don’t find the silencer in the containers.
  28. We take the muffler to Skryag, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
  29. We go to Sviblov and receive the task of finding the courier on the Radar.
  30. On the Radar we find the courier next to the Ghost. It is recommended to stock up on medications and art to restore health - they will be very useful.
  31. We take the suitcase from the courier and carry it to Sakharova, despite all the calls for the task in the PDA “Return to Sviblov.”
  32. We hand over the suitcase to Sakharov. Before donating, I recommend eating a hearty meal, because... then we sleep for a long time. We speak with Sakharov and return to Sviblov.
  33. We report on the completion of the task and receive a teleport deactivator.
  34. We go to Limansk, deactivate the teleport at the construction site, go north and go to the Hospital.
  35. Not far from the entrance we find the Cat and the escort group. Together we make our way deep into the Hospital.
  36. At the northern exit of the hospital we meet the Black Doctor, communicate and learn new information.

3. Search for the box and safe of the mysterious stalker

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

3. Continuing the search for the mysterious stalker

  1. We take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there. The passage is at the highest level of the large hall, almost a mirror image of the passage through which the GG enters the Labyrinth.
  2. We talk with the Astrologer and learn about some local residents.
  3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
  4. We meet the Gynecologist, give the Bag and Safe.
  5. We talk with Cyclops, from his poems we learn about the location of the medicines. Let's learn about the transition point Dump-NZ.
  6. We go to the Cordon and pick up medicines.
    Note: The task is easier to complete if you have a camouflage exe in your arsenal. If there is none, then art will help you.
  7. We give the medications to the Gynecologist.
  8. We talk to Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs batteries.
  9. We speak with the old man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
  10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
  11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and watches if we bring the razor from his cache. Now there is a camp for the avengers, and he himself cannot go.
  12. A simple stealth mission, we find Pilgrim’s abandoned backpack and take everything from there. If even one avenger dies while you are reporting on the mission, the mission will fail.
    Note: and, again, camouflage exa will help you.
  13. We give the machine, we get the watch.
  14. We give the watch back and find out from the transition points AC-NZ, TD-NZ.
  15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries. An SMS comes from the Hermit, asking him to come in, there is information.
  16. We speak with the Hermit. We find out that Adrenaline was looking for us, information about the owner of the safe appeared. He says Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the detector.
  17. We take the batteries to Zhorka and talk to Vitya at the same time. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS comes from Adrenaline, people came to get the box.
  18. We go to Yantar and buy detectors from Sakharov.
  19. We bring Vita two Elite Detectors and a Plasma Caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
  20. We go to the Landfill, find a cache, there are two detectors there, we’ll just keep one for ourselves.
  21. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling the Zone for a long time. They were looking for a safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
  22. We speak with the Gynecologist, in the safe there was an old map of the territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
  23. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells us where to look for the flask for him. The floppy disk with the information is nearby. We select the floppy disk and treat the mercenary.
  24. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against GG making a copy, but the original will have to be returned.
  25. We go to the Army Warehouses, find the desired place, select the Flasks.
  26. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
  27. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances.
    Note: we find the deactivator of the second teleport already in the cave. Another piece of advice, it’s quite hot there at the entrance; it wouldn’t hurt to hang some artifacts to protect yourself from the heat.
  28. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
  29. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
    Note: between points 28-29 you must do without intermediate saves/restorations, otherwise the Avengers will become enemies.
  30. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
  31. Owl agrees to help, but for the job he needs a controller, they found just the right one on Radar, he needs to run and pick him up.
  32. We run and pick it up. We bring it to Owl.
  33. For the work he asks for 10 chimera claws +100 tr. We collect, bring, select the head of “Sidorovich”.
  34. We go to the Chimera, give the head. He doesn’t give us the reagents, but we learn that his eagles are training in NZ, and later they will go in search of the daughter of some big shot, she disappeared here in the Zone. An SMS arrives from Cyclops, there is a tip to the hiding place.
  35. We listen to the next portion of poetic revelations and follow the lead. In the Chimera's nest we pick up the flasks with reagents.
  36. We take what we find to the Gynecologist. We admire the charged Perfusor. We receive an SMS from Fang, he wants to meet.
  37. We talk to Cyclops and get the latest tip.
  38. Let's go, take everything from the hiding place.

3. Fang quests (trips to Warlab, Red Forest)

    Note: This storyline begins immediately after collecting the perfusor for the patients of the Gynecologist's hospital.
  1. We receive an SMS from Fang (item 36 from the thread “Continuing the search for the mysterious stalker”), we go through the upper entrance (through the swamp) into the fiery cave.
  2. We speak with Fang, we receive the task of reconnaissance of a new territory (military laboratory or Warlab), we get the transition from Radar to Warlab and from Warlab to X16.
  3. We go to the Radar, behind the door with a combination lock there is a passage. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We end up in Warlab for a cool showdown between the Monoliths and the mercenaries. You can just quietly stand at the entrance for 10-15 minutes until the enemies destroy most of each other. We receive an SMS from Fang.
  4. We find the corpse of the mercenary Bonebreaker in the billiard room, and take the mercenary’s notebook from him.
  5. We go to the AS to Fang, he is on the farm where the Dolgovtsy were previously based, we talk with Fang, we get the task of ingratiating ourselves with the mercenaries, with which Lukash will help us.
  6. We talk with Lukash, find out about the signet and the Spider.
  7. We go to the Radar, kill the Spider near the exit to the Dark Valley, take the signet and become a mercenary.
    Note: during further movements we try to avoid contacts with any groups, especially with former neutrals and friends - after killing them you may find yourself in a hopeless situation.
  8. We go to Warlab, find Panther in the billiard room, talk to her and get a task to temporarily find a walkie-talkie, we find it in one of the backpacks. We give the radio back and find out that the big guy wants to talk to us.
  9. We speak with Dembel and receive the task of picking up a stuffed dog from Lukash’s headquarters. We get the coordinates of the transition from Warlab to AS.
  10. We speak with the Panther, we receive the task of intercepting the messenger at the Cordon and picking up the disk. In the PDA we see a photo of the place where you need to get. We carefully get to Cordon. I recommend having a teleporter from Sakharov with you so that you can immediately teleport to the Cordon. We climb onto the upper structures of the bridge, reach the edge of the torn truss, receive an SMS from Panther that we are there, a messenger should appear, we take the disk from him.
  11. We step aside with the Panther and receive the task of bringing a backpack from Lukash’s headquarters. We get an invisibility exu.
  12. We go to the AS, find a backpack in the Svoboda weapons room and take a prototype armored vehicle from it (we don’t try it on ourselves, so as not to damage it!), on the 2nd floor we find a stuffed dog, we also take it.
  13. We go to Varlab, give the scarecrow to Dembel and the armored armor to the Panther, the boss of the mercenaries wants to talk to Marked.
  14. We talk to the boss, GG is exposed. Together with Panther and her guards, clear Warlab from mercenaries.
  15. We talk with Panther and Dembel, we receive information and a reward for helping Panther.
  16. We go to Fang in the Bar and share information. Fang sends him to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task of picking up documents in the Red Forest.
  17. We go to Lukash and give the mercenaries' signet.
  18. We speak with Lukash and receive the task of escorting the Svoboda members. An SMS arrives from Panther.
    Note: if you haven’t cleared the Radar for a long time, I recommend clearing the route to Warlab of excess teeth and trunks.
  19. We talk to Vitamin, arrange a meeting at the Radar.
  20. We go to the Radar, talk to Vitamin, accompany the group to the hole in the mesh fence, talk to Vitamin again and go to Warlab.
  21. If there is no burning desire to fight the dogs, we calmly wait until the Svoboda members clear out Warlab and Vitamin comes to the billiard room.
  22. We speak with Vitamin, the blocking teleport is turned off and we receive a reward - a gold bar from Svoboda. An SMS arrives from Cyclops - we don’t react yet.
    Note: I post the ingot immediately in Warlab, because... then you forget, and in other locations you are wildly surprised: “Why is Debt shooting at you?!”
  23. In the right elevator shaft we go up the stairs to the secret part of Warlab and talk to Lazy. Let's find out about the main scientist.
  24. We find Klenov, talk and receive a lot of interesting information, we receive the task of bringing the Hologram to Warlab.
  25. We go to NZ, talk to Cyclops, and get another tip on the cache.
  26. We talk to the Hologram, accompany him to the transition to the AC.
  27. We go to Varlab, talk to Klenov, get the task to bring art and cobblestones.
  28. We go to the Cave and take the Poltergeist Heart from the Miner. The miner gives the art only after meeting the Doctor in Pripyat and receiving the Doctor's task to take the medallion to the Miner. The miner will also ask for flashlights - where and how to find all this is described in other sections of the Guide.
    Where to look for 10 cobblestones - everyone decides for themselves. They will periodically spawn in the Cave, some of your art will turn into cobblestones when you first enter the Radar, etc.
  29. We go to Klenov and give him the art.
  30. If you haven’t received the transitions and the task from paragraph 16 of the description, we get it and go to the Red Forest. Near the crossing we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a flock of monsters.
  31. The location of the hunters is marked on the map in the PDA, we find Genka Captain and receive the task of returning the stolen backpack.
  32. We go to the Swamps to Cold, talk, get information about the location of the thief, follow the tip and find the captive thief.
  33. We negotiate a ransom with Mitka’s captors, talk to Mitka, take the backpack, and take it to the hunters in the Red Forest.
  34. We hand over the backpack and receive a tip on the location of the backpack with documents. We fight off the monsters, find the backpack, take the documents, and take them to Fang.
  35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, clear the monsters, find and save Denis, accompany the stalkers to the parking lot, return to Fang.
  36. We hand in the task and find out that the Astrologer was looking for us (we are looking for him at the Cordon).

3. Continuation of Fang's quests in the Old Village

  1. After rescuing Denis in the Red Forest, we go to Fang, report on the rescue and receive from him the task of going to Kodon to talk to the Astrologer. Let's go, let's talk. In the last dialogue it is written that GG needs to go to Sidorovich.
  2. We go towards Sidorovich, an SMS arrives from Fang about the need to save Pilgrim, and the passage from Pripyat to Staraya Derevnya opens. We immediately forget about Sidorovich and move towards Pripyat.
  3. We go to the Old Village, at the entrance we talk with Pilgrim. The exit from the trap is blocked.
  4. We are waiting for the approach of a group of stalkers who turn off the transition. Their eldest is Kolmogor, we talk and receive the task of clearing out the soldiers near the store.
  5. We go to the store, clear out the warriors, talk to Kolmogor - we get a new task - to capture the headquarters.
  6. We go, we capture the headquarters, an SMS comes from the Panther. We report to Kolmogor and receive the task of examining the village.
  7. We talk with Pilgrim, walk around the village, receive an SMS from Kolmogor, and return.
  8. We speak with Kolmogor, we receive the task of finding the Panther and the coordinates of the transition to Limansk. We go to the transition, an SMS comes from Panther and a mark appears on the map in the PDA.
  9. We go to the Swamps to see the Panther. For those who did not have a mark - Panther is on the southern tip of the peninsula, near which there is a farm of controllers (where the red brain was mined for Sviblov). When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a mark appears in the PDA.
  10. We talk to the Panther, go north from it and find the Swamp Expert in the center of the circle with a mark in the PDA.
  11. We speak with the Expert, we receive the task of bringing zombie embryos and clearing the farm. Let's go, clean it up, find backpacks and embryos.
  12. We return to the Expert, say, go to the Panther, bring her to the Expert. We speak with the Expert again.
  13. Let's follow the Expert. When it stops, we speak and receive a marker for the transition from the Swamps to the Old Village, we go to the transition.
  14. We take the Panther to Kolmogor, from whom we receive the task of protecting the village.
  15. We heroically defend so that the GG’s life does not seem like honey; while performing this task, a new SMS comes from Kolmogor with a demand to clear another part of the village alone.
  16. GG is no stranger to this - we go to the low-lying part of the village, clear out the warriors, a joyful SMS comes from Kolmogor, we return.
  17. We report to Kolmogor, an SMS comes from Klenov asking him to come. We speak with Pilgrim, after which we go to Varlab.
  18. In Varlab we receive several SMS messages in a row. We go to Klenov and receive the task of finding a psi antenna. We are moving to Cordon.
  19. The antenna we need is on the truck from which the GG fell at the beginning of the game.
    Note: do not rush to immediately pick up the antenna - when approaching it, an honor guard and a ceremonial meeting committee appear.
  20. We take the antenna and bring Klenova.
  21. We give the antenna to Klenov.

3. Generators or the elusive Stargazer

    The storyline begins after the last communication with Pilgrim in the Old Village.
  1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl NPP1. For those who have not used the transition Chernobyl 2 - Chernobyl 1, let's go through this transition to find out where the GG is needed. The transition is marked on the map in the PDA.
  2. At Chernobyl NPP 1 we meet the Ghost, we say he leads us to the transition point. As soon as it stops, we say, a transition appears, we go to Generators.
  3. At the Generators we again talk to the Ghost, he leads as soon as he stops - we say that the GG needs to find the elder in the village. Let's go to the village.
  4. Finding an elder is not a problem, we talk to him, pay him or complete the quest. The quest is actually not difficult - I advise you to complete it. All the clues are in the dialogue with the Old Man. The main thing is to have time to run through the entire location. We report on the downed helicopter, learn about Fritz and get transferred to the Hospital.
  5. Finding Fritz is as easy as shelling pears, he lets GG see the prisoner, we talk to him, a helicopter arrives
  6. We go out, talk to the Black Doctor, the GG must find the Bosun. We take the Doctor to the prisoner.
  7. We go to the Phantom, talk, get information about the Bosun, return to the Black Doctor and ask him for a helicopter. We listen to the advice and stock up on what we need. We go into the helicopter and fly to the Swamps.
  8. We arrive and move to the territory of the location. We go to the dilapidated railway bridge and there we find the Boatswain. There is a hole in the barbed wire fence, not far from the bridge. We find the boatswain and talk.
  9. We leave the cave and receive the task of bringing the Boatswain to the cemetery. He gets behind the fence himself, we talk to him, we lead him, protecting him from monsters.
  10. At the cemetery, we receive the task from the pilot to clear out the bandits. We clean up, put the Bosun in the helicopter, sit down ourselves, and fly back to the Generators.
    Note: The GG must take out all the bandits personally; if someone dies in an anomaly or is torn apart by a mutant, the turntable will not land.
  11. We arrive, talk to the Bosun, go to the Ghost and get passage to Pripyat.
  12. We go to Andersen and talk. The GG must find the joystick. There is a map in the PDA, as well as a hint on how and when to look. We find a joystick, while searching we look not only at our feet, there is a joystick after all!
  13. We talk to Andersen, go to the Bosun, hand him a joystick and accompany him to the border of the radiation zone. We are waiting for the Bosun to turn off the antennas and leave the zone. We go to the Bosun and talk to him.
  14. We go to the Ghost, we talk, a long exchange of SMS. The three of us set off to storm the Base, admire the helicopter battle, and clear out the Monoliths. We receive an SMS about the fleeing leader, we jump into the underground passage, and run after the leader.
  15. We find the corpse of a panther, wait for the Black Doctor, talk to him, talk to the Phantom, go to the village.
    Note: when performing p.p. 14, 15 do without intermediate saves/loads.
  16. We find the Bosun, talk, drink, watch the video and listen to DDT. We wake up, go to the Phantom, receive a note, in it is the code for the door. Active SMS exchange.
  17. We open the door to Warlab, find the teleport deactivator, go to the concrete block, find the corpse and take the dossier. Active SMS exchange. Let's go to NZ.
  18. We are looking for a secret cave. The task, in fact, is not that difficult. Hint – there will be a living person sitting in the cave. We don’t go into the cave - we go to Fang’s headquarters in the Fire Cave and talk. Together with him we go back to the cave.
  19. We climb into the cave, find the Fly, talk, return to Fang, meet the Panther, talk, return to Fang again, talk.
  20. We take Mukha to the Hermit for the winter. When brought, the Fly should sit down by the fire, and Fang should stand next to it.
  21. We leave, we receive an SMS from Fang. We return to Mukha, talk, and receive the task of finding the doll and its photograph. We talk with Fang, go to Varlab to see Klenov.
  22. We take the art from Klenov, go to Radar for the doll (in the house where one of Cyclops’ hiding places was). The “prediction” about an incomprehensible anomaly is fulfilled (hardcore fans will really enjoy it). We take the doll to Mukha.
  23. We talk to Fang, go to Voronin, talk. We go to the Bartender, there is an active exchange of SMS. We go to Chernobyl NPP2 to search the helicopter. Anyone who has passed through Chernobyl NPP2 at least once can easily find out where the desired helicopter is, but to get to it, the GG will need a Monolith teleport.
  24. We make our way to the helicopter and take the recorder. SMS messages are being exchanged, from which we understand that we still need to look for helicopters. Let's go look.
  25. The 2nd helicopter is very easy to find, it is clearly visible both from below (from the ground) and from above, any gamer has run past it more than once. Near it are hints on where to look for the 3rd helicopter, which is more difficult to find and to which the GG cannot get to without a teleport.
  26. Near the 3rd helicopter we find the backpack that Mukha spoke about and take away the valuables from it. We carry and give the recorder to Voronin, active SMS exchange.
  27. We go to Mukha, show her the contents of the backpack and send her to the mainland, pick up a present from the military.
  28. We talk to Fang, read the scary story in the SMS, run to the big swamp. We find the corpse of Mukha, treat the wounded lieutenant, and talk. Exchange SMS, we go to the cave in which we found the Fly, we get the task to go to the Generators.
  29. At the Generator base we talk to Andersen, go to the substation, collect the jammers, bring them, give them back. After an active exchange of SMS, we observe the negotiations.
  30. We talk with Andersen, go to the concrete road and clear out the Monoliths. We go to the generator field, when we reach the desired place, SMS is exchanged, we meet the Panther, we talk.
  31. We go to Chernobyl NPP2 (the place is marked on the map), talk to Fang, go to the place indicated by him, clear out the Monoliths, an SMS comes from Fang demanding that we quickly return back.
  32. We run back as fast as we can and see the crash of an armored personnel carrier and a helicopter.
  33. We receive an invitation from the Black Doctor, we go to the Hospital, GG is allowed into the previously closed distant part of the Hospital.
  34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, communicate with him, with the father of the panther, again with the Doctor and get freedom to choose the further development of the plot.
    Note: if you choose the option with money, then after switching to Agroprom the game will end for you.
  35. In a dialogue with the Doctor, we choose that we will cook the Stone of Fortune ourselves, we get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, a flash occurs and new art is cooked very quickly, we select it.
  36. We talk to the Doctor, go to the Fly, revive it, go talk to the Panther. She and her father are at the far end of the compartment, further along the tunnel there is a passage, we go there.
  37. We find ourselves in an inaccessible part of Agroprom in the company of our old friends. We speak with the Ghost.
  38. We stand and watch the show + active SMS dialogue until the show participants leave.
  39. Arhara appears, we talk to him, he leaves. We are in no hurry to run anywhere until he leaves and another red SMS arrives. Now you can turn to the gate - we will see the character there. We talk to him.
  40. We go to the teleport near the gate.

3. Lightning quests and the search for a way out in the Dead City

  1. After talking with Fang, we go to the teleport. We get onto the pipe, look around, see another teleport, jump into it. We “get to know” Molniya, we exchange SMS messages, and learn a lot of new things.
  2. We figure out who could have planted a bug in our PDA, go and deal with it. SMS exchange.
  3. We go to the Control Bunker and talk to Lightning.
  4. We move to Limansk, find a house with a teleport, find what is left of the Wanderer, pick up the notebook, find another teleport to get out.
  5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
  6. Following a tip from the Phantom, we find the one-legged Maximilian and talk to him. Don't forget to talk to the Ghost.
  7. We come to the Sarcophagus, look for the teleport, go into it. We find a photo gun, take a picture of the Monolith, select the photo and jump into the teleport.
    Note: Binoculars will help you find your aiming point.
  8. Village. SMS exchange with the Ghost. We go to Pilgrim, show him the photo and ask him to erase the numbers from it.
  9. We wait, go around the village, an SMS arrives from Pilgrim, take the photo and go to the Generators.
  10. We give the Photo to Maximilian, we get an Isomorph Detector. Exchange SMS with Lightning and Fang.
  11. We take the Camouflage Exu and move to X-10. We are sitting in ambush. We wait.
    Note: it wouldn’t be a bad idea to shoot the rats on the approach to the hall with the switch and in the hall itself, so that the Last Day clan fighters would not be distracted by them; We maintain the invisibility mode until Korn opens the code door.
  12. We fight off Radio Operator Korn from the Invisibles, communicate with Korn and Fang, and pick up the camera.
    Note: If possible, we do without intermediate saves, otherwise quest items may fall through into textures. If this happens, we go out of their X-10, for example, into the Sarcophagus and return, pick up everything, it failed.
  13. Let's go to Pripyat. In the Kindergarten in Korn's hiding place we find a lens and a closed safe. Exchange messages with Fang. We meet Korn and Fang and the transition from the Radar and escort them to the Kindergarten.
    Note: it will be easier if we destroy the mutants, zombies and monoliths before we go looking for Korn’s hiding place, then it will be easier to get him through alive.
  14. Korn opens the safe and learns about the missing document. We speak with Fang, mine the stairs, talk with Fang again, and fight off the attack.
  15. We go to the Red Forest and find the Forester. We eliminate the sniper, get a pistol from the Forester, and he collects a camera for us. Based on a tip from the Forester, we find a corpse, take away everything we find, and then look for a passage to Warlab.
  16. We speak with Klenov, we receive three charges for the camera and an isomorph.
  17. We go to the X-16 and photograph the Brain. We go out, if we’re lucky, we find and photograph the controller in the tunnels.
    Note: if you are unlucky, then look for the controller at the AS, in Pripyat, Limansk, and if you don’t find it, then it’s okay - Klenov will accept the task without a photo.
  18. On the territory of the Plant we find Chernomor. We bring him Antizombin and accompany him to the Stalkers' parking lot. We talk to him. Based on a tip, we take the rifle and cartridges.
    Note: we don’t pay attention to the second Chernomor, we need the one who is a friend.
  19. We go to Varlab, give Klenov the photograph and camera.
  20. Let's go to Lightning. Let's talk. We throw all the found izmorphs into the teleport, in return we receive various useful things + a “pleasant” surprise.
  21. We receive an SMS from Panther. Lightning helps us move closer to Cordon.
  22. We meet Hog at the Landfill and help him solve the problem. In return, we learn about the hiding place of the Invisibles. We take everything from there.
  23. We move on to Cordon, exchanging SMS with Panther. We go to the Newcomer Village and talk to the Panther's father. We are trying to catch up with her. We watch what is happening. We return with Father Panther to the Village. We talk to him. Exchange SMS with Chernomor. We speak with Klenov and he teleports a Note and an infected Camera to us.
  24. We go to Yantar and talk to Chernomor.
  25. We return to Cordon, take a Picture and identify the villain. We talk to him and hand him over to Panther's father.
  26. Let's go to the freedom base. Exchange of text messages with Panther's father. Let's take a photo. We identify the stranger and talk with him.
  27. We take the camouflage exu and move it to the Undiscovered Land. We eavesdrop on the conversation when the representative of the Last Day leaves, talk to Maximilian and get a tip to the cache at Agroprom.
  28. We take the contents of the cache and move towards Sakharov. Seeing what we brought him, Sakharov happily shares information about the spied teleport to X-16.
  29. We go to the Teleport, find ourselves in X-16, collect everything we find, and act as written in the found papers.
  30. We teleport to Yantar and talk to Chernomor. SMS exchange with Lightning.
  31. We come to Lightning, throw the found object into the portal, and be sure to collect everything that flies back out. Say goodbye to Lightning.
    Note: be sure to wait until Lightning goes into the teleport!!!
  32. We find a teleport in Limansk and activate it.

3. The Last Day and the Dead City

  1. We go into the portal and receive from the security system a not very happy message about weapons. Reluctantly, we leave what we have acquired through back-breaking labor in the safe. We teleport to MG.
    Note: I only took a shotgun in the first slot in MG and that was enough for me, everything necessary for passing is on the location.
  2. We meet the Evil One, receive bad news and a hint from him, and go look for the stalker. The location is marked with a circle on the map.
  3. We find the Perfumer, get another clue, and move on to look for stalkers. The location is marked with a circle on the map.
  4. We find a farm and Tyumensky, we talk, we get a task. We go to the bandit camp, the position is marked with a circle on the map.
  5. We find the stalkers, talk to the Liquidator, and go clear the camp. After clearing, we loot and collect swag according to Tyumensky’s list (available in the PDA in the task description). We collect the entire set and receive the task of taking the stalkers back.
  6. We lead the stalkers to Tyumensky, simultaneously clearing out the monsters spawned for this occasion. Let's remember about Chuk and Gek. We hand over swag and live stalkers to Tyumensky.
  7. We receive an SMS from the Perfumer, we go to the Black Farm to look for the controller. The Last Day fighters appear and an SMS arrives from Norman. You can fight with enemies or escape from them. Let's go to Norman.
  8. We talk with Norman and learn a lot of interesting things. Exchange SMS with Fainting, we go to meet him near the camp that we recently cleared. Upon arrival at the fuel tanker, Norman receives a task to find the cache. We are waiting for Fainting.
  9. We talk to Fainting, we get a chip for disabling the outer perimeter of the city and a hint on how to use it correctly.
  10. We go to the city according to Norman's drawing. As we approach, we clear the passage from the “Last Day” fighters. Don't forget about Fainting's tip about the timer.
  11. In the attic, according to the picture, we find a cache and the weapon we need, we move to the sniper’s place.
    Note: the weapon disappears from our hands - we’re not nervous, it’s intended to be that way, we wait a little and watch what’s happening. When the weapon returns to our hands, we bring down several fighters of the “Last Day”, and be sure to bring down the head of security on Norman’s tip.
  12. We leave the city, there is an active exchange of SMS with Fainting and Evil, we get a transition to the ATP, we run into it.
  13. We deal with the “support group” at the ATP, receive a task from Norman to find a cache, and go to Agroprom.
  14. Using the positioner, we go to the specified point according to the coordinates and teleport to the cache. We find the module in the cache, we get transitions to the MG and back. Exchange of text messages with Norman.
  15. We move to Limansk, take the swag left there from the safe, and at the same time follow Norman’s instructions along the way (if the safe does not have the necessary armor and weapons). Using any of the provided passages we return to the Dead City.
    Note: there is no transition from Limansk to MG!
  16. We go to the Perfumer, his wanderlust awakens and he leaves for his new place. We wait and track on the map when it stops, we go there, we talk. Exchange SMS with Duda. We get the route to enter the building.
  17. After the end of the dialogue between the Perfumer and Duda, we speak with the Perfumer again (this is important!), after which we go to a meeting with Duda. At the entrance we speak with the guard (a complete analogy with the situation of the 1st entry into the Freedom base).
  18. We find Duda and talk. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we separate, GG will have enough time to calmly find the Doctor and talk to him. If you don’t part ways, you’ll have to run around quite a bit (a few seconds to find Doc and dialogue with him). But we will have to fight the “Last Day” in any case.
  19. We talk to Doc, send him to the Perfumer. We receive an SMS about disabling the protection system, and a little later - an invitation from Lightning. We go to meet her, we say, Lightning disappears.
  20. We receive an SMS from the Perfumer, we go to the headquarters to look for Iskra’s note, we find it, the Perfumer appears, we talk.
  21. Using the positioner, we go to the point indicated by Iskra in the note, we get into the sewer and through it into the teleport to Zaton.

STALKER: People's Solyanka is a modification for the original game "Shadow of Chernobyl", radically transforming the gameplay and adding many new quests. In addition to tasks, the player will discover previously unseen locations, as well as new equipment, guns and other additional items.

Walkthroughs of all three parts of STALKER can be found on our website. This article describes only the quests added by the mod.

Search for the missing expedition

Go to Cordon and look into the viaduct under the road. In this tunnel you will find the body of a fighter named Andrey - take the quest item to activate the task.

Next, you need to find the gopnik who pocketed the soldier’s PDA. While following the signal, you will come across a false SOS signal. This bandit will not have the required item, so you will have to move on.

The real thief of the CCP is called Fraer. You can find him on Voronin's quest. Not only that, but you can also come across him on quests in many other locations.

After discovering the thief, take the find to Prapor, who is located in the Dump location. For ten first aid kits, he will tell you that the Bartender's guys will be able to restore the PDA.

Get to the Bartender and bring him Tears of Fire. It is for this artifact that he will agree to repair the equipment, but subsequently his mechanics will break the PDA, after which the plot will be interrupted.

The next stage of the quest will begin during Lukash's quest. You will have to find a certain Pavlik, and then finish off a contact nicknamed Ara. It is on the body of the latter that you will find a PDA with new information about the disappeared.

Go to the Wild Territory, specifically to the end of the map, where you can move to Yantar. Here you will find Sivoy’s detachment, from whose PDA it will become clear that you need to go to Sakharov for new information about the expedition.

Visit the scientist and find out about the missing guys. He will refuse to talk to you until you complete the tasks related to the Fang and deal with the Scorcher.

When the job is done, Sakharov will send you to the X-10 laboratory. Previously, you could already visit it without meeting anyone. However, Sakharov will begin to insist and you will have to visit there in any case.

You will still find fresh bodies on the spot. Apart from two corpses, there will be a half-dead Ecologist in the laboratory - fulfill his last request by finishing him off. Next, visit the Phantom and tell him about what happened. The comrade will answer that there is probably another way out of the laboratory, but it has yet to be found.

First, talk to Freeman - he will tell you about Jameson's mercenaries who once tried to conquer the Monolith. Next, go to the Dump location and kill Tomaz’s squad there - it is from him that you will get the necessary documents. From the information it will become clear how the mercenaries got to the Sarcophagus through the X-10 laboratory and then returned.

With the data found, talk again with the Ghost, who will ask you to get for him ten Golden Chunks of Meat, which can be found in the vastness of Chernobyl Nuclear Power Plant-2.

When the necessary items are delivered, you will learn about the exact path from the Sarcophagus to Chernobyl Nuclear Power Plant-2, and will also receive a new quest to find three parts of the journal. All you have to do is get to the location described above, get the diary and return it to the Ghost.

N laptop Arkhara

Talk to Dan, who is located in the Swamp location. The guy will send you to Agroprom, where you need to get information for the quest. After that, go to the Bar and talk to the man nicknamed Zakhar, and then to Dan. The latter, by the way, will also issue a task for the defense of his squad.

Dan will tell you about emboldened warriors at Agroprom who are planning something. You will have to visit the location and obtain a transmission with valuable data. On the spot, find Arkhara so that together with him you can hit the military, grab the package and deliver it to Dan.

Deliver the address book to the owner, after which he will give you another assignment to find his computer. Arhara will also advise you to exchange a few words with Dan.

Dan will tell you about a flash drive of one researcher from the X-18 laboratory, which you will have to find. Having obtained the carrier, deliver it to Dan and receive a reward in the form of a psi helmet.

Now you can visit the Radar, where Arhara's computer is located. All you have to do is get to the Warehouses and give the find to a man nicknamed Yakut.

The search for the Phantom and the killers of Fang

The quest chain begins when you discover Freeman's weapon. Return the cannon to its owner to receive the quest to find his briefcase.

You will find the case from the mercenary Jameson in the Wild Territory location.

Naturally, the guy will refuse to resolve the matter in an amicable way, after which you will have to finish him off. After dealing with his guys, take the item and deliver it to Freeman.

You will find the diary itself at Agroprom - return it to Kruglov, and then visit the Bartender. The latter, if you want to get information from him, will ask for the Sibion ​​artifact in return.

Find the Fang Killers

To begin with, Voronin will send you for a flash drive of a man nicknamed Psycho. The latter huddles in the swamps near the Army Warehouses zone. By the way, you could previously deliver the same media to Max at his request. In this case, you will have to visit him and buy the device.

Also keep in mind that when you first visit the Swamp location, Psycho may be killed by animals. It makes sense to immediately visit him, finish him off and take the flash drive, without having the corresponding tasks. Otherwise, you risk coming to an empty place, as the corpse will simply disappear.

Now visit the Informant at the Cordon base. To continue the chain, you will have to get information about the Tyrant - Dan will give you his PDA (if the latter becomes your rival after the conversation, you will have to reboot and ask him to fix something).

After this, deliver the device to the Informant, who will lead you to a certain Le Havre. He, in turn, will talk about the cooperation of Svoboda members with mercenaries, which is carried out thanks to him.

On Le Havre's instructions, find a guy named Bolt and kill him, taking the PDA. Then the mercenary will send you to the X-10 laboratory, where the body of a Monolith with the necessary information may lie. On the spot you will indeed find a corpse - deliver the documents to Le Havre.

From a conversation with Yakut, you will learn about the planned conspiracy. Next, talk with Freeman, who will inform you about the secret meeting of mercenaries. You will have to go to the meeting and kill all its participants. Having obtained the carrier, deliver it to Freeman.

Le Havre will not appreciate your action, after which he will quarrel with you and take away your money and many valuable things (therefore, it makes sense to throw them into the cache before visiting the mercenary). After this there will be a battle in which you will have to kill all of Le Havre’s associates and himself.

Next, Yakut will tell you about some cargo that was taken by mercenaries at the Svoboda base. You must visit the mercenaries, kill them and get the item. All you have to do is return it to Yakut to receive the reward and your own clothes that Le Havre took from you.

Find the Ghost

From a conversation with Kruglov, you learn that he needs a good computer to decrypt data from the magazine. Arkhara will point you to the X-18 laboratory, where a suitable system unit may be located.

Get to the point and take what you need. When you deliver the computer, Kruglov will send you to a man nicknamed Yakut. The latter, in turn, will lead you to the lower levels of Agroprom.

Please note that this continuation of the chain will only open after completing the task of neutralizing the Scorcher.

Along the way, the Phantom will contact you via PDA. Finally, in the dungeon you will have to fight an ambush, which, however, was not organized against you.

Now you need to visit Yakut again, who will advise you to visit the Radar, where you will find the Ghost. The elusive guy will ask you to return his flash drive, which is located in the possession of a certain Beast in the Avengers group.

The story quests end here, but secondary quests still remain in the Solyanka Team.

Clear Sky Quests

First you need to go to the Swamps. First you need to talk with the Fan, who will ask you to defend the base from the attack of mercenaries. After this, the guy will help you get to the Swamps.

On the spot you will meet Dyak, whose comrade is in trouble. You will have to get to the church where the gopota is holed up, and then kill her. Sokhaty himself, Dyak’s friend, will be there. For your help, the Deacon will inform you about a secret portal to the Clear Sky base - use it.

At the CHN base you will find three NPCs, each of which can give you a unique quest. Talk to Vasily to bring him healing ointment.

The necessary medicine is in Kalmyk's hut. Inside you will find a briefcase with a grenade that you need to take. After this there will be an explosion, which you can survive (you can because it will require very good protection). Then Kalmyk will appear.

Kalmyk will ask you to get a box, the location of which is marked on the map. Near the cargo you will find a teleport that you need to pass by.

The specific location appears to be chosen at random, so you'll have to spend some time finding a safe path. Deliver the box to the petitioner to find out about the price of the ointment.

You will have to bring a certain amount of resources, and only then Kalmyk will give you healing tubes. As a reward for the ointment, Vasily will agree to repair and improve your equipment.

Cold, the second man at the CHN base, will send you in search of the pseudo-giant. You don't have to kill the creature - just mark it. The location of the mutant is marked on the map, but it does not always appear where indicated.

Otherwise, you will have to look for the creature above and to the right of the building in which Adrenaline is hiding. Tag the monster with the special Cold Cannon and report success.

Sviblov will give you several tasks, some of which are necessary for further advancement in the plot.

The leader will ask you to deliver him the brains of the controller - get to the indicated point and finish off the mutant. Next, Sviblov will need a PDA, which the Gopniks have. First you have to visit Koshchei, and quickly, since he can die in a skirmish with bandits.

Koschey will send you to the lads’ base, where you need to make your way a certain way - through the tank, then onto the roof and down. If you act carefully and secretly, you can steal the PDA from your briefcase without complications.

When you take the PDA, Dan will come running to your aid along with his group, which will attack the camp. Now return the PDA to Sviblov to receive the next task - Save Freebies.

Sviblov will send you to the enterprise where Dan’s group previously lived. On the spot, you must meet two conditions: remain unnoticed by the mercenaries and prevent Freebie from dying during the battle.

You can get to the base through a tunnel with electrical anomalies, which ends in a hole in the wall. At the base you will have to fight with the Monoliths, so prepare yourself and choose a suitable position.

You can stand right next to Freebie and then, after his scream, kill two opponents at once, since at this time they will freeze for a couple of seconds. Return to the employer and tell them about your success.

The Cat's quests or the search for the Black Doctor

Find Dan, who will send you to the Cat. The latter will ask you to accompany him to the destroyed village where the body is located. Once there, go behind the Cat and examine the fanatic's corpse to take a map.

After finding the map, the Cat will go to the CHN base. You will have to accompany him, while simultaneously dealing with opponents. After this, you can talk with him a second time in the Cold bar, which is at the base.

The Cat's new task will send you in search of a certain person. Talk to all the residents of the base to ultimately learn about Misha Los. You will find him near the building where Sviblov is waiting. Next you have to go in search of a TV.

Visit Cordon, and specifically Akim, who has a TV. Return with your find to Los to receive a reward - information about the approximate habitats of fanatics.

Next, visit all the indicated points and kill the Monoliths. Having obtained the documents, visit the Cat and hand them to him. If you don’t find the Cat at the CHN base, then go to the AC - to the parking lot, which is located between the Svoboda base and the nest of bloodsuckers.

After this, talk with Kalmyk, who will need the components to create the medicine. Deliver what you need and wait a day. Finally, deliver the drug to the Cat to continue the chain.

Now you will have to grab the “tongue” somewhere in Agroprom. Below the left side of the territory you will find fanatics - kill them and rescue Chuk and Gek.

Tell the Cat what happened to continue the chain. He will tell you about Rabinovich and send you to a man nicknamed the Miser. The latter will answer your questions and direct you to Modest.

You will not find Modest on the spot, but the Joker will give you information about his whereabouts for some three bottles of vodka, which you will have to drink with him.

Being a loser, go to the village. Soon, Modest will contact you and ask for help - he is wounded and needs a first aid kit. When the guy comes to his senses, he will tell you about Rabinovich. At the same moment, you are suddenly attacked by a squad of avengers - kill them.

You will find Rabinovich in Pripyat, and specifically: in a building near the hotel. It's worth saving your progress here. During the conversation you will learn about a certain “Black Doctor”, after which you will have to visit the Cat. Tell him what happened, and then go to Zakhar. In a conversation with Zakhar, you will learn about Brother Louis, who will need to be caught.

Visit the Swamps and find the Avengers Fort, which is located on the top right of the location. There, deal with all the guards and talk to Louis (you shouldn't kill him).

Now your task is to visit the Svoboda base, where the Frenchman may be located. Alas, you will only find his body in place - take the PDA and give it to Zakhar.

At this stage, only half of the quest is completed, and only now you receive the goal of finding Fang. You will have to complete a whole series of quests to track down this stalker until eventually you finally meet him. When the task is completed, go to the city of Limansk.

On the way, you will come across the Freedom building, a detachment of which is led by Borman. The latter will ask for a favor - you will have to eliminate the sniper point. Go to the place and kill all opponents, including the sniper. Then Sviblov will contact you to meet.

When you report to Borman, you will receive a new assignment to find the silencer. Return to the construction site and take the item from the box.

By the way, NPCs often take this item for themselves when you leave the location after your first visit, so be careful.

Now you need to give the muffler to the Skruger, which is what Borman asked you to do. You need to wait half a day and then return to the last one for your reward.

If you haven't forgotten, Sviblov contacted you. The CN leader will ask you to find the messenger in the Radar location. You will find the courier near the stalker Ghost.

After picking up the package, visit Sakharov (do not go to Sviblov yet, despite the goal in the journal). Here it makes sense to use the teleport that Kostya told you about earlier.

At the researchers' base, hand the box to Sakharov and eat, since then you will have to sleep for more than a day. Next, talk to the scientist again, and then visit Sviblov to get a new device - a portal deactivator.

With the new gadget, run to Limansk, namely: pass the construction site and go to the hospital, which is in the north. Nearby you will find a detachment of the Cat and the leader himself. The guys will help you get to the hospital, at the end of which you will finally meet the mysterious Black Doctor.

Search for the mysterious stalker's swag

The main NPC of this series of quests is called Miner. You need to get to the Cave location, for which you need to take the task from Baldy at the Cordon base. The miner, when you receive the task, will give you an additional goal - to find the Book.

In a conversation with the Miner, take on the task of finding Fima Coal, as well as finding the guard’s documents. Go to the Labyrinth, on the upper floors of which you will find both documents and the missing guy. When the job is done, you will be rewarded with the opportunity to go to the Cave location.

Return to the Miner and give him the information, as well as Fim. Next, talk to the prodigal son to get information about the mysterious swag.

The guy will also advise you to talk to a man nicknamed Adrenaline and tell you about the hidden path from the Labyrinth to Amber. He will give you another tip to the secret path if you bribe him.

From a conversation with Adrenaline, you will receive a quest to find swag from the Labyrinth. Having found the item at the specified point, read the documents with valuable information and deliver the item to the employer.

Tell Adrenaline about your meeting with the invulnerable Monolith. Next, you will be sent again to the Miner, who will advise you to join the Monolith (temporarily).

First, you will need to visit Sidorovich to take on the quest to find the Monolith necklace. On the way to the Labyrinth, avoid your comrades, as they will now consider you an enemy. Talk to the invulnerable Monolith, who will accept you as one of his own and tell you the last part of the password to the bunker door.

By the way, you will have to deliver two artifacts to the immortal, otherwise he will not speak. Finally, once in the bunker, grab the swag and return to Sidorovich to hand over the necklace. Deliver the found swag to the Miner, after which the task will be completed.

Search for the mysterious stalker

The task will become available only after you complete the line of tracking down Fang killers. Keep in mind that some chain objectives (this also applies to other quests) will not appear on your PDA. Carefully memorize NPC dialogues or take screenshots.

Take the swag and get to the top floor of the Labyrinth, from where you can go to a new location called the Undiscovered Land. On the spot, talk to the Astrologer, who will tell you about the natives.

First of all, visit the Hermit to learn even more about the residents of the location. After receiving your luggage with medications, visit the Gynecologist and give them to him along with your swag.

Zhora-Anomaly, with whom you will have to talk, will ask you for batteries to unlock the second door (he opened the first one himself). Near the Cave, visit the Old Man to learn about a dungeon with batteries. He will also ask for a favor - to find a watch that you find along the way.

The Hermit will also tell you about the Fire Cave dungeon, also mentioning its “inhabitants”. There are two ways to get to the OP, but only near one can you stumble upon Pilgrim.

The latter will agree to help you, but first you must deliver him a razor from his box. Now the Avengers are in possession of his box, so they will have to be dealt with.

Get ready for a short stealth mission, during which you need to find Pilgrim's thing and take all the swag from there. The quest will be interrupted if you allow yourself to be discovered even once.

Hand over the razor to receive the Watch. Give the watch to the petitioner to get a tip on new crossings. Visit Pilgrim again, who will now give you batteries. Then the Hermit will contact you.

You will find out that Adrenaline wanted to talk to you. The latter will tell you about new information about the owner of the swag. Adrenaline will also need a detector, for which you will have to visit Vitya-Hologram.

Hand the batteries to Zhora and at the same time talk with Vitko. The latter will require one artifact and two detectors. At the same time, Adrenaline will get in touch and tell you about the strange guys who asked about the swag. Visit the scientist at the explorer base and buy detectors.

After giving Vitka what he needs, go to Cyclops. He will tell you about a cache with the necessary detectors - go to the Dump location. Having obtained the detectors, use one for yourself, and give the other to Adrenaline.

When the gadget is delivered, you will learn about the mysterious guys who sniffed around here about the cache. One of them was the Astrologer, the other was unknown, although the equipment had seen everyone.

The Gynecologist will contact you, informing you that the box has been unlocked. It turns out that inside there was a former map of the Chernobyl Nuclear Power Plant. You will be asked to find information about the Perfusor. To learn more, visit the already familiar poet Cyclops. After this, go to a new point near the Labyrinth.

On the spot you will come across a barely breathing mercenary who will tell you about the Perfusor flask. Here, pick up the data storage medium. Before leaving, patch up the wounded person.

Give the carrier to the Gynecologist. He will also mention the flasks and say that you will also need materials. A sniper can tell you about the latter, but it’s difficult to get close to him, since he shoots at everything that moves. Talk to Cyclops again.

At the same time, the mysterious owner of the card will contact you, who will ask you to return the find, but will give the go-ahead to create a copy.

Visit the Warehouses where the flasks are stored. Hand over what you found to the Gynecologist, who will now need a power supply and a microcircuit from the Svoboda armor. Also hand over the card so they can make a copy for you.

Get to the crater point to get the deactivator. After this, look into the cave with anomalies “Zharka”, where Pilgrim is located. The guy will help you get to the mercenaries and pick up the necessary components.

Now visit the leader of the Avengers in the NZ location. The guy will ask you for a modest favor - to finish off Sidorovich and bring his head as evidence.

Deliver all previously found resources to the Gynecologist, and then pick up a copy. The gynecologist will insist that the Avengers' service must be performed. Naturally, they can be deceived. To do this, visit Owl, who can make a stuffed animal.

In order for Owl to help you, you must bring the body of the controller, one of whose brothers was just killed nearby. Next, the hunter will need chimera claws (ten pieces) and one hundred thousand rubles. When you provide him with everything he needs, the head will be done.

Give the stuffed animal to the Chimera, who will still refuse to give you the materials. Here you will learn about his squad, who are preparing before going out in search of the daughter of a certain rich man.

In parallel with this, Cyclops will contact you, informing you about the cache. Visit the poet and go to the indicated location. There you will find the materials that the Chimera refused to give up.

Hand over everything found to the Gynecologist, after which the Perfusor will be completed. Next, Fang will get in touch, asking for a meeting. Once again, Cyclops will help you with a hint - visit the place with the cache. This completes part of the chain.

To the news of Fang

When you finally collect the Perfusor in the previous tasks, you will receive a tip from Fang. The guy will contact you and offer to meet in the Fire Cave. Here Fang will ask you to explore the Warlab zone, which can only be reached through the Radar.

Once there, you will come across an obstacle in the form of a door with a code. Help Syak find his materials to get the necessary password. Next, you will find yourself in the Military Laboratory, stumbling upon a battle between fanatics and mercenaries.

You can wait out their battle so as not to expose yourself again. Afterwards, Fang will contact you.

Now find the body of a man nicknamed Bonecrusher, which lies in the game room. Having collected the documents, return to the employer, who is waiting for you at the former base of the debtors. Fang will give you a new goal - to become one of the mercenaries, helping them.

Before completing the next goal (Lukash's task), you need to work with him and complete several quests.

Complete the orders of Lukash, as well as the Miser, since it is their tasks that will allow you to increase your relations with the Freedom faction. Otherwise, as the quest progresses, the faction may turn against you, and then everything will fail.

Lukash will tell you about the signet and the Spider. Get to a point on the location and eliminate the target from which you can pick up the insignia. Now you can pass for a mercenary.

As before, when you pretended to be a Monolith, try not to catch the eye of any other groups, otherwise there will be a battle and, accordingly, a decline in relations.

In the Military Laboratory, find the Panther and talk to her. You will need to find the transmitter, which will be in the bag (you can find at least three: in the elevator shaft, in the main room with green cabinets and under the stairs, which lies near another staircase up).

When the job is done, you will find out that some authority wants to talk to you.

Dembel will give you instructions to seize a stuffed dog from Lukash's possessions. Next, talk to the Panther, who will ask you to take the package from the courier who is located at the Cordon (you can use the scientist’s teleport).

Here you must get to the bridge and stand on a certain point, after which the Panther will contact you and report the approach of the courier.

Upon completion of the assignment, report to the Panther. The man will ask you to retrieve the bag from Lukash's territory using the invisibility suit.

At the indicated location, climb into the storage room and take the required item - prototype equipment (do not put it on, otherwise it will break). Also pick up the scarecrow on the top floor, and then leave.

Deliver the discovered items to Dembel and Panther. After this, the mercenary leader will want to talk to you. It turns out that the confrontation with Le Havre is just a thing of the past, and the hottest battle will come only later.

The leader will send three companions to help you, who cannot be killed. Together with them you will clean out the mercenaries from the Military Laboratory.

Report to the two employers again, and then head to the Bar. Fang will send you to Lukash so that you give him the faction insignia.

The chain continues, and now you must do a favor for Lukash - bring the Freedom detachment to the indicated place. Then Panther will contact you. If you haven’t cleared the Radar location before, now is the time to kill all the enemies on the road to the laboratory.

Ask Vitamin about the convergence point on the Radar. On the spot, talk to him and lead the squad to the opening in the fence, after which you will talk to Vitamin again.

Inside the laboratory, Freedom herself will clear out all the mutants, while the employer will be waiting for you in the entertainment room. After a conversation with Vitamin, the teleport block will stop working. At the same moment, Cyclops will contact you.

Before leaving, visit the elevator shaft and take the stairs to the secret laboratory room where Lazy Guy sits. It is he who will tell you about the leader of the researchers, Klenov, who has important information and can give you an assignment. Having done this, you will receive a quest to escort the Hologram to the laboratory.

Only now visit Cyclops in the same place to find out about the cache. Next, bring the Hologram to the agreed location, and then report to the employer.

Klenov will give you another quest - to get a couple of things. Go to the Cave, where a local will give you a Poltergeist artifact. The man will give you the quest item only when you meet the Doctor in the city of Pripyat, which involves handing over the medallion. And the guy will have to get flashlights.

Bring Klenov everything you need to receive secret passage points as a reward. If this does not happen, go to the Red Forest and help the Shadowman squad. It will be necessary to complete two tasks - clear the passage and kill the mutants.

Now get to Genki Captain, whose location is already marked on your map. The man will ask you to get the stolen bag. To do this, visit Cold in the Swamp location to find out more information about the kidnapper.

Eventually you will find the thief in custody, so you will have to ransom him. After taking the bag, return to the employer.

After this, you will find out coordinates with valuable information. Get to the bag, fighting your way through hordes of mutants, and then return to Fang. Once again, Fang will need your help to rescue Denis. When the job is done, you will find out that the Astrologer wanted to talk to you.

New quests for Fang in the Old Village

When Denis is freed, tell Fang about your success and go to the Astrologer at Cordon. Next, you will have to visit Sidorovich, on the way to whom Fang will contact you and ask you to lend a helping hand to the Pilgrim. Leave the visit to the huckster for later and go to the Old Village.

You will meet the pilgrim at the beginning of the location - the guy will be trapped. Soon a squad of stalkers will reach you and deal with the trap. Their leader Kolmogor will ask you to kill the military at the supermarket.

Complete the assignment, and then go to the headquarters that needs to be recaptured. When this is done, Panther will contact you. Kolmogor will want you to explore the village.

After talking with Pilgrim, explore the village and then return to the employer. Kolmogor will ask you to find the Panther and the transition point to Limansk. Visit the Swamps, where the Panther is located (find the peninsula on the map and get to its southern point). Here you will find the lair of the controllers.

As you approach the Panther, Fang will contact you and show you a new point - a secret path to the Old Village. After talking with the Panther, get to the Expert, whose location is marked on the map. From him you will receive a quest to find the embryos of the dead and kill everyone who has settled in the village.

There, by the way, you can find three caches: the first is located near the sign that says about the canister, the second is nearby in the water, and the third is near the tree that grows near the table with benches.

Report your success to the Expert, then visit the Panther and bring it to the Expert. After that, follow him to a certain place, after which go to the secret path to the Old Village. It is along this line that you will have to bring the Panther to Kolmogor.

Along the way you will have to shoot back more than once or twice, so get ready for tough fights. Then Kolmogor will get in touch with a request to get to the second part of the village and kill the military there. Only now visit Kolmogor and tell him about the completed task.

Next, Klenov will need your help. Talk to Pilgrim and return to the laboratory. At this point you will have to complete the above chain with the Black Doctor, after which the quest will resume. Klenov will ask you to find the psi antenna.

The required item, if it is not displayed on your map, is located on the machine itself in which the protagonist was delivered to the Zone. Kill all opponents and return to the employer. All you have to do is visit Pilgrim to start a new chain.

The Elusive Astrologer

After talking with Pilgrim, Fang will contact you, who will ask you to visit Chernobyl Nuclear Power Plant-1. On the spot you will find a Ghost - tell him about the task so that he will accompany you to the point.

Once at the Generators, talk to your friend again, and then go in search of the Countryman, which is lower on the map.

Having found the Countryman, do him a favor - complete the quest or pay. The task is short, so it's better to choose the first option. You will have to pass the location in time, using the tips that the old man will give you (in the dialogue). After that, tell us about the fallen turntable and go to Fritz. Fritz will allow you to talk to the prisoner.

When their conversation ends, ask more about the Bosun, and then ask the Doctor to use the turntable. Take a helicopter to the Swamps.

On the spot, go to the destroyed viaduct with the railway, where the Bosun will be waiting for you. He himself will find himself in a small cave, which can be accessed through a crevice in the fence.

Then you need to talk to the Ghost, who will open a new path to Pripyat for you. Talk to Andersen to learn about the joystick. Having found the loss, return to the Boatswain. Next, the Bosun will deal with the antennas, after which you will need to talk to him again.

Now visit the Phantom. You have to capture a base with two comrades, as well as air support. A battle of pinwheels will follow, and then the fanatics will attack you. The leader, when his guys fall, will try to escape - chase him through the tunnels.

You will eventually discover the Panther's body. Soon the Doctor will arrive to you - talk with him, then with the Phantom, and then go to the village.

Bosun will be there, a glass of vodka on the table, DDT on the radio, and so on. After drinking, visit the Phantom, who will give you the password. Use the code to open the door to the laboratory.

There will be a teleport blocker in place - get to the body and take the information. It's time to visit NZ. Find a hidden cave in which a person will find himself.

You shouldn't go down there - you need to return to Fang and get into the cave with him. The mysterious person will be Mukha. After this, exchange words with Fang again; then a sudden meeting with the Panther will follow.

Escort the Fly to the Hermit. When the job is done, leave the area, but then, as soon as Fang contacts you, go back. The fly will ask you to find her doll and photo.

After talking with Fang, visit Klenov’s laboratory to pick up the necessary things, and only then go in search of the doll. You will find the toy in the Radar location, in one of the houses where a cache was previously discovered following a tip from Cyclops.

After talking with Fang, go to Voronin, and then to the Bartender. Next, you need to visit Chernobyl Nuclear Power Plant-2 and examine the broken turntable. To get to the crash site, you will have to use the Zealot teleporter.

Report your success by radio, and then continue searching for other turntables.

You will find the second car in the lowland, in the same location. The location of the third helicopter is indicated right here, in the tips (you will need to use the teleport). After this, visit Mukha, give back everything you found and move to the mainland, where the warriors left you a gift.

Next, Fang will get in touch - run towards the swamp, where the Fly’s corpse will be. Her partner survived, so patch him up. Now visit the cave again where the Fly was discovered, and then go to the Generators location.

On the spot, talk with Andersen, who will ask you to get all the generators. After the conversation, go to the indicated point and kill all the fanatics. Soon you will come across a Panther.

At Chernobyl NPP-2, Fang will send you to a point with new squads of fanatics - kill them, and then run back. On the spot you will see a turntable fall, the explosion of which will take your comrade with it.

Next, visit the hospital to talk to the Black Doctor. Now a new branch of the building will open to you. Talk to all the characters and choose one of the options that will affect the further narrative.

For a full-fledged finale, in a conversation with the Doctor, you will have to choose the option of making your own Luck Stone. To do this, throw the Poltergeist Heart into the outlined circle.

Thus, you will receive art with which you will be able to bring the Fly back to life. When this is done, visit the Panther in the hospital. After this, you will be able to penetrate the previously closed area at Agroprom, where your comrades are located.

After that, Arhara will look at the light. When he leaves, go to the gate and talk to the new NPC, who will point you to the next objectives. Use the teleport and talk again with Arhara, who has prepared a gift for you.

Other endings are not much different from the full ending, but because of them you will not be able to advance further in the plot.

Quests of Lightning and the search for the Dead City

After talking with Fang, use teleportation. You will find yourself in an unknown place with another portal - go inside. Here you will be greeted by a certain Lightning, after which you will find out that there is a bug on your PDA. Defeat the "spies" and go to the Bunker to meet Lightning in person (grab the first aid kit).

Next, head towards Limansk, where you need to find a building with a portal. Inside you will find the body of the Wanderer - pick up the document and use the new portal, and then another one to be free. Here you will meet the Legend of the Zone, and then Semetsky will tell you about the shortcut to the Generators.

The ghost will advise you to find a man nicknamed One-Legged Maximilian. After the conversation, get to the Sarcophagus, where the new portal is located. Use the photo gun to film the activities of the fanatics, and then return back through the portal.

In the village, after corresponding with the Ghost, visit the Pilgrim, who will be happy to look at the pictures you took. At your request, he will remove the interfering numbers (you will have to wait), after which you can go to the Generators location.

When the One-Legged One receives the pictures, he will give you an upgraded detector. After the conversations, grab the exoskeleton with camouflage and head towards the X-10 laboratory.

When Korn unlocks the entrance, show yourself. At the same time, a battle will begin, and you will have to protect Korn from the Invisibles. After the battle, talk to him and take the camera. Then move to Pripyat.

In the city, explore the garden where Korn left the cache. There you will find the quests necessary for the task. After this, go to the Radar location and find Korn and Fang there, who need to be brought to the garden.

If you selected the lens yourself, then Korn himself will have to deal with the safe. When he unlocks it, talk to Fang, and then again when the battle is over.

Talk to Klenov in the military laboratory to get batteries for the camera. After this, you will need to visit the X-16 laboratory and remove the Brain (you can also find and remove the controller there).

The next goal is the Factory, where you need to talk with Chernomor. Get him a cure for the zombie virus and escort him to the stalkers' base. For your help, the guy will show you the coordinates of a good rifle with ammunition. Just now return to Klenov and provide all the photographs.

Visit Lightning and after communicating, dispose of all isomorphs by throwing them into the portal. Then the Panther will contact you, and Lightning will open a portal for you to the Cordon location. Here you will find Hog, who will need your help. The reward is a cache of Invisibles.

Directly Cordon. Here will follow another correspondence with Panther, and then a full meeting with her father. After this, you need to try to catch up with the Panther.

Visit Yantar to talk with Chernomor. In the Cordon location, visit the point and photograph a group of people to discover the main enemy, and then hand him over to the Panther's father.

Use a cloaked exoskeleton to explore the Undiscovered Land. There you will stumble upon a conversation between mysterious individuals, one of whom calls himself a representative of the Last Day. When they disperse, get to the One-Legged One and find out about the new cache.

After examining the cache, visit Sakharov and give him everything you found to learn about the new portal in the laboratory. Using it, collect the documents and complete the entire sequence of actions indicated in them. Conversations again.

Another visit to Lightning, and then a final farewell. All you have to do is visit Limansk and use the last portal, after which a video will follow that ends this storyline.

Dead City and the Last Day

Use the portal on the lower floors of the building in the city of Limansk, where you stayed at the end of the previous campaign. Alas, the portal will not let you and your equipment through, so you will have to leave the guns in the container.

On the other side you will find the Evil One, who will tell you about the whereabouts of a certain stalker. The perfumer will give you a new clue. Eventually you will reach the village and Tyumen, which will send you to the Gopnik base. This is where the stalkers will end up.

Together with the stalkers, after talking with the Liquidator, attack the base. When the job is done, escort their squad to a safe place.

At Tyumensky, report on the completion of the task, and then go towards the Black Farm, where the controller was last seen. On the spot you will come across soldiers from the “Last Day” faction - kill them or simply avoid the battle.

Visit Norman when he contacts you. After the conversation, go to Fainting, who has assigned you a meeting place near the bandits’ base. Here Norman will offer you to find the cache.

From a conversation with Fainting, you will learn about a chip that allows you to disable the city’s perimeter defenses. Moreover, he will give you such a chip.

Get to the indicated point near the city and kill all the Last Day soldiers. Remember that you need to act quickly here, as the task is limited by time.

Using the picture, find the cache in the attic of the building. Immediately take a sniper position and wait: a group will soon arrive that will need to be eliminated (kill their leader without fail).

After this, you will contact the employers and find out about the new path to the ATP location. On the spot, kill all the opponents and visit the cache location, which Norman will tell you about.

Using the positioner, visit the marked location and use the portal that will lead you to the cache. You have received the module, as well as the coordinates of new paths to the MG.

On the way to Limansk, look into the safe and collect valuables. In the Dead City, visit the Perfumer, who will be in a different place from the original one (you need to wait until he gets there).

After communication between Duda and the Perfumer, exchange information with the latter, and then visit the former. In place of Duda, he will demand a significant amount of money from you, which will give you the necessary amount of time to search for the Doctor. If you refuse to issue funds, then time will be very limited.

As for the battle with the soldiers of the “Last Day”, it will follow one way or another. Doc himself is located in the corridor to the right of Duda, in the last room you will find on the left side.

After talking with Doc, send him to the Perfumer. Next, you will learn that the security system is deactivated. Here Lightning will contact you - you need to visit her and chat. All you have to do is get to the base, pick up the news from Spark and talk to the Perfumer.

Video: secrets of Narodnaya Solyanka OP-2.1


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About the plot:
People's Solyanka is a modification where you need to keep a lot of details and information in your head for various quests. This article contains tips on quests that are included in the quest thread for “Continuing the search for the mysterious stalker” (Basis of the guide: a185. Added by: Admin(Spaa-team))

Start of the quest line: Walkthrough guide: 1. Take the safe, go to the upper level of the Labyrinth, find the transition point to the Undiscovered Earth (NZ) and go there.
2. We talk with the Astrologer, we learn about some local Residents.
3. We meet the Hermit, he talks about several more. We receive a bag with medicines for the Gynecologist.
4. We meet the Gynecologist, give the Bag and Safe.
5. We talk with Cyclops, from his poems we learn about the location of the Medicines. Let's learn about the transition point Landfill -> NZ.
6. We go to the Cordon and pick up the Medicines.

Location of medications

There are two observation booths
They contain fighting soldiers
They drink vodka and smoke a lot
Entrance to the Guard Zone
How can you find these booths?
You will take your goods there

The tip clearly points to the Checkpoint, which is at the cordon. Look for medicine there. In one of the booths on the 2nd floor

7. We give the Medicines to the Cyclops or the Gynecologist, as appropriate.
8. We speak with Zhorka-Anomaly, he opened the first door, there was information about Fang. But to open the second door, he needs Batteries.
9. Talk to the Old Man at the entrance to the Cave. He talks about the Fire Cave (OP), about the fact that he saw the batteries he was looking for there, and asks, if they come across them, to find the watch lost there.
10. We speak with the Hermit again, he knows about the OP and knows some of its “inhabitants”.
11. There are two entrances to the OP, both are visible, but not very well. At one entrance we find Pilgrim and talk to him. He promises to help with batteries and watches if we bring the Razor from his cache. Now there is an Avengers parking lot there, and he himself cannot go.

Entrance to the cave

12. We find things based on a tip. They lie in an excavator in a quarry

Pelegrimm's Cache

13. We give the Machine, we get the Watch.
14. We give the Watch and find out from the transition points AC -> NC, TD -> NC.
15. We go to Pilgrim again, he has already shaved and happily gives us the Batteries.
16. We take the Batteries to Zhorka,
17. An SMS comes from the Hermit, asking to come in, there is information.
16. Talk to the Hermit. We find out that Adrenaline was looking for us, information about the owner of the Safe has appeared. He says that Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the Detector.
17. We speak with Vitya. He asks to bring two Elite Detectors and a Plasma Caterpillar. An SMS comes from Adrenaline, people came to get the box.
(Detectors can be bought from Sakharov, the recipe for the caterpillar is from him)
18. We bring Vita two elite detectors and a plasma caterpillar, in response he sends us to Cyclops, he knows where to look for the cache with Viti’s Detectors. We listen to his next tip in poetic form.
19. We go to the Landfill, we find a cache, there are two detectors, we’ll just keep one for ourselves, it’s a wonderful thing, it sees both Jellied Invisible, and the Arhara Star and, of course, everyone else.

Cache spawn location

In the roots of a withered giant
Hidden cache of goodness
Where the blind people scurry around idle
Between the phoning rubbish and the hill
What is closest to the Valley of Mayhem

The cache lies under one of the trees in the Landfill

20. We come to Adrenaline, give the Detector. We learn that two people came for the Box, one of them is Astrologer, Adrenaline didn’t look at the second, it’s a shabby suit, which means the owner has been trampling the Zone for a long time. They were looking for Safe and GG. An SMS arrives from the Gynecologist, the safe has been opened.
21. We speak with the Gynecologist; in the Safe there was an old map of the territories near the Chernobyl Nuclear Power Plant. The gynecologist asks to find information on the Perfusor. For nuances, as usual, we go to Cyclops. Again we hear the guidance in verse. The transition point to the Labyrinth appears.
22. We find a half-dead mercenary in the Labyrinth, who is aware of the Perfusor and tells where to look for the flask for him. The floppy disk with the information is nearby. If, before this, you got to the Box through a teleport, you will find the mercenary quickly, he lies a little short of this teleport. We select the floppy disk and treat the Mercenary.

Mercenary location

In the deserted grotto of the Labyrinth
Where there are clouds of rats and it’s so dark
A half-dead body lies
And it keeps its secret

23. We bring the floppy disk to the Gynecologist and find out that we really need the flasks. In addition, we will need Reagents, you can ask them from the leader of the snipers, here in NZ, just how to get to them, they shoot at everything that moves. We go for the next portion of poems to the Cyclops. We receive an SMS from an unknown stalker, the owner of the card, he is not against the GG making a copy, but the original will have to be returned through the Astrologer.
24. We go to the Army Warehouses, find the desired place, select the Flasks.

Where to look for flasks

You will find someone else's swag under that one,
What the power of nuclear power plants helped deliver to the human world.
Where the spirit of Anarchy hovers high
And those who will kill anyone for “loot”
They are located just nearby
But there is only a catch here -
- You have to climb over the fence.

“The spirit of anarchy”, this is definitely Freedom, which means Army Warehouses.
“They’ll kill you for the money,” these are definitely Mercenaries.
This means we need to look under the nearest power line support, not far from the mercenary outpost at the AS.

25. We return and give the Flasks to the Gynecologist. To build the installation, he asks you to find power supplies and a control chip from the Freedom Exe. In addition, we give the Fang cards to the Gynecologist so that he can make copies.
26. We go to the place where the meteorite fell, find the teleport deactivator, and get into the cave through one of the entrances. (We find the deactivator of the second teleport already in the cave. Another tip, it’s quite hot there at the entrance, it won’t hurt to hang artifacts from the heat.

Where to look for the teleport deactivator key

27. We find Pilgrim in the cave, he helps us find an approach to the Mercenaries. We search the cave and find the power supply and boards.
28. We go to Chimera, the leader of the Avengers in NZ. He has a small request: to take down his rival, Sidorovich, and bring his head as proof...
- a small note, between points 27-28 you need to do without intermediate saves/restorations, otherwise the Avengers will become enemies-
29. We take the ingredients for installation found in the Cave to the Gynecologist. We take the original and a copy of the Fang map. We inform the Gynecologist that for success we need Sidorovich's head. Shura offers to give the Avengers a stuffed animal, and Owl, the commander of the Hunters, can help us with this; they also live nearby.
30. Eagle Owl agrees to help, but for the job he needs a Controller; they found just the right one on the Radar, so he needs to run and pick him up.
31. We run and pick up. We bring it to Owl.

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

"United Pak 2" - what is it?

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

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

Walkthrough of the story "Sniper"

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

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

Searching for caches

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

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

Journey through the records

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

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

"Hamster" quests

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

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

Surprises from the creators

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

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

More bonus caches

You already know that the game "Stalker: United Pak 2" largely revolves around finding various hiding places. Therefore, many of them can simply not be noticed, because the creators tried to make the task facing the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can find a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things there, including manual teleport to one of the locations.

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

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

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

Cheats for "Stalker: United Pak 2"

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

Using saves

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



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