Guide to the combined pack 2. Passage of STALKER Folk hodgepodge: a guide to quests and caches. Dead City and Last Day

A little about the hardware - the computer on which we all play Stalker and his mods. So you downloaded the game, installed it, launched it, but everything is somehow wrong: the save takes a long time to load, continuous lags, freezes, frequent incomprehensible crashes associated with a lack of resources and it is still not clear why ... What to do?
Of course, you can just go to the store, fork out a lot of money, buy a cool new computer. But such a solution does not always give the desired result. Why? And one more thing: what about those who have limited finances? Can they improve something?
Both of these questions are easy to answer if you try to understand how the Stalker engine uses computer resources. Let's start with the fact that the Stalker engine is not needed at all new computer euther. In our case, this is generally a waste of money. Why? Because the engine was written in 2002, and even then it was possible to play Stalker at maximum settings. Therefore, simply replacing the computer will not help much here.
But there is a solution. Quite simple and inexpensive. Available to almost everyone. We just need to make a small upgrade.
To understand what kind of upgrade we need, let's find out which of the computer's resources the engine needs the most. A powerful processor and a cool vidyuha - no. Processors and video cards of 2007 were quite able to cope with his requests. After the processor and video card, the engine most actively uses the hard disk and memory. And here we can just change the situation dramatically.
First, about memory. The engine, as a 32-bit system, cannot use more than 2Gb of memory. So to maximize the engine's memory usage, it needs to allocate all the 2Gb it asks for. How to do it? Simple: expand the memory to 4Gb and install 64-bit OS Windows 7 or higher. It is important to install the version not lower than Windows 7, because. only this OS can finally teach how to work correctly with more than 2Gb memory and distribute it correctly to applications. When you do this, in the process Windows work will completely go into the 3rd and 4th gigabytes, giving the engine as much memory as it asks for.
Now about the hard drive. Devices called SSD drives are now sold everywhere. This is the same hard drive, only it is made according to the principle of a flash drive - there are no iron and mechanical parts. The speed of writing / reading from such disks today is up to three times faster than from the fastest iron HDD. Here it is important not to save. Hard drives are the slowest link today, and that's why we need the fastest SSD available that you can afford. The engine communicates extremely actively with the hard drive, and the speed of the SSD in our case is crucial for improving the overall performance of the Stalker in general and the computer in particular. The faster the SSD, the faster the game and saves load, the faster it works with the paging file, the faster the whole system works. Therefore, when choosing an SSD, do not rush. Read reviews and reviews, see ratings.
The new SSD needs to be made bootable. You need to install Windows 64bit on it, a paging file (by default it falls on the system partition), Stalker, Solyanka, this OP, and put saves. 60Gb is enough. And we connect our old disk as the second one, and we store everything else on it.
When in January 2010, instead of buying a new computer, I made such an upgrade, my Windows performance index immediately rose from 4.3 to 6.1, Windows7 loaded from the moment it was turned on to the desktop in 18 seconds, OP-2 starts up to the menu in 14 seconds, the save is loaded in 40-60 seconds depending on the location, and this despite the fact that the computer is almost 10 years old!!! At the same time, memory crashes and lack of resources have stopped almost completely! And OP-2 is completely made on this old computer) I don’t know what else can improve the performance of old hardware so much at such minimal cost. If anyone has any ideas, be sure to share!
So, let's summarize: in order to maximize the performance of our favorite Stalker coupled with OP-2 at minimal cost and minimize memory crashes, we need to:
1. Increase the memory to at least 4Gb.
2. Buy the fastest SSD available to us. The volume is not important, 60Gb is enough. The main thing is to be as fast as possible.
3. Make this SSD bootable, install Windows 64bit on it, swap file (by default it goes to the system partition), Stalker, OP-2, and put saves. It is not necessary to install the maximum version of Windows, Home Basic or Home Extended is enough, especially if you bought a disk at a minimum, 60Gb.
And that's it.
I myself use: E6750 2.66GHz Duo CPU/Asus Commando/6Gb RAM/120Gb SSD/GeForce 8800 GTS/Win7 Ultimate 64 bit. All hardware, except for additional memory and SSD, was purchased in 2005.
And the last thing: the processors currently being produced can be well "overclocked", that is, their clock speed can be increased without the appearance of any glitches or freezes on the computer side. If you are advanced enough in this matter, then "overclocking" the processor will also increase the FPS and reduce the loading time of saves)

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 made to be modified. And this does not mean that in their original form they are bad - they just fit perfectly with 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 tensed up during intense chases and relaxed while reading diaries. But you should never lose concentration, because even in the same diaries a huge amount is hidden that you can use in the process of passing. There are already a fairly large number of mods for Stalker, some of which are universally recognized. One of them is "Combined Pack 2". It's more of a collection of mods rather than one complete mod as there are too many changes made. The creators of this mod boldly claim that "United Pack 2" is an independent separate game that operates by its own rules, lives by its own laws and has little in common with the original. But what is "Stalker: United Pack 2"? The passage of this mod will definitely be hardcore, so for those who are used to simple and casual games, it is better not to even try.

"United Pack 2" - what is it?

As mentioned above, there are already a very large number of various add-ons created by fans for Stalker. Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What is "Stalker: United Pack 2"? The passage in it is very different, but what? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Bundled Pack 2, you can experience the oppressive atmosphere of the Zone more closely. You will have very little health, even less ammo, and you will have to approach the completion of tasks incredibly seriously. The fact is that planning will now take 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 pay for the costs, let alone any profit! Therefore, you will have to think a lot and with concentration 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 Pack 2" resembles a collection of all possible modifications in one - here you will find both a plot branch and side quests, and a large number of new caches. And most importantly - all this will be in the atmosphere of hardcore. So you won't have to relax even for a second while you play Stalker: Bundled Pack 2. The passage can take you a lot of time, you will have to fight for your life in the most intense conditions. Therefore, if you are not attracted by the extreme level of complexity and the maximum realism of what is happening, then you better try original version"Stalker" or even another game. And now it's time to dive into the horrors of the Zone.

Passage of the plot "Sniper"

You already understood what "Stalker: United Pack 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different items for different people - and unravel the 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 Andrey and why, why they shot at you and who this mysterious stalker is.

It is worth noting that you will not be able to go through 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 gear- and then you can solve this riddle. She is not the only one in the game "Stalker NS: United Pack 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.

Search for caches

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

As mentioned above, you have much less ammo, and everything that happens is close to reality. This is what distinguishes the modification "Stalker: United Pack 2" from the original. Immortality is the only way for players who are far from hardcore, go through this game. But along with this, all her individuality and peculiarity are lost, so do not abuse cheats.

Journey through the records

Another distinctive feature of the game "Stalker: United Pack 2", which does not require immortality, 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, which tells about his adventures. And further, throughout the game, you will find a variety of caches, 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 initially everyone was warned - this modification is the most difficult version of the game, besides, 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 Pack 2". You can download saves for it on the net - in case you can’t go through this or that episode, but don’t want to spoil your statistics using cheats. Download the save game, load it and continue exploring the world from the moment that interests you.

"Hamster" quests

"Hamster" quests - this is what many love the series of games "Stalker" for. The "Merge Pack 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 in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. Here 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.

There are quite a few new "hamster" quests in the "Combined Pack" that will allow you to get hold of very important objects. They will contribute to the successful completion of the game, so do not ignore such tasks. For example, this is the quest from Yakut, in which you will need to collect six artifacts "Controller's Scalp" and "Symbion", as well as three items known as Antizombins. He will bring you a good minigun, as well as an unspecified chip, which can be very useful in the passage of the game "Stalker: United Pack 2". Codes for the game 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

Much of the content in Bundled Pack 2 is repetitive, meaning it's not original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". Cheats also remain the same, weapons have been expanded, the number of characters has been 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 here 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 is unlikely to 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 barriers in front of you. Naturally, you will have to try, but the reward is worth it. For example, in the crate located in the Quarry (you shouldn't give more information about its location, as this will spoil the surprise), you can find a powerful but light 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, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pack 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in Zaton - for example, on a burned-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" largely revolves around finding various hiding places. Therefore, many of them can simply be overlooked, because the creators have tried to make the task for 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 reach the 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, including a manual teleport to one of the locations.

By the way, it is worth talking about teleports separately, because they also play a huge role in United Pack 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 Pack 2"

Everyone remembers manual teleporters according to 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 ammo and equipment, then you could go hiking through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", here teleports take on a very important role. Given the fact that you almost never have enough ammo, little equipment, and even less life, using a teleport is a real happiness. Therefore, each of them must be sought in the first place 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 not count on the fact that at the very beginning you will have access to all the locations of the game "Stalker: United Pack 2". Saves in this case can be useful to you, 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 Pack 2"

For the "United Pack 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install a special cheat spawn mod for yourself, launch it, prescribe absolutely everything you want for yourself - weapons, equipment, money, quest rewards, and so on. By doing this, you make your life much easier, and this is especially true for such a hardcore mod as "United Pack 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 nullifies all interest. So if it's too difficult for you, try the original version of "Stalker" or another mod, and leave the "United Pack 2" for 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 bit. Naturally, it's up to you, but it is recommended to play the "United Pack 2" in the form that the creators offer you.

Introduction

Many thanks for creating the Guide to Folk Solyanka comrades: a1851769, RUS_D, [email protected], Vitaly_Zver, magnit, Black_Doctor, Alenka, Korpus, romale, Shadows, sergostalk. You will find their works in the previous version of the Guide to . In fact, this version is an ordered and slightly supplemented 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's USB 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 Strelka.
  3. We help Gray and his people at the Garbage to fight off the bandits.
  4. We save the Mole, he is the military, in response, he will lead you to the entrance to the dungeon and tell you about the cache. But don't forget to ask him a question about Strelok.
    If any of the 2nd to 4th points fail, there is a way to do without replaying. Information about Strelka's cache is sold by an informant in the Bar.
  5. According to the plan that the Mole gave you, we make our way into the cache and find the Strelka flash drive there.
  6. We get out of the dungeon in accordance with the task in the PDA, in other words, not through the hatch where we climbed.
  7. We search the corpse of the Ghost's master key in X-16.
  8. We meet with the Conductor at Cordon.
  9. We speak with the Doctor in Strelka's cache in the Agroprom dungeons.
  10. We find a cache in Pripyat and pick up the Decoder.
  11. We find a secret door in the Sarcophagus and open it.
  12. Solve the mystery of the Monolith.

2. Search for the missing expedition

  1. Search the corpse of Andrey, a commando, at the viaduct on Kordon.
    Note: the viaduct is a tunnel under the road from the village of beginners to the bridge; the corpse disappears after the first communication with Akim.
  2. We find the bandit who stole the PDA of a commando, this is a "simulator" sending an SOS signal, in the Landfill, but he does not have a PDA.
  3. We are looking for a bandit who stole the PDA, this is Fraer, on whom Voronin gives the task.
    Note: at different walkthrough, it can be found in the Dark Valley, the Scrapyard, the Agroprom, and the Agroprom Dungeons.
  4. At Prapor in the Landfill, for 10 scientific first-aid kits, we learn that Bartender's people will be able to repair the PDA.
  5. The bartender asks for the repair artifact Tears of Fire.
  6. We bring and find out that the Bartender's People finally broke the PDA, the branch seems to be lost.
  7. During the execution of Lukash's quest, according to the traitor Pavlik, we kill his "contact" Aru, and in his PDA we find information about the missing expedition.
    Note: in order for the dialogue to kill the traitor to appear, it is necessary to clear the farm from a group of debtors led by the Skull.
  8. In the Wild Territory, at the very crossing to Yantar, we find a group of Sivogo, 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 turning off the Scorcher.
  10. On a tip from Sakharov, we should go X-10, but we were already there, there was no expedition there, but Sakharov insisted, we 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.
    With a grating heart, we do it.
  12. We tell the ghost about what happened. He suggests that there is another way out of the X-10, but where?
  13. We talk with Freeman, in the Papers of the mercenary Jameson, he found a mention of an operation to capture the Monolith.
  14. At the Garbage, we deal with Tomaz's group, and pick up the Capture Plan.
  15. From the Plan we learn about the way from X-10 to the Sarcophagus and back.
  16. We go to the Ghost, if you found the missing expedition and exit from X-10 to the Sarcophagus, we get the task to bring 10 Golden Chunks of Meat from the Chernobyl-2 location.
  17. We bring Shreds to the Ghost, and as a reward we get information about the transition from the Sarcophagus to Chernobyl-2.
  18. We get the task to find 3 parts of the diary at Chernobyl-2.
  19. We bring the docks to the Ghost.

2. Quests on Arkhara's laptop

  1. Talk to Dan.
    Note: The Den is in the Swamps; we get the transition to the Swamps from the Fan in the DN; Den will appear after completing the task of Sviblov (leader clear sky) "Steal a machine gun."
  2. I'm going to Agroprom.
    Note: you need to steal documents from the main task of the Stalker.
  3. We speak with Zakhar (Bar).
  4. We speak with Dan, he talks about the unusual activity of the Military at the Agroprom. We get the task to steal a parcel from the military at Agroprom.
  5. We meet at Agroprom with Arkhara and his group, storm Agroprom, pick up the package.
  6. We don't know what it is or what it's for, we just take it to Dan.
  7. Again we speak with Arkhara, we get the task, to bring his notebook.
    Note: after the assault on the central complex, Arkhara is located in the tunnel near the Agroprom-Svalka crossing.
  8. We go down to the Agroprom dungeon, find the corpse of Arkhara's friend and take the notebook.
  9. We give the notebook to Arkhara, and we get the task to bring Arkhara's laptop, he also asks to visit Dan.
  10. We speak with Dan and get a task for a flash drive of a scientist from x-18.
    Note: we remove this flash drive from the corpse of a scientist on the first visit x-18.
  11. We bring and receive a tuned psi-helmet, identical to that given by Sakharov.
  12. On occasion, or immediately go to the Radar and find Arkhara's laptop.
    Note: The laptop spawns regardless of whether the PDA has a task for it, so you can safely pick it up the first time you visit the Radar. The crate is near the helicopter in the Rusty Forest.
  13. We bring the laptop to the Army Warehouses to Yakut.

2. Beginning of the search for the Ghost and the killers of the Fang

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

2. Search for the killers of the Fang

7. Let's talk with Voronin. He asks for Psycho's flash drive.
8. We go to the Crazy, who "lives" in the swamp in the Army Warehouses, we take a flash drive, we take it to Voronin.
Note: Svoboda 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 often the psycho ends before us, and his corpse can easily disappear, therefore, it will not be superfluous to deal with the psycho and remove the flash drive from him when you first visit the AU, without waiting for the quests for him.
9. We speak with the Informant in the Bar, for further progress we need the information of the Tyrant.
10. We speak with Dan and take the Tyrant's PDA from him.
Note: so that during the conversation Dan does not become an enemy, it helps to first ask him to fix 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 Fill up the mercenary Bolt and bring his PDA.
14. Again we speak with Le Havre and we get the task to bring the docks from the corpse of the Monolith in X-10.
15. During a visit to X-10, we find the corpse of this guy, he really has the papers, we take and bring them to Le Havre.
15. We speak with Yakut, he suspects a conspiracy, and sends him to Freeman.
16. Talk to Freeman, learn about the gathering of Mercenaries in the TD.
17. We take out the Blend squad in the TD and bring the flash drive to Freeman.
18. We speak with Le Havre. Le Havre is offended by us for Blend, poisons and robs GG to the skin.
Note: you can leave your own, acquired by sweat and blood, in the next room; Le Havre irrevocably takes quest items.
19. Again we speak with Le Havre, he becomes an enemy, and with a clear conscience we bring down him and all his associates.
20. We speak with Yakut, he saw how a box was dragged from the base of Freedom to the outpost.
21. We take out the outpost of the Mercenaries and pick up the box.
22. We bring the box to Yakut and get our swag, which Le Havre removed from the poisoned GG.

2. Search for the Ghost

7. We speak with Kruglov (Semenov), he needs a working computer to decipher the diary.
8. We speak with Arkhara, he should know where he can be found.
9. We find the system unit in X-18 and bring it to Kruglov.
10. After that, Kruglov sends GG to Yakut
Note: a further branch will work after the Fang branch is completed and the Scorcher is disabled.
11. SMS comes 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 cellars of Agroprom we come across an ambush, but obviously they were not waiting for us.
14. Again to Yakut, he sends GG to the Radar. Find the Ghost here!
15. The ghost sends the GG to the Owl on the Swamps in order to recapture the Beast's flash drive from the Avengers.
16. Along the way, if the Owl is killed, we search his corpse and get a tip on his caches in X-10 from which we will find out who surrendered the Ghost.
17. We visit the Ghost again, we 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 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 the task of rescuing a friend from the captivity of bandits. We go along the road to the church, we clean up the bandits and find the captive Sahatoy, we talk to him.
  2. We return to Dyak, report on the completion of the task, get information about the teleport to the Clear Sky base.
  3. We go to the base, we meet 3 characters who give us quests - Vasily, Kholod and the leader of the Chistonebovites 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 a very good protection from the explosion - art + costume). Kalmyk appears.
    4.2. We speak with Kalmyk, we get the task to bring the container. The location of the container is marked on the map with a circle.
    4.3. We go to the backpack, pick up the container.
    Note: in the teleport around the backpack there is at least 1 passage, but it is very narrow (+\- half a meter to the side and it does not work), you need to find the place 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, find out the tariffs for the exchange of ointment. We bring swag and get 3 necessary jars, we take 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.
    Note: the location is marked on the map in the PDA. If there is no mark, then the pseudo-giant runs in the ravine northeast of the complex in which Adrenaline is located (from the entrance from the side of the landfill immediately to the right along the fence).
    5.1. We aim the pseudo-giant from the weapon of Cold and report on the completion of the task.
    Sviblov's quests are key to the further passage of the plot, incl. to open passages to new locations (Limansk and beyond).
  6. We speak with Sviblov, we get the task to bring the brain of a unique controller. The spawn location of the controller is marked on the map. We go, kill the controller and the monsters accompanying him, take the brain.
  7. We hand over the brain to Sviblov and in return we get the opportunity to exchange the details of unique monsters for weapons.
  8. We speak with Sviblov again. We get the task to steal PKM from the bandits. And a label in the PDA for Kashchei. Without delay, it is necessary to go and talk with Kashchei, otherwise he may die in the fight against the bandits or disappear into the anomaly.
  9. We speak with Kashchei, we get a 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 PKM from the backpack. Before taking the PKM, the bandits should not see the GG, otherwise the quest fails.
  11. At the moment of taking the PKM, hunters spawn, led by Den, help fight off the bandits, now you can fight the bandits. After cleaning, you can talk with Dan, but more on that later.
  12. We hand over PKM to Sviblov, we get a new task - to control the Freebie deal.
  13. We go to Cordon to the factory near the railway bridge.
    Note: For the successful completion of the task, 2 conditions must be met:
    - so that before the call of the Freebie, the mercenaries do not notice the GG
    - so that after the call of Freebie, Freebie himself and his friend 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 the search for the Black Doctor

  1. We speak with Den, we get the task to talk with the Cat and a label on him in the PDA.
  2. We go to the Cat, we speak, we accompany him to the burnt 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 protection against radiation or anti-radiation drugs.
  3. We search the corpse of the Monolith, pick up the card and give it to the Cat.
  4. We escort the Cat to the fence of the Chistonebovtsy base, actively clearing the living creatures around, if the Cat suddenly stops. We go to the bar to the Cold, we speak with the Cat. We get the task to find the right person.
  5. We speak with everyone at the base, we find a Persian in a house with equipment next to the house where Sviblov is standing, we speak. We get the task to bring the TV.
  6. We go to Cordon, near Akim we pick up the TV, we bring it to the customer - we give it back. In return, we get information about the possible locations of the Monoliths (marked on the map by circles).
  7. We rummage through the places of the possible location of the Monoliths, find them, destroy them, take the notebook.
  8. We give the notebook to the Cat, we agree on a subsequent meeting in the Bar.
  9. We get the task from the Cat to bring medicine from Kalmyk
  10. We go to Kalmyk, he needs ingredients - we collect, we bring. We are waiting for 24 game hours, we take the medicine.
  11. We give the medicine to the Cat, we get the task to take the "language". I'm going to Agroprom.
  12. To the south of the western complex we find the Monoliths and free Chuk and Gek from their captivity. We speak with anyone, we accompany both to the central complex.
    Note: I recommend clearing the territory along the route in advance - otherwise these young creatures worse than Kruglov rush to fight with everything that moves and it is not possible to bring them down.
  13. On the territory of the central complex we speak with Chuk or Gek, we get valuable information, we go to the Cat.
  14. We share information with the Cat, learn about Rabinovich and get the task to go to the Skryaga, let's go.
  15. We get information from the Miser that we need a Modest.
  16. In the village of bloodsuckers we find Gloomy, and we speak of the Joker. We drink 3 bottles with the Joker and get information about the Modest.
  17. If I correctly understood the idea of ​​the authors, then in a state of "slightly drunk" GG must complete the next quest. We go deep into the village, SMS comes from Modest, 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 is better not to delay a 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 say, we get information about the "Black Doctor", we return to the Cat.
  20. We report to the Cat, we get the task to talk with Zakhar.
  21. We speak with Zakhar, we get the task to take Brother Louis alive.
  22. We go to the Swamps, the base of the avengers in the northeast of the location near the northern exit to Cordon. We clean the guards without touching Brother Louis, we talk with him, we get information about the Frenchman.
    Note: when disassembling, do without intermediate save / load, because. Brother Louis may not want to communicate later.
  23. At the base of Freedom we find the corpse of the Frenchman, we take away his PDA, we hand over to Zakhar.
  24. We get the task to find Fang and go to perform a series of quests "Search for the box and safe of the mysterious stalker", "Continuation of the search for the mysterious stalker", "Meeting with Fang ...".
  25. After completing all the quests of Fang, we go to Limansk, in one of the buildings (you can’t pass by) we find a group of Svobodovites led by Borman. We get the task from Bormann to destroy the sniper.
  26. We go to the construction site, clean up all the NPCs, destroy the sniper. SMS comes from Sviblov about the need for a meeting.
  27. We go to Borman and hand over the task. We get a new one - find a silencer and take it to the Miser. We go to the construction site, we find a silencer in one of the containers.
    Note: the muffler without you can be stolen by NPCs, so I do not recommend leaving the location before finding it and also rummaging through all the corpses if you do not find the muffler in the containers.
  28. We take the muffler to Skryaga, wait 5 hours, pick it up, return it to the construction site and hand over the task to Borman.
  29. We go to Sviblov, we get the task to find a courier on the Radar.
  30. On the Radar we find a courier next to the Ghost. It is recommended to stock up on medications and arts to restore health - they will come in handy.
  31. We pick up the suitcase from the courier and carry it to Sakharov, despite all the calls for the task in the PDA "Return to Sviblov."
  32. We hand over the suitcase to Sakharov. Before giving back, I recommend eating a tight meal, because. then sleep for a long time. We speak with Sakharov and return to Sviblov.
  33. We report on the completion of the task, we get the deactivator of teleports.
  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 with the Black Doctor, we 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 Bald in the Bar; to start this branch, you must complete the Miner's task "Bring a book from the Forgotten Forest".
  1. We speak with the miner, we get the task - to save the runaway "prodigal son" (Fima Coal) and bring the sentry's notebook.
  2. In the Labyrinth, on the upper tier of transitions in the large hall, we take away a notebook from the guard, save the fugitive and receive from him, in gratitude, the transition from the Labyrinth to the Cave.
    Note: if in a shootout the Monoliths suddenly kill Fima Coal - do not be upset, the main thing is that Tagged saved him and the quest will be counted.
  3. We bring a notebook to the Miner and observe the return of the prodigal son (even if he was killed by the Monoliths before that). As a reward, we get 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 talk with Adrenaline. For the opportunity to learn about another transition, Fima asks to bring first-aid kits, bandages, "Soul" and soap.
  5. We bring Fima swag and he gives the transition from the Labyrinth to a new location.
  6. We speak with Adrenaline, we get the task to bring the Casket and the safe from the Labyrinth. At the same time, we get the transition to the Labyrinth from Amber.
  7. In the Labyrinth we find the Casket, in it is a note with an interesting and useful information. We bring the box to Adrenaline, tell about the meeting with the immortal Shadow of the Monolith. We learn that we need to talk with the miner.
  8. We speak with the Miner, he talks about the need to join the Monolith and sends him to Sidorovich.
  9. We speak with Sidorovich, we get the next 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 from the door to the Monolith's bunker. In order for him to speak, it is necessary to say to him the "Plasma Caterpillar" and "Rattle". 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 - do not forget to bargain with them.
  11. We go to Sidorovich, we give repair kits and the amulet of the Monolith.
  12. We go to the miner and give the safe.

3. Continued search for the mysterious stalker

  1. We take the safe, go to the upper level of the Labyrinth, find the transition point to the Unexplored Land (NZ) and go there. The transition at the highest level of the large hall is almost a mirror image of the transition through which the GG enters the Labyrinth.
  2. We speak with the Astrologer, we learn about some local residents.
  3. We get acquainted with the Hermit, he talks about a few more. We get a bag with medicines for the Gynecologist.
  4. We get acquainted with the Gynecologist, we give the Bag and the Safe.
  5. We speak with the Cyclops, from his poems we learn about the location of the medicines. We learn about the transition point Dump-NZ.
  6. We go to Cordon and pick up medicines.
    Note: the task is easier to complete with a camouflage exa in the arsenal. If there is none, then art will help you.
  7. We give medicines to the Gynecologist.
  8. We speak with Zhorka-Anomaly, he opened the first door, there was information about Fang. But in order to open the second door, he needs batteries.
  9. We speak with the old man at the entrance to the Cave. He tells about the Fire Cave (OP), about the fact that he saw the required batteries there, and asks, if they come across, to find the clock lost there.
  10. Again we speak with the Hermit, 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 the Pilgrim and talk to him. He promises to help, both with batteries and with a watch, if we bring a razor from his cache. Now there is a parking lot of the avengers, and he himself cannot go.
  12. A simple stealth mission, we find the abandoned Pilgrim's backpack and take everything from there. If at least one avenger dies while reporting on the task, the mission will fail.
    Note: and, again, a camouflage exa to help you.
  13. We give the machine, we get the clock.
  14. We give the clock, and learn from the transition points AS-NC, TD-NC.
  15. Again we go to the Pilgrim, he has already shaved and gladly gives us the Batteries. An SMS comes from the Hermit, asks to come in, there is information.
  16. We speak with the Hermit. We learn that Adrenaline was looking for us, information appeared on the owner of the safe. Says Adrenaline needs a new anomaly detector. Vitya-Hologram can help with the detector.
  17. We take the batteries to Zhorka, for one we speak with Vitya. He asks for two Elite Detectors and a Plasma Tracker. SMS comes from Adrenaline, people came for the box.
  18. We go to Yantar and buy detectors from Sakharov.
  19. We bring Vitya two Elite detectors and a Plasma caterpillar, in response he sends us to the Cyclops, he knows where to look for the cache with Vitya's Detectors. We listen to his next tip in poetic form.
  20. We go to the Landfill, find a cache, there are two detectors, we will just leave one for ourselves.
  21. We come to Adrenaline, we give the Detector. We learn that two people came for the Casket, one of them is the Astrologer, the second Adrenaline did not consider, it is a shabby suit, which means the owner has been trampling the Zone for a long time. We were looking for a safe and GG. SMS from the Gynecologist comes, the safe is opened.
  22. We speak with the Gynecologist, there was in the safe old map territories near the Chernobyl nuclear power plant. The gynecologist asks to find information on Perfusor. For nuances, as usual, we go to the Cyclops. Again we hear a tip in the verses. A transition point to the Labyrinth appears.
  23. We find a half-dead mercenary in the Labyrinth, who is aware of Perfusor, and says where to look for a flask for him. The diskette with the information lies nearby. We select a diskette, we 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 on NZ, that's just how to get close to them, they shoot at everything that moves. We leave for the next portion of poems to the Cyclops. We receive SMS from unknown stalker, the owner of the card, he does not mind if the GG makes 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, we give the Flasks to the Gynecologist. To build the installation, he asks to find Power Supplies and a control chip from Exa Liberty. In addition, we give the Fang cards to the Gynecologist so that he makes copies.
  27. We go to the place where the meteorite fell, we find the deactivator of teleports, we get into the cave through one of the entrances.
    Note: we find the deactivator of the second teleport already in the cave. Another tip, at the entrance there is quite hot, it does not hurt to hang artifacts from the heat.
  28. We find the Pilgrim in the cave, he helps to find an approach to the Mercenaries. We rummage through the cave, we find the PSU and boards.
  29. We go to the Chimera, the leader of the Avengers in NZ. He has a small request to fill up a competitor - Sidorovich and bring his head as proof ...
    Note: Between points 28-29, you must do without intermediate saves / restores, otherwise the Avengers will become enemies.
  30. We take the ingredients for installation found in the Cave to the Gynecologist. We pick up the original and a copy of the Fang card. We inform the Gynecologist that Sidorovich's head is needed for success. Shura offers to slip a scarecrow on the Avengers, and Owl, the commander of the Hunters, can help us with this, they also live nearby.
  31. Owl agrees to help, but for work you need a controller, just the right one was filled up on the Radar, you have to run to pick it up.
  32. We run and select. Bring Filina.
  33. For 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 does not 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 bump, she disappeared here in the Zone. An SMS comes from Cyclops, there is a tip on the cache.
  35. We listen to another portion of poetic revelations and stomp on a tip. We pick up flasks with reagents in the Chimera's stash.
  36. We refer the findings to the Gynecologist. We admire the charged Perfusor. We receive SMS from Fang, he wants to meet.
  37. We speak with the Cyclops and get the last tip.
  38. Let's go, take everything from the cache.

3. Quests of the Fang (trips to Warlab, Red Forest)

    Note: this one starts story line immediately after the collection of the perfusor for patients of the Gynecologist's clinic.
  1. We receive SMS from Fang (item 36 from the branch "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 get the task to scout a new territory (military laboratory or Warlab), we get a transition from Radar to Warlab and from Warlab to X16.
  3. We go to the Radar, there is a transition behind the door with a combination lock. The code for the lock is given by Syak after you bring him the tools from Sidorovich. We find ourselves in Warlab for a sharp dismantling of the Monoliths with mercenaries. You can just stand quietly at the entrance for 10-15 minutes until the enemies destroy most of each other. We receive SMS from Fang.
  4. We find the corpse of the mercenary Kostolom in the billiard room, take the mercenary's notebook from it.
  5. We go to the AC to Fang, he is on the farm where the Dolgovtsy were based before, we talk with Fang, we get the task to ingratiate ourselves with the mercenaries, in which Lukash will help us.
  6. We speak with Lukash, learn about the signet and the Spider.
  7. We go to the Radar, kill the Spider near the exit to the Dark Valley, pick up the signet and become a mercenary.
    Note: when moving further, we try to avoid contact with any groups, especially with former neutrals and friends - after killing them, you may find yourself in a stalemate.
  8. We go to Warlab, we find Panther in the billiard room, we talk with her and we get the task to find a walkie-talkie for a while, we find it in one of the backpacks. We give the radio, we find out that the big uncle wants to talk to us.
  9. We speak with Dembel, we get the task to pick up a stuffed dog from Lukash's headquarters. We get the coordinates of the transition from Warlab to AC.
  10. We speak with Panther, we get the task to intercept the messenger on the Cordon and pick up the disk. In the PDA we see a photo of the place where you need to get. Carefully get to Cordon. I recommend having a teleport from Sakharov with you in order to immediately teleport to Cordon. We climb onto the upper structures of the bridge, we reach the edge of the torn farm, we receive Panther's SMS that we are in place, a messenger should appear, we take the disk from him.
  11. We move aside with Panther and get the task to bring a backpack from Lukash's headquarters. We get an invisibility exa.
  12. We go to the AS, find a backpack in the weapons room of Freedom and take a prototype armor 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 scarecrow to Dembel and the Panther's armor, the boss of the mercenaries wants to talk to Marked.
  14. We speak with the boss, GG expose. Together with Panther and her guards, you clear the Warlab from mercenaries.
  15. We speak with Panther and Dembel, we get information and a reward for helping Panther.
  16. We go to Fang in the Bar, share information. Fang sends to Lukash. At the same time, we can receive transitions to the Red Forest and Limansk, as well as the task to pick up documents in the Red Forest.
  17. We go to Lukash and give the signet of the mercenaries.
  18. We speak with Lukash, we get the task to escort the Svobodovites. SMS from Panther comes.
    Note: if you have not cleared the Radar for a long time, then I recommend clearing the route to Warlab from extra teeth and trunks.
  19. We speak with Vitamin, we agree on a meeting on the Radar.
  20. We go to the Radar, we speak with Vitamin, we accompany the group to a hole in the mesh fence, again we speak with Vitamin and we go into Warlab.
  21. If there is no ardent desire to fight with dogs, we calmly wait until the Svobodovites clean up Varlab and Vitamin comes to the billiard room.
  22. We speak with Vitamin, the blocking teleport is turned off and we get a reward - a Svoboda gold ingot. SMS comes from Cyclops - we do not react yet.
    Note: I post the ingot immediately in Warlab, because then it is forgotten, and in other locations you are wildly surprised: "Why is Duty shooting at you ?!"
  23. In the right elevator shaft, we go up the stairs to the secret part of Varlab, we speak with Lazy. Learn about the chief scientist.
  24. We find Klenov, speak and get a lot of interesting information, we get the task to bring the Hologram to Warlab.
  25. We go to NZ, we speak with the Cyclops, we get another tip on the cache.
  26. We speak with the Hologram, we accompany him to the transition to the AC.
  27. We go to Warlab, we speak with Klenov, we get the task to bring art and cobblestones.
  28. We go to the Cave and take the Heart of the Poltergeist from the Miner. The miner gives the art only after meeting with the Doctor in Pripyat, receiving the Doctor's task to take the medallion to the miner. Also, the miner will ask for flashlights - where and how to find it all is described in other sections of the guide.
    Where to look for 10 cobblestones - everyone decides for himself. They 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, we give art.
  30. If you have not received the transitions and the task from paragraph 16 of the description - we get it, we go to the Red Forest. Near the transition we meet a group led by Shadowman and help him complete 2 tasks - free the bridge and fight off a pack of monsters.
  31. On the map in the PDA, the location of the hunters is marked, we find the Captain's Genka and get the task to return the stolen backpack.
  32. We go to the Swamps to the Cold, we speak, we get information about the location of the thief, we go on a tip and find the captive thief.
  33. We agree with the captors of Mitka on a ransom, we talk with Mitka, we take the backpack, we carry it to the hunters in the Red Forest.
  34. We return the backpack, we get a tip on the location of the backpack with documents. We fight off the monsters, find a backpack, pick up the documents, take Fang.
  35. Fang gives a new task - to find and save Denis. We go to the Red Forest to the mine, we clean the monsters, we find and save Denis, we accompany the stalkers to the parking lot, we return to the Fang.
  36. We hand over the task and find out that the Stargazer was looking for us (we are looking for him on 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 get the task from him to go to Codon to talk with the Astrologer. Let's go and talk. In the last dialogue it is written that the GG should go to Sidorovich.
  2. We go in the direction of Sidorovich, an SMS comes from Klyk about the need to save Pilgrim and the transition from Pripyat to the Old Village opens. We immediately forget about Sidorovich and move towards Pripyat.
  3. We go to the Old Village, at the entrance we speak 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 speak and we get the task to clean up the warrior at the store.
  5. We go to the store, we clean up the warriors, we talk with Kolmogor - we get a new task - to capture the headquarters.
  6. We go, capture the headquarters, SMS comes from the Panther. We report to Kolmogor, we get the task to examine the village.
  7. We speak with Pilgrim, we walk around the village, we receive SMS from Kolmogor, we return.
  8. We speak with Kolmogor, we get the task to find the Panther and the coordinates of the transition to Limansk. We go to the transition, SMS comes from Panther and a mark appears on the map in the PDA.
  9. We go to the Swamps to the Panther. For those who did not have a label - Panther on the southern tip of the peninsula, near which the controllers' farm is located (where red brain for Sviblov was mined). When approaching the Panther, an SMS comes from Fang about the approximate coordinates of the transition to the Old Village and a label appears in the PDA.
  10. We speak with the Panther, go north from it and find the Connoisseur of the Swamps in the center of the circle with a mark in the PDA.
  11. We speak with the Connoisseur, we get the task to bring zombie embryos and clean up the farm. We go, we clean, we find backpacks and embryos.
  12. We return to the Connoisseur, we speak, we go to the Panther, we bring her to the Connoisseur. Again we speak with the Connoisseur.
  13. We follow the Connoisseur. When it stops, we speak and get a transition marker from the Swamps to the Old Village, go to the transition.
  14. We take the Panther to Kolmogor, from whom we receive the task to protect the village.
  15. We heroically defend so that the life of the GG does not seem like honey, during the execution of this task a new SMS arrives from Kolmogor demanding to clean up another part of the village alone.
  16. GG is no stranger - we go to the lowland part of the village, we clean up the warriors, a joyful SMS comes from Kolmogor, we return.
  17. We report to Kolmogor, an SMS comes from Klenov with a request to come. We speak with the Pilgrim, after which we go to Varlab.
  18. In Warlab we receive several SMS in a row. We go to Klenov, we get the task to find the psi-antenna. We are moving to Cordon.
  19. The antenna we need is on the truck, from which the GG fell out at the beginning of the game.
    Note: do not rush to immediately pick up the antenna - when approaching it, a guard of honor and a red carpet committee appear.
  20. We pick up the antenna, we carry Klenova.
  21. We return the antenna to Klenov.

3. Generators or the Elusive Stargazer

    The storyline begins after the last communication with the Pilgrim in the Old Village.
  1. There is an exchange of SMS with Fang, we find out that GG is needed at Chernobyl1. Who did not use the Chernobyl 2 - Chernobyl 1 transition, we 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 1 we meet the Ghost, we say, he leads us to the transition point. As it stops - we say, a transition appears, we go to the Generators.
  3. On the Generators, we again speak with the Ghost, he leads how to stop - we say, GG needs to find the elder in the village. I'm going to the village.
  4. Finding a senior is not a problem, talk to him, pay or complete a quest. The quest is actually not difficult - I advise you to complete it. All hints 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 a transition to the Hospital.
  5. Fritz is easy to find, he lets GG to the prisoner, we talk to him, a helicopter arrives
  6. We leave, we speak with the Black Doctor, GG must find the Boatswain. We take the Doctor to the prisoner.
  7. We go to the Ghost, we speak, we get information about the Boatswain, we return to the Black Doctor and beg him for a helicopter. We listen to advice and stock up on what we need. We go into the helicopter, we fly to the Swamps.
  8. We arrive, 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, we speak.
  9. We leave the cave, we get the task to bring the Boatswain to the cemetery. He himself gets behind the fence, we talk to him, we lead, protecting him from monsters.
  10. In the cemetery from the pilot we get the task to clean up the bandits. We clean, put the Boatswain in a helicopter, sit down ourselves, fly back to the Generators.
    Note: GG must take out all the bandits personally, if someone perishes in an anomaly or breaks a mutant, the turntable will not land.
  11. We arrive, speak with the Boatswain, go to the Ghost and get a transition to Pripyat.
  12. We go to Andersen, we speak. GG must find the joystick. There is a map in the PDA, a hint on how and when to look - too. We find a joystick, during the search we look not only at our feet, there is still a joystick!
  13. We speak with Andersen, go to the Boatswain, hand him the joystick and accompany him to the border of the radiation zone. We are waiting for the Boatswain to turn off the antennas and leave the zone. We go to Boatswain, we speak with him.
  14. We go to the Ghost, we speak, a long exchange of SMSs. We set off to storm the Base with the three of us, admire the battle of helicopters, and clean up the Monoliths. We receive SMS about the escaping leader, jump into the hatch underground passage, we run after the leader.
  15. We find the corpse of the panther, wait for the Black Doctor, talk to him, talk to the Ghost, go to the village.
    Note: when performing p.p. 14, 15 do without intermediate save/load.
  16. We find the Boatswain, we talk, we drink, we watch videos and listen to DDT. We wake up, go to the Ghost, get a note, it contains the code from 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 is not that difficult after all. Hint - a living person will be sitting in the cave. We do not climb into the cave - we go to Fang at the headquarters in the Fiery Cave, we speak. Together with him we go back to the cave.
  19. We climb into the cave, find the Fly, speak, return to the Fang, meet the Panther, speak, return to the Fang again, speak.
  20. We are leading the Fly to the Hermit for the winter quarters. When they brought, the Fly should sit down by the fire, and Fang should stand nearby.
  21. We leave, we receive SMS from Fang. We return to the Fly, we speak, we get the task to find the doll and her photograph. We speak with Fang, go to Warlab to Maple.
  22. We take the art from Klenov, go to the Radar for the doll (in the house where one of the Cyclops' caches was). A "prediction" about an incomprehensible anomaly is being fulfilled (hardcore players will get real pleasure). 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 go to Chernobyl2 to search the helicopter. Who at least once passed Chernobyl2 can easily find out where the right helicopter lies, but in order to get to it, GG will need a Monolith teleport.
  24. We make our way to the helicopter, pick up the recorder. There is an exchange of SMS, from which we understand that we still need to look for helicopters. Let's go looking.
  25. The 2nd helicopter is very easy to find, it is clearly visible from the bottom (from the ground) and from above, any gamer ran past him repeatedly. Near it are hints where to look for the 3rd helicopter, which is more difficult to find and which the GG cannot reach without a teleport.
  26. Near the 3rd helicopter we find the backpack that the Fly was talking about, we take valuable things from it. We carry and give the recorder to Voronin, an active exchange of SMS.
  27. We go to Mukha, show her the contents of the backpack and send it to big earth, we pick up a present from the military.
  28. We speak with Fang, we read scary story in SMS, we run to a large swamp. We find the corpse of the Fly, we treat the wounded lieutenant, we speak. SMS exchange, we go to the cave in which the Fly was found, we get the task to go to the Generators.
  29. On the basis of the Generators, we talk with Andersen, go to the substation, collect jamming generators, bring them, give them away. After an active exchange of SMS, we observe the negotiations.
  30. We speak with Andersen, go to the concrete road and clean up the Monoliths. We go to the generator field, when we reach the right place, there is an exchange of SMS, we meet Panther, we speak.
  31. We go to Chernobyl2 (the place is marked on the map), we speak with Fang, we go to the place indicated by him, we clean up the Monoliths, an SMS comes from Fang with the requirement to return quickly.
  32. We run back as fast as we can, we observe the catastrophe of an armored personnel carrier and a helicopter.
  33. We receive an invitation from the Black Doctor, go to the Hospital, GG is allowed into the previously closed far part of the Hospital.
  34. We follow the communication of the heroes, after the invitation we go to the Black Doctor, we communicate with him, with the father of the panther, again with the Doctor and we get freedom of choice further development 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 on our own, get closer to the back wall of the closet and throw the Poltergeist Heart on the white circle - as usual, there is a flash and a new art is cooked very quickly, we select it.
  36. We speak with 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, there is a passage further along the tunnel, we go there.
  37. We find ourselves in an inaccessible part of the 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 participants of the show go home.
  39. Arkhara appears, we speak with him, he leaves. We are not in a 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. Quests Lightning and the search for an exit in the Dead City

  1. After talking with Fang, we leave for the teleport. We fall on the pipe, look around, see another teleport, jump into it. "Getting acquainted" with Lightning, an exchange of SMSs follows, we learn a lot of new things.
  2. We figure out who could have planted a bug in the PDA, let's go and deal with him. SMS exchange.
  3. We go to the Control Bunker, we speak with Lightning.
  4. We advance to Limansk, find a house with a teleport, find what is left of the Stranger, pick up a notebook, find another teleport to exit.
  5. We meet with the Legend of the Zone, and Semetsky tells us how to quickly get to the Generators.
  6. 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 a teleport, go into it. We find a photo gun, take a picture of the Monolith, select a photo, jump into the teleport.
    Note: Binoculars will help you find the aiming point.
  8. Village. SMS exchange with Ghost. We go to Pilgrim, show the photo and ask him to erase the numbers from him.
  9. We are waiting, we go around the village, SMS comes from Pilgrim, we take the photo and go to the Generators.
  10. We give the Photo to Maximilian, we get the Isomorph Detector. SMS exchange with Lightning and Fang.
  11. We take Camouflage Exa and advance in X-10. We sit in ambush. We wait.
    Note: it would not be superfluous to shoot the rats on the way to the hall with a knife switch and in the hall itself, so that the fighters of the Last Day clan would not be distracted by them; keep stealth mode until Korn opens the code door.
  12. We fight off the Invisible Radio Operator Korn, we communicate with Korn and Fang, we select the camera.
    Note: if possible, we do without intermediate saves, otherwise quest items may fall into textures. If this happens, we leave their X-10, for example, into the Sarcophagus and return, we select everything, it failed.
  13. Let's go to Pripyat. AT 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 see off to the Kindergarten.
    Note: it will be easier if the mutants, zombies and monoliths are exterminated before we go to look for Korn's cache, then it will be easier to hold him alive.
  14. Korn opens the safe to find out about the missing document. We speak with Fang, we mine the stairs, we speak with Fang again, we repulse the attack.
  15. We leave for the Red Forest, we find the Forester. We eliminate the sniper, we get a gun from the Forester, and he collects a camera for us. On a tip from the Forester, we find a corpse, take everything we find, and then look for a transition to Warlab.
  16. We speak with Klenov, we get three charges to the camera and an isomorph.
  17. We go to X-16 photograph the Brain. We leave, if we're lucky, in the tunnels we find and photograph the controller.
    Note: if you are not lucky, 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 escort him to the Stalkers' parking lot. We talk to him. On a tip, we pick up a rifle and cartridges.
    Note: we do not pay attention to the second Chernomor, we need one that is a friend.
  19. We go to Warlab, give Klenov a photograph and a camera.
  20. Let's go to Lightning. We are talking. We throw out all the found isomorphs into the teleport, in return we get various useful things + a "pleasant" surprise.
  21. We receive SMS from Panther. Lightning helps us move closer to Cordon.
  22. At the Garbage we meet Hog, we help him solve the problem. In exchange, we learn about the cache of Invisibles. We take everything from there.
  23. Let's go to Cordon, exchange SMS with Panther. We go to the Village of beginners, we speak with the father of the Panther. We are trying to catch up with her. We are watching what is happening. We return with the Panther's Father to the Village. We talk to him. SMS exchange with Chernomor. We speak with Klenov and he will teleport the Note and the infected Camera to us.
  24. We leave for Yantar, we speak with Chernomor.
  25. We return to Cordon, take a Snapshot and calculate the villain. We speak with him and hand him over to Panther's father.
  26. We go to the base of freedom. SMS exchange with Panther's father. We take a picture. We calculate someone else's and talk with him.
  27. We take a camouflage exa and move to the Uncharted Land. We eavesdrop on the conversation when the representative of the Last Day leaves, we speak with Maximilian and we get a tip on the cache at Agroprom.
  28. We pick up the contents of the cache and move forward to Sakharov. Seeing what we brought him, Sakharov is happy to share information about the peeped teleport in X-16.
  29. We go to the Teleport, we find ourselves in X-16, collect everything we find, and act as it is written in the papers found.
  30. We teleport to Yantar, we speak with Chernomor. SMS exchange with Lightning.
  31. We come to the Lightning, throw the found object into the portal, be sure to collect everything that flies back. Say goodbye to Lightning.
    Note: Be sure to wait until the Lightning goes to the teleport!!!
  32. We find a teleport in Limansk, activate it.

3. Last day and Dead city

  1. We go into the portal, we get a not very happy message about the weapon from the protection system. Reluctantly, we leave in the safe acquired by overwork. We teleport to MG.
    Note: I took only a shotgun in the first slot in MG and that was enough for me, everything you need to pass is at the location.
  2. We meet Evil, we get bad news and a hint from him, we go to look for a stalker. The location is marked with a circle on the map.
  3. We find the Perfumer, we get another hint, we go further to look for stalkers. The location is marked with a circle on the map.
  4. We find a farm and Tyumensky, we speak, we get a task. We go to the camp of bandits, the position is marked by a circle on the map.
  5. We find stalkers, we speak with the Liquidator, we go to clean up the camp. After the cleanup, we loot and collect swag according to the list of Tyumensky (there is in the PDA in the task description). We assemble the whole set and get the task to take the stalkers back.
  6. We are leading the stalkers to Tyumenskoye, simultaneously clearing the monsters spawned for this occasion. We remember Chuck and Huck. We hand over swag and live stalkers to Tyumensky.
  7. We receive SMS from the Perfumer, we go to the Black Farm to look for the controller. The fighters appear last day"and SMS comes from Norman. You can fight with enemies or run away from them. We go to Norman.
  8. We talk with Norman, we learn a lot of interesting things. SMS exchange with Fainting, we go to meet him next to the camp that was recently cleared. Upon arrival at the place, the fuel truck receives a task from Norman to find a cache. Waiting for fainting.
  9. We speak with Fainting, we get a chip to turn off 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. On the way, we clean our passage from the fighters of the "Last Day". Don't forget about Swoon's hint about the timer.
  11. In the attic, according to the drawing, we find a cache and the weapon we need, go to the place of the sniper.
    Note: the weapon disappears from the hands - we are not nervous, as it is conceived, we wait a bit and observe what is happening. When the weapon returns to our hands, we bring down several fighters of the "Last Day", be sure to bring down the head of security on a tip from Norman.
  12. We leave the city, there is an active exchange of SMS with Fainting and Evil, we get the transition to the ATP, we run into it.
  13. We deal with the "support group" at the ATP, we get a task from Norman to find a hiding place, we go to Agroprom.
  14. With the help of the positioner, we go to the indicated point along the coordinates, teleport to the cache. We find the module in the cache, we get transitions to the MG and back. SMS exchange with Norman.
  15. We move to Limansk, pick up the swag left there from the safe, at the same time follow Norman's instructions along the way (if the necessary armor and weapons are not in the safe). On any of the transitions provided, we return to the Dead City.
    Note: there is no transition from Limansk to MG!
  16. We go to the Perfumer, he wakes up with a passion for wandering and he leaves for his new place. We are waiting and tracking on the map when it stops, we go there, we speak. SMS exchange with Duda. We get a route how to enter the building.
  17. After the end of the dialogue between the Perfumer and Duda, we again speak with the Perfumer (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 to the Liberty base).
  18. We find Dudu, we speak. Whether to part with the amount announced by Duda or not - everyone decides for himself. If we part, the GG will have enough time to calmly find the Doctor, talk to him. If you don’t leave, you will have to pretty much run around (a few seconds to find the Doc and dialogue with him). But you will have to fight with the "Last Day" in any case.
  19. We speak with Doc, we send him to the Perfumer. We receive SMS about disabling the protection system, a little later - an invitation from Lightning. We go to meet her, we say, Lightning disappears.
  20. We receive SMS from the Perfumer, we go to the headquarters to look for a note from the Spark, we find, the Perfumer appears, we speak.
  21. On the positioner we go to the point indicated by Iskra in the note, we get into the sewer and through it - to the teleport to Zaton.
  • We go to Warlab to Klenov. We say, we find out that they did not find everything. We give back what we have already found, and go to look for what is missing.
  • We receive SMS from Arnie, quickly go to the Bar.
  • We speak with Arnie. We undertake to find his old friend - Claw.
  • We go to Yantar, we speak with Sakharov. Where the Talon is, he doesn't know.
  • We speak with Achilles in Eastern Pripyat. We undertake to find his missing knife.
  • We head to the Forgotten Forest, we speak with the Cross. We destroy the enemies, we take away the knife from the corpse of the bloodsucker. We return to the VP by the Fenrir teleport.
  • The appearance in the VP suddenly turns into a tin - when we appear, we immediately catch a bullet from a Blackwater sniper. We quickly run to Akilla, we speak. We take the task of destroying the sniper.
  • We go to the hospital in VP. There, the GGs are already waiting - you will have to try to survive, because Blackwater, like Alpha, are killed only in the eye. Moreover, there are two snipers. We clean everyone, pick up the rifle of one of the snipers, carry Akilla, give it back, turn in the quest.
  • Achilles says that he removed the PDA from the Monolith, but it is damaged, and the data needs to be restored. Let's go, let's go to Sakharov.
  • We speak with Sakharov, he needs a program for data recovery. Let's go look.
  • We go to the Bar to the Associate Professor. And here's the surprise - he doesn't have it either, but he knows who has it.
  • We leave for Cordon, to Akim. He has a program, but he does not want to give it away for free. We redeem the program, go to the Bar to the Associate Professor.
  • We give the program to the Associate Professor. There are 2 options to choose from: take money from it, or give it away for free. We choose to give away FREE OF CHARGE. I'm going to Yantar.
  • We speak with Sakharov, we give the prog. However, recovery cannot be done immediately - you need to wait a day. You can sleep, or go about your business. I was asleep.
  • A day later, we again speak with Sakharov. He finished the restoration, but does not want to give the PDA, because of its contents. He wants GG to find out the recipe for the Crystal Ball from the owner of the PDA, but after he finds out that he is not alive, he still gives the PDA. We return to VP.
  • We speak with Achilles. Among other things, the PDA contains the communication frequencies of the Monoliths and their plans - they are preparing a strange expedition to X-8. We decide to deal with it. With the help of Akilla, we connect to the frequencies of the expedition, we receive red SMS.
  • We go to the old KBO. Eliminate the guard squad.
  • We go down to X-8. We destroy the expedition, it can not do without surprises - the monolith figured us out and cut us off from the channel. We clean X-8, we think what to do next.
  • Following the logic, we go to the overpass. And not in vain: we meet the reconnaissance detachments of the Monolith there. According to an established habit, we clean everyone in the overpass to zero.
  • At the exit to the VP, you need to be careful, here another surprise awaits - a group of the Claw is found! We finish off the remaining Monoliths, we go to talk with the Claw.
  • We are talking. Let's find out his story. Talon says that he has a thing of interest to us. But to get it, you need to fulfill his request. Nothing to do, let's go.
  • We rise to the VP, we speak with Aquille. We go to the cinema "Prometheus", we destroy the zombies so that the Whip does not notice us. When everyone was cleared, we quietly rise to the second floor. We see Whiplash at the window. We sneak up and kill him with a knife in the head (it doesn’t matter at all what - the main thing is that he dies quickly and does not suffer).
  • We go to the Bar, we speak with Arnie. We get a thing - this is a PDA, in which there is a tip to the cache, with the missing part of the reader.
  • We leave for Jupiter - to look for the caches of Dragunov. I advise you to read the description of the task in the PDA - you will learn a lot of interesting things about Dragunov, and at the same time - everything will fall into place. Cache 3 - the description of the task says it all. If not found - watch the video from Alex75Rus.

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

  • After finding the hiding places, we go to Warlab to Klenov. We give the missing thing, again we wait a day.
  • A day later, we again speak with Klenov. We learn that everything we brought is part of one receiver that receives an unknown signal. Klenov also says that he found hints that the signal comes from the location of the Monolith's weapon, and that it may be on Zaton.
  • Let's go to Zaton. We go to the VNZ "Circle", climb onto the roof. There we find a cache with weapons of the Monolith. Although the hiding place is invisible, I don’t post a screen of the place - it’s hard not to find something by the sound on the roof. The branch is completed, thanks to everyone - everyone is free.


  •  
    Articles on topic:
    Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
    (4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
    How to turn the wheels in GTA Online and more in the GTA Online FAQ
    Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
    Ace of Spades in combination with other cards
    The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
    How to build a relocation horoscope correctly Make a map by date of birth with decoding
    The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map